EYES of the LICH QUEEN: Monstrous Mein Characters


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Drerek

First Post
Hiss--Draconic Kobold Dragon Shaman 4

Code:
[B]Name:[/B] Hiss
[B]Class:[/B] Dragon Shaman
[B]Race:[/B] Draconic Kobold
[B]Size:[/B] Small
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] Dragon Above

[B]Links to ability rolls below[/B]
[B]Str:[/B] 14 +2 	     [B]Level:[/B] 4        [B]XP:[/B] X
[B]Dex:[/B] 20 +5 	     [B]BAB:[/B] +3         [B]HP:[/B] 37 
[B]Con:[/B] 16 +3 	     [B]Grapple:[/B] +1     [B]Dmg Red:[/B] N/A
[B]Int:[/B] 14 +2 	     [B]Speed:[/B] 30'      [B]Spell Res:[/B] None
[B]Wis:[/B] 12 +1 	     [B]Init:[/B] +9        [B]Spell Fail:[/B] 0%
[B]Cha:[/B] 20 +5 	     [B]ACP:[/B] -0         
[B]Com:[/B] 11 +0

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +0    +5    +1    +2    +1    24
[B]Touch:[/B] 17              [B]Flatfooted:[/B] 19

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      4    +3     +1     +8
[B]Ref:[/B]                       1    +5     +1     +7
[B]Will:[/B]                      4    +1     +1     +6

[B]Weapon                  Attack   Damage     Critical[/B]
+1 Longspear              +7     1d6+4      20/x3  10' reach
Light Crossbow            +9     1d6+0      19-20/x2  80' range
2 Claws                   +6     1d2+2      20/x2


[B]Languages:[/B] Draconic, Common, Undercommon

[B]Abilities:[/B] 
Racial (kobold):
60' Darkvision
Small Size
Light Sensitivity
+2 racial bonus Craft (trapmaking), Profession (miner), Search

Racial (draconic):
Low-Light Vision
Darkvision 60'
+2 racial bonus Intimidate, Spot

Class: 
Dragon Aura +1 (self and all allies w/n 30', swift action to activate, deactivate and change aura)
Auras:  Power (bonus to melee damage = aura bonus), Presence (bonus to Bluff, Diplomacy, Intimidate = aura bonus), Senses (Listen, Spot, Initiative = aura bonsu), Vigor (Fast healing = aura bonus if less than 1/2 normal max hp's)
Totem Dragon (Green, Class Skills-Bluff, Hide, Move Silently)
Draconic Adaption:  Water Breathing (Ex).  Can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Breath Weapon:  15' Cone of Acid, 2d6 acid damage, DC 15 Reflex for half, after breathing must wait 1d4 rounds to use again.
Draconic Resovlve:  Immune to sleep, paralysis and frightful presence of dragons.

[B]Feats:[/B] 
Stealthy
Skill Focus-Move Siliently (class bonus)
Improved Initiative

[B]Skill Points:[/B] 28       [B]Max Ranks:[/B] 7/3.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Bluff                      4    +5    +0      +9
Craft (trapmaking)	   1	+2    +2      +5
Hide                       7    +5    +4      +18
Intimidate                 7    +5    +2      +16
Knowledge (nature)	   1    +2    +0      +3
Move Siliently             7    +5    +2      +16
Profession (miner)	   1    +1    +2      +4
Search			   0    +2    +2      +4
Spot			   0    +1    +2      +3

[B]Equipment:              	 Weight[/B]
+1 Mithral Shirt       	    5lb
+1 Longspear           	  4.5lb
Ring of Protection +1       0lb
Cloak of Resistance +1      0lb
Brooch of Shielding         0lb
Light Crossbow (20)         3lb
Explorer's Outfit	    4lb
Backpack		   .5lb

[B]Total Weight:[/B]17lb      [B]Money:[/B] 46gp 0sp 0cp

                           [B]Lgt   Med   Hvy   Lift   Push[/B]
[B]Max Weight:[/B]              43.5   87   131.25   262.5   656.25

