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Sterwick Campaign - Character and Journal Thread (ABSOLUTELY NO SPAM!!!!)

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Sterwick Campaign - Character and Journal Thread (ABSOLUTELY NO SPAM!!!!)

Post by Kipi »

Okay, here is the character/journal thread.
But please, DO NOT post here before I've given a permission, cause now I'm going to collect things from discussion thread, which may take some time.
You can still keep discussing things in that thread, it may serve that purpose even during playing sessions.
"As we all know, holy men were born during Christmas...
Like mr. Holopainen over there!"
- Marco Hietala, the bass player of Nightwish
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Post by Kipi »

Character Sheet for Duxhir (owned by Magrus)

Duxrhin
Male Dwarf, Hill
Cleric 1: CR 1; Medium Humanoid (Dwarf); Spd 20;

HP 10; HD 1d8+2(Cleric)


STR 12
DEX 8
CON 15 (13+2=15)
INT 13
WIS 16
CHA 10 (12-2=10)

Init +3; (-1 Dex +4 Improved Initiative)

BAB 0
Atk +1 base melee, -1 base ranged;
+1 (1d8+1, Mace, heavy)

AC:15 (Flatfooted:15 Touch:9);

SQ: +1 Attack vs. Orcs and Goblinoids, +2 Appraise (Stone and Metal Items), +2 Craft (Stone and Metal Items), +2 Saves vs. Poison, +2 Saves vs. Spells and Spell-like Effects, +4 Dodge Bonus to AC vs. Giants, Darkvision (Ex): 60 ft., Stability (Ex), Stonecunning (Ex), Weapon Familiarity (Ex);

AL Chaotic Neutral;

Saves:
Fort +4
Ref -1
Will +5

Skills: Concentration +6, Craft (Armorsmithing) +1, Craft (Blacksmithing) +1, Craft (Stonemasonry) +1, Craft (Weaponsmithing) +1, Knowledge (Arcana) +2, Knowledge (History) +2, Knowledge (Religion) +3, Knowledge (The Planes) +2, Profession (Miner) +5, Spellcraft +4.

Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Improved Initiative, Shield Proficiency, Simple Weapon Proficiency.

Spells Known (Clr 3/2): 0 -- Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue; 1st -- Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Conjure Ice Beast I, Conviction, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Fire, Detect Good, Detect Law, Detect Secret Doors, Detect Undead, Divine Favor, Divine Inspiration, Doom, Ease of Breath, Endure Elements, Entropic Shield, Eyes of the Avoral, Favorable Sacrifice, Fortify Cold Creatures, Grave Strike, Guiding Light, Hide from Undead, Ice Slick, Incite, Inflict Light Wounds, Inhibit, Lantern Light, Magic Stone, Magic Weapon, Necrotic Awareness, Nimbus of Light, Obscuring Mist, Omen of Peril, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Ray of Hope, Remove Fear, Resurgence, Sanctuary, Shield of Faith, Shivering Touch, Lesser, Sign, Summon Monster I, Summon Undead I, Twilight Luck, Vigor, Lesser, Vision of Heaven.

Spells Prepared (Clr 3/2): 0 - Detect Magic, Guidance, Light; 1st - Cause Fear (d), Cure Light Wounds, Shield of Faith.

Deity: Chronepsis- A dragon deity devoted to fate, death, and judgment. Alignment: neutral. Favored weapon: scythe.

Domains: Knowledge and Death

Domain Abilities:
Knowledge- +1 Caster level Divination School Spells, Add all Knowledge Skills to list of Class Skills
Death- Death Touch 1/day; Melee touch attack against living creature, roll 1d6/cleric level if successful. If total is equal to or greater than creatures current hit points, creature dies.
Possessions:

Weapons: Mace, heavy (12 gp).

Armor: Scale mail (50 gp).

Shields: Shield, heavy steel (20 gp).

Goods: Coin: gp (6) (6 gp); Holy symbol, silver (25 gp); Flint and steel (1 gp); Mirror, small steel (10 gp); Pouch, belt (2) (2 gp); Oil (pint) (2) (2 sp); Coin: sp (6) (6 sp); Torch (2) (2 cp); Coin: cp (5) (5 cp); Flask (3 cp); Backpack (2 gp); Bedroll (1 sp); Waterskin (full) (1 gp).
"As we all know, holy men were born during Christmas...
Like mr. Holopainen over there!"
- Marco Hietala, the bass player of Nightwish
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Kipi
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Post by Kipi »

Character Sheet for Kazar (owned by Yepi)

Kazar
Dwarf
Male
Chaotic-Evil

HP 13 (full hit die [d10] + CON bonus)

Initiative - 1 (+1 DEX)
Base Attack Bonus - 1
Attack - +3 Melee (BAB + Str bonus), +2 Ranged (BAB + Dex bonus)

Armour Class - 15 (+1 DEX, +4 Scale Mail)
Flat-Footed - 14 (+4 Scalemail)
Touch - 11 (+1 DEX bonus)

Saving throws
Fortitude - +5 (+3 CON +2 Class)
Reflex - +1 (+1 DEX)
Will - 0 (+0 WIS)

