Leif's Questing Knights - L10 Pathfinder RPG - RG [Game Full]

Leif

Adventurer
This thread is for the posting of the PCs involved in Leif's "Questing Knights" L10 Pathfinder RPG Game

Players [characters]:
Scott DeWar [Johann Klaus the Damned, Human, Fighter10, C/G] -- looking for a Griffon mount
Helfdan [Eldran Hawkshand, Human, Ranger10, N/G]
Red Knight [Dior Targarin, Elf, Ranger10, C/G]
Kaodi [Hrain of the Road, Human, Inquisitor10, N/G]
Yttermayn [Sozin, Kayal (Fetchling), Oracle10, C/G ]
Scotley [Yurei Cadivere, Tiefling, Druid1/Wizard9, N (with C/G tendencies)]
Mowgli [Ero Batzuen, Tiefling, Alchemist10, C/N]
Lou [Dontrius, Human, Fighter1/Sorcerer1/Magus8, N/G] -- bladebound magus ;-)

Starting Gold = 62,000 GP

IC
OOC

Link to Pathfinder Reference Document: PRD
 
Last edited:

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Maidhc O Casain

Na Bith Mo Riocht Tá!
Ero Batzuen (Tiefling Alchemist 10)

EroBatzuenENWorld_zps1df8d4a6.png

[sblock=Basic Information]
Code:
       Race: Tiefling
      Class: Alchemist
      Level: 10
 Experience: 71000
  Alignment: Chaotic Neutral
  Languages: Abyssal, Common, Dwarven, Elven
             Gnomish, Goblin, Infernal
      Deity: Agnostic
[/sblock]

[sblock=Abilities]
Code:
STR: 12 +01 (02 pts)
DEX: 16 +03 (05 pts) (+02 Racial)
CON: 10 +00 (00 pts)
INT: 20 +05 (10 pts) (+02 Racial, +01 Lvl 04, +01 Lvl 08)
WIS: 11 +00 (01 pts)
CHA: 10 +00 (02 pts) (-02 Racial)
[/sblock]

[sblock=Combat Statistics]
Code:
               [URL="http://invisiblecastle.com/roller/view/3922950/"]HP[/URL]:  46 = [10d8 + CON (00) + FC (00)]
               AC:  20 = [10 + DEX (03) + Armor (07) + Misc (00)]
         AC Touch:  13 = [10 + DEX (03)              + Misc (00)]
    AC Flatfooted:  17 = [10            + Armor (07) + Misc (00)]
             INIT: +07 = [DEX (03) + Familiar (04)]
              BAB: +07 = [Alchemist (07)]
              CMB: +08 = [BAB (07) + STR (01) + Misc (00)]
              CMD:  21 = [10 + BAB (07) + STR (01) + DEX (03) + Misc (00)]
        Fortitude: +07 = [Alchemist (07) + CON (00) + Misc (00)]*
           Reflex: +10 = [Alchemist (07) + DEX (03) + Misc (00)]*
             Will: +03 = [Alchemist (03) + WIS (00) + Misc (00)]*
                         *+1 vs. Spells (Traits)
            Speed:  30'
Damage Resistance:  05 (Fire, Cold, Electricity)
 Spell Resistance:  00
    Spell Failure:  00
[/sblock]

[sblock=Weapon Statistics]
Code:
    Claws (x2): Attack: +08 = [BAB (07) + Ability (01) + Misc (00) + Magic (00)]
                Damage: 1d04+01, Crit: 20/x2, Special: Acid Burst (+1d6/+1d10) 
Bomb (Regular): Attack: +11 = [BAB (07) + Ability (03) + Misc (01) + Magic (00)]
                Damage: 5d06+05, Crit: 20/x2, Special: -1 TH/20' Range
                                                       Only 1d6 Doubled on Crit
  Bomb (Force): Attack: +11 = [BAB (07) + Ability (03) + Misc (01) + Magic (00)]
                Damage: 5d04+05, Crit: 20/x2, Special: -1 TH/20' Range
                                                       Only 1d6 Doubled on Crit
[/sblock]

[sblock=Racial Features]
Code:
Ability Adjustments: +2 (Dex), +2 (Int), -2 (Cha)
               Size: Medium
              Speed: 30'
      Favored Class: Alchemist
              Claws: 2 Claw Attacks (Primary, 1d4 Damage)
                     (Replaces Spell-Like Ability)
         Darkvision: 120'
   Low-Light Vision: Double Vision Range in Low-Light
    See in Darkness: See Perfectly Even in Deeper Darkness
Fiendish Resistance: Resistance 05 (Fire, Cold, Electricity)
    Prehensile Tail: Retrieve/Carry Items as a Swift Action
                     (Replaces Fiendish Sorcery)
            Skilled: +2 Bluff/Stealth
[/sblock]

[sblock=Class Features]
Code:
    Armor/Weapons: Simple Weapons, Light Armor
       Bonus Feat: Throw Anything
       Bonus Feat: Brew Potion
          Alchemy: + Lvl to Craft (Alchemy), ID Potions by Holding
            Bombs: 1d6 + 1d6/2 Lvls + Int Bonus
          Elixers: Arcane Effects from Potions
     Precise Bomb: Exclude INT Mod Squares from Splash Effects
   Tumor Familiar: Arcane Familiar Attaches To/Detaches From Body
   Explosive Bomb: Bombs have 10' Splash Radius, Ignite Target
        Fast Bomb: Create and Throw Bombs at Full Attack Rate
         Infusion: Extracts May be Used by Others
       Force Bomb: May Create Bombs that do Force Damage (d4s)
          Mutagen: +4 Physical Stat/-2 Mental Stat/+2 Natural Armor
       Poison Use: Can Use Poison w/ No Risk to Self
   Fast Poisoning: Apply Poison to Weapons as Swift Action
Poison Resistance: Immune to Poisons
    Swift Alchemy: Create Alchemical Items in Half the Time
[/sblock]

[sblock=Feats]
Code:
       Brew Potion (Class Bonus): Make Magical Potions
    Throw Anything (Class Bonus): Use Improvised Ranged Weapons at No Penalty
                                  +1 Circumstance Bonus TH w/ Thrown Splash Weapons
          Fiend Sight (Level 01): Gain Low-Light Vision, Dark Vision to 120'
          Fiend Sight (Level 03): Gain See In Darkness Universal Monster Ability
     Point Blank Shot (Level 05): +1 TH w/ Ranged Weapons w/in 30'
Splash Weapon Mastery (GM Bonus): Far Shot w/ Thrown Splash Weapons
                                  1 Additional Square (Character Choice) Splash Damage
                                  Adjust Miss Direction +/- 1
         Precise Shot (Level 07): No Penalty for Firing Ranged Wpns Into Melee
      Extra Discovery (Level 09): One Extra Discovery
[/sblock]

[sblock=Traits]
Code:
          Adopted (Social): Choose Racial Trait from Adoptive Parents' Race
Failed Apprentice (Racial): +1 Saves vs. Arcane Spells
          Heretic ( Faith): +1 Saves vs. Divine Spells
[/sblock]

[sblock=Skills]
Code:
Skill Points: 100 = [Base (4) + INT (5)/Level; FC (10)]

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics               2     0               3     -1   +0
Appraise                18    10       3       5          +0
Bluff                    2     0               0          +2 Racial
Climb                    0     0               1     -1   +0
Craft (Alchemy)         20*   10       3       5          +2 Lab
Diplomacy                0     0               0          +0
Disable Device          17    10       3       3     -1   +2 MW Tools
Disguise                 0     0               0          +0
Escape Artist            2     0               3     -1   +0
Fly                     10     5       3       3     -1   +0
Handle Animal                  0               0          +0
Heal                    10     7       3       0          +0
Intimidate               0     0               0          +0
Knowledge (Arcana)      10     2       3       5          +0
Knowledge (Dngnrng)            0               5          +0
Knowledge (Engnrng)            0               5          +0
Knowledge (Geography)          0               5          +0
Knowledge (History)     11     1               5          +5 Ring
Knowledge (Local)       10     5               5          +0
Knowledge (Nature)      15     7       3       5          +0
Knowledge (Nobility)           0               5          +0
Knowledge (Planes)             0               5          +0
Knowledge (Religion)           0               5          +0
Linguistics                    0               5          +0
Perception              17    10       3       0          +4 Feat (w/ Familiar)
Perform    (       )     0     0       0       0          +0
Profession (Herbalist)   5     2       3       0          +0
Ride                     2     0               3     -1   +0
Sense Motive             2     0               0          +2 Feat (w/ Familiar)
Sleight of Hand         15    10       3       3     -1   +0
Spellcraft              18    10       3       5          +0
Stealth                  4     0               3     -1   +2 Racial
Survival                 4     1       3       0          +0
Swim                     0     0               1     -1   +0
Use Magic Device        13    10       3       0          +0

