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Post by Ronin84 on Dec 27, 2010 10:06:32 GMT -6
Place to put those characters that are completed. A living document that I will use to adjust for experience etc...
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Post by Ronin84 on Dec 27, 2010 10:24:35 GMT -6
Example of my own.
Galen Vett 1st Fighting Man
Strength: 17 +1 Intelligence: 12 Wisdom: 13 Dexterity: 15 +1 Constitution: 15 +1 Charisma: 13 Henchman 5 Loyalty +1
Hitpoints: 8 Armor Class: 15 Saving Throw Base: 14
Additional info: Combat Machine: Against foes of one hit dice (HD) or fewer, Fighters get one attack per level each combat round. Saving Throw: Fighters receive a +2 bonus when making saving throws vs. death and poison.
Languages Common, Elvish, Dwarvish
Equipment Backpack Flint and Steel Lantern 2 pints of oil 50' Rope 2 small sacks 1 large sack 1 waterskin
Longsword 1d6+1 Chain Armor (14 AC)
Background The Vett family name has been associated with all kinds of fighting men over the ages. There have been knights, woodsman, soldiers, mercenaries and even bounty hunters over the years. Galen was born in Sword Dale and that became prophetic for he learned to hold a sword as soon as he could and learned the back wood trails in the Eastern Dale Lands soon enough. Galen is in Rivers Edge looking for an old friend of his who passed this way last fall....
Personal Information
Hair: Black Eyes: Blue Height: 6'1" Weight: 165 lbs.
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Post by chicagowiz on Dec 27, 2010 10:47:44 GMT -6
Name: Galax STR: | 15 (+1/5%) | Race: | Human | INT: | 13 | Class: | Fighting Man | WIS: | 8 | Level/Current XP: | 1/0 | CON: | 7 | XP Bonus: | 5% | DEX: | 10 | Saving Throw: | 14 | CHA: | 8 (3/-1) | Hit Points/Max: | 5/7 | | | Weapons: | Spear (1d6, 20') Hand Axe (1d6, 10') Club (1d6) | Gold: | 0 | Armor Class: | 15 (Chainmail/Shield) | Movement Rate: | 9 | To Hit Bonus (Base/Total): | +1/+2 |
Equipment:Carried in backpack | Carried on person | Bedroll Flint/Steel Rope Sack (30lb) 2 Waterskins 5 days trail rations | Backpack Helmet Chainmail Shield (with bitemarks) Spear (hand) Hand axe (belt) Club (belt) |
Additional info:Combat Machine: Against foes of one hit dice (HD) or fewer, Fighters get one attack per level each combat round. Saving Throw: Fighters receive a +2 bonus when making saving throws vs. death and poison. Languages: Common, Orcish, Silent-Tongue, (third TBD) Background:"Get out! You're no son of mine!" yelled Galax's father, who was disappointed in his son. Galax has struggled all his life as a mediocre person, unable to hold a job despite his smarts and strengths. He's currently no better than any other hired hand or sell-sword on the street - a place he lives quite a lot. Galax has big dreams though... he just needs the big score. He finds its easy to act the big dumb guy until he can work his way out of a jam. Personal Details:Age: 24 years Hair: Black, bowl cut Facial Hair: None or stubble Eyes: Green Height: 6ft 2in Weight: 140 lbs. (undernourished) Wealth History+100 -76 -24 Supporting rolls:3d6=10
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miked
Level 3 Conjurer
Posts: 51
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Post by miked on Dec 27, 2010 11:26:38 GMT -6
Laric the Red / 1st level Fighting Man
STR 15 +1 INT 10 WIS 13 CON 13 DEX 18 +1 CHA 13
Hitpoints: 7 Armor Class: 13 Saving Throw Base: 14 Money: 3 gp
Equipment (cost 30gp) Backpack Flint and Steel Lantern 2 pints of oil 50' Rope 2 small sacks 1 large sack 1 waterskin
ARMOR (cost 15gp) Leather Armor
WEAPONS (cost 53gp) Long Bow (1d6, RoF 2, rng 70') Quiver w/ 20 arrows Dagger (1d6-1)
Laric is a young brigand, desperate to earn some quick cash as his funds are running short after his last adventure. He is not above robbing others to keep his belly full, but would prefer an honest living.
