Hero's of the Lance - Pathfinder Versions

HolyMan

Thy wounds are healed!
heroes.jpg

Have to find my old RG and get those pictures so if anyone wants to they can post up one.

This is a simple RG for a grand game. I will use the next couple posts for links and loot. NPCs and Locations.

You all may post up your character(s) and we will get back to playing.

HM
 
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HolyMan

Thy wounds are healed!
Locations and NPCs

[sblock=Caramon Majere]
[sblock=Game Info]
Race: Human
Class: Fighter
Level: 6
Alignment: Chaotic Good
Languages: Common
Deity: [/sblock]
[sblock=Abilities]
STR: 19
DEX: 12
CON: 16
INT: 10
WIS: 13
CHA: 10[/sblock]
[sblock=Combat]
HP: 74 = [6d10=50] + 18 (CON) +6 (Feat) + [FC]
AC: 20 = 10 + 5 (MW Scale Mail) + 2 (Heavy Steel Shield) + 1 (DEX) +1 (AoNA) +1 (DoTS)
AC Touch: 11 = 10 + 1 (DEX)
AC Flatfooted: 19 = 10 + 5 (MW Scale Mail) + 2 (Heavy Steel Shield) +1 (AoNA) +1 (DoTS)
INIT: +2 = +2 (DEX)
BAB: +6 = +6 (Fighter)
CMB: +10 = +4 (STR) + 6 (BAB)
CMD: 22 = 10 +4 (STR) +2 (DEX) +6 (BAB)
Fort: +9 = +5 (Fighter) +3 (CON) +1 (Cloak os Resistance)
Ref: +5 = +2 (Fighter) +2 (DEX) +1 (Cloak os Resistance)
Will: +4 = +2 (Fighter) +1 (WIS) +1 (Cloak os Resistance)
Speed: 30 ft. (20 ft.)
Damage Reduction: None
Spell Resistance: None[/sblock]
[sblock=Weapon Stats]
MW Longsword(Melee): +10/+5/+3* = +6/+1 (BAB) +4 (STAT)/DMG = 1d8+6(S), Crit 19-20/x2, * Power Attack

MW Longspear(Melee): +10/+5/+3* = +6/+1 (BAB) +4 (STAT)/DMG = 1d8+8(S), Crit 19-20/x2, * Power Attack

Dagger(Melee): +10/+5/+3* = +6/+1 (BAB) +4 (STAT)/DMG = 1d8+6(S), Crit 19-20/x2, * Power Attack[/sblock]
[sblock=Racial Traits]
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra 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.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/sblock]
[sblock=Class Features]
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

Weapon Training Heavy Blades (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.[/sblock]
[sblock=Feats and Traits]
FEATS:
Power Attack (Combat): You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modif ier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Cleave (Combat): As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Weapon Focus (Combat): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Great Cleave (Combat): As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Weapon Specialization (Combat): You gain a +2 bonus on all damage rolls you make using the selected weapon.

Vital Strike (Combat): When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Furious Focus (Combat): When you are wielding a two-handed weapons or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hot points whenever you gain a Hit Die (such as when you gain a level).

TRAITS:
Defender of the Society: You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.

Militia Veteran: Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +2 trait bonus on that skill, and it is always a class skill for you.[/sblock]
[sblock=Skills]
Skill Ranks: 18 = [12 (Fighter) + 00 (INT)] x 06 (LvL) + 06 (Fighter)
Max Ranks: 06
ACP: -4

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
-03 =  Acrobatics          +01    +00   +0  +00   -4   DEX
+00 =  Appraise            +00    +00   +0  +00        INT
+00 =  Bluff               +00    +00   +0  +00        CHA
+05 =()Climb               +04    +02   +3  +00   -4   STR
+00 =()Craft:_____         +00    +00   +0  +00        INT
+00 =  Diplomacy           +00    +00   +0  +00        CHA
+na =  Disable Device^     +00    +00   +0  +00   -4   DEX
+00 =  Disguise            +00    +00   +0  +00        CHA
-03 =  Escape Artist       +01    +00   +0  +00   -4   DEX
-03 =  Fly                 +01    +00   +0  +00   -4   DEX
+00 =()Handle Animal^      +00    +00   +0  +00        CHA
+01 =  Heal                +01    +00   +0  +00        WIS
+05 =()Intimidate          +00    +02   +3  +00        CHA
+na =  Know:Arcana^        +00    +00   +0  +00        INT
+00 =()Know:Dungeoneering^ +00    +00   +0  +00        INT
+00 =()Know:Engineering^   +00    +00   +0  +00        INT
+na =  Know:Geography^     +00    +00   +0  +00        INT
+na =  Know:History^       +00    +00   +0  +00        INT
+na =  Know:Local^         +00    +00   +0  +00        INT
+na =  Know:Nature^        +00    +00   +0  +00        INT
+na =  Know:Nobility^      +00    +00   +0  +00        INT
+na =  Know:Planes^        +00    +00   +0  +00        INT
+na =  Know:Religion^      +00    +00   +0  +00        INT
+na =  Linguistics^        +00    +00   +0  +00        INT
+01 =  Perception          +01    +00   +0  +00        WIS
+00 =  Perform:_____       +00    +00   +0  +00        CHA
+06 =()Profession^:Solider +01    +02   +3  +00        WIS
+04 =()Ride                +01    +02   +3  +02** -4   DEX
+01 =  Sense Motive        +01    +00   +0  +00        WIS
+na =  Sleight of Hand^    +00    +00   +0  +00   -4   DEX
+na =  Spellcraft^         +00    +00   +0  +00        INT
-03 =  Stealth             +01    +00   +0  +00   -4   DEX
+09 =()Survival            +01    +02   +3  +03*       WIS
+05 =()Swim                +04    +02   +3  +00   -4   STR
+na =  Use Magic Device^   +00    +00   +0  +00        CHA
*Heart of The Wilderness, **Militia Training[/sblock]
[sblock=Equipment]
Code:
[U]Item                          Cost    Weight[/U]
MW Scale Mail Armor            200gp   30lb
MW Heavy Steel Shield          170gp   15lb
MW Longsword                   315gp    4lb
MW Longspear                   305gp    9lb
Dagger                         302gp    1lb
Amulet of Natural Armor +1   2,000gp    ---
Cloak of Resistance +1       1,000gp    ---
MW Backpack                     50gp    4lb
-Flint and Steel                 1gp    ---
-Waterskins (3)                  3gp   12lb
-Provisions (5 days)           2.5gp    5lb
-Torch(2)                        2cp    2lb
-Whetstone                       2cp    1lb
-Iron Pot                       .8gp    4lb
Rope 50'hemp                     1gp   10lb
Bedrolls (2)                     1gp   10lb
Traveler's outfit               free    ---
 
                Total Weight Carried: 106lb
Treasure: 7stl, 3sp, 0cp[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 25
Height: 6'
Weight: 200lbs
Hair Color: Brown
Eye Color: Brown
Skin Color: Tanned
Personality: Caramon is easy-going, strong, and shy around women. He is trustworthy to a fault. He is not secretive (except about the Test) and has no inner doubts. His one obsession is polishing his sword. He is very protective of his little brother and very fond of him, but doesn't understand him in the slightest. He is often embarrassed by his brother's rudeness and apologizes for him. His motto is, "There is no problem that cannot be solved by strength." Money is nice, but not important.

