Strahd's "The lost Caverns of Tsojcanth"





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  1. #1

    Strahd's "The lost Caverns of Tsojcanth"

    OOC thread link
    IC thread Link

    1. Rhun- Turo Beremwocket, Rock Gnome Cleric 8
    2. Thanee - Allyra, Suel Human Wizard 8
    3. Tailspinner - Drengar, Dwarf Barbarian 8
    4. S@S - Toman Kenthur, Oeridian Human Fighter 5 / Sorcerer 1 / Dragon Disciple (Bronze) 2
    Last edited by Strahd_Von_Zarovich; Saturday, 2nd October, 2010 at 01:21 PM. Reason: Players and Characters

 

  • #2

    Adventure aids

    Council's Parchment

    The Horn of Iggwilv
    Pierces the heart-
    Look over your shoulder
    Before you start
    How many sorrow?
    Foolish men
    Because they didn't
    Turn back then


    The Hermit's Parchment

    It seems this is a page from a journal of the lone survivor of a past expedition to the caverns, the parchment says:
    "The small cave was the secret, for in back, hidden by (here the text is blurred beyond any reading) … and we descended.
    There was no certain path, so we (Smudged) … and this is told of above, for it is where Yaim and Brelid met their end. Our persistence paid. The right way was beyond and narrow, so (writing covered with dark stain) … -eam lies straight pas- (more stains) …-pe the span swiftly to plunge to doom where the wat- (here smudges and stains obliterate several lines) … They were right. It is more dismal here than above. Only the two of us su- (Blotch) … We pray that the lucky (Smudge) is true, for we are now going to attempt entry fo- (large rusty smears have wiped out the next words) … of no help. I managed to escape. Why did we (here the remaining few words are smeared and unreadable, save for the last word) … beautiful."

    Tablet

    In the center lies the gate
    But opening it is sure to vex
    Many are guards who wait
    As you go to the middle hex

    Randomly sent to find a way
    Back to a different iron door
    A seventh time and you may stay
    And seek the glowing prize no more

    You have won old Iggwilv’s prize
    Her hoarded cache of magic
    And freed the one with yearning eyes
    Whose lot was hunger tragic
    Attached Thumbnails Attached Thumbnails map3.JPG  
    Last edited by Strahd_Von_Zarovich; Thursday, 28th May, 2009 at 01:41 PM.

  • #3

    Experience

    Experience: Total: 16558
    170 xp each - WereRats encounter, whitehale, Veluna.
    600 xp each - Albino Goblin, wolves and Dead Ogres in abandoned village of Krag farms.
    300 xp each - Dealing with the lady of the lake wisely.
    900 xp each - Killing the Ogre Barbarian and his band.
    200 xp each - Destroying Atesh the Wraith.
    50 xp each - Dealing wisely with the bears.
    1780 xp each - For defeating the Ketties.
    1000 xp each - For dealing with the wise hermit.
    1000 xp each - for surviving the goblins Ambush.
    2100 xp each - Slaying the trolls.
    910 xp each - For defeating Iuz's party.
    1260 xp each - For destroying the Clay Golem in the caves.
    1050 xp each - Slaying 4 Trolls in big cave.
    1000 xp each - Killing the morays and negotiating with the giant.
    263 xp each - Killing the cockatrice pair.
    1400 xp each - For defeating the Dao genies in the richly furnished cave.
    600 xp each - Allyra's massacre in the Gorgimera's dwelling.
    New updates:
    675 xp each - Troglodytes lair.
    800 xp each - Bodak.
    200 xp each - 3 margoyles.
    100 xp each - 2 gas spores.
    800 xp each - Lurker above.
    Last edited by Strahd_Von_Zarovich; Saturday, 2nd October, 2010 at 02:02 PM.

  • #4

    Loot & equipment

    Loot + party equipment:
    Map and Parchment.
    Royal Horses: Turo - Pony ; Maor - Light war horse ; , Elliyad, Allyra and Keldar - regular steeds, Light horse ; Garon - your personal Heavy war horse.

    Ogre's Den:
    Rusted ring from the ogre
    Ogre's chest - 900 silver, 20 platinum, 6 jades(50 gp each), rainbow potion.

    Kettish Group:
    3 horses - 1 regular steeds and 2 light war horses.

    Troll's chest:
    2 magic potions (Magic fang & Darkvision), 104 platinum, 1983 gold.

    Gorgimera's horde:
    7000 silver coins, 9000 gold coins, 800 platinum coins, 21 gems worth 1200 gold each (Emerald; white opal, and fire opal), 2 pieces of jewelry worth 500 gold and 200 gold (1 set of gold earrings and a silver jewelry box with jade inlays) , 1 potion of green dragon control, scroll of protection from elementals, a bag of holding (2500 coins max), and a horn of fog.

    Maargoyle's gallery:
    107 copper coins, 89 silver, 284 gold and 59 platinum. 10 moon-white gems (worth 10 gold each), 3 necklaces (worth 20, 50 and 75 gold).

    Bodak's cavern of corpses:
    187 copper coins, 3440 Silver coins, 4196 Gold coins, 289 Platinum coins. 20 gems (50 gp each). Potion of dimiunitive, potion of poison, potion of polymorph self.
    Divine scroll: resist fire, remove curse, raise dead, heal. (all 12 level)
    Arcane scroll: magic mouth, dispell magic. (all 15 level)
    Ring of warmth, bracers of defense+3, short sword+1, spear+2, elf size scale mail+2.

    Lurker's cave
    Magical carpet, 9 gems (100 gp each).
    Last edited by Strahd_Von_Zarovich; Saturday, 2nd October, 2010 at 01:37 PM. Reason: Gorgimera's treasure

  • #5
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    Turo Berenwocket, Gnome Cleric of Garl Glittergold

    Background
    Turo Berenwocket is a gnome who thinks too much. He worries for his family, for his friends he's left behind, and for the village he grew up in. These are dangerous times, and Turo is no longer there to protect them.

    Years ago, the church asked him to leave the mountain slopes of Yatil to seek out the priest, Roykin. It had been a difficult decision, but ultimately when the church asked him to investigate unusual going's on in Roykin's service to Garl Glittergold, he had had little choice. It pained him to find Roykin corrupting the good name of Garl Glittergold, consorting with kobolds in unholy acts. Confronting him had meant a long and arduous journey and Turo became far more aware of the darkness over Greyhawk, and he knew he had to be there to keep everyone safe.