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Post by ehiker133 on Dec 27, 2010 11:52:49 GMT -6
Liam Strongbow 1st Level Human Fighting Man Strength: 17 (+1 To Hit/Damage - Melee) Intelligence: 14 (+4 languages) Wisdom: 13 Dexterity: 17 (+1 To Hit - Ranged) Constitution: 15 (+1 Hit Point per Hit Die) Charisma: 14 (Henchman 5 Loyalty +1) Hitpoints: 8 Armor Class: 15 Saving Throw Base: 14 (+2 vs. death/poison) Movement: 12 (72 lbs carried) Languages: Common, Elvish, Sylvan, Silent Tongue, Goblin Experience (+5% bonus): 0 To Next Level: 2000 Combat Machine: Against foes of one hit dice (HD) or fewer, Fighters get one attack per level each combat round. Starting Gold = [3d6]x10 = 80Equipment: backpack bedroll quiver w/24 arrows trail Rations - 3 days waterskin (2) wooden goblin whistle Chain Armour (AC 14) sword (1d6 dmg) hand axe (1d6 dmg) short bow (1d6-1 dmg, ROF=2, Range 50 ft) Background: From ever since he can remember, Liam has loved being outdoors. When he lived at home, he worked diligently at the chores his father gave him, just so he could spend more free time hiking through the woods, trying to track animals and learn how to survive on his own. He made many friends, both honorable and necessary, during these adventures, and has learned a lot from all of them. Having scrimped and saved what he could for some adventuring gear, he set off on his own to forge his destiny.
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Post by Mushgnome on Dec 27, 2010 12:54:47 GMT -6
Kib Ostkilrud 1st level Dwarf Fighter
Strength: 15 (+1 melee to hit and damage) Intelligence: 11 Wisdom: 13 Dexterity: 14 Constitution: 17 (+1 hit point) Charisma: 8 (hirelings 3, loyalty -1)
Hitpoints: max 8, current 6 Armor Class: 16 Saving Throw Base: 14 (+3 vs. death, +3 vs. poison, +4 vs. magic)
Equipment: Backpack Hammer 5 days trail rations Waterskin Battleaxe (1d6+2) Plate Armor (+6 AC)
Background: Dwarves are renowned throughout the land for their industry and determination. The other party members know little about this sturdy mercenary, as he is a dwarf of few words.
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Post by verhaden on Dec 27, 2010 16:44:31 GMT -6
Nigel the Uncanny
Magic-User, 1st level
STR: 14 - DEX: 15 +1 "to-hit" w/ ranged weapons CON: 15 +1 to HP/die INT: 15 5 languages, -1 penalty to opponent's saving throw vs. spells, 5% exp. WIS: 08 - CHA: 14 4 hirelings, +1 loyalty
Hit Points: 7 Armor Class: 10 Saving Throw: 15 (+2 vs. spells)
Movement: 9 Base "to-hit" Bonus: +0 Known Languages: Common, Nital, Silent Toungue, Elvish, and Giant
Equipment (46 G.P.) (24 lbs.) Backpack (30 lb. capacity) Bedroll Flint & Steel Lantern Oil (lamp), 1 pint (x4) Rations, trail (day) (x7) Rope (50 ft.), hemp Waterskin
Weapons Dagger (1d6-1) (x2) Staff (1d6)
Spells/Level: 1/1
Spells Read Magic Charm Person Detect Magic Hold Portal Light Read Languages Sleep
Gold: 110 G.P.-46 G.P. = 64 G.P.
Experience Points: 0
Background Nigel claims to have been a once powerful Wizard, ruler of his own domain and seeker of arcane knowledge in a land far away across space and time. Hundreds of spells were at his fingertips--with one glance into his vast library he could conjure up artificial beings and enchant wondrous mechanical contraptions this world has never seen.
