Arabesu's Eyes of the Lich Queen - RG

Arabesu

Registered User
Post your PCs here

Will begin here once we have 4 PCs.

Role Call:

Fangor the Fierce - Trent, M Human Copper Dragon Shaman, +0 spot & listen, +8 search
Verdin Blackfang (Trent's cohort) - M poisondusk Ranger, spot +10, listen +1, survival +10 (tracking).

Vertexx69 - Hightower Razorshard, M Goliath Barbarian/Fighter, +5 spot & listen, +2 search

moritheil - Rosapila, F Whisper Gnome Beguiler, +9 spot & listen, +10 search

renau1g - Fenwick Cobwinkle, M Gnome Sorceror, +3 spot, +5 listen, +1 search
Hoppy, toad familiar, +5 spot & listen

Sayuri - Kuma, M Kobold Cleric, +3 spot & listen
[sblock=Retired: ]
Jack of Tales - Faris Ravenblood, F Shifter Shapeshifter, -1 spot & listen, +0 search

Douane - Saris, M Human Ranger/Scout, +10 spot & listen, +6 search, +10 survival/track.[/sblock]
 
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Jack of Tales

First Post
Statistics: [sblock]Name: Faris Ravenblood
Class: Shapeshift Druid
Race: Shifter *Note: Not using shifter substitutions*
Gender: Female
Alignment: Neutral Good
Deity:

Age: 18
Height: 5' 5"
Weight: 138
Eyes: Yellow
Hair: Black

Str: 14 +2 (06p.) Level: 5 XP:
Dex: 16 +3 (06p.) BAB: +3 HP: 34 (5d8+10)
Con: 14 +2 (06p.) Grapple: +5/+7 Dmg Red: 0/-
Int: 10 +0 (02p.) Speed: 30' Spell Res: 0
Wis: 16 +3 (08p.) Init: +2 Stat Adjustments: +1 Wis (4th level), +2 Dex (boon),
Cha: 08 -1 (00p.) ACP: -0
Shifted Con: 16 (+3) +1 Fort, + 5 hp
Shapeshifted[predator]: 18 (+4)
Shapeshifted[aerial]: 16 (+3)

Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +3 +0 +3 +0 +0 +0 16
Shifted: 10 +3 +0 +3 +0 +4 +0 20
Predator: 10 +3 +0 +3 +0 +4 +0 20
Predator+Shift: 10 +3 +0 +3 +8 24
Aerial: 10 +3 +0 +3 +2 18
Touch: 13 Flatfooted: 17

Base Mod Misc Total
Fort: +4 +2 +6
Ref: +1 +3 (+1) +4 (+5)
Will: +4 +3 +0 +7

Weapon Attack Damage Critical
Quarterstaff +5 1d6+2 x2
Bite +8 1d6+5 x2
Talon +7 1d6+4 x2 Note: 2x damage on Dive
Claw +5 1d4+3 *Note* used as secondary takes -5
Shapeshifted claws +8 1d4+5 *note* used as secondary takes -5
*1/day can make extra attack after full attack action*


Languages:
Druidic
Common

Spells: [per day: 0: 5; 1: 4; 2: 3; 3: 2]
Spells Prepared:
0: Detect Magic x2, Create Water, Light, Cure Minor Wounds
1: Cure Light Wounds(1d8+6) x2, Entangle, Faerie Fire
2: Bull's Strength x2, Cat's Grace (+4 str or +4 dex/6min)
3: Call Lightning, Cure Moderate Wounds

Special Qualities:
Shifting (Su): +2 Con, +4 AC. 8 rounds. 2/day [Beasthide trait]
Low-Light Vision
+2 Balance, Climb, Jump
Spontaneous Casting
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Resist Nature's Lure

Flaws:
Inattentive: Faris is often distracted by the smallest thing such as insects or the wind in her hair. -4 to Listen and Spot checks.

Shapeshift:
--Predator Form: Bite attack, +4 Str, +4 Natural AC, Mobility, Speed: 50'
--Aerial Form: Talon attack, +2 Str, +2 Reflex, +2 Natural AC, Fly speed 40'

Feats:
Elite Beasthide [+4 AC when shifting]
Shifter Magnetism [+6 Handle Animal, Intimidate, Wild Empathy]
Extra Shifter trait: Razorclaw [Claw attacks]

Skills: 32SP. Ranks: 8/4
skill Total Rank Mod Misc
Concentration +10 8 +2
Handle Animal +15 8 -1 +6
Knowledge(nature)+10 8 0 +2
Survival +13 8 +3 +2
Wild Empathy +10 - -1 +11
Intimidate +5 -1 +6
Listen: -1 0 +3 -4
Spot -1 +3 -4

Equipment: Cost Weight
Raven's Claw gauntlet (22.4k alotted) 5 lb
Quarterstaff - 3lb
Pearl of Power, 1st 1,000gp -
Backpack 2gp 4lb
--Trail Rations .2sp 2lb
--Potion of Cure Moderate Wounds(2d8+3): 300 gp 1 lb
--Potion of Cure Light wounds x2 50gp 2lb
--Blessed Bandage 9x 90gp
--Qual's Feather Token, Anchor 50gp
--Skill Shard: Climb 50gp

Total Weight: 18lb Money:7gp 8 sp [/sblock]
Appearance: [sblock] Faris has wide yellow eyes, more like a bird then those of a cat. Her hair is long and straight although she keeps it tied into a series of boxbraids with several small bones and black feathers braided into it. Her general appearance is ragged and feral. She wears a simple brown linen dress that extends to her ankles but it is ragged and worn. The dress itself is sleeveless in order to reveal the monstrosity on her arm. The strange contraption looks as if was peeled from the arm of an iron golem, inset with several spirals of ruby gems and then attached to a series of black, spiked straps. All in all it inspires a combination of fear, disgust and hilarity. The gauntlet has several small silver chains that extend down and over her fingers. [/sblock]