    Turo arrested Roykin and brought him back to his homelands, meanwhile Turo set off to spread the good word of Garl Glittergold across all of Greyhawk. Contacted by agents for the royalty in Furyondy, he has joined there ranks, seeing a host of opportunities. Working with the royalty means not only prestige, but the money to enjoy himself and an ideal position to oversee the goings on in the world wider than his small village. His divinations and findings are frequently used to find more about the world, and used by the Furyondy in their work. When they are not, Turo uses them to check on his friends and family back home, glad to have that peace of mind.
    Character Sheet
    Turo Beremwocket
    Rock Gnome Cleric 3/Church Inquisitor 2/Divine Oracle 1
    Deity: Garl Glittergold
    Alignment: Lawful Good
    Height: 3' 3"
    Weight: 43lbs
    Age: 68
    Size: Small
    Experience: 16,970/21,000

    Statistics:
    Str: 14 (+2) (10pts -2 racial)
    Dex: 12 (+1) (4 pts)
    Con: 16 (+3) (6 pts +2 racial)
    Int: 12 (+1) (4pts)
    Wis: 18 (+4) (8 pts +1 level adjust +2 magic)
    Cha: 10 (+0) (2pts)

    Hit Points: 48/48
    Armour Class: 20 (10 + 5 armour + 3 shield + 1 Dex + 1 size)
    Touch AC: 12
    Flat-footed AC: 18
    Initiative: +1
    Armour Check Penalty: -2
    Speed: 20ft/x4
    BAB: +3
    Grapple: +1 (+3 Base +2 Str -4 size)

    Saving Throws:
    Fortitiude: +7 (+3 base +3 ability +1 magic)
    Reflex: +3 (+1 base, +1 ability +1 magic)
    Will: +12 (+8 base, +3 ability +1 magic)

    Attacks
    Masterwork Morningstar melee +7, 1d6+2/x2
    Sickle melee +6, 1d4+2/x2
    Shortbow 60ft range +5 1d4/x3

    Skills:
    Appraise +1 (1 base)
    Balance -1 (1 base -2 ACP)
    Bluff +0 (0 base)
    Climb +0 (2 base -2 ACP)
    Concentration +12 (3 base +9 ranks)
    Diplomacy +2 (0 base +2 domain)
    Disguise +0 (0 base)
    Escape Artist -1 (1 base -2 ACP)
    Forgery +1 (1 base)
    Gather Information +0 (0 base)
    Heal +4 (4 base)
    Hide -1 (1 base -2 ACP)
    Intimidate +0 (0 base)
    Jump -6 (2 base -2 ACP -6 movement)
    Knowledge (arcana) +6 (1 base +5 ranks)
    Knowledge (religion) +12 (1 base +8 ranks +3 skill focus)
    Listen +6 (4 base +2 racial)
    Move Silently -1 (1 base -2 ACP)
    Ride +1 (1 base)
    Search +1 (1 base)
    Sense Motive +8 (4 base +4 ranks)
    Spellcraft +8 (1 base +5 ranks +2 synergy)
    Spot +4 (4 base)
    Survival +4 (4 base)
    Swim -2 (2 base -4 ACP*2)
    Use Rope +1 (1 base)

    Feats
    Skill Focus (Knowledge (Religion)), Divine Vigor, Spontaneous Healer

    Languages
    Common, Gnome, Old Oeridian

    Racial Abilities
    Low-light vision
    Spell like abilities 1/day: Speak with burrowing animals, Dancing Lights, Ghost sounds, Prestigitation
    +2 racial bonus vs. illusion
    +1 modifier to DCs vs my illusions
    +1 racial bonus to attack kobolds and goblinoids
    +4 dodge bonus against giants
    Favoured Class: Bard

    Class Abilities:
    Proficient in all armour and shields (except tower shields)
    Proficient in all simple weapons and Shortbow and Composite Shortbow
    Aura: Turo has a moderate aura of good
    Cannot cast Chaotic or Evil spells
    Turn undead up to three times per day; check 1d20+2, turning damage 2d6+3
    Detect Evil at will, as the spell
    Immune to Charms
    Scry Bonus: +1 sacred bonus to the save DC of Divination (scrying) spells

    Domains:
    Community: Use calm emotions as a spell-like ability 1/day, +2 to Diplomacy
    Good: Cast good spells at +1 caster level
    Inquisition: +4 bonus on all dispel checks
    Oracle: Cast divination spells at +2 caster level

    Spontaneous Casting
    0th level: Cure Minor Wounds
    1st level: Bless, Protection from Evil, Detect Chaos, Identify, Cure Light Wounds
    2nd level: Status, Aid, Zone of Truth, Augury, Cure Moderate Wounds
    3rd level: Prayer, Magic Circle against Evil, Detect Thoughts, Divination, Cure Serious Wounds

    Equipment
    +1 Chain Shirt 1250gp
    +1 heavy steel shield 1170 gp
    Lesser metamagic rod of extend 3000gp
    Periapt of Wisdom +2 4000gp
    Wand of Cure Light Wounds 750gp
    2 x Pearl of Power 1st level 2000gp [Both used]
    Masterworked Morningstar 308gp
    Cloak of Resistance +1 1000gp
    Sickle 6gp
    Shortbow 30gp
    20 arrows 1gp
    Backpack 2gp
    Silver holy symbol 25gp
    Spell Component Pouch 5gp
    Tent 10gp
    Bedroll 1sp
    Winter Blanket 5sp
    Box of healing potions (4 Cure Light Wounds, 2 Cure Moderate Wounds, 1 Cure Serious Wounds)
    One weeks ration
    "Bonzo" the Pony
    Deeper Darkness Stone - 10 days duration remaining
    327gp 4sp
    Spells
    Spells Currently learnt
    Orisons (DC 14): Create Water, Detect Magic, Detect Poison, Mending, Purify Food and Water
    1st (DC 15): Magic Weapon, Lesser Vigor, Shield of Faith, Sanctuary
    2nd (DC 16): Lesser Restoration, Remove Paralysis, Spiritual Weapon*, Silence*
    3rd (DC 17): Invisibility Purge*, Dispel Magic, Create Food and Water
    *Spells extended with the lesser metamagic rod
    Bonzo stats
    PONY Medium Animal
    Hit Dice: 2d8+2 (11/11 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
    Base Attack/Grapple: +1/+2
    Attack: Hoof –3 melee (1d3*)
    Full Attack: 2 hooves –3 melee (1d3*)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: —
    Special Qualities: Low-light vision, scent
    Saves: Fort +4, Ref +4, Will +0
    Abilities: Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4
    Skills: Listen +5, Spot +5
    Feats: Endurance
    Environment: Temperate plains
    Organization: Solitary
    Challenge Rating: 1/4
    Advancement: —
    Level Adjustment: —
    The statistics presented here describe a small horse, under 5 feet tall at the shoulder. Ponies are otherwise similar to light horses and cannot fight while carrying a rider.
    Combat
    *A pony not trained for war does not normally use its hooves to attack but rather to run. Its hoof attack is treated as a secondary attack and adds only half the pony’s Strength bonus to damage.
    Carrying Capacity: A light load for a pony is up to 75 pounds; a medium load, 76–150 pounds; and a heavy load, 151–225 pounds. A pony can drag 1,125 pounds.
    Last edited by wmasters; Tuesday, 31st October, 2006 at 10:09 AM.

