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  1. #11

    Katherine 'Kat' Brightlaw - Rogue 3/Sorceror 4

    PDF sheet for Katherine in attachment.
    Attached Files Attached Files
    Last edited by Maidhc O Casain; Saturday, 28th February, 2009 at 02:40 PM. Reason: Update Character

  2. #12

    Ewan Driscoll, Scout for the Southern Operatives

    Ewan Driscoll
    Human Neutral Good
    Scout 4 / Ranger 3
    XP: 26500

    XP Tracking

    Start = 6000
    01/11/08 Award = +3500
    05/08/08 Award = +5000
    02/28/09 Award = +12000
    Total = 26500

    Age: 18
    Gender: Male
    Height: 5 ft. 11 in.
    Weight: 172 lb.
    Eyes: Blue-gray
    Hair: Sandy
    Skin: Tanned

    Hit Points: 68 (8 + 5 + 8 + 6 + 7 + 6 + 7 + 21 Con)

    Init +6 (+3 Dex, +1 Battle Fortitude, +2 Quick Reconnoiter);
    Spd 40 ft/x5;

    AC 16 (+3 studded leather, +3 dex), touch 13, flat-footed 16;
    Base Atk/Grapple +6/+8;
    SA&SQ Uncanny Dodge(Ex), Wild Empathy(Ex), Favored Enemy ¤Giant (+4 bonus) ¤Orc (+2 bonus), Trapfinding(Ex), Skirmish(Ex), Battle Fortitude(Ex), Fast Movement(Ex), Trackless Step(Ex);


    Fort +8 (+4 base, +3 Con, +1 Battle Fortitude),
    Ref +11 (+7 base, +3 Dex, +1 Grace),
    Will +4 (+2 base, +2 Wis);

    Str 15(+2),
    Dex 16(+3),
    Con 16(+3), +1 @ 4th level,
    Int 16(+3),
    Wis 14(+2),
    Cha 12(+1);

    Craft (Bowyer/Fletcher)¹ +10 (+12 with mw tools) [7 ranks + 3 Int],
    Disable Device +10 (+12 with mw tools) [7 ranks + 3 Dex],
    Handle Animal +5 [4 ranks + 1 Cha],
    Heal +5 [1 rank + 2 Wis + 2 belt],
    Hide¹ +12 [9 ranks + 3 Dex],
    Knowledge (geography) +9 [6 ranks + 3 Int],
    Knowledge (nature) +13 [8 ranks + 3 Int + 2 Survival],
    Listen¹ +12 [10 ranks + 2 Wis],
    Move Silently¹ +12 [9 ranks + 3 Dex],
    Ride¹ +10 [7 ranks + 3 Dex],
    Search¹ +13 [10 ranks + 3 Int],
    Sense Motive¹ +9 [7 ranks + 2 Wis],
    Speak Language [2 ranks] (Giant, Orc)
    Spot¹ +12 [10 ranks + 2 Wis],
    Survival¹ +12 [10 ranks + 2 Wis],
    Tumble +10 [7 ranks + 3 Dex].

    Dodge (PH 92),
    Endurance (PH 93)²,
    Point Blank Shot (PH 98),
    Precise Shot (PH 98),
    Quick Reconnoiter (CV 112),
    Rapid Shot (PH 98)²,
    Run (PH 99),
    Swift Hunter (Complete Scoundrel),
    Track (PH 101)².

    Southern Gaullic
    Southern Illum


    Racial Abilities:
    • Base land speed of 30 feet.
    • Favored Class: Any
    Class Abilities:
    Uncanny Dodge(Ex): You retain your Dexterity bonus to AC even if flatfooted or struck by an invisible attacker.
    Wild Empathy(Ex): You can make a check(1d20+2) to improve the attitude of an animal. You must be within 30 feet of it, and it generally takes one minute to perform the action.
    Favored Enemy: You have certain types of enemies that you have extensive knowledge about. Against these creatures, you gain the listed bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks, as well as weapon damage rolls.
    ¤ Giant (+4 bonus)
    ¤ Orc (+2 bonus)
    Trapfinding(Ex): You can use the Search skill to locate traps when the task has a DC higher than 20. You can use the Disable Device skill to disarm magic traps.
    Skirmish(Ex): For any round in which you move at least 10', you gain 2d6 damage and a +2 competence bonus to AC.
    Battle Fortitude(Ex): You gain a +1 competence on Fortitude saves and initiative checks.
    Trackless Step(Ex): You leave no trail in natural surroundings, and cannot be tracked unless you choose to.
    Fast Movement(Ex): Your speed increases (limited by armor and encumbrance).

    (5400 gpv):
    Light Warhorse with military saddle and saddle blanket (provided)
    Healing Belt (750 gp) [MIC p. 110]
    MW Bowyer's Tools (55 gp)
    MW Thieves' Tools (100 gp)
    MW Mighty +2 Composite Longbow (200 gp)
    Quiver of Ehlonna (1800 gp)
    MW Studded Leather Armor (175 gp)
    MW Hand Axe (306 gp)
    Dagger (x3) (6 gp)
    Arrows (x60) (3 gp)
    Arrows, bundled (180) (9 gp)
    Signal Whistle (.8 gp)
    Spyglass (1000 gp)
    Explorer's Outfit (free)
    Backpack (2 gp)
    Traveler's Outfit (x2) (2 gp)
    Bedroll (.1 gp)
    Winter Blanket (.5 gp)
    Waterskin (x2) (2 gp)
    Sack with Trail Rations (6 days) (3.1 gp)
    Tent (10 gp)
    MW Potion Belt (60 gp)
    Alchemist's Fire (x6) (120 gp)
    Holy Water (x2) (50 gp)
    Antitoxin (x2) (100 gp)
    Sack with Tanglefoot Bags (x10) (500.1 gp)
    Pouch (1 gp)
    Flint & Steel (1 gp)
    Small Steel Mirror (x2) (20 gp)
    Soap 1 cake (.5 gp)
    Map Case (1 gp)
    Maps of Gwynnedde and surrounding regions (100 gp)
    Pouch (1 gp)
    Lifegem (1 hp) from Andor
    20.9 gp

    The Messenger
    +1 Mighty Composite Heartseeking Longbow of Distance
    (Composite Longbow +1 to hit, +3 to damage, range 220', crit 18-20/x5, also confers the feat Shot on the Run)
    On the eve of his setting out Ewan is drawn aside by his great uncle...."your the only one who has any salt i
    pass this on to you..use it well and make sure it gets passed into proper hands when you no longer have a need for it" Opening
    up a richly carved oak chest he pulls out a long object. Unwrapping it from it's linen covering, a long composite bow is revealed...the upper an lower half are covered with some type of black horn wrapped in silver wire. The arrow rest is made of a dark wood and has a silver place on which the arrow rests. The bow string is made of a silver/white colored thread that has been braided and is exceptionaly tough. Testing the bow in his travels. Ewan discovers that it has the following properties...
    Range increments are also convers the feat..shoot on the run..making it and ideal weapon for wildnerness and broken terrain fighting...last but not least it also has an increased threat range of 18-20 doing x5 damage...a truly wicked bow

    Ewan Driscoll is a nearly 6-foot tall athletic young man with fair skin whose exposed portions are tanned by an active outdoor life. His hair is a sandy brown lightened by the sun and pulled back into a short tail to keep it out of his eyes. His clothes are rugged but well-cut and dyed in colors to blend in to a hilly wooded landscape. He wears studded leather armor and carries the weapons of a woodsman.

