Player Characters
Player Characters
I'll delete most of this post, but please keep your Character Sheet up to date, and use the format below. I keep general track of HPs and Spells. I'll be honest I don't see it necessary to keep too close a watch on your "stuff" and encumbrance, etc. But I encourage the player to, mainly because if I ever feel a need to look at it, it should be there. My style is that if you cheat once or twice, you'll probably get away with it (though there are folks in this game who'll call you out on that ) but if your a cheater then I'll pay attention... but not for long, because it's no fun to play with someone like that. That's my disclaimer there. Just copy and paste the format below, and fill in what you can. Don't worry about things you don't know, as anyone can help you, and we can start without the whole thing being filled out, it can be a work in progress. Also I encourage you to add details as you feel you need. Individualize this to you, I'm cool with that. And descriptions/background can be as detailed, or as brief as you like.
Name: NAME
Race:
Class:
Level:
XP: 2,550
Alignment:
Languages:
Age: Height: Weight: Hair: Eyes:
STR: (TH: , DAM: , Enc: + lbs, Minor: , Major: %)
DEX: (+ surprise adj, + to missile attacks, - to AC)
CON: (HP: , sys shock: %, res/raise: %)
INT: (Languages: )
WIS: (Saving Throw Bonus: )
CHA: (henchmen max.)
HP: / (current total/max)
AC: w/ armor (armor type ac; - ac Dex bonus)
Rear AC
THAC0:
Movement Rate: (encumbered & wearing armor)
Saving Throws:
Aimed Magic (rod, staff, wand):
Breath Weapons:
Death/Paralyzation/Poison:
Petrification/Polymorph:
Spells (other):
Weapon Proficiencies: (- penalty for use of non-proficient weapons)
*Star the weapon you are Specialized in, if applicable
Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
Memorized spells: if applicable
1st level:
Spell book: if applicable
1st Level
Special Abilities: Both class and race (if applicable
-
Coin/Treasure: (starting gold: gp)
PP:
GP:
SP:
CP:
Gems:
Jewelry:
Magic Items if applicable
Total Encumbrance:
Equipment: (Item / Weight / Cost)
Adventurer's clothes * / -
Background:
Description:
Name: NAME
Race:
Class:
Level:
XP: 2,550
Alignment:
Languages:
Age: Height: Weight: Hair: Eyes:
STR: (TH: , DAM: , Enc: + lbs, Minor: , Major: %)
DEX: (+ surprise adj, + to missile attacks, - to AC)
CON: (HP: , sys shock: %, res/raise: %)
INT: (Languages: )
WIS: (Saving Throw Bonus: )
CHA: (henchmen max.)
HP: / (current total/max)
AC: w/ armor (armor type ac; - ac Dex bonus)
Rear AC
THAC0:
Movement Rate: (encumbered & wearing armor)
Saving Throws:
Aimed Magic (rod, staff, wand):
Breath Weapons:
Death/Paralyzation/Poison:
Petrification/Polymorph:
Spells (other):
Weapon Proficiencies: (- penalty for use of non-proficient weapons)
*Star the weapon you are Specialized in, if applicable
Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
Memorized spells: if applicable
1st level:
Spell book: if applicable
1st Level
Special Abilities: Both class and race (if applicable
-
Coin/Treasure: (starting gold: gp)
PP:
GP:
SP:
CP:
Gems:
Jewelry:
Magic Items if applicable
Total Encumbrance:
Equipment: (Item / Weight / Cost)
Adventurer's clothes * / -
Background:
Description:
This is a game about killing things and taking their stuff so you can become more powerful in order to kill bigger things and take even better stuff.
Re: Player Characters
Deceased...
Last Updated: Tuesday, April 18, 2013
Update Reason: Updated damage.
Name: Malak
Race: Human
Class: Thief
Level: 3
XP: 2,550 (no bonus)
Alignment: Chaotic Neutral
Languages: Common
Age: 22 Height: 5'10" Weight: 154 pounds Hair: Short, dark brown Eyes: Green
STR: 6 (TH: -1, DAM: 0, Enc: -15 lbs, Minor: 1, Major: 0%)
DEX: 12 (+0 surprise adj, +0 to missile attacks, -0 to AC)
CON: 11 (HP: 0, sys shock: 80%, res/raise: 75%)
INT: 11 (Languages: 2)
WIS: 12 (Saving Throw Bonus: 0)
CHA: 12 (5 henchmen max.)
Hit Points
Total: 15
Damage: 12
Current: 3
Armor Class (leather armor; no bonus)
Front: 8
Rear: 8
Surprised: 8
THAC0: 20
Movement Rate: 9"
Saving Throws
Aimed Magic (rod, staff, wand): 14
Breath Weapons: 16
Death/Paralyzation/Poison: 13
Petrification/Polymorph: 12
Spells (other): 15
Weapon Proficiencies: 2 (-3 penalty for use of non-proficient weapons)
Short sword
Dagger
Weapons to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
Short sword 1-6 / 1-8
Dagger (melee): 1-4 / 1-3
Dagger (ranged): 1-4 / 1-4 ROF: 2 Range: 10' (20' = -2, 30' = -4)
Special Abilities
Climb Walls: 84%
Find Traps: 33%
Hear Noise: 16%
Hide in Shadows: 30%
Move Quietly: 25% (30% - 5% dex penalty)
Open Locks: 38%
Pick Pockets: 43%
Read Languages: 10%
Equipment: (Weight)
Armor --> Weight: 15
Leather armor (15)
Weapons --> Weight: 5
Short sword (3)
(2) Daggers (1 each) = (2)
Equipment --> Weight: 31
Thieves' Tools (1)
Boots, soft (3)
Belt (-)
Belt pouch (large) (2)
Belt pouch (small) (1)
Sack (large) (1)
10 Chalk pieces (-)
Flask (leather) (-)
Flint and steel (-)
Mirror (small steel) (0.5)
Needle and thread (-)
(6) Oil (pint) (1 each) = (6)
Scroll case (leather) (0.5)
Signal whistle (-)
(6, 5, 4, 3) Torches (1 each) = (3) total
Waterskin (1)
Whetstone (-)
(7, 6) Days standard rations (2 each) = (12) total
Adventurer's clothes (-/-)
Magic Items --> Weight: 0
None
Coin/Treasure --> Weight: 3.7(starting gold: 120 gp)
PP:
GP: 35
SP: 1
CP: 1
Gems: 0
Jewelry: 0
Encumbrance
Armor: 15
Weapons: 5
Equipment: 31
Magic: 0
Coin: 3.7
Total Encumbrance: 54.7 +15 (strength penalty) = 69.7
Encumbrance: Movement Rates (pg 117)
12": 0 - 35
9": 36 - 70 <-- Finally!
