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Thread: Four Lands - Gallery of Heros
Thursday, 19th October, 2006, 10:00 PM #1
Minor Trickster (Lvl 4)
Four Lands - Gallery of Heros
The Characters listed below belong to the Four Lands.
Friday, 20th October, 2006, 12:38 AM #2
Acolyte (Lvl 2)
Anniston Van Aalorn
LG Male Human Paladin most recent dice rolls
11th level hitpoints (1d10+2=12)
12th level hitpoints (1d10+2=6)
hitpoints for levelups (1d10+2=9, 1d10+2=5, 1d10+2=6) (further adjusted with 70% rule, +7hp)
AC: 27 (28 w/Dodge) [+11 Armor, +4 Shield, +2 Dex]
Weapon: Cudgel +19/+14/+9 to hit, 1d8+4 damage
Skills: 90 total
Animal Handling: 5+3=8
Knowledge, Nobility: 8+2=10
Knowledge, Plannar(cc): 5+2=7
Knowledge, Religion: 10+2=12
Profession, Lawyer: 5+1=6
Sense Motive: 15+1=16
Languages: Illum, Northern Illum, Northern Gaullic
 Combat Expertise
 Mounted Combat
 Improved Disarm
 Divine Shield (from Complete Warrior)
 Divine Vigor (from Complete Warrior)
Aura of Good, Detect Evil, Divine Grace, Aura of Courage, Divine Health, Special Mount
Smite Evil, 4/day [+4 to hit, +15 damage]
Lay on Hands, 60hp per day
Turn Undead, 7/day
Remove Disease, 4/week
Spells prepared (unless otherwise specified):
-- Divine Favor
-- Divine Favor
-- Protection from Evil
-- Bull's Strength
-- Magic Circle vs. Evil
Pouch of Holding (1000 coin capacity):
-- 280 silver pennies
-- 5 gold royals
-- 10x10gp gems [10,000sp value]
-- 5x25gp gems [12,500sp value]
-- 5x50gp gems [50,000sp value]
Money on Mount:
1000 silver pennies
20 gold royals [2000sp value]
4xeclesiastical warrents [1000sp each]
Last edited by Rath Lorien; Sunday, 22nd February, 2009 at 12:36 AM. Reason: +30K XP, advanced to 15th level
Friday, 20th October, 2006, 06:40 AM #3
Acolyte (Lvl 2)
Jaroth Urkas, N Male Human Sorc. ElD
INT 13 +1 (4th level) = 14
CHA 17 +1 (8th level) +1 (12th level) +2 (DM Gift) +4 (Shroud of the Hadeshorn) = 25
hitpoints: 58 http://invisiblecastle.com/find.py?id=680583 + http://invisiblecastle.com/find.py?id=684649 + 11th level HP result 2 (rounded to 3 for 70% rule) + 2 but rounded to 3 for 70% rule at 12th level
+ 4 if shield is active (shield bonus)*
+ 6 if greater mage armor is active (armor bonus)*
+ 4 if barkskin is active (natural armor bonus)*
+50% miss chance if greater invisibility is active*
uncanny dodge, cannot be flanked (class ability)
* These enhancements stack
Touch: 11 + 4 (if shield is active) + 50% miss chance (if greater invisibility is active)
Fort: 6 + 1(con) +4 (resist) = 11 (+4 against poison and disease from Elder Druid Resistance, if Shroud of the Hadeshorn fails to provide the bonus)
Ref: 6 + 1(dex) +4 (resist) = 11
Will: 13 + 3(wis) +4 (resist) = 20
Attacks: BAB: +7/+2, dam: 1d6+1 18-20x2 (masterwork silver scimitar)
Skills: 78 total (+synergies, feats, ability mods and magic items) (My earlier calculation was wrong because I didn't include skill points for being human)
Bluff: 6 (13)
Concentration: 12 (15)
Diplomacy: 5 (18)
Gather Information: 1 (8)
Hide: 0 (6)
Knowledge, Arcana: 18 (20)
Knowledge, History: 7 (12)
Knowledge, Nature: 8 (10)
Listen: 0 (5)
Move Silently: 0 (6)
Search: 5 (7)
Sense Motive: 6 (9)
Spellcraft: 16 (20)
Spot: 0 (5)
Survival: 2 (7)
 Eschew Materials
 Improved Initiative
 Skill Focus: Knowledge, History
 Extend Spell
Item Familiar (bonus feat)
 Spell Penetration
 Greater Spell Penetration
Communication: At 1st level, the Elder Druid can invoke tongues and comprehend languages on himself as the spells of the same name, at will. This is a spell-like ability.
