Maddgoths Castle PCs


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Ion

Explorer
Erik Barrow
[SIZE=-2]Human Fighter 8[/SIZE]

[imagel]http://homepage.usask.ca/~rad764/dnd/erik-avatar.jpg[/imagel]

Erik grew up in Nesmé, a mid sized trading town surrouned by bog pocketed hills and rocky ridges. His family, the Barrows, have traditionally been members of the church of Jergal, recording the form of death and destination in the afterlife as he passes on. As a boy, Erik was quickly put to work digging graves and building funeral pyres. After the time of troubles, with the death domain passing to less and less savory characters, a stigma developed, unjustly associating the Barrows with all the evil and unsavory acts committed in the name of death. Since Kelemvor has taken over the domain, people's attitudes have started to change, but Erik has lived with that persecution all his life.

Living in the Evermoors isn't easy; They are notorious for their numerous Troll bands, marauding Orc bands and savage Hill Giants. Erik trained with the local militia, "the Riders", learning to swing a sword or club and to guard the city with the best of them. Not satisfied with simply protecting the city, Erik gathered with him other stout adventurers, and began hunting the evil beasts which roamed the Evermoors; and for a time, he was successful.

His most stalwart companion was his brother Axis, a lean lad who had deadly aim with his crossbow. Axis was a good fighter, but his eagerness for the kill was his downfall. During his last battle, he dashed across the hill the opposing band of orcs was retreating over, and ran right into their trap.

After Axis's death, home just wasn't the same for Erik. He couldn't face his mother's disapproving looks for long, and so he headed out into the world, trying to save the brothers of others.

[sblock]
Code:
Erik Barrow

Size/Type:  	Medium Humanoid (Human)
Hit Dice: 	8d10 + 16    (52 hp)
Initiative: 	+1 (+1 Dex)
Speed: 	30 ft. 

Armor Class: 16  (10 + 1 Dex + 5 Rhino Hide)
Flat Footed: 15  (10 + 5 Rhino Hide)
      Touch: 11  (10 + 1 Dex)
						(Armor check penalty -2)

Base Attack/Grapple: (+8/+3) / +11	

Attack: 	+14 Giantbane Mace (1d8 + 6 /x2)
	or	+11 Unarmed (1d3 + 3 /x2)

Full Attack: 	+14/+9 Giantbane Mace (1d8 + 6 /x2)
	or	+11/+6 Unarmed (1d3 + 3 /x2)

Saves: 	Fort	+8 (+6 base, +2 Con)
	Ref	+3 (+2 base, +1 Dex) 
	Will	+3 (+2 base, +1 Wis)

Abilities: 	Str 16, Dex 12, Con 14, Int 14, Wis 12, Cha 12

Skills: 	Climb +12 (11 ranks + 3 Str - 2 Armor)
		Handle Animal +12 (11 + 1 Cha)
		Intimidate +15 (11 ranks + 3 skill focus + 1 Cha)
		Jump +12 (11 ranks + 3 Str - 2 Armor)
		Ride +12 (11 ranks +1 Dex)

Feats: 		Improved Unarmed Strike
		Skill Focus (Intimidate)
		Weapon Focus (Mace, Heavy)
		Weapon Specilization (Mace, Heavy)*
		Greater Weapon Focus (Mace, Heavy)*
		Power Attack*
		Cleave*
		Great Cleave*
		Iron Will**
*Fighter Bonus
**Human Bonus

Common, Dwarven, Giant.
	