Caramon is occasionally impulsive, and doesn't always know his own strength. He is left-handed. His intelligence is not great- in contrast to his brother. What he appears to be on the surface is what he is in his soul. His only private depth lies in his love for his brother.

Caramon is a skilled outdoorsman as well as a fighter. Because of his great strength, he carries enough weapons and armor to be virtually a "walking arsenal".

He is content to follow Tanis' lead, and deeply respects Sturm, though he wishes both of them would loosen up a bit. [/sblock]
[sblock=Background]Caramon, a giant of a warrior, is Raistlin's twin brother and Kitiara's half-brother, He could not be more unlike his siblings. He is honest and open where Raistlin is cynical and reserved, friendly and compassionate where Kitiara is wild and passionate.

The twins were born when Kitiara was eight. One twin was strong and healthy, but the other nearly died at birth. Because their mother was frail, it fell to Kitiara to raise the two. Caramon, the first-born twin, showed himself to be a warrior born. As he grew, he outstripped other boys his age, always being the tallest and strongest around. He quickly acquired fighting skills, and was soon a champion swordsman.

Although the twin brothers were nothing alike, Caramon loved his brother Raistlin dearly, and frequently protected him from bullies. When Raistlin discovered his natural aptitude for magic, no one was more pleased for him than Caramon, even though Raistlin's new studies made him a poor companion. Caramon, an outgoing and social person, had many friends, including young Sturm Brightblade. One day, he met Tasslehoff Burrfoot, a kender, and so the twins became involved with the companions.

Caramon accompanied Tanis and Flint on trips in the Haven/Solace area, and grew into a powerful fighting man. At the age of twenty, he and Raistlin met with their companions in the Inn of the Last Home for what would be the last time in many long years. For Raistlin had been granted an opportunity to take the Test-an experience that would make him into a powerful mage . . . if he survived it. Caramon, ever faithful, accompanied Raistlin. He has never talked about what happened there, but the Test created a darker bond between the two brothers.[/sblock][/sblock]
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Disposable Hero

First Post
[sblock=Flint Fireforge]
[sblock=Game Info]
Race: Dwarf
Class: Inquisitor
Level: 6
Alignment: Neutral Good
Languages: Common, Hill Dwarf, Goblin
Deity: Reorx[/sblock]
[sblock=Abilities]
STR: 15 (7 pts)
DEX: 12 (2 pts)
CON: 18 (7 pts) (+2 racial adj.; +1 4th lvl)
INT: 12 (2 pts)
WIS: 16 (5 pts) (+2 racial adj.)
CHA: 10 (2 pts) (-2 racial adj.)[/sblock]
[sblock=Combat]
HP: 78 = [6d8=48] + 24 (CON) + 6 (feat)
AC: 19 = 10 + 3 (armor) + 1 (DEX) + 5 (deflection)
AC Touch: 16 = 10 + 1 (DEX) + 5 (deflection)
AC Flatfooted: 18 = 10 + 3 (armor) + 5 (deflection)
INIT: +6 = +1 (DEX) + 3 (WIS) + 2 (trait)
BAB: +4 = +4 (Inquisitor))
CMB: +6 = +2 (STR) + 4 (BAB)
CMD: 17* = 10 + 2 (STR) + 1 (DEX) + 4 (BAB)
Fort: +11 = +5 (Inquisitor) + 4 (CON) + 2 (resistance)
Reflex: +5 = +2 (Inquisitor) + 1 (DEX) + 2 (resistance)
Will: +10 = +5 (Inquisitor) + 3 (WILL) + 2 (resistance)
Speed: 20'
Damage Reduction: None
Spell Resistance: 11
Spell Failure: N/A

* +4 to CMD to resist bull rush and trips while standing on the ground[/sblock]
[sblock=Weapon Stats]
battleaxe(melee): +7 = +4 (BAB) + 2 (STR) + 1 (item)/DMG = 1d8+3(S), CRIT20x3, Special: None

+1 throwing axe(melee): +7 = +4 (BAB) + 2 (STR) + 1 (magic)/DMG = 1d6+2(S), CRIT20x2, Special: magical

+1 throwing axe(range): +6 = +4 (BAB) + 1 (DEX) + 1 (magic)/DMG = 1d6+2(S), CRIT20x2, Range: 10' Special: magical

Dagger(melee): +6 = +4 (BAB) + 2 (STR)/ DMG = 1d4+2(PorS), CRIT 19-20x2, Special: None

Dagger(ranged): +5 = +4 (BAB) + 1 (DEX)/ DMG = 1d4+2(P), CRIT 19-20x2, Range: 10' Special: None[/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.

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone. This racial trait replaces the greed racial trait.

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.

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.

Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces the hardy racial trait.

Rock Stepper: Many dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

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]
Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Inquisitor. In addition, she receives bonus spells per day if she has a high Wisdom score.

An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table: Inquisitor Spells Known are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Domain

Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Domain: Defense (Protection subdomain)
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Bane: At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.[/sblock]
[sblock=Feats & Traits]
1st lvl- Breadth of Experience
3rd lvl- Toughness
5th lvl- Extended Bane
Bonus teamwork feat#1: Lookout
Bonus teamwork feat#2: Outflank

Traits:
a) Reactionary: +2 on initiative checks.
b) Guardian of the Forge: +1 on Know engineering and Know history. Know history is a class skill for Flint.[/sblock]
[sblock=Skills]
Skill Ranks: 48 = [6 (Inquisitor) + 01 (INT)] x 06 (LvL) + 06 (favored class)
Max Ranks: 6
ACP: -1

