(CSRHoD) Creamsteak's Red Hand of Doom [RG]
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  1. #1
    Myrmidon (Lvl 10)

    Creamsteak's Avatar

    Join Date
    Jan 2002
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    Block Creamsteak


    (CSRHoD) Creamsteak's Red Hand of Doom [RG]


    Party Treasure

    Siobhan (replaced)
    Gurguannin (dead)
    Denna (unused)

    Character Creation

    Ability Scores:
    32 Point Buy.

    Hit Dice
    Maximize 1st.
    Average on all others.
    (4 = 2.5, 6 = 3.5, 8 = 4.5, 10 = 5.5, 12 = 6.5)

    Aasimar*, Dwarf, Gray Elf, Goliath*, Halfling, Human, Tiefling*.

    *Aasimar, Goliaths, and Tieflings are modified.
    Aasimar as Characters
    • Planetouched Subtype: Aasimar are humanoids with the Planetouched Subtype.
    • +2 Wisdom, +2 Charisma.
    • Medium size.
    • An aasimar’s base land speed is 30 feet.
    • +2 racial bonus on Spot and Listen checks.
    • Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
    • Favored Class: Paladin.

    Goliaths as Characters
    • +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma
    • Medium Size.
    • Goliath base land speed is 30 feet.
    • Monstrous Humanoid: As monstrous humanoids, goliath are proficient with all simple weapons, but they have no proficiency with any armor or shield.
    • Powerful Build: The physical stature of goliath lets them function in many ways as if they were one size category larger.
    • Whenever a goliath is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the goliath is treated as one size larger if doing so is advantageous to him.
    • A goliath is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
    • Mountain Movement: Goliaths can make standing long jumps and high jumps as if they were running long jumps and high jumps. A goliath can engage in accelerated climbing without taking the -5 penalty on the Climb check.
    • Acclimated: Goliaths are automatically acclimated to life at high altitude.
    • +2 racial bonus on Sense Motive checks.
    • Automatic Languages: Common and Gol-Kaa. Bonus Languages: Dwarven, Giant, Gnoll, Terran.
    • Favored Class: Barbarian.

    Tieflings as Characters
    • Planetouched Subtype: Tieflings are humanoids with the Planetouched Subtype.
    • +2 Dexterity, +2 Intelligence.
    • Medium size.
    • A tiefling’s base land speed is 30 feet.
    • +2 racial bonus on Bluff and Hide checks.
    • Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
    • Favored Class: Rogue.

    Barbarian, Cleric, Druid, Fighter, Paladin, Ranger, Rogue, Spellthief, Swordsage, Warlock, Wizard.

    Barbarians gain Diehard as a bonus feat at 1st level even if he does not have the normal prerequisites for that feat. In addition, a barbarian's death threshold increases by 1 per barbarian level. (Ex: A 5th level barbarian would die at -15.)

    Clerics lose their ability to spontaneously cast cure/cause wounds spells and their bonus domain spells per day. Instead, Clerics can spontaneously cast spells from their domains. All Clerics of good deities can select the Healing domain. All Clerics of evil deities can select the Destruction domain.


    Fighters of 6th level and higher can change their favored weapon as a full round action. This means that a fighters weapon focus, improved critical, weapon specialization, and similar feats can all be changed in one full round action.


    Rangers of 6th level and higher can switch their combat styles as a full round action.

    Rogues can trade their sneak attack for fighter bonus feats at levels other than 1st.




    Wizards use a d6 hit die instead of a d4.

    All classes recieve more skill points.
    (2 + int modifier) becomes (4 + int modifier)
    (4 + int modifier) becomes (6 + int modifier)
    (6 + int modifier) becomes (8 + int modifier)
    (8 + int modifier) becomes (10 + int modifier)

    All non-core feats are by approval.
    Dodge just gives a +1 dodge bonus to AC.
    Item creation feats are prohibited. Item creation is allowed regardless of feats, and it does not cost additional experience. The primary limiter during this game is time.

    Prestige Classes
    All prestige classes including those in the core books are by approval.

    All characters start with 9000 gold worth of equipment. Non-core items will need approval.
    Last edited by Creamsteak; Monday, 9th February, 2009 at 01:29 AM.

  2. #2
    Acolyte (Lvl 2)

    Join Date
    Jul 2007
    Eureka, CA
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    Block Redclaw

    Larian Lightweaver
    Male Gray Elven Wizard (Transmuter) 8
    Init +3; Senses Listen +2, Spot +6; Low-Light Vision
    Languages Common, Elven, Draconic, Sylvan, Auran
    AC 14, Touch 14, Flat-footed 11;
    (+3 Dex)
    HP 38 (8d6+8)
    Fort +3 Ref +5 Will +6; Sleep Immunity, +2 vs. Enchantments,
    Speed 30ft
    Melee Longsword +4 (1d8 19-20), or
    Ranged MW Longbow +8 (1d8, x3, 100ft)
    Base Atk +4; Grapple +4
    Atk Options Point Blank Shot, Precise Shot
    Special Actions
    Str 10 (+0) (4 pp, -2 racial mod.)
    Dex 16 (+3) (6 pp +2 racial mod.)
    Con 12 (+1) (6 pp -2 racial mod.)
    Int 22 (+6) (10 pp + 2 racial mod. +1 at 4th level, +2 headband +1 at 8th level)
    Wis 10 (+0) (2 pp)
    Cha 12 (+1) (4pp)

    Feats Point Blank Shot, Spell Mastery, Precise Shot, Spell Focus: Illusion, Arcane Thesis: Fireball
    Skills Climb +3 (3 ranks, cc), Concentration +12 (11 ranks), Diplomacy +7 (6 ranks, cc), Knowledge (Arcana) +17 (11 ranks), Knowledge (Dungeoneering) +12 (6 ranks), Knowledge (History) +11 (5 ranks), Knowledge (Nature) +10 (4 ranks), Knowledge (The Planes) +13 (7 ranks), Spellcraft +19 (11 ranks), Spot +6 (4 ranks, cc), Swim +3 (3 ranks, cc)
    Masterwork Longbow 400 gp
    20 Arrows 2 gp
    --5 silver arrows
    --5 cold iron arrows
    --5 adamantine arrows
    Longsword 15 gp
    Dagger 2gp
    Lesser Metamagic Rod of Extend 3,000 gp
    Dispelling Chord
    Ring of Protection +1
    Scroll of Dispell Magic 375 gp
    Scroll of Resist Energy (2) 150 gp each
    Scroll of Fireball
    Scroll of Invisibility
    Scroll of Hold Monster
    Scroll of Fly
    Scroll of Tongues
    Scroll of Dimensional Anchor
    Scroll of Clairaudience/Clairvoyance
    Staff of Fire (25 charges), can function as +1 Flaming Javelin
    Wand of Magic Missile (3rd) (41 charges) 2,250 gp
    Wand of Magic Missile (5th) (12 charges)
    Headband of Intellect +2
    Pearl of Power (1st) 1,000 gp
    Backpack 2gp
    Scroll Case 1 gp
    Ink (2 vials) 8 gp each
    Inkpen 1 sp
    Bullseye Lantern 12 gp
    4 pints oil 1 sp each
    10 sheets paper 4 sp each
    Belt Pouch 1 gp
    Trail Rations (2 days) 5 sp each
    10 tindertwigs 1 gp each
    Spellbook 15 gp
    Spell Component Pouch 5 gp
    Pearl (100gp)
    potion of cure light wounds
    2 potions of cure moderate wounds

