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  1. #1
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    put your characters here

    hi folks:

    Im asking that you put your characters in this thread so there is a copy for any reason that you are not there when something occurs. I will but putting one of the npcs on here so you get an idea of what to do.
    --- Merged from Double Post ---
    Ezekial (Zeke) stands about 5-10 and about 170 lbs. He has black hair(long down about half way down his shoulders and a beard that is trimmed very neatly. He is dressed in his religions colors of green and yellow. His pants are a dark green with a thin yellow stripe down the side. his religous symbol two dice are hanging from his neck.

    STR 15, DEX 14, CON 16, INT 14, WIS 19. CHA 15 ALGN CG
    AC 18. FF 16, TOUCH 12 CMB 2, CMD 14
    HP 19 FORT 6, REFLEX 3, WILL 6

    COMBAT QUARTER STAFF +2 DMG 1D6 CRIT X2

    DOMAINS-LUCK, GOOD

    SKILLS-heal 6, know history 4, know religion 4, spell craft 4

    FEATS-combat casting, scribe scrolls, luck of heroes (fr)

    EQUIPMENT- chain, quarterstaff, cold weather clothes, priests vestments. healers kit. trail rations 10 days, water skin
    2 scrolls of cure lt. wounds.
    Last edited by outrider; 10-06-2009 at 01:24 PM. Reason: Automerged Double Post

  2. #2
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    Yndaria - Half-elf Rogue

    Yndaria stands at 6 foot 1 inches and looks to weigh about 115 lbs. She has an athletic build and moves with a grace that is quite dangerous. She wears leather armor and sturdy, yet flexible clothing all different shades of browns. Her eyes are a deep green and her hair is brow like her clothing.

    Str: 11, Dex 20, Con 14, Int 15, Wis 14, Cha 13 Align CG, AC 17, FF 12, TOUCH 15 CMB 0, CMD 15
    HP 18 FORT 2, REFLEX 7, WILL 2

    COMBAT Belt Left Side: Rapier DMG 1d6 Crit 18-20x2
    Belt Right Side: Dagger DMG 1d4 Crit 19-20x2 Range 10 ft
    Belt Pouch: Sling DMG 1d4 Crit X2 Range 50 ft (10 bullets)
    Right Calf: Blowgun DMG 1d2 Crit X2 Range 20 ft
    Left Arm: In special pouch 10 Darts
    Leather Armor: AC Bonus +2 Max Dex +6 Spell Fail 10%

    SKILLS-Acrobatics +9, Disable Device +12, Escape Artist +9, KN Dungeoneering +6, KN Local +6, Perception +5, Sense Motive +6, Slight of Hand +9, Stealth +9, UMD +5

    FEATS- Skill Focus: Disable Device, Agile Maneuvers, Sneak Attack 1d6, Trapfinding

    EQUIPMENT- Backpack: Bedroll, Bell, Caltrops, Candles (10), Fishhok, Whetstone, Waterskin, Soap, Silk Rope, Pitons, Cold Weather Outfit, Winter blanket
    Belt Pouch: Signal Whistle, Sewing Needle, Chalk (10), Flint and Steel
    Last edited by Lyranis; 10-06-2009 at 03:20 PM.

  3. #3
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    Noralith Andonna

    Nora is the daughter of a barbarian shaman and an elvish druidess. Her long red hair is usually tied back in a ponytail that reaches below her waist. Her clothing usually leaves her legs and arms bare. She is energetic, enthusiastic, and constantly in motion.

    Alignment: Chaotic neutral. Patron Deity: Silvanus
    STR 11 (+0) CON 12 (+1) DEX 14 (+2) INT 14 (+2) WIS 15 (+2) CHA 18 (+4)
    BAB +0 Melee attack +0 Ranged Attack +2 CMB +0 CMD +0
    AC 13 Touch 13 Flat-Footed 10 HD 1 hp 13 Fort Save +1 Ref Save +2 Will Save +4

    Age 25, Height 6 foot 1, Weight 155 pounds

    COMBAT
    Heavy Crossbow +2 to hit 1d10 damage 19-20/x2 crit 120 ft range increment.
    Javelins (5) +0 to hit, 1d6 damage, 30 ft range increment
    Longspear +0 to hit, 1d8 damage x3 crit
    Daggers (2) +0 to hit, 1d4 damage 19-20/x2 crit. 10 ft range increment when thrown

    SPELLS (spells per day: 4)
    0-level: clean, daze, detect magic, light
    1st-level: mage armor, grease

    SKILLS: Acrobatics +3, Climb +3, Knowledge (The Planes) +6, Perception +4, Survival +6, Swim +1

    FEATS: Dodge

    EQUIPMENT: (normally carried) 2 daggers, longspear, 5 javelins, backpack, bedroll, 2 belt pouches, waterskin, flint and steel. Total weight: 32 lbs
    (owned but not normally carried) heavy crossbow, 10 heavy bolts, heavy mace, two blankets, tent, 2 extra waterskins, 2 extra belt pouches, 150 feet hemp rope.

    NEW SPELL
    Clean 0-level Abjuration. Casting time 1 round. Components V. Range 5 feet. Target 1 object or an area up to 5 feet x 5 feet. Duration Instantaneous. Saving Throw None. Spell Resistance Yes.

    This spell cleans one object of size up to 125 cubic feet, or cleans a five foot x five foot square of an object too large to be cleaned by a single casting of this spell. All dust, dirt, grime, stains, germs, and other foreign material is removed. At the caster's option, dyes may be removed or retained, or dye of one particular color removed while the other dyes are retained. Creatures of Fine size or smaller are removed from the object, being swept into a neighboring space. The spell has no effect on creatures of diminutive size or larger.

