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Thread: Dragons on the River of Time (Original Character Sheets, House Rules, XP, etc.)

  1. #1
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    Default Dragons on the River of Time (Original Character Sheets, House Rules, XP, etc.)

    Quick Sheet - Dragons on the River of Time

    Ulin Majere male Abanasinian civilized human sorcerer 5/Academy sorcerer 3
    CG Medium humanoid (human); 5'11", 164 lbs., age 33
    Focused Mind, Savanna Child; Abanasinian, Common, Draconic
    hp 40/40
    Non-Lethal Damage: 0
    AC 18, touch 14, flat-footed 16; Fort +5, Ref +6, Will +9
    Str 10, Dex 14, Con 12, Int 14, Wis 12, Cha 20; Perception +6
    Craft Spell, Empower Spell, Eschew Materials, Leadership (12), Magical Aptitude, Silent Spell, Still Spell
    Academy resources, arcane bloodline, arcane bond (earring of communication), arcane thesis (divination), bloodline arcana, cooperative study, metamagic adept 2/day
    spd 30 ft.; base atk +3; base melee atk +3; base ranged atk +5; CMB +3; CMD 17
    dagger (melee) +3 (1d4/19-20), dagger (ranged) +5 (1d4/19-20), mwk light crossbow +6 (1d8/19-20)

    Simone Belmonte female Solamnic civilized human noble 3/rogue 5
    CG Medium humanoid (human); 5'10", 113 lbs., age 19
    Charming, Extremely Fashionable; Common, Dwarven, Elven (Silvanesti)
    hp 50/50
    Non-Lethal Damage: 0
    AC 19, touch 15, flat-footed 14; uncanny dodge; Fort +3, Ref +12, Will +5; evasion
    Str 14, Dex 20, Con 13, Int 14, Wis 12, Cha 16; Perception +7
    Agile Maneuvers, Combat Expertise, Exotic Weapon Proficiency (whip), Improved Disarm, Improved Feint, Improved Trip, Weapon Finesse
    bonus class skill (Heal), favor +2, inspire confidence 1/day, martial adept, rogue talents (2 combat tricks), sneak attack +3d6, trapfinding, trap sense +1, wealth
    spd 30 ft.; base atk +5; base melee atk +7; base ranged atk +10; CMB +10; CMD 22 (24 vs. disarm or trip)
    The Mantis Barb [+2 ghost touch undead bane whip dagger] +12 (1d6+4/19-20)
    Ability Drain (-5 Wis, -2 Cha): Simone currently has a -3 penalty to her Will save and her Wisdom based skills and a -1 penalty to her Charisma based skills.

    Loren Soth male Solamnic civilized human fighter 7/paladin 1 of Mishakal
    LG Medium humanoid (human); 6'2", 168 lbs., age 45
    Armor Expert, Charming; Common, Elven, Istaran
    hp 70/79 slashed by Glaxius' glaive
    Non-Lethal Damage: 0
    AC 25, touch 13, flat-footed 21; Fort +9, Ref +4, Will +5 (+7 vs. fear affects);
    Str 20, Dex 14, Con 14, Int 14, Wis 13, Cha 15 (17 current); Perception +1
    Cleave, Dodge, Furious Focus, Great Cleave, Improved Critical (greatsword), Power Attack, Quick Draw, Weapon Focus (greatsword), Weapon Specialization (greatsword)
    armor training +2, aura of good (faint), bravery +2, detect evil (at will), smite good 1/day (+3 attack, +1 damage, +3 damage vs. creatures with evil subtype, evil dragons, or undead, +3 deflection bonus to AC), weapon training +1 (heavy blades)
    spd 30 ft.; base atk +8; base melee atk +13; base ranged atk +10; CMB +13; CMD 25
    +1 holy greatsword +16/+11 (2d6+11/x2 plus 2d6 vs. evil)

    Waylorn Wyvernsbane male Solamnic civilized human bear shaman 7
    NG Medium humanoid (human); 6'5", 275 lbs., age 35
    Dirty Fighter, Magical Knack; Common, Druidic, Elven (Silvanesti), Istaran, Solamnic
    hp 60/70 burned by the death throes of a baaz draconian's burning ghost
    Non-Lethal Damage: 0
    AC 19, touch 14, flat-footed 17; Fort +8, Ref +3, Will +10 (+14 against spell-like abilities of the fey)
    Str 15, Dex 13, Con 16, Int 12, Wis 21, Cha 18; Perception +16
    Augment Summoning, Improved Grapple, Improved Unarmed Strike, Natural Spell, Spell Focus (Conjuration)
    nature bond (animal companion [bear]), nature sense, resist nature's lure, spontaneous casting (summon nature's ally), totemic summons (bears), totemic transformation (aspect of the bear), wild empathy +11 (+15 bears & wolverines, +7 magical beasts), wild shape 2/day (7 hours per day or 9 hours per day in bear form - 7 and 9 remaining), woodland stride, trackless step
    spd 30 ft.; base atk +5; base melee atk +7; base ranged atk +6; CMB +7 (+9 grappling); CMD 18 (20 vs. grapple)
    Nature's Wrath [+2 scimitar] +9 (1d6+4/18-20), +1 shortspear (melee) +8 (1d6+3), +1 shortspear (ranged) +7 (1d6+3)

    Colbert male black bear animal companion
    N Medium animal (bear); 6' (standing on hind legs), 300 lbs., age 14
    hp 43/50 stabbed by the corrupting blade of a baaz draconian's burning ghost & singed by it's death throes
    Non-Lethal Damage: 0
    AC 21, touch 15, flat-footed 16; Fort +8, Ref +10, Will +4 (+8 against enchantment spells & effects); evasion
    Str 26, Dex 20, Con 16, Int 2, Wis 14, Cha 6; low-light vision, scent; Perception +7
    Endurance, Diehard, Improved Natural Attack (bite)
    devotion, link, share spells, tricks (attack, come, defend, down, heel, stay, track)
    spd 40 ft.; base atk +4; base melee atk +12; CMB +12; CMD 27
    bite +12 (1d8+8), 2 claws +12 (1d4+8)

    Variel Starbreeze male Silvanesti elf sniper 2/fighter 2/Silvanesti irregular 4 of the Blue Phoenix [kirath 4]
    CG Medium humanoid (elf); 6', 136 lbs., age 121
    Forlorn, Jaded; Abanasinian, Common, Elven (Silvanesti), Kothian, Khurish, Ogre
    hp 63/85 stabbed by the corrupting blade of a baaz draconian's burning ghost & burned by it's death throes
    Non-Lethal Damage: 0
    AC 25, touch 16, flat-footed 19; Fort +11, Ref +13, Will +6 (+8 against enchantment spells & effects, +9 against fear effects); evasion
    Str 12, Dex 20 (22 current), Con 16, Int 16, Wis 14, Cha 8; auto detect secret doors w/in 5', elvensight (darkvision 30, low-light vision); Perception +16
    Alertness, Blind-Fight, Endurance, Elven Accuracy, Exotic Weapon Proficiency (soris), Iron Will, Point Blank Shot, Precise Shot, Sharp Senses, Weapon Finesse
    accuracy, bravery +1, combat style (archery), elven magic, focused enemy humans +2, forest ghost +2, focused terrain deserts +2, rogue talent (combat trick), see invisibility 1/day (CL 2nd), sneak attack +1d6, truth-seek, weapon familiarity
    spd 30 ft.; base atk +7; base melee atk +8 or +12; CMB +8; CMD 24 (26 vs. Sunder attempts against elven curve blade)
    +1 keen elven curve blade +14/+9 (1d10+3/15-20), +1 composite longbow [+1 Str] +14/+9 (1d8+2/x3), +1 elk bone dagger +14 (1d4+2/19-20)
    Ability Drain (-3 Wis): Variel currently has a -2 penalty to his Will save and his Wisdom based skills.


    Knowledge Skills
    Arcana: Ulin +13, Simone +6
    Dungeoneering: Simone +10, Variel +8
    Engineering: Variel +8, Simone +6
    Geography: Variel +8, Simone +6, Waylorn +6
    History: Simone +10, Ulin +9
    Local: Variel +8, Simone +6
    Nature: Variel +9, Waylorn +9, Simone +6
    Nobility: Simone +10, Loren +7
    Planes: Simone +6
    Religion: Simone +13, Loren +9
    Spellcraft: Ulin +15, Variel +8 (+10 to identify magical properties of an item)

    Average Party Initiative: +4

    Index
    Characters -
    Bhatair - p. 1
    Loren - p. 1
    Simone - p. 1
    Ulin - p. 1
    Waylorn/Colbert - p. 1
    Variel - p. 1
    Misc. -
    House Rules - p. 1
    Top Ten Hits List - p. 1
    XP! - p. 1
    Last edited by Tauren_Kai-Jere; 10-05-2013 at 01:50 AM.
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  2. #2
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    Default House Rules

    1. Critical Fumble Rule Upon rolling a natural 1 the attacker rolls another d20 and applies all modifiers from the first attack roll to this roll. If the result of the second roll fails to match or beat the defenders AC (resulting in a miss), the attacker critically fumbles (resulting in a mishap of the DM's discretion). Otherwise the attack is simply treated as a miss.

    2. Critical Hits Players have the option to either double the results of their dice rolls or roll multiple dice for damage. It's their perogative to use whichever method they prefer.

