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#1 User is offline   Benevolance

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Posted 08 November 2005 - 12:08 PM

Post your characters here.

This post has been edited by Benevolance: 09 December 2005 - 03:22 PM

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#2 User is offline   Nyoibo

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Posted 08 November 2005 - 08:53 PM

Talon


It's all good.

This post has been edited by Nyoibo: 28 November 2007 - 10:41 PM

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#3 User is offline   OverdrivePrime

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Posted 09 November 2005 - 10:26 AM

Updated to level 7:

Behror's Online PDF Character Sheet

Behror Brassweaver
Ranger 1 / Fighter 4/ Occult Slayer 2
Dwarf Male, Lawful neutral
Level 7, Size M, Age 62, Gender Male, Height 4'-3", Weight 184lbs
Eyes Dark Red-Brown, Hair Brown with red-orange tones

Str: 19
Dex: 17
Con: 15
Int: 14
Wis: 16
Cha: 10

Base Hit Points: 66
AC 21 (Armor +5, Shield +2, Dex +3, deflection +1), Flat footed: 16, Touch: 14

Fort Save +8 (+3 vs spells or spell-like abilities)
Ref Save +6 (+3 vs spells or spell-like abilities)
Will +8  (+3 vs spells or spell-like abilities)

BAB +7/+2
Melee Attack +11/+6
	+1 Dwarven Waraxe: +13/+8 melee, 1d10+7 (1d10+9 w/o shield) crit x3
	Masterwork Cold Iron Dwarven Waraxe: +13/+8 melee, 1d10+6 (1d10+8 w/o shield) crit x 3
	Masterwork Light Hammer: +12/7 melee / +11 ranged, 1d4+4
Ranged Attack +10/+5
	+1 Light Crossbow +11 ranged, 1d8+1  crit 19-20

Armor: Masterwork Breastplate

Skills
Climb					 4+4-3 = +5
Craft (metalsmith)		2+2+2 = +6
Handle Animal			   0+1 = +1
Heal						1+3 = +4
Hide					  2+3-3 = +2
Jump					  4+4-3 = +5
Knowledge (arcane)		  5+2 = +7
Knowledge (architecture)	2+2 = +4
Knowledge (dungeoneering)   2+2 = +4
Knowledge (geography)	   1+2 = +4
Knowledge (nature)		  1+2 = +3
Listen					  3+3 = +6
Move Silently			 3+3-3 = +3
Profession (miner)		  2+3 = +5
Search					  1+2 = +3
Spellcraft				  3+2 = +4
Spot						4+3 = +7
Survival					6+3 = +9
Swim					  1+4-6 = -1
Speak Language: Dwarven, Common, Giant, Undercommon

Feats:
Track, Improved Initiative, Weapon Focus: Waraxe, Power Attack, Mage Slayer, Weapon Specialization: Waraxe, Improved Sunder

Class Abilities:
Favored Enemy +2 (chaotic outsiders)
Wild Empathy +1
Magical Defense (Ex): +1
Weapon Bond (Su): +d6 damage to spell casters or creatures with spell-like abilities with magical Waraxe.
Viscious Strike (Ex): If readied action to disrupt a spellcaster hits, deal double damage.
Mind Over Magic (Su): 1/day.  Cause a Spell or spell-like ability targeted against him to rebound onto the originator as a free action.  This ability otherwise functions as the [i]Spell Turning[/i] spell.

