Characters
- Bloodaxe
- Ranger Knight
- Posts: 1449
- Joined: Sat Mar 16, 2013 10:30 pm
- Location: Allentown, Pennsylvania
Characters
Completely finished characters here.
- GreyWolfVT
- Wants a special title like Scott
- Posts: 33022
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Vermont
- Contact:
Re: Characters
Note: Dwarf was raised on a wild pig farm he does not ride them.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Characters
Name: Abdul Jhaad Asaahn
Race: Half Drow Elf
Class: Cleric / Magic User
Level: 5/5
Alignment: Lawful Neutral
Age: 150
Str: 8
Int: 16
Wis: 17
Dex: 9
Con: 15
Cha: 14
Current Hit Points: 27
Maximum Hit Points: 27
Secondary Skill: Vizier (court politics, diplomacy, negotiation)
Goals: The holy wizard craves secret knowledge, especially magical knowledge, hence his long journey from the arabian empire of Zhakar to White Plume Mountain. The chance to search the stronghold of a legendary mage is too tempting to pass up, even if it places his own person at risk.
Half Elf Abilities: Infravision 60'. Detect hidden and secret doors on roll of 1-2 on a d6. +4 to saving throws against ghoul paralysis.
Languages: Common, Lawful Neutral, Elvish, Gnoll, Hobgoblin and Orc
Armor: +3 Chainmail
Armor Class: 2
Weapons: Staff, curvy dagger, scimitar
Magic Items:
Magic User: 4 first level spells, 4 second level spells, and 1 third level spell
Cleric: 5 first level spells, 4 second level spells, 2 third level spells
Memorized Spells:
Magic-User: Magic Missile, Light, Sleep, Charm Person, Invisibility, Phantasmal Force, Knock, Web, Fireball
Cleric: Cure Light Wounds x4, Command, Augury, Augury, Find Traps, Hold Person, Dispel Magic, Dispel Magic
Magic User Spell Book: (maximum 11 spells per level)
Race: Half Drow Elf
Class: Cleric / Magic User
Level: 5/5
Alignment: Lawful Neutral
Age: 150
Str: 8
Int: 16
Wis: 17
Dex: 9
Con: 15
Cha: 14
Current Hit Points: 27
Maximum Hit Points: 27
Secondary Skill: Vizier (court politics, diplomacy, negotiation)
Goals: The holy wizard craves secret knowledge, especially magical knowledge, hence his long journey from the arabian empire of Zhakar to White Plume Mountain. The chance to search the stronghold of a legendary mage is too tempting to pass up, even if it places his own person at risk.
Half Elf Abilities: Infravision 60'. Detect hidden and secret doors on roll of 1-2 on a d6. +4 to saving throws against ghoul paralysis.
Languages: Common, Lawful Neutral, Elvish, Gnoll, Hobgoblin and Orc
Armor: +3 Chainmail
Armor Class: 2
Weapons: Staff, curvy dagger, scimitar
Magic Items:
- Wand of Lightning- 6 charges
Wand of Frost - unknown charges
Ring of Spell Turning- 3 charges
Flying Carpet, small (1 passenger)
Two Potions of Extra Healing
Potion of Fire Resistance
Scroll of 3 spells: Haste, Lightning Bolt, Lightning Bolt
Scroll of 3 spells: Detect Magic, Lightning Bolt, Lightning Bolt
Scroll of 1 spell: Fear (cast at 7th level)
+3 Chainmail
Magic User: 4 first level spells, 4 second level spells, and 1 third level spell
Cleric: 5 first level spells, 4 second level spells, 2 third level spells
Memorized Spells:
Magic-User: Magic Missile, Light, Sleep, Charm Person, Invisibility, Phantasmal Force, Knock, Web, Fireball
Cleric: Cure Light Wounds x4, Command, Augury, Augury, Find Traps, Hold Person, Dispel Magic, Dispel Magic
Magic User Spell Book: (maximum 11 spells per level)
- Level 1:
- Charm Person
Feather Fall
Hold Portal
Identify
Jump
Light
Magic Missile
Read Languages
Read Magic
Shield
Sleep
- Amnesia
Auditory Illusion
Detect Invisible
ESP
Invisibility
Knock
Locate Object
Mirror Image
Phantasmal Force
Scare
Stinking Cloud
Strength
Web
- Blink
Clairaudience
Clairvoyance
Fireball
Haste
Lightning Bolt
Protection from Normal Missiles
Slow
Suggestion
Summon Monster I
Water Breathing
- Charm Person
Last edited by Inferno on Mon Feb 01, 2016 10:36 pm, edited 35 times in total.
Re: Characters
Brother Isaachar, now completed with DM approval:
A few notes. Half-orcs are limited by race to 4th level clerics and also max out wisdom at 14 points. Therefore I adjusted the constitution of him to compensate for these penalties.
I have not listed his spells as clerics know all permitted level spells and I'll pray to the DM each day to be blessed with appropriate divine blessings (party cures may come at a price... "hmmm that's a rather nice gem you have in yonder pocket" ...offering plate goes out)
Enjoy sweet fellowship with Bro Isaachar......muwahahahahah!!!
A few notes. Half-orcs are limited by race to 4th level clerics and also max out wisdom at 14 points. Therefore I adjusted the constitution of him to compensate for these penalties.