Treasure:
	23gp
	Potion of Bull's Strength, x2
	Helm of Night (as goggles of night, 60ft Darkvision)
	Rhino Hide Armor (+2 hide, +2d6 dmg on a charge)
	+1 Giantbane Heavy Mace (+2 atk / 2d6+2 dmg vs Giants)
	Ring of Feather Fall

Alignment: Neutral Good
[/sblock]
 
Last edited:

Scotley

Hero
Theobold Stonefist Male Gold Dwarf Cleric

Theobold Stonefist

Male Gold Dwarf Cleric 8th lvl
Patron: Marthammor Duin
-Symbol: Upturned Mace in front of a leather boot with a fur cuff
Alignment: NG
Home Region: The Great Rift

Str 12 pts 4
Dex 12 pts 4
Con 13 pts 3 +2 racial bonus
Int 12 pts 4
Wis 18 pts 10 +2 level bonuses
Cha 14 pts 6 +2 enhancement bonus

Hit Points 50
AC 23, Touch 11, Flat 22
Init +1
BAB +6/+1, Grap +7
Speed 20
Fort +9, Ref +3, Will +10

+9/+4 Melee, +1 Heavy Mace, 1d8+1, 20/x2
+8 Heavy Crossbow, 1d10 20/x3

Medium, 4'4" tall, 141 wt, 69 yrs old
Steel Gray hair, brown eyes, tan skin

Speaks Dwarven, Common and Celestial

Skills 24 (11x2+11Int)

Concentration (8+1Con+4Feat)
Craft (+1Int)
Diplomacy (+2Cha+2Feat)
Heal (6+4Wis)
Intimidate xx (0+2Cha+2Feat)
Listen xx (+4Wis)
Knowledge Arcana (1+1Int)
Knowledge History (1+1Int)
Knowledge Planer (1+1Int)
Knowledge Religion (5+1Int)
Profession (+4Wis)
Search xx (+1Int)
Spell Craft (+1Int)
Spot xx (+4Wis)
Survival (2+4Wis)

Feats
-Great Fortitude (bonus) (+2 Fort Saves)
-Thunder Twin has a twin. Know twins direction with a DC12 Wis check. +2 Diplomacy and Intimidate
-Weapon Focus Heavy Mace +1 to hit
-Combat Casting

Gold Dwarf Traits
-Darkvision 60’
-Stonecunning +2 racial bonus to search checks involving unusual stonework
-Weapon Familiarity with Dwarven Waraxes and Urgroshes
-Stability +4 to resist being bull rushed or tripped when standing on the ground
-+2 Racial bonus vs. poison
-+2Racial bonus vs. spells and spell like effects
-+1 racial bonus to attack rolls vs. Orcs and goblinods
-+4 dodge bonus to AC vs giant type
-+2 on Appraise Checks that are related to metal or stone items.
-+2 bonus on Craft checks related to stone or metal

Cleric Abilities
-Dwarf Domain Great Fortitude bonus feat
-Travel domain Freedom of movement level rounds per day
-Turn Undead
-Proficient with all simple weapons all armor and shields except tower
-Divine Spells

Spells Prepared
0th-Detect Magic x3, Detect Poison, Light, Mending
Spell1-Blessx2, Divine Favor, Shield of Faith, Protection from Evil, Longstrider (D)
Spell2-Aid, Sound Burst, Lesser Restoration, Spiritual Weapon, Bear’s Endurance (D)
Spell3-Dispel Magic, Fly (D), Prayer x2, Searing Light
Spell4-Neutralize Poison, Restoration, Summon Monster IV, Dimension Door (D)

+1Full Plate Armor 2,500gp
MW Studded Leather 175gp
Cleric’s Vestments
Travelers Outfit 1gp
+1 Heavy Steel Shield 1,020 gp
+1 Spell Storing Heavy Mace (Aspergillum) currently storing Searing Light 8,100gp
Wand of Cure Light Wounds 750 gp (45 charges)
Potion of Cure Light Wounds 50 gp
Wand of Searing Light 13,500gp (48 charges)
Holy Water x6 150 gp
Healer’s Kit 50 gp
Holy Symbol, silver 25 gp
Cold Iron Dagger 4gp
Alchemical Silver Light Mace 10 gp
Long Spear 5 gp
MW Heavy Crossbow 350 gp
-10 standard bolts, 5 alchemical silver, 5 cold iron 14gp
Backpack 2gp
Bedroll & Winter Blanket 6 sp
Scroll Case 1 gp
Scroll Spells
-Sanctuary 25gp, Restoration, lesser x2 300, gp, Neutralize Poison 375 gp,
Belt Pouch x2 2gp
Trail Rations 10day 5gp
Rope 100’ Silk 20gp
Torch x4 4 cp
Waterskin x2 2gp
Courtier’s Outfit 30 gp
Ring and matching bracelet silver set with amethyst and etched with dwarf runes 100 gp
Cold Weather Outfit 8 gp
Hooded Lantern with Continual Flame 57 gp (cast by Theobold)
Alchemist Fire x2 40gp

