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Name: Hanro Warpacer Gender: Male
Race: Dwarf Alignment: Neutral Good Physical Description: Age: 57 Size: Medium Height: 4' 3" Weight: 200 lb Skin: Yellow Eyes: Dark Brown Hair: Brown, Curly, Thick Beard Stats: Strength 17 (+3) Dexterity 14 (+2) Constitution 15 (+2) Intelligence 14 (+2) Wisdom 11 (+0) Charisma 10 (+0) Total Hit Points: 12 Speed: 20 feet Armor Class: 20 = 10 +5 [chainmail] +3 [shield+1] +2 [dexterity in armor] Touch AC: 12 Flat-footed: 18 Initiative modifier: +2= +2 [dexterity] Fortitude save: +4= 2 [base] +2 [constitution] Reflex save: +2= 0 [base] +2 [dexterity] Will save: 0= 0 [base] +0 [wisdom] Attack (handheld): +4= 1 [base] +3 [strength] Attack (unarmed): +4= 1 [base] +3 [strength] Attack (missile): +3= 1 [base] +2 [dexterity] Grapple check: +4= 1 [base] +3 [strength] Light load:76 lb. or less Medium load:77-153 lb. Heavy load:154-230 lb. Lift over head:230 lb. Lift off ground:460 lb. Push or drag:1150 lb. Languages: Common, Dwarven, Drazai, Goblin Dwarven Waraxe [1d10, crit x3, 8 lb., one-handed, slashing] Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing] Chainmail [medium; +5 AC; max dex +2; check penalty -5; 40 lb.] Heavy Steel Shield +1 [+3 AC; max dex +2; check penalty -1; hp 20; 15 lb. , Magical] Feats: Weapon Focus (Waraxe, Dwarven) Endurance Skills: Appraise Int 2 = +2 Balance Dex* 2 = +2 Bluff Cha 0 = +0 Climb Str* 5 = +3 +2 Concentration Con 2 = +2 Craft(Gemcutting) Int 5 = +2 +3 Craft(Any) Int 2 = +2 Diplomacy Cha 0 = +0 Disguise Cha 0 = +0 Escape Artist Dex* 2 = +2 Forgery Int 2 = +2 Gather Information Cha 0 = +0 Heal Wis 0 = +0 Hide Dex* 2 = +2 Intimidate Cha 4 = +0 +4 Jump Str* 0 = +3 +3 -6 [speed 20] Listen Wis 0 = +0 Move Silently Dex* 2 = +2 Perform(Sing) Cha 1 = +0 +1(2) Ride Dex 2 = +2 Search Int 2 = +2 Sense Motive Wis 0 = +0 Spot Wis 0= +0 Survival Wis 0 = +0 Swim Str** 3 = +3 Use Rope Dex 2 = +2 Knowledge(Religion) Int 1= +2 +1(2) * = check penalty for wearing armor Craft >=5 ranks gives +2 on related appraise checks. Dwarf: • +2 constitution / -2 charisma (already included) • Can move 20 feet even if in heavy armor • Darkvision (see 60 feet in pitch-dark) • Stonecunning (+2 on searching stone, intuit depth) • +4 to avoid being bullrushed while standing on ground • +2 racial bonus on saves vs. poison • +2 racial bonus on saves vs. spells / spell-like abilities • +1 racial bonus to hit orcs and goblinoids • +4 dodge bonus on AC against giants • +4 stability bonus to avoid being tripped/bull rushed standing on ground • +2 racial bonus on appraise checks if stone/metal Fighter: • Bonus Feats (already included) Hanro Warpacer's Equipment: Weapons / Armor / Shield (from above) -------- 67 lb Crossbow bolts (quiver of 10) x 2 (20) ------- 2 lb Backpack ---------- 2 lb Bedroll ---------- 5 lb Rations (1 day) x5 -------- 5 lb Waterskin ---------- 4 lb Artisan tools ------------- 5 lb Pouch, Belt --------------- 3 lb Sword, Short -------------- 2 lb Flint and Steel ----------------- Total ------------- 95 lb PP: 0 GP: 0 SP: 4 CP: 0 More about Hanro Warpacer: Born and raised in the halls of Clan Thunderaxe, Hanro grew up in a society that was too rigid and too stiff for his liking. He was a playful lad, always interested in mischief, harmless as it was, and earned the disfavor of the his father, a gemcutter and merchant in his trade. Though his father would have preferred the lad to follow in his footsteps, or at least learn a proper trade, Hanro had other ideas. Hanro was far more interested in the outdoors, in travel in the mountains of his Clan. It was there that he had met half-orc mercenaries, and learned of their ways. One day, an unfamiliar dwarf, old and scarred, in battered and rusty armor, spiked and covered with grime, entered the secluded halls of the Clan. The older dwarves appeared to know him, and a few of the older warriors greeted him warmly. Hanro followed them to the tavern, and listen to them discussing old times, and mainly old battles. The unknown dwarf