* = +10 to Create Alchemical Items
[/sblock]

[sblock=Formula Book]
Code:
Level 01                   Level 02                   Level 03                   Level 04
* Cure Light Wounds        * Alter Self               * Absorb Toxicity          * Elemental Body I
* Disguise Self            * Barkskin                 * Bloodhound               * Neutralize Poison
* Enlarge Person           * Bear's Endurance         * Fly                      * Restoration
* Expeditious Retreat      * Blur                     * Gaseous Form             * Scorching Ash Form
* Identify                 * Bull's Strength          * Haste                    * Touch of Slime
* Reduce Person            * Cat's Grace              * Prehensile Pilfer
* Shield                   * Cure Moderate Wounds     * Remove Disease
* Urban Grace              * Fire Sneeze              * Spider Climb, Communal
                           * Sickening Strike         * Thorn Body
                           * Vomit Swarm
[/sblock]

[sblock=Prepared Formulas]
Code:
Level 01                   Level 02                   Level 03                   Level 04
*                          *                          *                          * 
*                          *                          *                          * 
*                          *                          *                          
*                          *                          *                          
*                          *                          
*                          
*
[/sblock]

[sblock=Equipment & Finances]
Code:
Equipment                                            Cost          Weight
Artisan's Outfit                                      --              --  lb
+1 Glamoured Elven Chain of Comfort                13850    gp        20  lb
Amulet of Mighty Fists (Corrosive Burst)           16000    gp        --  lb
Ring (Scholar's Ring)                               8700    gp        --  lb
Ring (Sustenance)                                   2500    gp        --  lb
Handy Haversack                                     2000    gp         5  lb
  Alchemist's Lab                                    200    gp
  Bedroll                                              0.10 gp
  Blanket                                              0.50 gp
  Formula Book                                        15    gp
  Grappling Hook                                       1    gp
  Hammock                                              0.10 gp
  Rope (Spider's Silk, 50')                          100    gp
  Tent (Small)                                        10    gp
  Rations (10 Days)                                    5    gp
Endless Bandolier                                   1500    gp         2  lb
  Black Lotus Extract                               4500    gp
  Mage Bane Poison (02)                             1000    gp
  Huge Scorpion Venom (09)                          1800    gp
  Purple Worm Poison (02)                           1400    gp
  Thieves' Tools (MW)                                100    gp
  Mutagen (STR)
  Extract Catalysts
                                                   ========       ======
                                           Totals: 53681.70 gp         7  lb


            Light  Medium   Heavy    
Max Weight: 0-43   44-86    86-130
[/sblock]

[sblock=Finances]
Code:
                                    Starting Cash: 62000
                          Current Equipment Value: 53681.70
                      Consumed or Destroyed Items:    
                    Scroll (07 2nd/06 3rd/04 4th):  6100    gp
                         Copied Formula Materials:  2100    gp
                                                   ========
                                   Remaining Cash:   118.30 gp

Coins:
 PP:   0
 GP: 118
 SP:   3
 CP:   0

Gems/Jewelry/Other:
 None
[/sblock]

[sblock=Details]
Code:
      Size: Medium
    Gender: Male
       Age: 74
    Height: 5'4"
    Weight: 140 lbs
Hair Color: Black
 Eye Color: Pearl
Skin Color: Dark Teal
Appearance: Ero is short and wiry, with dark teal skin and pearlescent eyes that lack both pupil and iris.
            His fingers are extraordinarily long, and he has long black clawed nails. His hair is an un-
            ruly black mess. He has a long, prehensile tail with a spade shaped tip; this tail is in almost
            constant motion - it drapes itself over an arm, reaches up to tap his chin when he's deep in
            thought, or simply contents itself 'playing' with objects in immediate reach.
  Demeanor: Typically either lost in the depths of his thoughts or almost gleefully manic.
[/sblock]

[sblock=Background]
WIP
[/sblock]
_______________
EroBatzuenPostShot_zpsdf9f6ce8.png
 

Scotley

Hero
Exp: +800 on 4/23/2014

Yurei Cadivere
Tiefling Wizard (Wood Elementalist) 9th/Druid 1st

Patrons: Yurei was raised to honor Boccob and Obad-Hai, but also finds Wee-Jas fascinating.

Str: 12 (2) +1
Dex: 16 (5+2 race) +3 (19 with flexible enhancement from wood elementalist)
Con: 13 (3) +1 (16 with flexible enhancement)
Int: 20 (5+2 race +2 level+2 magic) +5
Wis: 12 (2) +1
Cha: 11 (3-2 race) (14 with flexible enhancement)
Hp: 60=6+38rolled+10Con+6favored class {1d8+8d6 → [7,5,2,3,4,5,4,3,5] = (38)}
Saves: Fort +6, Reflex +6, Will +8 +2 magic to all
AC: 22, FF17, Touch 15
BAB: +5
CMD: 19 10+5bab+1str+3dex
CMB: +6 (+5bab+1str)
Initiative: +3

Splintered Spear (Su): +11 shortspear 1d6+7 with 2 points per round bleed damage P r'20 max 100' +1 to hit and damage with ranged attacks within 30’
+1 Common Crystalline Scythe +7 (Ignore half of armor bonus) for 2d4+3 (+1d6 if sunder damage) 20/x4 P or S (trip)

[sblock=Racial Tiefling]
•Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
•Type: Tieflings are outsiders with the native subtype.
•Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
•Speed: Tieflings have a base speed of 30 feet.
•Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.
•Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
•Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the Tiefling's class level.
•Darkvision: Tieflings can see perfectly in the dark for up to 60 feet. (see feats as well)
•Vestigial Wings: Some Tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.
•Favored Class Option Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The Wizard adds +1/2 to the number of uses per day of that arcane school power.
[/sblock]

[sblock=Class Wizard]
•Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
•Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A Wizard must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
•Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
•Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
•Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another.
•Elemental Arcane Schools: Similar to the four types of elemental wizard schools, some wizards specialize in the schools of magic based on metal or wood. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school’s spell list (see below). Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school—in the case of the five-element system, he must choose the element that overcomes his element as his opposition element (so a metal elementalist must select fire as his opposition school because fire overcomes metal). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.
•Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
•Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
•Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats. A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.
•Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
•Wood Elementalist Specialty: Wood represents flexibility, warmth, wind, generosity, cooperation, and idealism. Practitioners of this elemental magic often resemble druids in character and in the use of their magic.
•Wood Magic: At 1st level, add the following spells to your Wizard spell list at the listed spell level: 2nd—entangle, 3rd—tree shape, 4th—plant growth, 5th—command plants, 6th—tree stride, 7th—liveoak, 8th—transmute metal to wood, 9th—control plants.
•Flexible Enhancement (Su): A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score. This bonus increases by +1 for every five Wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two of these ability scores of your choice.
•Splintered Spear (Su): As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier (9=3+5+1[2x favored class bonus]).
•Cooperative Defense (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must make this choice individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four wizard levels beyond 8th.
•Wood Elementalist Wizard Spells: 0—light; 1st—alter winds [APG], animate rope, charm person; 2nd—cat’s grace, entangle, protection from arrows, web, whispering wind; 3rd—cloak of winds [APG], tongues, tree shape, wind wall; 4th—charm monster, hallucinatory terrain, minor creation, plant growth, river of wind [APG], secure shelter, sirocco [APG]; 5th—command plants, fabricate, fickle winds [UM], mirage arcana, sending, telepathic bond; 6th—battlemind link [UM], cat’s grace (mass), tree stride; 7th—control weather, liveoak, scouring winds [UM]; 8th—charm monster (mass), euphoric tranquility [APG], transmute metal to wood; 9th—control plants, refuge, winds of vengeance [APG]
Opposition Spells: 0th—mending, 1st—gravity bow, magic weapon, shocking grasp, 2nd—defensive shock, glitterdust, make whole, shatter, silk to steel, 3rd—chill metal, heat metal, lightning bolt, keen edge, greater magic weapon, versatile weapon, 4th—malfunction, shout, stoneskin, 5th—lightning arc, major creation, rapid repair, rusting grasp, soothe construct, unbreakable construct, 6th—chain lightning, disintegrate, wall of iron, 7th—control construct, lightning rod (?), statue, 8th—call construct, iron body, greater shout, stormbolts, 9th—meteor swarm, repel metal or stone, ride the lightning
[/sblock]

