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Post by Arcaneye on Aug 14, 2004 2:22:14 GMT -5
Post you characters here. Feel free to have as much detail as you wish and add more as it comes to you.
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Post by LostWolf on Aug 14, 2004 5:31:11 GMT -5
Balderk "Lost Wolf" Noruninheid
Race: Dwarf Gender; Male Alignment: Chaotic Good Hair: Reddish Brown Eyes: Brown Skin: Tan Age: 55 Height: 4'11" Weight: 165 Languages: Common, Dwarven, Undercommon
Class: Barbarian/Forsaker Level: 10/5
STR 20 (+5) DEX 17 (+3) CON 20 (+5) INT 13 (+1) WIS 14 (+2) CHA 12 (+1)
HP: 199 AC: 23
Initiative: +3
Base Attack Bonus: +15/+5 Melee +19/+9 Ranged +18/+8
Saves Forititude: +17 Reflex: +9 Will: +11
Damage Reduction 5/+2 Spell Resistance: 15
Masterwork Greatsword Large Slashing Melee Attack: +20/+10 Damage: 2d6 Critical: 19-20/x2 15 lbs Acts as a +2 weapon when dealing with Damage reduction (annuls _/+2 dmage redcution, nothing else)
Masterwork Heavy Mace Medium Bludgeoning Melee Attack: +20/+10 Damage: 1d8 Critical: x2 12 lbs Acts as a +2 weapon when dealing with Damage reduction (annuls _/+2 dmage redcution, nothing else)
Heavy Crossbow Large Piercing Ranged Damage: 1d10 Critical: x2 9 lbs Acts as a +2 weapon when dealing with Damage reduction (annuls _/+2 dmage redcution, nothing else)
80 Crossbow Bolts
Masterwork Spiked Breastplate Medium Armor Armor Bonus: +5 Max Dex Bonus: +3 Armor Check Penalty: -3 Speed 15 Weight: 20lbs Deal 1d6 damage with a successful grapple attack.
Skills:
Climb 20 Intimidate 12 Jump 20 Listen 12 Tumble 18 Wilderness Lore 12
Feats: Great Fotitude Iron Will Lightning Reflexes Extra Rage Extended Rage Blind Fight
Class Abilities
Rage 3/Day
Fast movement
Uncanny Dodge (DEX to AC, No flanking, +1 vs traps)
Fast Healing - 2 per round max of 30 per day
Spell Resistance
Forsake Magic - Must refuse the use of magic. Must make wil save on every spell possible done against him. If uses spell or magic item, loses Forskaer abilities for 1 week.
Magic Destruction - Must destroy 500 gold worth of magic items per week
Natural Weapons - Regular items gain the ability to annul the amount of dmaage reduction up to their own
Tough Defense - Gains Natural Armor bonus equal to Constitution
Gold - 2000 Silver -40 Copper- 10
Gear BackPack: Bedroll Caltrops Rations x3 Silk Rope Signet Ring Torch x2 Chain Bullseye Lantern Oil x5
History: A aprt of the Noruninheid clan. He was one of the two survivors who lived through the cave in caused b the Drow that lived in deeper. He then went into the Drow's Lair and attacked. He was brought to near death by the wizards and sorcerers with ease. because of this, he has a fond hatred toward magic as well as mages.
After just coming from a siezure of a dragon's hoard (as well as its hide), he had taken a boat to go home, but the boat was destroyed in a storm. He woke up in this country msteriously and has been travelling for about a week nonstop looking for a port, He has been compelled to stop here because of the rain...
