[v.3.5] Rogues Gallery: Heroes of Carnell PbP Campaign!

Knightfall

World of Kulan DM
Characters should be posted on this thread. Characters should be 7th-level. FYI... It might be useful for the group to have a bard.
 
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JustinCase

the magical equivalent to the number zero
Caerth Heart-of-Oak
N male half-orc druid 11
(levels 1, 4, 6 are racial substitution levels)
attachment.php

STR 19 (+4) (15 base + 2 racial + 2 level)
DEX 16 (+3)
CON 14 (+2)
INT 14 (+2) (14 base - 2 racial +2 headband)
WIS 16 (+3)
CHA 11 (+0) (13 base - 2 racial)

Fort: 9 (7 base + 2 CON)
Ref: 6 (3 base + 3 DEX)
Will: 10 (7 base + 3 WIS)

Base attack: +8/+3
Melee attack: +13/+8 spear +1 (twohanded, damage 1d8+7, crit x3)
Melee attack: +13/+8 Kang (magical dagger, damage 1d4+5, crit 19-20/x2, thrown 10ft)
Melee attack: +14/+8 Thundershadow (+2/+1 Thundering Ghost Touch Quarterstaff of Incorporeal Binding, damage 1d6+6/1d6+5, crit x2)
Ranged attack: +12 composite longbow +1 (+4 str bonus) (damage 1d8+5, crit x3)
Note: Extra 2d6 damage on charge attacks (wild rhino hide); power attack means up to BAB penalty to attack and same amount bonus on damage

Initiative: +3
Hit dice: 3d10+8d8+22
HP: 71 (10 + 2d10+4d8+14=34 + 5+ 1D8+2=9 + 2D8+4=13)
AC: 22 (10 + 5 armor + 3 Dex + 4 natural)
Speed: 20 (medium armor)
Languages known: Common, Orc, Druidic, Sylvan
Feats:
  • Track (level 1)
  • Martial Weapon Proficiency: Composite Longbow (level 3)
  • Natural Spell (level 6)
  • Power Attack (level 9)

Skills:
  • Concentration +16 (14 ranks)
  • Handle Animal +14 (14 ranks)
  • Knowledge (nature) +20 (14 ranks, +2 druid, +2 survival, +1 headband)
  • Listen +9 (6 ranks)
  • Spellcraft +4 (2 rank, +1 headband)
  • Spot +9 (6 ranks)
  • Survival +19 (14 ranks, +2 druid)

Racial features (half-orc):
  • strength +2, intelligence -2, charisma -2
  • medium size; base speed 30 feet
  • darkvision 60 feet
  • orc blood (considered an orc for effects related to race)
  • favored class: barbarian

Class features (druid):
  • Proficient with club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear, natural weapons
  • Proficient with light and medium armor and with wooden shields
  • Prohibited from wearing metal armor
  • Spellcasting
  • Spontaneous casting (summon nature's ally)
  • Cannot cast spells of opposed alignment
  • Druidic as extra language; Sylvan as bonus language option
  • Tough animal companion (racial substitution level 1: animal companion gains Toughness)
  • Nature sense (+2 bonus on Knowledge nature and Survival)
  • Wild empathy
  • Woodland stride
  • Trackless step
  • Bully animal (racial substitution level 4: add Strength modifier to Wild empathy checks instead of Charisma)
  • Wild shape 4/day (item) (large, tiny)
  • Augmented nature's allies (racial substitution level 6: animals summoned with summon nature's ally gain +4 Strength and Constitution)
  • Venom Immunity (immune to all poisons)
Spells prepared:
Level 0 (6): create water, cure minor wounds, detect magic, detect poison, guidance, purify food and drink
Level 1 (6): entangle, traveller's mount, traveller's mount, traveller's mount, traveller's mount, traveller's mount
Level 2 (5): bear's endurance, lesser restoration, mass snake's swiftness, master air, share husk
Level 3 (5): blindsight, cure moderate wounds, giant’s wrath, plant growth, spirit jaws
Level 4 (3): dispel magic, lay of the land, scrying
Level 5 (2): atonement, commune with nature
Level 6 (1): greater dispell magic

DC is 13 + spell level
Can spontaneously cast a Summon Nature's Ally of the relevant level instead of a prepared spell.
Equipment
  • Kang ("Mercy/Murder" in Orc) [AL NE; Ego: 6 (7); Int 13, Cha 13, Wis 10; Star Arm (adds to Ego)] > +1 adamantine stiletto dagger (+4 to Ego)— Empathy; 60 ft. vision and hearing
    — Deathwatch 30 ft. (Continually Active) [Lesser Power] (+1 to Ego)
    — Hold Person (3/day; CL 1st, save DC 12) [Lesser Power] (+1 to Ego)
  • Thundershadow (Stratesus' staff) > +2/+1 Thundering Ghost Touch Quarterstaff of Incorporeal Binding
  • wild rhino hide armor (AC +5, armor check -1, medium, +2d6 charge damage, retain AC bonus in Wild Shape)
  • amulet of natural armor +4
  • headband of intellect +2
  • hide armor +1 (AC +4, armor check -2, medium) 1165gp
  • spear +1 (twohanded, melee attack +10, damage 1d8+7, crit x3) 2302gp
  • composite longbow +1 (+4 str bonus) (ranged attack +9, damage 1d8+5, crit x3) 2800gp
  • arrows x120 6gp
  • druids vestment (gain Wild shape +1/day) 10000gp
  • quiver of ehlonna 1800gp
  • ring of sustenance (heirloom, worth 2500gp)
  • backpack 2gp
  • holly and mistletoe 0gp
  • spell component pouch 5gp
  • wand of cure light wounds 750gp (charges: 40/50)
  • potion of cure light wounds 50gp
  • trail rations 4 days 2gp
  • 221 gold pieces, 3 silver pieces
Appearance:
A tall, muscular man with grayish skin and small tusks jutting from his lower jaw, there is no mistaking the orcish ancestry of Caerth Heart-of-Oak. Unlike many half-orcs, however, he bears no obvious scars apart from several old scratch marks on his forearms; lessons learned early about carefully handling wild animals.

Though usually dressed in sturdy brown hide armor underneath a moss green, fur lined vestment, Caerth often goes barefooted so he can ‘feel the land’ he travels. When this is not convenient, he carries a pair of boots in his ragged backpack, along with several seeds, berries and the occasional small dead animal. His weapons of choice, a finely crafted bone-tipped spear and a massive black longbow, are never far from his side, even when visited the so-called civilized places. Apart from a small, faded bronze ring, Caerth wears no jewelry or other impractical trinkets.

