Character Concepts and Developement.   Posted by DM Darkchylde.Group: 0
Zoul
 GM, 186 posts
Mon 23 Mar 2009
at 16:09
Re: Gimble lvl 4 Bard
________________________________________________________________________________
Name  :Sh' Unqualë               Gender:Male        HD         :2D6+1-1/3D10+1-1
Player:DC                        Height:5'9         MAX HP     :24/24
Class :Warmage/Fighter           Age   :25          XP         :6125
Level :2/3                       Hair  :Black       NEXT LVL   :
Align :CN                        Eyes  :Green       Day Units  :
Deity :Corellion                 Hand  :Right
Size  :Medium                    Speed :30 ft.
Current DM:Windwalker
Current Region:Icewind Dales

SHEET UPDATED :

________________________________________________________________________________
ABILITIES
                                  Final
     Base  Racial  Magic  Misc  Ability / Modifier
            Bonus   Item          Score

STR : 10     --     --     --      10 / +0
DEX : 14     +2     --     --      16 / +3
CON : 14     -2     --     --      12 / +1
INT : 16     --     --     --      16 / +3
WIS : 10     --     --     --      10 / +0
CHA : 15     --     --     +1      16 / +3

+1 Ability Increase every 4th level is added to Base number.

________________________________________________________________________________
COMBAT STATISTICS

ARMOR CLASS                               BASE ATTACK BONUS
AC Total :            18                    MELEE         RANGED
AC when Flat-Footed   15                    Total: +2     Total: +7
AC vs Touch Attack    13                    Base:  +4     Base:  +4
Base:                 10                    STR:   --     DEX:   +3
Armor:                +5                    Misc:  -2     Misc:  --
Shield:               --
Dexterity:            +3                    INITIATIVE
Size:                 --                    Total:  +3
Magic:                --                    DEX:    +3
Misc.:                --                    Misc.:  --

________________________________________________________________________________
SAVING THROWS

           Total    Base  Ability    Misc   Magic
Fortitude  : +5  =   4  +    1    +   0   +   0
Reflex     : +4  =   1  +    3    +   0   +   0
Will       : +3  =   3  +    0    +   0   +   0
________________________________________________________________________________
RACIAL TRAITS
+2 Dexterity, –2 Constitution.

Medium: As Medium creatures, elves have no special bonuses or penalties due to
their size.

Elf base land speed is 30 feet.

Immunity to magic sleep effects, and a +2 racial saving throw bonus against
enchantment spells or effects.

Low-Light Vision: An elf can see twice as far as a human in starlight,
moonlight, torchlight, and similar conditions of poor illumination. She retains
the ability to distinguish color and detail under these conditions.

Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the
longsword, rapier, longbow (including composite longbow), and shortbow
(including composite shortbow) as bonus feats.

+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes
within 5 feet of a secret or concealed door is entitled to a Search check to
notice it as if she were actively looking for it.

Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome,
Goblin, Orc, and Sylvan.

Favored Class: Wizard. A multiclass elf ’s wizard class does not count when
determining whether she takes an experience point penalty for multiclassing.
________________________________________________________________________________
FEATS                                      Indicate for level, class, race, etc.
F) Dodge
F) Mobility
1) Rapid Shot
3) Practiced Spellcaster: Warmage

________________________________________________________________________________
TRAITS                                         From Unearthed Arcana -- Optional
 - Farsighted
________________________________________________________________________________
FLAWS                                         From Unearthed Arcana -- Optional
 - Noncombatant
 - Frail
________________________________________________________________________________
CLASS ABILITIES: wARMAGE                         Indicate current abilities only
1) Armore mage (Light), Warmage Edge: +3 to Spell Damage.
2) -

________________________________________________________________________________
CLASS ABILITIES: FIGHTER                         Indicate current abilities only
1)Weapon Focus: Longbow
2)Point Blank Shot
3)-

________________________________________________________________________________
PRESTIGE CLASS ABILITIES

________________________________________________________________________________
LANGUAGES
Common
Regional:Elven
Bonus:Gnome
Bonus:Orc
Bonus:Sylvan

________________________________________________________________________________
SKILLS                       Fill in skills you have ranks in AND skills that
                             can be used untrained.  Mod is the final score, Rnk
Skill Point Total:           is the number of ranks attained in the skill, Abl
Max Class ranks:             is the related Ability Modifier, and Msc is for any
Max Cross-Class ranks:       miscellaneous bonus from feats, race, synergy, etc.

                                                        Related
      Mod = Rnk Abl Msc  |  Skills:                     Ability  Untrained?
      +   =  0  +?  +0   |  Appraise                    (INT)       Yes
      +   =  0  +?  +0!  |  Balance                     (DEX)       Yes
      +   =  0  +?  +0   |  Bluff                       (CHA)       Yes
      +   =  0  +?  +0!  |  Climb                       (STR)       Yes
      +8  =  7  +1  +0   |  Concentration               (CON)       Yes
      +   =  0  +?  +0   |  *Craft:                     (INT)       Yes
      +   =  0  +?  +0   |  Decipher Script             (INT)       No
      +   =  0  +?  +0   |  Diplomacy                   (CHA)       Yes
      +   =  0  +?  +0   |  Disable Device              (INT)       No
      +   =  0  +?  +0   |  Disguise                    (CHA)       Yes
      +   =  0  +?  +0!  |  Escape Artist               (DEX)       Yes
      +   =  0  +?  +0   |  Forgery                     (INT)       Yes
      +   =  0  +?  +0   |  Gather Information          (CHA)       Yes
      +   =  0  +?  +0   |  Handle Animal               (CHA)       No
      +   =  0  +?  +0   |  Heal                        (WIS)       Yes
      +   =  0  +?  +0!  |  Hide                        (DEX)       Yes
      +10 =  7  +3  +0   |  Intimidate                  (CHA)       Yes
      +   =  0  +?  +0!  |  Jump                        (STR)       Yes
      +10 =  7  +3  +0   |  *Knowledge:Arcana           (INT)       No
      +10 =  7  +3  +0   |  *Knowledge:History          (INT)       No
      +2  =  0  +?  +2   |  Listen                      (WIS)       Yes
      +   =  0  +?  +0!  |  Move Silently               (DEX)       Yes
      +   =  0  +?  +0   |  Open Lock                   (DEX)       No
      +   =  0  +?  +0   |  *Perform:                   (CHA)       Yes
      +   =  0  +?  +0   |  *Profession:                (WIS)       No
      +   =  0  +?  +0   |  Ride                        (DEX)       Yes
      +2  =  0  +?  +2   |  Search                      (INT)       Yes
      +   =  0  +?  +0   |  Sense Motive                (WIS)       Yes
      +   =  0  +?  +0!  |  Sleight of Hand             (DEX)       No
      +10 =  7  +3  +0   |  Spellcraft                  (INT)       No
      +3  =  0  +?  +3   |  Spot                        (WIS)       Yes
      +   =  0  +?  +0   |  Survial                     (WIS)       Yes
      +   =  0  +?  +0!  |  Swim                        (STR)       Yes
      +   =  0  +?  +0!  |  Tumble                      (DEX)       No
      +   =  0  +?  +0   |  Use Magic Device            (CHA)       No
      +   =  0  +?  +0   |  Use Rope                    (DEX)       Yes

! = Armor Check Penalty applies (double for Swim)
* = Requires specialization

________________________________________________________________________________
WEAPONS                 ATT is your final attack modifier when using the weapon.
                        Monks should also list bare-handed attacks here.

NAME :Longbow
ATT  :+7
DMG  :1D8
CRIT :20/*3
RNG  :100 ft
WGHT :3 lb.
TYPE :Piercing
SIZE :Med
COST :75 gp

NAME :Longsword (MWK)
ATT  :+3
DMG  :1D8
CRIT :19-20/*2
RNG  :100 ft
WGHT :4 lb.
TYPE :Slashing
SIZE :Med
COST :15 gp

GRAPPLE BONUS: BAB +3 + STR -- + SIZE -- = +3

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PROTECTION

ARMOR                                   SHIELD
NAME : Mithral Shirt +1                 NAME :Shield Gauntlet
TYPE : Light                            TYPE :Light
AC BONUS : +5                           AC BONUS :+2
MAX DEX  : +6                           CHECK PENALTY :-2
CHECK PENALTY : 0                       SPELL FAILURE :35%
SPELL FAILURE : 10%                     WGHT :3 lbs
SPEED: 30 ft.                           PROPERTIES:
WGHT : 10 lb.                           COST:35 gp
PROPERTIES: +1 Enhancement
COST:1,100

________________________________________________________________________________
EQUIPMENT          Indicate in notes which item(s) are bonus regional equipment.
                   Don't forget to add weapon, armor, magic items, and treasure
                   weights to total weight carried.

Item                  #   Cost   Weight   Location   Notes
Underclothes                      (--)
Travellers Outfit                 (5lbs)
Backpack                          (2lbs)
Bedroll                           (1lb)
Blanket                           (1lb)
Mirror,Small steel                (1/2lb)
Waterskin                         (4lbs)
Vial, Black Ink                   (--)
Inkpen                            (--)
Candles(10)                       (--)
Case, Scroll/Map                  (1/2lb)
Parchment (5)                     (--)
Drow Brooch                       (--)
Spell component pouch    5 gp     (2lb)
Efficient Quiver      1800 gp     (2lb)    Back    See magic items. Currently
holding 60 arrows
Hand of the Mage       900 gp     (2lb)    Neck    See magic items
Potion Belt             60 gp     (1lb))   Waist   Draw potion as free action,
holds 10

Total weight carried: 30.5 Lbs
Light Load:33 lb. or less Medium Load:34-66 lb.      Heavy Load:67-100 lb.
Lift over head:           Lift off ground:           Push or Drag:
________________________________________________________________________________
MAGIC ITEMS      List items weights, costs, location, number of charges (if any)

 - Efficient Quiver: This appears to be a typical arrow container
capable of holding about twenty arrows. It has three distinct portions, each
with a nondimensional space allowing it to store far more than would normally
be possible. The first and smallest one can contain up to sixty objects of the
same general size and shape as an arrow. The second slightly longer compartment
holds up to eighteen objects of the same general size and shape as a javelin.
The third and longest portion of the case contains as many as six objects of
the same general size and shape as a bow (spears, staffs, or the like). Once
the owner has filled it, the quiver can produce any item she wishes, as if from
a regular quiver or scabbard. The efficient quiver weighs the same no matter
what’s placed inside it.
Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 1,800
gp;Weight 2 lb.

 - Hand of the Mage: This mummified elf hand hangs by a golden chain
around a character’s neck (taking up space as a magic necklace would). It
allows the wearer to utilize the spell mage hand at will.
Faint transmutation; CL 2nd; Craft Wondrous Item, mage hand; Price 900
gp;Weight 2 lb.

 - Ring of Counterspells: This ring might seem to be a ring of spell
storing upon first examination. However, while it allows a single spell of 1st
through 6th level to be cast into it, that spell cannot be cast out of the ring
again. Instead, should that spell ever be cast upon the wearer, the spell is
immediately countered, as a counterspell action, requiring no action (or even
knowledge) on the wearer’s part. Once so used, the spell cast within the ring
is gone. A new spell (or the same one as before) may be placed in it again.

Moderate evocation; CL 11th; Forge Ring, imbue with spell ability; Price 4,000
gp. (ROA B-Day Gift for 2006)

Potions:
- Cure light wounds (6 potions) 300 gp
- Sanctuary         (4 potions) 200 gp

________________________________________________________________________________
TREASURE               List where carried
PP:00                     Money Pouch
GP:23                     Money Pouch
SP:21                     Money Pouch
CP:21                     Money Pouch

MISC:
GEMS:

________________________________________________________________________________
SPELLS                                   If this is not a spell-casting PC feel
                                         free to cut this section out.  If this
                                         PC casts both arcane and devine spells,
                                         cut and paste tables as needed.

                Base     Ability  Misc.
Lvl    DC    Spell/Day    Bonus   Bonus     Spell Per Day      # Known
0      13       6      +    0   +  ?     =        6                All
1      14       4      +    1   +  ?     =        5                All

Misc. bonus is for such things are domain spells, specialist spells, etc.

Mark prepaired spells with a *

If a spell comes from any source other then the Player's Guide, note which book
it comes from using the following code:  FR = Forgotten Realms Campiagn Setting,
T&B = Tome and Blood, MF = Magic of Faerun, FP = Faiths and Pantheons, UD =
Underdark, etc.

0-Level Warmage Spells (Cantrips)
Acid Splash   : Orb deals 1d3 acid damage.
Disrupt Undead: Deals 1d6 damage to one undead.
Light         : Object shines like a torch.
Ray of Frost  : Ray deals 1d3 cold damage.

1st-Level Warmage Spells
Accuracy*           : Doubles weapon's range increment.
Burning Hands       : 1d4/level fire damage (max 5d4).
Chill Touch         : One touch/level deals 1d6 damage and possibly 1 Str
damage.
Fist of Stone*      : Gain +6 Str and natural slam attack.
Hail of Stone[M]*   : Rain of stone deals 1d4/level damage (max 5d4).
Kelgore's Fire Bolt : 1D6 fire damage/level (max 5D6) partially ignore SR.
Magic Missile       : 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Orb of Acid, Lesser*: Ranged touch attack deals 1d8 acid damage + 1d8/two
levels beyond 1st (max 5d8).
Orb of Cold, Lesser*: Ranged touch attack deals 1d8 cold damage + 1d8/two
levels beyond 1st (max 5d8).
Orb of Electricity, Lesser*: Ranged touch attack deals 1d8 electricity damage +
1d8/two levels beyond 1st (max 5d8).
Orb of Fire, Lesser*: Ranged touch attack deals 1d8 fire damage + 1d8/two
levels beyond 1st (max 5d8).
Orb of Sound Lesser*: Ranged touch attack deals 1d6 sonic damage + 1d6/two
levels beyond 1st (max 5d6).
Shocking Grasp      : Touch delivers 1d6/level electricity damage (max 5d6).
True Strike         : +20 on your next attack roll.


________________________________________________________________________________
HISTORY / BACKGROUND

I was born 130 years ago in the forests of Cormanthor. I began my training as a
Wizard with my Grandmother; perfecting spellcraft and following other scholarly
pursuits. My Grandmother taught me well but she was a demanding task master. I
lived in her home and could not see my parents and friends for years on end. I
learned well and I made her proud.

I returned home one day to discover that Drow had sacked my village. They had
killed everyone. The village was in ruins and littered with mutilated corpses
only two days dead. They left clues; bolts from their insidious Hand-bows, a
brooch bearing a house emblem, little things that told me their story. It was
difficult to find but I found it; the tracks of these demons who wore the skins
of Elves. That was how I set out on my fools’ quest to exact my revenge. I
returned to my Grandmother and gave her the bitter news. I begged her, pleaded
with her to teach me the spells I need to avenge our loved ones. She sadly
explained to me that it would take decades to learn what I needed to know. I
was furious, my blood boiled in my veins, I could not bear to think that these
demons still drew breath while I wasted precious time, for all I know they
could be out perpetuating vile deeds at that very moment.

“My Grandmother was sympathetic to plight and told me there was another way.
Warmages, she said drilled constantly with spells that are too high in level to
be cast by the student. This instills the knowledge of the spells in their sub
conscious, thus allowing them to draw on the spell when they have enough
experience to use it. They're training is rigorous and efficient as their
instructors teach them all they need to know in as little time as possible
before sending them into battle. But where a Wizard can unleash a wide variety
of magic, you will only manifest spells meant for destruction and war.”

So I left her and went to Thay to join a college there. It was more of a boot
camp than a college. They taught me arcane secrets few other casters knew, like
how cast spells while armored, as most Warriors were. One thing they did not
properly prepare me to do was melee fighting. In every conflict I had ever
encountered, other men did the fighting while I supported them with spells
designed to immolate my enemies and more. So lacking was my knowledge of
combat, that I developed a severe dislike for fighting. I cannot wield a dagger
or sword with any degree of skill. Instead I focused all my efforts on arcane
pursuits and tactics. My spells do more damage than most other arcane casters,
even some Warmage and I can move easily through the battle field to go where I
am needed most.

I left the college five years later and have begun my crusade. This was a feud
between me and the Drow Clan. It arose from the slaying of my family and it
will be perpetuated by my retaliatory acts of revenge. It is a blood feud; it
is my vendetta.

________________________________________________________________________________
MOTIVATIONS & GOALS

 - Destroy all Drow... that is all.

________________________________________________________________________________
PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER

 - I would love for Hawk to encounter Drow.
 - It would be better if they were affiliated with the drow who decimated his
village.

_______________________________________________________________________________
PERSONALITY / QUIRKS / MANNERISMS

DMs can reference this section when your PC temporarily needs to be NPCed due
to sickness, vacations, acts of god.  This way the DM won't inadvertantly have
your PC do something he/she would not normally do.