appeared to be interested solely in those, remembering the most grisly scenes of his past with amazing detail. Hanro had heard the boasting of warriors before, and learned that most was but overblown tales, but here he saw none of the usual signs. The old warriors of the Clan appeared to listen to his words with interest, even awe, and Hanro had never seen them look at any dwarf in that manner before. The ale was flowing that evening, and soon the stories became more and more graphic, with the newcomer occasionally slurring due to the truly gargantuan amounts of drink he had consumed. When Hanro was sure that the dwarf was going to collapse, he suddenly jumped on the table, spilling ale and breaking jugs with his heavy feet. And then he began to sing. It was a ballad, though not as good or well-constructed or well-sung as of the true ballad-singers of the Clan. It was a ballad of blood, of battle, of the swing of the axe and the cleaving of the flesh. Of the fall of the foe and the rage. It was there and then that Hanro first heard of a Battlerager, and realized exactly what the dwarf singing in a drunken slur was. The next day, Hanro inquired further about the 'visiting' Battlerager, as he first thought of him, and was told, to his unending surprise, that the Battlerager was of the Clan. He was Vargo Thighsmasher, and he had left decades ago to pay some obscure debt to a human friend. He was the last Battlerager the Clan had, though the situation was different once. Once, the Thighsmasher family was a family of many dwarves, all trained in the way of the Battlerager from generation to generation. Slowly, the family diminished, and fewer and fewer members of the Thighmasher family survived long enough to start a family, or cared to start one. Hanro, now decided fully on his course of action, asked for directions to Vargo's abode, where he found the old dwarf scraping off rust from his ghastly armor. With the innocence of youth, Hanro asked to be trained in the ways of the Battlerager. He was met with a laugh. It was a difficult path to become a Battlerager, he was told, and it would take much experience in combat to even start on the path, much more than what little Hanro possessed. Vargo was willing, though, to train the young and enthusiastic dwarven youth in the ways of war. Years passed. Vargo wasn't the best of teachers, always too gruff and too easy to give up on what he considered an inadequate pupil, but Hanro was always eager to learn, always eager to become better than he was. In the end, the old Battlerager was satisfied. He told Hanro that he had given him all that he could give, and that now he had to go and earn the practical experience that could not be taught. Hanro decided to join an expedition his Clan was organizing along with the Drazai Clan Tranmitz. He had seen them over the past few years, coming and going, busy in their secret project. Hanro viewed them with distrust, as he was taught to, but the fact that his own Clan had reached and agreement with these Drazai, and even joined them on some peculiar venture was something that he did not understand. The project was recently unveiled, an airship that was to rival the transport services of the dragons. There was an expedition planned, nothing much beyond a venture to discover new land and trade. It was a place to start. Personality: Hanro is kindhearted, and has a mischievous streak in him left over from his younger days, though he has learned to accept the necessity of law and order in a society. He is thoughtful, though sometimes too quick to react. Goals: Hanro is interested in adventure, in seeing new lands and in learning the ways of battle. He wishes to eventually become a Battlerager and restore that order to his Clan. edit: Updated the character, made a few changes in selections. For those wanting a bit more ease with the character sheet generation, this site could help: Javascript D&D 3.5 Character Generator |
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Om broke her promise. Naughty Om.
