Active Player Characters
Bogdan Male Half-Orc Fighter5 (played by Alethan)
Emm Hildebran Female Human Druid5 (played by tkrexx)
Lauranna Female High Elf Magic-User4/Thief5 (played by Nuke66)
Maonaoh Lasley Male Human Ranger5 (played by onlyme)
Ulrich Rachstaad Male Dwarf Cleric5 (played by SocraticLawyer)
Former Player Characters Being NPCed (for now)
Caelvanna Female Wild Elf Fighter3 (formerly played by dmw71)
Griffo Ostgood Male Halfling Fighter3 (formerly played by Nyctos)
Thalion the Grey Male Wood Elf Fighter3/Thief3 (formerly played by Thalion)
Former Player Characters No Longer Active / Alive
Hartnid Rachstaad Male Dwarf Cleric1 (formerly played by Xaxyx)
Place your character sheet here. Please be sure to include all of your character generation roll links at the bottom of your page. I have formatted a character sheet below but you can use your own as long as you have all the important stuff listed! Character generation rolls & guidelines will be in the Rules/Requests thread.
(*Please delete any unused portions of sheet, such as spells if not a caster, spell book if not needed, etc.)
Name:
Gender/Race:
Class:
Level:
XP:
Alignment:
Languages:
Age:
Height:
Weight:
Hair:
Eyes:
Distinguishing appearance/features/scars: (if applicable/desired)
STR: (TH: , DAM: , Enc: + lbs, Minor: , Major: %)
DEX: (+ surprise adj, + to missile attacks, - to AC)
CON: (HP: , sys shock: %, res/raise: %)
INT: (Languages: )
WIS: (Saving Throw Bonus: )
CHA: (henchmen max.)
HP: / (current total/max)
AC: / (armor type/ac +shield+Dex bonus / without shield (if applicable)
Rear AC: (no Dex/shield bonus)
THAC0:
Movement Rate: / (while currently encumbered / next slower or over )
Total Encumbrance: (weight carried / max move for that weight / surprise modifier)
Saving Throws:
Aimed Magic (rod, staff, wand):
Breath Weapons:
Death/Paralyzation/Poison:
Petrification/Polymorph:
Spells (other):
* (note any racial/magic bonuses)
Weapon Proficiencies:
(- penalty for use of non-proficient weapons)
*Star the weapon you are Specialized in, if applicable
Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
Memorized spells: if applicable
1st level:
Spell book: if applicable
1st Level:
Special Abilities: Both class and race (if applicable)
-
Equipment: (Item / Cost / Weight)
Adventurer's clothes * / -
Cloak or jacket
Boots or shoes
* (indicates no encumbrance when worn)
(Total Cost/Weight:)
Magic Items: (Item / Cost / Weight)
Encumbrance
Armor:
Weapons:
Equipment:
Magic:
Coin:
Total Encumbrance:
Coin/Treasure: (starting gold: gp)
PP:
GP:
EP:
SP:
CP:
Gems:
Jewelry:
Background: (as basic or detailed as you like)
Description/Demeanor: (general or detailed appearance / character's overall demeanor, mannerisms, etc.)
Default Actions: (more detail on this in the ACTION-TOP/SOP thread)
Player Characters
Player Characters
Last edited by Argennian on Mon Apr 24, 2017 3:52 pm, edited 2 times in total.
Reason: Add player character from Group 2!
Reason: Add player character from Group 2!
Caelvanna

Last Updated: Friday, February 6, 2015
Update Reason: Expended arrows.
Name: Caelvanna
Gender/Race: Female/Wild Elf
Class: Fighter
Level: 4 (max. 5)
XP: 15,999 (Bonus: +10%) (Needed: 16,000)
Alignment: Chaotic Neutral
Languages: Common, elven, gnoll, gnomish, goblin, halfling, hobgoblin, orcish
DEX: 17 (16) (+2 surprise adj, +2 to missile attacks, -3 to AC)
CON: 10 (11) (HP: 0, sys shock: 75%, res/raise: 70%)
INT: 13 (Languages: 0)
WIS: 14 (Saving Throw Bonus: 0)
CHA: 9 (henchmen max. 4, loyalty: 0, reaction: 0)
HP: 32 / 32 (current/max)
AC: 5 / 5 (armor type/ac +shield+Dex bonus / without shield (if applicable)
Rear AC: 8 (no Dex/shield bonus)
THAC0: 18
Movement Rate: 12" (9" at 36 lbs)
Saving Throws
Aimed Magic (rod, staff, wand): 15
Breath Weapons: 16
Death/Paralyzation/Poison: 13
Petrification/Polymorph: 14
Spells (other): 16 (90% resistance to sleep and charm spells)
Weapon Proficiencies: 5 (+1 every 2 levels) (-2 penalty for use of non-proficient weapons)
Short bow*
Short sword
Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
Short bow +4 to hit, 1d6+2 damage (To Hit Bonus(es): +1 elf, +1 specialization, +2 dexterity) (Range increment: 50') (-2 to hit per increment)
Short sword +1 to hit, 1d6+1/1d8+1 damage (Damage Bonus(es): +1 strength)
===> Note: Rate of Fire (ROF): 3/1
Ranged Weapon Specialists (source: Rules & Requests)
ROF (Rate of Fire): - Characters that are specialized with a ranged weapon will start with a ROF of 5/2 (3 arrows on odd rounds) until they reach their next weapon proficiency level, at which time they will become 6/2, or rather 3/1 for game mechanic purposes.
Special Abilities: Both class and race
- Weapon Specialization: AR=3/2, +1 To Hit, +2 Damage
- Infravision: 60'
- 90% resistance to sleep and charm spells
- Any pulled bow: +1 to hit
- Long or short sword: +1 to hit
- Detect Secret Doors: 1 in 6 when passing, 2 in 6 when searching
- Detect Concealed Doors: 3 in 6
- Surprise: 4 in 6 chance to surprise when traveling in nonmetal armor and alone (or with other elves or halflings), or more than 90 feet in advance of others.
===> Note: If a door must be opened (or some similar task), the chance of surprise drops to 2 in 6).
Equipment Carried: (Weight)
== Armor ==
Leather armor (15.0)
== Weapons ==
Short sword (3.0)
Short bow (8.0)
Archery bracer, leather (1.0)
Quiver (24 arrow capacity) (2.0) (From Seahawk armory)
- Arrows, normal (24, 21, 19, 16, 24, 21, 18, 24, 21, 20, 17) (17 * 0.33 = 5.61 = 6.0) (From Seahawk armory)
Fine leather quiver with closeable cover and small compartment (2.0)
- Arrows, silver flight (20) (20 * 0.33 = 6.6 = 7.0)
- Bowstrings (2) (0.0)
- Wrapping tool with tape (1.0)
== Worn Items ==
Adventurer's clothes (*)
Dark metal whistle on leather tongs (0.0)
Boots, soft (3.0)
Signal whistle (0.0)
Cloak (2.0)
Belt (0.0)
Waterskin (1.0)
Magical cloth charm bracelet (woven blue, green & red threads)
Silver broach (0.0)
Belt pouch, small (1.0)
- Needle and thread (0.0)
- Bowstrings (2) (0.0) (From Seahawk armory)
- Day(s) of trail rations (1.0) (1 * 1 = 1.0)
- Shanny's home-brewed Healing Elixirs (1 dose, 1d8+1) (1.0)
- Billy's "Break-in-Emergency" Locator Crystals (0.0)
- Vial of anti-venom treatment (0.0)
Belt pouch, small (1.0)
- Whetstone (0.0)
- Coins (1.0) Note: Unless specifically listed, wealth and its encumbrance are tracked separately.
Coins carried: 1pp, 3gp, 2sp, 3cp
== Satchel ==
Satchel (5.0)
- Sack, small (empty) (0.5) (Given to Bog)
- Day(s) of trail rations (4.0) (1 * 4 = 4.0)
-
== Magic Items ==
Potion: Greater Healing (3 doses) <-- Used via PM
- Elven Healing Cloth (0.0) (Acquired via PM) (Returned)
== ENCUMBRANCE ==
Armor: 15.0
Weapons: 28.0
Worn Items: 6.0
Small Belt Pouch #1: 3.0
Small Belt Pouch #2: 1.0
Satchel: 9.0
Magic Items: 0.0
Coins/Precious Stones: 1.0
Total Encumbrance: 63.0 -35 (strength bonus) = 28.0
== Movement Rates ==
12": 0 - 35 <--
9": 36 - 70
6": 71 - 105
3": 106 - 150
Stowed Items (aboard Seahawk)
- Bedroll (5.0) (from satchel)
Coins/Precious Stones --> Total Weight: 4.3 ("Ten coins weigh one lb.", OSRIC pg 27)
(Starting: 130 gp + (12 gp, 22 sp, 20 cp))
PP: 16
GP: 2
EP: 0
SP: 8
CP: 3
Gems --> Total Weight: 0.5
Small gem (50gp)
Heavier clothing
- Includes: Hooded, waterproof rain parka; wool peat coat, sweater and socks.