Druid Fire: Once per day per two Elder Druid class levels, as a standard action, the Elder Druid can summon forth a plane of white hot flames similar to a burning hands spell. This attack takes the form of a 40-foot-long semi-circular burst of fire that deals damage equal to 1d6 per Elder Druid class level plus the Elder Druid's Wisdom modifier. Creatures in the area of effect can make a Reflex save (DC 20 + Elder Druid's Wisdom modifer) to take half damage. The fire can affect incorporeal and ethereal creatures, and spell resistance does not apply. This is a supernatural ability.
Sense Magic: At 3rd level, the Elder Druid can detect magic and read magic as the spells of the same name, at will. This is a spell-like ability.
Elder Druid Resistance: At 4th level, the Elder Druid's body becomes reistant to poson and disease. This results in a +4 resistance bonus to saving throws against poison and disease. This is an Extraordinary ability.
Uncanny Dodge: Cannot be flanked
Spells Known: 9/5/5/4/4/4/3/2
0-6/day amanuensis, arcane mark, launch item, mage hand, prestidigitation, mending, light, disrupt undead, message [DC 17]; 1st-8/day entangle, ebon eyes, identify, magic missile, shield [DC 18]; 2nd-8/day protection from arrows, detect thoughts, see invisibility, barkskin, knock [DC 19]; 3rd-8/day greater mage armor, protection from energy, call lightning, water breathing [DC 20]; 4th-7/day ice storm, invisibility greater, dimensional anchor, dimension door [DC 21]; 5th-7/day commune with nature, control winds, private sanctum, wall of force [DC 22]; 6th-7/day dispel magic, greater, repulsion, mislead; [DC 23]; 7th-5/day control weather, limited wish [DC 24]
Shroud of the Hadeshorn: Jaroth wears a magical cloak given him on initiation into his Order. It grants him a +4 enhancement bonus to charisma, a +4 resistance bonus to saves, a +5 enhancement bonus to move silently and hide checks, and a constant endure elements effect. The Shroud of the Hadeshorn is not unique, but each member of the Order of the Elder Druids wears one. They were initially created as relics of the Order by its founders in a ritual meant to bond the wearer to the Order's timeless call. Each shroud was dipped into the black waters of the magical pool, the Hadeshorn, in the center of the Old Forrest. A ritual was performed that infused the magics of the pool into the shrouds, thereby providing their enhancements, but also their curse. All Elder Druids are bound to return to the Hadeshorn when their final time has come, there to remain for all eternity to provide timeless advice to future generations of Elder Druids, forever robbed of their just rewards in the afterlife. In the Hadeshorn, their souls are tormented as the droning press of time whittles away their sanity. Some become insane and others become terrors to horrific to behold. But should a living Elder Druid ever need the advice of the Ancients, it is to the Hadeshorn that one goes.
Darkrazor: Darkrazor has a "bad boy" complex. It thinks its all tough (hence its chosen name), but it would rather examine rare runes or substances than fight, if it had its druthers. No matter how hard Jaroth tries to convince Darkrazor to embrace its inner nerdiness, Darkrazor's stubborn demeanor won't allow it to. Many a time, Jaroth has been in the middle of a life or death battle when Darkrazor would see something interesting and Jaroth would hear in his head, "pardon me, Jaroth, but what's that over there?"
"What?" Jaroth would think back to Darkrazor nearly failing to dodge a blow.
"That shiny, sparkly thing over there, behind the ogre with the two-handed waraxe--oooo, watch that axe!--Is that alchemical silver?"
Jaroth would roll his eyes, "O be quiet! I'm trying not to bleed on the stone floor. Pay attention!"
Darkrazor is Jaroth's item familiar. Jaroth has invested his life energy into Darkrazor. Darkrazor has increased sapience and the following ability scores: Int: 12, Wis: 12, Cha: 16. It can see and hear in a 60-foot radius as if it were a creature and grants Jaroth the alertness feat. Darkrazor communicates with Jaroth telepathically in a recognizable language out to 120 feet and can speak audibly in Common. It can speak, read, and understand the Old Tongue. Darkrazor may also communicate using basic emotions or feelings. It may try to tell Jaroth of danger, for example, by putting forth a feeling of fear. It can only communicate in this manner while being carried by Jaroth. Darkrazor has an Ego Score of 7.