6": 71 - 105
3": 106 - 150
Expended Items
1 Torch
1 Torch
1 Ration
1 Torch
Medical Record
Shambling Mound punch (-12) 15-12 = 3
Background
Much like his namesake from the Conan the Destroyer movie, this Malak is extremely average in almost every regard... except strength, where he is incredibly lacking. He is blissfully ignorant of his shortcomings, however, and while he does tend to be cautious in combat, he does take great pride in being stealthy.
Description
Malak comes across as an average-looking, lanky human commoner; something he uses to his advantage.
Roll Tracking
All Rolls
***
Chance for magic: [1d100] = 25
Stats: CHR:11, STR:12, WIS:12, DEX:12, INT:6, CON:11
Starting money: [2d6x10] = 12x10 = 120
Hit points: 1st [1d6] = 6 2nd [1d6] = 5 3rd [1d6] = 4
Starting age: 20+[1d4] = 2
Last Updated: Tuesday, April 18, 2013
Update Reason: Updated damage.
Name: Malak
Race: Human
Class: Thief
Level: 3
XP: 2,550 (no bonus)
Alignment: Chaotic Neutral
Languages: Common
Age: 22 Height: 5'10" Weight: 154 pounds Hair: Short, dark brown Eyes: Green
STR: 6 (TH: -1, DAM: 0, Enc: -15 lbs, Minor: 1, Major: 0%)
DEX: 12 (+0 surprise adj, +0 to missile attacks, -0 to AC)
CON: 11 (HP: 0, sys shock: 80%, res/raise: 75%)
INT: 11 (Languages: 2)
WIS: 12 (Saving Throw Bonus: 0)
CHA: 12 (5 henchmen max.)
Hit Points
Total: 15
Damage: 12
Current: 3
Armor Class (leather armor; no bonus)
Front: 8
Rear: 8
Surprised: 8
THAC0: 20
Movement Rate: 9"
Saving Throws
Aimed Magic (rod, staff, wand): 14
Breath Weapons: 16
Death/Paralyzation/Poison: 13
Petrification/Polymorph: 12
Spells (other): 15
Weapon Proficiencies: 2 (-3 penalty for use of non-proficient weapons)
Short sword
Dagger
Weapons to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
Short sword 1-6 / 1-8
Dagger (melee): 1-4 / 1-3
Dagger (ranged): 1-4 / 1-4 ROF: 2 Range: 10' (20' = -2, 30' = -4)
Special Abilities
Climb Walls: 84%
Find Traps: 33%
Hear Noise: 16%
Hide in Shadows: 30%
Move Quietly: 25% (30% - 5% dex penalty)
Open Locks: 38%
Pick Pockets: 43%
Read Languages: 10%
Equipment: (Weight)
Armor --> Weight: 15
Leather armor (15)
Weapons --> Weight: 5
Short sword (3)
(2) Daggers (1 each) = (2)
Equipment --> Weight: 31
Thieves' Tools (1)
Boots, soft (3)
Belt (-)
Belt pouch (large) (2)
Belt pouch (small) (1)
Sack (large) (1)
10 Chalk pieces (-)
Flask (leather) (-)
Flint and steel (-)
Mirror (small steel) (0.5)
Needle and thread (-)
(6) Oil (pint) (1 each) = (6)
Scroll case (leather) (0.5)
Signal whistle (-)
(6, 5, 4, 3) Torches (1 each) = (3) total
Waterskin (1)
Whetstone (-)
(7, 6) Days standard rations (2 each) = (12) total
Adventurer's clothes (-/-)
Magic Items --> Weight: 0
None
Coin/Treasure --> Weight: 3.7(starting gold: 120 gp)
PP:
GP: 35
SP: 1
CP: 1
Gems: 0
Jewelry: 0
Encumbrance
Armor: 15
Weapons: 5
Equipment: 31
Magic: 0
Coin: 3.7
Total Encumbrance: 54.7 +15 (strength penalty) = 69.7
Encumbrance: Movement Rates (pg 117)
12": 0 - 35
9": 36 - 70 <-- Finally!
6": 71 - 105
3": 106 - 150
Expended Items
1 Torch
1 Torch
1 Ration
1 Torch
Medical Record
Shambling Mound punch (-12) 15-12 = 3
Background
Much like his namesake from the Conan the Destroyer movie, this Malak is extremely average in almost every regard... except strength, where he is incredibly lacking. He is blissfully ignorant of his shortcomings, however, and while he does tend to be cautious in combat, he does take great pride in being stealthy.
Description
Malak comes across as an average-looking, lanky human commoner; something he uses to his advantage.
Roll Tracking
All Rolls
***
Chance for magic: [1d100] = 25
Stats: CHR:11, STR:12, WIS:12, DEX:12, INT:6, CON:11
Starting money: [2d6x10] = 12x10 = 120
Hit points: 1st [1d6] = 6 2nd [1d6] = 5 3rd [1d6] = 4
Starting age: 20+[1d4] = 2
Last edited by dmw71 on Tue Apr 16, 2013 6:37 pm, edited 18 times in total.
Re: Player Characters
Hidden as he is currently inactive.
Last edited by Norjax on Tue May 15, 2012 10:18 am, edited 17 times in total.
Re: Player Characters
Name: Al'Zur Maziur
Race: Elf Gender: Male
Class: Magic User/Thief
Level: 1/2
Base XP: 1,275/1,275
Total XP: 1,378/1,378 (includes 10% XP Bonus)
Alignment: Chaotic Neutral
Languages: Common, elven, gnoll, gnomish, goblin, halfling,
hobgoblin, orcish +2 more
Age: 163
Height: 4'8", Weight: 89lbs, Description: Small
STR: 13 (+10 lbs Encumbrance Adj.)
DEX: 18 (+3 Surprise Bonus, +3 To Hit Missile Wpns, -4 AC Adj.)
