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  1. #11
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    Quote Originally Posted by OnlytheStrong
    Looking at the cover of the book, does the guy on the ground in front of the first giant have pants on? Or did the giants take advantage of him before they killed him? This game may be more dangerous than I thought................
    He is wearing a speedo.
    Characters I play


    Toman Kenthur Fighter 5/Sorcerer 1/Dragon Disciple 2 - in Strahd's Lost Caverns of Tsojacanth
    Virashil N'al Sil Sorcerer 5/Dragonheart Mage 2 - in renau1q's RHOD
    Delkat Kraylin Cleric 6 - in Rhun's Ravenloft
    Marot the Deadly Warlock 6/Enlightened Spirit 2 - in Stonegod's Expedition to Castle Ravenloft
    Derrenil Llirthyn Cleric 7 - HM's Mystery of the Drow
    Lenuran of Lortmills Bard 6 - in Strahd's RttTOEE
    S@squ@tch's PbP Character Thread


    Games I DM

    Against the Giants - Team Black: RG IC OOC
    Against the Giants - Team Gold: RG IC OOC
    Against the Giants - Alternate RG:RG

 

  • #12
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    I Defended The Walls!

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    Name: Dreadnought
    Race: Warforged
    Class/Level: Fighter 2 / Warblade 6
    Gender: NA
    Exp: 29,629/36,000

    Desc: A massive frame of dark adamantine, pitted and scarred from many, many weapon blows, Dreadnought's name is well chosen to his image. From his oversized fists to his thick, overbuilt legs, he conveys the image of one who's solution to most obstacles would be to simply walk right through them, leaving rubble in his wake.

    Strength (STR) 18 +4 6
    Dexterity (DEX) 12 +1 4
    Constitution (CON) 20 +5 10
    Intelligence (INT) 14 6
    Wisdom (WIS) 10 4
    Charisma (CHA) 8 -1 2

    Alignment: Lawful Good
    AC: 24 (10 + 10 armor + 1 dex + 3 shield)
    Hit Points: 111/111
    Movement: 20' (30' in Absolute Steel stance)

    Init: +4
    Base Attack Bonus: +8/+3
    Melee Attack: +12
    Ranged Attack: +9
    Fort: +15
    Reflex: +5 (+2 insight when not flatfooted)
    Will: +6

    Race Abilities
    Construct type, living subtype
    immune to poison, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
    Cannot heal damage naturally.
    Healing spells/abilities only heal half damage.
    Stasis at 0 through -10 HP.
    Does not eat, sleep, or breathe.
    Composite plating: +2 armor bonus, as light armor.
    Light Fortification, 25% chance to avoid critical hits/sneak attacks.
    Natural weapon, one slam attack for 1d4+Str

    Class Abilities:
    Fighter
    Battle Hardened (warforged substitution, +3 init and saves vs fear, gotten in lieu of 1st fighter bonus feat)
    Bonus feats:
    - Improved Damage Reduction (gained via warforged substitution level, in lieu of 2nd fighter bonus feat)

    Warblade
    Battle Clarity (Int to Reflex)
    Weapon Aptitude
    Improved Uncanny Dodge
    Battle Ardor (Int to crit confirm)
    Bonus Feat: Iron Will

    Special Combat Qualities
    DR 4/adamantine
    Immune to Critical Hits/Sneak Attacks

    Skills: 20f + 36wb
    Balance +7 (11 ranks + 1 Dex -5 acp)
    Climb +5 (6 ranks + 4 Str -5 acp)
    Concentration +16 (11 ranks + 5 Con)
    Intimidate +5 (6 ranks -1 Cha)
    Craft: Metalworking +5 (5 ranks + 0 Int)
    Jump +5 (6 ranks + 4 Str - 5 acp)
    Tumble +7 (11 ranks + 1 Dex -5 acp)

    Languages - Common, Dwarf, Giant

    Feats
    1 Adamantine Body
    3 Improved Damage Reduction
    6 Improved Fortification

    Manuevers (Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, White Raven)
    Readied (to ready, exercise for 5 minutes)
    - Moment of Perfect Mind
    - Emerald Razor
    - Wall of Blades
    - Ironheart Surge
    Known
    - Charging Minotaur (Double move incurs no AoOs then bull rush, also no AoO, for 2d6+4 on success)
    - Moment of Perfect Mind (Use Concentration check instead of Will save)
    - Emerald Razor (Resolve standard melee attack as a touch attack)
    - Wall of Blades (Counter - Use attack roll to block incoming melee or ranged attack)
    - Iron Heart Surge (End 1 effect, gain morale bonus to hit)
    - Bonecrusher (+4d6 damage, fort save DC 17 or crit confirms against foe are +10)
    Stances
    - Stonefoot Stance (+2 bonus to str checks, +2 AC vs larger creatures, while moving no more than 5')
    - Absolute Steel Stance (+10' move speed, +2 dodge bonus to AC on moving 10' or more in round)

    Money - 27

    Weapons -
    +1 Longsword of Giant Bane, +13 to hit, 1d8+5 dmg, 8315
    - +2 to hit, +2d6+2 dmg against Giants
    MW Composite Longbow (+2 Str mod), +10 to hit, 1d8+2 dmg, 110', 600gp
    20 arrows, 1gp

    Armour -
    Adamantine Chassis +2, +10 AC, +1 max dex, ACP -5, 4000
    Heavy Darkwood Shield +1, +3 AC, ACP 0, 5lbs, 1257

    Gear -
    Cloak of Resistance +2, 4000
    Gauntlets of Ogre Power +2, 4000
    Amulet of Health +2, 4000
    Armband of Elusive Action, 800

    Background: Dreadnought is one of the first production runs of warforged created by Cannith for the Last War. As such, he's a bit larger and blockier than later refinements, though the differences aren't easy for most humanoids to place. Especially given the layer of adamantine alloy that covers his chassis, making him look more like a golem than a warforged.

    Having been in the war longer than most warforged made getting out harder. He had time to settle in, to appreciate the military life. He was hit hard by the loss of Cyre, as he considered himself 'Cyran,' since that's where the Cannith Creation Forge was. Rootless and without purpose after being discharged, he tried a simpler life as a blacksmith...but found that while he enjoyed the idea of making things, the practical side of running a business...especially in the face of people who barely considered him a being unto himself...eluded him. Though he found his need for money was not great, his need for stimulation and purpose was endless. Therefore he returned to the one 'business' he knew best.

    He enlisted in a mercenary company and served well, handling a few skirmishes with Dhakaani goblins, with Valenar raiders, and assorted other situations that required deniable military intervention. The company was eventually dissolved though in a disastrous campaign in Xen'drick, where they were hired to provide security for a team of Dragonmarked surveyors and miners, who were looking for dragonshard deposits. Though they had some trouble with drow ambushes, it was the giants who took them by surprise. Not expecting any organized resistance by giants, whose tribal territory they had intel was to the east, the team was surprised and taken off guard by a fistful of hill giants who used both melee pounders and rock throwers to inflict terrible casualties. Dreadnought himself was reduced to stasis...and mistaken for destroyed. As he alone was not meat, he was left there until a team of adventurers hired to discover the first team's fate came across him and repaired him.

    With his grisly tale told, the adventurers escorted him back to the settlement and went on with what they were doing...searching for treasure amidst the ruins.

    Dreadnought, worried about being adrift again, nearly left for Khorvaire when he saw the posted bill asking for experienced warriors. When he learned the expedition involved fighting giants, he prepared, exchanging some gold and his old weapon for a new blade tuned to disrupt the flesh of giants. Thus girded, he went to inquire further about the expedition...and perhaps to get a measure of revenge as well.
    Last edited by Shayuri; Saturday, 16th May, 2009 at 12:42 AM.

  • #13
    Spawn of Khyber/LEB Judge
    Enchanter (Lvl 12)

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    Domoris, Jungle Hunter

    Male longtooth shifter druid 6/warshaper 2
    N Medium humanoid (shapeshifter)
    Init +5; Senses low-light vision; Listen +14, Spot +14
    Languages Common, Druidic
    AP 6/7
    --------------------------------------------------------------------------
    AC 20, touch 13, flat-footed 19; +6 armor, +1 Dex, +1 natural, +1 deflection, +1 insight
    hp 66 (8 HD)
    Fort +10, Ref +6, Will +8; reckless nature
    --------------------------------------------------------------------------
    Speed 20 ft.; trackless step, woodland stride
    Melee +5 unarmed 1d3+3 nonlethal
    Base Atk +5; Grp +8
    Special Actions shapeshift, shifting (2/d, 10 r), spontaneous rejuvenation, wild empathy (1d20+6)
    Combat Possessions belt of growth, stormfire ring (5/d: faerie fire, 1d6 electricity damage for 5/r) augmented with protection +1
    Druid Spells Prepared (CL 6, +6 ranged touch, +8 melee touch, DC 14+lvl):
    3rd (3/d)—call lightning, enhanced shifting [RoE], jagged tooth [SC]
    2nd (4/d)—barkskin (+3) x2, cat's grace, scent [SC]
    1st (4/d)—charm animal, cloud burst [SC], entangle, remove scent [SC]
    0 (5/d)—create water, guidance, light x2, purify food and drink
    --------------------------------------------------------------------------
    Abilities Str 16, Dex 12, Con 14, Int 10, Wis 18, Cha 6
    SQ morphic body, morphic immunities, morphic weapons, nature sense, shifter traits
    Feats Extra Shifter Trait, Longtooth Elite, Shifter Instincts
    Skills Balance +3 (+0 in armor), Climb +5 (+2 in armor), Concentration +6, Handle Animal +3, Jump +5 (+2 in armor), Knowledge (nature) +8, Listen +15, Sense Motive +5, Spot +14, Survival +15
    Possessions combat possessions plus beastskin dragonhide breastplate +1; dusty rose ioun stone, 5 goodberries, potion bracer, treebark carapace, waterskin, 0gp; 34 lbs; Medium Load
    --------------------------------------------------------------------------
    Shapeshift (Su) As a druid, Domoris can assume different forms. The form has the appearance of an animal familiar to Domoris, but has his abilities and those granted by the form. He maintains his type , HD, hp, BAB, saves, skills, and abilities; in addition, he maintains his extraordinary, supernatural, and spell-like abilities that do not require limbs he does not have. He cannot cast spells in this form, nor use any equipment (it melds into his form and becomes non-functional). All his natural weapons are treated as magic for purposes of DR, and gain a +1 enhancement bonus. Shapeshifting is a swift action, may be done an unlimited times per day, and Domoris can shift between ay forms his knows. Stats for his forms are:
    Predator Form (Not Shifted)
    AC 18 (24), touch 13, flat footed 15 (23); (+6 armor), +5 natural, +1 Dex, +1 deflection, +1 insight
    hp 82
    Immune critical hits, stunning
    Fort +12
    --------------------------------------------------------------
    Speed 50 ft.; Mobility
    Melee +13 morphic bite (1d8+11) or
    Melee +13 bite (1d6+11)
    Grp +12
    Special Actions morphic weapons
    --------------------------------------------------------------
    Abilities Str 24, Con 18
    Feats Mobility (B)
    Skills Climb +9 (+6 in armor), Concentration +8, Jump +9 (+6 in armor)
    Predator Form (Shifted)
    AC 20 (26), touch 13, flat footed 17 (25); (+6 armor), +7 natural, +1 Dex, +1 deflection, +1 insight
    hp 82
    Immune critical hits, stunning
    Fort +12
    --------------------------------------------------------------
    Speed 50 ft.; Mobility
    Melee +14 morphic bite (1d8+15+1 Con) or
    Melee +14 bite (1d6+15+1 Con) and +8 morphic gore (1d6+4)
    Grp +13
    Special Actions morphic weapons
    --------------------------------------------------------------
    Abilities Str 26, Con 18
    Feats Mobility (B)
    Skills Climb +9 (+6 in armor), Concentration +8, Jump +9 (+6 in armor)
    Aerial Form (Not Shifted)
    AC 16 (22), touch 13, flat footed 15 (21); (+6 armor), +3 natural, +1 Dex, +1 deflection, +1 insight
    hp 82
    Immune critical hits, stunning
    Fort +12, Ref +8
    --------------------------------------------------------------
    Speed fly 40 ft. (good)
    Melee +12 morphic talon (1d8+10) or
    Melee +12 talon (1d6+10)
    Grp +11
    Special Actions morphic weapons
    --------------------------------------------------------------
    Abilities Str 22, Con 18
    Skills Climb +8 (+5 in armor), Concentration +8, Jump +8 (+5 in armor)
    Aerial Form (Shifted)
    AC 18 (24), touch 13, flat footed 17 (23); (+6 armor), +5 natural, +1 Dex, +1 deflection, +1 insight
    hp 82
    Immune critical hits, stunning
    Fort +12, Ref +8
    --------------------------------------------------------------
    Speed fly 40 ft. (good)
    Melee +13 morphic talon (1d8+11) and +7 bite (1d6+5+1 Con) or
    Melee +12 talon (1d6+10) and +7 morphic bite (1d8+5+1 Con) or
    Melee +12 talon (1d6+10) and +7 bite (1d6+5+1 Con)
    Grp +12
    Special Actions morphic weapons
    --------------------------------------------------------------
    Abilities Str 24, Con 18
    Skills Climb +8 (+5 in armor), Concentration +8, Jump +8 (+5 in armor)
    Shifting (Su) As a free action, Domoris can assume a more bestial aspect. This is superficially similar to a barbarian's rage. Domoris can shift five times per day for up to 10 rounds. During the shift, his statistics change as follows.
    Domoris (shifted)
    AC 22, touch 13, flat-footed 21; +6 armor, +3 natural, +1 Dex, +1 deflection, +1 insight
    hp 82
    Immune critical hits, stunning
    Fort +12
    --------------------------------------------------------------
    Melee +11 morphic bite (1d8+11+1 Con) or
    Melee +11 bite (1d6+11+1 Con) and +6 morphic gore (1d6+3)
    Melee +11 bite (1d6+11+1 Con)
    Grp +11
    Special Actions morphic weapons
    --------------------------------------------------------------
    Abilities Str 22, Con 18
    Skills Climb +8 (+5 in armor), Concentration +8, Jump +8 (+5 in armor)
    Morphic Body (Ex) When not in his natural form or while shifting, Domoris is gains +4 Str and +4 Con.
    Morphic Immunities (Ex) When not in his natural form or while shifting, Domoris is immune to stunning and critical hits.
    Morphic Weapons (Ex) When not in his natural form or while shifting, Domoris can grow natural weapons as a move action, doing damage appropriate to his size. If the form already has natural weapons, it does a size larger in damage.
    Reckless Nature (Ex) Domoris gains a +2 bonus on Initiative and Reflex saves, but a -2 penalty to Will saves.
    Spontaneous Rejuvenation (Ex) Domoris can transform any spell into healing: Subjects within 30 ft. gain fast healing for 3 rounds equal to the level of spell expended. This fast healing does not stack with itself or other sources.
    Advancement
    L1->Druid 1 HP 10 (1d8+2) SP: 36 (4x4)
    • Balance +2 racial, Climb +2 racial, Handle Animal +2 +2 racial, Knowledge (nature) +2 +2 class, Listen +4, Spot +4, Survival +4 +2 class
    • Abilities: Str 16 [16 (10pts)], Dex 12 [10 (2pts) +2 racial], Con 14 [14 (6pts)], Int [12 (4pts) -2 racial], Wis [16 (10pts)], Cha 6 [8 (0pts) -2 racial]
    • Feats: Longtooth elite [RoE]
    • Other: nature sense, spontaneous rejuvenation [PHII], shapeshift [PHII], shifter traits, shifting, wild empathy
    L2->Druid 2 HP 8 (1d8+2) SP: 4 (4)
    • Handle Animal +1, Listen +1, Spot +1, Survival +1
    • Other: woodland stride
    L3->Druid 3 HP 8 (1d8+2) SP: 4 (4)
    • Knowledge (nature) +1, Listen +1 +1 feat, Sense Motive +1 feat, Spot +1 +1 feat, Survival +1
    • Feat: Shifter Instincts
    • Other: trackless step
    L4->Druid 4 HP 8 (1d8+2) SP: 4 (4)
    • Handle Animal +1, Listen +1, Spot +1, Survival +1
    • Abilities: Wis +1
    • Other: reckless nature [RoE]
    L5->Druid 5 HP 8 (1d8+2) SP: 4 (4)
    • Knowledge (nature) +1, Listen +1, Spot +1, Survival +1
    L6->Druid 6 HP 8 (1d8+2) SP: 4 (4)
    • Handle Animal +1, Listen +1, Spot +1, Survival +1
    • Feat: Extra Shifter Trait (beasthide)
    L7->Warshaper 1 [CompWar] HP 8 (1d8+2) SP: 2 (2)
    • Concentration +2
    • Other: morphic immunities, morphic weapons
    L8->Warshaper 2 HP 8 (1d8+2) SP: 2 (2)
    • Concentration +2
    • Abilities: Wis +1
    • Other: morphic body

