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Posted: Tue May 22, 2007 4:48 am
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: Black 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] Fear check: + 2 = + 2 [wisdom] Horror check: + 2 = + 2 [wisdom] Madness check: + 2 = + 2 [wisdom] 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: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 50 lb. or less 51-100 lb. 101-150 lb. 150 lb. 300 lb. 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 Bluff Cha 0 = +0 Climb Str* 1 = +1 Concentration Con 1 = +1 Craft_1 Int 6 = +3 + 3 Craft_2 Int 3 = +3 Craft_3 Int 3 = +3 Diplomacy Cha 0 = +0 Disguise Cha 0 = +0 Escape Artist Dex* 5 = +5 Forgery Int 3 = +3 Gather Information Cha 0 = +0 Handle Animal Cha 2 = +0 + 2 Heal Wis 4 = +2 + 2 Hide Dex* 9 = +5 + 4 Intimidate Cha 0 = +0 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 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 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 cool
• 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: 28 lb Backpack: 30 lb Bedroll: 2 lb Firewood (1 day) x1: 5 lb Flint and steel: 20 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: 136 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: Wed May 23, 2007 8:37 am
This is my little quirky magic item. A variation of the wand of wonders. The wand of Olidammara. You roll the percentage dice and you get a reaction from this table. I'm still making it.
Special: The use magic item DC of the wand of Olidammara is reduced by 5 for being neutral, and 5 by being chaotic. Creatures who fail the use magic item check are polymorphed into a creature of the DM's choice. The DM can also choose to make this temporary or permanent.
1: Olidammara kicks you in the bollocks. Males take 2d6 damage and are stunned of 1d6 rounds, Females take 1d4 damage. 2: Target becomes sexually attracted to you. (treat as Helpful creature) 3: Target (If wearing clothes or armour) has trousers or skirt fall down. Treat this creature as flat-footed, pulling trousers/skirt up is a standard action, unless armoured. (Use Don Armour) 4: Caster (If wearing clothes or armour) has trousers or skirt fall down. Treat this creature as flat-footed, pulling trousers/skirt up is a standard action, unless armoured. (Use Don Armour) 5: A hand comes out of the wand and makes a rude gesture at target. Target must make a will save or charge at caster next round 6: Targets hair turns to flowers. Druids who have been so affected gain a +2 bonus to concentration and Druids may drain flowers as a free action and gain 1d4 hd. Drained flowers must make a fortitude save or die 7: Casters hair turns to flowers. Druids who have been so affected gain a +2 bonus to concentration and Druids may drain flowers as a free action and gain 1d4 hd Drained flowers must make a fortitude save or die 8: A banshee appears for 2 rounds, and shrieks Cradle of Filth music. All targets in 50" have to make a will save or lose 1d4 points of intelligence. 9: Casters mother appears. Make a bluff check at DC 15 to persuade her that you have clean underwear. Paladins are immune to this effect (Goody Two-Shoes), as are creatures who don't wear pants. 10: Salesmen appear, make an intimidation check at DC 10 or a bluff check at DC 15 to convince them to go away, or using a Holy Symbol to disintegrate them. Failing any of these, you must pay 4d8 gold -(Str Modifier x3) 11: Target must make a fortitude check at DC 10, or explode. If they succeed, deal 2d8points of damage. 12: Target is turned into a blue rabbit. Killing this rabbit gives 1d8 gems of 500gp value. 13: Target is turned into a blue rabbit. Attacking this rabbit causes it to turn into the Stillwater Giant, treat as minotaur with 1d8 extra HD and +2 to STR DEX and CON, and -2 to WIS, INT and DEX. The Stillwater Giant is hostile towards caster 14: Targets head catches on fire. deal 1d4 points of fire damage per round, or it can be quenched with a Quench spell, or put out as a full-round action. Targets must make a Will save to do anything other than putting out the fire. 15: Casters head catches on fire. deal 1d4 points of fire damage per round, or it can be quenched with a Quench spell, or put out as a full-round action. Casters must make a Will save to do anything other than putting out the fire. 16: A level 1 peasant with 10 STR 10 CON 12 DEX 11 WIS 9 INT and 10 CHA appears asks where the Mountain Dew is. 17: Caster becomes irresistable to the opposite sex, and gains 2+ on Diplomacy, Bluff, Diguise, Gather Information, Perform and Sense Motive checks against the Casters. This effect is permanent. 18: Caster becomes repulsive to the opposite sex, and gains -2 on Diplomacy, Bluff, Disguise, Gather Information, Perform and Sense Motive checks against the opposite sex. This effect is permanent. But can be undone with a Wish spell. 19: Target changes Race (specified by DM) 20: Caster changes Race (specified by DM) 21: Target is thrown 3d10 feet into the air 22: Caster is thrown 3d10 feet into the air 23: Target turns into metal penguin for 1d4 rounds. Treat as adamantine. 