Dwarven Racial Traits

Equipment
Backpack					   2 lbs	 back
Bedroll						5 lbs	 pack
Crowbar						5 lbs	 pack
Flask						1.5 lbs	 pack
Flint & Steel					 -	  pack
Hammer						 2 lbs	 pack
Trail Rations (2 days)		 2 lbs	 pack
Hemp Rope (50 ft)			 10 lbs	 pack
Soap						   1 lb	  pack
Waterflask				   1.5 lbs	 pack
Whetstone					  1 lb	  pack
Artisan's Outfit			   4 lbs	 barracks
Uniform						4 lbs	 worn
Peasant's Outfit			   2 lbs	 barracks
Spade						  8 lbs	 pack
Belt Pouch					.5 lbs	 belt
Alchemist's fire (2)		   2 lbs	 pouch
Oil, Magic Weapon +1		  .1 lbs	 pouch
Potion, Protection from Chaos .1 lbs	 pouch
Potion, Remove Fear		   .1 lbs	 pouch
Belt Pouch #2				 .5 lbs	 belt
Potion, Cure Light Wounds (3) .3 lbs	 pouch 2
Potion, Cure Moderate Wounds  .1 lbs	 pouch 2
Potion, Pass Without Trace	.1 lbs	 pouch 2
Elixir of Sneaking			.1 lbs	 pouch 2
Breastplate Armor			 30 lbs	 worn
Dwarven Waraxe, magical +1	 8 lbs	 back
Dwarven Waraxe, Cold Iron, MW  8 lbs	 back
Light Hammer, MW			   2 lbs	 belt
Light Crossbow +1			  4 lbs	 belt
Quiver with 8 bolts			1 lb	  belt
Heavy Steel Shield (mastawork)15 lbs	 carried

Ring of Protection +1  (left hand)

Cash:	1 platinum, 5 gold, 8 silver, 8 copper

This post has been edited by OverdrivePrime: 13 March 2008 - 08:30 AM

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#4 User is offline   Fugu

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Posted 08 October 2006 - 04:59 PM

Name: Exseo Silverleaf
Race: Elf
Class: Fighter 6/Ranger 1
Alignment: Lawful Good

Str: 18 (+4)
Dex: 16 (+3)
Con: 16 (+3)
Int: 12 (+1)
Wis: 13 (+1)
Cha: 16 (+3)

BAB : +7/+2

Melee
+1 Longsword: +12/+7; damage 1d8+7; 19-20 crit x2
Silvered Dagger: +10/+5; damage 1d4+4; 19-20 crit x2

Ranged
+1 Heavy crossbow: +11; damage 1d10+1; 19-20 crit x2

Saves
Fort +10
Ref +7
Will +3 (+6 if against enchantment spells)

AC: 23 = 10 + 5 armor + 2 Shield + 3 dex + 1 enchantment on armor + 1 enchantment on shield + 1 enchantment on ring

Initiative: + 7

Hit Points: 71

Skills
Spot +9
Listen +7
Diplomacy +8
Knowlegde Arcana +4
Ride +10 (+2 from military saddle; +8 without the saddle)
UMD +6
Handle Animal +4
Concentration +8

Languages
Elven
Dwarfish
Common

Feats
Favored Enemy - ?
Track
Wild Empathy
Combat Expertise
Improved Iniative
Power Attack
Weapon Focus (longsword)
Cleave
Weapon Specialization (longsword)
Dodge

Equipment
+1 Breastplate armor
Light warhorse
Military saddle
signet ring
2 saddle bags
5 sunrods
3 vials of cure light wounds
1 vial of hiding potion
2 empty vials
longsword
Silvered dagger
30 crossbow bolts
25 gold in pocket
(+1) steel shield but character knows it is at least masterwork.
Ring of protection +1

Militia gear

MW longsword
+1 crossbow (heavy)
Waterflask
Uniform & boots
Bedroll
Backpack
50' hemp rope
Spade
tent or portable ram

Abilites
Detect secret doors...(elven trait)

This post has been edited by Fugu: 04 December 2007 - 07:49 AM

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#5 User is offline   Siscero v2.0

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Posted 21 August 2007 - 12:18 AM

Name: Siscero Merados-Valikilin
Age: 18
Race: Human
Class: Cleric/Wizard
Height: 5’7”
Weight: 110 lbs
Level: 7 (4/3)
Alignment: NG