    Appearance and Personality
    When in humanoid form (which he tends to avoid), Domoris is a heavily tattooed and braided shifter that has obviously been on the fringes of civilization for long. His eyes have an otherworldly gaze, and his skin is quite dark for a shifter.

    Dormoric can be a bit acerbic when he does talk, and he tends to cut through the bull**** when dealing with people and situations. Most "civilized" folks are too soft for him, and others of his kind too self absorbed. However, he understands safety in numbers and works with others for a common cause.

    Major abilities and Tactics
    AoE lighting spells and lots of self buffs; some healing via spontaneous rejuvenation. Focuses on shapeshifting + shifting for combat with appropriate buffs, so likes to get in the thick of it. Can also scout in his natural forms.

    Background
    Domoris grew upon near the Eldeen frontier in Breland, and part of a small community of shifters not affiliated with the greater druidic forces of that area. That, however, did not stop some over-zealous Brelish officers, who razed his village to the ground when he was a child. Forced to flee, his family found refuge with the Eldeen rangers, and the young shifter started his druidic training.

    All was not idyllic, however, as the group they had found was quite militant. Domoris was taught to hate those who defiled nature, to see everything as ruin, and to fight back against everyone. This was easily swallowed by the young, angry Domoris, and he became a terror in the Eldeen guerilla war. But after years, Domoris became tired of the effort, and after seeing his fellows kill other shifters and rangers just to forward their own agenda, he became disenchanted with the "nature uber-alles" approach of his sect. He soon left.

    Disaffected, Domoris drifted away from the Reaches, but found suspicion and distrust everywhere. Thus, in the last days of the War before the Day of Mourning, the shifter boarded a boat to Xen'drik. He hoped to find a more natural life, one without complication, in the Cyclopean jungles. Hunt, eat, live. That was all he was looking for...

    Peace.
    Last edited by stonegod; Monday, 28th April, 2008 at 09:53 PM. Reason: AP Spent
    stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)

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  • #14
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    Acolyte (Lvl 2)

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    Hudrinoph "Hudder" d'Kundarak - Dwarf Male Rog2/Fght2/DMH4

    Hudrinoph "Hudder" d'Kundarak

    Background

    A daring legend, at least in his own mind, Hudder d'Kundarak is an enthusiastic if intemperate explorer of Xen'drik. Born to a clan whose proud (some would say excessively proud) tradition of craftsmanship has been matched with equally poor business sense.

    At least until the current generation that is. While Hudder, renowned within the house as a dashing, likable figure (with a powerful dragonmark), has a higher profile, the astute have noted that his brother Randorph, a cunning thinker, deft politician and gifted (some might say merciless) businessman is the real reason for the clan's revived standing.
    This reversal was underlined by Hudder's engagement to a daughter of a renowned and powerful sub-house within Kundarak.It's to be an auspicious wedding, arranged by Hudder's cunning brother as a way to leverage Hudder's unexpectedly powerful dragonmark to elevate their respected but impoverished family back to the upper echelons of Kundarak society.
    At least it was supposed to be auspicious when the engagement was announced 10 years ago.

    Observers have noted that, even among the dwarves, a ten year engagement is a touch on the long side. Rumors of his bride's family's growing impatience are widespread. Of course, Hudder's constant exploits raise the profile of the House and are difficult to overtly criticize.
    In an attempt to encourage the young noble to set a date his house recently unilaterally cut off funding for his self-funded exploits and his father arranged to have his beloved ax entrusted with diligent cousin (also distantly related to his fiancée's family).

    Hudder was about to cave when he heard that his "old exploring buddy", Barrak was "killed by some sorta craven attack" . As a "matter of honor", he, was going to have to go "avenge tah fellow (Host keep and preserve his soul)". "And furthermore it involves giants! Everyone knows Marshers don't know a thing about giants, it's turn' ta slaughter sure as snow's white. Barak was a good fellow, truth be told there's a bit of a debt of honor 'tween us. Shouda put it right afor he got bushwacked an' sent tah Dolor. Anyway Marshers'd be no good 'gainst giants. A dwarf needs tah get involved." Owing to the "essential nature" of Hudder's participation he was "compelled by his honor" to put off the wedding "jus' one more time".



    Appearance

    The dwarf standing in front of you looks regal. Despite being weighed down with an impressive amount of gear he moves efficiently and with rapidity. You have the impression of wealth, his armor is exquisitely filigreed, a massive shield emblazoned with a Manticore jockeys on his back with a jet black axe that seems to be blown from black glass. He has topaz encrusted gauntlets, jade studded bracers; even his boots are covered with ornate steel tips. His brown beard is held together by several simple loops of black glass. The small pair of arm-less spectacles on his face give him a slightly scholarly look.
    Hudder's Dragonmark
    Hudder's dragonmark first appeared on his left forearm when he was a a youngster. Immediately realizing that being identified as a scion (the only one in his clan in three generations) would force his family to curtail his adventurous ways; he cunningly covered it up with cloth. This fooled no one, but his brother, Randorph, several decades his elder and already a power within the clan arranged for his father to issue an informal edict that his son's dragonmark not be discussed.
    Much to Hudder's dismay the mark grew and grew, by the time he was in his fifth decade it stretched from his throat to his waste and he was forced to leave for Xen'drik, pretending to be a cousin lest he "reveal it". Randorph, naturally, was instrumental in getting the House Kundarak outpost in Stormreach to accept the obviously fake travel documents.
    Hudder is now in his seventies, and the mark stretches from his cheek to his knee.

    He has the completely irrational belief that "covering up dragonmarks makes them grow". And is convinced that all his cousins with "weenie little marks" would have full sized "proper" marks like his if only they stop "flaunting them so much". He's too polite to say anything of course.


    "typical" Hudderisms

    "I don't stand on ceremony. Jus' call me Hudder!"
    "You see this Kundarak mark on the shield laddy? I don't be need'n any more coin. Yeh keep all the gold yeh be finding."
    "You think this is a sticky situation? Ha! Why I should tell you about the time I was ambushed by dark skinned elves in Xen'drik wit' nuth'n but me boots on!"

    "Marriage, of course, wonderful thing. Why me brother's arranged something nice with a very special girl. Naw, haven't met her, it's not how it works really. Of course I'll schedule the wedding soon, but I can't get married while I've got this debt ta Barrak on me shoulders. Gotta clear that up you see. Straighten out the business. Be getting married just as soon as that's taken care of. Looking forward to it. Really. Settling down. Ready to put my boots up. Jus' as soon as we send these giants packing, find tah fellow that done in good ol' Barrak, an' deal you know, with any other sorta important type problems that might require dealing with."


    Hudrinoph "Hudder" d'Kundarak (CL 8)
    Stat Block
    Dwarf Rogue 2/ Fighter 2/ Dragonmarked Heir 4 Chaoticish Good
    Init +4; Senses Darkvision 60', Spot +6, Listen +3, Search +15
    Languages Common (sort of), Dwarf
    ************************************************** **********
    AC 25 (armor10/shield4/dex0/ring1); touch: 11 ; flat-footed: 25
    hp 85 (8 HD)
    DR 5/magic (or 10/magic & piercing) Mark of Recovery (heal hp<1) Stability (+4 vs. bull rush or tripping)
    Fort +12 [+15 vs. poison/spells] (con4/class0.3.4/cloak1) Ref +8 [+10 spells] [Evasion] (dex0/class3.0.4/cloak1) Will +4 [+6 vs spells] (wis-1/class0.0.4/cloak1)
    ************************************************** ****************
    Speed 30 ft (6 squares; even in heavy armor)
    Attack Melee +1 Dwarven Waraxe +11/+6 1d10+11 (x3)
    Attack Melee w/o Power Attack +1 Dwarven Waraxe +13/+8 1d10+7 (x3)
    Attack Ranged Throwing Axe +7 1d6+6
    Base Attack +6 Grapple +12 (+16 vs trip/bull rush)
    Attack Options Cleave, sneak attack +1d6
    Dragonmarked (CL 14)
    Least alarm 1/day firetrap 1/day misdirection 1/day
    Lesser glyph of warding 1/day nondetection1/day
    Greater greater glyph of warding 1/day
    Combat Gear Nothing; a Kundarak don't need no fancy tricks!
    Action Points 11 (w/ +2 PrC)
    ****************************** ************************************
    Attributes Str 22 (20*+2**) Dex 10 Con 18 Int 9 Wis 9 Cha 10
    * received both improvements for level
    ** Gauntlets of Ogre Power
    SQ Dwarf qualities, Additional Action Points (normal max +2 ), +4 on Charisma Checks vs. House members, Trapfinding
    Feats Cleaveb, Favored in House, Greater Dragonmarkb, Least Dragonmark, Lesser Dragonmarkb, Mark of Recovery, Protective Dragonmark, Power Attackb,
    Skills Balance +4 Climb +10 Diplomacy +4 Escape Artist -5 Hide +0 Jump +15* Knowledge (History) + 1 Knowledge (Nobility) +3 Listen +3 Search +14** Sense Motive -1 Spot +6 Swim 6-(a lot)
    Skills detail
    Balance +4 (4.0.0), Bluff +4 (0.0.4), Climb +4/+6/-5 (4.0.0),
    Diplomacy +4 (0.0.4), Escape Artist -5/+1 (-), Hide +1 (-), Jump +9/15 (4.0.0), Knowledge
    (History) + 1 (2.0.0), Knowledge (Nobility) + 4 (0.0.4), Listen +3 (4.0.0),
    Search +14** (7.0.0), Sense Motive -1 (-), Spot +6 (7.0.0), Swim +0/6 (-),
    * +5 for boots; ** +5 pinez and +2 dragonmark

    Possessions Fullplate +2 (+10 armor; max dex +2, check-5), Hvy Steel Shield +2 (+4 Shield, check -1), *Keen Dwarven Waraxe of Deadly Precision +2, Dwarven Waraxe +1, Ring of Protection +1, Cloak of Resistance +1, Boots of Springing and Striding, Gauntlets of Ogre Power, Pinez of Minute Seeing (same as Goggles of Minute Seeing), Armbands of Might, 3 hand axes (belt), Daggers x2 (each boot), cold weave underlining for armor (can wear fullplate even in tropical conditions), Travel Documents (Kundarak, Mror, Karrnath, Breland/Stormreach) and traveling gear.
    Traveling Gear
    two sacks, 6 sunrods, bed roll, small tent, backpack, finely carved travel-sized silverware, 2 weeks of trail rations, spare set of clothing, 20 steel spikes, hammer, 50' of silken rope (knotted for easy climbing), chalk (red, white), 4 waterskins, grappling hook


    The Keen Dwarven Waraxe of Deadly Precision +2
    Hudder's axe is an example of the fine black-glass craftsmanship of his father's house and it is one of his (small) clan's most prized possession. Other than it's unique appearance it behaves as if it were made of steel. This item will not enter play, it is in possession of his cousin (in Sharn) and acting as collateral for Hudder's upcoming wedding.
    Of course Hudder is going to set a date for that wedding. Just as soon as he deals with all the pressing important, that is to say very important, matters o' honor.
    The other axe is also jet black glass that acts as steel (i.e just a cosmetic change).



