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Topic Subject: Red Hand of Doom -- Character Thread
posted 10-17-09 05:15 PM EDT (US)   
Alright, here it is. Let's check out our cast, shall we?

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.
Replies:
posted 10-17-09 05:17 PM EDT (US)     1 / 12  
Name: Kaiden Shamus
Race: Grey Elf
Class: Kineticist 7 (Psion—Pyschokinesis)
Alignment: Chaotic Good
Deity: None
Languages: Common, Elven, Draconic, Goblin, Orc, Sylvan

Abilities:
Str 10 (+0)
Dex 18 (+4)
Con 10 (+0)
Int 21 (+5)
Wis 10 (+0)
Cha 8 (-1)

AC: 20 (10 + 4 dex + 4 armor + 1 magic + 1 natural), Touch 14, Flat-footed 16
HP: 27 (4 + 6d4 + 8 feat)
Speed: 30 feet

Saving Throws:
Fortitude: +5 (2 class + 0 con + 1 resistance + 2 psycrystal)
Reflex: +7 (2 class + 4 dex + 1 resistance)
Will: +6 (5 class + 0 wis + 1 resistance)

Attacks:
Masterwork Longbow: +8 (3 base + 4 dex + 1 masterwork), 1d8 damage, crit 20/x3
Masterwork Longsword: +4 (3 base + 0 str + 1 mwk), 1d8 damage, crit 19-20/x2
Ranged Touch (ray): +7 (3 base + 4 dex), crit 20/x2

Feats:
1) Armor Proficiency (light)
1) Psicrystal Affinity
3) Empower Power (metapsionic) (raises cost by 2 pp, variable and numeric effects by 50%)
5) Psionic Body (+2 hp per psionic feat you have)
6) Privileged Energy (fire) (+1 damage per die when using fire)

Skills:
Autohypnosis: +12 (10 ranks + 2 synergy)
Concentration: +10 (10 ranks)
Disable Device: +14 (10 ranks + 4 dex)
Knowledge (religion): +15 (10 ranks + 5 int)
Knowledge (local): +15 (10 ranks + 5 int)
Knowledge (nature): +15 (10 ranks + 5 int)
Knowledge (geography): +15 (10 ranks + 5 int)
Note: Race gives +2 to Search, Spot and Listen. Gaining psionic focus is full-round action as a DC 20 concentration check.

Equipment:
Masterwork Longbow (3 lb), Quiver of 40 arrows (5 lb), Masterwork Longsword (4 lb), +1 Chain Shirt (25 lb, -1 check), Flint and Steel, 2 torches (2 lb), waterskin (4 lb), Headband of Intellect +2, Gloves of Dexterity +2, Cloak of Resistance +1 (1 lb), Amulet of Natural Armor +1, 6 potions of cure moderate wounds.
Wealth: 6528 gp in gold and gems
Weight carried: 44 lbs

Racial Features:
Immunity to sleep effects, and a +2 save bonus against enchantment spells or effects.
Low-Light Vision
Weapon Proficiency: Proficiency with the Longsword, Longbow, Rapier, and Shortbow
+2 to Search, Spot, and Listen, detect secret doors.

Class Features:

Psicrystal: Beowulf (Hero personality -- +2 Fort)
Diminuitive Construct
6 HD, hp 13
AC: 20
Speed: 30 ft, Climb 20 ft.
Special Qualities: Construct traits, hardness 8, psicrystal granted abilities (improved evasion, personality, self-propulsion, share powers, sighted, telepathic link, deliver touch powers, telepathic speech).
Saves: +5/+7/+6
Abilities: Str 1, Dex 15, Con --, Int 10, Wis 10, Cha 10.
Skills: Climb +14, Listen +7, Move Silently +6, Search +5, Spot +6.
Feats: Alertness

Psionics:

Power Points: 63 (46 class + 17 bonus)
Note on augmenting: Can’t pay more than 7 pp for one power

Powers Known (15):
1: Force Screen, Attraction, Energy Ray, Telempathic Projection, Control Light
2: Energy Missile, Mass Missive, Psionic Tongues, Psionic Levitate
3: Energy Cone, Energy Wall, Psionic Blast, Touchsight
4: Energy Ball, Psionic Dimension Door

DC to resist: 15 + power’s level (10 + 5 int)

A little character information:

Kaiden is a grey elf but is unusually fiery for one. He has a good heart, caring to help those in need, but he's dangerous once he's on a mission. He particularly enjoys flashy combat spells that have a huge impact on his environment and his enemies, caring little for whatever else gets in the way.

He sees himself as an arbiter of change. He believes that there is nothing in the world that he can't or will never be able to change. This ranges from the life of one of his enemies to someone's opinion of him to much grander things, like who rules a given kingdom or which deities are worshipped forever and which fade into myth. He sees the mortal sentient races as the only things that can shape the future--nature and the gods would just keep things the same, and that to Kaiden is stagnant.

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.

[This message has been edited by That One Elf (edited 08-13-2014 @ 01:24 PM).]

posted 10-17-09 08:04 PM EDT (US)     2 / 12  
Name: Jehu Shohka
Race: Whisper Gnome, (Humanoid [Gnome, Dragonblood])
Class: Dragonfire Adept
Character level: 6
Alignment: Neutral Good
Languages: Common, Draconic, Giant, Gnome, Goblin
Deity:

Abilities:
Strength: 6 (-2)
Dexterity: 14 (+2)
Constitution: 19 (+4)
Intelligence: 14 (+2)
Wisdom: 10 (0)
Charisma: 10 (0)

HP: 54 (8 + 24 [Con] + 5d8 + 1 [Dragontouched])
AC: 25 (10 + 4 armor + 1 magic + 4 shield + 1 magic + 2 dexterity + 2 natural + 1 size)
Flatfooted AC: 23
Touch AC: 13

Saves:
Fortitude: 10 (5 class + 4 Con + 1 resistance)
Reflex: 6 (2 class + 3 Dex + 1 resistance)
Will: 6 (5 class + 0 Wis + 1 resistance)
+1 vs. paralysis & sleep [Dragontouched]

