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Bront
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« on: May 09, 2007, 07:30:54 PM »

Approved characters go here.  Some NPCs might go here too.
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My D20 Setting.  Read, Comment, and use for your enjoyment.
My PbP
OOC Discussion & Recruiting
Characters
Rakor
Self-appointed Master of the Obvious
Mentor
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« Reply #1 on: June 09, 2007, 09:08:54 PM »

Or'rik
Half-Elf Psychic Rogue(v)/Psychic Warrior 1/2

Size: M
Age: 29
Gender: Male
Height: 5' 4"
Weight: 134 lbs
Eyes: Green
Hair: Blonde
Skin: Fair
Experience: XX / XX

STR: 10 [+0] (2 points) 
DEX: 16 [+3] (10 points)
CON: 12 [+1] (4 points)
INT: 14 [+2] (6 points)
WIS: 14 [+2] (6 points)
CHA: 12 [+1] (4 points)

Hit Point: 22
Hit Dice: 1d6 + 2D8 + 3
Armor Class: 13 (10 base + 3 Dex + X Armor), 10 Touch, 10 Flat Footed
Damage Reduction: 0
Resistance:
Spell Resistance:
Initiative: +3 (3 Dex + X Misc)
BAB: +1
- Melee: +4
- Ranged: +4

Speed: 30’

FORT: +4 (0/3 Base + 1 Con)
REFL: +5 (2/0 Base + 3 Dex)
WILL: +2 (0/0 Base + 2 Wis)

Abilities:
Racial Abilities
- Low-Light Vision: A half-elf can see twice as far as a human in starlight,
     moonlight, torchlight, and similar conditions of poor illumination. She
     retains the ability to distinguish color and detail under these conditions.

- Immunity to magic sleep effects, and a +2 racial saving throw bonus against
     enchantment spells or effects.

- +2 racial bonus to Bluff and Disguise.
- Half-elves get +8 to disguise to disguise their race to appear as an Elf
- 1 bonus skill point per level (4 at first level)
- Mixed Blood: Half-Elves have a mixture of human and elven blood, and are
     considered to be a member of either race for effects that target a specific race.

Class Abilities
- Psy Rog: Trapfinding

Feats:
Background
- Wild Talent (psionic, +2 pp)
1st Level Character
- Dodge
Bonus Feat (1st Level PsyRge)
- Psionic Talent, +2 pp
Bonus Feat (1st Level PsyWarr)
- Weapon Finesse
3rd Level Character
- Mobility
Bonus Feat (2nd Level PsyWarr)
- Psionic Meditation
   
Skills:
Psy Rog: 36 Ranks at Level 1
Skill +XX (X ranks, +X Att, +X Other)
Psy Warr: 5 Ranks at Levels 2 & 3

Languages:
- Common

Spellcasting:
Caster Level: X
Save DC: 10 + # Att + Level
Spells Known or Available:
Oth level – (X/day) -
1st level – (X/day) -

Psionics: Psy Rog
Total Power Points: 8
Manifester Level: 1
Save DC: 10 + 2 INT + Power Level
Powers Known – Power Points: 1/5
1st level –

Psionics: Psy Warr
Manifester Level: 2
Save DC: 10 + 2 WIS + Power Level
Powers Known – Power Points: 2/3
1st level –

Equipment:
Melee weapons
-Name Weapon (+X, XdX+X, 20/x2) Description (gp, lb)

Ranged weapons
-Name Weapon (+X, XdX+X, 20/x2, ft.) Description (gp, lb)

Ammo/Backups
- XX Ammo (gp, lb)

Armor
-Name Armor +X (AC +, ACP, Max Dex) Description (gp, lb)

Miscellaneous Magical or Psionic Items
-Name (gp, lb)

Potions or Psionic Tattoos
-Type (gp)

Wands, Staffs or Dorjes
-Type (XX/50chg) (gp, 1oz)

Scrolls or Power Stones
-Type (gp)

