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  1. #1
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    Cutpurse (Lvl 5)

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    Wayfinders: Tempest Isle Players Gallery

    Game Summary:
    Spoiler:

    The original players were all graduates of the University of Wynarn in Fairhaven, the capital city of Audair. After graduation they accepted an invitation to meet with the local head of House Tharashk, Noble Qui ap'Gwyddi, who tasked them with seeking a lost ship in the Lhazaar Principalities. After a short celebration in town (interrupted by a robbery), they set out via airship. During the long flight there were a series of murders targeting the shifters aboard the ship. The party unmasked a paladin of the silver flame as the culprit, Brelloch, who was continuing the lycanthrope purge crusade from years ago. He was captured and turned over to the captain before they disembarked in Cliffscrape. Once in town, they contacted the head of the local House Tharask Enclave, Creidan, and received more information regarding the ship and its mission. Brother Oallie had been sending back regular reports regarding the expedition. The last note mentioned they had left the island via their ship but it never reached port. The local authorities claimed it had been sunk by pirates.
    Whisper was approached by a local artist who painted her a 3 part picture of a pirate ship attacking another ship, and it finally being sunk. The sunken ship flew the banner of House Tharask. Pressed for further information, and with a small payment, the "artist" gave them navigational information they used to find the ship. That night however they were targeted by assassins and lost one of the party, though they killed one of the two assassins sent to kill them. The following day they hired a ship to sail them to the spot the map showed. Midian's animal companion, Seeqir the squid, located the wreck. The party explored the wreck, fought the undead sailors that had been trapped below decks, and retrieved a chest from the bowels of the ship. Inside they found Brother Oallie's journal, a strange fossilized bone, and three unusual dragonshards. The journal told of the discovery of a secret mining camp in the center of Tempest Isle. There, massive fossilized bones were being unearthed and assembled. Their expedition was attacked by strange, powerful skeletal creatures animated by dragonshards. They fled the island but were overtaken by pirates on the return voyage.
    The party returned to Cliffscrape and organized a second, larger expedition to return to the isle and find some way to stop the miners, the undead, and claim the dragonshard deposit for House Tharask.


    Players
    Shayuri: Whisper, Changling Sorceress
    Jkason: Midian, Human Druid
    Dr. Simon: Kraken, Human Barbarian
    Greenstar: Raysuldra, Human Dragon Shaman
    Walking Dad: Glaive, Hellbred Warlock
    Deuce Traveler: Doral, Human Beguiler

    NPC's
    Bront: Johan, Human Paladin of Freedom
    Mista Collins: Seria, Human Rogue



    Bront
    Spoiler:

    Name: Johan d'Deneith
    Class: Paladin of Freedom 4
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: CG
    Deity: ?

    Str: 16 +3 (8p.) Level: 4 XP: ----
    Dex: 12 +1 (4p.) BAB: +4 HP: 44 (4d10+8)
    Con: 14 +2 (6p.) Grapple: +6 Dmg Red: XX/XXXX
    Int: 14 +2 (6p.) Speed: 20' Spell Res: XX
    Wis: 14 +2 (6p.) Init: +1 Spell Save: +X
    Cha: 14 +2 (6p.) ACP: -6/8 Spell Fail: XX%

    Base Armor Shld Dex Size Nat Misc Total
    Armor: Plate 10 +8 +2 +1 +0 +0 +0 21
    Armor: Mithril 10 +4 +2 +1 +0 +0 +0 17
    Touch: 11 Flatfooted: 20

    Base Mod Misc Total
    Fort: 4 +2 +2 +8
    Ref: 1 +1 +2 +4
    Will: 1 +2 +2 +5

    Weapon Attack Damage Critical
    MW Longsword +8 1d8+3 19-20x2
    Lance(10' Reach) +7 1d8+4 20x3
    Warhammer +7 1d8+3 20x3
    Dagger(10') +7(+6) 1d4+3 19-20x2

    Languages: Common, Elven, Sylvan

    Abilities:
    Human Racial Abilities
    Aura of Good - Power equal to level
    Detect Evil - at will, per spell
    Smite Evil - +2 to hit, +4 to damage evil creature 1/day
    Divine Grace - Charisma Bonus to all Saves
    Lay on Hands - Heal up to Charisma Modifier times Level (8) HP per day
    Auta of Resolve - Immune to compulsion effects, all within 10' gain +4 morale bonus to save vs compulsion effects
    Divine Health - Immune to disease
    Turn Undead (1d20, 5/day, 2d6+4, Level = 2)
    Mark of the Sentinal:
    - Shield of Faith (CL1) 1/day
    Feats:
    1: Mounted Combat
    1H: Favored in House
    3: Least Dragonmark

    Skill Points: 25 Max Ranks: 7/3.5
    Skills Ranks Mod Misc Total
    Bluff 3 +2 +5
    Diplomacy 7 +2 +2 +11
    Handle Animal 5 +2 +7
    Heal 2 +2 +4
    Kn: Nobility 4 +2 +6
    Kn: Religion 2 +2 +4
    Ride 5 +1 +6
    Sense Motive 7 +2 +9

    Equipment: Cost Weight
    MW Longsword 315 4
    Full Plate Armor 1500 50
    Heavy Wooden Shield 7 10
    Warhammer 12 5
    Dagger 2 1

    Backpack 2 2
    -Mithril Chain Shirt 1100 10
    -Bedroll 0.1 5
    -Waterskins (2) 2 8
    -4 Days trail rations 2 4

    Light Warhorse 150 Lots
    -Military Saddle 20 30
    -Saddlebags 4 8
    -Lance 10 10
    Total Weight:99lb Money: 3gp 9sp 0cp

    Lgt Med Hvy Lift Push
    Max Weight: 76 153 230 230 1150

    Age: 20
    Height: 6'3"
    Weight: 195lb
    Eyes: Blue
    Hair: Blonde
    Skin: Tan


    Appearance: Johan is definitely a handsome young man. His short blonde hair is well maintained, and his deep blue eyes are a stark contrast to his well-tanned skin. He has a well-toned muscular physique, and stands fairly tall. His is fancily embroidered and has a gold clasp with the house insignia. His armor is well polished and maintained, and his clothing is always well maintained

    Personality: Johan is a bit of a wild child, but is generally good hearted. He follows his own view of what is right, and does not compromise that. He enjoys attention and the spot light, but has stopped seeking the negative spotlight of late. Johan enjoys the company of others, particularly the company of women. He is quite sociable, and has a way with words that can ease hostilities.

