Parting Gifts

kinem

Adventurer
[sblock=world]In ancient times, the Nerull-worshipping northern continent of Sasog conquered the continent of Bylan. Around the same time, the Yaun-ti of Shar conquered the southern continent of Chovia. The elves of the continent of Cellon remained free but had their own problems with drow.

After a long occupation, rebellions arose, led by the followers of the mysterious new goddess Serra. First Chovia, and then Bylan threw off the occupations with the mysterious aid of dragons (and the help of rampant infighting among the undead Sasoguese warlords) in what was then known as the Dragonwar but is now called the First World War. Bylan was unified into the mighty Bylan Empire for the first time in history.

For hundred of years, the world lived in relative peace and prosperity. Then came the Second World War, in which Sasog and the Yaun-ti once again attacked Bylan and Chovia, while the drow simultaneously froze and darkened large areas of Cellon. Once again the dragons came to the aid of the humans of Chovia and Bylan, but this time the Sasoguese were well-prepared and fielded large numbers of powerful liches, constructs, and other undead. In the end, after great losses on all sides, the result was stalemate.

The exhausted antagonists signed a peace treaty with the provisions that the Sasoguese, the Serrans, and the Yaun-ti must all withdraw from Bylan. Chovia was held by the Serrans and formally declared a Serran theocracy. Meanwhile, the elves of Cellon managed to reverse many of the effects of the Drow assault with the aid of another new goddess on the scene – Eilistraee - but the elves were left greatly weakened.

Bylan is no longer united and much of it lies in ruins. There is little doubt that agents from all of the warring parties still operate on the continent, and many have deserted or been left behind either by accident or on purpose. While Bylan rebuilds, the outside powers compete for influence in preparation for the next war.

Meanwhile, orcs and other humanoids are seizing the chance to throw off human rule and stake their own claims to land. In many places, half-orcs are being targeted as they are seen as partial to the enemy – risking civil war.

Settonton is an inland city in Bylan that, until now, has been relatively untouched by the war as it had little millitary or political value.[/sblock]

20th level, wealth 500,000 gp (any form), 200,000 xp. 32 point buy (+ level-ups). Max hp at 1st level, (average + .5) for each HD after that. No LA > 0 races or templates.

Sources allowed: 3.5 PHB, DMG, MM, certain selections (ask) from books I have: Heroes of Horror, Heroes of Battle, Frostburn, BoVD, Libris Mortis, Lords of Madness, homebrew (necromantic magic, skeleton or zombie master)

Many house rules in effect.

[sblock=house rules]The rules are based on the 3.5 edition SRD unless otherwise noted.

Initiative:
Initiave will alternate between PCs and NPCs. The highest initiative determines which group goes first. When PCs can act, players can post in any order and the events will be resolved in that order until all PCs have acted or the time limit expires (usually 2 days after the last player post), in which case the NPCs will get to act even if not all PCs have acted. This is to save time in a Play by Post game.

When a player posts, actions should be posted for all of the creatures he controls, such as a cohort or familiar. Only the player’s actual PC gets a roll for initiative except in special situations.

Magic items:

Custom magic items built according to DMG rules may be allowed (ask).

Spells with metamagic feats applied can be incorporated into potions, wands, etc. and for pricing and limits count as spells of the level needed to cast it. For example a wand of maximized magic missiles would be priced as a wand with a 4th level spell in it. You don’t need the metamagic feat to use the wand, but you do need it to craft one.

Spells:

- no summon (monster/nature’s ally) spells

- Some higher level spells are modified or nerfed:
(Gate will be nerfed (no summoning); simulacrum, clone, astral projection, polymorph any object, anti-magic field will not be used at all; timestop will be replaced; shapechange does not give (su) abilities other than breath weapons.)

- Holy Word, Blasphemy, Dictum, Word of Chaos allow a Will save.
- Non-intelligent undead get a Will save vs. spells that allow one for other undead.
- Ray of enfeeblement: Fort negates
- For teleportation, a familiar and its master count as one creature of whichever size is larger

Spell Stream (replaces Time Stop)
Transmutation
Level: Sor/Wiz 9, Trickery 9
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: instantaneous
You can immediately cast 1d4+1 additional spells, spell-like abilities (including uses of magic items), and/or supernatural abilities that require an action to use of one full round or a standard or move action, and a like number of spells or abilities that require a free action to use (such as quickened spells). Not all spells and effects can be cast this way: new castings of this spell, and any spells or abilities that have an instantaneous duration (othan than cast on yourself, or an abjuration such as dispel magic) or explicitly target creatures (other than cast on yourself) or require an attack roll fail and are lost. You can use this to cast spells on yourself that normally require a touch. You choose each spell in turn (alternating between standard/full round and free actions) and find out what the limit is when you reach it.

(Why? The distinction between creatures, attended objects, and unattended objects never made sense (what sizable object has no insects on it?); and for many reasons of physics, the way the time stop spell works makes no sense. This is a nerf, since you can’t move or do other things, but not too bad for a spellcaster.)

Outsiders:
- PHB gods, minus Vecna, plus Serra and Elistraee. Cuthbert is not called “saint”.

- Creatures with (su) DR (/magic, /epic, or /alignment) can hit incorporeal creatures (as magic weapons do, with 50% miss chance)

- Outsiders w/spell-like abilities get prestidigitation at will, no teleport or summon spell-like abilities

- Planetouched is a template and can be gained as a divine favor

Undead:
Only skeletons and zombies result from create spawn. Most undead are templates.

General:

- Creatures lose 2% of xp/year; this can be countered by training
- MW bonus to hit stacks with magic enhancement bonus
- When sleeping, to wake up from hearing noise make a listen check with a -10 circumstance penalty and if you wake up you can act the following round. If prone spend a MEA to get up.
- A paladin's warhorse can NOT be summoned, and does not disappear.
- Dust of sneezing and choking is very overpowered and will not be allowed.
- Regeneration is replaced by Fast Healing; it still does not work on damage caused by the specified attack forms.

Feats:

- the feats Cleave, Great Cleave and Whirlwind Attack will not be used

- The feat Improved Precise Shot makes no sense and will not be used. (It allows you to ignore cover bonus to AC. That makes no sense because cover, armor, and size bonuses all should work in the exact same way - they reduce the size of the vulnerable area. Rangers replace this with a bonus feat.)

- The feat Improved Toughness is allowed. (requires base Fort save of +2; give +1 hp/HD)

- Skill Bifocus Feat: Gives +2 to any 2 skills. Can be taken multiple times, but does not stack with itself or other feats that give +2 to 2 skills.

- Prodigious Animator Feat: The 20 HD limit for skeletons and zombies when casting Animate Dead is removed. Also, a 1st level spell, Animate Lesser Dead, is on your spell list for a cleric, wizard, sorcerer, or dread necromancer. This spell allows you to animate a single skeleton or zombie of 2 HD or less, requires a 50 gp black onyx, and allows you to control at least one such undead or up to 1 HD of such undead per caster level, in addition to any you animate with the regular Animate Dead spell.


Splatbooks:

- Some material from the BoVD, from Libris Mortis, and from other books is allowed, especially spells and magic items, but on a case-by-case basis.

The following overpowered BoVD spells are definitely NOT allowed:
*Lahm's Finger Darts spell (aka Dragonslayer with no save 2nd level spell)
*Masochism and Sadism spells (aka get +20 or more to attack and damage with a 2nd level spell)
*Using Bestow Curse to cause blindness and deafness
*anything else I missed that is way overpowered

- The spell no light from BoVD is overpowered for a 0th level spell, but I will allow it as a 3rd level spell. (It's like darkness, but does not block infravision or light from a magical source; 1 min/level. Useless in many cases, but very good vs. those pesky nonspellcasting humans.)

Rule Clarifications:

- The contents of a bag of holding don't count towards the limits of teleportation, though the weight of the bag does.

- A loremaster must explicitly choose to study a particular item in order to identify it, which is usually noticable and takes 1 hour as per the spell. Shorter study may produce incorrect results.

- these rules may be modified as needed[/sblock]

[sblock=new magic items]Ring of Mind Blank:
The wearer has continuous Mind Blank as the spell. CL 17. Price: 200,000 gp. Requires Forge Ring, Mind Blank.

Ring of Tongues:
These rings were developed recently to aid in espionage missions. The wearer has continuous Tongues ability as the spell. CL 5. Price: 20,000 gp. Requires Forge Ring, Tongues.

Ring of Death Ward:
The wearer has a continuous Death Ward as the spell. CL 7. Price: 120,000 gp. Requires Forge Ring, Death Ward.

Ring of Undead Toughness:
If worn by an undead, it grants a profane bonus of +3 on saving throws and +3 hp/HD. It does not stack with the Unholy Toughness special quality. Caster level 17, strong necromancy, price 72,000 gp; requires Forge Ring, Desecrate, and Miracle or Wish.

Amulet of Proof Against Disintegration:
The wearer of this amulet is protected from disintegration as long as the power of the amulet holds out. The wearer always makes his saving throw against disintegrate spells and similar spells, abilities, and effects; in addition, the amulet absorbs the remaining damage the wearer would take on a successful saving throw. However, if the amulet absorbs more than 40 points of damage that way, it disintegrates and any remaining damage is taken by the wearer, who would disintegrate if that brings him to 0 hp or below. The amulet can be recharged by casting disintegrate spells or spell-like abilities while holding the amulet; instead of producing a disintegration ray, this recharges the amulet by 5d6 points.
Caster level 13, strong abjuration; requires disintegrate, limited wish. Price 90,000 gp, cost 30,000 gp + 500 xp.