24: All creatures within a 100 foot radius have Tashas Hideous Laughter cast upon them. 25: A duck appears on the casters shoulder, the duck cannot be seen by the caster, the caster cannot attack the duck, and the duck is treated as ethereal. While the duck is on the casters shoulder, he can talk to all avians without making a skill check, gets a -2 on Diplomacy, Bluff, Gather Information and Sense Motive checks, gets a +5 on perform checks, and a -10 on disguise checks. The duck has 4d8 hit points more than a normal duck. 26: Grease is cast 5 feet in front of the caster. 27: All Neutral characters are spoken to by Olidammara, and are given the chance to convert to Olidammara and Chaotic Neutral with no penalty. If they choose to convert, they get a +1 to all rolls in their favour permanently. 28: Target falls over 29: Caster falls over 30: Fireball is cast at target 31: Target gains full HD 32: Caster gains full HD 33: Target must make a save as though finger of death had been cast on them. 34: Target gains an eyepatch. This eyepatch gives them the following bonuses: +1 AC +5 on all profession (sailor) checks Profession (sailor) as a class skill Ability to say ARR! And not look like an idiot. 35: One monster (DM's choice (think levels)) appears 10 feet in front of the caster. 36: Caster gains Arcane Sight permanently 37: Target increases by one size category, incurring all the bonuses and penalties normally associated with that size. This can be undone with a Greater Restoration spell. 38: Target randomly changes alignment. This can be undone with a lesser wish spell. 39: Caster gains laser eyes as a natural weapon permanently. Laser eyes to 1d6 damage per level (maximum 10d6) laser eyes do not function if the character is blinded. 40: Target is booted up the arse. Takes 1d8 damage 41: Three skinheads (treat as level 1 human barbarian, but with -20 intelligence +10 Strength and 2d4 extra HD) attack Target 42: Three skinheads (treat as level 1 human barbarian, but with -20 intelligence +10 Strength and 2d4 extra HD) attack Caster 43: Polymorph is cast on Target, Caster determines polymorphed animal 44: Polymorph is cast on Caster, Target determines polymorphed animal 45: Target must make a reflex saving throw, or be swallowed by a crack in the ground, taking 2d10 damage before being spat out, upon which they must make a tumble check at DC 15 or take 2d6 damage 46: Targets weapon arm begins attacking the Target. Target must make a will save, or take the normal amount of damage from the weapon they are holding. If they have the other hand free, they may restrain the hand as a full round action, and get +4 on their next saving throw. A creature damaged by themself is treated as flat-footed. 47: A small flag comes out of the wand of Olidammara with "BANG!" written on it. Target must make a save as if they had Confusion cast on them. 48: All of Targets weapons, armour and items have Continual Flame cast on them. 49:All of Casters weapons, armour and items have Continual Flame cast on them. 50: Olidammara lends you his rapier for 1d6 rounds. Treat as a +5 weapon, with en extra 2d6 on attack rolls against lawful alignments, and an extra 1d6 against good or evil alignments. These effects stack. Olidammaras rapier changes to suit the size of the wielder. 51: Target babbles incoherently 52: Target turns 360 degrees on their next turn. move action for bards and monks, standard action for bards and monks wearing armour, standard action for normal characters and full round action for normal characters with armour. 53: Caster is flung backwards (3d6)x5 feet. 54: All characters within 50 feet must charge at the caster next turn. Creatures threatening the caster must attack the caster 55: All characters within 50 feet must charge at the target next turn. Creatures threatening the target must attack the target 56: Target turns into an oak tree for 1d6 rounds 57: Target questions existence. Clerics take 2d8 divine damage if they are good, and 2d8 evil damage if they are evil. (ignores saving throws) all other characters take 1d6 divine damage. 58: Target ages 2d6 years 59: Target loses 2d6 years of age 60: Caster ages 2d6 years 61: Caster loses 2d6 years of age 62: Bless is cast for caster and his allies 63: Bless is cast for target and his allies 64: Target is blinded for 1d4 rounds 65: Target is deafened for 1d4 rounds 66: Caster is blinded for 1d4 rounds 67: Caster is deafened for 1d4 rounds 68: Fireball is cast in the direction the wand is pointing 69: Caster suddenly looks up, target suddenly looks down. Treat as if flat-footed for 1 round 70: Streamers and confetti shoot from the wand 71: Wand acts as though Heat Metal had been cast upon it 72: Gust of Wind is cast in the direction the wand is pointing 73: Target is shaken for one round (no saving throw) 74: Caster is shaken for one round (no saving throw) 75: Dictum is cast 76: Glitterdust is cast centered on caster 77: Targets legs move of their own volition. Target must move their maximum speed in a random direction. (DM's choice) 78: Shield is cast on caster 79: Shield is cast on target 80: Shatter is cast centered on caster 81: Slay Living is cast on