Characters

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Characters

Postby greyarea » Fri Mar 25, 2011 2:21 pm

Please post your characters here.
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Re: Characters

Postby Spanningtree » Fri Mar 25, 2011 5:20 pm

Image

Dieter after a few mugs of mead post successful adventure.

Deiter
Class: Magic User
Alignment: Neutral Good
Race: Human

Level: 11
XP bonus: +5%
XP: 380001
XP needed for next level: 750001

HD: 11 + 11 HP/HD
HP: 47

AC: 1 (dex bonus, ring, cloak, bracers)
THAC0: 18

Ability Scores:
STR 9
DEX 13 -1AC/+1 Missile
CON 14 +1 HP
INT 14 +1 lang/+5% exp. read/write
WIS 9
CHA 13 -1 react./5 ret.

Saving Throws: (+2 due to staff of magi against magic, not reflected below)
Breath Attacks: 14
Poison or Death Ray: 11
Petrify or Paralyze: 11
Wands: 11
Spell or Spell-like Devices: 12

Languages: Common, Neutral Good, Orcish

Weapons [ lb]:
Dagger (belt) [1lb]
Dagger (boot) [1lb]
4 X darts (in belt pouch) [3lb]

Spellbook:
(1st Level)
Read Magic
Magic Missile
Sleep
Floating Disc
Summon Familiar
Hold Portal
Shield
Burning Hands,
Detect Magic
Feather Fall
Jump
Comprehend languages
Light


(2nd level)
Continual Light
Rope Trick
ESP
Invisibility
Stinking cloud
Auditory illusion
Levitate
Mirror Image
Knock
Phantasmal Force
Scare
Darkness 15' radius
Detect invisibility
Strength

(3rd level)
Fireball
Lightning bolt
Suggestion
Dispel magic
Hold Person
Water Breathing
Haste
Dispel Magic
Slow
Tongues
Gust of wind
Infravision

(4th level)
Remove curse
Wall of Ice
Arcane Eye
Charm Monster
Dimension Door
Evard's Black Tentacles
Polymorph Other
Fumble
Wall of fire
Dimension door
Plant growth

Armor [ lb]:None

Worn [ lb]:
Belt, leather [na]
Boots, low hard leather [2lb]
Cap, leather [na]
Robe, cloth [5lb]
Pouch, small (belt) [na]
-- Sir Taris Special Agent Badge
Case, scroll (belt) [1/2lb]:
--Scroll with feign death
--Scroll with magic jar
--Scroll of six spells (mending, false gold, magic mouth, dispel magic, distort distance, statue; at the 15th level of spell use).
--Treasure map with reveal spell.
Case, scroll (belt) [1/2lb]:
--10 sheets paper
--sheet of paper with writing from skull dungeon
--The Tolvik papers
--Deed for land near Skull Mountain
--Realm shard
--5000GP bank cheque given by Herr Gruber


Backpack [2lb]:
Blanket, winter [3lb]
2 X Large sacks [1lb]
Rope, silk 50' [5lb]
Spellbook [3lb]
Vial, Ink [1/10lb]
Ink [na]
Quill pen [na]
Flint and steel [na]
Holy water (flask) [1lb]
Mirror, small silver [1/2lb]
Black dragon tooth
2 White dragon teeth
Waterskin [4lb]
Rations, trail 5 days [5lb]
Book, reading (Ecology of the Drow) [1/5lb]
1 x hooded lantern
100' hemp rope
1 x grapnel hook
Spellbook from downed mage with the following:
First level: burning hands, detect magic, feather fall, jump, comprehend languages, light, read magic
Second level: levitate, mirror image, scare, darkness 15' radius, detect invisibility, strength
Third level: dispel magic, fireball, tongues, gust of wind, infravision
Fourth level: fumble, wall of fire, dimension door, plant growth


Magic Items:
Bracers, AC 6 (worn)
Cloak +1 (worn)
Ring of protection +3 (worn)
Instant fortress (pouch)
Serpentine owl (pouch)
Shrinking boat w/ Go, Stop and Shrink command words (backpack)
Potion of healing
Wood shaft with continual light cast on it (in scroll tube)
Wand of ice (30) (belt)
Wand of polymorph (14) (belt)
Wand of fire (0)(belt)
Dagger +2, +3 v. goblinoids, orcs, and kobolds (belt)
Staff of the Magi (+2 to magic saving throws)
-NO CHARGE-
----Light
----Protection from evil/good
----Enlarge
----Hold portal
----Detect magic
-1 CHARGE-
----Dispel magic
----Fireball
----Ice storm
----Invisibility
----Knock
----Lightning bolt
----Passwall
----Pyrotechnics
----Wall of fire
----Web
-2 CHARGES-
----Conjure elemental
----Plane shift
----Telekinesis
----Whirlwind
Eye of Argon
-User is immune to magical blinding including Power Word: Blind
-Single blink or long: resets to normal vision
-Double blink: Infravision 60'.
-Triple blink: True Seeing (2x/day) - as the Cleric spell of the same name.
-Quadruple blink: Detect Magic (2x/day) - as the spell of the same name

