Character Creation

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Corsario
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Character Creation

Post by Corsario »

This thread is for us to create the party characters, please put the character information here for us too see and check.

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abracadaver
Kobold
Posts: 6
Joined: Fri Oct 14, 2011 1:45 am
Location: US, Massachusetts

Revan Povalli

Post by abracadaver »

REVAN POVALLI CR 1/2
Male Half-Elf Rogue 1
CG Medium Humanoid (Elf, Human)
Init +4; Senses Low-Light Vision; Perception +8
--------------------
DEFENSE
--------------------
AC 16, touch 14, flat-footed 12. . (+2 armor, +4 Dex)
hp 10 (1d8+2)
Fort +2, Ref +7, Will +2
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Shortsword +0 (1d6/19-20/x2) and
. . Unarmed Strike +0 (1d3/20/x2)
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 10, Dex 18, Con 14, Int 12, Wis 14, Cha 13
Base Atk +0; CMB +0; CMD 14
Feats Rogue Weapon Proficiencies, Skill Focus: Stealth (Adaptability), Two-weapon Fighting
Traits Canter, Deft Dodger
Skills Acrobatics +8, Appraise +5, Bluff +5, Disable Device +9, Disguise +5, Escape Artist +8, Perception +8, Sense Motive +6, Sleight of Hand +8, Stealth +11
Languages Common, Elven, Undercommon
SQ Elf Blood, Trapfinding +1
Combat Gear Leather, Shortsword; Other Gear Backpack (7 @ 11 lbs), Bedroll, Pouch, belt (1 @ 1 lbs), Rations, trail (per day) (6), Thieves' tools
--------------------
SPECIAL ABILITIES
--------------------
Canter If someone uses Bluff to give you a secret message, they get +5, if you attempt to intercept a secret message with Sense Motive, you get +5.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.
--------------------
Human Mother- Vernah Povalli, Deceased
Human Half-Sister - Rynshinn Povalli
Elf Father-Iremiel, Deceased

Revan grew up in Sandpoint and with his mother and sister Rynshinn. He knew little of his father other than that he was killed by goblins.

He found that he had a knack for sneaking around town and pick pocketing unsuspecting travelers. His family was poor and he only did it so they could continue to get by. One night Revan returned home to find that his mother had been murdered. Revan was taken in by the local sheriff and things did not look good since he was found at the scene of the crime. He picked the lock of his jail cell and fled to the nearby city of Magnimar.

With little income he stayed at a tenement in Rag's End. Over the years he kept to himself but out of necessity found himself doing jobs with a few of the local gangs. Dissatisfied with the way his life was going, Revan had decided to return to Sandpoint hoping to come in terms with his past and get in touch with his sister that he missed dearly.

Personality: Easy going and carefree. Overall a good person but willing to bend or break the law to survive.

Appearance: Very dominant elvish features. Shoulder length auburn hair. Often wears a mask (white mask with Elven markings), the mask belonged to his father and was given to him by his mother.
Last edited by abracadaver on Wed Oct 19, 2011 11:58 pm, edited 3 times in total.

SoupViking
Kobold
Posts: 8
Joined: Sun May 29, 2011 7:30 pm

Baern Ashbridge

Post by SoupViking »

BAERN ASHBRIDGE

Male Human (Ulfen) Cavalier 1
NG Medium Humanoid (Human)
Init +0; Senses Perception +2

--------------------
DEFENSE
--------------------
AC 10, touch 10, flat-footed 10
hp 16 (1d10+6)
Fort +6, Ref +0, Will +1

--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Gauntlet (from Armor) +4 (1d3+3/20/x2) and
. . Longsword +4 (1d8+3/19-20/x2) and
. . Shield, Light Wooden +4 (1d3+3/20/x2) and
. . Unarmed Strike +4 (1d3+3/20/x2)
Special Attacks Seal's Challenge +1/+1 (1/day)

