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.
Personal Information Name: John Tannerson Class: Wizard, conjurer, focused Race: Human Size: Medium Gender: male Alignment: Chaotic Good Deity: Kord (?)
Combat Base Armor Dex Total Armor:none 10 +0 +2 12 (+4 w/ mage Armour)
Touch: 12 Flatfooted: 10 ACP: - zero
Base Mod Misc Total Fort: +0 +0 +0 +0 Ref: +0 +2 +0 +2 Will: +2 +0 +0 +2
Weapons: Att Dam Critical Type Range
Dagger +0 1d4 19-20/X2 S/P 10 ft
Dagger, thrown +2 1d4 19-20/X2 S/P 10 ft
Club +0 1d6 X 2 B 10 ft
Club, thrown +2 1d6 X 2 B 10 ft
lite x bow +2 1d8 19-20/x 2 P 80 ft
Feats and Skills Languages: Common, dwarven, goblin
Feats:
scribe scroll (item create phb p 99) (class feature) summon familiar (class feature) spell focus: conj (general, phb p.100) (Human Bonus) +1 to dc of conj spells augment summoning (general phb p89) (character lv 1) +4 to str and con for summoned creatures for duration of spell xx (Character level 3)
Weapon and Armor Proficiency
club, dagger, 1/4 staff, xbow lite& heavy
no armor
Skill Points: (2+3) X 4 (Wizard lv 1) +4 (Human)
24@ lv 1
2+3+1 (int +3, human bonus +1)=+6
skill points/level after 1st; total at level 1: 24 Max Ranks (class/crossclass): 4/2
Skills: Ranks Mod Misc Total Craft: leatherwork In +2 +3 -- +5 Craft: map making In +2 +3 -- +5 Concentration Cn +3 +0 -- +3 Know Arcana In +3 +3 -- +6 Know arch/engn In +2 +3 -- +5 Know Dungeoneering In +2 +3 -- +5 Know Geography In +1 +3 -- +4 Know History In +1 +3 -- +4 Know Local In +1 +3 -- +4 Know Nobility/Royalty In +1 +3 -- +4 Know Religeon In +1 +3 -- +4 Know The Planes In +1 +3 -- +4 Spell Craft In +4 +3 -- +7
starting gold: 120 gp Equipment: Cost Weight
Explorer's Outfit 0.0 gp 0.0 lb
Dagger X 1 2.0 gP 1.0 lb
back pack 2.0 gp 2.0 lb
flint and steel 1.0 gp ----
belt pouch x2 2.0 gp 1.0 lb
trail rations X7 3.5 gp 7.0 lb
silk rope x 50 ft 10.0 gp 5.0 lb
waterskin 1.0 gp 4.0 lb
cure light potion X 1 50.0 gp ----
Spell comp pouch 5.0 gp 2.0 lb
spell book 00.0 gp 3.0 lb
case, map/scroll 1.0 gp 0.5 lb
smoke stick 20.0 gp 0.5 lb
sunrod X 5 10.0 gp 5.0 lb
108.5 gp spent
Total Weight: 31.0 lb lightly encumbered
Money: 11 gp 4 sp 10 cp
Lgt Med Hvy Lift Push Max Weight: 33 66 100 200 500
[/code]
history
Being from a family of leather worker/tanners meant hard work, long days and tiresome repetition ... not to mention the stench of the tannin tanks and the rough hands from the fuller's soaps.
John was a bit of a daydreamer and it seems his daydreams could get him in trouble. It was one sunny day, John was 8 summers old, and he was sitting under an apple tree, munching on an apple. He saw an older gent walking along side a younger one; when from nowhere a hideous creature appeared. The young man made some hand gestures, light energy shooting as several darts out from his hands. the elder took a couple of steps back and spoke a few syllables.
The darts fizzled when they hit the creature, which then grabbed the younger and rent him in two and the elder caused a creature bathed in light to appear. Commanding this creature to attack the hideous one, the elder gent took a couple of steps back and spoke longer phrases, John repeating them loud as he could, and the following happened:
Still yet another creature of light appeared on the flank of the big ugly and a bumblebee bathed in light appeared in front of John. *Bamph!* there it was. awaiting command. our daydreamer commanded it to attack the big ugly and when it did, the thing laughed so hard at the thought of it being attacked by a bumble bee that it left it self open to two hits to the vitals, dispatching it immediately.
The elder gentleman gathered ther remains of his friend and sighed. The bumble bee buzzed and lighted on the shoulder of the elder gent and that is when he turned to our young hero. "Boy, who might you be, as i am most thankful for your saving my life."
John stammered out his name and that he was son to the leather worker, the half eaten apple fell to the ground, but leather still firmly clutched in his other arm. "you had best be running along then boy."said the old man with a wink. what happened to the old man and his fallen friend, john knew not, for there was dust and fire in his foot steps as he arrived breathless at the shop.
his parents knew him for his stories so the typical greeting upon arrival was,"what tales of conquest do you have today, son?" today was typical for them, but not for him."Da, ma. Hi. nuthin today." he hurried about his tasks and then wandered to his room, sleeping until dinner. they forgot about it until they noticed that after two days of this seemed greatly out of place. his father was just getting ready to inquire when the sound of two horses outside of the shop brought him t business.
A man dressed in the noble livery of the local duke stepped in carrieing a package and a scroll tube. he looks to the father and asks,"I see that this is indeed a leather shop, but i must ask, are you John's father?"
he replied in the affirmative,"yes, John, the elder. Has my boy done something..."his question is stopped by a disarming smile and a raised hand."
"Allow me to read this and all questins will be answered in due time." he reads a notice of invatition from the duke at the request of the lord's magician. the invitation is for the father, mother of the boy john, son of the tanner, and the boy john. said child is to be attired in the clothing provided. at this time the pachage is presented. John the elder takes and opens it and sees thatit is the attire of a wizard's apprintice in the livery of the lord an dhis magician...sived for one john, the sone of the tanner.
All the while of this ohn was fiddling in a corner until the sight of the robes, that is when a very audible *gulp* could be herad.
"do you accept this invitation for three days hence?" asks the messanger.
"john the elder looks to john the younger," no tales, just ruth this time." then back to the messenger,"yes. we accept"
the messenger departs and as he does the mother, eva goes to the door stunned and watches the messenger and another on a horse leave. it was the younger gentleman from the day of the attack.
in the next hour ofr so there was a story told, just that this time, it was the whold truth to his parents. the tanner spent the next two days preparing he and his wife for the meeting.
to make a long story short, john was inducted into the court of the royal magician afteer acocmadations. that is how he became what he is today.
************************************************** ******
"How do i know this?" asks the deva at the end of the story, I am his guardian spirit. I manifested as a bumblebee back then, but now i am full in spirit. with that he stands to full height, wings spread wide and raising his sword like a torch he bursts upon wings and wth a mighty *BAAMPH!! * he disappears.
spell book
Level 0 (cantrips) dc 13 (14 for conj spells)
Resistance (abj): Subject gains +1 on saving throws.
Detect Poison (div): Detects poison in one creature or small object. Detect Magic (div): Detects spells and magic items within 60 ft. Read Magic (div): Read scrolls and spellbooks
Dancing Lights (evo): Creates torches or other lights. Electric Jolt (evo): Ranged touch attack deals 1d3 electricity damage. Flare (evo): Dazzles one creature (–1 on attack rolls). Light (evo): Object shines like a torch. Ray of Frost (evo): Ray deals 1d3 cold damage. Sonic Snap (evo): Subject takes 1 point of sonic damage and is deafened 1 round
Amanuensis (trns): Copy nonmagical text. Launch Bolt (trns): Launches a crossbow bolt up to 80 ft. Launch Item (trns): Hurls Fine item up to Medium range. Mage Hand (trns): 5-pound telekinesis. Mending (trns): Makes minor repairs on an object. Message (trns): Whispered conversation at distance. Open/Close (trns): Opens or closes small or light things Repair Minor Damage (trns): Repairs 1 point of damage to any construct Stick (trns): Glues an object weighing 5 pounds or less to another object.
Div Identify: Determines properties of magic item.
Evoc Magic Missile: 1d4 +1 damage; +1 missile per two levels above 1st (max 5)
Trans *Low-Light Vision: See twice as far as a human in poor illumination.
poss spell choices lv 1
(*) denotes spell compendium
Abjuration
Alarm: Wards an area for 2 hours/level.
*Dispel Ward: As dispel magic, but affects only wards.
*Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
*Ironguts: Subject gains +5 bonus on saving throws against poison.
*Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
*Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conjuration
*Benign Transposition: Two willing subjects switch places
*Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round.
*Buzzing Bee: Bee gives subject –10 penalty on Move Silently and hinders Concentration checks
*Corrosive Grasp: 1 touch/level deals 1d8 acid damage
*Deep Breath: Your lungs are filled with air.
Grease: Makes 10-ft. square or one object slippery.
*Hail of StoneM: Stones deal 1d4 points of damage/level to creatures in the area (max 5d4).
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
*Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/2 levels beyond 1st (max 5d8).
*Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/2 levels beyond 1st (max 5d8).
*Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/2 levels beyond 1st (max 5d8).
*Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/2 levels beyond 1st (max 5d6).
Unseen Servant: Invisible force obeys your commands.
*Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.
Divination
*Appraising Touch: Gain +10 bonus on Appraise checks
*Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
Comprehend Languages: You understand all spoken and written languages.
*Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
*Golem Strike: You can sneak attack constructs for 1 round.
*Guided Shot: You ignore distance, cover, concealment penalties with ranged attacks for 1 round
*Insightful Feint: Gain +10 on your next Bluff check to feint in combat.
*Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
*Instant Search: Make Search check at +2 as free action.
*Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level
*Sniper’s Shot: No range limit on next ranged sneak attack.
*Spontaneous Search: Instantly Search area as if having taken 10.
*Targeting Ray: You and allies are +1 to hit/3 levels against subject.
True Strike: +20 on your next attack roll.
Evocation
*Blood Wind: Subject uses natural weapons at range.
Burning Hands: 1d4/level fire damage (max 5d4).
*Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
*Ice Dagger: Grenade like weapon deals subject 1d4/level cold damage, plus area damage
*Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage
*Luminous Gaze: Your eyes emit light, dazzle creatures
*Persistent Blade: Blade of force attacks subject, automatically flanks.
*Ray of Flame: Ray deals 1d6/2 levels fire damage, ignites subject
Shocking Grasp: Touch delivers 1d6/level electricity dam (max 5d6).
*Sonic Blast: Subject takes 1d4/2 levels sonic damage plus deafness.
*Thunderhead: Small lightning bolts deal 1 damage/round
Transmutation
*Accelerated Movement: Balance, Climb, or Move Silently at norm speed with no penalty on skill check
Animate RopeS: Makes a rope move at your command.
*Babau Slime: Secrete a body-covering acid that damages attacking foes
*Breath Flare: Your breath weapon dazzles subjects.
*Cheat: Caster re-rolls when determining the success of a game of chance.
*Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage
*Ebon Eyes: Subject can see through magical darkness
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
*Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round
Feather Fall: Objects or creatures fall slowly.
*Fist of Stone: Gain +6 Str and natural slam attack.
*Horrible Taste: Touched creature or object nauseates biting or swallowing foes
Jump: Subject gets bonus on Acrobatics checks.
*Mage Hand, Greater: As mage hand, but medium range and up to 40 lb
Magic Weapon: Weapon gains +1 bonus.
*Nerveskitter: Subject gains +5 bonus on initiative checks.
*Portal Beacon: You grant others knowledge of a magic portal’s location.
*Raging Flame: Fires burn twice as hot, half as long.
*Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +1/2 levels
Reduce Person: Humanoid creature halves in size.
*Remove Scent: Hides touched creature’s scent.
*Repair Light Damage: Repairs 1d8 dam +1/lv (max +5) to any construct.
*Scatter spray: Group of small objects flies apart in a burst.
*Shield bearer: Shield floats near subject to offer protection.
*Slide: Move subject 5 feet.
*Slow Burn: Fires burn twice as long.
*Spell Flower: Hold the charge on one touch spell / forelimb.
*Weapon Shift: Touched weapon changes form.
*Wings of the Sea: +30 ft. to subject’s swim speed
Universal
*Familiar Pocket: Garment or container becomes extradimensional safe haven for your familiar.
Description: 6’2” tall, 190#. Short brown hair, clean-shaven. Hazel-green eyes. Appears calm and thoughtful. He is tall and athletic, with handsome features. Though by nature pale-skinned, he is tanned from frequent outdoors weapons-work. He ia a man of deep faith, but rather than preach, he would teach by example. At present he wears a worn hauberk of iron scales, an unadorned wooden kite shield, and carries a sword of plain but sturdy craftsmanship.
Tailspinner: Thrindar, Dwarf Wizard
Thrindar Male Dwarf Wizard (Evoker) 1 Alignment: Chaotic Good Height: 4' 1'' Weight: 160# Hair: Flame Red Eyes: Rust Brown Age: 65
Class and Racial Abilities:
+2 Con, -2 Cha, Darkvision 60 ft., Stone Cunning, Weapon Familiarity, Stability, +2 against poison, spells & spell-like effects, +1 attack against orcs & goblins, +4 to AC against giant type, +2 Appraise & Craft checks related to stone and metal; Summon Familiar, Scribe Scroll, Arcane Spells.
Hit Dice: 1d4+3+3 Max HP: 10 Current HP: 10 AC: 10 (+0 Dex) ACP: +0 Arcane Spell Failure: 0% Init: +0 (+0 Dex) Speed: 20ft
Companion:
Toby; Male Tabby Cat; Tiny Magical Beast; HD 1; hp 5; Init +2; Spd 30 ft.; AC 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13; BAB +0; Grp -12; Atk +4 melee (claws, 1d2-1/x2); Full Atk +4 melee (clawsx2, 1d2-4/x2), -1 melee (bite, 1d3-4/x2); SA -; SQ low-light vision, scent; AL TN; SV Fort +2, Ref +4, Will +3; Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 7.
Skills & Feats: Balance +10, Climb +6, Concentration +4, Decipher Script +2, Hide +14, Jump +10, Knowledge (arcana) +2, Knowledge (dungeoneering) +2, Knowledge (history) +2, Listen +3, Move Silently +6, Spellcraft +2, Spot +3; Weapon Finesse.
Special: Alertness, improved evasion, share spells, empathic link.
Background:
From a very young age Thrindar had been taught by his parents to be the best he could be. Not being like many parents they hoped only for the best of their children and never tried to pidgin hole them into any specific profession. His father was a well known dwarven smith and his mother was a tanner. Unfortunately Thrindar took the whole ‘best you can be’ attitude to an extreme and due to his obsessive compulsive behaviors worked out a hierarchy of people over the years. He chose the profession of a wizard and more specifically that of an evoker. As he continued to learn he quickly found the company of others to be overwhelmingly uncomfortable. But, over time, he has learned to ‘tolerate’ others. Thankfully his familiar, a grey tabby named Toby, is actually very friendly and often takes the edge off of his very odd master.
Personality:
Thrindar is very much an elitist. He believes in a hierarchy of things. To this end he has group people into categories where their class, race and even gender play a big role in how he treats them. The order of classes are evokers, conjurers, abjurers, transmuters, diviners, illusionists, necromancers, enchanters, wizards, druids, rangers, sorcerers, clerics, bards, paladins, rogues, monks, barbarians, fighters, and any others. The order of races are dwarves, gnomes, halflings, half-elves, half-orcs, humans, elves, and any others. The order of gender are males, females, and any others. Of course he is at the top of the hierarchy being the de facto best of the best. He is also extremely obsessive compulsive.
Appearance:
Thrindar is short for a dwarf and a bit overweight for his height. His features are plain save for his flame red hair and his piercing reddish brown eyes. He generally can be seen wearing a dark brown shirt and breeches, and light brown belt and boots. Looped into his belt is a pouch and upon his back is a pack with unknown contents. Near him at al times is a grey tabby cat with an odd gleam in its eye.
Deuce Traveler: Scrag, Troll
Scrag
Whenever asked to identify himself, the young troll points a thumb in his chest and utters the word "Scrag." No one knows if its his name or if it is an indicator of an aquatic troll heritage. His sea-green and bluish hued skin would seem to indicate the latter, but he doesn't possess any of the other traits that seperate an aquatic troll from a regular troll.
Scrag simply wandered into town one day, nearly starved to death, collapsing on the steps of the temple. Being a young troll, the priest believed that perhaps this creature could be redeemed of his race's evil tendencies. To his credit, Scrag hasn't eaten anyone, yet, and has shown remarkable restraint at the jibes and insults thrown his way, though that may be because he doesn't understand them. The priest put the young troll to work hauling lumber, which Scrag does with no complaints. Thus far, Scrag seems content with his existence since he has food, water, and shelter. Whether he drifts into the murderous tendencies of his race, only time will tell.
Personality
Although taught the common tongue by the priest who took him in, Scrag very rarely chooses to speak, instead simply listening and following instructions. Scrag does show some self-awareness and self-reliance when it comes to defending himself, though he generally resorts to his natural weapons when doing so. Scrag's benefactor has often observed the young troll staring off into space during breaks in his work. The priest thinks that the young troll is merely daydreaming, though Scrag himself is mum on the issue. He also possesses a rather absurd sense of humor, erupting in a gurgling chuckle when something catches his fancy, though humans have a hard time figuring out just what it is he finds so amusing.
Basics
Race: Troll
Class (Level): Troll (1)
Alignment: Neutral
Size: Medium
Ability Scores
20 Str (10 points, +4 racial)
14 Dex (6 points)
16 Con (10 points)
4 Int (0 points, -4 racial)
12 Wis (6 points, -2 racial)
4 Cha (0 points, -4 racial)
Lgt Med Hvy Lift Push Max Weight: 38 76 115 230 575
Age: 23 Height: 5'5" Weight: 128lb Eyes: green Hair: light brown Skin: white
Background
Knitting!
Rosalia hated knitting! It brought too many bad memories to the young girl. Her widowed mother was knitting all day long to bring back just about enough to get a clear soup for diner and a piece of meat on rare occasions. Rosalia had learned knitting and her delicate fingers made her quite good at it. She could have done like her mother but her mind was wandering elsewhere. She was a pretty girl and she had started to realize it though her mother had made sure she would not date 'inconvenient' people as her mother would say. Her mother was a modest person but strong in character and morale values.
One day her mother sent her to do a costume job for Amelia, a famous local dancer. Rosalia discovered another world where feminity and grace were used at their full potential.
As time went, she would stay hours watching Amelia practise her dancing, see her dress and put on make-up, see her deal with people and in particular men, who seem to be many to come and visit her...
Amelia took care of her and taught her a bit of dancing and gave her a very different vision of the world...
Rosalia's mum died suddenly and Amelia took charge of her when she was 16. She would accompany her everywhere. She discovered that Amelia was more than a dancer. She would do jobs or 'services' as she called them for rich men, services that would invovle spying, lying and stealing - not only information, and more. Initially shocked, Rosalia started to get involved in these jobs and use her beauty and charisma to get information or else. Very quickly she turned into a woman, sure of her abilities and charms, knowing how to play men to her advantage. As she matured, she decided to take control of her life herself and left Amelia and her little schemes to herself. So she went and started dancing in a few bars to earn a living though she is looking for bigger opportunities.
Description
Rosalia is a beautiful woman in her mid-twenties. Her green eyes always seem to be smiling at you whilst her smile makes her just adorable. When she moves her head, her long and slightly curly brown-red hair flows around her. Her skin is rather pale and makes her eyes and lips shine like beacons. Her face is ovale with a thin delicate nose. She wears a rather boyish outfit though, with brown leather trousers, a light blue shirt held by a large red leather belt that lets you guess her hourglass anatomy. In other word, Rosalia doesn't get unnoticed in the crowd and always ends up being the centre of attention.
Maddmic: Grok, Half-orc Cleric
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PC Name : Grok Gender : Male HD : 1
Player : maddmic Height : 6'2"
Race : Human (Narsven) Weight : 235lb. HP : 10 / 10
Class : Cleric Age : 20 Current/Normal
Level : 1 Hair : Black
Align : Chaotic Good Eyes : Brown XP : 0
Deity : Pelor Speed : 20' Needed for
Size : Medium Next Level : 1000
SHEET UPDATED : 2/10/2009
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ABILITIES
Final
Base Racial Magic Misc Ability / Modifier
Bonus Item Score
STR : 15 +2 -- -- 17 / +3
DEX : 13 -- -- -- 13 / +1
CON : 14 -- -- -- 14 / +2
INT : 8 -2 -- -- 6 / -2
WIS : 17 -- -- -- 17 / +3
CHA : 8 -2 -- -- 6 / -2
+1 ability increase every 4th level is added to base number.
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COMBAT STATISTICS
ARMOR CLASS BASE ATTACK BONUS
AC Total : 17 MELEE RANGED
AC Flat-Footed : 16 Total : +3 Total : +1
AC Touch Attack : 11 Base : +0 Base : +0
Base : 10 STR : +3 DEX : +1
Armor : +4 Misc. : -- Misc. : --
Shield : +2
Dexterity : +1 INITIATIVE
Size : -- Total : +1
Magic : -- DEX : +1
Misc. : -- Misc. : +0
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SAVING THROWS
Total Base Ability Misc Magic
Fortitude : +4 = 2 +2 +0 +0
Reflex : +1 = 0 +1 +0 +0
Will : +5 = 2 +3 +0 +0
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RACIAL TRAITS
Orc blood
Darkvision 60'
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FEATS Indicate for level, class, race, etc.
Augment Healing (1st)
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LANGUAGES
Orc
Common
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CLASS ABILITIES Indicate current abilities only
Domain Access (Healing, Strength)
Turn undead
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NOTES ON ABILITIES
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SKILLS Fill in skills you have ranks in AND skills that
can be used untrained. Mod is the final score, Rnk
Skill Point Total : 4 is the number of ranks attained in the skill, Abl
Max Class ranks : 4 is the related ability modifier, and Msc is for any
Max Cross-Class ranks : 2 miscellaneous bonus from feats, race, synergy, etc.
Class
Skill Related
Mod = Rnk Abl Msc | Skills: Ability
+2 = 0 +2 +0 | Concentration (CON)
-2 = 0 -2 +0 | Craft: (INT)
+6 = 0 +3 +0 | Diplomacy (CHA)
+7 = 4 +3 +0 | Heal (WIS)
-2 t = 0 -2 +0 | Knowledge: arcana (INT)
-2 t = 0 -2 +0 | Knowledge: history (INT)
-2 t = 0 -2 +0 | Knowledge: religion (INT)
-2 t = 0 -2 +0 | Knowledge: the planes (INT)
+3 t = 0 +3 +0 | Profession: (WIS)
-2 t = 0 -2 +0 | Spell Craft (INT)
! = Armor Check Penalty (-0) applies
t = trained only
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SPELLS
Base Ability
LVL DC Spell/Day Bonus Spell Per Day
0 13 3 + 0 = 3
1 14 2 + 1 = 3
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WEAPONS ATT is your final attack modifier when using the weapon.
Monks should also list bare-handed attacks here.
NAME : Heavy Mace NAME : Sling NAME : Longspear
ATT : +3 ATT : +1 ATT : +3 DMG : 1D8+3 DMG : 1D4+3 DMG : 1D8+4
CRIT : x2 CRIT : x2 CRIT : x3
RNG : N/A RNG : 50' RNG : N/A
WGHT : 8 WGHT : - WGHT : 9
SIZE : 1H Melee SIZE : 1H Ranged SIZE : 2H Melee
TYPE : Bludgeoning TYPE : Bludgeoning TYPE : Piercing
PROPERTIES : PROPERTIES : PROPERTIES :
COST : 12 COST : -- COST : 5
GRAPPLE BONUS: +0 BAB +3 STR +0 SIZE = +3
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PROTECTION
ARMOR SHIELD
NAME : Scale Mail NAME : Heavy Wooden
TYPE : Medium TYPE : Shield
AC BONUS : +4 AC BONUS : +2
MAX DEX : +3 CHECK PENALTY : -2
CHECK PENALTY : -4 SPELL FAILURE : 15%
SPELL FAILULE : 25% WGHT : 10#
SPEED : 20' PROPERTIES :
WGHT : 30# COST : 7gp
PROPERTIES :
COST : 50gp
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EQUIPMENT Indicate in notes which item(s) are bonus regional equipment.
Don't forget to add weapon, armor, magic items, and treasure
weights to total weight carried.
Cost Wt # Item Notes
12 8.0 heavy mace
-- -.- sling
5 9.0 longspear
1 10.0 100 bullets, sling
50 30.0 scale mail
7 10.0 heavy wooden shield
1 -.- wooden holy symbol
2 2.0 backpack
0.1 5.0 --bedroll
1 4.0 --grappling hook
25 1.0 --holy water
1 4.0 --waterskin
1 4.0 --waterskin
5 10.0 10 --trail ration
1 -.- --flint & steel
1 0.5 --belt pouch
1 10.0 --rope, hemp 50'
TOTAL WEIGHT W/O BACKPACK: 67.0 (light)
BACKPACK WEIGHT: 40.5
TOTAL WEIGHT W/ BACKPACK : 107.5 (medium)
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MAGIC ITEMS List items weights, costs, location, number of charges (if any)
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ENCUMBERANCE
LOAD (WEIGHT) MOVEMENT & PENALTIES
[ ] Light (0 - 58 lbs) 30 ft
[x] Medium (59 - 116 lbs) 20 ft, Max Dex +3, Chk Pen -2, Run x4
[ ] Heavy (117 - 175 lbs) 20 ft, Max Dex +1, Chk Pen -6, Run x3
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TREASURE List where carried
PP:
GP: 5
SP: 9
CP:
MISC.:
GEMS:
Abilities:
Human:
* 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.
* Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
* Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Feats: Exotic weapon prof. Combat expertise. Improved trip
Skills Ranks Mod Misc Total
Climb 4 +3 +7
Intimidate 4 -1 +3
Jump 4 +3 +7
Equipment:
Scale armor 50gp 30lb
Shield, large, wooden 7gp 10lb
Chain spiked 25gp 10lb
Net 20gp 6lb
Sling 1gp
Bullets
Bed roll
Flint and steel
Iron pot
X days of trail ration
Waterskin
Equipment
Chain shirt
Backpack with:
waterskin,
1 day’s trail rations,
bedroll,
sack,
flint and steel
Hooded lantern, 3 pints of oil.
15 gp
Jakobee is the son of the famed hero Sir Conrad Cyr, the knight of the holy order of the Seelenritter who stood against the draconic hordes of the Red Hand. Jakobee chose to reject the noble path of his father and struck out for a life on his own.
What few know is that Sir Conrad is a grandson and devoted follower of the archdevil Fierna, Lady of Fire, Pain, and Pleasure, charged to work from within the seelenritters to hunt down enemies of the Lady as well as those who have gone traitor. Jakobee first had suspicions, then found proof.
Jakobee is conflicted, he adored his heroic father when he was a youth but abhors him now that he knows the truth and has sworn never to serve the Lady, instead heading out on his own. He rejected the knighthood refusing to take a place among the seelenritters. At turns he tries to fight evil and other times he gives in to the anger of his conflicted soul.
One benefit of his infernal heritage is that he commands diabolic magics, which enable him to crusade against evil even without the training of a knight.
He has joined with others not of the order and tries to do good and truly fight evil, but is sometimes plagued by dreams of his great-grandmother laughing at him unwittingly serving her ends despite his best intentions.
Location: columbia, missouri, u.s. of north america, terra, sol III, Milky way, third demension
Posts: 4,832
_*reserved seating for ----John Tannerson*_
Possible character plans:
Item Familiar feat Unearthed arcana pg 170 lv 3
prc elemental savant, comp arcane pp 32 32
comp arcane, feats: energy substitution, sudden quicken and sudden still
Code:
Personal Information
Name: John Tannerson
Class: Wizard, conjurer, focused
(complete mage pp 34, 35)
Race: Human
Size: Medium
Gender: male
Alignment: Chaotic Good
Deity: Kord (?), Pelor(?)
Str: 10 +0(2p.) Level: 1 XP: 25
Dex: 14 +2(6p.) BAB: +0 HP: 4
Con: 10 +0(2p.) Grapple: +0 Dmg Red: -
Int: 17 +3(13p.) Speed: 30' Spell Res: -
Wis: 11 +0(3p.) Init: +2 (dex: +2)
Cha: 14 +2(6p.)
restricted schools:
Necromancy, enchantment, Illusion
Combat
Base Armor Dex TotalArmor:none 10 +0 +2 12 (+4 w/ mage Armour)
Touch: 12
Flatfooted: 10
ACP: - zero
Base Mod Misc TotalFort: +0 +0 +0 +0Ref: +0 +2 +0 +2Will: +2 +0 +0 +2Weapons: Att Dam Critical Type Range
Dagger +0 1d4 19-20/X2 S/P 10 ft
Dagger, thrown +2 1d4 19-20/X2 S/P 10 ft
Club +0 1d6 X 2 B 10 ft
Club, thrown +2 1d6 X 2 B 10 ft
lite x bow +2 1d8 19-20/x 2 P 80 ft
Feats and Skills
Languages: Common, dwarven, goblin
Feats: scribe scroll (item create phb p 99) (class feature)
summon familiar (class feature)
spell focus: conj (general, phb p.100)
| (Human Bonus) +1 to dc of conj spells
augment summoning (general phb p89) (character lv 1)
| +4 to str and con for summoned creatures for duration of spell
xx (Character level 3)
+2 to spellcraft check learning conjuration spells (specialist feature)
+1 conjuration spell/level (specialist feature)
-1 spell/ level (focused specialist specialist feature)
+2 conjuration spells / level (focused specialist feature)
+1 restricted school (focused specialist feature)
Weapon and Armor Proficiency
club, dagger, 1/4 staff, xbow lite& heavy
no armor
Skill Points: (2+3) X 4 (Wizard lv 1) +4 (Human)
24@ lv 1
2+3+1 (int +3, human bonus +1)=+6
skill points/level after 1st; total at level 1: 24
Max Ranks (class/crossclass): 4/2
Skills: Ranks Mod Misc TotalCraft: leatherwork In +2 +3 -- +5Craft: map making In +2 +3 -- +5Concentration Cn +3 +0 -- +3Know Arcana In +3 +3 -- +6Know arch/engn In +2 +3 -- +5Know Dungeoneering In +2 +3 -- +5Know Geography In +1 +3 -- +4Know History In +1 +3 -- +4Know Local In +1 +3 -- +4Know Nobility/Royalty In +1 +3 -- +4Know Religeon In +1 +3 -- +4Know The Planes In +1 +3 -- +4Spell Craft In +4 +3 -- +7
starting gold: 120 gp
Equipment: Cost Weight
Explorer's Outfit 0.0 gp 0.0 lb
Dagger X 1 2.0 gP 1.0 lb
back pack 2.0 gp 2.0 lb
flint and steel 1.0 gp ----
belt pouch x2 2.0 gp 1.0 lb
trail rations X7 3.5 gp 7.0 lb
silk rope x 50 ft 10.0 gp 5.0 lb
waterskin 1.0 gp 4.0 lb
cure light potion X 1 50.0 gp ----
Spell comp pouch 5.0 gp 2.0 lb
spell book 00.0 gp 3.0 lb
case, map/scroll 1.0 gp 0.5 lb
smoke stick 20.0 gp 0.5 lb
sunrod X 5 10.0 gp 5.0 lb
<*> denotes items left in room locked in the wardrobe
108.5 gp spent
Total Weight: 31.0 lb lightly encumbered
Money: 11 gp 4 sp 9 cp
Lgt Med Hvy Lift Push
Max Weight: 33 66 100 200 500
general description
John is starting his career at the age of 25 as he started the skills of wizardry later then usual and the fack that he studied so intently in the school of conjuration.
he is a good 6' 2" tall and 232 lbs makes him quite imposing, however the curly medium brown hair leaves more then a few broken hearts among the courtesans in the courts of the Duke's keep, where he studied.
history
Being from a family of leather worker/tanners meant hard work, long days and tiresome repetition ... not to mention the stench of the tannin tanks and the rough hands from the fuller's soaps.
John was a bit of a daydreamer and it seems his daydreams could get him in trouble. It was one sunny day, John was 8 summers old, and he was sitting under an apple tree, munching on an apple. He saw an older gent walking along side a younger one; when from nowhere a hideous creature appeared. The young man made some hand gestures, light energy shooting as several darts out from his hands. the elder took a couple of steps back and spoke a few syllables.
The darts fizzled when they hit the creature, which then grabbed the younger and rent him in two and the elder caused a creature bathed in light to appear. Commanding this creature to attack the hideous one, the elder gent took a couple of steps back and spoke longer phrases, John repeating them loud as he could, and the following happened:
Still yet another creature of light appeared on the flank of the big ugly and a bumblebee bathed in light appeared in front of John. *Bamph!* there it was. awaiting command. our daydreamer commanded it to attack the big ugly and when it did, the thing laughed so hard at the thought of it being attacked by a bumble bee that it left it self open to two hits to the vitals, dispatching it immediately.
The elder gentleman gathered ther remains of his friend and sighed. The bumble bee buzzed and lighted on the shoulder of the elder gent and that is when he turned to our young hero. "Boy, who might you be, as i am most thankful for your saving my life."
John stammered out his name and that he was son to the leather worker, the half eaten apple fell to the ground, but leather still firmly clutched in his other arm. "you had best be running along then boy."said the old man with a wink. what happened to the old man and his fallen friend, john knew not, for there was dust and fire in his foot steps as he arrived breathless at the shop.
his parents knew him for his stories so the typical greeting upon arrival was,"what tales of conquest do you have today, son?" today was typical for them, but not for him."Da, ma. Hi. nuthin today." he hurried about his tasks and then wandered to his room, sleeping until dinner. they forgot about it until they noticed that after two days of this seemed greatly out of place. his father was just getting ready to inquire when the sound of two horses outside of the shop brought him t business.
A man dressed in the noble livery of the local duke stepped in carrieing a package and a scroll tube. he looks to the father and asks,"I see that this is indeed a leather shop, but i must ask, are you John's father?"
he replied in the affirmative,"yes, John, the elder. Has my boy done something..."his question is stopped by a disarming smile and a raised hand."
"Allow me to read this and all questins will be answered in due time." he reads a notice of invatition from the duke at the request of the lord's magician. the invitation is for the father, mother of the boy john, son of the tanner, and the boy john. said child is to be attired in the clothing provided. at this time the pachage is presented. John the elder takes and opens it and sees thatit is the attire of a wizard's apprintice in the livery of the lord an dhis magician...sived for one john, the sone of the tanner.
All the while of this ohn was fiddling in a corner until the sight of the robes, that is when a very audible *gulp* could be herad.
"do you accept this invitation for three days hence?" asks the messanger.
"john the elder looks to john the younger," no tales, just ruth this time." then back to the messenger,"yes. we accept"
the messenger departs and as he does the mother, eva goes to the door stunned and watches the messenger and another on a horse leave. it was the younger gentleman from the day of the attack.
in the next hour ofr so there was a story told, just that this time, it was the whold truth to his parents. the tanner spent the next two days preparing he and his wife for the meeting.
to make a long story short, john was inducted into the court of the royal magician afteer acocmadations. that is how he became what he is today.
************************************************** ******
"How do i know this?" asks the deva at the end of the story, I am his guardian spirit. I manifested as a bumblebee back then, but now i am full in spirit. with that he stands to full height, wings spread wide and raising his sword like a torch he bursts upon wings and wth a mighty *BAAMPH!! * he disappears.
spell book
Level 0 (cantrips) dc 13 (14 for conj spells)
Resistance (abj): Subject gains +1 on saving throws.
Detect Poison (div): Detects poison in one creature or small object. Detect Magic (div): Detects spells and magic items within 60 ft. Read Magic (div): Read scrolls and spellbooks
Dancing Lights (evo): Creates torches or other lights. Electric Jolt (evo): Ranged touch attack deals 1d3 electricity damage. Flare (evo): Dazzles one creature (–1 on attack rolls). Light (evo): Object shines like a torch. Ray of Frost (evo): Ray deals 1d3 cold damage. Sonic Snap (evo): Subject takes 1 point of sonic damage and is deafened 1 round
Amanuensis (trns): Copy nonmagical text. Launch Bolt (trns): Launches a crossbow bolt up to 80 ft. Launch Item (trns): Hurls Fine item up to Medium range. Mage Hand (trns): 5-pound telekinesis. Mending (trns): Makes minor repairs on an object. Message (trns): Whispered conversation at distance. Open/Close (trns): Opens or closes small or light things Repair Minor Damage (trns): Repairs 1 point of damage to any construct Stick (trns): Glues an object weighing 5 pounds or less to another object.
Prestidigitation (unv): Performs minor tricks.
level 1 dc 14 (15 for conj spells)
Conj Mage Armor: Gives subject +4 armor bonus. *Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity dam +1d8/2 levels beyond 1st (max 5d8).
alt name: di Capinelli's conjuration of misshapen malfeasance Summon Monster I: Calls extra-planar creature to fight
alt anme: di Capinelli's simple summons of magnificent monsters
range: 25+5/2LV
Div Identify: Determines properties of magic item.
Evoc Magic Missile: 1d4 +1 damage; +1 missile per two levels above 1st (max 5)
Trans *Low-Light Vision: See twice as far as a human in poor illumination.
poss spell choices lv 1
(*) denotes spell compendium
Abjuration
Alarm: Wards an area for 2 hours/level.
*Dispel Ward: As dispel magic, but affects only wards.
*Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
*Ironguts: Subject gains +5 bonus on saving throws against poison.
*Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
*Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conjuration
*Benign Transposition: Two willing subjects switch places
*Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round.
*Buzzing Bee: Bee gives subject –10 penalty on Move Silently and hinders Concentration checks
*Corrosive Grasp: 1 touch/level deals 1d8 acid damage
*Deep Breath: Your lungs are filled with air.
Grease: Makes 10-ft. square or one object slippery.
*Hail of StoneM: Stones deal 1d4 points of damage/level to creatures in the area (max 5d4).
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
*Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/2 levels beyond 1st (max 5d8).
*Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/2 levels beyond 1st (max 5d8).
*Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/2 levels beyond 1st (max 5d8).
*Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/2 levels beyond 1st (max 5d6).
Unseen Servant: Invisible force obeys your commands.
*Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.
Divination
*Appraising Touch: Gain +10 bonus on Appraise checks
*Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
Comprehend Languages: You understand all spoken and written languages.
*Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
*Golem Strike: You can sneak attack constructs for 1 round.
*Guided Shot: You ignore distance, cover, concealment penalties with ranged attacks for 1 round
*Insightful Feint: Gain +10 on your next Bluff check to feint in combat.
*Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
*Instant Search: Make Search check at +2 as free action.
*Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level
*Sniper’s Shot: No range limit on next ranged sneak attack.
*Spontaneous Search: Instantly Search area as if having taken 10.
*Targeting Ray: You and allies are +1 to hit/3 levels against subject.
True Strike: +20 on your next attack roll.
Evocation
*Blood Wind: Subject uses natural weapons at range.
Burning Hands: 1d4/level fire damage (max 5d4).
*Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
*Ice Dagger: Grenade like weapon deals subject 1d4/level cold damage, plus area damage
*Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage
*Luminous Gaze: Your eyes emit light, dazzle creatures
*Persistent Blade: Blade of force attacks subject, automatically flanks.
*Ray of Flame: Ray deals 1d6/2 levels fire damage, ignites subject
Shocking Grasp: Touch delivers 1d6/level electricity dam (max 5d6).
*Sonic Blast: Subject takes 1d4/2 levels sonic damage plus deafness.
*Thunderhead: Small lightning bolts deal 1 damage/round
Transmutation
*Accelerated Movement: Balance, Climb, or Move Silently at norm speed with no penalty on skill check
Animate RopeS: Makes a rope move at your command.
*Babau Slime: Secrete a body-covering acid that damages attacking foes
*Breath Flare: Your breath weapon dazzles subjects.
*Cheat: Caster re-rolls when determining the success of a game of chance.
*Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage
*Ebon Eyes: Subject can see through magical darkness
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
*Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round
Feather Fall: Objects or creatures fall slowly.
*Fist of Stone: Gain +6 Str and natural slam attack.
*Horrible Taste: Touched creature or object nauseates biting or swallowing foes
Jump: Subject gets bonus on Acrobatics checks.
*Mage Hand, Greater: As mage hand, but medium range and up to 40 lb
Magic Weapon: Weapon gains +1 bonus.
*Nerveskitter: Subject gains +5 bonus on initiative checks.
*Portal Beacon: You grant others knowledge of a magic portal’s location.
*Raging Flame: Fires burn twice as hot, half as long.
*Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +1/2 levels
Reduce Person: Humanoid creature halves in size.
*Remove Scent: Hides touched creature’s scent.
*Repair Light Damage: Repairs 1d8 dam +1/lv (max +5) to any construct.
*Scatter spray: Group of small objects flies apart in a burst.
*Shield bearer: Shield floats near subject to offer protection.
*Slide: Move subject 5 feet.
*Slow Burn: Fires burn twice as long.
*Spell Flower: Hold the charge on one touch spell / forelimb.
*Weapon Shift: Touched weapon changes form.
*Wings of the Sea: +30 ft. to subject’s swim speed
Universal
*Familiar Pocket: Garment or container becomes extradimensional safe haven for your familiar.
Level one:
*Low-Light Vision (trans) Mage Armor (conj) Summon Monster I (conj) *Orb of Electricity, Lesser (conj)
spending history
3gp, 5 sp to innkeep for 7 days retainer on a room.
srd badger
Benny the badger:
BADGER (Small Animal) {augmented summons}
Hit Dice: 1d8+2{3} (6 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–5{-3}
Attack: Claw +4{6} melee (1d2–1{+1})
Full Attack: 2 claws +4{6} melee (1d2–1{+1}) and bite –1{+1} melee (1d3–1{+1})
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent
Saves: Fort +4{+5}, Ref +5, Will +1
Abilities: Str 8{12}, Dex 17, Con 15{17}, Int 2, Wis 12, Cha 6
Skills: Escape Artist +7, Listen +3, Spot +3
Feats: TrackB, Weapon Finesse
Environment: Temperate forests
Organization: Solitary, pair, or cete (3–5)
Challenge Rating: 1/2
Advancement: 2 HD (Small)
Level Adjustment: —
The badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging. An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds.
Combat
Badgers attack with their sharp claws and teeth.
Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.
Skills: A badger has a +4 racial bonus on Escape Artist checks.
CELESTIAL TEMPLATE
Celestial Creature
Celestial creatures dwell on the upper planes, the realms of good, although they resemble beings found on the Material Plane. They are more regal and more beautiful than their earthly counterparts.
Celestial creatures often come in metallic colors (usually silver, gold, or platinum). They can be mistaken for half-celestials, more powerful creatures that are created when a celestial mates with a non-celestial creature.
Creating A Celestial Creature
"Celestial" is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of good or neutral alignment (referred to hereafter as the base creature).
A celestial creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type
Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Celestial creatures encountered on the Material Plane have the extraplanar subtype.
Special Attacks
A celestial creature retains all the special attacks of the base creature and also gains the following attack.
Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Special Qualities
A celestial creature retains all the special qualities of the base creature and also gains the following qualities.
Darkvision out to 60 feet.
Damage reduction (see the table below).
Resistance to acid, cold, and electricity (see the table below).
Spell resistance equal to HD + 5 (maximum 25).
Hit Resistance to Damage
Dice energies Reduction
If the base creature already has one or more of these special qualities, use the better value.
If a celestial creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Abilities
Same as the base creature, but Intelligence is at least 3.
Environment
Any good-aligned plane.
Challenge Rating
HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.
Alignment
Always good (any).
Level Adjustment
Same as the base creature +2.
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hawk, base creature
Hawk
Size/Type: Tiny Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-10
Attack: Talons +5 melee (1d4-2)
Full Attack: Talons +5 melee (1d4-2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon FinesseB
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 1/3
Advancement: —
Level Adjustment: —
These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less.
Combat
Hawks combine both talons into a single attack.
Skills
Hawks have a +8 racial bonus on Spot checks.
Description: 6’2” tall, 190#. Short brown hair, clean-shaven. Hazel-green eyes. Appears calm and thoughtful. He is tall and athletic, with handsome features. Though by nature pale-skinned, he is tanned from frequent outdoors weapons-work. He ia a man of deep faith, but rather than preach, he would teach by example. At present he wears a worn hauberk of iron scales, an unadorned wooden kite shield, and carries a sword of plain but sturdy craftsmanship.
Scott, are you using a program or something to generate the char sheet text? What is it, I'd like to check it out. Also, I realize you might not be done, but it appears that you have half of your old rogue stuff still in the sheet, and you've only spent 30 points on attributes. One more thing, can you sblock the sheet for ease of scrolling through the thread, please?
Helfdan, I didn't see any problems with him.
Class and Racial Abilities:
+2 Con, -2 Cha, Darkvision 60 ft., Stone Cunning, Weapon Familiarity, Stability, +2 against poison, spells & spell-like effects, +1 attack against orcs & goblins, +4 to AC against giant type, +2 Appraise & Craft checks related to stone and metal; Summon Familiar, Scribe Scroll, Arcane Spells.
Hit Dice: 1d4+3+3 Max HP: 10 Current HP: 10 AC: 10 (+0 Dex) ACP: +0 Arcane Spell Failure: 0% Init: +0 (+0 Dex) Speed: 20ft
Companion:
Toby; Male Tabby Cat; Tiny Magical Beast; HD 1; hp 5; Init +2; Spd 30 ft.; AC 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13; BAB +0; Grp -12; Atk +4 melee (claws, 1d2-1/x2); Full Atk +4 melee (clawsx2, 1d2-4/x2), -1 melee (bite, 1d3-4/x2); SA -; SQ low-light vision, scent; AL TN; SV Fort +2, Ref +4, Will +3; Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 7.
Skills & Feats: Balance +10, Climb +6, Concentration +4, Decipher Script +2, Hide +14, Jump +10, Knowledge (arcana) +2, Knowledge (dungeoneering) +2, Knowledge (history) +2, Listen +3, Move Silently +6, Spellcraft +2, Spot +3; Weapon Finesse.
Special: Alertness, improved evasion, share spells, empathic link.
Background:
From a very young age Thrindar had been taught by his parents to be the best he could be. Not being like many parents they hoped only for the best of their children and never tried to pidgin hole them into any specific profession. His father was a well known dwarven smith and his mother was a tanner. Unfortunately Thrindar took the whole ‘best you can be’ attitude to an extreme and due to his obsessive compulsive behaviors worked out a hierarchy of people over the years. He chose the profession of a wizard and more specifically that of an evoker. As he continued to learn he quickly found the company of others to be overwhelmingly uncomfortable. But, over time, he has learned to ‘tolerate’ others. Thankfully his familiar, a grey tabby named Toby, is actually very friendly and often takes the edge off of his very odd master.
Personality:
Thrindar is very much an elitist. He believes in a hierarchy of things. To this end he has group people into categories where their class, race and even gender play a big role in how he treats them. The order of classes are evokers, conjurers, abjurers, transmuters, diviners, illusionists, necromancers, enchanters, wizards, druids, rangers, sorcerers, clerics, bards, paladins, rogues, monks, barbarians, fighters, and any others. The order of races are dwarves, gnomes, halflings, half-elves, half-orcs, humans, elves, and any others. The order of gender are males, females, and any others. Of course he is at the top of the hierarchy being the de facto best of the best. He is also extremely obsessive compulsive.
Appearance:
Thrindar is short for a dwarf and a bit overweight for his height. His features are plain save for his flame red hair and his piercing reddish brown eyes. He generally can be seen wearing a dark brown shirt and breeches, and light brown belt and boots. Looped into his belt is a pouch and upon his back is a pack with unknown contents. Near him at al times is a grey tabby cat with an odd gleam in its eye.
Last edited by Tailspinner; 29th April 2009 at 08:20 PM..
Reason: Updated spells memorized
Whenever asked to identify himself, the young troll points a thumb in his chest and utters the word "Scrag." No one knows if its his name or if it is an indicator of an aquatic troll heritage. His sea-green and bluish hued skin would seem to indicate the latter, but he doesn't possess any of the other traits that seperate an aquatic troll from a regular troll.
Scrag simply wandered into town one day, nearly starved to death, collapsing on the steps of the temple. Being a young troll, the priest believed that perhaps this creature could be redeemed of his race's evil tendencies. To his credit, Scrag hasn't eaten anyone, yet, and has shown remarkable restraint at the jibes and insults thrown his way, though that may be because he doesn't understand them. The priest put the young troll to work hauling lumber, which Scrag does with no complaints. Thus far, Scrag seems content with his existence since he has food, water, and shelter. Whether he drifts into the murderous tendencies of his race, only time will tell.
Personality
Although taught the common tongue by the priest who took him in, Scrag very rarely chooses to speak, instead simply listening and following instructions. Scrag does show some self-awareness and self-reliance when it comes to defending himself, though he generally resorts to his natural weapons when doing so. Scrag's benefactor has often observed the young troll staring off into space during breaks in his work. The priest thinks that the young troll is merely daydreaming, though Scrag himself is mum on the issue. He also possesses a rather absurd sense of humor, erupting in a gurgling chuckle when something catches his fancy, though humans have a hard time figuring out just what it is he finds so amusing.
Basics
Race: Troll
Class (Level): Troll (1)
Alignment: Neutral
Size: Medium
Ability Scores
20 Str (10 points, +4 racial)
14 Dex (6 points)
16 Con (10 points)
4 Int (0 points, -4 racial)
12 Wis (6 points, -2 racial)
4 Cha (0 points, -4 racial)
Knitting!
Rosalia hated knitting! It brought too many bad memories to the young girl. Her widowed mother was knitting all day long to bring back just about enough to get a clear soup for diner and a piece of meat on rare occasions. Rosalia had learned knitting and her delicate fingers made her quite good at it. She could have done like her mother but her mind was wandering elsewhere. She was a pretty girl and she had started to realize it though her mother had made sure she would not date 'inconvenient' people as her mother would say. Her mother was a modest person but strong in character and morale values.
One day her mother sent her to do a costume job for Amelia, a famous local dancer. Rosalia discovered another world where feminity and grace were used at their full potential.
As time went, she would stay hours watching Amelia practise her dancing, see her dress and put on make-up, see her deal with people and in particular men, who seem to be many to come and visit her...
Amelia took care of her and taught her a bit of dancing and gave her a very different vision of the world...
Rosalia's mum died suddenly and Amelia took charge of her when she was 16. She would accompany her everywhere. She discovered that Amelia was more than a dancer. She would do jobs or 'services' as she called them for rich men, services that would invovle spying, lying and stealing - not only information, and more. Initially shocked, Rosalia started to get involved in these jobs and use her beauty and charisma to get information or else. Very quickly she turned into a woman, sure of her abilities and charms, knowing how to play men to her advantage. As she matured, she decided to take control of her life herself and left Amelia and her little schemes to herself. So she went and started dancing in a few bars to earn a living though she is looking for bigger opportunities.
Description
Rosalia is a beautiful woman in her mid-twenties. Her green eyes always seem to be smiling at you whilst her smile makes her just adorable. When she moves her head, her long and slightly curly brown-red hair flows around her. Her skin is rather pale and makes her eyes and lips shine like beacons. Her face is ovale with a thin delicate nose. She wears a rather boyish outfit though, with brown leather trousers, a light blue shirt held by a large red leather belt that lets you guess her hourglass anatomy. In other word, Rosalia doesn't get unnoticed in the crowd and always ends up being the centre of attention.
Adventure
Rosalia is recuited by the xx to check problems arising in the village of.. She is supposed to meet an ally their and a black arrow with azur fletching is supposed to be a sign of reconnaissance. The village is in the middle of nowhere. At a temple of Pelor she meets other mercenaries and strangely one of them has had vision of a wizard fighting a dragon with a sword and a.. Checking at the local inn (beer 5cp) does teach that murders have been weird with black goo and aberrations. On the road, a kobold ambush. She finds a 3-finger like amulet on one of the kobold. +207xp
The group moves further in the forest after a difficult night with the cat being contaminated by the black goo. It gets to a cavern and Rosalia explores it. the ogre is there and seems to be fighting with 'something' to keep control of himself. He fails and attacks us to be defeated and killed. +204xp
__________________ DnD3.5 en francais!
Jetez un coup d'oeil a ma campagne DnD3.5 par forum!
Allez sur www.rpol.net, section Medieval Fantasy, cliquez sur "La Legende Commence".
Si ce que voyez vous plait, cliquez sur Request Access.
@+
Jallembo, Human Rogue 3 Johen, Human Tureni Druid 3 Rosalia, Human Chainmail Bikini-clad Rogue 1, Ytterman's Saga of Dragon Cult IC, OOC
Last edited by Amaury; 13th June 2009 at 10:14 PM..
Reason: +1hp
Amaury, Rosalia is looking good. Her points spent on attributes don't add up, but the attributes themselves do. Not terribly important.
Maddmic, Grok is looking good also. The sheet says 0 for spells known, though, might want to fix that.
It looks like Walking Dad has fallen off the radar. I'd like to get the game started soon. We were delayed a bit, and I start my four day long work cycle that gets me up early and keeps me out late tomorrow, so I might not be able to get the game started until Sunday. However, it is possible I'll get off at a reasonable time at least once these next four days and I will try to make sure everything is ready to go at that time.
Some of you appear to be using a character sheet generator, would you care to enlighten me to what they are? I'd like to check them out.
Slots taken:
Voda Vosa - Tuk, Human Exotic Fighter
Scott - John Tannerson, Human Conjuror
Helfdan - Roderic Asturien, Human Paladin
Amaury - Rosalia, Human Rogue
Tailspinner - Thrindar, Dwarf Evoker Wizard
Voadam - Jakobee Cyr, Human Warlock
Crazy Monkey - Scrag, psychic Troll
Maddmic - Grok, Half-orc Cleric
This is looking like a final list to me folks! Is everybody more or less ready?
Tuk, a very cave's man name now that I think about it
Code:
Name: Tuk "Heavy hand" Apeldan
Class: Fighter
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral
Str: 16 +3 (10p.) Level: 1 XP: 0
Dex: 14 +2 (6p.) BAB: +1 HP: 13 (1d10+3)
Con: 16 +3 (10p.) Grapple: +4 Dmg Red: 0
Int: 13 +1 (4p.) Speed: 30'(-10) Spell Res: 0
Wis: 09 -1 (2p.) Init: +2 Spell Save: +0
Cha: 08 -1 (0p.) ACP: -4 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +4 +2 +2 +0 +0 +0 18
Touch: 12 Flatfooted: 16
Base Mod Misc Total
Fort: 2 +3 +5
Ref: 0 +2 +2
Will: 0 -1 -1
Weapon Attack Damage Critical
Spiked Chain +4 2d4+3 x2
Net +3 - -
Sling +3 1d4+3 x2
Languages: Common, Dwarven.
Abilities:
Human:
* 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.
* Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
* Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Feats: Exotic weapon prof. Combat expertise. Improved trip
Skills Ranks Mod Misc Total
Climb 4 +3 +7
Intimidate 4 -1 +3
Jump 4 +3 +7
Equipment:
Scale armor 50gp 30lb
Shield, large, wooden 7gp 10lb
Chain spiked 25gp 10lb
Net 20gp 6lb
Sling 1gp
Bullets
Bed roll
Flint and steel
Iron pot
X days of trail ration
Waterskin
Money: something like 15
__________________ 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")
Equipment
Chain shirt
Backpack with:
waterskin,
1 day’s trail rations,
bedroll,
sack,
flint and steel
Hooded lantern, 3 pints of oil.
15 gp
Jakobee is the son of the famed hero Sir Conrad Cyr, the knight of the holy order of the Seelenritter who stood against the draconic hordes of the Red Hand. Jakobee chose to reject the noble path of his father and struck out for a life on his own.
What few know is that Sir Conrad is a grandson and devoted follower of the archdevil Fierna, Lady of Fire, Pain, and Pleasure, charged to work from within the seelenritters to hunt down enemies of the Lady as well as those who have gone traitor. Jakobee first had suspicions, then found proof.
Jakobee is conflicted, he adored his heroic father when he was a youth but abhors him now that he knows the truth and has sworn never to serve the Lady, instead heading out on his own. He rejected the knighthood refusing to take a place among the seelenritters. At turns he tries to fight evil and other times he gives in to the anger of his conflicted soul.
One benefit of his infernal heritage is that he commands diabolic magics, which enable him to crusade against evil even without the training of a knight.
He has joined with others not of the order and tries to do good and truly fight evil, but is sometimes plagued by dreams of his great-grandmother laughing at him unwittingly serving her ends despite his best intentions.
Some of you appear to be using a character sheet generator, would you care to enlighten me to what they are? I'd like to check them out.
This is looking like a final list to me folks! Is everybody more or less ready?
I know the format I'm using is simply a lot of effort put in by somebody else to determine where the spaces line up. I just copied and used it as my own.
And yes, I'm ready! Just take your time and get things rolling whenever YOU'RE ready.
__________________ --------------------------------
You cannot kill what doesn't die.
--------------------------------
Darik in Paths of Legend: The Sunless Citadel (crazy_monkey1956)
Grok in Yttermayn's Saga of the Dragon Cult (Yttermayn)
Retired Characters
Spoiler:
Herger in Midnight: A Lost Faith's Shadow (Hrothgar) [RETIRED for now]
Kregor in Lakelands Campaign (Raven Crowking) [RETIRED]
Bol in Out of the Frying Pan (shadowbloodmoon) [RETIRED]
Voadam, Scott, Crazy Monkey, and Amaury, I have two special secret roles that can be incorporated into your backgrounds. Whoever of your four posts in this thread first gets them. I will be incorporating your roles into the game early on, so don't delay!
To be fair, Amaury is on vacation so won't get a chance to sign up for this.
Pick me!
Ok, I will send you a PM shortly. I would hold off for Amaury's sake, but this is an early on thing and needs to be done asap. That leaves a race for the other two players...
I have been looking for the notice of this in the ooc thread and could not find it. it was only by luck that i just now found it.
My apologies, I should have mentioned that the extra background roles would be in the rogues gallery thread with the other character info. As it is, would you like the other role?