ThunderingDawn's page

Organized Play Member. 6 posts (305 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 5 aliases.


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I'll change up my posted character for level 6, and I'll be more than willing to change up and fit whatever role is nessacery if it comes to that.


I'm new to the boards, but after reasearching this, it looks like it could be a really good learning experience. So, I'm tossing concept into the hat.

Spoiler:

Sharadon Vos, The Lightning Sage
Male Human Fighter 1/ Wizard (Evocation Admixturist) 5/ /Eldritch Knight 1
CG Medium human
Init +2; Senses Perception +5
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp - (1d10+5d6+1d10+5)
Fort +4, Ref +1, Will +4
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OFFENSE
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Speed 30ft
Melee bonded greatsword +8 (2d6+4, 19-20 x2)
Ranged light crossbow +6
Special Attacks arcane strike, power attack
Wizard Spells Prepared (CL 7th)
3rd- Fireball x2, Resinous Skin
2nd- Levitate, Scorching Ray x2, Bull's Strength
1st- Shield, Protection from Evil, Magic Missle, True Strike,
Vanish
0th- Resistance, Acid Splash, Detect Magic
Spellbook
3rd- Fireball, Resinous Skin
2nd- Protection from arrows, Levitate, Scorching Ray, Bull's
Strength
1st- Shield, Protection from evil, Shocking Grasp, Magic Missle,
Enlarge Person, True Strike, Mirror Strikes, Vanish
0th- all
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STATISTICS
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Str 14, Dex 14, Con 10, Int 16, Wis 10, Cha 10
Base Atk +4; CMB +6; CMD 18
Feats Armor Proficiency (light, medium, heavy, shields), Weapon Proficiency (simple, martial), Spell Focus (evocation), Power Attack, Spell Specialization (Fireball), Furious Focus, Arcane Strike, Weapon Focus (greatsword), Arcane Armor Training
Trait Magical Knack
Skills Craft 6 rank, Fly 5 ranks, Knowledge (arcana) 6 rank, Knowledge (dungeoneering) 1 rank, Knowledge (engineering) 1 rank, Knowledge (planes) 5 ranks, Knowledge (religion) 1 rank, Ride 2 rank, Sense Motive 1 rank, Spellcraft 6 rank, Survival 1 rank
Languages common, elven, draconic, dwarven
SQ intense spells (+2), versatile evocation 6/day, diverse training
Combat Gear
Other Gear Arcane bonded item (+1 thundering greatsword), chain shirt, light crossbow with 20 bolts
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APPEARENCE
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Sharadon appears to be a frail, yet tall individual. Draped heavily in blue iradescent robes, he makes all attempts to hide his physical features from others. However, for those that have seem his face, his unique condition is unmistakeable. Skin and hair like white bone, eyes a strange and unnatural hue of blue, Sharadon was born an albino. To make his odd appearence even worse, his six foot two height is capped by his boney 140 pound frame. If the magical inclined were to inspect Sharadon thoroughly, they might even conclude the poor fellow may very well have been cursed from the womb.


And here is the completed version of the ranger I proposed, Auric Connacht.

Spoiler:
Auric could only gaze on with a bit of unease at the Velvet Rose. The ship held everything for him, and yet nothing. Vested in her hull were his hopes and dreams, a chance at a fresh start. But laden in her sails were the means by which he would be leaving his entire life behind. His uneasy gaze quickly turned into a bitter grimace.

Auric Connacht was born to a seafaring Varisian captain and an herbalist's daughter in the port city of Magnimar. From an early age, Auric would learn his father's trade from the very helm of his fishing vessel, the Oaken Spear. When he wasn't spending months on the sea, Auric learned all he could from his grandfather, one of the richer herbalist's of Magnimar. This gave the young boy a healthy love of nature.

His passion for fishing quickly became a passion for hunting in general, and by the time he was ten he had already begun to train hunting dogs for that very purpose. This would be the happier times of Auric's young life.

At the age of fifthteen, he and his father had been fishing in a Varisian Gulf when pirate slavers from Riddleport attacked their vessel. Every man that resisted were gutted and cast into the sea. Auric, only being a young lad, paniced and surrendered almost immediately. His father, however, fought to the bitter end. The last glimpse of him Auric can still remember, his of his lifeless form sinking beneath the waves of the gulf.

Taken by the slavers, Auric spent the next three years of his life forced into servitude aboard various pirate vessels. He tried his best to keep his hands clean, only acting as a deckhand or harpooner. But even with the best of intentions, Auric learned the lessons of a hard embattered life.

Nearing his eighteenth year, Auric finally found himself back in Magnimar under the pretenses of business for his current 'captain'. Sneaking away under cover of darkness, Auric quickly returned home only to find it deserted. Learning from passerby's and neighbours, Auric came to the grim realization that he had no family left. Shortly after their disappearence, his mother had commited suicide out of grief. Distraught over loosing his family, the old herbalist sold his worldly possessions and left Magnimar for places unknown. WIthout a clear trail to follow, or anywhere left to call home, Auric simply returned to the pirate vessel.

