DM themed play-by-post D&D game: Characters

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oh_brother
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DM themed play-by-post D&D game: Characters

Post by oh_brother »

Name: Westian Dallomain.
Class: Cleric (5th)
Race: Half-elf.
Age: 26
Alignment: Neutral good.
Stats:
Str. 14 (+2)
Con. 12 (+1)
Dex. 10 (0)
Int .12 (+1)
Wis. 16 (+3)
Cha. 14 (+2)

Hit point = 31
Armour Class = 20 (8 armour, 2 shield)
Speed = 30 feet

Melee bonus: +5
Range bonus: +3

Fortitude: +5
Reflexes: +1
Will: +6, +8 against enchantments

Skills:
Bluff (CC): +5 (3)
Diplomacy: +13 (5)
Concentration: +2 (2)
Heal: +5 (1)
Intimidate (CC) : +4 (0)
Knowledge (religion): +6 (4)
Knowledge (the planes): +2 (1)
Knowledge (arcana): +2 (1)
Knowledge (history): +2 (1)
Sense Motive (CC): +5 (0)
Perception (CC): +4 (0)
Speak language (common): (4)
Speak language (elven): (4)
Speak language (Celestial): (1)

Feats:
Negotiator: +2 to Sense Motive and Diplomacy checks.
Magical Aptitude: +2 bonus on Appraise Magic Item checks and Use Magic Device checks.
Proficiency in simple weapons
Proficiency in all armour and shields (except tower)

Racial bonus:
Immune to sleep spells
+2 to saves against enchantment effects/spells
Low light vision: See twice as far as human, retain colour perception
+1 to Perception checks, +2 to Diplomacy checks

Abilities
Domain: Healing (Neta). Healing spells restore an additional spell level of hit points.
Turn undead: +6 bonus to fear effects versus undead.
Priest spells: Use 4 effects/encounter, cast 3 LO, 2 UM and 1 ON per encounter.
Runes/spells known: Power runes LO, UM, ON, PAL, YA, VI, FUL, EW, IR, KU, DAIN, NETA, RA, SAR.

Bio and description: Typical of half-elves Westian is good-looking, and he knows it. He has a long mane of auburn hair – perfectly groomed – and fine delicate facial features. With a constant hint of a smile on the edges of his lips, his sarcastic sense of humour is sometimes mistaken for a sense of superiority. In spite of this he normally manages to ingratiate himself with others, using constant low-level flattery if necessary (something that works well when dealing with people with low self-esteem). He grew up in a human village, child of a male human adventurer who romanced and settled into married life with an elf. With his father now dead he has been travelling, perhaps semi-consciously trying to live up to his memory.
He follows the deity of his mother, the High Lord Corellon Larethian. Like all High Lord's there are many different orders devoted to Larethian - some devoted to helping the poor, some devoted to healing the sick. Westian’s order is the diplomatic and propaganda arm of the church of Larethian, devoted to education, diplomacy and politics.

Weapons:
Breastplate and backplate (equipped), sword (equipped), club , large shield (equipped), small knife.

Backpack:
Sack, pouch, rope (50ft), hammer, mirror, water flask, some rations, signet ring, glass flask (UM VI).

Status: Hit points 25/38
Last edited by oh_brother on Mon Mar 29, 2010 2:50 pm, edited 33 times in total.
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ian_scho
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Re: DM themed play-by-post D&D game: Characters

Post by ian_scho »

Name: Haynuus from the Bhut-Ock clan
Class: Fighter (5th)
Race: Half-orc
Alignment: Chaotic Good
Age: 15 years

Stats:
Strength:18 +4
Dexterity: 10
Intelligence: 5 -3
Wisdom: 14 +2
Constitution: 12 +1, +5 to continue on 'endurance' checks, resist nonlethal damage
Charisma: 7 -2