Skills:
() = class skill
^ = trained only
Code:
Total Stat Rank CS Misc ACP
+00 = Acrobatics +01 +00 +0 +00 -1 DEX
+01 = Appraise +01 +00 +0 +00 INT
+05 = Bluff() +00 +02 +3 +00 CHA
+05 = Climb() +02 +01 +3 +00 -1 STR
+09 = Craft():metalsmith +01 +03 +3 +02 INT
+00 = Diplomacy() +00 +00 +0 +00 CHA
+00 = Disguise() +00 +00 +0 +00 CHA
+00 = Escape Artist +01 +00 +0 +00 -1 DEX
+00 = Fly +01 +00 +0 +00 -1 DEX
+09 = Heal() +03 +03 +3 +00 WIS
+11 = Intimidate() +00 +05 +3 +03 CHA
+03 = Know:Arcana()^ +01 +00 +0 +02 INT
+03 = Know:Dungeoneering()^ +01 +00 +0 +02 INT
+04 = Know:Engineering^ +01 +00 +0 +03 INT
+03 = Know:Geography^ +01 +00 +0 +02 INT
+09 = Know:History()^ +01 +02 +3 +03 INT
+03 = Know:Local^ +01 +00 +0 +02 INT
+03 = Know:Nature()^ +01 +00 +0 +02 INT
+03 = Know:Planes()^ +01 +00 +0 +02 INT
+09 = Know:Religion()^ +01 +03 +3 +02 INT
+12 = Perception() +03 +06 +3 +00 WIS
+00 = Perform: +00 +00 +0 +00 CHA
+11 = Profession()^:merchant+03 +02 +3 +04 WIS
+00 = Ride() +01 +00 +0 +00 -1 DEX
+15 = Sense Motive() +03 +06 +3 +03 WIS
+00 = Sleight of Hand^ +01 +00 +0 +00 -1 DEX
+04 = Spellcraft()^ +01 +00 +0 +00 INT
+09 = Stealth() +01 +06 +3 +00 -1 DEX
+09 = Survival() +03 +03 +3 +00 WIS
+12 = Survival(tracking) +03 WIS
+01 = Swim() +02 +00 +0 +00 -1 STR
+00 = Use Magic Device^ +00 +00 +0 +00 CHA
[/sblock]
[sblock=Spellcasting]
Divine, Spontaneous, Wisdom
Domain: Defense (Protection subdomain)
Spell DCs: 13+ = 10 + 3 (WIS) + ? (Spell LvL)
Concentration: +9

Spells per Day:
1st lvl: 5
2nd lvl: 4

Spells Known
Orisons: sift, detect poison, guidance, stabilize, detect magic, daze, virtue
1st Level: protection from evil, compel hostility, wrath, know the enemy
2nd Level: shield other, remove paralysis, flames of the faithful, qualm[/sblock]
[sblock=Equipment]
Code:
Equipment Cost Weight
mw studded leather armor 175gp 20lb
helm of the griffon mane priceless 3lb
mw battleaxe 310gp 6lb
+1 throwing axes(2) 4,616gp 4lb
dagger 2gp 1lb
Backpack 2gp 2lb
-flint and steel 1gp 0lb
-waterskin 1gp 4lb
-trail rations (2 days) 1gp 2lb
-whetstone .02gp 1lb
Belt Pouch 5gp 2lb
- varies items and whittling knife
- technically it's a spell component pouch
(but let's not call it that IC)
Silver chain priceless 1lb 
- with small cast iron forge pendant
- made by Flint's father
- works like Divine Focus 
Bedroll .1gp 5lb
Traveler's outfit free 0lb
 
Total weight carried: 51lb
Treasure: gp, sp, cp Gems:

Carrying Capacity:
light- 66 or less
medium- 67-133
heavy- 134-200[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 148(actual), late 50's (apparent)
Height: 4'7"
Weight: 148lbs
Hair Color: Graying Brown Hair and Beard
Eye Color: Hazel, scar over right eyelid
Skin Color: ruddy

Personality: Flint is a complex personality. He is gruff, cynical, distrustful, dwarvishly greedy, and never forgets an insult, but at the same time is extremely loyal, a little bashful (especially around women), humorous, and capable of deep and lasting friendship. Although it often appears different, he worries about his friends, thinking that they are children needing his care. He doesn't like to fight, but does it when he has to. He distrusts magic and all magic-users - including Raistlin. He has a running feud with Tasslehoff, but is secretly fond of the kender.

He is very fond of precious metals and gems, and is a talented metal craftsman. He whittles continually, and strokes and cleans his beard whenever there isn't a piece of wood in his hand. He dresses sloppily when traveling (to discourage bandits), but is very much the dandy in town. His health is good, but he has a touch of rheumatism. [/sblock]
[sblock=Background]Flint Fireforge, a grandfatherly dwarf, is the oldest of the companions. He is a Neidar (Hill) Dwarf, born in the wilds of the Kharolis Mountains. His father fought in the Dwarfgate Wars against the mountain dwarves, and told Flint many stories about that terrible conflict. After the Cataclysm, humans and hill dwarves sought refuge in the ancient dwarven kingdom of Thorbardin. The mountain dwarves, fearing they would be overrun, shut the gates of the kingdom, shutting out their kin, the Neidar, in the process. War raged for years, and both armies were obliterated in the final battle. The mountain dwarves who remained closed Thorbardin forever. The hill dwarves, shattered by the war, broke up into small clans. Flint was born into the poverty and hardship of his people, and grew up with a deep hatred of the mountain dwarves that had so betrayed his people.

Flint learned his trade as a metalsmith from his father, and set out into the world when he became an adult. His official reason for leaving was to find a more lucrative place to ply his trade, but secretly he dreamed of returning rich and powerful to reunite the Neidar Kingdom.

Eventually, Flint moved to Solace, since that town was located near all the major trade routes (and had one of the finest inns in the known world). His work was much in demand because of his skill, and he became one of the few dwarves welcome in the elven kingdom of Qualinesti. There he met a young half-elf named Tanis, and they formed a fast friendship.

When Tanis left Qualinost, he came to Flint in Solace, and Flint took the young half-elf on as a business partner. Together, they roamed the Haven/Solace region, and even traveled west across the mountains. They never went south, for Flint was not yet ready to face his own people again.

Although Flint grew increasingly crotchety as he aged, Tanis seemed to attract young, energetic people. And so the Companions formed around Flint and his young assistant. Flint, though always gruff, became much fonder of the Innfellows than they ever realized.

Flint had a near-brush with drowning that left him terribly afraid of water, and also had a close call with fire that left him nervous about flames. He is allergic to horses.

