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4 months ago  ::  Jan 20, 2013 - 3:38PM #1
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,488
Please post your official PC Summary on this thread yet its optional to post a background story and an image of your PC here.

If you choose to post your PC background story and image here (which does make sense to do understand that your PC's background story will be required to be posted on the "Your Tiefling's Build Tracker Thread" with any image if you have one or ask for assistance to created one.
Remember this thread is to benefit everybody whom are playing with you including me for future references and reminders of your original directions with your PC.
I'm certain that the reason why I'm putting this to you this way will be clearly reasoned in the future.
Who/What Am I? Show
"I might have been a hmmm... eh-eh well, y'kno but, instead"
I'm a fighter...  --

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This signature concept is from "http://www.pathguy.com/index2.htm"
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4 months ago  ::  Jan 21, 2013 - 4:30AM #2
DemonicHeart
Date Joined: Sep 26, 2011
Posts: 32
Orenda, Future Level 1 Stats Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Orenda, level 1
Tiefling, Bard
Bardic Virtue Option: Virtue of Cunning
Associate: Trained Fey Panther
Early Life - Social Outcast (+2 to Bluff)
Theme: Fey Beast Tamer
 
FINAL ABILITY SCORES
STR 10, CON 11, DEX 10, INT 16, WIS 8, CHA 20
 
STARTING ABILITY SCORES
STR 10, CON 11, DEX 10, INT 14, WIS 8, CHA 18
 
 
AC: 17 Fort: 11 Ref: 16 Will: 17
HP: 23 Surges: 7 Surge Value: 5
 
TRAINED SKILLS
Arcana +8, Bluff +16, Diplomacy +12, Perception +4, Streetwise +10
 
UNTRAINED SKILLS
Acrobatics +0, Athletics +0, Dungeoneering +0, Endurance +0, Heal +0, History +4, Insight +0, Intimidate +6, Nature +0, Religion +4, Stealth +2, Thievery +0
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Tiefling Racial Power: Infernal Wrath
Bard Feature: Majestic Word
Bard Feature: Words of Friendship
Bard Attack 1: Staggering Note
Bard Attack 1: Vicious Mockery
Bard Attack 1: Blunder
Bard Attack 1: Stirring Shout
 
FEATS
Battle Song Expertise
Level 1: Ritual Caster
 
ITEMS
Chainmail x1
Light Shield x1
Wand Implement x1
Amulet of Seduction +1 x1 (Heirloom)
Adventurer's Kit
Lyre
Ritual Book
Traveler's Chant
Fastidiousness
Residuum (Any) (10 gp worth)
Basic Clothing x1
13 gold pieces
====== End ======


Image in the mirror Show



Background Show
Generated Family Ties 2/5 Show
You lived with your uncle in a big house outside a big town where most of the people there are either reserved toward you or ignores you until there's trouble that seems to only happened when you or one of your family members of your age starts it.
Your mother lives with her family inside a large fortress ran by a unpopular infamous tyrannical throne, where her father is the commander of fortress strong army and her mother is a powerful sorcereress working directly for the throne. Your mother is her mother's apprentice and rarely leave the fortress for any long lenght of time.
Your father had explained to you that a long time ago your mother's king thought of him as a prince and arranged for him to wed your mother. When the king found that he was a fake and a thief, he waited until his youngest was born then sent out his army without your mother's father's knowledge to kill him and all his children and to bring your mother back to the fortress for her own protection but your mother was clever enough to trick the army into believing that they had killed all they was sent out to kill with their hands but in order for her trick to work she had to returned with them back to the fortress. For a long time you kept a promised to your father and mother to never tell anyone of their story and when your father comes twice or sometimes three times a year to take you to the fortress to visit your mother he will let your mother care for you. Your mother would claimed you are one of the merchant's children from down the road away from the fortress and she had hired you to carry her goods and do some light work around her quarters while living with her for a short period from time to time.
Its been twice that you ran away to the fortress and both times when your mother sees she will order her personal guards to toss out of the fortress in which in both occasions one of your uncles would be waiting you outside the fortress to bring you back home to the big house near the big town.
One of your uncles told you that in order to claim your rightful place next to your mother and next the crown in the fortress, you first must gained the trust of the throne then defeat either your grandmother or your grandfather to win their position but your father only tells you to do what your mother says and he promised you everything is going to get better for you with the throne.

Orenda came from a rather gifted family. She had siblings and cousins whom each had at least one noteworthy skill. Because of this, she often felt pressured to find her own nitch in life before another family member claimed it for their own. She wasn't nearly as strong or as swift as the others but she did have one thing that few could copy, an excellent singing voice. Orenda would hang out at the bars and taverns singing to anyone who would care to listen. Although some dismissed her solely on her nature as a tiefling, the ones that did notice her often tossed a silver piece or two her way. It took her roughly two years before she could finally afford her own Lyre at age 12. She couldn't really afford to pay for lessons from a professional bard and she had enough pride in her skills that she refused to ask for help from her family. Orenda wanted to make her music her own. She spent her time listening to wandering minstrels as they performed and simply did her best to play by ear. After another year of out of tune notes and broken strings, Orenda finally felt confident enough in her skills to participate in a bi-yearly bardic competition in town. She had no idea just how much her fate would change from this event.

On the day before the contest, an eladrin merchant rode into town on wagon with several cages of exotic animals. He had actually planned to just pass through Orenda's hometown. Unfortunately, he hit a bump on the cobble road and one of the smaller cages shook free of its chains and broke on the street. The road was so bumpy the merchant didn't even notice. A small black fey panther cub crawled out of the wrecked cage and began darting down the streets seeking any shelter he could find. He didn't trust these two legged creatures and avoided them as best he could. On the day of the bardic competition, the panther cub snuck underneath the outdoor stage to get out of the sunlight. He stayed down there for most of the event until Orenda got up on stage. The tiefling girl was the youngest competitor here and she was stiff with nervousness. For a few seconds before her act, she just stood dumbly on the stage like a statue. However, after she strung her first note, she began to relax a little. She got lost in her own song and everything felt right in the world. She had no idea that she was unconsciously calling out to the panther beneath the stage. The fey creature felt a charming effect from her music and slowly snuck up to the back of the stage. The only thing that broke her spell on him was the sudden growl of his own stomach. He spotted Orenda's tail swaying back and forth behind her. Without hesitation, the panther cub dived for the tail and took a chomp into it. During the initial shock, Orenda played the most horrid note she'd ever strung in her life. Once she realized there was a cub chomping on her tail, she screamed and tossed her lyre into the air. The musical instrument smacked one of the contest judges in the face as the tiefling frantically ran around the stage trying to shake the panther off her tail. Needless to say, she was disqualified for "attacking a judge".

Ever since that day, the fey panther cub followed her wherever she went despite her numerous attempts to chase it off. Furthermore, the beast seemed to be attracted to her music. Orenda couldn't get a single chorus out before the cat appeared somewhere nearby. Sometimes, it would behave and listen...especially if she bothered to feed him. Other times, he would sneak up behind her and take another bite out of her tail. She had unintentionally earned the nickname "Tabby Tail" thanks to these antics and she became a laughing stock. After a month of being followed, things finally came to a conclusion when the eladrin merchant tracked down the panther cub. Much to Orenda's relief, he took the cub off her hands and caged it up again. He said she had unintentionally imprinted on the cub and the merchant would need to pay for a ritual to remove it. Since he couldn't claim she stole his merchandise, he had to foot that bill himself but she still needed to be there for it work. Almost sensing what was going to happen, the cub keep mewing at Orenda in a pleading tone. The tiefling bard tried hard to ignore his cries but eventually, she did something she vowed she  would never do...she begged her family for enough gold to buy the cub.  The only reason the eladrin even considered making this deal with Orenda's family was because it would cost more to pay for the ritual and travel expenses than to just sell the cat outright.

