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.
Melee: Longsword +10 (1d8+4/19-20x2)
Ranged: Javelin +5 (1d6+3/20x2) 30 ft. Range Increment
Save Scores
Fort: 20
Reflex: 15
Will: 15
Trained Skills
Diplomacy (+11)
Sense Motive (+8)
Feats
Human Bonus - Power Attack
1st Level - Weapon Focus (Longsword)
3rd Level - Cleave
Appearance and Manner
Jarek is of average height but very solidly built. He keeps his straight black hair cut short in the current style favored by the nobility. He moves with a plodding but purposeful gait, his attention generally fixed carefully on his current objective. His speech, too, is slow and deliberate.
Jarek is fully aware that he's not very smart in many ways. This leads him to be somewhat reserved in some situations. However he is continually amazed at the way people fail to see obvious solutions to their disputes, and will offer to point out these solutions if it seems necessary.
His relatively slow wit has caused him much embarrassment in the past, and he has resolved not to be duped again, so he very carefully considers who is speaking before believing what they say.
Equipment
Spoiler:
+1 Plate Armor 2650
+1 Heavy Steel Shield 1170
+1 Long Sword 2315
2 Daggers 4
5 Javelins 5
Vial of Silversheen 250
Potion of Shield of Faith 50
Potion of Bull's Strength 300
Potion of Bear's Endurance 300
Heavy Riding Horse (Onslow) 200
Saddle 10
Saddlebags 4
Special feed and treats for Onslow 10
Blankets 1
Tent (silk) 50
Courtier's clothing and accouterments 300
Holy Symbol 50
Scrolls, prayer beads and hymnal 100
Total spent: 7777
Cash Remaining: 1200 GP (balance spent on superior lodgings and food)
History
Jarek is the third son of Baron Othar von Rotweil. As the third son he looked to inherit little or nothing from his father, and so knowing that he had little chance to get by in the world on his wits, he entered into service of the church of Pelor. Initially, this decision was made for practical reasons, but once he started his church training, Jarek truly saw the light. He is now a true Champion of Pelor, and service to the god is his first priority. He has dropped his surname as a mark of humility, but still retains good relations with his family.
Class abilities
reproduced here mostly for my benefit, but I've calculated DCs and durations
Spoiler:
Fighting Challenge (Su): As a swift action, Jarek can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to 3. If it does not meet these requirements, a use of this ability is expended without effect.
If the target does meet the conditions given above, Jarek gains a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. Jarek fights with renewed vigor and energy by placing his honor and reputation on the line. If his chosen foe reduces him to 0 or fewer hit points, he loses two uses of his knight's challenge ability for the day because of the blow to his ego and confidence from this defeat.
The effect of Jarek's fighting challenge lasts for 8 rounds.
Test of Mettle (Su): Jarek can shout a challenge to all enemies, calling out for the mightiest among them to face him in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. Jarek must have line of sight and line of effect to the targets of this ability.
As a swift action, Jarek can expend one use of his knight's challenge ability to cause all enemies within 100 feet with a CR greater than or equal to 3 to make Will saves (DC 15). Creatures that fail this save are forced to attack Jarek with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target Jarek with the attack or include you in the effect's area.
An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.
If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight's challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight's challenge ability in this manner per day.
The effect of a test of mettle lasts for 8 rounds. Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.
Aura of Good (Ex):The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp):At will, a paladin can use detect evil, as the spell.
Smite Evil (Su):Once per encounter, Jarek may attempt to smite evil with one normal melee attack. He adds +3 to his attack rolland deals 5 extra points of damage. If he accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. Whenever Jarek successfully smites a creature, he makes a Smite attack vs. Fortitude (+8 modifier). If successful, the target is blinded for 1d4 rounds.
Lay on Hands (Su):Jarek can heal wounds by touch. Each day he can heal 15 hit points of damage.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su):Jarek is immune to fear (magical or otherwise). Each ally within 10 feet gains a +4 morale bonus on saving throws against fear effects.
This ability functions while Jarek is conscious, but not if he is unconscious or dead.
Divine Health (Ex):Jarek is immune to all diseases, including supernatural and magical diseases.
Turn Undead (Su):Jarek turns undead once per encounter as a 2nd-level cleric.
