(Record) Official Character Thread

wmasters

First Post
Sorgram Brinn, Approved for level 1

Code:
[B]Name:[/B] Sorgram Brinn
[B]Class:[/B] Barbarian (Bear Totem)
[B]Race:[/B] Half-orc
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] Phyrah

[B]Str:[/B] 18 +4 (10p. +2 racial)    [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 14 +2 (6p.)               [B]BAB:[/B] +1         [B]HP:[/B] 17 (1d12+5)
[B]Con:[/B] 14 +2 (6p.)               [B]Grapple:[/B] +5     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 10 +0 (4p. -2 racial)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] -
[B]Wis:[/B] 10 +0 (2p.)               [B]Init:[/B] +2        [B]Spell Save:[/B] -
[B]Cha:[/B]  8 -1 (2p. -2 racial)     [B]ACP:[/B] -4         [B]Spell Fail:[/B] -

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +2    +0    +0    +0    16
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 14

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +2          +4
[B]Ref:[/B]                       0    +2          +2
[B]Will:[/B]                      0    +0          +0

[B]Weapon                  Attack   Damage     Critical[/B]
Greataxe 	          +5     1d12+6       20/x3
Light Hammer (thrown)     +3     1d4 +4       20/x2      20ft Range Increment

[B]Languages:[/B] Common, Orc

[B]Abilities:[/B] 
Darkvision 60ft
Orc Blood
Illiteracy
Rage: Sorgram can fly into a screaming frenzy once per encounter, up to 1 time per day. This gives +4 to Strength and Constitution and +2 to Will saves but a -2 penalty to AC. The rage lasts up to 7 rounds. 

[B]Feats:[/B] Toughness (Bonus feat), Track

[B]Skill Points:[/B] 12       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Climb                      4    +4    -4    +4
Listen                     4    +0          +4
Perform (Gladiatorial)     4    -1          +3
Survival                   4    +0          +4

[B]Equipment:               Cost  Weight[/B]
Greataxe                 20gp   12lbs
Scale Mail               50gp   25lbs
4 Light Hammers           4gp    8lbs
Backpack                  2gp    2lbs
50ft Silk Rope           10gp    5lbs
2 days trail ratioms      1gp    2lbs
Winter Blanket            5sp    3lbs
Bedroll                   1sp    5lbs
Waterskin          	  1gp    4lbs
Crowbar                   2gp    5lbs
[B]Total Weight:[/B]61lb      [B]Money:[/B] 69gp  4sp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                100   200   300   600   1500

[B]Age:[/B] 16
[B]Height:[/B] 6'0"
[B]Weight:[/B] 317lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Long black hair
[B]Skin:[/B] Pale green
Appearance:
A bulky, strong build and a hint of green in his skin tone identify Sorgram as a half-breed. Long black, somewhat unkempt hair flows down his back, and black stubble over his face, Sorgram looks like someone who has things on his mind other than how
he looks to others.

Background:
Sorgram grew up in a circus of sorts, a travelling show entertaining crowds and sapping the populace for their hard earned copper. Having never known his parents, the people working there were his family and his mentors. As a young boy he was merely someone to lend a hand setting up and packing, and a run-around around the camp. He wanted to entertain though, and to get into the ring in front of the crowds.

There was some concern from the others in the circus that Sorgram wasn't exactly a winning personality, he wasn't much of a speaker, often agressive and not able to win a crowd over. What he was was strong. He was introduced as a bear wrestler, fighting bears trained for the event initially, so that people in the know were confident of the show, and that he wouldn't be hurt.

Unfortunately, it never really took off. Sorgram's lack of presence in the arena proved a serious hindrance, and he wasn't a major attraction. Sorgram took it to heart somewhat, and has convinced himself that he'll never be much of an entertainer. As such, and now that he's in adulthood, he considers it must be time to seek his fortune in other avenues.
[sblock=XP and Craft Points]XP: 0/1000
Craft Points: 150[/sblock]
 
Last edited:

log in or register to remove this ad

LiquidBlue

First Post
Joru ghe Bana (Gnome Bard) - Level 1 Approved

Code:
[B]Name:[/B] Joru ghe Bana
[B]Class:[/B] Bard 1
[B]Race:[/B] Gnome (Forest Gnome)
[B]Size:[/B] small
[B]Gender:[/B] male
[B]Alignment:[/B] Chaotic Neutral
[B]Deity:[/B] Phyrah

[B]Str:[/B] 06 -2 (00p.)     [B]Level:[/B] 1        [B]XP:[/B] 0000
[B]Dex:[/B] 16 +3 (10p.)     [B]BAB:[/B] +0         [B]HP:[/B] 006 (1d6+00)
[B]Con:[/B] 10 +0 (00p.)     [B]Grapple:[/B] -6     [B]Dmg Red:[/B] -
[B]Int:[/B] 16 +3 (10p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] -
[B]Wis:[/B] 08 -1 (00p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] -
[B]Cha:[/B] 16 +3 (10p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 00%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +2    +0    +3    +1    +0    +0    16
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 13

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +0          +0
[B]Ref:[/B]                       2    +3          +5
[B]Will:[/B]                      2    -1          +1

[B]Weapon                  Attack   Damage     Critical[/B]
Whip                      -1     1d2+0      20x2
Rapier                    -1     1d4+0      18-20x2
XXXX                      +X     XdXX+X     XX-XXxX

[B]Languages:[/B] [COLOR=DeepSkyBlue]Gnome, Elven, Sylvan, a simple language that enables Joru to
communicate on a very basic level with forest animals[/COLOR], [COLOR=Lime]Common, Draconic,
Goblin[/COLOR], [COLOR=Purple]Orc, Celestial, Abyssal, Infernal, Undercommon, Dwarf, Terran, Aquan[/COLOR]

[COLOR=DeepSkyBlue]Automatic Languages[/COLOR], [COLOR=Lime]Bonus Languages[/COLOR], [COLOR=Purple]Speak Language[/COLOR]

[B]Spell Casting:[/B]
Spells known: 0-Light, Message, Prestidigitation, Read Magic
Spells per day: 0:2

[B]Bardic Knowledge:[/B] Check modifier: 1 (bard level) + 3 (intelligence bonus) = +4

[B]Bardic Music[/B] Uses per day: 5 (1 bard level + 4 from extra music)

[I]Countersong (Su)[/I]
[I]Fascinate (Sp)[/I]
[I]Inspire Courage (Su)[/I]

[B]Abilities:[/B]

[I]+2 Constitution, -2 Strength.[/I] 

[I]Small size[/I].
+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks,
-4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium
characters. 

[I]Joru's base land speed is 20 feet.[/I]

[I]Low-light vision[/I]: 
Joru has eyes that are so sensitive to light that he can see twice as far as
normal in dim light. Low-light vision is color vision. Joru can read a scroll
as long as even the tiniest candle flame is next to him as a source of light. 

Joru can see outdoors on a moonlit night as well as he can during the day.

[I]Weapon Familiarity[/I]: 
Joru may treat gnome hooked hammers as martial weapons rather than exotic
weapons.

[I]+2 racial bonus on saving throws against illusions.[/I]

[I]Add +1 to the Difficulty Class for all saving throws against illusion spells
cast by Joru. This adjustment stacks with those from similar effects, such as
the Spell Focus feat.[/I]
 
[I]+1 racial bonus on attack rolls against kobolds and goblinoids (including
goblins, hobgoblins, and bugbears), orcs, and reptilian humanoids.[/I]
 
[I]+4 dodge bonus to Armor Class against creatures of the giant type (such as
ogres, trolls, and hill giants).[/I]
 
[I]+2 racial bonus on Listen checks.[/I] 

[I]+2 racial bonus on Craft (alchemy) checks.[/I]

[I]+4 racial bonus on Hide checks, which improves to +8 in a wooded area.[/I]

[I]Spell-Like Abilities:[/I] 
1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC
10 + Joru’s Cha modifier + spell level.

[I]Pass without Trace (Su):[/I]
Joru has the innate ability to use [I]pass without trace[/I] (self only, as a free
action) as the spell cast by a druid of the forest gnome’s class levels.

[B]Feats:[/B]
[url=http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#extraMusic][I]Extra Music[/I][/url]
Joru can use his bardic music four extra times per day.


[B]Skill Points:[/B] 36       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Bluff                      4    +3          +7
Craft(Alchemy)             4    +3   +2     +9
Hide                       4    +3   +8/12  +15/19 in a wooded area
Listen                     4    -1   +2     +5
Knowledge(History)         4    +3          +7
Knowledge(Nature)          4    +3          +7
Perform(Singing)           4    +3          +7
Speak Language             8 

[B]Equipment:               Cost  Weight[/B]
Leather Armor            10gp  7.5lb
Whip                      1gp    1lb
Backpack(small)           2gp  0.5lb
Bedroll(small)            1sp 1.25lb
Rapier                   20gp    1lb
Spell Component Pouch     5gp    2lb
Rations(small) 4          2gp    1lb
XXXX                     XXgp   XXlb

[B]Total Weight:[/B]14.25lb      [B]Money:[/B] 119gp 9sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                15    30   45   90   225

[B]Age:[/B] 105 (Unlike Rock gnomes, Forrest Gnomes live to about 500.
At 105, Joru has just entered adulthood)
[B]Height:[/B] 2'2"
[B]Weight:[/B] 30lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Earth Brown
[B]Skin:[/B] Grey-Brown
Appearance: At 2'2" Joru is short even for a small character. Despite
his small stature he posses a commanding presence. One can almost feel and
smell his forest home. Despite his great knowledge, he has had little contact
with creatures outside the forest, and he is prone to unaware of his
surrounding.