Background: [sblock] Faris grew up in the wilds of the Eldeen Reaches. Her family traveled from place to place trading with other shifters and the humans in the region. They chose to take no sides in the conflicts that would occur between her people and the humans. Faris's mother, Caolynn, was once an adventurer as is the way with their blood. She allowed Faris to learn the druidic arts from her grandfather and participate in numerous battles against the humans. When she turned eighteen her mother gave her the family's boon item, a monstrous golem arm found by their great great grandmother. At first Faris was hesitant to wear the thing but it eventually grew on her after saving her life multiple times. Since then she has pierced the leather bands attaching it to her arm in order to add a wildling clasp on to it. [/sblock]

Boon item Background [sblock] This strange object encases Faris's left forearm. It appears to be a large, single bracer of iron with
small rubies inset in spiraling patterns. The bracer extends down over the back of her fist where it splits into several small chains with individual
silver rings for her fingers. The unique item was found rather then created for the family although since it was found no one has been able to use it but
those of her bloodline. Her great, great, grandmother began the tradition of heading out on adventure on one's seventeenth birthday. In this case, her ancestor found her way into
an old wizard's complex located somewhere in the Aldeen Reaches. While the location of the place is no longer known, it is said that it had previously been looted
before her great, great grandmother ever arrived. However the band found a door with large spirals full of inset rubies. These rubies were stuck fast and neither magic nor strength
could remove them. When the Ravenblood approached the door it spiraled open to reveal a large, dust covered room with numerous old skeletons scattered about. Further investigation
showed strange gnaw marks on the bones. Situated on a pedestal behind a stone alter sat this bracer. The first to remove it was a gnome hunter who provided guiding to the location
but he could not figure out how to use or wear the strange object. After Faris's relative took the item it seemed to put itself on. The band took this as a sign and let her keep the object.
The gauntlet provides a variety of benefits in addition to being its own armor it makes he wielder feel stronger[/sblock]
Boon statistics: [+2 Dex(4k), +3 armor bonus (9k), Wildling clasp (4k), Bracer of Quick Strike (1.4k) Total: 18.4]
 
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Fangor the Fierce

First Post
Trent - Dragon Shaman of the Copper Dragon Totem
[sblock=]
Human
Dragon Shaman 5
Neutral Good
6'0"
180 lbs

HP: 42
AC: 18/20 w/sheild (Base 10, +2DEX, +6 Armor, +2 Shield)
Flat Footed: 16/18 w/shield
Touch: 12
BAB: +3

STR: 14 (+2)
DEX: 14 (+2)
CON: 12 (+1)
INT: 10 (+0)
WIS: 10 (+0)
CHA: 16 (+3) [+1 4th level]

Fortitude: +5 (4 base, +1 CON)
Reflex: +3 (1 base, +2 DEX)
Will: +4 (4 base, +0 WIS)

Attacks:
Weapon, Attack, Damage, Crit, Range

(Retribution/Coop - Spear made of a Copper Dragon's femur)
+1 Impaling/Returning Spear of Changeling
(Longspear) +6 to hit, d8+4dmg, x3, 10' Melee reach
(Spear) +6 to hit, d8+4dmg, x3, 20' thrown, 5' Melee
(Shortspear) +6 to hit, d6+3dmg, x2, 20', 5' Melee

Morningstar +5 to hit, d6+2/3dmg, ×2
Javelins x5, +5 to hit, d6+2dmg, x2, 30'

Initiative: +2

Feats:
Endurance
Diehard
Improved Toughness
Skill Focus Hide (Class Bonus)

Abilities: Copper Dragon Totem (Acid)
Draconic Aura +2
Draconic Adaptation - Spider Climb (Sp) at will
Breath Weapon, Line of Acid, DC15 for 1/2 2d6 Acid, 30' line
Draconic Resolve, Immune to Paralysis and Sleep effects as well as Frightful Presence of Dragons

Auras (30' Radius)
*1 Vigor Aura (gain Fast Healing 2, for all allies <1/2 max HP)
*2 Energy Shield Aura (opponents attacking with melee or natural attacks and not with reach take 4 points of Acid dmg per attack)
*3 Toughness Aura (DR2/Magic)
*4 Senses Aura (+2 Bonus to Listen, Spot and Initiative)
*5 Power (+2 bonus to damage on melee attacks)

Skills: (3/level, 12+12)
Class Skills: (Bluff, Craft, Hide, Intimidate, Jump, Knowledge Nature, Search, Swim)

Hide +10/+11 (8 ranks, +2 Ability, +3 Feat, -3 AC Penalty, +1 Clothes)
Knowledge Nature 3 (1 ranks, +2 Synergy)
Search +8 (8 ranks)
Swim +3 (7 ranks, +2 Ability, -6 AC Penalty)
Listen 0
Spot 0

Languages:
Common

Items Found:

Personal:
+1 Breastplate with Least Crystal of Adaptation
Darkwood Shield, +2 AC, no penalty
Morningstar
Javelins x5
Darkweave Explorer's Outfit (+1 to Hide in Shadowy Illumination or Darkness)

