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Post by Cosmichorror on Jun 7, 2008 1:14:02 GMT
Just repost your character sheets here, keeps them all in one thread.
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Post by sleepingdragon on Jun 7, 2008 11:39:33 GMT
Str: 18 (+4) [16 pts] Dex: 12 (+1) [4 pts] Con: 18 (+4) [10 pts, +2 racial] Int: 6 (-2) [0 pts, -2 for hilarity purposes] Wis: 10 (+0) [2 pts] Cha: 6 (-2) [0 pts, -2 racial]
Name: Thorin Magrundson, aka Thorin Windaxe, aka Thorin Firebeard Class/HD: Fighter 1 XP: 0 ECL: 1 Race: Dwarf HP: 14 AL: LG Size: Medium
AC: 17 (+1 Dex, +4 armour, +2 shield), touch 11, flat-footed 16 Init: +1 BAB: +1 Speed: 20 feet
Gender: Male Age: 58 Hair: Red Skin: Ruddy Eyes: Grey Height: 4'5 Weight: 226 lbs
Saves: Fortitude: +6 (+2 base, +4 Constitution) Reflex: +1 (+0 base, +1 Dexterity) Will: +0 (+0 base, +0 Wisdom)
Attacks: Dwarven waraxe +5 melee (1d10+4, x3) Javelin +2 ranged (1d6+4, x2, 30 ft)
Special Abilities: Dwarven Tank: Speed is not reduced due to armour Darkvision 60 ft: See in black and white without needing a light source Stonecunning: +2 Search for unusual stonework Weapon Familiarity (dwarf waraxe, dwarf urgrosh) Stability: +4 vs. bull rushes or trips when standing on the ground +2 on saves vs. poison +2 on saves vs. spells and spell-like effects +1 on attacks vs. orcs and goblinoids +4 to AC vs. giants +2 Appraise with stone and metal items +2 Craft related to stone and metal Noisome Fart
Feats: [1st] Power Attack [Fighter bonus 1st] Cleave
Skills: Climb +0 (2 ranks, +4 Strength, -6 armour check penalty) Jump +0 (2 ranks, +4 Strength, -6 armour check penalty)
Languages: Dwarven, Common, High Moron
Possessions: Dwarven waraxe (8 lbs) 2 javelins (4 lbs) Heavy wooden shield (10 lbs) Scale mail (30 lbs) Backpack (2 lbs) Bedroll (5 lbs) 6 days rations (6 lbs) Waterskin (4 lbs) Whetstone (1 lb) Potion of cure light wounds (0 lbs) Pot of ground hot peppers (0 lbs, spent 4 gp) Flask of ale (1 lb) Map to the City (0 lbs) Signet ring (0 lbs) Flint & steel (0 lbs) 19 gp, 8 sp, 7 cp
Carried for Locke: Crowbar (5 lbs) Caltrops (2 lbs) Bedroll (5 lbs) Grappling hook (4 lbs) 3 torches (3 lbs) Silk rope (5 lbs)
95 lbs carried (light load) 100 lbs light load, 101-200 lbs medium load, 201-300 lbs heavy load
Background: Thorin Magrundson, Prince of Craghammer, is, at first glance, everything dwarves could hope for in a future king. A proud, stubborn, and honourable man capable of drinking a horse under the table and wrestling an ox into submission, Thorin is a very powerful warrior with a history of victories over orcs and goblins, the great enemies of the dwarf race. There is just one problem – Thorin Magrundson, Prince of Craghammer, is slower than a tortoise stuck to a pan of molasses with sovereign glue.
Since a young age, any kind of learning apart from hitting things with an axe has eluded Thorin. As a future general, he is expected to understand issues of strategy and logistics, but he has yet to demonstrate any comprehension of tactics more complicated than the charge. As King Thorin will be expected to uphold his peoples’ interests in dealings with other kingdoms and races, a task made difficult due to his tendency to forget the motivations, customs, beliefs, and simple existence of those beyond his immediate circle. He is supposed to inspire and lead those around him, but occasionally finds it difficult to remember their names, even while sober.
