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Mourn Braegan

Code:
  Name: Mourn Braegan         Age: 40
 Class: Cleric             Height: 6'4"
  Race: Half-Elf           Weight: 158 lbs
  Size: Medium               Hair: Blond
Gender: Male                 Eyes: Green
 Align: Lawful Good
 Deity: Kelemvor

Str: 14 +2 (05p.)     Level: 08             XP: 52800
Dex: 14 +2 (05p.)       BAB: +6/+1          HP: 72 (50 +6 Racial +CON)
Con: 14 +2 (05p.)       CMB: +8        Dmg Red: 0/anything
Int: 10 +0 (00p.)     Speed: 30'     Spell Res: None
Wis: 18 +4 (07p.)      Init: +2     Spell Save: 14+SL
Cha: 16 +3 (03p.)       ACP: -0 


    AC:     Total  Base  Armor  Shld   Dex  Size   Def   Nat  Misc
              21    10     +6    +0    +2   +0     +1    +1    +1

                  Touch AC: 14              Flatfooted AC: 19


                Total  Base   Mod  Misc   Special
Fort:            12     6     +2    4     Immune to Magic Sleep Effects
Ref:              8     2     +2    4     +2 Saves vs. Enchantments
Will:            14     6     +4    4


Weapon                  Attack    Damage      Critical
Death's Edge            +9/+4     1d10+4      17-20/x2
Crossbow (Heavy)        +9        1d10        19-20/x2


Languages: Common, Elven


Half-Elf Traits:
    * Low Light Vision (See 2x Human in Poor Illumination)
    * Keen Senses (+2 Sight/Sound based Perception
	Passive Perception for Secret Doors w/in 10')
    * Elven Immunities (Immune to Magic Sleep Effects,
	+2 Saves vs. Enchantment Spells/Effects)
    * Adaptability (Skill Focus - Knowledge: Nature)
    * Favored Class (Cleric)

Cleric Abilities:
    * Proficiencies: Simple Weapons, Deity's Favored Weapon (Bastard Sword)
	All Armor/Shields except Tower Shield
    * Aura (LG)
    * Orisons (Prepared 0 Lvl Spells At-Will)
    * Spellcasting (Divine)
    * Channel Energy (Turn Undead, 4d6 Damage, DC 19) 8/Day
    * Domain Powers (Death, Protection)
    * Spontaneous Casting (Substitute Cure Spells for Prepared Spells)

Character Trait:
    * Anatomist (+1 TH when Confirming Critical Hits)    

Feats:
    * Eschew Materials (GM Bonus)
    * Alertness
    * Dodge
    * Extra Turning
    * Improved Turning

Domain Powers:
    Death Domain	Protection Domain
    * Bleeding Touch	* Resistant Touch
    * Cause Fear	* Sanctuary
    * Death Knell	* Shield Other
    * Staff of Order	* Aura of Protection


Skill Points: 25 (2/Lvl + 1/Lvl FC + 1 'Flavor')

Skills                Total   Rank     CS   Ability  Misc
Acrobatics              7                      2      5
Appraise                0                      0
Bluff                   3                      3
Climb                   2                      2       
Craft                   0                      0       
Diplomacy              10       4       3      3       
Disguise                3                      3
Escape Artist           2                      2       
Heal                   10       3       3      4
Intimidate              3                      3
Knowledge (Arcana)      5       2       3      0
Knowledge (Nature)      5       2              0      3
Knowledge (Planes)      5       2       3      0
Knowledge (Religion)    5       2       3      0
Perception             19       6              4      9
Perform                 3                      3       
Profession (Med Exmnr)  8       1       3      4       
Ride                    2                      2       
Sense Motive           10       1       3      4      2
Spellcraft              5       2       3      0
Stealth                 2                      2
survival                4                      4       
Swim                    2                      2       


Money
PP: 00     GP: 157     SP: 02     CP: 00

Equipment                      Cost    Weight]
Explorer's Outfit                         
Mithril Shirt (+2)             5100gp  10 lb
Death's Edge                   8335gp   6 lb
  (+1 Keen Bastard Sword)
Heavy Crossbow (MW)             352gp   8 lb
  (20 Bolts)                      1gp   2 lb
Holy Symbol (Silver)             25gp   
Amulet of Natural Armor (+1)   2000gp   
Cloak of Resistance (+2)       4000gp   
Boots of Elvenkind             2500gp   
Ring (Protection +1)           2000gp   
Ring (Sustenance)              2500gp  
Eyes of the Eagle              2500gp   
Headband of Alluring Charisma  4000gp   
Handy Haversack                2000gp   5 lb
  Hammock                         1gp
  Bedroll                         1sp
  Soap (1lb)                      5sp
  Rations (10 Days)               5gp
  Waterskin (2, Full)             2gp
  Flint & Steel                   1gp
  Rope (100', Silk)              20gp 
  Grappling Hook                  1gp
  10' Pole                        2sp
  
                        Total Weight:  31 lb

            Light  Medium   Heavy    Over Head  Lift    Push
Max Weight: 0-58   59-116   117-175  0-175      76-350  351-875

[sblock=Stat Block]
Code:
   HP: 72/72     AC: 21   AC(T): 14   AC(FF): 19
 Init: +02    ST(F):+12   ST(R):+08    ST(W):+14

  BAB: 06       CMB: 08

Weapon                  Attack    Damage      Critical
Death's Edge            +9/+4     1d10+4      17-20/x2
Crossbow (Heavy)        +9        1d10        19-20/x2

Channel Energy (Turn Undead, 4d6 Damage, DC 19) 8/8 per Day

Domain Powers:
    Death Domain		Protection Domain
    * Bleeding Touch		* Resistant Touch
    * Cause Fear (4/4)		* Sanctuary (4/4)
    * Death Knell		* Shield Other
    * Staff of Order (8/8)	* Aura of Protection (8/8)

Spells:
    Orisons			First Level
    * Detect Magic		* Command
    * Read Magic		* Doom
    * Resistance		* Protection from Evil (2/2)
    * Stabilize			* Shield of Faith

    Second Level		Third Level
    * Calm Emotions		* Invisiblity Purge
    * Remove Paralysis		* Magic Circle Against Evil
    * Restoration, Lesser	* Searing Light
    * Spiritual Weapon		* Searing Light

    Fourth Level
    * Divine Power
    * Holy Smite
    * Order's Wrath
[/sblock]

[sblock=Background]
Code:
Mourn was born to Darven Bramblecrown and Haeathra Braegan. Darven
was a human Ranger who considered it his mission to clean up the
Hullack Forest in Cormyr. In the course of executing his mission he
met and fell in love with a beautiful Elf maiden, a daughter of the
Sun Elf enclave in Hullack. Much to his surprise, Haeathra returned
his love. After some years of marriage, Haeathra became pregnant.
The pregnancy was difficult, and Haeathra died bringing their child
into the world. Darven named him Mourn - both a description of the
loss he felt and an honor to his Elven mother - and he gave his son
the surname his wife had carried.

Darven raised Mourn in the Hullack Forest, keeping the young half-
elf in contact with his mother's people and teaching him to respect
and learn from the natural world.

As Mourn matured, his thoughts turned to the disparity between Elven
immortality and Human mortality, and the irony of his mother's
untimely death. These questions were intensified when his father
passed away. Mourn was 20, his father 58 when he died. Mourn's grief
was tremendous; he had lost his place in the world, felt cast adrift.
He left the forest and spent several years roaming the world, looking
for answers to his questions about the nature of life and death. Most
of the churches and monasteries he visited seemed either very self
serving or shrouded in secrecy - neither of which sat well with Mourn's
need for resolution.