The large brown horned owl that Caerth refers to as Screech, is often found nearby, even in daylight when most owls are asleep.

Personality:
Most people expect half-orcs to be dumb, but Caerth is wise and rather clever. He has never learned the art of diplomacy, however, so when he speaks his mind it is blunt and completely honest. Run-ins with the local villagers have taught him to keep his mouth shut unless in the company of those people he trusts, which are few.

Instead, Caerth prefers the company of animals and the quiet companionship of trees and vegetation. As a druid, he cares for all natural life and strives to maintain the balance of nature, hunting down or chasing away those who threaten the equilibrium.

Every once in a while, though, he takes the form an inconspicuous animal and spends his time in town, observing the mysterious people of his mother’s race; wanting to belong, yet unable to understand.

Background:
In his earliest childhood memories, Caerth was playing outside the hut of the hermit Aeron, trying to catch the small animals that lived around it. Some of them fought desperately to escape the boy’s grasping hands, scratching the skin of his hands and arms. Gently at first but sternly when necessary, Aeron corrected the young half-orc and showed him how kindness worked better at gaining the creatures’ trust. This took him a long time; apparently his orcish blood urged Caerth to a more violent path even at that age.

As he grew up in the forest amongst the woodland creatures, Caerth learned to suppress his inherent violence and eventually channel it into curiosity about nature and its ancient magic. He became a fierce hunter, a gentle protector, and after many years, a promising young druid under the guidance of the hermit Aeron.

Upon entering the druidic circle, the aging hermit gave Caerth a new name: Heart-of-Oak. It was a title of respect for his loyalty to the natural balance of the world; of goodness of heart, and wise decisions. Caerth was also given a magical bronze ring. While wearing it, he would need only a few hours of rest, and no food at all; this enabled the young druid to travel to otherwise inhospitable wild places. It was in such a place, far from the familiar forest of home, where the half-orc rescued an owl chick from a hungry young manticore. He named the owl Screech, for the high sounds it makes when excited, and it has followed him around ever since.

A few times Caerth accompanied Aeron to the nearby town of Carnell, and although he was intrigued by the human people living there, they were not pleased by his presence. Attempts at conversation went very bad very quickly, and only the timely intervention by Aeron prevented an all-out fight.

When he asked his mentor about it, Aeron told Caerth how many years ago a young noblewoman had come to the hermit with a newborn wrapped in cloth. The infant, obviously a half-orc, was the result of one hedonistic night with an orc slave in a faraway brothel, and it would make a huge scandal if anyone found out. Better that the babe would die in childbirth. Yet the woman could not bring herself to take his life; instead she sneaked out and came pleading to the hermit druid to raise him and forever keep her secret.

The fact that his mother’s family was uncomfortable about him living nearby, and the general human suspicion about orcs and their violent nature, was the reason why most people would never fully trust Caerth. It was not fair, but being angry about would only confirm their suspicions.

Only once has Caerth seen his mother; in the shape of a large bird, he flew to her house and watched from a nearby tree as the woman he knew to be his mother was going about her chores. There was so much he wanted to say to her, to ask her, to comfort her, but in the end, he did not dare to enter the house; did not know if she would welcome him, or be proud; if she would recognize him at all.

He did not return.

Screech, animal companion
N tiny animal (owl)
HD: 7d8+3 (toughness)
HP: 32 (8+4d8+3=24 + 8)
Speed: 10 feet, fly 40 feet (average)

Base attack: +5
Melee attack: +11/+9 talons (multiattack, 1d4-2, distracting attack)
Armor class: 24 (+2 size, +4 Dex, +8 natural), touch 16, flat-footed 20

Space/reach: 2-1/2ft/0ft
Special attacks: Flyby Attack, multiattack
Special qualities: low-light vision, link, share spells, evasion, devotion, multiattack

Saves: Fort +5, Ref +9, Will +4
Abilities: STR 6, DEX 19, CON 10, INT 2, WIS 14, CHA 4

Skills: Listen +15, Move silently +20, Spot +8 (in shadows +16) (not sure if these numbers are correct...)
Feats: Weapon Finesse, Toughness (racial sub level 1), Flyby Attack, Distracting Attack
Tricks known (max 10): Attack (all creatures, counts as 2 tricks), Come, Down, Fetch, Seek, Stay, Work, Defend, Heel

Current XP (see this post): 56,895 + 4,950 + 2,500 = 64,345 XP (Mar 22, 2022)
Next level: 66,000

Last edited:
Oct 18, 2021: Leveled up to 11. Screech's skills still need to be adjusted (but it doesn't improve since last level-up).
Nov 21, 2021: Added the amulet of natural armor +4 and adjusted stats accordingly.
Feb 2, 2022: Updated prepared spells. Added the headband of intellect +2 and adjusted stats (INT, int-based skills) accordingly.
 

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G

Guest 11456

Guest
Aureus Canis

[sblock=Rolls]Abilities: 4d6.takeHighest(3)=14, 4d6.takeHighest(3)=9, 4d6.takeHighest(3)=16, 4d6.takeHighest(3)=14, 4d6.takeHighest(3)=14, 4d6.takeHighest(3)=11, 4d6.takeHighest(3)=15, 4d6.takeHighest(3)=15, 4d6.takeHighest(3)=8, 4d6.takeHighest(3)=14
Hit Points: Hit Points (1d6=2, 1d6=3, 1d6=2, 1d6=5, 1d6=4, 1d6=3)[/sblock][sblock=Character]INFORMATION
Name: Aureus Canis
Race: Hutaakan
Class: Rogue
Level: 7
Alignment: Lawful Good
Languages: Hutaakan, Orc (Maran), Gnoll, Javeldian, Vananean
Size: Medium
Gender: Female
Age: 20
Height: 6'-2"
Weight: 160#

ABILITIES
Str: 13 (15 base, -2 race)
Dex: 18 (16 base, +2 gloves)
Con: 14
Int: 16 (14 base, +2 race)
Wis: 18 (15 base, +2 race, +1 4th level)
Cha: 14

COMBAT
HP: 39 [6+2+3+2+5+4+3+14]
AC: 21 [10 base, +4 Dex, +6 armor, +1 natural]
AC Touch: 14 [10 base, +4 Dex]
Flatfooted: 17 [10 base, +6 armor, +1 natural]
Init: +4 [+4 Dex]
BAB: +5
Fortitude: +5 [2 Base, +2 Con, +1 cloak]
Reflex: +10 [5 Base, +4 Dex, +1 cloak]
Will: +7 [2 Base, +4 Wis, +1 cloak]
Speed: 30'

WEAPON
+2 Short Sword: Attack: +8, Damage: 1d6+3, Crit: 19-20/x2, Type: P

RACIAL
Abilities: -2 Str, +2 Int, +2 Wis
Size: Medium
Humanoid (Extraplanar, Hutaakan)
Speed: 30'
Darkvision 60'
+1 natural AC
+4 racial bonus on Hide and Move Silently checks.