Hit points = 52
Speed = 30 feet
Armour class = 1, -6ACP, +2dex max bonus
Rusty Breastplate: +3AC, -4ACP, +3dex max bonus
Poleyn, etc: +2AC, -2ACP, max +4dex max bonus
Greaves+poleyn: +4AC, -3ACP, max +2dex max bonus

Greaves: +2AC, -2ACP, max +4dex max bonus

Melee bonus: +9, can draw a weapon as part of another move action
Range bonus: +5

Fortitude: +5, +9 for hot/cold environmental damage and suffocation
Reflexes: +1
Will: +2

Skills:
Speak language (Orc): (1)
Speak language (Common): (1)
Intimidate: +3 (5)
Athletics: +3 (0), +7 to avoid nonlethal swimming damage (0)
Survival: +3

Feats:
Endurance: +4 to 'endurance' constitution and fortitude checks (continuing longer, avoiding nonlethal damage, resisting hot, cold and suffocation damage). May sleep in light or medium armor without becoming fatigued.
Diehard: Stable at -1 to -9 hit points. May choose to act as if disabled, losing 1 hit point for standard actions.
Self Sufficient: A +2 bonus on all Heal checks and Survival checks.
Power Attack: May take penalty to attack (up to base attack bonus in value) and gain that amount in damage bonus. Double strength bonus to damage for two handed wielding.
Cleave: If you deal a creature enough damage to make a monster drop, you get an immediate, extra melee attack against another creature within reach.
GreatCleave: Like Cleave, except that there is no limit to the number of times you can use it per round.
Proficiency in all armour and shields (including tower)
Proficiency in all martial weapons


Racial traits:
Darkvision: See in the dark up to 60 feet, black and white only.

Bio:
They say that you have to be suicidal or just plain stupid to become an adventurer. Haynuus fills those two categories with abundance. Anyone with a motto 'Born to Die', and a tattoo of a red, white and blue target symbol on the back of his head is doomed to a brief existence. The tough upbringing of one being brought up between two societies, accepted by neither the humans nor the orcs brought our champion to the region controlled by the Bhut-Ock's who will take anybody in assuming that they survive an initation ritual which includes repeatedly slamming themselves against a wall, drinking from the udder of a poisonous cave snake (seeing is believing), and insulting the neighbouring tribe of Ogres. Weathering these ordeals marks Haynuus as a survivor, but with limited chances of entering the guild of wizards. Only time will tell as to whether our champion can survive the depths of a true test of heroes.

Current
---------
Wearing:
Metal breastplate, Greaves, Poleyn, Leather trousers, Sandals, Circlet (magic?),

Wielding:
Right: Falchion 2d4 (+2 if using two hands, +4 Haynuus'strength bonus) dmg
Left:

Rune knowledge:
SAR Image

Rolls:
http://invisiblecastle.com/roller/search/515303/

Backpack:
Sack, pouch, 2 X 50 ft rope sans soap, mirror, a plot, canvas sheets (around five 1ft squares, three 10 ft squares), 5 stakes, hammer, 3 partially used torches, bota - filled with water, iron ration (not quite a full meal), club!

Hitpoints:
21 (52) +8 non-leathal

Effects:
LO Poisoned. Today Haynuus is a bit green.
Constitution is temporarily down to 11, +0 with +4 for resistance checks
Last edited by ian_scho on Thu Apr 01, 2010 4:16 pm, edited 39 times in total.
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Ameena
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Re: DM themed play-by-post D&D game: Characters

Post by Ameena »

Name: Ameena
Class: Rogue (Level 5)
Race: Murafu
Alignment: Chaotic Good
Age: 12

Stats:
Strength: 10 (+0)
Dexterity: 17 (+3)
Intelligence: 12 (+1)
Wisdom: 13 (+1)
Constitution: 8 (-1)
Charisma: 9 (-1)

Hit points = 8/20
Armour class = 15 (11), +1AC against sprung traps
Speed = 20 feet (4 squares), 40 feet (8 squares) if prone and unarmed