    Background: Johan d'Deneith has always had the easy life. His parents, Borris and Sandra, held great influence in the Deneith house, and were quite well off. His older brother and sister both manifested their dragon mark well before he was of age to, and his parents were often too busy training them to worry about Johan, so they would leave him with one of their many caretakers, which would either keep him ďcaptiveĒ in some small area of the estate, or pay little attention to him and let him run wild.

    By the time Johan was 16, he was making friends in the house with his charm. Which was a good thing, because itís the only thing that kept him out of trouble. However, he had not manifested a dragon mark, so his parents sent him off to the school of his choice. Wanting to get away from his parents who lived near Sharn, he chose to go to the University of Wynarn in Fairhaven.

    Johan found some needed discipline at the university, but not a lot. He knew how to skate by on his wits and natural intelligence, though he was able to excel in skills at arms, as well as those of religion. Also, he truly enjoyed horsemanship, and trained in that extensively, going as far as taking an Animal Husbandry class with Prof. Byless Delavert to learn the proper care and maintaining of a horse. But his biggest change came when he took a class in Applied Religion.

    Of course, Johan took Applied Religion for the same reason most people did, Prof. Natasha Woodlow was very hot. Not to be discouraged by the stigma of a student-teacher relationship, he looked for reasons to spend extra time with her. Natasha, a Paladin herself, took advantage of the time to teach Johan, drawing on his strong beliefs and good-natured heart. Johan learned that not all Paladins stood for law and order, and that in his heart was the ability to be a Paladin of Freedom. By the time Johan came to figure out Natasha wasnít interested in him as a man, he didnít care. At semesterís end, she had publicly stated that Johan was an up and coming Paladin.

    Of course, this had its perks, because chicks dig paladins, not to mention good looking young wealthy nobles. Being a Paladin of Freedom, Johan started to watch his step a bit more, but he still enjoyed his fare share of the ladies. Always active socially, Johan was still an occasional troublemaker and definitely well known on the campus, but in general he flew on the straight and narrow, and the troubles he got into now was the occasional foray into areas he wasnít supposed to be, or occasionally standing up to a professor he felt was treating him or another student unfair. He was heralded for standing up for any and everyone he felt had been wronged or held back, regardless of social status. He even led a few Warforged Equality rallies through Fairhaven and the University.

    With a renewed dedication, he also picked up his schoolwork, delving into religion and combat to augment his excellent horsemanship skills. If he had not skated through early in his scholastic career, he would have easily been near the top of his class, though as it was, he managed to finish with honors.

    Bront: Johan d'Deneith - human paladin (of freedom!)
    My relationship with myself is best not discussed in public

    jkason: Midian Rightson - human druid
    Took many classes with Midian, including Animal Husbandry, and likely Applied Relgion, as well as others in Midian's chosen ciriculum (As many would apply to the Paladin of Freedom). Neither of them quite took to the ciriculum, but they have a good mutual respect for each other. Midian sees some of what his family was hoping to see in Johan, though a large rebelious streek that would surely not have done, and Johan sees the student guided into his true calling by a wise teacher (though one not nearly as good looking as Natasha).

    Shayuri: Whisper - Changling Sorceress
    Mysterious and alluring, Whisper is good company. Her independant streak quite admirable. The mask is a bit offputting, and Johan feels that she is hiding her true beauty underneath, though he respects her personal beliefs and has not questioned them outside his own thoughts.

    Advancement:
    L2 -> Paladin HP: +12 (10+2) SP: +5 (2+2+1)
    Ride +1, KN: Nobility +1, Sense Motive +1, Diplomacy +1, Handle Animal +1

    L3 -> Paladin[/b] HP: +10 (8+2) SP: +5 (2+2+1)
    Bluff +1, KN: Nobility +1, Sense Motive +2, Diplomacy +1

    L4 -> Paladin[/b] HP: +10 (8+2 SP: +5 (2+2+1)
    Sense Motive +2, Diplomacy +3
    Stat: +1 Str


    Seria
    Spoiler:

    STATS
    Seria ir'Taynath
    Female Human, 4th Level Rogue
    Alignment: NG
    Deity: None
    Hometown: Passage, Aundair
    Action Points: 6
    Medium Humanoid (Human)

    Hit Dice: 4d6 (17 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (+3 Dex, +5 armor, +1 Deflection), touch 14, flat-footed 16
    Base Attack/Grapple: +3/+3
    Attack: +6 light crossbow (1d8), +4 MW rapier (1d8) or +3 dagger (1d4)
    Full Attack: +6 light crossbow (1d8), +4 MW rapier (1d8) or +3 dagger (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Sneak Attack +2d6
    Special Qualities: Trapfinding, Evasion, Urban Tracking, Uncanny Dodge, Trap Sense +1
    Saves: Fort +1, Ref +7, Will +3
    Abilities: Str 10, Dex 17, Con 10, Int 16, Wis 14, Cha 14
    Skills: Bluff + 7(5), Diplomacy +12(5), Disable Device +10(7), Gather Info +13(7), Hide +10(6), Intimidate +10(6), Knowledge(local) + 9(6), Listen +9(5), Move Silently +10(6), Open Lock +10(7), Search +12(7), Sense Motive +9(7), Sleight of Hand +10(5), Spot +9(5)
    Feats: Investigator, Urban Tracking, Alertness
    Alignment: Neutral Good
    Current XP: 6,000 XP

    Languages spoken: Common, Gnome, Elven, Dwarven

    Equipment:
    Glamerweave Traveler's Outfit, Ring of Protection +1, Mithril Chainshirt +1, Leather Armor, Light Crossbow (10 Bolts), 20 Sleep Bolts, Dagger, Backpack, Thieves' Tools, Ink (1 oz. vial), Inkpen, Sealing Wax, Scroll Case with 10 Sheets of Parchment, Signet Ring, Belt pouch containing 210 pp, 7sp, 10cp. Total weight carried is 30.5/33lb.


    DESCRIPTION:
    The woman in front of you has a warm smile and blue eyes that are framed by blonde hair covered by a white trilby hat brandishing several yellow feathers from what must be Aundairian Goldfinches. The fabric of her clothing seems to shift between shades of white and yellow and is very hard to describe, yet it is very striking and strangely beautiful. Underneath her traveler's outfit though is a suit of leather armor that seems to be brand new and never worn. Tucked behind her belt is a dagger appearing more a decoration than a weapon, as it matches her clothing and its shades of yellow and white. Slung across her back is a backpack that seems to be carrying everything she needs. In her left hand is a light crossbow that has yellow and white ribbon tied to the end of the tiller. The quiver hangs from her belt.