Inventory: Scale mail(50gp), Warhammer(12gp), Battleaxe(10gp), Backpack(2gp), Bedroll(5sp), 1 Winter Blanket(5sp), Tent(10gp), 5 Waterskins(5gp), Pouch, belt (empty)(1gp), Rations for 7 days(35sp), Long Bow(75gp), Arrows(80)(4gp)=Total=169.45 gp spent

0.55 gp left

Statistics:
STR (Strength)- 15(+2)
CON (Constitution)- 17(+3)
DEX (Dexterity)- 12(+1)
INT (Intelligence)- 13(+1)
WIS (Wisdom) - 10(+0)
CHA (Charisma)- 13(+1)

Feats:'Mounted Combat', 'Power Attack'

Skills:Climb:4 (Str+2), Craft:3 (Int+1), Handle Animal:2 (Cha+1), Intimidate:2 (Cha+1), Jump:3 (Str+2), Ride:4 (Dex+1), and Swim:4 (Str+2).
"As we all know, holy men were born during Christmas...
Like mr. Holopainen over there!"
- Marco Hietala, the bass player of Nightwish
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Kipi
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Post by Kipi »

Character Sheet for Twaynith (owned by Kythras)

Twaynith

Alignment - Chaotic Good
1st Level Tiefling Ranger

HP - 9

Str - 14 +2
Dex - 19 +4
Con - 12 +1
Int - 12 +1
Wis - 13 +1
Cha - 11 -

Initiative - 4 (+4 Dex)
BAB - 1
Attack - +3 Melee, +5 Ranged, +3 grapple

AC - 16 (+4 Dex + 2 Leather Armour)
Touch - 14
Flat-footed - 13

Fort - +3 (+1Con +2 Class)
Ref - +6 (+4 Dex +2 Class)
Will - +1 (+1 Wis)

Skills - 7 (6+1) x4 at 1st level
Hide - +10 (+4 Dex +4 Ranks +4 Racial)
Listen - +5 (+1 Wis +4 Ranks)
Move Silently - +8 (+4 Dex +4 Ranks)
Search - +5 (+1 Int +4 Ranks)
Spot - +5(+1 Wis +4 Ranks)
Survival - +5(+1 Wis +4 Ranks)

Feats - Point-Blank Shot, Track

Spells Known -

0: -
1: -
2: Lesser Darkness

Equipment -7 gold pieces, Longbow (+5 attack bonus, 1d8 damage), Longsword (+3 attack bonus, 1d8+2 damage), Leather Armour (+2 AC, 10% Arcane Spell Faliure), Backpack, Bedroll, Flint and Steel, Small Mirror, a week's Trail Rations, Silk Rope, three Torches, three waterskins, a Whetstone.

Class Abilities - Favoured Enemy (Humans) +2, Wild Empathy, Simple and Martial Weapon Proficiencies, Light Armour and Shield proficiencies

Description
Twaynith is of a thin build, a mear 97 lbs and reaching only 5'4'' of height, she is short and light, even for a woman. Despite her physical size there is something about her, something that parts a crowd, that can stop bar bullies in their tracks something... disconcerting. She is nicely curved, without being buxom, enough to draw eyes, but not to hold them.

Her face is fine-featured and angularly boned, giving her a sharp, hostile appearance most of the time. Smiles are rare on her face, but when one does grace her features, it is a fine sight indeed. Her skin is an unnatural palor, beyond even that of a cloistered scholar, and unbelievable considering the time she spends outside. Her ebony hair falls in perfect tresses, halfway to her back, she never ties is back or braids it, but it never seems to fly in her face. As opposed to the blueish or brownish sheen normal black hair can get when light plays on it, Tway's highlights a dark red, alluring yet disconcerting at the same time. Her eyes are dark, mesmerising pools, their colour indeterminable, they seem to smolder with an inner fire, though most naïve mortals throw it off as a trick of the light. Then, of course, there are the horns. Small protrusions of bone, at only two or three inches, they are the colour of polished bone, and even starker white than her skin. They spiral upwards like a unicorn's horn, coming to a bluntened tip. Usually she hides them, but when in the mood to cause some mischeif, she throws back her hood abd lets the world see her for what she is...


Twaynith was not born, she was bred. Her mother, a second generation Tiefling, was no small operator in the lower plains, commanding more respect than one of her… tainted, blood would normally garner. Her daughter was not supposed to be one to follow her footsteps, merely a bartering tool to increase her power. Twaynith was to be a sacrifice, to bring forth one of the Lord of the Abyss to the Material Plane. Mere hours after her birth, she was on the sacrificial alter, and the ceremony began.

Unbeknownst to the Cult, a group of good-aligned adventurers was planning to stage a raid in the middle of their ceremony. The party, a Paladin, Cleric and Fighter, called forth a Celestial to aid them in their struggle, lest the Cult succeed in summoning their demon. So the trio, plus a Ghaele Eladrin, began their assault on the cult.

As the battle raged outside the ritual reached it’s end. As the sacrificial dagger began it’s decent to Twaynith’s infant heart, the attackers burst in. On an impulse the Ghaele’s first spell was aimed at Twaynith’s mother, even though she was in no position to attack them. It was the impulse of a Celestial being that saved Twaynith’s life. The battle raged fiercly, and though the fighter lost his life, the adventurers were victorious in the end.