Feats:
1) Ability Focus (breath weapon)
1) Dragontouched (class bonus feat)
3) Entangling Exhaustion1
6) Exhaled Barrier2

Attacks:
Heavy Mace +2 (3 basic attack + 1 masterwork - 2 Strength) 1d6-2 +1 fire damage (least energy crystal [fire])
Dagger +2 (3 basic attack + 1 masterwork - 2 Strength) 1d3-2 + 1 cold damage (least energy crystal [cold])

Equipment, special:
+1 Mithral Chain Shirt (6.25 lb, 0 check), +1 Tower Shield (22.5 lb, -9 check, -11 to attack rolls), Cloak of Resistance +1 (1 lb), Gauntlets of Dragon Spirit, Heward's Handy Haversack (5 lb), 2 Eternal Wands of Lesser Vigor, 2 Wands of Lesser Vigor, Healing Belt (1 lb), Everlasting Rations (2 lb), 7 Blessed Bandages, Masterwork Heavy Mace w/ Least Crystal of Energy Assault [cold] (4 lb), Masterwork Dagger w/ Least Crystal of Energy Assault [fire] (.5 lb)

Equipment, mundane
small steel mirror (.5 lb), inkpen, ink, 19 sheets of parchment, bucket (2 lb), hammer (2 lb), 10 iron spikes (10 lb), 2 clay jugs (18 lb), 4 pieces of chalk, riding saddle, pony, 302 gp [250 gp (5 lb), 500 sp (10 lb), 200 cp (4 lb)]

Total weight carried: 93.5 lb, reduced to 5 inside Heward's Handy Haversack
Light Load: 60 lb

Skills: (54 points)
Bluff: +9 (9 ranks)
Diplomacy: +15 (9 ranks + 6 synergy) +19 vs. dragons & dragonblood subtype [Dragonkin class feature]
Hide: +10 (+ 4 size + 4 racial + 2 dex)
Knowledge (nobility & royalty): +7 (5 ranks+ 2 int)
Listen: +9 (6 ranks + 2 racial + 1 [Dragontouched])
Move Silently: +6 (+ 4 racial + 2 dex)
Search: +3 (+ 2 int + 1 [Dragontouched])
Sense Motive: +9 (9 ranks)
Spot: +9 (6 ranks + 2 racial + 1 [Dragontouched])
Use Magic Device: +9 (9 ranks)
1 rank in Speak Language.

Base speed: 30 feet

Special abilities (Whisper Gnome):
Darkvision (60')
Low-light vision
+1 attack vs. kobolds & goblinoids
+4 dodge vs. giants
+4 to Hide & Move Silently
+2 to Listen & Spot
Silence 1/day, centered on body
Ghost Sound, Mage Hand, Message, each 1/day

Special abilities (Dragonfire Adept):
Breath weapon, DC 20 (10 + 1/2 level + 4 con + 2 feat + 1 [if holding weapon that does same damage]). 4d6 Fire damage, Reflex save for 1/2 damage. 30' line or 15' cone.

Breath effects (cannot apply the same breath effect to the breath weapon in two consecutive rounds):
Frost Breath: Breath weapon does 4d6 cold damage. Reflex Save for 1/2 damage. 15' Cone only.
Slow Breath: Breath weapon does no damage. Instead, enemies in affected area are slowed, as the spell, for 2 rounds. A successful Fortitude save reduces it to 1 round. 15' Cone only.

Invocations (Invocations incur a 10% failure chance if the +1 Mithral Shirt is worn, 60% if +1 Tower Shield is also held):
Least:
Endure Exposure: Gives protection as the Endure Elements spell, and grants immunity to my breath weapon and its effects. 24 hour endurance.
Magic Insight: Can Detect Magic, as the spell. While the invocation is active, can end the effect as a full-round action to determine all the properties of a single touched item (as the Identify spell, but with no components required). Self only

Lesser:
Voidsense: Grants 30' blindsense for 24 hours. Self only.


1: Entangling Exhaustion: When you use your breath weapon, you can choose to enmesh all creatures in its area instead of producing its normal effect. Your breath weapon deals only half its normal damage; however, any creature that takes damage from your breath weapon becomes entangled and takes an extra 1d6 points of damage, of the same energy type as normally dealt by your breath weapon, each round at the start of your turn. This effect lasts for 1d4 rounds.

2: Exhaled Barrier: When you use your breath weapon, you can choose to create a 10-foot-by-10-foot vertical plane of energy instead of producing its normal effect. The opaque wall’s near endpoint begins at any corner of your space and extends in a straight line for 10 feet or until it contacts a solid surface. The wall lasts for 1d4 rounds. Any creature passing through the wall takes damage equal to that normally dealt by your breath weapon. If you create the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Either way, a successful Reflex save halves this damage.

Now I will destroy the whole world...

[This message has been edited by Gruesy (edited 10-30-2009 @ 11:39 AM).]

posted 10-18-09 04:02 PM EDT (US)     3 / 12  
Name: Tubolt -(Thunuk SpearBearer Gathakanathi) Goliath birth name
Race: Goliath
Class: Fighter 6
Level: ECL-7
Alignment:Neutral
Languages:Common and Gol-Kaa
Deity:MANETHAK-(The wise hunter)

Picture of Tubolt

Abilities:
Strength: 22 (+6)- (10pt + 4 race + 2 item)
Dexterity: 16 (+3)- (10pt - 2 race + 2 item)
Constitution: 17 (+3)- (6pt + 1 lvl adj. + 2 race)
Intelligence: 10 - (+2pts)
Wisdom: 8 (-1)
Charisma: 8 (-1)

Hit Points:55(10-5-6-5-6-5class)+(6x3con)

AC:21(23 with shield)(10 +3dex.+6armor +2ring of protection)

Touch: 13ac.(10 +3dex)
Flat-Foot: 16ac.(10 + 6 armor)
Base Speed: 30 feet

Initiative: +3( 3 dex.)

