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  #1 (permalink)  
Old 01-02-2006, 08:57 PM
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Character Sheets - Sterwick Campaign (NO SPAM!!)

Use this thread to post your character sheets. Try to include all the information shown on the template below (where applicable). I'm setting this thread up to replace the one started by Kipi as it will hopefully be simpler in the long run.

Character Reposting
Template

Name-----
Race-----
Racial Stats-

Class----
Class Features-

Religion-

Alignment-

XP-------
Level----


HP-

AC-
Touch-
Flat Footed

Initiative-

Speed-

Ability Scores
Str-
Dex-
Con-
Int-
Wis-
Cha-


Base Attack/Grapple-
Attack-
Full Attack-

Damage-

Saves-

Fortitude--
Reflex-----
Willpower--


Skills-

#1---------
#2---------
#3---------
#4---------
#5---------
#6---------
#7---------
#8---------
#9---------
#10--------
#11--------
#12--------
#13--------
#14--------
#15--------

Feats-

Equipment-

Spells Per Day



Spells-

0th Level-
1st Level-
2nd Level-
3rd Level-
4th Level-
5th Level-
6th Level-
7th Level-
8th Level-
9th Level-

Spells Prepared

0th Level-
1st Level-
2nd Level-
3rd Level-
4th Level-
5th Level-
6th Level-
7th Level-
8th Level-
9th Level-

Last edited by Ravager; 01-02-2006 at 09:00 PM.
  #2 (permalink)  
Old 01-02-2006, 09:04 PM
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Join Date: Oct 2005
Posts: 122
Name:Kazar
Race: Dwarf
Racial Stats: +2 Constitution, -2 Charisma.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing


Class: Fighter
Class Features: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats
At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.



Religion-

Alignment- Chaotic Evil

XP:3000
Level:3


HP-27(+7 each level)

AC-15 (+1 DEX, +4 Scale Mail)
Touch-11 (+1 DEX bonus)
Flat Footed-14 (+4 Scalemail)

Initiative-1 (+1 DEX)

Speed-30

Ability Scores
Str-15(+2)
Dex-12(+1)
Con-17(+3)
Int-13(+1)
Wis-10(+0)
Cha-13(+1)


Base Attack/Grapple-3
Attack-+5 Melee (BAB + Str bonus), +4 Ranged (BAB + Dex bonus)
Full Attack-

Damage-1D8+2 Axe
1D8+1 Bow
Saves-

Fortitude--+6 (+3 CON +2 Class)
Reflex-----+2 (+1 DEX)
Willpower--1 (+0 WIS)


Skills-

#1 Climb:4 (Str+2)
#2 Craft:4 (Int+1)
#3 Handle Animal:3 (Cha+1)
#4 Intimidate:3 (Cha+1)
#5 Jump:3 (Str+2)
#6 Ride:7 (Dex+1)
#7 Swim:4 (Str+2)


Feats-'Mounted Combat', 'Power Attack', 'Spirited Charge', 'Ride-By Attack'

Equipment-Scale mail, Warhammer, Battleaxe, Backpack, Bedroll, 1 Winter Blanket, Tent,
5 Waterskins, Pouch, belt (empty), Rations for 7 days, Composite Long Bow+1, Arrows(79)

Money:824.05 gp

Last edited by Yepi; 05-21-2006 at 05:14 PM.
  #3 (permalink)  
Old 01-02-2006, 09:05 PM
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Join Date: Oct 2005
Posts: 122
a

Last edited by Yepi; 01-03-2006 at 04:10 PM.
  #4 (permalink)  
Old 01-02-2006, 11:10 PM
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Name----- Kron
Race----- Drow
Racial Stats-

~Poison (coat weapon)
~+2 Intelligence, +2 Charisma
~Darkvision
~Spell resistance equal to 11 + class levels.
~+2 racial bonus on Will saves against spells and spell-like abilities
~Spells - dancing lights, darkness, faerie fire
~Proficient with the hand crossbow, the rapier, and the short sword
~Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin
~Light Blindness
~Favored Class: Wizard (male)
~Level adjustment +2

Class---- Sorceror
Class Features- Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.

