RG - Carrion Crown AP (Savage Stampede)

HolyMan

Thy wounds are healed!
Players for the upcoming Carrion Crown AP.

- Herobizkit - Deugar Inquistitor
- Walking Dad - Dwarf Druid (arctic)
- GandalfMithrandir - Human Fighter
- Orius - Human Necromancer
- rangerjohn - Half Elf Cleric
- NPC - Human Paladin

EDIT: Character gene

Abilities: Use the Heroic method to generate scores that is roll 2d6 and add 6 to give you six numbers and assign. Spice: If you roll your stats in order and play with them as is (after race modification of course), you get a free +2/+2 FEAT.

Going to change the way characters advance stats as they level up also. You will be givin points to respend on abilities, those based on what you start with. So that by the last module of the adventure path everyone should have stats at about the same point buy (thinking 30 points). Thus you will become heroic if you aren't to start. More on this later.

Race: Core plus the following from Bestairy: Aasimar, Duergar, Hobgoblin, Tengu, and Tiefling

Class: Core rulebook + APG only.

SKills and Feats: Core and APG only.

Traits: Pick one trait from the APG and one from the Player's Guide.

Equipment: Average starting wealth. Spice: In your background have it so I can grant you a special item. This could be anything from a long lost lover's ring to the shield of your forefathers. I will be looking over backgrounds and grant items accordingly.

Please use this character sheet format...................................................

[sblock=Characters Name]
[sblock=Game Info]
Race:
Class:
Level: 1
Alignment:
Languages: Common
Deity:[/sblock]
[sblock=Abilities]
STR:
DEX:
CON:
INT:
WIS:
CHA:[/sblock]
[sblock=Combat]
HP: 00 = [1d?? + 0] + 0 (favored class bonus)
AC: 00 = 10 + 0 (armor) + 0 (shield) + 0 (DEX),
AC Touch: 00 = 10 + 0 (DEX)
AC Flatfooted: 00 = 10 + 0 (armor) + 0 (shield)
INIT: +0 = +0 (DEX)
BAB: +0 = +0 (list class)
CMB: +0 = +0 (STR) + 0 (BAB)
CMD: 00 = 10 + 0 (STR) + 0 (DEX) + 0 (BAB)
Fort: +0 = +0 (base) + 0 (stat)
Reflex: +0 = +0 (base) + 0 (stat)
Will: +0 = +0 (base) + 0 (stat)
Speed:
Damage Reduction:
Spell Resistance:[/sblock]
[sblock=Weapon Stats]
EXAMPLE:
Longsword(melee): +5 = +1 (BAB) + 3 (STR) + 1 (feat)/ DMG = 1d8+3(S), CRIT 19-20x2
[/sblock]
[sblock=Racial Traits]
... [/sblock]
[sblock=Class Features]
...[/sblock]
[sblock=Feats & Traits]
...[/sblock]
[sblock=Skills]
Skill Ranks:
Max Ranks: 1 ACP:
Skills:
[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  Weight
Treasure: gp, sp, cp Gems:
Total weight carried:
Maximum weight possible: [/sblock]
[sblock=Details]
Size:
Gender:
Age:
Height:
Weight:
Hair Color:
Eye Color:
Skin Color:
Apperance:
Deamenaor:[/sblock]
[sblock=Background]... [/sblock]
[sblock=Adventure Log] None yet[/sblock]
[sblock=Level Ups] N/A only first level[/sblock] [/sblock]

Just quote this post and get rid of everything between but the sblock stuff thanks (this makes for easy checking)

HM

Something new..............................................
[sblock=Harrow Deck]
[sblock=Rolling up a Card]
1d6 - Suit
1-Hammers[STR]
2-Keys[DEX]
3-Shields[CON]
4-Books[INT]
5-Stars[WIS]
6-Crowns[CHA]

1d10 - Alignment
1-Lawful Good
2-Neutral Good
3-Chaotic Good
4-Lawful Neutral
5-Neutral
6-Chaotic neutral
7-Lawful Evil
8-Neutral Evil
9-Chaotic Evil
0-Player's Choice[/sblock]
[sblock=Harrow Deck Tracking]
Code:
 [U]Hammers[STR][/U]       [U]Keys[DEX][/U]         [U]Shields[CON][/U]
  Lawful Good        Lawful Good       Lawful Good
  Neutral Good       Neutral Good      [s]Neutral Good[/s]
  Chaotic Good       Chaotic Good      Chaotic Good
  Lawful Neutral     Lawful Nuetral    Lawful neutral
  Neutral            Neutral           Neutral
  [s]Chaotic neutral[/s]    Chaotic neutral   Chaotic neutral
  Lawful Evil        Lawful Evil       Lawful Evil
  Neutral Evil       [s]Neutral Evil[/s]      Neutral Evil
  Chaotic Evil       Chaotic Evil      Chaotic Evil

  [U]Books[INT][/U]         [U]Stars[WIS][/U]        [U]Crowns[CHA][/U]
  [s]Lawful Good[/s]        Lawful Good       Lawful Good
  Neutral Good       Neutral Good      Neutral Good
  Chaotic Good       Chaotic Good      Chaotic Good
  Lawful Neutral     Lawful Nuetral    [s]Lawful neutral[/s]
  Neutral            Neutral           Neutral
  Chaotic neutral    Chaotic neutral   Chaotic neutral
  Lawful Evil        [s]Lawful Evil[/s]       Lawful Evil
  Neutral Evil       Neutral Evil      Neutral Evil
  Chaotic Evil       Chaotic Evil      Chaotic Evil
[/sblock]
[sblock=Card List]
Harrow Deck Card List[/sblock][/sblock]

LINKS:
http://www.enworld.org/forum/playing-game/303289-carrion-crown-ap-savage-stampede-ic.html
http://www.enworld.org/forum/talking-talk/296752-carrion-crown-ap-savage-stampede-ooc.html
 
Last edited:

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Orius

Legend
Daros Randarov

[sblock=Daros Randarov]
[sblock]
darkmage2.jpg

[/sblock]
[sblock=Game Info]
Race: Human
Class: Wizard (necromancer)
Level: 1
Alignment: Neutral
Languages: Common, Draconic, Elven, Gnome, Infernal, Varisian
Deity: Nethys[/sblock]
[sblock=Abilities]
STR: 12 +1
DEX: 13 +1
CON: 14 +2
INT: 18 +4
WIS: 13 +1
CHA: 12 +1
rolls
[/sblock]
[sblock=Combat]
HP: 08 = [1d6 = 6] + 2 (CON) + 0 (favored class bonus)
AC: 11 = 10 + 1 (DEX),
AC Touch: 11 = 10 + 1 (DEX)
AC Flatfooted: 10 = 10 + 0 (MISC)
INIT: +1 = +1 (DEX)
BAB: +0 = +0 (Wizard)
CMB: +2 = +1 (STR) + 1 (BAB)
CMD: 12 = 10 + 1 (STR) + 1 (DEX) + 0 (BAB)
Fort: +2 = +0 (base) + 2 (CON)
Reflex: +1 = +0 (base) + 1 (DEX)
Will: +3 = +2 (base) + 1 (WIS)
Speed: 30'
ASF: 0%
Damage Reduction: NA
Spell Resistance: NA[/sblock]
[sblock=Weapon Stats]
Quarterstaff: +1 = +0 (BAB) + 1 (STR)/DMG = 1d6+1(B), CRIT:20x2
Quarterstaff(FA): -3/-7 = +0 (BAB) + 1 (STR) - 4/8 (double weapon)/DMG = 1d6+1/1d6+0(B), CRIT:20x2
Dagger(melee): +1 = +0 (BAB) + 1 (STR)/DMG = 1d4+1(P or S), CRIT:19-20x2
Dagger(range): +1 = +0 (BAB) + 1 (DEX)/DMG = 1d4+1(P or S), CRIT:19-20x2, Range: 10'
Lt. Crossbow: +1 = +0 (BAB) + 1 (DEX)/DMG = 1d8(P), CRIT:19-20x2, Range: 80'
[/sblock]
[sblock=Racial Traits]
* +2 to one ability score - Int
* Medium - (no bonuses or penalties based on size)
* Normal speed - Base speed is 30 feet
* Bonus feat - +1 feat at 1st lvl
* Skilled - +1 skill rank at 1st level, and +1 skill rank whenever a level is gained
* Languages - Common
* Favored Class - Wizard[/sblock]
[sblock=Class Features]
Arcane Bond: Wand[/B]
Arcane School: Necromancy - (Forbidden Schools Enchantment and Illusion)
- Command Undead: 6/day (save DC 11) - channel energy 30' radius
- Grave Touch: 6/day (no save) - Touch attack to make creature touch shaken for 1 round - already shaken creature becomes frightened for 1 round if HD is lower than Wizard lvl.
Cantrips
Bonus Feat: Scribe Scroll
Spells: (INT) arcane - prepared
Spellbook: Start with all cantrips and 3 + INT modifier 1st lvl spells; gain 2 spells per wizard lvl (of any level of spell he can currently cast)[/sblock]
[sblock=Feats & Traits]
- Prof. with club, dagger, heavy crossbow, light crossbow, and quarterstaff
- Scribe Scroll (wizard)
- Command Undead (wizard)
- Spell Focus: Necromancy (human)
- Greater Spell Focus: Necromancy

Traits:
Classically Schooled - +1 trait bonus to Spellcarft (becomes class skill if not already)
Teacher's Pet - +2 bonus to Knowledge (religion)[/sblock]
[sblock=Skills]
Skill Ranks: 6 = 2 (Wizard) + 3 (INT) + 1 (human) x 1 + 0 (FC)
Max Ranks: 1 ACP: -3

Skills:
Craft(alchemy): +8 = 1 (rank) + 3 (class skill) + 4 (INT)
Knowledge(arcana): +8 = 1 (rank) + 3 (class skill) + 4 (INT)
Knowledge(religion): +10 = 1 (rank) + 3 (class skill) + 4 (INT) +2 (trait)
Knowledge(the planes): +8 = 1 (rank) + 3 (class skill) + 4 (INT)
Linguistics: +8 = 1 (rank) + 3 (class skill) + 4 (INT)
Perception: +2 = 1 (rank) + 1 (WIS)
Spellcraft: +9 = 1 (rank) + 3 (class skill) + 4 (INT) + 1 (trait)[/sblock]

[sblock=Spells]
Spells Per Day:
Cantrips - Choose 3 (unlimited casting)
1st LvL - 3 = 1 (wizard) + 1 (ability) + 1 (necromancy only)

Spellbook:
Cantrips - All
1st LvL - detect undead, identify, mage armor, magic missile, ray of enfeeblement, summon monster I


Note: Enchantment and Illusion spells take up two slots when prepared.[/sblock]
[sblock=Equipment]
Code:
[U]Item                         Cost  Weight[/U]
Travler's outfit             free    0lb
Quarterstaff                  0gp    4lb                                  
Light crossbow               35gp    4lb
-20 bolts                     2gp    2lb
Dagger                        2gp    1lb
Spellbook                    free    3lb
Spell component pouch         5gp    2lb
Bedroll                       1sp    5lb
rope(50', hemp)               1gp   10lb
10' pole                      5cp    8lb
Ink(1 vial)                   8gp    0lb
Inkpen                        1sp    0lb
Parchment, 5 sheets           1gp    0lb
Waterskin                     1gp    4lb
Rations, trail(5 days)      2.5gp    5lb
Treasure: 12gp, 2sp, 5cp Gems:

Total weight carried: 48lb - medium load
Maximum weight possible:
0-43 (light)
44-86 (medium)
87-130 (heavy)[/sblock]
[sblock=Details]
Size: M
Gender: Male
Age:
Height:
Weight:
Hair Color:
dark
Eye Color: blue
Skin Color: fair
Apperance: Daros is of average height and build. He has fair skin, dark hair, blue eyes, and wears a short trimmed goatee.
Deamenaor: He is amoral, caring only about gaining magical knowledge, hungering for the power it will give him.[/sblock]
[sblock=Background]
Daros Randarov is the son of two wizards of the lower aristocracy of Caliphas. He inherited his parents' gift for magic, but never fully embraced the Ustalav virtues that meant a great deal to them. During his studies as a youth, he became more and more curious about the dark arts of necromancy and the role it played in the dark history of his nation. He came to believe that the undead threat might one day rise again and that only by learning about the nature of undeath and the undead would he be able to make a stand should the unliving come again. Upon discovering that their son was studying the arts of necromancy which they abhorred, his parents disinherited him. So firmly did he belief in the rightness of his studies that he did not feel any real shame over being cast out from his family, and he turned to various mentors to learn all he could about the undead. Petros Lorrimor was one such mentor. However, one lesson that Daros never learned was the he who fights monsters should take care not to become one in return, and his zeal for knowledge might yet tempt him into great darkness.
[/sblock]
[sblock=Adventure Log] None yet[/sblock]
[sblock=Level Ups] N/A only first level[/sblock] [/sblock]
 