  4. #4
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    TO DO: +1 1st lev spell +1 4th/bonus and + feat

    Tetalan is an elven scholar, he is still young by elven standard and has only just begun to learn the ways of magic. He plans on acquiring a spellbook and becoming a master of both arcane and divine magic. So far, the perfect book has eluded him; all that he finds being either too expensive or too cryptic. Having recently discovered his knack for divine magic and feeling a strong connection with Mystra, he hopes travel the lands and master as many spells as possible in the long life he has ahead of him so that he may write his own books on the art of magic in its many forms.

    Tetalanirdenlauss “Tet” Magiericaulen
    Cleric 7 (6HD) Fav Class: Cleric (23,076 XP)


    HP 40 Current: 40

    AC 18 (+5 DEX +2 Leather, +1 Magic)

    T 15, FF 13

    INIT +5

    Spd 30ft

    • STR 12 +1
    • DEX 20 +5
    • CON 10 +0
    • INT 18 +4
    • WIS 18 +4
    • CHA 13 +1


    • BAB +4
    • CMB +5
    • CMD 20

    Saves = (Base + Stat + Extra)

    • Fort = 5 + 0 + 2 = 7
    • Ref = 2 + 5 + 2 = 9
    • Will = 5 + 4 + 2 = 11

    Attacks:
    +1 Longsword +6 to hit: 1d8+2 (19-20/x2)
    +1 Quarterstaff +6 to hit: 1d6+2 (20/x2) + 1d6 Force 3/day
    Masterwork Longbow (50) +10 to hit: 1d8 (20/x3) R:100


    Domain Powers -
    Hand of the Acolyte 7/day – Used: 0
    +BAB+WIS+Magic to hit: Damage as weapon, R:30

    Blast Rune 7/day – Used: 0
    Trap 1 adjacent square, anyone entering takes 1d6+3,
    last for 1 round/ level (Total:7 or until discharged.

    Warding Rune 1/day: Triggered rune acts as Sanctuary.


    Channel Positive Energy 6/day – Used: 0
    Heal Living or Harm Undead for 4d6 in 30ft Burst.

    Skills:

    • Appraise (INT 4, Rank 1+3) 8
    • Diplomacy (CHA 1, Trait 1, Rank 6+3) 11
    • Heal (WIS 4, Rank 5+3) 12
    • Knowledge Arcana (INT 4, Rank 7+3) 14
    • Knowledge History (INT 4 Rank 7+3) 14
    • Knowledge Religion (INT 4, Rank 7+3 Skill Focus) 17
    • Perception (WIS 4, Elf 2 Rank 4) 10
    • Sense Motive (WIS 4 Rank 1+3) 8
    • Spellcraft (INT 4, Rank 7+3) 14

    Languages:
    Common, Elven, Sylvan, Draconic, Goblin, Orc.

    Feats:
    -Extra Channeling
    -Scribe Scroll (Bonus)
    -Skill Focus: Kno Religion
    -Craft Wondrous Items
    -

    Spells:

    • 0th = DC 15
      -Detect Magic
      -Stabilize
      -Create Water
      -Guidance


    • 1st = DC 16
      - Bless
      - Shield of Faith
      - Sanctuary
      -(B) Obscuring Mist
      -(D) Identify


    • 2nd = DC 17
      - Spirit Weapon
      - Spirit Weapon
      - Hold Person
      -(B) Augury
      -(D) Secret Page


    • 3rd = DC 18
      - Magic Vestment
      - Prayer
      -(B)Searing Light
      -(D) Dispel Magic

    Equipment:
    + 1 Quarterstaff (+1d6 Force Damage 3/day) Used: 0
    + 1 Leather Armor of Mystra (Wearing) + 1 Save DC on Spells
    Masterwork Studded Leather Armor
    Masterwork Longbow
    Scroll of Cure Light Wounds x4 (CL:3)
    + 1 Longsword
    50 Arrows
    Backpack
    100ft hempen rope
    Wooden Holy Symbol
    6 Days Trail Rations
    Ioun Stone: +2 DEX
    Headband of Inspired Wisdom +2
    Cloak of Resistance +2
    Elixer of Truth
    Gauntlets of Frost & Flame
    Necklace of Fireballs I: (1 – 5d6, 2 – 3d6)
    224 GP 247 SP


    Traits: Ease of Faith (+1 Diplo) & Magical Talent (0 level spell 1/day “Touch of Fatigue”)


    Gauntlets of Frost and Flame
    The gauntlet 3x a day for three rounds each time, the wearer can cause a weapon to either flame or be of ice. When in either form, it does an additional d6 of damage. the wearer of the gauntlets must choose which ability it will be using when activated. The ability to be used must be announced before the to hit roll.
    Last edited by Pieh; 10-06-2010 at 11:31 PM.