    3. Healer's Kits. Any character with at least 5 ranks in Knowledge (nature) or 5 ranks in Heal can make a DC 10 Survival check to replentish 5 uses of a healer's kit. For every 4 that they exceeded the DC they can add another use to the kit.

    4. New Equipment - Bandolier A bandolier in worn across the character's chest and back and can hold up 6 Small items or up to 12 tiny items of potion size or smaller (individual thunderstones, acid flasks, etc.). Any item can be retrieved from a bandolier as a move action. A bandolier costs 10 stl and weighs 1 lb.

    5. Leveling While Wounded. If a character levels up while wounded they add half of the new hit points rolled from gaining a new level to their current hit points total. Their maximum number of hit points increases normally.

    6. Spellcraft. The difficulty for an arcane spellcaster to identify a divine spell (or vice-versa) with a Spellcraft check increases the DC of the check by +2. Spell-like abilities and spells that are opposite of the spell type used by the caster (ambient or focused) will also increase the DC of the Spellcraft check by +2.

    7. Striking the Cover Instead of a Missed Target. If an attack roll fails within a range low enough to miss the target with cover but high enough to strike the target if there had been no cover, the object used for cover was struck. If a creature is providing cover for another character and the attack roll exceeds the AC of the covering creature, the cover creature takes the damage intended for the target. If the covering creature has a Dexterity bonus to AC or a dodge bonus, and this bonus keeps the covering creature from being hit, then the original target is hit instead. However, the Precise Shot feat eliminates the threat of shooting an ally by accident in combat because of this rule.

    8. Two-Day Rule If a player does not log into the forums for two days or does not otherwise act for their character in that amount time the DM is allowed to act for them until they return to the game.

    9. Wild Magic Anytime a sorcerer casts their highest level spell or a spell created via the Craft Spell feat (see below) a percentile die is rolled. On a result of 01-03 the spells fizzles out. Nothing happens and the spell is wasted. On a result of 04-96 the spells works as it was intended. On a result of 97-00 the spell goes wild, the results of which are determined by the DM.

    In addition to the feats listed in the Pathfinder Roleplaying Game Core Rulebook, Bestiary, Advanced Player's Guide, and the various Sovereign Press and MWP Dragonlance sourcebooks, the following feats are also available to players. The feats on this list are either taken from other sources (like the Nexus) or are homebrew. I use them in my tabletop games and you guys have the option to use them here too!

    Feats

    CRAFT SPELL [METAMAGIC]
    Prerequisites: Ability to cast spells without preparation, Spellcraft 2 ranks.
    Benefit: You may attempt to cast any sorcerer or mystic spell that you do not already know as is appropriate for your class; i.e. sorcerers can only carft spells found on the wizard/sorcerer spell list and mystics can only craft spells found the cleric/mystic spell list. You must have a free (uncast) spell slot of the level of spell to be cast. You may apply any metamagic feat that you know to the spell, but you must still be able to cast the spell at its modified spell level. Crafting the spell requires a Spellcraft check. The DC of the Spellcraft check is determined by the level of the spell and other modifiers, as given below. Success means the spell works as if cast normally by the spellcaster, with any metamagic feats in effect, and using up the spell slot. Failure means the spell does not work, but the spell slot is still used up. Crafting a spell is always a full-round action and includes the crafting and casting of the spell. If the spell would normally require a casting time of a full round or more, the crafting takes place the first round and the spell takes effect on the following round (or later, depending on the spell). Crafting a spell invokes an attack of opportunity, just like casting a spell. Follow the standard rules for disruption of spellcasting when crafting a spell.
    Base DC of Spellcraft check: 20 + (spell level x 2)

    EXPERIENCED SPELL [METAMAGIC]
    Prerequisites: Spellcasting ability score 18+, Eschew Materials, Improved Eschew Materials, Greater Eschew Materials.
    Benefit: You can apply this feat to a spell that requires an experience component. You can then cast that spell without losing experience. Casting an Experienced Spell requires the use of a spell slot three levels higher then the spell being cast.

    GREATER ESCHEW MATERIALS [METAMAGIC]
    Prerequisite: Eschew Materials, Improved Eschew Materials, spellcasting ability score 18+.
    Benefit: You can ignore material component costs when casting a spell that requires material components. However, this feat is left to the DMís discretion on certain requirements. For instance, a spellcaster must still have a bit of the desired body to cast raise dead. In most instances though, a material component is no longer necessary.

    IMPROVED ESCHEW MATERIALS [METAMAGIC]
    Prerequisite: Spellcasting ability score 14+, Eschew Materials.
    Benefit: You can ignore material components up to 50 stl when casting a spell with a material component. If the material component is more then 50 stl, you must still have it to cast the spell.

    LAND LEGS [GENERAL]
    Prerequisites: Sea elf, Endurance.
    Benefit: For every one point of Constitution bonus you have you may remain out of the water for an additional 2 hours before suffering from Surface Sensitivity.
    Additionally, your Surface Sensitivity circumstance penalty is reduced by one.
    Normal: A sea elf must spend at least 1 hour out of every 24 hours underwater. If they are out of the water for longer then 23 hours they suffer a circumstance penalty on attack rolls, saving throws, and checks. Dargonesti elves suffer a -2 Surface Sensitivity penalty; Dirmernesti a -1.

    SURFACE DWELLER [GENERAL]
    Prerequisite: Land Legs.
    Benefit: Your Surface Sensitivity circumstance penalty is reduced by one. This stacks with the penalty reduction granted by the Land Legs feat.
    Normal: A sea elf must spend at least 1 hour out of every 24 hours underwater. If they are out of the water for longer then 23 hours they suffer a circumstance penalty on attack rolls, saving throws, and checks. Dargonesti elves traditionally suffer a -2 Surface Sensitivity penalty; Dirmernesti a -1.

    I realize it may seem silly to list the sea elf feats when no one is playing one, but you never know who might die and want to play a land-walking sea elf!
    Last edited by Tauren_Kai-Jere; 05-14-2013 at 11:49 PM.
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  3. #3
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    Default Top 10 Hits List

    1. Loren: 82 points of damage on a critical hit that destroyed one of the apocalypse zombies attacking the warriors of Que-Kiri. His square jaw set, he brought his sword around in a mighty sweeping arc. In one fluid motion he brought brought the massive weapon up from waist level and over his head as he split the zombie still sliding along the spear from skull to balls. Bones cracked and buckled as blood and organs sprayed the paladin a second time and the two halves of the dead man fell in two chunky pieces from the shocked spearman's weapon.

    2. Loren: 68 points of damage on a critical hit that killed Glaxius the Reaper after the party and their allies were ambushed in the burned-up woods along the shores of Crystalmir Lake. Then Loren pivoted and sent his holy greatsword slicing through the thing's chest with a savage flash of blue that illuminated the gray forest for just a moment. His blade caught the demon hunter under it's right armpit and kept going, the rings of it's dragonmetal shirt be damned. Glaxius fell to the ground in two pieces at Loren's feet, a twisted snarl of pain frozen on the tightly drawn, pale skin of his corpse.

    3. Loren: 42 points of damage that wounded Glaxius the Reaper after the party and their allies were ambushed in the burned-up woods along the shores of Crystalmir Lake. "In the name of the Holy Lady," Loren said as blood dripped down his neck, "today you shall meet your god." Practically before he had finished he was launching himself forward, bringing his holy weapon down with a great chop from the side before pivoting on his foot and slicing in an arc aiming for the thing's chest. His first blow broke the monster's right shoulder with a sickening crack. Glaxius howled and dropped his glaive.

    4. Loren: 42 points of damage that destroyed one of the apocalypse zombies attacking the warriors of Que-Kiri. A soft blue glow erupted from the paladin of Mishakal's blessed greatsword as he sliced the head of the first corpse in the path of his blade in half. Blood and brains spattered his full-plate and coated Ignak below the waist. Loren didn't notice. His full concentration was on his next sanctifying blow.

    5. Loren: 40 points of damage that wounded Glaxius the Reaper after the party and their allies were ambushed in the burned-up woods along the shores of Crystalmir Lake. The demon warrior screamed and cursed in it's infernal tongue as Mishakal's holy wrath scoured it's impure soul and cut it's flesh. Thick black blood oozed from the wound.

    6. Loren: 32 points of damage that wounded Houndmaster Phair Caron when the ghost and her deadly hounds caught up to the heroes in the village of Que-Kiri. There was a searing blue flash as Loren delivered a powerful overhead chop with his heavy blade and the ghost shrieked in pain again. His blessed greatsword sliced through the gardbrace over the thing's left shoulder and seared ethereal flesh with the wrath of the Blue Lady.

    7. Ulin: 25 points of fire damage that destroyed the zombified shaman Red Wolf when he ambushed Ulin, alone, in the streets of Que-Kiri at night. Ulin's blazing bolt of fire scorched the flesh off of the dead Que-Kiri man's face, cooking it's rotten brains in it's skull and exposing the skeleton face beneath. Maggots popped from the heat. Black blood spurted from it's neck as the body tumbled to the ground, spattering the well-traveled dirt road around it.

    8. Ulin: 25 points of force damage that destroyed one of the Hounds of Verminaard as the heroes fought to escape the burning ruins of Que-Shu with Goldmoon. Again, he reached outward, funneling more and more threads of energy through his body. If anything, he had to bring aid to the fight. In response, force explosions again riddled the same beast, sending waves of agony through its shimmering form. It flickered and bellowed as it's ethereal form imploded in a burst flame. There was a rush of hot air and a pop as loud as any thunderclap as the beast was torn from existence by the force of Ulin's spell.