Mundane equipment
-Adventurer’s Outfit (gp, -lb)

Weight Carried: xx lb
Remaining money: XXgp

Encumberance
Capacity: XX, XX, XX
Lift: XX
Push/Drag: XX

Description

Personality

Background
« Last Edit: June 11, 2007, 01:48:07 PM by Rakor » Logged

-Scott

Dragon Isle character - Master Maeric, Celestial Mage (Shadow-Weaver)
'Never disturb a sleeping Vorlon.'
'Kosh Lives!!!'
'Age and treachery will always overcome youth and skill.'
'I don't create all these problems, I just find them.'
'Do not meddle in the affairs of Dragons for you are crunchy and good with ketchup.'
'It doesn't matter how you get there if you don't know where you're goin.'
'Master of the Obvious, nothing gets past me. For example, right now you are reading this signature.'
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« Reply #2 on: June 09, 2007, 09:33:11 PM »

Dworkin Kolvir
Dwarf Wizard 3


Spellbook

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Erekose13
Eternal Champion
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« Reply #3 on: June 10, 2007, 04:29:06 PM »

Jemry vul'Roh
gnome spirit shaman 3

Size: Small
Age: 64
Gender: Male
Height: 3'2"
Weight: 34lbs
Eyes: Brown
Hair: None
Skin: Dark
Experience: 3000 / 6000

STR: 10 [-0] (4 points) 
DEX: 10 [-0] (2 points)
CON: 16 [+3] (6 points)
INT: 12 [+1] (4 points)
WIS: 16 [+3] (10 points)
CHA: 14 [+2] (6 points)

Hit Point: 26
Hit Dice: 3d8 + 9
Armor Class: 16 (10 base + 0 Dex + 4 Armor + 1 shield, +1 Size), 11 Touch, 16 Flat Footed
Damage Reduction:
Resistance:
Spell Resistance:
Initiative: +0 (0 Dex + 0 Misc)
BAB: +2
- Melee: +2
- Ranged: +2

Speed: 20’

FORT: +6 (3 Base + 3 Con)
REFL: +0 (0 Base + 0 Dex)
WILL: +6 (3 Base + 3 Wis)

Abilities:
Racial Abilities
- Refined Senses: An gnome who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
- Wild Empathy: All gnomes have Wild Empathy (per the Druid ability) as if a druid of one half their HD (Round up).  If they have Wild Empathy as a class ability, they instead get +4 to the ability (Or they may use their normal Gnome version, which ever is higher)
- Spell-Like Abilities: 1/day – Speak with Animals (1 Minute, or 1 minute per favored Class caster level), Calm Animals (DC11+Cha Mod)  3/day – Know Direction
- 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.
Class Abilities
- Spirit Guide: Fox: Alertness feat.
- Wild Empathy (Ex): Diplomacy for animals: 1d20 + spirit shaman level + Cha.  30 feet range. Takes 1 minute. Cannot use to influence a magical beast.
- Chastise Spirits (Su): standard action that deals 1d6 damage/shaman level to all spirits within 30 feet. Will save (DC 10+ shaman level + Cha) for half. Does not have to roll the normal 50% miss chance vs incorporeal creatures. 3 + Cha/day.
- Detect Spirits (Sp): At will, detect spirits as spell-like ability.

Feats:
Background
- Track 
1st Level
- Fey Heritage +3 saves vs. enchantments
3rd Level
- Fey Skin DR 1+Fey Feats(2)/Cold Iron
   
Skills: 30 ranks
Handle Animal +6 (4 ranks, +2 Cha)
Heal +6 (3 ranks, +3 Wis)
Knowledge (Nature) +9 (6 ranks, +1 Int, +2 Race)
Listen +6 (1 rank, +3 Wis, +2 Race)
Perform (Whistling) +4 (2 ranks, +2 Cha)
Spot +11 (6 ranks, +3 Wis, +2 Race)
Survival +11 (6 ranks, +3 Wis, +2 Race)
Search +4 (1 ranks (1cc), +1 Int, +2 Race) cc