Orenda and her new panther, Shade, have been together for 3 years now. He's gotten much bigger now but still acts the same. Although she has tried to incorporate the panther in her performances, it has been slow going. Furthermore, Shade still has a bad habit of trying to bite her tail. He doesn't do it out of spite or hunger though. Usually, he'll put just enough pressure on it to sting a bit but he will never draw blood. He does it only to play with her. Orenda still gets angry about that but she tends to over-exaggerate things. She cares for Shade and his protects her and her family. The tieflings have also had a drastic decrease in rats since the panther was bought too.

Regarding her family legacy as the right hands of a ruler, Orenda has no interest in the complete scope of her Uncle's plan. She didn't hate her grandparents and the thought of killing either one of them to get their job sickened her. However, she was annoyed that she couldn't see her mother more often than once every few months. As such an idea came to her, if she became a famous bard known throughout the land, she could just waltz in and out of the fortress at her leisure. Her mother could simply claim to be a fan of her work.
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4 months ago  ::  Jan 21, 2013 - 7:43AM #3
vssg
Date Joined: Dec 31, 2012
Posts: 20
Tiro's Summary Information
Future Character Summary Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Tiro, level 1 Tiefling, Rogue (Thief)
Character Theme: Treasure Hunter
   
FINAL ABILITY SCORES STR 14, CON 13, DEX 16, INT 10, WIS 10, CHA 16  
STARTING ABILITY SCORES STR 14, CON 11, DEX 16, INT 10, WIS 10, CHA 14    

AC: 15 Fort: 12 Ref: 15 Will: 13
HP: 25 Surges: 7 Surge Value: 6

LANGUAGES:  Common, Elven  

TRAINED SKILLS Acrobatics +8, Athletics +7, Bluff +10, Perception +5, Stealth +10, Thievery +8  

UNTRAINED SKILLS Arcana +0, Diplomacy +3, Dungeoneering +0, Endurance +1, Heal +0, History +0, Insight +0, Intimidate +3, Nature +2, Religion +0, Streetwise +3  

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack Tiefling
Racial Power: Infernal Wrath
Rogue Utility: Backstab
Rogue Utility: Ambush Trick Rogue
Utility: Tactical Trick Rogue  

FEATS Level 1: Cunning Ambusher

ITEMS
Leather Armor x1
Adventurer's Kit
Shortbow
Arrows (x30)
Luckblade Short sword +1 x1 (Heirloom)
Thieve's Tools x1 
14 gps


Backstory Show

Tiro was a nightmare of a child.  Never one for honest work, he was always up for honest trouble instead.  His parents long ago gave up on him as a successor to the family business, because he was unsettled and always  looking for more exciting ways to pass his time.  Inevitably, Tiro ended up spending most of his time on the streets or in the tavern, looking for a way to get rich with as little actual effort as possible. 

Of course, dislike of hard work tends to lead one to less upstanding pursuits, and Tiro was no different.  He has an innocent look, which helps him to gain one's trust easily, even as a tiefling.  Unfortunately, that trust is usually eventually lost, once the new "acquaintance" finds that he has been conned, or finds Tiro's hand in his pocket.  It's not that Tiro is malicious in his cons and theivery--his victims usually had it coming (at least in his mind) because of the way they flaunt their riches and rub other people's noses in their misfortunes.

Tiro's smooth tongue and fleet feet have kept him out of severe trouble through the years, and he has spent more of his recent time in what he believes to be more lucrative pursuits.  During a con a few months back, Tiro found himself in possession of a treasure map.  After 3 weeks of searching, scouring  the lands outside his home city, he finally found the location of the treasure.  Unfortunately, for him at least, someone had already found it.  But now, Tiro is hooked.  He cannot resist a map, a story, or even a rumor of treasure to be found, and he will drop other pursuits quickly if he can get away with it; searching, researching, and travelling to find that lucrative cache.

Generated background (Die roll of 6)
-------------------------------------------
Tiro lives with his uncle in a big house outside of town where most people there are either reserved toward him or ignore him until there's trouble that seems to only happen when he or his siblings are around.

Tiro's parents are travelers and twice, sometimes three times a year, his father comes to take him to a second home in an isolated region far inside a forest.  Once a year--sometimes twice--Tiro's mother, a mysterious shamanic huntress, waits for them there.

Every once in while Tiro has run away to the second home, which take five weeks of travel on a strong horse to reach.  This travel, along with instruction from his mother, has giver Tiro an above average nature skill (resulting in a +2 to Nature skill rolls).  Except for two times, after several times of traveling to the place, Tiro would find the second home empty and closed up, rather than find his mother there, and always, shortly after arriving alone there, one of his uncles would arrive to bring him back to town.
 
Tiro's parents have told him that the second home is for him (or his children) when he is ready to start a family.





Tiro's Portrait Show

 
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4 months ago  ::  Jan 21, 2013 - 1:04PM #4
PredatorNazaire
Date Joined: Jan 8, 2013
Posts: 17
Future Character Summary

Spoiler: Show



Skarn
Level 1 Tiefling Wizard


Initiative: +0
Senses: Perception +2; Low-Light
HP 22; Bloodied 11
AC 14; Fortitude 11; Reflex 14; Will 14
Healing Surges: 7 per day, recovers 5 hp.
Speed 6
Basic Attacks: melee +0; ranged +0
Attacks: Quarterstaff +2 melee (1d8)




At-Will Powers: Scorching Burst, Thunderwave, Light [class], Mage Hand [class], Prestidigitation [class], Ghost Sound [class]
Encounter Powers: Burning Hands, Infernal Wrath [racial]
Daily Powers: Flaming Sphere




Alignment: Good
Languages: Common, Elven
Skills: Acrobatics +0, Arcana* +9, Athletics +0, Bluff +4, Diplomacy* +7, Dungeoneering +2, Endurance +1, Heal +2, History +4, Insight* +7, Intimidate +2, Nature +2, Perception +2, Religion* +9, Stealth +2, Streetwise +2, Thievery +0.
*indicates trained skills




Abilities: Str 10 (+0); Dex 11 (+0); Con 12 (+1); Int 18 (+4); Wis 17 (+2); Cha 15 (+2) 
Feats: Hellfire Blood
Racial Abilities: Bloodhunt, Fire Resistance, Infernal Wrath
Class Abilities: Arcane Implement Mastery, cantrips, Ritual Casting, spellbook




Gear: Cloth armor (basic clothing), Quarterstaff, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2), waterskin, 79 gp

(+3 Arcana; Skarn worked with sages in a town that was revered for its extensive and strict work with novice mages) 


Picture


Backstory
Spoiler: Show


1d6 → [1] = (1)


You lived with your uncle in a big house outside a big town where most of the people there are either reserved toward you or ignores you until there's trouble that seems to only happened when you or one of your family members of your age starts it. Your parents are travelers and twice, sometimes three times a year; your father comes to for you to take you to your second home at an isolated region far inside a forest region where once a year sometimes twice; your mother, a mysterious shamanic huntress would be there waiting for you and your father. Every once in while you would run away to the second home which take five weeks of travel on a strong horse to reach yet with an exception of two times after several times of traveling to the place you would find the place empty and closed up than find your mother there and always shortly after arriving alone there, one of your uncles would arrive to bring you back to the big house outside the big town where you live comfortably with your cousins (and siblings if others roll same sequence as you). Your parents tell you that the second home is for you (or their children) when you ready to start a family.
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4 months ago  ::  Jan 22, 2013 - 9:07PM #5
Bull5786
Date Joined: Sep 21, 2012
Posts: 13
====== Created Using Wizards of the Coast D&D Character Builder ======
Zypher, level 1
Tiefling, Paladin
Theme: Ironwrought
 
