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The Annals of Glen Forkovian

Jelb Garrick

- Posted in Scarlet-Horizons by - Comments

Rolled Ability Scores
Str  7
Dex 11
Con 10
Int  6
Wis 14
Cha 11

Class

Illusionist

Adjust Ability Scores

Swap Int and Wis
-2 Dex +1 Int
-2 Cha +1 Int

Ability Score Modifiers


Strength    7   Melee        : -1   Open Doors   : 1 in 6    
Dexterity   9   Armor Class  : --   Missile      : --   Initiative      : --
Constitution    10  Hit Points   : None      
Intelligence    16  Language     : Native+2 Literacy     : Literate XP Bonus: 10%
Wisdom  6   Magic Saves  : -1        
Charisma    9   NPC Reaction : --   Max Retainers: 4    Retainer Loyalty: 7

THACO: 19 [0]

Saves

Death/Poison    13
Wands   14
Paralysis/Petrify   13
Breath Attacks  16
Spells/Rods/Staves  15

Note on saves: -1 vs Magic

HP: 4

Alignment: Chaotic or Neutral

Languages:

-Common Tongue
-Chaotic or Neutral
-?

Equipment:

Starting Wealth: 15x10 = 150 gp
Give away: 54 gp remaining

- Dagger x2       ( 6gp) [weight =  20 coins] 1d4 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)

- Backpack        ( 5gp)
- Lantern         (10gp)
- Oil (5 flasks)  (10gp)
- Pole (10')      ( 1gp)
- Quartz Crystal  (10gp)
- Rations         ( 5gp) (standard, 7 days)
- Rope 50'        ( 1gp)
- Tinder box      ( 3gp)
- Torches x6      ( 1gp)
- Waterskin x2    ( 2gp)
- Spellbook       (----)
- GP in pocket:   (10gp)

Animals

Hunting Dog x2: Melbor and Kaybar      (34gp)
AC 7 [12], HD 1+2 (6hp), Att 1 × bite (1d6), THAC0 18 [+1],
MV 180’ (60’), SV D12 W13 P14 B15 S16 (1), ML 10, ALNeutral,
Tracking: By scent. Once started, very difficult to put off the trail.
Command: Trained to attack on owner’s command.

Spellbook:

Level 1 Spells: Auditory Illusion, Colour Spray, Phantasmal Force*, Read Magic

* = Prepared

AC:

Level: 1

XP: 0

Name: Jelb Garrick

Slip Harren

- Posted in Scarlet-Horizons by - Comments


1. STAT rolls Strength : 9 Dexterity : 17 Constitution : 13 Intelligence : 9 Wisdom : 13 Charisma : 6 9,17,13,9,13,6 2. Choose a Class. Thief 3. Adjust Ability Scores -2 Wis for +1 to Dexterity 4. Note Ability Score Modifiers Strength 9 Melee : +0 Open Doors : 2 in 6 Dexterity 18 Armor Class : +3 Missile : +3 Initiative : +2 XP Bonus: 10% Constitution 11 Hit Points : None Intelligence 9 Language : Native Literacy : Literate Wisdom 13 Magic Saves : +1 Charisma 6 NPC Reaction : -1 Max Retainers: 3 Retainer Loyalty: 6 5. Note Attack Values THAC0 = 19 [0] 6. Note Saving Throws and Class Abilities Death/Poison 13 Wands 14 Paralysis/Petrify 13 Breath Attacks 16 Spells/Rods/Staves 15 Climb Sheer Surfaces CS 87 Find and Remove Treasure Traps FT 10 Hear Noise HN 1-2 Hide in Shadows HS 10 Move Silently MS 20 Open Locks OL 15 Pick Pockets PP 20 7. Roll HP - 1 Any chance we're using this optional rule? quote: Re-Rolling 1s and 2s (Optional Rule) : If your roll for hit points comes up 1 or 2 (before applying any CON modifier), the referee may allow you to re-roll. This is in order to increase the survivability of 1st level PCs 8. Choose Alignment Neutral 9. Note Known Languages - Common Tongue - Neutral 10. Buy Equipment Starting Wealth: 70/120gp 12 - Leather Armor (20gp) [weight = 200 coins] AC: 7 (12) - Long Bow (40gp) [Weight = 30 coins] 1d6 Missile (5’–70’ / 71’–140’ / 141’–210’), Two-handed - Short Sword ( 7gp) [weight = 30 coins] 1d6 Melee - Dagger ( 3gp) [weight = 10 coins] 1d4 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’) - Backpack ( 5gp) - Iron spikes x12 ( 1gp) - Rations ( 5gp) (standard, 7 days) - Rope 50' ( 1gp) - Thieves’ tools (25gp) - Tinder box ( 3gp) - Torches x6 ( 1gp) - Waterskin ( 1gp) - GP in pocket: 8gp 11. Note Armor Class - AC: 7 (12) 12. Note Level and Experience - Level 1 - 0 XP 13. Name Character “Slip” Harren