CON: 15 (+1hp/lvl, 94,91)
INT: 17 (+6 Maximum Addl Languages)
WIS: 8 (n/a)
CHA: 15 (7 Henchmen Allowed, +15% Loyalty Bonus, +15% Reaction Bonus)
Total HP: 7
Current HP: 7
AC: 4 - Leather
Rear AC: 8
THAC0: 20 (+4 to hit with bow, +1 to hit with Long Sword)
Movement Rate: 120 ft/round
Saving Throws:
Aimed Magic: 11
Breath Weapons: 15
Death/Paralysis/Poison: 13
Petrification/Polymorph: 12
Spells (Other): 12
Weapons:
Long Sword - 1d8/1d12
Short Bow - 1d6/1d6
Memorized Spells
1st Level: Shocking Grasp
Climb Walls Find Traps Hear Noise Move Silently Open Locks Pick Pockets Read Lang
77 43 18 40 44 49 15
Special Abilities: +1 to hit with sword and bow
Infravision: 60'
Detect Secret/Hidden Doors: 1 in 6 passive, 2 in 6 active (secret), 3 in 6 active (hidden)
Surprise: 4 in 6 chance of surprising
90% Resistance to sleep and charm spells
Starting Gold: Starting Money 60g
Treasure/Money:
GP: 1
SP:
CP:
PP:
Items:
Gems:
Jewelry:
Spell Book:
1st Level: Read Magic, Shield, Message, Feather Fall, Enlarge, Shocking Grasp, Charm Person,Friends
Magic Items:
[1d100] = 23 magic roll....
damn
Equipment:
Leather Armor - 5g
Long Sword - 15g
Short Bow - 15g
24 arrows/Quiver - 4g 25s
Belt - 2g
Backpack - 2g
50' silk rope - 10g
Grappling Hook - 1g
Belt pouch large - 4s
2 - lamp oil - 2s - used to flame trees
Flint/Steel - 1g
Trail Rations, seven days
Belt Pouch, Small - 2s
(coins)
Belt Pouch, Small - 2s
Waterskin (3 pint), water - 1g
Background:
Race: Elf Gender: Male
Class: Magic User/Thief
Level: 1/2
Base XP: 1,275/1,275
Total XP: 1,378/1,378 (includes 10% XP Bonus)
Alignment: Chaotic Neutral
Languages: Common, elven, gnoll, gnomish, goblin, halfling,
hobgoblin, orcish +2 more
Age: 163
Height: 4'8", Weight: 89lbs, Description: Small
STR: 13 (+10 lbs Encumbrance Adj.)
DEX: 18 (+3 Surprise Bonus, +3 To Hit Missile Wpns, -4 AC Adj.)
CON: 15 (+1hp/lvl, 94,91)
INT: 17 (+6 Maximum Addl Languages)
WIS: 8 (n/a)
CHA: 15 (7 Henchmen Allowed, +15% Loyalty Bonus, +15% Reaction Bonus)
Total HP: 7
Current HP: 7
AC: 4 - Leather
Rear AC: 8
THAC0: 20 (+4 to hit with bow, +1 to hit with Long Sword)
Movement Rate: 120 ft/round
Saving Throws:
Aimed Magic: 11
Breath Weapons: 15
Death/Paralysis/Poison: 13
Petrification/Polymorph: 12
Spells (Other): 12
Weapons:
Long Sword - 1d8/1d12
Short Bow - 1d6/1d6
Memorized Spells
1st Level: Shocking Grasp
Climb Walls Find Traps Hear Noise Move Silently Open Locks Pick Pockets Read Lang
77 43 18 40 44 49 15
Special Abilities: +1 to hit with sword and bow
Infravision: 60'
Detect Secret/Hidden Doors: 1 in 6 passive, 2 in 6 active (secret), 3 in 6 active (hidden)
Surprise: 4 in 6 chance of surprising
90% Resistance to sleep and charm spells
Starting Gold: Starting Money 60g
Treasure/Money:
GP: 1
SP:
CP:
PP:
Items:
Gems:
Jewelry:
Spell Book:
1st Level: Read Magic, Shield, Message, Feather Fall, Enlarge, Shocking Grasp, Charm Person,Friends
Magic Items:
[1d100] = 23 magic roll....
damn
Equipment:
Leather Armor - 5g
Long Sword - 15g
Short Bow - 15g
24 arrows/Quiver - 4g 25s
Belt - 2g
Backpack - 2g
50' silk rope - 10g
Grappling Hook - 1g
Belt pouch large - 4s
2 - lamp oil - 2s - used to flame trees
Flint/Steel - 1g
Trail Rations, seven days
Belt Pouch, Small - 2s
(coins)
Belt Pouch, Small - 2s
Waterskin (3 pint), water - 1g
Background:
Last edited by Nuke66 on Wed Oct 09, 2013 1:06 am, edited 7 times in total.
Re: Player Characters
Name: Son of Thunder (Emmett to you English-speakers)
Race: Human
Class: Ranger
Level: 2
XP: 2,550
Alignment: NG
Languages:
Age: 19 Height: 6' Weight: 175# Hair: Black Eyes: Black
STR: 17(TH: +1 , DAM: +1, Enc: +50 lbs, Minor: 1-3, Major: 13%)
DEX: 17(+2 surprise adj, +2 to missile attacks, -3 to AC)
CON: 16(HP: +2, sys shock: 96%, res/raise: 95%)
INT: 15(Languages: 4)
WIS: 16(Saving Throw Bonus: +2)
CHA: 13(henchmen max: 5)
HP: 13 / 25(current total/max)
AC: 3 w/ studded armor + medium shield (armor type ac 7; -3 ac Dex bonus)
Rear AC 7
THAC0: 19 (18 w/STR bonus, 17 WS *spear)
Movement Rate: 90(encumbered & wearing armor)
Saving Throws:
Aimed Magic (rod, staff, wand): 16 (13 w/DEX bonus)
Breath Weapons: 17 (14 w/DEX bonus)
Death/Paralyzation/Poison: 14
Petrification/Polymorph: 15
Spells (other): 17
Weapon Proficiencies: *spear, short bow (-2 penalty for use of non-proficient weapons)
*Star the weapon you are Specialized in, if applicable
Weapons: +1 str, +1 weapon spec to hit/+1 str, +2 weapon spec damage (s-m/lg) (+2 Dex bonus to hit for ranged attacks)
*spear (4-9/4-11) (6-11/6-13 on Giant-class)
short bow w/ 12 arrows (1-6/1-6)
Memorized spells: if applicable
1st level:
Spell book: if applicable
1st Level
Special Abilities: Both class and race (if applicable
- surprised only on a 1 in 6, surprises 1-3 in 6, +2 damage to humanoid/giant-class creatures, tracking base 90% in the wild, base 65% in urban/dungeon settings
Coin/Treasure: (starting gold: 120gp)
PP:
GP: 19
SP: 3
CP: 2
Gems:
Jewelry:
Magic Items if applicable
Total Encumbrance: 99 (120 allowed before movement slows)
Equipment: (Item / Weight / Cost)
studded armor 20/15
medium shield 8/12
spear 5/1
short bow 8/15
12 arrows 4/2 12/7
dozen quiver 1/1
hand axe (non-proficient) 5/1
12 iron spikes 5/1 12/11
flint & steel 1gp
7 days trail rations 7/42 7/7
waterskin 1/1
50' rope 10/1
satchel 5/1
10 torches 10/1sp 10/6
large belt pouch 2/4sp
3 small pouches for cp, sp & gp, in large pouch 3/6sp
wool blanket 2/5cp
Adventurer's clothes * / -
dark grey cloak 2/3cp
belt 5sp
soft boots 3/1
Background:
I'll envision this PC as what Native Americans may have become without mass extinctions in medieval times. Aquisition of steel would have made these warriors equal to any other in these type adventures. In keeping with fighting style of the culture, he uses lightweight armor and traditional, if modernized, weaponry. I'll guess he one day just started following a track that hasn't ended.
