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Giffard Oren

Giffard Oren

At first glance Giffard is a not particularly unusual specimen of humanity. He’s of average height, possessed of an athletic build, he has blonde hair and blue eyes; his perpetual tan, an inheritance from his mother, marks him though as does an indefinable something.

At first glance he might appear ordinary but when he smiles or frowns people take note, its not like he’s particularly handsome or frightening looking either, although there is a sharpness to his features somehow, an intensity to his gaze.

On a more mundane level, it will be noted that he will often burst into song and for this reason many take him for a Bard on first meeting. Also the fact that he tries to ensure that he is immaculately dressed, clean and stylish if the situation is appropriate, adds to this impression. Even so he is clearly no stranger to combat, he always goes armed with at the least sword and dagger unless prevented by law or custom.

A native of the Dalelands, Giffard Oren was born in Battledale son to Relgard his Dalelander father and Lisaan who haled from Shaar in the south.

Giffard never knew his mother, for as he took his first breath and life burst into him his mother’s own life fled her weakened body. His father Relgard was a Ranger of the Dales, and it was he who brought Giffard up, ostensibly alone, although Giffard spent much time with his father’s kin who dwelt nearby.

A strong fast child who adored his father Giffard dreamt of becoming a warrior, but by the age of 6 people already knew that he was touched by the Dragon. For his whole life Giffard has believed that he is indeed touched by the Dragon, like many sorcerers, he is sure that he is descended somehow from Draconic origins.

As he grew Giffard’s sorcerous powers began to manifest, at first Giffard resented this gift which he believed would rob him of his dreams but as he grew to manhood he came to realized that he could be Sorcerer and Warrior both.

By the time Giffard was fifteen years old he felt ready and able to leave the bosom of his kin and thus began to travel through the strife filled lands.

Thus he was witness to the evils of the world of Toril and to its many positives, at this stage in his life he is at a crossroads, should he continue to wander or should he take a stand and use his skills and powers for the greater good

Sex        : Male 
Race       : Human 
Class/Level: Battle Sorcerer 15
Alignment  : Neutral Good
Strength     18   (+4) [Base 14 + 4(belt)]
Dexterity    16   (+3) [Base 12 + 4(gloves)]
Constitution 18   (+4) [Base 14 + 4[Amulet)]
Intelligence 14   (+2) [Base 14 + 0]
Wisdom       10   (+0) [Base 10 + 0]
Charisma     28   (+9) [Base 17 + 3(lvl) + 6(vest) +2(Tome)]
Size  : Medium
Height: 5' 9"
Weight: 175 lb
Skin  : Tan
Eyes  : Blue
Hair  : Blond; Straight; Beardless

Speed      : 30 feet
Armor Class: 29 = 10 +3[Dex] +3[Ring] +6[Bracers] +5[Robe] +2[Force Shield]
   Touch AC: 18 [Flat-footed: 24]
Initiative modifier :  +7 = +3 [dexterity] +4 [improved initiative] 

Fortitude save      : +18 = 5[base] +4[Con]       +5[Cloak] +4[Robe]
Reflex save         : +17 = 5[base] +3[Dex]       +5[Cloak] +4[Robe]
Will save           : +20 = 9[base] +2[Iron will] +5[Cloak] +4[Robe]

Attack (handheld)   : +15/+10/+5 = 11 [base] +4 [Str] 
Attack (unarmed)    : +15/+10/+5 = 11 [base] +4 [Str] 
Attack (missile)    : +14/ +9/+4 = 11 [base] +3 [Dex] 
Grapple check       : +15/+10/+5 = 11 [base] +4 [Str]
Light load      : 100 lb. or less
Medium load     : 101-200 lb.
Heavy load      : 201-300 lb.
Lift over head  : 300 lb.
Lift off ground : 600 lb.
Push or drag    : 1500 lb.
LANGUAGES: Celestial Common Draconic