The bedraggled pair approached the altar, only noticing the crying of a babe when the roar of battle had died down. On the bare-headed babe, the tiny horns were clearly visible. The Paladin, filled with fury at the death of his friend, leapt for his sword, planning to destroy the unholy child, but the Ghaele held him in check. She could see the goodness in the child, only a few hours old. She was not ruled by her demonic blood, she had a good heart beneath that tainted flesh. So the babe was spared, and named by the Ghaele, Twaynith, meaning lost-child in the Celestial tongue. The Cleric took the babe to a convent, to be raised with good values and a good environment.

Despite the Cleric’s good intentions, Twaynith’s early life was not an easy one. Despite the good intentions of the clergy, they could not help but looked down upon Tway’s demonic blood. The other children teased her because of her horns, and these often lead to fights. Being the winner, Tway was the one prosecuted. Eventually, sick of her second-class position at the convent, Twaynith fled, at the tender age of 16, to Luskan.

Luskan was not renowned for being an accepting, or even neutral environ. Downright hostile, and proud of it, Tway did not find the easy life she had been hoping for in the city. Cold, hungry and desperate for somewhere to sleep at night, she took residence in the only place she could, a… “House of Ill Repute.”

Tway spent two years of her relatively short life in this insufferable existence. Selling her body to provide for her next meal, her hope was shattered. One fateful night, she was “servicing” an especially rough client, he got violent, and she was forced to stab a broken piece of wood into his neck. Awkward questions the next morning. Awkward questions in Luskan lead to the gallows.

But Twaynith got luck (sort of) the guards were always in need of underworld contacts, so Tway was blackmailed into risking her life for the guard. She served as a spy for another year before she fled. She had slipped a few times and the guard were considering “letting her go.” And she knew what that meant. So she fled the city, and headed to a place of practical myth, somewhere where she might be accepted for her personality, not her blood; Silverymoon.

Months of traveling, and a lot of getting lost, later, she arrived at the silver gates. Despite some trepidation the guards let her enter the city, where she walked with her cowl thrown back. She drew many looks, but shrugged them off. They were looks of curiosity, on outrage or fury. For the first time in her life, Tway felt accepted.

She had only been in Silverymoon two weeks when she had the most important meeting of her life. Strolling the beautiful streets of the city, she caught a glimpse of something she couldn’t believe. Ebony skin, stark white hair and an elven frame. A drow walking the streets of Silverymoon, apparently unimpeded.

She tailed him for the rest of the day, and finally plucked up the courage to talk to him. He was, of course, none other than Drizzt Do’Urden, famed drow ranger. In the following half-hour, Tway learnt more about herself and… everything than 16 years in the convent had scratched upon. The following week she left Silverymoon, her hope reaffirmed. She was convinced that her meeting with Drizzt was fate, and she was not about to discard the hard fate had dealt her.

She journeyed south, taking a wilderness route, and over the next few years, she taught herself the Ranger’s arts. Now, a self-taught ranger, she is prepared for anything fates sends her way. She has come to terms with her blood and feels no shame for her parentage. She wants to meet life head on, no bars held…
"As we all know, holy men were born during Christmas...
Like mr. Holopainen over there!"
- Marco Hietala, the bass player of Nightwish
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Kipi
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Post by Kipi »

Character Sheet for Sh'rarn (owned by Ravager)

Sh'rarn

Aasimar Paladin of the Red Knight (rank: Page)
Lawful Good
Level 1
EXP: 0

HP- 12 (full hit die + Con bonus)

STR - 15 (+2)
CON - 15 (+2)
DEX - 12 (+1)
INT - 11 (0)
WIS - 13 (will have +2 on lvl 2) (+2)
CHA - 14 (+2 for Aasimar - 16) (+3)

Initiative - 1 (+1 DEX)
Base Attack Bonus - 1
Attack - +3 Melee, +2 Ranged

Armour Class - 17 (+1 DEX, +4 Chain shirt, +2 Shield)
Flat-Footed - 16 (+4 Chain shirt, +2 Shield)
Touch - 11 (+1 DEX bonus)

Fortitude - +4 (+2 CON +2 Class)
Reflex - +1 (+1 DEX)
Will - +2 (+2 WIS)

Paladin special abilities: Aura of good, Detect Evil , smite evil 1/day

Skill points to position: (2+1)x4= 12
Concentration - 4 (+2 ranks +2 CON)
Diplomacy - 6 (+3 ranks +3 CHA)
Handle Animal - 4 (+1 rank +3 CHA)
Heal - 4 (+2 ranks +2 WIS)
Ride - 3 (+2 ranks +1 DEX)
Sense Motive - 4 (+2 ranks +2 WIS)

Feat:Mounted Combat
Class Gained Feats: Proficiency with ALL simple and martial weapons, ALL armour types and shields (except Tower Shields).

