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Thread: Serpent Skull character sheets and XP

  1. #1
    Join Date
    Apr 2006
    Any jail cell of your local town

    Default Serpent Skull character sheets and XP

    Day 14 (of being stranded on Smuggler's Shiv)

    Drenath Helvoc Male Half-Elf Fighter 2/ Rogue 1
    N medium humanoid (Half-elf) Age: 26, Height: 6'0, Weight: 170
    Traits: Suspicious (+1 sense motive, always class skill), Jenivere Crew (+1 Acrobatics, always class skill)
    HP 26/35 [Lethal: 9] [Nonlethal: 0] [Temporary: 0]
    AC: 21 (+4 chain shirt, +1 small steel shield, +4 Dex, +2 nat), Flat footed: 17, Touch: 14
    Fort: +6, Ref: +6, Will: +0 (immune to sleep effects, +2 vs. enchantment, +2 vs. compulsions)
    Str 18 Dex 19 Con 16 Int 14 Wis 10 Cha 13 (Low light vision)
    Exotic weapon proficiency (Bastard sword), Skill focus (Intimidate), Weapon focus (Bastard sword), Power attack, Cleave(-2 AC)
    Speed 30', Base attack +2, CMB +6, CMD 20 (10+ 4 str+ 4 dex+ 2 base attack)
    Bastard sword +7 (1d10+4), Morningstar +6 (1d8+4), Spiked gauntlet (1d4+4)
    Special trapfinding, sneak attack +1d6
    Conditions Has blue and silver scales that crackle with electricity. (Permanent or temporary?), injured

    Tamarin Stake Male human Paladin of Torag (Oathbound) 2/ Ranger 1
    LG medium humanoid (human), Age 17 Height 5'10 Weight 195
    Traits Adopted (dwarves) gains a racial trait from that race (darkvision) Get the cargo through +300 gp added to starting gold
    HP 28/30[Lethal: 2] [Nonlethal: 0] [Temporary: 0] (1 cold resistance)
    AC 16 (+4 chain shirt, +2 dex) Flat-footed 14 Touch 12
    Fort +13 Ref +7 Will +8
    Str 17 Dex 14 Con 16 Int 10 Wis 15 Cha 17 (Darkvision 120')
    Great fortitude, Deepsight, Combat reflexes
    Speed 30', Base attack +3, CMB +6, CMD 18 (10 +3 base+3 str+2 dex) (+1 to CMB and CMD when using a sword)
    Greatsword +6 (2d6+4), Lucerne hammer +6 (1d12+4), Light hammer +6 (1d4+3), Dagger +6 (1d4+3), Longbow +5 (1d8), +1 dagger +7 (1d4+4)
    Special Aura of good, Detect evil, Smite evil, Favored enemy (undead), Track, Wild empathy, Divine grace, Lay on hands 4/day
    Conditions Injured

    Kihl Female human, Witch 2/ Monk of the Lotis 1
    LN medium humanoid (Half-orc), Age: 42, Height: 5'2, Weight: 203
    Traits Legacy of Sand +1 to will saves, Heirloom weapon Proficient with certain weapon (whip), Superstitious can cast disrupt undead 1/day
    Drawback Pride when someone threatens, accuses or challenges you you take a -2 on diplomacy and sense motive on that creature until it apologizes.
    HP 20/22 [Lethal: 2] [Nonlethal: 0] [Temporary: 0]
    AC 17 (+3 dex, +4 wis) Flat-footed 10 Touch 17
    Fort +3 Ref +5 Will +10
    Str 16 Dex 16 Con 12 Int 16 Wis 18 Cha 8
    Improved unarmed strike, Touch of serenity, Improved trip, Improved disarm, Extra hex, Brew potion
    Speed 30', Base attack +1, CMB +4 (+6 trip/disarm), CMD 21 (10+1 base+3 str+3 dex+4 wis) (23 vs trip/disarm)
    Whip +4 (1d3+3 x2 deals no damage to those with an armor bonus of +1 or natural armor of +3), Unarmed +4 (1d6+3 x2), Flurry +3/+3 (1d6+3 x2), Masterwork dagger +5 (1d4+3 19-20 x2)
    Special Witch hex (healing), Touch of serenity, Familiar (Scorpion named Frim), Slumber hex, Cauldron hex
    Conditions Self inflicted damage

    Skills All skills include ACP
    Acrobatics Drenath +8, Kihl +7, Caladriel +3, Tamarin +1
    Appraise Drenath +6, Caladriel +4, Kihl +3, Tamarin +0
    Bluff Tamarin +3, Drenath +1, Caladriel +1, Kihl -1
    Climb Kihl +7, Tamarin +7, Drenath +5, Caladriel +5
    Craft (alchemy) Kihl +12
    Craft (bowmaking) Caladriel +8
    Diplomacy Tamarin +7, Drenath +5, Caladriel +1, Kihl -1
    Disable device Drenath +5
    Disguise Tamarin +3, Drenath +1, Caladriel +1, Kihl -1,
    Escape artist Kihl +7, Caladriel +3, Drenath +1, Tamarin +1
    Fly Caladriel +3, Kihl +3, Tamarin +1, Drenath +1
    Handle animal Tamarin +7
    Heal Kihl +9, Tamarin +6, Caladriel +2, Drenath +0
    Intimidate Drenath +8, Caladriel +5, Tamarin +3, Kihl -1
    Knowledge (arcana) Caladriel +8, Kihl +8
    Knowledge (dungeoneering) Drenath +5, Caladriel +8
    Knowledge (engineering)
    Knowledge (geography)
    Knowledge (history)
    Knowledge (local) Drenath +6
    Knowledge (nature) Kihl +7
    Knowledge (nobility)
    Knowledge (planes) Caladriel +8, Kihl +7
    Knowledge (religion) Kihl +7, Tamarin +5 (+7 to identify undead)
    Linguistics Drenath +6
    Perception Kihl +10, Caladriel +9, Tamarin +8 (+10 vs. undead), Drenath +8 (+9 vs traps)
    Profession (fisherman) Drenath +4
    Profession (scribe) Caladriel +6
    Ride Drenath +1, Caladriel +3, Vyrian +3, Tamarin +1
    Sense motive Tamarin +6 (+8 vs. undead), Drenath +5, Kihl +6, Caladriel +2
    Slight of hand Drenath +5
    Spellcraft Caladriel +8/+10 to identify, Kihl +8
    Stealth Caladriel +7, Kihl +7, Tamarin +6, Drenath +1 (-4 due to current condition)
    Survival Caladriel +7 (+1 to track), Tamarin +6 (+8 vs undead, +1 to track), Drenath +4, Survival +4
    Swim Kihl +7, Tamarin +7, Drenath +5, Caladriel +4
    Use magic device Caladriel +5, Drenath +5