Warpony 100 gp
-Military Saddle, Bags, Bit and Bridle and Leather Barding 108 gp
Mule 8gp
-Pack Saddle 4gp
Feed Pony or Mule 8 days 4gp

Coins- 4pp 26 gp, 13sp, 6 cp
100 gp gem, 3 10 gp gems

Appearance/Personality: Theobold is a typical Gold Dwarf, not quite as powerfully built as his brother, but tall (for a dwarf) and fairly handsome. His once dark hair has started to turn a steel gray. His hair is worn long in braids and his full beard is thick and frequently brushed. His skin is tan and his brown eyes bright and observant. He smiles easily and is amiable if somewhat aloof with those not of Gold Dwarf stock. He walks proudly with his head held high and a purposeful stride. On formal occasions he dresses well in Priestly vestments or courtier’s clothing. In the field he wears a well worn suit of studded leather armor with a heavy steel shield. He carries a glowing heavy mace at his side as well as a finely crafted heavy crossbow. Also at his side are a light mace and dagger. He has a suit of full plate armor for battle. Like many of his faith he is curious and eager to see what lies over the next hill. He has been roaming the roads of Faerun on the back of a pony from a young age and is unlikely to stop any time soon.

History/Background: As one of the Thunder Twins Theobold has been a wanderer from a young age. He and his brother received formal training as a Monk and Cleric, but even in those days found excuses to explore the Great Rift. As they got older their travels wandered further and further from home. Much of his time has been spent blazing new trails or clearing older ones of trouble. Many times he has been the stalwart anvil to his brother’s more mobile hammer as they crushed foes in between. Whether battling giants in the Evermores or chasing orcs out of the lowland forests they form an effective team. More recently Theobold, Konrad and their companions find themselves in the City of Splendors looking for a floating castle under the mountain.
 
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Voadam

Legend
Konrad Stonefist

Dwarf monk 8
LG medium humanoid dwarf MV 40 ft, reach 5 ft.

S 10 +2 = 20 (+5)
D 6 = 14 (+2)
C 6 +2 = 16 (+3)
I 2 = 10
W 6 +2 = 16 (+3)
C 1 -2 = 7 (-2)

F +9, R +10, W +9
HP 67 (8 +5x7 + 24)
AC 21 (+3 armor, +2 dex, +5 monk, + 1 deflection), 18, 19

Attack +12 unarmed 2d6+5
Flurry +11/+11/+6 unarmed 2d6+5

BAB +6
Grapple +15
Initiative + 2
Trip +9

Feats:
Improved Unarmed Strike (B), Improved Grapple (B), Deflect Arrows (B), Improved Trip (B), Lightning Reflexes, Weapon Focus Unarmed Strike, Blind fighting,

Skills
Jump 11+5+4+2 = 22
Climb 11+5 = 16
Tumble 11+2+2 = 15
Spot 11+3 = 14

Dwarf:[SBLOCK]• +2 Constitution, –2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +1 racial bonus on attack rolls against orcs and goblinoids.
• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• +2 racial bonus on Appraise checks that are related to stone or metal items.
• +2 racial bonus on Craft checks that are related to stone or metal.
• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
• Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
[/SBLOCK]

Monk:[SBLOCK]Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed. +20 ft

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm. 40 ft.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
[/SBLOCK]

Equipment
13K monk's belt
9k Bracers of Armor +3
2K Ring of protection +1
4K Periapt of wisdom +2
Necklace of Missiles 2 small 2 large beads

Konrad is a dark haired broad chested dwarf, dressed in brown breeches with stout boots, a broad belt, and thick bracers he appears quite the dwarven roughneck bruiser. A small ring and a periapt hanging from his neck are the only current signs of dwarvish wealth about him.

