Crimson's Silver Marshes Campaign


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Prof Yeti

First Post
Dorn Grimaxe - Dwarven Ranger/Fighter

Dorn Grimaxe
Ranger 2/ Fighter 4
Medium Humanoid (Dwarf)
Alignment: Neutral Good
Deity: Marthammar Duin (and Moradin)
Region: Silverymoon
Height: 4' 3''
Weight: 161lbs
Skin: Caucasian
Eyes: Blue
Hair: Black
Age: 50


Str: 16 (+3) [10 Points]
Dex: 14 (+2) [6 Points]
Con: 15 (+2) [4 Points, +2 Racial, +1 Level]
Int: 12 (+1) [4 Points]
Wis: 12 (+1) [4 Points]
Cha: 8 (-1) [2 Points, -2 Racial]

Class and Racial Abilities:
Darkvision – 60’, Stonecutting, Stability, +2 vs. Poison, +2 vs. Spell/ Spell-Like, Racial Weapon – Waraxe/ Urgosh, +1 Attack vs. Orc/ Goblinoids, +4 Dodge vs. Giant Class, +2 Appraise vs. Stone/ Metal, +2 Craft vs. Stone/ Metal, Armor Proficiency (Light, Medium, Heavy), Shield Proficiency, Martial Weapons Proficiency (All), Simple Weapons Proficiency (All), Track, Wild Empathy [+ 3], Favored Enemy [Undead], Combat Style – Two Weapon Fighting

Hit Dice: 8, 7, 6, 8, 7, 8, +12 Con
HP: 56
AC: 20 (+2 Dex, +5 Armor, +3 Shield) Touch – 14, Flat-footed – 18
ACP: +0
Init: +2 (+2 Dex)
Speed: 20ft

Saves:
Fortitude +9
[+2 Con, +7 Base]
Reflex +6 [+2 Dex, +4 Base]
Will +2 [+1 Wis, +1 Base]

BAB: +6
Melee Atk: +11 (Dwarven Waraxe (+1) – 1d10+6/20 x3/S)
Melee Atk: +10 (Mithral Heavy Shield (+1 [Bashing] – 1d8+4/20 x2/B)
Melee Atk: +10 (Warhammer – 1d8+3/20 x2/B)
Melee Atk: +9 (Short Sword – 1d6+3/19-20 x2/P)
Ranged Atk: +8 (Dagger – 1d4+3/19-20 x2/P/ 10 Ft.)

Skills:
Climb +12 [9 Ranks, +3 Str]
Craft [Armorer] +4 [1 Ranks, +1 Int, +2 Racial]
Craft [Weaponsmith] +4 [1 Ranks, +1 Int, +2 Racial]
Handle Animal +4 [5 Ranks, -1 Cha]
Heal +3 [2 Ranks, +1 Wis]
Hide +4 [2 Ranks, + 2 Dex]
Jump +12 [9 Ranks, +3 Str]
Know [Dungeon] +3 [2 Ranks, +1 Int]
Know [Nature] +3 [2 Ranks, +1 Int]
Listen +5 [4 Ranks, +1 Wis]
Move Silent +4 [2 Ranks, +2 Dex]
Profession [Merchant] +5 [4 Ranks + 1 Wis]
Search +5 [4 Ranks, +1 Int]
Spot +5 [4 Ranks, +1 Wis]
Survival +7 [6 Ranks, +1 Wis]
Swim +7 [4 Ranks, +3 Str]

Feats:
1st – Open Minded
2nd – FF – Weapon Focus (Dwarven Waraxe)
3rd – Open Minded
4th – Oversized Two-Weapon Fighting
6th – Improved Shield Bash
6th – FF – Weapon Specialization

Languages: Common, Dwarven, Orc

Equipment
Wearing or carrying at hand
Explorer Outfit 0.0 0.00

Mithral Shirt [+1] 10.0 2,100.00
Mithral Heavy Shield [+1 Bashing] 5.0 5,020.00

Dwarven Waraxe [+1] 8.0 2,330.00
Warhammer [MW] 5.0 312.00 (Regional Equipment)
Shortsword 2.0 10.00
Dagger [2] 2.0 4.00

Money Pouch 0.5 1.00
* Wealth [12 Pp/28 Gp/8 Sp/2 Cp] 1.0 148.82

In or on containers
Bandolier [MW] - 12 1.5 5.00
Flint/Steel 0.0 1.00
Whetstone 1.0 .02
Chalk [x10] 0.0 .10
Candle [x6] 0.0 .06

Potion Belt [MW] - 10 1.0 60.00
Potion (Cure Light) [x10] 1.0 500.00

Heward’s Handy Haversack 5.0 2000.00
LP – Mess Kit 1.0 2.00
LP – Water Skin [x3] 12.0 3.00
LP – Trail Rations [x6] 6.0 3.00
CP – Gray Explorer Outfit [x2] 16.0 20.00
CP – Bedroll 5.0 0.10
CP – Silk Rope – 50’ [x2] 10.0 20.00
CP – Grappling Hook 4.0 1.00
CP – Sack [x3] 1.0 0.30
CP – Vial (Oil) [x4] 4.0 0.40
CP – Sun Rod [x12] 12.0 24.00
RP – Vial (Oil) [x2] 2.0 0.20
RP – Scroll Case 0.5 1.00
RP – Silk Rope – 50’ 5.0 10.00
RP – Grappling Hook 4.0 1.00
RP – Healer’s Kit 1.0 50.00
RP – Everburning Torch 1.0 110.00
RP – Potion Belt [MW] - 10 1.0 60.00
Belt – Potion (Cure Light) [x6] 0.6 300.00
Belt – Oil (Repair Light) [x4] 0.4 200.00

Total weight carried – 45 lbs, Light Load.