    Tam: Common, Dwarven
    Drenath:Common, Elven, Polyglot, Orc, Aklo
    Kihl: Common, Orc, Draconic, Necril

    Party Initiative: +4

    Player MIA
    Caladriel Male Elf, Magus (Hexcrafter) 1/ Ranger (guide) 1
    CN medium humanoid (elf), Age 156, Height 6'2, Weight 121
    Traits: Forlorn +1 fort saves, Warrior of old +2 Initiative
    HP 18/18 [Lethal: 0] [Nonlethal: 0] [Temporary: 0]
    AC 17 (+3 studded leather, +4 dex), Flat-footed 13, Touch 14
    Fort +7 Ref +6 Will +6 (Immune to sleep effects, +2 vs enchantment)
    Str 13 Dex 19 Con 14 Int 19 Wis 15 Cha 13 (Low light vision)
    Iron Will
    Speed 30', Base attack +1, CMB +2, CMD 16 (10+1 base +1 str+4 dex)
    Elven curve blade +2 (1d10+1), Longbow +5 (1d8), Dagger +2 (1d4+1), Light mace +2 (1d6+1)
    Special Arcane pool, spell combat, ranger focus, track, wild empathy
    Conditions Surly elf
    Last edited by Spasseltock Nimblefingers; 01-23-2016 at 09:30 AM.
    Spasseltock Nimblefingers kender CN (with good tendencies) Rogue/13, Handler/ 8
    Shayle Wist'lya Bothan Noble 3/Scoundrel 1/Scout 3/Infiltrator 2 Star Wars: Dawn of Defiance
    Evelyn Morningory Aasimar Warpriest of Sarenrae 2 Wrath of the Righteous
    Virgil Halard Human Ranger 4/Fighter 2/Rogue 2/Knight of the Lily 1 Hourglass in the Sky

  2. #2
    Join Date
    Nov 2009
    The Land of Ice & Snow (Northern MN)


    Drenath Helvoc

    N Male Half-Elven Fighter 2 / Rogue 1
    XP Total: 6637 [NL 9000 - medium track]
    Initiative: +4; Perception +2 (Low Light Vision)

    STR: 18 (+4)
    DEX: 19 (+4)
    CON: 16 (+3)
    INT: 14 (+2)
    WIS: 10 (+0)
    CHA: 13 (+1)

    BAB: +2
    CMB: +6
    CMD: 20
    AC: 19 with shield / 18 without shield
    Touch AC: 14
    Flat-footed AC: 15
    HP: 35 (2d10+3 + 1d8+3)
    Fort: +6; Ref: +6; Will: +0 (bravery +1 to Fear saves)

    Speed: 30 ft.

    Melee: Bastard Sword +7* (1d10+4; 19-20 x2 crit; Slashing)
    Melee: Morningstar +6 (1d8+4; x2 crit; Bldg & Piercing)
    Melee: Spiked Gauntlet +6 (1d4+4; x2 crit; Piercing)
    Ranged: by weapon +6 (1dx+x; x crit; type)
    * Weapon Focus – Bastard Sword Feat

    Suspicious (+1 Sense Motive, Sense Motive always a class skill)
    Jenivere Crew (Acrobatics +1, Acrobatics is always a class skill)

    Exotic Weapon Prof. – Bastard Sword (1st lvl)
    Skill Focus (racial bonus)
    Weapon Focus – Bastard Sword (1B)
    Power Attack (2B)
    Cleave (3rd)

    Skills (Class = bold)
    +8/+9 Acrobatics (3, +4 dex, -3/-2 acp, +1 trait, +3 trained)
    +6 Appraise (1, +2 int, +3 trained)
    +1 Bluff (+1 cha)
    +5/+6 Climb (1, +4 str, -3/-2 acp, +3 trained)
    +2 Craft (+2 int)
    +5 Diplomacy (1, +1 cha, +3 trained)
    +5/+6 Disable Device (1, +4 dex, -3/-2 acp, +3 trained)
    +1 Disguise (+1 cha)
    +1/+2 Escape Artist (+4 dex, -3/-2 acp)
    +1/+2 Fly (+4 dex, -3/-2 acp)
    +0 Heal (+0 wis)
    +8 Intimidate (1, +1 cha, +3 trained, +3 skill focus feat)
    +5 Knowledge Dungeoneering (1, +2 int, +3 trained)
    +2 Knowledge Engineering (+2 int)
    +6 Knowledge Local (1, +2 int, +3 trained)
    +6 Linguistics (1, +2 int, +3 trained)
    +8 Perception (2, +0 wis, +2 racial, +3 trained)
    +1 Perform (+1 cha)
    +4 Profession Fisherman (1, +0 wis, +3 trained)
    +1/+2 Ride (+4 dex, -3/-2 acp)
    +5 Sense Motive (1, +0 wis, +1 trait, +3 trained)
    +5/+6 Sleight of Hand (1, +4 dex, -3/-2 acp, +3 trained)
    +5/+6 Stealth (1, +4 dex, -3/-2 acp, +3 trained)
    +4 Survival (1, +0 wis, +3 trained)
    +5/+6 Swim (1, +4 str, -3/-2 acp, +3 trained)
    +5 Use Magic Device (1, +1 cha, +3 trained)

    [Armor Check Penalty = -3 with Shield/-2 without Shield]

    Languages: Taldane (Common), Elven, Polyglot, Orc, +1 [linguistics] = Aklo

    Patron Deity: none

    Armor & Equipment

    Chain Shirt (100gp) +4 AC / +4 Max Dex; -2 ACP; 25lbs [worn]
    Light Steel Shield (9gp) +1 AC; -1 ACP; 6lbs [carried]

