The Doomed Bastards Character Thread

Lazybones

Adventurer
Licinius Varo, Human Male Cleric (Dagos) 12
Str 12, Dex 12, Con 14, Int 10, Wis 24*, Cha 12
Fort +12, Ref +6, Will +17
AC 18 (breastplate, dex), hp 81
Atk +11/+6 melee (1d8+1, heavy mace)
Feats/Spells: Craft Wondrous Item, Deceitful, Extra Turning, Improved Turning, Scribe Scroll, Spell Penetration, Bluff +9, Concentration +16, Disguise +8, Forgery +3, Heal +6, Knowledge (religion) +8, Knowledge (history) +2
SA: rebuke undead, spontaneous inflict
Domains: Chaos, Trickery
Spells (6/8/7/7/5/5/4): 0/cure minor woundsx3, 0/light, 0/purify food and drink, 0/read magic, 1/command, 1/comprehend languages, 1/cure light woundsx2, 1/disguise self*, 1/hide from undead, 1/remove fear, 2/cure moderate wounds x2, 2/hold person, 2/invisibility*, 2/lesser restoration x2, 2/silence, 3/cure serious woundsX3, 3/dispel magic, 3/nondetection*, 3/summon monster III, 4/confusion*, 4/cure critical wounds, 4/death ward (or greater magic weapon, depending on circumstance), 4/restoration, 4/summon monster IV, 5/break enchantment, 5/dispel evil, 5/false vision*, 5/flame strike, 5/summon monster V, 6/antilife shell (or planar ally, depending on context), 6/heal, 6/mislead*, 6/undeath to death
Equipment: +2 breastplate, staff fragment (with continual flame cast on end), +1 heavy mace, periapt of wisdom +6, dagger, pack, immovable rod, magical Orcus vestments, wand of cure moderate wounds, wand of cure light wounds, scroll of word of recall (Valus), scroll of word of recall (Gudmund), unusual key, diamond dust (for restoration spell), handy haversack, +3 mithral ghost touch dagger, custom ring (soul protection), +2 cloak of resistance

Corath Dar, Human Male Fighter 8/Battle Scion 3
Str 21*, Dex 14, Con 16*, Int 10, Wis 12, Cha 10
Fort +10, Ref +5, Will +4
AC 21 (plate, dex), hp 98
Atk +18/+13/+8 melee (1d10+9, +2 greatclub), or +20/+15/+10 melee (1d8+11+2d6 vs chaos, Valor, two-handed), or +14/+9/+4 ranged (1d8+5, longbow)
Full PA with Valor: +9/+4/-1 (1d8+33+2d6 vs. chaos)
Legendary Weapon Abilities: +2 weapon, penetrates demon DR as if good-aligned, smite fiend 1/day, grants immunity to demonfear
Feats/Skills: Athletic, Blind-Fight, Cleave, Endurance, Greater Weapon Focus (longsword), Improved Critical (longsword), Improved Initiative, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), +1 feat, Climb +10, Handle Animal +3, Intimidate +9, Jump +8, Ride +7, Swim +10*
Equipment: +2 full plate, Valor, dagger, pack, +2 greatclub, +4 belt of giant strength, +1 keen punching dagger, masterwork mighty (+5) composite longbow, quiver of holding with 200 arrows, custom ring (soul protection), +2 amulet of health
*does not include armor check penalty

Valor: in Dar's hands, the legendary sword is a +2 axiomatic cold iron longsword. In other hands, its enhancement bonus drops to +1.

Talen Karedes, Human Male Fighter 10/Dragon Knight 2
Str 18*, Dex 12, Con 14, Int 12, Wis 10, Cha 12
Fort +12, Ref +4, Will +3
AC 29 (plate mail, shield, amulet, dex), hp 94
Atk +18/+13/+8 melee (1d8+7+1d6 fire, Beatus Incendia, +2d6 vs. evil), or +13/+8/+3 ranged (1d6+2, shortbow)
Feats/Skills: Athletic, Blind-Fight, Combat Reflexes, Endurance, Greater Weapon Focus (longsword), Improved Initiative, Mounted Combat, Negotiator, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), +1 feat, Climb +16, Diplomacy +3, Jump +10, Intimidate +4, Listen +3, Ride +5, Spot +3, Swim +15
SA: rally cry 3/day (+1 morale, +5 movement to allies within 60'), inspire courage (+2 morale bonus on charm/fear saves, +1 atk/damage, 5 rounds)
Equipment: gauntlets of ogre power, +3 full plate, +3 heavy shield of electricity resistance, +2 amulet of natural armor, Beatus Incendia (+1 flaming holy longsword), +1 longsword (light emitter), dagger, masterwork mighty shortbow (+2), 40 arrows, custom ring (soul protection)

Shaylara Pallen, Human Female Scout 12
Str 12, Dex 19*, Con 16*, Int 12, Wis 10, Cha 10
Fort +7, Ref +12, Will +4
AC 20 (chain shirt, dex), hp 93
Atk +11/+6 melee (1d8+2/17-20, longsword), or +14/+9 ranged (1d6+1, shortbow)
Feats/Skills: Acrobatic, Athletic, Dodge, Improved Initiative, Mobility, Quick Reconnoiter, Spring Attack, Stealthy, Track, Climb +17, Hide +26, Jump +23, Knowledge (dungeoneering) +8, Listen +13, Move Silently +20, Search +14, Speak Language (giant, goblin), Spot +13, Survival +14, Swim +16, Tumble +13
SA: battle fortitude +2 (bonus to fort saves and initiative), skirmish +3d6, +3 AC (requires 10' move); trapfinding; uncanny dodge; trackless step; +20 move; evasion; flawless stride, camouflage, blindsense 30'
Equipment: +2 gloves of dexterity, +2 amulet of health, +2 blacksteel chain shirt, +1 keen longsword, masterwork throwing axe, masterwork mighty (+1) shortbow, 40 arrows, boots of striding and springing, custom ring (soul protection)

Allera Hialar, Human Female Healer 10
Str 10, Dex 11, Con 14*, Int 10, Wis 18*, Cha 17*
Fort +9, Ref +3, Will +11
AC 14 (leather), hp 68
Atk +6 melee (1d6+1, light mace)
Feats/Skills: Augment Healing, Brew Potion, Negotiator, Self-Sufficient, Skill Focus (Concentration), Skill Focus (Heal), Concentration +15, Diplomacy +17, Heal +23 (with kit), Knowledge (Nature) +5, Sense Motive +12, Spellcraft +7, Survival +10
SA: healing hands (CHA bonus added to healing spells), cleanse paralysis, disease, fear, poison, blindness, spirit (greater restoration)(each 1/day), effortless healing (no AoOs), companion (Snaggletooth, faerie dragon)
Spells (6/7/6/6/5/4): 0/cure minor wounds x5, 0/purify food and water, 1/cure light wounds x5, 1/remove fear, 1/sanctuary, 2/calm emotions, 2/cure moderate wounds x3, 2/lesser restoration, 2/remove disease, 3/close wounds, 3/cure serious wounds x3, 3/restoration x2, 4/cure critical wounds x3, 4/death ward, 4/mass cure light wounds, 5/break enchantment, 5/mass cure moderate wounds x2, 5/revivify
Equipment: +2 leather armor, +1 light mace, +2 cloak of charisma, +2 periapt of wisdom, pouch of diamond dust (component for restoration spell), masterwork healer's kit, healing wands and scrolls, custom ring (soul protection), +2 amulet of health
 

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Lazybones

Adventurer
Level up: After death of Tribitz (chapter 192)