Backpack Contents: 14.5 lbs, 279.32 gp
Backpack
Bedroll
Candle x10
Chalk x12
(red, 2white, yellow, green,
orange, blue, 2black, pink,
2copper)
Flint and Steel
Sunrod x2
Signal Whistle
Belt Pouch
Silk Rope
Copper Dragon Signet Ring
Universal Solvent
Everfull Mug
Identification Papers w/Portrait
Traveling Papers

Current Carrying Load - 75.5 lbs
Weapons - 25 lbs
Armor/Protection - 36 lbs
Pack - 14.5 lbs

Light 58 or less
Medium 59-116 lbs
Heavy 117-175 lbs

Treasure:
102gp, 6sp, 8cp left

Potions:
Prot from Evil x2

Magic Item Slots:

Head –
Eyes -
Neck –
Arms/Wrists -
Hands - Brute Gauntlets (3charges/day, +2/+3/+4 to STR Skills, Checks or Melee dmg, 500gp)
Ring -
Ring -
Belt - Healing Belt (750gp) 1lb
Body – +1 Breastplate (1850gp) with Least Crystal of Adaptation (Endure Elements) 30lbs
Vest/Shirt -
Cloak –
Feet –
[/sblock]

Boon Item: "Retribution/Coop"

+1 Impaling/Returning Spear of Changeling (20,305gp)
3/day, Next Melee Attack counts as Touch Attack
Returns to wielder on next round, same location
Swift action to change to Shortspear, Spear, or Longspear.

[sblock=]
Having endured a long trek to a cave, one where he was called to. While resting, he managed to find drawings, carvings in the walls. They showed of a great copper colored dragon, majestic and towering over a hoard of treasure. Then realizing that the same cave was this dragons lair, he became wary. Eventually, after much debate, he scoured the caves' many routes, until he found the resting place of the copper dragon.

Unfortunately, the dragon had been slain, and his treasure was no more. Skeletal remains littered the ground, as the battle must have been a large one. Orcs, humans, dark elves, and all manners of other remains were scattered here and there, long testimony to this dragons power.

Then, he found the body of the dragon, or what was left of it. It had been hacked to pieces, defiled and left to rot. Kneeling down, Trent said a silent prayer to lay the beast to rest. As his eyes opened, he thought he caught a glimpse of something shining. Examining the area, the dragons wing was intact. He knew that there was magic in the dragon, and he seemed to realize that he had a duty to perform. He would grant the dragon its revenge.

Taking many days, and much toil, Trent managed to remove a good portion of the wings' bony structure, and eventually fashioned it into a spear. The tip was fitted with the tooth of the fallen dragon, and the weapon was completed after many days and nights. As if to show its power, Trent had one final ceremony in that cave, to honor the fallen dragon, who he simply named 'Coop', for the copper dragon's heritage.

As the ceremony lingered on, he was unaware of the fact that bandits, orc scum, had snuck up on him. As he spun, the bone in hand, he caught them staring at him. There were four of them, and they were wickedly grinning, as if seeing their next meal. They surrounded him, toying with the prospect of killing their prey. As they circled, one of them spat down on the dragons remains, inciting a feeling of anger in Trent's heart. It was then that the power of the dragon was unleashed into that bone. Without hesitation, Trent flung the spear at the defiler, watching as the orc stared in utter amazement, falling to the ground dead. The others, surprised by the brashness of the human, cried out their battle cry. Before Trent could know what happened, one of the three orcs hefted his wicked axe overhead, charging at Trent. As the creature moved over the cave floor, Trent had no idea what to do. He stared at the creature, knowing this would be his death.

As the orc came at him, Trent felt something in his hands. Looking down, he saw the bone spear, dripping with blood, now in his hands. The weapon seemed to know that Trent was in dire need, as it shifted into a longspear, driving deep into the chest of the charging orc. Then he felt the pain of his back being sliced into, as Trent realized the other two orcs were now upon him. He could not back away enough to allow the longspear to be useful, and as he panicked, the longspear shifted again, turning into a balanced Spear again, as he turned on his aggressors, bringing another one down.

The last of the orcs stared at his prey, as Trent held onto the spear with both hands. he knew he would not last long, if he did not find a way to bring down this last orc. Spying a crude buckler on the ground, Trent thought of taking up the buckler, hoping to thwart the orc's lunges and parry with his own weapon. Knowing that he could not wield both his spear and the buckler, he removed the thought quickly, but not quickly enough. As if sensing his hopes, the weapon shifted yet again, smaller and more sturdy to be used as a shortspear. As the orc looked on with confusion, Trent kneeled, taking up the buckler in one swift motion.

As the last orc fell, Trent's exhaustion took over. He slumped down to the ground, and fell into a deep sleep. As he awoke, he thought to whole thing a dream, until the four bodies came into view. It was not a dream, as he saw the bloodied weapon beside him. It had saved his life, perhaps simply due to the fact that it was protecting its lair. Trent gave his thanks to 'Coop', and took his leave of that cave. Since then, he has sought out those that boast of slaying the good dragon's, hoping to exact revenge if 'Coop' would want it.

Perhaps with enough vigilance, the weapon would evolve even more, perhaps holding more powers...[/sblock]
 
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Vertexx69

First Post
Hightower Razorshard Barbarian 2 Fighter 2
[sblock=Stat Block]Hightower Razorshard
Level 2 Barbarian (racial sub lvl 1), 2 Fighter
Goliath
Humanoid

Action Points: 7

When Raging
Hit Dice: 12+1d12+2d10 +8 (37/45)

Speed: 20 ft.