Last edited:

Walking Dad

First Post
[sblock=Hagnim of the Frozen Earth]
[sblock=Game Info]
Race: Dwarf
Class: Druid (arctic)
Level: 1
Experience: 0
Alignment: TN
Languages: Common, Dwarf, Druidic, Terran
Deity: ? (which do we use?)[/sblock]
[sblock=Abilities]
STR: 13
DEX: 17
CON: 16
INT: 13
WIS: 19
CHA: 8
[/sblock]
[sblock=Combat]
HP: 12 = [8+ 3 (CON) + 1 (fav. class)
AC: 19 = 10 + 4 (armor) + 2 (shield) + 3 (DEX)
AC Touch: 13 = 10 + 3 (DEX)
AC Flatfooted: 16 = 10 + 4 (armor) + 2 (shield)
INIT: +3 = +3 (DEX)
BAB: +0 = +0 (class/es)
CMB: +1 = +1 (STR) + 0 (BAB)
CMD: 14 = 10 + 0 (BAB) + 1 (STR) + 3 (DEX)
Fort: +5 = +2 (base) + 3 (stat) + 0 (misc)
Reflex: +3 = +0 (base) + 3 (stat) + 0 (misc)
Will: +6 = +2 (base) + 4 (stat) + 0 (misc)
Speed: 20'
Damage Reduction: none
Spell Resistance: none[/sblock]
[sblock=Weapon Stats]
Club (melee): +1 = +0 (BAB) +1 (Stat) (1d6+1)X2
[/sblock]
[sblock=Racial Traits]
* +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
* Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
* Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
* Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).
* Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
* Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
* Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
* Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
* Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
* Stonesinger: Some dwarves’ affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as 1 level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle’s stone mystery. This ability does not give the dwarf early access to level-based powers; it only affects powers the dwarf could use without this ability.
* Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
* Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. [/sblock]
[sblock=Class Features]
Nature Bond (ice domain), nature sense, orisons, wild empathy [/sblock]
[sblock=Feats]
Spell Focus (Conjuration) (1st level)
[/sblock]
[sblock=Skills]
Skill Points: 5 = [4 + 1]
Max Ranks: 1 ACP: -3
Skill List:

Heal: +8= +1 (ranks) + 4 (modifier) + 3 (class skill)
Survival: +10= +1 (ranks) + 4 (modifier) + 3 (class skill) +2 (misc)
Know (nature): +7= +1 (ranks) + 1 (modifier) + 3 (class skill) +2 (misc)
Spell craft: +5= +1 (ranks) + 1 (modifier) + 3 (class skill)
Perception: +8= +1 (ranks) + 4 (modifier) + 3 (class skill)

[/sblock]
[sblock=Equipment]
Code:
[U]Item                      Cost   Weight[/U]
Hide armor                15gp    25lb    
heavy wooden shield        7gp    10lb
club                       ---     3lb
warhammer                 12gp     5lb
scimitar                  15gp     4lb
cold weather outfit        ---     0lb
Backpack                   2gp     2lb
Bedroll                  0.1gp     5lb
blanket, winter          0.5gp     3lb
Holly & Mistletoe          ---     0lb
Waterskin                  1gp     4lb
Treasure: 17gp, 4sp, 0cp
Gems: none

Carrying Capacity:
Total weight carried: 61 lbs (medium)
light: 00 - 50 lbs
medium: 51 - 100 lbs
heavy: 101 - 150 lbs[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: ?
Height: ?'?"
Weight: ? lbs
Hair Color: White
Eye Color: Blue
Skin Color: Deep Tan
Appearance: Hide clad wild dwarf
Demeanor: grumpy, not talking much
Background:
Hagnim was born in a dwarf Hall in the north, but he expirienced an religious epiphany as he traveled outside during a snow storm. He should become a protector of this frost ridden land. The day, his hair turned snow-white.

One fateful day, some (?) years ago, one day in the not so distant past, through a matter of pure chance, Hagnim were in a position to save Professor Lorrimor’s life and did so. The late scholar was attacked by winter wolf and with pure luck and offering some meat, the druid was able to calm them down. The Professor's gratitude was effusive, and he promised that he would never forget the dwarf who saved him.
Hagnim is unsure of the nature of the summons in his will, but believe he may have listed him as a possible heir in thanks for saving him from an untimely demise.[/sblock]
[sblock=Adventure Log] none yet [/sblock]
[sblock=Level Ups] none [/sblock][/sblock]

Now my mini stat block:

[sblock=Mini Stat Block]
Hagnim

HP: 12/12
AC: 19, Touch 13, Flat Footed 16
Initiative: +3
CMB: +1
CMD: 14
Fort: +5
Ref: +3
Will +6
Speed 20'

Spells prepared:
0 - Detect Magic, Guidance, Light
1 - Endure Elements, Magic Stone - Obscuring Mist

Ice Bolt: 7/7
+3 ; 1d4(p) / 1d4(cold

Club (melee): +1 = +0 (BAB) +1 (Stat) (1d6+1)X2

Perception +8

dies at -16

[/sblock]

Have to re-do equipment

70 gp

Hide armor 15gp
heavy wooden shield 7gp
club -
warhammer 12gp
scimitar 15gp


clothing, cold weather outfit -
Backpack 2gp
Bedroll 0.1gp
blanket, winter 0.5gp
Holly & Mistletoe -
Waterskin 1gp

17.4 gp
 

Attachments

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Last edited:

GandalfMithrandir

First Post
[sblock=Joseph]
[sblock=Game Info]
Race:Human
Class: Fighter
Level: 1
Alignment: CN
Languages: Common
Deity: Gorum [/sblock]
[sblock=Abilities]
STR: 15
DEX: 13
CON: 13
INT: 11
WIS: 11
CHA: 9
[/sblock]
[sblock=Combat]
HP: 15 = [10+ 1 (CON) + 1 (fav. class) + 3 (toughness)
AC: 17 = 10 + 6 (armor) + 0 (shield) + 1 (DEX)
AC Touch: 11 = 10 + 1 (DEX)
AC Flatfooted: 16 = 10 + 6 (armor) + 0 (shield)
INIT: +3 = +1 (DEX) +2 (Trait)
BAB: +1 = +1 (class/es)
CMB: +3 = +2 (STR) + 1 (BAB)
CMD: 14 = 10 + 1 (BAB) + 2 (STR) + 1 (DEX)
Fort: +3 = +2 (base) + 1 (stat) + 0 (misc)
Reflex: +1 = +0 (base) + 1 (stat) + 0 (misc)
Will: +0* = +0 (base) + 0 (stat) + 0 (misc)
*+2 to saves vs. Fear
Speed: 20'
Damage Reduction: none
Spell Resistance: none
[/sblock]
[sblock=Weapon Stats]
Greataxe (melee): +4 = +1 (BAB) +2 (Stat) +1 (feat) (1d12+3)X3
[/sblock]
[sblock=Racial Traits]
* +2 bonus to any one ability
* Size: Medium
* Base speed: 30'
* Free feat at 1st level
* Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait. [/sblock]
[sblock=Class Features]
Bonus Feat at 1st lvl (selected from those allowed to a fighter as a bonus feat) [/sblock]
[sblock=Feats]
Toughness (1st level)
Quick Draw (Human)
Weapon Focus (Greataxe) (Fighter level 1)
Athletic (spice)[/sblock]
[sblock=Skills]
Skill Points: 1 = [2 – 1]
Max Ranks: 1 ACP: -5
Skill List:
Survival: +4= +1 (ranks) + 0 (modifier) + 3 (class skill)
Climb +4=+2 (Feat) +2 (ability)
Swim +4=+2 (feat) +2 (ability)
[/sblock]
[sblock=Equipment]
Code:
Item                                  Cost     Weight
Greataxe                            20 gp    12 lbs
Chainmail                         150 gp     40 lbs
Backpack                            2 gp     2 lbs
2 days trail rations               1 gp     2 lbs
waterskin                           1 gp     4 lbs
Wood Holy Symbol (gorum) 1 gp     -


After equipment list
Treasure: 0 gp, 0 sp, 0 cp Gems: none
Total weight carried: 60 lbs (light)
Maximum weight possible: 66: light, 133: medium, 200: max[/sblock]
[sblock=Traits]
Courageous: Your childhood was brutal, yet you persevered primarily through force of will and faith that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects.

Chance Savior: Fate smiled on you and Professor
Lorrimor one day in the not so distant past. Through a
matter of pure chance, you were in a position to save the
late scholar’s life and did so. His gratitude was effusive,
and he promised that he would never forget you. You are
unsure of the nature of the summons in his will, but
believe he may have listed you as a possible heir in thanks
for saving him from an untimely demise.
Your ability to think quickly on your feet has stayed
with you, and you quite often feel that you’re in the right
place at the right time. You gain a +2 trait bonus on
Initiative checks. [/sblock]

[sblock=Details]
Size: Medium
Gender: Male
Age: 30
Height: 5'6"
Weight: 140 lbs
Hair Color: Brown/dirty blonde
Eye Color: Green
Skin Color: Deep Tan
Appearance: Scruffy Woodsman Type
Demeanor: withdrawn, then very outgoing, then withdrawn
Background:
Joseph was born a barbarian in the north, but then his family was killed by a wandering band of bandits, now he serves as an axe-for-hire. [/sblock]
[sblock=Adventure Log] none yet [/sblock]
[sblock=Level Ups] none [/sblock][/sblock]

Now my mini stat block:

[sblock=Mini Stat Block]
HP: 15/15
AC: 17, Touch 11, Flat Footed 16
Initiative: +3
CMB: +3
CMD: 14
Fort: +3 (+8 when rolling to stabilize, +5 against Fear effects)
Ref: +1 (+s against fear effects)
Will +0 (+2 against fear effects)
Speed 20'
ACP -5

Greataxe (melee): +4 = +1 (BAB) +2 (Stat) +1 (feat) (1d12+3)X3

Perception +0

dies at -13

link to full sheet
[/sblock]
 
Last edited:

Herobizkit

Adventurer
[sblock=Daggal Harjyr]
[sblock=Game Info]
Race: Duergar
Class: Inquisitor
Level: 1
Alignment: Lawful Evil
Languages: Common, Draconic, Dwarven, Undercommon
Deity: Asmodeus[/sblock][sblock=Abilities]
STR: 16
DEX: 12
CON: 16
INT: 13
WIS: 16
CHA: 14[/sblock][sblock=Combat]
HP: 12 = [1d8 + 3] + 1 (favored class bonus)
AC: 19 = 10 + 6 (armor) + 2 (shield) + 1 (DEX),
AC Touch: 11 = 10 + 1 (DEX)
AC Flatfooted: 18 = 10 + 6 (armor) + 2 (shield)
INIT: +1 = +1 (DEX)
BAB: +0 = +0 (list class)
CMB: +3 = +3 (STR) + 0 (BAB)
CMD: 14 = 10 + 3 (STR) + 1 (DEX) + 0 (BAB)
Fort: +5 = +2 (base) + 3 (stat)
Reflex: +1 = +0 (base) + 1 (stat)
Will: +5 = +2 (base) + 3 (stat)
Speed: 20 (4 squares)
Damage Reduction: nil
Spell Resistance:nil, but +4 saves vs spells and effects[/sblock][sblock=Weapon Stats]
mw Heavy mace(melee): +4 = +0 (BAB) + 3 (STR) + 1 (mw)/ DMG = 1d8+3(B), CRIT x2
Darts(Ranged): +1 = +0 (BAB) + 1 (DEX)/ DMG = 1d4+3(P), CRIT x2
[/sblock][sblock=Racial Traits]
  • +2 Constitution, +2 Wisdom, &#82114 Charisma: Duergar are hearty and observant, but also stubborn and belligerent.
  • Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Darkvision: Duergar can see in the dark up to 120 feet.
  • Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities.
  • Stability: Duergar receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground.
  • Spell-Like Abilities: Duergar can cast enlarge person and invisibility each once per day, using their character level as their caster level. Both of these spell-like abilities affect the duergar only.
  • Light Sensitivity: Duergar are dazzled as long as they remain in an area of bright light.
  • Languages: Duergar begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence can choose bonus languages from the following: Aklo, Draconic, Giant, Goblin, Orc, Terran.
[/sblock][sblock=Class Features]An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity (Mace). She is also proficient with light armor, medium armor, and shields (except tower shields).