Mirror of Dismembering and Remembering:
The holder of this finely crafted silver mirror can cast Spiritual Weapon up to 3/day, which will produce a scimitar (1d8+3, crit 18/x2).
It can be commanded to remember a scene of up to 10 minutes of time. It requires concentration to make the mirror continue remembering the scene; this takes a move action each round. Each scene can be named when it is first commanded to remember, in order to show a specific one. Another command can be used to show that scene as it was reflected in the mirror. There is also a command to erase the memory of a scene. It can remember up to 10 scenes; after this, it will forget a random scene in order to remember a new one. It will show a random one unless a correctly named scene to show is specified.
When showing a scene, sounds from that scene are produced as well. It is possible to make Spot or Listen checks to notice things in a scene when watching the scene in the mirror, but with a –4 penalty, and a maximum check result of 25.
Caster level 10; moderate evocation; requires spiritual weapon, modify memory. Price 20,000 gp.

Animating skull:
Upon command while being held, the skull animates as per a skull spell (see below). Anyone who knows the command phrase can use it, but it only works once. Caster level 1, price: 50 gp

Amulet of unlife protection:
This necklace amulet, sometimes appearing as a silver skull, makes the wearer immune to clerical turning or rebuking. It also makes the wearer immune to the disruption effect of disrupting weapons, destruction (except by damage) due to arrows of undead slaying, the unlifestriking weapon property, and to the spells command undead, control undead and undeath to death. Caster level 17, price 90,000 gp

Cloak of Greater turn resistance:
This cloak adds +8 turn resistance that stacks with all other sources of turn resistance except similar unnamed bonuses from magical items. Caster level 15, price 44,000 gp

Positive/Negative Energy Sink amulet:
This amulet can hold up to its hp limit worth of negative or positive energy. It can absorb either type of energy until this limit is exceeded, and any excess carries over to the wearer. For example, if it starts with 50 hp of positive energy, and the wearer is hit by a negative energy attack that would normally do 120 hp of damage, the amulet ends up charged with 50 hp of negative energy and the wearer takes the remaining 20 hp of damage. To change the charge it is necessary to put positive or negative energy into the amulet, such as from cure spells. If the wearer is hit by a negative energy attack that inflicts negative levels instead of hp damage, the amulet provides no protection.
Caster level 11, moderate conjuration, moderate necromancy. Price: Lesser Amulet (25 hp limit) 40,000 gp, Greater Amulet (50 hp limit) 80,000 gp. Requires Craft Wondrous Item, Heal, Harm.

Renewable Robe of Bones:
Similar to an ordinary Robe of Bones, this simple robe has small embroidered figures of undead which only the wearer can see. One figure can be detached each round. Detaching a figure causes it to become an actual undead creature. The skeleton or zombie is under the control of the wearer of the robe, as if the wearer had animated it, but a maximum of 4 undead can be controlled this way. (Previously controlled undead become uncontrolled if more are created. This does not count against a spellcaster's normal limit of controlled undead.)
A new robe of this type has two human skeletons and two human zombies stored in it. The real advantage of this robe is that it can be "recharged" up to 4/day simply by wrapping the robe around a dead skeleton or corpse of medium or small size. After 1 minute, the skeleton or corpse vanishes and appears as a new figure on the robe. The robe can hold a maximum of 4 undead.
Another property of the robe that can be a powerful way to hide or transport items is that any clothing or equipment worn by the skeleton or corpse, other than artifacts, is stored along with the undead. If the robe is destroyed, all 4 undead are automatically released, along with their equipment.
Strong necromancy [evil]; CL 15th; Craft Wondrous Item, animate dead, secret chest; Price 20,000 gp; Weight 1 lb.

Unlifestriking weapon property:
This weapon can cause precision-based damage to undead, such as sneak attacks and critical hits. It has no effect if if the undead was immune to that in life (such as undead plants) or composite (such as a nightshade). Cost: +3 bonus equivalent. Requires Undeath to Death, Spark of Life (Libris Mortis).

Items from Dead Life[/sblock]

[sblock=new spells]Skull: Necromancy
Level: Clr 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Effect: Animated skull
Duration: 5 minutes/level

Animates an unattached, dead skull from a medium sized creature. The skull is an undead creature with 1d6 hit points, can fly at speed 10’, has an AC of 16, and can attack with a bite (+4 attack bonus, 1d4 damage). It has turn resistance equal to 2 + the caster level.

The animator can control the skull, but he can also allow another to control it. The controller must also be in contact with the skull when it is animated, and the animator must also touch the controller during the casting of the spell (not continuously, just at a certain point in the ritual).

The skull moves as directed by the controller. Such commands are telepathic and can be made as a free action, but are limited to one round of movement and attack/peace. If commanded to attack, it attacks any creature it sees within 5’, except for the controller, and attacks until instructed otherwise. It always moves silently.

Diminutive undead: ½ d12, AC 16 (+4 size, +2 natural), att bite +4 (+4 size), dam 1d4; init +4 (+4 improved init); (S 10, I 1, D 10, W 10, C -, Ch 1), move: fly 10’ (perfect), face/reach 1’x1’/0’; saves: fort +0, ref +0, will +2; align NE; SQ undead qualities, darkvision, TR 3; skill: spot +3; feat: improved initiative


Suppress Stench
Transmutation
Level: Clr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or corpse
Duration: 10 minutes per level
Saving Throw: Will negates
Spell Resistance: Yes

The target produces no odor for the duration of the spell. This eliminates the stench effects produced by creatures such as ghasts, and makes it easier for undead to blend in with living creatures.
Material Component: A rose petal.
This spell can be made permanent (min CL 9, xp cost 500).


Tanglefoot glob
Conjuration (Creation)
Level: Sor/Wiz 2, Clr 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or two globs
Duration: 1d6 rounds + 1 round/caster level (max +10)
Saving Throw: Reflex partial
Spell Resistance: No

A glob of sticky brown goo flies from your hand towards a target. You must succeed at a ranged touch attack to hit the target. You produce a 2nd glob if your caster level is at least 9. The globs may be aimed at the same target or different targets.

The goo then entangles the target and becomes tough and resilient. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity (note: penalties from more than one glob or tanglefoot bag don’t stack), and must make a Reflex save or be glued to the floor (for each glob that hits), unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected. A flying creature is not stuck to the floor, but it must make a Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. The glob does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a Strength check (vs. the spell’s DC) or by dealing damage to the goo equal to 12 + caster level (max 20) with a slashing weapon. For 2 or more globs, the damage needed is double that for one glob. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell with somatic components. The goo disintegrates when the spell expires. An application of universal solvent to a stuck creature dissolves the goo immediately.
Material Component: A spiderweb.


Let the Dead Rest
Necromancy
Level: Clr 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: 1 corpse
Duration: 1d6 rounds
Saving Throw: None
Spell Resistance: No

This spell has two effects. First, the corpse touched can not be brought back to life or turned into an undead during the spell’s duration; such attempts simply fail.

In addition, if the corpse has been subject to a create spawn ability that would cause it to rise as an undead, that effect is dispelled.[/sblock]


[sblock=PC condition tracking]
For all:
-Holy Aura (19 rounds; +4 deflection to AC, resistance to saves; SR 25; blocks posession and mental influence; living melee attackers make Fort DC 27 or are blinded)
-Inspire Courage (+2 morale bonus to attacks, weapon damage, and saves vs. fear or charm)

Haessellekh: hp 249/281/161, shapechange: pit fiend form, appearance (HoD): celestial, fly 60', Concealing Amorpha
pp 141/225

Kurina: hp 121/123, used 33/60 arrows

Grandfather: hp 203/203, wildshapes 5/6
cast resist acid 30 (200 min)

Yolo2: hp 143/143, Fly

Zach2: hp 227/244/164; enlarge person, polymorph, form: stone giant, Greater Heroism (+4 on att, saves; immune to fear), Protection from Energy (Acid, 120 points), fly
AC 43 (touch 18, ff 38)
additional +4 to hit on melee attacks, damage: scimitar (1d8+18+2d6 holy), shield bash (1d6+8+1 con damage)
saves: Fort +25, Reflex +19, Will +14

[/sblock]
 
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[SBLOCK=Zacharia Te'Ashnn]Zach
Male Abberant Blood Elf Paladin 8/Rogue 12
Experience Points: 200,000
Alignment: Lawful Good
Deity: Wee Jas
Homeland: Settonton

Height: 5’9”
Weight: 117lbs
Hair: Black with a few signs of gray
Eyes: Green, Slitted
Age: 180 (apparent age: 39)

Strength 16/22 (+6) [14 base (2 pts), +6 mag]
Dexterity 18/24 (+7) [15 base (1 pts), +2 racial, +6 mag]
Constitution 14 (+2) [10 base, -2 racial, +4 tatoo, +1 Manual (1 pt)]
Intelligence 14 (+2) [14 base]
Wisdom 10 (+0) [10 base (0 pts)]
Charisma 16/20 (+5) [15 base (1 pt), +4 cloak]