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Post by Rinna Vissojori on Aug 14, 2004 7:35:24 GMT -5
Rinna Vissojori
Gender: Female Race: Human Creature Type: Humanoid Alignment: True Neutral (Uncaring) Classes: Ex-Monk/Fighter/Sorcerer/Wyrm Spawn Class Levels: 7/1/1/1 Character Level: 10 Experience: 47200 Next Level: 55000
Strength: 14 (+2) Dexterity: 18 (+4)/20 (+5) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 18 (+4)/20 (+5) Charisma: 12 (+1)
Age: 43 (Middle Age) Height: 5’6 (165cm) Weight: 130,5lb (65,25kg) Size: Medium Speed: 50ft Eye Color: Gray Hair Color: Formerly black, now beginning to turn gray Complexion: Tanned
Appearance Notes: Rinna appears to be human woman in her middle ages, but despite her years, she still appears to be rather strong and agile. The only hints of her age are a few winkles, and her hair, which begin to turn gray by now. While Rinna has draconic ancestors, it was a long time ago, and so, her draconic blood doesn’t manifest in her appearance. As Rinna fought a lot of battles in her life, her body is covered by many scars. Rinna is usually dressed in tight black leather vest, which leaves her arms and abdomen bare, and tight knee-long black leather pants. However, when she prefers to attract less attention, she dresses in simple peasant’s garb.
Patron Deity: Chronepsis, draconic god of fate, death and judgment Homeworld: DregCara Languages: Common, Draconic, Terran
Hit Points: 77 Armor Class: 23 (+3 Armor, +5 Dexterity, +5 Wisdom) Initiative: +5 (+5 Dexterity)
Based Attack Bonus: +6/+1 Melee Attack Bonus: +8/+3 Ranged Attack Bonus: +11/+6
Fortitude Save: +13 Reflex Save: +12 Will Save: +16
Special Saving Throws Modifiers: +2 bonus to saving throws against spells and effects from the Enchantment school.
Class Abilities: Monk Weapon Proficiencies: club, light crossbow, heavy crossbow, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, shuriken, siangham, and sling. Unarmed Damage: 1d8 Stunning Attack (Supernatural Ability): 7/day, Fortitude Save DC=18 Evasion (Extraordinary Ability) Fast Movement: 50ft Still Mind Slow Fall: 30ft Purity of Body Wholeness of Body (Supernatural Ability): 14 hit points/day Leap of the Clouds All Simple Weapon Proficiencies All Martial Weapon Proficiencies Profeciency with Light, Medium and Heavy Armor Profeciency with Shield Draconic Blood (Supernatural Ability): A wyrm spawn may wield any magic item as though she were a member of any race or class. In addition, a wyrm spawn may be from any class without risk of loss of class abilities or the inability to go up a level in the original class. Because the wyrm spawn is not really a class at all, but a manifestation of one’s latent powers at birth, this prestige class offers no training or increase in fighting ability. A PC that gains a level and chooses to increase her wyrm spawn level rather then her core class level (or levels) is not actually training, but rather coming to terms with her draconic past and tapping into untempered inner strength. This and all others abilities of the wyrm spawn are considered supernatural. Draconic Blood Note: Rinna has blood of White Dragons in her veins.
Feats: 1st level character: Toughness 1st level monk: Improved Unarmed Strike 2nd level monk: Deflect Arrows 3rd level character: Iron Will 6th level character: Great Fortitude 6th level monk: Improved Trip 1st level fighter: Blind-Fight 9th level character: Endurance
Skills: Balance+8 (3 ranks, +5 Dexterity) Concentration+5 (3 ranks, +2 Constitution) Hide+18 (13 ranks, +5 Dexterity) Intuit Direction+8 (3 ranks, +5 Wisdom) Jump+5 (3 ranks, +2 Strength) Knowledge (Arcana)+15 (13 ranks, +2 Intelligence) Knowledge (Dragons)+5 (3 ranks, +2 Intelligence) Knowledge (Religion)+5 (3 ranks, +2 Intelligence) Knowledge (The Planes)+6 (4 ranks, +2 Intelligence) Listen+8 (3 ranks, +5 Wisdom) Move Silently+18 (13 ranks, +5 Dexterity) Search+3 (1 ranks, +2 Intelligence) Spellcraft+5 (3 ranks, +2 Intelligence) Spot+6 (1 ranks, +5 Wisdom) Tumble+8 (3 ranks, +5 Dexterity)
Effective Caster Level (Sorcerer): 1st Spellcasting Ability Modifier (Charisma): +1 Spells per day: 5/3 Spells save DC: 11+Spell Level Spells known: 0th level: Detect Poison, Disrupt Undead, Detect Magic, Read Magic. 1st level: Detect Undead, Chill Touch.
