Bygone characters

greyarea's Labyrinth Lord game

Moderator: greyarea

Bygone characters

Postby greyarea » Fri Mar 16, 2012 5:30 pm

Characters who have either died, retired or otherwise left the party. They may return...



thanks to tumblingdice from whom I've swiped this idea from wholesale...
User avatar
greyarea
 
Posts: 4595
Joined: Wed Dec 15, 2010 5:45 pm
Location: Chicagoland, IL

Re: Bygone characters

Postby greyarea » Fri Mar 16, 2012 5:31 pm

Kalvain Lamber
Class: Paladin
Alignment: Lawful Good

Level: 4
XP bonus: +10%
XP: 11050
XP needed for next level: 20251

HD: 4d10 +2 HP/HD
HP: 28/36

AC: -1 (plate mail+2, shield, DEX)
THAC0: 17

Ability Scores:
STR 17 (+2 to hit/damage/open doors)
DEX 14 (-1 to AC, +1 to hit with missiles)
CON 16 (+2 HP/HD, 96% survive resurrection, 95% survive transformative shock)
INT 12 (able to read and write)
WIS 15 (+2 to magic saving throws, 0% chance spell failure, 2 add. level 1 spells, 1 add. level 2 spell)
CHA 17 (-1 reaction adj., 6 retainers, 9 retainer morale)

Saving Throws:
Breath Attacks: 13 (+2 Paladin bonus)
Poison or Death Ray: 10 (+2 Paladin bonus)
Petrify or Paralyze: 12 (+2 Paladin bonus)
Wands: 11 (+2 Paladin bonus, +2 WIS bonus)
Spell or Spell-like Devices: 14 (+2 Paladin bonus, +2 WIS bonus)

Class skills:
-May Lay on Hands once per day to heal 8 HP to a wounded being
-May Cure Disease 1 time per day, per every 5 levels
-Immune to disease
-May Detect Evil to 60', as the spell, when concentrating
-Radiates Protection from Evil in a 10' radius at all times
-Receives +2 to all saving throws
-Able to Turn Undead as a 2nd level cleric
-May summon a special war horse, but only one time each 10 years. The horse has AC 5, HD 5+5, and movement of 180' (60')
-Gains the ability to cast clerical spells at level 9.
-May not use cleric spell scrolls
-Does not attract followers
-May only have (1) magical suit of armor, (1) magical shield, (4) magical weapons (not counting magical arrows or quarrels), and (4) miscellaneous magical items
-May only keep small amounts of money, and pay 10% of all earnings to a church. Any excess items or money found must be donated to the paladin's church or another worthy church of similar alignment and moral code
-Will adventure with chaotic characters, but they will cease to do so with characters who commit evil acts
-Should a paladin knowingly act in a chaotic way, only confession and paying penance to a cleric of 7th level or higher will remove the mark of the sin.
-Committing an evil act is unforgivable, and a paladin immediately loses all special class abilities and becomes an ordinary fighter of equal level, with the lowest possible experience points

Languages: Common, Lawful

Weapons [16 lb]:
-Bastard sword+2, 1d8+2/2d4+2 (3 lb)
-Silver dagger, 1d4 (1 lb)
-Mace, 1d6 (3 lb)
-Heavy crossbow (8 lb)
-Case of 9 heavy quarrels, 1d8 (1 lb)

Armor [40 lb]:
-Helmet (5 lb)
-Plate mail+2 (25 lb)
-Shield (10 lb)

Clothing [9 lb]
-Silver holy symbol of LAW! hung around neck (1 lb)
-Coin purse hung over shoulder, under his armor
-Wide leather belt (0.5 lb)
-Small belt pouch with wolfsbane and garlic
-Small belt pouch with magic potions (below)
-Small belt pouch with green 'flare' powder
-Small belt pouch with 2 flasks of holy water
-Light trousers (2 lb)
-Cloth shirt (0.5 lb)
-High hard leather boots (3 lb)