FINAL ABILITY SCORES
STR 16, CON 10, DEX 10, INT 12, WIS 12, CHA 18
 
STARTING ABILITY SCORES
STR 16, CON 10, DEX 10, INT 10, WIS 12, CHA 16

Language: Common, Dragonic 
 
AC: 20 Fort: 14 Ref: 14 Will: 15
HP: 30 Surges: 10 Surge Value: 7
 
TRAINED SKILLS
Diplomacy +9, Heal +6, Intimidate +9, Religion +6
 
UNTRAINED SKILLS
Acrobatics –4, Arcana +1, Athletics +0, Bluff +6, Dungeoneering +1, Endurance –3, History +1, Insight +1, Nature +1, Perception +1, Stealth –2, Streetwise +4, Thievery –4
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ironwrought Attack: Inevitable Strike
Tiefling Racial Power: Infernal Wrath
Paladin Feature: Divine Mettle
Paladin Feature: Divine Strength
Paladin Feature: Divine Challenge
Paladin Feature: Lay on Hands
Paladin Attack 1: Strike of Hope
Paladin Attack 1: Dominator's Strike
Paladin Attack 1: Valorous Smite
Paladin Attack 1: Paladin's Judgment
 
FEATS
Level 1: Toughness
 
ITEMS
Plate Armor x1
Adventurer's Kit
Heavy Shield x1
Scimitar x1
Javelin
Holy Symbol
Couters of Second Chances (heroic tier) x1
====== End ======

5GP left.
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4 months ago  ::  Jan 30, 2013 - 8:50AM #6
Odessa333
Date Joined: Oct 27, 2012
Posts: 21
Myrka future level 1 stats:
Spoiler: Show
======Created Using Wizards of the Coast D&D Character Builder ======
Myrka, level 1 Tiefling, Fighter (Slayer)
Burglar (Thievery class skill)
Theme: Trapsmith
Age: 17
Height: 5’6”
Weight: 180 lbs

FINAL ABILITY SCORES STR 18, CON 11, DEX 14, INT 12, WIS 10, CHA 10
STARTING ABILITY SCORES STR 18, CON 11, DEX 14, INT 10, WIS 10, CHA 8
AC: 17 Fort: 16 Ref: 12 Will: 10 HP: 26 Surges: 9 Surge Value:

6 TRAINED SKILLS
Athletics +9,
Intimidate +5,
Streetwise +5

UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Bluff +2, Diplomacy +0, Dungeoneering +0, Endurance +0, Heal +0, History +1, Insight +0, Nature +0, Perception +0, Religion +1, Stealth +4, Thievery +2

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Trapsmith Attack: Trip the Trap
Tiefling Racial Power: Infernal Wrath
Multiple Class Attack: Power Strike
Fighter Utility: Battle Wrath
Fighter Utility: Mobile Blade

FEATS
Level 1: Clever Tail

ITEMS
Trap-Making Kit
Broadsword x1
Scale Armor x1
Helm of Seven Deaths x1
Adventurer's Kit
Thieves' Tools
0 GP
====== End ======


Here's a picture!
Spoiler: Show


And here's my bio again!
Spoiler: Show

1d4=3 or 1d4=4: You live with your father in a big house outside a big town in which most townspeople are either reserved toward you or ignore you until there's trouble that seems to only happen when you or one of your family members of your age starts it


Your father used to travel with his two brothers as treasure hunters; that is, until they found a fortune and a lot of trouble with it. They sent your father back to the big town where they grew up as orphans with the fortune while they led the trouble that was after the fortune and their lives away from the big town. Your father bought land and built a big house outside the big town as well as secretly filled the orphanage's vault before the old priest knew that one of the brothers had returned to the big town. The priest at the orphanage favors you (and if applicable your siblings) from among your family members and would speak with and join you when you are in town.


The priest also visits your father at the big house from time to time when he's angry at something you or your family members of your age have done or when angry in general, which is unusual, for when the children around town or at the orphanage do something to anger him, he would scold and punish them directly; but when it’s the children of your family, the priest will become harsh toward your father.

It’s no secret that the priest resents the idea that your father and your uncles may have been the ones who saved his orphanage with untraceable donations and is convinced that your family's wealth is ill-gotten.

Your mother lives in the next town, a smaller town, where she worked for a farming storehouse living a modest healthy life. She always refuses see you father unless he gives up the big house, the land, their fortune and turns over his brothers' children to the orphanage where she also grew up. She wants your father to bring you (and of course your siblings) to her and run away together. Twice, sometimes three times a year, with your father cooperative, absent, or every time your father must leave for any reason, your mother comes to the big house to either visit you or care for you at the big house, and when you visit her in the next town she is always happy to see you until you mention your father or one of your uncles; at which point she would send you back to your lavish big house outside in the big town down the road.




Wealth in itself means little to Myrka. What matters is keeping what you have for the sake of your family and making sure that the people you love will always be provided for. The young tiefling never thought much about her family’s wealth and status until one night just after her eleventh birthday, when her home was robbed. The thief was never caught, so they never knew whether it was one of the jealous townspeople or just a traveler who had heard rumors about the family’s wealth. Myrka was badly shaken by the event, not only because the thief had made away with most of her birthday gifts – no amount of assurances from her father could convince her that her family was truly safe after that day.


Fueled by books and her own nigh-obsessive practicing, she started learning how to make traps. The increasingly creative snares and pits around the house became a source of constant annoyance for the family, especially Orenda’s panther, whose pained yowls have woken the household in the middle of the night more times than they can count. Still, the network of constantly changing traps (and not only on her family’s property… ) gives Myrka a sense of much-needed security, even cockiness. The tiefling soon developed a snarky sense of humor and got into the habit of mocking people mercilessly, drawing confidence from the knowledge that there was always a hidden tripwire or disguised mud pit within a few feet should things turn sour.


Myrka eventually became so sure of her traps that she didn’t believe anyone could avoid or escape them. She tested this theory by trying to overcome them herself, but it was no fun – she already knew where they were. A leap of logic (and perhaps some questionable advice from her cousin Tiro) led her to start breaking in to other people’s homes and businesses to see what sort of defenses they could mount against an invader. And once she was inside, why not take an item or two as a reward for her efforts? Just little things they wouldn’t miss… She wasn’t as good at thieving as she was at making traps, but it was fun, oh yes. But her “souvenirs” rarely amounted to more than a half-eaten sandwich or a single sock, hardly enough to get anyone worked up (at least thus far).


Yet in spite of her hobbies, Myrka knew that her true power would be unlocked with a broadsword, not a lockpick. Due to some old relics left her from some relative or other from a distant war, she became fascinated with the movement of the blade and practiced often. Her most prized possession is a strange-looking helm that fits almost perfectly over her horns and is adorned with seven dark stones. She wears it sometimes just to feel its weight, though something tells her there is magic lurking within.


