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Topic Subject: Citadel of Books Character Thread
posted 08-20-10 02:09 PM EDT (US)   
Please post your character sheets for the Citadel of Books roleplay here for easy reference. Rules for character creation are in the opening post of the OOC thread, and background information is contained in the Encyclopedia of Nidor (in progress).

-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
Replies:
posted 08-20-10 02:26 PM EDT (US)     1 / 4  
Name: Gregor “Low-Key” Keil
Race: Tiefling
Class: Rouge 1
Alignment: Chaotic Neutral

Abilities
Strength 10 (+0)
Dexterity 18 (+4)
Constitution 10 (+0)
Intelligence 16 (+3)
Wisdom 14 (+2)
Charisma 10 (+0)

Vitality 3 (1d6)
Wound 10
Base AC 10
Skill Defense 7 (6 Reflex +1 Vitality)
AC: 17

Speed 30
Vision Darkvision 60 feet

Saves
Fortitutde +0 Con
Reflex +6 (2 class +4 Dex)
Will +2 Wis
Wound: +6 (4 armor +2 wound)

Feats
Personality: Stealthy
1st level: Point Blank Shot

Equipment
Masterwork Short Bow (2 lbs), Short Sword (2 lbs), Masterwork Chain Shirt (25 lbs), Backpack (2 lbs), Masterwork Thieves’ Tools (2lbs), Bedroll (5 lbs), Small Steel Mirror (.5 lbs), Traveller’s Outfit (-), 40 Arrows
Gold 195 gp 9 sp
Encumbrance: 38.5 (with Backpack and Bedroll) -or- 31.5 (w/o backpack and bedroll)
Light/Medium/Heavy: 0-33,34-66,67-100

Attacks
Masterwork Short Bow
+5 (4 Dex+1 Masterwork) v AC, 1d6 Piercing
Short Sword
+0 v AC, 1d6 Piercing

Skills -1 AC
Acrobatics +7 (4 ranks +4 Dex -1AC)
Appraise +7 (4 ranks +3 Int)
Bluff +6 (4 ranks +0 Cha +2 Race)
Disable Device +10 (4 ranks +4 Dex +2 tools)
Escape Artist +8 (4 ranks +4 Dex)
Gather Information +4 (4 ranks +0 Cha)
Intimidate +4 (4 ranks +0 Cha)
Open Lock +6 (4 ranks +4 Dex +2 tools)
Perception +6 (4 Ranks +2 Wis)
Sleight of Hand +8 (4 Ranks +4 Dex)
Stealth +11 (4 ranks +4 Dex +2 Race +2 Feat -1AC)

Racial Abilities
+2 Dex & Int, -2 Cha
+2 Bluff and Stealth
Darkness 1/day (Caster Level=Class Level)
Resistance to Cold, Electricity and Fire 5

Class Abilities
Sneak Attack: +1d6
Trapfinding

Languages known: Common, Infernal, Halfling, Draconic, Goblin

Biography:
As soon as he passed the border between Damarin and Nidor, Gregor breathed a sigh of relief, electing to fall asleep under a tree after the harrowing cross. It looked like he would have been caught for sure more than a few times either by Hylarian or Damarinian border patrol, but as always, he had somehow managed. Setting his pack down, he didn’t bother putting a fire together, instead huddling in his cloak a little more to protect from the chill. He checked his provisions, and sure enough, he had calculated correctly. He would make it to Cliffport before starving. From there, well, he would have to worry about that later.

His headband was sweaty, and he didn’t want a headcold, so he went about slowly unwrapping it from his head, showing the slight horns which were budding out of his forehead, black before his already greying hair. Despite his fatigue, he couldn’t get to sleep, the events of the last month unfolding themselves in his mind once more, as if he needed to re-check every detail. The job with Skimble’s crew going all the way south, his daring escape, the suspicion among the bosses that he had left the kids out to dry... he seriously doubted his wisdom in not just skipping town as soon as he had made the slip on the guard. In truth, he was taking the last of his escape provisions home when he walked into his room at the Inn to find a big sucker with a knife looking to slit his throat, but what could you do? He had left that night for Cliffport. The one place the bosses would have trouble reaching their grubby little fingers into. As long as their reach was, he sincerely doubted they would even dream of trying to get to him through a wall of super-powered, invincible elves, if they figured out where he was, that is.

He could make it though that wall though, because he was a good guy, and good guys always make it, no matter what. Besides, Cliffport probably needed someone of his calibre to liven the place up. Contented with those final thoughts, he went to sleep, smirking.