Backpack (2 lb) [40.5 lb = 2 (backpack) + 35.5 (equipment) + 1 (potions) + 2 (Idol)]
-Bedroll (5 lb)
-Blanket (3 lb)
-2 waterskins (8 lb)
-Silk rope, 50 ft (5 lb)
-Flint and steel
-Small silver mirror (0.5 lb)
-4 torches (4 lb)
-3 wooden stakes (1 lb)
-7 trail rations (7 lb)
-2 large sacks (1 lb)
-2 small sacks (1 lb)

Magic Items:
Potion of Giant Strength (0.5 lb) in belt pouch
Potion of Super-Heroism (0.5 lb) in belt pouch

Treasure (5.6 lbs):
PP: 11 (coin purse)
GP: 45 (coin purse)
EP: 0
SP: 0
CP: 0

Gems: none
Jewelry: none
Other: Small Idol of LAW! = 200 gp (2 lb) in backpack

Encumbrance and movement:
-All equipment = 111.1 lb = 30'/10'/30'
-Without backpack = 70.6 lb = 60'/20'/60'

Mount(s): none

Character background:
A lean, but well-muscled, handsome 22 year old man with olive skin, black, wavy hair and piercing, green eyes, Kalvain is the son of Lord Vassar Lamber, the famous and now deceased Grand Knight of Law. Kalvain grew up as a squire to the knights of Law and thus abides by the strict moral code that all paladins must follow to avoid the temptations of chaos and thus keep the lands safe for humankind. As a fledgling knight he watched his father valiantly fight and drive off a demon of Chaos, back through a portal to hell. However at the last moment, the demon lashed out and struck Lord Vassar through the heart. His father's last words to him were, "Continue the good fight, son, for if not us, the true paladin's of Law, humankind will surely perish." Kalvain dutifully follows his father's dying wish.

Image
User avatar
greyarea
 
Posts: 4595
Joined: Wed Dec 15, 2010 5:45 pm
Location: Chicagoland, IL

Re: Bygone characters

Postby greyarea » Fri Mar 16, 2012 5:32 pm

Image

Anadrea
Class/Race: Sylvan Elf
Alignment: Neutral
Female

Level: 4
XP: 11050
XP needed for next level: 16000

HD: 4 (1d8 hp per lvl)
HP: 22

AC: 6

Ability Scores:
STR: 15 +1 to hit/+1 dmg
DEX: 17 -2AC/+2 missles
CON: 12
INT: 7
WIS: 9
CHA: 14 -1 reaction adj

Saving Throws:
Breath Attacks: 13
Poison or Death Ray: 10
Petrify or Paralyze: 12
Wands: 11
Spell or Spell-like Devices: 14

Languages: Common, Elvish, Gnoll, Hobgoblin, Orc

Weapons:
Long Sword 4lb
Dagger 1lb
Long Bow 3lbs
36 arrows/quiver 4lbs

Armor: Leather 15lbs

Worn [ lb]:
Belt, leather [na]
Boots, High soft leather 2lb
Tan Cloak with green inlay 3lb
Leather backpack 2lb
Blanket, winter 3lb
Waterskin 4lb
Rations, trail 2 days 2lb
100' silk rope 1lb
wine 2 pints, good


Magic Items:


Treasure:
PP: 20 2lbs
GP: 0
EP: 0
SP: 0
CP: 0
Gems: none
Jewelry: Silver necklace, willow leaf design worn around neck

Encumbrance and movement:
46 LB
Turn 120'
Encounter 40'/round
Running 120'/round

Spell-like abilities
At 1st Level: Speak with animals once per day
At 4th Level: Speak with Plants once per day
At 5th Level: Commune with Nature: (As the level 5 Druid spell)
Additional skills/abilities:
The Sylvan Elf is highly proficient with a bow (long or short) and gets 3 shots every 2 rounds (3/2) to start and upon reaching 3rd level may shoot twice per round
Tracking: [Outdoors only], Base 45% chance to track animals or humanoids, +3% per level gained. This chance can be reduced at the DM’s discretion by impeding weather conditions
Pass Without Trace: Can move through any type of outdoor terrain and leave neither footprints nor scent. Tracking is impossible
Find Plant: May attempt to locate a specific type of plant. Base 23% chance, +3% per level. May try again upon failure once per every 24 hour period. Plant must actually be located in the general area.
Hunting/Foraging skill: Base chance 50%, +2% per level, May find enough food or water in an outdoor environment to make ration/waterskin use unnecessary for 1 day for 1d8 people