Okay, I've got two characters I'll be playing for us. As my flash drive is in another room, their stats and details are a complete mystery to me. One's a half-elf chap who grew up in a small settlement of costal buccaniers. He's already learned a lot about the life of a sailor, merchant adventurer, and even a pirate. He's not a bad guy, as such, but his interests in volunteering for an airship mission are not entirely rooted in a lust for adventure and exploration. Imagine if air trade could become the most profitible way to ferry cargo anywhere... Now... imagine how much an air pirate could make feasting off less cunning air ships! he's charismatic, extremely intelligent, and usually up to more than he lets on. despite any unsavory or ruthless ambitions he may hide, he's not evil by any stretch and takes a genuine interest in the people he chooses to call friend. the other is a half-orc who's a bit of a troubled lad. his tribe have maintained a lifestyle that's even more nomadic than usual for half orcs. according to their shamanistic traditions, one of their heros who helped overthrow the evil black hearted orcs wandered the mountains on a spiritual journey that eventually saw him do battle with an orcish god or demi god and, for his bravery, he was granted some semi-divine powers himself. he speaks to his tribe in dreams, from time to time. well, this character was always plauged by strangely prophetic dreams as a child, but the dreams faded away by the time he hit puberty. the shamans had already taken him under their collective wing, but his gift had failed him, and he often purged himself as a self-punishment. even when his demi-god would speak to him through prayer, he still craved the dreams that had troubled him as a youngling. thus, among a people who despise slavery and shackles in any form, following a divinity that upholds liberty and strength as ideals, he's become known as 'Slave-to-Dreams' among his people. he's morose at times, and given to black moods, but these are just a patina tarnishing a fiercely proud warrior spirit. when a dream finally spoke to him, telling him of the need to travel across the sky, he wasted no time in riding out of the mountains to enlish on the mission. |
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oh yes, character descriptions...
i *have* got names for these guys, just not readily available, by the way. half-elf is born to two half-elven parents, so his features are a bit atypical even for an atypical species. his hair is dark brown, almost black, and his eyes are a pale grey that can almost look watery at times. he wears a thick beard that's trimmed to follow his jawline closely, and keeps his upper lip bare. his skin is fairly tanned all over, from a lifetime on the coast or on the deck of a ship. his build is slight by human standards, and fairly sturdy by elven, but clearly lithe and graceful. in contrast to this, while his movements and bodylanguage are proud and certain on the deck of a ship, on stable ground he moves much more deliberately and with caution, almost like someone unsure of their legs, or with numb feet. the half orc is a hulking knot of twisted muscle. that's the long and short of it. even among his own people his strength is famous, and for one who wasn't raised a warrior his skill with the glaive is equally as impresive. his eyes are all black, and the irises are quite large, leaving little white showing around them. he keeps his head shaved bare. but the most stunning qualities of his appearance are the scars and tattoos... his face is tattooed in a grim mask of frustrated anger, with extra eyes climbing up his forehead, and a wider mouth inked on his lips around his own. his forearms are tattooed in his own hand with holy phrases and teachings of his god, and his chest, back, shoulders, and upper arms are all criss crossed to varying degrees with scars. Many of these are little more than scratches or cuts that tore the skin roughly, but some are quite severe. a close inspection, if anyone wanted to make one that is, would show quite a few of the scars are very recent. |
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Silja Viskinnar
