Wildwood Red in Tooth and Claw [RG]

Voadam

Legend
Characters for the house ruled Wildwood Campaign

OOC
IC II
IC I
INFO

Combat Bullet stats

Name --------- Init ---------- AC --------- Hp HS----------- Special conditions

Weylan ------- +2 ----------- 17 ------- 26/- 6 8/- ------- Cyst*
NR4ZN -------- +2 ---------- 18 -------- 21/-2 5 9/- -------- Grappling
Inamar -------- +3 ---------- 13(14) --- 14/-5 3 8/- ------- -5 dex, poisoned x2
Rooth --------- +3 ---------- 20(22) -------- 22/-1 5 9/- --------- shifted, -1 dex, poisoned
Syfer ---------- +4 ---------- 18 -------- 19/- 4 9/- --------
Mat ------------ ------------------------ -10
Curtain Vine ------------------------------ X
Platter ----------------------------------- Shattered!
Boar -------------------------------------- -10/-4

Inamar spells 1-5 [1], 0-6 [1]
 
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Voadam

Legend
Character mechanics bullets

Character mechanic bullets

Weylan Sea Green
Elan gestalt Psychic Warior2/Soulknife 2
Move 40 ft (30 ft without focus).
Hp 28
AC 18 (+3 armor, +5 dex) T 15, FF 13
Str 14, Dex 14, Con 14, Int 12, Wis 14, Cha 10
F +5, R +5, W +5
BAB +1, grapple +3, init +2
mindblade +4 1d6+2 19-20
mindblade +4 1d6+2 19-20 RI 30'
javelin +3 1d6+2 RI 30'
Feats: Elan resilience enhanced(p), psionic body(p), psionic weapon(p), speed of thought(p), wild talent, weapon focus mindblade
Listen +5 Spot +5,
common, dover, goblin,
Elan: Repletion, Resilience, Resistance,
Psionics: 6 pts, force screen, grip of iron,
Gear: studded leather, 4 javelins, backpack, alchemists fire, bedroll, crowbar, hammer, flint and steel, small mirror, 10 pitons, silk rope, 4 sunrods, winter blanket

NR4ZN Cyan
Warforged Armor Adept 2
Move 30 ft.
Hp 21
AC 18 (-1 size, +5 armor, +4 dex) T 13, FF 14
Str 22, Dex 14, Con 16, Int 12, Wis 6, Cha 6
F +3, R +4, W -2
BAB +2, grapple +12, init +2
chain +7 2d6+9, piercing trip weapon, disarm
greatclub +7 2d8+9 bludgeoning
javelin +3 1d8+9 RI 30' piercing
Feats: Large and in Charge, Spiked Chain Prof,
Listen +2 Spot +2,
dover, draconic,
Warzoder: Large,
Immune to poison, paralysis, sleep effects, disease, nausea, exhaustion, effects that caused the sickened condition, and energy drain
Cannot naturally heal, 1/2 from magical healing, can be repaired,
Vulnerable to metal and stone effects
Does not risk damage from actions while disabled
Does not eat, sleep, or breathe, can't consume potions, etc.
Power Armor: DR 4/adamantine, fire/cold resistance 2, -4 armor check penalty (not on balance, climb, jump, or ride)
Gear: Power Armor, large greatclub, large spiked chain (hidden internally), 18 large javelins, large dagger

Inamar Dark Orchid
Human Gestalt Warlock2/Sorcerer 2
Move 30 ft.
Hp 14
AC 13 (+3 dex) T 13, FF 10
Str 8, Dex 16, Con 14, Int 12, Wis 10, Cha 16
F +2, R +3, W +3
BAB +1, grapple 0, init +3
eldritch blast +4 (touch) 1d6 subject to SR (PBS, precise shot)
staff +0 1d6
Feats: arcane mastery, point blank shot, precise shot
Listen +0 Spot +0, darkvision, see invisible,
common, dover,
Spells: 6/5 DC 13+
1 Cure Light Wounds, Shield, 0 Message, Light, Mage Hand, Prestidigitation
Warlock: eldritch blast see the unseen, ID magic, see magic,
Gear: Backpack, 2 belt pouches, 2 scroll cases, component pouch, 2 smokesticks, waterskin

Rooth Dark Red
Shifter Ranger 2
Move 30 ft.
Hp 22
AC 20 (+3 armor, +2 shield, +5 dex) T 15, FF 15
Str 17, Dex 16, Con 17, Int 12, Wis 14, Cha 10
F +6, R +6, W +2
BAB +2, grapple +5, init +3
Masterwork longsword +6 1d8+3 19-20 slashing
composite longbow +5 1d8 x3 piercing RI 100'
masterwork flail +6 1d8 bludgeoning
Spear +5 1d8+4 x3 piercing two handed
spear +5 1d8+3 x3 piercing RI 20'
Feats: Beasthide Elite, Shifter Defense, Track, Two-Weapon Fighting,
Listen +4 Spot +7, lowlight vision,
common, dover, goblin, sylvan,
Shifting beasthide (elite, shifter defense)
Favored enemy goblin +2, wild empathy +2
Gear: studded leather, heavy wooden shield, masterwork longsword, composite longbow, flail, spear, Backpack, Bedroll, Blanket winter, Firewood (1 day) x10, Flint and steel, grappling hook, lantern (hooded), oil flasks x10, rations (1 day) x4, rope (50', silk) x2, Signal whistle, Torches x10