Character background:
Anadrea grew up deep within the Northern portion of the Dreadwood forest. Some of her kin despised and distrusted other races such as humans, but she met a Human man - a Ranger named Redford that she hunted with in the forest and developed feelings for. One day while out hunting deer together Anadrea and Redford were set upon by a savage tribe of Orcs and Redford was slain in the battle. Though unconscious Anadrea survived. She has since travelled beyond the forest and seeks a way of reedeming Redford's death.
User avatar
greyarea
 
Posts: 4595
Joined: Wed Dec 15, 2010 5:45 pm
Location: Chicagoland, IL

Re: Bygone characters

Postby greyarea » Fri Mar 16, 2012 5:33 pm

Maeglin Lissesul
Image
<fluff>
Maeglin Lissesul is a young and rather sickly looking elf, wearing a light silk shirt and light but well made trousers. His feet are tucked into high, soft boots. He wears a well tooled leather belt with at least six daggers resting in their sheaths, and a finely made rapier at his side. Over his shirt he normally wears a vest, and a suitcoat over that. He also affects a short brimmed round hat with a blue feather tucked in the band. A shortbow and quiver of arrows leans against the back of his chair.
Maeg can normally be found in the back of a tavern, a deck of cards and a case of gambling chips sitting nearby. He often flips a chip or two over his knuckles, or shuffles a stack of chips.

When told by the Innkeeper's wife that she didn't believe in gambling, Maeglin replied that he didn't believe in gambling either. A deal was quickly agreed to where Maeglin received free room and board, while the tavern received 10% cut from Maeglin's winnings. It has been aprofitable arrangement for both parties.

Quotes:
"Ahm your huckleberry"
"I don't believe in gambling, either."
"These? They're for my health."
<crunch>

Name: Maeglin Lissesul
Class:Thief/Magic-User
Alignment: Chaotic Neutral
Level: T4/MU3
XP: (XP needed for next level: ) (Bonus/Penalty: %)
11050 (5525 T/5525/MU) (10001T/10001MU (20002 total)
Hit Points: Pending
Armor Class: 6 (AC8 Armor, -2 Dex)

Attack Values:
AC0: 19, AC1: 18, AC2: 17, AC3: 16, AC4: 15, AC5: 14, AC6: 13, AC7: 12, AC8: 11, AC9: 10
(Using MU matrix. If Using Thief Matrix, -1)
Abilities: Magic/Thieves Abilities
STR: 10 (Mod: 0 )
DEX: 17 (16+1) (Mod: -2AC, +2 Missile Att, +2 Ind. Iniat, +5% Thief Skills )
CON: 7 (8-1) (Mod: -1 HP per Hit Die )
INT: 12 (Mod: 0, Able to Read and Write)
WIS: 14 (Mod: +1 Saving Throw Magic)
CHA: 13 (Mod: -1 Reaction, 5 Retainers, Retainer Moral 8 )

Saving Throws:
Breath Attacks: 16
Poison or Death: 14
Petrify or Paralyze: 13 (12 if Magic)
Wands: 15 (14)
Spells or Spell-like Devices: 14 (13)

Class Abilities, Spells, and Languages:
Thief Abilities:
Pick Locks 26% (31-5%) 23 37 37 90 27 1-3
Find and Remove Traps
23%
Pick Pockets*
42% (37+5%)
Move Silently
44% (37+5%)
Climb Walls
90%
Hide in Shadows
37% (@7+10%)
Hear Noise
1-4 (1-3+1)

Weapons and Equipment:
Rapier (1d6)
Throwing Knives x6 (1d4)
Short Bow
x20 arrows (1d6)
Leather Armor (Normally only worn while delving)
Backpack
Crowbar
Lock Pick Set (Thieves' Tools)
Bedroll
Flint & Steel
Ink, Black
Ink, Blue
Ink, Red
Quill Pens (6/Assorted Sizes)
Lantern
5 flasks oil
Mirror, Small steel
Paper, 10 sheets
Parchment, 10 Sheets, various grades
Pouch, small, belt
Rope, 50' silk
Spellbook
3 flasks, empty

