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Posted: Thu Feb 01, 2007 11:29 am
Haha... Silly Fable.
*cough* Anyways. When you create a character's information and are all completed, using the character creation site provided in the 'Character Creation' thread.
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Posted: Wed Apr 25, 2007 10:16 am
Name: Griff Class: Fighter Level: 5 Race: Dwarf God: St. Cuthbert (god of retribution) Alignment: Lawful/Neutral Exp.: 10000 Hit Points: 56
Base Attack Bonus: 5 Armor Class: 2 [+10]
Ability Scores: Strength: 18 [+4] Dexterity: 15 [+2] Constitution: 17 [+3] Intelligence: 12 [+1] Wisdom: 11 [0] Charisma: 11 [0]
Saves: Fortitude: 4 [+4] Reflex: 1 [+2] Will: 1 Initiative: 2
Attacks: Melee: 5 [+3] Ranged: 5 [+2]
Skills: [total] = [ranks] + [mod] Balance[dex] 4 = 2 + 2 Diplomacy[chr] 2 = 2 + 0 Intimidate[chr] 2 = 2 + 0 Listen[wis] 1 = 1 + 0 Spot[wis] 2 = 2 + 0 Swim[str] 4 = 2 + 4 Use Rope[dex] 4 = 2 + 2
Feats/Specials: armor proficiency light armor proficiency medium armor proficiency heavy blind fight cleave combat reflexes dodge martial weapon proficiency power attack shield proficiency simple weapon proficiency tower shield proficiency
Equipment: Greataxe 1d12 (1) Greatsword 2d6 (1) Half-plate +7 (1) Backpack 2lb (1) Bedroll 5lb (1) Blanket 3lb (1) Candle (10) (1) Flint/steel (1) Grappling hook 4lb (1) Hammer 2lb (1) Lantern, hooded 2lb (1) Lock 1lb (1) Manacles 2lb (1) Mug 1lb (1) Oil 1lb (4) Pick, miner's 10lb (1) Pole (10ft) 8lb (1) Pot, iron 10lb (1) Pouch, belt 3lb (1) Rations 1lb (14) Rope (50ft) 5lb (1) Signal whistle (1) Spyglass 1lb (1) Tent 20lb (1) Waterskin 4lb (1) Cold weather outfit 7lb (1) Explorer's outfit 8lb (1) Noble's outfit 10lb (1) Traveler's outfit 5lb (1)
Money: 6433-gp 8-sp 71-cp
Languages: Common Dwarven Undercommon
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Posted: Tue May 29, 2007 10:52 pm
Rettu Skcollob
Male Elf Ranger 1 Chaotic Neutral Representing thedarkspy
Strength 13 (+1) Dexterity 20 (+5) Constitution 12 (+1) Intelligence 17 (+3) Wisdom 15 (+2) Charisma 10 (+0) Size: Medium Height: 5' 4" Weight: 120 lb Eyes: Red Hair: White Skin: Pale
Total Hit Points: 9
Speed: 30 feet
Armor Class: 18 = 10 + 2 [leather] + 1 [light steel] + 5 [dexterity] Touch AC: 15 Flat-footed: 13
Initiative modifier: + 5 = + 5 [dexterity] Fortitude save: + 3 = 2 [base] + 1 [constitution] Reflex save: + 7 = 2 [base] + 5 [dexterity] Will save: + 2 = 0 [base] + 2 [wisdom] Attack (handheld): + 2 = 1 [base] + 1 [strength] Attack (missile): + 6 = 1 [base] + 5 [dexterity] Grapple check: + 2 = 1 [base] + 1 [strength]
Light load:50 lb. or less Medium load:51-100 lb. Heavy load:101-150 lb. Lift over head:150 lb. Lift off ground:300 lb. Push or drag:750 lb.
Languages: Common Draconic Elven Goblin Sylvan
Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]
Composite Longbow [1d8, crit x3, range incr. 110 ft., 3 lb, piercing]
Leather armor [light; + 2 AC; max dex + 6; check penalty 0; 15 lb.]
Light Steel Shield [ + 1 AC; check penalty -1; hardness 10; hp 10; 6 lb.]