Syfer Sienna
Chiao humanoid(feline) 2
Move 30 ft.
Hp 19
AC 18 (+3 armor, +4 dex) T 15, FF 13
Str 22, Dex 18, Con 16, Int 10, Wis 14, Cha 10
F +3, R +7, W +2
BAB +1, grapple +7, init +4
Greataxe +8 1d12+9 x3 slashing
Tiger Claws +9 1d4+6 x3 piercing
Poison DC 14 1d4 con
Feats: Power Attack, Tiger claw(b), Weapon Focus Tiger Claw,
Listen +2 Spot +2, lowlight vision,
dover,
Gear: stone greataxe, tiger claws, 3 poison, studded leather, backpack, hooded lantern, oil, waterskin, whetstone, 4 vials, rope


Older Characters [SBLOCK]
Template
Race Class Level
Move X ft.
Hp X
AC X (+X armor, +X dex) T X, FF X
Str X, Dex X, Con X, Int X, Wis X, Cha X
F +X, R +X, W +X
BAB +X, grapple +X, init +X
weapon +X 1dX
Feats: X
Listen +X Spot +X,
dover,
Gear: X

Gravan
Human Gestalt Druid 2/Monk 2
Move 30 ft. (50' shifted) Woodland stride
Hp 20
AC 23 (+4 armor, +5 dex, +4 wis) T 19, FF 18
Str 10, Dex 14, Con 14, Int 10, Wis 18, Cha 8
F +5, R +5, W +7
BAB +1, grapple +1, init +2
Strike +1 1d6 bludgeoning
Flurry -1/-1 1d6 bludgeoning
Feats: Augment Healing, Endurance, Improved Unarmed Strike, Nimbus of Light, Sacred Vow, Toughness, Vow of Poverty,
Listen +4 Spot +6,
Common, dover, druidic
Spells: 4/4
1 cure light wounds (1d8+4), entangle (DC 15), goodberry (2d4 berries)
0 create water, cure minor wounds, detect magic, light, mending
Evasion,
Shifter swift action 1d6 bite, +4 str, 50' move
Gear: tea set. Simple monk habit, trowel, pipe, gourd, walking stick.

Thelso
Dover cleric 1
Move 30 ft.
Hp 11
AC 17 (+3 armor, +4 dex) 14, 13
Str 10, Dex 18, Con 16, Int 10, Wis 18, Cha 10
F +3, R +4, W +8
BAB +0, grapple +X, init +4
Melee Atk: Bite, +0/-5, dmg 1d6 piercing
Ranged Atk: Crossbow, Light; +4 BAB, dmg 1d8, critical 19-20 x2, 80 ft range, piercing,
Feats: Iron Will, Two-Weapon Fighting, Weapon Focus Spear,
Listen +8 Spot +4, dover,
Dover: Scent
Spells: 3/2 DC 14+ 1 cure light wounds, magic weapon, bless, shield of faith, 0 resistance, light, guidance, read magic
Cleric: Turn Undead
Gear: leather armor, crossbow, 20 quarrels, backpack, bedroll, whetstone, cleric vestments, flint and steel, belt pouch, torch, waterskin, 24 gp, 9sp, 7 cp

Noni
Human Rgr 1
Move 30 ft. N
Hp 16
AC 18 (+2 armor, +6 dex) 16, 12
Str 16, Dex 18, Con 16, Int 14, Wis 14, Cha 8
F +5, R +6, W +2
BAB +1, grapple +4, init +4
Battle axe +4 1d8+4 x3
longbow +5 1d8 x3 RI 100
Feats: Point Blank Shot, Toughness, Track
Listen +6 Spot +6, dover, gnoll, elvish
Climb +6, Craft fletcher +4, Craft weapons +4, Hide +7, Jump +5, Knowledge Nature +6, Listen +6, Move Silent +7, Search +6, Spot +6, Survival +6, Swim +4
Favored Enemy: Animal +2, Wild Empathy +0
Gear: leather armor, battle axe, longbow, 20 arrows

Tur
Lizardfolk Lizardfolk/Dragon Totem Barbarian 1
Move 30 ft. N
hp 14
AC 16 (+2 armor, +4 dex) 14, 12
Str 16, Dex 14, Con 14, Int 9, Wis 14, Cha 13
F +4 R +2 W +2
BAB +1, Grapple +4, Init +2
Greataxe +4 1d12+4 x3 cold iron, bite +2 1d4+1
Kukri +4 1d4+3 18-20, claw +2 1d4+1, bite +2 1d4+1
Claws +4 1d4+3, bite +2 1d4+1
Javelin, +3 1d6 30 ft.
Feats: Blindfight, Multiattack
Listen +5 Spot +2, dover, draconic
Rage 1/day +4 str, +4 con -2 AC
SQ hold breath
Gear: Cold Iron Great axe, 2 javelins, kukri,

Cursed
Ilonis Sorcerer 1
Move 30 ft. N
Hp 9
AC 15 (+4 dex, +1 dodge) T 15 FF 10
Str 8 Dex 18 Con 16 Int 11 Wis 10 Cha 19
F +3 R +4 W +2
BAB +0 Init +4 Grapple -1
Spear -1 1d8-1 x3 melee +4 ranged 1d8-1 x3 20 RI
Light crossbow +4 1d8 x3 80 RI
Listen +0 Spot +0 Common, Dover
Feats: Dodge, Two Weapon Fighting
SQ Echosense/Blindsight
Spells:
0 (5/14) Dancing Lights, Ghost Sound, Mage Hand, Prestidigitation,
1 (4/15) Mage Armor, Sleep
Gear: Spear, light crossbow, 20 quarrels