Licinius Varo, Human Male Cleric (Dagos) 13
Str 12, Dex 12, Con 14, Int 10, Wis 24*, Cha 12
Fort +12, Ref +6, Will +17
AC 18 (breastplate, dex), hp 88
Atk +11/+6 melee (1d8+1, heavy mace)
Feats/Spells: Deceitful, Extra Turning, Improved Turning, Scribe Scroll, Spell Penetration, Bluff +10, Concentration +17, Disguise +8, Forgery +3, Heal +6, Knowledge (religion) +9, Knowledge (history) +2
SA: rebuke undead, spontaneous inflict
Domains: Chaos, Trickery
Spells (6/8/8/7/6/5/4/3): 0/cure minor woundsx3, 0/light, 0/purify food and drink, 0/read magic, 1/command, 1/comprehend languages, 1/cure light woundsx2, 1/disguise self*, 1/hide from undead, 1/remove fear, 2/cure moderate wounds x2, 2/hold person, 2/invisibility*, 2/lesser restoration x2, 2/silence x2, 3/cure serious woundsX3, 3/dispel magic, 3/nondetection*, 3/summon monster III, 4/confusion*, 4/cure critical wounds, 4/death ward 4/greater magic weapon, 4/restoration, 4/summon monster IV, 5/break enchantment, 5/dispel evil, 5/false vision*, 5/flame strike, 5/summon monster V, 6/antilife shell (or planar ally, depending on context), 6/heal, 6/mislead*, 6/undeath to death, 7/greater restoration, 7/screen*, 7/summon monster VII
Equipment: +2 breastplate, staff fragment (with continual flame cast on end), +1 heavy mace, periapt of wisdom +6, dagger, pack, immovable rod, magical Orcus vestments, wand of cure moderate wounds, wand of cure light wounds, scroll of word of recall (Valus), scroll of word of recall (Gudmund), unusual key, diamond dust (for restoration spell), handy haversack, +3 mithral ghost touch dagger, custom ring (soul protection), +2 cloak of resistance


Corath Dar, Human Male Fighter 8/Battle Scion 4
Str 22*, Dex 14, Con 16*, Int 10, Wis 12, Cha 10
Fort +12, Ref +5, Will +4
AC 21 (plate, dex), hp 106
Atk +20/+15/+10 melee (1d10+9, +2 greatclub), or +23/+18/+13 (1d8+16+2d6 vs. chaos, Valor, two-handed), or +15/+10/+5 ranged (1d8+5, longbow)
Full PA with Valor: +11/+6/+1 (1d8+40+2d6 vs. chaos)
Legendary Weapon Abilities: +3 weapon, penetrates demon DR as if good-aligned, smite fiend 1/day, grants immunity to demonfear
Feats/Skills: Athletic, Blind-Fight, Cleave, Endurance, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword)*, Improved Critical (longsword), Improved Initiative, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Climb +11, Handle Animal +3, Intimidate +10, Jump +8, Ride +7, Swim +11**
Equipment: +2 full plate, Valor, dagger, pack, +2 greatclub, +4 belt of giant strength, +1 keen punching dagger, masterwork mighty (+5) composite longbow, quiver of holding with 200 arrows, custom ring (soul protection), +2 amulet of health
*I allowed Dar to stack his Fighter and Battle Scion levels to be eligible for this feat.
**does not include armor check penalty

Valor: in Dar's hands, the legendary sword is a +3 axiomatic cold iron longsword. In other hands, its enhancement bonus drops to +1.


Talen Karedes, Human Male Fighter 10/Dragon Knight 3
Str 18*, Dex 12, Con 14, Int 12, Wis 10, Cha 12
Fort +12, Ref +5, Will +4
AC 29 (plate mail, shield, amulet, dex), hp 102
Atk +19/+14/+9 melee (1d8+7+1d6 fire, Beatus Incendia, +2d6 vs. evil), or +14/+9/+4 ranged (1d6+2, shortbow)
Feats/Skills: Athletic, Blind-Fight, Combat Reflexes, Endurance, Greater Weapon Focus (longsword), Improved Initiative, Mounted Combat, Negotiator, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Climb +17, Diplomacy +4, Jump +11, Intimidate +4, Listen +3, Ride +5, Spot +3, Swim +16
SA: rally cry 3/day (+1 morale, +5 movement to allies within 60'), inspire courage (+2 morale bonus on charm/fear saves, +1 atk/damage, 5 rounds), fear 1/day (DC14)
Equipment: gauntlets of ogre power, +3 full plate, +3 heavy shield of electricity resistance, +2 amulet of natural armor, Beatus Incendia (+1 flaming holy longsword), +1 longsword (light emitter), dagger, masterwork mighty shortbow (+2), 40 arrows, custom ring (soul protection)

Shaylara Pallen, Human Female Scout 13
Str 12, Dex 19*, Con 16*, Int 12, Wis 10, Cha 10
Fort +7, Ref +12, Will +4
AC 19 (chain shirt, dex), hp 101
Atk +11/+6 melee (1d8+2/17-20, longsword, or 1d8+1, longspear), or +14/+9 ranged (1d6+1, shortbow)
Feats/Skills: Acrobatic, Athletic, Dodge, Improved Initiative, Mobility, Quick Reconnoiter, Spring Attack, Stealthy, Track, Climb +18, Hide +27, Jump +24, Knowledge (dungeoneering) +9, Listen +14, Move Silently +21, Search +15, Speak Language (giant, goblin), Spot +14, Survival +14, Swim +17, Tumble +14
SA: battle fortitude +2 (bonus to fort saves and initiative), skirmish +4d6, +4 AC (requires 10' move); trapfinding; uncanny dodge; trackless step; +20 move; evasion; flawless stride, camouflage, blindsense 30'
Equipment: +2 gloves of dexterity, +1 blacksteel chain shirt, +1 keen longsword, masterwork longspear, masterwork throwing axe, masterwork mighty (+1) shortbow, 40 arrows, boots of striding and springing, custom ring (soul protection), +2 amulet of health, bag of holding

Allera Hialar, Human Female Healer 11
Str 10, Dex 11, Con 14*, Int 10, Wis 18*, Cha 17*
Fort +9, Ref +3, Will +11
AC 14 (leather), hp 75
Atk +6 melee (1d6+1, light mace)
Feats/Skills: Augment Healing, Brew Potion, Negotiator, Self-Sufficient, Skill Focus (Concentration), Skill Focus (Heal), Concentration +15, Diplomacy +17, Heal +23 (with kit), Knowledge (Nature) +5, Sense Motive +12, Spellcraft +7, Survival +10
SA: healing hands (CHA bonus added to healing spells), cleanse paralysis, disease, fear, poison, blindness, spirit (greater restoration)(each 1/day), effortless healing (no AoOs), companion (Snaggletooth, faerie dragon)
Spells (6/7/7/6/6/4/3): 0/cure minor wounds x5, 0/purify food and water, 1/cure light wounds x5, 1/remove fear, 1/sanctuary, 2/calm emotions, 2/cure moderate wounds x4, 2/lesser restoration, 2/remove disease, 3/close wounds, 3/cure serious wounds x3, 3/restoration x2, 4/cure critical wounds x3, 4/death wardx2, 4/mass cure light wounds, 5/break enchantment, 5/mass cure moderate wounds x2, 5/revivify, 6/mass cure serious woundsx2, 6/heal
Equipment: +2 leather armor, +1 light mace, +2 cloak of charisma, +2 periapt of wisdom, pouch of diamond dust (component for restoration spell), masterwork healer's kit, healing wands and scrolls, custom ring (soul protection), +2 amulet of health

Serah, Human Female Cleric 8
Str 10, Dex 11, Con 10, Int 10, Wis 18, Cha 14
Fort +7, Ref +3, Will +9
AC 15 (chain shirt), hp 38
Atk +6/+1 melee (1d6, light mace) or +6 ranged (1d8, light crossbow)
Feats/Skills: Brew Potion, Extra Turning, Improved Turning, Scribe Scroll, Concentration +7, Heal +11, Knowledge (religion) +8, Spellcraft +9
Domains: Law, Protection
Spells (5/6/5/5/4): 0/create water, 0/detect magic, 0/light, 0/purify food and drink, 0/resistance, 1/bless, 1/comprehend languages, 1/protection from chaos*, 1/protection from evil, 1/remove fear, 2/align weapon, 2/augury, 2/bear's endurance, 2/lesser restoration, 2/shield other*, 3/dispel magic, 3/magic circle against chaos*, 3/prayer, 3/remove disease, 3/searing light, 4/death ward, 4/dismissal, 4/restoration, 4/spell immunity*
Equipment: +1 cloak of resistance, +1 blacksteel chain shirt, light mace, light crossbow, 20 bolts, bag of diamond dust, minor scrolls, potions, several wands of cure light wounds
 

Lazybones

Adventurer
Level up: after meeting with Amarru (book IV, chapter 234)