    Bastard Sword (35gp) 6lbs [carried]
    Morningstar (8gp) 6lbs [carried]
    Spiked Gauntlet (5gp) 1lbs [worn]

    Backpack (2gp) 2lbs [worn]
    Map Case (1gp) lbs [backpack] - contains several sea charts and maps found on Jenivere

    Grappling Hook (1gp) 4lbs [backpack]
    Rope, Hemp 50’ (1gp) 10lbs [backpack]
    Crowbar (2gp) 5lbs [backpack]
    Rations, 1 days (3gp) 1lbs [backpack]
    Belt pouch (1gp) lbs [backpack]
    Whetstone (2cp) 1lbs [backpack]
    Waterskin (1gp) 4lbs [backpack]
    Sledge (1gp) 10lbs [backpack]
    Thieves Tools (30gp) 1lbs [backpack]
    Traveler’s Outfit (1gp) 5lbs [worn]
    Potions of Cure Light, 1 (50gp) 1/10th lbs [backpack]
    Potion of Restoration, Lesser 1 [backpack]
    Potion of Displacement (CL 5) [backpack]
    Bullseye Lantern, 3lbs
    Oil, 4 pints, 4lbs
    Block & Tackle, 5lbs
    Empty Potion Vial (1)

    Coin, Gems & Other Treasure
    27 pp
    0 gp
    8 cp
    3 Garnets worth 50gp each

    Total Weight Carried: 100lbs
    (carrying capacity with 18 str: Light Load 100 lbs. or less; Med. Load 101-200 lbs.; Heavy Load 201-300 lbs.)

    Class Features [fighter]
    Bravery +1

    Class Features [rogue]
    Sneak Attack +1d6
    Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

    Racial Features
    Elf Blood: Half-elves count as both elves and humans for any effect related to race.
    Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
    Multitalented: Two Favored classes.

    Drenath is 26 years of age, six feet tall, weighing 170 pounds. He has long dark brown hair, grey-blue eyes, and a short beard.

    Drenath grew up in the port of Ollo, situated on Shark Island in the Shackles. Wanting more from life than fighting sahuagin raiders, Drenath joined the crew of the Jenivere with the hope of finding fame and fortune that sea voyages often bring.

    Boarded the Jenivere in Ollo, The Shackles

    Favored Class: Fighter / Rogue (+1 skill pt/lvl)
    Last edited by Dorgyn Angylaxe; 01-13-2016 at 09:53 PM.
    Roll Better! Miss Less!

    Family Time Games:
    Boards, Cards, Dice - Games for Everyone!

    Evil is not a condition or a state of being. It is a choice. Hold on to your choice for it is your salvation.

  3. #3
    Join Date
    Aug 2007



    NG Female Human Magus 1
    XP Total: 0
    Initiative: +2; Perception +1

    AC: 17 (10 + 4 [Armor] +2 [Dex] + 1 [Dodge]) ; touch: 13 ; flat-footed: 14
    HP: 10
    Fort: +3 (2 [base] +1 [Con])
    Ref: +2 (0 [base] +2 [Dex])
    Will: +3 (2 [base] +1 [Wis])

    Speed: 30 ft.


    STR: 16 (+3)
    DEX: 14 (+2)
    CON: 13 (+1)
    INT: 17 (+3)
    WIS: 13 (+1)
    CHA: 12 (+1)

    BAB: 0
    CMB: +3
    CMD: 15

    Focused Mind (+2 to Concentration rolls)

    Combat Casting

    Skills (Class = bold)
    +0 Acrobatics (+2 dex, -2 ACP)
    +3 Appraise (+3 int)
    +1 Bluff (+1 cha)
    +5 Climb (+3 str, +1, +3 trained, -2 ACP)
    +3 Craft (+3 int)
    +1 Diplomacy (+1 cha)
    +1 Disguise (+1 cha)
    +0 Escape Artist (+2 dex, -2 ACP)
    +0 Fly (+2 dex, -2 ACP)
    +1 Heal (+1 wis)
    +5 Intimidate ( +1 cha, +1, +3 trained)
    +7 Knowledge Arcana ( +3 int, +1, +3 trained)
    +1 Perception (+1 wis)
    +1 Perform (+1 cha)
    +0 Ride (+1 dex, -2 ACP)
    +1 Sense Motive (+1 wis)
    +7 Spellcraft (+3 int, +1, +3 trained)
    +0 Stealth (+2 dex, -2 ACP)
    +1 Survival ( +1 wis)
    +5 Swim ( +3 str, +1, +3 trained, -2 ACP)
    +5 Use Magic Device (+1 cha, +1, +3 trained)

    (ACP = -2)

    Languages: Common, Varisian, Shoanti, Dwarven

    Patron Deity: none

    Armor & Equipment
    --Chain Shirt (100gp) +4 AC / +4 Max Dex; -2 ACP; 25lbs [worn]
    --Backpack (2gp) 2lbs [worn]
    Rations, 6 days (3gp) 6lbs [backpack]
    Belt pouch (1gp) lbs [backpack]
    Whetstone (2cp) 1lbs [backpack]
    Waterskin (1gp) 4lbs [backpack]
    Traveler’s Outfit (1gp) 5lbs [worn]
    Potions of Cure Light (50gp) 1/10th lbs [backpack]

    Coin, Gems & Other Treasure

    Total Weight Carried: lbs
    (carrying capacity with 18 str: Light Load 100 lbs. or less; Med. Load 101-200 lbs.; Heavy Load 201-300 lbs.)



    Favored Class: Magus
    Last edited by jake; 02-08-2012 at 05:44 PM.

    -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)

  4. #4
    Join Date
    Apr 2006


    Caladriel, male elven Magus 1(Hexcrafter)/Ranger 1(Guide)
    CN, medium humanoid (elf)
    Description: Ht: 6"2", Wt: 121, Hair: Auburn, Eyes: Deep Purple, Age: 156
    Traits: Forlorn- +1 trait bonus to Fortitude saves, Warrior of Old- +2 trait bonus to Initiative
    Languages: Elven, Common, Draconic, Sylvan, Goblin. Orc
    XP: 3269/5000
    Patron Deity:
    Caladriel revers Yuelral the elven goddess of magic as well as Ketephys the elven god of the hunt

    Elven Racial Abilities:
    Low-light Vision, Elven Immunities- immune to magic sleep, +2 saving throws verse Enchantment spells and effects, Elven Magic +2 bonus to caster level checks made to overcome spell resistance, +2 to Spellcraft checks made to identify the properties of magic items, Keen Senses- +2 racial bonus to Perception checks, Weapon Familiarity-proficient with Longbows, Longswords, Rapiers and Shortbows and any weapon with "Elven" in it's name is treated as martial weapon.