Jeanpierre
Human Knight/Cleric 1
Move 30' N
hp 14
AC X () Touch X FF X
Str X Dex X Con X Int X Wis X Cha X
BAB +1 Init +0 Grapple +X
Sword +X d8+X 19-20 slashing
Listen +X Spot +X Common,
Feats
SQ Knight's challenge, str domain, nobility domain
Spells:
0 (X/1X) X, X, X, X,
1 (X/1X) X, X
Gear

Firblain
Dwarf Barbarian/Ranger 1
Move 30 ft.
Hp 19
AC X (+X armor, +X dex) X, X
Str X, Dex X, Con X, Int X, Wis X, Cha X
F +X, R +X, W +X
BAB +X, grapple +X, init +X
Greataxe +X 1d12+X x3
weapon +X 1dX
Feats: Toughness, Track
Listen +X Spot +X, dover,
Rage 1/day Favored Enemy Goblins +2, Wild Empathy +X
Gear: Greataxe

Viktor
Tiefling Ranger 1
Move 30 ft.
Hp X
AC X (+X armor, +2 shield, +X dex) X, X
Str X, Dex X, Con X, Int X, Wis X, Cha X
F +X, R +X, W +X
BAB +1, grapple +X, init +X
longsword +X 1d8+X 19-20
weapon +X 1dX
Feats: Track
Listen +X Spot +X, dover,
Favored Enemy Evil +2, Wild Empathy +X, Darkvision, Resistances
Gear: longsword, large wooden shield

Template
Race Class Level
Move X ft.
Hp X
AC X (+X armor, +X dex) X, X
Str X, Dex X, Con X, Int X, Wis X, Cha X
F +X, R +X, W +X
BAB +X, grapple +X, init +X
weapon +X 1dX
Feats: X
Listen +X Spot +X, dover,
Gear: X

[/SBLOCK]
 
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Voadam

Legend
Party Powers

Party powers

Weylan

NR4ZN

Inamar

Rooth

Gravan

Syfer

old party
[sblock]
Noni powers:
Favored Enemy: Animals, Wild Empathy+0, Track+6, Point Blank Shot
[SBLOCK]

Favored Enemy Animals:
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.


Wild Empathy+0:
Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Track +6:
Track [General]
Benefit

To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.

You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on Table: Track DC.
Very Soft Ground

Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground

Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
Firm Ground

Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
Hard Ground

Any surface that doesnt hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

Several modifiers may apply to the Survival check, as given on Table: Track DC Modifiers.

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal

Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creatures passage using the DCs given above, but you cant use Search to follow tracks, even if someone else has already found them.
Special

A ranger automatically has Track as a bonus feat. He need not select it.

This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.

Table: Track DC
Surface Survival DC
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20

Table: Track DC Modifiers Condition Survival DC
Modifier

1. For a group of mixed sizes, apply only the modifier for the largest size category.
2. Apply only the largest modifier from this category.

Every three creatures in the group being tracked -1
Size of creature or creatures being tracked1
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium 0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility2
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5

Point Blank Shot
Benefit

You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.[/SBLOCK]


Alan Keep powers:
Mindblade, Hex 1/day DC 13

[SBLOCK]

Mind Blade (Su)

As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/W2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blades damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.

A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.

A soulknifes mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).

Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

Hexblade's Curse: Once per day, as a free action, a Hexblade can unleash a curse upon a foe. The target must be visible to the Hexblade, and within 60 feet. The target of a Heblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for one hour thereafter. A successful Will save (Dc 10 + 1/2 the Hexblade's class level + the Hexblades Cha modifier) negates the effect. At every four levels beyond first, a Hexblade gains the ability to use his curse one additional time per day. Multiple Hexblade's curses don't stack, and any foe that successfully resists the effect cannot be affected agin by the same Hexblade's curse for 24 hours. Any effect that removes or dispels a curse eliminates the effects of a Hexblade's curse.[/SBLOCK]


Tur Powers:
Hold Breath 48 rounds, Rage 1/day (7 rnds +4 str, +4 con, +2 W, -2 AC), Blindfight
[SBLOCK]

Hold Breath
A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Rage (Ex)
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarians hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the characters (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, cant charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone elses action.

Blind-Fight [General]
Benefit
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 dont lose your Dexterity bonus to Armor Class, and the attacker doesnt get the usual +2 bonus for being invisible. The invisible attackers 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.[/SBLOCK]



Cursed Powers
Echolocation/Blindsight 30'
[SBLOCK]
Blindsight

Some creatures have blindsight, the extraordinary ability to use a nonvisual sense (or a combination of such senses) to operate effectively without vision. Such sense may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This ability makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still cant see ethereal creatures and must have line of effect to a creature or object to discern that creature or object). This ability operates out to a range specified in the creature description.

The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creatures description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.

* Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
* Blindsight does not subject a creature to gaze attacks (even though darkvision does).
* Blinding attacks do not penalize creatures using blindsight.
* Deafening attacks thwart blindsight if it relies on hearing.
* Blindsight works underwater but not in a vacuum.
* Blindsight negates displacement and blur effects.[/SBLOCK]

Jeanpierre Powers
Turn undead, Strength Domain, Nobility Domain, Knight's Challenge[SBLOCK]
Turn undead

Strength Domain

Nobility Domain

Knight's Challenge
[/SBLOCK] [/sblock]
 
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Voadam

Legend
Party Spells

Party Spells known

Inamar
1 Cure Light Wounds, Shield
0 Light, Mage Hand, Message, Prestidigitation, Read Magic
[sblock]
1st level
[sblock]
Cure Light Wounds
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Shield
Abjuration [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)

Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover.
[/sblock]

0 level
[sblock]
Light
Evocation [Light]
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

Arcane Material Component
A firefly or a piece of phosphorescent moss.