Feats: Point Blank Shot Track [free to rangers]
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Appraise Int 3 = +3 Balance Dex* 5 = +5 Climb Str* 1 = +1 Concentration Con 1 = +1 Craft_1: Blacksmithy Int 6 = +3 + 3 Craft_2: Bowyer Int 3 = +3 Craft_3: Carpentry Int 3 = +3 Escape Artist Dex* 5 = +5 Forgery Int 3 = +3 Handle Animal Cha 2 = +0 + 2 Heal Wis 4 = +2 + 2 Hide Dex* 9 = +5 + 4 Jump Str* 1 = +1 Knowledge (dungeoneering) Int 7 = +3 + 4 Knowledge (geography) Int 7 = +3 + 4 Knowledge (nature) Int 7 = +3 + 4 Listen Wis 4 = +2 + 2 [elf] Move Silently Dex* 7 = +5 + 2 Profession Wis 6 = +2 + 4 Ride Dex 5 = +5 Search Int 5 = +3 + 2 [elf] Sense Motive Wis 2 = +2 Sleight of Hand Dex* 6 = +5 + 1 Spot Wis 5 = +2 + 1 + 2 [elf] Survival Wis 4 = +2 + 2 Swim Str** 2 = +1 + 1 Use Rope Dex 6 = +5 + 1
* = check penalty for wearing armor
Elf
• + 2 dexterity / -2 constitution (already included)
• Immune to magical sleep
• + 2 racial bonus to saves vs. enchantments
• Low-light vision
• Proficient with longsword, rapier, longbow & shortbow
• + 2 racial bonus on listen, search, and spot checks
Ranger
• Favored enemies
• Track as bonus feat (already included)
• Combat Style
• Endurance
• Wild empathy (roll level + charisma bonus)
• Endurance (level 3)
• Animal Companion (level 4)
• Woodland Stride (level 7)
• Swift Tracker (level
• Evasion (level 9)
• Camouflage (level 13)
• Hide in Plain Sight (level 17)
• High wisdom gains bonus spells daily
Favored Enemies:
• Humanoids (goblinoid) + 2
This ranger chose the archery track.
Class HP rolled Level 1: Ranger 8
Rettu 's Equipment:
_____
Weapons / Armor / Shield (from above) Arrows (quiver of 20) x10: 30 lb Backpack: 2 lb Bedroll: 5 lb Firewood (1 day) x1: 20 lb Flint and steel: 0 lb Rations (1 day) x10: 10 lb Rope (50', hempen) x1: 10 lb Spade / shovel: 8 lb Tent: 20 lb Torches x3: 3 lb Wand of Olidammara x1: 1lb
Total: 109 lb
More about Rettu :
When Rettu was just a boy, he was not known by the confrontational name he wears today. He does not go by his old name now. In his village, a cult worshipping Nerull; God of Death, appeared. The mayor of that village was but a spoiled son, who had come inot power because of the untimely death of his father. He allowed the cult to take root, in return for large taxes taken from the donations. But soon, the cult grew into a temple, and drew more and more followers of evil. One day, chaos simply broke loose. As the cult turned its fury on all in the village, Rettu watched his family butchered by goblins. Rettu wandered into the forest and was found by an elderly ranger. The ranger tended his wounds and Rettu told him his story. After He was sufficiently healed, the ranger made to go to his own devices, but Rettu followed, demanding that the ranger show him the ways of battle. After a time, the ranger relented, and until the day that ranger died, he taught him all he knew. At his 110th birthday, Rettu wandered back into town and saw once again the destruction. he picked his way through the rubble, and found the old ruins of the temple of Nerull. Inside a glowing dark presence promised him, if he proved himself a greater champion of evil than the high priest that ordered the destruction of his town, that he should be given great power and glory. Rettu told the glowing presence to stick it up its arse, and attempted to join the order of Olidammara just to spite it. After hearing his reason for attempting to join the order, the high priest of Olidammara laughed and let him join.
Rettu fights with a bow, reasoning that the farther away the enemy, the better.
(Hete challenges Rettu because he stole his wallet) DM: Hete the Paladin challenges you to a duel, saying "I will vanquish you evildoer! Hete is 60ft away. Rettu: I shoot him in the eye! DM: ... *dice roll*... Critical hit... Have you no honour? Rettu: Nope, but now I've got a shiny Paladin sword!
Rettu also has quite a collection of shiny paladin swords.
Rettu is prone to minor acts of charity, for example, he will always give a coin to a beggar in the street, He is a realist, but has a good sense of humour. For Example:
DM: (After entering the temple of knowledges final chamber) You see a wizened old monk. He says "If you desire knowledge from this temple, you must first give up some knowledge of your own. Rettu: Him who eat many prunes, sit on privy, many moons. DM: The old man boots you up the arse.