Quiver (24 arrow capacity) (2.0)
- Arrows, silver (13) (13 * 0.33 = 4.29)
Quiver (12 arrow capacity) (1.0)
- Arrows, red fletching (1) (0.33)
- Arrows, green fletching (1) (0.33)
Karagonian short bow (15gp/8) (from armory aboard the Seahawk)
Quiver (24 arrows) (0/0) (from armory aboard the Seahawk)
- Arrows, normal (24) (*/8) (from armory aboard the Seahawk)
Quiver (24 arrows) (0/0) (from armory aboard the Seahawk)
- Arrows, normal (24, 16, 10) (*/8) (from armory aboard the Seahawk)
Expended Items:
3 arrows
2 arrows
3 arrows
2 arrows
3 arrows (via PM)
2 arrows (via PM)
3 arrows (via PM)
3 arrows (via PM)
Replenished arrow supply
3 arrows
2 arrows
3 arrows
Replenished arrow supply
3 arrows
3 arrows
3 arrows
Medical Record:
"...taking a piercing hit from her spear-wielding opponent" (-4) 8-4 = 4
"... able to land a grazing attack with its spear" (-2) 4-2 = 2
"A cup ‘o this will soothe your stomach and help you sleep." (+5) 2+5 = 7
"Everyone is considered well rested at this point and gets back 1hp if they were down after consuming some food and drink." (+1) 7+1 = 8
Caelvanna: 2nd level Fighter Hit Points [1d10] = 7 8-7 = 15
"Caelvanna is hit with a javelin" (-5) 15-5 = 10
"Caelvanna is hit in the back with a javelin" (-6) 10-6 = 4
Shanny's home-brew curative (+9) 4+9 = 13
3rd-level hit points [1d10] = 10 13+10 = 23
Night of rest (+1) 23+1 = 24
Sip of Shanny's healing brew (+1) 24+1 = 25
Rat bites (-1)(-2) 25-3 = 22
Rat bite (-2) 22-2 = 20
Ulrich's 'Cure Light Wounds' (+3) 20+3 = 23
Rat bite (-1) 23-1 = 22
Fully healed (+3) 22+3 = 25
4th level hit points: [1d10] = 7 25+7 = 32
Falling damage (-5) 32-5 = 27
Swatting damage (via PM) (-6) 27-6 = 21
Ulrich and Emm 'Cure Light Wounds' (+7) (+5) 21+7+5 = 33 32
Experience Points: See: Party Encounters: Kills, Treasure & XP
Starting experience points (+550xp)0+550 = 550
Encounter 1: Ambush on the Coastal Trail! (+2,548xp)[/url] 550+2,548 = 3,098
Encounter 2: Giant squid attack! (+279xp)[/url] 3,098+279 = 3,377
Encounter 3: Mermen ambush! (+2,219)[/url] 3,377+2,219 = 5,596
Encounter 5: Giant Boa Constrictor! (+212) = 5,808
Encounter 6: Giant Crustacean, Crab! (+49) = 5,857
Background:
Default Actions: (ACTION-TOP/SOP)
All Rolls
***
Caelvanna: 2nd level Fighter Hit Points [1d10] = 7 (rolled by DM on 11/29/12)
3rd-level hit points [1d10] = 10
Last edited by dmw71 on Fri Feb 06, 2015 5:12 pm, edited 68 times in total.
-- Games --
- DM: In Development
Re: Player Characters

Name: Bogdan (a.k.a "Bog")
Gender/Race: Male Half-Orc
Class: Fighter
Level: Swashbuckler (5)
XP: 41,087
XP w/10% Bonus: 45,653
Alignment: Chaotic Neutral
Languages: Common, Orcish, Goblin, Dwarvish
Age: 22
Height: 6'2"
Weight: 185 lbs
Hair: Black
Eyes: Green
Distinguishing appearance/features/scars: Enlarged lower canines, short hair and long side burns
STR: 18/42 (TH: +1, DAM: +3, Enc: +100 lbs, Minor: 1-3, Major: 20%)
DEX: 14 (n/a)
CON: 16 (HP: +2, sys shock: 95%, res/raise: 96%)
INT: 12 (Languages: 2 max)
WIS: 10 (Saving Throw Bonus: 0)
CHA: 12 (henchmen max. 5)
HP: 38/38 (current/max)
AC: 2/4
Rear AC: 4
THAC0: 16
Movement Rate: 90' max (per armour restriction)/ 90' movement rate up to 170 lbs
Total Encumbrance: 107.5 lbs/90' MR/no surprise modifier
Saving Throws:
Longsword*
Spear
Axe
Weapons: to hit/damage (s-m/lg)
Longsword (3/2 AR, +3 To Hit, 1D8+6/1D12+6 Dmg)
Spear (+1 To Hit, 1D6+4/1D8+4 Dmg (melee); +1 To Hit, 1D6+4/1D8+4 Dmg (missile))
Dagger (-2 To Hit, 1D4+3/1D3+3 Dmg)
(2) Axes of Hurling +2 (60" range, +2 To Hit, 1D6+5/1D4+5)
Special Abilities:
Banded Mail (from ship)
Medium Metal Shield +1
1 Karagonian Spear (from ship)
Karagonian Masterwork Long Sword
Karagonian Masterwork Dagger
(2) Axes of Hurling +2
Backpack (and contents)
All magical items
Equipment (stowed on ship)
Naval wet weather gear (wool pea coat, wool sweater, heavy wool socks)
Heavy Crossbow
Magic Items:
(2) Axes of Hurling +2
Medium Metal Shield +1
Ring of Free Action - Unaffected by Slow, Hold Person, Paralysis, or bad terrain or water
Ioun Stone, clear, spindle - sustains person without food or water
Potion of Slow Poison
Potion of Water Breathing - three (3) doses left
Potion of Healing - [1d8+1]
Emergency Crystal
Colorful Band Of Barrier Passage
Encumbrance: 124.5 (Unencumbered up to 170lbs)
PP: 8
GP: 20
EP: 4
SP: 22
CP: 25
Gems:
(1) gem @ 10gp,
(2) small green gems @ 100gp each,
(1) medium black gem @ 50gp,
Jewelry/Items:
(1) bottle perfume @ 2gp,
(1) silk scarf with silver threads woven into the border
(1) ring: silver signet ring, infantry military standard stamped on it
(1) potion bottle containing a bluish liquid
(1) large skeleton key: appears to have a faint symbol or pattern of dots on it, but it is very small
(1) small scroll tube wrapped in red silk: well-made from light, strong metal, sealed with wax with a yellow glyph burned into it
(1) small silver padlock key: appears to maybe open a small chest or drawer
(1) note to Sergeant Vingaris from his mum
(1) Masterwork Karagonian longsword (imbued with silver), no scarab
(1) Masterwork Karagonian dagger (imbued with silver), with sheath
(1) a large, ancient looking key (from dead gnome via assassin vine)
(1) Antidote for Natural Toxins
Background:
Bog prefers to be in the front of the marching order, though he has no egotistical desire to be up front because he feels he is somehow better than others; he simply likes to be one of the first to fight. He does understand the strategies of battle, however, and so would also be comfortable in a second rank, attacking over or around a front rank with his spear.
His preferred method of attacking is to launch a spear once the enemy is in range and then close in with his sword. In a second rank position, he would throw one spear and then use the second for his melee attacks.
Dice Rolls For Character Generation:
Dragon foot. Bamboo pole. Little mouse. Tiny boy.
Re: Player Characters

Name: Emm Hildebran
Gender/Race: Female Human
Class: Druid
Level: 5 Initiate of the 3rd Circle
XP: 46,104xp
Alignment: N
Languages: Common, Druidical
Age: 24
Height: 5' 4"
Weight: 100#
Hair: Red
Eyes: Black
Distinguishing appearance/features/scars: none
STR: 9 (TH: , DAM: , Enc: +0 lbs, Minor: 1-2, Major: 1%)
DEX: 8 (+0 surprise adj, +0 to missile attacks, -0 to AC)
CON: 14 (HP: 0, sys shock: 88%, res/raise: 92%)
INT: 10 (Languages: 2)
WIS: 18 (Saving Throw Bonus: +4)
CHA: 17 (henchmen max: 10)
HP: 20/20 (current total/max)
AC: 5/6 (armor type/ac +shield+Dex bonus / without shield (if applicable)
Rear AC: 6 (no Dex/shield bonus)
THAC0: 18
Movement Rate: 120/90 (while currently encumbered / next slower or over )
Total Encumbrance: 63.5gp wt (weight carried / max move for that weight / surprise modifier) 0 modifier
Saving Throws:
Aimed Magic (rod, staff, wand): 12*
Breath Weapons: 15*
Death/Paralyzation/Poison: 8*
Petrification/Polymorph: 11*
Spells (other): 13*
(* with +1 Ring of Protection)
+2 vs fire & lightning
Weapon Proficiencies:
Spear, scimitar, club
(-4 penalty for use of non-proficient weapons)
Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
Spear 1-6/1-8
Scimitar 1-8/1-8
Club 1-4/1-3
Memorized spells:
1st level:
Detect Magic, Speak w/Animals x2, Entangle, Faerie Fire, Shillelagh
2nd level:
Charm Person/Mammal, Cure Light Wounds x3, Heat Metal
3rd level:
Protection From Fire x3
Spell book: no but master's old magical tome!
Special Abilities: Druid class
-+2 saves vs fire & lightning
Druid’s Knowledge (3rd): At third level and higher, a druid can identify plant and animal types, and can determine when water is pure and safe to drink.
Wilderness Movement (3rd): At third level and higher, a druid can move through any natural undergrowth leaving no trace of his or her passage, and may do so with no reduction in his or her normal movement speed.
Equipment: (Item / Cost / Weight)
+2 leather armor 5/15 7.5
sm wooden shield 10/5
spear 1/5
scimitar 15/5
satchel 1/5
wool blanket 5cp/2
flint & steel 1
hooded lantern 7/2
2 candle 1cp
5 pints oil 5sp/5 10
7 days trail rations 42/7
large pouch 4sp/2
leather scrollcase 1/.5
10 sheets parchment 1
quill 1sp
Small black whistle
heavy crossbow, 2 quiver bolts
Adventurer's clothes * / -
Cloak 3cp/2
Boots or shoes Soft boots1/3
belt*
hooded, waterproof rain parka
wool peat coats, sweaters and heavy socks
* (indicates no encumbrance when worn)
(Total Cost/Weight:)
87gp 15sp 6cp/63.gp wt
Magic Items: (Item / Cost / Weight)
Billy's Continual Light coin
+1 Ring of Protection
Ring of Swimming
+2 Leather Armor
Necklace of Missiles
Encumbrance
Armor: 15
Weapons: 10
Equipment:
Magic:
Coin: 32
Total Encumbrance: 95.5gp wt
Coin/Treasure: (starting gold: 110gp)
PP:
GP: 23
EP:
SP: 5
CP: 4
Gems:
Jewelry:
Background: (as basic or detailed as you like)
Description/Demeanor: (general or detailed appearance / character's overall demeanor, mannerisms, etc.)
Thin, pale-skinned redhead, curious, gentle and comfortable with most Demihumans, comically clumsy at times, definately NOT a ranged-weapon user unless no other option exists. Typical Druidic hatred of Undead. Tho brave and well-trained in Druidic-style combat, she is aware that melee should be left to those of greater strength or otherwise better suited when possible, and will accept a support role. She's never thought of herself as a Leader-type per se, but has noticed when she talks people tend to listen. Will actively pursue an acceptable Animal Friendship companion/guard when circumstances permit.
Default Actions: (more detail on this in the ACTION-TOP/SOP thread)
Starting Rolls:
Money:
[1d6] = 5
[1d6] = 5
[1d6] = 1
HP:
[1d8] = 3 Discarded
[1d8] = 1 Discarded
[1d8] = 6 Accepted
Family History Roll: [1d100] = 70
Starting Disposition Roll: [1d100] = 97
Luck/Charma? Mystery Roll 1: [1d20] = 12 , [1d100] = 60
Luck/Charma? Mystery Roll 2: [1d20] = 11 , [1d100] = 5 (Where was this roll for Magic Items???)