Background:
Joru is a forest gnome, a longer living cousin of the common rock gnome. He has
studied for nearly 100 years learning the oral history of enworld as maintained by
his family. Though for the most part forest gnomes keep to themselves, hidden
in their woods, Joru is is possessed of the profession and temperament such that
he has elected to enter the wider world, and learn what things have transpired.
He will be a wander of the world for a couple hundred years before he feels the
need to return to his home and his family.

He posses a small talent for arcane magic, and is skilled at the preparation of
alchemical substances.
 
Last edited:

hafrogman

Adventurer
Alden Eckhart - Approved 1st level

Code:
[B]Name:[/B] Alden Eckhart
[B]Class:[/B] Human Paragon 1
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] Ayratha

[B]Str:[/B] 14 +2 (6p.)     [B]Level:[/B] 1        [B]XP:[/B] 0 / 1,000
[B]Dex:[/B] 13 +1 (5p.)     [B]BAB:[/B] +0         [B]HP:[/B] 10 (1d8+2)
[B]Con:[/B] 14 +2 (6p.)     [B]Grapple:[/B] +2     [B]Dmg Red:[/B] --/--
[B]Int:[/B] 13 +1 (5p.)     [B]Speed:[/B] 10'      [B]Spell Res:[/B] --
[B]Wis:[/B] 10 +0 (2p.)     [B]Init:[/B] +1        [B]Spell Save:[/B] --
[B]Cha:[/B] 14 +2 (6p.)     [B]ACP:[/B] -1         [B]Spell Fail:[/B] 20%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +3    +0    +1    +0    +0    +0    14
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 13

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +2          +2
[B]Ref:[/B]                       0    +1          +1
[B]Will:[/B]                      2    +0          +2

[B]Weapon                  Attack   Damage     Critical[/B]
Greatsword                +2      2d6+3      19-20
Dart                      +1      1d4+2        20        (20' Range Increment)

[B]Languages:[/B] Common, Halfling

[B]Abilities:[/B]
Paragon Class Skills (Balance, Gather Information, Hide, Intimidate, Listen, Move Silently, Perform, Search, Sense Motive, Spot)
Adaptive Learning: Gather Information

[B]Feats:[/B]
Blind Fight[Human]
Stealthy[1st]

[B]Skill Points:[/B] 24       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Balance                    2    +1    -1    +2
Hide                       4    +1  -1,+2   +6
Intimidate                 2    +2          +4
Listen                     2    +0          +2
Move Silently              4    +1  -1,+2   +6
Perform: Dance             4    +2          +6
Search                     2    +1          +3
Sense Motive               2    +0          +2
Spot                       2    +0          +2

[B]Equipment:               Cost  Weight[/B]
Greatsword               50gp    8lb
Dart (10)                 5gp    5lb
Studded Leather Armor    25gp   20lb

Crowbar                   2gp    5lb
Flint & Steel             1gp    -lb
Grappling Hook            1gp    4lb
Pouch, Belt (2)           2gp    1lb
Rations, Trail (4 days)   2gp    4lb
Rope, Silk (50')         10gp    5lb
Waterskin                 1gp    4lb
Whetstone              0.02gp    1lb
Traveler's Outfit         -gp    -lb

[B]Total Weight:[/B]57         [B]Money:[/B] 60gp 8sp 8cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                58   116   175   350   725

[B]Age:[/B] 20
[B]Height:[/B] 6'0"
[B]Weight:[/B] 193 lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Black
[B]Skin:[/B] Pale
[IMAGER]http://img.villagephotos.com/p/2005-11/1104331/Alden.JPG[/IMAGER]
Appearance:Alden is a young man with a slender, but well-toned frame. The left side of his face bears the scars of some long ago burn, faded with time, but still visible. Alden is highly concious of his scars and often conceals them with his shoulder length black hair.

Background:A boy finds hideen strength within and pulls himself free from where he was trapped, beneath the burning wagon. The rain soothes where it falls upon burned skin as he lies in the mud. The attack is over, and the bandits have gone. All that remains is the bodies of his family. Circus folk, innocent, harmless. There had been guards, two. One lies dead, a knife in his back. The other, the traitor, has fled with his share of the spoils.

The boy lifts the fallen guard's sword. He barely has the strength to carry it, but he moves surely into the forest, after the traitor. The night is dark, the trees crowd near, stifling him. In a clearing sits the traitor, counting his money. The darkness conceals until it is too late. A sword rises, and then falls. Alone in the clearing, a boy falls to the ground and weeps.

The next morning a young man walks into the world, his sword at his back. He is still weak, and has much to learn. But he has a strong will, and a desire for justice.

Five years later, a man walks down the road where he lost his family. No evidence remains, but his heart remembers. He is stronger now, and has honed his skills. Perhaps the time has come. Perhaps he will never achieve revenge for himself, but he will work to ensure that injustice happens to no others. He has heard tales of the inn of the Red Dragon, that is where he will start his quest. He turns away from what his heart remembers and takes a new step.
 
Last edited:

Kularian

First Post
Code:
[B]Name:[/B] Zeroth Nectuul
[B]Class:[/B] Cleric 1
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Evil
[B]Deity:[/B] Seto (Evil and Darkness)

[B]Str:[/B] 14 +2 (6p.)      [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 12 +1 (4p.)      [B]BAB:[/B] +0         [B]HP:[/B] 9 (1d8+1)
[B]Con:[/B] 12 +1 (4p.)      [B]Grapple:[/B] +2     [B]Dmg Red:[/B] N/A
[B]Int:[/B] 10 +0 (2p.)      [B]Speed:[/B] 20'      [B]Spell Res:[/B] N/A
[B]Wis:[/B] 16 +3 (10p.)     [B]Init:[/B] +1        [B]Spell Save:[/B] +4
[B]Cha:[/B] 12 +1 (4p.)      [B]ACP:[/B] -6         [B]Spell Fail:[/B] 40%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]          10    +4    +2    +1    +0    +0    +0    17
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 16

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                  2    +1          +3
[B]Ref:[/B]                   0    +1          +1
[B]Will:[/B]                  2    +3          +5

[B]Weapon                  Attack   Damage     Critical[/B]
Halfscythe                +2     1d6+2      x4-20
Light Crossbow            +1     1d8        x2-19-20

[B]Languages:[/B] Common

[B]Abilities:[/B] Rebuke Undead

[B]Feats:[/B] Martial Weapon Proficiency: Halfscythe
	      Combat Casting

[B]Skill Points:[/B] 12       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Concentration (Con)           4    +1          +5
Heal (Wis)                    3    +3          +6
Knowledge(Religion) (Int)     2    +0          +2
Spellcraft (Int)              3    +0          +3

[B]Equipment:               Cost  Weight[/B]
Halfscythe                   4gp    4lb
Light Crossbow               4gp    4lb
Bolts (30)                   3gp    3lb
Scale Mail                  50gp   30lb
Heavy Steel Shield          20gp   15lb
Backpack                     2gp    2lb
Bedroll                      1sp    5lb
Rope (Silk)                 10gp    5lb
Silver Holy Symbol          25gp    0lb
Bullseye Lantern            12gp    3lb
Pint of Oil (4)              4sp    4lb
Trail Rations (9)           45sp    9lb
Spell Component Pouch        5gp    2lb
Grappling Hook               1gp    4lb
Flint/Steel                  1gp    0lb

[B]Total Weight:[/B]90lb      [B]Money:[/B] 58gp 0sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]             58   116   175   350   875

[B]Age:[/B] 23
[B]Height:[/B] 5'9"
[B]Weight:[/B] 175lb
[B]Eyes:[/B] Black
[B]Hair:[/B] Black
[B]Skin:[/B] Pale
Appearance: Zeroth, despite his rather healthy body, appears to be sickly pale. None, including himself,
certain why, but he doesn't question it. He was given the body, and he would use it. His face is thin, revealing
high cheekbones and a fairly pleasing face. But an angry glare and a constant arrogant smirk oft keep those away
who would otherwise speak with him. Upon his frame, over the armor, is a black cloak that covers him quite nicely,
concealing weapon and armor alike. With his long, supple fingers and spell component pouch, he can be mistaken
for a wizard, and occasionally is. Zeroth's hair is longish, hanging just below his shoulders, but is often covered
by his cloak.