Myrka and her cousin Orenda are quite close, even for this tight-knit family. For example, Myrka went to Orenda’s disastrous bardic competition and caused a commotion herself to distract from her cousin’s embarrassment, and the girls have been known to joke about leaving the troublesome panther stuck deep in some trap or other for good. Her relationship with her cousin Tiro is probably not as tight as you would expect, because while Myrka enjoys her particular brand of thieving, she differs from him in that she almost never takes anything of value; the memory of the childhood theft is still too strong in her mind. ((Her relationship with other players will have to be determined once we start! ))


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3 months ago  ::  Feb 28, 2013 - 2:33PM #7
Dragodar
Date Joined: Feb 2, 2013
Posts: 106
Character Sheet Show


====== Created Using Wizards of the Coast D&D Character Builder ======
Gorman, level 1
Tiefling, Fighter (Weaponmaster)
Class: Fighter
Theme: Guardian
Class Feature: Arena Training (Gouge, Urgrosh)


FINAL ABILITY SCORES
STR 16, CON 12, DEX 15, INT 12, WIS 13, CHA 11
 
STARTING ABILITY SCORES
STR 16, CON 12, DEX 15, INT 10, WIS 13, CHA 9
 
 
AC: 18 Fort: 15 Ref: 13 Will: 11
HP: 27 Surges: 10 Surge Value: 6
 
TRAINED SKILLS
Heal +6, Intimidate +5, Streetwise +5
 
UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Athletics +4 (background bonus), Bluff +3, Diplomacy +1, Dungeoneering +1, Endurance +1, History +1, Insight +1, Nature +1, Perception +1, Religion +1, Stealth +4, Thievery +2
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Tiefling Racial Power: Infernal Wrath
Fighter Attack: Combat Challenge
Fighter Attack 1: Sure Strike
Fighter Attack 1: Tide of Iron
Fighter Attack 1: Covering Attack
Fighter Attack 1: Comeback Strike
 
FEATS
Level 1: Axe Expertise
 
ITEMS
Adventurer's Kit
Flaming Battleaxe x1 (Heirloom)
Light Shield x1
Scale Armor x1
5gp
====== End ======

Languages: Common, Dwarven



Background Show
 
1d4=3 or 1d4=4 Show

You live with your father in a big house outside a big town in which most townspeople are either reserved toward you or ignore you until there's trouble that seems to only happen when you or one of your family members of your age starts it



Your father used to travel with his two brothers as treasure hunters; that is, until they found a fortune and a lot of trouble with it. They sent your father back to the big town where they grew up as orphans with the fortune while they led the trouble that was after the fortune and their lives away from the big town. Your father bought land and built a big house outside the big town as well as secretly filled the orphanage's vault before the old priest knew that one of the brothers had returned to the big town. The priest at the orphanage favors you (and if applicable your siblings) from among your family members and would speak with and join you when you are in town.



The priest also visits your father at the big house from time to time when he's angry at something you or your family members of your age have done or when angry in general, which is unusual, for when the children around town or at the orphanage do something to anger him, he would scold and punish them directly; but when it’s the children of your family, the priest will become harsh toward your father.


It’s no secret that the priest resents the idea that your father and your uncles may have been the ones who saved his orphanage with untraceable donations and is convinced that your family's wealth is ill-gotten. 

Your mother lives in the next town, a smaller town, where she worked for a farming storehouse living a modest healthy life. She always refuses see you father unless he gives up the big house, the land, their fortune and turns over his brothers' children to the orphanage where she also grew up. She wants your father to bring you (and of course your siblings) to her and run away together. Twice, sometimes three times a year, with your father cooperative, absent, or every time your father must leave for any reason, your mother comes to the big house to either visit you or care for you at the big house, and when you visit her in the next town she is always happy to see you until you mention your father or one of your uncles; at which point she would send you back to your lavish big house outside in the big town down the road.


DESCRIPTION
Height: 6' 2"
Weight: 200 lbs
Age: 22 



Gorman grew up playing make believe all the time.  As a child, he always loved the idea of being a great and powerful warrior, and fighting for a cause.  As he grew, he trained with axes of all shapes and sizes, practicing on his father's land, just outside the large town.

He never cared much for the wealth that his father owned, devoting most of his time instead to combat training.  Certainly not carefree, but never burdened by the stresses of society, Gorman always kept his priorities straight: family, friends, and physical fitness were always on his mind.  

As he grew up, Gorman developed a scintillating personality and became well-liked.  He was clever and funny, and often jolly and light hearted.  While he was able to remain seemingly good natured and effervescent, he perpetually maintained a more solemn side.  He was able to be friendly and yet still appreciate the more serious aspects of life.

Now, he spends most of his time gallavanting with his cousins.  While their exploits are never starved for adventure or excitement, he is always on the lookout for his chance to show his true battle prowess and become a great hero.

He carries with him at all times the powerful battleaxe that his father gave him when he came of age. It has been in his family for generations, and it is rumored to have mysterious powers. He wears it on his back.
Flaming Battleaxe Show

Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 fire damage per plus

Power (Fire) (Free Action)

All untyped damage dealt by this weapon changes to fire damage. Another free action returns the damage to normal.

Power (Fire) Daily (Free Action)

Trigger: You hit with the weapon.
Effect: The attack deals 1d6 extra fire damage, and the target takes ongoing 5 fire damage (save ends).
Level 15 or 20: 2d6 extra fire damage.
Level 25 or 30: 3d6 extra fire damage.


While sometimes slightly crude in his humor, he is subtle, and never crosses the line; he is able to sober up quickly and take important situations seriously.  Most people who know him tend to like him -- they smile when they speak of him, even if that smile does come with a slight shaking of the head. He is kind but fierce: he has a short temper and is not to be trifled with in serious situations.

While fun and outgoing at the appropriate times, Gorman is able to take a step back and view situations with a cool and tactical eye.  He works well with others, but just as well alone.

Gorman is hotheaded but reliable when it counts.  He is often the most eager to rush into a fight, but he is just as eager to heroically step in front of his enemy and shield his friends from danger, taking most of the risks in any given encounter.
While often composed when need be, he sometimes has to stifle his confrontational attitude during diplomatic exchanges.

My Characters Show

Dynan fel Dragodar Show

-LEVEL- Show

Level: 3
XP: 4275 // 6000


-DESCRIPTION- Show

=ATTRIBUTES= Show

Gender: Male

Alignment: Lawful Good
Deity: Heironeous

Race: Human
-RACIAL TRAITS- Show

1 extra feat at first level
1 extra skill point per level


Class: Paladin
-CLASS FEATURES- Show

HD: 1d10

Martial Weapon Proficiency
Heavy Armor Proficiency
Divine Grace
Aura of Good
Aura of Courage
Detect Evil
Smite Evil
Lay on Hands


Eyes: Blue
Hair: Black
Height: 6'1"
Weight: 195 lbs

Speed: 30 feet
Initative: +3
Size: Medium
Vision: Normal


=LANGUAGES= Show

Common
Dwarven
Elven
Draconic



-ABILITIES- Show

Ability: (mod) score = base + misc mods

STR: (+2) 15 = 14 + 1
DEX: (+2) 14 = 14 + 0
CON: (+2) 14 = 13 + 1
INT: (+3) 16 = 16 + 0
WIS: (+1) 13 = 13 + 0
CHA: (+4) 18 = 18 + 0


-COMBAT- Show

=DEFENSE= Show

-HEALTH // ARMOR- Show

HP: 31
=AC= Show

Armor Class: 20
Flat-Footed: 18
Touch: 12


-SAVE THROWS- Show

Fortitude: 9
Reflex: 7
Will: 6

-RESISTANCES- Show

Fire: 0
Cold: 0
Acidic: 0
Electric: 0
Sonic: 0



=ATTACKS= Show

-BONUSES- Show

Base Attack Bonus: 3

Melee Bonus: 5
Ranged Bonus: 5


-WEAPONS- Show

Unarmed Strike: 1d3+2 (x2)

Larnox, Sword of Dragmore: 3d4 (18-20/x2)
Urgumak's Bow: 1d12 (19-20/x3)