Playing Cards
Gambling Chips
Dice

Spells normally memorized:
1st
Magic Missile
Allure

2nd
ESP

Spellbook
(Pending)

Magic Items:
(Pending)



Treasure:
(Pending)



Encumbrance: lbs. (maximum: lbs)
61lbs (160max)
Movement: turn/running, encounter
90' Turn /90' per round /30' Round
User avatar
greyarea
 
Posts: 4595
Joined: Wed Dec 15, 2010 5:45 pm
Location: Chicagoland, IL

Re: Bygone characters

Postby greyarea » Fri Mar 16, 2012 5:33 pm

The faint scent of sweet herbs lingers in the air around the seasoned woodsman who stands before you. While a dark green cloak shrouds most of his figure, his well-kept short beard and soft-spoken articulation suggests this man has not shunned civilization, although his reserved nature gives him an almost mystical quality.

Vismund Cygnus, level 4 Druid
Alignment: Neutral
Race: Human

Level: 4
XP bonus: +10%
XP: 11050
XP needed for next level:

HD: 4d6 +1 HP/HD
HP: 27

AC: 5 [Leather: 8, Dex: -2, Ring: -1]
THAC0: 18

Ability Scores
STR 9
DEX 16 [-2 AC / +2 Missile]
CON 14 [+1 HP]
INT 11 [literate]
WIS 18 [+3 to saves (magic)]
CHA 15 [-1 reaction / 5 retainer]

Saving Throws
Breath Attacks: 16
Poison or Death Ray: 11
Petrify or Paralyze: 14
Wands: 12
Spell or Spell-like Devices: 15

Languages
Common, druidic, neutral, elven, dryad

Spells [5/4/3]
Level 1
Communicate with Animals, Entangle, Faerie Fire, Purify Water, Spoil Water
Level 2
Produce Flame, Heat Metal, Stumble, Charm Person/Mammal
Level 3
Plant Growth, Pyrotechnics, Hold Animal

Weapons [3lb]
Staff of the Serpent (+1 staff, hands) [2lb]
Silver Dagger (belt) [1lb]
Hatchet (1d6 hand-axe, backpack) [-lb]
Sling (backpack) [-lb]

Armor [15lb]
Leather Armor [15lb]

Worn [6.5lb]
Shirt and Trousers [4.5lb]
Belt, leather [0lb]
Boots, high hard leather [2lb]
Cloak, cloth [3lb]
Ring of Protection, +1 [-lb]
Pouch, small (belt) [-lb]
- (see treasure)
Pouch, small (belt) [-lb]
- Wooden pipe [-lb]
- Mixed smoking herbs [-lb]
Pouch, small (belt) [-lb]
- Belladonna [2oz]
- Sage [2oz]
- Yarrow [4oz]

Backpack [31(+2)lb]
Ointment of Healing, 4 jars [4lb]
Bedroll [5lb]
Hatchet [3lb]
Crude wooden hand scoop (shovel) [1lb]
Rope, silk 50' [5lb]
Book [3lb]
Vial, 4 empty [4/10lb]
Vial, full of Ink [1/10lb]
Quill pen [0lb]
Flint and Steel [0lb]
Waterskin [4lb]
Rations, trail (5 days) [5lb]
Torch, 2 [2lb]
Candles, 5 [0lb]

Magic Items
Staff of the Serpent
Ring of Protection +1

Treasure (5lbs, in a belt pouch)
PP: 30
GP: 22
EP: 0
SP: 0
CP: 0
Gems: none
Jewelry: none

Encumbrance and movement
62 lbs
60' turn / 20' encounter / 60' running
User avatar
greyarea
 
Posts: 4595
Joined: Wed Dec 15, 2010 5:45 pm
Location: Chicagoland, IL

Re: Bygone characters

Postby greyarea » Fri Mar 16, 2012 5:34 pm

Wulfric

Image

CHARACTER INFO:
Name: Wulfric
Race: Human
Class: Druid
Alignment: Neutral
Level: 4
Experience: 7,751 (+10% bonus ???)
Next Level: 12,501
HD: d8