Of course, he can't prove any of it. As a result, Nigel finds life in these "strange lands" quite humbling.
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Post by waysoftheearth on Dec 27, 2010 17:14:56 GMT -6
Erimus Quail the Pious 1st level Fighting Man
Str: 16 (+1) Int: 10 Wis: 15 (+1) Dex: 15 (+1) Con: 14 Cha: 16 (+1) Loyalty +2
Hit Points: 7 Armor Class: 17 Saving Throw: 14 XP Bonus: 15%
Additional info: Combat Machine: Against foes of one hit dice (HD) or fewer, Fighters get one attack per level each combat round. Saving Throw: Fighters receive a +2 bonus when making saving throws vs. death and poison.
Languages Common
Equipment Plate Armour Helmet Shield
Long sword Handaxe Dagger
Backpack Bedroll Purse (4 gp worth of silver and copper) Waterskin Rations, trail (3 days)
Holy symbool, wooden (on leather cord around neck) Flint & steel
Hirelings Nemmet, boy, torch/shield bearer Torches, 6 Wooden stakes, 6 Crowbar Spare shield
Background A former squire of Sir Hector the Righteous of Baynor, Erimus is a paragon of knightly virtue despite having never been knighted.
It was an ill fate that saw Hector's retinue taken unawares on the morn that Erimus would be dubbed -- and a keen blow that Hector did fall. The others of his retinue fled or were captured, but Erimus knelt and prayed until his bleakest grief had passed. And when he again opened his eyes, the days of winter were gone and God had made clear his mission.
Erimus took up his fallen master's arms and continued upon the path of righteousness. Now, he makes his way as a just and merciful fighting man who believes in God, Church and Company -- in that order.
One day, God willing, he may yet be recognised and so knighted for his toil...
Personal Details Age: Near 30 winters Hair: Straight, near shoulder length, dusty blonde Facial Hair: Full, handle-bar style moustache Eyes: Amber Height: 6ft Weight: 180 lbs.
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Post by Professor P on Dec 27, 2010 23:56:58 GMT -6
Fennick the Frail 1st level Cleric Strength: 15 (+1 to hit/damage in melee) Intelligence: 12 (+2 languages) Wisdom: 16 (-1 penalty to opponent’s saving throw vs. spell, +10% bonus to experience) Dexterity: 14 Constitution: 7 Charisma: 13 (Henchman 5, Loyalty +1) Hit points: 6 / 6 Armor Class: 13 Saving Throw Base: 15 Movement Rate: 12 Experience (+10% bonus): 0 To next level: 1500 Additional info: - Banish Undead: Clerics can use their holiness to “Turn” the undead, causing them to flee.
- Saving Throw: Clerics receive a +2 bonus when making saving throws vs. poison and paralysis.
Languages: - Common
- Nital
- Black Tongue
Equipment and Possessions (10 lbs): - Backpack
- Flint and steel
- Lantern
- Lamp oil, pint (x2)
- Rations, Trail (day) (x5)
- Sack, 30 lb. capacity
- Bedroll
- Waterskin
- Hammer
- Spikes (12), Iron
- Holy Symbol, Wooden (corded around neck)
- Ripped out page from Caravan Master Tobin's ledger
- Slain goblin guard's small pottery container with a wooden plug, that from the sound of what is inside holds some kind of liquid.