Class and Racial Abilities
+2 Dexterity, -2 Constitution; Medium size; Base speed 30 feet; Immune to sleep spells and effects; +2 vs enchantments, Low-light vision; +2 racial bonus to Listen, Search, & Spot; All proficiency with all simple and martial weapons, all armor, and all shields (excluding the tower shield); Smite Evil 2/day +5 attack +8 damage; Divine Grace +5; Detect Evil; Aura of Good; Lay on Hands 48 HP; Turn undead 8/day; Aura of Courage; Divine Health; Remove Disease 1/week, Special Mount (deceased); Sneak attack +6d6; Trap Sense +4; Evasion; Slippery Mind; Improved Uncanny Dodge, Slippery Mind, Darkvision 10 ft
Armour Class: 40 (10 base, +8 armor, +6 Buckler, +7 Dexterity, +4 Natural, +4 Deflection) [touch 21, flat-footed 33]
Armor Check Penalty: -2 (-2 armor)
Hit Dice: 8d10+12d6
Hit Points: 140
Initiative: +7
Speed: 40 feet (30 feet base)

Base Attack Bonus/Grapple: +17/+12/+7/+2

Weapons
+30/+25/+20/+15 melee [2d4+14+2d6 Holy; 15-20/x2; Slashing; Holy Avenger Falchion]

Saves
Fortitude +19 [10 base, +2 Con, +5 Cha, +3 tattoo of resistance]
Reflex +25 [10 base, +7 Dex, +5 Cha, +3 tattoo of resistance]
Will +14 [6 base, +0 Wis, +5 Cha, +3 tattoo of resistance]

Skills (120 Rogue, 44 Paladin max ranks: 23/11.5)
Bluff +29 [23 Ranks, +5 Cha, +3 tattoo of Persuasion, -2 Abberant]
Climb +4 [+6 str, -2 AC]
Concentration +13 [11 ranks, +2 Con]
Diplomacy +2 [11 ranks, +5 Cha, +3 tattoo of Persuasion, -2 Abberant, +4 syngery]
Disguise +2 [16 ranks, +5 Cha, +3 Tattoo of Persuasion, -2 Abberant]
Gather Info +24 [18 Ranks, +5 Cha, +3 Tattoo of Persuasion, -2 Abberant]
Hide +38 [23 Ranks, +7 Dex, +10 Ring of Chameleon Power, -2 AC]
Intimidate +18 [10 Ranks, +5 Cha, +3 Tattoo of Persuasion]
Jump +11 (+6 Str, -2 AC, +5 Boots, +2 syngery)
Knowledge (religion) +8 [6 ranks, +2 Int]
Move Silently +33 [23, +7 Dex, +5 Chainmail, -2 AC]
Listen +14 [12 Ranks, +2 Racial]
Ride +12 [5 Ranks, +7 Dex]
Sense Motive +23 [23 ranks]
Spot +14 [12 Ranks, +2 Racial]
Swim +5 [+6 str, -1 AC]
Tumble +12 [+7 Dex]

Feats
Abberant Blood
Inhuman Vision (Darkvision out to 10 ft)
Combat Expertise
Dodge
Mobility
Spring Attack
Weapon Focus (Falchion)
Improved Critical (Falchion)

Languages
Bylan, Elven, Orcish, Sasoguese

Equipment 496,045 Spent
Weight of Items Worn [ lb]
Amulet of Natural Armor +4 32,000
Ruby Skin of Wee Jas (Black & Red Celestial Armor of silent moves, casts great Invisibility CL 12 2/day) 26,150
Gloves of Dexterity +6 36,000
Wings of Flying 57,000
Ring of Protection +4 37,000
Boots of Striding and Springing [1 lb] 5,500
+5 Animated Buckler [5 lb] 49,165
Rod of Splendor 25,000
Manual of Bodily Health +1 [Read] 27,500
Holy Avenger Falchion [8 lb] 120,630
Murylands Spoon [- lb] 5,400
Ring of Chameleon Power 12,700
*Tattoo of Persuasion 9,000
Clasp of Health +4 32,000
*Tattoo of Resistance +3
*Tattoo of Adaptation 18,000
Rope of Climbing [3 lb] 3,000
Explorer’s Outfit (Black)
Onyx Holy Symbol of Wee Jas [1 lb]

*=Items marked with an Asterisk are magic tattoos, either to free up the slot for more interesting items or because the item itself doesn't fit Zach's theme. All cost for tattoo items are doubled from base item as suggested by DMG pg 285.

Carrying Capacity [22 Strength]
Light: 172 lb. or less; Medium: 174-346 lb.; Heavy: 347-520 lb.;
Lift (over head): 520 lb.; Lift (off ground): 1040 lb.; Drag: 2600 lb.

Money
3,000 gp (in gems and coins)[/SBLOCK]

Appearance
Forthcoming

Personality
Long years of deep cover operations and a steady focus on the arts of war and subterfuge have left Zach grim, determined, and some would say ruthless. Normally Zach takes the elven air of aloofness to the extreme, and is a man of few words when he isn't barking orders or calling for quiet. Perhaps surprisingly to those who know Zach on a purely professional level, the Grand Inquisitor is capable of dramatic shifts of character and attitude when he needs to assume an alternate identity. In the company of a few trusted friends Zacharia is warm but sedate, showing a razor wit that hasn't dulled with age.

[SBLOCK=Background]Early History
War makes men desperate, and in the darkest days of the Cellon conflict elves did turn to most venomous allies. A small colony of elves cut off from their brethren and besieged by overwhelming numbers of drow were sought out by an emissary of Shar who offered succor from their enemies, broken of spirit and disillusioned to their gods, the elves warily accept.

With the aid of fell magics the Yuan-ti did hide the remaining elves in wilds untouched by mortal-kin. The arrangement seemed a grace from a strange but benign society in the beginning, the elves were well cared for and respected by their new neighbors. Surprised by the civility of the Purebloods, the children of Correlon allowed them deeper and deeper into their society.

The Yuan-ti corrupted slowly; a gift of White Resin here, statuettes and art unknowingly desecrated to their vile god finding their way into elven galleries, even introducing select and unwitting elves to cannibalism. It is a credit to the elven spirit that they lasted four generations before falling upon each other like starved dogs. Zach is an offspring of that fated community.

- - -

It is sixty years before the beginning of the Second World War. A famished and half-mad elven youth wanders into Settonton from the surrounding wilderness. Frail and speaking an alien tongue he is taken in by the church of Pelor. Conservative priests whisper in suspicion bordering on fear at the child's slitted pale blue eyes.

- - -

It is twenty years before the Second World War, and the frail youth has grown into an athletic, clever young man. Today is the second proudest of his life, under the embrace of a sunny morning, Zacharia swears his paladin vows. Despite dreams of bloodied altars and serpentine transformations, Zach is a force for virtue within Bylan. His virtue and fevor are applauded by the Order and Bylan nobility alike.

- - -

It is sixteen years before the before the second world war. Zacharia grows further from his peers as the terrible nightmares begin to intrude from his dreams into the waking world. A cult of Nerul worshipers sent by Sasog to weaken Bylan view the paladin as a weak link within the order. Taken in slowly by their ruse Zach unwittingly betrays his church, murders a fellow paladin and Falls in process. The order rebuilds, and all mention of the snake-eyed paladin is stricken from record.

- - -

It is only three years before the Second World War. Zach has gone to ground within Bylans criminal underworld. Starting over in deep cover the Fallen paladin stops thieves, murderers, and worse things on no one's authority but his own. Rumors of an avenging angel calling itself "Adramalech" circulate throughout the darker corners of Bylan.

- - -

The Second World War has begun. Zach returns from hiding and gains atonement under the faith of Cuthbert. His zeal redoubled, Zach moves quickly up the ranks of the Bylan military. Finding acceptance in these desperate times he begins to court the Lady Yule Ashcombe.

- - -

It has been four years since the first blows of the Second World War, and Zach has attained the rank of general and is regarded as a war hero. Between tours of duty he weds the Lady Yule, children are expected as early as the following year.