    Money: 77 gp

    Languages: Common, Elven, Draconic, Sylvan, Giant, Gnome

    Spells Known Banned Schools=Enchantment and Necromancy
    1st- Feather Fall, Magic Weapon (Spell Mastery) , Color Spray, Silent Image, Shocking Grasp, True Strike, Identify, Mage Armor (Spell Mastery), Protection from Evil, Magic Missile (Spell Mastery), Enlarge Person
    2nd- Fox's Cunning, Bull's Strength, Knock, Invisibility, See Invisibility, Hypnotic Pattern, Scorching Ray
    3rd- Fireball, Haste, Fly, Major Image, Displacement, Clairaudience/Clairvoyance, Dispell Magic, Mass Resist Energy
    4th- Greater Invisibility, Rary's Mnemonic Enhancer, Dimension Door, Evard's Black Tentacles, Stoneskin

    Spells Prepared 4/5+1/4+1/4+1/3+1 (Standard Travelling List)
    0- Mage Hand, Read Magic, Detect Magic, Detect Magic
    1st- Feather Fall, Shocking Grasp, Silent Image, Mage Armor, Magic Missile, Magic Weapon (Trans.)
    2nd- See Invisibility, Hypnotic Pattern, Scorching Ray, Knock, Bull's Strenght (Trans.)
    3rd- Dispell Magic, Fireball, Fly, Mass Resist Energy, Haste (Trans)
    4th- Greater Invisibility, Stoneskin, Dimension Door, Rary's Mnemonic Enhancer(Trans.)

    Save DCs
    Cantrips 16 (Illusion 17)
    1st 17 (Illusion 18)
    2nd 18 (Illusion 19)
    3rd 19 (Illusion 20)
    4th 20 (Illusion 21)


    Starting experience=10,000
    Hobgoblin Ambush=+1141.667
    Meeting Jorr=+250
    Vraath Keep=+1833.333
    Vraath Keep Take 2=+1,285
    Skull Gorge Bridge=+1800
    Destroying Bridge=+600
    Forest Trolls=+450
    Drellin's Ferry Council=+300
    Worg Riders=+625
    Shack attack=+825
    Greenspawn sneaks=+600
    Rhest Battle=+3750
    Barghest + Dragon=+1267
    Last edited by Redclaw; Monday, 20th April, 2009 at 03:03 AM. Reason: Levelled to 8th

  3. #3
    Myrmidon (Lvl 10)

    Join Date
    Dec 2006
    Auburndale, MA
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    Block pathfinderq1

    Name: Tyrla nic Rizzell
    Race/gender: Tiefling (modified)/female
    Class/level: Warlock 8
    Role: ranged attack/arcane damage

    Description: Tyrla appears to be a young woman- she has a subtly exotic look about her, and most folk assume that she is human (but from some far off land). She is just under average height, with a slender build. Her hair is black and curly, usually worn tied back in a simple braid. Her eyes are her most exotic feature, with a slight almond shape and catlike green-gold pupils which seem almost to glow red when she calls upon her powers. Her skin has a golden-bronze undertone- in the right lighting it seems almost metallic. For the most part, she prefers to keep herself covered- she wears long sleeves, ankle length skirts, gloves, and a deep hooded cloak nearly all the time (all of which fits nicely with her carefully maintained mysterious look).

    Background: Many of the isolated villages that dot Elsir Vale have a local wisewoman- some of these folk are simple herbalists or healers, while others have some smattering of magical ability, most often as a druid or adept. Some of these women are far more powerful than their fellow villagers could ever understand, and they dwell in rural isolation for a variety of reasons ranging from personal desire for solitude to madness borne of magical study or misadventure. Tyrla's mother was one such unfortunate soul. As far as the villagers of Drin were concerned, "Mama Rizzell" had lived in the clearing atop Quartz Hill basically forever, and no one really minded her occasional fits of raving as long as she continued to dispense her wisdom and petty magical trinkets. They were rather surprised when visitors to her hut began to notice a tiny girl-child lurking in the shadows, but the simply assumed that "Mama" had acquired a foundling, perhaps in some strange bargain.

    As the girl grew, she mostly stayed near Rizzell's clearing, though from time to time, she was seen wandering alone through the woods. She rarely spoke, except to deal with her "mother's" visitors, and it was years before any of the townsfolk even knew her name. Tyrla studied whatever Rizzell could teach her, mostly the lore of the arcane world, and on her own she explored the forests and hills around her home. Perhaps in time she might have learned her mother's trade and assumed the mantle of village wisewoman herself- but that future was wiped away one spring morning when raiders thundered down from the hills. Tyrla escaped into the woods, and Rizzell used all of the powers at her command to fend off the raiders- but it was not quite enough. Tyrla returned that night to find her "mother's" body surrounded by slain foes in the ashes of her cabin.

    For a time, Tyrla stayed with the villagers of Drin, but she did not have her mother's knowledge, and she was too odd to fit in with the simple farming folk. When the next spring came, she set out upon the roads to seek her fortune. She learned a great deal in a short time, and within another year she had joined a company of adventurers- she has traveled with that band ever since. Over the years, she has expanded her arcane knowledge to an impressive degree, but her ability to manipulate the forces of magics remains oddly chaotic. Despite the impressive energies she wields, she has never been able to master the simplest formal rituals of magecraft. Stranger still, she has become more and more certain that her ancestry is not purely human- part of her fears the truth, but another, larger portion of her psyche revels in the knowledge of what she might be (or what she might become...)

    Personality: Tyrla quite deliberately cultivates an aura of mystery- she often seems rather distant, especially around those she does not know well, and she seems prone to fits of rage which approach madness. She is deeply interested in her arcane studies, and that subject is the quickest way to break through her reserved facade. Her friends have long since grown used to her rather ferocious temper- even at her worst she has never betrayed her loyalty to her allies. Her more learned friends may be aware that she is not truly human, but the taint within her blood does not seem to have warped her beyond saving.


    Tiefling (modified) female
    Warlock 8;
    XP 27602 (04/20/09)
    Alignment: CN (tending towards CG)
    Languages: Common, Infernal, elf, draconic, orc, goblin
    HP: 46 (6/3.5/3.5/3.5/3.5/3.5/3.5/3.5, +16 CON)
    AC: 20 (t15/ff16; DEX +4, Armor +5, Deflection +1)
    Initiative: +4 (DEX)
    BAB: +6/+1 (Melee +5/+0//Missile +10/+5//Grapple +5)
    +5/FORT: base +2, vest +1, CON +2
    +7/REF: base +2, vest +1, DEX +4
    +9/WILL: base +6, vest +1, WIS +2

    STR 9 (-1; 1 point)
    DEX 18 (+4; 8 points +2 racial +1 at level 4)
    CON 14 (+2; 6 points)
    INT 16 (+3; 6 points +2 racial)
    WIS 14 (+2; 5 points, +1 at level 8)
    CHA 12 (+1; 6 points -2 racial)

    Point blank shot (1st level)
    Precise shot (3rd level)
    Extra invocation (6th level- Cold comfort)

    Class abilities: Damage reduction 2/cold iron; Detect Magic (at will; CL 8); Deceive Item; Eldritch blast 5d6 (+10 ranged touch); Fiendish resilience (1x/day, gain fast healing 1 for 2 minutes)