Mage Hand
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: No

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

Message
Transmutation [Language-Dependent]
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No

You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.

Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

Focus
A short piece of copper wire.

Prestidigitation
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Read Magic
Divination
Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level

By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.

Focus
A clear crystal or mineral prism.
[/sblock]
[/sblock]
Gravan
1 cure light wounds, entangle, goodberry
0 create water, cure minor wound, detect magic, light, mending
[sblock]
1st level
[sblock]
Cure Light Wounds
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Entangle
Transmutation
Level: Drd 1, Plant 1, Rgr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in a 40-ft.-radius spread
Duration: 1 min./level (D)
Saving Throw: Reflex partial; see text
Spell Resistance: No

Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.

Goodberry
Transmutation
Level: Drd 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: 2d4 fresh berries touched
Duration: One day/level
Saving Throw: None
Spell Resistance: Yes

Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.
[/sblock]

0 level
[sblock]
Create Water
Conjuration (Creation) [Water]
Level: Clr 0, Drd 0, Pal 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.

Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Cure Minor Wounds
Conjuration (Healing)
Level: Clr 0, Drd 0

This spell functions like cure light wounds, except that it cures only 1 point of damage.

Detect Magic
Divination
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round
Presence or absence of magical auras.

2nd Round
Number of different magical auras and the power of the most potent aura.

3rd Round
The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength
An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)

Lingering Aura
A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6×10 minutes
Overwhelming 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.

Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

Light
Evocation [Light]
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

Mending
Transmutation
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: One object of up to 1 lb.
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.

Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

[/sblock]
[/sblock]

Weylan
1 Force Screen, Grip of Iron
[sblock]
1st level
Force Screen
Psychokinesis [Force]
Level: Psion/wilder 1, psychic warrior 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: 1

You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it.

Augment
For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1.

Grip of Iron
Psychometabolism
Level: Psychic warrior 1
Display: Visual
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 1

You can improve your chances in a grapple as an immediate action, gaining a +4 enhancement bonus on your grapple checks.

You can manifest this power with an instant thought, quickly enough to gain the benefit of the power in the current round. Manifesting this power is an immediate action. You can manifest this power when it isn’t your turn (if you are grappled).

Augment
For every 4 additional power points you spend, the enhancement bonus on your grapple checks increases by 2.

[/sblock]


old party
[sblock]
Cursed
1 mage armor, sleep
0 dancing lights, ghost sound, mage hand, prestidigitation
[SBLOCK]

1st level

[SBLOCK]Mage Armor
Conjuration (Creation) [Force]
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures cant bypass it the way they do normal armor.

Focus
A piece of cured leather.

Sleep
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes

A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.

Among creatures with equal HD, those who are closest to the spells point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

Sleep does not target unconscious creatures, constructs, or undead creatures.
Material Component

A pinch of fine sand, rose petals, or a live cricket.[/SBLOCK]

0 level

[SBLOCK]Dancing Lights
Evocation [Light]
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Up to four lights, all within a 10-ft.-radius area
Duration: 1 minute (D)
Saving Throw: None
Spell Resistance: No

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spells range.

Dancing lights can be made permanent with a permanency spell.

Ghost Sound
Illusion (Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Illusory sounds
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sounds basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

Ghost sound can enhance the effectiveness of a silent image spell.

Ghost sound can be made permanent with a permanency spell.
Material Component

A bit of wool or a small lump of wax.

Mage Hand
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: No

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spells range.

Prestidigitation
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.[/SBLOCK]

Jeanpierre
0
1
[SBLOCK][/SBLOCK]
[/SBLOCK][/sblock]
 
Last edited:

Watus

First Post
Tur

Turalisj'na'Sveargith ("Tur")
Lizardfolk - Medium Humanoid (Reptilian)
Lizardfolk 1 / Barbarian (Dragon Totem) 1
Str 16 (+3)
Dex 14 (+2)
Con 14 (+2)
Int 9 (-1)
Wis 14 (+2)
Cha 13 (+1)
Mov: 30'
Init: +2
BaB: +1
HP: 14
AC: 16 (+2 nat. armor, +2 dex, +2 ref)
Fort: +4
Ref: +4
Will: +2
Attack: 2 claws +4 melee (1d4+3) and bite +2 melee (1d4+1), Greateaxe +4 melee (1d12+4, x3) and bite +2 melee (1d4+1), Kukri +4 melee (1d4+3, 18-20/x2) and claw +2 melee (1d4+1) and bite +2 melee (1d4+1), Javelin +3 range (1d6+3, 30ft)
Grapple: +4
Feats: Blind Fight, Multiattack
Special Abilities: Rage (1x/day)
Special Qualities: Hold breath
Skills:
Balance (0) +6
Climb (0) +3
Intimidate (4) +5
Jump (0) +7
Listen (3) +5
Speak Language (Dover)
Survival (4) +6
Swim (0) +7

Languages: Draconic, Dover
Equipment:
Cold Iron Greataxe (40gp)
2 Javelins (2gp)
Kukri (8gp)
Potion (Cure Lt Wnds) (50gp)


Hold Breath
A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Background:
In his previous life, Turalisj had had everything. A promising young son of the Maekrix of Clan Kuric, he had been the first of the season's hatchlings to devour his last sibling and was inducted into the warrior caste in the first culling. His size, prowess and lineage had won him respect. After his final molt, he had bonded with a powerful broodmate, allied himself with her sire, and begun his ascension into the ranks of power.

A mere six months later, and he was nothing. Less than nothing, he was an outcast. That he had committed no crime was irrelevant. In this abominable wasteland, he had no clan, no mate, no slaves, and no honor. What he did have was a cursed lifedebt to a tribe of sucklings whose ways he would never understand.

