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  #1  
Old May 31st, 2014, 10:47 AM
Caleb darkfire Caleb darkfire is offline
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Character sheet thread

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  #2  
Old May 31st, 2014, 11:01 AM
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Last edited by Xbow; May 31st, 2014 at 01:26 PM.
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Old May 31st, 2014, 12:49 PM
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Fluffy
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Name: Fluffy
Race: Canine
Class: Vampire
Alignment: Chaotic Evil
Size:Tiny
Natural Weapon: Vicious Claws
Likes: Cotton candy and chicken sausages
Weakness: Short attention spam
Background: Fluffy was the butler in one of the most prestigious vampire family, until one beautiful picnic day he got lost in the wood chasing a butterfly. After 5 years of waiting, he lost hope of his master finding him, so he starts wandering human villages. Humans in villages fears him of his blue eyes, so Fluffy was chased out from villages to villages until he came to this dungeon.
Motivation: Reclaim the status as a butler in his new found home.

Based on the Vampire - Rafira in Libris Mortis
http://www.rpgcrossing.com/profiler/view.php?id=48368

Last edited by Milca604; Jun 5th, 2014 at 01:14 AM.
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  #4  
Old May 31st, 2014, 08:12 PM
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Quinn Dexter
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Name: Quinn Dexter
Alignment: LE
Class: Dread Necromancer
Race: Necropolitan Spellstitched Lesser Aasimar
Motivation: Fund/defend a private place to conduct his research and recreate the cult that was his family for so many centuries.
Personality: "I don't care what happens in your part of the dungeon, but what happens in MY part of the dungeon is MY business... Just ignore the screams."
Background: Quinn was part of an ancient order of necromancers for most of his life. As his body began to fail him after 135 years, he petitioned the cult to be turned. The cult provided him with the best corpsecrafter they had, and he continued "life" in the cult. As the cult grew more powerful, Quinn slowly rose in the ranks. Eventually he was assigned a bodyguard (Udat) who was a recently aquired hulk of a specimen. The half-ogre wasn't terribly smart, but he was strong and loyal to the cult and Quinn. Udat proved his loyalty and, upon Quinn's council, petitioned to be turned. Quinn made sure he was given the same care as he had when he was turned himself.

After several centuries, the cult had grown complacent and was eventually routed out by one of the local church's armies. Clerics and Paladins burned many of the necromancers and undead, but many escaped the cleansing. Quinn, along with Udat and a handfull of followers, escaped. He set out to rebuild the cult, and to delve deeper into the necromatic arts.

Quinn's Stat Block
Name: Quinn, Level: 6, Class: Dread Necromancer, Race: Necropolitan Spellstitched Lesser Aasimar
HP: 79, Initiative: +4 Speed: 40 Senses: Listen +6, Search +1, Spot +6, Darkvision 60
AC: 18 Touch: 10 Flat: 18 Fort: +1 Ref: +4 Will: +13 BAB: +3
SR: 18 DR: 5/magic or silver, 2/bludgeon and magic Turn Resistance: +6
Abilities: Str 11, Dex 10 Con - Int 12 Wis 19 Cha 26
Condition: Normal
Daily Spells Available by Level: 9/7/5


Quinn's Undead Army
Undead Leadership:
Level 1:
- 10 HP: 16, Init: -1, AC: 15/9/15 (-1 dex, +2 nat, +4 armor)
BAB: +1, Attack: Club +2 (1d6+1) Special Qualities: Single actions only, DR: 5/slashing, darkvision 60 ft
Saves: +0 Fort, -1 Ref, +3 Will, Abilities: Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1
Zombies (1 HD)
- 23 HP: 6, Init: +5, AC: 17/11/16 (+1 dex, +2 nat, +4 armor)
BAB: +0, Attack: Longbow +1 (1d8) Special Qualities: DR: 5/bludgeon, darkvision 60 ft
Saves: +0 Fort, +1 Ref, +2 Will, Abilities: Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1
Skeletons (1 HD)
- Size: Diminutive, HP: 2, AC: 10/10/10 (-4 dex, +4 size), Consealment: Full (50% miss)/Partial (20% miss), located on Quinn's back
Special Qualities: Speaks Common/Abyssal, Telepathy, Darkvision 60 ft, Enhanced Spellcaster (+2 ability score for determining bonus spells)
Saves: +2 Fort, -2 Ref, -1 Will, Abilities: Str 7, Dex 2, Con -, Int 12, Wis 9, Cha 6, Ego 8
Skills: Concentration +4, Knowledge (Religion/The Planes/History): +5, Listen +5, Search +5, Sense Motive +3, Spellcraft +5, Spot +5
Corpse Creature Fiendish Familiar
- Size: Fine, HP: 1, AC: 20/20/20 (+2 dex, +8 size), Consealment: Full (50% miss)/Partial (20% miss), located on Quinn's lower back, under the armor
Special Qualities: Telepathy, Darkvision 60 ft, Enhanced Magic (Spells with [Death] and [Evil] are automatically empowered (variable effects*1.5)), Protective Aura (Host and Tick gain Protection from Good or Chaos as a continual effect, activates/switches as a free action)
Saves: +2 Fort, +5 Ref, +1 Will, Abilities: Str 1, Dex 16, Con -, Int 14, Wis 11, Cha 8, Ego 13
Skills: Concentration +4, Diplomacy +3, Hide +23, Knowledge (Dungeoneering/Nature): +6, Listen +4, Move Silently +7, Spot +4, Survival +4
Corpse Creature Soul Tick
Level 2:
- 2 HP: 13, Init: +7, Speed: 50 ft, AC: 15/13/12 (+3 dex, +2 nat)
BAB: +1, Attack: Bite +2 melee (1d6+1) Special Qualities: DR: 5/bludgeon, darkvision 60 ft
Saves: +0 Fort, +3 Ref, +3 Will, Abilities: Str 13, Dex 17, Con -, Int -, Wis 10, Cha 1
Skeleton, Wolf
- 1 Size: Small, HP: 17, Speed: fly 30 ft (perfect), AC: 17/14/14 (+3 dex, +1 size, +3 nat)
BAB: +1, Attack: Slam +2 melle (1d4), Full Attack: Slam and up to 4 Enevating Crushes (1d4 + 1d4 Str)
Special Attacks: Enervating Crush (on grapple with a creature Small or smaller, deal 1d4+1d4Str damage. For each Str damage, the Vasuthant heals 1 hp or gains 1 temp hp, can grapple multiple creatuers), Improved Grab (after hitting with a slam, can attempt to start a grapple as a free action without provoking AoO, can Enervating Crush upon winning a grapple check), Reality Distortion (3/day (max 1/round) can take a free action to reroll any unfavorable die roll or force opponent to reroll a favorable die roll)
Special Qualities: +2 Turn Resistance, Blindsight&Darkvision 60 ft, Immunity to Acid, Cold, and Light, Resistance to Fire and Electricty 5, Trap Light (absorbs nearby magical and non-magical light within 60 ft. All characters within this area gain concealment, creatures with low-light or dark vision can see fine)
Saves: +0 Fort, +3 Ref, +4 Will, Abilities: Str 10, Dex 16, Con -, Int 4, Wis 12, Cha 14
Skills: Hide +9, Listen +4, Spot +5
Vasuthant
Level 3:
- Bone Creature Human (
Reza's Stat Block
Name: Reza Malin, Level: 3, Class: Fighter/Marshal, Race: Bone Creature Human
HP: 28, Initiative: +6 Speed: 30 Senses: Listen +7, Search +2, Spot +9, Darkvision 60
AC: 20 Touch: 15 Flat: 14 Fort: +5 Ref: +6 Will: +3 BAB: +2
Abilities: Str 12, Dex 22 Con - Int 12 Wis 10 Cha 14
Condition: Minor Aura: Motivate Dexterity, Major Aura +1: Steady Hand
Weapon: Dragonbone Bow (Str +6): Attack: +9, Damage: 1d8+1, Range: 130 ft
Reza Malin: Fighter 1/Marshal 2)
Level 4:
- HP: 26, Init: +1, Speed: 10 ft/50 ft fly (ave), AC: 13/11/12 (+1 dex, +2 nat)
BAB: +1, Attack: Bite +3 melee (1d6+1), 2 claws -4 melee (1d4+1)
Special Attacks: Paralysis (On bite, victim must make a Fort save DC 14 or be paralyzed for 1d6+2 minutes)
Special Qualities: Half Damage from Piercing/Slashing Weapons, See Invisibility
Saves: +1 Fort, +2 Ref, +4 Will, Abilities: Str 12, Dex 13, Con -, Int 6, Wis 10, Cha 14
Skills: Hide +7, Listen +6, Move Silently +7, Spot +6 Feats: Flyby Attack
Bat, Deep, Bone


Udat, Quinn's Cohort/Bodyguard
left-aligned image
Name: Udat
Alignment: LE
Class: Crusader
Race: Necropolitan Spellstitched Half-Ogre
Motivation: Udat protect Quinn. Udat loyal to Quinn.
Background: Udat's tribe killed off by nasty paladins and clerics. They burned huts and slayed ogres. Nasty ugly paladins. The cult found Udat, the cult took Udat in and gave Udat a home. Udat showed them loyalty. Udat did manual labor for a few years, then they gave Udat a sword and some armor, told Udat to protect one of the elder cult members (Quinn). Quinn helped Udat understand basics of necromancy and cult life. Udat become undead like Quinn, make Udat stronger. Nasty paladins came back and destroyed cult. Udat hate paladins and clerics. Udat keep Quinn safe, Quinn take Udat to new home.

Udat's Stat Block
Name: Udat, Level: 2, Class: Crusader, Race: Necropolitan Spellstitched Half-Ogre (+2 LA)
HP: 35, Initiative: +9 Speed: 30 Senses: Listen +0, Search -2, Spot +0, Darkvision 60
AC: 20 Touch: 11 Flat: 17 Fort: +2 Ref: +5 Will: +4 BAB: +2
SR: 12 DR: 0 Turn Resistance: +6
Abilities: Str 27, Dex 16 Con - Int 6 Wis 11 Cha 14
Condition: Stance: Leading the Charge
Weapon: Attack: +9, Damage: 2d8+12, Special: Crystal of Return, LeastFullblade
Stances Known/Maneuvers Readied
Stances Known: Iron Guard’s Glare, Leading the Charge
Maneuvers Readied: Crusader's Strike, Charging Minotaur, Douse the Flame, Leading the Attack, Stone Bones


Reza Malin, Quinn's Army General
left-aligned image
Name: Reza Malin
Alignment: LE
Class: Marshal/Fighter
Race: Bone Creature Human
Motivation: Reza has been with the cult for some years. He oversaw many of the mindless undead in their work to help with cult activities. Quinn brought Reza with him when the cult was under siege.

Reza's Stat Block
Name: Reza Malin, Level: 3, Class: Fighter/Marshal, Race: Bone Creature Human
HP: 28, Initiative: +6* Speed: 30 Senses: Listen +7, Search +2, Spot +9, Darkvision 60
AC: 20 Touch: 15 Flat: 14 Fort: +5 Ref: +6 Will: +3 BAB: +2
Abilities: Str 12, Dex 22* Con - Int 12 Wis 10 Cha 14
Condition: Minor Aura: +2 to Dex checks, Dex based skill checks, and Initiative Checks. *Not included aboveMotivate Dexterity, Major Aura +1: +1 on Ranged Attack Rolls. **Not included aboveSteady Hand
Weapon: Masterwork Dragonbone Bow (Str +6), Attack: +9**, Damage: 1d8+1, Range: 130 ftDragonbone Bow


 
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DM: Xera

Last edited by Giot; Jun 7th, 2014 at 07:17 PM.
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  #5  
Old Jun 1st, 2014, 09:57 PM
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JaredSyn JaredSyn is offline
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Name: Finwick
Motivation: To feed off the laughter and joy of others, while strengthening himself and creating his own Bleak One army.
Race: Gray Jester
Alignment: Neutral Evil
Class: None Yet

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Last edited by JaredSyn; Jun 2nd, 2014 at 09:37 AM.
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Old Jun 2nd, 2014, 05:04 PM
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Great Wyrm
 
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Name: Barris 'The lost one'

Race: Phaerimm (Lost empires of Faerun pg 187)
Class(es): Fighter 2/Dungeon lord 4
Appearance: Barris is the standard for his race, he looks like a giant funnel of teeth....a paracite really. He is a fleshy pink in color and wears no real cloths. His eyes are beady and pure black which would be unsettling if anyone could find and see them.

Last edited by Vicount; Jun 6th, 2014 at 09:06 PM.
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Old Jun 4th, 2014, 05:58 PM
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Name: Malificent
Race: Succubus
Class: Monster, Demon sub-species, ( but very nice)
Appearance: Well, what do you want to see. If you think of your perfect humanoid female or male, depending on how you swing. She can detect your thoughts and ...BAM...there you go.

http://www.rpgcrossing.com/profiler/view.php?id=48459



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Old Jun 5th, 2014, 03:33 PM
Captain Caboose Captain Caboose is offline
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Name: Barghesh
Race: Derro
Class: Monstrous Humanoid 3/Wizard 5
Deity: None


Motivation: Barghesh is a fairly simple creature, given his maladies. All he really wants is a nice dark corner of a dungeon where he can keep a troupe of personal servants to entertain him and his somewhat sadistic bent.
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Old Jun 6th, 2014, 02:38 PM
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Tassik, son of Tiamat
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Taassik Fireblood Character Sheet
Race Half Red Dragon (and some human.)
Class 3hd dragon, 1 Paladin of Tyranny variant, 4 Pious Templar of Tiamat
Alignment Lawful Evil

Plots and Schemes: Finally finding a decent place for an unholy dragonshrine, settling down, luring some adventurers and starting a hoard. Who knows? Maybe he could start a dragon cult?

 


 
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Last edited by Thesandwichking; Jun 10th, 2014 at 11:48 PM.
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Old Jun 6th, 2014, 08:17 PM
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Gnomish Steamboat Captain
 
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Basileios
Character Portrait


Name: Basileios ("Oh, lets not stand on formalities. Call me Basil. Uncle Basil if you've any young'uns around.")

Race: Gnome

Alignment: Chaotic Neutral

Class: Artificer 8 (Eberron Campaign Class)

Appearance: Basil is a stout gnome of greying hair and growing belly. His life of luxury gained through his crafting of magical items to do his work for him has left him rather plump, but no less sharp when it comes to wits and discerning an arcane infusion lattice with an arcane induction lattice. Often spotted wearing long and soft robes, resembling something of a shabby yet finely made bathrobe and munching on some manner of baked treat, he appear the jovial sort who enjoys a laugh and a relaxing evening by the fireplace while all those nosy and noisy adventurers are taken care of by his patented Dwarf-Stomper (A block of solid granite under a reverse gravity spell set to fall on unsuspecting wanders), the shiny new Soak-Em-And-Stoke-em trap (An oil spray trap enchanted to bind to armor before letting off a few fireballs over the general area) and the one and only Rip'em-a-new-cakehole contraption (The less said about this one the better...).

Personality: Jolly and hedonistic, he enjoys all sorts of finery. He'd much rather sit and read a book than fight in the dungeon, or relax with a plate of freshly baked biscuits than be stuck in some dank tomb guarding a musty old treasure chest. Some would call him lazy, but really he's just so good at setting up traps and enchantments all over the place that he doesn't need to do any of those things in the first place. The one area he could never be called lazy in, however, is when it comes to crafting and enchanting, both of which he takes to with a fanatical fever rivaling that of a dragon for their gold.

Character Sheet: http://www.rpgcrossing.com/profiler/view.php?id=48422
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Last edited by Cain; Jun 7th, 2014 at 01:18 AM.
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  #11  
Old Jun 11th, 2014, 04:26 PM
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Great Wyrm
 
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Name: Vrilisk
Race: Kobold(Dragonwrought[Red])
Class: Sorcerer
Traits: Stout, Night Sighted
Flaws: Non-combatant, Vulnerable
Motive: Create the world's greatest treasure hoard and keep it safe.
Sheet: http://www.rpgcrossing.com/profiler/view.php?id=48577

HP Roll: http://www.rpgcrossing.com/showthrea...55#post6171655
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Old Jul 18th, 2014, 12:36 PM
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Juvenile Dragon
 
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Name: Derron
Race: Changeling Wight
Class: Beguiler
Sheet: http://www.rpgcrossing.com/profiler/view.php?id=49351

Usual Form

Actual Form

Character Idea: Derron is an ambush predator. He assumes a form he believes will most likely be accepted by his prey and latches onto their group. He goes with them and bides his time until he believes he can either sneak his spellcasting in without notice or drain the life from them. If he finds it amusing, he may then take on the form of the new Wight and continue to travel with them further, until he can take another.

The usual form he takes is that of a little girl because, honestly, good is gullible.

History: A failed adventurer, Derron was drained by a wight while exploring with his old party. Eventually he was released from his wight master's control and he set out to find his own way. Slowly, he began to regain his old beguiler skills, which he found complimented the sneaky ambush tactics of his new form really quite well.
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