Treasure ( lbs, in coin pouch around neck):
PP: 7
GP: 109
EP: 0
SP: 4
CP: 0
Gems: 5 x 50gp gems, 1 x 125gp gem
Jewelry: none

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


Mount(s): none

Character background: Dieter comes from an urban family. While attending school he became infatuated with the arcane and proceeded to seek it out anyway he could. During the later parts of his youth he explored the sewer system underneath the city he lived in with friends. After fighting off some rats he and his friends came upon a spellbook that an unfortunate individual had left behind during their demise. Upon taking the book to what he thought was a purveyor of tomes he found himself talking to a retired mage who took him under his wing. These events wetted his appetite for exploration in an attempt to find more of the arcane and unusual. In his youth this exploration took the form of avid reading anything he could get his hands on. While still reading Dieter has spent the last four years traveling and exploring places very distant from where he grew up. He is always looking for the unusual...
Last edited by Spanningtree on Wed Jan 18, 2017 10:34 pm, edited 194 times in total.
Anall nathrack uthos bethos doss yell yenva. -Merlin
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Re: Characters

Postby Craigers07 » Sun Mar 27, 2011 10:18 pm

Image

Name: Furuk
Race: Half-Orc
Class: Fighter
Level: 11
Height: 6’
Weight: 183 lbs.
Age: 25
Alignment: Chaotic Neutral

Abilities
STR: 17 +2 hit/damage
DEX: 16 -2 AC/+2 missile attack
CON: 14 +1 HP
INT: 11
WIS: 13 +1 saves (magic)
CHA: 10 0 reaction adj/4 retainers

HP: 78

AC: -1

Racial/Class Abilities
60’ infravision

Languages
Common
Orc

Equipment
Scimitar of Vorpal Slicing (+3 to hit/damage, chance to decapitate)
Sword +1, +2 vs Spell Casters
Long Sword +1, +3 v. Lycanthropes 4 lb.
Heavy crossbow 8 lb.
Heavy quarrels (40) 4 lb.

Plate mail 50 lb.
+2 shield
Bracers of Defense

Cloak
High hard leather boots 3 lb.
Leather belt -
Cloth shirt 0.5 lb.
Light trousers 2 lb.
Small steel mirror 0.5 lb.
Blanket, winter 3 lb.
Iron spikes x 12 8 lb.
Backpack 2 lb.
Small sacks x 2 1 lb.
Waterskin 4 lbs.
Trail rations x 7 7 lb.
Flint & steel -
Lantern 3 lb.
Oil (1 flasks) 1 lb.
Long sword 4 lb.
Shield 10 lb.


113 lb.

Movement: 30’/10’/30’

Magic Items
Ring of Water Walking
Ring of Fire Resistance
+2 shield
Potion of Healing

Treasure and Coins
PP 530 (Bank)
GP 113
EP
SP 5
CP
gems/jewelry
Land title (Bank)

XP (10%): 588,101
Next level: 11,900

Biography
Furuk grew up in a remote village and was raised around mostly humans. When he was young he was told his father was killed in battle and was raised by his mother, Acella. At the age of 15 his mother died tragically in a village fire and he was left on his own. That was around the time that Furuk started adventuring as a way of life. The loss of both his parents has left him bitter and he prefers to deal with it by taking pleasure in violence.
Last edited by Craigers07 on Thu Jan 26, 2017 5:39 am, edited 36 times in total.
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Re: Characters

Postby badams30 » Tue Nov 08, 2011 12:21 am

Grimes Stoutfoot
Class: Halfling Fighter
Alignment: Neutral Good

Image

Level: 10
XP bonus: +10%
XP: 380,001
XP needed for next level: 480001

HP: 69/69

AC: -1 (Chain 5, DEX -2, Ring of Protection +2, Shield of Tchar +1)

Ability Scores:
STR 17 (+2 to hit/damage/open doors)
DEX 17 (-2 to AC, +2 to hit with missiles, +5% thief skill adj)
CON 15 (+1 HP/HD, 94% survive resurrection, 93% survive transformative shock)
INT 10
WIS 11
CHA 14 (-1 reaction adj., 5 retainers, 8 retainer morale)