CLASS: Rogue
Armor/Weapons: Light / Simple, hand crossbow, rapier, sap, shortbow, and short sword.
Sneak Attack +4d6
Trapfinding
Evasion
Trap Sense +2
Uncanny Dodge

FEATS
Nimble Fingers
Skill Focus (Disable Device)
Skill Focus (Open Locks)

SKILLS
Balance +16 (10 ranks, +4 Dex, +2 synergy)
Climb +11 (10 ranks, +1 Str)
Disable Device +20 (10 ranks, +3 Int, +2 nf, +3 focus, +2 tools)
Hide +18 (10 ranks, +4 Dex, +4 race)
Jump +13 (10 ranks, +1 Str, +2 synergy)
Listen +14 (10 ranks, +4 Wis)
Move Silently +18 (10 ranks, +4 Dex, +4 race)
Open Lock +21 (10 ranks, +4 Dex, +2 nf, +3 focus, +2 tools)
Search +13 (10 ranks, +3 Int)
Spot +14 (10 ranks, +4 Wis)
Survival +4 (+6*) (0 ranks, +4 Wis, +2 Synergy*)
Tumble +16 (10 ranks, +4 Dex, +2 synergy)
* find or follow tracks

SPECIAL
Fighting Defensively (+3 dodge bonus to AC)
Total Defense (+6 dodge bonus to AC)

CARRYING CAPACITY
Light: 50#
Medium: 100#
Heavy: 150#

EQUIPMENT
+2 Mithral Shirt (5250gp, 10#, worn)
Cloak of Resistance +1 (1000gp, 1#, worn)
Gloves of Dexterity +2 (4000gp, 0#, worn)
+2 Short Sword (8310gp, 2#, belt)
Backpack (2gp, 2#, back)
Rope of Climbing (0gp, 3#, backpack) [Signature Magic Item]
MW Thieves' Tools (100gp, 2#, backpack)
5 Potions of CLW (300gp, 1#, backpack)
10 Days of Trail Rations (5gp, 10#, backpack)
Waterskin (1gp, 4#, backpack)
Total (18,968gp, 35#, light)

FINANCES: 32

Background: TBD[/sblock]
Current HP: 31 (39 [max.])
 
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Scotley

Hero
Minvelepharadan 'Phar' Tamlyranth

Silver/Gray Elf Hybrid Elf Paragon 3, Wizard (Evoker) 8
56,404 XP per DM 10/12/2021

Str: 11 (13 base -2 race)
Dex: 16 (16 base -2 race +2 8th level)
Con: 12 (14 base -2 race)
Int: 24 (17 base +2 race +1 4th level +2 Paragon 3 +2 Magic)
Wis: 12
Cha: 12
Alignment: CG
HP: 56 (8+24+9Con) 4d4+3d8+7 Hit Points (2d8+4d4=24)
HP 8th level: 1D4 = [3] = 3
Hit points level 6 Evocker : 1D4 = [2] = 2
hit points for 7th and 8th level evoker: 1D4 = [3] = 3
1D4 = [3] = 3 +2 favored class bonuses
BAB: +6,+1
FORT: +4
REFLEX: +9
WILL: +8
AC: 22 touch 15, flatfooted 17

Gender: Male
Age: 150
Height: 5'7"
Weight: 100#
Hair: Pale golden worn long and held back with a simple silver headband.
Eyes: Violet
Appearance: Phar, as he allows those who do not speak the musical language of his people to call him, is tall and thin in a way that sets him apart from typical Silver Elves. His skin is pale gray and his eyes are violet and filled with deep sadness. His slender form gray form topped with pale golden hair has been likened to an aspen tree on a fall afternoon when the leaves are soon to fall. His long hair is brushed out straight and held in place with a simple silver band. He wears a chain shirt of impossibly fine delicate work in mithral over silver-gray padding of a smooth cloth. Over this is a black vest with stylized stags under a night sky. The stars are in the pattern of the midsummer sky over lost Amylinyon. His gear is all of the archaic style of Amylinyon no longer seen. He carries the traditional elven weapons--longsword and longbow. His trousers are also silver gray and faced with buffed leather. He wears low soft boots and a travelers pack. While most of his gear is in pale silver, light wood or buff colors his cloak is a vivid purple that matches his eyes. A buckler of dark wood is strapped to his left arm. It too is faced with a stylized stag with elaborate horns swept back over the length of the body.

Gray/Silver Elf Hybrid
•+2 Dexterity, -2 Constitution, +2 Intelligence, -2 Strength.
•Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
•Elf base land speed is 30 feet.
•Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
•Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
•Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
•+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
•Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
•Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Wizard
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.
Spells: A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time.
Bonus Languages:A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.
Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can.
Bonus Feats: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.

Elf Paragon
Elf paragons are proficient with all simple weapons, rapiers, longswords, shortbows, and longbows. Elf paragons are proficient with light armor, but not with shields.

Wizard level +2

Elfsight (Ex) An elf paragon has exceptional visual acuity. Her racial bonus on Search and Spot checks increases to +4. In addition, an elf paragon's low-light vision increases in range, allowing her to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

Resist Enchantments (Ex) An elf paragon's racial bonus on saves against enchantment spells or effects increases by 2.

Weapon Focus (Ex) At 2nd level, an elf paragon gains Weapon Focus as a bonus feat. This feat must apply to either the rapier, longsword, shortsword, shortbow, longbow, composite shortbow, or composite longbow.

Ability Boost (Ex) At 3rd level, an elf paragon's Intelligence score increases by 2 points.