    9. Simone: 21 points of damage that destroyed the burning ghost of a baaz draconian after the party and their allies were ambushed in the burned-up woods along the shores of Crystalmir Lake. The dragon-man's flaming spirit lunged hungrily for Simone, the flaming wrapping around it's snout flapping eagerly as it attacked. It had fallen for her ruse completely. Instead of searing the flesh of the living, however, the serrated tail of the Mantis Barb slashed through it's face. The ghost shrieked in agony as the holy whip cut it's ties with the mortal plane, sending it back to the Abyss with a violent explosion of hellfire.

    10. Daevan: 21 points of damage that destroyed a fast plague zombie as the heroes fought to rescue Goldmoon from the undead mob that was attacking the village of Que-Shu. Waylorn had only pulled his blessed scimitar, Nature's Wrath, from it's sheathe when Daevan's huge earth-breaker hammer came down in a powerful overhead arc. Even as he cried out in the name of all of Istar's glory, the hammerhead pulped the zombie's head. Bits of flesh and bone and blood spattered his armor and face and sprinkled the bear's black fur with red gore.
    Last edited by Tauren_Kai-Jere; 05-14-2013 at 11:51 PM. Reason: There are things to write about now!
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  4. #4
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    Default

    Bhatair Splitstone, Warpriest of Reorx
    LN male Daewar dwarf fighter (weapon master) 3/cleric of Reorx 3
    medium humanoid (dwarf)
    Age: 65; Height: 45"'; Weight: 160 lbs. Hair: dark brown with streaks of grey around temples; Eyes: brown
    Languages: Common, Dwarven
    Patron Deity: Reorx
    XP: current 15,000 /needed for next level 23,000

    Str: 17 +3
    Dex: 17 +3
    Con: 15 +2
    Int: 11 +0
    Wis: 20 +5
    Cha: 10 +0

    Speed: 20 ft. (base 20 ft.)
    Senses: +8 Perception; Darkvision 60'
    Hit Dice: 3d10 + 3d8 (+12 Con, +4 favored class); Hit Points (max/current): 60/50
    AC: 23 (+3 Dex, +3 shield, +7 armor); touch: 13; flat-footed: 20

    BAB:
    +5 base attack
    +8 base melee attack (+5 base, +3 Str)
    +8 base ranged attack (+5 base, +3 Dex)
    CMB: +8
    CMD: +21

    Saving Throws
    +8 Fort (+6 base, +2 Con)
    +5 Ref (+2 base, +3 Dex)
    +9 Will (+4 base, +5 Wis)

    Feats
    Armor Proficiency (Heavy)
    Armor Proficiency (Light)
    Armor Proficiency (Medium)
    Improved Shield Bash
    Martial Weapon Proficiency - All
    Power Attack +4/-2
    Shield Focus
    Shield Proficiency
    Simple Weapon Proficiency - All
    Tower Shield Proficiency
    Two-weapon Fighting
    Weapon Focus: Warhammer

    Traits
    Child of the Temple
    Killer

    Racial abilities (dwarf)
    Darkvision (60 feet)
    Defensive Training
    Greed
    Hardy
    Hatred
    Slow and Steady
    Stability
    Stonecunning

    Class abilities (cleric)
    Channel Positive Energy 2d6 (3/day) (DC 11) (Su)
    Cleric Domain: Fire
    Cleric Domain: Strength
    Spontaneous Casting

    Class abilities (fighter)
    Weapon Guard +1 (warhammer)
    Weapon Training +1 (warhammer)

    Skills
    +11 Heal (+5 Wis, 3 ranks, class skill)
    +6 Knowledge (religion) (+0 Int, 3 ranks, class skill)
    +8 Perception (+5 Wis, 3 ranks)
    +11 Sense Motive (+5 Wis, ranks, class skill)

    Armor & Shields
    Graldamir's Bulwark (+1 breastplate): Armor Bonus +7; Max Dex +3; Armor Check Penalty -3; Arcane Spell Failure 25%
    Graldamir's Ward (+1 Light Steel Shield): Armor Bonus +3; Arcane Spell Failure 5%

    Weapons
    +10 Graldamir's Fury (+1 thundering warhammer): 1d8+5; Critical: x3; Type: B
    +8 Graldamir's Ward (+1 light steel shield): 1d3+3; Critical: x2; Type: B

    Spells (DC 15 + spell level) (4/4/2)
    Domain Spells: 1) burning hands, 2) bull's strength
    Spells Prepared:
    0 - detect poison, guidance, resistance, stabilize
    1 - divine favor, inflict light wounds, remove fear, shield of faith
    2 - bear's endurance (cast), sound burst

    Equipment (Total Weight Carried: 92.5/260lbs, Medium Load [Light: 86lbs, Medium: 173lbs, Heavy: 260lbs])
    Backpack (13 @ 35 lbs) 2lbs
    Bedroll (in backpack) 5lbs
    Cleric's vestments 6lbs
    Graldamir's Bulwark 30lbs
    Graldamir's Fury 5lbs
    Graldamir's Ward 6lbs
    Hammer (in backpack) 2lbs
    Ink (1 oz. vial, black) x4 (in backpack)
    Inkpen (in backpack)
    Journal, Blank (in backpack) 3lbs
    Money 8.5lbs
    Mug/Tankard, clay (in backpack) 1lb
    Pick, miner's (in backpack) 10lbs
    Potion of cure moderate wounds x3 (in backpack)
    Potion of protection from chaos x2 (in backpack)
    Potion of protection from evil x2 (in backpack)
    Potion of shield of faith +3 x2 (in backpack)
    Rations, trail (per day) x10 (in backpack)
    Signet ring
    Waterskin (in backpack) 4lbs

    Description:
    If one was not aware of Bhatair Splitstone's heritage, one would be hard pressed to guess that the devout servant of Reorx is a proud member of the Daewar clan. While most Daewar sport golden hair, Bhatair's is black as coal, broken only by streaks of silver at the temples betraying his age. His immense black beard is kept well trimmed, obviously a thing of pride for Bhatair. Another one of Bhatair's striking features are his eyes. Green as emerald, it is rumored among his fellow dwarves, that Bhatair's eyes can see into one's soul, reading its sins. This, of course, is not quite true but his eyes do possess an unnerving quality.

    As a holy servant of the Tamer of Chaos, Bhatair dresses in clothes befitting his station. Even his clothes set him apart from those he calls his peers, though, as Bhatair prefers robes of red and black worn over Graldamir's Bulwark where most members of the Church of Reorx dress in red and grey. While his noble heritage would certainly mandate that finer textiles be used, Bhatair insists on wearing robes made of sturdy Hardian wool. No runes or sigils adorn his robes. True faith is not in how one dresses but how one thinks and acts, he is fond of saying, thus admonishing his fellow priests for their choices. Besides, of what use is a garment that can't endure a single battle to a priest of war? Around his neck, Bhatair wears a massive steel chain holding a hammer made of steel, a single platinum rune the only thing to break the steel surface of the medallion of faith. The rune represents a phrase near and dear to Bhatair - Creation Through Strength, Strength Through Fire. Bhatair carries Graldamir's Fury, the Reorx-blessed warhammer given to him by his grandfather, in his weapons belt, Graldamir's Ward slung across his back.

    Bhatair Splitstone is a pious man. Every moment is spent in contemplation, considering how to best serve his deity. The warpriest realized long ago that he was not a skilled artisan. He lacked the talent and the drive to toil at the forges. What he didn't lack, however, was a great desire to spread the god's message, to bring the god's wrath to those who opposed strength of mind, body, and community. To those advocated chaos and anarchy. Bhatair felt that he had been chosen by Reorx as his herald, his messenger, and so he spent years perfecting his skills, training with the best warriors in Thorbardin while attending the religious needs of his flock. Bhatair's holy words focused on divine wrath against those who would oppose all that the dwarves of Krynn stood for, preaching aggression against the enemies of dwarfdom. Even after he has ventured out into the world, Bhatair's faith has not wavered. He remains firm in his beliefs that he is the hammer of Reorx, meant to seek out those who deserve his god's wrath. He is on a mission, though. A mission given to him by Unger Splitstone, High Priest of Reorx and Bhatair's father.