Description: Tall, lean, brown skin, mostly quiet except in battle, when the traditional war whoops will be heard. May need some training in the arts of battle-stealth.
Race: Human
Class: Ranger
Level: 2
XP: 2,550
Alignment: NG
Languages:
Age: 19 Height: 6' Weight: 175# Hair: Black Eyes: Black
STR: 17(TH: +1 , DAM: +1, Enc: +50 lbs, Minor: 1-3, Major: 13%)
DEX: 17(+2 surprise adj, +2 to missile attacks, -3 to AC)
CON: 16(HP: +2, sys shock: 96%, res/raise: 95%)
INT: 15(Languages: 4)
WIS: 16(Saving Throw Bonus: +2)
CHA: 13(henchmen max: 5)
HP: 13 / 25(current total/max)
AC: 3 w/ studded armor + medium shield (armor type ac 7; -3 ac Dex bonus)
Rear AC 7
THAC0: 19 (18 w/STR bonus, 17 WS *spear)
Movement Rate: 90(encumbered & wearing armor)
Saving Throws:
Aimed Magic (rod, staff, wand): 16 (13 w/DEX bonus)
Breath Weapons: 17 (14 w/DEX bonus)
Death/Paralyzation/Poison: 14
Petrification/Polymorph: 15
Spells (other): 17
Weapon Proficiencies: *spear, short bow (-2 penalty for use of non-proficient weapons)
*Star the weapon you are Specialized in, if applicable
Weapons: +1 str, +1 weapon spec to hit/+1 str, +2 weapon spec damage (s-m/lg) (+2 Dex bonus to hit for ranged attacks)
*spear (4-9/4-11) (6-11/6-13 on Giant-class)
short bow w/ 12 arrows (1-6/1-6)
Memorized spells: if applicable
1st level:
Spell book: if applicable
1st Level
Special Abilities: Both class and race (if applicable
- surprised only on a 1 in 6, surprises 1-3 in 6, +2 damage to humanoid/giant-class creatures, tracking base 90% in the wild, base 65% in urban/dungeon settings
Coin/Treasure: (starting gold: 120gp)
PP:
GP: 19
SP: 3
CP: 2
Gems:
Jewelry:
Magic Items if applicable
Total Encumbrance: 99 (120 allowed before movement slows)
Equipment: (Item / Weight / Cost)
studded armor 20/15
medium shield 8/12
spear 5/1
short bow 8/15
12 arrows 4/2 12/7
dozen quiver 1/1
hand axe (non-proficient) 5/1
12 iron spikes 5/1 12/11
flint & steel 1gp
7 days trail rations 7/42 7/7
waterskin 1/1
50' rope 10/1
satchel 5/1
10 torches 10/1sp 10/6
large belt pouch 2/4sp
3 small pouches for cp, sp & gp, in large pouch 3/6sp
wool blanket 2/5cp
Adventurer's clothes * / -
dark grey cloak 2/3cp
belt 5sp
soft boots 3/1
Background:
I'll envision this PC as what Native Americans may have become without mass extinctions in medieval times. Aquisition of steel would have made these warriors equal to any other in these type adventures. In keeping with fighting style of the culture, he uses lightweight armor and traditional, if modernized, weaponry. I'll guess he one day just started following a track that hasn't ended.
Description: Tall, lean, brown skin, mostly quiet except in battle, when the traditional war whoops will be heard. May need some training in the arts of battle-stealth.
Last edited by tkrexx on Wed Sep 18, 2013 4:16 pm, edited 27 times in total.
Re: Player Characters
Name: Wulfgard Drighton Whentington
Race: Human
Class: Cleric
Level: 2
XP: 2,550
Alignment: Lawful Good
Languages: Common, Alignment, (2 others?)
Age: 20
Height: 6'4"
Weight: 185
Hair: Black
Eyes: Blue
STR: 9 (TH:0 , DAM0: , Enc: +0 lbs, Minor:1-2 , Major: 1%)
DEX: 16 (+1 surprise adj, +1 to missile attacks, -2 to AC)
CON: 12 (HP: 0, sys shock: 85%, res/raise: 80%)
INT: 11 (Languages: 2)
WIS: 16 (Saving Throw Bonus: +2, Bonus cleric spells: 2/2)
CHA: 15 (henchmen max.7, Loyalty +15, Reaction +15)
HP: 12/12(current total/max)
AC: 4 (Studded -3; - 2 Dex; -1 Shield)
Rear AC: 7
THAC0: 20
Movement Rate: 90'
Saving Throws:
Aimed Magic (rod, staff, wand): 14
Breath Weapons: 16
Death/Paralyzation/Poison: 10
Petrification/Polymorph: 13
Spells (other): 15
Weapon Proficiencies: (- 3 penalty for use of non-proficient weapons)
Mace
Staff
Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
Mace, light (1d4+1 / 1d4+1)
Staff (1d6 / 1d6)
Memorized spells:
1st Level:
Bless, Command, Cure Light Wounds, Cure Light Wounds
Special Abilities:
Turn Undead
Coin/Treasure: (starting gold: 70gp)
PP:
GP: 21
SP: 4
CP:
Gems:
Jewelry:
Magic Items:
Total Encumbrance:
Equipment: (Item / Weight / Cost)
Studded armor 20/15gp
large shield 10/15gp
Light mace 5/4gp
Staff 5/-
Backpack 10/2gp
Inkpot (2) ?
Quills (7) ?
10 parchment -/20sp
Scrollcase, Bone .5/4gp
Lamp(bronze) 1/1sp
Lamp oil (3) 1per/5sp
Large belt pouch(2) 4/8sp
Waterskins(2) 2/2gp
Bedroll 5/2sp
Holy symbol, pewter 1/5gp
Blue potion
Background:
Description:
Race: Human
Class: Cleric
Level: 2
XP: 2,550
Alignment: Lawful Good
Languages: Common, Alignment, (2 others?)