He wears a hip satchel with a shoulder strap. In the satchel he carries:
-- 3 flasks of acid,
-- 4 flasks of alchemist's fire,
-- 4 sunrods,
-- 1 tanglefoot bags,
-- 4 thunderstones
-- 3 tindertwigs.
He made these alchemical items using the lore of the old ways, combining the elemental powers of the earth (basically crude science). This is part of the lore he learned among his order. He also wears soft leather boots. He carries a waterskin and his satchel also contains trail rations and flint and steel, several pieces of parchment and ink and quill. He also carries in his satchel some soap, and eating utensils. He also carries a rosewood box.
In the Port of Amster in the United Provinces from J. Calon, Bookseller, Jaroth purchased Demons, Devils, Elves and Dwarves and My Life As a Historian by Silas Frazier. He also purchased there four other tomes detailing history and geography and he copied some rare scrolls written by a lady called "Mistress of the Desert Springs" The appear to be dated around 800 YL and deal with the geography and area called "The Wildlands". The Wildlands are a series of hills, mountains, marshes etc running from the west coast to the border of Karshal and bewteen the elven lands, most notable the HeartWood, and R'Kashi, the United Proviecnes and the Confederated states. She also goes into some detail describing the various clans and tribes of R;kashi and their ancesteral spirits as well as know desert spirits. Great detail is given to the conflict between the desert tribes and the elves over wood.
Also in the Port of Amster, Jaroth provisioned himself for a long sea voyage, including dried meats, tinned vegetables, a blank book, an extra quill, extra ink and a watertight chest.
Gold Royals: 246
Silver Pennies: 500 + 7,000 [http://invisiblecastle.com/find.py?id=700156] = 6,964
Copper Pennies: 5
XP: level 120,000
Jaroth Urkas was orphaned as a toddler. He was too young to remember what had happened exactly. All he remembers is flames and his mother screaming for help. His first real memories are those from his childhood growing up in an Eastland village, raised in a dwarven orphanage. Being human, and tall for his kind to boot, despite the warmth the dwarves gave him, he never truly felt like he belonged there. On his 14th birthday, he struck out on his own, guided by his intuition. Lost and alone in the wilderness, he met a hermit, named Grothe, and became fast friends with him. Life was tough in the wilderness, but Jaroth and Grothe managed. Grothe taught him the secrets of the natural world. Jaroth learned he had a knack for debate and persuasion through argument and logic. But there was always something different about Jaroth. He had the spark of magic. And it soon manifested itself.
During a terrible hail storm, he and Grothe were caught outdoors. Soon they were being pelted with apple sized hailstones. Running for cover, Grothe fell and twisted his ankle. Jaroth came to his rescue, putting his arms above his head to shield off the hailstones, a shimmer appeared in the air just above his head and the hailstones were smashed onto it. Jaroth picked up Grothe and carried him all the way back to their cottage. Grothe was very thankful and supportive of his magical friend thereafter.
Shortly after that incident, Grothe send a message to someone he told Jaroth was "an old friend." Two weeks later, a dark enigmatic man arrived, draped in a billowing black cowled cloak and black robes. "This man is Cirrus Oakwand. Go with him Jaroth. He will teach you more of the natural ways than I could possibly and he will teach you to hone your natural gifts."
Jaroth was skeptical at first, but over the two weeks that Cirrus stayed with them, he learned to like the man. He was kind and very knowledgeable about the old ways and the natural world. He spoke of healing the rifts between the races and safeguarding the old ways for future generations. At the end of the visit, Jaroth went with him. After years of study, Jaroth has become a new member of Cirrus Oakwand's order and has donned his own billowing black cowled cloak and robe.
During that time, Jaroth learned the fine art of diplomacy and negotiation and the deep history of The 4 Lands. "Always be alert for signs of history repeating itself." Cirrus taught him. "For often you can divine the future by knowing the past." Jaroth received training with the scimitar, the weapon of choice for the Order of Elder Druids. And on his initiation, he was given his very own masterfully folded silver scimitar.
As his first mission, Jaroth had to travel to the Old Forrest from the Keep of the Elder Druids far to the south and dip his Scimitar in the waters of the Hadeshorn to awaken it. It was a harrowing journey fraught with peril. Jaroth nearly did not survive. When he arrived at the Hadeshorn, he was plagued by nightmares. Cirrus warned him to sleep at a distance from the Hadeshorn to avoid its ill effects. But even at a distance, it called to him in his slumber. One of the Ancients came to him in dream and revealed a secret. To this day, Jaroth knows not the meaning of the images the Ancient put in his head. Were they past or future?