[sblock=Class Druid]
•Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
•Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier. A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
•Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
•Orisons (Sp): Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
•Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to non-druids. Druidic has its own alphabet.
•Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
•Weather Domain Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
•Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
•Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.
•Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.
•Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
•Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
[/sblock]

[sblock=Feats]
•1st Fiend Sight: You gain low-light vision and your darkvision increases to 120 feet
•Wizard bonus feat--Scribe Scroll
•Familiar bonus feat—Alertness +2 to perception and sense motive when with arms reach of familiar.
•3rd Point Blank Shot--+1 to hit and damage with ranged attacks within 30’
•5th Combat Casting--You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
•5th level wizard bonus feat—Extend Spell: An extended spell lasts twice as long as normal. +1 level increase.
•6th level bonus feat from DM—Additional Traits: You gain two character traits of your choice.
•7th Improved Familiar--Gain a more powerful familiar.
•9th Arcane Armor Training--Reduce your arcane spell failure chance by 10%
•10th level wizard bonus feat (pending)
•11th (pending)
[/sblock]

[sblock=Traits]
•Magical Knack--Pick a class when you gain this trait(Druid)—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.
•Magical Lineage--Pick one spell when you choose this trait (overland flight). When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
•Death’s Deputy (Tiefling)--You gain a +2 trait bonus on the damage dealt for any attack that would already reduce your target to negative hit points without this trait.
•Focused Mind--You gain a +2 trait bonus on concentration checks.
[/sblock]

[sblock=Skills] 9x2+4+(5INTx10)+1 favored class=73
Acrobatics (Dex) +3Dex
Appraise (Int) 2+3CS+5Int
Bluff (Cha)
Climb (Str) 1+3CS+1Str
Craft (Bookbinding) (Int)1+3CS +5Int
Diplomacy (Cha)
Disguise (Cha) 1+0Cha
Fly (Dex) 10+3CS+3Dex+4Race+2competence (equipment)
Heal (Wis) 2+3CS+1Wis
Knowledge (arcana) (Int) 9+3CS+5Int
Knowledge (dungeoneering) (Int) 1+3CS+1Int
Knowledge (engineering) (Int) 1+3CS+5Int
Knowledge (geography) (Int) 2+3CS+5Int
Knowledge (local) (Int) 1+3CS+5Int
Knowledge (Nature) (Int) 4+3CS+5Int
Knowledge (nobility) (Int) 1+3CS+5Int
Knowledge (Planes) (Int) 4+3CS+5Int
Knowledge (Religion) (Int) 1+3CS+5Int
Linguistics (Int) 7+3CS+5Int (languages—Common, Sylvan, Druidic, Infernal, Abyssal, Draconic, Dwarven, Orcish, Celestial, Elven, Sueloise, Old Oeridian, Flan, Auran, Undercommon Perception (Wis) 3+3CS+1Wis
Perception (Wis) 10+3CS+1Wis
Profession (Scribe) (Wis) 1+3CS+1Wis
Ride (Dex) +3Dex
Sense Motive (Wis) 4+3CS+1Wis
Spellcraft (Int) 10+3CS+5Int
Stealth (Dex) +3Dex
Survival (Wis) 0+1Wis
Swim (Str) 1+1Str
Use Magic Device (Cha)
[/sblock]

[sblock=Spells:]
Druid DC12+level Caster Level 3 3, 2+1
Cantrips: Mending, Guidance, Resistance
1st: Obscuring Mist (D), Cure Light Wounds, Produce Flame (Spontaneously cast summon nature’s ally)
Wizard DC15+level Caster Level 9 4+1, 6+1, 5+1, 4+1, 3+1, 2+1
Cantrips: Light (D), Detect Magic, Read magic, Mage Hand, Acid Splash
1st Alter Winds (D), Magic Missile, Ray of Enfeeblement, True Strike, Grease, Hydraulic Push, Ear-piercing Scream
2nd Web (D), Knock, Scorching Ray, Invisibility, Burning Arc, Summon Swarm
3rd Cloak of Winds (D), Dispel Magic, Fireball, Haste, Spiked Pit
4th Sirocco (D), Black Tentacles, Summon Monster IV, Wall of Fire
5th Extended Charm Monster(D), Extended Overland Flight (*see traits), Cone of Cold

Spell book
Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Daze, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Mending, Message, Open/Close, Root, Arcane Mark, Prestidigitation,

Alter Winds, Magic Missile, Ray of Enfeeblement, True Strike, Grease, Hydraulic Push, Ear-Piercing Scream, Identify, Protection from Evil, Comprehend Languages, Burning Hands, Feather Fall,

Web, Knock, Scorching Ray, Invisibility, Burning Arc, Summon Swarm, Acid Arrow, Arcane Lock, Resist Energy, See Invisible, Continual Flame, Blur, Cat’s Grace,

Cloak of Winds, Dispel Magic, Fireball, Haste, Spiked Pit, Deep Slumber, Force Punch, Major Image, Fly, Scrying,

Charm Monster, Sirocco, Black Tentacles, Summon Monster IV, Wall of Fire, Remove Curse, Ice Storm,

Overland Flight, Cone of Cold, Summon Monster V, Teleport,

[/sblock]

[sblock=Gear:]
+2 Darkleaf Cloth Hide Shirt 4,770 gp (+5AC, max dex bonus +6, Armor check 0, Spell failure 5%) 9lbs.
+1 Darkwood Buckler (+2 AC, Armor Check 0, Spell Failure 5%) 2.5 lbs. 1207 gp with holy symbol if Obad-Hai
Griffin Mane Tabard (+2 competence bonus on fly checks) 55gp 1lbs
+1 Common Crystalline Scythe 2900 gp (Ignore half of armor bonus; +1d6 sunder damage)
Travelers Outfit enhanced with fine tailoring and materials 50 gp
Wand of Magic Missile Lvl5 3750 gp in wrist sheath
Wand of Burning Hands Lvl 5 3750 gp
Wand of Diamond Spray 11,250 gp
Wand of Cure Light Wounds 750 gp
Headband of Aerial Agility (+2 to INT and +1 caster level when casting spells that grant flight) 4,500 gp
Ring of Protection +2 8000 gp
Snapleaf 750 gp
Pouch, Pathfinder 1000 gp
Bag of Holding type 1 2500 gp
Cloak of Resistance +2 4000 gp
Scrolls Summon Monster V, Teleport (2250 gp) Wall of Fire, Remove Curse, Ice Storm (2100 gp) Dispel Magic, Fireball, Haste, Deep Slumber, Flying, Scrying (2250 gp), Knock, Scorching Ray, Invisibility, Summon Swarm, Arcane Lock, Resist Energy, See Invisible, Continual Flame, Cat’s Grace (1350), Identify, Comprehend Languages (150 gp)
Daggerx3 6 gp bone handle
MW Hickory Club 300 gp
MW Ivory handled dagger 302 in boot
MW Cold Iron Dagger 304 gp in wrist sheath
Silversheen (MW) Sickle 756 gp
MW Artisans’ Tools 50 gp
Standard Spell book x2 15 gp (one free) kept at home as a back up.
Compact Spell Book x2 100 gp (in backpack)
Traveling Spell Book x3 30 gp (kept in Pathfinder pouch)
Arcane Family Workbook 300 gp (+2 to spell craft checks with 1d4 rounds, +4 with 1d4 hours)
Holy Text of Obad-Hai 25 gp
Blank journal 10 gp
Scrivener’s kit with clip board, stand and perch 12 gp
Scroll case x2 2 gp
Pens x2 2 sp
Spell Component Pouch with holly& mistletoe 5 gp
MW Backpack 50 gp
Bedroll and blanket 6sp
50’ silk rope 10 gp
Compass 10 gp
Water Skin 2 gp
Elven trail rations x2 days 4 gp
Wrist sheath spring loaded x2 10 gp
Potions Restoration Lesser 300 gp, Cure Serious Wounds 750 gp, Cure Light Wounds x2 100 gp
Healers kit 10 gp
Tindertwig x3 3 gp
Wooden Holy symbol of Obad-hai 2 gp
Silver Holy symbol of Boccob 50 gp
Silver Signet ring 100 gp

