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Thread: The Gods Hate Us Characters
Wednesday, 27th October, 2004, 11:50 PM #1
Novice (Lvl 1)
- Join Date
- Jan 2003
- St. Augustine, Florida
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ø Block Ankh-Morpork Guard
The Gods Hate Us Characters
Characters for The Gods Hate Us should be posted here once approved.
Thursday, 28th October, 2004, 01:41 AM #2
Novice (Lvl 1)
Name: Oskar Class: Fighter 10/Rogue 5/Efreet Bloodline 3 Race: Dwarf Size: Medium Gender: Male Alignment: CN Deity: - Str: 26 +8 (10p.) Level: 18 XP: 157000 Dex: 18 +4 (06p.) BAB: +13/8/3 HP: 132 (9d10+5d6+55) Con: 16 +3 (06p.) Grapple: +21 Dmg Red: - Int: 14 +2 (06p.) Speed: 30' Spell Res: - Wis: 12 +1 (04p.) Init: +8 Spell Save: +2 Cha: 7 -2 (00p.) ACP: -1 Spell Fail: - Base Armor Shld Dex Size Nat Misc Total Armor: 10 +9 +6 +4 +0 +7 +5 41 Touch: 19 Flatfooted: 37 Base Mod Misc Total Fort: 8 +3 +5 +16 Ref: 7 +3 +5 +15 Will: 4 +1 +7 +12 Weapon Attack Damage Critical +5 adamt. spd DW +28/28/23/18 1d10+15 19-20x3 +1 cold iron DW +24/19/14 1d10+11 19-20x3 +1 light crossbow +18 1d8 19-20x2 Languages: Common, Dwarven, Orc, Terran Abilities: Darkvision 60', stonecunning, stability, +2 vs poison/spells, +1 attack vs orcs/goblinoids, +4 dodge vs giants, sneak attack +3d6, trapfinding, trap sense +1, evasion, uncanny dodge, Fire resistance 10, Efreeti Affinity +6, Produce Flame 1/day, Scorching Ray 1/day, Wall of Fire 1/week. Feats: Alertness, Combat Expertise, Power Attack, Nimble Fingers, Stealthy, Weapon Focus(Dwarven Waraxe), Weapon Specialization(DW), Greater Weapon Focus(DW), Improved Critical(DW), Quick Draw, Iron Will, Dodge, Mobility, Spring Attack, Improved Initiative. Skill Points: 102 Max Ranks: 21/10.5 Skills Ranks Mod Misc Total Climb 10 +8 +18 Jump 10 +8 +7 +22 Intimidate 10 -2 +8 Hide 6 +4 +2 +12 Tumble 7 +4 +2 +13 Search 8 +2 +10 Spot 8 +1 +2 +11 Listen 8 +1 +2 +11 Disable Device 8 +2 +4 +14 Open Lock 8 +4 +4 +16 Move Silently 8 +4 +7 +19 Bluff 0 -2 +2 +0 Balance 0 +4 +2 +6 Equipment: Cost Weight mw thieves' tools 100gp 2lb +5 light fort light steel shield 36,159gp 6lb +5 silent moves chain shirt 29,000gp 25lb ring of protecton +5 50,000gp - amulet of natural armor +5 50,000gp - belt of giant strength +6 36,000gp - gloves of dexterity +2 4,000gp - boots of striding and springing 5,500gp - bag of holding (type II) 5,000gp - 4 potions cure serious wounds 3,000gp - waterskin 1gp backpack 2gp 10 days rations 5gp 100 ft silk rope 20gp flint and steel 1gp ring of freedom of movement 40,000gp cloak of resistance +5 25,000gp +5 adamant dwarven waraxe of speed 131,330gp +1 cold iron dwarven waraxe 4330gp +1 light crossbow 2335gp 20 bolts 2gp Total Weight:??lb Money:18,215 gp Lgt Med Hvy Lift Push Max Weight: 133 266 400 800 2000 Age: 57 Height: 4'7" Weight: 191lb Eyes: Flame-red Hair: Charcoal Skin: Reddish-brown
where he got the efreet blood, but his coming was foretold in an obscure
prophecy. To learn more, he has traveled far and wide, visiting places of
learning and temples. Some would not give him the info he wanted, so he
broke into many places and learned what he needed. He suspects his temple
breakins are what have caused his current problems.
Last edited by Lefferts; Thursday, 23rd June, 2005 at 02:20 AM. Reason: misspelling
Thursday, 28th October, 2004, 06:10 AM #3
Acolyte (Lvl 2)
Male Human (hag bloodline) UA variant Necromancer 17 (ECL 18)
Alignment: Neutral Evil
Patron Deity: Nerull
Height: 6' 5''
Weight: 240 lbs
Eyes: Dark Gray
Str: 14 (+2) [6 points, -1 age, +1 racial]
Dex: 8 (-1) [0 points, -1 age]
Con: 14 (+2) [8 points, -1 age]
Int: 25 (+7) [10 points, +1 age, +4 levels, +4 headband]
Wis: 16 (+3) [8 points, +1 age]
Cha: 9 (-1) [0 points, +1 age]
Class and Racial Abilities: Bonus feat at first level, 4 extra skill points at first level and 1 additional skill point at each level thereafter, no favored class. From hag bloodline - +2 racial bonus on Hide checks, Alertness feat, +1 Str, +1 natural armor, Hag affinity +2 (+2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with hags). Arcane spells, bonus feats, skeletal minion, enhanced undead.
Hit Dice: 17d4 +34
AC: 13 (-1 Dex, +1 natural, +3 ring) [Normally 17 with mage armor]
Init: -1 (-1 Dex)
Fortitude +10 [+5 base, +2 Con, +3 from cloak]
Reflex +7 [+5 base, -1 Dex, +3 from cloak]
Will +16 [+10 base, +3 Wis, +3 from cloak]
[Summed resistances, immunities, and permanent or daily extended spells – Ruslan has permanent darkvision and comprehend languages. He always casts an extended mage armor on himself and Clatterbones every morning (which has a duration of 36 hours). He always has a contingency spell (which lasts for 18 days) cast to activate a globe of invulnerability if Ruslan takes more than 15 points of damage from a magical attack in a single round. Ruslan is immune to poison and all diseases, including supernatural diseases due to the fact that he wears magical items that duplicate the effects of the periapt of health and the periapt of proof against poison. Ruslan also wears a bone ring (MaoF) with 50 charges. It makes him immune to energy and ability drain. Each level of energy drain or point of ability drain costs 1 charge from the ring. It can burn multiple charges in a round.]
Melee Atk: +11/+6 (1d4+3/19-20/x2/P, ioun blade)
+13/+8 (1d4+5/19-20/x2/P, ringdagger)
Ranged Atk: +11 (1d4+3/19-20/x2/10 ft. range/P, ioun blade)
+13 (1d4+5/19-20/x2/10 ft. range/P, ringdagger)
Bluff +1 vs. hags [0 ranks, -1 Cha, +2 racial]
Concentration +14 [12 ranks, +2 Con]
Craft (calligraphy) +15 [8 ranks, +7 Int]
Craft (bookbinder) +15 [8 ranks, +7 Int]
Decipher Script +19 [12 ranks, +7 Int]
Diplomacy +1 vs. hags [0 ranks, -1 Cha, +2 racial]
Gather Information +1 vs. hags [0 ranks, -1 Cha, +2 racial]
Heal +8 [10 cc ranks, +3 Wis]
Hide +1 [0 ranks, -1 Dex, +2 racial]
Intimidate +1 vs. hags [0 ranks, -1 Cha, +2 racial]
Knowledge (arcana) +27 [20 ranks, +7 Int]
Knowledge (history) +27 [20 ranks, +7 Int]
Knowledge (religion) +27 [20 ranks, +7 Int]
Knowledge (the planes) +13 [6 ranks, +7 Int]
Listen +5 [0 ranks, +3 Wis, +2 Alertness racial feat]
Perform +1 vs. hags [0 ranks, -1 Cha, +2 racial]
Profession (scribe) +11 [8 ranks, +3 Wis]
Spellcraft +29 [20 ranks, +7 Int, +2 synergy]
Spot +5 [0 ranks, +3 Wis, +2 Alertness racial feat]
Spell Focus: necromancy (human bonus)
Malign Spell Focus (BoVD) (1st level)
Scribe Scroll (wizard 1st level bonus)
Greater Spell Focus: necromancy (3rd level)
Quicken Spell (wizard 5th level bonus)
Eschew Materials (6th level)
Extend Spell (9th level)
Maximize Spell (wizard 10th level bonus)
Spell Focus (transmutation) (12th level)
Greater Spell Focus (transmutation) (15th level)
Persistent Spell (PGtF) (wizard 15th level bonus)
Languages: Common, Infernal, Abyssal, Draconic, Undercommon
Spells Prepared Cast as 18th level caster
Save DC +5 (transmutation and necromancy spells +7, evil spells +7, evil transmutation or necromancy spell +9) – transmutation spells, necromancy spells, * - evil spells
0th – detect magic, mage hand, preserve organ, prestidigitation
1st – chill touch x3, detect undead x2, expeditions retreat, mage armor x2, ray of enfeeblement x2, unseen servant x2
2nd – command undead x2, ghoul touch x3, Extended expeditious retreat, Extended mage armor x2 (both cast), rope trick x2, spectral hand x2 (one cast)
3rd – halt undead, ray of exhaustion, undead lieutenant (MaoF), undead torch (MaoF), vampiric touch x2 (one cast)
4th – bestow curse, enervation, fear, grim revenge (BoVD)*, iron bones (MaoF).
5th – magic jar, Quickened mage armor, overland flight, waves of fatigue, symbol of pain*
6th – disintegrate, Empowered vampiric touch x2, eyebite*, globe of invulnerability
7th – control undead, finger of death x2 (one cast), greater teleport
8th – horrid wilting, Persistent stone bones (cast)
9th – wail of the banshee
Daily castings: Persistent stone bones on Clatterbones, Extended mage armor on Ruslan and Clatterbones. If necessary, contingency connected to a globe of invulnerability to be activated if Ruslan takes more than 15 points of damage from magic in a round.
Spellbook (prohibited schools, enchantment and illusion)
Save DC +5 (transmutation and necromancy spells +7, evil spells +7, evil transmutation or necromancy spell +9) – transmutation spells, necromancy spells, * - evil spells
0th - acid splash, arcane mark, dancing lights, detect magic, detect poison, disrupt undead, flare, light, mage hand, mending, message, open/close, preserve organ (BoVD), prestidigitation, ray of frost, read magic, resistance, touch of fatigue.
1st - cause fear, chill touch, darkvision, detect undead, expeditious retreat, identify, mage armor, ray of enfeeblement, unseen servant.
2nd - blindness/deafness, command undead, ghoul touch, rope trick, spectral hand, stone bones (MaoF).
3rd - eyes of the zombie (BoVD), gentle repose, halt undead, ray of exhaustion, secret page, sepia snake symbol, undead lieutenant (MaoF), undead torch (MaoF), vampiric touch.
4th - animate dead*, arcane eye, bestow curse, enervation, fear, grim revenge (BoVD)*, iron bones (MaoF).
5th - blight, magic jar, overland flight, permanency, summon undead V (MaoF)*, symbol of pain*, telekinesis, waves of fatigue.
6th - circle of death, contingency, create undead*, disintegrate, eyebite*, globe of invulnerability, symbol of fear, Tenser’s transformation.
7th – control undead, finger of death, greater teleport, symbol of weakness, waves of exhaustion.
8th – create greater undead*, discern location, horrid wilting, polymorph any object, symbol of death, trap the soul.
9th – energy drain, wail of the banshee
Spells purchased - arcane eye (400gp), contingency (600gp), darkvision (200gp), discern location (800gp), disintegrate (600gp), globe of invulnerability (600gp), permanency (500gp), rope trick (200gp), secret page (300gp), sepia snake symbol (300gp), telekinesis (500gp), greater teleport (700gp), tenser’s transformation (600gp), trap the soul (800gp), preserve organ (100gp) BoVD, eyes of the zombie (300gp) BoVD, grim revenge (400gp) BoVD, summon undead V (500gp) MaoF, undead lieutenant (300gp) MaoF, undead torch (300gp) MaoF, iron bones (400gp) MaoF, stone bones (200gp) MaoF.
Permanent spells – darkvision, comprehend languages. Magic Mouth on spellbook.
Clatterbones "Igor" (skeletal minion)
Hit Dice: 18d12 + 36 (152 hp)
Initiative: +6 (6 squares)
Speed: 30 ft.
AC: 27 (+6 Dex, +11 natural) [34 with mage armor and stone bones]
Base Attack/Grapple: +9/+11
Attack: Claw +16 melee (1d6+7)
Full Attack: 4 claws, +16/+16/+11/+11 (1d6+7)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: -
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +6, Ref +17, Will +11
Abilities: Str 23, Dex 23, Con -, Int -, Wis 10, Cha 1
Clatterbones has been carefully inscribed all over with delicate calligraphy, detailing a long and dry treatise on necromancy. However, Rusland has given him a hat of disguise so that his minion may resemble a normal (though thin) human in the company of those that dislike necromancy. While he is so disguised, Ruslan calls him Igor, and Clatterbones responds to both names. He carries a backpack that contains Ruslan's carpet of flying, an item that Ruslan does not wish to have to fish out of his bag of holding when it is needed.
Equipment carried or used by skeletal minion: Backpack (2gp), hat of disguise (1,800gp), necklace of natural weapons +1 (2,600gp), carpet of flying (5 ft. x 5 ft.) (20,000gp)
Equipment for Ruslan
Magic items on Ruslan, worn
Head - Headband of intellect +4 – 16,000gp - This headband is actually in the form of a neat, black satin skullcap with a single faceted onyx on the front.
Eyes - Ruslan will occasionally wear a pair of crystal lenses when working on some experiment, but not when in public.
Neck - Hand of Glory –8,000gp (with ring of protection +3 – 18,000) - This hand is wrapped with gold wire and decorated with gems. It was preserved with myrrh and frankincense, so the fact that it is actually a severed, mummified limb is not readily apparent.
Torso (vest) - Vest of health (as periapt) – 7,500gp – This vest is created from the hide of vrock, and is a fashionable one made of the vrock’s gray feathers.
Body (robe) - Robe of proof against poison – 27,000gp – This robe is made from a shimmering black material, overlaid with an elaborate fringe of jet beads.
Waist (belt) - Belt of adaptation (as necklace) – 9,000gp - The belt is made of smooth silver leather with a quicksilver buckle.
Shoulders (cloak) - Cloak of resistance - 9,000gp - This cloak is made of black velvet lined with midnight blue silk.
Arms (bracers) – Bracers of the Closed Mind (as ring of mind shielding) – 8,000gp - These decorative leather bracers are stitched with images of masks.
Hands (gloves) - No magical item, but Ruslan does wear black leather gloves.
Right hand (ring) - Ring of wizardy I – 20,000gp
Left hand (ring) - Bone ring – 36,000gp (MaoF)
Boots - Boots of the winterlands – 2,500gp - These boots are made of black leather and topped with silky black furr.
Also wearing -
Scholar's outfit (free)
Ioun blade – 6,302gp (A&E) - This simple dagger bears a white stone in its hilt, in actuality, an ioun stone
-Clear spindle ioun stone (sustains without food or water) – 4,000gp
Ringdagger (as ringsword, but dagger) – 22,302gp (A&E) - This dagger bears rings of shimmering metal of at least five different types on its hilt, one of which is a ring of wizardy II.
-Ring of wizardry II – 40,000gp
Bag of holding type IV – 10,000gp - This bag appears as a rich leather shoulder bag.
-2 oils of animate dead – 3,100gp (MaoF)
-Daern’s Instant Fortress – 55,000gp
-5 vials of elixir of love – 750gp
-hip bath, 5 lbs soap, towels and grooming kit – 10gp
-Folding cot with a thick mattress, blanket, and pillow - 10gp
-Everburning lamp - 110gp
-Five blank and partially written-in books - 75gp
-5 vials of ink - 40gp
-2 masterwork calligraphy kits - 110gp
-Chest of Preservation (continuous preserve organ on contents) - This ordinary-looking chest containing various "special" spell components - 5 humanoid children eyes, 10 human fingers, 10 human hearts, 20 human brains. Chest - 1,035gp. Contents - 2gp
-Sorcerer’s hand – 18,335 (A&E) - This curious crossbow has its stock carved to resemble a pointing human hand.
-Aquamarine of Spell Extending (PGtF) – 3,700gp
-Spell components: – five 100gp pearls for identify, 50gp of jade and honeycomb for 5 castings’ worth of magic mouth, 2,300gp worth of 25gp onyx gems for animate dead spell (500 used on ettins), 1,500 of amber dust for 3 castings’ worth of sepia snake sigil (1 already sued to protect spellbook), 100gp ruby as focus for magic jar, 3,000gp of diamond and opal dust for 3 castings’ worth of symbol of pain, 1,500gp of crushed black pearl for 3 castings’ worth of circle of death, 2,000gp worth of black onyx gems for create undead/greater undead (1,400gp already used to create 2 mohrgs), 1,500gp ivory statuette as focus for contingency, 1,500gp for 5 potions of bull’s strength for 5 castings of Tenser’s transformation, 5,000gp worth of mercury, phosphorus, powdered diamond and opal for 1 casting of symbol of death, 5,000gp worth of mercury, phosphorus, powdered diamond and opal for 1 casting of symbol of weakness.
-Spellbook – 300 bone pages done in elegant calligraphy, dragonhide bookcover, tooled black leather slipcase. Hardness of 5, 15 hit points, 15 lbs. Major resistance (resistance 12 against acid, cold, electricity, and fire attacks), levitating, waterproof – 6,325gp total. (MaoF) - 160 pages have been used to inscribe spells. Ruslan has bespelled each page with secret page to make it look simply like musings on magic, but nothing of substance. The first page is bespelled with sepia snake sigil. The book yells out, “Get your hands off me, you filthy heathen!” each time it is picked up by someone other than Ruslan or Clatterbones, thanks to a permanent magic mouth spell.
Masterwork scroll organizer - 60gp (FRCS) - This custom-made black leather scroll organizer Ruslan tends to wear only when he is traveling. Otherwise it stays in the bag of holding.
-scroll of Drawmij’s instant summons (3,275gp, already prepared for spellbook)
-scroll of legend lore (1,900gp)
-scroll of Mordenkainen’s lucubration (1,650gp)
-scroll of Mordenkainen’s magnificent mansion (2,275gp)
-scroll of Otiluke’s telekinetic sphere (3,000gp)
-scroll of plane shift (2,275gp)
-scroll of power word kill (3,825gp)
-scroll of clone (4000gp, already used)
-self-made scroll of eyes of the zombie (3rd level scroll) x3 (15 XP each, 187.5gp each)
-self-made scroll of summon undead V (45 XP, 562.5gp)
Portable hole – 20,000gp - This piece of black cloth appears as a handkerchief from a distance. Ruslan keeps it in his breast pocket.
Belt pouch - 1gp
-wand of hold portal (750gp)
-wand of magic mouth (5,000gp)
-wand of alarm (3,000gp, 4th level caster)
-wand of preserve organ (750gp)
1,662gp, and a 1,300gp ruby - Ruslan keeps about twenty gold pieces in his belt pouch, and the rest of his wealth is in the bag of holding.
Appearance: Ruslan is a strong-featured man, with a harsh, angular face. His skin is so dark it's nearly black, with a gray undertone. His shoulder-length hair and thick beard and moustache are midnight black with blue tones in them. He favors the traditional black robes of the necromancer, though his is decorated with jet bead fringes. Over his shoulders he wears a black velvet cape, on his feet he bears black furred boots, and upon his head he wears a black skullcap decorated with onyx. He is usually seen with a leather shoulder bag slung over one shoulder, and his servant, Igor, by his side.
Personality: Ruslan was often taunted as a boy because of his appearance, clumsiness, and bookishness. As an adult, he has a rather large inferiority complex, always trying to prove himself to those around him, whether or not they are cruel or kind to him. He is often baffled by kindness, always waiting for the other shoe to drop in the form of betrayal or asking for a favor. Though he enjoys the power necromancy gives him over death, he does not desire that state for himself. He knows there are worse things than death, because he practices many of them. He is fanatical about keeping himself alive, investing a great deal of money to prevent him from falling victim to disease, poison, or the energy-draining attacks of undead. He keeps himself clean at all times, and always wears gloves to protect him from “contamination.”
Background: Ruslan’s great-grandmother was an annis hag, one of the worst kind. Raping a passing tradesman to get herself with child in order to fulfill some evil scheme, her own child escaped from her lair at the tender age of five. Many people recognized his heritage, and he wandered from place to place, begging and stealing, always living in poverty because no one would take in one such as he. He eventually met and loved another beggar woman, thus continued the hag’s vile bloodline. Unfortunately he was taken to the gallows soon after and hung as a thief. Ruslan’s grandmother attempted to help herself when she realized she was pregnant, selling herself into service at a temple in order to have food and shelter.
Her own child remained at the temple all of her life, learning the scribe’s trade in attempt to buy herself and her mother out of service. Her mother died before she should do that, and shortly afterward, the young woman found herself pregnant with Ruslan after an ill-advised tryst with a priest. The priest was eager to keep Ruslan’s mother quiet, and so agreed to apprentice her to a bookbinder and pay for her child’s apprentice fee.
It became clear that not only did Ruslan share his mother’s odd traits of dark skin and hair in a land of pale-skinned blondes, but in him they were very much pronounced. Despite his innate clumsiness, he had a knack for hiding, even though he was big and raw-boned. He was keen of ear and eye, and sharp enough to pick up every lesson he learned from the bookbinder and his staff of scribes.
However, his talent gave way to jealousy in the other apprentices, who in the manner of children, taunted him on his appearance, lineage, and clumsiness at the typical boyhood games. Ruslan withdrew from them as much as he could, his timid mother unable to protect him. When the other boys would beat him for being different, he found his dark skin was far better at protecting him than he would have thought, having witnessed the aftermath of other boys’ beatings.
Ruslan grew to hate the other boys for taunting him, his mother for not protecting him, and his master for not stopping them. He wished they would all die. As Ruslan grew into his teens, his mysterious heritage provided some consolation in growing him tall and strong. The boys stopped beating him when he began to grow, but they never stopped their teasing, as Ruslan didn’t know to fend off their verbal abuse.
It was during this time that some featherbrained noble found an old tome in the attic of a recently deceased relative. Thinking it important, but obviously very old and ready to fall apart, he sent it to the bookbinder’s shop to have a new copy made and bound. It fell to Ruslan to do it for his masterwork. It would take a great deal of time, and first he had to decipher the strange text.
Many nights and days were spent in the small library, pouring over that book. Ruslan was fascinated, for what he had in his hands was a tome of the blackest sorts of magic! While he did copy the book, he also studied it, mastering the basics of the arts of necromancy. It was when he finished the book that he made his first bid for freedom from his oppressors.
Using his magic to drain the apprentices’ strength, he kicked and beat them without mercy, killing one inadvertently. He left them for his mother and master to find, seeing that as fitting punishment. Taking the scribe's money as payment for ten years’ worth of abuse, he set out on his own.
Ruslan has spent the last thirty-two years involved in the deep study of necromancy. Often using his undead minions to extract “tribute” from travelers or small villages in order to fund his esoteric experiments, killing those who disobey or try to attack, Ruslan has made the lives of many a living hell. A priest of mercy once cursed him for his callousness when he dug up the local graveyard to get bodies to study. The priest became his next victim.
Though occasionally Ruslan would work with other adventurers in order to gain some obscure spell components or knowledge, he was often baffled by their attitudes, particularly the kindness of some of them. Kindness, in Ruslan’s experience, covered treachery or a desire for favors. In recent years, he has shunned most human contact.
As a necromancer, Ruslas has unleashed untold amounts of unholy energy into the world. Places where he spends a great deal of his time have become void of all life, something Ruslan appreciates. The occasional person that comes to “rid the land of the terrible necromancer” warns him that the gods will punish him for his crimes. Ruslan finds this amusing as he strips the flesh from their bones to make new minions.
These 4 undead are kept in Ruslan's portable hole. Granted it's a bit cramped in there, but they are undead. While the ettins are under Ruslan's control, the mohgrs are not, so Ruslan will have Clatterbones open up the portable hole while he prepares to cast control undead on the mohgrs. The ettins were created with animate dead, but the mohgrs were created with create undead.
Hit Dice: 10d12 + 20 (85 hp)
Speed: 40 ft. (8 squares)
AC: 13 (–1 size, +2 natural, +2 Dex), touch 11, flat-footed 11
Base Attack/Grapple: +5/+17
Attack: Morningstar +12 melee (2d6+8) or claw +12 melee (1d6+8) or javelin +7 ranged (1d8+8)
Full Attack: 2 morningstars +12 melee (2d6+8) or 2 claws +12 melee (1d6+8) or 2 javelins +7 ranged (1d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, superior two-weapon fighting, undead traits
Saves: Fort +3, Ref +5, Will +7
Abilities: Str 27, Dex 14, Con —, Int —, Wis 10, Cha 1
Alignment: Neutral evil
Hit Dice: 10d12 + 28 (91 hp)
Speed: 30 ft. (6 squares)
AC: 25 (+6 Dex, +9 natural) touch 16, flat-footed 19
Base Attack/Grapple: +7/+14
Attack: Slam +14 melee (1d6+9) or tongue +14 melee touch (paralysis)
Full Attack: Slam +14 melee (1d6+9) and tongue +14 melee touch (paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, paralyzing touch, create spawn
Special Qualities: Darkvision 60 ft., undead traits
Saves: Fort +4, Ref +12, Will +9
Abilities: Str 25, Dex 23, Con —, Int 11, Wis 10, Cha 10
Skills: Climb +15, Hide +23, Listen +11, Move Silently +23, Spot +15, Swim +9
Feats: Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility
Alignment: Chaotic evil
Improved Grab (Ex): To use this ability, a mohrg must hit a creature of its size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Paralyzing Touch (Su): A mohrg lashes out with its tongue in combat. An opponent the tongue touches must succeed on a DC 17 Fortitude save or become paralyzed for 1d4 minutes. The save DC is Charisma-based.
Create Spawn (Su): Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg’s control. They do not possess any of the abilities they had in life.
Last edited by Isida Kep'Tukari; Wednesday, 20th April, 2005 at 10:58 PM.
Monday, 1st November, 2004, 04:03 AM #4
Novice (Lvl 1)
Male Dwarven Cleric of the Guardian of the Watchtower of the North 8/ Warpriest 10 (18)
Alignment: Lawful Neutral
Patron Deity: The Protector (Earth)
Height: 4’ 1”
Weight: 178 lbs
Eyes: Dark Green
Str: 18 (+4) [6 points, +4 from belt]
Dex: 14 (-) [2 points, +4 from gloves]
Con: 20 (+5) [6 points, +2 racial, +4 from helm]
Int: 10 (-) [2 points]
Wis: 26 (+8) [10 points, +4 for levels, +6 for periapt]
Cha: 16 (+3) [ 6 points, -2 racial, +4 from Ring]
Class and Racial Abilities: Lawful Aura, Spells, Domain Abilities and Spells (Strength and War), Spontaneous Casting, Inability to cast Chaotic Spells, Turn or Rebuke Undead (12 attempts daily), +2 Con, -2 Cha, Darkvision, Stonecunning, Weapon Familiarity (Dwarven Waraxes and Dwarven Urgoshes), Stability, +2 racial saving throw vs poison, +2 racial bonus on saving throws vs spells and spell like effects, +1 racial attack bonus vs orcs and goblinoids, +4 dodge vs giants, +2 racial bonus to appraise and craft checks that are related to metal or stone, Bonus domain (Glory), Rally, Inflame +8, Mass Cure Light Wounds(Sp) 1/day, Fear Aura 1/day (DC=23), Heroes’ Feast (Sp) 1/day, Haste (Sp) 3/day, Mass Heal (Sp) 1/day, Implacable Foe
Hit Dice: 8d8 + 10d10 + 90
AC: 33* [+12 armor, +2 Dex, +4 Natural Armor(amulet), +5 Deflection(Ring)]
*+4 Dodge vs Giants
Init: +2 (+2 Dex)
Saves: (+2 vs poisons and vs spells and spell effects)
Fortitude +22 [+13 base, +5 Con, +4 from Cloak]
Reflex +11 [+5 base, +2 Dex, +4 from Cloak]
Will +21 [+9 base, +8 Wis, +4 from Cloak]
Melee Atk: +20/+15/+10/+5
Ranged Atk: +18/+13/+8/+3
+1 Warhammer of Brilliant Energy +22/+17/+12/+7 1d8+7 x3
+1 Adamantine Warhammer +22/+17/+12/+7 1d8+7 x3
[B]+1 Composite Shortbow +4[/B] +17/+12/+7/+2 1d6+4 x3 70'
Concentration +22 [13 ranks, +5 Con, +4 Combat Casting]
Diplomacy +13 [8 ranks, +3 Cha, +2 Sense Motive Synergy]
Knowledge (Religion) +10 [10 ranks]
Sense Motive +13 [5 ranks, +8 Wis]
Spellcraft +6 [6 ranks]
Glorious Weapons (Complete Divine pg 82)
Practiced Spellcaster (Complete Divine pg 82)
Divine Metamagic (Complete Divine pg 80)
Languages: Common, Dwarven
Spells Prepared Cast as a 17th level caster
Domains: War, Strength, Glory
0th –(DC=18)  Read Magic (x2), Purify Food & Drink (x2), Detect Magic (x2)
1st – (DC=19) [7+1] Shield of Faith (x2), Resurgence [CD177](x2), Entropic Shield, Bane, Doom *Enlarge Person
2nd – (DC=20) [7+1] Undetectable Alignment (x2), Hold Person (x2), Align Weapon, Silence, Status, *Spiritual Weapon
3rd – (DC=21) [5+1] Blindness/Deafness, Protection from Energy, Magic Vestment, Create Food & Water, Flame of Faith [CD166], *Magic Vestment
4th – (DC=22) [5+1] Tongues, Sending, Poison(DC26), Greater Magic Weapon, Revenance [CD178], *Spell Immunity
5th – (DC=23) [4+1] Righteous Might (x2), True Seeing, DragonBreath [CD164], *Flame Strike
6th – (DC=24) [3+1] Word of Recall, Harm, Cometfall [CD159], *Stoneskin
7th – (DC=25) [2+1] Destruction, Greater Bestow Curse [CD153], *Power word: Blind
Equipment for Toryn
Magic items on Toryn, worn
Armor - +4 Mithral Full Plate of Heavy Fortification
Head – Helm of Wisdom +6:
Neck – Amulet of Natural Armor +4
Torso (vest) – Vest of Health +4
Waist (belt) – Belt of Giant Strength +4:
Shoulders (cloak) – Cloak of Resistance +4:
Hands (gloves) – Gloves of Dexterity +4
Right hand (ring) – Ring of Protection +5
Left hand (ring) – Ring of Charisma +4
Boots - Boots of the winterlands
Magic Weapons carried by Toryn:
+1 Warhammer of Brilliant Energy
+1 Adamantine Warhammer
+1 Composite Shortbow +4
-Bag of holding type IV
Diamond (worth 25,000gp), Silver Holy Symbol of Destruction (500gp), Holy Water (x5), Incense (worth 250gp), Ointment of mushroom powder, saffron, and fat (worth 1000gp), Diamond Dust (worth 500gp)
-Masterwork scroll organizer - 60gp (FRCS) –
-Scroll of Implosion
-Scroll of FireStorm
-Scroll of Earthquake
-Scroll of Banishment
-Silver Holy symbol
-Belt pouch - 1gp
-wand of cure light wounds (x5)
-wand of cure critical wounds
-Rod of Metamagic, Extend
-Quiver of Arrows (x2) (40)
854gp - Toryn keeps about twenty gold pieces in his belt pouch, and the rest of his gold is in the bag of holding.
Appearance: Toryn always looks emaculate, especially for a dwarf. His Long black hair and beard are neatly braided, and his Ruddy brown skin is almost as shiny as his freshly polished armor. He stands a full 4'1" tall and weighs a solid 178 pounds. His deep green eyes are usually filled with fervor and determination no matter if he is out on the battlefield or saying his daily prayers.
Personality: Toryn is slow to trust and very suspicious of strangers when it comes to such things he is the epitome of the stereotypical dwarf. He is not friendly nor does he have a sense of humor. In Toryn's eyes everything is a serious matter. These traits have helped him to be very successful on the battlefield but much less so in making friends. He is very courageous but also has a very vengeful side to him.
Background: Toryn was born the only child to his parents. His father was a great commander of the army of his homeland. His Mother was a high Priestess of Moradin. So he learned his martial prowess from his father and the ways of worship from his mother.
Not being able to decide in who’s footsteps to follow, Toryn put all of the lessons that he learned from both parents together in his profession. Other than learning from his parents Toryn’s childhood was uneventful. He loved his parents so that he never wanted to leave their side. He never spent much time with anyone else and therefore never fully developed his social skills.
Toryn’s father was downed in battle and as his mother attempted to save him she was killed as well. Toryn could not understand how Moradin could allow this to happen. Why would the deity that they so devoutly worshiped not protected them better. With this he disowned Moradin as his deity and began on the path to follow the Guardian of the Watchtower of the North, who was much more accessible as he resided on the same plane and had not blindly allowed Toryn’s parents to be killed.
With this change in faith, Toryn left his Dwarven community. He knew that a cleric who no longer accepted Moradin would most likely not be accepted in Dwarf lands. So Toryn departed from his long time home and joined a mercenary guild. As a member of this guild Toryn has taken on duties that would have made his mother proud as well as duties that would have caused Moradin to strip his divine abilities from him had he still worshipped the dwarven deity.
Toryn’s personality wins no one over. Those that accept him and travel with him do so because he is a powerful ally. Many of his former associates have ended up leaving or dying because they could not accept his gruffness and lack of holding his tongue. Toryn speaks his mind and many cannot accept that. He means no one any harm but his lack of social interaction at a young age caused for a lack of social skills now.
Angered Gods: Left the Clergy of Moradin to join Clergy of the Protector
Party ties: Could have been on Mercenary missions with any or all of the members of group.
Last edited by Juggernaut; Sunday, 14th November, 2004 at 06:18 AM.
Monday, 1st November, 2004, 10:17 PM #5
Novice (Lvl 1)
Male Human Rogue 5/ Invisible Blade 5/ Master Thrower 5/ Assassin 3
Alignment: Neutral Evil
Height: 5' 9''
Weight: 178 lbs
Str: 14 (+2) [6 points]
Dex: 29 (+9) [6 points, +4 levels, +5 inherent, +6 gloves]
Con: 14 (+2) [4 points, +2 belt]
Int: 20 (+5) [6 points, +6 headband]
Wis: 12 (+1) [4 points]
Cha: 14 (+2) [6 points]
Class and Racial Abilities:
Human: bonus feat at first level, 4 extra skill points at first level and 1 additional skill point at each level thereafter, no favored class.
Rogue: trapfinding, evasion, trap sense +1, uncanny dodge, sneak attack +3d6.
Invisible Blade: dagger sneak attack +3d6, unfettered defense, bleeding wound, feint mastery, uncanny feint (free action).
Master Thrower: thrown weapon trick (deadeye shot, sneaky shot, weak spot), evasion.
Assassin: death attack (Fort DC 18 / 19 with Assassin’s dagger), poison use, +1 save against poison, improved uncanny dodge, sneak attack +2d6.
Sneak attack: 5d6 / 8d6 with daggers.
Unfettered defense: Add Int bonus to AC (1 point per class level), when wearing no armor and armed with one or more daggers, kukris or punching daggers as the only weapons. If denied Dex bonus to AC, lose also this bonus.
Bleeding wound: Sacrifice 1d6 sneak attack bonus to inflict a wound, that bleeds for 1 point per round. Multiple bleeding wound damage stacks. DC 15 Heal check or any cure spell stops the blood loss. Creatures immune to sneak attacks are immune to bleeding wound.
Feint mastery: May always take 10 in Bluff checks if armed with dagger, kukri or punching dagger, when feinting in combat.
Deadeye shot: critical multiplier for daggers is increased by one (from x2 to x3). Does not stack with any other effect, that increases critical multipliers.
Sneaky shot: Before making a ranged attack, use a move action to make a Sleight of Hand check against opponent’s Spot check. If you win, the opponent loses Dex bonus to AC against the attack.
Weak spot: Make ranged touch attacks instead of normal attacks with thrown weapons against targets of same size or larger. Do not apply Str bonus to damage rolls.
Hit Dice: 13d6 + 5d8 +36
AC: 27 (+9 Dex, +6 armor, +2 natural) / 32 (+5 when armed with daggers)
Touch 19 / 24 when armed with daggers
Flat-footed 27 / 32 when armed with daggers
Init: +9 (+9 Dex)
Speed: 40 ft (30 base, +10 boots)
Fortitude +11 [4 base, +2 Con, +5 vest]
Reflex +29 [15 base, +9 Dex, +5 vest] +1 against traps
Will +10 [4 base, +1 Wis, +5 vest]
Special save notes: +1 against poison.
BAB / Grapple: +15/+10/+5 / grapple +17
Eclipse, +28/+23/+18, 1d4+5, 17-20/x2, slashing & piercing
Equalizer, +28/+23/+18, 1d4+5, 17-20/x2, slashing & piercing
Any masterwork dagger, +26/+21/+16, 1d4+2 (1d4+1 silvered), 17-20/x2, slashing & piercing
Eclipse, +26/+21/+16, 1d4+5, 17-20/x2, slashing & piercing
Equalizer, +26, 1d4+4, 17-20/x2, slashing & piercing
Eclipse, +28 (+1 within 30’), 1d4+5 (+1 within 30’), 17-20/x3, range 20’, slashing & piercing
Any masterwork dagger, +26/+21/+16 (+1 within 30’), 1d4+2 (1d4+1 silvered, +1 within 30’), 17-20/x3, range 20’, slashing & piercing
Balance +11 [+9 Dex, +2 synergy]
Bluff +23 [21 ranks, +2 Cha]
Climb +7 [5 ranks, +2 Str] +2 with ropes
Concentration +12 [10 ranks, +2 Con]
Diplomacy +6 [+2 Cha, +4 synergy]
Disguise +12 [10 ranks, +2 Cha] +2 acting in character when observed
Escape Artist +19 [10 ranks, +9 Dex] +2 to escape rope bonds
Gather Information +12 [8 ranks, +2 Cha, +2 synergy]
Hide +36 [17 ranks, +9 Dex, +10 ring]
Intimidate +4 [+2 Cha, +2 synergy]
Jump +14 [5 ranks, +2 Str, +2 synergy, +5 boots]
Knowledge: local +10 [5 ranks, +5 Int]
Move Silently +26 [17 ranks, +9 Dex]
Search +13 [8 ranks, +5 Int]
Sense Motive +15 [14 ranks, +1 Wis]
Sleight of Hand +32 [21 ranks, +9 Dex, +2 synergy]
Spot +15 [14 ranks, +1 Wis]
Tumble +20 [9 ranks, +9 Dex, +2 synergy]
Use Rope +14 [5 ranks, +9 Dex] +2 to bind someone
Point Blank Shot (human bonus feat)
Far Shot (1st)
Weapon Focus: dagger (3rd)
Precise Shot (6th)
Quick Draw (Master Thrower 1st)
Snatch Arrows (Master Thrower 4th)
Improved Critical: dagger (Master Thrower 5th)
Weapon Finesse (9th)
Improved Precise Shot (12th)
Two-weapon Fighting (15th)
Combat Expertise (18th)
Languages: Common, Gnome, Halfling
Caster level 3rd
Save DC +5
1st – ghost sound, feather fall, true strike
2nd – invisibility, pass without trace
Spells per day:
1st – 4
2nd – 1
2 wrist sheaths (40 gp)
 Eclipse, +3 returning adamantine Assassin’s dagger (45,302 gp)
 Equalizer, +3 defending dagger (32,302 gp)
2 boot sheats (60 gp) [+4 Sleight of Hand to hide items]
 2 x adamantine dagger (6,004 gp)
Knife vest of Resistance +5 (25,025 gp) [holds up to 10 daggers]
 10 x masterwork dagger (3,020 gp)
Manual of quickness in action +5 [used] (137,500 gp)
Worn or carried:
Gloves of Dexterity +6 (36,000 gp)
Headband of Intellect +6 (36,000 gp)
Bracers of armor +6 (36,000 gp)
Masterwork Potion Belt of Health +2 (4,060 gp)
 Fly (750 gp)
 Gaseous Form (750 gp)
 Nondetection (750 gp)
 Cure Moderate Wounds x2 (1,500 gp)
 2 alchemist's fire (40 gp)
 2 acid flasks (20 gp)
Cloak of arachnida (14,000 gp)
Goggles of night (12,000 gp)
Amulet of natural armor +2 (8,000 gp)
Ring of chameleon power (12,700 gp)
Ring of mind shielding (8,000 gp)
Boots of striding and springing (5,500 gp)
Heward’s handy haversack (2,000 gp)
 4 x cold iron dagger (1,208 gp)
 4 x masterwork silvered dagger (1,288 gp)
 bedroll (5 sp)
 winter blanket (5 sp)
 disguise kit (50 gp)
 healer’s kit (50 gp)
 silk rope (10 gp)
 masterwork manacles (50 gp)
 crowbar (2 gp)
 waterskin (1 gp)
 2 vials of antitoxin (100 gp)
 3 alchemist’s fire (60 gp)
 3 acid flasks (30 gp)
 5 sunrods (10 gp)
 10 tindertwigs (10 gp)
 inkpen (1 sp)
 2 vials of ink (16 gp)
 10 sheets of paper (4 gp)
 vial of Deathblade (1,800 gp)
 2 vials of Giant Wasp poison (420 gp)
 vial of Purple Worm poison (700 gp)
 2 vials of Wraith Sheen (300 gp)
 bag of Dark Reaver Powder (300 gp)
 bag of Lich Dust (250 gp)
Belt pouch (1 gp)
 flint and steel (1 gp)
 caltrops (1 gp)
 3 pieces of chalk (3 cp)
 sewing needle (5 sp)
 whetstone (2 sp)
Money: ~ 5,990 gp
Appearance: Baril is a handsome gypsy man with slightly curly black hair and tanned skin with golden hue. He keeps a well-trimmed goatee and has a golden earring on his right ear. When not in disguise, he dresses in a black hooded cloak with web-shaped silk patterns embroided to it. Under it is a purple silk shirt and a black leather knife vest. His clothing in general has dozens of small pockets suited to hide daggers of all shapes.
Personality: Baril is a selfish man and quite full of himself. He can be often heard bragging about how good he is with his knives. He thinks he is the best ever and is quite jealous of this self-proclaimed status. Anyone claiming any other would be challenged or dealt with by using some other – often quite deadly – methods. He has a good sense of humor and enjoys verbally taunting his opponents. It is a small wonder, how someone as rash and foolhardy as him has survived this long in his trade, despite his skills. He enjoys real challenges and isn’t afraid of stepping on anyone’s toes as long as it’s going to be exciting. Baril needs nor respects any deities. If you are good – and a little bit lucky – you can accomplish anything.
Background: Baril was born in a gypsy caravan, that was always on the move, so he was introduced to the wandering lifestyle at an early age. His parents were traders and circus performers. His father had a shownumber as a knife-tosser and his mother was a skilled acrobat. Many of the gypsies are also smugglers, thieves and even worse, so the boy picked up many skills and bad habits before reaching adulthood.
He had had a fairly happy childhood and was looking forward taking his father’s place as the knife-tosser in the circus. Baril admired his father very much and his talent was unquestonable; his hand-eye coordination had always been amazing, defying all imagination.
His life took a dramatic turn, when he was 16. He had fallen in love with a beautiful gypsy girl named Jana, but the girl was also courted by the son of the clan’s leader. Neither young man would back down and a furious knife-fight ensumed. Baril was the winner, but the killing of the clan leader’s son would not go unpunished.
Baril was captured and beaten badly, before he was taken to the clan elders to receive his verdict. It was the worst imaginable, he would not be killed, because he was a gypsy and a part of the family. At least to that point, but not anymore after his crime. He was exiled – the worst, that could happen to a gypsy – and told never to return or he would be tortured and slain. This was indeed worse than even death.
The young man was shocked and disappointed with no clue, what to do with his life. Not surprisingly he became an adventurer, because the wanderlust was strong in him and the life of an adventurer was perhaps the best way to take his thoughts away from his sad past. He never rebelled against the will of the clan elders. The respect for the ancient gypsy tradition is one of the few decent features left in him.
He traveled far and wide forming temporary friendships and alliances with many adventurers, but he never stayed long time in the same party. He trusted noone and cared only for himself. He gained fame and fortune with his uncanny knife-fighting skills and those became really the only things he deemed important. He took dangerous jobs and did countless seemingly stupid things, because he didn’t even care about his own life much.
His gypsy heritage gave him many connections in the underworld and the latest of his whims has taken him to join the guild of assassins. He did it mainly for the excitement, danger and new challenges; money wasn’t that important to him anymore at that point. He rose quickly in power inside the guild, but his rash style has caused trouble to the guild and many of it’s members are also jealous of his skills or are afraid of him.
Party tie-ins: Baril could’ve easily joined Oskar in some of his temple raids. He respects no gods and loves the danger. He could’ve also worked for the necromancer Ruslan Bonescriber in those probably sparse moments, when he has had the need or desire to hire living underlings.
Last edited by Zerth; Sunday, 14th November, 2004 at 07:56 AM.
Friday, 5th November, 2004, 01:40 AM #6
Acolyte (Lvl 2)
Name: Lousin Anune, Lou
Male Half-Elf Fighter 8 / Justiciar 10
Deity: St. Cuthbert
Str: 24 +7 [10 points 2 level adjustment +6 Belt]
Dex: 21 +5 [6 points 1 level adjustment +6 Gloves]
Con: 20 +5 [8 points 1 level adjustment +4 book]
Int: 14 +2 [6 points]
Wis: 10 +0 [2 points]
Cha: 8 -1 [0 points]
Class and Racial Abilities:
Immune to sleep and sleep like magical effects
Low Light Vision
+1 to listen, Search, and spot
+2 Diplomacy and Gather Information
Bring’em Back Alive (Nonlethal attack without penalty)
Nonlethal strike(Nonlethal sneak attack +4d6)
Improved Grapple (No AoO, +4 grapple)
Cripple Strike (any nonlethal attack causes -1 to strength)
Exotic Weapon Proficiency (manacles) (like clue or masterwork light flail)
Street Savvy +6 (+6 circumstance bonus to gather when in pursuit of a criminal)
Hog-tie, Improved Hog-Tie (Can attempt to hog-tie without pinning in a grapple)
Intuition (Survival check to track criminal within one mile)
Hit Dice: 18d10 + 90
AC: 31 (10 base +8 armor + 3 Dex +5 Magic + 5 Natural)
Init: +6 (+4 feat +5 Dex)
Fortitude: 13 (9 base +5 ability)
Reflex: 10 (5 base + 5 ability)
Will: 9 (9 base + 0 ability)
Special save notes: Immune to sleep
Melee Atk: +25/+20/+15/+10
Range Atk: +23/+17/+13/+7
Grapple: +36 (+25 bab + 7 ability + 4 improved grapple)
Adamantine Merciful Greatsword +4
+29/+24/+19/+14 2d6 + 14 + 1d6 nonlethal 19-20 / x2 Slashing
Longbow, composite (+4 str bonus) Merciful Seeking Distance +1
+24/+18/+14/+8 1d8+5 + 1d6 nonlethal x3 Piercing
Manacles, Masterwork (+2 disarm as a Flail)
+26/+21/+16/+11 1d8 x2 Bludgeoning
+25/+20/+15/+10 1d4 19-20 / x2 Piercing or Slashing
+25/+20/+15/+10 1d6 nonlethal x2 Bludgeoning
Spiked Chain(reach, trip, +2 disarm)
+25/+20/+15/+10 2d4 x2 Slashing
+25/+20/+15/+10 1d8 x3 Bludgeoning
Climb 11 (9 ranks + 7 ability – 5 armor check)
Gather Information 22 (21 ranks - 1 ability + 2 race) (cost 8 cc)
Jump 11 (10 ranks + 7 ability – 5 armor check)
Search 5 (1 ranks + 2 ability + 2 race) (cost 2 cc)
Survival 10 (10 ranks + 0 ability) (cost 10 cc)
Ride 16 (9 ranks + 7 ability)
Use Rope 23 (18 ranks + 5 ability)
Heal 10 (10 ranks + 0 ability)
Spot 10 (10 ranks + 0 ability)
Move Silently 4 (+5 magic armor -6 armor check + 5 ability)
Exotic Weapon Proficiency(spiked chain)
Point Blank Shot (Bonus)
Precise Shot (Bonus)
Ranged Disarm (CW) (Bonus)
Languages: Common, Elf
Adamantine Merciful Greatsword +4 53,350 gp 8 lbs
Longbow, composite (+4 str bonus) Merciful Seeking Distance +1 32,800
40 Arrows 2 gp 3 lbs.
Backpack 2 gp 2 lbs.:
Dagger 2 gp 1 lbs.
Sap 1 gp. 2lbs.
Chain, Spiked 25 gp 10lbs.
Grappling Hook 1 gp 4 lbs.
2 Manacles, Masterwork 50 gp 2 lbs.
Rope, silk (50ft. cut into 10 feet sections) 10 gp 5 lbs.
Warhammer 12 gp 5 lbs.
Bag of Holding type IV 10,000:
Bedroll .1 gp 5 lbs.
Blanket .5 gp 3 lbs.
Bag of Caltrops 1 gp 2lbs.
Crowbar 2 gp 5 lbs.
Flask (empty) .03 gp 1.5 lbs.
Flint and Steel 1 gp - lbs
Lantern, bullseye 12 gp 3 lbs.
Mirror, small steel 10 gp, .5 lbs.
Rope, Silk (50ft.) 10 gp 5 lbs.
5 Torch .05gp 1 lbs.
2 Tanglefoot bags 100 gp 4 lbs
3 Thunderstones 90 gp 3 lbs
Healer’s Kit 50 gp 1 lbs
Cold Weather Cloths 8 gp 7 lbs
2 days rations 1 gp 2 lbs.
Antitoxin vial 50 gp – lbs.
Manual of bodily health +4 110,000 (used)
Boat, Folding 7,200 gp
Potion Belt 1 gp 1lbs.
Potion of Remove Disease 750 gp 1.5 lbs.
2 Potions of Invisibility 600 gp 1.5 lbs.
Potion of Neutralize Poison 750 gp 1.5 lbs.
Potion of Remove Paralysis 300 gp 1.5 lbs.
Antitoxin vial 50 gp – lbs.
Mithral Full Plate of Silent Moves + 5 39,400 gp 25lbs.
Ring of Freedom of Movement 40,000
Ring of Sustenance 2,500 gp
Boots of speed 12,000
Belt of giant strength +6 36000
Amulet of Natural armor +5 50,000
Gloves of Dex +6 36,000
Money: ~ 8,450gp
Numerous scars on Lou’s face and exposed skin make him seem gruffer then his boyish looks allow. Usually his slightly pointed ears are hidden from view to down play his elven roots.
“Life is unfair. Those that live it do not have to be.”
Not known to smile that often it does happen. He’s a business first and pleasure later type person.
Chip on sholder
Looks out for the little guy
Lousin Anune was born to a wood elf and a female human. As long as he can remember he lived on the edge of town. After a while he noticed how the town people looked and treated his mother and him differently then the other humans.
His father didn’t spend much time at home. On one of the few times he wasn’t out adventuring the house they lived in was broken into. A man who Lou found out later was called Norimas attacked and killed his father over some magical weapon. Lousin witnessed his fathers death and got a very good look at the Norimas the Elf.
Lousin grew into a life of swords and fights. Anger and revenge took over his life focus. Simple things could set him off and for him to put on a offensive posture. He feel into a group of thieves and assassins and learned of the ‘Rogues Code’ and starting offering his service to anyone who would pay him.
He killed murders, thieves, holy men, and children alike. Of course the kids cost more but they still had a price. Eventually he took trophies. He even got two Holyphants, the messenger of gods. One held the holy symbol of Heironeous but the other had no identifiable god.
His last job was killing a man in cold blood Leo notice his son had witnessed the murder. All of his training told him he should do away with the child like his father but something inside of him couldn’t do it. That was the turning point.
After that Lou focused on justice not revenge. On what he can do to stop others before they create more children like him. He vowed to bring law to the lawless and to atone for his sins. You know crap like that.
Last edited by guedo79; Sunday, 14th November, 2004 at 02:46 PM.
Friday, 5th November, 2004, 02:57 AM #7
Male Grippli - 5 Fighter/3 Rogue/10 Order of the Bow Initiate (18ECL)
Alignment: Chaotic Neutral
Patron Deity: Grippli Godess of the Swamps
Weight: 34 lbs
Skin Colour: Mottled Grey with Olive Green blotches on back and forearms
Eyes: Orange-Yellow with Black "slit" pupils
Str: 18 (+4) [10pts, -2 racial, +4 Belt]
Dex: 26 (+8) [10pts, +2 racial, +1 @ 12th and 16th, +6 Gloves of Dex]
Con: 16 (+3) [10pts]
Int: 12 (+1) [2pts, +2 racial]
Wis: 12 (+1) [0pts, +2 racial, +1 @ 4th and 8th]
Cha: 6 (-2) [0pts, -2 racial]
Hit Dice: 5d10+3d6+10d8+54
HP: 161, Current 130
AC: 34 (10 +8 Dex +5 Armor +5 Amulet +5 Ring +1 Size)
Init: +8 (+8 Dex)
Speed: 30' (20' Base, +10 Boots)/ Climb 20'
Fortitude +19 [+11 Base +3 Con +5 Cloak]
Reflex +24 [+11 base +8 Dex +5 Cloak]
Will +15 [+9 base, +1 Wis +5 Cloak]
Class and Racial Abilities:
Grippli Dark vision 60’, Marsh movement (no penalties to movement when traveling in marshes), +6 Hide bonus in swamps and forest. Small size. 20 ft. speed, and 20 ft. climb speed. -2 Str, -2 Cha, +2 Dex, +2 Wis, +2 Int.
Fighter Simple and Martial Weapon Proficiencies, Heavy Medium and Light Armour Proficiencies, Shield Proficiency, Bonus feats (Lvl 1, 2 & 4)
Rogue Sneak Attack +2d6, Trap Finding, Evasion, Trap Sense +1
Order of the Bow Initiate Ranged Precision +5d8, Close Combat Shot, Greater Weapon Focus (Longbow) FEAT, Sharp-Shooting FEAT, Extended Precision (60')
Melee Att: +22/+17/+12/+7
Ranged Att: +26/+21/+16/+11
Sender+5 Composite Longbow (+4 Str) Exit Wounding R+34/+29/+24/+19(1d6+13+1d6"Exit" dam, Crit 19-20 x3, Range 110')
- "Ranged Precision shot" R+34 (1d6+13+1d6"Exit"+5d8 *+2d6 Sneak if within 30' and target has lost Dex bonus* dam, Crit 19-20 x3, Range 60')
- "Sneak Attack" R+34/+29/+24/+19 (1d6+13+1d6"Exit"+2d6 dam, Crit 19-20 x3, Range 30')98800gp
Widow's Tongue+3 Short Spear of Wounding and Returning M+26/+21/+16/+11, R+29/+24/+19/+14 (1d4+7 dam Crit 20 x2, Range 20') 72302gp
2x +1 Ghost-Touch Daggers M+23/+18/+13/+8, R+27/+22/+17/+12 (1d4+5 dam Crit 19-20 x2, Range 10') 16604gp (Kept in each boot-top)
58 Arrows 3gp
(Bow, Spear, and Arrows kept in Quiver of Ehlonna, Daggers are sheathed at Belt)
Skills: (81 Skill Points)
Craft(Bowcrafting) 10 (9 rnk, +1 Int)
Climb 14 (10 rnk, +4 Str)
Jump 17 (6 rnk, +5 Boots, +2 Synergy, +4 Str)
Swim 10 (6 rnk, +4 Str)
Balance 15 (5 rnk, +2 Synergy, +8 Dex)
Hide 20*26* (7 rnk, +5 Armour, +8 Dex *+6 in Swamps and Forests*)
Move Sliently 20 (7 rnk, +5 Armour, +8 Dex)
Tumble 17 (7 rnk, +2 Synergy, +8 Dex)
Listen 10 (9rnk, +1 Wis)
Spot 15 (9 rnk, +5 Lenses, +1 Wis)
cc - Knowledge(Religion) 5 (4=2 ftr rnk, 2 OoBI rnk, +1 Int)
Point Blank Shot(1st)
Weapon Focus "Composite Longbow"(Ftr 1st)
Precise Shot(Ftr 2nd)
Shot On the Run(Ftr 4th)
Improved Critical "Composite Longbow"(12th)
Greater Weapon Focus "Composite Longbow"(4th OoBI)
Sharp-shooting (6th OoBI)
Weapon Specialisation "Composite Long Bow"(15th)
Greater Weapon Specialisation "Composite Longbow"(18th)
Languages: Grippli, Common, Sylvan
+4 Padded Armour of Shadows and Silent Moves(+5 AC, +8 Max Dex, -0 AC Pen)23655gp
Amulet of Natural Armour +5 50000gp
Ring of Protection +5 50000gp (Right index finger)
Ring of Sustenance 2500gp (Left index finger)
Gloves of Dexterity +6 36000gp
Lesser Bracers of Archery 5000gp (+1 to Archery att)
Belt of Giant Stregth +4 16000gp
Cloak of Resistance +5 25000gp
Boots of Striding and Springing 5500gp
Quiver of Ehlonna 1800gp
Brooch of Shielding 1500gp
Eyes of the Eagle 2500gp
Explorer's Outfit 10gp
2x Belt Pouches 2gp
(In Left pouch....)
(In Right Pouch.....)
Coinage (See below)
Bag of holding (Type 2) 5000gp (Carried via straps like a backpack.)
(In Bag of Holding.....)
Dust of Appearance 1800gp
Dust of Dissapearance 3500gp
Bottle of Air 7250gp
Flint and Steel
5 day's of Firewood
50' Hemp Rope
3 pints of Oil
2 Flasks of Acid
2 Flasks of Alchemists Fire
2 Vials of Anti Toxin
4 Bottles of Holy Water
*These sundry items all add up to 1350gp, - rounded up to the nearest gp*
10x Cure Serious 7500gp
2x Blur 900
4x Invis 1200gp
2x Spider Climb600gp
1x Fly 750gp
1x Remove Curse 750gp
1x Remove Disease 750gp
1x Neutralise Poison 750gp
Severed Giant's Ear
16 years ago
Pabsit had been a bored Grippli. He lived a boring life amongst his family and friends in the small village situated in a non-descript marsh in the middle of some-plane-or-other. He hunted Dragonfly's and Giant Slugs & Toads as his father and father's father had and married the girl-next-door, as had been expected of him.
His boring life didn't change for some years. Well, except for buying into a mud-fish farm and becoming bored with that too, and, the fact that the girl-next-door, turned out to be the Devil Grippli of legend. At least, whenever she spoke to him.
So Pabsit became both a bored AND a stressed Grippli.
Thankfully, relief came one day, when a group of brigand-ish Bullywugs attacked the peacefull village. The fighting was bloody and frantic, but eventually, the toad-men were driven off. Excitement at last! And a prisoner captured to boot! (The fact that his Mother and Father had perished never even caused him to pause until days afterwards.) The prisoner, sadly, lasted only a few hours of torture. The Grippli's so eager to join with Pabsit, soon turned away or left as Pabsit all too hungrily went about his grizzly work. More excitement was to be found, apparently. The (Now thoroughly deceased.) Bullywug captive, gave the location of their master, Milwabetice - a young black dragon, and Pabsit made preparations to take on the swamp's scourge.
Alone (Thankfully, none of the others fancied their chances on this mission.), Pabsit stalked through the marsh. He came upon the Bullywug camp first. Still licking their wounds, he surprised and dispatched them easily. He then went on to the dragon's territory. Not expecting a response to his planned attack from the supposedly fearful Grippli's, the dragon was taken completely unawares. In a moment of triumph, the grippli warrior held up the dragon's severed head above his own in both hands. He pilfered it's small hoard (The most prized item being a small spear of some magickal design.) and headed home.
The welcoming was not what he had expected at all. The surviving elders berated his recklessness and lack of wisdom. The dragon had for years kept the trolls of the swamps under control, now there was nothing to stop them from over-running the village. The remaining peoples rallied behind the elders (Including his wife) and lashed out at him with their words. Pabsit accepted their comments, bathed in them almost. He never replied, just picked the dragon's head out of the sack he had stored it in and hauled it into the crowd and turned to go home.
At home, the berating continued, though this time, his wife delivered the words and didn't stop, even when he pleaded with her. So he took his spear up, and slammed the front door in her face. "From this day on, I have no wife! I am dead to you!" he shouted and left, determined to find out more of this new life he had chanced upon.
A hunter of criminals and saints alike, Pabist's former life has been left far behind. He no longer even remembers where his home village used to be, the only link to his former life, his small devotion to the Grippli Mother Goddess.
Well, "kind of" devotion. He managed to "accidentally" slay her favoured dragonfly one time when he was REALLY hungry..... And hse got mad. At least he thinks so, cos she doesn't answer his prayors anymore.
Last edited by deadestdai; Wednesday, 22nd June, 2005 at 08:28 PM.
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