--------------------
STATISTICS
--------------------
Str 17, Dex 10, Con 16,
Int 10, Wis 12, Cha 14
Base Atk +1; CMB +4; CMD 14
Feats Enforcer, Swap Places, Toughness +3
Traits Bully, Resilient
Skills Bluff +2, Climb +7, Diplomacy +2, Disguise +2,
Handle Animal +6, Heal +1, Intimidate +7, Perception +2, Ride +4,
Sense Motive +5, Survival +1, Swim +3
Modifiers +0 Ride while riding your bonded mount.
Languages Common, Orc, Skald
SQ Animal Companion Link (Ex), Tactician (Swap Places) 3r (1/day) (Ex)
Combat Gear Chainmail, Longsword, Shield, Light Wooden
Other Gear Backpack (empty), Bedroll, Bell, Rations, trail (per day) (7),
String (50'), Traveler's outfit, Waterskin, Whistle, Silent

--------------------
SPECIAL ABILITIES
--------------------
+0 Ride while riding your bonded mount. (Ex):
Cancel your armor check penalty of -0 while riding your mount.
Animal Companion Link (Ex):
You have a link with your Animal Companion.
Enforcer:
If you deal nonlethal damage with a melee weapon, make
a free Intimidate check to demoralize.
Seal's Challenge +1/+1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used:
Can make a free bull rush or trip combat maneuver anytime he
takes the full-attack action against the target of his challenge.
Seal's Skills : +1 +1 Bluff to conceal information about his sworn charge
Swap Places:
You can trade places with an ally with this feat during your movement.
Tactician (Swap Places) 3r (1/day) (Ex):
Grant the use of your Tactical feats to your allies within 30'.

--------------------
BACKGROUND
--------------------
Baern Ashbridge is the forgotten son of a Taldan noble
and a Ulfen-descended servant. Born in the far realm of
Brevoy. Baern and his mother was given to a priory so
that they could be removed from the noble's sight.

The priory offered Baern's mother a life in Lastwall,
with her son to be a honorable defender of Lastwall.
Baern grew up with only one future, service in the military.

He was taught well and thrived in the rigid lifestyle.
He was noticed by certain members of the Lastwall
hierarchy. They took him aside and gave him the option
to serve Lastwall with more focus.

Now a member of the secretive Order of the Seal, Baern
was tasked as one of two protectors of the Eyes of
Tar-Baphon, a large set of shimmering emeralds gilded
in gold. It was not known what these artifacts could do,
however, they were never meant to be placed together ever
again.

In 4695, Baern was near the border of Belhzen and was
a member of the heavy calvary push routing Warlord
Graukrad's force of 2,000 orcs.

Wounded in battle and separated from main company, Baern
had taken refuge in a nearby copse of trees. There, hidden
orc scouts knock the hapless cavalier unconscious and took
him prisoner. He remained thus for fifteen years, tortured
for secrets to Lastwall defenses and forced to care for
the orcs' mounts.

While moved from one hold to another, a band of adventurers,
ambushed the roving orcs and freed Baern from his captivity.
Given a horse he trained, Baern returned to Lastwall. But no
grand welcome was found. Instead, Baern was whisked away by
his order, hidden once more.

Upon release, Baern was tasked with setting forth on a quest
to find the now Lost Eye of Tar-Baphon, as it had never been
recovered. He was given a few supplies and monies and set
upon his journey.

Starving, Baern luckily happened upon a band of Varisian
performers. They took him in and gave him a few possessions
and food. They were traveling to Sandpoint for a festival and,
in repayment, Baern followed them, helping to guard their passage.