41 gp 11 sp 10 cp 1000 gp in assorted gems
[/sblock]

[sblock=Group Supplies]32 days of standard rations, 32 days of trail rations and 48 wandermeals as well as half a dozen skins each of wine and ale[/sblock]

[sblock=Appearance/Personality]
Yurei is very tall and thin, almost gaunt. He could easily be mistaken for a half-elf or fey of some sort and his choice of armor and clothing enhances that. He has the pale blond almost translucent hair of a Suel or some sort of fey and worn long restrained with a silver circlet etched to appear as if made of feathers. His slightly pointed ears rise from the long hair. His intelligent eyes are a pale cold gray and seem to miss nothing. His skin is fair and smooth. The face is lean and angular with thin almost non-existent lips giving him an almost skull like visage in some light. His thin frame carries small bony wings on his back. He often keeps them covered with a large hooded black cloak that glitters with silver threads giving him a somewhat hunchbacked appearance. He wears an elven style leaf armor shirt over a pale green shirt and charcoal colored pants with loose legs in the Suel style tucked into comfortable soft elven style boots. A dagger with an ivory hilt sticks up from the right boot. Over the armor he wears a tabard of coarse golden brown cloth brushed to softness and trimmed in a rusty red color. He wears a wooden broach symbol of Obad Hai. Under his armor shirt is a symbol of Boccob on a simple chain as well. Strapped to his back is a Scythe with a well-polished ash haft and a blade embedded with crystals of some sort that twinkle in the light. A silver bladed sickle is on his belt along with another dagger and various pouches and cases. Two slim wands of some sort protrude slightly from a pocket on his thigh. He has a fine back strapped with more gear on his back. At the top of the pack is a small perch over the left shoulder upon which a small gray and black song bird of unusual variety with a long tail rides. It occasionally chirps softly his ear and Yurei responds in kind with soft chirps and whistles of his own. A darkwood buckler carved with the symbol of Obad Hai is on his left wrist.

Yurei has mastered Flying magics and prefers to flight to walking when possible. He likes to fly into battle with his wings extended and skull like visage showing from black hood with scythe in hand like some sort of angle of death. While he does carry weapons his preference is to avoid martial endeavors in favor of magic. He will remain out of reach flying or staying behind those who prefer the melee whenever possible.
[/sblock]

[sblock=History/Background] Yurei is descended from a long line of Suel Arcanists. The family has long resided in the Duchy of Urnst along the coast of the Nyr Dyv between Leukish and Nyrstran. Family tradition has it that members of the extended family were related to the Royal family at the time of the founding of the Urnst States. At one time his family members were a people to be feared and respected. Family lore is filled with heroes and villains going back virtually to the Rain of Colorless Fire and the Suel migration. However, the family’s fortunes took a turn for the worse four generations back when the elderly Lucretzia Cadivere, a witch of considerable power, used dark magics involving sacrifice to regain her youth and beauty. By all accounts the magic was successful, but such things are not the province of humans and it is said that the Gods took offense. Whatever or whoever she offended one thing is clear, a Shinigami came for her. Rather than succumb to the creature’s power and accept her death, Lucretzia called upon her most powerful magics and somehow seduced the Outsider. She thought she had cheated death, but nine months later she died giving birth to Yurei’s grandfather, Andras. The child was a strange half-breed, but was raised in the family traditions of magic by his uncle. Andras proved an apt student, but while he was very skilled his magic seemed to always result in unfortunate unintended consequences. Family retainers and even family members died as a result of even the most mundane of spells. Andras eventually fell prey to his own magic in his twenties, but not before producing a daughter. Lizal looked more like her Suel family members than her outsider ancestor, perhaps with a touch of fey blood. She was also skilled in magic, but she too found that sometimes her magic was twisted in ways that led to the death of friends, family and servants. She managed to survive well into middle age, but the loss of those around her led her to be increasingly reclusive. She never married, but she manage to produce one child, Yurei’s father Larrith. The father died before Larrith was born.

Lizal became less and less involved in the world and the family finances suffered. Lands were sold and long held contracts traded to others. Larrith was sent off to boarding school, but soon returned after an unfortunate accident in the magical laboratory burned the place to the ground. Larrith lost his legs in the fire and the family counted his survival such as it was a victory over the curse. Larrith focused more on life magic studying the way of the Wood Elementalist in hopes of avoiding the family curse. He became very adept at flight and levitation magic as well as spells to move objects as a result of his handicap. He married a Druid named, Bethnay and they had three children, a son named Galbred who died young, another victim of the family curse, and a daughter, Athaliss, as well as Yurei. They managed to live well enough using little magic and taking great care when they did use it, but their mother too was lost a magical accident when an unseen servant moving a plant bumped her over a railing on a balcony. Young Yurei was trained in both Wood Elementalism and Druidic magic, though the death of his mother brought his Druidic studies to an end.

After years of fearing his own magic Yurei made a discovery. There is a market for deadly magics. He was sailing to Greyhawk from Leukish to sell a few books and heirlooms to raise cash for the family when the ship was attacked by pirates. A few well-placed spells quickly set fire to the pirate ship and ended the raid. He was paid by the Captain of the ship to protect it for the rest of the voyage. This was the start of a career for young Yurei who by this time was quite bored of hanging around dilapidated old tower where legends of a curse kept away almost all visitors and even servants. Rather than continue hide from his power Yurei has since sold his services as a mercenary.

He respects the power of the family curse and refrains from staying in any one place too long and he has not married well aware that his magic could strike down someone close to him. Back home, his father continues to survive and lives in the family’s ancestral home, now only a decaying tower filled with dusty tomes. Yurei’s sister Athaliss lives there with him. Yurei sometimes calls upon them to research thinks in the family’s collection of old books.

Yurei has worked as a guard and providing firepower to small bands and even armies. He has seen much of the world, but has spent most of his time in and around Greyhawk and the Nyr Dyv fighting one war after another. He has hunted giants, bandits and rampaging monsters for a fee. He doesn’t much care which side he fights for as long as they pay well. He takes little interest in politics preferring to remain neutral. He has learned to embrace his heritage as well. More than once the mere sight of him flying in looking pale and gaunt in a hooded robe with his bony wings extended and a scythe in hand has been enough to rout a foe.

In addition to being Wizardly artillery for hire, Yurei has also taken to treasure seeking. He has heard of items of power that might help him remove the curse. He has taken up with two Rangers, Dior Targarin and Eldran Hawkshand at first hired for firepower and later as a companion. They are currently in Veluna City.[/sblock]

[sblock=Familiar: “Scratch”]

Nosoi Neutral Tiny outsider (extraplanar, psychopomp)
Init +3; Senses darkvision 60 ft., low-light vision, spiritsense; Perception +9
DEFENSE
AC 20, touch 15, flat-footed 17 (+3 Dex, +2 size, +5 natual armor)
hp 30 (10hd)
Fort +7, Ref +6, Will +8
DR 5/adamantine; Immune death effects, disease, poison, Resist cold 10, electricity 10
OFFENSE
Speed 20 ft., fly 50 ft. (good)
Melee bite +10 (1d3–1)
Spell-Like Abilities (CL 3rd, concentration +4)
At will—invisibility (self only)
1/day—hide from undead, sound burst (DC 15)
3/day—speak with dead (6 questions, CL 12th)
STATISTICS
Str 8, Dex 16, Con 12, Int 11, Wis 13, Cha 16
Base Atk +5; CMB +5; CMD 14
Feats Alertness, Weapon Finesse
Skills Fly +17, Knowledge (history) +6, Knowledge (planes) +6, Perception +9, Profession (scribe) +7, Sense Motive +3, Stealth +17
Languages Abyssal, Celestial, Infernal
SQ change shape (raven or songbird [same stats]; beast shape I), haunting melody, scribe
Spirit Touch (Ex)
A psychopomp's natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Spiritsense (Su)
A psychopomp notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability.
SPECIAL ABILITIES
Haunting Melody (Su)
A Nosoi’s song has the power to grip the spirits of those that hear it. All living and undead creatures within a 60-foot spread must make a DC 14 Will saving throw or be fascinated. A creature that successfully saves is not subject to the same Nosoi’s song for 24 hours.
This effect continues for as long as the Nosoi sings and for 1 round thereafter. A Nosoi can sing for a number or rounds per day equal to twice its Hit Dice. This is a sonic mind-affecting charm effect. This ability can affect undead creatures, even though the undead subtype makes such creatures immune to mind-affecting effects (though undead creatures with immunity to mind-affecting effects from a source other than their creature type are still immune). The save DC is Charisma-based.
Nosoi Familiars
Nosois sometimes depart from their service to the bureaucracy of death to act as familiars to spellcasters with a special connection to or interest in death. Most relish the opportunity, and make useful assistants to spellcasters who keep extensive libraries or prefer meticulous records. They can be troublesome, though, given their natural curiosity and tendency to steal small objects. Any neutral caster of 7th level or higher and who has the Improved Familiar feat may summon a Nosoi.
Nosois often use their skill as scribes to aid their mortal masters. Despite their size and apparent lack of hands, they may use medium-sized drawing and writing tools without penalty. They grant their masters a +2 bonus on skill checks made to scribe scrolls. Like all psychopomps, Nosois loathe the undead. They immediately leave the service of any master who creates or permanently becomes such an abomination.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
[/sblock]
 