Background: Born into the prestigious Nectuul family, Zeroth and his twin sister Zofren were heralded as the
greatest miracle of the time. Their mother, thought barren, found herself pregnant after a night of prayer to each
and every god and goddess she could call to mind. A flurry of activity descended upon the household, and soon the
twins were born. Unbeknownst to anyone, there were a few who took a hand in the twins' creation. Lilitu, a drow
goddess, sought to make a bit of anguish by creating a child which would be whole-heartedly evil, and possibly
destroy the prestigious family. However, Hyraq caught wind of the evil plan and attempted to thwart her, leaving
the two in conflict. Jareth, watching amusedly, offered a solution through a game. Whoever won got to keep their
way, and the other had to submit.

The games lasted for days, but neither could triumph over the other. Finally, even Jareth tired of the back and
forth squabbling, and suggested a compromise: They would each have one child, as the woman would have twins. The
two quickly agreed, though Jareth, underhanded as he was, twisted the bargain slightly. Hyraq assumed the male
child would be his, and Lilitu thought the female would be hers. But Jareth switched the taint and blessing, and
in the end, Jareth was the only one satisfied with the whole deal.

Upon being born, one could simply tell from looking at the children that they were destined for great things, though
for good or ill, it was uncertain. As the two grew, they bonded strongly, though they were opposites of one another.
Zeroth was dark and brooding, and rarely ventured outside. His sister was light-hearted and outgoing, and made
friends quite easily. Everyone hoped that Zofren's good nature would rub off on Zeroth, but it was not to be.

He was found practicing necromancy in the basement at the age of seventeen, and was immediately exiled from the
house. He found a certain solace in knowing that he was free, though making ends meet would prove to be a problem.
Wandering, Zeroth found himself more and more drawn to the Negative Energy Lands, and eventually it was here that
he found his true calling. Quickly he joined the ranks of the Cult of Seto, becoming a cleric under his name.
Here he stayed for years, embracing the new religion. However, it soon came time for him to succeed his master, but
it was not to be.

Struck down by his mentor, he fled the Land of Negative Energy, seeking knowledge in the real world in order to
gain the strength needed to succeed his master. Only time would tell if he would succeed in this desire.

Commonly prepared spells:
Level 0:
Guidance(1)
Virtue(1)
Resistance(1)
Level 1:
Doom(1)
Magic Weapon(1)
Domain:
Cause Fear(1)
 
Last edited:

Ximix

First Post
Ximix, High Elven Initiate of Gliran - approved for level 4

Code:
Name: Ximix
Class: Cleric
Race: High Elven
Size: Medium
Gender: Male
Alignment: Lawful Neutral
Deity: [url=http://www.enworld.org/showthread.php?p=1412782#post1412782]Gliran[/url], "The Arcane"
Domains: Knowledge, Magic

Str: 10 +0 (2p.)     Level: 4        XP: 9286
Dex: 14 +2 (4p.)     BAB: +3         HP: 26/26 (8+3d8)
Con: 10 +0 (4p.)     Grapple: +3     Dmg Red: -/-
Int: 12 +1 (4p.)     Speed: 30'      Spell Res: -
Wis: 17 +3 (10p.)    Init: +2        Spell Save: 13 + Spell Level
Cha: 14 +2 (6p.)     ACP: -1         Spell Fail: 0%

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +4    +1    +2    +0    +0    +0    17
Touch: 12      Flatfooted: 15  +1 AC for Dodge vs 1 Opponent

                         Base   Mod  Misc  Total
Fort:                      4    +0          +4
Ref:                       1    +2          +3
Will:                      4    +3          +7

Weapon                  Attack   Damage     Critical
Longsword                 +3     1d8     19-20x2
Shortbow                  +5     1d6        20x3   - 60 ft Range
Dagger (melee)            +3     1d4     19-20x2

# Immunity to magic sleep effects, and a +2 racial saving throw bonus against 
enchantment spells or effects.
# Low-Light Vision: An elf can see twice as far as a human in starlight, 
moonlight, torchlight, and similar conditions of poor illumination. He 
retains the ability to distinguish color and detail under these conditions.
# Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats 
for the longsword, rapier, longbow (including composite longbow), and 
shortbow (including composite shortbow) as bonus feats.
# +2 racial bonus on Listen, Search, and Spot checks. An elf who merely 
passes within 5 feet of a secret or concealed door is entitled to a Search 
check to notice it as if she were actively looking for it.
# Automatic Languages: Common and Elven. 
Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Languages: Common, Draconic, Elven.

Abilities: 
Spontaneous Casting (cure spells); 
Turn Undead up to 5 times per day; check made on 1d20+4*; turning damage 2d6+6 
*+2 to Turn checks due to 5 ranks in Knowledge: Religion
Ximix casts divination spells at +1 caster level. (Knowledge Domain)
Ximix may use scrolls, wands, and other devices with spell completion or spell 
trigger activation as a wizard of 1/2 his cleric level (at least 1st level). 
Domain spell: 1) Detect Secret Doors, 2) Detect Thoughts
Domain spell: 1) Magic Aura, 2) Identify

Spells
0) 5
1) 4+1 Domain
2) 3+1 Domain

Cleric Spells Prepared :
0: Detect Magic (Div), Guidance (Div), Light (Evoc), Light (Evoc), Read Magic (Div).
1st: Comprehend Languages (Div), Comprehend Languages (Div), Protection vs Evil (Abj), Sanctuary (Abj), Detect Secret Doors (Div, Domain)
2nd: Eagles Splendor (Trans), Eagles Splendor (Trans), Remove Paralysis (Conj), Identify (Div, Domain)


Feats: Combat Casting, Dodge

Skill Points: 21    Max Ranks: 7/3
Skill               STAT   Total = Ranks + Stat Mod + Other Modifiers / Notes
-----------------------------------------------------------------------------
Appraise            (Int)   +1       0        1      -
Balance             (Dex)   +1       0        2      -1 ACP
Bluff               (Cha)   +2       0        2      
Climb               (Str)   -1       0        0      -1 ACP
Concentration       (Con)   +9/+5    5        0      +4  / Combat Casting
Craft (any)         (Int)   +1       0        1      -
Diplomacy           (Cha)   +4       2        2      -
Disguise            (Cha)   +2       0        2      -
Escape Artist       (Dex)   +1       0        2      -1 ACP
Forgery             (Int)   +1       0        1      -
Gather Information  (Cha)   +2       0        2      -
Heal                (Wis)   +5       2        3      -
Hide                (Dex)   +1       0        2      -1 ACP
Intimidate          (Cha)   +2       0        2      -
Jump                (Str)   -1       0        0      -1 ACP
KNOW (arcana)       (Int)   +4       3        1      -
KNOW (arch/engin)   (Int)   +1       0        1      Untrained
KNOW (dungeoneerng) (Int)   +1       0        1      Untrained
KNOW (geography)    (Int)   +1       0        1      Untrained
KNOW (history)      (Int)   +1       0        1      Untrained
KNOW (local)        (Int)   +1       0        1      Untrained
KNOW (nature)       (Int)   +1       0        1      Untrained
KNOW (nobility/roy) (Int)   +1       0        1      Untrained
KNOW (religion)     (Int)   +6       5        1      -
KNOW (the planes)   (Int)   +3       2        1      -
Listen              (Wis)   +5       0        3      +2  / Elf
Move Silently       (Dex)   +1       0        2      -1 ACP
Profession          (Wis)   +3       0        3      -
Ride                (Dex)   +2       0        2      -
Search              (Int)   +3       0        1      +2  / Elf
Sense Motive        (Wis)   +3       0        3      
SPELLCRAFT          (Int)   +3       2        1      -
Spot                (Wis)   +5       0        3      +2  / Elf 
Survival            (Wis)   +3       0        3      -
Swim                (Str)   -2       0        0      -2 ACP
Use Rope            (Dex)   +2       0        2      -
-----------------------------------------------------------------------------
Trained Knowledge Skills:
* Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases) 
* Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy 
symbols, undead)
* The planes (the Inner Planes, the Outer Planes, the Astral Plane, the 
Ethereal Plane, outsiders, elementals, magic related to the planes)

Equipment:               Cost  Weight
+1 Studded Leather      940gp   20lb
Light Wooden Shield       3gp    5lb
Longsword                15gp    4lb
Dagger                    2gp    1lb
Rucksack                  2gp    2lb
Metal Holy Symbol        25gp    1lb  (blue sword on black disc)
Potion (CLW)           treasure   -
Candles (10)              1sp     - 
Flint & Steel             1gp     -
Ink                       8gp    0lb
Inkpen                    1sp    0lb
10 sheets of parchment    2gp    0lb
Total Weight:33lb      

                       Lgt   Med   Hvy  Lift  Push
Max Weight:             33    66   100   200   500

Money: 95 pp 25 gp 12 sp 0 cp  
35 pp in a muffled pouch inside robes held by a thong around his neck. 
30 pp in a muffled pouch secured to each thigh. 
25 gp & 12 sp in pouch inside bag on belt. 
(No, Ximix does not trust Humans!)