Luck/Charma? Mystery Roll 3: [1d20] = 19 , [1d100] = 37
10% Magic Item Roll: [1d100] = 24
Level 2 HP roll: [1d8] = 1
Level 5 HP roll: [1d8] = 7
Last edited by tkrexx on Wed Apr 19, 2017 12:45 am, edited 33 times in total.
Re: Player Characters
DM's Last Update/Reason: 05/10/2017 Confirm sheet prior to mission launch!
Name: Thalion the Grey
Gender/Race: Male Wood Elf
Class: Fighter/Thief
Level: 3/3
XP: 11,076xp/11,076xp
Alignment: Chaotic Good
Languages: Common, elven, gnoll, gnomish, goblin, halfling, hobgoblin, orcish
Age: 150
Height: 5'7'
Weight: 105 lb
Hair: silver
Eyes: grey
Distinguishing appearance/features/scars: Has a birthmark in the shape of a crescent moon on his left cheek
STR: 16 (TH: 0 , DAM: +1, Enc: + 35 lbs, Minor: 1-3, Major: 10%)
DEX: 17 (+2 surprise adj, +2 to missile attacks, -3 to AC)
CON: 10 (HP: 0 , sys shock: 75%, res/raise: 79%)
INT: 10 (Languages: 2)
WIS: 9 (Saving Throw Bonus: 0)
CHA: 14 (henchmen max. 6)
HP: 18/18 (current total/max)
AC: 4 / 5 (leather armor+shield+Dex bonus / without shield)
Rear AC: 8 (no Dex/shield bonus)
THAC0: 18
Movement Rate: 120/90 (while currently encumbered / next slower or over )
Total Encumbrance: 60.8/120/+1 (weight carried / max move for that weight / surprise modifier)
Saving Throws:
Aimed Magic (rod, staff, wand): 14
Breath Weapons: 16
Death/Paralyzation/Poison: 13
Petrification/Polymorph: 12
Spells (other): 15
Weapon Proficiencies:
(-2 penalty for use of non-proficient weapons)
Long sword* (specialized)
Long Bow
Dagger
(Last one reserved for future use)
Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
Long Sword (+2/+3) 1d8+3/1d12+3
Long bow (+3/0) 1d6/1d6
Dagger (0/+1) 1d4+1/1d3+1
Special Abilities
Class/Level: Thief3
Backstab: X2 damage +4 to hit
Climb Walls: 79%
Find Traps: 43%
Hear Noise: 21%
Hide in Shadows: 45%
Move Quietly: 40%
Open Locks: 43%
Pick Pockets: 48%
Read Languages: 10%
Racial: Elf
90% resistance to sleep and charm spells
Infravision 60'
Detect Secret Doors: 1 in 6 when passing, 2 in 6 when searching. 3 in 6 to search for concealed doors
Surprise: 4 in 6 chance to surprise when traveling in non metal armor and alone ore more than 90 ft in advance of others.
Equipment: (Item / Cost / Weight)
Adventurer's clothes * / -
Cloak, hooded -/2
Soft boots -/2
Leather Armor 5/15
Longsword 15/7
Dagger 2/1
Long Bow 60/12
Quiver w 20 silver arrows 3/10
Small Belt Pouch 0.2/1
Thieves Tools 30/1
Flint & Steel 1/-
Waterskin (full) 1/5
Chalk (5 pieces) .05/-
Bedroll 0.2/5
Whetstone 0.02/0.5
Beeswax Candles (10) 0.1/0
Large Belt Pouch 0.4/2
6 days trail rations 12/6
small vial of acid
small silver mirror -/0.5
* (indicates no encumbrance when worn)
(Total Cost/Weight:) 127gp, 7sp, 7cp / 62.1 lbs
Magic Items:
- Shanny's home-brewed Healing Elixirs (1 dose, 1d8+1)
- Billy's "Break-in-Emergency" Locator Crystals (clear, @ 2"L x 1"W)
- Magical cloth barrier bracelet (woven blue, green & red threads)
Encumbrance
Armor: 15
Weapons: 25
Equipment: 20
Magic:
Coin: 0.8
Total Encumbrance: 60.8 (unencumbered)
Coin/Treasure: (starting gold: 120 gp + 10 gp gem)
PP:
GP: 2
EP:
SP: 3
CP: 3
Gems:
Jewelry: small heart shaped silver locket (negligible value)
Background
There was fire everywhere. The forest was burning. He remembers it as if were yesterday. The orcs… the goblins… the hobgoblins… everywhere! Elves screaming … dying. About a hundred feet away, Thalion’s father Earamil was struck down by numerous orcish sword strokes, his broken bow splintered and trampled next to him.
Thalion watched as both his mother, Aellia the seamstress, and his betrothed, Xandi’ar, were dragged away by the hobgoblins.
As if in slow motion, Thalion emerges from his hiding place in attempt to rescue the two, but a blow catches him in the back of his head. He crumples to the ground, everything turning dark.
(years later)
The dreams of what happened occurs on a nightly basis.
“I have to continue my search,” Thalion flatly tells his companion, the half elf Travelis.
“I cannot go with you. If you are so fearful of the Kings Eye, you go to this Newshore. I do not fear them. I only seek to find Xandi’ar and my mother. I have come this far. I will not give up now,” he continues bitterly.
Tavelis slaps Thalion sharply on the cheek with the palm of his hand.
“FOOL!” he exclaims. “You will not find them if you are DEAD! Come with me to Newshore. We will start anew there. From there, we will start your search anew. I will help you.”
That was a week ago. Tavelis was taken not a few hours after that conversation. Thalion knew that his time here was done. He decides to escape, preferring to run now in order to fight another day.
Just like that day soon after the forces of the Band of Nine came and destroyed the Sylvan elf kingdom during the Great War.
Description/Demeanor: Affable and friendly. Generally easygoing and happy go lucky. Does go through periods of time when he gets pensive, distant, and wants to be alone. During those times as well as times of stress will subconsciously clutch the silver heart shaped pendant hanging from his neck.
Will briefly touch the birthmark on his cheek and whisper a brief prayer to Corellon prior to action.
Default Actions: (more detail on this in the ACTION-TOP/SOP thread)
Family history [1d100] = 62
Starting Disposition [1d100] = 60
Starting Fighter Hit Points: [1d10] = 6
Starting Thief Hit Points: [1d6] = 4
Total Hit Points (6+4)/2 = 5
Starting Money Roll #1 [1d6] = 5
Starting Money Roll #2 [1d6] = 3
Starting Money Roll #3 [1d6] = 2
Total Starting Money (as fighter) ((5+3+2)+2)=12 x 10gp = 120gp
Mystery Roll #1 d20 [1d20] = 14
Mystery Roll #1 d100 [1d100] = 65
Mystery Roll #2 d20 [1d20] = 15
Mystery Roll #2 d100 [1d100] = 45
Mystery Roll #3 d20 [1d20] = 5
Mystery Roll #3 d100 [1d100] = 39
***********************
Level 2 Thief Hit Points [1d6] = 3
Thalion: 2nd level Fighter Hit Points [1d10] = 3
(2 + 2 = 4) + 5 = 9 (rolled by DM on 11/19/12)
Thalion: HP roll for 3rd level Fighter: [1d10] = 6
Thalion: HP roll for 3rd level Thief: [1d6] = 4
(6 + 4 = 10 /2 = 5) + 9 = 14 (rolled by DM on 11/29/14)
Thalion: HP roll for 4th level Fighter: [1d10] = 1
Thalion: HP roll for 4th level Thief: [1d6] = 6
(1 + 6 = 7 /2 = 4) + 14 = 18 (rolled by DM on 11/29/14)
Name: Thalion the Grey
Gender/Race: Male Wood Elf
Class: Fighter/Thief
Level: 3/3
XP: 11,076xp/11,076xp
Alignment: Chaotic Good
Languages: Common, elven, gnoll, gnomish, goblin, halfling, hobgoblin, orcish
Age: 150
Height: 5'7'
Weight: 105 lb
Hair: silver
Eyes: grey
Distinguishing appearance/features/scars: Has a birthmark in the shape of a crescent moon on his left cheek
STR: 16 (TH: 0 , DAM: +1, Enc: + 35 lbs, Minor: 1-3, Major: 10%)
DEX: 17 (+2 surprise adj, +2 to missile attacks, -3 to AC)
CON: 10 (HP: 0 , sys shock: 75%, res/raise: 79%)
INT: 10 (Languages: 2)
WIS: 9 (Saving Throw Bonus: 0)
CHA: 14 (henchmen max. 6)
HP: 18/18 (current total/max)
AC: 4 / 5 (leather armor+shield+Dex bonus / without shield)
Rear AC: 8 (no Dex/shield bonus)
THAC0: 18
Movement Rate: 120/90 (while currently encumbered / next slower or over )
Total Encumbrance: 60.8/120/+1 (weight carried / max move for that weight / surprise modifier)
Saving Throws:
Aimed Magic (rod, staff, wand): 14
Breath Weapons: 16
Death/Paralyzation/Poison: 13
Petrification/Polymorph: 12
Spells (other): 15
Weapon Proficiencies:
(-2 penalty for use of non-proficient weapons)
Long sword* (specialized)
Long Bow
Dagger
(Last one reserved for future use)
Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
Long Sword (+2/+3) 1d8+3/1d12+3
Long bow (+3/0) 1d6/1d6
Dagger (0/+1) 1d4+1/1d3+1
Special Abilities
Class/Level: Thief3
Backstab: X2 damage +4 to hit
Climb Walls: 79%
Find Traps: 43%
Hear Noise: 21%
Hide in Shadows: 45%
Move Quietly: 40%
Open Locks: 43%
Pick Pockets: 48%
Read Languages: 10%
Racial: Elf
90% resistance to sleep and charm spells
Infravision 60'
Detect Secret Doors: 1 in 6 when passing, 2 in 6 when searching. 3 in 6 to search for concealed doors
Surprise: 4 in 6 chance to surprise when traveling in non metal armor and alone ore more than 90 ft in advance of others.
