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New Char Profs

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New Char Profs Empty Character Profiles

Post  Admin Sat Dec 05, 2009 11:00 am

Go ahead and put you Characters info here. I might put the minimum needed for a person. Any way this part is the most fun enjoy
Edit: here is a basic guide to what i did

Name:
Race:
Class:
Age:
Height:
Weight:
Occupation:
Languages:
Physical Description:
Past and Present :


Last edited by Admin on Mon Dec 07, 2009 1:14 am; edited 1 time in total
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New Char Profs Empty My Shadar Kai Rogue

Post  Awesoma Sun Dec 06, 2009 4:33 pm

Name: Wilcome Gamwich
Race: Shadar Kai
Class:Rogue
Age: He says 23
Height: 5'11
Weight: 150lb
Occupation: Theif/Mercenary
Languages: Common, Elven

Physical Description: Wilcome is of standard hieght but has a wiry fram taunt with muscle. His hair is quite long and was originally alabaster but he has dyed it a number of different colors currently sporting a light blue which he keeps in a ponytail. He has numerous tattoos, scars, and piercings on his body those being a celtic knot on his right bicep, shades of blue tattoos outlining both eyes, scars on his right cheek resembling teeth, on his lower right back a roman numeral six, both ears pirced at least four times, two scars on his left eyebrow, a fire tattoo encompassing his left bicep, tonuge pierced, three horizontal slashes on the left of his stomach, two ravens on both shoulders, and finally A sun on his right palm and a twin cresent moon on his left. He wields a short sword with a ring on the pommel to twirl with, he keeps it in a scabbord on his waist that is parrallel to the ground he wears a sleeveless black shist and black bracers on both forearms but in the lef the wields a hidden blade. He wears plain black pants with a leather knee brace on the left side as well as black boots. On his belt he wears a pocket watch as a belt buckle that his adoptive father gave him when he left because the only thing he had ever asked of people was "Watch"

Past and Present :Wilcome Gamwich is a Shadar Kai who by some feat of chance was left to be raised by a quiet community of halflings. Now these were not your adventurer halflings these were like Tolkiens hobbits. They disliked adventure and danger and just wanted to live a simple life. However Wilcome could not ignore his instict to stand out. In fact he did many things that were very Un-hobbit like. He could not hold his alcohal and is very sensitive to tabacco smoke. He has recieved many tattoos and piercings as well as trained his body to be very athletic mostly because he cannot sit still like other hobbits. The fateful day when he was to be given his hobbit nickname was also the day he left. The reason being he did not like how Wilcome "Wetbottom" Gamwich rolled off the tongue. Thus he left to make his way in the city. He got jobs being a theif or a hired hand due to needing to feel the rush of it all and even when met with opposition he very rarely kills his opponent. Though it is not due to a moral issue he just finds it easyer to dodge and more thrilling to trick them and escaping. Frequently getting into fights by not being aware or social norms and will speak his mind without thinking. His fighting method has very much to do with that based mostly on using his acrobatic nature to outmanuver his opponents and dodge their attacks. When he does strike he likes to make sure he wont miss or be blocked and so he will wait until the perfect time. Even with this way of making enemies quickly he also is quick to befriend people and when he does they will be friends for life. Loyal to the point of naiivity Wilcome will stick by his companions till the day they die.
Awesoma
Awesoma

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New Char Profs Empty My Eladrin Mystic Theurge

Post  Roxvert13 Mon Dec 07, 2009 6:17 am

Name: Arannis Evenstar
Race: Eladrin
Class: Mystic Theurge
Age: 113
Height: 5’ 5”
Weight: 130
Occupation: Defected Council Member
Languages: Elven, Common, Draconic

