| Original Fantasy Before the final chapter, there is a beginning, a start, an adjustment period. For fantasy, this is it. |

11-01-2006, 06:37 PM
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Peace Keeper
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Join Date: Feb 2004
Location: Plane of Ash
Posts: 719
Rep Power: 9
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Character Sheets
this space left blak for a reason
Dungeonkeepers:
Name: Rhoginn
Medium Dragonborn Fighter 1
Alignment: Lawful Good
Str-18
Dex-15
Con-18
Wis-15
Int-13
Cha-15
Feats: Enlarged Dragon Breath (blast 5)
Racial Abilities: Dragonborn Fury, Dragonborn Heritage, Dragon Breath: Lightning (Con)
Class Abilities: Combat Challenge, Combat Superiority, Fighter Weapon Talent: One-handed
Skills: Intimidate +9, Streetwise +7, Heal +7, history +3
Speed: 5 squares
Reach: 1 square
At Will Exploits: Sure Strike (+9 1d10), Tide of Iron (+7 1d10+4, push 1).
Encounter Exploits: Covering Strike (+7 2d10, adj. ally shift 2), Dragon Breath (Racial) (+6 1d6+4, burst 5)
Daily Exploits: Comeback Strike (+7 2d10+4, healing surge)
HP: 33
Bloodied: 16
Healing Surges Per Day: 13
Healing Surge Value: 12
Not quite sure how defenses work, so I left the scale bonus of +7 out of all but AC...
AC: 19
Reflex: 14
Will: 12
Fortitude: 16
Action Points: 1
Saving Throws: 0
Language: Common, Draconic
Initiative: 3
Senses:
Insight: (passive 12)
Perception: (passive 12)
Equipment: Backpack, Bedroll, Belt Pouch, Flint and Steel, Heavy Shield, Scale Armor, Silk Rope (50'), Sunrod, Trail Rations (20 Days), Warhammer (1d10), Waterskin, 1 Gold (Tender)
__________________
Chaos is the friend of those who make no enemies, and form no alliances
Last edited by Larrin; 07-22-2008 at 08:57 AM.
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11-01-2006, 06:38 PM
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Peace Keeper
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Join Date: Feb 2004
Location: Plane of Ash
Posts: 719
Rep Power: 9
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Name: The Great and Amazing Zimbo! Or Gaaz for short. (pronounced Gaze)
Race:Chaos Gnome (Sexy Larrin version)
Class: Illusionist(WIZ) 5
Alignment:Chaotic neutral
Postition: Clerigy (begin with four scrolls of level 4 or less, access to wrokshop)
Rank: Merchant (house within city( 1 bedroom,reasonably furnished),masterwork tools)
Deity:Mechanus (protection from chaos 1/day as level 3 caster)
stats:
str: (13-2 race): 11
dex: 15
con: (11+2race): 13
int: 18
wis: 13
cha: 16
BAB:+2 (+1 size)
plan C/D: +3(1d3 piercing, 19-20 x2)
HP:25
AC: 13=10+2dex+1size (17 with mage armour)
Feats:
Legandary Artisan (-25%xp cost)
Craft Wonderous Item
*Craft Magic Arms & Armor (Wiz bonus)
*Scribe Scroll
racial abilities:
* +2 Constitution, -2 Strength.
* Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
* Gnome base land speed is 20 feet.
* Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
* Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
*+2 craft alchemy
*add +1 to all {chaos} spell caster level
*immune to confusion (how could he get more confused)
*spells 1/day
flare, daze, entropic sheild, prestidigitation,dancing lights
* +1 to all saves when on a plane dominated by chaos
* Favored Class: illusionist
class abilities:
Familiar
Scribe Scroll
Bonus feat: craft magical arms and armour
Spells:
Specialized: Illusion
Prohibited: Necromancy, Evocation
Spells per Day:
0: 4
1st: 4
2nd: 3
3rd: 2
Known spells
0 level
All
1st Level
Magecraft
colorspray
silent image
ventrilaquism
animate rope
repair light damage
mage armor
comprehend language
magic weapon
2nd level
Invisability
Phantome Foe
repair moderate damage
levitate
3rd level
Displacement
Repair serious damage
Speacial abilities:
Chaos Theory: treat Law as Chaos and Chaos as Law 3/day
Skills:
Craft: Metalwork:8+4INT = 12
Craft: Alchemy: 5+4INT+2race = 11
Spellcraft:5+4INT = 9
concentrate:8+1CON =9
knowlege (arcana):5+4INT = 9
knowlege (archetecture & enginering) 5+4INT = 9
Perform (ventrilaquism): 2+3CHA =5
Use Magic Devise: 4+3CHA = 7
Languages:
Common
Gnomish
Draconic
Elvan
Giant
Dwarven
((OOC: Yes Gaaz can swear in 6 different languages when he drops a wrench on his foot!))