    While Bhatair is a cleric of Reorx, he realizes that others may not be so faithful and as long as they don't directly oppose the tenets of the Church of Reorx, Bhatair won't press the matter, preffering to inspire through his actions rather than his words. He maintains a businesslike demeanor when dealing with people, a notable exception being his family back in Thorbardin and those he considers to be close friends. He spends much of his time writing down observations pertaining to his faith in a journal but he is not above sharing a pint if one is offered.
    Last edited by Tauren_Kai-Jere; 05-23-2012 at 11:08 AM.
    Heine Kim Stick

  5. #5
    Join Date
    Aug 2007
    Posts
    1,817

    Default

    Name Simone Belmonte
    Female Human Noble 3 Rogue 5
    CG Medium Humanoid (Human)
    Age 19, Height 5' 10", Weight 113, Eyes Green, Hair Brown
    Languages Common, Elven, Dwarven
    Current XP 40,690

    Str 14 (+2)
    Dex 20 (+5) (16, +2 Racial Bonus, +1 Level 4, +1 Level 8)
    Con 13 (+1)
    Int 14 (+2)
    Wis 12 (+1)
    Cha 16 (+3)

    Speed 30, Init +5
    Senses Perception +7
    Traits Charming, Extremely Fashionable

    HD 8d8 +11 (3d8 +3 Noble, +3 Favored Class, 5d8 +5 Rogue); Hit Points 50/50
    AC 19 (Base 10 +4 Armor +5 Dex), Touch 15, Flat Footed 14
    +5 BAB, +10 CMB, 22 CMD

    +7 Base Melee Attack (+5 Base, +2 Str)
    +10 Weapon Finesse Attack (+5 Base, +5 Dex)
    +10 Base Ranged Attack (+5 Base, +5 Dex)

    Saving Throws
    +3 Fort (+1 Lvl 3 Noble, +1 Lvl 5 Rogue, +1 Con)
    +12 Ref (+3 Lvl 3 Noble, +4 Lvl 5 Rogue, +5 Dex)
    +5 Will (+3 Lvl 3 Noble, +1 Lvl 5 Rogue, +1 Wis)

    Feats
    Exotic Weapon Proficiency [Whip] (Level 1)
    Agile Maneuvers (Human Bonus Feat)
    Weapon Finesse (Level 3)
    Combat Expertise (Noble Lvl 3 Martial Style Feat)
    Improve Trip (Rogue Lvl 2 Rogue Talent)
    Improve Disarm (Level 6)
    Improve Feint (Rogue Lvl 4 Rogue Talent)

    Abilities (Racial / Class Features, etc...)
    Bonus Feat (Human)
    Bonus Skill (Human)
    Bonus Class Skill [Heal] (Noble Level 1)
    Favor (Noble Level 1)
    Inspire Confidence (Noble Level 2)
    Wealth (Noble Level 2)
    Noble Style Feat - Martial Adept (Noble Level 3)
    Trapfinding (Rogue Level 1)
    Evasion (Rogue Level 2)
    Rogue Talent [Combat Trick] (Rogue Level 2)
    Trap Sense +1 (Rogue Level 3)
    Uncanny Dodge (Rogue Level 4)
    Rogue Talent [Combat Trick] (Rogue Level 4)
    Sneak attack +3d6 (Rogue Level 5)

    Skills Armor Check Penalty (included in totals): 0 (Total Skill Points 76, Max Ranks 8)
    (Any Skill not listed uses only the appropriate Stat Modifier)
    +16 Acrobatics (8 Rank +3 Class +5 Dex -0 ACP)
    +6 Appraise (1 Rank +3 Class +2 Int)
    +17 Bluff (8 Ranks +3 Class + 3 Cha +3 Circlet of Persuasion)
    +6 Climb (1 Rank +3 Class +2 Str -0 ACP)
    +17 Diplomacy (8 Rank +3 Class +3 Cha +3 Circlet of Persuasion)
    +9 Disable Device(1 Rank +3 Class +5 Dex -0 ACP)
    +9 Escape Artist (1 Rank +3 Class +5 Dex -0 ACP)
    +5 Heal (1 Rank +3 Class +1 Wis)
    +17 Intimidate (8 Rank +3 Class +3 Cha +3 Circlet of Persuasion)
    +6 Knowledge [Arcana] (1 Rank +3 Class +2 Int)
    +10 Knowledge [Dungeoneering] (5 Rank +3 Class +2 Int)
    +6 Knowledge [Engineering] (1 Rank +3 Class +2 Int)
    +6 Knowledge [Geography] (1 Rank +3 Class +2 Int)
    +10 Knowledge [History] (5 Rank +3 Class +2 Int)
    +6 Knowledge [Local] (1 Rank +3 Class +2 Int)
    +6 Knowledge [Nature] (1 Rank +3 Class +2 Int)
    +10 Knowledge [Nobility] (5 Rank +3 Class +2 Int)
    +6 Knowledge [Planes] (1 Rank +3 Class +2 Int)
    +13 Knowledge [Religion] (8 Rank +3 Class +2 Int)
    +5 Linguistics (1 Rank +3 Class +2 Int)
    +7 Perception (3 Rank +3 Class +1 Wis)
    +9 Ride (1 Rank +3 Class +5 Dex -0 ACP)
    +7 Sense Motive (3 Rank +3 Class +1 Wis)
    +6 Swim (1 Rank +3 Class +2 Str -0 ACP)
    +10 Use Magic Device (1 Rank +3 Class +3 Cha +3 Circlet of Persuasion)

    Weapons
    +7 Unarmed Strike (+5 Base Attack +2 Str)
    1d3 +1 (+2 Str)
    Crit x2, Type Bludgeoning (Non-Lethal)

    +12 Mantis Barb (+5 Base Attack +5 Dex +2 Enhancement) - Ghost Touch, Undead Bane, Disarm, Reach, Trip
    1d6 +4 (+2 Str +2 Enhancement)
    Crit 19-20 / x2, Range 15 ft, Type Slashing, Weight 3 lbs

    Armor
    Mithral Shirt (Weight - 10 lbs)
    AC +4, Max Dex +6, Armor Check -0, Spell Failure 10%

    Equipment
    Circlet of Persuasion (Wearing, Weight - negligible)
    Noble's Outfit (Wearing, Weight - 10 lbs)
    Wrist Sheath (Spring Loaded) [Dagger] (Wearing, Weight - 2 lbs total)

    Handy Haversack (Weight - 5 lbs)
    [Main Pouch] (Capacity - 72 of 80 lbs)
    - Cold Weather Outfit (Weight - 7 lbs)
    - Courtier's Outfit (Weight - 6 lbs)
    - Entertainer's Outfit (Weight - 4 lbs)
    - Explorer's Outfit (Weight - 8 lbs)
    - Hot Weather Outfit (Weight - 4 lbs)
    - Noble's Outfit (spare) (Weight - 10 lbs)
    - Bedroll (Weight - 5 lbs)
    - Winter Blanket (Weight - 3 lbs)
    - Small Tent (Weight - 20 lbs)
    - Silk Rope (Weight - 5 lbs)
    - Jewelry (1500 STL worth)
    [Right Pouch] (Capacity - 15 of 20 lbs)
    - Adventurer's Sash (Weight - 3 lbs)
    - Dagger (x 3) (Weight - 1 lbs each)
    - Throwing Axe (x 2) (Weight - 2 lbs each)
    - Boomerang (Weight - 3 lbs each)
    - Holy Water (x 2) (Weight - 1 lbs each)
    [Left Pouch] (Capacity - 14 of 20 lbs)
    - Flint and Steel (Weight - 1 lbs)
    - Trail Rations (x 4) (Weight - 1 lbs each)
    - Torch (x 5) (Weight - 1 lbs each)
    - Waterskin (Weight - 4 lbs)

    Coins / Gems
    374 STL (in Adventurer's Sash)
    1500 STL worth of Jewelry (in Handy Haversack)

    Description
    Though her preferred fashion changes more than the seasons, there are a few constants of Simone's appearance. Her auburn hair is usually well past shoulder length and beautifully maintained, whatever style it happens to be in at the time. Her face is fair and radiant, and can light up with jubilation, hint at the sadness in her heart, or betray her childish tantrums, depending on how concerned she is with impressing those around her. Her natural beauty has a way of inspiring men around her to do their best to stay in good favor with her without knowing why.

    Background
    The Belmonte name is well known in Nightlund. Throughout the decades, the title of Mantis Rose has been passed down from generation to generation within the family, signifying an uncanny proficiency at hunting and slaying the unnatural horrors contaminating the region. The latest Mantis Rose, Leon Belmonte, married his beloved, Sara, who soon after gave birth to Simone. As Simone grew older, she started learning the skills needed for a hunter of the undead, under the tutelage of her father. Though she was still quite young, she took her training very seriously, for she did not want to let her father down as the next Mantis Rose. Or so she thought...

    Leon quickly grew wary of the idea of a female Mantis Rose, and shortly after Sara was once again with child. To Leon's relief, Simone's brother, Trevor, was born. Simone's training continued, however, for it would not do to have a daughter of the Belmonte name who could not defend herself from the unsavory creatures of Nightlund. As the years continued to pass, Simone blossomed into the very essence of a noble young lady. Well mannered, well educated, and kind-hearted, her training had paid off in not only the ways of combat, but also how to present oneself in the presence of others. She strove very hard to make her father proud, took great comfort from his approval when earned. Her perfect world was shattered, though, when her younger brother began his training and it became known that he would inherit the title of Mantis Rose.

    Simone's initial protests fell on deaf ears, for her father had made up his mind years ago. After a rebellious phase, she quieted down and appeared to have come to terms with the decision. While seemingly returning to a proper lady-like demeanor, in actuality she had begun thinking of ways to prove her worth using more inconspicuous means. She eventually learned of the Brotherhood of Shadows, an organization dedicated to battling the undead that plague Nightlund while unconstrained by the local laws and regulations. After managing a few contacts, she was afforded a chance to take the entrance trials and prove worthy of a place in the organization.