When Flint retired, he decided finally to travel south to find his people, and left Solace when the Innfellows departed. He traveled south of Pax Tharkas, but was captured by Aghar (gully dwarves)and imprisoned for several years. Finally, he escaped, but carries a burning hatred for the disgusting creatures.[/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 7
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock] [/sblock]
Flint_fireforge-1.jpg
 
Last edited:


Tanis

[sblock=Tanis]
[sblock=Game info]
Race: Half Elf
Class/Level: Ranger 2 / Fighter 4 (Fav: Fighter and Ranger)
Experience: ?
Hero Points:
Alignment: Neutral good
Languages: Common, Qualinesti Elf, Hill dwarf, camptalk.
Deity: Paladin
[/sblock]
[sblock=Abilities]
STR: 16 [+3] (15 + 1 level)
DEX: 16 [+3] (14 + 2 racial)
CON: 14 [+2]
INT: 12 [+1]
WIS: 11 [+0]
CHA: 14 [+2]
[/sblock]
[sblock=Combat]
HP: 65 = [6d10 + 12] + 3 (favored class bonus)
AC: 19 = 10 + 6 (armor) + 0 (shield) + 3 (DEX),
AC Touch: 13 = 10 + 3 (DEX)
AC Flatfooted: 16 = 10 + 6 (armor) + 0 (shield)
INIT: +5 = +3 (DEX) +2 (Trait)
BAB: +6/+1
CMB: +9 = +3 (STR) + 6 (BAB)
CMD: 22 = 10 + 3 (STR) + 3 (DEX) + 6 (BAB)
Fort: +9 = +7 (base) + 2 (stat)
Reflex: +7 = +4 (base) + 3 (stat)
Will: +1/2/3 = +1 (base) + 0 (stat) + 1 (vs. fear) + 2 (vs. enchantment)
Speed: 30 ft
Damage Reduction: None
Spell Resistance: None
[/sblock]
[sblock=Feats and Traits]
Elven Reflexes - Race Trait #1 (+2 to init)
Adopted - Social Trait #2 (Human - World Traveler (Diplomacy))
Skill Focus (Diplomacy) - Half Elf bonus feat.
Alertness - 1st. level feat
Combat Reflexes - Fighter bonus feat (3 AoO)
Shrewd Tactician - Fighter bonus feat (Opponents do not gain the +2 bonus for flanking you.)
Point blank shot - 3rd. level feat (+1 on attack & damage below 30' range)
Precise shot - Ranger archery feat (Fire into melee without a penalty)
Quick draw - Fighter bonus feat
Rapid shot - 6th. level feat (Fire two shots)
[/sblock]
[sblock=Skills]
Acrobatics: +1 = +1 [stat] +0 [rank]
Appraise: +1 = +1 [stat] +0 [rank]
Bluff: +1 = +1 [stat] +0 [rank]
*Climb: +8 = +3 [stat] +2 [rank] +3 [class skill with ranks]
*Craft (Bows): +5 = +1 [stat] +1 [rank] +3 [class skill with ranks]
*Diplomacy: +15 = +2 [stat] +6 [rank] +3 [skill focus] +1 [Trait] +3 [class skill with ranks]
*Handle Animal: +6 = +2 [stat] +1 [rank] +3 [class skill with ranks]
*Heal: +4 = +0 [stat] +1 [rank] +3 [class skill with ranks]
*Intimidate: +6 = +2 [stat] +1 [rank] +3 [class skill with ranks]
*Knowledge (Dungeoneering): +1 = +1 [stat] +0 [rank]
*Knowledge (Engineering): +1 = +1 [stat] +0 [rank]
*Knowledge (Geography): +1 = +1 [stat] +0 [rank]
*Knowledge (Nature): +6 = +1 [stat] +2 [rank] +3 [class skill with ranks]
*Perception: +12 = +0 [stat] +5 [rank] +2 [racial] +3 [class skill with ranks] +2 [Feat]
*Ride: +7 = +3 [stat] +1 [rank] +3 [class skill with ranks]
Sense Motive: +2 = +0 [stat] +0 [rank] +2 [Feat]
*Spellcraft: +1 = +1 [stat] +0 [rank]
*Stealth: +8 = +3 [stat] +2 [rank] +3 [class skill with ranks]
*Survival: +8 = +0 [stat] +4 [rank] +1 [class trait] +3 [class skill with ranks]
*Swim: +7 = +3 [stat] +1 [rank] +3 [class skill with ranks]
[/sblock]
[sblock=Racial and Class Traits]
Race
Low Light Vision.
Adaptability - Skill focus (Diplomacy) at 1st. level.
Immune to magic sleep effects
+2 vs. enchantment spells and effects.
+2 racial bonus on Perception.
Multitalented - Favored classes (Fighter and Ranger)

Fighter
Proficient with all simple and martial weapons.
Proficient with all armor and shields.
Bravery - +1 to Will saves against fear.
Armor training (-1 acp and +1 max. dex)

Ranger
Favored Enemy: Humanoid (Goblinoid).
Track - +0.5 level to Survival.
Wild empathy - (Ranger level+Cha mod.) [+4] vs. animals.
Combat style (archery)
[/sblock]
[sblock=Equipment]
Item Cost Weight
elven armored coat +2 4,200gp 20lb
keen longsword +1 8,315gp 4lb
mw comp longbow [STR+3] 700gp 3lb
-arrows (20) 1gp 3lb
daggers(2) 4gp 2lb
backpack 2gp 2lb
-flint and steel 1gp ---
-waterskin 1gp 4lb
-rations,trail (2 days) 1gp 2lb
-torch(1) 1cp 1lb
-whetstone 2cp 1lb
bedroll 1sp 5lb
traveler's outfit free 0lb

total weight carried: 57lb
[/sblock]
[sblock=Background]
Tanis was born during the terrible shadow years that followed the cataclysm. His mother was a qualinesti elf who was assaulted by a human plainsman. She escaped to qualinost, but died giving birth to a halfbreed: Tanis.

The elves of qualinost, who revere life as sacred in all forms, raised tanis as one of their own. Nonetheless, the mixture of human and elven blood was unusual. Tanis felt the difference between himself and his elven cousins strongly.

As a ward of the speaker of suns, the ruler of qualinost, Tanis grew close to the speaker's three children: Gilthanas, Porthios, and Laurana. Laurana developed a childhood crush on Tanis. He felt he loved her, too, but she remained a child when he began to feel the stirrings of adulthood. To avoid conflict with his adopted family, and to learn about his human side, he felt the time was right to leave the elven realm and see the world. A bitter conversation with Gilthanas helped clinch his decision.

Tanis, journeyed to solace to visit Flint Fireforge, a dwarf who had been his friend for many years, and became Flint's business partner. Solace became his home, although he and Flint traveled throughout abanasinia on business. In those years, he became a seasoned adventurer, a fighter, and a natural leader.

Slowly, a group of companions formed around tanis, including Tasslehoff, Sturm, Caramon, Raistlin and Kitiara. Kitiara, half-sister to Caramon and Raistlin, was an alluring dark-haired beauty, passionate and wild. They fell in love- Tanis, because he had never met a woman as strong and self-assured, kitiara, because she had never met a man who could stand up to her.

In those years there were rumors of growing trouble bandits, ogres, goblins, and even worse creatures in the land. Finally, the roads became impassable. Business fell off. The companions each found a quest - Tanis set out to find evidence of true gods in the land - and one day they parted. Each of the companions swore a solemn oath to meet at the inn of the last home one final time, five years hence.