Rettu has defined the word "b*****d" as someone who tells people what he thinks, no matter what they think, and only insults people when it is deserved. For example:
DM: The high priest of Wee Jas appears in a glorious wreath of black fire Rettu: What a stupid hat. DM: Due to your unprecedented reaction, the priest fails his concentration check and the gate spell he was using backfired, taking him into another plane. Rettu: Hey! He left behind his hat! Score!
Rettu is an incorrigible flirt, often prone to acts of perversity, despite his average charisma level. For example
DM: You see a beautiful female drow, dressed in a battlemages clothes. Rettu: I feel her up! DM: ... That's got to provoke an attack of opportunity. Rettu: Nope, I've got improved perverts strike! DM: I hate you.
DM: You see a ninja drop down from a rooftop. Rettu: Is it a female ninja? DM: ... I'm not allowed to tell you. Rettu: I walk over to the ninja and say; "Hey gorgeous" DM: The ninja slaps you upside the head. Rettu: Definitely female.
(female) Guard: I arrest you in the name of the law. Rettu: Are you a parking ticket? You've got fine written all over you. Guard: ... I wonder if I kill you, if I'll get an aquital. Rettu: Only if it's a female judge. Guard: For honour! *charges* Rettu: For my libido! *retreats*
A monk of chance, has described Rettu's chance of getting laid at about 1: 1,367,300. However, Rettu hits on about 1,258,392,234 women a month, so he does have some children he plans to spend his old age with. And so that leads to this.
3000 years later
Vera looked outside of her spaceship, where something strange was happening on the wing. She looked at her friend and co-pilot, Rine. Vera put her head on her hands. Vera: Is he still dancing? Rine: Yes. From what I can see, it's a cmpletely perfect copy of the line dance made 1500 years ago, called "the hustle". In a space-suit. Rettu VIIIL: Do the hustle! Vera: ... Give me that remote control. Rine: What is it? Vera: It electrifies the hull Rine: ... Is that nesscasary? Vera: Yes. He's been hitting on me for two years.
20 minutes later
Rettu emerges from the airlock into his own ship, smoking, with his hair on end. Sparks occasionally jump from him. Rettu VIIIL: Hooray! Tull VIIL: Hooray? You got your a** sizzled! Rettu VIIIL: Didn't you see? She used one megavolt less than normal! Tull VIIL: ...
Maybe one day, he'll get her. Maybe one day. Probably not though. Rettu has all his posessions carried by his pack mule (Whom he calls Alice), excepting his armour, weapons, arrows and 1 torch.
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Posted: Thu Aug 16, 2007 10:25 pm
Name: Krugar Class: Beast Level: 5 Race: Arborian God: The King of the Beasts (CE) Alignment: CE Exp.: 10000 Hit Points: 66
Base Attack Bonus: 53 Armor Class: 17 Flat-footed: 13 Touch:14
Ability Scores: Strength: 18 [+4] Dexterity: 16 [+3] Constitution: 15 [+2] Intelligence: 14 [+2] Wisdom: 13 [+1] Charisma: 9 [-1]
Saves: Fortitude: 4 Reflex: 5 Will: 1 Initiative: 4
Attacks: Melee: 7 Ranged: 6
Weapons: Horn 1d6+6 (slam) Claw 2d4+4 (claw)
Skills: Appraise Int 0= +2 -2 Balance Dex* 7 = +3 +4 Bluff Cha -3 = -1 -2 Climb Str* 10 = +4 +4 +2 Concentration Con 2 = +2 Craft Int 2 = +2 Diplomacy Cha -6 = -1 -5 Disguise Cha -1 = -1 Escape Artist Dex* 3 = +3 Forgery Int 2 = +2 Gather Information Cha -3 = -1 -2 Heal Wis 1 = +1 Hide Dex* 9 = +3 +4 +2 Intimidate Cha 8 = -1 +6 3 Jump Str* 8 = +4 +4 Listen Wis 7 = +1 +4 +2 Move Silently Dex* 7 = +3 +4 Search Int 8 = +2 +4 +2 Sense Motive Wis -1 = +1 -2 Spot Wis 7 = +1 +4 +2 Survival Wis 9 = +1 +6+2 Swim Str** 10 = +4 +4 +2 Tumble Dex* 7 = +3 +4 Use Rope Dex 3 = +3
* = check penalty for wearing armor
Feats: Track Power Attack Cleave
Class/Racial Abilities: Arborians base land speed is 40 feet if they are in a forest terrain (this applies to all modes of movement).