    STR: 13+1
    DEX: 19+4
    CON: 14+2
    INT: 19+4
    WIS: 15+2
    CHA: 13+1

    HD: 1d8+2+1d10+2 HP: 18 AC: 17 (10+4dex+3ab)
    BA: +1 Speed: 30
    Initiative: +6 Senses:- Low-light Vision, Perception +9, Sense Motive +2

    Fortitude: +7 (+4base,+2con,+1trait)
    Reflex: +6 (+2base,+4dex)
    Will: +6 (+2base,+2wis,+2feat)

    Melee +2 (+1base +1Str)
    Ranged +5 (+1base+4Dex)
    CMB +2 (+1base+1Str)
    CMD +16/+18 vs Sunder attempts on Elven Curved Blade (10+1base+1Str+4Dex)

    Elven Curved Blade +2 1d10+1 18-20/x2 7pds (+2 CMD vs Sunder attempts, can use w/ Weapon Finesse)
    Longbow (16arrows,8durable) +5 1d8 x3 100ft 3pds
    Dagger +2 1d4+1 19-20/x2 10ft 1pd
    Light Mace +2 1d6+1 x2 4pds
    MW Adamantine Starknife +3 1d4+1 x3 20ft 3pds

    Studded Leather +3ab +5mdb -1acp 20pds

    Equipment: (37pds)
    Explorers Outfit(8), Backpack(2), Bedroll(5), Blanket(1), Belt Pouch(.5) with berries, 3 Amethyst (50gp), Spell Component Pouch(2), Waterskin(4), Scroll Case(empty, .5), 2 Waterproof Bags(.5 each)- Strange red leather bound tome with a gold embroidered eye in the center (Book of hexes and curses from seawitch at Bloodcove(3), Spellbook(3) in waterproof bag, Vial of Ink, Ink pen, Signet Ring, Sealing Wax(1), Stationary, 5 Sheets of Parchment tucked in spellbook, 5 Flask(2) empty, 4 Trail Rations(4), Bag with 4 pearls 100gp each, Potion of Lesser Restoration, 1 potion unidentified, Potion of Waterwalk, Potion of Cure Serious Wounds 3d8+5, Wand of Hydraulic Push (35 charges) (CL 5, Cha bonus of 4 so your CMB check would be a +9), Potion of Lesser Restoration

    Hydraulic Push- School evocation [water]; Level druid 1, magus 1, sorcerer/wizard 1; Bloodline aquatic 1, CASTING
    Casting Time 1 standard action
    Components V, S

    Range close (25 ft. + 5 ft./2 levels)
    Targets one creature or object
    Duration instantaneous
    Saving Throw none; Spell Resistance yes


    You call forth a quick blast of water that knocks over and soaks one creature or square. You can use this blast of water to make a bull rush against any one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity. Hydraulic push extinguishes any normal fires on a creature, object, or in a single 5-foot square which it is targeted against. Magical fires are unaffected.

    Spell Component Pouch: small wooden replica of an archery target(F)true strike, bunch of wool,pinch(M)daze, bit of wool(M)ghost sound, firefly(M)light, brass key(F)open/close, clear crystal(F)read magic

    Carrying Capacity:
    STR13 = Light Load-50 lbs. or less, Medium Load-51–100 lbs, Heavy Load-101–150 lbs.

    1) IRON WILL- +2 to Will Saves

    SKILLS: Skill Points (17) 16+1favored class
    +6/+5w/armor Climb (2ranks+1Str+3trained)(-1 acp)
    +8 Craft Bows (1rank+4Int+3trained)
    +3 Fly (0ranks+4Dex-1acp)
    +5 Intimidate (1ranks+1Cha+3trained)
    +8/+10(witches) Knowledge Arcana (1rank+4Int+3trained) +2 when dealing with witches
    +8 Knowledge Dungeoneering (1rank+4Int+3trained)
    +8 Knowledge Planes (1rank+4Int+3trained)
    +6 Profession Scribe (1rank+2Wis+3trained)
    +3 Ride (0rank+4Dex-1acp)
    +8/+10 Spellcraft (1rank+4Int+3trained) +2racial to identify properties of magic items
    +6/+4w/armor Swim (2rank+1Str+3trained)(-2 acp)
    +5 Use Magic Device (1rank+1Cha+3trained)
    +9 Perception (2rank+2wis+2racial+3trained)
    +8/+7w/armor Stealth (1rank+4dex+3trained)(-1 acp)
    +7/+8track Survival (2rank+2wis+3trained(+1 track)

    Class Abilities:
    Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficient, Medium Armor Proficient, Shield Proficient, Arcane Pool- (swift action) 1/2 level+Int= 5- the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. Cantrips- not expended when cast, can be cast again, Spell Combat(full rd action) a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Rangers Focus- At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2. At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day. This ability replaces favored enemy, Track- A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks, Wild Empathy- A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check., Mantra of Nethys- +2 competence bonus to all concentration checks

    SPELL BOOK: Per Day 3/2 Spell DC 14 plus spell level
    Cantrips- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray Of Frost, Read Magic, Spark
    First- True Strike, Shield, Ray Of Enfeeblement, Expeditious Retreat, Corrosive Touch, Feather Fall, Magic Missile

    Prepared Spells: to cast defensively 1d20 + CL(1) + Int(4)+ mantra(+2) = +7 Concentration
    Cantrips- Detect Magic, Disrupt Undead, Ray of Frost
    First- Shield, Corrosive Touch

    Caladriel stands tall with a slender yet toned and graceful physique. His long auburn hair bears streaks the color of burning embers, his wide almond shaped eyes the color of amethyst.