    Eldritch Spear (level 1)
    See the Unseen (level 2)
    Baleful utterance (level 4)- replaced Summon Swarm at level 6
    Cold comfort (level 6, extra)

    Voracious Dispelling (level 6)- replaced Charm at level 8
    Fell flight (level 8)

    Skills (at level 8):
    +5/Bluff; 2 ranks +1 CHA, +2 racial
    +13/Concentration; 11 ranks +2 CON
    +14/Knowledge- arcana; 11 ranks +3 INT
    +4/Knowledge- history (cc); 2 points cc= 1 rank +3 INT
    +5/Knowledge- nature (cc); 4 points cc= 2 ranks +3 INT
    +4/Knowledge- religion; 1 rank +3 INT
    +5/Knowledge- the planes; 2 ranks +3 INT
    +4/Listen; 4 points cc= 2 ranks +2 WIS
    +6/Sense motive; 4 ranks +2 WIS
    (+1)/Speak language; 2 pts cc= 1 rank; Goblin
    +3/Spot; 2 pts cc= 1 rank +2 WIS
    +16/Spellcraft; 11 ranks +3 INT +2 synergy
    +6/Survival (cc); 8 points cc= 4 ranks +2 WIS
    +12/Use magical device; 11 ranks +1 CHA
    +6/Hide (untrained); 0 ranks +4 DEX +2 racial

    Chausable of Fell Power (lesser)
    +1 mithril shirt (AC +5, check -0)
    Ring of Sustenance
    Ring of Protection +1
    Heward's handy haversack
    Vest of resistance +1- from Complete Arcane
    Wand of CLW (49 charges, CL 1)
    Wand of Burning hands (50 charges, CL 1)
    Potion of CLW (x2; CL 1)
    Potion of CLW (x2; CL unknown- ruined town)

    MW cold iron shortspear (+6/+1 to hit//1d6-1 damage)
    Cold iron daggers (x2)
    Sling with 10 bullets

    Sunrods (x4)
    Alchemist's fire (x2; 40 gp)
    Explorer's outfit (x2; 0+10 gp)
    Traveler's outfit(x1; 1 gp)
    Bedroll (1 sp)
    Belt pouch (1 gp)
    Flint and steel (1 gp)
    Small steel mirror (10 gp)
    Sack (x4; 4 sp)
    Signal whistle (8 sp)
    Waterskin (1 gp)

    64 gp, 6 sp left + loot (-750 spent)
    Party treasure carried:
    1 jar of Restorative Ointment (? uses)/ in Haversack
    Last edited by pathfinderq1; Saturday, 9th May, 2009 at 08:04 PM. Reason: gave Warren a sunrod

  4. #4

    Avril, Human Druid

    Human Druid
    Name: Avril
    Race: Human (Size Medium)
    Class: Druid
    Level: 8 (8)
    Next Level: 36000
    Alignment: NG
    Deity: Ehlonna

    Sex: Female
    Age: 22
    Height: 5'4"
    Weight: 112 lb
    Eye Colour: Amber Brown
    Hair Colour: Light Brown

    Str: 14 (+2)
    Dex: 14 (+2)
    Con: 14 (+2)
    Int: 10 (+0)
    Wis: 18 (+4) (+2 Level)
    Cha: 10 (+0)
    HP:         55 (8d8 + 16 Con)
    Current HP: 55/55
    AC: 18 (+10 Base +2 Dex +2 Shield +4 Armor)
        12 (Touch Attack) (16 vs. Incorporeal Creatures)
        16 (Flat-Footed)
    Fort:  +9 (+2 Con +6 Druid +1 Vest)
    Refl:  +5 (+2 Dex +2 Druid +1 Vest)
    Will: +11 (+4 Wis +6 Druid +1 Vest)
    Init: +2 (+2 Dex)

    Feats: (4) Spell Focus (Conjuration), Companion Spellbond, Augment Summoning, Natural Spell

    Skills: (77)

    Concentration        +13 (+11 Rank +2 Con)           (11)
    Diplomacy            +2  ( +2 Rank +0 Cha)           (2)
    Handle Animal        +11 (+11 Rank +0 Cha)           (11) (+15 with Animal Companion)
    Heal                 +10 ( +6 Rank +4 Wis)           (6)
    Knowledge (Nature)   +10 ( +8 Rank +0 Int +2 Synergy)(8)
    Listen               +15 (+11 Rank +4 Wis)           (11)
    Ride                 +6  ( +2 Rank +2 Dex +2 Synergy)(2) ACP
    Spellcraft           +6  ( +6 Rank +0 Int)           (6)
    Spot                 +15 (+11 Rank +4 Wis)           (11)
    Survival             +13 ( +9 Rank +4 Wis)           (9) (+15 Aboveground Natural Environments)
    Melee Attack:

    Shortspear +9/+4 (+6 BAB +2 Str +1 Weapon)

    Melee Damage:

    Shortspear 1d6+2 (+2 Str Crit 20/x2)

    Ranged Attack:

    Sling +9 (+6 BAB +2 Dex +1 Weapon)

    Ranged Damage:

    Sling 1d4+2 (+2 Str Crit 20/x2 Range 50 ft) - Sling
    Shortspear 1d6+2 (+2 Str Crit 20/x2 Range 20 ft) - Shortspear

    Languages: Common, Druidic (Literate)

    Druid Abilities:

    Favored Environment (Forest, Cold or Temperate) +4, Favored Environment (Plains) +2, Wild Empathy +10 (+6 against Magical Beasts), Woodland Stride, Trackless Step, Resist Nature's Lure (+4 Saves Spell-like Abilities Fey), Wild Shape (3/day, Small, Medium, Large, 8 HD, 8 hours)

    Load: Light (Light Up to 58 lb, Medium 57-116 lb, Heavy 117-175 lb)

    ACP: -1 (Dragonhide)

    Speed: 30 ft (30 ft) (Runx4)


    0 pp, 3658 gp, 9 sp, 0 cp


    Mwk Shortspear
    Mwk Sling
    Sling Bullets (20)
    Shortspear (3)


    Darkwood Heavy Shield
    Mwk Leather Armor
    Dragonhide (Black) (Light, +3 AC, Max Dex +4, ACP -1, Acid Resistance 5)


    Chalk (5)
    Flint and Steel
    Small Steel Mirror
    Flask of Oil (4)
    Belt Pouch
    Trail Rations (4)
    Silk Rope (100 ft.)
    Signal Whistle
    Torch (3)
    Explorer's Outfit
    Spell Component Pouch
    Healer's Kit (10 Uses)
    Tindertwig (5)
    Alchemist's Fire (2)
    Everburning Torch
    Sunrod (5)
    Tanglefoot Bag


    Vest of Resistance +1
    Bracers of Armor +4
    Pearl of Power (1st)
    Pearl of Power (2nd)
    Metamagic Rod of Lesser Extend (3/day)
    Wand of Lesser Vigor (43 charges)
    Wand of Snake's Swiftness (46 charges)
    Wand of Enrage Animal (25 charges)
    Wand of Ram's Might (25 charges)
    Wand of Magic Fang (25 charges)
    Wand of Babau Slime (24 charges)
    Scroll of Speak with Animals
    Scroll of Call Lightning, Freedom of Movement, Protection from Energy, Water Breathing
    Scroll of Mass Snake's Swiftness (2), Bull's Strength (2), Lesser Restoration (2)
    Potion of Cure Moderate Wounds (4)
    Potion of Cure Light Wounds (2)

