Rhun's Homebrew Ravenloft - Rogue's Gallery

Jemal

Adventurer
James *Under Construction*

[sblock=stats]
Male Gray-Elf Swashbuckler3/Fighter3
AL: CG HT: 6' WT: 190 Hair: Silver, Braided Eyes: Amber

STR: 10 (+0) [4 points -2 Racial]
DEX: 22 (+6) [13 points +2 Racial +1 level +2 Enhancement ]
CON: 8 (-1) [2 points -2 racial]
INT: 16 (+3) [6 points +2 Racial]
WIS: 10 (+0) [2 points]
CHA: 10 (+0) [2 points]

HP: 36 (6d10-6) AC: 25 (10 base +6 dex +6 Armour +2 Shield +1 Dodge) *Fighting Defensively=30*
Saves: FORT: +5 (6 base -1 con) REF: +9 (2 base +6 dex +1 grace) WILL: +2 (2 base)
Init: +6
Speed: 30'

Bab: 6 Grapple: +6
Attacks:
Quarterstaff(Two-handed): + 14/+9, 1d6+3
Quarterstaff(Two-Weapon Fighting): +12/12/7 (1d6+3)
Fighting Defensively: +8/8/3 (2d6+3)

Skills(Total/Ranks):[66 Points]
Bluff(+9/9), Diplomacy(+12/8), Escape Artist(+15/9), Intimidate(+10/8), Jump(+11/9), Sense Motive(+9/9), Tumble(+17/9), x5
*Synergies(Allready figured in): Tumble=+2 jump; Bluff=+2 diplomacy, Intimidate; Jump=+2 Tumble; Sense Motive=+2 Diplomacy*

Feats: [6] Weapon Focus(Quarterstaff), Dodge, Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Defense, Deadly Defense

Class Features: Weapon Finesse, Grace+1, Insightful Strike, 3 Bonus Fighter Feats(Factored into feats)

Languages: Common, Draconic, Dwarven, Elven, Giant, Hobgoblin.

Equipment: 13,000
+1(Both ends) Darkwood Quarterstaff (4,640)
Gloves of Dexterity+2 (4,000)
+1 Koradian Mithril Shirt(2,700)
Boots of Landing (500): Take 2d6 less falling damage and land on feet.

1,160 Silver
[/sblock]

*Background/description pending*
 

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Nebten

First Post
Donner, CG Human, Cleric 5/ Stormlord 1

Code:
[B]Name:[/B] Donner
[B]Class:[/B] Cleric 5/Stormlord 1
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] Bahari

[B]Str:[/B] 16 +3            [B]Level:[/B] 5/1      [B]XP:[/B] 15,000
[B]Dex:[/B] 15 +2            [B]BAB:[/B] +3         [B]HP:[/B] 44 (6d8+6)
[B]Con:[/B] 12 +1            [B]Grapple:[/B] +6     [B]Dmg Red:[/B] Eletricity 5 
[B]Int:[/B] 12 +1            [B]Speed:[/B] 20'      [B]Spell Res:[/B] 
[B]Wis:[/B] 16 +3            [B]Init:[/B] +2        [B]Spell Save:[/B] +3
[B]Cha:[/B] 10 +0            [B]ACP:[/B] -3         

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +7    +1    +2    +0    +0    +0    [B]20[/B]
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 18

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                       6    +1    +3    +10
[B]Ref:[/B]                        1    +2    +1     +4
[B]Will:[/B]                       6    +3    +1    +10

[B]Weapon                  Attack   Damage     Critical[/B]
+1 Longspear               +7     1d8+5       20x3
+1 Javelin (thrown)        +6     1d6+4       20x2

[B]Languages:[/B] Common, Auran, Aquan

[B]Abilities:[/B] 
Proficient in all armor, and all shields(except tower shields)
• Proficient with all simple weapons.
• Restricted Spells: cannot cast Lawful or Evil spells.
• Turn Undead(Su): Can turn undead 3 times per day. A turning check 
is made on 1d20+2; turning damage is equal to 2d6+5 on a successful check.
• Domains:
¤ Water: You can: turn or destroy fire creatures; rebuke, command, 
or bolster water creatures 3 times per day as a Supernatural Ability.
¤ Weather: Your vision is unobstructed by nonmagical weather 
conditions. Add Survival to your list of cleric class skills. You 
gain a +2 bonus on all weather related Survival checks.
• Enhanced Javelins: Any javelin thrown by you counts as a +1 magic weapon.
• Electricity Resistance(Ex): You gain Electricity Resistance 5.

[B]Feats:[/B] 
• Endurance (PH 93) : +4 bonus on checks or saves to resist nonlethal 
damage.
• Great Fortitude (PH 94) : +2 bonus on Fortitude saves.
• Weapon Focus (PH 102) (Longspear) : +1 bonus on attack rolls with 
selected weapon.
• Improved Buckler Defense (CW 100) : Apply buckler's shield bonus 
to AC while using off-hand weapon.