Money
12 Pp/28 Gp/8 Sp/2 Cp
~~~~~

Appearance:
Dorn is of average size for a dwarf of the North. He stands approximately 4 foot 3 inches and weighs a respectable 161 lbs. His dark black hair and light blue eyes are both rare among his clan. He wears his hair long, kept in a warrior’s braid, while keeping his beard relatively short (mid-chest). And though it is rumored that he smiles on occasion it has not been proven. He prefers to wear his chain shirt and if given the least opportunity he will do so. Most of the times he also prefers to make use of a Heavy Steel Shield, Dwarven Waraxe, and Warhammer. While seldom seen he prefers dark tones and a comfortable outfit like those worn by explorers.

Personality:
On the outside Dorn is the dour, taciturn visage most people who don’t know dwarves have come to expect. On the inside he is very different in many ways. His humor is dry and slightly offbeat (yes he does have a sense of humor). Not the most graced in social interaction, he is willing to try many things, though he is often clumsy in asking how.

Background:
Born just to the north of the city of Silverymoon a little over 50 years hence. His fathers was Jhun Grimaxe, his mother’ Risa Hammerhand, a distant relative of the late Hulgrim Hammerhand (a minor local hero). His father was an Armorer and Weaponsmith of some repute, while his mother was the guiding force in their family. They worked and raised a child, Dorn, within the family hold until a raid by the Broken Tusk Tribe (Orc) on a trip to the south stole them from their child.

Dorn having few other options took a position as an apprentice to Brodin Kladan, a Ranger and friend of his parents. And so he passed the next few decades learning about weapons and dungeoneering. But more importantly he learned to hone his senses, his first line of defense, against encroaching enemy. And while he learned much over the years both in the caves and out, the battles beside his mentor was one of his fondest memories. But as with most it was tempered with sadness. A short time later (by Dwarven standards) his apprenticeship came to an end. From there he stepped out into the wide world to test the open road. But after many years he found himself drifting back to Silverymoon where he took a position as a scout and warrior of the city.
 
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Harvey

First Post
Hammer, Gondsforged Cleric of Gond 6

Code:
Name: Gond's Hammer (or "Hammer" for short)
Gender: Male Personality
Race: Gondsforged
Class: Cleric of Gond
Size: Medium
Alignment: N
Deity: Gond
Region: Lantan
Level: 6
Exp: 15,000

STR 18 (+4)  (17 + 1 level)   [13 pts]
DEX 10 (--)                   [ 2 pts] 
CON 10 (--)  ( 8 + 2 racial)  [ 0 pts]
INT 13 (+1)                   [ 5 pts]
WIS 14 (+2)  (13 - 2 racial)  [10 pts]
CHA  6 (-2)  ( 8 - 2 racial)  [ 0 pts]

Fort:   +5      (+5 base +0 ability)
Ref:    +2      (+2 base +0 ability)
Will:   +7      (+5 base +2 ability)

HD: 6d8
HP: 38
Init: +0
Spd: 20' x 3
AC: 20          (10 base + 10 armor)
   Flat-Footed: 20
   Touch: 10
ACP: -5
DR: 2/adamantine

BAB: +4
   Melee: +8
   Ranged: +4
Grapple: +8     (+4 BAB +4 STR)

Weapons:
Maul, +1 Adamantine   +10 attack  1d10+7 damage    x3 on 20
Slam attack           +8 attack   1d4+4 subdual    x2 on 20
Pistol, Masterwork    +1 attack   1d10 damage      x3 on 20    50' Range

Armor:
Adamantine Body, +2   +10 AC      +1 Max Dex       -5 ACP

Languages: Common, Lantanese

Abilities:
-- Living Construct subtype (Immune to poison, paralysis, disease, 
nausea, fatigue, exhaustion, sickening, energy drain; cannot heal 
naturally; healing school provides 1/2 normal effect; disabled at 
0 to -9 HP; does not eat, sleep, or breathe)
-- Composite Plating (5% arcane spell failure)
-- Light Fortification (25% ignore critical hits)
-- 1d4 Slam Attack
-- Proficient with simple weapons, all armor, shields
-- Spontaneously cast repair spells
-- Turn Undead (1x per day, turning check 1d20-2, turning damage 2d6+4)
-- Can Cast Creation Spells at +1 Caster Level [Craft Domain]
-- Skill Focus: Craft (armorsmith) +3 [Craft Domain]
-- Martial Weapon Proficiency (maul) [Metal Domain]
-- Weapon Focus (maul) [Metal Domain]

Feats:
-- Adamantine Body (1st level)
-- Craft Wondrous Item (3rd level)
-- Craft Magic Arms And Armor (6th level)

Skill Points: 27        Max Ranks: 9/4
Skills:                 Stat  Total     Ability  Ranks  Misc
-- Concentration        Con   +4      = +0       +4
-- Craft (armorsmith)   Int   +13/+15 = +1       +9     +3/+5 (domain: metal, 
                                                                 repair kit)
-- Craft (weaponsmith)  Int   +4/+6   = +1       +3     +2 (repair kit)
-- Heal                 Wis   +8/+10  = +2       +6     +2 (healer's kit)
-- Knowledge (religion) Int   +6      = +1       +5
-- Profession (smithy)  Int   +5      = +1              +4 (free profession skill)

Cleric Spells Per Day: 5/4+1/3+1/2+1
Cleric Spells Typically Memorized: 
0th (DC 11)- Detect Magic (2), Detect Poison, Mending, Read Magic
1st (DC 12)- Bless, Comprehend Language, Magic Weapon*, Shield of Faith, 
Wieldskill
2nd (DC 13)- Bull's Strength, Cure Moderate Wounds, Make Whole, Wood shape*
3rd (DC 14)- Cure Serious Wounds, Dispel Magic, Stone Shape*
* Domain Spells. Domains: Craft, Metal

Starting Gold: 13,000 gp
Equipment:
-- Adamantine Body, +2               ------   4,000 gp
-- Backpack                          2.0 lb       2 gp
-- Book: "The Art of the Techsmith"  3.0 lb     ------
-- Bullets (10)                      2.0 lb     ------ (free regional equipment)
-- Everburning Torch                 1.0 lb     110 gp (tucked in belt)
-- Healer's Kit                      1.0 lb      50 gp (in backpack)
-- Holy Symbol of Gond, Silver       1.0 lb      25 gp (carved into chest)
-- Journal, Caeyr's                  3.0 lb     ------  
-- Maul, +1 Adamantine              20.0 lb   3,510 gp, 5 sp*
-- Pistol, Masterwork                3.0 lb     ------ (free regional equipment)
-- Pouch, Belt                       0.5 lb       1 gp
-- Powderhorn                        2.0 lb     ------ (free regional equipment)
-- Repair Kit                        1.0 lb      50 gp (in backpack)
-- Wand of Cure Light Wounds         ------     750 gp (in wand sheath)
-- Wand Sheath                       ------   4,000 gp