Gold: (6d4)x10= 180gp (before equipment purchase).
Weapons - Longsword (15gp), Light Mace (5gp), Shortbow (30gp), 40 arrows (2gp).
Armour - Chain Shirt Armour (100gp), Heavy Wooden Shield (7gp)
Other gear - Backpack (2gp), Bedroll (0.1gp), Flint and Steel(1gp), a week's Trail Rations (3.5gp), Hempen Rope (1gp), three waterskins(3gp), a Whetstone(0.02gp), Tent (10gp).
171.62 gp spent -> 0.38gp left OR 38sp.

Spell Ability- Light (Sp): The aasimar may use light (caster level equals aasimar's character level) once per day.

Resistances (Ex): An aasimar starts play with resistance 2 to acid, cold, and electricity.

Darkvision (Ex): An aasimar has darkvision to a 60-foot range.
"As we all know, holy men were born during Christmas...
Like mr. Holopainen over there!"
- Marco Hietala, the bass player of Nightwish
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Kipi
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Post by Kipi »

Character Sheet for Sh'rarn - Part 2, Bio

Alturiak (February) - 1349DR- The Year of the Bridle

Several townships were in danger and a hero's assistance was required. A crazed dragon was nearby, fully in the Rage, which caused them to act instinctively, blatantly ignoring their own intelligence. The dragon Hexamateles was certainly more than a match for many though and many villagers and would-be heroes had already been slain. Hexamateles was also depriving the locals of food and livestock and so, had to be swiftly dealt with.
The call for heroes spread far and wide, it wasn't long before Kylath was considering aiding the towns. His motivation wasn't mere greed as many others who were interested in this mammoth task, Kylath wished to make a difference and do a truly good thing.
Soon he traveled to the afflicted areas and met with others who had the intention of slaying Hexamateles. Fighting the dragon in greater numbers was likely to make the task easier and so enlisting the aid of a ranger, cleric and mage, the group set out to hunt their prey.
Upon entering a forest clearing the dragon swooped down on them. Its claws instantly killed the mage. The remaining three adventurers fought bravely against the beast but were fighting a losing battle, the cleric deserted them, fleeing for her life while Hexamateles was distracted.
Kylath dealt a massive blow to one of the dragon's front legs causing it to rear up on its hind legs and cry out in agony. By some fluke, one of the creature's claws smashed into and sliced through his breastplate. Kylath fell and the dragon limped away, the ranger followed assuming that Kylath was dead after suffering such a grievous injury and wanting to take the opportunity to destroy the dragon at its weakest hour.
He lapsed in and out of consciousness in great pain. However, Kylath was not alone, as he believed; he was being watched by a benevolent half-deva.
She'd been watching him for some time now, at first witnessing the progress of would-be dragon slayers and now this human who had struck a chord within her. She couldn't bear to see this man die but equally couldn't reveal her presence to the Primes. She saw that Kylath may not wake again and decided to take a risk, to heal him while he was unconscious and then disappearing before he awoke. This was best for everyone. She kneeled beside him and began the healing spell, making sure that it wouldn’t seem obvious that something unnatural had caused him to survive, Kylath woke just before the spell was complete and saw his benefactor and was awestruck by the being before him. He refused to let her leave and although the human was in no state to stop her, she didn’t really want to leave and the damage had already been done.
She introduced herself as Rhilassa, a traveling cleric who had heard the dragon’s anguished cries and rushed to see if she could help the local villagers assuming that it was attacking them again. Rhilassa had to make an excuse to leave despite her wish to tarry longer with Kylath. He also seemed disappointed in this, but she promised that she would visit again and he reluctantly let her go.

And so, this was the situation was for the next few months, with Rhilassa visiting Kylath for the odd day every few tendays. They talked for hours and couldn’t bear to be apart but her commanders in Elysium, one of the Upper Planes, forbade any kind of relationships with Primes, especially those that they had not sanctioned themselves. She had to be sure that they didn’t find out so she couldn’t spend too much time on the Prime Material Plane.
Gradually she built up her confidence to reveal her true nature to her friend, Kylath. He didn’t reject her, as she had feared, it was almost as if he had sensed there were secrets and was relieved that it didn’t turn out to be so much worse. The burden was now shared, as he had to keep Rhilassa’s presence secret from those he was now adventuring with, as she had to keep him secret from those she knew in her homeland. Despite these great problems, their relationship blossomed and they vowed to find a way to settle down together someday. This was given more urgency when the couple found out that Rhilassa was pregnant and they would soon have a child. With the gold he had earned from his many adventures, Kylath bought a remote farm in preparation to settle down.

Not so long after, Rhilassa gave birth to a son who the pair named Sh’rarn, an elven name that they felt reflected their new son and meant ‘Son of Light’. Rhilassa then went to meet with her superiors in Elysium; she did not want to worry Kylath so he wasn’t forewarned. Unfortunately her Solar commander took the news harsher than her worst fears. It forbade her from seeing either Kylath and/or her son ever again and bound her to Elysium by taking away her ability to teleport. In addition a Geas spell was forced upon her, to prevent her from taking any way back to the Prime. Rhilassa was to be an example to others who would consider breaking the rules.

Kylath knew nothing of this only that his soon-to-be wife, had vanished without a trace. None of the locals had seen her.

Eleint (September), 1372- The Year of Wild Magic- 2 Years Ago.