Melee bonus: +4
Range/finesse bonus: +7

Fortitude: +0, +2 against disease
Reflexes: +7, +8 versus sprung traps
Will: +2

Skills:
Appraise (Int): (3+1), 4
Acrobatics (Dex): (8+5), 13, 17 to balance, +3AC fighting defensively, +6AC total defence
Athletics (Str): (5+2), 7, 14 to climb and swim, 18 to avoid swim hazard. Take 10 on climb and swim anytime.
Bluff (Cha): (2-1), 1
Diplomacy (Cha): (8-1), 7
Thievery (Dex): (8+3), 11, 9 only for assessing traps
Escape Artist (Dex): (5+3), 8
Stealth (Dex): (8+5), 13, 17 when hiding
Intimidate (Cha): (1-1), 0
Knowledge (local) (Int): (3+1), 4
Perception (Wis): (8+1), 9
Sense Motive (Wis): (8+1), 9, 13 against small, non-humanoid mammals
Sleight of Hand (Dex): (5+3), 8, +10 for concealing daggers
Speak Language (Murafu): (4)
Speak language (Common): (4)
Speak language (Halfling): (1)

Feats:
Proficient with all simple weapons - hand crossbow, rapier, sap, short bow, and short sword.
Proficient with light armour (cannot wear gauntlets, normal small armour has -1AC (except breastplate) and +1 ACP).
Stealthy: +2 to Stealth skill
Finesse – Melée attacks with light /natural weapons use Dexterity bonus instead of Strength.

Racial traits
Small: gains a +1 size bonus to Armour Class and attack roll. +4 size bonus on Hide checks. Uses smaller weapons than humans. Carrying limit 3/4.
Murafu require clothing specific made for them. They take a -1 penalty to all AC bonuses of small armour unless it is designed for them, due to items they cannot wear (except breastplates). Gain a +1 armour check penalty as well. They cannot wear gauntlets.
Can move 40 feet if lying prone as long as hands free.
Scent: Detect creatures within 30 foot (15 downwind, 60 upwind). Use move action to tell direction.
Use bite as an unarmed strike to inflict lethal damage. Cannot be used with items in the hand. 1d2 damage as per normal small unarmed strike.
+2 racial bonus on fortitude saves against disease.
+4 racial bonus on Balance, Climb, and Swim checks. Uses dexterity modifier for swim and climb checks. +4 racial bonus to swim checks to perform special action or avoid hazard. Always take 10 on Climb and Swim checks. Can use the run action while swimming in straight line
+4 racial bonus to sense motive checks against small mammals.

Abilities
Trapfinding - find traps with DC20 or above, and use thievery to disable them.
Sneak attack - for successful strike on opponent denied dex bonus to AC, extra 3d6 damage is done.
Evasion – on a successful Reflex save, if you would still take half damage, instead take no damage.
Trap Sense - +1 to Reflex saves and +1AC against traps that you spring.
Uncanny Dodge – Don’t lose Dex bonus on AC when caught flat-footed or attacked by invisible attacker.

Inventory
Knife
Belt with pouches
Water-flask
Iron rations
Bent metal button
______________________________________________
Ameena, self-declared Wordweaver, Beastmaker, Thoughtbringer, and great smegger of dungeon editing!
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money
On Master
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Location: Newcastle

Re: DM themed play-by-post D&D game: Characters

Post by money »

Class: Wizard (5th)
Race: Halfling
Alignment: Neutral Good
Age: 45 1/3

Stats:
Strength:6 (-2)
Dexterity: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 11 (+0)
Constitution: 8 (-1)
Charisma: 10 (+0)