For five years, Tanis roamed the known world, finding much that was strange and evil but nothing of the true gods. Finally, discouraged, he returned to solace to meet his companions once more.
[/sblock]
[/sblock]
Tanis.jpg
 

Orius

Legend
Sturm Brightblade

[sblock=Sturm Brightblade]
[sblock=Game Info]
Race: Human
Class: Cavalier (beast rider archtype)
Level: 6
Alignment: Lawful good
Languages: Common, Solamnic, Giant
Deity: Paladine[/sblock]
[sblock=Abilities]
STR:17 +3 (7pts) +2 racial
DEX:13 +1 (3pts)
CON:16 +3 (7pts) +1 level
INT:14 +2 (5pts)
WIS:11 +0 (1pts)
CHA:12 +1 (2pts)[/sblock]
[sblock=Combat]
HP: 00 = [6d10=??] + 18 (CON) + 0 (favored class)
AC: 21 = 10 + 8 (armor) + 2 (shield) + 1 (DEX) + 0 (misc)
AC Touch: 11 = 10 + 0 (DEX) + (misc)
AC Flatfooted: 20 = 10 + 8 (armor) + 2 (shield) + 0 (misc)
INIT: +1 = +1 (DEX) + 0 (misc)
BAB: +6/+1 = +6/+1 (Cavalier)
CMB: +9 = +3 (STR) + 6 (BAB)
CMD: 20 = 10 + 3 (STR) + 1 (DEX) + 6 (BAB)
Fort: +8 = +5 (base) + 3 (CON)
Reflex: +3 = +2 (base) + 1 (DEX)
Will: +2 = +2 (base) + 0 (WILL)
Speed: 20'
Damage Reduction: none
Spell Resistance: none
Spell Failure: n/a[/sblock]
[sblock=Weapon Stats]
Brightblade: +12 = +6 (BAB) + 3 (STR) + 3 (magic)/DMG=1d10+6(S), CRIT 19-20x2
Brightblade(CE): +10 = +6 (BAB) + 3 (STR) + 3 (magic) - 2 (feat)/DMG=1d10+6(S), CRIT 19-20x2, SPECIAL: +2 AC
Dagger(melee): +10 = +6 (BAB) + 3 (STR) + 1 (mw)/DMG=1d4+3(S), CRIT 19-20x2
Dagger(range): +8 = +6 (BAB) + 1 (DEX) + 1 (mw)/DMG=1d4+3(S), CRIT 19-20x2, RANGE 10'

Full Attack:
Brightblade: +12/+7 = +6/+1 (BAB) + 3 (STR) + 3 (magic)/DMG=1d10+6(S), CRIT 19-20x2
Brightblade(CE): +10/+5 = +6/+1 (BAB) + 3 (STR) + 3 (magic) - 2 (feat)/DMG=1d10+6(S), CRIT 19-20x2, SPECIAL: +2 AC[/sblock]
[sblock=Racial Traits]
+2 to One Ability Score:(STR) Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Favored Class: Cavalier
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/sblock]
[sblock=Class Features]
Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Exotic Mount (Ex): At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid's animal companion, using the beast rider’s level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character). The beast rider does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat. A beast rider’s mount does not gain the share spells special ability.

Each time the beast rider increases in level, he can choose to select a new, more impressive mount better suited to his increased power.

Small-sized beast riders can choose a pony or wolf mount at 1st level. At 4th level, a Small beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, snapping turtle (giant), triceratops, or tyrannosaurus. At 7th level, he can also choose a dinosaur (deinonychus or velociraptor).

Medium beast riders can choose a camel or horse mount at 1st level. At 4th level, a Medium beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, snapping turtle (giant), tiger, triceratops, or tyrannosaurus as his mount. Additional mounts might be available with GM approval.

In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear). To generate statistics for such a mount, apply the following modifications:

- Size Large;
- Ability Scores Str +2, Dex –2, Con +2;
- Increase the damage of each of the mount’s natural attacks by one die size.

A beast rider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs, or that has a fly speed* (although the GM may allow mounts with a swim speed in certain environments).

Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead.

*for this campaign this will not apply

Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.

Order of the Dragon:
Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.

Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities
: Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Cavalier’s Charge (Ex): At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

Banner (Ex): At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

Bonus Feat: At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The cavalier must meet the prerequisites of these bonus feats.[/sblock]
[sblock=Feats & Traits]
Armor Proficiency - Light
Armor Proficiency - Medium
Shield Proficiency
Prof. with all simple and martial weapons
Bonus(human) - Combat Expertise
1st lvl- Improved Fient
Bonus(teamwork)- Precise Strike
3rd lvl- Improved Disarm
5th lvl- Step Up
Bonus(combat)- Second Chance

Traits:
a)Heirloom Weapon - The Brightblade: When you select this trait, choose one of the following benefits:

- proficiency with that specific weapon - chosen
- a +1 trait bonus on attacks of opportunity with that specific weapon
- a +2 trait bonus on one kind of combat maneuver when using that specific weapon.

b)Child of the Temple: You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice - Knowledge:nobility) is always a class skill for you. [/sblock]
[sblock=Skills]
Skill Ranks: 42 = [04 (class) + 02 (INT)] x 06 (LvL) + 06 (human) + 00 (Favored Class)
Max Ranks: 06
ACP: -3

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
-02 =  Acrobatics          +01    +00   +0  +00   -3   DEX
+02 =  Appraise            +02    +00   +0  +00        INT
+10 =()Bluff               +01    +06   +3  +00        CHA
+03 =()Climb               +03    +03   +0  +00   -3   STR
+02 =()Craft:_____         +02    +00   +0  +00        INT
+07 =()Diplomacy           +01    +03   +3  +00        CHA
+na =  Disable Device^     +01    +00   +0  +00   -3   DEX
+01 =  Disguise            +01    +00   +0  +00        CHA
-02 =  Escape Artist       +01    +00   +0  +00   -3   DEX
-02 =  Fly                 +01    +00   +0  +00   -3   DEX
+07 =()Handle Animal^      +01    +03   +3  +00        CHA
+00 =  Heal                +00    +00   +0  +00        WIS
+07 =()Intimidate          +01    +03   +3  +00        CHA
+na =  Know:Arcana^        +02    +00   +0  +00        INT
+na =  Know:Dungeoneering^ +02    +00   +0  +00        INT
+na =  Know:Engineering^   +02    +00   +0  +00        INT
+na =  Know:Geography^     +02    +00   +0  +00        INT
+na =  Know:History^       +02    +00   +0  +00        INT
+na =  Know:Local^         +02    +00   +0  +00        INT
+na =  Know:Nature^        +02    +00   +0  +00        INT
+09 =()Know:Nobility^      +02    +03   +3  +01        INT
+na =  Know:Planes^        +02    +00   +0  +00        INT
+na =  Know:Religion^      +02    +00   +0  +01        INT
+na =  Linguistics^        +02    +00   +0  +00        INT
+06 =()Perception          +00    +03   +3  +00        WIS
+01 =  Perform:_____       +01    +00   +0  +00        CHA
+na =()Profession^:_____   +00    +00   +0  +00        WIS
+04 =()Ride                +01    +03   +3  +00   -3   DEX
+09 =()Sense Motive        +00    +06   +3  +00        WIS
+na =  Sleight of Hand^    +01    +00   +0  +00   -3   DEX
+na =  Spellcraft^         +02    +00   +0  +00        INT
-02 =  Stealth             +01    +00   +0  +00   -3   DEX
+09 =()Survival            +00    +06   +3  +03*       WIS
+06 =()Swim                +03    +03   +3  +00   -3   STR
+na =  Use Magic Device^   +01    +00   +0  +00        CHA