Equipement:
Gaaz Jr: A tricked out ventrilaquit dummy, made of steal designed to look like Gaaz. There is a hidden dagger in each arm that extends out the hand. The back of the head opens up to place a vial that is designed to hold oil that can be sprayed out the mouth and ignited. Unlike standard ventrilaquist dummys Gaaz Jr. is designed to be used from a distance like a puppet. Additionaly Gaaz Jr. Is actualy life sized. This is an Official Great and Increadable Product, Please do not copy or reproduce without prior permision.
Stats (when Gaaz controls)
HP:20, hardness 10
AC:13 (15)
AB: (+3) (1d4 slam OR 1d3 dagger)
f:0 r: (3) w: none
FireBreath: 15ft cone 1d6 fire, reflex vs 15 or catch fire (1d6 fire next round) use 1 vial of alchmists fire (full round to replace)
must stay within 15 ft of user
The Great and Amazing Zeebo's Astoundingly Increadable Puppet string gloves, aka the Gaazaips (gaze apes) :essentualy a set of five rings for each hand linked to a bracelet with small chains. Each ring has a thin wire attached to it about 15ft long with hook designed to attach to Gaaz Jr. This is an Official Great and Increadable Product, Please do not copy or reproduce without prior permision. (magic Item)
Plan C/D: Its a dagger dagger, though Gaaz used a hot poker to etch "Plan C" onto the leather binding the grip. Later the C was made into a D so the D looks funny.
Master work Metal working tools (+2 craft metal work)
Masterwork Alchemy lab (+2 craft alchemy work)
Magic Items: Darlo's Deviously Unfolding Trunk: A trunk, approximately the size of a gnome, that has many unfolding doors, drawers, pouches and fold out tables. its main compartment is essentially a bag of holding, while side drawers can only hold a bout a shoe boxes worth of items, but there are at least ten of them (that you've found, its tricky) more then enough to hold your tools. finding objects stores in the drawers is a fullround action, while the main compartment emmediatley provides what you want. Various tables and even and ubrella can be extended from it to provide working surfaces and shelter. It has anynumber of fold out wheels,ski's, tracks so that it can always be easily pulled across any terrain. it also floats.
Familiar:
Name:The Astounding Zippo (Taz)
Race: Squirrel
HitDice: 5d1/4
HP: Half of Gaaz's total.
Speed: 30 ft
AC: 17 (+2 size, +2 Dex +3nat)
attack: Bite +5 (1d3-4) (ooc: the healing bite? o_0;; I assume it always deals 1 damage..or something like that..)
space/reach: 2-1/2ft. / 0ft
Special attacks:-
Special Qualities: Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master.
Saves: Fort:2(0con+2) Ref: 5(3dex+2) Will: 5(1wis+4)
Abilities: Str: 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2
Skills: Balance +10, climb +12, Move silently +10, Search+10 use wizard's ranks with familiar's abilites for rest.
