Heroes of the Vilhon Reach Gallery

Broccli_Head

Explorer
Let's start with everyone's favorite priest of Tyr :


Benito Moltos: lvl 8 cleric /lvl 5 Holy Justice
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Str: 18 (20 w/gauntlets)
Dex: 16
Con: 16 (20 w/amulet of health)
Int: 15
Wis: 20 (24 w/peripat of wisdom)
Chr: 16
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Hp: 76+39=115, 76+65=141 w/ amulet of health
AC: 30 (+3 Dex, +4 shield, +3 breastplate, +2 natural armor amulet ; Touch:13) goes to 34/17 when boots active.
Saves: 9/3/11 base, 15/9/17 w/stat modifiers.
Base attack bonus: +10/+5, w/stat modifiers +15/+10, +18/+13 w/ Mano de la justicia (1d8 + 8 +1d6 vs. evil, threat range 15-20 (x 2))
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Skills (second numbers reflect skill after modifiers applied) should total 90 points

Concentration: 15 (cleric) +20
Craft Armor: 5 (cleric) +7
Diplomacy: 12 (cleric) +17 w/skill focus
Knowledge Religion: 8 (cleric) +10
Spot: 10 (holy justice) +19
Local knowledge: 2 (freebie) +4
Sense Motive: 6 (holy justice) +13
Ride: 2 (cross class) +5
Use Rope: 5 (holy justice) +8
Spell Craft: 10 (cleric) +12
Scry: 10 (cleric) +15
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Feats:
Weapon Proficiency (longsword--war domain frebie)
Weapon Focus (longsword--war domain frebie)
Scribe Scroll
Craft Wonderous Item
Improved Initiative
Magical Artisan
Skill Focus: diplomacy (bonus)
Improved Critical (longsword)
Ranged Touch Spell

Domains: War and Retribution
_________________________________________________

spells per day: 6/5+2+d/4+2+d/4+2+d/3+1+d/3+1+d/2+1+d
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Equipment (magical): ring of protection +2, Gauntlets of Ogre power (crafted and keyed), Benito's boots of the Holy Justice (boots of striding and springing) combined with boots of speed (crafted and keyed), +4 dark steel shield (loot that was subsequently enhanced further), silent move adamantine breast plate (+2 natural enhancement bonus) +1 (loot that was subsequently enhanced further), Dark Vision goggles (crafted and keyed) circlet of persuasion +10 diplomacy (player invented as well as crafted and keyed), Cape of Flying (crafted and keyed) Periapt of Wisdom +4 (crafted and keyed), amulet of natural armor +2 combined with amulet of health +4 , ring of might

Manacles of Truth , as the 3rd lvl clerical spell discern lies on command (player invented as well as crafted and keyed)

Mano de la Justicia , +4 holy, keen longsword Imbued with the spirit of Salazar, a now deceased mentor of Benito's. Can cast order's wrath and cure critical wounds
once per day as an 8th lvl cleric. **

*all keyed items are keyed to class: clerics, religion: Tyr

**Benito imbued some of his life energy into making Mano more powerful as per a Dragon article that showed how to make items advance with you. ________________________________________________
 
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Broccli_Head

Explorer
HOLY JUSTICE OF TYR

"Holy Justices know the laws and legal codes of the lands that they live in and the land in which they were raised. They automatically know all commonly known and uncommonly known information within that body of law and its attendant proceedures. "
--from Faiths and Avatars

Holy Justices see the world in clear-cut moral terms and want to see Faerun morally cleansed and ordered by laws are evenly and diligently applied. Tyr bestows special favor and abilities on certain individuals who possess great faith and desire to spread Tyr's precepts of justice and law to those less civilized and to bring those who break the law to face justice.

REQUIREMENTS
To qualify to be a Holy Justice, a character must fulfill all of the following criteria

alignment: Lawful Good
skills: Knowledge (relegion) 8 ranks, Diplomacy 8 ranks, Knowledge (local): 2 ranks
feats: weapon focus (longsword)
spellcasting: Ability to cast divine spells, ability to turn undead.
patron: The holy justice must have Tyr as his patron diety.

