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.
Name: Rogash Ungart
Class: Rogue 4/Fighter 3
Race: Dwarf
Size: Medium
Gender: Male
Alignment: CG
Deity: Clangeddin Silverbeard
Str: 14 +2 (6p.) Level: 7 XP: NA
Dex: 16 +3 (8p.) BAB: +6 HP: 48 (4d6+3d10+14)
Con: 14 +2 (4p.) Grapple: +8 Dmg Red: NA
Int: 12 +1 (4p.) Speed: 20' Spell Res: NA
Wis: 10 +0 (2p.) Init: +3 Spell Save: +2
Cha: 10 +0 (4p.) ACP: -1 Spell Fail: 20%
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +5 +3 +3 +0 +0 +0 21
Touch: 13 Flatfooted: 21 (Uncanny Dodge)
Base Mod Misc Total
Fort: 4 +2 +6
Ref: 5 +3 +8
Will: 2 +2 +4
Weapon Attack Damage Critical
+1 Dwarven Waraxe +10/+4 1d10+3 20x3
Mt. MW Comp. Longbow +10/+4 1d8+2 20x3
Glaive +8/+3 1d10+3 20-x3
Warhammer +8/+3 1d8+2 20-x3
Dagger +8/+3 1d4+2 19-20x3
Languages: Dwaven, Common, Undercommon
Abilities: Darkvision 60'; Stonecunning +2;
Weapon Familiarity--Urgosh, Waraxe; Stability +4;
+2 vs. Poison; +2 to attack Orcs and goblinoids; +4 vs. Giants;
+2 Appraise & Craft checks on stone or metal items;
Profiecency with all simple & martial weapons, all armor & shields; Sneak Attack +2d6; Trapfinding; Evasion;
Trapsense +1; Uncanny Dodge
Feats: Weapon Focus (Waraxe); Iron Will; Point Blank Shot;
Rapid Shot; Powerattack
Skill Points: 72 Max Ranks: 10/5
Skills Ranks Mod Misc Total
Appraise 1 +1 +0 2 (4) Stone or Metal
Balance 0 +3 +2 5
Bluff 5 +0 +0 5
Climb 2 +2 +0 4
Craft (traps) 1 +1 2 (4) Stone or Metal
Decipher Script 1 +1 2
Diplomacy 0 +0 +2 2
Disable Divice 8 +3 +2 13
GatherInformation 1 +0 +2 1 (3) Iron Hills
Hide 5 +3 8
Intimidate 5 +0 +2 7
Jump 1 +2 +2 5
Knowledge (Loc-IronHill) 5 +1 6
Listen 0 +0 0
Move Silently 5 +3 8
Open Lock 8 +3 +2 13
Search 9 +1 10
Sense Motive 1 +0 1
Seight of Hand 1 +3 4
Spot 6 +0 6
Swim 2 +2 4
Tumble 5 +3 8
Equipment: Cost Weight
+1 Dwarven Waraxe 2330gp 8lb
Mithral Breastplate 4200gp 15lb
+1 Mithral Heavy Shield 2010gp 7.5lb
+1 Mt. Comp. Longbow 2500gp 3lb 20 arrows 1gp 3lb*
Glaive 8gp 10lb*
Warhammer 12gp 5lb
Dagger x2 4gp 2lb
MW Thieves' Tools 150gp
Explorers' Outfit
Efficient Quiver 1800gp
Arrows x40 2gp
Arrows Alchemical silver x5 10gp*
Arrrows Cold Iron x10 1gp*
Bedroll 1sp 5lb
Winter Blanket 5sp 3lb
Backpack 2gp 2lb
Rope Silk 50' 10gp 5lb
Grappling hook 1gp
Flint and steel 1gp
Whetstone 1cp
Torch x2 2cp 2lb*
Waterskin 1gp 4lb
Trail Rations x4 2gp 4lb
Potion of Cure light wounds x2 100gp
Alchemist's Fire x4 80 gp 4lb
* Indicates Items held in quiver
Total Weight:XXlb Money: 18gp 12sp 17cp 10gp gem x1 hidden in hair for emergencies
Lgt Med Hvy Lift Push
Max Weight: 58 116 175 350 875
Age: 56
Height: 4'4"
Weight: 150lb
Eyes: Green
Hair: Black
Skin: Light Brown
Appearance
Rogash's appearance is somewhat unusual in keeping with his nature. He is tall and slender as dwarves go. His sharp eyes are emerald green. His beard is coal black and bushy with a tendency to stick out as well as down. He wears his dark hair in elaborate braids the ends wrapped in purple cloth held by gold wire. This is a style adopted by he and his fellows in an elite military unit. He wears a purple surcoat over his mithral breastplate. A matching heavy shield completes his armor. A waraxe hangs at his side with a stout oaken handle and gleaming head that he calls 'Gatecrasher' in subtle insult to his home of Irongate. He carries a bow that looks more elven than dwarven in a quiver across his back. On the back of his right hand is a gray tattoo of a wavy hafted spear with a broad head. He tends to be loud, boisterous and outspoken. He is friendly and enjoys a good tavern, but finds friendship illusive.