    Animal Companion (Mandla):

    Riding Dog (Husky), Medium Animal, HD 6d8+18 (45/45 hp), Init +3, Spd 40 ft., AC 25 (+3 Dex, +8 Natural +4 Armor), Touch 13, Flat-footed 22, BAB +4, Grapple +7, Attack/Full Attack Bite +9 melee (1d6+5), SA Trip (Bite) +3, SQ Low-light Vision, Scent, Link, Share Spells, Evasion, Devotion, Saves Fort +8, Ref +8, Will +3 (+7 vs. Enchantments), Abilities Str 17, Dex 17, Con 16, Int 2, Wis 12, Cha 6, Skills Jump +11, Listen +5, Spot +5, Swim +3, Survival +5 (+9 when Tracking by Scent), Feats Alertness, Track, Power Attack, Weapon Focus (Bite), Tricks Attack, Come, Defend, Down, Guard, Heel, Seek, Track, Fetch Equipment Mwk Chain Shirt Barding (ACP -1), Amulet of Mighty Fists +1, Pack Saddle, Feed (4 days), Carrying (129 lbs., 130-260 lbs., 261-390 lbs., Drag 1950 lbs.)

    Spells Prepared (Normal 6/4/3/3/2, Wis 0/1/1/1/1):

    Level 0 (6): Cure Minor Wounds (3), Detect Magic (2), Guidance
    Level 1 (5): Cure Light Wounds, Enrage Animal, Entangle, Faerie Fire, Produce Flame
    Level 2 (4): Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace
    Level 3 (4): Call Lightning, Cure Moderate Wounds, Greater Magic Fang, Protection from Energy
    Level 4 (3): Air Walk, Cure Serious Wounds, Flame Strike

    Spell DC: 14 (15 for Conjuration Spells) + Spell Level (Druid) (CL 8)

    Vest of Resistance +1                 1000 gp
    Mwk Chain Shirt Barding                500 gp
    Darkwood Heavy Shield                  257 gp
    Mwk Leather Armor                      160 gp
    Mwk Shortspear                         301 gp
    Mwk Sling                              300 gp
    Metamagic Rod of Lesser Extend        3000 gp
    Wand of Lesser Vigor (50 charges)      750 gp
    Wand of Snake's Swiftness (50 charges) 750 gp
    Wand of Enrage Animal (25 charges)     375 gp
    Wand of Ram's Might (25 charges)       375 gp
    Wand of Magic Fang (25 charges)        375 gp
    Wand of Babau Slime (25 charges)       375 gp
    Scroll of Speak with Animals            25 gp
    Scroll of Faerie Fire                   25 gp
    Pack Saddle                              5 gp
    Feed (5 days)                            5 gp
    Sling Bullets                          0.2 gp
    Club                                     0 gp
    Shortspear (3)                           3 gp
    Explorer's Outfit                        0 gp
    Spell Component Pouch                    5 gp
    Healer's Kit (10 Uses)                  50 gp
    Tindertwig (5)                           5 gp
    Alchemist's Fire (2)                    40 gp
    Everburning Torch                      110 gp
    Antitoxin                               50 gp
    Sunrod (5)                              10 gp
    Tanglefoot Bag                          50 gp
    Backpack                                 2 gp
    Bedroll                                0.1 gp
    Caltrops                                 1 gp
    Chalk (5)                             0.05 gp
    Flint and Steel                          1 gp
    Small Steel Mirror                      10 gp
    Flask of Oil (4)                       0.4 gp
    Belt Pouch                               1 gp
    Trail Rations (5)                      2.5 gp
    Silk Rope (100 ft.)                     20 gp
    Signal Whistle                         0.8 gp
    Torch (3)                             0.03 gp
    Waterskin                                1 gp
    Whetstone                             0.02 gp

    Progression Level 6
    Class: Druid
    hp: +6
    Saves: +1 Fort, +1 Refl, +1 Will
    Feat: Natural Spell
    Skills: Concentration, Handle Animal, Knowledge (Nature), Listen, Spot, Survival, Spellcraft
    BAB: +1
    Abilities: Wild Shape 2/day
    Spells: +1 Level 2, +1 Level 3

    Progression Level 7
    Class: Druid
    hp: +7
    Skills: Concentration, Diplomacy, Handle Animal, Listen, Ride, Spot, Survival
    BAB: +1
    Abilities: Wild Shape 3/day
    Spells: +1 Level 0, +1 Level 1, +1 Level 4

    Progression Level 8
    Class: Druid
    hp: +6
    Stats: +1 Wis
    Saves: +1 Fort, +1 Will
    Skills: Concentration, Diplomacy, Handle Animal, Knowledge (Nature), Listen, Spot, Survival
    BAB: +1
    Abilities: Wild Shape (Large)
    Spells: +1 Level 3, +1 Level 4

    Description: Avril is a short and rather petite girl, with long brown hair covering a round, freckled-filled face. Her eyes are bulbous and have been described as frog-like, with long eyelashes and deep amber radiance. Her lips are thin and hide a row of near-perfect teeth, which shine brightly white when she beams a smile. Her clothing is generally comfortable, though often hiding her smaller frame, and she has no apparant preference for color or fashion. Her stature is generally confident, and her voice rich, though often high-pitched.

    Background: It was said that the spirits took her. Her parents had warned her that the forest was not a place for young girls, and that all sorts of dangers lurked there. That the trees twisted, and that the dark half-gods of nature lurked there, waiting to devour travellers just for the sake of it. Legends and rumours had circled about that forest for centuries, ever since the demon-spirit, Leis, had wrought havoc on the surrounding region from his forest-based lair. Eventually slain, the great fell lord had left a taint, a curse on the forest, flooding it with the will and spirits of evil. Legends were powerful things, as were rumours.

    Whatever the truth of the matter, Avril had been touched by the forest. Her father had said so from an early age, her mother had ascribed it to youthful imagination. But Avril's ways, her spirit, were not that of any ordinary human child. She'd seen things. She'd been places. Her mind was awash with an imagination and a power that few could comprehend. Simple farmers and traders of worldly goods could not fathom the mind of their daughter, nor could the more normal siblings that fought with wooden swords and carved animals from wood or formed them from clay. Her family had often said she was possessed, taken by the evil spirits of the Forest of Cornd, a fact that had riled Avril on hearing it on numerous occasions.

    It was clear, though, the Avril's life was entwined with the mind of the forest, with the will of the spirits, and the hearts of the animals that lived their. Her fate would be shaped by nature, by the half-gods of evil and good, and their kindred spirits. Avril had embraced what she had learnt in that forest, taken what she wanted, hidden what shouldn't be seen, and eventually made eveything her own. Her parents, though she had loved them, had grown on another branch of fate, and she was to sprout in her own direction. The forest of Cornd grew in her, shaped her, and filled her with its spirits, and Avril possessed in her the learnings of nature. She would walk its paths and be guided by it.
    Last edited by Pinotage; Tuesday, 1st December, 2009 at 11:53 AM.