    The woman stands no taller than 5'6" and no heavier than 125lbs. She has a look of innocence as her eyes take everything thing around her, even the detail of your clothing. With a chuckle and a smile she extends her right hand wearing a signet ring depicting three Aundairian Goldfinches flying above a vineyard, also known as the seal of House ir'Taynath. She introduces herself as Seria ir'Taynath, eldest daughter of Devon and Feintia ir"Taynath of Passage.

    Background
    Life for Seria has been pretty easy and enjoyable so far. As part of the ir'Taynath family in Passage, she was able to enjoy the finer things in life because of her familyís financial situation. Because Devon ir'Taynath had enough wealth to pay tuition for all his children to attend the University of Wynarn, Seria was lucky enough to receive the education she did.

    With an interest in criminal behavior, investigation and the laws of Khorvaire, Seria decided to study as much as she could on these subjects. Studying hard and staying focused helped Seria graduate just short of having perfect grades in all her courses and ranked fifth overall in her graduating class. One of Seria ir'Taynath's favorite courses was The Sociology and Psychology of Deviant Behavior taught by Jurian d'Tharashk. Seria worked really hard to obtain high marks in Jurian d'Tharashk's course and he took notice. Jurian d'Tharashk became a mentor to Seria and she spent much time in his office after lectures discussing many subjects dealing with criminal organizations and spy networks.

    On the day of graduation Jurian d'Tharashk mentioned that House Tharashk was sponsoring some students to help them investigate some reports and that I should talk to Master Fedal or Noble Qui ap'Gwyddi of House Tharashk. First reporting to Master Fedal, Seria discovered a group of students have already been sent and her name was supposed to be recommended also.

    Already behind, Seria decided to visit Noble Qui ap'Gwyddi and see if he had any information on where she could meet up with the others. After some searching she discovered the situation at the Golden Caravel tavern. Following leads and information gathered from patrons of the tavern Seria was able to track them to the sewer entrance they entered. Knowing that she would be in danger if she followed them down there and not having anyone but herself to rely on, Seria decided to sit and wait for them to come back.

    And so she waits.....


    CLASSMATES:
    Bront: Johan d'Deneith - Human Paladin
    Coming from a wealthier family, Johan and Seria have quite a bit in common. Seria can remember a few times where Johan tried to convince her to tutor him in one of his classes. Luckily Seria has heard many of the stories and saw the truth in some. He has a free spirit personality that Seria finds comforting, but only when others are around.

    jkason: Midian Rightson - Human Druid
    Only having the course Customs of Khorvaire together their second year at university, Seria has little personal experience with Midian. She slightly remembers a few conversations and discussions after class on different food styles across the Five Nations. Midian once told her he was going to become a paladin just like his father and his father's father. She sensed the lack of self-confidence in his voice and thought to herself that she hopes he finds some other path for his own sake of self-assurance.

    Shayuri: Whisper - Changeling Sorceress
    Whisper and Seria had a few classes together dealing with laws and customs of different nations. Seria recalls a few nights going over assignments where she would do all the talking and Whisper would remain silent. Those were some weird study sessions. It is hard to keep a conversation with someone who doesn't speak all that often. Seria is looking forward to traveling with Whisper again.

 

  • #2
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    Myrmidon (Lvl 10)



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    Ý Ignore jkason
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    Midian Rightson, human druid

    Spoiler:
    Code:
    Name: Midian Rightson
    Class: Druid 7
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Neutral Good
    Deity: None
    
    Str: 12  +1 (4p.)      Level: 7        XP: 15,250
    Dex: 14  +2 (6p.)      BAB: +5         HP: 53/53 (7d8+14) 
    Con: 14  +2 (6p.)      Grapple: +6     Dmg Red: -
    Int: 12  +1 (4p.)      Speed: 30'      Spell Res: -
    Wis: 19* +4 (10p.)     Init: +2        Spell Save: -
    Cha: 14  +2 (6p.)      ACP: -0         Spell Fail: -
    
    * +1 @ 4th level
    Periapt of Wisdom +2
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +2    +0    +2    +0    +0    +0    14
    Touch: 12              Flatfooted: 12
    
                             Base   Mod  Misc  Total*
    Fort:                      5    +2          +7
    Ref:                       2    +2          +4
    Will:                      5    +3          +8
    
    * +4 vs. spell-like fey abilities (Resist Nature's Lure)
    
    
    Action Points: 8/8
    
    Weapon                  Attack  Damage     Critical
    Shortspear................+6.....1d6+1.........x2
    Shortspear, thrown........+7.....1d6+1.........x2, range 20'
    Shortbow..................+7.....1d6...........x3, range 60'
    
    
    
    Languages: Common, Elven (Int bonus), Druidic (Druid bonus)
    
    Abilities:
    
    Animal Companion  
    Nature Sense: +2 Knowledge (nature), +2 Survival
    Wild Empathy: +11 (Druid level 7, +2 Cha +2 Handle animal synergy) (+15 with companion)
    Woodland stride: nonmagical undergrowth does not damage / impair movement
    Trackless Step: No trail / untrackable in natural surroundings
    Resist Nature's Lure: +4 to saves vs. spell-like fey abilities
    Wild Shape 3/day, 7 hours (1 hour/druid level)
    
    Divine spells: 
    Level 0: 6
    Level 1: 4 +1 wis
    Level 2: 3 +1 wis
    Level 3: 2 +1 wis
    Level 4: 1 +1 wis
    Spontaneous cast Summon Nature's Ally to replace prepared spell
    
    
    Feats: 
    Spell Focus (Conjuration) (1st level)
    Martial Weapon Proficiency (Shortbow) (Bonus Human)
    Augment Summoning (3rd Level)
    Natural Spell (6th level)
    
    
    Skill Points: 60       Max Ranks: 10/5
    Skills                   Ranks  Mod  Misc  Total
    Climb......................4....+1....+5*...+10
    Concentration..............9....+2..........+11
    Diplomacy..................4....+2..........+6
    Knowledge:
    ~Nobility/Royalty(cc)......2....+1..........+3
    ~Nature....................8....+1....+2**..+11 (+16 w/ Xen'drik herbs / med plants)
    Handle Animal..............8....+2..........+10 (+14 w/ companion)
    Ride.......................4....+2....+2~...+8
    Spot.......................8....+3..........+11
    Listen.....................8....+3..........+11
    Swim.......................3....+1..........+4
    