    Not knowing what the trials would entail, she packed a bag with everything she deemed potential useful and made her way to the shrine housing the Mantis Barb. A sacred family heirloom, the Mantis Barb was passed down along with the title of Mantis Rose through the generations. This holy whip would surely help her cement a position within the order, and as long as she was back by morning, the whip could be replaced and no one would be the wiser. After "borrowing" the Mantis Barb, Simone disappeared into the night, ready to meet her contact and show Nightlund she was worthy of becoming the next Mantis Rose.
    Last edited by Salinus; 02-17-2013 at 11:35 PM.
    Salinus Wavebreaker - KoD, SoS
    Tempest "Downfall" Windstrider - DoA, DoW, DRT
    Simone Belmonte - JoNS, JN, DRT

  6. #6
    Join Date
    Jan 2005
    Location
    Out of my mind, BEEEEP. Please leave a message!
    Posts
    7,061

    Default

    Waylorn Wyvernsbane
    Male Human NG Druid 7 (Bear Shaman)
    Age: 32; Height: 6'5"; Weight: 270; Hair: Light Brown(long) Eyes: Light blue
    Languages: Solamnic, Common, Elven(Silvanesti), Druidic, Istaran
    Favored Class: Druid
    Current XP: 32,376
    Traits: Dirty Fighter(+1 Damage while Flanking), Magical Knack(+2 CL to Druid Class)

    Str 15 (+2)
    Dex 13 (+1)
    Con 16 (+3)
    Wis 21 (+5)
    Int 12 (+1)
    Cha 18 (+4)

    Speed: 30ft; Init: +2
    Perception: +15
    HD: 7d8+21 (+7 Favored Class); Hit Points: 70/70
    AC: 18 (+1 dex, +4 Armor, +1 shield, +2 Amulet)

    BAB
    +5 Base Atk
    +7 Base Melee
    +6 Base Ranged
    CMB: +7 (+5 Base, +2 str)
    CMD: 18 (20 vs. Grapple); [10 base, +5 base atk, +2 str, +1 dex]

    Saving Throws

    +8 Fort (+5 base, +3 Con)
    +3 Ref (+2 base, +1 Dex)
    +10 Will (+5 base, +5 Wis)

    Feats
    Natural Spell
    Improved Unarmed Strike
    Improved Grapple
    Spell Focus(Conjuration)
    Augment Summoning

    Abilities:
    Bonus human feat and skill points
    Spontaneous Casting: Can lose a prepared spell to cast any summon nature's ally spell of the same level or lower.
    Nature Bond: Animal Companion; Colbert the Black Bear
    Nature Sense: +2 bonus on Know(nature) and Survival checks.
    Wild Empathy: +4 with Bears and Wolverines
    Woodland Stride: Move through any sort of undergrowth at normal speed with taking damage or suffering any other impairment
    Trackless Step: A druid leaves no trail in natural surroundings and can't be tracked.
    Resist Nature's Lure: +4 bonus on saving throw against the spell-like abilities of fey
    Wild Shape: 2/day; 1 hour/druid level; Functions at druid lvl +2 while in bear form(9 hours/day); May change into a Large or Tiny animal or a Small elemental.
    Totem Transformation: A bear shaman may adopt the aspect of the bear while retaining normal form: Movement(+10 enhancement to land speed, +4 racial bonus on swim checks); Senses(low-light vision, scent); Toughness(+2 Natural Armor Bonus to AC, Endurance Feat); Natural Weapons(bite[1d6] and 2 claws [1d4] for a medium shaman, +2 CMB to Grapple checks) Counts as a move action to activate. 7 mins/day
    Totemic Summons: May cast summon nature's ally as a standard action when summoning bears, and summoned bears gain temporary points equal to Waylorn's druid level. May apply the young template to any bear to reduce the level of the summoning spell required by one. May also increase the level of the said spell by one in order to apply either the advanced or giant template, or may increase it by two to apply both templates.

    Skills:
    +14 Handle Animal (7 ranks, +3 class, +4 cha)
    +15 Perception (+7 ranks, +3 class, + 5 wis)
    +14 Diplomacy (+7 ranks, +3 class, +4 cha)
    +15 Survival (+7 ranks, +3 class, +5 wis)
    +10 Heal (+2 ranks, +3 class, +5 wis)
    +9 Know(Nature) [+1 int, +3 ranks, +3 class skill, +2 class ]
    +6 Know(Geography) [+1 int, +2 ranks, +3 class]

    Spells
    0: Create Water, Detect Magic, Resistance, Light
    1: Cure Light Wounds(x3), Endure Elements, Entangle*, Obscuring Mist*
    2: Bull's Strength, Lesser Restoration(x3)*
    3: Call Lightning*, Cure Moderate Wounds*
    4: Cure Serious Wounds(x1)*

    '*' denotes used spells

    Equipment
    Amulet of Natural Armor +2

    Weapons:

    +9 Nature's Wrath (+2) Scimitar: 1d6+4/18-20
    +7 Rod of the Python: 1d6+2
    +8(+1) Shortspear: 1d6+3

    Armor:
    +2 wild leather armor
    Light Wooden Shield

    Colbert the Black Bear
    N Medium animal
    Speed: 40ft; AC: 21; HD: 6d8+12; HP: 50/50; Attacks: +12 bite(1d8+8), 2 +12 claws (1d4+8)
    Ability Scores: Str 26, Dex 20, Con 16, Int 2, Wis 14, Cha 6
    Special Qualities: Low-light vision, scent, Link, Share Spells, Evasion, Devotion, 3 bonus tricks
    Saving Throws: +8 Fort; +10 Ref, +4 Will (+7 vs. against enchantments and effects)
    Skills: +7 Perception, +7 Survival, +12 Climb, +12 Swim
    Feats: Improved Natural Weapon(bite), Endurance, Diehard
    Tricks: Attack, Come, Defend, Down, Heel, Stay, Track

    Description/Bio/Personality: Awoken by the Wayfarer, Waylorn Wyvernsbane found himself more than a little confused. Slowly things come back to him. He knew not the year, but remembered the age of his birth. Huma had defeated the Queen of Darkness and saved all of Ansalon. That man had been his inspiration and gave him the strength to persevere through his own challenge; the betrayal of his one time lover, Queen Silvyana of the Silvanesti. She became an ally of darkness, and though it cost the druid greatly, he fought defeated her with the help of other heroes and his faithful companion Colbert. Silvyana, however, escaped into the river of time before she faced ultimate defeat. Waylorn ordered himself placed into a magical slumber so that when the time came he could combat this evil once again when the time came.

    Waylorn glared angrily at the Wayfarer. He could only assume the time had come to face his beloved and he did not relish the thought...

    Much like his companion Waylorn is, at the best of times, irascible. At worst, he is a raging nightmare. His companions often said that he was more of an angry bear than Colbert. Large, strong, and a little ill-tempered. Still, due to the time he spent spent amongst the elves Waylorn learned to speak as eloquently as many elven diplomats. It was not a skill liked to use, often resorting to settling things like the bear he was at heart, with tooth and claw.

    Waylorn is tall, and heavily muscled. He has long light brown hair, and light blue eyes. The armor he wears, while leather, is styled in ancient Solmanic style.
    Last edited by Tauren_Kai-Jere; 05-15-2013 at 06:14 PM. Reason: Updated the player's spell list in their absence.
    "And that blockhead Rukin.. he might not be much of a thinker, but he can kill things well I suppose..." Argent: Cleric of Silver Master. ICRP Key of Destiny.

    "Well I'll be a pickled dog-turd," Rukin grunted.

  7. #7
    Join Date
    Apr 2006
    Location
    Dallas, TX
    Posts
    12,638

    Default

    Ulin Majere
    Male human Abanasinian Sorcerer 5 (Arcane Bloodline)/Academy Sorcerer 3
    CG Medium humanoid (human)
    Age 33 Height 5'11" Weight 164 lbs. Eyes Gold Hair Chestnut brown
    Languages: Common, Abanasinian, Draconic
    Current XP: 43,258 Needed for Next Level:
    Traits: Focused Mind & Savanna Child

    Str 10 (+0)
    Dex 14 (+2)
    Con 12 (+1)
    Int 14 (+2)
    Wis 12 (+1)
    Cha 20 (+5)

    Speed 30 ft.; base speed 30 ft. Initiative +2
    Senses Perception +6
    HD 8; Hit Points (current/max) 40/40
    AC 18 (+2 Dex, +4 bracers, +2 deflection bonus), touch 14, flat-footed 16
    Base Attack +3
    +3 base melee attack (+3 base, +0 Str)
    +5 base missile attack (+5 base, +2 Dex)
    CMB +3 (+3 base attack, +0 Str)
    CMD + 17 (10 +3 base attack, +0 Str, +2 Dex, + 2 deflection bonus)

    Saving Throws
    +5 Fort (+2 base, +1 Con, +2 cloak)
    +6 Ref (+2 base, +2 Dex, +2 cloak)
    +9 Will (+6 base, +1 Wis,+2 cloak)

    Feats
    Craft Spell
    Empower Spell
    Eschew Materials (b)
    Leadership
    Magical Aptitude
    Silent Spell
    Still Spell (b)
    All simple weapon proficiencies

    Abilities/Special Qualities
    Academy Resources: If near a DM approved, functioning sorcerer academy, Ulin’s arcane research and item creation takes half the normal time
    Arcane Thesis, Divination: Ulin is a master of the Divination discipline, making Perception a class skill and Divination spells cast on objects and non-living material at one level higher
    Bloodline Arcana (Ex): Whenever Ulin applies a metamagic feat that increases the slot by at least one level, the spell's DC also increases by +1.
    Bloodline Power, Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level.
    Bloodline Power, Metamagic Adept (Ex): At 3rd level, once per day Ulin can apply any one metamagic feat to a spell he is about to cast without increasing the casting time. He must still expend a higher-level spell slot to cast this spell.
    Cantrips
    Cooperative Study +2 (Ex): Academy sorcerers learn that sharing research and information is critical to Wild Sorcery mastery. This ability increases Aid Another actions in Craft (alchemy), Knowledge (arcana), Spellcraft and Use Magic Device skills.
    Research Breakthrough: Still Spell
    Spells