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Red Knight

First Post
archer_h_zps0e1258f5.jpg


[sblock=Dior Targarin]
[sblock=Game Info]Race: Elf
Class: Ranger
Level: 10
Alignment: Chaotic Good
Languages: Common and Elven
Deity: Calistri
[/sblock]
[sblock=Abilities]STR: 20 (10 PB,+ 2 Belt of Physical Might, +1 4th, +1 8th)
DEX: 14 (2 PB, +2 Racial)
CON: 14 (5 PB, -2 Racial, +2 Belt of Physical Might)
INT: 10 (-2 PB, +2 Racial)
WIS: 16 (5 PB, +2 Headband of Inspired Wisdom)
CHA: 10 (0 PB)[/sblock]
[sblock=Combat]HP: 91 = [1d10=61] + 20 (CON) + 10 (Ranger)
AC: 22 = 10 + 8 (+2 Mithral Breastplate) + 2 (DEX) + 1 (+1 RoP) + 1 (+1 BoA)
AC Touch: 12 = 10 + 2 (DEX)
AC Flatfooted: 20 = 10 + 10 (+2 Mithral Breastplate) + 1 (+1 RoP) + 1 (+1 BoA)
INIT: +2 = +2 (DEX)
BAB: +10/+5 = +10/+5 (Ranger)
CMB: +15 = +5 (STR) + 10 (BAB)
CMD: 27 = 10 + 5 (STR) + 2 (DEX) + 10 (BAB)
Fort: +11 = +7 (Ranger) + 2 (CON) + 2 (Cloak of Resistance)
Reflex: +11 = +7 (Ranger) + 2 (DEX) + 2 (Cloak of Resistance)
Will: +8 = +3 (Ranger) + 2 (WIS) + 1 (Indomitable Will) + 2 (Cloak of Resistance)
Speed: 30'
Damage Reduction: None
Spell Resistance: None
Spell Failure: N/A

RoP = Ring of Protection
BoA = Bracers of Armor[/sblock]
[sblock=Weapon Stats]+1 Shock Cold Iron Elven Curve Blade: +16/+11 = +10/+5 (BAB) + 5 (STR) + 1 (Magic)/ DMG = 1d10+6+1d6(S), CRIT 16-20x2, Special: Shock

+1 Shock Cold Iron Elven Curve Blade (PA): +13/+8 = +10/+5 (BAB) + 5 (STR) + 1 (Magic) - 3 (PA)/DMG = 1d10+14+1d6(S), CRIT 16-20x2, Special: Shock

+1 Composite Longbow: +13/+8 = +10/+5 (BAB) + 2 (DEX) + 1 (Magic)/ DMG = 1d8+6(P), CRIT 20/x3, Range: 110', Special: +5 STR modifier

+1 Composite Longbow (DA): +10/+5 = +10/+5 (BAB) + 2 (DEX) + 1 (Magic) - 3 (DA)/ DMG = 1d8+12(P), CRIT 20/x3, Range: 110', Special: +5 STR modifier

Chakram: +12/+7 = +10/+5 (BAB) + 2 (DEX)/ DMG = 1d8+5(S), CRIT 20/x2, Range: 30', Special: None

Chakram (DA): +8/+4 = +10/+5 (BAB) + 2 (DEX) - 3 (DA)/ DMG = 1d8+11(S), CRIT 20/x2, Range: 30', Special: None

Javelin: +11/+7 = +10/+5 (BAB) + 2 (DEX)/ DMG = 1d6+5(P), CRIT 20/x2, Range: 30', Special: None

Javelin (DA): +8/+4 = +10/+5 (BAB) + 2 (DEX)/ DMG = 1d6+11(P), CRIT 20/x2, Range: 30', Special: None

Pilum: +11/+7 = +10/+5 (BAB) + 2 (DEX)/ DMG = 1d8+5(P), CRIT 20/x2, Range: 20', Special: See Text

Pilum (DA): +8/+4 = +10/+5 (BAB) + 2 (DEX)/ DMG = 1d8+11(P), CRIT 20/x2, Range: 20', Special: See Text

Spear: +11/+7 = +10/+5 (BAB) + 2 (DEX)/ DMG = 1d8+5(P), CRIT 20/x3, Range: 20', Special: None

Spear (DA): +8/+4 = +10/+5 (BAB) + 2 (DEX)/ DMG = 1d8+11(P), CRIT 20/x3, Range: 20', Special: None

PA=Power Attack
DA=Deadly Aim[/sblock]
[sblock=Racial Traits]Ability Score Racial Traits: +2 Dexterity, +2 Intelligence, -2 Constitution

Silent Hunter: Reduce the penalty for moving in Stealth by 5.

Keen Senses: +2 on Perception checks.

Weapon Familiarity: longbows, longswords, rapiers, shortbows, and any weapon with the word
elven in it.

Low-Light Vision: You can see twice as far in dim light.[/sblock]
[sblock=Class Features]Favored Enemy: Outsider (Evil) +6, Dragon +4, Humanoid (Giant) +2 on Bluff, Knowledge, Perception, Sense Motive, and Survival checks made against the selected enemies. A ranger may use Knowledge checks untrained to identify these creatures.

Track: A ranger adds 1/2 his ranger level to Survival checks to follow/identify tracks.

Wild Empathy: A ranger can roll a d20 + CHA modifier to improve an animals attitude.

Combat Style (Archery):A ranger can select feats associated with the combat style selected whether he qualifies for the feat or not.

Endurance: A ranger receives Endurance as a bonus feat.

Favored Terrain: Underground +4, Forest +2 on Initiative, Knowledge (Geography), Perception, Stealth, and Survival checks. A ranger in their Favored Terrain leave no trails and cannot be tracked.

Hunter's Bond (Animal Companion): Funcitions as the Druid ability -3.

Spells: A ranger can cast a small number of divine spells.

Woodland Stride: A ranger can move in any sort of undergrowth without penalty.

Swift Tracker: A ranger receives no penalty for tracking while moving at normal speed and a -10 for moving twice his normal speed.

Evasion: If a ranger makes a successful Reflex save on an ability or attack that would normally deal half damage instead deals no damage.[/sblock]
[sblock=Feats & Traits]
Power Attack (1st Gen): Trade -3 for +6 damage on melee attacks. If the attack is dealt with a two-handed weapon or a one handed weapon wielded in both hands add 1/2 your STR modifier.

Point Blank Shot (Combat Style): Receive a +1 to hit and damage rolls if attack was made within 30' of target.

Cleave (3rd Gen):Attack an adjacent enemy albeit a -2 to AC for 1 round.

Deadly Aim (5th Gen): Trade -3 for +6 damage on ranged attacks.

Heavy Armor Proficiency (GM Bonus): Wear heavy armor without penalty.

Improved Precise Shot (Combat Style): Ranged shots ignore AC bonus and miss chance to targets by anything less than total cover and/or concealment.

Quick Draw (7th Gen): Draw a weapon as a free action.

Improved Critical - Elven Curved Blade (9th Gen): Critical range with selected weapon doubles.

Manyshot (Combat Style): First attack on a full-attack fires two arrows instead of one, if the first arrows hits they both hit.