- - -

The Second World War draws to a close. A grim and tightly muscled knight in black colored chain mail stands atop the castle battlements watching the end of the war unfold beneath him. Mere hours ago Lady Yule (now the lady Yule Te'Ashun) revealed herself as a Yuan-ti Pureblood bent on bringing Zach back into the Serpent fold. Her death is quick. With little left for him on the front Zach returns to Settonton a broken, the first few gray hairs beginning to show prematurely.[/SBLOCK]

*modified to be more in keeping with party scale*
 
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Voidrazor

First Post
Haessellekh
Code:
Female  Neutral Elan Wizard 8 / Psion (Seer) 3 / Cerebremancer 10

Strength      8  (-1)   8 base
Dexterity    14  (+2)  10 base +4 Enchantment
Constitution 20  (+5)  14 base +6 Enchantment
Intelligence 34  (+12) 18 base +6 Enchantment +5 Inherent +5 levels
Wisdom       16  (+2)  14 base +2 Enchantment
Charisma      6  (-2)   8 base -2 Racial

Size: Medium
Height: 5' 2"
Weight: 93 lb
Skin: Pale
Eyes: Blue
Hair: None
Age: 1012 years

HP: 169 (16 temporary)
Current HP: 169
AC: 27 (10 base +2 Dex +4 Armor +5 Deflection +4 Monk +1 Enhancement +1 Insight) 22 Touch 24 Flat-footed
Initiative: +7
BAB: +10
PP: 225 (99 used)
XP: 190,185

Fort 19 (3 base +5 Con +5 resistance +1 Ioun Stone +1 Luckstone +4 Racial*)
Ref 16 (3 base +2 Dex +5 resistance +1 Ioun Stone +1 Luckstone +4 Racial*)
Will 24 (9 base +4 Wis +5 resistance +1 Ioun Stone +1 Luckstone +4 Racial*)
* Racial bonus costs 1pp, always spent

Feats
1st Improved Initiative, Overchannel (Psion Bonus)
3rd Spell Penetration
6th Practiced Caster
9th Practiced Manifester
12th Expanded Knowledge: Hustle
15th Expanded Knowledge: Schism
17th Craft Wondrous Item (Wizard Bonus)
18th Expanded Knowledge: Psionic Dominate 
21st Improved Spell Capacity

Skill Name	         Ability   Total	Mod	Ranks	Misc.
Concentration	          Con	   30 = 	+5	+24	
Diplomacy	          Cha	    0 = 	-2		+2 [Knowledge, nobility] 
Gather Information	  Cha	    0 = 	-2		+2 [know local] 
Knowledge (arcana)	  Int	   36 = 	+12	+24	
Knowledge (architecture)  Int	   13 = 	+12	+1	
Knowledge (dungeoneering) Int	   13 = 	+12	+1	
Knowledge (geography)	  Int	   17 = 	+12     +5	
Knowledge (history)	  Int	   17 = 	+12	+5	
Knowledge (local)	  Int	   17 = 	+12	+5	
Knowledge (nature)	  Int	   17 = 	+12	+5	
Knowledge (nobility)	  Int	   17 = 	+12	+5	
Knowledge (psionics)	  Int	   13 = 	+12	+6
Knowledge (religion)	  Int	   13 = 	+12	+1	
Listen	                  Wis	   25 = 	+2	+23	
Spellcraft	          Int	   38 = 	+12	+24	+2 [Knowledge, arcane] 
Spot	                  Wis	   25 = 	+2	+23	
Psicraft	          Int	   27 = 	+12	+15

Languages: Sasoguese, Orcish, Elven, Bylan, Chovian
[sblock=Powers and Spells]Powers
1st Precognition, Call to Mind, Force Screen, Defensive Precognition, Vigor
2nd Sensitivity to Psychic Impressions, Energy Stun, Psionic Tongues, Concealing Amorpha
3rd Body Adjustment, Energy Burst, Telekinetic Thrust, Telekinetic Force
4th Correspond, Psionic Dimension Door, Psychic Reformation, Trace Teleport
5th Clairtangent Hand, Power Resistance, Psionic True Seeing, Second Chance
6th Psionic Disintegrate, Psionic Contingency, Remote View Trap, Mind Over Energy (Frost)
7th Fate of One

Spells Memorized
1st Mage Armor [used], Magic Missle, Grease, Enlarge Person X2, Drug Resistance (BoVD)
2nd Spectral Hand X2, False Life [used], Glitterdust, Shatter, Scorching Ray X2
3rd Haste, Keen Edge, Displacement X2, Fireball, Greater Magic Weapon, Major Image
4th Polymorph X2, Resilient Sphere, Scrying, Black Tentacles, Stoneskin [used], Dimensional Anchor
5th Cloudkill, Persistent Image, Curse of the Putrid Husk (BoVD) X2, Telepathic Bond, Wall of Force
6th Transformation, Circle of Death, Greater Heroism, Freezing Glance (Frost), Geas, Greater Dispel Magic
7th Limited Wish, Banishment X2, Greater Teleport, Delayed Blast Fireball
8th Mind Blank X2 [1 used], Gutwrench (BoVD), Irresistable Dance, Discern Location
9th Shapechange, Spell Stream, Mindrape
10th Wish, Mage's Disjunction[/sblock][sblock=SpellBook and Equipment]SpellBook
1st Mage Armor, Magic Missle, Disguise Self, Grease, Expeditious Retreat, Enlarge Person, True Strike, Extract Drug (BoVD), Drug Resistance (BoVD), Ectoplasmic Armor (Lib Mort)
2nd Spectral Hand, False Life, Glitterdust, Shatter, Scorching Ray, Bear's Endurance, Cat's Grace, Fox's Cunning, Command Undead
3rd Haste, Keen Edge, Displacement, Greater Magic Weapon, Nondetection
4th Polymorph, Resilient Sphere, Scrying, Black Tentacles, Stoneskin, Dimensional Anchor, Mass Enlarge Person, Charm Monster, Greater Invisibility, Ennervation
5th Cloudkill, Call Nightmare (BoVD), Soul Shackles (BoVD), Persistent Image, Kiss of the Vampire (Lib Mort), Telpathic Bond, Curse of the Putrid Husk (BoVD), Wall of Force, Wall of Stone, Plane Shift
6th Transformation, Circle of Death, Greater Heroism, Freezing Glance (Frost), Geas, Greater Dispel Magic, Permanent Image
7th Limited Wish, Banishment, Greater Teleport, Delayed Blast Fireball, Mage's Magnificent Mansion, Grasping Hand, Spell Turning, Shadow Conjuration
8th Mind Blank, Gutwrench (BoVD), Create Greater Undead, Irresistable Dance, Moment of Prescience, Discern Location
9th Shapechange, Mage's Disjunction, Spell Stream, Mindrape (BoVD), Wish

Equipment:
Circlet of Intellect +6 36k w/ Hat of Disguise 2,700 (circlet crafted)
Amulet of Health +6 36k (crafted)
Eyes of Wisdom +2 6k
Cloak of Resistance +5 25k (crafted)
Gloves of Dexterity +4 16k (crafted)
Vestments of Heavy Fortification +1 36,110
Ring of Protection +5 50k
Monk's Belt 13k
Tome of Clear Thought +5 137,500
Stone of Good Luck 20,000
Blessed Book 12,500
Handy Haversack 2k (crafted)
Type 4 Bag of Holding 10,000 (with 25 adamantine and 25 silver 25lb shotputs 1,425)
Pale Green Ioun Stone 30,000 (crafted)
Orange Ioun Stone 30k (crafted)
Dusty Rose Ioun Stone 5k (crafted)
Rod of Absorption 50k
Greater Rod of Metamagic: Extend 24,500
Rod of Metamagic: Quicken 75k
10 Potions of Bull's Strength 3k

Pearls of Wisdom
3 2nd 12k (1 crafted)
2 4th 36k
1 5th 25k (crafted)
1 6th 36k (crafted)

Spell Components
Holy symbols of Pelor and Cuthbert 50
Circlet for Shapechange 1,500
20 Mage's Mansion 100
5 Circle of Death 2,500
5 Permanent Image 500
10 Kiss of the Vampire 500
10 Stoneskin 2,500

Spells Copied 6,550

Ramaining funds 4,8065gp[/sblock][sblock=Active Spells & Powers]24hr Spells
Mind Blank

21hr Spells
Mage Armor
False Life

7hr Spells
Shapechange (extended by rod)
Stoneskin (extended by rod)

Short-Term Spells & Powers
Force screen (17 min)
Concealing Amorpha (17 min)
Transformation (19 rnds)
Haste (19 rnds)


Contingent Spells
Psionic Contingency: Psionic Dimension door when in area targetted by Mage's Disjunction
Fate of One: all saves when 6 or lower rolled[/sblock][sblock=Current Combat Stats]Str 41 Dex 31 Con 33
AC 60 Init +12
Fort 29 Ref 25
Attack: Claw +36 melee (2d8+15)
Full Attack: 3 claws +36 melee (2d8+15) and 2 wings +31 melee (2d6+7) and bite +31 melee (4d6+7 plus poison) and tail slap +31 melee (2d8+7)
darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, Fast Healing 5, see in darkness, spell resistance 32, opponents have 20% miss chance (cover)[/sblock]
 
Last edited:

Jemal

Adventurer
*Almost complete, just a couple finishing touches*

Kurina -
Elven Female Ranger 11/Horizon Walker 9
AL: CG HT: 4'10" WT: 90 Lbs Hair: Long, Autumn Red Eyes: Green/brown
Age : Aprox 150

STR: 18 (+4) [12 + 6 Enhancement]
DEX: 30 (+10) [16 + 5 Level + 2 Race + 1 Inherent + 6 Enhancement]
CON: 12 (+2) [10 -2 Race + 4 Enhancement]
INT: 14 (+2) [14]
WIS: 20 (+5) [14 + 6 Enhancement]
CHA: 16 (+3) [12 + 4 Enhancement]

HP: 123 (20d8+20) AC: 43 (10 base + 10 Dexterity + 5 Wisdom + 1 Monk + 5 deflection + 4 Nat Armour + 8 Armour)
Saves: FORT: +18(13 base + 1 con + 4 Resistance) REF: +24(10 base + 10 dex + 4 Resistance) WILL: +15(6 base + 5 wis + 4 Resistance)
Init: +10
Bab: 20
Attacks:
Bow : + 38/33/28/23, Damage 1d8+9 +1d6 fire. Range 165' Threat 19-20/X3
Rapid Shot : +35/35/30/25/20, Damage 1d8+9 +1d6 fire. Range 165' Threat 19-20/X3
Manyshot : +30, Damage 1d8+9 +1d6 fire X 4. Range 165' Threat 19-20/X3
Staff : +30/25/20/15, damage 1d6+9 +1d6 fire.