It was just another day for hard work for Sh’rarn, cutting logs for the fire and helping his father with the tasks of running a farm. Lately his father had been gruffer than usual; it was soon to be Sh’rarn’s birthday…and the anniversary of his mother’s disappearance. Thanks to this, the boy’s birthdays were rarely happy affairs despite the efforts of his father.
Father had gradually been turning to drink as the answer, though of course this only served to make him more irritable and even dangerous. In these alcohol-induced fits of rage he blamed himself and the birth of Sh’rarn for Rhilassa’s desertion of them. Sh’rarn knew little of his mother, only what his father and the locals had said, but he didn’t truly believe that she had deserted them willingly. Now he could get away from his father, attempt to find his mother and carry on her good works in Faerun. Secretly he had been training his combat skills and soon he intended to leave. He felt guilty about leaving his father to fend for himself, but he’d try to send gold back when possible and hope that he would accept it.

A tenday later it was time to leave, Sh’rarn snuck away in the darkness, full well knowing that his father would oppose his leaving, he just hoped that his disappearance would not be seen as a betrayal.

Several days later he heard the sounds of swords clashing over a nearby ridge, what he saw astonished him. A huge force of humans and goblinoids were fighting each other and even though the humans were outnumbered they seemed to be getting the upper hand. Nearby were some impressively armoured men giving instructions to runners. Sh’rarn cautiously wandered over…

One of the men attired in plate armour looked in his direction and spotted him.
“Ho! Who are you?! And what are you doing here?”
“I..er..”
One of the others stepped in and saved him, “He’s obviously no spy for the goblinoids! He’s barely armed. What’s your name, son?”
“Sh’rarn, sir. What’s happening here?”
“We're fighting the goblin heathens that threaten the area.”
“How? You're not on the battlefront, nor so you appear to be spellcasters.”
The man glanced back at him “We fight them with strategy, these men could be overrun if they didn’t know the enemy tactics, how they fight and what they do”.
“I’m interested in learning more.”
“Really? You could always visit our stronghold nearby”. The armoured man gave directions and Sh’rarn headed off. He really was interested in this ‘Red Knight’. Knowledge seemed to be saving lives here and yet the faith was still relatively unknown. Perhaps he could learn more of his faith and even spread the word of its existence. Surely this was a cause his mother would approve of.

Upon arriving at the stronghold Sh’rarn was welcomed by an acolyte, “Sir Kiradien sent word for us to expect your arrival, I hear that you wish to learn more of our faith?”
Sh'rarn nodded.
“New initiates are always welcome as are those seeking knowledge.”
They discussed the finer points of the dogma and beliefs in the faith and Sh’rarn confirmed he wished to join after hearing after more of the details. After completing some tests designed to check his abilities, the hierophant suggested Sh’rarn become a Paladin similar to Sir Kiradien and to train with him. Over the next two years Sh’rarn traveled with his new mentor, learning much of the foes of mankind in Faerun.

Kythorn (June), The Year of Lightning Storms (1374 DR).

It was finally time to leave the stronghold of the Red Knight and his mentor behind. Soon he would be spreading the knowledge of the Red Knight by himself.

Rhilassa witnessed the young paladin leaving the stronghold through a scrying device in Elysium. She had been watching Kylath and Sh’rarn for a while now, since the Solar had relaxed the rule somewhat, however, she was still not allowed to visit the Prime Material Plane or communicate with anyone on it. It was at least slightly more bearable being able to see them.
She was proud of the path her son was taking, she only wished she could see him in person…
"As we all know, holy men were born during Christmas...
Like mr. Holopainen over there!"
- Marco Hietala, the bass player of Nightwish
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Kipi
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Post by Kipi »

Character Sheet for Kron (owned by dj_venom)

Kron

Alignment - Chaotic Neutral
1st Level Drow Sorcerer

HP - 7

Str 10 (+0)
Dex 16 (+3)
Con 16 (+3)
Int 16 (+3)
Wis 12 (+1)
Cha 18 (+4)

Initiative - 3
BAB - 0
Attack - 0 Melee, +3 Ranged

AC - 13
Touch - 13
Flat-footed - 10

Fort - +3 (+3 Con)
Ref - +3 (+3 Dex)
Will - +5 (+1 WIS +2 Class +2 Race)

Skills - 20 (2+3)x4 at 1st level
Bluff - 8 (+4 Rank +4 CHA +3 Familar)
Concentration - 7 (+4 Rank +3 CON)
Craft - 5 (+2 Rank +3 INT)
Knowledge (arcana) - 6 (+3 Rank +3 INT)
Profession - 3 (+2 Rank +1 WIS)
Spellcraft - 6 (+3 Rank +3 INT)
Hide - 4 (+ 1 Rank + 3 DEX)
Move Silently - 4 (+ 1 Rank + 3 DEX)

Feats - Spell Penetration

Spells Known -

0: - Acid Splash, Disrupt Undead, Ray of Frost, Resistance
1: - Identify, Magic Missile

Race: - Dancing Lights, Darkness, Faerie fire

Class Abilities - Dark Vision, Simple Weapon Profiencies, Spell resistance

Equipment:
100 (based on Kythras's calculations )
Weapons - Light Crossbow (35gp), Bolts x 200 (20gp), Quaterstaff (0gp)
Armour - Scholar's Robe (5gp)
Other - Backpack (2gp), Bedroll (1sp), Flint and Steel(1gp), a week's Trail Rations (35sp), Silk Rope (10gp), three waterskins(3gp), a Whetstone(2cp).