* to provide food and water to allies or protect from harsh weather[/sblock]
[sblock=Equipment]
Code:
[U]Equipment                           Cost    Weight[/U]
The Brightblade                  priceless   6lb
- +3 axiomatic bastard sword
Special: heirloom weapon, cannot be sundered 
as long as wielder's resolve is not broken
+2 breastplate                    4,350gp   30lb
mw heavysteel shield                170gp   15lb
mw dagger                           302gp    1lb
Backpack                              2gp    2lb
-torches(2)                           2cp    2lb
-sack,small                           1sp   .5lb
-flint and steel                      1gp    ---
-waterskin                            1gp    4lb
-provisions (2 days)                  1gp    2lb
-whetstone                            2cp    1lb
Bedroll                               1sp    5lb
Signet ring                           5gp    ---
Traveler's outfit                    free    ---

                    Total weight carried: 68.5lb

Treasure: 6stl, 6sp, cp Gems:none

Carrying Capacity:
light- 86lb
medium- 173lb
heavy- 260lb[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 29 (looks 37)
Height: 6'-1"
Weight: 190lb
Hair Color: brown, handlebar mustache
Eye Color: brown
Skin Color: white
Personality: The motto of the Knights of Solamnia is "Est Sularus oth Mithas" My Honor Is My Life. It means that a Knight must be true to the ideals of chivalry at all costs. Sturm lives by that creed, and his highest ideal is to meet a noble death against overwhelming odds in the cause of justice. He is a man of noble bearing and great solemnity. His knightly ideals can sometimes be troublesome it is a shameful thing to run in battle, he feels. But when persuaded that a larger interest is at stake, he can make a 'strategic retreat' if it will further the cause. His greatest fear is that somehow he will dishonor himself and the Knights, and shame his father's memory. His honor is his major possession, and his word is unbreakable. He is a warrior of remarkable skill.[/sblock]
[sblock=Background]Since the time of Huma, First Dragonlancer, who drove the dragons from Krynn a thousand years ago, the Knights of Solamnia have been the champions of justice and truth. The Knights represented all that was good, noble, compassionate, and heroic. But after the Cataclysm, when the peoples of Ergoth cried for aid, the Knights were helpless. When mankind turned its back on the true gods, not even the Knights could save them. And so the people came to blame the Knights for not saving them from their own folly. There came a great uprising against the Knights; their old temples and fortresses were besieged. Many of the old order died; the rest went into exile.

One of the leaders of the Solamnic order was the Lord of the Roses, who fathered Sturm Brightblade. When the people turned against the Knights, he saw that the fight was hopeless. He could not desert his comrades, but he could send his wife and newborn son south to safety.

And so Sturm Brightblade grew up in the town of Solace. As a child, he showed knightly bearing, and the ideals of chivalry came most naturally to him. His mother taught him the code of the Knights, and Sturm wished nothing more in life than to retake his father's heritage. When he came of age, Sturm received his father's legacy: a signet ring.

He trained himself as a fighter, undertaking quests and great hardships to toughen his body and soul for knighthood. He became fast friends with Caramon, then known as the strongest young man in Solace. And so he joined the Innfellows.

When the Innfellows left Solace, he went north to find traces of the Solamnic Knights. For a time, he traveled with Kitiara, Tanis's beloved, and then their paths split. He traveled in the lands of Solamnia, only to find that the Knights were everywhere in disgrace. He went to Vingaard Keep, his father's ancestral castle, now abandoned. He settled his father's estate, using the signet ring as proof of his heritage, but when the death duties were paid, all that was left was his father's sword and armor.

And so he returned to Solace, understanding at last that true knighthood was found in one's own heart, and vowing to reestablish the old order. If he was the last Knight of Solamnia, he would at least be true to his father's ideals. He needed no more.[/sblock]
[sblock=Adventure Notes] None yet[/sblock][/sblock]

7400858280955248769.jpeg___1_500_1_500_cb94de6a_.png
 

Walking Dad

First Post
[sblock=Raistlin Majere]
[sblock=Game Info]
Race: Human
Class/Level: Sor2/Wizard4 (Fav: Wiz)
Experience: ?
Hero Points:
Alignment: True Neutral
Languages: Common, Qualinesti Elf, Hill Dwarf, Camptalk, Goblin, Magius, Plainsman
Deity: Lunitari

[/sblock]
[sblock=Abilities]
STAT PTS
STR: 10 00
DEX: 16 10
CON: 10 00
INT: 18 07 (15 +2 racial +1 level)
WIS: 14 05
CHA: 13 03[/sblock]
[sblock=Combat]
HP: 46 = [6d6 + 0] + 4 (favored class bonus) + 6 (Toughness)
AC: 16 = 10 + 0 (armor) + 0 (shield) + 3 (DEX) + 3 (deflection)
AC Touch: 16 = 10 + 3 (DEX) + 3 (deflection)
AC Flatfooted: 13 = 10 + 0 (armor) + 0 (shield) + 3 (deflection)
INIT: +5 = +3 (DEX) +2 (Trait)
BAB: +3 = +1 (Sor) + 2 Wiz
CMB: +3 = +0 (STR) + 3 (BAB)
CMD: 19 = 10 + 0 (STR) + 3 (DEX) + 3 (BAB) + 3 (deflection)
Fort: +1 = +0 (base) + 1 (stat)
Reflex: +4 = +1 (base) + 3 (stat)
Will: +9 = +7 (base) + 2 (stat)
Speed: 30 ft
Damage Reduction:
Spell Resistance:[/sblock]
[sblock=Weapon Stats]
Staff of Magius(melee): +5 = +3 (BAB) + 0 (STR) + 2 (enhancement)/ DMG = 1d8+2(B), CRIT 20x2
Dagger of Magius(melee): +3 = +3 (BAB) + 0 (STR) + 3 (enhancement)/ DMG = 1d4+3(P), CRIT 19-20x2
[/sblock]

[sblock=Sorcerer Spells Known]
L0 (5)- Ghost sound, Detect magic, Prestigitation, Dancing Lights, Acid Splash
L1 (2)- Charm Person, Comprehend Languages
[/sblock]