Low-light Vision
Wild Empathy (d20+1/2 ECL round down)
The Beasts wings become stronger, and the beasts bones become hollow and much lighter. This allows the Beast to fly at 40 ft speed with average maneuverability for 1 Minute per level, split up as he wishes, before having to rest for an hour. One disadvantage of this is that the beasts new bones make him much more susceptible to bing tripped, bull rushed or grappled. Treat the Beast as one size category smaller for purposes of these checks, as well as for determining the Beast's carrying capacity.
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Posted: Sun Oct 07, 2007 6:57 pm
Gren Emerald Male Halfling Rogue 1 Chaotic Neutral Representing Conan Strife
Strength 14 (+2) Dexterity 20 (+5) Constitution 12 (+1) Intelligence 11 (+0) Wisdom 13 (+1) Charisma 11 (+0) Size: Small Height: 3' 3" Weight: 38 lb Skin: Light Eyes: Green Hair: Dark Brown; Straight; Light Beard
Total Hit Points: 7
Speed: 20 feet
Armor Class: 19 = 10 +3 [studded] +5 [dexterity] +1 [small]
Touch AC: 16 Flat-footed: 14 Initiative modifier: +5 = +5 [dexterity] Fortitude save: +2 = 0 [base] +1 [constitution] +1 [halfling] Reflex save: +8 = 2 [base] +5 [dexterity] +1 [halfling] Will save: +2 = 0 [base] +1 [wisdom] +1 [halfling] Attack (handheld): +3 = 0 [base] +2 [strength] +1 [small] Attack (unarmed): +3 = 0 [base] +2 [strength] +1 [small] Attack (missile): +6 = 0 [base] +5 [dexterity] +1 [small] Grapple check: -2 = 0 [base] +2 [strength] -4 [small]
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 44 lb. or less 44-87 lb. 88-131 lb. 131 lb. 263 lb. 656 lb.
Languages: Common Halfling
Dagger [1d3, crit 19-20/x2, range inc 10 ft., 1/2 lb., light, piercing]
Heavy Crossbow [1d8, crit 19-20/x2, range inc 120 ft., 4 lb., piercing]
Rapier [1d4, crit 18-20/x2, 1 lb., one-handed, piercing]
Studded armor [light; +3 AC; max dex +5; check penalty -1; 10 lb.]
Feats:
Deft Hands
Traits:
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 2 = +0 +2 Balance Dex* 6 = +5 +1 Bluff Cha 3 = +0 +3 Climb Str* 6 = +2 +2 +2 [halfling] Concentration Con 1 = +1 Craft_1 Int 0 = +0 Craft_2 Int 0 = +0 Craft_3 Int 0 = +0 Diplomacy Cha 0 = +0 Disable Device Int 3 = +0 +3 Disguise Cha 0 = +0 Escape Artist Dex* 5 = +5 Forgery Int 0 = +0 Gather Information Cha 0 = +0 Heal Wis 1 = +1 Hide Dex* 12 = +5 +3 +4 [small] Intimidate Cha 0 = +0 Jump Str* -2 = +2 +2 [halfling] -6 [speed 20] Listen Wis 4 = +1 +1 +2 [halfling] Move Silently Dex* 10 = +5 +3 +2 [halfling] Open Lock Dex 8 = +5 +3 Perform_1 Cha 0 = +0 Perform_2 Cha 0 = +0 Perform_3 Cha 0 = +0 Perform_4 Cha 0 = +0 Perform_5 Cha 0 = +0 Ride Dex 5 = +5 Search Int 3 = +0 +3 Sense Motive Wis 1 = +1 Sleight of Hand Dex* 10 = +5 +3 +2 [deft hands] Spot Wis 4 = +1 +3 Survival Wis 1 = +1 Swim Str** 2 = +2 Use Rope Dex 9 = +5 +2 +2 [deft hands]
* = check penalty for wearing armor
Halfling:
+2 dexterity / -2 strength (already included)
Small (combat bonuses, +4 to hide already included)
+2 racial bonus on climb, jump, move silently
+1 racial bonus on all saving throws (already included)
+2 morale bonus on saves vs. fear (stacks with racial bonus)
+1 to hit with thrown weapons and slings
+2 racial bonus on listen checks (already included)
Rogue:
Sneak Attack +1d6
Trapfinding
Evasion (level 2)
Trap Sense (level 3)
Uncanny Dodge (level 4)
Improved Uncanny Dodge (level cool