Equipment: Rinna’s Outfit (Tight black leather vest, which leaves Rinna’s arms and abdomen bare; tight knee-long black leather pants; sandals) +3 Ring of Mighty Fists (Functions exactly like +3 Amulet of Mighty Fists, but uses ring slot; looks like a simple steel ring) +2 Gloves of Dexterity (look like fingerless black leather gloves) +2 Headband of Wisdom (Functions exactly like +2 Periapt of Wisdom, but uses headband/helm slot; looks like a simple black headband) “Rohast the Trapfinder” +3 Amulet of Armor (Functions exactly like +3 Bracers of Armor, but uses amulet/necklace slot; see statistics bellow) Ring of Warmth (looks like a simple copper ring) Wand of Detect Magic (1st caster level, 50 charges left) Wand of Light (1st cater level, 50 charges left) Wand of Magic Missile (1st caster level, 50 charges left) Bag of Holding I Bedroll Winter Blanket Trail Rations x40 Waterskins x4 300ft long Hemp Rope Grappling Hook attached to 100ft long Hemp Rope Rinna’s Outfits (spare) x3 Peasant’s Outfit x3 Scrollcase Sheets of Parchment x10 Vials of Ink x2 Inkpen x2 Spellcomponent Pouch Pouch with two white pearls (Each of the pearls is worth 100gp) Moneypouch with 1pp, 105gp, 36sp, and 100cp
“Rohast the Trapfinder” +3 Amulet of Armor (Functions exactly like +3 Bracers of Armor, but uses amulet/necklace slot) Alignment: True Neutral (Uncaring) Alignment Notes: Unlike most True Neutral Intelligent Items, who allows only True Neutral wearer or wielder to use them without penalties, Rohast allows character or creature of any alignment to wear and use him without any penalties or negative levels. Ego: 6 Semiempathy Form of Semiempathy: Quiet sound, slightly resembling heartbeat, can be heard, while wearer of Rohast is using Rohast’s Find Traps primary ability. Intelligence: 12 (+1) Wisdom: 13 (+1) Charisma: 10 (+0) Primary Ability: Wearer of Rohast is able to cast Find Traps as spell like ability at will. Appearance: Rohast appears as simple steel amulet on steel chain with rather large moss agate as gemstone. Moss agate itself appears to be worth about fifteen gold pieces, while amulet as whole appears to be worth about twenty gold pieces. Market Price (With all magical qualities taken into account): 19000gp Rohast’s History: Rohast’s history is unknown to Rinna. She was gifted with Rohast on he fifteenth birthday by sensei of her monastery, and told, that Rohast was her inheritance. Rinna knows nothing more about Rohast.
Rinna’s History: Rinna grown up and was trained in the monastery, founded by her long gone ancestor – White Wyrm Immerdersix. Rinna was studying martial arts, give to humans by dragon since her early youth, but when she grown up, she decided to leave the monastery, and to practice martial arts on her own instead. Soon after, Rinna broke all her ties with this monastery, even though she continues to study martial arts by herself, and by now, she nearly began to master difficult teaching, left to humans by her ancestor. Along with martial arts, Rinna begins to understand others gifts, left to her by her ancestor – the gifts which come from within her draconic blood. Rinna was never particulary religious, as her monastery wasn’t dedicated to any particular deity, by it was so only before the fateful day, when Rinna was nearly killed by three her old friends from monastery, who were ordered to find and kill her as display of their mastery. Rinna managed to defeat them, though rather by chance then because of her skills, and survived the battle, where she should have died. Since then, Rinna began to revere Chronepsis, draconic god of fate, death and judgment. She believes, that her old friends’ fate was to die from her hands there, and that her own fate was to outlive her old friends. And she is thankful, that their fates weren’t reversed. Rinna’s strong belief into Chronepsis and fate makes her nearly fearless at the face of danger.
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