Background
Rogash Petrov's son of Clan Ungart was born some 56 years ago in a small Iron Hills clanhold. His father died in a mining accident when he was only 14. He was a difficult and rebellious lad who had trouble fitting in to life as a miner. Despite his efforts he had some difficulty making friends and maintaining relationships except with other troubled youths. His behavior was such that he eventually was given a choice by the clan elders--exile or the military. But for the plea of his mother he would have likely chosen exile. She thought perhaps the military could instill a sense of discipline in him that she had not been able to. While an able enough warrior, Rogash tended to clash with his officers and question the logic of their orders. While his military career was on its way to an early end, one sharp and unconventional officer saw something in young Rogash. This officer, Captain Stonebender, recruited Rogash and other young agile and intelligent warriors for a special unit. Stonebender called his men the Shadowspear. Talents developed in his misspent youth, stealth, speed, sharp eyes and the ability to pass locks and traps served Rogash well in the Shadowspear. This unit specialized in penetrating quickly to the heart of an enemy camp be it a fortress, dungeon or base. The men of the Shadowspear were expected to be bold and think for themselves, which fit Rogash well. They were a successful unit garnering many accolades. During the troubles with the Formians a few years ago the Shadowspear worked deep in enemy territory. The men returned with filled with dark and bitter images. Captain Stonebender was slain during the war and after his men had returned his body and the bodies of many of their comrades home for burial the unit was disbanded. When opportunity came Rogash left the military rather than endure life in a regular unit. He moved to the city of Irongate which has been his home ever since. He finds work as a guard or security consultant. He often drinks too much. Sometimes he will fall back on Roguish skills and liberate money or goods from greedy corrupt men in the city. He spends this money lavishly on the downtrodden and buying drinks for friends. While he is proud of his old unit and often drinks a toast to the memory of Captain Stonebender he never talks of the battles with the Formians. If he does not find a cause he can believe in or a place to belong he will eventually find himself in prison or drink his life away.
Location: columbia, missouri, u.s. of north america, terra, sol III, Milky way, third demension
Posts: 4,843
Sheet
Male Human Barbarian 1/Paladin of Freedom 6
Alignment: CG. . .Deity: Kord
Height: 5'6”. . .Weight: 130lbs. . .Hair: Black. . .Eyes: Brown
Skin: Tanned and scarred. . .Age: 21
Racial Abilities: 1 bonus feat at first level, +4 skill points at first level, +1 skill point/level past first
Class Abilities:
Fast Movement, Rage 3/day (with feat) +4 to str, con; +2 to will save (morale bonus); -2 to ac; duration: 7 rounds
Aura of Good, Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. Range: 60 ft.Area: Cone-shaped emanation Duration: Concentration, at will (D) phb pg 218
Smite Evil 2/day,
Divine Grace,
Lay on Hands (21 points/day),
Aura of Resolve,
Divine Health,
Turn Undead 7/day,
Special Mount.