Mule: "Roch'perya" (Half-horse)
Equipment:               Cost  Weight
Saddle                   10gp  25lb
feed(10 days)            5sp  100lb	
Clerical Robes (Fine)         10gp   6lb
Flask of Oil(10)          1gp  10lb
Candles (10)              1sp    - 
Flint & Steel             1gp    -
Shortbow                 30gp  2lb
Arrows (40)               2gp  6lb
Studded Leather          25gp  20lb
Total Weight: 169
                       Lgt   Med   Hvy  Lift  Push
                       230   460   690  3450 drag
Age: 148
Height: 4'10"
Weight: 97lb
Eyes: Gentle Grey
Hair: Long, stringy grey, bound in cords.
Skin: Slightly pale, easily flushed in exertion.
[sblock=EXP and Level Up Record]After much hardship and near death experiences we overcame Strange Doings and gained 2100 EXP! Level Up!
6 Hit Points;+1 BAB; +1 Fort & Will ST; +1 Orison & 1st Level Spells;
+3 Skill Points: +1 Concentration, +1 Knowledge: Religion, +1 Spellcraft

Supporting and healing the troops against the Ant Queen, Ximix has gained 1686 exp
to put him over 3rd level at 3786 EXP
6 Hit Points; +1 BAB; +1 Ref ST; Gained 2nd Level Spells 1+3 WIS +1 Domain;
+3 Skill Points: +1 Concentration, +1 Heal, +1 Spellcraft;
learned the Dodge feat, from fighting in close quarters these last few fights.

Excited about the prospect of visiting another realm, Ximix finds something more to be happy about as his powers have increased once again, +2,400 EXP + 3786 = 6186, enough to advance to 4th level!
+1 to Wisdom; +6 Hit Points; BAB+1; +1 Fort, +1 Will ST's; 0)5, 1)3+1 2)2+1 spells; +3 Skill Points, +2 Knowledge: Arcana, +1 Knowledge: Religion - with all that time sitting around a magnificent temple (even if it is to 'just a water god'), he learned something!

Somehow the Experience and Time add up to 3100 EXP! Bringing Ximix to 9286 total EXP and closing fast on 5th level =0)
[/sblock][sblock=Treasure: ]
Wand of Cure Light Wounds 1d8+1 (12 chgs);
Scroll of Cure Light Wounds 1d8+1 x5
Scroll of: 1)False Life 1d10+3, Cause Fear (DC13),[sblock=Chill Touch] ( 3 Attacks DC13 touch neg energy deals 1d6 dmg. FORT DC 13 or 1 STR Dmg. Undead take no damage, Will DC13 or flee as if panicked for 1d4 +3 rounds)[/sblock][sblock=Disguise Self ](Disguise yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.

If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.

A creature that interacts with the glamer gets a Will save to recognize it as an illusion).[/sblock]Scroll of Cure Light Wounds 1d8+3 x2;
Potion of Lesser Restoration;
500gp from the book, 494gp from split of treasure, additional 137gp 5sp from Jallembo
Total of 1131gp 5sp in coin.
940 gp of which was spent to upgrade his armor to +1 Studded Leather!

While there was no loot from his second adventure, 91 Platinum is quite a compensation!

[/sblock][sblock=Background: ] Ximix is the child of a devoted mage/priest of Gliran and a distracted mage. Between the two it is amazing that they managed to conceive the boy, let alone birth him without either getting lost, be it in studies or contemplating the deeper mysteries of the Arcane. Somehow the boy survived, even thrived with barely the attention given an alley-cat. Growing up around magical diagrams, heavenly charts, disassembled artifacts and a few dozen "family friends", ranging from apprentices to priests, from archmagi to visiting astral projections... his life was anything but dull.
Finally the boy convinced his elders to allow him to take rites in the order of the Arcane, and since that day Ximix has done little but study the ways of Gliran, the mysteries of magic and the workings of spells. His leanings towards arcane casting nearly landed him in the Wizards college, such as it was, but Ximix insisted on his divine calling.
Only recently, as Rivenblight has endured yet another series of assaults and skirmishes (which disrupted all study as every hand was needed in defence), has Ximix's infamous Elven Wanderlust taken hold.
Yet take hold it did...
He left home with a few others, some who sought the world in the same way as Ximix, other with more purposeful tasks, and thus he arrived in Orussus and finally at the door of the Red Dragon, following tales and legends, he smiles to himself at the magical beacon of the inns famous light.[/sblock][sblock=Adventures: ]With a band of other young explorers Ximix has solved the mysterious Strange Doings surrounding a mauled cow, strange tracks and fearful (and strange) farmers. Surviving this encounter has strengthened his Faith and drive, although the teachings of neutrality towards undead have been undermined by the dreadful beings Ximix helped repulse and eventually destroy - with Glirans' own might!

With coin low and after several days lounging in the RDI, an opportunity came along to remove some giant ants from a mine and make some coin doing so. Ximix went along to support and that is what he did, keeping several party members on their feet to battle on until the Queen was finally brought down. After a cleanup run the mines were clear and the group returned home victorious - and quite wealthy!

Upon arrival at the RDI the young Elven priest finds that his faith and skills have increased dramatically and thus he begins the journey towards his higher calling... and an apparent desperate challenge that he answers with dozens of other adventurers... [/sblock]
Appearance: Ximix is often distracted, deep in thought. He can offend folks some times as he will stare without realizing or worse yet, look at you while you speak to him and then walk away oblivious to the conversation.
Physically this Elf is hardly imposing at well under five foot and less than a hundred pounds. While he does wear a longsword, shortbow and daggers openly, it is his shield and studded leather that look more used. Upon his chest rests a gleaming dark metal disk struck through with a shiny blue sword...
When engaging someone directly Ximix is quite pleasant, even attractive, especially to human females, though he seems unaware or at worst, uninterested!
 
Last edited:

Swamptreader

First Post
Aazwen Shadewood - Approved for L1

Code:
[B]Name[/B]      Aazwen Shadewood
[B]Class[/B]     Ranger
[B]Race[/B]      Wood Elf
[B]Size[/B]      Medium
[B]Gender[/B]    Male
[B]Alignment[/B] Chaotic Neutral
[B]Deity[/B]     Gundar (does not actively worship)

[B]Str:[/B] 18 +4 (10p. +2 racial)     [B]Level:[/B] 1        [B]XP:[/B] 110
[B]Dex:[/B] 18 +4 (10p. +2 racial)     [B]BAB:[/B] +1         [B]HP:[/B] 9 (1d8+1)
[B]Con:[/B] 12 +1 ( 6p. -2 racial)     [B]Grapple:[/B] +5     [B]Dmg Red:[/B] 0/-
[B]Int:[/B]  8 -1 ( 2p. -2 racial)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] 0%
[B]Wis:[/B] 10 +0 ( 2p.)               [B]Init:[/B] +4        [B]Spell Save:[/B] +2*
[B]Cha:[/B]  8 -1 ( 0p.)               [B]ACP:[/B] -2         [B]Spell Fail:[/B] n/a

[size=-1] * Immune to sleep effects.[/size]
[size=-1] * Versus enchantment spells and effects.[/size]

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
------------------------------------------------------------------
[B]Armor:[/B]              10    +4    +0    +4    +0    +0    +0     18
                                                        [B]Touch:[/B] 14
                                                   [B]Flatfooted:[/B] 14

[B]Saves[/B]                    [B]Base   Mod  Misc  Total[/B]
------------------------------------------------
[B]Fortitude[/B]                  2    +1          +3
[B]Reflex[/B]                     2    +4          +6
[B]Will[/B]                       0    +0          +0

[B]Weapon                  Attack   Damage     Critical[/B]
----------------------------------------------------
Longbow                   +5     1d8        x3/20
[size=-1] • +1 attack/damage on targets within 30' (Point Blank Shot)[/size]
[size=-1] • +2 damage vs Undead (Favored Enemy)[/size]
Longsword                 +5     1d8+4      x2/19-20
Heavy Flail               +5     1d10+6     x2/19-20
[size=-1] • can be used for tripping[/size]
Dagger                    +5     1d4+4      x2/19-20

[B]Languages:[/B] Elven, Common

[B]Racial Details[/B]
--------------
 • Note: This info is derived from the Wood Elf entry as per the SRD.
 • +2 Dexterity, +2 Strength (Wood), –2 Constitution, -2 Intelligence (Wood)
 • Base land speed is 30 feet.
 • Immunity to magic sleep effects, and a +2 racial saving throw bonus against
    enchantment spells or effects.
 • Low-light Vision: An elf can see twice as far as a human in starlight,
    moonlight, torchlight, and similar conditions of poor illumination while
    retaining the ability to distinguish color and detail.
 • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for
    the longsword, rapier, longbow (including composite longbow), and shortbow
    (including composite shortbow) as bonus feats.
 • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely
    passes within 5 feet of a secret or concealed door is entitled to a Search
    check to notice it as if she were actively looking for it. An elf’s senses
    are so keen that she practically has a sixth sense about hidden portals.
 • Favored Class: Ranger (Wood)

[B]Class Abilities[/B]
---------------
• Favored Enemy: Undead  [i](Ranger1)[/i]
• Wild Empathy  [i](Ranger1)[/i]

[B]Feats[/B]
-----
• Point Blank Shot  [i](Starting feat)[/i]
• Track  [i](Ranger1)[/i]