    Ewan comes from the Earldom of Corwyn where his father was employed as one of the king's foresters. Ewan and his three brothers (Aiden, Brian, & Duncan) were all taught the ways of the forest by their father. As soon as each brother was strong enough to pull a man's bow, he would join his father in patrolling the forests. When there were no problems, the brothers would practice stalking each other. When folk reported problems, the brothers would join their father in scouting out the bandits, humanoids, or rabid animals for the earl's men. Eventually, Aiden & Brian joined their father as king's foresters while Duncan and finally Ewan were requested to join the king's armies as scouts.

    Though young, Ewan distinguished himself as a capable tracker with a good head for estimating numbers and probable routes & destinations. Ewan was involved with the capture of several bandit bands before being sent to assist the troops in finding and dealing with the incursions of ogiers and orcs along the northern D'Shai border.
    Last edited by Dracomeander; Tuesday, 3rd March, 2009 at 04:16 PM.

  3. #13
    Lama (Lvl 13)

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    Character for Southern Operatives

    (Sir) Roak Adari "Cairnwalker"
    Neutral (Good) Human Male Warblade 7
    XPs: 26,500

    Experience History

    Starting XPs: 6000
    Combat XP versus Ogier Magi, Ogiers & Orcs: 3000 (2008-01-11)
    Story XP Award: 500 (2008-01-11)
    Combat at the Fort: 5000 (2008-05-08)
    JA disappearance reward: 12,000 (2009-02-18)

    Age: 20
    Gender: Male
    Height: 6 ft. 3 in.
    Weight: 215 lb.
    Eyes: Grey
    Hair: Black
    Skin: Bronze

    STR: 18 [+4]
    DEX: 14 [+2]
    CON: 16 [+3] (+1 level (4) increase)
    INT: 15 [+2]
    WIS: 12 [+1]
    CHA: 13 [+1]

    HP: 95 12+21+10+11+10+10+21 CON
    Armor Class: 23 (10 base + 6 armor + 2 dex + 5 natural) OR 25 (w/shield)
    - Flat-footed AC: 21 (Uncanny Dodge applies)
    - Touch AC: 17

    Initiative: +6
    BAB: +7
    - Widow's Lament +13/+8 (2d6+7/19-20)
    - Warhammer +12/+7 (1d8+4/x3)
    - Battleaxe +11/+6 (1d8+4/x3)
    - Spiked Gauntlet +11/+6 (1d4+4/x2)

    Speed: 20' (30’ base)

    FORT: +9 (5 base + 3 con +1 resistance)
    REFL: +5/+7 (2 base + 2 dex +1 resistance / +2 Battle Clarity)
    WILL: +4 (2 base + 1 wis + 1 resistance)

    - Human Bonus Feat
    - Human Bonus Skill Points
    - Martial Maneuvers
    - Martial Stances
    - Battle Clarity (+2 on reflex saves)
    - Weapon Aptitude
    - Uncanny Dodge
    - Battle Ardor (+2 attack on rolls to confirm criticals)
    - 4th Level Relearn Maneuver: Leading the Attack for Mountain Hammer
    - Warblade 5 Bonus Feat
    - Improved Uncanny Dodge
    - Battle Cunning (+2 damage vrs flat-footed/flanked foes)

    1st Level
    - Weapon Focus (Greatsword)
    - Improved Initiative
    3rd Level
    - Power Attack
    4th Level
    - Martial Study: Crusader's Strike (Christmas Gift Feat)
    5th Level
    - Martial Study: Divine Surge

    6th Level
    - (Saved Feat)

    Maneuvers and Stances
    Stances Known: 2
    - Stance of Clarity
    - Stonefoot Stance
    Maneuvers Known // Readied: 9 (7+2 feats) // 4
    - 1st Level Maneuvers: Moment of Perfect Mind, Steel Wind, (Missing) + Crusader's Strike (feat)
    - 2nd Level Maneuvers: Tactical Strike, Mountain Hammer
    - 3rd Level Maneuvers: Iron Heart Surge
    - 4th Level Maneuvers: Mithral Tornado + Divine Surge (feat)

    - Balance +11 (7 ranks, +2 dex, +2 "synergy")
    - Climb +8 (4 ranks, +4 str)
    - Concentration +10 (7 ranks, +3 con)
    - Diplomacy +8 (7 ranks, +1 cha)
    - Intimidate +8 (7 ranks, +1 cha)
    - Jump +13 (7 ranks, +4 str, +2 "synergy")
    - Knowledge, history +5 (3 ranks, +2 int)
    - Knowedlge, local +5 (3 ranks, +2 int)
    - Martial Lore +4 (2 ranks, +2 int)
    - Ride +9 (5 CC ranks, +2 dex, +2 circumstance)
    - Swim +8 (4 ranks, +4 str)
    - Tumble +13 (9 ranks, +2 dex, +2 "synergy")

    - Common/Trade Language
    - Southern Gaullic
    - Dashai

    Armor & Shield
    - Breastplate +1 (1300gp, 30lb)
    - Heavy Wooden Shield, darkwood (107gp, 5lb)

    Melee weapons
    - Greatsword +1 "Widow's Lament" (2350gp, 8lb)
    Widow's Lament

    Roak's greatsword is crafted of the finest steel, with a single fuller running 3/4 of the length of the blade. The guard consists of an arrowhead shaped center set with alexandrite, and the quillons curve toward the blade, giving the impression of deadly fangs. Cairnwalker has taken to wrapping the elaborate hardwood grip with leather thong to prevent it from becoming slippery when soaked in blood. A deceivingly simple, flat pommel finishes the weapon; careful examination will note that the pommel is inset with polished onyx, and inlaid with House Adari's golden sunburst.

    - Warhammer, MW (312gp, 5lb)
    - Battleaxe (10gp, 6lb)
    - Spiked Gauntlet (5gp, 1lb)
    - Dagger (2gp, 1lb)

    Ranged weapons

    -Cloak or Resistance +1 (1000gp , -)
    - Backpack (2gp, 2lb)
    ----- Bedroll (1sp, 5lb)
    ----- Trail rations, 5 days (25sp, 5lb)
    ----- 2 sacks (2cp, 1lb)
    ----- Whetstone (2cp, 1lb)
    ----- Everburning torch (110gp, 1lb)
    ----- Climber's kit (80gp, 5lb)
    - Beltpouch (1gp, 0.5lb)
    ----- Flint & steel (1gp, -)
    ----- Flask, brandy (3cp, 1.5lb)
    - Signet ring, family heirloom
    Signet Ring

    Upon leaving the family homestead, Roak's mother gifted him with an antique signet ring that once belonged to his paternal great grandfather. "Take this child so that it may protect you," she had said. The ring confers a natural AC bonus of +5 to the wearer.