Feats
Scribe Scroll (wizard bonus)
Summon Familiar (wizard bonus0
Weapon Focus [longbow] (elf paragon bonus)
Spell Penetration (campaign bonus)
Point Blank Shot 1st Level
Precise Shot 3rd Level
Practiced Spellcaster (complete wizard p.82) 6th Level
Wizard Bonus Spell Mastery (Dispel Magic, Summon Monster 3, Feather Fall, Magic Missile, Web, Fireball, Shield)
Rapid Shot 9th level

Skills
(2+7Int)x(Level+3)=126
Languages: Common, Elven, Centaur, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan
Bluff*1+1Gear+1Cha
Concentration 14+1Con
Craft
Decipher Script 2+7Int
Diplomacy 8+1Cha+2Syn
Hide 5+3Dex
Knowledge Arcana 14+7Int
Knowledge Architecture and Engineering 5+7Int
Knowledge Dungeoneering 1+7Int
Knowledge Geography 1+7Int
Knowledge History 1+7Int
Knowledge Local 1+7Int
Knowledge Nature 2+7Int
Knowledge Nobility and Royalty 5+7Int
Knowledge Religion 2+7Int
Knowledge The Planes 2+7Int
Listen 14+1Wis+4Race
Move Silently 5+3Dex
Ride* 2+3Dex
Search* 4+1Wis +4Race+2Syn(secret doors and hidden compartments)
Spellcraft 14+7Int+2Syn
Spot 14+1Wis+4Race
Survival 2+1Wis
Swim 2

*Cross class

Spells

Evoker Opposed Schools Illusion and Necromancy
4+s, 4+2+s, 4+2+s, 3+2+s, 3+1+s,2+1+S
Current:
O Level Light (s), Caltrops, Detect Magic, Prestidigitation, Electric Jolt
1st Level Magic Missile (S)x2, Whelm, Kelgore's Fire Bolt, Protection from Evil, Slide, Feather Fall
2nd Level Scorching Ray (S), Luminous Swarm, Glitter Dust, Cat's Grace, Scorching Ray x2
3rd Level Fireball (S), Haste, Summon Monster 3, Fly, Dispel Magic, Lightning Bolt
4th Level Fire Shield (S), Ice Storm, Summon Monster 4
5th Break Enchantment, Wall of Force (S), FireBurst (S)


Spell Book Acid Splash, Arcane Mark, Caltrops, Daze, Dancing Lights, Detect Poison, Detect Magic, Electric Jolt, Flare, Light, Sonic Snap, Amanuensis, Launch Bolt, Launch Item, Mage Hand, Mending, Message, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Open/Close, Resistance, Stick,
1st (12) Grease, Protection from Evil, Identify, Slide (SC), Shield, Magic Missile, Kelgore's Fire Bolt (PH2), Whelm (PH2), Enlarge Person, Feather Fall, Familiar Pocket (SC), Light of Lunia (SC)
2nd (4) Slapping Hand (SC), Luminous Swarm (CM), Scorching Ray, Glitterdust, Bull's Strength, Cat's Grace, Web
3rd Haste, Fireball, Lightning Bolt, Fly, Dispel Magic, Summon Monster 3
4th Fire Shield, Ice Storm, Wall of Fire, Summon Monster 4, polymorph
5th Permanency, Break Enchantment, Wall of Force,

Spells in Reynold's Spellbook (given to Phar by Timmins)
0th
All from PHB and SC

1st
Animate Rope
Babau Slime [SC]
Backbiter [SC]
Breath Flare [SC]
Corrosive Grasp [SC]
Detect Undead
Erase
Expeditious Retreat, Swift [SC]
Hail of Stone [SC]
Mage Armor
Magic Missile
Orb of Acid, Lesser [SC]
Portal Beacon [SC]
Ray of Flame [SC]
Shield
Spirit Worm [SC]
Summon Monster I
Summon Undead I [SC]

2nd
Acid Arrow
Augment Familiar [SC]
Command Undead
Darkvision
Discern Shapechanger [SC]
Knock
Ray of Weakness [SC]
Summon Undead II [SC]
Wraithstrike [SC]
Xander's Spellbook
0th
Acid splash, amanuensis [SC], arcane mark, caltrops [SC], dancing lights, daze, detect magic, detect poison, disrupt undead, distract [SC], electric jolt [SC], flare, ghost sound, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, silent portal [SC], sonic snap [SC], touch of fatigue

1st
Endure elements, fist of stone [SC], mage armor, mage hand (greater) [SC], magic weapon, Nystul's magic aura, shield, sniper's shot [SC], true strike

2nd
Arcane lock, blur, bull's strength, fly (swift) [SC], spider climb, web, wraithstrike [SC]

3rd
Deep slumber, explosive runes, fireball, tremorsense [SC], Wanda's crawling force missile [homebrewed]


Wanda's Crawling Force Missile
Evocation [Fear, Force, Mind-Affecting]
Level: Drd 4, Sor/Wiz 3, Insect 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to four creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Will partial negates
Spell Resistance: Yes

A force missile of magical energy darts forth from your fingertip, unerringly strikes its target, and makes the victim believe insects are crawling on her. The force missile deals 1d4+1 points of damage.

No attack roll is required, as Wanda's crawling force missile strikes unerringly, even if the target has anything less than total cover or concealment. Specific parts of a creature cannot be singled out. Inanimate objects cannot be damaged by the spell.

After the crawling force missile strikes, the victim must make a Will save or become panicked for 1d4 rounds, as she believes that tiny beetle-like insects are crawling all over her body. A successful save negates this mind-affecting fear effect. A panicked victim suffers a -2 morale penalty on saving throws, and cowers until the effect ends. (See DMG for more information on fear-panicked creatures.)

For every three levels of experience past 3rd, you gain an additional missile. You have two at 6th level, three at 9th level, and the maximum of four at 12th level or higher. You can have them strike a single creature or several creatures. You must designate targets before you roll for SR or determine damage.

Material Component: An arrow painted white.




b
Equipment
+2 Headband of Intellect 4000 gp
+1 Feycraft Mithral Thistledown Suit Chain Shirt 2850 gp 11.2# APC: 0 Max Dex: +7 Arcane spell failure: 0%
+1 Feycraft Darkwood Buckler 1714 gp 5# ACP: 0 Arcane spell failure: 0%
+2 Ring of Protection
MW Longsword [+5 melee] 315 gp 4#
+1 Elvencraft Longbow [+10 ranged, +11 point blank] 2675 gp 3#
-20 arrows 1 gp 3#
Dagger (x3) [+5 melee, +8 thrown] 6 gp 1#
Wand of Web 4500 gp (50 charges) [-1]
Wand of Cat's Grace (40 charges)
Travelers Outfit 0 gp 0#
Spell Component Pouch 5 gp 2#
Scroll Case 1 gp .5#
-scroll of fly
-scroll of Cat's Grace
-scroll of Bull's Strength
Handy Haversack 2000 gp 5#
-2 Spell books of dragon hide with vellum pages in slipcovers 540 gp
-1 spell book standard 15 gp
-Bed roll and winter blanket 6sp
-Candle x2 2 cp
-Flint and Steel 1 gp
-Water Skin x2 one filled with wine 12 gp
-50' silk rope 10 gp
-trail rations x10 days 5gp
-Pen x2, Ink and Parchment x9
-Morningstar 8 gp
-Torch x2 2 cp
3 pp 24 gp 3 sp 6 cp
100 gp *(ironweights) in a fine pouch with silk thread.