[B]Skill Points[/B]
------------
• L1 (Ranger) = 20 [(6+INTMOD)x4 = (6-1)x4]

[B]Max Ranks:[/B] LVL+3 (4) or LVL+1.5 (2) for cross-class skills

[B]Skill               STAT   Total = Ranks + Stat Mod + Other Modifiers / Notes[/B]
-----------------------------------------------------------------------------
Appraise            (Int)   -1       0        -1      -
Balance             (Dex)    4       0         4      -
Bluff               (Cha)   -1+      0        -1      +2 vs Undead (Favored Enemy)
Climb              X(Str)    4       0         4      -
Concentration      X(Con)    1       0         1      -
Craft (any)        X(Int)   -1       0        -1      -
[s]DECIPHER SCRIPT[/s]     (Int)   -1       -        -1      -
Diplomacy           (Cha)   -1       0        -1      -
[s]DISABLE DEVICE[/s]      (Int)   -1       -        -1      -
Disguise            (Cha)   -1       0        -1      -
Escape Artist       (Dex)    4       0         4      -
Forgery             (Int)   -1       0        -1      -
Gather Information  (Cha)   -1       0        -1      -
[s]HANDLE ANIMAL[/s]      X(Cha)   -1       -        -1      -
Heal               X(Wis)    0       0         0      -
Hide               X(Dex)    6       4 <-      4      -2 ACP
Intimidate          (Cha)   -1       0        -1      -
Jump               X(Str)    2       0         4      -2 ACP
[s]KNOW (arcana)[/s]       (Int)   -1       -        -1      -
[s]KNOW (arch/engin)[/s]   (Int)   -1       -        -1      -
[s]KNOW (dungeoneerng)[/s]X(Int)   -1       0        -1      -
[s]KNOW (geography)[/s]   X(Int)   -1       0        -1      -
[s]KNOW (history)[/s]      (Int)   -1       -        -1      -
[s]KNOW (local)[/s]        (Int)   -1       -        -1      -
[s]KNOW (nature)[/s]      X(Int)   -1       0        -1      -
[s]KNOW (nobility/roy)[/s] (Int)   -1       -        -1      -
[s]KNOW (religion)[/s]     (Int)   -1       -        -1      -
[s]KNOW (the planes)[/s]   (Int)   -1       -        -1      -
Listen             X(Wis)    5+      3 <-      0      +2 Elf; +2 vs Undead (Favored Enemy)
Move Silently      X(Dex)    6       4 <-      4      -2 ACP
[s]OPEN LOCK[/s]           (Dex)    4       -         4      -
Profession         X(Wis)    0       0         0      -
Ride               X(Dex)    4       0         4      -
Search             X(Int)    1       0        -1      +2 Elf; Special1
Sense Motive        (Wis)    0+      0         0      +2 vs Undead (Favored Enemy)
[s]SLEIGHT OF HAND[/s]     (Dex)    4       -         4      -
Speak Language      ( - )    x       0         0      -
[s]SPELLCRAFT[/s]          (Int)   -1       -        -1      -
Spot               X(Wis)    5+      3 <-      0      +2 Elf; +2 vs Undead (Favored Enemy)
Survival           X(Wis)    4+      4 <-      0      +2 when tracking Undead (Favored Enemy)
Swim               X(Str)    6       2 <-      4      -
[s]TUMBLE[/s]              (Dex)    4       -         4      -
[s]USE MAGIC DEVICE[/s]    (Cha)   -1       -        -1      -
Use Rope           X(Dex)    4       0         4      -
-----------------------------------------------------------------------------
                      [b]allocated[/b]    20/20  [i](Ranger @ L1)[/i]

• Skills marked with an "X" are current class skills.

• "Special1" = Merely passing within 5 feet of a secret or concealed door
  entitles Aazwen to a Search check to notice it as if he were actively
  looking for it.

[B]Starting Gold:[/B] 240gp (6d4*10 for Ranger)

[B]Equipment                Cost   Weight[/B]
--------------------------------------
• Longsword              15gp      4lb
• Dagger                  2gp      1lb
• Heavy Flail            15gp     10lb
• Longbow                75gp      3lb
• Arrows (20+quiver) x3   3gp      9lb

• Chain Shirt           100gp     25lb

• Backpack                2gp      2lb
  • Rope (hemp) 50'       1gp     10lb
  • Grappling Hook        1gp      4lb
  • Sack x5              .5gp    2.5lb
  • Waterskin             1gp      4lb
  • Sunrod x5            10gp      5lb
• Belt Pouch              1gp     .5lb  
  • Flint and Steel       1gp        -
• Belt Pouch              1gp     .5lb  

• Gambling
  • losses                 3gp, 1cp
  • winnings               7gp

• Payments                20gp (advance)
--------------------------------------
        [b]total spent[/b]      228gp 5sp 0cp
     [b]remaining coin[/b]       35gp 4sp 9cp


[B]Weight Assessment                Total[/B]
--------------------------------------
Weapons, Melee                    15lb
Weapons, Ranged                    3lb
Ammunition                         9lb
Armor                             25lb
Miscellanea                     28.5lb
--------------------------------------
                                80.5lb (light load)
[i]Strength 18[/i]
[size=-1]• Light Load:  100lbs[/size]   [size=-1]• Lift Max:    600lbs[/size]
[size=-1]• Medium Load: 200lbs[/size]   [size=-1]• Push/Drag:  1500lbs[/size]
[size=-1]• Heavy Load:  300lbs[/size]

[B]Age:[/B] 51
[B]Height:[/B] 5'1"
[B]Weight:[/B] 93lb
[B]Eyes:[/B] Pale Green
[B]Hair:[/B] Green/Brown (see description below)
[B]Skin:[/B] Deep Tan

!Verbosity Warning! <-- pretend this is blinking text

Background:

[sblock]The short of it

Lived in woods near a collection of ancient barrows, ruins and cemeteries that are generally long forgotten but had been very active for some time. His focal job in his tribe was to patrol the periphery of these areas and "convince" the errant ghoulies to go away--permanently. His skills center around long-distance (the longer the better when dealing with nasty undead types) sniping of these creatures. Of course, his skills were just as handy versus the myriad predatory and game animals that abound in the forest and the tablelands that skirt them.

Well, such was the situation for many years, then when the undead inexplicably ceased their nightly forays, the tribe not accustomed to the strange ways and traits he'd developed for so long while mostly left to his own devices, had no desire to welcome him back into the fold and instead, with unusual detachment, had him banished under the guise of a new quest on behalf of the clan. He is to travel the outlands seeking knowledge and insights into the greater world and then return--in a hundred years--to convey this important bounty of wisdom to aid the clan in securing its position in the world.

It has been twenty three years.

The long of it

Aazwen Shadewood once was a normal child, expected to be a competent, contributing member of his tribe. Shortly before his age of maturity, the many long-forgotten barrows, cemeteries and ruins sprinkled within his home wood that had for so many generations been quiet, began to issue creatures from beyond the grave. Errant undead wandered the woods, frequently coming dangerously close to his tribe settlement. Because Aazwen was a bit slower of mind than the rest of his similarly-aged clanfolk, it was he that was tasked with a special calling the others would balk at accepting. He would be the one to ensure that these wayward creatures were kept at bay. Few enough made their appearances at any particular time so one dedicated elf was considered capable of handling the job.

He took up the art of archery as if it were bred in him. Despite his somewhat dulled mental faculties, this was one area where he performed at least as well as any others and far better than most. Using this to his advantage he was quite effective in his special task and such was his life for some thirty years. Most of his time was spent in the woods simply because while he was at his calling during the night, his fellows slept, and when the dawn came and the creatures he protected against became dormant, he was in need of rest himself. It seemed a waste of effort to crawl back to the tribe-home just to sleep when he could do so just fine in any number of secluded spots he had already become familiar with.

His long duty has given him minor legendary status within the wood elf tribes in his home region and it is told that he doesn't just fulfil his duty, he revels in it to an unsettling degree. A conversation within earshot that turns to the topic of undead and their lore will surely be enjoined by Aazwen, and once the initial annoyance is past, those that were bothered are ultimately quite happy to have been so rudely interrupted. Aazwen's history fills him with endless tales related to the undead, some true, many partly fabricated, but sounding true enough to be fascinating to anyone other than a true expert on the subject. And how many people really deal with these errant souls so often that they would see through the veracity of stories told with so much real background to prop them up?

As with his own clan-kin, Aazwen is, to most relatively cosmopolitan city dwellers something of a slow-mind, but in reality although he doesn't take well to what he calls book-teach, he is as sharp as they come when the business is hunting and tracking. His mind is, indeed, slow on the uptake when dealing with abstract concepts but slides into focus when he is in his element. Much of this lack of general mental acuity is attributable to the many years and countless close calls dealing with all manner of undead with their common ability to adversely affect the minds of their intended victims. Aazwen's particular mind is worn down some and by now has well defined peaks and valleys. As he tends to put it, he knows what he knows and that's all he needs to know.