He remembered nothing of his translation to this world, or of the time - however long - that immediately followed. He remembered only the birds. The warmbloods had found him bleeding out his last on some game trail near the edge of their lands. He had apparently been attacked and left for dead, but by what they did not know. There was no doubt in his mind that if their situations had been reversed, he would have spit-roasted and devoured them, but this was not their way. They dragged him back to their settlement and, despite their ignorance of his race, they managed to nurse him back to health. Why they would do such a thing, he would never understand, but in the time since his rescue, the Dovers had adopted a number of other foundlings. In Tur's mind, it was a level of foolishness that bordered on the suicidal. To bring in these outsiders, to give them such close access to their mates and hatchlings.... it boggled the mind. Their folly had, over time, inspired in Tur a feeling that was almost, but not entirely, quite unlike pity. He could not find the words to describe it. It was like pity, but without the desire to destroy and consume. But that wasn't exactly right, either. What was perfectly clear, in any case, was that they needed protecting, often from themselves, and Tur meant to do it. Their motivations for saving his life were mysterious, but the consequences of that act were not. For a warrior of the Dragonkin, a lifedebt was a serious matter. Tur would protect them, whether they liked it or not.
 

Endovior

First Post
Alan Keep
Human Hexblade 1 / Soulknife 1
Str10
Dex16 (+3)
Con10
Int14 (+2)
Wis10
Cha16 (+3)
BaB: +1
HP: 10
AC: 20 (+4 armor, +1 shield, +4 dex, +1 dodge)
Fort: +0
Ref: +5
Will: +2
Attack: Mind Blade (+5, 1d6, 19-20/x2)
Grapple: +1
Feats: Dodge, Weapon Finesse, Weapon Focus (Mind Blade), Wild Talent
Special Abilities: Hexblade's Curse 1/Day, Mind Blade
Skills:
Autohypnosis: 4: +4
Bluff: 1+3: +4
Concentration: 4: +4
Knowledge (Arcana) 1+2: +3
Knowledge (Psionics) 1+2: +3
Hide: 1+3: +4
Intimidate: 2+3: +5
Listen: 1: +1
Move Silently: 1+3: +4
Speak Language (Dover): 1
Spellcraft: 1+2: +3
Spot: 1: +1
Psicraft: 1+2: +3
Use Magic Device: 4+3: +7
Use Psionic Device: 4+3: +7
Languages: Common, Orc, Gnoll, Dover
Equipment: Chain Shirt, Small Light Shield, 4 Small Javelins

Background:

Alan Keep is (was?) an officer in the Horned Society, the chief military force of the Empire of Iuz. As his father was a powerful Necromancer, rightly feared throughout the land, Alan gained access to some quite excellent training in an academy given to the research of darker things. This training revealed some innate sorcerous power, in addition to psionic aptitude. Given time, he could have become a potent Sorcerer and Wilder, but a great war was brewing, and officers were in high demand. Alan, 14 at the time, had already been slated for military service, and he was already involved in an officer training program. His formal training in magic and psionics was more practical then anything else; a furious training program to develop a combat-useful edge. And Alan did just that... he honed his mental focus to create a useful weapon, and discovered a trick of magic to curse his enemies. Thus armed, he paid relatively little attention to the scholarly 'book-learning' prevalent among his peers (although Alan didn't know any better, what he deemed 'book-learning' was in fact a comprehensive and darkly magnificent program of study into the mysteries of death, undeath, negative energy, and the lower planes... with the end result that Alan defines a 'scholar' as 'one obsessed with dead people and the names of demons'), preferring instead to focus on what he felt more useful; how to use the wands and dorjes churned out by Imperial itemcrafters (or, commonly enough, procured from Fiendish sources). Had Alan's training been deeper, or he more interested, he could have learned to use those items by thorough understanding of their workings... instead, he merely learned how to fake it. The latest war was already well underway, and Alan was certainly competent in a fight (if not the type of fight that his peers favored!), so he was given a commission, a uniform, and some reasonable armor (he could've had better, but he refused to wear anything heavier then a Chain Shirt). Thus equipped, he set off for war, and (though he did not know it), for his inevitable death, as his new posting had already been set p for ambush, and would be attacked and detroyed but a short time after his prospective arrival. As fate would have it, though, something intervened...
 
Last edited:

D20Dazza

Explorer
Name Cursed Darkmantle
Class and Level Sorceror 1
Race Illonis MR 62
Alignment: Neutral (Alignments are primal forces, not moralities)
Deity: LLira
Sex: Male
Height: 6'9"
Weight: 132lbs
Experience:

Hair: Long and silver
Skin: Pale grey with dark purple mottled, raised sworls that ring his arms, legs and torso
Eyes: Deep Purple (none)
Age: 102
Size: Medium

(48 points)
Str: 8 (-1) - 2 points
Dex: 18 (+4) - 10 points
Con: 16 (+3) - 10 points
Int: 11 (+0) - 3 points
Wis: 10 (+0) - 2 points
Cha: 19 (+4) - 13 points
Racial Bonus: +2 Dex, +2 Cha, -2 Str

Racial Abilities
Echosense - works like blindsight
Two Weapon Fighting
+2 Racial bonus on Perform checks
Speak language: 1 Speak Language skill
Level Equiv - +1

Class Abilities
Sorceror
Summon Familiar
Prof simple weapons, no armour or shields
Spells

House Rules
-Increase HD to d6
-Gain 1 free metamagic level they can use per day per sorcerer level
-Familiar requires a feat or spell or reducing class HD to d4
-Healing spells are on sorcerer spell lists at one level higher than worst of cleric, druid, or bard get them.
-Sorcerers add arcane cure minor wounds to their 1st level spell list doing 1 hp/level healing, max 5.