Feats: Weapon Finese
Descript:Gaaz's faithful sidekick whome Gaaz often has tried to work into his ventrilaquist act as a second pupeteer. This clever (relatively speaking) fox squirrel can often be seen wearing vests or capes, sometimes both, in blended hues of reds and oranges (it transitions acros the fabric). His coloration is a greg with a orangish red underbelly (from which fox squirrels get thier name)
((OOC: I couldn't get my hands on the dragon magazine that appearently has stats for a squirrel so I used my "Book of Familiars" which was a d20 book mad for 3rd ed. I droped the scent special quality since it didn't make sence to me and altered accourding the 3.5 PHB's section on familiars))
background:
Gaaz has never been quite right in the head, its probably why he started warshiping a god of logic at an early age of 25, it made perfect sence the way the youth group people explained it to him... He spent the next few years trying to bring order to chaos, even going so far as to try for three months to make a lable that could be put on fire, but he got bored with that so he quit. Instead he took up his next great hobby, he wanted to be an inventer. Why by his entirpritation of Mechanus's teachings any problem could be solved with machines even death, but trying to solve that isn't very good since thats like necromancy, and necromancy works with negative energy, negative energy destroys positive energy, entrophy destroyes things, entrophy is the essance of chaos, chaos is against the teachings of Mechanus so it's probably bad. Makeing gifts for bithday partys though, now THAT is a good thing, Gaaz ones tried to make a mechanical juggling clown. For some reason they didn't apreciate the gift, something about being deathly afraid of clowns or something, Gaaz thinks it was just because of the small mishap that happened because a gear or two might have been plaved wrong, it ended up throwing a knife at the guy and shortened his hair. Ah well. In anycase Gaaz decided to fix the clown and make it better. He fixed the knives so they wouldn't fly out of the hand any more, and since it wouldn't juggle right anymore he decided to make it be able to breath fire instead, cause thats a really neat trick right? Thinking of how else to improve it he decided he decided to redo the casy so it didn't have that funny outfit and look to it...but what to make it look like.. well he always thought he looked ok...so he whent with that. He also decided to make it so you could control it from a distance, that was when he decided he wanted to be a ventrilaquist. Unfortunately no one else associated with Mechanus seemed to like his act very well so he decided if he could find no good friends, he'd make them! Another problem to be solved by mechanus's teachings!
__________________
Chaos is the friend of those who make no enemies, and form no alliances
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11-01-2006, 06:39 PM
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Peace Keeper
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Join Date: Feb 2004
Location: Plane of Ash
Posts: 719
Rep Power: 9
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Birth Name: Skyler
Flock Nickname: Feather
Self Name: Rahzar
Race: Raptoran
Class: 5 Ranger
Alignment:Chaotic Good
Postition: Knight (all weapons and armour master work)
Rank: Commoner (Forbidden from wearing metal armours, appearing in court without bathing, and one other thing i haven't thought of yet)
Deity: The Lady of the Silent Wings (+1 round of flight without tiring)
stats:
str:16 (+3)
dex:17 (+3)
con:15 (+2)
int:13 (+1)
wis:14 (+2)
cha:11
BAB:+5
m. Footbow, mighty +1: +9 (1d8+1 dmg piercing x3, 100ft range incrments)
m. rapier: +9 (1d6+3 piercing 18-20 x2)
HP:50
AC: 18 =10+3dex+3l. armour+1buckler+1 dodge
fort: 6
ref: 7
Will: 2
Spells:
Lvl 1- Endure Elements
Feats (2)
Point Blank Shot
Dodge
racial abilities:
Land Speed- 30, Medium Size, fly 40 ft (average, 2 rounds) glide 20ft per 5 dropped
Wing-Aided Movement: Raptorans can use their wings to help with movement even if they can't fly yet. The extra lift from her wings gives a raptoran a +10 racial bonus on Jump checks.
Gliding (Ex): A raptoran can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Raptorans glide at a speed of 40 feet (average maneuverability). Even if a raptoran's maneuverability improves, she can't hover while gliding. A raptoran can't glide while carrying a medium or heavy load. If a raptoran becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The raptoran descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
Flight (Ex): When a raptoran reaches level 5, she becomes able to fly at a speed of 40 feet (average maneuverability). A raptoran can't fly while carrying a medium or heavy load or while fatigued or exhausted. Raptorans can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Raptorans are likewise fatigued after spending a total of more than 10 minutes per day flying. Because raptorans can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). (may fly for 3 round, or push for 6)
Unerring Direction: Raptorans have an instinctive sense of which direction is north, even when they are underground or otherwise unable to see the sky or other visual cues. Beyond the Material Plane, this ability doesn't function.
Low-Light Vision: A raptoran can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. A raptoran retains the ability to distinguish color and detail under these conditions.
Weapon Familiarity: Raptorans treat the footbow as a martial weapon rather than as an exotic weapon.