Saves:
Fortitude: +9 (5 class + 3 con. + 1 resistance)
Reflex: +6 (2 class + 3 dex + 1 resistance)
Will: +6 (2 class + *3 con. + 1 resistance)

Base attack: +6
*Grapple: +16(+6 base +6 str. + 4 size)
*Resist Trip: +10(+6 str. + 4 size)
*Resist Disarm: +14(+14)
*Resist Bull rush: +10(+6 str. + 4 size)
*Resist Overrun: +10(+6 str. + 4 size)

Feats:
1) Weapon Focus (greatspear)
2) Exotic Weapon Proficiency (greatspear)
3) Short Haft
4) Endurance-(+4 0n nonlethal dam..sleep in armor with no ill effects)
5) Steadfast determination*
6) Power Attack
7) Cleave

Attacks
+1 Large Greatspear: +14 (+6 base +6 str +1 magic +1 feat)
.............Damage: 3d6+10+1d6 cold (9str +1magic +1d6 crystal)

Large Flail: +12 (+6 base +6 str.)
.............Damage: 2d6+6 (6 str)

Large Dagger: +12 (6 base +6 str)
............Damage: 1d6+6 (6 str)

MW Large Longbow +6str: +10 (6 base +1 MW +3dex.)
............Damage: 2d6+6


Carrying capacity: Light load: 200 lb. or less, medium load: 234–466 lb, heavy load: 467–700 lb
TOTAL= 82lb now

Equipment:
+1 Large Greatspear-2400g -9lbs
Large Flail-16g -10lbs
Large Dagger-4gp -1lb
MW Large composite Longbow +6str.
40 arrows-2gp -6lb
heavy wooden shield -7g -10lb
lesser crystal of energy assault (frost) 3000g
+2 belt of str.
+2 gloves of dexterity - 4000 gp
+1 Mithril breastplate
+1 cloak of resistance - 1000 gp - 1 lb
+2 ring of protection
11 potions of "shield of faith" 600g
4 potions of "cure light wounds" 100g
9 potions of "cure moderate wounds"
1 potion of "Bear's endurance"
10 day trail rations- 10lb
Backpack- 2 gp, 2lb
Bedroll- 1 gp, 5lb

Gold(money)
-4,213gp+1268= 5,481gp
- 10pp

Skills: (16 fighter)

*Climb: +12 (6 ranks + 6str)
*Craft: +0 (0 int)
*Intimidate: -1(cha)
*Jump: +6 (6str)
*Swim: +6 (6str)
*Ride: +3 (3dex.)
*Handle animal: -1 (-1 wis)
Listen: -1 (-1(wis)
Search: +0 (int)
Spot: -1 (-1(wis)
Survival: -1 (-1(wis)
-Hide: +3 ( 3dex.)
-Move silently: +3 (3dex.)
-Knowledge(arcane): +2 (4 ranks) (cross-class)
-Spellcraft: +3 (6 ranks) (cross-class)
-Use rope: +3 (3dex.)
-Tumble: +3 (3dex.)
-Language: 0
-Sense motive: -1 (-1 wis.)

GOLIATH RACIAL TRAITS

+4 Strength, -2 Dexterity, +2 Constitution: Goliaths are massively muscled, but their bulk sometimes gets in the way

-Medium: Goliaths are Medium creatures and have no special bonuses or penalties due to their size.

-Mountain Movement: Because goliaths practically live on the ledges and cliffs of the most forbidding mountains, they are particularly adept at negotiating mountain hazards. Goliaths can make standing long jumps and high jumps as if they were running long jumps and high jumps. A goliath can engage in accelerated climbing (climbing half his speed as a move action)without taking the -5 penalty to the Climb check.

-Acclimated: Goliaths are automatically acclimated to life at high altitudes. Unlike other denizens of the mountains, Goliaths don't lose their acclimation to high altitude even if they spend months or years at lower elevations.

-Body Language: When speaking to one another, goliaths tend to augment their verbal communication with subtle body language. Goliaths receive a +2 racial bonus to Sense Motive checks.

-Powerful build: Goliaths can wield weapons intended for Large creatures without a -2 penalty. A Goliath is considered one size larger when it benefits him.

-Languages: Goliaths begin play speaking Common and Gol-Kaa. Goliaths with high intelligence scores can choose from the following: Dwarven, Giant, Gnoll, Terran.

Physical Description
7 feet tall, 300lbs. instead of gray colored skin,Tubolt has rough tan colored skin with darker tan markings,his eyes are a starburst blue.He has no hair.His different skin color is among some of the reasons he left his tribe,he was sensitive to fact that he was different and is still dealing with it with himself but tries not to let is show.

Tubolt was raised in his nomadic tribal community. Things were good,trading with the other races where they camped was fruitful and mother earth saw to it that supplies were bountiful.Until they happened to cross paths with some giants.They had traded with giants before but these were different,instead of trading with Tubolts tribe they attack, for they were looking for slaves. The giants nearly wiped out their whole tribe but Tubolt and a few others were able to get away. Far too small to be a tribe of their own the survivors joined into other tribes that would take them.Tubolt got into a fairly large tribe but soon after joining he got 'shunned'. So, longing to adventure anyway, Tubolt left the community and set out on his own,seeking to gain wealth and perhaps find others of his birth tribe who were still alive.

He wears a breast plate over a black leather vest, with black fur lining the inside,and black leather pants that come down to just above the knees.
His boots are black and come up to the bottom of his knees,and he wears a black headband with a fur tail that hangs down the back to his shoulders that he has been died red.Tubolt had a tailor make the outfit for him out of a number of bear pelts he brought to him.

People follow the light, blinded by just cause, but what has the light brought them? It has only caused me pain, while the darkness embraced me and kept me deep within its shadows away from my pursuers and made them suffer for their crimes against me
Into darkness, into night, amongst the shadows we shall fight!
-/X\( ++ ) /X\-L.E.D.- Hand of Malice-/X\( ++ ) /X\-

[This message has been edited by Accusync72 (edited 08-21-2014 @ 00:25 AM).]

posted 10-20-09 11:04 AM EDT (US)     4 / 12  
Corpal
Halfling Rogue
Chaotic Neutral
Level 6

Strength: 8+2(0)
Dexterity: 21+2(+6)
Constitution: 012(+1)
Intelligence: 10(+0)
Wisdom: 10(+0)
Charisma: 10(+0)

Speed: 20 feet

Armor Class: 20 = 10 +6 [dexterity] +1 [small] +2+1
Touch AC: 17
Flat-footed: 20 [uncanny dodge]

HP: ?

