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 Post subject: Player Characters
PostPosted: Wed Apr 04, 2012 7:18 am 
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Posts: 4885
Location: Bay Area, NorCal
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Former Player Characters No Longer Active / Alive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)


Last edited by Argennian on Mon Apr 24, 2017 9:52 am, edited 2 times in total.
Add player character from Group 2!


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 Post subject: Caelvanna
PostPosted: Wed Apr 04, 2012 10:13 am 
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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

Age: 138
Height: 4' 8"
Weight: 78 pounds
Hair: Long, dark brown, typically pulled back into a ponytail which extends in length below her waist.
Eyes: Bluish brown (gray)
Distinguishing features: Caelvanna possesses natural elven beauty, but a certain toughness is evident despite her slender frame.


STR: 16 (TH: 0, DAM: +1, Enc: +35 pounds, Minor: 1-3, Major: 10%)
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)
Broach bears the heraldry of her house and honorable military service (20gp value)

== Small Belt Pouch #1 ==
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)
" Ziller dismisses his two officers to their various tasks. He then turns and approaches Bogdan, Caelvanna and Emm, reaching into the upper pocket of his shirt and handing each of them a small vial of whitish-yellow fluid. "This is an anti-venom and naturally-occurring toxins treatment of sorts. It can be ingested if one is conscious and able or applied topically to a poisoned wound if they are not or unable. It is not an antidote and will only work to slow down any poisons or toxins. There is only one dose per vial and it's effects last about an hour, maybe a wee bit more depending." -- source

== Small Belt Pouch #2 ==
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:
One thing she never does is second-guesses herself once she makes a decision... and her mind was made up:

It was time.

Caelvanna had something stolen from her.   She doesn't know when, or by whom, but she will get it back... or die trying.

On her centennial birthday, her father, an elven armorer and blacksmith, bestowed upon her an ornate set of elven banded mail and a elven masterwork short sword.   And from her mother, she received a silver broach that has the heraldry of her house and honorable military service.  All equally treasured possessions.  While her sword and broach never left her person, there were occasions when her prized armor was stowed.  Whether it was a targeted incident or not, someone (or something) had stolen her armor and Caelvanna is determined to get it back.

Upon the discovery that her armor had been taken, Caelvanna felt a rage boil within her she didn't know existed.  It scared her.  She always thought of herself as ferocious in battle (and she is) but her desire for vengeance was unlike anything she had ever felt before.

*****

While she will never be confused with a master elven armorer, the many years she spent working with her father growing up left her with much knowledge and skill in the armorer craft.    While it frustrated her to to end as a child, she is now thankful for the many lessons in courtoise her mother forced her to endure.
    Description/Demeanor:
Friendly and carefree in her youth, Caelvanna has seen much suffering over the years and, despite still being young in age as far as elves go, her experiences have left her with a darker and hardened personality.   She has become quite independent and, while not brash, she is extremely confident.  She prides herself on her truthfulness and her word is beyond reproach (if she says she will do something, that something will be done).  Caelvanna is skilled in the art of physical endurance and excels in long distance running.
 

Default Actions: (ACTION-TOP/SOP)
A former scout archer and guerrilla-fighter of the Kalas Forest defense forces, Caelvanna prefers to scout well ahead of the rest of the party when traveling outdoors.  Indoors or underground, where she does not feel the same level of comfort, she is still more than willing to lead, but will be equally fine falling into one of the rear ranks of the parties marching order.

While she is skilled with her short sword, she tends to avoid melee conflict and relies almost exclusively on her short bow.


Rolls:
All Rolls

***

Caelvanna: 2nd level Fighter Hit Points [1d10] = 7 (rolled by DM on 11/29/12)
3rd-level hit points [1d10] = 10

_________________
.
DM


Last edited by dmw71 on Fri Feb 06, 2015 11:12 am, edited 68 times in total.

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 Post subject: Re: Player Characters
PostPosted: Wed Apr 04, 2012 9:34 pm 
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Joined: Thu Oct 21, 2010 12:50 pm
Posts: 13197
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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:
Death/Paralyzation/Poison: 11
Petrification/Polymorph: 12
Aimed Magic (rod, staff, wand): 13
Breath Weapons: 13
Spells (other): 14

Weapon Proficiencies: 5
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:
- Infravision 60'
- 1 attack/level when fighting unskilled
- Attacks first/last in a round when he has multiple attacks
- Weapon Double Specialization (Longsword): AR=3/2, +3 To Hit, +3 Damage
- Movement 120'