+2 racial bonus on Climb and Spot checks. Raptorans have strong grips with both hands and feet, and their eyes are unusually keen.
class abilities:
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Favored Enemy (Ex): (1) Magical Beasts ~+4~ (5) Monstrous Humanoid ~+2~
Track
Wild Empathy (Ex) (+5)
Combat Style (Ex): Archery: Rapid Shot
Endurance
Animal Companion (Ex): Hawk (Serah)
Speacial abilities
Terrain Mastery: Forest(+4 hide); Plains(+4spot), +1 AB/dmg vs forrest and plains creatures
Languages:Tuilvilanuue(racial), Common
Skills:56
Climb, str 5 +3+2racial=10
Concentration, con 4 +2=6
Handle Animal, cha 5=5
Hide, dex 5 +3 +4terrain=12
Jump, str 3 +3+10racial=18
Knowledge/geography, int 3 +1=4
Knowledge/nature, int 3 +1=4
Listen, wis 4 +2=6
Move Silently, dex 7 +3=10
Profession (knight), wis 3 +2=5
Search, int 3 +1=3
Spot, wis 5 +2+2rcial+4terrain=13
Survival, wis 6 +2=8
Equipement:
-masterwork Foot Bow of Versitility, mighty +1 (+1 to hit,+1 str bonus to dmg, may be used with hands as well as foot)
-Knights Quiver: 20 regular arrows, 20 cold iron, 20 silver
-masterwork Sling (+1 to hit)
-Holy bullets (20 sling ammo, +1d6 divine dmg to undead and evil outsiders)
-masterwork Rapier (+1 to hit)
- +1 Leather armour Of Hovering(arm guards/leg guards/ chest) (no armour penalty, allows you to hover as long as you could normaly fly)
-Master work Buckler (no armour penalty)
-Sashling
-Training Treats
-Rope
-eyepiece of piercing vision: the eypeice attempts to peirce any illusion spell, the viewer simply sees what is there with no clue that there is an illusion spell there. they eyepice makes a 1d20 vs 10+lvl of spell to pierce the spell. If the user has 5 or more ranks in spot, the eyepiece gets +4 to its attempt to its peircing attempt. The eypiece only gets one attempt per spell. If it fails, there is no indication to the viewer that an attempt was even made, and must discern the existance of an illusion on his own.
Background:
Born upon the slopes of a ridged mountain, Skyler grew up with the others his age in the small settling of his kind. Training to enter the ranks of their mightiest warriors, he has yet to show what it truly takes, valiant though he may try. Having little interaction with the outside world he has mainly aided in the defence of his community hunting down the creatures and beings that would attempt to lay claim to their mountain home. Having gone out on his Path of Four WInds, he returned when he was able to fly taking on the name Rahzar. Since then he has been training and aiding his flock, taking pleasure in the twilight hours gliding through the cool air. In this way he has grown up and lives his days.
~~ ~~ ~~
Hawk: Serah
Hit Dice: 8 hp
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-10
Attack: Talons +5 melee (1d4-2)
Full Attack: Talons +5 melee (1d4-2)
Space/Reach: 2½ ft./0 ft.
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon Finesse
__________________
Chaos is the friend of those who make no enemies, and form no alliances
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11-01-2006, 06:40 PM
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Peace Keeper
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Join Date: Feb 2004
Location: Plane of Ash
Posts: 719
Rep Power: 9
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Name: Bleys Wanderlust
Race: Half- Wood Elf / Half- Haunted Forest Ork
Class: Barb1/brd1/fighter1/ranger1/paladin1 (paladin was the first level, he can never gain levels in it again)
Deity: Illyria of Avalon, Goddess of the Battlefield. (tending to the wounded, not of combat itself) (Blessed Hands: may magically heal 1 dmg as lay hands, 1/hour)
17,16,15,13,13,11
Str 14
Dex 21 (racial)
Con 14 (racial)
Int 11
Wis 13
Cha 11 (racial)
BAB:+4
m. Greatbow, mighty +3: +10 (1d10+2 dmg piercing x3, 100ft range incrments)
m.Scimitar: +7 (1d6+2 dmg slashing,18-20 x2)
m.Dagger:+7(1d4+2 dmg piercing/slashing, 19-20 x2)
Rohzuk's Longspear:+8(1d8+4, piercing, x3, reach, 'bestow curse' if used to kill)
HP:56
AC:18=10+5dex+3armor
fort: 10
ref: 9
Will: 3
Feats(2 normal, 1 fighter) Skill focus: Survival, Skill Focus: healing, Combat Reflexes
Class features:track, favored enemy: Gnolls (+2),wild empathy, fast movement, rage 1/day, Bardic music 1/day, bardic knowledge, countersong, fascinate, inspire courage +1, Aura of good, detect evil, smite evil 1/day
Racial:
speacial:
spells:
level 0 (2/day)
4 known
skills(26):
Healing 6+3focus+1wis=10
Survival 6+3focus+1wis=10
Swim:2+2str=4
Jump:2+2str=4
Climb:2+2str=4
Sense Motive:2+1wis=3
Craft (Fletcher):3
Perform (Grand Harp):3
NOTE:animal empathy is now wild empathy, did you want handle animal? i filled out the rest of the skills, but if you don't like them, fix them your way, just trying to move things along....