But one would have to wonder why Aazwen frequents the cities these days. Being a wood elf makes this unusual in and of itself, but his obvious attachment to the wilderness and the forest in particular makes it all the more odd. Well, the simple explanation is that he is quite an adventurous sort. The more in-depth explanation is his rather peculiar approach to life (and to dealing with "normal" members of his tribe) and the fact that as of some several months ago the undead which he was charged with fencing in, as it were, have since ceased their appearances. For many, many years they came, always in small numbers, but ceaselessly each evening, and then one day it all ended. None, including Aazwen know the truth behind it, though Aazwen will be happy to speculate at length if given an audience.

For all the time Aazwen spent in his special niche, the older clan-members never spoke against him. The fact that he was rarely actually within the clan-home itself made this far easier. But now that the threat of wandering undead was at an end, he spent more and more time home-bound. This did not sit well with the influential sub-elders who convinced the elder council that his strange manners would adversely influence the young ones. Their solution was to banish him outright.

Those comprising the elder council, though, were more wise and compassionate, although they too cared little for Aazwen's peculiarities. Instead of outright banishment for no just reason, they decided instead to take advantage of his trust, a thing all young ones were taught to have for their elders. They conferred upon him another special task. It fell to him to go out into the larger world and experience their ways of living and then in the future, return and provide this important information so that their shamans and by extension the entire tribe could be better prepared in case of outside invasion or incursion. After this pronouncement the elders conferred in whispers and added that he should return in one-hundred years when he would be wise and full to the brim with information. They certainly knew full well that Aazwen could never absorb that which they claimed he was to discover, but it would effectively remove him from their presence for a good long time.

However, to Aazwen, this task was perfectly clear: he was being honored like no other before him. No other clansman had been sent on such an important task, but then again, there had never been a clansman like Aazwen. Trust in the elders and having no real desire to become a weaver or just another game hunter, he was more than happy to apply himself to the challenge.

Aazwen fared them well the next day and since has not returned. After all, it's only been twenty-three years.

In truth, Aazwen has little ability to "gather information" as it was put to him as part of his task, at least when it comes to gleaning information from others. He simply doesn't converse well with...well, much of anyone. Despite his time away from home, he remains all but lacking in the expected social finery needed to convince others to divulge information, regardless of its value. His raw and direct approach is completely standard for him, but clearly not functional when it comes to dealing with those not already familiar to him. Over the years, he has mostly given up that angle to his quest, and has instead focused more on lone treks throughout the lands, learning by sheer experience. But more recently, he has begun to find it far more advantageous to spend time with others whose own agendas of discovery coincide with his own, even if temporarily.

Generally, his skills are welcomed, though it takes a tolerant band of adventurers to ignore his various idiosyncrasies. For the most part, they are harmless. However, possibly the most obvious issue is his tendency to shift from one voice and personality to another, sometimes within a single stream of speech. He might be a dwarven pirate at one moment, and a snobby fop a few moments later. Often, he doesn't even need anyone to answer him, he simply answers himself. If there's no one about or he seems to be being ignored, he'll carry on a conversation with himself, sometimes audibly, sometimes in mumbles. While he seems mostly coherent when addressing others, this mumbling is a neverending debate on one topic or another, and is typically unintelligible to any close enough to overhear, filled with strangely cryptic references and unknown words. To some it may be nonsensical ramblings, to others it could sound unsettlingly like demon-speak.

In the past it was simply a means of occupying his mind on the long, lonely nights patrolling his homeland. He found quickly that the undead that don't talk much also don't listen well, and those that do talk are usually attempting to perform some deviltry upon him. As such, he could either talk to himself or enjoy endless hours of nigh silent boredom. At this point in time, it is nothing more than a habit he could never hope to curtail.

When forced into close quarters confrontation, he may shout some of this nonsense, hurling it like a weapon, or he may suddenly become finely lucid and spring forth with comments that would sound perfectly rational coming from anyone else. Generally, this accompanies a switch from his preferred longbow to his flail. More often than not, a stream of nonsense that double as a strange sort of battle cry is rarely repeated twice. If asked about this behavior Aazwen will simply shrug his shoulders and walk away or change the topic as if it were never broached. Or, he may simply engage you in a debate as if you were inquiring about someone else.
[/sblock]

General Info (Religion/Philosophy/Physical/Other):

[sblock]Religion/Philosphy: Simply put, Aazwen just does what he does. It generally coincides with the teachings of the followers of Gundar, and as such he has a passing connection with the religion that has sprung forth from that deity. He never actively worships Gundar or anything else, that sort of philosophical subjugation being somewhat beyond his conceptual grasp, and probably not something he'd be prone to otherwise. Still, he wears a small charm bearing the symbol of Gundar given to him by an itinerant druid met on occasion as he passed through his tribal woods. Unlike most trained in the ways of the forest, after the fashion of a ranger, Aazwen has no particular disdain for hunting for sport (though hunting of animals purely for trophies is against his general sensibilities). In his slightly bent way of thinking he figures that since so many natural animals are capable of killing you in so many brutal ways, it is a fair challenge to take them down when the situation warrants.

Physical Appearance: Much like his odd demeanor, Aazwen is equally unusual in appearance. Nothing about his height or weight is peculiar, though, rather it is everything else. From decades spent in the woods, at night, peering off into the distance in his endless attempts to pick out the slow movements of undead amidst the heavy undergrowth of his forested home, he has developed both what has been dubbed by acquaintances as "flicking eyes" (eyes that dart from place to place rather than shifting slyly as a thief's eyes might) and a perpetually wide-eyed look that one might characterize as the counter to a squint. In addition, this facial expression also tends to pull his mouth open just a bit as if it were in a debate between whether to smile or frown. The overall impression is a bit disconcerting to the average onlooker, at least those that have had dealings with the raving mad.

[OOC Reference: Think a shorter version of Jim Ignatowski (from Taxi) having just experienced his first laced brownie.]

Oh, and the occasional stray facial and head tics don't help his personal charisma any. Or the frequent hand gestures that seem to mean nothing at all, often occuring even in the absence of any conversation they might be assumed to be accenting. Or the flicking of his tongue across his lips or from one side of his open mouth to the other for no obvious reason.

Take all this and add to it his hair. At birth the gods decreed it would be a soft, straw blonde. But when Aazwen got hold of the idea that he'd be more stealthy in the woods if his hair could mimic the undergrowth within which he slinked about, well, it was a natural result that it would turn a multitude of verdant shades and earthy browns. Years of squeezing the juices of rich-green plants into his hair as well as all but grinding the loam of the forest floor into it as well has done the job nicely. Aazwen continues to do this when he is in familiar forested territory, though it has been many years since it was necessary--this coloration seems to have become ingrained such that his new growth of hair already has the desired cast. He's also not too particular when it comes to brushing out the bits of leaf or twig that that get caught in the rat's nest, nor is he apparently aware when from time to time a small passenger is included in the mix. At least he won't eat it when he finds it crawling down the side of his face. Usually. Certainly not when in the company of others.

[OOC Reference: Think Nick Nolte's famous mug shot but with green and brown streaked hair complete with a few stray twigs and small leaves, add wide eyes and a half-grin. There's also one or two gene strands from Bill the Cat in there somewhere. Nice, huh? ;)]

His clothing and armor, well, that is not a redeeming feature in the eyes of those who are already disinclined to favor that which rides atop his shoulders. While not disheveled, per se, his attire is only moderately maintained. It is kept from entirely falling off or apart, though one would suspect he might not notice if it did, but it is typically quite threadbare or trailworn depending upon the materials involved. There are many holes, frayed edges and loose seams on display. Even so, the overall condition in terms of cleanliness is more acceptable. While he is not quick to wash or scrub the frequent encrustations of blood, dirt and grime, he eventually gets to the task (usually including getting to the task of scrubbing himself at the same time) and once done he dons a nearly spotless outfit ready to be soiled once again. Any seeing him in his freshly laundered state can only marvel at the dichotomy of crisp cleanliness amidst holes, tears and sundry other damage. Oh, and the somehow still wild hair--though at this point it, too, is fairly clean. Might be a particularly reluctant twig or two still embedded, however.

Even though the foregoing would imply someone existing quite on the other side of sanity, Aazwen is entirely sane. A frightening enough concept when given proper contemplation. He might be deemed eccentric by those leaning more to the favorable side of tolerance.

Under typical circumstances, he will be wielding his longbow, sporting a sheathed longsword and bearing no less than three quivers of arrows. Upon his back is a leather pack, mottled in dark grey and dull brown which is located in such a way that the heavy flail also found there does not overlap. The flail heads are bound to the shaft with a sinew cord tied with a knot requiring a simple tug to remove. Aazwen's learned that zombies and certain other creatures smile, in their way, at a slashing blade. A dagger strapped to his right boot is used primarily as a tool, though in a pinch could serve as a weapon.

Other: Being trained in ways akin to a typical ranger, one would think Aazwen would have an affinity for animals and a desire to someday indulge in the casting of spells of magic in the way in which druids excel. Well, not exactly. He tends to scare small animals as he does children--and often everything else--though he doesn't quite understand why (he doesn't look into mirrors much, either, which probably explains it), and has never grown fond of either. He has just never mastered the necessary knack of patience for dealing with animals that haven't already been trained to a particular task. He can ride as well as the next, though if things get bumpy he'll be using his natural agility rather than his mediocre riding skills to remain in the saddle.