Domain, judgment 1/day, monster lore, orisons, stern gaze


Orisons known: Brand, Create Water, Detect Magic, Guidance
Level 1 known: Comprehend Languages, True Strike
Spells/Day: 2

Magic Domain:
Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.[/sblock]
[sblock=Feats and Traits]
Feats: Alertness (Spice feat), Steel Soul (+4 save to spells/effects)
Traits: Rich Parents, Subject of Study (Undead)[/sblock]
[sblock=Skills]
Skill Ranks: 7
Max Ranks: 1 ACP: -6 (armor+shield)
Skills:
*Know Arcana +5; +1 rank +3 class +1 INT
*Know Dungeon +5; +1 rank +3 class +1 INT
*Know Planes +5; +1 rank +3 class +1 INT
*Know Religion +5; +1 rank +3 class +1 INT
Perception +9; +1 rank +3 class +3 WIS +2 Alertness feat
Sense Motive +10; +1 rank +3 class +3 WIS +2 Alertness feat +1 Stern Gaze class feature
Survival +7; +1 rank +3 class +3 WIS

*Knowledge skills get +3 when checking for abilities or weaknesses of creatures.
[/sblock][sblock=Equipment]
Code:
Equipment                    Cost  Weight
mw heavy mace                 312     8
Darts (10)                      5     5 (@ 0.5)
spiked breastplate            250    40
spiked hvy steel shield        30    20
backpack                        2      2
waterskin                        1      4
flint and steel                  1      --
holy symbol, silver     25     1
rope, Spider's silk 50ft      100       4
healer's kit                         50      1
monk's outfit                  free      --
Treasure: 124 gp, sp, cp Gems:
Total weight carried: 85
Maximum weight possible: 76/153/230[/sblock][sblock=Details]
Size: Medium
Gender: Male
Age: 66
Height: 4' 4"
Weight: 195 lbs.
Hair Color: white beard, white hair
Eye Color: black
Skin Color: gray
Apperance:
Deamenaor:[/sblock]
[sblock=Background]... [/sblock]
[sblock=Adventure Log] None yet[/sblock]
[sblock=Level Ups] N/A only first level[/sblock] [/sblock]

attachment.php
 
Last edited:

rangerjohn

Explorer
[sblock=Zeldana]
[sblock=Game Info]
Race:Half Elf
Class:Cleric/Rogue
Level: 1/0
Alignment:N
Languages: Common, Elven, Varasian
Deity: Pharasma[/sblock]
[sblock=Abilities]
STR:12 +1
DEX:12 +1
CON:10 +2 race adj
INT:13 +1
WIS:17 +3
CHA:16 +3[/sblock]
[sblock=Combat]
HP: 09 = [1d8 + 0] + 1 (favored class bonus)
AC: 18 = 10 + 5 (armor) + 2 (shield) + 1 (DEX),
AC Touch: 11 = 10 + 1 (DEX)
AC Flatfooted: 17 = 10 + 5 (armor) + 2 (shield)
INIT: +1 = +1 (DEX)
BAB: +0 = +0 (Cleric)
CMB: +1 = +1 (STR) + 0 (BAB)
CMD: 12 = 10 + 1 (STR) + 1 (DEX) + 0 (BAB)
Fort: +2 = +2 (base) + 0 (stat)
Reflex: +1 = +0 (base) + 1 (stat)
Will: +5 = +2 (base) + 3 (stat)
Speed: 30 [20 in armor]
Damage Reduction:
Spell Resistance:[/sblock]
[sblock=Weapon Stats]
EXAMPLE:
Morningstar(melee): +1 = +0 (BAB) + 1 (STR) + 0 (feat)/ DMG = 1d8+1(B/P), CRIT 20-20x2
Dagger(melee): +1 = +0 (BAB) +1 (STR) +0 (feat)/ DMG = 1d4+1 (P/S)
CRIT 19-20x2
Dagger(range): +1 = +0 (BAB) +1 (DEX) +0 (feat)/ DMG = 1d4+1 (P/S) RI 10
CRIT 19-20x2
Light X-bow +1 = +0 (BAB) +1 (DEX) +0 (feat)/ DMG = 1d8 (P) RI 80 CRIT 19-20x2
Icicle(range touch): +1= +0 (BAB) +1 (DEX) +0 (feat)/ DMG 1d6 (cold) Range 30'
CRIT 20-20x2
[/sblock]
[sblock=Racial Traits]
+2 CON
Size: Medium
Low Light Vision see twice as far as human in dim light
Adaptablity bonus skill focus feat
Elf Blood count as elf or human for any effect related to race
Elven Immunities immune to magical sleep effect and +2 enchantment spells and effects
Keen Senses +2 perception
Multitalented choose to favored classes at first level
[/sblock]
[sblock=Class Features]
Hit Die D8
Starting Wealth 140 gp
Class Skills: The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 2 + Int modifier.
Weapon and Armor Proficiency

Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Channel Positive Energy 6/day for 1d6 healing to living or 1d6 damage to undead
Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).

Domains:
Repose[Souls]:You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
Granted Powers: Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.
Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—anti-life Shell, 7th—destruction, 8th—waves of exhaustion, 9th—trap the soul.

Water[Ice]:You can manipulate water and mist and ice, conjure creatures of water, and resist cold.

Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 6/day

Body of Ice (Su): At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds per day equal to your cleric level. The rounds need not be consecutive.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—Freezing Sphere, 8th—horrid wilting, 9th—Polar Ray.
Spells:
0:3 Detect Magic, Guidance, Light
1:Bless, Divine Favor + Obscuring Mist
[/sblock]
[sblock=Feats & Traits]
Combat Expertise
Skill Focus Disable Device
Vagabond Child Disable Device always class skill +1 trait bonus
On the Payroll +150 starting wealth
[/sblock]
[sblock=Skills]
Skill Ranks:3
Max Ranks: 1 ACP: -6
Skills:
Disable Device +5 1 rank +1 DEX +3 CS+1 Trait+3 feat +2 MW tools-6 ACP
Or +8 with guidance
Perception +5 +3 Wis +2 Keen Senses
Knowledge, Relegion +5 1 rank +1 int +3 CS
Sense Motive +7 1 rank +3 Wis +3 CS
[/sblock]
[sblock=Equipment]
Code:
Equipment                     Cost  Weight
Morningstar                    8gp   6lbs
Dagger                         2gp   1lb
Light X-bow                   35gp   4lbs
bolts, 20                      2gp   2lbs                          
Scale Mail                    50gp  30lbs
Heavy Wooden Shield            7gp  10lbs
Backpack                       2gp   2lbs
Bedroll                        1sp   5lbs
Waterskin                      1gp   4lbs
Flint and Steel                1gp   ---
Holy Symbol, Silver           25gp   1lb
Explorer's Outfit             free   0lb
MW Thieves' Tools            100gp   1lb
Rations, Trail(5 days)        25sp   5lbs

Magic: Potions one each of clw, lesser restoration, and
Spirit Planchette

Aura moderate divination; CL 9th
Slot none; Price 4,000 gp (brass planchette),
10,000 gp (cold iron planchette), 18,000 gp
(silver planchette); Weight 5 lbs.
___________________________________________
Description__________________________________
A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist—brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this “board” can be made up of letters scribed upon any smooth surface—it need not be a prepared board for a spirit planchette to work.

To use a spirit planchette, you must rest your fingers lightly upon the planchette’s surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board—at this point, questions may be asked of the spirits by any of the individuals involved in the séance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below. The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with “yes,” “no,” or “maybe,” or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day—the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below).

Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful this Will save takes a –2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient—the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically “maybe.” If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie.

Spirit Planchettes
Code:
Planchette Questions Will Confusion True Lie
Type per Use save DC Duration Answer___
Brass 1 11 1 round 01–60 61–100
Cold Iron 3 15 2 rounds 01–75 76–100
Silver 5 19 3 rounds 01–90 91–100
Treasure: 54gp,4 sp, cp Gems:
Total weight carried: 76lbs (medium load)
Maximum weight possible: 43lbs light, 86lbs medium, 130lbs heavy[/sblock]
[sblock=Details]
Size:Medium
Gender:Female
Age: 24
Height: 5' 4"
Weight: 120 lbs
Hair Color: Black
Eye Color: Green
Skin Color: Olive
Apperance:
Deamenaor:[/sblock]
[sblock=Background]
Abandoned on the streets of Riddleport at an early age, Zeldana learned to fend for herself. Often going hungry until taken in by the church of Pharasma.
Since then she has been trying to live down her past. Which is hard, people just seem to be interested in her for her shady skills. One person she has worked with more than once in the past was Dr. Lorrimor. They travelled together on many expeditions, he once gifted her with an object they found on one of his digs. She still carries it to this day in memory of one of her few friends. [/sblock]
[sblock=Adventure Log] None yet[/sblock]
[sblock=Level Ups] N/A only first level[/sblock] [/sblock]
 
Last edited:

renau1g

First Post
[sblock=Todarg]
[sblock=Game Info]
Race:Hobgoblin
Class:Sorcerer
Level: 1/0
Alignment:N
Languages: Common, Goblin, Dwarven
Deity: Magic![/sblock]
[sblock=Abilities]
STR:12 +1
DEX:14 +2 race adj
CON:16 +3 race adj
INT:12 +1
WIS:11 +0
CHA:18 +4[/sblock]
[sblock=Combat]
HP: 10 = [1d6 + 3] + 1 (favored class bonus)
AC: 12 = 10 + 0 (armor) + 0 (shield) + 2 (DEX),
AC Touch: 12 = 10 + 2 (DEX)
AC Flatfooted: 10 = 10 + 0 (armor) + 0 (shield)
INIT: +2 = +2 (DEX)
BAB: +0 = +0 (Sorcerer)
CMB: +1 = +1 (STR) + 0 (BAB)
CMD: 13 = 10 + 1 (STR) + 2 (DEX) + 0 (BAB)
Fort: +3 = +0 (base) + 3 (stat)
Reflex: +3 = +0 (base) + 2 (stat)
Will: +2 = +2 (base) + 0 (stat)
Speed: 30
Damage Reduction:
Spell Resistance:[/sblock]
[sblock=Weapon Stats]

Shortspear(melee): +1 = +0 (BAB) + 1 (STR) + 0 (feat)/ DMG = 1d6+1(P), CRIT 20-20x2
Crossbow (light): +2= +0 (BAB) + 2 (DEX) + 0 (feat) = 1d8(P), CRIT 19-20x2


[/sblock]
[sblock=Racial Traits]
* +2 Dexterity, +2 Constitution: Hobgoblins are fast and hearty.
* Darkvision: Hobgoblins can see in the dark up to 60 feet.
* Sneaky: Hobgoblins gain a +4 racial bonus on Stealth checks.
* Languages: All hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Infernal, Giant, Orc.l
[/sblock]
[sblock=Class Features]
Hit Die: d6

Starting Wealth: 2d6 × 10 gp (average 70 gp)

Class Skills: The sorcerer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Bloodline - There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.

Class Skill: Knowledge (dungeoneering).

Bonus Spells: enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th).

Bonus Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering]).

Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

Bloodline Powers: Aberrant sorcerers show increasing signs of their tainted heritage as they increase in level, although they are only visible when used.

Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level + 10.

Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/&#8212.