Weapons (20 lbs): Armor (25 lbs): - Leather (AC +2)
- Shield (AC +1)
Coins: 0 Background: Fennick was a young boy when his small farming village was assaulted by a swarm of undead. All he remembers from that day was the screams of friends and family and being molested by a man with a twisted and horrible visage before passing out. He awoke in a temple of Sarenrae, saved by her clerics, whom had been hunting the undead that struck his village. He was the sole survivor, barely surviving the attack of the wraiths. Though frail of health due to the wraith’s draining touch, Fennick has trained hard in body and mind by the tenet of Sarenrae and is now on a mission to seek out and destroy the foul evils that destroyed his home. Personal Information: Skin: Pallid white Hair: Light brown streaked with white Eyes: Pale green Height: 5'7" Weight: 140 lbs. Age: 22
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Aplus
Level 6 Magician
Posts: 353
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Post by Aplus on Jan 11, 2011 17:31:50 GMT -6
Grundy GrizzlegutsHalfling Druid Expert Mushroom GetterClick HERE for most recent version Vital StatsSTR: 14 INT: 10 WIS: 15 (+1) (Spell Saving Throws) DEX: 15 (+1) (AC, Missile Attack Bonus) CON: 17 (+1) (Hit Points) CHA: 15 (5 Hirelings, +1 Loyalty) XP Bonus: +15% Hitpoints: 8 (1d6+1, +1 CON) Armor Class: 16 (+2 Leather Armor, +1 Wooden Shield, +1 DEX, +2 racial) BHB: +0 Base Saving Throw: 14 Saving Throw Bonuses: +5 vs. Magic (+4 Halfling, +1 WIS) +1 vs. Death/Poison Speed: Are we using Movement/Encumbrance?Additional infoWeapon and Armor Restrictions: Druids may use daggers, sickles/crescent shaped swords, spears, slings, and oil, and may make use of leather armor and wooden shields. They may use magic items usable by all classes as well as those usable by clerics (excluding items in written form such as books and scrolls). Hard to Hit: Being small, Halflings are typically awarded some defensive bonus in combat—perhaps a +2 bonus against men-folk and +4 against giants. Deadly Accuracy with Missiles: Halflings receive a +2 “to-hit” when firing missile weapons in combat. Near Invisibility: When not engaged in combat, Halflings are hard to see and move with almost total silence. Spell Casting: Like the cleric, the druid may cast divine spells from a specific list per the table below. For more information, see cleric Spell Casting ability (S&W p.3). Fire Resistance: Druids gain a +2 bonus to Saving Throws dealing with fire.Initiate Powers (2nd): At 2nd level the druid gains the following abilities; identify pure water, identify plants, identify animals, and pass through overgrowth. LanguagesCommon Druids speak their own druidic language in addition to the common tongue. At 4th level, and every level gained above 4th, the druid may chose an extra language from the following; Pixies, Nixies, Dryad, Elvish, Treant, Giant (Hill), Centaur, Manticor, or Dragon (Green). Equipmentstarting money (3d6=9) = 90 gp Mule (20 gp) Backpack (5 gp) Bedroll (2 gp) Torches (6) (1 gp) Waterskin (1 gp) Scroll Case (3 gp) Trail Rations (4 days) (4 gp) Large Sack (2 gp) Hammer (2 gp) 50' Hemp Rope (1 gp) Wooden Stakes (12) (1 gp) Flint and Steel (5 gp) Small Sack (1 gp) Sling Stones (20) (1gp) Belt Mistletoe (2 gp, I just priced it the same as wooden holy symbol) Sickle, "The Harvester" (10 gp, I priced as a longsword) Sling (2 gp) Worn/Equipped Leather Armor (15 gp) Wooden Shield (10 gp, I priced as regular shield) Club (Free!) Leftover Money = 2 gp WeaponsClub: Attack +0; Damage 1d6 Sickle: Attack +0; Damage 1d6 Sling: Attack +5 up to 30', +4 up to 60', +3 > 60'; Damage 1d6 ArmorLeather Armor (+2 AC) Wood Shield (+1 AC) BackgroundThe Grizzleguts clan has always been somewhat of a black sheep amongst their more civilized Hobbit brethren. A long line of woodsmen and hunters, they often spend much time in the deep woods or dark caves, while their peers prefer to socialize or work in their gardens. However, they serve an important role. They bring back yummy game from their hunts, and occasionally have been known to discover a new type of mushroom or root vegetable. And a Grizzleguts will always be the one to taste test, for if any food is bad enough to make a Grizzleguts' stomach rumble, it is surely bad enough to end the life of any other Hobbit. Provided the food is good, the Grizzleguts always share their spoils with the rest of the Hobbit community. This generosity and sense of community is generally enough for the Hobbits of Berry Grove to overlook the Grizzleguts' dirty clothes and less than pleasant odors. Personal InformationHair: Black Eyes: Brown Height: 3' Weight: 60 lbs.