The following morning, Jaroth dipped his scimitar into the waters of the Hadeshorn. The waters started frothing. They became turbulent and a moaning was on the wind. One of the Horrors was stirring within the waters. Just then, his scimitar was awakened. Jaroth fled the Hadeshorn, but the memory of the Horror rising from the waters of the Hadeshorn is still with him to this day.
His scimitar revealed its name to him, Darkrazor. Jaroth bonded himself to Darkrazor and carries Darkrazor with him.
Jaroth is tall, perhaps 6'3" and leanly built. Not thin. Rather, athletic. He has a short cropped beard and deep blue, penetrating eyes. He wears the weight of his 32 years heavily.
Last edited by Canaan; Tuesday, 24th February, 2009 at 06:46 AM. Reason: Updated for 15th levelThis is the story hour of the campaign I run: Tales of Turgos
Friday, 20th October, 2006, 05:18 PM #4
Lama (Lvl 13)
Warrior-Priest and Knight of the Light, Military Attache to Patriach Grappien of Eastmarch
Neutral Good Human Male Cleric 14
Height: 6 ft. 1 in.
Weight: 195 lb.
Hair: Blonde to Light Brown
STR: 14 [+2]
DEX: 13 [+1]
CON: 14 [+2]
INT: 13 [+1]
WIS: 24 [+7] (+3 level increase, +2 periapt, +2 DM bonus, +1 DM apology bonus)
CHA: 16 [+3]
HP: 115 59 + 6 + 8 + 14 (6 for Level 13, 8 for Level 14) + 28 CON
Armor Class: 23 (10 base + 9 armor + 3 shield + 1 dex)
- Flat-footed AC: 22
- Touch AC: 11
- Warsong +15/+10 (1d8+4+1d6 fire/17-20)
- Crossbow +11 (1d8/19-20)
Speed: 20' (30’ base)
FORT: +11 (9 base + 2 con)
REFL: +5 (4 base + 1 dex)
WILL: +16 (9 base + 7 wis)
- Human Bonus Feat
- Human Bonus Skill Points
- Aura: Overwhelming Good Aura
- Turn Undead 13/day
- Spontaneous Casting (Cure)
- Domain Powers
- Improved Initiative
- Extra Turning
- Extend Spell
- Divine Metamagic: Extend
- Extra Turning
- Divine Metamagic: Persistent
Concentration +19 (17 ranks, +2 con)
Diplomacy +17 (14 ranks, +3 cha)
Heal +13 (6 ranks, +7 wis)
Knowledge (Arcana) +8 (7 ranks, +1 int)
Knowledge (History) +6 (5 ranks, +1 int)
Knowledge (Religion) +13 (12 ranks, +1 int)
Spellcraft +10 (7 ranks, +1 int, +2 synergy)
- Illum, Northern Gaullic
Armor & Shield
- Full Plate +1(-5 ACP, 50lb)
- Shield, heavy +1 (-1 ACP, 15lb)
- Warsong, adamantine flaming keen longsword +2 (1d8+4+1d6 fire/17-20, 3lb)
- Morningstar (1d8+2/20, 6lb)
- Dagger (1d4+2/19-20, 10ft, 1lb)
- Light Crossbow (1d8/19-20, 80ft, 4lb)
- 30 Bolts (3lb)
- Handy Haversack
- Ring of Sustenance
- Periapt of Wisdom
- Explorer’s Outfit (8lb)
- Cleric’s Vestments (6lb)
- Bedroll (5lb)
- Flint & steel (0lb)
- Beltpouch (1/2lb)
- Waterskin (4lb)
Other Goods & Gear
- Chest of provisions for journey (200sp)
4 x ecclesiastical notes (1000sp each)
Bag of semi-precious gemstones (17 stones, total value 2000sp)
Purse of Holding (it contains 250 silver pennies, capable of holding 1000 coins)
Small Packet: 5 (50gp) and 5 (100gp) warrants.
Domains: Good, War
- Good: +1 caster level on all spells with Good descriptor.
- War: Martial Weapon Proficiency (Longsword), Weapon Focus (Longsword)
Spells Per Day:
- 0-Level (DC17): 6
- 1st Level (DC18): 7+1 domain
- 2nd Level (DC19): 7+1 domain
- 3rd Level (DC20): 6+1 domain
- 4th Level (DC21): 5+1 domain
- 5th Level (DC22): 4+1 domain
- 6th Level (DC23): 4+1 domain
- 7th Level (DC24): 3+1 domain
Typical Spells Prepared
Vadric definitely looks more the part of a knight than a priest. He is tall and muscular, with fine, handsome features. He has curly hair of sandy hue, and his eyes are the brown of soft suede leather. He is most often dressed in full plate armor and carries shield and sword, over which he wear his knight’s surcoat bearing the arms of the Knights of Light. He is never without at least one holy symbol bearing the symbol of his patron, Hieroneous.