    The ring bears the house Adari coat of arms: A gold sunburst set on an black sapphire triangle. The ring is a large, heavy piece of jewelry. The gold of the sunburst is actually inset into the triangular cut block of black sapphire.

    - Waterskin (1gp, 4lb)
    - Warhorn (5gp, 3lb)
    - Noble's outfit (75gp, worn)

    Other Goods & Gear
    - Light Warhorse
    - Bit & Bridle
    - Military Saddle
    - 2 Saddle Bags

    Weight Carried: 85lb, light load
    Remaining money: 37 gp, 3sp, 3cp

    Standing well over 6' in hieght, and weighing over fifteen stone, Roak is broad chested and powerfully built. His skin is well-tanned from many hours spent training in the sun, and his large hands are calloused and rough from time spent handling many weapons. Roak has a handsome face with a strong, square jaw, and a shock of curly, raven-black hair. His piercing grey eyes sparkle with intelligence, and he carries himself proudly, with an air of command. He cuts a dashing figure in his ornate armor, and the skill with which he wields his greatsword has earned him the name "Cairnwalker."

    Roak's clothing and gear often bears the coat of arms of his house: A golden sunburst on a black triangle. This coat of arms sometimes appears in the older style with a crown above the trianle and sunburst, indicating House Adari's loyalty to the kingdom.

    Daring, confident, courageous: these are the words that best describe Roak. The warblade is well versed in tactitcs, and works best with allies. Despite his skill and discipline, though, Roak enjoys the chaos of the swirling melee, the chance to prove himself against overwhelming odds.

    Background - In Progress
    Roak is a scion of the proud but minor noble house of Adari, from the [duchy/earldom/county], though his family is certainly a cadet line. Still, his noble upbringing insured that he was trained in the melee arts by some of the best masters-at-arms available. Blessed with incredible athleticism, and a superior intellect, Roak excelled at his training.

    At an early age, Roak began to experience the horrors of war; first as a page at his uncle's court, then later as a squire to his elder brother Durnham. Upon attaining his 18th year, Roak was knighted, as befits a young warrior of a noble house, especially one already blooded in combat. For the next year, Roak served his family as a household knight, but eventually grew tired with the duties he was performing. Soon enough, he found a place among the operatives of Gwynedde's military, and has been serving the Kingdom ever since.
    Last edited by Rhun; Monday, 7th September, 2009 at 11:31 PM.

  4. #14
    Superhero (Lvl 15)

    Leif's Avatar

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    Jan 2007
    Jonesboro, AR, USA
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    OSRICI Defended The Walls!Gygax Memorial Fund

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    Nijel Bladesong, Paladin of Light

    Nijel has been a work in progress to now, for sure. I keep finding mistakes. For now, he's as accurate as I can make him. :\ Welllll, I just tried to fix all the problems that Draco mentioned.

    Well, okay, another small change to Nijel's background, no big deal. Really!

    Nijel's hit points have finally been brought up to snufff! He should be minimally competent now, I think.
    Last edited by Leif; Saturday, 29th September, 2007 at 02:27 PM.

  5. #15
    Guide (Lvl 11)

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    Sep 2004
    Zagreb, Croatia
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    Undead bane

    Name: Andor Anande de Andrade
    Race: Human
    Player: Neurotic
    Class: Cleric4
    Hit Points: 10 + 9 + 9 + 8 = 36
    (HP rolled were with CON 16 in mind so these numbers are one less then that seen on the link)
    Experience: 9500 / 10000

    11.01.2008 -> 3500xp for saving the children and surviving orc ambush

    Alignment: Neutral Good
    Speed: Walk 30' (30' in armor)
    Languages: Illum, Common, Sarath??

    ------------------------ Description -----------------------
    Height: 5' 6" Weight: 168 lbs. Gender: Male
    Eyes: Dark Hair: Black (shaved) Skin: Dark tanned
    Quirks: Strange eyes, Shy
    Speech style: Enunciates very clearly
    Quotable: Yield to your fate !
    Where the Light penetrates, the Dark cannot abide.

    Stats: 16, 16, 15, 14, 14, 14, 10, 8
    Stat Score Mod
    STR 14 (+2)
    DEX 16 (+3) (+1@4th)
    CON 14 (+2)
    INT 14 (+2)
    WIS 16 (+3)
    CHA 16 (+3)

    Combat stats
    AC: 10 + 4(chain shirt) +2 (large shield) +3 (DEX)
    Total / Touch / Flat Footed
    AC: 19 / 13 / 16

    Initiative: +3

    BAB: +3
    Melee: +5
    Ranged: +6

    Fortitude: +4+2 = 6
    Reflex: +1+3 = 4
    Will: +4+3 = 7

    Skill                   Total      Rnk     Stat    Msc
    Autohypnosis              5        0.0      3        2
    Balance                   3        0.0      3        0
    Bluff                     3        0.0      3        0
    Climb                     3        0.0      3        0
    Concentration            10        7.0      3        0
    Craft (Any) 	          2        0.0      2        0
    Decipher Script           2        0.0      2        0
    Diplomacy                 8        5.0      3        0
    Gather Information        3        0.0      3        0
    Handle Animal             3        0.0      3        0
    Heal                      8        5.0      3        0
    Hide                      3        0.0      3        0
    Intimidate                3        0.0      3        0
    Knowledge (Any)       	  2        0.0      2        0
    Knowledge (History)       8        6.0      2        0
    Knowledge (Religion)      9        7.0      2        0
    Knowledge (The Planes)    5        3.0      2        0
    Listen                    3        0.0      3        0
    Perform (Any)             3        0.0      3        0
    Profession (Any)  	  3        0.0      3        0
    Ride                      4        1.0      3        0
    Search                    2        0.0      2        0
    Sense Motive              3        0.0      3        0
    Spot                      3        0.0      3        0
    Survival                  3        0.0      3        0
    Swim                      2        0.0      2        0

    Extra Turning (+4 turns per day)
    Radiant Fire (Initiate, Pelor) (+2 insight damage vs. evil, several spells)
    Divine Reach Spell (touch spells becomes ray 30')
    Intuitive Attack (+WIS to attack and damage instead of STR)
    Divine Spellpower (+n levels depending on turning check +3) Exalted turning (+3d6 turning damage) Augment Healing (healing spells heal extra 2 HP) Glorious Weapons (weapons in 60' burst become Good) Pious Spellsurge (gain +1d6 to caster level checks or spell DCs) Sacred Healing (Fast Healing 3 to living within 60' burst for 1+CHA rounds) Sacred Boost (all healing spell maximized in 60' burst for 1 round) Disciple of the Sun (destroy undead instead of turning them)
    Armor Proficiency (Heavy), Simple weapons, Shield Proficiency
    the armor check penalty applies to:
    Balance, Climb, Escape Artist, Hide, Jump,
    Move Silently, Pick Pocket, and Tumble checks.