Initiative modifier:+6 = +6 [dexterity]
Fortitude save:+4= 2 [base] +1 [constitution] +1 [halfling]
Reflex save:+12= 5 [base] +6 [dexterity] +1 [halfling]
Will save:+3= 2 [base] +1 [halfling]
Attack (handheld):+5= 4 [base] 0 [strength] +1 [small]
Weapon Finesse:+11= 4 [base] +6 [dexterity] +1 [small]
Attack (unarmed):+5= 4 [base] 0 [strength] +1 [small]
Attack (missile):+11= 4 [base] +6 [dexterity] +1 [small]
Grapple check:0= 4 [base] 0 [strength] -4 [small]

Attack with Spike Chain
13 4+6+1+1(mw)+1(weapon focus)
Damage with Spike Chain (Sneak Attack)
1d6 (3d6)

Languages:Common Elven Halfling +1 other...

Spiked Chain [1d6, crit x2, 2.5 lb., two-handed, piercing]

Feats:
Exotic Weapon ProficiencyWeapon:
Weapon Finesse
Weapon Focus x1Weapon(s): Spiked Chain

Appraise Int 0 = +0
Balance Dex* 10 = +6 +4
Bluff Cha 3 = +0 +3
Climb Str* 6 = 0+2 +2 [halfling]
Concentration Con 1 = +1
Craft_1 Int 0 = +0
Craft_2 Int 0 = +0
Craft_3 Int 0 = +0
Diplomacy Cha 0 = +0
Disable Device Int 4 = +0 +4
Disguise Cha 0 = +0
Escape Artist Dex* 10 = +6 +4
Forgery Int 0 = +0
Gather Information Cha 2 = +0 +2
Heal Wis 0 = +0
Hide Dex* 12 = +6+2 +4 [small]
Intimidate Cha 0 = +0
Jump Str* 0 = 0+4 +2 [halfling] -6 [speed 20]
Knowledge (local) Int 2 = +0+2
Knowledge (nature) Int 1 = +0+1
Listen Wis 7 = +0+5 +2 [halfling]
Move Silently Dex* 13 = +6+5 +2 [halfling]
Open Lock Dex 10 = +6+4
Perform_1 Cha 0 = +0
Ride Dex 7 = +6+1
Search Int 4 = +0+4
Sense Motive Wis 3 = +0+3
Sleight of Hand Dex* 8 = +6+2
Spot Wis 6 = +0+6
Survival Wis 1 = +0+1
Swim Str** 2 = -0+2
Tumble Dex* 10 = +6+4
Use Rope Dex 6 = +6

This character also has 2 ranks in Speak Languages

Halfling:

* +2 dexterity / -2 strength (already included)
* Small (combat bonuses, +4 to hide already included)
* +2 racial bonus on climb, jump, move silently
* +1 racial bonus on all saving throws (already included)
* +2 morale bonus on saves vs. fear (stacks with racial bonus)
* +1 to hit with thrown weapons and slings
* +2 racial bonus on listen checks (already included)

Rogue:
* Sneak Attack +3d6
* Trapfinding
* Evasion (level 2)
* Trap Sense (level 3)
* Uncanny Dodge (level 4)
* Improved Uncanny Dodge (level 8)
* Special Abilities (choices begin at 10th level)

Equipment still working on this
10492.11 of 12000 gp (17 lb)

MW Spike Chain325 (2.5 lb)
Leather Armor + 11160 (7.5 lb)
Belt of Strength +24000 (.5 lb)
Cloak of Resistance + 11000 (.5 lb)
Gloves of Dexterity + 2 4000

backpack2 (.5 lb)
bedroll0.1 (1.25 lb)
flint and steel1
trail rations (4 days)2 (1 lb)
torch0.01 (1 lb)
traveler's outfit1 (1.25 lb)
waterskin1 (1 lb)

[This message has been edited by TBphenom (edited 11-05-2009 @ 03:11 PM).]

posted 10-21-09 01:01 PM EDT (US)     5 / 12  
Name: Ismal
Race: Golden half-dragon (half gold dragon, half human, dragon type)
Character level: 4 (ECL 7)
Class: level 4 paladin
Languages: Common, Draconic
Alignment: Lawful good
Deity: Bahamut (LG dragon deity)
Height: 6 feet
Wight: 175 lb

Abilities:
Strength: 26 (+8) (8 points=15 +8 race +2 magic +1 level 4)
Dexterity: 14 (+2) (6 points)
Constitution: 16 (+3) (6 points=14 +2 race)
Intelligence: 10 (-) (+2 race)
Wisdom: 12 (+1) (4 points)
Charisma: 14(+2) (4 points=12 +2 race)

Hp: 38 (10+5+6+5 class + 4x3 con)
AC: 22 (10 +5 natural armor +5 armor +2 dex) Touch 12, flatfooted 20
Damage reduction 1/- (max 10/day)

Saves:
Fortitude: +9 (4 class + 2 divined grace + 3 con)
Reflex: +5 (1 class + 2 divined grace + 2 dex)
Will: +4 (1 class + 2 divined grace + 1 wis)
Immunity to fire, sleep, paralysis, fear and all diseases

Feats:
Power attack (human feat)
Dragon tail (level 1 feat)
Cleave (level 3 feat)

Carrying capacity:
Ismal: Light load: 260 lb or less, medium load: 261–390 lb, Heavy load: 391–520 lb.

