My submission, will come up with rest later but here's the core of it
Character Name: Havaluk
Class & Level: Rogue/1
Race: Half orc
Alignment: Neutral Good
Skin: Ruddy grey/green
quiver, 20 arrows
4 days rations
10 ft. chain
Point Blank Shot
• +2 Strength, -2 Intelligence, -2 Charisma.
A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
• Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
• Half-orc base land speed is 30 feet.
• Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
• Orc Blood: For all effects related to race, a half-orc is considered an orc.
• Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
• Favored Class: Barbarian. A multiclass half-orc’s barbarian class does not count when determining whether he takes an experience point penalty
• Sneak Attack +1d6
Common, orc, goblin
Posted on 2012-07-19 at 01:19:34.
Edited on 2012-07-19 at 01:20:47 by Jozan1
Name: Zuth “Onyxbeard” Duermak
Alignment: Lawful Good
Description: Standing at 4’5” with a deep tan complexion and very sleek, black hair. His beard is very carefully groomed and has a intricate braid of several braids interlacing into a large knot at his waist that has this Holy symbol of Moradin tied into this knot and out to see. He has a very stocky build weighing at 200 pounds and wearing a very polished Scale Mail armour with his dwarven axe on his right waist that is fed though the Light steel shield and his Warhammer hanging from his left waist. His backback is strapped tightly to his back with a bedroll hanging from the bottom of it.
Class/Racial Abilities: Stonecutting, Weapon Familiarity(Dwarven Axe/Urgroshes), Stability (+4 bonus on ability checks against bull rushed or tripped on the ground)
Aura, Spontaneous Casting, Turn Undead, Simple Weapon Proficiency and All Armour with shields(excluding Tower Shields.)
Favored Diety weapon: Warhammer
+2 racial bonus on saving throws against poison: Dwarves are hardy and resistant to toxins.
+2 racial bonus on saving throws against spells and spell-like effects: dwarves have an innate resistance to magic spells.
+1 racial bonus to attack rolls against orcs
Just so the group knows I am going to be playing a Cidal (Kender) sorceror.
When he was just a young lad, Keldric began to notice that he was differant than the other Cidal. Not so much in manners as he loved anything shiny, was distracted by teh slightest novel thing but rather in that he seemed more lucky than his friends. At times it seemed that his wishes came true and unlikely events often occurred just when he needed them to happen. As he got older, the other Cidal began to call him Wiz as he was a wiz at getting out of tight spots. Soon he began referring to himself as Wiz and that has been his name ever since. He still has not figured out exactly why he is so lucky and why his wishes at times come to pass but he certainly takes advantage of it. Since his village has become rather boring he deceided it was time to wander the world and see what exciting and exotic things he could find.
I came up with a Khord Cleric who is totally different from concepts of Loco (still love him!) and Gamard the Grim (who was created for 2 different games that are no longer running!)
Whereas Loco was a Shroomer follower of Itanlok all tripped out and Gamard was a Knight of Aina'rutha following Inko-mengu ... this new character is a totally new concept for this adventure!
Durnbor the Dawnbringer is a follower of Solanis (instead of the Khord name Inko-mengu) and a member of the secret sect known as the Dawnbringers (after his parents were employed by the fellowship known as Eyes of the Blazing Sun to help excavate an underground hidden chamber and labyrinth of tunnels for the secret sect of Dawnbringers at Dawn Castle in Drannon ... and they were killed by a cave-in while working!)
I sent all the info to Brundel (including stats) and asked for some help on the character creation from what I was able to supply him!
Clerics of Solanis get 2 Cast Light Spells per day and are able to Turn UnDead as if 1 level higher!
Since they can only use Any Blunt Weapons his weapons are Quarterstaff and a Sling (with as many bullets to carry as our GM will allow!)
Decided that I could find a way to make the time to participate in this adventure (especially since Almerin is playing!) if Brundel has room for 2 Khord Clerics ?????