Age: 20
Height: 6'4"
Weight: 185
Hair: Black
Eyes: Blue
STR: 9 (TH:0 , DAM0: , Enc: +0 lbs, Minor:1-2 , Major: 1%)
DEX: 16 (+1 surprise adj, +1 to missile attacks, -2 to AC)
CON: 12 (HP: 0, sys shock: 85%, res/raise: 80%)
INT: 11 (Languages: 2)
WIS: 16 (Saving Throw Bonus: +2, Bonus cleric spells: 2/2)
CHA: 15 (henchmen max.7, Loyalty +15, Reaction +15)
HP: 12/12(current total/max)
AC: 4 (Studded -3; - 2 Dex; -1 Shield)
Rear AC: 7
THAC0: 20
Movement Rate: 90'
Saving Throws:
Aimed Magic (rod, staff, wand): 14
Breath Weapons: 16
Death/Paralyzation/Poison: 10
Petrification/Polymorph: 13
Spells (other): 15
Weapon Proficiencies: (- 3 penalty for use of non-proficient weapons)
Mace
Staff
Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
Mace, light (1d4+1 / 1d4+1)
Staff (1d6 / 1d6)
Memorized spells:
1st Level:
Bless, Command, Cure Light Wounds, Cure Light Wounds
Special Abilities:
Turn Undead
Coin/Treasure: (starting gold: 70gp)
PP:
GP: 21
SP: 4
CP:
Gems:
Jewelry:
Magic Items:
Total Encumbrance:
Equipment: (Item / Weight / Cost)
Studded armor 20/15gp
large shield 10/15gp
Light mace 5/4gp
Staff 5/-
Backpack 10/2gp
Inkpot (2) ?
Quills (7) ?
10 parchment -/20sp
Scrollcase, Bone .5/4gp
Lamp(bronze) 1/1sp
Lamp oil (3) 1per/5sp
Large belt pouch(2) 4/8sp
Waterskins(2) 2/2gp
Bedroll 5/2sp
Holy symbol, pewter 1/5gp
Blue potion
Background:
Description:
Last edited by Zhym on Mon Feb 10, 2014 10:33 pm, edited 18 times in total.
-
- Strider
- Posts: 27
- Joined: Fri Feb 10, 2012 12:18 pm
Re: Player Characters
Just hiding this, Ethan had a great idea...
Re: Player Characters
Latest update: 05-22-2014
Update Reason: mark off sling bullets fired!
Name: Zafalia Sojafa
Race: Halfling
Gender: Female
Class: Druid
Level: 2
XP: 2,550
Alignment: Neutral
Languages: common, dwarvish, gnome, goblin, halfling, orcish, Druidic Cant
Age: 47
Height: 38"
Weight: 70lbs.
Hair: Dark brown
Eyes: Brown
STR: 12 (Enc: +10lbs, Minor: 1-2 , Major: 4%)
DEX: 18 (+3 surprise adj, +3 to missile attacks, -4 to AC)
CON: 16 (+2hp/level , res/raise: 96%, sys shock: 95%)
INT: 16 (Add. Languages: 0)
WIS: 17 (Mental Save Bonus: +3)
CHA: 15 (max. henchmen: 7, loyalty bonus: +15%, Reaction bonus: +15%)
HP: 11 / 11 (current total/max)
AC: 3 / 4 / 8 (leather armor + Dex + shield / - shield / Rear AC: no Dex or shield; armor only)
THAC0: 20
Movement Rate: 90' / 60' (unencumbered to 80lbs. & wearing armor / encumbered over 80lbs. )
Encumbrance: 75.5lbs
Saving Throws:
Aimed Magic* (rod, staff, wand): 10*
Breath Weapons: 16
Death/Paralyzation/Poison*: 10/6*
Petrification/Polymorph: 13
Spells* (other): 11 *
(* ~ indicates halfling racial bonus for high Con)
Weapon Proficiencies:
- spear, sling
(-4 penalty for use of non-proficient weapons)
Weapons: (to hit/damage) s-m/lg (+ Dex bonus to hit for ranged attacks)
- spear 1-6 / 1-8 (+3 to hit thrown)
- sling bullet 1-4+1 / 1-6+1 (+6 to hit)
- sling stone 1-4 / 1-4 (+6 to hit)
- club 1-4 / 1-3 (-1 to hit thrown / -4 to hit melee)
- dagger 1-4 / 1-3 (-1 to hit thrown / -4 to hit melee)
Memorized spells:
1st level
1. Entangle ~ cast on pods & podmen in the pod chamber NW of prisoner cage cavern... and it worked!! (04-29-14)
2. Faerie Fire
3. Speak with Animals ~ cast on giant rats after fight with the giant centipede (01-22-14)
4. Speak with Animals
2nd level
1. Cure Light Wounds ~ cast on Son of Thunder in shambling mound room for +5hp (01-16-14)
2. Cure Light Wounds
3. Cure Light Wounds
Spells cast during mission:
- Cure Light Wounds: 5
- Speak with Animals: 2
- Entangle: 1
Special Racial Abilities: Halfling
- 60 ft infravision
- -1 Str, +1 Dex
- +1 bonus per 3.5 points of Con to saves against magic (both aimed magic items and spells) and poison
- +3 bonus to attacks with a bow or sling
- 4 in 6 chance to surprise when traveling in non-metal armor and alone, or more than 90 ft in advance of others, or with a party consisting of elves and/or halflings. If a door must be opened (or some similar task), the chance of surprise drops to 2 in 6.
Coin/Treasure: (starting gold: 90gp)
PP:
GP: 37
SP: 9
CP: 11
Gems:
Jewelry:
Transactions:
-
-
-
Equipment:
(Item / Weight / Cost)
Adventurer's Clothes - / *
Cloak, hooded 3cp / 2
Soft Boots 1gp / 3
Leather Armor 5gp / 5
Wooden shield, small 1gp / 3
Spear 1gp / 5(e)
Sling 5sp / .5
36 32 Sling bullets 3gp / 12(4/dozen)
Wooden club 2cp / 3
2 Daggers 1gp / 1
Belt 5sp / -
Belt Pouch, small 2sp / 1
Backpack 2gp / 10
Caltrops 1gp / 2
3 Candles, beeswax 3cp / -
3 Chalk pieces 3cp / -
Flint & Steel 1gp / -
Grappling hook 1gp / 4
Hammer (tool) 5sp / 2
Iron spikes, dozen 1gp / 5
Lamp, hooded 7gp / 2
2 0 Oil, lamp 2sp / 2
Rations, trail (2 days) 12gp / 2
Rope, silk (50') 10gp / 5
2 Sacks, small 9cp(e) / .5(e)
Signal whistle 8sp / -
2 1 Torch 1cp(e) / 1(e) (burned 48 of 60 minutes)
Twine, linen (100') 8cp / .5
Waterskin (3 pint) 1gp / 1e,3f
25 20 sprigs of Greater Mistletoe (primary spell components)
25 Holly/Oak leaves (backup spell components)
Cost: 49gp, 27sp, 39cp = 52gp, 9cp
Total Encumbrance: 71 lbs.