 - Very charming elf who is over protective of others.
 - Prone to violence
 - Hates Drow more than the average Elf. Will go out of his way to make their
life miserable and has no problem murdering Drow in cold blood.
Zoul
 GM, 189 posts
Thu 12 Nov 2009
at 02:51
Nike Dryden - Arcane Mechanik 3
-------------------------------------------------------------------------------

LAST UPDATE:
Name            :Nike Dryden               Gender:Male        HD         :D6+1
Player (RPoL ID):Mykz                      Height:5'11"
Race            :Human (Thurian)           Weight:170 lbs     MAX HP     :16/16
Class           :Arcane Mechanik           Age   :23
Level           :3                         Hair  :Black       SUBDUAL DMG: 00
Align           :LN                        Eyes  :Blue
Deity           :Cyriss                    Hand  :Right       XP         :5200
Size            :Med                       Speed :30 ft       NEXT LVL   :


ABILITY Base Racial Ability Magic Final Bonus Bonus Item Ability STR : 12 -- -- -- 12/+1 DEX : 16 -- -- -- 16/+3 CON : 12 -- -- -- 12/+1 INT : 18 +2 +1 -- 21/+5 WIS : 12 -- -- -- 12/+1 CHA : 08 -- -- -- 08/-1
COMBAT STATISTIC BASE ATTACK BONUS AC Total : 18 MELEE RANGED AC when Flat-Footed: 15 Total: +1 Total: +5 AC vs Touch Attack : 13 Base : +2 Base : +2 Base : 10 STR : +1 DEX : +3 Armor : +5 () Misc : -2 Misc : -- Shield : -- () Dexterity : +3 Size : -- () Deflection : -- () INITIATIVE ACTION POINTS Magical Armor bonus: -- () Total: +2 Total: 01 DEX : +2 Base : 01 Misc : -- Misc : --
SAVING THROWS Total Base Ability Misc Magic Fort : +2 = 1 + 1 + 0 + 0 Refl : +3 = 1 + 2 + 0 + 0 Will : +4 = 3 + 1 + 0 + 0
RACIAL BONUSES/TRAITS
Human Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of
 their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their
 size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional
 rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence
 scores can choose any languages they want (except secret languages, such as
Druidic)



TRAITS/FLAWS From Unearthed Arcana -- Optional T)Absent Minded: Benefit You gain a +1 bonus on Knowledge checks (although this does not let you use a Knowledge skill untrained). Drawback You take a -1 penalty on Spot checks and Listen checks. F)Noncombatant: You take a -2 penalty on all melee attack rolls. F)Vulnerable: You take a -1 penalty to Armor Class.
FEATS F)Scribe Scroll F)Extraordinary Artisan B)Exotic Weapon Proficiency (Small Arms) 1)Exceptional Artisan 3)Craft Cerebral Matrix
CLASS ABILITIES 1)Etch Rune Plate, Fabrication (10%) 2)Charge Accumulator 3)Craft Wondrous Item, Mechanika Familiarity
PRESTIGE CLASS ABILITIES
LANGUAGES Caspian Cygnoran Khadoran Khurzic Llaelese Ordic Ordic (written)
SKILLS Fill in all skills that can be used untrained, even if you do not have ranks in them. Skill Point Total = [(6+5+1)*4=48] + [6+6] + [6+6] Class Skill Final Related Mod = Rnk Abl Msc | Skills: Ability Untrained? +10 = 5 +5 + | Appraise (INT) Yes -1 = +1 -1 | !Climb (STR) Yes +7 = 6 +1 + | Concentration (CON) Yes +10 = 5 +5 + | *Craft:Alchemy (INT) Yes +10 = 5 +5 + | *Craft:Clockwork (INT) Yes +12 = 5 +5 +2 | *Craft:Gunsmithing (INT) Yes +10 = 5 +5 + | *Craft:Mechanika (INT) Yes +10 = 5 +5 + | *Craft:Steamengine (INT) Yes +12 = 5 +5 +2 | *Craft:Small Arms (INT) Yes +6 = 5 +1 + | 'Jack Handling (WIS) Yes -1 = +1 -2 | !Jump (STR) Yes +11 = 5 +5 +1 | *Knowledge:Arcana (INT) No +11 = 5 +5 +1 | *Knowledge:Mechanika (INT) No +11 = 5 +5 +1 | *Knowledge:Tactics (INT) No +3 = +3 + | !Move Silently (DEX) Yes +7 = 6 +1 + | *Profession:Mechanik (WIS) No +10 = 5 +5 + | Spellcraft (INT) No ! = Armor Check Penalty applies * = Requires specialization
WEAPON NAME :Pistol, Military NAME :Rifle, Pinlock NAME :Bayonet ATT :+5 ATT :+5 ATT :+1 DMG :2D6 DMG :2d4 DMG :1D6 CRIT :19-20/*3 CRIT :*2 CRIT :*3 RNG :80ft RNG :140ft RNG :-- WGHT :5lb WGHT :12lb WGHT :2lb SIZE :Med SIZE :Med SIZE :Med TYPE :Piercing TYPE :Piercing TYPE : Piercing COST :300gp COST :500gp COST :8gp
ARMOR SHIELD NAME :Chain shirt NAME :Greatcoat, reinforced TYPE :Light TYPE :Extras AC BONUS :+4 AC BONUS :+1 MAX DEX :+4 CHECK PENALTY :0 CHECK PENALTY :-2 SPELL FAILURE :- SPELL FAILULE :20% WGHT :7lb SPEED :30 ft PROPERTIES :(DR3/Bludgeoning or Slashing) WGHT :25lb COST :35 PROPERTIES : COST :1000 gp
SPELLS Base Ability Lvl DC Spell/Day Bonus Spell Per Day Known 0 15 4 + = 4 8 1 15 2 + 2 = 4 7 2 17 0 + 1 = 1 1 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻSpell Lvl 0ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - Daze: Humanoid creature of 4 HD or less loses next action. - Detect Magic: Detects spells and magic items within 60 ft. - Light: Object shines like a torch. - Mage Hand: 5-pound telekinesis. - Mending: Makes minor repairs on an object. - Message: Whispered conversation at distance. - Prestidigitation: Performs minor tricks. - Read Magic: Read scrolls and spellbooks. ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻSpell Lvl 1ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. - Feather Fall: Objects or creatures fall slowly. - Shield: Invisible disc gives +4 to AC, blocks magic missiles. - Mage Armor: Gives subject +4 armor bonus. - Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). - Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). - Unseen Servant: Invisible force obeys your commands. ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻSpell Lvl 2ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - Detect Thoughts: Allows “listening” to surface thoughts.
MONEY PP : GP :2700-300-500-8 SP : CP : GEMS:
EQUIPMENT - Backpack (empty) 2 gp 2 lb.1 - Bedroll 1 sp 5 lb.1 - Blanket, winter 5 sp 3 lb.1 - Bandoleer, Ammunition 5CP/1lb - Boots, Mechaniks' 3GP/2lb - Field Glass 20gp/1lb - Flintstriker 6gp - Goggles 4gp/1lb - Gunner's Kit 100gp/15lb - Holster 4gp/.5lb - Mechanik's wrench 20gp/5lb - Pouch, ammunition 2gp/.5lb - Rope, silk (50 ft.) 10 gp 5 lb. - Spell component pouch 5 gp 2 lb - Spyglass. collapsing 35gp/1lb
MAGIC/MECHANIK ITEMS
ANIMAL COMPANION/FAMILIAR Name: AC: Hit Points: Abilities Granted: Attack(s): Damage: Other information:




APPEARANCE
He is 5'11" tall and weighs 167 lbs



HISTORY / BACKGROUND
Nike Dryden's early life was modest, humble and utterly unremarkable. His story begins when he became the apprentice of a Sir Alexie Rovissi. Sir Rovissi took note of young Nike when the boy began questioning him about his prosthetic arm. Unlike other boys his age, he did not seem interested in how he lost his arm but asked intelligent questions about the things operation and design. He quickly noted that the boy had a quick wit and a sharp mind; he seemed to grasp complex concepts after hearing them explained once, often interrupting with questions that quickly cleared up any point he did not immediately understand. The boy had expressed an interest in learning how to create such items as his father had lost a leg and he wanted to make something similar to Sir Rovissi's Mechanikal Arm so that his father wouldn't have to hobble around all day on a peg leg.

On a whim, Sir Rovissi spoke to the Inkeeper about the conversation he had with his son. Innkeeper Dryden was beaming with pride at the praises being showered on his boy for he knew his son was special, a genius and as such, was destined for a great things. If he only knew.

Nearly two decades later, Nike was a well respected Arcane Mechanik residing in Corvis. Sir Rovissi had retired to his estates years before but they still kept in touch, often exchanging letters and making the occasional visit. They often discussed ideas, designs and concepts for Meechanikal devices, each depending on the others advice to make improvements and modifications on their individual projects.

He recently returned from active duty in the military. He was joined up for intellectual reasons. Their were things he could learn during military service that he could not learn otherwise. Not to mention the multitudinous benefits serving his country would provide. Among other things; learned a lot about the use, maintenance and manufacturing of firearms, Steamsjacks and other Mechanikal devices. He also studied Alchemy and learned how to create a host of Acids,  Antitoxins, Curatives and general alchemical recipes. His time in the military was well worth the sacrifices he made and he is ultimately better off for it.

He is his own man for the time being and is currently looking for work, although he makes do repairing clockwork and mechanikal devices for small change. Corvis is rife with opportunity and its only  a matter of time for a windfall to land in a the lap of a  man as smart as him.



MOTIVATIONS & GOALS

Knowledge: Nike is obsessed with concept Knowledge is power. Power is mechanikal might and gold. He will do anything to acquire knowledge.



PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER
 - Nike would like to invent a new and innovative power source that is smaller than an Accumulator, yet it will be capable of holding more power.



PERSONALITY / QUIRKS / MANNERISMS
- Nike is well educated and likes to show it off. He uses big words because he can, and often looks down on those who are less educated... which is just about everybody.

- Nike likes to think things through and is often preoccupied with his own thoughts. In any given situation, he formulates a plan of plan before taking action; whether it be designing a schematic for a meckanikal device or formulating a strategy to ensure victory in battle.

- Nike never gives up. Even in a hopeless situation, he will always try to find a way out. He believes that if you are a smart enough, you can do anything. As a result he is driven to see things through to completion (he takes 20 as often as possible) as he is determined to keep trying until he succeeds. This trait also manifests itself in his quest for knowledge, he will never stop trying to learn new things and is committed to learning something new everyday no matter how trivial it may be.

- Nike likes to think things through and is often preoccupied with his own thoughts. In any given situation, he formulates a plan of plan of action before doing anything; whether it be the designing a schematic for a meckanikal device or formulating a strategy to ensure victory in battle.

- Nike never gives up. Even in a hopeless situation, he will try always try to find a way out. He believes that if you are a smart enough, you can do anything. As a result he is driven to see things through to completion (he takes 20 as often as possible) as he is determined to keep trying until he succeeds. This trait also manifests itself in his quest for knowledge, he will never stop trying to learn new things and is committed to learning something new everyday no matter how trivial it may be.

This message was last edited by the GM at 16:52, Sat 14 Nov 2009.

Zoul
 GM, 191 posts
Tue 8 Dec 2009
at 21:14
Re: Nike Dryden - Arcane Mechanik 3
LAST UPDATE:
Name            :Cereskip "Skip" D'Orien   Gender:Male        HD         :11D8+22
Race            :Human                     Height:6'
Class           :Rogue/Cleric              Weight:180 lbs     MAX HP     :92/92
Prestige Class:Drgmrk. Heir/Blade of Orien Age   :28
Level           :11 (Gestalt)              Hair  :Black       SUBDUAL DMG:00
Align           :CN                        Eyes  :Brown
Deity           :Olladra	           Hand  :Right       XP         :
Size            :Med                       Speed :30 ft       NEXT LVL   :

_______________________________________________________________________________
ABILITY
        Base  Racial  Ability  Magic    Final
              Bonus    Bonus   Item    Ability
STR  :  10      --      +2      --      12/+1
DEX  :  16      --      --      --      16/+0
CON  :  12      --      --      --      12/+0
INT  :  18      --      --      --      18/+0
WIS  :  18      --      --      --      18/+0
CHA  :  12      --      --      --      12/+0
_______________________________________________________________________________
COMBAT STATISTIC                           BASE ATTACK BONUS
AC Total           : --                MELEE            RANGED
AC when Flat-Footed: --                Total:  14        Total:  16
AC vs Touch Attack : --                Base :  +13       Base :  +13
Base               : 10                DEX  :  +3        DEX  :  +3
Armor              : -- ()             Misc :  -2        Misc :  --
Shield             : -- ()
Dexterity          : --
Size               : -- ()
Deflection         : -- ()              INITIATIVE      ACTION POINTS
Magical Armor bonus: +2 ()              Total:  --      Total: --
                                        DEX  :  +3      Base : --
                                        Misc :  --      Misc : --
_______________________________________________________________________________
SAVING THROWS
      Total  Base  Ability  Misc  Magic
Fort  : +0  =  11 +    2   +  0  +  0
Refl  : +0  =  7  +    3   +  0  +  0
Will  : +0  =  10 +    4   +  0  +  0
_______________________________________________________________________________
RACIAL BONUSES/TRAITS
Medium: As Medium creatures, humans have no special bonuses or penalties due to

their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such

as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience

point penalty, his or her highest-level class does not count.
House Status – you receive your Class level ass a bonus
on all Charisma-related check when dealing with
member of House Orien.


FLAWS
 - Murky-Eyed
Your vision is obscured.
Effect
In combat, every time you attack an opponent that has concealment, roll your miss

chance twice. If either or both results indicate that you miss, your attack fails.

 - Noncombatant
You are relatively inept at melee combat.
Effect
You take a -2 penalty on all melee attack rolls.

_______________________________________________________________________________
FEATS
F)Weapon Finesse
F)Weapon Focus (Light Crossbow)
B)Least Dragonmark (Dimension Leap)
1)Orien Battle Stride
1)Favored in House
3)Quicken Dragonmark
6)Leadership
9)Crossbow Sniper
12)

_______________________________________________________________________________
CLASS ABILITIES
1)Turn or rebuke undead
2)-
3)-
4)-

_______________________________________________________________________________
CLASS ABILITIES: Rogue
1)Sneak attack +1d6, trapfinding
2)Evasion
3)Sneak attack +2d6, trap sense +1
4)Uncanny dodge
5)Sneak attack +3d6

_______________________________________________________________________________
PRESTIGE CLASS ABILITIES: Dranmarked Heir
1)Lesser Dragonmark (Dimension Door), House Status

_______________________________________________________________________________
PRESTIGE CLASS ABILITIES: Blade of Orien
1)Heir's mark, Improved Dimension leap
2)Swift Leap
3)Korran's Strenght
4)Orien's Grasp
5)Olladra's Twist
6)Dimension Push
7)Orien's Wrath
8)Shadow Shift
9)Orien's Cloak
10)Orien's Fury
_______________________________________________________________________________
LANGUAGES
Common,
Draconic, Dwarven, Elven, Goblin

_______________________________________________________________________________
SKILLS Fill in all skills that can be used untrained, even if you do not have ranks

in them.

Skill Point Total =(8+4+1)*4

Class
Skill
      Final                                            Related
      Mod = Rnk Abl Msc  |  Skills:                    Ability  Untrained?
      +   =  0  +3  +0   |  !Balance                   (DEX)      Yes
      +   =  0  +1  +0   |  !Climb                     (STR)      Yes
      +   =  0  +1  +0   |  Concentration              (CON)      Yes
      +   =  0  +4  +0   |  Decipher Script            (INT)      No
      +   =  0  +1  +0   |  Diplomacy                  (CHA)      Yes
      +   =  0  +4  +0   |  Disable Device             (INT)      No
      +   =  0  +1  +0   |  Gather Information         (CHA)      Yes
      +   =  0  +3  +0   |  !Hide                      (DEX)      Yes
      +   =  0  +1  +0   |  !Jump                      (STR)      Yes
      +   =  0  +4  +0   |  *Knowledge:Religion        (INT)      No
      +   =  0  +4  +0   |  *Knowledge:History         (INT)      No
      +   =  0  +4  +0   |  Listen                     (WIS)      Yes
      +   =  0  +3  +0   |  !Move Silently             (DEX)      Yes
      +   =  0  +3  +0   |  Open Lock                  (DEX)      No
      +   =  0  +4  +0   |  Search                     (INT)      Yes
      +   =  0  +4  +0   |  Spellcraft                 (INT)      No
      +   =  0  +4  +0   |  Spot                       (WIS)      Yes
      +   =  0  +4  +0   |  Survial                    (WIS)      Yes
      +   =  0  +3  +0   |  !Tumble                    (DEX)      No


! = Armor Check Penalty applies
* = Requires specialization
_______________________________________________________________________________
WEAPON
NAME :+1 Keen Rapier      NAME :+1 Returning Dagger  NAME :+1 Human Bane L.Crossbow
ATT  :                    ATT  :                     ATT  :+14
DMG  :1D6                 DMG  :1D4                  DMG  :1D8
CRIT :18-20/*2            CRIT :19-20*2              CRIT :19-20*2
RNG  :--                  RNG  :10 ft                RNG  :80 ft
WGHT :2 lb.               WGHT : 1 lb.               WGHT :4 lb.
SIZE :Med                 SIZE :MEd                  SIZE :Med
TYPE :Piecing             TYPE :Piercing or Slashing TYPE :Piercing
COST :8370gp               COST :8352gp               COST :8400 gp
_______________________________________________________________________________
ARMOR                                  SHIELD
NAME          :Chain Shirt (Mithral)+2 NAME          :
TYPE          :Light                   TYPE          :
AC BONUS      :                        AC BONUS      :
MAX DEX       :+6                      CHECK PENALTY :
CHECK PENALTY :--                      SPELL FAILURE :
SPELL FAILULE :10%                     WGHT          :
SPEED         :30 ft                   PROPERTIES    :
WGHT          :10 lb.                  COST          :
PROPERTIES    :Shadow, Silent Moves
COST          :12600 gp
_______________________________________________________________________________
SPELLS
                Base      Ability
Lvl    DC    Spell/Day    Bonus   Spell Per Day
0      14       6     +         =        5
1      15      4+1    +    1    =       5+1
2      16      4+1    +    1    =       5+1
3      17      3+1    +    1    =       4+1
4      18      3+1    +    1    =       4+1
5      19      2+1    +    0    =       2+1

Domain:Healing
Granted Power: You cast healing spells at +1 caster level
Lvl 1:Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Lvl 2:Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Lvl 3:Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Lvl 4:Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Lvl 5:Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many

creatures.

Domain:Luck
Granted Power:You gain the power of good fortune, which is usable once per day. This

extraordinary ability allows you to reroll one roll that you have just made before

the game master declares whether the roll results in success or failure. You must

take the result of the reroll, even if it’s worse than the original roll.
Lvl 1:Entropic Shield: Ranged attacks against you have 20% miss chance.
Lvl 2:Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
Lvl 3:Protection from Energy: Absorb 12 points/level of damage from one kind of

energy.
Lvl 4:Freedom of Movement: Subject moves normally despite impediments.
Lvl 5:Break Enchantment: Frees subjects from enchantments, alterations, curses, and

petrification.


ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻSpell Lvl 0ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Create Water        : Creates 2 gallons/level of pure water.
Cure Minor Wounds   : Cures 1 point of damage.
Detect Magic        : Detects spells and magic items within 60 ft.
Detect Poison       : Detects poison in one creature or object.
Guidance            : +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light               : Object shines like a torch.
Mending             : Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic          : Read scrolls and spellbooks.
Resistance          : Subject gains +1 on saving throws.
Virtue              : Subject gains 1 temporary hp.

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻSpell Lvl 1ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Bane                      : Enemies take -1 on attack rolls and saves against fear.
Bless                     : Allies gain +1 on attack rolls and saves against fear.
Bless Water (M)           : Makes holy water.
Cause Fear                : One creature of 5 HD or less flees for 1d4 rounds.
Command                   : One subject obeys selected command for 1 round.
Comprehend Languages      : You understand all spoken and written languages.
Cure Light Wounds         : Cures 1d8 damage +1/level (max +5).
Curse Water(M)            : Makes unholy water.
Deathwatch                : Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected

alignment.
Detect Undead             : Reveals undead within 60 ft.
Divine Favor              : You gain +1 per three levels on attack and damage rolls.
Doom                      : One subject takes -2 on attack rolls, saves, and checks.
Endure Elements           : Exist comfortably in hot or cold environments.
Entropic Shield           : Ranged attacks against you have 20% miss chance.
Hide from Undead          : Undead can’t perceive one subject/level.
Inflict Light Wounds      : Touch deals 1d8 damage +1/level (max +5).
Magic Stone               : Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon              : Weapon gains +1 bonus.
Obscuring Mist            : Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge

out elementals and outsiders.
Remove Fear               : Suppresses fear or gives +4 on saves against fear for

one subject + one per four levels.
Sanctuary                 : Opponents can’t attack you, and you can’t attack.
Shield of Faith           : Aura grants +2 or higher deflection bonus.
Summon Monster I          : Calls extraplanar creature to fight for you.


ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻSpell Lvl 2ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Aid                : +1 on attack rolls and saves against fear, 1d8 temporary hp

+1/level (max +10).
Align Weapon       : Weapon becomes good, evil, lawful, or chaotic.
Augury (M)(F)      : Learns whether an action will be good or bad.
Bear’s Endurance   : Subject gains +4 to Con for 1 min./level.
Bull’s Strength    : Subject gains +4 to Str for 1 min./level.
Calm Emotions      : Calms creatures, negating emotion effects.
Consecrate (M)     : Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness           : 20-ft. radius of supernatural shadow.
Death Knell        : Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and

+1 level.
Delay Poison       : Stops poison from harming subject for 1 hour/level.
Desecrate (M)      : Fills area with negative energy, making undead stronger.
Eagle’s Splendor   : Subject gains +4 to Cha for 1 min./level.
Enthrall           : Captivates all within 100 ft. + 10 ft./level.
Find Traps         : Notice traps as a rogue does.
Gentle Repose      : Preserves one corpse.
Hold Person        : Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Make Whole         : Repairs an object.
Owl’s Wisdom       : Subject gains +4 to Wis for 1 min./level.
Remove Paralysis   : Frees one or more creatures from paralysis or slow effect.
Resist Energy      : Ignores 10 (or more) points of damage/attack from specified

energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter            : Sonic vibration damages objects or crystalline creatures.
Shield Other (F)   : You take half of subject’s damage.
Silence            : Negates sound in 20-ft. radius.
Sound Burst        : Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon   : Magic weapon attacks on its own.
Status             : Monitors condition, position of allies.
Summon Monster II  : Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth      : Subjects within range cannot lie.

_____________________           ______________________
                     Spell Lvl 3
Animate Dead (M)         : Creates undead skeletons and zombies.
Bestow Curse             : -6 to an ability score; -4 on attack rolls, saves, and

checks; or 50% chance of losing each action.
Blindness/Deafness       : Makes subject blinded or deafened.
Contagion                : Infects subject with chosen disease.
Continual Flame (M)      : Makes a permanent, heatless torch.
Create Food and Water    : Feeds three humans (or one horse)/level.
Cure Serious Wounds      : Cures 3d8 damage +1/level (max +15).
Daylight                 : 60-ft. radius of bright light.
Deeper Darkness          : Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic             : Cancels spells and magical effects.
Glyph of Warding (M)     : Inscription harms those who pass it.
Helping Hand             : Ghostly hand leads subject to you.
Inflict Serious Wounds   : Touch attack, 3d8 damage +1/level (max +15).
Invisibility Purge       : Dispels invisibility within 5 ft./level.
Locate Object            : Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius

and 10 min./level.
Magic Vestment           : Armor or shield gains +1 enhancement per four levels.
Meld into Stone          : You and your gear merge with stone.
Obscure Object           : Masks object against scrying.
Prayer                   : Allies +1 bonus on most rolls, enemies -1 penalty.
Protection from Energy   : Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse             : Frees object or person from curse.
Remove Disease           : Cures all diseases affecting subject.
Searing Light            : Ray deals 1d8/two levels damage, more against undead.
Speak with Dead          : Corpse answers one question/two levels.
Stone Shape              : Sculpts stone into any shape.
Summon Monster III       : Calls extraplanar creature to fight for you.
Water Breathing          : Subjects can breathe underwater.
Water Walk               : Subject treads on water as if solid.
Wind Wall                : Deflects arrows, smaller creatures, and gases.

_____________________           _______________________
                     Spell Lvl 4
Air Walk                : Subject treads on air as if solid (climb at 45-degree

angle).
Control Water           : Raises or lowers bodies of water.
Cure Critical Wounds    : Cures 4d8 damage +1/level (max +20).
Death Ward              : Grants immunity to death spells and negative energy

effects.
Dimensional Anchor      : Bars extradimensional movement.
Discern Lies            : Reveals deliberate falsehoods.
Dismissal               : Forces a creature to return to native plane.
Divination (M)          : Provides useful advice for specific proposed actions.
Divine Power            : You gain attack bonus, +6 to Str, and 1 hp/level.
Freedom of Movement     : Subject moves normally despite impediments.
Giant Vermin            : Turns centipedes, scorpions, or spiders into giant vermin.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds : Touch attack, 4d8 damage +1/level (max +20).
Magic Weapon, Greater   : +1 bonus/four levels (max +5).
Neutralize Poison       : Immunizes subject against poison, detoxifies venom in or

on subject.
Planar Ally, Lesser X   : Exchange services with a 6 HD extraplanar creature.
Poison                  : Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin            : Insects, spiders, and other vermin stay 10 ft. away.
Restoration (M)         : Restores level and ability score drains.
Sending                 : Delivers short message anywhere, instantly.
Spell Immunity          : Subject is immune to one spell per four levels.
Summon Monster IV       : Calls extraplanar creature to fight for you.
Tongues                 : Speak any language.

_____________________           ________________________
                     Spell Lvl 5
Atonement (F)(X)          : Removes burden of misdeeds from subject.
Break Enchantment         : Frees subjects from enchantments, alterations, curses,

and petrification.
Command, Greater          : As command, but affects one subject/level.
Commune(X)                : Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass   : Cures 1d8 damage +1/level for many creatures.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon         : Melee weapon destroys undead.
Flame Strike              : Smite foes with divine fire (1d6/level damage).
Hallow (M)                : Designates location as holy.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Insect Plague             : Locust swarms attack creatures.
Mark of Justice           : Designates action that will trigger curse on subject.
Plane Shift (F)           : As many as eight subjects travel to another plane.
Raise Dead (M)            : Restores life to subject who died as long as one

day/level ago.
Righteous Might           : Your size increases, and you gain combat bonuses.
Scrying (F)               : Spies on subject from a distance.
Slay Living               : Touch attack kills subject.
Spell Resistance          : Subject gains SR 12 + level.
Summon Monster V          : Calls extraplanar creature to fight for you.
Symbol of Pain (M)        : Triggered rune wracks nearby creatures with pain.
Symbol of Sleep(M)        : Triggered rune puts nearby creatures into catatonic

slumber.
True Seeing (M)           : Lets you see all things as they really are.
Unhallow (M)              : Designates location as unholy.
Wall of Stone             : Creates a stone wall that can be shaped.
_____________________           ________________________
                     Spell Lvl 6

Animate Objects: Objects attack your foes.
Antilife Shell: 10-ft. field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Blade Barrier: Wall of blades deals 1d6/level damage.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Find the Path: Shows most direct way to a location.
Forbiddance M: Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas, plus it affects any creature.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level

spell.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Planar Ally X: As lesser planar ally, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight for you.
Symbol of Fear M: Triggered rune panics nearby creatures.
Symbol of Persuasion M: Triggered rune charms nearby creatures.
Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.
_____________________           ________________________
                     Spell Lvl 7
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather: Changes weather in local area.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Destruction F: Kills subject and destroys remains.
Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
Ethereal Jaunt: You become ethereal for 1 round/level.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
Refuge M: Alters item to transport its possessor to you.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion: Creatures can’t approach you.
Restoration, Greater X: As restoration, plus restores all levels and ability scores.
Resurrection M: Fully restore dead subject.
Scrying, Greater: As scrying, but faster and longer.
Summon Monster VII: Calls extraplanar creature to fight for you.
Symbol of Stunning M: Triggered rune stuns nearby creatures.
Symbol of Weakness M: Triggered rune weakens nearby creatures.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.

_______________________________________________________________________________
LEVEL PROGRESSION
1)Rogue/Cleric
2)Rogue/Cleric
3)Rogue/Cleric
4)Rogue/Cleric
5)Rogue/Dragonmarked Heir
6)Cleric/Blade of Orien
7)Cleric/Blade of Orien
8)Cleric/Blade of Orien
9)Cleric/Blade of Orien
10)Cleric/Blade of Orien
11)Cleric/Blade of Orien
12)Rogue/Blade of Orien
13)Cleric/Blade of Orien
14)Cleric/Blade of Orien
15)Cleric/Blade of Orien



___________________________________________________________
MONEY
PP  :
GP  :88,000 -69382
SP  :
CP  :
GEMS:
_______________________________________________________________________________
EQUIPMENT
 - Small Siberys Shard Attuned the Mark of Passage worth 50gp,

_______________________________________________________________________________
MAGIC ITEMS

 - Boots of Striding and Springing
These boots increase the wearer’s base land speed by 10 feet. In addition to this

striding ability (considered an enhancement bonus), these boots allow the wearer to

make great leaps. She can jump with a +5 competence bonus on Jump checks.
Faint transmutation; CL 3rd; Craft Wondrous Item, longstrider, creator must have 5

ranks in the Jump skill; Price 5,500 gp; Weight 1 lb.

 - Amulet of Natural Armor
This amulet, usually crafted from bone or beast scales, toughens the wearer’s body

and flesh, giving him an enhancement bonus to his natural armor bonus of +2.
Faint transmutation; CL 5th; Craft Wondrous Item, barkskin, creator’s caster level

must be at least three times the amulet’s bonus; 8,000 gp (+2)

 - Broom of Flying
This broom is able to fly through the air as if affected by an overland flight spell

(average maneuverability) for up to 9 hours per day (split up as its owner desires).

The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at

a speed at 30 feet. In addition, the broom can travel alone to any destination named

by the owner as long as she has a good idea of the location and layout of that

destination. It comes to its owner from as far away as 300 yards when she speaks the

command word. The broom of flying has a speed of 40 feet when it has no rider.
Moderate transmutation; CL 9th; Craft Wondrous Item, overland flight, permanency;

Price 17,000 gp; Weight 3 lb

 - Bag of Holding
This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of

holding opens into a nondimensional space: Its inside is larger than its outside

dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This

weight, and the limits in weight and volume of the bag’s contents, depend on the

bag’s type, as shown on the table below.

Bag                  :Type IV
Bag Weight           :60 lb.
Contents Weight Limit:1,500 lb.
Contents Volume Limit:250 cu. ft.
Market Price         : 10,000 gp

If the bag is overloaded, or if sharp objects pierce it (from inside or outside),

the bag ruptures and is ruined. All contents are lost forever. If a bag of holding

is turned inside out, its contents spill out, unharmed, but the bag must be put

right before it can be used again. If living creatures are placed within the bag,

they can survive for up to 10 minutes, after which time they suffocate. Retrieving a

specific item from a bag of holding is a move action—unless the bag contains more

than an ordinary backpack would hold, in which case retrieving a specific item is a

full-round action.

If a bag of holding is placed within a portable hole a rift to the Astral Plane is

torn in the space: Bag and hole alike are sucked into the void and forever lost. If

a portable hole is placed within a bag of holding, it opens a gate to the Astral

Plane: The hole, the bag, and any creatures within a 10-foot radius are drawn there,

destroying the portable hole and bag of holding in the process.
Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest.

 - (Ring) Sustenance
This ring continually provides its wearer with life-sustaining nourishment. The ring

also refreshes the body and mind, so that its wearer needs only sleep 2 hours per

day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week

before it begins to work. If it is removed, the owner must wear it for another week

to reattune it to himself.
Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.

 - Glove of Storing
This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored item appears instantly.
Faint transmutation; CL 6th; Craft Wondrous Item, shrink item; Price 10,000 gp (one glove).


_______________________________________________________________________________
APPEARANCE

_______________________________________________________________________________
HISTORY / BACKGROUND



_______________________________________________________________________________
MOTIVATION & GOALS

This message was last edited by the GM at 16:28, Thu 10 Dec 2009.

Zoul
 GM, 200 posts
Wed 20 Jan 2010
at 03:06
Nike Dryden - Arcane Mechanik 2
Name  :Nike Dryden           Race  :                    Height:
Player:                      Gender:                    Weight:
Align :                      Age   :                    Eyes  :
Deity :                      Size  : Medium             Hair  :
Patron:                      Speed : 30                 Skin  :
                                                        Handedness:
--------------------------------------------------------------------------------
CLASS                                               EXPERIENCE
1st Class:Arcane MEchanik    Levels    :2           Current EXP :1001
2nd Class:                   Levels    :            Next Lvl EXP:1999
3rd Class:                   Levels    :
4th Class:                   Levels    :
                             Char Level:            Leadership Score:
Action Points:               ECL       :            Commander Rating:
--------------------------------------------------------------------------------
ABILITIES
                                              Final
                Racial  Level  Magic  Misc   Ability / Modifier
     Base (pts) Bonus   Bonus  Item   Bonus   Score
STR : 10  (02)    --      --     --     --      10   / +0
DEX : 10  (02)    --      --     --     --      10   / +0
CON : 10  (02)    --      --     --     --      10   / +0
INT : 10  (02)    --      --     --     --      10   / +0
WIS : 10  (02)    --      --     --     --      10   / +0
CHA : 10  (02)    --      --     --     --      10   / +0

Conditional Modifiers: None

--------------------------------------------------------------------------------
HIT POINTS                              INITIATIVE
        Maximun  Current  Subdual               Total   Dex   Misc
HP    :   6                             Init  :       =     +

Conditional Modifiers: None
--------------------------------------------------------------------------------
DAMAGE RESISTANCE                       SPELL RESISTANCE

--------------------------------------------------------------------------------
ARMOR CLASS
             Total         Armor   Shield   Dex   Size   Natural   Defl   Misc
Standard AC:       =  10 +       +        +     +      +         +      +

             Total         Armor   Shield   Size   Natural   Defl   Misc
Flat-Footed:       =  10 +       +        +      +         +      +

             Total         Dex   Size   Defl   Misc
Touch      :       =  10 +     +      +      +

Conditional Modifiers: None

--------------------------------------------------------------------------------
BASE ATTACK BONUS
        Total   Base   Str   Size   Misc   Conditional Modifiers
Melee  :      =      +     +      +

        Total   Base   Dex   Size   Misc   Conditional Modifiers
Ranged :      =      +     +      +

        Total   Base   STR   Size   Misc   Conditional Modifiers
Grapple:      =      +     +      +

--------------------------------------------------------------------------------
SAVING THROWS
           Key                    Ability
         Ability   Bonus     Base   Mod   Magic   Misc
Fort  :    Con             =      +     +       +
Ref   :    Dex             =      +     +       +
Will  :    Wis             =      +     +       +

Conditional Modifiers: None

--------------------------------------------------------------------------------
RACIAL TRAITS


--------------------------------------------------------------------------------
CLASS ABILITIES                                                    Level Gained


--------------------------------------------------------------------------------
FEATS                                                              Level Gained


--------------------------------------------------------------------------------
LANGUAGES


--------------------------------------------------------------------------------
SKILLS                    Max Ranks (3 + Level):     CC Max Ranks (ECL/2):

                           Key    Skill Ability                    Misc
CLASS? TRAINED               Ability   Mod    Mod     Ranks    Synergy  Mod
X      Decipher Script         Int         =  +0        0       +0      +0
X      Disable Device          Int         =  +0        0       +0      +0
X      Handle Animal           Cha         =  +0        0       +0      +0
X      'Jack Handling          Wis         =  +0        0       +0      +0
       Knowledge:              Int         =  +0        0       +0      +0
       Knowledge:              Int         =  +0        0       +0      +0
X      Knowledge:              Int         =  +0        0       +0      +0
X      Knowledge:              Int         =  +0        0       +0      +0
X      Open Lock               Dex         =  +0        0       +0      +0
X      Profession:             Wis         =  +0        0       +0      +0
X      Sleight of Hand         Dex         =  +0        0       +0      +0
X      Speak Language                                   0
       Spellcraft              Int         =  +0        0       +0      +0
X      Tumble                  Dex*        =  +0        0       +0      +0
X      Use Magic Device        Cha         =  +0        0       +0      +0


                           Key    Skill Ability                    Misc
CLASS? UNTRAINED             Ability   Mod    Mod     Ranks    Synergy  Mod
X      Appraise                Int         =  +0        0       +0      +0
X      Balance                 Dex*        =  +0        0       +0      +0
       Bluff                   Cha         =  +0        0       +0      +0
       Climb                   Str*        =  +0        0       +0      +0
       Concentration           Con         =  +0        0       +0      +0
       Craft: Small Arms       Int         =  +0        0       +0      +0
       Craft: Alchemy          Int         =  +0        0       +0      +0
       Craft: Gunsmithing      Int         =  +0        0       +0      +0
X      Diplomacy               Cha         =  +0        0       +0      +0
X      Disguise                Cha         =  +0        0       +0      +0
X      Escape Artist           Dex*        =  +0        0       +0      +0
X      Forgery                 Int         =  +0        0       +0      +0
X      Gather Information      Cha         =  +0        0       +0      +0
X      Heal                    Wis         =  +0        0       +0      +0
X      Hide                    Dex*        =  +0        0       +0      +0
       Intimidate              Cha         =  +0        0       +0      +0
       Jump                    Str*        =  +0        0       +0      +0
       Listen                  Wis         =  +0        0       +0      +0
X      Move Silently           Dex*        =  +0        0       +0      +0
X      Perform                 Cha         =  +0        0       +0      +0
X      Ride                    Dex         =  +0        0       +0      +0
X      Search                  Int         =  +0        0       +0      +0
X      Sense Motive            Wis         =  +0        0       +0      +0
       Spot                    Wis         =  +0        0       +0      +0
X      Survival                Wis         =  +0        0       +0      +0
       Swim                    Str**       =  +0        0       +0      +0
X      Use Rope                Dex         =  +0        0       +0      +0

X - Cross Class            * - Armor Check Penalty (** = x2)
--------------------------------------------------------------------------------
WEAPONS
WEAPON          TAB   DAM   CRIT     RNG   WGHT  SIZE  TYPE  COST  NOTES
Cutlass        12/7  1D8+1 19-20/X2   -     4    Med   S     -     MW





                          TOTAL COST:        GP   TOTAL WEIGHT:   15.5 LB
--------------------------------------------------------------------------------
ARMOR
                   ARMOR   CHECK   MAX  SPELL
ARMOR       TYPE   BONUS  PENALTY  DEX  FAIL%  SPEED  WGHT  COST  NOTES
Chain Shirt Light   +4      -1     +4   20%    Full   25          MW
Greatcoat   --      +1      --     --   --     Full   5


                          TOTAL COST:        GP   TOTAL WEIGHT:     30 LB
--------------------------------------------------------------------------------
PROTECTIVE ITEMS
ITEM        TYPE   BONUS   WGHT  COST  NOTES

                          TOTAL COST:        GP   TOTAL WEIGHT:        LB
--------------------------------------------------------------------------------
MAGIC ITEMS WORN
LOCATION                        ITEM                  COST   WGHT  NOTES
HEAD (Headband/Hat/Hemlet)     :
EYES (Lenses/Goggles)          :
NECK (Amulet/Brooch/Periapt)   :
SHOULDERS (Cloak/Cape/Mantle)  :
WAIST (Belt/Girdle)            :
HANDS (Gloves/Gauntlets)       :
ARMS/WRISTS (Bracers/Bracelets):
BODY (Robe/Suit of Armor)      :
TORSO (Vest/Vestment/Shirt)    :
FEET (Boots/Shoes/Slippers)    :
RING #1                        :
RING #2                        :

OTHER ITEMS:

                          TOTAL COST:        GP   TOTAL WEIGHT:        LB
--------------------------------------------------------------------------------
GEAR                                    LOCATION   COST    WGHT   NOTES
Explorer's Outfit                         Worn      --      --
Holsters (2)                              Worn      --     .5(1)
Bandolier                                 Worn      --       1
Ammo Pouches (3)                          Worn      --      1(3)
Belt Pouch                                Worn              .5
Goggles                                   Worn               1
Pocket Watch                              Worn               1
Collapsing Spyglass                       Worn               1



                          TOTAL COST:        GP   TOTAL WEIGHT:    8.5 LB
                                                 COMBAT WEIGHT:    8.5 LB
--------------------------------------------------------------------------------
COINS
CYGNARAN COINS     CURRENCY ON PERSON        CURRENCY IN BACKPACK:
Farthing     (1cp):                         :
Halfshield   (5cp):                         :
Shield       (1sp):                         :
Groat       (25cp):                         :
Halfcrown    (5sp):                         :
Crown        (1gp):                         :
Swan         (2gp):                         :
Tower        (1pp):                         :

ORDIC COINS        CURRENCY ON PERSON        CURRENCY IN BACKPACK:
Blackpenny   (1cp):                         :
Half-galleon (5cp):                         :
Galleon      (1sp):                         :
Silverweight (2sp):                         :
Royal        (1gp):                         :

Total Coin Value : 11.1   Total Coin Value : 159.08
Total Coin Weight: .6     Total Coin Weight: 3.34

BANKING
BANK                  LOCATION                 AMOUNT

GEMS/JEWELRY
Gem:                      Value:
Gem:                      Value:
Gem:                      Value:
Jewelry:                  Value:
Jewelry:                  Value:
Jewelry:                  Value:

                         TOTAL VALUE:        GP   TOTAL WEIGHT:        LB
--------------------------------------------------------------------------------
LOAD | LIGHT | MEDIUM (-3) | HEAVY/MAX (-6) | LIFT (X 2) | PUSH/DRAG (X 5)
     |  50 LB|  51-100 LB  |  101-150 LB    |  300  LB   |  750 LB
CMBT |       |  54         |                |            |
TRVL |       |  54         |                |            |
--------------------------------------------------------------------------------
SPELLCRAFT

CLASS:                    Total        Ability Mod    Misc
SPELL SAVE: Spell Level +  10   = 10 +      0       +

SPELLS (LEVEL)
LEVEL     0  1  2  3  4  5  6  7  8  9
Known:    6  4  4  3  -  -  -  -  -  -
Per Day:  5  5  4  2  0  0  0  0  0  0

SPELLS KNOWN

LEVEL 0 (DC: 14)

LEVEL 1 (DC: 15)

LEVEL 2 (DC: 16)

LEVEL 3 (DC: 17)

--------------------------------------------------------------------------------
LEVEL PROGRESSION
Level: Class - HP - Skills/Ability Points
1            -    -
2            -    -
3            -    -
4            -    -
5            -    -
6            -    -
7            -    -
--------------------------------------------------------------------------------
HISTORY / BACKGROUND
-
-
-
--------------------------------------------------------------------------------
MOTIVATIONS & GOALS
-
-
-
--------------------------------------------------------------------------------
PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER
-
-
-
--------------------------------------------------------------------------------
PERSONALITY / QUIRKS / MANNERISMS
-
-
-
--------------------------------------------------------------------------------
Zoul
 GM, 204 posts
Thu 18 Nov 2010
at 14:46
Wolfe Pendrake - Ranger/Cleric 1/3
-------------------------------------------------------------------------------

LAST UPDATE:
Name            :Wolfek Pendrake           Gender:Male        HD         :D8+1
Player (RPoL ID):Mykz                      Height:6'
Race            :Caspian/Sulese            Weight:176 lbs     MAX HP     :27/27
Class           :Ranger/Cleric             Age   :26
Level           :1/3                       Hair  :Black       SUBDUAL DMG:00
Align           :NG                        Eyes  :Pale Blue
Deity           :Morrow                    Hand  :Right       XP         :
Size            :medium                    Speed :30 ft       NEXT LVL   :5

_______________________________________________________________________________
ABILITY
        Base  Racial  Ability  Magic    Final
              Bonus    Bonus   Item    Ability
STR  :  14      --      --      --      14/+2
DEX  :  12      -2      --      --      10/+0
CON  :  12      --      --      --      12/+1
INT  :  12      --      --      --      12/+1
WIS  :  16      +2      +1      --      19/+4
CHA  :  12      +2      --      --      14/+2
_______________________________________________________________________________
COMBAT STATISTIC                           BASE ATTACK BONUS
AC Total           : 20                MELEE            RANGED
AC when Flat-Footed: 20                Total:  +5        Total:  +3
AC vs Touch Attack : 10                Base :  +3        Base :  +3
Base               : 10                STR  :  +2        DEX  :  --
Armor              : +8 ()             Misc :  --        Misc :  --
Shield             : +2 ()
Dexterity          : --
Size               : -- ()
Deflection         : -- ()              INITIATIVE      ACTION POINTS
Magical Armor bonus: -- ()              Total:  --      Total: --
                                        DEX  :  --      Base : --
                                        Misc :  --      Misc : --
_______________________________________________________________________________
SAVING THROWS
      Total  Base  Ability  Misc  Magic
Fort  : +6  =  5  +    1    +  0  +  0
Refl  : +3  =  3  +    0    +  0  +  0
Will  : +7  =  3  +    4    +  0  +  0
_______________________________________________________________________________
RACIAL BONUSES/TRAITS
_______________________________________________________________________________
FEATS
B)EWP (Small Arms)
1)Combat Loading
3)Combating Casting
_______________________________________________________________________________
CLASS ABILITIES: Scout (IK Ranger)
1)Favored Enemy: Human, Track, Wild Empathy

_______________________________________________________________________________
CLASS ABILITIES: Cleric
1)Turn Undead
2)-
3)-
_______________________________________________________________________________
PRESTIGE CLASS ABILITIES

_______________________________________________________________________________
LANGUAGES
Cygnaran, Caspian
_______________________________________________________________________________
SKILLS Fill in all skills that can be used untrained, even if you do not have ranks in them.

Skill Point Total = [6+1+1]*4+3+3+3

Class
Skill
      Final                                            Related
      Mod = Rnk Abl Msc  |  Skills:                    Ability  Untrained?
      +   =  0  +?  +0   |  Appraise                   (INT)      Yes
      +   =  0  +?  +0   |  !Balance                   (DEX)      Yes
      +   =  0  +?  +0   |  Bluff                      (CHA)      Yes
      +6  =  4  +2  +0   |  !Climb                     (STR)      Yes
      +5  =  5  +1  +0   |  Concentration              (CON)      Yes
      +5  =  4  +1  +0   |  *Craft:Small Arms          (INT)      Yes
      +5  =  4  +1  +0   |  *Creature Lore             (INT)      Yes
      +   =  0  +?  +0   |  Decipher Script            (INT)      No
      +   =  0  +?  +0   |  Diplomacy                  (CHA)      Yes
      +   =  0  +?  +0   |  Disable Device             (INT)      No
      +   =  0  +?  +0   |  Disguise                   (CHA)      Yes
      +   =  0  +?  +0   |  !Escape Artist             (DEX)      Yes
      +   =  0  +?  +0   |  Forgery                    (INT)      Yes
      +   =  0  +?  +0   |  Gather Information         (CHA)      Yes
      +   =  0  +?  +0   |  Handle Animal              (CHA)      No
      +8  =  4  +4  +0   |  Heal                       (WIS)      Yes
      +   =  0  +0  +0   |  !Hide                      (DEX)      Yes
      +   =  0  +?  +0   |  Intimidate                 (CHA)      Yes
      +   =  0  +?  +0   |  !Jump                      (STR)      Yes
      +5  =  4  +1  +0   |  *Knowledge: Nature         (INT)      No
      +3  =  2  +1  +0   |  *Knowledge: Religion       (INT)      No
      +   =  0  +?  +0   |  Listen                     (WIS)      Yes
      +4  =  4  +0  +0   |  !Move Silently             (DEX)      Yes
      +   =  0  +?  +0   |  Open Lock                  (DEX)      No
      +   =  0  +?  +0   |  *Perform:                  (CHA)      Yes
      +   =  0  +?  +0   |  *Profession:               (WIS)      No
      +2  =  2  +0  +0   |  Ride                       (DEX)      Yes
      +   =  0  +?  +0   |  Search                     (INT)      Yes
      +   =  0  +?  +0   |  Sense Motive               (WIS)      Yes
      +   =  0  +?  +0   |  !Sleight of Hand           (DEX)      No
      +4  =  3  +1  +0   |  Spellcraft                 (INT)      No
      +6  =  2  +4  +0   |  Spot                       (WIS)      Yes
      +8  =  4  +4  +0   |  Survial                    (WIS)      Yes
      +   =  0  +?  +0   |  !Swim                      (STR)      Yes
      +   =  0  +?  +0   |  !Tumble                    (DEX)      No
      +   =  0  +?  +0   |  Use Magic Device           (CHA)      No
      +   =  0  +?  +0   |  Use Rope                   (DEX)      Yes

! = Armor Check Penalty applies
* = Requires specialization
_______________________________________________________________________________
WEAPON
NAME :Mace, Heavy (W)     NAME :Sword, Short (W)     NAME :Dagger(W)
ATT  :+5                  ATT  :+5                  ATT  :+5
DMG  :1D8+1               DMG  :1D6+2               DMG  :1D4+1
CRIT :*2                  CRIT :*2                  CRIT :19-20*2
RNG  :--                  RNG  :--                  RNG  :--
WGHT :8lb                 WGHT :4lb                 WGHT :2lb
SIZE :Med                 SIZE :Med                 SIZE :Med
TYPE :Bludgeoning         TYPE :Slash & pierce      TYPE :Piercing
COST :12gp                COST :5gp                 COST :2gp

NAME :Rifle, Military(MWK)NAME :Crossbow, Light (H) NAME :Bayonet (H)
ATT  :+5                  ATT  :+3                  ATT  :+5
DMG  :2D8                 DMG  :1D8                 DMG  :1D6
CRIT :19-20/*3            CRIT :19-20/*2            CRIT :*3
RNG  :200ft               RNG  :80 ft               RNG  :--
WGHT :15lb                WGHT :4lb                 WGHT :2lb
SIZE :Med                 SIZE :Med                 SIZE :Med
TYPE :Piercing            TYPE :Piercing            TYPE :Piercing
COST :1445 gp             COST :35gp                COST :8gp
NOTE :See below		  NOTE :HAS BAYONET         NOTE :ATTACHED TO CROSSBOW

_______________________________________________________________________________
ARMOR                                  SHIELD
NAME          :Full Plate (MWK)	       NAME          :Heavy Steel (MWK)**
TYPE          :heavy                   TYPE          :Large Shield
AC BONUS      :+8                      AC BONUS      :+2
MAX DEX       :1                       CHECK PENALTY :-1
CHECK PENALTY :-5                      SPELL FAILURE :15%
SPELL FAILULE :35Z%                    WGHT          :15 lb
SPEED         :20 ft                   PROPERTIES    :Embellished (The radiance)
WGHT          :50 lbs                  COST          :220 gp
PROPERTIES    :Masterwork
COST          :1700 gp
NOTE          :Embellished; armor is ornate.
_______________________________________________________________________________
SPELLS
                Base      Ability
Lvl    DC    Spell/Day    Bonus      Spell Per Day    Known
0      14       4     +    -    =        4            All
1      15      2+1    +    1    =       3+1           All
2      16      1+1    +    1    =       2+1           All
Domain:Strenght
Granted Power:You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

Lvl 1:Enlarge Person: Humanoid creature doubles in size.
Lvl 2:Bull’s Strength: Subject gains +4 to Str for 1 min./level.


Domain:Travel
Granted Power:For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).

This granted power is a supernatural ability.

Add Survival to your list of cleric class skills.

Lvl 1: Longstrider: Increases your speed.
Lvl 2: Locate Object: Senses direction toward object (specific or type).
Commonly Prepared Spells:

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻSpell Lvl 0ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 - Detect Magic
 - Guidance
 - Light
 - Virtue

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻSpell Lvl 1ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 - Bless
 - Shield of Faith
 - Obscuring Mist

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻSpell Lvl 2ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 - Spiritual Weapon
 - Zone of Truth

___________________________________________________________
MONEY
PP  :
GP  :5400-5137-232+4+4-5=
SP  :
CP  :
GEMS:
_______________________________________________________________________________
EQUIPMENT
 - Backpack (**)	          2 gp (2 lb empty) (W)
 - Bedroll	                  1 sp	5 lb H
 - Blanket, winter	          5 sp	3 lb H
 - Field Glass                   20 gp  1 lb H
 - Flintstriker                   6 gp       **
 - Rope, silk (50 ft.)	         10 gp	5 lb H
 - Inflatable Raft Pack          55 gp 11 lb H
 - Cleric’s vestments             5 gp  6 lb **
 - Holy Symbol, Silver		 25 gp 	1 lb W
 - Gunner's Kit			100 gp 25 lb H
 - Enkheiridion          100 gp  5 lb **
 - Monsternomicon               100 gp  5 lb **
 - Spell Component Pouch 	  5 gp  2 lb.
 - Rifle, Military	       1445 gp see below H
    - Masterwork: +1 to strike
    - Accuracy Customization: +1 to strike, stacks with masterwork
    - Embellishment; The Radiance, the holy symbol of Morrow is filigreed unto          the stock in gold.
    - Lightweight Customization Weighs 5 lbs
    - Scope: -1 (instead of -2) penalty on attacks per range increment.

AMMUNITION
- Bandolier, Ammunition:	 5 sp  1 lb **
 * Incendiary ROunds: 5 Shots	80 gp
 * Basic Rounds: 10 shots      100 gp

- Quiver, Bolts (3)	
 - Blunt Head Bolt: 40		 1 gp  4 lbs H
 - Explosive Bolt: 5		25 gp .5 lb  H
 - Flaming Bolt: 20		10 gp  2 lbs H
 - Regular Bolts: 20             1 gp  2 lbs H


Carrying Capacity
Str: 14
Light Load: 58 lb. or less
Medium Load:59-116 lb.
Heavy Load: 117-175 lb.
_______________________________________________________________________________
MAGIC ITEMS
 -
 -
_______________________________________________________________________________
ANIMAL COMPANION/FAMILIAR (Mundane Steed)
Name:Faithful
Type:WarHorse, Heavy
AC:14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Hit Points:4d8+12 (30 hp)
Abilities Granted:Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Attack(s):2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Skills: Listen +5, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 2
Cost: 200 gp

NOTES:
Carrying Capacity
Str: 18
Light Load : 200 lb. or less
Medium Load: 201-400 lb.
Heavy Load : 401-600 lb.


Combat Riding (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes six weeks. You may also “upgrade” an animal trained for riding to one trained for combat riding by spending three weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Warhorses and riding dogs are already trained to bear riders into combat, and they don’t require any additional training for this purpose.

 - Saddle, Military
A military saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If you’re knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle (compared to 50% for a riding saddle). Cost: 20 gp 30 Lb.

 - Saddle bags: Cost 4 gp 8 lb.
 - Saddle Holster: Can hold his Military Rifle and two shots Cost 10 gp  3 lb.
_______________________________________________________________________________
APPEARANCE
Wolfe stands six feet and has the average muscular build of a warrior. He is usually clad in Full Plate Armor and wears the stark white tabard emblazoned with The Radiance of Morrow over his armor at all times. His shiled has a white background with The Radiance embossed in Gold on its face. When not in armor, he is dressed in his priestly vestments.

He generally always has his Heavy Mace hanging from his left hip and his short sword is strapped to his back, hilt over his right shoulder. He generally has his shield in hand (he likes to show it off) and dagger is sheathed at his right hip.

All his other gear is usally carried by Faithful, his warhorse.

_______________________________________________________________________________
HISTORY / BACKGROUND
Wolfe's true life began 5 years ago on the bloody battlefield where he died. Up until then, Wolfe had been an average man living a mediocre life. He joined up with the Cygnaran military for all the wrong reasons and got his rude awakening when he first saw the reality off war; that is to say the beastly nature of man’s unlimited potential to commit atrocities and acts of sheer wickedness & cruelty.

He served his country well and was often sent on reconnaissance missions to gather intelligence of the enemy numbers and movements along with other members of his squad. It was on one such mission, where an enemy force was moving to out-flank his unit; he raced back to advise his commanding officers that the men where marching into a trap. But the enemy managed to cut down his team and got him with a bullet in the back just as he made back to his men. He managed to croak out the urgency of his need to see the CO, but died before he did. Knowing that hundred of lives depended on his report as well as the safety and well being of country depending on the war effort, it was decided that h should be brought back with the aid of Divine magic.

Sufficed to say that he gave his report but he was so thankful to Morrow that he resigned from the army and joined the church. That was his true calling and he took to it with gusto. He is not a powerful cleric in terms of his ability but what he but he makes up for raw power with wisdom and a generous spirit. He is often somber and rarely laughs but smiles often, especially when extolling the virtues of Morrow. He is fearless in battle for he knows he has his god’s divine favor and guidance. After all; not everyone is allowed resurrected, in fact hardly anyone returns from Urcaen with Morrows blessings. How then could he not be destined for greatness in the service of his god?

Shortly after joining the church, he was admitted to the Justices, a branch of the church who enforces church law and investigates wrong doings. This seemed like a good fit for Wolfe and he has been intheir service ever since.




What really happened; Wolfe didn’t die, he was at -9 HP when a Battle chaplain healed his dumbass. He didn’t received Morows blessing in the way he perceives but that doesn’t change much since its his belief in Morrow that drives him.

_______________________________________________________________________________
MOTIVATION & GOALS
 - To ascend and join Morrows Scions.
 - To save many souls in Morrow's name through evangelism.
 - To live up to the Tenets of his Church.

This message was last edited by the GM at 18:11, Fri 19 Nov 2010.