[B]Skill Points:[/B] 36       
[B]Skills                      Ranks  Mod  Misc  Total[/B]
Appraise                            +1          +1
Balance                             +2    -3    -1
Bluff                                0           0
Climb                               +3    -3     0
Concentration                 9     +1          +10
Diplomacy                                        0
Disguise                                         0
Escape Artist                       +2    -3    -1
Forgery                             +1          +1
Gather Information                               0
Heal                          2     +3          +5
Hide                                +2    -3    -1
Intimidate                    2     +3          +5
Jump                                +3    -9    -6
Knowledge (Arcana)            2     +1          +3
Knowledge (Religion)          9     +1          +10
Listen                              +3          +3
Move Silently                       +2    -3    -1
Ride                                +2          +2
Search                              +1          +1
Sense Motive                        +3          +3
Speak Language                1  
Spot                                +3          +3
Survival                      8     +3          +11
Swim                          1     +3    -6    -2
Use Rope                            +2          +2

[B]Equipment:                  Weight[/B]
Quiver of Ehlonna              2 lb
- 10 Javelins
Waterskin                      4 lb
Handy Haversack                5 lb
-Cleric Vestments
-Cold Weather outfit
-Blanket, winter
-Everburning torch
-Wooden Holy Symbol
Travler's outfit             wearing
Wooden Holy Symbol              *
Wand of CLW (50 charges)        *
Longspear +1                    9 lb
+2 Breastplate                 30 lb
Msw Buckler                     5 lb
Gauntlets of Ogre Power         2 lb
Cloak of Resistance +1          1 lb

[B]Total Weight:[/B]58lb      [B]Money:[/B] 0gp 0sp 5cp

                         [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]              76   153   230   460   1150

[B]Age:[/B] 26
[B]Height:[/B] 5'2"
[B]Weight:[/B] 130lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Skunk
[B]Skin:[/B] Weathered




Apperance:
5'2, 135 lb human who has seen better days. He has bland brown eyes but skunk colored hair, mostly black with a white streak down the middle. Donner is quite dishoveled and always a bit tipsy. His skin is tough and leathery, but has no scars. Donner knows his place in the world and with his god, but he may not know where he is currently. He wears dulled breast plate that appears to have algae growing off of it, yet it doesn't not dent or mark when struck. On his forearm is a buckler with the trident symbol of Bahari. He arms himself with a longspear, a quiever full of javelins and the trident pendent of the Wavelord.

[sblock=Background OOC]
Wolfgang* Donner’s early life is typical of most of his adventure kin. His father died while serving his nation in the most resent war. His mother became so depressed from the heart break that she killed herself one night during a drunken stupor. But these are not the events that changed Donner life, for he could not control how wars are fought or the emotions of a loved one. It was that one night the scarred him so . . .

A young Donner peeked through the boards of the closet door as thunder shakes the world. His sister, Bri, dashes to hold the door shut, but the monsters kick it open into her face. She falls, crying. The dark figures move through the room, the storm masking their footfalls. They spread about, but touch nothing. Donner held his breath, but the figures do not open the closet door.

The night is blocked out as a massive figure stands in the doorway, a figure of blackness and shadows. It ducks through the doorway as it enters and stands over Bri. Donner’s nails dig a bloody gouge into his thigh as he makes promises to himself, “You will not scream, you will not scream.” Lightening flashes, bathing the room in bright light, and then Donner sees its face. It has the face of a tiger, and its eyes are looking right into his.

Donner still awakes in the middle of the night, beaded with sweat from the emotional event. It is because of these dreams and the loss of his family, Donner has taken up his mother’s depression and inability to work in society. He became a broke and bitter man. He would drown his sorrows in drink and whores nightly.
After one such rebellious night, Donner woke up finding himself atop a cliff as a lightning storm erupted overhead. Donner had a headache so painful that he though the waves of thunder themselves pounded through his brain. Not able to tolerate the pain, he let loose a feral yell and ran for the cliff’s edge. Just as he was about to jump, a bolt of lightning came down from the heavens and struck Donner in the head. He fell unconscious only inches from the death below.
When Donner awoke it was in small a stone room with an altar and a basin of salt water for offerings. A mosaic of the symbol of Bahari, a trident over a cresting wave, is set into the back wall. A grizzled old man with wiry muscles greeted him at the foot of his bed while preparing a salve. The priest takes a long look at Donner with his good piercing green eye, while the other is covered with a patch that is embroidered with the seal of Bahari. “It appears the Wave Lord has other plans for you, but he has a funny way of showing it. But besides a skull-ache, Bahari has left his mark upon you. It is a blessing.” The old priest, Drichten, points to a near by for Donner to see a bright white streak of hair cut across his black mane like a thunderbolt piercing darkened clouds.
Drichten took Donner as an apprentice until it was mutually agreed that there was nothing else he could be taught and that he needed to travel out on his own. He has been apart of many wolf-packs of adventurers over the years without much direction except for sustaining life and getting his fill of ale. In the back of his mind, there is one destiny he secretly wishes to fulfill but is afraid to do so. He hopes one day he can track down that tiger-faced demon and look into its eyes to discover while it hunted his family that night so long ago.

*He only goes by the name of Donner. Only his family knew of his name as Wolfgang. Donner doesn’t talk about his dreams or his past at all (something may slip during a drunken fit), but it is obvious that something does haunt him while he sleeps.
[/sblock]
 

Attachments

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Last edited:

Queenie

Queen of Everything
Esmeralda Samandra Calandra
Female Human NG Witch 6

[sblock]Female | Human | Lvl 6 Witch
XP Total 3,000
Size: Medium
Init: +6
Senses: Listen +1, Spot +1
Languages: Common, Sylvan, Elven, one more

- - - - - - - - - - - - - - - - - - - - - - - - - - -

AC: +15 Touch: +13 Flatfooted +13
(+2 Dex, + 2 armor, +1 Misc )

HP: 25 (6d4, + 6CON bonus)
Immunities: N/A
FORT: +3, REF: +4, WILL: +6
Special Save conditions:
- - - - - - - - - - - - - - - - - - - - - - - - - - -