As for the idea of magic, Aazwen considers himself one of those incapable of remembering the complex rituals and gestures needed to become any sort of respectable spell-wielder, and the idea of begging to be imbued with magical power or spending hour upon hour poring over parchments and manuscripts is just absolutely beyond him. His mind, when it works properly, just doesn't fit into that mold. He is happy to be capable with his bow and his stealth and that is enough to have kept him alive for quite a long time.

While his social skills are sorely lacking and he is generally not the first to start a conversation, if he is comfortable with a particular individual he tends towards being unusually chatty with them. As long as that individual understands how to deflect the often bizarre concepts and angles Aazwen takes with an idea, they will be the beneficiary of a reliable companion that can be a welcome source of comedic relief. Those that disrespect him to a point where he becomes cognizant of the fact will find themselves far on the outside should there ever come a time when Aazwen has a choice to defend, help or otherwise aid or ignore. Aazwen may not have a mind suited for calculations and the intricacies of the court, but he has a solid memory and no one that treats him justly and with respect will go unrewarded, though the reward of his friendship may not be entirely welcome. Fortunately for the rest, he is not a vengeful soul and simply ignores them or may actively side against them in a case where anyone deemed a friend is at odds with a "non-friend". The best approach to dealing with Aazwen unless you plan to befriend him is to keep your thoughts to yourself. Angering a mind like his is a risky proposition.

Last in the long list of peculiarities is something that many, even those not at odds with common intellect, dislike: he tends to become quite agitated when being stared at. He has no sixth sense that tells him of someone staring at his back, but otherwise it is something he will be keenly aware of, though he may not react immediately. A continued stare, especially if accompanied by a sneer will likely set him off into a taunting tirade against them.
[/sblock]
 
Last edited:

JonnyFive

First Post
Code:
[B]Name:[/B] Razin Smith
[B]Class:[/B] 1st Fighter
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] LN
[B]Deity:[/B] Azwan

[B]Str:[/B] 16 +3 (10p.)    [B]Level:[/B]  1        [B]XP:[/B] 0/1000
[B]Dex:[/B] 14 +2 (6p.)     [B]BAB:[/B] +1         [B]HP:[/B] 12 (1d10+2)
[B]Con:[/B] 14 +2 (6p.)     [B]Grapple:[/B] +4     [B]Dmg Red:[/B] 0/-
[B]Int:[/B] 14 +2 (6p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] 0
[B]Wis:[/B]  8 -1 (0p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] +0
[B]Cha:[/B] 10 +0 (2p.)     [B]ACP:[/B] -X         [B]Spell Fail:[/B] N/A

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +X    +2    +X    +X    +X    17
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 15

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +2          +4
[B]Ref:[/B]                       0    +2          +2
[B]Will:[/B]                      0    -1          -1

[B]Weapon                  Attack   Damage     Critical[/B]
Greatsword                +5     2d6+4      19-20x2
Longsword                 +4     1d8+3      19-20x2

[B]Languages:[/B] 
Common, Dwarven, Goblinoid

[B]Abilities:[/B] 
Nothing Special

[B]Feats:[/B] 
WF(Greatsword)
Power Attack
Light Armor Optimization

[B]Skill Points:[/B] 20       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Ride                       4    +2          +6
Craft(weaponsmith)         4    +2          +6
craft(bowmaking)           4    +2          +6
Handle Animal              4    +0          +4
Intimidate                 4    +0          +4


[B]Equipment:               Cost  Weight[/B]
Chain shirt             100gp   25lb
Greatsword               50gp    8lb
Backpack                  2gp    2lb
-Travlers outfit(2)       2gp   10lb
-Blanket, winter          5sp    3lb
-waterskin(2)             2gp    8lb
-Trail ration(5)        2.5gp    5lb
-Torch(3)                 3cp    3lb
-whetstone                2cp    1lb
-flint and steel          1gp    -lb
Belt Pouch                1gp   .5lb
Longsword                15pg    4lb
Light Steel Shield        9gp    6lb

[B]Total Weight:[/B]75.5lb      [B]Money:[/B] 54gp 9sp 5cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                 76   153   230   XXX   XXX

[B]Age:[/B] 17
[B]Height:[/B] 5'5"
[B]Weight:[/B] 135lb
[B]Eyes:[/B] blue
[B]Hair:[/B] blond
[B]Skin:[/B] tan
Appearance: With his unkempt blond hair haining past his shoulders and his almost ever-present insolent smile, Razin gives the immage of your standard youth. Even his comments tend to reinforce this immage, as he generaly thinks before he speaks.

Background: Razin grew up on the streets, an orphin. around the age of 8 or 9, he was caught breaking into a blacksmiths shop, by the blacksmith. after determining the boy was only trying to stay warm, the blacksmith make him a deal. if he would be willing to learn and to work in the shop, he could stay there to stay out of the could. Razin quickly aggread.

Spending the next several years in the shop helped razin build a sence of cofidence and worth. But razin wanted to see more of the world. after discusing this with the smith who had become much like a father to him, the smith made him a deal. If razin would learn how to use a blade, how to fight, the smith would help him on his way, with some equipment and weapons. Again razin agreed to the deal.

almost 2 years later, the smith, after watching razin fend off a few would-be thiefs, told him he was ready, and held up to his end of the deal, outfiting razin with some gear and equipment. as a parting gift, the smith told razin of a inn, where people of adventourous nature could be found to group. with a goodbye, razin set off for this inn, called the Red Dragon Inn.

Goals: Razin would like to get out and see the world. Maby one day he will set up his own blacksmiths shop, but for right now, he just wants to go out into the world and see what is has to offer.
 
Last edited:

corcio

First Post
Manon Lazarus (Corcios Rogue)

Code:
[B]Name:[/B] Manon Lazarus
[B]Class:[/B] Rogue 1
[B]Race:[/B] Human
[B]Size:[/B] Med
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] None

[B]Str:[/B] 10 +0 (2p.)     [B]Level:[/B] 1        [B]XP:[/B] 
[B]Dex:[/B] 16 +3 (10p.)     [B]BAB:[/B] +X         [B]HP:[/B] 8 (1d6+2)
[B]Con:[/B] 14 +2 (6p.)     [B]Grapple:[/B] +0     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 14 +2 (6p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 12 +1 (4p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] +X
[B]Cha:[/B] 10 +0 (2p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]                10    +2    +1    +3    +X    +X    +X    16
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 13

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                  0    +2          +2
[B]Ref:[/B]                   2    +3          +5
[B]Will:[/B]                  0    +1          +1

[B]Weapon                  Attack   Damage     Critical[/B]
dagger x4               +1 (+3 thrown) 1d4           19-20x2
light xbow                  +3     1d8           19-20x2
sap                         +0     1d6           20x2
rapier                        +0     1d6           18-20x2
silvered short sword      +1     1d6           19-20x2

[B]Languages:[/B] common, orcish

[B]Abilities:[/B] Sneak Attack +1d6, trapfinding

[B]Feats:[/B] Dodge, Mobility

[B]Skill Points:[/B] 44       [B]Max Ranks:[/B] X/X
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise  		      1    +2           +3 
Disable Device                4    +2           +6
Disguise                      4    +0           +4
Escape Artist                 1    +3           +4
Hide                          4    +3           +7
Listen                        2    +1           +3
Move Silently                 4    +3           +7
Open Lock                     4	   +3	        +7
Perform dance                 4    +0           +4
Search                        4    +2           +6
Sleight of Hand               1    +3           +4
Spot                          4    +1           +5
Tumble                        3    +3           +6
Use Magic Device              4    +0           +4


[B]Equipment:               Cost  Weight[/B]
Lockpicks  
crowbar
leather armor
buckler
caltrops
backpack
grappling hook
50' rope hempen
                  

[B]Total Weight:[/B]  lb      [B]Money:[/B] 18gp 12sp 36cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               XXX   XXX   XXX   XXX   XXX

[B]Age:[/B] 25
[B]Height:[/B] 5'10"
[B]Weight:[/B] 175lb
[B]Eyes:[/B] green
[B]Hair:[/B] black
[B]Skin:[/B] white
Appearance: an average looking man, plesant smile and black tunic and trousers. he would almost
look like a scruffy looking pastor if it wasnt for the numerous daggers on his person
Background: Just a man out looking for adventure and treasure. fairly handy with his daggers and with locks. As many adventurers Manon has a dark past that he would much rather keep to himself. Overall Manon is a friendly person, he despises cruelty to those he considers weaker than himself. However, despite this he will not offer any consolidation to the weaker party. He considers being weak a horrible flaw and often berates weaklings and cowards for not standing up for themselves. But he thinks its absolutly disgusting to see people take advantage of someone like this and will put a stop that sort of behavior to the best of his abilities.
 