Armor Class: 24 or 21/18 (+9 full plate +1, +1 dex, tower shield +4, Natural +1)

Base Attack & Grapple: +4&+12/+15

Space/Reach: 5ft/15ft or 10/20ft

Attack: Spiked Chain +9 or +11 (+2 undead, +2 caster) (2d6+7 or 3d6+12)
plus (2d6+2 vs undead, 2d6+2 vs casters)

Special Qualities:
Powerful Build: can wield weapon 1 size larger, count as 1 size larger for str based checks; trip grapple etc.
Mountain Rage: +6 str +4 con +2 will –2 AC, Grow to large size –1 AC &hit +5ft reach
3 Attacks of Opportunity/round
enemy casters I threaten (15-20ft) cannot cast defensively (though they don’t know that)

Saves: Fort +6/+8 Ref +2 Will +1/+3

Abilities: (base, + racial, + lvl)
Str 19 +4 (15+4) 25 +7
Dex 14 +2 (15-2+1)
Con 15 +2 (13+2) 19 +4
Int 13 +1 (13)
Wis 11 +0 (11)
Cha 11 +0 (11)

Skills: (31 pts)
Listen 5
Spot 5
Knowledge Nature 4+1
Knowledge Dungeoneering 1 +1
Knowledge Architechture 1+1
Knowledge Planes 1+1
Knowledge Arcana 1+1
Spellcraft 2+1
Survival 3+1
Search 1+1
Languages: common, terran, draconic

Flaws:
Shaky –2 to ranged combat

Feats:
EWP Chain
Combat reflexes
Combat expertise
Improved trip: Str Check +12/+15 (+2 undead, +2 caster)
Mageslayer: +1 will save and enemy casters I threaten cannot cast defensively

Alignment: Chaotic Neutral

Stuff: (4k) +20k boon
Large +1 Mageslaying Spiked Chain of Undead Bane 18,450
- Lesser Augmenting Crystal of Return 1000 (draw as free/summon from <30ft as move)
+1 Spiked Full Plate 2,700
Armor crystal of refresh 500 (lets me sleep in armor without becoming fatigued)
Adv. kit (potion belt, backpack, bedroll, oilX10, torchesX10, rationsX20, waterskin, silk rope X100ft, daggerX5) 100
Tower shield 30
Potions: CLW X2, Shield X4, Prot Evil X4, Acid X5

20gp[/sblock]

[sblock=Physical Description]This 7ft tall obsidian monolith is quite a site to behold. Blazing yellow-orange eyes that glow with the fire of his raging heart, bely the cunning that lies beneath the surface. When the mountainous rage takes hold of Hightower, his smoldering golden blood can be seen coarsing just beneath his rocky hide, like rivers of white hot magma, even as he grows to over 10ft.

His Battered full plate has been blackened by the years of war that followed his long subterranean enslavement. With it's deep crimson crystal set securely in its center like the wakeful eye of a hungry dragon, and occasional glint of glowing blood peeking through the joints. The armor almost looks as if it has grown out of the monstrous fighter instead of being strapped to the outside.

Slung purposefully over his massive shoulder is coiled the unearthly spiked length of "Arcanis Truedeath" that seems to quiver with the anticipation of the many battles to come, even when the goliath that wields it is at rest or still as carved basalt. The links of chain don't seem to scrape loose the sooted black resin that keeps it silent no matter if it is sliding over the ridged plates of steal or sinking satisfyingly into undead flesh. The shadowy orange amber crystal set mid-length will flash momentarily as the weapon vanishes from its perch only to materialize in its owners hands a moment later.[/sblock]
 
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moritheil

First Post
[sblock]
CHARACTER NAME : Rosapila
RACE (ECL) : Whisper Gnome (+0)
CLASS (LEVEL) : Beguiler 5
... NET LEVEL : 5
ALIGNMENT : N
SIZE : Small
SPEED : 40 ft. (30' whisper gnome, 10' dark)
TYPE : Humanoid (Gnome)

Rosapila is a dark-haired gnome who wears a dusty rose cloak over dark red or black garments. She favors innovative solutions to problems, and prefers to leave violence to professionals.

Rosa, as she is known, is a Zil Gnome. Her brother was an artificer of no small renown. Long ago he disappeared, but in keeping with the customs of Zilargo, nobody said anything about it. Being bright enough to know how things work in Zilargo, Rosa kept quiet, but resolved that one day she would know why. Searching his workshop, she found one of his last projects - a strange black collar seemingly made from the stuff of shadow. Since then she has secretly trained to manipulate the powers of shadow and darkness. To this day, she wears the collar as a reminder.

EXPERIENCE : ?,000
CASH : 214 gp

ABILITY SCORES: 28 Point Buy: 0+2+6+16+4+0
Str 6 (-2) (8/base -2/rac)
Dex 12 (+1) (10/base 2/rac)
Con 16 (+3) (14/base 2/rac)
Int 19 (+4) (18/base 1/bon)
Wis 8 (-1) (8/base)
Cha 10 (+0) (12/base -2/rac)

SAVES
FORT +5 (2/beg 3/con)
REF +4 (2/beg 2/dex)
WILL +4 (5/beg -1/wis)

Note: resist cold 10.

HIT POINTS : 5d6 + 15 = 30
ARMOR CLASS
Standard : 17 (10/base 2/dex 4/armor 1/size)
Touch : 13 (10/base 2/dex 1/size)
Flat-Foot : 15 (10/base 4/armor 1/size)

*+4 AC vs. giants.

INITIATIVE : +1 (1/dex)
BASE ATTACK : +2
RANGED : +5 (1/dex 1/enh 1/size)
MELEE : +2 (-2/str 1/enh 1/size)

WEAPONS
See equipment.

LANGUAGES
Common, Gnome, Draconic, Elven, Giant, Orc.