Sling bullets used: 4 (hits: 3 , misses: 1)
Spell components used:
Greater/Primary: 5
Lesser/Secondary: 0
Other items used:
- 1.75 torches
- 2 vials lamp oil
-
Items found/acquired:
- wooden construct "Finger Key"
- Her hope in the future again!
- A bitter and galvanized resolve to see that the conductor of experiments on trees is killed properly adjudicated and also to see dear Malak's death is avenged in a Druid-on-a-rampage kind of way!
Background: Come from the deep ancient wood beyond the Shirehome, near the edge of the elven lands and still locked in mystery, hails the halfling druidess Zafalia Sojafa. Her druidic master charged her move from the sanctity and protections afforded them by their ancient grove and search out new challenges and experiences.
Description/Disposition: Zafalia is young halfling of slight build, with dark brown hair and earth-tone eyes. Although small of stature, she possesses an intense focus and lightning reflexes. She is confident of her aim with spear and sling but even more so from her faith, given her by the divine grace of the Earth Mother herself. Not one to make friends quickly or easily, she will support and be loyal in the extreme to those of benevolent bent towards flora and fauna, as well as others, generally.
Zafalia's Rolls
Stats: WIS:17, DEX:17, INT:16, CHR:15, STR:13, CON:16
http://www.unseenservant.com/Default.as ... ne&id=3395
Zafalia's initial 2nd level Hit Points roll (+2 CON bonus/lvl): Disregarded due to less than 1/2 hp/lvl
[2d8+4] = 4+4 = 8
http://www.unseenservant.com/Default.as ... ne&id=3407
Zafalia's FINAL 2nd level Hit Points roll (+2 CON bonus/lvl):
[2d8+4] = 7+4 = 11
http://www.unseenservant.com/Default.as ... ne&id=3408
Starting Gold
[3d6x10] = 9x10 = 90
http://www.unseenservant.com/Default.as ... ne&id=3393
20% chance of starting magical item:
[1d100] = 85
http://www.unseenservant.com/Default.as ... ne&id=3394
Update Reason: mark off sling bullets fired!
Name: Zafalia Sojafa
Race: Halfling
Gender: Female
Class: Druid
Level: 2
XP: 2,550
Alignment: Neutral
Languages: common, dwarvish, gnome, goblin, halfling, orcish, Druidic Cant
Age: 47
Height: 38"
Weight: 70lbs.
Hair: Dark brown
Eyes: Brown
STR: 12 (Enc: +10lbs, Minor: 1-2 , Major: 4%)
DEX: 18 (+3 surprise adj, +3 to missile attacks, -4 to AC)
CON: 16 (+2hp/level , res/raise: 96%, sys shock: 95%)
INT: 16 (Add. Languages: 0)
WIS: 17 (Mental Save Bonus: +3)
CHA: 15 (max. henchmen: 7, loyalty bonus: +15%, Reaction bonus: +15%)
HP: 11 / 11 (current total/max)
AC: 3 / 4 / 8 (leather armor + Dex + shield / - shield / Rear AC: no Dex or shield; armor only)
THAC0: 20
Movement Rate: 90' / 60' (unencumbered to 80lbs. & wearing armor / encumbered over 80lbs. )
Encumbrance: 75.5lbs
Saving Throws:
Aimed Magic* (rod, staff, wand): 10*
Breath Weapons: 16
Death/Paralyzation/Poison*: 10/6*
Petrification/Polymorph: 13
Spells* (other): 11 *
(* ~ indicates halfling racial bonus for high Con)
Weapon Proficiencies:
- spear, sling
(-4 penalty for use of non-proficient weapons)
Weapons: (to hit/damage) s-m/lg (+ Dex bonus to hit for ranged attacks)
- spear 1-6 / 1-8 (+3 to hit thrown)
- sling bullet 1-4+1 / 1-6+1 (+6 to hit)
- sling stone 1-4 / 1-4 (+6 to hit)
- club 1-4 / 1-3 (-1 to hit thrown / -4 to hit melee)
- dagger 1-4 / 1-3 (-1 to hit thrown / -4 to hit melee)
Memorized spells:
1st level
1. Entangle ~ cast on pods & podmen in the pod chamber NW of prisoner cage cavern... and it worked!! (04-29-14)
2. Faerie Fire
3. Speak with Animals ~ cast on giant rats after fight with the giant centipede (01-22-14)
4. Speak with Animals
2nd level
1. Cure Light Wounds ~ cast on Son of Thunder in shambling mound room for +5hp (01-16-14)
2. Cure Light Wounds
3. Cure Light Wounds
Spells cast during mission:
- Cure Light Wounds: 5
- Speak with Animals: 2
- Entangle: 1
Special Racial Abilities: Halfling
- 60 ft infravision
- -1 Str, +1 Dex
- +1 bonus per 3.5 points of Con to saves against magic (both aimed magic items and spells) and poison
- +3 bonus to attacks with a bow or sling
- 4 in 6 chance to surprise when traveling in non-metal armor and alone, or more than 90 ft in advance of others, or with a party consisting of elves and/or halflings. If a door must be opened (or some similar task), the chance of surprise drops to 2 in 6.