Dagger       +16/+11/+6 DMG 1d4+4  , crit 19-20/x2, piercing, 10' rng_inc
Morning Star +16/+11/+6 DMG 1d8+4  , crit x2,       bludgeoning & piercing
Sling        +17        DMG 1d4+6  , crit x2,       bludgeoning, 50' rng_inc
Longsword    +19/+14/+9 DMG 1d8+7  , crit 19-20/x2, slashing
  • Craft Wondrous Item
  • Arcane Strike [Complete Warrior]
  • Improved Initiative
  • Iron Will
  • Skill Focus - Concentration
  • Spell Penetration
  • Weapon Focus x1 Weapon(s): Longsword
                    Key        Skill  Ability        Misc.
Skill Name         Ability      Mod     Mod    Ranks  Mod
Concentration       Con        20 =      +4    +13     +3 [Skill Focus]
Decipher Script     Int         8 =      +2     +6     +0 [cc]
Hide                Dex*        8 =      +3     +0     +5 [Elven Cloak] [cc]
Intimidate          Cha        20 =      +9    +11     +0
Knowledge (arcana)  Int        20 =      +2    +18     +0
Move Silently       Dex*        8 =      +3     +0     +5 [Elven Boots] [cc]
Perform (Sing)      Cha        10 =      +9     +1     +0 [cc]
Spellcraft          Int        20 =      +2    +16     +2 [Knowledge,Arcana]

Appraise            Int         4 =      +2     +0     +2 [raven]
Balance             Dex*        3 =      +3     +0     +0
Bluff               Cha         9 =      +9     +0     +0
Climb               Str*        4 =      +4     +0     +0
Craft_1             Int         2 =      +2     +0     +0
Craft_2             Int         2 =      +2     +0     +0
Craft_3             Int         2 =      +2     +0     +0
Diplomacy           Cha         9 =      +9     +0     +0
Disguise            Cha         9 =      +9     +0     +0
Escape Artist       Dex*        3 =      +3     +0     +0
Forgery             Int         2 =      +2     +0     +0
Gather Information  Cha         9 =      +9     +0     +0
Heal                Wis         0 =      +0     +0     +0
Jump                Str*        4 =      +4     +0     +0
Listen              Wis         0 =      +0     +0     +0
Perform_2           Cha         9 =      +9     +0     +0
Perform_3           Cha         9 =      +9     +0     +0
Perform_4           Cha         9 =      +9     +0     +0
Perform_5           Cha         9 =      +9     +0     +0
Ride                Dex         6 =      +3     +0     +0
Search              Int         2 =      +2     +0     +0
Spot                Wis         0 =      +0     +0     +0
Survival            Wis         0 =      +0     +0     +0
Swim                Str**       4 =      +4     +0     +0
Use Rope            Dex         3 =      +3     +0     +0
Sense Motive        Wis         0 =      +0     +0     +0
* = check penalty for wearing armor
Bluff >=5 ranks gives +2 on disguise checks to act in character.
If the familiar is within reach, +2 on spot and listen ("alertness").

Sorcerer Spells per day
Lvl 0: 5 (5 + 0)
Lvl 1: 8 (5 + 3)
Lvl 2: 7 (5 + 2)
Lvl 3: 7 (5 + 2)
Lvl 4: 7 (5 + 2)
Lvl 5: 7 (5 + 2)
Lvl 6: 6 (5 + 1)
Lvl 7: 4 (3 + 1)

Sorcerer Spells Known

  • Detect Magic
  • Disrupt Undead
  • Light
  • Mage Hand
  • Message
  • Open/Close
  • Prestidigitation
  • Read Magic
  • Magic Missile
  • Reduce Person
  • Shield
  • True Strike
  • Glitterdust
  • Invisibility
  • Scorching Ray
  • Web
  • Lightning Bolt
  • Protection From Energy
  • Sound Lance [Spell Compendium]
  • Dimension Door
  • Explosive Cascade [Spell Compendium]
  • Invisibility, Greater
  • Brilliant Blade [Spell Compendium]
  • Dragon Ally, Lesser [Spell Compendium]
  • Shadow Evocation
  • Disintegrate
  • Dispel Magic, Greater
  • Teleport, Greater