--------------------

CHORAK'THUUN (Orc name meaning Blackbiter)
ANIMAL COMPANION CR 2
Male Horse
NN Large Animal
Init +1; Senses Low-Light Vision, Scent; Perception +5
--------------------
DEFENSE
--------------------
AC 14, touch 10, flat-footed 13. . (+1 Dex, -1 size, +4 natural)
hp 20 (+4)
Fort +5, Ref +4, Will +1
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Bite (Horse) +3 (1d4+3/20/x2) and
. . Hooves x2 (Horse) +3 x2 (1d6+3/20/x2) and
. . Unarmed Strike +3 (1d4+3/20/x2)
Space 10 ft.; Reach 5 ft.
--------------------
STATISTICS
--------------------
Str 16, Dex 13, Con 15,
Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. Trip)
Feats Focused Discipline
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick],
Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Stay [Trick]
Skills Acrobatics +5, Fly -1, Perception +5, Stealth -3
Languages
SQ Combat Riding [Trick], Stay [Trick]

--------------------
SPECIAL ABILITIES
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Focused Discipline Gain temporary combat bonuses after resisting fear effects
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.
Last edited by SoupViking on Sun Oct 23, 2011 11:57 am, edited 1 time in total.

killersqid
Kobold
Posts: 7
Joined: Wed Oct 05, 2011 3:39 pm

Grummsh Sali

Post by killersqid »

Here is my character Grummsh Sali

Grummsh Sali (Patrick Ford)
Male Chaotic Good Half-Orc
Cleric 2

Strength: 18 (+4)
Dexterity: 12 (+1)
Constitution: 10 (0)
Intelligence: 13 (+1)
Wisdom: 14 (+2)
Charisma: 14 (+2)

Skills
Acrobatics: -1
Appraise: +1
Bluff: +2
Climb: +2
Diplomacy: +6
Disable Device: -3
Disguise: +2
Escape Artist: -1
Fly: -1
Handle Animal: +2
Heal: +6
Intimidate: +5
Knowledge (Religion): +5
Linguistics: +5
Perception: +5
Perform (Oratory): +3
Ride: -1
Sense Motive: +6
Sleight of Hand: -1
Spellcraft: +1
Stealth: -1
Survival: +3
Swim: +2
Use Magic Device: +2

Hit Points: 16 HP

Hit Dice: 2d8

Initiative: +2

Attack Bonus: +1
(melee: +5)
(ranged: +2)

Fortitude Save: +3

Reflex Save: +1

Will Save: +5

Armor Class: 15
(touch: 11)
(flat-footed: 14)
CMB: +5
CMD: 16
(flat-footed: 15)

Feats & Traits: Armor Proficiency (Light), Armor Proficiency (Medium), Martial Weapon Proficiency: Armor Spikes, Shield Proficiency, Simple Weapon Proficiency - All, Outcast, Veteran of Battle

Special Abilities: Darkvision (60 feet), Ferocious Strike (+1) (5/day) (Su), Aura (Ex), Channel Positive Energy 1d6 (5/day) (DC 13) (Su), Cleric Domain: Ferocity, Cleric Domain: Tactics, Sieze the Initiative (5/day) (Su), Spontaneous Casting
Attacks
armor spike strap (+5, 1d6+4 damage, crit 20/x2)
Greatsword (+5, 2d6+6 damage, crit 19-20/x2)
Unarmed Strike (+5, 1d3+4 damage, crit 20/x2)

Other Gear:
Backpack (empty), Bedroll, Chain Shirt, Greatsword, Holy symbol, wooden: Gorum, mass clothes
Spells: guidance (0), Detect Magic (0), Divine Favor (1), Enlarge Person (1), Light (0), Magic Weapon (1), guidance (0), Shield of Faith (1)
Last edited by killersqid on Tue Nov 29, 2011 12:43 am, edited 3 times in total.