Coin/Treasure: (starting gold: 90gp)
PP:
GP: 37
SP: 9
CP: 11
Gems:
Jewelry:
Transactions:
-
-
-
Equipment:
(Item / Weight / Cost)
Adventurer's Clothes - / *
Cloak, hooded 3cp / 2
Soft Boots 1gp / 3
Leather Armor 5gp / 5
Wooden shield, small 1gp / 3
Spear 1gp / 5(e)
Sling 5sp / .5
36 32 Sling bullets 3gp / 12(4/dozen)
Wooden club 2cp / 3
2 Daggers 1gp / 1
Belt 5sp / -
Belt Pouch, small 2sp / 1
Backpack 2gp / 10
Caltrops 1gp / 2
3 Candles, beeswax 3cp / -
3 Chalk pieces 3cp / -
Flint & Steel 1gp / -
Grappling hook 1gp / 4
Hammer (tool) 5sp / 2
Iron spikes, dozen 1gp / 5
Lamp, hooded 7gp / 2
2 0 Oil, lamp 2sp / 2
Rations, trail (2 days) 12gp / 2
Rope, silk (50') 10gp / 5
2 Sacks, small 9cp(e) / .5(e)
Signal whistle 8sp / -
2 1 Torch 1cp(e) / 1(e) (burned 48 of 60 minutes)
Twine, linen (100') 8cp / .5
Waterskin (3 pint) 1gp / 1e,3f
25 20 sprigs of Greater Mistletoe (primary spell components)
25 Holly/Oak leaves (backup spell components)
Cost: 49gp, 27sp, 39cp = 52gp, 9cp
Total Encumbrance: 71 lbs.
Sling bullets used: 4 (hits: 3 , misses: 1)
Spell components used:
Greater/Primary: 5
Lesser/Secondary: 0
Other items used:
- 1.75 torches
- 2 vials lamp oil
-
Items found/acquired:
- wooden construct "Finger Key"
- Her hope in the future again!
- A bitter and galvanized resolve to see that the conductor of experiments on trees is killed properly adjudicated and also to see dear Malak's death is avenged in a Druid-on-a-rampage kind of way!
Background: Come from the deep ancient wood beyond the Shirehome, near the edge of the elven lands and still locked in mystery, hails the halfling druidess Zafalia Sojafa. Her druidic master charged her move from the sanctity and protections afforded them by their ancient grove and search out new challenges and experiences.
Description/Disposition: Zafalia is young halfling of slight build, with dark brown hair and earth-tone eyes. Although small of stature, she possesses an intense focus and lightning reflexes. She is confident of her aim with spear and sling but even more so from her faith, given her by the divine grace of the Earth Mother herself. Not one to make friends quickly or easily, she will support and be loyal in the extreme to those of benevolent bent towards flora and fauna, as well as others, generally.
Zafalia's Rolls
Stats: WIS:17, DEX:17, INT:16, CHR:15, STR:13, CON:16
http://www.unseenservant.com/Default.as ... ne&id=3395
Zafalia's initial 2nd level Hit Points roll (+2 CON bonus/lvl): Disregarded due to less than 1/2 hp/lvl
[2d8+4] = 4+4 = 8
http://www.unseenservant.com/Default.as ... ne&id=3407
Zafalia's FINAL 2nd level Hit Points roll (+2 CON bonus/lvl):
[2d8+4] = 7+4 = 11
http://www.unseenservant.com/Default.as ... ne&id=3408
Starting Gold
[3d6x10] = 9x10 = 90
http://www.unseenservant.com/Default.as ... ne&id=3393
20% chance of starting magical item:
[1d100] = 85
http://www.unseenservant.com/Default.as ... ne&id=3394
Last edited by Argennian on Fri May 03, 2013 1:44 pm, edited 14 times in total.
Yosef Travathas: High Elf Fighter4/Magic-User3 (rredmond's Pacesetter Games "Legacy of the Unknown" OSRIC Playtest)
Brok Sterling: Human Assassin3 (ToniXX's Incursion into Newiron OSRIC Playtest)
Tanik Tremwoodak: Dwarf Cleric3 (Dave's 1e Skype Game)
DM: home-brew OSRIC "A New Hope to the West" campaign
Fireball... good!!
"What's it gonna take?"
"Everything."
Brok Sterling: Human Assassin3 (ToniXX's Incursion into Newiron OSRIC Playtest)
Tanik Tremwoodak: Dwarf Cleric3 (Dave's 1e Skype Game)
DM: home-brew OSRIC "A New Hope to the West" campaign
Fireball... good!!
"What's it gonna take?"
"Everything."
tkrexx as Emm the Avenging Druid wrote:I shall burn you, and I shall sink your petty warship with fire and lightning, and the ocean shall swallow it and all aboard, and no one will remember any of you!
Re: Player Characters
Name: Varkos the Glorious
Race: Human
Class: Fighter
Level: 2
XP: 2,550
Target: 3,800
Alignment: Chaotic Good
Languages: Common
Age: 18 Height: 6' 5" Weight: 280lbs Hair: Blond Eyes: Blue
STR: 18 / 55 (TH: +2, DAM: +3, Enc: +125 lbs, Minor: 1-4 , Major: 25%)
DEX: 12 (+ 0 surprise adj, + 0 to missile attacks, - 0 to AC)
CON: 17 (HP: +3, sys shock: 98%, res/raise: 97%)
INT: 12 (Languages: 3)
WIS: 8 (Saving Throw Bonus: 0)
CHA: 12 (henchmen max.5)
HP: 16/22 (current total/max)
AC: 4 w/ armor (armor type splint mail ac4; - 0 ac Dex bonus)
Rear AC 4
THAC0: 19
Movement Rate: 12 (encumbered & wearing armor)
Saving Throws:
Aimed Magic (rod, staff, wand): 16
Breath Weapons: 17
Death/Paralyzation/Poison: 14
Petrification/Polymorph: 15
Spells (other): 17
Weapon Proficiencies: 4 (-2 penalty for use of non-proficient weapons), +1 every 2 levels
*Star the weapon you are Specialized in, if applicable
*Long Sword
Short Bow
Dagger
Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
Long Sword AT 3/2, +3 TH, +5 DAM, 1-8/1-12, THACO 17
Short Bow ROF 2/1, + 0 TH, + 0 DAM, 1-6/1-6, THACO 20, Range 50'
Dagger AT 1, +2 TH, +3 DAM, 1-4/1-3, THACO 18
Special Abilities: Both class and race (if applicable)
Specialised in Longsword
Level 7 - AT 3/2 rounds
Fighting creature less then 1HD, no AT = to Level eg AT 2 @ 2nd level
Coin/Treasure: (starting gold: 130 gp)
code: Start Cash [3d6+2] = 11+2 = 13
PP:
GP: 4
SP: 4
CP: 96
Gems:
Jewelry:
Magic Items
Total Encumbrance: 83
Equipment: (Item / Weight / Cost)
Splint Mail (40/80gp)
Longsword (17/15gp)
Dagger (1/2gp)
Arrows x12 (4/2gp)
Short Bow (8/15gp)
Backpack (10/2gp)
Rations, Standard x3 (3/6gp)
Waterskin (1/1gp)
Chalk (*/1cp)
Flint & Steel (*/1gp)
Lamp Oil x6 (6/6sp)
Torches x3 (3/3cp)
Background:
Varkos is from a small village on the very far fringes of the civilised world that rarely sees travellers or other human and demi-human races. Time has stood still in certain ways - including the archaic naming convention of inhabitants of his village - so Varkos has not seen all the developments in society and technology in the civilised lands. It has been the tradition to take the descriptive 'the Glorious' by the first-born male in his family since his ancestors many generations previously carved out the land on which his family lived. As the original explorers and settlers of the land his small village eventually grew on, it was Varkos' family's privilege to retain the title held by his ultimate ancestor Borkas the Glorious. Varkos has no siblings that survived into adulthood due to illness, disease and attacks from wild animals and humanoids. His parents ekked out a relatively meagre existence - along with their fellow villagers - as farmers and hunters. This constant battle for survival did mean the majority of people that lived to any age were bigger and stronger than average and well skilled in the less technical martial arts such as sword fighting and archery. Eventually however the real world intruded into Varkos' existence. Once his parents died within a few months of each other, a group of con-men arrived and swindled him out of his farm (his only inheritance). They convinced him to give up his farm and that his future lay in the more civilised world - perhaps as a sword for hire?
