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Old 26th June 2006, 12:07 AM   #1 (permalink)
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Strahd_Von_Zarovich Goblin Sharpshooter (Lvl 2)
Strahd's "The lost Caverns of Tsojcanth"

OOC thread link
IC thread Link

1. Rhun- Turo Beremwocket, Rock Gnome Cleric 8
2. renu1g - Whisper, Oeridian Human Ninja 7/ Shadowdancer 1
3. Thanee - Allyra, Suel Human Wizard 8
4. Tailspinner - Drengar, Dwarf Barbarian 8
5. S@S - Toman Kenthur, Oeridian Human Fighter 5 / Sorcerer 1 / Dragon Disciple (Bronze) 2
__________________
Spoiler:

Zirat Igruf, Gladiator (Rhun's ToEE):
OOC ; IC ; RG

Zap - Pixie (Motd):
RG ; ooc ; IC

Ars Magica 5e, Rhine Tribunal:
RG ; ooc ; IC

Ares, Tiefling evoker (Rhun's Ravenloft):
RG ; IC

-----------------------

DM The lost Caverns of Tsojcanth:
RG ; OOC ; IC ;
DM RttToEE:
RG ; OOC ; IC ;


Last edited by Strahd_Von_Zarovich; 23rd July 2009 at 02:18 PM.. Reason: Players and Characters
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Old 26th June 2006, 12:08 AM   #2 (permalink)
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Strahd_Von_Zarovich Goblin Sharpshooter (Lvl 2)
Adventure aids

Council's Parchment

The Horn of Iggwilv
Pierces the heart-
Look over your shoulder
Before you start
How many sorrow?
Foolish men
Because they didn't
Turn back then


The Hermit's Parchment

It seems this is a page from a journal of the lone survivor of a past expedition to the caverns, the parchment says:
"The small cave was the secret, for in back, hidden by (here the text is blurred beyond any reading) … and we descended.
There was no certain path, so we (Smudged) … and this is told of above, for it is where Yaim and Brelid met their end. Our persistence paid. The right way was beyond and narrow, so (writing covered with dark stain) … -eam lies straight pas- (more stains) …-pe the span swiftly to plunge to doom where the wat- (here smudges and stains obliterate several lines) … They were right. It is more dismal here than above. Only the two of us su- (Blotch) … We pray that the lucky (Smudge) is true, for we are now going to attempt entry fo- (large rusty smears have wiped out the next words) … of no help. I managed to escape. Why did we (here the remaining few words are smeared and unreadable, save for the last word) … beautiful."

Tablet

In the center lies the gate
But opening it is sure to vex
Many are guards who wait
As you go to the middle hex

Randomly sent to find a way
Back to a different iron door
A seventh time and you may stay
And seek the glowing prize no more

You have won old Iggwilv’s prize
Her hoarded cache of magic
And freed the one with yearning eyes
Whose lot was hunger tragic
Attached Thumbnails
strahds-lost-caverns-tsojcanth-map3.jpg  
__________________
Spoiler:

Zirat Igruf, Gladiator (Rhun's ToEE):
OOC ; IC ; RG

Zap - Pixie (Motd):
RG ; ooc ; IC

Ars Magica 5e, Rhine Tribunal:
RG ; ooc ; IC

Ares, Tiefling evoker (Rhun's Ravenloft):
RG ; IC

-----------------------

DM The lost Caverns of Tsojcanth:
RG ; OOC ; IC ;
DM RttToEE:
RG ; OOC ; IC ;


Last edited by Strahd_Von_Zarovich; 28th May 2009 at 02:41 PM..
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Old 26th June 2006, 12:09 AM   #3 (permalink)
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Strahd_Von_Zarovich Goblin Sharpshooter (Lvl 2)
Experience

Experience: Total: 13983
170 xp each - WereRats encounter, whitehale, Veluna.
600 xp each - Albino Goblin, wolves and Dead Ogres in abandoned village of Krag farms.
300 xp each - Dealing with the lady of the lake wisely.
900 xp each - Killing the Ogre Barbarian and his band.
200 xp each - Destroying Atesh the Wraith.
50 xp each - Dealing wisely with the bears.
1780 xp each - For defeating the Ketties.
1000 xp each - For dealing with the wise hermit.
1000 xp each - for surviving the goblins Ambush.
2100 xp each - Slaying the trolls.
910 xp each - For defeating Iuz's party.
1260 xp each - For destroying the Clay Golem in the caves.
1050 xp each - Slaying 4 Trolls in big cave.
1000 xp each - Killing the morays and negotiating with the giant.
263 xp each - Killing the cockatrice pair.
1400 xp each - For defeating the Dao genies in the richly furnished cave.
600 xp each - Allyra's massacre in the Gorgimera's dwelling.
__________________
Spoiler:

Zirat Igruf, Gladiator (Rhun's ToEE):
OOC ; IC ; RG

Zap - Pixie (Motd):
RG ; ooc ; IC

Ars Magica 5e, Rhine Tribunal:
RG ; ooc ; IC

Ares, Tiefling evoker (Rhun's Ravenloft):
RG ; IC

-----------------------

DM The lost Caverns of Tsojcanth:
RG ; OOC ; IC ;
DM RttToEE:
RG ; OOC ; IC ;


Last edited by Strahd_Von_Zarovich; 9th May 2009 at 12:53 PM..
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Old 26th June 2006, 12:11 AM   #4 (permalink)
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Strahd_Von_Zarovich Goblin Sharpshooter (Lvl 2)
Loot & equipment

Loot + party equipment:
Map and Parchment.
Royal Horses: Turo - Pony ; Maor - Light war horse ; , Elliyad, Allyra and Keldar - regular steeds, Light horse ; Garon - your personal Heavy war horse.

Ogre's Den:
Rusted ring from the ogre
Ogre's chest - 900 silver, 20 platinum, 6 jades(50 gp each), rainbow potion.

Kettish Group:
3 horses - 1 regular steeds and 2 light war horses.

Troll's chest:
2 magic potions (Magic fang & Darkvision), 104 platinum, 1983 gold.

Gorgimera's horde:
7000 silver coins, 9000 gold coins, 800 platinum coins, 21 gems worth 1200 gold each (Emerald; white opal, and fire opal), 2 pieces of jewelry worth 500 gold and 200 gold (1 set of gold earrings and a silver jewelry box with jade inlays) , 1 potion of green dragon control, scroll of protection from elementals, a bag of holding (2500 coins max), and a horn of fog.
__________________
Spoiler:

Zirat Igruf, Gladiator (Rhun's ToEE):
OOC ; IC ; RG

Zap - Pixie (Motd):
RG ; ooc ; IC

Ars Magica 5e, Rhine Tribunal:
RG ; ooc ; IC

Ares, Tiefling evoker (Rhun's Ravenloft):
RG ; IC

-----------------------

DM The lost Caverns of Tsojcanth:
RG ; OOC ; IC ;
DM RttToEE:
RG ; OOC ; IC ;


Last edited by Strahd_Von_Zarovich; 9th May 2009 at 12:33 PM.. Reason: Gorgimera's treasure
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Old 26th June 2006, 12:30 AM   #5 (permalink)
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wmasters Goblin Sharpshooter (Lvl 2)
Turo Berenwocket, Gnome Cleric of Garl Glittergold

Background
Turo Berenwocket is a gnome who thinks too much. He worries for his family, for his friends he's left behind, and for the village he grew up in. These are dangerous times, and Turo is no longer there to protect them.

Years ago, the church asked him to leave the mountain slopes of Yatil to seek out the priest, Roykin. It had been a difficult decision, but ultimately when the church asked him to investigate unusual going's on in Roykin's service to Garl Glittergold, he had had little choice. It pained him to find Roykin corrupting the good name of Garl Glittergold, consorting with kobolds in unholy acts. Confronting him had meant a long and arduous journey and Turo became far more aware of the darkness over Greyhawk, and he knew he had to be there to keep everyone safe.

Turo arrested Roykin and brought him back to his homelands, meanwhile Turo set off to spread the good word of Garl Glittergold across all of Greyhawk. Contacted by agents for the royalty in Furyondy, he has joined there ranks, seeing a host of opportunities. Working with the royalty means not only prestige, but the money to enjoy himself and an ideal position to oversee the goings on in the world wider than his small village. His divinations and findings are frequently used to find more about the world, and used by the Furyondy in their work. When they are not, Turo uses them to check on his friends and family back home, glad to have that peace of mind.
Character Sheet
Turo Beremwocket
Rock Gnome Cleric 3/Church Inquisitor 2/Divine Oracle 1
Deity: Garl Glittergold
Alignment: Lawful Good
Height: 3' 3"
Weight: 43lbs
Age: 68
Size: Small
Experience: 16,970/21,000

Statistics:
Str: 14 (+2) (10pts -2 racial)
Dex: 12 (+1) (4 pts)
Con: 16 (+3) (6 pts +2 racial)
Int: 12 (+1) (4pts)
Wis: 18 (+4) (8 pts +1 level adjust +2 magic)
Cha: 10 (+0) (2pts)

Hit Points: 48/48
Armour Class: 20 (10 + 5 armour + 3 shield + 1 Dex + 1 size)
Touch AC: 12
Flat-footed AC: 18
Initiative: +1
Armour Check Penalty: -2
Speed: 20ft/x4
BAB: +3
Grapple: +1 (+3 Base +2 Str -4 size)

Saving Throws:
Fortitiude: +7 (+3 base +3 ability +1 magic)
Reflex: +3 (+1 base, +1 ability +1 magic)
Will: +12 (+8 base, +3 ability +1 magic)

Attacks
Masterwork Morningstar melee +7, 1d6+2/x2
Sickle melee +6, 1d4+2/x2
Shortbow 60ft range +5 1d4/x3

Skills:
Appraise +1 (1 base)
Balance -1 (1 base -2 ACP)
Bluff +0 (0 base)
Climb +0 (2 base -2 ACP)
Concentration +12 (3 base +9 ranks)
Diplomacy +2 (0 base +2 domain)
Disguise +0 (0 base)
Escape Artist -1 (1 base -2 ACP)
Forgery +1 (1 base)
Gather Information +0 (0 base)
Heal +4 (4 base)
Hide -1 (1 base -2 ACP)
Intimidate +0 (0 base)
Jump -6 (2 base -2 ACP -6 movement)
Knowledge (arcana) +6 (1 base +5 ranks)
Knowledge (religion) +12 (1 base +8 ranks +3 skill focus)
Listen +6 (4 base +2 racial)
Move Silently -1 (1 base -2 ACP)
Ride +1 (1 base)
Search +1 (1 base)
Sense Motive +8 (4 base +4 ranks)
Spellcraft +8 (1 base +5 ranks +2 synergy)
Spot +4 (4 base)
Survival +4 (4 base)
Swim -2 (2 base -4 ACP*2)
Use Rope +1 (1 base)