Zoul
 GM, 205 posts
Thu 13 Jan 2011
at 21:36
Jedi Class (Sith Player) Level 7
Name            :Darth Zoul                Gender:Male        HD         :D10
Player (RPoL ID):                          Height:
Race            :Human (Sith)              Weight:            MAX HP     : 00/00
Class           :jedi (Sith Teachings)     Age   :18
Level           :7                         Hair  :Bald        SUBDUAL DMG: 00
Dark Side Score :                          Eyes  :Dark Brown
Destiny:        :                          Hand  :Right       XP         :
Size            :Medium                    Speed :6 Squares   NEXT LVL   :

_______________________________________________________________________________
ABILITY
        Base  Racial  Ability  Wishs    Magic    Final
        Roll   Bonus   Bonus   Bonus    Item    Ability
STR  :  11      --      --      --        --      --/+0
DEX  :  14      --      --      --        --      --/+0
CON  :  12      --      --      --        --      --/+0
INT  :  14      --      --      --        --      --/+0
WIS  :  17      --      +1      --        --      --/+0
CHA  :  15      --      --      --        --      --/+0

_______________________________________________________________________________
COMBAT STATISTIC
Base Attack Bonus: +7
Force Points	 : 8
Initiative	 :
Dark Side Score  : +0
Perception	 : +
Damage Bonus(CL/2):+0
Damage Threshhold: +
Destiny Points   : +1

_______________________________________________________________________________
Defenses
            Total = 10 + Level/ + Class + Ability Mod + Misc
                         Armor
Fort              = 10 +       +    1   +         Con +
Reflexes          = 10 +       +    1   +         Dex +
Will              = 10 +       +    1   +         Wis +
_______________________________________________________________________________
RACIAL BONUSES/TRAITS
Medium Size
Bonus Trained Skill
Bonus Feat

_______________________________________________________________________________
FEATS
1)Skill Focus (use The Force)
1)Force Training
3)Force Training
6)Force Training

_______________________________________________________________________________
FORCE POWERS
Kinetic Combat 		- Old Republic
Force Grip
Mind Trick
Move Object
Surge
Draw Closer 		- jedi Academy
Force Lightning
Memory Walk 		- jedi Academy
Unhindered Charge 	- jedi Academy
Pushing Slash 		- jedi Academy
Hawk-Bat Swoop		- jedi Academy
Disarming Slash		- jedi Academy
Force Track 		- jedi Academy
_______________________________________________________________________________
CLASS ABILITIES
1)Force Sensitivity, WP (lightsaber), WP (Simple Weapons) Talent[Lightsaber]; Deflect
2)Melee Defense
3)Talent[Control]; Force Focus
4)Running Attack
5)Talent[Lightsaber]; Lightsaber Throw
6)Powerful Charge
7)Build Lightsaber, Talent[Gaurdian]: Force Intuition
_______________________________________________________________________________
PRESTIGE CLASS ABILITIES
_______________________________________________________________________________
LANGUAGES
Galatic Basic

_______________________________________________________________________________
SKILLS Fill in all skills that can be used untrained, even if you do not have ranks in

them.

Skills
              Total = 1/2CL + Ability Mod + Trained + Focus + Misc
Acrobatics       10 =   3   +    2    Dex +    5    +       +
Climb               =   0   +         Str +         +       +
Deception           =   0   +         Cha +         +       +
Endurance           =   0   +         Con +         +       +
Gather Info         =   0   +         Cha +         +       +
Initiative          =   0   +         Dex +         +       +
Jump                =   0   +         Str +         +       +
Know: Gal. Lore  10 =   3   +    2    Int +    5    +       +
Mechanics           =   0   +         Int +         +       +
Perception       12 =   3   +    4    Wis +    5    +       +
Persuasion          =   0   +         Cha +         +       +
Pilot            10 =   3   +    2    Dex +    5    +       +
Ride                =   0   +         Dex +         +       +
Stealth             =   0   +         Dex +         +       +
Survival            =   0   +         Wis +         +       +
Swim                =   0   +         Str +         +       +
Treat Injury        =   0   +         Wis +         +       +
Use Computer        =   0   +         Int +         +       +
Use The Force    16 =   3   +    3    Cha +    5    +  5    +

_______________________________________________________________________________
WEAPON
NAME :Lightsaber	  NAME :                    NAME :
ATT  :                    ATT  :                    ATT  :
DMG  :                    DMG  :                    DMG  :
CRIT :                    CRIT :                    CRIT :
RNG  :                    RNG  :                    RNG  :
WGHT :                    WGHT :                    WGHT :
SIZE :                    SIZE :                    SIZE :
TYPE :                    TYPE :                    TYPE :
COST :                    COST :                    COST :
_______________________________________________________________________________
ARMOR                                  SHIELD
NAME          :                        NAME          :
TYPE          :                        TYPE          :
AC BONUS      :                        AC BONUS      :
MAX DEX       :                        CHECK PENALTY :
CHECK PENALTY :                        SPELL FAILURE :
SPELL FAILULE :                        WGHT          :
SPEED         :                        PROPERTIES    :
WGHT          :                        COST          :
PROPERTIES    :
COST          :
_______________________________________________________________________________
Stuff

_______________________________________________________________________________
APPEARANCE

_______________________________________________________________________________
HISTORY / BACKGROUND





_______________________________________________________________________________
MOTIVATION & GOALS


This message was last edited by the GM at 19:01, Fri 14 Jan 2011.

Zoul
 GM, 206 posts
Wed 27 Apr 2011
at 23:41
Re: Jedi Class (Sith Player) Level 7
Character:
Name:
House: Knight  Age:    Gender:
Appearance:
Height:  Weight:    Eye Color:    Hair Color: Greyish
Description:
Place info here
Combat: Intrigue:
Combat Defense: Intrigue Defense:

Agility + Athletics + Awareness + Defensive Bonus – Armor Penalty Awareness + Cunning + Status
Health: Composer:
12      9
Endurance x3 Will x3
Damage: __ Injuries: __ Wounds: __

Rating Ability Specialty
3 Agility  Quickness 1b
3 Animal Handling  Ride 1b
3 Athletics  Climb 1b
3 Awareness
2 Cunning
2 Deception
4 Endurance
3 Fighting  Spear 1b
2 Healing
2 Language
2 Knowledge
5 Marksmanship  Bow 2b
2 Persuasion
2 Status
2 Stealth
4 Survival  unt 2b
2 Thievery
2 Warfare
3 Will
Qualities:
Deadly Shot
Spear Fighter I
Great Hunter

Drawback:
Destiny Points: 1
Experience Points: 0
Inventory:
Weapon: Attack: Test Dice: Weapon Damage:
  X
Armor: Armor Rating: Armor Penalty:

This message was last edited by the GM at 00:17, Thu 28 Apr 2011.

Andredi Mizzrym
 GM, 29 posts
 faerunian Drow
 Super Killa
Thu 28 Apr 2011
at 00:11
Re: Jedi Class (Sith Player) Level 7
neva bothered to apply for that game never like the set up
Andredi Mizzrym
 GM, 30 posts
 faerunian Drow
 Super Killa
Thu 28 Apr 2011
at 00:12
Re: Jedi Class (Sith Player) Level 7
link to another game try this
Zoul
 GM, 207 posts
Thu 28 Apr 2011
at 08:17
Re: Jedi Class (Sith Player) Level 7
cool
Zoul
 GM, 208 posts
Fri 29 Apr 2011
at 00:19
Re: Jedi Class (Sith Player) Level 7
Yo scottz, did you get into that game?
Andredi Mizzrym
 GM, 31 posts
 faerunian Drow
 Super Killa
Fri 29 Apr 2011
at 00:43
Re: Jedi Class (Sith Player) Level 7
Yeh Im in the second House. I saw ure name sent you a pm
Zoul
 GM, 209 posts
Fri 29 Apr 2011
at 04:10
Re: Jedi Class (Sith Player) Level 7
Cool, Ill be in the third house but so far Im the only one in it so no game time for me. Suckage!

Wanna see my CS? :-)


Name:Killian  Woods
Nickname/Alias: Boar Slayer
Gender:Male
Physical Description: Killian is 6' and weighs 170 lbs. Unlike most men his age, Killian has no facial hair. He isn’t clean shaven; it’s just that he hasn’t started to sprout any. He also wears a raggedy black hooded cloak at all times and wears natural the colors of brown and green when he goes out into the forest. His buck skin boots rise to his calves.

He is lithe and graceful and moves through any natural terrain the confidence and ease of one who spends most of his time outdoors. Hanging from his neck is a polished fragment of a boars tusk attached to a leather thong; a gift from his grandmother. He is always wearing a pair doeskin gloves, with a matching sheath for a knife hanging at his hip; also a gifts from his grandmother.


Height:6' Weight:170lbs Eye Color: Blue   Hair Color: Black
Age:20
Role:Expert
Background:You achieved a significant deed, maybe saving the life of your lord, killed a giant boar, etc.

Goal:Skill Mastery

Motivation:Excellence

Virtue:Devoted

Vice:Wrathful


Rating Ability Specialty
3 Agility  Quickness 1b
3 Animal Handling  Train 1b
3 Athletics  Climb 1b
3 Awareness
2 Cunning
2 Deception
4 Endurance
3 Fighting  Spear 1b
2 Healing
2 Language
2 Knowledge
5 Marksmanship  Bow 2b
2 Persuasion
2 Status
2 Stealth
4 Survival  Hunt 2b
2 Thievery
2 Warfare
3 Will
Qualities:
Deadly Shot
Animal Cohort: Wolf
Great Hunter

Drawback:Naive
Destiny Points: 2
Experience Points: 0
Coin: (leave blank)
Equipment:
- (leave blank)
- (leave blank)
- (leave blank)

Intrigue Defense:7
Composure:9
Combat Defense:9
Health:12
Armor Rating: (leave blank)
Weapon Damage: (leave blank)
:
Zoul
 GM, 211 posts
Sat 7 May 2011
at 19:22
SIFRP Killian Woods
Good Day rmburns,

I'm hoping you still have a spot in your game; it looks good from the little I’ve seen. So I went ahead and generated a character.

Please note; I have never played this particular RPG however I acquired the books a while back when I read the novels. The recent HBO series h as rekindled my interest and here I am.

Please see the basic sheet below, its enough for the RJT I think, please let me know if it is deficient:



I, Michael, hereby state that I am above the age of 18 years, and am legally able to view Adult-rated material in my state of residence.

My Date of Birth: 8/12/80


Name:Killian  Woods
Nickname/Alias: Boar Slayer
Gender:Male
Physical Description: Killian is 6' and weighs 170 lbs. Unlike most men his age, Killian has no facial hair. He isn’t clean shaven; it’s just that he hasn’t started to sprout any. He tebds to wear  a raggedy black hooded cloak at all times and loves to wear the natural colors of the woods, such as browns and greens, especially when he goes out into the forest. His buck skin boots rise to his calves. Hanging from his neck is a polished fragment of a boars tusk attached to a leather thong; a gift from his grandmother. He is always wearing a pair doeskin gloves, with a matching sheath for a knife hanging at his hip; also a gifts from his grandmother.

He is lithe and graceful and moves through any natural terrain the confidence and ease of one who spends most of his time outdoors. He tends to look down and slump  his shoulders in an urban setting.


Height:6' Weight:170lbs Eye Color: Blue   Hair Color: Black
Age:20
Role:Expert
Background:You achieved a significant deed, maybe saving the life of your lord, killed a giant boar, etc.

Goal:Skill Mastery

Motivation:Excellence

Virtue:Devoted

Vice:Wrathful

Rating Ability Specialty
3 Agility  		Quickness 1b
3 Animal Handling  	Train 1b
3 Athletics  		Climb 1b
3 Awareness
2 Cunning
2 Deception
4 Endurance
3 Fighting  		Spear 1b
2 Healing
2 Language
2 Knowledge
5 Marksmanship          Bow 2b
2 Persuasion
2 Status
2 Stealth
4 Survival  		Hunt 2b
2 Thievery
2 Warfare
3 Will
Qualities:
Deadly Shot
Animal Cohort: Wolf
Great Hunter

Drawback:Naive
Destiny Points: 2
Experience Points: 0
Coin: (leave blank)
Equipment:
- (leave blank)
- (leave blank)
- (leave blank)

Intrigue Defense:7
Composure:9
Combat Defense:9
Health:12
Armor Rating: (leave blank)
Weapon Damage: (leave blank)
:




Killian grew up a log cabin on the forested slopes on the mountains north of the Vale of Arryn, with his parents, their siblings and their sibling’s children and his aged grandmother. It was a hard life, which got harder in the winter. They hunted and logged the forests for a living, often serving as guides for those with the coin to pay for such services.
Killian was taught to track, hunt and forage in the wild. He knew how to tell which way was north and how to find water. Learned the bow and the spear and a spattering of other weapons and was accounted the best bowman in his family by the age of fourteen.
It was also a hard time; his father and eldest brother had been savaged by a boar before he caught up to them. He had killed it with one shot through the eye, but it had been too little, too late. That had been his only living sibling, two others having died in infancy during a hard winter. That same year his mother passed away from a sickness characterized by a hacking cough, his grandmother said it was broken heart that made her weak.
Once when he was away on a hunt, he came back to find his home razed to the ground, his family slaughtered, the other bodies were those of the Burned Men. Only his cousins, the ones who had been on the hunt with him, were left. All he had to remember them by were the clothes on his back, made by his gran. He wears them still, most are in good repair but his black cloak is worn and raggedy and patched many times with cloth of different colors though they remain true to greens, browns that make the shades of the forests.
He took the notice of Lord Aedryck II when with skill with the bow while he served him as a hired guide through the mountains. He offered Killian a place in his service as huntsman and tracker and promised him a warm bed and three meals a day as a part of the package. Killian readily agreed for he had been living off the land for years, sleeping in the open and surviving on what he could forage and hunt so the offer was very enticing.
Its been two years now and beloved Lords death was a bitter draught next to his newfound prosperous, if humble situation. He respected the Lord greatly and loved his family well. He is respects his son as well and admires his ability with a blade. He is determined to make sure that Lord Aesc’s realm is safe a secure, knowing first hand what lawlessness can bring.

This message was last edited by the GM at 19:47, Sat 07 May 2011.

Zoul
 GM, 212 posts
Sat 7 May 2011
at 20:19
Re: SIFRP Killian Woods
Ok here's my backstory, finally and I updated my character sheet too.


I grew up in an old log cabin on the forested slopes of the mountains north of the Vale of Arryn, with my parents, their siblings and their sibling’s children and my old Gran who was my mothers mother or her grandmother, I never cared enough to be sure back then. It was a hard life, which got harder in the winters.

We hunted and logged the forests for a living, trading the furs and lumber for what we needed. We often served as guides for those with the coin to pay for such services as well, to help bring in coin which was saved for the harder times.

My father and uncles taught me to track, hunt and forage in the wild. I knew how to tell which way was north and how to find water at young age. I practiced with bow and spear fr hours each day of my boyhood and learned a spattering of other weapons as well. I was accounted the best bowman in my family by the age of fourteen.

That was also a hard time; my father and eldest brother were savaged by a huge wild boar during a routine hunt for the dinner table. We found the track and went for it, it seemed to be a small group of them. The tracks split up as they ranged for food and so did we a we ranged for them.

I heard the beast crashing through the trees at a distance and sprinted towards it, excited that our quarry was near but a moment later I heard a squeal of anger and paid, followed immediately by a louder snap and then screams of men. Before I caught up to them, it had gored my pa and was upon my brother. It towered over him as he lay bloody on ground, one held up to ward it off, the other held his gut inside th gaping wound across his midsection. My fathers boar spear was buried in its chest, its haft broken. My bother had managed to shot it twice and the arrow bristled in it chest.

I took that all in a the split second it took me to draw, knock and loose and watched as the arrow flew straight through it's beady right eye. But that had been too little, too late. My brother died of his wounds within minutes and there was nothing I could do, the bandages and poultice we had just weren't enough.

He had been my only living sibling, two others having died in infancy during a hard winter. That same year my mother passed away from a sickness characterized by a hacking cough, my grandmother said it was broken heart that made her weak.

Once when I was away on a hunt, I returned to find my home razed to the ground, my entire family slaughtered. There were other bodies as well; those of the Burned Men, the ones my family killed before the end. Only my cousins, the two who had been on the hunt with me, were left. Now all I have to remember them by are the clothes on my back, made by old Gran as gifts. I wear them still, most are in good repair but my black cloak is worn and raggedy and patched many times with cloth of different colors though they remain true to greens, browns that make the shades of the forests.

We were wild with rage and immediately set about tracking the men, but they were days gone and soon the trail was lost. So we split up, each going own own way, vowing to find the killers and bring them to justice. It was a hard mission, one that is still ongoing but back then when it was fresh, I ranged the forests and mountains searching for those bastards. I have many stories about that time in my life and my Sorrow here can vouch for the truth of them all.

I rescued the wolf pup years ago and nursed it back to health, then took care off it until it was old enough to fend for itself. But the wolf never left my side and now we are inseparable; although I do kennel Sorrow when at the castle.

Wolves seemed to make townsfolk nervous.

Speaking of the castle, I took the notice of Lord Aedryck II due to my skill with the bow and Sorrow's loyalty while I served him as a hired guide through the mountains passes. He offered me a place in his service as huntsman and tracker and promised me a warm bed and three meals a day as a part of the package.

I readily agreed for I had been living off the land for years at that point and no closer to finding the ones who murdered my family. I had been sleeping in the open and surviving on what I could forage and hunt so the offer was very enticing, especially when I knew winter was coming... one day.

Its been a few years now and our beloved Lord's death was a bitter tonic next to my newfound prosperous, if humble situation. I respected my Lord greatly and loved his family well. I respect his son as well and I admire his ability with a blade. I am determined to make sure that Lord Aesc’s realm is safe a secure, knowing first hand what lawlessness can bring and I wish to honor the memory off his father and his house with that legacy.

This message was last edited by the GM at 23:26, Sun 08 May 2011.

Andredi Mizzrym
 GM, 32 posts
 faerunian Drow
 Super Killa
Wed 11 May 2011
at 22:47
Scarlet, Human rogue/fighter level 3
PC Name : Scarlet                       Gender : Female     HD : 2d6+1d10+6
Player Name : Hotshot                   Height : 5'4
Race : Human                            Weight : 120        HP : 26/26
Class : Rogue/Fighter                   Age : 19            Current/Normal
Level : 2/1                             Hair : Red
Align : NE                              Eyes : Green         XP : 3000
Deity:                                  Speed : 30ft         Needed for
Size : Medium                                                Next Level : 6000
SHEET UPDATED :

--------------------------------------------------------------------------------
ABILITIES
                                  Final
     Base  Racial  Magic  Misc  Ability / Modifier
            Bonus   Item          Score

STR : 12     --     --     --      12 / +1
DEX : 16     --     --     --      16 / +3
CON : 14     --     --     --      14 / +2
INT : 12     --     --     --      12 / +1
WIS : 10     --     --     --      10 / +0
CHA : 14     --     --     --      14 / +2

+1 Ability Increase every 4th level is added to Base number.

--------------------------------------------------------------------------------
COMBAT STATISTICS

ARMOR CLASS                               BASE ATTACK BONUS
AC Total : 18                               MELEE         RANGED
AC when Flat-Footed 15                      Total: 3      Total: 5
AC vs Touch Attack  13                      Base: 2       Base: 2
Base: 10                                    STR:  1       DEX: 3
Armor: 04                                   Misc:         Misc:
Shield: 01
Dexterity: 03                                   INITIATIVE
Size:                                           Total: 3
Magic:                                          DEX: 3
Misc.:                                          Misc.:

--------------------------------------------------------------------------------
SAVING THROWS

           Total    Base  Ability    Misc   Magic
Fortitude  : +4  =   2  +    2    +   0   +   0
Reflex     : +6  =   3  +    3    +   0   +   0
Will       : +0  =   0  +    0    +   0   +   0

--------------------------------------------------------------------------------
RACIAL TRAITS
Base land speed 30 ft
Bonus feat at first level
extra skills

--------------------------------------------------------------------------------
LANGUAGES SPOKEN

Common, Feline
--------------------------------------------------------------------------------
FEATS                                      Indicate for level, class, race, etc.

