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The Trouble at Durbenford - PCs and Info

michael_noah

First Post
If you're not one of these folks, please don't post here, at least until after the PCs are listed.

PCs, please wait until each of you has posted his/her character, but afterward, feel free to add commentary.

Padraig Dodrahin, Male Human Fighter 8 (Vigwyn the Unruly)
Gil Riprock, Male Half-Orc Fighter 4/Rogue 4 (Lazlow)
Konstantine D’Artur, Male Human Bard 8 (Dichotomy)
Zagnak, Male Half-orc Barbarian 1/Druid 7 (hero4hire)
Jaspar Gragolino, Male Human Cleric 8 (TiCaudata)
Gwennath Ledshot, Female Halfling Sorcerer 8 (randomling)

Also, if you could, please try to format your posts somewhat similar to this one: Easy to read

It will help us a lot if the sheets are easy to read, as this will be the place I come to get up to date information on your characters on the fly.
 
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Lazlow

First Post
Code:
[B]Name:[/B] "Little" Gil Riprock
[B]Class:[/B] Fighter 4/Rogue 4
[B]Race:[/B] Half-Orc
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] CN
[B]Deity:[/B] Olidammara

[B]Str:[/B] 12 +1 (0p.)      [B]Level:[/B] 8        [B]XP:[/B] 28,000
[B]Dex:[/B] 20 +5 (10p.)     [B]BAB:[/B] +7/+2      [B]HP:[/B] 53 (1d6+2)
[B]Con:[/B] 14 +2 (6p.)      [B]Grapple:[/B] +8     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 12 +1 (6p.)      [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B]  8 -1 (0p.)      [B]Init:[/B] +9        [B]Spell Save:[/B] +0
[B]Cha:[/B] 12 +1 (6p.)      [B]ACP:[/B] -0         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +0    +5    +0    +0    +0    20
[B]Touch:[/B] 15              [B]Flatfooted:[/B] 18

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      5    +2    +1    +8
[B]Ref:[/B]                       5    +5    +1    +11
[B]Will:[/B]                      2    -1    +1    +2

[B]Weapon                   Attack      Damage     Critical[/B]
+2 Longbow                 +15/+10    1d8+2        20x3
+2 Longbow, w/in 30'       +16/+11    1d8+3        20x3
+2 Longbow, Rapid Shot     +13/+13/+8 1d8+2        20x3
+2 Longbow, Rap. Shot, 30' +14/+14/+9 1d8+3        20x3
+1 Rapier                  +9/+4      1d6+2     18-20x2

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

[B]Abilities:[/B]
Race:
+2 Strength, -2 Intelligence, -2 Charisma
Base land speed 30'
Darkvision 60'
Orc Blood: Can use items keyed toward Orcs
Favored Class: Barbarian

Class:
Proficient in all armor, and all shields (including tower shields)
Proficient with all simple and martial weapons, and with Hand Crossbow
Uncanny Dodge (Ex): You retain your Dexterity bonus to AC even if flatfooted 
or struck by an invisible attacker
Trap Sense (Ex): +2 to Reflex saves and AC against traps
Evasion (Ex): On a successful Reflex save against a magical attack, you take 
no damage
Sneak Attack: Any time someone you attack is denied their Dexterity bonus 
to AC, or you are flanking them, you inflict an extra 3d6 damage.  Ranged 
attacks must be within 30' to gain this, and this exta damage is not increased
on a critical hit.  Creatures that are immune to critical hits ignore this 
damage, as do creatures with concealment
Trapfinding (Ex): You can use the Search skill to locate traps when the task 
has a DC higher than 20.  You can use the Disable Device skill to disarm 
magic traps.

[B]Feats:[/B] Improved Initiative, Point Blank Shot, Rapid Shot, Quick Draw, 
Weapon Focus (longbow), Precise Shot

[B]Skill Points:[/B] 9        [B]Max Ranks:[/B] 11/5.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise                        +1          +1
Balance                         +5          +5
Bluff                           +1          +1
Climb                      7    +1          +8
Concentration                   +2          +2
Craft skills                    +1          +1
Diplomacy                       +1          +1
Disable Device            11    +1          +12
Disguise                        +1          +1
Escape Artist                   +5          +5
Forgery                         +1          +1
Gather Information              +1          +1
Heal                            -1          -1
Hide                       8    +5          +13
Intimidate                      +1          +1
Jump                       7    +1          +8
Listen                          -1          -1
Move Silently                   +5    +5    +10
Open Locks                 8    +5    +1    +14
Perform skills                  +1          +1
Ride                            +5          +5
Search                     8    +1          +9
Sense Motive                    -1          -1
Spot                       1    -1          +0
Survival                        -1          -1
Swim                            +5          +5
Tumble                   3.5    +5          +10
Use Rope                        +5          +5

[B]Equipment:                    Cost  Weight[/B]
Worn:
+2 Longbow                  8375gp   3 lb
Arrows (7)                           1 lb
+1 Rapier                   2320gp   2 lb
+1 Leather Armor            1160gp  15 lb
MW Morningstar                       6 lb
Boots of Elvenkind          2500gp   1 lb
Bracers of Ogre Str +2      4000gp   1 lb
Cloak of Resistance +1      1000gp   1 lb
Gloves of Dexterity +2      4000gp   - lb
Cold weather outfit          6.4gp   7 lb
Handy Haversack             2200gp   5 lb (120 lbs inside)
- Fur clothing               6.4gp  10 lb
- Potion of Spider Climb     300gp
- Potion of Invisibility     300gp
- Potion of Sanctuary         50gp
- Potion of Pass w/o Trace    50gp
- Wand of CLW (8 charges)   300gp
- Bedroll                      1sp   5 lb
- Winter blanket               5sp   3 lb
- Chest                        2gp  25 lb 
- Map case                     1gp  .5 lb
- Crowbar                      2gp   5 lb
- Climber's kit               80gp   5 lb
- Crampons                     4gp   1 lb
- Grappling hook               1gp   4 lb
- Lock, good                  80gp   1 lb
- Pitons (6)                   6sp   3 lb
- Arrows (7)                  2gp    1 lb
- Rations, trail (7 days)    3.5gp   7 lb
- Rope, Silk, 50' (2)         20gp  10 lb
- Sack (1)                     1sp  .5 lb
- Spade                        2gp   8 lb
- Tent                        10gp  20 lb
- Waterskin                    1gp   4 lb
- MW Thieve's tools          100gp   2 lb

Belt Pouch                     1gp  .5 lb
- chalk (5)                    5cp
- Flint & steel                1gp
- Sack (1)                     1sp  .5 lb

[B]Total Weight:[/B]43 lb     [B]Money:[/B] 8gp  5sp  5cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                43    86    130   260   650

[B]Age:[/B] 27
[B]Height:[/B] 6'6"
[B]Weight:[/B] 230 lbs
[B]Eyes:[/B] Green
[B]Hair:[/B] Black
[B]Skin:[/B] Olive
Appearance: Fortunately for this Half-Orc his physical appearance is more like that of his human mother - fair, olive-toned skin, thick raven hair woven into several braids that dangle around his neck glittering with silver bands and semi-precious stones, and emerald green eyes. His father's heritage shows but little, evident from the pointed ears, oversized incisors, and, of course, his huge frame. He wears well-oiled black leather from head to toe - well, not on his head per se, as that would cover up his glorious hair - and carries a well-worn leather knapsack on his back. Sheathed at his side is a thin sword, the brass hilt smooth with an age-old patina and inlaid mother-of-pearl designs on the pommel. A beautiful elven longbow depends from his shoulder, the dark wood still as smooth and shiny as the day it was made. A rugged cloak the color of stormclouds hangs from his shoulders to his knees.

Background: Surprisingly, he's inherited his mother's agility and grace, but, not surprisingly, he's also inherited his father's complete lack of common sense, child-like naivete, and animal curiousity. This tragic combination has basically been the impetus of his adventuring career, although it didn't start out as such. As a youth, his knack of getting into places he shouldn't be (and being found with things he shouldn't have) led to the choice of either a stint in the militia or a stretch in the hoosegow. Wisely choosing the former, he trained as a soldier in an archer's regiment. At the end of his court-mandated term, however, he hit the road looking for adventure, fame, and fortune - usually in that order, which, sadly, has kept him living from payday to payday, selling his skill with a bow and his knack for being sneaky.
 
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Dichotomy

Explorer
[I'll get the formatting change done later.]

Konstantine D’Artur[sblock=Stats]
Male Human Bard 8
Chaotic Good

Str 10 -- (2 pts)
Dex 12 -- (4 pts)
Con 12 -- (4 pts)
Int 14 -- (6 pts)
Wis 10 -- (2 pts)
Cha 20 -- (10 pts + level bonuses + 2 enhancement)

Hit Points 38/38
AC 17, Touch 12 Flat 16
Init +5
BAB +6/+1, Grap +6
Speed 30
Fort +4, Ref +8, Will +7

Medium, 5'10", 175 lbs., 29 yrs old
Brown hair, green eyes, fair skin

Speaks common, abyssal, celestial, draconic, dwarven, elven, giant, gnoll, gnome, goblin, halfling, infernal, orc, and sylvan (11 skill points spent)

+19 Bluff (11 ranks + 5 CHA + 3 competence) (synergy to Diplomacy, Disguise, Intimidate, Sleight of Hand)
+12 Concentration (11 ranks + 1 CON)
+25 Diplomacy (11 ranks + 5 CHA + 6 synergy + 3 competence)
+33 Disguise (11 ranks + 5 CHA + 2 synergy + 3 competence + 2 circumstance + 10 unnamed) [using disguise self]
+19 Gather Information (11 ranks + 5 CHA + 3 competence)
+7 Knowledge (history) (5 ranks + 2 INT) (synergy to Bardic Knowledge)
+3 Knowledge (local) (1 rank + 2 INT)
+7 Knowledge (nobility) (5 ranks + 2 INT) (synergy to Diplomacy)
+22 Perform (sing) (11 ranks + 5 CHA + 3 skill focus + 3 competence)
+11 Sense Motive (11 ranks + 0 WIS) (synergy to Diplomacy)

Feats
-Improved Initiative: +4 to initiative
-Skill Focus (Perform [sing]): +3 to Perform (sing) checks
-Lingering Song (from CV): effects of inspire courage, inspire greatness, and inspire heroics last for 1 minute after the ally stops hearing performance
-Disguise Spell (from CV): mingle verbal & somatic components into music; Perform check opposed by Spot check to detect casting (but performance is obvious); spell cannot be identified by Spellcraft check, even if noticed

Human Traits
-Extra feat and skill points

Bard Abilities
-Bardic Music: 8/day 7 uses remain
-Countersong (Su): any creature w/in 30’ can use Perform check result in lieu of save vs sonic or language-dependent magical attacks if higher; allows new save each round; concentration up to 10 rounds
-Fascinate (Sp): 3 creatures w/in 90’; Perform check sets Will save DC; mind-affecting ability
-Inspire Courage (Su): +2 morale bonus on saves vs charm & fear and to attack and weapon damage rolls; mind-affecting ability
-Inspire Competence (Su): ally w/in 30’ gains + 2 competence bonus to skill checks with particular skill; concentration up to 2 mins; mind-affecting ability
-Suggestion (Sp): suggestion as spell to creature already fascinated; Will save DC 18 (10 + 4 [level/2] + 4 CHA); does not break concentration on fascinate or allow new save vs fascinate or count as daily use of bardic music; enchantment (compulsion), mind-affecting, language-dependent ability​
-Bardic Knowledge: + 12 (8 bard level + 2 INT + 2 synergy)

Spells Per Day 3/5/4/2; currently 3/5/4/1; DC 15 + spell level
0th (6)- detect magic, ghost sound, light, message, prestidigitation, read magic
1st (4)- disguise self, feather fall, silent image, Tasha’s hideous laughter
2nd (4)- blindness/deafness, glitterdust, shatter, silence
3rd (3)- dispel magic, glibness, haste

+1 chain shirt 1,250 gp
Explorer’s outfit (free)

Heward’s handy haversack 2000 gp
Ring of protection +1 2000 gp
Ring of sustenance 2500 gp
Vest of Resistance +1 1000 gp
Cloak of CHA + 2 4000 gp
Circlet of persuasion 4500 gp
Brooch of shielding 1500 gp

Ink 8 gp
Pen 0.1 gp
Paper, 100 sheets 40 gp
Signet ring 5 gp
Everburning torch 110 gp
Spell component pouch x 2 10 gp
Noble’s outfit w/ jewelry 200 gp
Wand of cure light wounds x 3 2250 gp 33 charges used [size=-2]I think[/size]
Bedroll 0.1 gp
Small mirror 10 gp
Soap 0.5 gp
Disguise kit 50 gp
Acid x 5 50 gp
Alchemist fire x 5 100 gp
Antitoxin 50 gp
Winter Blanket 0.4 gp *bought with discount
Cold Weather Outfit 6.4 gp *
Fur Clothing 6.4 gp *
Climber's Kit 64 gp *
Crampons 4 gp *

Scrolls:
Dimension door 700 gp
Lesser restoration 300 gp
Fly 750 gp
Neutralize poison 375 gp
Remove curse 375 gp
Remove disease 750 gp
Water breathing 750 gp
Comprehend languages x 2 50 gp
Detect secret doors x 2 50 gp
Erase 25 gp
Expeditious retreat x 2 50 gp
Animal messenger 200 gp
Tongues 375 gp
See invisibility 150 gp
351.1 gp left[/sblock]
[sblock=Background]Konstantine is originally from some locale relatively far away. We can find someplace that works, but this is what I'm thinking.

Konstantine grew up in a very large city. A place of darkness and corruption. Thievery, debauchery, and murder were just the problems on the surface. Underneath was even greater subterfuge and corruption. The merchants, nobles, and even royalty in charge play by a set of rules no honest person could fathom.

It was in this setting that Konstantine was raised by a good and honest mother. Unfortunately, because the honest person was destined for death or worse in this hell hole, his mother had to learn to act in both the apparent and the real systems underneath. But while mother was quite skilled, it was her son Konstantine that truly mastered the scheming of the place. He had to learn quickly in order to save not only his mother, but also himself from the vile nature of the place.

Konstantine learned to entertain folk and please them to curry favor. He learned to lie even better than the masters of deceit. He could pass himself off as someone totally foreign. With all these talents of the shadows, Konstantine made it his purpose to get himself and his mother out of the city.

Unfortunately, things didn't work out like that. While Konstantine was playing a noblewoman to barter for a way to get his mother out, his mother was actually doing the same thing for him. Through several connections that each had made in their dealings, a particularly nasty crime boss managed to get the scoop on both of them. He knew he could manage to keep one of them in hand by letting the other one get out. Long story short, he wanted the mother.

While the details are nasty, in the end Konstantine fled from the country and his mother killed herself to escape like her son.

After fleeing, Konstantine managed to use the skills he'd learned to work as an adventurer. As of now, he wanders largely aimlessly, as a lost noble. He fits in whatever role works best: army captain, grifter, merchant's son, street performer.[/sblock]
[sblock=Notes for myself]From initial gather info: Met Shubryn, unsavory news crier
Fat Man behind most crime: employs the two halflings
Grey Rook Guild competes with him
Prince Geoffrey is going to visit-check up on Lord Durben and other troubles
Nation of Giants on other side of Kal'lugus mountains ready to invade (Durben "ticked off someone")
Master Orin knows about the mountains and castle Durben
Poor quarter bad off b/c Durben's "perverse fancies"
See Juptal, old hermit near lake, for "real info"

Met Yieria, lutist at the inn

Met Captain Harold Trindel:
Apparently has a thing for Yieria
Convinced that Konstantine is an agent for Prince Geoffrey
Suggests that Lord Durben is in power because King Ulrich wants him there
Doesn't seem to care much for Durben himself; Durben seemed fine for last 10 years, the trouble is recent
Notes patrols not where needed
Suggests possibility that Fat Man ("500 pound monster" and likely half-orc) and Grey Rook Guild are actually in league/the same thing
Rumor that peasants in the poor quarter take some "concoction" to work longer hours

Helen Dunsreisch:
"One week ago, an angel visited Prince Geoffrey, the second son of the good King Ulrich, in a dream and warned him of a danger threatening the whole of the Northern Kingdom. The celestial spoke of a relic’s corruption by Orcus’ foul will, and the danger its corruption posed to the lands of light. An old sanctuary, deep inside Mount Rynas, houses a relic known as the Nanoc. Some call the place the Whimpering Depths, for the occasional cry or mutter that emanates from the rents on the mountainside. Near these fissures, a pair of golden doors stand closed in the Mountain’s face. This sacred item is the remains of holy Rynas, he who gave mortals the means to better themselves, to bring them out from the darkness of ignorance and into the light of learning. The angel, and Prince Geoffrey believes her, says the Nanoc is in danger of falling into the hands of unspeakable evil. Darkness has overtaken the former sanctuary, and as commanded by his faith, must sequester this relic and place it into the hands of the church. This is no desiccated husk that he wants you to find. In fact, the remains do not even appear to be a body. As far as I know, they were fashioned, reformed perhaps, into the likeness of a long rectangular box."

"Geoffrey wants you to retrieve this item and bring it back to Durbenford. Here, the church may find a more fitting place for its keeping. If you agree, you are to travel up the slopes of Mount Rynas, plumb its depths, and find the relic. Once you retrieve it, return here. You are to take every precaution to ensure the Nanoc remains concealed. Make no mistake; there are those who seek to take this item for themselves. One of the Prince’s agents will meet you in the town. He should identify himself as a prospective buyer for an interested party. Know him by his dark eyes and blue tattoo of three stars on his upper left cheek. Provided the relic is safe, he will then contact me, and I in turn will contact the Prince, so that he can at once set out to claim the item, and pay you your reward. Once the Nanoc is in the Prince’s hands, your business is concluded. In exchange for your efforts, he shall give each of you 5,000 gold pieces and bequeath onto you land grants of an equal value.
Finally, anything encountered in the Whimpering Depths is suspect for the festering evil has seeped throughout the former sanctuary and corrupts everything it touches. Therefore, trust nothing and noone. Orcus’ taint can affect anything… even you."

Bardic Knowledge:
Legends that speak of a time when the world was young, before the seeds of distrust were sown between elves and dwarves, before orcs were condemned to the dark places in the earth, when man first brushed the sand of creation from his eyes and when great Rynas walked the earth. This is the creature for whom the lake bordering Durbenford is named. A titan, perhaps, Rynas was more than mortal, but less than a deity. His powers were far beyond the ken of mortals; he could raise mountains, form lakes where none lay before, seed forests and breathe life into the nostrils of the dead. Despite his might, instead of lording over the short-lived races, he chose to guide mortals. He taught them to work metal for tools, the ability to cultivate the land and most notably, to harness fire. Mortals prospered under his fatherly attentions. Art, philosophy and literature flourished.

Orcus, the gluttonous demon god of the dead, hated Rynas as the titan’s improvements stalled mortal wars, quelled their selfish desires, and ultimately slowed the number of wicked who would otherwise be condemned to suffer in the burning pits of his subterranean empire. It is unknown exactly how, but Orcus brought about the destruction of Rynas and the utopia he had wrought.

"Nanoc" means "The Vessel" in celestial.

Master Orin:
The party's visit to Master Orin's shop goes well. Though the alchemist seems fatigued and perhaps depressed, he is willing to share what he knows for a modest fee, even providing a rough map to the peak known as Mount Rynas. He explains that the mountains are a difficult environment to traverse, requiring means to survive not only cold, but rock slides, high altitude, giants, and even an occasional wyrm. It appears that by land, the journey to the mountain could take as much as two weeks to get there if any of the passages marked on the map have become impassable. There is also the matter of arriving at the opposite bank of the large lake to contend with.

Mother Tara, follower of the Path of the Shattered Sword (a way of peace and kindness):
Had already heard of us (including that Konstantine is an agent of the Prince) from the Captain
Waived payment for raise dead; instead we are to return to help her with something

Bevin Nightwind, druid caretaker of Rynas' Tears and the twin rivers:
[/sblock]
 
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TiCaudata

First Post
[ditto]

[sblock=character]
Name: Jasper Gragolino
Class: Cleric 7
Race: Human
Size: Medium
Gender: Male
Alignment: NG
Deity: Fharlanghn

Str: 14 +2 (6p.) Level: 8 XP: 28,000
Dex: 12 +1 (4p.) BAB: +5 HP: 55 (1d8+2)
Con: 14 +2 (6p.) Grapple: +7 Dmg Red: -/-
Int: 10 +0 (2p.) Speed: 30' Spell Res: -
Wis: 18 +4 (8p/1l/2m) Init: +1 Spell Save: +0
Cha: 10 +0 (2p.) ACP: -1 Spell Fail: 0%

Base Armor Shld Dex Size Nat Misc Total
Armor:MithBplate+1 10 +6 +2 +1 +0 +2 +0 21
Shield: Heavy Darkwood Shield
Touch: 11 Flatfooted: 20

Base Mod Misc Total
Fort: 5 +2 +1 +9
Ref: 2 +1 +1 +4
Will: 5 +4 +1 +12

Weapon Attack Damage Critical
Adamantine Morningstar +9 1d8+2 20x2

Languages: Common

Abilities:
Race:
Base land speed 30'
Extra Feat at 1st level
4 Extra Skill Points at 1st level
Favored Class: Any

Class:
Proficient with all simple weapons, with all types of armor, and with shields (except tower shields).

A cleric casts divine spells, which are drawn from the cleric spell list. A cleric must choose and prepare his spells in advance (see below). To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains.

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity.

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.

With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).

A cleric can’t cast spells of an alignment opposed to his own or his deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su)
Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol. A good cleric can turn or destroy undead creatures.

A cleric may attempt to turn undead a number of times per day equal to 3+his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Bonus Languages
A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Feats: Extend Spell, Craft Wondrous Item, Power Attack, Weapon Focus (Morningstar)

Skill Points: 9 Max Ranks: 10/5

Skills Ranks Mod Misc Total
Balance +1 +1
Climb +2 -1 +1
Concentration 10 +2 +12
Escape Artist +1 +1
Heal +4 +4
Hide +1 -1 +0
Jump +2 -1 +1
Knowledge (Religion) 10 +0 +10
Knowledge (Planes) 10 +0 +10
Listen +4 +4
Move Silently +1 -1 +0
Ride +1 -1 +0
Sense Motive +4 +4
Spot +4 +4
Survival +4 +4
Swim +2 -1 +1
Use Rope +2 +2

Equipment: Cost Weight
Worn:
+1 mithral breastplate 5,200 gp 15 lb
Adamantine Morningstar 3,008 gp 6 lb
Heavy Darkwood Shield 257 gp 5 lb

Cold Weather Outfit 6.4 gp 7 lb
Fur Clothing 6.4 gp 10 lb

Explorer's outfit (free)
Spell component pouch 5 gp

Ring of protection +1 2000 gp
Amulet of Natural Armor +2 8000 gp
Vest of Resistance +1 1000 gp
Circlet of WIS + 2 4000 gp

Heward's handy haversack 2000 gp 5 lb

- Wand of cure light wounds 750 gp 50 charges
- Bedroll 0.1 gp 5 lb
- Trail Rations x7 3.5 gp 7 lb
- Waterskin 1 gp 4 lb
- Rope, Silk 20 gp 10 lb
- Pot, Iron 0.5 gp 10 lb
- Sewing needle 0.5 gp
- Bottle, Wine, Glass 2 gp 5 lb
- Case, Scroll 1 gp 0.5 lb
- Ink, Vial 8 gp
- Inkpen 0.1 gp
- Mug, Clay 0.02 gp 1 lb
- Paper, Sheet, x10 4 gp
- Winter Blanket 0.4 gp 3 lb
- Climber's Kit 64 gp 5 lb
- Crampons 4 gp 1 lb


Total Weight:31 lb Money: 0

Lgt Med Hvy Lift Push
Max Weight: 58 116 175 350 875

Age: 25
Height: 5'9"
Weight: 220 lbs
Eyes: Blue
Hair: Black
Skin: Fair
[/sblock]

[sblock=background]
This is a weak, but I will absolutely be fleshing him out more on my 1000 mile drive tomorrow.

Jasper Gragolino was born in the border town of Glens Burrow. Growing up he knew he wanted more out of life than the farm fields with occasional raids could provide. As soon as he was able, Jasper left the farm with a military recruiter. This was partly to avoid conscription, but mainly as an excuse to see the world beyond the sleepy town.

As time went by, Jasper learned to trust the luck and whims of the road. Not only did this serve him well while in the military, but after his discharge he has discovered all the edges of the empire, living off of his wits, and an occasional prayer to his luck.

Lately, he has joined loosely with a group of his former comrades who were in need of another arm for exploration. While Jasper does tend to yearn for the road, he is mostly content with his current arrangement and companions. If time allows, he will wander for a day or two in any given direction between adventures or during recuperations.
[/sblock]
 
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Vigwyn the Unruly

First Post
Code:
[b]Name:[/b] Padraig Dodrahin
[b]Class:[/b] Fighter 8
[b]Race:[/b] Human
[b]Size:[/b] Medium
[b]Gender:[/b] Male
[b]Alignment:[/b] NG
[b]Deity:[/b] Kord

[b]Str:[/b] 18 +4 (10p.)     [b]Level: [/b]8        [b]XP: [/b]29,050
[b]Dex:[/b] 14 +2 (6p.)      [b]BAB: [/b]+8/+3      [b]HP: [/b]64 (current: 64)
[b]Con: [/b]14 +2 (6p.)      [b]Grapple: [/b]+12     [b]Dmg Red: [/b]-/-
[b]Int: [/b]12 +1 (4p.)      [b]Speed: [/b]20’/30’  [b]Spell Res: [/b]-
[b]Wis:  [/b]8 -1 (0p.)      [b]Init: [/b]+2        [b]Spell Save: [/b]+0
[b]Cha: [/b]10 +0 (2p.)      [b]ACP: [/b]-5         [b]Spell Fail: [/b]0%

                   [b]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/b]
[b]Armor: [/b]             10    +8    +0    +1    +0    +0    +3    22
[b]Touch: [/b]14              [b]Flatfooted: [/b]21
[i][b]Feat Reminder:[/b] Dodge[/i]

                         [b]Base   Mod  Misc  Total[/b]
[b]Fort:  [/b]                    6    +2    +0    +8
[b]Ref:  [/b]                     2    +2    +0    +4
[b]Will:  [/b]                    2    -1    +0    +1

[b]Weapon                           Attack       Damage       Critical[/b]
+1 Adamantine Frost Greatsword   +14/+9   2d6+9 +1d6 cold  17-20/x2
[i]Feat reminders: Power Atk, Improved Sunder[/i]
[i]bypasses Hardness <20 on Sunder attempts, sheds icy blue light equivalent to light spell[/i]
Light Mace                       +12/+7       1d6+4        20/x2
Mwk Comp. Longbow                +11/+6       1d8+4        20/x3
Mwk Comp. Longbow, w/in 30'      +12/+7       1d8+5        20/x3
Mwk Comp. Longbow, Rapid Shot    +9/+9/+4     1d8+4        20/x3
Mwk Comp. Longbow, Rap Shot, 30' +10/+10/+6   1d8+5        20/x3
[b][i]Feat Reminder:[/b] Precise Shot[/i]
[i]Str rating +4, can be used while mounted[/i]

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

[b]Feats: [/b] Dodge, Improved Critical, Point Blank Shot, Precise Shot, Rapid Shot,
Weapon Focus [Greatsword], Weapon Specialization [Greatsword], Power Attack,
Improved Sunder

[b]Skill Points: [/b]44        [b]Max Ranks: [/b]11/5.5
[b]Skills                   Ranks  Mod  Misc  Total[/b]
Climb                     11    +4          +15 (+10 in armor)
Jump                      11    +4          +15 (+10 in armor)
Ride                      11    +2          +13
Swim                      11    +4          +15 (+10 in armor)

[b]Equipment:                            Cost  Weight[/b]
Worn:
+2 Full Plate                      5,500gp  50 lb.
Ring of Protection +1              2,000gp  --
+1 Adamantine Frost Greatsword    11,050gp  8 lb.
Mwk Composite Longbow +4 Str rating  800gp  3 lb.
30 Standard Arrows                    15gp  4.5 lb. (60 remain)
5 Cold Iron Arrows                     5gp  .75 lb.
5 Silvered Arrows [-1 to Dmg]       12.5gp  .75 lb.
Light Mace                             5gp  4 lb.
Traveler’s Outfit                       --  --
Thunderstone                          30gp  1 lb.
Vial of Silversheen                  250gp  --
Potions
   Cure Serious Wounds               750gp  --
   Magic Weapon                       50gp  --
   Bull’s Strength                   300gp  --
   Darkvision                        300gp  --
2 Emeralds                          2000gp  --
1 Small Jade Carving                 100gp  --
Bedroll                                1sp  5 lb.
Hempen Rope 50’                        1gp  10 lb.
Tent                                  10gp  20 lb.
Flint & Steel                          1gp  --
Winter blanket                         4sp  3 lb.
Grappling hook                         8sp  4 lb.
Climber's kit                         64gp  5 lb.
Trail rations (7 days)                28sp  7 lb.
Cold weather outfit                   64sp  7 lb.
Crampons                               4gp  1 lb.
Fur Clothing                          64sp  10 lb.


[b]Total Weight: [/b] 144 lb     [b]Money: [/b]77pp  193gp  45sp  20cp

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

Heavy Warhorse                       400gp  
Bit & Bridle                           2gp  1 lb.
Military Saddle                       60gp  30 lb.
Saddlebags                             4gp  8 lb.
  Small Steel Mirror                  10gp  .5 lb.
  Soap                                 5sp  1 lb.
  Waterskin                            1gp  4 lb.
Northwind is white mottled with light gray

[b]Age: [/b]32
[b]Height: [/b]6'2"
[b]Weight: [/b]235 lbs
[b]Eyes: [/b]Brown
[b]Hair: [/b]Short, walnut brown
[b]Skin: [/b]Caucasian, large ugly scar on left side of face
Background:
Padraig is a grizzled soldier who left the army because, as an enlisted man, he realized he could never earn the respect given commissioned officers. So he decided to cast his lot as an adventurer instead. As a soldier, Padraig’s role was to train other fighters in combat techniques, and as a result, he is quite skilled with his weapons.

While his motivation for adventuring might seem crass or selfish, in reality, Padraig has a strong sense of right and wrong and only seeks to move beyond the limitations of the enlisted man so that he can do the kind of good in this world that he believes himself capable of. (That being said, his eyes do get a faraway look in them whenever he imagines the rare and beautiful riches awaiting those bold enough to seek them out in the dangerous places of the world. Note his own beautiful greatsword—just such an item!)

Although his own moral compass is strong, Padraig has a live-and-let-live attitude toward his companions, and generally enjoys sharing his days and nights with a rowdy bunch of "characters".
 
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hero4hire

Explorer
Zagnak
Male Half-Orc Barbarian 1 / Druid 7
Chaotic Neutral
Origin: Thesk


Representing H4H

Strength 20 (+5) / 22 (+6) [10pts for 16/+2 race/+2 for 4th/8th level]
Dexterity 10 (+0) [2pts]
Constitution 14 (+2) [6pts]
Intelligence 10 (+0) [4pts for 12/-2 for race]
Wisdom 14 (+2) [6 pts]
Charisma 6 (-2) [0 pts/-2 for race]
Size: Medium
Height: 5' 10"
Weight: 320 lb
Skin: Green
Eyes: Red
Hair: Black; Straight; Light Beard



Total Hit Points: 59

Speed: 40 feet [barbarian]

Armor Class: 16 = 10 + 3 [studded] +1 [enhancement] +1 [deflection] +1 [natural]

Touch AC: 11
Flat-footed: 16
Initiative modifier: + 0 = + 0 [dexterity]
Fortitude save: + 11 = 7 [base] + 2 [constitution] +2 [magic]
Reflex save: + 4 = 2 [base] +2 [magic]
Will save: + 9 = 5 [base] + 2 [wisdom] +2 [magic]
Attack (handheld): + 12/ + 7 = 6 [base] + 6 [strength]
Attack (missile): + 6/ + 1 = 6 [base]
Grapple check: + 12/ + 7 = 6 [base] + 6 [strength]


Light load:173 lb. or less
Medium load:174-346 lb.
Heavy load:347-520 lb.
Lift over head:520 lb.
Lift off ground:1040 lb.
Push or drag:2600 lb.

Languages: Common Damaran Orc Druidic


+1 Greatclub (Shock) [+13 hit, 1d10+9 dmg, crit x2, 8 lb, two-handed, bludgeoning]

MW Composite Longbow (Str 22) [+7 hit, 1d8+6, crit x3, range incr. 100 ft., 3 lb, piercing]

+1 Studded armor [light; + 3 AC; max dex + 5; check penalty -1; 20 lb.]


Feats:
Natural Spell
Power Attack
Extra Rage

Skill
Appraise Int 0 = +0
Balance Dex* 0 = +0
Bluff Cha -2 = -2
Climb Str* 5 = +5
Concentration Con 12 = +2 + 10
Craft Int 0 = +0
Diplomacy Cha -2 = -2
Disguise Cha -2 = -2
Escape Artist Dex* 0 = +0
Forgery Int 0 = +0
Gather Information Cha -2 = -2
Handle Animal Cha 8 = -2 + 10
Heal Wis 2 = +2
Hide Dex* 0 = +0
Intimidate Cha 2 = -2 + 4
Jump Str* 9 = +5 +4 [speed 40]
Knowledge (nature) Int 9 = +0 + 5 +2 [druid] +2 [survival]
Listen Wis 6 = +2 + 4
Move Silently Dex* 0 = +0
Perform Cha -2 = -2
Ride Dex 2 = +0 +2 [handle animal]
Search Int 0 = +0
Sense Motive Wis 2 = +2
Spot Wis 2 = +2
Survival Wis 14 = +2 + 10 +2 [druid]
Swim Str** 6 = +5 + 1
Use Rope Dex 0 = +0


* = check penalty for wearing armor

Handle Animal >=5 ranks gives + 2 on wild empathy checks.
Know Nature >=5 ranks gives + 2 on survival checks above ground.


Zero-level Druid spells: 6 per day
Create Water
Cure Minor Wounds x3
Detect Magic
Guidance



First-level Druid spells: 5 (4 + 1) per day
Entangle
Goodberry
Magic Fang
Produce Flame
Endure Elements



Second-level Druid spells: 4 (3 + 1) per day
Chill Metal
Lesser Restoration
Tree Shape
Warp Wood

Third-level Druid spells: 2 per day
Call Lightning OR Poison
Mass, Lesser Vigor (CD)


Fourth-level Druid spells: 1 per day
Freedom of Movement

+ 2 strength / -2 intelligence / -2 charisma (already included)

Darkvision (see 60 feet in pitch-dark)

Fast Movement (already included)

Illiteracy (2 skill points to learn to read)

Rage

Spontaneous Casting (summon nature's ally)

Animal Companion

+ 2 on Knowledge (nature) and Survival (already included)

Wild Empathy

Woodland Stride (level 2)

Trackless Step (level 3)

Resist Nature's Lure (level 4)

Wild Shape (level 5)



High wisdom gains bonus spells daily



Class HP rolled
Level 1: Barbarian 12
Level 2: Druid 4
Level 3: Druid 5
Level 4: Druid 4 + 1 to strength
Level 5: Druid 5
Level 6: Druid 4
Level 7: Druid 5
Level 8: Druid 4 + 1 to strength

Equipment
Holly & Mistletoe
Sickle 6gp
Standard Adventurer's Kit 30gp
Amulet of Natural Armor +1 2000gp
Ring of Protection +1 2000gp
St Leather +1 1175gp
Greatclub, Shock +1 8305gp
Cloak of Resistance +2 4000gp
Everburning Torch 110gp
Wand of Cure Light 50 charges 750gp
MW Composite Longbow (str 22) 1000gp
Gloves of Ogre Power +2 4000gp
Climber's Kit discount 64gp
Crampons discount 4gp
Furs discount 6.4gp

BEAR, BROWN

Large Animal

Hit Dice:
6d8+24 (51 hp)

Initiative:
+1

Speed:
40 ft. (8 squares)

Armor Class:
15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14

Base Attack/Grapple:
+4/+16

Attack:
Claw +11 melee (1d8+8)

Full Attack:
2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Improved grab

Special Qualities:
Low-light vision, scent

Saves:
Fort +9, Ref +6, Will +3

Abilities:
Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6

Skills:
Listen +4, Spot +7, Swim +12

Feats:
Endurance, Run, Track

Environment:
Cold forests

Organization:
Solitary or pair

Challenge Rating:
4

Advancement:
7–10 HD (Large)

Level Adjustment:



These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. The brown bear’s statistics can be used for almost any big bear, including the grizzly.

Combat

A brown bear attacks mainly by tearing at opponents with its claws.

Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills: A brown bear has a +4 racial bonus on Swim checks.

Background
Zagnak was borne of the Lawful Union between an Garnak an Orcish Soldier who settled in Thesk right after the Horde Invasion and a local farmgirl named Myrrha.
Not all of his neighbors took kindly to Orcs settling in thier lands. Though viewed as heroes of the War and saviors to some, some still could not treat them without prejudice.
Certainly Thenil was such a man. A former suitor of Myrrha's, Thenil could not stand her in the arms of another, certainly a stinking lousy orc.
One night, during Zagnak's 4th summer, Thenil finally took his anger out on Zagnak's parents, in a drunken murderous rage.
Zag escaped into the night...Only his inherent bestial nature allowed him to survive, combined by the kindness of a Druidess named Haluuna.
Zag grew to be strong and powerful, with an innate understanding of the Natural World and Druidic Practices, but never could he relinquish the bestial side of him that saved his life.
He has spent his adulthood moving from mercenary band to mercernary band. Occasionally spending time as a hermit as it suited him.
 
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Bloodcookie

Explorer
Code:
[B]Name:[/B] Ruathen Lafhal
[B]Class:[/B] Fighter 4/Wizard 2/Bladesinger 2
[B]Race:[/B] Elf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] --

[B]Str:[/B] 10 +0 (2p.)                          [B]Level:[/B] 8        [B]XP:[/B] 29050
[B]Dex:[/B] 18 +4 (8p. +2 racial +1 lvl)     [B]BAB:[/B] +7/+2         [B]HP:[/B] 37 (4d10+2d4+2d8)
[B]Con:[/B] 10 +0 (4p. -2 racial)              [B]Grapple:[/B] +7     [B]Dmg Red:[/B] --/--
[B]Int:[/B] 17 +3 (10p. +1 lvl)                 [B]Speed:[/B] 30'      [B]Spell Res:[/B] --
[B]Wis:[/B] 10 +0 (2p.)                          [B]Init:[/B] +4        [B]Spell Save DC:[/B] spell lvl +13
[B]Cha:[/B] 10 +0 (2p.)                         [B]ACP:[/B] -0         [B]Spell Fail:[/B] 0%
 
                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +2    +0    +4    +0    +0    +2    18
[B]Touch:[/B] 16              [B]Flatfooted:[/B] 12

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      4    +0    +1  =   +5
[B]Ref:[/B]                       4    +4    +1  =   +9
[B]Will:[/B]                      7    +0    +1  =   +8

[B]Weapon                  Attack   Damage     Critical[/B]
[i]+1 keen,
thundering rapier[/i]          +13/+8     1d6+1     15-20/x2 (+1d8 sonic)
Mstrwrk. dagger         +12/+7     1d4     19-20/x2

[B]Languages:[/B] Common, Draconic, Elven, Goblin, Sylvan

[B]Abilities:[/B]
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
Notice secret doors

Fighter:
Bonus Feats (already included)

Wizard:
High intelligence gains bonus spells daily

Bladesinger:
Dodge bonus to AC = class level, up to int. mod.
Take 10 on Concentration check to cast defensively

[B]Spellbook:[/B](all/8/2)
1: burning hands, charm person, grease, magic missile, protection from evil, 
ray of enfeeblement, shocking grasp, true strike
2: blindness/deafness, cat's grace

[B]Spells Per Day:[/B](4/3/2)
0: detect magic, [s]flare[/s], mage hand, resistance
1: [s]grease[/s], [s]magic missile[/s], true strike
2: blindness/deafness, cat's grace

[B]Feats:[/B]
Combat Casting  
Combat Expertise  
Dodge  
Mobility  
Weapon Finesse  
Weapon Focus (rapier) 
Scribe Scroll [free to wizard] 

[B]Skill Points:[/B] 55       [B]Max Ranks:[/B] 11/5.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Balance  		   5    +4     +2*** = 11
Concentration              7                 = 7
Climb                      5                 = 5
Jump                       5           +2*** = 7
Knowledge (arcana)         7    +3           = 10
Perform (dance)            2                 = 2
Perform (sing)             2                 = 2
Spellcraft                 7    +3       +2* = 12
Tumble                     7    +4      +2** = 13
*knowledge (arcana) synergy
** jump synergy
*** tumble synergy

[B]Equipment:[/B]
"Banshee" [i]+1 keen, thundering rapier[/i]     18320gp       2lb
Mstrwrk. Dagger     302gp        1lb
[i]+2 Bracers of Armor[/i]     4000gp      1lb
[i]+1 Cloak of Resistance[/i]     1000gp      1lb
Spell component pouch     5gp           2lb
cold weather outfit     6gp 4sp     8lb
[i]Heward's Handy Haversack[/i]     2000gp      5lb
	-Spellbook
	-Trail rations x14     6gp 2sp
	-Waterskin     1gp
	-Hemp rope     1gp
	-Blanket     5sp
	-[i]cure moderate wounds[/i] potion      300gp
         -sunrod x2     4gp
         -tent       4gp
         -climber's kit      64gp

[B]Total Weight:[/B]20lb      [B]Money:[/B] 89gp 4sp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               33   66   100   200   500
[B]Age:[/B] 158
[B]Height:[/B] 5'3"
[B]Weight:[/B] 95lb
[B]Eyes:[/B] green
[B]Hair:[/B] copper
[B]Skin:[/B] light bronze
Appearance: Ruathen is of average height for an elf, possessed of a graceful, athletic build. His skin is lightly bronzed in a way distinctly different than a human’s sun-tan, and his hair, of moderate length and tending to sweep upwards like a flame atop his head, is an almost metallic copper. Ruathen speaks little, his bright green eyes closely observing every situation, only stepping forward to announce his insight into the matter at hand before again fading into the background.

Background:Among all the cultures of the world, the Elves arguably place the greatest value on reflective thought, philosophy, and pure artistic expression for their own sake. The elvish preoccupation with the life of the mind even finds expression in their martial tradition, which produces hand-to-hand combatants who practice highly complex tactics and maneuvers, rendering a unit of elven swordsmen as deadly as any cadre of archers. The blending of art and intellect is further refined in elvish magic, which permeates civic, private, and military life.

Spending all of his formative years in and around an elvish enclave, Ruathen Lafhal internalized these values at an early age. In time, he came to apply this way of thinking to his own life in a way much more pronounced than was common, even among elves. Ruathen saw that the most successful duelists were rarely the strongest, but rather those with the better grasp of the immutable laws of combat, and the ability to out-think their opponents. It gradually became clear to Ruathen that success, no matter what the trial, was a purely cerebral matter. Any obstacle could be overcome with the correct application of the intellect.

Ruathen was studious in his training, and it was not long before his peers no longer presented him with any real challenge. But the need to face challenges and solve problems, to learn, and to transcend his own limitations was Ruathen’s raison d’etre, and so he adopted the life of an adventurer; surely a career which confronts one with monsters, death-traps, and other hazards on a daily basis would provide ample opportunities to learn – quickly, or die.

The sword he wields, Banshee, is a family heirloom bequeathed to him upon completing his formal training. It has been in his family since time out of memory (and given the longevity of elves, this is saying something indeed), and has long been regarded with a certain degree of trepidation. The blade resonates with the slightest movement, almost seeming to hum in anticipation of drawing blood. Even more unsettling is the way that the sword seems to know when it has struck a particularly vital part of an opponent's anatomy, unleashing a terrible scream that bursts blood vessels and traumatizes organs.
 
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