Equipment: (Item / Cost / Weight)
Adventurer's clothes * / -
Cloak, hooded -/2
Soft boots -/2
Leather Armor 5/15
Longsword 15/7
Dagger 2/1
Long Bow 60/12
Quiver w 20 silver arrows 3/10
Small Belt Pouch 0.2/1
Thieves Tools 30/1
Flint & Steel 1/-
Waterskin (full) 1/5
Chalk (5 pieces) .05/-
Bedroll 0.2/5
Whetstone 0.02/0.5
Beeswax Candles (10) 0.1/0
Large Belt Pouch 0.4/2
6 days trail rations 12/6
small vial of acid
small silver mirror -/0.5
* (indicates no encumbrance when worn)
(Total Cost/Weight:) 127gp, 7sp, 7cp / 62.1 lbs
Magic Items:
- Shanny's home-brewed Healing Elixirs (1 dose, 1d8+1)
- Billy's "Break-in-Emergency" Locator Crystals (clear, @ 2"L x 1"W)
- Magical cloth barrier bracelet (woven blue, green & red threads)
Encumbrance
Armor: 15
Weapons: 25
Equipment: 20
Magic:
Coin: 0.8
Total Encumbrance: 60.8 (unencumbered)
Coin/Treasure: (starting gold: 120 gp + 10 gp gem)
PP:
GP: 2
EP:
SP: 3
CP: 3
Gems:
Jewelry: small heart shaped silver locket (negligible value)
Background
There was fire everywhere. The forest was burning. He remembers it as if were yesterday. The orcs… the goblins… the hobgoblins… everywhere! Elves screaming … dying. About a hundred feet away, Thalion’s father Earamil was struck down by numerous orcish sword strokes, his broken bow splintered and trampled next to him.
Thalion watched as both his mother, Aellia the seamstress, and his betrothed, Xandi’ar, were dragged away by the hobgoblins.
As if in slow motion, Thalion emerges from his hiding place in attempt to rescue the two, but a blow catches him in the back of his head. He crumples to the ground, everything turning dark.
(years later)
The dreams of what happened occurs on a nightly basis.
“I have to continue my search,” Thalion flatly tells his companion, the half elf Travelis.
“I cannot go with you. If you are so fearful of the Kings Eye, you go to this Newshore. I do not fear them. I only seek to find Xandi’ar and my mother. I have come this far. I will not give up now,” he continues bitterly.
Tavelis slaps Thalion sharply on the cheek with the palm of his hand.
“FOOL!” he exclaims. “You will not find them if you are DEAD! Come with me to Newshore. We will start anew there. From there, we will start your search anew. I will help you.”
That was a week ago. Tavelis was taken not a few hours after that conversation. Thalion knew that his time here was done. He decides to escape, preferring to run now in order to fight another day.
Just like that day soon after the forces of the Band of Nine came and destroyed the Sylvan elf kingdom during the Great War.
Description/Demeanor: Affable and friendly. Generally easygoing and happy go lucky. Does go through periods of time when he gets pensive, distant, and wants to be alone. During those times as well as times of stress will subconsciously clutch the silver heart shaped pendant hanging from his neck.
Will briefly touch the birthmark on his cheek and whisper a brief prayer to Corellon prior to action.
Default Actions: (more detail on this in the ACTION-TOP/SOP thread)
Family history [1d100] = 62
Starting Disposition [1d100] = 60
Starting Fighter Hit Points: [1d10] = 6
Starting Thief Hit Points: [1d6] = 4
Total Hit Points (6+4)/2 = 5
Starting Money Roll #1 [1d6] = 5
Starting Money Roll #2 [1d6] = 3
Starting Money Roll #3 [1d6] = 2
Total Starting Money (as fighter) ((5+3+2)+2)=12 x 10gp = 120gp
Mystery Roll #1 d20 [1d20] = 14
Mystery Roll #1 d100 [1d100] = 65
Mystery Roll #2 d20 [1d20] = 15
Mystery Roll #2 d100 [1d100] = 45
Mystery Roll #3 d20 [1d20] = 5
Mystery Roll #3 d100 [1d100] = 39
***********************
Level 2 Thief Hit Points [1d6] = 3
Thalion: 2nd level Fighter Hit Points [1d10] = 3
(2 + 2 = 4) + 5 = 9 (rolled by DM on 11/19/12)
Thalion: HP roll for 3rd level Fighter: [1d10] = 6
Thalion: HP roll for 3rd level Thief: [1d6] = 4
(6 + 4 = 10 /2 = 5) + 9 = 14 (rolled by DM on 11/29/14)
Thalion: HP roll for 4th level Fighter: [1d10] = 1
Thalion: HP roll for 4th level Thief: [1d6] = 6
(1 + 6 = 7 /2 = 4) + 14 = 18 (rolled by DM on 11/29/14)
Last edited by Thalion on Sun Oct 28, 2012 10:28 pm, edited 12 times in total.
Re: Player Characters
Last edited by Xaxyx on Tue Jul 17, 2012 11:35 am, edited 21 times in total.
"It is inevitable that at some point a character will fall into a pit, off a wall, or over a cliff." - OSRIC, p.119
- SocraticLawyer
- Ranger Lord
- Posts: 2333
- Joined: Sun Mar 18, 2012 7:48 pm
Re: Player Characters
Edited 4/14/17
Name: Ulrich Rachstaad
Gender/Race: M/Dwarf
Class: Cleric
Level: 5
XP: 45,616
Alignment: NG
Languages: Dwarfish, gnomish, goblin, kobold, orcish, common
Age: 253
Height: 4’5”
Weight: 162
Hair: Black
Eyes: Black
Distinguishing appearance/features/scars: Branding scar of Moradin’s holy symbol on inside of left forearm.
STR: 12 (TH: 0, DAM: 0, Enc: +10 lbs, Minor: 1-2, Major: 4%)
DEX: 16 (+ 1surprise adj, + 1to missile attacks, -2to AC)
CON: 15 (HP: +1, sys shock: 94%, res/raise: 91%)
INT: 8 (Languages: 1)
WIS: 16 (Saving Throw Bonus: +2)
CHA: 10 (11 to dwarves) (henchmen max. 4)
HP: 28/28 (current total/max)
AC: 1/2 (Banded mail+shield+Dex bonus / without shield)
Rear AC: 4 (no Dex/shield bonus)
THAC0: 18
Movement Rate: 120 / 60* (while wearing magical boots / without boots)
Total Encumbrance: 105/120/+1 (weight carried / max move for that weight / surprise modifier)
Saving Throws:
Aimed Magic (rod, staff, wand): 13
Breath Weapons: 15
Death/Paralyzation/Poison: 9
Petrification/Polymorph: 12
Spells (other): 14
(+4 vs poison/magic)
(+2 mental save)
Weapon Proficiencies:
light mace, staff, light flail
(-3 penalty for use of non-proficient weapons)
Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
Staff (1-6/1-6) (no bonuses to hit/damage) (weight 5) [on the boat]
Light Mace +1 (2-5+1/2-5+1) (weight 5)
Memorized spells:
1st level: CLW x3, Command, Protection from Evil
2nd level: Hold Person x2, Slow Poison, Silence 15' Radius, Resist Fire
3rd level: Dispel Magic
Special Abilities: Both class and race
Turn Undead
+1 to hit vs. goblins, half-orcs, hobgoblins, orcs
-4 to be hit by giants, ogres, ogre mages, titans, trolls
60' Infravision
Detect slopes/grades (75%)
Detect new construction (75%)
Detect sliding/shifting rooms/walls (66%)
Detect traps involving stonework (50%)
Determine depth underground (50%)
+10% XP bonus
Equipment: (Item / Cost / Weight)
Adventurer's clothes * / -
* (indicates no encumbrance when worn)
jacket (cost -, weight 2.5)
Banded mail armor (cost -, weight 35)
Backpack (cost 2 gp, weight 10)
Bedroll (cost 2 sp, weight 5)
*Flint and steel (cost 1 gp, weight 0)
Pewter holy symbol of Moradin (cost 5 gp, weight 1)
Large belt pouch (cost 4 sp, weight 2)
Rations (standard) (3 days) (cost 6 gp, weight 6)
*Signal whistle (8 sp, weight 0)
Torches (3) (cost 3 cp, weight 3)
Waterskin (2) (cost 2 gp, weight 2)
Karagonian black whistle
Wool coat, sweater, heavy socks
satchel of standard rations for three (4lbs)
an extra waterskin (5lbs).
8 2 vials holy water 6 given out (cost -, weight 2lbs/e)
Prayer beads*
Incense sticks*
12 cloves garlic*
12 sprigs belladonna*
6 sprigs wolfsbane*
(* all items weigh combined 1.5lbs.)
(Total Cost/Weight: 16gp, 14sp, 3cp/46 lbs)
Magic Items: (Item / Cost / Weight)
- Boots Of Striding & Springing
- +1 Footman's mace
- Scroll: Cure Serious Wounds , Protection From Evil 10' Radius, Remove Fear
- Stone Salve (1 dose)
- Continual Light-enchanted copper piece
- 2 Shanny's home-brewed Healing Elixirs (1 dose/e, 1d8+1)
- Billy's "Break-in-Emergency" Locator Crystals (clear, @ 2"L x 1"W)
- Magical cloth charm bracelets (woven blue, green & red threads)
Encumbrance:
Armor: 45
Weapons: 10
Equipment: 46
Magic: 3
Coin: 1
Total Encumbrance: 105lbs.
Coin/Treasure: (starting gold: 80 gp)
PP:
GP: 7
EP:
SP:3
CP: 0 (not including enchanted piece)
Gems:
Jewelry:
Background: (as basic or detailed as you like)
Description/Demeanor: (general or detailed appearance / character's overall demeanor, mannerisms, etc.)
Default Actions: (more detail on this in the ACTION-TOP/SOP thread)
Rolls:
HP:
hit points [1d8] = 3
hit points [1d8] = 7
Level 2 HP [1d8] = 5
Level 3 HP [1d8+1] = 1+1 = 2
HP level 4 [1d8+1] = 5+1 = 6
Hit points level 5 [1d8+1] = 5+1 = 6
Starting GP:
starting gold [1d6] = 2
starting gold [1d6] = 1
starting gold [1d6] = 5
Family History:
Family History [1d100] = 61
Starting Disposition:
Starting Disposition [1d100] = 93
Luck/Karma set 1:
Luck 1 [1d20] = 1
Luck 1 [1d100] = 97
Luck/Karma set 2:
Luck 2 [1d20] = 13
Luck 2 [1d100] = 69
Luck/Karma set 3:
Luck 3 [1d20] = 11
Luck 3 [1d100] = 39
Magic Item?
Magic Item? [1d100] = 36
Name: Ulrich Rachstaad
Gender/Race: M/Dwarf
Class: Cleric
Level: 5
XP: 45,616
Alignment: NG
Languages: Dwarfish, gnomish, goblin, kobold, orcish, common
Age: 253
Height: 4’5”
Weight: 162
Hair: Black
Eyes: Black
Distinguishing appearance/features/scars: Branding scar of Moradin’s holy symbol on inside of left forearm.