    Turn Undead

    Andor Anande de Andrade can Turn/Rebuke undead 10 times per day.
    Turning check: 1d20 +3(CHA) +2(Glory) +2 (Religion)= 1d20 +7
    Turning damage: 2d6 +3(CHA) +4(level) +1d6 (Glory) = 3d6 +7
    Turning ResultsCheck        Max HDResult      
    >0		             1
    1 - 3           		2
    4 - 6           		3
    7 - 9           		4
    10 - 12         		5
    13 - 15         		6
    16 - 18         		7
    19 - 21         		8
    22 +			9


    Unarmed attack:
    to hit: +6
    damage: 1d3+3
    critical: 20/x2

    Crossbow (Light/Masterwork):
    Attack: +8
    Damage: 1d8
    critical: 19-20/x2
    Range: 80 ft.

    Morningstar (Masterwork, silver, cold iron):
    Attack: +7
    Damage: 1d8+3
    Critical: 20/x2


    Name                                            QTY	LBS	Cost
    Outfit (Traveler's)                              1	5 lbs	    0
    Mithril Chain Shirt                               1       10lbs	1100
    Shield (Heavy/Masterworkl)                  1       15 lbs       170
    Morningstar                                       1	6 lbs        300 (MW) + 90(Ag) + 16 (8 x2 
    cold iron + 1000 (crystal)  = 1406
    (Masterwork, silver, cold iron, least crystal of fiend slaying)
    Crossbow (Light/Masterwork)                1	4 lbs       335
    Bolts (Crossbow/50)                            1	5 lbs          5
    Wand of healing (light)                        1	0 lbs       750
    Everburning torch                               1	1 lbs         90
    Sunrod                                             2	1 lbs           5
    Neclace of blessings                            1	0 lbs       500
    Life Gems                                          9        0 lbs       900
    Scroll (Divine Favor)                             1	0 lbs    25
    Scroll (Endure Elements/Divine)               1	0 lbs    25
    Scroll (Magic Weapon/Divine)                  2	0 lbs    50
    Small altar (spruce)		     1	5 lbs	 20
    Vials of Holy Water			   10	1 lbs	  0			
    Vials of Chaotic Water                          0
    Vials of Axiomatic Water                       0
    Vampire slaying kit                                1      5 lbs        10
    Wooden Stake Garlic Holy Waffers Two small mirrors Wolfsbane
    Small vial of phosphorus in oil Total money: 5551/5400 Total weight caried: 56lbs Current load: Light Encumbrance Light: 58 Medium: 116 Heavy: 175

    Undead hunting

    Level 0
    Create Water(Conjuration), Detect Magic(Divination) x2, Resistance(Abjuration) x2

    Level 1
    Bless Water(Transmutation), Detect Undead(Divination), Disrupt Undead(Necromancy), Hide from Undead(Abjuration), Purge Inner Darkness(Evocation)

    Level 2
    Ghosttouch armor(Abjuration), Consecrate(Evocation), Remove Paralysis(Conjuration), Spiritual Weapon(Evocation)


    Level 0
    Detect Magic(Divination), Fleeting Fame (Transmutation), Light(Evocation), Mending(Transmutation), Purify Food and Drink(Transmutation)

    Level 1
    Command(Enchantment), Comprehend Languages(Divination), Detect Evil(Divination), Endure Elements(Abjuration), Obscuring Mist (Conjuration)

    Level 2
    Augury(Divination), Calm Emotions (Enchantment), Zone of Truth(Enchantment)


    Level 0
    Detect Magic(Divination) x2, Guidance(Divination), Resistance(Abjuration), Startle(Necromancy)

    Level 1
    Divine Favor(Evocation), Endure Elements(Abjuration), Magic Weapon(Transmutation), Sanctuary(Abjuration), Shield of Faith (Abjuration)

    Level 2
    Bear's Endurance(Transmutation), Bless Weapon(Transmutation), Hold Person (Enchantment), Deific Vengeance


    This bald shaven, wiry man quietly looks around and then seats himself somewhat appart from the crowd. If anybody tries to approach strangely intensive black eyes fixate him until he leaves. Skin would be tanned if not for strange grayish undertones as if he just recovered from some deadly disease. Mark of the Sun can be seen prominently on his forehead. On the neck, just under hair line for those observant enough, there is faint red mark.

    His clothes are gray red-rimmed with fire-like pattern. There is triangular signet ring on his left hand. Shield with emblazoned sun leans on the wall, morningstar with two-colored spikes near at hand. By occasional glint and soft clinking under the robes, one could surmise existance of some kind of armor.


    Andor Anande was born as Affik Anande, poor gipsy traveling around in his family cart with his parent and truppe. One fatal week they were at de Andrade estate providing some entertainment to villagers over the day and to lords of estate in the evenings.

    They were awoken one night by the screams and crying. Several guards and servants ran around confused as to what was happening until one after another started attacking each other. This continued for some time afflicting several gypsies too. Some time after it started from the castle emerged several feral figures that hunted down those still standing around or running from the castle. Andor's parents tucked him into their cart and ran away to draw attention to themselves and were promtly killed in front of terrified child's eyes by having their throats bitten open and their life blood drained by the hunters.

    Finaly, regal figure in midnight blue robes with fire motiffs and red symbol in front strode out of the gate carrying limp body of a child. Scanning the scene in front if the gate, figure purposefuly strode toward Andor's cart. As it neared it became clear it's a unearthly handsome man with pale complexion. He called to Andor and unaware that he obeyed until he was outside Andor came.

    Dropping dead child in front of him he spoke:
    "Ovo je osveta za ono što sam postao zahvaljujući svom pretku. De Andradi su zaboravili prokletstvo svoje obitelji i imali više od jednog djeteta kako bi nastavili lozu. Umjesto da mi dopuste da uzmem dijete odlučili su satrti lozu. Neka tako bude. Nijedan de Andrade neće živjeti ako ja, Fyrrlan Redspike de Andrade saznam za njega!"

    Words were unfamiliar to Affik, but their meaning clear in his mind.

    It seems that lords knew something was coming for them as they killed they own children and then themselves seconds before this creature came.

    Then he bit into Andor's neck and drank bringing him to the brink of death. Whole affair lasted for the night. Nobody survived the event. Andor was brought within the castle over the day and he woke weak and helpless later during the day. After sunset he witnessed raising of his parents and other that perished that night and their feeding upon helpless villagers that were kept alive for this purpose. After everyone but Andor were dead whole entourage dissapeared into the night toward Sarath border, leaving Affik with Andor de Andrade's body, words of the message forever etched into his mind.

    Affik felt strangely dettached from whole affair. There was no crying, no pain, no joy, no nothing.