Hawk Familiar
Featar (roughly translated 'high spirit' 'sky spirit')
Size/Type: Tiny Magical Beast
Hawk (male)
Tiny Animal
Hit Dice: 4 1d8 (19 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 21 (+2 size, +3 Dex, +6 natural), touch 15, flat-footed 17
Base Attack/Grapple: +4/-6
Attack: Talons +5 melee (1d4-2)
Full Attack: Talons +7 melee (1d4-2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +2, Ref +6, Will +7
Abilities: Str 6, Dex 17, Con 10, Int 8, Wis 14, Cha 6
Skills: Listen +4, Spot +16 or as Master
Feats: Alertness, Weapon Finesse
Familiar Abilities: Alertness (master when within arms length), improved evasion, share spells, empathic link, deliver touch spells, speak with master and speak with other hawks.

History/Background]
 
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Taking over Voda Vosa's character - and willing to turn it back over to him when he returns

http://www.coyotecode.net/roll/

hit points: 100
Damage taken:


Code:
 Name:     Quinn Inagui
Class:     Fighter
Race:      Human
Size:      Medium
Gender:    Male
Alignment: Neutral

Level: 8          XP:  31,505 next level: 36,000
Str: 18 +4 (15+1+2I)      BAB: +8/+3     Grapple: +11/+6   Dmg Red: 0
Dex: 14 +2 (14)      Init: +2 [dex +2]   
Con: 16 +3 (16)      HP: 100 (8*(1d10+3))      [1d10+3 [con]/ lvl]
Int: 13 +1 (13)      Speed: 30'        Spell Res: 0
Wis: 14 +2 (13)     +2 will     Spell Save: +0
Cha: 12 +1 (12)      ACP: -4           Spell Fail: 0%

level 4 adjustment: con
level 8 adjustment:  str  hp roll 6+3[con]

      Base Armor Shld   Dex  Size   Nat  Misc  Total
Armor: 10   +5    +0    +2    +0    +0    +2    19 [20 with dodge] Touch: 13 [14 with dodge] Flatfooted: 17

      Base  Mod Misc Total (Misc = cloak)
Fort:   5    +3  +1    +9
Ref:    2    +2  +1    +5
Will:   2    +1  +1    +4

Weapon                 Attack   Damage     Critical
+1 MW Spiked Chain     +15/+10  2d4+7      x2  Signature magic item: won it at his last gladiatorial fight
Net                     +6/+1     -        -  Special: rng touch att; entangle; range inc : 10 ft
                                               lacking exotic weapon proficiency for this so att at -4
Longsword, mwk          +13/+8  1d8+4     19-20/x2
Longbow +1             +11/+8   1d8+5     x3 range inc: 110 ft (Mighty +4 composite)

Languages: Common, Dwarven.

Abilities:
Human:
[LIST]
[*]Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
[*]Human base land speed is 30 feet.
[*]1 extra feat at 1st level.
[*]4 extra skill points at 1st level and 1 extra skill point at each additional level.
[*]Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
[/LIST]
  See the Speak Language skill.
* Favored Class: Any. When determining whether a multiclass human takes an experience point penalty,
  his or her highest-level class does not count.

Feats:
H) Exotic weapon prof. (Spiked chain)
F1) Combat expertise: with penalty on att, get bonus on ac to max of -5/+5
F2) Improved trip: trip without an AOO and +4 to str check on trip attempts
F4) Mobility: +4 to ac on AOO
C1) Dodge: +1 to ac vs designated opponent
C3) Weapon focus (spiked chain): +1 attack
C6) Spring attack: move both before and after action, max speed of limit. no AOO
F6) Weapon specialization: Spiked Chain; +2 to damage
F8) Whirlwind Attack: full round att to attack all within reach.
later C9)  F10)  F12)  C12)  F14)  C15)

4 [human] +[2[base]+1[int]*4]+[7*3[class] +7 [race]= 12 + 21 + 7= 44 skill points

Skills    Ranks  Mod  Misc  Total
Climb       8    +4          +12
Jump        10    +4          +14
Ride        7    +4          +11
Swim        8    +4          +12
intimidate 11  +1        +12

Equipment:
Breastplate +2                  4250 Gp   30 lb
Chain spiked MW  +1              320 Gp   10 lb [bonus item]
Gloves of Ogre power            4000 Gp    4 lb
Cloak of Resistance +1          1000 Gp  1 lb
Net                               20 Gp    6 lb
Long sword, mwk                  315 Gp    4 lb
Potion of Cure light wounds x5   250 Gp
Composite Longbow (Str +4)  +1  2500 Gp    3 lb
Arrows  x 60                       3 Gp    9 lb Quiver
Quiver elehonna                 1800 Gp    2 lb
heward's haversack              2000 Gp    5 lb
boots of the winterlands        2500 Gp    1 lb
Bed roll                           1 Sp    5 lb
Flint and steel                    1 Gp
Iron pot                           5 Sp   10 lb
10 days of trail ration            5 Gp   10 lb
Waterskin                          1 Gp    4 lb
    cash spent: 18805 +  7.6 gp
Money: start at 19000
gp:  37.4
A life of fight is what Quinn has always desired. Luckily he was born in the city of Gladiators! The northern cities provide a good training ground for the young warrior, and he soon grew in strength and renown, as many of the coliseums in the city payed him good money to fight the slave gladiators, in a commemorative fight, freedom against slavery. Of course Quinn always won the fights he was in, his employees made sure of it. After some years of competitions and just a few defeats, Quinn decided that the petty gladiators of his home city won't offer him any more challenge. He knew their tactics, and as far as he was concerned they were no dign opponents for him.
So he picked up all his prizes, won over many battles in the dusty arenas and crowded coliseums, and started a journey. A lone wanderer looking for a worthy opponent.
That seemed like a good idea first. At least before he stood up against monsters way too powerful to be defeated by his skills alone.
Life taught Quinn the hard way, that he should not be so arrogant.
Beaten, thirsty and hungry, he arrived to the Strandlands. Maybe these lands would offer him better chances.


You grew up in the City-state of Sulinon, also known as the City of Coliseums. you father had been a slave-gladitior of some renown while your mother had been a highborn lady who bought, bed, and eventually freed your father. He took his freedom and left Sulinon soon after your birth. Your mother, dishonored, took her own life.