  5. #5
    Waghalter (Lvl 7)

    Arkhandus's Avatar

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    Aug 2003
    Glendale, AZ
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    Block Arkhandus

    Warren..........................Male Halfling
    Strength............10 (+0)...........Character Level: 8, Rogue 3/Swordsage 5, XP: 22,410
    Dexterity...........20 (+5)...........Small Size, Speed 20 ft. (30 ft. without pack, 20 ft. base)
    Constitution......14 (+2)............Initiative: +7, BAB: +5, Grapple: +1
    Intelligence.......14 (+2)............Melee: +6 (+11 Finesse), Ranged: +11 (+12 throw/sling)
    Wisdom...........16 (+3)............Total HP: 47.5, Current HP: 47, Nonlethal: 0
    Charisma..........8 (-1)...............Fortitude: +6, Reflex: +14, Will: +10 (+12 versus fear)

    AC: 26 (+5 Dex, +1 size, +5 armor, +3 Wis, +2 deflection)
    Touch AC: 21, Flat-Footed AC: 21
    Alignment: Lawful Neutral, Age 30, Height 2'-9", Weight 31 lbs.
    Tanned Skin, Brown Eyes, Tussled Black Hair & Sideburns

    Languages (Literate): Common, Dwarven, Elven, Halfling.
    Proficiencies: All simple weapons, martial melee weapons, hand crossbows, shortbows, and light armors.
    Level Progression Feats: Shadow Blade, Weapon Finesse, Martial Stance (Assassin's Stance).

    Skills: Appraise +6 (4 ranks, +2 Int), Balance +12 (5 ranks, +5 Dex, +2 synergy), Climb +10 (8 ranks, +0 Str, +2 racial), Concentration +12 (10 ranks, +2 Con), Disable Device +15 (11 ranks, +2 Int, +2 tools), Hide +18 (9 ranks, +5 Dex, +4 size), Jump +15 (6 ranks, +0 Str, +2 racial, +2 synergy, +5 competence), Knowledge (history) +3 (1 rank, +2 Int), Knowledge (local) +3 (1 rank, +2 Int), Listen +11 (6 ranks, +3 Wis, +2 racial), Martial Lore +3/+5 (1 rank, +2 Int, +2 Desert Wind/Shadow Hand), Move Silently +18 (11 ranks, +5 Dex, +2 racial), Open Lock +16 (6 ranks + 3 ranks cross-class, +5 Dex, +2 tools), Profession (fisher) +5 (2 ranks, +3 Wis), Search +13 (11 ranks, +2 Int), Sense Motive +5 (2 ranks, +3 Wis), Spot +12 (8 ranks + 1 rank cross-class, +3 Wis), Swim +5 (5 ranks, +0 Str), Tumble +15 (8 ranks, +5 Dex, +2 synergy), Use Rope +6 (1 rank, +5 Dex).

    Racial Traits: Small humanoid (halfling), -2 Strength, +2 Dexterity, base Speed 20 feet, +2 Climb, +2 Jump, +2 Listen, +2 Move Silently, +1 on all saving throws, +2 morale on saves against fear, +1 on attack rolls with slings and thrown weapons, rogue is favored class.
    Ability Score Development: 32 point buy, for base scores of 12 (4 pts), 14 (6 pts), 14 (6 pts), 14 (6 pts), 16 (10 pts), and 8 (0 pts). Racial adjustments as a halfling result in total base scores of 10, 16, 14, 14, 16, and 8. Ability increase for 4th-level made Dexterity 17, and ability increase for 8th-level made Dexterity 18. Gloves of Dexterity raise Dexterity to 20.

    Sneak Attack: Deals +2d6 damage against targets that he flanks or who are denied a Dexterity bonus to AC against his attack, but it does not apply against some targets.
    Trapfinding: Can use Search and Disable Device to find and disarm traps of any DC with a successful check, including magical traps.
    AC Bonus: Adds Wisdom bonus to Armor Class except when immobilized.
    Discipline Focus: Weapon Focus in all Shadow Hand weapons, +2 on Martial Lore checks related to the Desert Wind or Shadow Hand disciplines, adds Wisdom bonus to damage with all Desert Wind strikes.
    Quick to Act: Gets +2 Initiative.
    Evasion: No damage on a successful Reflex save against any effect that normally allows a Reflex save for half damage.
    Trap Sense: Gets +1 dodge AC versus traps and +1 on Reflex saves to avoid traps.

    Swordsage Maneuvers: Initiator level 6, knows 3+1 stances and 10 other maneuvers, can ready 6 maneuvers.
    Stances: Child of Shadow (shadow hand 1), Island of Blades (shadow hand 1), Assassin's Stance (shadow hand 3), Giant Killing Style (setting sun 3).
    1st-Level Maneuvers: Burning Blade (boost, desert wind), Clinging Shadow Strike (strike, shadow hand, DC 14), Counter Charge (counter, setting sun), Distracting Ember (boost, desert wind), Sapphire Nightmare Blade (strike, diamond mind), Shadow Blade Technique (strike, shadow hand), Stone Bones (strike, stone dragon).
    2nd-Level Maneuvers: Cloak of Deception (boost, shadow hand), Flashing Sun (strike, desert wind).
    3rd-Level Maneuvers: Death Mark (strike, desert wind, DC 16), Fan the Flames (strike, desert wind).
    Active Stance: Assassin's Stance.
    Readied Maneuvers: Burning Blade, Cloak of Deception, Death Mark, Fan the Flames, Flashing Sun, Shadow Blade Technique.

    Possessions: Short Sword +1 (2,310 gp, 1 lb., 1d4 piercing, 19-20/x2 critical, magical +1 enhancement), Club (0 gp, 1-1/2 lbs., 1d4 bludgeoning, 20/x2 critical, 10 ft. increment), Dagger (2 gp, 1/2 lb., 1d3 piercing or slashing, 19-20/x2 critical, 10 ft. increment), Shortbow +1 (2,330 gp, 1 lb., 1d4 piercing, 20/x3 critical, 60 ft. increment), 20 Arrows (1 gp, 1-1/2 lbs.), Mithral Shirt Armor +1 (2,100 gp, 6-1/4 lbs., +5 AC, +6 maximum Dexterity bonus to AC, -0 armor check penalty, 10% arcane spell failure), Gloves of Dexterity +2 (4,000 gp, +2 Dexterity enhancement), Ring of Protection +2 (8,000 gp, +2 deflection AC), Cloak of Resistance +1 (1,000 gp, 1 lb., +1 resistance on saving throws), Boots of Striding and Springing (5,500 gp, 1 lb., +10-foot enhancement to base land speed, +5 competence on Jump checks), Bag of Holding (2,500 gp, 15 lbs., type 1 bag holds up to 250 pounds in 30 cubic feet of extradimensional space, currently holds coins, poison flask, map case, bedroll, tools, hooks, twine, rations, and waterskins), Potion of Cure Serious Wounds (750 gp, heals 3d8+5 hit points), 3 Potions of Cure Light Wounds from the hobgoblins (50 gp, heals 1d8+1 hit points presumably), 2 Potions of Protection from Acid (750 gp, each absorbs the next 60 points of acid damage within 50 minutes after it is drunken), Potion of Water Breathing (750 gp, allows water breathing for 10 hours), 5 Acid Flasks (5 lbs., 50 gp, 1d6 acid damage on a direct hit and 1 acid splash damage within 5 feet, actually green globes filled with acid), Flask of Viscous Black Liquid (unknown value, 8 doses of the poison used by goblin worg riders on their arrows), Traveler's Outfit (1 gp, 1-1/4 lbs., worn outfit doesn't count towards his encumbrance), Backpack (2 gp, 1/2 lb., holds acid flasks and bag of holding), Belt Pouch (1 gp, 1/8 lb., holds potions, chalk, flint, steel, and tindertwig), Map Case (1 gp, 1/2 lb., holds map), Map of Elsir Vale (unknown value, mostly the Dawn Way between Drellin's Ferry and Terrelton), Bedroll (1 sp, 1-1/4 lbs.), Wooden Holy Symbol of Olidammara (1 gp), Masterwork Thieves' Tools (100 gp, 2 lbs.), 10 Fishing Hooks (1 gp), Twine (4 cp, 20 ft. worth of cord), Chalk (1 cp), Flint & Steel (1 gp), Tindertwig (1 gp), 4 Trail Rations (2 gp, 1 lb.), 4 Waterskins (4 gp, 4 lbs.).