Because he traveled primarily alone, and because the subject matter
of his questing often took him to areas where a lapse in attention
could easily end in death he developed a finely honed ability to attend
to his surroundings. On several occasions his life was saved by vigilance,
and he has continued to hone this survival instinct in the time since.

Finally, he found a church in Baldur's Gate dedicated to Kelemvor,
and everything he heard there called out to him. He took a job in the
church helping to prepare the bodies of the dead for burial and began
studying to become a priest. Between his student life and his professional
practice he honed both his clerical abilities and the use of his
analytical skills to investigate his favorite subject. On a few
occasions he entered into contracts as a consultant for the Flaming
Fist in Baldur's Gate.

When he was finally named a Priest of Kelemvor, Mourn determined that
it was time to put those teachings to work in the world outside the
church.  He left the church and formally took service with the Flaming
Fist, and has been working for them around the world in the days
since. His past few years have been spent traveling up and down the
Sword Coast.
[/sblock]

[sblock=Appearance/Personality]
Code:
Mourn is tall, and though above average weight for a half-elf he retains
the slender build of his elven heritage. His skin is a light bronze and
does not darken even with long exposure to the sun. His hair is a gold
so light it appears almost white. He wears it shoulder length, held back
by a silver headband set with a single red stone. His eyes are a brilliant
emerald green flecked with bright gold the same color as his hair.

He dresses simply, but his clothes are all of high quality and cut. He favors
greens and golds - the colors of the life of spring and its passing in the
fall. He wears [i]Death's Edge[/i] on his back, hilt over his left shoulder
for a quick right hand draw.

Having passed through his personal crucible of faith long since, Mourn is
no longer the tortured soul he was in his youth. He is quietly content, with
a good sense of humor and a very pleasant, soothing personality. However, his
calm and casual approach to life hides a steely determination to thoroughly
test the life expectancy of any creature seeking either to cheat death or
to bring an early death to the innocent, and to do what is possible to ensure
that those same innocents live the full time allotted them by their fate.
[/sblock]
 
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Code:
Gnomiferous "Iffy" P. Quackenbush, Celestial Gnome Sorcerer
Character Trait: Skeptic -- all Saving Throws vs. Illusions gain +2 trait bonus.

XP: 51,000/75,000

Age: Iffy appears to be about 12 (actual age=34) 
Class: Celestial Sorcerer 8           Height: 4'1"
Race: Gnome, favored class: Sor.      Weight: 75 lbs (skinny, but high density)
Size: Medium                         Hair: Blonde
Gender: Male                         Eyes: Lavender
Align: Neutral Good                  Deity: Mystra and Mielikki

Str:  10=12-2(race)(2pt)     |+0|      Level: 08     XP: 51000
Dex: 14=13 (3pts) +L8 inc.  |+2|      BAB:  +4      HP: 56 (34+6race +16con) (wounds:__)
Con: 14=12+2(race) (2pts)   |+2|      CMB: +5         Dmg Red: 0/anything
Int: 12=11 (1pt) +L4 inc.   |+1|      Speed: 20'    Spell Res: None
Wis: 10 (0pt)               |+0|      Init: +2      
Cha: 20=18+2(race)(17pts)   |+5|      ACP:

AC: 17 = 10+2(dex)+2(ring)+3(bracers) 
21 w/ [i]mage armor[/i]; 21 w/ [i]shield[/i]; 25 w/ [i]mage armor[/i] and [i]shield[/i]
FF: 15/19 (MA or S)/23 (MA and S)     T: 14 (18 w/ [i]shield[/i])

Saving Throws:  F:+6 =+2+2+2; R:+6 =+2+2+2; W:+8 =+6+0+2 

Trained Skills:
Bluff (+16 = cs +3 +5 ability +8 ranks)
Intimidate (+16 = cs +3 +5 ability +8 ranks)
Use Magic Device (+16 = cs +3 +5 ability +8 ranks)


Feats: Spell Focus (Evocation) (+1 to save DC); 
Greater Spell Focus (Evocation) (another +1 to save DC); 
Spell Penetration (+2 on caster level checks to overcome spell resistance); 
Craft Wand;

Spells per Day:  L1:6+2=8 (cast:2), L2:6+1=7 (cast:2), L3:5+1=6 (cast:0),
L4:3+1=4 (cast:0)
Spell Save: 10+5+(spell level) (+2 more for evocations)

Spells Known:
L0:  Dancing Lts, Det Mag, Light, Mage Hand, Message,
Prestidigitation, Read Magic, Resistance, 
L1:  Burning Hands, Mage Armor, Magic Missile,
Monster Summoning I, Shield, 
L2:  Continual Flame, Knock, Scorching Ray
L3:  Dispel Magic, Protection From Energy
L4:  Globe of Invulnerability - Lesser,

Racial Spell-Like Abilities (Gnome):  1/day each: [i]dancing lights[/i] (),
[i]ghost sound[/i] (), [i]prestidigitation[/i] (), [i]speak with animals[/i] (x)

(started with 33k gp)
pp
GP 458
SP 9
CP

Mundane Equipment:
Dagger (for cutting, not stabbing)
Backpack
Bedroll
Flint & Steel
Manacles (2 sets)
Belt Pouch
Waterskin
Sunrods (2)

Magic Items:
Heavy Mace, +1 magical (2000gp) 1d6+1 damage (small)
Bracers of Armor +3 (9000gp)
Ring of Protection +2 (8,000 gp)
Wand of [i]Shield[/i] (CL8)  (6000gp) (50 ch)
Wand of [i]Mage Armor[/i] (CL8) (6000gp) (50 ch)
Wand of [i]Identify[/i] (CL1) (750gp) (50 ch)
Wand of Comprehend Languages (CL 1) (50 ch)
Handy Haversack (Kraken Treasure - value 2,000gp)
[sblock=Background]

"Iffy" is the son of two Gnomish Wizards (Illusionists, both) of great power and reputation. As such, he has constantly been exposed to magic and spells throughout his entire life. It has also made him into quite the little skeptic, because he knows from long experience that things are not always as they appear to be. His mother had hoped that he would feel a calling to the priesthood, and so she began his indoctrination very early. Much to her surprise, however, Iffy took this knowledge of all things celestial and mixed it with a generous helping of knowledge of the arcane, which his parents could not help but pass on to him. However, Iffy was having some trouble in achieving the proper solutions to the arcane lessons given to him. One day while he was studying his lessons of the arcane, he was visited by a Celestial Outsider. In recognition of the help that Iffy's parents had offered by binding, imprisoning, and sequestering a powerful enemy, an evil outsider, this being gifted Iffy with his sorcerous abilities. His parents were quite surprised and somewhat relieved by Iffy's newfound talents, because his future as a wizard had been somewhat in doubt. But he had always been a very headstrong lad with a very forceful personality. He wasn't pushy, as such, but he still almost always got his way, both at home and in dealings with his peers.

Iffy has devoted the majority of his adventuring life to the defeat of every group of kobolds that he can find. (It's a racial thing, you know.) Also, growing up as the child of wizards has made him very anxious to be protected from magical effects as much as possible, so he is always on the lookout for new tricks and tactics to get more and better protection from Arcane energies.

[/sblock]
 
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Baelor “Badaxe”
(of the dwarves, son of Rorn, of Clan Foehammer)

Description
Baelor stands four and a half feet in height, with a stout, solid build. Although he has arms and legs like thick, gnarled oak trees, he is still quite agile for one of his kind. He wears his silvery-white hair and beard long and flowing, and always wears an eye patch over his left eye…whether the eye is missing or not is the topic of some debate, and Baelor himself never confirms or denies anything. He has a rough and rugged look to him, dressing in dirty, travel stained clothing in shades of grey, black and neutral coloration, and smelling of rich earth, tobacco smoke and bitter beer. He bears several scars, has a couple of tattoos and wears a perpetual scowl upon his face. He never seems to be without his axe, nor his oddly carved meerschaum pipe.



Personality
Baelor is both a sneak and warrior; while he is handy enough in a standup fight, he prefers to surprise his foes, and doesn't have a problem burying his axe in an enemy’s back. He figures if he takes an enemy’s legs out from under him, it is that much easier to kill said foe. He is grim and dour, drinks more than he should, can be loud and obnoxious, and is known to have something of a quick temper. He has a bad habit of collecting things that don’t belong to him, especially small items such as rings, keys and similar sundries.

Background
Baelor’s parents moved to Baldur’s Gate when he was still very young, seeking to make a better live for themselves. His father, Rorn, was a stonemason of some skill; that is to say, he was talented enough to make good coin in a human community, but among his fellow dwarves, he was nothing special. And thus, the family made the long trek from their clan’s home to the city.

Rorn made a decent enough living as a stonemason. During that time, he taught Baelor much of the trade, and Baelor’s skill at masonry quickly outpaced his fathers. Still, these were good years. Less than a decade after their move to they city, though, Rorn was killed in a construction accident (an unstable wall collapsed, crushing the poor dwarf). This left the still young Baelor and his mother to fend for themselves. While she did the best she could, Baelor began to get himself into trouble…drinking, stealing, fighting, and running with a small group of street toughs. It was during these years that he picked up the nickname “Badaxe” – both for his fighting prowess, and his bad attitude.

Since reaching adulthood, Baelor has become something of a drifter. He is familiar with Baldur’s Gate and the region thereabouts, and has travelled considerable beyond that…jobs such as carvan guard pay well and have been a good way for the dwarf to see the world. He continually seeks work, and whether that work requires his skill with the axe, or his skills at sneaking about, it matters not to Baelor (as long as it doesn’t require his working as a mason).

Baelor Badaxe
Neutral Good Dwarf Male
Rogue 4 (Primary) // Fighter 4

XPs: 51,000

Stats
Str 18 (+4) (10 points, +2 level adjustment)
Dex 18 (+4) (10 points, +2 gloves)
Con 16 (+3) (5 points, +2 racial)
Int 12 (+1) (2 points)
Wis 12 (+1) (0 points, +2 racial)
Cha 06 (-2) (-2 points, -2 racial)

General
HP: 93 (8 [1st level] + 8 dwarf + 18 [rogue] + 30 [fighter] + 24 [con] + 11 toughness)
AC: 25 (10 base, +6 armor, +1 armor training, +3 shield, + 4 dex, +1 dodge)
--- Touch AC 15
--- Flatfooted 25 (uncanny dodge)

Initiative: +10 (+4 dex, +4 feat, +2 trait)
Move: 30’ (20’ + 10’ boots)

Combat
BAB: +7
Melee: +11
---Waraxe +1 +13/+8 (1d10+7, +1d6 electricity /19-20)
Ranged: +10/+5


Saves:
Fort: +10 (5 base, + 3 con, +2 resistance)
Ref: +11 (5 base, + 4 dex, +2 resistance)
Wil: +5 (2 base, + 1 wis, +2 resistance)
+2 racial save bonus against poison
+2 racial save bonus against spells and spell-like effects


Skills:36 rogue, 12 fighter
Appraise +5 (1 rank, +3 CS, +1 int)
Acrobatics +11 (4 ranks, +3 CS, +4 dex)
Balance +8 (1 ranks, +3 CS, +4 dex)
Bluff +2 (1 rank, +3 CS, -2 cha)
Climb +13 (4 ranks, +3 CS, +4 str, +2 circumstance)
Diplomacy +2 (1 rank, +3 CS, -2 cha)
Disable Device +16 (7 ranks, +3 CS, +4 dex, +2 circumstance)
Escape Artist +8 (1 rank, +3 CS, +4 dex)
Intimidate +9/+15 (8 ranks [3 FC], +3 CS, -2 cha or +4 str)
Knowledge (Dungeoneering) +5 (1 rank, +3 CS, +1 int)
Knowledge (Engineering) +5 (1 rank [1 FC], +3 CS, +1 int)
Knowledge (Local) +5 (1 rank, +3 CS, +1 int)
Linguistics +5 (1 rank, +3 CS, +1 int)
Perception +16 (5 ranks, +3 CS, +1 wis, +2 feat, +5 competence)
Profession (Stonemason) +12 (8 [bonus] ranks, +3 CS, +1 wis)
Ride +8 (1 rank, +3 CS, +4 dex)
Search +8 (4 ranks, +3 CS, +1 int)
Sense Motive +7 (1 rank, +3 CS, +1 wis, +2 feat)
Sleight of Hand +10 (1 ranks, +3 CS, +4 dex, +2 circumstance)
Stealth +14 (5 ranks, +3 CS, +4 dex, +2 circumstance)
Survival +5 (1 rank, +3 CS, +1 wis)
Swim +9 (2 ranks, +3 CS, +4 str)


Languages:
- Common
- Dwarven
- Goblin


Feats:
- Dodge (1st level)
- Weapon Focus: Dwarven Waraxe (3rd level)
- Power Attack (Fighter Bonus)
- Improved Initiative (Fighter Bonus)
- Toughness
- Weapon Specialization: Dwarven Waraxe (Fighter Bonus)
- Alertness (7th level feat)
- Wind Stance (Rogue Talent, combat trick)


Traits
- Reactionary


Class Features:
- Sneak Attack +2d6
- Trapfinding
- Evasion
- Rogue Talent (fast stealth)
- Trapsense +1
- Rogue Talent (combat trick)
- Uncanny Dodge
- Fighter Bonus Feat
- Fighter Bonus Feat
- Bravery
- Armor Training
- Fighter Bonus Feat


Racial Features:
- Medium size
- Slow & Steady
- Darkvision 60'
- Stone Cutting
- Keen Senses
- Greed
- Hearty
- Weapon Familiarity
- Hatred
- Defensive Training
- Stability


Arms, Armor and Equipment:
- Korralux, Dwarven Waraxe +1 shock (8330gp, 8lb)
[sblock=Korralux]
A weapon with some renown among dwarves, Korralux is sometimes called Skycutter. An ornately crafted heavy axe of dwaven manufacture, Baelor claimed the axe from a nest of trolls in the Troll Hills. At some point ages past, the trolls had slain the previous bearer of the axe, and it had laid in their squalor, abandoned until Baelor recovered it.
[/sblock]
- Throwing Axe (8gp, 2lb)
- 2 x Light Hammers (2gp, 4lb)
- Mithral Shirt +2 (5100gp, 15lb)
- Darkwood Heavy Shield +1 (1257gp, 5lb)
- Ring of Sustenance (2500gp)
- Belt of Incredible Dexterity +2 (4000gp)
- Boots of Striding & Springing (5500gp, 1lb)
- Cloak of Resistance +2 (4000gp)
- Traveler’s Outfit (1gp, 5lb [worn])
- Silk Bodysuit (50gp, masterwork tool: stealth)
- Handy Haversack (2000gp, 5lb)
--- Bedroll (1sp, 5lb)
--- Lamp, common (1sp, 1lb)
--- Oil, 4 flasks (4sp, 4lb)
--- Silk rope, 50’ (10gp, 5lb)
--- 2 x Sacks (2sp, 1lb)
--- Trail rations, 4 days (20sp, 4lb)
--- Waterskin (1gp, 4lb)
--- Climbing Kit (80gp, 5lb)
- Beltpouch (1gp, 0.5lb)
--- Lens of Detection
--- Chalk, 1 piece (1cp, ---)
--- Flint & Steel (1gp, ---)
--- Flask, rotgut whiskey (3cp, 1.5lb)
--- Meerschaum Pipe (5gp, ---)
--- Tobacco, 2lbs (2sp, 2lb)
--- Thieves’ Tools, masterwork (100gp, 2lb)
--- Miniblade, powder & rosin (50gp, masterwork tool: sleight of hand)
--- 10gp, 27sp, 26cp
 
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book mark for "David's meat shield"

need one more language still

Code:
  Name: Vernon Mandison       Age: 24 years old
 Class: Fighter            Height: 6'6"
  Race: Human              Weight: 280 lbs
  Size: Medium               Hair: Brown
Gender: Male                 Eyes: Green
 Align: Lawful Neutral      Deity: 

Str: 19 +4 (07p.)  Level: 08        XP: 51000
Dex: 15 +2 (03p.)    BAB: +8/+3     [color=red]HP: 32/84[/color]
Con: 14 +2 (05p.)    CMB: +12  Dmg Red: none
Int: 14 +2 (05p.)  Speed: 30'   Sp Res: None
Wis: 13 +1 (03p.)   Init: +6     
Cha: 12 +1 (02p.)    ACP: -0

hp: 62 (class)+6 (Race)+16 (con) =84
dex : human bonus +2; str: +1 at lv 4 and +1 at lv 8, 
Str +2: belt of giant str

Armor: Mithral shirt, +2 Ench

name          type bonus  max dex acp spell spd
Mithral shirt lite +4      +6      -0 10%    30
+2 ench            +2
ftr training       +2      +2     (-2)

    AC:     Total  Base  Armor   Dex
              20    10     +8    +2

       Touch AC: 16      Flatfooted AC: 18
[color=amber]temp ac while grappled: A/C: 18   Touch: 14    FF: 16[/color]
  

                Total  Base   Mod  Misc
Fort:            +8     6     +2    
Ref:             +4     2     +2    
Will:            +3     2     +1    
*fighter bravery: +2 Will vs. Fear

Attack as Std act (+8)
Weapon          Att Dam    Crit      Type   Range
great sword     +16 2d6+12 17-20/x2  Slash   ---
Comp l.bow (str)+12 1d8+5        X3  pierc   220
Heavy mace      +13 1d8+9        X2  bludg   ---
Dagger          +12 1d4+4  19-20/X2    p/s    10

Uses mace 2 handed

full rnd attack (+8/+3)
Weapon          Att     Dam    Crit      Type   Range
great sword     +16/+11 2d6+12 17-20/x2  Slash   ---
Comp l.bow (str)+12/+7  1d8+5        X3  pierc   220
Heavy mace      +13/+8  1d8+9        X2  bludg   ---
Dagger          +12/+7  1d4+4  19-20/X2    p/s    10


Languages: Common


Human Traits

Fighter Abilities:
    *Armor training:+2 Armor bonus, +2 max dex, -2 acp
    *Bravery: +2 will vs fear
    *weapon training +1 att and dam w/ all heavy blades
Character Trait:
    * suspicious:+1 trait bonus on Sense Motive checks,
      and Sense Motive is always a class skill

Languages:Chondathan (auto), Illuskin

Feats:
[b]Human feat[u] Alertness[/u][/b] +2 bonus on Perception
and Sense Motive skill checks.
[b]Clv 1: [u]Weapon Focus (great sword)[/u][/b] + 1 Att W/
chosen weapon
[b]Flv 1: [u]Over hand chop[/u][/b]add double your Strength bonus
to the damage roll with std act single attack
[b]flv 2: [u]Improved Inititive[/u][/b] +4 bonus to inititive
[b]Clv 3: [u]Point blank Shot[/u][/b]  +1 att and dam with ranged
attack with in 30 feet
[b]Flv 4: [u]Weapon Specialization [/u][/b]+2 dam with
chosen weapon (from weapon focus)
[b]clv 5: [u]Blind fight[/u][/b] see PFRPG pg 82
[b]Flv 6: [u]Skill Focus [/b][/u] +3 to Skill: perception
[b]Clv 7: [u]Precise shot [/b][/u] no penalty with a ranged
attack into meele combat
[b]Flv 8: [u]Improved Critcal [/b][/u]double critical threat range



Skill Points: 41 = (2+2 [int]) * 8 (levels)
 +8 (favored class)+8 (human bonus+1 (for flavor))

Skills            Rank   CS  Ablt  Misc [B]TOTAL[/B]
Climb               5     3  +4         [b]+12[/b]
Handle animal       1     3  +1          [b]+5[/b]
Intimidate          1     3  +1          [b]+5[/b]
Knowledge: 
(egineering)        8     3  +2         [b]+13[/b]
Knowledge: 
(Dungeoneering)     6     3  +2         [b]+10[/b]
Perception          7     -- +1    +5   [b]+13[/b]
Profession: 
(city guard)        1     3   +1         [b]+5[/b]
Ride                3     3   +2         [b]+8[/b]
Sense Motive        6     3   +1   +3   [b]+13[/b]
Stealth             --    -- +2   +5    [b]+7[/b]
survival            7     3   +1       [b]+11[/b]
Swim                5     3   +4        [b]+12[/b]


Money
PP: 00     GP: 79     SP: 18     CP: 10

[b][u]Equipment            Cost    Weight[/b][/u]
Mithril Shirt (+2)     5100.00  10.0 lb W
Great Sword (+2)       8350.00   8.0 lb W
Heavy Mace, +1 ench    2312.00   8.0 lb Q2
Longbow, comp          8500.00   3.0 lb Q3
     Mighty +4, +1 ench, distance
Arrows: norm X 100        5.00  15.0 lb Q1,H1
Arrows, MWK X 100       605.00  7.5 lb Q1,H1
Dagger                    2.00   1.0 lb W
Efficient Quiver       1800.00   2.0 lb W
Handy Haversack        2000.00     5 lb W
Belt of Giant Strength 4000.00   1.0 lb W
Explorer's outfit       ---       -- W
Rations (10 Days)         5.00   10.0 lb H2
Waterskin (2, Full)       2.00   8.0 lb H3
Flint & Steel             1.00    --- H3
Rope (50', Silk)         10.00   5.0 lb H2
Grappling Hook            1.00   4.0 lb H2
bed roll                  0.10   5.0 lb H2
tobacco                   1.00   2.0 lb H3
Sun rod X10              20.00  10.0 lb H3
potion of cure light X4 200.00    -- H3
pipe, briarwood           5.00    -- H3
cloak of elvin kind     2,500.00   1.0 W
                           Total Weight:  113.0  lb

W = wearing
Q # = quiver, effecient
H # = Haversack



Carrieing Capacity:
light   0-86
Medium   87-173
Heavy   174-260
Lift over head  260
lift      520
push/drag  1300
 
Haver sack: 39 lb
quiver : 14.0 lb
wearing: 28 lb

[sblock=quiver pocket 1]
normal arrows: 30 each -2
masterwork arrows: 30 each
[/sblock]

[sblock= handy haver sack]
pocket 1 (7.0 lb):
normal arrows: 70 each, 3.5 lb
mwk arrows: 70 each, 3.5 lb


pocket 2 (24.0 lb):
Rations (10 Days), 10.0 lb
50 feet of silk rope, 5.0 lb
grapple hook, 4.0 lb
Bedroll, 5.0 lb

Pocket 3 (18.0 lb):
Waterskins X2, 8.0 lb
Flint and steel
pipe and tobacco (2 month supply), 2.0 lb
sunrods X10, 10.0 lb
potion of cure light X4
[/sblock]


[sblock=Stat Block]
HP: 84/84 AC: 20 AC(T): 16 AC(FF): 18
Init: +06 ST(F):+8 ST(R):+4 ST(W):+3

BAB: +8/+3 CMB: +12

Attack as Std act (+8)
Weapon Att Dam Crit Type Range
great sword +16 2d6+12 17-20/x2 Slash ---
Comp l.bow (str)+11 1d8+4 X3 pierc 110
Heavy mace +13 1d8+9 X2 bludg ---
Dagger +12 1d4+4 19-20/X2 p/s 10

Uses mace 2 handed

full rnd attack (+8/+3)
Weapon Att Dam Crit Type Range
great sword +16/+11 2d6+12 17-20/x2 Slash ---
Comp l.bow (str)+12/+7 1d8+5 X3 pierc 220
Heavy mace +13/+8 1d8+9 X2 bludg ---
Dagger +12/+7 1d4+4 19-20/X2 p/s 10

W/ mwk arrows:
Comp l.bow (str)+13/+8 1d8+6 X3 pierc 220

[/sblock]

[sblock=Background:]
vernon is the 3 rd child of 4. the first, the eldest brother, was killed in a raid on the family home by a thieve's guild. The father, a prominent member ot the city guard, was singled out for this attack as he was responsible for the arrest of many of the members and was known for never taking a bribe.

many years later vernen in the back room cleaning while his mother and sister were in the kitchen working, An uncle, a brother to their father, was seen from the room. The uncle attacked their mother and stole her and his sister away to points unknown to them, in truth, she was taken to a secret slave market.

When his father and second born brother returned from work, both working as guards for the city, vernon came out of hiding. They asked where their mother and sister wereVernon gave a full account. The uncle was questioned and blatently denied any knowledge there waas a big fight, and investigation and much familial strife. the uncle and father had a duel of honor whereupon they both ended up killing each other, the mother and sister were never to be found.

Vernon and his older brother bing the only famaily eath other have took care of each other, eventually the older brother moved off to the fort in Chult at the time Vernon was old enough to join the city guard. (brother's name: aurther Mandison)

Recently something has gone amiss. the fort where his brother waas stationd has not been heard from and the flaming fists have asked for his help....[/sblock]

[sblock=personality]
Vernon is very much like his brother and his father: takes his job serious, justice is fairness, don't take sides in an argument, honor of slef, family and the position. use any means with in the law to catch the wrong doers.[/sblock]


a few notes:
trait:

[sblock= trait: suspicious]10 Suspicious: You discovered at an early age that someone
you trusted, perhaps an older sibling or a parent, had
lied to you, and often, about something you had taken for
granted, leaving you quick to question the claims of others.
You gain a +1 trait bonus on Sense Motive checks, and
Sense Motive is always a class skill for you.[/sblock]

racial hp: +6 for humans
 
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Maighan
Elf Druid 8

Desc
Maighan is quintessentially elven; a slight, graceful woman of surpassing beauty and grace, but of slim and apparently frail build. Her pale skin at times lends her a hard to define ethereal quality, especially when her red-gold hair is let down and streaming behind her in the wind rather than pulled back in a formal, dizzyingly elaborate braid. Her features are at once regal and childlike; with round cheeks and dimpled smile contrasting with high, proud cheekbones and the steely, green-eyed gaze of one who is all but immortal. Maighan prefers simple garb of blue and silver, though her cloak is the deep green of an old tree's leaves. She carries no visible weapon save a longbow of obviously elven manufacture that is so intricately carved and shaped that it could be an object of art rather than an instrument of destruction.

[sblock=Stats]Strength (STR) 10 +0 (0pts)
Dexterity (DEX) 18 +4 (5 pts + 2 racial +2 enhancement)
Constitution (CON) 14 +2 (7pts -2 racial +1 level)
Intelligence (INT) 12 +1 (0pts + 2 racial)
Wisdom (WIS) 20 +5 (13pts + 1 level +2 enhancement)
Charisma (CHA) 10 +0 (0pts)

Alignment: Neutral Good
Hit Points: 70
Movement: 30'

Init: +4
Base Attack Bonus: +6/+1
Melee: +6
Ranged: +10
AC: 19 (10 + 4 Dex + 4 armor + 1 Dodge)

Fort: +11
Reflex: +9
Will: +13

Race Stuff:
+2 Dex, +2 Int, -2 Con
Immune to Sleep
+2 vs Enchantment
Low light vision
Elven Magic: +2 vs SR checks, +2 on Appraise to ID magic items
Proficiency: Longsword, rapier, and all bows
+2 Perception, check Perception vs secret doors even if not actively searching.
Favored Class: Ranger

Class Stuff:
Orisons - All prepared 0 lvl spells can be used at will as SLA's.
Nature Sense - +2 Knowledge nature, Survival
Nature Bond: Animal Companion -
Spontaneous Casting - Summon Nature's Ally
Wild Empathy - +8 to animal reaction check
Woodland Stride - Is not hampered by natural plant growths
Trackless Step - Leaves no tracks in natural terrain
Resist Nature's Lure - +4 to save vs fey magic and plant affecting spells
Wild Shape 3/day (Huge Animals as Beast Shape III, Medium Elementals as Elemental Shape II, Plants as Plant Shape I)

Skills: 40
Handle Animal +8 (5 ranks + 0 cha + 3 class)
Heal +11 Heal (3 ranks + 5 Wis + 3 class)
Fly +10 (3 ranks + 4 Dex + 3 class)
Knowledge: Nature +10 (4 ranks + 1 int + 3 class + 2 nature sense)
Perception +16 (8 ranks + 5 wis + 3 class)
Ride +10 Ride (3 ranks + 4 dex + 3 class)
Sense Motive +11 (2 ranks + 5 Wis + 3 class + 1 trait)
Spellcraft +9 (5 ranks + 1 int + 3 class)
Survival +17 (7 ranks +5 Wis + 3 class +2 nature sense)

Character Trait:
Suspicious (+1 Sense Motive, Sense Motive is class skill)

Feats
1 Dodge
3 Spell Focus: Conjuration
5 Augment Summons
7 Natural Spell

Languages - Common, Elven, Sylvan, Druidic

Spells: Base DC - 15
0 - Create Water, Detect Magic, Guidance, Light
1 - Cure Light Wounds, Entangle, Magic Fang, Produce Flame, Speak w/Animals
2 - Barkskin, Resist Energy, Lesser Restoration, Flame Blade
3 - Cure Moderate Wounds, Call Lightning, Neutralize Poison, Wind Wall
4 - Flame Strike, Freedom of Movement, Spike Stones[/sblock]

[sblock=Inventory]Money - 1008gp 9sp

Weapons -
Arms of Aliyas +2, +12 to hit, 1d8+2 damage, 100'
40 Arrows, 2gp, 2lbs

Armour -
Leather armor +2, +4 AC, ACP 0, Max Dex 6, 15lbs

Gear -
Bedroll, 1sp
50' hemp rope, 1gp
Healer's Kit, 50gp

Magic -
Crown of the Ancients - 4000gp - Headband of +2 Wisdom
This appears to be little more than an elaborately woven band of vines and grasses with flowers of varying colors worked in around the sides. It is constantly green and in bloom, carrying with it the wisdom and power of the ancient treants of the First Circle.

Arms of Aliyas - 8375gp - Longbow +2
A hauntingly lovely bow, crafted so that its recurves form the sweepingly
outstretched arms of a female figure carved into its wood. The bowstring
ties into a notch aroung each "wrist" of the carving. The wood itself
is a deep, rich reddish tinged color, polished and gleaming. Despite the
intricity of its engraving and carving, it looks very sturdy.

Mantle of the Deep Wood - 9,000 - Cloak of Resistance +3
A dark forest-green cape that wraps around the shoulders and hangs just past the knees. It lacks a hood however. The garment sometimes moves independently of its wearer, shielding them from harm, or reaching out to touch branches and leaves of trees that it passes.

Leather Armor +2 - 4,165gp
Belt of Dexterity +2, 4,000gp
Handy Haversack - 2,000
Feather Token: Tree - 400[/sblock]

[sblock=Animal Companion]
DIRE WOLF
Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Bite +11 melee (1d8+10)
Full Attack: Bite +11 melee (1d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip Special
Qualities: Low-light vision, scent
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*
Feats: Alertness, Run, TrackB, Weapon Focus (bite)

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

*It also has a +4 racial bonus on Survival checks when tracking by scent.[/sblock]

[sblock=Wild Shapes]
Dimunitive Animals
-4 Str, +6 Dex, +1 natural armor, +12 Stealth

Tiny Animals
-2 Str, +4 Dex, +1 natural armor, +8 Stealth

Small Animals
+2 Dex, +1 natural armor, +4 Stealth

Medium Animals
+2 str, +2 natural armor

Large Animals
+4 Str, -2 Dex, +4 natural armor, -4 Stealth, +4 Combat Maneuver

Huge Animals
+6 Str, -4 Dex, +6 natural armor, -8 Stealth, +8 Combat Maneuver, 10' reach

Medium Elementals
Air: +4 Dex, +3 natural armor, Fly 60 (perfect), Darkvision 60, whirlwind
Earth: +4 Str, +5 natural armor, earthglide, darkvision 60, push
Fire: +4 Dex, +3 natural armor, +10' land speed, darkvision 60, resist fire 20, vuln to cold, burn
Water: +4 Con, +5 natural armor, swim 60', darkvision 60', vortex

Small Plants
+2 Con, +2 natural armor

Medium Plants
+2 Str, +2 Con, +2 natural armor[/sblock]

[sblock=Background]Maighan was born and raised within a sect of druids that honors and serves the legendary First Circle...the ancient and elder treants that are reputed to have originally developed the powers of druidism, long before even the elves had developed their civilization. Because treants do not travel far from their groves, they developed a system of transmitting news to one another using Animal Messengers. This information would finally find its way back to the towering Memory Trees, where each item would be magically stored and perused.

The First Circle now employs non-treant druids as traveling agents, to rove the world and look for events that may be of interest...for good or for bad...to the druids. They utilize Animal Messengers in conjunction with groves tended by treant druids that receive such messengers, then recast the spell to get to another grove along the way...eventually conveying that information all the way back to the center of the High Forest, where the ancient minds of the elder treants can evaluate it in the context of all the other reports coming in, as well as the near-infinite memories of the Trees. From there, they can take action as is deemed necessary.

Maighan is a dedicated agent for the Circle and takes her duties for them very seriously. Her personal take on druidism focuses more on the nurturing side of it, and her relationship with nature is very intense and personal, causing her to take threats to the delicate fabric of life commensurately personally.

She has arrived at the fort following rumors of disturbances that she wishes to observe the full extent of and decide if it represents a larger threat, or not. She regards Chult as one of the great and near-pristine bastions of the Green, and takes the notion of something threatening it with the greatest of concern.[/sblock]
 
Last edited:

Early Draft

Code:
 Name: Rych Inalys        Age: 36
 Class: Wizard (Universal School)  Height: 5'10"
  Race: Human           Weight: 180 lbs
  Size: Medium               Hair: Brown (graying)
Gender: Male                 Eyes: Hazel
 Align: Neutral Good
 Deity: Mystra

Str: 13 +1 (05p.)     Level: 08             XP: 51000
Dex: 14 +2 (07p.)       BAB: +4          HP: 55  (6+(3/4 of 6)x7+6Race+8CON)+4 favored class bonus
Con: 12 +1 (03p.)       CMB: +5        Dmg Red: 0/anything
Int: 22 +6 (07p.+2 level bonus+2 magic)     Speed: 30'     Spell Res: None
Wis: 12 +1 (01p.)      Init: +2     Spell Save: 16+SL
Cha: 13 +1 (02p.)       ACP: -0 


    AC:     Total  Base  Armor  Shld   Dex  Size   Def   Nat  Misc
              21    10     +6*    +0    +2   +0     +1    +0    +1 dodge
*Greater Mage Armor
                  Touch AC: 14              Flatfooted AC: 17


                Total  Base   Mod  Misc   Special
Fort:            5     2     +1      +1      +1
Ref:              5     2     +2               +1
Will:            8     6     +1                +1


Weapon                  Attack    Damage      Critical



Languages: Common, Draconic, Chondothan, Elven, Dwarven, Illuskin, Celestial 


Human Traits:
    * +2 to one ability score
    * Bonus Feat
    * Weapon Training: Two-Handed Sword
    * Skilled: Bonus skill rank at each level
    * Favored Class (Wizard)

Wizard Abilities:
    * Proficiencies:  club, dagger, heavy crossbow, light crossbow, and quarterstaff
    * Orisons (Prepared 0 Lvl Spells At-Will)
    * Spellcasting (Arcane)
    * Arcane Bond
    * Spellbook


Character Trait:
    * Resilient +1 on fort Saves   

Feats:
    * Eschew Materials (GM Bonus)
    * Scribe Scroll (Wizard Bonus)
    * Empower Spell 5th level Meta (Wizard Bonus)
    * Dodge 1st level
    * Improved Unarmed Strike (Human Bonus)
    * Power Attack 3rd level
    * Deflect Arrows 5th level
    * Cleave 7th level
    * Great Cleave 9th level (pending advancement)

School Powers:
  1st  Hand of the Apprentice (Su)
  8th  Metamagic Mastery (Su)
  2nd Bonus spell 1 first (magic missile)/2 levels 
  4th  Bonus spell 1 second (Blur)/day
  6th  Bonus spell 1 third (greater mage armor)/day


Skill Points: 69 (2xLvl + 1xLvl race +5xLvl Int + 1 'Flavor')+4 FC bonus

Skills                Total   Rank     CS   Ability  Misc

Appraise                11        2      3        6
Craft                   0                      0       
Fly             13       8       3      2       
Knowledge (Arcana)      17       8       3      6
Knowledge (Dungeoneering)      12       3      3        6      
Knowledge (Engineering)      10       1      3        6      
Knowledge (Geography)      10       1       3       6      
Knowledge (History)      12       3       3       6      
Knowledge (Local)      10       1       3       6      
Knowledge (Nature)      11       2      3        6      
Knowledge (Nobility)      12       1       3       6      
Knowledge (Planes)      14       5       3      6
Knowledge (Religion)    10       1       3      6
Linguistics                 11    2     3     6      
Profession (Policeman)  6       1       3      1       
Spellcraft              17       8       3      6

Acrobatics              10       8     0      2
Heal                     5     4     0     1 
Perception             9       8       0     1
Ride                    3     1     0     2
Swim                   2     1     0     1

Money
PP: 00     GP: 46     SP: 6     CP: 5

Equipment                      Cost    Weight
Explorer's Outfit      
Nobles Outfit                    80gp    

+1 Flaming two-handed sword 8,350 gp  8 lb
2 daggers                       4 gp         2 lb
Club                               0 gp         3 lb
  
Handy Haversack                2000gp   5 lb
Wand of Lightning Bolt Level 8 15 charges 5400 gp
Wand of Burning Hands Level 5 50 charges 3750 gp
Head band of Vast Intelligence +2 4000 gp
Cloak of Resistance +1 (from Kraken treasure)
Potion of Cure Light Wounds x2 100 gp
Ring (Protection +1)           8,200 gp   
[sblock=Ring Detail]
Bonded Item 
This +1 ring is an intelligent family heirloom. In addition to being a +1 ring of protection it possesses the following powers:
Int: 14  Ego: 6
Speech in Common, Elven and Draconic
Darkvision 
Senses out to 120'
Casts Prestidigitation and Flare at will
Cure Light Wounds 3/day

The ring known as 'Rubyshard' was inherited from an eccentric great uncle (Pospero) of the Inalys side of the family. A wizard of some note, he also left a scholarship to the Eltorchul Academy in Waterdeep. 
[/sblock]

Bedroll    1 sp     5 lb
Blanket Winter 5 sp     3 lb
Bottle Wine Glass x12 24 gp      24 lb
Candle x5       5 cp      -
Case scroll       1 gp        1/2 lb
Rations, trail x10       5 gp       10 lb
Rope, Silk 50'       10 gp          5 lb
Tent         10 gp       20 lb
Waterskin x2       2 gp       8 lb

Healer's Kit      50 gp      1 lb
Spellbook, Wizards x2 15 gp        6 lb
Copied additional spells marked with a '-' in spellbook. 700 gp
Holy Symbol, Silver Mystra     25 gp     1 lb 
Ink        8 gp
Paper x10      4 gp
Inkpin x2      2 sp    
                        Total Weight:  20 lb

Light Warhorse      150 gp
Masterwork Military Saddle     70 gp 
Saddle Bags       4 gp
Bit and Bridle     2 gp
Feed x10       5 sp

            Light  Medium   Heavy    Over Head  Lift    Push
Max Weight: 0-43   44-86   87-130  0-130      260  650

[sblock=Stat Block]
Code:
HP: 55/55     AC:    AC(T):    AC(FF): 
Init: +02    ST(F):+   ST(R):+    ST(W):+

  BAB: 04       CMB: 0?

Weapon                  Attack    Damage      Critical
            +/+     2d6+      18-20/x2
Crossbow (Heavy)        +6        1d10        19-20/x2


Spells:
    O Level			First Level
    * 		* 
    * 		* 
    * 		* 
    * 		* 

    Second Level		Third Level
    * 		* 
    * 		* 
    *   	* 
    * 		* 

    Fourth Level
    * 
    * 
    *
[/sblock]

[sblock=Spellbook]
0 Level
Aburation
*Resistance: Subject gains +1 on saving throws.
Conjuration
*Acid Splash: Orb deals 1d3 acid damage.
Divination
*Detect Poison: Detects poison in one creature or small object.
*Detect Magic: Detects spells and magic items within 60 ft.
*Read Magic: Read scrolls and spellbooks.
Enchantment
*Daze: Humanoid creature of 4 HD or less loses next action.
Evocation
*Dancing Lights: Creates torches or other lights.
*Flare: Dazzles one creature (–1 on attack rolls).
*Light: Object shines like a torch.
*Ray of Frost: Ray deals 1d3 cold damage.
Illusion
*Ghost Sound: Figment sounds.
Necromancy
*Bleed: Cause a stabilized creature to resume dying.
*Disrupt Undead: Deals 1d6 damage to one undead.
*Touch of Fatigue: Touch attack fatigues target.
Transmutation
*Mage Hand: 5-pound telekinesis.
*Mending: Makes minor repairs on an object.
*Message: Whispered conversation at distance.
*Open/Close: Opens or closes small or light things.
Universal
*Arcane Mark: Inscribes a personal rune (visible or invisible).
*Prestidigitation: Performs minor tricks.
1st Level
*Mage Armor: Gives subject +4 armor bonus.
*Magic Missile: 1d4 +1 damage; +1 missile per two levels above 1st (max 5).
*Shield: Invisible disc gives +4 to AC, blocks magic missiles.
*Identify: Determines properties of magic item.
*Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
*Feather Fall: Objects or creatures fall slowly.
*Endure Elements: Exist comfortably in hot or cold environments.
*Ray of Enfeeblement: Ray deals 1d6+1 per two levels Str damage.

2nd Level
*Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
*Blur: Attacks miss subject 20% of the time.
*Detect Thoughts: Allows “listening” to surface thoughts.
*Scorching Ray: Ranged touch attack deals 4d6 f ire damage, +1 ray/four levels (max 3).
*Web: Fills 20-ft.-radius spread with sticky spiderwebs.-
*Knock: Opens Locked or magically sealed door.-

3rd Level
*Mage Armor, Greater: Gives subject +6 armor bonus.
*Fireball: 1d6 damage per level, 20-ft. radius.
*Lightning Bolt: Electricity deals 1d6/level damage.
*Fly: Subject flies at speed of 60 ft.
*Keen Edge: Doubles normal weapon’s threat range.-
*Haste: One creature/level moves faster, +1 on attack rolls,
AC, and Ref lex saves.-

4th Level
*Remove Curse: Frees object or person from curse.
*Stoneskin: Ignore 10 points of damage per attack.
*Dimension Door: Teleports you short distance.
*Summon Monster IV: Calls extraplanar creature to fight for you.
*Scrying-
[/sblock]

[sblock=Background/History]
Rych Inalys was born in the Trades Ward of the city of Waterdeep some 36 winters ago. He grew up there and led a fairly simple life. He was a very intelligent lad and learned quickly. His father was a city watchman who eventually rose to the rank of senior civilar of a guard post in the Trades Ward before retiring after thirty years service. His mother worked in her families business, a bakery specializing in pastries on the Street of Bells near Buckle Alley. Just shy of his twelvth birthday, Rych's life changed dramatically. A eccentric uncle (Prospero Inalys) left him an intelligent magic ring and a scholarship to Eltorchul Academy. It seems that old Prospero had no decendants and Rych proved to be the one of his relatives with the strongest gift for the magical arts. Thus, he was selected for this unusual bequest. At that time Eltorchul had not yet fallen on hard times and Rych was of a considerably less noble pedigree that most of his classmates. But he was very quick-witted and more importantly, had grown up with some martial training from his father. He knew how to use his fists or a sword better than most boys his age and his easy ability to grasp magical concepts soon made him extra cash tutoring students with more money than brains. He found that he loved magic and took to it with a passion. He also developed a taste for the good life inspired by his association with wealthy students.

Upon graduation, he followed his father into the watch serving with the Arcanum as one of a half-dozen wizards of the watch. While he greatly enjoyed this work, it did not pay nearly enough to support the lifestyle to which he wanted to become accustomed. He took up adventuring in his spare time and has visited some of the more notorious dungeons in and around Waterdeep. Unfortunately, his explorations of the Catacombs of Yintros lead to the deaths of several of his adventuring companions and the release of a Summoning Ooze into the area sewers. It was weeks before all the rampaging monsters were put down. In the wake of the incident at the urging of the Watchful Order of Magists and Protectors he resigned from the watch. This greatly strained his relationship with his father who had used his connections to get a relatively young and untested Wizard appointed to an Arcanum. Rych eventually left the city and began to adventure along the sword coast. Eventually, he joined up with Duke Eltan's Flaming Fists in Baldur's Gate, where he once again took a position with the guard. He has developed an unusual style of fighting using his magical gifts to wield and flaming sword.
[/sblock]