You were raised a bastard child in the care of the city until you were old enough to earn your way in the city's arenas. You have your father's skill and your mother's agility and rose to fame in the city. However, you needed more than just the crowd's roars for blood in your life, so you took to the road to seek adventure and fame elsewhere.

The road was difficult and full of monsters and bandits. You quickly learned that the world outside the arena is a even more dangerous place. You've visited the other Chara Cities -- enslaved Sange, rotted Favir, and Apollo's sacred Hellekan. You've explored the streets of Deepwater and walked the edge of the desert known as the Great Expanse. You know of Tyr and its coliseum and have shaken in fear at the sight of the Infernal spires and domes of the City-state of Flamerule.

But now, now you come to the Freeholds of the Strand, the Strandlands, and you have gained new friends/allies in your search for your next challenge. They are still new to you; although, they seem to know each other. You haven't yet decided whether or not you can trust these people with your entire story but you have com to trust them in a fight. Halmar in particular.

There seems to be good people here in the Strandlands but there are also monsters in the wilderness and orcs in the mountains, nearby. Perhaps here, in this land of warriors, you will find your place in the world or perhaps it will only be the next stop on the road.

Anything is possible.

Wondrous Items :: d20srd.org
Wondrous Items :: d20srd.org
Wondrous Items :: d20srd.org

special information:

Current HP: 100/100
 
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Knightfall

World of Kulan DM
Archived version of PCs moved to the Campaign Guide thread. Thateous, you might want to copy and re-post Tailspinner's original post for Aureus so you can edit it. (I think you did this once before but the database corruption removed that post.)
 
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Thateous

Explorer
Archived version of PCs moved to the Campaign Guide thread. [MENTION=6814006]Thateous[/MENTION], you might want to copy and re-post Tailspinner's original post for Aureus so you can edit it. (I think you did this once before but the database corruption removed that post.)
It's on my list. Without computer for the next few days though.
 

Thateous

Explorer
[sblock=Character]INFORMATION
Name: Aureus Canis
Race: Hutaakan
Class: Rogue
Level: 7
Alignment: Neutral Good
Languages: Hutaakan, Orc (Maran), Gnoll, Javeldian, Vananean
Size: Medium
Gender: Female
Age: 20
Height: 6'-2"
Weight: 160#

ABILITIES
Str: 13 (15 base, -2 race)
Dex: 18 (16 base, +2 gloves)
Con: 14
Int: 16 (14 base, +2 race)
Wis: 18 (15 base, +2 race, +1 4th level)
Cha: 14

COMBAT
HP: 39 [6+2+3+2+5+4+3+14]
AC: 21 [10 base, +4 Dex, +6 armor, +1 natural]
AC Touch: 14 [10 base, +4 Dex]
Flatfooted: 17 [10 base, +6 armor, +1 natural]
Init: +4 [+4 Dex]
BAB: +5
Fortitude: +5 [2 Base, +2 Con, +1 cloak]
Reflex: +10 [5 Base, +4 Dex, +1 cloak]
Will: +7 [2 Base, +4 Wis, +1 cloak]
Speed: 30'

WEAPON
+2 Short Sword: Attack: +8, Damage: 1d6+3, Crit: 19-20/x2, Type: P

RACIAL
Abilities: -2 Str, +2 Int, +2 Wis
Size: Medium
Humanoid (Extraplanar, Hutaakan)
Speed: 30'
Darkvision 60'
+1 natural AC
+4 racial bonus on Hide and Move Silently checks.

CLASS: Rogue
Armor/Weapons: Light / Simple, hand crossbow, rapier, sap, shortbow, and short sword.
Sneak Attack +4d6
Trapfinding
Evasion
Trap Sense +2
Uncanny Dodge

FEATS
Nimble Fingers
Skill Focus (Disable Device)
Skill Focus (Open Locks)

SKILLS
Balance +16 (10 ranks, +4 Dex, +2 synergy)
Climb +11 (10 ranks, +1 Str)
Disable Device +20 (10 ranks, +3 Int, +2 nf, +3 focus, +2 tools)
Hide +18 (10 ranks, +4 Dex, +4 race)
Jump +13 (10 ranks, +1 Str, +2 synergy)
Listen +14 (10 ranks, +4 Wis)
Move Silently +18 (10 ranks, +4 Dex, +4 race)
Open Lock +21 (10 ranks, +4 Dex, +2 nf, +3 focus, +2 tools)
Search +13 (10 ranks, +3 Int)
Spot +14 (10 ranks, +4 Wis)
Survival +4 (+6*) (0 ranks, +4 Wis, +2 Synergy*)
Tumble +16 (10 ranks, +4 Dex, +2 synergy)
* find or follow tracks

SPECIAL
Fighting Defensively (+3 dodge bonus to AC)
Total Defense (+6 dodge bonus to AC)

CARRYING CAPACITY
Light: 50#
Medium: 100#
Heavy: 150#

EQUIPMENT
+2 Mithral Shirt (5250gp, 10#, worn)
Carrying "Cruel Justice"
Cloak of Resistance +1 (1000gp, 1#, worn)
Gloves of Dexterity +2 (4000gp, 0#, worn)
+2 Short Sword (8310gp, 2#, belt)
Backpack (2gp, 2#, back)
Rope of Climbing (0gp, 3#, backpack) [Signature Magic Item]
MW Thieves' Tools (100gp, 2#, backpack)
5 Potions of CLW (300gp, 1#, backpack)
10 Days of Trail Rations (5gp, 10#, backpack)
Waterskin (1gp, 4#, backpack)
Total (18,968gp, 35#, light)

FINANCES: 32[/sblock]
Current HP: 39

Cruel Justice [AL LN; Ego: 19; Int 17, Wis 17, Cha 13] > +1 keen adamantine scimitar
- Detect Thoughts (At Will; CL 6th) [Greater Power]
- Zone of Truth (3/day; CL 6th)
- 10 ranks of Intimidate
- 10 ranks of Sense Motive
- Special Purpose: Defat the Guilty
- Cut off opponent's hand (Reflex save, DC 17; opponent is automatically disarmed on a successful save) [Dedicated Power]
 
Last edited by a moderator:

Neurotic

I plan on living forever. Or die trying.
Maur Deepdelver
Race: Dwarf (Sonnthord)
Player: Neurotic
Class: Cleric 5/Ordained Champion 4/Divine Disciple 3

Experience: 66 400/ 78 000
Start: 28 000 / 36 000
+900
+300
DM calculation: 33,200
5160XP after defeating Xander and Hilrasean
360XP for healing villagers
After Tarrak fight

After Boots camp
-100 XP from Zelekhut calling

Alignment: Lawful Good
Speed: Walk 20' (20' in armor)
Languages: Common, Dwarf, Terran

------------------------ Description -----------------------
Height: 4' 6" Weight: 168 lbs. Gender: Male
Eyes: Very light blue Hair: Red Skin: Pale with redish tint
Quirks: Ofter repeats things
Speech style: Enunciates very clearly
Quotable: Yield to your fate!
What Moradins hammer built, it can unbuild.