Equipment: (Item / Cost / Weight)
Adventurer's clothes
Cloak
Hard, Hobnail Boots
Banded Mail (90gp/35lbs)
Shield, Medium, +1
Longsword (15gp/7lbs)
Spear (2gp/5lbs)
Dagger (2gp/1lb)
Backpack (2gp/10lbs)
--Flint/Steel (1gp/-)
--(10) Torches (1sp/10lbs)
--vial of oil wrapped in cloth
--Whetstone (2cp/.5lbs)
--(2) Sack, Large (3sp/2lbs)
--Rope, hemp, 50' (1gp/10lbs)
--Caltrops (1gp/2lbs)
--Glass vial with small stopper (Potion of Slow Poison)
--a large, ancient looking key (from dead gnome via assassin vine)
--Antidote for Natural Toxins
Bedroll (2sp/5lbs)
Blanket, woolen (5cp/2sp)
Pouch, Belt, Large (4sp/2lbs)
- Ioun Stone, clear, spindle
(2) Waterskin, 3 pints, full (2gp/6lbs)
(1) Wineskin, 3 pints, half full of fine wine (3lbs)
(5) Trail Rations (10lbs)
(2) Standard Rations (4lbs)
* (indicates no encumbrance when worn)
(Total Cost/Weight:)
(127gp, 9sp, 2cp/107.5 124.5 (includes all rations and water/wine)

Currently Equipped With:
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)
Armor: 35
Weapons: 18
Equipment: 71.5
Magic:
Coin:
Total Encumbrance: 124.5 (Unencumbered up to 170lbs)

Coin/Treasure: (starting gold: 130gp)
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 is the bastard son of an orc brigand (name unknown) and Agnessa, the daughter of an upper-class jewelry merchant in Karagonia. He was conceived in an act of violence, when a band of orcs ambushed a trade caravan that Agnessa was traveling with. She survived only because a patrol party heard sounds of battle and rushed to their aid before all could be slaughtered. When she found that she was with child, she could not bring herself to end the pregnancy, so her father kept her hidden away for most of a year. The baby was quickly taken away just minutes after being born. The nurse maid was told to leave it out in a street to be run over by a cart, but not everyone who lives within the upper quarters is without a heart. She located Agnessa's younger half sister, Nikole, a waitress at the Boar's Breath tavern, and handed the child over. Aunt Nikole became the baby's surrogate mother. She named him Bogdan. Agnessa knew nothing of the fate of her child; nor did she care to.

Bogdan, or Bog, as he likes to be called, grew up in a slightly-less-than impoverished home. His aunt Niki worked two jobs - in a food processing plant during the day and as a waitress at the Boar's Breath each night - but the extra income she received was saved for the training she knew her nephew would eventually need. She'd recognized his aptitude for all things structured and appreciated the feats of strength he performed at an early age. She was determined to give him a life worth living. As soon as he was old enough, she apprenticed him to an old friend, a retired soldier, named Akomis, who was one of the local blacksmiths in Karagonia. Akomis also happened to be a dwarf.

Aunt Niki picked the dwarf as a mentor for several reasons. For starters, he was one of the few proper fighters in the area who was willing to take on an apprentice. She also wanted Bog to grow up without the prejudice of hatred between orcs and dwarves, and thought close interactions with a dwarf at an early age might help to overcome this. And she saw this as an opportunity for growth in Akomis, as well, in overcoming the same prejudice.

Before any martial training began, Akomis wanted to develop Bog's strenth and endurance. So Bog spent most of every day working for the blacksmith - doing the menial tasks of hauling wood for the fire and iron blanks for forging, the dirty work of separating the iron ore from its matrix, and, eventually, helping the smith forge the every day implements needed in the community. He even had the chance to forge the occasional axe head with Akomis, which is about as close to a weapon as the blacksmith would come for fear of drawing attention to himself from the city guards. During this time, the old dwarf found that the child even had a little bit of an aptitude for languages and so he taught him enough of his "native" tongue (orcish) to be passable, as well as some goblin and the most common form of dwarvish.

On Bog's 13th birthday, Akomis changed their plans for that day. He set aside the horseshoes he'd been working on and pulled out several drawn rods of iron he'd been saving. "Come here, lad," he said to Bog. "Today you start your training. And you'll need something to train with." And, with the shop closed for business that day, they began making Bog a sword. They started working the iron, first heating it in the coals and then drawing it out and folding it back over, hammering the red hot metal back into itself. Occasionally, Akomis would roll the hot iron across crushed charcoal, adding minute amounts of carbon to the metal. They repeated the process again and again. Akomis used all of his dwarven knowledge of the craft to forge the finest steel sword he could.