Picture: http://www.hallofhero.com/warrior/tm/dwarf2.jpg

Konrad is a practitioner of the dwarven Flowing Magma school of combat. He has trained to harden his mind and body and use them to roll with an opponent's punches and turn their power against them. He is partial to acrobatic leaps in combat and his flying jump kicks have knocked more than one opponent off their feet and staved in other unfortunates' ribs.

One of the thunder generation, Konrad journeys with his twin Theobold and together they have fought humanoids and giants across the lands. Currently the pair are interested in finding the "flying castle" of undermountain and the renegade wizard who lairs there.
 
Last edited:

zevon

First Post
Asher Faine- Druid, 8.
Race- Human
Alignment- Neutral Good

Str- 9
Dex- 12
Con- 14
Int- 14
Wis- 18
Cha- 12

Hit Points = 58
Speed = 30ft
Armor Class = 15 (10+3 armor+1 natural armor+1 dex mod).
Initiative = 1 (+1 dex)
Base Attack = 6/1
Saving Throws- Will 12, Fort, 10, Ref, 5.

Skill Ranks- Concentration 10, Knowledge (nature) +10 (+2 synergy), Profession (brewer) +10, Knowledge (religion) 8, Heal, +8, Survival 8, Swim 4, Sense Motive 3, listen 3, Handle Animal 3, Spot 3.

Class Abilities
- Wild Shape (Large), Wild Shape 3x a day, Resist Nature's Lure, Trackless Step, Woodland Stride, Animal Companion, Wild Empathy.

Feats- Simple Weapon, Armor (light, medium), Spell Penetration, Craft Wonderous Item, Greater Spell Penetration, Track, Self-Sufficient

Languages
- Common, Elven, Undercommon, Sylvan.

Equipment- Hide armor, sling, quarterstaff, homebrewer's kit, healer's kit, bullets (100) winter blanket, amulet of natural armor +1 (2000 gp), Cloak of Resistance +2 (4000 gp), Slippers of Spider Climbing (4800 gp), Peripat of Wisdom + 2 (4000 gp), Ring of Mind Shielding (8,000), Spyglass (1000), potion of Greater Magic Fang +1 x2 (1500), potion of Cure Moderate Wounds x2 (1500), potion of Invisibility x2 (600), Artisan's Kit Masterwork (Brewers), assorted flasks of homebrew.

Spells Prepared: Lvl 0- Flare, Know Direction, Detect Magic, Create Water, Guidance, Light.
Lvl 1- Cure Light Wounds, Entangle, Pass Without Trace, Magic Fang, Obscuring Mist, Speak With Animals. Lvl 2- Summon Nature's Ally II, Flamin Sphere, Bull Strength, Barkskin
Lvl 3- Cure Moderate Wounds, Summon Nature's Lly III, Call Lightning, Neutrallize Poison, Lvl 4- Summon Nature's Ally IV, Flame Strike, Reincarnate

Animal Companion- Tiger, called Khirsah.

Asher was raised by the priest of an abbey in a small woodland village. His father, affectionately known as the Fat Friar (he quite liked the nickname), was more recognized for his ability to tastefully age (and imbibe) a particularly delicate wine or hearty ale than for his jovial and insightful sermons. Wise though the sermons might have been, Ash preferred the company he found in the wood, field mice, to church mice and a friend in a young ranger called Adalar. The two of them spent many days together, gathering the herbs for a wheat ale or honey weiss. Eventually the urge to wander struck Adalar and Asher, armed with his father's round belly and jovial demeanor followed him into the wild. Adalar eventually stumbled upon a thicket that agreed with him and made his home at the foot of the mountians, while Adalar moved on to slake his wanderlust. There, in the Thicket, Asher has been brewing, drinking and hunting with his tiger, Khirsah, for sometime.(I realize this background is kind of lame, but I'll extrapolate a bit once some campaign background is established(whether here or later, IC), as I know little of campaign setting.
 