Hit Dice: d6
HP: 9
AC: 15 (+0 armour; +0 shield; +4 Dex; Base Ref*; +1 Dodge) 15 Touch – , 11 Flat-footed
ACP: 0
Init: +4 (+4 Dex)
Speed: 30ft
* House rule

Saves:
Fortitude +3 [+0 base, +3 Con]
Reflex +4 [+0 base, +4 Dex] Base adds to AC
Will +2 [+2 base, +0 Wis]

BAB/Grapple: +0/-1
Melee Atk: -1 Spear (d8-1; x3) (Piercing)
Ranged Atk: +4 Spear (d8-1; x3; 20') (Piercing)
Ranged Atk: +4 Light Crossbow (d8; x3; 80') (Piercing)

Class Skills: 2+ 0 (Int) x4 = 8 (all class skills)

-1 Appraise (0 ranks; -1 Int)
4 Balance (0 ranks; +4 Dex)
4 Bluff (0 ranks; +4 Cha)
-1 Climb (0 ranks; -1 Str)
3 Concentration (3 ranks; +0 Int)
0 Craft (0 ranks; +0 Int)
4 Diplomacy (0 ranks; +4 Cha)
0 Disable Device (0 ranks; +0 Int)
4 Disguise (0 ranks; +4 Cha)
4 Escape Artist (0 ranks; +4 Dex)
0 Forgery (0 ranks; +0 Int)
4 Gather Information (0 ranks; +4 Cha)
4 Hide (0 ranks; +4 Dex)
4 Intimidate (0 ranks; +4 Cha)
-1 Jump (0 ranks; -1 Str)
2 Knowledge (Arcana) (2 ranks; +0 Int)
0 Listen (0 ranks; +0 Wis)
4 Move Silently (0 ranks; +4 Dex)
4 Open Lock (0 ranks; +4 Dex)
6 Perform (0 ranks; +4 Cha; +2 Racial)
0 Profession (0 ranks; +0 Wis)
0 Search (0 ranks; +0 Wis)
0 Sense Motive (0 ranks; +0 Wis)
5 Sleight of Hand (1 ranks; +4 Dex)
1 Speak Language (0 ranks, +0 Int; +1 Racial)
1 Spellcraft (1 ranks; 0 Int)
0 Spot (0 ranks; +0 Wis)
-1 Swim (0 ranks; -1 Str)
5 Tumble (1 ranks; +4 Dex)
4 Use Magic Device (0 ranks; +4 Cha)
4 Use Rope (0 ranks; +4 Dex)

Feats: (1)
Dodge
Two Weapon Fighting - Racial

Languages: Common; Dover

Equipment
carrying capacity: 26/53/80

Wearing or carrying at hand
Outfit 2gp (1lb)
Cloak 1gp (3lb)
Spear 2gp (6lb)
Bolts x 20 2gp (2lb)
Light Crossbow 35gp (4lb)

In or on containers

Water Skin 1gp (4 lb)
Pouch, Belt 1gp (.5 lb)
6 rings 40gp (0lb)

Total weight carried – 20.5 lbs, load. (- ACP)

Money
16 gp - sp - cp

~~~~~


Spells Known (4x0; 2x1)
Spells Per Day (5x0; 3+1x1)
DC: 10 + spell level + Cha

0 Spells Known DC 14 Spells Day 5
Prestidigation (used: 0)
Mage Hand (used: 0)
Dancing Lights (used: 0)
Ghost Sound (used: 0)

1st Spells DC 15 Spells Day 4
Mage Armour (used: 1)
Sleep (used: 2)



Appearance: Tall and lean, scrawny in fact, Cursed has thin, hairless arms and legs. Long silver hair cascades down his back, which he typically wears in a plait. His pale, almost dead looking skin is circled in raised purple sworls that circle his arms, legs and torso. He wears very little, a cloak with hood, a loin cloth, dark leather shin high boots, a ring on each of his 6 fingers and a belt with a number of pouches. A crossbow is hitched to his back and a quiver of bolts hangs from his side, he typically carries a spear which he also uses as a staff to aid him when walking. Cursed's' eyes are dark and heavily decorated, dark circles tattoed with silver runes circle the deep purple orbs that stare unblinking from his face. Those looking closely at Cursed see that he in fact has no eyes and his 'eyes' are in fact tattooes that adorn his face.

Personality: Cursed is friendly, generally happy and a joy to be around. He is loyal and trusting of those he knows. He is happy to work with others. He hates people that are oppresive, particularly those that are physically so. He loves to be the centre of attention although a lot or people consider him eccentric, in a harmless sort of way. He always has an opinion but is often wrong [Come to think of it he is sort of like Dr Who]

Background:This was new, what is this place? And where is everyone else? We had all gathered for the journey, all of the Illionis race that lived on Faerun, all gathered in the one place, all ready for the journey. I expected that, as we had all left from the same place, we would all end up at the same place! But it seems not to be true, there is no one here, no one near me "Hellooooo....???"

Cursed has generally worked in travelling freak shows or with entertanment troupes (spells: prestidigation, dancing lights, ghost sound). Sometime he has had to supplement his income with the odd criminal act and, on occasion, only just escaped before being captured by the law (skills: sleight of hand, tumble; spells: sleep). Lately he has taken up working as a mercenary, hunting criminals (mage armour). His mother gave birth to him at the migrating of the race, thus his birthday is the same day that his race changes planes.
 
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Ilium

First Post
Jeanpierre de Corbeau

Jeanpierre de Corbeau
Human Cleric / Knight 1 HD 1d12+2 (14 Hit Points)

Str 14 (+2) (6 points)
Dex 10 (+0) (2 points)
Con 14 (+2) (6 points)
Int 10 (+0) (2 points)
Wis 16 (+3) (10 points)
Cha 14 (+2) (6 points)

32 total point buy

AC: 15 (+3 armor, +2 shield, +0 dex)

Saves
Fort: +4
Ref: +0
Will: +5

Attack: Long Sword +3 (1d8 + 2, 19-20/x2)
Grapple: +3

Languages: Toulonaise, Dover(eventually)

Feats
Power Attack, Divine Might (spend turn attempt to add Cha bonus to damage)

Skills
Concentration +6 (4 ranks)
Diplomacy +5 (3 ranks)
Knowledge (Religion) +4 (4 ranks)
Speak Language (Dover)

Special Abilities
Knight's challenge 2/day
Fighting Challenge (+1 attack, damage, will saves vs. target for 7 rounds)
Knight's code

Spells and related info
Domains:
Nobility - http://www.d20srd.org/srd/divine/domains.htm#nobilityDomain
Strength - http://www.d20srd.org/srd/spellLists/clericDomains.htm#strengthDomain

Spells Known
Level 0 (4/day) - Guidance, Light, Mend, Detect Magic,
Level 1 (2/day) - Divine Favor*, Enlarge Person*, Cure Light Wounds, Shield of Faith

Deity: Campita (Goddess of noble warfare, LG, Symbol:Winged Sword, Domains: Nobility, War, Protection, Strength)

Equipment
Code:
Studded Leather armor  25 GP  20 lbs
Heavy wood shield       7 GP  10 lbs
Long sword             15 GP   4 lbs
2 daggers               4 GP   2 lbs
5 javelins              5 GP  10 lbs
Silver Holy Symbol     25 GP   1 lb

Cash (various)         20 GP

Totals                 99 GP  47 lbs

Background
Sir Jeanpierre de Corbeau hails from Pont Rouge, Rochelle in the kingdom of Toulon. He is a novice priest of Campita (goddess of honorable warfare) as well as a knight of the Black Shield. Despite these high-sounding titles and his own ambitions, Jeanpierre's family is not wealthy. His father in fact, was forced to enter a mercenary company (the Company of the White Rose) in order to support the family, sending money home as he could. In his absence, the young Jeanpierre left the temple where he was serving his novitiate and did his best to be the head of the family, protecting his mother and their home and managing the tiny manor house. He eventually came to the notice of a rising nobleman named Etienne Valmont, baron of Bois de Corbeau. The baron saw to it that Jeanpierre was admitted into the exclusive ranks of the Black Shields and attached him to the manor at Bois de Corbeau. This is a life-changing opportunity for both Jeanpierre and his family. He is determined to prove the baron's faith well-placed.

Of course that may all be for naught now that he finds himself in this strange, savage land. While making his way to Rochelle to arrange for the delivery of tanning supplies, Jeanpierre was beset by black birds that swarmed him in a great could, knocking him from his mount and tumbling him against rough stones that were impossibly beneath him instead of the grass of the field he had been riding upon. As the birds dispersed he was stunned and in complete darkness when small gobbling brutes leapt upon him and bore him to the ground. When he regained his senses and tried to fight it was already too late. He was pinned and then bound and gagged. His arms stripped from him he was brought into another chamber and could hear more of the verminous beasts though all was black. There was a gobbling and roaring angry interrogation that proved fruitless and soon his gag was returned. His holy symbol was taken and he was tossed back here with his feet bound as well.
 
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Pyrex

First Post
Code:
[B]Name:[/B]   Weylan
[B]Class:[/B]  Psychic Warrior // Soulknife
[B]Race:[/B]   Elan
[B]Size:[/B]   Medium
[B]Gender:[/B] Male
[B]Align:[/B]  N
[B]Deity:[/B] 

[B]Str:[/B] 14 +2 (6p.)         [B]Level:[/B] 2        [B]XP:[/B] 1000
[B]Dex:[/B] 14 +2 (6p.)         [B]BAB:[/B] +1         [B]HP:[/B] 28 (2d10+12)
[B]Con:[/B] 14 +2 (6p.)         [B]Grapple:[/B] +3     [b]RP:[/b] 28  
[B]Int:[/B] 12 +1 (4p.)         [B]Speed:[/B] 30' (40' when Psionically Focused)      
[B]Wis:[/B] 14 +2 (6p.)         [B]Init:[/B] +0        
[B]Cha:[/B] 10 +0 (4p. -2 Race) [B]ACP:[/B] -0         

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +3    +0    +5    +0    +0    +0    18