And then Akomis began using all of his knowledge and training to forge the finest fighter he could to wield that sword.

For many years thereafter, Bog continued to work in the smithy during the day and discretely train with Akimos at night. His strength developed farther and faster than Akimos ever imagined it would. His skills with the sword developed just as quickly. He made the old mentor proud.

Considering how the life of a bastard-born half orc could have been, Bog was content. He had a good mother (he knew of the circumstances of his birth, but what else do you call the woman who raised you since the day you were born?) and a good friend and mentor. He never minded being of the lowest caste; he had no aspirations other than to be the best fighter (and maybe not a bad smithy, either) he could be. He never cared for the politics of the country - as long as he stayed out of the way of the city guards, he had no trouble by them and that was the way he liked it.

And just when he started thinking life could go on like this forever... it changed. Word made it back to Akinos that he was needed in Dwarfhome, in the Totallan mountains. Orc and goblin raiders had grown in numbers and threatened his home lands, his family, and his friends. His fighting and smithing skills made him invaluable and his family allegiance would not keep him away. Bog wanted to go with him, but the old dwarf knew the limits of dwarven hospitality and kindness. He knew a half-orc would never be accepted in Dwarfhome and so he denied his request. He also knew Bog had no desire to actually run a smithy, so he left it in the hands of another local smith, with Bog staying on as a smith's apprentice.

The day he left, he pulled Bog aside and told him, "You have worked hard these long years. You've grown strong and skilled and have become a true friend. There is nothing more I can teach you, son. Mind your sword and mind your tongue. Stay alert and vigilant. I've done what I can to help give you a proper life; now it is up to you to figure out what a proper life is." He went into the back room and pulled out a suit of banded armour, something he'd managed to put together without Bog knowing about it. He gave it to the young man without ceremony and told him to watch after his mother. And then he left.

Two months later, Bog had once again settled into routine. During the day, he apprenticed with Belaim the Smith. At night, he continued his training on his own. One night, as he was taking his evening meal at the Boar's Breath, one of the waitresses quietly tipped him off that city guards were on their way to his Aunt Niki's cottage. He'd heard rumors over the years, about her involvement in the Hands of Balance, but never given it much thought. Fear surged through him as he raced to her house to warn her of the soldiers before it was too late. When he got there, she was nowhere to be found. Fearing the worst, he quickly grabbed what valuables he knew of (something his aunt had told him to do in case of emergencies) and packed them into his backpack. He grabbed enough food for two weeks of travel then sneaked out the back just as the guards started pounding on the front door. He searched for his aunt, checking places she'd frequented, but to no avail.

He heard later the next day that she'd been taken into custody, along with several other employees and patrons of the Boar's Breath. He also found out that she'd known the guards were coming. She knew what he would do, so she had the message passed to him to get him safely away.

He's spent the last few days keeping a low profile, hiding out in an abandoned cottage a few blocks from his aunt's house. He woke up this morning to find a sealed note sitting on top of his pack....

Description/Demeanor: (general or detailed appearance / character's overall demeanor, mannerisms, etc.)
Bog is tall and not terribly handsome. He has short black hair and protruding lower canines. He has a quiet demeanor, as of one who tries to avoid trouble when possible. But he also gives the appearance of knowing how to handle himself, should he need to do so. He has the unlikely friendship of his mentor, a dwarf fighter. Though he is not overtly friendly towards other dwarves, he is generally quite tolerant and accepting of them. Except for being grateful for his exceptional strength, Bog pays little mind to his non-human heritage. He does not hide the fact that he is a half-breed orc, but neither does he embrace it.


Default Actions: (more detail on this in the ACTION-TOP/SOP thread)
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:
Level 5 HP [1d10+2] = 2+2 = 4
http://www.unseenservant.com/Default.as ... lts&pc=359
(This should encompass all of the dice rolls; easier than linking 13 individual dice rolls.)

_________________
Dragon foot. Bamboo pole. Little mouse. Tiny boy.


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 Post subject: Re: Player Characters
PostPosted: Wed Apr 04, 2012 9:50 pm 
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Ranger Lord
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Joined: Sun Feb 26, 2012 9:35 pm
Posts: 3519
Location: Midwest
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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 Tue Apr 18, 2017 6:45 pm, edited 33 times in total.

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 Post subject: Re: Player Characters
PostPosted: Wed Apr 04, 2012 10:23 pm 
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Scout
Scout

Joined: Thu Mar 29, 2012 2:39 pm
Posts: 50
Location: Concord, CA
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)


Last edited by Thalion on Sun Oct 28, 2012 4:28 pm, edited 12 times in total.