    Build Details

    Hit points 6 (Rog1) + 15 (Fight1&2) + 4 (Rog2) + 28 (DMH1-4) + 32(con)

    Magic Item Math

    Ax +1 25
    armor +2 4k
    shield +2 4k,
    ring of prot +1 2k
    cloak of resist +1 1k
    Boots of Springing and Striding (+10 speed +5 jump) 5.5k
    Gauntlets of Ogre Power 2k
    Goggles of Minute Seeing 1.25k
    Armbands of Might (+2 damage if at least -2 pwr attck) 4.1k
    Cold Weave underlining (Necromancers of Hollowfaust - can wear armor in hot conditions) 0.1k
    25,975 gp


    Skill Points spent per Level

    Progression: Rog 1/ Fighter 2/ Rog 1/ Dragonmarked Heir 4

    Rogue 1: 4 ranks in Balance, Climb, Jump, Listen, Spot, Search; 2 ranks in Know (hist)
    Fighter 1&2: Intimidate 2
    Rogue 2: Spot +3, Search +3, Listen +1
    DM Heir 1-4: 4 ranks in bluff, diplo, know (noble)
    DM Heir 5: +1 rank in bluff, diplo, know (noble)



    Class and Effect Breakdown

    CL Class and Effect
    1-2 Fighter 2 bab +2, fort +3; Bonus Feats: Power Attack, Cleave
    3-4 Rog 2 bab +1, ref +3, sneak attack +1d6, evasion, trapfinding
    5-8 DmH 4d8 hd; bab +3, all saves +3, +4 to charisma checks vs same house members, +1 Least Mark use,
    Bonus Feat: Lesser Mark, +1 Lesser Markus , Bonus Feat: Greater Mark,
    Dragonmark Caster Level 14th
    9 DmH 1d8 hd; +1 to charisma checks vs same house members, +1 Greater Mark use
    Dragonmark Caster Level 15th




    Feat Progression (doesn't include dragonmark feats from DHM class, see above)

    1st: Least Dragonmark (+2 search)
    2nd: Power Attack (Bonus:Fighter)
    3rd: Favored in House
    Cleave (Bonus: Fighter)
    4th: Str +1
    6th: Protective Mark (DR 5/magic, or 10 magic/piercing for 1 rnd with action pt)
    8th: Str +1
    9th: Mark of Recovery (expend use of dragonmark to heal if knocked to 0 hp or below)



    Comments and Questions

    If the terrible dwarven accent needs to go it needs to go.
    • I actually blocked out his next level, assuming he makes it that far.(was I confused? yes, yes I was).
    • Is there a Knowledge (Xen'drik)? If so it would probably make more sense than knowledge nobility. But nobility makes a lot of sense too. Of course, Hudder's skill checks are so low that it's completely academic.
    • In my ideal world Hudder's charisma would be 13 or so. But I just can't afford it. I would suggest his "likability" is sort of like "liking someone" but "not liking being in the room with them for too long". I kind of see it as a "feature" but I suppose it could be a "bug".
    • Since the Mark of Protection is in Dragonmarked (an Eberron book) I assume it's kosher. I like that dragonmarked set up some sub-systems for people with dragonmarks to do more than have some relatively useless spells per day. Let me know if it's not cool though.
    • Likewise I'd like to take Mark of Recovery (also from Dragonmarked) if we make it to 9th level.


    Other Notes
    Hudder's Common
    Hudder's common is horrific. He fulfills stereotypes about dwarves that most people don't even have. It's the result of a deliberate attempt on his part to speak like an "authentic Xen'drik explorer" combined with low mental stats and sleeping though most of the grammar lessons his family arranged for him when he was younger.
    He's blissfully unaware of just how terrible he sounds. He hangs out mostly with people who work for, or have business dealings with him or his clan (not incentivized to try to correct him) and other nobles (who find the whole thing entirely too funny to let Hudder in on the joke).
    His brother, Randorph, speaks impeccable, crisp common.
    One of Randorph's missions in life is make sure that Hudder, never ever ever ever represents the family during any business or social interaction where speaking common is required. Since Hudder avoids business interactions and formal occasions like the plague Randorph has so far managed complete success on this front.

    Hudder's dwarven is everything his common is not (refined, precise, etc). Most dwarves he knows assume his Common is similar.


    Noble's exploring Xen'drik

    There is a sub-culture of nobles, and wealthy members of dragonmarked houses who visit Xen'drik looking for adventure.
    -Most- nobles who visit Xen'drik don't make it much further than Stormreach and the immediate surroundings, maybe an occasional foray over the jungle in an airship if they have the sort of connections with House Lyrander to arrange that kind of thing.
    They cover up their lack of actual experience with vague allusions to adventures, carefully cultivated relationships with actual explorers and scholars and obsessive rumormongering.

    Hudder is very much a part of this culture, except that he actually goes out and does everything he's claimed to (more or less, he's not a detail person).
    His fundamentally trusting and generous nature means that he believes everyone else is doing what they've said too.
    He's a great booster of this vaguely identified group of people, has a tremendous reputation with them and hears all the best gossip (since it's all third hand from people who spend their time drinking and carousing this gossip is of dubious worth but it may occasionally be useful). He'd even use his dragonmark for them (on the sly of course). Not that most people need things flametrapped but...


    Hudder's reputation as an Explorer of Xen'drik
    Hudder's exploits are not nearly as well known as he would think. At the same time if a bunch of idle nobles were sharing stories about exploring Xen'drik stories about Hudder would almost certainly turn up.
    Mostly because he managed to make an utter hash of things, but is still alive and tromping about. (Disaster stories are everyone's favorite of course, but usually they end in horrific death, which can be a touch depressing.)


    Last edited by Graf; Tuesday, 29th April, 2008 at 09:28 AM.
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  • #15
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    The Great Druid (Lvl 17)

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    My communities:

    Code:
    Name: Dori Kundarak
    Class: Cleric 8 	(Racial Sub. level 1, Races of Stone 146)Starting Level: 8
    Race: Dwarf
    Region of Origin: Mror Holds
    Size: M
    Gender: M
    Alignment: NG
    Action Points: 9
    Deity: Sovereign Host (Domains: War, Good)
    
    Str: 16 +3 (08p.)	Level: 8	XP: 
    Dex: 12 +1 (04p.)	BAB: +6		HP: 84/84 (1d10+4,7d8+28)
    Con: 18 +4 (08p.)	Grapple: +9	Craft Points: 
    Int: 10 +0 (02p.)	Speed: 20'	Stat Increases: Str, Con
    Wis: 16 +3 (10p.)	Init: +1	Spell Save: +3
    Cha: 06 -2 (00p.)	ACP: -7		Spell Fail: 0%
    
    	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
    Armor:	10	+9	+4	+1	+0	+0	+0	24
    Touch:	11	Flatfooted: 10
    
    Spell Res: None
    Dmg Red: None
    
    	Total	Base	Mod	Misc
    Fort:	+10	+6	+4	--
    Ref:	+3	+2	+1	--
    Will:	+9	+6	+3	--
    Notes:
    
    Weapon				Attack	Damage	Critical	Range
    Sword of Virtue Beyond Reproach	(MIC61)	+11/+6	1d8+4	19-20/x2	------ (Functions as a +1 Holy Longsword, plus 2d6 if evil)
    Light Crossbow				+9	1d8	19-20/x2	80 ft
    
    Notes:
    
    Languages: Common, Dwarven
    
    Abilities:
    Smite Giants (5/day, Add +4 to attack roll & +8 damage) (Lose ability to turn undead)
    Spontaneous Casting (heal)
    
    Dwarf:
    +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
    
    
    
    Feats:  Weapon Focus (Longsword)(Bonus), Augment Healing (Complete Divine), Touch of Healing (Complete Champion), Giant Banemagic (Secrets of Xen'Drik)
    Augment Healing - Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast.
    Touch of Healing -  As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells.
    Giant Banemagic - Damaging Spells cause +2d6 dmg against giants, +2 to save DC
    
    Spells prepared (Save DC 13 + spell level): 0 - 6 - Create Water (2), Detect Magic, Mending, Purify Food & Drink, Prestidigitation ; 
    1st - (4+1) - Divine Favour, Vigor, Lesser (CA) Resurgence, Endure Elements , Protection from Evil* (D) 1;
    2nd - (3+1) - Bull's Strength, Inflict Moderate Wounds, Deific Vengeance (CD 161), Spiritual Weapon (D); 
    3rd - (3+1) - Briar Web (CD 156), Vigor, Mass Lesser** (CD), Ring of Blades (CA 121) Magic Circle Against Evil* (D); 
    4th - (2+1) - Divine Power, Recitation (CD 176) Holy Smite* (D)
    
    Domains: War, Good 
    * = Good
    ** = Conj (Heal) (Cast at +1 level & +2 points/spell level of healing)
    
    Skill Points: 22	Max Ranks: 11/8
    Skills		Total	Ranks	Mod 	Misc
    Concentration	+15	11	+4	
    Heal		+8	5	+3	
    Perception	+3	0	+3	(I've lumped them all together as they're all the same)
    Know(Religion)	+3	3	+0	
    Know(Dungeon)	+3	3	+0	
    
    Notes:
    
    Equipment:					Cost	Weight
    Sword of Virtue Beyond Reproach	(MIC61)		9,315gp	 4lb
    +1 Blurring Displacement Fullplate (MIC 9 &10)		10,650gp 50lb
    +2 Heavy Steel Shield				4,170gp	 15lb
    Wand of Cure Light Wounds	(50)		750gp	 1lb
    Gauntlets of Giantfelling (MIC 103)		2,000gp	 -lb
    Light Crossbow 					35 gp    4lb
    20 bolts					2 gp	 2lb
    Journal						5 gp     2lb
    
    
    Total Weight:78lb	Money: 78gp 
    
    		Lgt	Med	Hvy	Lift	Push
    Max Weight:	76	153	230	460	1150
    
    Age: 110
    Height: 4"1' 
    Weight: 190lbs
    Eyes: Dark Brown
    Hair: Black
    Skin: Tan
    Appearance: Dori is a heavily armoured dwarf, always wearing his fullplate wear he goes. His black hair is usually matted from the sweat produced by this habit. Dori has a full beard, short by dwarven standards. His nose is sharp and angular, leaning to one side after being broken years ago.

    Personality: Dori has a an aggressive streak, even for a dwarf, he favours dominating a conversation and will stubbornly defend his point, even once he's been proven wrong. He's got a sarcastic sense of humour and enjoys humour at others expense. Dori will protect those who can't protect themselves and will throw himself at any enemy, no matter their size. He enjoys the thrill of battle and sees it as honouring the Sovereign Host, using their granted powers to aid him and his allies.

    Background: Dori Kundarak was born in the Mror Holds, specifically in Krona Peak. Dori was indoctrined from a young age in the massive temple devoted to the Sovereign Host, but he never took well to the training of Kol Korran. As a member of House Kundarak, Dori was expected assist in the Warding services that the house provides. Dori was selected to accompany an expedition to Xen'drik, and began extensive training in battling giants, both with magical means and how to convert his faith into a tangible power against the larger foes. House Kundarak had discovered the location of a potent dragonshard, which would greatly increase the dragonmarked abilities of the House.