Corath Dar, Human Male Fighter 8/Battle Scion 6
Str 22*, Dex 14, Con 18*, Int 10, Wis 12, Cha 10
Fort +14, Ref +6, Will +5
AC 22 (breastplate, ring, dex), hp 136
Atk +22/+17/+12 melee (1d10+11, +2 greatclub), or +25/+20/+15 (1d8+16+2d6 vs. chaos, Valor, two-handed), or +17/+12/+7 ranged (1d8+5, longbow)
Full PA with Valor: +11/+6/+1 (1d8+44+2d6 vs. chaos)
Legendary Weapon Abilities: +3 weapon, penetrates demon DR as if good-aligned, smite fiend 2/day, grants immunity to demonfear, intimidating presence (+6 on checks vs. fiends)
Feats/Skills: Athletic, Blind-Fight, Cleave, Endurance, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword)*, Improved Critical (longsword), Improved Initiative, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Climb +12, Handle Animal +3, Intimidate +12, Jump +9, Ride +7, Swim +13**
Equipment: +3 dragonhide breastplate of improved fire resistance, Valor, dagger, pack, +2 greatclub, +4 belt of giant strength, +1 keen punching dagger, masterwork mighty (+5) composite longbow, quiver of holding with 200 arrows, custom ring (soul protection), +2 ring of protection, +4 amulet of health
*I allowed Dar to stack his Fighter and Battle Scion levels to be eligible for this feat.
**does not include armor check penalty

Valor: in Dar's hands, the legendary sword is a +3 axiomatic cold iron longsword. In other hands, its enhancement bonus drops to +1.


Talen Karedes, Human Male Fighter 10/Dragon Knight 4
Str 18*, Dex 12, Con 14, Int 12, Wis 10, Cha 12
Fort +13, Ref +5, Will +4
AC 32 (plate mail, shield, amulet, ring, dex), hp 109
Atk +24/+19/+14 melee (1d8+11+1d6 fire, Beatus Incendia, +2d6 vs. evil), or +15/+10/+5 ranged (1d8+5, longbow)
Feats/Skills: Athletic, Blind-Fight, Combat Reflexes, Endurance, Greater Weapon Focus (longsword), Improved Initiative, Mounted Combat, Negotiator, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Climb +18, Diplomacy +5, Jump +11, Intimidate +5, Listen +3, Ride +5, Spot +3, Swim +17
SA: rally cry 3/day (+1 morale, +5 movement to allies within 60'), inspire courage 2/day (+2 morale bonus on charm/fear saves, +1 atk/damage, 5 rounds), fear 1/day (DC14), oath of wrath (+2 vs. single opponent)
Equipment: gauntlets of ogre power, +3 full plate, +3 heavy shield of electricity resistance, +2 amulet of natural armor, Beatus Incendia (+5 flaming holy longsword), +1 longsword (light emitter), dagger, +1 mighty (+4) composite longbow, 40 arrows, +3 ring of protection

Shaylara Pallen, Human Female Scout 15
Str 12, Dex 21*, Con 16*, Int 12, Wis 10, Cha 10
Fort +10, Ref +16, Will +7
AC 20 (chain shirt, dex), hp 116
Atk +13/+8/+3 melee (1d8+2/17-20, longsword, or +17/+12/+7 ranged (1d6+1, shortbow)
Feats/Skills: Acrobatic, Athletic, Danger Sense, Dodge, Improved Initiative, Mobility, Quick Reconnoiter, Spring Attack, Stealthy, Track, Climb +20, Hide +30, Jump +26, Knowledge (dungeoneering) +10, Listen +16, Move Silently +24, Search +17, Speak Language (giant, goblin), Spot +16, Survival +15, Swim +19, Tumble +16, Use Rope +6
SA: battle fortitude +2 (bonus to fort saves and initiative), skirmish +4d6, +4 AC (requires 10' move); trapfinding; uncanny dodge; trackless step; +20 move; evasion; flawless stride, camouflage, blindsense 30', hide in plain sight
Equipment: +4 gloves of dexterity, +1 blacksteel chain shirt, +1 keen longsword, masterwork throwing axe, masterwork mighty (+1) shortbow, 40 arrows, boots of striding and springing, custom ring (soul protection), +2 amulet of health, bag of holding, ring of freedom of movement, +2 cloak of protection

Allera Hialar, Human Female Healer 13
Str 10, Dex 11, Con 12, Int 10, Wis 22*, Cha 17*
Fort +9, Ref +4, Will +14
AC 17 (leather, ring), hp 75
Atk +7/+1 melee (1d6+1, light mace)
Feats/Skills: Augment Healing, Brew Potion, Improved Initiative, Negotiator, Self-Sufficient, Skill Focus (Concentration), Skill Focus (Heal), Concentration +15, Diplomacy +18, Heal +25 (with kit), Knowledge (Nature) +5, Sense Motive +13, Spellcraft +8, Survival +11
SA: healing hands (CHA bonus added to healing spells), cleanse paralysis, disease, fear, poison, blindness, spirit (greater restoration), petrification (each 1/day), effortless healing (no AoOs)
Spells (6/8/8/7/6/6/5/3): 0/cure minor wounds x5, 0/purify food and water, 1/cure light wounds x6, 1/remove fear, 1/sanctuary, 2/calm emotions, 2/cure moderate wounds x5, 2/lesser restoration, 2/remove disease, 3/close woundsx2, 3/cure serious wounds x3, 3/restoration x2, 4/cure critical wounds x2, 4/death wardx2, 4/mass cure light woundsx2, 5/break enchantment, 5/mass cure moderate wounds x4, 5/revivify, 6/mass cure serious woundsx2, 6/healx2, 6/heroes' feast, 7/mass cure critical woundsx2, 7/repulsion
Equipment: +3 leather armor, +1 light mace, +2 cloak of charisma, +4 periapt of wisdom, pouch of diamond dust (component for restoration spell), masterwork healer's kit, healing wands and scrolls, custom ring (soul protection), +2 ring of protection

Returning/new characters:

Malerase (Elegion Alderis), Elf Male Rogue 1/Abjurer 12
Str 10, Dex 14, Con 10*, Int 21*, Wis 15, Cha 10
Fort +4, Ref +10, Will +10
AC 15 (bracers, dex), hp 36
Atk +7/+2 melee (1d6, rapier), or +9/+4 ranged (1d8, longbow)
Feats/Skills: Agile, Eschew Materials, Stealthy, Scribe Scroll, Spell Mastery, Spell Penetration, Balance +7, Climb +5, Concentration +10, Decipher Script +8, Disable Device +5, Escape Artist +7, Hide +7, Jump +5, Knowledge (arcana) +10, Knowledge (history) +10, Listen +2, Move Silently +7, Open Lock +7, Search +8, Sleight of Hand +3, Spellcraft +10, Spot +2, Tumble +7
SA +2 on saves against enchantments, immune to sleep, sneak attack +1d6, evasion
Opposition Schools: Enchantment, Illusion
Spells (5/7/6/6/5/5/3): 0/detect magic, 0/light, 0/read magic, 0/mage hand, 0/resistance, 1/alarm, 1/feather fall, 1/grease x2, 1/mage armor, 1/shield x2, 2/cat's grace x2, 2/darkvision, 2/protection from arrows, 2/rope trick, 2/spider climb, 3/dispel magic x2, 3/gaseous form, 3/haste x2, 3/slow, 4/stoneskin x3, 4/polymorph, 4/wall of fire, 5/cone of cold x2, 5/dismissal, 5/overland flight x2, 6/antimagic field, 6/flesh to stone, 6/repulsion
Equipment: +2 headband of intellect, +2 amulet of health, +2 robe of resistance, +3 bracers of armor, masterwork rapier, masterwork composite mighty (+1) longbow, 20 arrows, silvered dagger, wand of baleful polymorph, wand of fireballs (CL6), wand of magic missiles (CL9), wand of mage armor (CL3), Banth's spellbooks (various spells, levels 1-6)

New NPCs (25 point buy, PC starting gear)

Mehlaraine, Elf Female Fighter 7/Duelist 4
Str 14, Dex 22*, Con 10, Int 15*, Wis 10, Cha 10
Fort +6, Ref +14, Will +3
AC 19 (dex, int, amulet [23 with mage armor from Alderis]), hp 65
Atk +18/+13 melee (1d6+5, Avelis)
Feats/Skills: Combat Expertise, Dodge, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier), Whirlwind Attack, Balance +10, Escape Artist +8, Handle Animal +4, Jump +23, Perform +6, Spot +3, Tumble +17
SA Canny defense, improved reaction +2, enhanced mobility, grace
Equipment (49k): Avelis, a +1 keen, thundering rapier (light emitter), +4 gloves of dexterity, boots of striding and springing, +2 headband of intellect, +1 amulet of natural armor