* Created himself in the High Holy Crafthouse of Inspiration

Total Weight: 38.5 lbs
Total Money @ Character Creation: 501 gp, 5 sp
Current Money: 501 gp, 5 sp

Max Weight:  100 light   200 medium   300 heavy

Age: 5
Height: 6'0"
Weight: 350 lbs
Eyes: Green

Appearance:
Gond’s Hammer is a unique creation, never before seen on Faerun. He resembles a mix between a golem and a construct. Hammer is made from a combination of wood and steel, and looks to have been designed to resemble a medium humanoid. While wood seems to be what his tendons and musculature is created from, the wood is protected by the hardest of adamantine. His adamantine plating criss-crosses across his body, gleaming in the sunlight. His eyes glow a subtle green. Those that take time to examine him will see that he does differ from the humanoids he was designed to resemble: he has three fingers on his hand and three toes on his feet. If one were to look below his exterior plating, one might find a mesh of gears and fluids that generate his bodily functions.

The first thing one notices on Hammer is the large symbol of Gond (a gear with four compass points atop it) composed of silver seemingly etched and embedded into his chest. This holy symbol makes him instantly recognizable as a cleric of his creator, and he wears the symbol as a badge of honor.

Also attached to the underarm of his right hand is a sheath. Whether it was part of his original design, or was attached to him later, is left up for people to guess. The sheath seems to be designed to house a wand, and sure enough, one can spot a wand housed there.

In addition to the traditional backpack you might find on an adventurer, Hammer carries a large version of his namesake across his back. His weapon of choice, this maul appears to be created from the same material as Hammer himself, and he wields it as an extension of his own body; whether in craft or in combat. The only piece of clothing he wears is a belt, which looks unusual without something to hold up. Attached to his belt is a holster for an unusual weapon not frequently seen on Faerun: a pistol. Though, if one were to examine it, they would find it rarely used. On the other side of the belt, there is tucked an everburning torch.

Personality:
Gond’s Hammer is a curious sort, ever inquisitive of the world around him. He is a pensive sort, and takes his time to think through things thoroughly before speaking. When he does speak, he speaks deliberately and chooses his words carefully.

Hammer is forever examining his surroundings, whether they be the middle of a wilderness area or the home of a noble. One thing one notices almost immediately is that Hammer seems to take more interest in places and things than in people. His interests become very apparent in social situations. Hammer seems uncomfortable in large social settings, and one gets the feeling he would rather spend his life in some workshop than in the world at large.

History:
The story of Hammer's origin begins on the island of Lantan. An elderly gnome by the name of Caeyr Llanastill, held the proud position of the head of the High Holy Crafthouse of Inspiration. Holding the positon for the past 70 years, Caeyr was a devout cleric of Gond, and had spent time studying around all of Faerun. He was an expert craftsman, and specialized in the construction of items from unusual materials, everything from mithril to adamantine. He was well known and well loved amongst the gnomes of Lantan.

Then, one day 10 years ago, Lantan has an epiphany. Long schooled in the creation of mechanical men (which the gnomes called gondsmen in honor of their true creator), Caeyr stumbled on an idea. Instead of working strictly with mechanics (as was the gnomish ideal), Caeyr could create a gondsman that was a fusion of both technology and magic. However, because magic was generally shunned on the island on Lantan, Caeyr was forced to work in secret.

Caeyr spent the next 5 years of his life on his secret project, which he called the Will of Gond. He learned about the crafing of wondrous items from all over Faerun. He learned the art of the arcane, which was quite a risk, given Lantan's culture and laws. He began construction of the ideal gondsman, using his favorite metal, adamantine, as a framework. He became a gnome possessed, and spent many days and nights working without eat or sleep. And while his health suffered, his creation soon took form.

Then, one night, when his creation was completed, Caeyr was in for a shock! Just as Caeyr was weady to activate his new gondsman, the gondsman activaed itself! His eyes winked on, and started shining a bright green. Caeyr immediately jumped back in fear, for he had designed the gondman's eyes to be a plain white. However, when the new gondsman began to speak, Caeyr knew it was no trick... his creation had been given live by the Wonderbringer himself.

Amazed at his creation, the newly born gondsman soon learned the arts of speech and thinking. It was then that Caeyr decided that this was truly a new type of creature, and re-dubbed him a gondsforged. Caeyr spent the next month teaching the gondsforged in the ways of crafting, and the ways of Gond, and when it came time to talk about the divine abilities that Caeyr has received from his deity, Caeyr found out that his gondsforged shared those abilities, yet another sign of his true creator.

Unfortunately, all of the time spent creating his scion had left Caeyr quite ill, and within a month, Caeyr left this world. In honor of both of his fathers' craft, he renamed himself Gond's Hammer, and saw himself as an extension of the Lord of All Smiths.

Gond's Hammer, or simply Hammer, lived in Lantan in the High Holy Crafthouse of Inspiration, where he continued his father's work in the crafting of weapons. However, over the months after his father's passing, Hammer felt a growing discent from the other gnomes of the land. A large part of the gnomes did not recognize him as a sentient being, and considered him as simple as the gondsman other techsmiths created. Still others looked down upon him, for he had the taint of being created by a combination of technology, arcane magic, and divine intervention. As is the way with most people, the gnomes soon began to fear what they did not understand. Soon after, the courts of Lantan ruled that all of Caeyr's possessions, including all of his work, was to be given to the state, since he left no true heir.