Current Gold - 24 gp



Kron. Called that from his mother who he killed. Kron. Named after the mysterious liquid which came forth from the serpents. Kron. Exactly like the real thing: ruthless, efficient, deadly.

Never knowing his mother, Kron was born several years after the fiasco surrounding the one known as Drizzit. After his mother had successfully delivered, she attempted to brand Kron with her clan's mark... she failed. An intense light consumed them both, and only Kron remained. With bystanders awed, they immediately sensed the power within the young child, however the Matron Mother feared it, but not wanting to anger the child, sent it to the slums.

Growing up, Kron was always fascinated with magic. Occasionally strange acts would occur, but no one would ask questions lest they anger him. In this way, Kron learnt that life was simply something waiting to be taken by others. Considering he was male, Kron fought his way into being allowed to be trained as a wizard. He showed potential, attitude, and the cunning which made Drows proud, however he could not succeed.

After years of failures, Kron heard whisperings of his past. He learnt of the part Matron Mother played in his history. Frustrated and angry, Kron began plotting a possible revenge. Then one night, a not so-rare power shift was occurring, and the palace was stormed. Equipping his dagger, Kron made his move, charging into the building, unaware of the dangers. Taking a guard hostage, he changed his clothes and learnt of where the Mother was. AS he headed towards it, he realised how futile this was. He could not swing a sword, fire a bow, or cast a spell, yet here he was trying to kill the Matron Mother. He entered the room and was immediately set-upon by the personal guards, who almost ripped his heart out. They were stopped by Matron Mother who refused to have Kron's blood on her hands. Instead he was sent to the surface.

After wandering for several days, without any ideas, Kron passed out. He was awoken by a man wearing all red. Later he learnt that the man was a high Wizard of Thay, but never learnt his name. The wizard restored Kron to health, and began to question him. For some reason Kron was powerless to resist and confessed all. When the wizard mentioned his mother, Kron's power was released. It surged through him and took hold. Not realising that he had been incapacitated, Kron released all. Suddenly the room was full of rabbits that appeared out of there. Chuckling, the wizard backhanded Kron and dispelled the rabbits.

After these events, Kron began to learn of his heritage. Never knowing his father, this wizard had some ideas. He believed that Kron's father was none other than a half-dragon who captured by his grandfather so that it would breed with Kron's mother. The half-dragon escaped, but not before it had created Kron. Kron was still a Drow, however a small part of the draconic blood was in him, which resulted in his power.

After learning to cope with this heritage, Kron was trained by the wizard. He had taught previous sorcerers and knew how to harness Kron's power. Kron began to become powerful, as his knowledge grew. He did not learn the sword, but learnt the basics of the crossbow, the sling, and the dagger and staff. Also, he learnt that the single-most vulnerable time for a magic caster is when he is using his life-force to cast a spell, and it is then he can die.

Then one night the knowledge was used. Kron awoke to find the wizard casting a spell over his bed, instantly Kron threw his dagger at the man and immobilised him with a Ray of Frost, slumping him to the ground. Although he owed his life to this man, Kron was still a Drow, and did not hesitate in killing the man while he was unconscious.

With basic knowledge, a future ahead, and a heritage in his blood, Kron plans to become powerful, gain revenge on the Drow, and meet his father. Until then, he will embrace his blood, and will not fear from killing innocents if it is beneficial.
"As we all know, holy men were born during Christmas...
Like mr. Holopainen over there!"
- Marco Hietala, the bass player of Nightwish
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Kipi
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Post by Kipi »

Character Sheet for Sesshomaru (owned by Slade)

Sesshomaru
Male Half-elf
Fighter

HP- 13 (d10 + CON)

STR 16 (+3)
CON 16 (+3)
DEX 15 (+2)
WIS 10 (+0)
CHA 12 (+1)
INT 14 (+2)

Initiative - 2 (+2 DEX)
Base Attack Bonus - 1
Attack - +4 Melee (BAB + Str bonus), +3 Ranged (BAB + Dex bonus)

Armour Class - 15 (+2 DEX +3 SL armour)
Flat-Footed - 13 (SL armour)
Touch - 12 (+2 DEX bonus)

Saving throws
Fortitude - +5 (+3 CON +2 Class)
Reflex - +2 (+2 DEX)
Will - 0 (+0 WIS)

Skill Points- (2+2)×4= 16

Climb:1
Craft:2
Handle Animal:3
Indimate:2
Swim:2
Jump:3
Ride:3

Feats: Combat Expertise, Power Attack, Proficiency with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Weapons:Great Sword(50gp),short bow(30gp)+20 arrows(1gp)
Armor:Studded leather(25gp),shield heavy wooden(7gp)
Misc Gear:Bed roll(.1gp),Backpack(2gp),Tent(10gp),10Whetstone((1 0x.01).1gp),rations(7days=3.5gp)Artisan's tools(5gp) 16.3 gp.
"As we all know, holy men were born during Christmas...
Like mr. Holopainen over there!"
- Marco Hietala, the bass player of Nightwish
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Kipi
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Post by Kipi »