Languages:
- Common, Gnome, Sylvan

Spells:
Spellcasting: Druid
Caster Level: 3
Save DC: 10 + 3 + Level
Spells Available:
Oth level – (5/day) - Cure Minor Wounds, Dawn (all w/in 15' wake), Detect Magic
1st level – (5/day) - Winter's Chill (close, fort neg, 1d6 cold, fatigued), Entangle
2nd level – (3/day) - Embrace the Wild (10min/lvl, low-light vision, scent or blindsense)

Equipment:
Equipment:
Melee weapons
-Beat Stick Club (+2, 1d4, 20/x2) Simple, effective (0gp, 1.5lb)

Ranged weapons
-XBow Light Crossbow (+2, 1d6, 20/x2, 60ft.) a light wooden weapon of simple construction (35gp, 2lb)

Ammo/Backups
- 10 bolts (1gp, 0.5lb)

Armor
-Armor Studded Leather +1 (AC +4, ACP 0, Max Dex 5) Description (1175gp, 10lb)
-Shield Darkwood Light Shield (AC +1, ACP 0) Description (256gp, 2.5lb)

Wands, Staffs or Dorjes
- 2 Cure Light Wounds (50/50chg) (750gp, 1oz)

Scrolls
- Charm Animals, Speak with Animals (50gp)

Mundane equipment
- Adventurer’s Outfit (gp, -lb)
- Backpack (2gp, 2lbs)
- Flint and Steel (1gp, 0.1lbs)
- Waterskin (1gp, 4lbs)

Weight Carried: 22.6 lb
Remaining money: 15gp

Encumberance
Capacity: 24.75, 49.5, 75
Lift: 150
Push/Drag: 375

Description: Jemry is a short bald gnome who wears simple yet well made leather armor, studded with simple black studs of metal.  He has well tanned and rough skin from a life out in the sun.  Age lines show around his eyes and mouth which is often set in a tight frown.  He wears a beaten straw hat over his heavy eyebrows, though the sun still gets through the rough patches on it.

Personality: Jemry is a lone wolf of little words. Wise and intelligent though, when he does speak those around would do well to pay attention. He speaks with a gruff voice, not normally associated with someone charismatic, but his words carry weight and he knows it. Out in the wilds he is accustomed to tracking prey and taking advantage of timing and location. Usually a trusting, honest fellow he has become somewhat jadded recently.

History: A practiced hunter from a small thorpe, Jemry is an accomplised woodsman. Until only recently he was widower living with his one grown son almost ready to get out on his own. Last year during a difficult winter a stranger came to his town. The stranger was hurt and asked for shelter. It had looked like wolves had found the stranger late at night in the deep forest.

Jemry, being an honourable and kind person agreed to take in the stranger where the rest of the village shunned him. For two days the stranger stayed with them, regaining his strength. While Jemry' son was carring for the stranger Jemry went out into the forest to try and find out what had caused the wolves in the area to grow so bold. With little luck in the heavy snows he returned home late the next night.

The scene in his hovel will haunt him for the rest of his days. The room was bathed in blood and neither his son nor the stranger was anywhere to be found. Disturbing signs had been drawn in the blood on the walls and a great circle and star pattern filled the floor of the small cabin. Great rending scratches in the dirt withing the circle look as if some great beast had rent the ground.

That very night Jemry left his thorpe following what information he could find about the stranger. Still he hunts him as he arrives in Sylveran looking for some clues that his son could still live and if not to take revenge on the stranger.
« Last Edit: July 11, 2007, 10:52:26 AM by Erekose13 » Logged

"Life is a river and each of our myriad destinies a tributary which itself creates tributaries, which in turn create tributaries. That is the nature of Chaos, forever creative, forever fecund, forever unchecked, the romance of entropy."
---Michael Moorcock.
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