Stat Score Mod
STR 18 (+4)
DEX 10 (+0)
CON 18 (+4) (+1@12th)
INT 12 (+1)
WIS 18 (+4) (+1@4th +1@8th)
CHA 12 (+1)

Hit Points: 112
AC 24 / 13 / 24 (+4 vs giants)
Init: 0

+3 racial vs poisons, spells and spell-likes
+1 vs evil creatures (vestments))
+1 sacred against divine spells, as well as the spell-like and supernatural abilities of outsiders.
Fortitude: +18 = +11 +4(con) +2(feat) +1(item)
Reflex: + 4 = +3 + 0 (dex) +1(item)
Will: +16 = +11 +4(wis) +1(item)

Warhammer: +16/+11 1d8+7 20/x3
(+1 vs orcs and goblinoids)

Crossbow: +10 / 1d8

Combat stats
AC: 10 + 9(plate +1) +4 (heavy shield +2) +0 (DEX) +1 (deflection)
Total / Touch / Flat Footed
AC: 24 / 13 / 24
Initiative: +0

BAB: +10
Melee: +14
Ranged: +10

Unarmed attack:
to hit: +14
damage: 1d3+4
critical: 20/x2

Crossbow (Light/Masterwork):
Attack: +11
Damage: 1d8
critical: 19-20/x2
Range: 80 ft.

Alchemical Silver Warhammer +1:
Attack: +16/+11
Damage: 1d8+7 (+highest spell level available to cast)
Critical: 20/x3


Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond.

+2 Constitution, –2 Charisma.
Humanoid (Dwarf)
Medium: As Medium creatures, deep dwarves have no special bonuses or penalties due to their size.
Deep dwarf base land speed is 20 feet. However, deep dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Deep dwarves can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and deep dwarves can function just fine with no light at all.
Stonecunning: This ability grants a deep dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a deep dwarf can use the Search skill to find stonework traps as a rogue can. A deep dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Deep dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A deep dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+3 racial bonus on saving throws against poison.
+3 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs 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 Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter. A multiclass deep dwarf’s Fighter class does not count when determining whether he takes an experience point penalty for multiclassing.
Level Adjustment: +0

Turn undead 6/day
Turn air elementals: 4/day
1d20+1 (CHA) +2 (religion)
2d6+5 (level)+1 (CHA) +1 (ephod of authority)

Code:
Turning Result     Max HDResult
Affected
>0                         1
1 - 3                   2
4 - 6                   3
7 - 9                   4
10 - 12                 5
13 - 15                 6
16 - 18                 7
19 - 21                 8
22 +            9

Armor Proficiency (Heavy), Simple weapons, Shield Proficiency
Domains: Craft, Dwarf (Divine Disciple), Earth, War (Ordained Champion)
4th level ACF: Weapon proficiency (warhammer), +2 damage with the warhammer
Turn undead

ECL 10 = 5 + 2 (ordained champion) + 3 (divine disciple)
Spells base
0 1 2 3 4 5
6 4 4 3 3 2

Bonus domain (war)
gain Dwarven Armor Proficiency (lose Craft domain power)
Spontanous cast of war domain spells, lose spontaneous healing
Diehard feat
Smite (spend turn as swift +1 attack/+10 damage)
Channel spell (move action into the weapon, 8h duration)
Divine bulwark - swift action sacrifice spell to gain DR 1+spell level/chaotic for OC level (4) rounds
Fist of the gods - swift action sacrifice spell: 1+spell level damage for OC level rounds
Rapid spontaneous casting - standard --> swift, full --> standard, if modified by metamagic, normal casting time

@5th
Holy Warrior - spend turn as swift, use wisdom instead of strength for the attack
War caster - +2 bonus to CL of War domain spells

1st: Pious Soul
3rd: Power attack
4th: Martial weapon proficiency (warhammer)
5th:(bonus Ordained champion) Dwarven armor proficiency
5th:(bonus War Domain) Weapon Focus (warhammer)
6th (bonus Ordained champion) Diehard
6th: Spontaneous Healer
9th: Holy warrior (reserve feat)
10th: (bonus dwarf domain power) Great Fortitude
12th:

Skill points:
(3x4 1st cleric) + (3x4 cleric) + (3x4 champion) + (3x3 divine disciple) = 45
SkillAttributeModRankMiscTotal
AppraiseInt101
BalanceDex00-7-7
BluffCha101
ClimbStr40-7-3
*ConcentrationCon41216
*Craft ArmorInt1225
Decipher ScriptInt101
*DiplomacyCha156
Disable DeviceInt101
DisguiseCha101
Escape ArtistDex00-7-7
ForgeryInt101
Gather InformationCha101
Handle AnimalCha101
*HealWis4610
HideDex00-7-7
*IntimidateCha101
JumpStr40-7-3
*ArcanaInt101
*DungeoneeringInt112
*HistoryInt112
*NobilityInt112
*PlanesInt112
*ReligionInt188
ListenWis404
Move SilentlyDex00-7-7
Open LockDex000
PerformCha101
*ProfessionWis404
*RideDex011
SearchInt101
(c)Sense MotiveWis42510
Sleight of HandDex000
*SpellcraftInt167
SpotWis404
SurvivalWis404
SwimStr404
TumbleDex00-7-7
UMDCha101
Use RopeDex000

Healing hands skill trick 2 skill points
Swift concentration skill trick 2 skill points