In his early years, his father and his (younger) brothers treated him with the kind of weary acceptance that one would show a moronically endearing pet. Surely, there was no way this specimen of stupidity would actually survive to claim the throne! They assured themselves that his idiocy would, at length, get Thorin killed and one of his far more suitable younger brothers could succeed to the throne of Craghammer.
As the years have gone by, they have watched with increasing horror as Thorin has somehow blundered his way to success after success, bolstered by the efforts of dwarf lords who enjoy the notion of a monarch who can be easily led and is too stupid to notice their plays for greater power. Thorin has grown increasingly boastful as time goes on, and in one last desperate play, the ageing Magrund decided to use Thorin’s pride to try to send him out to the world on his own where some merciful monster could end the nightmarish spectre of Thorin’s kingship.
One night several months ago, shortly after Thorin returned from victory over a band of orcs, Magrund spoke to his son privately. He praised Thorin to the skies, lauding him as the greatest of young dwarf warriors, so powerful that no orc or goblin would ever withstand him. Craghammer, he said, was too small for Thorin – he could never demonstrate his true potential in its over-familiar environs. Instead, to truly show his potential and demonstrate his greatness, Thorin needed a true challenge…and Magrund had discovered one. Thorin puffed out his chest and roared that he would gladly take on anything to prove himself in his father’s eyes, and Magrund smiled. He told Thorin of the great Dungeon of Doom, in a faraway human city in the west, whose name Thorin promptly forgot. Filled with treasure and monsters, it seemed to shift as each new group entered its confines…and, they said, not a single soul had seen its bottom levels and discovered its true secrets.
Pumping his fist, Thorin vowed by Moradin that he would go to this Dungeon and fight his way to its deepest depths. Beaming proudly, the ageing King rose and gave Thorin a map to the City, which was covered with strange yet somehow familiar runes. The King told Thorin that he should go at once, lest cowards attempt to dissuade him from braving the terrible Dungeon. Filled with resolve, Thorin gathered his gear and departed from Craghammer on a long journey to the south.
Many gruelling weeks passed. Thorin often peered at his father's map, trying to understand why the runes looked familiar, seeing if he could work out the meaning of the strange symbols. One night, he sat and prayed for several hours, imploring Moradin to tell him the meaning of the bizarre runes, staring intently all the while at the map. Thorin was on the verge of falling asleep - or perhaps he had - when he heard a soft, wise dwarven voice.
“You’re holding the map the wrong way up.”
Eureka! Filled with resolve, Thorin leapt up, turned the map the right way up, gathered his gear, and departed on a long journey to the northwest, thanking Moradin for his gracious intervention.
“I wonder who that was,” said the passing Dwarven merchant.
Personality: Thorin is proud, stubborn, and honourable. He dislikes relying on tricks, particularly ones he can't understand, and he steadfastly keeps every promise he makes as long as he doesn't forget it. Thorin is a born leader, which is to say that he leads due to his high birth rather than because he is in any way suitable to the role. He is used to giving commands and expects to have them carried out, but he is easily distracted and will listen to advice as long as the person giving it sounds confident. Thorin is convinced of his own greatness and boasts loudly of his achievements to anyone who will listen, which often proves to be a large number because few people want to risk offending a thick-muscled, thick-headed dwarf with an axe. Thorin's speech is off-hand, tactless, and frequently unintentionally insulting. This is not because Thorin is an evil person - in truth, he lacks a malicious bone in his body - but rather because he has a very high opinion of himself, can rarely fully remember who those around him are, and has a rather unique take on what constitutes ordinary speech and social conventions. Thorin's memory has been unfavourably compared to that of a gnat, his manners to those of a rabid cow, and his personal hygiene to that of a diarrhetic skunk. When dealing with Thorin, the best plans of attack are to distract him through flattery, alcohol, stories, or shiny trinkets, or to point him towards something he can belt as hard as he can with his axe.