    In the morning he carried the boy's body outside to provisionaly burry it and headed toward nearest town. As the sun hit him he felt pain as never before, cleansing rays cleaning, burning away corruption left by the touch of the vampires. He collapsed and when he woke, saddness from the loss and thoughts of revenge were raging inferno within him. Soon it died down and left Affikfeeling empty again.

    Affik decided to bury him somewhat to the side and hidden from view, he took boys signet ring and assumed the identity of Andor Anande de Andrade. Knowing that sooner or later, vampire that slew his parents will hear about him and hopefuly come to claim him.

    He came into the temple of the Sun as an orphan willing to learn, to embrace the light that was taken from his life. The catastrophy was soon discovered and the bodies of the slain blessed and burned and castle abandoned as cursed.

    Andor was left somewhat gray of skin, some of his earlier memories and skills deleted from his memory by life draining touch of a vampire replaced by the words and image of slaughter and Fyrrlan Redspike, being he realized later was an elder vampire.

    The words echoed in his mind now translated in Illum as he learned the language of his nemesis:

    "This is the revenge for what I became thanks to their ancestor. De Andrades forgot the curse of their family and had more then one child to carry on the line. Instead of letting me have the extra child they decided to end the line here and now. Let it be so. Let it be known that no de Andrade will live if I, Fyrrlan Redspike de Andrade know about him!

    Andor is now humorless young man fully immersed in the power of Pelor, his inborn goodness and free spirit subdued but preserved. He only feels really alive channeling divine power of his patron and destroying abbominations that walk this earth beyond grave or beyong reality's weil. Occasionaly, he still suffers from nightmares. Sight of blood always send his blood racing and he suppresses vile urge to drink it. Sometimes, small insect or spider gets caught and eaten before Andor is aware of what is happening. He feels uncomfortable (if not outright afraid) in the darkness and always has some light source at his side.

    The experience left him grayish of skin, but with unswerving focus that radiates as fiery confidence from the core of his being. Given the chance to patrol the borders he jumped at it as it put him closer to his target. Mentioning his full name in public whenever he gets the chance he hopes that some day Fyrrlan will come for him.

    Officialy, he is now Liutenant in his unit, his job support and healing and occasional burial or wedding within the unit or in the villages they pass through.

    Last edited by Neurotic; Monday, 10th March, 2008 at 01:11 PM. Reason: Spell selection changed

  6. #16
    Acolyte (Lvl 2)

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    Jul 2007
    Eureka, CA
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    Padraig MacOisian, Gold Dragon Shaman 5


    Here is the roll for his stats

    Character Sheet

    Dragon Shaman 4
    Lawful Good
    Str 17 (+3) (+1 at 4th)
    Dex 16 (+3)
    Con 15 (+2)
    Int 10 (+0)
    Wis 12 (+1)
    Cha 14 (+2)

    Combat Stats
    AC:19 (+6 armor, +3 dex) Touch:13 Flat-Footed:16
    HP: 50 (hit it on the First Roll, 5th level +12 )
    BAB: +3
    Initiative: +3
    Melee: MW longspear +8 (3 BAB, +3 str, +1 MW, +1 weap. foc.) 1d8+4 20/x3
    or MW cold iron Heavy Mace +7 (3 BAB, +3 str, +1 MW) 1d8+3 20/x2
    or dagger +6 (+3 BAB, +3 str) 1d4+3 19-20/x2
    Ranged: Light Crossbow +6 (3 BAB, +3 Dex) 19-20/x2

    Saving Throws
    Fort +7 (+4 Base, +3 con)
    Ref +4 (+1 Base, +3 Dex)
    Will +5 (+4 Base, +1 Wis)

    Heal +6 (2 ranks, +1 Wis, +3 skill focus)
    Intimidate +6 (4 ranks, +2 Cha)
    Knowledge (Arcana) +2 (2 ranks, +0 Int)
    Ride +5 (2 ranks, +3 Dex)
    Swim +5 (2 ranks, +3 Str)

    Feats/Class Features
    Totem Dragon--Gold (Dragon Shaman 1)
    Draconic Aura (+2) (Dragon Shaman 1, 5)
    ----Energy Shield (fire)--6 points damage to enemies who hit with melee or natural attacks
    ----Energy Resistance (fire)--15 points
    ----Vigor--3 point/round fast healing, to those under 50% of their total hp
    ----Senses--+3 to listen, spot, search and initiative
    ----Toughness--DR 3/magic
    Combat Reflexes (Human Bonus)
    Power Attack (1st level)
    Skill Focus (Heal)
    Draconic Adaptation--Water Breathing (Dragon Shaman 3)
    Weapon Focus (longspear) (3rd level)
    Breath Weapon--15' cone of fire (2d6 damage, Ref DC 15 for half) (Dragon Shaman 4)
    Draconic Resolve--immune to paralysis, sleep and dragon fear (Dragon Shaman 4)

    Masterwork Longspear (305 gp)
    Masterwork cold iron Heavy Mace (324 gp)
    Dagger (2gp)
    Light Crossbow (35 gp)
    +1 Breastplate (1350 gp)
    Least Crystal of Aquatic Action(armor) (250 gp)
    Steadfast Boots (1400 gp)
    Potion of Cure Moderate Wounds (2) (600 gp)
    Oil of Magic Weapon (2) (100 gp)
    Potion of Lesser Restoration (300 gp)
    Light Warhorse (150 gp)
    Military Saddle (20 gp)
    Saddlebags (4 gp)
    Potion of Bless Weapon (100 gp)
    Potion of Bear's Endurance (300 gp)
    3 potions of Cure Light Wounds (150 gp)

    10 gp
    Ring of the Dragon Saint

    Before setting out on his journey and trial you had a dream of a golden dragon breathing fire on you. As you awoke from a searing pain in you right obserrved that a ring, glowing faintly with white heat was upon your finger. The ring is fashioned from yellow gold and has two small sapphire eyes.....feel free to make up a design for the ring if you would like......the ring confers +1 to your aura and allows you to once per day engage two auras at the same time for the number of rounds equal to your level.


    Padraig grew up in a devout family. His mother was especially devoted to the Light. She took care of the family, and she loved her husband, but she only truly came to life when she entered a church. Padraig learned to love the moments he shared with her in contemplation of the beauty of the Light.
    As he grew older, and his interests turned to martial pursuits, he found that the only way he could connect with his mother was by finding where their interests met. Thus began several years of bonding over the stories of the Dragon Saint, a gold dragon who fought on the side of the Light in the Redemption War. The stories started with his mother's recollections of sermons and history lessons, but she quickly had to supplement her memory with creativity. Over the years, Padraig began to add to the stories himself, until the version of the Dragon Saint he knew had little to do with the true wyrm. All that matters, however, is that Padraig grew to adulthood knowing that he wanted nothing more than to follow in the Dragon Saint's footsteps and bring the Light to land held by the evil humanoids.
    As soon as Padraig was old enough, he enlisted in Gwynedde's army. While some of his companions were more focused on the military skills that were being taught, Padraig found a new supply of information on his childhood hero, and he spent all of his free time learning more about the Dragon Saint, and about gold dragons in general. He yearned to have just a fraction of a dragon's powers, all so that he could use them to serve the light.
    Despite his training and desire, it wasn't until his first battle that Padraig discovered that his dreams were being answered. In the midst of the battlefield, Padraig and a small contingent of his regiment were surrounded by orcs. Padraig thought hard about the fiery strength possessed by gold dragons, and wished with all his heart that he could give some of that fearsome effect to his companions to help them keep the orcs at bay. Suddenly flames started to surround all of the Gwynedde soldiers close to Padraig, flames that didn't burn the humans, but certainly hurt the orcs as they attacked.