  • #6
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    Maor, Aasimir (Heironeous-Oeridian) Favored Soul

    Depleted Resources:
    daylight (CL 5) 1/1 per day
    Hp 41/41
    CLW charges 97
    Spells Known [CL 5]
    2nd (5/5 per day) – align weapon, bull's strength, summon monster II
    1st (7/7 per day) – cure light wounds, detect evil, protection from evil, resurgence, summon monster I
    0th (6/6 per day) – create water, cure minor wounds, detect magic, guidance, light, read magic

    Statblock
    Maor CR 6
    Male Aasimir Favored Soul 5
    Neutral Good Medium Outsider (Native)
    Senses darkvision 60ft.; Listen +2, Spot +2
    Languages Common, Celestial, Halfling
    ---------
    AC 23 [+3 Dex +5 armor+1 enhancement +2 shield+1 enhancement+1 deflection], touch 13, flat-footed 19
    Hp 41/41 (5d8+15 HD)
    Immune -; Resistance acid 5, cold 5, electricity 5, fire 10
    Fort +8 [4 base+3 Con+1 Resistance], Ref +8 [4 base+3 Dex+1 Resistance], Will +5 [4 base+1 Resistance]
    ---------
    Init +3; Spd 20 ft.
    Melee longsword +8 (1d8+4 19/x2)
    Base Atk +3; GRP +6
    Atk Options daylight (CL 5) 1/1 per day
    ---------
    Combat Gear (49 lb., -6 ACP; Light 58/Medium 116/Heavy 175)
    +1 breastplate 1350 gp (-4 ACP, 30 lb.)
    +1 heavy steel shield 1170 gp (-2 ACP, 15 lb.)
    +1 longsword 2315 gp (4 lb.)
    Spells Known [CL 5]
    2nd (5/5 per day) – align weapon, bull's strength, summon monster II
    1st (7/7 per day) – cure light wounds, detect evil, protection from evil, resurgence, summon monster I
    0th (6/6 per day) – create water, cure minor wounds, detect magic, guidance, light, read magic
    ---------
    Abilities Str 16, Dex 16 [+1 level+2 enhancement], Con 16, Int 12, Wis 10, Cha 16
    SQ -
    Feats Augment Summoning, Spell Focus (conjuration), Weapon Focus* (longsword)
    Skills Appraise +0, Balance -3 [-6 ACP], Bluff +3, Climb -3 [-6 ACP], Concentration +11 [8], Craft +1, Diplomacy +13 [8+2 synergy], Disguise +3, Escape Artist -3 [-6 ACP], Forgery +1, Gather Information +3, Heal +4 [3], Hide -3 [-6 ACP], Intimidate +3, Jump -3 [-6 ACP], Listen +2 [+2 racial], Move Silently -3 [-6 ACP], Perform +3, Ride +3, Search +1, Sense Motive +6 [5], Spot +2 [+2 racial], Survival +0, Swim -9 [-12 ACP], Use Rope +3
    Possessions 14000 gp
    Rod of Lesser Extension 3000 gp
    Scroll of Dispel Magic 375 gp
    Wand if CLW 1500 gp (100 charges)
    +1 breastplate 1350 gp
    +1 heavy steel shield 1170 gp
    +1 longsword 2315 gp
    Gloves of Dexterity +2 4000 gp
    Backpack 2 gp (2 lb.)
    Smokestick 20 gp (0.5 lb.)
    359 gp in cash
    box of healing potions [4 cure light wounds, 2 cure moderate wounds, 1 cure serious wounds].
    riding horse & gear
    Ring of Protection +1, golden
    Cloak of Resistance +1, yellow
    Potion of Bull's Strength

    Background
    Maor was raised to be a paladin of Heironeous. Although he was clearly blessed with Heironeous's blood, he and the order did not see things eye to eye. Maor would like to act as a force of good, fighting Iuz and the humanoids, but doesn't like the paladin's too strict honor and reliability. He figures more drastic measures are in order in these dire times. At a young age he fled the establishment and for a time employed himself as a mercenary. After bickering with an employer over a not-so-good-aligned job, however, he found himself unemployed. Just as he was growing desperate, he was approached by the king's messenger. He offered him to join the fight against Iuz's servants and the merceneries, which (as Maor doesn't like morally ambiguous jobs) sounded great. On the other hand although subservient to the paladin-king Belvor IV, the guard isn't as pig-headed as Maor sees the paladins to be. It all sounded like a good deal. Maor signed on.
    He'll be interested in uncovering treasure, however; economic independence is just what he needs right now. It will give him the possibility of resigning, which he suspects he'll need to from his past experience. Either the jobs will turn sour, or the paladin king will insist on honor or something like that. He's seen it before. Better have ready cash on your hands. Better have enough of it to allow him to keep going on his own, without needing to serve as another's minion.

    Maor is of Oeridian blood, with olive skin and typical features. His hair is a radiant blond, and most surprisingly his eyes are the same color too (a hint of his celestial descent).



    Summon Monster II Options
    celestial giant bee, celestial giant bombardier beetle, celestial riding dog, celestial eagle.

    Celestial Giant Bee
    Size/Type: Medium Magical Beast [Extraplanar]
    Hit Dice: 3d8 (13 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), fly 80 ft. (good)
    Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
    Base Attack/Grapple: +2/+2
    Attack: Sting +2 melee (1d4 plus poison)
    Full Attack: Sting +2 melee (1d4 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., vermin traits, resistance to acid 5,
    cold 5, and electricity 5, spell resistance 8
    Saves: Fort +3, Ref +3, Will +2
    Abilities: Str 11, Dex 14, Con 11, Int 3, Wis 12, Cha 9
    Skills: Spot +5, Survival +1*
    Feats: —
    Environment: Any good-aligned plane
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 1
    Treasure: No coins; ผ goods (honey only); no items
    Advancement: 4-6 HD (Medium); 7-9 HD (Large)
    Level Adjustment: —

    Although many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins. Giant bees are usually not aggressive except when defending themselves or their hive.
    Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.

    Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (+3) against an evil foe.

    Skills

    Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.

    Augmented Celestial Giant Bombardier Beetle
    Size/Type: Medium Magical Beast [Extraplanar]
    Hit Dice: 2d8+8 (17 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+6 natural), touch 10, flat-footed 16
    Base Attack/Grapple: +1/+4
    Attack: Bite +4 melee (1d4+4)
    Full Attack: Bite +4 melee (1d4+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Acid spray
    Special Qualities: Darkvision 60 ft., vermin traits, resistance to acid 5,
    cold 5, and electricity 5, spell resistance 7
    Saves: Fort +7, Ref +0, Will +0
    Abilities: Str 17, Dex 10, Con 18, Int 3, Wis 10, Cha 9
    Skills: —
    Feats: —
    Environment: Any good-aligned plane
    Organization: Cluster (2-5) or click (6-11)
    Challenge Rating: 2
    Advancement: 3-4 HD (Medium); 5-6 HD (Large)
    Level Adjustment: —

    These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long. Giant bombardier beetles normally attack only to defend themselves, their nests, or their eggs.
    Acid Spray (Ex): When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.

    Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (+2) against an evil foe.

    Celestial Dog, Riding
    Size/Type: Medium Magical Beast [Extraplanar]
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
    Base Attack/Grapple: +1/+3
    Attack: Bite +3 melee (1d6+3)
    Full Attack: Bite +3 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: —
    Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5,
    cold 5, and electricity 5, spell resistance 7
    Saves: Fort +5, Ref +5, Will +1
    Abilities: Str 15, Dex 15, Con 15, Int 3, Wis 12, Cha 6
    Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
    Feats: Alertness, TrackB
    Environment: Any good-aligned plane
    Organization: Solitary or pack (5-12)
    Challenge Rating: 1
    Advancement: —
    Level Adjustment: —

    This category includes working breeds such as collies, huskies, and St. Bernards.
    Carrying Capacity

    A light load for a riding dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A riding dog can drag 1,500 pounds.
    Combat

    If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

    Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (+2) against an evil foe.
    Skills

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

    Celestial Eagle
    Size/Type: Small Magical Beast [Extraplanar]
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +2
    Speed: 10 ft. (2 squares), fly 80 ft. (average)
    Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
    Base Attack/Grapple: +0/-4
    Attack: Talons +3 melee (1d4)
    Full Attack: 2 talons +3 melee (1d4) and bite -2 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: —
    Special Qualities: Low-light vision, darkvision 60ft., resistance to acid 5,
    cold 5, and electricity 5, spell resistance 6
    Saves: Fort +3, Ref +4, Will +2
    Abilities: Str 10, Dex 15, Con 12, Int 3, Wis 14, Cha 6
    Skills: Listen +4, Spot +16
    Feats: Alertness, Weapon FinesseB
    Environment: Any good-aligned plane
    Organization: Solitary or pair
    Challenge Rating: ฝ
    Advancement: 2-3 HD (Medium)
    Level Adjustment: —

    These birds of prey inhabit nearly every terrain and climate, though they all prefer high, secluded nesting spots.