Religion- None, currently searching for a suitable one.

Alignment- Chaotic Neutral

XP------- 1850
Level---- 2


HP- 11

AC - 13
Touch - 13
Flat-footed - 10

Initiative - 3

Speed- 30

Ability Scores
Str 10 (+0)
Dex 16 (+3)
Con 16 (+3)
Int 16 (+3)
Wis 12 (+1)
Cha 18 (+4)


Base Attack/Grapple- 0
Attack- 0; 3
Full Attack- 0; 3

Damage- 1d8

Saves-

Fort - +4 (+3 Con +1 Sor)
Ref - +4 (+3 Dex +1 Sor)
Will - +5 (+1 WIS +2 Class +2 Race)

Skills -

1. Bluff - 10 (+6 Rank +4 CHA)
2. Concentration - 9 (+6 Rank +3 CON)
3. Craft - 6 (+3 Rank +3 INT)
4. Knowledge (arcana) - 8 (+5 Rank +3 INT)
5. Profession - 3 (+2 Rank +1 WIS)
6. Spellcraft - 8 (+5 Rank +3 INT)
7. Hide - 4 (+ 1 Rank + 3 DEX)
8. Move Silently - 4 (+ 1 Rank + 3 DEX)

Feats - Spell Penetration

Equipment-

24gp
Weapons - Light Crossbow (35gp), Bolts x 200 (20gp), Quaterstaff (0gp)
Armour - Scholar's Robe (5gp)
Other - Backpack (2gp), Bedroll (1sp), Flint and Steel(1gp), a week's Trail Rations (35sp), Silk Rope (10gp), three waterskins(3gp), a Whetstone(2cp).

Spells Per Day

0 - 6
1 - 5

Spells-

0th Level- Acid Splash, Arcane Mark, Disrupt Undead, Ray of Frost, Resistance
1st Level- Identify, Magic Missile, Invisibility
2nd Level-
3rd Level-
4th Level-
5th Level-
6th Level-
7th Level-
8th Level-
9th Level-

Spells Prepared

N/A

Last edited by dj_venom; 04-11-2006 at 07:31 PM.
  #5 (permalink)  
Old 01-03-2006, 03:19 AM
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Name-----Sh'rarn
Race----- Aasimar
Racial Stats- Spell Ability- Light (Sp): The aasimar may use light (caster level equals aasimar's character level) once per day.

Resistances (Ex): An aasimar starts play with resistance 2 to acid, cold, and electricity.

Darkvision (Ex): An aasimar has darkvision to a 60-foot range.

Class---- Paladin (Rank: Page)
Class Features- Proficiency with ALL simple and martial weapons, ALL armour types and shields (except Tower Shields). Aura of good, Detect Evil , Smite Evil 1/day, Divine Grace, Lay on Hands (6HP)

Religion- Red Knight

Alignment- Lawful Good

XP-------1250
Level----2


HP- 18(.5) (full hit die + Con bonus)
Average = 6.5 (1st level HP/2 +0.5)

AC- 17 (+1 DEX, +4 Chain shirt, +2 Shield)
Touch- 11 (+1 DEX bonus)
Flat Footed - 16 (+4 Chain shirt, +2 Shield)

Initiative- 1 (+1 DEX)

Speed- 30

Ability Scores
Str- 15 (+2)
Dex- 12 (+1)
Con- 15 (+2)
Int- 11 (0)
Wis- 13 (will have +2 on lvl 2) (+2)
Cha- 16 (+3)


Base Attack/Grapple- +2
Attack- +4 Melee, +3 Ranged
Full Attack- Same as above

Damage- Longsword 1d8+2
Composite Longbow 1d8+2

Saves-

Fortitude--+8 (+2 CON +3 Class +3 Divine Grace)
Reflex-----+4 (+1 DEX +3 DG)
Willpower--+6 (+3 WIS +3 DG)


Skills-

#1---------Concentration - 4 (+2 ranks +2 CON)
#2---------Diplomacy - 6 (+3 ranks +3 CHA)
#3---------Handle Animal - 4 (+1 rank +3 CHA)
#4---------Heal - 6 (+3 ranks +3 WIS)
#5---------Ride - 4 (+3 ranks +1 DEX)
#6---------Sense Motive - 5 (+2 ranks +3 WIS)

Feats- Mounted Combat

Weapons - Longsword (15gp), Light Mace (5gp), Composite Longbow(+2 STR - 300gp), 40 arrows (2gp).
Armour - Chain Shirt Armour (100gp), Heavy Wooden Shield (7gp)
Other gear - Backpack (2gp), Bedroll (0.1gp), Flint and Steel(1gp), a week's Trail Rations (3.5gp), Hempen Rope (1gp), three waterskins(3gp), a Whetstone(0.02gp), Tent (10gp).
415gp

Last edited by Ravager; 01-03-2006 at 05:06 AM.
  #6 (permalink)  
Old 01-03-2006, 05:37 AM
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Name-----Sterwick
Race----- Male Human
Racial Stats-
Class---- Rogue
Class Features-
Alignment- Lawful Neutral
XP------- 3000
Level---- 3

STR: 7 (-2)
DEX: 17 (+3)
CON: 12 (+1)
INT: 13 (+1)
WIS: 11 (0)
CHA: 4 (-3)

HP: 18
Average: 4

Initiative: +3
Speed: 30

AC: 15 (total), 12 (flatfooted), 13 (touch)

Saving Throws:
Fortitude: 2 (+1 CON)
Reflex: +6 (+3 DEX, +3 Class)
Willpower: 1

BAB: 2
Attack:
Melee: 0
Ranged: 5
Grapple: 0

Damage:
Dagger 1d4-2
Composite Shortbow 1d6-2

Skills:
Appraise: 2 (+1 INT) = 3
Balance: 2 (+3 DEX) = 5
Bluff: 0
Climb: 2 (-2 STR) = 0
Concentration: 0
Craft (untrained): 2 (+1 INT) = 3
Diplomacy: 0
Disable Device: 6 (+1 INT) = 7
Disguise: 1 (+1 CHA) = 2
Escape Artist: 3 (+1 DEX) = 4
Forgery: 0
Gather Information: 0
Heal: 0
Hide: 7 (+3 DEX) = 10
Intimidate: 0
Jump: 0
Listen: 3 (+0 WIS) = 3
Literacy: 0
Move Silently: 2 (+3 DEX) = 5
Open Lock: 5 (+3 DEX) = 8
Ride: 0
Search: 7 (+1 INT) = 8
Sense Motive: 0
Spot: 3 (+0 WIS) = 3
Survival: 0
Swim: 4 (-2 STR) = 2
Use Rope: 3 (+3 DEX) = 6

FEATS:
Alertness, Simple Weapon Proficieny, Armor Proficiency (Light), Stealthy, Evasion, Toughness

Weapon Proficiencies:
Club, Crossbow (Hand/Heavy/Light), Dagger, Dagger (Punching), Dart, Gauntlet, Gauntlet (Spiked), Javelin, Longspear, Mace (Heavy/Light), Morningstar, Quarterstaff, Rapier, Sap, Shortbow, Shortspear, Sickle, Sling, Spear, Spells (Ray), Sword (Short), Unarmed Strike

Special Abilities:
Sneak Attack + 2d6
Trapfinding
Evasion

Languages:
Common, Dwarven

Inventory:
Dagger (Wield); 2 gp, Leather Armor; (Worn); 10gp, Explorer's Outfit; (Worn); 0gp, Composite Shortbow; (Carried); 75gp,20 arrows; (Carried), 1gp
7 Rations (Trail/Per Day); (Carried); 1353gp

Last edited by Ravager; 05-21-2006 at 05:52 AM.
  #7 (permalink)  
Old 01-03-2006, 06:59 AM
darkwolf's Avatar
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Location: Somewhere in Asia...
Posts: 153

Name -------- Halgrath
Race --------- Human

Racial Stats
Ability Adjustment: None.
Favored Class: Any. A multi-class Human's highest level class does not count when determining whether he suffers an XP penalty for multi-classing
Quick to Master: 1 extra feat at 1st level.
Skilled: 4 extra skill points at 1st level, plus 1 additional skill point at each character level thereafter.

Language---- Common, Celestial

Class ----------- Cleric (Combat Cleric)

Domain
Healing: Empower Healing (All Healing spells are cast with the Empower feat added); Gain Cure Serious Wounds (2nd), Heal (5th)
Good : Turn Outsider (Able to turn outsiders as if they were undead); Gain spell Stoneskin (4th), Lesser Planar Binding (5th)

Class Features - Turn Undead, Divine Spellcasting, Domain Powers

Religion/Deity --- Lathander

Alignment ---- Neutral Good

XP ----------- 1650
Level -------- 2
HP ---------- 18 HP

AC ------------ 10 + 1 (DEX) + 3 (Studded Leather) + 1 (Light Steel Shield)
Touch -------- ??
Flat Footed -- ??

Initiative ---- ??

Speed ------ ??

Ability Scores
Str--- 14 (+2)
Dex-- 13 (+1)
Con-- 12 (+1)
Int--- 11 (+1)
Wis-- 16 (+3)
Cha-- 12 (+1)


Base Attack/Grapple- +1
Attack- +3 Melee, +2 Ranged
Full Attack- as above

Damage
Light mace 1D6 + 2 (Strength bonus)

Saves - Fortitude & Will (primary), Reflex (secondary)

Fortitude--- +4 (+1 CON, +3 class)
Reflex------ +1 (+1 DEX )
Willpower-- +6 (+3 WIS, +3 class)


Skills-
(2 + 1 INT) per level (x4 at char creation, plus racial trait (+4) = 16)

#1--------- Concentration: 6 (5 ranks + 1 CON)
#2--------- Spellcraft: 5 (5 ranks +1 INT)
#3--------- Heal: 6 (4 ranks + 2 WIS)
#4--------- Knowledge - religion: 3 (2 ranks + 1 INT)
#5--------- Knowledge - arcana: 1 (1 ranks + 1 INT)
#6--------- Knowledge - history: 2 (1 ranks + 1 INT)
#7--------- Knowledge - planes: 2 (1 ranks +1 INT)
#8--------- Craft: 1 (1 INT)
#9--------- Diplomacy: 1 (1 CHA)
#10-------- Profession: 2 (1 WIS)
#11-------- ?? (from domain ?)
#12-------- ?? (from domain ?)
#13--------
#14--------
#15--------

Feats
Improved Initiative: (+4 on initiative roll)
Dodge: (+1 dodge bonus to AC against one opponent)

Equipment-
Studded leather - 5gp
Shield, light steel - 9gp
Mace, light - 5gp

Backpack -1gp
Bedroll - 1gp
Blanket - 5gp
Lamp -1sp
Torch -1cp
Waterskin -1gp
Paper -4sp
Rope -1gp
Map -1gp
Ink -8gp
Inkpen -1gp
Pouch -1gp


Spells Per Day

0th Level- 4
1st Level- 4

Spells-

0th Level- http://www.d20srd.org/srd/spellLists...elClericSpells
1st Level- http://www.d20srd.org/srd/spellLists...elClericSpells
2nd Level- http://www.d20srd.org/srd/spellLists...elClericSpells
3rd Level- http://www.d20srd.org/srd/spellLists...elClericSpells
4th Level- http://www.d20srd.org/srd/spellLists...elClericSpells
5th Level- http://www.d20srd.org/srd/spellLists...elClericSpells
6th Level- http://www.d20srd.org/srd/spellLists...elClericSpells
7th Level- http://www.d20srd.org/srd/spellLists...elClericSpells
8th Level- http://www.d20srd.org/srd/spellLists...elClericSpells
9th Level- http://www.d20srd.org/srd/spellLists...elClericSpells

Spells Prepared

0th Level- Guidance, Light, Cure Minor Wound, Resistance
1st Level- Bless, Divine Favor, Sanctuary, Magic Weapon
2nd Level-
3rd Level-
4th Level-
5th Level-
6th Level-
7th Level-
8th Level-
9th Level-


edit: updated link to spell list (jan 26)

Last edited by darkwolf; 01-25-2006 at 06:36 PM.
  #8 (permalink)  
Old 04-28-2006, 08:29 AM
Aztaroth's Avatar
Exalted Member
 
Join Date: Mar 2004
Posts: 476

Name - Lucifer
Race - Human
Racial Stats -
* Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
* 1 extra feat at 1st level.
* 4 extra skill points at 1st level and 1 extra skill point at each additional level.
* Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
* Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.


Class - Monk
Class Features -
*Flurry of Blows
*Improved Unarmed Strike
*Stunning Fist
*Deflect Arrows
*Evasion
*Fast Movement (+10 ft)
*Still Mind

Religion - None, formerely Lathander

Alignment - Lawful Neutral

Languages - Common, Undercommon

XP - 3000
Level - 3


HP - 27

AC - 17 (10 +dex mod +wis mod +Bracers of Armor)
Touch - 16
Flat Footed - 14

Initiative - 3

Speed - 40

Ability Scores
Str - 14
Dex - 16
Con - 14
Int - 10
Wis - 16
Cha - 12


Base Attack/Grapple - +2
Attack - +5 melee, +5 ranged
Full Attack -

Damage - Fists, 1d6+2

Saves - +2 vs spells and effects from the school of enchantment.

Fortitude-- 5
Reflex----- 6
Willpower-- 6


Skills

#1-Sense Motive: 6 ranks, Total: 9
#2-Tumble: 6 Ranks, Total: 9
#3-Jump: 6 Ranks, Total: 8
#4-Move Silently: 6 Ranks, Total 9
#5-Hide: 6 Ranks, Total 9

Feats -
*Toughness
*Weapon Finesse

Equipment -
*Monk's Outfit (5 Gp)
*Waterskin (1 Gp)
*2 Torches (2 Cp)
*Flint and Steel (1Gp)
*Bedroll (1 Sp)
*Trail Rations (for 7 days) (35 Sp)
*10 Potions of Cure Light Wounds (500 Gp)
*Bracers of Armor+1 (1000 Gp)
*Masterwork Shuriken (100 Stacks=700 Gp)

2207 Gp, 36 Sp, 2 Cp
Left Over: 492 Gp




Last edited by Aztaroth; 05-01-2006 at 01:15 PM.
  #9 (permalink)  
Old 05-08-2006, 05:17 AM
Exalted Member
 
Join Date: Jun 2005
Location: Holland
Posts: 683
Mikail

Sterwick Wizard
Lvl 3
Human, male, CN
Extra feat on lvl 1, 4 exatra skill point at lvl 1, 1 extra skill point/lvl
Base speed 30ft
Wizard
Scribe scroll, familiar

Str 9 (-1)
Dex 13 (+1)
Con 11 (+0)
Int 16 (+3)
Wis 10 (+0)
Cha 10 (+0)

HP 9
AC 11
Touch; flat footed; 11 / 10

BAB; grapple; +1 / 0
Attack:
Melee quarterstaff +0, or dagger +0
Ranged light crossbow +2

Damage
Melee 1d6-1 quarterstaff, 1d4-1 dagger
Ranged 1d8 light crossbow

Saves:
Will 3 + 0 = +3
Reflex 1 + 1 + 2 = +4
Fort 1 + 0 = +1

Skills (total points, 36)

Knowledge (arcana) 5 + 3 = +8
Spellcraft 5 + 3 = 2 = +10
Concentration 6 + 0 = +6
Decipher script 5 + 3 = +8
Knowledge (the planes) 5 + 3 = +8
Knowledge (Geography) 5 + 3 = +8
Knowledge (nature) 5 + 3 = +8

Feats
Scribe scroll (class)
Combat casting (human)
Eschew materials (lvl 1)
Brew Potion (lvl 3)

Languages:
Common, draconic, elven, dwarven

Spellbook
Lvl 0
Resistance, acid splash, detect poison, detect magic, read magic, dace, dancing light, flare, ray of frost, ghost sound, disrupt undead, touch of fatigue, mage hand, mending, message, open/close, arcane mark, prestidigitation

Lvl 1
Alarm, mage armor, sleep, burning hands, magic missile, expeditious retreat, identify, comprehend languages, enlarge person, charm person, feather fall, shield

Lvl 2
Continual flame, acid arrow, knock, scorcing ray, invisibility, cat’s grace, blur

Spell points: 16 + 5x lvl 0

Usualy prepared 4/3/2
Lvl 0: Read magic, detect magic, prestidigitation, resistance
Lvl 1: mage armor, expeditious retreat, sleep
Lvl 2: blur, cat’s grace

Save DC: 13+ spell level

Equipment:

quarterstaff
dagger 2gp
camping gear 20gp
light crossbow 35 gp
60 bolts 6gp
4 potions CLW 200gp
Hand of the mage 900gp
Wand of magic missile (1st) 750gp
Everburning torch 50gp (made it myself, yey!)

Scrolls into spellbook:
Scorcing ray (150), cat’s grace (150), invisibility (150), blur (150), feather fall (25), comprehend languages (25), enlarge person (25), charm person (25), shield (25) 725gp

12 gp

Familiar weasel
Hit Dice: ½ 3d4 = 4 Initiative: +2 Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 16 (+2 size, +2 Dex, +2 nat), touch 14, flat-footed 14
Base Attack/Grapple: +0/–12
Attack: Bite +4 melee (1d3–4) Full Attack: Bite +4 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Attach Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Skills: Balance +12, Climb +10, Hide +11, Move Silently +8, Spot +3 Feats: Agile, Weapon FinesseB

Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 14. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.

Grant Alertness, improved evasion, share spells, empathic link, deliver touch spells
__________________
If something can go wrong, it will go wrong
Always prepare for the worst
Never let experience guide you: every day is different

Antagonist

Last edited by Oskatat; 05-11-2006 at 10:42 AM.
  #10 (permalink)  
Old 05-12-2006, 07:00 AM
Banned
 
Join Date: Oct 2005
Location: Living in a dreamworld
Posts: 3,272
Send a message via MSN to Damuna_Nova
In Progress...
Skills still subject to change...
Using terms that make sense to me...

Name: Meleyron the Witless ("Splitwit")
Race: Elf
Gender: Male

Racial Stats:

+2 Dexterity, -2 Constitution.
Medium.
Elf base land speed is 30 feet.
Immunity to magic sleep effects, +2 racial saving throw bonus against enchantment spells or effects.
Low-Light Vision.
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.


Class: Druid

Class Features:

Animal companion, nature sense, wild empathy (+1) , woodland stride, trackless step.

Traits:

Uncivilised, illiterate (knowledge [nature]).

Personality: Woodsy, not very city-wise, somewhat naive, whimsical, reveres nature in his own mad way, not greatly dependable, believes in his survival first and foremost, will invest in whoever is most likely to ensure his survival.

Religion:

Allignment: Chaotic Neutral

XP: 3240
Level: 3


HP: 20

AC: 10 +1 (dex) +2 (shield) +2 (armour) = 15
Touch: 11
Flat Footed: 14

Initiative: +1

Speed: 30ft


Ability Scores:

Strength: 10
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 11
Wisdom: 15 (+2)
Charisma: 9 (-1)


To-hit modifiers:

Base Attack/Grapple: +2
Attack: Scimitar +2, composite longbow +3
Full Attack: Scimitar +2, composite longbow +3

Damage: Scimitar 1d6 18-20/x2 slashing, comp. longbow 1d8 /x2 piercing

Saving throws:

Fortitude: +3 + 1 = +4
Reflex: +1 + 1 = +2
Willpower: +3 + 2 = +5


Skills:

#1 Spot 6 + 2 + 2 = +10
#2 Listen 6 + 2 + 2 = +10
#3 Concentration 6 + 1 = +7
#4 Heal 2 + 2 = +4
#5 Knowledge (Nature) 1 + 2 + 1 = +4
#6 Survival 1 + 2 + 2 = +5
#7 Spellcraft 2 + 0 = +2
#8 Search 0 + 2 = +2
#9 Bluff 0 - 1 = -1
#10 Diplomacy 0 - 1 = -1
#11 Gather information 0 - 1 = -1
#12--------
#13--------
#14--------
#15--------

Feats:

Combat casting, brew potions.

Equipment:

Scimitar (15gp), composite longbow (100gp), 60 arrows (3gp), sickle (6gp). (109gp total)
Dragonhide breastplate (700gp), large dragonhide shield (314gp). (1014 total)
Camping gear (20gp).
Wand of cure light wounds (750gp).

Coin: 792

Spells Per Day

Four 0-level spells, three 1st-level spells, two 2nd-level spells.

Spells:

0th Level: All 0-level druid spells.
1st Level: All 1st-level druid spells.
2nd Level: All 2nd-level druid spells.
3rd Level: -
4th Level: -
5th Level: -
6th Level: -
7th Level: -
8th Level: -
9th Level: -

Spells Prepared

0th Level: Create water, flare, guidance, purify food and drink
1st Level: Entangle, majic fang, produce flame
2nd Level: Flame blade, summon nature's ally II
3rd Level: -
4th Level: -
5th Level: -
6th Level: -
7th Level: -
8th Level: -
9th Level: -


Animal companion

Name: Hopscotch
Species: Eagle
Size/Type: Medium Animal

Racial features:
Low-light vision.

Special:
Link, share spells, evasion.

Hit Dice: 3d8+6 (19 hp)

Initiative: +2

Speed: 10 ft. (2 squares), fly 80 ft. (average)

AC: 15 (+2 Dex, +3 natural)
Touch 12
Flat-footed 13

Base Attack/Grapple: +2/+2
Attack: Talons +4 melee (1d6+2)
Full Attack: 2 talons +4 melee (1d6+2) and bite -1 melee (1d6+1)

Space/Reach: 5 ft./5 ft.
Special Attacks: -

Saves:

Fortitude: +5
Reflex: +5
Will: +3

Abilities:

Strength: 15
Dexterity: 14
Constitution: 14
Intelligence: 2
Wisdom: 14
Charisma: 6

Skills:

#1 Listen +5
#2 Spot +17

Feats:

Alertness, weapon finesse, hover

Advancement: 2-3 HD (Medium)

Last edited by Damuna_Nova; 05-30-2006 at 06:35 AM.
  #11 (permalink)  
Old 05-21-2006, 05:50 AM
Ravager's Avatar
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Sesshomaru

I'll make some slight updates for Slade...

Sesshomaru
Male Half-elf
Fighter
Level 3
XP = 3000

HP- 29
Average- 8

STR 16 (+3)
CON 16 (+3)
DEX 15 (+2)
WIS 10 (+0)
CHA 12 (+1)
INT 14 (+2)

Initiative - 2 (+2 DEX)
Base Attack Bonus - 3
Attack - +6 Melee (BAB + Str bonus), +5 Ranged (BAB + Dex bonus)

Damage
Greatsword 2d6+3
Shortbow 1d6

Armour Class - 15 (+2 DEX +3 SL armour)
Flat-Footed - 13 (SL armour)
Touch - 12 (+2 DEX bonus)

Saving throws
Fortitude - +6 (+3 CON)
Reflex - +3 (+2 DEX)
Will - +1 (+0 WIS)

Skill Points- (2+2)×4= 16

Climb:5 = 2 +3
Craft:4 = 2 +2
Handle Animal:4 = 3 +1
Intimidate:4 = 3 +1
Swim:6 = 3 +3
Jump:6 = 3 +3
Ride:6 = 4 +2

Feats: Combat Expertise, Power Attack, Cleave, Dodge, Proficiency with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Weapons:Great Sword(50gp),short bow(30gp)+20 arrows(1gp)
Armor:Studded leather(25gp),shield heavy wooden(7gp)
Misc Gear:Bed roll(.1gp),Backpack(2gp),Tent(10gp),10Whetstone((1 0x.01).1gp),rations(7days=3.5gp)Artisan's tools(5gp) 666gp.

Last edited by Ravager; 05-22-2006 at 06:00 AM.
  #12 (permalink)  
Old 09-29-2006, 09:32 AM
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