    Skills
    +7 Appraise (+2 Int, 2 rank, +3 class)
    +10 Bluff (+5 Cha, 2 ranks, +3 class skill bonus)
    +9 Craft (alchemy) (+2 Int, 4 rank, +3 class skill bonus)
    +10 Diplomacy (+5 Cha, 2 ranks, +3 class skill bonus)
    +13 Knowledge (arcana) (+2 Int, 8 ranks, +3 class skill bonus)
    +9 Knowledge (history) (+2 Int, 4 ranks, +3 class skill bonus) *
    +7 Linguistics (+2 Int, 2 rank, +3 class skill bonus)
    +6 Perception (+1 Wis, 2 ranks, +3 class skill bonus)
    +7 Ride (+2 Dex, +1 ranks, +3 Class skill bonus, +1 trait)
    +6 Sense Motive (+1 Wis, 2 ranks, +3 class skill bonus)
    +15 Spellcraft (+2 Int, 8 ranks, +3 class skill bonus, +2 Magical Aptitude)
    +2 Survival (+1 Wis, 1 ranks)
    +12 Use Magic Device (+5 Cha, 2 ranks, +3 class, +2 Magical Aptitude)

    Weapons
    +3 Unarmed Strike (+3 Base Attack +0 Str)
    1d3 +0 (+0 Str)
    Crit x2, Type Bludgeoning (Non-Lethal)

    +6 Light Crossbow, Masterwork (+3 Base Attack +2 Dex +1 masterwork)
    1d8
    Crit 19-20 / x2, Range 80 ft, Type Piercing, Weight 4 lbs

    +3 dagger (+3 Base Attack, +0 str)
    1d4
    Crit 19-20 / x2, Range 10 ft, Type Piercing /Slashing, Weight 1 lbs

    Sorcerer Spells Known (CL 8th) (DC 15 + spell level)
    4th (4/day) – Dimension Door
    3rd (6/day) – Fireball, Clairaudience/Clairvoyance
    2nd (7/day) – Elemental Dart, Detect Thoughts, *Invisibility, Scorching Ray
    1st (8/day) – Burning Hands, Comprehend Languages, Disguise Self, *Identify, Magic Missile
    0 (unlimited/day) – Acid Splash, Detect Magic, Detect Poison, Disrupt Undead, Mage Hand, Mending, Message, Read Magic

    Daily Spell Slots Used: 1st/0, 2nd/2, 3rd/2, 4th/1

    Equipment
    Explorer's Outfit (wearing, 8 lbs)
    Bracers of Armor +4 (wearing, 1 lbs)
    Callentine (wearing around neck, 0 lbs)
    Cloak of Resistance +2 (wearing, 1lb)
    Earring of Communication (Bonded Item) (wearing, -)
    Quiver of Bolts (20) (on back, 2 lbs)
    Ring of Protection +2 (right finger, -)
    Scroll Case (on belt, 1/2 lb) Scrolls: Invisibility Spere (CL 5), Protection from Energy (CL 5)
    Wand of Cure Light Wounds (in Haversack, CL 1, 43 charges)
    Handy Haversack (Weight - 5 lbs)
    * in Haversack [Bedroll,, Flint & Steel, Ink, Inkpen, Parchment (5), Rations (6), Wand of Cure Light Wounds]

    Funds:
    175 stl
    7 silver

    Description
    Ulin Majere is tall with golden eyes (which he inherited from his mother), and shoulder-length chestnut brown hair. Ulin considers himself homely, rail-thin, gangly, and has Caramon's big bones but no meat to cover them. He usually dresses casually in a loose tunic and pants.

    History

    Ulin Majere was fated to magic. The name Majere heralded heirs to the greatest archmages of Krynn for two generations. Ulin was not one to break tradition. With his father Palin gone on a mission of some sort or running the Conclave, his mother and sisters raised him. Time with his father was soley dedicated to pouring over ancient tomes and lessons in spellcasting.

    And so Ulin’s love for his father was intermingled with a love for sorcery. Classically trained in the art, he attended the same academy as his great uncle Raistlin. Since the beginning Ulin experienced magic differently than others. Many times his spells surged with power at the whim of his mood. A bad day could set a building on fire, or a good one caused flowers in his presence to bloom. His instructors found him an oddity, riding him harder than the other students in attempts to teach Ulin to harness his ability. He constantly struggled with the practiced, formulaic aspects of his studies. Imagination fueled his spells, as Ulin saw magic as more of an emotional expression.

    It was not until poor grades sent Ulin back home on suspension did he finally begin to feel the practicum of High Sorcery had flaws. Ulin felt the magic flow through him like a well, but could not understand its application in the traditional ways. On a lark, Ulin began researching his own father’s library for knowledge that explained his hypotheses. After weeks of study, he found an old account from the late archmage Par-Salian. The missive detailed a mission to destroy a cabal who practiced “Wild Sorcery.” Ulin connected the dots.

    Shortly after he left Solace, searching Ansalon for places strong in the “Wild Magic” to perhaps prove his suspicions. Months later, Ulin found himself at an old battle ground, a scorched ruin left from the Summer of Chaos. It was a haunted place, deemed cursed by travelers passing through the territory. Witch lights burned at night, and fires with no heat flashed in strange colors on nothing more than the air. Walking through the strange place, Ulin could feel power crackle at his fingertips. Over time he learned to wield the ambient energy, creating spells there were far above his experience level.

    After months of experimentation and living as a hermit, Ulin mastered a new form of spellcraft. Fearing the possibility of being deemed a renegade, he stayed silent over his discoveries. He set forth from the ruins and systematically traveled the countryside in search of others that also felt the pull of Primal Magic. Using his own family fame, he began training others in secret, finally opening a small academy on the outskirts of Solace. It was doomed to fail.

    Renegade hunters under the direction of the head of the black robes, Dalamar the Dark, eventually uncovered his efforts. They attacked with extreme prejudice, and the resulting battle rocked the town of Solace with spells of destruction. Vallenwoods burned, and many homes and businesses disintegrated to ash.

    So started the war against Wild Sorcery with Ulin and his students existing as fugitives. He trained sorcerers in secret cells across the continent to keep his life’s work from erasure. A half year later it came to a head when confronted by renegade hunters and his own father, now head of the Orders. The chance encounter turned deadly when Ulin’s apprentice surged a spell with unstable chaotic energies, opening a deadly rift to the Grey. The energy killed all but Ulin, and demolished the small city.

    The sole survivor, Ulin’s life is one as a renegade, the whole population now siding with the Orders of High Sorcery. With Dalamar the Dark as the new head of the Order, a full on war was declared on any practicing the heresy of Primal Magic. Ulin now searches for a way to undo the damage done, even at the expense of his own life. He is a haunted man, plagued with self-doubt in reflection of his failures.
    Last edited by rogue; 05-16-2013 at 10:38 PM.
    -Dragonlance Nexus Social Media Manager-
    GM - ICRP: Star Wars - Dawn of Defiance

  8. #8
    Join Date
    Apr 2006
    Location
    Maryland
    Posts
    1,497

    Default Variel Starbreeze

    Elven_Ranger_by_grandanvil.jpg
    Variel Starbreeze, male Silvanesti Kirath, Rogue 2(Sniper)/Fighter2/Ranger 4(Irregular)
    CG, medium humanoid (elf)
    Description: Ht: 6'0" Wt: 136 Hair: Mahogany Eyes: Deep Green Age: 121
    Traits:- Forlorn (+1 trait bonus to Fortitude saves), Jaded (+2 trait bonus to saves vs Fear)
    Patron Diety: Habbakuk

    Racial Abilities: Elven Sight- (low-light vision, darkvision 30ft), +1 racial knowledge arcana, +1 racial to Spellcraft, Elven Immunities- (immune to magic sleep, +2 racial to saves verse enchantment spells and effects), Elven Magic-(+2 racial bonus to CL checks to overcome SR, +2 racial bonus to Spellcraft checks to identify magical properties), Keen Senses-(+2 racial bonus to Perception skill checks), Weapon Familiarity-(proficient with Longsword, Longbow, Comp Longbow, Rapier, Shortbow, Comp Shortbow, treat elven weapons as martial)

    EXP: 40,636/50,000
    Senses: Low-light vision, Darkvision 30ft, Perception +16, Sense Motive +10
    HP: 85 (+2 fav)
    AC: 25 (10+6dex+6ab+2sb+1na)
    BA: +7/+2
    SP: 30
    INIT: +6
    Languages: Elven, Trade, Khur, Albanisinian, Kothian, Ogre

    STR: 12+1
    DEX: 20+5 22+6 (belt)
    CON: 16+3
    INT: 16+3
    WIS 14+2
    CHA: 8-1

    Fort: +11 (7base+3con+1trait)
    Ref: +13 (7base+6dex)
    Will: +6 (1base+2wis+2feat+1resist)

    Melee: +8/+3
    Ranged: +13/+8
    CMB: +8
    CMD: 24/26 (10+7base+1str+6dex) +2 vs Sunder attempts on Elven Curved Blade

    Arms:
    +1 Keen Elven Curved Blade +14/+9 1d10+2 15-20/x2 7lbs S

    +1 Composite(+1) Longbow +14/+9 1d8+2 x3 110ft 3lbs
    Quiver- 31 arrows, 10 durable, 5 smoke, 5 tangleshot

    MW Soris- The soris is a jointed staff-spear...[It] is two pieces of darkwood connected by a universal joint. The short upper shaft has small folding hooks and a rope hand-loop. The soris' lower shaft has an attached leather thong and it tipped with a sharp metal spike. The ball-like joint can be locked in any position, allowing for many possible uses...You can use this weapon to gain a +2 circumstance bonus on Climb checks. Acts as either club, light flail, quarterstaff or shortspear weighs 3lbs
    as Club +9/+4 1d6+1 x2 10ft B/ as Light Flail +9/+4 1d8+1 x2 B,disarm,trip/ as Quarterstaff +9/+4 1d6+1/1d6+1 x2 B,double/ as Shortspear +9/+4 or +13 thrown 1d6+1 x2 20ft P

    +1 Elk Bone Dagger +14/+9 1d4+2 19-20/x2 10ft 1lb

    Combat Actions: If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.