Equipment:
+1 frost greatsword 8350 gp, 8 lb
Masterwork heavy flail, 315 gp, 10 lb
+1 composite (+8 str) longbow, 3200 gp, 3 lb
40 arrows, 2 gp, 6 lb
Lesser crystal of electricity assault 3000 gp
+1 magic chain shirt, 1250 gp, 25 lb
Least iron ward diamond, 500 gp,
Gauntlets of strength +2, 4000 gp, 1 lb
Dagger, 2 gp, 1 lb
Amulet of natural armor +1, 2000 gp
Wand of cure light wounds (43 charges left), 750 gp
Wand of protection from evil (48 charges left), 750 gp
8 potions of cure moderate wounds, 2400 gp
Potion of cure serious wounds, 750 gp
Potion of bear’s endurance, 300 gp
2 scrolls of bless (50 gp)
scroll of remove paralysis (150 gp)
scroll of bless weapon (50 gp)
2 scrolls of resurgence (50 gp)
Scroll of Righteous Fury (375 gp)
scroll of Cloak of bravery (375 gp)
scroll of Owls wisdom (150 gp)
scroll of Eagles Splendor (150 gp)

Backpack, 2 gp, 2 lb
Bedroll, 1 sp, 5 lb
Flint and steel, 1 gp
Lantern, bullseye, 12 gp, 5 lb
20 pints of oil, 2 gp, 20 lb
10 days of trail rations, 5 gp, 10 lb
100 feet of silk rope, 20 gp, 10 lb
Grappling hook, 1 gp, 4 lb
Whetstone, 2 cp, 1 lb
2 Sacks, 2 sp, 1 lb
Waterskin, 1 gp, 4 lb
Crowbar, 2 gp, 5 lb
Spade, 2 gp, 8 lb
Veil of antitoxin, 50 gp
5 sunrods, 10 gp, 5 lb
5 torches, 5 cp, 5 lb
652 gp
(132 lb, light load)

Base attack/grabble: +4/+12

Attacks:
+1 frost greatsword: +13 (2d6+13+1d6cold+1d6electricity)
MW Heavy flail: (2-handed): +13 (1d10+12)
Claw: +12 (1d4+8)
+1 composite (+8 str) longbow: +7 (1d8+9+1d6electricity), 110 ft

Full attacks:
+1 frost greatsword: +13 (2d6+13+1d6cold1d6electricity) and bite +7 (1d6+4) and tail +7 (1d6+4)
MW Heavy flail: +13 (1d10+12) and bite +7 (1d6+4) and tail +7 (1d6+4)
2 x Claws: +12 (1d4+8) and bite +7 (1d6+4) and tail +7 (1d6+4)

Skills: (21 points)
Concentration: (4ranks+2con)= +6
Diplomacy: (7ranks+2cha+2synergy)= +11
Sense Motive: (5ranks+1wis)= +6
Knowledge (religion): (5 ranks)= +5

Race features:
Str +8, Con +2, Int +2, Cha +2
Natural armor +4
Natural attacks: 2 x claw (1d4) + bite (1d6)
Special Attack: 1/day: cone of fire, 6d8 damage, 30 ft length, DC 13 reflex for half damage
Immunity to fire, sleep and paralysis
Darkvision 60 ft
Low light vision

Class Features:
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex)
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): 1/day, +2 to attack, +4 to damage
Divine Grace (Su): a paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): 8 points of healing per day
Aura of Courage (Su): Immunity to fear (magical or otherwise). Each ally within 10 feet gains a +4 morale bonus on saving throws against fear effects.
Divine Health (Ex): Immunity to all diseases, including supernatural and magical diseases.
Turn Undead: Turning check: 1d20+4, Turning damage: 2d6+3

Spells:
Level 1: 1/day

Speed:
Base speed: 30 feet.
Double Move: 60 feet.
Run: 120 feet.
Charge: 60 feet.

Physical appearance:
Height: 6'4"
Wight: 200 lb
Ismal is the size of a large human, and the dimensions of his body is very much like that of a human. He is covered in golden scales and his head looks like a mix between the head of a human and the head of a dragon. His mouth is big and filled with sharp teeth. He had no hair on his head, which instead is covered with golden scales like the rest of his body. His hands and feet are “dragon-like” and clawed and he has a powerful “dragon tail” which can be used in combat.

Clothing:
Ismal is seldom seen without his shiny chain shirt. Beneath it he wears a shirt and a pair of short pants. He is usually barefooted as finding boots that fits his feet is difficult. Ismal’s inner draconic heat source usually keeps him warm enough to not need much clothing

Biography:
Ismal is a son of Istyparkith, a female gold dragon cleric of Bahamut who regularly mates with humans or elves to produce half-dragons that can serve her god. Her offspring is of course free to choose their own destiny, but many choose to become clerics or paladins of Bahamut. Ismal was among those that chose to become a paladin.

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 08-13-2014 @ 12:00 PM).]

posted 10-22-09 06:38 AM EDT (US)     6 / 12  
Name: Zylo Xanz
Race: Human, Male
Class: Swordsage 6
Alignment: Neutral Good
Deity: None
Languages: Common, Draconic

Abilities: 28 point buy

Str: 8 (-1)
Dex: 18 (+4)(4th, +2 gloves)
Con: 14 (+2)
Int: 12 (+1)
Wis: 16 (+3)
Cha: 8 (-1)

Hp: 42 (8 + 5d8 + 12)
AC: 22 (10 +4 dex +3 wis +4 armor +1 ring) Touch 18, flatfooted 18

Speed: 30 ft.
Carrying capacity: Light load 80 lb. or less, medium load 81-120 lb., heavy load 121-160 lb.