-GRAPPLE- Show

Grapple Modifier: +6
Grapple Damage: 1d3+3




-SKILL RANKS- Show

Skill: rank + ability + misc mod = modifier

Bluff: 1 + 4 + 0 = 5
Climb: 1+ 2 - 3 = 0
Diplomacy: 4 + 4 + 0 = 8
Gather Information: 1 + 4 + 0 = 5
Heal: 3 + 1 + 0 = 4
Intimidate: 2 + 4 + 0 = 6
Jump: 3 + 2 - 9 = -4
Move Silently: 1 + 3 - 3 = 1
Ride: 2 + 3 + 0 = 5
Search: 1 + 3 + 0 = 4
Sense Motive: 3 + 1 + 0 = 4
Swim: 3 + 2 - 6 = -1


-FEATS- Show

Quick Draw
Bastard Sword Proficiency
Larnox Proficiency


-EQUIPMENT- Show

=LOAD= Show

75 lbs (medium)
-Carry Capacity- Show

Light Load: <66 lbs
Medium Load: 67 - 133 lbs
Heavy Load: 134 - 200 lbs

Lift Over Head: 0 - 200 lbs
Lift Off Ground: 0 - 400 lbs
Push or Drag: 0 - 1000 lbs


=ON PERSON= Show

-ARMOR // CLOTHING- Show

Urgumak's Breastplate Show

Weight: 20 lbs
AC bonus: 5
Max DEX bonus: 5
Check Penalty: -1
Spell Failure: 15%
CON +1
Value: 9000 gp

Urgumak's Shield Show

Weight: 10 lbs
AC bonus: 3
Max DEX bonus: 5
Check Penalty: -1
Spell Failure: 10%
STR +1
Value: 1000 gp

Explorer's Outfit (Clothing)

-WEAPONS- Show

Larnox (heirloom) Show

(Exotic)
Weight: 10 lbs
Damage: 3d4
Critical: (18-20/x2)
Special Show

Flaming Blade:
+1 per 4 levels of wielder to attack roll, +1 per 2 levels of wielder to damage roll.
Applies to all attacks made while blade is ignited.
Duration: 5 rounds // 30 seconds


Urgumak's Bow Show

(Exotic)
Weight: 10 lbs
Damage: 1d12
Critical: (19-20/x3)
Special Show

none


Arrows (x20) (Quiver)



=IN PACK= Show

Backpack
Arrows (x20)
Major Healing Potion
Trail Rations (x5)
Map
Flint and Steel
Waterskin
Torch (x5)
Bedroll


=IN STORAGE= Show

Manual of Military Might
Cruel Barbed Dagger



-CURRENCY- Show

=ON PERSON= Show

0 pp
299 gp
3 sp
4 cp


=IN BANK= Show

0 pp
1000 gp
0 sp
0 cp





Thalmis Pyratus Show

-LEVEL- Show

Level: 3
XP: 6845 // 10,000


-DESCRIPTION- Show

=ATTRIBUTES= Show

Gender: Male

Alignment: Neutral Good
Deity: Silver Totem

Race: Draconic Human
-RACIAL TRAITS- Show

Level Adjustment +1
1 extra feat at first level
1 extra skill point per level
Claws (Natural Weapon)
Low-Light Vision
Darkvision +60 ft


Class: Dragon Shaman
-CLASS FEATURES- Show

HD: 1d10

Simple Weapon Proficiency
Medium Armor Proficiency
Shield Proficiency
+4 save against magical sleep and paralysis effects
Draconic Auras
Feather Fall


Eyes: Blue
Hair: Silver
Height: 6'3"
Weight: 205 lbs

Speed: 30 feet
Initative: +1
Size: Medium
Vision: Low-Light Vision,  Darkvision


=LANGUAGES= Show

Common
Draconic



-ABILITIES- Show

Ability: (mod) score = base + misc mods

STR: (+4) 18 = 16 + 2
DEX: (+1) 12 = 12 + 0
CON: (+3) 16 = 14 + 2
INT: (+1) 12 = 12 + 0
WIS: (+1) 12 = 12 + 0
CHA: (+3) 16 = 14 + 2


-COMBAT- Show

=DEFENSE= Show

-HEALTH // ARMOR- Show

HP: 36
=AC= Show

Armor Class: 22
Flat-Footed: 21
Touch: 12


-SAVE THROWS- Show

Fortitude: 6
Reflex: 2
Will: 4

-RESISTANCES- Show

Fire: 0
Cold: 0
Acidic: 0
Electric: 0
Sonic: 0



=ATTACKS= Show

-BONUSES- Show

Base Attack Bonus: 2

Melee Bonus: 6
Ranged Bonus: 3


-WEAPONS- Show

Unarmed Strike: 1d3+4 (x2)
Claw: 1d4+4 (x2)

Ceremonial Mace (Morningstar): 1d8+4 (x2)
Mighty Composite Longbow: 1d6+4 (x2)


-GRAPPLE- Show

Grapple Modifier: +4
Grapple Damage: 1d3+4




-SKILL RANKS- Show

Skill: rank + ability + misc mod = modifier

Bluff: 1 + 3 + 3 = 7
Craft (Cooking): 2 + 1 + 0 = 3
Diplomacy: 1 + 3 + 0 = 4
Disguise: 1 + 3 + 0 = 4
Gather Information: 1 + 3 + 0 = 4
Heal: 1 + 1 + 0 = 2
Hide: 2 + 1 + 0 = 3
Intimidate: 0 + 3 + 2 = 5
Jump: 4 + 4 - 9 = -1
Knowledge (Nature): 0 + 1 + 2 = 3
Knowledge (Religion): 0 + 1 + 2 = 3
Listen: 2 + 1 + 0 = 3
Move Silently: 2 + 1 + 0 = 3
Open Lock: 1 + 1 + 0 = 2
Search: 2 + 1 + 0 = 3
Sense Motive: 1 + 1 + 0 = 2
Spot: 0 + 1 + 2 = 3
Swim: 1 + 4 - 6 = -1


-FEATS- Show

Avenging Strike
Shield Specialization (Heavy)
Endurance


-EQUIPMENT- Show

=LOAD= Show

64.9 lbs (light)
-Carry Capacity- Show

Light Load: <100 lbs
Medium Load: 101 - 200 lbs
Heavy Load: 201 - 300 lbs

Lift Over Head: 0 - 300 lbs
Lift Off Ground: 0 - 600 lbs
Push or Drag: 0 - 1500 lbs


=ON PERSON= Show

-ARMOR // CLOTHING- Show

Shining Breastplate Show

Weight: 30 lbs
AC bonus: 5
Max DEX bonus: 3
Check Penalty: -3
Spell Failure: 25%
Value: ? gp

Heavy Wooden Shield Show

Weight: 10 lbs
AC bonus: 2 (+1) = 3
Max DEX bonus: 5
Check Penalty: -2
Spell Failure: 15%
Value: 7 gp

Explorer's Outfit (Clothing)

-WEAPONS- Show


Ceremonial Mace Show

(Simple)
Weight: 6 lbs
Damage: 1d8
Critical: (x2)
Special Show

none


Mighty Composite Longbow Show

(Martial)
Weight: 3 lbs
Damage: 1d8
STR rating: +4
Critical: (x3)
Range Increment: 150 ft
Special Show

none





=IN PACK= Show

Backpack
Bedroll
Flint and Steel
Map
Waterskin


=IN STORAGE= Show

Elven Rope
Oil (5 pints)
Periscope
Insectbane Candles (x4)
Crowbar
False Book
Small Magnet
Torch
Mess Kit
Percolator