Saving Throws:
Breath Attacks: 9 (+2 Halfling bonus)
Poison or Death Ray: 8 (+4 vs poison Halfling bonus)
Petrify or Paralyze: 10 (+4 Halfling bonus)
Wands: 9 (+3 Halfling bonus)
Spell or Spell-like Devices: 12 (+4 Halfling bonus)

Halfling abilities:
90% ability to hide outdoors, wilderness, bushes
1-2 (on 1d6) to hide in shadows or under cover when underground
+1 initiative rolls when alone or with parties of only Halflings
+1 missile attacks
-2 AC vs creatures larger than man sized

Languages: Common

Weapons [9 lb]:
Wave - Trident
Short sword +1 dismembering 1d6 +1 (2 lb)
1 Silver dagger +1
1 Dagger +2 Longtooth
Shortbow (2 lb)
Quiver w/ 20 arrows (3 lb)

Armor [15 lb]:
Chain mail(15 lb)
Magic shield of Tchar +1, bearer immune to fear)


Clothing [7 lb]
Tan canvas trousers (1 lb)
Brown leather high hard boots (2 lb)
Dk Green Shirt (1 lb)
Dk Green lined cloak w/ inside pockets (3 lb)
2 sm belt pouches
1 lg belt pouch
Star broach from Sir Taris (pinned inside cloak)

Backpack (2 lb) (contents:15 lb)
Thin blanket (1 lb)
2 tin flasks r (4 lb)
Flint and steel
4 torches (4 lb)
7 trail rations (7 lb)
2 large sacks (1 lb)
Cloak of Arachnidia (worn)
8 black dragon claws (sack)

Magic Items:
Potion of Polymorph Self
Ring of Protection +2 (worn)
Ring of Invisibility (worn)
2 Potions of Extra Healing
2 potions healing

Treasure
PP: 66 (2000PP in bank)
GP: 0
EP: 10
SP: 20
CP:

Gems: 2 x500GP, 6 x100GP 1 x1000
Jewelry: none
Other:

Encumbrance and movement:
All equipment = 46 lb = 90'/30’/90'
Without backpack = 34 lb = 120'/40'/120'

Mount(s): none

Character background:
My name is Grimes, I came from the village of Sweetwater. It’s a long story, but I’m all that’s left. All my family and friends - all slain by those foul goblins. I despise goblins, ogres, and all of their ilk... that’s why I wander, in search of more foul ones to kill, so no other villages meet the fate that mine did. I may be only 3ft tall, but I can stand toe to toe with someone twice my size, and I’m probably stronger than them too. If you are seeking a warrior who fears no man or beast, look no further – Grimes... at your service.

Unusual for a Halfling, Grimes is amazingly strong and a fierce warrior, but has the common unflappable attitude of a Halfling. He does take issue when people make remarks about his height, strength, or prowess, and has gotten into many fights over this quirk. Due to his ferocious tenacity, he has almost always come out on top in these contests, much to the surprise of his foes. He is completely loyal, and will not think twice about putting himself in grave danger to help a friend or innocent, but to goblinkind and ruthless foes, he generally shows no mercy. Grimes has been adventuring alone for the most part, but a bad run-in with a nasty Ogre has convinced him that he would be better served being part of a larger group. So he has been looking for a group of good individuals who are adventurous and seeking to thwart the plans of evil.
Last edited by badams30 on Sat Jan 28, 2017 2:15 am, edited 16 times in total.
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Re: Characters

Postby tumblingdice » Thu Jan 17, 2013 2:29 am

Castinus
Human Thief

Image

Level: 10
XP: 380,001
Bonus: 10%
Needed for next level: 400,001
Alignment: Neutral

HP: 39
AC: 4

14 STR +1 To hit, dmg, and forcing doors
16 DEX -2 AC, +2 Missile attack, +1 Initiative, (+10% XP)
14 CON +1 HP/lvl
12 INT
09 WIS
18 CHA -2 reaction adjustment, 7 retainers max, morale 10

THACO: 17

Saving Throws all at +1 due to ring of protection
12 Breath attacks
10 Poison or Death
9 Petrify or Paralyze
11 Wands
10 Spells or Spell-like devices

Languages: Common, Thieves Cant, Neutral

Class Skills, does not include +5% dex bonus
85% Pick locks
83% Find/remove traps
83% Pick pockets (- 5% per 5 levels lower the thief is than victim)
83% Move silently
96% Climb walls
77% Hide in shadows
5 in 6 Hear noise
80% read languages, may attempt once per level
can read and cast spells from magic-user scrolls with 90% accuracy.

THACO: 16

Weapons and armor
Leather armor
Long sword (1d8)
2 quivers with 20 arrows each (4/20) (1d6)
Dagger (1d4) -- range: 10' (+1), 20' (0), 30' (-1)

Equipment
Backpack (40 lb. capacity)
Waterskin (1 quart capacity)
Thieve's tools
Flint & steel
Torches (2)
2 Large sacks (60 lb. capacity)
Trail rations (2 days)
Holy Water (2 vials)

Magic Items
(Short) Bow of Doubling +1 -- range: 50' (+1), 100 (0), 150 (-1)
0/3 +3 arrows
Boots of Elvenkind
Periapt of Proof against Poison
Potion of Levitation
potion of rainbow hues
Ring +1
Bag of Tricks

Enc. 40 lbs. (note to Steve, figure out how much treasure he'll be carrying, and how much Horace the horse will carry.)
Move 120' (40')

Mount
Riding Horse (Horace)
HD: 2 (10 HP)
AC: 7
#/ATT: 2 hooves
DMG: 1d4/1d4
Save As: F1
Move: 240' (80') up to 300 lbs.
120' (40') 301 to 600 lbs.
Saddle
2 Saddle bags (30 lb. capacity)
Feed for 2 days (25 lbs. each, in saddle bags)
Trail Rations (5 days)
Torches (4)
Horse encumbrance (minus rider): 76 lbs.

Castinus is the second son of a respected, distant, merchant family in a large city. He also didn't stand to inherit much, and between boredom and frustration over his small inheritance, Castinus fell into mischief, thieving for the thrill of it. Eventually, he was caught, but because of his family's status and connections, he was banished instead of imprisoned or hanged. Through his wits and luck, and divine fortune if he ever chooses to believe it, Castinus has managed to survive outside his cushy upbringing. He now has a somewhat respectable profession, lightly armored professional adventurer! The more he sees of the world, the more he realizes what a mistake he made. Though he'd like to return someday to make amends, he knows this isn't possible... for now. He finds work where he can.

Castinus is fond of Horace, his horse. Horace used to belong to the constable who arrested him, and Castinus stole him on general principle on his way out of town.
Last edited by tumblingdice on Tue Jan 31, 2017 3:05 am, edited 79 times in total.
Get thee to the dungeon. Get thee to the dungeon forthwith. Pass not the barbican. Amass not 200 GP.
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Re: Characters

Postby merias » Mon Aug 26, 2013 6:53 pm

Image

CHARACTER INFO:
Name: Dhukh "Dandy" Headrock
Class: Dwarf Cleric
Alignment: Neutral Good
Level: 10
Experience: 380,001
HP: 40
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, detect false walls, detect hidden construction [secret doors], detect sloping passage (1-2 on 1d6)

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

SPELLS:
LEVEL ONE (7): Cure Light Wounds x7
LEVEL TWO (6): Bless, Hold Personx2, Find Traps, Augury, Silence 15'r
LEVEL THREE (4): Glyph of Warding, Remove Curse, Dispel Magic, Speak With the Dead
LEVEL FOUR (4): Protection from Evil 10' radius, Cure serious woundsx3
LEVEL FIVE (2): Raise dead, flame strike

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#]
Whelm, +5 Dwarven War Hammer: Can be thrown and return from 150 feet thrice per day; in the hands of a fighter or cleric of another race, it behaves as a hammer +3. It has a purpose to kill all trolls, giants, and goblinoids (including bugbears and hobgoblins). It detects gold, gems, and the presence of goblins. Once per day, it act as a hammer of stunning. When struck upon the ground, it sends forth a stunning shock wave for a distance of 60 feet. Up to 45 hit points of enemies can be stunned for 1d4 rounds if they fail a saving throw vs. spells.
Staff of Healing: 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#]
Rod of Resurrection: Word of Power inscribed on it: undursamlegur
Helm of Underwater Action
Rod of striking, 8 charges (black wood)
Potion of Healing
Scrolls of Protection from Evil, Protection from Lycanthropes, Neutralize Poison, Exorcise, Tongues, Lower Water, Remove Curse, Cure Disease
Scroll of know alignment, dispel magic, remove curse, tongues, cure critical wounds; at the 17th level of spell use
Scroll of resist fire, remove curse, and raise dead at the 12th level of spell use
Scroll of protection from possession

EQUIPMENT:

Weapons:

Whelm

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. God o' theh SUN... God o' theh HEALIN!!
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