Eschew Materials

A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Cantrips

Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under &#8220Spells Known.&#8221 These spells are cast like any other spell, but they do not consume any slots and may be used again.
[/sblock]
[sblock=Feats & Traits]
Persuasive

Traits:
Adopted (Halfling) - Well-Informed (Diplomacy as a class skill)
Desperate Focus - +2 on Concentration
[/sblock]
[sblock=Skills]
Skill Ranks:3
Max Ranks: 1 ACP: -0
Skills:
Intimidate +10 1 rank +4 CHA +3 CS+2 feat
Diplomacy +11 1 rank +4 CHA+3 CS+1 Trait+2 feat
Bluff +8 1 rank +4 CHA+3 CS

[/sblock]
[sblock=Spells]
Spells/day:
1st - 4/day

Spells Known:
0-level - Prestidigitation, Detect Magic, Spark, Ghost Sound
1st-level - Mage Armor, Grease,
[/sblock]
[sblock=Equipment]
Code:
Equipment                     Cost  Weight
Crossbow - 35gp
bolts(10) - 1gp
Shortspear - 1gp
Backpack - 2gp
bedroll - 5sp
waterskin - 1gp
rations(2 days) - 1gp
sunrods(2) - 4gp
scroll case - 1gp

23.5gp

Treasure: 54gp,4 sp, cp Gems:
Total weight carried: 71lbs (medium load)
Maximum weight possible: 43lbs light, 86lbs medium, 130lbs heavy[/sblock]
[sblock=Details]
Size:Medium
Gender:Male
Age: 32
Height: 6' 4"
Weight: 180 lbs
Hair Color: Brown
Eye Color: Brown
Skin Color: Brown
Apperance:
Deamenaor:[/sblock]
[sblock=Background]
TBD [/sblock]
[sblock=Adventure Log] None yet[/sblock]
[sblock=Level Ups] N/A only first level[/sblock] [/sblock]
 
Last edited:

HolyMan

Thy wounds are healed!
Locations

[sblock=Ravengro][sblock=Town Hall]
In classic small-town style, the people of Ravengro use this all-purpose facility for virtually everything, including council meetings, wedding receptions, and, when it rains, even the annual cook-off. Town council meetings are generally scheduled on the first Oathday of the month, and often last well into the night.

purple dot[/sblock]
[sblock=Temple of Pharasma]
This temple is devoted to Pharasma, the Lady of Graves. Ravengro’s only religious structure, the temple is also the town’s most elaborate building. Its eastern facade displays an intricate stained-glass mural depicting a stern Pharasma judging Count Andachi, one of Tamrivena’s most infamous previous rulers. Vauran Grimburrow is officially in charge of the temple, but the day-to-day tending of the flock and maintenance of the temple and the Restlands are largely seen to by a dozen acolytes.

yellow dot[/sblock]
[sblock=The Unfurling Scroll]
When their parents can afford to spare them from the farms, a few “lucky” children are sent to study under Alendru Ghoroven, a retired wizard-turned-teacher. Alendru teaches reading, history, and math, as well as beginning magical theory. He seeks to elevate “the commoners,” though few of his pupils enjoy the strictness of his classes.In addition to teaching, Alendru supplements his income by buying and selling minor magic items (primarily scrolls) that he’s purchased or created.

orange dot[/sblock]
[sblock=The Lorrimor House]
This modest home was, until recently, the home of Professor Petros Lorrimor and his daughter Kendra. With the professor’s recent death, Kendra has been left the house as her inheritance—whether or not she chooses to stay in Ravengro is an unanswered question.

blue dot[/sblock]
[sblock=The Laughing Demon]
Zokar Elkarid holds the philosophy that the best way to meet the horrors of the world is with a jest, for if one can laugh at the worst life has to offer, there remains little to fear. His warm and friendly tavern does its best to live up to this admirable philosophy, down to the menu. Zokar takes pains to come up with humorous names for his drinks and meals, with offerings like vampire steaks (cuts of beef skewered on thick wooden spikes), wolf balls (lamb meatballs served on plates painted to look like the face of the full moon), corpse chowder (a thick stew with red broth and chunks of meat), and liquid ghosts (a sweet pale ale that glows faintly with a greenish tint). Zokar and his regulars enjoy telling visitors tall tales about what's really in the food served here.

red dot[/sblock][/sblock]
 

Attachments

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Last edited:

HolyMan

Thy wounds are healed!
NPCs

[sblock=Kendra Lorrimor]
Kendra Lorrimor
CR 1 XP 400
Female human diviner 2
NG Medium humanoid (human)
Init +1; Senses Perception +1
DEFENSE
AC 10, touch 10, flat-footed 10
hp 11 (2d6+2)
Fort +1, Ref +0, Will +4
OFFENSE
Speed 30 ft.
Melee dagger +0 (1d4–1/19–20)
Ranged light crossbow +1 (1d8/19–20)
Arcane School Spell-Like Abilities (CL 2nd; concentration +5)
6/day--diviner’s fortune (+1)
Diviner Spells Prepared (CL 2nd; concentration +5)
1st--comprehend languages, identify, mage armor
0 (at will)--acid splash, detect magic, disrupt undead, read magic