[sblock=Spellbooks]
Book 1
L0 - all but Detect Magic, Read Magic, Prestigitation
L1 (8) - Burning Hands, Hold Portal, Magic Missle, Sleep, Floating Disk, Mage Armor
L2 (4) - Darkness, Invisibility, See Invisibility, Mirror Image, Web
[/sblock]

[sblock=Spells usually prepared]
L0 (4) - Read Magic, Disrupt Undead, Message, Open Slot
L1 (4) - Sleep, Mage Armor x2, Open Slot
L2 (3) - Invisibility, Mirror Image, Web
[/sblock]

[sblock=Feats & Traits]
Traits:
Desperate Focus: +2 on Concentration checks.
Reactionary: +2 on Initiative

Feats:
Human - Toughness
Wizard1 - Scribe Scrolls
A Crafter - Extend Spell
Sor - Eschew Materials
1st lvl – Skill Focus: Knowledge Arcane
3rd lvl - Disruptive Spell
5th lvl – [/sblock]


[sblock=Skills]
Skill Points: 42
Max Ranks: 6
ACP:

Skill List:
Acrobatics +3 = +0 [ranks] +3 [DEX] +0 [misc] +0 [ACP]
Appraise +4 = +0 [ranks] +4 [INT] +0 [misc]
Bluff +7 = +3 [ranks] +3 [class skill] +1 [CHA] +0 [misc]
Climb +0 = +0 [ranks] +0 [STR] +0 [misc] +0 [ACP]
Craft +4 = +0 [ranks] +0 [class skill] +4 [INT] +0 [misc]
Diplomacy +1 = +0 [ranks] +1 [CHA] +0 [misc]
Disguise +1 = +0 [ranks] +1 [CHA] +0 [misc]
Escape Artist +5 = +2 [ranks] +3 [DEX] +0 [misc] +0 [ACP]
Fly +0 = +0 [ranks] +0 [class skill] +1 [DEX] +0 [misc] +0 [ACP]
Heal +2 = +0 [ranks] +2 [WIS] +0 [misc]
Intimidate +2 = +0 [ranks] +1 [CHA] +0 [misc] +0 [ACP]
Knowledge (Arcana) +13 = +6 [ranks] +3 [class skill] +4 [INT] +0 [misc]
Knowledge (Dngnrng) +10 = +3 [ranks] +3 [class skill] +4 [INT] +0 [misc]
Knowledge (Planes) +10 = +3 [ranks] +3 [class skill] +4 [INT] +0 [misc]
Perception +8 = +6 [ranks] +2 [WIS] +0 [misc]
Perform +1 = +0 [ranks] +1 [CHA] +0 [misc]
Profession +0 = +0 [ranks] +0 [class skill] +2 [WIS] +0 [misc]
Ride +1 = +0 [ranks] +1 [DEX] +0 [misc] +0 [ACP]
Sense Motive +4 = +2 [ranks] +2 [WIS] +0 [misc]
Spellcraft +13 = +6 [ranks] +3 [class skill] +4 [INT] +0 [misc]
Stealth +3 = +2 [ranks] +1 [DEX] +0 [misc] +0 [ACP]
Survival +2 = +0 [ranks] +2 [WIS] +0 [misc]
Swim +3 = +3 [ranks] +0 [STR] +0 [misc] +0 [ACP]
Use Magic Device +11 = +6 [ranks] +3 [class skill] +1 [CHA] +0 [misc] [/sblock]

[[sblock=Equipment]
Code:
Item                             Cost   Weight
Traveler's Robes(red)             free    ---
Staff of Magius              priceless    2lb
Dagger of Magius             priceless    1lb
Spell component pouches(2)        10gp    4lb               
MW Backpack                       50gp    4lb                         
-spellbook                      varies    3lb
-candles(5)                        5cp    ---
-scriber's case(ink,quill&paper)varies    1lb
-- GP for scribing: 80    
Scrollcase                         1gp   .5lb
-scroll: charm person             25gp    ---

                 total weight carried: 13.5lb
Treasure:
STL - 12
SP - 8
CP - 0

Staff of Magius
* +2 darkwood quaterstaff (not usable as a double weapon)
* bypasses all DRs
* acts as +3 ring of protection
* Cast continual light and featherfall: At will
* addition abilities gain at Wizard lvls 6, 10, and 15

Dagger of Magius
* +3 dagger
* ability to remain undetectable in a search of the mage's person[/sblock]
[sblock=Details]
Gender: Male
Size: Medium
Height: 5'-9"
Weight: 135lbs.
Age: 25(actual)/30 (apparent)
White hair, Amber eyes (hourglass pupils)
Apperance:
Deamenaor:[/sblock]
[sblock=Background].... [/sblock] [/sblock]

1625964-200px_raistlin_large.png
 
Last edited:


rangerjohn

Explorer
[sblock=Caramon Majere]
[sblock=Game Info]
Race: Human
Class: Fighter
Level: 6
Alignment: Chaotic Good
Languages: Common
Deity: [/sblock]
[sblock=Abilities]
STR: 19
DEX: 12
CON: 16
INT: 10
WIS: 13
CHA: 10[/sblock]
[sblock=Combat]
HP: 74 = [6d10=50] + 18 (CON) +6 (Feat) + [FC]
AC: 20 = 10 + 5 (MW Scale Mail) + 2 (Heavy Steel Shield) + 1 (DEX) +1 (AoNA) +1 (DoTS)
AC Touch: 11 = 10 + 1 (DEX)
AC Flatfooted: 19 = 10 + 5 (MW Scale Mail) + 2 (Heavy Steel Shield) +1 (AoNA) +1 (DoTS)
INIT: +2 = +2 (DEX)
BAB: +6 = +6 (Fighter)
CMB: +10 = +4 (STR) + 6 (BAB)
CMD: 22 = 10 +4 (STR) +2 (DEX) +6 (BAB)
Fort: +9 = +5 (Fighter) +3 (CON) +1 (Cloak os Resistance)
Ref: +5 = +2 (Fighter) +2 (DEX) +1 (Cloak os Resistance)
Will: +4 = +2 (Fighter) +1 (WIS) +1 (Cloak os Resistance)
Speed: 30 ft. (20 ft.)
Damage Reduction: None
Spell Resistance: None[/sblock]
[sblock=Weapon Stats]
MW Longsword(Melee): +10/+5/+3* = +6/+1 (BAB) +4 (STAT)/DMG = 1d8+6(S), Crit 19-20/x2, * Power Attack

MW Longspear(Melee): +10/+5/+3* = +6/+1 (BAB) +4 (STAT)/DMG = 1d8+8(S), Crit 19-20/x2, * Power Attack

Dagger(Melee): +10/+5/+3* = +6/+1 (BAB) +4 (STAT)/DMG = 1d8+6(S), Crit 19-20/x2, * Power Attack[/sblock]
[sblock=Racial Traits]
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra 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.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/sblock]
[sblock=Class Features]
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

Weapon Training Heavy Blades (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.[/sblock]
[sblock=Feats and Traits]
FEATS:
Power Attack (Combat): You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modif ier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Cleave (Combat): As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Weapon Focus (Combat): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Great Cleave (Combat): As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Weapon Specialization (Combat): You gain a +2 bonus on all damage rolls you make using the selected weapon.

