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Mark Representing Scorch


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#1
Mercenary_Leader

    Evil Overlord

  • Games Master
  • Others: Member, VIP
  • 5,921 posts
  • Gender:Male
  • Location:Canada new brunswick
  • Country:
Mark

Human male
Warlock 3 Human paragon 3
Caster level: 6
Chaotic neutral
Size: Medium

Height: 6' 2"
Weight: 190 lb
Skin: pale, white
Eyes: silver-blue
Hair: Short, rough, spiky.

Strength 14 (+2)
Dexterity 21 (+5) Temp: 24 (+7) [Gloves of dexterity +3]
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 14 (+2)

Total Hit Points: 54

Speed: 30 feet

Initiative modifier: +7 = +7 [dexterity]

Armor Class:*
Armor Class: 21(26)** = 9 +7 [dexterity] +5 [mithral chain shirt armor +1]

Touch AC: 16(21)** = 9 +7 [dexterity]

Flat-footed: 14(19)** = 9 +5 [mithril chain shirt armor +1]
*-1 for vulnerable flaw
**+5 vs ranged attacks (armor crystal of arrow delfection, lessor)

Saves:*
Fortitude save: +5= 2 [base] +2 [constitution] +1 [cloak of resistance +1]
Reflex save: +10 = 2 [base] +7 [dexterity] +1 [cloak of resistance +1]
Will save: +8 = 6 [base] +1 [wisdom] +1 [cloak of resistance +1]

*+4 bonus on Fortitude saving throws against poison
*+1 bonus on saving throws against spells or other effects produced by good creatures.

Attacks:
Bab/Grapple: +4/+0
Melee: +6 = +4 [base] +2 [strength]
Range: +11 = +4 [base] +7 [dexterity]

Grapple: +6 = +4 [base] +2 [strength]

Att:
Eldritch blast: +4 bab, +6 dex, +1 weapon focus = +11(+12 if within 30 ft)
damage: 3d6 (+1 if within 30 ft) range: 250 ft SR:Yes AOO: yes



Languages: Common, Elven, draconic

Class Features:
Warlock: Eldritch blast: 3d6 touch attack range 250ft SR: yes AOO: yes
Warlock: Detect magic at will (always on)
Warlock: Damage reduction 1/cold iron
Warlock Invovations:
1. Eldritch spear (Increase range to 250ft)
2. Darkness: as the spell at will.
3. Devils sight (see in darkness and magical darkness) (always on)
Human paragon: adaptive learning ( listen is a class skill for all classes)
Human paragon: +2 ability boost (dex)
Human paragon: Bonus feat

Feats:
All simple weapons, and long sword, light armor.
Human bonus: piont blank shot +1 att and dmg if within 30 ft.
Human paragon bonus: Fiendish heratige:You gain a +4 bonus on Fortitude saving throws
against poison. You also gain a +1 bonus on saving throws against
spells or other effects produced by good creatures.
level 1: Weapon focus (ranged spells)+1 to att rolls
level 3: Presice shot (removes -4 penalty to attackng a target in melee)
level 6: Ranged Recall (reroll missed ranged attacks at a -5 penalty)
-flaw Vulnerable: -1 penalty to armor class
+flaw make-up: Fiendish Power: Your caster level and save DCs for evil spells and
warlock invocations increase by 1.

Skills (45)
Skill: key ability: total; rank, modifiers
Appraise Int 2 = +2
Balance Dex 7 = +7
*Bluff Cha 2 = +2
Climb Str 2 = +2
*Concentration Con 11 = +2 9R
*Craft Alchemy Int 2 = 2
*Craft_2 Int 2 = +2
Decipher Script Int 2 = +2
Diplomacy Cha 2 = +2
*Disguise Cha 2 = +2
Escape Artist Dex 7 = +7
Forgery Int 2 = +2
Gather Info. Cha 2 = +2
Handle animal Cha 2 = +2
Heal Wis 1 = 1
Hide Dex 7 = +7
*Intimidate Cha 2 = +2
*Jump Str 2 = +2
Knowledge (taken separately)
*(arcana) Int 2 = +2 +9R
(history) Int 2 = +2
*(Religion) Int 2 = +2
(local) Int Int 2 = +2
(nobility) Int 2 = +2
*(planes) Int 2 = +2
*Listen Wis 10 = 1 +9R
Move Silently Dex 16 = +7 +9R
Perform_1 Cha 2 = +2
*Profession_1 Cha 2 = +2
Ride Dex 7 = +7
Search Int 2 = +2
*Sense Motive Wis 1 = +1
*Spellcraft Int 2 = +2 +9R
Spot Wis 1 = 1 +1
Survival Wis 1 = +1
Swim Str 2 = +2
Use magic device Cha 2 = +2
Use Rope Dex 7 = +7
* = check for class skill

Human:
Extra feat at first level
Four extra skill points at first level
One extra skill point at each additional level

Money and equipment:
mithril chain shirt armor +1: 2000gp
boots of sidestepping & Dex +1, Move 5ft before having to make a ref. save. If still in jeopardy
needing save, save as normal. 5ft does not cause AOO. : 4,500gp
Crystal of arrow deflection (+5 ac vs ranged att) 2,500gp
Gloves of eldritch admixture: 1 charge: +2d6, 2 charges: +3d6, 3 charges: +4d6
additional damage can be cold, acid or fire. 2,500gp 3 charges/day
paid double to give it 6 charges per day = 5,000gp
healing belt: 1 charge: 2d8, 2 charges: 3d8, 3 charges: 4d8, positive energy, so
it will harm undead if touch attack made. 750gp

Backpack 2g
flint and steel 1g
50ft hemp rope 1g
grappling hook, collapsible 4gp
bedroll 1sp
iron rations x10 5g
waters kin x10 10g
chalk, 1cp
light horse 75g
riding saddle 10g
feed: 10days 5s
saddlebags 4g

100gp 60sp 20cp left

Named simply Mark by his peers due to the visible rune-like birthmark that seems seared upon his cheek. He doesn't know very much about his past, he just can't seem to remember. But it does seem to manifest itself in horrible, very vivid nightmares he has every moon or so. It seems Mark has a dark past that not even he knows the route of. And this hidden past is what drives him forward, the furthest back he remembers is waking up in a wagon entering a City far to the west. Even the caravan driver had no idea how he had got there and he was simply shoved on his way with only the clothes on him back.

Mark soon found he had a powerful gift, one he learnt to weild with ease. Not having any particular trade skills he quickly fell into the mercanaries guild, finding his "Go get-em" attitude and being superior to his competitors (or so he liked to believed, quite egotistical at times) made the jobs easy and the rewards were helpful.

He had been following up a contact that he believed held some clues to his heritage but it turned out to be a charlatan and a theif. Mark paid good money to hear just a sentance confirming his background, but instead he was mugged by two foolish men. They floored the warlock and made a run for it, catching him off guard. It was at the point where the adrenalin was pumping and his anger gathered in Mark, just as the theives thought they had made it, when suddenly one was jolted with electricity. The shock caused his muscles to tense so tightly, some of his teeth cracked under the contraction of his jaw and he dropped to the ground dead, still in spasm. The other barely took a step before half his body melted before his eyes, excruciating pain and bubbling flesh, he died a nasty death. Mark took his gold back and feeling fustrated and abused continued on his way.

His path soon led him to Saltmarsh, he had heard of the conflicts about tenday before. It seemed there was people to save, recognition to be gained and a chance for some gold. Maybe someone in there knew of his past...He had to try.

Edited by Mercenary_Leader, 04 November 2009 - 03:44 PM.


#2
Mercenary_Leader

    Evil Overlord

  • Games Master
  • Others: Member, VIP
  • 5,921 posts
  • Gender:Male
  • Location:Canada new brunswick
  • Country:
Mark

Human male
Warlock 4 Human paragon 3
Caster level: 7
Chaotic neutral
Size: Medium

Height: 6' 2"
Weight: 190 lb
Skin: pale, white
Eyes: silver-blue
Hair: Short, rough, spiky.

Strength 14 (+2)
Dexterity 21 (+5) Temp: 24 (+7) [Gloves of dexterity +3]
Constitution 17 (+3)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 14 (+2)

Total Hit Points: 67

Speed: 30 feet

Initiative modifier: +7 = +7 [dexterity]

Armor Class:*
Armor Class: 21(26)** = 9 +7 [dexterity] +5 [mithral chain shirt armor +1]

Touch AC: 16(21)** = 9 +7 [dexterity]

Flat-footed: 14(19)** = 9 +5 [mithril chain shirt armor +1]
*-1 for vulnerable flaw
**+5 vs ranged attacks (armor crystal of arrow delfection, lessor)

Saves:*
Fortitude save: +6= 2 [base] +3 [constitution] +1 [cloak of resistance +1]
Reflex save: +10 = 2 [base] +7 [dexterity] +1 [cloak of resistance +1]
Will save: +8 = 6 [base] +1 [wisdom] +1 [cloak of resistance +1]

*+4 bonus on Fortitude saving throws against poison
*+1 bonus on saving throws against spells or other effects produced by good creatures.