Devastated, Hammer decided the time was right to leave Lantan. Taking everything that he felt was rightly his, including his adamantine maul, his father's clockwork pistol, and all of his father's notes and journals, Lantan left the mystic isle. In reading his father's journal, he decided to emulate his father's journey through Faerun, and booked passage on a boat headed towards Waterdeep.

Hammer spent a year in the city of splendor, learning under a human blacksmith named Nyar Steelflint. While he learned a lot from the old man, and while Waterdeep treated him easier than Lantan, he still felt he should move on. After Waterdeep, he travelled inland, stopping off at various cities, learning what he could, and moving on. He spent the better part of three years on the road, not eating or sleeping, but simply travelling and learning. He would occasionally use his gifts to help those less fortunate, and as time went on, he leanred that he actually liked the company of others.

He finally found himself in Silverymoon, where he spent months studying the remarkable construction of everything from the Moonbridge to the Vault of the Sages. A few months ago, Hammer was recruited by the guards of Silverymoon for a special mission suited specifically for him, due to his lack of eating and sleeping, and his immunity to various diseases that might harm a normal guard. While the mission remains top secret, his success gained the guards’ respect, and they have called him a few times since, and he has aided them amenably.
 

Isida Kep'Tukari

Adventurer
Supporter
Folo Woodwalker
Male Forest Gnome Druid 5 (ECL 6)

Small humanoid
Alignment: Neutral Good
Patron Deity: Baervan Wildwanderer
Region: The Great Dale
Height: 2' 1''
Weight: 25lbs
Hair: Black
Eyes: Brown
Age: 47

Str: 7 (-2) [1 point, –2 racial]
Dex: 10 (+0) [2 points]
Con: 16 (+3) [4 points, +2 racial, +2 amulet]
Int: 13 (+1) [5 points]
Wis: 16 (+3) [8 points, +1 level]
Cha: 16 (+3) [10 points]

Class and Racial Abilities:
+2 Con, -2 Str, Small (+4 to Hide checks, +1 to ac and attack rolls), +4 racial bonus to Hide checks (increases to +8 in forest settings), +1 racial bonus on attacks against kobolds, orcs, goblinoids, and reptilian humanoids, low-light vision, weapon familiarity (gnome hooked hammers), +2 racial bonus on saving throws versus illusions, +1 to DC of saving throws of illusions cast by the gnome, +4 dodge bonus to AC against monsters of the giant type, +2 racial bonus on Craft (alchemy) and Listen checks, spell like abilities: 1/day dancing lights, ghost sound, prestidigitation, at will speak with animals and pass without trace. Animal companion, nature sense, wild empathy, woodland strike, trackless step, resist nature’s lure, wild shape 1/day, druid spells, sacred vow, proficient with club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. Also proficient with all natural attacks of form taken with wild shape. Proficient with light and medium armor, but may only wear non-metal armor, and proficient with shields (only non-metal ones).

Hit Dice: 5d8+15
HP: 47
AC: 20 (+0 Dex, +2 armor, +3 shield, +1 size)
Init: +0 (+0 Dex)
Speed: 20ft

Saves:
Fortitude +6 [+4 base, +2 Con]
Reflex +1 [+1 base, +0 Dex]
Will +7 [+4 base, +3 Wis]

BAB: +3
Melee Atk: +1 (1d4-2/x2/B, club)
Melee Atk: +1 (1d4-2/x2/S, sickle)
Melee Atk: +2 (1d4-2/x2/P, MW shortspear)
Ranged Atk: +3 (1d3-2/x2/50 ft./B, sling)

Skills:
Craft (alchemy) +4 [0 ranks, +2 Int, +2 racial]
Handle Animal +11 [8 ranks, +3 Cha]
Heal +11 [6 ranks, +3 Wis, +2 healer’s kit]
Hide +9 [0 ranks, +0 Dex, +4 size, +4 racial (additional +4 in forest environments), +1 Forester (increases to +3 in forest terrain)]
Knowledge (nature) +14 [8 ranks, +2 Int, +2 Nature Sense, +2 synergy]
Listen +12 [6 ranks, +3 Wis, , +2 racial, +1 Forester (increases to +3 in forest terrain)]
Move Silently +1 [0 ranks, +0 Dex, +1 Forester (increases to +3 in forest terrain)]
Profession (herbalist) +7 [4 ranks, +3 Wis]
Spot +10 [6 ranks, +3 Wis, +1 Forester (increases to +3 in forest terrain)]
Survival +11 [6 ranks, +3 Wis, +2 Nature Sense, (additional +2 synergy in aboveground natural environments)]

Feats:
Forester (1st level)
Track (3rd level)

Languages: Common, Gnome, Damaran, Druidic, Sylvan

Spells Prepared
Save DC +3
0th - detect magic, detect poison, create water, light x2.
1st - endure elements, goodberry, shillelagh, wood wose (ComDiv).
2nd - one with the land (ComDiv), soften earth and stone, warp wood.
3rd - nature’s favor (ComDiv), tortoise shell (MaoF).

Equipment:
Holly and mistletoe
Club – 0gp (1.5 lbs)
Sickle – 6gp (1 lb)
MW shortspear – regional equipment (1.5 lbs)
Sling and 10 sling bullets – 1sp (2.5 lbs)
+1 bondleaf wrap (AaEG) – 2,000gp (1 lb)
+1 heavy darkwood shield – 1,057gp (2.5 lbs)
Amulet of Health +2 – 4,000gp
Bag of tricks (rust) – 3,000gp
Steward’s stylish straw basket – 2,000gp (2.5 lbs)
Reed of cure light wounds – 750gp
3 mushrooms of cure light wounds – 150gp
Healer’s kit – 50gp
Dagger – 2gp (1/2 lb)
Bedroll 5sp (1.25 lbs)
Waterskin 1gp (1 lbs)
50 ft. hemp rope 1gp (10 lbs)
Trail rations (10 days worth) 5gp (2.5 lbs)
Belt pouch 1gp (0.125 lb)
Traveler’s outfit (free)

Money
1gp, 4sp

Digger
Badger
Small Animal
Hit Dice: 3d8+6 (26 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 10 ft.
AC: 18 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 15
Base Attack/Grapple: +2/-3
Attack: Claw +6 melee (1d2-1)
Full Attack: 2 claws +6 melee (1d2-1) and bite +1 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 9, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Escape Artist +7, Listen +5, Spot +5
Feats: TrackB, Weapon Finesse
Carrying Capacity: Light load – 30lbs. or less, Medium load – 31- 60lbs., Heavy load – 61 – 90lbs., Digger can drag 450lbs.

Digger is not much better than his friend Folo, a fine dark brown-black with a creamy stripe down the middle. Ferret-quick and hardy as a bear, he’s very loyal to Folo and turns a suspicious eye on anyone he doesn’t know.

Tricks Known: 8 Attack, Down, Heel, Come, Defend, Assist Track, Fetch, Seek

Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.

Skills: A badger has a +4 racial bonus on Escape Artist checks

Animal Companion abilities: Link, share spells, evasion