Last edited:

corcio

First Post
Code:
[B]Name:[/B] Kermis 
[B]Class:[/B] Barbarian 1
[B]Race:[/B] Human
[B]Size:[/B] Med
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] None

[B]Str:[/B] 16 +3 (p.)     [B]Level:[/B] 1        [B]XP:[/B] 
[B]Dex:[/B] 14 +2 (p.)     [B]BAB:[/B] +1         [B]HP:[/B] 14 (1d12+2)
[B]Con:[/B] 14 +2 (p.)     [B]Grapple:[/B] +1     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 8 -1 (p.)     [B]Speed:[/B] 40'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 14 +2 (p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] +X
[B]Cha:[/B] 10 +0 (p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]                10    +4    +2    +2    +X    +X    +X    18
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 16

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                  2    +2          +4
[B]Ref:[/B]                   0    +2          +2
[B]Will:[/B]                  0    -1          -1

[B]Weapon                  Attack   Damage     Critical[/B]
dagger x2               +4 (+3 thrown) 1d4+3          19-20x2

Greatsword [2d6, crit 19-20/x2, 8 lb., two-handed, slashing]

[B]Languages:[/B] common, orcish

[B]Abilities:[/B] illiteracy, rage, fast movement

[B]Feats:[/B] power attack, cleave

[B]Skill Points:[/B] 16       [B]Max Ranks:[/B] X/X
[B]Skills                   Ranks  Mod  Misc  Total[/B]
climb                       4    +3 (str)         7
intimidate                 3      0               3 
jump                       2       +3             5
listen                      3        +2            5   
survival                    4       +2           6
  		   

[B]Equipment:               Cost  Weight[/B]
backpack
grappling hook
50' rope hempen
heavy wooden shield            
chain shirt

[B]Total Weight:[/B]  lb      [B]Money:[/B] 118gp 12sp 36cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               XXX   XXX   XXX   XXX   XXX

[B]Age:[/B] 23
[B]Height:[/B] 6'7"
[B]Weight:[/B] 245lb
[B]Eyes:[/B] dark green
[B]Hair:[/B]  jet black
[B]Skin:[/B] tanned
Appearance: a large man with long flowing black hair. often very unkempt and dirty from long travels. huge bulging muscles underneath ripped tunics and very well used but still effective armor.

Background: Kermis was one of the tribes youngest and most potent warriors. though still inexperienced in the ways of the world, his brute strength and prowess with weapons made him a worthy rival for any foe. despite his friendly outer countenance and gentleness kermis is deadly fighter who has learned brutal fighting techniques past down from generations of the wild tribes of the north. If pressed into a dangerous situation the gentle barbarian will unleash is fury in a bloodstorm of violent rage. often leaving himslef injured and weak, and his foes mercilessly slaughtered. and often feels very depressed afterwards. kermis lives for fun and adventure. the only reason he has left the villiage he was from was because one day a fierce beast attacked. killing many women and children and warriors. kermis bravely fought off the beast but was critically wounded. once the tribes shaman healed the warrior, the chieftain saw it as an omen that kermis was the one who should hunt down the mosnter and take its head. sending him off to search for the beast. kermis tracked it for many weeks and eventually lost his way and ened up in orussus. looking for clues and following almost any hint of the beast which he describes as having many teeth.




edit - still working on it
 
Last edited:

JonnyFive

First Post
Code:
[B]Name:[/B] Throran
[B]Class:[/B] Enchanter(wizard)
[B]Race:[/B] Grey Elf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] N
[B]Deity:[/B] Gliran

[B]Str:[/B]  8 -1 (2p.)     [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 14 +2 (4p.)     [B]BAB:[/B] +0         [B]HP:[/B] 4 (1d4+0)
[B]Con:[/B] 10 +0 (4p.)     [B]Grapple:[/B] -1     [B]Dmg Red:[/B] 
[B]Int:[/B] 20 +5 (16p.)    [B]Speed:[/B] 30'      [B]Spell Res:[/B] 
[B]Wis:[/B] 10 +0 (2p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] +0
[B]Cha:[/B] 10 +0 (2p.)     [B]ACP:[/B]            [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +2    +0    +0    +0    12
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 10

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +0          +0
[B]Ref:[/B]                       0    +2          +2
[B]Will:[/B]                      2    +0          +2

[B]Weapon                  Attack   Damage     Critical[/B]
Dagger                      -1      1d4-1     19-20x2
  
[B]Languages:[/B] Common, Elven, Goblinoid, Draconic, Sylvan, Orc, Gnoll

[B]Abilities:[/B]
Immunity to Sleep
Low-Light vision
+2 vs Enchantment spells and effects 
Spell Casting (Echantment specalized, Illusion and Evocation Prohibited)
Summon Familiar

[B]Feats:[/B] 
Spell Focus (Enchantment)
Scribe Scroll

[B]Skill Points:[/B] XX       [B]Max Ranks:[/B] X/X
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Concentration (Con)        4    +0          4
Craft WeaponSmith(Int)     4    +5          9
Craft ArmorSmith(Int)      4    +5          9
Decipher Script (Int)      4    +5          9
Knowledge (Arcana) (Int)   4    +5          9
Knowledge (Religon) (Int)  4    +5          9
Spellcraft (Int)           4    +5          9
Lisen                      0    +0   +2     2
Search                     0    +5   +2     7
Spot                       0    +0   +2     2


[B]Equipment:               Cost  Weight[/B]
Backpack                  2g    2lb
Spellbook                15g    5lb
Spell Component pouch     5g    2lb
Belt pouch                1g   .5lb
Trail Rations             1s    1lb
Waterskin                 1g    4lb
Ink(2oz)                 16g   --lb
Inkpen                    1s   --lb
Scroll Case               1g   .5lb
Parchmant(10)             2g   --lb
Dagger                    2g    1lb
Candle                    1s   --LB
Flint and steel           1g   --lb    
Scholars outfit           5g    6lb       

[B]Total Weight:[/B]22lb      [B]Money:[/B] 68g 7s

[B]spells per day:[/b][sblock]
[B]Level 0:[/b]3 (DC 15, 16 for enchant)
[B]Level 1:[/b]1+2bonus(int)+1enchantment (DC 16, 17 for enchant)
[B]Level 2:[/b]
[B]Level 3:[/b]
[B]Level 4:[/b]
[B]Level 5:[/b]
[B]Level 6:[/b]
[B]Level 7:[/b]
[B]Level 8:[/b]
[B]Level 9:[/b]
[/sblock]

[B]Spells Known:[/b]
[sblock]
[B]Level 0:[/b][sblock] 
Abjuration 
        Resistance: Subject gains +1 on saving throws.
 
Conjuration 
        Acid Splash: Orb deals 1d3 acid damage.
 
Divination 
        Detect Poison: Detects poison in one creature or small object. 
	Detect Magic: Detects spells and magic items within 60 ft. 
 	Read Magic: Read scrolls and spellbooks.
 
Enchantment 
        Daze: Humanoid creature of 4 HD or less loses next action.

Necromancy 
        Disrupt Undead: Deals 1d6 damage to one undead. 
 	Touch of Fatigue: Touch attack fatigues target.
 
Transmutation 
        Mage Hand: 5-pound telekinesis. 
 	Mending: Makes minor repairs on an object. 
 	Message: Whispered conversation at distance. 
	Open/Close: Opens or closes small or light things
 
Universal 
        Arcane Mark: Inscribes a personal rune (visible or invisible). 
	Prestidigitation: Performs minor tricks. 
[/sblock]
[B]Level 1:[/b][sblock] 
Enchantment 
        Charm Person: Makes one person your friend. 
 	Hypnotism: Fascinates 2d4 HD of creatures. 
 	Sleep: Puts 4 HD of creatures into magical slumber.
 
Divination 
        Identify M: Determines properties of magic item.
 
Abjuration 
        Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Conjuration 
        Obscuring Mist: Fog surrounds you. 
        Grease: Makes 10-ft. square or one object slippery. 
        Mage Armor: Gives subject +4 armor bonus. 
[/sblock]
[B]Level 2:[/b][sblock] [/sblock]
[B]Level 3:[/b][sblock] [/sblock]
[B]Level 4:[/b][sblock] [/sblock]
[B]Level 5:[/b][sblock] [/sblock]
[B]Level 6:[/b][sblock] [/sblock]
[B]Level 7:[/b][sblock] [/sblock]
[B]Level 8:[/b][sblock] [/sblock]
[B]Level 9:[/b][sblock] [/sblock]
[/sblock]


                           [B]Lgt   Med  Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                 26   53   80

[B]Age:[/B] 110
[B]Height:[/B] 5'6
[B]Weight:[/B] 95lb
[B]Eyes:[/B] Violet
[B]Hair:[/B] Pale Golden
[B]Skin:[/B] Grey


Appearance:Throran preffers blue or violet robes to accent his eyes. His pale golden hair is offten pulled back into a ponytail.

Background:Throran is probably the most arragant elf you will ever meet. And that is the exact reason he cannot be found at home. His Father, a former adventurer, felt that some exposure to the "lesser" races would temper his arragance. weather or not it will actualy help has yet to be determined.

Experiance Gained[sblock=]
50xp
275xp
[/sblock]
Wealth Gain[sblock=]
500gp
[/sblock]
 
Last edited:

Remove ads

Top