    A typical eagle is about 3 feet long and has a wingspan of about 7 feet. The statistics presented here can describe any similar-sized, diurnal bird of prey.
    Combat

    Eagles dive at prey, raking with their powerful talons.

    Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (+1) against an evil foe.

    Skills

    Eagles have a +8 racial bonus on Spot checks.



    Note: The summoning statblocks do not include the Augment Summoning feat.
    Last edited by Yair; Sunday, 8th April, 2007 at 11:15 AM.
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  • #7
    Atesh Yakhar, Human (Baklunish) Sorcerer

    Background

    Atesh Yakhar is a grey eyed, dark haired, middle aged man. His skin is darkened with sunburn. By the time he was a child he was forced to leave his village and became a slave by the evil forces of Iuz. He was a servant of the fire temple in the Temple of Elemental Evil. He studied magic secretly, while he was growing up. A mage, Angus Brigthfire caught him during his studies. He was angry first but later he accepted him as a student.
    When allied army forces entered the temple, he fought against them. The moment he ran out of spells, a soldier would nearly kill him. A paladin, Christopher Jurgensson blocked his attacks. He said, "Don't you notice? He is not evil in the heart. Only he lost his path." After some burocratic process, he volunteerly joined Furyondy forces. For atonement and serving the right path.

    Character Sheet

    Code:
     
    Name:Atesh Yakhar
    Class:Sorcerer 6
    Exp:15170
    Race:Human (Baklunish)
    Size:Medium
    Gender:Male
    Alignment:Chaotic Good
    Deity:Boccob
    
    Racial Traits:
    +1 Extra feat point at 1st level
    +4 Extra skill point at 1st level
    +1 Extra skill point at each level
    
    Class Features
    Spell Casting
    Summon Familiar
    		
    STR	10 (0)			
    DEX	16 (+3)	(+2 Gloves of Dex)	
    CON	14 (+2)			
    INT	14 (+2)			
    WIS	14 (+2)			
    CHA	18 (+4)	(+2 Cloak of Cha)		
    
    
    HP:28/28
    Armor:	Total	Base	Armor	Shield	Dex	Size	Nat	Misc
    AC	21	10	4	2	3	0	1	1
    Touch	17							
    F.Foot	18							
    Init.	3							
    Speed	30 ft.							
    BAB	3							
    Grapple	3			
    
    Weapon		Attack	Damage	Critical
    S.Spear*	+4	1d6	20x2	
    20ft. throw	+8	1d6+1	20x2	
    Dagger		+3	1d4	19-20x2	
    10ft. throw	+7	1d4+1	19-20x2	
    Ranged Spell	+7		20x2
    *Masterwork
    
    Saves Total	Base   Mod  Misc
    Fort:	4	2	2	
    Ref:	5	2	3	
    Will:	7	5	2	
    
    Feats				
    Alertness (Familiar Bonus)
    Eschew Materials (Bonus)
    Point Blank	
    Precise Shot	
    Searing Spell	
    Energy Substitiuon (Fire)	
    
    Languages Common, Dwarven, Elven, Ignan.
    
    Skills		Rank	Stat	Syn	Total
    Appraise	0	2	3	5
    Balan.		0	3		3
    Bluff		0	4		4
    Climb		0	0		0
    Concentration	9	2		11
    Craft		0	2		2
    D.Script	4	2		6 cc
    Diplomacy	0	4		4
    D.Device	0	2		-
    Disguise	0	4		4
    E.Artist	0	3		3
    Forgery		0	2		2
    G.Info		0	4		4
    H.Animal	0	4		-
    Heal		0	2		2
    Hide		0	3		3
    Intimidate	0	4		4
    Jump		0	0		0
    K.(Arcana)	5	2		7
    K.(Planes)	4	2		6 cc
    Listen		0	2	2	4
    M.Silently	0	3		3
    O.Lock		0	3		-
    Perform		0	4		4
    Profession	0	2		-
    Ride		0	3		3
    Search		0	2		2
    S.Motive	0	2		2
    S.Hand		0	3		-
    Spellcraft	7	2	2	11
    Spot		0	2	2	4
    Survival	0	2		2
    Swim		0	0		0
    Tumble		0	3		-
    U.M.Device	4	4	2	10 cc
    U.Rope		0	3		3
    
    Equipment	Cost	Weight
    Dw.Buckler +1	1205	2,5
    S.Spear*	302	3
    Daggerx4	8	4
    G.of Dex +2	4000	
    C.of Cha +2	4000	
    A.of N.A.+1	2000	
    Ring of Pro.+1	2000	
    P.Cure S.W.x1		
    P.Cure M.W.x2		
    P.Cure L.W.x7	150	
    Backpack	 2
    Bedroll		
    Winter Blanket 
    Waterskin	1
    Trail rationsx8	4	
    312 gold pieces
    *Masterwork

    Spells
    Code:
    Spells per Day
    6/7/6/4
    
    Level 0 DC:14
    Arcane Mark
    DetectMagic
    Disrupt Undead
    Light
    Mage Hand
    Ray of Frost
    R.Magic
    
    Level 1 DC:15
    Mage Armor
    Orb of Fire
    Pro.Evil
    Ray of Enfeeb.
    
    Level 2 DC:16
    Web
    S.Ray
    
    Level 3 DC:17
    Fireball

    Familiar
    Code:
    Raven Tiny Animal
    Name:Kuzgun
    Size:T
    		
    STR	 1 (-5)			
    DEX	15 (+2)		
    CON	10  (0)			
    INT	 8 (-1)			
    WIS	14 (+2)			
    CHA	 6 (-2)			
    
    Racial Traits:
    Low-light vision
    
    Familiar Traits:
    Alertness
    Imp. Evasion
    Share Spells
    Empathic link
    Deliver touch spells
    Speak with master
    
    HP:14
    Armor:	Total	Base	Armor	Shield	Dex	Size	Nat	Misc
    AC	21	10	4	0	2	2	3	0
    Touch	18							
    F.Foot	19							
    Init.	2							
    Speed	10 ft., fly 40ft. (average)						
    BAB	3							
    Grapple	-13			
    
    Weapon	Attack	Damage	Critical
    Claw	+5	1d2-5	20x2	
    
    Saves Total	Base   Mod  Misc
    Fort:	2	2	0	
    Ref:	4	2	2	
    Will:	7	5	2	
    
    Feats				
    Weapon Finesse	
    
    Languages Common
    
    Skills		Rank	Stat	Syn	Total
    Listen		1	2		3
    Spot		3	2		5

    Active Spell Effects

    Mage Armor

    Light Horse

    Code:
    Large Animal
    HD: 3d8+6 (HP 19)
    Init: +1
    Speed: 60 ft.
    AC: 13 (-1 size, +1 Dex, +3 Natural, touch 10, flat-footed 12)
    BAB/Grapple: +2/+8
    Attack: Hoof -2 Melee (1d4+1)
    Full Attack: 2 hooves -2 melee (1d4+1)
    Space/Reach: 10'/5'
    SQ: Low light vision, scent
    Saves: Fort+5, Ref+4, Will+2
    Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
    Skills: Listen +4, Spot +4
    Feats: Endurance, Run
    Carrying Cap: Light 300lbs, Medium 600lbs, Heavy 900, Drag 4,500

    Appearance
    Attached Thumbnails Attached Thumbnails Sorcerer.gif  
    Last edited by devrimk; Friday, 14th July, 2006 at 10:16 AM.