Description:
Varkos is a huge, bull of a man. He is like the proverbial brick outhouse and is 280 pounds of solid muscle. He has long shaggy blond hair and has numerous scars on his body from where he has fought off, pretty much barehanded, the various wild animals that used to raid his family's farm. He is shy and naive, preferring others to take the lead in social situations and making decisions for a group. He is slow to anger - it takes a lot to wind him up but once he goes into a rage very little can stop him either physically or by being reasoned with. Considering his great strength, it is not a wise individual who pushes Varkos into this scenario.
Race: Human
Class: Fighter
Level: 2
XP: 2,550
Target: 3,800
Alignment: Chaotic Good
Languages: Common
Age: 18 Height: 6' 5" Weight: 280lbs Hair: Blond Eyes: Blue
STR: 18 / 55 (TH: +2, DAM: +3, Enc: +125 lbs, Minor: 1-4 , Major: 25%)
DEX: 12 (+ 0 surprise adj, + 0 to missile attacks, - 0 to AC)
CON: 17 (HP: +3, sys shock: 98%, res/raise: 97%)
INT: 12 (Languages: 3)
WIS: 8 (Saving Throw Bonus: 0)
CHA: 12 (henchmen max.5)
HP: 16/22 (current total/max)
AC: 4 w/ armor (armor type splint mail ac4; - 0 ac Dex bonus)
Rear AC 4
THAC0: 19
Movement Rate: 12 (encumbered & wearing armor)
Saving Throws:
Aimed Magic (rod, staff, wand): 16
Breath Weapons: 17
Death/Paralyzation/Poison: 14
Petrification/Polymorph: 15
Spells (other): 17
Weapon Proficiencies: 4 (-2 penalty for use of non-proficient weapons), +1 every 2 levels
*Star the weapon you are Specialized in, if applicable
*Long Sword
Short Bow
Dagger
Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
Long Sword AT 3/2, +3 TH, +5 DAM, 1-8/1-12, THACO 17
Short Bow ROF 2/1, + 0 TH, + 0 DAM, 1-6/1-6, THACO 20, Range 50'
Dagger AT 1, +2 TH, +3 DAM, 1-4/1-3, THACO 18
Special Abilities: Both class and race (if applicable)
Specialised in Longsword
Level 7 - AT 3/2 rounds
Fighting creature less then 1HD, no AT = to Level eg AT 2 @ 2nd level
Coin/Treasure: (starting gold: 130 gp)
code: Start Cash [3d6+2] = 11+2 = 13
PP:
GP: 4
SP: 4
CP: 96
Gems:
Jewelry:
Magic Items
Total Encumbrance: 83
Equipment: (Item / Weight / Cost)
Splint Mail (40/80gp)
Longsword (17/15gp)
Dagger (1/2gp)
Arrows x12 (4/2gp)
Short Bow (8/15gp)
Backpack (10/2gp)
Rations, Standard x3 (3/6gp)
Waterskin (1/1gp)
Chalk (*/1cp)
Flint & Steel (*/1gp)
Lamp Oil x6 (6/6sp)
Torches x3 (3/3cp)
Background:
Varkos is from a small village on the very far fringes of the civilised world that rarely sees travellers or other human and demi-human races. Time has stood still in certain ways - including the archaic naming convention of inhabitants of his village - so Varkos has not seen all the developments in society and technology in the civilised lands. It has been the tradition to take the descriptive 'the Glorious' by the first-born male in his family since his ancestors many generations previously carved out the land on which his family lived. As the original explorers and settlers of the land his small village eventually grew on, it was Varkos' family's privilege to retain the title held by his ultimate ancestor Borkas the Glorious. Varkos has no siblings that survived into adulthood due to illness, disease and attacks from wild animals and humanoids. His parents ekked out a relatively meagre existence - along with their fellow villagers - as farmers and hunters. This constant battle for survival did mean the majority of people that lived to any age were bigger and stronger than average and well skilled in the less technical martial arts such as sword fighting and archery. Eventually however the real world intruded into Varkos' existence. Once his parents died within a few months of each other, a group of con-men arrived and swindled him out of his farm (his only inheritance). They convinced him to give up his farm and that his future lay in the more civilised world - perhaps as a sword for hire?
Description:
Varkos is a huge, bull of a man. He is like the proverbial brick outhouse and is 280 pounds of solid muscle. He has long shaggy blond hair and has numerous scars on his body from where he has fought off, pretty much barehanded, the various wild animals that used to raid his family's farm. He is shy and naive, preferring others to take the lead in social situations and making decisions for a group. He is slow to anger - it takes a lot to wind him up but once he goes into a rage very little can stop him either physically or by being reasoned with. Considering his great strength, it is not a wise individual who pushes Varkos into this scenario.
Last edited by saalaria on Thu Jan 16, 2014 7:21 am, edited 12 times in total.
- Distorted Humor
- Ranger Knight
- Posts: 1260
- Joined: Wed May 23, 2012 1:23 pm
Re: Player Characters
Last edited by Distorted Humor on Sun Jul 01, 2012 11:07 pm, edited 1 time in total.
Odo Quackenbush 3rd level Halfling Thief - Pod-Caverns Of The Sinister Shroom
Elwita - Slave Pits
GM - Rappan Athuck - Labyrinth Lord
Elwita - Slave Pits
GM - Rappan Athuck - Labyrinth Lord