    Wealth: 61 pp, 4 gp, 17 sp, 14 cp.....................Current Load: 29-3/8 lbs. (medium)
    Load Without Backpack: 14-3/8 lbs. (light)
    Light Load: 24-1/4 lbs. max..Medium Load: 48-1/2 lbs. max..Heavy Load: 75 lbs. max
    Lift High: 75 lbs. max.....Lift Off Ground: 150 lbs. max....Push/Drag: 450 lbs. max
    Medium Load Drawbacks: 20 ft. speed, +3 max Dex to AC, -3 check penalty.
    Heavy Load Drawbacks: 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty.

    Appearance: The halfling fellow here looks a little under 3 feet tall, fairly short even for a halfling, with unkempt black hair, short sideburns, a deep tan, and brown eyes. He travels somewhat light but well-armed, with a bright chainmail shirt largely concealed by a gray vest, two short staves hanging from his backpack, and a pair of small blades sheathed at his belt. A small quiver of arrows is strapped to the outer side of his left foreleg, the quiver extending almost to his hip.

    The halfling's backpack does not look especially full, and only one small but wide pouch adorns the back of his belt. He wears some nice, tanned-leather gloves, well-worn black leather boots, plain brown trousers, and a dark green shirt that's only visible at the sleeves thanks to his vest and armor.

    Personality: Warren struggles to maintain the warrior's discipline that his mentor taught him, so he's usually honorable and reliable, though occasionally acting purely out of self-interest. He keeps to his word, but prefers not to promise anything in the first place. Greedy and proud of his talents, Warren is always looking to acquire treasure and glory for himself, though he's willing to share some of it, thanks to the influence of his original halfling community.

    Warren is used to cooperating with other folks, and prefers to work alongside other people who have skills that complement his own, but doesn't forge many long-term bonds. He doesn't concern himself much with the welfare of others, but will fight for them if he's getting paid for it, and on rare occasions might even do so without payment. Warren likes to explore and wander from place to place, seeking new opportunities and only staying in one place for a few months at a time, as he figures that people who stay still never get to have any real fun or make any significant discoveries. He's always searching for chances to advance himself.

    Background: A treasure-hunter and explorer of ruins, Warren has spent the past several years wandering the land in search of riches, fame, and secret lore. Primarily motivated by greed and pride, Warren has braved dangerous caves and catacombs on his own and alongside various temporary allies. So far he's only managed to plunder a few minor magic items and a handful of old coins, and a little bit of old lore on dwarven and elven fighting techniques, to supplement what he learned from another halfling swordsage in his youth.

    Warren grew up as part of a nomadic halfling community, so he's used to traveling around as a way of life. When a halfling warrior visited the community for a week, the young Warren took an interest in the man's stories and unusual tricks, bugging him for a few days until the older halfling, Orlane, allowed Warren to prove his worth as a student. Warren passed Orlane's tests of agility, cleverness, prudence, and basic swordsmanship, so the teenaged halfling was accepted as an apprentice. He followed the swordsman Orlane for several years, adopting part of his mentor's philosophy and discipline for himself but preferring to continue pursuit of bright gold and rare treasures.

    In time this lead to Orlane dismissing Warren as a student, and Warren has wandered alone for many years since. His occasional partnerships with other adventurers have been brief, and only motivated by a mutal need for aid to obtain treasure from dangerous places. Warren desires personal power and glory, but struggles to reconcile those selfish goals with the more-communal greater good that his elders and parents had once tried to teach him. For now, glory and wealth remain his immediate goals, along with the pursuit of secrets and special techniques to better achieve those goals.

    Miscellaneous Notes: The party currently has two warhorses, a light and a heavy, serving as mounts and pack animals. Siobhan or Pender rides the heavy warhorse and Warren rides the light warhorse, which he has named Serrin, and shares the horse with others to rest their feet and keep the equine under control, since Warren is so small and has no experience at horsemanship. Warren keeps his backpack in Serrin's saddlebags most of the time to lighten his load.

    Short sword +13 melee for 1d4+6 damage
    Club +6 melee for 1d4 damage
    Club +12 ranged for 1d4 damage (10 ft. increment, 50 max)
    Dagger +12 melee for 1d3+5 damage
    Dagger +13 ranged for 1d3+5 damage (10 ft. increment, 50 max)
    Shortbow +12 ranged for 1d4+1 damage (60 ft. increment, 600 max)

    Unarmed strike +11 melee for 1d2+5 nonlethal damage (provokes AoO)
    Grapple attempt +6 melee touch to grab, grapple check +1 for 1d2+5 nonlethal damage and establishes a hold (provokes AoO)
    Grapple check +1 for 1d2+5 nonlethal damage
    Grapple check +1 to resist or escape a grapple or pin
    Last edited by Arkhandus; Tuesday, 10th February, 2009 at 08:57 AM. Reason: Updated XP, current HP, ready maneuvers

  6. #6
    Novice (Lvl 1)

    Zoycitenega's Avatar

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    Jun 2007
    I believe it's called Earth.
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    Block Zoycitenega

    Siobhan Lilend: Aasimar Cleric of Kord, Medium-size humanoid; HD 5d8+10; HP: 26; Init +1; Speed 20ft; AC 24(touch 12, flat-footed 23); Attack melee + 8 warhammer(1d8+3/x3 +1d6 electricity), ranged +4 longbow(1d8/x3); AL NG; SV Fort +7, Ref +3, Will +8; Str 16, Dex 12, Con 14, Int 13, Wis 16, Cha 12

    Skills and Feats: Knowledge(religion) +9, Diplomacy +9, Concentration +10, Spot +9, Sense Motive +7; Spontaneous Healer, Weapon Focus(warhammer).

    Domains: Luck, Strength; 1/day reroll before being aware of the results; 1/day as free action, gain an enhancement bonus to strength equal to CL.

    Turn/Rebuke undead 4 times/day; +2 to the check.

    Spells/day - 5| 4 +1 | 3 +1 | 2 +1 - Prepared spells: Orisons - Light, Guidance, Detect magicx2, Create Water.; 1st level - Bless, Comprehend Laguages, Divine Favor, Magic Weapon; 2nd level - Spiritual Weapon, Restoration, lesser, Aid; 3rd level - Dispel magic, Searing Light.

    Possessions: +1 Full plate(2.5), +1 Shield(1), Shocking Warhammer(2.3), Cloak of Resistance +1(1), Ring of Deflection +1, Scroll of Daylight, 50 gp.


    Tall and muscular, Siobhan(pronounced Shivon) is a cleric to be reckoned with. She is normally good-natured, but has a love of fighting and drinking that originally drove her from the more staid order she grew up in. Nothing is too minor a challenge that she cannot find someway to make it into a test, and nothing is to difficult or dangerous to be attempted. Her long brown hair and bright blue eyes often make suitors flock to her, but these dalliances never last long. Her passionate nature wears thin after a while.