    * Ring of Climbing
    ** +2 Nature Sense
    ~ +2 Handle Animal synergy   
    
    
    Equipment:               Cost  Weight
    
    --Worn / Carried--
    Wand Cure/Infl. MW (28cgs)
    Empowered Spell Shard (Call Lightning)
    Eberron shard (see below)
    Periapt of Wisdom +2
    Ring of Climbling
    Holly and mistletoe
    
    Shortspear................1gp....3lb
    Shortbow.................30gp....2lb
    Arrows (14)...............1gp....3lb
    
    Leather Armor............10gp...15lb
    Traveler's Outfit.........--....--
    
    Backpack..................2gp...2lb
    
    --In Backpack--
    
    Water Breathe Scroll x2..1125gp..--
    Bedroll...................1sp...5lb 
    Fishhook..................1sp...--
    Flint and steel...........1gp...--
    Trail Rations x2..........1gp...2lb
    Torch x3..................3cp...3lb
    Waterskin.................1gp...4lb
    
    
    
    
    Total Weight:39lbs      Money: 104pp 933gp 9sp 7cp 
    
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                43    86   130   260   650
    
    Age: 20
    Height: 5'9"
    Weight: 180lb
    Eyes: Green
    Hair: Dark Red
    Skin: Tan


    Eberron shard
    Another piece of an Eberron Shard, this crystal radiates several auras. It allows the user to recall two spells per day from the evil, necromancy, or evocation schools up to 4th level.


    Appearance: Midian, for all that he tries, is always a bit disheveled. His hair has a tendency to cowlick. He's grown a beard since he never could manage to shave regularly. His clothes sport random smudges of dirt no matter how recently they were cleaned.

    character sketch


    Background
    Midian was supposed to be a paladin. Priam the Righteous, his grandfather, started the line. His was a tale of noble quests and brilliant wars fought in the name of goodness. Midian's father, Rolav Rightson, carried on the fine tradition. Rolav married fellow paladin Verita del Pristien, and together the pair spread good and law with their every breath and smote all evil they came across. Even Midian's older sister, Penance, has heard the calling.

    It's not that Midian didn't try. He enrolled in the School of Chivalric Arts at the University of Wynarn. His way with animals helped him master riding. He showed some promise at archery. He studied his own lineage and that of all the important authority figures whose law he might be called to uphold. But each success was met with its own failure. Heavier armors dragged him down and turned him into a stumbling idiot. Try as he might, he could only get the feel for a handful of simple
    weapons well enough to be effective with them in close combat. And, most importantly, no matter how hard he prayed and focused, he simply couldn't hear the call.

    At least, not the call of the paladin.

    In Midian's third year at university, a visiting professor and druid named Byless Delavert joined the faculty. Midian had intended to take the elf's botany class for some easy filler, but Byless proved a fascinating, charismatic instructor. Midian found himself signing on for animal husbandry with Byless the next session. A few weeks in, Byless pulled the young man aside after class. The way of the paladin would never be Midian's, he declared, but with Byless's help, the elf was certain Midian would make an exemplary druid.

    It was far too late for Midian to change his course of study as far as the university was concerned. If he wanted his degree, it would have to be from the School of Chivalric Arts. So Midian continued, but Byless offered--and Midian accepted--private tutoring in the ways of the druid. He won his degree by the skin of his teeth and a lucky stab with a shortspear in his Advanced Sparring final. His stellar performance in his uncredited druid training, however, was Midian's true point of pride.

    The family Rightson still hopes that one day their youngest member will be gifted with a celestial mount, that his gaze will know evil at a glance and his sword arm have the power to smite that evil. Midian is content to have befriended Talbot, a heavy horse who--like him--hadn't taken to the training of a full-fledged warrior. And he hopes that one day his kin will come to accept the valor of his own, less well-trod path.


    Ape Animal Companion


    Code:
    Name: Garuk
    Race: Ape (animal companion)
    Size: Large
    Gender: Male
    Alignment: Neutral
    
    Str: 22  +6   HD: 6        
    Dex: 16  +3   BAB: +4*       HP: 38/38 (6d8+15)
    Con: 14  +2   Grapple: +14     
    Int: 2   -4   Speed: 30'/Climb 30'     
    Wis: 12  +1   Init: +2      
    Cha: 7   -2   ACP: 0   
    
    * 10' reach     
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +0    +0    +3   -1    +5*   +0    17
    Touch: 12              Flatfooted: 14
    
    * +2 Natural Armor Bonus (Animal Companion)
    
    
                             Base   Mod  Misc  Total
    Fort:                      5    +2          +7
    Ref:                       5    +2          +7*
    Will:                      2    +1          +3
    
    * Evasion: Reflex save for 1/2 = no damage
    
    
    Weapon                  Attack   Damage     Critical
    Claws (x2)...............+10.......1d8+5**.......x2
    Bite......................+5.......1d6+2.........x2
    
    * 10' Reach
    * Attack 1 claw / full attack both claws & bite
    ** Improved Natural Attack feat
    
    
    Abilities:
    
    --Ape--
    * Low-light vision
    * Scent
    
    --Animal Companion--
    2 bonus tricks
    BAB as Druid of level = HD
    Good Fort / Ref saves (level = HD)
    Link 
    Share spells (5')
    Evasion
    
    Tricks:
    Base (6 slots for Int 2): 
    Animal Companion Bonus: Defend, Attack
    
    Feats: 
    Alertness (species feat)
    Toughness (species feat)
    Improved Natural Attack - Claws (bonus HD)
    
    Skills
    Listen +7
    Spot   +7
    Climb  +14
    
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:               306    612   920  1840  4600


    Talbot (Animal Companion, dismissed)
    Size/Type: Large Animal (Heavy Horse)
    Hit Dice: 5d8+10 (31 hp)
    Initiative: +2
    Speed: 50 ft. (35 ft. carrying Midian and his gear)
    Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 10, flat-footed 12
    Base Attack/Grapple: +2/+9
    Attack: Hoof -1 melee (1d6+1*)
    Full Attack: 2 hooves -1 melee (1d6+1*)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: —
    Special Qualities: Low-light vision, scent, link, share spells, bonus trick (1)
    Saves: Fort +5, Ref +5, Will +2
    Abilities: Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6
    Skills: Listen +5, Spot +5
    Feats: Endurance, Run

    Tricks (standard): Come, Guard, Heel, Stay, Work, Fetch
    Bonus Tricks (2): Track, Down

    Companion benefits:
    +2 HD (+12 HP)
    +2 Skill points from HD (+1 each listen / spot)
    +2 Nat Armor
    +1 Str/Dex
    2 Bonus Tricks
    Link
    Share Spells
    Evasion

    Code:
    Equipment:               Weight  
    
    Bedroll...................5lb
    Saddle, riding...........25lb
    
    Total Weight: 30lb (244lb carrying Midian and his gear)
    
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                200   400   600   n/a  3,000
    * A horse not trained for war does not normally use its hooves to attack. Its hoof attack is treated as a secondary attack and adds only half the horse’s Strength bonus to damage.


    Level Changes Log:
    Spoiler:

    Level 7
    * +8 hp (6 +2 con)
    * 4+1 (Int) +1(human) skill points
    * +1 BAB
    * Wild shape 3/day

    * Spells per day:
    Level 0: 6
    Level 1: 4 +1 wis
    Level 2: 3 +1 wis
    Level 3: 2 +1 wis
    Level 4: 1

    Tweaking: Swap Animal Affinity for Spell focus (conjuration)
    Swap Coordinated Strike for Augment Summoning


    level 6

    * Level 6 hit points. (1d8+2=6)
    * 4+1 (Int) skill points
    * +1 BAB
    * +1 all saves
    * Wild shape 2/day
    * Feat (Natural Spell)
    * Spells per day:
    0=5
    1=4
    2=4
    3=3

    level 5
    Hit Points, level 5 (1d8+2=5)
    4+1(int)+1(human) skill points: 3 Climb, 1 each Handle Animal, Spot, Listen
    Class Ability: Wild Shape (1/day)
    Wild Shape: 5 hours (1 hour/druid level)
    Spells per day:
    0=5
    1=4
    2=3
    3=2


    Level 4
    Hit points = 6+2=8
    + 6 skill points: 1 rank each Concentration, Swim, Know: Nature, Handle Animal, Spot, Listen
    BAB +3 (total)
    Saves: +1 Fort and Will Saves
    Resist Nature's Lure class ability
    +1 Wild Empathy
    +1 Ability Score (Wisdom)
    spells per day:
    0=5
    1=4
    2=3


    Level 3:
    Hit points = 4+2=6
    + 6 skill points: 2 ranks Swim, 2 ranks Concentration, 1 rank Spot, 1 rank Listen
    BAB +2 (total)
    Saves: +1 Ref save
    Trackless Step class ability
    +1 Wild Empathy
    spells per day:
    0=4
    1=3
    2=2
    Bonus Feat: Coordinated Strike


    Level 2: Hit points = 8+2=10

    +6 Skill points:1 rank Knowledge (Nature), 1 rank Handle Animal, 2 ranks Spot, 2 ranks Listen

    BAB (total) +1

    Saves (new base values): Fort +3, Ref +0, Will +3

    New Druid ability: Woodland stride
    Wild empathy +1

    +1 spell per day levels 0 and 1


    Treasure Log
    700gp - loot and reward vs. assassins.

    Spent: 253 gp into group funds for 3 scrolls of water breathing



    Spells Prepared
    Magical Feats: Spell Focus (Conj), Augment Summoning, Natural Spell

    Orisons (6, DC 14): Mending, Flare x2, Resistance, Guidance, Create Water
    1st level (4+1, DC 15): Magic Fang, Faerie Fire, Longstrider, Sandblast, Obscuring Mist
    2nd level (3+1, DC 16): Barkskin x2, Cloudburst, Body of the Sun
    3rd level (2+1, DC 17): Call Lightning*, Nature's Favor, Wind Wall
    4th level (1+1, DC 18): Ice Storm, Dispel Magic

    * attuned to empowered spell shard
    ** Eberron shard can recall evocation spells up to 4th level 2x/day
    Last edited by jkason; Thursday, 14th July, 2011 at 04:34 PM. Reason: updated spells

  • #3
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    Lama (Lvl 13)

    Shayuri's Avatar

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    I Defended The Walls!

    Ý Ignore Shayuri
    My communities:

    Whisper
    Changeling Sorceror 7

    Strength (STR) 9 -1 1
    Dexterity (DEX) 14 +2 6
    Constitution (CON) 14 +2 6
    Intelligence (INT) 14 +2 6
    Wisdom (WIS) 12 +1 4
    Charisma (CHA) 20 +5 13

    Alignment: Neutral
    AC: 12
    Hit Points: 28/28
    Movement: 30'

    Base Attack Bonus: +3
    Init: +2
    Melee Attack: +2
    Ranged Attack: +5
    Fort: +5 Reflex: +5 Will: +7

    Race Abilities
    Shapechanger subtype
    +2 to save vs sleep and charm effects
    +2 to Bluff, Diplomacy, Sense Motive
    Natural Linguist - All language skills class skills
    Minor Shapechange (Su) - Change appearance as per Disguise Self, only
    changes are real, and do not affect clothing.

    Class Abilities:
    Summon Familiar (raven)
    Spellcasting

    Skills: 16+4+4+4+4+4+4
    Appraise +5 (0 ranks + 2 int + 3 familiar)
    Bluff +12 (5 ranks + 5 Cha + 2 racial)
    Diplomacy +11 (0 ranks + 5 cha + 4 synergy +2 racial)
    Disguise +15 (0 ranks + 5 cha + 10 shapechange)
    Concentration +12 (10 ranks + 2 Con)
    Knowledge: Arcana +10 (8 ranks + 2 Int)
    Knowledge: Local +7 (4 ranks + 2 Int +1 Feat)
    Knowledge: Nobility +8 (5 ranks + 2 Int +1 Feat)
    Spellcraft +12 (8 ranks + 2 Int + 2 synergy)

    Feats
    1 Education
    3 Extend Spell
    6 Improved Familiar

    Languages - Common, Draconic, Goblin

    Spellcasting (Sorc CL 5, DC 15+lvl)
    0 - 6/6, 1 - 8/8, 2 - 7/7, 3 - 5/5
    Known:
    0 Level
    Acid Splash
    Mage Hand
    Prestidigitation
    Message
    Detect Magic
    Light
    Mending

    1st Level
    Shield
    Magic Missile (4d4+4)
    Charm Person (DC16)
    Protection from Evil
    Enlarge Person