Physical Description: Arannis has spent most of his life inside studying, and his build reflects his live of inactivity. He is thin with very little muscle. Like all Eladrin, he has pointed ears and pale skin. He wears his golden hair long and loose past his shoulders, with a braid formed from his bang-hair that hangs down the side of his face. He has no pupils. His irises are completely sky blue. This makes him slightly unnerving. Because of his lack of exposure to the outside world, he doesn't know much about adventuring. He wears robes that are better suited for a dinner party, and he is more concerned with his appearance than his companions. He wears a blue cloak that is enchanted to the hardness of plate mail. The cloak also has pockets on the inside, near the front, that hold his components for casting spells. He wears shoulder pads over his cloak. Arannis has two wands he employs. The first is made from black wood and has tiny silver runes covering it. This wand shoots lightning. The second one is made from birch wood, so it is white, and has gold on the handle. This wand shoots a slightly blue distortion that shrieks as it slams into things.(The distortion is a visual effect of the sonic damage it causes) His last magical trinket is a silver ring that doubles his number of 3rd level spells he can cast per day. Being a mix between wizard and cleric, Arannis has both a spellbook and a holy symbol. The holy symbol is a silver crescent moon that he wears on a chain around his neck.

Past and Present: Arannis was born in the feywild, a plane of existence that is in perpetual twilight and radiates magical force. He started learning magic in the Mystic Academy when he was young. After he completed the minimum requirement that all Eladrin were required to complete, he decided to stay and pursue the degree of a wizard. But while he stayed there he started to dabble in clerical magic as well, and began to learn both arcane and divine magic. What set Arannis apart from the rest of the Eladrin was his impatience. He is very patient by the standards of humans, not so much by his own race. This was the reason he left the feywild after graduating the academy. Nothing got done soon enough for his liking. So he came to the Prime plane were his talents were found by an organization that referred to themselves as The Council. When fighting, Arannis prefers to fight at a distance. What wizard wouldn’t? His training as a cleric and a wizard allows him great versatility and an enormous repertoire of spells from which to choose. He must pray for spells at dawn or dusk and usually studies his spells right after dawn when there is enough light to see by.

Spellbook:
Cantrips
Ray of Frost
Message
Dancing Lights
Ghost Sound
Mage Hand
Arcane Mark
Prestidigitation

1st level spells
Hold Portal
Grease
Identify
Sleep
Burning Hands
Magic Missile
Sonic Blast
Shocking Grasp
Disguise Self
Ray of Enfeeblement
Enlarge Person
Reduce Person

2nd level spells
Protection from Arrows
Resist Energy
Web
Create Magic Tattoo
Hideous Laughter
Scorching Ray
Flaming Sphere
Invisibility
Mirror Image
Knock
Levitate

3rd level spells
Fireball
Rainbow Blast
Lightning Bolt
Invisibility Sphere
Water Breathing
Dispel Magic
Nondetection
Summon Monster III
Fly
Explosive Runes

4th level spells
Stoneskin
Black Tentacles
Crushing Despair
Ice Storm
Shout
Wall of Fire
Wall of Ice
Energy Spheres
Forcewave


Last edited by Roxvert13 on Wed Feb 03, 2010 11:43 am; edited 5 times in total
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Posts : 44
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Age : 34
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New Char Profs Empty My Half-Elf Hunter Ascarer