Traits:
A) Indomitable Will: +1 on Will saves.
B) Suspicious: +1 on Sense Motive checks and Sense Motive is a class skill.[/sblock]
[sblock=Skills]Skill Ranks: 60 = [6 (Ranger) + 0 (INT)] x 10 (LvL) + 0 (Favored Class)
Max Ranks: 10
ACP: -1

Skills:
Code:
[FONT=courier new][SIZE=2]Total                      Stat   Rank  CS  Misc  ACP
+[SIZE=2]1[SIZE=2]1[/SIZE][/SIZE] =  Acrobatics           +2    + [SIZE=2]5[/SIZE]   +0   +[SIZE=2]5[SIZE=2]~[/SIZE][/SIZE]  - [SIZE=2]1[/SIZE]  DEX
+ 0 =  Appraise             +0    + 0   +0   +0        INT
+ 0 =  Bluff                +0    + 0   +0   +0        CHA
+[SIZE=2]1[SIZE=2]0[/SIZE][/SIZE] =  Climb                +5    + 3   +3   +0   - [SIZE=2]1[/SIZE]  STR
+ 0 =  Craft:_____          +0    + 0   +0   +0        INT
+ 0 =  Diplomacy            +0    + 0   +0   +0        CHA
+ 0 =  Disguise             +0    + 0   +0   +0        CHA
+ [SIZE=2]1[/SIZE] =  Escape Artist        +2    + 0   +0   +0   - [SIZE=2]1[/SIZE]  DEX
+ [SIZE=2]1[/SIZE] =  Fly                  +2    + 0   +0   +0   - [SIZE=2]1[/SIZE]  DEX
+ 7 =  Handle Animal^       +0    + [SIZE=2]4[/SIZE]   +3   +[SIZE=2]4[SIZE=2]>[/SIZE][/SIZE]       CHA
+ [SIZE=2]3[/SIZE] =  Heal                 +[SIZE=2]3[/SIZE]    + 0   +0   +0        WIS
+ [SIZE=2]0[/SIZE] =  Intimidate           +0    + [SIZE=2]0[/SIZE]   +[SIZE=2]0[/SIZE]   +[SIZE=2]0 [/SIZE]       CHA
+ [SIZE=2]9[/SIZE] =  Know:Dungeoneering^  +0    + [SIZE=2]6[/SIZE]   +3   +0        INT
+ [SIZE=2]9[/SIZE] =  Know:Geography^      +0    + [SIZE=2]6[/SIZE]   +3   +0        INT
+ [SIZE=2]9[/SIZE] =  Know:Nature^         +0    + [SIZE=2]6[/SIZE]   +3   +0        INT
+1[SIZE=2]8[/SIZE] =  Perception           +[SIZE=2]3[/SIZE]    +10   +3   +2*       WIS
+ 0 =  Perform:_____        +0    + 0   +0   +0        CHA
+ [SIZE=2]3[/SIZE] =  Profession^:_____    +[SIZE=2]3[/SIZE]    + 0   +0   +0        WIS
+ [SIZE=2]1[/SIZE] =  Ride                 +2    + 0   +0   +0   - [SIZE=2]1[/SIZE]  DEX
+1[SIZE=2]2[/SIZE] =  Sense Motive         +[SIZE=2]3[/SIZE]    + 5   +3   +1^       WIS
+ 0 =  Spellcraft^          +0    + 0   +0   +0        INT
+1[SIZE=2]4[/SIZE] =  Stealth              +2    +10   +3   +0   - [SIZE=2]1[/SIZE]  DEX
+[SIZE=2] 8[/SIZE] =  Survival             +[SIZE=2]3[/SIZE]    + [SIZE=2]2[/SIZE]   +3   +5#       WIS
+[SIZE=2]1[SIZE=2]0[/SIZE][/SIZE] =  Swim                 +5    + 3   +3   +0   - [SIZE=2]1[/SIZE]  STR[/SIZE][/FONT]

*Keen Senses
~Boots of Elvenkind
^Suspicious
#Track
>Link
[/sblock]
[sblock=Spellcasting]1st (3/3): Entangle, Longstrider, Resist Energy

2nd (2/2): Spike Growth, Windwall[/sblock]
[sblock=Equipment]
Code:
[FONT=courier new]Equipment                                 Cost               Weight
+[SIZE=2]2[/SIZE] Mithral [SIZE=2]Breastp[/SIZE]late                  [SIZE=2]9[/SIZE],[SIZE=2]3[/SIZE]50    gp         [SIZE=2]1[/SIZE]5   lbs
+1 [SIZE=2]Shock[/SIZE] Cold Iron Elven Curve Blade   [SIZE=2]10[/SIZE],[SIZE=2]51[/SIZE]0    gp          7   lbs
[SIZE=2]+[SIZE=2]1 [/SIZE]Adaptive[/SIZE] Longbow                     [SIZE=2]3[/SIZE],[SIZE=2]4[/SIZE]50    gp          3   lbs
Efficient Quiver                        1,800    gp          2   lbs
 -Arrow (60/60)                             1    gp          -   lbs
 -Pilum (5/5)                              25    gp          -   lbs
 -Javelin (13/13)                          13    gp          -   lbs
 -Spear (5/5)                              10    gp          -   lbs
Chakram (5/5)                               5    gp          5   lbs
Dagger                                      2    gp          1   lbs
+2 Belt of Physical Might              10,000    gp          1   lbs
+2 Cloak of Resistance                  4,000    gp          1   lbs
+1 Ring of Protection                   2,000    gp          -   lbs
+2 Headband of Inspired Wisdom          4,000    gp          1   lbs
+1 Bracers of Armor                     1,000    gp          1   lbs
Boots of [SIZE=2]Elvenkind             [/SIZE]         [SIZE=2]2[/SIZE],500    gp          1   lbs
Gloves of Reconnaissance                2,000    gp          -   lbs
Iron Holy Symbol                            5    gp          1   lbs
Handy Haversack                         2,000    gp          5   lbs
-Central Portion (8 Cubic Feet & 80 lbs)
  -Bedroll                                   .1  gp          5   lbs
  -Blanket                                   .5  gp          3   lbs
  -Waterskin                                1    gp          4   lbs
  -Adamantine Arrow (20/20)             1,200    gp          3   lbs
  -Cold Iron Arrow (20/20)                  2    gp          3   lbs
  -Alchemical Silver Arrow (20/20)          3    gp          3   lbs
  -Elven Trail Rations (10/10)             20    gp         10   lbs
  -Crowbar                                  2    gp          5   lbs
  -Shovel, Common                           2    gp          8   lbs
  -Sledge                                   1    gp         10   lbs
  -Iron Spike (6/6)                          .3  gp          6   lbs  
  -Fishing Tackle                          20    gp          5   lbs          
-Left Portion (2 Cubic Feet & 20 lbs)
  -Flint and Steel                          1    gp          -   lbs
  -Tindertwig (10/10)                      10    gp          -   lbs
  -Whetbone                                  .1  gp          2   lbs
  -Small Steel Mirror                      10    gp           .5 lbs        
-Right Portion (2 Cubic Feet & 20 lbs)
  -Silk Rope (50')                         10    gp          5   lbs
  -Grappling Hook                           1    gp          4   lbs
Endless Bandolier                        1,500   gp          2   lbs
-Loops
  -Shield of Faith Potions (4/4)          200    gp          -   lbs
  -Cure Light Wounds Potions (4/4)        200    gp          -   lbs
  -Cure Moderate Wounds Potions (2/2)     600    gp          -   lbs
  -Vial (Empty) (10/10)                    10    gp          -   lbs
-Small Pocket 1
  -Spell Components                        10   gp           -   lbs
-Small Pocket 2
  -Wand of Cure Light Wounds (50/50)      750    gp          -   lbs
-Small Pocket 3
  -Ear Plugs                                 .03 gp          -   lbs
  -Ioun Torch                              75    gp          -   lbs
-Small Pocket 4
  -Smoke Pellet (4/4)                     100    gp          -   lbs
-Large Pocket 1
  -Smoke Stick (5/5)                      100    gp          -   lbs
  -Powder (4/4)                              .04 gp          -   lbs
-Large Pocket 2
  -Lamp Oil (5/5)                            .5  gp          -   lbs
  -Alchemist's Fire (5/5)                 100    gp          -   lbs
  -Holy Water (4/4)                       100    gp          -   lbs[/FONT]

Carrying Capacity:
Light: 0-133 lbs
Medium: 134-266 lbs
Heavy: 267-400 lbs[/sblock]
[sblock=Details]Size: Medium
Gender: Male
Age: 147
Height: 5'9"
Weight: 161
Hair Color: Black
Eye Color: Emerald Green
Skin Color: Tanned
Appearance:
Demeanor:[/sblock]
[sblock=Background]Dior Targarin is the first son of a lesser house living at the base of the Yatil Mountains and south of the Vesve Forest. Like most high elves in his community he was tested at a young age to see if he held the gift for arcane magic, he did not. It was soon after this test that Elrenn Walthair claimed the boy as a soldier of the Vesve, seeing that the boy was strong but still held to the agility that his are famed to posses.