Feats
Skill Focus (Knowledge (Religion)), Divine Vigor, Spontaneous Healer

Languages
Common, Gnome, Old Oeridian

Racial Abilities
Low-light vision
Spell like abilities 1/day: Speak with burrowing animals, Dancing Lights, Ghost sounds, Prestigitation
+2 racial bonus vs. illusion
+1 modifier to DCs vs my illusions
+1 racial bonus to attack kobolds and goblinoids
+4 dodge bonus against giants
Favoured Class: Bard

Class Abilities:
Proficient in all armour and shields (except tower shields)
Proficient in all simple weapons and Shortbow and Composite Shortbow
Aura: Turo has a moderate aura of good
Cannot cast Chaotic or Evil spells
Turn undead up to three times per day; check 1d20+2, turning damage 2d6+3
Detect Evil at will, as the spell
Immune to Charms
Scry Bonus: +1 sacred bonus to the save DC of Divination (scrying) spells

Domains:
Community: Use calm emotions as a spell-like ability 1/day, +2 to Diplomacy
Good: Cast good spells at +1 caster level
Inquisition: +4 bonus on all dispel checks
Oracle: Cast divination spells at +2 caster level

Spontaneous Casting
0th level: Cure Minor Wounds
1st level: Bless, Protection from Evil, Detect Chaos, Identify, Cure Light Wounds
2nd level: Status, Aid, Zone of Truth, Augury, Cure Moderate Wounds
3rd level: Prayer, Magic Circle against Evil, Detect Thoughts, Divination, Cure Serious Wounds

Equipment
+1 Chain Shirt 1250gp
+1 heavy steel shield 1170 gp
Lesser metamagic rod of extend 3000gp
Periapt of Wisdom +2 4000gp
Wand of Cure Light Wounds 750gp
2 x Pearl of Power 1st level 2000gp [Both used]
Masterworked Morningstar 308gp
Cloak of Resistance +1 1000gp
Sickle 6gp
Shortbow 30gp
20 arrows 1gp
Backpack 2gp
Silver holy symbol 25gp
Spell Component Pouch 5gp
Tent 10gp
Bedroll 1sp
Winter Blanket 5sp
Box of healing potions (4 Cure Light Wounds, 2 Cure Moderate Wounds, 1 Cure Serious Wounds)
One weeks ration
"Bonzo" the Pony
Deeper Darkness Stone - 10 days duration remaining
327gp 4sp
Spells
Spells Currently learnt
Orisons (DC 14): Create Water, Detect Magic, Detect Poison, Mending, Purify Food and Water
1st (DC 15): Magic Weapon, Lesser Vigor, Shield of Faith, Sanctuary
2nd (DC 16): Lesser Restoration, Remove Paralysis, Spiritual Weapon*, Silence*
3rd (DC 17): Invisibility Purge*, Dispel Magic, Create Food and Water
*Spells extended with the lesser metamagic rod
Bonzo stats
PONY Medium Animal
Hit Dice: 2d8+2 (11/11 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Hoof –3 melee (1d3*)
Full Attack: 2 hooves –3 melee (1d3*)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Skills: Listen +5, Spot +5
Feats: Endurance
Environment: Temperate plains
Organization: Solitary
Challenge Rating: 1/4
Advancement: —
Level Adjustment: —
The statistics presented here describe a small horse, under 5 feet tall at the shoulder. Ponies are otherwise similar to light horses and cannot fight while carrying a rider.
Combat
*A pony not trained for war does not normally use its hooves to attack but rather to run. Its hoof attack is treated as a secondary attack and adds only half the pony’s Strength bonus to damage.
Carrying Capacity: A light load for a pony is up to 75 pounds; a medium load, 76–150 pounds; and a heavy load, 151–225 pounds. A pony can drag 1,125 pounds.

Last edited by wmasters; 31st October 2006 at 11:09 AM..
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Old 26th June 2006, 07:55 AM   #6 (permalink)
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Yair Goblin Sharpshooter (Lvl 2)
Maor, Aasimir (Heironeous-Oeridian) Favored Soul

Depleted Resources:
daylight (CL 5) 1/1 per day
Hp 41/41
CLW charges 97
Spells Known [CL 5]
2nd (5/5 per day) – align weapon, bull's strength, summon monster II
1st (7/7 per day) – cure light wounds, detect evil, protection from evil, resurgence, summon monster I
0th (6/6 per day) – create water, cure minor wounds, detect magic, guidance, light, read magic

Statblock
Maor CR 6
Male Aasimir Favored Soul 5
Neutral Good Medium Outsider (Native)
Senses darkvision 60ft.; Listen +2, Spot +2
Languages Common, Celestial, Halfling
---------
AC 23 [+3 Dex +5 armor+1 enhancement +2 shield+1 enhancement+1 deflection], touch 13, flat-footed 19
Hp 41/41 (5d8+15 HD)
Immune -; Resistance acid 5, cold 5, electricity 5, fire 10
Fort +8 [4 base+3 Con+1 Resistance], Ref +8 [4 base+3 Dex+1 Resistance], Will +5 [4 base+1 Resistance]
---------
Init +3; Spd 20 ft.
Melee longsword +8 (1d8+4 19/x2)
Base Atk +3; GRP +6
Atk Options daylight (CL 5) 1/1 per day
---------
Combat Gear (49 lb., -6 ACP; Light 58/Medium 116/Heavy 175)
+1 breastplate 1350 gp (-4 ACP, 30 lb.)
+1 heavy steel shield 1170 gp (-2 ACP, 15 lb.)
+1 longsword 2315 gp (4 lb.)
Spells Known [CL 5]
2nd (5/5 per day) – align weapon, bull's strength, summon monster II
1st (7/7 per day) – cure light wounds, detect evil, protection from evil, resurgence, summon monster I
0th (6/6 per day) – create water, cure minor wounds, detect magic, guidance, light, read magic
---------
Abilities Str 16, Dex 16 [+1 level+2 enhancement], Con 16, Int 12, Wis 10, Cha 16
SQ -
Feats Augment Summoning, Spell Focus (conjuration), Weapon Focus* (longsword)
Skills Appraise +0, Balance -3 [-6 ACP], Bluff +3, Climb -3 [-6 ACP], Concentration +11 [8], Craft +1, Diplomacy +13 [8+2 synergy], Disguise +3, Escape Artist -3 [-6 ACP], Forgery +1, Gather Information +3, Heal +4 [3], Hide -3 [-6 ACP], Intimidate +3, Jump -3 [-6 ACP], Listen +2 [+2 racial], Move Silently -3 [-6 ACP], Perform +3, Ride +3, Search +1, Sense Motive +6 [5], Spot +2 [+2 racial], Survival +0, Swim -9 [-12 ACP], Use Rope +3
Possessions 14000 gp
Rod of Lesser Extension 3000 gp
Scroll of Dispel Magic 375 gp
Wand if CLW 1500 gp (100 charges)
+1 breastplate 1350 gp
+1 heavy steel shield 1170 gp
+1 longsword 2315 gp
Gloves of Dexterity +2 4000 gp
Backpack 2 gp (2 lb.)
Smokestick 20 gp (0.5 lb.)
359 gp in cash
box of healing potions [4 cure light wounds, 2 cure moderate wounds, 1 cure serious wounds].
riding horse & gear
Ring of Protection +1, golden
Cloak of Resistance +1, yellow
Potion of Bull's Strength

Background
Maor was raised to be a paladin of Heironeous. Although he was clearly blessed with Heironeous's blood, he and the order did not see things eye to eye. Maor would like to act as a force of good, fighting Iuz and the humanoids, but doesn't like the paladin's too strict honor and reliability. He figures more drastic measures are in order in these dire times. At a young age he fled the establishment and for a time employed himself as a mercenary. After bickering with an employer over a not-so-good-aligned job, however, he found himself unemployed. Just as he was growing desperate, he was approached by the king's messenger. He offered him to join the fight against Iuz's servants and the merceneries, which (as Maor doesn't like morally ambiguous jobs) sounded great. On the other hand although subservient to the paladin-king Belvor IV, the guard isn't as pig-headed as Maor sees the paladins to be. It all sounded like a good deal. Maor signed on.
He'll be interested in uncovering treasure, however; economic independence is just what he needs right now. It will give him the possibility of resigning, which he suspects he'll need to from his past experience. Either the jobs will turn sour, or the paladin king will insist on honor or something like that. He's seen it before. Better have ready cash on your hands. Better have enough of it to allow him to keep going on his own, without needing to serve as another's minion.

Maor is of Oeridian blood, with olive skin and typical features. His hair is a radiant blond, and most surprisingly his eyes are the same color too (a hint of his celestial descent).



Summon Monster II Options
celestial giant bee, celestial giant bombardier beetle, celestial riding dog, celestial eagle.

Celestial Giant Bee
Size/Type: Medium Magical Beast [Extraplanar]
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 80 ft. (good)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+2
Attack: Sting +2 melee (1d4 plus poison)
Full Attack: Sting +2 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., vermin traits, resistance to acid 5,
cold 5, and electricity 5, spell resistance 8
Saves: Fort +3, Ref +3, Will +2
Abilities: Str 11, Dex 14, Con 11, Int 3, Wis 12, Cha 9
Skills: Spot +5, Survival +1*
Feats: —
Environment: Any good-aligned plane
Organization: Solitary, buzz (2-5), or hive (11-20)
Challenge Rating: 1
Treasure: No coins; Ό goods (honey only); no items
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: —

Although many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins. Giant bees are usually not aggressive except when defending themselves or their hive.
Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (+3) against an evil foe.

Skills

Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.

Augmented Celestial Giant Bombardier Beetle
Size/Type: Medium Magical Beast [Extraplanar]
Hit Dice: 2d8+8 (17 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d4+4)
Full Attack: Bite +4 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spray
Special Qualities: Darkvision 60 ft., vermin traits, resistance to acid 5,
cold 5, and electricity 5, spell resistance 7
Saves: Fort +7, Ref +0, Will +0
Abilities: Str 17, Dex 10, Con 18, Int 3, Wis 10, Cha 9
Skills: —
Feats: —
Environment: Any good-aligned plane
Organization: Cluster (2-5) or click (6-11)
Challenge Rating: 2
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: —

These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long. Giant bombardier beetles normally attack only to defend themselves, their nests, or their eggs.
Acid Spray (Ex): When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (+2) against an evil foe.

Celestial Dog, Riding
Size/Type: Medium Magical Beast [Extraplanar]
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5,
cold 5, and electricity 5, spell resistance 7
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 3, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats: Alertness, TrackB
Environment: Any good-aligned plane
Organization: Solitary or pack (5-12)
Challenge Rating: 1
Advancement: —
Level Adjustment: —

This category includes working breeds such as collies, huskies, and St. Bernards.
Carrying Capacity

A light load for a riding dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A riding dog can drag 1,500 pounds.
Combat

If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (+2) against an evil foe.
Skills

Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.

Celestial Eagle
Size/Type: Small Magical Beast [Extraplanar]
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 80 ft. (average)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/-4
Attack: Talons +3 melee (1d4)
Full Attack: 2 talons +3 melee (1d4) and bite -2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, darkvision 60ft., resistance to acid 5,
cold 5, and electricity 5, spell resistance 6
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 10, Dex 15, Con 12, Int 3, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon FinesseB
Environment: Any good-aligned plane
Organization: Solitary or pair
Challenge Rating: ½
Advancement: 2-3 HD (Medium)
Level Adjustment: —

These birds of prey inhabit nearly every terrain and climate, though they all prefer high, secluded nesting spots.