Salt (10 oz)
Basil (4 oz)
Sage (4 oz)
Thyme (4 oz)
Garlic (4 oz)
Mint (5 oz)
Honey (1 lb)
Flour (1 lb)
Oats (1 lb)
Wheat (1 lb)



-CURRENCY- Show

=ON PERSON= Show

4 pp
200 gp
0 sp
0 cp


=IN BANK= Show

0 pp
519 gp
0 sp
0 cp





Haymon Gamandorr Show

-LEVEL- Show

Level: 12
XP: 66,920 // 78,000


-DESCRIPTION- Show

=ATTRIBUTES= Show

Gender: Male

Alignment: Chaotic Neutral
Deity: Obad-Hai

Race: Earthborn
-RACIAL TRAITS- Show

+1 STR
+1 DEX
+1 CON
-2 INT
+1 WIS
-2 CHA

+1 all resistances

+2 swim
+2 survival
+2 spot
+2 listen
-2 appraise

Low-Light Vision


Class: Druid
-CLASS FEATURES- Show

HD: 1d8

Simple Weapon Proficiency
Medium Armor Proficiency
Shield Proficiency

Animal Companion
Low-Light Vision
Nature Sense
Resist Nature's Lure
Spontaneous Casting
Trackless Step
Venom Immunity
Wild Empathy
Wild Shape (Large, Plant, Tiny) 4 / day Ability
Woodland Stride


Eyes: Green
Hair: Brown
Height: 5' 0"
Weight: 236 lbs

Speed: 30 feet
Initative: +6
Size: Medium
Vision: Low-Light


=LANGUAGES= Show

Druidic
Common
Dwarven
Elven
Draconic



-ABILITIES- Show

Ability: (mod) score = base + misc mods

STR: (+2) 15 = 14 + 1
DEX: (+3) 17 = 16 + 1
CON: (+3) 16 = 15 + 1
INT: (+2) 15 = 17 - 2
WIS: (+4) 19 = 18 + 1
CHA: (+2) 14 = 16 - 2


-COMBAT- Show

=DEFENSE= Show

-HEALTH // ARMOR- Show

HP: 116
=AC= Show

Armor Class: 24
Flat-Footed: 21
Touch: 14


-SAVE THROWS- Show

Fortitude: 14
Reflex: 14
Will: 14

-RESISTANCES- Show

Fire: 2
Cold: 2
Acidic: 2
Electric: 2
Sonic: 2



=ATTACKS= Show

-BONUSES- Show

Base Attack Bonus: 9 / 4

Melee Bonus: 12 / 7
Ranged Bonus: 13 / 8


-WEAPONS- Show

Unarmed Strike: 1d3+2 (x2)

Morningstar: 1d8 (x2)
Warhammer: 1d8 (x3)


-GRAPPLE- Show

Grapple Modifier: +16
Grapple Damage: 1d3+3




-SKILL RANKS- Show

Skill: rank + ability + misc mod = modifier

Appraise: 1 + 3 - 2 = 2
Balance: 1 + 4 - 1 = 4
Bluff: 2 + 3 + 0 = 5
Climb: 2 + 3 - 1 = 4
Concentration: 3 + 4 + 0 = 7
Diplomacy: 6 + 3 + 0 = 9
Disable Device: 1 + 3 + 0 = 4
Disguise: 2 + 3 + 2 = 7
Escape Artist: 3 + 4 - 1 = 6
Gather Information: 2 + 3 + 0 = 5
Handle Animal: 2 + 3 + 2 = 7
Heal: 1 + 3 + 0 = 4
Hide: 2 + 4 + 3 = 9
Intimidate: 4 + 3 + 0 = 7
Jump: 7 + 3 - 7 = 3
Listen: 2 + 3 + 4 = 9
Move Silently: 2 + 4 + 3 = 9
Ride: 2 + 4 + 2 = 8
Search: 1 + 3 + 0 = 4
Sense Motive: 1 + 3 + 0 = 4
Spot: 2 + 3 + 4 = 9
Swim: 5 + 3 + 0 = 8


-FEATS- Show

Animal Affinity
Combat Reflexes
Martial Weapon Proficiency: Warhammer
Mounted Combat
Power Attack
Roots
Two-Weapon Fighting


-EQUIPMENT- Show

=LOAD= Show

66.5 lbs (light)
-Carry Capacity- Show

Light Load: <86 lbs
Medium Load: 87 - 173 lbs
Heavy Load: 174 - 260 lbs

Lift Over Head: 0 - 260 lbs
Lift Off Ground: 0 - 520 lbs
Push or Drag: 0 - 1300 lbs


=ON PERSON= Show

-ARMOR // CLOTHING- Show

Stag Antler Headdress Show

Weight: 10 lbs
AC bonus: 4
Value: 800 gp

Lens of Truesight Show

Weight: .5 lb
Spot +2
Value: 75 gp

Dreamcatcher Show

Weight: 1 lb
Listen +2
Value: 75 gp

Cloak of Nature Show

Weight: 3 lbs
All  Elemental Resistances +2
Value: 130 gp

Living Armor Show

Weight: 15 lbs
AC bonus: 4
Max DEX bonus: 8
Check Penalty: -1
Spell Failure: 0%
Value: 2000 gp

Horned Bone Gauntlets Show

Weight: 2 lbs
AC bonus: 2
Grapple Check +2
Value: 150 gp

Claws of the Bear Show

Weight: 2 lbs
Grapple Check +2
Value: 90 gp

Band of Harmony Show

Weight: 0 lbs
Knowledge (nature) +4
Max HP +2
Value: 120 gp

Crest of the Treelord Show

Weight: 0 lbs
Fortitude +2
Will +3
Value: 100 gp

Cord of Vines Show

Weight: 1 lb
Reflex +6
Initiatve +2
Value: 150 gp

Ceremonial Pads Show

Weight: 6 lbs
Increase Move Speed by 25%
CON +2
Move Silently +4
Value: 200 gp


-WEAPONS- Show

Morningstar Show

(Simple)
(bludgeoning, piercing)
Weight: 6 lbs
Damage: 1d8
Critical: (x2)
Special Show

none


Warhammer Show

(Martial)
(bludgeoning)
Weight: 5 lbs
Damage: 1d8
Critical: (x3)
Special Show

none





=IN PACK= Show

Backpack
Flint and Steel
Trail Rations (x5)
Waterskin
Bedroll


=IN STORAGE= Show

Studded Leather Armor
Shortspear



-CURRENCY- Show

=ON PERSON= Show

0 pp
260 gp
0 sp
0 cp


=IN BANK= Show

0 pp
500 gp
0 sp
0 cp



Quick Reply
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3 months ago  ::  Mar 03, 2013 - 8:22PM #8
Dragodar
Date Joined: Feb 2, 2013
Posts: 106
To Odessa333 Show

Odessa you should make this your profile picture. jussayin, haha.