Saving Throws:
Fort: 4 (2 class + 2 con)
Ref: 9 (5 class + 4 dex)
Will: 8 (5 class + 3 wis)

Attacks:
+1 Short Sword: +9
Dual Wield: +7/+7
Ranged Touch: +8

Damage:
+1 Short Sword: 1d6 + 5 (+1 magic + 4 dex)
+1 Short Sword: 1d6 + 8 (+1 magic + 4 dex + 3 wis)(when using a Tiger Claw Strike)

+2d6 sneak in assassin's stance

Feats:
Adaptive Style (human)
Shadow Blade (level 1)
Weapon Finesse (level 3)
Two Weapon Fighting (level 6)

Swordsage Abilities:
Quick to act +2
Discipline Focus [Shadow hand](Weapon Focus)
AC bonus
Discipline Focus [Tiger Claw](insightful strike)


Skills:

Balance (dex): 5 ranks + 4 + 2 synergy = 11
Climb (str): 4 ranks - 1 = 3
Concentration (con): 9 ranks + 2 = 11
Hide (dex): 9 ranks + 4 = 13
Jump (str): 9 ranks - 1 + 2 synergy = 10
Listen (wis): 9 ranks + 3 = 12
Move Silently (dex): 9 ranks + 4 = 13
Sense Motive (wis): 9 ranks + 3 = 12
Tumble (dex): 9 ranks + 4 + 2 synergy = 15


Maneuvers:
Maneuvers known: 11

Level 1:
Desert, Wind Stride
Desert, Burning Blade

Diamond, Sapphire Nightmare Blade

Tiger, Sudden Leap
Tiger, Wolf Fang Strike

Level 2:
Shadow, Cloak of Deception
Shadow, Shadow Jaunt

Tiger, Claw at the Moon

Level 3:
Diamond, Mind over Body

Shadow, Shadow Garrote

Tiger, Soaring Raptor Strike


Maneuvers Readied: 6

Diamond, Mind over Body

Shadow, Cloak of Deception
Shadow, Shadow Garrote

Tiger, Wolf Fang Strike
Tiger, Claw at the Moon
Tiger, Soaring Raptor Strike


Stances Known: 3

Desert, Flame's Blessing

Shadow, Child of Shadows
Shadow, Assassin's Stance




Equipment:

+1 Short Sword 2 310 gp 2 lb.
+1 Short Sword 2 310 gp 2 lb.

Masterwork Dagger 302 gp 1 lb.
Masterwork Dagger 302 gp 1 lb.

Mithral Chain Shirt 1 100 gp 12.5 lb.

Gloves of Dex (+2) 4 000 gp

Ring of Protection (+1) 2 000 gp

Waterskin 1 gp 4 lb.
10 days of trail rations 5 gp 10 lb.
Small Steel Mirror 10 gp 0.5 lb.
Silk Rope 50 ft. 10 gp 5 lb.
Sunrod*5 10 gp 5 lb.
Climber's Kit 80 gp 5 lb.
2*Potion of Cure Light Wounds 100 gp

Gem 500 gp

Total 13 035 gp

Money Left 109 gp 3 lb.

Total Weight 51 lb.

[This message has been edited by Rainbowdragon (edited 12-09-2009 @ 06:47 AM).]

posted 10-26-09 05:35 AM EDT (US)     7 / 12  
seems great!i want to ....
posted 10-31-09 10:16 PM EDT (US)     8 / 12  
Name: Talthamadhar
Race: Grey Elf
Sex: Male
Class: Illusionist 7 (Forbidden schools: Abjuration and Evocaton)
Alignment: N
Languages: Common, Elven, Sylvan, Draconic, Celestial, Auran, Aquan, Dwarvish, Dark Elven

Scores:
Str 5 (-1 age, -2 race)
Dex 14 (5 points, -1 age, +2 race)
Con 10 (5 points, -1 age, -2 race)
Int 24 (16 points, +1 age, +1 at 4th level, +2 race, +2 headband of intellect,)
Wis 10 (1 point, +1 age)
Cha 10 (1 point, +1 age)

HP; 19
AC: 14 (touch 13, flat-footed 12)
Fort + 2
Ref + 4 (+2 Dex, +2 class)
Will + 5 (+5 class); +7 vs. Enchantment

Skills:
Concentration +10 (10 ranks)
Knowledge (arcana) +19 (10 ranks +7 Int +2 Synergy)
Knowledge (dungeoneering) +10 (3 ranks +7 Int)
Knowledge (geography) +10 (3 ranks +7 Int)
Knowledge (history) +10 (3 ranks +7 Int)
Knowledge (local) +10 (3 ranks +7 Int)
Knowledge (nature) +13 (6 ranks +7 Int)
Knowledge (religion) +12 (5 ranks +7 Int)
Spellcraft +19 (10 ranks +7 Int +2 Synergy)

Feats:
Spell Focus: Enchantment (Character 1st)
Craft Wonderous Item (Character 3rd)
Scribe Scroll (wizard 1st)
Silent Spell (wizard 5th)
Weapon Focus: Rays (Character 6th)

Normal spells prepared (DC 17 + spell level, 19 for enchantments):
0-level: (4 + 1) Daze, Detect Magic, Ghost Sound, Mage Hand, Message
1-level: (6 + 1) Color Spray, Grease, Ray of Enfeeblement x 2, Silent Image, Sleep, True Strike
2-level: (5 + 1) Charm Person (silenced), Detect Thoughts, Glitterdust, Invisibility x 2, Web
3-level: (4 + 1) Dispel Magic, Haste, Major Image, Ray of Exhaustion, Slow
4-level: (2 + 1) Enervation x 2, Hallucinatory Terrain

Equipment:
+2 Headband of Intellect (4000 gp)
+1 Amulet of Natural Armor (2000 gp)
+1 Ring of Deflection (2000 gp)
Wand of Mage Armor (50 charges, 750 gp)
Wand of Enlarge Person (50 charges, 750 gp)
2 scrolls of Fly (375 gp each, total 750 gp)
2 scrolls of Spectral Hand (150 gp each, total 300 gp)
2 scrolls of See Invisibility (150 gp each, total 300 gp)
scroll of Mirror Image (150 gp)
3 scrolls of Invisibility Sphere
4 scrolls of Invisibility

(Currently used 7000 gp... Not sure what to spend the rest)

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign

[This message has been edited by Beren V (edited 03-22-2012 @ 09:35 PM).]

posted 11-03-09 00:51 AM EDT (US)     9 / 12  
Character Name: Lillianna (Lia) Nettlewood
Player: Tilia
Class and Level: level 7 druid
Race: Halfling
Deity: Ehlonna
Gender: female
Height: 2,9 feet
Weight: 30 punds

