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.
Sienna (Played by Andrew) Neutral Good Female Human, Cleric (Altoa) 1
Str 10, Dex 10, Con 10, Int 14, Wis 17, Cha 14.
B.A.B. +0, Fort +2, Ref +0, Will +5.
AC 10.
Skills: Concentration +4, Craft (Medical) +6, Diplomacy +4, Heal +9, Knowledge (Religion) +4, Profession (Herbalist) +7, Spellcraft +6.
Class Abilities: Turn Undead, Aura of Good, Sun domain ability, Good domain ability.
Feats: Disciple of the Sun, Augment Healing.
Languages: Common, Celestial, Elvish.
The players for the other characters, Arelon, Santiago and Bridget have not left their character sheets with me, so I'll get their information up next session.
Although the story hour is not yet up to the point where he's been mentioned, the malevolent force behind all of this appears to be a figure called 'The Black Prince'. It'll probably be a long time before he appears on stage, but for the mean time here are his stats.
The Black Prince (CR 14)
Verdant Prince + Vampire Template + Evolved Undead
(Edit: I know it's not technically legal to apply the vampire template to creatures of the Fey type, but it works to capture the idea behind the character).
LE Undead (Augmented Fey)
Initiative +14 Senses: Low-light Vision Listen +15 Spot +15
Languages: Elven, Common, Druidic, Sylvan
AC: 37 Touch: 27 Flat-footed: 27
(Dodge, Mobility +10 Dex, +7 Deflection, +10 Natural)
Hit Points: 125 (16HD); DR: 10/Cold Iron, 10/Silver and Magic; Fast Heal 8
Resist: Evasion, Cold 10, Electricity 10, Turn Resistance +4
Spell Resistance: 20
Fort: +12 Reflex: +27 Will: +20
Weakness: Double damage from Cold Iron, Garlic, Mirrors, Holy Symbols, Running Water.
Speed: 40'
Slam: +14/+9 (1d6 + 7)
Base Atk: +8
Spell-Like Abilities: (Caster Level 16)
At will – Dimension Door (from one tree to another), Disguise Self (DC 17)
1/Day – Baleful Polymorph (DC 21), Call Lightning Storm (DC 21), Changestaff, Cure Critical Wounds, Fireseeds (DC 22), Greater Dispel Magic, Repel Metal or Stone, Wall of Thorns
Abilities: Strength 25, Dexterity 30, Constitution –, Intelligence 18, Wisdom 17, Charisma 27.
SA: Children of the Night, Blood Drain (1d4 Constitution Drain), Dominate, Create Spawn, Energy Drain.
SQ: Oath Bond, Unearthly Grace, Alternate Form (Bat, Dire Bat, Wolf, Dire Wolf), Gaseous Form, Spider Climb.
Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Improved Toughness, Lightning Reflexes, Mobility, Stealth, Track.
Skills: Appraise +9, Balance +15, Bluff +18, Climb +12, Concentration +9, Diplomacy +17, Disguise +13 (+15 acting), Escape Artist +15, Gather Information +10, Handle Animal +7, Hide +17, Intimidate +19, Jump +18, Knowledge Arcana +9, Knowledge Local +9, Knowledge Nature +11, Listen +15, Move Silently +17, Search +9, Sense Motive +12, Sleight of Hand +17, Spellcraft +11 (+13 Deciphering Scrolls), Spot +15, Survival +12 (+14 Following Tracks, +14 in above ground natural environments), Swim +12, Tumble +21, Use Magic Device +22 (+24 for scrolls), Use Rope +10 (+12 involving bindings).
These are just the plain normal creature out of whatever MM they're featured in. No advancement, no fancy templates, no class levels... just whatever the book has.
Session 1. (The Pranks get Serious)
Grickshaw - Standard Grig from the MM1 page 235.
Sveoshala Dir Ardria - Standard Ice Mephit from MM1 page 183.
'The Jaebrin' (they never learned his name) - Standard Jaebrin Trickster from MM5 page 92.
Session 2. (Back on the Trail)
The four Pixies - Standard Pixies, MM1 page 236 (No Otto's irresistible dance for any of them).