    The below is an excerpt from Dori's Journal:
    The journey from Sharn was typically arduous. After securing passage aboard a Lyrander ship, we called upon an old contact Carnaby Goebb in Tavick's Landing. Resourceful as always, he provided us with a signal anchor stone for later use bargaining with the sahuagin.
    Fortunate indeed that I took this precaution. For all their airs, the Lyrander captains can be unholy fools when navigating Shargon's Teeth. Our esteemed commander assumed the bargain he struck with his sahuagin guide in Sharn guaranteed safe passage regardless of the route. Alas, the sea devils are as territorial as the Talentans, and we were promptly boarded by two dozen angry sentinels of a rival clan. Negotiations were proceeding poorly -- weapons were drawn, as I recall -- until I dropped Carnaby's signal stone off the starboard bow. We were soon joined by a rather glorious sahuagin priestess, resplendent upon her terrifying dragon eel.
    Our Lyrander captain suffered an unfortunate bout of seasickness at that sight and turned nearly as green as the sentinels. We were able to secure passage through the remaining waters by bartering directly with the priestess's representative, according to Carnaby's instructions. I never cease to marvel at the reach of that old dwarf's influence! The remainder of the journey was relatively uneventful, and I stepped onto Stormreach's battered wharves yesterday morn.
    We are to proceed on the morrow with the remainder of our company, attempting to uncover that dragonshard, travelling upriver and into the wilds. We expect to reach the ruins in three weeks time. Hopefully, we can reach there uneventfully, but with the jungles closing in around us I can't help, but feel that someone's watching us.

    Damnit, those drow are sneaky. They ambushed us and killed three o' me friends before we managed to push them back. The leader tells me that we'll be more careful, but why weren't we more careful in the first place?

    We arrived today at the ruins, not much more than some crumbled towers, with stones strewn about the clearing. We put up our base camp and proceeded to begin investigations. I've been taking care of those who've been succumbing to the jungle, their illnesses have been getting worse, but luckily I've been able to help.

    I'm all alone.... all alone, how'd they know we were there, we thought we were safe, all the wardings, all the spells, didn't do nothing. I ran... ran away and left them all, the giants didn't even try to stop me, why didn't I fight? What fell magic did they use against me? I don't know where I am, I'm stuck out here in this stinking jungle...I need to get back to Stormreach...
    Last edited by renau1g; Thursday, 19th February, 2009 at 09:40 PM.

  • #16
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    Hudrinoph "Hudder" d'Kundarak

    Background

    A daring legend, at least in his own mind, Hudder d'Kundarak is an enthusiastic if intemperate explorer of Xen'drik. Born to a clan whose proud (some would say excessively proud) tradition of craftsmanship has been matched with equally poor business sense.

    At least until the current generation that is. While Hudder, renowned within the house as a dashing, likable figure (with a powerful dragonmark), has a higher profile, the astute have noted that his brother Randorph, a cunning thinker, deft politician and gifted (some might say merciless) businessman is the real reason for the clan's revived standing.
    This reversal was underlined by Hudder's engagement to a daughter of a renowned and powerful sub-house within Kundarak.It's to be an auspicious wedding, arranged by Hudder's cunning brother as a way to leverage Hudder's unexpectedly powerful dragonmark to elevate their respected but impoverished family back to the upper echelons of Kundarak society.
    At least it was supposed to be auspicious when the engagement was announced 10 years ago.

    Observers have noted that, even among the dwarves, a ten year engagement is a touch on the long side. Rumors of his bride's family's growing impatience are widespread. Of course, Hudder's constant exploits raise the profile of the House and are difficult to overtly criticize.
    In an attempt to encourage the young noble to set a date his house recently unilaterally cut off funding for his self-funded exploits and his father arranged to have his beloved ax entrusted with diligent cousin (also distantly related to his fiancée's family).

    Hudder was about to cave when he heard that his "old exploring buddy", Barrak was "killed by some sorta craven attack" . As a "matter of honor", he, was going to have to go "avenge tah fellow (Host keep and preserve his soul)". "And furthermore it involves giants! Everyone knows Marshers don't know a thing about giants, it's turn' ta slaughter sure as snow's white. Barak was a good fellow, truth be told there's a bit of a debt of honor 'tween us. Shouda put it right afor he got bushwacked an' sent tah Dolor. Anyway Marshers'd be no good 'gainst giants. A dwarf needs tah get involved." Owing to the "essential nature" of Hudder's participation he was "compelled by his honor" to put off the wedding "jus' one more time".



    Appearance

    The dwarf standing in front of you looks regal. Despite being weighed down with an impressive amount of gear he moves efficiently and with rapidity. You have the impression of wealth, his armor is exquisitely filigreed, a massive shield emblazoned with a Manticore jockeys on his back with a jet black axe that seems to be blown from black glass. He has topaz encrusted gauntlets, jade studded bracers; even his boots are covered with ornate steel tips. His brown beard is held together by several simple loops of black glass. The small pair of arm-less spectacles on his face give him a slightly scholarly look.
    Hudder's Dragonmark
    Hudder's dragonmark first appeared on his left forearm when he was a a youngster. Immediately realizing that being identified as a scion (the only one in his clan in three generations) would force his family to curtail his adventurous ways; he cunningly covered it up with cloth. This fooled no one, but his brother, Randorph, several decades his elder and already a power within the clan arranged for his father to issue an informal edict that his son's dragonmark not be discussed.
    Much to Hudder's dismay the mark grew and grew, by the time he was in his fifth decade it stretched from his throat to his waste and he was forced to leave for Xen'drik, pretending to be a cousin lest he "reveal it". Randorph, naturally, was instrumental in getting the House Kundarak outpost in Stormreach to accept the obviously fake travel documents.
    Hudder is now in his seventies, and the mark stretches from his cheek to his knee.

    He has the completely irrational belief that "covering up dragonmarks makes them grow". And is convinced that all his cousins with "weenie little marks" would have full sized "proper" marks like his if only they stop "flaunting them so much". He's too polite to say anything of course.


    "typical" Hudderisms

    "I don't stand on ceremony. Jus' call me Hudder!"
    "You see this Kundarak mark on the shield laddy? I don't be need'n any more coin. Yeh keep all the gold yeh be finding."
    "You think this is a sticky situation? Ha! Why I should tell you about the time I was ambushed by dark skinned elves in Xen'drik wit' nuth'n but me boots on!"

    "Marriage, of course, wonderful thing. Why me brother's arranged something nice with a very special girl. Naw, haven't met her, it's not how it works really. Of course I'll schedule the wedding soon, but I can't get married while I've got this debt ta Barrak on me shoulders. Gotta clear that up you see. Straighten out the business. Be getting married just as soon as that's taken care of. Looking forward to it. Really. Settling down. Ready to put my boots up. Jus' as soon as we send these giants packing, find tah fellow that done in good ol' Barrak, an' deal you know, with any other sorta important type problems that might require dealing with."


    Hudrinoph "Hudder" d'Kundarak (CL 8)
    Stat Block
    Dwarf Rogue 2/ Fighter 2/ Dragonmarked Heir 4 Chaoticish Good
    Init +4; Senses Darkvision 60', Spot +6, Listen +3, Search +15
    Languages Common (sort of), Dwarf
    ************************************************** **********
    AC 25 (armor10/shield4/dex0/ring1); touch: 11 ; flat-footed: 25
    hp 85 (8 HD)
    DR 5/magic (or 10/magic & piercing) Mark of Recovery (heal hp<1) Stability (+4 vs. bull rush or tripping)
    Fort +12 [+15 vs. poison/spells] (con4/class0.3.4/cloak1) Ref +8 [+10 spells] [Evasion] (dex0/class3.0.4/cloak1) Will +4 [+6 vs spells] (wis-1/class0.0.4/cloak1)
    ************************************************** ****************
    Speed 30 ft (6 squares; even in heavy armor)
    Attack Melee +1 Dwarven Waraxe +11/+6 1d10+11 (x3)
    Attack Melee w/o Power Attack +1 Dwarven Waraxe +13/+8 1d10+7 (x3)
    Attack Ranged Throwing Axe +7 1d6+6
    Base Attack +6 Grapple +12 (+16 vs trip/bull rush)
    Attack Options Cleave, sneak attack +1d6
    Dragonmarked (CL 14)
    Least alarm 1/day firetrap 1/day misdirection 1/day
    Lesser glyph of warding 1/day nondetection1/day
    Greater greater glyph of warding 1/day
    Combat Gear Nothing; a Kundarak don't need no fancy tricks!
    Action Points 11 (w/ +2 PrC)
    ****************************** ************************************
    Attributes Str 22 (20*+2**) Dex 10 Con 18 Int 9 Wis 9 Cha 10
    * received both improvements for level
    ** Gauntlets of Ogre Power
    SQ Dwarf qualities, Additional Action Points (normal max +2 ), +4 on Charisma Checks vs. House members, Trapfinding
    Feats Cleaveb, Favored in House, Greater Dragonmarkb, Least Dragonmark, Lesser Dragonmarkb, Mark of Recovery, Protective Dragonmark, Power Attackb,
    Skills Balance +4 Climb +10 Diplomacy +4 Escape Artist -5 Hide +0 Jump +15* Knowledge (History) + 1 Knowledge (Nobility) +3 Listen +3 Search +14** Sense Motive -1 Spot +6 Swim 6-(a lot)
    Skills detail
    Balance +4 (4.0.0), Bluff +4 (0.0.4), Climb +4/+6/-5 (4.0.0),
    Diplomacy +4 (0.0.4), Escape Artist -5/+1 (-), Hide +1 (-), Jump +9/15 (4.0.0), Knowledge
    (History) + 1 (2.0.0), Knowledge (Nobility) + 4 (0.0.4), Listen +3 (4.0.0),
    Search +14** (7.0.0), Sense Motive -1 (-), Spot +6 (7.0.0), Swim +0/6 (-),
    * +5 for boots; ** +5 pinez and +2 dragonmark

    Possessions Fullplate +2 (+10 armor; max dex +2, check-5), Hvy Steel Shield +2 (+4 Shield, check -1), *Keen Dwarven Waraxe of Deadly Precision +2, Dwarven Waraxe +1, Ring of Protection +1, Cloak of Resistance +1, Boots of Springing and Striding, Gauntlets of Ogre Power, Pinez of Minute Seeing (same as Goggles of Minute Seeing), Armbands of Might, 3 hand axes (belt), Daggers x2 (each boot), cold weave underlining for armor (can wear fullplate even in tropical conditions), Travel Documents (Kundarak, Mror, Karrnath, Breland/Stormreach) and traveling gear.
    Traveling Gear
    two sacks, 6 sunrods, bed roll, small tent, backpack, finely carved travel-sized silverware, 2 weeks of trail rations, spare set of clothing, 20 steel spikes, hammer, 50' of silken rope (knotted for easy climbing), chalk (red, white), 4 waterskins, grappling hook


    The Keen Dwarven Waraxe of Deadly Precision +2
    Hudder's axe is an example of the fine black-glass craftsmanship of his father's house and it is one of his (small) clan's most prized possession. Other than it's unique appearance it behaves as if it were made of steel. This item will not enter play, it is in possession of his cousin (in Sharn) and acting as collateral for Hudder's upcoming wedding.
    Of course Hudder is going to set a date for that wedding. Just as soon as he deals with all the pressing important, that is to say very important, matters o' honor.
    The other axe is also jet black glass that acts as steel (i.e just a cosmetic change).



    Build Details

    Hit points 6 (Rog1) + 15 (Fight1&2) + 4 (Rog2) + 28 (DMH1-4) + 32(con)

    Magic Item Math

    Ax +1 25
    armor +2 4k
    shield +2 4k,
    ring of prot +1 2k
    cloak of resist +1 1k
    Boots of Springing and Striding (+10 speed +5 jump) 5.5k
    Gauntlets of Ogre Power 2k
    Goggles of Minute Seeing 1.25k
    Armbands of Might (+2 damage if at least -2 pwr attck) 4.1k
    Cold Weave underlining (Necromancers of Hollowfaust - can wear armor in hot conditions) 0.1k
    25,975 gp


    Skill Points spent per Level

    Progression: Rog 1/ Fighter 2/ Rog 1/ Dragonmarked Heir 4

    Rogue 1: 4 ranks in Balance, Climb, Jump, Listen, Spot, Search; 2 ranks in Know (hist)
    Fighter 1&2: Intimidate 2
    Rogue 2: Spot +3, Search +3, Listen +1
    DM Heir 1-4: 4 ranks in bluff, diplo, know (noble)
    DM Heir 5: +1 rank in bluff, diplo, know (noble)



    Class and Effect Breakdown

    CL Class and Effect
    1-2 Fighter 2 bab +2, fort +3; Bonus Feats: Power Attack, Cleave
    3-4 Rog 2 bab +1, ref +3, sneak attack +1d6, evasion, trapfinding
    5-8 DmH 4d8 hd; bab +3, all saves +3, +4 to charisma checks vs same house members, +1 Least Mark use,
    Bonus Feat: Lesser Mark, +1 Lesser Markus , Bonus Feat: Greater Mark,
    Dragonmark Caster Level 14th
    9 DmH 1d8 hd; +1 to charisma checks vs same house members, +1 Greater Mark use
    Dragonmark Caster Level 15th




    Feat Progression (doesn't include dragonmark feats from DHM class, see above)

    1st: Least Dragonmark (+2 search)
    2nd: Power Attack (Bonus:Fighter)
    3rd: Favored in House
    Cleave (Bonus: Fighter)
    4th: Str +1
    6th: Protective Mark (DR 5/magic, or 10 magic/piercing for 1 rnd with action pt)
    8th: Str +1
    9th: Mark of Recovery (expend use of dragonmark to heal if knocked to 0 hp or below)



    Comments and Questions



    If the terrible dwarven accent needs to go it needs to go.
    • I actually blocked out his next level, assuming he makes it that far.(was I confused? yes, yes I was).
    • Is there a Knowledge (Xen'drik)? If so it would probably make more sense than knowledge nobility. But nobility makes a lot of sense too. Of course, Hudder's skill checks are so low that it's completely academic.
    • In my ideal world Hudder's charisma would be 13 or so. But I just can't afford it. I would suggest his "likability" is sort of like "liking someone" but "not liking being in the room with them for too long". I kind of see it as a "feature" but I suppose it could be a "bug".
    • Since the Mark of Protection is in Dragonmarked (an Eberron book) I assume it's kosher. I like that dragonmarked set up some sub-systems for people with dragonmarks to do more than have some relatively useless spells per day. Let me know if it's not cool though.
    • Likewise I'd like to take Mark of Recovery (also from Dragonmarked) if we make it to 9th level.
    Other Notes
    Hudder's Common
    Hudder's common is horrific. He fulfills stereotypes about dwarves that most people don't even have. It's the result of a deliberate attempt on his part to speak like an "authentic Xen'drik explorer" combined with low mental stats and sleeping though most of the grammar lessons his family arranged for him when he was younger.
    He's blissfully unaware of just how terrible he sounds. He hangs out mostly with people who work for, or have business dealings with him or his clan (not incentivized to try to correct him) and other nobles (who find the whole thing entirely too funny to let Hudder in on the joke).
    His brother, Randorph, speaks impeccable, crisp common.
    One of Randorph's missions in life is make sure that Hudder, never ever ever ever represents the family during any business or social interaction where speaking common is required. Since Hudder avoids business interactions and formal occasions like the plague Randorph has so far managed complete success on this front.