HP: 23
AC: 8 / 7 with shield
THAC0: 17 melee / 18 missile

Encumbrance: 91.5#
Movement: 30'/ 10'/ 30'


ABILITIES:
Str: 13 (+1 ToHit/Dmg./Forcing Doors)
Int: 8 (Partial ability to write. Languages: Common, Alignment. Elven, Lizardfolk)
Wis: 16 (+2 Saving Throws vs. Magic, 0% spell failure, +2 1st level spells, +2 2nd level spells)
Dex: 9
Con: 13 (+1HP)
Cha: 15 (-1 reaction, 5 Retainers/8 max. retainer Morale)


SAVING THROWS:
Listed values do not include bonuses.
Wisdom bonus: +2 vs. magical effects
Druid bonus: +2 vs. fire or electrical based attacks
16 ~ Breath Attacks
11 ~ Poison or Death
12 ~ Petrify or Paralyze
14 ~ Wands
15 ~ Spells/Spell-like Devices


SPECIAL ABILITIES:
Identify animals and plants.
Discern whether water or food is pure, safe, or poisoned.
Pass through thick vegetation with neither a penalty to movement rate nor any evidence of their passing.

SPELLS PRAYED FOR: 5 First, 4 Second, 2 Third
FIRST:
* faerie fire
* entangle = CAST
* entangle
* invisibility, animal
* detect magic

SECOND:
* charm person or mammal
* cure light wounds
* cure light wounds
* heat metal

THIRD:
* pyrotechnics
* call lightning


MONEY & MAGIC:Total Weight = 3#

Cloak of Arachnida (3#): This black garment, embroidered with a weblike pattern in silk, gives the wearer the ability to climb as if a spider climb spell had been placed upon him. In addition, the cloak grants immunity to entrapment by web spells or webs of any sort·he can actually move in webs at half his normal speed. Once per day, the wearer of this cloak can cast web. In addition, he gains a +2 bonus on all saves against poison from spiders.


EQUIPMENT: *total weight = 91.5#

Weapons: *total weight = 15#
Longsword - 1d8(4#)
Dagger, Silver +1 - 1d4 (1#)
Sling (0#) <40' (+1)/80' (+0)/160' (-1)
-sling stones = 20 (10#)

Worn: *total weight = 38#
Leather Armor/AC4 (15#)
Wooden Shield (10#)
Helmet (5#)
Trousers, Light (2#)
Shirt, Cloth (.5#)
Leather Boots, Low Hard (2#)
Belt, Leather (0#)
Pouch, Small (0#)(flint & steel (0#))
Pouch, Small (0#)(coins (?#))
Pouch, Large (.5#)

In Back Pack: *total weight = 38.5#
Back Pack (2#)
Blanket, Winter (3#)
Rations, Preserved x7 days (7#)
Skin, Water (4#)
Sack, Large x2 (1#)
Rope, Silk - 50' (5#)
-Grappling Hook (4#)
Torches = 8 (8#)
Mirror, Small Steel (.5#)
Candles, 10 (0#)


BIO:
Wulfric was born in a small village, the only son of a fisherman. As he grew older, he began to realize the importance of balance and the sacredness of the natural world. One day a group of druids came through his village, and he spoke with them at length about their order. A few months later, he said goodbye to his family, sought out the druids, and joined their ranks.

It has been many years since he was first initiated, and he has proven himself to be a strong and dependable member of his order. Unlike many of his brethren, he feels more at home swinging a sword than he does performing rituals. The elder druids, recognizing this, have kept him busy with scouting expeditions and leading skirmishes against interlopers and defilers of the wild. Some of the more conservative druids think he's overly aggressive and worry that he might enjoy battle a little too much, but the more understanding ones realize that druids of his ilk are a necessary part of preserving the balance.

Several months ago, things became quiet for his order; the wilderness around their enclave was free of enemies. While his brethren were thankful for the peace, it drove Wulfric into bouts of boredom and irritability. Seeing his mood becoming worse and worse, the elder druids decided to send Wulfric on a pilgrimage. In the past few months, he has traveled to new places and visited many important sites and shrines. He recently heard of the Church of the Good Earth, so he decided to travel to Wolford to find out more about it. On the way, he met up with Grimes Stoutfoot, a proud halfling warrior. The two struck up a conversation, realized they were heading to the same place, and have decided to travel together.