Speed: 30 feet
Melee: Silver dagger +3 (1d4-1) 19-20x2
Ranged: Light Crossbow +9 (1d8+1) 20x2
BAB: +3 Grapple: +3

- - - - - - - - - - - - - - - - - - - - - - - - - - -

Ability Scores:
STR: 8, DEX: 14, CON: 13, INT: 12, WIS: 12, CHA: 18 (20)
Special Characteristics:

Class Abilities and level:
Dabble: Prophecy, White Magic
Vulnerability: Cold Iron
Trackless step
Bewitch (1/day)
Gentle Touch (Heal 12 HP per day as Lay on Hands)

Dabble Info:

White Magic: White Magic is the magic of light and life, goodness and beauty, and is dabbled in exclusively by Good witches. Power: Gentle Touch: The witch can heal 2 hit points per level per day; otherwise as a paladin’s Lay on Hands ability. Spells: 0 disrupt undead, 1 bless, 2 calm emotions, 3 daylight, 4 primal lightning [d294], 5 dispel evil, 6 heal, 7 sunbeam, 8 crown of glory [BoXD], 9 prismatic sphere.

Prophecy: Some witches uncover their third eye, gaining insight into truth and possibility. Only Nonchaotic witches dabble in Prophecy. Power: The witch can take the Fortunetelling feat for free or select two of the following as class skills: Decipher Script, Listen, Sense Motive, or Spot. Spells: 0 guidance, 1 true strike, 2 detect thoughts, 3 clairvoyance/clairaudience, 4 divination, 5 true seeing, 6 mass owl’s wisdom, 7 vision, 8 moment of prescience, 9 foresight.


Feats:
Blood Art, Fortune Telling, Brew Potion, Improved Initiative, Charmed Archery, Broomstick

BLOOD ART [sblock][Background] [Witch]
Due to some form of magical heritage, you can dabble in an additional arcane Art.
Prerequisites: Witch level 1, Dabble class feature, Familiar class feature.
Benefit: You may Dabble in an additional Art that your alignment allows. You gain the granted power and add the listed spells as bonus Spells Known.
Special: You may only take this feat as a 1st-level witch. Taking this feat replaces your ability to call a Familiar. You may only dabble in a maximum number of Arts equal to your Charisma modifier –1.[/sblock]

FORTUNETELLING [sblock][General]
Whether by second sight, omen interpretation, tarot, or some other means, you can predict the future.
Prerequisites: Wisdom 13, Ability to cast arcane spells.
Benefits: Once per day, you can effect an augury, as the spell cast by a cleric of your caster level. This spell-like ability takes 1 full minute. [/sblock]

CHARMED ARCHERY [sblock][Fighter] [General]
You magically influence your missile’s path.
Prerequisites: Charisma 13, Ability to cast 1st-level arcane spells, BAB +1.
Benefit: You may use your Charisma modifier instead or your Dexterity modifier on all ranged attack rolls. Using Charmed Archery is a supernatural ability.[/sblock]

BROOMSTICK [sblock][Item Creation]
You can enchant a normal broom to fly.
Prerequisites: Witch level 5.
Benefit: Once per day, your touch imbues a nonmagical broomstick with the power of flight. The broom functions as a broom of flying for 24 hours, obeying only your commands. Using this feat is a spell-like ability that incurs none of the costs normally associated with Item Creation. Enchanting a specific brooms costs 100xp, but subsequent enchantments on the same broom incur no additional cost.


Wondrous Items :: d20srd.org

Broom of Flying

This broom is able to fly through the air as if affected by an overland flight spell (average maneuverability) for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It comes to its owner from as far away as 300 yards when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider. [/sblock]


Spells:
Cast per day: 6/7/6/4
Known: 8/4/2/1

Spells Known:
0 level: Cure Minor Wounds, Dancing Lights, Detect Magic, Disrupt Undead, Ghost Sound, Guidance, Light, Mending, Message, Prestidigitation
1st level: Bless, Charm Person, Cure Light Wounds, Entangle, Speak With Animals, True Strike
2nd level: Calm Emotions, Cure Moderate Wounds, Detect Thoughts, Eagle's Splendor
3rd level: Call Lightning, Daylight, Clairvoyance/Clairaudience


Skills:
Bluff +14 (9 ranks +5 Cha)
Heal +10 (9 ranks +1 Wis)
Kn(arcane) +10 (9 ranks +1 Int)
Survival +10 (9 ranks +1 Wis)

All Skills:
[sblock] Appraise +1
Bluff +14 (9 ranks)
Climb -1
Con +1
Diplomacy +7
Disguise +5
Escape Artist +2
Gather Information +5
Heal +10 (9 ranks)
Hide +2
Intimidate +7
Jump -1
Knowledge (Arcana) +10 (9 ranks)
Listen +1
Move Silently +2
Perform +5
Ride +2
Search +1
Sense Motive +1
Spot +1
Survival +10 (9ranks)
Swim -1
Use Rope +2
[/sblock]

Possessions: Bracers of Armor +2 (4,000 sp), Cloak of Charisma +2 (4,000 sp), Ring of Protection +1 (2,000 sp), Light crossbow +1 (2,335 sp), MW Silver dagger 322 sp, 323 sp

Here is the link for class reference: The WITCH Core Class - Wizards Community [/sblock]

Background:

[sblock] Esmerelda was born to the coven which her sister and mother were born, her grandmother and her grandmother’s mother before her. In fact, there was no record of there ever being any other history for her family but belonging to one of the oldest covens in the land.