remove disease 1/ week
Hit Dice: 1d12 + 6d10 + 14
HP: 59, +12 hp when raging
AC: 18 (+0 dex, +8 armor), 16 when Raging
Init: +0 (+0 Dex)
Speed: 30 ft (40 for Barbarian, Heavy Armor)
BAB,Grapple: +6/+1, +10
Melee Atk: Greatsword +13 (2d6+7, 19-20/x2)
Melee Atk while raged: Greatsword +15 (2d6+10, 19-20/x2)
Melee Full Atk: Greatsword +13/+8 (2d6+7, 19-20/x2)
Melee Full Atk while raged: +15/+10 (2d6+10, 19-20/x2)
Raging adds +2 to hit, +3 damage to all attacks.
Skills (16 from Barbarian, 12 from Paladin):
Bluff +9 (5 ranks from Paladin, +4 Cha)
Handle Animal +8 (4 ranks from Barbarian, +4 Cha)
Heal +8 (4 cc ranks from Barbarian, 6 from Paladin, +0 Wis)
Intimidate +8 (4 ranks from Barbarian, +4 Cha)
Ride +4 (4 ranks from Barbarian, +0 Dex)
Sense Motive +2 (2 ranks from Paladin, +0 wis)
Feats:
1st: Weapon Focus: Greatsword
Human Bonus: Extra Rage
3rd: Power Attack
6th: Sacred Healing
Languages: Common
Equipment:
+1 Greatsword (2,350gp)
+1 Half Plate (1,750gp)
Cloak of Charisma +2 (4,000gp)
Gauntlets of Ogre Strength +2 (4,000gp)
Bedroll (1sp)
Map Case (1gp)
Flint and Steel (1gp)
Trail Rations, 5 days (25sp)
Tent (10gp)
Military Saddle (20gp)
Chain Shirt Barding (400gp)
Money: 240gp, 4sp
I can stat out the mount if you want, but since you said we're going into the sewers I'm guessing it won't matter too much
spells
because Caerwyn's wisdom is 10 and paladin spells are wisdom based, his spell ability is 0. he needs an 11 wisdom to cast lv 1 spells
Appearance/Background
Caerwyn Thingol doesn't look like a paladin of Kord. Standing around 5'6" tall and without a spare pound on him, the only thing that fits his occupation is the giant claymore he carries on his back at all time. Caerwyn is a driven man, born into near-slavery as a peasant he came up out of serfhood with a fierce dislike of aristocracy and a proud self-reliance...and a sizeable bounty on his head for banditry and inciting revolution.
Now this itinerant warrior and healer travels the land doing what he can to help those in need, and most specifically those oppressed or enslaved. He rarely gets along with more traditional holy warriors, who take exception to his concepts of quick and dirty justice, but he's become a bit of a folk hero in several small villages. Quick to laugh and quicker to fight, Caerwyn is a close friend and a dangerous enemy.
changes by me
25 gp donatin to temple of pelor for clean up of 'once was friadoc' post 358
needs a missle weapon! chaos creatures are very bad to deal with upclose!
level 7 upgrade: paladin gets leveled
+6 hp, +3 skill points (class +2, human +1), +1 bab
paladin class description
Paladin of Freedom Class Features
The paladin of freedom has all the standard paladin class features, except as noted below. Class Skills: Replace Diplomacy with Bluff on the class
skill list. Aura of Resolve (Su): Beginning at 3rd level, a paladin of freedom is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin’s aura of courage class feature. Spellcasting: Remove the following spells from the paladin’s spell list: death ward, discern lies, dispel chaos, magic circle against chaos, protection from chaos. Add the following spells to the paladin’s spell list: 1st—
protection from law; 3rd—magic circle against law, remove curse; 4th—dispel law, freedom of movement. Code of Conduct: A paladin of freedom must be of chaotic good alignment and loses all class abilities if he ever willingly commits an evil act. Additionally, a paladin of freedom’s code requires that he respect individual liberty, help those in need (provided they do not use the help for lawful or evil ends), and punish those who threaten or curtail personal liberty. Associates: While he may adventure with characters of any good or neutral alignment, a paladin of freedom will never knowingly associate with evil characters (except on some sort of undercover mission), nor will he continue an association with someone who consistently offends his moral code. A paladin of freedom may accept only henchmen, followers, or cohorts who are chaotic good.
UA p 53
Situational Modifiers:
+2 Climb when using Rope
+2 Escape Artist versus ropes
+2 Survival versus Aboveground natural environments
+2 Survival versus getting lost or for avoiding hazards
+2 Survival versus Underground
Equipment:
Bedroll
Winter blanket
Caltrops
Flint and Steel
Grappling hook with 200' silk rope
Hammer & Pitons (12)
Belt Pouches (2)
Whetstone
Lantern, bullseye
Oil (5 pints)
Trail Rations, 2 weeks
Waterskin
Spyglass
Alchemist's Fire (4)
Tanglefoot Bag (2)
Thunderstone (3)
Smokestick (2)
Thieve's Tools
Explorer's Outfit
Yellow eyes, intelligent and cunning, upon a grey face framed by long, black hair pulled back into a harsh ponytail and a neatly trimmed goatee with the upper lip bare at the center and trimmed the same at the edges. His lean, muscled body is built upon a frame that is just over six feet tall and around two hundred pounds in weight.
Wearing a finely crafted suit of studded leather armor, dark brown in hue with the studs made up of a flat, dull brass. The edges of a sleek, matching backpack can be seen about the sides of his form. Over it all is a gray cloak is worn that hangs low about his ankles and the cuffs of his dusky boots.
Background
Background:
Buurt (scout 7) of House Wolfhart, from the Dunchy of Urnst, was raised in a military non-noble house under the patronage of House U'Morael. Of blood closer to three quarters orc, Buurt was raised from an early age for duty serving the house as a scout, with his cunning, agility, and strength honed to uncanny ability for one of his species.
However, despite his skill, his pedigree, and his house, Buurt did not take too well to the iron discipline of the military life, especially the ignorance of certain noble-born officers of houses unfamiliar with the Suel Tradition of working with half-orcs. It was one such night that let to Buurt leaving military service, quickly and silently, and under the cover of fire.
Buurt was young for his duty, but he took to it well and his training was beyond reproach. Though, as youth often does, Buurt's eyes wandered to the form of a comely young woman who encouraged his attention, even if she was not free to act upon them. While on a training assignment near the Celadon Forest, with his fellows, Buurt met a innkeepstress and immediately began to hunt her affections. Affections that Meilaa, a human female, was more than willing to return to her unique suitor, however she failed to mention that she had also caught the eye of a young lordling, the fifth son of a second son who was well out of line for title, but had some money.
As things are want to go, the lordling challenged Buurt to a duel, which lead to a deadily result. Although those who witnessed it all saw it as honorable, Buurt had no choice but to flee his duty with a modest stipend granted him by his commanding office. Grieving parents put a price on Buurts head, which ollowed him for the next two years until he was granted ducal amnesty for service to the Duchy of Urnst.
Although Buurt was no longer in the military, he answered the call for adventurers to help find a lost child of noble origin, reputedly taken by cultists. It was Buurt who alone survived, brought the girl-child back to the throne, all while keeping her fed in the wilds for several days. Granted a healthy reward, as well as items of note and modest power, Buurt was cleared of all wrong doing, thus the price on his head was removed.
But, as with all good things, Buurt was advised that perhaps he should make his fortune in the world and continue his adventuring path elsewhere. A path that winded its way long many a map until he found his way to Irongate, specifically to a local churchyard where the noise of playing children and pleasant sounds calmed his wandering spirit.
Advancement from 6th to 7th Level
Hit Points increase by 5
Skill Point increase by 9
Skimish chanes to +2d6, +2 AC
+2 Tumble
+2 Open Lock
+2 Search
+1 Disable Device
Name: Shaimon Hu'u
Class: Barbarian 2 / Druid 5
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: None (nature)
Str: 16 +3 (10p.) Level: 7 XP: n/a
Dex: 12 +1 (4p.) BAB: +5 HP:^ 41/41** (2d12 + 4d8)
Con: 11 +0 (3p.) Grapple: +8 Dmg Red: -
Int: 12 +1 (4p.) Speed: 40'/30' Spell Res: -
Wis: 14 +2 (6p.) Init: +1 Spell Save: -
Cha: 10* +0 (1p.) ACP: -3 Spell Fail: -
* +1 to Cha @ 4th level
** +10 temp HP during rage.
^ Diehard feat (disabled at -1 to -9, auto-stabilize)
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +6 +0 +1 +0 +0 +0 17**
Touch: 11 Flatfooted: 17*
* Uncanny Dodge class ability
** AC 15 during rage
Base Mod Misc Total^Fort: 7 +0 +1* +8
Ref: 1 +1 +1* +3
Will: 4 +2 +1* +7**
* Cloak of Resistance +1
** +9 during rage
^ Resist Nature's Lure: +4 vs. spell-like fey abilities
Weapon Attack Damage* Critical
Warhammer +1..............+9.....1d8+4.........x3
Warhammer +1, 2-handed....+9.....1d8+5.........x3
MW Comp Longbow (+3 Str)..+7.....1d8+3.........x3, range 110 ft.
* add +2 melee attack / dmg (+3 dmg 2-handed) during rage
* Coordinated Strike: add +1 competence to melee attack if
Companion is attacking same target.
Languages:
Common
Goblin (Int bonus)
Druidic (druid bonus)
Abilities:
--Human--
* Bonus feat 1st level
* Extra skill points (+4 1st level, +1 thereafter)
* Any Bonus languages available
* Any favored class
--Barbarian--
* Rage 3 +2 Con = 5 rounds (1/day)
* Fast Movement (+10 base racial)
* Simple and Martial weapon proficiency
* Light/Medium armor proficiency
* Shield proficiency
* Uncanny dodge: Keep Dex bonus when flat-footed or vs. invisible
--Druid--
* Weapons: club, dagger, dart, quarterstaff, scimitar, sickle,
shortspear, sling, spear, natural attacks
* Light / medium armor proficiency (no metal), wooden shields only
* Divine Spells per day:
orisons: 5 (DC 12)
1st level: 4 (DC 13)
2nd level: 3 (DC 14)
3rd level: 1 (DC 15)
* Spontaneous Summon Nature's Ally
* Animal Companion (Dyspeer - wolf)
Link (+4 wild emp / handle. Handle as free, push as move)
Share Spells (within 5')
* Nature Sense (+2 Know (nature) and Survival)
* Wild Empathy +6 (+4 druid, +0 Cha, +2 Handle Animal synergy)
* Woodland Stride (undergrowth can't impede movement)
* Trackless Step (can't be tracked in natural surroundings)
* Resist Nature's Lure (+4 to saves vs. spell-like fey abilities)
* Wild Shape (Small or Medium) 1 / day
Feats: Alertness (1st level)
Endurance (Bonus Human)
Diehard (3rd level)
Coordinated Strike (6th level)
Skill Points: 59 Max Ranks: 10/5
Skills Ranks Mod Misc Total
--Class--
Climb......................8....+3....-3"...+8
Concentration..............6....+0..........+6
Handle animal..............7....+0..........+7 (+11 w/ companion)
Intimidate.................5....+0..........+5
Jump.......................6....+3....-3"...+6 (+10 w/ light load)
Know (nature)..............6....+1....+4*^..+11
Listen.....................8....+2....+2~...+12
Ride.......................0....+1....+2**..+3
Survival...................5....+2....+2*...+9 (+11 in nature)
Spot.......................8....+2....+2~...+12
--Cross Class--
Balance....................0....+1....-3"...-2
Hide.......................0....+1....-3"...-2
Move Silently..............0....+1....-3"...-2
* +2 Nature Sense
** +2 Handle Animal synergy
^ +2 Survival synergy
~ +2 Alertness feat
" -3 ACP
Equipment: Cost Weight
--Worn / Carried--
Dragon brstplt +1.......170pp...30lb
Warhammer +1...........2312gp....5lb
MW C Lngbow str +3......700gp....3lb
Arrows (16)...............1gp....3lb
Cloak of Resist +1......100pp....1lb
Backpack..................2gp....2lb
Belt pouch................1gp..1/2lb
Spell component pouch.....5gp....2lb
Explorer's outfit.........--.....--
Holly and Mistletoe.......--.....--
--In Backpack--
Potion CLW (x32).........150gp....--
Bedroll...................1sp....5lb
Block and tackle..........5gp....5lb
Fishhook..................1sp....--
Fishing net (25 sq. ft.)..4gp....5lb
Flint and steel...........1gp....--
Rations x2................1gp....2lb
Rope (hempen, 50ft).......1gp...10lb
Waterskin.................1gp....4lb
Antitoxin x2............100gp....--
Sunrod x2.................4gp....2lb
Thunderstone.............30gp....1lb
Climber's kit............80gp....5lb
Total Weight:85.5lbs Money: 120pp 201gp 8sp
Lgt Med Hvy Lift PushMax Weight: 76 153 230 460 1150
Age: 20
Height: 6'2"
Weight: 230lb
Eyes: Green
Hair: Black
Skin: Tan
Spells Prepared
orisons (5, DC 12): Create Water, Cure Minor Wounds x2, Flare, Mending
1st level(4, DC 13): Faerie Fire, Jump, Magic Fang, Obscuring Mist
2nd level (3, DC 14): Barkskin, Flame Blade, Spider Climb
3rd level (1, DC 15): Call Lightning
Appearance
Appearance: Shaimon is a bear of a man, His hair and beard often unkempt. Combined with his height and his breadth of shoulder, he can seem more menacing than he actually is. His tendency to rush toward whatever grabs his attention doesn't help reduce the appearance of hostility. Thankfully, his wide smile often follows as he studies new things with eager curiosity.
Background
Shaimon never meant to cause trouble. It was just that 1) he was observant and curious, and 2) he wasn't especially tactful. So he pointed out smells no one else mentioned, picked up on conversations not meant for his ears, and--while quite skillful as a warrior--had a frustrating tendency not to lose to his betters when it came time for traditional sparring.
It was convenient then (perhaps too convenient) when the village elders singled Shaimon out to undertake a spirit quest. A very long, very solitary vision quest, with a seemingly impossible goal: touch the corners of the world.
Still, the young man always did like a challenge, and so he set off into the woods, learning its lore and sleeping under the stars and, eventually, hearing a song few others heard. The natural world around him began showing him patterns that worked miracles, and gave him the lupine companion he's come to know as Dyspeer.
And while he wonders sometimes how and when he'll manage to touch the corners of the world, he doesn't tend to dwell on it. Not when there's so very much to learn out in the world. If only he could figure out that tact thing....
Level Log
Character level 7 (Druid 5)
* +5 HP (1/2 d8 +1)
* 4+1 (Int) skill points (+1 each Climb, Concentration, Handle Animal, Listen, Spot)
* Wild Shape 1 / day
* 3rd level spells (1)
Character level 6 (Druid 4)
+1 BAB
+1 each to Fort and Will Saves
Class Feature: Resist nature's lure (+4 on saves vs. spell-like fey abilities)
+1 spell each of orisons, 1st, and 2nd level
Bonus Feat (level divisible by 3) - Coordinated Strike
Skill points: 6 (4 +1 Int, +1 human). 1 each in Handle animal, Know (nature), Listen, and Spot. 2 points in Concentration
+1 Wild Empathy
+4 HP
+2 Temp HP during rage
Notable NPCs
In Irongate Loddie: Innkeeper in trouble with the "wrong crowd." Disappeared. Vardi: Loddie's daughter, indentured to pay Loddie's debt. Duran: Local Mob boss, holder of Loddie's debt. Also disappeared.
Animal Companion
Code:
Name: Dyspeer
Race: Wolf (animal companion)
Size: Medium
Gender: Male
Alignment: Neutral
Str: 14 +2 HD: 4
Dex: 16 +3 BAB: +3 HP: 29/29 (4d8+8)
Con: 15 +2 Grapple: +5
Int: 2 -4 Speed: 50'
Wis: 12** +1 Init: +3
Cha: 6 -2 ACP: -1
Temp: 3 nonlethal damage, -3 Wis
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +0 +3 +0 +4* +0 21
Touch: 13 Flatfooted: 18
* +2 Nat Animal Companion bonus
Base Mod Misc TotalFort: 4 +2 +6
Ref: 4 +3 +7*
Will: 1 +1 +2
* Evasion: save for 1/2 damage = no damage
Weapon Attack Damage Critical
Bite*.....................+6**.....1d6+2.........x2
* Trip ability:
Successful hit = free trip attempt
+1 to trip roll
No AoO, can't be tripped back
** Weapon Focus (bite)
Combat Reflexes: 4 AoO (1 +3 Dex) / round; AoO while flat-footed
Abilities:
--Wolf--
* +4 racial bonus to Survival checks when track by scent
* Low-light vision
* Scent
* Trip
--Animal Companion--
+2 HD
+2 Nat Armor bonus
+1 Str / Dex
2 bonus tricks
BAB as Druid of level = HD
Good Fort / Ref saves (level = HD)
1 extra skill point per extra HD
Link
Share spells (5')
Evasion (Reflex save for 1/2 = no damage)
Tricks:
Base (Int 2): Track, Heel, Defend, Down, Come, Guard
Animal Companion Bonus: Attack, Fetch
Feats:
Weapon Focus (bite) (species feat)
Track (species bonus feat)
Combat Reflexes (3 HD)
Skills Base Bonus Total
--Class--
Hide.......................1....+1*......+3
Listen.....................2....+1......+3
Move Silently..............2....+1*......+4
Spot.......................2....+1......+3
Survival...................2....+1......+3 (+7 track by scent)
* -1 ACP
Equipment: Cost Weight
--Worn / Carried--
Chain shirt barding +1..150pp...25lb
Total Weight: 25lb
Lgt Med Hvy Lift PushMax Weight: 87 174 262.5 N/A 1312.5
Magic Items:
Crown of Charisma +2 (moved to head slot from cloak), 4000
Veil of Storms (+4d6 to electric damage 3/day), 4000
Cloak of Resistance +1, 1000
Bracers of Entanglement (3/day spell does 1/2 dmg and entangles), 2,000
Rod of Frost, 1400
Air Mephit - Small Outsider (Air, Extraplanar)
Hit Dice: 7 (16 hp)
Initiative: +7
Speed: 30 ft. (6 squares), fly 60 ft. (perfect)
Armor Class: 20 (+1 size, +3 Dex, +6 natural), touch 14, flat-footed 17
Base Attack/Grapple: +3/–1
Attack: Claw +4 melee (1d3)
Full Attack: 2 claws +4 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Familiar Traits, Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 10, Dex 17, Con 10, Int 8, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Intimidate +4, Listen +6, Move Silently +9, Spot +6
Feats: Dodge, Improved Initiative
Air mephits speak Common and Auran.
Breath Weapon (Su): 15-foot cone of dust and grit, damage 1d8, Reflex DC 12 half. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: Once per hour an air mephit can surround itself with vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can use gust of wind (DC 14, caster level 6th) . The save DC is Charisma-based.