    Hudder's dwarven is everything his common is not (refined, precise, etc). Most dwarves he knows assume his Common is similar.


    Noble's exploring Xen'drik

    There is a sub-culture of nobles, and wealthy members of dragonmarked houses who visit Xen'drik looking for adventure.
    -Most- nobles who visit Xen'drik don't make it much further than Stormreach and the immediate surroundings, maybe an occasional foray over the jungle in an airship if they have the sort of connections with House Lyrander to arrange that kind of thing.
    They cover up their lack of actual experience with vague allusions to adventures, carefully cultivated relationships with actual explorers and scholars and obsessive rumormongering.

    Hudder is very much a part of this culture, except that he actually goes out and does everything he's claimed to (more or less, he's not a detail person).
    His fundamentally trusting and generous nature means that he believes everyone else is doing what they've said too.
    He's a great booster of this vaguely identified group of people, has a tremendous reputation with them and hears all the best gossip (since it's all third hand from people who spend their time drinking and carousing this gossip is of dubious worth but it may occasionally be useful). He'd even use his dragonmark for them (on the sly of course). Not that most people need things flametrapped but...


    Hudder's reputation as an Explorer of Xen'drik
    Hudder's exploits are not nearly as well known as he would think. At the same time if a bunch of idle nobles were sharing stories about exploring Xen'drik stories about Hudder would almost certainly turn up.
    Mostly because he managed to make an utter hash of things, but is still alive and tromping about. (Disaster stories are everyone's favorite of course, but usually they end in horrific death, which can be a touch depressing.)


    Last edited by Farce; Tuesday, 17th February, 2009 at 08:28 PM.

  • #17
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    Darv - now under new, DM NPC-like control

    Darvakarrian "Darv" Zelheinskorvan, scholar and adventurer, at your service!




    Behold!
    Darvakarrian "Darv" Zelheinskorvan
    Male Gnome Archivist 8
    Alignment: Lawful Good

    Str: 8 (-1) 2 pts, -2 Racial
    Con: 14 (+2) 4 pts, +2 Racial
    Dex: 12 (+1) 2 pts
    Int: 20 (+5) 10 pts, +1 at 4th lvl, +1 at 8th level, Spectacles of Intellect +2
    Wis: 18 (+4) 10 pts, Periapt of Wisdom +2
    Chr: 10 (+0) 2 pts

    Init +1

    Hit Points: 53 (6+4+5+4+5+4+5+4+16)
    AC: 19 (+7 Armor, +1 Dex, +1 Size,) Touch: 12, Flat: 18
    Init: +1
    Spd: 30 ft/x4;

    Action Points: 9

    Base Atk/Grapple: +4 / -1
    Speed: 20' /x4
    Fort +10, Ref +5, Will +12

    +4 Melee, Masterwork Longspear, 1d6, 20/x3, Piercing (reach)
    +7 Ranged, Masterwork Shortbow, 1d4 19-20/x2, Piercing

    Skills:
    Concentration: +13 (12 Ranks +1 Con)
    Decipher Script: +12 (7 Ranks +5 Int)
    Knowledge (arcana): +17 (12 Ranks +5 Int)
    Knowledge (dungeoneering): +19 (12 Ranks +5 Int +2 Archivist Bonus)
    Knowledge (history): +15 (10 Ranks +5 Int)
    Knowledge (nature): +19 (12 Ranks +5 Int +2 Archivist Bonus)
    Knowledge (religion): +15 (10 Ranks +5 Int)
    Knowledge (the planes): +7 (2 Ranks +2 Int)
    Spellcraft: +19 (12 Ranks +5 Int +2 Synergy)

    Languages: Common, Gnome, Giant, Draconic

    Feats
    Archivist of Nature (1st Level, HH 119)
    Scribe Scroll (1st Level Archivist Bonus)
    Touch of Healing (3rd Level, CC 62)
    Spontaneous Healer (6th Level, CD 84)

    Gnome Abilities:
    • -2 Strength, +2 Constitution
    • Base land speed of 20 feet.
    • Low-Light Vision
    • Spell-like abilities: 1/day - speak with animals(burrowing), dancing lights, ghost sound, prestidigitation
    • Weapon Familiarity: Gnomes treat gnome hooked hammers as martial weapons, rather than exotic weapons.
    • +2 racial bonus on saving throws against illusions
    • +1 modifier to the DC for all saving throws against illusion spells you cast.
    • +1 racial bonus on attack rolls against kobolds and goblinoids
    • +4 dodge bonus to AC against giants
    • +2 racial bonus on Craft(alchemy) and Listen checks

    Archivist Abilities:
    • Dark Knowledge: 5/day, Darv can draw upon his knowledge of aberrations, elementals, fey, giants, magical beasts, outsiders, or undead. If he succeeds at the relevant knowledge check (DC:15), he grants his allies special abilities.
    ¤ Tactics: Grants a +1 (or more) bonus to attack rolls.
    ¤ Puissance: Grants a +1 (or more) bonus on saving throws to allies within 60 feet.
    ¤ Foe: Grants a 1d6 (or more) damage bonus on weapon damage.
    • Lore Mastery: Darv gains a +2 bonus to all Decipher Script checks and to Knowledge (nature) and Knowledge (dungeoneering) checks.
    • Still Mind (Ex): Darv gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

    Spells Per Day: 4/6/5/5/4

    Spells Known:
    0 Level: All Divine

    1st Level
    --Lesser Vigor: Subject gains fast healing/1 for 15 rounds. (*)
    --Bless (*)
    --Repair Light Damage: Heal construct for 1d8+5 damage. (*)
    --Entangle (*)
    --Winged Watcher (CSc 106): Swift spell, turns caster into normal raven or owl for 1 minute/level. (*)
    --Guiding Light: +2 to-hit against targets in 5' radius burst for 1 minute/level. If targets move out of radius, bonus is lost.
    --Longstrider (*)
    --Sanctuary
    --Shield of Faith (*)

    2nd Level:
    --Hold Person (*)
    --Barkskin
    --Close Wounds: As Immediate action, heal one target within close range of 1d4+5 points. (**)
    --Mass Snake's Swiftness: Allies within 20' burst at Medium range may immediately take one melee or ranged attack. (*)

    3rd Level:
    --Prayer (*)
    --Blessed Aim: Allies within 50' gain +2 on ranged attacks for 1 minute/level.
    --Mass Lesser Vigor: As Lesser Vigor, but affects up to 4 subjects. (**)
    --Fell the Greatest Foe: For every size category of an opponent bigger than the subject of the spell, the subject deals an extra 1d6 points of damage on any successful melee attack. (*)
    --Dispel Magic (*)

    4th Level:
    --Restoration
    --Flame Strike (**)
    --Repair Critical Damage: Heal consruct for 4d8+8 damage. (*)
    --Moon Bolt: 1d4 Str Damge/3 levels at Long range, Fort save for 1/2. Undead may be rendered helpless for 1d4 rounds. (*)
    --Spike Stones
    --Panacea: Ends any of the following conditions affecting the subject: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. It negates sleep effects and the effect of the feeblemind spell, and ends any additional effects from poison, as the neutralize poison spell. It also cures 1d8 points of damage + 1 point per caster level (maximum +20).

    (*= Currently prepared, * = Cast)

    Magic Items:
    Spectacles of Intellect +2 (4,000 GP)
    Periapt of Wisdom +2 (4,000 GP)
    Cloak of Resistance +2 (4,000 GP)
    Healing Belt (750 GP, MiC 110)
    Dimension Stide Boots (2,000 GP, MiC 94)
    Survival Pouch (3,100 GP, MiC 187)
    +2 Chainmail of Easy Travel (5,800 GP, MiC 10)
    Wand of Lesser Vigor (750 GP)
    Wand of Cure Light Wounds (750 GP)
    Quall's Feather Token: Swan Boat (400 GP)
    Masterwork Longspear (330 GP)
    Masterwork Shotbow (305 GP)
    Daggers (2) (2 GP)
    Sunrods (3) (6 GP)
    Backpack (2 GP)
    Blank Book (5 GP)
    Inkstick (3 GP)
    Small Steel Mirror (10 GP)
    Magnifying Glass (100 GP)

    437 GP remaining.

    Appearance: Even in full armor, with a weapon in hand and gouts of fire thundering down from the heavens at his command, Darv looks like someone who belongs in a library, with books piled high around him. Short, skinny, and pale, with large brown eyes blinking behind his spectacles, Darv does not cut an impressive figure. Frankly, he's not even sure if he *could*.

    Personality: Darv is eager to have adventures of his own, rather than reading about those of others. The chance to advance his own knowledge is, of course, nice...but by the heavens, he wants to know what danger feels like! That said, he takes his role as healer very seriously indeed, and strives to keep his companions' best interests in mind. It's just that sometimes, he gets a little...over-enthusiastic, shall we say?

    History:
    Not everyone in Zilargo is a spy, no matter what rumors say. Yes, Darv's father was...and his mother...and his favorite uncle, and quite possibly his cousin...but not Darv. He never had the knack. His honest face hid nothing more than an honest heart, and none could really fault him for that.

    He drifted into a life of academia, which somehow managed to both bore him and satisfy him all at once. Yes, he was good at research...but wasn't there something more? Darv was, in truth, more than a little surprised by his own aptitude for magic. But once he discovered it, he threw himself into it whole-heartedly, realizing that *here* was his chance to do something meaningful. And exciting. Girls, they like exciting, don't they?

    Character Role: Healing and support. He can give his allies a bunch of bonuses with Dark Knowledge and the proper spells, he's got the various Cure spells thanks to the Spontaneous Healing feat, and he's capable of making himself durable enough to move around the battlefield. Between battles, he can use the Wand of Vigor and his Healing Touch feat to heal his allies up to full without too much trouble. In theory, at least.