STR: 12 (TH: 0, DAM: 0, Enc: +10 lbs, Minor: 1-2, Major: 4%)
DEX: 16 (+ 1surprise adj, + 1to missile attacks, -2to AC)
CON: 15 (HP: +1, sys shock: 94%, res/raise: 91%)
INT: 8 (Languages: 1)
WIS: 16 (Saving Throw Bonus: +2)
CHA: 10 (11 to dwarves) (henchmen max. 4)
HP: 28/28 (current total/max)
AC: 1/2 (Banded mail+shield+Dex bonus / without shield)
Rear AC: 4 (no Dex/shield bonus)
THAC0: 18
Movement Rate: 120 / 60* (while wearing magical boots / without boots)
Total Encumbrance: 105/120/+1 (weight carried / max move for that weight / surprise modifier)
Saving Throws:
Aimed Magic (rod, staff, wand): 13
Breath Weapons: 15
Death/Paralyzation/Poison: 9
Petrification/Polymorph: 12
Spells (other): 14
(+4 vs poison/magic)
(+2 mental save)
Weapon Proficiencies:
light mace, staff, light flail
(-3 penalty for use of non-proficient weapons)
Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
Staff (1-6/1-6) (no bonuses to hit/damage) (weight 5) [on the boat]
Light Mace +1 (2-5+1/2-5+1) (weight 5)
Memorized spells:
1st level: CLW x3, Command, Protection from Evil
2nd level: Hold Person x2, Slow Poison, Silence 15' Radius, Resist Fire
3rd level: Dispel Magic
Special Abilities: Both class and race
Turn Undead
+1 to hit vs. goblins, half-orcs, hobgoblins, orcs
-4 to be hit by giants, ogres, ogre mages, titans, trolls
60' Infravision
Detect slopes/grades (75%)
Detect new construction (75%)
Detect sliding/shifting rooms/walls (66%)
Detect traps involving stonework (50%)
Determine depth underground (50%)
+10% XP bonus
Equipment: (Item / Cost / Weight)
Adventurer's clothes * / -
* (indicates no encumbrance when worn)
jacket (cost -, weight 2.5)
Banded mail armor (cost -, weight 35)
Backpack (cost 2 gp, weight 10)
Bedroll (cost 2 sp, weight 5)
*Flint and steel (cost 1 gp, weight 0)
Pewter holy symbol of Moradin (cost 5 gp, weight 1)
Large belt pouch (cost 4 sp, weight 2)
Rations (standard) (3 days) (cost 6 gp, weight 6)
*Signal whistle (8 sp, weight 0)
Torches (3) (cost 3 cp, weight 3)
Waterskin (2) (cost 2 gp, weight 2)
Karagonian black whistle
Wool coat, sweater, heavy socks
satchel of standard rations for three (4lbs)
an extra waterskin (5lbs).
8 2 vials holy water 6 given out (cost -, weight 2lbs/e)
Prayer beads*
Incense sticks*
12 cloves garlic*
12 sprigs belladonna*
6 sprigs wolfsbane*
(* all items weigh combined 1.5lbs.)
(Total Cost/Weight: 16gp, 14sp, 3cp/46 lbs)
Magic Items: (Item / Cost / Weight)
- Boots Of Striding & Springing
- +1 Footman's mace
- Scroll: Cure Serious Wounds , Protection From Evil 10' Radius, Remove Fear
- Stone Salve (1 dose)
- Continual Light-enchanted copper piece
- 2 Shanny's home-brewed Healing Elixirs (1 dose/e, 1d8+1)
- Billy's "Break-in-Emergency" Locator Crystals (clear, @ 2"L x 1"W)
- Magical cloth charm bracelets (woven blue, green & red threads)
Encumbrance:
Armor: 45
Weapons: 10
Equipment: 46
Magic: 3
Coin: 1
Total Encumbrance: 105lbs.
Coin/Treasure: (starting gold: 80 gp)
PP:
GP: 7
EP:
SP:3
CP: 0 (not including enchanted piece)
Gems:
Jewelry:
Background: (as basic or detailed as you like)
Description/Demeanor: (general or detailed appearance / character's overall demeanor, mannerisms, etc.)
Default Actions: (more detail on this in the ACTION-TOP/SOP thread)
Rolls:
HP:
hit points [1d8] = 3
hit points [1d8] = 7
Level 2 HP [1d8] = 5
Level 3 HP [1d8+1] = 1+1 = 2
HP level 4 [1d8+1] = 5+1 = 6
Hit points level 5 [1d8+1] = 5+1 = 6
Starting GP:
starting gold [1d6] = 2
starting gold [1d6] = 1
starting gold [1d6] = 5
Family History:
Family History [1d100] = 61
Starting Disposition:
Starting Disposition [1d100] = 93
Luck/Karma set 1:
Luck 1 [1d20] = 1
Luck 1 [1d100] = 97
Luck/Karma set 2:
Luck 2 [1d20] = 13
Luck 2 [1d100] = 69
Luck/Karma set 3:
Luck 3 [1d20] = 11
Luck 3 [1d100] = 39
Magic Item?
Magic Item? [1d100] = 36
Last edited by SocraticLawyer on Fri Apr 14, 2017 5:53 pm, edited 27 times in total.
How do we know you're not a donkey-brained man?
Re: Player Characters
DM's Last Update/Reason: 05/10/2017 Prep for new mission!
Name:Griffo Ostgood
Gender/Race: Halfling
Class: Fighter
Level: 3 (training to 4th level)
XP: 15,999xp
Next Level: 16,000xp
Alignment: Chaotic Neutral
Languages: Common, Dwarfish, Gnome, Goblin, Halfling, Orcish
Age:27
Height:3'6"
Weight:75
Hair:Brown
Eyes:Brown
Distinguishing appearance/features/scars: (if applicable/desired)
STR: 13 (TH: , DAM: , Enc: +10 lbs, Minor: , Major: %)
DEX: 18 (+3 surprise adj, +3 to missile attacks, -4 to AC)
CON: 15 (HP:+1 , sys shock: 91%, res/raise: 94%)
INT: 10 (Languages:2 )
WIS: 8 (Saving Throw Bonus: )
CHA: 13 (5 henchmen max.)
HP: 34/34 (current total/max)
AC: 0/1 (Masterwork chain & M-Shield & -4ac Dex bonus / without shield)
Rear AC: 5 (no Dex/shield bonus)
THAC0:18
Movement Rate: 30(60)*/** (while currently encumbered/next slower) (max move: 90ft/rd halfling racial)
Total Encumbrance: 110.5/30ft /+3 normally 0 with current weight (weight carried / max move for that weight / surprise modifier)
Saving Throws:
Aimed Magic* (rod, staff, wand):11
Breath Weapons:16
Death/Paralyzation/Poison*:13/9*
Petrification/Polymorph:14
Spells* (other):12
(* +4 racial bonus vs poison and magic due high CON)
Weapon Proficiencies:4
Short Bow* (*specialized)
Long Sword
(-2 penalty for use of non-proficient weapons)
Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
superior halfling short bow (3/2 ar) (1d6+2) To hit:(+7) (+3 Halfling) (+3 Dex) (+1 Spec)
Long Sword (1d8/1d12)
Dagger (1d4/1d3) (-2 to hit (non proficient))
Special Abilities: Both class and race (if applicable)
-Infravision 60 ft
- 1 attack/level when fighting unskilled
- Attacks first/last in a round when he has multiple attacks
- Weapon Specialization: AR=3/2, +1 To Hit, +2 Damage
Equipment: (Item / Cost / Weight)
Adventurer's clothes (* / -)
Cloak (-/2.5)
Hard, Hobnail Boots (5)
Masterwork Chain Mail (-/25lbs)
Metal Shield, Small (10gp/8lbs)
Long sword (15gp/7lbs)
Dagger (2gp/1lbs)
superior halfling short bow (75gp/8lbs)
24-arrow quiver inlaid with silver etching (5gp/2)
24 Silver arrows (-/8lbs) Arrows Used: 0
Box of 24 regular Arrowheads (-/6lbs)
24 shafts and fletching materials. (-/2)
"Dragon" bone bird whistle (3sp)
Silver halfling pipe (5sp)
Pouch of shire leaf (5gp)
Backpack (2gp/10lbs)
Flint/Steel (1gp/1lb)
(2) Torches (2sp/2lbs)
Bedroll (2sp/5lbs)
Pouch, Belt, Large (4sp/2lbs)
(2) Waterskin, full (2gp/4lbs)
(5) Trail Rations (30gp/5lbs)
* (indicates no encumbrance when worn)
(Total Cost/Weight:) 141gp/105.5lbs
Magic Items: (Item / Cost / Weight)
- Shanny's home-brewed Healing Elixirs (1 dose, 1d8+1) (-/2)
- Billy's "Break-in-Emergency" Locator Crystals (clear, @ 2"L x 1"W) (-/-)
- Magical cloth charm bracelets (woven blue, green & red threads) (-/-)
Encumbrance
Armor: 33lbs
Weapons: 16lbs
Equipment: 64.5lbs
Magic: 2lbs
Coin:3lbs
Total Encumbrance:110.5 (encumbered)
add 10lbs to total (Str bonus)
up to 45lbs 90ft /round (unencumbered)
45 - 80lbs 60ft /round (lightly unencumbered)
81 - 115lbs 30ft /round (moderately encumbered)
115 -150lbs ** /round (over-encumbered)
Coin/Treasure: (starting gold: 170gp)
PP:
GP:28
EP:
SP:2
CP:
Gems:
Jewelry:
Background: Griffo has always been involved with the army. His father fought and perished in the great war. He was trained by the best the kingdom had to offer in the art of the Bow.
Description/Demeanor: Griffo has a typical halfling face and bearing. With the exception that instead of the more normal light armors of his brethren he wears a heavier scale mail. Also objects of note would include his prized silver inlaid quiver and his superior halfling short bow. His father carried these into battle and have a special place in Griffo's heart.
Default Actions: (more detail on this in the ACTION-TOP/SOP thread)
Name:Griffo Ostgood
Gender/Race: Halfling
Class: Fighter
Level: 3 (training to 4th level)
XP: 15,999xp
Next Level: 16,000xp
Alignment: Chaotic Neutral
Languages: Common, Dwarfish, Gnome, Goblin, Halfling, Orcish
Age:27
Height:3'6"
Weight:75
Hair:Brown
Eyes:Brown
Distinguishing appearance/features/scars: (if applicable/desired)
STR: 13 (TH: , DAM: , Enc: +10 lbs, Minor: , Major: %)
DEX: 18 (+3 surprise adj, +3 to missile attacks, -4 to AC)
CON: 15 (HP:+1 , sys shock: 91%, res/raise: 94%)
INT: 10 (Languages:2 )
WIS: 8 (Saving Throw Bonus: )
CHA: 13 (5 henchmen max.)