  5. #5
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    Asgar the Red

    Name: Asgar the Red
    Height: 5 foot
    Weight: 170 lbs
    Hair: Red
    Eyes: Blue
    Age: 19

    Lo, There do I see my Father
    Lo, There do I see my Mother
    My Sisters and Brothers
    Lo, There do I see my People
    Back to the beginning
    Lo, there they do call to me
    And beg me to take my place
    In the halls of Valhalla
    Where the Brave shall live forever


    Asgar was born in the city of Glascow in the country of Haverstan. He never knew his father, as he was killed in battle while he was still a baby. His mother raised him on the stories of warriors of old, and his ancestor, Hosvir, who helped overthrow the Witchkings and had many stories of his valor and prestige in battle.
    Once he reached the age of 15, Asgar was accepted into the Temple of Truth, to learn of his God Tyr. He took well to the axe and shield, the knife and sword, all weapons of his ancestors. At 18, Asgar took the oath of Paladin under the High Priest Rothgurn, swearing to uphold the teachings of the Temple of Truth and the great God Tyr. The order knew of the great evils besetting the lands to the East and sent Asgar out to assist the people who seek justice and who seek the riddance of this evil.
    His order requires that he give 20% of all spoils to the church and the majority of the rest is to be used to further the glory of the Truth, and help those who seek it. He will seek to tell the truth always, and help those who are in need. Most of all, he seeks valor for his Order and the eradication of the evil that has beset the lands, just as his ancestor had done with the Witchkings.
    Asgar’s personality is somewhat gruff, but he is a softy at heart for those who are loyal to him, or those who need help. He will defend the weak, and seek justice any time he can. He comes to the city seeking to help where he can, take glory where it is presented, and balance the land as is directed.
    Allignment: LG
    STR: 18 (+4)
    Dex: 15 (+2)
    Con: 18 (+4)
    INT: 13 (+1)
    WIS: 14 (+2)
    CHR: 16 (+3)
    Lvl: 6
    HP: 76
    AC: 24
    CMB: +9 (10 with gauntlets)
    CMD: 17
    Base Att Bonus: +6/+1
    +12 TH with Master Craft Axe (Str +4, Base +5, Gauntlets +2)
    +6 TD (Str +4, Gauntlets +2)
    +6 Initiative (w/feat)
    With Power Attack: +10 TH, +8 TD (Two handed +9 TH and + 12 TD)
    Skills: Acrobatics 3, Climb 5, Intimidate 6, Heal 4, Knowledge History 2, knowledge (Religion) 4, Knowledge Nobility 2, ride 6, sense motive 4, spell craft 4, Perception 4, Oratory 4, Swim 3, Survival 3.
    Feat: Armor and shield Prof, Dodge, Improved Initiative +4, Power Attack, Cleave
    Fort: +9
    Ref: +4
    Will: +8
    Weapons:
    Master work Half Plate, shield, helmet +5 to perception and also dark vision.
    2 CLWound potions
    2 CModWound Potion 2d8+10

    Magic Battle Axe:
    7th level the axe becomes a +2 it is currently +1
    8th level. You gain a +1 misc armor enhancement.
    9th level, you gain saints grace which is a +1 misc to all saves.
    at 10th level nothing new occurs but you must make a pilgrimage before you can unlock further abilities for levels 11-14.




    Back pack, bedroll, flint and steel, mug, 7 days of rations, water skin, 4 torch, rope 50’, holy symbol wood, healers kit, travelers outfit, boots, belt, belt buckle, pouch/belt, (rebuy) flask of whiskey, cold weather clothing and cloak, Gauntlets of Ogre Power +2 th/+2 TD.

    Abilities
    Aura of Good
    Detect Evil 60’
    Smite Evil 2/day
    Divine Grace
    Lay on hands: 3d6 6x/day
    Aura of Courage - Immune to fear for me and any ally within 10ft + +4 to morale.
    Divine Health
    Mercy (3rd lvl - shaken, diseased)
    Channel Positive Energy 3/day (2d6)
    Spell Casting: Functions as lvl 1 caster (Paladin Spells)



    Gold 3365
    Silver 7
    Copper 4

    Languages: Haverstein, Lucien

    Exp: 18976



    Spells Pg 231

    Divine Favor
    Endure Elements
    Last edited by Fly by Knight; 09-12-2010 at 09:42 PM.

  6. #6
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    Riter: Human Phalanx Fighter 4

    Riter is a young white male measuring 5' 9'' and about 180 pounds.
    With his large muscles and short hair he looks exactly what you would expect in a soldier.
    From years of hard outdoor training his skin has gained a noticeable tan.

    Alignment: LN

    Languages: Common, Elven, Gnoll

    Attributes:
    STR 21
    DEX 16
    CON 18
    INT 14
    WIS 14
    CHA 10

    Combat numbers:
    HP 64
    AC 25
    Flat-Footed 22
    Touch 13
    CMB 9
    CMD 22

    Saves:
    Fortitude 10
    Reflex 5
    Will 4

    Masterwork Halberd:
    Attack +9
    Crit x3
    Damage 1d10+7

    Cold Iron Warhammer:
    Attack +7
    Crit x3
    Damage 1d8+5

    Alchemical Silver Short Sword:
    Attack +7
    Crit 19-20/x2
    Damage 1d6+4

    Masterwork Composite Longbow (Str 5):
    Attack +8
    Crit x3
    Damage 1d8+5

    Skills:
    Climb 6 (Str 5, ranks 1+3, check pen -3)
    Craft (Arms and Armor) 6 (Int 2, ranks 1+3)
    Handle Animal 4 (ranks 1+3)
    Intimidate 5 (ranks 2+3)
    Knowledge (Dungeoneering) 6 (Int 2, ranks 1+3)
    Knowledge (Engineering) 6 (Int 2, ranks 1+3)
    Perception 10 (Wis 2, ranks 4+3, trait 1)
    Profession (Soldier) 6 (Wis 2, ranks 1+3)
    Ride 4 (Dex 3, ranks 1+3, check pen -3)
    Survival 7 (Wis 2, ranks 2+3)
    Swim 7 (Str 5, ranks 2+3, check pen -3)

    Feats:
    Weapon Focus (Halberd)
    Endurance
    Diehard
    Combat Expertise
    Improved Trip
    Weapon Specialization (Halberd)

    Special Abilities
    Stand Firm
    Phalanx Fighting

    Traits:
    Resilient
    Eyes and ears of the city

    Gear:
    +1 Breastplate
    +1 Mithral Tower Shield
    +1 Cloak of Resistance
    Bedroll
    Fishhook
    Crowbar
    Flint and Steel
    Grappling Hook
    Common Lamp
    Silk Rope, 50 ft.
    Waterskin
    Last edited by liverole; 02-14-2011 at 10:48 AM.