Female Human Rogue 1, Chaotic Good Representing Hsing Strength 13 (+1) Dexterity 16 (+3) Constitution 13 (+1) Intelligence 14 (+2) Wisdom 16 (+3) Charisma 12 (+1) Size: Medium Height: 5' 6" Weight: 130 lb Skin: Pale Eyes: Dark Brown Hair: Black Total Hit Points: 7 Speed: 30 feet Armor Class: 13 = 10 +3 [dexterity] Touch AC: 13 Flat-footed: 10 Initiative modifier: +3 = +3 [dexterity] Fortitude save: +1 = 0 [base] +1 [constitution] Reflex save: +5 = 2 [base] +3 [dexterity] Will save: +3 = 0 [base] +3 [wisdom] Attack (handheld): +1 = 0 [base] +1 [strength] Attack (unarmed): +1 = 0 [base] +1 [strength] Attack (missile): +3 = 0 [base] +3 [dexterity] Grapple check: +1 = 0 [base] +1 [strength] Light load: 50 lb. or less Medium load: 51-100 lb. Heavy load: 101-150 lb. Lift over head: 150 lb. Lift off ground: 300 lb. Push or drag: 750 lb. Languages: Common, Dwarven, Halfling Sap [1d6 nonlethal, crit x2., 2 lb., light, bludgeoning] Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing] Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing] Feats: Skill Name KeyAbility SkillModifier AbilityModifier Ranks Misc.Modifier Appraise Int 2 = +2 Balance Dex* 7 = +3 +4 Bluff Cha 1 = +1 Climb Str* 5 = +1 +4 Concentration Con 1 = +1 Craft_1 Int 2 = +2 Craft_2 Int 2 = +2 Craft_3 Int 2 = +2 Diplomacy Cha 1 = +1 Disable Device Int 6 = +2 +4 Disguise Cha 1 = +1 Escape Artist Dex* 4 = +3 +1 Forgery Int 2 = +2 Gather Information Cha 1 = +1 Heal Wis 3 = +3 Hide Dex* 10 = +3 +4 +3 [skill focus] Intimidate Cha 1 = +1 Jump Str* 4 = +1 +3 Listen Wis 6 = +3 +3 Move Silently Dex* 10 = +3 +4 +3 [skill focus] Open Lock Dex 7 = +3 +4 Perform_1 Cha 1 = +1 Perform_2 Cha 1 = +1 Perform_3 Cha 1 = +1 Perform_4 Cha 1 = +1 Perform_5 Cha 1 = +1 Ride Dex 4 = +3 +1 Search Int 6 = +2 +4 Sense Motive Wis 3 = +3 Spot Wis 3 = +3 Survival Wis 3 = +3 Swim Str** 2 = +1 +1 Tumble Dex* 5 = +3 +2 Use Magic Device Cha 3 = +1 +2 Use Rope Dex 5 = +3 +2 * = check penalty for wearing armor Silja Viskinnar's Equipment: Weapons / Armor / Shield (from above) Arrows (quiver of 20) x2 Bedroll Ink pen Locks x1 Paper sheets x4 Rope (50', silk) x1 Sewing needle Signal whistle Soap Climber's kit Thieves' tools ------------------------ 29 lb |
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Forgot to copy my feats in:
Feats: Skill Focus (Hide) Skill Focus (Move Silently) If that is okay, I changed my armor class and equipment (I simply forgot about that, if it's too late, I have to live with it and see my char gets equipped during the game. )Sil's Equipment: Weapons / Armor / Shield (from above) Arrows (quiver of 20) x2 Blanket, winter x1 Chalk Fishhook Ink pen Locks x1 Paper sheets x3 Rope (50', silk) x1 Sewing needle Signal whistle Climber's kit Thieves' tools Total 46 lbs Armor class: Armor Class: 16 = 10 +3 [studded] +3 [dexterity] Touch AC: 13 Flat-footed: 13 |
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i still have to count my gold...
I'm so sorry I'm so slow on the uptake, and with my input, but recently i always find that life is always a few metres ahead of me, like a bus driven by a sadistic driver that loves to speed off as soon as I appear in the rear view mirror.... |
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Name: Corben Taylor (previously Miller)
Gender: Male Race: Human Alignment: Neutral Good Class/Level: Fighter/1 Physical Description: Age: 19 Size: Medium Height:5'11'' Weight: 180lb Skin: Tanned Eyes: Brown Hair: Dark, cropped close to his head Stats: Strength 15 (+2) Dexterity 14 (+2) Constitution 17 (+3) Intelligence 13 (+1) Wisdom 11 (0) Charisma 14 (+2) Total Hit Points: 13 Armor Class: 17 Touch AC: 12 Flat-footed: 15 Initiative modifier: +2 Fortitude save: +5 Reflex save: +2 Will save: 0 Grapple check: 3 Light load: <63lb Medium load: 64-133lb Heavy load: >133lb Languages: Common, Draconic Feats: Power Attack Combat Expertise Weapon Focus (Greatsword) Skills: Appraise Int 1 Balance Dex* 2 Bluff Cha 2 Climb Str* 6 (4 skill points) Concentration Con 3 Decipher Script Int 1 Diplomacy Cha 2 Disable Device Int 1 Disguise Cha 2 Escape Artist Dex* 2 Forgery Int 1 Gather Information Cha 2 Handle Animal Cha 6 (4 skill points) Heal Wis 0 Hide Dex* 2 Intimidate Cha 2 Jump Str* 6 (4 skill points) Listen Wis 0 Move Silently Dex* 2 Open Lock Dex 2 Ride Dex 6 (4 skill points) Search Int 1 Sense Motive Wis 0 Sleight of Hand Dex 2 Spellcraft Int 1 Spot Wis 0 Survival Wis 0 Swim Str** 2 Tumble Dex 2 Use Magic Device Cha 2 Use Rope Dex 2 * = check penalty for wearing armor WEAPONS Greatsword 1d10/2d6 19-20/x2 Attack Bonus=5 Javelin(x4) 1d4/1d6 x2 Range=30ft Attack Bonus=3 Morningstar 1d6/1d8 x2 Attack Bonus=3 Gauntlet 1d2/1d3 x2 Attack Bonus=3 ARMOUR Chainmail ACBOnus +5 MaxDex 2 CheckPenalty -5 Spell Failure 30% Weight 40lb HUMANS *Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. * Human base land speed is 30 feet. *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. Corben Taylor's Equipment: Weapons / Armor (from above)--63lbs Traveller's Outfit ------------------5lbs Backpack---------------------------2lbs