    Siobhan was raised in a monastary dedicated to Kord, and she has spent most of her life either there or in the surrounding woods. She eventually left upon the quest of the head monk, who believed that she would improve only with the outside world as a molder.

  7. #7
    Gallant (Lvl 3)

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    Dec 2003
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    Block DrZombie



    Male Dwarf Barbarian 5
    Chaotic Good

    Strength 17 (+3)
    Dexterity 14 (+2)
    Constitution 16 (+3)
    Intelligence 14 (+2)
    Wisdom 10 (+0)
    Charisma 8 (-1)
    Size: Medium
    Height: 3' 11"
    Weight: 195 lb
    Skin: Tan
    Eyes: Dark Brown
    Hair: Black; Curly; Thick Beard

    Total Hit Points: 53 (+10 when raging)

    Speed: 30 feet [barbarian]

    Armor Class: 19 = 10 +7 [breastplate] +2 [dexterity]
    When raging 17

    Touch AC: 12
    Flat-footed: 19 [uncanny dodge]

    Initiative modifier: +2 = +2 [dexterity]

    Fortitude save: +7 = 4 [base] +3 [constitution]
    Reflex save: +3 = 1 [base] +2 [dexterity]
    Will save: +1 = 1 [base]

    Attack (handheld): +9 Greataxe +1 Dmg 1d12+5 x3
    When raging : +11 greataxe +1 dmg 1d12+8 x3
    Attack (missile): +7 Comp Longbow Dmg 1d8+3
    Grapple check: +8 = 5 [base] +3 [strength]

    Light load: 86 lb. or less
    Medium load:87-173 lb.
    Heavy load:174-260 lb
    Lift over head:260 lb
    Lift off ground:520 lb
    Push or drag:1300 lb

    Languages: Common Dwarven Goblin Undercommon

    Breast plate +2 [medium; +7 AC; max dex +3; check penalty -4; 30 lb.]


    Power Attack


    Appraise Int 2 = +2
    Balance Dex* 5 = +2 +3
    Bluff Cha -1 = -1
    Climb Str* 11 = +3 +8
    Concentration Con 3 = +3
    Craft_1 Int 2 = +2
    Craft_2 Int 2 = +2
    Craft_3 Int 2 = +2
    Diplomacy Cha -1 = -1
    Disguise Cha -1 = -1
    Escape Artist Dex* 2 = +2
    Forgery Int 2 = +2
    Gather Information Cha -1 = -1
    Handle Animal Cha 1 = -1 +2
    Heal Wis 0 = +0
    Hide Dex* 2 = +2
    Intimidate Cha -1 = -1
    Jump Str* 9 = +3 +4
    Listen Wis 8 = +0 +8
    Move Silently Dex* 2 = +2
    Ride Dex 4 = +2 +2
    Search Int 6 = +2 +4
    Sense Motive Wis 0 = +0
    Spot Wis 4 = +0 +4
    Survival Wis 8 = +0 +8
    Swim Str** 5 = +3 +2
    Use Rope Dex 5 = +2 +3

    * = check penalty for wearing armor


    +2 constitution / -2 charisma (already included)

    Can move 20 feet even if in heavy armor

    Darkvision (see 60 feet in pitch-dark)

    Stonecunning (+2 on searching stone, intuit depth)

    +4 to avoid being bullrushed while standing on ground

    +2 racial bonus on saves vs. poison

    +2 racial bonus on saves vs. spells / spell-like abilities

    +1 racial bonus to hit orcs and goblinoids

    +4 dodge bonus on AC against giants

    +4 stability bonus to avoid being tripped/bull rushed standing on ground

    +2 racial bonus on appraise checks if stone/metal




    Fast Movement (already included)

    Uncanny Dodge (level 2)

    Trap Sense (level 3)

    Improved Uncanny Dodge (level 5)

    This barbarian can read/write.

    Gurguannin's Equipment:

    46 lb Armor + weapons
    6 lb Arrows (quiver of 20) x2
    2 lb Backpack
    5 lb Bedroll

    5 lb Block and tackle
    2 lb Caltrops
    5 lb Crowbar
    5 lb Fishing net
    Flint and steel
    4 lb Grappling hook
    2 lb Lantern (hooded)
    1 lb Mug
    2 lb Oil flasks x2
    10 lb Pick
    1 lb Pitons x2
    10 lb Rope (50', hempen) x1
    5 lb Rope (50', silk) x1
    1 lb Sacks x1
    1 lb Sealing wax
    Sewing needle
    Signal whistle
    8 lb Shovel
    20 lb Tent
    12 lb Waterskins x3
    1 lb Whetstone
    5 lb Climber's kit
    159 lb

    +1 greataxe 2320 gp
    +2 breastplate 4350 gp
    Longbow str +3 400 gp

    Pony carries everything.

    More about Gurguannin:

    Gurguannin is the younger son of a clan chieftain. The clan was an outpost of the great dwarven empire, who stubbornly refused to give way after the empire collapsed. They live deep within the mountains at the edge of the underdark. Their live is hard and filled with danger, and slowly the clan is diminishing. Gurguannin was sent out to seek help or allies.

  8. #8
    Gallant (Lvl 3)

    Dalamar's Avatar

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    Jan 2002
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    Block Dalamar

    Denna Smithson
    Female Human Rogue 5
    Init +4; Senses Listen +8, Spot +8
    Languages Common, Elven, Goblin
    AC 17, Touch 14, Flat-footed 13; Uncanny Dodge, Trap Sense +1
    (+4 Dex, +3 Armor)
    HP 30 (5HD)
    Fort +3 Ref +8 Will +1; Evasion, Trap Sense +1
    Speed 30ft
    Melee Rapier +8 (1d6+1, 18-20), or
    Ranged Shortbow +7 (1d6, x3, 75ft)
    Base Atk +3; Grapple +4
    Atk Options Combat Expertise, Sneak Attack +3d6
    Special Actions Improved Feint
    Abilities Str 12 Dex 19 Con 14 Int 14 Wis 10 Cha 12
    SQ Trapfinding
    Feats Combat Expertise, Improved Feint, Weapon Finesse
    Skills Balance +14, Bluff +9, Climb +9, Diplomacy +3, Disable Device +10, Gather Information +9, Hide +12, Intimidate +3, Jump +14, Listen +8, Move Silently +12, Open Lock +12, Search +10, Spot +8, Tumble +14
    Possessions Masterwork studded leather armor, masterwork rapier, composite shortbow with 20 arrows, thieves' tools, belt of ultimate athleticism, boots of agile leaping, gloves of dexterity +2; generic adventuring goods (packback, bedrolls, rope, etc)

    Belt of Ultimate Athleticism
    Price 3,600gp
    Slot Waist
    Caster Level 9th
    Aura Moderat; (DC 19) Transmutation
    Activation Swift (command)
    Weight --

    When activated, can Take 10 on Balance, Climb, Jump, Swim and Tumble for 1 round even under stressful situations.
    Once per day can be activated to treat the next Balance, Climb, Jump, Swim or Tumble check as if rolled a 20.