Languages: Halfling, Common, Elven ,Druidic

Background: Lillianna (often just called Lia among friends) is from a nomadic halfling clan, she is number 4 of 6 children. Her mother died when she was young and her oldest siblings had to help a lot in taking care of the youngest. Being in the middle she was somewhat overlooked and often left to take care of herself.
As a druid Lia belongs to the Shadewood circle. She studied(apprenticed) under a rather powerful and locally famous elven druid named Silenia, who is head of the circle.
The Shadewood is a large forest and within it resides a wood elven society (Silenias people) with several villages around the forest. For the large part the elves control and protect the forest, but they don’t claim to own it. They have (now a days) a relatively peaceful relationship with the neighboring human country. Lia is well acquainted with the shadewood elves and has many good friends among them besides Silenia. She lived for a long period in Shadewood while she was an apprentice. After that she has been out adventuring with different groups or alone with her wolf and now and then returned to live for shorter or longer periods in Shadewood and has also at times been traveling with her clan.

Appearance: Light brawn curly “unruly” shoulder long hair, big brawn eyes, pretty, sort of “wild”, but somewhat “innocent” appearance, ( which fools many). Always wears green and brawn colours that blend in with nature
( I will upload a drawing later)

Hit points: 34
Initiative: +3
Speed: ( squares) 4 squares (20 feet)

Armor Class: 20 (10+3 dex+ 1 size+ 4 armor+ 2 shield) , touch 14 (10+1 size+3 dex) , flat-footed 16 (10+1 size +3 amor+ 2 shield )

Base Attack/Grapple: +5/ 0
Attack:
short spear: +6 (1d4) (+ 1 (lightning) with crystal) (thrown +8);
dagger: +6 (1d3) (thrown + 9);
club: +5(1d4)
sling: +10(1d3+1) (+ 1 (lightning) with crystal)

Space/Reach: 5 ft./ 5 ft.
Special Attacks:
Special Qualities: Halfling traits, and class
Saves: Fort + 7, Ref +7, Will +11 (+2 against fear, race) (cloak of resistance)

Abilities:
Str : 10 (0)
Dex : 16 (+3)
Con : 10 (0)
Int : 12 (+1)
Wis : 18 (+4) (perianth of wisdom)
Cha: 10 (0)

Skills:
Class:
Knowledge (nature) (Int) (+2 class)(+2 synergy with survival) 5 (+ 10)
Ride (Dex)(+2 synergy with handle animal) 10 (+15)
Handle Animal (Cha), 7 (+ 4 With animal companion) (+7)
Spellcraft (Int), 1 (+2)
Survival(wis) (+2 class) (+2 synergy with knowledge nature) 5 (+13)
Heal (wis) 5 (+9)
Spot (wis) 5 (+9)
Listen (wis)(+2 race) 3 (+9)

Cross class:
Tumble (dex) 1 (+4)
Knowledge (religion)(int) 4 (+5)

Untrained:
Balance (dex) (+3)
Move silent (dex)(+2 race) (+5)
Hide (dex) (+4 size) (+7)
Jump (str)(+2 race), (+2)
Climb (str)(+2 race),(+2)
Swim (str) (0)
Search (int) (+1)

Feats: Spontaneous healer, augment healing , natural spell

Wild empathy: +6
Wild shape 3/day

Spells Known: all druid spells
Spells pr. day (6 level 0, 5 level 1, 4 level 2, 3 level 3, 2 level 4)

Spells prepared:

Level 0: Light, Detect magic, Virtue, Resistance, Guidance, Flare
Level 1: Produce flame, Magic Fang, Ram’s Might, Entangle, Magic stone (+ pearl of power)
Level 2: Barkskin, Natures favor, Bull’s Strength, Snake’s Swiftness mass
Level 3: Hypotermia, Call Lightning, Resist energy mass
Level 4: flamestrike, Arc of lightning

save DC = [10 + 4 wis] + spell level):

Possessions: leafweave studded leather armor +1, darkwood buckler +1, shortspear mw, dagger mw, club, sling +1, bullets sling 40, saddle (riding), saddlebags, perianth of wisdom, leather amor(wolf), least crystal of energy assault (lightning), flint and steel, torch, travellers outfit, trailrations (2 days), waterskin, sewing needle, bedroll, cloak of resistance, pearl of power, Ring of mystic healing, staff of life, circlet of mages, scroll of lesser restoration x2, scroll of cure moderate wounds, scroll of entangle, scroll of shillelagh, scroll of charm animal, scroll of camouflage, scroll of hawkeye, 1 potion cure moderate wounds, 1 perl(100gp), 39gp.

Pet:
Magpie
Name: Maggie
Tricks known: come, stay, find a person she knows well (and bring small object to him/her), fetch, watch (alarm when strangers approach),
She haven’t been trained to attack (and isn’t likely to do it on her own account)
(stats: Raven)
Hp: 1
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
Special Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +2
Space/Reach: 2-1/2 ft./0 ft.
Skills: Listen +3, Spot +5

Animal companion:
Wolf (which she rides)
Name: Gerre
Medium Animal
Hit points: 39 (6 HD)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 22 (+3 Dex, +7 natural +2 armor), touch 13, flat-footed 19
Base Attack/Grapple: +4/+2
Attack: Bite +7 melee (1d8+3)
Full Attack: Bite +7 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, link, share spell, evasion, devotion
Saves: Fort +7, Ref +8, Will +3(+4 morale bonus on will saves against
enchantment spells and effects.)