Equipment: Greatbow of Strength (add up to +3 of str bonus to dmg), Scimitar + bootknife, Elyza's Leathers (+1 leather armour, grants bonus to move silently while in Grey elf controlled forests), Rohzuk's Longspear (+2, ork only, may only be wielded in a duel for honour, curses user if used to kill), 50ft rope
Special race:
Orks of the Haunted Forest.
Alignment: Chaotic-Neutral
The orks of the haunted forest are known for their weakness. Unlike the average orks, they spend more of their time afraid for their lives. They are most skilled at climbing trees and hiding behind whatever is available, due to the presence of an Ogre-Mage turned Lich residing in the forest. Favoured class is Rogue, though tribes (consisting of two to five families, usually the fathers are cousins or brothers-in-arms) are often led by the most cunning tracker amongst them. Their personality and grooming are notoriously rotten, as they tend to keep to one-word sentences and spend more time worrying about their surroundings than how they smell.
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Background: Bleys was the child of a great and powerful druid, a woman who knew no equal. Her uncle - who raised her from a young age - never had children of his own, so raised the vivacious ork woman as his son. He was a great warrior, and devout servitor of the five pagan Gods of the old ways... Lord of the Hunt, Wife of the Hearth, Daughter of Restful Nights, Son of the Wild, and the Bastard - also known as the Orphan of War. Rozhuk never told his niece about her parents, nor how they died, but eventually she came to realize that Rozhuk killed them to become chief. Understandably, not the greatest situation.
Anyways, years later, there was an adventuring party travelling through the haunted forest, and it fell on Ghuldine to save them from the great and powerful Lich. One of the members of the group, a soft-spoken bard by the name of Mionulien Sulthwys (Moonstride Wanderlust), fell in love with the rough-around-the-edges ork princess, and invited her to join them.
They had many exciting quests and stories, but none so noteworthy as their son - Bleys. He was raised in a loving atmosphere for many years among the elven folk, until one fateful night when Mionulien lost his life to a gnoll raiding party. Ghuldine knew she had only been welcome for the sake of her husband and child, so did the only thing she could think of... she packed her belongings and her then 11 year old son and went back home. Her once-proud tribe was in shambles, and only a few remained. Her uncle, strong and proud as he was, had spent all these years killing anyone he considered a threat to his leadership. In a rare show of kinship, Ghuldine did what she could over the next few years to regrow the trust of the orks still inhabiting the forest, while Rozhuk taught young Bleys the ways of their people. It was in this capacity that Rozhuk fought off a dire bear to protect his young heir, losing his life in the process. Bleys did all he could to save the life of this strange man that he barely knew, but all to no avail. Worse still, Rozhuk acknowledged Bleys as the new chieftain from his deathbed, shattering whatever ties the tribe still had. They knew what he was, and there was no way any of them would follow an elf. Out of respect for his mother, they let him live, instead breaking off into small family-tribes, losing what form of civilization they once had and becoming feral once again to survive in their harsh surroundings.
Bleys swore he would never make the mistakes of his kin, vowing instead to protect those around him. It was fairly short-lived, as he did not have the righteous sense of faith required to follow such a path of self enlightenment. However, he always carried the blessings of the Gods, because he always acted in a kind manner when it truly meant the most.