Description:
Height: 6’0”
Weight: 148
Eyes: Red
Hair: Short, shock of grey in heart, on top of head, jet black
Age: 19
Distinguishing characteristics: Pale skin, black horns protruding from skull about half an inch (usually covered with black headband), pointed fingernails (covered with black gloves), scar on right cheek

Jean DeKeroac in the Planeswalkers
James McChulan in the Fallout Campaign
Gregor "Low-Key" Keil in Citadel of Books
posted 08-20-10 02:35 PM EDT (US)     2 / 4  
Name: Orion Tiberius Dale
Race: Human
Class: 2nd level Paladin
Character Level: 2nd
Character Languages: Common
Alignment: Lawful Good
Deity: Malatar (aka the Golden Father, the Great Lion)

Abilities
Strength: 16 (+3)
Dexterity: 10 (+0)
Constitution: 12 (+1)
Intelligence: 8 (-1)
Wisdom: 14 (+2)
Charisma: 16 (+3)

Vitality Points: 17 (2d10+2)
Wound Points: 23 (16 str + 7 fort)
Base AC: 12 (2 shield)
Skill Defense: 9 (2 base attack + 4 vitality + 3 reflex)
AC: 21 (12 base + 9 skill)

Saves
Fortitude: +7 (3 class + 3 cha + 1 con)
Reflex: +5 (0 class + 3 cha + 0 dex +2 feat)
Will: +5 (0 class + 3 cha + 2 wis)
Wound Save: +13 + ¼ remaining wound points (7 fort + 6 armor)

Feats
Lightning Reflex (personality feat)
Weapon Focus (longsword)
Power Attack (can trade up to 2 attack for that much damage)

Equipment
Masterwork Banded Mail (6 AC, -5 check, 35 lb), Masterwork Longsword (4 lb), 3 javelins (2 lb each), heavy steel shield (15 lb, -2 check), Manacles with a simple (DC 20) lock (3lbs), bedroll (5lb), flint and steel, grappling hook (4 lb), clay mug (1lb), 50 feet of rope (5lbs), tent (10lbs), waterskin (1 lb), 4 sunrods (4lbs), ink/pen/parchment, sack (1/2 lb), iron pot (10 lbs), trail rations for 4 days (4lbs)

Gold: 84 gp

Attacks
Masterwork Longsword: +7 (3 str + 1 mwk + 2 base attack + 1 feat), 1d8+3 damage (3 str).
Javelin: +2 (2 base), 1d6+3 damage (3 str).

Skills
Sense Motive: +7 (3 trained + 2 level + 2 wis)
Diplomacy: +8 (3 trained + 2 level + 3 cha)
Heal: +7 (3 trained + 2 level + 2 wis)
Ride: -2 (3 trained + 2 level – 7 check)

Speed: 20 ft [4 squares]

Special Abilities
Race (Human):
None

Class (Paladin):
Aura of Good (power of aura is equal to pally level)
Detect Evil at will, as the spell.
Smite Evil 1/day: +3 attack, +2 damage against an evil opponent.
Divine Grace (add charisma mod to saving throws)
Lay on Hands (6 hp/day, divided as you choose among any number of heals—standard action. Can also be used to hurt undead with a melee touch attack.)

Description:
6'0" with dark brown/black hair, worn a bit longer, and a goatee.


Background:

Orion was sent on the mission to evaluate the possible threat the Hylar might represent to Tibat, given their seemingly grand knowledge about the area and the way they decimated the former kingdom of Nidor. Any information he could gather about them would be of possible value, which included their social structure, attitudes, cultural values, religion, etc. And not the least, how in the world they did what they did and who they were running from. On the way from Tibat to Nidor, he and his party got trapped in another country—Hradon—during that country’s civil war. It was there where he learned clerk skills. When his party finally was given clearance to leave, they were attacked by a hydra. His entire party was killed. The map was destroyed in the attack, and lost, he wandered in the desert west of Nidor for several long weeks, barely surviving. He finally arrived in Cliffport maybe two weeks ago and got a job working as a clerk for a trading company, trying to blend in as much as possible and make friends with the elves.