She was raised by the women of the coven, never knowing who her father was. Not many men lived with the coven; warlocks were more known for wandering and uninterested in the bonds of family or settling down. This was not uncommon and she never really considered or worried over who her father was. There was a reason for things being this way and she wouldn’t question it.

She had a happy childhood, along with her sister, learning the ways of the world and how to be harmonious in it. Nature and neutrality was taught early though it was obvious that Esme leaned more towards seeing the good in things than being neutral. She was a quick learner and took easily to the potion making her sisters were famous for. Usually a witch could make a living off selling her potions if she wanted to so it was an excellent skill to have. She was also very proficient at healing and her spells seemed to tend towards healing and helping, not hurting (though her mother insisted not everyone in the world was good and that her girls should always be prepared so she taught them the way of the bow). She also received the gift of the third eye, visions of the past and things to come. They came through reading of cards or dreams or sometimes she just had an eerie feeling about someone or events. It was said that their powers came from unions between humans and fey in the past and her particular magics seemed to be evidence of this.

When they were younger, Esme and her sister Estella were cornered by local boys in the nearby village. The boys were teasing but one of them had taken his father’s dagger and pricked Esme with it, unaware that it was made of cold iron. Esme immediately fell to the ground in a cold sweat, violently trembling as her eyes rolled back in her head. Her sister ran to fetch her mother as she lie there alone, dying. Pasts and futures ran through her mind, a jumble of information and ideas as her life drained away from that one tiny prick of a piece of metal. So it was that her vulnerability, something all witches possess, was revealed. It took all the powers of her coven to revive her and it took months before she fully recovered. Having been so young to go through such an ordeal it left her scarred for life; some of her strength had permanently left her.

It was said you could not fully know your powers until you knew yourself and the girl knew she needed to help others to find herself. She had grown into a stunning, charming young maiden and it was time to leave the coven. So Esme had left the comfort of her home and family to experience the world. She found a small cottage that she purchased from an old woman, staying to help that woman pass into the next world before taking it as her own. There she tended to the people in the woods and any who needed her help. She sold potions and told fortunes to the rich so she could freely help the poor.

The mayor of the nearby town had been corrupt for some time. He devised a scheme in which he blamed Esme for the town’s troubles. He sent a bounty hunter, who the mayor had lied to about her, out after her. He kicked down her door and insisted she turn herself in. They fought and she enspelled him and sent him away. He quickly returned where more battle ensued.

Then he said his name, Kyranvik Vondestrok. She had done a reading for herself just the past week, one which had confused her like no other reading ever had. But his name revealed all, this warrior before her was fated to be tied to her own destiny as told by the cards. She went with him willingly where he led her to town, to the greedy, corrupt mayor and to what seemed like her doom as he enthusiastically sentenced her to burn at the stake. It was hard for her to stay confident in her reading as the smoke burned her eyes and filled her lungs and her head became light. It was as if a dream when Ky stepped through the fire to save her.

The next weeks seemed to fly by. He stayed with her to make up for his accidental wrongdoing and Esme was shocked at the comfort between them, as if they always were meant to be part of each other’s life. More than once she imagined The Lover card that had come up in her reading as she watched him work, wondering if this man would ever fill that role. But since she was biased in knowing this, she would not push fate; she would have to let it come to her.

She foresaw his decision to move on and planned for it, calling her sister to take over her cottage and her duties. When it was time she insisted she would join him and he put up no argument at all. Just six short weeks have passed since their destined meeting. [/sblock]


Description:

picture.php


At first glance, Esme appears to be a charming young maiden, though her demeanor is one of someone seemingly much older. She stands tall and proud, with all the curves a woman should have. Her long raven black hair curls down her back and often seems as if it is blowing around her face on a breeze even if there is none to be felt. Every movement is graceful, sometimes seeming otherworldly even. The first feature many are attracted to is her striking blue eyes, not just for their color but for the deep knowingness contained within. Her full lips frequently speak shocking truths known only in the deepest reaches of a person’s heart or pasts that should be kept hidden and many hope for or fear futures predicted. For those she protects, she has an easy way of making people trust her and putting them at ease – they see her as a friend, kindly and caring. She is fiercely loyal to those she cares about and has no qualms doing what is necessary to make sure they are taken care of. She is also quite feisty and has a bite that someone crossing her perceived boundaries will soon regret.

More pictures: [sblock]
picture.php


picture.php
[/sblock]
 
Last edited:

Nebten

First Post
Donner's Spells

Donner's Spells. I put this is a separate post for easier editing.

[sblock=Spells]
0= Create Water, Detect Magic, Detect Poison, Purify Food & Drink, Read Magic
1st= Divine Favor, Doom, Faith Healing, Protection from Evil (Obscuring Mist*)
2nd= Align Weapon, Body Blades, Deific Vengenece, Delay Poison (Fog Cloud*)
3rd= Cure Serious Wounds, Energy Vulnerability, Searing Light (Call Lightning*)
[/sblock]
 
Last edited:

Fenris

Adventurer
Kyranvik Vondestrok

Kyranvik Vondestrok

Male | Human | Lvl 6 Fighter
XP Total 15,000
Size: Medium
AL: NG
Init: +2
Senses: Listen +4, Spot +4
Languages: Common, Elven

- - - - - - - - - - - - - - - - - - - - - - - - - - -

AC: +24 Touch: +13 Flatfooted +22
(+2 Dex, + 11 armor, +1 Ring)