HP: 34/34 (current total/max)
AC: 0/1 (Masterwork chain & M-Shield & -4ac Dex bonus / without shield)
Rear AC: 5 (no Dex/shield bonus)
THAC0:18
Movement Rate: 30(60)*/** (while currently encumbered/next slower) (max move: 90ft/rd halfling racial)
Total Encumbrance: 110.5/30ft /+3 normally 0 with current weight (weight carried / max move for that weight / surprise modifier)
Saving Throws:
Aimed Magic* (rod, staff, wand):11
Breath Weapons:16
Death/Paralyzation/Poison*:13/9*
Petrification/Polymorph:14
Spells* (other):12
(* +4 racial bonus vs poison and magic due high CON)
Weapon Proficiencies:4
Short Bow* (*specialized)
Long Sword
(-2 penalty for use of non-proficient weapons)
Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
superior halfling short bow (3/2 ar) (1d6+2) To hit:(+7) (+3 Halfling) (+3 Dex) (+1 Spec)
Long Sword (1d8/1d12)
Dagger (1d4/1d3) (-2 to hit (non proficient))
Special Abilities: Both class and race (if applicable)
-Infravision 60 ft
- 1 attack/level when fighting unskilled
- Attacks first/last in a round when he has multiple attacks
- Weapon Specialization: AR=3/2, +1 To Hit, +2 Damage
Equipment: (Item / Cost / Weight)
Adventurer's clothes (* / -)
Cloak (-/2.5)
Hard, Hobnail Boots (5)
Masterwork Chain Mail (-/25lbs)
Metal Shield, Small (10gp/8lbs)
Long sword (15gp/7lbs)
Dagger (2gp/1lbs)
superior halfling short bow (75gp/8lbs)
24-arrow quiver inlaid with silver etching (5gp/2)
24 Silver arrows (-/8lbs) Arrows Used: 0
Box of 24 regular Arrowheads (-/6lbs)
24 shafts and fletching materials. (-/2)
"Dragon" bone bird whistle (3sp)
Silver halfling pipe (5sp)
Pouch of shire leaf (5gp)
Backpack (2gp/10lbs)
Flint/Steel (1gp/1lb)
(2) Torches (2sp/2lbs)
Bedroll (2sp/5lbs)
Pouch, Belt, Large (4sp/2lbs)
(2) Waterskin, full (2gp/4lbs)
(5) Trail Rations (30gp/5lbs)
* (indicates no encumbrance when worn)
(Total Cost/Weight:) 141gp/105.5lbs
Magic Items: (Item / Cost / Weight)
- Shanny's home-brewed Healing Elixirs (1 dose, 1d8+1) (-/2)
- Billy's "Break-in-Emergency" Locator Crystals (clear, @ 2"L x 1"W) (-/-)
- Magical cloth charm bracelets (woven blue, green & red threads) (-/-)
Encumbrance
Armor: 33lbs
Weapons: 16lbs
Equipment: 64.5lbs
Magic: 2lbs
Coin:3lbs
Total Encumbrance:110.5 (encumbered)
add 10lbs to total (Str bonus)
up to 45lbs 90ft /round (unencumbered)
45 - 80lbs 60ft /round (lightly unencumbered)
81 - 115lbs 30ft /round (moderately encumbered)
115 -150lbs ** /round (over-encumbered)
Coin/Treasure: (starting gold: 170gp)
PP:
GP:28
EP:
SP:2
CP:
Gems:
Jewelry:
Background: Griffo has always been involved with the army. His father fought and perished in the great war. He was trained by the best the kingdom had to offer in the art of the Bow.
Description/Demeanor: Griffo has a typical halfling face and bearing. With the exception that instead of the more normal light armors of his brethren he wears a heavier scale mail. Also objects of note would include his prized silver inlaid quiver and his superior halfling short bow. His father carried these into battle and have a special place in Griffo's heart.
Default Actions: (more detail on this in the ACTION-TOP/SOP thread)
Last edited by Nyctos on Wed Sep 05, 2012 1:29 pm, edited 24 times in total.
Re: Player Characters
Name: Lauranna
Gender/Race: Female/High Elf
Class: Thief/Magic User
Level: 5/4
XP: 22,999/22,999 (including +10%)
Edit 3/30/17
Alignment: Neutral
Languages: Common, elven, gnoll, gnomish, goblin, halfling, hobgoblin, orcish, dwarven and giant
Age: 168
Height: 4'7"
Weight: 68#
Hair: Blonde
Eyes: Hazel
STR: 14 (Enc: +20 lbs, Minor: 1-2, Major: 7%)
DEX: 19 (+3 surprise adj, +3 to missile attacks, -4 to AC)
CON: 10 (HP:0 , sys shock: 75%, res/raise: 70%)
INT: 16 (Languages: +2, 65% chance to learn spells) adding Dwarven and Giant
WIS: 8 (Saving Throw Bonus: +0 )
CHA: 14 (henchmen max.6)
HP: 15/15 (19/19) with familiar
AC: 6 (-4 Dex bonus only)
Rear AC: 10 (no Dex)
THAC0: 19 (+1 with Short Sword, +3 with Missile Weapon)
Movement Rate: 120ft/rd (if goes over 55#, then down to 90ft/rd movement)
Total Current Encumbrance: 55# (move: 120/surprise bonus: +1)
Mage's Familiar: Weasel - Wily
Size: Small
Move: 150 feet
AC7
Hit Dice: 1d3+1
Hit Points: 3 / 3 (current / total)
No of Attacks: 1
Damage: 1d3
Magic Resistance: Standard
Intelligence: Animal
Alignment: Neutral
Note: When the familiar is within 120 feet of the magic-user, the magic-user gains additional hit points equal to the familiar's. However, if the familiar is ever killed, the magic-user permanently loses twice the familiar's hit points.
Saving Throws:
Aimed Magic (rod, staff, wand): 11
Breath Weapons: 15
Death/Paralyzation/Poison: 12
Petrification/Polymorph: 11
Spells (other): 12
Elf
+1 to hit with sword and bow
90% resistance to sleep and charm spells
Infravision 60'
Detect Secret Doors: 1 in 6 when passing, 2 in 6 when searching. 3 in 6 to search for concealed doors
Surprise: 4 in 6 chance to surprise when traveling in non metal armor and alone or more than 90 ft in advance of others.
Thief (5th level, elf, 19 dex)
Backstab: X2 damage +4 to hit
Climb Walls: 83%
Find Traps: 61%
Hear Noise: 22%
Hide in Shadows: 65%
Move Quietly: 60%
Open Locks: 61%
Pick Pockets: 71%
Read Languages: 20%
Weapon Proficiencies: (-3 penalty for use of non-proficient weapons)
Short Sword, Dagger, Oil
Weapons:
Short Sword (+1 to hit - 1d6/1d8) 3#
Dagger (1d4/1d3 melee; +3 to Hit thrown) 1#/e
10 throwing daggers (1d3/1d2 melee; +3 to Hit thrown) 5# (.5#/e)
Memorized spells:
( see Battle Sheet: viewtopic.php?f=35&t=513&p=9546#p9546 )
Spell book: #1
1st Level:
1. Read Magic
2. Dancing Lights
3. Find Familiar
4. Sleep
5. Enlarge
6. Magic Missile
Spell book: #2
1. Identify
2. Comprehend Languages
3. Jump
4. Web
5. Invisibility
6. Levitate
7. Detect Magic
Equipment: (Item / Cost / Weight)
Adventurer's clothes * / -
Cloak (free/2) with Gold Broach (*/nil)
Silver-laced Silk Scarf (*/nil)
Boots-soft (free/3)
Belt (5sp/-)
Oxyx pendant (*/nil)
Karagonian masterwork leather armor (-/15) ~ left aboard the ship to remain unencumbered!
Bandolier (for 10 throwing daggers) (-/-)
Large Belt Pouch#1 (4sp/2) capacity 5#
- Waterproof Bone Scroll case (*/5)
- Fine Parchment x12 (*/.5)
- Silver Stylus
- Leather Scroll Case (1gp/2.5)
- Parchment x5 (10sp/nil)
- Quill x2 (2sp/nil)
- Whet Stone (2cp/.5)
- 200ft Linen Twine (16cp/1)
Large Belt Pouch#2 (4sp/2) capacity 5#
- Wily!!
Small Belt Pouch#2 (2sp/1) capacity 2.5#
- Thieves' Tools (30gp/1)
- Oil (1sp/2)
- Fishhooks x 3 (3sp/nil)
Small Belt Pouch#3 2sp/1) capacity 2.5# ~ left aboard ship; saves 5#
- coin purse
Satchel - waterproof (1gp/5)
- Traveling Spellbook #1 (free/5)
- Traveling Spellbook #2 (*/5)
- Small Vial of magical ink
- incense and powders (find familiar x2)
Waterproof Parka (-/2.5)
Water skin (1gp/.5 empty/5 full)
* (indicates no encumbrance when worn)
(Total Cost 36gp, 8cp/Weight: 37.5#)
Magic Items: (Item / Cost / Weight)
Ring of Wizardry (doubles 1,2 &3rd level spells) (-/-)
Ring of Spell Turning (-/-)
+1/+3 Jewel-handled eastern throwing knife (-/.5)
Dagger, +1/+2 vs small creatures/10' light on command (-/1)
+1 Dagger of Venom (-/1)
Bone scroll case w/ 2 scrolls #1: Floating Disk, Unseen Servant , #2 Scroll of Warding vs. Elementals (-/5)
Ornate wrought silver quill stylus (-/-)
Set of masterwork thieves picks & tools (-/1)
Key, magical entrance to the catacombs under the palace (-/-)
Encumbrance
Armor: 0#
Weapons: 9#
Equipment: 37.5#
Magic: 8.5#
Coin: 0# ~ left coin/coinpurse/small belt pouch#3 on ship; saves 5#
Total Encumbrance 55# unencumbered (35 base, +20 STR = 55 allowed)
(note: if goes over 55#, will go down to move 90ft/rd and lose +1 surprise bonus)
Coin/Treasure: (starting gold: 60gp)
PP: 8
GP: 25
EP:
SP: 4
CP: 2
Gems: 1 small x 500gp
Jewelry: Onyx pendant (*/nil) worn
EDIT: 1-6-14 : Healing Potion (Shanny's Elixir), Small Crystal in pouch around neck. Wand of Secret Door and Trap detection.