Dodge
Mobility
Weapon Finesse
Agile athlete
ou rely on your agility to perform athletic feats, rather than brute strength
Prerequisites: Climb 1 rank, Jump 1 rank.
Benefit: When making a Climb or Jump check, you use your Dexterity modifier for the check.
Normal: Without this feat, you use your Strength modifier for Climb and Jump checks.

--------------------------------------------------------------------------------
CLASS ABILITIES                                  Indicate current abilities only
Proficient in all armor and shields
Proficient with all simple and martial weapons and hand crossbow
Evasion
Sneak Attack
Trap finding

--------------------------------------------------------------------------------
PRESTIGE CLASS ABILITIES





--------------------------------------------------------------------------------
SKILLS

                                                        Related
      Mod = Rnk Abl Msc  |  Skills:                     Ability  Untrained?
      +1  =  0  +1  +0   |  Appraise                    (INT)       Yes
      +9  =  4  +3  +2!  |  Balance                     (DEX)       Yes
      +6  =  4  +2  +0   |  Bluff                       (CHA)       Yes
      +9  =  6  +3  +0!  |  Climb                       (STR)       Yes
      +2  =  0  +2  +0   |  Concentration               (CON)       Yes
      +1  =  0  +1  +0   |  *Craft:                     (INT)       Yes
      +0  =  0  +0  +0   |  Decipher Script             (INT)       No
      +2  =  0  +2  +0   |  Diplomacy                   (CHA)       Yes
      +7  =  6  +1  +0   |  Disable Device              (INT)       No
      +2  =  0  +2  +0   |  Disguise                    (CHA)       Yes
      +3  =  0  +3  +0!  |  Escape Artist               (DEX)       Yes
      +1  =  0  +1  +0   |  Forgery                     (INT)       Yes
      +6  =  4  +2  +0   |  Gather Information          (CHA)       Yes
      +0  =  0  +0  +0   |  Handle Animal               (CHA)       No
      +0  =  0  +0  +0   |  Heal                        (WIS)       Yes
      +8  =  5  +3  +0!  |  Hide                        (DEX)       Yes
      +6  =  4  +2  +0   |  Intimidate                  (CHA)       Yes
      +11 =  6  +3  +2!  |  Jump                        (STR)       Yes
      +0  =  0  +0  +0   |  *Knowledge:                 (INT)       No
      +0  =  0  +0  +0   |  *Knowledge:                 (INT)       No
      +0  =  0  +0  +0   |  Listen                      (WIS)       Yes
      +8  =  5  +3  +0!  |  Move Silently               (DEX)       Yes
      +9  =  6  +3  +0   |  Open Lock                   (DEX)       No
      +0  =  0  +0  +0   |  *Perform:                   (CHA)       Yes
      +0  =  0  +0  +0   |  *Profession:                (WIS)       No
      +3  =  0  +3  +0   |  Ride                        (DEX)       Yes
      +7  =  6  +1  +0   |  Search                      (INT)       Yes
      +0  =  0  +0  +0   |  Sense Motive                (WIS)       Yes
      +0  =  0  +0  +0!  |  Sleight of Hand             (DEX)       No
      +0  =  0  +0  +0   |  Spellcraft                  (INT)       No
      +0  =  0  +0  +0   |  Speak Language              (none)      No
      +0  =  0  +0  +0   |  Spot                        (WIS)       Yes
      +0  =  0  +0  +0   |  Survival                    (WIS)       Yes
      +1  =  0  +1  +0!  |  Swim                        (STR)       Yes
      +11 =  3  +6  +2!  |  Tumble                      (DEX)       No
      +0  =  0  +0  +0   |  Use Magic Device            (CHA)       No
      +0  =  0  +0  +0   |  Use Rope                    (DEX)       Yes

! = Armor Check Penalty applies (double for Swim)
* = Requires specialization

--------------------------------------------------------------------------------
WEAPONS                 ATT is your final attack modifier when using the weapon.
                        Monks should also list bare-handed attacks here.

NAME : Masterwork Rapier
ATT  : 6(Base 2 Dex 3 MW 1)
DMG  : 1d6+1
CRIT : 18-20x2
RNG  : Melee
WGHT : 2lbs
TYPE : Piercing
SIZE : Medium
COST : 320

NAME : Dagger
ATT  : 5(Base 2 Dex 3)
DMG  : 1d4+1
CRIT : 19-20x2
RNG  : Melee
WGHT : 1Lb
TYPE : P
SIZE : Medium
COST : 2gp

NAME : Composite shortbow
ATT  : 5(Base 2 Dex 3)
DMG  : 1d6
CRIT : 20x3
RNG  : 70ft
WGHT : 2lbs
TYPE : p
SIZE : M
COST : 75gp


GRAPPLE BONUS: BAB   + STR   + SIZE    = 3

--------------------------------------------------------------------------------
PROTECTION

ARMOR                                   SHIELD
NAME : Mithral Chain shirt              NAME : Masterwork Buckler
TYPE : Light                            TYPE : Light
AC BONUS : 4                            AC BONUS : 1
MAX DEX  : 6                            CHECK PENALTY : 0
CHECK PENALTY : 00                      SPELL FAILURE :
SPELL FAILURE :                         WGHT : 5lbs
SPEED: 30ft                             PROPERTIES: Masterwork
WGHT : 10                               COST: 165
PROPERTIES: Mithral
COST: 1100

--------------------------------------------------------------------------------
EQUIPMENT
                   Don't forget to add weapon, armor, magic items, and treasure
                   weights to total weight carried.

Item                     #   Cost   Weight   Location   Notes
Masterwork Thieves Tools 1   100gp           Belt pouch
Backpack                 1     2gp     2
Good Lock                1    80gp           Door to house
Candles                  10    1sp           5 in house
Torches                  5     5cp     5     2 in Backpack rest in house
Belt Pouch               1     1gp






Total weight carried: 22lbs
Light Load: 43         Medium Load: 44-86         Heavy Load: 87-130
Lift over head: 130    Lift off ground: 260       Push or Drag: 750

--------------------------------------------------------------------------------
MAGIC ITEMS      List items weights, costs, location, number of charges (if any)

Healing Belt 3 charges/day

--------------------------------------------------------------------------------
TREASURE                                                      List where carried

PP:
GP: 104 (4 in belt pouch) 100 under loose floorboard in house
SP: 6 Belt pouch
CP: 25 Belt pouch

MISC.:

GEMS:

--------------------------------------------------------------------------------
HISTORY / BACKGROUND
Scarlet (if that is her real name for even she does not know), was born in a brothel
in the depths of the slums. Her m,other was a whore who plied her trade in one of
the seedier establishments. She was a servant in the brothel until her 13th year.
One night after closing she was cleaning up when the drunken owner of the brothel
forced himself on her. As he was on top of her forcing her down and tugging at her
clothing she managed to draw a dagger and stab him in his throat. With blood covering
her, she fled into the night.

She managed to escape pursuit and lived on the streets first taking up petty thievery,
cutting purses and general larceny. She suffered for the first couple years as a young
girl alone. She was robbed beaten and raped multiple times until she was strong enough
to defend herself. Her experiences have left her Cynical and cold hearted. She has no
idea of fair play and will kill without hesitation. As far as she sees it there was no
fairness for her.

3 years ago she met Dirk. He was a passably good thief. He was the one who gave her the
name Scarlet because of her bright red hair. He taught her how to fight, how to find
the gaps in armour as well as where and how to strike for maximum damage. They lived
together for those three years becoming lovers. He was killed by a crossbow bolt during
a robbery gone sour. As he bled out in her arms begging her not to leave him she heard the
footsteps of the guards approaching. She slit his throat and left him in a pool of his own
blood. There was no way she was going to be captured by the guards but she wouldn't leave him
to them either. Unfortunately, no matter how much she tells herself she saved him torture or
worse, she still feels guilty. That was 2 weeks ago....


Goals:
To stay alive and be strong enough to protect herself.
---
Zoul
 GM, 213 posts
Thu 12 May 2011
at 13:54
Re: Scarlet, Human rogue/fighter level 3
The Rain seemed dampen Killian’s mood over the last two days.
Andredi Mizzrym
 GM, 33 posts
 faerunian Drow
 Super Killa
Mon 16 May 2011
at 03:29
Re: Scarlet, Human rogue/fighter level 3
Name: Ser Gabriel Rowanshield
Nickname(s)/Alias(es): The True
Gender: Male
Physical Description: Ser Gabriel is Tall and Muscular. He has dark shoulder length hair and Brown eyes. He has a thin scar on the left side of his face running down beside his eye from his eyebrow to jawline. The rest of his body shows even more scarring than would be seen on the body of a knight and most of the wounds do not seem to have come from combat.

Age: 25
Role: Fighter
Background:

Ser Gabriel's house and lands come to him from his Father Ser Martyn Rowanshield a hedge knight who won lands for defending his Lord in a battle. His shield was broken in two and he picked up a branch of a rowan tree and stood over his lord defending him until help came. For his bravery he was granted lands and title. His son, Ser Gabriel, started his knightly training at the age of 7 as most boys did. He was fostered by knight of modest means Ser Denver at the age of ten. At 13 he became a squire for Ser Denver's son Aydan. When he was 16, he was falsely accused of raping a village girl while travelling alone to meet up with Ser Denver and his son. He had gotten into a scuffle with a stable boy who he caught mistreating his mount at an inn. The stable boy claimed Gabriel had raped his sister and got the girl to cooperate through threats. Gabriel was tortured and refused to confess to the crime. The local lord threatened to geld him and offered him reprieve if he would take the black. Gabriel refused.

When the sentence was to be carried out, Gabriel asked the lord if he could speak. When the lord consented Gabriel looked the girl in her eyes and said, "You know I did not rape you. I will let them take my manhood before I will speak false words condemning me to a life of servitude on the wall. I would take the black gladly if I was guilty of crime, but I will not have my name sullied bu admitting to rape." He nodded at the the lord to indicate that he was ready for his sentence to be carried out. At the lat minute, the girl admitted that her brother put her up to it and had threatened to kill her. Gabriel was given men to hunt the man down and bring him back for the lord's justice. The man's tongue was cut out and he was turned out of the lord's lands.

At 17 he won his spurs fighting bandits alongside his father. His father didn't survive due to wounds received in battle that festered. In that battle a powerful blow to the face from an split his helm and cut his face. Luckily, the helm took most of the blow and he was left with just a scar. He was knighted by Ser Denver afterwards as his father Martyn would have wanted and given the nickname "The True" because of his reputation for honesty. With his father dead he then returned home to take up stewardship of the land he owned.


Goal: Justice

Motivation: Duty

Virtue: Courageous

Vice: Wrathfull

ABILITIES
04 - Agility
03 - Animal Handling
04 - Athletics
03 - Awareness
03 - Cunning
01 - Deception
04 - Endurance
06 - Fighting
02 - Healing
02 - Knowledge
03 - Language
03 - Marksmanship
03 - Persuasion
03 - Status
02 - Stealth
02 - Survival
01 - Thievery
03 - Warfare
03 - Will

Destiny Points: 1
Benefits:
-Sponsor
-Annointed
-Armour Mastery

Flaws:
-

Drawbacks:
-Honour Bound

Coin: (leave blank)
Equipment:
- (leave blank)
- (leave blank)
- (leave blank)

Intrigue Defense: 9
Composure: 9
Combat Defense: 11
Health: 12
Armor Rating: (leave blank)
Weapon Damage: (leave blank)
Zoul
 GM, 214 posts
Mon 16 May 2011
at 13:13
Re: Scarlet, Human rogue/fighter level 3
Nice!
Zoul
 GM, 233 posts
Sun 30 Dec 2012
at 06:41
Dead Reign
Character Name:
Callsign/Nickname:
Rank:
Race: (Human)
OCC: Survivor
MOS: Police Officer (59%)
Level: 1
Experience: 0

Callsign/Nickname:
Sex: M
Age: 23
Height:
Weight:
Physical Build/Description:
Disposition:
Alingment: Scroupulous
Prejudices & Paranoia:
Background/History:

Attributes
IQ: 10       Bonus:
ME: 15       Bonus:
MA: 11       Bonus:
PS: 11       Bonus:
PP: 11       Bonus:
PE: 12       Bonus:
PB: 6        Bonus:
Speed: 12
 Running (SPD*20):
               Swimming (PS*5):
HP:
SDC:
PPE: (3D6 in case you don’t know)

Special Aptitude:

Perception:

Natural Abilities

Common Skills
Skill Name - 00% +  (+0% per level of experience)
Skill Name - 00% +  (+0% per level of experience)

OCC Skills
Automobile - 00% + 12 (+0% per level of experience)
Body Buidling
Combat Driving
Hand to Hand Expert
Law +25%
Miliatry Etiquette +10%
Radio:Basic +15%
Running
Streetwise +20%
Wp Blunt
WP Handguns
Skill Name - 00% +  (+0% per level of experience)

MOS Skills
Skill Name - 00% +  (+0% per level of experience)

Elective Skills 7 skills
Detect Ambush +10%
First Aid +15%
Recognize Weapon Quality +10%
Roadwise+5%
Boxing
Climb
Kickboxing
Skill Name - 00% +  (+0% per level of experience)

Secondary Skills
Skill Name - 00% +  (+0% per level of experience)

Weapon Proficiencies


H2H Combat:
Attacks:
Initiative:
Strike:
Parry:
Dodge:
Roll with Impact:+1
Pull punch:+2
Crit: Natural 20

 Hand to Hand Techniques Known:
    Punch (1D4 damage),
    Kick attack (1D6 damage)

Base Saving Throws
Disease: 14 (+0)
Lethal Poison: 14 (+0)
Non-Lethal Poison: 16 (+0)
Harmful Drugs: 15 (+0)
Insanity: 12 (+0)
Psionics: 15 (+0)

Mecha Elite Combat Training:
Type:
Attacks:
Initiative:
Strike HtH:
Ranged Strike:
Parry:
Dodge, ground:
Dodge, flying:
Roll:
Disarm:
Punch:
Stomp Attack:
Kick:
Jump Kick:
Body Block/Ram:
Crit: Nat 20


Personal Possessions (these are things you don't take out on missions)
Zoul
 GM, 234 posts
Sun 27 Jan 2013
at 01:52
Re: Dead Reign
Pm:
[Private to Creator:
Name  : Myky                     Gender: Male       HD:D10+1
Player: Darkchylde               Height: 5'10"
Race  : Human                    Weight: 180 lbs    VP: 36/36
Class : Armsman/Battledancer     Age   : 18         WP: 12/12
Level : 5/1                      Hair  : Black      SUBDUAL DMG: 00
Align : N/A                      Eyes  : Brown
Deity :                          Hand  : Right      XP:15000
Size  : Med                      Speed : 30 ft      NEXT LVL:?
Current DM:
Current Region: The mines.
________________________________________________________________________
ABILITY
        Base  Racial  Ability  Wishs    Magic    Final
        Roll   Bonus   Bonus   Bonus    Item    Ability
STR  :  16      --      +1      --        --      17/+3
DEX  :  16      --      --      --        --      16/+3
CON  :  12      --      --      --        --      12/+1
INT  :  12      --      --      --        --      12/+1
WIS  :  12      --      --      --        --      12/+1
CHA  :  10      --      --      --        --      10/+0
________________________________________________________________________
COMBAT STATISTIC                        BASE ATTACK BONUS
AC Total:            20                 MELEE             RANGED
AC when Flat-Footed  12                 Total:  +9        Total:  +7
AC vs Touch Attack   18                 Base:   +6        Base:   +6
Base:                10                 STR:    +3        DEX:    +3
Class:               +5 ()              Misc:   --        Misc:   -2
Armor:               +2 ()
Shield:              -- ()
Dexterity:           +3
Size:                -- ()
Deflection:          -- ()              INITIATIVE        REPUTATION
Magical Armor bonus: -- ()              Total:  +3        Total: 01
Natural Armor:       -- ()              DEX:    +3        Base:  01
Dodge bonus:         -- ()              Misc:   --        Misc:  --
________________________________________________________________________
SAVING THROWS
      Total   Base  Ability  Misc  Magic
Fort  : +2  =  1  +    1    +  0  +  0
Refl  : +9  =  6  +    3    +  0  +  0
Will  : +2  =  1  +    1    +  0  +  0
________________________________________________________________________
RACIAL BONUS
________________________________________________________________________
FLAWS
 - FRAIL
   You are thin and weak of frame.
   Effect: Subtract 1 from the number of hit points you gain at each level.  This flaw can reduce the number of hit points       you gain to 0 (but not below).
   Special: You must have a Constitution of 4 or higher to take this flaw.

 - SHAKY
   You are relatively poor at ranged combat.
   Effect: You take a -2 penalty on all ranged attack rolls.