__________________
Chaos is the friend of those who make no enemies, and form no alliances
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11-20-2006, 10:30 AM
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Peace Keeper
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Join Date: Feb 2004
Location: Plane of Ash
Posts: 719
Rep Power: 9
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Name:Talasien
Race:Mind-flayer
Class: Wizard (generalist) 5
Alignment: Neutral
Postition: Clergy (scholar)
Rank: Merchant
Deity: The Mysetery (neutral deity of magic) Granted power: frantic inscriber: may inscribe 6 levels of spells into tome of unbound pages in 4 hours. more levels than that cost the normal amount of time.
stats:
str:13
dex:16
con:15
int:17+4+1=22
wis:13+2=15
cha:11+2=13
BAB:+2
Tentacle:+3 (1d4+1 dmg x2 crit)) (+3/-2 as a full attack, -2/-2 as secoundaries))
Rays:+5 (x2 crit)
melee touch:+3 (x2 crit)
HP:30
AC:14=10+3dex+1n.armor
fort: 3
ref: 4
Will: 6
Feats (2): Spell penetration, greater spell pnetration
racial abilities:
• +1 Natural Armor bonus to AC
• Natural Weapons – 2 tentacles (1d4).
• Special Attacks – Improved Grab
• Special Quality – Telepathy 100’ (talk to anyone within 100' in any language)
Spells(slots):
0th(4):
1st(5):
2nd(4):
3rd(3):
class abilities:BonusFeat:empower spell(+2 to level, +50% numerical effect), scribe scroll, Familiar replacement ability:Prismatic Awareness
Prismatic Awareness – gain the following:
-Sense Motives becomes a Class-skill.
-Identify when cast as a spell only takes 10 minutes to cast (instead
of 1 hour).
-Arcane Eye (as the spell, 1/day) moves at 20’ per round when
studying its surroundings (instead of 10’).
-Randomly each day one school of spells gain +1 DC (stacks
with Spell Focus)
Speacial abilities:
Arcane Intuition: A chance upon watching a spell being cast or recognizing the school and damage type being cast. +4 to spellcraft checks to identify spells
Prismic Memory: A chance of being able to temporarily learn a spell just by watching it being cast. On a successfull identification of a spell, roll 1d10. on a 10 you have the option to temporarily learn the spell. within 10 minutes you may 1)use a number of spell slots so that the levels sacrifices are at least the the level of the spell you saw to cast it (thus wiping it from your memory) or 2)use one of the highest level spell slots for the day to lock the spell in your head until you write it in the Tome of unbound pages. while locked in your head, you cannot cast it.
Skills: (66)
spellcraft:8+6+2syn=16 (20 to determine spells)
knowledge arcana:8+6=14 (+2syn bonus on Spellcraft checks)
knowledge planes:8+6=14
concentration:8+2=10
decipherscript:8+6=14
knowledge religion:5+6=10
knowledge nature:5+6=10
knowledge dungeoneering:5+6=11
Craft (alchemy) 5 +6=11
sense motive 6+2=8
Equipement:
Tome of Unbound Pages
an Artifact that could only be the work of some tricky outsider, this neat but not really remarkable book was created to be the ultimate spellbook. With limitless pages, every spell in existence could be eventually written in it's pages, but it is doubtful it could be found easily again. The enchantment on the book allows for an unlimited amount of pages, but the pages are never in the same place.
At the beginning of each day, the GM chooses 4 spells that the book offers up each day. They can be original D&D spells or variants in anyway. Taliesin can either learn the spell into his memory or cast it from the book once that day. If he casts the spell from the book then the spell is gone and is replaced by a new spell the next day. If it is not cast it remains the same until the end of the week, at which the book gives up 4 new spells.
SPELLS: (TBA)
Spell book (mundane):
oth level spells: all
level 1 spells:
Abjur
* Endure Elements: Exist comfortably in hot or cold environments.
* Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Conj
* Mage Armor: Gives subject +4 armor bonus.
* Summon Monster I: Calls extraplanar creature to fight for you.
Div
* Comprehend Languages: You understand all spoken and written languages.
* Identify M: Determines properties of magic item.
Evoc
* Burning Hands: 1d4/level fire damage (max 5d4).
* Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Illus
* Disguise Self: Changes your appearance.