Fast Healing (Ex): An air mephit heals only if exposed to moving air, be it a breeze, a draft, a spell effect, or even the mephit fanning itself.
Uulark Simental, Human Cleric (No Patron Deity), C/G
Game Stats
Level: 7 XP: 21,000
Domains = Celerity (+10'/round land speed) and Mind (+2 Bluff, Diplomacy and Sense Motive)
Movement Rate: 20'(medium load, 50 lbs.) + 10'(Domain Power) (Domain Power lost because Uulark is carrying a medium load) = 20'/Round
S 10 D 16 (+3) C 11 I 12 (+1) (bonus language=Dwarvish) W 16 (+3) {15 +1(4th level increase)} (healed of ability dam. on 1/23/09) C 11
Feats:
1L standard: Weapon Focus (Spear) (+1 to hit)
1L human bonus: Scribe Scroll
3L standard: Improved Turning (+1 level for turning checks)
6L standard: Extra Turning (4 extra turning attempts / day) (7 total, made as Cleric8 - my level +1, and made at +2 because of Knowledge(Religion) ranks) {TURN ATTS SPENT: __ }
Equipment (total weight carried: 25(chainshirt) + 6(spear)+10(stuff) = 41lbs.)
Light Crossbow +8 attack, 1d8 damage
40 bolts -3
2 Daggers 1lb. each
Explorer's Outfit
Backpack 2lbs.
1 days trail rations 1lb.
Silver Holy Symbol (generic Good) 1lb. (A Gleaming Silver Circle - representing the "Circle of Life" - set atop a short staff (5" long) which serves as its handle
2 sunrods 1lb. each
5 tindertwigs 0 lb.
2 thunderstones 1lb. each
gp 35 -30 for crossbow -2 for quivers
sp 5
cp
Prepared Spells
0L: Det. Magic; Det. Magic; Light; Purify Food and Drink; Read Magic; Resistance;
1L: Protection from Evil; Entropic Shield; Shield of Faith (+3 Deflection bonus to AC); Shield of Faith (+3 Deflection Bonus to AC); Comprehend Languages (wis.); + Expeditious Retreat
2L: Hold Person; Remove Paralysis; Restoration, Lesser; Restoration, Lesser (wis.); + Cat's Grace
3L: Remove Curse; Searing Light; Dispel Magic (wis.); + Blur
4L: Divine Power + Haste
Description/Background
Uulark is 5 feet 6 inches tall and weighs 90 pounds soaking wet. He has a very unusual appearance, in that while he is human, some of his features have a distinctly orcish cast. For instance, his heavy brow ridge, his elongated canine teeth, and his darkish fingernails (claws?). Nevertheless, Uulark's easy, ever-present smile, and his ubiquitous sense of humor improve the way he is perceived by others. He is not universally liked, but he is always trying (at least) to make people smile.
When Uulark was growing up, things never seemed to go his way. He always bet on the wrong horse, or his home just happened to be in the path of the big storm, or whatever. So one day, Uulark decided that it was time for his luck to change, and from that moment on, he devoted himself to purity and good, although he does not have a particular patron deity. Uulark will participate in the worship of any good deity whose clerics will permit him. Once he made this change, Uulark began to see better luck almost immediately. Although his outlook on life is better now, and he has a new series of successes to celebrate, Uulark remains humble. He takes a philosophical approach to the situation: "Just lucky, I guess," he says, with a sly grin and a wink. Uulark's quick wit and quick mind made his selection of the Celerity and Mind domains very easy.
Presently, Uulark finds himself in an inn that is decidedly NOT the Crimson Dagger, (although I'm not even sure what that means) having a drink with his new friends Caerwyn and Talashia, and getting acquainted with some even newer friends, Rogash, Friadoc, Shaimon, and Tanith.
Last edited by Leif; 8th November 2009 at 06:02 PM..