Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
Leigh ValendorClass: Cleric
Race: Human
Region of Origin: Breland
Size: M
Gender: Female
Alignment: LG
Deity: Dol Arrah (Domains: Good, Sun)
Action Points:Str: 14 +2 (--p.) Level: 4 XP: 6000
Dex: 11 -- (--p.) BAB: +3 HP: 36 (4d8+4)
Con: 12 +1 (--p.) Grapple: +5 Craft Points: n/a
Int: 12 +1 (--p.) Speed: 20' Stat Increases: Str +1, Wis +1
Wis: 16 +3 (--p.) Init: +0 Spell Save:Cha: 14 +2 (--p.) ACP: -6 Spell Fail: 50% (Arcane)
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +2 +0 +0 +0 +0 16
Touch: 10 Flatfooted: 16
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +5 +4 +1 +0
Ref: +1 +1 +0 +0
Will: +7 +4 +3 +0
Notes:Weapon Attack Damage Critical Range
Morningstar +5 1d8+2 20/x2 ------
Dagger +5/+3 1d4+2 19-20/x2 10 ft
Light Crossbow +3 1d8+0 19-20/x2 80 ft
Notes:Languages: Common, Elven
Abilities: Turn Undead (9x/day), Divine Spells, Spontaneous Cure Spells, Domain Powers & Spells
Feats:
1st - Extra Turning
1st - (bonus) Empowered Turning
2nd -
3rd -
4th -
Spells prepared (Save DC 13 + spell level):
Domains: Good, Sun
Domain Powers: Good: cast good spells at +1 caster level. Sun: Once per day,
you can perform a greater turning against undead
in place of a regular turning. The greater turning is like a normal turning
except that the undead creatures that would be turned are destroyed instead.
Spells Prepared:
0th - (5) Light, Detect Magic, Resistance, Purify Food and Drink, Read Magic
1st - (4+1) Divine Favor, Bless X2, Shield of Faith, Protection from Evil (D)
2nd - (3+1) Bulls Strength, Bears Endurance, Spiritual Weapon, Heat Metal (D)
Skill Points: 28 Max Ranks: 7/3.5
Skills Total Ranks Mod Misc
Concentration 8 7 +1 --
Know (Religion) 6 5 +1 --
Know (Arcana) 5 4 +1 --
Know (History) 5 4 +1 --
Heal 8 5 +3 --
Diplomacy 5 3 +2 --
Ride 0 0 -- --
Notes:Equipment: Cost Weight
Morningstar 8gp 6lb
Scale Mail 50gp 30lb
Heavy Steel Shield 20gp 15lb
Dagger 2gp 1lb
Light Crossbow 35gp 4lb
20 bolts 2gp 2lb
Backpack 2gp 2lb
Explorer's Outfit 10gp 8lb
Belt Pouch 2gp 2lb
Silver Holy Symbol 25gp 1lb
Bedroll 5sp 5lb
Winter Blanket 5sp 3lb
Healer's Kit 50gp 1lb
Total Weight:80lb Money: 13.5gp
Lgt Med Hvy Lift PushMax Weight: 58 117 175 350 875
Age: 24
Height: 5'8"
Weight: 125 lbs
Eyes: Green
Hair: Blonde
Skin: Tan
Appearance: Tall and lithe, with piercing green eyes that delve deeply into ones soul. Her hair is shoulder length, tied back so that it stays out of her eyes.
Personality:
Background:
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
Notes:
XXXX
Advancement
L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
Hedowin had reached the glass-ceiling at Morgrave University.
He recently had a breakthrough on his own, in which he could manifest minor magics without the aid of long, studious sessions in the library. Sorcerers are not uncommon in Khorvaire, but sorcery was seen as something inherent, and not compatible with hours of intense studying of arcane symbols and runes.
He advanced his ideas upon his teachers about the intermingling of prepared and spontaneous magics, which they wanted to hear nothing about. Instead, they instructed him to get back to his tomes and books, like a good wizard would.
He had practiced each day, trying to find any connection or bridge between his two talents, but so far has come up short -- much like feeling that the answer is there right in front of him but he cannot quite see it.
His studies now have been directed (in secret) to gathering more information on any reference in the old tomes to others who pondered the same questions he did.
After several weeks of sleeping in the library, he unearthed an odd reference to a "Sargeen", who was ostracized hundreds of years ago for advancing questions similar to his own. After successfully slipping past the wards put in place by the Masters, Hedowin was able to infiltrate the basement record room for the University. It took him several nights to track down the students history -- this "Sargeen" summarily was expelled from the University, was was rumored to head back to his homeland in Q'barra.
Now, Hedowin feels that there is nothing more for him to learn at the University, and is now preparing to set out into the real world in search of Sargeen -- although he is expected to have joined the Host many decades before now. Any reference, journal, or notes hopefully could help spur the breakthrough that Hedowin feels that is so close...
Code:
Name: Hedowin Darvan
Class: Wizard 4/Sorcerer 1
Race: Human
Size: Medium
Gender: Male
Alignment: N
Senses: Spot: +0, Listen +0 (+2 to both when familiar is within 5')
Deity: Sovereign Host
Region of Origin: Breland
Action Points:: 5/7 (Conc check vs Dracotaur, crossbow shot at blackscale in temple)
Str: 8 -1 (0p.) Level: 5 XP: 10000
Dex: 12 +1 (4p.) BAB: +2 HP: 21 (5d4+5)
Con: 12 +1 (4p.) Grapple: +1
Int: 16 +3 (10p.) Speed: 30' Stat Increases: Cha +1
Wis: 10 -- (2p.) Init: +1 Spell Save:Cha: 16 +3 (8p.) ACP: N/A Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +0 +1 +0 +0 +0 11
Touch: 11 Flatfooted: 10
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +3 +1 +1 +1
Ref: +3 +1 +1 +1
Will: +7 +6 +0 +1
Notes:Weapon Attack Damage Critical Range
Dagger +1 1d4-1 19-20/x2 ------
Light Crossbow +4 1d8 19-20/x2 80ft
Notes:Languages: Common, Draconic, Giant, Sylvan
Abilities:
- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
- Human base land speed is 30 feet.
- 1 extra feat at 1st level.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
Wizard Abilities
Feats:
L1: Human Bonus: Collegiate Wizard: +2 bonus on Knowledge Arcana checks. At 1st level gain 6 1st lvl spells, each level after, gain 4 new spells.
L1: Wizard Bonus: Scribe Scroll
L1: Wizard Bonus: Call Familiar
L1: Extend Spell
L3: Combat Casting
Spells prepared (Save DC 13 + spell level):
Wizard Spells: (CL4)
0 -(4)- Ray of Frost, Detect Magic, Read Magic, Daze
1st -(4)- Mage Armor, Lesser Orb of Fire, Magic Missile, Lesser Orb of Acid
2nd -(3)- Mirror Image, Flaming Sphere, Invisibility
Sorcerer Spells: (CL1)
0 - (5)
1st -(4)
Spellbook/Spells Known:Wizard:
0 - All Cantrips
1st -(13) Color Spray, Mage Armor, Magic Missile, Identify, Grease, Enlarge Person, Shield, Shocking Grasp, Tenser's Floating Disc, Reduce Person, Lesser Orb of Acid, Lesser Orb of Fire, Ray of Enfeeblement
2nd -(5) Flaming Sphere, Glitterdust, Mirror Image, Invisibility, Levitate
Sorcerer:
0 - (4) - Touch of Fatigue, Acid Splash, Message, Light
1st -(2)- Magic Missile, Ray of Enfeeblement
Spell-Like: None
Skill Points: 48 Max Ranks: 8/4
Skills Total Ranks Mod MiscBluff +5 2 +3 --
Concentration +9 8 +1 --
Decipher Script +7 4 +3 --
Know: (Arcana) +13 8 +3 +2
Know: (Religion)+9 6 +3 --
Know: (Planes) +9 6 +3 --
Know: (Nature) +9 6 +3 --
Spellcraft +13 8 +3 +2
Notes:Equipment: Cost Weight
MW Light Crossbow 335gp 4lb
19 bolts 2gp 2lb
Dagger 2gp 1lb
Explorer's Outfit 10gp 5lb
Belt Pouch 1gp 0.5lb
Spell Component Pouch 5gp 2lb
Arcanist's Gloves 500gp --lb
Eternal Wand of Identify 820gp --lb
Eternal Wand of Shield 820gp --lb
Armband of Elusive Action 800gp 1lb
Vest of Resistance 1000gp 1lb
Headband on Conscious Effort 2000gp 1lb
Empower Spellshard - Magic Missile 1000gp 1lb
Backpack 2gp 2lb
Spellbook 15gp 3lb
Sunrod 2gp 1lb
Chalk (3 pieces) 3cp 0lb
Pen and Ink 8gp 0lb
Paper (10 sheets) 4gp 0lb
Flask 3cp 1.5lb
Potions:
Cure Moderate Wounds x3 600gp --lb
Lesser Restoration x2 600gp --lb
Unknown potion (Dracotaur) ?gp --lb
Scroll Case with: 1gp 0.5lb
Glitterdust (CL3) 150gp --lb
Invisibility (CL3) 150gp --lb (used on Bregan to scout Temple entrance)
Grease (CL1) 25gp --lb
Tenser's Floating Disk (CL3) 75gp --lb
Enlarge Person X2 (CL3) 150gp --lb
Reduce Person X2 (CL3) 150gp --lb
Lesser Orb of Fire (CL3) 75gp --lb
Lesser Orb of Acid (CL3) 75gp --lb
Mage Armor (CL1) 25gp --lb
Total Weight:25 lb Money: 97 gp 9 sp 4 cp
Lgt Med Hvy Lift PushMax Weight: 26 53 80 160 400
Age: 19
Height: 5'10"
Weight: 154
Eyes: Green
Hair: Black
Skin: Pale
Familiar: Ebony (Raven)
Size: Tiny animal
Hit Dice: 5d8 (10hp)
Armor Class: 17 (+2 size, +2 Dex, +3 Natural Armor), touch 16, flat-footed 15
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Abilities: Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 6
Skills: Listen +5, Spot +7
Feats: Alertness, Weapon Finesse, Improved Evasion,
Special Qualities: Low-light vision, Speech (Common), Empathic Link, Share Spells, Deliver touch spells, Speak with Master
Saves: Fort +2, Ref +4, Will +8
Full Attack: Claws +4 melee (1d2-5)
Name: Jareel Arinthis
Class: Monk
Race: Human/Outsider
Size: Medium
Gender: Male
Alignment: LN
Deity: St. Cuthbert
Str: 24 +7 (+3 tome +6 belt) Level: 20 XP:
Dex: 26 +8 (+2 tome +6 belt) BAB: +15/10/5 HP: 201 (20d8+100)
Con: 20 +5 (+6 belt) Grapple: +22
Int: 19 +4 (+6 belt) Speed: 90' Stat Increases: +2 Str +1 Con +2 Wis
Wis: 29 +9 (+3 tome + 6 belt) Init: +8 Spell Save:Cha: 18 +4 (+6 belt) ACP: 0 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +8 +0 +8 +0 +4 +18 48
Touch: 36 Flatfooted: 40
Spell Res: 30
Dmg Red: 10/magic
Total Base Mod MiscFort: +22 +12 +10 --
Ref: +25 +12 +13 --
Will: +26 +12 +14 +2 to enchantment spells/effects
Notes:Weapon Attack Damage Critical Range
Unarmed Strike +27/+27/+27/+22/+17 2d10+11 19-20/x2 ------
Notes: Greater Flurry of Blows, Improved Critical (Unarmed strike), Weapon Focus (Unarmed Strike), Improved Trip
Languages: Common
Abilities: Stunning Fist, Quivering Palm, Slow Fall (Any distance), Deflect Arrows, Immune to all natural diseases, Wholeness of Body, Improved Evasion, Immune all poisons, Dimension Door 1/day CL:10, Can speak with any living creature, Etherealness - 20 rnds/day
Feats: Combat Reflexes, Cleave, Power Attack, Improved Critical(Unarmed strike), Weapon Focus (Unarmed Strike), Spring Attack, Mobility, Dodge, Perfect Self, Empty Body, Tongue of the Sun and the Moon, Timeless Body, Quivering Palm, Diamond Soul, Abundant Step, Greater Flurry of Blows, Diamond Body, Improved Evasion, Wholeness of Body, Improved Trip, Purity of Body, Slow Fall, Ki Strike (Magic, Lawful, Adamantine), Still Mind, Deflect Arrows, Evasion, Stunning Fist, Improved Unarmed Strike, Flurry of Blows
Feat Descriptions
Monk Bonus Feats:
Flurry of BlowsImproved Unarmed StrikeStunning Fist - You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 29), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
EvasionDeflect Arrows - You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
Still Mind - gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Ki Strike (Magic, Lawful, Adamantine)
Slow Fall (any distance)
Purity of Body - gains immunity to all diseases except for supernatural and magical diseases.
Improved Trip - You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Wholeness of Body - can heal a number of hit points of damage equal to twice his current monk level each day (40), and he can spread this healing out among several uses.
Improved Evasion - takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save.
Diamond Body - immunity to poisons of all kinds.
Greater Flurry of BlowsAbundant Step - a monk can slip magically between spaces, as if using the spell dimension door, once per day. CL:10
Diamond Soul - gains spell resistance equal to her current monk level + 10 (30).
Quivering Palm - can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 29), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Timeless Body - no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Tongue of the Sun and the Moon - can speak with any living creature.
Empty Body - gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. He may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed his monk level.
Perfect Self - He is forevermore treated as an outsider rather than as a humanoid for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.
Normal Feats: (8)
Dodge - During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Mobility - You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Spring Attack - When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.
Weapon Focus (Unarmed Strike) - You gain a +1 bonus on all attack rolls you make using the selected weapon.
Improved Critical(Unarmed Strike) - You double the threat range for the selected weapon
Power Attack On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Cleave If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Combat Reflexes You may make a number of additional attacks of opportunity equal to your Dexterity bonus (8)
Skill Points: 138 Max Ranks: 23/11
Skills Total Ranks Mod Misc
Balance +15 5 +8 +2
Concentration +6 1 +5 --
Craft (Ale) +5 1 +4 --
Diplomacy +25 19 +4 +2
Search +4 0 +4 --
Bluff +4 0 +4 --
Climb +12 5 +7 --
Escape Artist +13 5 +8 --
Disguise +4 0 +4 --
Gather Information +7 10 +4 --
Heal +10 1 +9 --
Hide +18 10 +8 --
Intimidate +4 0 +4 --
Jump +14 5 +7 +2
Listen +22 13 +9 --
Move Silently +18 10 +8 --
Ride +8 0 +8 --
Sense Motive +24 15 +9 --
Spot +24 15 +9 --
Survival +5 0 +5 --
Swim +12 5 +7 --
Tumble +28 18 +8 +2
Notes:Equipment: Cost Weight
Belt of Magnificence 200000gp 1lb
Ring of Protection +5 50000gp --lb
Bracers of Armor +8 64000gp 1lb
Amulet of Might Fists +4 96000gp 1lb
Cloak of Resistance +5 25000gp 1lb
Vestment of Natural Armor +4 54000gp 1lb
Boots of Speed 12000gp 1lb
Pearl of the Sirens 15300gp --lb
Hewards Handy Haversack 2000gp 5lb
Bag of Holding (type IV) 10000gp 60lb
Cask of Brewed Ale --gp 40lb
6 mugs 10gp 6lb
Bedroll 1gp 5lb
Winter Blanket 1gp 3lb
Caltrops 1gp 2lb
10 pcs Chalk 1gp 1lb
Flint and Steel 1gp 1lb
2 Days of Firewood 1gp 40lb
Fishhooks 1gp 1lb
Fishing Net 4gp 5lb
Grappling hook 1gp 4lb
Hammer 1gp 2lb.
Ink (1 oz. vial) 8gp —
Inkpen 1sp —
Jug, clay 3cp 9lb.
Ladder, 10-foot 5cp 20lb.
Lamp, common 1sp 1lb
Lantern, bullseye 12gp 3lb
Ram, portable 10gp 20lb
Sealing wax 1gp 1lb
Sewing needle 5sp —
Signal whistle 8sp —
Crowbar 2gp 5lb
Tent 10gp 20lb
Everburning torch 110gp 1lb
620 pp
Potions:
Cure Serious Wounds X3 2250gp --lb
Fly 750gp --lb
Protection from Energy X2 1500gp --lb
Tomes (Used)
Manual of Gainful Exercise +3 82500gp
Tome of Understanding +3 82500gp
Manual of Quickness in Action +2 55000gp
Currently active in Marked by tragedy, Marked by Destiny
Code:
Name: Silvanon d'Thuranni
Class: Rogue Starting Level: 1
Race: Elf
Region of Origin: Aerenal
Size: Medium
Gender: Male
Alignment: CN
Action Points: 6
Deity: The Dark Six
Str: 12 +1 (4p.) Level: 2 XP: 2049
Dex: 19 +4 (13p.) BAB: +1 HP: 12 (2d6+2)
Con: 12 +1 (6p.) Grapple: +2 Craft Points: n/a
Int: 14 +2 (6p.) Speed: 30' Stat Increases:Wis: 10 -- (2p.) Init: +4 Spell Save: n/a
Cha: 10 -- (2p.) ACP: 0 Spell Fail: n/a
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +2 +0 +4 +0 +0 +0 16
Touch: 14 Flatfooted: 12
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +1 +0 +1 --
Ref: +7 +3 +4 --
Will: +0 +0 +0 --
Notes: Evasion, +2 racial bonus against enchantment spells or effects
Weapon Attack Damage Critical Range
Longsword +2 1d8+1 19-20/x2 ------
Longbow +5 1d8+0 20/x3 100 ft
Notes:Languages: Common, Elven, Orc, Sylvan
Abilities: Sneak Attack +1d6, Trapfinding, Evasion, Low-Light Vision, Immunity to magic sleep effects, Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow and shortbow as bonus feats.
Feats: Least Dragonmark (Thuranni - Mark of Shadow)
Spell-Like Abilities: Darkness 1/day
Skill Points: 50 Max Ranks: 5/2.5
Skills Total Ranks Mod Misc
Appraise +3 1 +2 --
Balance +8 2 +4 +2
Bluff +0 0 -- --
Climb +2 1 +1 --
Decipher Script +3 1 +2 --
Diplomacy +0 0 -- --
Disable Device +7 5 +2 --
Disguise +0 0 -- --
Escape Artist +5 1 +4 --
Forgery +3 1 +2 --
Gather Information +2 2 -- --
Hide +8 4 +4 --
Intimidate +1 1 -- --
Jump +4 1 +1 +2
Knowledge (local) +5 3 +2 --
Listen +2 0 -- +2
Move Silently +7 3 +4 --
Open Lock +9 5 +4 --
Perform +0 0 -- --
Search +9 5 +2 +2
Sense Motive +0 0 -- --
Sleight of Hand +5 1 +4 --
Spot +6 4 -- +2
Swim +2 1 +1 --
Tumble +9 5 +4 --
Use Magic Device +2 2 -- --
Use Rope +5 1 +4 --
Notes:Equipment: Cost Weight
Longsword 15gp 4lb
Longbow 75gp 3lb
w/40 arrows 2gp 6lb
Leather Armor 10gp 15lb
Backpack 2gp 2lb
Winter Blanket .5gp 3lb
2 pieces of Chalk 0.1gp --lb
Flint and Steel 1gp --lb
Belt Pouch 1gp .5lb
25' Silk Rope 5gp 2.5lb
Thieves Tools 30gp 1lb
Traveler's Outfit 1gp 5lb
Total Weight:42lb Money: 441gp 4sp 0cp
Lgt Med Hvy Lift PushMax Weight: 43 86 130 260 650
Age: 124
Height: 5'2"
Weight: 90 lbs
Eyes: Brown
Hair: Dark Brown
Skin: Tan
Appearance: Silvanon is taller than the average elf, possessing dark features - eyes and hair. His appearance is non-descript, so if you saw him in a crowd, you would quickly pass by him. He has a long scar across his back from the blade of his former best friend who caught him with girlfriend 20 years ago. Needless to say, they are no longer speaking, having developed quite the enmity.
Personality: Silvanon has developed his senses, always alert to the goings on around him, which has become a necessity, as he follows no laws, basically doing what he wants, whenever he wants. This has gotten him in trouble many different groups, so he prefers to slip around under the radar by stealth and secrecy. He is cold, calculating, and is always out for himself first.
Background: A minor heir in the house of Thuranni - his dragonmark manifested itself 20 years ago, and with it, so have his troubles multiplied. His house, Thuranni, has asked much of Silvanon, from reconnaisance, espionage, and theft. Not that he was adverse to it, as he enjoys the behind the scenes elements. He has no use for House politics, so he keeps busy, so that he does not have to endure it. The only thing that concerns him is wealth and power -- two things that the House can help him to achieve. However, he has a tendency to bite off more than he can chew, as he is quite arrogant. He was recently implicated in the theft of an roster of operatives from the House Tharashk outpost in Zarash'ak, forcing him to leave the Shadow Marches for Sharn. Down on his luck for the moment, and hiding out, he is starting to feel at home in Sharn, and some of the swagger has returned to his stride.
Name: Virashil N'al Sil
Class: Sorcerer
Race: Elf
Size: Medium
Gender: Female
Alignment: NG
Deity: Bahamut
Str: 10 -- (2p.) Level: 5 XP: 12840
Dex: 16 +3 (6p.) BAB: +2 HP: 21 (5d4+5)
Con: 12 +1 (6p.) Grapple: +2
Int: 11 -- (3p.) Speed: 30' Stat Increases: +1 Cha
Wis: 10 -- (2p.) Init: +3 Spell Save:Cha: 18 +4 (13p.) ACP: -0 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +0 +3 +0 +0 +0 13
Touch: 13 Flatfooted: 10
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +2 +1 +1 --
Ref: +4 +1 +3 --
Will: +4 +4 +0 --
Notes: Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Weapon Attack Damage Critical Range
MW Longsword +3 1d8 19-20/x2 ------
Longbow +5 1d8 20/x3 100 ft
Dagger +2/+5 1d4 19-20/x2 10 ft
Notes:Languages: Common, Elven, Draconic
Abilities: Low Light Vision, +2 to all saves vs Sleep, Paralysis, and Cold Effects
Feats: Draconic Heritage (Silver), Draconic Breath: As a Standard Action, you may convert one of your spells into a Supernatural breath weapon that does 2d6 damage per level of the spell expended. The breath weapon is a 30’ Cone. Subjects are allowed a Reflex save for half damage (DC = 10 + spell level expended + 4), Summon Familiar (Not used yet)
Spells Per Day (Save DC 14 + spell level):
0th - 6
1st - 7
2nd - 5
Spells Known:
0 - (6) Dancing Lights, Disrupt Undead, Ray of Frost, Detect Magic, Message, Resistance;
1st - (4) Mage Armor, Magic Missile, True Strike, Ray of Enfeeblement;
2nd - (2) Mirror Image, Invisibility
Skill Points: 16 Max Ranks: 8/4
Skills Total Ranks Mod Misc
Appraise +0 0 +0 --
Balance +3 0 +3 --
Bluff +4 0 +4 --
Climb +0 0 +0 --
Concentration +7 6 +1 --
Diplomacy +4 0 +4 --
Disguise +6 2 +4 --
Escape Artist +3 0 +3 --
Forgery +0 0 -- --
Gather Info +4 0 +4 --
Hide +3 0 +3 --
Intimidate +4 0 +4 --
Jump +0 0 -- --
Know: (Arcana) +5 5 -- --
Know: (Planes) +0 0 -- --
Listen +2 0 -- +2
Move Silently +3 0 +3 --
Perform +0 0 -- --
Search +2 0 -- +2
Sense Motive +0 0 -- --
Sleight of Hand +3 0 +3 --
Speak Language +1 2 -- --
Spellcraft +3 1 -- +2
Spot +2 0 -- +2
Swim +2 0 -- --
Use Magic Device+4 0 +4 --
Use Rope +3 0 +3 --
Notes: +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Disguise is a class skill from Draconic Heritage (Silver)
Equipment: Cost Weight
MW Longsword 315gp 4lb
Longbow 75gp 3lb
w/60 arrows 3gp 8lb
Dagger 2gp 1lb
Backpack 2gp 2lb
Winter Blanket .5gp 3lb
2 pieces of Chalk 0.1gp --lb
Flint and Steel 1gp --lb
Belt Pouch 1gp .5lb
25' Silk Rope 5gp 2.5lb
Traveler's Outfit 1gp 5lb
Potions:
Cure Light Wounds X0 75gp --lb
Potion of Barkskin +3
Wands
Wand of Snake's Swiftness 9 charges
Wand of Read Magic 10 charges
Wand of Invisibility 5 charges
Wand of Mage Armor 10 charges
Eternal Wand of Enlarge Person
Brute Ring
Brute Ring
Body Slot: Ring
Activation: Standard (command)
This silver ring is set with a sapphire carved like a crude fist
This ring allows you to push someone away from you with pure force. When you activate the ring a blast of force issues forth and makes a Bull Rush attack against a single creature within 30'. You use the ring's Bull Rush modifier (+5) or your own whichever is higher. As this is a force effect it affects incorpreal creatures. The ring can be used 2/day.
Arcanist's Gloves
Arcanist's Gloves
Body Slot: Hands
Activation: Swift (command)
These sleek blue gloves bear stars across the knuckles.
When you activate the gloves, you add 2 to your next 1st level arcane spell you cast before the end of your turn. The gloves can be used 2/day
Empowered Spellshard of Ray of Enfeeblement
Empowered Spellshard of Ray of Enfeeblement
Body Slot: Throat
Activation: see text
This reddish crystal shard is inscribed with arcane symbols, banded with mithral, and hanging from a small silver chain.
When you use the shard as a focus in addition to a spell's normal componensts (if any) it Empowers a spell keyed to it. (as the Empower Spell Feat, spell in this case Ray of Enfeeblement) but with no adjustment to spell level. You can use the shard 3/day.
Scroll of Bear's Endurance
Scroll of Lightning Bolt
Scroll of Web
Total Weight:27lb Money: 20gp 0sp 0cp
Lgt Med Hvy Lift PushMax Weight: 33 66 100 200 500
Age: 107
Height: 4'10"
Weight: 75 lbs
Eyes: Silvery Violet
Hair: Silver
Skin: Tan
Appearance: Long, flowing silver hair blowing wild. Violet eyes with a streak of silver, mostly tan skin, interrupted by occasional patches of smooth silvery skin. Short and lithe, Virashil exudes a sense of power out of her small frame.
Background: Virashil comes from a small village of Elves deep in the Gnarly Wood, where it backs up to a small outcropping of snow-covered peaks. Their village is a close-knit community, of common elves, except for the occasional child born with silver hair or silver flecked skin. It is rumored that ages ago, an old silver dragon inhabited the peaks near their village, and would occasionally come down from the mountain as an elf and live among them for a period of time. It is thought that the blood of this dragon continues to appear every few generations and spawn a child who has the gift for magic.
Virashil left her village some years ago, setting out to discover more about what fuels her inner power. She first travelled to the nearby mountain peaks, looking for any sign of the rumored silver wyrm, but found nothing. Somewhat downfallen, she then set out to find out more about the legend of her people -- to determine if there actually was a silver dragon that inhabited the mountain peaks near her village. She sought out the advice of a few sages, who were able to find out that yes, at one time an old silver dragon named N'al Loranthanxx had made his lair in the peaks. Her spirits buoyed by this bit of information, she journeyed once more to the peaks near her village. The journey was harsh and difficult, for she had ascended above the tree line and trudged through crags of snow and ice. Virashil finally realized that she had bitten off more than she could chew -- for she was no mountaineer, just a fledgling sorceress. Panic ran through her mind as she realized that she may not make it back down the mountain with her life. The biting cold had begun to seep its way into her bones and her mind grew slow. Step after step became more labored. She began to feel warmer... The last thing she remembered was falling down into a snowbank...
She doesn't remember when she regained consciousness. She awoke beneath a heap of soft furs, underneath her was a soft bed of fine linens. The first thing she heard was,"There my child, do not fret, for you are in a safe place. Go back to sleep and regain your strength."
Hours, or days, later, for she had lost track of time, she awoke and was able to take in her surroundings -- a chamber, hewn out of solid rock, and appointed with plush furnishings, she was laying in a finely adorned bed. A closed door led out of the room. She heard footsteps, and the door opened, an older man, an elf, walked in. She immediately noticed the silver hair and skin, and the fine silk robes that he wore.
"My child, my name is N'al Loranthanxx, and I have watched you for some time. I was impressed with your spirit and tenacious pursuit of finding me. For your thoughtsand instincts were correct, a small portion of my blood runs through your veins. I am glad that you chose to seek me out, for I have forseen that you will be needed by good dragonfolk in a battle against our evil brothers."
Virashil spent many months in the confines of N'al Loranthanxx's lair, atop the snowy peaks, learning about her heritage, and developing her powers. She was even taught how to breath ice! (draconic breath feat)
At the end of her stay, N'al Loranthanxx called her to him, still in his human form, and told her that she had to set out on her own -- but to always remember that she was destined to help out her fellow dragonkind in their time of need -- that she would know what that was when it appeared. In the mean time, however, she was to further develop her powers as a sorceress.
She left, with great remorse, and set out to find her destiny. She changed her name to include N'al, to honor her distance draconic relative. She caught on with an adventuring band of similar ideals and temperment, and have been travelling with them until the present day.....
Logs
XP log:
1750 XP from Marauder Attack
Notes: Draconic Heritage
[Draconic]
(CArc p77)
Sorcerer level 1st Choose one of the following types of Dragons.
1. Gain the listed skill as an in-class skill.
2. You receive a +1 bonus per Draconic feat on save vs. Sleep, Paralysis, & spells of the listed Energy Type.
Name: Laravier McDonnell
Class: Fighter 1
Race: Human
Size: M
Gender: Male
Alignment: LN
Deity:Str: 14 +2 (6p.) Level: 1 XP: 0
Dex: 17 +3 (10p.) BAB: +1 HP: 12 (1d10+2)
Con: 14 +2 (6p.) Grapple: +3
Int: 12 +1 (3p.) Speed: 30' Stat Increases:Wis: 10 -- (2p.) Init: +3 Spell Save:Cha: 9 -1 (1p.) ACP: -1 Spell Fail: N/A
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +3 +0 +3 +0 +0 +0 16
Touch: 13 Flatfooted: 13
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +4 +2 +2 --
Ref: +3 +0 +3 --
Will: +0 +0 -- --
Notes:Weapon Attack Damage Critical Range
Longbow +4 1d8+0 20/x3 100'
Shortsword +3 1d6+2 19-20/x2 --- ft
Dagger +3 1d4+2 19-20/x2 --- ft
Notes: +1 to hit and damage within 30', Rapid Shot = +2/+2 full attack
Languages: Common, Sylvan
Abilities:
Human Traits:
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Feats: Point Blank Shot, Precise Shot (Bonus - Human), Rapid Shot (Bonus - Fighter)
Skill Points: 16 Max Ranks: 4/2
Skills Total Ranks Mod Misc
Appraise +1 0 +1 --
Balance +3 0 +3 --
Bluff -1 0 -1 --
Climb +4 2 +2 --
Concentration +3 0 +3 --
Craft (Bow) +5 4 +1 --
Diplomacy -1 0 -1 --
Disguise -1 0 -1 --
Escape Artist +3 0 +3 --
Forgery +1 0 +1 --
Gather Info -1 0 -1 --
Handle Animal +1 2 -1 --
Hide +3 0 +3 --
Intimidate -1 0 -1 --
Jump +2 0 +2 --
Know: (Nature) +2 2 +1 --
Know: (Religion)+2 2 +1 --
Listen +0 0 -- --
Move Silently +3 0 +3 --
Perform +0 0 -- --
Ride +4 1 +3 --
Search +1 0 +1 --
Sense Motive +0 0 -- --
Sleight of Hand +3 0 +3 --
Spellcraft +1 0 +1 --
Spot +0 0 -- --
Swim +3 1 +2 --
Tumble +4 2 +3 --
Use Magic Device-1 0 -1 --
Use Rope +3 0 +3 --
Notes:Equipment: Cost Weight
Longbow 75gp 3lb
80 Arrows 4gp 12lb
Shortsword 10gp 2lb
Dagger 2gp 1lb
Studded Leather 25gp 20lb
Backpack 2gp 2lb
Artisan's Tools 5gp 5lb
50' Silk Rope 10gp 5lb
Grappling Hook 1gp 4lb
Flint and Steel 1gp --lb
Waterskin 1gp 4lb
Total Weight:58lb Money: 64gp 0sp 0cp
Lgt Med Hvy Lift PushMax Weight: 58 116 175 350 825
Age: 23
Height: 5'10"
Weight: 175
Eyes: Brown
Hair: Brown
Skin: Pale
Appearance: Average build with average features. From first glance, Laravier does not look more than a common laborer - rough hands, dirty clothes (usually), and an unkept appearance.
Personality: Laravier has always fancied himself to be a woodsman, with a healthy indulgence of city life. Not one to trapse around the wood for extended periods of time, without a stop back into town for a pint at the pub. He has a keen eye for archery. Somewhat jovial, but after a few pints can be somewhat of a hooligan. Even though he spent a great deal of his time in the woods and practicing archery, he never felt the calling of the ranger, he preferred to spend his time whittling or carving wood. He's become quite good at it, with the making of bows his specialty.
Background:
[sblock=Logs] XP log:
XXXX from
Notes:
XXXX
Advancement
L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
Name: Jerome Blackstone
Class: Fighter 2 / Rogue 2
Race: Human Tainted One
Size: Medium
Gender: Male
Alignment: NE
Deity: Sseth
Str: 15 +2 (6p.) Level: 4 XP: 13000
Dex: 16 +3 (10p.) BAB: +3 HP: 34 (2d6+6, 2d10+6)
Con: 16 +3 (6p.) Grapple: +5
Int: 14 +2 (6p.) Speed: 30' Stat Increases: Str +1 (4th)
Wis: 10 -- (2p.) Init: +3 Spell Save:Cha: 10 -- (2p.) ACP: -1 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +1 +3 +0 +0 +1 20
Touch: 13 Flatfooted: 15
Spell Res: 14
Dmg Red: None
Total Base Mod MiscFort: +7 +3 +4 --
Ref: +7 +3 +4 --
Will: +4 +3 +1 --
Notes:Weapon Attack Damage Critical Range
MW Shortsword +8 1d6+3 19-20/x2 ------
Dual Wield +6/+5 1d6+3(2)19-20/x2 ------
MW Comp. Longbow +7 1d8+2 20/x3 100 ft
Notes:Languages: Common, Yaun-ti, Draconic, Abyssal, Undercommon
Abilities: Tainted One Template, Sneak Attack +1d6, Trapfinding, Evasion, Immune to charm and holds spells, and poisons
Feats: Alertness (bonus Tainted One), Endurance (bonus Human), Two Weapon Defense(1st), Weapon Focus (Shortsword) (Bonus Fighter 1st), Two Weapon Fighting (Bonus Fighter 2nd), Steadfast Determination (3rd) - Use your Constitution modifier in place of your Wisdom modifier on Will saves, You do not automatically fail Fortitude saves on a roll of ‘natural 1’.
Spell-Like:
Poison Kiss(ex): While grappling, a tainted one can choose to smear her opponent with poisonous saliva instead of deal damage. This poison "kiss" can only be used while grappling a foe with exposed skin. The tainted one makes an opposed grapple check instead of an attack and takes a -4 penalty on the check. If she wins, she successfully applies the poison (contact, Fortitude DC 16, initial and secondary damage 1d4 Con) by kissing, licking, or lightly biting her opponent.)
Psionics(Caster Level equals character level):
3/day Polymorph [snake forms only]
1/day Poison (DC16)
Skill Points: 65 Max Ranks: 7/3.5
Skills Total Ranks Mod Misc
Appraise +2 0 +2 --
Balance +5 2 +3 --
Bluff +4 4 -- --
Climb +4 2 +2 --
Concentration +3 0 +3 --
Diplomacy +0 0 -- --
Disable Device +7 4 +3 --
Disguise +4 4 -- --
Escape Artist +7 4 +3 --
Forgery +4 2 +2 --
Gather Info +2 2 -- --
Handle Animal +0 0 -- --
Hide +10 7 +3 --
Intimidate +7 7 -- --
Jump +3 1 +2 --
Know: (Local) +2 0 +2 --
Listen +0 0 -- --
Move Silently +10 7 +3 --
Open Locks +7 4 +3 --
Perform +0 0 -- --
Ride +3 0 +3 --
Search +5 2 +2 --
Sense Motive +2 2 -- --
Sleight of Hand +5 2 +3 --
Spellcraft +2 0 +2 --
Spot +2 2 -- --
Swim +3 1 +2 --
Tumble +7 4 +3 --
Use Magic Device+4 4 -- --
Use Rope +3 0 +3 --
Notes:
Code:
Poisons: Type: DC Initial Damage Secondary Damage
Sassone leaf residue Contact 16 2d12 hp 1d6 Con
Oil of taggit Ingested 15 0 Unconsciousness
Giant wasp poison Injury 18 1d6 Dex 1d6 Dex
Large scorpion venom Injury 18 1d6 Str 1d6 Str
Equipment: Cost Weight
Shortsword +1 2310gp 2lb
MW Shortsword 310gp 2lb
MW Comp Longbow (+2 str) 600gp 3lb
40 Arrows 2gp 6lb
Chain Shirt +1 1250gp 25lb
Cloak of Resistance +1 1000gp 2lb
Ring of Protection +1 2000gp --lb
Hammer 5sp 2lb
50' Silk Rope 10gp 5lb
MW Manacles 50gp 2lb
Flint and Steel 1gp --lb
Caltrops 1gp 2lb
Backpack 2gp 2lb
2 x Smokestick 40gp 1lb
2 x Antitoxin 100gp --lb
MW Thieves Tools 50gp 1lb
2 x Large Scorpion Poison 400gp --lb
2 x Giant Wasp Poison 420gp --lb
2 x Oil of Taggit 180gp --lb
1 x Sassone leaf residue 300gp --lb
Pot/Bulls Strength 150gp --lb
Total Weight: 54 lb Money: 99gp 5sp 0cp
Lgt Med Hvy Lift PushMax Weight: 66 133 200 400 1000
Age: 27
Height: 6'1"
Weight: 210
Eyes: Brown
Hair: Black
Skin: Dark
Appearance:
Personality:
Background:
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
Notes:
XXXX
Advancement
L1 -> CLASS Rogue HP: +9 BAB: +0 (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
Name: Derrenil Llirthyn
Class: Cleric 6 / Drow Paragon 1
Race: Dark Elf (Drow)
Size: Medium
Gender: Female
Alignment: CN
Deity: None (Domains: Drow, Time)
Str: 10 -- (2p.) Level: 7 XP: 36000
Dex: 18 +4 (6p.) BAB: +4 HP: 61 (6d8+1d6+7)
Con: 12 +1 (6p.) Grapple: +0
Int: 12 +1 (2p.) Speed: 30' Stat Increases: Wis+1
Wis: 19 +4 (10p.) Init: +8 Spell Save: +2
Cha: 12 +1 (2p.) ACP: -0 Spell Fail: N/A
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +6 +3 +4 +0 +0 +1 24
Touch: 15 Flatfooted: 20
Spell Res: 18
Dmg Red: None
Total Base Mod MiscFort: +8 +5 +3 --
Ref: +12 +4 +6 +2
Will: +11 +5 +6 --
Notes: Immunity to sleep spells and effects, +2 racial bonus on Will saves against spells and spell-like abilities.
Weapon Attack Damage Critical Range
Light Mace +1 +9 1d6+1 20/x2 ------
Shortsword +1 +9 1d6+1 19-20/x2 ------
MW Hand Crossbow +9 1d4+0 19-20/x2 30'
Notes:Languages: Common, Elvish, Undercommon, Drow Sign Language
Abilities:
Turn or Rebuke Undead (Su)
Spontaneous Casting (Healing)
Aura (Ex) of Good
Drow Traits (Ex):
+2 Intelligence, +2 Charisma, +2 Dexterity, -2 Constitution.
Medium size.
An elf’s base land speed is 30 feet.
Immunity to sleep spells and effects
Darkvision out to 120 feet. This trait replaces the high elf’s low-light vision.
Spell resistance equal to 11 + class levels.
+2 racial bonus on Will saves against spells and spell-like abilities.
Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.
Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf’s automatic and bonus languages.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf’s favored class.
Level adjustment +2.
Feats:
Bonus Drow Domain: Lightning Reflexes
Bonus Time Domain: Improved Initiative
Bonus +2/+2: Stealthy
1st: Weapon Finesse
3rd: Dodge
6th: Mobility
Spells prepared (Save DC 14 + spell level):
Domains: Drow, Time
Spells Prepared:
0 -(6) Read Magic, Detect Magic x2, Guidance, Create Water, Detect Poison
1st - (5+1) Bless, Lesser Vigor, , Cloak of Dark Power (D);
2nd - (4+1) Silence, Bulls Strength, Death Knell, Claraudience/Clairvoyance (D)
3rd - (3+1) Prayer, Magic Circle vs Evil, Dispel Magic, Haste (D)
4th - (2+1) Divination, Divine Power, Freedom of Movement (D)
Spell-Like Abilities: 2/day at CL7: Darkness, Faerie Fire, Dancing LightsSkill Points: 58 Max Ranks: 10/5
Skills Total Ranks Mod Misc
Appraise +1 0 +1 --
Balance +4 0 +4 --
Bluff +1 0 +1 --
Climb +0 0 -- --
Concentration +11 10 +1 --
Diplomacy +7 6 +1 --
Disable Device +4 0 +4 --
Disguise +1 0 +1 --
Escape Artist +4 0 +4 --
Forgery +1 0 +1 --
Gather Info +1 0 +1 --
Handle Animal +1 0 +1 --
Heal +10 4 +4 +2
Hide +10 4 +4 +2
Intimidate +5 4 +1 --
Jump +0 0 -- --
Know: (Religion)+6 5 +1 --
Know: (Planes) +1 0 +1 --
Know: (History) +1 0 +1 --
Listen +10 4 +4 +2
Move Silently +10 4 +4 +2
Open Locks +4 0 +4 --
Perform +0 0 -- --
Ride +4 0 +4 --
Search +3 0 +1 +2
Sense Motive +4 0 +4 --
Sleight of Hand +4 0 +4 --
Spellcraft +6 5 +1 --
Spot +10 4 +4 +2
Swim +0 0 -- --
Tumble (CC) +8 8 +4 --
Use Magic Device+1 0 +1 --
Use Rope +4 0 +4 --
Notes:Equipment: Cost Weight
Light Mace +1 2305gp 4lb
Shortsword +1 2310p 2lb
MW Hand Crossbow 400p 2lb
w/ 10 bolts 1p 1lb
+1 Mithral Breastplate 5200gp 15lb
+1 Darkwood Shield 1257gp 5lb
Periapt of Wisdom +2 4000gp --lb
Gloves of Dexterity +2 4000gp --lb
Wand/Cure Light Wounds 750gp --lb
50 Charges
Cloak of Resistance +2 4000gp 1lb
Ring of Protection +1 2000gp --lb
Scroll/Bull Strength 150gp --lb
Scroll/Cats Grace 150gp --lb
Scroll/Silence 150gp --lb
Handy Haversack 2000gp 5lb
Holy Symbol, Silver 25gp 1lb
Healer's Kit 50gp 1lb
Spell Component Pouch 5gp 2lb
Total Weight:27lb Money: 7247gp 0sp 0cp
Lgt Med Hvy Lift PushMax Weight: 33 66 100 200 500
Age: 99
Height: 4'9"
Weight: 70
Eyes: Red
Hair: White
Appearance: Short cropped white hair frames a distinguished elven face, skin as dark as ebony, with crimson eyes. Derrenil is considered a beauty to other drow elves.
Personality: Curt, short, and unsuffering of delay. She doesn't have time to dawdle and projects this outwards. Brevity is the key to the armor that Derrenil protects her psyche with.
Background:
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
Notes:
XXXX
Advancement
L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
Name: Percivilis the Pure
Class: Favored Soul 6
Race: Human
Size: Medium
Gender: Male
Alignment: NG
Deity: Iomedae
Str: 14 +2 (6p.) Level: 6 XP: 15000
Dex: 12 +1 (4p.) BAB: +4 HP: 43 (6d8+12)
Con: 14 +2 (6p.) Grapple: +6
Int: 10 -- (2p.) Speed: 20' Stat Increases: Cha +1
Wis: 14 +2 (6p.) Init: +1 Spell Save:Cha: 16 +3 (8p.) ACP: -4 Spell Fail: Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +6 +3 +1 +0 +0 +0 20
Touch: 11 Flatfooted: 19
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +7 +5 +2 --
Ref: +6 +5 +1 --
Will: +7 +5 +2 --
Notes:Weapon Attack Damage Critical Range
Longsword +1 +8 1d8+3 19-20/x2 ------
MW Morningstar +6 1d8+2 20/x2 ------
Light Crossbow +5 1d8+0 19-20/x2 80 ft
Notes: Lesser Weapon Crystal of Energy Assault, Fire adds 1d6 fire damage to weapon it is attached to (longsword +1)
Languages: Common
Abilities: Fire Resistance - 10
Feats:
Human Bonus 1st: Combat Casting
1st: Negotiator
3rd: Power Attack
Favored Soul 4th: Weapon Focus (longsword)
6th: Leadership
Spells prepared (Save DC 12 + spell level):
Spells per day:
0 - 6
1st - 7
2nd - 6
3rd - 4
Spellbook/Spells Known:
0 - (7) Light, Detect Magic, Resistance, Create Water, Fleeting Fame, Guidance, Purify Food and Drink;
1st - (5) Bless, Divine Favor, Shield of Faith, Nimbus of Light, Resurgence;
2nd - (4) Cure Medium Wounds, Silence, Remove Paralysis, Bulls Strength;
3rd - (3) Dispel Magic, Magic Circle against Evil, Prayer;
Spell-Like Abilities:Skill Points: 27 Max Ranks: 9/4.5
Skills Total Ranks Mod Misc
Appraise +0 0 -- --
Balance +1 0 +1 --
Bluff +3 0 +3 --
Climb +2 0 +2 --
Concentration +7 5 +2 +4 (Combat Casting)
Diplomacy +12 7 +3 +2
Disable Device +1 0 +1 --
Disguise +3 0 +3 --
Escape Artist +1 0 +1 --
Forgery +0 0 -- --
Gather Info +0 0 -- --
Handle Animal +3 0 +3 --
Heal +13 5 +2 +6
Hide +1 0 +1 --
Intimidate +3 0 +3 --
Jump +4 0 +2 +2
Know: (Religion)+5 5 -- --
Listen +2 0 +2 --
Move Silently +1 0 +1 --
Open Locks +1 0 +1 --
Perform +0 0 -- --
Ride +1 0 +1 +2 (for staying in the saddle - military saddle)
Search +2 0 +2 --
Sense Motive +9 5 +2 +2
Sleight of Hand +1 0 +1 --
Spellcraft +0 0 -- --
Spot +2 0 +2 --
Swim +2 0 +2 --
Tumble +1 0 +1 --
Use Magic Device+3 0 +3 --
Use Rope +1 0 +1 --
Notes:Equipment: Cost Weight
Longsword +1 2315gp 4lb
Lesser Weapon Crystal
of Energy Assault, Fire 3000gp --lb
Breastplate +1 1350gp 30lb
Heavy Steel Shield +1 1170gp 15lb
Dimension Stride Boots 2000gp 1lb
Wand/Cure Light Wounds 750gp --lb
-- 50 charges
Healing Belt 750gp 1lb
MW Morningstar 308gp 4lb
Light Crossbow 35gp 4lb
20 Bolts 2gp 2lb
Belt Pouch 2gp 2lb
Silver Holy Symbol 25gp 1lb
Healer's Kit 50gp 1lb
Backpack 2gp 2lb
Scrolls:
Remove Curse 375gp --lb
Remove Blindness/Deafness 375gp --lb
Total Weight:67lb Money: 120gp 0sp 0cp
Lgt Med Hvy Lift PushMax Weight: 58 116 175 350 875
Age: 26
Height: 6'2"
Weight: 195
Eyes: Blue
Hair: Golden
Skin: Golden Tan
Heavy Warhorse (400 gp) - Honor
Military Saddle 20gp 30lb
Bit and Bridle 2gp 1lb
Saddle Bags 4gp 8lb
Carried in Saddle bags:
Waterskin 1gp 4lb
3 Torches 3cp 3lb
Bedroll 5sp 5lb
Winter Blanket 5sp 3lb
Explorer's Outfit 10gp 8lb
3 weeks rations 10gp 21lb
Load: 195lb (Percivilis) + 67lb (His gear) + 73 lbs (carried on horse) = 335 lbs
Medium Load - movement is 35 ft
Size/Type: Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d6+4)
Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 2
Advancement: —
Level Adjustment: —
These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity
A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.
Cohort Jerivan
Code:
Name: Jerivan
Class: Paladin 4
Race: Human
Size: Medium
Gender: Male
Alignment: LG
Deity: Iomedae
Str: 14 +2 (6p.) Level: 4 XP: 6000
Dex: 12 +1 (4p.) BAB: +4 HP: 31 (4d10+8)
Con: 14 +2 (6p.) Grapple: +6
Int: 10 -- (2p.) Speed: 20' Stat Increases: Cha +1
Wis: 14 +2 (6p.) Init: +1 Spell Save:Cha: 16 +3 (8p.) ACP: -6 Spell Fail: %
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +9 +2 +1 +0 +0 +0 22
Touch: 11 Flatfooted: 21
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +9 +4 +5 --
Ref: +5 +1 +4 --
Will: +6 +1 +5 --
Notes: Divine Grace (add CHA bonus to all saving throws)
Weapon Attack Damage Critical Range
MW Longsword +8 1d8+2 19-20/x2 ------
Dagger +6 1d4+2 19-20/x2 ------
Heavy Crossbow +5 1d10 19-20/x2 120 ft
Notes:Languages: Common
Abilities: Divine Grace, Turn Undead, Aura of Courage, Detect Evil (at will), Lay on Hands (12 hp/day), Divine Health, Aura of Good, Smite Evil (+3 to hit, +4 damage) 3/day, Daunting Presence
Feats:
Human Bonus 1st: Weapon Focus (Longsword)
1st: Daunting Presence
3rd: Extra Smiting
Daunting Presence
You may take a Standard Action to ‘Awe’ an opponent with 30’,
who can see you, and who has an Intelligence score. If the opponent fails a Will
saving throw (DC 15) it is Shaken
for 10 minutes. This fear has no effect on a creature that is already Shaken
Spells prepared (Save DC 12 + spell level):
Spells per day:
1st - 1 - Divine Sacrifice
Divine Sacrifice
Divine Sacrifice(CDiv p163)
<Evoc, VS, 1StdAct, Personal, 1rnd/lvl>
– While this spell is in effect, the caster can
sacrifice hit points once per round as a Free
Action to do extra damage on his/her next
successful attack (within the spell’s duration).
For each 2 hp sacrificed (up to 10hp), the
caster does +1d6 damage (max +5d6).
Spell-Like Abilities: Detect Evil (at will)
Skill Points: 21 Max Ranks: 7/3.5
Skills Total Ranks Mod Misc
Appraise +0 0 -- --
Balance +1 0 +1 --
Bluff +3 0 +3 --
Climb +2 0 +2 --
Concentration +3 1 +2 --
Diplomacy +4 1 +3 --
Disable Device +1 0 +1 --
Disguise +3 0 +3 --
Escape Artist +1 0 +1 --
Forgery +0 0 -- --
Gather Info +0 0 -- --
Handle Animal +6 3 +3 --
Heal +7 3 +2 +2
Hide +1 0 +1 --
Intimidate +3 0 +3 --
Jump +2 0 +2 --
Know: (Religion)+2 2 -- --
Know: (Royalty)+2 2 -- --
Listen +2 0 +2 --
Move Silently +1 0 +1 --
Open Locks +1 0 +1 --
Perform +0 0 -- --
Ride +8 7 +1 +2 (military saddle - for staying in)
Search +2 0 +2 --
Sense Motive +4 2 +2 --
Sleight of Hand +1 0 +1 --
Spellcraft +0 0 -- --
Spot +2 0 +2 --
Swim +2 0 +2 --
Tumble +1 0 +1 --
Use Magic Device+3 0 +3 --
Use Rope +1 0 +1 --
Notes:Equipment: Cost Weight
MW Cold Iron Longsword 630gp 4lb
Full Plate +1 2650gp 50lb
Heavy Crossbow 50gp 8lb
20 bolts 2gp 2lb
MW Heavy Steel Shield 170gp 15lb
Dagger 2gp 1lb
Backpack 2gp 2lb
50' Silk Rope 10gp 5lb
Grappling Hook 1gp 4lb
Flint and Steel 1gp --lb
Chronocharm of the
Horizon Walker 500gp --lb
Least Armor Crystal of
Arrow Deflection 500gp --lb
Belt Pouch 2gp 2lb
Silver Holy Symbol 25gp 1lb
Healer's Kit 50gp 1lb
Total Weight:95lb Money: 273gp 1sp 7cp
Lgt Med Hvy Lift PushMax Weight: 58 116 175 350 875
Age: 21
Height: 6'0"
Weight: 185
Eyes: Blue
Hair: Blond
Skin: Tan
Heavy Warhorse (400 gp) - Valor
Military Saddle 20gp 30lb
Bit and Bridle 2gp 1lb
Saddle Bags 4gp 8lb
Carried in Saddle bags:
Waterskin 1gp 4lb
3 Torches 3cp 3lb
Bedroll 5sp 5lb
Winter Blanket 5sp 3lb
Explorer's Outfit 10gp 8lb
Load: 180lb (Jerivan) + 95lb (His gear) + 52 lbs (carried on horse) = 327 lbs
Medium Load - movement is 35 ft
Size/Type: Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d6+4)
Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 2
Advancement: —
Level Adjustment: —
These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity
A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.
Appearance:
Personality:
Background:
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
Notes:
XXXX
Advancement
L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
Delkat KraylinClass: Cleric
Race: Human
Size: M
Gender: Male
Alignment: NG
Deity: Aditra (Domains: Healing, Sun)
Str: 12 +1 (4p.) Level: 6 XP:
Dex: 10 -- (2p.) BAB: +4 HP: 50 (6d8+12)
Con: 14 +2 (6p.) Grapple: +5 Craft Points: n/a
Int: 10 -- (2p.) Speed: 20' Stat Increases: +1 CHA
Wis: 16 +3 (10p.) Init: +0 Spell Save:Cha: 16 +3 (08p.) ACP: -6 Spell Fail: Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +2 +1 +0 +0 +0 17
Touch: 11 Flatfooted: 16
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +7 +5 +2 +0
Ref: +2 +2 +0 +0
Will: +8 +5 +3 +0
Notes:Weapon Attack Damage Critical Range
Morningstar +5 1d8+1 20/x2 ------
Dagger +5/+4 1d4(+1) 19-20/x2 10 ft
Notes:Languages: Common
Abilities: Turn Undead (10x/day -- Turn Check: 1d20+5, Turn Damage: 1.5*(2d6+9), Divine Spells, Spontaneous Cure Spells, Domain Powers & Spells
Feats:
1st - Extra Turning
1st - (bonus) Empowered Turning
3rd - Spurn Death's Touch
6th - Sacred VitalitySpells prepared (Save DC 13 + spell level):
Domains: Healing, Sun
Domain Powers: Healing: cast healing spells at +1 caster level. Sun: Once per day,
you can perform a greater turning against undead
in place of a regular turning. The greater turning is like a normal turning
except that the undead creatures that would be turned are destroyed instead.
Spells Prepared:
0th - (5) Light, Detect Magic, Resistance, Read Magic, Guidance
1st - (4+1) Divine Favor, Bless, Shield of Faith, Nimbus of Light, Endure Elements(D)
2nd - (4+1) Deific Vengeance, Consecrate, Spiritual Weapon, Bull's Strength, Heat Metal (D)
3rd - (3+1) Lesser Visage of the Deity, Magic Circle vs Evil, Dispel Magic, Searing Light (D)
Skill Points: 27 Max Ranks: 9/4.5
Skills Total Ranks Mod Misc
Concentration 11 9 +2 --
Know (Religion) 9 9 -- --
Know (Planes) 2 2 -- --
Heal 10 7 +3 --
Notes:Equipment: Cost Weight
Morningstar 8gp 6lb
Scale Mail 50gp 30lb
Heavy Steel Shield 20gp 15lb
Dagger 2gp 1lb
Backpack 2gp 2lb
Explorer's Outfit 10gp 8lb
Belt Pouch 2gp 2lb
Wooden Holy Symbol 1gp --lb
Bedroll 5sp 5lb
Winter Blanket 5sp 3lb
Total Weight:71 lb Money: 14gp
Lgt Med Hvy Lift PushMax Weight: 50 100 150 300 750
Age: 22
Height: 5'11"
Weight: 175 lbs
Eyes: Brown
Hair: Brown
Skin: Tan
Appearance: Studious looking. Close cropped hair. Delkat's eyes flicker with insight and knowledge. Normally choosing to dress in something sensible and appropriate to the situation -- never flashy. He has a birthmark in the shape of the sun on his chest.
Personality: Dry, direct, logical -- always looking for the reason behind things, the cause and/or effect. Humor has been determined to be superfluous.