Kelpie Lawfuller

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Name & Title Kelpie Lawfuller, Veteran Class & Level Fighter/1 Alignment Lawful XP (+10%) 0 Languages Common ============================================================================ Ability Score Bonus Affects... Strength 16 +2 THAC0 (Melee), damage (melee), Open Doors Intelligence 9 +0 Starting languages Wisdom 9 +0 Saving throws vs. spells Dexterity 11 +0 AC, THAC0 (Missile/thrown) Constitution 9 +0 Hit Points Charisma 11 +0 NPC reactions, hiring retainers ============================================================================ COMBAT Armor Class 2 Hit Points 7/7 Movement Rate 60' (20’) THAC0 19 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SAVING THROWS Death Ray or Poison 12 Magic Wands 13 Paralysis or Turn to Stone 14 Dragon Breath 15 Rods, Staves, or Spells * 16 * Include Wis bonus vs. Spells - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ATTACKS Weapon/Attack #AT THAC0 Damage Special Sword 1 19 1d8+2 Melee Spear 1 19 1d6+2 Brace, Melee, Missile (5-20/21-41/41-60) Sling 1 19 1d4 Blunt, Missile (5-40/41-80/81-160) ============================================================================ SPECIAL ABILITIES Vision: Normal Weapon Use: Any Armor Use: Any ============================================================================ EQUIPMENT Item Wt Notes Backpack Sack, small Oil Tinderbox Waterskin Torches (6) Rope, 50’ 80 Valuables 1 Sword 60 Sling 20 Plate 500 Shield 100 Spear 30 TOTAL ENCUMBRANCE 791 cn - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - VALUABLES Platinum Pieces (PP): 0 Gold Pieces (GP): 1 Electrum Pieces (EP): 0 Silver Pieces (SP): 0 Copper Pieces (CP): 0

Player Character Snapshots

- Posted in The Shadowdim by - Comments

  • Dorn Stelgaard, aka Thrangir of Belaphas
  • Exodore Swift, aka Surret of Arcturus
  • Aele Truemas, aka Zorael of Archontos
PC Level Gestalt Hp Ac Surges Primary
Dorn 3 Fgt-Thf 34 20[21] 0 Longsword +8 hit (1d8+7)
Dorn Saves Poi 12(10) Bre 15(14) Poly 11 Spe 12 MagIt 13
Dorn Equip Chainmail Shortbow Longsword +1 knife lantern
Dorn Knacks Fleet Great Strike Defensive (none) (none)
Dorn Skills Stealth x 2 Intimidate x 2 Fence x 2 (none) (none)
Dorn Init 3(4 via Fleet) - - - - -
Aele 3 Wiz-Prst 27 17 3 Mace +1 hit/dmg
Aele Saves Poi 14(12) Bre 15 Poly 13(11) Spe 12 MagIt 11(9)
Aele Equip Chainmail mace torches flasks of oil buckler
Aele Knacks Tough Adept Savant (none) (none)
Aele Skills Cooking Forgotten Lore Social (none) (none)
Aele Init 1 - - - - -
Aele Known Rituals: 1 Thoth's Comfort - - - -