Dior spent several years learning the strategies of Vesve's enemies and putting them to use. Iuz, Vesve's enemy to the northeast, has sent many patrols into the Vesve over the last several years causing the High Folk to heighten their security around cities and increase patrols. It was on one of these patrols that earned Dior his place amongst the Knights of the Vesve.[/sblock]

[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]Level 11
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]

[sblock=Subotai]
[sblock=Game Info]Race: Wolf
Level: 7[/sblock]
[sblock=Abilities]
STR: 22
DEX: 13
CON: 19
INT: 2
WIS: 12
CHA: 6[/sblock]
[sblock=Combat]HP: 54 = [1d8=34] + 11 (CON) + 9 (Toughness)
AC: 18 = 10 + 1 (DEX) + 7 (Natural Armor)
AC Touch: 12 = 10 + 2 (DEX)
AC Flatfooted: 18 = 10 + 1 (DEX) + 7 (Natural Armor)
INIT: +1 = +1 (DEX)
BAB: +4 = + 4 (Wolf)
CMB: +10 = +6 (STR) + 4 (BAB)
CMD: 21 = 10 + 6 (STR) + 1 (DEX) + 4 (BAB)
Fort: +9 = +5 (Wolf) + 4 (CON)
Reflex: +6 = +5 (Wolf) + 1 (DEX)
Will: +3 = +2 (Wolf) + 1 (WIS)
Speed: 50'[/sblock]
[sblock=Weapon Statistics]Bite: +10 = + 4 (BAB) + 6 (STR) / DMG = 2d6+6(P), CRIT 20x2, Special: Trip[/sblock]
[sblock=Feats]Improved Natural Attack (1st Gen): Increase damage by one step.

Improved Natural Armor (2nd Gen): Natural armor increase by 1 point.

Toughness (5th Gen): +3 HP at 1st level and +1 at every level beyond 3rd.[/sblock]
[sblock=Tricks]Attack
Come
Track
Down
Flank
Heel
Maneuver (Trip)
Sneak
Hunt[/sblock][/sblock]
 
Last edited:

Kaodi

Hero
[sblock=Hraln of the Road (DESNAN EDITION)]
[sblock=Game Info]
Race: Human
Class: Inquisitor
Level: 10
Alignment: Neutral Good
Languages: Common
Deity: Desna[/sblock]
[sblock=Abilities]
STR: 12
DEX: 16 (18)
CON: 14
INT: 9
WIS: 17 (19)
CHA: 12[/sblock]
[sblock=Combat]
HP: 65 = [10d8=45] + 20 (CON) + 0 (misc) + 0 (favored class)
AC: 25 = 10 + 9 (armor) + 2 (natural) + 0 (shield) + 4 (DEX) + 0 (misc)
AC Touch: 14 = 10 + 4 (DEX) + (misc)
AC Flatfooted: 21 = 10 + 9 (armor) + 2 (natural) + 0 (shield) + 0 (misc)
INIT: +8 = +4 (DEX) + 4 (WIS) + 0 (misc)
BAB: +7 = +7 (inquisitor)
CMB: +8 = +1 (STR) + 7 (BAB)
CMD: 22 = 10 + 1 (STR) + 4 (DEX) + 7 (BAB)
Fort: +12 = +7 (base) + 2 (CON) + 3 (misc)
Reflex: +12 = +3 (base) + 4 (DEX) + 5 (misc)
Will: +14 = +7 (base) + 4 (WILL) + 3 (misc)
Speed: 40 ft.
Damage Reduction: None
Spell Resistance: None
Spell Failure: N/A[/sblock]
[sblock=Weapon Stats]
+1 Adamantine Spiked Gauntlet (melee): +12 = +7 (BAB) + 4 (DEX) + 1 (misc)/ DMG = 1d4+2 (P), CRIT 20/x2
Silvered Dagger (melee): +11 = +7 (BAB) + 4 (DEX)/ DMG = 1d4 (P or S), CRIT 19-20/x2
Cold Iron Dagger (melee): +11 = +7 (BAB) + 4 (DEX)/ DMG = 1d4+1 (P or S), CRIT 19-20/x2
+2 Darkwood Comp. Longbow [+1 Str] (ranged): +13 = +7 (BAB) + 4 (DEX) + 2 (misc)/ DMG = 1d8+3 (P or B) or 1d8+2 (P), CRIT 20/x3, Rng 110 ft.
Darkwood Quarterstaff (melee): +8 = +7 (BAB) + 1 (STR)/ DMG = 1d6+1 (B), CRIT 20/x2
Boar Spear (melee): +8 = +7 (BAB) + 1 (STR)/ DMG = 1d8+1 (P), CRIT 20/x2
Cold Iron Javelin (ranged): +11 = +7 (BAB) + 4 (DEX)/ DMG = 1d6+1 (P), CRIT 20/x2, Rng 30 ft.
[/sblock]
[sblock=Racial Traits]
+2 DEX, Bonus Feat, Heart of the Wilderness[/sblock]
[sblock=Class Features]
Proficient w/ Simple Weapons, Hand Crossbow, Longbow, Repeating Crossbow, Shortbow, Light and Medium Armor, and Shields (except Tower Shields)
Travel Domain (+10 ft. Movement Speed, Agile Feet 7/day, Dimensional Hop 100 ft./day)
Judgement 4/day, Second Judgement
Monster Lore, Stern Gaze +5, Cunning Initiative, Detect Alignment, Track +5, Solo Tactics, Bane 10 rounds/day, Discern Lies 10 rounds/day[/sblock]
[sblock=Feats & Traits]
Human Bonus- Endurance
1st lvl- Weapon Finesse
3rd lvl- Lightning Reflexes
Teamwork- Lookout
5th lvl- Point Blank Shot
DM Bonus - Precise Shot
Teamwork- Shielded Caster
7th lvl- Rapid Shot
9th lvl- Many Shot
Teamwork- Coordinated Defence

Traits:
a) Focused Mind
b) World Traveller (Knowledge [Local])[/sblock]
[sblock=Skills]
Skill Ranks: 50 = [6 (class) - 01 (INT)] x 10 (LvL) + 00 (misc) + 00 (Favored Class)
Max Ranks: 10
ACP: -3