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Endovior

First Post
Melkolf Zaduras
NG Human Wizard (Diviner) 3 / Psion (Sage) 3 / Cerebremancer 2
Male, 32 Years Old, 5'10", 150 lb, Black Hair, Gray Eyes, White Skin
Patron: Deneir
Str8 -1
Dex14 +2
Con10
Int20 +5 (22 +6)
Wis13 +1
Cha10
HP: 24
AC: 17 (19 vs Selected Opponent when Psionically Focused)
BaB: +3
Fortitude: +3 (2 Base, +1 Resistance)
Reflex: +5 (2 Base, +2 Dex, +1 Resistance)
Will: +11 (9 Base, +1 Wis, +1 Resistance)
Initiative: +2
Feats:
Scribe Scroll (Bonus)
Run
Dodge
Psionic Dodge
Speed of Thought
Up the Walls
Spells:
Divination Specialist; Necromancy Revoked
4 0th: All but Necromancy
5 1st: Alarm, Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Detect Undead, Expeditious Retreat, Obscuring Mist, Protection from Evil, True Strike
4 2nd: Detect Thoughts, Flaming Sphere, Knock, Locate Object, Summon Swarm
2 3rd: Arcane Sight, Blink, Fireball, Fly
Psionics:
Seer
40 Power Points
1st: Precognition, Catfall, Call to Mind, Destiny Dissonance, Detect Psionics
2nd: Recall Agony, Sensitivity to Psychic Impressions, Clairvoyant Sense, Psionic Identify
3rd: Fate Link, Mental Barrier
Skills:
Concentration: +11 (11R)
Decipher Script: +14 (8R+6Int)
Knowledge (Arcana): +17 (11R+6Int)
Knowledge (Architecture & Engineering): +8 (2R+6Int)
Knowledge (Dungeoneering): +9 (3R+6Int)
Knowledge (Geography): +8 (2R+6Int)
Knowledge (History): +8 (2R+6Int)
Knowledge (Nature): +8 (2R+6Int)
Knowledge (Nobility & Royalty): +8 (2R+6Int)
Knowledge (Psionics): +17 (11R+6Int)
Knowledge (Religion): +8 (2R+6Int)
Knowledge (The Planes): +8 (2R+6Int)
Spellcraft: +17 (11R+6Int)
Spot: +6 (5R+1Wis)
Listen: +6 (5R+1Wis)
Psicraft: +17 (11R+6Int)
Languages:
Common
Elven
Draconic
Dwarven
Goblin
Undercommon
Equipment: 4 Gp
Bracers of Armor +3 (9000 Gp)
Headband of Intellect +2 (4000 Gp)
Mirror of Suggestion (3600 Gp)
Ring of Sustenance (2500 Gp)
Ring of Protection +1 (2000 Gp)
Amulet of Natural Armor +1 (2000 Gp)
Cloak of Resistance +1 (1000 Gp)
Cognizance Crystal 1 (1000 Gp)
Dorje of Déjà Vu (750 Gp)
Dorje of Mind Thrust (750 Gp)
Boots of Stomping (600 Gp)
Everburning Torch (110 Gp)
Spellbook (15 Gp) - With Extra Spells (1200 Gp)
Spell Component Pouch (5 Gp)
Explorer's Outfit (10 Gp)
Backpack (2 Gp)
Tent (10 Gp)
Bedroll (1 sp)
Ink, 3 Vials (24 Gp)
Inkpen (1 sp)
Paper, 20 Sheets (8 Gp)
Scrollcase (1 Gp)
Smokesticks, 2 (40 Gp)
Alchemist's Fire, 2 Flasks (40 Gp)
Acid, 3 Flasks (30 Gp)
Thunderstone (30 Gp)
Tindertwigs, 10 (10 Gp)
Caltrops, 10 Bags (10 Gp)
Signal Whistle (8 sp)

Background:
Melkolf was a very bright young child, and was apprenticed to the Wizard Sandoth the Laugher at a young age. He discovered his psionic powers near the end of his apprenticeship, and, knowing that Sandoth could not help him in that area, he left to pursue a teacher that could train him in those arts. He continued to corrospond with Sandoth, however, and the two maintained a long-distance friendship. After many adventures, he found a travelling Psion that taught him the secrets of Psionic power. Once he learned this power, he settled down, and focused on acheiving greated mastery in both areas of his expertise. And he would have continued thus for some time... were it not for Sandoth's last letter. Suspicions of Maddgoth, coupled with the dissapearance of his former mentor, have drawn Melkolf back into the adventuring business.

Spells Prepared:
0th: Dancing Lights, Detect Magic, Mage Hand, Prestidigitation
1st: Alarm, Color Spray, Expeditious Retreat, Obscuring Mist, Protection from Evil
2nd: Detect Thoughts, Flaming Sphere, Knock, Summon Swarm
3rd: Fireball, Fly
 
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D20Dazza

Explorer
Asher Faine- Druid, 8.
Race- Human
Alignment- Neutral Good

Str- 9
Dex- 12
Con- 14
Int- 14
Wis- 18
Cha- 12

Hit Points = 58
Speed = 30ft
Armor Class = 15 (10+3 armor+1 natural armor+1 dex mod).
Initiative = 1 (+1 dex)
Base Attack = 6/1
Saving Throws- Will 12, Fort, 10, Ref, 5.

Skill Ranks- Concentration 10, Knowledge (nature) +10 (+2 synergy), Profession (brewer) +10, Knowledge (religion) 8, Heal, +8, Survival 8, Swim 4, Sense Motive 3, listen 3, Handle Animal 3, Spot 3.

Class Abilities
- Wild Shape (Large), Wild Shape 3x a day, Resist Nature's Lure, Trackless Step, Woodland Stride, Animal Companion, Wild Empathy.

Feats- Simple Weapon, Armor (light, medium), Spell Penetration, Craft Wonderous Item, Greater Spell Penetration, Track, Self-Sufficient

Languages
- Common, Elven, Undercommon, Sylvan.

Equipment- Hide armor, sling, quarterstaff, homebrewer's kit, healer's kit, bullets (100) winter blanket, amulet of natural armor +1 (2000 gp), Cloak of Resistance +2 (4000 gp), Slippers of Spider Climbing (4800 gp), Peripat of Wisdom + 2 (4000 gp), Ring of Mind Shielding (8,000), Spyglass (1000), potion of Greater Magic Fang +1 x2 (1500), potion of Cure Moderate Wounds x2 (1500), potion of Invisibility x2 (600), Artisan's Kit Masterwork (Brewers), assorted flasks of homebrew.

Spells Prepared: Lvl 0- Flare, Know Direction, Detect Magic, Create Water, Guidance, Light.
Lvl 1- Cure Light Wounds, Entangle, Pass Without Trace, Magic Fang, Obscuring Mist, Speak With Animals. Lvl 2- Summon Nature's Ally II, Flamin Sphere, Bull Strength, Barkskin
Lvl 3- Cure Moderate Wounds, Summon Nature's Lly III, Call Lightning, Neutrallize Poison, Lvl 4- Summon Nature's Ally IV, Flame Strike, Reincarnate

Animal Companion- Tiger, called Khirsah.

Asher was raised by the priest of an abbey in a small woodland village. His father, affectionately known as the Fat Friar (he quite liked the nickname), was more recognized for his ability to tastefully age (and imbibe) a particularly delicate wine or hearty ale than for his jovial and insightful sermons. Wise though the sermons might have been, Ash preferred the company he found in the wood, field mice, to church mice and a friend in a young ranger called Adalar. The two of them spent many days together, gathering the herbs for a wheat ale or honey weiss. Eventually the urge to wander struck Adalar and Asher, armed with his father's round belly and jovial demeanor followed him into the wild. Adalar eventually stumbled upon a thicket that agreed with him and made his home at the foot of the mountians, while Adalar moved on to slake his wanderlust. There, in the Thicket, Asher has been brewing, drinking and hunting with his tiger, Khirsah, for sometime.(I realize this background is kind of lame, but I'll extrapolate a bit once some campaign background is established(whether here or later, IC), as I know little of campaign setting.
 

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