Thorin has been told a number of unlikely tales about what behaviour humans expect from dwarves. For one, he has been informed that humans expect to close every conversation with a dwarf by having both parties spit in their palms and then shake. He has also been informed that the way to indicate agreement with a human is to make a fist and shake the wrist back and forth, a hand motion which has earned him a number of startled looks from humans he has met in his travels. Thorin assumes they are surprised to meet such a dwarf who is so versed in human manners.
Physical Description: Thorin is extremely tall (for a dwarf) and broad, with a thick neck and big, corded muscles. His most immediately noticeable characteristics are his burned face and his lack of a beard. This is because, while drunk and celebrating his victory over a group of orcs not long ago, Thorin managed to set his beard aflame. Thorin's cheeks and jaw are blackened and covered in scars, both from the fire and other battles. He has been told that his beard will grow back thicker and fiercer if he rubs ground hot peppers onto the scars every morning - this is very painful and his beard has yet to grow back, but Thorin is not easily deterred by failure, evidence, or common sense. He has long hair the colour of fire, eyes with the colour, strength, and smarts of stone, and a big, bulbous nose. He carries a dwarf waraxe, a battered wooden shield with a faded device of a flaming mug of ale, scale armour, and a dented helm.
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Post by Idris on Jun 7, 2008 11:39:57 GMT
Locke - Rogue level 1
race: human alignment: N size: medium gender: male height: 5’ 7” weight: 136lbs age: 16 hair: brown eyes: grey skin: pale hand: left
Attributes Bonus Str 10 ...... +0 Dex 16 ...... +3 Con 10 ...... +0 Int 16 ...... +3 Wis 10 ...... +0 Cha 14 ...... +2
Defence AC: 15 Touch: 13 Flat-footed: 12
Saves Fort :+0 Ref: +5 Will: +0
Combat Melee: +0 Ranged: +3 Unarmed: +0 Grapple: +0
Weapons rapier: 1d20+0 (1d6) 18-20/x2 shortbow: 1d20+3 (1d6) 20/x3 range 60’ (+1 to attack/damage within 30’) dagger: 1d20+0 (1d4) 19-20/x2 10’ (1d20+3 to hit if thrown) sap: 1d20+0 (1d6) 20/x2
Feats & Special Abilities sneak attack +1d6 trap-finding point blank shot precise shot
Skills with ranks balance: +7 bluff: +6 decipher script: +6 disable device: +7 hide: +7 listen: +4 move silently: +7 open lock: +7 search: +7 sleight of hand: +4 spot: +4 tumble: +7 use magic dev: +6
Languages: Common, Undercommon, Goblin, Ancient Dwarven
Equipment leather armour shortbow rapier arrows x20 explorer’s outfit thieves tools backpack - flint & steel - waterskin - rations x3 parchment x5 whistle chalk ink pen potion clw x2
carried by Thorin -torches -bedroll -caltrops -crowbar -grappling hook -rope (silk)
(left behind - dagger & sap)
encumbrance: light
funds: 36gp 8sp
Description Locke is hardly more than a boy – skinny and pale-skinned with spiky brown hair, a ready smile and sparkling grey eyes under long straight brows. He is dressed in rather well used dark clothes, and decidedly new leather armour. He has a small pack on his back, a rapier at his side, and a shortbow over one shoulder.
Biography Orphaned at an early age, Locke was rescued from the street by an old priest of Rudd - the Lady of chance, good luck & skill - a popular deity with both thieves and gamblers. The temple to which he was taken did not have the grandeur of those dedicated to the major gods, but was sustained by the ‘donations’ of the faithful in the gambling house, & sometimes by training the son of a man of quality in the duellist’s art.
The priest had learned many skills during a long lifetime spent in the Lady Charm’s service, and these he passed on to the boy. His strict & demanding regime ensured that Locke developed his natural talents and picked up the means to earn a living by his wits. He also learned the weapons dear to the Lady – the rapier & the shortbow. Locke has never been particularly strong but he early showed aptitude for the bow. He does, however, keep practising with the blade in the belief that he will one day become a great swordsman - a belief that has so far shown no sign of being well founded.