    Though loyal to his own kind, Caladriel since a youth, which was many many moons ago, had always been treated as an outcast. But he cared not. When duty called the warrior of old always answered the call, his elven blood coursed strong through his veins and he sought to show the elders and others that he was worthy. Still many labeled him as a dark one of his kind even though he was adept at combining sword and sorcery, his ways and his pursuits were unlike any others. So eventually Caladriel had enough, it was time to get out and explore all that the world had to offer, he aspired to grow and train, mind and body, so as to become as powerful a spellsword he could. The way of the Magi was unique and he often cursed those, be it under his breath, the ones who looked down upon him. It was during his travels he heard word of a witch, a seawitch as a matter of fact, who dwelled in the shady pirate ridden port town of Bloodcove. Once there he sought her out and after time they became friends and she offered to teach and show the elf her ways of magic and the crafting of powerful supernatural abilities known to them called hexes. Caladriel was impressed with the witches ways with sorcery and soon he realized he himself could combine the ways of the magi with the supernatural crafting of hexes. Though it would take time, which was no concern to an elf as Caladriel, he grew impatient with the witch even coming suspicious of her. To Caladriel he believed she was using him for his own abilities and as such he thought this a treacherous act. So one night when she was sound asleep, he crept into her room and snatched a tome containing magicks and formulas for crafting hexes and disappeared into the darkness. He knew he could no longer remain in Bloodcove, for she would come after him and certainly curse him for all eternity. Making his was to the shipyard Caladriel sought to stowaway on the first ship he could find leaving Bloodcove as soon as possible. Thus began his voyage on the Jenivere, and a new journey into the great unknown.

    SERPENT SKULL- Boarded the Jenivere at the port of Bloodcove
    Ship Wrecks found on Smugglers Shiv... Jenivere, Brine Marsh, Tears of Grog, Golden Bow, Brine Demon, Scallywag
    Last edited by Vittorio the Red; 06-23-2013 at 01:14 AM.
    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)

  5. #5
    Join Date
    Sep 2006
    Western KY


    Vyrian Thrune
    Female Tiefling (medium outsider); N Alchemist 1{Cryptbreaker}
    Languages: Common, Infernal, Chelish, Elven, Osiriani, Polyglot
    Patron Deity: none
    Traits: Boarded in Cheliax (Kentargo); Antiquities Smuggler[bluff]
    XP current 401/1599 needed for next level (2000)

    Str: 14 (+2) Dex: 17 (+3) Con: 13 (+1) Int: 20 (+5) Wis: 14 (+2) Cha: 9 (-1)

    Speed: 30 ft.; Initiative +3 ; Senses: darkvision 60'
    Hit Dice:(d8+1); Hit Points (max/current): 9/9
    AC 15 (+3 dexterity, +2 armor); touch 13 ; flat-footed 12
    BaB +0; BMA +2; BRA +3; CMB +2; CMD 15; Conc --

    Saving Throws:
    +3 Fort (+2 base, +1 con)
    +5 Ref (+2 base, +3 dex)
    +2 Will (+0 base, +2 wis)
    +5 resist to cold, electricity and fire

    Throw Anything (class)- You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

    Point Blank Shot (1st)- You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

    Abilities: (racial, class features, etc.)

    Racial abilities

    darkvision 60'

    Darkness 1/day (Sp)

    Skilled: +2 bluff & stealth

    Fiendish Resistance: +5 cold, electricity and fire resistance.

    Class abilities:

    Alkahest Bombs- 1d4 +1d4/2 levels bonus force dmg dice. Damage dice are d8's and deal acid dmg versus constructs and corporeal undead. 6/day

    Throw Anything (feat)

    Crypt Breaker’s Draught (Su)- Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker’s draught, the alchemist also gains light blindness.
    Trapfinding- A crypt breaker adds 1/2 his level on Perception checks made to locate traps and to Disable Device checks (minimum +1). A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels.

    class skills
    +9 Appraise (1, +5 int, 3)
    +2 Bluff (0, -1 chr, +2 race, +1 trait) {trait makes this a class skill}
    +9 Craft [Alchemy] (1, +5 int, 3)
    +7 Disable Device (1, +3 dex, 3)
    +3 Fly (0, +3 dex)
    +2 Heal (0, +2 wis)
    +9 Know[Arcana] (1, +5 int, 3)
    +9 Know[Nature] (1, +5 int, 3)
    +2 Profession (0, +2 wis)
    +6 Perception (1, +2 wis, 3)
    +5 Sleight of Hand (1, +3 dex, 3)
    +9 Spellcraft (1, +5 int, 3)
    +6 Survival (1, +2 wis, 3)
    +3 Use Magic Device (1, -1 chr, 3)

    non-class skills
    +5 Stealth (0, +3 dex, +2 race)

    Armor& Shields
    Leather armor; Armor Bonus +2; Max Dex +6; Armor Check Penalty -; Arcane Spell Failure 10%; Sd. 30 ft.

    + Unarmed Strike 1d3 +(nonlethal, provokes attack of oppurtunity); Critical: x2; Range: n/a; Type: B

    +4 Bombs 1d4+5 + [1d4]/1d8+5 + [1d8]*; Critical: x2; Range: 20'; Type: Force/Acid*; Special: throw splash weapon (splash dmg: 7 force/7 acid*)
    * versus constructs and corporeal undead

    +2(+3) Dagger: 1d4+2 ,(+7 thrown); Critical: 19-20 x2; Range: 10'; Type: S/P

    +3 Lt Crossbow: 1d8; Critical: 19-20/ x2; Range: 80'; Type: P

    +2 Spear: 1d8+2; Critical: x3; Range: 20'; Type P; Special: brace

    +3 Blowgun: 1d2; Critical: x2; Range: 20'; Type P

    Extracts (DC 15 +extract level)

    Extracts Known: 1st- ant haul, crafter's fortune, detect secret doors, disguise self, endure elements, keen senses, longshot

    Extracts Perpared:
    1st- (1+1/day) ant haul, disguise self


    explorer's clothes, dagger {2}, spear, lt. crossbow, bolts {40}, blowgun, darts {40}, leather armor, backpack, belt pouch {4}, bedroll, blanket, travel formulae book, alchemist's kit, mapcase, detailed Mwagani map, hot weather clothes, flint & steel, ink, inkpen, oil(lamp){2}, parchment {10}, shovel, smoked goggles, thieves tools, waterskin


    Treasure: (include gems and art)

    detailed Mwagani map
    200g- must be used for mundane gear

    18g 1s

    Encumberance/Carrying Capacity (str 14)
    Light Load 58 lbs.; Medium Load 116 lbs.; Heavy Load: 175 lbs.
    Normal Weight: 57.5
    Current Weight: 57.5


    warped.. as usual

    Age: 17
    Hair: black and silver
    Eyes: cobalt blue
    Ht: 5'7" (5'10 counting the horns)
    Wt: 145 lbs

    Vyrian (VEER ee ahn) wears fine black leather armor... or at least it used to be before it got all scufffed up. Under this she wears dark brown leather breeches and a simple linen shirt. Even on warm days, she can be seen swathed in a cowl and hood. This is to hide the delicately curved horns that begin above her temples and curve down behind her pointed ears. Her eyes are an unnatually bright cobalt blue color and most people find holding her gaze a little awkward. Her long hair is a glossy black and shot through with patches of silver, and she carries herself with a simple grace and melancholy demeanor.