Special Abilities (choices begin at 10th level)
Class HP rolled Level 1: Rogue 6
Gren Emerald's Equipment:
16 lb 3 lb 2 lb 1 lb 2 lb
2 lb 5 lb 3 lb 1 lb 1 lb _____ 36 lb Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 10) x3 Backpack Bedroll Flasks x1 Flint and steel Rations (1 day) x5 Rope (50', silk) x1 Torches x3 Waterskins x1 Thieves' tools
Total:36
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Posted: Mon Dec 24, 2007 5:39 pm
Akil Maxim the Clever
Male Human Rogue 1 Chaotic Good Representing joshua brown
Strength 14 (+2) Dexterity 17 (+3) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 14 (+2) Charisma 16 (+3)
Size: Medium Height: 5' 9" Weight: 200 lb Skin: Black Eyes: Gray Hair: Black; Curly; Beardless
Total Hit Points: 8
Speed: 30 feet
Armor Class: 13 = 10 +3 [dexterity]
Touch AC: 13 Flat-footed: 10
Initiative modifier: +3 = +3 [dexterity] Fortitude save: +2 = 0 [base] +2 [constitution] Reflex save: +5 = 2 [base] +3 [dexterity] Will save: +2 = 0 [base] +2 [wisdom] Attack (handheld): +1 = 0 [base] +2 [strength] -1 [brawler] Attack (unarmed): +3 = 0 [base] +2 [strength] +1 [brawler] Attack (missile): +2 = 0 [base] +3 [dexterity] -1 [brawler] Grapple check: +2 = 0 [base] +2 [strength] +1 [brawler] -1 [slippery]
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 58 lb. or less 59-116 lb. 117-175 lb. 175 lb. 350 lb. 875 lb.
Languages: Common (? 3 more)
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Dart [1d4, crit x2, range inc. 20 ft., 1/2 lb, piercing]
Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]
Feats:
Martial Weapon Proficiency Weapon: Two-Weapon Fighting
Traits:
Brawler Slippery
Skill Name
Key Ability
Skill Modifier
Ability Modifier
Ranks
Misc. Modifier Appraise Int 3 = +3
Balance Dex* 4 = +3 +1 Bluff Cha 4 = +3 +1 Climb Str* 4 = +2 +2 Concentration Con 2 = +2
Craft_1 Int 3 = +3
Craft_2 Int 3 = +3
Craft_3 Int 3 = +3
Diplomacy Cha 3 = +3
Disable Device Int 7 = +3 +4 Disguise Cha 3 = +3
Escape Artist Dex* 7 = +3 +4 Forgery Int 3 = +3
Gather Information Cha 3 = +3
Heal Wis 2 = +2
Hide Dex* 7 = +3 +4 Intimidate Cha 3 = +3
Jump Str* 6 = +2 +4 Listen Wis 6 = +2 +4 Move Silently Dex* 6 = +3 +3 Open Lock Dex 7 = +3 +4 Perform_1 Cha 3 = +3
Perform_2 Cha 3 = +3
Perform_3 Cha 3 = +3
Perform_4 Cha 3 = +3
Perform_5 Cha 3 = +3
Ride Dex 3 = +3
Search Int 3 = +3
Sense Motive Wis 6 = +2 +4 Sleight of Hand Dex* 7 = +3 +4 Spot Wis 6 = +2 +4 Survival Wis 2 = +2
Swim Str** 5 = +2 +3 Tumble Dex* 5 = +3 +2 Use Rope Dex 3 = +3
* = check penalty for wearing armor
Slippery trait: +1 on escape artist checks against being grappled, -1 all other grapple checks.
Human:
* Extra feat at first level (already included) * Four extra skill points at first level (already included) * One extra skill point at each additional level (already included)
Rogue:
* Sneak Attack +1d6
* Trapfinding
* Evasion (level 2)
* Trap Sense (level 3)
* Uncanny Dodge (level 4)
* Improved Uncanny Dodge (level icon_cool.gif
* Special Abilities (choices begin at 10th level)
Class HP rolled Level 1: Rogue 6
Akil Maxim's Equipment:
7 lb 2 lb 5 lb 2 lb 4 lb 1 lb 4 lb 20 lb 1 lb 5 lb 8 lb 1 lb _____ 60 lb Weapons / Armor / Shield (from above) Backpack Bedroll Flasks x1 Grappling hook Pouch x1 Rations (1 day) x4 Rope (50', hempen) x2 Spyglass Climber's kit Disguise kit Thieves' tools
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