~~~

Appearance: Folo is a particularly small forest gnome with dark, bark-like skin, an unruly shock of black hair, and dark brown eyes. He wears what seems to be a single, large leaf, with a leather cord as a belt. A few other tough leaves wrapped with vines serve as footwear, and an oversized acorn serves as a hat. An agate stone on a leather thong hangs around his neck.

Personality: Folo is a fairly quiet individual, a trait he shares with the rest of his kind. Though not as painfully shy as some, he’s still more likely to fade into the background. He will give you far more information than you ever wanted to know on things doing with the forest, if you ask him.

Background: Folo’s tribe lived fairly deep in the woods of the Great Dale, and Folo grew up protected in the forest depths. He learned the trade of making healing herbal concoctions for the injured. While on his trips into the woods to find his herbs, his Uncle Barol would teach him how to find food and water in the woods, how to track animals, and how to hide himself in the woods. He would converse with the creatures of the wild to learn about their lives, and became as comfortable in the woods as he was at home.

He found himself wandering farther and farther, and eventually decided to leave the Great Dale all together, drawn east by a force he could not name. One of his animal friends, a young badger named Digger, was content to follow him. Folo traveled quietly across the Dalelands and into the North and the Silver Marches. He found the area to be one of the most beautiful woodlands he had ever seen, and felt content to settle down there.

It became evident that the humans of the area, particularly those around Silverymoon, would need help in order to treat the land carefully. Mustering up his courage to overcome his shyness, Folo presented himself to one of the roaming knights from the great city, and offered to help them by guiding them and tracking for them in the wilderness.
 
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ShaggySpellsword

First Post
Jacobim “Jack” Grimble
Male Rock Gnome Bbn1/Rgr2/Ftr2/Giant Killer 1
Small humanoid
Alignment: Neutral Good
Patron Deity: Gaerdal Ironhand
Region: The North
Height: 3’6”
Weight: 46 lbs.
Hair: Brown
Eyes: Blue
Age: 76

Str: 16 (+3) [13 points, –2 racial, +1 level]
Dex: 14 (+2) [6 points]
Con: 15 (+2) [5 points, +2 racial]
Int: 8 (-1) [0 points]
Wis: 12 (+1) [4 points]
Cha: 10 (+0) [2 points]

Class and Racial Abilities:
+2 Con, -2 Str, Small (+4 to Hide checks, +1 to ac and attack rolls), +1 racial bonus on attacks against kobolds and goblinoids, low-light vision, weapon familiarity (gnome hooked hammers), +2 racial bonus on saving throws versus illusions, +1 to DC of saving throws of illusions cast by the gnome, +4 dodge bonus to AC against monsters of the giant type, +2 racial bonus on Craft (alchemy) and Listen checks, spell like abilities: 1/day dancing lights, ghost sound, prestidigitation and speak with animals. Fast Movement, rage 1/day, Gnome Favored Enemy: Giants +3, Track, wild empathy +1, combat style: 2 weapon fighting, Bonus Feats (2).

Hit Dice: 1d12+2 plus 2d8+4 plus 2d10+4 plus 1d10+2 plus 3
HP: 61
AC: 18 (+2 Dex, +5 armor, +1 size)
Init: +4 (+2 Dex + 2 Blooded)
Speed: 30ft

Saves:
Fortitude +13 [+10 base, +2 Con, +1 resistance]
Reflex +6 [+3 base, +2 Dex, +1 resistance]
Will +2 [+0 base, +1 Wis, +1 resistance]

BAB: +6/+1
Melee Atk: +11/+6 (1d8+5+1d6 fire/x3/S, +1 flaming glaive)
Melee Atk: +11 (1d6+4/x3/B, MW gnome hooked hammer, hammer end)
Melee Atk: +11/+6 (1d4+4/x4/P, MW gnome hooked hammer, pick end)
Melee Atk: +9/+9/+4 (1d6+3/x3/B and 1d4+1/x4/P, MW gnome hooked hammer)

Ranged Atk: +10/+5 (1d6-1/x3/100 ft./p, MW Longbow w/alchemical silver arrows)

Skills: (all skills +1 when dealing directly with Giants, additional +3 to Bluff, Listen, Sense Motive, Spot, and Suvival checks against Giants)

Craft (Alchemy) +1 [0 ranks, -1 Int, +2 racial]
Hide +7 [2 ranks, +4 size, +2 Dex, -1 armor]
Intimidate +1 [1 rank, +0 Cha]
Jump +7 [5 ranks, +3 Str, -1 armor]
Listen +8 [5 ranks, +2 racial, +1 Wis]
Spot +8 [5 ranks, +1 Wis, +2 Blooded]
Survival +6 [5 ranks, +1 Wis]
Tumble +4 [1 rank, +2 synergy, +2 Dex, -1 armor]

Feats:
Blooded (1st level)
Track(B) (2nd level)
(Two Weapon Fighting)(B) (3rd level)
Toughness (3rd level)
Dodge (B) (4th level)
Mobility (B) (5th level)
Combat Reflexes (6th level)

Languages: Common, Gnome

Equipment:
+1 flaming glaive (5.0 lbs, 8,308 gp)
MW Gnome Hooked Hammer (3.0 lbs, 670 gp)
MW Longbow (1.5 lbs, Regional Gear)
+1 Chain Shirt (12.5 lbs, 1,250 gp)
Heward’s Handy Haversack (5 lbs, 2,000 gp)
Cloak of Resistance +1 (1 lb, 1,000 gp)

20 Alchemical silver arrows (1.5 lbs, 41 gp)
20 Alchemical silver arrows (1.5 lbs [in haversack], 41 gp)
Potion of Cure Moderate Wounds x2 (600 gp)
MW Bandoleer (.5 lbs, 5 gp)
Acid (flask) x10 (10 lbs, 100 gp)
Traveller’s Outfit (1.25 lbs, free)
Bedroll (1.25 lbs [in haversack], 1 sp)
Flint and Steel ([in haversack], 1 gp)
Belt Pouch (.125 lbs, 1 gp)
Signal Whistle (8 sp)
Waterskin (1.0 lbs [in haversack], 1 gp)
Sunrod x5 (5.0 lbs [in haversack], 10 gp)
1pp, 10 gp, 10 sp, 10 cp (.62 lbs, 21gp, 1 sp)
Total weight carried: 41.995 lbs.
 

gabrion

First Post
Lance Denian the “Stormbard”
Human (Magic-Blooded Spark Template) Rogue 1/Bard 4/Stormsinger 1
Gender: Male
Alignment: Neutral Good
Deity: Milil
Height: 5’7”
Weight: 140 lbs.
Hair: Auburn
Eyes: Green

Stats

STR 11 (3 pts)
DEX 12 (4 pts)
CON 10 (2 pts)
INT 14 (6 pts)
WIS 10 (2 pts)
CHA 20 (13 pts, +1 level, +2 cloak)

Initiative: +1
Speed: 30 ft
AC: 18 (+1 Dex, +4 armor, +2 shield, +1 Dastana)
Touch 11, Flat footed 17
HP: 28

Saves
Fortitude: +1 (1 base)
Reflex: +9 (8 base, +1 Dex)
Will: +6 (6 base)

Feats
1st (Human Bonus)-Able Learner (RoD)
1st-Nymph’s Kiss (BoED)
3rd-Magical Aptitude
6th-Storm Magic (FB)

Weapons Attack
BAB +3
Sickle, Melee +4, 1d6 slashing
Hand Crossbow, Ranged +5, 1d4 piercing

Skills 48 rogue, 40 bard, 8 SS (96)
Concentration +8 (8 ranks)
Diplomacy +23 (9 ranks, +5 Cha, +5 competence, +2 circumstance, +2 synergy)
Disable Device +13 (9 ranks, +2 Int, +2 circumstance)
Gather Information +7 (+5 Cha, +2 circumstance)
Knowledge (Geography) +6 (4 ranks, +2 Int)
Knowledge (Nature) +6 (4 ranks, +2 Int)
Knowledge (Arcana) +12 (8 ranks, +2 Int, +2 racial)
Move Silently : +10 (9 ranks, +1 Dex)
Open Lock +13 (9 ranks, +2 Int, +2 circumstance)
Perform (Sing) +21 (9 ranks, +5 Cha, +5 competence, +2 circumstance)
Profession (Clocksmithing) +4 (4 ranks)
Sense Motive +5 (5 ranks)
Spellcraft +13/+15 (scrolls) (5 ranks, +2 Int, +2 Magical Aptitude, +2 synergy, +2 synergy
[scrolls], +2 racial)
Spot +9 (9 ranks)
Use Magic Device +13/+15 (scrolls) (4 ranks, +5 Cha, +2 circumstance, +2 Magical
Aptitude, +2 synergy [scrolls])