  • Extra feat at first level (already included)
  • Four extra skill points at first level (already included)
  • One extra skill point at each additional level (already included)
Battle Sorcerer:
  • Familiar / Alertness, etc.
  • Can know only limited numbers of spells
  • Battle sorcerers know fewer than other sorcerers.
  • Battle sorcerers also have fewer spell slots daily.
  • Battle sorcerers get light armor and a simple/1 handed martial weapon.
  • High charisma gains bonus spells daily

Giffard Oren's Special Equipment:
Used 2140 XP for item creation, I've stopped there as the spell requirements
won't let me get the other 260 XPs worth.

Amulet of health+4
Cost: 8,000gps, XP 320

Belt of Giant Strength+4
Cost: 8,000gps, XP 320

Boots, Elven	
Cost: 2,500gps, XP NA 

Bracers of Armor+6 (Magic Eating*)
Cost: 23,000gps, XP 920
While wearing magic-eating armor, whenever you succeed on a saving 
throw against a spell that targets you, the armor heals you of 1 point of 
damage per level of the spell. 
This healing occurs after the spell takes effect.

Cloak, Elven
Cost: 2,500gps, XP NA

Gem Brightness
Cost: 6,500gps, XP 260
This crystal appears to be a long, rough prism. Upon utterance of a 
command word, the crystal emits bright light of one of three sorts.
  • One command word causes the gem to shed light as a hooded lantern. This use of the gem does not expend any charges.
  • Another command word causes the gem of brightness to send out a bright ray 1 foot in diameter and 50 feet long. This strikes as a ranged touch attack, and any creature struck by this beam is blinded for 1d4 rounds unless it makes a DC 14 Fortitude save. This use of the gem expends 1 charge.
  • The third command word causes the gem to flare in a blinding flash of light that fills a 30-foot cone. Although this glare lasts but a moment, any creature within the cone must make a DC 14 Fortitude save or be blinded for 1d4 rounds. This use expends 5 charges.
A newly created gem of brightness has 50 charges. When all its charges are expended, the gem becomes nonmagical. Gloves of Dexterity+4 Cost: 8,000gps, XP 320 Hat of Disguise Cost: 1,800gps, XP NA This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on. Heward's Handy Haversack Cost: 2,000gps, XP NA
  • 2 side pouches (each): 2 cubic feet in volume or 20 pounds in weight.
  • Large central portion: 8 cubic feet or 80 pounds of material.
  • Always weighs only 5 pounds.
  • When the wearer reaches into it for a specific item, that item is always on top.
  • Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
Robe of the Archmagi (White) Cost: 75,000gps, XP NA
  • +5 armor bonus to AC.
  • Spell resistance 18.
  • +4 resistance bonus on all saving throws.
  • +2 enhancement bonus on caster level checks made to overcome spell resistance.
Vest of Charisma+6 & Resistance +5 Cost: 61,000gps, XP NA As cloaks of same name. Tome of Leadership & Influence+2 Cost: 55,000gps, XP NA Already used. Bone Ring* Cost: 20,000gps Seemingly fragile and nearly weightless, this ring appears to be a single long finger bone, bleached white and somehow bent into a circle. While wearing a bone ring, you are protected from energy drain and ability drain (but not ability damage). A bone ring has 3 charges, which are renewed each day at dawn. Every negative level or point of ability drain prevented uses 1 charge. For example, a successful slam attack from a vampire, which normally bestows two negative levels, instead drains 2 charges from the ring. Ring of Protection +3 Cost: 18,000gps Ring, Force Shield Cost: 8,500gps Rod, Quickening (Normal) Cost: 75,500gps Wand, Daylight Cost: 4,500gps Wand, Detect Magic Cost: 375gps Wand, Detect Secret Doors Cost: 750gps Wand, Knock Cost: 4,500gps Wand, Melf's Acid Arrow Cost: 4,500gps Longsword +3, Ringsword** Cost: 22,315gps Wt: 4lbs] Fit ring to Sword, and when hold sword gain benefit of the ring as though worn and still gain benefits of rings worn on fingers. Greater Fiendslayer Crystal* Cost: 5,000gps (Attached to Sword) A Fiendslayer Crystal helps you fight creatures infused with evil. Effect on a weapon with this crystal attached:
  • +1d6 points of damage to evil outsiders.
  • Treated as good-aligned for the purpose of overcoming DR.
  • If weapon scores a critical hit against an evil outsider, that creature can't use any teleportation abilities or spells for 1 round.
Any evil creature grasping a weapon that bears a Fiendslayer Crystal gains one negative level, which remains as long as it holds the weapon and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Sling +2, Flaming Cost: 18,000gps Flaming: A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. * Magic Item Compendium ** Arms And Equipment Guide
Giffard Oren's Mundane Equipment:
Masterwork Morning star             [Cost:     316gps  6lbs]