I have not listed his spells as clerics know all permitted level spells and I'll pray to the DM each day to be blessed with appropriate divine blessings (party cures may come at a price... "hmmm that's a rather nice gem you have in yonder pocket" ...offering plate goes out)
Enjoy sweet fellowship with Bro Isaachar......muwahahahahah!!!
- Scott308
- Guy Who Gamed With The Famous People
- Posts: 7117
- Joined: Thu Oct 02, 2014 3:13 am
- Location: Oregon, WI
Re: Characters
Sometimes this summer I will most likely be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
https://www.extra-life.org/participant/Scott Peterson
https://www.extra-life.org/participant/Scott Peterson
-
- Rider of Rohan
- Posts: 7998
- Joined: Fri May 25, 2012 10:06 am
- Location: Pennsylvania
- SocraticLawyer
- Ranger Lord
- Posts: 2269
- Joined: Sun Mar 18, 2012 7:48 pm
Re: Characters
Name: Bucyrus ("Bucky")
Race: Human
Class: Monk
Level: 8
Age: 28
Alignment: Lawful Neutral
Str: 13
Int: 7
Wis: 15
Dex: 16
Con: 16
Cha: 7
Hit Points: 41
Secondary Skill: Brewer
Armor: Cloak of Protection +2 (AC 0)
Weapons:
Unarmed (3d6, 3/2 att)
Spear +2 (1d6, range if thrown 20’/40’/60’)
Short bow (20 19) (1d6, range 50’/100’/150’)
Special abilities:
Chance to stun/kill when fighting unarmed (must roll 5+ over number needed to hit to stun for 1d6 rounds; if stunned, % chance to kill is equal to (opponent’s AC) +1)
+4 damage when using weapons
Dodge non-magical missiles with successful save vs Breath Attack
Dodge magical missiles with successful save vs Spell like devices
Successful save on damage dealing effects results in 0 damage
Speak with plants
Surprised only on 1 in 6
Thief skills: Pick locks (75), Find/Remove Traps (78), Move Silently (78), Climb Walls(99), Hide in Shadows (72), Hear Noise(1-4)
Feign death for (1d6 times 8) turns
ESP effects have only 8% chance of success
Can safely fall 30’ if within 4’ of a wall
Meditate for 1 turn 1x/day to heal 1d6+2
Speak with animals
Immune to Suggestion
50% immune to Charm
Special hindrances:
Cannot retain wealth
Saving Throws (+2 from CoP not included):
Breath Attack: 14, Poison or Death: 9, Petrify or Paralyze: 12, Wands: 10, Spells or Spell-like Devices: 12
Equipment:
Backpack, bedroll, wool blanket, cloak, flint& steel, hammer, large belt pouch, rations (7), 50’ rope, 12 iron spikes, satchel, thieves’ tools, 3 flasks of oil, 5 torches, waterskins, large sack (empty)
Languages: Common (limited ability to read/write).
Movement: 210’ (70’)
Magic Items: Cloak of Protection +2, Spear +2, Potions of Polymorph andExtra-Healing, Ring of Infravision
Race: Human
Class: Monk
Level: 8
Age: 28
Alignment: Lawful Neutral
Str: 13
Int: 7
Wis: 15
Dex: 16
Con: 16
Cha: 7
Hit Points: 41
Secondary Skill: Brewer
Armor: Cloak of Protection +2 (AC 0)
Weapons:
Unarmed (3d6, 3/2 att)
Spear +2 (1d6, range if thrown 20’/40’/60’)
Short bow (20 19) (1d6, range 50’/100’/150’)
Special abilities:
Chance to stun/kill when fighting unarmed (must roll 5+ over number needed to hit to stun for 1d6 rounds; if stunned, % chance to kill is equal to (opponent’s AC) +1)
+4 damage when using weapons
Dodge non-magical missiles with successful save vs Breath Attack
Dodge magical missiles with successful save vs Spell like devices
Successful save on damage dealing effects results in 0 damage
Speak with plants
Surprised only on 1 in 6
Thief skills: Pick locks (75), Find/Remove Traps (78), Move Silently (78), Climb Walls(99), Hide in Shadows (72), Hear Noise(1-4)
Feign death for (1d6 times 8) turns
ESP effects have only 8% chance of success
Can safely fall 30’ if within 4’ of a wall
Meditate for 1 turn 1x/day to heal 1d6+2
Speak with animals
Immune to Suggestion
50% immune to Charm
Special hindrances:
Cannot retain wealth
Saving Throws (+2 from CoP not included):
Breath Attack: 14, Poison or Death: 9, Petrify or Paralyze: 12, Wands: 10, Spells or Spell-like Devices: 12
Equipment:
Backpack, bedroll, wool blanket, cloak, flint& steel, hammer, large belt pouch, rations (7), 50’ rope, 12 iron spikes, satchel, thieves’ tools, 3 flasks of oil, 5 torches, waterskins, large sack (empty)
Languages: Common (limited ability to read/write).
Movement: 210’ (70’)
Magic Items: Cloak of Protection +2, Spear +2, Potions of Polymorph andExtra-Healing, Ring of Infravision
How do we know you're not a donkey-brained man?