Post  Sheriff Battlesnake Mon Dec 07, 2009 12:11 pm

Name: Gabriel Bearclaw “Ascarer”
Race: Half-Elf
Class: Ranger
Age: 47
Height: 5’9
Weight: 145
Occupation: Mercenary
Languages: Common, Goblin, Giant, Dwarvish
Physical Description: Lean and thin, Gabriel has never been known as a powerhouse. He relies more on persistent quick precise attacks. His features would be described as sharp, but handsome. His smile is warm which is ironic, because of his rash behavior and devil may care attitude. He looks young because for half elf standards he still is. His appeal is ruined by the three pronged scar runs from beside his eye to his jaw bone. Gabriel has a toned body from his survival over the years and his muscles are very defined, a wild elf trait. Being His hair, once a rich black has become spiced with silver, compliments of his father. He has a rather profound tan as is common in wild elves. Also his hair is pulled back into a pony-tail save the thick strands of hair running down either side of his face. He wears a hood at all times, in the best light only revealing his nose and mouth and occasionally his right eye, a deep green. This makes it impossible for most to distinguish him from a human. He wears a light weight tunic at all times, fashioned by an Elven tribe he ransacked at the age of 23, the half-elves first stage of adulthood. The tunic is green and the pants brown. He has detachable sleeves he keeps in his bags for the harsher weather. On his back is tattooed the word “Amin khiluva lle a' gurtha ar' thar.”
Past and Present: Known simply by locals as Ascarer, or Impetuous one. Housed by his mother, a wild/green elf, in his youth he awoke one morning to his camp completely empty. Wild elves pride themselves in there exclusion from other races. Not trusting outsiders for good reasons, a group of human explorers came and raped the woman and destroyed much of the village before they could be warded off. Gabriel’s mother was impregnated at that point and the baby born into a hateful community towards him. His tribe being nomadic left him to start anew else ware, him being a painful reminder of the evils of the new world. Gabriel, still a child of 14, used his resources to escape the forest some 7 years later. The Wild Elves had pushed themselves so far into seclusion that the adventure made a wild man out of Gabriel, then known as Kili (translated to false, tricky, or mischievous.) Forgetting all Elven and knowing no Common, he was forced to watch villages from the trees to learn the languages. This is how he learned so many lower languages. No one but Gabriel knows exactly why he chose the name Gabriel Bearclaw besides Gabriel himself. Finding himself in a fairly well populated city with no trade to speak of he simply took up the job of Mercenary, doing anything for the highest bidder. He never slept in the village, simply working out of it. It is assumed that beds are to foreign to him. After many years living out of the town near the forest he found himself with somewhat of a reputation, earning him the name Ascarer. Fearful of being overthrown, the puppet masters of the town (A gang called The Feared) bought him out as their second-in-command. Owned by the highest bidder, yet not truly loyal, he lived a few years as their chief enforcer. He dutifully keeps that job until now.
Sheriff Battlesnake
Sheriff Battlesnake

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New Char Profs Empty Minor Character

Post  Awesoma Thu Dec 17, 2009 2:57 pm

Name: Juacove Priddy
Race: Human
Class: Barbarian/Aristocrat
Age: 44
Height: 6'3
Weight: 245lb
Occupation: Moons Eye Clan Leader
Languages: Common
Physical Description:Large and likely to bellow. Heavy beard. Could be dwarven except for his height. Wears breastplate and chain mail everywear lest he be assassinated.

Past and Present : Born Juacove Priddy and son of a wealthy bank owner, he was teased as a child for his...less than masculine name. In order to, dare I say it, over compensate he simply burned the children's houses down. When his parents reprehended him he continued to burn his own house down. Once a light-weight thief of the rooftops, the man grew larger as his outreach in the town's power did. Using the money earned from the bank he bribed every office holding member of the town. He was now acting mayor, sheriff, and judge.
Awesoma
Awesoma

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New Char Profs Empty Kyle's Longtooth Shifter Druid

Post  Admin Tue Dec 22, 2009 5:08 am

Name: Brook Foreverfrost
Race: Shifter, Longtooth
Class: Druid
Age: 37
Height: 6'0
Weight: 168
Occupation: Council Member Chief of Longtooth tribe
Languages: Sylvan, Common
Physical Description: Being a druid of the Longtooth tribe he has long striaght black hair kept in a ponytail. A large flat nose, large animal-esque eyes, heavy eyebrows, and a vaguely canine cast. He has light brown skin and ,even though is technally a magic user, a stong lithe muscular frame. He wears a heavy cloak made from animal skins and has various orniments of animal nature. Brook wields two short daggers and the ceremonial staff of a chief.

Past and Present : Born in one of the toughest winters his tribe ever faced Brook was the only child to survive. Ever since then he has grown to be the strongest, wisest, and most able member of his clan causing him to be chosen to be representitive to the council. Though very capable before making a decision he consults nature specifically his companion Orf, a dire wolf, who has been spirit bonded with him as his companion. Always at Brook's side Brook almost never makes a decision for anything without regarding Orf. Also he tends to speak in first person plural or "we" regarding himself as one with his tribe and his territory. Currently he is apart of the council but that is a secondary position to his role as chief.
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New Char Profs Empty New Char Profs

Post  Admin Sat Aug 28, 2010 11:33 am

Ta da new profiles
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New Char Profs Empty Re: New Char Profs

Post  Roxvert13 Sun Aug 29, 2010 12:58 pm

Firstly, this site really helped me with the technical stuff http://www.pathguy.com/cg35lite.htm

AND CODY!!!