Two more years would pass him by before he found himself in another part of the world, at a very fateful port. There, he had finally earned enough wages to buy his freedom from indentured service, and passage away from the pirates that had taken him so many years ago. His destination finally his own, Auric concluded that he would leave his fate up to chance. Never had any of his plans worked in the past, only random choices made by others had delievered his life into the hands of this moment. He figured, why mess with what worked.

And so, with only a few meager possessions, his grandfather's chain haubrek and his old fishing harpoon, Auric walked down along the port until he came to the very first vessel accepting passengers. The Velvet Rose...

Spoiler:

Auric Connacht
Male Human Ranger (skirmisher) 1
CG Medium human
Init +2; Senses Perception +5
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +1
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OFFENSE
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Speed 30ft
Melee glaive +4 (1d10+4/x3)
Melee dagger +4 (1d4+3/19-20 x2)
Ranged javelin +3 (1d8+3/x2)
Special Attacks Favored Enemy (animals)
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STATISTICS
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Str 16, Dex 14, Con 13, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 12
Feats Power Attack, Furious Focus
Trait World Traveler
Skills Climb +2*, Handle Animal +4, Knowledge (geography) +4, Knowledge (nature) +4, Perception +5, Profession (sailing) +5, Sense Motive +2**, Survival +5, Swim +2*
Languages common
SQ track, animal empathy
Combat Gear
Other Gear "harpoon" glaive, dagger, 3 javelins, chainmail, backpack (contains 50ft hemp rope, common lantern, winter blanket, and 2 sunrods), traveler's cloths, waterskin, 2 days worth of trail rations, 6 gp and 2 sp
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APPEARENCE
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Auric is a young dark haired man with suntanned skin. His features, while youthful in appearance, appear cracked and weathered from years of sea life. His two dark brown eyes hold a depth of knowledge and sorrow. His physical features are well defined, a testament of a life spent on the ocean. He keeps his face shaven, and his hair kept short.
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PERSONALITY
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Auric always comes off as a bit aloof. Always a stranger amongst the pirates, he has become somewhat of a loner. He can always be found off in a corner to himself. While he tries his best to be friendly to those that approach him, and he does possess a kind heart, his trust in society and their laws has been somewhat splintered. Cautious to a fault, Auric takes everything with a grain of salt. The experiences of a life at sea, always searching their depths for danger, has peppered his personality with a twinge of paranoia.

*Skills affected by armor check penalities.
** Skills untrained


I've got an interesting idea for a seafaring ranger using a harpoon (spear/glaive) that I'm working out for this. Should be interesting!


Presenting... Nergul Thumbsplitter! Clan guide and all around wilderness affectionato.

Spoiler:
Nergul Thumbsplitter
Male goblin Ranger (guide) 1
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60ft; Percep +5

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DEFENSE
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AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 12 (1d10+2)
Fort +3, Ref +6, Will +1

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OFFENSE
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Speed 30ft
Melee: dogslicer +6 (1d4+1/19-20)
Ranged: sling +6 (1d4+1/ 20)
Special Attacks: Rangers Favor

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STATISTICS
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Str 12, Dex 18, Con 12, Int 10, Wis 12, Cha 9
Base Atk +1; CMB +0; CMD 14
Feats: Weapon Finesse
Trait: Color Thief
Skills: Climb -1, Handle Animal +3, Knowledge (geography) +4, Knowledge (nature) +4, Perception +5, Ride +6, Stealth +16, Survival +5, Swim -1
Languages: goblin
SQ: track, animal empathy
Combat Gear: potion of cure light wounds, potion of jump
Other Gear: dogslicer, chain shirt, sling with 20 marbles in a pocket, wolf bladder waterskin, dogskin cloak, pouch full of grub worms

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WAR CHANT
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Nergul make you split and spill,
All your guts and bloody swill,
Nergul make you blind and dumb,
Eat your fingers and wear your thumbs!

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APPEARENCE
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Nergul is a rather imposing goblin... for a goblin. Standing a head taller than most other goblins, Nergul takes pride in his height disposition. Covered in shaggy and rotting animal furs, his penchance for the wilderness is displayed clearly by the dirt he wears. Covered in dried muck and prickly burs, Nergul always seems to be fresh out of the woods. Missing a chuck of his left ear, he can always be found off by himself pawing at flees. His oddest feature however, is his skin's strange pigment. Whatever he happens to be standing by, his skin seems to pick up the object's hues. Browns, greys, or greens, Nergul always seems to be slightly changing colors, just like a chameleon.


New to the boards, not so new to the PbP setup. But I'd love to throw down goblin style. Color me interested.