Melil13
Kobold
Posts: 12
Joined: Tue Dec 30, 2008 9:39 pm

Re: Character Creation

Post by Melil13 »

Work in Progress but here is my sheet:

http://www.myth-weavers.com/sheetview.p ... id=338780a

Kealm (kay-lem) and his brother Kleim(Kil-em) were raised in an orphanage. Often getting into fights amongst the other youths the two brothers were labeled as "Wild" children. When the orphanage could take no more a man appeared and said he would take the children. He claimed to be from a church, which was odd from a man in armor with a giant sword strapped to his back. The mans name was Tristan Warbringer a Inquisitor for the Church of Gorum. Taking the two into custody of the church the brothers were put through the rigorous training of the clergy. Kealm excelled at all that he did and surpassed the churches expectations. Kleim however proved to be less adept at the ways of war, scoring low in everything he did.

Tristan Warbringer gave Kealm an ultimatum. The church invested a lot of resources in training the two and was prepared to reclaim it any way they could. Kleim would be forced into serfdom for the church, this often meant a hard life with almost certain demise at a young age. But Kealm showed a great deal of promise and Warbringer promised that if served the Inquisition Faithfully his brother would be admitted into the clergy. It wouldn't be an easy life for ether of them but a better life was guaranteed.

Kealm learned his mentor was a cruel man who often stacked the deck against his students. He seemed to have a great deal of weight in the church and made sure Kealm knew if he failed his brother would suffer the consequences. This drove Kealm to aspiring heights rarely seen by the clergy. When the time came Kealm entered the Inquisition and his brother the clergy, foolishly believing himself to be free from his mentors influence ....
Last edited by Melil13 on Sun Oct 23, 2011 7:09 pm, edited 3 times in total.

Jester5093
Kobold
Posts: 3
Joined: Thu Oct 20, 2011 7:41 pm

Re: Character Creation

Post by Jester5093 »

http://www.myth-weavers.com/sheetview.p ... tid=338893

WIP as well.

Background:
Lucron Backstory

I manifested my summon at a very early age, and was shunned by my entire village. Every day I was beaten, mocked, and spit on. I was always hungry, skinny and frail.

I was 6 the first time my eidolon manifested around me. Two much larger boys were throwing rocks at me. I remember a flash of pain as a rock struck my temple, and then a sudden surge of anger, then power. I stood up, and flexed my claws. Claws? I remember wondering. I snarled at the boys, who had turned white with terror. They ran off, and I collapsed, confused and afraid.

I was banished from the town that same day. Out of fear for me and my new talent, I was given clothes, food for a week, and a crude map to the next town.

After stumbling for days, exhausted, confused, and scared, I came across traveling caravan. I was immediately welcomed in as a son, and set to work. I was fed, clothed, and washed. Even at that young age, I realized that this was a stroke of good fortune, and determined not to ruin it. For the next 20 years, I aggressively suppressed my “talent”, and not once during that time frame did my summon manifest again.

Those years were a blur of happiness and hard work. I never showed any aptitude for menial labor, so I was put in charge of the records. One of the families in the caravan had a beautiful daughter named Daro, who would run the records of her families sales and income to me every week.

Over the years, we grew to be close friends, and then more. The entire caravan expected us to wed, and when we were 17, the event took place with a gigantic feast, and every family from caravans from all over the country attending. It was one of the happiest memories of my life with them.

For nearly a decade after that, my wife and I struggled to conceive a child. Whether due to my secret “talent”, or the displeasure of the gods, we were never successful. We eventually decided to travel to one of the major cities, to seek out medical knowledge that surpassed that which we could get in the caravan.

Once we settled down in a small apartment in the capital, I struggled to make ends meet as a scribe and translator, while my wife sought work as a record keeper for a merchant. We saved our coppers, and finally met with a cleric who specialized in conception issues.

Within a year our daughter was born, a few weeks after my 30th birthday. Ibronka was the single ray of sunshine in our lives, and immediately overshadowed every other aspect. We continued to drudge along, as the city oppressed us more and more. I spiraled down into a deep pit of bitterness and anger.

Then, 5 years ago, the unthinkable. A plague broke out in the city. Thousands died, and while myself and my wife were spared, my daughter fell prey to the disease. I watched her waste away before my eyes, and something inside of me broke.