Abilities: Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +4, Listen +4, Move Silently +5, Spot +4, Survival +1(+4 racial bonus on Survival checks when tracking by scent).
Feats: Track (B), Weapon Focus (bite), improved natural attack(bite), improved natural armor.
Training: 9 tricks
attack, attack unnatural creature, come, defend, down, guard, track, stay, fetch

[This message has been edited by Tilia (edited 03-27-2012 @ 09:01 PM).]

posted 08-23-10 06:57 PM EDT (US)     10 / 12  
Name: Améya
Class: Swashbuckler 7
Race: Elf
Alignment: good / Deity: Corellon
Languages: Elven, Common, Orcish, Draconic

HP: 49
Initiative: +4
Speed: 30 feet (6 squares)
Low-light vision

Abilities
Strength14 (+2)
Dexterity19 (+4)
Constitution12 (+1)
Intelligence16 (+3)
Wisdom 10 (+0)
Charisma10 (+0)

AC : 20 (1 dodge +4 armor +4 Dex +1 enhance)
Fort: +6 (5 class + 0 Con +1 resist)
Reflex: +8 (2 class + 4 Dex +1 comp +1 resist)
Will: +3 (2 class +0 Wis +1 resist)

Blade Attacks:
Standard Action (one attack with rapier): +14 vs. AC (7 base + 4 Dex +2 enh. + 1 feat); 1d6 + 7 + 1d6 lightning dmg
(2 enh. +3 Int +2 Str) piercing damage
Full Round Attack: two rapier attacks +12, +7 & 1d6 +7 +1d6 lightning piercing dmg; then two kukri attacks +10, +5 vs.
AC & 1d4 + 5 slashing dmg. CRIT: 18-20.

Bow Attacks:
Standard Action (one longbow): +12 vs AC (7 base + 4 Dex +1 mwk); 1d8 +2 piercing dmg (range =115 feet--23 sq) ; CRIT:
only on nat. 20, roll dmg 3 times
Full Round Attack (longbow): 2 attacks @ +12 and +7 vs AC; 1d8 +2 piercing dmg each

Skills
Tumble: 17 (4 Dex, +11, +2 syn)
Balance: 17 (4 Dex +11 +2 syn)
Escape Artist: 15 (4 Dex +11)-- +2 involving ropes
Jump: 15 (2 Str +11 +2 syn)
Climb: 13 (2 Str +11)-- +2 involving ropes
Profession (sailor): 3 (0 Wis+3)
Use Rope: 11 (4 Dex+7)-- +2 to checks involving bindings
Search (+4), Spot (+2), Listen (+2)

Feats
Weapon Finesse
1—Two-Weapon Fighting
3—Weapon Focus Rapier
6—Improved Two-Weapon Fighting

Special Abilities:
+2 saving throws against enchantment spells/effects
Immunity to sleep
Class Features:
Grace +1
Insightful Strike—add Int to dmg rolls with light
weapon
Dodge bonus +1
Acrobatic Charge--charge over difficult terrain or allies; make any kind of movement during a charge (leap over tables, etc)

Equipment
+2 Rapier, +1 Kukri, +1 chain shirt, +1 Cloak of Resistance, Amulet of Health +2, Headband of Intellect +2, Lesser Crystal of Lightning Assault, masterwork composite longbow (+2 str), 40 arrows (6lbs), 50 feet hempen rope (10lbs), flint and steel, 1 lb of soap, 4 torches (1 lb), grappling hook (4lbs), 4 sheets of parchment, 1 ounce ink, inkpen, waterskin, traveler’s outfit (5 lbs), tankard (1 lb), backpack, small steel mirror, ukulele (3 lbs), 9 potions of cure moderate wounds
Wealth: 494 gp, 4 silvers, 4 coppers

(Wish List: +2 Cloak of Resistance (4000 gp), Something of Natural Armor +1 (2000 gp), Ring of Protection +1 (2000 gp), Gloves of Dexterity (4000 gp))

Background:
Ameya’s parents were refugees, driven to the tropical marshland after their town was burned to the ground by demons. The city she grew up in was a swampy, murky place dominated by dragonborn and lizardfolk. Being a minority always irked her, and she longed to live in a place where she wouldn’t constantly be getting sideways glances and referred to as a ‘squishy’.
When she was old enough, she left her home and traveled north to find a place where she could learn a trade and to have the company of other elves. The city she lived in then was a civilized marine city. It was a haven for fugitives and criminals, a relatively lawless place where the brave could make hefty amounts of coin. She took on a position as a sailor and, after she had learned the sword, a mercenary, becoming well-versed in the swashbuckler tradition. She recently accepted a job as a guard for a caravan traveling into the interior by means of the Dawn Way. When the caravan made it to Drellin’s Ferry, they were ambushed by a large eight-headed hydra. Before the hired mercs could react, it lashed out, killing half the guards in one fell blow. Ameya fought hard, but with the death of the healer, the mercs and the entire caravan were soon wiped out. Ameya managed to escape, seriously injured. She ran into the woods. But luck was against her yet again, and she ran across a band of hobgoblins, lead by a minotaur named Karkilan. They captured her and took her to Vraath Keep. Ameya has no idea why they didn’t kill her, but is biding her time for an opportunity to escape.

Personality/Appearance:
Ameya is impulsive, taking whatever job comes. Her background made her serious, but she has since learned to relax a bit and is developing a sense of humor. She has never been around the same people for very long, and given that, she’s never had any real friends. Not having been in many forests, she lacks some of the reverence her people normally have towards them, but she does love the ocean.
She has long black hair and purple eyes. She is lean with well-defined muscles from her sword training. She is quite attractive, even among elves, although she has known so few other elves that she doesn’t realize it.

"'I quite agree with you,' said the Duchess; `and the moral of that is--"Be what you would seem to be"--or if you'd like it put more simply--"Never imagine yourself not to be otherwise than what it might appear to others that what you were or might have been was not otherwise than what you had been would have appeared to them to be otherwise."'"' --the Duchess from Alice in Wonderland

[This message has been edited by BeNotConformed (edited 08-12-2014 @ 06:32 PM).]

posted 05-01-11 08:03 AM EDT (US)     11 / 12  
Party items

Bag of holding (250 lb. max) carried by Talthamadhar:

Potion of fly
2 elixirs of truth
2 potions of cure moderate wounds
2 gp

0 lb. (of 250 lb. max space)

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 08-13-2014 @ 11:27 AM).]

posted 08-09-14 09:07 PM EDT (US)     12 / 12  
*bump by request*

CG

ChowGuy - The LaChoy Dragon - Servant of the Tiger and disciple of the Wanderer
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