[B]Age:[/B] 35
[B]Height:[/B] 2'3"
[B]Weight:[/B] 40lb
[B]Eyes:[/B] Green
[B]Hair:[/B] None
[B]Skin:[/B] Dark Green
Appearance: Hiss looks at first glance like a slightly larger than normal kobold. However, upon further inspection, Hiss's thick scales are not the usual orange or red color, but is a dark green that looks black in dim light. His eyes are bright green and his hands end in sharp claws. He wears the clothing of a seasoned adventurer but a hint of mithral can be seen underneath. He carries a longspear and a crossbow hangs from his belt.

Background: Hiss was born in the Seawall Mountains that separate Zilargo and Darguun. It was said that his clan had once ruled a small kingdom in those mountains before the rise of man and gnome. His clan still worshipped the old powers, the dragons, rejecting the missionaries of the Soverign Host and the Dark Six alike. Hiss's clan felt blessed when one was born not like the rest, but closer to the Dragon Above and His children.

Hiss was raised in relative privilege. However, he was not satisfied with life in the mountains between the gnomes and the hobgoblins. He decided to see for himself what powers were out there and what sites the dragons themselves could see. He decided to set out for the famed city of Sharn, for there it was said that any race could find power and glory.

[sblock=Creation Stats]
17, 16, 14, 12, 13, 13, 15 http://invisiblecastle.com/find.py?id=1112583
14, 16, 18, 12, 18, 11, 15 http://invisiblecastle.com/find.py?id=1112586

9,000 gp starting equipment
+1 Mithral Shirt 2,100
+1 Longspear 2,305
Ring of Protection +1 2,000
Cloak of Resistance +1 1,000
Brooch of Shielding 1,500
Light Crossbow (20 bolts) 37
Explorer's Outfit 10
Backpack 2
[/sblock]
 

Hanuman47

First Post
Makada, Aranea wanderer

Makada
N Female Aranea 5

[sblock=Statistics]
Stat Array 1:
13, 15, 10, 14, 15, 13, 11

Stat Array 2:
15, 18, 13, 16, 15, 17, 12
Used Stat Array 2

Str 17 (base 17)
Dex 19 (base 15, +4 racial bonus)
Con 17 (base 15, +2 racial bonus)
Int 16 (base 12, +4 racial bonus)
Wis 15 (base 13, +2 racial bonus)
Cha 20 (base 16, +4 racial bonus)
COM 18 (base 18)

10000 XP
7 Action Points

Hit Points 26*
*2d8.minroll(4) + 17 (8 from 1st HD, 9 from CON bonus)

AC 15, Touch 14, Flat 11
Init +4
BAB +3, Grap +1
Speed 30* land/25 climb (base 30, load 86/173/260, no armor, acp 0)
Fort +6, Ref +7, Will +2

* +10’ movement in natural form

+6 Melee, bite, 1d6+4 piercing + poison, 20/x2
+7 Ranged Touch, web, entangle, 10' range increment (50’ maximum range)

(Humanoid Form)
Medium, 5'0" tall, 100 lbs, 17 yrs old
black hair, brown eyes, almond skin

Speaks Common, Sylvan, Draconic, Elvish, Giant

Skills
+11 Climb (0, racial bonus)
+10 Escape Artist (6)
+7 Concentration (4)
+6 Hide (Stealthy)
+6 Jump (3)
+8 Listen (4)
+6 Move Silently (Stealthy)
+8 Spot (4)

Feats
- Stealthy (+2 to Hide and Move Silently checks)
- Iron Will (+2 to Will Saves)
- Improved Web (+2 escape or burst DC, full round action for 1 additional target, expends 2 uses of web ability)

Aranea Traits
- bite 1d6, poison (1d3 STR/1d3 STR, DC 14)
- Darkvision 60
- Alternate Form (hybrid at will; elf 3/day, 1 hour duration)
- Web Attack (as net: DC 14 escape, DC 18 burst, 6 hp, 0 harness, double damage from fire; 3x/day)

