Player Characters
<-- Back to Home
Angus Blackthorn  Player: Keith    <[email protected]>
Race: Hill dwarf Gender: Male Height: 4'1" Age: 59  Class:
Fighter Level: 8 Weight: 150 lbs  XP: 148,500 Alignment: Neutral Evil Next Level: 250,000 Kit: Weapon Master

Ability Scores
Str: 18/73
Dex: 14
Con: 12
Int: 8
Wis: 8
Cha: 9

Saving Throws
PPD: 10 PP: 11
RSW: 9 BW: 12 Spell: 10

Combat
Hit Points: 68
Base THAC0: 13
Melee THAC0: 11
Missile THAC0: 13

Armor
Natural armor class  10
Full armor, chain mail +3 -5
Magic Armor adj.  -3
Shield, small +2 magic adj. -2
Shield, small +2 adj.  -1
FINAL: -1

Weapon Proficiencies
Axe, battle (Specialist)   Chain      Dagger   Spear   Warhammer

Non-Weapon Proficiencies
Armorer 6           Bowyer/Fletcher 13            Weaponsmithing 5       Native Languages:  Dwarf, Common, Deep Common, Elf

Presonality:
Blackthorn, as he likes to be called, is a gruff dwarf. He isn't the nicest person and can cause more trouble then stopping it. He creats armor and weapons for a price. He lives a good fight and feels that ranged attacks are for weaklings, though he makes bows as well for a price.

Goal:
Blackthorn would like to set up a weaponsmith shop, Blackthorn's Wares. But at the moment he is happy to smash skulls untill he has enough gold to be set for a long long time.

Appearance:
He is a muscler dwarf. He keeps his armon and weapons clean and sharp. Though personally his body could use a bath too. His black hair is kept back in braids. His black eyes glitter with the thought of his next plunder.

Magic Items:
chain mail +3
Shield, small +2
Battle Axe
Bag of Holding
NOTE: This is PLAYER knowledge
     This page is BIG, so let it load
Sir Duncan Ironfist               Player�s Name: Thomas     < [email protected]>
Lawful Good    Race Human    Class: Paladin (Errant)  Level : 7th  Home World: Dark Castle    Home Land: Galhala    Home City: Keshaton  Religion: Forseti � God of Justice   God�s Symbol � Set of Scales   Social Class: Poor
Hair Color: Brown    Height: 6�02   Gender: Male   Eye Color: Gray    Weight: 220 lbs    Age: 30

Abilities & Modifiers
18/88   STR
16    DEX
12    CON
10   INT
13  WIS
17   CHA

Proficiencies, Languages & Skills
Languages:  common, Elven
Proficiencies:  
Religion
Riding
Animal Handling
Reading/Writing
Jousting
      
Skills:
Armorer

Current Experience:  135,000            AC -1        THAC0 10      Hotpoint�s  54
Next Level:    150,000
         
Proficient Weapons
Broad Sword � 2 slots
    
Sword & Shield Style     
War Hammer    
Lance    
Axe    

Money 
Copper  10   Silver  5   Electrum  0   Gold  40     Platinum 0
              

Spells & Class Benefits
Detect Evil � 60ft          Immunity to Disease
Lay on Hands/14 hp/1 - day            Cure Disease � 1 per week
Arua of Protection � 10ft             Turn Undead � 5th lvl
    
Paladin�s Heavy War Horse �Ben�    

Holy symbol (Necklace) + 5% Magic Resistance     Worn
      
Personality
Duncan is a honorable and fair man, whose word is his bond. He is very outgoing and easy to  get along with, as well as dependable and quick to come to the aid of those in need. His strong principles and faith in his God are the driving force
behind this courageous warrior. Duncan is also a perfect gentleman.