Selanthas, Elf Male Fighter 2/Ranger 2/Bard 3/Arcane Archer 4
Str 14, Dex 22*, Con 10, Int 10, Wis 10, Cha 13
Fort +11, Ref +16, Will +4
AC 20 (chain shirt, dex), hp 51
Atk +13/+8 melee (1d8+2, longsword), or +18/+18/+13 ranged (1d8+4+1d6 electrical, Shadir)
Feats/Skills: Improved Critical (longbow), Multishot, Point Blank Shot, Precise Shot, Rapid Shot, Stealthy, Weapon Focus (longbow), Handle Animal +3, Hide +25, Knowledge (geography) +8, Listen +11, Move Silently +25, Perform +7, Spot +11, Survival +4, Swim +4
SA enhance arrow +2, imbue arrow, seeker arrow
Spells (3/2): 0/dancing lights, 0/detect magic, 0/ghost sound, 0/light, 0/mage hand, 0/prestidigitation, 1/charm person, 1/expeditious retreat, 1/feather fall
Equipment (49k): Shadir, a +1 shocking burst composite mighty (+2) longbow, +2 mithral chain shirt, efficient quiver, elven cloak and boots, +4 gloves of dexterity, masterwork longsword

Nelan, Human Male Cleric 11 (age 51)
Str 12*, Dex 8, Con 12, Int 12, Wis 22*, Cha 14
Fort +10, Ref +4, Will +15
AC 16 (armor, dex penalty), hp 67
Atk +10/+5 melee (1d8+2, heavy mace)
Feats/Skills: Alertness, Extra Turning, Improved Turning, Self-Sufficient, Toughness, Concentration +12, Diplomacy +8, Heal +18, Knowledge (arcana) +5, Knowledge (history) +8, Knowledge (religion) +9, Profession (farmer) +9, Spellcraft +9
SA turn undead
Domains: Sun, Law
Spells (6/7/7/6/5/4/3): 0/various orisons, 1/bless, 1/detect evil, 1/divine favor, 1/endure elements*, 1/protection from evil, 1/remove fear, 1/shield of faith, 2/align weapon, 2/bear's endurance, 2/consecrate, 2/heat metal*, 2/hold person, 2/lesser restoration, 2/silence, 3/daylight, 3/dispel magic, 3/magic circle against evil, 3/prayer, 3/searing light*x2, 4/death ward, 4/dismissal, 4/divination, 4/order's wrath*, 4/restoration, 5/dispel evil, 5/hallow, 5/flame strike*, 5/spell resistance, 6/heal, 6/hold monster*, 6/find the path (or banishment, if FtP not needed)
Equipment (49k): +2 mithral breastplate, +1 heavy mace, +2 cloak of resistance, +4 periapt of wisdom, +2 gauntlets of ogre power, wands of healing, scrolls, potions (10k)
 

Lazybones

Adventurer
Level up: after the battle for the second temple (chapter 254)


Corath Dar, Human Male Fighter 8/Battle Scion 7
Str 22*, Dex 14, Con 18*, Int 10, Wis 12, Cha 10
Fort +14, Ref +6, Will +7
AC 22 (breastplate, ring, dex), hp 146
Atk +23/+18/+13 melee (1d10+11, +2 greatclub), or +27/+22/+17 (1d8+17+2d6 vs. chaos, Valor, two-handed), or +18/+13/+8 ranged (1d8+5, longbow)
Full PA with Valor: +11/+6/+1 (1d8+44+2d6 vs. chaos)
Legendary Weapon Abilities: +3 weapon, penetrates demon DR as if good-aligned, smite fiend 2/day, grants immunity to demonfear, intimidating presence (+6 on checks vs. fiends)
Feats/Skills: Athletic, Blind-Fight, Cleave, Endurance, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword)*, Improved Critical (longsword), Improved Initiative, Iron Will, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Climb +13, Handle Animal +3, Intimidate +12, Jump +10, Ride +7, Swim +14**
Equipment: +3 dragonhide breastplate of improved fire resistance, Valor, dagger, pack, +2 greatclub, +4 belt of giant strength, +1 keen punching dagger, masterwork mighty (+5) composite longbow, quiver of holding with 200 arrows, custom ring (soul protection), +2 ring of protection, +4 amulet of health
*I allowed Dar to stack his Fighter and Battle Scion levels to be eligible for this feat.
**does not include armor check penalty

Valor: in Dar's hands, the legendary sword is a +4 axiomatic cold iron longsword. In other hands, its enhancement bonus drops to +1.

Shaylara Pallen, Human Female Scout 16
Str 12, Dex 22*, Con 16*, Int 12, Wis 10, Cha 10
Fort +10, Ref +19, Will +9
AC 24 (chain shirt, ring, dex), hp 123
Atk +15/+10/+5 melee (1d8+3+1d6 fire +2d6 vs. evil, longsword, or +19/+14/+9 ranged (1d6+1, shortbow)
Feats/Skills: Acrobatic, Athletic, Danger Sense, Dodge, Improved Initiative, Iron Will, Mobility, Quick Reconnoiter, Spring Attack, Stealthy, Track, Climb +20, Hide +30, Jump +26, Knowledge (dungeoneering) +10, Listen +16, Move Silently +24, Search +17, Speak Language (giant, goblin), Spot +16, Survival +15, Swim +19, Tumble +16, Use Rope +6
SA: battle fortitude +2 (bonus to fort saves and initiative), skirmish +4d6, +4 AC (requires 10' move); trapfinding; uncanny dodge; trackless step; +20 move; evasion; flawless stride, camouflage, blindsense 30', hide in plain sight
Equipment: +4 gloves of dexterity, +1 blacksteel chain shirt, +2 holy flaming longsword, masterwork throwing axe, masterwork mighty (+1) shortbow, 40 arrows, boots of striding and springing, custom ring (soul protection), +2 amulet of health, bag of holding, +3 ring of protection, +2 cloak of resistance

Allera Hialar, Human Female Healer 14
Str 10, Dex 11, Con 12, Int 10, Wis 22*, Cha 17*
Fort +10, Ref +4, Will +15
AC 17 (leather, ring), hp 81
Atk +8/+3 melee (1d6+1, light mace)
Feats/Skills: Augment Healing, Brew Potion, Improved Initiative, Negotiator, Self-Sufficient, Skill Focus (Concentration), Skill Focus (Heal), Concentration +16, Diplomacy +19, Heal +25 (with kit), Knowledge (Nature) +5, Sense Motive +14, Spellcraft +9, Survival +12
SA: healing hands (CHA bonus added to healing spells), cleanse paralysis, disease, fear, poison, blindness, spirit (greater restoration), petrification (each 1/day), effortless healing (no AoOs)
Spells (6/8/8/7/6/6/5/4): 0/cure minor wounds x5, 0/purify food and water, 1/cure light wounds x6, 1/remove fear, 1/sanctuary, 2/calm emotions, 2/cure moderate wounds x5, 2/lesser restoration, 2/remove disease, 3/close woundsx2, 3/cure serious wounds x3, 3/restoration x2, 4/cure critical wounds x2, 4/death wardx2, 4/mass cure light woundsx2, 5/break enchantment, 5/mass cure moderate wounds x4, 5/revivify, 6/mass cure serious woundsx2, 6/healx2, 6/heroes' feast, 7/mass cure critical woundsx3, 7/repulsion
Equipment: +3 leather armor, +1 light mace, +2 cloak of charisma, +4 periapt of wisdom, pouch of diamond dust (component for restoration spell), masterwork healer's kit, healing wands and scrolls, custom ring (soul protection), +2 ring of protection, rod of restoration, rod of resurrection