    Armor:
    +2 Mithral Shirt (6ab +6mdb 0acp 10lbs)
    +1 Darkwood Buckler (+2sb 0acp 2.5 lbs)


    Class Abilities: Simple Weapon Proficient (plus hand crossbow, rapier, sap, shortbow, shortsword), Sneak Attack -1d6, Evasion, Accuracy- a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow, Rogue Talent-Finesse Rogue-(Weapon Finesse as bonus feat), All Armor Proficient, Shield Proficient, Martial Weapon Proficient, Bravery (+1 bonus to Will saves VS Fear), Focused Enemy (Humans)- (+2 bonus to Bluff, Knowledge, Perception, Sense Motive, and Survival as well as weapon attack and damage), Track (1/2 LV, +2 to Survival to follow tracks), Forest Ghost(1/2 LV, +2 to Perception and Survival in Forrest terrain), Combat Style (Archery), Endurance, Focused Terrain- Desert (+2 to initiative, Knowledge Geography, Perception, Stealth, Survival, leaves no trail and cannot be tracked in Desert terrain), Truth Seek- Sense Motive becomes ranger class skill, 1/Day See Invisibility w/ CL 2, Spells- one additional spell per day each level, can prepare one druid spell per day as if a ranger spell of it's druid spell level

    Spells: CL 1
    1st) Gravity Bow- (standard,V&S,1min/lvl,personal,Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is) cast
    Lead Blades- (standard,V&S,1min/lvl,personal,All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are)

    Feats:
    1) Alertness +2 bonus to Perception & Sense Motive
    RT) Weapon Finesse
    3) Sharp Senses +4 racial bonus to Perception
    BF1) Blind-Fight In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.
    BF2) Point Blank Shot +1 to attack and damage within 30ft
    5) Iron Will +2 to Will saves
    CS)Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
    R3) Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
    7)Elven Accuracy If you miss due to concealment when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll your miss chance roll one time to see if you actually hit
    K) Exotic Weapon Proficiency Soris

    Skills: 8/68
    Acrobatics +18 (4ranks+6dex+3trained+5comp)
    Appraise +8 (2ranks+3int+3trained)
    Climb +10 (6ranks+1str+3trained)
    Diplomacy +5 (3ranks-1cha+3trained)
    Disable Device +12 (3ranks+6dex+3trained)
    Escape Artist +11 (2ranks+6dex+3trained)
    Knowledge Dungeoneering +8 (2ranks+3int+3trained)
    Knowledge Local +8 (2ranks+3int+3trained)
    Linguistics +7 (1rank+3int+3trained)
    Perception +16 (5ranks+2wis+4racial+3trained+2alertness) +2 in forest (Forest Ghost)/+2 vs humans (Focused Enemy)
    Perform Wood Instruments +10 (8ranks-1cha+3trained)
    Sense Motive +10/+12 vs humans (3ranks+2wis+3trained+2alertness) +2 vs humans (Focused Enemy)
    Sleight Of Hand +11 (2ranks+6dex+3trained)
    Stealth +17 (3ranks+6dex+3trained+5comp)
    Swim +10 (6ranks+1str+3trained)
    Knowledge Engineering +8 (2ranks+3int+3trained)
    Ride +11 (2ranks+6dex+3trained)
    Survival +10/+12 to Track (5ranks+2wis+3trained) +2 to follow tracks/ +2 in forest (Forest Ghost)/+2 vs humans (Focused Enemy)
    Heal +6 (1rank+2wis+3trained)
    Knowledge Geography +8 (2ranks+3int+3trained)
    Knowledge Nature +9 (3ranks+3int+3trained)
    Spellcraft +8/+10 (1rank+3int+3trained+1racial) +2racial to identify magical properties

    Equipment:
    Handy Haversack carried/5lbs (2 compartments hold 20lbs,central compartment 80lbs, move action to retrieve( bedroll, blanket, 50ft rope w/ grappling hook, 2 tanglefoot bags, 2 antitoxins, 2 flask of acid, pouch w/ 217stl, 2 weeks trail rations, healers kit) Boots of Elvenkind worn/1lb (+5 competence bonus on Acrobatics), +2 Belt of Incredible Dexterity worn/1lb (brown leather belt with silver buckle of Tiger) Cloak Of Elvenkind worn/1lb (plain gray cloak w/ hood, +5 competence bonus to Stealth checks), +1 Amulet of Natural Armor worn/- (made of Elk bone, this amulet toughens the body and skin giving wearer an enhancement to natural armor), Atraka Flute in haversack/3lbs, Versatile Vest worn/1lb (This sturdy vest stays dry and spotless in the worst of conditions. You can secure up to six objects (weighing up to 1 pound each, whetstone, dagger) to the vest by holding them to it and speaking a command word.You can retrieve any of these items as a move action. In addition, the vest has four large pockets, each capable of holding as much as 1/2 cubic foot in volume or 5 pounds in weight, and weighing only 1 pound when full. When closed, the pockets are proof against water and the elements. The first pocket contains 1 day’s worth of trail rations, a quart of water in a waterskin, two candles, and a tindertwig. The vest recreates these items if the first pocket is left empty for 3 days, Spellsight Bracer worn/1lb (leather bracer with polished olivine near wrist, 1/Day Detect Magic, +1 resistance bonus to Will saves), Efficient Quiver carried/2lbs, has three distinct portions, each with a non-dimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape As a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like),

    Carrying Capacity: total = 38.5lbs
    Light Load- 43lbs or less
    Medium Load- 44-86lbs
    Heavy Load- 87-130lbs

    Code Of The Kirath
    - I am the eyes and ears of the Silvanesti. My presence declares the return of the Silvanesti to their rightful homes.
    - I will keep my senses ever alert, taking in all and committing it to memory so that the Silvanesti may be well served, and their return made easier.
    - I am first and foremost an observer. I serve to report the obstacles, not engage them. Dead kirath give no information.
    - I travel light. If my skills are sharp, my senses keen, and my courage unfailing, then I have all the equipment I need.
    - Never solve a problem by violence when stealth and strategy can yield a better solution.
    - I pledge my energy to the reclamation, restoration, and preservation of nature. Animals, plants, water, or any other aspect of nature, are to be used wisely, not wasted.
    - Adjust, adapt, and improvise.
    - I am truthful whenever possible, for it is difficult for the deceitful to see through falsehoods.

    Bio: From the moment he could wield a sword and draw a bow, Variel had been training to protect his homeland and his people as a member of House Protector. The way of the warrior was in his blood, and with the tutelage of his aunt Alhana Starbreeze and others in his family he quickly rose in the ranks of service and when he could, membership amongst the Kirath. It was here, within the Kirath that Variels skills and focus would be put to the test, first in defense of his homeland against the marauding minotaurs, who swept in and took Silvanost as their own. The conquering of their ancient homeland and forest devastated the elves at first but they pushed on and persevered as they made their pilgrimage north into the lands of the Khur. It was here that Variel was tested yet again as refugees in the lands of the Khur they were persecuted and many agents within the walls of Khurish cities acted to hasten the demise of the elves who sought only a place to rest their heads. The elves were in exile, yet they strove forward with the leadership of their king Gilthas and the many faithful by his side, including Variel, who stood by in defense of his king and his people, to protect them and their history both past and present. Eventually, through many tests of faith and perils along the way the elves moved on and found a place to call their own, a new land to settle and mold into a new elven kingdom.
    Last edited by Tauren_Kai-Jere; 04-22-2013 at 10:18 PM. Reason: Updated player's ammunition total in their absence.
    Vittorio the Red LN Nerakan Wizard 10/Wizard of High Sorcery Red Robe 10 (Bongs Dragonlance Tabletop RPG)
    Sharky Fishbait CN Kender Mariner 4/ Rogue 4 (Bongs SoS Dragonlance Forum Game)
    Anacoana NE Noordmarian Druid 7 (Bongs Cult of the Ebon Destroyer DLF Game)
    Vittorio the Grey LE Nerakan Wizard 6/ Fighter 1/ Knight of the Thorn 8 (Bongs Dragonlance RPG)

    "Let that be a lesson to us all" - Clearwing (Bongs table top Specter of Sorrows game after companion was devoured by dire lions)