Masterwork Dagger                   [Cost:     306gps  1lb ]

Sling Bullets[20]                   [Cost:       2cps  5lbs]

Bedroll                             [Cost:       1sp   5lbs]
Winter Blanket                      [Cost:       5sps  3lbs]

Flint & Steel                       [Cost:       1gp   -   ]
Hooded Lantern                      [Cost:       7gps  2lbs]
Oil (3 * 1 pint flask)              [Cost:       3sps  3lbs]
Candle [5]                          [Cost:       5cps  -   ]
Ink (1oz vial)                      [Cost:       8gps  -   ]
Inkpen                              [Cost:       1sp   -   ]
Paper (10 sheets)                   [Cost:       4gps  -   ]

Crowbar                             [Cost:       2gps  5lbs]
Mirror, small steel                 [Cost:      10gps .5lbs]
Iron Pot                            [Cost:       5sps  8lbs]
Rope, Silk 50'                      [Cost:      10gps  5lbs]
Sack [2]                            [Cost:       2sps  1lb ]
Soap                                [Cost:       5sps  1lb ]
Shovel                              [Cost:       2gps  8lbs]
Whetstone                           [Cost:       2cps  1lb ]

Trail Rations (5 days)              [Cost:      25sps  5lbs]
Waterskin [3]                       [Cost:       3gps 12lbs]

Belt Pouch [2]                      [Cost:       2gps  1lbs]
Spell Component Pouch               [Cost:       5gps  2lbs]

Cold Weather Outfit                 [Cost:       8gps  7lbs]
Courtiers Outfit                    [Cost:      30gps  6lbs]
Travelers Outfit                    [Cost:       1gp   5lbs]

Light Warhorse                      [Cost:     150gps   NA ]
Bit & Bridle                        [Cost:       2gps  1lb ]
Military Saddle                     [Cost:      20gps 30lbs]
Saddle Bags                         [Cost:       4gps  8lbs]

Remaining Wealth: 3,864.21gps

Carried Wt = 24lbs plus Handy Haversack
On Horse  = 39lbs + Giffard! 
Remainder in Haversack

Raven familiar:
Str 1
Dex 15
Con 10
Int 13
Wis 14
Chr 6

Hit points: 40
Initiative +2 (dex)
Speed 10 ft., fly 40 ft. (average)
AC: 22 (+2 size, +2 dex, +8 level)

Claws +4 melee 1d2-5
Fort +5, Ref +7, Will +11, Listen +6

Spot +6
Speaks one character language
Alertness feat when in arm's reach
Improved evasion
Share spells
Empathic link
Deliver touch spells
Speak with master
Speak with birds
Spell resistance 20
Scry on familiar
"Whoever gloats over disaster will not go unpunished."

Last edited by Polemarch; 22nd of June, 2008 at 19:17.
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