A typical eagle is about 3 feet long and has a wingspan of about 7 feet. The statistics presented here can describe any similar-sized, diurnal bird of prey.
Combat

Eagles dive at prey, raking with their powerful talons.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (+1) against an evil foe.

Skills

Eagles have a +8 racial bonus on Spot checks.



Note: The summoning statblocks do not include the Augment Summoning feat.
__________________
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Last edited by Yair; 8th April 2007 at 12:15 PM..
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Old 26th June 2006, 08:44 AM   #7 (permalink)
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devrimk Goblin Sharpshooter (Lvl 2)
Atesh Yakhar, Human (Baklunish) Sorcerer

Background

Atesh Yakhar is a grey eyed, dark haired, middle aged man. His skin is darkened with sunburn. By the time he was a child he was forced to leave his village and became a slave by the evil forces of Iuz. He was a servant of the fire temple in the Temple of Elemental Evil. He studied magic secretly, while he was growing up. A mage, Angus Brigthfire caught him during his studies. He was angry first but later he accepted him as a student.
When allied army forces entered the temple, he fought against them. The moment he ran out of spells, a soldier would nearly kill him. A paladin, Christopher Jurgensson blocked his attacks. He said, "Don't you notice? He is not evil in the heart. Only he lost his path." After some burocratic process, he volunteerly joined Furyondy forces. For atonement and serving the right path.

Character Sheet

Code:
 
Name:Atesh Yakhar
Class:Sorcerer 6
Exp:15170
Race:Human (Baklunish)
Size:Medium
Gender:Male
Alignment:Chaotic Good
Deity:Boccob

Racial Traits:
+1 Extra feat point at 1st level
+4 Extra skill point at 1st level
+1 Extra skill point at each level

Class Features
Spell Casting
Summon Familiar
		
STR	10 (0)			
DEX	16 (+3)	(+2 Gloves of Dex)	
CON	14 (+2)			
INT	14 (+2)			
WIS	14 (+2)			
CHA	18 (+4)	(+2 Cloak of Cha)		


HP:28/28
Armor:	Total	Base	Armor	Shield	Dex	Size	Nat	Misc
AC	21	10	4	2	3	0	1	1
Touch	17							
F.Foot	18							
Init.	3							
Speed	30 ft.							
BAB	3							
Grapple	3			

Weapon		Attack	Damage	Critical
S.Spear*	+4	1d6	20x2	
20ft. throw	+8	1d6+1	20x2	
Dagger		+3	1d4	19-20x2	
10ft. throw	+7	1d4+1	19-20x2	
Ranged Spell	+7		20x2
*Masterwork

Saves Total	Base   Mod  Misc
Fort:	4	2	2	
Ref:	5	2	3	
Will:	7	5	2	

Feats				
Alertness (Familiar Bonus)
Eschew Materials (Bonus)
Point Blank	
Precise Shot	
Searing Spell	
Energy Substitiuon (Fire)	

Languages Common, Dwarven, Elven, Ignan.

Skills		Rank	Stat	Syn	Total
Appraise	0	2	3	5
Balan.		0	3		3
Bluff		0	4		4
Climb		0	0		0
Concentration	9	2		11
Craft		0	2		2
D.Script	4	2		6 cc
Diplomacy	0	4		4
D.Device	0	2		-
Disguise	0	4		4
E.Artist	0	3		3
Forgery		0	2		2
G.Info		0	4		4
H.Animal	0	4		-
Heal		0	2		2
Hide		0	3		3
Intimidate	0	4		4
Jump		0	0		0
K.(Arcana)	5	2		7
K.(Planes)	4	2		6 cc
Listen		0	2	2	4
M.Silently	0	3		3
O.Lock		0	3		-
Perform		0	4		4
Profession	0	2		-
Ride		0	3		3
Search		0	2		2
S.Motive	0	2		2
S.Hand		0	3		-
Spellcraft	7	2	2	11
Spot		0	2	2	4
Survival	0	2		2
Swim		0	0		0
Tumble		0	3		-
U.M.Device	4	4	2	10 cc
U.Rope		0	3		3

Equipment	Cost	Weight
Dw.Buckler +1	1205	2,5
S.Spear*	302	3
Daggerx4	8	4
G.of Dex +2	4000	
C.of Cha +2	4000	
A.of N.A.+1	2000	
Ring of Pro.+1	2000	
P.Cure S.W.x1		
P.Cure M.W.x2		
P.Cure L.W.x7	150	
Backpack	 2
Bedroll		
Winter Blanket 
Waterskin	1
Trail rationsx8	4	
312 gold pieces
*Masterwork

Spells
Code:
Spells per Day
6/7/6/4

Level 0 DC:14
Arcane Mark
DetectMagic
Disrupt Undead
Light
Mage Hand
Ray of Frost
R.Magic

Level 1 DC:15
Mage Armor
Orb of Fire
Pro.Evil
Ray of Enfeeb.

Level 2 DC:16
Web
S.Ray

Level 3 DC:17
Fireball

Familiar
Code:
Raven Tiny Animal
Name:Kuzgun
Size:T
		
STR	 1 (-5)			
DEX	15 (+2)		
CON	10  (0)			
INT	 8 (-1)			
WIS	14 (+2)			
CHA	 6 (-2)			

Racial Traits:
Low-light vision

Familiar Traits:
Alertness
Imp. Evasion
Share Spells
Empathic link
Deliver touch spells
Speak with master

HP:14
Armor:	Total	Base	Armor	Shield	Dex	Size	Nat	Misc
AC	21	10	4	0	2	2	3	0
Touch	18							
F.Foot	19							
Init.	2							
Speed	10 ft., fly 40ft. (average)						
BAB	3							
Grapple	-13			

Weapon	Attack	Damage	Critical
Claw	+5	1d2-5	20x2	

Saves Total	Base   Mod  Misc
Fort:	2	2	0	
Ref:	4	2	2	
Will:	7	5	2	

Feats				
Weapon Finesse	

Languages Common

Skills		Rank	Stat	Syn	Total
Listen		1	2		3
Spot		3	2		5

Active Spell Effects

Mage Armor

Light Horse

Code:
Large Animal
HD: 3d8+6 (HP 19)
Init: +1
Speed: 60 ft.
AC: 13 (-1 size, +1 Dex, +3 Natural, touch 10, flat-footed 12)
BAB/Grapple: +2/+8
Attack: Hoof -2 Melee (1d4+1)
Full Attack: 2 hooves -2 melee (1d4+1)
Space/Reach: 10'/5'
SQ: Low light vision, scent
Saves: Fort+5, Ref+4, Will+2
Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Carrying Cap: Light 300lbs, Medium 600lbs, Heavy 900, Drag 4,500

Appearance
Attached Thumbnails
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Last edited by devrimk; 14th July 2006 at 11:16 AM..
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Old 26th June 2006, 02:26 PM   #8 (permalink)
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Thanee Hobgoblin Soldier (Lvl 3)
Allyra

Spoiler:
Allyra
Female Suel, 5th-Level Conjurer/3rd-level Mage of the Arcane Order (XP 29,583; 09.05.2009; Gorgimera)
Medium Humanoid (Human)

Hit Dice: 8d4+16 (37/37.5 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 12[16/20] (+2 Dex, [+4 armor with Mage Armor], [+4 shield with Shield]), touch 12, flat-footed 10[14/18]
Base Attack/Grapple: +3/+2
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Rapid Summoning, Enhanced Summoning (+2 to dispel DC), Guild Member (30gp/month), Spellpool I (½ caster level)
Saves: Fort +4, Ref +4, Will +7
Abilities: Str 9, Dex 14, Con 14, Int 19(21), Wis 10, Cha 14
Skills: Appraise +5, Balance +2, Bluff +2, Climb* -1, Concentration +13(11), Craft +5, Decipher Script +15(10), Diplomacy +2, Disguise +2, Escape Artist* +2, Forgery +5, Gather Information +2, Heal +0, Hide* +2, Intimidate +2, Jump* -1, Knowledge (arcana) +10(5), Knowledge (dungeoneering) +10(5), Knowledge (nature) +10(5), Knowledge (the planes) +10(5), Listen +4(4cc), Move Silently* +2, Perform +2, Ride +4(2cc), Search +5, Sense Motive +0, Spellcraft +17(10), Spot +4(4cc), Survival +0, Swim** -1, Use Rope +2; * Armor Check Penalty 0
Feats: Wizard Weapon Proficiency, Augment Summoning, Collegiate Wizard, Cooperative Spell, Sudden Silent, Sudden Maximize, Spell Focus (Enchantment)->Fiery Burst
Alignment: Neutral

Allyra stands 5 feet 8 inches tall and weighs 127 pounds. She is 22 years old. Her platinum blonde hair is worn shoulder-long and open, a few strands reaching into a fine-featured face with blue-gray eyes. Her slim figure is usually dressed in a short green skirt and a form-flattering, sleeveless halter blouse of matching color, which only reaches down to the waistline. Allyra also wears a wide hooded cloak of gray-green color and a pair of brown leather boots with a matching belt across her hips.

Allyra speaks Common, Ancient Suloise, Celestial, Draconic and Infernal.

Spells: As 8th-level wizard
Specialized School: Conjuration
Prohibited Schools: Evocation, Necromancy
Spells per Day: (4+1/6+1/4+1/4+1/3+1; save DC 15 + spell level; +1 Enchantment):
0 - Detect Magic (2), Read Magic, Prestidigitation, Acid Splash (S);
1st - 1 slot free, Shield, Lesser Orb of Acid, Unseen Servant, Detect Secret Doors, Enlarge Person, Mage Armor (S);
2nd - 1 slot free, Glitterdust, Invisibility, Knock, Web (S);
3rd - 1 slot free, Summon Monster III, Gaseous Form, Haste, Summon Monster III (S);
4th - 1 slot free, Polymorph, Blast of Flame, Summon Monster IV (S).

Active Spell Effects:
Spoiler:
extended Mage Armor (8 hours; cast on morning)

Lesser Rod of Extend 1/3 used
Pearl of Power (1st) 2/3 used

Sudden Silent 0/1 used
Sudden Maximize 0/1 used

Spellpool 0/4 spell levels used
Spellpool Debt 0 spell levels


Monster Statblocks:
Spoiler:
III

Fiendish Ape: large magical beast (extraplanar); HD 4; hp 37; Init +2; Spd 30 ft., climb 30 ft.; AC 14, touch 11, flat-footed 12; Base Atk +3; Grp +14; Atk/full Atk 2 claws +9 melee (1d6+7) and bite +4 melee (1d6+3); Space/Reach 10 ft./10 ft.; SA smite good 1/day (+4 dmg vs good); SQ low-light vision, darkvision 60 ft., scent, damage reduction 5/magic, cold and fire resistance 5, spell resistance 9; AL NE; SV Fort +8, Ref +6, Will +2; Str 25, Dex 15, Con 18, Int 3, Wis 12, Cha 7.
Skills and Feats: Climb +16 (can always Take 10), Listen +6, Spot +6; Alertness, Toughness.