My Characters Show

Dynan fel Dragodar Show

-LEVEL- Show

Level: 3
XP: 4275 // 6000


-DESCRIPTION- Show

=ATTRIBUTES= Show

Gender: Male

Alignment: Lawful Good
Deity: Heironeous

Race: Human
-RACIAL TRAITS- Show

1 extra feat at first level
1 extra skill point per level


Class: Paladin
-CLASS FEATURES- Show

HD: 1d10

Martial Weapon Proficiency
Heavy Armor Proficiency
Divine Grace
Aura of Good
Aura of Courage
Detect Evil
Smite Evil
Lay on Hands


Eyes: Blue
Hair: Black
Height: 6'1"
Weight: 195 lbs

Speed: 30 feet
Initative: +3
Size: Medium
Vision: Normal


=LANGUAGES= Show

Common
Dwarven
Elven
Draconic



-ABILITIES- Show

Ability: (mod) score = base + misc mods

STR: (+2) 15 = 14 + 1
DEX: (+2) 14 = 14 + 0
CON: (+2) 14 = 13 + 1
INT: (+3) 16 = 16 + 0
WIS: (+1) 13 = 13 + 0
CHA: (+4) 18 = 18 + 0


-COMBAT- Show

=DEFENSE= Show

-HEALTH // ARMOR- Show

HP: 31
=AC= Show

Armor Class: 20
Flat-Footed: 18
Touch: 12


-SAVE THROWS- Show

Fortitude: 9
Reflex: 7
Will: 6

-RESISTANCES- Show

Fire: 0
Cold: 0
Acidic: 0
Electric: 0
Sonic: 0



=ATTACKS= Show

-BONUSES- Show

Base Attack Bonus: 3

Melee Bonus: 5
Ranged Bonus: 5


-WEAPONS- Show

Unarmed Strike: 1d3+2 (x2)

Larnox, Sword of Dragmore: 3d4 (18-20/x2)
Urgumak's Bow: 1d12 (19-20/x3)


-GRAPPLE- Show

Grapple Modifier: +6
Grapple Damage: 1d3+3




-SKILL RANKS- Show

Skill: rank + ability + misc mod = modifier

Bluff: 1 + 4 + 0 = 5
Climb: 1+ 2 - 3 = 0
Diplomacy: 4 + 4 + 0 = 8
Gather Information: 1 + 4 + 0 = 5
Heal: 3 + 1 + 0 = 4
Intimidate: 2 + 4 + 0 = 6
Jump: 3 + 2 - 9 = -4
Move Silently: 1 + 3 - 3 = 1
Ride: 2 + 3 + 0 = 5
Search: 1 + 3 + 0 = 4
Sense Motive: 3 + 1 + 0 = 4
Swim: 3 + 2 - 6 = -1


-FEATS- Show

Quick Draw
Bastard Sword Proficiency
Larnox Proficiency


-EQUIPMENT- Show

=LOAD= Show

75 lbs (medium)
-Carry Capacity- Show

Light Load: <66 lbs
Medium Load: 67 - 133 lbs
Heavy Load: 134 - 200 lbs

Lift Over Head: 0 - 200 lbs
Lift Off Ground: 0 - 400 lbs
Push or Drag: 0 - 1000 lbs


=ON PERSON= Show

-ARMOR // CLOTHING- Show

Urgumak's Breastplate Show

Weight: 20 lbs
AC bonus: 5
Max DEX bonus: 5
Check Penalty: -1
Spell Failure: 15%
CON +1
Value: 9000 gp

Urgumak's Shield Show

Weight: 10 lbs
AC bonus: 3
Max DEX bonus: 5
Check Penalty: -1
Spell Failure: 10%
STR +1
Value: 1000 gp

Explorer's Outfit (Clothing)

-WEAPONS- Show

Larnox (heirloom) Show

(Exotic)
Weight: 10 lbs
Damage: 3d4
Critical: (18-20/x2)
Special Show

Flaming Blade:
+1 per 4 levels of wielder to attack roll, +1 per 2 levels of wielder to damage roll.
Applies to all attacks made while blade is ignited.
Duration: 5 rounds // 30 seconds


Urgumak's Bow Show

(Exotic)
Weight: 10 lbs
Damage: 1d12
Critical: (19-20/x3)
Special Show

none


Arrows (x20) (Quiver)



=IN PACK= Show

Backpack
Arrows (x20)
Major Healing Potion
Trail Rations (x5)
Map
Flint and Steel
Waterskin
Torch (x5)
Bedroll


=IN STORAGE= Show

Manual of Military Might
Cruel Barbed Dagger



-CURRENCY- Show

=ON PERSON= Show

0 pp
299 gp
3 sp
4 cp


=IN BANK= Show

0 pp
1000 gp
0 sp
0 cp





Thalmis Pyratus Show

-LEVEL- Show

Level: 3
XP: 6845 // 10,000


-DESCRIPTION- Show

=ATTRIBUTES= Show

Gender: Male

Alignment: Neutral Good
Deity: Silver Totem

Race: Draconic Human
-RACIAL TRAITS- Show

Level Adjustment +1
1 extra feat at first level
1 extra skill point per level
Claws (Natural Weapon)
Low-Light Vision
Darkvision +60 ft


Class: Dragon Shaman
-CLASS FEATURES- Show

HD: 1d10

Simple Weapon Proficiency
Medium Armor Proficiency
Shield Proficiency
+4 save against magical sleep and paralysis effects
Draconic Auras
Feather Fall


Eyes: Blue
Hair: Silver
Height: 6'3"
Weight: 205 lbs

Speed: 30 feet
Initative: +1
Size: Medium
Vision: Low-Light Vision,  Darkvision


=LANGUAGES= Show

Common
Draconic



-ABILITIES- Show

Ability: (mod) score = base + misc mods

STR: (+4) 18 = 16 + 2
DEX: (+1) 12 = 12 + 0
CON: (+3) 16 = 14 + 2
INT: (+1) 12 = 12 + 0
WIS: (+1) 12 = 12 + 0
CHA: (+3) 16 = 14 + 2


-COMBAT- Show

=DEFENSE= Show

-HEALTH // ARMOR- Show

HP: 36
=AC= Show

Armor Class: 22
Flat-Footed: 21
Touch: 12


-SAVE THROWS- Show

Fortitude: 6
Reflex: 2
Will: 4

-RESISTANCES- Show

Fire: 0
Cold: 0
Acidic: 0
Electric: 0
Sonic: 0



=ATTACKS= Show

-BONUSES- Show

Base Attack Bonus: 2

Melee Bonus: 6
Ranged Bonus: 3


-WEAPONS- Show

Unarmed Strike: 1d3+4 (x2)
Claw: 1d4+4 (x2)

Ceremonial Mace (Morningstar): 1d8+4 (x2)
Mighty Composite Longbow: 1d6+4 (x2)


-GRAPPLE- Show

Grapple Modifier: +4
Grapple Damage: 1d3+4




-SKILL RANKS- Show

Skill: rank + ability + misc mod = modifier

Bluff: 1 + 3 + 3 = 7
Craft (Cooking): 2 + 1 + 0 = 3
Diplomacy: 1 + 3 + 0 = 4
Disguise: 1 + 3 + 0 = 4
Gather Information: 1 + 3 + 0 = 4
Heal: 1 + 1 + 0 = 2
Hide: 2 + 1 + 0 = 3
Intimidate: 0 + 3 + 2 = 5
Jump: 4 + 4 - 9 = -1
Knowledge (Nature): 0 + 1 + 2 = 3
Knowledge (Religion): 0 + 1 + 2 = 3
Listen: 2 + 1 + 0 = 3
Move Silently: 2 + 1 + 0 = 3
Open Lock: 1 + 1 + 0 = 2
Search: 2 + 1 + 0 = 3
Sense Motive: 1 + 1 + 0 = 2
Spot: 0 + 1 + 2 = 3
Swim: 1 + 4 - 6 = -1


-FEATS- Show

Avenging Strike
Shield Specialization (Heavy)
Endurance


-EQUIPMENT- Show

=LOAD= Show

64.9 lbs (light)
-Carry Capacity- Show

Light Load: <100 lbs
Medium Load: 101 - 200 lbs
Heavy Load: 201 - 300 lbs

Lift Over Head: 0 - 300 lbs
Lift Off Ground: 0 - 600 lbs
Push or Drag: 0 - 1500 lbs