Description:
From Valrus:
Siscero Merados-Valkilin is the product of a divided family. His mother, Juil Merados, was the daughter of a high ranking priest and became a member of the clergy herself. His father, Killane Valkilin, was a member of The Institute and a wizard of no small accomplishment.
His mother and father loved him very much but it was the boy’s future that ultimately divided the family. His mother wished for him to follow her and enter the clergy, his father wanted the same for the boy at The Instutute. Bitter argument could be heard in the Merados-Valkilin household on many occasion, each parent trying to convince the other that their path was best for the boy. Siscero kept out the way when his parents started throwing things, and once in awhile a spell across the living room; that was always fascinating to him.
And so at the age of 10 his parents were still at a standstill and since they could not reach a decision they agreed that for the time being he would attend the The Institute as was customary for a citizen of his age. Siscero spent a year at The Institute; he didn’t seem to excel at the classes but never did poorly either, and he was often found in the library reading by himself. He made a few friends but none of them close.
After his year at The Institute his father went off to war, fighting outsiders on the frontier. Siscero’s mother took the opportunity to enroll him into the school for divine magic. Here he learned much as well for Siscero was ever the bucket for knowledge. When his father came to visit him during this time he would call him “sissy” boy, but it wasn’t until his next year of school that he found out what that really meant.
This went on for several years and Siscero grew up, switching schools every so often as his parents found reasons to convince, or go behind the back of the other, to do so. Eventually his talent for magic got him noticed and Siscero found himself drafted into the army. And so after raiding his fathers scroll collection, who is away again, he shows up at the barracks, very nervous and afraid of what is to come.

Siscero 2.0:
Siscero’s magical upbringing and the nature of Pandessa itself has made him arrogantly disdainful of non-magic users. He considers magic-use to be a high art-form and cannot understand why anyone would not strive to learn magic; and those who can’t learn he considers somewhat inferior and should be pitied.
While he whole-heartedly supports the war effort, he does not relish the thought of being involved in actual physical confrontation. While his priestly training did teach him the fundamentals of more mundane fighting skills, he will always first attempt to influence the outcome of any confrontation via magical means. He will leave the “banging of sticks” to his companions, although he will obviously use his growing powers to magically enhance and aid his comrades.
He is content to let others handle the leadership roles, recognizing that they are more experienced in combat than he. He also feels that such a role is beneath him – that his talents would be wasted on, and his time limited by, leading his companions. Leadership, in such a limited and specific scenario, is best left to those poor souls who cannot comprehend the nobler pursuit of the knowledge and practice of the magical arts.
Siscero loves to learn, and will use any opportunity to study. His focus is primarily on the magical and the divine, but anything new or different fascinates him.

Character Attributes
Strength	  12 (+1)
Dexterity	 16 (+3)
Constitution  14 (+2)
Intelligence  19 (+4)
Wisdom		17 (+3)
Charisma	  13 (+1)


Combat Attributes
HP:				42	3d4 + 4d8 + 2 (Constitution) per level
AC:				13	0 armour  + 0 shield + 3 dexterity + 0 size + 0 natural + 0 misc
Touch:			 13	3 dexterity + 0 size + 0 misc
Flat-Footed:	   10	0 armour + 0 shield + 0 size + 0 natural + 0 misc
Initiative:		 3	3 dexterity + 0 misc
Speed:			 30	30 base 
BaB:				4	3 cleric + 1 wizard
Melee:			  5	4 BaB + 1 strength + 0 size + 0 misc + 0 temp
Ranged:			 7	4 BaB + 3 dexterity + 0 size + 0 misc + 0 temp


Melee Weapons
				   Ttl Att  Ttl	 
Weapon			 Bonus	Damage  Critical  Type  Size
Morningstar - MW   6		1d8+2   X2		B,P   1H


Range Weapons
				Ttl Att  Ttl
Weapon		  Bonus	Damage  Critical  Type  Size  Range
Light Crossbow  8		1d8+1   19-20X2   P	 2H	80
 - magic +1


Saving Throws
Fortitude: 7	5 base + 2 constitution + 0 magic + 0 misc + 0 temp
Reflex:	5	2 base + 3 dexterity + 0 magic + 0 misc + 0 temp
Will:	  10	7 base + 3 wisdom + 0 magic + 0 misc + 0 temp


Languages
Common, Dwarven, Elven, Draconic, Goblin, Undercommon.