You can heal 120 health to others and yourself a day with Lay On Hands. (thats a lot)

here is your spell list & descriptions

at your level you can cast this many spells a day.
Lvl 1: 3
Lvl 2: 3
Lvl 3: 2
Lvl 4: 1

1st-Level Paladin Spells
Bless: Allies gain +1 on attack rolls and +1 on saves against fear.

Bless Water: Makes holy water.

Bless Weapon: Weapon strikes true against evil foes.

Create Water: Creates 2 gallons/level of pure water.

Cure Light Wounds: Cures 1d8 damage +1/level (max +5).

Detect Poison: Detects poison in one creature or small object.

Detect Undead: Reveals undead within 60 ft.

Divine Favor: You gain +1 per three levels on attack and damage rolls.

Endure Elements: Exist comfortably in hot or cold environments.

Magic Weapon: Weapon gains +1 bonus.

Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

Read Magic: Read scrolls and spellbooks.

Resistance: Subject gains +1 on saving throws.

Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

Virtue: Subject gains 1 temporary hp.

2nd-Level Paladin Spells
Bull’s Strength: Subject gains +4 to Str for 1 min./level.

Delay Poison: Stops poison from harming subject for 1 hour/level.

Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.

Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.

Remove Paralysis: Frees one or more creatures from paralysis or slow effect.

Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Shield Other F: You take half of subject’s damage.

Undetectable Alignment: Conceals alignment for 24 hours.

Zone of Truth: Subjects within range cannot lie.

3rd-Level Paladin Spells
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).

Daylight: 60-ft. radius of bright light.

Discern Lies: Reveals deliberate falsehoods.

Dispel Magic: Cancels spells and magical effects.

Heal Mount: As heal on warhorse or other special mount.

Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 min./level.

Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level.

Magic Weapon, Greater: +1 bonus/four levels (max +5).

Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.

Remove Blindness/Deafness: Cures normal or magical conditions.

Remove Curse: Frees object or person from curse.

4th-Level Paladin Spells
Break Enchantment: Frees subjects from enchantments, alterations, curses, and
petrification.

Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).

Death Ward: Grants immunity to death spells and negative energy effects.

Dispel Chaos: +4 bonus against attacks by chaotic creatures.

Dispel Evil: +4 bonus against attacks by evil creatures.

Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.

Mark of Justice: Designates action that will trigger curse on subject.

Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.

Restoration : Restores level and ability score drains.


Last edited by Roxvert13 on Fri Oct 15, 2010 11:02 am; edited 4 times in total
Roxvert13
Roxvert13

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Join date : 2009-12-05
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New Char Profs Empty lol

Post  Awesoma Mon Aug 30, 2010 12:27 am

Wilcome Gamwich
Male Human Rogue 14
Chaotic Good
Representing Patrick


Strength 15 (+2)
Dexterity 19 (+4)
Constitution 14 (+2)
Intelligence 15 (+2)
Wisdom 8 (-1)
Charisma 16 (+3)
Size: Medium
Height: 5' 11"
Weight: 165 lb
Eyes: Blue
Hair: White
Skin: Pale




Total Hit Points: 77

Speed: 30 feet

Armor Class: 16 = 10 + 2 [leather] + 4 [dexterity]

Touch AC: 14
Flat-footed: 16 [uncanny dodge]
Initiative modifier: + 4 = + 4 [dexterity]
Fortitude save: + 6 = 4 [base] + 2 [constitution]
Reflex save: + 15 = 9 [base] + 4 [dexterity] + 2 [lightning reflexes]
Will save: + 3 = 4 [base] -1 [wisdom]
Attack (handheld): + 12/ + 7 = 10 [base] + 2 [strength]
Attack (missile): + 14/ + 9 = 10 [base] + 4 [dexterity]
Grapple check: + 12/ + 7 = 10 [base] + 2 [strength]


Light load:66 lb. or less
Medium load:67-133 lb.
Heavy load:134-200 lb.
Lift over head:200 lb.
Lift off ground:400 lb.
Push or drag:1000 lb.