Elegion Alderis, Elf Male Rogue 1/Abjurer 13
Str 10, Dex 14, Con 10*, Int 21*, Wis 15, Cha 10
Fort +4, Ref +10, Will +10
AC 15 (bracers, dex), hp 38
Atk +7/+2 melee (1d6, rapier), or +9/+4 ranged (1d8, longbow)
Feats/Skills: Agile, Eschew Materials, Stealthy, Scribe Scroll, Spell Mastery, Spell Penetration, Balance +7, Climb +5, Concentration +10, Decipher Script +8, Disable Device +5, Escape Artist +7, Hide +7, Jump +5, Knowledge (arcana) +10, Knowledge (history) +10, Listen +2, Move Silently +7, Open Lock +7, Search +8, Sleight of Hand +3, Spellcraft +10, Spot +2, Tumble +7
SA +2 on saves against enchantments, immune to sleep, sneak attack +1d6, evasion
Opposition Schools: Enchantment, Illusion
Spells (5/7/6/6/5/5/3/2): 0/detect magic, 0/light, 0/read magic, 0/mage hand, 0/resistance, 1/alarm, 1/feather fall, 1/grease x2, 1/mage armor, 1/shield x2, 2/cat's grace x2, 2/darkvision, 2/protection from arrows, 2/rope trick, 2/spider climb, 3/dispel magic x2, 3/gaseous form, 3/haste x2, 3/slow, 4/stoneskin x3, 4/polymorph, 4/wall of fire, 5/cone of cold x2, 5/dismissal, 5/overland flight x2, 6/antimagic field, 6/flesh to stone, 6/repulsion, 7/greater teleport, 7/spell turning
Equipment: +2 headband of intellect, +2 amulet of health, +2 robe of resistance, +3 bracers of armor, masterwork rapier, masterwork composite mighty (+1) longbow, 20 arrows, silvered dagger, wand of baleful polymorph, wand of fireballs (CL6), wand of magic missiles (CL9), wand of mage armor (CL3), Banth's spellbooks (various spells, levels 1-6)

Mehlaraine, Elf Female Fighter 7/Duelist 5
Str 14, Dex 22*, Con 10, Int 16*, Wis 10, Cha 10
Fort +6, Ref +14, Will +3
AC 20 (dex, int, amulet [24 with mage armor from Alderis]), hp 70
Atk +21/+16/+11 melee (1d6+5+1d6/15-20, Avelis)
Feats/Skills: Acrobatic, Combat Expertise, Dodge, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier), Whirlwind Attack, Balance +11, Escape Artist +9, Handle Animal +4, Jump +26, Perform +6, Spot +5, Tumble +20
SA Canny defense, improved reaction +2, enhanced mobility, grace, precise strike +1d6
Equipment (49k): Avelis, a +1 keen, thundering rapier (light emitter), +1 keen adamantine longsword, +4 gloves of dexterity, boots of striding and springing, +2 headband of intellect, +1 amulet of natural armor

Selanthas, Elf Male Fighter 2/Ranger 2/Bard 3/Arcane Archer 5
Str 14, Dex 23*, Con 10, Int 10, Wis 10, Cha 13
Fort +11, Ref +16, Will +4
AC 20 (chain shirt, dex), hp 51
Atk +14/+9/+4 melee (1d8+2/17-20, longsword), or +20/+20/+15/+10 ranged (1d8+5+1d6 electrical, Shadir)
Feats/Skills: Improved Critical (longbow), Improved Precise Shot, Multishot, Point Blank Shot, Precise Shot, Rapid Shot, Stealthy, Weapon Focus (longbow), Handle Animal +3, Hide +26, Knowledge (geography) +8, Listen +12, Move Silently +25, Perform +7, Spot +12, Survival +5, Swim +4
SA enhance arrow +3, imbue arrow, seeker arrow
Spells (3/2): 0/dancing lights, 0/detect magic, 0/ghost sound, 0/light, 0/mage hand, 0/prestidigitation, 1/charm person, 1/expeditious retreat, 1/feather fall
Equipment (49k): Shadir, a +1 shocking burst composite mighty (+2) longbow, +2 mithral chain shirt, efficient quiver, elven cloak and boots, +4 gloves of dexterity, +1 keen longsword, amulet of death ward (CL10, 22c)

Nelan, Human Male Cleric 12 (age 51)
Str 12*, Dex 8, Con 12, Int 12, Wis 23*, Cha 14
Fort +11, Ref +5, Will +16
AC 16 (armor, dex penalty), hp 72
Atk +11/+6 melee (1d8+2, heavy mace)
Feats/Skills: Alertness, Extra Turning, Improved Turning, Self-Sufficient, Spell Penetration, Toughness, Concentration +13, Diplomacy +8, Heal +18, Knowledge (arcana) +5, Knowledge (history) +9, Knowledge (religion) +10, Profession (farmer) +9, Spellcraft +10
SA turn undead
Domains: Sun, Law
Spells (6/7/7/6/5/5/4): 0/various orisons, 1/bless, 1/detect evil, 1/divine favor, 1/endure elements*, 1/protection from evil, 1/remove fear, 1/shield of faith, 2/align weapon, 2/bear's endurance, 2/consecrate, 2/heat metal*, 2/hold person, 2/lesser restoration, 2/silence, 3/daylight, 3/dispel magic, 3/magic circle against evil, 3/prayer, 3/searing light*x2, 4/death ward, 4/dismissal, 4/divination, 4/order's wrath*, 4/restoration, 5/dispel evil, 5/hallow, 5/flame strike*, 5/spell resistancex2, 6/banishment, 6/heal, 6/hold monster*, 6/find the path
Equipment (49k): +2 mithral breastplate, +1 heavy mace, +2 cloak of resistance, +4 periapt of wisdom, +2 gauntlets of ogre power, wands of healing, scrolls, potions
 

Lazybones

Adventurer
And the minions of darkness:


Zafir Navev, Revenant Warlock 13 (CR14)
Str 14, Dex 16, Con -, Int 10, Wis 8, Cha 20
Fort +4, Ref +7, Will +7
AC 13, hp 90
Atk: +13 ranged touch (6d6+knockback, eldritch blast)
Feats/Skills: Ability Focus (eldritch blast), Point Blank Shot, Weapon focus (ray), Bluff +14, Intimidate +15, Use Magic Device +15
SA: detect magic, DR 3/cold iron, fiendish resistance 2, regen 3(fire), immune to turning, acid, gas, cold, electricty, polymorph, and mind attacks
Invocations (8): Frightful Blast, Eldritch Chain, Entropic Warding, Flee the Scene, Repelling Blast, See the Unseen, The Dead Walk, Walk Unseen
Equipment: Lesser Wand of Orcus (minor artifact, which I will detail a bit later in the story)


Talen Karedes, Human Vampire Male Fighter 10/Fallen Knight 4
Str 24*, Dex 16, Con --, Int 14, Wis 12, Cha 16
Fort +11, Ref +9, Will +5
AC 28 (+3 banded mail, natural, dex), hp 96
Atk +23/+18/+13 melee (1d12+11+1d6 fire, greataxe), or +25 melee (1d6+10, shortsword) and +17 melee (1d6+7+energy drain, slam)
Feats/Skills: Alertness, Athletic, Blind-Fight, Combat Reflexes, Dodge, Endurance, Greater Weapon Focus (longsword), Improved Initiative, Lightning Reflexes, Mounted Combat, Negotiator, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Bluff +11, Climb +21, Diplomacy +7, Hide +11, Jump +14, Intimidate +7, Listen +14, Move Silently +11, Ride +7, Search +10, Sense Motive +9, Spot +14, Swim +20
SA: +4 turn resistance, DR 10/silver and magic, fast heal 5, gaseous form, wolf form, resist cold/electricity 10, spider climb, domination gaze (DC18), vampiric vulnerabilities
Equipment: banded mail of luck, +1 flaming greataxe, +3 shortsword, +2 gauntlets of ogre power, +2 amulet of natural armor, ring of freedom of movement
 

Lazybones

Adventurer
Chapter 322: Reunion

Corath Dar, Human Male Fighter 8/Battle Scion 9
Str 23*, Dex 14, Con 18*, Int 10, Wis 12, Cha 14*
Fort +16, Ref +7, Will +8
AC 22 (breastplate, ring, dex), hp 165
Atk +29/+24/+19/+14 (1d8+17+2d6 vs. chaos, Valor, two-handed), or +20/+15/+10/+5 ranged (1d8+5, longbow)
Full PA with Valor: +12/+7/+2/-3 (1d8+51+2d6 vs. chaos)
Legendary Weapon Abilities: +4 weapon, penetrates fiend DR as if good-aligned, smite fiend 2/day, grants immunity to demonfear, intimidating presence (+6 on checks vs. fiends), speak/understand Abyssal, detect demons, 60'r
Feats/Skills: Athletic, Blind-Fight, Cleave, Endurance, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword)*, Improved Critical (longsword), Improved Initiative, Iron Will, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Climb +15, Handle Animal +5, Intimidate +16, Jump +11, Ride +7, Swim +15**
Equipment: +3 dragonhide breastplate of improved fire resistance, Valor, dagger, pack, +2 greatclub, +4 belt of giant strength, +1 keen punching dagger, masterwork mighty (+5) composite longbow, quiver of holding with 200 arrows [including 15 +1 holy arrows], custom ring (soul protection), +2 ring of protection, +4 amulet of health, +4 cloak of charisma
*I allowed Dar to stack his Fighter and Battle Scion levels to be eligible for this feat.
**does not include armor check penalty

Valor: in Dar's hands, the legendary sword is a +4 axiomatic cold iron longsword. In other hands, its enhancement bonus drops to +1.