    Vyrian Thrune was born into household of a Chelish nobleman, one that was, in fact, related to the Queen herself. Unfortunately, this was not a happy thing for Vyrian. Her mother was a 15 year old half-elven servant at the time of her birth, and her father was the lord of the manor, an old, lacivious bastard named Erril. He refused to claim her, though the Thrune features were clearly on her face. There could also be no doubt about where her infernal heritage had come from, for her mother was kind and unfailingly hopeful, even until her death when Vyrian was only 10.

    Three years later, Vyrian set out for Osirion on a fool's errand, determinded to win the right to be claimed as the old goat's heir. At only 13 she survived the trip, falling in with a band of Pathfinders. In the end, she betrayed her friends, taking a highly valuable relic back to Cheliax to present to her father. Her painful betrayal was for nothing, however. The old man, shocked at her return, found a loophole in their agreement, which he exploited to avoid keeping his bargain. Worse, he decided that Vyrian's infernal heritage would be a boon to a legitimate heir, which he now lacked due to the assasination of his only son. He plotted to take his own illigitimate daughter as his wife, but Vyrian, horrified at the thought, stole a small coffer of coins and a horse and escaped into the night.

    After arriving in the Chelish port city of Kentargo, she booked passage on the first available vessel heading south. The coffer had contained enough coin for the passenger fee with some left over to purchase the necessities of adventuring life once she reached her destination. The coffer also contained a map which hinted at a land full of riches just waiting for those with the skill to retrieve them. Vyrian saw this as her opportunity. She would win wealth and purchase an army. Then she would force her father to recognize her as his heir. She had time. After all, with the blood pacts the geezer made, it wasn't like he was going to die of old age just yet.
    Last edited by Pharathyse; 05-11-2012 at 12:14 PM.
    "Argent and Rukin would fight over a goblin turd if they thought it was important to the other one." ~ Tauren Kai-Jere, Chatzy, 10/6/11

  6. #6
    Join Date
    Mar 2006
    Wild, Wonderful, West Virginia!


    Tamarin Stake of the Land of the Linnorn Kings male Ulfin human Paladin [Oathbound] of Torag 2/Ranger 1
    LG Medium Humanoid; Age 17, Height 5'10", Weight 195 lbs., Eyes: Dark Brown/Black, Hair: Black curly locks that rest on shoulders, Skin: very fair
    Adopted (dwarves) & Get the Cargo Through; Languages: Common, Dwarven
    Patron Deity: Torag (forge, protection, strategy, planning, determination, well-made steel, toil); Port of Boarding: Magnimar
    XPs 6713

    Str 17, Dex 14, Con 16, Int 10, Wis 15, Cha 17

    Hp 30 Current 28 (-1 lacedon bites, -1 skeleton javelin)
    AC 16 [+2 dex, +4 msk chain shirt]
    +13 Fort [+5 base, +3 con, +2 great fortitude, +3 charisma]
    +7 Ref [+2 base, +2 dex, +3 charisma]
    +8 Will [+3 base, +2 will, +3 charisma]

    base attack +3, CMB +6 (+1 while wielding any sword, +2 to sunder medium or heavy armor with lucerne hammer), CMD 18 (+1 while wielding any sword), Init +2, Spd 30
    Melee +6 greatsword 2d6+4 19-20/x2 slashing
    Melee +6 lucerne hammer 1d12+4 x2 brace, reach, bludgeoning or piercing
    Melee +6 light hammer 1d4+3 x2 bludgeoning
    Melee +7 masterwork silver dagger 1d4+2 19-20/x2 piercing or slashing
    Melee +7 +1 dagger 1d4+4 19-20/x2 piercing or slashing
    Ranged +5 longbow 1d8 x3, range increment 100, piercing
    Ranged +5 light hammer 1d4+3, range increment 20, bludgeoning
    Ranged +6 masterwork silver dagger 1d4+2/19-20, range increment 10, piercing or slashing
    Ranged +6 +1 dagger, 1d4+4/19-20 range increment 10, piercing or slashing

    Great Fortitude
    Combat Reflexes

    Favored Class Paladin
    Darkvision 120 feet.
    Energy Resistance Cold 1
    Aura of Good (Ex)
    Detect Evil (Sp) move action, single item or individual within 60 feet, learning strength of aura as if having studied it for 3 rounds.
    Smite Evil (Su) swift action, Cha to attack (+3), paladin level to damage (+2). If outsider with evil subtype, evil-aligned dragon, or undead, bonus increases to 2/level to damage on first attack. Regardless of the target, smite evil attacks bypass any DR the creature might possess. Deflection bonus to AC = Cha mod (+3) made by target of the smite. Smite remains until target of smite is dead or the next time the paladin rests. 1/day.
    Favored Enemy (undead) (Ex) +2 Bluff, Knowledge, Perception, Sense Motive, Survival, attack and damage.
    Track (Ex) add 1/2 ranger level (min 1) to survival checks made to follow or identify tracks.
    Wild Empathy (Ex) can improve the attitude of an animal. d20 + Charisma check + ranger level, acts as Diplomacy. Can also be used on magical beasts with Int of 1 or 2, at a -4 penalty.
    Divine Grace (Su) Charisma +3.
    Lay on Hands 4/day 1d6 healing on another as standard action touch. Or, 1d6 healing on self as swift action. Requires one free hand. 1d6 damage to touched undead as melee touch attack, no save. USED TODAY: 0