The Elareon family, once the powerful earl of Elareon, have in recent generations fallen on hard times. Three generations after the end of the Consolidation Wars, as a result of the loss of land and crushing taxes, the Elareon family sold their ancestral home near the city of Tiale and moved to the eastern reaches. Giving up the rich productive farmland that was their patrimony, the family bought vast acres of poor pastures and scrubby hills. Rebuilding the family’s life and income stream took generations. The hard work paid off though, and the lands bought by the family became fruitful and productive. The foresight of the older generations left a new legacy of a modest size manor house, productive orchards of apple and walnuts and six small satellite farms that were home to the family’s cattle and sheep.
Growing up along the Eastern Borders meant that at a young age, Vadric was introduced to skirmish warfare. Reaching manhood he was assigned as an officer with the family levees; when they were called upon to combat marauding dwarves, Vadric experienced his first life or death fight...and came away with a near death injury.
After this life changing experience, Vadric decided to join the church and devote his life to his patron Saint Heironeous. With the passage of years, Vadric found himself drawn into conflict after conflict with marauding bands of orcs and ogiers and dwarves along the Valley’s eastern border. Distinguishing himself in these border skirmishes and in open battle, Vadric was knighted by the Patriarch of Eastland for his noble services and was given memberships into the Knights of the Light. Choosing to stay within the ecclesiastical circle instead of one of the branches of the order, Vadric bears only the title of Knight and has no command authority within the military hierarchy of the Knights of the Light. Still, his position within the church and his experience ensure that his words carry weight, even though they are not spoken with the actual voice of command.
Evntually, his great combat experience and his noble heritage landed Vadric the position of military attaché to the Patriarch of Eastland, where he advises on military issues. His experience, especially fighting non-humans, proved quite invaluable, and he excelled at his posting.
Not long ago, Patriarch Grappien, an elderly man in his 80's, summoned Elareon into his office and announced that he was posting Elareon to Westmarch in the Borderlands. No reason was given other than he is to send all reports of ogiers and orcs and any type of humanoids that he can develop intelligence on. Passing to Elareon a small notebook made of black calves hide with silver bindings he told Vadric: "Write your letters and reports to me in this. They will arrive much quicker". Patriarch Grappien then dismissed the priest and in parting said "Arrangements have been made for you to take ship at Brightlaw, in the Confederation, and sail to Westmarch. Let me know if you need anything"
Since that fateful day when Vadric set sail on the , the knight-priest has been in almost constant peril. He has found himself shipwrecked, in combat with demons, undead and other dark forces, and found himself consorting with those that he does not trust and who he would have, just short weeks before, considered evil. Still, the cleric has also found himself stalwart new companions in arms...the paladin Anniston Van Aalron, the ranger Bertrand Brookmead, and the bard Finnian Douglas.
Warsong (Longsword +2, flaming keen – adamantine)
Warsong is wrought completely of adamantine, from its black, diamond-edged blade to its leather wrapped pommel. A masterfully balanced and deadly sharp weapon, Vadric undertook a quest sometime after his life-changing experience to recover the blade from an ancient weapon’s cache that had been forgotten long ago. The adamantine blade makes a unique ringing when it contacts other weapons, thus leading to the weapon’s name. On command, the blade of the sword is wreathed in silvery-gold flames...Vadric believes it to be the holy, cleansing flame of Hieroneous.
Valorous Plate (Full Plate+1) and Bladeward (Heavy Shield +1): These two items have been in the Elareon family for many generations. Both are masterfully crafted of fine oil-slaked steel of mottled silvery-blue hue, the color having been melded into metal itself, instead of merely enameled as found on many lesser armors. Both shield and armor have the Elareon coat of arms, a stylized silver wyvern, inlaid prominently into them.
Traveller’s Ring (Ring of Sustenance) and Traveller’s Pack (Handy Haversack): These two items were given to Vadric by the Church of the Light, to help facilitate the large amount of travel that Vadric has been required to do as part of his various assignments. The ring is a simple band of silver and steel, and the pack looks like nothing more than a well worn (if high quality) backpack.