Languages: Common Halfling (? 1 more)


Punching Dagger [1d4, crit x3, 1 lb., light, piercing or slashing]

Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]

Leather armor [light; + 2 AC; max dex + 6; check penalty 0; 15 lb.]


Feats:

Acrobatic
Agile
Combat Expertise
Dodge
Improved Unarmed Strike
Lightning Reflexes
Defensive Roll [high-level rogue]
Improved Evasion [high-level rogue]

Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 2 = +2
Balance Dex* 25 = +4 + 17 + 2 [tumble] + 2 [agile]
Bluff Cha 17 = +3 + 14
Climb Str* 14 = +2 + 12
Concentration Con 2 = +2
Craft_1 Int 2 = +2
Craft_2 Int 2 = +2
Craft_3 Int 2 = +2
Diplomacy Cha 5 = +3 + 2 [bluff]
Disguise Cha 3 = +3
Escape Artist Dex* 21 = +4 + 15 + 2 [agile]
Forgery Int 2 = +2
Gather Information Cha 15 = +3 + 12
Heal Wis -1 = -1
Hide Dex* 16 = +4 + 12
Intimidate Cha 17 = +3 + 12 + 2 [bluff]
Jump Str* 18 = +2 + 12 + 2 [tumble] + 2 [acrobatic]
Listen Wis -1 = -1
Move Silently Dex* 18 = +4 + 14
Open Lock Dex 14 = +4 + 10
Perform_1 Cha 18 = +3 + 15
Perform_2 Cha 3 = +3
Perform_3 Cha 3 = +3
Perform_4 Cha 3 = +3
Perform_5 Cha 3 = +3
Ride Dex 4 = +4
Search Int 2 = +2
Sense Motive Wis -1 = -1
Sleight of Hand Dex* 18 = +4 + 12 + 2 [bluff]
Spot Wis -1 = -1
Survival Wis -1 = -1
Swim Str** 12 = +2 + 10
Tumble Dex* 18 = +4 + 10 + 2 [jump] + 2 [acrobatic]
Use Rope Dex 14 = +4 + 10


* = check penalty for wearing armor

Bluff >=5 ranks gives + 2 on disguise checks to act in character.
Escape Artist >=5 ranks gives + 2 on use rope checks for bindings.
Use Rope >=5 ranks gives + 2 on climb checks involving ropes.
Use Rope >=5 ranks gives + 2 on escape artist checks involving ropes.


Human


Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Rogue

Sneak Attack +7d6

Trapfinding

Evasion (level 2)

Trap Sense (level 3)

Uncanny Dodge (level 4)

Improved Uncanny Dodge (level Cool

Special Abilities (choices begin at 10th level)


Class HP rolled
Level 1: Rogue 6
Level 2: Rogue 1
Level 3: Rogue 3
Level 4: Rogue 5 + 1 to dexterity
Level 5: Rogue 3
Level 6: Rogue 5
Level 7: Rogue 2
Level 8: Rogue 4 + 1 to intelligence
Level 9: Rogue 1
Level 10: Rogue 1
Level 11: Rogue 4
Level 12: Rogue 6 + 1 to constitution
Level 13: Rogue 3
Level 14: Rogue 5



Wilcome Gamwich's Equipment:


17 lb
5 lb
2 lb

4 lb
2 lb
2 lb
1 lb
10 lb
1 lb

2 lb
4 lb
1 lb
1 lb
_____
52 lb Weapons / Armor / Shield (from above)
Bedroll
Caltrops
Fishhook
Grappling hook
Locks x2
Manacles x1
Mirror
Pick
Sacks x1
Sewing needle
Torches x2
Waterskins x1
Whetstone
Thieves' tools

Total





More about Wilcome Gamwich:
Awesoma
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Age : 32
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New Char Profs Empty BIO!!