HP: 65 (10 +5d10, + 12 CON bonus + 6 Imp Toughness)
Immunities: N/A
FORT: +8, REFL: +5, WILL: +3
Special Save conditions:
- - - - - - - - - - - - - - - - - - - - - - - - - - -

Speed: 20 feet
Melee: Pole Axe +12/+7 2d6+9 20x3 Reach
Melee: Heavy Flail +11/+6 1d10+6 19-20x2
Ranged: Longbow +9/+4 1d8+4 20x3
BAB: +6/+1 Grapple: +10


- - - - - - - - - - - - - - - - - - - - - - - - - - -

Ability Scores: STR: 18, DEX: 14, CON: 14, INT: 13, WIS: 10, CHA: 8
Special Characteristics:

Class Abilities and level:

Feats: Power Attack, Cleave, Exotic Weapon Proficiency (Pole Axe), Weapon Focus (Pole Axe), Combat Expertise, Improved Trip, Weapon Specialization (Pole Axe), Short Haft, Improved Toughness, Great Cleave

Skills: 36 Skill Points 9 ranks max/ 4 ranks max cc

Climb: +6 total (2 ranks, +4 ability modifier)
Jump: +6 total (2 ranks, +4 ability modifier)
Intimidate: +6 total (7 ranks, -1 ability modifier)
Listen: +4 total (4 ranks, +0 ability modifier) cc
Ride: +4 total (3 ranks, + 2 ability modifier).
Spot: +4 total (4 ranks, + 0 ability modifier) cc
Survival: +2 total (2 ranks, +0 ability modifier) cc
Swim: +6 total (2 ranks, +4 ability modifier).

Possessions: Koradian Full Plate +2 (6,150 sp), Pole Axe +1 (2,350 sp), Cloak of Resistance +1 (1,000 sp), Ring of Protection +1 (2,000 sp), MW Comp Long Bow (+4 Str) (800 sp), MW Heavy Flail, Dagger x2, . Backpack, Quiver w/20 arrows, water skin, explorer's outift x2, 50 ft. rope, 6 pints of oil, flint and steel, lantern, 10 sunrods. Emerald worth 100 sp. Opal worth 75 sp. Amythest worth 50 sp. Garnet worth 40 sp.
71 sp


[sblock=Psychic warrior version]
Male | Human | Lvl 6 Psy War
XP Total 3,000
Size: Medium
AL: NG
Init: +0
Senses: Listen +2, Spot +2
Languages: Common

- - - - - - - - - - - - - - - - - - - - - - - - - - -

AC: +23 Touch: +12 Flatfooted +23
(+0 Dex, + 11 armor, +1*Feat, +1 Ring)
Typical AC adjustments: +27 Force Screen
HP: 66 (6d8, + 12CON bonus + 16 Psionic Body)
Immunities: N/A
FORT: +8, REFL: +3, WILL: +5
Special Save conditions:
- - - - - - - - - - - - - - - - - - - - - - - - - - -

Speed: 20 feet
Melee: Greatsword +9 (+10*) 2d6+7 (2d6+7+1d6*†) (2d6+7+2d6‡) 19-20x2
Melee: Heavy Flail +9 (+10*) 1d10+6 (1d10+6+1d6*†) (1d10+6+2d6‡) 19-20x2
Ranged: Longbow +4 (+5*) 1d8+4 20x3
BAB: +4(+5*) Grapple: +8 (+9*)
Powerpoints: +27 (+11 from class, +6 Stat bonus, +10 from feats)
Class Powers Known: (ML: 6)
2nd level: Dissolving Weapon
1st level: Biofeedback, Expansion, Force Screen, Hammer, Vigor

- - - - - - - - - - - - - - - - - - - - - - - - - - -

Ability Scores: STR: 18, DEX: 10, CON: 14, INT: 10, WIS: 15, CHA: 9
Special Characteristics:

Class Abilities and level:
PsyWar Powers
Feats:
Aggressive Combat Instinct*, Defensive Combat Instinct*, Psionic Body, Psionic Talent, Improved Psionic Talent, Bodily Reservoir, Psionic Weapon, Metapsychic Weapon
Skills:
Autohypnosis: +13 total (+9 ranks, +2 ability modifier+ 2 synergy).
Climb: +6 total (+2 ranks, +4 ability modifier)
Concentration: +11 total (+9 ranks, +2 ability modifier).
Jump: +6 total ( +2 ranks, +4 ability modifier)
Listen +2 total (+0 ranks, +2 ability modifier).
Ride +4 total (+3 ranks, + 1 ability modifier).
Spot: +2 total (+0 ranks, + 2 ability modifier).
Swim: +6 total (+2 ranks, +4 ability modifier).