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 Post subject: Re: Player Characters
PostPosted: Thu Apr 05, 2012 7:56 am 
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Pathfinder
Pathfinder

Joined: Tue Mar 20, 2012 3:27 pm
Posts: 348
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Name: Hartnid Rachstaad
Gender/Race: Dwarf
Class: Cleric
Level: 1
XP: 550 / 1550
Alignment: Neutral Good
Languages: Dwarfish, gnomish, goblin, kobold, orcish, common
Age: 251
Height: 4'4"
Weight: 167lb
Hair: Black
Eyes: Black
Distinguishing appearance/features/scars:
- Branding scar of Moradin’s holy symbol on inside of left forearm.

STR: 14 (TH: +0, DAM: +0, Enc: +20 lbs, Minor: 1-2, Major: 7%)
DEX: 8 (+0 surprise adj, 0 to missile attacks, -0 to AC)
CON: 15 (HP: +1, sys shock: 94%, res/raise: 91%)
INT: 9 (Languages: +1)
WIS: 17 (Saving Throw Bonus: +3)
CHA: 12(13) (henchmen max. 5)

Hit points level 1: [1d8] = 8
HP: 1/9 (current total/max)
AC: 4/4/4 (armor type/ac +shield+Dex bonus / without shield (if applicable)
Rear AC: 4 (no Dex/shield bonus)
THAC0: 20
Movement Rate: 90/60 (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): 14
Breath Weapons: 16
Death/Paralyzation/Poison: 10
Petrification/Polymorph: 13
Spells (other): 15
* +4 saving throws vs. poison, magic
** +3 saving throws vs. mental attacks

Weapon Proficiencies:
Heavy Mace
Heavy Flail

Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
Heavy Flail +0/(d6+1/2d4)

Memorized spells:
1st level: Cure Light Wounds [used]
1st level: Cure Light Wounds
1st level: Command

Special Abilities:
- 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%)

Equipment: (Item / Cost / Weight)
Splint Mail 80g / 40lb
Heavy Flail 3g / 10lb
Adventurer's clothes - / -
Cloak - / -
Boots - / -
Backpack 2g / 10lb
Bedroll 2s / 5lb
Flint and steel 1g / -
iron holy symbol on silver chain - / 1lb
Large belt pouch 4s / 2lb
Fishing net 1s / -
Fishing pole 2s / 8lb
3 Fish hooks 3s / -
Fillet knife 5s / 1lb
Twine, 100ft spool 8c / 0.5lb
Waterskin, water 1g / 2lb
Waterskin, fine dwarven wine - / 2lb
Silver flask, fine spirits - / 2lb
6 sets of 1st level spell components - / -
2 vials of holy water - / 2lb
(Total Cost/Weight: 6.4g / 35.5lb )

Magic Items: (Item / Cost / Weight)

Encumbrance
Armor: 40lb
Weapons: 10lb
Equipment: 35.5lb
Magic: 0lb
Coin: .6lb
Total Encumbrance: 76.1lb

Starting gold 1 of 3: [1d6] = 1
Starting gold 2 of 3: [1d6] = 4
Starting gold 3 of 3: [1d6] = 4
Coin/Treasure: (starting gold: 90gp)
PP:
GP:
EP:
SP: 6
CP:
Gems:
Jewelry:

Background:

The truth was, Hartnid would rather be fishing.

The military life did not suit Hartnid at all. The constant drills, the barked orders, the drudgery. All he ever dreamed of was getting away from it all, finding himself a nice, quiet, underground pond, where he could cast his pole, read by candlelight, and drift away from the troubles of the times.

But he'd made two promises. One to his god, Moradin. The other to his cousin, Ulrich. He would stay the course. He would fight, if called upon. Hartnid would defend Doormak.

Of course, that didn't mean he had to like it.

After what seemed a grueling eternity, the Great War ended, and the Dwarven Defense Forces released many of their conscripts from service. The days of hanging around the Boar’s Breath with Ulrich, laughing and cavorting and singing songs, seemed to be returning. Hartnid had even made some new friends in the bar, friends who seemed keen on making sure no more wars started. He helped out now and then, passing notes and such, innocent-seeming activity for such a noble cause.

But then the King's Eyes shut the place down. His new friends seemed to vanish. And many who he thought he could trust started treating Hartnid with suspicion. Maybe he should have just stuck with fishing after all.