  9. #9
    Join Date
    Aug 2007
    Location
    O-H-I-O!
    Posts
    4,695

    Default

    Name Loren Soth
    Male Human Fighter 7/Paladin 1
    LG Medium Humanoid (Human)
    Age 45, Height 6' 2", Weight 168, Eyes Steel-Grey, Hair Black
    Languages Common, Elven, Istaran
    Current XP 44,873

    Str 20 (+5)
    Dex 14 (+2)
    Con 14 (+2)
    Int 14 (+2)
    Wis 13 (+1)
    Cha 17 (+3) (+2 headband)

    Speed 30, Init +2
    Senses Perception +1
    Traits Charming, Armor Expert

    Hit Points 79/79
    AC 25 (Base 10 +12 Armor +2 Dex +1 Dodge), Touch 13, Flat Footed 21
    +8/+3 BAB, +13 CMB, 25 CMD

    +13 Base Melee Attack (+8 Base, +5 Str)
    +10 Base Ranged Attack (+8 Base, +2 Dex)

    Saving Throws
    +9 Fort (7 Base +2 Con)
    +4 Ref (2 Base +2 Dex)
    +5 Will (4 Base +1 Wis)

    Feats
    Dodge
    Improved Critical (Greatswords)
    Power Attack
    Cleave
    Great Cleave
    Furious Focus
    Quick Draw
    Weapon Focus (Greatsword)
    Weapon Specialization (Greatsword)

    Abilities (Racial / Class Features, etc...)
    Weapon Training (+1 on attack on damage rolls with Heavy Blades)
    Armor Training (-2 Armor check Penalty, +2 Max Dex, can move at full speed in heavy armor)
    Bravery (+2 saves against fear)
    Aura of Good
    Detect Evil
    Smite Evil 1/day

    Skills

    +9 Climb = STR 5+1+3
    +14 Diplomacy = CHA 3+8+3
    +9 Handle Animal = CHA 3+3+3
    +9 Heal= WIS 1+5+3
    +11 Intimidate = CHA 3+5+3
    +7 K (Nobility) = INT 2+2+3
    +9 K (Religion) = INT 2+4+3
    +6 Ride = DEX 2+1+3
    +9 Sense Motive = WIS 1+5+3
    +6 Spellcraft = INT 2+1+3
    +7 Survival = WIS 1+3+3
    +10 Swim= STR 5+2+3

    Weapons

    +1 Holy Greatsword +16/+11 (2d6 + 11, 17-20, x2) (+2d6 vs evil)


    Armor

    +3 Full Plate (+12 Armor bonus, -3 ACP, +3 Max Dex)

    Equipment
    Headband of Alluring Charisma
    Backpack
    - Cold Weather Outfit (Weight - 7 lbs)
    - Bedroll (Weight - 5 lbs)
    - Trail Rations (x 4) (Weight - 1 lbs each)
    - Waterskin (Weight - 4 lbs)
    - Ghost Phair's Armor
    - Ghost Phair's Flail


    Coins / Gems
    100 gp

    Description
    Loren Soth is a tall and heavy-boned man, with a square jaw, prominent brow and high cheekbones, with deep-set and piercing steel-gray eyes and thick, pitch black hair with a shock hanging down over his shoulders in curls. He lacks the typical Solamnic mustache and instead sports a clean-shaven face.

    Background
    Loren Soth is a man who has made mistakes. His life started out exactly as planned. He was a dashing young knight with a beautiful wife, a productive and peaceful land, and many quests already under his belt. This life changed when Soth and his knights saved a carriage from attack by goblins. Inside was the most beautiful woman he had ever seen: the elf maiden, Isolde. He was filled with a love he had never known, and brought her back to stay in his keep. In the same place where he lived with his wife, Soth began an affair.

    Soth’s wife knew she was losing him, and so conspired to get pregnant to keep him. She became pregnant through magic, and was told that the baby would be a reflection of her husband’s soul. When she finally gave birth, the baby was dark and demonic. Soth flew into a rage upon seeing his child, accusing her of adultery and dark magic. He struck his wife and was about to murder the abomination. As he was about to kill his own son, Soth looked at the child and knew in that moment that it was true, there was darkness in him and this hideous child was just a reflection of it. Tears streaming down his face he returned the child to the crib and left his wife. He shaved off his solamnic mustache, left all his money and titles behind to his wife, and left his castle with only Isolde by his side, looking for redemption.

    Eventually Isolde became pregnant, and Loren began to fear that this child too would be marked by his inner demons. While praying at a temple of Mishakal, he received a vision of how he could repent. He needed to go to Istar and stop the Kingpriest and save the world from the Cataclysm. Loren went off knowing he would likely die in his quest, but he believed he could save Isolde and his son from him. He set off, but was soon stopped by three elves who told him poisonous lies that Isolde’s child was not his, that she had cheated on him. He again flew into a rage, but this time he knew better. He quickly calmed himself, sure in Isolde’s love of him. He continued on his quest, making it into the Temple in Istar just as the Kingpriest was beginning to attempt to ascend to godhood. Loren tried to talk the man out of it, but it was no use. With tears streaming from his eyes for what he was about to do, Loren cut the Kingpriest down. The energies the Kingpriest was channeling were unleashed, and in a massive explosion Istar was destroyed, the city falling into the sea. The destruction was massive, but it was minor compared to what Loren had seen in his vision. One city was destroyed, instead of the many that would have been lost to the Cataclysm.
    As Loren was consumed in the explosion Isolde was giving birth to a healthy baby boy. She cried out to Mishakal, begging for Loren to have a chance to see his son. In a flash of blinding yet comforting blue light, Loren was brought back in front of Mishakal’s statue. He held his son in his arms, and from that day forth he vowed to keep the darkness inside of him at bay. Although he was not aware of it, back at Dargaard Keep his son from his first wife cried to be fed. His first wife came to feed him, and was shocked to see that the child was completely normal.

    Loren is a man who knows that there is darkness inside of him, but every day he devotes himself to doing good, for his love, for his child, and for his own soul. He became a rare thing in history, a holy warrior of Mishakal. His talents are all in war, but his devotion is to bring redemption to those that need it, or at the very least protect the innocent from those who refuse to repent.
    Last edited by jake; 05-15-2013 at 01:20 AM.
    Moderator

    Characters:
    -Loren Soth (LG Male Human Fighter 7/Paladin 3; Dragons on the River of Time)
    -Kadrien Soth (Zabrak Soldier 5/Jedi 2; Star Wars-Dawn of Defiance)
    -Victaria Grey (NG Female Cleric of Irori 5; Rise of the Runelords)


  10. #10
    Join Date
    Apr 2005
    Location
    The Anvil of Time
    Posts
    18,885

    Default XP!

    XP Track: Fast
    Starting XP - 6th level: 21,000 XP; 7th level: 29,000 XP; 8th level: 38,000 XP.

    Prologue

    It's Just a Dream
    1 animate dream [CR 8] = 400 XP for Ulin, Daevan, Simone, Waylorn, and Bhatair.
    Ad hoc reward for great role-playing and good use of skills by the party = 40 XP for Ulin, Daevan, Simone, Waylorn, and Bhatair.


    First Quest - Dragons of Death

    Que-Shu is Burning
    1 enhanced ghost baaz draconian & 8 fast plague zombies [CR 8 total] = 1,000 XP for Ulin, Daevan, Simone, Waylorn, and Variel.
    Rescuing Goldmoon = 25 XP for Ulin, Daevan, Simone, Waylorn, and Variel.

    Sir Daevan's Sacrifice
    3 spirit dragon half-red dragon giant hellhounds & 1 ghost civilized human fighter 6 [CR Special] = 533 XP for Ulin, Simone, Waylorn, and Variel.

    Hounded Across the Plains
    2 wounded spirit dragon half-red dragon giant hellhounds [CR Special] = 270 XP for Ulin, Simone, Waylorn, Variel, and Loren.

    Something's Rotten in Que-Kiri
    4 apocalypse zombies & 1 proto-apocalypse zombie nomadic human barbarian 5 [CR 7 total] = 533 XP for Ulin, Simone, Waylorn, Variel, and Loren.
    Rescuing Ignak = 25 XP for Ulin, Simone, Waylorn, Variel, and Loren.

    I'll be Right Baaaack...
    Red Wolf, undead lord apocalypse zombie [CR 4] = 1,200 XP for Ulin.

    Hunt's End
    Houndmaster Phair Caron, ghost civilized human fighter 6 [CR 8] = 600 XP for Ulin, Simone, Waylorn, and Loren.

    Death From Above
    1 enhanced plague zombie wyvern [CR 5] = 400 XP for Ulin, Simone, Waylorn, and Loren

    Welcome to Solace?
    Tanis Half-Elven, Flint Fireforge, and Tasslehoff Burrfoot [CR 9 Roleplaying Award] = 1,200 for Ulin, Simone, and Loren.

    A Rude Interruption
    3 enhanced ghost baaz draconians & Glaxius the Reaper, bearded devil ranger 1 [CR 9 total] = 1,070 XP for Ulin, Simone, and Loren.

    And the Current Shifts
    Safely delivered Goldmoon to her world's Heroes of the Lance [Minor Party Mission Goal] = 600 XP for Ulin, Simone, and Loren.
    Sticking with the Game = 2,500 XP for Ulin, Simone, and Loren.
    Last edited by Tauren_Kai-Jere; 05-14-2013 at 11:52 PM.
    Head Moderator &
    Member of the Whitestone Council


    "Hey look! I'm the Code of Conduct! Check me out!" -The Code of Conduct

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