Skills(Total/Ranks):[166 Points, max ranks 23]
Hide(+37/23), Move Silent(+37/23), Spot(+34/23), Listen(+34/23), Tumble(+17/5), Jump(+11/5), Knowledge:Geography(+10/8), Knowledge:Nature(+9/5), Knowledge:Dungeon(+7/5), Search(+14/10), Survival(+30/23), Heal(+10/5), Balance (+17/5), Speak Language(3)

* Synergy bonuses are allready figured in. (I counted the +2 for Survival b/c I have the synergy to the different aspects for everything except planar)

Languages: Bylan, Sasoguese, Elven, Draconic, Orcish, Sylvan, Halfling

Feats: [7] Weapon Focus(Bow), Point Blank Shot, Far Shot, Improved Critical(Bow), Combat Reflexes, Blind Fight, Quick Draw

Class Features:
Track, Endurance, Rapid Shot, Manyshot, Precise Shot
Wild Empathy (+14)
Animal Companion (Hawk)
Woodland Stride
Swift Tracker
Evasion
Spellcasting
Favoured Enemies : Undead (+4), Outsider:Evil(+4), Humanoid:Orc(+2)
Terrain Mastery : Desert, Hills, Marsh, Plains, Forest, Underground.
Planar Terrain Mastery : Shifting, Fiery, Cold
*Terrain Mastery gives : Not Fatigued, 60' Darkvision, Resist Fire 20, Resist Cold 20, Dimension Door every 1d4 rounds, +4 Listen, Spot, Hide, Move Silent, +1 atk and damage vs creatures with the climates Desert, Hills, Marsh, Plains, Forest, Underground, and against Outsiders/Elementals with Cold or Fire type, or from a shifting plane(Such as Slaadi or Shadow Mastiffs).

Spells : Caster lvl 5
Per day : 3/2/1
Common spells:
LVL 1 : Speak with Animals, Alarm, x
LVL 2 : Cure Light Wounds, x
LVL 3 : Cure Moderate Wounds


Equipment: 500,000 GP worth
*READ: Book of Dex+1 (27,500)
+5 Flaming Bo-Staff *MTY(+4 Str) Comp Long bow/Quarterstaff* (75,950)
Monk's Belt of Strength+6 (55,500)
Gloves of Dexterity+6(One of storing) (51,000)
Amulet of Wisdom+6/Health+4 (60,000)
Cloak of Charisma+4/Resistance+4 (40,000)
Lesser Archers Bracers of Armour +8 (71,500)
Ring of Adaption(9,000)
Ring of Deflection+5 (50,000)
Vest of Natural Armour +4 (48,000)
Boots of Levitation (7,500)
Hat of Disguise (1,800)
Quiver of Ehlonna (1,800)
450 GP

Brief Background
Kurina was always a bit wild, even for an elf, and by the time she'd reached maturity, was far from home. In fact, she doesn't even remember exactly where she was born, or who to.. Can't even remember if Kurina is, in fact, the name she was born with. She lived on her own in the forests for decades, living off the land, but eventually that wasn't enough for her. She had a yearning, a burning desire to see new places, she was drawn to them. Sites of power, places where ancient battles had been waged, she went, saw, and drew power from them, awakening in the process her own latent magical powers.

When the war began, Kurina was in the human land of Bylan, and spent the majority of the war behind enemy lines, using her special abilities to appear, take out small camps of the unnatural invaders, and dissapear without a trace.

Near the end of the war, Kurina despaired at the thought of all these unatural things taking over and destroying the various natural beauties she had spent so long viewing and being inspired by. In her depression she could not bring herself to frequent the lands they had allready conquered and defiled, feeling the lands pain when she was there. She joined a more formalized band of heroes as their scout and helped them. By the end of the war, Kurina had overcome her momentary weakness (With the aid of her newfound human friends), and chided herself on allowing it to stop her from protecting the world's beauty. At that point she vowed to do anything she could to help the humans who had led her through her time of troubles.

Personality
Depends on the time of day, the season, the weather, and what she had for Breakfast. Kurina is about as chaotic and free-spirited as they come, having been all over the place and back again, she is unpredictable, sometimes volatile, and often a tad too 'forward' for most mens liking, though to those who earn her trust, she is a staunch ally and forever loyal friend.
 
Last edited:

Shayuri

First Post
Here's the almost-done build for Grandfather. For visual reference, imagine Sean Connery as he appeared in The Rock, or that Robin Hood movie.

At game start, he doesn't have an animal companion. I figure since he can summon one in just a day, that's not a big deal.

He's Middle Aged, but has no physical penalties due to Timeless Body.

[sblock=Grandfather]Name: Grandfather
Race: Human
Class/Level: Druid 20
Gender: Male
Exp: 200,000

Desc: In his natural form, Grandfather is a middle-aged human, balding, with salt and pepper
sideburns and hair. He wears a mustache and goatee beard, and his face is still regal and strong, with intense, piercing eyes. He typically dresses in a wide-brimmed peasant hat and a plain looking but well made robe over simple breeches and shirt. Most of the time he uses his powers to appear far older than he actually is.

Strength (STR) 8 (0pts)
Dexterity (DEX) 13 (5 pts)
Constitution (CON) 20 (10 pts + 4 inherent)
Intelligence (INT) 13 (4 pts + 1 age)
Wisdom (WIS) 30 (10 pts + 1 age + 5 levelup + 2 inherent + 6 enhancement)
Charisma (CHA) 12 (3 pts + 1 age)

Alignment: Neutral
AC: 21 (10 + 1 Dex + 5 armor + 5 deflection)
Hit Points: 203/203
Movement: 30'

Init: +1
Base Attack Bonus: +15
Melee Attack: +14
Ranged Attack: +16
Fort: +21
Reflex: +11
Will: +26

Race Abilities
Bonus feat
Bonus skill points

Class Abilities:
Animal Companion
Nature Sense
Wild Empathy +21
Woodland Stride
Trackless Step
Resist Nature's Lure
Wildshape 6/day Tiny-Huge, plant
Elemental Shape 3/day Small-Huge
Venom Immunity
1000 Faces
Timeless Body

Skills: 138
Concentration (Con) +28 (23 ranks + 5 Con)
Diplomacy (Cha) +11 (10 ranks + 1 Cha)
Handle Animal (Cha) +11 (10 ranks + 1 Cha)
Heal (Wis) +33 (23 ranks + 10 Wis)
Knowledge (nature) (Int) +13 (10 ranks + 1 Int + 2 Nature Sense)
Listen (Wis) +24 (14 ranks + 10 Wis)
Spellcraft (Int) +11 (10 ranks + 1 Int)
Spot (Wis) +24 (14 ranks + 10 Wis)
Survival (Wis) +35 (23 ranks + 10 Wis + 2 Nature Sense)
Swim (Str) +0 (1 ranks - 1 Str)

Feats
1 Improved Unarmed Strike
1 Track
3 Eschew Materials
6 Natural Spell
9 Stunning Fist (DC30, 5/day)
12 Deflect Arrow
15 Empower Spell
18 Maximize Spell

Languages - Common, Druid, Sylvan

Spellcasting

Prepared
0 Create Water, Cure Minor Wounds, Detect Magic, Light, Mending, Guidence
1 Endure Elements, Entangle, Faerie Fire x2, Goodberry, Produce Flame, Shillelagh, Speak w/ Animal
2 Barkskin x2, Bear's Endurance, Cat's Grace, Flame Blade, Lesser Restoration, Spider Climb, Tree Shape
3 Call Lightning, Daylight, Greater MagiC Fang, Neutralize Poison, Protection from Energy, Remove Disease, Wind Wall
4 Cure Serious Wounds x2, Dispel Magic, Flame Strike x2, Freedom of Movement, Ice Storm,
5 Animal Growth, Baleful Polymorph x2, Call Lightning Storm, Death Ward, Stoneskin, Wall of Thorns
6 Greater Dispel, Find the Path, Fire Seeds x2, Transport Via Plants, Wall of stone
7 Firestorm, Heal, True Seeing, Maximized Flame Strike, Maximized Ice Storm
8 Mass Cure Serious Wounds, Finger of Death, Reverse Gravity, Earthquake, Word of Recall
9 Empowered Firestorm, Empowered Maximized Flame Strike, Maximized Fire Seed, Foresight, Storm of Vengeance

Equipment
Money - 2.1k

Weapons -
Grandfather's Staff +5 (Defending, Undead Bane, Ghost Touch), 128,600

Armour -
Grandfather's Robe (basically robe of archmagi), 75,000

Gear -


Magic -
Gaia's Tear (+6 Wis, +5 Deflect), 104,000
Boots of Speed, 12,000
Tan Bag of Tricks, 6,300
Handy Haversack, 2,000

Wand of Cure Moderate Wounds, 50/50, 4,500

Tome of Understanding +2, 55,000
Manual of Bodily Health +4, 110,000

Spell Components
StoneSkin: 500gp (2 castings)
True Sight: 500gp (2 castings)
Shapechange: 1,500 (jade circlet focus)