In his time at the temple he has been given many assignments by the old priest. This is his first adventure outside his home city – but one which he found for himself, for his mentor died two months ago. Suddenly Locke lost the only family he had, and with nothing to keep him, he decided to leave, to seek his fortune elsewhere. To this end he randomly chose a ship leaving for another great city, and booked passage on it. As soon as he arrived, he heard stories of the nearby magical dungeon where great fortunes might be found, if one survived. Locke knew then that Lady Charm had smiled on him when he had made his choice, and he would not disappoint her.
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Post by Edivad on Jun 7, 2008 12:35:02 GMT
Dewin
Human Warlock 1 5’5’’ tall, 145 pounds, 17 years old
Alignment: Chaotic Good
Ability Scores: 32 point buy Str 10(+0) Dex 16(+3) Con 14(+2) Int 10(+0) Wis 10(+0) Cha 16(+3)
Hit Points: 8/8 BAB: +0 Melee: +0 dagger 1d4/19-20/x2 Ranged: +3 1d6 eldritch blast vs touch AC plus Will save DC 16 or be shaken for 1 minute, 60’ range AC: 18(+4 chain mail +3 dex), 13 touch, 14 flat-footed
Saves: Fort +2 Ref +3 Will +2(+5 vs enchantment effects)
Feats:
Level 1:
Fey Heritage: +3 to Will saves against enchantment effects Bonus Human Feat: Fey Skin: DR X/cold iron, with X equal to the number of Fey Heritage feats, so 2.
Skills:
Class skills are Jump, Concentrate, Craft, Know(arcana), Know(the planes), Spellcraft, Profession, Sense Motive, Bluff, Disguise, Intimidate, Use Magic Device.
12 skill points(8 base +4 for being human)
Know(arcana)1R +1 Concentrate 1R +2 Intimidate 2R +5 Bluff 2R +5 Use Magic Device 2R +5
Abilities:
Warlock Proficient with simple weapons and light armor
Eldritch Blast: 60’ ray, ranged touch attack, 1d6 damage, half damage to objects
Incantations Known(1): Frightful Blast(Will save DC 15 or be shaken for 1 minute, -2 attack saves skills ability checks)
Equipment
Starting Wealth: 150 gp
Peasant’s Outfit (2 lbs) (free) Chain shirt (+4 AC, Max dex +4, Armor check penalty -2, 25 lbs) -100 gp Dagger(1d4/19-20/x2, 1 lbs) -2 gp
Sack(1/2 lb) -1 sp Rations for 2 days(2 lbs) -1 gp Waterskin(4 lbs) -1 gp Wealth left: 45 gp and 9 sp
Carrying 35 and ½ lbs (Light encumbrance is up to 33, Medium 66, Heavy 100), Medium Encumbrance
Physical Description
A young man of below average height, with features that could be considered handsome, green eyes, curly red-hair that reaches his shoulder and lightly freckled pale skin. He wears a shiny chainmail shirt above brown pants, a green cloak on his back and and an empty-looking sack over his shoulder.
Background(written on the spot, and you know I'm not a native English speaker, so forgive if it's, emh, campy..)