RACIAL TRAITS
* +2 Dexterity, +2 Constitution, -2 Strength, -2 Charisma.
* Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
* Whisper Gnome base land speed is 30 feet, despite their size.
* Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
* Darkvision 60'.
* Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
* +1 racial bonus on attack rolls against kobolds and goblinoids.
* +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
* +2 racial bonus on Listen and Spot checks.
* +4 racial bonuses on Hide and Move Silently checks.
* Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
* Spell-Like Abilities: 1/day—silence (centered on the whisper gnome's body). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—ghost sound, mage hand, message. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
* Favored Class: Rogue.
CLASS FEATURES
Beguiler - Ignore Light ASF, Trapfinding, +1 DC vs. dex denied, feint in combat


FEATS
Cha 1 . Shadow Weave Magic (+1 DC, +1 vs. SR for Illu, Enc, Nec. -1 CL for evok/trans unless [dark]. Barred [light].)
Cha 3 . Darkstalker (creatures with other senses - scent, tremorsense, blindsight, etc. - need Spot/Listen checks (whichever is higher) to notice you.)
Beg 5 . Silent Spell
Cha 6 .
Cha 9 .
Cha12 .
Cha15 .
Cha18 .
---------------[ Epic Threshold! ]---------------
Cha21 .
Cha24 .

SKILLS 10*8 = 80
Bluff +5 (5 ranks 0 cha)
Concentration +8 (5 ranks 3 con)
Diplomacy +6 (4 ranks 0 cha 2 bluff)
Disable Device +14 (8 ranks 4 int 2 circ)
Disguise +2 (0 ranks 0 cha 2 bluff)
Hide +18 (1 ranks 1 dex 4 gnome 4 size 8 dark)
Intimidate +6 (4 ranks 0 cha 2 bluff)
Know (Arcana) +9 (5 ranks 4 int)
Know (Local) +5 (1 ranks 4 int)
Listen +9 (8 ranks -1 wis 2 gnome)
Move Silently +15 (4 ranks 1 dex 4 gnome 6 dark)
Search +11 (7 ranks 4 int)
Sense Motive +3 (4 ranks -1 wis)
Sleight of Hand +12 (8 ranks 2 dex 2 bluff)
Spellcraft +11 (5 ranks 4 int 2 ka)
Spot +9 (8 ranks -1 wis 2 gnome)
Tumble +2 (1 ranks 1 dex)
Use Rope +1 (0 ranks 1 dex)
Use Magic Device +0 (0 ranks 0 cha)

Tricks: 2 pts
Conceal Spellcasting (Sleight of hand disguises spellcasting; no AOOs etc.)


EQUIPMENT 23,983 gp
Adventurer's Outfit
Mithral Chain Shirt [1100 gp; AC4 6maxdex 0 ACP 10% ASF]
Collar of Umbral Metamorphosis [22,000 gp: HiPS, +8 hide, +6 move silently, +10 ft move speed, cold resistance 10, superior low-light, darkvision 60'.]
2x Dagger [4 gp; 1d4 18-20x2, one carried hidden]
Incense of Consecration [300 gp; 6 hrs]
MW Light Crossbow [335 gp; 1d6 19-20x2, 120']
Bolts, Cold Iron (10) [2 gp]
Bolts, Regular (30) [3 gp]
Potion of Lesser Vigor [50 gp; fast healing 1 for 11 rnds]
Masterwork Thieves' Tools [100 gp; +2 disable device/open lock]
Acid vial [10 gp]
Climber's Kit [80 gp]

STUFF (subtotal 19 gp, incl above)

Backpack [2 gp]
Grappling Hook [1 gp]
Rope [2 gp; 100']
Caltrops x2 [2 gp]
Oil x10 [1 gp]
Shovel [2 gp]
Waterskin [1 gp]
Symbol [1 gp]
Tindertwig [1 gp]
Rations x10 days [5 gp]

Bedroll [1 sp]
Parchment x2 [4 sp]
Chalk x5 [5 cp]
Whetstone [2 cp]
Flask of water [3 cp]


Beguiler Spells: 6 6 4
Advanced learning 1: Dead End

[/sblock]
 
Last edited:

renau1g

First Post
Fenwick Cobbwinkle - Gnome Sorceror 5

[sblock]
Code:
[B]Name:[/B] Fenwick Cobbwinkle
invisiblecastle.com/stats/view/15951/ 
[B]Class:[/B] Sorceror 5	[b]Starting Level[/b]: 5
[B]Race:[/B] Gnome
[B]Region of Origin:[/b] Zilargo - Zalanberg
[B]Size:[/B] Small
[B]Gender:[/B] Male
[B]Alignment:[/B] CG
[B]Action Points:[/B] 7
[B]Deity:[/B] None

[B]Str:[/B] 10 +0 (XXp.)	[B]Level:[/B] 5	[B]XP[/B]: 
[B]Dex:[/B] 16 +3 (XXp.)	[B]BAB:[/B] +2		[B]HP:[/B] 26/26 (5d4+10+3)
[B]Con:[/B] 15 +2 (XXp.)	[B]Grapple:[/B] -6	[B]Craft Points:[/B] 
[B]Int:[/B] 12 +1 (XXp.)	[B]Speed:[/B] 20'	[B]Stat Increases:[/b]1
[B]Wis:[/B] 13 +1 (XXp.)	[B]Init:[/B] +7	[B]Spell Save:[/B]
[B]Cha:[/B] 21 +5 (18+1+2)	[B]ACP:[/B] 		[B]Spell Fail:[/B] 0%