Post  Roxvert13 Mon Aug 30, 2010 1:47 am

Arranis Evenstar
Male Eladrin Conjuror 14
Neutral Good

Strength 8 (-1)
Dexterity 15 (+2)
Constitution 8 (-1)
Intelligence 20 (+5)
Wisdom 10 (+0)
Charisma 11 (+0) Size: Medium
Height: 5' 2"
Weight: 105 lb
Eyes: Blue
Hair: Blond
Skin: LightSpecialty: Conjuration
Gave up: Enchantment Necromancy Illusion
Total Hit Points: 25
Speed: 30 feet
Armor Class: 12 = 10 + 2 [dexterity]
Touch AC: 12
Flat-footed: 10
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag: 26 lb. or less
27-53 lb.
54-80 lb.
80 lb.
160 lb.
400 lb.
Languages: Common Elven Abyssal Celestial Draconic Goblinoid

Feats:
Augment Summoning
Eschew Materials
Spell Focus (Conjuration)
Greater Spell Focus (Conjuration)
Spell Mastery x3 Spells:

Bio:
Arranis is an Eledrin, an elf-like entity from a plane made up of magic and eternal twilight. He was sent to the Tower of the Arcane as a youngling so that he could learn the art of wizardry from the finest teachers in the Faywild. While in his long and intensive stay at the Academy, he found that he had a particular knack and fancy for the conjuration school.
After learning the basics, he became an apprentice under the head of the conjury department. Arranis learned many of the secrets of summoning extraplaner beings to his side. He was so engaged with his conjury that he neglected his studies of Enchantment, Necromancy, and later Illusion.
After Arranis’s apprenticeship was over he spent some time traveling on various planes. Arranis learned much about the other planes of existence on his journey. After he came to the material plane, he botched a teleport spell and ended up in a small town. He fell in love with the people and the landscape. So the conjurer found a clearing next to a pond on the outskirts of town and made it his home. He conjured up a cottage made of the natural surrounding materials. a brief ritual made the abode permanent. Then he began calling his possessions from the extra-dimensional pockets they occupied and furnished his home. He later created a mansion in a sub dimension that was also made permanent. This is where he set his labs and workshops.
After his home was set up, he began offering his talents as a conjurer to teleport travelers to whatever destinations they wanted. (for a substantial fee of course.)

Description:
Arranis is 5’2” and 105 lbs. He is thin with angular features. His hair is golden blonde and reaches his shoulder blades. He usually has a little braid in his hair that hangs down the side of his face. His eyes are sky blue with no visible pupils.
He has a far-away look on his face most of the time, this leads people to believe that he is bored or uninterested with what is happening around him, but he is always considering what course of action he should take. He is a bit of a dandy, meaning he is concerned with his appearance on the level that most women are. As such, he always wears splendid robes.
His robes are heavily enchanted against attack magic. His cloak is imbued with the protective qualities of platemail. Also on the inside of his cloak are many pockets where his components for spellcasting are kept. He has three wands. One wand is made of some kind of light-colored, delicately carved wood . When activated, this wand functions as a Magic Missile spell. Another is formed of twisted iron that tapers to a point, this wand dispels magic. The last wand is made out of bone, this one shoots Acid Arrows. His pack is a Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains.


Last edited by Roxvert13 on Sat Oct 30, 2010 1:22 pm; edited 5 times in total
Roxvert13
Roxvert13

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Join date : 2009-12-05
Age : 34
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New Char Profs Empty Codys guy

Post  Awesoma Wed Sep 01, 2010 3:57 am

Roland Charlamegne
Male Human Paladin 16
Lawful Good
Representing Cody


Strength 16 (+3)
Dexterity 8 (-1)
Constitution 14 (+2)
Intelligence 7 (-2)
Wisdom 14 (+2)
Charisma 17 (+3)
Size: Medium
Height: 6' 2"
Weight: 230 lb
Eyes: Blue
Hair: Blond
Skin: Light


Total Hit Points: 127

Speed: 20 feet

Armor Class: 17 = 10 + 7 [half-plate] + 1 [buckler] -1 [dexterity]