CLASS SKILLS
Concentration (Int), Craft (Int), Diplomacy (Wis), Heal (Wis), Knowledge (relegion) (Int), Profession (law) (Int), Scry (Int), Sense Motive (Wis), Spot (Wis), Spellcraft (Int), Use Rope (Dex)

Skill points at each level 4 + Int modifier

Table 1: Holy Justice
Level BAB Fort Ref Will
1 +1 +2 +0 +2
2 +1 +3 +0 +3
3 +2 +3 +1 +3
4 +3 +4 +1 +4
5 +4 +4 +1 +4

Special
1 Detect Evil, Controlled Strike
2 Exotic wpn. prof.: manacles, Skill Focus
3 Reveal the Truth
4 Resist Illusion, Unyielding Will of Tyr
5 True Form

Spells per day
1 +1 of existing class
2 +1 of existing class
3 +1 of existing class
4 +1 of existing class
5 +1 of existing class

CLASS FEATURES
Weapon and Armor proficiency: holy justices are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields
Detect Evil (Sp): At will the holy justice can detect evil. This ability duplicates the effects of the spell detect evil.
Controlled Strike (Ex): The holy justice can choose to deal subdual damage with his weapon without incurring the normal -4 penalty.
Exotic Weapon Proficiency (manacles) (Ex): The holy justice is able to wield manacles as a melee weapon. If the holy justice strikes his target with the manacles, he then makes an opposed strength check. If the check is successful the opponent is manacled.
Skill Focus (Ex): the holy justice chooses a skill focus in one of his class skills.
Reveal the Truth (Su): Detect a deliberate falsehood a number of times per day equal to the character's wisdom modifier. There is no saving throw to resist this supernatural ability. However, if the target is four levels or hit dice above the holy justice (total character levels), the power does not function.
Resist Illusions (Ex): a holy justice of 4th level or higher gains a +4 bonus on saving throws against illusions.
Unyielding Will of Tyr (Su): the holy justice can choose to ignore mind-affecting spells or abilities, charms or compulsions. Doing so causes one negative level per round the affect or spell is resisted. The holy justice may re-roll his saving throw during his initiative each round to resit the spell or ability at the new modified saving throw. If because of level loss, the holy justice reaches 0 hit points, he succumbs to the effect and regains the lost levels. Also, he can voluntarily end this effect at any time and succumb to the spell or ability. This also allows him to regain lost levels. The level loss is temporary and returns once the holy justice makes his saving throw or succumbs to the spell or effect in question at the rate of 1 level per turn.
True Form (Su): The holy justice may use one of his turning attempts to force creatures altered by magical effects or through supernatural abilities to their true form. This ability is treated as turning undead for purposes of determing number and level of creatures so affected. For this ability, the levels of holy justice add to any previous ability to turn undead.
Spellcasting: a holy justice adds +1 level to his existing divine spell-casting level, but does not gain any other abilities (turning undead, feats, etc.) inherrant to any previous class.
 
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DMRob

First Post
How exactly is he using both an amulet of Nat Armor, and a Periapt of Wisdom/amulet of health? Also, what is this Keyed property your referring to?

DMRob
 

Broccli_Head

Explorer
They are the same item....you can conserve space by doublling properties of an item. The secondary property is double the cost.

Keying an item is also described in the DMG. You can reduce the cost of making a magical item by restricting usage to an alignment or class.
 

Malachai_rose

First Post
hey :)

the amulet of natural armor and amulet of health are a combo item, you can find the rules for combining the item on page 243 of the DMG 'behind the curtian'

As for 'keying' an item goes, you can key an item so that it only works for people of a certian alignment or class or both if you wish, doing so cuts the price by 30% and Benito also took the magical artisan feat which cuts the cost by another 25% as well as crafting the item cuts 50% off of the market price to begin with, you also can key an item to ranks in a skill to cut the cost an additional 10% or 20% if it is a restricitve skill like Scry (example given in the DMG)

All in all if you wanted to make your items person specific and spend 2 feats on it you can reduce the gold cost of magic items considerably, the only draw back is the sometimes considerable xp cost of making such items. I realize he has alot of magic items but as the party wintered in Alaghon he knew that they would need to have every advantage he could give them so he got to work making items for the party and himself, this was necessary as magic items of worth are few and far between in Brocs world so he needed to take matters into hand himself to equip the group :)

If I missed something or you have any other question let me know :)
 
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Broccli_Head

Explorer
Actually, only Benito has given me his stats! The others need to pass on their character sheets or something. Hopefully...Grim's will be next!

Thanks for asking, though. :D

I also need to update Benito Moltos, Holy Justice of Tyr.
 

Malachai_rose

First Post
NEW HERO STATS!

Name: Souliss
Race: wolverine
Class: Psion
Level: 11th (ecl 13th)
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Str: 20
Dex: 22
Con: 22
Int: 16
Wis: 18
Chr: 20
__________________

Hit Points: 148
AC: 24
Saves: 9/9/13
Attack Bonus: +11 melee (5 bab, 1 magic fanged claes, 5 strength) , +11 ranged (5 bab, 6 dex)
__________________

Feats:
Improved initiative, Inertial armor, psionic focus (telep), greater psionic focus (telep), quicken power

__________________

Skills:
Psicraft 8+3=11
Sense motive 4+9=13
Gather information 4+11=15
Remote view5+5=10
Knowledge psionics 5+8=13
Diplomacy 5+11=16
Concentration 6+14=20
Spot 4+11+2=17
Bluff 5+8=13
Listen 4+11+2=17
Swim 5+4=9
Climb 5+6+7=18
__________________

Equipment:

Psi crystal

Claws and teeth of the player have been permanantly magic fanged as well.