Necro
* Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Trans
* Feather Fall: Objects or creatures fall slowly.
level 2:
Abjur
* Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Div
* See Invisibility: Reveals invisible creatures or objects.
Evoc
* Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Illus
* Blur: Attacks miss subject 20% of the time.
Necro
* Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Trans
* Knock: Opens locked or magically sealed door.
level 3 spells;
Div
* Arcane Sight: Magical auras become visible to you.
evo:
Fireball: 1d6 damage per level, 20-ft. radius.
trans:
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
background:
__________________
Chaos is the friend of those who make no enemies, and form no alliances
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07-22-2008, 09:04 AM
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Peace Keeper
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Join Date: Feb 2004
Location: Plane of Ash
Posts: 719
Rep Power: 9
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blank charachter sheet for Larrins 4e game (now and in future) Cain, Meline, if you have a chance fill out as much as you can for your two characters, its just more convinient for me. If you just get a start on them, i'll finish up little details (like how i want powers written and such)
Name:
Medium
Alignment:
Str-
Dex-
Con-
Wis-
Int-
Cha-
Feats:
Racial Abilities:
Class Abilities:
Skills:
Speed:
Reach:
At Will Exploits:
Encounter Exploits:
Daily Exploits:
HP:
Bloodied:
Healing Surges Per Day:
Healing Surge Value:
AC:
Reflex:
Will:
Fortitude:
Action Points: 1
Saving Throws:
Language: Common,
Initiative:
Senses:
Insight: (passive 1)
Perception: (passive 1)
Equipment: Backpack, Bedroll, Belt Pouch, Flint and Steel, Silk Rope (50'), Sunrod, Trail Rations (20 Days), Waterskin, 1 Gold (Tender)
__________________
Chaos is the friend of those who make no enemies, and form no alliances
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07-22-2008, 03:24 PM
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Established Member
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Join Date: Jul 2005
Location: Alone IN Wa state
Posts: 1,703
Rep Power: 8
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((some of this is probably wrong..but i did kind of what i udnerstood..so yea...um if it helps?))
Name: Spero Kniteingale
Medium
Alignment: Good
Str-10
Dex-11
Con-16
Wis-8
Int-15
Cha-18
Feats: Action Surge (+3)
Racial Abilities:
Class Abilities: Group Diplomacy, Prime Shot, Shadow Walk, Warlock's Curse (+1d6)
Skills:
Passive Insight 16
Passive Perception 9
Bluff +9
Insight +6
Perception -1
Streetwise +9
Theivery +5
Speed: 6
Reach:1
At Will Exploits:
1. Eldritch Blast
2. eye bite
Encounter Exploits:
1.WitchFire
D.Ray of Frost
Daily Exploits:
1.Curse of DD
HP: 28
Bloodied: 14
Healing Surges Per Day: 9
Healing Surge Value: 7
AC: 15
Reflex: 13
Will: 15
Fortitude: 13
Action Points: 1
Saving Throws: 0
Language: Common, Elven, Goblin
Initiative: 0
Senses:Low-Light Vision
Insight: (passive 1)
Perception: (passive 1)
Equipment: Backpack, Bedroll, Belt Pouch, Flint and Steel, Silk Rope (50'), Sunrod, Trail Rations (20 Days), Waterskin, 1 Gold (Tender) 3 daggers (), wand()
Name:AnnaMolly Bacolas
Medium
Alignment: Good
Str-14
Dex-18
Con-11
Wis-14
Int-12
Cha-10
Feats:
Defensive Mobility (+2 to AC against opportunity attacks)
Lethal Hunter
Racial Abilities:
Class Abilities: Low-light Vision, Hunter's quarry( 1d8)
Skills:
Passive Insight 12
Passive Perception 17
Acrobatics +9
Athletics +7
History +8
Insight +2
Nature +7
Perception +7
Stealth +9
Speed: 6
Reach: 1
At Will Exploits:
1.Careful Attack
2. Nimble Strike
Encounter Exploits:
1. Fox's Cunning
Daily Exploits:
1.Split The Tree
HP: 23
Bloodied: 11
Healing Surges Per Day: 6
Healing Surge Value: 5
AC: 17
Reflex: 15
Will: 13
Fortitude: 13
Action Points: 1
Saving Throws: 0
Language: Common,
Initiative: +4
Senses:low light vision
Insight: (passive 1)
Perception: (passive 1)
Equipment: Backpack, Bedroll, Belt Pouch, Flint and Steel, Silk Rope (50'), Sunrod, Trail Rations (20 Days), Waterskin, 1 Gold (Tender), Longsword(), LongBow()
__________________
I'll give you a dozen roses. 11 will be real and one will be fake and I wil love you until the last one dies.