Possessions: Koradian Full Plate +2 (6,150 sp), Greatsword +1 (2,350 sp), Cloak of Resistance +1 (1,000 sp), Ring of Protection +1 (2,000 sp), MW Comp Long Bow (+4 Str) (800 sp), MW Heavy Flail, Dagger x2, . Backpack, Quiver w/20 arrows, water skin, explorer's outift x2, 50 ft. rope, 6 pints of oil, flint and steel, lantern, 10 sunrods. Emerald worth 100 sp. Opal worth 75 sp. Amythest worth 50 sp. Garnet worth 40 sp.
71 sp

*When Psionically Focused
† When Full Attacking
‡ When Expending Psionic Focus
[/sblock]


[sblock=Appearance]
Appearance: Kyranvik is a large, muscular man. His brown hair is cut short above a weathered face. Kyranvik is introspective, and stoic. He can appear cold for this reason. But those who know him well, know that he is merely observing the world around him.
[/sblock]

[sblock=Background]
Background: Kyranvik was born in the far eastern province of Kafirika. The son of a well to do merchant in the city of Linak, Kyrnavik was born into a comfortable life. He was educated though he did not enjoy learning from books. He would rather run and wrestle with the other boys. Kyranvik also showed little interest in his father’s business or business in general. He was a large boy and quite active so, on his fifteenth birthday he headed down with other boys of his age to try out for the city guard. He was seen to have a physical gift and was soon training with weapons with other young men who wished to join the guard. After a year of training the recruits were nearly ready to start their stints as guards. Then one day they lined all the boys up in the training field. A wizened old man came into view, followed by a large man in plate armor. The man in the armor had a martial bearing that even the city guards did not have. He addressed the boys. “This is The Archmaster Ygg. He will inspect you to determine if any of you have the gift of Dalhkan” Kyranvik had heard of Dahlkan, it was a supposedly ancient art of using your mind to do things, fight better, know things. But it was a whispered legacy of an ancient warrior. No one he knew had ever had the gift of Dahlkan. Yet here was this old man, walking down the line, staring at each boy. He pulled a few out of line, but not many. When Ygg got to him, Kyranvik felt like he was staring through him, around him. But as he did so, Kyranik felt a stirring in his mind, an awakening, things seemed possible and for a brief moment he saw a powerful glowing aura around the old man. Archmaster Ygg smiled then and pulled him out of line. Kyranvik was taken with the other boys out to a castle far in the woods. There he continued his training in weapons, but the real training was on Dalhkan. Through the training there Kyranvik learned to use his mind to affect the world around him. He was trained to be part of an elite fighting force that served the king, as they had for centuries. He became an efficient fighter using the powers of Dahlkan to aid his fighting.

Kyranvik became a very apt pupil and excelled in his training. He was destined to be a great member of the Royal Servants of Dalhkan. But, something else had awoken inside Kryanvik as well, a desire to see the world. So after a few years of serving the king, he asked to resign his post. Kyranvik spent the next few years wandering around. He had a strong sense of justice and often made some money by acting as a bounty hunter, bringing criminals in for trial. Thus he came one day to a village named Rustgurt. There the mayor found him in a tavern, and noticing the plate armor took him for a fighting man. He approached Kyranvik telling him about an evil witch who lived out in the forest. This witch was plaguing the village. The mayor explained that she was causing milk to turn sour, her evil birds were stealing money from the town and she had even stolen a child to raise in her evil ways. Horrified, Kyranvik set out to find this witch and bring her to justice.

So Kyranvik followed the path to find the witch the whole village was afraid of. He soon found her small cottage in a small clearing deep in the woods. He called upon his own powers of Dahlkan to fortify himself as he strode up to the door and banged on it with the hilt of his sword. A startled cry met his ears and the door opened. Kyranvik was taken aback. For before him was no wizened crone, but a stunningly beautiful woman. Kyranvik shook himself telling himself it was some fell spell that rendered her so young in order to trick him. “Are you Esmerelda the witch who has been inflicting your evil spells upon the good village of Rustgurt?” he demanded at last. Esmerelda cocked her hips as she stared at this man. “Oh and who told you that hmmm sword boy? The mayor I suppose?” she answered. Kyranvik was ready for a denial, or pleading, but not this. More clever trickery from this foul woman. “Surrender witch! And be brought to justice!” he cried. Whereupon Esmerelda slammed the door in his face.

This was tantamount to a challenge and a she had not answered the charges. Kyranvik kicked open the door. “Witch, I demand your surrender!” he shouted. “Why of course” she replied with a sweet smile as she reached out to take his hand. Suddenly Kyranvik felt the anger leave him. He looked about the little cottage and decided she wasn’t a witch and he apologized. He made his way back to the village in high spirits. He found the mayor and told him the woman was no threat to the village as she was not a witch. The mayor started shouting at Kyranvik “You fool, she has bewitched you! Brought you under her foul spells.” Kyranvik was ashamed and outraged. He stalked off to the woods determined to bring the witch back with him.

He approached the cottage and broke the door down without warning this time. But the wtich was not inside. Searching for her he emerged to find her in the woods as she betwitched the plants around him to snare him, holding him down. “Ha, so you dared come back? And why do you seek me armored man?” Kyranvik struggled against the vines holding him in place. He summoned the power of Dhalkan as he focused him mind as his body grew in size and he tore through the restraining vines.

Esmerelda conjured up a spell as storm clouds swirled overhead. She called down a bolt of lightning that struck Kyranvik square in the chest. He grimaced in pain but continued to tear through vines to get to her. “You picked the wrong woman to harass today sword boy”

Kyranvik tore through the last vines as he charged towards her. “My name is Kyranvik Vondestrok and I have not traveled from Kafirika to fall to the witchcraft of you” he cried out as he swung his sword at her. Esmerlda nimbly dodged the blow and called down another bolt of lightning to strike Kyranvik, hitting him in the leg. The warrior was looking bad. Suddenly she stood stock still for a moment, a wave a realization coming over her. As Kyranvik mustered himself to attack again she dropped her hands, the cloud over head dissipated in a gust of wind and she said quietly “Then I surrender to you Kyranvik Vondestrok of eastern Kafirika.”