  • #8
    Registered User
    Guide (Lvl 11)

    Thanee's Avatar

    Join Date
    Jan 2002
    Location
    Germany
    Posts
    25,168

    Ignore Thanee

    Allyra

    Spoiler:
    Allyra
    Female Suel, 5th-Level Conjurer/5th-level Mage of the Arcane Order (XP 45,000+; 02.01.2012; Sparkles)
    Medium Humanoid (Human)

    Hit Dice: 10d4+20 (44/46.5 hp) (+2.5/lvl)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 12[16/20] (+2 Dex, [+4 armor with Mage Armor], [+4 shield with Shield]), touch 12, flat-footed 10[14/18]
    Base Attack/Grapple: +4/+3
    Attack: -
    Full Attack: -
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spells
    Special Qualities: Rapid Summoning, Enhanced Summoning (+2 to dispel DC), Focused Specialist, Guild Member (30gp/month), Spellpool II (ฝ caster level)
    Saves: Fort +4, Ref +4, Will +8
    Abilities: Str 9, Dex 14, Con 14, Int 19(21), Wis 10, Cha 14
    Skills: Appraise +5, Balance +2, Bluff +2, Climb* -1, Concentration +15(13), Craft +5, Decipher Script +15(10), Diplomacy +2, Disguise +2, Escape Artist* +2, Forgery +5, Gather Information +2, Heal +0, Hide* +2, Intimidate +2, Jump* -1, Knowledge (arcana) +12(7), Knowledge (dungeoneering) +12(7), Knowledge (nature) +12(7), Knowledge (the planes) +12(7), Listen +4(4cc), Move Silently* +2, Perform +2, Ride +4(2cc), Search +5, Sense Motive +0, Spellcraft +20(13), Spot +4(4cc), Survival +0, Swim** -1, Use Rope +2; * Armor Check Penalty 0
    Feats: Wizard Weapon Proficiency, Augment Summoning, Collegiate Wizard [CA], Cooperative Spell [CA], Sudden Silent [CA], Sudden Maximize [CA], Fiery Burst [CM], Alacritous Cogitation [CM]
    Alignment: Neutral

    Allyra stands 5 feet 8 inches tall and weighs 127 pounds. She is 22 years old. Her platinum blonde hair is worn shoulder-long and open, a few strands reaching into a fine-featured face with blue-gray eyes. Her slim figure is usually dressed in a short green skirt and a form-flattering, sleeveless halter blouse of matching color, which only reaches down to the waistline. Allyra also wears a wide hooded cloak of gray-green color and a pair of brown leather boots with a matching belt across her hips.

    Allyra speaks Common, Ancient Suloise, Celestial, Draconic and Infernal.

    Spells: As 10th-level wizard
    Specialized School: Conjuration (Focused Specialist)
    Prohibited Schools: Evocation, Illusion, Necromancy
    Spells per Day: (3+3/5+3/4+3/3+3/3+3/2+3; save DC 15 + spell level):
    0 - Detect Magic (2), Read Magic, Acid Splash (3) (S);
    1st - Lesser Orb of Acid, Protection from Evil, Shield, Mage Armor, Detect Secret Doors, Lesser Orb of Acid (3) (S);
    2nd - 1 slot free, See Invisibility, Tasha's Hideous Laughter, Knock, Glitterdust (2) (S), Web (S);
    3rd - Gaseous Form, Haste, Heart of Water, Stinking Cloud (3) (S);
    4th - 1 slot free, Heart of Earth, Polymorph, Blast of Flame (S), Orb of Force (2) (S);
    5th - 1 slot free, Heart of Fire, Overland Flight (S), Summon Monster V (2) (S).

    Active Spell Effects:
    extended Mage Armor (18 hours; cast before resting)
    Heart of Water (10 hours; cast after Sparkles)
    Heart of Fire (10 hours; cast after Sparkles)
    Overland Flight (10 hours; cast after Sparkles)
    See Invisibility (100 minutes; cast after Sparkles)

    Spellcasting Resources: (■ available, □ used)
    Spellpool ■■■■■ (spell levels)
    Spellpool Debt 0 (spell levels)
    Alacritous Cogitation □
    Sudden Silent ■
    Sudden Maximize □
    Lesser Rod of Extend ■■■
    Pearl of Power (1st) ■■■

    Spellbook:
    0 - Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation;
    1st - Protection from Evil, Shield, Summon Monster I, Mage Armor, Mount, Unseen Servant, Comprehend Languages, Detect Secret Doors, Identify, Charm Person, Enlarge Person, Featherfall, Lesser Orb of Acid [CA];
    2nd - Glitterdust, Summon Monster II, Web, Locate Object, See Invisibility, Tasha's Hideous Laughter, Invisibility, Knock, Rope Trick;
    3rd - Stinking Cloud, Summon Monster III, Arcane Sight, Clairaudiance/Clairvoyance, Suggestion, Major Image, Blink, Haste, Gaseous Form, Heart of Water [CM];
    4th - Dimension Door, Evard's Black Tentacles, Leomund's Secure Shelter, Summon Monster IV, Charm Monster, Polymorph, Blast of Flame [CA], Orb of Force [CA], Assay Resistance [CA], Heart of Earth [CM];
    5th - Break Enchantment, Summon Monster V, Overland Flight, Telekinesis, Greater Blink [CA], Heart of Fire [CM].

    Monster Statblocks
    III

    Fiendish Ape: large magical beast (extraplanar); HD 4; hp 37; Init +2; Spd 30 ft., climb 30 ft.; AC 14, touch 11, flat-footed 12; Base Atk +3; Grp +14; Atk/full Atk 2 claws +9 melee (1d6+7) and bite +4 melee (1d6+3); Space/Reach 10 ft./10 ft.; SA smite good 1/day (+4 dmg vs good); SQ low-light vision, darkvision 60 ft., scent, damage reduction 5/magic, cold and fire resistance 5, spell resistance 9; AL NE; SV Fort +8, Ref +6, Will +2; Str 25, Dex 15, Con 18, Int 3, Wis 12, Cha 7.
    Skills and Feats: Climb +16 (can always Take 10), Listen +6, Spot +6; Alertness, Toughness.

    IV

    Fiendish Dire Wolf: large magical beast (extraplanar); HD 6; hp 57; Init +2; Spd 50 ft.; AC 14, touch 11, flat-footed 12; Base Atk +4; Grp +17; Atk/full Atk bite +13 melee (1d8+13); Space/Reach 10 ft./5 ft.; SA smite good 1/day (+6 dmg vs good), trip; SQ low-light vision, darkvision 60 ft., scent, damage reduction 5/magic, cold and fire resistance 5, spell resistance 11; AL NE; SV Fort +8, Ref +7, Will +6; Str 29, Dex 15, Con 21, Int 3, Wis 12, Cha 10.
    Skills and Feats: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2/6; Alertness, Run, Track, Weapon Focus (bite).

    Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+13 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

    Celestial Lion: large magical beast (extraplanar); HD 5; hp 42; Init +3; Spd 40 ft.; AC 15, touch 12, flat-footed 12; Base Atk +3; Grp +14; Atk/full Atk 2 claws +9 melee (1d4+7) and bite +4 melee (1d8+3); Space/Reach 10 ft./5 ft.; SA pounce, improved grab, rake +9 (1d4+3), smite evil 1/day (+5 dmg vs evil); SQ low-light vision, darkvision 60 ft., scent, damage reduction 5/magic, acid, cold and electricity resistance 5, spell resistance 10; AL NG; SV Fort +8, Ref +6, Will +2; Str 25, Dex 17, Con 19, Int 3, Wis 12, Cha 6.
    Skills and Feats: Balance +7, Hide +3 (+12 in areas of tall grass or heavy undergrowth), Listen +5, Move Silently +11, Spot +5; Alertness, Run.

    Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.

    Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

    V

    Celestial Brown Bear: large magical beast (extraplanar); HD 6; hp 63; Init +1; Spd 40 ft.; AC 15, touch 10, flat-footed 14; Base Atk +4; Grp +18; Atk/full Atk 2 claws +13 melee (1d8+10) and bite +8 melee (2d6+5); Space/Reach 10 ft./5 ft.; SA improved grab, smite evil 1/day (+6 dmg vs evil); SQ low-light vision, darkvision 60 ft., scent, damage reduction 5/magic, acid, cold and electricity resistance 5, spell resistance 11; AL NG; SV Fort +11, Ref +6, Will +3; Str 31, Dex 13, Con 23, Int 3, Wis 12, Cha 6.
    Skills and Feats: Listen +4, Spot +7, Swim +14; Endurance, Run, Track.

    Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.


    Equipment:
    Held: --
    Head: Headband of Intellect +2
    Face: --
    Throat: --
    Shoulders: --
    Torso: --
    Body: --
    Waist: --
    Arms: --
    Hands: --
    Ring: Minor Ring of Energy Resistance (cold)
    Ring: --
    Feet: --

    Other Equipment: Heward's Handy Haversack, Traveler's Outfit (5), Cold Weather Outfit, Red Wizard's Robe, Bedroll, Winter Blanket, Scroll Case, Belt Pouch, Flint and Steel, Ink, Inkpen (3), Parchment (12), Mirror, Soap, Silk Rope (50 ft.), Trail Rations (7), Waterskin, Sunrod (6), Tindertwig (10), Spellbook, Spell Component Pouch (2), Silver Holy Symbol of Boccob, Silver Brooch (Spellpool Focus), Pearl (2; 100gp), Lesser Metamagic Rod of Extend, Pearl of Power (1st) (3), Potion of Cure Light Wounds (4), Potion of Cure Moderate Wounds (2), Potion of Cure Serious Wounds, Arcane Scroll of Magic Mouth, Dispel Magic, Persistent Image, Statue (CL 15th); 272 gp, 7 sp, 0 cp.

    Mount: Light Warhorse, Bit and Bridle, Riding Saddle, Saddlebags.

    Background: Allyra was born in a small village in the Domain of Greyhawk. When her magical talent surfaced, her parents scrapped enough gold together to allow her to study in the highly esteemed University of Magical Arts in the Free City of Greyhawk. She spent five years there, training and studying magic with a focus on conjurations, even though her talent in the school of enchantment was always one of her strongest. With her graduation, she also became a member of the Arcane Order, who were quite interested in the talented young woman. Being unbiased in her magical orientation, and as a follower of Boccob, Allyra was handed the Red Robe.

    When Furyondy requested aid from their allies in Greyhawk, Allyra was imposed the task amongst others and sent to the Kingdom of Furyondy by her order, a chance to prove herself. In the kingdom, she temporarily joined the ranks of the agents, where she could best apply her knowledge.
    Last edited by Thanee; Thursday, 21st June, 2012 at 06:51 PM.

    “In our world, immortality is not for the living. The legend lives on!”
    In Memoriam Dave Arneson († April 7th, 2009) & Gary Gygax († March 4th, 2008).


    Wondering what the Dungeon Tiles are like? Take a look here.

  • #9
    Registered User
    Acolyte (Lvl 2)



    Join Date
    Feb 2002
    Location
    redmond, wa
    Posts
    106

    Ignore Saracor
    Garon Shieldsforth, Human Furyondy Fighter 6

    Stats
    Spoiler:
    Name: Garon Shieldsforth
    Class: Fighter 7
    Race: Human
    Size: M
    Gender: M
    Alignment: NG
    Deity: Heironeous
    Level: 7
    XP: 21,000

    Str: 17(19) +3(+4)(10p.)*
    Dex: 13 +1 (5 p.)
    Con: 16 +3 (10p.)
    Int: 13 +1 (5 p.)
    Wis: 10 +0 (2 p.)
    Cha: 10 +0 (2 p.)
    *Stat increase

    HP: 31/64
    HD: 6d10+18 (13+8+9+8+9+8+9)
    BAB: +7/+2
    Grapple: +10
    Speed: 20' (30')
    Init: +1

    AC: 23 (10 base, +9 Armor, +3 Shield, +1 Dex)
    Touch: 11
    Flatfooted: 22

    Fort: +9 (5 base, +3 mod, +1 magic)
    Ref: +4 (2 base, +1 mod, +1 magic)
    Will: +3 (2 base, +0 mod, +1 magic)

    Weapons:
    Longsword +1 Attacks: +13/+8, Dmg: 1d8+7, Crit: 19-20/x2
    Shrtbw, Mighty Comp(+2) Attacks: +8/+3, Dmg: 1d6+2, Crit: x3
    Heavy Shield +1 Attacks: +11/+6 Dmg: 1d4+4, Crit 20/x2

    Languages: Common, Orcish

    Abilities:

    Feats: Cleave, Dodge, Endurance, Great Cleave, Power Attack, Quick Draw, Weapon Focus(Longsword), Weapon Specialization(Longsword).

    Skill Points: 39
    Skills :
    Climb +2
    (4 ranks, +4 mod, -6 armor)
    Handle Animal +5
    (5 ranks, +0 mod)
    Intimidate +9
    (9 ranks, +0 mod)
    Jump +3
    (5 ranks, +4 mod, -6 armor)
    Ride +11
    (10 ranks, +1 mod)
    Swim +4
    (6 ranks, +4 mod, -6 armor)

    Non-Ranked:
    Appraise: +1
    Balance: -5
    Bluff: 0
    Concentration: +3
    Diplomacy: 0
    Disguise: 0
    Escape Artist: -5
    Forgery: +1
    Gather Info: 0
    Heal: 0
    Hide: -5
    Listen: 0
    Move Silently: -5
    Perform: 0
    Search: +1
    Sense Motive: 0
    Spot: 0
    Survival: 0
    Use Rope: 1

    Age: 25
    Height: 6'1"
    Weight: 245 lb
    Eyes: Green
    Hair: Lt. Brown
    Skin: Tan


    Equipment:
    Spoiler:

    Longsword +1 (2315gp)
    Shortbow, Mighty (+2) Comp. (225gp)
    Arrows(50) (2.5gp)
    Full Plate +1 (2150gp)
    Shield, heavy steel +1 (1170gp)
    Cloak of Resistance +1 (1000gp)
    Gauntlets of Ogre Power (4000gp)
    Backpack (2gp)
    Bedroll (0.1gp)
    Blanket, Winter (0.5gp)
    Flint and steel (1gp)
    Piton(6) (0.1gp)
    Hammer (0.5gp)
    Torch(5) (0.05gp)
    Potion Box (4 Cure Light Wounds, 2 Cure Moderate Wounds, 1 Cure Serious Wounds)
    Belt Pouch (1gp)
    Oil of Bless Weapon(2) (200gp)
    Potion of Pro. Evil(2) (100gp)
    Potion of Water Breathing (750gp)
    Potion of Blur (300gp)
    Potion of Cure Mod. Wnds(4) (1200gp)
    Whetstone (0.02gp)
    Waterskin (1gp)


    Warhorse, Heavy (400gp)
    Bit and Bridle (2gp)
    Saddle, Military (20gp)
    Rope, Silk (50') (10gp)
    Saddlebags (4gp)
    Lantern, Hooded (7gp)
    Cold Weather Outfit (8gp)
    Explorer's Outfit (10gp)
    Feed(7 days) (0.35gp)
    Rations (14 days) (7gp)
    Oil (5 pts.) (0.5gp)
    7 waterskins (7gp)
    (Inital Total Spent: 13884.12gp)

    Total Weight: 110 lb
    Carried by Horse: 162 lb

    Money: 187gp 8sp 8cp




    Warhorse
    Spoiler:

    Arodan, Heavy Warhorse
    Large Animal
    HD: 4d8+12 (HP 30/30 )
    Init: +1
    Speed: 50'
    AC: 14 (-1 size, +1 Dex, +4 Natural, touch 10, flat-footed 13)
    BAB/Grapple: +3/+11
    Attack: Hoof +6 Melee (1d6+4)
    Full Attack: 2 hooves +6 melee (1d6+4) and bit +1 melee (1d4+2)
    Space/Reach: 10'/5'
    SQ: Low light vision, scent
    Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
    Skills: Listen +5, Spot +4
    Feats: Endurance, Run
    Carrying Cap: Light 300lbs, Medium 600lbs, Heavy 900, Drag 4,500


    Description
    Spoiler:

    Garon is a tall, tan skinned Oeridian man about 6'1 in height. He has short cut, light brown hair and deep green eyes. He is strong for his build with the look of a military man. He holds himself with an air of confidence and discipline. He is often direct in conversation, lacking a bit of tact that can get him into trouble as he's more apt to speak his mind than hold his tongue, especially if he has problems with the person he is talking to. While he can be a bit gruff and abrasive at times, those that know him and have worked with him understand that he is loyal and honest and will support his friends when they need him.


    Background
    Spoiler:

    Garon was born into a military family that lived on the border of Furyondy and the Shield Lands. His father was a career military man in the Furyondy army as had his father before him. Growing up, Garon was surrounded by members of the military, his uncles (and some aunts) as well as his brothers were all members of either the Furyondy military or had ties with it through mercenary companies or the like.

    As a child, his family was forced to flee the events of the Greyhawk wars. His family lands were overrun as Iuz's forces moved into Furyondy. He was evacuated to Chendl with his mother and siblings while his father fought in the war. With the end of the war, much was in turmoil. His family was able to move back to their lands in the County of Crystalreach but they were now near the border of Iuz's territory and had to deal with the threat of raids coming from those lands. They were lucky in that they could return and no one from his immediate family had been killed. Seeing the cruelty and carnage that Iuz's forces had caused had a great affect upon Garon and as he grew up, he was resolved to fight against these creatures.

    Being a big, strong lad, Garon naturally joined the army as soon as he was able. He easily moved up the enlisted ranks due to his upbringing and he showed himself to be a cut above most of the rest of his unit. He quickly gained a name for himself as an able leader of his squad and trusted by his men. His biggest problem was his single-mindedness about the defeat of Iuz. A number of times he put himself in dangerous situations, often with others, in order to confront an enemy.
    Last edited by Saracor; Thursday, 13th September, 2007 at 04:23 PM.

  • #10
    Keldar the Shrike
    Human Rogue 4/Fighter 2/Ranger 1
    Character_Sheet


    Str: 18 (+4) +1 LEVEL 4 +2 magic gloves
    Dex: 16 (+3)
    Con: 14 (+2)
    Wis: 10 (+0)
    Int: 14 (+2)
    Cha: 10 (+0)

    AC: 20* 10 Base +5 armor +2 deflection (ring) +3 dex
    Touch AC: 14*
    Flat footed: 16*
    *Note: Evasion, Uncanny dodge & trap sense +1, Rogue level 4
    ACP: 0

    HP: 46/46 [6 + 5.5*2 + 3.5*3 +4.5+ 14 con]

    BAB: +6/+1
    Grapple: +10
    Init: + 3
    Speed: 30 30 base

    Saves
    For: +9 (6 [Base] + 2 [Con] + 1 [Resistance (cloak)]
    Ref: +10*(6 [Base] + 3 [Dex] + 1 [Resistance (cloak)])
    Wil: +2 (1 [Base] + 0 [Wis] + 1 [Resistance (cloak)])
    *Note: Evasion, Uncanny dodge & trap sense +1, Rogue level 4


    Skills: [skillpoints: 10 human +(8+2)*7 rogue +(2+2)*2 fighter +(6+2) ranger= 96]
    Spoiler:

    Appraise (Rog): +3 [0 ranks +3 int]

    Balance (Rog): +10 [7 ranks +3 dex]
    Bluff (Rog): +7 [7 ranks +0 cha]
    Climb (Ftr,Rog, Rgr): +17 [9 ranks +4 str +2 use rope synergy +2 climber's kit]
    Diplomacy (Rog): +4 [0 ranks +2 bluff synergy +2 sense motive synergy]
    Disable device(Rog): 0 ranks, trained only skills
    Escape Artist (Rog): +10 [7 ranks + 3 dex]

    Gather info (Rog): +0 [0 ranks +0 cha]
    Intimidate (Ftr,Rog): +2 [0 ranks +0 cha +2 bluff synergy]
    Jump (Ftr,Rog,Rgr): +11 [5 ranks +4 str +2 tumble synergy]

    Heal (Rgr): +0 [0 ranks +0 wis]
    Hide (Rog): +9 [6 ranks + 3 dex]
    Listen (Rog,Rgr): +0 [0 ranks +0 wis]

    Move Silently (Rog): +7 [7 ranks + 0 wis]
    Open locks (Rog): 0 ranks, trained only skills
    Ride (Ftr,Rgr): +11 [8 ranks + 3 dex]

    Search (Rog, Rgr): +9 [7 ranks + 2 int]
    Sense Motive (Rog):+7 [7 ranks +0 wis]
    Sleight of Hand (Rog): +12 [7 ranks +3 dex +2 bluff synergy]

    Spell craft(cc): +4 [2 cross class ranks +2 int]
    Spot (Rog): +0 [0 ranks +0 wis]
    Survival (Rgr): +1 [1 ranks + 0 wis]

    Swim (Ftr,Rog): +4 [0 ranks +4 str]
    Tumble (Rog): +12 [7 ranks +3 dex +2 jump synergy]
    Use Rope (Rog): +10 [7 ranks +3 dex]

    Languages: Common, elven, dwarven

    Attacks:Note: +2 damage against undead (favored ennemy)
    Melee, Two-handed:

    • +1 Spiked chain (viper): +11/+6 to hit, 2d4+7 damage, x2, P, 10 ft reach
    (can strike adjacent foes)
    to hit: +6/+1 bab +4 str +1 magic; Damage: +1 magic +6 str (2 handed)
    • Greatsword: +10/+5 to hit, 2d6+6 damage, 19-20/x2, S
    to hit: +6/+1 bab +4 str; Damage: +6 str (2 handed)
    • Morningstar: +10/+5 to hit, 1d8+6 damage, x2, P/B
    to hit: +6 bab +4 str; Damage: +6 str (2 handed)

    Melee, 1 handed:

    • Morningstar: +10/+5 to hit, 1d8+4 damage, x2, P/B
    to hit: +6/+1 bab +4 str; Damage: +4 str
    • dagger: +10/+5 to hit, 1d4+4 damage, 19-20/x2, P/S, 10 ft range
    to hit: +6/+1 bab +4 str; Damage: 4 str

    Ranged:

    • dagger: +9/+4 to hit, 1d4+4 damage, 19-20/x2, P/S, 10 ft range
    to hit: +6/+1 bab +3 dex; Damage: 4 str
    • +1 composite longbow (+4 Str): +10/+5 to hit, 1d8+5 damage, x3, P, 110ft range
    to hit: +6/+1 bab +1 magic +3 dex; Damage: +1 magic +4 STR

    Special Abilities:
    Spoiler:

    Rogue:
    • Sneak attack +2d6
    • trapfinding
    • Evasion
    • Trap sense +1
    • Uncanny dodge

    Fighter:
    Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including

    tower shields)

    Ranger:
    • Favored ennemy (undead): +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks. +2 to weapon damage
    • Wild empathy
    • Track

    Feats:
    • level 1 feat: Combat reflexes
    • human level 1 bonus feat: Combat Expertise
    • level 3 feat: Exotic weapon: spiked chain
    • fighter level 1 bonus feat: Improved feint
    • fighter level 2 bonus feat: Improved trip
    • level 6 feat: Mage slayer
    • ranger level 1: Track

    Equipment
    List


    +1 mythral chain shirt with spikes 2150 gp, 15 lb, attached on belt on left side
    ACP=0 (mythril); cost: 1100gp mythril shirt +1000 gp +1-enchantement +50gp spikes; weight =10lb armor +

    10/2 lb for mythral spikes


    Greatsword 100 gp, 8 lb, worn on left hand side

    ring of protection +1 2000 gp, 0 lb, worn on left hand

    cloak of resistance +1 1000 gp, 1 lb, worn

    2 Daggers 4 gp, 2 lb, strapped on each thigh

    Morningstar 8 gp, 6 lb, attached on belt on backside

    +1 Composite longbow (+4 str) 2800 gp, 3 lb, strapped on back
    Arrows (20) 1 gp, 3 lb, in quiver on back

    Cure moderate wounds potion, in metal flask 300 gp, 0 lb, Hung around neck
    Protection from evil potion, in metal flask 50 gp, 0 lb, Hung around neck
    enlarge person potion, in metal flask 250 gp, 0 lb, Hung around neck
    Bull's strenght potion, in metal flask 300 gp, 0 lb, Hung around neck
    Invisibility (potion), in metal flask 300 gp, 0 lb, Hung around neck
    Magic weapon oil, in metal flask 50 gp, 0 lb, in belt pouch

    gauntlets of ogre power 4000 gp, 4 lb, Worn

    Belt Pouch 1 gp, 0.5 lb, worn on left side
    2 Sewing Needles 1 gp, 0 lb, belt pouch, pinned to a cork
    Chalk 0.01 gp, 0 lb,

    Backpack 2 gp, 2 lb, worn on back
    Arrows 2x20 2 gp, 6 lb, in backpack
    Waterskin (water) 1 gp, 2 lb, in backpack
    Trail rations (4 day) 2 gp, 2 lb, in backpack
    Bedroll 1 gp, 5 lb, in backpack
    Winter Blanket 1 gp, 3 lb, in backpack
    Flint & Steel 1 gp, 0 lb, in backpack
    2 large sacks 2 gp, 1 lb, in backpack
    Whetstone 0.02 gp, 1 lb, in backpack
    Cure lightwounds potions x2 100 gp, 0 lb, in backpack
    100 ft silk rope 20 gp, 10 lb, attached to side of backpack
    Grappling Hook 1 gp, 4 lb, attached to side of backpack

    Climber's kit 80 gp, 5 lb, attached to side of backpack
    Protection from evil potion, in metal flask 50 gp, 0 lb, in backpack, wrapped in cloth
    enlarge person potion, in metal flask 250 gp, 0 lb, in backpack, wrapped in cloth
    Magic weapon oil, in metal flask x2 100 gp, 0 lb, in backpack, wrapped in cloth

    Extra allowance (given by DM):
    1)box of healing potions - 4 cure light wounds, 2 cure moderate wounds, 1 cure serious wounds

    2)Light horse

    Purchased in Mitrik: 1 extra week of trail rations (3.5 gp, 3.5 lb), 1 week of stabling (3.5 gp, 3.5 lb) and 8 waterskins (8 gp, 16 lb). All of this is carried by his light horse

    From Ketties: Ring of protection +2

    Money= 145.97 gp, in belt pouch 71.97 at start of game +100gp from DM -1gp shrine offering -10 gp food and lodging -15gp food supplies purchases


    Total weight = 83.5 lb


    Max Weight: 100 lb Light, 200 lb medium, 300 lb heavy, 600 lb lift, 1500 lb drag


    History
    As a teenager, Keldar was enslaved by an unscrupulous mage, who kept him under his mental

    control. The mage was one of the three leaders of a covenant, agent of Iuz - the old one, scheming to secretly take control

    of the Furyondy kingdom.
    The following years were tough: enslaved by the wizard, Keldar obeyed his every whim. He served as a body guard and

    executioner, allowing the covenant to carry out its plans.

    About six months ago, an elite squad of the royal Furyondy army penetrated the covenant’s stronghold. The covenant was

    prepared and quickly decimated most of the fighters. A few of the more experienced warriors had successfully cornered the

    three wizard, but almost all hope was lost. As a last stand, an old dwarf warrior charged Keldar’s master, and knocked the

    wizard unconscious.

    Immediately, the Keldar felt something he hadn’t felt in many years: control over his own thoughts. He acted quickly, and

    turned on the two remaining wizards, preventing them from casting. He slew one, and the dwarf finished off the other.

    The dwarf then faced the bladeling, threatening him with his axe: “Do you yield?”

    Keldar, overwhelmed with emotion, fell to his knees, and threw his spiked chain on the ground. Looking at the sky, he

    muttered “I am finally free!”

    The dwarf signaled a robed figure in the hall: “Does he speak true?”, the dwarf asked. Keeping a suspicious eye on Keldar,

    the elven cleric invoked eldritch words and nodded to the dwarf. “The human can be trusted”.

    Taking a step back, the dwarf withdrew his axe: “Human, you have caused harm to this Kingdom, albeit not by choice. I offer

    you the chance to redeem yourself and pay your debt to Furyondy.”

    Since then, Keldar has been in the service of the Kingdoom of Furyondy.


    Appearance

    Keldar is 6 feet tall, clearly from Oeridians stock with blue eyes, black hair, and tanned skin. He is also covered with

    with tatooes, a remnant from his days as a thrall-slave of the agent of Iuz, the old one. He wears a black cloak and has

    several weapons strapped to his body. Most noticeable are his spiked chain and his spiked armor.

    Last edited by Steve Gorak; Sunday, 27th May, 2007 at 07:42 PM.

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