Spells Per Day 6/6 (as Sor 2, save DC = 15 + spell level))
0th- detect magic, disrupt undead, mage hand, prestidigitation, touch of fatigue
1st- chill touch, shield[/sblock]

[sblock=Possessions]In progress. Likely Mithral shirt, as many wands as she can afford, standard backup stock of CLW potions, and special clothing[/sblock]

[sblock=Background, Personality, and Appearance]Background
For millennia, the Spinning Sisters had a pact with the elves of Aerenal to watch over the Grove of Memory. That agreement came to a tragic end when the Sisters were slaughtered as they failed to repel a band of Emerald Claw mercenaries who looted the holy site of many of its most precious treasures. When the elves from Shae Mordai finally arrived on the scene, they found that only Makada, barely an adult and grievously injured.

After she was nursed back to health, Makada was summoned by the Undying Court, which was gentle but firm in its pronouncement. Although the Undying Councilors appreciated the supreme sacrifice the Sisters had made, the pact between their peoples was now nullified. Makada was asked to leave her island home. The Aereni were not entirely without pity, however, and made certain that she was well outfitted for her journey, supplying her with equipment, money, and passage to Khorvaire.

Personality
Makada grew up extremely sheltered and is still very naïve about the world. As only the females of her race are sentient, she has difficulty dealing with males of other species, but at the same time she is fascinated by them. Deeply sensuous, she is curious about all the pleasures the humanoid world has to offer. Makada’s greatest social barrier is distinguishing which creatures are considered acceptable to eat; she is sometimes so intoxicated by the scent of all many tasty morsels around her that she almost forgets herself...

Appearance
Not quite full grown, Makada is a bit smaller than the typical member of her race. In her humanoid form, she takes on the shape of a stunningly beautiful elven maiden with deep almond skin and black hair that hangs to her waist. She moves with a careless grace and dresses in sheer, form-fitting clothing of the finest silk.[/sblock]

[sblock=Plot Hooks]
  • Seeks vengeance against the Emerald Claw.
  • Wishes to recover the items stolen from the Aereni and rebuild the Grove of Memory.
  • Has left a string of lovers with whom she became bored; one such saw her true form and has vowed to destroy her.
  • Has a special destiny she is not herself aware of; may have been manipulated from birth to fulfill it, possibly by Undying Court.
[/sblock]
 
Last edited:

Voadam

Legend
Ker Mithow

Dhakanian Bugbear
Barbarian 2/Soulknife 2 +1 LA

Str 20 +5
Dex 18 +4
Con 18 +4
Int 14 +2
Wis 14 +2
Cha 11 -
Com 11 -

hp 49 (12+6+6+5+20)
AC 23 (+6 armor, +4 dex, +3 natural) touch 14, ff 19
Init +4
Move 40'
BAB +3
Grapple +8

F+7 R+7, W +5

attack +9 melee mindblade 1d6+5 19-20
attack +8 ranged mindblade 1d6+5 19-20 RI 30'

Feats: Extra Rage (complete Warrior), Improved Toughness (Complete Warrior),
Weapon Focus mindblade, Wild Talent,

Skills
Concentration +4
Climb +10<9>
Hide +6<5>
Intimidate +6
Jump +10<9>
Listen +9
Move silent +10<9>
Spot +4
Survival +7
Swim +10<8>
Tumble +6<5>

Speaks Goblin and Common

Rage, 3/day
Uncanny dodge
Mindblade
Throw Mindblade

Equipment 9,000gp
Mithral breastplate+1 5,200gp 6 AC 5 max dex Armor check penalty -1
Handy Haversack 2000gp
Brooch of Shielding 1500gp
Sundry general equipment 20 gp
280 gp
travelling clothes
 

Lord_Raven88

First Post
Still finalising equipment

[sblock=Ria'Aridethnis, Satyr Marshal 3]
Code:
Ria'Aridethnis [Ria' Ari- deth-nis] -Eternal Hunter of the Silver Dawn
Satyr Marshal 3 (ECL 5)