Dewin was born in a small rural village, where life was mostly quiet and unexciting. A slightly weird but gifted child, he often found himself longing for adventure, and could always feel he was somewhat different from the others, but could not really tell how. One day, when he was only 13 years old, he casually heard of adventurers passing through town – he immediately ran to the tavern, to hear tales of their adventures. It was then that he first heard of the Dungeon of Doom, and though he was just a child, he was already fascinated by the thought of going there – who knew what treasures and surprises lay in store for those brave enough to take them? For a moment he thought about asking the adventurers to allow him to follow them in their quest, but he realized that he had no chance – how could a mere child such as he face the challenges there? So two years passed uneventfully, until something which changed Dewin’s life happened. He was strolling through the woods on a sunny spring day, having strayed too far from home, when he heard a fearsome growl behind him. He turned around – instantly his brow starting to sweat with fear and his life flashed before his eyes as he saw that a bear was rushing at him on two legs, probably angered by his intrusion in its territory. What could a boy do against so powerful a beast? Surely he could not fight it, and it was too near to try to flee now. But luckily for him, in this desperate situation he discovered his true powers – as he was raising his hands to cover his face, perhaps hoping for the beast to spare him from becoming its dinner, he felt for a moment something strange in him, something that was not fear. From his hands burst something which looked like a small greenish flame, which blasted the bear just as it was about to swipe at him with its claws, singing its fur. Suddenly, the bear looked somewhat less ferocious, probably shocked and slightly shaken by the human’s surprise attack, and so hesitated for a few moments. Not wishing to push his own luck too far, Dewin quickly turned around and fled through the woods, his heart still thumping with fear as wondered about what had just happened. He stumbled through a couple thorny bush during his escape, but twice quickly got up on his feet and kept running until he reached the village. He only felt safe once he was in his house with his family, who by now had started to worry since he had been away for quite some time. They scolded him severely, especially when they saw how his clothes were shredded by the thorns he had passed. Dewin told them about how he had met a bear, but he managed to avoid mentioning how he had actually scared it enough to flee, instead telling his family that he had noticed the bear before it had noticed him. Later, when he was alone in bed, Dewin thought heavily about what had exactly happened with the bear – how could he, a simply peasant boy, possess that kind of arcane power? Perhaps, he considered, he had been protected by some spirit or god of nature which helped lost travelers, and he had no powers whatsoever. There was only one way he could be sure of this. Dewin pointed his hands at the nearby wooden wall and concentrated. It happened again – a burst of green flame shoot forth, though the boards were only slightly scorched. He was overjoyed, though after a few seconds he realized how stupid that had been – he was lucky the wood had not caught fire. And then, he noticed something else – that though his clothes had been damaged by the thorns, his exposed skin had been completely unarmed! That, too was slightly weird – perhaps his skin also had some kind of resistance to being cut? But how? Then he had an epiphany. Something flashed into his mind, distant memories from when he was just a baby – he was in his crib and his parents mentioned, in hushed tones, how they were afraid the Fey might “Come and enchant or kidnap him for their nefarious purposes!” and so placed an horseshoe made of cold iron upon the crib – after a few seconds baby Dewin started to cry, and it took quite a lot of time before he went back to sleep. But now, having remembered this, Dewin burst into laughter – the fools had been too late, the Fey had already got him! Just as he thought that, he felt as if other memories were coming back – memories of blurred shapes of not-quite human creatures which had came to him in his dreams to whisper sweet, unearthly melodies.
It all made sense now. They Fey had blessed him so that he was more than a common mortal. With time and experience, he could perhaps gain even greater powers. He smiled again, and then feel asleep. The next day, after getting up, he gathered his savings from odd jobs he had done around the town, bought some supplies, wrote a small note bidding farewell to his family and then left his hometown, headed for the Dungeon of Doom.