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
+01 =  Acrobatics          +04    +00   +0  +00   -3   DEX
-01 =  Appraise            -01    +00   +0  +00        INT
+01 =  Bluff               +01    +00   +0  +00        CHA
-02 =  Climb               +01    +00   +0  +00   -3   STR
-01 =  Craft:_____         -01    +00   +0  +00        INT
+01 =  Diplomacy           +01    +00   +0  +00        CHA
+na =  Disable Device^     +04    +00   +0  +00   -3   DEX
+01 =  Disguise            +01    +00   +0  +00        CHA
+01 =  Escape Artist       +04    +00   +0  +00   -3   DEX
+01 =  Fly                 +04    +00   +0  +00   -3   DEX
+na =  Handle Animal^      +01    +00   +0  +00        CHA
+12 =  Heal                +04    +05   +3  +00        WIS
+06 =  Intimidate          +01    +00   +0  +05        CHA
+na =  Know:Arcana^        -01    +00   +0  +00        INT
+na =  Know:Dungeoneering^ -01    +00   +0  +00        INT
+na =  Know:Engineering^   -01    +00   +0  +00        INT
+na =  Know:Geography^     -01    +00   +0  +00        INT
+na =  Know:History^       -01    +00   +0  +00        INT
+08 =  Know:Local^         -01    +05   +3  +01        INT
+na =  Know:Nature^        -01    +00   +0  +00        INT
+na =  Know:Nobility^      -01    +00   +0  +00        INT
+na =  Know:Planes^        -01    +00   +0  +00        INT
+na =  Know:Religion^      -01    +05   +3  +00        INT
+na =  Linguistics^        -01    +00   +0  +00        INT
+22 =  Perception          +04    +10   +3  +05        WIS
+01 =  Perform:_____       +01    +00   +0  +00        CHA
+na =  Profession^:_____   +04    +00   +0  +00        WIS
+01 =  Ride                +04    +00   +0  +00   -3   DEX
+22 =  Sense Motive        +04    +10   +3  +05        WIS
+na =  Sleight of Hand^    +04    +00   +0  +00   -3   DEX
+na =  Spellcraft^         -01    +00   +0  +00        INT
+09 =  Stealth             +04    +05   +3  +00   -3   DEX
+22 =  Survival            +04    +10   +3  +05        WIS
-02 =  Swim                +01    +00   +0  +00   -3   STR
+na =  Use Magic Device^   +01    +00   +0  +00        CHA
[/sblock]
[sblock=Spellcasting]
Spells Known (CL 10th; Concentration +16; Favored Class Bonus 10)
4 (2/day) - Cure Critical Wounds, Neutralize Poison
3 (4/day) - Cure Serious Wounds, Dispel Magic, Prayer, Remove Disease, Speak With Dead
2 (5/day) - Corruption Resistance, Cure Moderate Wounds, Follow Aura, Lesser Restoration, Resist Energy, Shield Other, Spiritual Weapon, Tongues
1 (6/day) - Alarm, Cure Light Wounds, Divine Favour, Expeditious Retreat, Protection From Evil, Sanctuary, Shield Of Faith, True Strike
0 (at will) - Acid splash, Brand, Create Water, Detect Magic, Detect Poison, Guidance, Light, Resistance, Stabilize

[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  	Weight
Traveller's Outfit	     -- 	--
+3 Mithral Chainmail	     13150 gp   20  lbs.
+1 Adamantine Spike Gauntlet 5005  gp   1   lb.
Silvered Dagger		     22    gp   1   lb.
Cold Iron Dagger	     4     gp   1   lb.
Efficient Quiver	     1800  gp   2   lbs.
- +2 Drkwd C Longbow [+1]    8530  gp   3/2 lbs. 
- Drkwd Quarterstaff         340   gp   2   lbs.
- Cold Iron Boar Spear	     10    gp   8   lbs.
- 20 Silvered Arrows	     41    gp   3   lbs.
- 20 Cold Iron Arrows	     2     gp   3   lbs.
- 20 Blunt Arrows	     2     gp   3   lbs.
- 18 Cold Iron Javelins      36    gp   36  lbs.
Belt of Dexterity +2	     4000  gp   1   lb.
Headband of Wisdom +2	     4000  gp   1   lb.
Amulet of Nat Armour +2      8000  gp	--
Cloak of Resistance +3	     9000  gp   1   lb.   
Ring of Sustenance	     2500  gp   --
Eyes of the Eagle	     2500  gp   --   
Handy Haversack		     2000  gp   5   lbs.
- 2 Q w/ 40 Cold Iron Arrows 4     gp   6   lbs.
- Ioun Torch		     75    gp   --
- Healer's Kit		     50    gp   1   lb.
- 2 Traveller's Outfits	     2     gp   10  lbs.
- Furs		    	     12    gp   5   lbs.
- 4 50' ft. Silk Ropes       40    gp   20  lbs.
- 2 Grapppling Hooks	     2     gp   8   lbs.
- 10 Sacks		     1     gp   5   lbs.
- Flint & Steel 	     1     gp   --
- Whetstone		     2     cp   1   lb.
- Small Tent    	     10    gp   20  lbs.
- Bedroll		     1     sp   5   lbs.
- Winter Blanket	     5     sp   3   lbs.
- Crowbar		     2     gp   5   lbs.
- Hammer		     5     sp   2   lbs.
- Shovel		     2     gp   8   lbs.
- Abacus		     2     gp   2   lbs.
Silver Holy Symbol	     25    gp   1   lb.

Total weight carried: 34 lbs. Handy Haversack Contents Weight: 109 lbs.
Treasure: 326 gp, 23 sp, 48 cp Gems: Violet Garnet (500 gp)

Carrying Capacity:
light- 43
medium- 86
heavy- 130 [/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 33
Height: 5'11"
Weight: 173
Hair Color: Straw
Eye Color: Steel Grey
Skin Color: Medium Tan
Appearance: Worn
Demeanor: Pleasant[/sblock]
[sblock=Background]Hraln was a simple man with his heart set on seeing the world. Born on the frontier between Nyrond and the Great Kingdom of Northern Aerdy to farming folk named Breln and Lilda, a middling child in a large family, he learned first hand how difficult it could be to travel the roads during times of conflict. While transporting produce to market one always risked bandit attacks, or worse, encountering marauders. Had he not been taken under the wing of a band of roving adherents of Desna, his life may have turned out very differently and not unlike that of his parents.

With the protection of the Desnan priests, a young Hraln was able to see much of the Southeastern Flanaess. The Desnans came from a variety of lands and backgrounds, and one in particular, Sozin, was a traveller born in realms beyond. With their help he learned how to watch his back in the wild, and became a good judge of what fellow travellers could be trusted. And when he too heard the call of the Goddess of the North Star, the priests provided for his instruction in defence and combat, as well as the core concepts of divine magic.

The travelling priests had a habit of helping out those along the road, and unfortunately there came a day when sinister forces under the sway of one of the less savory gods had decided this behaviour was not to their liking. Hraln and his mentors were travelling and tending to a group of refugees when they were attacked. Despite putting up fierce resistance, they were almost slain to a man, refugees included.

By chance Hraln and one of the more elderly priests, Thurvik, had been away from the camp at the time. When they heard the din of combat, the young man was ready to charge into the fray to fight alongside his friends. But the elderly priest held him back, saying that it would do no good to get themselves killed. So instead they fled Westward.

When the two reached the sea, they found passage aboard a ship heading across to lands even further West. They escaped their pursuers, but Thurvik became ill during the journey. By the time they reached their destination, it become clear that his travelling days were over. He insisted that Hraln continue his journey, and before the young man left he gave him much of what he still possessed before bidding him goodbye. Hraln would learn later that his friend and mentor had died not too long after settling down.

Hraln continued his journey travelling the many roads of the Flanaess. He became fully a man and in time was blessed by Desna with powers that would prove most useful, and a task as well, to be wary of those who take advantage of travellers and see that justice is visited upon them.

Though a simple man and not terribly handsome, Hraln managed to find some temporary companionship with people he travelled alongside and in places he visited. Marsa, Bravene, Kelka, Sustelle, Zyngrid; just some of their names. Perhaps his one great moral failing is that in always moving onward he rarely returns to places he has visited before and thus has probably left at least one or two children to grow up without knowing a father, if not more, from temporary liasons.

In any case, Hraln became known as a friend of travellers, creating something of a reputation for himself. Besides lending his skills in surviving the wilderness and in fending off hazards, he became a healer of those whom have been heavily burdened by the roads they travel. And many times over the years has he come upon the dead and dying for whom he sought vengeance. Roads travelled by the blessed wanderer became much safer for his efforts.

Just a few years ago something happened that changed things greatly for Hraln. Whether by chance or divine providence he received word of a priest of Desna who had been causing trouble for some in the central Flanaess, close to the Free City of Greyhawk. What was troubling though was that the priest matched the description of one of those he had travelled with many years ago, a man named Gershal. Hraln decided that he had to determine what was at the bottom of this, and set off to pursue the troublemaker.

They laid eyes upon each other first in Greyhawk, and recognition was instantaneous on both sides. A grand pursuit would ensue that took them out of Greyhawk and back into the lands of the East. But Hraln would run down his quarry in Nyrond, not far from where he had grown up. Confronting Gershal, Hraln learned that his friends had been betrayed to the raiders all those years ago by this very same man. He was a charlatan, no longer a priest at all, having been abandoned many years ago by their patron Desna. He begged Hraln for mercy, but even though Hraln's kind heart was tempted to give it to him, he knew that he had been given his powers to ferret out unbelievers to visit the divine justice of their god upon this man before all others. Heart heavy with grief for his fallen teachers, he buried the man in an unmarked grave and left to head back West.

The very next day after he had buried Gershal, