Island Empire Characters

Leif

Adventurer
Gnurl Whiskerling, Gnome Wizard at Small

Gnurl Whiskerling (Admiral of the Low Seas, Gnarly Gnurl, Gnurly-Boo, Gnasty Gnurl, Gnice Gnurl, Gnobody's Fool Gnurl)

[sblock=stats]
Gnome Wizard (Illusionist), alignment: N/G
Level: 10, xp: 45,131 age: 75, Height: 3'4", Weight: 45 lbs.
+2200(barghests)=47,331
+800(sea monsters) =48,131
+1500(snakes) = 49,631
+4950(vampire count, nephew, werewolves, bats)=54,581


S 8 : -1 to hit, damage, and str skill checks
I 18 :+4, languages: Gnome, Common, Elven, Dwarven, Giant, Draconic
W 10
D 12 : +1 to AC, initiative, and dex skills
C 16 [20]: +3 [+5] to hp and con skills
Ch 15 : +2

HP: 76/76 [thanks to Amulet of Health +4, 56 hp w/o it]
current hp: 73 -5-2 = 66 (gargoyles)

Attack Bonus: +6 normally: +5 (BAB) +1 (size) -1 (str) +1 (magic morning star)
other adjustments: +1 (racial vs. kobolds & goblinoids) +1 w/missile(dex)
Weapon of choice: Morning Star, +1 (enchantment negates Gnurl's str penalty)
Backup: Dagger (but he hates to get blood on it)

Base Armor Class 10 +1 dex, +1 racial, +3 bracers of armor, +3 ring,
other adjustments: +4 dodge vs. giant types, +4 with Mage Armor, +4 with Shield, +6 with Greater Mage Armor

Adjusted AC: 18, 22 with Mage Armor, 22 with Shield, 26 with both, 24 with Greater Mage Armor, 28 with GMA + Shield, still +4 vs. giant types
Flat-Footed: 17
Touch: 12

Saves: (+2 racial bonus to saves vs. illusion)
Fort: +5/+3 (ability bonus), +3 (class/level bonus) = +8/+6 total
Ref: +1 (ability bonus), +3 (class/level bonus) = +4 total
Will: +0 (ability bonus), +7 (class/level bonus) = +7 total

Gnome Spell-Like Abilities (1/day each): speak w/animals (burrowing mammals), dancing lights, ghost sound, prestidigitation
[/sblock]
[sblock=Familiar, Featherwind]Familiar: Owl, her name is Featherwind, her feathers are light grey with black hourglass markings on both sides of both wings, and white tail feathers. She wears a gold band set with a pearl around her right leg (125 gp). Featherwind can deliver touch spells if she is in contact with Gnurl when the spell is cast. Gnurl and Featherwind can communicate verbally, and she can also speak with other birds. She is +5 to AC, 10 int. Which makes Featherwind AC 22, t 20, ff 19; hp 26, Listen +14, Move Silently +17, Spot +6 (+8 to spot in shadowy illumination).
[/sblock]
[sblock=Spellbooks]
Spellbook [99 of 100 pages filled]: +1 DC racial bonus to all illusion spells, so illusions are DC=10+1+1+1+4+spell level, other spells are DC 10+4+spell level
Cantrips, 0 Level: all except for Enchantment and Necromancy (Gnurl's prohibited schools): Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1st Level: Color Spray(gsf), Feather Fall, Mage Armor, Magic Missile, Vigilant Slumber (Comp. Mage p. 122), Shield, Identify, True Casting (Comp. Mage p.121), True Strike, Unseen Servant
2nd Level: Hypnotic Pattern(gsf), Invisibility(gsf), See Invisibility, Arcane Lock, Scorching Ray; Baleful Transposition; Phantasmal Assailants(gsf) (SC p. 154)
3rd Level: Lightning Bolt, Major Image(gsf), Shadow Binding(gsf) (Comp. Arcane p.122), Summon Monster III, Dispel Magic, Selective Invisibility (gsf) (School of Illusion, p.48); Greater Mage Armor (+6 to AC)(SC p. 136); Mass Mage Armor (SC p. 136);
4th Level: Greater Invisibility(gsf), Phantasmal Killer(gsf), Polymorph, Rainbow Pattern (gsf), Orb of Force (Complete Arcane, p. 116)
5th Level: Fever Dream (gsf)(Comp. Mage p.104), Baleful Polymorph, Shadow Evocation (gsf)

Second Spellbook, 9 of 100 pages filled
1st Level:
2d Level:
3rd Level:
4th Level: Force Missiles (SC p. 98);
5th Level: Shadow Hand (gsf) (SC p. 183);
[/sblock]
[sblock=Spells Prepared/Used]
Spells Prepared [Strikethrough=used for the day]: 4/4/4/3/3/2, + specialization bonus (sp), + int bonus (int), (gsf=Spl Foc. and Greater Spell Focus apply for save DC:+2,+1*race=+3DC). (W=memorized due to Ring of Wizardry)
0: ghost sound (sp gsf), resistance, resistance, flare, open/close
1: color spray (sp, gsf), color spray (int, gsf), true casting, mage armor, shield, shield
2: invisibility (sp, gsf), scorching ray (int), scorching ray, invisibility (gsf), arcane lock, see invisibility, scorching ray (W), see invisibility (W), baleful transposition (W), phantasmal assailants (W) (gsf)
3: major image (sp, gsf), lightning bolt (int), dispel magic, Greater Mage Armor, selective invisibility (gsf)
4: phantasmal killer (sp, gsf), orb of force (int), orb of force, greater invisbility (gsf), force missiles
5: fever dream (sp, gsf), baleful polymorph, baleful polymorph
[/sblock]
[sblock=Feats]
Feats:
1. Spell Focus, Illusion, (L1 standard) (+1 DC for saves) (Gnurl also has +1 DC racial bonus for illusion spells)
2. Scribe Scroll (L1 Wizard bonus Feat)
3. Summon Familiar (L1 Wizard bonus Feat)
3.5 Alertness - Gnurl gains the benefit of Alertness as long as Featherwind in within arms length of him.
4. Simple Weapon Proficiency, (L3 standard) (Gnurl is proficient with all simple weapons)
5. Spell Mastery (L5 Wiz bonus Feat) (major image, shadow binding, lightning bolt, magic missile)
6. Spell Penetration, (L6 standard) (+2 on caster level checks, 1d20+CL+2, to overcome creature's spell resistance)
7. Greater Spell Focus, Illusion (L9 standard) (another +1 to DC for saves)
8. Craft Wand (L10 wiz bonus feat)
9. Sudden Maximize (campaign bonus feat awarded 5/29/09)
[/sblock]
[sblock=Skills]
Skills: (6 points/level above 1st)
1. Spellcraft : +26 (illusion) +17 (ench./necro.) +22 (all other schools)
(13 ranks, +4 int, +2 racial bonus for checks involving illusion, +2 spec. bonus,illusion, +2 know.:aracana synergy,-5 for checks involving ench./necro., +3 Mage's Ring)
2. Concentration : +21 w/ Amulet of Health, +19 w/o Amulet of Health (13 ranks, +3/+5con(Amulet of Health), +3 Mage's Ring)
3. Decipher Script : +12 (8 ranks, int +4)
4. Knowledge (Arcana) : +17 (13 ranks, +4 int)
5. Knowledge (The Planes) : +19 (10 ranks, +4 int +5 campaign bonus)
6. Knowledge (History) : +8 (4 ranks, +4 int)
7. Knowledge (Nature) : +8 (4 ranks, +4 int)
8. Hide (cc) : +7 (2 ranks, +1 dex, +4 racial) (+40/+20 while invisible)
9. Move Silently (cc) : +2 (1 rank, +1 dex)
10.Spot (cc) : +3/+6, (1 rank, +0 wis, +2 for Alertness feat, see above) Featherwind gives me +3 to spot checks in shadowy/darkened areas)
11.Swim (cc) : +0 (1 rank, -1 str)
12.Search (cc) : +6 (2 ranks, +4 int)
+4 listen (racial +2, alertness feat +2)
+2 on craft (alchemy) (racial)
+4 on gather info. (+2 racial, +2 cha)
+8 on checks for Use Magic Device (Scrolls) (+2 spellcraft synergy, +2 decipher script synergy, +4 int)
+5/+7 on Survival checks while on other planes (+2 Knolwledge: Planes synergy, +3/+5 con)
[/sblock]
[sblock=description]
Gnurl is a fairly slender, left-handed gnome, with intense, deep blue eyes that smolder like the last two remaining coals of hell's inferno. He wears his fiery red hair long, and plaited into a narrow queue that extends down just past his shoulders. His neatly trimmed goatee and mustache are coal black. He is something of a primadonna about his hair and beard, and every few days he is expertly bathed, coiffed, shaved, and groomed via his unseen servant spell.

When in a civilized area, Gnurl customarily wears a roomy, green or red jerkin (he alternates colors) with wide three-quarter length sleeves that almost completely cover his brass bracers of armor, which are carved with pastoral scenes of gnomish life. He also wears blue or black trousers and a bright yellow sash that goes from right shoulder to left hip, that has numerous pockets on the side next to his body, where spell components and other small items are stored. Two or three of the pockets are larger to accomodate items like potion bottles or wands, and, of course, his dagger (which is well-concealed when it is so carried) (Gnurl doesn't think of the dagger as a weapon, just a very sharp tool for peeling apples, cutting fingernails, etc. Actually, he would hate to get blood all over his dagger! :\ ). Gnurl wears soft leather boots with hard soles. He also wears a wide leather belt from which depend three small pouches (at the 4,5, and 8 o'clock positions) and a hook to hold his morning star (9 o'clock). Gnurl generally does not carry the morning star in a city, so the hook is also detached from the belt as well at such times. (At such times, his morning star will be kept in his Heward's Handy Haversack so it can be obtained at once if needed.) A broad brimmed hat (usually the same color as his tunic, but sometimes he wears the other color hat to be different) completes this outfit.

When traveling or adventuring, Gnurl prefers tunics and hats of more somber colors -- mostly earth tones, forest green, and black. In these situations, he wears the same garments, just in different colors and coarser, more durable fabrics. He also wears hard leather boots at such times, into which his buckskin trousers are tucked, and he customarily travels armed. Note: Gnurl will never enter Salty Bill's unarmed again!
[/sblock]
[sblock=Treasure/Money]
pp
gp 9,140
sp 113
cp 25
Gnurl contributes 200gp to provisioning the CrestDancer (already subtracted) plus another 250 gp to re-supply also already deducted
assorted lesser gems worth a total of 50 gp
Bank Draft for 3000 gp, payment for finding Allois Marin (cashed it in, we found him!)
Additional Bank Draft for 8,000gp from Capt. Marin!! cashed in?
[/sblock]
[sblock=Magic Items]
Eternal Wand of Lightning Bolt (CL 5 - MIC 159) 2 uses/day
Boots of Speed (+1 to hit and AC when acivated-10 rounds/day total +30'/round speed)
Healing Belt (3 chgs/day, 1ch-2d8,2ch-3d8,3ch-4d8; and it grants +2 to heal checks)
Mage's Ring from Capt. Marin. Ring of Wizardry, either type I or II (decide each day) and gives +3 on concentration and +3 Spellcraft (spells memorized due to this item are so noted)
Crystal of Lifekeeping, Lesser
Bracers of Armor +3
Amulet of Health +4
Amulet of Nat. Armor +1 (not worn)
Ring of Protection +3
Morning Star +1
Heward's Handy Haversack
Hand of the Mage (carried, not worn)
Runestaff of the Undead Slayer
Wand: Mage Armor (CL 10) 50 charges -2
Wand: Dispel Magic (CL 10) 50 charges
Wand: Magic Missile (CL 9) 50 charges -28
Wand: Detect Magic (CL 1) 50 charges -1
Wand: Detect Secret Doors (CL 1) 50 charges
Potion: Displacement 2 doses (1 used in fight w/ dread wraith and company)
Potion: Cure Light Wounds (1d8+1) x 10, -3
Potion: Cure Serious Wounds (3d8+5) x 7, -1
Scroll Mage Armor (CL 1) x 5 (used: 1 )
Scroll Protection from Energy (CL 5) [NEED TO GET THIS INTO SPELLBOOK!!]
Scroll, Lightning Bolt (CL 10) x20 (both used)
Scroll, Dispel Magic (CL 10) x1
Scroll, See Invisibility (CL 10) x3
Scroll Obscuring Mist (CL 1)
Scroll Remove Fear (CL 1) x3
Scroll Identify (CL 1) x2
Scroll Read Magic (CL 1) x3
Scroll Detect Magic (CL 1) x3
Scroll Remove Curse--NEEDED IN SPELLBOOK!!, Crushing Despair, Keen Edge, Alter Self
[/sblock]
[sblock=Mudane Equipment] (at least it's a small start!)
Kept in Heward's Handy Haversack
-very sharp razor
-big cake of soap
-spare clothing/boots detailed above
-morning star (when in town, except when headed to Salty Bill's, and then it's worn normally)
-spell focus for Greater Mage Armor
-scrolls/potions/other magic items that aren't already worn elsewhere
Admiral's Uniform (stored on the Crest Dancer when not worn. [Lots of gold braid on the sleeves and "scrambled eggs a-plenty" on the bill of the cap.] (50 gp)
(just need to buy the rest of his equipment now!)
[/sblock]
[sblock=Gnurl's goody bag from Captain Marin]
It is a messenger type bag with hard sides and a shouder strap. The bag is made of fine
leather impressed with a paisley pattern. On the front of the bag is a small patch with
an embrodered Marin and Son logo--twin lateen sails marked with a stylized double M
on a background of blue that fades from dark navy at the bottom to azure at the top.

The flap is held down by a lace. The bag has another tightly laced opening under the
flap and you suspect that the bag would do an admirable job of keeping the contents
dry if properly laced even in rough seas and spray. Inside the flap is a hidden
sheath containing a large dagger. The bag contains a money pouch with a ring held to it
by a couple of stitches, a tobacco pouch with a pipe protruding and two potion
bottles. Some magic cast on the bag at its packing reveals the nature of the contents to
Gnurl. The knowledge just springs to mind in a way that is harmless, but
disconcerting none the less. The bag can be unfolded to make a lap desk with high quality
pens, ink and paper ready to use. It also has a large protected pocket which can store
spell a full set of spell books at only a 1/4 the normal thickness and weight. Books
thus protected have +1 hardness and +2 hitpoints, are protected from normal water
and have energy resistence 10 vs. acid, flame, cold, electric and s!
onic energy. The pouch is filled with fine tobacco that smells vaguely of apples
and spice. The pipe is walrus tusk and covered in scrimshaw etchings of a faces of
many different sorts of humanoids. The pipe in addition to being a particularly good
one, has the ability to blow special smoke rings up to three times a day that are the
equivelent of dust of illusion. Smoker can blow them at willing or unwilling targets
(DC: 12 reflex save if unwilling)as well as himself. The dagger is most unusual in
design; the hilt has a heavy basket guard with raised studs that would be effective
in defense or for punching as a non-lethal weapon. The twin blades are
intertwined--one a shiny silver and the other a dull treated blue. (Think of a soft serve ice
cream cone mixing chocolate and vanilla swirl.) The points diverge slightly ending
about the width of a gnome's least finger apart. The blade has no edge being suited only
to fighting with the point. There is a stud on the hilt that whe!
n pressed allows a thunderstone to drop out of a compartment, !
so that it can be pulled free and tossed. The dagger holds two of these at a time and the
bag contains 6 more sized to fit. The blades are alchemical silver and cold iron and
the weapon is enchanted to be +2 to hit and damage. It is well made and superbly
balanced, perhaps as well as any weapon you have ever held. However, the weapon is large
for a dagger and heavy due to the twin blades and thick hilt guard making it
somewhat awkward to use. (-1 to hit unless you take an exotic weapon proficiency to learn
to fight with it.) Because of its size the dagger is able to deal considerable
damage for a dagger (1d4 despite being sized for a Gnome) The stout construction of the
guard and blade allow the weapon to be used purely for defense as a sort of shield.
(+2 to AC if used as a buckler--you must be able to use shields or take the exotic
weapon proficiency to use it this way.) The ring is a set with a blue stone and
inlayed with a tiny Marin and son twin sail emblem that can only be seen on
close inspection. The ring is a magical 'Mage's Ring'. Its power is as a ring
of wizardry type I or II (you must decide each day). Additionally, the ring gives
its wearer a +3 on spell craft and concentration skill checks. The coin pouch contains
3 pearls worth 100 gp each, assorted lesser gems worth a total of 100 gp and 50 gp
in assorted coins. The first potion bottle contains two doses of Displacement, while
the second contains two doses of Cure Moderate Wounds. Additionally, there is a
payment of a 3000gp bank draft for your services in finding his son.
[/sblock]
 
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Scotley

Hero
Yes, I believe that's how you got to be eighth level. It was way back in Dec. I have not yet awarded exp. for this most recent fight. In that I have been remiss and will soon make amends.
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
Gotta put the finishing touches on him first! I'll be more than happy to share once I get him all polished.

In the meantime, I can give you a description and generalities:

He's 6'5" tall and weighs about 225. Pale green skin, hair the dark green of seaweed that hangs free down to the bottom of his shoulderblades and seems to sway gently as though its in the water, and sea green eyes. His head is actually shaved around the sides and back - all that hair comes from the top. He's covered in absolutely beautiful tattoos: a sea turtle fills his chest, a kraken covers his back and it's tentacles come around and twine down his arms, twin sea dragons wrap their serpentine bodies down each leg from hip to ankle, and the lower jaw and teeth of a shark extend from temple to temple around the back of his head.

He dresses in loose cotton/canvas britches tied with a rope and hanging to mid shin. His shins are covered by simple leather greaves, and his forearms by plain leather bracers. He wears a leather circlet around his brow, and a silver torc set with a jade sea turtle around his neck. His feet are bare, as are his chest and arms.

He is a Water Genasi, Fighter/Monk.
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
H'Roosh

IC Posting Conventions:
"Color & Quotes" = Speech
Color & Italics = Thoughts


Code:
  Name: [COLOR="SeaGreen"]H'Roosh[/COLOR]                                        Age: 25
 Class: Fighter/Monk                                Height: 6'5"
  Race: Genasi (Water)                              Weight: 225 lbs
  Size: Medium                                        Hair: Dark Green
Gender: Male                                          Eyes: Sea Green
 Align: Lawful Good                                   Skin: Chalk White
 Deity: Oseaan

Str: 14 +2            Level:  02/07          XP:  49951
Dex: 18 +4            Speed:  50'            HP:  72
Con: 12 +1             Init: +04            ACP:  NA
Int: 14 +2              BAB: +07        Dmg Red:  0/anything
Wis: 18 +4          Grapple: +13      Spell Res:  None
Cha: 09 -1               LA: +01     Spell Save:  NA



    AC:     Total  Base  Armor  Shld   Dex  Size   Def   Nat  Misc
              20    10     +0    +0    +4   +0     +0    +0    +6

                  Touch AC: 20              Flatfooted AC: 16


                Total  Base   Mod  Misc   Special
Fort:            13     5     +4    +4    +2 vs. Water/Enchantment
Ref:             13     8     +1    +4
Will:            13     5     +4    +4


Weapon            Attack      Damage  Critical    Special
Unarmed Attack    +12/+12/+7  2d6+5   20/x2       +1 Magic Enhancement
  (As 12th Level)                                 Flurry of Blows
                                                  Stunning Fist (7/Day)
                                                  +4 Disarm/Grapple/Trip
                                                  +1d4 Damage (7/Day)
                                                  Reflect Ranged Damage 1/Rnd
                                                  Deflect Ranged Attack 1/Rnd
                                                  Trade Attack Bonus for AC


Languages: Common, Aquan, Gnoll, Elvish


Genasi Traits:
    * +2 CON, -2 CHA
    * Native Outsider
    * Swim Speed 30'
    * Water Breathing
    * Darkvision (60')
    * +2 Saves vs. Water Spells/Effects
    * Create Water 1/Day as 5th Level Druid
    * LA +1

Fighter Abilities:
    * Proficiencies: All Armor/Shields; Simple/Martial Weapons
    * Fighter Bonus Feats (2)

Monk (Tide Walker) Abilities:
    * AC Bonus (Wisdom Bonus, +2 Bonus (As 12th Lvl Monk)
    * Improved Unarmed Strike/Flurry of Blows
    * Evasion (No Damage from Save vs. ½ Damage Attacks)
    * Fast Movement (+20')
    * Still Mind (+2 Saves vs. Enchantment)
    * Ki Strike (Magic)
    * Slow Fall (30')
    * Purity of Body (Immune to Disease)
    * Wholeness of Body (Heal 14 Pts/Day)

Traits:
    * Sea Dog (Profession: Sailor (4); KS (Sea), Rope Use, Swim (2 Each)
    
Feats:
    * Alertness                 - +2 Listen/Spot
    * Combat Expertise          - Trade Attack Bonus for AC
    *   Improved Trip           - +4 Trip Attempts, No AoO
    *   Improved Disarm         - +4 Disarm Atempts, No AoO
    * Deflect Arrows            - Deflect 1 Ranged Attack/Round
    * Improved Unarmed Strike   - Considered Armed, Extra Damage (Monk)
    *   Improved Grapple        - +4 Grapple, No AoO
    * Stunning Fist             - 7/Day, Save DC 18
    * Weapon Finesse (Unarmed)  - Use DEX Modifier for Unarmed Attacks
    * Fists of Iron             - +1d4 Damage 7/Day
    * Turn the Tide             - Redirect Ranged Damage 1/Round
    

Skill Points: 73 (8 Fighter/65 Monk)

Skills                     Total   Rank   Ability  Misc
Appraise                    02                2     5*
Balance                     11       5        4     2
Bluff                      -01               -1     
Climb                       07       5        2     2*
Concentration               09       8        1     
Craft (Bonsai/Calligraphy)  07       5        2     
Decipher Script                               2     
Diplomacy                  -01               -1     
Disable Device                                2     
Disguise                   -01               -1     
Escape Artist               04                4     2*
Forgery                     02                2     
Gather Information         -01               -1     
Handle Animal                                -1     
Heal                        04                4     
Hide                        09       5        4     
Intimidate                  07       8       -1     
Jump                        09       5        2     2
Knowledge (Arcana)          04       2        2     
Knowledge (Arch/Engn)                         2     
Knowledge (Dngnrng)                           2     
Knowledge (Geography)                         2     
Knowledge (History)                           2     
Knowledge (Local: The Sea)  04       2        2     
Knowledge (Nature)                            2     
Knowledge (Nobility)                          2     
Knowledge (Religion)                          2     
Knowledge (The Planes)                        2     
Listen                      12       6        4     2
Move Silently               09       5        4     
Open Lock                   04                4     
Perform                    -01               -1     
Profession (Sailor)         13       9        4     
Ride                        04                4     
Search                      02                2     
Sense Motive                04                4     
Sleight of Hand             04                4     
Speak Language                                      
Spellcraft                                    2     
Spot                        12       6        4     2
Survival                    04                4     
Swim                        04       2        2     
Tumble                      11       5        4     2
Use Magic Device                             -1     
Use Rope                    09       5        4     2*

*Circumstantial bonuses not included in total


Money
PP: 00     GP: 3777     SP: 300     CP: 00

Equipment                      Cost    Weight
Monks Belt*                 13000gp
Sailor's Britches*           5000gp      1 lb
Sailor's Greaves*             500gp      1 lb
Vest of Resistance (+2)*                 1 lb
Bracers of Dexterity (+2)*   4000gp      1 lb
Circlet of Wisdom (+2)*      4000gp
Amulet of Emergency Healing*
Ring of Thunderclaps*
Marin's Duffel (Small BoH)*             15 lb
  Marin's Maine Gauche*
  Rope (100' Silk)/Climb Kit  100gp   
  Rations (10 Days)             5gp   
  Waterskins (2)                2gp
  Tanglefoot Bags (5)         250gp
  Thunderstones (5)           250gp
  Smokesticks (5)             100gp
  Tindertwigs (10)             10gp
  Oil (10 Flasks)               1gp
  Hammock/Bedroll               1gp
  Soap (2 lbs)                  1gp
  Flint & Steel                 1gp
  Caltrops                      1gp
  Grappling Hook                1gp
  Potion (Barkskin)*

          *See 'Magic Items' Spoiler

                        Total Weight:   19 lb

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

[sblock=Stat Block]
Code:
   HP: 72/72      AC: 20   AC(T): 20   AC(FF): 16
 Init: +04     ST(F):+02   ST(R):+06    ST(W):+02

  BAB: 07    Grapple:+13

                Total  Base   Mod  Misc   Special
Fort:            13     5     +4    +4    +2 vs. Water/Enchantment
Ref:             13     8     +1    +4
Will:            13     5     +4    +4


Weapon            Attack      Damage  Critical    Special
Unarmed Attack    +12/+12/+7  2d6+5   20/x2       +1 Magic Enhancement
  (As 12th Level)                                 Flurry of Blows
                                                  Stunning Fist (7/Day)
                                                  +4 Disarm/Grapple/Trip
                                                  +1d4 Damage (7/Day)
                                                  Reflect Ranged Damage 1/Rnd
                                                  Deflect Ranged Attack 1/Rnd
                                                  Trade Attack Bonus for AC
[/sblock]

[sblock=Magic Items]
Permanent Greater Magic Fang
H'Roosh's unarmed attackes have a +1 Magic Enhancement Bonus TH and Damage, due to the effects of a Permanent Greater Magic Fang Potion.

Sailor's Trews
Plain Cotton/Canvas Britches, loose and hanging to mid-shin. Confer a +1 Resistance Bonus to all Saving Throws, and the wearer is under the effects of an Endure Elements spell - he can live in extreme conditions (-50 F to 140 F) comfortably and without having to make Fortitude Saves. This item fills the Robe 'slot.'

Monk's Belt
A simple rope belt. When worn by a Monk, he is treated as five levels higher for purposes of calculating AC Bonus and Unarmed damage, and gets one additional Stunning Fist per day.

Sailor's Greaves
Simple leather 'Bracers' for the shins. Provide the protection of hard leather for the feet and shins, while actually leaving the feet bare for surefootedness. Provide a +2 Competence Bonus on Balance Checks.

Bracers of Dexterity
Plain leather bracers; Confer +2 Enhancement Bonus to Dexterity.

Circlet of Wisdom
Unadorned leather headband; Confer +2 Enhancement Bonus to Wisdom.

Amulet of Emergency Healing
Silver torc set with a large Jade sea turtle; Allows the wearer to heal 1d4+5 points of damage to himself or to anyone else w/in 30' (3x/Day). Stabilizes target even if HP are below -9, as long as the healing brings HP above -9 and as long as the healing occurs within one round of target HP dropping below -9.

Ring of Thunderclaps
A thick ring of solid jade, carved with intricate cloud patterns. Swift (Command) Action activates a touch attack that deals 1d8+5 damage (must be completed before the end of the wearer's turn) (3x/Day). On completion of this attack, a Free (Command) Action will cause a Thunderclap (mimics the effects of a Shout Spell) (1x/Day).

Marin & Sons Sailor's Duffel
A well made and intricately decorated sailors duffel bag that is actually a Bag of Holding (Type I). It is made of heavy canvas oilcloth, trimmed in sharkskin and with grommets and fasteners made from narwhale ivory. Embroidered with the Marin & Sons logo. Waterproof and bouyant.

Vest of Resistance
Made from the finely cured skin of the fabled sea serpents of the Imperial Preserve, this open vest provides a +2 Enhancement Bonus to all Saves.
[/sblock]

[sblock=Appearance/Personality]
H'Roosh is tall and muscular. His skin is a very pale green, his eyes the green of the sea, and his hair is the dark green of a healthy kelp bed. He wears his hair shaved around the sides and back, but this is normally difficult to see because he wears it so long from the top that it hangs down to the middle of his back. He is festooned with beautiful tattoos. A sea turtle almost completely covers his chest and abdomen, a kraken hides his back and its tentacles wrap around him and twine down his arms from his shoulders to the backs of his hands. The serpentine bodies of twin sea dragons start at his hips and spiral sinuously down his legs, ending on the tops of his feet. Finally, rarely seen is the tattoo of a shark's lower jaw and teeth which extends from temple to temple around the back of his head.

H'Roosh wears only a pair of cotton/canvas trews, loose fitting and hanging to mid-calf. They are held up with a simple rope belt. His 'ornamentation' consists of simple leather bracers and greaves, a plain leather headband (worn under his hair so that it shows only across his forehead), and a torc made of silver set with a large jade sea turtle. He also wears a thick ring fashioned from a solid piece of jade and carved in intricate cloud patterns.

Though he feels deeply, his Outsider nature means H'Roosh interprets events somewhat differently than creatures of this plane. Thus, he has difficulty with some interactive skills such as Diplomacy and Sense Motive. His reading and studies have left him devoted to the pursuit of goodness, and he is scrupulously honest. He lives his life now according to the tenets of the sea, as best he can interpret them through his limited mortal understanding - the sea is a hard taskmaster, completely unforgiving of mistakes and often deadly.

However, there is also unending variety and beauty in the sea, along with almost unlimited power for those who can harness it.
[/sblock]

[sblock=History/Background]
H'Roosh's parents were (or are, if they're still alive) Pirates. He spent the first years of his life on their ship, SeerôverGrutskens. Although he served his parents faithfully and participated in many acts of cruelty and piracy, he was also an avid reader. Whenever books were available, H'roosh claimed them as his share of the loot. Through these intellectual pursuits, he began to ask some fundamental questions about man's purpose, the nature of good and evil, etc. He began to grow disenchanted with the pirate's life, and was more and more reluctant to participate in the lifestyle his parents had chosen for him.

When he was 13, a disagreement with a few of the crew led to the young pirate being thrown overboard by a pirate named Krûpe and some of his cronies. Though severely injured in the scuffle, fate led H'Roosh to the shores of the Isle of Chelestra, and into the care of the Monastery established there. For the next 8 years, H'Roosh studied the different aspects of spiritual and physical development available on the island. During his first year, he investigated both monastic and martial paths, leaning toward the peace and serenity offered by the monastery but still interested in the violence of the path of the warrior. After gaining some skill in both areas, he found a monastic school that offered both spirituality and focused violence - The Order of the Tide Walkers. Giving up the use of weapons entirely (a difficult sacrifice for one who spent his formative years as a pirate), H'Roosh devoted himself entirely to the strictest order on the Isle.

During his studies, H'Roosh learned that his parent's ship had been attacked by a Sea Dragon, and the remains had been found on a shore in the Wheelands. No bodies were found, leading the authorities to deduce that everyone aboard had been eaten. Shortly thereafter, a monk came to the island seeking sanctuary and healing. H'Roosh recognized the man as Ferriede, one of his parents' former crew and a member of Krûpe's gang. He immediately spoke out against Ferriede, who was turned away from the monastery and the Isle. However, Ferriede's presence on Chelestra led H'Roosh to believe that Krûpe's entire gang had survived the attack on the SeerôverGrutskens. This knowledge disrupted H'Roosh's studies and serenity, and he developed the desire to avenge himself on the cretins who left him to die in the ocean.

After consulting with his masters, H'Roosh decided to leave the island to find Krûpe's Crew and force a reckoning. It was during his first year off the island that H'Roosh found and befriended Captain Marin. He crewed on several of the Captain's ships over the next few years, both making his reputation as a capable seaman and expanding his search for his foes.

After two years of searching, H'Roosh has finally caught up with Krûpe ('Gold Tooth') and his crew in Mermaid's Rest, and has arrived just in time to have his reckoning.
[/sblock]

[sblock=Order of the Tide Walkers]
Tide Walking is a Soft/Hard form that emphasizes an emulation of the motion of the sea. Tide Walkers concentrate on using awareness of the environment along with many flowing evasive and defensive maneuvers to keep opponents engaged while searching for the perfect time and place to insert a hard strike so as to have the most impact on the outcome of the combat. This art is more about alertness, defense, patience, finesse and placement of blows than about overpowering an opponent.

Code:
[u]Mastery Requirements[/u]
   Level: Monk 12
  Skills: Concentration (8 Ranks), Listen (8 Ranks), Spot (8 Ranks)
   Feats: Alertness, Combat Expertise, Dodge, Defensive Strike, Weapon Finesse

Bonus Ability: Turning the Tide
A Tide Walker may never take up an object for use in combat. Doing so is grounds for immediate dismissal from the Order, and the spiritual/psychic disruption destroys the Monk's ability to use their unique Tide Walker discipline. Said Monk is also treated as though he had changed to a non-Lawful alignment until the completion of a special Quest of Atonement set forth by his former masters.

In return for this sacrifice, upon gaining the Deflect Arrow feat, the Tide Walker also gains the ability to Turn the Tide. This is a Supernatural Ability that allows the Tide Walker to absorb the kinetic energy of any ranged attack and immediately redirect it as a special Ki strike – a Ranged Touch Attack – against his attacker. This is an Attack of Opportunity which is provoked only by a ranged attack against the Tide Walker. If the Tide Walker is subject to multiple ranged attacks, he may choose which of the attacks he attempts to Turn. The Attack Roll for Turning the Tide is made at the Tide Walker’s highest base attack bonus, and since it is a touch attack the Tide Walker ignores his opponent’s Armor, Shield, and Natural Armor bonuses to AC. The Tide Walker may attempt to Turn the Tide only once per round, unless he has purchased the Blue Moon Feat, which allows a second Turning in a round.

Each attempt to Turn the Tide requires a successful Concentration roll with a DC of 10 plus the damage from the incoming attack. The Tide Walker gets his Wisdom Modifier in addition to his Constitution Modifier for this Concentration Check. If the roll is failed, the Tide Walker takes the entire amount of damage as he is unable to redirect the damage he absorbed. If the Tide Walker succeeds in his Concentration Check, he redirects the maximum amount of damage he could normally do with an unarmed attack, limited by the amount actually done in the incoming attack. If there is any damage left after the Tide Walker redirects his portion, that damage is deflected harmlessly away.

Example: An Orc takes a shot at a 5th level Tide Walker (Wisdom and Constitution both 18) with his longbow. The damage roll is a 5. The Tide Walker makes a Concentration Check against a DC of (10+5=15). He is plus 8 to this check. He rolls a 10 on the dice, modified to an 18, handily succeeding his check. The Tide Walker may immediately redirect the kinetic energy from the arrow back at the Orc as a Ranged Touch Attack. He makes an attack roll at his highest base attack bonus, ignoring the Orc’s Armor, Shield, and Natural Armor bonuses. He hits the Orc, and does 5 points of damage. If the Orc had been using a Heavy Crossbow and done 10 points of damage, the Tide Walker could have redirected 8 points of that (the maximum damage for his Unarmed Attack at 5th level), and the other two points would have been deflected as per the Deflect Arrow feat.

Unlike Deflect Arrow, Turning the Tide improves as the skill of the Tide Walker progresses, so that the Tide Walker may eventually be able to deflect Large or Fast moving missiles, or even Large AND Fast Moving missiles. At 8th level, the Tide Walker gains the ability to Turn the energy from Large or Fast Moving missiles, such as Ballista Bolts or Bullets. At 16th level, missile attacks which are both Large AND Fast Moving, such as Trebuchet Stones or Cannon Balls, may be Turned.

Finally, the Tide Walker’s ability to overcome Damage Resistance with Turn the Tide improves just like the Monk’s Unarmed Attack skill. Thus, at 4th level the Turning is treated as a Magic Weapon, at 10th level it is a Lawful Weapon, and at 16th level it is an Adamantine Weapon.

Mastery Skill: Walking the Tide
Upon mastery of this art, the Tide Walker’s ability to emulate the laws and motion of sea, combined with his preternatural awareness, allow him to flow out of the way of attacks, even if he is not consciously aware of them. Treat this as identical to the Rogue ability Uncanny Dodge – the Tide Walker will not lose his Dexterity modifier to AC even if caught flat footed. Of course, if he is bound or held immobile, he does lose his Dexterity modifier to AC.
[/sblock]
 
Last edited:


Lou

Explorer
Mingo Frasse, Water Halfling at Play (Warsling Sniper in Training)

Mingo Frasse (female water halfling)
CL 10 - Halfling Paragon 3 / Cleric 5 (Travel Domain & Water Domain) / Rogue 2 ; Alignment NG
Wayward Warden of Yondalla (The Protector and Provider)(Church of Heaven) & Cleric of Istishia (The Water Lord)

+0 : STR 10 (cost 4) -2 Race
+4 : DEX 18 (cost 6) +2 Race; +2 Paragon
+3 : CON 16 (cost 6) +2 Race
+1 : INT 12 (cost 4)
+3 : WIS 16 (cost 6) +1 L4;+1 L8
+2 : CHA 14 (cost 6)

HP: 81
BAB: +7/+2
Melee to 30 ft:
Warsling normal attack: +15/+10 / Damage 1d6+4 (20/x4) +1d6 cold (+skiprock bonus attacks at +13/+8 on 2nd opponent within 5 ft, same damage)
Warsling RapidShot attacks: +13/+13/+8 Damage/attack 1d6+4 (20/x4) +1d6 cold (+skiprock bonus attacks at +11/+11/+6 on 2nd opponent within 5 ft, same damage, each attack)
Dagger in hand: +8/+3 / Damage 1d3 (19-20/x2)
Dagger/Skiprock Thrown: +14/+9 (range 10 ft)/ Damage 1d3+3 (Dagger 19-20/x2)(Skiprock 20/x2-2nd attack upon a hit, -2 on another enemy within 5 ft.)
Dagger/Skiprock RapidShot: +12/+7 (range 10 ft)/ Damage 1d3+3 (Dagger 19-20/x2)(Skiprock 20/x2-2nd attack upon a hit, -2 on another enemy within 5 ft.)

+1 racial bonus on attack rolls against creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire.
+1d6 damage-sneak attack

AC: 26 [10 + 5 (armor) +2 (magic armor) +1 (darkwood shield) +2 (magic shield) + 4 (Dex) + 1 (size) +1 (ring of protection) = 26]
Flat Footed: 22
Touch: 16 [10 + 4 + 1 +1 (ring)= 16]

[sblock=Combat Calculations]
BAB +7/+2 = +2.25 P + 1.5 R + 3.75 C
Melee to 30 ft:
Warsling normal attack: +7 BAB +1 race +1 SIZE +1 PBS +4 Dex +1 weapon = +15 / Damage 1d6 +2 race +1 weapon +1 PBS (20/x4) +1d6 cold (+skiprock bonus attack at -2 on 2nd opponent within 5 ft, same damage)
Warsling RapidShot attacks: 1st Attack: +7 BAB +1 race +1 SIZE +1 PBS +4 Dex +1 weapon -2 RS = +13 / Damage 1d6 +2 race +1 weapon +1 PBS (20/x4) +1d6 cold (+skiprock bonus attack at -2 on 2nd opponent within 5 ft, same damage)
2nd Attack: +7 BAB +1 race +1 SIZE +1 PBS +4 Dex +1 weapon -2 RS = +13 / Damage 1d6 +2 race +1 weapon +1 PBS+ 1d6 cold (20/x4) (+skiprock bonus attack at -2 on 2nd opponent within 5 ft, same damage)
3rd Attack: +2 BAB +1 race +1 SIZE +1 PBS +4 Dex +1 weapon -2 RS = +8 / Damage 1d6 +2 race +1 weapon +1 PBS+ 1d6 cold (20/x4) (+skiprock bonus attack at -2 on 2nd opponent within 5 ft, same damage)
Dagger in hand: +7 BAB +1 SIZE = +8 / Damage d3 (19-20/x2)
+2 BAB +1 size = +3 / Damage d3 (19-20/x2)
Dagger/Skiprock thrown: +7 BAB +1 race +1 SIZE +4 dex +1 PBS = +14 (range 10 ft)/ Damage d3 +2 race +1 PBS (Dagger 19-20/x2)
+2 BAB +1 race +1 SIZE +4 dex +1 PBS = +9 (range 10 ft)/ Damage d3 +2 race +1 PBS (Dagger 19-20/x2)
SKIPROCKS (20/x2) HAVE 2nd attack each upon a hit, -2 on another enemy within 5 ft.
Dagger/Skiprocks RapidShot +7 BAB +1 race +1 SIZE +4 dex +1 PBS -2 RS = +12 (range 10 ft)/ Damage d3 +2 race +1 PBS (19-20/x2)
Skiprocks (20/x2) HAVE 2nd attack each upon a hit, -2 on another enemy within 5 ft.
[/sblock]

Saves
+11 : Fort (+2/3 RL +1 PL +4.5 CL +3 Con + 2 racial paragon)
+12 : Ref (+3.0 RL +1.5 PL +1+2/3 CL +4 Dex + 2 racial paragon)
+11 : Will (+2/3 RL +1 PL +4.5 CL +3 Wis + 2 racial paragon)
+2 morale bonus on saving throws against fear
-2 on all saving throws against spells, spell-like abilities, and supernatural abilities with the fire subtype or used by creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire.



Description
Mingo is 32 years old, 36" tall, and weighs 31 lbs. She has pale white skin, large black eyes characteristic of water creatures, and waist-length black hair with a bright blue-green sheen in sunlight.
She dresses in silk or linen, colored light blue when she wants to blend in or red-violet when she wants to stand out, accented with silver. She always wears a pair of black pearl earrings set in silver and multiple rings (one red iron, one platinum, one silver).
Mingo typically wears a Mithral breastplate covered with either a colored cloak or the yellow-green saffron cloak of the Wayward Wardens of Yondalla. Mingo wears two masterwork daggers on her belt.
Others may occasionally see that Mingo has a blue-colored tattoo across her back from shoulder to shoulder of a crashing ocean wave, a symbol of Istishia.

Travelling Companion
Anson, NG Male Human Ranger Level 8 (Age 25; 6' 1"; 195#)
Short dark curly hair cut straight across his forehead with bushy eyebrows on a square face. He wears clothes in shades of dark brown.
+4 : STR 16 +2 (Gauntlets) = 18
+2 : DEX 14 (+1 L4)(+1 L8)
+3 : CON 16
+1 : INT 12
+2 : WIS 14
-1 : CHA 8
HP: 72
BAB +8/+3 (+4 Str, +2 Dex)
AC 20 10 + 5 (armor) +2 (magic armor) + 1 (Dex) +2 ring
Flat Footed 20 / Touch 14
Melee Attacks:
+2 Long Sword: +13/+8 (d8+6 dam)
+2 Long Sword/+1 cold iron short sword: +11/+6 (d8+6 dam) and +10/+5 (d6+5 dam)
Ranged Attacks with MW CLB (+3 str): +11/+6 (d6 +3 dam)
----v. Undead extra +1 to hit and +2 damage

[sblock=Anson Spells, Equipment, Feats, Skills]
1st-Level Ranger Spells
• Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
• Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
2nd-level Ranger Spell
• Barkskin: +2 enchanement to natural armor (10min/lvl)
[sblock=Anson Equipment]
+2 Mithral Breastplate of Healing (as a healing belt) 15# (AC +5/Dex max +5/AC pen -1)
[Healing Belt (+2 heal checks) 3 charges/day; each charge can be spent to heal the wearer or touched other as a standard action: 1 charge: 2d8; 2 charges: 3d8; 3 charges: 4d8]
Gauntlets of Ogre Power (+2 STR)
+2 Long Sword
+1 Cold iron Short Sword
+2 ring of protection
+1 amulet of natural armor (not worn)
Enemy Spirit Pouch (Undead) +1 to hit, +2 dam, +2 Bluff, Listen, Sense Motive, Spot, and Survival checks
Wand of CLW (gift from Mingo) 44 charges (per post 2410 MR)
MW Composite Long Bow (+3 Str) (gift from Mingo)
MW Alchemical sliver long sword
Arrows (20+20 silver)

GP: 306
[/sblock]
[sblock=Anson Feats]
FEATS:
L1: Combat Reflexes (You may make a number of additional attacks of opportunity equal to your Dexterity bonus. Make attacks of opportunity while flat-footed.)
BL1: Blind-Fight (In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.)
RL1: 1st Favored Enemy—Animal (+2)
RL1: Track (uses Survival skill)
RL1: Wild Empathy
RL2: Combat Style-Two-Weapon Fighting (-4 -4, but -2 -2 with light 2nd weapon)
L3: Power Attack (On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.)
RL3: Endurance
RL4: Animal Companion (+4 Handle Animal skill checks for AC)
RL5: 2nd Favored Enemy— Elemental (+4)
RL6: Improved Combat Style-Improved Two-Weapon Fighting (2nd Att with 2nd weapon at -5)
L6: Cleave (If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.)
RL7: Woodland Stride
RL8: Swift tracker
[/sblock]
[sblock=Anson's Skills]
Ranger Skills (6+1+1)*4 + (6+1+1)*6 = 32 + 48 = 80 + 8 L8
6 : Climb (Str) 3+3=6 (+2 using rope)
4 : Concentration (Con) 1+3=4
2 : Craft (Int)(weaponsmithing) 1+1=2
2 : Craft (Int)(armorsmithing) 1+1=2
10 : Handle Animal (Cha) 11-1=10 (+2 on wild empathy checks)
3 : Heal (Wis) 1+2=3 (+2 when wearing his Breastplate)
1 : Hide (Dex) 0+1=1
4 : Jump (Str) 1+3=4
6 : Knowledge (dungeoneering) (Int) 5+1=6 (+2 survival checks underground)
7 : Knowledge (geography) (Int) 6+1=7 (+2 survival checks)
9 : Knowledge (nature) (Int) 6+1+2(??)=9 (+2 survival checks outdoors)
6 : Knowledge (local-Lanbadrig) (Int) 2+1+3 (Landsman) (+2 survival checks on Lanbadrig)
7 : Listen (Wis) 5+2=7
5 : Move Silently (Dex) 3+2=5
13 : Profession (Wis)(gardener) 7+2+4 (Landsman)=13
9 : Ride (Dex) 5+2+2 (Handle Animals)=9
6 : Search (Int) 5+1=6
7 : Spot (Wis) 5+2=7
13 : Survival (Wis) 11+2=13 (+2 in wild/below ground; +2 tracking; +2 lost; +2 local)
7 : Swim (Str) 4+3=7
6 : Use Rope (Dex) 5+1=6
L8 Survival 1, Handle Animal 1, Swim 1, Kn(geo) 1, Kn(nature) 1, MS 3
[/sblock]
[/sblock]

Anson's Animal Companion: Mig (Riding Dog)
[sblock=Mig's Stats]
Breed: female Boerboel
Color: solid pale tawny
Size/Type: Medium Animal (27” at shoulder; 125 lbs)
Hit Dice: 4d8+11
HP=35
Initiative: +3
Speed: 40 ft
AC: 19 (10 +3 Dex, +6 natural)
Flat Footed 16; Touch 13
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (1d6+4)
Full Attack: Bite +6 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 16, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +9, Listen +5, Spot +5, Swim +4, Survival +3*
Feats: Alertness, Track(Bonus Feat), Toughness (+3 HP)

Amulet of Teamwork (Aid Another is +3 / flanking bonus of +2 dam / +5 to AC for wearer and adj ally 1/d)

Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.

Carrying: light up to 114 lbs; medium 115-229.5 lbs; heavy up to 345 lbs
Can Drag up to 1725 lbs.

Special Tricks:
#1 Attack all (no check)
#2 Track (no check)

Standard Tricks: (DC 10-13=-3)
Come, Down, Heel, Defend, Guard
[/sblock]

[sblock=Mingo's Cleric Spells & Powers]
Travel Domain Granted Power (Su): 5 rounds/day
For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).

Water Domain Granted Power (Su): 5/day
Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.

Standard Prepared Spells
(5+0+0) 0 Level: Create Water; Guidance (x2); Mending; Read Magic
(3+1+1) 1 Level: Bless; Divine Favor; Endure Elements; Sanctuary + Longstrider
(2+1+1) 2 Level: Restoration; Shield Other; Spiritual Weapon + Locate Object
(1+1+1) 3 Level: Prayer; Summon Monster III + Water Breathing


[/sblock]

[sblock=Mingo's Equipment]
+1 Halfling Warsling of Frost (1#)
+2 mithral breastplate of healing (as healing belt)(7.5#)
[Healing Belt (+2 heal checks) 3 charges/day; each charge can be spent to heal the wearer or touched other as a standard action: 1 charge: 2d8; 2 charges: 3d8; 3 charges: 4d8]
ring of major energy resistance (fire/20) (worn on LH)
+2 darkwood buckler (1.25#)
+1 ring of protection (worn on RH)
Brooch of Avoidance (+4 dodge v. AoO 3/d)
Floating, watertight handy haversack (5#)
Wand of CLW (charges: 50-6=44 at post#2410 MR)
5 skiprocks (1.25# HH/Outside 1)
10 cold iron skiprocks (2.5# HH/Outside 2)
20 alchemical silver skiprocks (5# HH/Outside 2)
MW silver dagger (0.5# hidden under cloak)
2 MW daggers (1# worn at belt)
5 thunderstones (5 # HH/Outside 2)
5 flasks of holy water (5# HH/Outside 2)
5 sunrods (5# HH/Middle)
2 silver holy symbols 1. Shil(1# HH/Middle & 1# worn on neck)
2 platinum rings (spell focus) (worn on LH) (50gp each)
silver powder for spells (100gp worth HH/middle)
divination sticks (HH/middle)
pair of black pearl earrings set in silver (worn) (1050 gp)
100 ft silk rope (10# HH/middle)
bedroll w/ silk heavy blanket (2# HH/middle)
small tent (5# HH/middle)
MW thieves tools (1# HH/middle)
spell component pouch (2# worn on belt)
cleric's vestments (1.5# HH/middle)
Courtier’s Outfit (1.5# HH/middle)
Explorer’s Outfit (2# worn)
Traveler’s outfit (1.25# HH/middle)
trail rations 10d (HH/middle)
waterskin (1# HH/middle)
military saddle for riding dog (20gp 30#)