Character Sheet for Halgrath (owned by darkwolf)

NPC name: Halgrath
Class : Cleric
Race : Human
Alignment : Neutral Good

Stat:
STR 14 (+2)
DEX 13 (+1)
CON 12 (+1)
INT 11
WIS 16 (+3)
CHA 12 (+1)

Hit point : 9hp (1D8+1)
Domain : Good, healing
Spell (Memorized) : Bless, Cure Light Wound
Domain Spell: -

Equipment (from 110gp):

Studded leather - 5gp
Shield, light steel - 9gp
Mace, light - 5gp

Backpack -1gp
Bedroll - 1gp
Blanket - 5gp
Lamp -1sp
Torch -1cp
Waterskin -1gp
Paper -4sp
Rope -1gp
Map -1gp
Ink -8gp
Inkpen -1gp
Pouch -1gp
"As we all know, holy men were born during Christmas...
Like mr. Holopainen over there!"
- Marco Hietala, the bass player of Nightwish
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Kipi
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Location: Finland
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Post by Kipi »

Character Sheet for Chance Greadblade (owned by Ch85us2001)

Chance Greablade
Male Half-Elf, Ranger
Lawful Good

STR 15 (+2)
CON 15 (+2)
DEX 15 (+2)
WIS 15 (+2)
CHA 10 (+0)
INT 15 (+2)

Initiative - 2 (+2 DEX)
Base Attack Bonus - 1
Attack - +3 Melee (BAB + Str bonus), +3 Ranged (BAB + Dex bonus)

Fortitude +4 (+2 Base +2 CON)
Reflex +4 (+2 Base +2 DEX)
Will +2 (+2 WIS)

AC- 15 (+3 Studded Leather armour +2 DEX)
Flat-Footed - 13 (+3 Studded Leather Armour)
Touch - 12 (+2 DEX bonus)

BAB- +1

Equipment Caltrops=2 gp, Kukri=8 gp, Studded Leather armor=25 gp, Grappling hook= 1, 1 week rations= 3.5, Rope; silk = 10, Waterskin= 1, Travellers outfit= 1 gp, Healer's Kit=50

43.5 gp left

Skills
Jump (STR) = 2 + 2 = 4
Use Rope (DEX) = 2 + 2 = 4
Hide (DEX) = 3 + 2 = 5
Move Silently (DEX) = 3 + 2 = 5
Ride (DEX) = 2 + 2 = 4
Heal (WIS) = 5 + 2 = 7
Climb (STR) = 2 + 2 = 4
Listen (WIS) = 3 + 2 = 5
Search (INT) = 2 + 2 = 4
Spot (WIS) = 2 + 2 = 4
Survival (WIS) = 2 + 2 = 4
Knowledge (nature) (INT) = 4 + 2 = 6

Feats- Mounted Combat, Proficient with all simple and martial weapons, with light armor and shields (except tower shields). Track, Favoured Enemy 1 (Undead), Wild Empathy
"As we all know, holy men were born during Christmas...
Like mr. Holopainen over there!"
- Marco Hietala, the bass player of Nightwish
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Kipi
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Post by Kipi »

Character Sheet for Sterwick (NPC, owned by Kipi)

Sterwick
Male
Human Rogue
Lawful Neutral

STR: 7 (-2)
DEX: 17 (+3)
CON: 12 (+1)
INT: 13 (+1)
WIS: 11 (0)
CHA: 4 (-3)

HP: 7
AC: 15 (total), 12 (flatfooted), 13 (touch)
Initiative: +3
BAB: 0

Saving Throws:
Fortitude: +1
Reflex: +5
Willpower: 0

Attack:
Melee: -2
Ranged: +3
Grapple: -2

Skills:
Appraise: 1
Balance: 3
Bluff: 1
Climb: -2
Concentration: 1
Craft (untrained): 1
Diplomacy: 1
Disable Device: 5
Disguise: 1
Escape Artist: 3
Forgery: 1
Gather Information: -3
Heal: 0
Hide: 9
Intimidate: 1
Jump: -2
Listen: 2
Literacy: 0
Move Silently: 5
Open Lock: 7
Ride: 3
Search: 5
Sense Motive: 0
Spot: 2
Survival: 0
Swim: 2
Use Rope: 6

FEATS:
Alertness, Simple Weapon Proficieny, Armor Proficiency (Light), Stealthy

Weapon Proficiencies:
Club, Crossbow (Hand/Heavy/Light), Dagger, Dagger (Punching), Dart, Gauntlet, Gauntlet (Spiked), Javelin, Longspear, Mace (Heavy/Light), Morningstar, Quarterstaff, Rapier, Sap, Shortbow, Shortspear, Sickle, Sling, Spear, Spells (Ray), Sword (Short), Unarmed Strike