PC Level Gestalt Hp Ac Surges Primary
Dorn 2 Fgt-Thf 22 16 (17 wielding) 0 Longsword +5 hit (1d8+5)
Dorn Saves Poi 13(11) Bre 16(15) Poly 12 Spe 15 MagIt 14
Dorn Equip Le haub Shortbow Longsword knife lantern
Dorn Knacks Fleet Great Strike (none) (none) (none)
Dorn Skills Stealth x 2 Intimidate x 2 Fence x 2 (none) (none)
Dorn Init 3(4 via Fleet) - - - - -
Exie 2 Fgt-Thf 20 15 0 Shortsword +4 hit (1d6+5)
Exie Saves Poi 12 Bre 15(13) Poly 11 Spe 14 MagIt 13
Exie Equip Le Haub Shortbow Shortsword knife buckler
Exie Knacks Tough Resilience (none) (none) (none)
Exie Skills Stealth x 2 Pickpocket x 2 Pick-lock x2 (none) (none)
Exie Init 5 - - - - -
Aele 2 Wiz-Prst 17 14 3 Mace +1 hit/dmg
Aele Saves Poi 14(12) Bre 15 Poly 13(11) Spe 12 MagIt 11(9)
Aele Equip Le Haub mace torches flasks of oil buckler
Aele Knacks Tough Adept (none) (none) (none)
Aele Skills Cooking Forgotten Lore Social (none) (none)
Aele Init 1 - - - - -
Aele Known Rituals: 1 Thoth's Comfort - - - -

Party Stats At Levels 3

PC Str Dex Con Int Wis Cha Total
Dorn 18 (+3) 14 (+1) 16 (+2) 10 09 12 79
Aele 09 12 17 (+2) 10 16 (+2) 14 (+1) 78

Party Stats At Levels 1 & 2

PC Str Dex Con Int Wis Cha Total
Dorn 17 (+2) 14 (+1) 16 (+2) 10 09 12 78
Exie 16 (+2) 17 (+2) 12 14 (+1) 09 10 78
Aele 09 12 17 (+2) 10 16 (+2) 14 (+1) 78

Dorn rolled 7 and 10 for level-up hit points for rising from 2nd to 3rd level. His Constitution bonus is +2, so +12 hp added onto his level 2 max of 22 comes to 34. Nice! He gains another +1 to base-attack bonus, raises his Strength to 18, which'll give another +1 to-hit (and damage), and his sword becomes Swift, the Soul-Bound Relic, as Exie's spirit infuses it. So that's another +1 to-hit (and damage). That raises his overall to-hit bonus with Swift to +8. His new STR 18 gives an additional point of damage too, as does the weapon's +1 bonus, so damage with Swift becomes 1d8+7. For his level 3 Knack, he takes Defensive for another point to AC.

Aele in advancing from level 02 to 03 raises Con to 18, immediately granting 2 more hp (17 -> 19). Rolled additional hit points with Advantage, getting 3 & 5 (takes the 5 and adds 3 for 8 (19 -> 27). No changes in BAB or Saving Throws. Aele takes Defensive as 3rd level Knack. Aele doesn't have as much of an upgrade, though the additional hitpoints help.

Stenn Bearclaws, the primary protagonist in the Endless Rime campaign. Here is a 12.26.25 character sheet snapshot.

Stenn is Drogan Elkfist's closest friend, and is life mate of Jenkla.

Traits:

  • Affable: add +2 when participating in social activities, to reflect poise/bearing/looks
  • Thuggishly strong: +1 to break, bend, lift, and in melee combat
  • Star Spirit: a powerful cipher for which Stenn is the key; can add +1 to dice pool occasionally