    The IC Thread.
    Characters I play


    Toman Kenthur Fighter 5/Sorcerer 1/Dragon Disciple 2 - in Strahd's Lost Caverns of Tsojacanth
    Virashil N'al Sil Sorcerer 5/Dragonheart Mage 2 - in renau1q's RHOD
    Delkat Kraylin Cleric 6 - in Rhun's Ravenloft
    Marot the Deadly Warlock 6/Enlightened Spirit 2 - in Stonegod's Expedition to Castle Ravenloft
    Derrenil Llirthyn Cleric 7 - HM's Mystery of the Drow
    Lenuran of Lortmills Bard 6 - in Strahd's RttTOEE
    S@squ@tch's PbP Character Thread


    Games I DM

    Against the Giants - Team Black: RG IC OOC
    Against the Giants - Team Gold: RG IC OOC
    Against the Giants - Alternate RG:RG

  • #18
    Alain Lannsmyth -- Male Human Bard 8
    -------------------------------------
    Alain Lannsmyth -- Male Human Bard 8
    CR 8; Chaotic Good Medium Humanoid; HD 8d6+8
    HP 38; Init +3; Spd 30'

    AC 18, Touch 13, Flat-Footed 15
    Darkleaf Breastplate +5 AC, -2 Check Penalty

    Base Atk +6/+1; Grp +8
    Melee Runestaff of Charming +7/+2 (1d6+2/20 x2) or
    Melee Masterwork Longsword +8/+3 (1d8+2/19-20 x2) or
    Melee Masterwork Longsword +8/+3 (1d8+3/19-20 x2) Two-Handed or
    Ranged Masterwork Shortbow +10/+5 (1d6/20 x3)

    Abilities Str 14 (+2), Dex 16 (+3), Con 12 (+1), Int 14 (+2), Wis 8 (-1), Cha 20 (+5)
    Saves Fort +3, Ref +9, Will +11

    Skills Balance +8, Bluff +15, Decipher Script +8, Diplomacy +17, Gather Information +10, Hide +8, Jump +7, Knowledge (Arcana) +7, Knowledge (Geography) +8, Knowledge (History) +7, Move Silently +8, Perform (Sing) +20, Speak Language +4, Spellcraft +10, Tumble +13, Use Magic Device +15

    Feats Extra Music, Force of Personality, Melodic Casting, Song of the Heart

    Languages Common, Elven, Dwarven, Giant, Goblin, Draconic, Undercommon

    Class Abilities Bardic Music 12/Day, Bardic Knowledge +14, Countersong, Fascinate, Inspire Competence +3, Inspire Courage +3, Suggestion (DC 20)

    Bard Spells Known -- 6/4/4/3; DC 15 + Spell Level
    *Cantrips (DC 15) 3/Day -- Detect Magic, Light, Lullaby, Mage Hand, Prestidigitation, Read Magic
    *1st Level (DC 16) 4/Day -- Cure Light Wounds, Expeditious Retreat, Inspirational Boost, Silent Image
    *2nd Level (DC 17) 4/Day -- Blindness/Deafness, Cure Moderate Wounds, Hold Person, Sonic Weapon
    *3rd Level (DC 18) 2/Day -- Cure Serious Wounds, Dirge of Discord, Glibness
    *Runestaff of Charming (Special) 3/Day/Each -- Charm Monster (DC 18), Charm Monster (DC 16); Must Exchange Spell Slot of Equal or Greater Level to Cast
    *Headband of the Lorebinder (Special) 3/Day -- Read Magic

    Possessions Runestaff of Charming, Masterwork Longsword, Masterwork Shortbow, Arrows x20, Identification Papers w/ Portrait, Traveling Papers, Flint & Steel, Glyphbook, Trail Rations x6, Waterskin, Everburning Torch, Arcane Scroll of Ray of Enfeeblement x2, Arcane Scroll of Shield x2, Arcane Scroll of True Strike, +2 Cloak of Charisma, +2 Gloves of Dexterity, Backpack, Belt Pouch x2, Glamerweave Traveler's Outfit, Headband of the Lorebinder, Lesser Choker of Eloquence, Morgrave University Signet Ring, Spell Component Pouch, Pouch w/ 32.6gp

    Background
    It was said that Alain was born under a lucky star, a great boon for any person fortunate enough to be blessed by such a rare happenstance in Breland. Indeed, Alain's mother -- Alike Hawthorn, a notable entertainer of self-employment -- used to jest that he was Ollandra's greatest creation, sparing no expense in the construction of her pretty little boy, whom she felt was destined to live a fulfilling life of joy and happiness.

    Alike couldn't have been more dead-on. Shortly after his fourth birthday, Alain's mother and a young and cunning merchant by the name of Erix Lannsmyth met, fell in love, and were quickly married -- a love story if ever there was one. While Alain wasn't Erix's own flesh and blood, he nevertheless took the boy as his own as if he'd sired him himself, a loving family forged between the three of them. While the war raged on in the background of the surrounding kingdoms, Breland remained safe and sound, and Alain grew into a handsome, whimsical boy with a romanticized view on life, a penchant for musical endeavors, and his head always in the clouds of Galethspyre.

    As he matured, it soon became apparent to Alain's parents that the boy simply had no knack for business, far too busy daydreaming on this and that, or courting some young common girl between his education. Distraught by the innocent, almost unusual nature in which Alain lead his life, they feared he'd be exploited and used, or fail to get ahead in life without proper discipline or a more in-depth education. After some collective thought between Alike and Erix, the two decided they'd whisk Alain off to Morgrave University, the University of Wynarn slightly out of their fiscal league... presuming, of course, Alain agreed to go. Being the good boy he was, though, the answer was a definitive yes, well aware that his folks simply wanted what they thought was best for him.

    Sharn was an alien world unto itself for Alain, the massive City of Towers menacingly daunting. Regardless, this is where most of Alain's major education would take place -- amongst the unfamiliar pillars of magic and steel. His tutelage at the Morgrave University was rigorous, intense, and more than a little scary between semesterly ventures to exotic and often dangerous locales, such as the remnants of the Glass Tower, dank underground ruins of Xen'drik, and Six Kings. Alain soon began to double-up on his rough-and-tumble education, learning quickly that if you're not prepared, you likely won't be returning from the trek... that, and "tactical retreats" are perfectly acceptable to save your skin.

    Almost six years after his initial induction into Morgrave University, Alain had finally reached his final year of "study," all that was remaining in order to graduate to the status of Alumnus being his final expedition to Xen'drik and the recovery of some sort of relic. With the recent rise of giant activity on the Continent of Secrets, Alain was both frightful of what might happen to him should he be caught, and yet intrigued as to why they had suddenly become more active. Lore points to the fact that the Giants once ruled parts of Xen'drik, and it was this concept that lead Alain to theorize that the behemoths had either discovered something to stir them... something that might serve to facilitate his purpose for visiting.


    Description
    Of equally fair face and disposition, Alain stands as a pinnacle of the classic variety of good-looking. Sporting a neatly groomed wave of platinum blonde (because blondes have more fun!) hair and eyes of muddy water, Alain boasts a modest degree of aesthetic pleasurability despite his seemingly frail physique.

    Of Brelish mercantile decent, Alain follows similar national and caste customs in regards to garb: simplistic, yet fashionable. Often wearing garments of red, blue, and black, expounding gross amounts of flair into even the most traditional of attire, typically brandishing copper and bronze armbands and anklets with every outfit in his possession.

    As of Alain's current expedition to Xen'drik, he entered the continent clothed in a fine glamerweave tunic of strikingly fashinonable brown, bolstered by a leather coat of arms atop that for protection, and accented vibrantly with a pleasant red cloak. Leather breaches of laquered midnight adorn his legs down to the matching boots on his feet, of which both are of practical -- albeit well-kept and clean -- merit.


    Personality
    Cheerful and upbeat (ableit a bit flighty), Alain's a lad of smiles, epic use of language, and a minor font of knowledge courtesy of Morgrave University.

    Being brave, however, isn't exactly Alain's forte', despite the numerous expeditions he's made to Xen'drik. Indeed, if things look hopeless and the odds of survival are drastically slim, the young bardlet won't hesitate to make a run for the hills in order to fight another day.

  • #19
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    My communities:

    Darvakarrian "Darv" Zelheinskorvan, scholar and adventurer, at your service!



    Behold!
    Darvakarrian "Darv" Zelheinskorvan
    Male Gnome Archivist 8
    Alignment: Lawful Good

    Str: 8 (-1) 2 pts, -2 Racial
    Con: 14 (+2) 4 pts, +2 Racial
    Dex: 12 (+1) 2 pts
    Int: 20 (+5) 10 pts, +2 level, Spectacles of Intellect +2
    Wis: 18 (+4) 10 pts, Periapt of Wisdom +2
    Chr: 10 (+0) 2 pts

    Init +1

    Hit Points: 53 (6+4+5+4+5+4+5+4+16)
    AC: 19 (+7 Armor, +1 Dex, +1 Size,) Touch: 12, Flat: 18
    Init: +1

    Action Points: 9

    Base Atk/Grapple: +4 / -1
    Speed: 20' /x4

    Saves:
    Fort +10 (+6 base, +2 Con, +2 cloak)
    Ref +5 (+2 base, +1 Dex, +2 cloak)
    Will +12 (+6 base, +4 Wis, +2 cloak)

    +5 Melee, Masterwork Longspear, 1d6, 20/x3, Piercing (reach)
    +7 Ranged, Masterwork Shortbow, 1d4 20/x3, Piercing, 60 ft.

    Skills:
    Concentration: +13 (12 Ranks +1 Con)
    Decipher Script: +12 (7 Ranks +5 Int)
    Knowledge (arcana): +17 (12 Ranks +5 Int)
    Knowledge (dungeoneering): +19 (12 Ranks +5 Int +2 Archivist Bonus)
    Knowledge (history): +15 (10 Ranks +5 Int)
    Knowledge (nature): +19 (12 Ranks +5 Int +2 Archivist Bonus)
    Knowledge (religion): +15 (10 Ranks +5 Int)
    Knowledge (the planes): +7 (2 Ranks +2 Int)
    Spellcraft: +19 (12 Ranks +5 Int +2 Synergy)

    Languages: Common, Gnome, Giant, Draconic

    Feats
    Archivist of Nature (1st Level)
    Scribe Scroll (1st Level Bonus)
    Touch of Healing (3rd Level)
    Spontaneous Healer (6th Level)

    FEATS
    ARCHIVIST OF NATURE (HH 119)
    In addition to your studies of the darkness, you have spent time studying giants and fey.
    Prerequisite: Dark knowledge.
    Benefit: You can use your dark knowledge on giants and fey. You use Knowledge (nature) for dark knowledge checks regarding these two creature types.
    Normal: Without this feat, a character with dark knowledge can only use that class feature on aberrations, elementals, magical beasts, outsiders, and undead.

    SPONTANEOUS HEALER {GENERAL} (CD 84)
    Prerequisites: Knowledge (religion) 4 ranks, nonevil alignment, able to cast any cure wounds spell.
    Benefi t: You can use your spellcasting ability to spontaneously cast cure spells (from your class spell list) just as a cleric can. You may use this ability a total number of times per day equal to your Wisdom modifier.

    TOUCH OF HEALING {RESERVE} (CC 62)
    You can channel divine energy into healing with a touch.
    Prerequisite: Ability to cast 2nd-level spells.
    Benefit: As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells.

    GNOME ABILITIES
    • -2 Strength, +2 Constitution
    • Base land speed of 20 feet.
    • Low-Light Vision
    • Spell-like abilities: 1/day - speak with animals(burrowing), dancing lights, ghost sound, prestidigitation
    • Weapon Familiarity: Gnomes treat gnome hooked hammers as martial weapons, rather than exotic weapons.
    • +2 racial bonus on saving throws against illusions
    • +1 modifier to the DC for all saving throws against illusion spells you cast.
    • +1 racial bonus on attack rolls against kobolds and goblinoids
    • +4 dodge bonus to AC against giants
    • +2 racial bonus on Craft(alchemy) and Listen checks

    ARCHIVIST ABILITIES
    • Dark Knowledge: 5/day, Darv can draw upon his knowledge of aberrations (dungeoneering), elementals (the planes), fey (nature), giants (nature), magical beasts (arcana), outsiders (the planes), or undead (religion). If he succeeds at the relevant knowledge check (DC:15), he grants his allies special abilities.
    ¤ Tactics: Grants a +1 (or more) bonus to attack rolls.
    ¤ Puissance: Grants a +1 (or more) bonus on saving throws to allies within 60 feet.
    ¤ Foe: Grants a 1d6 (or more) damage bonus on weapon damage.
    • Lore Mastery: Darv gains a +2 bonus to all Decipher Script checks and to Knowledge (nature) and Knowledge (dungeoneering) checks.
    • Still Mind (Ex): Darv gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

    Spells Known:
    Orisons: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
    1st Level: Bless, Entangle, Guiding Light, Lesser Vigor, Longstrider, Repair Light Damage, Sanctuary, Shield of Faith, Winged Watcher
    2nd Level: Barkskin, Close Wounds, Hold Person, Mass Snake's Swiftness
    3rd Level: Blessed Aim, Dispel Magic, Fell the Greatest Foe, Mass Lesser Vigor, Prayer
    4th Level: Flame Strike, Moon Bolt, Panacea, Repair Critical Damage, Restoration, Spike Stones

    Spells Prepared:
    Spells Per Day: 4/6/5/5/4
    Orisons: Cure Minor Wounds, Detect Magic, Light, Read Magic
    1st Level: Bless, Lesser Vigor, Longstrider, Repair Light Damage, Shield of Faith, Winged Watcher
    2nd Level: Barkskin, Close Wounds, Close Wounds, Hold Person, Mass Snake's Swiftness
    3rd Level: Dispel Magic, Fell the Greatest Foe, Mass Lesser Vigor, Mass Lesser Vigor, Prayer
    4th Level: Flame Strike, Flame Strike, Moon Bolt, Repair Critical Damage

    SPELLS
    BARKSKIN
    Transmutation
    Level: 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: 10 min./level [80 min.]
    Saving Throw: None
    Spell Resistance: Yes (harmless)
    Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th. [+3]
    The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

    BLESS
    Enchantment (Compulsion) [Mind-Affecting]
    Level: 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: 50 ft.
    Area: The caster and all allies within a 50-ft. burst, centered on the caster
    Duration: 1 min./level [8 min.]
    Saving Throw: None
    Spell Resistance: Yes (harmless)
    Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
    Bless counters and dispels bane.

    BLESSED AIM (SC)
    Divination
    Level: 1
    Components: V, S
    Casting Time: 1 standard action
    Range: 50 ft.
    Effect: 50-ft.-radius spread centered on you
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: No
    This spell grants your allies within the spread a +2 morale bonus on ranged attack rolls.

    CLOSE WOUNDS (SC)
    Conjuration (Healing)
    Level: 2
    Components: V
    Casting Time: 1 immediate action
    Range: Close (25 ft. + 5 ft./2 levels) [45 ft.]
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Will half (harmless); see text
    Spell Resistance: Yes (harmless)
    This spell cures 1d4 points of damage +1 point per caster level (maximum +5) [1d4+5].
    If you cast this spell immediately after the subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to –10 hit points, for example, leaving the character at negative hit points but stable.
    Used against an undead creature, close wounds deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw).