    Starting (4th level)=6,000
    Ogier Magi, etc.=+3,000
    Story Award (ambush & saving kids)=+500
    Last edited by Redclaw; Thursday, 15th May, 2008 at 10:46 AM.

  7. #17
    Gallant (Lvl 3)

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    Apr 2003
    Redmond, WA
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    Aidan Bladesong, Warlock 7

    Aidan's Stats

    Name:   Aidan Bladesong
    Class:  Warlock
    Race:   Human
    Size:   Medium
    Gender: Male
    Align:  CN
    Str: 13 +1 (13r.)        Level:    7     XP: 26500
    Dex: 17 +3 (17r.)        BAB:     +5     HP: 37 (7d6+17)
    Con: 15 +2 (15r.)        Grapple: +4     
    Int: 16 +3 (16r.)        Speed:   30'    DR: 6/Cold Iron   
    Wis: 14 +2 (14r.)        Init:    +3        
    Cha: 18 +4 (17r. +1 Lvl) ACP:     -2        
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +4    +0    +3    +0    +0    +0    17
    Touch: 14              Flatfooted: 14
                             Base   Mod  Misc  Total
    Fort:                      1    +2    +0     +7 (+4 from Dark One's Luck)
    Ref:                       1    +3    +0     +4
    Will:                      4    +2    +0     +6 (+3 vs Enchantment)
    Weapon                  Attack   Damage     Critical  Range
    Eldritch Blast           +8[T]      5d6         20x2  120'
    Languages: Common, Sylvan
    Feats: Fey Herigate, Fey Presence, Fey Power, Fey Skin
    Class Features: Decieve Item (Take 10 on UMD), Detect Magic, DR(2/CI), 
    Eldritch Blast (4d6)
    Skill Points: 60(60)   Max Ranks: 10
    Skills                   Ranks  Mod  Misc  Total
      Bluff                     2    +4    +6   +12
      Concentration            10    +2         +12
      Diplomacy*                4    +4    +6   +12
      Intimidate                2    +4    +6   +12
      Kn(Religion)              3    +3          +6
      Ride*                     2    +4          +6
      Sense Motive             10    +2         +12
      Spellcraft                9    +3         +12
      Spot*                    10    +2          +7
      Use Magic Device          8    +4         +12
    *Cross Class.  Half-ranks added to total bonus.
    Equipment:                         Cost  Weight
      Explorers Outfit                  0gp    0lb
      Club                                     3lb
      Chain Shirt                     100gp   25lb
      Belt of Healing                 750gp    0lb
        [ ] [ ] [ ]
      Gloves of Eldritch Admixture   2300gp    0lb
        [ ] [ ] [ ]
      Silver Bracelets[1]
      Scrolls                         225gp
        Endure Elements      x2
        Expeditious Retreat  x2
        Faerie Fire          x2
        Protection from Evil x2
        Shillelagh           x1
      Handy Haversack                2000gp    5lb
        Crowbar                         2gp    5lb
        Hammer                          5sp    2lb
        Flint & Steel                   1gp
        Piton x10                       1gp    2lb
        Rations, Trail x4               2gp    4lb
        Rope, Silk 50'                 10gp    5lb
        Winter Blanket                  5sp    3lb
    Total:                           5392gp   33lb      
    Money:                              8gp
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                 50   100   150   300   750
    One day while walking in the wilderness, you stumble across a pair of silver 
    braclets, intricatley carved with blue and green enameled knotwork. 
    The braclets fit your wrists perfectly and extend about 6 inches towards your elbow. 
    They have the following properties:
      The use of the Precise Shot for Eldritch Blast attacks.
      Increase base range of Eldritch Blast to 120'.
      Increase Eldritch Blast damage by +1d6.
    Invocations Known:
     Least: Beguiling Influence, Dark One's Luck, See the Unseen
    Lesser: Fell Flight
    Spell-like Abilities:
      Charm Monster [ ], Deep Slumber [ ], Disguise Self [ ]
    HD for Level 5 (min 70%): (1d6.minroll(4)=5)
    HD for L6 & L7 2d6=6

    Aidan's Background

    Aidan and his brother Nijel are a study in opposites.

    While Nijel took to his faith with a steadfast devotion that earned him his nickname, Aidan found their lessons stiflingly boring; preferring to spend his time outside, dragging Nijel off into the woods as often as he could get away.

    It was on one such excursion when they stumbled across the fey glade. Aidan was immediately fascinated by the circle of creatures dancing; but when he tried to sneak closer for a better look he was immediately stopped short by Nijel, who grabbed the collar of his shirt and dragged him behind a nearby oak to prevent them from being seen. In hushed tones Nijel tried to persuade him to leave but Aidan's curiosity was too great and he slipped from Nijels grip to scamper from tree to tree to try and get a closer view without being seen.

    As Aidan approached the edge of the glade, he caught a glimpse of a shimmering green and blue glyph hovering above a stone altar. All of a sudden, the creatures raised their hands and gave a great shout, and the glyph flashed in a bright green pulse.

    The next thing Aidan remembered was being jostled awake as his brother hurriedly carried him back home. Once he was steady enough to walk, Nijel herded him back home to the tune of a constant stream of "I told you so"s.

    Over the next few days it became obvious to Aidan that the viridian pulse had not left him unchanged, he could now see in the dark, and feel an underlying hum of energy from all the living creatures around him.

    While Nijel trained in the church, much to his brothers disapproval Aidan spent his time in the woods; trying to understand the power that had awakened in him. For months he searched for the glade but was unable to find it until one day when he felt a stirring of power. Following it, he did find the glade again, but by the time he arrived it was deserted. Deserted, but not empty. In the center of the glade he found a pair of silver bracers, enameled in green and blue with a pattern reminiscent of the glyph he had seen above the table. Clasping them about his wrists he immediately felt his power sharpen and focus and a brilliant emerald bolt lanced out from is outstretched hand.

    When his brother left to join the Military, Aidan felt the call of the wider world and followed him. Serving under Baron Timberhome has been an interesting experience for Aidan. While he cherishes the travel and time spent outdoors, he chafes under the authoritarian command structure. Fortunately Nijel manages to keep him out of trouble. Most of the time anyway.