Animal Companions

Coyote
Trained Behaviors: Stay, Attack, Come/Heel
Alignment: Neutral
Movement: 150' (50')
Armor Class: 7
Hit Dice: 1 + 1
Attacks: 1
Damage: 1d4
Save: F1
Morale: 7

Hawk
Trained Behaviors: Fetch/Retrieve, Attack, Come
Alignment: Neutral
Movement: Fly: 480' (160')
Armor Class: 8
Hit Dice: 1d4 hit points
Attacks: 1
Damage: 1d2
Save: 0 level human
Morale: 7
User avatar
greyarea
 
Posts: 4595
Joined: Wed Dec 15, 2010 5:45 pm
Location: Chicagoland, IL

Re: Bygone characters

Postby greyarea » Mon Aug 26, 2013 8:22 pm

ConnivingSumo's "Dandy"
ImageImage
Image
Image
*cousin to the Bouldershoulders.


CHARACTER INFO:
Name: Dhukh "Dandy" Headrock
Class: Dwarf Cleric
Alignment: Neutral Good
Level: Six
Experience: 40,050
Next Level: 50,001
HP: 33
AC: 2
Encumbrance: 102#
Movement: 30'/10'/30'


ABILITIES/STATS:
Str: 13 +1 ToHit/Dmg.
Int: 06 Partial ability to write: Common, Dwarvish, Alignment, Goblin, Gnome, Kobold.
Wis: 18 +3 Saving Throws vs. Magic (not against magical weapons)
Dex: 13 -1 AC, +1 Missile
Con: 13 +1HP/HD
Cha: 10 4 Retainers/7 Morale


SAVING THROWS: ** first value = base - race/second value = base - race - wisdom **
12/09 ~ Breath Attacks 14 base, +2 race, +3 wisdom.
05/02 ~ Poison or Death 9 base, +4 race, +3 wisdom.
08/05 ~ Petrify or Paralyze 12 base, +4 race, +3 wisdom.
07/04 ~ Wands 10 base, +3 race, +3 wisdom.
08/05 ~ Spells/Spell-like Devices 12 base, +4 race, +3 wisdom.


SPECIAL ABILITIES:
-Infravision 60'
-detect traps (1-2 on 1d6)
-detect false walls (1-2 on 1d6)
-detect hidden construction [secret doors](1-2 on 1d6)
-detect sloping passage (1-2 on 1d6)


TURNING UNDEAD:
Undead HD: 1=D, 2=T, 3=T, 4=3, 5=5, 6=7, 7=9, 8=11


SPELLS PRAYED FOR:
LEVEL ONE (5): Cure Light Wounds x5 -3 on 2/16/13, -2 on 3/18/13
LEVEL TWO (5): Bless, Hold Person, Delay Poison, Augury, Silence 15'r Silence used on 3/6/13
LEVEL THREE (3): Remove Curse, Cure Disease, Prayer
LEVEL FOUR (2): -- upon reaching level seven --


MONEY & MAGIC:Total Weight = 4#
2 Gems = 50gp
1 Gem = 100gp
1 Gem = 30gp
5 pp
5gp

War Hammer +2, Dwarven Thrower: In the hands of a dwarf, the war hammer gains an additional +1 bonus (for a total bonus of +3) and gains the returning special ability. It can be hurled with a 60' range. When hurled, it deals triple damage against Giants, Ettins, Ogres, and Trolls. It does double damage when thrown against any other target.[1#]

Staff of Healing [C]: This staff does not employ charges. It can heal 1d6+1 hit points of damage, but it can only be used one time per creature per day. This staff may heal an unlimited number of creatures in a day.[2#] On 2/16/13 == -Furuk, -Grimes, -Dandy

Helm of Underwater Action

Rod of striking, 8 charges (black wood)

EQUIPMENT: *total weight = 10.5#
Weapons:
Flail (5#)
Sling (0#) <40' (+1)/80' (+0)/160' (-1)
-sling stones = 12 (5.5#)