    Boots of Agile Leaping
    Price 600gp
    Slot Feet
    Caster Level 3rd
    Aura Faint; (DC 16) Transmutation
    Activation --
    Weight 2lb

    Use Dexterity instead of Strength on Jump checks.
    Stand from prone as a Swift action without provoking attacks of opportunity if have 5 ranks of Balance.

    Denna is the daughter of a locksmith, and a tomboy at heart. In fact, her best childhood friend didn't realize that Denna was different from him untill puberty hit them. The boy was fascinated by stories of dashing swordsmen and as they grew up he kindled the same interest in Denna. At some point their friendship turned to more.
    Some time ago her childhood sweetheart set out to find adventure. Denna is very worried as she has not heard a word of him since, and now is setting out to adventure in the hopes of hearing news of his lost love.

    Denna is a lithe human woman with shoulder-length blonde hair and greyish blue eyes.

    Skill Ranks:
    Balance 8 Ranks, +2 Synergy from Tumble, +4 Dex
    Bluff 8 Ranks, +1 Cha
    Climb 8 Ranks, +1 Str
    Diplomacy +2 Synergy from Bluff, +1 Cha
    Disable Device 8 Ranks, +2 Int
    Gather Information 8 Ranks, +1 Cha
    Hide 8 Ranks, +4 Dex
    Intimidate +2 Synergy from Bluff, +1 Cha
    Jump 8 Ranks, +2 Synergy from Tumble, +4 Dex (Boots of Agile Leaping)
    Listen 8 Ranks
    Move Silently 8 Ranks, +4 Dex
    Open Lock 8 Ranks, +4 Dex
    Search 8 Ranks, +2 Int
    Spot 8 Ranks
    Tumble 8 Ranks, +2 Synergy from Jump, +4 Dex

    Gloves of Dexterity +2, 4,000gp
    Belt of Ultimate Athleticism, 3,600gp
    Boots of Agile Leaping, 600gp
    Masterwork rapier, 320gp
    Masterwork studded leather armor, 175gp
    Thieves' tools, 75gp
    Backpack, bedroll, hemp rope, sunrods, etc, roughly 100gp
    Total: 8,870gp

  9. #9
    Acolyte (Lvl 2)

    Join Date
    Jul 2007
    Eureka, CA
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    Block Redclaw


    Party Treasure

    Coin of the Realm
    Silver: 94
    Copper 31

    Holy Symbol of the Wyrmcult
    Heavy War Horse, military saddle, saddlebags
    Light War Horse, military saddle, saddlebags
    Leather Barding (large)
    Two dozen huge(giant) teeth on a string
    8 acid globes
    Ruby set bracelet of a lion
    Gold Necklace
    11 small gemstones
    MW Greatsword, small

    Drellin's Ferry (1/day turns into a boat for 3 hours, 8 person capacity)
    Scroll of Mount
    2 Elilxers of Truth
    2x Potion of Cure Light Wounds
    5x potion of Cure Moderate Wounds
    Potion of Cure Serious Wounds
    Potion of Mirror Image
    Last edited by Redclaw; Tuesday, 10th February, 2009 at 01:32 PM.

  10. #10
    Gallant (Lvl 3)

    Dalamar's Avatar

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    Jan 2002
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    Block Dalamar

    Siobhan Lilend
    Female Aasimar Cleric of Kord 7
    NG Medium Humanoid (human)
    Init +1; Senses Listen +5, Spot +5
    Languages Common, Celestial, Draconic, Goblin
    AC 21, Touch 12, Flat-footed 20
    (+6 Armor, +3 Shield, +1 Dex, +1 Deflection)
    HP 49 (7HD); Healing Devotion
    Fort +8 Ref +4 Will +9
    Speed 20ft (base speed 30ft)
    Melee Warhammer +11 (1d8+5/x3), or
    Ranged Composite longbow +7 (1d8+5 plus 2d6 holy/x3, 110ft), or
    Ranged Light crossbow +6 (1d8/19-20, 80ft)
    Base Atk +5; Grapple +9
    Atk Options Smite 1/day (+1 atk, +7 damage)
    Special Actions Feat of Strength 1/day (+7), Healing Devotion 3/day, Touch of Healing, Turn Undead 2/day (7th, +1, 2d6+8)
    Combat Gear 2x Oil of Bless Weapon, Scroll of Bless Weapon, Wand of Cure Light Wounds (39 charges), Wand of Lesser Vigor (50 charges)
    Cleric Spells Prepared (CL 7, +1 for Conjuration (Healing) spells)
    4th (1) - Mass Shield of Faith
    3rd (3) - Prayer, Cure Serious Wounds (CL 8), Mass Lesser Vigor (CL 8)
    2nd (4) - Cure Moderate Wounds (2) (CL 8), Hold Person (DC 15), Lesser Restoration (CL 8)
    1st (5) - Bless, Cure Light Wounds (2) (CL 8), Divine Favor, Lesser Vigor (CL 8)
    0th (5) - Create Water, Cure Minor Wounds (2) (CL 7), Guidance, Light
    Domains Metal, Strength
    Domain Spells 4th - Rusting Grasp, Spell Immunity; 3rd - Keen Edge, Magic Vestment; 2nd - Bull's Strength, Heat Metal; 1st - Enlarge Person, Magic Weapon
    Abilities Str 16/18 (+3/+4) Dex 12 (+1) Con 14 (+2) Int 12 (+1) Wis 17 (+3) Cha 12 (+1)
    Feats Healing Devotion, Martial Weapon Proficiency (longbow), Martial Weapon Proficiency (warhammer) (b), Touch of Healing, Weapon Focus (warhammer) (b)
    Skills ACP -3; Concentration +12(10), Diplomacy +11(10), Heal +13(10), Knowledge (Arcana) +2(1), Knowledge (Religion) +10(9), Listen +5(0), Sense Motive +7(4cc), Speak Language -(1cc), Spot +5(0)
    Possessions Combat gear, plus +1 Breastplate, +1 Heavy Steel Shield, +1 Warhammer, +1 holy composite [+4] longbow, Light Crossbow, Gauntlets of Strength +2, Cloak of Resistance +1, Ring of Protection +1, Efficient Quiver
    Feat of Strength (Su) Once per day, Siobhan can add a +7 enhancement bonus to her Strength for 1 round as a free action.
    Healing Devotion (Sp) As an immediate action or automatically when she is brought to 0 or less hit points, Shiobhan can gain Fast Healing 2 for 1 minute. Alternatively, she can grant Fast Healing 2 to a creature touched as a full-round action. The ability is usable three times a day, caster level 7.
    Smite (Su) Once per day, Shiobhan can use a melee attack to smite an opponent, gaining +1 to the attack roll and +7 to the damage roll.
    Touch of Healing (Su) When she has a Conjuration (Healing) spell of at least 2nd level prepared, Shiobhan can heal 3 x the level of the highest-level such spell she currently has available with a touch as a standard action, though this cannot bring the creature above one-half its maximum hit points.

    Starting Equipment Costs
    1,350gp +1 Breastplate
    1,170gp +1 Heavy Steel Shield
    2,312gp +1 Warhammer
    1,000gp Cloak of Resistance +1
    2,000gp Ring of Protection +1
    750gp Wand of Cure Light Wounds
    200gp 2x Oil of Bless Weapon
    40gp Light Crossbow with 50 bolts
    100gp Random adventuring gear (rations, rope, sunrods, etc)
    8,902gp Total, 98gp left
    Last edited by Dalamar; Tuesday, 1st April, 2008 at 06:51 AM.

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