    Skills acp -1
    +7 Diplomacy (1, +3 cha, +3 trained)
    +7 Climb (1, +3 str, +3 trained)*
    +7 Handle Animal (1, +3 cha, +3 trained)
    +6 Heal (1, +2 wis, +3 trained)
    +5 Knowledge (religion) (2, +0 int, +3 trained) plus +2 vs. undead
    +8 Perception (3, +2 wis, +3 trained) plus +2 vs. undead
    +6 Sense Motive (1, +2, +3 trained) plus +2 vs. undead
    +7 Stealth (2, +2 dex, +3 trained)*
    +6 Survival (1, +2 wis, +3 trained) plus +1 to follow or identify tracks, plus +2 vs. undead
    +7 Swim (1, +3 str, +3 trained)*
    *acp applies

    dusty charcoal black smithing apron (wearing)
    masterwork chain shirt (250 gp) light armor +4/+5/-1 25 lbs. (wearing)
    greatsword (50 gp) two-handed melee weapon 2d6 19-20/x2 slashing 8 lbs.
    lucerne hammer (15 gp) two-handed melee weapon 1d12 bludgeoning or piercing 12 lbs. brace, reach, +2 to CMB to sunder medium or heavy armor.
    light hammers (4 gps) light melee/ranged weapon 1d4 x2 [20 ft] bludgeoning 2 lbs.
    longbow (75 gp) ranged weapon 1d8 x3 [100 ft] piercing 3 lbs.
    12 arrows (1 gp) 3 lbs.
    holy symbol of torag: upside down hammer on silver chain
    msk. waterproof backpack (60 gp) 4 lbs. +1 strength score carrying capacity.
    waterskin (1 gp) 4 lbs.
    whetstone (2 cp) 1 lb.
    grappling hook (1 gp) 4 lbs.
    Text of Torag "Hammer and Tongs: The Forging of Metal and other Good Works". Tome bound in steel and lacquered leather pages. 10 lbs.
    bedroll (1 sp) 5 lbs.
    1 potion of lesser restoration
    belt pouch (1 gp) 1/2 lbs.
    treasure map to old pirate loot (from Ishirou)
    bag of powder (reveals invisible creatures)
    bottle of Chelish brandy
    2 pints of oil (1 lb. each)
    masterwork silver dagger (321 gp) 1 lb.
    Kovack's hat
    green scarf
    chalkboard (2 lbs.)
    ghost-slaying dagger from box - +1 dagger (1 lb.)
    3 red pearl necklaces from cannibals
    Kovack's last words (p. 91) [wrapped in the green scarf]

    Platinum 1
    Gold 417
    Silver 0
    Copper 0
    2 amethysts worth 50 gp each, 2 garnets worth 50 gp each

    Carrying Capacity light 100 lbs. or less. 101-200 med, 201-300 heavy.
    carrying 94.5 lbs.

    Tamarin is growing boy in his late teens, on the verge of manhood. As a toddler, he was found tied to a stake and left to die by Hell Knights after the slaughtering of his parents. The human babe was found by dwarves and adopted, taken beneath the earth and raised as one of their own, almost. He was human, not a dwarf. Tamarin was just old enough to be able to say his first name when first rescued, weak and dying, but he did not know his own surname. Because of the circumstances of his adoption, the dwarves gave him the surname Stake. Tamarin Stake. The dwarven clan Tamarin was raised in was strong in the tradition of Torag, with many young dwarves entering the clergy. But that was not Tamarin's calling. He was not a dwarf, and could never be, and sometimes longed to leave the dark depths he was raised in. On his most recent nameday, A dwarven cleric had told Tamarin of his parents - the slaughter, and what had truly happened to them. How Tamarin had earned the surname Stake. Since that time, and though raised with the virtues and honor, loyalty, and justice, Tamarin battled emotions of revenge upon the Hell Knights of Cheliax, vengeance for the death of his parents who he never knew. It was his calling. When he was old enough - afterall, he was now a man - he would battle the Hell Knights until they were no more. And the snakes. Tamarin has horrible dreams about snakes.

    So it was with great frustration when the Master Azias, high dwarven cleric of the clan, came to him, presenting to him a great tome bound in steel with lacquered leather pages. Tamarin was being sent on a mission far from Cheliax, far from the heart of the Hell Knight's dominion. The dwarves were to be rid of him, send him far south, far from his goals, dreams, and desires. His sense of duty bound him, however. In Magnimar he found ship passage upon The Jenevere. His mission: to deliver the text to Sargava, to a port city called Eleder, a 100 day journey south across the Arcadian Ocean. With great reluctance, but bound by his sense of duty and honor, Tamarin boarded The Jenevere.

    Tamarin is strong and healthy, a handsome young man of Ulfin heritage from the shivering Lands of the Linnorn Kings with dark curly locks dangling to his shoulder. Despite traditions of the dwarves, Tamarin has little facial hair for his age of 17, his pale white skin clean shaven. His eyes are a dark brown so dark they appear black. Closer examination reveals flecks of charcoal. Upon arriving in Magnimar, Tamarin is armed to the teeth with sword and hammer and bow, wearing a chain shirt under a charcoal grey smithing apron-like cloak. An upside-down hammer on a silver chain hangs from his neck.

    Character Notes
    Ulfin heritage. Paladins essentially unheard of among them.
    Servants of Torag wear long, well-used smithing aprons and hammers. Rings are common on the hand, ear, hair, or, beard, symbolizing friendship, debt, or allegiance. "Hammer & Tongs: the forging of metal and other good works" - holy book. Anniversary of successful battles become holidays. Creatures of the earth holy, especially badgers, wolverines. Bats are loathed abominations (symbolizes rising of spawn of Rovagug)
    Rumors of olive-skinned woman: Some believed this woman was the actual owner of the Jenivere, some thought she was a Chelish spy on a secret mission, while others thought she was Captain Kovack's newest lover. No matter what rumor was true no one saw hide or hair of the woman.
    Olive-Skinned Woman - Ieana.
    Ishirou sidequest: we get treasure: supposed to split with Ishirou
    Tam's thoughts prioritized: both Vyrian & Kovack are savable. But we've lost Vyrian's trail right now, and Ieana likely has Kovack at the Tower. Jask: Caladriel has documents that could clear his name. Find lighthouse - signal boat.

    Tally of supplies found upon the Jenivere
    1 days rations for entire group
    block and tackle
    3 large canvas sheets (10x10)
    2 fishing nets
    grappling hook
    150' of hemp rope
    2 bullseye lanterns
    12 pints of oil
    5 shovels
    darkwood model of the Jenivere in a bottle
    a small coffer that sounded full of coin
    several sea charts and maps
    Captain's log
    ring with several keys
    bottle of Chelish brandy
    2 pints of oil
    bag of powder (reveals invisible creatures)
    merchant's scales 1 lb. (+2 to appraise precious metals (anything measured by weight))
    flask of acid
    Vyrian's goggles and pack.
    fish, urchins, crustaceans (food from drained inlet)

    NOTES: go back and get something from the butchery. Look through Vyrian's stuff.
    Last edited by Bong Bellowsmoke; 02-01-2016 at 12:33 AM.
    The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."

    I will, Darvig uttered.

  7. #7
    Join Date
    Apr 2006
    Any jail cell of your local town


    Camp Rules

    There are 5 roles that a PC or NPC's can take up to enhance the effects a campsite gives. In order to fill one of the following roles the character must spend the entire day pursuing that role.

    An NPC can fill a role as long as they are indifferent, friendly, or helpful to any PC in the group. At the moment Gelik, Sasha Nevah, and Isirou (the tian) are indifferent, Aerys Mavato (the half-elf woman), and Jask Derindi are unfriendly.

    Positions in camp

    Defender: Works to set up traps, a shelter's wall, and see to the safety of the campsite. The first time a wandering monster or hostile creature attacks the campsite, the defenders traps inflicts 2d6 points of damage- damge is divided equally if there is more than one attacker. Each additional defender assigned increases the damage by 2d6.

    Entertainer: An entertainer helps to raise hops for rescue.- each entertainer grants NPC's a +2 bonus on will saves to increase moral.

    Guard: Each guard reduces the chance of a wandering monster attacking the camp during the day or night by 5% (to a minimum chance of 5%)

    Hunter: Each hunter provides enough food and water for eight medium creatures per day.

    Medic: Each medic reduces the chance of being exposed to disease by 5% and increases the number of hit points healed naturally during a night's rest by 2
    Spasseltock Nimblefingers kender CN (with good tendencies) Rogue/13, Handler/ 8
    Shayle Wist'lya Bothan Noble 3/Scoundrel 1/Scout 3/Infiltrator 2 Star Wars: Dawn of Defiance
    Evelyn Morningory Aasimar Warpriest of Sarenrae 2 Wrath of the Righteous
    Virgil Halard Human Ranger 4/Fighter 2/Rogue 2/Knight of the Lily 1 Hourglass in the Sky

  8. #8
    Join Date
    Apr 2006
    Any jail cell of your local town



    Right off the bat everyone gets 300 xp for great character introductions and roll playing!


    3 Ochre Eurypterids (CR 1/3)- Everyone gets 101 xp.

    Common Euryterid (CR 1) Tam solo xp 400

    Day 2

    4 dimorphodons (CR 1) Everyone gets 400 xp

    4 zombies (CR 1/2) Everyone gets 200 xp

    3 dimorphodons (CR 1) Tam and Caladriel get 600 xp a piece

    Day 3

    Viper snake (CR 1) Everyone gets 133

    6 skeletons (CR 1/3) everyone gets 270

    viper nettles (CR 1) everyone gets 133

    Captain Kinkarian (ghost) (CR 3) everyone gets 266

    Day 4

    3 ghouls (CR 1) everyone gets 400

    Completing Ishirou's quest (CR 1) everyone gets 133

    Trap on chest (CR 1) everyone gets 133

    Day 6

    For making Aerys, Ishirou, and Jask helpful everyone gets 200 xp.

    Day 11
    Shocker lizards (CR 4) Tam, Caladriel and Drenath get 400
    Trap #1 Tam, Caladriel and Drenath get 133
    Traps #2 and 3 everyone gets 200
    Putting the ghost to rest everyone gets 200
    awesome rp'ing everyone gets a bonus 250

    Day 12
    3 traps everyone gets 300
    Monitor lizard everyone gets 150
    14 cannibals everyone gets 700
    4 skeletons everyone gets 135
    Malkidna everyone gets 200
    Klorack everyone gets 200

    Day 13
    Everyone gets 1,100 xp for the goul's, festerog's, and Nylithati, the Mother.

    For a total of 1685! Congrats to Drenath and Kihl who level!

    Remember we're using the medium track so 4th level is at 9000 xp.
    Last edited by Spasseltock Nimblefingers; 07-26-2014 at 12:21 AM.
    Spasseltock Nimblefingers kender CN (with good tendencies) Rogue/13, Handler/ 8
    Shayle Wist'lya Bothan Noble 3/Scoundrel 1/Scout 3/Infiltrator 2 Star Wars: Dawn of Defiance
    Evelyn Morningory Aasimar Warpriest of Sarenrae 2 Wrath of the Righteous
    Virgil Halard Human Ranger 4/Fighter 2/Rogue 2/Knight of the Lily 1 Hourglass in the Sky

  9. #9
    Join Date
    Apr 2006
    Any jail cell of your local town


    Marching order (until someone tells me otherwise)


    For indoors (if/when it happens), Vyrian and Drenath will switch places:

    Spasseltock Nimblefingers kender CN (with good tendencies) Rogue/13, Handler/ 8
    Shayle Wist'lya Bothan Noble 3/Scoundrel 1/Scout 3/Infiltrator 2 Star Wars: Dawn of Defiance
    Evelyn Morningory Aasimar Warpriest of Sarenrae 2 Wrath of the Righteous
    Virgil Halard Human Ranger 4/Fighter 2/Rogue 2/Knight of the Lily 1 Hourglass in the Sky

  10. #10
    Join Date
    Mar 2006
    Wild, Wonderful, West Virginia!


    Current Marching Order on journey to lighthouse...
    Tam (greatsword out)
    Drenath (sword out)

    15 minutes behind...
    Aerys & Sasha carrying front of boat
    Ishirou & Jask carrying back of boat
    Gelik: rear guard.
    The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."

    I will, Darvig uttered.


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