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Thread: Four Lands - Gallery of Heros
Monday, 24th September, 2007, 12:55 AM #11
Lama (Lvl 13)
- Join Date
- Mar 2005
- Jonesboro, AR
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ø Block Mowgli
Katherine 'Kat' Brightlaw - Rogue 3/Sorceror 4
PDF sheet for Katherine in attachment.
Last edited by Mowgli; Saturday, 28th February, 2009 at 01:40 PM. Reason: Update Character
Tuesday, 25th September, 2007, 12:20 PM #12
Ewan Driscoll, Scout for the Southern Operatives
Human Neutral Good
Scout 4 / Ranger 3
Height: 5 ft. 11 in.
Weight: 172 lb.
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);
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 03:16 PM.
Wednesday, 26th September, 2007, 04:30 AM #13
Lama (Lvl 13)
- Join Date
- Feb 2005
- Salt Lake City, Utah
- Read 0 Reviews
ø Block Rhun
Character for Southern Operatives
(Sir) Roak Adari "Cairnwalker"
Neutral (Good) Human Male Warblade 7
Height: 6 ft. 3 in.
Weight: 215 lb.
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
- 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)
- Weapon Focus (Greatsword)
- Improved Initiative
- Power Attack
- Martial Study: Crusader's Strike (Christmas Gift Feat)
- Martial Study: Divine Surge
- (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
Armor & Shield
- Breastplate +1 (1300gp, 30lb)
- Heavy Wooden Shield, darkwood (107gp, 5lb)
- Greatsword +1 "Widow's Lament" (2350gp, 8lb)
- Warhammer, MW (312gp, 5lb)
- Battleaxe (10gp, 6lb)
- Spiked Gauntlet (5gp, 1lb)
- Dagger (2gp, 1lb)
-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
- 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.
Saturday, 29th September, 2007, 03:18 AM #14
Superhero (Lvl 15)
- Join Date
- Jan 2007
- Jonesboro, AR, USA
- Read 5 Reviews
ø Block Leif
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.
Tuesday, 2nd October, 2007, 07:58 AM #15
Defender (Lvl 8)
Name: Andor Anande de Andrade
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
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)
AC: 10 + 4(chain shirt) +2 (large shield) +3 (DEX)
Total / Touch / Flat Footed
AC: 19 / 13 / 16
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 0Feats
Last edited by Neurotic; Monday, 10th March, 2008 at 01:11 PM. Reason: Spell selection changed
Thursday, 4th October, 2007, 02:20 AM #16
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 #17
Gallant (Lvl 3)
Aidan Bladesong, Warlock 7
Last edited by Pyrex; Monday, 30th March, 2009 at 06:16 PM.
Friday, 26th October, 2007, 05:37 PM #18
Magsman (Lvl 14)
- Join Date
- Apr 2003
- Memphis, TN
- Read 0 Reviews
ø Block Scotley
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.
Wednesday, 14th November, 2007, 03:37 PM #19
Superhero (Lvl 15)
- Join Date
- Jan 2007
- Jonesboro, AR, USA
- Read 5 Reviews
ø Block Leif
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 02:58 AM.
Thursday, 24th January, 2008, 11:54 PM #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
Last edited by Dracomeander; Tuesday, 15th September, 2009 at 06:57 PM.
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