Background: [/sblock]
 


sans

First Post
Yolo "The Red Halfling" Hallowberry

Yolo "The Red Halfling" Hallowberry

[sblock=Character Sheet]
Neutral Good Male Halfling
Cleric 18 / Hierophant 2
XP: 200,000

Deity: Fharlanghn
Domains: Protection, Travel

ABILITIES
STR: 8, -1 (10 [ 2 pts], -2 racial)
DEX: 24, +7 (16 [10 pts], +2 racial, +6 enhancement [gloves])
CON: 16, +3 (10 [ 2 pts], +6 enhancement [belt])
INT: 10, +0 (10 [ 2 pts])
WIS: 30, +10 (18 [16 pts], +1@4th, +1@8th, +1@12th, +1@16th, +1@20th, +6 enhancement [periapt], +1 insight [tome])
CHA: 8, -1 ( 8 [ 0 pts])


BASIC INFO
Speed: 30' (20' base, +10' Lonstrider cast every morning on self)
Init: +7 (+7 DEX)
HP: 163/163 (20d8+60)
DR: none
SR: none
Resistances (Acid/Cold/Electricity/Fire/Sonic): 10/10/10/10/10 (Armor Resists)

ARMOR
AC: 40, 20% displacement (+9 armor, +7 shield, +6 DEX, +4 deflection [ring], +4 natural armor [bracers], Minor Cloak of Displacement)
Touch: 21, 20% displacement
Flat-footed: 34, 20% displacement


SAVING THROWS
FORT: +22 (+11 cleric, +3 hierophant, +3 CON, +5 resistance [vest])
REF: +18 (+6 cleric, +0 hierophant, +7 DEX, +5 resistance [vest])
WILL: +29 (+11 cleric, +3 hierophant, +10 WIS, +5 resistance [vest])
Notes
Mind Blank cast every morning on self
Freedom of Movement for 18 rounds/day (Travel Domain)

ATTACK BONUSES
BAB: +14/+9/+4 (+13 cleric, +1 hierophant)
Grapple: +9 (+14 BAB, -1 STR, -4 size )
Melee: +14/+9/+4 (+14 BAB, -1 STR, +1 size )
Ranged: +22/+17/+12 (+14 BAB, +7 DEX, +1 size)

ATTACKS
+1 Holy Sling
attack: +25 (+22 ranged, +1 racial, +1 masterwork (house rule), +1 enhancement)
damage: (1d3, -1 STR, +1 enhancement, +2d6 vs evil)

+25/+20/+15 ranged (1d3, +2d6 vs evil), 50', bludgeoning
... with Greater Magic Weapon (cast every morning), add net +4 enhancement bonuses attack and damage
... with Divine Favor (+6 str, BAB becomes+20), add +6 BAB, net +2 strength bonuses to damage, extra attack @ -15 BAB)
... with all buffs listed above: +35/+30/+25/+20 ranged (1d3+6, +2d6 vs evil)

Masterwork Dagger
attack: +20 (+19 melee, +1 masterwork)
damage: (1d3, -1 STR)

+25/+20/+15 melee (1d3-1)


SKILLS
Skill Points: 46 (8@1st, 2@2nd-20th)
Max Ranks: 23/11.5
Increase: +2/level

Skill/Total (Ranks, Stat, Misc, ACP)
Concentration 26 ( +23, +3 CON, +0)
Escape Artist(cc) 8 (+2/2, +7 DEX, +0, +0 ACP)
Heal 10 ( +0, +10 WIS, +0)
Knowledge(religion) 15 ( +15, +0 INT, +0)
Listen(cc) 10 ( +0, +10 WIS, +0)
Ride(cc) 7 ( +0, +7 DEX, +0)
Sense Motive(cc) 10 ( +0, +10 WIS, +0)
Spellcraft 3 ( +3, +0 INT, +0)
Spot(cc) 10 ( +0, +10 WIS, +0)
Survival 10 ( +0, +10 WIS, +0)
Tumble(cc) 8 (+2/2, +7 DEX, +0, +0 ACP)


FEATS
1. Point Blank
3. Precise Shot
6. Rapid Reload
9. Spell Penetration
12. Greater Spell Penetration
15. Empower Spell
18. Quicken Spell

SPECIAL ABILITIES
Cleric
Domain(Travel): Freedom of Movement for 18 rounds/day. Add Survival to class skills.
Domain(Protection): Grant +18 resist on next saving throw within the next hour
Turn Undead (2/day), turning damage 2d6+19 (2d6, +18 cleric, -1 CHA, +2 knowledge(religion) synergy)

Hierophant
Divine Reach (Su) - A hierophant with this ability can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the hierophant must make a ranged touch attack instead.
Spell-Like Ability - lose 8th level spell slot. Gain spell-like ability: Empowered Searing Light (4 times/day)

LANGUAGES
Common, Halfling

EQUIPMENT
Ability Mods
Periapt of Wisdom +6 36,000
Gloves of Dexterity +6 36,000
Belt of Health +6 54,000
Tome of Understanding +1 27,500

Defense
Minor Cloak of Displacement 24,000
Vest of Resistance +5 37,500
Mithral Chain Shirt +5, Resist all 10 116,250
Heavy Darkwood Shield +5 25,257
Ring of Protection +4 32,000
Bracers of Natural Armor +4 48,000

Offense
+1 Holy Sling 18,300
... 20 adamantine bullets 1,200
... 40 cold iron bullets 8
... 40 silver bullets 80
... 40 regular bullets 4
MW Dagger 302

Misc
Handy Haversack 2,000
Silver Holy Symbol 25
Wooden Holy Symbol 1
Wand of Restoration 26,000
Scroll of Mass Cure Critical Wounds 3,000
Wand of Cure Serious Wounds 11,250
Everburning Torch 110
Bedroll 1
Flint & Steal 1
Waterskin 1
Rations 4 days 2

Components
Spell Component Pouch 5
Holy Aura - tiny reliquary containing relic 500
True Seeing – ointment x2 250

Mount
Warpony 100
Military Saddle 20
Saddle Bags 4
Studded Leather Barding 100

TOTAL 499,771


Other Assets
Gold: 229 (in various denominations)


Cleric Spells
Effective Cleric Level: 18 (+18 cleric)
Effective Cleric Caster Level: 20 (+18 cleric, +2 hierophant)
Code:
[b]Level            |  0 |   1 |   2 |   3 |   4 |   5 |   6 |   7 |   8 |   9 |[/b]
[b]DC (+10 WIS mod) | 20 |  21 |  22 |  23 |  24 |  25 |  26 |  27 |  28 |  29 |[/b]

Base Spells/Day  |  6 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 |
Bonus Spells/Day |  0 |  3  |  3  |  2  |  2  |  2  |  2  |  1  |  1  |  1  |
[b]Total Spells/Day |  6 | 8+1 | 8+1 | 7+1 | 7+1 | 6+1 | 6+1 | 4+1 | 4+1 | 3+1 |[/b]
Prepared Spells
Key: D=Domain spell, B=Bonus spell (from high ability score), 1-5=regular spell slot, S=Spell-like ability, X=Expended, *=Cast every morning
Code:
  Level 0                    Level 1                    Level 2                
  -----------------------    -----------------------    --------------------------
  1 Create Water           X D Longstrider(20hrs)*      D Locate Object
  2 Create Water             1 Comprehend Languages     1 Resist Energy
  3 Detect Magic             2 Detect Evil              2 Resist Energy
  4 Light                    3 Hide from Undead         3 Align Weapon
  5 Light                    4 Obscuring Mist           4 Bull's Strength
  6 Purify Food & Drink      5 Remove Fear              5 Delay Poison
                             B Sanctuary                B Bull's Strength
                             B Protection from Chaos    B Remove Paralysis     
                             B Divine Favor             B Bear's Endurance

  Level 3                    Level 4                    Level 5
  -----------------------    -----------------------    --------------------------
  D Fly                      D Dimension Door           D Fly
  1 Prot. from Energy        1 Sending                  1 Spell Resistance
  2 Prot. from Energy      X 2 G Magic Weap(20hrs)*     2 Spell Resistance
  3 Bestow Curse             3 Death Ward               3 Quickened Bless
  4 Dispel Magic             4 Death Ward               4 Quickened Bless
  5 Dispel Magic             5 Divine Power             B Quickened Bless
  B Invisibility Purge       B Neutralize Poison        B Break Enchantment
  B Remove Blind/Deaf        B Freedom of Movement
       
  Level 6                    Level 7                    Level 8
  -----------------------    -----------------------    --------------------------
  D Dimension Door           D Greater Teleport       X D Mind Blank (24 hrs)*
  1 Heal                     1 Quickened Prayer         S Empowered Searing Light
  2 Quickened Bear's Endu    2 Quickened Prayer         S Empowered Searing Light
  3 Harm                     3 Quickened Prayer         S Empowered Searing Light
  4 Harm                     B Quickened CSW            S Empowered Searing Light
  B Antilife Shell                                      1 Holy Aura
  B Greater Dispel Magic                                2 Holy Aura
                                                        B Holy Aura

  Level 9
  ------------------------
  D Greater Teleport
  1 Energy Drain
  2 Mass Heal
  B Miracle
[/sblock]
[sblock=Background]
The best way to understand Yolo Hallowberry is to first understand why he received his nickname, "The Red Halfling". The reason for the nickname is obvious. Yolo dresses in bright red garments: a shimmering crimson cloak, scarlet tinted breastplate, and dark red leggings with matching boots. He obviously wants to attract attention, but why? For what reason? Answer these questions, and one finally understands Yolo Hallowberry.