Hit points = 12
Armour class = 12 (11)
Speed = 20 feet

Melee bonus: +1
Range bonus: +3, +4 when throwing items or using slings

Fortitude: +0
Reflexes: +3
Will: +6, +8 against fear effects

Skills:
Knowledge (dungeoneering): +7 (4)
Knowledge (arcana): +7 (4)
Concentration: +3 (4)
Acrobatics +4 (3)
Heal: +3 (3)
Sense Motive +4 (1)
Speak language (common): (4)
Speak language (halfling): (4)
Speak language (orc): (2)
Speak language (elf): (1)
Stealth(CC): +4 (0), +6 when hiding
Perception (CC): +1 (1), +3 for listening
Athletics (CC): +0 (0), -2 when swimming

Feats:
Spell Penetration: +2 on caster level checks
Enlarge spell (Fireball)
Spell Focus: (?)

Racial traits
Small: +1 attack and AC bonus. +4 dodge bonus to AC against giants. +4 bonus to hide checks. Uses smaller weapons. 3/4 carrying capacity.
+2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear
+1 racial bonus on attack rolls with thrown weapons and slings

Abilities
Scribing scrolls: +2 to appraise checks on scrolls, counts as trained.
Familar: Speak to animals ability, 1/day.
Wizard spells: 4 spell-like/encounter, 3 LO/encounter, 2 UM/encounter, 1 On/encounter
Runes/combinations known: LO UM ON (EE) (PAL) (YA) (FUL) (EW) KU DAIN NETA SAR
Bio:
TBR
Last edited by money on Mon Mar 22, 2010 9:01 am, edited 3 times in total.
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Lord_BoNes
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Character Sheet - Aurek (Lord BoNes)

Post by Lord_BoNes »

Aurek Sandheim
5th Level, Human Paladin, Lawful Good


Stats:
Strength: 12 (+1)
Dexterity: 15 (+2)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Constitution: 14 (+2)
Charisma: 14 (+2)

HP (Max): 52 (44 + (+2 con x 4))
HP (Current): 52
Lay on Hands: 10 hp worth of healing left

AC: 19 (+1(+2) dex, +8 armour)
Bonus to-hit: 6 (+5 class, +1 str)
Bonus to-hit (Finesse): 7 (+5 class, +2 dex)

Age: 20 years
Height: 6' 2"
Weight: 240 lbs

Run Speed: 30ft (x5 when running in light/medium armor, x4 when running in heavy armor)

Saves:
Reflex: 7 (+1 class, +2 dex, +2 "Divine Grace", +2 "Lightning Reflexes")
Fortitude: 8 (+4 class, +2 con, +2 "Divine Grace")
Will: 4 (+1 class, +1 wis, +2 "Divine Grace")

Abilities:
Immunities: Fear, All diseases
Smite Evil: 2 per day / 3 per encounter (global), +2 to hit, +5 damage
Turn Undead: 5 per day / 3 per encounter (global), +5 intimidate undead (+1 class, +2 cha, +2 "Knowledge (Religion)")
Lay on Hands: 10 hp per encounter

Extaordinary - Aura of Good, can be sensed by using, the evil spell, "Detect Good".
Extaordinary - Divine Health, immune to all diseases.
Spell-like - Detect Evil, senses evil auras given off by any items, characters or monsters.
Supernatural - Aura of Courage, immune to fear, allies within 10 feet gain +4 save verses fear.
Supernatural - Divine Grace, add charisma bonus to all saving throws.
Supernatural - Lay on Hands, can heal paladin level x charisma bonus or damage undead the same amount.
Supernatural - Smite Evil, 1 + (paladin level * 0.2, rounded down) times per day, add charisma bonus to attack roll & paladin level to damage.
Supernatural - Turn Undead, (3 + charisma bonus) times per day, intimidation check, ((-3 paladin level) * 0.5) + 2 (if "knowledge (religion)" >= 5) + charisma bonus

Proficiencies:
Armor:
All except tower shields

Weapons:
Simple Weapons
Martial Weapons

Skills:
Languages: Common (4)
Elemental: Aquan - water creatures (1), Auran - air creatures (1), Ignan - fire creatures (1), Terran - earth creatures (1)
Alignment: Abyssal - evil creatures (1), Celestial - good creatures (1)