Attacks:
BaB: +5
Melee: +7 = +5 [base] +2 [strength]
Range: +12 = +5 [base] +7 [dexterity]

Grapple: +7 = +5 [base] +2 [strength]

Att:
Eldritch blast: +5 bab, +6 dex, +1 weapon focus = +12(+13 if within 30 ft)
damage: 3d6 (+1 if within 30 ft) range: 250 ft SR:Yes AOO: yes



Languages: Common, Elven, draconic

Class Features:
Warlock: Eldritch blast: 3d6 touch attack range 250ft SR: yes AOO: yes
Warlock: Detect magic at will
Warlock: Damage reduction 1/cold iron
Warlock: Decieve Item - Take 10 on use magic device.
Warlock Invovations:
1. Eldritch spear (Increase range to 250ft)
2. Darkness: as the spell at will.
3. Devils sight (see in darkness and magical darkness) (cast everyday at dawn)
Human paragon: adaptive learning ( listen is a class skill for all classes)
Human paragon: +2 ability boost (dex)
Human paragon: Bonus feat

Feats:
All simple weapons, and long sword, light armor.
Human bonus: point blank shot +1 att and dmg if within 30 ft.
Human paragon bonus: Fiendish heratige:You gain a +4 bonus on Fortitude saving throws
against poison. You also gain a +1 bonus on saving throws against
spells or other effects produced by good creatures.
level 1: Weapon focus (ranged spells)+1 to att rolls
level 3: Precise shot (removes -4 penalty to attackng a target in melee)
level 6: Ranged Recall (reroll missed ranged attacks at a -5 penalty)
-flaw Vulnerable: -1 penalty to armor class
+flaw make-up: Fiendish Power: Your caster level and save DCs for evil spells and
warlock invocations increase by 1.


Skill: key ability: total; rank, modifiers
Appraise Int 2 = +2
Balance Dex 7 = +7
*Bluff Cha 2 = +2
Climb Str 2 = +2
*Concentration Con 12 = +2 10R
*Craft Alchemy Int 2 = 2
*Craft_2 Int 2 = +2
Decipher Script Int 2 = +2
Diplomacy Cha 2 = +2
*Disguise Cha 2 = +2
Escape Artist Dex 7 = +7
Forgery Int 2 = +2
Gather Info. Cha 2 = +2
Handle animal Cha 2 = +2
Heal Wis 1 = 1
Hide Dex 7 = +7
*Intimidate Cha 2 = +2
*Jump Str 2 = +2
Knowledge (taken separately)
*(arcana) Int 13 = +2 +11R
(history) Int 2 = +2
*(Religion) Int 2 = +2
(local) Int Int 2 = +2
(nobility) Int 2 = +2
*(planes) Int 2 = +2
*Listen Wis 10 = 1 +9R
Move Silently Dex 16 = +7 +9R
Perform_1 Cha 2 = +2
*Profession_1 Cha 2 = +2
Ride Dex 7 = +7
Search Int 2 = +2
*Sense Motive Wis 1 = +1
*Spellcraft Int 12 = +2 +10R
Spot Wis 1 = 1 +1
Survival Wis 1 = +1
Swim Str 2 = +2
Use magic device Cha 2 = +2
Use Rope Dex 7 = +7
* = check for class skill

Human:
Extra feat at first level
Four extra skill points at first level
One extra skill point at each additional level

Money and equipment:
mithril chain shirt armor +1: 2000gp
boots of sidestepping & Dex +1, Move 5ft before having to make a ref. save. If still in jeopardy
needing save, save as normal. 5ft does not cause AOO. : 4,500gp
Amulet of health +3 9000gp
Crystal of arrow deflection (+5 ac vs ranged att) 2,500gp
Gloves of eldritch admixture: 1 charge: +2d6, 2 charges: +3d6, 3 charges: +4d6
additional damage can be cold, acid or fire. 2,500gp 3 charges/day
paid double to give it 6 charges per day = 5,000gp
healing belt: 1 charge: 2d8, 2 charges: 3d8, 3 charges: 4d8, positive energy, so
it will harm undead if touch attack made. 750gp

Survival pouch 5/day create various useful survival items 3,300
This pouch looks like it’s seen its share of
rough use. It is tattered and stained from use
in the wild.
Five times per day, you can reach into a
survival pouch and retrieve your choice of
one of the following items. You can draw
out the same item five times in one day,
draw out five different items, or produce
any combination of up to fi ve items.
Each item lasts for 8 hours or until indicated
below, whichever comes first.
• Trail rations for one Medium creature
for one day.
• Two gallons of water stored in a waterskin.
The waterskin disappears if it is
emptied completely.
• A tent and two bedrolls sized for
Medium creatures.
• A 50-foot coil of hempen rope.
• A shovel.
• A campfire (about 2 feet square). The fire
can be left to burn, or it can be pulled
apart to produce eight lit torches. Each
removed torch lasts for 1 hour and
reduces the remaining burning time
of the campfire by 1 hour. If the fi re
is extinguished, the unburnt portion
vanishes.
• A composite shortbow (+1 Str bonus)
and a quiver of 20 arrows. The bow
disappears 1 round after the last arrow
has been drawn from the quiver.
• A mule with bit, bridle, saddle, and saddlebags
(treat as a summoned creature,
except that it will not fight for you).


Backpack 2g
flint and steel 1g
50ft hemp rope 1g
grappling hook, collapsible 4gp
bedroll 1sp
iron rations x10 5g
waters kin x10 10g
chalk, 1cp
light horse 75g
riding saddle 10g
feed: 10days 5s
saddlebags 4g

100gp 60sp 20cp left





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