Class Features
General
  • Favoured Class - Wizard
  • Feats - One extra at 1st level (human).
  • Skills - 4 extra at 1st level (human) and 1 extra for every level thereafter.
Wizard
  • Armour & Weapon Proficiencies - Club, dagger, heavy crossbow, light crossbow, quarterstaff. No armour, and no shields.
  • Spells -
  • Summon Familiar -
  • Scribe Scroll - Bonus feat at 1st level.
  • Bonus Feats - Every 5th level. Must be a metamagic or item creation feat, or Spell Mastery.
  • Spell Specialization - None
Cleric
  • Armour & Weapon Proficiencies - All simple weapons. All armour and shields except tower shields.
  • Spells - Cannot cast Evil spells.
  • Magic Domain - Use scrolls, wands, devices as a wizard of one-half cleric level. Stacks with wizard levels.
  • Protection Domain - Generate protective ward as a supernatural ability whichgrants someone you touch a resistance bonus equal to cleric level on next saving throw.
  • Spontaneous Casting - Can convert to any cure spell.
  • Turn Undead (6) - Turn 3 + Cha modifier per day. Can turn or destroy undead. +2 bonus due to Knowledge – Religion.
Feats
  • Skill Focus (Concentration) - +3 skill bonus to Concentration.
  • Spell Focus (Abjuration) - +1 on save DC against Abjuration.
  • Practiced Spellcaster (Wizard) - Increase caster level +3 (Cleric level max +4) for Wizard spells.
  • Still Spell - Cast spells without somatic components. Must prepare as a stilled spell at one slot level higher than actual level.
Note: all bonuses already accounted for, unless otherwise stated

Skills
2 + Int Cleric
4 + Int Wizard

Skill			   Key Ability  Modifer   Ability Modifer  Rank	Misc Modifier	
Appraise			   Int		  4		  +4					+2 magnifying glass	
Balance				Dex		  3		  +3					- armour check	
Bluff				  Cha		  1		  +1			
Climb				  Str		  1		  +1					- armour check	
Concentration		  Con		  15		 +2			10	   +3 skill focus
Craft –				Int		  4		  +4		
Decipher Script		Int		  NA		 +4			
Diplomacy			  Cha		  5		  +1			4		
Disable Device		 Int		  NA		 +4			
Disguise			   Cha		  1		  +1			
Escape Artist		  Dex		  3		  +3					- armour check	
Forgery				Int		  4		  +4			
Gather Information	 Cha		  1		  +1			
Handle Animal		  Cha		  NA		 +1			
Heal				   Wis		  9		  +3			6	   +2 with kit
Hide				   Dex		  6		  +3			3	   - armour check	
Intimidate			 Cha		  1		  +1			
Jump				   Str		  1		  +1					- armour check	
Knowledge – nature	 Int		  7		  +4			3	
Knowledge – geography  Int		  7		  +4			3	
Knowledge – arcana	 Int		  14		 +4			10	
Knowledge – religion   Int		  14		 +4			10	
Listen				 Wis		  3		  +3			
Move Silently		  Dex		  3		  +3					- armour check	
Open Lock			  Dex		  NA		 +3			
Perform –			  Cha		  1		  +1			
Profession			 Wis		  NA		 +3		
Ride				   Dex		  3		  +3			
Search				 Int		  4		  +4			
Sense Motive		   Wis		  3		  +3			
Sleight of Hand		Dex		  NA		 +3			
Spellcraft			 Int		  16		 +4			10	   +2 knowledge arcana synergy
Spot				   Wis		  3		  +3			
Survival			   Wis		  3		  +3			
Swim				   Str		  1		  +1			
Tumble				 Dex		  NA		 +3			
Use Magic Device	   Cha		  NA		 +1					+2 spellcraft synergy	
Use Rope			   Dex		  3		  +3			