Equipment
+1 Buckler-1,165 gp, 5 lbs.
Choker of Eloquence, Lesser (CV, minus bonus to bluff)-4,000 gp
Cloak of Charisma (+2)-4,000
Dastana (A+EG)-25 gp, 5 lbs.
Masterwork Sickle-312 gp, 2 lbs.
Masterwork Hand Crossbow-500 gp, 2lbs.
Masterwork Thieves Tools-100 gp
Mithral Chain Shirt-1,100 gp, 12.5 lbs.
Scroll of Invisibility x5-750 gp
Wand of Lesser Vigor (CD)-750 gp

Gold Spent-12,502

Spells
Spells per Day: 3/5/2
Spells Known: 6/4/3
Cantrips-Detect Magic, Ghost Sound, Mage Hand, Mending, Message,
Songbird (MoF)
1st level-Charm Person, Silent Image, Friendly Face (RoD), Harmony (MoF),
2nd level-Detect Thoughts, Enthrall, Alter Self (CA)

Rogue Class Features
-Sneak Attack +1d6
-Trapfinding

Bard Class Features
-Bardic Music (5x/day)-Countersong, Fascinate, Inspire Courage +1, Inspire Competence
-Bardic Knowledge +6

Stormsinger Class Features
-Stormsong (5x/day)-Gust of Wind

Racial Abilities
-Low-light vision
-Spell-like Abilities-1x/day, Detect Magic, Nystul’s Magical Aura, Nystul’s Undetectable Aura,
Read Magic

Appearance/Personality
[sblock]Lance is an extremely good looking fellow, whose youth and vibrancy are so powerful that most people who see him take special note. His auburn hair hangs down to his ears, framing a kind face with bright green eyes and a seemingly permanent smile. He usually wears a blue tunic, through which can be seen the sparkle of a chain shirt, and dark leather traveling pants. On one hip hangs a sickle and on the other a small crossbow, but most who know him have never seen them used.

Instead, anyone who has gained his acquaintance finds that he is much more likely sing a song to you than fight, preferring to avoid violence. He is a friendly and diplomatic individual and his friends know that his silver tongue can get them out of almost any situation.

His close friends know that his friendly ways and charismatic demeanor are actually more important to him that others might guess. Lance is a devoted worshiper of Milil and believes peace and harmony are best achieved by people sharing songs with one another. He is dedicated to the idea that all of the races should live peacefully together (he is notably impressed by Silverymoon), and is only violent when threatened by evil forces or a threat that cannot be overcome through diplomacy.[/sblock]

Background
[sblock]Lance was born in Neverwinter to a merchant father and a
mother who served as an attendant in a small temple of Milal. His
father worked at crafting water clocks, which he taught in part to
Lance. As a boy Lance was always more interested in his mother's work though and spent as much time as he could in the small temple dedicated to the Lord of Song.
Gifted with a melodic voice, the temple attendants were happy to teach Lance the art of song and he learned even more from many traveling bards who would seek sanctuary in the temple during their travels.

Of course the traveling bards who frequently stayed at the temple always
brought wild tales of adventure and heroics from their travels and soon Lance found himself aching for the chance to be a part of one of these adventures. His parents, fully aware of his acute desire to travel the world but proud to have a son who wanted to go and "fight the evil in the world", made it clear to Lance that he could leave if he felt it
best. He was so excited that he joined up with the very next bard he met at the temple, who just happened to be headed into the High Forest at the behest of a group of Centaurs there. The bard called himself Elirith and explained that he was supposed to recruit a group to investigate recent activity of drow marauders in the forest.

Unfortunately, Lance was inexperienced as an adventurer and in the chaos of their first skirmish with the drow was separated from the group and lost. He wandered the forest for several days, sure that he wouldn't make it out alive, until he finally collapsed; face down in a grove of trees. He woke some time later to find that he was being tended to by a woman of unearthly beauty-a nymph who protected this part
of the woods. She was skeptical of his presence there, but after he explained his reasons for being there and the recent battle with the drow, she knew he was a friend of the woods and she did all she could to help him recover. The nymph called herself Shira and she promised that if she could find anything out about a group of adventurers near by, she
would help him reunite with the group.

A strange thing happened while Lance was recovering though. One night
as he sat with Shira, he began to sing as he often had when he was home. The song was so beautiful that she was captivated by it and asked him to stay for a while and be her companion. Lance could not refuse and as the two passed time together they soon formed a bond the likes of which was almost unheard of for a human and a forest fey. Lance wrote songs of love and sang them for Shira and she adored him for his charm
and his soft, lovely voice. Shira was a creature of nature though and she knew that their love must be like a new unfolding spring, splendid in it's refreshing beauty, but not meant to last forever. So, after a year of romantic life together, Shira told Lance that he must travel on and find other things in his life. Lance, still young and naive, had
thought he could stay with Shira forever, and was hurt when she told him he must leave. Some of her contacts in the forest informed Shira that Lance's companions, successful in their expedition, had traveled north to silverymoon, to find employment.

Lance thought it best to seek out Elirith and see how the adventure had gone, but he was still disillusioned by the loss of his love and so he decided to wander the north for a while before traveling to silverymoon. His travels took him to the north of the sword coast and all the way to the frigid settlement of Icewind Dale, where the frigid land mirrored the icy cold that had covered his heart. The climate suited his mood
well and he began to sing again, but his songs turned from smooth melodies to thunderous arias as he unleashed his passion. Thus the settled north men of Icewind Dale began to call him the “Stormbard” as he traveled between their small settlements. Soon enough the freezing land had done enough to quench his inner fire and he felt it was time to move on once again. Hoping to bury the memory of Shira in the bitter wastelands behind him, Lance traveled on toward Silverymoon.

He was still curious about Elirith and knew that their was as much good to be done in Silverymoon as anywhere, with threats from Drow and Orcs along with the internal strife caused by those who wished to see Alustrial’s ambitious project fail. After a short journey he arrived in the Gem of the North, ready to lend his hand to anyone who needed it and his voice to those who would listen.[/sblock]
 
Last edited:

wgreen

First Post
Rhaine Alanadel, Female Elf Sorcerer

Rhaine Alanadel, Female Elf Sorcerer 6
Medium Humanoid (Elf)

Hit Dice:
6d4+12 (31 hp)
Initiative: +3 (Dex)
Speed: 30 ft. (6 squares)
Armor Class: 14 (+3 Dex, +1 enhancement), touch 14, flat-footed 11 (with mage armor: 18, 14, 15)
Base Attack: +3
Grapple: +4
Attack: Rapier +6 melee (1d6+1/18-20) or composite longbow +6 [+7 if within 30 ft.] ranged (1d8 [+1 if within 30 ft.]/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Elf traits
Saves: Fort +4, Ref +5, Will +5
Abilities: Str 12, Dex 16 (base 14, +2 racial), Con 14 (base 14, -2 racial, +2 enhancement), Int 10, Wis 10, Cha 19 (base 16, +1 level, +2 enhancement)
Skills: Bluff +12 (8 ranks, +4 Cha), Concentration +11 (9 ranks, +2 Con), Craft (weaving) +1 (1 rank), Diplomacy +6 (+2 synergy [Bluff], +4 Cha), Intimidate +6 (+2 synergy [Bluff], +4 Cha), Listen +2 (racial), Profession (clothing designer) +4 (4 ranks), Search +2 (racial), Spot +2 (racial)
Feats: Point Blank Shot, Precise Shot, Weapon Finesse
Alignment: Neutral Good

Spells known (7/4/2/1): 0 -- acid splash, dancing lights, detect magic, ghost sound, mage hand, message, read magic; 1st -- grease, mage armor, obscuring mist, unseen servant; 2nd -- glitterdust, web; 3rd -- fly.

Elf Traits (Ex): Elves possess the following racial traits.


  • +2 Dexterity, –2 Constitution.
  • Medium size.
  • An elf ’s base land speed is 30 feet.
  • Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
  • Low-light vision.
  • Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
  • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
  • Favored Class: Wizard.
Equipment:
Amulet of health +2: 4,000 gp
Cloak of charisma +2: 4,000 gp
Ring of protection +1: 2,000 gp
Rapier: 20 gp
Composite longbow: 100 gp
Arrows (20): 1 gp
Dagger: 2 gp

Bag of holding (Type I): 2,500 gp
Arrows (20): 1 gp
Bedroll: 1 sp
Everburning torch: 110 gp
Flint and steel: 1 gp
Rations, trail (per day) x3: 1 gp, 5 sp
Sack: 1 sp
Thunderstone: 30 gp
Waterskin: 1 gp

Pouch, belt: 1 gp
Acid (flask): 10 gp
Alchemist's fire (flask) x2: 40 gp
Potion of cure light wounds x2: 100 gp
Smokestick x2: 40 gp
Tindertwig x2: 2 gp

Money: 2 pp, 19 gp, 3 sp




Appearance:
The vibrant red color of Rhaine’s carefully (but artfully) short-trimmed hair contrasts starkly with the dark hair more commonly found among her kind, and complements her bright green eyes well. She is of slightly above average height for an elf (about 5' 2") and is fairly skinny (too skinny, she would say) at 89 lbs. Despite her thinness, she possesses even more grace than most of her race, and other elves (and many members of other races, for that matter) find her unnaturally enchanting and beautiful. She is often seen wearing fashionable, brightly colored clothes, designed by herself and sewn by her parents.


Personality:
Rhaine is glib and innocently charming, and has a knack for talking her way out of the few rough situations she occasionally finds herself in. She is very humble, almost to a fault, and can be a bit dense at times, particularly about her own charisma. A kind, caring person, she gets along easily with most decent folk; most elves see her as slightly apathetic and impassionate, though a far sight less so than her parents.


History:
Rhaine’s parents were never well-liked by the elves of the small forest village in which she grew up. While honest and trustworthy, Arden and Heilyn Alanadel were almost universally considered stuffy, unimaginative, and boring. Still, they were happy, and Rhaine’s childhood was generally a pleasant one.

Rhaine’s family is world-reknowned for the quality and beauty of the clothing it produces. She herself was never very good at sewing, though her parents did their best to teach her; she found designing the clothes, choosing the fabrics and colors and shapes of the cloth, to be much more rewarding. She found the innate magical abilities she soon began to exhibit to be even more rewarding, however, and the elves in her small village helped her to nurture these abilities. Over the years, she grew into womanhood and into her arcane powers. She became a generally well-liked and respected member of the community, despite the community’s disapproval of her parents.

In time, however, she grew restless with her quiet life in the village. Saying a tearful farewell, she left her home and began to walk the land, exploring the world and helping those in need. Now, several adventures later, she finds herself a bit older, a bit wiser, and a member of the Spellguards. She has not seen her home in a long time, though she often sends money to the village, hoping to help her people to prosper. While she sometimes wishes she could be back with her family again, she hopes to do much more good here with the Spellguards than she ever could on her own.
 
Last edited:

Tudutsujin

First Post
I feel this is the wrong place to post this but I can find no other place also this seems to be a popular topic at the moment as well as one i would like to join. I am new to this site as you can see and I was hoping that someone could help me out. I've wanted to pick up D&D playing for years now but never had the real chance. Please could anyone help me to understand and play?
 

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