ITEMPRICEWEIGHTSLOTNOTE
Anklet of translocation1400-FeetSwift action teleport 10' 2/day
Brute gauntlets500-HandSwift 3 charges 2/3/4 damage or str checks
Cloak of resistance +11000?Shoulder+1 resistance to all saves
Reliquary holy symbol1000+2 turn attempts
Ring of protection +12000-Ring+1 deflection to AC
Hammer Sphere15000,5-Standard 1/day spiritual weapon 3d6 dmg
Magic bedroll5006-?
Ephod of authority (Divinity Vestment)800Torso2Turn level +1
Lenses of revelation (Divinity Vestment)1400-FaceStandard action detect evil outsider or undead
Cord of favor (Divinity Vestment)3000 (bonus)1WaistDivine favor 3/day (uses spell slots), +5 Sense motive
Warhammer +123125Weapon
Interlocking plate +1290050Armor+2 AC if move 5' or less in a round
Darkwood light shield +112152,5ShieldLeft in Carnell
Heavy shield +2-10ShieldTaken in Carnell
Wand of CLW175010 harges
Potion of CLW x22100Heals 1d8+1
MUNDANE
String and bells x10101Night alarm
Signal whistles x54Companion aid
Masterwork manacles with good lock1306Escape artist DC 35, STR DC 28, Pick lock DC 30
Sealing wax11
Empty vial x10101
Signet ring (platinum)50
Backpack22
Scrollcase10,5
Oil1sp1
Piton x1015
Earthsilk rope 50'127hard 1, 10 HP, burst STR DC 26
Waterskin14
Holy water x21001Used against nightshade spider
Tanglefoot bag x210012One used against Tarrak
Weapon capsule retainer100Holds Ghost blight
Ghostblight100Gives ghost touch to the weapon for 3 rounds
Shapesand10012Will DC 13 to shape into whatever, DC 16 if living
Holy symbol x55
Sundark goggles x220-2 Spot check
Earthsilk jersey1502DR 1/slashing or bludgeoning
TOTAL18284,1104

Current load: Light

Encumbrance
Light: 100
Medium: 200
Heavy: 300

Spells (DC 14+spell level):
use Celestial Brilliance 1/week
1 day / level
5 feet emanation / level

component: 50gp / level gem or other valuable that is consumed as the spell runs its course
OR
component2: diamond (or precious material religious icon) worth at least 1500gp as permanent receptacle of the light - not destroyed by the spell

The light can be covered same way as continual light EXCEPT it can be felt (not seen) as aura of casters alignment (can be prevented same way as detect evil by thick wood, stone or thin sheet of lead)

Level 0 x6
Amanuensis, Create Water, Detect Magic x3, Purify Food

Level 1 x (4+1+D)
Bless x2, Foundation of Stone, Hide from Undead, Impede, Animate Rope (D)

Level 2 x(4+1+D)
Conduit of life, Consecrate, Comprehend languages, Remove Paralysis, Shared Healing, Spiritual Weapon (D)

Level 3 x(3+1+D)
Demon Dirge, Dispel Magic, Holy Storm, Mass Conviction (+3), Downdraft, Stone shape (D)

Level 4 x(3+1+D)
Celestial Brilliance, Lesser Holy Transformation, Recitation, Spike Stones(D)

Level 5 x2
Call Zelekhut, Revivify

Level 0 x6
Amanuensis, Detect Magic x3, Mending, Read Magic

Level 1 x5
Bless Water, Command, Comprehend Languages, Ice Gauntlets, Updraft, Animate Rope (D)

Level 2 x3
Calm Emotions, Consecrate, Zone of Truth(Enchantment), Wood Shape (D)

Level 3 x3
Chain of Eyes, Locate Object, Visage of the Deity, Stone Shape (D)

Level 4 x2
Panacea, Sending, Minor Creation (D)

Level 0 x6
Detect Magic x3, Guidance, Read Magic

Level 1 x5
Command, Conviction, Sanctuary, Shield of Faith (+2), Magic Stone (D)

Level 2 x3
Close Wounds, Divine Protection, Hold Person, Cloud of knives, Soften Earth and Stone (D)

Level 3 x3
Holy Storm, Divine Retaliation, Prayer, Magic Vestment (D)

Level 4 x2
Holy Transformation, Mystic Aegis, Spike Stones(D)

Maur is wiry for a dwarf of his strength (that is, it is easier to walk around him then to jump over him). He still weighs as much as a human warrior. And with his heavy armor and shield, you pretty much don't need tremor sense to feel him coming.

He prefers drab and functional clothing, preferably of earth silk. His calling occasionally requires full cleric regalia however and he can be quite fetching if cleaned properly. He is focused on his quest, but he is willing to help along the way. He falls somewhere between gregarious hill dwarves and dour high dwarves in disposition. He is quiet in a contemplative way, listening more than talking. But when required he can join in.

His heritage left him with very pale, nearly luminous and quite big eyes. The hair is reddish-brown, his complexion pale with a faint reddish hint. While generations in the deeps gifted his people with superior darkvision, this surface world is too bright and he often finds himself lowering his dark-tinted goggles over his eyes.

Maur was what in human lands would be a contemplative monk. Dwarven way, you contemplated your higher calling by working. As the eldest son of an old family, he was expected to go into the clergy. While the young dwarf didn't really feel it, he was more interested in his craft than religion, he studied diligently. After all, it was his duty.

But early years after his investment ceremony, there was a disturbance in the deeps. Something riled up all the various creatures and the dwarves were besieged by little troubles. Travelling became hard, the tunnels became dangerous and creatures threw themselves against the dwarven defenses in seemingly suicidal attacks.

Finally, there came a day when everything was explained. There was a massive surge of undead. A horde of monsters in different stages of decomposition interspersed with more powerful undead came against the city. The worst were incorporeal ones, those against whose touch plain walls and armor just didn't work. But the dwarves were people of faith and soon the clergy and the runecasters had them protected and isolated from the worst of it. Still, the battle had to be fought and Deepdelvers, father, mother and both sons were in the fighting.

Physically powerful, pious, but not powerful in the ways of the faith, Maur still called upon Forge-fathers power to clear the area around him of minor undead to better battle stronger opponents. After the battle, the wounds mended, the spirits lifted young priest realized that wherever he looked that day, whichever dwarf with the shield he lay his eyes on, everyone had the same shield. After some research and consulting with his superiors, it was determined to be Shield of the Resolute, lost relic of Moradin. Divination followed divination, and it was decided Maur is to go forth into the world of light and find it.

As he prepared, the father gave him his hammer and the belt he always wore in battle. From his church, he received another gift, two lenses that revealed evil in his vicinity. He learned about vestments of divinity and started his quest, following merchant caravan into the shallow caverns of surface dwarves. There he said his goodbyes and ventured into the world. Through the years, he managed to find another of the vestments, recover a reliquary, get his weapon enchanted, and discovered his lust for battle and his true calling in the name of Moradin, The All-Father. He spent years in the High Dwarf citadel, researching leads, learning the ways of the surface, and finally catching a whisper of an idea of a rumor that an old dwarf in some human town might know the location of another item.

Now ordained champion encased in the exotic armor of his people, he ventures into the terrible sun-lit world of endless sky and free elements pursuing the quest of his vision.
 

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