Short Background
Duncan was raised in an orphanage by the Priests of the Temple of Forseti, after his parents were killed during a great land war. He grew up as a typical orphan, doing chores and odd jobs around the church. At an early age, Duncan showed great interest in Forseti and began studying religious histories. This pleased the monks and priests, who began to teach Duncan. 
    Duncan grew to be much taller and stronger than the other childern and was soon picked out by the Temple Knights to become a squire. Duncan was assigned to Sir Galven, who was one of the older knights of the Temple. Sir Galven turned out to be a very just and honorable man, who treated Duncan almost like a son. He taught Duncan the art of war and his own code of honor. Galven also encouraged Duncan to keep to his religous studies with the monks of the Temple. So Duncan spent several years with his master, learning to be a warrior, as well as a faithful servant of his God. 
     During Duncan's 18th year, a war broke out with the combined forces of Evil. The Temple Knights were rallied together for a large scale battle. During this battle, Sir Galven was struck down and knocked unconcious . Duncan rushed to his master's side and took up Sir Galven's sword, fighting off the attacking warrior and saving Galven's life. After a long bloody battle in which the forces of evil were repelled, Duncan was recognised for his bravery and honor in battle and given a chance to become a Temple Knight . Because Duncan was not of noble birth, many of the Knights who were of noble families became jealous and there was much strife amoung the Temple Knights. Not wanting to cause problems, Duncan volunteered to become an Errant for the Temple and left his homeland to take the Justice of Forseti into the world.




Magic Items:
-
-
-
-





PLAYER'S Site:
http://joranshadowblade.tripod.com/
Khord              Player: ~S   <[email protected]>
Race: Human Gender: Male Height: 5'10" Age: 27 Classes: Fighter/Mage Levels: 6/8 Weight: 185 lbs XP: 32,000/104,300 Alignment: Chaotic Neutral Next Level: 64,000/135,000 Kit: Myrmidon (CRE)

Background: In order to keep himself from falling into the mercantile �rut� he perceived his parents to be in, Khord obtained a commission in the military. Here, he excelled, and was eventually put in charge of a small elite force. One of the mission profiles frequently set before his squad was �retrieval duty�, sometimes live, sometimes�.not.
      After coming to the conclusion that the military was too restrictive (with the help of a military tribunal) for his tastes, Khord tallied up the jobs he could do on one hand. He determined that new skills were in order, to make a new life. He has studied hard, but�old habits die hard. He finds himself most comfortable �retrieving� people, and occasionally items�


Ability Scores
Str: 18/84
Dex: 14
Con: 15
Int: 17
Wis: 12
Cha: 12


Combat
Hit Points: 64
Base THAC0: 15
Melee THAC0: 13
Missile THAC0: 15

Armor
Natural armor class  10
Full armor, banded mail -6
Shield, medium adj.  -1
FINAL: 3

Weapon Proficiencies
Dagger      Dart (Specialist)   Elbow spike       Glove nail       Knee spike    Sword, bastard (Specialist)
Sword, short

Non-Weapon Proficiencies
Blind Fighting 12           Etiquette 12           Fire-Building 11         Heal 10     Heraldry 17    Observation (CRE) 17
Persuasion (CRE) 12     Religion 12            Riding, Land 15          Spellcraft 15        Swimming 18
Modern Languages 17
Elf
Modern Languages 17
Dwarf
Native Languages
Human - Regional dialect
Reading/Writing 18
Common

  Spending Money
    * Copper Pieces x7
    * Gold Pieces
    * Platinum Pieces x50
    * Silver Pieces

Magic items:
-Helm
-
-
Utar the Willing   Sullivan <[email protected]>
Race: Human    Sex: Male     Eyes: Brown  Hair: Blue  Height: 67� (5�7�)   Weight: 169    Age: 22  Class: Fighter Alignment: CG

STR: 18 (96)
DEX: 16
CON: 15
INT: 9
WIS: 11
CHR: 14

Saving Throws:
Par/Poi � 10
Rod/Staff/Wand � 12
Pet/Poly � 11
Breath Weapon � 12
Spells � 13

THAC0: 13
HP: 55 (+1 per level for constitution)
AC: 2 (-2 w/ DEX adjustment, Chain mail, and Shield)
Level: 8 (135,000 exp)

Weapon Prof: (4+2 � initial and 2 passing 6th level)
Bastard Sword (specialized) 2
Dagger
L. bow
Bardiche
Morning star

Non-Weap. Prof: (3+2+2 � initial and 2 passing 6th lvl, and 2 languages)
Common (free)
Dwarven (speak) 1
Orc (speak) 1
Land-based Riding (W/+3) 1
Blind Fighting (NA) 2
Bowyer/Fletcher (D/-1) 1
Hunting (W/-1) 1

Starting Money: 170 gp

Money left: 41gp; 5 sp

History:
Raised on the principles of having a kind heart, Utar learned to fight young, but he never used his natural strength to harm innocent people. He has been employed as a mercenary and a bodyguard and been on adventures that brought wealth to him and others. He almost always ends up giving his un-needed monies to charitable organizations. Utar believes in the existence of deities, though he himself has never claimed to worship one overall. He believes in luck and kindness. He would rather set an evil person straight by force than by legal punishment, unless he was hired or asked to bring that person to justice. On some occasions, he has been known to �have to capture the criminal after he escaped�, returning the villain to justice in less than, shall we say, healthy condition. His goals are simple: have fun and be kind to those weaker or less fortunate.

Magical Itemst:
Bow a strength bow.
A bag of holding (500 pounds)
Place Keeper Bat  ;p
Alain of Highridge     Player: Ed  <[email protected]>
Race: Human Gender: Male Height: 6'2" Age: 31  Classes: Mage/Druid Levels: 6/9 Weight: 172 lbs  XP: 40,000/90,000 Alignment: True Neutral  Next Level: 60,000/125,000 Kit: None


Ability Scores
Str: 8
Dex: 8
Con: 13
Int: 15
Wis: 17
Cha: 17

Saving Throws
PPD: 7  PP: 10  RSW: 9 BW: 13 Spell: 10


Combat
Hit Points: 40
Base THAC0: 16
Melee THAC0: 16
Missile THAC0: 16

Armor
Natural armor class 10
Bracers of Defense AC 3 -7
FINAL: 3

Weapon Proficiencies
Club      Dagger    Quarterstaff     Sickle    Spear   Sword, scimitar

Non-Weapon Proficiencies
Ancient History 15              Animal Handling 16             Animal Training 17         Astrology 15     Direction Sense 18
Etiquette 17      Heraldry 15         Herbalism 13        Religion 17            Spellcraft 14         Weather Knowledge 16
Ancient Languages 15  ( Elf )           Native Languages    Human - Regional dialect       Reading/Writing 16
Common


Weapons
THAC0 Attacks/ Speed Damage   Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, scimitar +2 of Speed 14  1 3 1d8+2 1d8+2 S M   
Quarterstaff 16  1 4 1d6 1d6 B L   


Class Abilities
Mage
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy
Druid
    Communicate with creatures - Aquire one woodland creature language per level.
    Fire/electrical resistance - +2 bonus to saves vs. all fire or electrical attacks.
    Identify - May correctly identify plants, animals, and clean water at 3rd level.
    Immunity to charm - Granted immunity to charm based attacks at 7th level.
    Pass without trace - The druid does not leave any evidence of their passage through natural settings.
    Secret language - Knowlege of the secret Druidic tongue.
    Shapechange - May shapechange at 7th level.
    Minor Spheres of Magic - Divination
    Major Spheres of Magic - All, Animal, Elemental, All, Healing, Plant, Weather

mage spells memorized:
1st level: Alarm(1),Comp Lang(1),Detect magic(1),
           Fist of Stone(1), Shocking Grasp(3),
           Unseen Servant(1).
2nd level: Continual Light(1), Levitate(1),
           Ray of Enfeeblement(1), Rope Trick(1).
3rd level: Claievoyance(1),Spectral Force(1).

Background: Alain spent the majority of his youth as a wizard in the service of
his native city highridge. Eventually after years of battles that left his
enemies dead to the last man, woman and child, Alain had enough. He left his
land and traveled the world, usually by himself, and eventually became a
respected member of a druidic order.  Alain has come to share his orders respect
for all life, and when word of the taint in the surrounding countyside reached
him he began a long journey to its source to route out the corruption.

Magic Items:
7-Ring of Wizardry (doubles 2nd Lv)
-Bracers of defense AC:4
-Scimitar of Speed
Daniel Thal'Moren Player: Ray   <[email protected]>
Race: Half-Elf Align: N-E Class: Fighter/Cleric Level: 7/7
Str: 12
Dex: 10
Con: 13
Int: 10
Wis: 18
Cha: 10


HP: 41






Spells: 1st: 5 2nd: 5 3rd: 3 4th: 2 Nonweaps: Ancient Languages [10], Cooking [10], Herbalism[8], Modern Languages [10], Religion [18], Spellcraft [8], Weather Knowledge [17] Weaps: Great Club, Footman's Flail, Footman's Mace, Maul, Quarterstaff, Warhammer

Magic Items:
-Vampiric Regeneration Ring (hand to hand combate)
-Warhammer +1
-Even Chain Mail
-Cloak of Elvenkind
DM: Dark Hunt    <[email protected]>
If you want a picture--SEND ME ONE :)
If you want a picture---SEND ONE TO ME :)
If you want a picture--EMAIL ME ONE :)
Kymberly Athelstene player: SW <[email protected]>
(half-elf)  9th Level Bard
Height: 5'7  Hair: Dark Brown  Eyes: Green  Weight 120 Age: 25

Str: 10
Int: 15
Wis:11
Dexterity: 17
Constituion 15
Charisma 16

Armour Class: 5 leather (maybe some magical kind? :)
+ dexterity bonus

weapons and equipment: 
sword short
composite sword bow
staff

Background:  Kymberly grew up as the second daughter of well-to-do innkeepers in Keshaton.  Her father, a human man, handsome, gentle, kind, and with a head for knowing what his guests wanted, created a very fine inn and is a prominant member of the Guild of Lost Travellers.  Her mother, an elf of that race's minor gentry met him while travelling and lodging at the inn.  Her beauty struck her father's heart and his every moment afterwards was devoted to seeking her out and winning her.  Though such unions are always doomed to sadness, Kymberly's mother was drawn her father's ernestness and allowed herself to be courted by him.  Months after their meeting, they were married.   Her parent's guests were always of the monied classes, either nobles or merchants of substance. 

She experienced a unique childhood experiencing excellent meals, fine clothing, and the best tutors.  She met many people of influence and learned to move about in circles of the upper crust early on.  Meeting so many people from so many backgrounds however, gave her a global view and a taste to see what lay beyond the confines of Keshaton.  She grew up a true romantic, a dreamer, a poet, a philosopher and a mischevious prankster.   She spent many hours gazing at the stars atop the 4 storied inn roof top with the spy glass her parents gave to her at her coming of age party.  It is one of her most prized possessions.      Her parents thought encouraging her to have a hobby would keep her at home until a suitable man could be
found to marry her off to.  Quite comely and charming, she was known for leaving a string of broken hearts in her wake.  Unable to settle down, and with her parents growing increasing impatient with Kymberly's longing for adventure and independence, she left the inn to begin a life beyond the familiar halls of her father's home.  It did not take long for her to find her place.  A life of entertaining and enjoying the many acts at her father's inn made her a long for life as an
entertainer.  

   As Kymberly began to learn from bards that were for so long her friends and her father's  employees.   Her tutors quickly learned through gossip that Kymberly was now living independently and invited her to join them as a performer.  She now moves about Galhala entertaining and enjoying her life.

    Personality:  Kymberly loves life.  She is the centre of any celebration.  She is enthusiastic, bubbly, and loves to laugh. She will try anything once.  She is the consumate entertainer and enjoys singing, dancing, acting, playing her instruments, or
putting on a magic show.  She is also an accomplished cook and something of a scholar.  Because of her varied experiences and love of people, Kymberly is equally happy in the company of the very well off as well as common folk.   She is gentle with animals and children and respectful to her elders.
  
    Description:  Kymberly embodies the best elements of her heritage.  She is sturdier than most elfmaids but has the grace and delicate features of that race.  Her deep brown hair reaches the collars of her blouses and is cut much like a page boy's, her green eyes smile whenever she does.   Her form is pleasing to the eye and draws remarks and compliments.  She is in the
full flower of young womanhood and because of her elven blood, will remain that way for sometime.

Magic items:
-bracers of defense armour class 2
-short sword of quickness
-hat of disguise
-ring of wizardry doubling first lv
If you want a picture EMAIL me
LOST PLAYER :(
Hosted by www.Geocities.ws

1