    CREATE WATER
    Conjuration (Creation) [Water]
    Level: 0
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels) [45 ft.]
    Effect: Up to 2 gallons of water/level [16 gallons]
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
    Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

    CURE MINOR WOUNDS
    Conjuration (Healing)
    Level: 0
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will half (harmless); see text
    Spell Resistance: Yes (harmless); see text
    When laying your hand upon a living creature, you channel positive energy that cures 1 point of damage.
    Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

    DETECT MAGIC
    Divination
    Level: 0
    Components: V, S
    Casting Time: 1 standard action
    Range: 60 ft.
    Area: Cone-shaped emanation
    Duration: Concentration, up to 1 min./level (D) [8 min.]
    Saving Throw: None
    Spell Resistance: No
    You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
    1st Round: Presence or absence of magical auras.
    2nd Round: Number of different magical auras and the power of the most potent aura.
    3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
    Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
    Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
    Code:
                                    --------------------- Aura Power ---------------------
    Spell or Object	                Faint	      Moderate  Strong	   Overwhelming
    Functioning spell (spell level)	3rd or lower  4th-6th   7th-9th    10th+ (deity-level)
    Magic item (caster level)	5th or lower  6th-11th  12th-20th  21st+ (artifact)
    Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
    Code:
    Original      Strength  Duration of Lingering Aura
    Faint         1d6       rounds
    Moderate      1d6       minutes
    Strong        1d6x10    minutes
    Overwhelming  1d6       days
    Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
    Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
    Detect magic can be made permanent with a permanency spell.

    DETECT POISON
    Divination
    Level: 0
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels) [45 ft.]
    Target or Area: One creature, one object, or a 5-ft. cube
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.
    The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

    DISPEL MAGIC
    Abjuration
    Level: 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level) [180 ft.]
    Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.
    Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.
    You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:
    Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
    If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.
    If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
    You automatically succeed on your dispel check against any spell that you cast yourself.
    Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius.
    For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.
    For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.
    For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.
    For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.
    If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.
    You may choose to automatically succeed on dispel checks against any spell that you have cast.
    Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.

    ENTANGLE
    Transmutation
    Level: 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: Plants in a 40-ft.-radius spread
    Duration: 1 min./level (D) [8 min.]
    Saving Throw: Reflex partial; see text
    Spell Resistance: No
    Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.
    Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.

    FELL THE GREATEST FOE (SC)
    Transmutation
    Level: 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 round/level [8 rounds]
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)
    The subject gains the ability to deal greater damage against larger creatures. For every size category of an opponent bigger than the subject of the spell, the subject deals an extra 1d6 points of damage on any successful melee attack. For example, a Medium creature would deal an extra 1d6 points of damage against a Large creature, 2d6 against Huge, 3d6 against Gargantuan, or 4d6 against a Colossal creature.
    Material Component: A dragon’s claw or a giant’s fingernail.

    FLAME STRIKE
    Evocation [Fire]
    Level: 4
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level) [180 ft.]
    Area: Cylinder (10-ft. radius, 40 ft. high)
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes
    A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

    GUIDANCE
    Divination
    Level: 0
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute or until discharged
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes
    This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

    GUIDING LIGHT (SC)
    Evocation [Light]
    Level: 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Targets: Creatures in a 5-ft.-radius burst
    Duration: 1 minute/level (D) [8 minutes]
    Saving Throw: None
    Spell Resistance: Yes
    Bright lights shine at the targets. The lights grant a +2 circumstance bonus on ranged attack rolls against any highlighted target. If a creature gains total cover or total concealment relative to you, or if it leaves the area, the spell ends for that target.

    HOLD PERSON
    Enchantment (Compulsion) [Mind-Affecting]
    Level: 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level) [180 ft.]
    Target: One humanoid creature
    Duration: 1 round/level (D); see text [8 rounds]
    Saving Throw: Will negates; see text
    Spell Resistance: Yes
    The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)
    A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

    INFLICT MINOR WOUNDS
    Necromancy
    Level: 0
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: Yes
    When laying your hand upon a creature, you channel negative energy that deals 1 point of damage.
    Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.

    LIGHT
    Evocation [Light]
    Level: 0
    Components: V, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Object touched
    Duration: 10 min./level (D) [80 min.]
    Saving Throw: None
    Spell Resistance: No
    This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
    A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

    LONGSTRIDER
    Transmutation
    Level: 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 hour/level (D) [8 hours]
    This spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim.
    Material Component: A pinch of dirt.

    MENDING
    Transmutation
    Level: 0
    Components: V, S
    Casting Time: 1 standard action
    Range: 10 ft.
    Target: One object of up to 1 lb.
    Duration: Instantaneous
    Saving Throw: Will negates (harmless, object)
    Spell Resistance: Yes (harmless, object)
    Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
    Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

    MOON BOLT (SC)
    Evocation
    Level: 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level) [720 ft.]
    Target: One living or undead creature, or two living or undead creatures that are no more than 15 ft. apart; see text
    Duration: Instantaneous
    Saving Throw: Fortitude half (living target) or Will negates (undead target)
    Spell Resistance: Yes
    A moon bolt strikes unerringly against any living or undead creature in range.
    A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels (maximum 5d4) [2d4]. If the subject makes a successful Fortitude saving throw, the Strength damage is halved.
    An undead creature struck by a moon bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a –2 penalty on attack rolls and Will saving throws for the next minute.

    PANACEA (SC)
    Conjuration (Healing)
    Level: 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will half (harmless); see text
    Spell Resistance: Yes (harmless)
    This spell channels positive energy into a creature to wipe away its afflictions. It immediately ends any of the following conditions affecting the subject: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. It negates sleep effects and the effect of the feeblemind spell, and ends any additional effects from poison, as the neutralize poison spell. It also cures 1d8 points of damage + 1 point per caster level (maximum +20) [1d8+8].
    Panacea does not remove ability damage, negative levels, or drained levels. Used against an undead creature, panacea deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw), but it has no other effect.

    PRAYER
    Enchantment (Compulsion) [Mind-Affecting]
    Level: 3
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: 40 ft.
    Area: All allies and foes within a 40-ft.-radius burst centered on you
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: Yes
    You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls.

    PURIFY FOOD AND DRINK
    Transmutation
    Level: 0
    Components: V, S
    Casting Time: 1 standard action
    Range: 10 ft.
    Target: 1 cu. ft./level of contaminated food and water [8 cu. ft.]
    Duration: Instantaneous
    Saving Throw: Will negates (object)
    Spell Resistance: Yes (object)
    This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
    Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

    READ MAGIC
    Divination
    Level: 0
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 10 min./level [80 min.]
    By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
    Read magic can be made permanent with a permanency spell.
    Focus: A clear crystal or mineral prism.

    REPAIR CRITICAL DAMAGE (SC)
    Transmutation
    Level: 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Construct touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 4d8 points of damage +1 point per caster level (maximum +20) [4d8+8].

    REPAIR LIGHT DAMAGE (SC)
    Transmutation
    Level: 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Construct touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 1d8 points of damage +1 point per caster level (maximum +5) [1d8+5].

    RESISTANCE
    Abjuration
    Level: 0
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
    Resistance can be made permanent with a permanency spell.

    RESTORATION
    Conjuration (Healing)
    Level: 4
    Components: V, S, M
    Casting Time: 3 rounds
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    Restoration dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level.
    Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.
    Restoration does not restore levels or Constitution points lost due to death.
    Material Component: Diamond dust worth 100 gp that is sprinkled over the target.

    SANCTUARY
    Abjuration
    Level: 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 round/level [8 rounds]
    Saving Throw: Will negates
    Spell Resistance: No
    Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.

    SHIELD OF FAITH
    Abjuration
    Level: 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level [8 min.]
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level) [+3].
    Material Component: A small parchment with a bit of holy text written upon it.

    SNAKE’S SWIFTNESS, MASS (SC)
    Transmutation
    Level: 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level) [180 ft.]
    Targets: Allied creatures in a 20-ft.-radius burst
    Spell Resistance: Yes (harmless)
    The subjects can immediately make one melee or ranged attack. Taking this action doesn’t affect the subjects’ normal place in the initiative order. This is a single attack and follows the standard rules for attacking.
    This spell does not allow the subjects to make more than one additional attack in a round. If a subject has already made an additional attack, due to a prior casting of this spell, from the haste spell, or from any other source, this spell fails for that individual.

    SPIKE STONES
    Transmutation [Earth]
    Level: 4
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level) [180 ft.]
    Area: One 20-ft. square/level
    Duration: 1 hour/level (D) [8 hours]
    Saving Throw: Reflex partial
    Spell Resistance: Yes
    Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
    Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed.
    In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.
    Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.
    Spike stones is a magic trap that can’t be disabled with the Disable Device skill.
    Note: Magic traps such as spike stones are hard to detect. A rogue (only) can use the Search skill to find spike stones. The DC is 25 + spell level, or DC 29 for spike stones.

    VIGOR, LESSER (SC)
    Conjuration (Healing)
    Level: 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: 10 rounds + 1 round/level (max 15 rounds) [15 rounds]
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    The subject gains fast healing 1, enabling it to heal 1 hit point per round until the spell ends and automatically becoming stabilized if it begins dying from hit point loss during that time. Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.
    The effects of multiple vigor spells do not stack; only the highest-level effect applies.

    VIGOR, MASS LESSER (SC)
    Conjuration (Healing)
    Level: 3
    Components: V, S
    Casting Time: 1 standard action
    Range: 20 ft.
    Target: One creature/2 levels, no two of which are more than 30 ft. apart [4 creatures]
    Du ration: 10 rounds + 1 round/level (max 25 rounds) [18 rounds]
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    All subjects gain fast healing 1, enabling them to heal 1 hit point per round until the spell ends and automatically becoming stabilized if they begin dying from hit point loss during that time. Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.
    The effects of multiple vigor spells do not stack; only the highest-level effect applies.

    VIRTUE
    Transmutation
    Level: 0
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min.
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)
    The subject gains 1 temporary hit point.

    WINGED WATCHER (CSc)
    Transmutation (Polymorph)
    Level: 1
    Components: V, S
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round/level (D) [8 rounds]
    You take the form of an owl (MM 277) or raven (MM 278), as chosen when you cast the spell. Even though your Intelligence changes to 2, you retain your normal ability to understand your surroundings (unlike a normal animal). See the polymorph subschool description below for more details.
    As its name suggests, this spell’s most common use is for unobtrusive observation, but it also allows a druid to overcome obstacles that hinder overland travel.

    The Polymorph Subschool
    A spell of the polymorph subschool changes the target’s form from one shape to another. Unless stated otherwise in the spell’s description, the target of such a spell takes on all the statistics (mental and physical) and special abilities of an average member of the new form in place of its own, except as follows.
    • The target retains its own alignment (and personality, within the limits of the new form’s ability scores).
    • The target retains its own hit points.
    • The target is treated as having its normal Hit Dice for the purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.
    • The target retains the ability to understand the languages it understands in its normal form. If the new form is normally capable of speech, the target retains the ability to speak these languages as well. It can write in the languages it understands, but only if the new form is capable of writing in some manner (even a primitive manner, such as drawing in the dirt with a paw).
    In all other ways, the target’s normal game statistics are effectively replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features (even if the new form would normally be able to use those class features).
    If the new form’s size is different from the target’s normal size, its new space must share as much of the original form’s space as possible, squeezing into the available space (PH 148) if necessary. If insufficient space exists for the new form, the spell fails.
    Any gear worn or carried by the target melds into the new form and becomes nonfunctional. When the target reverts to its true form, any objects previously melded into the new form reappear in the same location on its body they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the target’s feet.
    The spellcaster can freely designate the new form’s minor physical qualities (such as hair color and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under the spellcaster’s control, but they must fall within the norms for the new form’s kind. The target of a polymorph spell is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    If the target of a polymorph spell is slain or rendered unconscious, the spell ends. Any part of the body that is separated from the whole remains polymorphed until the effect ends.

    Equipment:
    Spectacles of Intellect +2 (4000gp, 0#, worn)
    Periapt of Wisdom +2 (4000gp, 0#, worn)
    Cloak of Resistance +2 (4000gp, 1#, worn)
    Healing Belt (750gp, 1#, worn)
    Dimension Stide Boots (2000gp, 1#, worn)
    Survival Pouch (3100gp, 5#, belt)
    +2 Chainmail of Easy Travel (5,800gp, 20#, worn)
    Masterwork Longspear (305gp, 4.5#, carried)
    Masterwork Shortbow (330gp, 1#, back)
    Backpack (2gp, 2#, back)
    Wand of Lesser Vigor (750gp, 0#, backpack)
    Wand of Cure Light Wounds (750gp, 0#, backpack)
    Quall's Feather Token: Swan Boat (400gp, 0#, backpack)
    Daggers (2) (4gp, 2#, backpack)
    Sunrods (3) (6gp, 3#, backpack)
    Prayerbook (0gp, 3#, backpack)
    Blank Book (5gp, 3#, backpack)
    Inkstick (3gp, 0#, backpack)
    Small Steel Mirror (10gp, 0.5#, backpack)
    Magnifying Glass (100gp, 0#, backpack)
    Treasure (65pp, 35gp, 2#)
    Total (27000gp, 49#)

    MAGIC ITEMS
    CLOAK OF RESISTANCE
    This garment offers magic protection in the form of a +2 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

    DIMENSION STRIDE BOOTS
    While wearing dimension stride boots, you gain a +2 competence bonus on Jump checks. This is a continuous effect and requires no activation. In addition, the boots have 5 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to teleport a short distance (with no chance of error). You must have line of sight and line of effect to your destination. You can’t use the boots to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the boots’ activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring other creatures. 1 charge: Teleport 20 feet. 3 charges: Teleport 40 feet. 5 charges: Teleport 60 feet.