Opposition Schools Evocation, Illusion

TACTICS
During Combat Kendra prefers to use her diviner’s fortune on her allies or employ the aid another action. When applicable, she keeps her wits about her and uses her Knowledge skills to try to determine her opponents’ strengths and weaknesses, communicating this information to her allies. If needed, she uses her bonded amulet to spontaneously cast protection from evil, true strike, sleep, feather fall, or the other spells in her spellbook.
Morale Kendra flees from a battle if she’s on her own and is brought below 5 hit points, but if she’s with allies, she fights to the death to protect them.
STATISTICS
Str 8, Dex 10, Con 12, Int 16, Wis 13, Cha 15
Base Atk +0; CMB +1; CMD 10
Feats Improved Iron Will, Iron Will, Scribe Scroll
Skills Craft (alchemy) +8, Diplomacy +4, Knowledge (arcana) +8, Knowledge (history) +8, Linguistics +8, Spellcraft +8, Use Magic Device +4
Languages Aklo, Ancient Osiriani, Azlanti, Common, Celestial, Draconic, Varisian
SQ arcane bond (amulet), forewarned
Combat Gear potion of cure light wounds, scroll of protection from evil, silversheen, alchemist’s fire, 3 alchemical silver bolts, antitoxin, 3 cold iron bolts, holy water, smokestick; Other Gear light crossbow with 10 bolts, dagger, journal, magnifying glass, scroll case, spellbook (contains all prepared spells plus feather fall, protection from evil, sleep, and true strike), sun rod, 23 gp[/sblock]
[sblock=Aerodus Tauranor]
[sblock=Game Info]
Race: Human
Class: Paladin
Level: 1
Alignment: Lawful Good
Languages: Common
Deity: Iomedae [/sblock]
[sblock=Abilities]
STR: 16
DEX: 15 (+2 racial)
CON: 16
INT: 9
WIS: 11
CHA: 17 [/sblock]
[sblock=Combat]
HP: 17 = [1d10 + 3] + 1 (Paladin) + 3 (feat)
AC: 19 = 10 + 5 (armor) + 2 (shield) + 2 (DEX),
AC Touch: 12 = 10 + 2 (DEX)
AC Flatfooted: 17 = 10 + 5 (armor) + 2 (shield)
INIT: +2 = +2 (DEX)
BAB: +1 = +1 (Paladin)
CMB: +4 = +3 (STR) + 1 (BAB)
CMD: 16 = 10 + 3 (STR) + 2 (DEX) + 1 (BAB)
Fort: +5 = +2 (base) + 3 (stat)
Reflex: +2 = +0 (base) + 2 (stat)
Will: +2 = +2 (base) +0 (stat)
Speed: 30' (20')
Damage Reduction: 00
Spell Resistance: 00 [/sblock]
[sblock=Weapon Stats]
Veneratio Virtus(melee): +4 = +1 (BAB) + 3 (Str) + 0 (feat)/ DMG = 1d10+3(S), CRIT 19-20x2
Longbow(ranged): +3 = +1 (BAB) + 2 (Str) +0 (feat)/ DMG = 1d8(P), x3 [/sblock]
[sblock=Racial Traits]
Bonus Feat: Gain one extra feat at 1st level.
Skilled: Gain an additonal skill point at 1st level and every additional level. [/sblock]
[sblock=Class Features]
Aura of Good: Aura equal to paladin level.
Detect Evil: At will, the paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60' and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on on an object or individual, the paladin does not detect evil in any other object or individual within range.
Smite Evil: Once per day, as a swift action, the paladin chooses one target within sight to smite. If the target is evil, the paladin adds their Charisma bonus (if any) to their attack rolls and adds their paladin level to all damage rolls made against the target of the smite. If the target of the smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automaticall bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gais a deflection bonus equal to her Charisma modifier (if any) to their AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains their uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table 3-11, to a maximum of seven times per day at 19th level. [/sblock]
[sblock=Feats & Traits]
Exotic Weapon Proficiency (Bastard Sword) (Bonus): Gain proficiency with bastard swords.
Toughness (1st): Gain 3 additional hit points and 1 additional hit point at every level beyond the 3rd.
Eyes and Ears of the City: +1 on Perception checks and Perception is a class skill.
Subject of Study: Undead, gain a +1 weapon damage bonus against undead. [/sblock]
[sblock=Skills]
Skill Ranks: 2
Max Ranks: 1 ACP: -6
Skills:
Acrobatics - 4 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -6 [ACP]
Appraise +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Bluff +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
Climb -3 = +0 [ranks] +0 [class skill] +3 [STR] +0 [misc] -6 [ACP]
Craft +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Diplomacy +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
Disable Device +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
Disguise +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
Escape Artist -4 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -6 [ACP]
Fly -4 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -6 [ACP]
Handle Animal +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
Heal +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
Intimidate +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
Knowledge (Arcana) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (Dngnrng) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (Engnrng) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (Geography) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (History) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (Local) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (Nature) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (Nobility) -1 = +0 [ranks] +0 [class skill] -1 [INT] +0 [misc]
Knowledge (Planes) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Knowledge (Religion) +3 = +1 [ranks] +3 [class skill] -1 [INT] +0 [misc]
Linguistics +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Perception +3 = +1 [ranks] +0 [class skill] +1 [WIS] +1 [misc]
Perform +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
Profession +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
Ride -4 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -6 [ACP]
Sense Motive +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
Sleight of Hand -4 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -6 [ACP]
Spellcraft -1 = +0 [ranks] +0 [class skill] -1 [INT] +0 [misc]
Stealth -4 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -6 [ACP]
Survival +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
Swim -3 = +0 [ranks] +0 [class skill] +3 [STR] +0 [misc] -6 [ACP]
Use Magic Device +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc] [/sblock]
[sblock=Equipment]
Code:
Item                         Cost     Weight
Scale Mail                   50gp     30 lbs. 
Shield, Heavy Wooden          7gp     10 lbs.
Bastard Sword(spice)         00gp      6 lbs.
Longbow                      75gp      3 lbs.
  Arrows (20)                 1gp      3 lbs.
Holy Symbol, silver          25gp      1 lbs.
Backpack                      2gp      2 lbs.
   Bedroll                    1sp      5 lbs.
   Flint and Steel            1gp       ---
   Torch x3                   3cp      3 lbs.
   Whetstone                  2cp      1 lbs.
   Waterskin                  1gp      4 lbs.
Treasure: 12gp, 8sp, 5cp Gems: none
Total weight carried: 68 lbs.
Maximum weight possible: Light (76), Medium (77-153) Heavy (154-230)[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 22
Height: 5'10"
Weight: 187
Hair Color: Black
Eye Color: Green
Skin Color: Pale
Apperance: Clean and well groomed.
Deamenaor: Calm even under pressure, but takes up arms as soon as he feels it is needed.[/sblock]
[sblock=Background] Aerodus was born and raised in Cheliax mainly by his mother. His father left to remove some undead from the lands of Ustalav, a problem he has attended to several times before, but never returned. His mother lives in an estate just outside the main city where she tends a memorial for his father. upon his departure his mother passed onto him his fathers sword, Veneratio Virtus. [/sblock]
[sblock=Adventure Log] None yet [/sblock]
[sblock=Level Ups] N/A only first level [/sblock] [/sblock]
 
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