    2nd Level
    Dimension Hop (DC 17)
    Glitterdust (DC17)
    Invisibility

    3rd Level
    Manyjaws (DC 18)
    Dispel Magic

    Money - 322

    Weapons -
    Dagger+1, +2 to hit, 1d4, 1lb, 1gp
    Light Crossbow +4, 1d8, 4lbs, 35gp
    Bolts (10) 1lb, 1gp

    Armour -
    None

    Gear -
    Backpack 2 2
    Bedroll 5sp 5
    Ink (1 oz. vial) 8 -
    Inkpen 1sp -
    Waterskin 1 4
    Spell Component pouch 5 2
    Small steel mirror 10 .5
    1 belt pouch 1 .5
    scroll case 1 .5
    6 sheets of paper 2.4 -

    Magicka -
    Artificer's Eye-thing
    Ioun Stone Cha +2
    Vest of Resistance +1
    Arcane Scrolls
    Empowered Spell Shard (magic missile)
    Dagger +1
    Lesser crystal of returning (set in Dagger +1)
    Vestment of Many Styles

    21.5 total
    Last edited by Shayuri; Saturday, 24th September, 2011 at 05:11 PM.

  • #4
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    Waghalter (Lvl 7)

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    Kraken; Lhazaar Human Male; Brn4/Cleric3; Medium Humanoid (Human); AL CN; Action Points 11; XP 15,250
    Abilities Str 14 (+2), Dex 15 (+2), Con 15 (+2), Int 10 (+0), Wis 16 (+3), Cha 13 (+1); Frenzy Str 18 (+4)
    Initiative +6; Speed 40 ft.
    Armour Class 15 (+2 Dex, +3 armour) touch 12, flat-footed 13; Frenzy AC 17, touch 14
    Saves Fortitude +9, Reflex +4 (+5 vs. traps), Will +7; Frenzy Reflex +6
    Hit points 65; (4d12+3d8+12)
    BAB/Grapple +6/+8
    Melee +1 Falchion +9/+4 (2d4+4, crit. 18-20/x2)
    Frenzy +1 Falchion +9/+9/+4 (2d4+7, crit. 18-20/x2)
    Ranged Sling +8 (1d4+2) plus 1d6 electricity or 1d6 sonic
    Special Attacks Turn Undead 4/day (1d20+1, 2d6+4 damage)
    Special Qualities Bonus skill point, channel positive energy, fast movement, illiterate, trap sense +1, uncanny dodge, whirling frenzy 2/day
    Skills: Climb +8, Concentration +4, Craft (trapmaking) +7, Handle Animal +4, Heal +5, Intimidate +3, Jump +5, Knowledge (religion) +2, Knowledge (the planes) +1, Survival +11, Swim +5
    Feats: Heroic Spirit, Improved Initiative, Powerful Charge, Raging Luck
    Languages: Common
    Possessions: +1 leather armour, +1 falchion, sling, 20 bullets, 5 thundering +1 bullets, 5 shock +1 bullets, periapt of wisdom +2, 9 thunderstones, 5 vials antitoxin, bag of caltrops, dagger, billycan, firemaker, bedroll, pouches.
    Domains: Destruction (Smite 1/day +4 attack, +3 damage), Weather (Survival is class skill)
    Spells per Day: 4/3+1/2+1 (Save DC 13 + spell level)

    Level 6 increases

    Cleric Level 3
    Hit points 1d8+2= 6
    +3 Skill Points:
    Knowledge (religion) +2
    Knowledge (the planes) +1

    BAB +1
    Reflex +1
    Base spells 4/2+1/1+1 -> 4/3+1/2+1

    6th level feat: Heroic Spirit

    Other: Smite damage +1


    Level 7 increases

    +1 BAB
    +1 Fort
    Frenzy 2/day

    Re-engineered feats: Remove Point Blank Shot and Far Shot, add Powerful Charge and Raging Luck

    5 skill points: Intimidate 2 ranks, Survival 1 rank, Swim 2 ranks.

    Hit points 9+2=11

    APs reset to 11
    Last edited by Dr Simon; Tuesday, 7th September, 2010 at 09:01 PM.
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  • #5
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    Doral Kinsman

    Name: Doral Kinsman
    Class: Beguiler 7
    Race: Human
    Hit Dice: 1d6x7, 34/34 HP
    Initiative: +7
    Speed: 30 ft
    Armor Class: 18 (10 +5 armor +3 dex)
    Base Attack Bonus: +3
    Grapple: +3
    Attacks: Masterwork Silver Dagger +4 (1d4, 19-20 x2); Dagger +1 (1d4+1, 19-20 x2)
    Thrown Dagger +5 (1d4, 19-20 x2, Range Increment 10)
    Full Attack: Dagger +1 (1d4+1, 19-20 x2)
    Face/Reach: 5x5/5ft
    Special Attacks: None
    Saves: Fort +2, Ref +5, Will +5
    Abilities: Strength 10, Dexterity 16, Constitution 10, Intelligence 18 (was 17), Wisdom 11, Charisma 14

    Skills: Bluff (10 ranks) +12, Tumble (10 ranks) +13, Disable Device (10 ranks) +14, Disguise (10 ranks) +12, Gather Information (10 ranks) +12, Listen (10 ranks) +10, Open Locks (10 ranks) +14, Perception (10 ranks) +14(+19), Spellcraft (4 ranks) +8, Sense Motive (10 ranks) +10, Move Silently (10 ranks) +13(+18)
    Feats: Improved Initiative, Silent Spell (Class Feat), Spell Focus (Enchantment), Spell Focus (Illusion), Surprise Casting

    [move action] (Class Feat), Greater Spell Focus (Enchantment)
    Action Points: 7
    Languages: Common, Goblin, Elf, Dwarf, Draconian
    Alignment: Neutral
    Deity: None
    Gender: Male
    Age: 23
    Height: 5' 8"
    Weight: 165 lbs

    Spells:
    Spells Known:
    - Level 0: Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic
    - Level 1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep, Undetectable Alignment, Whelm, Ventriloquism (advanced learning)
    - Level 2: Blinding Color Surge, Blur, Daze Monster, Detect Thoughts, Fog Clouds, Glitterdust, Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, See Invisibility, Silence, Spider Climb, Stay the Hand, Touch of Idiocy, Vertigo, Whelming Burst
    - Level 3: Arcane Sight, Clairaudience/Clairvoyance, Crown of Veils, Deep Slumber, Dispel Magic, Displacement, Fly (advanced learning), Glibness, Halt, Haste, Hesitate, Hold Person, Inevitable Defeat, Invisibility Sphere, Legion of Sentinels, Major Image, Nondetection, Slow, Suggestion, Vertigo Field, Zone of Silence