Alignment: Neutral Good
Size: Medium
Type: Fey
Base Speed: 40

[url=http://invisiblecastle.com/find.py?id=1104263][b]STATS[/b][/url]
Str: 15 (+2)  
Dex: 15 (+2)  +2 racial
Con: 15 (+2)  +2 racial
Int: 17 (+3)  +2 racial
Wis: 14 (+2)  +2 racial
Cha: 20 (+5)  +2 racial
Com: 13
HP: 24 (8 + [url=http://invisiblecastle.com/find.py?id=1113720]2d8[/url] +6)

AC: 22 (10 base +3 Dex +4 nat +5 Arm)

Saves: 
For: +5  (3 Base +2 Con)
Ref: +3  (1 Base +2 Dex)
Wil: +5  (3 Base +2 Wis)

Init: +2

Base attack bonus: +2

Attacks: 
+5 Spiked Chain 2d4+2 x2

Skills                 Total     Ranks   Stats    Misc
Appraise		 3        0.0      3        0
Balance			 2        0.0      2        0
Bluff			11(16)    6.0      5        0(+5 Motivate Charisma)
Climb			 2        0.0      2        0
Concentration		 2        0.0      2        0
Craft (untrained)	 3        0.0      3        0
Diplomacy		14(19)    6.0      5        3(+5 Motivate Charisma)
Disguise		 5(9)     0.0      5        0(+5 Motivate Charisma)
Escape Artist		 2        0.0      2        0
Forgery			 3        0.0      3        0
Gather Information	 5(10)    0.0      5        0(+5 Motivate Charisma)
Heal			 2(7)     0.0      2        0(+5 Motivate Wisdom)
Hide			 8        2.0      2        4
Intimidate		 8(13)    3.0      5        0(+5 Motivate Charisma)
Jump			 2        0.0      2        0
Listen			14(19)    6.0      2        6(+5 Motivate Wisdom)
Move Silently		 8        2.0      2        4
Perform			15(20)    6.0      5        4(+5 Motivate Charisma)
Search			 3        0.0      3        0
Sense Motive		 4(9)     2.0      2        0(+5 Motivate Wisdom)
Spot			14(19)    6.0      2        6(+5 Motivate Wisdom)
Survival		 4(9)     2.0      2        0(+5 Motivate Wisdom)
Swim			 2        0.0      2        0
Feats
1 - Alertness(bonus), Exotic Weapon Proficiency (Spiked Chain)
3 - Recklass Charge(+4 to hit -4 AC when charging) - Minatures PG27

Languages: Sylvan, Common, Elven, ?, ?.

Equipment
Head:
Eyes:
Neck:
Torso:
Body: +1 Mithral Chain shirt 2100gp 12.5lb
Belt:
Cloak:
Arms:
Hands:
Ring1: Ring of Sustenance 2500gp
Ring2:
Feet:

Other Items:
(mk) Spiked Chain 325gp 10lb
Explorers Outfit
Pipes of Sounding 1800gp 3lb
Signal Whistle 8sp

Efficient Quiver 1800gp 2lb
~ (mk) Comp Longbow (+2 Str) 600gp 3lb
~ (20) Arrows 1gp 3lb
~ (10) Dragonsbreath 25gp 1.5lb (1 point of fire damage, DC15 to avoid catching fire)
~ (10) Serpent Tongue 1.5gp 1.5lb (full damage to objects)
~ (20) Swiftwing 20gp 3lb (Half range penalty modifiers)

Backpack 2gp 2lb
~ Bedroll 1sp 5lb
~ Winter Blanket 5sp 5lb
~ Flint & Steel 1gp
~ Hammer 5sp 2lb
~ (5) Piton 5sp 2.5lb
~ Silk Rope 50' 10gp 5lb
~ Soap 5sp 1lb

Treasure: 152gp 5sp
Weight Carried: 30.5lbs
Carrying Capacity: Light(21lb), Medium(22-43lb), Heavy(44-65lb)