________________________________________________________________________
FEATS
Flaw: Improved Unarmed Strike
Flaw: Deflect Arrows
1)Mounted Combat(Human bonus), Weapon Focus: Exotic Heavy Blades
3)Ride By Attack
6)Rain Forms
9)
12)
15)
18)
21)
24)
________________________________________________________________________
CLASS ABILITIES: ARMSMAN
1) Armor Proficiency (Light, Medium, Heavy), Shield Proficiency, Weapon Group (Basic Weapons, Exotic Heavy Blades, Heavy Blades, Bows), Trample
2) Moon Forms
4) Weapon Specialisation: Exotic Heavy Blades

________________________________________________________________________
CLASS ABILITIES: BATTLEDANCER
1)Armor Proficiency (Light), Shield Proficiency, Weapon Group (Basic Weapons,Spears and Lances, Axes) Skirmish (+1D6), Battle Flurry.
________________________________________________________________________
PRESTIGE CLASS ABILITIES
________________________________________________________________________
ABILITY BONUS
4) +1 Str
8)
12)
16)
20)
24)
________________________________________________________________________
LANGUAGES: Common, Old Tongue


________________________________________________________________________
SKILLS

Skill Point Total =

Class
Skill                                                    Related
      Mod = Rnk Abl Msc  |  Skills:                      Ability  Untrained?
      +   =  0  +?  +0   |  Appraise                    (INT)      Yes
      +6  =  3  +3  +0!  |  Balance                     (DEX)      Yes
      +   =  0  +?  +0   |  Bluff                       (CHA)      Yes
      +8  =  5  +3  +0!  |  Climb                       (STR)      Yes
      +   =  0  +?  +0   |  Concentration               (CON)      Yes
      +   =  0  +0  +0   |  *Craft:                     (INT)      Yes
      +   =  0  +?  +0   |  Decipher Script             (INT)      No
      +   =  0  +?  +0   |  Diplomacy                   (CHA)      Yes
      +   =  0  +?  +0   |  Disable Device              (INT)      No
      +   =  0  +?  +0   |  Disguise                    (CHA)      Yes
      +   =  0  +?  +0!  |  Escape Artist               (DEX)      Yes
      +   =  0  +?  +0   |  Forgery                     (INT)      Yes
      +   =  0  +?  +0   |  Gather Information          (CHA)      Yes
      +   =  0  +?  +0   |  Handle Animal               (CHA)      No
      +   =  0  +?  +0   |  Heal                        (WIS)      Yes
      +   =  0  +?  +0!  |  Hide                        (DEX)      Yes
      +5  =  5  +?  +0   |  Intimidate                  (CHA)      Yes
      +6  =  3  +3  +0!  |  Jump                        (STR)      Yes
      +   =  0  +?  +0   |  *Knowledge:                 (INT)      No
      +   =  0  +?  +0   |  Listen                      (WIS)      Yes
      +   =  0  +?  +0!  |  Move Silently               (DEX)      Yes
      +   =  0  +?  +0   |  Open Lock                   (DEX)      No
      +   =  0  +?  +0   |  *Perform:                   (CHA)      Yes
      +   =  0  +?  +0   |  *Profession:                (WIS)      No
      +10 =  7  +3  +0   |  Ride                        (DEX)      Yes
      +   =  0  +?  +0   |  Search                      (INT)      Yes
      +5  =  4  +1  +0   |  Sense Motive                (WIS)      Yes
      +   =  0  +?  +0!  |  Sleight of Hand             (DEX)      No
      +   =  0  +?  +0   |  Spellcraft                  (INT)      No
      +   =  0  +?  +0   |  Spot                        (WIS)      Yes
      +   =  0  +?  +0   |  Survial                     (WIS)      Yes
      +   =  0  +?  +0!  |  Swim                        (STR)      Yes
      +6  =  3  +3  +0!  |  Tumble                      (DEX)      No
      +   =  0  +?  +0   |  Use Magic Device            (CHA)      No
      +   =  0  +?  +0   |  Use Rope                    (DEX)      Yes

! = Armor Check Penalty applies
* = Requires specialization
________________________________________________________________________
WEAPON
NAME : +2 Masterpiece Bastard Sword (MW) NAME : Dagger             NAME :
ATT  : +12                               ATT  : +9/+7              ATT  :
DMG  : 1D10+7                            DMG  : 1D4                DMG  :
CRIT : 19-20/*2                          CRIT : 19-20/*2           CRIT :
RNG  : --                                RNG  : --/10 ft           RNG  :
WGHT : 6 lb                              WGHT : 1 lb.              WGHT :
SIZE : Med                               SIZE : Med                SIZE :
TYPE : Slashing                          TYPE : Piercing/slashing  TYPE :
COST : Priceless                         COST : 2 mk               COST :
________________________________________________________________________
ARMOUR                                  SHIELD
NAME          : Leather                 NAME :
TYPE          : Light                   TYPE :
AC BONUS      : +2                      AC BONUS :
MAX DEX       : 6                       CHECK PENALTY :
CHECK PENALTY : 0                       SPELL FAILURE :
SPELL FAILULE : 10%                     WGHT :
SPEED         : 30 ft                   PROPERTIES:
WGHT          : 15 lb                   COST:
PROPERTIES    : None
COST          : 10 mk

________________________________________________________________________
MONEY
Wealth: 7
________________________________________________________________________
EQUIPMENT
Military Saddle         20 mk 30 lb
Horse, light            75 mk
Bedroll                 1  mk 5 lb.
Backpack (empty)        2  mk 2 lb.
Waterskin               1  mk 4 lb.
Rations trail (per day) 2  mk 1 lb.(4 days)

________________________________________________________________________
Rahien Sorie: Dawn Runner
Horse, Light
Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+8
Attack: Hoof -2 melee (1d4+1*)
Full Attack: 2 hooves -2 melee (1d4+1*)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated or herd (6-30)
Challenge Rating: 1
The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two. A light horse cannot fight while carrying a rider.

Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds. A light horse can drag 2,250 pounds.
________________________________________________________________________
HISTORY
Myky was the third son born to a minor noble house in Tarabon. He was always a frail and sickly child, so his mother cuddle him until he was well into to teens. That is not to say he was raised a sissy. Far from it; the Captain of his fathers caravan guards taught him to defend himself at early age using only his fists at the behest off his mother. She wanted him to know how to defend himself since he was so frail. Not only against bullies and the like, but also against his older brothers who would pick on him because they were jealous that his mother seemed to love him more.

The Captain taught young Myky a great many things; he taught him http://www.speedtest.net/results.php how to ride, how to use a sword and bows and how to fight effectively from horse back. When Myky displayed great aptitude with the sword, the Captain decided to teach him how to wield a Bastard Sword like a master. Master's of the Bastard Sword are able to wield the blade in one hand while other men needed both hands to wield it effectively. One day Myky told him that he needed nothing but a sword to win a battle. He said this because he was frustrated with his lack of ability with a bow. The Captain ask him what he would do if his enemy wielded a bow and was hundred paces away. He stated that the enemy he could feather Myky with arrows before he even got close. Myky sulkily agreed that he needed to know how to use the bow after all, but he stated, bitterly, that the enemy would win anyway because he would feather Myky long before he could hit him. The Captain conceded that point and so the he searched for a solution to the problem. It was months later that he saw a man snatch arrows out of the air with his bare hands at a traveling show. He spoke the man after the show and arranged for him to teach Myky the basics. After that Myky never worried about ranged combat again; even though he couldn't snatch arrows from the air, he could still knock out of the air.

Once a great merchant family whose holdings included farms, tanneries and various other luxury item manufacturers, the family has fallen on hard times that threaten to destroy its commerce. With the family fortune in jeopardy and him being the third son, Myky realized that he would have to make his own fortune, forge his own destiny. So he took the money he had and used it to purchase a horse and equipment. He then set out to do just that. He left Tanchico behind and went to Almora. Not wanting to be so Pm:
[Private to Creator:
Name  : Myky                     Gender: Male       HD:D10+1
Player: Darkchylde               Height: 5'10"
Race  : Human                    Weight: 180 lbs    VP: 36/36
Class : Armsman/Battledancer     Age   : 18         WP: 12/12
Level : 5/1                      Hair  : Black      SUBDUAL DMG: 00
Align : N/A                      Eyes  : Brown
Deity :                          Hand  : Right      XP:15000
Size  : Med                      Speed : 30 ft      NEXT LVL:?
Current DM:
Current Region: The mines.
________________________________________________________________________
ABILITY
        Base  Racial  Ability  Wishs    Magic    Final
        Roll   Bonus   Bonus   Bonus    Item    Ability
STR  :  16      --      +1      --        --      17/+3
DEX  :  16      --      --      --        --      16/+3
CON  :  12      --      --      --        --      12/+1
INT  :  12      --      --      --        --      12/+1
WIS  :  12      --      --      --        --      12/+1
CHA  :  10      --      --      --        --      10/+0
________________________________________________________________________
COMBAT STATISTIC                        BASE ATTACK BONUS
AC Total:            20                 MELEE             RANGED
AC when Flat-Footed  12                 Total:  +9        Total:  +7
AC vs Touch Attack   18                 Base:   +6        Base:   +6
Base:                10                 STR:    +3        DEX:    +3
Class:               +5 ()              Misc:   --        Misc:   -2
Armor:               +2 ()
Shield:              -- ()
Dexterity:           +3
Size:                -- ()
Deflection:          -- ()              INITIATIVE        REPUTATION
Magical Armor bonus: -- ()              Total:  +3        Total: 01
Natural Armor:       -- ()              DEX:    +3        Base:  01
Dodge bonus:         -- ()              Misc:   --        Misc:  --
________________________________________________________________________
SAVING THROWS
      Total   Base  Ability  Misc  Magic
Fort  : +2  =  1  +    1    +  0  +  0
Refl  : +9  =  6  +    3    +  0  +  0
Will  : +2  =  1  +    1    +  0  +  0
________________________________________________________________________
RACIAL BONUS
________________________________________________________________________
FLAWS
 - FRAIL
   You are thin and weak of frame.
   Effect: Subtract 1 from the number of hit points you gain at each level.  This flaw can reduce the number of hit points       you gain to 0 (but not below).
   Special: You must have a Constitution of 4 or higher to take this flaw.

 - SHAKY
   You are relatively poor at ranged combat.
   Effect: You take a -2 penalty on all ranged attack rolls.

________________________________________________________________________
FEATS
Flaw: Improved Unarmed Strike
Flaw: Deflect Arrows
1)Mounted Combat(Human bonus), Weapon Focus: Exotic Heavy Blades
3)Ride By Attack
6)Rain Forms
9)
12)
15)
18)
21)
24)
________________________________________________________________________
CLASS ABILITIES: ARMSMAN
1) Armor Proficiency (Light, Medium, Heavy), Shield Proficiency, Weapon Group (Basic Weapons, Exotic Heavy Blades, Heavy Blades, Bows), Trample
2) Moon Forms
4) Weapon Specialisation: Exotic Heavy Blades

________________________________________________________________________
CLASS ABILITIES: BATTLEDANCER
1)Armor Proficiency (Light), Shield Proficiency, Weapon Group (Basic Weapons,Spears and Lances, Axes) Skirmish (+1D6), Battle Flurry.
________________________________________________________________________
PRESTIGE CLASS ABILITIES
________________________________________________________________________
ABILITY BONUS
4) +1 Str
8)
12)
16)
20)
24)
________________________________________________________________________
LANGUAGES: Common, Old Tongue


________________________________________________________________________
SKILLS

Skill Point Total =

Class
Skill                                                    Related
      Mod = Rnk Abl Msc  |  Skills:                      Ability  Untrained?
      +   =  0  +?  +0   |  Appraise                    (INT)      Yes
      +6  =  3  +3  +0!  |  Balance                     (DEX)      Yes
      +   =  0  +?  +0   |  Bluff                       (CHA)      Yes
      +8  =  5  +3  +0!  |  Climb                       (STR)      Yes
      +   =  0  +?  +0   |  Concentration               (CON)      Yes
      +   =  0  +0  +0   |  *Craft:                     (INT)      Yes
      +   =  0  +?  +0   |  Decipher Script             (INT)      No
      +   =  0  +?  +0   |  Diplomacy                   (CHA)      Yes
      +   =  0  +?  +0   |  Disable Device              (INT)      No
      +   =  0  +?  +0   |  Disguise                    (CHA)      Yes
      +   =  0  +?  +0!  |  Escape Artist               (DEX)      Yes
      +   =  0  +?  +0   |  Forgery                     (INT)      Yes
      +   =  0  +?  +0   |  Gather Information          (CHA)      Yes
      +   =  0  +?  +0   |  Handle Animal               (CHA)      No
      +   =  0  +?  +0   |  Heal                        (WIS)      Yes
      +   =  0  +?  +0!  |  Hide                        (DEX)      Yes
      +5  =  5  +?  +0   |  Intimidate                  (CHA)      Yes
      +6  =  3  +3  +0!  |  Jump                        (STR)      Yes
      +   =  0  +?  +0   |  *Knowledge:                 (INT)      No
      +   =  0  +?  +0   |  Listen                      (WIS)      Yes
      +   =  0  +?  +0!  |  Move Silently               (DEX)      Yes
      +   =  0  +?  +0   |  Open Lock                   (DEX)      No
      +   =  0  +?  +0   |  *Perform:                   (CHA)      Yes
      +   =  0  +?  +0   |  *Profession:                (WIS)      No
      +10 =  7  +3  +0   |  Ride                        (DEX)      Yes
      +   =  0  +?  +0   |  Search                      (INT)      Yes
      +5  =  4  +1  +0   |  Sense Motive                (WIS)      Yes
      +   =  0  +?  +0!  |  Sleight of Hand             (DEX)      No
      +   =  0  +?  +0   |  Spellcraft                  (INT)      No
      +   =  0  +?  +0   |  Spot                        (WIS)      Yes
      +   =  0  +?  +0   |  Survial                     (WIS)      Yes
      +   =  0  +?  +0!  |  Swim                        (STR)      Yes
      +6  =  3  +3  +0!  |  Tumble                      (DEX)      No
      +   =  0  +?  +0   |  Use Magic Device            (CHA)      No
      +   =  0  +?  +0   |  Use Rope                    (DEX)      Yes

! = Armor Check Penalty applies
* = Requires specialization
________________________________________________________________________
WEAPON
NAME : +2 Masterpiece Bastard Sword (MW) NAME : Dagger             NAME :
ATT  : +12                               ATT  : +9/+7              ATT  :
DMG  : 1D10+7                            DMG  : 1D4                DMG  :
CRIT : 19-20/*2                          CRIT : 19-20/*2           CRIT :
RNG  : --                                RNG  : --/10 ft           RNG  :
WGHT : 6 lb                              WGHT : 1 lb.              WGHT :
SIZE : Med                               SIZE : Med                SIZE :
TYPE : Slashing                          TYPE : Piercing/slashing  TYPE :
COST : Priceless                         COST : 2 mk               COST :
________________________________________________________________________
ARMOUR                                  SHIELD
NAME          : Leather                 NAME :
TYPE          : Light                   TYPE :
AC BONUS      : +2                      AC BONUS :
MAX DEX       : 6                       CHECK PENALTY :
CHECK PENALTY : 0                       SPELL FAILURE :
SPELL FAILULE : 10%                     WGHT :
SPEED         : 30 ft                   PROPERTIES:
WGHT          : 15 lb                   COST:
PROPERTIES    : None
COST          : 10 mk

________________________________________________________________________
MONEY
Wealth: 7
________________________________________________________________________
EQUIPMENT
Military Saddle         20 mk 30 lb
Horse, light            75 mk
Bedroll                 1  mk 5 lb.
Backpack (empty)        2  mk 2 lb.
Waterskin               1  mk 4 lb.
Rations trail (per day) 2  mk 1 lb.(4 days)

________________________________________________________________________
Rahien Sorie: Dawn Runner
Horse, Light
Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+8
Attack: Hoof -2 melee (1d4+1*)
Full Attack: 2 hooves -2 melee (1d4+1*)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated or herd (6-30)
Challenge Rating: 1
The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two. A light horse cannot fight while carrying a rider.

Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds. A light horse can drag 2,250 pounds.
________________________________________________________________________
HISTORY
Myky was the third son born to a minor noble house in Tarabon. He was always a frail and sickly child, so his mother cuddle him until he was well into to teens. That is not to say he was raised a sissy. Far from it; the Captain of his fathers caravan guards taught him to defend himself at early age using only his fists at the behest off his mother. She wanted him to know how to defend himself since he was so frail. Not only against bullies and the like, but also against his older brothers who would pick on him because they were jealous that his mother seemed to love him more.

The Captain taught young Myky a great many things; he taught him http://www.speedtest.net/results.php how to ride, how to use a sword and bows and how to fight effectively from horse back. When Myky displayed great aptitude with the sword, the Captain decided to teach him how to wield a Bastard Sword like a master. Master's of the Bastard Sword are able to wield the blade in one hand while other men needed both hands to wield it effectively. One day Myky told him that he needed nothing but a sword to win a battle. He said this because he was frustrated with his lack of ability with a bow. The Captain ask him what he would do if his enemy wielded a bow and was hundred paces away. He stated that the enemy he could feather Myky with arrows before he even got close. Myky sulkily agreed that he needed to know how to use the bow after all, but he stated, bitterly, that the enemy would win anyway because he would feather Myky long before he could hit him. The Captain conceded that point and so the he searched for a solution to the problem. It was months later that he saw a man snatch arrows out of the air with his bare hands at a traveling show. He spoke the man after the show and arranged for him to teach Myky the basics. After that Myky never worried about ranged combat again; even though he couldn't snatch arrows from the air, he could still knock out of the air.

Once a great merchant family whose holdings included farms, tanneries and various other luxury item manufacturers, the family has fallen on hard times that threaten to destroy its commerce. With the family fortune in jeopardy and him being the third son, Myky realized that he would have to make his own fortune, forge his own destiny. So he took the money he had and used it to purchase a horse and equipment. He then set out to do just that. He left Tanchico behind and went to Almora. Not wanting to be so close to Tanchico and his families influence he left there soon after.

A few days later he found himself in Abdenglade. It is the first small town he has been to and it is so... different from Tanchico, the city he grew up in. He is currently staying at the Ten Stags Inn and is determined to find employment as his gold is running out.
________________________________________________________________________
Description:
Myky is 5'10" and weighs 180 lbs. His face is covered with a transparent veil. Unlike most men his age, Myky has no facial hair. He isn’t clean shaven; it’s just that he hasn’t started to sprout any. He also wears a black cylindrical cap at all times and baggy white pants. Under his embroidered coat he wears a boiled leather vest, which gives him a slightly comical look as his upper body seems to be disproportionately bigger than it should be. close to Tanchico and his families influence he left there soon after.

A few days later he found himself in Abdenglade. It is the first small town he has been to and it is so... different from Tanchico, the city he grew up in. He is currently staying at the Ten Stags Inn and is determined to find employment as his gold is running out.
________________________________________________________________________
Description:
Myky is 5'10" and weighs 180 lbs. His face is covered with a transparent veil. Unlike most men his age, Myky has no facial hair. He isn’t clean shaven; it’s just that he hasn’t started to sprout any. He also wears a black cylindrical cap at all times and baggy white pants. Under his embroidered coat he wears a boiled leather vest, which gives him a slightly comical look as his upper body seems to be disproportionately bigger than it should be.
Zoul
 GM, 240 posts
Mon 1 Sep 2014
at 20:55
Az
Name            :Azazel                    Gender:            HD         :D8
Player (RPoL ID):                          Height:6ft
Race            :Tiefling                  Weight:200lbs      MAX HP     :08/00
Class           :Warlock                   Age   :21
Level           :1                         Hair  :            SUBDUAL DMG:00
Align           :CN                        Eyes  :
Deity           :                          Hand  :            XP         :
Size            :Med                       Speed :30ft        NEXT LVL   :

_______________________________________________________________________________
ABILITY
        Base  Racial  Ability  Magic    Final
              Bonus    Bonus   Item    Ability
STR  :  --      --      --      --      00/+0
DEX  :  --      --      --      --      00/+0
CON  :  --      --      --      --      00/+0
INT  :  --      +1      --      --      00/+0
WIS  :  --      --      --      --      00/+0
CHA  :  --      +2      --      --      00/+0
_______________________________________________________________________________
COMBAT STATISTIC                           BASE ATTACK BONUS
AC Total           : --                MELEE            RANGED
AC when Flat-Footed: --                Total:  --        Total:  --
AC vs Touch Attack : --                Base :  +2        Base :  +2
Base               : 10                STR  :  --        DEX  :  --
Armor              : -- ()             Misc :  --        Misc :  --
Shield             : -- ()
Dexterity          : --
Size               : -- ()
Deflection         : -- ()              INITIATIVE      ACTION POINTS
Magical Armor bonus: -- ()              Total:  --      Total: --
                                        DEX  :  --      Base : --
                                        Misc :  --      Misc : --
_______________________________________________________________________________
SAVING THROWS
      Total  Base  Ability  Misc  Magic
Fort  : +0  =  0  +    0    +  0  +  0
Refl  : +0  =  0  +    0    +  0  +  0
Will  : +0  =  0  +    0    +  0  +  0
_______________________________________________________________________________
RACIAL BONUSES/TRAITS
 - Darkvision: Thanks to your infernal heritage, youhave superior vision in dark and
dim conditions. You can see in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You can’t discern color in darkness,
only shades o f gray.
 - Hellish Resistance: You have resistance to fire damage.
 - Infernal Legacy: You know the thaumaturgy cantrip. Once you reach 3rd level,
you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you
reach 5th level, you can also cast the darkness spell once per day. Charisma is
your spellcasting ability for these spells.