    Spells Memorized/Spell Slots: 6/6/6/4
    Current Spells: 6/6/6/4

    Inventory:
    Dagger +1
    Mithril Shirt+1 (2,100gp)
    Masterwork Silver Dagger (322gp)
    3x Daggers (for throwing) (2gp each)
    Wand of Magic Missile (5th level caster w/19 charges) (3,750gp) [Cold Energy]
    1x Potions of Cure Light Wounds (50gp each)
    Potion of Jump (50gp)
    Hand of the Mage (900gp)
    Masterwork Thieves Tools (100gp)
    Backpack (2gp)
    Bedroll (0.5gp)
    Grappling Hook (1gp)
    Small Steel Mirror (10gp)
    Silk Rope (50 ft) (10gp)
    Waterskin (1gp)
    4x Trail Rations (5sp each)
    Spyglass (1,000gp)
    Traveler's Outfit (1gp)
    Disguise Kit (10 uses) (50gp)
    Sunrod (partially used)
    Goggles of Minute Seeing, (+5 to search to find secret doors, traps, and similar concealed objects)
    Boots of Elven Kind, (+5 to competence checks to move silently)
    44gp 8sp that needs to be spent



    Description

    Doral has dark brown hair and dull gray eyes with a boyish, charming face. He is 5 feet, 5 inches tall and thin, but does not stand out in a crowd, despite his pleasing looks. In fact, he lacks distinguishing facial features and his fay-like face is hard to remember when people describe him. Doral is an extremely good listener, and people genuinely seem to enjoy telling the half-elf about their problems, though he rarely offers advice or opinion. He is quick with a joke, glows with an appreciation of life, and is always ready to offer an ear to the agitated.

    Currently he is wearing simple, dark red clothes. The outfit is colorful enough to help blend into the normal crowd, yet dark enough to hide with. If he is recognized when he doesn't want to be, he will attempt to lose the old outfit, and purchase a new one with a new color, but similar in dark tone.



    Brief Background

    Of course, being a listener was part of Doral's job: a spy for Aundair. Doral was an up and coming member of the Royal Eyes, and helped infiltrate the organizations of many of Aundair's potential enemies. He was working a deep cover operation with several other Royal Eyes at Tanar Rath in Karrnath when his identity was blown. Doral Kinsman was severely injured in his escape, but he ended up being the only member of the Royal Eye team to return. Despite his prior service, jealous members of the organization suggested that Doral may have been the source of the intelligence leak. Although a trial acquitted him of guilt, his reputation was tarnished and he resigned from the Royal Eyes.

    Now he wishes to conduct his own investigation into the intelligence leak on his own, but first there is the problem of revenue. Ever since he returned to Aundair Doral was removed from the government payroll. Low on the funds he knows he will need to work the case on his own, he now seeks to raise money as a freelancer. Always the realist, Doral accepts that he will have to create a new life for himself before he can pursue revenge.

    Recently he took a job at Port Verge, but the mission went bad and he had to jump ship and swim to Tempest Isle to avoid further trouble.

    The Long Story
    Spoiler:

    "Move fast, Doral," Sylla whispered to me as she squeezed my hand. She threw one last wink my way, then went into the hallway to join Zax.

    I watched her go out the door, enjoying the swaying of her hips. Sylla, like myself and Zax, was a member of the Royal Eyes, the greatest espionage organization in the Five Nations. Her specialities lied in seduction and potions, as the sleeping body of Captain Manash attested.

    The Royal Eyes had sent us to intercept messages coming from the Karrnath court to the captain of Tanar Rath. The three of us had taken jobs as servants at the garrison. Zax worked as a smith, I as a cook for the keep, and Sylla as a maid. Zax and I were the first to find signs of a troop build-up in the area, as extra food and materials were ordered for the garrison. I became friends with many of the soldiers, playing the occasional dice with them and making conversation with those that would come to the kitchen. Zax was busier creating weapons to be used by the undead and the living soldiers of Karrnath, although this was a clear indication that the forces of the garrison were about to be increased. Coded messages from the Royal Eyes began to stress the importance of discovering what was going on.

    It was Sylla who was the most successful. After a few 'accidental' encounters in the hallway with Captain Manash, she succeeded in earning a visit to his room and seducing him. After a few days he confided to her that he received daily messages from the court, trying to impress her with boasts of his own importance. Sylla was unable to open his locked drawer in order to read the notes, which was more of my specialty. It was this that led us to a daring plan. Sylla drank and ate with Captain Manash every night before other activities. He tended to drink heavily, and supposedly had a low stanima, causing him to sleep deeply. Sylla would send a servant down with an order of food for the pair each night, giving me an excuse to enter their room. As this pattern became familiar, we decided to strike after Sylla sent a magical message to our contact in the Royal Eyes.

    Sylla added a potion to Captain Manash's drink one night, causing him to doze. Soon after she sent a servant boy she found in the hallway to fetch me with an order for dinner and to give Zax a copper coin she owed him. On this signal, I came up with my tray of food, Zax accompanying me. Sylla and Zax were to talk outside Captain Manash's door while I was to unlock the drawer with the notes, read them, and copy down any vital pieces of information.

    I put the tray down, and took out some of my 'special' tools. As I worked, I unsuccessfully tried to remove thoughts of Sylla and concentrate on the task at hand. I only found a simple poison needle trap, which was a good sign. Disabling it, I continued working as my thoughts drifted.

    Why have I been having stronger fits of jealousy? She was a pretty woman, but there were more beautiful ladies in the world. Yet something about the way she touched my shoulder when she needed to talk... the way she smiled at me as if everything I said was important... the way she stood close... "Concentrate, fool," I told myself as I thought about the way she smelled. I could feel the latch give way.

    As I opened the chest I could hear an argument begin outside the door as Zax and Sylla told someone that Captain Manash was sleeping and needed his rest. I suppose the answer didn't satisfy whoever they were talking to, as I heard the sounds of scuffling outside. I scrambled to reset the trap and to hide my tools, but the door was kicked in by a large man in black armor just as I picked my tray back up. He was followed by a smaller man with a nasal voice that I recognized as Manash's orderly.

    "The other spy," the orderly yelled, pointing at me.