Loot - unclassified
- Karagonian short sword
- 2 daggers - +1 Dagger of Venom
- small pouch on leather tong
- a plain silver ring - +1 Ring of Protection ~ given to Emm
- a quiver with closeable flap containing 6 large, black and strange-looking bolts - ~ given to Ziller for research*
- a large belt pouch: half-full potion of clear fluid Antidote
small vial of dark fluid wrapped in a black silk cloth (Poison)
a small vial of sizzling, silvery liquid wrapped in a grey silk cloth (Acid)
- key ring with 3 skeleton keys on it. "The keys… are to the Karagonian main sewers… the secret sewer entrance under the temple and to the secret… magical entrance to the catacombs under the palace…."
Background: After years of trying, Lauranna is born to a rather peculiar elven couple. Her Father, a jeweler, was skilled at minor prestidigitation and slight of hand parlor tricks thought her mother was, in fact, an honest to goodness mage. As she was growing up, she heard all the comments, but dismissed them based on her first hand knowledge. Her parents were truly in love with each other, they complemented each other and were best friends. As the years went on, she was used to her mother going away for her professional pursuits as her father stayed home to mind the shop and her. This present no issues for her parents relationship, in fact strengthened their love.
Her early years were spent in the shop, learning the merchant ways, as well as other skills taught by her father. As her mental skills were developing, her mother took her away on some journeys and to the mage guild regularly. She had ample opportunity to ponder and discuss deeper thoughts and ideas with other learned men and women. After years of close proximity, her mother suggested that she journey to Karagonia and seek out an early childhood mentor she had, Brodiath, in order to expand her abilities and gain some experience in the world.
Description/Demeanor: Small, even for an elf, Lauranna appears almost like a child, which she has learned to use to keep out of trouble. She keeps her hair about shoulder length and loose to help cover her ears, but there is no denying the elven heritage. Finely sculptured features and a well toned and lithe physique contribute to her motor skills, both in hand and body. Her dress is typically simple, conforming to common acceptance standards, allows her to blend in with a crowd, or her surroundings rather easily. She travels light, appearing to be devoid of much wealth, the only indication might be the Leather she wears, and the Short Sword and Dagger in her belt. The other balanced blades are discretely sheathed about her person. A strap across her chest holds her most prized possession in a satchel at the small of her back. A multi-hued cloak hangs to her knees and dapple brown and greys.
Default Actions: Defense first, she avoids being a target. Backstabs and daggers thrown at casters is the primary action, magic use is typically an afterthought
Rolls:
[1d6] = 3 Thief HP
[1d4] = 2 MU HP
HP 3+2=5, /2= 2.5, or 3.
[1d6] = 3 starting gold roll1
[1d6] = 3 starting gold roll2
[1d100] = 32 family history
[1d100] = 15 starting disposition
[1d20] = 14 mystery roll1
[1d100] = 98 mystery roll1
[1d20] = 10 mystery roll2
[1d100] = 1 mystery roll2
[1d20] = 7 mystery roll3
[1d100] = 36 mystery roll3
[1d100] = 18 10% chance of magic Had to blow my one on mystery roll 2
[1d30] = 9 random spell#1
[1d100] = 66 65% chance to learn Feather Fall - fail
[1d30] = 5 random spell #1 again
[1d100] = 17 65% chance to learn Dancing Lights
[1d30] = 10 random spell #2
[1d100] = 25 65% chance to learn Find Familiar
[1d100] = 49 65% chance to learn Sleep Had to try for Sleep lol
[1d4] = 4 HP MU2
[1d6] = 1 HP T2
[1d6] = 6 Thief3 HP
[1d4] = 3 MU4 HP
[1d6] = 3 HP T5
Gender/Race: Female/High Elf
Class: Thief/Magic User
Level: 5/4
XP: 22,999/22,999 (including +10%)
Edit 3/30/17
Alignment: Neutral
Languages: Common, elven, gnoll, gnomish, goblin, halfling, hobgoblin, orcish, dwarven and giant
Age: 168
Height: 4'7"
Weight: 68#
Hair: Blonde
Eyes: Hazel
STR: 14 (Enc: +20 lbs, Minor: 1-2, Major: 7%)
DEX: 19 (+3 surprise adj, +3 to missile attacks, -4 to AC)
CON: 10 (HP:0 , sys shock: 75%, res/raise: 70%)
INT: 16 (Languages: +2, 65% chance to learn spells) adding Dwarven and Giant
WIS: 8 (Saving Throw Bonus: +0 )
CHA: 14 (henchmen max.6)
HP: 15/15 (19/19) with familiar
AC: 6 (-4 Dex bonus only)
Rear AC: 10 (no Dex)
THAC0: 19 (+1 with Short Sword, +3 with Missile Weapon)
Movement Rate: 120ft/rd (if goes over 55#, then down to 90ft/rd movement)
Total Current Encumbrance: 55# (move: 120/surprise bonus: +1)
Mage's Familiar: Weasel - Wily
Size: Small
Move: 150 feet
AC7
Hit Dice: 1d3+1
Hit Points: 3 / 3 (current / total)
No of Attacks: 1
Damage: 1d3
Magic Resistance: Standard
Intelligence: Animal
Alignment: Neutral
Note: When the familiar is within 120 feet of the magic-user, the magic-user gains additional hit points equal to the familiar's. However, if the familiar is ever killed, the magic-user permanently loses twice the familiar's hit points.
Saving Throws:
Aimed Magic (rod, staff, wand): 11
Breath Weapons: 15
Death/Paralyzation/Poison: 12
Petrification/Polymorph: 11
Spells (other): 12
Elf
+1 to hit with sword and bow
90% resistance to sleep and charm spells
Infravision 60'
Detect Secret Doors: 1 in 6 when passing, 2 in 6 when searching. 3 in 6 to search for concealed doors
Surprise: 4 in 6 chance to surprise when traveling in non metal armor and alone or more than 90 ft in advance of others.
Thief (5th level, elf, 19 dex)
Backstab: X2 damage +4 to hit
Climb Walls: 83%
Find Traps: 61%
Hear Noise: 22%
Hide in Shadows: 65%
Move Quietly: 60%
Open Locks: 61%
Pick Pockets: 71%
Read Languages: 20%
Weapon Proficiencies: (-3 penalty for use of non-proficient weapons)
Short Sword, Dagger, Oil
Weapons:
Short Sword (+1 to hit - 1d6/1d8) 3#
Dagger (1d4/1d3 melee; +3 to Hit thrown) 1#/e
10 throwing daggers (1d3/1d2 melee; +3 to Hit thrown) 5# (.5#/e)
Memorized spells:
( see Battle Sheet: viewtopic.php?f=35&t=513&p=9546#p9546 )
Spell book: #1
1st Level:
1. Read Magic
2. Dancing Lights
3. Find Familiar
4. Sleep
5. Enlarge
6. Magic Missile
Spell book: #2
1. Identify
2. Comprehend Languages
3. Jump
4. Web
5. Invisibility
6. Levitate
7. Detect Magic
Equipment: (Item / Cost / Weight)
Adventurer's clothes * / -
Cloak (free/2) with Gold Broach (*/nil)
Silver-laced Silk Scarf (*/nil)
Boots-soft (free/3)
Belt (5sp/-)
Oxyx pendant (*/nil)
Karagonian masterwork leather armor (-/15) ~ left aboard the ship to remain unencumbered!
Bandolier (for 10 throwing daggers) (-/-)
Large Belt Pouch#1 (4sp/2) capacity 5#
- Waterproof Bone Scroll case (*/5)
- Fine Parchment x12 (*/.5)
- Silver Stylus
- Leather Scroll Case (1gp/2.5)
- Parchment x5 (10sp/nil)
- Quill x2 (2sp/nil)
- Whet Stone (2cp/.5)
- 200ft Linen Twine (16cp/1)
Large Belt Pouch#2 (4sp/2) capacity 5#
- Wily!!

Small Belt Pouch#2 (2sp/1) capacity 2.5#
- Thieves' Tools (30gp/1)
- Oil (1sp/2)
- Fishhooks x 3 (3sp/nil)
Small Belt Pouch#3 2sp/1) capacity 2.5# ~ left aboard ship; saves 5#
- coin purse
Satchel - waterproof (1gp/5)
- Traveling Spellbook #1 (free/5)
- Traveling Spellbook #2 (*/5)
- Small Vial of magical ink
- incense and powders (find familiar x2)
Waterproof Parka (-/2.5)
Water skin (1gp/.5 empty/5 full)
* (indicates no encumbrance when worn)
(Total Cost 36gp, 8cp/Weight: 37.5#)
Magic Items: (Item / Cost / Weight)
Ring of Wizardry (doubles 1,2 &3rd level spells) (-/-)
Ring of Spell Turning (-/-)
+1/+3 Jewel-handled eastern throwing knife (-/.5)
Dagger, +1/+2 vs small creatures/10' light on command (-/1)
+1 Dagger of Venom (-/1)
Bone scroll case w/ 2 scrolls #1: Floating Disk, Unseen Servant , #2 Scroll of Warding vs. Elementals (-/5)
Ornate wrought silver quill stylus (-/-)
Set of masterwork thieves picks & tools (-/1)
Key, magical entrance to the catacombs under the palace (-/-)
Encumbrance
Armor: 0#
Weapons: 9#
Equipment: 37.5#
Magic: 8.5#
Coin: 0# ~ left coin/coinpurse/small belt pouch#3 on ship; saves 5#
Total Encumbrance 55# unencumbered (35 base, +20 STR = 55 allowed)
(note: if goes over 55#, will go down to move 90ft/rd and lose +1 surprise bonus)
Coin/Treasure: (starting gold: 60gp)
PP: 8
GP: 25
EP:
SP: 4
CP: 2
Gems: 1 small x 500gp
Jewelry: Onyx pendant (*/nil) worn
EDIT: 1-6-14 : Healing Potion (Shanny's Elixir), Small Crystal in pouch around neck. Wand of Secret Door and Trap detection.
Loot - unclassified
- Karagonian short sword
- 2 daggers - +1 Dagger of Venom
- small pouch on leather tong
- a plain silver ring - +1 Ring of Protection ~ given to Emm
- a quiver with closeable flap containing 6 large, black and strange-looking bolts - ~ given to Ziller for research*
- a large belt pouch: half-full potion of clear fluid Antidote
small vial of dark fluid wrapped in a black silk cloth (Poison)
a small vial of sizzling, silvery liquid wrapped in a grey silk cloth (Acid)
- key ring with 3 skeleton keys on it. "The keys… are to the Karagonian main sewers… the secret sewer entrance under the temple and to the secret… magical entrance to the catacombs under the palace…."