GP: 771

total weight 21.25#
light 24.75 / medium 49.5 / heavy up to 75#
[/sblock]


[sblock=Mingo's Feats]
FEATS:
L1. Point Blank Shot (You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet, including ranged touch spells and energy missiles)
Campaign Bonus: Sea Dog: Profession (Sailor) 4 levels; Knowledge (local-the sea) 2 levels; use rope 2 levels; swim 2 levels
RL1: Sneak Attack (1d6), less than 30 ft.
RL1: Trapfinding Ability
L3. Precise Shot (You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll, including ranged touch spells and energy missiles)
L6. Rapid Shot (You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.)
Campaign Bonus: Halfling Paragon L1: Exotic Weapon Proficiency: Skiprock
Campaign Bonus: Halfling Paragon L2: Exotic Weapon Proficiency: Halfling Warsling
L9. Leadership
RL2: Evasion (Reflex save for half damage yields no damage)

Potential Feats:
Defensive Archery--+4 to AC against AoO for ranged attacks in melee
Telling Blow--adds sneak attack damage to critical hits
Yondalla's Sense--Halflings add Wisdom bonus to Initiative
Sacred Outlaw--add Cleric and Rogue levels to determine turning and sneak attack dice
(need +2d6 sneak attack)
Razing Strike--sacrifice spell to add to attack and damage on undead
(need Cleric Level 6)
Augment Healing--+2 per level to all healing spells
(need heal 4)
Woodland Archer--ranged attack options

[/sblock]

[sblock=Mingo's Skills]
Mingo's Skills
1 : Appraise (Int) 0+1 (Int) =1 (+2 weapons)
5 : Balance (Dex) 1+4 (Dex)=5
3 : Climb (Str) 0+3 (paragon)=3 (+2 using rope)
6 : Craft (Weaponsmithing) (Int) 5+1 (Int)=6
5 : Disable Device (Int) 4+1(int)=5
9 : Escape Artist (Dex) 5+4(dex)=9 (+2 using rope)
16 : Hide (Dex) 8+4 (size)+4(dex)=16
2 : Gather Information (Cha) 0 + 2(Cha)=2 (4 for local—the sea)
5 : Jump (Str) 0+3 (paragon)+2 (Tumble)=5
6 : Knowledge (arcana) (Int) 5+1(int)=6 *syn*
6 : Knowledge (religion) (Int) 5+1(int)=6 *syn* (+2 on turning checks)
6 : Knowledge (local-the sea) (Int) 3+2 (sea dog)+1(Int)=6 *syn*
5 : Listen (Wis) 0+2 (race) +3 (Wis)=5
17 : Move Silently (Dex) 10+3 (paragon) +4 (Dex)=17
8 : Open Lock (Dex) 4+4(Dex)=8
7 : Profession (Sailor)(Wis) 0+4 (Sea Dog)+3(Wis)=7
12 : Search (Int) 11+1 (Int)=12
8 : Spellcraft (Int) 5+1(int)+2(arcana)=8 *syn*
7 : Spot (Wis) 4+3 (Wis)=7
4 : Survival (Wis) 1+3(wis)=4 (+2 following tracks)
12 : Swim (Str) 2+2(Sea Dog)+8(race)=12 SPECIAL ABILITY AS A WATER HALFLING—Swim 20’ and can take automatically 10 even in rough conditions.
9 : Tumble (Dex) 5+4(Dex)=9
2 : Use Magic Device (Cha) 0 +2 (Cha)=2 (+2 scrolls)
9 : Use Rope (Dex) 3+2(Sea Dog)+4(Dex)=9 *syn* (+2 to bind EA)

[sblock=How she got there]
Rogue skills: Appraise (Int), Balance (Dex) 1, Bluff (Cha), Climb (Str) , Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int) 4, Disguise (Cha), Escape Artist (Dex) 4+1, Forgery (Int), Gather Information (Cha), Hide (Dex) 1, Intimidate (Cha), Jump (Str), Knowledge (local-the sea) (Int) 3, Listen (Wis), Move Silently (Dex) 4, Open Lock (Dex) 4, Perform (Cha), Profession (Wis), Search (Int) 4+7, Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis) 4, Swim (Str), Tumble (Dex) 4+1, Use Magic Device (Cha), and Use Rope 3 (Dex).
Total: 45 skills @ L1=36+9

Cleric Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int) 2+3, Knowledge (history) (Int), Knowledge (religion) (Int) 3+2, Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int) 1+3+1, and Survival (Wis)(Travel Domain).
Total: 15 skills for L1-5=15

Halfling Paragon Skills: Bluff (Cha), Climb (Str), Craft (Weaponsmithing) (Int) 5, Diplomacy (Cha), Hide (Dex) 7, Jump (Str), Listen (Wis), Move Silently (Dex) 6, Perform (Cha), Profession (Wis), Survival (Wis) 1, and Swim (Str) 2
Total: 21 skills for L1-3=21
[Next Rogue Level, add skills: Escape Artist 1, Search 7, Tumble 1]
[/sblock]


[/sblock]

[sblock=Mingo's XP]
Mingo XP 45,000 CL10

CL9 starting XP 36,000
+850 xp for undead on ship
+8150 xp for assault on compound and lich (bonus to make next level)
[/sblock]
 

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J. Alexander

First Post
Geoffrey Vasa

Geoffrey Vasa
Age 30 Height 6'0 Weight 150 Raven Black Hari Emerald Green Eyes
Cleric - 10 level Alignment: Neutral Good Hit Points: 80
Languages Common,Celestial,Draconic,Dwarven,Eleven,Gnome,Halfling,Sylvan
Abilities
Strength 15 +2 Modified 17 +4 Dex 13 +1 Con 12 +1 Int 15 +2
Wis 20 +5 Modified 22 +6 Cha 15 +2
Armor Class: 21 / 15 Flat Footed
Saving ThrowsFort: 8 Ref: 4 Will: 13
Attacks 2 +7/+2
Heavy Mace of Disruption/Ghost Touch
+14/+9 d6/d8 +5 to damage undead save vs will dc14 or be destroyed
Rays +9 to hit ignores armour class and are treated as touch attacks.
Turning 6 attempts per day / 4d6+l0+2 of hd
0 – lvl -4, 1-3 – lvl -3, 4-6 – lvl -2, 7-9 – lvl -1, 10-12 lvl, 13-15 lvl +1, 16-18 lvl +2
19-21 lvl +3, 22 + lvl +4
Feats
Leadership, Improved Initative, Weapon Focus Ray +2, Reach Spell - touch spells/attacks become rays with a 30 foot range, roll to hit ignoring AC
Glorious Weapon - spend turn attempt to give allies weapons an alignement to over dr


Here is the complete character sheet...still waiting on the memory stick so i can make everything match...
 

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