  7. #7
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    Gem is a curiosity, even among halflings, he shares the jovial nature of his kin but has an unhealthy obsession with everything that sizzles. From acid on flesh (one of his favorites) to water in a hot pan, he loves that noise. He will claim, if asked, to almost be able to hear ancient secrets whispered among the hisses and pops. He wears a black mask over the right side of his face at all times, has long, untamed, brown hair and brilliant emerald green eyes.

    Gem Greenbottle

    Halfling Sorcerer Level 4 [8103XP]

    HP 30 (Current: 30)
    AC 14 (+4 DEX, +1 Size), FF 11, T 13

    CMB 1
    CMD 14
    BAB +2

    STR 10; +0
    DEX 17; +3
    CON 12; +1
    INT 12; +1
    WIS 12; +1
    CHA 20; +5

    F 3
    R 5
    W 6
    +2 VS Poison

    Skills:
    Acrobatics (3 DEX, 2 Race) +5
    Bluff (5 CHA, 4 Rank +3) +12
    Climb (2 Race) +2
    Diplomacy (5 CHA, 2 Feat) +7
    Knowledge (Arcana)(1 INT, 1 Rank +3) +5
    Knowledge (Planes)(1 INT, 3 Rank +3) +7
    Perception (1 WIS, 2 Race) +3
    Sense Motive (1 WIS, 2 Feat) +3
    Spellcraft (1 INT, 3 Rank +3 +2 Feat) +9
    Stealth (3 DEX, 4 Size) +7
    Use Magic Device (5 CHA, 2 Rank +3 +2 Feat) +12

    Attacks:
    Heavy Mace +3 to hit; 1d6 (20/x2)
    Sling +7 to hit; 1d3 (20/x2)
    Claws +3 to hit; 1d3 (20/x2)
    8 Rounds /Day

    Feats:
    Eschew Materials (Sorc)
    Arcane Strike
    Smooth Talk (Halfling)
    Magical Aptitude

    Spells:

    Level Zero (At will) DC 15
    0-Detect Magic
    0-Mage Hand
    0-Acid Splash
    0-Message
    0-Ghost Sound
    0-Flare

    Level One ( 8/day) DC 16 Used: 1
    1-Magic Missile
    1-Mage Armor
    1-(Bloodline) Cause Fear (Will Save)

    Level Two (4/day) DC 17 Used: 2
    2-Scorching Ray

    Special:
    Electricity Resistance 5

    Languages:
    Common, Halfling, Abyssal

    Gear:

    Backpack,
    Padded Flask Bag
    6 Flasks of Acid
    9 Days Rations
    2 CLW Potions = 1d8+5 (CL5)
    1 Enlarge Potion = 9 Minutes (CL9)
    2 Scroll of Magic Missile = 5 Missiles for 1d4+1 each (CL 9)
    Headband of Alluring Charisma
    2212 Gold
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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    Last edited by Pieh; 06-18-2010 at 06:06 PM.

  8. #8
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    Mareak Milner: Human Rogue 2

    Mareak is a stealthy youngster, not the most enduring guy but both strong and agile with a solid head on his shoulders.
    Mareak often plays on his lute and hides in plain sight rather than being a back alley mugger.

    Alignment: LE

    Languages: Common, Draconic, Orc, Goblin, Giant, Undercommon

    Attributes:
    STR 14
    DEX 20
    CON 11
    INT 16
    WIS 15
    CHA 13

    Combat numbers:
    HP 14
    AC 19
    Flat-Footed 13
    Touch 16
    CMB 3
    CMD 18

    Saves:
    Fortitude 0
    Reflex 8
    Will 2

    Short Sword:
    Attack +3
    Crit 19-20/x2
    Damage 1d6+2

    Composite Shortbow (Str 2):
    Attack +6
    Crit x3
    Damage 1d6+2

    Skills:
    Acrobatics 10
    Appraise 8
    Bluff 5
    Climb 6
    Diplomacy 5
    Disable Device 12
    Disguise 5
    Escape Artist 10
    Intimidate 5
    Knowledge (Dungeoneering) 7
    Knowledge (Local) 7
    Linguistics 8
    Perception 7
    Perform (String Instrument) 5
    Sense Motive 6
    Sleight Of Hand 10
    Stealth 10
    Swim 7
    Use Magic Device 5

    Feats:
    Dodge
    Improved Initiative

    Special Abilities:
    Sneak Attack +1d6
    Trapfinding
    Talent: Trap Spotter

    Equipment:
    Short Sword
    Composite Shortbow (Str 2)
    Masterwork Studded Leather Armor
    Arrows 20
    Bedroll
    Flint and Steel
    Waterskin
    Silk Rope, 50 ft.
    Grappling Hook
    Trail Rations, 2 days
    Lute
    Masterwork Thieves Tools
    Last edited by liverole; 12-22-2009 at 09:47 AM.

  9. #9
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    Kazamm, Human Monk 2

    Kazamm is a medium sized stoic warrior. While his size isn't as great as that of some warriors, understanding of balance and swiftness often makes up for any shortcomings.