    My blood ran cold as I could see several soldiers standing with weapons outside. Zax lay on the floor unmoving in a pool of blood. Sylla had her hands held and was flanked by soldiers on each side. Thinking quickly, I cast a charm on the orderly and said, "Spy, sir? Please, I'm not sure what these two did, but I just came up to deliver the lord's food." Escape now, get Sylla and Zax (if still alive) out later.

    Confusion appeared on the orderly's face. "I'm sorry Doral, but someone has recently informed me of the most vicious rumors about you." The man in black armor gave the orderly a frown of surprise.

    "Who said these things about me, sir," I asked indignantly. Was my cover blown?

    The black armored man was smarter than I gave him credit. "Enough," he bellowed, interrupting the conversation. He moved forward and gripped me by the collar, tossing me out of the room, where I skidded across the floor and slid against the hallway wall. He was a strong one. Through my ringing head I could hear the orderly try to stop him, telling him I may be innocent.

    My head cleared as the man came at me again, sword drawn. I tumbled out of the way, pulling a knife and slicing the arm of a soldier holding Sylla. He grunted in pain, but did not release his grip on her. I couldn't get her out. Nor could I allow her to be captured. I was sure Zax was dead, so he could not tell any secrets. I still might be able to escape. There was only one thing left to do, I realized, as I held a tighter grip on the knife.

    Sylla must have realized what was on my mind. "No," she begged sadly, looking into my eyes. If she had stood bravely, I could have finished her rather than allowed her to be put to the question. But as I looked into those pleading eyes, my resolve broke. All this in the space of the six longest seconds of my life.

    I cast one more spell, making myself disappear to the group of enclosing soldiers. Even Sylla gasped in surprise and began to look around wildly. I always kept my magical abilities secret, even to friends. Next, I did the only thing I could. I ran.

    After I returned to Aundair, I knew my career was over. Not only had the mission failed, but I had allowed an agent to be captured. The information about a troop build-up could not be confirmed, and an attack never materialized anyway, causing others to question my skills. Supposedly, Karrnath was also using the incident to privately blackmail small concessions from the Aundair court. Perhaps Sylla talked after all. As I sat, waiting for my trial to condemn or exhonerate me, I used the time I have to gather my thoughts and have come to this realization: we were betrayed.

    It's only a feeling, but I can't figure out how we were captured so easily and during the act. I could make the accusation and ask for an investigation, but who would I trust? Perhaps it would be better to walk away if I'm not hung. To disappear for awhile in a different land, like a man broken and wandering. Let them forget me while I gather my own resources. Then I can return when they have grown lazy and content, unsuspecting of the man bearing down on them.
    Last edited by Deuce Traveler; Tuesday, 4th November, 2014 at 05:43 PM.
    My Involvement:
    Spoiler:

    Player of Doral Kinsman the Beguiler in Who Wants to Be a Wayfinder
    IC

    DM for my v3.5 homebrew campaign, Last Stand of the Dorinthians
    OOC//Chapter 1- Homeless (Closed)//Chapter 2- Illusions (Closed)//Chapter 3 - The Imperials (Closed)//Chapter 4- The Second Invasion (closed)//The Final Chapter(closed)//Dead Secrets(closed)//Rogue's Gallery//Story Hour

    DM for his Sword and Sorcery Campaign; City-State of the Invincible Overlord w/BECMI rules
    Out of Character thread
    ---

    My works:
    Dog Soul Publishing's The Books of Faith: Jainism
    Dog Soul Publishing's Sahasra - Items of Magic and War
    Various articles and editing projects for Silven Trumpeter
    LPJ Design's The True Psionic Story: Amulet of Catapsi

  • #6
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    Glaive

    Hellbred (Body) Warlock 7 (CG)
    Stats

    Age: ?
    Gender: Male
    Height: 6'2"
    Weight: ?lb
    Eyes: Yellow
    Hair: None
    Skin: Red/Black
    Code:
    Str: 14 +2 (6p.)        Level: 6        XP: ?
    Dex: 16 +3 (8p.)        BAB: +5         HP: 60 (6+4+5+4+5+4+5+21+6)
    Con: 16 +3 (6p.)        Grapple: +7     Dmg Red: 2 / cold iron
    Int: 12 +1 (6p.)        Speed: 30'      Spell Res: N/a
    Wis: 10 + (2p.)       Init: +3        Spell Save: N/A
    Cha: 15 +2 (8p.)        ACP: -1          Alignment: CG
    (Dex +1 at 4th level)
    Action Points: 9

    AC: 21 (10 base + 3 dex + 5 armour + 3 nat. armor )
    Touch: 13
    Flat-Footed: 18

    Saves:
    FORT: +5 (2 base + 3 con ) +9 vs poison
    REF: +5 (2 base + 3 dex)
    WILL: +5 (5 base + 0 wis )

    Attacks:


    Skills:
    Concentration: 11 (8 ranks + 3 Con)
    Bluff: 7 (5 ranks + 2 Cha)
    Intimidate: 12 (5 ranks + 2 Cha + 2 syn + 3 feat)
    Spellcraft: 3 (2 rank + 1 Int)
    Use Magic Device: 12 (10 ranks + 2 Cha)


    Feats:
    Bonus: Devil Favored
    1 Combat Reflexes
    3 Devil's Flesh
    Bonus: Devil's Stamina
    6 Extra Invocation

    Class Features:
    Invocations
    Eldritch Blast (4d6)
    Detect Magic
    Deceive Item

    Invocations:
    See the Unseen
    Baleful Utterance
    Entropic Warding
    Eldritch glaive
    Flee the Scene

    Languages: Common, Infernal, Orc, Dwarf
    Equipment
    Chainshirt +1 1.250gp
    Longspear 5gp
    Dagger 2gp

    Hat of Disguise 1.800gp
    Wand of vigor, lesser 750gp
    Bracers of Entangling Blast 2.000gp MIC 80
    Gloves of Eldritch Admixture 2.500gp MIC 105
    Healing Belt 750gp MIC 110



    Background: "Glaive", named after his trademark power, has only vestigal memories of his old life, but he is certain that he will redeem himself and enter heaven... but not to soon.
    Shortly after his reincarnation, he realised that his "odd" appeareance and powers will provoke hate and fear in the ones he wants to help. Therefore he became part of a mercenary organisation, searching for ways to do the right thing.

    Image



    updated!
    Last edited by Walking Dad; Monday, 6th September, 2010 at 11:58 AM. Reason: forgot the warlock's DR
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