    Active Effects

    Fey Heritage: +3 bonus on Will saves vs Enchantment effects.
    Fey Power: Increase DR to DR 4/Cold Iron

    Beguiling Influence: +6 bonus on Bluff, Diplomacy, Intimidate
    Dark One's Own Luck: +4 Luck bonus on Fortitude saves
    See the Unseen: Darkvision 60' and See Invisibility
    Last edited by Pyrex; Monday, 30th March, 2009 at 06:16 PM.

  8. #18
    Magsman (Lvl 14)

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    Memphis, TN
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    I Defended The Walls!

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    Alban Bastian

    Alban Bastian
    NG Male Human Cleric 1/Divine Mind 6

    Exp: 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)
    Dex 12
    Con 15
    Int 12
    Wis 15
    Cha 14

    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
    Init +1
    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

    -Power Attack
    -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

    Human Traits
    -Bonus Skills
    -Bonus Feat

    Cleric Abilities
    -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
    -Bonus Feat
    -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
    Range: Touch
    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.

    Energy Ray
    Psychokinesis [see text]
    Level: Psion/wilder 1
    Display: Auditory
    Manifesting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Ray
    Duration: Instantaneous
    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
    Morning Star
    10 Javelins w/ quiver
    2 throwing axes
    Hammer, light
    2 daggers
    Earthsilk Jersey
    Explorer’s outfit
    Clerical Vestments
    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
    Saddle Bags
    Healer’s Kit
    Scroll of cure light wounds

    Waterskin x3 (2 water, 1 wine)
    Winter Blanket
    2 person tent
    Flint & Steel
    Mess Kit
    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.

  9. #19
    Superhero (Lvl 15)

    Leif's Avatar

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    Jan 2007
    Jonesboro, AR, USA
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    OSRICI Defended The Walls!Gygax Memorial Fund

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    Man, I sure did post a lot of junk in this thread! Trying to get it minimized now.
    Last edited by Leif; Wednesday, 12th November, 2008 at 03:58 AM.

  10. #20

    Conrad Ironstar (Four Lands - Colony)

    Conrad's Stats Set #5 (4d6.takeHighest(3)=10, 4d6.takeHighest(3)=18, 4d6.takeHighest(3)=14, 4d6.takeHighest(3)=13, 4d6.takeHighest(3)=14, 4d6.takeHighest(3)=17)

    Conrad Ironstar: Male Dwarf(Hill) Clr12/Rgr12; CR 12;
    Medium Humanoid (dwarf);
    HD 12d8+36; hp 114;
    Init +2; Spd 30 ft/x4;
    AC 21 (+7 armor, +2 dex, +2 deflection), touch 14, flat-footed 19;
    Base Atk/Grapple +12/+16;
    Full Atk +15/+10/+5 Two-Weapon (primary) (1d10+5+1d6 fire;20/x3, +1 Adamantine Flaming dwarven waraxe), +15/+10/+5 Two-Weapon (secondary) (1d10+2+1d6 cold;20/x3, +1 Silver Frost dwarven waraxe);

    SA&SQ Aura of Law(Ex), Aura of Good(Ex), Spontaneous Casting, Restricted Spells, Turn Undead(Su), Wild Empathy(Ex), Woodland Stride(Ex), Evasion(Ex), Favored Enemy ¤ Humanoid (goblinoid) (+4 bonus) ¤ Undead (+4 bonus) ¤ Giant (+2 bonus), Swift Tracker(Ex), Spells, Distracting Attack (Ex);

    SR 0; AL LG; SV Fort +11, Ref +10, Will +12;

    Str 18(+4), Dex 14(+2), Con 16(+3), Int 14(+2), Wis 19(+4), Cha 8(-1);

    Skills & Feats

    Concentration¹ +11,
    Craft (Armorer)¹ +16,
    Craft (Weaponsmith)¹ +16,
    Craft (Alchemy)¹ +10,
    Craft (Carpenter)¹ +10,
    Craft (Stonemason)¹ +11,
    Diplomacy¹ +6,
    Knowledge (arch & eng) +17,
    Knowledge (dungeoneering) +10,
    Knowledge (nature) +11,
    Knowledge (religion) +10,
    Listen¹ +8,
    Spellcraft +8,
    Spot¹ +8,
    Survival¹ +10.

    Endurance (PH 93)²,
    Extra Turning (PH 94),
    Track (PH 101)²,
    Two-Weapon Fighting (PH 102)²,
    Improved Two-Weapon Fighting (PH 96)²,
    Greater Two-Weapon Fighting (PH 95)²,
    Craft Magic Arms and Armor (PH 92),
    Craft Wondrous Item (PH 92),
    Divine Armor (PH2 88),
    Oversized Two-Weapon Fighting (CAd 111).



    Racial Abilities:
    • +2 Constitution, -2 Charisma
    • Base land speed of 20 feet.
    • Darkvision 60 feet.
    • +2 racial bonus on Fortitude saves against poison.
    • Stonecunning: +2 racial bonus on checks to notice unusual stonework. Can find such by passing within 10 feet, and can find stonework traps as a rogue can. Can intuit depth.
    • Weapon Familiarity: You treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
    • Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
    • +2 racial bonus on saving throws against spells and spell-like effects
    • +1 racial bonus on attack rolls against orcs and goblinoids
    • +4 dodge bonus against creatures of the giant type.
    • +2 racial bonus on Appraise and Craft checks that deal with stone or metal.

    Class Abilities:
    • Aura of Law(Ex): You have a overwhelming aura of Law.
    • Aura of Good(Ex): You have a overwhelming aura of Good.
    • Spontaneous Casting: Can spontaneously cast Cure spells, by sacrificing
    a pre-prepared spell of equal or higher level.
    • Domains: Earth & Protection
    • Restricted Spells: cannot cast Chaotic or Evil spells.
    • Turn Undead(Su): Can turn undead 7 times per day. A turning check is
    made on 1d20+2; turning damage is equal to 2d6+12 on a successful check.
    • Wild Empathy(Ex): You can make a check(1d20+12) to improve the attitude of an animal. You must be within 30 feet of it, and it generally takes one minute to perform the action.
    • Woodland Stride(Ex): You can move through natural thorns, briars, etc. at full speed and without suffering damage or impairment. Magically altered areas still hamper you.
    • Evasion(Ex): On a successful Reflex save against a magical attack, you take no damage.
    • Favored Enemy: You have certain types of enemies that you have extensive knowledge about. Against these creatures, you gain the listed bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks, as well as weapon damage rolls.
    ¤ Humanoid (goblinoid) (+4 bonus)
    ¤ Undead (+4 bonus)
    ¤ Giant (+2 bonus)
    • Swift Tracker(Ex): You can move your normal speed while following tracks without taking the normal -5 penalty. You take only a -10 penalty when moving at up to twice normal speed.
    • Spells: You can now cast Ranger spells. Your caster level is 6.
    • Distracting Attack (Ex): Whenever you hit an opponent ( melee or not ),
    he is considered to be flanked for adjudicating allies attack.