I turned to my summoning background, and pored over every occult book I could find. I searched endlessly for weeks to gather the necessary spells and rituals. I stopped eating, working, sleeping. I was consumed by my quest to cure my daughter.

I did horrible things during those weeks. Unspeakable things. No price was too large, no sacrifice I would not make. And after weeks of horrors, I finally did it. I summoned a demon.

I was cocky. I thought I could control it. I thought I was in control. I was wrong.

The demon healed my daughter. He healed her by taking her soul and possessing her. My daughter still was gone. And it was my fault. All of those horrible acts, and I still could not save her.

She taunted me for days. She delighted in making me watch her do depraved, deplorable acts. My wife left before the week was out. She did not know what I had done, but enough was apparent for her. I left shortly after, both to flee what I had created, and to try and find a way to save her. To atone for my sins.

How fitting that my redemption begins with a caravan all over again.

senetoro
Kobold
Posts: 1
Joined: Sun Oct 23, 2011 11:39 pm

Re: Character Creation

Post by senetoro »

:|
Last edited by senetoro on Mon Jul 06, 2015 12:21 am, edited 4 times in total.

lacertus
Kobold
Posts: 5
Joined: Fri Oct 21, 2011 2:25 am

Magu

Post by lacertus »

Finally the character sheet for Magu, the party's friendly Nun.

Code: Select all

Name:       Magu
Race:       Half-Elf (Chelaxian)
Player:     Bolo Lacertus 
Classes:    Monk 1
Hit Points: 10
Experience: 0 / 2000
Alignment:  Lawful Good
Vision:     Low-light
Speed:      Walk 30 ft.
Languages:  Chelaxian, Common, Elven
Stat    Score   Mod
STR      16      (+3)
DEX      13      (+1)
CON      12      (+1)
INT      10      (+0)
WIS      16      (+3)
CHA      12      (+1)
-------------------------- Skills --------------------------
Skill                   Total   Rnk     Stat    Msc
Acrobatics               1        0.0      1        0
Appraise                 0        0.0      0        0
Bluff                    1        0.0      1        0
Climb                    3        0.0      3        0
Craft (Untrained)        0        0.0      0        0
Diplomacy                1        0.0      1        0
Disguise                 1        0.0      1        0
Escape Artist            1        0.0      1        0
Fly                      1        0.0      1        0
Heal                     4        1.0      3        0
Intimidate               1        0.0      1        0
Perception               12       1.0      3        8
Perform (Untrained)      1        0.0      1        0
Profession (Herbalist)   7        1.0      3        3
Ride                     1        0.0      1        0
Sense Motive             7        1.0      3        3
Stealth                  1        0.0      1        0
Survival                 3        0.0      3        0
Swim                     3        0.0      3        0
                                                    
-------------------------- Feats ---------------------------
Mobility
  You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
  
Skill Focus (Perception)
CMB Output
Dodge
  You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
  
Stunning Fist
-------------------- Special Abilities ---------------------

------------------------ Templates -------------------------

-------------------------- Combat --------------------------
    Total / Touch / Flat Footed
AC: 15    / 15    / 14
Initiative:   +1
BAB:          +0
Melee tohit:  +3
Ranged tohit: +1
Fortitude:    +3
Reflex:       +3
Will:         +5
Unarmed attack:
to hit:       +3
damage:       1d6+3
critical:     20/x2
Kama:
to hit:       +3
damage:       1d6+3
critical:     20/x2
special properties: May be used to perform a flurry of blows (pg. 145)
--------------------- Special Abilities --------------------
 
------------------------- Equipment ------------------------
Name                                            QTY	LBS
Outfit (Explorer's)                              1	8lbs
Backpack (15 lbs.)
   Rations (Trail/Per Day)                       5	5lbs
   Waterskin (Filled)                            1	4lbs
   Kama                                          1	2lbs	Special: May be used to perform a flurry of blows (pg. 145)
   Outfit (Monk's)                               1	2lbs
Total weight carried: 
Current load:         Light
Encumbrance
Light:  76   
Medium: 153   
Heavy:  230
--------------------------- Magic --------------------------