    Alignment: LN

    Languages: Common

    Attributes:
    STR 20
    DEX 15
    CON 13
    INT 10
    WIS 16
    CHA 8

    Combat numbers:
    HP 19
    AC 16
    Flat-Footed 13
    Touch 16
    CMB 6
    CMD 21

    Saves:
    Fortitude 4
    Reflex 5
    Will 6

    Unarmed:
    Attacl +6 (+5/+5)
    Crit x2
    Damage 1d6+5

    Shruiken:
    Attack +3 (+2/+2)
    Crit x2
    Damage 1d2+5

    Skills:
    Acrobatics 7
    Climb 10
    Perception 8
    Sense Motive 8
    Swim 10

    Feats:
    Improved Unarmed Strike
    Deflect Arrows
    Improved Initiative
    Dodge
    Improved Grapple

    Abilities:
    Flurry of blows
    Stunning Fist 2/day
    Unarmed Damage

    Equipment:
    Shruikens
    Bedroll
    Trail rations, 4 days
    Last edited by liverole; 01-11-2010 at 11:23 PM.

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    Gorron Blacktooth
    level 1 Human Barbarian
    male, 6'1 205 lbs, black hair, blue eyes
    Alignment- CG

    speed 40feet, with Armour 30feet

    HP-15
    AC-18 (scale mail +5, dex+3, +10base)
    str-20 (+5)
    dex-16 (+3)
    con-16 (+3)
    int-12 (+1)
    wis- 14 (+2)
    cha-10 (+0)

    Fort- 5
    reflex- 3
    will- 2

    bab- +1
    CMB- +5
    CMD +19

    skills-
    (raised by orc tribe) knowledge (nature)- +6 (+1 int, 2 ranks, +3class skill)
    (raised in the wild) Survival- +7(+2 wis, 2ranks, +3class skill)
    perception +6 (+2wis, 1 rank, +3class skill)

    Weapons-
    Greataxe- +6 to hit, 1d12+5 damage, crit x3
    Shortbow- +4 to hit, 1d6, crit x3, range 60 feet quiver with 100 arrows
    dagger- +6 to hit, 1d4+5, 19-20/x2

    Armour-
    Scale Mail- Med, +5 AC, -4 CP, +3 Max Dex

    Gear-
    backpack, rations/water, weapons (g-axe, s-bow, dagger), armour (scale mail), boots/pants/gloves, torches

    Feats- Cleave, Power Attack
    Abilities- Fast movement, Rage

  11. #11
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    Brendon Arnsson
    Human Cavalier 1, Lawful Good
    Str 20 Dex 17 Con 14 Int 16 Wis 12 Cha 13
    HP 16 AC 19(21 w/ shield), touch 13, Flat-footed 16(18 w/ shield) DR 0 Init +5

    Fort +4 Reflex +3 Will +1

    BAB +1 CMB +6 CMD 19

    Attack: Ranseur +6 2d4+7(x3); Reach

    Attack: Warhammer +6 1d8+5(x3)

    Attack Lance +6 1d8+5(x3); Reach, Double damage on mounted charge

    Attack Bola +0 10ft. 1d4+5(x2); Nonlethal, Trip

    Attack Net +0 10ft.
    Skills: Craft:Armor +7 Craft:Weapons +7 Diplomacy +5 Handle Animal +5 Knowledge:History +8 Knowledge:Nobility +7 Linguistics +4 Perception +2 Ride +7

    Languages Common, Dwarven, Orc, Abyssal, Draconic
    Traits Armor Expert, Scholar of the Great Beyond (History)

    Feats Power Attack, Cleave

    Class Abilities Challenge (+1 morale to hit +1d6 dmg), Mount (Horse), Oath, Order (Order of the Sword)

    Items: Masterwork Breastplate, Heavy Steel Shield, Ranseur, Warhammer, Lance, Bola (x2), Net

    Description A young man of powerful build and stature, clad in a fine breastplate and with a crimson cape hanging from it, a gleaming spiked shield strapped to one arm. He has intense, strong features, close cropped blond hair with a finely braided mustache and beard

  12. #12
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    Noralith Andonna -- Second Level

    Here are the stats for Norlith Andonna, updated to second level:

    1st level Sorcerer/1st level Bard
    STR 11 (+0) CON 12 (+1) DEX (+2) INT 14 (+2) WIS 15 (+2) CHA 18 (+4)
    BAB +0 Melee +0 Ranged +2 CMD +0 CMD +10
    HD 2 HP 18 AC 14 Touch 14 Flat-Footed 11 With mage armor spell: 18/14/15
    Fort Save +1 Ref Save +2

    Weapons:
    Dagger +0 to hit, 1d4 19-20/x2 damage, 10 ft range inc. (when thrown), 1 lb
    Longspear (reach) +0 to hit, 1d8 x3 damage, 9 lb
    +1 spear +1 to hit, 1d8+1 x3 damage, 20 ft range inc. (when thrown), 5 lb
    Javelin +0 to hit, 1d6 x2 damage, 30 ft range inc. (when thrown), 2 lb
    Heavy Crossbow +2 to hit, 1d10 19-20/x2 damage, 120 ft range inc. 8 lb
    Rapier +0 to hit, 1d6 18-20/x2 damage, 2 lbs

    Age 25, Height 73 inches, Weight 155 pounds,
    Languages Known: Common, Elven, Sylvan, Terran, and Undercommon

    Important Equipment:
    Amulet of Deflection (+1 deflection bonus to Armor Class)
    +1 spear
    heavy crossbow, 10 bolts
    longspear
    two daggers
    three javelins
    rapier

    Other Equipment:
    Backpack, Flint and steel, 4 belt pouches, 10 empty sacks, 3 waterskins, notebook

    Feats: Dodge (+1 dodge bonus to Armor Class)

    Racial Abilities:
    Low-Light vision, Skill Focus (Survival), Immune to magical sleep effects, +2 racial bonus to saves vs enchantment spells and effects, +2 racial bonus to Perception checks

    Class Abilities - Sorcerer:
    Spells, 4 sorcerer cantrips: clean, daze, detect magic, light
    2 1st level sorcerer spells: grease, mage armor.
    Able to cast 4 1st-level spells a day.
    Able to cast spells without material components unless they cost more than 1 gold piece.
    Elemental Bloodline (Earth/Acid). She can unleash an elemental ray as a standard action, targetting a foe within 30 feet as a ranged touch attack for 1d6 damage, seven times a day.