Special Abilities:
Sneak Attack + 1d6
Trapfinging

Languages:
Common, Dwarven

Inventory:
Dagger (Wield); 2 gp
Leather Armor; (Worn); 10gp
Explorer's Outfit; (Worn); 0gp
Composite Shortbow; (Carried); 75go
20 arrows; (Carried), 1gp
7 Rations (Trail/Per Day); (Carried); 3.5gp
"As we all know, holy men were born during Christmas...
Like mr. Holopainen over there!"
- Marco Hietala, the bass player of Nightwish
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Ravager
Posts: 22464
Joined: Mon Jun 27, 2005 1:50 pm

Post by Ravager »

Character Reposting


Sh'rarn

Aasimar Paladin of the Red Knight (rank: Page)
Lawful Good
Level 1
EXP: 0

HP- 12 (full hit die + Con bonus)

STR - 15 (+2)
CON - 15 (+2)
DEX - 12 (+1)
INT - 11 (0)
WIS - 13 (will have +2 on lvl 2) (+2)
CHA - 14 (+2 for Aasimar - 16) (+3)

Initiative - 1 (+1 DEX)
Base Attack Bonus - 1
Attack - +3 Melee, +2 Ranged

Damage: Longsword 1d8+2
Shortbow 1d6

Armour Class - 17 (+1 DEX, +4 Chain shirt, +2 Shield)
Flat-Footed - 16 (+4 Chain shirt, +2 Shield)
Touch - 11 (+1 DEX bonus)

Fortitude - +4 (+2 CON +2 Class)
Reflex - +1 (+1 DEX)
Will - +2 (+2 WIS)

Paladin special abilities: Aura of good, Detect Evil , Smite Evil 1/day

Skill points to position: (2+1)x4= 12
Concentration - 4 (+2 ranks +2 CON)
Diplomacy - 6 (+3 ranks +3 CHA)
Handle Animal - 4 (+1 rank +3 CHA)
Heal - 4 (+2 ranks +2 WIS)
Ride - 3 (+2 ranks +1 DEX)
Sense Motive - 4 (+2 ranks +2 WIS)

Feat: Mounted Combat
Class Gained Feats: Proficiency with ALL simple and martial weapons, ALL armour types and shields (except Tower Shields).

Gold: (6d4)x10= 180gp (before equipment purchase).
Weapons - Longsword (15gp), Light Mace (5gp), Shortbow (30gp), 40 arrows (2gp).
Armour - Chain Shirt Armour (100gp), Heavy Wooden Shield (7gp)
Other gear - Backpack (2gp), Bedroll (0.1gp), Flint and Steel(1gp), a week's Trail Rations (3.5gp), Hempen Rope (1gp), three waterskins(3gp), a Whetstone(0.02gp), Tent (10gp).
171.62 gp spent -> 0.38gp left OR 38sp.

Spell Ability- Light (Sp): The aasimar may use light (caster level equals aasimar's character level) once per day.

Resistances (Ex): An aasimar starts play with resistance 2 to acid, cold, and electricity.

Darkvision (Ex): An aasimar has darkvision to a 60-foot range.
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Ravager
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Post by Ravager »

NPC Character

Sterwick
Male
Human Rogue
Lawful Neutral
Level 1
XP 0

STR: 7 (-2)
DEX: 17 (+3)
CON: 12 (+1)
INT: 13 (+1)
WIS: 11 (0)
CHA: 4 (-3)

HP: 7
AC: 15 (total), 12 (flatfooted), 13 (touch)
Initiative: +3
BAB: 0

Saving Throws:
Fortitude: +1
Reflex: +5
Willpower: 0

Attack:
Melee: -2
Ranged: +3
Grapple: -2

Damage:
Dagger 1d4-2
Composite Shortbow 1d6-2

Skills:
Appraise: 1
Balance: 3
Bluff: 1
Climb: -2
Concentration: 1
Craft (untrained): 1
Diplomacy: 1
Disable Device: 5
Disguise: 1
Escape Artist: 3
Forgery: 1
Gather Information: -3
Heal: 0
Hide: 9
Intimidate: 1
Jump: -2
Listen: 2
Literacy: 0
Move Silently: 5
Open Lock: 7
Ride: 3
Search: 5
Sense Motive: 0
Spot: 2
Survival: 0
Swim: 2
Use Rope: 6

FEATS:
Alertness, Simple Weapon Proficieny, Armor Proficiency (Light), Stealthy

Weapon Proficiencies:
Club, Crossbow (Hand/Heavy/Light), Dagger, Dagger (Punching), Dart, Gauntlet, Gauntlet (Spiked), Javelin, Longspear, Mace (Heavy/Light), Morningstar, Quarterstaff, Rapier, Sap, Shortbow, Shortspear, Sickle, Sling, Spear, Spells (Ray), Sword (Short), Unarmed Strike

Special Abilities:
Sneak Attack + 1d6
Trapfinding

Languages:
Common, Dwarven

Inventory:
Dagger (Wield); 2 gp, Leather Armor; (Worn); 10gp, Explorer's Outfit; (Worn); 0gp, Composite Shortbow; (Carried); 75gp,20 arrows; (Carried), 1gp
7 Rations (Trail/Per Day); (Carried); 3.5gp
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Siberys
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Post by Siberys »

Thread closed by request.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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