__________________ "GRAAA!! TASTE MY TOOL OF MERCY!"
-Nifft in this post
STR 10
DEX 14
CON 10
INT 10
WIS 18 (level 4: +1)
CHA 14 (+2 from item)
__________
Fort 15
Ref 14
Will 18
AC 16 (+2 Dex, +4 chain shirt)
__________
hp 24
Init +2
Speed 30 ft.
Attack +6 longbow (1d8, x3) range 100 ft.
Spells Known
0 Create Water Creates 10 gallons of pure water.
0 Cure Minor Wounds Cures 1 point of damage.
0 Detect Magic Detects spells and magic items within 60 ft.
0 Light Lights something up like a torch
0 Mending Makes minor repairs on an object.
0 Virtue Subject gains 1 temporary hp.
__________
1 Bless Allies within 50 ft. gain +1 on attack rolls and saves against fear for 5 minutes.
1 Cure Light Wounds Cures 1d8+5 damage
1 Divine Favor You gain +1 on attack and damage rolls for 1 minute.
1 Doom One subject takes –2 on attack rolls, damage rolls, saves, and checks (shaken) for 5 minutes. (150 ft., Will)
1 Endure Elements Exist comfortably in hot or cold environments for 24 hours.
1 Protection from Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders for 5 minutes.
1 Sanctuary Touched subject can't attack, Will save for others to attack subject, for 5 rounds.
__________
2 Cure Moderate Wounds Cures 2d8+5 damage.
2 Enthrall Captivates all within 150 feet for 1 hour or less.
2 Heat Metal 125 lbs. of metal or metal on 2 creatures becomes hot for 7 rounds, doing 0/1d4/2d4/2d4/1d4/0 damage.
2 Hold Person Paralyzes one humanoid for 5 rounds. (Medium range, Will)
2 Spiritual Weapon Force weapon deals 1d8+1 damage, +6 to hit, for 5 rounds.
__________
3 Cure Serious Wounds Cures 3d8+5 damage.
3 Magic Vestment Armor or shield gains +1 enhancement for 5 hours.
3 Searing Light Ray deals 5d6 damage to most undead, or 2d8 damage (Medium range)
Spells per Day
0 o o o o o o
1 o o o o o
2 o o o o
3 o o o
Skills Concentration +12 (wis-based), Knowledge (religion) +8 Feats Extend Spell, Turn Undead, Point Blank Shot Deity Pelor DomainsNobility, Sun Domain Powers Noble Inspiration - Collan has the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear Collan speak for 1 round. Using this ability is a standard action. It lasts 2 rounds (Cha bonus) and can be used once per day. Pelor's Light - Once per day, Collan 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.
Chain shirt, 25 lbs. 100 gp
Longbow, masterwork, 3 lbs. 375 gp
60 arrows, 9 lbs. 3 gp
Backpack (empty) 2 gp 2 lb.
Sack (empty)x2 2 sp 1 lb. (saddlebags)
Signet ring 5 gp
Soap (per lb.) 5 sp 1 lb. (saddlebags)
Tent 10 gp 20 lb. (saddlebags)
Vial ink or potion 1 gp 1/10 lb.
Notebook 5 gp 2 lbs.
Waterskin 1 gp 4 lb.
Holy water (4 flasks) 100 gp 4 lb.
Sunrod (free at the temple) 1 lb.
Holy symbol, silver 25 gp 1 lb.
Fine wine (bottle) 10 gp 1.5 lb. (saddlebags)
Rations, trail (12 days) 6 gp 12 lb. (saddlebags)
Light horse 75 gp
Riding saddle 10 gp 25 lb.
Saddlebags 4 gp 8 lb.
192 gp 3 sp (Edit: gave 3 sp to the church)
Appearance: Collan is a tremendously attractive (some would say beautiful) elf with thick blonde hair, silver eyes, and a lean build. He wears perpetually clean clothing of stature and wealth, marking him as an aristocrat or a noble of some kind. A highly stylized symbol of Pelor is embroidered with gold thread on a cape he wears to cover his right shoulder from front to back. He always wears white gloves and slipper-like shoes, and none of his clothing seems to ever get dirty.
Background: Collan is the fifth-born son to a noble house of an elvish duke. Long known for his adventurous spirit, the religious training he received in one of his long jaunts (as his family called his travels abroad) lead Collan to worship Pelor and begin a clerical lifestyle. With his family's influence he hopes to create a small church of Pelor on the Riventha estate, for the prestige and benefit of the duchy, using the earnings he can muster through adventuring.
Posting Subject Line
Collan, elf cleric 5, hp 24/24, AC 16, F 15 / R 14 / W 18, Spells 0 to 3: 6/5/4/3
Appearance: Warren is short and has thick glasses. He keeps his bleach blonde hair cut short never letting it get longer than 1 inch. He dresses in a dark blue and red robe and uses a quarte staff as walking sitck even though he appears to be in perfect health.
Background: Warren was the short nerd everyone picked on as a child. He was the butt of every joke and recieved every shove. when he developed his powers he swore he would never let anyone suffer at the hands of bullies as he did as a child. He looks to learn all he can to help destroy oppression and evil wherever he may find it.
__________________
Charaters I Play:
Mathew d'Cannith Living Eberron(Currently in 'The Lighting of Death') Links Living Eberron (Currently in 'A1: Lost Knowlegde of Arcanix') Braidan Living Eberron (Currently in 'Goblin's in the Cellar') Warren Pierce WD's 'Base of Operations
Appearance: Unless you get on his bad side, people see Paldon as carefree, and easy going,
who usually is wearing his armor with green colors over it.
Background: Born a peasant, Paldon's day of awakening came on a day of near disaster while he was a boy,
when a fighter saved one of his friends from a bear attack. Since then, Paldon has made it his goal to do what he can
for the good of the people, and has done what he can on his way there.
Abilities: Im putting these in so I can remeber them
Ablilties
Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care. Armor Mastery (Ex): Starting at 5th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well. Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your class level.
Last edited by Kenku17; 1st October 2008 at 04:10 PM..
Abilities Str 14, Dex 17, Con 14, Int 10, Wis 12, Cha 8 SQ wild empathy Feats Endurance, Point Blank Shot, Mounted Archery, Mounted Combat, Mounted Hunt, Run, Track Skills Diplomacy –1, Handle Animal +7, Jump +10, Knowledge (geography) +8, Ride +11, Spot +9, Survival +9 Possessions Heavy warhorse (Mela), +1 chain shirt, +1 composite longbow (+2 Str) with 59 arrows, 20 cold iron arrows, 20 silver arrows, kukri, cloak of resistance +1, horseshoes of speed, 3 potions of cure light wounds, 2 potions of endure elements, military saddle, saddlebags, backpack, belt pouch, waterskin, bedroll, hot weather outfit, everburning torch, flint and steel, 50 feet of silk rope, 5 day’s trail rations, unidentified green/black feathered arrow Coins 286 gp, 4 sp Weight Carried 128.5 lbs. (mostly on horse)
Mount
Mela CR 2
Male heavy warhorse
N Large animal Init +1; Senses low-light vision; Listen +5, Spot +4
AC 14, touch 10, flat-footed 13
(-1 size, +1 Dex, +4 natural) hp 30 (4 HD) Fort +7, Ref +5, Will +2
Speed 80 ft. (16 squares) Melee 2 hooves +6 (1d6+4) or Melee bite +1 (1d4+2) Base Atk +3; Grp +11
Abilities Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 SQ scent Feats Endurance, Run Skills Listen +5, Spot +4 Weight Carried 328.5 lbs. (with rider)
Tricks Known combat riding (attack, come, defend, down, guard, and heel)
Description
Age: 25
Height: 6' 0"
Weight: 200 lbs.
Appearance: Tall, lean, and deeply tanned, his life in the desert is present in every aspect of his body, clothing, and demeanor. He typically wears worn, white desert garments (OOC - think Arabian raider!) and a warmask when engaged in combat, carved from stone, elaborately painted in hues of red and blue, and made to resemble a horned lizard's face. His hair is black, shaggy, and of medium length. He waits for it to get long enough to grasp, then hacks it off with his knife.
Personality: Typically reserved, but prone to occasional hot-blooded outbursts. He tends to interact more with his horse, Mela, than with other people, but he becomes a little more easygoing after a good ride or battle. He takes fierce pride in his riding and archery skills, and will occasionally show off.
Mela: Mela is often Arrak's only companion, and accompanies him everywhere. He has a reddish-brown coat and an untrimmed mane, with white legs from the knee down and very large, heavy hooves. His temperment mirrors that of Arrak.(OOC - Mela is very similar to an Arabian horse.)
Background
Born to nomadic parents, Arrak was raised with his orcish father, and never really knew his human mother. He gained reasonable esteem among his orcish tribe, due to his natural talent in archery, but he was still sneered at for being a "half-blood". Unable to tolerate being held back simply for his heritage, he left the tribe at 17, striking out for a nearby human settlement. There, he joined a company of mercenaries, eventually gaining a high enough standing as a warrior to be gifted with a fine warhorse, Mela. He then learned the art of fighting on horseback, gaining an even higher standing within his company. After seven years of service, he left the company of mercenaries with high regards, intent on seeing the world outside the desert.
Last edited by Lord Slaw; 13th April 2008 at 11:09 PM..
trap sense +1, berserker rage
Feats: Weapon focus (Greatsword), power attack
Skills
Intimidate (+7)
Swim(+13)
Jump(+13)
Equipment:
Dexterity gloves +1 2000 gp
Belt of Ogre strengh (+2) 4000 gp
MW greatsword 350 gp
Composite long bow (+4str) 500gp
Chain shirt 100 gp
Arrows
2*Pot of CMW 600
4*Pot of Mage armor 200
4*Pot of CLW 200
Toruk grew with his father, in a tribe of orcs, but soon enough he was regarded as the half blood, and cast away.
He wanders throw the land searching for understanding, but his orc blood makes him slow of mind, of easy fury and not very nice to look at.
With all that, he is not a bad guy, and enjoys drinking large cuantities of beer. Of those nights in the bar, he holds friendships with many dwarves.
__________________ English is NOT my native language!
Mri'Thas: "Useless primates... " Sheng Zim: "Your existence brings the world out of balance. The chaos I bring shall revert it; unfortunately, your soul will be destroyed in the process."
-------------------------------------- Tuk Heavy Hands Apeldan: "Trolls are afraid to cats. Good to know" (Yttermayn's "Saga of the Dragon Cult") Cnosos: "I bet there's plenty of wonderful devices in that ship. Let's scavenge them at once!" (Blackrat's "After Earth") Metliz: Sounds like fun! (Arkandus's "The First") Thok: "Thok eats a lot, Thok big. Thok not good at first impressions." (MnL's "Valley of the Dead")
Name: Feather
Class: battle sorcerer 5
Race: Human
Size: medium
Gender: female
Alignment: NN
Str: 8 -1 ( 0p.) Level: 5 XP: 10,000
Dex: 12 +1 ( 4p.) BAB: +3 HP: 29 (5d8+5)
Con: 12 +1 ( 4p.) Grapple: +1
Int: 13 +1 ( 5p.) Speed: 30' Stat Increases: lv 4 +1cha
Wis: 10 +0 ( 2p.) Init: +1
Cha: 18 +4 (13p.) ACP: -0 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +3 +X +1 +X +X +X 14
Touch: 11 Flatfooted: 13
Spell Res: None
Dmg Red: None
Total Base Mod Save scoreFort: +2 +1 +1 (13)
Ref: +2 +1 +1 (13)
Will: +4 +4 +0 (15)
Notes:Weapon Attack Damage Critical Range
Arcane Blast +4 1d6/2levels 30ft touch
Short sword +2 1d6-1 19-20/x2
XXXXXXXX +X XdX+X XX-XX/xX XXX ft
Notes:Languages: Common, Draconic
Abilities: XXXX
Feats: Bonus light armor proficiency, Bonus Martial weapon proficiency(short sword), Eshrew materials, Combat
casting, Craft Wondrous Item
Spells Per day (Save DC 14 + spell level): 0 - 6; 1st - 6; 2nd - 4
Spells Known:
0 - Detect Magic, Read Magic, Light, Mage Hand, Mending;
1st - Floating Disk, Detect Undead, Grease;
2nd - Hideous Laughter;
Skills Total Ranks Mod Misc
Knowledge 8 8 0 --
Spellcraft 8 8 0 --
Concentration 9 8 1 XX
XXXXXXXX XX XX XX XX
Notes:Equipment: Cost Weight
Backpack 2gp 2lb
Masterwork Studded Leather armor 175gp 20lb
Short sword 10gp 2lb
Ring of Feather Falling 2200gp 1oz
Eternal wand of command undead 4,420gp 1oz
2 uses/day caster level 3
Eternal wand of Cure Light Wounds 750gp 1oz
2 uses/day heals 1d8+1
Eternal wand of inflict Light Wounds 750gp 1oz
2 uses/day 1d8+1 negative energy
Rations, trail (2) 1gp 2lb
Signal Whistle 8sp -
Total Weight:26lb 4oz Money: 691gp 2sp
Lgt Med Hvy Lift PushMax Weight: 26 53 80 160 400
Age: 18
Height: 5'7"
Weight: 165lb
Eyes: Black
Hair: Black
Skin: Pale
Appearance: Gothic.
Personality: Modish and depressed. A little obsessed about what her true name is.
Background: Orphaned as a child she was taken in as an apprentice by Iladar a sorcerer and suspected necromancer. She never even got to know her true name all the wizard ever called her was the fallen feather. When she could no longer handle being told what to do by Iladar she ran away taking some of her master's prised magical Items.
__________________ Silven Survivor
Upgrade>>College Graduate
Field Philosophy
Last edited by hornedturtle; 7th June 2008 at 02:06 AM..
Rowan Aledown, halfling conjurer
Wizard 2 (Conjurer) - Using Walking Dad's House Rule Set
Rowan stands just over three feet tall, with a weight of some thirty pounds. He has a thick mop of curly brown hair, and matching nut-brown eyes. He is of average build for a halfling, neither too slim nor too chubby. He dresses in simple traveling clothes of rough-spun wool and cotton, and usually wears a derby style hat, which he can often be
seen twirling between his hands. He carries a carved walking stick of heavy, polished hardwood, which doubles as a stout club in times of trouble.
Aledown comes from a long line of troublemakers and pranksters. He also has an extremely high opinion of himself, considering himself something of a mastermind. His temper is shorter than one would expect from a halfing, and as his surname implies he has a fondness for imbibing fermented drinks.
Rowan was raised in a small village of (insert village name) in (insert region/area name), his parents the owners of a tavern and brewery. As a young halfling, he learned the ways of his parent’s trade, though he never paid much attention. Although an intelligent lad, Rowan would always rather be off playing and pranking then putting any effort into actual work.
Despite all this, Rowan’s home life was good. He had caring and loving parents, and he got away with just about anything. But one fateful day, his life took an unforeseen turn. Playing a prank that cost an old bearded traveler his beard, Rowan learned a severe lesson about his troublemaking nature. The man turned out to be a wizard, and in his
outrage over the prank, destroyed the Aledown’s tavern and home, burning them to the ground. When that was done, the wizard nabbed Rowan, and forced the young halfling into servitude in the wizard’s manor. The wizard, one Farenard Graycloak, was a cruel, evil man…he would often whip and torture the fee-spirited Rowan for his lack of discipline. Still, Rowan managed to learn some of the ways of magic from his despised master, and eventually managed to escape from the guarded estate to start his own life.
Rowan still watches over his shoulder often, expecting his former master to show up and have his revenge upon him at any time. Still, the carefree life of a wandering hedge wizard seems to suit Rowan well, and he now travels the region, seeking experience and adventure. He
has regained some of his once cheerful disposition, though he rarely plays pranks and causes trouble like he once did. He looks forward to the day when he can learn enough spellcraft to no longer have to worry about an enemy from his past.
Rowan enjoys nothing more than to spend a relaxing night before the fire with a pint of ale and a good smoke.
Neutral Good Halfling Male
Wizard 5 (Conjurer)
10,000 XP (?)
Stats
Str 10 (+0) (4 points, -2 racial)
Dex 16 (+3) (6 points, +2 racial)
Con 14 (+2) (6 points)
Int 19 (+4) (10 points, +1 level increase, +2 enhancement)
Wis 10 (+0) (2 points)
Cha 08 (-1) (0 points)
Racial Features:
- Small Size
- Athletic: +2 to climb, jump and move silently checks
- +1 racial bonus on all saves
- +2 morale bonus on saves vrs. fear
- +1 attack bonus with thrown weapons and slings
- +2 racial bonus to listen checks
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
Last edited by Rhun; 19th August 2008 at 05:39 PM..