Recall that at the beginning of the Second World War, the Main Road was overloaded with countless refugees fleeing from every major city in Bylan and Chovia.

At first, the refugees were easy targets for greedy bandits. Later, the poor travelers were set upon by the Sasoguese who relished violence and showed no mercy. At the worst times, the enemy army would massacre vast numbers of refugees in order to supply bodies for their undead divisions. After the war, as the refugees returned home, monsters of all variety would attack. Though malnourished, the refugees were such easy prey. Even the largest of beasts could have it's fill.

Among all this hopelessness, a few brave and compassionate heroes defended the refugees. Always outnumbered, the defenders risked everything and many died for the cause. One such defender was Yolo. Throughout the war he patrolled the Main Road, and lived among the refugees and sacrificed everything to defended them.

One might be asking how all this relates to the Yolo's red garb and thus to his nickname. Please allow one more digression.

Before the war, the fishermen of Green River held a fishing contest every spring. Yolo grew up in Green River and watched many of these contests. During the fishing contest, the contestants used long poles on which one end was tied a long piece of string. At the end of the string, was tied a barbed hook. The idea of the contest was to try and coax fish into biting the hook. The fisherman who caught the heaviest fish would win. In order to lure the fish into biting the hook, the contestants would tie pieces of bright red yarn onto the hook.

So now one sees how this all relates. Yolo was a piece of bright red yarn floating in a vast stream of refugees. The bandits, the Sasoguese, the monsters were fish distracted into chasing "The Red Halfling."

Finally, the questions presented above can be answered.

Why does Yolo Hallowberry wear bright red garments?
To attract the attention of monsters.

Why does Yolo want to attract the attentions of monsters?
To save the lives of the helpless.

Hopefully, one now truly understands Yalo Hallowberry, "The Red Halfling".
[/sblock]
 
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Brother Allard

First Post
Yolo Mark 2

[SBLOCK=Active Effects]Greater Magic Weapon +5 enhancment bonus on weapon
longstrider
Holy Aura (20 rounds)
+2 morale bonus to attacks, weapon damage, and saves vs. fear or charm (fred's song)[/SBLOCK]

[SBLOCK=Details]AC 42 (10 + 13 armor + 7 sheild + 3 dex + 4 deflection + 4 natural armor + 1 size;
HP 143 (8 + 19d8 [95] + 40);
Fort +22 (14 base + 2 constitution + 5 resistance + 1 racial),
Ref +17 (6 base + 3 dexterity + 5 resistance + 1 racial),
Will +29 (14 base + 9 will + 5 resistance + 1 racial);
Str 14 (4 pts - 2 race + 4 enhancement),
Dex 16 (2 pts + 2 race + 4 enhancement),
Con 15 (1 pts + 6 enhancement),
Int 14 (6 pts),
Wis 24 (13 pts + 5 lvl + 6 enhancement),
Cha 20 (6 pts) + 6 enhancement);
feats
Code:
1  cleric	bane magic
2  cleric
3  cleric	extend spell
4  cleric
5  cleric
6  cleric	empower spell	
7  cleric
8  cleric
9  cleric	spell penetration
10 cleric
11 cleric
12 cleric	greater spell penetration	
13 cleric
14 cleric          
15 cleric	quicken spell          
16 cleric
17 cleric
18 cleric	empower turning
19 heirophant
20 heirophant	empower spell-like ability (bonus)
skills
concentration +25 (23 ranks, +2 con),
diplomacy +23 (13 ranks, +5 cha, +2 sense motive, +3 competence),
knowledge (religion) +20 (18 ranks, +2 int),
sense motive +14 (5 ranks, +9 wis), spellcraft +25 (23 ranks, +2 int),
survival +14 (5 ranks, +9 wis);
possessions
Amulet of Wisdom +6 / Health +6 90,000
Cloak of Charisma +6 36,000
Heavy darkwood sheild +5 25,180gp
Vest of Resistance +5 37,500
Circlet of Persuasion 4,500 gp
Mithral Full Plate +5, Resist all 10 125,650gp
Ring of Protection +4 32,000
Bracers of Natural Armor +4 48,000
Gloves of Dexterity +4 16,000gp
+1 Holy Heavy Mace 18,320gp
Wand of cure serious wounds 11,250gp
Belt of strength +4 16,000gp
Scroll of greater restoration 4,775gp
Strand of prayer beads 25,800gp
Ring of sustenance 2,500gp
Handy haversack 2,000gp[/SBLOCK]

Yolo Hallowberry;

halfling cleric 18 / heirophant 2;
small humaniod (halfling);
Alignment NG
Init +3; Senses Listen +12, Spot +10;
Languages: Bylan, Sasoguese, Chovian, Halfling
----------------------------
AC 42, flatfooted 39, touch 18;
HP 143 (HD 20d8+40) 124/167
Energy resistance (all) 10
Fort +22, Ref +15, Will +29;
----------------------------
Speed 25' (w/longstrider);
Melee +1 Holy heavy mace +19/+14/+8 (1d6+2/20/x2); +5 holy heavy mace +20/+15/+10/+5 (1d6+9/20/x2)
Base Atk +14, Grapple +12;
Atk Options turn undead 8/day (+10, 2d6+23, 18th);
Cleric spells prepared (CL 20 [+24 for overcoming SR])
0-- 6, create water, detect magic (x2), meding, purify food and drink, read magic;
1-- 7+1, bless (x2), detect evil, entropic shield, protection from evil, sanctuary, shield of faith, longstrider
2-- 7+1, aid (x2), blindness, extended divine favor, make whole, shatter, silence, shield other
3-- 7+1, create food and water, dispel magic (x2), invisibility purge, protection from energy, prayer, stone shape, fly
4-- 7+1, death ward, divination, extended magic circle against evil, greater magic weapon, poison, sending (x2), dimension door
5-- 5+1, commune, plane shift, quickened divine favor, righteous might, slay living, spell resistance
6-- 5+1, animate object, anti-life shell, greater dispell magic, harm, heal, teleport
7-- 4+1, destruction, greater scrying, holy word, greater teleport
8-- 3+1, discern location, quickened divine power, holy aura, mindblank [1 slot lost to Heirophant Spell-like ability]
9-- 2+1, miracle, implosion, prismatic sphere
----------------------------
Abilities: Str 14, Dex 16, Con 15, Int 14, Wis 28, Cha 20.
Class Abilities: turn undead 8/day (+10, 2d6+23, 18th), spontaneous casting (cure spells), restricted spells (cannot cast evil spells), metamagic feat, spell like ability (4/day [1/4 remaining] flame strike);
Racial Features: base speed 20', +2 on climb, jump, listen, and move silently checks, +1 on all saving throws, +2 vs fear, +1 on attacks with thrown weapons and slings;
XP: 500,000
Feats: spell penetration, greater spell penetration, empower spell, extend spell, quicken spell, bane magic (undead) [HH 119], empower turning [LM 26], empower spell-like ability (flame strike) [MM 303];
Skills: concentration +25, diplomacy +23, knowledge (religion) +20, sense motive +14, spellcraft +25, survival +14;
Possessions: amulet of wisdom +6 / health +6, cloak of charisma +6, belt of strength +4, gloves of dexterity +4, vest of resistance +5, circlet of persuasion, mithral full plate of resistance (all) +5, heavy darkwood shield +5, ring of protection +4, bracers of natural armor +4, +1 holy heavy mace, wand of cure serious wounds [49/50], scroll of greater restoration, strand of prayer beads, ring of sustenance, handy haversack, 6325 gp;
Encumbrance: 33 lbs; Load: Light (43.5lbs)
----------------------------

Sources used:

HH = Heroes of horror
LM = Libris mortis
MM = Monster manuaL

[SBLOCK=Fully Buffed]Bless +1 morale bonus on attack rolls & saves vs fear,
Divine Favor +3 luck bonus to attack and damage,
Shield of Faith +5 deflection bouns to AC [already has +4 deflection, so only an additional +1],
Aid +1 morale bonus on attack rolls & saves vs fear [does not stack with bless] & 1d8+10 temporary hp [assume average of 15],
Prayer +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks [does not stack with divine favor],
Divine Power BAB=20 & +6 enhancement bonus to Strength [effectively only 2] & 20 temporary hp,
Righteous Might become medium [-1 AC, -1 attack], +4 to Strength, +2 to Constituion [+20 hp], DR 9/evil,
Holy Aura SR 25 vs evil spells and spells by evil creatures, attackers may be blinded,
Greater Magic Weapon +5 enhancment bonus on weapon

Size medium
Abilities: Str 20, Con 17;
AC: 44;
HP: 198;
Fort +28, Ref +20, Will +34;
BAB: 20
Melee +1 Holy heavy mace +35/+30/+25/+20 (1d8+9/20/x2);[/SBLOCK]
 
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Ivellious

First Post
Zach 2.0[SBLOCK=Zacharia Te'Ashnn]
Male Abberant Blood Elf Paladin 8/Fighter 12
Experience Points: 200,000
Alignment: Lawful Good
Deity: Wee Jas
Homeland: Settonton