    EASY TRAVEL
    When wearing armor that has this property, you can carry up to a medium load as if it were a light load (ignoring the maximum Dexterity bonus, check penalty, and reduced speed normally incurred by a medium load). These reductions apply only to penalties for the load you carry, not to any reduction in speed caused by the armor itself. In addition, you can walk for up to 10 hours in a day before having to make Constitution checks to avoid taking nonlethal damage (PH 164).

    FEATHER TOKEN : SWAN BOAT
    A small feather token that forms a swanlike boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear or thirty-two Medium characters or any equivalent combination. The boat lasts for one day and is usable once.

    HEALING BELT
    While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.) 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage.

    PERIAPT OF WISDOM
    Although it appears to be a normal pearl on a light chain, a periapt of wisdom actually increases the possessor’s Wisdom score in the form of an enhancement bonus of +2.

    SPECTACLES OF INTELLECT
    These spectacles add to the wearer’s Intelligence score in the form of an enhancement bonus of +2.

    SURVIVAL POUCH
    Five times per day, you can reach into a survival pouch and retrieve your choice of one of the following items. You can draw out the same item five times in one day, draw out five different items, or produce any combination of up to five items. Each item lasts for 8 hours or until indicated below, whichever comes first. Trail rations for one Medium creature for one day. Two gallons of water stored in a waterskin. The waterskin disappears if it is emptied completely. A tent and two bedrolls sized for Medium creatures. A 50-foot coil of hempen rope. A shovel. A campfire (about 2 feet square). The fire can be left to burn, or it can be pulled apart to produce eight lit torches. Each removed torch lasts for 1 hour and reduces the remaining burning time of the campfire by 1 hour. If the fire is extinguished, the unburnt portion vanishes. A composite shortbow (+1 Str bonus) and a quiver of 20 arrows. The bow disappears 1 round after the last arrow has been drawn from the quiver. A mule with bit, bridle, saddle, and saddlebags (treat as a summoned creature, except that it will not fight for you).

    WAND OF CURE LIGHT WOUNDS
    Channel positive energy that cures 1d8+1 points of damage.
    Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

    WAND OF VIGOR, LESSER
    The subject gains fast healing 1, enabling it to heal 1 hit point per round until the spell ends and automatically becoming stabilized if it begins dying from hit point loss during that time. Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. Duration is 11 rounds.
    The effects of multiple vigor spells do not stack; only the highest-level effect applies.

    APPEARANCE
    Even in full armor, with a weapon in hand and gouts of fire thundering down from the heavens at his command, Darv looks like someone who belongs in a library, with books piled high around him. Short, skinny, and pale, with large brown eyes blinking behind his spectacles, Darv does not cut an impressive figure. Frankly, he's not even sure if he *could*.

    PERSONALITY
    Darv is eager to have adventures of his own, rather than reading about those of others. The chance to advance his own knowledge is, of course, nice...but by the heavens, he wants to know what danger feels like! That said, he takes his role as healer very seriously indeed, and strives to keep his companions' best interests in mind. It's just that sometimes, he gets a little...over-enthusiastic, shall we say?

    HISTORY
    Not everyone in Zilargo is a spy, no matter what rumors say. Yes, Darv's father was...and his mother...and his favorite uncle, and quite possibly his cousin...but not Darv. He never had the knack. His honest face hid nothing more than an honest heart, and none could really fault him for that.

    He drifted into a life of academia, which somehow managed to both bore him and satisfy him all at once. Yes, he was good at research...but wasn't there something more? Darv was, in truth, more than a little surprised by his own aptitude for magic. But once he discovered it, he threw himself into it whole-heartedly, realizing that *here* was his chance to do something meaningful. And exciting. Girls, they like exciting, don't they?

    CHARACTER ROLE
    Healing and support. He can give his allies a bunch of bonuses with Dark Knowledge and the proper spells, he's got the various Cure spells thanks to the Spontaneous Healing feat, and he's capable of making himself durable enough to move around the battlefield. Between battles, he can use the Wand of Vigor and his Healing Touch feat to heal his allies up to full without too much trouble. In theory, at least.
    Last edited by Tailspinner; Thursday, 24th September, 2009 at 09:31 PM.

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    Code:
    Name: Dori Kundarak (formerly played by Rena1g)
    Class: Cleric 8 	(Racial Sub. level 1, Races of Stone 146)Starting Lvl: 8
    Race: Dwarf
    Region of Origin: Mror Holds
    Size: M
    Gender: M
    Alignment: NG
    Action Points: 9
    Deity: Sovereign Host (Domains: War, Good)
    
    Str: 16 +3 (08p.)	Level: 8	XP: 
    Dex: 12 +1 (04p.)	BAB: +6		HP: 84/84 (1d10+4,7d8+28)
    Con: 18 +4 (08p.)	Grapple: +9	Craft Points: 
    Int: 10 +0 (02p.)	Speed: 20'	Stat Increases: Str, Con
    Wis: 16 +3 (10p.)	Init: +1	Spell Save: +3
    Cha: 06 -2 (00p.)	ACP: -7		Spell Fail: 0%
    
    	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
    Armor:	10	+9	+4	+1	+0	+0	+0	24
    Touch:	11	Flatfooted: 10
    
    Spell Res: None
    Dmg Red: None
    
    	Total	Base	Mod	Misc
    Fort:	+10	+6	+4	--
    Ref:	+3	+2	+1	--
    Will:	+9	+6	+3	--
    Notes:
    
    Weapon  Attack Damage Critical Range
    Long sword  +11/+6 1d8+4 19-20/x2
    Light Crossbow  +9 1d8 19-20/x2 80 ft
    
    
    Sword of Virtue Beyond Reproach (MIC61) 
    (Functions as a +1 Holy Longsword, plus 2d6 if evil)
    
    Notes:
    
    Languages: Common, Dwarven
    
    Abilities:
    Smite Giants (5/day, Add +4 to attack roll & +8 damage)  00000
         (Lose ability to turn undead)
    Spontaneous Casting (heal)
    
    Dwarf:
    +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
    
    
    
    Feats:  
    Weapon Focus (Longsword)(Bonus), 
    Augment Healing (Complete Divine), 
    Touch of Healing (Complete Champion), 
    Giant Banemagic (Secrets of Xen'Drik)
    
    Augment Healing - Add +2 points per spell level to the amount of damage healed 
         by any Conjuration [Healing] spell that you cast.
    Touch of Healing -  As long as you have a conjuration (healing) spell of 2nd level 
         or higher available to cast, you can spend a standard action to touch a target 
         creature and heal 3 points of damage per level of the highest-level conjuration
         (healing) spell you have available to cast. You can use this ability only on a 
         target that has been reduced to one-half or fewer of its total hit points. The 
         effect ends once you've healed the subject up to half its normal maximum 
         hit points. This ability has no effect on creatures that can't be healed by 
         cure spells. As a secondary benefit, you gain a +1 competence bonus to your 
         caster level when casting conjuration (healing) spells.
    Giant Bane magic - Damaging Spells cause +2d6 dmg against giants, +2 to save DC
    
    Spells prepared (Save DC 13 + spell level): 
    0 - 6 - 
    Create Water (2), Detect Magic, Mending, Purify Food & Drink, Prestidigitation ; 
    
    1st - (4+1) - 
    Divine Favour, Vigor, Lesser (CA) Resurgence, Endure Elements , 
    Protection from Evil* (D) 1;
    
    2nd - (3+1) - 
    Bull's Strength, Restoration, Lesser, Deific Vengeance (CD 161), Spiritual Weapon (D); 
    
    3rd - (3+1) - 
    Briar Web (CD 156), Vigor, Mass Lesser** (CD), Ring of Blades (CA 121) 
    Magic Circle Against Evil* (D); 
    
    4th - (2+1) - 
    Divine Power, Recitation (CD 176) Holy Smite* (D)
    
    Domains: War, Good 
    * = Good
    ** = Conj (Heal) (Cast at +1 level & +2 points/spell level of healing)
    
    Skill Points: 22	Max Ranks: 11/8
    Skills		Total	Ranks	Mod 	Misc
    Concentration	+15	11	+4	
    Heal		+8	5	+3	
    Perception	+3	0	+3	(I've lumped them all together as they're all the same)
    Know(Religion)	+3	3	+0	
    Know(Dungeon)	+3	3	+0	
    
    Notes:
    
    Equipment:					Cost	Weight
    Sword of Virtue Beyond Reproach	(MIC61)		9,315gp	 4lb
    +1 Blurring Displacement Fullplate (MIC 9 &10)		10,650gp 50lb
    +2 Heavy Steel Shield				4,170gp	 15lb
    Wand of Cure Light Wounds	(50)		750gp	 1lb
    Gauntlets of Giantfelling (MIC 103)		2,000gp	 -lb
    Light Crossbow 					35 gp    4lb
    20 bolts					2 gp	 2lb
    Journal						5 gp     2lb
    
    
    Total Weight:78lb	Money: 78gp 
    
    		Lgt	Med	Hvy	Lift	Push
    Max Weight:	76	153	230	460	1150
    
    Age: 110
    Height: 4"1' 
    Weight: 190lbs
    Eyes: Dark Brown
    Hair: Black
    Skin: Tan
    Appearance: Dori is a heavily armoured dwarf, always wearing his fullplate wear he goes. His black hair is usually matted from the sweat produced by this habit. Dori has a full beard, short by dwarven standards. His nose is sharp and angular, leaning to one side after being broken years ago.

    Personality: Dori has a an aggressive streak, even for a dwarf, he favours dominating a conversation and will stubbornly defend his point, even once he's been proven wrong. He's got a sarcastic sense of humour and enjoys humour at others expense. Dori will protect those who can't protect themselves and will throw himself at any enemy, no matter their size. He enjoys the thrill of battle and sees it as honouring the Sovereign Host, using their granted powers to aid him and his allies.

    background

    Background: Dori Kundarak was born in the Mror Holds, specifically in Krona Peak. Dori was indoctrined from a young age in the massive temple devoted to the Sovereign Host, but he never took well to the training of Kol Korran. As a member of House Kundarak, Dori was expected assist in the Warding services that the house provides. Dori was selected to accompany an expedition to Xen'drik, and began extensive training in battling giants, both with magical means and how to convert his faith into a tangible power against the larger foes. House Kundarak had discovered the location of a potent dragonshard, which would greatly increase the dragonmarked abilities of the House.

    The below is an excerpt from Dori's Journal:
    The journey from Sharn was typically arduous. After securing passage aboard a Lyrander ship, we called upon an old contact Carnaby Goebb in Tavick's Landing. Resourceful as always, he provided us with a signal anchor stone for later use bargaining with the sahuagin.
    Fortunate indeed that I took this precaution. For all their airs, the Lyrander captains can be unholy fools when navigating Shargon's Teeth. Our esteemed commander assumed the bargain he struck with his sahuagin guide in Sharn guaranteed safe passage regardless of the route. Alas, the sea devils are as territorial as the Talentans, and we were promptly boarded by two dozen angry sentinels of a rival clan. Negotiations were proceeding poorly -- weapons were drawn, as I recall -- until I dropped Carnaby's signal stone off the starboard bow. We were soon joined by a rather glorious sahuagin priestess, resplendent upon her terrifying dragon eel.
    Our Lyrander captain suffered an unfortunate bout of seasickness at that sight and turned nearly as green as the sentinels. We were able to secure passage through the remaining waters by bartering directly with the priestess's representative, according to Carnaby's instructions. I never cease to marvel at the reach of that old dwarf's influence! The remainder of the journey was relatively uneventful, and I stepped onto Stormreach's battered wharves yesterday morn.
    We are to proceed on the morrow with the remainder of our company, attempting to uncover that dragonshard, travelling upriver and into the wilds. We expect to reach the ruins in three weeks time. Hopefully, we can reach there uneventfully, but with the jungles closing in around us I can't help, but feel that someone's watching us.

    Damnit, those drow are sneaky. They ambushed us and killed three o' me friends before we managed to push them back. The leader tells me that we'll be more careful, but why weren't we more careful in the first place?

    We arrived today at the ruins, not much more than some crumbled towers, with stones strewn about the clearing. We put up our base camp and proceeded to begin investigations. I've been taking care of those who've been succumbing to the jungle, their illnesses have been getting worse, but luckily I've been able to help.

    I'm all alone.... all alone, how'd they know we were there, we thought we were safe, all the wardings, all the spells, didn't do nothing. I ran... ran away and left them all, the giants didn't even try to stop me, why didn't I fight? What fell magic did they use against me? I don't know where I am, I'm stuck out here in this stinking jungle...I need to get back to Stormreach...
    Last edited by Scott DeWar; Saturday, 3rd September, 2011 at 05:59 PM.
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