Satyr Abilities
Natural Armour: +4 natural armour
Natural Weapons: Headbutt 1d6
Damage Reduction: 5 / cold iron
Low-light vision
Pipes: Charm Person, Fear or Sleep DC 16 in a 60 foot spread.
Bonus Feat: Alertness
Skills: +4 racial bonus on Hide, Listen, Move Silently, Perform & Spot checks.
LA: +2

Marshal Abilities
Bonus Feat: Skill Focus(Diplomacy)
Auras(ex): The marshal exert an effect on allies in his vicinity. He can learn to produce different effects or auras, over the course of his career. The marshal may project one minor aura and one major aura at a time. Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura continually, thus an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn. Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies and the terrain, then gives allies the direction that they can use to do their best. Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralysed, or otherwise unable to be heard or understood by his allies. All bonuses granted by a marshal's auras are circumstances bonuses that do not stack with each other.
  • Minor Aura
    • Motivate Charisma: Add Charisma mod to Charisma checks and Charisma-based skill checks
    • Motivate Wisdom: Add Charisma mod to Wisdom checks and Wisdom-based skill checks
  • Major Aura
    • Motivate Attack: +1 bonus on attack rolls

Height: 5'8"
Weight: 165lb
Eyes: Emerald
Hair: Chestnut Brown
Skin: Tanned

Appearance:
Above average height for a faun Ria' Aridethnis (Ria) has chestnut brown hair, sparkling emerald eyes and is handsome in a roguish sort of way. Ria possesses a well defined muscular body that is deeply tanned by the elements, as such it's obvious that he has lived a vigorous physical lifestyle. Ria's finely chiselled features, disarming smile and forked goatee have smitten many a fair maiden.

Background:
Born in Valenar Ria was readily accepted into a prestigious warclan and at an early age showed a finesse for leadership. Ria received extensive training both in warfare and in leadership and tactics in which he excelled.

Ria has travelled throughout Khorvaire leading a small band of highly trained Valenar Elves that were hired out for various causes. It was during one such encounter when he was charged with tracking down a murderous cell dedicated to the Blood of Vol, that he engaged for the first time with a powerful priestess of Vol, who thru trickery and guile poisoned Ria and his men before making her escape.

The Warchief of his clan was disgusted with Ria for the lose of these men (one of whom was the Warchief's cousin) and formerly discharged Ria from the clan, on grounds of cowardice and incompetence. Devastated by the death of his men and being dishonoured among his clan, Ria fled Valenar vowing to tracking down this priestess to avenge his men and hopefully restore his honour.

Since that day Ria has acted a sword for hire and guide specialising in the recovery of ancient items and lore. All the while Ria continues to follow any leads which may lead him to the Blood of Vol, hoping one day to fulfill his vow by destroying the priestess.

Plot Hooks
  • Vowed to hunt down and destroy a Priestess of Vol.
  • Worked to help recover ancient items and lore throughout Khorvaire.
  • Hopes to prove himself and restore his honour and position in his former Warclan.
  • The Warchief secretly holds a grudge against Ria, and wants to avenge the death of his cousin.
[/sblock]
 

Unkabear

First Post
Mmmrrssssk(Scales) Poison Dusk Lizardfolk Druid

Str 15 +2
Dex 17 +3
Con 18 +4
Int 11 +0
Wis 17 +3
Cha 14 +2
Com 14 +2

Hp 44

Saving throws
Fort 8 = 4+4
Ref 4 = 1+3
Will 7 = 4+3

Move 30' (20' w/Breastplate)
Init +3

AC 26 = 10 + 6(Breastplate) + 3(Dex) + 3(Natural) +3 (Shield) + 1(Size)


Bab 3 Melee +6 Ranged +7 grapple +1


Weapons
Short Spear +7 1d4+3 x2 20ft
Dagger +6 d3+2 19-20x2 10ft
Club +6 1d4+2 x2