_______________________________________________________________________________
FEATS


_______________________________________________________________________________
CLASS ABILITIES
1) Otherworldly Patron, Pact Magic
2)
_______________________________________________________________________________
PRESTIGE CLASS ABILITIES

_______________________________________________________________________________
LANGUAGES
Azazel can speak, read, and write Common
and Infernal.
_______________________________________________________________________________
SKILLS Fill in all skills that can be used untrained, even if you do not have ranks in them.

Skill Point Total =

Class
Skill
CC   Final                                            Related
  C   Mod = Trn Abl  Msc  |  Skills:                    Ability  Untrained?
  X   +0  =  2  +?   +0   |  Arcana                     (INT)      Yes
  X   +0  =  2  +?   +0   |  Deception			(INT)      No
  X   +0  =  2  +?   +0   |  History                    (INT)      No
  X   +0  =  2  +?   +0   |  Persuasion                 (CHA)      Yes


! = Armor Check Penalty applies
* = Requires specialization
_______________________________________________________________________________
WEAPON
NAME :                    NAME :                    NAME :
ATT  :                    ATT  :                    ATT  :
DMG  :                    DMG  :                    DMG  :
CRIT :                    CRIT :                    CRIT :
RNG  :                    RNG  :                    RNG  :
WGHT :                    WGHT :                    WGHT :
SIZE :                    SIZE :                    SIZE :
TYPE :                    TYPE :                    TYPE :
COST :                    COST :                    COST :
_______________________________________________________________________________
ARMOR                                  SHIELD
NAME          :                        NAME          :
TYPE          :                        TYPE          :
AC BONUS      :                        AC BONUS      :
MAX DEX       :                        CHECK PENALTY :
CHECK PENALTY :                        SPELL FAILURE :
SPELL FAILULE :                        WGHT          :
SPEED         :                        PROPERTIES    :
WGHT          :                        COST          :
PROPERTIES    :
COST          :
_______________________________________________________________________________
SPELLS
               Base      Ability
Lvl    DC    Spell/Day    Bonus      Spell Per Day   Known
0    8+2+cha    ?      +    ?    =      At Will        2
1    8+2+cha    ?      +    ?    =        2            2
2      ?        ?      +    ?    =        ?            ?
3      ?        ?      +    ?    =        ?            ?
4      ?        ?      +    ?    =        ?            ?
5      ?        ?      +    ?    =        ?            ?


Forbidden School: If applicable


ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻSpell Lvl 0ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 - Eldritch Blast
 - Chill Touch

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻSpell Lvl 1ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 - Hex
 - Witch Bolt

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻSpell Lvl 2ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

_____________________           ______________________
                     Spell Lvl 3

_____________________           _______________________
                     Spell Lvl 4

_____________________           ________________________
                     Spell Lvl 5

___________________________________________________________
MONEY
PP  :
GP  :70+25
SP  :
CP  :
GEMS:
_______________________________________________________________________________
EQUIPMENT
Leather armor, any simple w eapon, and two daggers
A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp (included above)


Carried:                                   Weight: (lbs)      Cost
                                                               PP   GP   SP   CP   XP


                                          -------------

                                          -------------

Stored:                                    Weight: (lbs)      Cost
                                                               PP   GP   SP   CP   XP
N/A
________________________________________________________________________________
Carring Capacity:

Light load         Medium load      Heavy load
    0                  0                0
Lift over head   Lift off ground   Drag or push
     0                0               0


_______________________________________________________________________________
MAGIC ITEMS


_______________________________________________________________________________
LEVEL PROGRESSION
1)WARLOCK
2)
3)
4)
5)
6)
7)
8)
9)
10)
11)
12)
13)
14)
15)
16)
17)
18)
19)
20)
21)
22)
23)
24)
25)
26)
_________________________________________________________________________________
ANIMAL COMPANION/FAMILIAR

Name:

AC:

Hit Points:

Abilities Granted:

Attack(s):

Damage:

Other information:


_______________________________________________________________________________
APPEARANCE

_______________________________________________________________________________
BACKGROUND / HISTORY
Noble: Position of Priviledge
 - If you do me an injury, I will crush you, ruin your name, and salt your fields.
 - Independent: I must prove that I can handle myself without the coddling of my family. (Chaotic)
 - The common folk must see me as a hero of the people.
 - By my words and actions, I often bring shame to my family.
There is little of note about Azazel’s youth, before the pact. He was the eldest son of a noble house whose holding included many different types of industry and also had a lucrative trade in silks. They were power hungry and ruthless in all things and so they prospered at the expense of others. This was not lost on Az who was raised to take over the reins when his father passed on.

The young Tiefling started having vivid nightmares about the same time he hit puberty. Many a night he would lie in a cold sweat, twisting in his sheets as he slept, muttering denials in strangled whispers, often screaming himself awake, only to succumb to the same fate the next time he slept. And so he suffered as there was nothing he could do to prevent them and although he spent many sleepless nights staring at his ceiling, he would eventually succumb to exhaustion and the nightmares would be waiting. The next day he could not recall much detail save for twisted hellish landscapes, cruel deranged laughter and a dread so profound he often wept on awakening. Something was coming for him, something cruel and evil and old beyond memory.

Years passed, and still he suffered the same fate. He had become better at handling the trauma, he still had that sense of dread and still cringed at the fleeting memories and what he dreamt but as time passed and no threat materialized, he chalked it up to his infernal heritage, for surely he was cursed. He led a relatively normal adolescence until his eighteenth birthday. At midnight as the hour struck and the bells in the city began their toll, the Dread came on in force hitting him like a physical blow and he dropped to his knees and screamed in terror. A vision came upon him then like a waking dream and he saw clearly what his mind had shielded him from.

He stood in a blasted landscape, a land of contradictory extremes, as regions cold as Cania, volcanoes like Phlegethos, a lake of ice, a flaming forest, sheer cliffs, firewinds, and a citadel even larger than mountains he had seen and he knew where he stood for he had heard many tales about this plane and it’s like. He stood in Nessus, the ninth and deepest layer of hell! Stark terror, panic and the incomprehensible need dig a hole in which to hide coursed through his body as a voice spoke in the Infernal Tongue.

He was summarily informed that he had been chosen for greatness for he was a descendant of Asmodeus and it was time for him to embrace his birthright. What happened next was horrific and painful and so traumatic that it left Az unconscious for nearly week. When he awoke he knew things, he had occult knowledge and a vague sense of purpose that was bestowed upon him by Asmodeus for he had a destiny and he was expected to follow it to glory of his race and the lords of hell.

His father was ecstatic and his family was proud of the son who had received such an honor. They immediately started making plans as to what would be needed to assist Az in his endeavor, never mind that not he knew exactly what would be expected on him in the future.

Azazel was never what one would call a good person, nor was he a coward but he knew that no matter what he could not be a tool for such evil, even if it meant his destruction and the utter ruination of his family. So he resolved to find a way to free himself of this curse. And so he packed up what meager possessions he had and left the city of his birth in search of answers and ultimately salvation.



_______________________________________________________________________________
MOTIVATION & GOALS

This message was last edited by the GM at 18:06, Tue 02 Sept 2014.

Zoul
 GM, 241 posts
Sun 25 Jan 2015
at 19:32
Re: Az
Name

1st-Level Wood Elf Cleric

Medium Female Humanoid

Armor Class 15 (Leather Armor + Shield)

Hit Points 9 (1d8)

Speed 35 ft.

Sense Darkvision 60 ft.

Str 08 (-1) Dex 16 (+3) Con 13 (+1)

Int 12 (+1) Wis 16 (+3) Cha 10 (+0)

Alignment Chaotic Good

Languages Common, Elven, Dwarven, Draconic



TRAITS

Background: Sage

  Feature: Researcher

  Specialty: Scribe

Proficiency (+2)

  Tools: None

  Saving Throws: Wisdom, Charisma



SKILLS

Perception (+5), Insight (+5), Religion (+3), Arcana (+3), History (+3)



ACTIONS

Melee Attack -- Short Sword: +5 to hit (reach 5 ft.; 1 creature)

Hit: 1d6+3 piercing damage



Ranged Cantrip -- Sacred Flame: Dexterity Saving Throw DC 13 (range 60 ft.; 1 creature)

Failed Save: 1d8 radiant damage



SPELLS

Cantrips Known: Guidance, Sacred Flame, Thaumaturgy

Spells Prepared: Command, Detect Magic, Guiding Bolt, Healing Word

Domain Spells: Bless, Cure Wounds

Spell Slots: 1st Level 2/2



EQUIPMENT

Short Sword, Leather Armor, Shield, Holy Symbol, Dagger, Priest's Pack, Bottle of Black Ink, Letter from Thamior, Set of Common Clothes, Belt Pouch containing 10 GP



PERSONAL CHARACTERISTICS

Traits: I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others; There's nothing I like more than a good mystery.

Ideal: What is beautiful points us beyond itself toward what is true. (Good)

Bond: I've been searching my whole life for the answer to a certain question.

Flaw: I am easily distracted by the promise of information.



BACKSTORY

Vadania Galanodel has spent most of her life as a priestess of Corellon Latharien, the greatest of the elven gods. While many of Corellon's clergy went beyond elven lands in his service, Vadania was content to spend her days as a scribe in Myth Drannor, researching in the great libraries dedicated to the faith. One day, however, she came across several writings that dated back to the Time of Troubles, when the gods walked upon the Forgotten Realms. These writings raised several questions about the nature of the Gods, and so she talked about what she had found with Thamior Amakiir, a senior member of the faith. Thamior set out from Myth Drannor soon after. For decades, Vadania recieved the occasional letter from him. His final letter talked about a discovery he had made in relation to the texts that Vadania had discovered, and he promised to write again soon. Afterwards, no more letters came. Vadania waited a year before deciding that another letter would likely not be coming. The only way to discover what had happened to Thamior, and what those texts she had unearther actually meant, was to travel across the world herself. So Vadania took up sword, sheild, and a symbol of Corellon, before venturing forth.
Zoul
 GM, 242 posts
Tue 27 Jan 2015
at 17:06
Re: Az
Tyntagel Storm-Blessed
1st-Level High Elf Bard
Medium male Humanoid
Armor Class
15 (studded leather armor)
Hit Points 10 (1d8)
Speed 30 ft.
Sense Darkvision 60ft
Str 12 (+1)  Dex 16 (+3)  Con 14 (+2)
Int 16 (+3)  Wis 10 (+0)  Cha 17 (+3)

Alignment Chaotic Good
Languages Common, Draconic, Elvish,

Trait
Background Sage [Wizard's Apprentice]

   Specialty: Researcher
   Personality Traits: There’s nothing I like more than a good mystery.
   Ideal: Self-Improvement. The goal of a life of study is the betterment of oneself.
   Bond: I've been searching my whole life for the answer to a certain question.
   Flaw: I am easily distracted by the promise of information.
   Cantrip (At-Will): Ray of Frost

Proficiency (+2)
  Weapons: Simple weapons, hand crossbows, rapiers, longsword, shortsword, shortbow, and longbow.
  Armor: Light armor
  Tools: Musical Instruments (lute, flute, horn)
  Saving Throws: Dexterity +5, Charisma +5
  Skills: Arcana +5, History +5, Investigation +5, Acrobatics +5, Performance +5

Class
Spellcasting (Save DC 13, +5 to hit with spell attacks)
  Cantrip (at-will) -  Message, vicious mockery
  1st Level (2/day) - Comprehend Language, Detect Magic, Cure Wounds, Thunderwave
Bardic Inspiration (D6)


Actions
Melee Attacks— Rapier: +5 to hit (reach 5 ft.; one creature).
Hit: 1d8+3 piercing damage
Ranged Attack—Hand Crossbow: +5 to hit (range 30/120 ft; one creature).
Hit:  1d6+3 piercing damage
Spell Attack—Vicious Mockery DC 13 Wisdom saving throw (range 60 ft; one creature).
Hit:  1d4 psychic damage and disadvantage on the next attack roll it makes before the end of its next turn.
Spell Attack - Ray of Frost +5 to hit (range 60 ft; one creature).
Hit: 1D8 cold damage,and its speed is reduced by 10 feet until the start of your next turn.


Equipment: Studded leather armor, rapier, hand crossbow, component pouch, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, musical instrument (Buzuq), bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp


History
Tyntagel (Tin-Tahg-El), apprentice to Galindrael the Stormfather was a precocious young Elf who always seemed more interetsted in song and rhyme than his studies. Og sure he was voracious reader, who seemed to devour scrolls like a Dwarf in a feast hall but he was more interested in history, Folklore than anything else. He was a middling spellcaster who seemed to grasp the concepts and theories well eenough but placed little time is developing his skills. What spells he did learn seemed to come to him naturally. Indeed Galindrael ever despaired of making a decent practioner out of him.

For decades thing continued this was until at last Galindrael departed to pursue some academic interest or the other, leaving Tyntagel to his own devices. He was not sure when he would return but as time was of little consequence to the long lived, Tyn did not dwell on such mundane details. Years passed with the occassional message being exchanged between the two.

Then a few weeks ago, Tyn recieved a sending from his master, his voice was swtranged and tinged with something Tyn had never heard from him before... fear. He was under duress and did not know who threatened him, he had only questions, qutestions for whose answers he searched so diligently. But someone did not like teh questions that were being asked and for this they sought to silence Galindrael forever. The sending ended without Tyntagel ever knowing if his master's fate, though he feared the worse.

Tyntagel left the next day, he had no idea where he was going, no idea what the road would bring but he would have answers. Answers to his masters questions and his own...

This message was last edited by the GM at 19:00, Tue 27 Jan 2015.

Zoul
 GM, 243 posts
Mon 16 Feb 2015
at 00:57
Re: Az
Keruel Vrammyrr
3rd-Level Drow Elf Warlock
Medium male Humanoid
Armor Class: 13 (cloth)/ 16 (Mage Armor)
Hit Points: 24 (3d8+6)
Speed 30 ft.
Sense Darkvision 120ft

Str 12 (+1)  Dex 16 (+3)  Con 14 (+2)
Int 13 (+1)  Wis 10 (+0)  Cha 18 (+4)

Alignment Neutral Evil
Languages Common, Infernal, Elvish,

Trait
Background: Criminal (Spy) [Enforcer]
Specialty: Criminal Contact
Personality Traits: I always have a plan for when things go wrong.
Ideal: People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
Bond: I’m guilty of a terrible crime. I hope I can redeem myself for it.
Flaw: When faced with a choice between money and my friends, I usually choose the money.
Racial Traits:
Drow Magic:
Cantrip (At-Will): Dancing lights
Spell (1/Day): Faerie fire
Drow Weapon Training. You have proficiency with Rapiers, Shortswords, and Hand crossbows.
Fey Ancestry
Sunlight Sensitivity
Trance

Proficiency (+2)
Weapons: Simple weapons, hand crossbows, rapiers.
Armor: Light armor
Tools: One type of gaming set (Dice), thieves’ tool
Saving Throws: Wisdom +2, Charisma +6
Skills: Arcana +4, Investigation +4, Deception+6, Stealth +5 Perception +2.

Class
Otherworldly Patron (the Fiend,), Pact Magic
Spellcasting (Save DC 14, +6 to hit with spell attacks)
Cantrip (at-will) -  Eldritch blast and Chill touch.
2nd Level (2/day) - Hellish Rebuke, Hex, Invisibility and Spider Climb.
Dark One’s Blessing: Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your Warlock level (7 Temp HP).
Eldritch Invocations: Agonizing Blast, Armor of Shadows
Pact Boon (Pact of the Chain: Imp Familiar)

Actions
Melee Attack — Rapier: +5 to hit (reach 5 ft.; one creature).
Hit: 1d8+3 piercing damage
Ranged Attack — Hand Crossbow: +5 to hit (range 30/120 ft; one creature).
Hit:  1d6+3 piercing damage
Spell Attack— chill touch +6 to hit (range 120 ft; one creature).
Hit:  1d8 necrotic damage and it can’t regain hit points until the start o f your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
Spell Attack - Eldritch Blast +6 to hit (range 120 ft; one creature).
Hit: 1D10 force damage or 1D10+4 force damage (Agonizing Blast).

Equipment: rapier, hand crossbow, arcane focus (wand), component pouch, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp.


History
“No one owns a secret. Indeed, among my people, we say that secrets own their keepers.”

Keruel was once a student of Sorcere, the infamous Wizards College of the Underdark located in the beautiful and benighted Menzoberranzan, and a house guard for his Matron mother. It was quickly apparent that he had little aptitude for Wizardry and so he became a source of embarrassment for his family. His early life in the Underdark was hard, as he suffered scorn and humiliation at every turn.

But that all changed about a century ago, when cruel was contacted by an unnamed lord of the Yugoloths. He promised Keruel unimaginable power if he were to make a pact. There was one condition and if Keruel accepted, he would never be sneered at or ridiculed again. Keruel agreed and in the following weeks, his family was systematically wiped out.  It was neatly done, Keruel never knew to whom he spewed his family’s plans and secrets and no one knows that he was the mole who sold them out.

Of course he escaped with his life and as far as he knows, he is the only Vrammyrr left on this plane. He got his reward and soon commanded magic more easily than any Wizard, but with no allies and no idea of what to do next. None survive alone in the wilds of the Underdark for long, and but the members of Bregan D'aerthe found him. He had heard the tales of these drow mercenaries, of course- the much-derided and dishonorable castaways of other destroyed houses. He had expected them to show contempt for the weakness of his house and his own helplessness. Instead, they offered to induct you into their company-giving you a chance to restore the honor, the allies, and the home that had been taken from you. For decades, you have served as part of Bregan D'aerthe. As a part of the force sent to the surface to manipulate events in Luskan, you have watched that city's steady decline from den of piracy to cesspool of evil.

He felt the tremors in the earth and saw the plume of black smoke to the south that marked Neverwinter's fall. During this time, Bregan D'aerthe continued to add to its coffers with missions for hire, but the opportunities for wealth grew slimmer as the danger in the North spread.

Then came the important mission. A team of highly skilled Drow was dispatched to appropriate a Tome of incredible power.  They were successful of course but during the operation it occurred to Keruel that if this Tome were to fall into the wrong hands, more than just a family would be a stake, the entire world could be destroyed. So for once he did the right thing and co-opted one his brethren to double cross the rest of the team and Bregan D'aerthe. They took the book and hid it somewhere safe and secure before venturing out into the surface world to escape from their one time brotherhood.

Keruel has learned that it doesn't pay to be without allies- even in the relative safety of the surface world. Few surface-dwellers have any compunctions about the death of a lone drow, particularly in the lawless North. Like Jarlaxle and the legendary Drizzt, he needs to travel with others if he is to be successful in his goals.

This message was last edited by the GM at 17:22, Mon 16 Feb 2015.