Worn: *total weight = 59.5#
Banded Mail/AC4 (35#)
Shield (10#)
Holy Symbol, Silver, around neck (1#)
Cloak, Cloth (3#)
Trousers, Light (2#)
Shirt, Cloth (.5#)
Leather Boots, Low Hard (2#)
Belt, Leather (0#)
Pouch, Small (0#)(flint & steel (0#), flask of Holy Water (1#))
Pouch, Small (0#)(coins (?#), flask of Holy Water (1#))
Pouch, Large (1#) (herbs 3#)
-Belladonna, 3oz. (aches and pains, reduce inflammation, relieve coughs, anesthetic)
-Feverfew, 3oz. (induce sleep, reduce fevers, headaches or arthritis)
-Garlic, 8 buds (repelling vampires, bacterial infection, viral infection, fungal infection, intestinal parasites)
-Hollyhock, 3oz. (treat burns, relieve itching, reduce inflammation, treat diarrhea and intestinal parasites)
-Rue, 3oz. (ward against demons or their worshippers, pain relieving poultice, treat cough or diarrhea, or internally as a relaxant)
-Sage, 3oz. (treatment of bacterial/fungal infection, treatment of spasms, or to aid powers of concentration)
-Spiderwort, 3oz. (treat poisonous stings/bites, as a laxative, treat kidney, stomach, or other digestive problems)
-Wolfsbane, 3oz. (repel lycanthropes, treat inflammation and wounds)
-Yarrow, 3oz. (antiseptic and antibiotic, wounds to help stop bleeding)

In Container: *total weight = 28#
Back Pack (2#)
Blanket, Winter (3#)
Case, Scroll/Map x2 (1#)
Rations, Preserved x4 days (4#)
Skin, Beer x2 (8#)
Sack, Large x2 (1#)
Rope, Silk - knotted 50' (5#)
-Grappling Hook (4#)


BIO:
Yeap! Mah name is Dandeh! I be fer gettin thaht nickname as a youngin - coz evereh time som'm don'a werk out right - I says "thaht's just DANDEH!!!" So... that be me name! Well... an coz thaht's easy'r tu say than me real name... Fureb Edgegilder.

I never ben tu gud at booksmarts, but always gud at see'n the forest thru da treez... or, da treez tru da forest - whichever! Theh local youngins wud make good sport'o meh, but I wuz given a gud gift! BELENUS luuk upon meh wit compassion an made meh wise.

So, I dun theh only right thin an'followed him.
ImageImage
God o' theh SUN... God o' theh HEALIN!!
User avatar
greyarea
 
Posts: 4595
Joined: Wed Dec 15, 2010 5:45 pm
Location: Chicagoland, IL

Re: Bygone characters

Postby greyarea » Sat Apr 11, 2015 11:40 am

Image
Shaelyyndenel

Half-Elven Fighter/Mage
Female Age 74
Level 5/5
AC 0 HP 22/22
Glaive -Missile:1d6+5 THAC0 8, -Melee :1d4+6 THAC0 10 (Magic)
Sword 1d8+2 THAC0 14 (Magic)
Bow 1d6 THAC0 13

Alignment: Neutral Good
Experience: 61635 (30817.5/30817.5)(+5% Exp/+5% Exp)
Next Level: 1683.5/9183.5
HP: [(1d8)/2] Fighter/Lvl + [(1d4)/2] Mage/Lvl
Encumbrance: 128.5 #
Movement: 30


STATS:
Str: 14 (+1 Hit/Dam/Doors)
Int: 15 (+1 Lang/Read/Write/Spell Learn 75%/Spells-Level:Min 6 Max 11)
Wis: 14 (SavTM +1)
Dex: 18 (-3 AC/+3 Missile/+2 Init)
Con: 11
Cha: 12 (+0 Rxn Adj)

LANGUAGES:
Common, Elvish, Gnoll, Hobgoblin, Orc, Dwarven, Alignment

SAVING THROWS:
Breath Attacks (+0) = 13
Poison/Death (+1) = 9
Petrify/Paralyze (+1) = 11
Wands (+1) = 10
Spells/Spell-like Devices (+1) = 13