      
      
------------------------ Description -----------------------
Height: 5' 7"             Weight: 143 lbs.                Gender: Femenino	
Eyes:   Brown             Hair: Black,Waist Lenght, Top Bun Skin: White
Dominant Hand: Derecha      Quirks: Likes to Wander and Explore, Loyal, tolerant	
Speech style: Kind, Firm       Quotable: Your body is the vessel for your journey
Full Description
Strongly built (see str) regular apparel that likes to keep longish sharp nails (mostly to work, cut and manipulate plants).
Probably has an improvised cloack made of fibrous plants and a collection of medicinal (and potentially misticaly applicable) plants. 
Always interested in the uses and research of new plants as means to avoid the maladyes of the body that may prevent or hinder self improvement.
Of simple clothing and tolerant ways to others, is quick to help those who need it, and tolerant to those who may not show her proper respect. 
Nonetheless she will not tolerate and may try to punish those who disrespect those to whom she is respectful or loyal to.
Background
Half-Elf broned from a Pride Varisia and an Elf, hasn't been accepted by sociaty at large thus having a lot of time to explore the wilderness and appretiate the richess that plants have to offer to those who know them.
Fund a wandering Monk "Wang", Who latter became her Master that not only was knowledgeful in Herbolary but initiated her in the path to self perfection of Irori and resonated in the idea that health and self improvement nedded not to be only an internal process but could be helped by medicine and general healthiness.
Attachments
Magu.pdf.zip
(36.26 KiB) Downloaded 102 times

Kirrick
Kobold
Posts: 1
Joined: Mon Oct 24, 2011 10:49 pm

Re: Character Creation

Post by Kirrick »

grift

str 10
dex 14
con 14
wis 13
int 14
cha 13


base am hand feat misc att bonus damage
range 1 2 3 1-8

feats
pointblank
rapid reload




skills
acrobatics+6
craft gunsmithing+6
know engerring+5
perception+6
survival+6

fs4
rs4
ws2
HP13
ac15
Last edited by Kirrick on Tue Nov 01, 2011 1:33 am, edited 1 time in total.

Hlod
Kobold
Posts: 1
Joined: Sat May 01, 2010 6:55 pm

Maelx Clayborn

Post by Hlod »

Janderhoff is a nice place to be, to live. Problem for Maelx Clayborn was, trying to break free of a sculptor, miner, artisant famly to become a teacher. The other problem was that he had nothing to teach, he was over a hundreth years old and had never left town more then a few day at a time on business trips. On the other hand, hiw sorcerer training was giving poor result, he was only an arevage apprentice, not enough force of personality, however this all changed the day he found an old summoning tome in the library. it was in the occult myth section, one that nobody ever bother to check, due to the dwarf culture. Maelx managed to decode a riddle inside of the book, that revealed a location. In that location he found a scroll teaching the real summoner arts. Soon using his previous training, he adapted it and managed to make contact with someone who identified itself as a prince of earth, and would grant him an aspect of himself, a piece of clay to mold from, in exchange for a favor in a far future. Maelx soon sculpted himself a Bodyguard, Union, and changed his life around. A few months later he decided to leave for a while, only by adventuring and seeing the world would he acquire what else ne need to be a good Ollam to the dwarven culture and on more aspect then the one he is already proficient in.

lacertus
Kobold
Posts: 5
Joined: Fri Oct 21, 2011 2:25 am

Magu Level 5

Post by lacertus »

Using the roll discussed in the session with skills and a Feat for the level. Further levels after.
Attachments
MaguLvl5pdf.zip
Character Sheet for level 5
(40.87 KiB) Downloaded 106 times
MaguLvl2.pdf.zip
Character sheet for level 2
(36.61 KiB) Downloaded 107 times

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