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+X	+3	+X	+X	+1	+X	XX
[B]Touch:[/B]	14	[B]Flatfooted:[/B] 11

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]+3	+1	+2	
[B]Ref:[/B]+4	+1	+3	
[B]Will:[/B]+5	+4	+1	
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical	Range[/B]
Quarterstaff			-1	1d6	20	
[B]Notes:[/B]

[B]Languages:[/B] Common, Gnome, Elven

[B]Abilities:[/B] 
+2 constitution / -2 strength (already included)
Small (combat bonuses, +4 to hide already included)
Low-light vision
+2 racial bonus on saves vs. illusions
+1 on DC of opponent's save vs. gnomish illusions
+1 racial bonus to hit kobolds and goblinoids
+4 dodge bonus on AC against giants
+2 bonus on listen checks (already included)
Speak with burrowing animals once per day
1/day dancing lights, ghost sound, prestidigitation

[B]Feats: [/B] 
1st - Spellcasting Prodigy [charisma] For bonus spells add +2 to Cha
3rd - Improved Initiative 




[B]Spells/Day[/B] (Save DC 15 + spell level)
0 - 6; 1st - 7; 2nd - 5

[B]Spellbook/Spells Known:[/B]
	0 - 6: Detect Magic, Mending, Read Magic, Open/Close, Acid Splash, Disrupt Undead
	1st - 4: Magic missile, Grease, Mage Armour, Ray Enfeeblement
	2nd - 2: Scorching Ray, Invisibility



[B]Skill Points:[/B] 24 [B]Max Ranks:[/B] 8/4
[B]Skills		Total	Ranks	Mod 	Misc[/B]
Bluff   	8	3	5	--
Concentration	7	5	2	--
Hide		7	0	3	4
Knowledge(arcana) 3	1	2
Spellcraft	7	6	1	
Tumble		4	1	3
UMD		8	3	5

[B]Notes:[/B]

[B]Equipment:			Cost	Weight[/B]
Infinite Scrollcase	                          2800gp	3lb
Healing Belt			750gp	1lb
Scroll of Glitterdust 		150gp	0lb
Scroll of Hold Portal		25gp	0lb
Scroll of Identify		             125gp	0lb
Scroll of Web                                  150gp    0lb
Potion of CLW (2)                            100gp    1lb
Quarterstaff			0gp	4lb

[B]Total Weight:[/B]10lb	[B]Money:[/B] 30gp 0sp 0cp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	25	50	75	150	375

[B]Age:[/B] 31
[B]Height:[/B] 3' 6" 
[B]Weight:[/B] 44lbs
[B]Eyes:[/B] Grey
[B]Hair:[/B] Spiky, Brown
[B]Skin:[/B] Tan

Fenwick is very jumpy, much like a rabbit, which is why he purchased the dimensional stride boots. He has a rule about combat, the further you are from the action the better. He carries his quarterstaff more for show than anything. Fenwick favours dark/natural colours, which he always layers, not matter the temperature. He doesn't believe in using manufactured weapons, instead relying on magic to be his only tool. Fenwick's good at talking his way out of trouble, but isn't comfortable in the spotlight. His best friend is his frog, Hoppy, whom he talks to regularly when trouble isn't about. 

Hoppy (Toad familiar): Str 1 Dex 12 Con 11 Int 8 Wis 14 Chr 4; Hit points: 13; Initiative +1 (dex); Speed 5 ft.; AC: 18 (+4 size, +1 dex, +3 level); Fort +2, 
Ref +3, Will +6, Hide +21, Listen +5, Spot +5 Alertness feat when in arm's reach; improved evasion; share spells; empathic link; deliver touch spells;
speak with master;
[/sblock]

[sblock]
Code:
 [b] War Wizard's Cloak [/b]
MIC 147 - 16,000gp
Constantly protects as endure elements, activates featherfall if you fall more than 5 ft., both are continuous effects, no activation.
Also, 1/day: Dimension Door, Mage Armour, Protection from Arrows, Sending
Added a +2 Charisma bonus (MIC 234) - 4,000gp

Having a father as a successful adventuring wizard was not always easy on Fenwick. He was constantly out delving into dungeons or slaying mighty dragons, but as
his age started to catch up to him he started staying arounf the home more. When Fenwick first showed signs of the gift his father was elated and decided he
would train Fenwick, which proved less than successful. Fenwick never had the patience to pore over dusty old tomes and somehow his arcane power came naturally
to him, which further frustrated his father, who'd had to study for years to develop even a simple cantrip. A rift developed between them and Fenwick struck out on his own.
After travelling for a few years with a moderately successful group Fenwick decided to return home to try and patch things up. Once he arrived his father was
initially cold, but after hearing about how fast Fenwick had developed his father seemed to open up more. After a few months at home Fenwick decided to strike
out again, but this time in much better spirits. Before he left his father stopped him and said that he wanted Fenwick to have his most prized possession. Beaming as he handed
over a long black cloak with a high collar and seemed to exude power. "With this cloak you'll be protected on the battlefield and also you'll find people drawn to
you as you wear it" his father said, beaming as Fenwick tried it on. "It's tied to our family, only one of our blood can activate it, we've passed it down the line 
from when your grandfather created it while leading a contingent of mages in the Last War. You wear it well." And with those words Fenwick departed from home and 
continued on with his grand adventures more confident in his ability to return safely.
[/sblock]
 
Last edited:

Douane

First Post
Saris, Scout 4/Ranger 1

[sblock= Saris stats]
Saris
male Human Ranger 1 / Scout 4
Chaotic Good

HP: 35 (8 Base +22 [4 levels Ranger/Scout] +5 Con)
AC: 18 (10 Base +4 Dex +4 Armor) 21 w/skirmish
Flat Footed: 18 (4 Armor + 4 Dex [Uncanny Dodge])
Touch: 14 (4 Dex)
BAB: +4

STR: 14 (+2)
DEX: 18 (+4) [+1 4th level]
CON: 13 (+1)
INT: 12 (+1)
WIS: 15 (+2)
CHA: 9 (-1) [-2 Flaw]

Fortitude: +5 (3 base, +1 CON, +1 Battle Fortitude) +6 [vs spells and spell-like abilities]
Reflex: +10 (6 base, +4 DEX) +11 [vs spells and spell-like abilities]
Will: +3 (1 base, +2 WIS) +3 [vs spells and spell-like abilities]

Attacks:
Weapon, Attack, Damage, Crit, Range

("Bow" - Comp. Longbow made from a dead Dryad's dead tree)
+1 Comp. Longbow (+2) Seeking
Comp. Longbow +9 to hit, 1d8+3 (slashing/piercing) +1d6 (acid), 20 x3, 110' ranged,
Comp. Longbow PB +10 to hit, 1d8+4 (slashing/piercing) +1d6 (acid), 20 x3, 30' max,
Comp. Longbow Skirmish (10 ft.) +10 to hit, 1d8+4 (slashing/piercing) +2d6 (Precision slashing/piercing) +1d6 (acid), 20 x3, 30' max,
Comp. Longbow Skirmish (20 ft.) +10 to hit, 1d8+4 (slashing/piercing) +4d6 (Precision slashing/piercing) +1d6 (acid), 20 x3, 30' max,
Comp. Longbow Rapid Shot +7/+7 to hit, 1d8+3 (slashing/piercing) +1d6 (acid) / 1d8+3 (slashing/piercing) +1d6 (acid), 20 x3, 110' ranged,
Comp. Longbow Rapid Shot PB +8/+8 to hit, 1d8+4 (slashing/piercing) +1d6 (acid) / 1d8+4 (slashing/piercing) +1d6 (acid), 20 x3, 30' max,

Longsword +6 to hit, 1d8+2 (slashing), 19-20 x2
Shortsword +6 to hit, 1d6+2 (piercing), 19-20 x2
MW Quarterstaff +7 to hit, 1d6+3 (bludgeoning), 20 x3

Initiative: +5 (+4 Dex +1 Battle Fortitude)

Feats:
Nymph's Kiss
Point-Blank Shot
Rapid Shot
Swift Hunter (Flaw)
Improved Skirmish (Scout 4th)
Track (Ranger 1st)

Flaw:
Pathetic Charisma (-2)

Abilities:
Wild Empathy +2
Favored Enemy ... +4
Favored Enemy ... +2
Trapfinding
Fast Movement +10 feet
Uncanny Dodge
Battle Fortitude +1
Trackless Step
Skirmish (+2d6/+1 AC)

Skills: (44+33+9)
Balance +11 (5 ranks + 4 Dex +2 Synergy)
Climb +3 (1 rank + 2 Str)
Diplomacy +2 (0 ranks -1 Cha +2 Feat +1 circumstance)
Handle Animal +6 (5 ranks -1 Cha +2 feat)
Heal +5 (1 rank +2 Wis +2 circumstance)
Hide +12 (8 ranks +4 Dex) +14 [in forest terrain]
Jump +9 (5 ranks +2 Str + 2 Synergy)
Knowledge (Geography) +6 (5 ranks +1 Int)
Knowledge (Nature) +9 (6 ranks +1 Int +2 Synergy)
Listen +10 (8 ranks +2 Wis)
Move Silently +14 (8 ranks +4 Dex +2 circumstance)
Search +6 (5 ranks +1 Int)
Speak Languages 1
Spot +10 (8 ranks +2 Wis)
Survival +10 (8 ranks +2 Wis) +12 [above ground in natural environments] +12 [to avoid hazards or getting lost] +12 [to find or follow tracks] +14 [to find or follow tracks above ground in natural environments] +14 [to avoid hazards or getting lost above ground in natural environments]
Tumble +14 (8 ranks +4 Dex +2 Synergy)

Skill Tricks:
Nimble Charge - run or charge across a difficult surface without needing to make a Balance check.
Up the Hill - move up a steep slope or stairs at your normal speed instead of at half speed.

Languages:
Common
Sylvan
Elven

Personal:
Livewood Composite Longbow (+2) +1, Seeking, Elvencraft, MW/MW Quarterstaff, Crystal of Acid Assault, Foefinding, Intelligent (CG; Int 10 Wis 12 Cha 12; faerie fire 3/day; Ego 5), Continuous "Arrowmind" CL1, Unguent of Timelessness 21150 3lb
40 arrows Serpentstongue + Quiver 6lb
Mithral Chainshirt, muffled 10lb
Forestwarden Shroud + Earthsilk Jerkey, camouflaged (forest) 4lb
Longsword 4lb
Shortsword 2lb
Vestment of Many Styles, Glamerweave

Pouch:
Sashling 1lb
Flint and Steel
Small Steel Mirror 0.5lb
Whetstone 1lb
Traveling Papers

Backpack Contents:
Backpack 2lb
Honeyleather Tarpaulin 1lb
Medium Honeyleather Tent 5lb
Explorer's Outfit 8lb
Healer's Kit 1lb
Potion: Shield of Faith +2 (2)

Treasure:
95 GP 7 SP 8 CP

Current Carrying Load - 48.5 lbs
Weapons - 15 lbs
Armor/Protection - 14 lbs
Pack - 19.5 lbs