Kyranvik stood puzzled at this sudden change expecting some form of trickery. But Esmerleda offered no tricks, nor resistance as he tied her hands and lead her back to the village.

The previous week, Esmerelda had been doing a tarot reading for herself. The cards came up High Priestess, The Sun, The Star, The Knight of Swords, Judgement, The Lovers. This was a very confusing reading for Esmerelda. And she left it on the table for two days. But from the position she knew the High Priestess was herself. The Knight of Swords represented violence ahead. The Sun meant the east. She was not sure what the star represented. Judgement was obvious, since she put up with that fool of a mayor and his supposed judgements against her. The Lovers was interesting. Never had that card come up for her personally before. And that made her curious. So when the man with the sword showed up, in the back of her mind she thought of the tarot reading and supposed this was the Knight of Swords. But she was a little more focused on getting rid of him. Once he left, she went back to that reading, looking at it once more. The Star and the Lovers. What did that mean if he was the Knight of Swords? She wondered to herself. She heard him approaching the second time and snuck around the cottage to gain the advantage on him. But once he said his name, a thunderclap went off onside her head. He was from the east, The Sun card. His name, the ending of –vik meant star. HE was the star from the east, the Knight of Swords. He had come to bring her to Judgement. But did that mean the Lovers card meant him as well? These thoughts went through her mind in a heartbeat. Her fortune had again come true, though it had taken her a while to understand it. But once she did, she surrendered. You could tempt Fate, but you could not hide from it.

On the long walk back though she did try to talk to him find out why he had come. When she found out the mayor had ordered this, she tried to explain the mayor was corrupt, stealing from his own people, using her as a scapegoat. That he was an evil man and she tried to help the poor people who lived in the woods, farmers, woodcutter and hunters. She offered no resistance to being led, just talking to this man. Trying to tell him the truth that it was not she who was lying to him. Kyranvik made no attempt to silence the witch but neither was he swayed by her words.

Kyranvik presented the downcast Esmerelda to the gleeful mayor who declared that there would be a trial at once and if she was found guilt she would be burned at the stake. Kyranvik collected his reward and moved on. For some reason he was bothered by Esmerelda’s surrender. It was so sudden and she was certainly giving him all he could take. And her words about the mayor bothered him as well. He was thinking on these things as he walked out of town. He wasn’t paying attention to where he was going when he came across a familiar clearing with a cottage. He was at the witch’s cottage. There he saw an old woman sitting on the bench next to the door. He approached her. “Are you waiting for the woman who lives here?” he asked. “Yes. My granddaughter is sick and Esmerelda always makes the best potions to cure what ever ails us. She cured my son when he had the pox fever five winters ago as well.” The old lady sighed “I don’t know what we forest folk would do without her”

Now Kyranvik was really confused and sat down beside the old woman. “So tell me what else this woman who lives here does?” he asked. The old woman smiled. “Well she helps us find roots and berries to eat when times are lean. Like when that crooked mayor raises his taxes every so often. And you know what we get for those taxes? Nothing, but he seems to always have some new coach or horse. But Esmerelda is always here to help us. And she never asks for anything in return. I brought her a chicken as payment, but I will have to make her take it” the old woman added with a smile and a wink.

Kyranvik placed his head in his hands. He had been duped by the mayor. And that beautiful woman was to be burned at the stake. What made matter worse was that it seemed she really helped people. Kyranvik was still confused as to why she surrendered, if he was innocent he would fight back. But if she fought back he would have thought her guilty. Still he knew what had to be done. “Esmerelda is not here right now Grandmother, but look for her tomorrow.” He said reassuringly. Kyranvik then got up and headed back into town. He wasn’t sure what he was going to do, but he knew what had to be done.

Kyranvik got back into town just in time to see the “trial” let out, with an obvious guilty verdict. The pyre was already built in the town square, the stake at the middle. The mayor was leading Esmerelda out in chains, a giant smile on his face. Kyranvik had an idea, these were superstitious people in this village, and not too bright if they believed the mayor. Maybe he could capitalize on that.

Kyranvik hid behind a building as the execution began. The mayor made some long speech about how now the evil would be lifted from their village and prosperity would return. Kyranvik rolled his eyes. He waited though until the fire had started. Then using Dahlkan he made himself large again, the size of an orge as he strode out into the crowd in his full plate, his sword out. The crowd gasped and parted for him as he walked up to the burning pyre. He walked straight into the fire as the crowd screamed. It wasn’t as bad as it looked, the outside was burning, but the interior was just starting to smoulder. Kyranvik focused his mind and ignored the pain. He cut the bindings on Esmerelda and picked her up in his arms. He stood there in the pyre, a giant, the fire burning all around him seemingly unhurt. He addressed the villagers in a loud voice. “I have come to right the wrongs of the village. This woman is innocent of the charges the mayor has brought against her. He is deceiving you. He is stealing from you and he blames this poor woman for your troubles, when in truth all the troubles of this village arise from him.” The villagers were in shock. Here before them seemed some all powerful being who was 10 feet tall and was impervious to fire. His words carried the weight of supernatural authority to these people. Kyranvik seemed to touch on some unspoken discontent and suspicions as the crowd began to murmur and the noise grew louder as the crowd grew restless. Esmerelda grabbed onto Kyranvik’s neck tightly, burying her face in his shoulder. The smoke and the heat were terrible and she had no idea how this man could stand there in the fire and not be bothered by it. She was glad he had come, she was begining to doubt her trust in the tarot, but obviously, her prophecy was correct. As the crowd surged towards the mayor who tried in vain to clam them down, Kyranvik stepped out of the fire and strode back into the forest. Once safely in the forest Esmerelda brought her head up and breathed fresh clean air but kept her arms around his neck. “Not bad sword boy.” She said. Kyranvik grinned. “It’s what I do.” He replied. Looking down she saw that his boots were still smoking and his leg greaves were dark with smoke. “How did you do that anyway? And why did you come back? You didn’t seem to believe me before”. Kyranvik thought for a moment. “Well, I had a talk with one of your patients in the forest who helped convince me that your were not the person I had been told you were. Though, I still can’t figure out why you surrendered to me.” Esmerelda smiled to herself and laid her head on his shoulder.