Skills
Concentration (Con) 11 = 7 + 4
Handle Animal (Cha) 9 = 7 + 2
Heal (Wis) 8 = 5 + 3
Spot (Wis) 5 = 2 + 3
Survival (Wis) 12 = 7 + 3 + 2


Feats
Spell focus Conjuration
Augment Summoning

Language
Common
Draconic
Halfling
Sylvin
Druidic

Special
Chameleon Skin
Hold Breath
Low Light vision

[sblock=Stuff]
+1 Dragonhide Breastplate 2000
+1 Shortspear 2301
Handy Haversack 2000
Everfull Mug & bag of endless rations (550)
Wand of Cure Light Wounds (750)
+1 Heavy Darkwood Shield (1207)
Dagger (2)
Club (Free)
Bedroll(.1)
Winter Blanket(.5)
Candle(.01)
Chalk 3 pieces(.03)
Fishing Hook(.1)
Hammer(.5)
Flint & Steel(1)
Grappling Hook(1)
Oil (1-pint flask)(x2)(2)
Sewing Needle(.5)
Clay Pitcher(.01)
Iron Pot(.5)
50’ Hempen Rope(1)
Sack(x3)(.3)
Whetstone(.02)
Ever Burning Torch(110)
Explorers Outfit(10)
62.42 left

129.58+
8808=
8937.58
[/sblock]

Spells Coming

[sblock=Druidic Stuff]
Animal Companion (Ex)
A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.

A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A druid of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.)

Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex)
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Woodland Stride (Ex)
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex)
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex)
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

[/sblock]

Backstory
Mmmrrssssk (Scales) revered the high priest of his tribe much as all of the other Poison Dusks of his tribe. So when he was asked to leave it came as a crushing blow to Mmmrrssssk. All of his questions as to why were swept away and by dawn he found himself walking from his tribal camp at spearpoint. He began wandering around his usual hunting ground hiding from his kin. But when he began to find signs telling him to leave even there or he would be hunted Mmmrrssssk left even there into the wilds beyond his home. It was along this journey that he came upon a snake that Mmmrrssssk came to call a friend. The Viper known as Hisss followed Mmmrrssssk as a companion.

Mmmrrssssk began to find solace in nature and even began to commune with the earth spirits. He began to call upon this power and found that he could do amazing things. His travels took him through many wildernesses and he found beauty in each of them. As he came across others he began to learn the customs of others. And though it took a while to learn that attacking on sight was not general custom of the other nations. He began to learn the languages of others and join in adventuring groups. Not fully understanding that he was not fully accepted with them he continued on in good humor taking the laughter behind his back as his companions gave him the nickname of Scales. Mmmrrssssk learned that others referred to him as a Druid. And though he found them unnatural when Mmmrrssssk visited cities he found himself visiting the regions that favored the minorities. And though they tended to be a rougher part of town, a viper perhaps larger than he is tended to cause the unsavory types to think twice about bothering this small creature that keeps to himself.
 
Last edited:

Necro_Kinder

First Post
[sblock=Caeldrimme]

Name: Caeldrimme
Class: Ranger 5
Race: Raptoran
Alignment: CG
Age: 29
Weight: 105 Lbs
Height: 6’4”
Gender: Male
HP: 41 / 41 (5d8+15)


Abilities
Str 17 (+3)
Dex 20 (+5)
Con 16 (+3)
Int 14 (+2)
Wis 16 (+3)
Cha 14 (+2)
Com 13 (+1)

Statistics
AC 20 (+5 Dex, +5 Armor)
Touch 15, Flat Footed 15
FORT +7 (4 base, +3 Con)
REF +9 (4 base, +5 Dex)
WILL +4 (1 base, +3 Wis)

INIT +5
BAB / Grapple +5 / +8
Speed: 30ft, Fly 40ft (Average)

Melee
+8 Halberd (1d10+4, 20, x3)

Ranged
+11 (+9/+9) Longbow (1d8+3, 20, x3, 110ft)

Feats
Point Blank Shot (1)
Rapid Shot (Archery Style Bonus)
Plunging Shot (3) (Races of the Wild pg. 152, Thrown or Projectile weapon deals 1d6 extra damage if more that 30ft above target)