Bedroll------------------------------5lbs Tent---------------------------------20lbs Waterskin---------------------------4lbs Lamp, common--------------------1lb Oil (3pts)---------------------------3lbs Rope, silk---------------------------5lbs Rations (x5)------------------------5lbs Mug, clay---------------------------1lb Total ------------- 113lbs PP: 0 GP: 1 SP: 9 CP: 8 More about Corben Taylor: Corben Miller was the fifth and youngest son of his father who, naturally, owned his own mill. His mother died when he was just 3 years old, which left him in the care of his fathers and brothers. With his mother dead, he didn’t receive the protection that some youngest children get and was instead brought up with rough and tumble, including several semi-serious fights with his older siblings. His days were spent mostly in the mill, helping his father move wheat, water and finally flour around. His evenings were spent ‘playing’ with his family. This made him much tougher than other children his age, but due to his isolation at the mill, he rarely met anyone else to know that. At the age of 13, his father died and with a combination of grief and fear of what his oldest brother would do with him, he ran away from home. He wandered the streets for some time, begging food before he decided to join the Endrok army. He changed his surname to Taylor for the application form and lied about his age. With his advanced build and the need for more troops, the recruiting officer took his word that he was 15. Corben trained hard in the army and found the abuse from his fellow soldiers to be slightly less than that of his brothers. Food was also more regularly on his table. He learnt many skills in training, but he impressed his tutors especially with his swordplay. At the age of 17 (though they thought him 19), he brought himself a greatsword, having saved his earnings for several years. He took several private lessons in the next year to become proficient when using it. After 6 years in the army, his feet became itchy and when volunteers for an expedition on an airship were requested, he immediately signed up. Ella: Is it a giraffe? Me (stops drawing): No Ella: Star Trek? Me: Yes! |
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ba, i need to run a few feat options by you when you get a chance. email me at work or ask roman about the specifics, if he can remember which ones they are.
there's two from complete adventurer and two from races of destiny that i'd like to know if you'd be willing to permit. i may retool slightly based on those choices. |
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Name: Faddenmerith Ranger
Gender: Male (I still stand by the fact that I can’t play females) Race: Desert Elf Alignment: Chaotic Good Class/Level : Ranger/1 Physical Description: Age: 198 Size: Medium Height: 5'8'' Weight: 110lb Skin: Tanned Eyes: Brown Hair: Dark, long. Kept away from his face by the way of a thin leather thong. The hair’s braided and the thin braid almost reaches his waist. Clothing: Lose robes of some light, in both colour material, fabric. General appearance: The tip of his right ear is missing and a thick scar mars his right cheek just missing his nose before it turns downwards and meets his upper lip. Stats: Strength 16 (+2) Dexterity 18 (+5) [racial bonus +2] Constitution 14 (+1) [racial un-bonus -2] Intelligence 13 (+1) Wisdom 15 (+2) Charisma 8 (-1) Total Hit Points: 9 Armor Class: 18 Touch AC: 15 Flat-footed: 13 Initiative modifier: +5 Fortitude save: +3 Reflex save: +7 Will save: +2 Grapple check: 3 Languages: Elven, Common, Draconic Feats: Track Wild empathy Favoured Enemy (gnomes) Point Blank shot Skills: Climb Str* 3 Concentration Con 2 Handle Animal Cha 5 (4 skill points + racial bonus +2) Heal Wis 6 (4 skill points) Hide Dex* 5 Jump Str* 2 Listen Wis 2 Move Silently Dex* 9 (4 skill points) Ride Dex 11 (4 skill points + racial bonus +2) Search Int 7 (4 skill points) Spot Wis 8 (4 skill points + racial bonus +2) Survival Wis 6 (4 skill points) Swim Str** 2 Use Rope Dex 5 * = check penalty for wearing armor WEAPONS Scmitar 1d6+2/1d6 x2 Attack Bonus=3 Shortbow (composite) 1d6/1d6 x3 Attack Bonus=6 ARMOUR Studded leather shirt AC Bonus: 3 Weapons / Armor (from above)--20lbs Scmitar-----------------------------4lbs Arrows(30pcs)---------------------5lbs Shortbow---------------------------2lbs Backpack---------------------------2lbs Bedroll------------------------------5lbs Waterskin---------------------------4lbs Rope, hemp-------------------------5lbs Rations (x5)------------------------5lbs Mug, clay---------------------------1lb Total ------------- 53lbs |