"'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 08-20-2010 @ 02:36 PM).]

posted 08-20-10 07:30 PM EDT (US)     3 / 4  
Name: Sirius Talus
Race: Human
Class: Favored Soul 2
Deity: Shilleloch
Alignment: Chaotic Good
Languages: Common

Abilities:
Strength: 14 (+2)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 16 (+3)

Vitality Points: 9 (5 + 4)
Wound Points: 19 (14 str + 5 fort)

AC: 19 (11 base + 8 skill)
Base AC: 11 (10 + 1 shield)
Skill Defense: 8 (2 base + 3 ref + 3 vitality)
Damage Save: 11 + ¼ of wound points (5 fort + 6 armor)

Saving Throws:
Fortitude: +5 (3 class + 0 con + 2 feat)
Reflex: +3 (3 class + 0 dex)
Will: +6 (3 class + 3 wis)

Attacks:
Masterwork Composite Longbow: +5 (3 wis + 1 base + 1 mwk), 1d8+1 piercing damage, range increment 110 ft, crit x3
Morningstar: +3 (2 str + 1 base), 1d8+2 bludgeoning and piercing damage, crit x2

Equipment:
Banded Mail (35 lb), Buckler (5 lb), Morningstar (6 lb), Masterwork Mighty Composite (+1 str bonus) Longbow (3 lb), Quiver of 40 arrows (6 lb), Bedroll (5 lb), Waterskin (4 lb), 50 feet of silk rope (5 lb).
Wealth: 10 gp
Weight Carried: 69 lbs, Medium Load

Feats:
Great Fortitude (personality)
Armor Proficiency (heavy)
Zen Archery

Skills:
Diplomacy: +10 (3 trained + 2 level + 3 cha + 2 synergy)
Heal: +8 (3 trained + 2 level + 3 wis)
Sense Motive: +8 (3 trained + 2 level + 3 wis)
Spellcraft: +5 (3 trained + 2 level + 0 int)
Survival: +5 (3+2/2 = 2 + 3 wis)

Speed: 20 feet

Special Abilities (Race):
None

Special Abilities (Favored Soul):

Spellcasting:

Spells per Day:
Orisons: 6
1st-level: 5

Spells Known:
Orisons: Cure Minor Wounds, Detect Magic, Read Magic, Light, Create Water
1st: Cure Light Wounds, Protection from Evil, Command (DC 14)

DC to resist: 13 + spell level (10 + 3 wis)

Appearance:
Sirius is a human male, about 6'1". He has long blond hair he usually wears in a ponytail, his frame is more lean and wiry than heavily built, and he has blue eyes under a stern brow and a square jaw. He wears no facial hair. Normally he's seen in his banded mail and green cloak, and he usually keeps his buckler strapped to his arm even outside of combat. Unlike most heavily-armored types, Sirius wields a longbow with great effect, and he never lets it leave his side.

When not wearing his armor, Sirius usually wears plain brown or green clothing, something that will blend into a natural setting, where he is most comfortable due to the tendencies of his god.

Biography:
Sirius is from Eluchish, and you'll immediately be able to tell by speaking with him due to his thick accent (what we would consider today to be Scottish--I'll attempt to depict this fully in my writing). He's always considered himself a wanderer as he roamed the hilly countryside of his home, largely uncaring for the government or lack thereof that he found. The bonds that go between Eluchish are those of kin and spirit, not of law.

Anyway, Sirius left home as soon as he was old enough to survive on his own, becoming close to his god, Shilleloch, who encouraged him to embrace travel and self-sufficience through hunting and living in the wild lands. He traveled for years, acting almost as a ranger would by training himself to fight through his encounters with wild beasts, benign or malignant.

One day, things changed dramatically. He was out in the wild, taking a drink from a pond, when he was attacked by a viscious troll. He was no match for the creature, but with one of its swipes, the troll knocked him into the pond. He was shocked to discover that the pond was a natural magic portal to an identical pond somewhere else, and when he surfaced, he was far away. Using his spells to heal his wounds, Sirius set out to find out where he was. He found a small town and realized that he was a long way from Eluchish. However, he knew what direction he needed to head, so he set out immediately.

Now Sirius is questing to return to his homelands, but enjoying the opportunity to travel on the way. His current path takes him through the town of Cliffport...

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 08-23-2010 @ 02:06 PM).]

posted 08-23-10 01:20 PM EDT (US)     4 / 4  
Name: Quatzal
Race: Lizardfolk
Class: 2 levels of lizardman “monster class” (1 HD)
Deity: The Three
Alignment: Chaotic good
Languages: Eleven, Common, Very basic Draconic


Abilities:
Strength: 18 (+4) (10 points +2 race)
Dexterity: 14 (+2) (6 points)
Constitution: 16 (+3) (6 points +2 race)
Intelligence: 10 (-) (4 points -2 race)
Wisdom: 14 (+1) (6 points)
Charisma: 8 (-1)

Vitality: 8
Wound points: 23 (18 strength + 5 fortitude)
Base AC: 11 (10 +1 shield)
AC: 19 (11 +6 reflex +2 vitality)
Armor bonus: 7 (4 natural +3 armor)

Saves:
Fortitude: +5 (+3 con +2 feat), against dying/death from wounds: +17 (5 +7 armor +5 wound points)
Reflex: +6 (+2 race +2 dex +2 feat), against magic/energy attacks: +8 (6 +2 vitality)
Will: +2 (+2 wis)