    Class Abilities - Bard:
    Spells, 4 bard cantrips: color, mage hand, mending, read magic
    2 1st level bard spells: expeditious retreat, feather fall.
    Able to cast 2 1st-level spells a day.
    Bardic Knowledge: +1 to all knowledge checks, and able to make all knowledge checks without training.
    Bardic Performance: 8 rounds per day. Able to countersong, distract, fascinate, or inspire courage,

    Skills: Acrobatics +4, Climb +6, Diplomacy +8, Knowledge (Nature) +7, Knowledge (The Planes) +7, Knowledge (other fields) +6, Linguistics +6, Perception +9, Perform +8, Survival +7, Swim +1 other skills are untrained.

    New cantrips:

    Clean 0-level Abjuration. Casting Time 1 round. Components V. Range 5 feet. Target 1 object up to 1 lb/level. Duration instantaneous. Saving Throw Fort Negates. Spell Resistance Yes

    This spell cleans an item, removing all dirt, dust, grime, stains, germs, and other foreign material. At the caster's option, dyes may be removed or retained, or dye of one particular color may be removed while retaining the others. Creatures of Fine size or smaller are removed from the object, being swept to a neighboring space. Creatures with a Constitution score may make a Fortitude Saving throw to avoid being removed from the object. The spell has no effect on creatures that are Diminutive or larger.

    Color 0-level Illusion (glamer) Casting Time 1 action. Components V, S Range 15 feet. Target 1 non-living object up to 25 square feet/level. Duration 1 day/level (D) Saving Throw Reflex negates (object) Spell Resistance Yes.

    This spell changes the color of an object, or creates up to a 25 square-foot patch of a color. With a full round action she can use a number of colors equal to her Int modifier, otherwise only a single color can be used.

  13. #13
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    Noralith Andonna, 4th level

    Noralith Andonna chaotic neutral female half-elf sorceress/bard
    1st level Sorceress
    3rd level Bard
    6071 XP

    Strength 12 (+1) BAB +2 Melee +3 Ranged +4 CMB +3 CMD 13
    Constitution 12 (+1) HD 4 hp 38 Fort Save +3
    Dexterity 14 (+2) AC 14 Touch 14 Flat-Footed 11 Ref Save +6
    Intelligence 14 (+2)
    Wisdom 15 (+2) Will Save +8
    Charisma 18 (+4)

    Age 25, Height 73 inches, Weight 155
    Languages Known: Common, Elven, Goblin, Sylvan, Terran, Undercommon

    Important Equipment
    --------------------
    amulet of deflection, +1 to AC
    Cloak of resistance +1 to all saves
    Swan boat feather token
    +1 spear
    heavy crossbow
    longspear
    two daggers
    two javelins
    1 dose of healing potion
    Scrolls: web

    Feats
    -----
    Dodge She gets a +1 dodge bonus to Armor Class.

    Mobility. She gains a +4 dodge bonus to AC against attacks of opportunity when she moves out of or within a threatened area.

    Racial Traits
    ------------
    +2 to one ability score (Charisma)
    Medium size. Base speed 30 feet
    Low-light vision
    Adaptable, skill focus (Survival)
    Elf Blood and Human Blood. Immune to magical sleep effects; +2 racial bonus to saves vs enchantment spells and effects.
    Keen senses: +2 racial bonus to Perception.
    Multitalented: two favored classes (Sorcerer and Bard). +1 hit point and +1 skill point when taking a level of either of these classes.
    Languages: Common, Elven. Bonus languages, any.

    Class Abilities (Sorcerer)
    -----------------------
    Hit Dice: 1d6

    Two + int modifier (2) skill points per level. Class skills: Acrobatics (dex), Appraise (int), Bluff (cha), Craft (int), Fly (dex), Intimidate (cha), Knowledge - Arcana (int), Profession (Wis), Spellcraft (int), Use Magic Device (cha)
    +0 BAB, +0 Fort Save, +0 Ref Save, +2 Will Save, Spells per Day 4

    Proficiencies: all simple weapons.

    Spells: Spells Known: 4 cantrips: clean, daze, detect magic, light, and 2 1st level spells: mage armor, grease Spells per day: 4 Spells

    Eschew Materials (bonus feat): She can cast spells without minor material components. If a material component costs 1 gp or less, she does not need it to cast the spell.

    Elemental Bloodline. Knowledge - The Planes is a class skill.
    Bloodline Arcana: Whenever she casts a spell that deals energy damage, she can change the type of damage to acid, which also changes the spell's subtype.

    Bloodline Power (Earth). Her energy type is Acid. Her elemental movement is Burrow 30 feet.

    Elemental Ray (Sp). She can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack for 1d6 damage, a number of times per day of 3 + her charisma modifier (7 total).