SPECIAL ABILITIES:
-Infravision 60'
-Detect hidden/secret doors 1-2 on d6
-Resist ghoul paralysis +4

SPELL BOOK:
Level 1: Read Magic, Burning Hands, Charm Person, Floating Disk, Hold Portal, Identify, Magic Missile, Shield, Sleep, Summon Familiar
Level 2: Auditory Illusion,Continual Light, Detect Evil, ESP, Invisibility, Knock, Levitate, Mirror Image, Phantasmal Force, Rope Trick, Stinking Cloud, Shatter
Level 3: Arcane Eye, Dispel Magic, Fire Ball, Haste, Hold Person, Lightning Bolt, Remove Curse, Suggestion, Wall of Ice, Water Breathing

MAGIC ITEMS
Gem of Brightness <30>
Wand of Magic Missiles <6>
Potion: Levitation



MONEY & TREASURE:
PP
GP 3644
SP 1
CP 7

ARMOR:
helmet 10gp 5#
Banded mail [AC 4] 85gp 35#
Shield [-1 AC] 10gp 10#

WEAPONS:
Glaive +5
Magic Sword +1/+3 vs. dragons
Bow, short 25gp 3#
Quiver and arrows 5gp 3# (17)
Dagger 3gp 1#

GEAR:
backpack 2gp 2#
bedroll 1sp 5#
case, scroll/map 1gp 0.5#
crowbar 2gp 5#
flask 3cp 1.5#
flint & steel 2gp 0#
grappling hook 1gp 4#
hammer 5sp 2#
holy water 50gp 2# (2)
ink, vial 8gp 0# needs to be restocked
lantern 9gp 3#
mirror,small steel 10gp 0.5#
oil flask 4sp 4# (0)
pouch, large belt 18sp 0.5#
pouch, small belt 1ep 0#
quill pen 1sp 0#
rope, silk (50 ft.) 10gp 5#
spell book 15gp 3#
spikes, iron (12) 1gp 8#
spy glass 1000gp 1#
vials (5) 5gp 0.5#
waterskin 1gp 4#
rations, trail (5) 25sp 5#

CLOTHING:
belt, wide leather 6sp 0.5#
boots, low hard leather 3ep 2#
cloak, cloth 5sp 3#
shirt, cloth 3sp 0.5#
trousers, heavy 8sp 4#

MOUNT
"Zephyr" horse, riding 75gp
saddle 25gp
saddle bags (2) 2sp




Background:
User avatar
greyarea
 
Posts: 4595
Joined: Wed Dec 15, 2010 5:45 pm
Location: Chicagoland, IL

Re: Bygone characters

Postby greyarea » Sat Apr 11, 2015 11:40 am

Einar

Chaotic Good Human Male Thief 7, Exp: 49,050

Str 9 Saves
Dex 13 (14) BA 14
Con 10 PD 12
Int 9 PP 11
Wis 9 W 13
Cha 14 SoSD 12

HP: 11 AC: 7 (padded armor, dex)

Shortbow +1 1d6+1
Longsword 1d8
Dagger(3) 1d4

PL 35%; F&RT 33%; PP 40%; MS 40%; CW 91%; HS 30%; HN 1-3.

*Backpack
-Thieves Tools
-Silk Rope
-Wine Skin (wine)
-Trail Rations (5)
-Flint and Steel
-Torch (3)
-Sack

*Belt Pouch
-Coins (-1)

*Quiver
-17 Arrows

*Clothing
-tunic, jerkin, lace-up leg trousers, boots, ring belt.
-Gloves of Dexterity (makes dex a 14)
-Elven Cloak (only spotted on a 1 on a 1d6)

At 19, Einar is a short thin man with a boyish appearance. His brown hair is shorn short, and he still lacks the chin stubble of man. Impatience and fits of borebom lead him into trouble, though so far he has been able to talk, charm, or dodge his way out of it. His longsword is almost as big as he is so it is wielded two-handed.
User avatar
greyarea
 
Posts: 4595
Joined: Wed Dec 15, 2010 5:45 pm
Location: Chicagoland, IL


Return to Skull Mountain

Who is online

Users browsing this forum: Google [Bot] and 1 guest