IV

Fiendish Dire Wolf: large magical beast (extraplanar); HD 6; hp 57; Init +2; Spd 50 ft.; AC 14, touch 11, flat-footed 12; Base Atk +4; Grp +17; Atk/full Atk bite +13 melee (1d8+13); Space/Reach 10 ft./5 ft.; SA smite good 1/day (+6 dmg vs good), trip; SQ low-light vision, darkvision 60 ft., scent, damage reduction 5/magic, cold and fire resistance 5, spell resistance 11; AL NE; SV Fort +8, Ref +7, Will +6; Str 29, Dex 15, Con 21, Int 3, Wis 12, Cha 10.
Skills and Feats: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2/6; Alertness, Run, Track, Weapon Focus (bite).

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+13 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Celestial Lion: large magical beast (extraplanar); HD 5; hp 42; Init +3; Spd 40 ft.; AC 15, touch 12, flat-footed 12; Base Atk +3; Grp +14; Atk/full Atk 2 claws +9 melee (1d4+7) and bite +4 melee (1d8+3); Space/Reach 10 ft./5 ft.; SA pounce, improved grab, rake +9 (1d4+3), smite evil 1/day (+5 dmg vs evil); SQ low-light vision, darkvision 60 ft., scent, damage reduction 5/magic, acid, cold and electricity resistance 5, spell resistance 10; AL NG; SV Fort +8, Ref +6, Will +2; Str 25, Dex 17, Con 19, Int 3, Wis 12, Cha 6.
Skills and Feats: Balance +7, Hide +3 (+12 in areas of tall grass or heavy undergrowth), Listen +5, Move Silently +11, Spot +5; Alertness, Run.

Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.


Spellbook:
0 - Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation;
1st - Protection from Evil, Shield, Summon Monster I, Mage Armor, Mount, Unseen Servant, Comprehend Languages, Detect Secret Doors, Identify, Charm Person, Enlarge Person, Featherfall, Lesser Orb of Acid [CA];
2nd - Glitterdust, Summon Monster II, Web, Locate Object, See Invisibility, Tasha's Hideous Laughter, Invisibility, Knock, Rope Trick;
3rd - Stinking Cloud, Summon Monster III, Arcane Sight, Clairaudiance/Clairvoyance, Suggestion, Major Image, Blink, Haste, Gaseous Form;
4th - Dimension Door, Evard's Black Tentacles, Summon Monster IV, Charm Monster, Polymorph, Blast of Flame [CA], Orb of Force [CA], Assay Resistance [CA].

Equipment: Traveler's Outfit (5), Cold Weather Outfit, Bedroll, Winter Blanket, Scroll Case, Belt Pouch, Flint and Steel, Ink, Inkpen (3), Parchment (12), Mirror, Soap, Silk Rope (50 ft.), Trail Rations (7), Waterskin, Sunrod (6), Tindertwig (10), Spellbook, Spell Component Pouch (2), Silver Holy Symbol of Boccob, Red Wizard's Robe, Silver Brooch (Spellpool Focus), Pearl (2; 100gp), Heward's Handy Haversack, Headband of Intellect +2, Minor Ring of Energy Resistance (cold), Lesser Metamagic Rod of Extend, Pearl of Power (1st) (3), Potion of Cure Light Wounds (4), Potion of Cure Moderate Wounds (2), Potion of Cure Serious Wounds, Arcane Scroll of Magic Mouth, Dispel Magic, Persistent Image, Statue (CL 15th); 272 gp, 7 sp, 0 cp.

Mount: Light Warhorse, Bit and Bridle, Riding Saddle, Saddlebags.

Background: Allyra was born in a small village in the Domain of Greyhawk. When her magical talent surfaced, her parents scrapped enough gold together to allow her to study in the highly esteemed University of Magical Arts in the Free City of Greyhawk. She spent five years there, training and studying magic with a focus on conjurations, even though her talent in the school of enchantment was always one of her strongest. With her graduation, she also became a member of the Arcane Order, who were quite interested in the talented young woman. Being unbiased in her magical orientation, and as a follower of Boccob, Allyra was handed the Red Robe.

When Furyondy requested aid from their allies in Greyhawk, Allyra was imposed the task amongst others and sent to the Kingdom of Furyondy by her order, a chance to prove herself. In the kingdom, she temporarily joined the ranks of the agents, where she could best apply her knowledge.
__________________

“In our world, immortality is not for the living. The legend lives on!”
In Memoriam Dave Arneson († April 7th, 2009) & Gary Gygax († March 4th, 2008).


Wondering what the Dungeon Tiles are like? Take a look here (up to DU5 Sinister Woods).

Last edited by Thanee; 6th November 2009 at 02:44 PM..
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Old 26th June 2006, 05:24 PM   #9 (permalink)
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Saracor Goblin Sharpshooter (Lvl 2)
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Garon Shieldsforth, Human Furyondy Fighter 6

Stats
Spoiler:
Name: Garon Shieldsforth
Class: Fighter 7
Race: Human
Size: M
Gender: M
Alignment: NG
Deity: Heironeous
Level: 7
XP: 21,000

Str: 17(19) +3(+4)(10p.)*
Dex: 13 +1 (5 p.)
Con: 16 +3 (10p.)
Int: 13 +1 (5 p.)
Wis: 10 +0 (2 p.)
Cha: 10 +0 (2 p.)
*Stat increase

HP: 31/64
HD: 6d10+18 (13+8+9+8+9+8+9)
BAB: +7/+2
Grapple: +10
Speed: 20' (30')
Init: +1

AC: 23 (10 base, +9 Armor, +3 Shield, +1 Dex)
Touch: 11
Flatfooted: 22

Fort: +9 (5 base, +3 mod, +1 magic)
Ref: +4 (2 base, +1 mod, +1 magic)
Will: +3 (2 base, +0 mod, +1 magic)

Weapons:
Longsword +1 Attacks: +13/+8, Dmg: 1d8+7, Crit: 19-20/x2
Shrtbw, Mighty Comp(+2) Attacks: +8/+3, Dmg: 1d6+2, Crit: x3
Heavy Shield +1 Attacks: +11/+6 Dmg: 1d4+4, Crit 20/x2

Languages: Common, Orcish

Abilities:

Feats: Cleave, Dodge, Endurance, Great Cleave, Power Attack, Quick Draw, Weapon Focus(Longsword), Weapon Specialization(Longsword).

Skill Points: 39
Skills :
Climb +2
(4 ranks, +4 mod, -6 armor)
Handle Animal +5
(5 ranks, +0 mod)
Intimidate +9
(9 ranks, +0 mod)
Jump +3
(5 ranks, +4 mod, -6 armor)
Ride +11
(10 ranks, +1 mod)
Swim +4
(6 ranks, +4 mod, -6 armor)

Non-Ranked:
Appraise: +1
Balance: -5
Bluff: 0
Concentration: +3
Diplomacy: 0
Disguise: 0
Escape Artist: -5
Forgery: +1
Gather Info: 0
Heal: 0
Hide: -5
Listen: 0
Move Silently: -5
Perform: 0
Search: +1
Sense Motive: 0
Spot: 0
Survival: 0
Use Rope: 1

Age: 25
Height: 6'1"
Weight: 245 lb
Eyes: Green
Hair: Lt. Brown
Skin: Tan


Equipment:
Spoiler:

Longsword +1 (2315gp)
Shortbow, Mighty (+2) Comp. (225gp)
Arrows(50) (2.5gp)
Full Plate +1 (2150gp)
Shield, heavy steel +1 (1170gp)
Cloak of Resistance +1 (1000gp)
Gauntlets of Ogre Power (4000gp)
Backpack (2gp)
Bedroll (0.1gp)
Blanket, Winter (0.5gp)
Flint and steel (1gp)
Piton(6) (0.1gp)
Hammer (0.5gp)
Torch(5) (0.05gp)
Potion Box (4 Cure Light Wounds, 2 Cure Moderate Wounds, 1 Cure Serious Wounds)
Belt Pouch (1gp)
Oil of Bless Weapon(2) (200gp)
Potion of Pro. Evil(2) (100gp)
Potion of Water Breathing (750gp)
Potion of Blur (300gp)
Potion of Cure Mod. Wnds(4) (1200gp)
Whetstone (0.02gp)
Waterskin (1gp)


Warhorse, Heavy (400gp)
Bit and Bridle (2gp)
Saddle, Military (20gp)
Rope, Silk (50') (10gp)
Saddlebags (4gp)
Lantern, Hooded (7gp)
Cold Weather Outfit (8gp)
Explorer's Outfit (10gp)
Feed(7 days) (0.35gp)
Rations (14 days) (7gp)
Oil (5 pts.) (0.5gp)
7 waterskins (7gp)
(Inital Total Spent: 13884.12gp)

Total Weight: 110 lb
Carried by Horse: 162 lb

Money: 187gp 8sp 8cp




Warhorse
Spoiler:

Arodan, Heavy Warhorse
Large Animal
HD: 4d8+12 (HP 30/30 )
Init: +1
Speed: 50'
AC: 14 (-1 size, +1 Dex, +4 Natural, touch 10, flat-footed 13)
BAB/Grapple: +3/+11
Attack: Hoof +6 Melee (1d6+4)
Full Attack: 2 hooves +6 melee (1d6+4) and bit +1 melee (1d4+2)
Space/Reach: 10'/5'
SQ: Low light vision, scent
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run
Carrying Cap: Light 300lbs, Medium 600lbs, Heavy 900, Drag 4,500


Description
Spoiler:

Garon is a tall, tan skinned Oeridian man about 6'1 in height. He has short cut, light brown hair and deep green eyes. He is strong for his build with the look of a military man. He holds himself with an air of confidence and discipline. He is often direct in conversation, lacking a bit of tact that can get him into trouble as he's more apt to speak his mind than hold his tongue, especially if he has problems with the person he is talking to. While he can be a bit gruff and abrasive at times, those that know him and have worked with him understand that he is loyal and honest and will support his friends when they need him.


Background
Spoiler:

Garon was born into a military family that lived on the border of Furyondy and the Shield Lands. His father was a career military man in the Furyondy army as had his father before him. Growing up, Garon was surrounded by members of the military, his uncles (and some aunts) as well as his brothers were all members of either the Furyondy military or had ties with it through mercenary companies or the like.

As a child, his family was forced to flee the events of the Greyhawk wars. His family lands were overrun as Iuz's forces moved into Furyondy. He was evacuated to Chendl with his mother and siblings while his father fought in the war. With the end of the war, much was in turmoil. His family was able to move back to their lands in the County of Crystalreach but they were now near the border of Iuz's territory and had to deal with the threat of raids coming from those lands. They were lucky in that they could return and no one from his immediate family had been killed. Seeing the cruelty and carnage that Iuz's forces had caused had a great affect upon Garon and as he grew up, he was resolved to fight against these creatures.

Being a big, strong lad, Garon naturally joined the army as soon as he was able. He easily moved up the enlisted ranks due to his upbringing and he showed himself to be a cut above most of the rest of his unit. He quickly gained a name for himself as an able leader of his squad and trusted by his men. His biggest problem was his single-mindedness about the defeat of Iuz. A number of times he put himself in dangerous situations, often with others, in order to confront an enemy.

Last edited by Saracor; 13th September 2007 at 05:23 PM..
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Old 2nd July 2006, 08:28 PM   #10 (permalink)
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Steve Gorak Goblin Sharpshooter (Lvl 2)
Keldar the Shrike
Human Rogue 4/Fighter 2/Ranger 1
Character_Sheet


Str: 18 (+4) +1 LEVEL 4 +2 magic gloves
Dex: 16 (+3)
Con: 14 (+2)
Wis: 10 (+0)
Int: 14 (+2)
Cha: 10 (+0)

AC: 20* 10 Base +5 armor +2 deflection (ring) +3 dex
Touch AC: 14*
Flat footed: 16*
*Note: Evasion, Uncanny dodge & trap sense +1, Rogue level 4
ACP: 0

HP: 46/46 [6 + 5.5*2 + 3.5*3 +4.5+ 14 con]

BAB: +6/+1
Grapple: +10
Init: + 3
Speed: 30 30 base

Saves
For: +9 (6 [Base] + 2 [Con] + 1 [Resistance (cloak)]
Ref: +10*(6 [Base] + 3 [Dex] + 1 [Resistance (cloak)])
Wil: +2 (1 [Base] + 0 [Wis] + 1 [Resistance (cloak)])
*Note: Evasion, Uncanny dodge & trap sense +1, Rogue level 4


Skills: [skillpoints: 10 human +(8+2)*7 rogue +(2+2)*2 fighter +(6+2) ranger= 96]
Spoiler:

Appraise (Rog): +3 [0 ranks +3 int]

Balance (Rog): +10 [7 ranks +3 dex]
Bluff (Rog): +7 [7 ranks +0 cha]
Climb (Ftr,Rog, Rgr): +17 [9 ranks +4 str +2 use rope synergy +2 climber's kit]
Diplomacy (Rog): +4 [0 ranks +2 bluff synergy +2 sense motive synergy]
Disable device(Rog): 0 ranks, trained only skills
Escape Artist (Rog): +10 [7 ranks + 3 dex]

Gather info (Rog): +0 [0 ranks +0 cha]
Intimidate (Ftr,Rog): +2 [0 ranks +0 cha +2 bluff synergy]
Jump (Ftr,Rog,Rgr): +11 [5 ranks +4 str +2 tumble synergy]

Heal (Rgr): +0 [0 ranks +0 wis]
Hide (Rog): +9 [6 ranks + 3 dex]
Listen (Rog,Rgr): +0 [0 ranks +0 wis]

Move Silently (Rog): +7 [7 ranks + 0 wis]
Open locks (Rog): 0 ranks, trained only skills
Ride (Ftr,Rgr): +11 [8 ranks + 3 dex]

Search (Rog, Rgr): +9 [7 ranks + 2 int]
Sense Motive (Rog):+7 [7 ranks +0 wis]
Sleight of Hand (Rog): +12 [7 ranks +3 dex +2 bluff synergy]

Spell craft(cc): +4 [2 cross class ranks +2 int]
Spot (Rog): +0 [0 ranks +0 wis]
Survival (Rgr): +1 [1 ranks + 0 wis]

Swim (Ftr,Rog): +4 [0 ranks +4 str]
Tumble (Rog): +12 [7 ranks +3 dex +2 jump synergy]
Use Rope (Rog): +10 [7 ranks +3 dex]

Languages: Common, elven, dwarven

Attacks:Note: +2 damage against undead (favored ennemy)
Melee, Two-handed:

• +1 Spiked chain (viper): +11/+6 to hit, 2d4+7 damage, x2, P, 10 ft reach
(can strike adjacent foes)
to hit: +6/+1 bab +4 str +1 magic; Damage: +1 magic +6 str (2 handed)
• Greatsword: +10/+5 to hit, 2d6+6 damage, 19-20/x2, S
to hit: +6/+1 bab +4 str; Damage: +6 str (2 handed)
• Morningstar: +10/+5 to hit, 1d8+6 damage, x2, P/B
to hit: +6 bab +4 str; Damage: +6 str (2 handed)

Melee, 1 handed:

• Morningstar: +10/+5 to hit, 1d8+4 damage, x2, P/B
to hit: +6/+1 bab +4 str; Damage: +4 str
• dagger: +10/+5 to hit, 1d4+4 damage, 19-20/x2, P/S, 10 ft range
to hit: +6/+1 bab +4 str; Damage: 4 str

Ranged:

• dagger: +9/+4 to hit, 1d4+4 damage, 19-20/x2, P/S, 10 ft range
to hit: +6/+1 bab +3 dex; Damage: 4 str
• +1 composite longbow (+4 Str): +10/+5 to hit, 1d8+5 damage, x3, P, 110ft range
to hit: +6/+1 bab +1 magic +3 dex; Damage: +1 magic +4 STR

Special Abilities:
Spoiler:

Rogue:
• Sneak attack +2d6
• trapfinding
• Evasion
• Trap sense +1
• Uncanny dodge

Fighter:
Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including

tower shields)

Ranger:
• Favored ennemy (undead): +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks. +2 to weapon damage
• Wild empathy
• Track

Feats:
• level 1 feat: Combat reflexes
• human level 1 bonus feat: Combat Expertise
• level 3 feat: Exotic weapon: spiked chain
• fighter level 1 bonus feat: Improved feint
• fighter level 2 bonus feat: Improved trip
• level 6 feat: Mage slayer
• ranger level 1: Track

Equipment
List


+1 mythral chain shirt with spikes 2150 gp, 15 lb, attached on belt on left side
ACP=0 (mythril); cost: 1100gp mythril shirt +1000 gp +1-enchantement +50gp spikes; weight =10lb armor +

10/2 lb for mythral spikes


Greatsword 100 gp, 8 lb, worn on left hand side

ring of protection +1 2000 gp, 0 lb, worn on left hand

cloak of resistance +1 1000 gp, 1 lb, worn

2 Daggers 4 gp, 2 lb, strapped on each thigh

Morningstar 8 gp, 6 lb, attached on belt on backside

+1 Composite longbow (+4 str) 2800 gp, 3 lb, strapped on back
Arrows (20) 1 gp, 3 lb, in quiver on back

Cure moderate wounds potion, in metal flask 300 gp, 0 lb, Hung around neck
Protection from evil potion, in metal flask 50 gp, 0 lb, Hung around neck
enlarge person potion, in metal flask 250 gp, 0 lb, Hung around neck
Bull's strenght potion, in metal flask 300 gp, 0 lb, Hung around neck
Invisibility (potion), in metal flask 300 gp, 0 lb, Hung around neck
Magic weapon oil, in metal flask 50 gp, 0 lb, in belt pouch

gauntlets of ogre power 4000 gp, 4 lb, Worn

Belt Pouch 1 gp, 0.5 lb, worn on left side
2 Sewing Needles 1 gp, 0 lb, belt pouch, pinned to a cork
Chalk 0.01 gp, 0 lb,

Backpack 2 gp, 2 lb, worn on back
Arrows 2x20 2 gp, 6 lb, in backpack
Waterskin (water) 1 gp, 2 lb, in backpack
Trail rations (4 day) 2 gp, 2 lb, in backpack
Bedroll 1 gp, 5 lb, in backpack
Winter Blanket 1 gp, 3 lb, in backpack
Flint & Steel 1 gp, 0 lb, in backpack
2 large sacks 2 gp, 1 lb, in backpack
Whetstone 0.02 gp, 1 lb, in backpack
Cure lightwounds potions x2 100 gp, 0 lb, in backpack
100 ft silk rope 20 gp, 10 lb, attached to side of backpack
Grappling Hook 1 gp, 4 lb, attached to side of backpack

Climber's kit 80 gp, 5 lb, attached to side of backpack
Protection from evil potion, in metal flask 50 gp, 0 lb, in backpack, wrapped in cloth
enlarge person potion, in metal flask 250 gp, 0 lb, in backpack, wrapped in cloth
Magic weapon oil, in metal flask x2 100 gp, 0 lb, in backpack, wrapped in cloth

Extra allowance (given by DM):
1)box of healing potions - 4 cure light wounds, 2 cure moderate wounds, 1 cure serious wounds

2)Light horse

Purchased in Mitrik: 1 extra week of trail rations (3.5 gp, 3.5 lb), 1 week of stabling (3.5 gp, 3.5 lb) and 8 waterskins (8 gp, 16 lb). All of this is carried by his light horse

From Ketties: Ring of protection +2

Money= 145.97 gp, in belt pouch 71.97 at start of game +100gp from DM -1gp shrine offering -10 gp food and lodging -15gp food supplies purchases


Total weight = 83.5 lb


Max Weight: 100 lb Light, 200 lb medium, 300 lb heavy, 600 lb lift, 1500 lb drag


History
As a teenager, Keldar was enslaved by an unscrupulous mage, who kept him under his mental

control. The mage was one of the three leaders of a covenant, agent of Iuz - the old one, scheming to secretly take control

of the Furyondy kingdom.
The following years were tough: enslaved by the wizard, Keldar obeyed his every whim. He served as a body guard and

executioner, allowing the covenant to carry out its plans.

About six months ago, an elite squad of the royal Furyondy army penetrated the covenant’s stronghold. The covenant was

prepared and quickly decimated most of the fighters. A few of the more experienced warriors had successfully cornered the

three wizard, but almost all hope was lost. As a last stand, an old dwarf warrior charged Keldar’s master, and knocked the

wizard unconscious.

Immediately, the Keldar felt something he hadn’t felt in many years: control over his own thoughts. He acted quickly, and

turned on the two remaining wizards, preventing them from casting. He slew one, and the dwarf finished off the other.

The dwarf then faced the bladeling, threatening him with his axe: “Do you yield?”

Keldar, overwhelmed with emotion, fell to his knees, and threw his spiked chain on the ground. Looking at the sky, he

muttered “I am finally free!”

The dwarf signaled a robed figure in the hall: “Does he speak true?”, the dwarf asked. Keeping a suspicious eye on Keldar,

the elven cleric invoked eldritch words and nodded to the dwarf. “The human can be trusted”.

Taking a step back, the dwarf withdrew his axe: “Human, you have caused harm to this Kingdom, albeit not by choice. I offer

you the chance to redeem yourself and pay your debt to Furyondy.”

Since then, Keldar has been in the service of the Kingdoom of Furyondy.


Appearance

Keldar is 6 feet tall, clearly from Oeridians stock with blue eyes, black hair, and tanned skin. He is also covered with

with tatooes, a remnant from his days as a thrall-slave of the agent of Iuz, the old one. He wears a black cloak and has

several weapons strapped to his body. Most noticeable are his spiked chain and his spiked armor.


Last edited by Steve Gorak; 27th May 2007 at 08:42 PM..
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Old 7th November 2006, 01:30 AM   #11 (permalink)
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Location: Victoria, Australia
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Boddynock Goblin Sharpshooter (Lvl 2)
Code:
Name:           Eliyyad of Ekbir
Class:          Sorcerer 7
Race:           Human (Baklunish)
Size:           Medium
Gender:         Male
Alignment:      Chaotic Good
Deity:          Mouqol

Str: 10      +0 Level:  7      XP:          24000*
Dex: (13) 15 +2 BAB:    +3     HP:          37/39
Con: 16      +3 Grapple:+3     Dmg Red:     nil
Int: 10      +0 Speed:  30'    Spell Res:   nil
Wis: 10      +0 Init:   (+5)+6 Spell Save:  15 + spell level
Cha: (18) 20 +5 ACP:    -0     Spell Fail:  0%

*XP:            B/F            15000       
                Atesh          200
                Bears          50
                Kettites       1780
                Hermit         1000
                Goblin ambush  1000
                DM bonus       1970
                Trolls         2100
                Iuz’s party     910

         Base   Armor   Shld   Dex   Size   Nat   Misc   Total
Armor:   10     +0      +0     +2    +0     +1    +0     13
Touch:   12     Flatfooted:    11

Saves:   Base   Mod     Misc   Total
Fort:    +2     +3      +0     +5
Ref:     +2     +2      +0     +4
Will:    +5     +0      +0     +5

Weapon          Attack  Damage       Critical
MW Shortspear   +4      1d6          x2
MW S-spear range+6      1d6          x2
MW Light X-bow  +6      1d8          19-20/x2

Languages:      Baklunish, Ancient
                Common
                Ignan

Abilities:      Favoured class: any
                Spellcasting
                Summon Familiar

Feats:   Alertness (when familiar within arm’s reach)
         Dodge
         Improved Familiar (DMG p.200)
         Improved Initiative
         Spell Focus (Evocation)

Skill Points:   30      Max Ranks:   10/5
Skills                  Ranks  Mod   Misc  Total
Appraise                +0     +0    +0    +0
Balance                 +0     +2    +0    +2
Bluff                   +5     +5    +0    +10
Climb                   +0     +0    +0    +0
Concentration           +8     +3    +0    +11
Craft                   +0     +0    +0    +0
Diplomacy               +0     +5    +2    +7
Disguise                +0     +5    +0    +5
Escape Artist           +0     +2    +0    +2
Forgery                 +0     +0    +0    +0
Gather Information      +0     +5    +0    +5
Heal                    +0     +0    +0    +0
Hide                    +0     +2    +0    +2
Intimidate              +0     +5    +2    +7
Survival                +0     +0    +0    +0
Jump                    +0     +0    +0    +0
Listen                  +0     +0    +0    +0
Move Silently           +0     +2    +2    +2
Perform                 +0     +5    +0    +5
Profession (Trader)     +4     +0    +0    +4
Perform                 +0     +5    +0    +5
Ride                    +1     +2    +0    +3
Search                  +0     +0    +0    +0
Sense Motive            +0     +0    +0    +0
Speak Language          +2     +0    +0    +2 (Ancient Baklunish, Ignan)
Spellcraft              +8     +0    +0    +8
Spot                    +0     +0    +0    +0
Swim                    +0     +0    +0    +0
Use Rope                +0     +2    +0    +2

Equipment:                           Cost  Weight
Amulet of natural armor +1         2000 gp 0 lb
Bolts (10)                            1 gp 1 lb
Cloak of Charisma +2               4000 gp 2 lb
Crossbow, Light, MW                 335 gp 4 lb
Explorer's outfit                    0 gp  0 lb
Gloves of Dexterity +2            4000 gp  0 lb
Heward's handy haversack          2000 gp  5 lb
  Bolts (10)                         1 gp  1 lb*
  Flint and steel                    1 gp  0 lb*
  Potion of Cure Light Wounds (x2)  50 gp  0 lb*
  Potion of Cure Moderate Wounds   300 gp  0 lb*
  Potion of invisibility (x2)      300 gp  0 lb*
  Trail rations (per day)(x7)        5 sp  1 lb*
  Silk rope (50 ft.)                10 gp  5 lb*
  Scholar's outfit                   5 gp  6 lb*
  Waterskin                          1 gp  4 lb*
Sardonyx (x6)                       50 gp  0 lb
Shortspear, MW                     301 gp  3 lb
Spell component pouch                5 gp  2 lb

* Weight ignored while in Haversack.

Money: 32gp 5sp  0cp (0.74lb)

Total Weight:   17.74lb (light load)

                Light   Med    Heavy       Lift  Push
Max Weight:     0-34    35-67 68-102       102   510

Spells per day: 6/8/7/5 (currently 6/8/7/5)

Spells known:
Cantrips:      Detect Magic
               Disrupt Undead
               Light
               Message
               Prestidigitation
               Ray of Frost
               Resistance

Level 1:       Burning Hands
               Mage Armor
               Magic Missile
               Ray of Enfeeblement
               Shield

Level 2:       Glitterdust
               Mirror Image
               Scorching Ray

Level 3:       Fireball
               Lightning Bolt

Age: 34
Height: 5'4"
Weight: 140lb
Eyes: green
Hair: black
Skin: golden brown
Appearance: Short and fat he may be, but Eliyyad of Ekbir is a memorable character to encounter. He has silken black hair and golden-brown skin. His eyes are an arresting green. He favours robes of exotic cut, most often in delicate pastels, violet and yellow, embroidered with fluid, intricate symbols in golden thread. He wears a turban of matching colours.

Background: Eliyyad of Ekbir is a charismatic trader who specializes in recovering treasures for those unable or unwilling to recover them for themselves. He has a growing fascination with fire – not like some of the dark souls found in Ekbir’s poorer quarters, who have a hysterical obsession with the element, nor again like some more spiritual individuals who seek the flames with a purifying zeal, but rather as one who is fascinated by the beauty and the unpredictability of fire, and who sees in the process of contemplation a worthy challenge to refine the mind and the heart. As well as this, of course, is the purely mundane (and not, therefore, any less valid) truth that, in the seeking of lost treasures, fire can be a very welcome friend.

And fire is, indeed, his friend – in the person of Zariq, the small fire elemental he recently summoned to be his familiar.

Zariq
Familiar: Zariq
Small elemental (fire, extraplanar); HD: 5; hp 19 (half of Eliyyad’s); Init +5; Spd 50 ft; AC 19, touch 13, flat-footed 18; Base Atk +1; Grp -3; Atk +3 melee (1d4 plus 1d4 fire, slam); Full Atk +3 melee (1d4 plus 1d4 fire, slam); Space/Reach 5 ft/5 ft; SA burn; SQ deliver touch spells, elemental type, fire subtype, improved evasion, speak with master, granted abilities; AL CG; SV Fort +0, Ref +4, Will +0; Str 10, Dex 13, Con 10, Int 9, Wis 11, Cha 11.

Skills & feats: Listen +2, Spot +3 (or Eliyyad’s, if better); Dodge, Improved Initiative, Weapon Finesse.

Burn (Ex): Those hit by the fire elemental’s slam attack, or hitting it with natural weapons or unarmed attacks, must succeed on a DC 11 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame.

Elemental Type: Immune to poison, Sleep, paralysis, and stunning; not subject to critical hits or flanking.

Fire Subtype: Immune to fire damage. Takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
__________________
..

_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

"Run, my pretty little chunks of XP, run!" (Belkar, OOTS 115)

My PbP games
Code:
Retired PbP Characters:

Alton Highlea:          Halfling Quest - Rooting Around
Andarin Startoes:       Turtle Soup
Coraine Vagrius:        Rhun’s Temple of Elemental Evil
Elyan Kolodah:          CB’s Sunless Citadel
Hunolf Hjordsson:       Sunless Citadel
Jimmy Masters:          Deadlands: Savage West
Kelloran:               Night’s Embrace: A Touch of Darkness

... And All The Rest ... 

Last edited by Boddynock; 16th September 2007 at 01:32 AM.. Reason: Update XP & HP
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Old 17th December 2006, 05:50 PM   #12 (permalink)
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Location: Salt Lake City, Utah
Posts: 15,397
Rhun Goblin Sharpshooter (Lvl 2)
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Turo Berenwocket, Jewel of Garl Glittergold

Turo Beremwocket



Background
Turo Beremwocket is a gnome who thinks too much. He worries for his family, for his friends he's left behind, and for the village he grew up in. These are dangerous times, and Turo is no longer there to protect them.

Years ago, the church asked him to leave the mountain slopes of Yatil to seek out the priest, Roykin. It had been a difficult decision, but ultimately when the church asked him to investigate unusual going's on in Roykin's service to Garl Glittergold, he had had little choice. It pained him to find Roykin corrupting the good name of Garl Glittergold, consorting with kobolds in unholy acts. Confronting him had meant a long and arduous journey and Turo became far more aware of the darkness over Greyhawk, and he knew he had to be there to keep everyone safe.

Turo arrested Roykin and brought him back to his homelands, meanwhile Turo set off to spread the good word of Garl Glittergold across all of Greyhawk. Contacted by agents for the royalty in Furyondy, he has joined there ranks, seeing a host of opportunities. Working with the royalty means not only prestige, but the money to enjoy himself and an ideal position to oversee the goings on in the world wider than his small village. His divinations and findings are frequently used to find more about the world, and used by the Furyondy in their work. When they are not, Turo uses them to check on his friends and family back home, glad to have that peace of mind.
Character Sheet
Turo Beremwocket
Rock Gnome Cleric 3/Church Inquisitor 3/Divine Oracle 2
Deity: Garl Glittergold
Alignment: Lawful Good
Height: 3' 3"
Weight: 43lbs
Age: 68
Size: Small
Experience: 28,000 (36,000 needed for Level 8)

Statistics:
Str: 14 (+2) (10pts -2 racial)
Dex: 12 (+1) (4 pts)
Con: 16 (+3) (6 pts +2 racial)
Int: 12 (+1) (4pts)
Wis: 19 (+4) (8 pts +2 level adjust +2 magic)
Cha: 10 (+0) (2pts)

Hit Points: 63/63
Armour Class: 20 (10 + 5 armour + 3 shield + 1 Dex + 1 size)
Touch AC: 12
Flat-footed AC: 18
Initiative: +1
Armour Check Penalty: -2
Speed: 20ft/x4
BAB: +5
Grapple: +3 (+5 Base +2 Str -4 size)

Saving Throws:
Fortitiude: +8 (+4 base +3 ability +1 magic)
Reflex: +4 (+2 base, +1 ability +1 magic)
Will: +13 (+9 base, +3 ability +1 magic)

Attacks
Masterwork Morningstar melee +9, 1d6+2/x2
Sickle melee +8, 1d4+2/x2
Shortbow 60ft range +7 1d4/x3

Skills:
Appraise +1 (1 base)
Balance -1 (1 base -2 ACP)
Bluff +0 (0 base)
Climb +0 (2 base -2 ACP)
Concentration +14 (3 base +11 ranks)
Diplomacy +2 (0 base +2 domain)
Disguise +0 (0 base)
Escape Artist -1 (1 base -2 ACP)
Forgery +1 (1 base)
Gather Information +0 (0 base)
Heal +4 (4 base)
Hide -1 (1 base -2 ACP)
Intimidate +0 (0 base)
Jump -6 (2 base -2 ACP -6 movement)
Knowledge (arcana) +6 (1 base +5 ranks)
Knowledge (religion) +13 (1 base +9 ranks +3 skill focus)
Listen +6 (4 base +2 racial)
Move Silently -1 (1 base -2 ACP)
Ride +1 (1 base)
Search +1 (1 base)
Sense Motive +11 (4 base + 7 ranks)
Spellcraft +10 (1 base +7 ranks +2 synergy)
Spot +4 (4 base)
Survival +4 (4 base)
Swim -2 (2 base -4 ACP*2)
Use Rope +1 (1 base)

Feats
Skill Focus (Knowledge [Religion]), Divine Vigor, Spontaneous Healer

Languages
Common, Gnome, Old Oeridian

Racial Abilities
Low-light vision
Spell like abilities 1/day: Speak with burrowing animals, Dancing Lights, Ghost sounds, Prestigitation
+2 racial bonus vs. illusion
+1 modifier to DCs vs my illusions
+1 racial bonus to attack kobolds and goblinoids
+4 dodge bonus against giants
Favoured Class: Bard

Class Abilities:
Proficient in all armour and shields (except tower shields)
Proficient in all simple weapons and Shortbow and Composite Shortbow
Aura: Turo has a moderate aura of good
Cannot cast Chaotic or Evil spells
Turn undead up to three times per day; check 1d20+2, turning damage 2d6+3
Detect Evil at will, as the spell
Immune to Charms
Scry Bonus: +1 sacred bonus to the save DC of Divination (scrying) spells
Prescient Sense
Trap Sense (+1)
Pierce Illusion

Domains:
Community: Use calm emotions as a spell-like ability 1/day, +2 to Diplomacy
Good: Cast good spells at +1 caster level
Inquisition: +4 bonus on all dispel checks
Oracle: Cast divination spells at +2 caster level

Spontaneous Casting
0th level: Cure Minor Wounds
1st level: Bless, Protection from Evil, Detect Chaos, Identify, Cure Light Wounds
2nd level: Status, Aid, Zone of Truth, Augury, Cure Moderate Wounds
3rd level: Prayer, Magic Circle against Evil, Detect Thoughts, Divination, Cure Serious Wounds
4th level: Tongues, Holy Smite, Discern Lies, Commune, Cure Critical Wounds

Spells Per Day
Level 0: 6
Level 1: 5+1
Level 2: 4+1
Level 3: 4+1
Level 4: 3+1

Equipment
+1 Chain Shirt 1250gp
+1 heavy steel shield 1170 gp
Lesser metamagic rod of extend 3000gp
Periapt of Wisdom +2 4000gp
Wand of Cure Light Wounds 750gp
2 x Pearl of Power 1st level 2000gp
Masterworked Morningstar 308gp
Cloak of Resistance +1 1000gp
Sickle 6gp
Shortbow 30gp
20 arrows 1gp
Backpack 2gp
Silver holy symbol 25gp
Spell Component Pouch 5gp
Tent 10gp
Bedroll 1sp
Winter Blanket 5sp
Box of healing potions (4 Cure Light Wounds, 2 Cure Moderate Wounds, 1 Cure Serious Wounds)
One weeks ration
"Bonzo" the Pony
Deeper Darkness Stone - 10 days duration remaining (I am assuming this expired)
327gp 4sp
Spells
Current Spells
Orisons (DC 14): Create Water, Detect Magic, Detect Poison, Light, Purify Food and Water
1st (DC 15): Magic Weapon, Lesser Vigor, Shield of Faith, Command, Divine Favor + (D) Bless
2nd (DC 16): Lesser Restoration, Hold Person, Spiritual Weapon, Silence + (D) Aid
3rd (DC 17): Prayer, Magic Vestment, Dispel Magic, Summon Monster III, +1 + (D) Magic Circle vrs Evil
4th (DC18): Divine Power x2, Summon Monster IV + (D) Holy Smite
Bonzo stats
PONY Medium Animal
Hit Dice: 2d8+2 (11/11 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Hoof –3 melee (1d3*)
Full Attack: 2 hooves –3 melee (1d3*)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Skills: Listen +5, Spot +5
Feats: Endurance
Environment: Temperate plains
Organization: Solitary
Challenge Rating: 1/4
Advancement: —
Level Adjustment: —
The statistics presented here describe a small horse, under 5 feet tall at the shoulder. Ponies are otherwise similar to light horses and cannot fight while carrying a rider.
Combat
*A pony not trained for war does not normally use its hooves to attack but rather to run. Its hoof attack is treated as a secondary attack and adds only half the pony’s Strength bonus to damage.
Carrying Capacity: A light load for a pony is up to 75 pounds; a medium load, 76–150 pounds; and a heavy load, 151–225 pounds. A pony can drag 1,125 pounds.


Reminder from Eliyyad

Rumors mentioned a lost artifact that must be found prior to the exploring adventurers from Iuz, Perrenland, Velune and Ket. You were sent by royal representative of his highness, Ruler of Chendl, King Belvor of Furyondy.
The nature of the artifact is unknown, but it is rumored to be forgotten in the lost caverns of the former lost king Tsojcanth. After his downfall, his caves were the place was the demon prince Gratz was imprisoned. But it was centuries ago. Now nobody knew were those caves are, until you found them ... but at the cost of Atesh, Garon, Maor.


Commonly Summoned Creature

Celestial Bison

Size/Type: Large Magical Beast
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Gore +8 melee (1d8+9)
Full Attack: Gore +8 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, smite evil (+5 damage) 1/day
Special Qualities: Low-light vision, scent, darkvision 60', damage reduction [5], resistance to acid/cold/electricity [5], spell resistance [10]
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance


Last edited by Rhun; 13th November 2009 at 04:17 PM..
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Old 5th May 2009, 08:23 PM   #13 (permalink)
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s@squ@tch Goblin Sharpshooter (Lvl 2)
Code:
Name: Toman Kenthur
Class: Fighter 5 / Sorcerer 1 / Dragon Disciple (Bronze) 2	
Race: Human (Oeridian)
Size: Medium
Gender: Male
Alignment: LN
Deity: 

Str: 22 +6 (13p.)	Level: 8	XP: 
Dex: 12 +1 (4p.)	BAB: +6		HP: 72 (5d10 + 1d4 + 2d12 + 24)
Con: 16 +3 (8p.)	Grapple: +12	
Int: 14 +2 (6p.)	Speed: 20'	Stat Increases: STR +1,CON+1
Wis: 8 -1 (0p.)   	Init: +1	Spell Save: 
Cha: 11 -- (3p.)	ACP: -5		Spell Fail: 35%

	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
Armor:  21	10	+9	+0	+1	+1	+0	+0	
Touch:	11	Flatfooted: 20

Spell Res: None
Dmg Red: None

	Total	Base	Mod	Misc
Fort:	+7	+5	+12	--
Ref:	+1	+3	+4	--
Will:	+6	+1	+7	--
Notes: 

Weapon			Attack	Damage	Critical	Range
Falchion +1           	+14/+9	2d4+12	18-20/x2 	------
Dagger    		+12/+7	1d4+6	19-20/x2 	------
MW Warhammer   		+13/+8	1d8+9	20/x3      	------
Mighty (+6) Comp. Lngbw  +7/+2	1d8+6	20/x3      	120 ft

Notes: Weapon Crystal currently on Falchion, so extra 1d6 Lightning damage on each hit.

Languages: Common, Draconic, Goblin

Abilities: DD Lvl 1: Natural Armor Increase (+1), DD Lvl 2: Strength Increase (+2), Claws and Bite (1d4/1d6)

Feats:  
Human Bonus 1st: Able Learner
Fighter Bonus 1st: Weapon Focus (Falchion)
1st:  Power Attack
Fighter Bonus 2nd: Cleave
3rd: Improved Sunder
Fighter Bonus 4th: Weapon Specialization(Falchion)
6th: Combat Brute


Spells prepared (Save DC 10 + spell level): 

Spells per day:

0th - (5) - Message, Mage Hand, Ghost Sound, Light
1st - (5) - Enlarge Person, Shield


Spell-Like Abilities: 

Skill Points: 55	Max Ranks: 10/5
Skills		Total	Ranks	Mod 	Misc
Appraise  	+2	0	+2	--
Balance   	+1	0	+1	--
Bluff       	+0	0	--	--
Climb      	+8	2	+6	-- (+2 if using rope)
Concentration  	+3	0	+3	--
Diplomacy	+0	0	--	--
Disable Device 	+9	6	+1	+2
Disguise   	+0	0	--	--
Escape Artist	+1	0	+1	--
Forgery   	+0	0	--	--
Gather Info     +0	0	--	--
Handle Animal  	+0	0	--	--
Heal        	-1	0	-1	--
Hide        	+1	0	+1	--
Intimidate	+0	0	--	--
Jump        	+13	5	+6	+2
Know: (Arcana)  +10	8	+2	--
Listen     	+7	8	-1	--
Move Silently	+1	0	+1	--
Open Locks   	+8	5	+1	+2
Ride       	+1	0	+1	-- 
Search    	+3	1	+2	--
Sense Motive	+3	4	-1	--
Sleight of Hand +1	0	+1	--
Spellcraft  	+5	1	+2	+2
Spot       	+7	8	-1	--
Swim       	+7	1	+6	--
Tumble    	+4	1	+1	+2
Use Magic Device+0      0	+0	--
Use Rope 	+6	5	+1	--
Notes:  All skills are in-class due to Able Learner feat

Equipment:		Cost	Weight
Falchion +1        	2375gp	4lb
Weapon Augmentation Crystal
Electricity, Lesser     3000gp	--lb
Full Plate +1           2650gp	50lb
MW Mighty (+6) Comp. Longbow 	975gp	8lb
   40 arrows		2gp	6lb
Gauntlets of Ogre Power	4000gp	4lb
Cloak of Protection +2	4000gp	1lb
Dimension Stride Boots	2000gp	5lb
3 Daggers    		6gp	3lb
Backpack 		2gp	2lb
150' Silk Rope		30gp	15lb
Grappling Hook 		1gp	4lb
Flint and Steel		1gp	--lb
Belt Pouch             	2gp	2lb
Holy Water x2		50gp	2lb
Sunrod x3 		6gp	3lb
MW Warhammer		312gp	5lb
Waterskin		1gp	4lb
Bedroll     		1sp	5lb
Whetstone		1cp	1lb
MW Thieves Tools	100gp	2lb

Potions:
Cure Moderate Wounds	300gp	0.1lb
Shield of Faith +2	50gp	0.1lb
Protection from Evil	50gp	0.1lb
Hide from Undead   	50gp	0.1lb

Total Weight: 121 lb	Money: 41 gp sp cp

		Lgt	Med	Hvy	Lift	Push
Max Weight:	173	346	520	1040	2600

Age: 24
Height: 6'6"
Weight: 242 lbs
Eyes: Grey
Hair: Blond
Skin: Tan
Appearance: Powerfully built man, with sharp looking fingernails and an odd amount of pointed teeth -- he looks human, but not entirely -- flecks of bronze cover portions of his exposed skin. His armor has large bands of bronze worked into the plates, and motifs of bronze dragon heads adorn each shoulder ridge. His blade also has a streak of bronze running from hilt to tip.

Background: Toman grew up in a small village near Willip on th Nyr Dyv. He spent most of his youth prowling the rocky shore and ocean-hillside caves. He never knew his real parents, and was raised by a foster father, who although was quite caring, never had the time for him.

He grew up a loner. And took to following all sorts of people from all walks of life -- studying them, how they did what they did, how they acted. He had a natural gift that allowed him to pick up things quickly.

Not content to stay in the village, he travelled all around the land, but always found himself drawn back to the sea.

It was on the shores of the Nyr Dyv that he met the great bronze dragon Tularmayyixx, who took an interest in the young human. The dragon saw something in him -- something hidden that was almost ready to come out with a bit of coaxing.

After several months of living with the dragon, it happened -- Toman felt the power of the dragons begin to flow through him and manifest itself within him.

Months later, he bid goodbye to Tularmayyixx, and struck out once again on his own, and was hired by a wealthy collector to voyage deep into the Yatil foothills to obtain some old tomes. Needless to say, the horrors that he experienced, and the loss that soon followed was undescribable.



Logs

XP log:
XXXX from

Wealth and Craft log:
XXX gp, X sp from
Paid XXX for
Sold XXX for
Crafted XXX for

Other log:
XXXX from
__________________
Characters I play


Toman Kenthur Fighter 5/Sorcerer 1/Dragon Disciple 2 - in Strahd's Lost Caverns of Tsojacanth
Virashil N'al Sil Sorcerer 5/Dragonheart Mage 1 - in renau1q's RHOD
Delkat Kraylin Cleric 6 - in Rhun's Ravenloft
Marot the Deadly Warlock 6/Enlightened Spirit 2 - in Stonegod's Expedition to Castle Ravenloft
Silvanon d'Thuranni Rogue 2 - in the Shard's Tavern
Lenuran of Lortmills Bard 4 - in Strahd's RttTOEE
S@squ@tch's PbP Character Thread


Games I DM

Against the Giants - Team Black: RG IC OOC
Against the Giants - Team Gold: RG IC OOC
Against the Giants - Alternate RG:RG

Last edited by s@squ@tch; 4th June 2009 at 12:12 AM..
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Old 5th May 2009, 09:02 PM   #14 (permalink)
Registered User
 
Join Date: Apr 2003
Location: California
Posts: 2,693
Tailspinner Goblin Sharpshooter (Lvl 2)
Spoiler:
Character Name: Drengar (Dwengaw)
Race: Dwarf
Class: Barbarian 8
Alignment: Chaotic Good

Gender: Male
Age: 50
Height: 4’-5”
Weight: 210#
Skin: Dark
Eyes: Brown
Hair: Black

Character Level: 8

Known Languages: Common, Dwarven

-------------------------------------------------------

Strength: 20 (+5) {24 (+7)} [13 points, +1 level, +2 item]
Dexterity: 14 (+2) [6 points]
Constitution: 22 (+6) {26 (+8)} [13 points, +2 race, +1 level, +2 item]
Intelligence: 8 (-1) [0 points]
Wisdom: 10 (+0) [2 points]
Charisma: 6 (-2) [0 points, -2 race]

-------------------------------------------------------

Armor Class: 21 {19} (+2 Dex, +6 armor, +3 shield)
Flatfooted Armor Class: 21
Touch Armor Class: 12 {10}
Armor Check Penalty: -4 (-3 armor, -1 shield)

-------------------------------------------------------

Hit Points: 106 {122}
Current Hit Points: 106

-------------------------------------------------------

Class Abilities: Fast movement, illiteracy, rage 3/day {},
improved uncanny dodge, trap sense +2,
damage reduction 1/—

-------------------------------------------------------

Racial Abilities: Darkvision 60 feet, stonecunning,
weapon familiarity, stability, +1 on attack rolls
against orcs and goblinoids, +4 AC against monsters
of the giant type, +2 on Appraise and Craft checks
that are related to stone or metal

-------------------------------------------------------

Saves:
Fortitude: +12 {+14} (6 base, +6 Con)
Reflex: +4 (2 base, +2 Dex)
Will: +2 {+4} (2 base, +0 Wis)
+2 on saving throws against poison, spells and
spell-like effects

-------------------------------------------------------

Initiative Modifier: +2
Base Attack Bonus: +8
Melee Attack Bonus: +13 {+15}
Ranged Attack Bonus: +10

-------------------------------------------------------

Weapons:
+1 Dwarven Waraxe (+15 {+17}, 1d10+6 {1d10+8}, x3, S)

-------------------------------------------------------

Skills:
Climb/12 {14} (Str) ** 11 ranks
Jump/12 {14} (Str) ** 11 ranks
Wrestle/16 {18} (Str) ** 11 ranks

-------------------------------------------------------

Feats:
Weapon Focus [Dwarven Waraxe] (1st level)
Power Attack (3rd level)
Cleave (6th level)

-------------------------------------------------------

Equipment:
Travelers Outfit (0gp, 0#, worn)
Amulet of Health +2 (4,000gp, 0#, worn)
Gauntlets of Ogre Power (4,000gp, 4#, worn)
+1 Breastplate (1,450gp, 30#, worn)
+1 Heavy Steel Shield (1,170gp, 15#, carried)
+1 Dwarven Waraxe (2,330gp, 8#, carried)
Ring of Sustenance (2,500gp, 0#, worn)
Handy Haversack (2,000gp, 5#, back)
+1 Light Crossbow (2,335gp, 4#, haversack)
50 Crossbow Bolts (5gp, 5#, haversack)
Everburning Torch (110gp, 1#, haversack)
Treasure (100gp, 2#, haversack)
Total (20,000gp, 62/12#)

-------------------------------------------------------

Encumbrance: 133/266/400/800/2000
Base Speed: 20 ft
Normal Speed: 30 ft

-------------------------------------------------------

Background: Poor Drengar has had a speech impediment his whole life. He cannot say his R's properly, instead they come out as W's. Thus when he says his name it comes out as Dwengaw. He is real touchy about the subject and has been known to start many fights over the subject. He claims that he has no such impediment and that others just have cotton stuck in their ears.

Last edited by Tailspinner; 5th June 2009 at 10:54 PM..
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Old 8th June 2009, 03:47 PM   #15 (permalink)
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Join Date: Aug 2007
Location: Ontario, Canada
Posts: 7,163
renau1g Hobgoblin Soldier (Lvl 3)
Ok, here's my first crack at Whisper, human ninja/shadowdancer. His schtick is to be a silent warrior, strike quickly then return to the shadows (hence the spring attack route)

Code:
Name: Whisper
Class: Ninja 7 / Shadowdancer 1	
Race: Human (Oeridian)
Size: Medium
Gender: Male
Alignment: CN
Deity: n/a

Str: 12 +1 (04p.)	Level: 8	XP: 
Dex: 18 +4 (10p.)	BAB: +5	   HP: 47 (6d6 + 1d8 + 22)
Con: 14 +2 (06p.)	Grapple: +6	
Int: 12 +1 (04p.)	Speed: 30'	Stat Increases: Wis 2
Wis: 20 +5 (10p.)	Init: +4	Spell Save: 
Cha: 08 -1 (00p.)	ACP: ...	Spell Fail: N/A

	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
Armor:25	10	+3	+3	+4	+0	+0	+5	
Touch:	19	Flatfooted: 21

Spell Res: None
Dmg Red: None

	Total	Base	Mod	Misc
Fort:	+6	+2	+2	+2 [cloak]
Ref:	+13	+7	+4	+2 [cloak]
Will:	+11	+2	+5	+2 [cloak] +2 [if kipool not empty
Notes: 

Weapon			Attack	Damage	Critical	Range
+1 Ninjato                       +7          1d6+2   19-20/x2   -
Shortbow  (60)                +9          1d6         x3         60ft

Notes:

Languages: Common, Dwarven

Abilities: 
Level 1: Ki power, sudden strike +1d6, trapfinding
Level 2: Ghost step (invsible)
Level 3: Sudden strike +2d6
Level 4: Great leap
Level 5: Sudden strike +3d6
Level 6: Acrobatics +2, ki dodge
Level 7: Sudden strike +4d6
Shadowdancer1: Hide in Plain Sight

Feats:  
1st - Dodge  
Human 1 - Mobility  
3rd - Spring Attack  
6th - Combat Reflexes


Ki Pool: 8/8

Skill Points: 88	Max Ranks: 10/5
Skills		Total	Ranks	Mod 	Misc
Balance   	+6	0	+4	+2 [tumble] 
Bluff       	-1	0	-1	--
Climb      	+0	4	+1	+6 (+2 ninja acrobatics,)
Concentration  	+2	0	+2	--
Diplomacy	-1	0	-1	--
Disable Device 	+10	1	+9	--
Disguise   	-1	0	-1	--
Escape Artist	+4	0	+4	--
Heal        	+5	0	+5	--
Hide        	+15	11	+4	--
Jump        	+13	6	+1	+6 (+2 ninja acrobatics, +4 great leap)
Listen     	+12	7	+5	--
Move Silently	+15	11	+4	--
Perform (dance)    +4          5           -1
Open Locks   	+13	9	+4	--
Search    	+9	7	+1	--
Spot       	+12	7	+5	--
Tumble    	+14	7	+4	+4 [+2 jump, +2 acrobatics]


Equipment:		Cost	Weight
Ninjato (Shortsword) +1      	2310gp	2lb
Short Sword +1 (other effect TBD)
Bracer's of Armour +3 (http://www.enworld.org/forum/4888575-post433.html)
Weapon Augmentation Crystal 1500gp
(Lesser Crystal of Life Drinking)
Shortbow                         30gp       2lbs
60 arrows                          3gp       9lbs
+1 Darkwood Heavy Shield   1257gp   5lb
Periapt of Wisdom (+2)	4000gp	1lb
Gloves of Dexterity (+2)       4000gp	1lb
Cloak of Protection (+2)	4000gp	1lb
Handy Haversack               2000gp    5lbs
*below items in Haversack*
Potion of Gaseous Form      750gp
Potion of Mage Armour (2)  100gp
150' Silk Rope		30gp	--lb
Grappling Hook 		1gp	--lb
Flint and Steel		1gp	--lb
Belt Pouch             	2gp	--lb
Sunrod x5 		10gp	--lb
Waterskin		1gp	--lb
Bedroll     		1sp	--lb
Whetstone		1cp	--lb


Total Weight: 24 lbs	Money: 35 gp sp cp

		Lgt	Med	Hvy	Lift	Push
Max Weight:	43	86	130	260	650

Age: 28
Height: 5'6"
Weight: 149 lbs
Eyes: Blue
Hair: Black
Skin: Pale

Last edited by renau1g; 18th August 2009 at 04:42 PM..
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