Light 58 or less
Medium 59-116 lbs
Heavy 117-175 lbs[/sblock]

[sblock= Saris background]
Background:
Saris was born as the fourth child and second son to farmer couple living on the outskirts of Niern in the Eldeen Reaches. Despite the insistence of the old midwife who delivered him that he carried "the mark" (something she was never willing to explain further), he grew up rather normal, never displaying any oddities except his inclination to go wandering in the forests, sometimes for days. But since his parents knew he'd be safe due to the influence of the nearby Greenheart, they never bothered to try dissuading him from it. In fact, they figured it to be something of a blessing as they had already come to realize that, despite mastering the necessary skills easily, he did not have the temperament to become a farmer - a good thing in their eyes as his older brother would one day inherit the land and becoming a Warden of the Wood was nothing but an honorable choice. Unfortunately, Saris had different ideas. The "tame" Greenheart never held much interest to him and he barely spent any time there, favoring instead to explore deeper and deeper into the forest. There Saris met his fate when he encountered what he (mis-)took for a druid living in quiet solitude. The Dryad Nelindeira did not correct him at first as she had taken a liking to the young and feared her true nature would repel him. But nothing could be hidden forever and when the truth came out Saris - much to her surprise - simply laughed and said that he always had his suspicions. Over the years the introduced him to the true nature of the Twilight Demesne and showed him the delights of the Fey Court and Thelanis. (And all this while his family still believed him to train in Greenheart.) Their happiness was not destined to last forever and on the return from one of his frequent exploration trips Saris found that the unthinkable had happened - Nelindeira had been slain and her tree cut down. Though he initially believed her to have become the victim of one of the aberrations of The Towering Wood a thorough examination revealed that her death had been the work of humanoids as she had been struck down by forged weapons and her tree was felled by an axe. In his mad grief he did something inconceivable - he carved a piece of Nelindeira's tree to serve as his instrument of revenge. Armed with his new weapon Saris vowed to track down those responsible and to destroy them, no matter how far or long this would take him.

Personality:
Always considered to be somewhat shy, Saris has become even more withdrawn after Nelindeira's death. In fact, something about him tends to strikes many as "strange" and "different" these days, perhaps justifying the old woman's warning of "the mark" he was supposed to bear. In the pursuit of his hunt he usually keeps to the wilds where he feels most at home. Though he has been forced to enter civilization a number of times, the experience has left him cold - after the majestic Fey Court human cities are are just pale shadows.

Description:
6'4'' 220 lbs.; green eyes and brown hair, woven into shifter-style braids; tall, muscular and even good-looking to a certain degree, it's something about his whole being - rather than a disagreeable character - that tends to put people off; Nominal age: 32 Physcial age: 21.[/sblock]
 
Last edited:

Shayuri

First Post
[Sblock=Kuma Dragonpriest]Name: Kuma
Race: Kobold
Class/Level: Cleric 5
Gender: Male
Exp: 10,500

Strength (STR) 6 (2)
Dexterity (DEX) 16 (6)
Constitution (CON) 12 (6)
Intelligence (INT) 10 (2)
Wisdom (WIS) 17 (10)
Charisma (CHA) 12 (2)

Alignment: Neutral Good
AC: 20 (10 + 3 Dex + 1 size + 1 natural + 4 armor + 1 shield)
Hit Points: 31/31
Movement: 30

Init: +3
Base Attack Bonus: +3
Melee Attack: +1
Ranged Attack: +6
Fort: +7
Reflex: +6
Will: +9

Race Abilities:
–4 Strength, +2 Dexterity, –2 Constitution.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
A kobold’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and

Search checks.
Racial Feats: A kobold character gains feats according to its character class.
+1 natural armor bonus.
Light sensitivity: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Class Abilities:
Turn Undead 4/day
- 1d20+1 (10-12 HD = level)
- 2d6+6
Turn Earth/Rebuke Air 4/day
Greater Turning 1/day
Spontaneous Cast Heal spells

Skills: 16
Concentration +9 (8 ranks + 1 Con)
Heal +4 (1 ranks + 3 wis)
Knowledge: Religion +5 (5 rank + 0 Int)
Speak Language 1cc

Feats
1 Dragonwrought Kobold
3 Draconic Wings (+10 jump, glide 30)

Languages - Common, Draconic, Auran

Spellcasting (CL 5, DC 14+lvl)
0 Create Water, Light, Purify Food/Drink, Detect Magic, Guidence
1 Blessed Aim, Divine Favor, Protection from Evil, Shield of Faith, ?
Domain: Obscuring Mist
2 Silence, Spiritual ?
Domain: Wind Wall
3 Searing Light, ?
Domain: Fly

Money - 384gp

Weapons -
Small Light Crossbow +1, +8, 1d6+1, 80', 2lbs, 2335gp
Quiver - 10 shots
Small dagger, +2, 1d3-2, .5lb, 2gp

Armour -
Small Mithral Chain Shirt, +4 AC, 0 ACP, 5lbs, 1100gp
Darkwood Buckler, +1 AC, 0 ACP, 1.25lbs, 205gp

Gear -
Sundark Goggles, 10gp
Backpack, 2gp, 1lb
Waterskin, 1 gp, 4lbs

Magic -
The Shard - BOON, 19,700
- Intelligent: Int 10, Wis 14, Cha 14, Speech, Continual Deathwatch, Faerie Fire 3/day, 7700
- +2 Wis, 4000
- +2 Con, 4000
- +2 resistance to saves, 4000[/sblock]
 

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