target, with no touch attack needed 82: Slay Living is cast on caster, with no touch attack needed 83: Caster may ressurect one creature. If they desire, the caster can keep this ability in reserve indefinitely 84: Target may ressurect one creature. If they desire, the Target can keep this ability in reserve indefinitely 85: Tongues is cast on caster permanently 86: Tongues is cast on target permanently 87: Touch of Idiocy is cast on Target, with no touch attack needed 88: Touch of Idiocy is cast on Caster, with no touch attack needed 89: True Strike is cast on Caster 90: True Strike is cast on Target 91: Wall of Iron is cast 5 feet in front of the Caster 92: Wall of Iron is cast 5 feet in front of the Target 93: Caster gains the power of flight. The Caster may rise 10 feet per move action. This effect can be permanent or temporary (DM's Choice) 94: Target loses 2d6 hit points 95: Target gains 2d6 hit points 96: Caster loses 2d6 hit points 97: Caster gains 2d6 hit points 98: If the caster dies, he must spend 1d4 rounds dead, and then rises as if true resurrection had been cast upon him 99: Caster gains enough experience to put them 1xp below the minimum to advance to their nect level 100: Caster temporarily becomes a demi-god. For 1d8 rounds, They gain 4d10 hit points, Cannot be lowered below 1 hit point, gain a critical hit on all attack rolls, and cannot be affected by any spell
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Posted: Sun Oct 07, 2007 8:34 am
Kern Copperfeet
Male Elf Cleric 5 Chaotic Neutral T'gDrassyl
Representing Rettu Skcollob
Strength 14 (+2) Dexterity 16 (+3) Constitution 11 (+0) Intelligence 12 (+1) Wisdom 16 (+3) Charisma 13 (+1) Size: Medium Height: 5' 7" Weight: 130 lb Eyes: Blue Hair: Red Skin: Brown
Domains: Healing Protection
Energy: Positive [Healing / Turns Undead]
Total Hit Points: 21
Speed: 30 feet
Armor Class: 13 = 10 + 3 [dexterity] Touch AC: 13 Flat-footed: 10
Initiative modifier: + 3 = + 3 [dexterity] Fear check: + 3 = + 3 [wisdom] Horror check: + 3 = + 3 [wisdom] Madness check: + 3 = + 3 [wisdom] Fortitude save: + 4 = 4 [base] Reflex save: + 4 = 1 [base] + 3 [dexterity] Will save: + 7 = 4 [base] + 3 [wisdom] Attack (handheld): + 5 = 3 [base] + 2 [strength] Attack (missile): + 6 = 3 [base] + 3 [dexterity] Grapple check: + 5 = 3 [base] + 2 [strength]
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 Elven Orc
Feats: Power Attack Cleave
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 1 = +1 Balance Dex* 3 = +3 Bluff Cha 1 = +1 Climb Str* 2 = +2 Concentration Con 8 = +0 + 8 Craft_1 Int 1 = +1 Craft_2 Int 1 = +1 Craft_3 Int 1 = +1 Diplomacy Cha 4 = +1 + 3 Disguise Cha 1 = +1 Escape Artist Dex* 3 = +3 Forgery Int 1 = +1 Gather Information Cha 1 = +1 Heal Wis 11 = +3 + 8 Hide Dex* 3 = +3 Intimidate Cha 1 = +1 Jump Str* 2 = +2 Knowledge (religion) Int 4 = +1 + 3 Listen Wis 5 = +3 + 2 [elf] Move Silently Dex* 3 = +3 Perform_1 Cha 1 = +1 Perform_2 Cha 1 = +1 Perform_3 Cha 1 = +1 Perform_4 Cha 1 = +1 Perform_5 Cha 1 = +1 Ride Dex 3 = +3 Search Int 3 = +1 + 2 [elf] Sense Motive Wis 3 = +3 Spellcraft Int 3 = +1 + 2 Spot Wis 5 = +3 + 2 [elf] Survival Wis 3 = +3 Swim Str** 2 = +2 Use Rope Dex 3 = +3
* = check penalty for wearing armor
Zero-level Cleric spells: 5 per day
First-level Cleric spells: 4 (3 + 1) per day + 1 from a domain:
Second-level Cleric spells: 3 (2 + 1) per day + 1 from a domain:
Third-level Cleric spells: 2 (1 + 1) per day + 1 from a domain:
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
Cleric
• Alignment Aura
• Spontaneous Casting (heal)
• Turn Undead (4x/day)
• High wisdom gains bonus spells daily
• Domain choices give additional abilities
Class HP rolled Level 1: Cleric 8 Level 2: Cleric 2 Level 3: Cleric 5 Level 4: Cleric 4 + 1 to wisdom Level 5: Cleric 2
Kern Copperfeet's Equipment:
0 lb 2 lb _____ 2 lb Weapons / Armor / Shield (from above) Spell component pouch
Total
More about Kern Copperfeet:
Kern was born in a bustling Human city to Elven parents as a fourth son, and got on quite well with most of the people there. In hist teenage years, he was sent into the world to find a Deity and become a Cleric (As is tradition among his family). A short time later, he came to a crossroad. At one side was a Temple of Pelor, which was recruiting for Acolytes, and had banners festooning their temple. On the other was a raggedy old man preaching to a crowd about a God whose name sounded to Kern like someone clearing their throat. As he was wont to do in these situations, he flipped a copper piece. It ended up tails, and he went to the old man and joined the sect of T'gDrassyl. After hearing from his brother Rettu [who was the sixth son] about a person who had shouted rather rudely in a tavern he had been drinking at about an urgent call to arms in a foreign country, he did as he does, and flipped a coin. [The same coin in fact, that he had flipped all those years ago, that he now wears upon his neck, as the Holy Symbol of T'gdrassyl] It came up heads, and so now he ventures to the Kingdom of Nimsmeria to seek something vaguely interesting, whether it be an object or person. [The gold is a nice touch as well.]