Rimg of protection+2 (slips on one of his for paw claws)
_________________

Power Points: 79

Powers known: 6+d/3+d/3+d/2+d/2+d/1+d
_______________________________________________________________

How a psionic wolverine came to be... long story but ythe short of it is the players character kept dying (and according to how we were doing it at the time if you died you came back one level lower at base xp with a new guy) So we ended up with Joe playing a 5th lvl psion in a group of 9th and 10th level characters. I petitioned Broc to help poor Joe out but we were unsure what to do.

Then fate struck, heh, Joe died again ( he was 6th lvl when this happened) We had a druid in the game at that point that could cast reincarnation, and the player decided to spin the wheel and go with that, so he rolled percentiles. When he came up wolverine me and Broc went to the side to talk. Broc decided (with some prompting) that this was the perfect chance to get him back into the game with a viable character.

Instead of the normal reincarnation the Psions god had mercy on him and granted a more powerfull version. Using his base stats Broc treated the wolverine he was to be raised as, as a template (kind of like a half dragon template) and added those modifiers to his base stas for his human psion (also we gave him the 3hd of hit points for being a wolverine since he was always getting killed). What resulted was the equivilant to an ecl 2 <shrugs> the modifiers if any are interested are...

3d8 hit points
Rage
Scent
str +4
Dex +4
Con +8

Reincarnation says that you get to keep your own intel, wisdom and charisma (lucky for him, heheh). Also Broc then changed the death rule that if you died you now came back the level you were, at base xp for that level and started handing xp out per person based on if the entire group was 'your' level. This had the effect of speeding up the xp for the lower level players like Joe so they could catch up and it slowed the xp down for players like myself and Grims player. The result was a tightening in the level gap in the party so that we would all once again be within a level or two of eachother instead of 4 or 5 levels, and eventually this xp system will lead to a level gap of 1 or less levels (at least thats the plan).

So let me and Broc know what you think of the Psionic wolverine and our soloution to the level disparity given the player didnt want a new character, so just letting him come in higher wasnt an option and magically handing out levels seemed like a bad idea as well.
 
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Malachai_rose

First Post
Grim

Race: Ghostwise Halfling
Class: Rogue/Barbarian/Ranger/Shadowdancer
Level: 10th lvl rogue/1st lvl Barbarian/1st lvl Ranger/1st lvl Shadowdancer
___________________

Str: 12
Dex: 21 (23)
Con: 12
Int: 17
Wis: 18
Chr: 10
__________________

Hit Points: 72
AC: 29, 32 while using buckler
Saves: 10/17/9
Attack Bonus: 9/4, 19/14, using 2 weapon fighting it is 17/15/12
Damage: primary hand 1d6+4+1d6 sonic +2d6 if human +1d6 if dealing subdual damage, off hand 1d4+1 (+4 if sneak attack)
__________________

Feats:

*ambidexterity, *two weapon fighting, **exotic weapon proficiency (kama), weapon finesse, combat reflexes, dodge, improved initiative, mobility

*virtual feat granted for Ranger level
** virtual feat granted from weapon
__________________

Skills:

Hide: 15+6+4=25
Move silently: 15+6+10+2=33
Tumble: 15+6=21
Spot: 15+4=29
Listen: 10+4+2=16
Search: 15+3=18
Disable device: 12+3=15
Balance: 5+6+2=13
Jump: 5+1+2+2+10=20
Escape artist: 13+6=19
Pick pocket: 5+6+2=13
Open lock: 10+6=16
Climb: 5+1+10+2=18
Apraise: 5+3=8
Bluff: 10+0=10 152sk+14
Wilderness Lore: 5+4=9
Rope use: 3+6=9
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Equipment:

*Kama +3 mercifull/lesser humanbane/sonic, Ring of climbing, Ring of protection +2, Amulet of natural armor+3, Mithril shirt +3, Darkwood buckler +2, Dagger +1 (+4 for sneak attacks), Darkvision googles/Eyes of the eagle (flip up lenses like Dwayne Wayne from the old TV show), Boots of leaping and striding/Elven boots, Gloves of Dexterity +2, Cloak of resistance +2

*lesser humanbane is an ability rated at +1 from the Sean K. Reynolds site
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Theres another of the group ;) If you see any glaring errors or have any comments please feel free to post em.
 

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