Pearl of Clarity (Periapt of Wisdom): Given to Vadric as a gift several years previous by one of his mentors, Bishop Charles Tolliver, Vadric continuously wears the necklace in fond remembrance of his friend. He feels that the necklace gives him a clarity and focus that he is not normally capable of. The silvery-black pearl is quite large and a perfect sphere, and is mounted in a triple linked chain of artistically wrought platinum.
Last edited by Rhun; Tuesday, 3rd March, 2009 at 06:37 PM.
Friday, 20th October, 2006, 05:21 PM #5
Special Attacks & Special Qualities:
Last edited by Dracomeander; Tuesday, 3rd March, 2009 at 03:01 PM. Reason: restart update"All the world's a stage,
And all the men and women merely players.
They have their exits and their entrances,
And one man in his time plays many parts,
His acts being seven ages."
Wm Shakespeare -- From As You Like It (II, vii, 139-143)
Avatar by Sialia
Friday, 20th October, 2006, 10:50 PM #6
Enchanter (Lvl 12)
Male Human Ranger 9/Rogue5
Origin Highgate Borderlands
Residence ‘Sweetbrook’ near Roark’s Drift
Dex 18 (+1 for 4th Level)
Con 14 (+1 for award of Aug. 17, 2008)
Wis 16 (+1 for 8th Level)(+1 for 12th level)
Hit Points 8+7d8+5d6 (64+28Con) http://invisiblecastle.com/find.py?id=678660
11th level Hit Points (1d8=6)
12th Level Hit points (1d8=7)
Total Hit Points: 115
AC 22, Touch 16, Flat 17 Damage Reduction 1/-
BAB +12/+7/+2, Grap +16
Fort +9, Ref +14, Will +7
+17/+12/+7 (+14/+9/+4 2-weapon) Melee, +2 Cold Iron Flail, 1d8+5, 20/x2
+16/+11/+6 (+13/+8/+3 2-weapon) Melee, +1 Hand Axe, 1d6+5 (+4 2-weap), 20/x3
+17/+12/+7 Ranged, MW Mighty Composite Longbow, 1d8+4, 20/x3, 110'r
Dirty Blond colored hair worn short, gray eyes, fair skin/tanned face/arms. Medium Build
Feats and Abilities
6000 sp http://invisiblecastle.com/find.py?id=690729
Cohorts Mounts and Companions
History and Background
Last edited by Scotley; Sunday, 1st March, 2009 at 06:39 PM. Reason: New levels
Saturday, 21st October, 2006, 09:14 PM #7
Cutpurse (Lvl 5)
Thursday, 4th October, 2007, 02:20 AM #8
Acolyte (Lvl 2)
Padraig MacOisian, Gold Dragon Shaman 5picture
Here is the roll for his stats
Last edited by Redclaw; Thursday, 15th May, 2008 at 10:46 AM.
Wednesday, 10th October, 2007, 11:44 PM #9
Gallant (Lvl 3)
Friday, 26th October, 2007, 05:37 PM #10
Enchanter (Lvl 12)
NG Male Human Cleric 1/Divine Mind 6
6000 base+3500 (first award on 1/11/08)+5000 (post battle 5/8/08)New total after 3/09 reboot 26500 exp
Str 18 (+1 at 4th level)
Hit Points 69 (8+6d10+14) Hit Points (3d10.minroll(7)=24) hit points at 6th and 7th (2d10.minroll(7)=15, 2d10.minroll(7)=16)
AC 21 (+10 armor+1 dex), Touch 11, Flat 20 DR 1/Bludgeoning and Slashing
BAB +5, Grap +9
Speed 20 (base 30, heavy armor) Cannot run in armor
Fort +10, Ref +6, Will +10 (+1 all saves for saint’s finger bone) (+2 saves for divine grace)
+10 Melee, Saint’s Kiss--MW Razor Sharp Sanctified Long Axe, 1d12+7, 20/x3 +1 damage vs evil, +1d4 vs. evil outsiders.
+8 Melee, Morning Star, 1d8+4 20/x2
+5 Ranged, throwing axe, 1d6+4, 20/x2, 10'r
+5 Ranged, Javelin, 1d6+4, 20/x2, 30’
Medium, 5'9" tall, 155 wt, 31 yrs old
Black hair, Blue eyes, Fair skin
Speaks common, celestial, illum, southern illuim, southern gaullic, Dashai, Orc and a little dwarven.
+7 Autohypnosis (3) syn
+4 Climb (0)*
+9 Concentration (7)
+1 Diplomacy (0)
+8/10 Heal (5) (+2 Kit)
+3 Knowledge (Arcana) (2)
+7/10 Knowledge (Religion) (6) (+3 Psicrystal)
+2 Knowledge (The Planes) (1)
+4 Knowledge (Psionics) (3)
+3 Profession (Soldier) (1)
+3 Psicraft (2)
+4/7 Ride (3) MW Military Saddle and riding straps on armor (+2 to stay in the saddle)
+4 Spellcraft (3)
+4 Swim (1) **
+2/4 Listen (0) cc (+2 Psicrystal)
+3/5 Spot (1) cc (+2 Psicrystal)
+1 Search (0) cc
+1 Balance (0)* cc
+2 Survival (0) cc
+1 Gather Information (0) cc
+2 Sense Motive (0) cc
*Armor check -5
-Weapon Focus Great Axe (includes long axe)
-Psicrystal Affinity (his crystal is a sage of religion named Maimonides)
-Wild Talent (bonus)
-Cleave (holiday bonus feat)
-Psionic Weapon (6th level) Expend Psi-focus to do an extra 2d6 damage
-Psionic Containment (bonus) Can Psi-focus crystal and then expend the extra focus
-Nobility Domain (Inspire allies +2 morale bonus on saves, attack, damage, ability and skill checks. Allies must hear you speak for 1 rd. Last 1 rd. per point of cha. bonus.)
-Purification Domain (Cast all abjuration spells at +1 level)
-Turn Undead 5/day check 1d20+2cha+2syn+2holy symbol
Divine Mind Abilities
-All armor & shields (less tower), simple & martial weapons, /w Long Axe
-Power Points 3+3 Wis+10 earring
-Psychic Aura 15’
--Attack+2 moral bonus on attack and damage rolls
--Defense +2 to AC
--Perception +3 Initiative, Spot and Listen
-Energy Mantle Expend focus to gain energy resistance 5 for 3+2 wis rounds
--Deal one extra point of fire, cold or electricity damage
-Divine Grace add Cha bonus to all saves
-Good Mantle Expend focus to do +1d6 good damage to evil foe with melee or ranged attack, spell or power that targets one foe.
--Aura allows allies to treat weapon as good for purposes of overcoming damage reduction.
Psi Powers Known
None (will gain energy ray at 5th level)
Protection from Evil, Psionic
Level: Good 1
Display: Auditory and material
Manifesting Time: 1 standard action
Target: Creature touched
Duration: 1 min/level (D)
Saving Throw: Will Negates (harmless)
Power Resistance: No
Power Points: 1
This power wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature.
Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the power prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such
attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Psychokinesis [see text]
Level: Psion/wilder 1
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: None
Power Resistance: Yes
Power Points: 1
Upon manifesting this power, you choose cold, electricity, ﬁre, or sonic. You create a ray of energy of the chosen type that shoots forth from your ﬁngertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray.
Cold: A ray of this energy type deals +1 point of damage per die.
Electricity: Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing
metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A ray of this energy type deals +1 point of
damage per die.
Sonic: A ray of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment: For every additional
power point you spend, this power’s
damage increases by one die (d6).
Cleric Spells Prepared
0th- Detect Magic, Guidance, Mending
1st- Bless, Protection From Evil, Nimbus of Light (D)
+1 Dwarvencraft Reinforced Full Plate Armor /w riding straps
Studded Leather armor
Saint’s Kiss, MW Razor sharp Sanctified Long Axe forged with a saint’s finger bone
Gold with Black Diamond earring grants +10 power points and 50% immunity to psionic attack
10 Javelins w/ quiver
2 throwing axes
Noble’s Outfit with signet and jewelry
Light’s Heart, True Holy symbol +2 turn checks, +2 caster level fire, light and healing spells
MW Military saddle
Scroll of cure light wounds
Waterskin x3 (2 water, 1 wine)
2 person tent
Flint & Steel
Book of Scripture
Trail Rations- 10 days
Military Issue Warhorse
Blanket, bit and bridle
Coins- 13gp, 5sp, 6cp
Appearance/Personality: Alban is an averaged sized man if more muscular than the norm. He wears his black hair cut short and is clean shaven. His fair skin is marked with the scars of a lifelong warrior. His blue eyes are hard from the death and destruction he has seen. His gaze is unwavering and sometimes considered arrogant by his superiors. When arrayed for battle Alban presents a fearsome sight in his reinforced suit of full plate armor. The fine dwarven craftsmanship is obvious in the dark heavy metal. The helmet is arranged in angular planes giving the armor a deliberate scowl topped with a crimson plume. His axe is also of fine make, but utilitarian in appearance with a stout red-oak haft and blued steel blade with an unusually sharp edge that shines in contrast with the darker metal of the rest of the blade. He wears a blue tabard with silver water fall above crossed staves—his family’s crest. When off duty and even while sleeping on campaign he wears a plain robe over well-broken in studded leather. He wears an outsized holy symbol of the Light in the form of a hand-sized amber crystal representing the rising sun on a dinner plate sized background of white gold. The symbol glows with and