    Cleric Spells normally prepared:
    0th level - Create Water x2, Detect Magic, Mending x2, Purify Food & Drink
    1st level - Bless, Comprehend Languages, Divine Favor, Endure Elements, Magic Weapon, Nightshield + Magic Stone
    2nd level - Cloud of Knives, Lesser Restoration, Make Whole, Resist Energy, Spiritual Weapon + Shield Other
    3rd level - Create Food & Water, Invisibility Purge, Knight's Move, Magic Circle Against Evil, Mass Lesser Vigor + Protection from Energy
    4th level - Blessing of the Righteous, Divine Power, Freedom of Movement, Panacea + Spike Stones
    5th level - Earth Reaver, Greater Stone Shape, Righteous Might + Wall of Stone
    6th level - Vigorous Circle, Windwalk + Stoneskin

    Ranger Spells normally prepared:
    1st level - Detect Poison, Embrace the Wild
    2nd level - Animalistic Power, Listening Lorecall
    3rd level - Find the Gap, Forestfold


    +2 Blueshine Mithril Breastplate of Easy Travel (11020 gp)
    +1 Adamantine Flaming Dwarven Waraxe (11030 gp)
    +1 Silver Frost Dwarven Waraxe (8060 gp)
    Angelhelm of Protection +2 (18000 gp)
    Mountain King's Boots of Striding & Springing (7250 gp)
    Silver Holy Symbol
    Signet Ring
    Masterwork Cold Iron Warhammer
    Masterwork Cold Iron Dagger
    Masterwork Light Crossbow
    Bolt Case and 40 bolts
    Masterwork Armorer's Tools
    Masterwork Weaponsmith's Tools
    Masterwork Carpentry Tools
    Masterwork Stonemason's Tools
    Portable Forge
    Alchemy Lab
    Barrel of Mineral Oil
    Acid (x20)
    Alchemist's Fire (x20)
    Holy Water (x20)
    Mule and Harness
    Artisan's Outfit (x3)
    Clerical Vestments (x2)
    Explorer's Outfit (x3)
    Traveler's Outfit (x3)
    Belt Pouch (x3)
    Flint & Steel
    Tindertwig (x100)
    Silk Rope 100' (x10)
    Block and Tackle (x5)
    Map Case (x2)
    Blank Book (x3)
    Parchment (x50)
    Inkpen (x5)
    Ink (4 vials)
    Sealing Wax (1 lb)
    Sack, Empty (x20)
    Cigars [Box of 50] (x4)
    Mess Kit
    Hygiene Kit
    Soap (5 lbs)
    Keg of Ale (x2)
    Canvas (40 sq yd)
    Barrel of Water (x2)
    Sack of Trail Rations [20 days] (x4)
    Sack of Feed [20 days] (x4)
    Miner's Pick
    Woodsman's Axe
    Pole 10' (x30)
    Roll of Twine [100 yrds] (x5)
    Ladder 10' (x2)
    Lantern (x5)
    Lantern Oil (x100)


    Age: 70
    Height: 4' 5"
    Weight: 194 lbs
    Hair: Coppery Red
    Eyes: Flint Gray

    Conrad is a tall, powerfully built dwarf. A childhood spent near the forges combined with an active traveling life has provided him with a weathered, ruddy complexion. His red hair is generally plaited into a braid down his back which is then coiled up under his helm when wearing that. His beard is well-groomed but shorter than most dwarves prefer due to his time among humans.

    At the forge, Conrad wears durable leather work garb. Otherwise Conrad tends to wear dark muted red clothing under his armor. His armor is a midnight blue tinted Mithril with an engraving of the 6-point Ironstar upon an image of a mountain upon the chest. His weapons and other gear show meticulous care in their appearance and seem to be a part of him so natural are his movements while wearing them.

    By nature, Conrad is the epitome of the gruff, introspective dwarf. He has spent years traveling and working with others to overcome his nature and now is seemingly comfortable around crowds and noisy humans. When it comes to work however, Conrad is so confident in his abilities that he has no problem holding his own in a discussion or argument about it. Conrad is also very devoted to Moradin and shows a peaceful mien when in prayer.

    Conrad Ironstar is a scion of the Iron Mountain Clan dwarves of the the Eastlands. Conrad's parents - Duncan and Kara - are renowned crafts folk working with all forms of metals (father) and gems and crystals (mother). Conrad spent so much time near the forges and workshops as a child withdrawing into himself that his parents worried that he was missing out on the chance to discover that there was a world outside of work.

    As a member of the Iron Mountain clan, diplomatic contact with humans was a near constant in Conrad's life as the Iron Mountain was one one the dwarves major producers of mineral exports. So they pressed upon his uncle Martak to take him out into the world on his trading trips. Uncle Martak was a devotee of Moradin and a trusted merchant of the dwarven peoples who spent much time overseeing the trade with the humans. He took Conrad under his wing and showed Conrad the wonders that Moradin had placed within his creation. Under his uncle's tutelage, Conrad began to show a fierce devotion to the Soul Forger and a desire to learn more about the world around him and how to make his creations fit within the scheme of the Soul Forger's creation. He learned to live off of the bounty that Moradin provided within the world and even learned how to work with others to see his ideas move from just idle drawing to fully completed buildings and landscapes as well as the more personal craftsmanship of items of a more personal nature. While still a bit introspective and prickly around others, Conrad learned to work with them and became trusted enough to join trade missions without his uncle.

    Conrad became known among the human lands as he was among the lead members in a project to rebuild some of the crumbling old Cathedrals of the Light. Conrad's delight in the work of restoring such wonderful structures outweighed the annoyance of the constant prattling of the humans about their concept of the Church of Light. As a devotee of the Soul Forger, Conrad understood their pride in their religion and just kept his beliefs out of their sight as he ministered to the dwarves involved in the project.

    After ten years of working on various Churches and fortresses, Conrad was paired with a bright young dwarf named Pandak. Conrad found Pandak to be a great complement to his own skills. Where Conrad was versed in the divine powers of Moradin, Pandak was versed the arts of the arcane. Where Conrad struggled mightily to be diplomatic and work with others, Pandak found a home mingling with others. They both enjoyed the outdoors and seeing the wonders of creation although the nimble younger dwarf was definitely the more versed in those areas.

    The two have been paired in several projects over the last 17 years. Although they started working together on construction projects, they have also recently been called to lead small contingents of dwarves assisting the humans in ferreting out new threats in the North. They were in the process of assisting Gwynedde in the planning of some watch posts along the D'Shai border when word of a new project came along.

    The humans have decided it is time to colonize a new land in the southern seas. After discussion with his clan, Conrad has decided to join Pandak in assisting with the development of this new colony. The chance to explore more of Moradin's creation and build completely new structures to fit a new land is a draw that Conrad just can't pass up. So he has gathered his equipment and joined the expedition to chart the course of this new land.
    Last edited by Dracomeander; Tuesday, 15th September, 2009 at 06:57 PM.

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