Spells Memorized at Beginning
0-
Create Water Purify Food and Drink Mendng Read Magic Resistance
1-
Bless Inflict Light Wounds Inflict Light Wounds Detect Evil
2- Inflict Moderate Wounds Inflict Moderate Wounds Hold Person
3- Dispel Magic Continual Flame
Domain Spells
1- Entropic Shield [Luck]
2- Cure Moderate Wounds [Healing]
3- Cure Serious Wounds [Healing]
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Posted: Sun Oct 07, 2007 8:36 am
[This is probably the first character whose personality I really thought about.]
Melle Sharp-Mind
Male Elf Wizard 1 Chaotic Neutral Representing Rettu Skcollob
Strength 16 (+3) Dexterity 16 (+3) Constitution 7 (-2) Intelligence 18 (+4) Wisdom 11 (+0) Charisma 15 (+2) Size: Medium Height: 5' 7" Weight: 140 lb Eyes: Green Hair: Blond Skin:
Total Hit Points: 2
Speed: 30 feet
Armor Class: 13 = 10 + 3 [dexterity] Touch AC: 13 Flat-footed: 10
Initiative modifier: + 3 = + 3 [dexterity] Fear check: + 0 = + 0 [wisdom] Horror check: + 0 = + 0 [wisdom] Madness check: + 0 = + 0 [wisdom] Fortitude save: -2 = 0 [base] -2 [constitution] Reflex save: + 3 = 0 [base] + 3 [dexterity] Will save: + 2 = 2 [base] Attack (handheld): + 3 = 0 [base] + 3 [strength] Attack (missile): + 3 = 0 [base] + 3 [dexterity] Grapple check: + 3 = 0 [base] + 3 [strength]
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 76 lb. or less 77-153 lb. 154-230 lb. 230 lb. 460 lb. 1150 lb.
Languages: Common Draconic Elven Gnome Goblin Orc
Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
Owl familiar
Feats: Combat Casting Scribe Scroll [free to wizard]
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 4 = +4 Balance Dex* 3 = +3 Bluff Cha 2 = +2 Climb Str* 3 = +3 Concentration Con 2 = -2 + 4 Craft_1 Int 4 = +4 Craft_2 Int 4 = +4 Craft_3 Int 4 = +4 Decipher Script Int 8 = +4 + 4 Diplomacy Cha 2 = +2 Disguise Cha 2 = +2 Escape Artist Dex* 3 = +3 Forgery Int 4 = +4 Gather Information Cha 2 = +2 Heal Wis 0 = +0 Hide Dex* 3 = +3 Intimidate Cha 2 = +2 Jump Str* 3 = +3 Knowledge (arcana) Int 8 = +4 + 4 Knowledge (geography) Int 8 = +4 + 4 Knowledge (local) Int 8 = +4 + 4 Listen Wis 2 = +0 + 2 [elf] Move Silently Dex* 3 = +3 Perform_1 Cha 2 = +2 Perform_2 Cha 2 = +2 Perform_3 Cha 2 = +2 Perform_4 Cha 2 = +2 Perform_5 Cha 2 = +2 Ride Dex 3 = +3 Search Int 6 = +4 + 2 [elf] Sense Motive Wis 0 = +0 Spellcraft Int 8 = +4 + 4 Spot Wis 2 = +0 + 2 [elf] Survival Wis 0 = +0 Swim Str** 3 = +3 Use Rope Dex 3 = +3
* = check penalty for wearing armor
The owl confers + 3 on spot checks in dimly-lit conditions. If the familiar is within reach, + 2 on spot and listen ("alertness").
Zero-level Wizard: 3 per day
First-level Wizard: 2 (1 + 1) per day
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
Wizard (Generalist)
• Familiar / Alertness, etc.