Background: After years of trying, Lauranna is born to a rather peculiar elven couple. Her Father, a jeweler, was skilled at minor prestidigitation and slight of hand parlor tricks thought her mother was, in fact, an honest to goodness mage. As she was growing up, she heard all the comments, but dismissed them based on her first hand knowledge. Her parents were truly in love with each other, they complemented each other and were best friends. As the years went on, she was used to her mother going away for her professional pursuits as her father stayed home to mind the shop and her. This present no issues for her parents relationship, in fact strengthened their love.
Her early years were spent in the shop, learning the merchant ways, as well as other skills taught by her father. As her mental skills were developing, her mother took her away on some journeys and to the mage guild regularly. She had ample opportunity to ponder and discuss deeper thoughts and ideas with other learned men and women. After years of close proximity, her mother suggested that she journey to Karagonia and seek out an early childhood mentor she had, Brodiath, in order to expand her abilities and gain some experience in the world.
Description/Demeanor: Small, even for an elf, Lauranna appears almost like a child, which she has learned to use to keep out of trouble. She keeps her hair about shoulder length and loose to help cover her ears, but there is no denying the elven heritage. Finely sculptured features and a well toned and lithe physique contribute to her motor skills, both in hand and body. Her dress is typically simple, conforming to common acceptance standards, allows her to blend in with a crowd, or her surroundings rather easily. She travels light, appearing to be devoid of much wealth, the only indication might be the Leather she wears, and the Short Sword and Dagger in her belt. The other balanced blades are discretely sheathed about her person. A strap across her chest holds her most prized possession in a satchel at the small of her back. A multi-hued cloak hangs to her knees and dapple brown and greys.
Default Actions: Defense first, she avoids being a target. Backstabs and daggers thrown at casters is the primary action, magic use is typically an afterthought
Rolls:
[1d6] = 3 Thief HP
[1d4] = 2 MU HP
HP 3+2=5, /2= 2.5, or 3.
[1d6] = 3 starting gold roll1
[1d6] = 3 starting gold roll2
[1d100] = 32 family history
[1d100] = 15 starting disposition
[1d20] = 14 mystery roll1
[1d100] = 98 mystery roll1
[1d20] = 10 mystery roll2
[1d100] = 1 mystery roll2
[1d20] = 7 mystery roll3
[1d100] = 36 mystery roll3
[1d100] = 18 10% chance of magic Had to blow my one on mystery roll 2
[1d30] = 9 random spell#1
[1d100] = 66 65% chance to learn Feather Fall - fail
[1d30] = 5 random spell #1 again
[1d100] = 17 65% chance to learn Dancing Lights
[1d30] = 10 random spell #2
[1d100] = 25 65% chance to learn Find Familiar
[1d100] = 49 65% chance to learn Sleep Had to try for Sleep lol
[1d4] = 4 HP MU2
[1d6] = 1 HP T2
[1d6] = 6 Thief3 HP
[1d4] = 3 MU4 HP
[1d6] = 3 HP T5
Re: Player Characters
Manoah Lesley
Race/Gender: Human male
Class/Level: Ranger 5
Alignment: Neutral Good
Age: 25
Height: 6-0
Weight: 170
Eyes: pale blue
Hair: brown
Languages: common, dwarvish, elvish, alignment
STR: 16 (+35 enc, +1 damage, Minor/OD:1-3 (on d6), Major/BB-LG: 10%)
INT: 16 (+5 languages; start with 2 add.)
WIS: 16 (+2 saving throws)
DEX: 14 (None)
CON: 15 (+1 HP; 94% resurrection , 91% system shock)
CHR: 8 (max 3, -5% loyalty penalty)
Hit Points: 43/43* (34/34)
AC: 3/4/4 (armor+shield / armor only / back/rear ac)
THAC0: 16
Move: 120ft/rd (goes down to 90ft/rd after carrying over 105#)
Encumbrance: 103lbs.
(* while wearing amulet of health)
Saving Throws:
Death/Paralyzation/Poison: 11
Petrification/Polymorph: 12
Aimed Magic (rod, staff, wand): 13
Breath Weapons: 13
Spells (other): 14
Racial / Class Abilities & Modifiers:
Surprise: Rangers are less likely to be surprised (only on a 1 on 1d6), and more likely to surprise others (1-3 on 1d6) than other character classes.
Damage vs humanoids: Rangers receive a bonus of +1 damage per ranger level against evil humanoid or giant-ish opponents (including such creatures as orcs, goblins, and giants, for example). Thus, a 3rd level ranger would receive +3 damage per hit against these creatures.
Tracking: Rangers may track other creatures, with a base 90% chance of success in rural settings (modified by the GM according to such factors as the age of the trail, the prevailing terrain and current weather conditions) and a base 65% chance in urban or dungeon settings (again, modifi ed by the GM to
take account of local conditions).
Melee Weapon: (To Hit / Damage small-medium/large)
+1 Eastern Longsword from Uncle (+1 to Hit; 1d8+2/1d12+2) (7#)
+1/+2 (vs smaller opponents) Dagger from native shaman (+1/+2 to Hit; 1d4+2(3)/1d3+2(3)) (1#)
Missile Weapon:
+2 Short bow from Uncle (Specialized: +3 to Hit; 1d6+4/1d6+4) ; ROF: 3/1 (8#)
20 fine silver-imbued flight arrows (7#)
+1/+2 Dagger (- to Hit; 1d4+2(3)/1d3+2(3)) (*)
Currently Equipped With:
Adventurer's Clothes (-)
Banded Mail (35#)
medium metal shield (8#)
Ranger’s Cloak (2.5#)
Hooded Lantern (2#)
Parka (1# worn / 2# folded)
50 ft silk rope (1#)
grappling hook (4#)
6 pitons and harness (3.5#)
Backpack (10#)
(and contents) (??#)
1 week iron rations (7#)
2 waterskins (each: 1# empty / 5# full)
Magical items
10 +1 arrows (4#)
2 Arrows of Slaying (1#)
Small vial of Antitoxin Antidote - 1 dose (1#)
Potion of Water Breathing – 4 doses (2#)
Potion of gaseous form – 1 dose (2#)
Ring of Sustenance (-)
Stone Salve (3 doses) (1#)
Mantel of the Jaguar (5#)
Amulet of Health (worn) (-)
1 Shanny's home-brewed Healing Elixirs (1 dose, 1d8+1) (2#)
Billy's "Break-in-Emergency" Locator Crystals (clear, @ 2"L x 1"W) (-)
Magical cloth charm bracelets (woven blue, green & red threads) (-)
Encumbrance:
Armor: 43
Weapons: 16
Equipment: 36 (+??)
Magic: 8
Coin: 0
Total Encumbrance: 103lbs.
Default Actions:
Manoah would fire regular arrow if safe to fire
Then use longsword till death
Race/Gender: Human male
Class/Level: Ranger 5
Alignment: Neutral Good
Age: 25
Height: 6-0
Weight: 170
Eyes: pale blue
Hair: brown
Languages: common, dwarvish, elvish, alignment
STR: 16 (+35 enc, +1 damage, Minor/OD:1-3 (on d6), Major/BB-LG: 10%)
INT: 16 (+5 languages; start with 2 add.)
WIS: 16 (+2 saving throws)
DEX: 14 (None)
CON: 15 (+1 HP; 94% resurrection , 91% system shock)
CHR: 8 (max 3, -5% loyalty penalty)
Hit Points: 43/43* (34/34)
AC: 3/4/4 (armor+shield / armor only / back/rear ac)
THAC0: 16
Move: 120ft/rd (goes down to 90ft/rd after carrying over 105#)
Encumbrance: 103lbs.
(* while wearing amulet of health)
Saving Throws:
Death/Paralyzation/Poison: 11
Petrification/Polymorph: 12
Aimed Magic (rod, staff, wand): 13
Breath Weapons: 13
Spells (other): 14
Racial / Class Abilities & Modifiers:
Surprise: Rangers are less likely to be surprised (only on a 1 on 1d6), and more likely to surprise others (1-3 on 1d6) than other character classes.
Damage vs humanoids: Rangers receive a bonus of +1 damage per ranger level against evil humanoid or giant-ish opponents (including such creatures as orcs, goblins, and giants, for example). Thus, a 3rd level ranger would receive +3 damage per hit against these creatures.
Tracking: Rangers may track other creatures, with a base 90% chance of success in rural settings (modified by the GM according to such factors as the age of the trail, the prevailing terrain and current weather conditions) and a base 65% chance in urban or dungeon settings (again, modifi ed by the GM to
take account of local conditions).
Melee Weapon: (To Hit / Damage small-medium/large)
+1 Eastern Longsword from Uncle (+1 to Hit; 1d8+2/1d12+2) (7#)
+1/+2 (vs smaller opponents) Dagger from native shaman (+1/+2 to Hit; 1d4+2(3)/1d3+2(3)) (1#)
Missile Weapon:
+2 Short bow from Uncle (Specialized: +3 to Hit; 1d6+4/1d6+4) ; ROF: 3/1 (8#)
20 fine silver-imbued flight arrows (7#)
+1/+2 Dagger (- to Hit; 1d4+2(3)/1d3+2(3)) (*)
Currently Equipped With:
Adventurer's Clothes (-)
Banded Mail (35#)
medium metal shield (8#)
Ranger’s Cloak (2.5#)
Hooded Lantern (2#)
Parka (1# worn / 2# folded)
50 ft silk rope (1#)
grappling hook (4#)
6 pitons and harness (3.5#)
Backpack (10#)
(and contents) (??#)
1 week iron rations (7#)
2 waterskins (each: 1# empty / 5# full)
Magical items
10 +1 arrows (4#)
2 Arrows of Slaying (1#)
Small vial of Antitoxin Antidote - 1 dose (1#)
Potion of Water Breathing – 4 doses (2#)
Potion of gaseous form – 1 dose (2#)
Ring of Sustenance (-)
Stone Salve (3 doses) (1#)
Mantel of the Jaguar (5#)
Amulet of Health (worn) (-)
1 Shanny's home-brewed Healing Elixirs (1 dose, 1d8+1) (2#)
Billy's "Break-in-Emergency" Locator Crystals (clear, @ 2"L x 1"W) (-)
Magical cloth charm bracelets (woven blue, green & red threads) (-)
Encumbrance:
Armor: 43
Weapons: 16
Equipment: 36 (+??)
Magic: 8
Coin: 0
Total Encumbrance: 103lbs.
Default Actions:
Manoah would fire regular arrow if safe to fire
Then use longsword till death
Dandelion - female half-orc beautyqueen in training (The Lone City in the Wildlands) OSRIC
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL