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LadyWinterWolf
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Characters

Post by LadyWinterWolf »

Post your character descriptions here. 2e ADnD based, character level is 3rd, only 1 magic item per character (a scroll, potion or +1 dagger or sword), standard races (no half breeds, except half elf and half orc which are standard races) and classes........no 3e, 3.5e, 4e,epic levels, other gaming systems and most definitely NO MUNCHKINISM. This is a freeform type of game, so I'm not going to be overly strict on the rules, but that doesn't give leeway for the ridiculous either.
Long Live the Witch Queen!!!
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Jenara
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Re: Characters

Post by Jenara »

So I'm going against type on this one:

Image

Drake McDowell, 3rd Level Mountain Dwarf Battlerager, NG.
Strength 18/77 Hit: +2 Dmg: +4 Wgt: 185 Max: 330 Doors: 14 Bb/Lg: 30 %
Dexterity 9 Reac. Adj: 0 Missile Adj: 0 Def. (AC) Adj: 0
Con 16 HP Adj: +2 SS: 95 % Res. Sur: 96 %
Int 10 #Lang: 2 Sp. Level: #Sp/Level: Immun: -
Wisdom 10 Mag. Def: 0 Sp. Level: 0 % Fail: Bonus: -
Charisma 14 Max Henchmen: 6 Loyalty: +1 Reac. Adj. +2

AC 4 Spiked Plate, slightly too large
HP 30
MV 6
Non weapon pros:
Endurance 16
Intimidation 18
Singing 16
Blind-fighting 9
Underground Suvival 10
Direction Sense 12
Appraising 13

Weapons: Specialist in 2H Axe, 2H fighting style and punching
Melee Weapons Thac0 Type Speed Size #Attacks Dmg vs. S-M Dmg vs. Lg
2-Handed Axe +1 13 S 5 M 3/2 1D10+7 2D8+7
Warhammer 15 B 4 M 1 1D4+5 1D4+4
Head spike 15 P 4 M 1 1D6 1D8
Knee spike 15 P 1 S 1 1D4 1D4
Elbow spike 15 P 2 S 1 1D4 1D4

Missile Weapons Thaco Type Speed RoF Range Dmg vs. S-M Dmg vs. Lg
Warhammer 15 B 4 1 10 / 20 / 30 1D4+5 1D4+4

Special Abilities/Racial Bonuses/Notes:
60ft Infravision
Detect or Determine . . . . . . . . Roll 1d6
Grade or slope in passage 1-5
New tunnel/passage construction 1-5
Sliding/shifting walls or rooms 1-4
Stonework traps, pits, and deadfalls 1-3
Approximate depth underground 1-3
+1 to Hit Orcs, half-orcs, goblins, and hobgoblins.
+4 to saves vs Spells & Poison

Battle Rage: +1 to attack, +3 to damage, +10 hp, and -1 bonus to his AC
-3 to Reactions Vs other Dwarves, -2 vs others

So that's all of the boring game stuff out of the way:

Drake appears to be a typical rude, abrupt dwarf, dressed in black spiked armor and covered in numerous battle tattoos, but he has a softer side, if you can get past his appearance and his mannerisms he is a nice guy, who is deeply religious, he can make thoughtful, if somewhat limited conversation, his favourite topic of the moment is butterflies.

He’s widowed, his wife died young in a battle, re-marrying isn’t an option, he hates orcs with a passion and would attack one on sight.

Drake has fought for his people in battles against the orcs invading his homeland, he is recognized for his strength and fearlessness in battle, he last fought in the battle of Grahen where he personally killed 20 orcs single handedly.

He has had a crisis of confidence of late, and has gone on a holy pilgrimage to the outside world for over 2 years, where he has found the beauty of nature, he spent 6 months living with the elves, this has softened his attitudes and views.

So that's him....

Jen
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Stik
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Re: Characters

Post by Stik »

Martin St. Maarten
Image

Race: Half Elf
Class: Bard (Jester kit)
Level: 3
ExPts:
Alignment: Chaotic Neutral

Height: 5'-11"
Weight: 180
Age: 25
Gender: Male

Ability Scores
STR: 13
Attack Adj.: +0 Damage Adj.: +0, Open Doors: 7
Weight Allowance: 40 lbs, Max. Press: 115 lbs, Bend Bars/Lift Gates: 4% (+5*)

DEX: 18
Missile Adjustment: +2, Reaction Adjustment: +2, Armor Class: -4
Pick Pockets: +10% Open Locks: +15% Move Silently: +15% Climb Walls: +15%

CON: 12
System Shock: 80%(+5*) Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 85%(+5*)

INT: 15
Max. Spell Level: 7th, Max. Spells Per Level: 11, Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 65%(+5*)

WIS: 14

CHA: 15
Initial Reaction Adjustment:+4, Loyalty Base:+4, Maximum # of Henchmen: 8


Saving Throws*
Paralyzation, Poison, Death Magic: 12*; Rod, Staff, Wand: 13*; Petrification, Polymorph: 11*; Breath Weapon: 15*; Spell: 14*
*Modified for “Fool’s Luck” bonus


Combat
Hit Points: 15
Base THAC0: 19
Melee THAC0: 19
Missile THAC0: 17

Armor
Natural armor class: 10
Piecemeal Armor
(equiv to Studded Leather) -3,
DEX Defensive adj. -3
“Fool’s Luck” -1
FINAL: 3



Weapon Proficiencies (2+1/4lvls) = 2
Dagger
Rapier



Non-Weapon Proficiencies (3+4 [for INT] + 1/4lvls) = 7

Acting 0
Dancing 0
Juggling 0
Tumbling 0
Musical Instrument (Mandolin) 1
Singing 1
Blind Fighting 2
Crowd Working 1
Tightrope Walking 1
Panache 1
Fast Talking 1
Read/Write 0


Native Languages
Common, Elf

Weapons
Weapon, THAC0, Attacks/rd, Speed factor, Damage: S-m, Lg, Dmg Type, Wpn Size Range: Short-Medium-Long

Rapier: 19, 1/rd, 4, 1d6+1, 1d8+1, P, M
(Basket hilt punch: 19, 1/rd, 4, 1d3, 1d3, B, M, plus punching effects, see PHB pg. 98) basket hilt provides +1 on parry attempts.

Dagger (hand), 19, 1/rd, 2, 1d4+1, 1d3+1, P, S,
Dagger (thrown), 17, 2/rd, 2, 1d4+1, 1d3+1, P, S, 2-4-6

Scourge, 22, 1/rd, 5, 1d4, 1d2, --, S

When fighting two-handed, the primary hand is at 0, off-hand is at -2


Racial Abilities
Infravision - 60' infravision range.
Magic Resistance 30%%(+5*) to sleep and charm-related spells.
Passing within 10' of a concealed door allows a half elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, a half elf’s chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six chance (1, 2, or 3 on 1d6) to notice a concealed door.



Class/kit abilities
Fool's Luck: It is amazing to most that Jesters can survive in any situation. They are careless, foolish, and given to whimsical decisions. It is fool's luck that has saved many a Jester's life.
Jesters receive a +1 bonus (+5% on percentile rolls) to most die rolls. This includes saving throws, initiative, surprise, proficiency checks, thief skill checks, ability checks, and ability sub-checks (e.g., bend bars/lift gates, resurrection survival, and so on). The fool's luck also adds a +1 bonus to the Jester's Armor Class.
About the only die rolls that the fool's luck ability doesn't affect are attack rolls, damage rolls, initial character generation rolls, and Hit Die rolls.

Jesting: Jesting is the art of projecting meaning and mood through the use of body motions. By jesting (or gesturing), a Jester may communicate a single sentence each round to anyone who rolls a successful Wisdom check with a -5 penalty. Such communication is totally silent and does not rely upon a shared language. The Jester must use his entire body for the communication; thus, he must be fully visible and within 30 feet for communication to take place.
Jesting may be done to taunt or tease. Such jesting affects only those who are within 30 feet of the Jester and who are able to fully view him. This form of jesting causes those being jested at to roll a saving throw vs. paralyzation, with a -1 penalty per three levels of the Jester. Those who fail must immediately try to physically strike the Jester for as long as the jesting continues. The effect ends when the jesting ends. Combat strategy is ignored by those who are affected. They recklessly pass by more dangerous targets in an attempt to attack the Jester. Jesting is thus a wonderful way to break the ranks of enemy forces.

Joking: The practice of creating and telling jokes has been elevated to an art form by the Jester; this skill can be used for many special purposes. Jokes are told in an attempt to alter encounter reactions. For any form of joke to function, the Jester must speak a language known by the recipient of the joke. Furthermore, the Jester must be within easy verbal range of the recipient.
Such jokes require 1d10 rounds to tell, after which the audience must roll a saving throw vs. paralyzation with a -1 penalty per three levels of the Jester. Those who fail have their reactions adjusted one level in the direction desired by the Jester. However, those who succeed take the joke the wrong way and have their reactions adjusted one level in the opposite direction.
Finally, a joke told at just the right moment can dispel the effects of fear. Such a joke requires a round to tell and enables all those affected by fear (normal or magical) to roll a second saving throw to avoid the fear (note that those affected by the fear do not immediately run away, but remain until the joke is told). If no first saving throw was allowed, then the saving throw is rolled vs. spell.

A Jester's Mind: Jesters are immune to attacks that cause insanity. Jesters also gain a saving throw bonus equal to their level vs. wizard spells of the enchantment/charm school and priest spells of the charm sphere. (A saving throw of 1 always fails, however.)
Furthermore, any attempt to read a Jester's mind has a percentage chance equal to the Jester's level of causing confusion in the mind reader (treat as if under the effect of a confusion spell).



THIEF ABILITIES

Pick Detect Climb Read
Pockets Noise Walls Languages
10% 20% 50% 5% Base skill
+10% - - - Racial bonus
+10% - +15% - Dex bonus
+10% -5% - -10% Kit adjustment
+45% +0% + 0% +5% Level advancement
+5% +5% +5% +5% “Fool’s Luck” bonus

Totals
Pick Pockets: 90%
Hear Noise: 20%
Climb Walls: 76%
Read Languages: 5%


Spells
Magic User spells per day:
2 lvl 1, 1 lvl 2
Maximum Wizard Spells Per Level: 11
Chance to Learn New Spell: 65%; Maximum Wizard Spell Level: 7th
Besides just dabbling in wizardry, 10th-level bards have the powerful ability to use any written magical item, whether it is a scroll, book, map, or other written form. This skill is not limited by normal class restrictions. Thus, bards can use clerical scrolls, wizard scrolls, and even magical books restricted to other classes.
Since all bards are dabblers and not devotees of the magical arts, their understanding of written magic is imperfect. There is a 15% chance that they use the work incorrectly. The consequences of incorrect use are up to the DM, but they are almost certain to be unpleasant. (It is common for a bard's allies to flee in panic when he begins to read such items.)

______________________________________________________________________________________________________

Martin is a tallish half-elf with long blonde hair typically bound in a pony tail. His manner of dress is strange: fine clothes but in garish colors, and strange fabrics, with no piece of it matching any other, and a very fine cloak stitched motley-style from scraps of about a hundred different, mismatched colors and types of expensive fabric. He typically wears several belts with a number of belt pouches which hold a bizarre assortment of trinkets and props. Also attached to the belt are a large number of ladies’ favors.

He wears a rapier on his left hip, the basket hilt cast in the shape of a stylized skull. The long dagger on his right hip sports a crossguard in the shape of a grinning jester's head.

When adventuring, he wears leather manicae studded with scraps of chainmail and colored metal plates on his arms, and a leather shirt covered in multicolored rivets, rings, chains, and plates for protection, and carries a duffel bag with his equipment and a small instrument case on his back.

Over all, he wears an enormous felt hat with a large brim. The hat is wine colored, with a multicolored hatband decorated with leather flowers and ribbons. He has also been known to wear a harlequin-style mask or a mask attached to a head-rag, or to paint his face when the mood strikes.





Martin's Equipment List
Clothing
(All clothes are expensive fabric, and brightly colored)
Three Long sleeved silk shirts: canary yellow, black, white
Orange and purple suede waistcoat with bells on ribbons (bells can be tucked inside to silence them)
Cerulean blue trousers
Red and black striped codpiece with gold buttons
Blood-red knee-high boots with pink and cyan laces
Black low-rise boots
Leather gloves with wide cuffs
Wine-colored, oversized felt hat with ribbons, lace and wire-stemmed leather roses woven into hatband
Four belts in varying colors, with belt pouches and various ladies’ favors
Sword belt
Full-circle hooded cloak, motley, made of scraps of various expensive fabrics in about a hundred different colors.
Boots, low – mismatched, one red, one black
Head wrap, black
Harlequin mask
Costume jewelry – a dozen cheap chains and half a dozen rings, all with glass “gems”
Mortarboard hat, blue
Piecemeal armor = studded leather

When adventuring the shirt and waistcoat are replaced with a cotton gambeson and a leather coat covered in multicolored rivets, rings, chains, and plates, and leather manicae studded with scraps of chainmail and colored metal plates on his arms, for protection.

Equipment
Wallet with calling cards in the following names:
J. Cheever Drake, Barrister, of Dewey, Cheatham, and Howe, Barristers at Law
Rev. James Caldwell, First Church of Sunshine
Sheriff’s Deputy Don K. Fife, County of Ulek
Special Agent Aloysius Moss, Duchy of Ulek
James Gumb, Tailor & Dressmaker
Johannes Winter, Sales Manager, Grace L Ferguson Metalsmiths and Fabricators
Rinaldo Tromba, Real Estate Developer
Guillermo Giuseppe Maccheilli, Proprietor, Urso d'Api Shipping and Storage
Richard Tarlton, Professor Emeritus of Literature, University of Greyhawk
Feste LaVanch Grumio, Theatrical Agent
Canis Sirius Maximus, Bounty Hunter

Binder with various documents, inclucing:
The top half of a lengthy legal affidavit
Wanted posters
Shipping manifests for various shipments
Dress patterns, all in plus sizes
Dog-eared scripts for the following plays/operettas
Il Silenzio degli Agnelli, il Musicale
Pollizio-automata, il Musicale
Primo Sangue, il Musicale
Nave del Re Grembuilino
2 books of poetry (1 human, 1 elven)
Notebook of poems, songs, etc.
Spellbook
Pen and ink
Cologne
Razor
Hygiene kit
Bottle of orangecello

Juggling/performance items:
Mandolin
Pitch pipe
Spare strings, picks
8 x 2.5” dia. crystal balls
1 x 4” crystal ball
6 x 2.5” juggling bags
4 x 2.5” plush hedgehogs (for juggling)
4 small juggling clubs
12 sheer silk scarves, various colors, knotted end to end
20’ ¼” dia rope
Shears
“Disappearing” silk bouquet
Magician’s collapsing cane
5 hand puppets – Knight, Lady, Black Knight, Priest, Wizard
Plush duck – squeaky head, but the body is weighted with lead shot, for use as a sap
Marotte (head on a stick) named “Floyd”
“Applause!” flag
Women’s smallclothes, red satin and black lace
Copper badge bearing the seal of Ulek
Red rubber nose
Tarot cards
Dice
Small (18” diameter) parasol
4 x 4 oz. bottles of gelatinous cube protoplasm
6 bottles of face paint
3 small brushes
1 x 4” Paintbrush
2 forks and spoons
Needle and thread
Ball of twine (50’)
Wooden top
Jacks and ball
Paddle with ball on elastic cord
Iron spike
Rubber mallet
Towel
Slide whistle
Toy bow with suction cup arrows
Ring with siren whistle

Weapons
Rapier
Dagger
Stiletto (inside collapsible silk bouquet)
Throwing knives (4) (also used as juggling knives)
Scourge (leather, with blue, white and yellow thongs)
Purse knife (for cutting purse strings)
Collar knives (2) (2” long, ¼” wide, no good for combat, but easily concealed and useful for cutting bonds
Razor
Wire hatband
"No matter where you go, there you are."
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LadyWinterWolf
Freeman
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Re: Characters

Post by LadyWinterWolf »

AC 3 Spiked Plate, slightly too large
Jenara, because your plate does not fit properly, there is a -1 penalty, so your AC is 4. Otherwise, your character is approved for the game.

---------------------------

Stik, your character is approved for the game.

----------------------------

Still waiting on Bryant and Wumbo.
Long Live the Witch Queen!!!
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BryantTheSwordsman
Peasant
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Re: Characters

Post by BryantTheSwordsman »

Kleos Archer
Human HP: 24
Fighter AC: 2 (Chainmail(5)+Dex(3)
Level: 3 Ht: 5'11" Wt: 176lbs
XP: 4,001 Hr: Shaven Eyes:Blue Neutral Good Age: 19 Sex: Male

Str 14
Dex 17
Con 13
Int 10
Wis 14
Chr 11

Equipment
Father's Longbow, Chainmail, Leather Cap, Longsword,Silver dagger, (20 sheaf arrow(d8), backpack, Belt w/t 2 small belt pouches, 3 torches, Flint and steel, 2 weeks of iron rations, 50ft of rope, Green tunic, dark brown pants, riding boots, Forest Green cloak, waterskin, knife(not for combat), Hatchet(not for combat),

Draft Horse(not intended for battle) w/t riding saddle, saddle bags, comb, blanket, 2 weeks of feed, 3 waterskins, 5 torches, 50ft of rope, 2 large sacks, Quiver (20 flight arrows(d6), Quiver (20 sheaf arrows(d8)

Background
Kleos Archer is a son to an veteran archer who fought in three major wars for his kingdom. Since Kleos was born, Kleos was taught in the ways of the Longbow and sword by his father. His father got too old to fight and gave his Longbow to Kleos. To prove his skills he went into the nearby city and won second place in an archery tournament and won a silver dagger as his prize. Third place wasn't happy and got his minions to attack and chase off Kleos. Kleos ran from the thugs, but got lost in the wilderness and ended up where he is now, lost. He doesn't mind though and finds adventuring a good test of his skills especially when it helps others and woes the ladies. He would look to see his family again, but doesn't mind the wait.
SNORT, IM A DRAGON, SNORT
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Kafen
Guildmaster
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Re: Characters

Post by Kafen »

Beillion

Beillion is not your typical High Elf. He's rather perky and enjoys talking with humans and halflings. He spends most of his days helping the farmers and labor pool of the cities that he passes through the area as he wanders around the world exploring it.

Generally, he tries to spread the word of his god. Although, he hopes that the deeds he performs speak more than his actual presentation of his god. The ideal converts are ones that embrace the faith, and the notion of free will is his primary selling point.


--------------------------------------------------------------------------------
Personal Information

Name: Beillion; Player: Joe;
Race: High elf; Gender: Male; Height: 4'8"; Age: 122;
Class: Cleric; Level: 3; Weight: 96 lbs;
XP: 3,000; Alignment: Chaotic Good;
Next Level: 6,000; Kit: None;
--------------------------------------------------------------------------------
Ability Scores

Str:; 11; Weight Allowance: 40 lbs; Bend Bars/Lift Gates: 2%;
; ; Attack Adj.: +0; Damage Adj.: +0; Max. Press: 115 lbs; Open Doors: 6;
Dex:; 16; Missile Adjustment: +1; Pick Pockets: +0%; Open Locks: +5%;
; ; Reaction Adjustment: +1; Armor Class: -2; Move Silently: +0%; Climb Walls: +0%;
Con:; 12; System Shock: 80%; Poison Save: +0;
; ; Hit Point Adjustment: +0; Resurrection Chance: 85%;
Int:; 14; Max. Spell Level: 7th; Max. Spells Per Level: 9; Illusion Immunity: None;
; ; Bonus Proficiencies: 4; Chance to Learn New Spell: 60%;
Wis:; 15; Bonus Clerical Spells: 2, 1, 0, 0, 0, 0, 0; Clerical Spell Failure Chance: 0%;
; ; Magic Defense Adjustment: +1; Spell Immunity: None;
Cha:; 11; Loyalty Base: +0; Maximum Number of Henchmen: 4;
; ; Initial Reaction Adjustment: +0;
--------------------------------------------------------------------------------
Saving Throws

Paralyzation: 10; Poison: 10; Death Magic: 10; Petrification: 13; Polymorph: 13;
Rod: 14; Staff: 14; Wand: 14; Breath Weapon: 16; Spell: 15;
--------------------------------------------------------------------------------
Combat

Hit Points:; 24;
Base THAC0:; 20;
Melee THAC0:; 20;
Missile THAC0:; 19;
--------------------------------------------------------------------------------
Armor

Natural armor class; 10;
Full armor, hide; -4;
Shield, buckler adj.; -1;
DEX Defensive adj.; -2;
FINAL:; 3;
--------------------------------------------------------------------------------
Weapon Proficiencies

Hammer;
Quarterstaff;
--------------------------------------------------------------------------------
Secondary Skills

Fisher; ;
Native Languages; ;
; Common, Elf, Elf - sylvan (wood) dialect, Goblin, Halfling;
--------------------------------------------------------------------------------
Weapons

; THAC0; Attacks/; Speed; Damage; ; ; Range; (-2); (-5);
Weapon; Melee; Missile; Round; Factor; Sm-Med; Large; Type; Size; Short; Medium; Long;
Hammer; 20; 19; 1; 4; 1d4; 1d3; B; S; 2; 4; 6;
--------------------------------------------------------------------------------
Racial Abilities

--------------------------------------------------------------------------------
Class Abilities

--------------------------------------------------------------------------------
Turning Undead

Skeleton or 1 HD:; 4; Wight or 5 HD:; 16; Mummy or 7 HD:; -; Ghost or 10 HD:; -;
Zombie:; 7; Ghast:; 19; Spectre or 8 HD:; -; Lich or 11+ HD:; -;
Ghoul or 2 HD:; 10; Wraith or 6 HD:; 20; Vampire or 9 HD:; -; Special:; -;
Shadow or 3-4 HD:; 13;
# = Roll # or greater on a 1d20 to turn 2d6 undead.; D = Automatically destroys 2d6 undead.;
T = Automatically turns 2d6 undead.; D* = Automatically destroys 2d6+2d4 undead.;


================================================================================

--------------------------------------------------------------------------------
Inventory

Items Carried
Backpack
Bag
Bag
Dry rations (1 week)
Flint and steel
Holy item
Rope, silk (50 ft)
Torch x3
Wineskin
Belt pouch, small
Block and tackle
Items Readied
Hammer
Items Worn
Boots, riding
Breeches
Buckle, common
Full armor, hide
Shield, buckler
Shirt
Spending Money
* Copper Pieces x9
* Gold Pieces
* Silver Pieces


================================================================================

--------------------------------------------------------------------------------
Spells

Class; 1st; 2nd; 3rd; 4th; 5th; 6th; 7th; 8th; 9th;
Cleric; 4; 2; ; ; ; ; ; ; ;
Cleric Spell Failure Rate: 0%; Maximum Wizard Spells Per Level: 9;
Wizard Chance to Learn New Spell: 60%; Maximum Wizard Spell Level: 7th;
--------------------------------------------------------------------------------
Spells Memorized

Cleric
1st Level
Bless
Create Water
Cure Light Wounds
Light
2nd Level
Create Holy Symbol
Cure Moderate Wounds


================================================================================

--------------------------------------------------------------------------------
Cleric Spells Granted

Spell; Time; Range; Area of Effect; Components;
1st Level;
Analyze Balance; 1 rd; 80 yds; 1 creature, object, or 10' sq; V, S, M;
Astral Celerity; 4; 0; The caster; V, S;
Bless; 1 rd; 60 yds; 50-ft cube; V, S, M;
Blessed Watchfulness; 4; Touch; Creature touched; V, S;
Call Upon Faith; 1; 0; The caster; V, S, M;
Cause Fear; 1; 10 yds; 1 creature/4 lvls; V, S, M;
Cause Light Wounds; 5; Touch; Creature touched; V, S, M;
Combine; 1 rd; Touch; Circle of priests; V, S;
Command; 1; 30 yds; 1 creature; V;
Create Water; 1 rd; 30 yds; Up to 27 cubic ft; V, S, M;
Cure Light Wounds; 5; Touch; Creature touched; V, S, M;
Curse; 1 rd; 60 yds; 50-ft cube; V, S, M;
Darkness; 4; 120 yds; 20-ft radius globe; V, S, M;
Destroy Water; 1 rd; 30 yds; Up to 27 cubic ft; V, S, M;
Detect Evil; 1 rd; 0; 10 ft x 120 yds; V, S, M;
Detect Good; 1 rd; 0; 10 ft x 120 yds; V, S, M;
Detect Magic; 1 rd; 0; 10 ft x 30 yds; V, S, M;
Detect Poison; 4; 0; Special; V, S, M;
Detect Snares & Pits; 4; 0; 10 x 40 ft; V, S, M;
Dispel Fatigue; 4; 30 yds; 1 creature; V, S, M;
Endure Cold/Endure Heat; 1 rd; Touch; Creature touched; V, S, M;
Firelight; 4; Touch; 1 object; V, S, M;
Invisibility to Undead; 4; Touch; 1 creature; V, S, M;
Light; 4; 120 yds; 20-ft radius globe; V, S, M;
Locate Animals or Plants; 1 rd; 100 yds + 20 yds/lvl; 20 yds/lvl x 20 ft; V, S, M;
Log of Everburning; 1; Touch; Special; V, S, M;
Magical Stone; 4; Touch; 3 pebbles; V, S, M;
Orison; 4; 10 yds; Varies; V, S;
Protection From Evil; 4; Touch; 1 creature; V, S, M;
Protection From Good; 4; Touch; 1 creature; V, S, M;
Purify Food & Drink; 1 rd; 30 yds; 1 cubic ft/lvl, in 10 sq ft; V, S, M;
Putrefy Food and Drink; 1 rd; 30 yds; 1 cubic ft/lvl, in 10 sq ft; V, S, M;
Remove Fear; 1; 10 yds; 1 creature/4 lvls; V, S, M;
Ring of Hands/Ring of Woe*; 5; 0; Special; V, S, M;
Sacred Guardian; 1; Touch; Creature touched; V, S, M;
Sanctuary; 4; Touch; 1 creature; V, S, M;
Shillelagh; 2; Touch; 1 oak club; V, S, M;
Speak With Astral Traveler; 1 rd; Touch; 1 creature; V, S, M;
Strength of Stone; 4; Touch; 1 creature; V, S, M;
Sunscorch; 4; 40 yds; 1 creature; V, S;
Wind Column; 1; o; The caster; S;
2nd Level;
Aid; 5; Touch; 1 creature; V, S, M;
Astral Awareness; 5; 0; The caster; V, S;
Augury; 2 rds; 0; Special; V, S, M;
Barkskin; 5; Touch; 1 creature; V, S, M;
Chant; 2 rds; 0; 30-ft radius; V, S, M;
Chill Metal; 5; 40 yds; Special; V, S, M;
Create Holy Symbol; 2; 0; The caster; V;
Cure Moderate Wounds; 5; Touch; Creature touched; V, S;
Detect Charm; 1 rd; 30 yds; 1 creature/rd; V, S, M;
Draw Upon Holy Might; 2; 0; The caster; V, S, M;
Dust Devil; 2 rds; 30 yds; 5 x 4 ft cone; V, S, M;
Enthrall; 1 rd; 0; 90-ft radius; V, S, M;
Ethereal Barrier; 1 turn; 120 yds; Two 10-ft sqs/lvl; V, S, M;
Find Traps; 5; 0; 10 ft x 30 yds; V, S, M;
Fire Trap; 1 turn; Touch; Object touched; V, S, M;
Flame Blade; 4; 0; 3-ft long blade; V, S, M;
Heat Metal; 5; 40 yds; Special; V, S, M;
Hold Person; 5; 120 yds; 1d4 persons in 20-ft cube; V, S, M;
Iron Vigil; 1 turn; 0; The caster; V, S;
Know Alignment; 1 rd; 10 yds; 1 creature or object; V, S, M;
Music of the Spheres; 4; 50 yds; 20-ft diameter circle; V, S, M;
Mystic Transfer*; 1 rd; 0; The caster; V, S, M;
Obscure Alignment; 1 rd; 10 yds; 1 creature or object; V, S, M;
Produce Flame; 5; 0; Special; V, S, M;
Resist Acid and Corrosion; 5; Touch; Creature touched; V, S;
Resist Fire/Resist Cold; 5; Touch; 1 creature; V, S, M;
Restore Strength; 5; Touch; Creature touched; V, S;
Sanctify; 1 turn; 10 yds; 10 yd x 10 yd sq/priest; V, S, M;
Silence, 15-foot Radius; 5; 120 yds; 15-ft radius; V, S, M;
Slow Poison; 1; Touch; 1 creature; V, S, M;
Soften Earth and Stone; 5; 10 yds/lvl; 10-ft sq/lvl; V, S, M;
Speak With Animals; 5; 0; 1 animal within 30 ft; V, S, M;
Spiritual Hammer; 5; 10 yds/lvl; Special; V, S, M;
Undetectable Charm; 1 rd; 30 yds; 1 creature/rd; V, S, M;
Watery Fist; 5; 60 yds; Special; V, S, M;
Withdraw; 5; 0; The caster; V, S, M;
Wyvern Watch; 5; 30 yds; 10-ft radius; V, S, M;


================================================================================Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 07/07/2010 07:10 PM

http://www.nj-pbem.com/data/Gods/humangods/Sel%FBne.htm
Selune okay as a god?
The lack of the defiler in SC2 makes my pants sad. ~ Anon Internet Guy
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LadyWinterWolf
Freeman
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Re: Characters

Post by LadyWinterWolf »

Bryant and Kafen, your characters are approved. Wumbo is the only person we are waiting on.
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Wizard_of_Wumbo
Peasant
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Re: Characters

Post by Wizard_of_Wumbo »

Evis cerate
Image

Halfling, Thief, Male
Hair: short, brown and curly, Eyes: dark green
Height: 3'2", Weight: 62
Alignment: Neutral (his actions are based purely on his emotions, he is prone to truly hating those he dislikes and wishing them death, as well as loving people to the extent that he will give his life for them without question. He can be animalistic and irrational)

Strength: 8
Dexterity: 16
Constitution: 11
Intelligence: 12
Wisdom: 9
Charisma: 10

Ac: 8
Hp: 13

Gear
Sidepack, 2 belt pouches, coinpurse, small empty sack, pipe of the smoking variety, 1 torch, 2 candles, thieving tools, small sack full of 5 apples, flint and steel, matches, tobacco, somebody elses coinpurse, paintbrush, blue and red oild paints, necklaces and rings with multiple holy symbols from multiple religions, rope 30ft, dice, wineskin, two sets of dark clothing, bedroll, cloak with hood, 7 days worth of dry rations, pound of cheese, 2 daggers, 3 knives, shortbow, quiver, 20 flight arrows, knife belt, overgrown pet shrew named stinky :)

ring of cantrip (works as a 1st level wizards casting power, basically meaning that it has a 1 hour duration, he uses it to amuse himself and to solve minorly inconvenient problems)

Thief abilities
Pick Pockets: 55%
Open locks: 45 %
Find/Remove Traps: 40%
Move Silently: 60%
Hide in Shadows: 40%
Detect Noise: 20%
Climb Walls: 60%
Read languages: -5% 8O

Biography: Evis is a man of simple pleasures, warm food and cool drink, pretty women, a sharp blade and money in his pocket is all he would need in his own heaven. He grew as an inner city street rat, trained by his older brother to be a sneak and a pickpocket. He spent the majority of his life living out in the cold, stealing and begging for his daily needs. He has seen how corrupt and cruel the world can be, and he has no pity for it anymore. Those people who refused to help him helped shape him into the cold bastard that he is today. He works as a conman and a crook, always out to make a silver and get a free drink. There is only one person in the whole world whom Evis shows any true care and kindness, Brother Motran. A man of the cloth who shared his clothing, his home, and his food with evis for no other reason than that he was trying to help somebody in need. Because of this man Evis has a hidden respect for priests and is prone to be giving and kind to beggars, peasants and the like. During his stay at the church Evis accidentaly drank a goblet of holy water...since that day he has been powerfully disturbed by the sight and mention of the undead and will put his life on the line to demolish any beast that has risen from the grave...

Odd details and things i wanted to add
Favorite color: Blue
Favorite weapon: A finely weighted knife...
Favorite Food and Drink: Salted pork, Apples, Mead, and Milk
Pass times/hobbies: playing games of chance, painting
Most valued possession: Stinky...
Most valued type of treasure: Gems, Artwork...living beings
Most hated foe: Undead beings, notably vampires
Weaknesses: Ailurophobia (the fear of cats), Merinthophobia (the fear of being bound of tied up), threats focused on stinky.




Edit by LWW (07-23-10): Deleted alteration to Weaknesses: "he is incredibly superstitious...to the point where magic terrifies him and amazes him at the same time."
You cannot alter your character without discussing it with me, and getting my approval. This is unfair to other players.
Last edited by Wizard_of_Wumbo on Wed Jul 21, 2010 4:08 pm, edited 5 times in total.
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Wizard_of_Wumbo
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Re: Characters

Post by Wizard_of_Wumbo »

well ok...change that guys hair and eye color...and evis is less likely to be wet, apparently that fellow just got pummeled with water balloons and then stabbed the assailants. As is his right :lol:
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LadyWinterWolf
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Re: Characters

Post by LadyWinterWolf »

Wumbo, your character is approved. Better get him moving to meeting the party, as they are still at the closed doors to the dungeon.
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Kaber
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Re: Characters

Post by Kaber »

Image


Race: Human
Name: Simarillacabum
Class: Wild Mage - insane
Alin: CN

Str:9 +0 hit/+0 Dam weight allowed: 35lb, max press:90lb, Open Doors:5, Bend Bars/Lift Gates:1%

Dex:17 Reaction Adj: +2, Using A Sling or Bow: +2 to hit, AC: -2

Con:7 system Shock Survival: 55%, Resurection Survival: 60%

Int:17 # languages Known: 6, Chance to learn a spell 85%

Wis:10 Spell Failure 10% (30% due to Wild Magic)

Cha:18

LEV:4
HP: 14
AC: 8
EXP: 10,000

Weap prof: none

Non weap prof: Spellcraft, Arcane knowledge,

Robe +1 ac, protection from normal fire

SPELLS KNOWN:
3/2 (3 first and 2 second level spells)

1st Level
---------
Detect Magic
Read Magic
Comprehend Languages

2nd Level
----------
Continual Light
Web

DESCRIPTION:

A tall man, 6'5 in red robes with an angular face and long White hair. Sim weilds a large staff. He rides a mule called snarfalopolis and has a rat familier called snickerpuss. Sim is the classic absent minded professor. A meddler and with an air of supuriority about him. He has delusions of grandure and tends to blame what he does not know on either the gods or planar beasts. His spells often go awry. Sometimes for the better but most often for the worst.

He was born to a family of some wealth and was able to mingle with those of high society for a short time. His mother and father were taken by a dragon when he was but a young adult. He witnessed their deaths but he alone was left alive. The dragon simply stared at him, laughed and flew away. They say that the incident drove Sim a little mad and ever since has had a morbid fascination with dragons. He had been studying the arts at a local school up to this time but after his parents' deaths, took to learning magic on his own terms. He is infatuated with anything magical and it is his private goal to be the most powerful Wizard to walk the planes of existence and to be able to bend the will of dragons to his own.

NOTE: A wild surge from his magic caused rapid ageing. He is only in his early 20's
Last edited by Kaber on Sun Aug 29, 2010 3:40 pm, edited 2 times in total.
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LadyWinterWolf
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Re: Characters

Post by LadyWinterWolf »

Kaber, your character is approved; please make your intro post to catch up with the rest of the party.
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Jenara
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Re: Characters

Post by Jenara »

Lynessë Telmar Female Elven Fighter / Thief, Huntswoman.

Image

Race: High Elf
Class: Fighter / Thief
Level: 3 / 4
ExPts: 4000 / 5000
Alignment: Neutral Good

Height: 5'-2"
Weight: 88 lbs
Age: 120 yrs
Gender: Female

Ability Scores
STR: 16
Attack Adj.: +0 Damage Adj.: +1, Open Doors: 9
Weight Allowance: 70 lbs, Max. Press: 190 lbs, Bend Bars/Lift Gates: 10%

DEX: 17
Missile Adjustment: +2, Reaction Adjustment: +2, Armor Class: -3
Pick Pockets: +10% Open Locks: +5% Move Silently: +5% Hide in Shadows: +5% Climb Walls: +15%

CON: 15
System Shock: 90% Poison Save: +0
Hit Point Adjustment: +1 Resurrection Chance: 94%

INT: 10
No Languages: 2

WIS: 10

CHA: 14
Initial Reaction Adjustment:+1, Loyalty Base:+2, Maximum # of Henchmen: 6

Saving Throws
Paralyzation, Poison, Death Magic: 13; Rod, Staff, Wand: 14; Petrification, Polymorph: 12; Breath Weapon: 16; Spell: 16

Combat
Hit Points: 25
Base THAC0: 18
Melee THAC0: 18
Missile THAC0: 16

Armor
Natural armor class: 10
Leather Armor + 1, -3
DEX Defensive adj. -3
FINAL: 4

Weapon Proficiencies (4+1/3lvls) = 5
BN: Net
Bastard Sword
Dagger
Two Handed Style -3 SF of weapon used two handed.
Short Bow
Lasso

Non-Weapon Proficiencies (3+2 [for INT] + 1/3lvls) = 6
BN: Hunting 8
BN: Tracking 9
Trailing 17
Gaming 14
Alertness 11
Observation 10
Information Gathering 10
Set Snares 9

Native Languages
Common, Elf

Weapons
Weapon, THAC0, Attacks/rd, Speed factor, Damage: S-m, Lg, Dmg Type, Wpn Size Range: Short-Medium-Long

Bastard Sword 1/H: 18, 1/rd, 6, 1D8+1, 1D12+1, S, M
Bastard Sword 21/H: 18, 1/rd, 5, 2D4+1, 2D8+1, S, M

Dagger (hand), 18, 1/rd, 2, 1d4+1, 1d3+1, P, S,
Dagger (thrown), 16, 2/rd, 2, 1d4+1, 1d3+1, P, S, 2-4-6

Short Bow 16, 2/rnd, 7, 1D8+1, 1D8+1, P, M

Net 16, 1/rnd, 10, N/A, N/A, N/A, M

Lasso 18, 1/rnd, 10, N/A, N/A, N/A, L

Racial Abilities

Infravision - 60' infravision range.

Elves are 90% resistant to sleep- and charm-related spells. Even if they fail a
check, they get the save usual for such spells.

Elves gain a special bonus to find secret or concealed doors. Passing within 10
feet of a secret door, elves will detect it on a roll of 1 on a 1d6. If they search a
10-foot–square area, elves can find a secret door on a roll of 1 or 2 on a 1d6.
Elves find concealed doors on a roll of 1, 2, or 3 on a 1d6.

Elves gain a special bonus with bows, excluding crossbows. When firing a bow,
an elf gains a +1 to attack rolls. This does not apply to damage unless a specially
made bow is used that takes advantage of a Strength bonus.

Elves are especially good with short and long swords. Like their abilities with
bows, they gain a +1 to attack rolls (but not on damage) when using one of these
weapons. This is in addition to any bonuses of the weapon itself.

Elves move through forests and other natural terrain silently and almost invisibly.
As long as elves are not attacking, they can only be spotted by someone who can
spy invisible objects. When elves move through the woods, if they are careful,
they will appear only as shadows of the leaves of trees, dancing in the
undergrowth. This is of immense value to elves, who can thus gather information
about their enemies—enemies who often do not even suspect an elven presence.

Finally, elves have the ability to give their enemies a –4 penalty to a surprise roll
if the elf is: 1) moving alone, 2) is 90 feet away from the rest of their party, or 3)
is with other elves or halflings and all are in nonmetal armor. If the elf must open
a door or screen to get to the enemy, the penalty is reduced to –2.


Class/kit abilities

-2 to Reactions, when they know her “career”

THIEF ABILITIES

Pick Pockets: 30%
Open Locks: 45%
Find Remove Traps: 50%
Move Silently: 50%
Hide in Shadows: 50%
Detect Noise: 40%
Climb Walls: 65%

Lynessë Or Esse to her friends, happy fun loving Elf... She hunts those that escape from her peoples law, right now she is tracking one Evis.....
She is promiscuous, flighty and bi-sexual, she uses partners, loves them and leaves them.

APPEARANCE

Long blonde Hair tied back with a sliver clasp, blue eyes, fair skin, pretty, has a tattoo of the Sun on her back. (like the picture only Blonde)

EQUIPMENT

Weapons:
Bastard Sword (strapped to scabbard on her back)
Short Bow (In quiver with 20 Sheaf arrows, 2 grapple & 2 Flare)
Twin Daggers (in sheaves in her belt)
Whip (hanging on her belt)
Net (in backpack)

Clothing:
Black Leather Armor +1 (tight fitting, molds to her shape)
Long Green Cloak, held with a Ivy Leaf Clasp.
Ivy ring gold/silver.
Hidden dagger in shoulder pouch

Belt Pouch:
Vial Perfume, metal mirror, hair clips/clasps,
Climbing Daggers x2
Candle, Flint & Steel, Vial of lamp oil.
Whetstone.

Pack:
Spare clothing (blouses, skirts, breeches, one gown, spare green cloak)
Week rations, week water, mess set.
Bed roll.
Silver knife.
Rope (long and short lengths), block and tackle.
Net.
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

Demiplane of Dread - Mira Human Bard (Searching for the Crown)
Genwald - Nesserrr (Katten) Feliz Ranger (Going Solo..)
- Stardust (Jade) Pixie Warlock (Seeking answers)
Borderlands 3 - Navi
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LadyWinterWolf
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Re: Characters

Post by LadyWinterWolf »

Jenara, your new character is approved, so jump on into the game. :)
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Ismaels-Legacy
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Re: Characters

Post by Ismaels-Legacy »

Name: Bjorg
Race: Human
Class: Fighter
Alignment: Neutral Good
Level: 4

Height: 6'4"
Weight: 245 lbs
Age: 28 yrs
Gender: Male
Coins: 8 Silver, 3 Copper


Attributes
STR: 17 (+1 Hit/Dam, Open Doors 10, Bend Bars/Lift Gates: 13%)
DEX: 14
CON: 16 (+2 HP/Level, System Shock: 95%, Res. Survival: 96%)
INT: 8
WIS: 10
CHA: 9 (Henchmen: 4)


Combat

HP: 23
AC: 5 (Hide armor + Shield)
Thac0: 17

Club+1 - (Thac0 14, Speed 4, Damage: 1d6+4 / 1d3+4)
Spear - (Thac0 16, Speed 6, Damage: 1d6+1 / 1d8+1)
Dagger - (Thac0 16, Speed 2, Damage: 1d4+1 / 1d3+1)


Saves
P,P,DM: 13
R,S,W: 15
Pet,Poly: 14
Breath: 16
Spells: 16


Proficiencies
Non-Weapon
-Direction Sense (Wis +1)
-Swimming (Str)
-Hunting (Wis-1)
-Running (Con-6)
-Set Snares (Dex)

Weapon
-Club (Specialized)
-Spear
-Dagger
-Axe


Equipment

Hide Armor
Small Shield
Club+1
Spear
Dagger
Oilskin Sack

Clothing
Linen Tunic
Leather Pants
Belt w/ Pouch
Boots
Light Woolen Cloak w/ Brooch
Wineskin
Waterskin

In Pouch
Dried Venison
10' of string
Cloth bundle of dried nuts and berries
Candle
Chalk
Flint and Steel
2 Amethyst
1 small Ruby
2 Emeralds
1 large Ruby
(Unidentified) Brooch

In Sack
50' Hemp rope
3 Torches
Whetstone
Blade Oil
Cooking Pot
3 Candles
Loaf of Bread
2 Days dry Rations



----------------------

I think this should do. Let me know if I'm leaving anything out.


Edit: Updated Oct. 6, 2010
Last edited by Ismaels-Legacy on Wed Oct 06, 2010 3:24 pm, edited 4 times in total.
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