[B]Touch:[/B] 15              [B]Flatfooted:[/B] 13

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +2    +0     +5
[B]Ref:[/B]                       3    +2    +0     +5
[B]Will:[/B]                      3    +2    +0     +5

[B]Weapon                  Attack   Damage     Critical[/B]
Short Sword (Mindblade)     +4      1d6+2       19x2  30'
Javelin                     +3      1d6+2       20x2 30'

[B]Languages:[/B] Common, Goblin, Dover

[b]Racial Features[/b]: Naturally Psionic, Repletion, Resilience, Resistance,

[B]Feats:[/B] Enhanced Elan Resilience; Psionic Body, Psionic Weapon, 
       Speed of Thought

[b]Class Features:[/b] Bonus Feat x2, Mind Blade, Throw Mind Blade, 
       WF(Mind Blade), Wild Talent

[B]Skill Points:[/B] 25       [B]Max Ranks:[/B] 5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Concentration              5    +2          +7
Hide                       2    +2          +4
Listen                     3    +2          +5
Move Silent                3    +2          +5
Speak Language             1
Spot                       3    +2          +5
Survival                   3    +2          +5
Tumble                     5    +2          +7

[B]Equipment:               Cost  Weight[/B]

  Explorers Outfit        0gp    0lb
  Std. Leather Armor     25gp   20lb
  
  Javelin x4              4gp    8lb

  Backpack                2gp    2lb
    Alchemist Fire       20gp    1lb
    Bedroll               1sp    5lb
    Crowbar               2gp    5lb
    Hammer                5sp    2lb
    Flint & Steel         1gp
    Mirror, Sm Steel     10gp  0.5lb
    Piton x10             1gp    2lb
    Rope, Silk 50'       10gp    5lb
    Sunrod x4             8gp    4lb
    Winter Blanket        5sp    3lb


[B]Total:[/B]          84.1gp 57.5lb      

[B]Money:[/B]          15.9gp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                 58   116   175   350   875


[b]Power Points:[/b] 6

[b]Powers Known:[/b]
  Lvl  1:  (1) Force Screen, Grip of Iron

Racial Features:
[sblock]
Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.

Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.

Enhanced Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 4 hit points for every 1 power point she spends.

Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
[/sblock]

Description:
[sblock]
At 6', 180lbs with reddish brown hair and steel-gray eyes, wrapped in leathers with a quiver of javelins on his back, Weylan resembles nothing more than the woodsman he grew up to be. In battle an icy calm descends over him as he manifests his Mindblade, and it becomes clear he's not just a simple woodsman.
[/sblock]

Background:
[sblock]
The woods have always been Weylan's home. From a young age he frequently went out with hunting parties from his village. Little did he know he was always being watched by Theldin, an Elan living within the village looking for someone with enough potential to undergo the psychic reformation to become an Elan.

The morning of his 16th birthday Theldin approached Weylan and told him about the untapped potential within.

The morning of his 18th birthday, after training with Theldin for two years Weylan left with Theldin to attend a gathering and become an Elan.

Then, as is the custom for this group of Elan, Weylan set out to see more of the world, so that the lens of those experiences could be used to focus within, and develop his potential.

For four years Weylan traveled the woods and plains of his homeland. Sometimes picking up an odd job here or there, staying in a town for a season to help bring in a harvest, frequently going back to his roots as a hunter to feed himself or someone else in need.

Until the morning of his 22nd birthday that is. That's when the crows came.
[/sblock]
 
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dog45

First Post
I don't know if dialogue color has already been selected, but I'm going with green myself, if that's okay.

[sblock]

Firblain the headsplitter

Dwarf Barbarian//Ranger
True Neutral

STR 16 +3
DEX 12 +1
CON 18 +4
INT 10
WIS 12 +1
CHA 08 -1

BAB +1
F/R/W (base) 2/2/0

HP 19 (d12 + con + feat)

Skills

Climb +6 (4 ranks + 3 str - 1 armor)
Heal +5 (4 ranks +1 wis)
Knowledge Nature +4 (4 ranks)
Jump +6 (4 ranks + 3 str -1 armor)
Listen +3 (2 ranks + 1 wis)
Survival +5 (4 ranks + 1 wis)
Speak Language (Dover, Common)

Languages
Common
Dwarven
Dover


Feats

1 Toughness

Class Abilities

Fast Movement +10ft
Rage 1/day
Track
Favored Enemy: Goblins

Gear

Greataxe +4 atk / 1d12 +4 dmg (2 handed)
Dwarven Waraxe +4 atk / 1d10 +3 dmg (1 handed w/ Shield)

Studded Leather Armor (AC 16)
Heavy Wooden Shield (AC 18)

Rations
Flint/Steel
50ft Rope

[/sblock]

Character Background

[sblock]

Firblain was never looking for a fight, but fights always seem to find him. Even when he was just a grau hiding under his mothers apron, the family dogs would nip and bite at him. When the clan bully had a bad day, it was always Firblain that he ran into. He didn't fight back though. Not in the beginning. When he'd come home and his father'd ask him where the bruises came from, he lied and said he tripped. He could tell that his father didn't believe him, but he allowed his son to keep his story. What good is a boy that you have to force to fight for himself?

Growing up with the resentment of his father, and the attentions of the bullies, his one refuge was his mother. Without questioning him, she cared for and patched him up when he came home bruised and bleeding. Without a word, she showed him her love for him.

When the news came, he was in the mines. The workers grabbed picks and axes and ran back towards the settled caverns. It had not been a battle; it was a slaughter. Bodies of women and children lay hacked apart, viciously torn asunder by small hands with small weapons. The cavern was filled with the shouts of pain and the cries of anguish as families were reunited.

Firblain found her by the children. She had tried to protect them. Sinking down to the ground, he cradled his mother in his arms. Silent tears flowed down his cheeks. Placing her down, he gently laid her cloak over her. Turning aside, he went into his house. Grabbing his fathers waraxe from above the mantle, he left the empty house and ran to join his fellow workers.

At the first sight of the goblins, the years of repressed anger was released into the creatures skull, shattering it. A righteous fury overtook him, and he slew all that he could find.


Years pass.


After that battle, he could never let a challenge go unanswered. The bullies learned quick, and the news spread faster of this dwarve that could survive any fight. The day he quit the mines to go out on his own, his father presented him the same waraxe. Without a word, he took it and left.

[/sblock]
 
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