    Class Abilities (Bard)
    -------------------
    Hit dice: 1d8

    6 + int modifier skills per level. Class skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Sense Motive, Slight of Hand, Spellcraft, Stealth, Use Magic Device

    +0 BAB, +0 Fort Save, +3 Ref Save, +3 Will Save

    Proficiencies: all simple weapons, longsword, rapier, sap, short sword, shortbow, whip. Light armor, shields.

    Able to cast bard spells while wearing light armor and using a shield without incurring the arcane failure chance.

    Spells: Spells Known: 6 cantrips: oolor, flare, ghost sound, mage hand, mending, read magic, and 4 1st level spells: expeditious retreat, feather fall, dolorous sadness, unseen servant. Spells per day: 4

    Bardic Knowledge: Nora adds 1 to all Knowledge skill checks and can make all knowledge skill checks untrained.

    Bardic Performance. She can perform for 12 rounds per day. Starting a performance is a standard action; maintaining it is a free action. Changing a bardic performance requires stopping the previous one and starting a new one as a standard action. A bardic performance can not be disrupted, but it ends if she is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain each round. She can not have more than one bardic performance in effect at one time. She has the following performances available:

    Countersong. Each round she makes a Perform check and any creature within 30 feet that is affected by a sonic or language-dependent magical attack may use her Perform check in place of their own saving throw if, after the saving throw is rolled, the Perform Check is higher. A creature already under the effect of a noninstantaneous sonic or language-dependent attack gains another saving throw each round, but has to use Nora's Perform Check. Countersong does not work on effects with no saving throw. Countersong relies on audible components.

    Distraction. Nora can counter magic effects that depend on sight. Like countersong, except that it applies to illusion (pattern) or illusion (figment) attacks, and it relies on visual components.
    Fascinate. Nora can use her performance to cause one creature to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear her, and able to pay attention to her. She must also be able to see the creatures affected. Nearby combat or other dangers prevents this ability from working. Affected creatures receive a Will Save DC 10 + ½ her bard level + her CHA modifier (15, normally), to negate the effect. If the saving throw succeeds, she can't try again for 24 hours. If it fails, the creature sits quietly and observes the performance for as long as she continues to maintain it. While fascinated, he takes a -4 penalty on all skill checks made as reactions, such as Perception. Any potential threat to the target allows him to make a new saving throw against the effect. An obvious threat breaks the effect automatically. Fascinate is an enchantment (compulsion) mind-affecting ability that relies on audible and visual components.

    Inspire Courage. Nora can inspire courage in her allies, bolstering them against fear and improving their combat abilities. The allies must be able to perceive her performance. An affected ally gets a +1 morale bonus to saving throws against charm and fear effects, and a +1 competence bonus on all attack and weapon damage rolls. This is a mind-affecting ability. She can use audible or visual components, and must choose which component to use when she starts her performance.

    Inspire Competence. She can user her performance ability to help an ally succeed at a task. The ally must be within 30 feet and be able to hear her. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he continues to hear her. Certain uses of this ability are infeasible, such as improving her ally’s stealth check. She can’t inspire confidence in herself. This relies on audible components.

    Versatile Performance. At 2nd level, she can choose one type of Performance skill. She can use her bonus in that skill in place of the bonus for associated skills. When substituting in that way, she uses her total Perform skill bonus, including the class skill bonus, in place of its associated skill bonus. She chooses Acting, which allows her to use her Performance skill for Bluff and Disguise checks.

    Well Versed. She gains a +4 bonus on saving throws against bardic performances and sonic effects and language-dependent effects.

    Skills
    -----
    Acrobatics +9, Appraise +2, Bluff +9, Climb +5, Craft +2, Diplomacy +8, Disable Device +2, Disguise +4, Escape Artist +2, Fly +2, Handle Animal +4, Heal +3, Intimidate +8, Knowledge (Arcana, Local, Nature, or The Planes) +7, Knowledge (Other) +4, Linguistics +7, Perception +11, Perform (Act) +9, Perform (Sing) +10, Perform (Other) +4, Profession +2, Ride +3, Sense Motive +6, Sleight of Hand +2, Spellcraft +2, Stealth +2, Survival +9, Swim +2, Use Magic Device +9.

    The following is the table used to calculate the above values:
    Skill Ranks Key Ability Modifiers Total
    Acrobatics 4 Dex (+2) +3 (CS) +9
    Appraise Int (+2) +2
    Bluff Cha (+4) +4
    Climb 1 Str (+1) +3(CS) +5
    Craft Int (+2) +2
    Diplomacy 1 Cha (+4) +3(CS) +8
    Disable Device Dex (+2) +2
    Disguise Cha (+4) +4
    Escape Artist Dex (+2) +2
    Fly Dex (+2) +2
    Handle Animal Cha (+4) +4
    Heal 1 Wis (+2) +3
    Intimidate 1 Cha (+4) +3(CS) +8
    Knowledge (Arcana) 1 Int (+2) +3(CS)+1 +7
    Knowledge (Local) 1 Int (+2) +3(CS)+1 +7
    Knowledge (Nature) 1 Int (+2) +3(CS)+1 +7
    Knowledge (The Planes) 1 Int (+2) +3(CS)+1 +7
    Knowledge (Other) Int (+2) +1 +3
    Linguistices 2 Int (+2) +3(CS) +7
    Perception 4 Wis (+2) +2(R)+3(CS) +11
    Perform (act) 2 Cha (+4) +3(CS) +9
    Perform (sing) 3 Cha (+4) +3(CS) +10
    Perform (other) Cha (+4) +4
    Profession Wis (+2) +2
    Ride 1 Dex (+2) +3
    Sense Motive 1 Wis (+2) +3(CS) +6
    Sleight of Hand Dex (+2) +2
    Spellcraft Int (+2) +2
    Stealth Dex (+2) +2
    Survival 4 Wis (+2) +3 (SF) +9
    Swim 1 Str (+1) +2
    Use Magic Device 2 Cha (+4) +3 (CS) +9