Family history: [1d100] = 39
Starting disposition: [1d100] = 39
Luck 1a of 3: [1d20] = 6
Luck 1b of 3: [1d100] = 49
Luck 2a of 3: [1d20] = 15
Luck 2b of 3: [1d100] = 98
Luck 3a of 3: [1d20] = 18
Luck 3b of 3: [1d100] = 75
Chance of magic item: [1d100] = 29

Description/Demeanor:
- Calm, pensive, reverent. Easily distracted. Enjoys quiet activities by himself or with close friends. Fiercely loyal to his cousin, Ulrich, who shares his birthday.

Default Actions:
1) Command spell against particularly dangerous opponents, such as spell casters.
2) Cure Light Wounds on grievously wounded/unconscious teammates.
3) Melee, staying with the group in a protective formation, defending those less armored or otherwise unable to defend themselves (mages, archers, etc).

_________________
"It is inevitable that at some point a character will fall into a pit, off a wall, or over a cliff." - OSRIC, p.119


Last edited by Xaxyx on Tue Jul 17, 2012 5:35 am, edited 21 times in total.

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 Post subject: Re: Player Characters
PostPosted: Thu Apr 05, 2012 10:06 pm 
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Ranger Knight
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Joined: Sun Mar 18, 2012 1:48 pm
Posts: 1033
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

_________________
I'm not gonna cook it but I'll order it from Zanzibar.


Last edited by SocraticLawyer on Fri Apr 14, 2017 11:53 am, edited 27 times in total.

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 Post subject: Re: Player Characters
PostPosted: Fri Apr 06, 2012 9:03 am 
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Strider
Strider

Joined: Tue Mar 27, 2012 5:37 pm
Posts: 41
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)




Rolls:
HP:
[1d10+1] = 1+1 = 2
[1d10+1] = 4+1 = 5
[1d10+1] = 1+1 = 2 HP Roll
[1d10+1] = 4+1 = 5 HP Roll
[1d10+1] = 9+1 = 10 HP Roll

Starting Gold:
[1d6] = 5 cash roll 1
[1d6] = 6 cash roll 2
[1d6] = 4 cash roll 3

Family History Roll:
[1d100] = 38 Family History

Starting Disposition Roll:
[1d100] = 31 Starting Disposition Roll

Luck/Karma/? Mystery Roll 1:
[1d20] = 2 Mystery Roll 1
[1d100] = 73 Mystery Roll 1

Luck/Karma/? Mystery Roll 2: roll 1d20 first and then a 1d100 separately here on the dice roller and link rolls. DM will keep this number for use in game.
[1d20] = 7 Mystery Roll 2
[1d100] = 49 Mystery Roll 2

Luck/Karma/? Mystery Roll 3: roll 1d20 first and then a 1d100 separately here on the dice roller and link roll. DM will keep this number for use in game.
[1d20] = 15 Mystery Roll 3
[1d100] = 49 Mystery Roll 3

Chance to start with a Magic Item!:
[1d100] = 68 Magic Item Chance

DM's rolls for Griffo
Griffo: 2nd level Fighter Hit Points [1d10+1] = 6+1 = 7 (10 + 7 = 17hp total)

DM's rolls for Griffo
~ rolled a 6 (+1 for Con bonus) = 7 (17 + 7 = 24hp total)

Griffo: HP roll for 4th level Fighter: [1d10+1] = 9+1 = 10 (24 + 10 = 34hp total)

Griffo: number of arrows produced on Day 1 [1d6+4] = 4+4 = 8

_________________
Griffo Ostgood (Lvl 1 Halfling Fighter, A New Hope)


Last edited by Nyctos on Wed Sep 05, 2012 7:29 am, edited 24 times in total.

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 Post subject: Re: Player Characters
PostPosted: Sat Apr 07, 2012 11:08 am 
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Ranger Lord
Ranger Lord
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Joined: Mon May 30, 2011 7:40 pm
Posts: 2764
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

_________________
Lauranna, T4/MU3, A New Hope to the West
Mathias, C3, A Village With No Name
Raphael, Gang Banger, Mechanic, Price of Freedom
Barnhardt,%20B1,%20Brave%20New%20World
Lord Edwardo Muscha, In the Marches, Traveller


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 Post subject: Re: Player Characters
PostPosted: Thu Apr 20, 2017 6:19 am 
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Ranger Lord
Ranger Lord
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Joined: Wed May 11, 2011 6:42 am
Posts: 6113
Location: Middle of Carolinas
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

_________________
Dandelion - female half-orc beautyqueen in training (The Lone City in the Wildlands) OSRIC
Geoffrey Blood - male pirate from Briton (Pirates:Cannon and Dragons) 1e homebrew
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Junius - male dwarf pincushion (Dave's Mega-dungeon) LL
Manoah Lasley - male ranger of royal blood (A New Hope in the West) OSRIC
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL



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