inner holy light that Alban varies from a dim glow to as bright as daylight depending on the situation. Though his own horse was slain early in the fighting, he has a particularly nice military style saddle and matching saddlebags. Other than these few items and some personal clothes for special occasions the majority of his kit is standard military issue. In spite of his hardness, Alban is always seeking to engage the people around him in candid discussion. This is partially motivated by a genuine desire to provide comfort and counsel as a priest, but in equal measure the warrior within him seeks to constantly evaluate the mental state of those around him to gage their steadfastness in time of adversity. Alban prays and meditates often and carries a book of scripture that he turns to frequently for guidance and enlightenment. He occasionally has a far away look suggesting some inner struggle or concern with some deeper mystery. He tends to see the simple actions he engages in as part of a larger holy mission. He is a difficult man to get close to, but a companion of unsurpassed loyalty and devotion to duty. His allies find him a comfort in battle his holy baring somehow adding a divine right to their on actions that sees them through the most difficult battles. He is seen as a good luck charm by some in the unit, with his presence helping those around him to rise beyond their normal skills to overcome considerable challenge.
History/Background: Alban was born a lesser son in the minor noble house of Bastian in Stanton. His family have served the Kings of Stanton since before the founding of the light and have an ancient tradition of military service. Their land is a hard one in the foothills near the border of the Savage Mountains. The river that marks the edge of their territory powers the family mills and their tenants produce wheat and pork from the mix of rocky and swampy ground. They have always produced enough to survive, but never to amass great wealth. Bastian Hall is an ugly stark border fort on a sharp rise over looking the river. Young Alban was educated in war, languages and Psionic arts that run in his mother’s line. In the family tradition, at puberty Alban was fostered to a distant cousin of his mother, Able Standish. The Standish family in addition to possessing Psionic gifts, is deeply religious. He was raised in the Church of the Light with the three Standish sons and two daughters of Able. He choose to attend seminary with an expectation of joining a militant order, but Alban was a strong willed lad and often had questions which made his priestly tutors uncomfortable. He longed to know the deeper mysteries and history of the Church. He questioned some traditions that seemed to be followed only because they were tradition rather than from any scriptural basis. Many in the Church had little use for Alban’s strange ideas and he seemed doomed to a career in minor unimportant postings. Then during his eighteenth year he experienced a crisis of faith. Two of his foster brothers and one of his foster sisters were slain by a rampaging giant when out riding on an afternoon when Alban had chosen to stay behind to argue a minor liturgical point with church functionaries. This experience left Alban with even more questions about the value of the church and his own purpose in life as well as a hatred of giants. Alban was devastated by the loss. He brooded for days taking little food and refusing to speak. He sought to resolve his inner feelings, but was unable to turn to others. Eventually, he was sitting in one of his dead foster brother’s rooms having an internal dialogue when in an attempt to heal itself his mind fragmented. A portion of his conscious mind was transferred to the Crystal in an ancient holy symbol hanging on the wall. Maimonides the Psycrystal was formed and Alban spent three days discussing the fine points of theology with it before emerging to take up a new path. Able Standish gave Alban the old over-sized holy symbol. Alban insisted on wearing the thing about everywhere he went much to the dismay of the priests. It was much too large and in a somewhat out-moded form. Finding he no longer felt comfortable at the seminary. Alban returned home to his parents at Bastian Hall, Herold and Gwendolyn and his siblings. He took up the long axe and heavy armor long fielded by warriors of the Bastian line. His family connections two years of hard training got him a place in the elite Stanton guard. He volunteered for difficult assignments and while at best a fair warrior among the elite he none the less always seemed to be part of the most successful units. His clerical abilities further added to his utility in the forces he served with. After some years he even served in the royal household guard. Alban grew restive in the relative peace of Stanton. When the call came for forces to go to Gwynedde he was among the first to volunteer. He is still seeking and following a holy path, just not the one he first started on.
Last edited by Scotley; Saturday, 11th April, 2009 at 02:14 AM.
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