Feats:
Great fortitude (personality feat)
Lightning reflexes (level 1 feat)

Carrying capacity: Light load: 100 lb. or less, medium load: 101–200 lb, heavy load: 201–300 lb

Equipment:
Masterwork Morningstar (308 gp, 6 lb)
Masterwork studded leather (175 gp, 20 lb)
Masterwork Buckler (165 gp, 5 lb)
10 javelins (10 gp, 20 lb)
Sling (-)
20 sling bullets (2 gp, 10 lb)
3 potions of cure light wounds (150 gp)
1 potion of protection from evil (50 gp)

Backpack (2 gp, 2 lb)
Bedroll (1sp, 5 lb)
50 ft of hempen rope (1 gp, 10 lb)
Grappling hook (1 gp, 4 lb)
2 Sunrods (4 gp, 2 lb)
3 Torches (3 sp, 3 lb)
Waterskin (1gp, 4 lb)
30 gp

Base attack/grabble: +0/+4

Single attacks:
Masterwork Morningstar: +5 (1d8+4, x2)
Masterwork Morningstar (2-handed): +4 (1d8+6, x2)
Claw: +4 (1d4+4, x2)
Javelin: +2 (1d6+4, x2, 30 ft)
Sling: +2 (1d4+4, x2, 50 ft)

Full attacks:
Masterwork Morningstar: +5 (1d8+4, x2), bite -1 (1d4+2, x2)
Masterwork Morningstar: +5 (1d8+4, x2), bite -1 (1d4+2, x2), claw -2 (1d4+2, x2)
Masterwork Morningstar (2-handed): +4 (1d8+6, x2), bite -1 (1d4+2, x2)
Claw/claw/bite: +4/+3/-1 (1d4+4, x2/1d4+4, x2/1d4+2, x2)

Skills:
Trained in-class:
Athletics (Str): +12 (4 ranks +4 str +4 race)
Acrobatics (Dex): +6 (4 ranks +2 dex) (+10 when balancing because of race bonus)

Trained cross-class:
Perception (Wis): +4 (2 ranks + 2 wis)
Stealth (Dex): +4 (2 ranks +2 dex)

Race features:
+2 Strength, +2 Constitution, –2 Intelligence.
Good reflex saves
+4 racial bonus on Balance, Jump, and Swim checks.
proficient with simple weapons and shields.
+4 natural armor bonus.
Natural Weapons: 2 claws (1d4) and bite (1d4).
Special Qualities: Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Background:
Quatzal was only 4 years old when his adoptive elf parents found him in a destroyed Lizardfolk village. Rána and Húrin, a married couple of Hylar elves, were out scouting for new lands, when they found Quatzal. His village had been burned down by enemies of the tribe, and everyone had been left for dead, but it turned that a single lizard child had only been badly wounded. Being able to use a bit of magic healing Rána and Húrin was able to save the child, and Rána, who was unable to get any children of her own, quickly decided to adopt him.
Being raised among Hylar elves, Quatzal has seen very few members of his own race since Rána and Húrin found him. His culture, values and religion is now that of a Hylar elf, and while he speaks elven and common very well, he has only a basic understanding of the language of his own people.
Quatzal was only 11 when the Hylar invaded Nidar, so he was too young to participate in the fighting (Lizardfolk age at the same rate as humans). For the last 5 years he has trained as a ranger, but he needs some practical experience to complete his training. He has never been in a real fight for his life, and he hasn’t killed anything lager than rabbit. Now at an age of 17 he has decided to do some adventuring of his own, in order to get the practical experience he needs to complete his ranger training.

NPCs:
Rána (level 4 ranger/level 1 rogue): Quatzal’s adoptive mother. Rána is an experienced Hylar adventurer and is married with Húrin who is also an experienced adventurer. Rána is unable to get any children of her own, and have developed a tendency to cast her love on any young creature in need of care. She has adopted many animals, quite a few humanoids, and even a few magical creatures in her lifetime. Many of the animals have become an animal companion of her or Húrin when they reached adulthood.

Húrin (level 4 ranger/level 2 fighter): Quatzal’s adoptive father. Húrin is an experienced Hylar adventurer and is married with Rána. While Húrin is often a bit skeptic about the creatures that Rána adopts, he almost always end up loving them as much as Rána does (but good luck getting him to admit that…)

Weninda: Quatzal’s adoptive sister: Weninda is a 9 years old halfling girl that Rána adopted when her whole family was killed during the invasion of Nidar.

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 08-08-2014 @ 01:46 PM).]

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