Class:
Concentration: 10 (8 ranks, +2 con)
Diplomacy: 4 (0 ranks, +2 cha, +2 "Sense Motive")
Handle Animal: 9 (7 ranks, +2 cha)
Heal: 9 (8 ranks, +1 wis)
Knowledge (religion): 10 (7 ranks, +3 int)
Sense Motive: 8 (7 ranks, +1 wis)

Non-Class (ranks count as half):
Knowledge (dungeoneering): 6.5 (7 ranks * 0.5, +3 int)

Runes (known):
LO(1), PAL(5)
YA, VI
EW
KU, SAR

Runes (unknown):
UM(2), ON(3), EE(4), MON(6)
OH, FUL, DES, ZO
VEN, KATH, IR, BRO, GOR
ROS, DAIN, NETA, RA

Feats:
General:
Lightning Reflexes, +2 to Reflex saves
Run, when active, x5 normal speed (medium), x4 normal speed (heavy), +4 jump, retain dex bonus to AC.
Weapon Finesse, +1 to Base attack, with light weapon, use dex bonus instead of str bonus for attacking.

Combat:
N/A

Back-story:
Aurek is a human male that stands six foot, 2 inches tall, with brown hair and brown eyes that seem to pierce the souls of those that commit acts of evil. He is a righteous paladin, which means that he only follows the path of good, smiting any evil that he comes across. If he were to ever commit any true evil, he wouldn't be able to bear the resulting guilt.

While growing up on the plains, just a few leagues from Mount Anaias, Aurek had heard many recountings of the happenings inside those daunting caverns... he also heard of the many disappearances from the surrounding countryside. He'd heard the tales of undead, and, all that his training had taught him, was sickened by the thought of walking corpses, animated by some darkly evil magic. Then there were always the stories of people trapped inside shallow glass cages... and that made his blood run cold in his veins.

Then the shadow came. A deep sorrow swept across the land, either subduing those in its path, or destroying them outright.

Many people from his township had ventured forth, into the mountain, to find the treasure that so many stories spoke of... never to be heard or seen again. One day, Aurek's brother, Morly, vanished in search of the infamous dungeon... a few months later, Aurek sensed his brother's demise, a deep evil greater than anything he'd ever known, let alone felt, swept over him. He knew what needed doing. He departed for Mount Anaias that very day, to avenge his brother's death, and to smite down anything evil between him and the monster that he searched for...

Upon reaching the grizzly caverns, Aurek immediately noticed the absense of any animals, or people for that matter... there wasn't even a decent monster to be smited down. Feeling defeated, he turned to the order of Lothian, whom he'd heard were the guardians of an extremely vast amount of knowledge. Once he reached the order, time flew passed quickly, but the empty feeling would not settle. What had happened to Morly? Had he been turned undead? Were the worse fates than that? Was there hope to put his soul to eternal rest?

Then, one day, the order called upon him to guard a cleric of theirs, who happened to be venturing to Mount Anaias himself... the only major problem being that he'd already left. He wasn't told this cleric's name, not even his mission. The only information he could piece together from the order was that the mission was "very important", and the names Librasulus and Chaos.

Now Aurek finds himself bound back to that evil mountain... what awaits him?

Inventory:
Maximum dexterity bonus to AC: +1

Equipped:
Unidentified - Sword (1d8, 19-20 / x2)
Unidentified - Dark Plate armor (full set - helm, torso plate, gauntlets, greaves, foot plate) - +8 AC, +1 dex bonus

Carried:
1 x UM VI Flask
1 x ?? YA Flask
2 x Flask containing elemental (1 x Air, 1 x Water)
Last edited by Lord_BoNes on Thu Nov 26, 2009 4:49 pm, edited 11 times in total.
 
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