Vital Strike (Combat): When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Furious Focus (Combat): When you are wielding a two-handed weapons or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hot points whenever you gain a Hit Die (such as when you gain a level).

TRAITS:
Defender of the Society: You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.

Militia Veteran: Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +2 trait bonus on that skill, and it is always a class skill for you.[/sblock]
[sblock=Skills]
Skill Ranks: 18 = [12 (Fighter) + 00 (INT)] x 06 (LvL) + 06 (Fighter)
Max Ranks: 06
ACP: -4

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
-03 =  Acrobatics          +01    +00   +0  +00   -4   DEX
+00 =  Appraise            +00    +00   +0  +00        INT
+00 =  Bluff               +00    +00   +0  +00        CHA
+05 =()Climb               +04    +02   +3  +00   -4   STR
+00 =()Craft:_____         +00    +00   +0  +00        INT
+00 =  Diplomacy           +00    +00   +0  +00        CHA
+na =  Disable Device^     +00    +00   +0  +00   -4   DEX
+00 =  Disguise            +00    +00   +0  +00        CHA
-03 =  Escape Artist       +01    +00   +0  +00   -4   DEX
-03 =  Fly                 +01    +00   +0  +00   -4   DEX
+00 =()Handle Animal^      +00    +00   +0  +00        CHA
+01 =  Heal                +01    +00   +0  +00        WIS
+05 =()Intimidate          +00    +02   +3  +00        CHA
+na =  Know:Arcana^        +00    +00   +0  +00        INT
+00 =()Know:Dungeoneering^ +00    +00   +0  +00        INT
+00 =()Know:Engineering^   +00    +00   +0  +00        INT
+na =  Know:Geography^     +00    +00   +0  +00        INT
+na =  Know:History^       +00    +00   +0  +00        INT
+na =  Know:Local^         +00    +00   +0  +00        INT
+na =  Know:Nature^        +00    +00   +0  +00        INT
+na =  Know:Nobility^      +00    +00   +0  +00        INT
+na =  Know:Planes^        +00    +00   +0  +00        INT
+na =  Know:Religion^      +00    +00   +0  +00        INT
+na =  Linguistics^        +00    +00   +0  +00        INT
+01 =  Perception          +01    +00   +0  +00        WIS
+00 =  Perform:_____       +00    +00   +0  +00        CHA
+06 =()Profession^:Solider +01    +02   +3  +00        WIS
+04 =()Ride                +01    +02   +3  +02** -4   DEX
+01 =  Sense Motive        +01    +00   +0  +00        WIS
+na =  Sleight of Hand^    +00    +00   +0  +00   -4   DEX
+na =  Spellcraft^         +00    +00   +0  +00        INT
-03 =  Stealth             +01    +00   +0  +00   -4   DEX
+09 =()Survival            +01    +02   +3  +03*       WIS
+05 =()Swim                +04    +02   +3  +00   -4   STR
+na =  Use Magic Device^   +00    +00   +0  +00        CHA
*Heart of The Wilderness, **Militia Training[/sblock]
[sblock=Equipment]
Code:
[U]Item                          Cost    Weight[/U]
MW Scale Mail Armor            200gp   30lb
MW Heavy Steel Shield          170gp   15lb
MW Longsword                   315gp    4lb
MW Longspear                   305gp    9lb
Dagger                         302gp    1lb
Amulet of Natural Armor +1   2,000gp    ---
Cloak of Resistance +1       1,000gp    ---
MW Backpack                     50gp    4lb
-Flint and Steel                 1gp    ---
-Waterskins (3)                  3gp   12lb
-Provisions (5 days)           2.5gp    5lb
-Torch(2)                        2cp    2lb
-Whetstone                       2cp    1lb
-Iron Pot                       .8gp    4lb
Rope 50'hemp                     1gp   10lb
Bedrolls (2)                     1gp   10lb
Traveler's outfit               free    ---
 
                Total Weight Carried: 106lb
Treasure: 7stl, 3sp, 0cp[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 25
Height: 6'
Weight: 200lbs
Hair Color: Brown
Eye Color: Brown
Skin Color: Tanned
Personality: Caramon is easy-going, strong, and shy around women. He is trustworthy to a fault. He is not secretive (except about the Test) and has no inner doubts. His one obsession is polishing his sword. He is very protective of his little brother and very fond of him, but doesn't understand him in the slightest. He is often embarrassed by his brother's rudeness and apologizes for him. His motto is, "There is no problem that cannot be solved by strength." Money is nice, but not important.

Caramon is occasionally impulsive, and doesn't always know his own strength. He is left-handed. His intelligence is not great- in contrast to his brother. What he appears to be on the surface is what he is in his soul. His only private depth lies in his love for his brother.

Caramon is a skilled outdoorsman as well as a fighter. Because of his great strength, he carries enough weapons and armor to be virtually a "walking arsenal".

He is content to follow Tanis' lead, and deeply respects Sturm, though he wishes both of them would loosen up a bit. [/sblock]
[sblock=Background]Caramon, a giant of a warrior, is Raistlin's twin brother and Kitiara's half-brother, He could not be more unlike his siblings. He is honest and open where Raistlin is cynical and reserved, friendly and compassionate where Kitiara is wild and passionate.

The twins were born when Kitiara was eight. One twin was strong and healthy, but the other nearly died at birth. Because their mother was frail, it fell to Kitiara to raise the two. Caramon, the first-born twin, showed himself to be a warrior born. As he grew, he outstripped other boys his age, always being the tallest and strongest around. He quickly acquired fighting skills, and was soon a champion swordsman.

Although the twin brothers were nothing alike, Caramon loved his brother Raistlin dearly, and frequently protected him from bullies. When Raistlin discovered his natural aptitude for magic, no one was more pleased for him than Caramon, even though Raistlin's new studies made him a poor companion. Caramon, an outgoing and social person, had many friends, including young Sturm Brightblade. One day, he met Tasslehoff Burrfoot, a kender, and so the twins became involved with the companions.

Caramon accompanied Tanis and Flint on trips in the Haven/Solace area, and grew into a powerful fighting man. At the age of twenty, he and Raistlin met with their companions in the Inn of the Last Home for what would be the last time in many long years. For Raistlin had been granted an opportunity to take the Test-an experience that would make him into a powerful mage . . . if he survived it. Caramon, ever faithful, accompanied Raistlin. He has never talked about what happened there, but the Test created a darker bond between the two brothers.[/sblock][/sblock]
7528420210_b54b109ba2.jpg


 

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