Touch AC: 9
Flat-footed: 17
Initiative modifier: -1 = -1 [dexterity]
Fortitude save: + 17 = 10 [base] + 2 [constitution] + 2 [great fortitude] + 3 [paladin charisma]
Reflex save: + 7 = 5 [base] -1 [dexterity] + 3 [paladin charisma]
Will save: + 12 = 5 [base] + 2 [wisdom] + 2 [iron will] + 3 [paladin charisma]
Attack (handheld): + 19/ + 14/ + 9/ + 4 = 16 [base] + 3 [strength]
Weapon Finesse: + 15/ + 10/ + 5/ + 0 = 16 [base] -1 [dexterity]
Attack (missile): + 15/ + 10/ + 5/ + 0 = 16 [base] -1 [dexterity]
Grapple check: + 19/ + 14/ + 9/ + 4 = 16 [base] + 3 [strength]


Light load: 76 lb. or less
Medium load:77-153 lb.
Heavy load:154-230 lb.
Lift over head:230 lb.
Lift off ground:460 lb.
Push or drag:1150 lb.

Languages: Common

Gauntlet [1d3, crit x2, 1 lb, light, bludgeoning]

Spear [1d8, crit x3, range incr 20 ft., 6 lb., two-handed, piercing]

Falchion [2d4, crit 18-20/x2, 8 lb, two-handed, slashing]

Half-plate armor [heavy; + 7 AC; max dex + 0; check penalty -7; 50 lb.]

Buckler [ + 1 AC; check penalty -1; hardness 10; hp 5; 5 lb.]

Feats:

Athletic
Great Fortitude
Iron Will
Leadership
Negotiator
Improved Shield Bash
Weapon Finesse

Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int -2 = -2
Balance Dex* -1 = -1
Bluff Cha 3 = +3
Climb Str* 5 = +3 + 2 [athletic]
Concentration Con 2 = +2
Craft_1 Int -2 = -2
Craft_2 Int -2 = -2
Craft_3 Int -2 = -2
Diplomacy Cha 5 = +3 + 2 [negotiator]
Disguise Cha 3 = +3
Escape Artist Dex* -1 = -1
Forgery Int -2 = -2
Gather Information Cha 3 = +3
Handle Animal Cha 22 = +3 + 19
Heal Wis 2 = +2
Hide Dex* -1 = -1
Intimidate Cha 3 = +3
Jump Str* -3 = +3 -6 [speed 20]
Knowledge (history) Int 17 = -2 + 19
Listen Wis 2 = +2
Move Silently Dex* -1 = -1
Perform_1 Cha 3 = +3
Perform_2 Cha 3 = +3
Perform_3 Cha 3 = +3
Perform_4 Cha 3 = +3
Perform_5 Cha 3 = +3
Ride Dex 1 = -1 + 2 [handle animal]
Search Int -2 = -2
Sense Motive Wis 4 = +2 + 2 [negotiator]
Spot Wis 2 = +2
Survival Wis 2 = +2
Swim Str** 5 = +3 + 2 [athletic]
Use Rope Dex -1 = -1

* = check penalty for wearing armor

First-level Paladin spells: 3 (2 + 1) per day

Second-level Paladin spells: 3 (2 + 1) per day

Third-level Paladin spells: 1 per day

Fourth-level Paladin spells: 1 per day

Human

Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Paladin
Aura of Good
Detect Evil
Smite Evil (4x/day; add +3 to melee attack roll, paladin levels to damage)
Divine Grace (level 2)
Lay on Hands (level 2)
Divine Health (level 3)
Turn Undead (level 4) (6x/day)
Special Mount (level 5)
Remove Disease (level 6)
Code of Conduct / Association
High wisdom gains bonus spells daily

Class HP rolled
Level 1: Paladin 10
Level 2: Paladin 6
Level 3: Paladin 3
Level 4: Paladin 6 + 1 to wisdom
Level 5: Paladin 3
Level 6: Paladin 2
Level 7: Paladin 9
Level 8: Paladin 2 + 1 to charisma
Level 9: Paladin 10
Level 10: Paladin 7
Level 11: Paladin 10
Level 12: Paladin 2 + 1 to strength
Level 13: Paladin 5
Level 14: Paladin 3
Level 15: Paladin 8
Level 16: Paladin 9 + 1 to constitution

Roland Charlamegne's Equipment:


_____
100 lb Weapons / Armor / Shield (from above) 100lbs of equpipment


Awesoma
Awesoma

Posts : 40
Join date : 2009-12-05
Age : 32
Location : Around the Corner

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