Kyranvik stayed with Esmerelda for several weeks after that. She was still sick from the smoke and needed help. And she refused to rest as a steady stream of those who depended on her came by to ask for potions and healing, but also to check on her after they heard what had happened. Kyranvik chopped wood and carried things for people and helped out as he could. The village had lynched the mayor and tossed him onto the pyre of his own making, and so some village people were now coming into the forest as well. Kyranvik after a while told Esmerelda he was moving on, that she was healed up and he had atoned for his mistake. Esmerelda smiled at him “I know Ky, that is why I am coming with you”. Kyranvik was taken aback “What? But what about all these people here who need you?” he asked. “Oh I know and that is why my sister is coming to take my place here and look after these people. Our fate lies together Ky, I know this.” She said with a mysterious smile and a firm set to her face.

Kyranivk had learned in the past few weeks to not argue with Esmerelda when she had that look and especially not to argue about tarot or fate. He had seen her do her tarot cards with chilling accuracy over the past few weeks. But then again, Esmerelda was a stunningly beautiful woman and he had grown quite fond of her the last few weeks and the company, especially of a beautiful woman, would be welcome.

[/sblock]
 

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industrygothica

Adventurer
Code:
[B]Name:[/B] Xavian
[B]Class:[/B] Rogue 6
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] None chosen

[B]Str:[/B] 10 +0 ( 2p.)     [B]Level:[/B] 6        [B]XP:[/B] 15,000
[B]Dex:[/B] 16 +3 (10p.)     [B]BAB:[/B] +4         [B]HP:[/B] 34 (6d6+6)
[B]Con:[/B] 12 +1 ( 4p.)     [B]Grapple:[/B] +4     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 16 +3 (10p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 14 +2 ( 6p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] +X
[B]Cha:[/B] 08 -1 ( 0p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B] 20           10    +5    +0    +3    +0    +1    +1    20
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 16
[Base (10); Studded Leather +2 (5); Amulet of Natural Armor +1 (1); Dex bonus (3); Dodge feat (1)]

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +1          +3
[B]Ref:[/B]                       5    +3          +7
[B]Will:[/B]                      2    +2          +4

[B]Weapon                  Attack   Damage     Critical[/B]
Crossbow, Light           +7     1d8        19-20x2
Dagger (Melee)            +4     1d4        19-20x2
Dagger (Thrown)           +7     1d4        19-20x2

[B]Languages:[/B] Common, Dwarven, Elven, Goblin

[B]Abilities:[/B] 
Sneak attack 3d6; Trapfinding; Evasion; Uncanny dodge; Trap sense +2 

[B]Feats:[/B]  
[B]Agile:[/B] You get a +2 bonus on all Balance checks and Escape Artist checks. 
[B]Alertness:[/B] You get a +2 bonus on all Listen checks and Spot checks. 
[B]Dodge:[/B] The dodge feat grants a flat +1 dodge bonus to armor class.
[B]Nimble Fingers:[/B] You get a +2 bonus on all Disable Device  checks and Open Lock checks. 

[B]Skill Points:[/B] 108      [B]Max Ranks:[/B] 9/4.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Balance                    9    +3    +2    +14
Decipher Script            9    +3          +12
Disable Device             9    +3    +2    +15
Escape Artist              0    +3    +2    +5
Hide                       9    +3          +12
Listen                     9    +2    +2    +13
Move Silently              9    +3          +12
Open Lock                  9    +3    +3    +15
Search                     9    +3          +12
Sense Motive               9    +2          +11
Sleight of Hand            9    +3          +12
Spot                       9    +2    +2    +13
Use Magic Device           9    -1          +8

[B]Equipment:                Cost   Weight[/B]
Studded Leather, Mwk +2     4175 gp  20 lb
Light Crossbow, +1          2335 gp   4 lb
Crossbow bolts (20)            2 gp   2 lb
Dagger, +1                  2302 gp   1 lb
Bedroll                        1 sp   5 lb*
Flint and steel                1 gp   -
Grappling hook                 1 gp   4 lb*
Hooded lantern                 7 gp   2 lb
Oil flask (2)                  2 sp   2 lb*
Rations (5 days)         2 gp, 5 sp   5 lb*
Rope (50', silk)              10 gp   5 lb*
Waterskin                      1 gp   4 lb*
Thieve's tools, Mwk          100 gp   2 lb*
Handy Haversack             2000 gp   5 lb
Amulet of Natural Armor +1  1000 gp   0 lb

[B]Total Weight:[/B]32 lb     [B]Money:[/B] 1036gp 2sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                33   66    100   200   500

[B]Age:[/B] 17
[B]Height:[/B] 5'08"
[B]Weight:[/B] 130lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Brown
[B]Skin:[/B] Light

Appearance: XXXX

Background:
 

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