=ON PERSON= Show

-ARMOR // CLOTHING- Show

Shining Breastplate Show

Weight: 30 lbs
AC bonus: 5
Max DEX bonus: 3
Check Penalty: -3
Spell Failure: 25%
Value: ? gp

Heavy Wooden Shield Show

Weight: 10 lbs
AC bonus: 2 (+1) = 3
Max DEX bonus: 5
Check Penalty: -2
Spell Failure: 15%
Value: 7 gp

Explorer's Outfit (Clothing)

-WEAPONS- Show


Ceremonial Mace Show

(Simple)
Weight: 6 lbs
Damage: 1d8
Critical: (x2)
Special Show

none


Mighty Composite Longbow Show

(Martial)
Weight: 3 lbs
Damage: 1d8
STR rating: +4
Critical: (x3)
Range Increment: 150 ft
Special Show

none





=IN PACK= Show

Backpack
Bedroll
Flint and Steel
Map
Waterskin


=IN STORAGE= Show

Elven Rope
Oil (5 pints)
Periscope
Insectbane Candles (x4)
Crowbar
False Book
Small Magnet
Torch
Mess Kit
Percolator

Salt (10 oz)
Basil (4 oz)
Sage (4 oz)
Thyme (4 oz)
Garlic (4 oz)
Mint (5 oz)
Honey (1 lb)
Flour (1 lb)
Oats (1 lb)
Wheat (1 lb)



-CURRENCY- Show

=ON PERSON= Show

4 pp
200 gp
0 sp
0 cp


=IN BANK= Show

0 pp
519 gp
0 sp
0 cp





Haymon Gamandorr Show

-LEVEL- Show

Level: 12
XP: 66,920 // 78,000


-DESCRIPTION- Show

=ATTRIBUTES= Show

Gender: Male

Alignment: Chaotic Neutral
Deity: Obad-Hai

Race: Earthborn
-RACIAL TRAITS- Show

+1 STR
+1 DEX
+1 CON
-2 INT
+1 WIS
-2 CHA

+1 all resistances

+2 swim
+2 survival
+2 spot
+2 listen
-2 appraise

Low-Light Vision


Class: Druid
-CLASS FEATURES- Show

HD: 1d8

Simple Weapon Proficiency
Medium Armor Proficiency
Shield Proficiency

Animal Companion
Low-Light Vision
Nature Sense
Resist Nature's Lure
Spontaneous Casting
Trackless Step
Venom Immunity
Wild Empathy
Wild Shape (Large, Plant, Tiny) 4 / day Ability
Woodland Stride


Eyes: Green
Hair: Brown
Height: 5' 0"
Weight: 236 lbs

Speed: 30 feet
Initative: +6
Size: Medium
Vision: Low-Light


=LANGUAGES= Show

Druidic
Common
Dwarven
Elven
Draconic



-ABILITIES- Show

Ability: (mod) score = base + misc mods

STR: (+2) 15 = 14 + 1
DEX: (+3) 17 = 16 + 1
CON: (+3) 16 = 15 + 1
INT: (+2) 15 = 17 - 2
WIS: (+4) 19 = 18 + 1
CHA: (+2) 14 = 16 - 2


-COMBAT- Show

=DEFENSE= Show

-HEALTH // ARMOR- Show

HP: 116
=AC= Show

Armor Class: 24
Flat-Footed: 21
Touch: 14


-SAVE THROWS- Show

Fortitude: 14
Reflex: 14
Will: 14

-RESISTANCES- Show

Fire: 2
Cold: 2
Acidic: 2
Electric: 2
Sonic: 2



=ATTACKS= Show

-BONUSES- Show

Base Attack Bonus: 9 / 4

Melee Bonus: 12 / 7
Ranged Bonus: 13 / 8


-WEAPONS- Show

Unarmed Strike: 1d3+2 (x2)

Morningstar: 1d8 (x2)
Warhammer: 1d8 (x3)


-GRAPPLE- Show

Grapple Modifier: +16
Grapple Damage: 1d3+3




-SKILL RANKS- Show

Skill: rank + ability + misc mod = modifier

Appraise: 1 + 3 - 2 = 2
Balance: 1 + 4 - 1 = 4
Bluff: 2 + 3 + 0 = 5
Climb: 2 + 3 - 1 = 4
Concentration: 3 + 4 + 0 = 7
Diplomacy: 6 + 3 + 0 = 9
Disable Device: 1 + 3 + 0 = 4
Disguise: 2 + 3 + 2 = 7
Escape Artist: 3 + 4 - 1 = 6
Gather Information: 2 + 3 + 0 = 5
Handle Animal: 2 + 3 + 2 = 7
Heal: 1 + 3 + 0 = 4
Hide: 2 + 4 + 3 = 9
Intimidate: 4 + 3 + 0 = 7
Jump: 7 + 3 - 7 = 3
Listen: 2 + 3 + 4 = 9
Move Silently: 2 + 4 + 3 = 9
Ride: 2 + 4 + 2 = 8
Search: 1 + 3 + 0 = 4
Sense Motive: 1 + 3 + 0 = 4
Spot: 2 + 3 + 4 = 9
Swim: 5 + 3 + 0 = 8


-FEATS- Show

Animal Affinity
Combat Reflexes
Martial Weapon Proficiency: Warhammer
Mounted Combat
Power Attack
Roots
Two-Weapon Fighting


-EQUIPMENT- Show

=LOAD= Show

66.5 lbs (light)
-Carry Capacity- Show

Light Load: <86 lbs
Medium Load: 87 - 173 lbs
Heavy Load: 174 - 260 lbs

Lift Over Head: 0 - 260 lbs
Lift Off Ground: 0 - 520 lbs
Push or Drag: 0 - 1300 lbs


=ON PERSON= Show

-ARMOR // CLOTHING- Show

Stag Antler Headdress Show

Weight: 10 lbs
AC bonus: 4
Value: 800 gp

Lens of Truesight Show

Weight: .5 lb
Spot +2
Value: 75 gp

Dreamcatcher Show

Weight: 1 lb
Listen +2
Value: 75 gp

Cloak of Nature Show

Weight: 3 lbs
All  Elemental Resistances +2
Value: 130 gp

Living Armor Show

Weight: 15 lbs
AC bonus: 4
Max DEX bonus: 8
Check Penalty: -1
Spell Failure: 0%
Value: 2000 gp

Horned Bone Gauntlets Show

Weight: 2 lbs
AC bonus: 2
Grapple Check +2
Value: 150 gp

Claws of the Bear Show

Weight: 2 lbs
Grapple Check +2
Value: 90 gp

Band of Harmony Show

Weight: 0 lbs
Knowledge (nature) +4
Max HP +2
Value: 120 gp

Crest of the Treelord Show

Weight: 0 lbs
Fortitude +2
Will +3
Value: 100 gp

Cord of Vines Show

Weight: 1 lb
Reflex +6
Initiatve +2
Value: 150 gp

Ceremonial Pads Show

Weight: 6 lbs
Increase Move Speed by 25%
CON +2
Move Silently +4
Value: 200 gp


-WEAPONS- Show

Morningstar Show

(Simple)
(bludgeoning, piercing)
Weight: 6 lbs
Damage: 1d8
Critical: (x2)
Special Show

none


Warhammer Show

(Martial)
(bludgeoning)
Weight: 5 lbs
Damage: 1d8
Critical: (x3)
Special Show

none





=IN PACK= Show

Backpack
Flint and Steel
Trail Rations (x5)
Waterskin
Bedroll


=IN STORAGE= Show

Studded Leather Armor
Shortspear



-CURRENCY- Show

=ON PERSON= Show

0 pp
260 gp
0 sp
0 cp


=IN BANK= Show

0 pp
500 gp
0 sp
0 cp



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