~unknown author~
Last edited by Larrin; 07-24-2008 at 01:48 PM.
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07-24-2008, 01:09 PM
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Peace Keeper
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Join Date: Feb 2004
Posts: 2,156
Rep Power: 11
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Name: Cid
Medium
Alignment: Unaligned
Str- 10
Dex- 14
Con- 10
Wis- 9
Int- 20
Cha- 10
Feats: Skill training: stealth.
Racial Abilities: Blood hint (+1 attack vs bloodied foes), Fire Resistance 5, Infernal Wrath Power
Class Abilities: Arcane impliment mastery (wand), Cantrips, Ritual casting, Spellbook
Skills: Acrobatics +2, Arcana +10, Athletics +0, History +10, Insight -1, Nature +10, Perception -1, Stealth +9.
Speed: 6
Reach:
At Will Spells:
1. Magic Missle (+5vsRef 2d4+5 force, rng 20)
2. scorching burst (+5 vsRef 1d6+5 fire, burst 1,rng 10)
Encounter Spells:
1. Force Orb (+5 vsRef 2d8+5 force, adj enemies +5 vsRef 1d10+5 force, rng20)
Daily Spells:
1.Sleep (+5 vsWill, slow->sleep, burst 2 in 20) [PREPARED]
1.Acid arrow (+5 vsRef 2d8+5acid, 5 o.dmg, adj +5 vsRef 1d8+5acid, 5 o.dmg [miss:half, 2 o.dmg, no adj])
HP: 20
Bloodied: 10
Healing Surges Per Day: 6
Healing Surge Value: 5
AC: 15
Reflex: 15
Will: 13
Fortitude: 10
Action Points: 1
Saving Throws:+0
Language: Common, Elven, Goblin
Initiative: +2
Senses: lowlight vision
Insight: -1 (passive 9)
Perception: -1 (passive 9)
Equipment: Backpack, Bedroll, Belt Pouch, Flint and Steel, Silk Rope (50'), Sunrod, Trail Rations (20 Days), Waterskin, 1 Gold (Tender), 3 daggers (+3/+5 1d4+0/+2,rng 5/10), wand, spellbook
Name: Edward
Medium
Alignment: Unaligned
Str- 14
Dex- 0
Con- 12
Wis- 18
Int- 12
Cha- 12
Feats: Human Perseverance (+1 saving throws), Channel Divinity: Power of Amauntor)
Racial Abilities:
Class Abilities: Healing Word
Skills: Acrobatics -1, Athletics +1, Arcana, +6, Heal +9, History +6, Insight +9, Perception +4, Religion +6, Stealth -1
Speed: 5
Reach:1
At Will Prayers:
1.Lance of Faith
2.Priest's Sheild
3.Sacred Flame
Encounter Prayers:
1. Cause fear (+4 vs will, move+2 away, rng 10)
HW. c.burst 5, +1d6+4
CD1.Turn Undead
CD2.Divine Fortune
CD3.Power of Amuntar
Daily Prayers:
1.Cascade of Light
HP: 24
Bloodied: 12
Healing Surges Per Day: 8
Healing Surge Value: 6
AC: 16
Reflex: 12
Will: 17
Fortitude: 13
Action Points: 1
Saving Throws:+1
Language: Common, Dwarven
Initiative:0
Senses:Normal
Insight: +9 (passive 19)
Perception: +4 (passive 14)
Equipment: Backpack, Bedroll, Belt Pouch, Flint and Steel, Silk Rope (50'), Sunrod, Trail Rations (20 Days), Waterskin, 1 Gold (Tender), mace (+4 1d8+2,vers), dagger(+5/+3 1d4+2), holy symbol, chainmail
__________________
Who's bright idea was it to stave off natural selection by putting warning labels onto household items?
Last edited by Larrin; 07-24-2008 at 01:40 PM.
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