[sblock=Appearance/Personality]
Rych's appearance clearly shows his fondness for the finer things in life. He dresses in finely tailored clothes from the best shops in Waterdeep--exotic leather, soft velvet and richly dyed woolens. A large flawless ruby ring is on his right hand. He has the stout body and ruddy-cheeks of a man who enjoys good food, smoke and drink. He is clearly of early middle years with streaks of gray in his brown hair and full neat beard. He wears no armor but there is a well-crafted two-handed sword strapped to his back. At his belt are a brace of daggers and a club of the type commonly scene on the city watch of Waterdeep. Despite his soft exterior, Rych moves with surprising speed and strength. He throws a mean punch and can slap an arrow out of the air. However, the tall broad brimmed pointed hat adorned with arcane markings, brace of wands protruding from a sheath on his thigh, the way objects about him tend to float in the air and the silver holy symbol of Mystra about his neck put the lie to any notion that he might be a warrior. He can typically be found in tavern with either a flagon of wine or his long thin tobbaco pipe in hand. His keen hazel eyes miss little. Yet, some have commented on the odd way he seems to hold conversations with his hand when alone.
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Sialilyth "Sia" Rethias

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Background:
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Sialilyth grew up with her older brother and their mother. Her mother was a well known tracker, hunter and guide, often leading adventurers brawing the forests of Tashalar. Their small family lived their life in a small cabbin just outside Tashluta. Their mother would often be away for weeks, sometimes months, leaving Romani to care for Sialilyth. Whenever she was not out on work, however, she spent most of her time learning Sia her craft. Trecks in the jungle lasting for days, tracking wild animals and other beasts, surviving on what the nature had available.
Things changed though. When their mother came home from a job, having been away for three months, she returned in the hands of the few surviving member of the expedition she was hired to guide. They had been ambushed by a raiding party of yuan-ti. The snakefolk were victorious, and it was only due to Sias mother the small group of survivors were able to escape and shake of the pursuit. The first safe night after the ambush, the surviving party of seven went to bed, finally having the time to rest and hopefully recover from their flight. They were betrayed. One of the survivors had plans of his own, and tried to assassinate Sias mother when she slept. It was only her extremely sharp senses and the result of years and years of living in the wild, that alerted her of the danger. She was able to fend of the assailant, at the cost of a griveous wound to her face. She was left blind and bleading, but she lived.
After that, things changed at home. Her mother was unable to earn money as a guide and tracker. Romani took up work as a strongarm in a local tavern, and Sia hunted small game and sold at the markets. A few years went by, and the family was able to live on, barely. When Sialilyth became twenty-two years of age, she decided it was time for a change. She spoke with her mother, and got her blessing to leave Tashalar. It had been her dream for years, to be able to see the world and become even better at what she was learned to do.
Sialilyth was able to buy passage on a ship heading for Athkathla, where she quickly got hired as a scout and hunter for a trader. It was during one of those long trips to the Sword Coast that Sia heard of Duke Eltans call for adventurers. The trader graciously released her from her contract, and now she's here. In Baldurs Gate, preparing - hopefully - for the adventure to come.
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Personality:
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Sialilyth is a positive young woman.
Though she's been hardened by the years in the jungle and the subsequent years as a caravan scout, she has been able to keep her positive attitude and the ability to see the positive where most others only see despair and hopelessness.
She prefers to take orders rather that giving them, but is not affraid of voicing her opinions and concerns.
Her skills as a scount, tracker and hunter is her strength, and she is more than capable to take advantage of that strength.
When faced with foes, she tries to stay in the back, picking out one target at a time, and defending the less durable members on her side, like spellcasters and civilians.
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Sialilyth
Neutral Human Female
Ranger 8



XP:


Stats:
Str: 12 (+1) (2 points)
Dex: 22 (+6) (10 points, +2 racial, +2level + 2 enhancement)
Con: 14 (+2) (5 points)
Int: 12 (+1) (2 points)
Wis: 16 (+3) (5 points + 2 enhancement)
Cha: 11 (+0) (1 points)


General:
HP: 78 (10 [1st level] + 52 [ranger] + 16 [con])
AC: 21 (10 base, 2 + armor, + 6 dex + 2 enhancement + 1deflection), Touch: 16 , Flatfooted: 15
Initiative: 6 (+6 dex) [+2 in jungles, +1 in mountains]
Move: 30’


Combat:
BAB: +8/+3
Ranged: +14/+9 (8 base + 6 dex)
Longbow: +17/+12 (+2 enhancement + 1 focus), 1d8+3 damage (+ 1 str + 2 enchancement), 20/x3, 100'
Rapid Shot: +15/+15/+11 ( - 2 rapid)
Many Shot: +17/+12
+1 attack and damage vs. within 30'


Melee: +9/+4 (8 base + 1 str)
Scimitar +10/+5 (+1 enhancement), 1d6+1, 18-20/x2

+4 attack and damage vs. humanoids (reptilian)
+2 attack and damage vs. animals


Saves:
Fort: +10 (6 base, + 2 con + 2 resistance)
Ref: +14 (6 base, + 6 dex + 2 resistance)
Wil: +7 (2 base, + 3 wis + 2 resistance)



Skills:
56 points
Acrobatics: +19 (8 ranks + 6 dex + 5 competence)
Climb: + 14 (8 ranks + 1 str + 3 class + 2 circumstance)
Knowledge (Nature): + 12 (8 ranks + 1 int + 3 class)
Knowledge (geography): +12 (8 ranks + 1 int + 3 class)
Knowledge (local): +9 (8 ranks + 1 int)
Perception: +14 (8 ranks, + 3 wis, + 3 class)
Profession (Hunter): +14 (8 [bonus] ranks + 3 wis + 3 class)
Stealth: +17 (8 ranks + 6 dex, + 3 class)
Survival: +14 (8 rank + 3 wis + 3 class)
+4 on perception and survival vs. Humanoids (Reptilian)
+2 on perception and survival vs. Animals
+4 on knowledge (geography), perception, stealth and survival in jungles
+2 knowledge (geography), perception, stealth and survival in mountains



Spells:
Caster Level: 4
Spells per day: 2/2
Spell DC: 10 + 3 wis + level
1: Longstrider, Pass Without Trace
2: Speak with Plants, Wind Wall



Languages:
- Common
- Elven



Feats:

- Point Blank Shot (Human Bonus)
- Precise Shot (1st level)
- Rapid Shot (Combat style)
- Endurance (ranger bonus)
- Deadly Aim (3rd level)
- Far Shot (5th level)
- Many Shot (Combat style)
- Weapon Focus (Longbow) (7th level
)


Class Features:
- Favored Enemy (Animal)
- Favored Enemy (Humanoid - Reptilian)
- Track
- Wild Empathy
- Combat Style (Archery)
- Endurance
- Favored terrain (jungle)
- Favored terrain (mountains)
- Hunter's Bond (Animal Companion - Hawk)
- Woodland Stride
- Swift Tracker


Trait:
- Killer


Gear:
- +2 Composite Longbow [+1str] (8500gp, 3lb)
- MW Scimitar (315gp, 4lb)
- +2 Leather Armor (4160gp, 15lb)
- Belt of Incredible Dexterity +2 (4000gp)
- Headband of inspired wisdom +2 (4000gp)
- Cloak of Resistance +2 (4000gp)
- Boots of Elvenkind (2500gp)
- Ring of Protection +1 (2000gp)
- Traveler’s Outfit (1gp, 5lb [worn])
- Handy Haversack (2000gp, 5lb)
--- Arrows (20) x10 (10gp, 30lb)
--- Bedroll (1sp, 5lb)
--- Lamp, hooded (7gp, 2lb)
--- Oil, 4 flasks (4sp, 4lb)
--- Silk rope, 50’ (10gp, 5lb)
--- Trail rations, 6 days (3gp, 6lb)
--- Waterskin (1gp, 4lb)
--- Climbing Kit (80gp, 5lb)
Money: 502gp, 82sp, 30cp

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Note on Animal Companion: I'd decided to use this more as a flavor than mechanics. She'll not use it for combat or anything like that. More like a silent companion on her scouting trips and so on.
 
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