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Post by trinomial on Jun 9, 2008 12:13:02 GMT
Name: Maximillian Stennegan the Uncut Race: Gnome Class: Cleric 1 Artifice/EarthAlignment: Lawful Neutral GoodSTR: 12 -2 racialDEX: 14 CON: 16 +2 racialINT: 12 WIS: 16 CHA: 8 HP: 11/ 11AC:18 10 +4 armour +2 shield +2 Dex +1 size (13 Touch, 16 Flat footed)BAB:0 Fort: 5 2 + 3 ConReflex: 2 0 + 2 DexWill: 5 2 + 3 Wis, +2 vs IllusionSkills 3/level3 Knowledge (Architecture and engineering) 2 ranks + 1 Int2 Knowledge (Dungeoneering) 1 rank + 1 Int2 Knowledge (Geography) 1 rank + 1 Int3 Search 2 ranks + 1 IntFeatsWeapon Proficiency (Gnome Hooked Hammer) AbilitiesSize: Small Low-light Vision +1 Attack bonus vs Kobolds/Goblinoids +4 Dodge AC vs giants +2 Listen +2 Craft (Alchemy) +4 Craft (All) +1 Caster level for all Conjuration +1 DC for all illusions Speak with Animals (Burrowing mammal) 1/dayTurn Undead/Air Creatures 2/dayLanguagesCommon Dwarven Gnome Spells 3,2+1, DC:13+0: Detect Magic, Mending, Mending. 1: Bless, Shield of Faith, *Animate Rope Inventory 58 / (32,65,98)Scale Mail (+4, 3, -4) 15lbsHeavy Wooden Shield (+2, -2) 10lbsGnome Hooked Hammer (+1, 1d6+1, x3, Bludgeoning)(+1, 1d4+1, x4, Piercing) 6lbsLantern, Bullseye 12lbsBackpack 2lbs- Scroll Case 1lbs
- Chalk x3
- Inkpen
- Inkwell
- Oil x5 5lbs
- Paper (Sheet) x5
- Rations x2 2lbs
- Rope, Silk +2 climb, 5lbs
46.87 GoldAge: 124 Height: 3'4 Weight: 58 Eyes: Gray Hair: Barely AppearanceBalding, gray haired, middle aged and over-weight, Maximillian Stennegan is far from the peak of gnomish physical perfection. Often found wearing his gold plated plate helm and belt, it becomes visibly clear to anyone with passing knowledge of gnomish deities which clergy Maximillian belongs to. When performing duties outside the service of Garl Glittergold, Maximillian forgoes wearing his helmet in favor of a highly slicked comb over, using hi renowned gnomish talent for illusion to create the appearance of a full head of hair. BackgroundMaximillian Stennegan the Uncut, Amethyst Priest of The Priceless Gem, Civil Engineer, Building Inspector and Co-Founder of City Construction Company has lived a life praising the common good over his own personal well being. His parents, firm believers in the tenets of Garl Glittergold, groomed Maximillian from a young age to always consider what was good for the community above all else. Although Maximillian may not have agreed with all the practices or methods of Garl's clergy, he never allowed himself to doubt the beliefs his parents had indoctrinated him with. Upon reaching adulthood, Maximillian didn't hesitate in enrolling into the clergy of Garl Glittergold. Although he dedicated himself to his priestly duties with zeal, it soon became clear that despite his firm belief in Garl's ideology, his attitudes towards his duties differed from his fellow clergymen. He tended to take his duties seriously and matter-of-fact, where Garl preached levity, pranks and trickery. This led to Maximillian remaining in the lower ranks throughout his career and being assigned the less savory duties. Fortunately, the less desired tasks amongst the clergy actually proved to be enjoyably to Maximillian. Chief amongst these were his duties as ambassador and negotiator with the nearby dwarven clans. In exchange for gnomish contraptions, we would petition the dwarves for the gold and gemstones sacred to Garl. It was during the time spent with the dwarves that Maximillian found his true calling: urban planning and architecture. What could be more beneficial to a community than properly paved roads, secure buildings and inspiring architecture? For the next years, Maximillian re-dedicated himself to his priestly duties while using what he learned from the dwarves to found a construction company. Unfortunately, Maximillian could sense the growing sense of disdain among his superiors. Despite his many years of service, it was clear his manners weren't going to change and he would never fully be accepted into the clergy. Maximillian needed to do something big if he didn't want to be discharged from the clergy. He needed to show his superiors that he still held Garls favor. He needed to descend into the lower levels of The Dungeon and find a gemstone so massive, so clear and so perfectly cut that no one would be able to doubt it was crafted by Garl Glittergold himself. PersonalityMaximillian's gruff and businesslike attitude, even by non-gnomish standards, has restricted himself to the lower ranks of Garl Glittergold's clergy, despite his many years of faithful service. And, if he were being honest, Maximillian would admit to being relieved about that. Being of lower rank allows for him to spend more of his time pursuing the many tasks of communal good that his fellow clergymen tend to overlook. Laughter and levity are great and all, but what would a community be without proper urban planning and closely monitored building regulations? Chaos, thats what.
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