  14. #14
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    Antal Redhorn

    Class: Rouge 1(EXP 0)
    Halfling(Race mods included)
    Size:Small
    Age:25
    Hight:3 ft 5 in
    wight:35
    Alignment:Chaotic Neutral

    Stats:
    STR:10[0]
    DEX:19[4]
    CON:11[0]
    INT:12[1]
    WIS:11[0]
    CHA:17[3]

    Saves:
    FORT:[1]=0+1(Race)+0(CON)
    REFLEX:[7]=2+1(Race)+4(DEX)
    WILL:[4]=0+1(Race)+3(CHA)
    *+2 VS Fear

    HP[11]
    AC[17]=10+4(Dex)+2(Armor)+1(size)
    Speed:20ft

    Skills:Stat+Ranks+Class+MISC
    Acrobatics[10]=4+1+2+3(Class)
    Bluff[7]=3+1+3(Class)
    Disguise[7]=3+1+3(Class)
    Diplomacy[7]=3+1+3(Class)
    Escape Artist[8]=4+1+3(Class)
    Knowledge(local)[5]=1+1+3(Class)
    Stealth[12]=4+1+3(Class)+4(Size)
    Perception[6]=0+1+2+3(Class)
    Disable Device[8]=4+1+3(Class)
    Sense Motive[4]=0+1+3(Class)

    Trap finding:+1/2 level to perception and decidable device when it comes to traps.
    Race bonus:+2 Climb.Acrobatics.perception

    Feat:3. Halflings charm-you add your charisma modifier instead of wisdom for will saves

    Offense(+1 CMB and BAB)(-1 CMD)
    BAB:[]=0(+1 for Size)
    +1d6 Sneak Attack DMG

    Attack(Dagger)[1]0+0(STR)+1(size)
    Attack(Shortbow)[5]0+4(DEX)+1(size)

    CMB:[+1]=0(BAB)+1(Size)+0(STR)
    CMD:[13]=10+0(BAB)-1(Size)+4(Dex)


    Equipment:28 gp 4 sp
    Leather Armor(Red)
    +3 AC
    Max Dex+5
    7.5lb.

    Medium Dagger(-2 Attack)
    1d4 DMG 19-20/x2 Crt 10ft Throw
    1 lb.
    Small Short Bow
    1d4+0 DMG x3 Crt 60ft range
    1.5 lb.
    200 Arrows(on back) 15lb

    MISC:_(All in/Attached to Backpack)0.5 lb,{by itself}
    Shovel 8 lb.
    water skin 1 lb.
    Bedroll 1.25 lb.
    Winter Blanket 0.75 lb.

    Belt pouch(one)
    Disguise Kit 2 lb
    Belt Pouch(Two).
    Masterwork Thief Tools 2 lb.

    Carrying capacity:42.5 lb.{carrying now}
    Light Load:25 or less
    Med Load:26-50
    Heavy Load:51-75
    Last edited by LordChicken; 01-05-2010 at 06:38 PM. Reason: Wrong name for a skill

  15. #15
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    Karn Oakheart

    Karn Oakheart
    Sex/Gender Male Age 100 Height 5'6 Weight 130 Hair Auburn Eyes Green
    Race/
    Class/Alignment Wood Elf Druid CN

    Abilities/Attributes

    Base Attack Bonus: 0
    AC: 13
    HP: 15
    Attack Bonus (melee): +3
    Staff--Damage: 1d6/ 1d6

    STR:16
    DEX:8
    CON:14
    INT:13
    WIS:17
    CHA:14


    Skills/Proficiencies
    Concentration 3
    Diplomacy 2
    Handle Animal 1
    Heal 1
    Knowledge (Nature) 3
    Listen 3
    Spot 3
    Survival 3
    Swim 1

    Inventory
    Quantity / Item/ Weight/ Location /Type/ Note

    1
    50 Feet of Rope 2.0 Backpack General
    1 Bed Roll 1.0 Backpack General
    1 Hide Armor Worn General +3 to AC; 4 max dex bonus; Armor Check Penalty -3
    10
    Iron Rations 1.0 Backpack General
    1 Tinderbox 0.5 Backpack General
    2 Torch 1.0 Backpack General
    10 Various Herbs 1.0 Belt pouch General
    1 Quarter Staff 1.0 Weapon Weapon

    Spells/Powers Rank/Level Spell # Available Note
    0 Cure Minor Wounds 1
    0 Flare 1
    0 Read Magic 1
    1 Summon Nature's Ally 1

    1
    Animal Companion Fox CLASS ABILITY
    1 Nature Sense CLASS ABILITY
    1
    Wild Empathy CLASS ABILITY
    1 Track none FEAT

    Other Information Saving Throws: Fortitude: 4 Reflex: -1 Will: 5

    Description (Viewable by Players)
    Born in a little known elven village in the High Forest, Karn feels more at home with animals and plants than with other people. His friendly features conceal a fiery temper which rages just beneath the surface of his calm and amiable exterior. Karn's friendship is hard-won, but once befriended, he proves to be a fiercely loyal companion, willing to sacrifice as much for the people he loves as he will for the forests he has sworn to protect.
    Last edited by Hallstadt; 01-02-2010 at 12:04 PM.

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