Height: 5’9”
Weight: 117lbs
Hair: Black with a few signs of gray
Eyes: Green, Slitted
Age: 180 (apparent age: 39)

Strength 16/22 (+6) [14 base (2 pts), +6 mag]
Dexterity 18/24 (+7) [15 base (1 pts), +2 racial, +6 mag]
Constitution 14 (+2) [10 base, -2 racial, +4 tatoo, +1 Manual (1 pt)]
Intelligence 14 (+2) [14 base]
Wisdom 10 (+0) [10 base (0 pts)]
Charisma 16/20 (+5) [15 base (1 pt), +4 cloak]

Class and Racial Abilities
+2 Dexterity, -2 Constitution; Medium size; Base speed 30 feet; Immune to sleep spells and effects; +2 vs enchantments, Low-light vision; +2 racial bonus to Listen, Search, & Spot; All proficiency with all simple and martial weapons, all armor, and all shields (excluding the tower shield); Smite Evil 2/day +5 attack +8 damage; Divine Grace +5; Detect Evil; Aura of Good; Lay on Hands 48 HP; Turn undead 8/day; Aura of Courage; Divine Health; Remove Disease 1/week, Special Mount (deceased); Darkvision 10 ft
Armour Class: 35 (10 base, +8 armor, +1 Light Shield, +1 TWD, +7 Dexterity, +4 Natural, +4 Deflection) [touch 21, flat-footed 28]
Armor Check Penalty: -2 (-2 armor)
Hit Dice: 8d10+12d10
Hit Points: 164
Initiative: +7
Speed: 40 feet (30 feet base)

Base Attack Bonus/Grapple: +20/+15/+10/+5

Weapons
Normal +34/+29/+24/+19 TWF +32/+27/+22/+17 melee [1d6+13+2d6 Holy; 15-20/x2; Slashing; Holy Avenger Scimitar]
Only TWF +31/+26 melee [1d4+6; x2; Piercing; Wounding, +3 Defending Wounding Spiked Light Steel Shield]

Saves
Fortitude +21 [12 base, +2 Con, +5 Cha, +3 tattoo of resistance]
Reflex +21 [6 base, +7 Dex, +5 Cha, +3 tattoo of resistance]
Will +14 [6 base, +0 Wis, +5 Cha, +3 tattoo of resistance]

Skills (48 Fighter, 44 Paladin max ranks: 23/11.5)
Bluff +16 [10 ranks,+5 Cha, +3 tattoo of Persuasion, -2 Abberant]
Climb +4 [+6 str, -2 AC]
Concentration +13 [11 ranks, +2 Con]
Diplomacy +2 [11 ranks, +5 Cha, +3 tattoo of Persuasion, -2 Abberant, +4 syngery]
Disguise +6 [, +5 Cha, +3 Tattoo of Persuasion, -2 Abberant]
Gather Info +15 [9 ranks, +5 Cha, +3 Tattoo of Persuasion, -2 Abberant]
Hide 5 [ +7 Dex, -2 AC]
Intimidate +18 [10 Ranks, +5 Cha, +3 Tattoo of Persuasion]
Jump +11 (+6 Str, -2 AC, +5 Boots, +2 syngery)
Knowledge (religion) +8 [6 ranks, +2 Int]
Move Silently +10 [ +7 Dex, +5 Chainmail, -2 AC]
Listen +2 [+2 Racial]
Ride +12 [5 Ranks, +7 Dex]
Sense Motive +11 [11 ranks]
Spot +2 [ +2 Racial]
Swim +5 [+6 str, -1 AC]
Tumble +7 [+7 Dex]

Feats
Abberant Blood
Inhuman Vision (Darkvision out to 10 ft)
Combat Expertise
Dodge
Mobility
Spring Attack
Weapon Focus (Scimitar)
Improved Critical (Scimitar)
Weapon Specialization (Scimitar)
Greater Weapon Focus (Scimitar)
Two-Weapon Fighting
Two-Weapon Defense
Improved Shield Bash
Whirlwind Attack
Power Attack


Languages
Bylan, Elven, Orcish, Sasoguese

Equipment
Weight of Items Worn [ lb]
Amulet of Natural Armor +4 32,000
+3 Defending Wounding Spiked Light Steel Shield 72169
Ruby Skin of Wee Jas (Black & Red Celestial Armor of silent moves, casts great Invisibility CL 12 2/day) 26,150
Gloves of Dexterity +6 36,000
Wings of Flying 57,000
Ring of Protection +4 37,000
Boots of Striding and Springing [1 lb] 5,500
Manual of Bodily Health +1 [Read] 27,500
Holy Avenger Scimitar [8 lb] 120,570
*Tattoo of Persuasion 9,000
Clasp of Health +4 32,000
*Tattoo of Resistance +3
*Tattoo of Adaptation 18,000
Rope of Climbing [3 lb] 3,000
Explorer’s Outfit (Black)
Onyx Holy Symbol of Wee Jas [1 lb]
Wand of Cure Moderate Wounds 4500
Keoghtom's ointment 4000

*=Items marked with an Asterisk are magic tattoos, either to free up the slot for more interesting items or because the item itself doesn't fit Zach's theme. All cost for tattoo items are doubled from base item as suggested by DMG pg 285.

Carrying Capacity [22 Strength]
Light: 172 lb. or less; Medium: 174-346 lb.; Heavy: 347-520 lb.;
Lift (over head): 520 lb.; Lift (off ground): 1040 lb.; Drag: 2600 lb.

Money
926 gp (in gems and coins)[/SBLOCK]

Personality
Long years of deep cover operations and a steady focus on the arts of war and subterfuge have left Zach grim, determined, and some would say ruthless. Normally Zach takes the elven air of aloofness to the extreme, and is a man of few words when he isn't barking orders or calling for quiet. Perhaps surprisingly to those who know Zach on a purely professional level, the Grand Inquisitor is capable of dramatic shifts of character and attitude when he needs to assume an alternate identity. In the company of a few trusted friends Zacharia is warm but sedate, showing a razor wit that hasn't dulled with age.

[SBLOCK=Background]Early History
War makes men desperate, and in the darkest days of the Cellon conflict elves did turn to most venomous allies. A small colony of elves cut off from their brethren and besieged by overwhelming numbers of drow were sought out by an emissary of Shar who offered succor from their enemies, broken of spirit and disillusioned to their gods, the elves warily accept.

With the aid of fell magics the Yuan-ti did hide the remaining elves in wilds untouched by mortal-kin. The arrangement seemed a grace from a strange but benign society in the beginning, the elves were well cared for and respected by their new neighbors. Surprised by the civility of the Purebloods, the children of Correlon allowed them deeper and deeper into their society.

The Yuan-ti corrupted slowly; a gift of White Resin here, statuettes and art unknowingly desecrated to their vile god finding their way into elven galleries, even introducing select and unwitting elves to cannibalism. It is a credit to the elven spirit that they lasted four generations before falling upon each other like starved dogs. Zach is an offspring of that fated community.

- - -

It is sixty years before the beginning of the Second World War. A famished and half-mad elven youth wanders into Settonton from the surrounding wilderness. Frail and speaking an alien tongue he is taken in by the church of Pelor. Conservative priests whisper in suspicion bordering on fear at the child's slitted pale blue eyes.

- - -

It is twenty years before the Second World War, and the frail youth has grown into an athletic, clever young man. Today is the second proudest of his life, under the embrace of a sunny morning, Zacharia swears his paladin vows. Despite dreams of bloodied altars and serpentine transformations, Zach is a force for virtue within Bylan. His virtue and fevor are applauded by the Order and Bylan nobility alike.

- - -

It is sixteen years before the before the second world war. Zacharia grows further from his peers as the terrible nightmares begin to intrude from his dreams into the waking world. A cult of Nerul worshipers sent by Sasog to weaken Bylan view the paladin as a weak link within the order. Taken in slowly by their ruse Zach unwittingly betrays his church, murders a fellow paladin and Falls in process. The order rebuilds, and all mention of the snake-eyed paladin is stricken from record.

- - -

It is only three years before the Second World War. Zach has gone to ground within Bylans criminal underworld. Starting over in deep cover the Fallen paladin stops thieves, murderers, and worse things on no one's authority but his own. Rumors of an avenging angel calling itself "Adramalech" circulate throughout the darker corners of Bylan.

- - -

The Second World War has begun. Zach returns from hiding and gains atonement under the faith of Cuthbert. His zeal redoubled, Zach moves quickly up the ranks of the Bylan military. Finding acceptance in these desperate times he begins to court the Lady Yule Ashcombe.

- - -

It has been four years since the first blows of the Second World War, and Zach has attained the rank of general and is regarded as a war hero. Between tours of duty he weds the Lady Yule, children are expected as early as the following year.

- - -

The Second World War draws to a close. A grim and tightly muscled knight in black colored chain mail stands atop the castle battlements watching the end of the war unfold beneath him. Mere hours ago Lady Yule (now the lady Yule Te'Ashun) revealed herself as a Yuan-ti Pureblood bent on bringing Zach back into the Serpent fold. Her death is quick. With little left for him on the front Zach returns to Settonton a broken, the first few gray hairs beginning to show prematurely.[/SBLOCK]
 
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