Racial Features
Glide, Flight (3 rounds), Pact With Wind Lords (air spells at +1 CL), Unerring Direction, Low Light Vision, Weapon Familiarity (Foot Bow), +10 racial bonus to Jump, +2 racial bonus to Climb and Spot

Class Features
Favored Enemy, Track, Archery Combat Style, Endurance, Animal Companion

Favored Enemies
Constructs
Giants
(+2 Attack and Damage)
(+2 Bluff, Sense Motive, Spot and Survival)

Skills 32+8+8+8+8
Climb +9 (4 Ranks, +3 Str, +2 Racial)
Concentration +8 (5 Ranks, +3 Con)
Handle Animal +6 (4 Ranks, +2 Cha)
Hide +12 (8 ranks, +4 Dex)
Jump +17 (4 Ranks, +3 Str, +10 Racial)
Knowledge (Geography) +7 (5 Ranks, +2 Int)
Knowledge (Nature) +6 (4 Ranks, +2 Int)
Listen +8 (5 Ranks, +3 Wis)
Move Silently +10 (6 Ranks, +4 Dex)
Search +8 (6 Ranks, +2 Int)
Spot +11 (6 Ranks, +3 Wis, +2 Racial)
Survival +10 (7 Ranks, +3 Wis)

Languages
Common
Tuilvilanuue
Elven
Sylvan

Stuff 212 GP, 4 SP; 39 Lbs
+1 Mithral Chain shirt (Max Dex +6, AC penalty 0) (2100 GP, 13 Lbs)
MWK Composite Longbow (+3 Str) (550 GP, 3 Lbs)
40 Arrows (2 GP, 6 Lbs)
Halberd (10 GP, 12 Lbs)
Gloves of Dexterity +2 (4,000 GP, - Lbs)
Handy Haversack (2000 GP, 5Lbs)
--Ever Burning Torch (110 GP, 1 Lb)
--Flint and Steel (1 GP, - Lbs)
--Bedroll (1 SP, 5 Lbs)
--Rope, Silk 50ft (10 GP, 5 Lbs)
--Water Skin (1 GP, 4 Lbs)
--Weeks Trail Rations ( 3.5 GP, 7 Lbs)

Light Load= 86 Lbs
Medium Load= 87-173 Lbs
Heavy Load= 174-260 Lbs
Lift= 260 Lbs
Push / Drag= 1,300 Lbs

Spells Prepared
1st Level
Magic Fang
[/sblock]

[sblock= Eagle Companion]

Therrail

Size/Type: Small Animal (Eagle)
HP: 5 / 5 (1 HD)
Init: +2
Speed: 10ft, fly 80ft (average)
AC: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
BAB / Grapple: +1 / -3
Attack: Talons +4 melee (1d4)
Full Attack: 2 talons +4 melee (1d4) and bite -1 melee (1d4)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +3, Ref +4, Will +2
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon Finesse
Abilities:
Str 10 (+0)
Dex 15 (+2)
Con 12 (+1)
Int 2 (-4)
Wis 14 (+2)
Cha 6 (-2)
[/sblock]

[sblock=Background]
Caeldrimme comes from one of the larger cities of Raptorans located deep in the forests of Xen Drik. He spent most of his childhood with the Drow who inhabited in a village close to his, and from this learned to fight giants and other beasts of the forest. He was expelled from his village to go on his Wlk of Four Winds, and has since travelled far from home. He has been all over Xen Drik and has even ventured across the sea to Sharn and other places in Breland. There he learned about the Warforged, and their unnatural birth. He regards them as abberations to nature and dislikes them greatly. He must keep adventuring for now, for he cannot return home until he can fly under his own power into the roost tower, something he practices everyday.

Hooks
1) Gets along well with drow, acts as a Drow would in the presence of Giants
2) Hates Warforged and their creators
3) Must learn to fly, and practices it all the time
4) Wants to return to Xen Drik [/sblock]
 

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