Spells
Cleric Spell Save DC Mod: 3
Wizard Spell Save DC Mod: 4

Cleric Spell		 Spells   Bonus   Domain
Save DC	   Level  Per Day  Spells  Spells
13			0	  5		0	   0
14			1	  3		1	   1
15			2	  2		1	   1


Wizard Spell		 Spells   Bonus   
Save DC	   Level  Per Day  Spells  
14			0	  4		0
15			1	  2		1
16			2	  1		1

Note: +1 to DC when casting Abjuration spells


Spell list and equipment list will be attached later.

Attached File(s)


This post has been edited by Siscero v2.0: 03 December 2007 - 02:46 PM

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#6 User is offline   Kishi

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Posted 17 January 2008 - 11:05 PM

Jon Storm
Scout 5/Fighter 1
Tiefling Male, Lawful Evil
Level 7, Size M, Age 19, Gender Male, Height 6'-3", Weight 162lbs
Eyes Grey, Hair Blue-black

Movement: 40 feet
Initiative: +10

Str: 16 (+3)
Dex: 20 (+5)
Con: 14 (+2)
Int: 20 (+5)
Wis: 13 (+1)
Cha: 10 (+0)

Base Hit Points: 58
AC  (10 + 5 Dex + 5 Armor + 2 Buckler), Flat footed: 17, Touch: 15

Fort Save +6
Ref Save +9
Will +3

BAB +5
Melee Attack +8
MW Bastard Sword +9 (d10+3, 19-20/x2)
Ranged Attack +10
+1 Longbow +11 or +9/+9 (d8+4, x3)


Skills		  Ranks +  Mod + Other
Balance		   8   +   5  +   2   = +15
Climb			 8   +   3  +	   = +11
Craft (Fletcher)  8   +   5  +   2   = +15
Disable Device	8   +   5  +	   = +13
Hide			  8   +   5  +   2   = +15
Intimidate		7   +   0  +	   = +7
Listen			8   +   1  +	   = +9
Move Silently	 8   +   5  +	   = +13
Search			8   +   5  +	   = +13
Sense Motive	  8   +   1  +	   = +9
Spot			  8   +   1  +	   = +9
Survival		  8   +   1  +	   = +9
Tumble			8   +   5  +	   = +13
Use Rope		  8   +   5  +	   = +13

Languages: Common, Draconic, Dwarven, Elven, Goblin, Infernal

Feats:
Exotic Weapon Proficiency (Bastard Sword)
Track
Point Blank Shot
Rapid Shot
Iron Will

Class Abilities:
Skirmish (+2d6, +1 AC)
Trapfinding
Battle Fortitude +1
Uncanny Dodge
Trackless Step
Evasion

Equipment
+1 Mighty Comp Longbow (2700 gold)
MW Bastard Sword (335gold)
+1 Buckler (1165 gold)
+1 Chain Shirt (1250 gold)
Efficient Quiver (1800 gold)
60 Arrows (3 gold)
6 shortspears (6g)
18 javelins (18 g)
Ring of Sustenance (2500 g)
MW Fletcher's Tools (55 g)
Backpack (2g)
Water Flask (2) (2g)
Cold Weather Gear (8g)
50' Silk Rope (10g)
Hatchet (6g)
Flint and steel (1g)
Whetstone (2c)

38 gold, 9 silver, 8 copper remaining

This post has been edited by Kishi: 18 January 2008 - 12:58 AM

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