Allera Hialar, Human Female Healer 16
Str 10, Dex 11, Con 12, Int 10, Wis 23*, Cha 19*
Fort +11, Ref +5, Will +16
AC 17 (leather, ring), hp 92
Atk +9/+4 melee (1d6+1, light mace)
Feats/Skills: Augment Healing, Brew Potion, Improved Initiative, Negotiator, Self-Sufficient, Skill Focus (Concentration), Skill Focus (Heal), Concentration +18, Diplomacy +21, Heal +25 (with kit), Knowledge (Nature) +6, Sense Motive +16, Spellcraft +11, Survival +14
SA: healing hands (CHA bonus added to healing spells), cleanse paralysis, disease, fear, poison, blindness, spirit (greater restoration), petrification (each 1/day), effortless healing (no AoOs), new limb
Spells (6/8/8/7/7/6/6/4/4): 0/cure minor wounds x5, 0/purify food and water, 1/cure light wounds x6, 1/remove fear, 1/sanctuary, 2/calm emotions, 2/cure moderate wounds x5, 2/lesser restoration, 2/remove disease, 3/close woundsx2, 3/cure serious wounds x3, 3/restoration x2, 4/cure critical wounds x2, 4/death wardx3, 4/mass cure light woundsx2, 5/break enchantment, 5/mass cure moderate wounds x4, 5/revivify, 6/mass cure serious woundsx3, 6/healx2, 6/heroes' feast, 7/mass cure critical woundsx3, 7/repulsion, 8/holy aura x2, 8/mass heal x2
Equipment: +3 leather armor, +1 light mace, +4 cloak of charisma, +4 periapt of wisdom, pouch of diamond dust (component for restoration spell), masterwork healer's kit, healing wands and scrolls, custom ring (soul protection), +2 ring of protection, rod of restoration, rod of resurrection

Licinius Varo, Human Male Cleric (Dagos) 16
Str 12, Dex 12, Con 14, Int 10, Wis 25*, Cha 12
Fort +13, Ref +6, Will +18
AC 26 (plate, shield, dex), hp 107
Atk +16/+11/+6 melee (1d8+4+1d6 fire, heavy mace)
Feats/Spells: Deceitful, Extra Turning, Improved Turning, Scribe Scroll, Spell Penetration, Bluff +11, Concentration +18, Disguise +8, Forgery +3, Heal +6, Knowledge (religion) +10, Knowledge (history) +2
SA: rebuke undead, spontaneous inflict
Domains: Chaos, Trickery
Spells (6/8/8/8/6/6/5/5/3): 0/cure minor woundsx3, 0/light, 0/purify food and drink, 0/read magic, 1/command, 1/comprehend languages, 1/cure light woundsx2, 1/disguise self*, 1/hide from undead, 1/remove fear, 2/cure moderate wounds x2, 2/hold person, 2/invisibility*, 2/lesser restoration x2, 2/silence x2, 3/cure serious woundsX3, 3/dispel magic, 3/nondetection*, 3/summon monster III, 4/confusion*, 4/cure critical wounds, 4/death ward 4/greater magic weapon, 4/restoration, 4/summon monster IV, 5/break enchantment, 5/dispel evil, 5/false vision*, 5/flame strike, 5/spell resistance, 5/summon monster V, 6/banishment, 6/greater dispel magic, 6/harm, 6/heal, 6/mislead*, 7/mass cure serious wounds, 7/screen*, 7/repulsion, 7/summon monster VII, 8/polymorph any object*, 8/spell immunity, 8/summon monster VIII
Equipment: +3 blacksteel full plate, +3 light steel shield, staff fragment (with continual flame cast on end), +3 flaming heavy mace, periapt of wisdom +6, dagger, pack, immovable rod, magical Orcus vestments, wands of cure wounds (various), unusual key, diamond dust (for restoration spell), handy haversack, +3 mithral ghost touch dagger, custom ring (soul protection), ring of spell turning, +2 cloak of resistance, wand of flame strike (CL10, 15c)


Talen Karedes, Human Vampire Male Fighter 11/Fallen Knight 4
Str 24*, Dex 16, Con --, Int 14, Wis 12, Cha 16
Fort +11, Ref +7, Will +7
AC 27 (breastplate, natural, dex), hp 103
Atk +28/+23/+18 melee (1d8+16/17-20, longsword), or +28 melee (1d6+13, longsword) and +18 melee (1d6+7+energy drain, slam)
Feats/Skills: Alertness, Athletic, Blind-Fight, Combat Reflexes, Dodge, Endurance, Greater Weapon Focus (longsword), Improved Initiative, Iron Will, Lightning Reflexes, Mounted Combat, Negotiator, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Bluff +11, Climb +21, Diplomacy +7, Hide +11, Jump +14, Intimidate +7, Listen +14, Move Silently +11, Ride +7, Search +10, Sense Motive +9, Spot +14, Swim +20
SA: +4 turn resistance, DR 10/silver and magic, fast heal 5, gaseous form, wolf form, resist cold/electricity 10, spider climb, domination gaze (DC18), vampiric vulnerabilities
Equipment: +3 blacksteel breastplate, +4 keen longsword, amulet of protection from evil, +2 gauntlets of ogre power, ring of freedom of movement

Shaylara Pallen, Human Vampire Female Scout 16
Str 18, Dex 26*, Con --, Int 14, Wis 12, Cha 14
Fort +7, Ref +20, Will +10
AC 30 (chain shirt, ring, natural, dex), hp 109
Atk +21/+16/+11 melee (1d8+9 longspear, or 1d8+5 longsword), or +20/+15/+10 ranged (1d6+2, shortbow)
Feats/Skills: Acrobatic, Athletic, Danger Sense, Dodge, Improved Initiative, Iron Will, Mobility, Quick Reconnoiter, Spring Attack, Stealthy, Track, Climb +23, Hide +32, Jump +29, Knowledge (dungeoneering) +11, Listen +17, Move Silently +26, Search +18, Speak Language (giant, goblin), Spot +17, Survival +16, Swim +22, Tumble +18, Use Rope +8
SA: battle fortitude +2 (bonus to fort saves and initiative), skirmish +4d6, +4 AC (requires 10' move); trapfinding; uncanny dodge; trackless step; +20 move; evasion; flawless stride, camouflage, blindsense 30', hide in plain sight, +4 turn resistance, DR 10/silver and magic, fast heal 5, gaseous form, wolf form, resist cold/electricity 10, spider climb, domination gaze (DC17), vampiric vulnerabilities
Equipment: +4 gloves of dexterity, +3 blacksteel chain shirt, +5 longspear, +1 longsword, masterwork throwing axe, masterwork mighty (+2) shortbow, 40 arrows, boots of striding and springing, amulet of protection from evil, bag of holding, +3 ring of protection, +2 cloak of resistance
 

Lazybones

Adventurer
Reckoning: Book 5

I don't have full stat blocks for all of the new characters in this section, but I'll post the info I have in my notes.

Returning Heroes (age mods: -1 Str/Dex/Con, +1 Int/Wis/Cha):


Corath Dar, Human Male Fighter 8/Battle Scion 9
Str 22*, Dex 13, Con 17*, Int 11, Wis 13, Cha 11
Fort +20, Ref +11, Will +13
AC 26 (plate armor, ring, dex), hp 148
Atk +29/+24/+19/+14 (1d8+17+2d6 vs. chaos, Justice, two-handed), or +18/+13/+8/+3 ranged (1d8+5, longbow)
Vs. Undead: Extra +2 to attack, +2d6+2 damage
Full PA with Justice: +12/+7/+2/-3 (1d8+51+2d6 vs. chaos)
Feats/Skills: Athletic, Blind-Fight, Cleave, Endurance, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword)*, Improved Critical (longsword), Improved Initiative, Iron Will, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Climb +15, Handle Animal +5, Intimidate +14, Jump +11, Ride +6, Swim +15**
Equipment (340k): +5 full plate armor of brilliance (36), Justice (+4 axiomatic undead bane longsword) (98), masterwork dagger, pack, +4 belt of giant strength (16), masterwork mighty (+5) composite longbow (1), quiver of holding with 200 arrows (2), +2 ring of protection (8), +4 amulet of health (16), +5 cloak of resistance (25) -202
*I allowed Dar to stack his Fighter and Battle Scion levels to be eligible for this feat.
**does not include armor check penalty

Allera Hialar, Human Female Healer 17
Str 9, Dex 10, Con 17*, Int 11, Wis 26*, Cha 20*
Fort +10, Ref +5, Will +18
AC 17 (leather, ring), hp 132
Atk +9/+4 melee (1d6+1, light mace)
Feats/Skills: Augment Healing, Brew Potion, Improved Initiative, Negotiator, Self-Sufficient, Skill Focus (Concentration), Skill Focus (Heal), Concentration +20, Diplomacy +22, Heal +28 (with kit), Knowledge (Nature) +7, Sense Motive +18, Spellcraft +12, Survival +17
SA: healing hands (CHA bonus added to healing spells), cleanse paralysis, disease, fear, poison, blindness, spirit (greater restoration), petrification (each 1/day), effortless healing (no AoOs), new limb
Spells (6/8/8/8/8/7/6/6/5/3): 0/cure minor wounds x5, 0/purify food and water, 1/cure light wounds x6, 1/remove fear, 1/sanctuary, 2/calm emotions, 2/cure moderate wounds x5, 2/lesser restoration, 2/remove disease, 3/close woundsx2, 3/cure serious wounds x3, 3/restoration x2, 4/cure critical wounds x2, 4/death wardx3, 4/mass cure light woundsx2, 5/break enchantment, 5/mass cure moderate wounds x4, 5/revivify, 6/mass cure serious woundsx3, 6/healx2, 6/heroes' feast, 7/mass cure critical woundsx3, 7/repulsionx2, 8/holy aurax2, 8/mass healx2, 9/foresight, 9/gate, 9/true resurrection
Equipment (340k): +3 leather armor (9), +1 light mace (2), +6 belt of health (36), +4 cloak of charisma (16), +6 periapt of wisdom (36), pouch of diamond dust (component for restoration spell), pouch of diamonds (enough for 5 raise dead spells), masterwork healer's kit, healing wands and scrolls (40), custom ring (soul protection), +2 ring of protection (8), ring of spell turning (98) -245

Letellia, Human Female Sorcerer 17
Str 9, Dex 11*, Con 13*, Int 14, Wis 13, Cha 26*
Fort +11, Ref +9, Will +16
AC 22, hp 61
Atk +8/+3 melee (1d3, masterwork knife)
Feats/Skills
Spells (6/8/8/8/8/7/7/7/5): 9 cantrips, 1/detect secret doors, 1/disguise self, 1/mage armor, 1/magic missile, 1/shield, 2/bear's endurance, 2/detect thoughts, 2/mirror image, 2/resist energy, 2/scorching ray, 3/arcane sight, 3/haste, 3/lightning bolt, 3/slow, 4/dimension door, 4/dimensional anchor, 4/stoneskin, 4/wall of ice, 5/hold monster, 5/overland flight, 5/teleport, 5/wall of force, 6/chain lightning, 6/disintegrate, 6/true seeing, 7/greater scrying, 7/greater teleport, 7/plane shift, 8/clenched fist, 8/mind blank
Equipment (340k): Insulating staff (alchemical silver, functions as a metamagic rod of empowering for electrical spells only, provides DR15/electrical), +8 bracers of armor (64), +4 amulet of health (16), +6 cloak of charisma (36), +5 robe of resistance (25), ioun stones: red (+2 dex), dusty rose (+1 AC), pale lavender (absorb spells up to 4th level)(33), ring of spell storing (50), ring of +3 protection (18), portable hole (20), assorted scrolls (10), masterwork silver knife -297



New Heroes:
Gifted Duo: 32 point builds, full PC wealth allotment (49k)

Maricela Uliedes, Human Female Cleric 6/Radiant Servant 4
Str 10, Dex 12, Con 14, Int 12, Wis 20*, Cha 14
Fort +13, Ref +6, Will +14
AC 18, hp 68
Atk +10/+5 melee (1d8+3+1d6 fire, heavy mace)
SA: radiance, greater turning 5/day, divine health, empower healing, aura of warding (+2 on Will saves within 10')
Domains: healing, sun
Spells (6/7/6/5/5/4): 0/create water, 0/detect magic, 0/detect poison, 0/light, 0/mending, 0/purify food and drink, 1/bless, 1/divine favor, 1/endure elements*, 1/protection from evil x2, 1/remove fear, 1/shield of faith, 2/align weapon, 2/bear's endurance, 2/heat metal*, 2/remove paralysis, 2/silence, 2/spiritual weapon, 3/daylight, 3/dispel magic, 3/magic circle against evil, 3/searing light*, 3/water walk, 4/death ward, 4/divine power, 4/fire shield*, 4/restoration, 4/sending, 5/dispel evil, 5/flame strike*, 5/righteous might, 5/spell resistance
Equipment (49): +2 mithral breastplate (4), +3 flaming heavy mace (32/special: Varo's old weapon), +2 cloak of resistance (4), +2 periapt of wisdom (4), wands/scrolls (5) -49


Kiron Tonneth, Human Male Fighter 2/Paladin 3/Dragon Knight 5
Str 18*, Dex 12, Con 16*, Int 10, Wis 12, Cha 16
Fort +16, Ref +6, Will +8
AC 22, hp 89
Atk +16/+11 melee (2d6+7+2d6 vs. evil, greatsword), or +12/+7 ranged (1d8+4, longbow)
Feats/Skills: Cleave, Iron Will, Mounted Combat, Negotiator, Power Attack, Weapon Focus (greatsword), Climb +4, Diplomacy +11, Jump +5, Knowledge (local) +5, Listen +3, Ride +8, Spot +3
SA: aura of good, detect evil, smite evil, divine grace, lay on hands (9pts/day), aura of courage, divine health, rally cry 3/day (+1 morale, +5 movement to allies within 60'), inspire courage 2/day (+2 morale bonus on charm/fear saves, +1 atk/damage, 5 rounds), fear 1/day (DC14), oath of wrath (+2 vs. single opponent)
Equipment (49): +3 full plate (10), Deliverance, +1 holy greatsword (18), masterwork mighty (+4) longbow (1), quiver with 20 arrows, gauntlets of ogre power (4), +2 amulet of health (4), +3 cloak of resistance (9), 2 wands of cure light wounds (2) -48

28 point build:

Selaht, Human Male Monk 12
Str 14, Dex 14, Con 16, Int 10, Wis 15, Cha 10
Fort +11, Ref +10, Will +10
AC 20, hp 93
Atk +12/+12/+12/+7 (2d6+2+1d6 fire)
Feats/Skills: Deflect Arrows, Dodge, Improved Critical (unarmed), Improved Grapple, Improved Trip, Mobility, Spring Attack, Weapon Focus (unarmed)
SA: improved evasion, Ki strike (lawful/magic), slow fall 60', purity of body, wholeness of body (heal 24hp/day), diamond body, abundant step (dimension door 1/day, CL6)
Equipment (88k): burning fist tatoos (adds flaming burst property to unarmed attacks) (16), springing tiger/stalking tiger tatoos (cat's grace and bull's strength, each 3/day, CL3) (30), +4 amulet of natural armor (32)

Qatarn, Human Male Fighter 8
Str 16, Dex 10, Con 16, Int 10, Wis 12, Cha 12
Fort +9, Ref +2, Will +3
AC 22 (chain, shield), hp 75
Atk +8/+3 melee (1d8+5, longsword)
Feats/Skills: Athletic, Cleave, Diehard, Endurance, Improved Critical (longsword), Power Attack, Toughness, Weapon Focus (longsword), Weapon Specialization (longsword), Climb +9, Intimidate +6, Jump +6, Ride +5, Swim +1
Equipment (7.2k): +2 half-plate armor (4), +1 longsword (2), +1 large steel shield (1), masterwork mighty (+3) longbow (1), quiver with 20 arrows

25 point build

Aldos, Petronia, Human Fighter 5/Dragon Knight 1
Str 14, Dex 12, Con 14, Int 10, Wis 12, Cha 12
Fort +9, Ref +3, Will +5
AC 17, hp 49
Atk +10/+5 melee (1d10/1d8+4, weapon)
Feats/Skills: Alertness, Iron Will, Mounted Combat, Negotiator, Power Attack, Weapon Focus, Weapon Specialization, Climb +5, Intimidate +3, Jump +5, Listen +7, Ride +3, Spot +7, Swim +4
Equipment (5.6k): +1 blacksteel breastplate (x), +1 weapon (Aldos: glaive, Petronia: adamantine battleaxe) (4), masterwork mighty (+2) shortbow w/20 +1 arrows (1), +1 cloak of resistance (1), small pack

Zethas, Human Male Scout 6
Str 12, Dex 16, Con 14, Int 10, Wis 10, Cha 10
Fort +5, Ref +9, Will +2
AC 18, hp 46
Atk +6 melee (1d6+2 shortsword) or +8 ranged (1d6+1 shortbow)
Feats/Skills: Alertness, Danger Sense, Dodge, Mobility, Point Blank Shot, Climb +9, Hide +11, Knowledge (nature) +9, Listen +11, Move Silently +11, Ride +11, Search +9, Spot +11, Survival +9
SA skirmish +2d6, +1 AC, uncanny dodge, trackless step, evasion, flawless stride
Equipment (5.6k): +1 chain shirt (1.5), +1 shortsword (2), masterwork mighty (+1) shortbow (1), 40 arrows, small pack

20 point build

Primus, Secundus, Tertius, Human Male Fighter 6
Str 14, Dex 12, Con 13, Int 10, Wis 10, Cha 10
Fort +6, Ref +3, Will +2
AC 20 (chainmail, shield, dex), hp 33
Atk +8 melee (1d8+2, longsword), +5 ranged (1d10, crossbow)
Feats/Skills: Athletic, Cleave, Diehard, Endurance, Power Attack, Toughness, Weapon Focus (longsword), Weapon Specialization (longsword), Climb +9, Intimidate +3, Jump +3, Ride +5, Swim +1
Equipment (5.6k): +1 chainmail (1), +1 large shield (1), +1 longsword (2), masterwork heavy mace, heavy crossbow, 20 bolts (10 of which are empowered with a Greater Magic Weapon spell at caster level 13), small pack

Next post: bad guys
 

Lazybones

Adventurer
Here are the villains from Reckoning. Note that most of these blocks are incomplete; I fleshed out their stats just enough for story purposes. I am keeping Ozmad's stats hidden for a bit, to preserve some mystery. ;)

The Reckoners

Ghazaran Jawad, Human Male Cleric 13/Hierophant 1
Str 10, Dex 10, Con 12, Int 14, Wis 22*, Cha 16
Fort +11, Ref +4, Will +16
Domains: Chaos, Destruction
Spells (6/8/8/6/6/5/5/4): 3/cure serious wounds, 4/cure critical wounds x2, 4/divination, 4/inflict critical wounds*, 5/flame strike, 5/mass inflict light wounds*, 5/righteous might, 6/harm, 6/heal, 6/repulsion, 7/blasphemy, 7/disintegrate*, 7/mass cure serious wounds, 7/resurrection
Equipment: +4 periapt of wisdom, +4 adamantine heavy mace

Falah Naj, Human Male Fighter 10
Str 20*, Dex 12, Con 18, Int 7, Wis 10, Cha 7
Fort +11, Ref +4, Will +5
AC 18, hp 99
Atk +18/+13 melee (2d4+10/15-20 khopesh, +1d8 sonic on crit)
Feats: Cleave, Endurance, Greater Weapon Focus, Improved Critical, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack, Weapon Focus, Weapon Specialization, Climb +14, Ride +14
Equipment: +2 adamantine breastplate, +1 thundering khopesh (as falchion), dagger, gauntlets of ogre power, small pack

Parzad, Human Male Wilder 6/Psion Uncarnate 4

Jasek Haddar, Human Male Rogue 5/Assassin 7
Equipment: Dweomerblight (see below), glove of storing, wings of flying, necklace of adaptation

Dweomerblight: a +3 keen shortsword with the special property of being able to disjoin static magical effects with which it comes into contact (as the spell). Permanent effects that make their save (DC23) are merely disrupted (i.e. they recover as soon as the contact is ended). Magic items and auras upon living creatures are not affected. This weapon is considered a minor artifact and is unique.


The Seer, Human Male Wizard 15
Str 11, Dex 15, Con 13, Int 24*, Wis 14, Cha 19*
Fort +8, Ref +7, Will +11
AC 15, hp 72
Atk: +7/+2 melee (1d4 dagger)
Feats/Skills: Craft Wondrous Item, Great Fortitude, Improved Initiative, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (divination), Spell Mastery, Spell Penetration, Bluff +10, Concentration +21, Craft(alchemy) +10, Diplomacy +8, Knowledge (arcana) +21, Knowledge (history) +18, Sense Motive +10, Spellcraft +24, Spot +11
Spells (4/6/6/6/5/5/4/3/1)
Equipment (59k): adamantine dagger, headband of spiritual focus (+4 Int, +2 Cha, +5 concentration checks), +3 ring of protection, bag of holding (type 1)


Zafir Navev, Mummy Warlock 15
Str 24, Dex 10, Con -, Int 10, Wis 8, Cha 20
Fort +5, Ref +8, Will +8
AC 23, hp 103 (8d12+15d6)
Atk: +14 ranged touch (7d6+knockback, eldritch blast)
Feats/Skills: Ability Focus (eldritch blast), Point Blank Shot, Precise Shot, Weapon focus (ray), Bluff +16, Intimidate +17, Use Magic Device +15
SA: detect magic, despair (DC19), mummy rot (DC19), DR 5/-, fiendish resistance 2, vulnerable to fire, immune to mind attacks
Invocations (9): Chilling Tentacles, Frightful Blast, Eldritch Chain, Entropic Warding, Flee the Scene, Repelling Blast, See the Unseen, The Dead Walk, Walk Unseen
Equipment: pouch of holding, +3 wounding dagger (red gem), +3 spell storing dagger (blue gem), amulet of greater fire resistance

Eldritch chain: affect up to 2 more targets, if miss touch attack then attack is over; secondary effects are at 50%
Repelling blast: greater invocation, Ref save or knockback 1d6x5 feet, fall prone, 1d6/10 feet if hit solid object

Duke Aerim (formerly the Bloodwraith), Human Fighter 15 (Bloodstained Template)
Str 26*, Dex 16, Con 22, Int 15, Wis 16, Cha 22*
Fort +20, Ref +12, Will +14
AC 22 (full plate, dex), hp 172
Atk +27/+22/+17 melee (2d6+18, greatsword)
Feats/Skills: Blind-Fight, Cleave, Improved Critical (greatsword), Improved Initiative, Improved Sunder, Iron Will, Greater Weapon Focus, Weapon Focus (greatsword), Greater Weapon Specialization, Weapon Specialization (greatsword), Mounted Combat, Ride-By Attack, Power Attack, Spirited Charge, Climb +21, Diplomacy +10, Handle Animal -1*, Intimidate +24, Jump +14, Knowledge (ancient nobility) +6, Ride +21, Swim +11
SA: fast healing 5, energy resistance 5, immunity to ability/energy drain
Equipment: +4 robe of resistance, gold circlet (+4 Str/Cha), +2 ghost touch greatsword, +1 mithral full plate of spell resistance (SR18)

Bloodstained Template
A Bloodstained creature is one that has been resurrected from the dead in a place of great evil power. The individual gains the following properties:
-Str +4, Dex +2, Con +4, Cha +2
-fast healing 5
-energy resistance 5
-immune to ability/energy drain
-tainted aura: -10 on handle animal checks or animal reaction rolls (maybe druids as well?)
-CR: as base creature +4
 


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