• Bonus Feats (already included)
• High intelligence gains bonus spells daily
Class HP rolled Level 1: Wizard 4
Melle Sharp-Mind's Equipment:
8 lb 10 lb 2 lb 3 lb 10 lb 8 lb 2 lb 3 lb _____ 46 lb Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 10) x10 Backpack Blanket, winter x1 Rations (1 day) x10 Waterskins x2 Spell component pouch Spellbook x1
Total
More about Melle Sharp-Mind:
Melle was born into a large family, as a Second Son. From the moment he was born, it was obvious he had a talent for the Arcane. He would spend countless hours reading and learning about new things. When the time came for him to leave his family to seek a name and a trade, he only had to walk a few blocks to the Arcane Academy, where he has spent the all his time, constantly learning more. Melle is now experienced enough to go out into the world, there is nothing more that he can be taught (for free anyway), and so he goes out into the world to seek knowledge, to see new experiences and of course, to find Cold Hard Cash. Melle is kind enough most of the time, he cares about others, but feels no obligation to put himself at great risk for those he feels no empathy for. He can be easily angered at times, but he usually quickly masters himself, and grudges always fade after about an hour, or a day for really bad ones. He is always ready to put in his opinion, but (while extremely smart), he is not too wise, and thus, his advice is often best left unheeded. sometimes he can sound pompous and/or rude without meaning to. He hates it when people are angry at him or others, and always does his best to stop conflict around him.
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Posted: Sun Oct 07, 2007 9:06 am
[The Family grows.]
Leffen High-Hat Male Elf Rogue 1 Chaotic Good Representing Rettu Skcollob
Strength 10 (+0) Dexterity 20 (+5) Constitution 14 (+2) Intelligence 14 (+2) Wisdom 8 (-1) Charisma 12 (+1) Size: Medium Height: 4' 9" Weight: 100 lb Eyes: Blue Hair: Blond Skin: Tan
Total Hit Points: 8
Speed: 30 feet
Armor Class: 18 = 10 + 4 [chain shirt] + 4 [dexterity in armor]
Touch AC: 14 Flat-footed: 14 Initiative modifier: + 5 = + 5 [dexterity] Fear check: -1 = -1 [wisdom] Horror check: -1 = -1 [wisdom] Madness check: -1 = -1 [wisdom] Fortitude save: + 2 = 0 [base] + 2 [constitution] Reflex save: + 7 = 2 [base] + 5 [dexterity] Will save: -1 = 0 [base] -1 [wisdom] Attack (handheld): + 0 = 0 [base] Attack (missile): + 5 = 0 [base] + 5 [dexterity] Grapple check: + 0 = 0 [base]
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 33 lb. or less 34-66 lb. 67-100 lb. 100 lb. 200 lb. 500 lb.
Languages: Common Draconic Elven Orc
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]
Repeating Light Crossbow [1d8, 19-20/x2, range incr 80 ft., 6 lb., piercing]
Chain shirt [light; + 4 AC; max dex + 4; check penalty -2; 25 lb.]
Feats:
Exotic Weapon Proficiency Weapon: Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 6 = +2 + 4 Balance Dex* 5 = +5 Bluff Cha 1 = +1 Climb Str* 0 = +0 Concentration Con 2 = +2 Craft_1 Int 2 = +2 Craft_2 Int 2 = +2 Craft_3 Int 2 = +2 Diplomacy Cha 1 = +1 Disable Device Int 6 = +2 + 4 Disguise Cha 5 = +1 + 4 Escape Artist Dex* 9 = +5 + 4 Forgery Int 6 = +2 + 4 Gather Information Cha 5 = +1 + 4 Heal Wis -1 = -1 Hide Dex* 9 = +5 + 4 Intimidate Cha 1 = +1 Jump Str* 0 = +0 Listen Wis 1 = -1 + 2 [elf] Move Silently Dex* 9 = +5 + 4 Open Lock Dex 9 = +5 + 4 Perform_1 Cha 1 = +1 Perform_2 Cha 1 = +1 Perform_3 Cha 1 = +1 Perform_4 Cha 1 = +1 Perform_5 Cha 1 = +1 Ride Dex 5 = +5 Search Int 4 = +2 + 2 [elf] Sense Motive Wis -1 = -1 Sleight of Hand Dex* 9 = +5 + 4 Spot Wis 1 = -1 + 2 [elf] Survival Wis -1 = -1 Swim Str** 0 = +0 Use Rope Dex 5 = +5
* = 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
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
Leffen High-Hat's Equipment:
34 lb 7 lb 2 lb 5 lb 2 lb
5 lb 20 lb
4 lb 3 lb 10 lb 8 lb
1 lb _____ 101 lb Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 10) x7 Backpack Bedroll Caltrops Chalk Crowbar Firewood (1 day) x1 Flint and steel Grappling hook Rations (1 day) x3 Rope (50', hempen) x1 Disguise kit Magnifying glass Thieves' tools
Total
Also...
10 Extra Daggers, hidden on his person. 1 Extra Light Repeating Crossbow. 1 Awesomely Purple Feathered Hat More about Leffen High-Hat: Sporting a ridiculously garish purple feathered hat, Leffen often appears at Family meetings, and handles some of their more delicate work. If you need information, ask Leffen. If you need something 'aquired', ask Leffen. He would certainly of gone down the wrong path if it were not for the Familys intervention. Light hearted and jolly, he enjoys card and dice games and is often to be found at the local tavern, whittling away at others fortunes and keeping an ear out. He is kind and considerate, though rather clueless when it comes to the opposite sex, for all his bravado. He trusts a little too easily sometimes, but is fiercely loyal to the Family and those he considers his friends. He values honour, but would not hesitate to drop it if it would needlessly endanger someone else.
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Posted: Wed Oct 24, 2007 8:13 am
Work In Progress. Dance boy Dance! HAHAHAHAAHAHHaHA!
Rythm Acolyte [Prestige Class]
"Can you feel it? The endless driving rythm?"
Blurring the distinction between dance and combat, the Rythm Acolyte moves in ways incomprehensible to an outsider, always keeping to the Rythm. Immersed in flowing music they are able to become one with the notes. Drawing on the power of the Song they can perform feats more graceful than the most highly trained dancer as naturally as a man breathes. They rarely wear armour of any kind, preferring flowing garments that compliment their abilites rather than hamper their movement. Bards most often become Rythm Acolytes Hit Die: d6
Requirements In order to become a Rythm Acolyte, one must meet the following requirements:
Skills: Balance: 2 Ranks, Concentration: 1 Rank, Perform [Dance]: 8 Ranks Tumble: 4 Ranks.
Feats: Mobility, Acrobatic, Skill Focus: Perform [Dance]
Class Features
Skills:
Balance, Concentration, Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand, Tumble.
Weapon and Armour Proficiencies:
The Rythm Acolyte is proficient with no armour and all Simple Weapons.
Musical Weaknesses: Upon hearing music of any kind, the Rythm Acolyte must succeed on a DC 14 Will Save or dance uncontrollably to the beat. They are free to use their Dances and attack, but cannot stop dancing and cannot bring themselves to attack the musicians.
Music: Most of the Rythm Acolytes special abilities and weaknesses are granted when there is music playing. Music can be constituted as playing when one person making a successful Perform [Dance] Check [The DC Varies, but most of the Rythm Acolytes Dances can only be used when the perform check reaches a certain target number] with a rythm producing object. [Vocals, any Musical instrument, etc.] Each additional person after this one who simultaneously succeeds at this Check [To a maximum of 1 per Rythm Acolyte Level] reduces the Perform[Dance] DC of the Rythm Acolytes special abilities by 1. The Players do not have to even be working together to create the same song. To Dance, the Rythm Acolyte must be able to move freely, so they lose all Dance dependant abilities if flat-footed, entangled, or otherwise denied their dexterity bonus to AC.
Dancer: The Rythm Acolyte adds their Rythm Acolyte level to all Tumble, Move Silently and Perform[Dance] checks when there is music playing. [This does not apply to checks made to use their Dances, their Rythm Sense or their Universal Rythm Sense.] This does not apply to checks made against another Rythm Acolyte up to four levels higher than them.
Dances: The Rythm Acolyte has a variety of Dances that can be used with varying results, minimum level and DC's. A check must be made each round to continue the dance. Details are below. The Rythm Acolyte may only use one dance at a time per four levels [Minimum 1], so one at level one, two at level five, three at level nine. Multiple effects stack, but seperate checks must be made for each additional dance. Failing one will result in failure of all the others. Each attempt to attack while using dances increases the DC by 3. [at a DC 10 Perform [Dance] Check, Two attacks would be DC 16, Three at DC 19 and so on. No dance effects will work on a Rythm Acolyte four levels higher than them or more.
Maele's Tricksy Quickstep Requirements: Rythm Acolyte Level 1, Perform [Dance] Ranks: 1 Effect: The Rythm Acolyte adds their Rythm Acolyte level to their AC [Stacking with their Dexterity Bonus], all Tumble, Move Silently and Perform[Dance] if they succeed on a DC 10 Perform [Dance] Check. [This does not apply to checks made to use other Dances, their Rythm Sense or their Universal Rythm Sense.]
Quick-step: The Rythm Acolyte acts as though they had Evasion when there is Music playing if they didn't already have it, if they successfully use their Dance ability against a Perform[Dance] DC of 10
Improved Quickstep: At level four, the Rythm Acolyte acts as though they had Improved Evasion whenever there is music playing, and Evasion even if there is none. if they succeed at a Perform[Dance] Check at DC 13. If this check is failed but is equal or greater then 10, then the Rythm Acolyte acts as if they had Evasion.
Level BAB F Save R Save W Save Special 1st: +0 +1 +2 +1 Muscial Weakness, Dances, Quiuckstep, Dancer 2nd +1 +1 +3 +1 3rd +1 +2 +4 +2 4th +2 +2 +5 +2 5th +2 +3 +6 +3 6th +3 +3 +7 +3 7th +3 +4 +8 +4 8th +4 +4 +9 +4 9th +4 +5 +10 +5 10th+5 +5 +11 +5
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Posted: Mon Dec 03, 2007 6:53 am
Gonraé Yilénan Male Human Monk 1 Lawful Good Representing Rettu Skcollob
Strength 18 (+4) Dexterity 18 (+4) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 8 (-1) Charisma 8 (-1) Size: Medium Height: 5' 8" Weight: 250 lb Eyes: Blue Hair: White Skin: Tan
Total Hit Points: 10
Speed: 30 feet
Armor Class: 14 = 10 + 4 [dexterity]
Touch AC: 14 Flat-footed: 10 Initiative modifier: + 4 = + 4 [dexterity] Fear check: -1 = -1 [wisdom] Horror check: -1 = -1 [wisdom] Madness check: -1 = -1 [wisdom] Fortitude save: + 4 = 2 [base] + 2 [constitution] Reflex save: + 6 = 2 [base] + 4 [dexterity] Will save: + 1 = 2 [base] -1 [wisdom] Attack (handheld): + 4 = 0 [base] + 4 [strength] Flurry of Blows: + 2/ + 2 [includes strength modifier] Attack (missile): + 4 = 0 [base] + 4 [dexterity] Grapple check: + 4 = 0 [base] + 4 [strength]
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 100 lb. or less 101-200 lb. 201-300 lb. 300 lb. 600 lb. 1500 lb.
Languages: Common
Unarmed Damage: 1d6 +4 [strength]
Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning]
Shuriken [1d2, crit x2, range incr 10 ft, 1/2 lb, piercing]
Feats:
Improved Unarmed Strike [monk] Stunning Fist [monk] Power Attack Run Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 0 = +0 Balance Dex* 4 = +4 Bluff Cha -1 = -1 Climb Str* 4 = +4 Concentration Con 2 = +2 Craft_1 Int 0 = +0 Craft_2 Int 0 = +0 Craft_3 Int 0 = +0 Diplomacy Cha -1 = -1 Disguise Cha -1 = -1 Escape Artist Dex* 4 = +4 Forgery Int 0 = +0 Gather Information Cha -1 = -1 Heal Wis -1 = -1 Hide Dex* 8 = +4 + 4 Intimidate Cha -1 = -1 Jump Str* 8 = +4 + 4 Listen Wis 7 = -1 + 4 +4 [Mute] Move Silently Dex* 8 = +4 + 4 Perform_1 Cha -1 = -1 Perform_2 Cha -1 = -1 Perform_3 Cha -1 = -1 Perform_4 Cha -1 = -1 Perform_5 Cha -1 = -1 Ride Dex 4 = +4 Search Int 0 = +0 Sense Motive Wis -1 = -1 Spot Wis 7 = -1 + 4 +4 [Mute] Survival Wis -1 = -1 Swim Str** 4 = +4 Use Rope Dex 4 = +4
* = check penalty for wearing armor
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) Monk AC Bonus for Wisdom
AC Bonus for level (begins level 5)
Flurry of Blows
Unarmed Strike
Bonus Feats (levels 1 2 & 6)
Evasion (level 2)
Fast Movement (level 3)
Still Mind level 3)
Ki Strike (level 4)
Slow Fall (level 4)
Purity of Body (level 5)
Wholeness of Body (level 7)
Improved Evasion (level 9)
Diamond Body (level 11)
Quivering Palm (level 15)
Timeless Body (level 17)
Tongue of Sun and Moon (level 17)
Empty Body (level 19)
Perfect Self (level 20)
Class HP rolled Level 1: Monk 8
Gonraé Yilénan's Equipment:
1 lb 25 lb
10 lb _____ 36 lb Weapons / Armor / Shield (from above) Sling bullets (group of 10) x5 Chalk Hand Held Chalkboard Rope (50', hempen) x1
Total
More about Gonraé Yilénan: Gonraé was born in a bustling city, and left on the steps outside a monastery. They took him in [This was common] and raised him till he was a small child, but could never persuade him to talk. After some time, it became apparent that Gonraé was a mute. Among normal society, this would have been a great disability, but among the monks it was a great boon! He learned combat, manners and most importantly goodwill as he grew older, and absorbed the teachings with astonishing speed. Gonraé believes in the fundamental aspect of good, among the principles he obeys are: Never attack an unarmed foe. Never use a weapon on an opponent not equal to the attack. Avoid lying to your fellow man. Avoid cheating. Avoid torture. Administer justice. Protect the innocent. Exhibit self control. Show respect to authority. Respect women. Exhibit Courage in word and deed. Defend the weak. Destroy evil in all of its monstrous forms. Avenge the wronged. Never abandon a friend, ally, or noble cause. Die with valor. Always keep one's word of honor. Always maintain one's principles. Never betray a confidence or comrade. Die with honor. Be polite and attentive. And be respectful of host and honor. He has had these lessons drummed into him countless times and could recite them from memory, could he speak. He has recently graduated with flying colours from the monastery, and politely turned down an offer of apprenticeship to one of the senior monks, even though that road had a position at the monastery at the end, in favour of roaming the countryside for a while, and trying to make it a better place. He is kind and helpful whenever he can be, even if he's not the brightest spark, and gains immense pleasure from helping others. He will never accept payment for a deed for himself, immediately donating any share of gold he gets to charity, though he will keep items he finds himself that would be useful to him. He will never steal. He will always deal non-lethal damage if forced to attack Good or Neutral opponents.
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Posted: Tue Dec 11, 2007 6:15 pm
Slekaltai Male Half-Orc Fighter 10 Lawful Good Representing Rettu Skcollob
Strength 20 (+5) Dexterity 10 (+0) Constitution 20 (+5) Intelligence 6 (-2) Wisdom 8 (-1) Charisma 12 (+1) Size: Medium Height: 5' 11" Weight: 430 lb Skin: Tan Eyes: Blue Hair: Blond; Curly; Average Beard
Total Hit Points: 107
Speed: 20 feet [armor]
Armor Class: 18 = 10 +8 [full plate]
Touch AC: 10 Flat-footed: 18 Initiative modifier: +4 = +0 [dexterity] +4 [improved initiative] Fortitude save: +12 = 7 [base] +5 [constitution] Reflex save: +3 = 3 [base] Will save: +2 = 3 [base] -1 [wisdom] Attack (handheld): +15/+10 = 10 [base] +5 [strength] Attack (unarmed): +15/+10 = 10 [base] +5 [strength] Attack (missile): +10/+5 = 10 [base] Grapple check: +15/+10 = 10 [base] +5 [strength]
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 133 lb. or less 134-266 lb. 267-400 lb. 400 lb. 800 lb. 2000 lb.
Languages: Common Orc
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Greataxe [1d12, crit x3, 12 lb, two-handed, slashing]
Full plate armor [heavy; +8 AC; max dex +1; check penalty -6; 50 lb.]
Feats:
Endurance Die Hard Improved Critical x1 Weapon(s): Improved Initiative Power Attack Cleave Great Cleave Quick Draw Weapon Focus x1 Weapon(s): Weapon Specialization x1 Weapon(s):
Traits:
Honest Polite
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int -2 = -2 Balance Dex* 0 = +0 Bluff Cha 0 = +1 -1 [honest] Climb Str* 5 = +5 Concentration Con 5 = +5 Craft_1 Int -2 = -2 Craft_2 Int -2 = -2 Craft_3 Int -2 = -2 Diplomacy Cha 3 = +1 +1 [honest] +1 [polite] Disguise Cha 1 = +1 Escape Artist Dex* 0 = +0 Forgery Int -2 = -2 Gather Information Cha 1 = +1 Heal Wis -1 = -1 Hide Dex* 0 = +0 Intimidate Cha -1 = +1 -2 [polite] Jump Str* 12 = +5 +13 -6 [speed 20] Listen Wis -1 = -1 Move Silently Dex* 0 = +0 Perform_1 Cha 1 = +1 Perform_2 Cha 1 = +1 Perform_3 Cha 1 = +1 Perform_4 Cha 1 = +1 Perform_5 Cha 1 = +1 Ride Dex 0 = +0 Search Int -2 = -2 Sense Motive Wis -2 = -1 -1 [honest] Spot Wis -1 = -1 Survival Wis -1 = -1 Swim Str** 5 = +5 Use Rope Dex 0 = +0
* = check penalty for wearing armor
Half-Orc:
+2 strength / -2 intelligence / -2 charisma (already included)
Darkvision (see 60 feet in pitch-dark)
Fighter:
Bonus Feats (already included)
Class HP rolled Level 1: Fighter 10 Level 2: Fighter 5 Level 3: Fighter 8 Level 4: Fighter 1 +1 to constitution Level 5: Fighter 7 Level 6: Fighter 8 Level 7: Fighter 9 Level 8: Fighter 4 +1 to constitution Level 9: Fighter 3 Level 10: Fighter 2
Slekaltai's Equipment:
63 lb _____ 63 lb Weapons / Armor / Shield (from above)
Total
Also...
Slekaltai grew up in a simple country village with honest, hardworking parents. The thing is, he was big. Really big. REALLY BIG. Even in his youth he towered over the other boys in his village, and escaped bullying despite his orcish ancestry. However, his appearance is far removed from what he really is. Despite [and perhaps because]of his prodigious size, he has a desire to do good and find good in everyone, which makes him startlingly naive. He was never formally educated, but was instantly recruited to a prominent fighters college when he was found by a recruiting officer of said college, for his natural skill with weapons, single-mindedness, tenacity, and last, but certainly not least; his size and strength. He has spent much of his life becoming stronger in said college, and has finally set out into the world. He loves to make people happy, and is often hurt when people are frightened of his great bulk and large axe. When happy, he grins in a way that betrays both his lack of intelligence and his kind heart. He will always try to avoid violence, but will always 'Show da bad peoples da erra of dere ways.'
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