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eris
Level 4 Theurgist
Posts: 161
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Post by eris on Jan 11, 2011 21:51:31 GMT -6
Jorge Proudfoot - 1st Level Hobbit (Fighting Man)
XP: 0
Strength: 16 +1 Intelligence: 11 Wisdom: 14 Dexterity: 15 +1 Constitution: 15 +1 Charisma: 10
Hitpoints: (1d6+1) 7/7 Armor Class: 14 (Leather + Shield + Dex) Saving Throw Base: 14
GP: 31gp, 0sp, 0cp
Additional info: Combat Machine: Against foes of one hit dice (HD) or fewer, Fighters get one attack per level each combat round. Saving Throw: Fighters receive a +2 bonus when making saving throws vs. death and poison. Hobbit Abilities: Ranged Weapons +2; Natural Stealth (silent & hiding in plain sight)
Languages Common, Sylvan
Equipment Backpack Bedroll Crowbar Hammer 8 Iron Spikes 7 days Trail Rations Flint and Steel Lantern 2 pints of oil 50' Rope 2 small sacks 1 large sack 1 waterskin quiver with 20 arrows pouch with 20 lead bullets
Short sword +1 to hit Damage: 1d6+1 Short bow +3 to hit Damage: 1d6+3 Sling + 3 to hit Damage: 1d4+3
Leather Armor (12 AC) Small wooden shield (+1AC)
Background Jorge Proudfoot is from a family of farmers. However, he had no taste for farming and spent as much of his youth as he could in the surrounding forests. Hobbits are a peaceful race, by and large, but they are surrounded by larger and more aggressive creatures, so even they have a need for fighters...if for no other reason than to protect their villages. Jorge is one of those fighting men.
Personal Information
Hair: Brown Eyes: Brown Height: 4'6" Weight: 110 lbs.
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grimstone
Level 1 Medium
We have enough youth, how about a fountain of smart?
Posts: 18
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Post by grimstone on Jan 14, 2011 14:27:03 GMT -6
Wieland Smallburrow 1st lvl hobbit/fighting man
Str 17 +1 Int 10 Wis 14 Dex 15 +1 Con 17 +1 Chr 10
BhB: +0
Hitpoints: 8/8 AC: 14 Saving Throw: 15 +1 vs. death and poison, +4 vs. magic
Abilities: Combat Machine Hard to Hit Deadly Accuracy with Missiles Near Invisibility
Equipment 22 gp Backpack Bedroll Map Case 30 Bolts in Case Hammer 100' Hemp Rope 12 torches Waterskin Pens & Paper Inks Rulers
Short Sword 1d6-1 Dagger 1d6-1 Light Crossbow 1d6-1
Chain Mail +4 AC
Hair: Mid-length Brown. Eyes:Blue. Height:4'7" Weight:105
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jan 21, 2011 21:06:08 GMT -6
copied for continued game use Laric the Red / 1st level Fighting Man STR 15 +1 INT 10 WIS 13 CON 13 DEX 18 +1 CHA 13 Hitpoints: 7 Armor Class: 13 Saving Throw Base: 14 Money: 3 gp Equipment (cost 30gp) Backpack Flint and Steel Lantern 2 pints of oil 50' Rope 2 small sacks 1 large sack 1 waterskin ARMOR (cost 15gp) Leather Armor WEAPONS (cost 53gp) Long Bow (1d6, RoF 2, rng 70') Quiver w/ 20 arrows Dagger (1d6-1) Laric is a young brigand, desperate to earn some quick cash as his funds are running short after his last adventure. He is not above robbing others to keep his belly full, but would prefer an honest living.
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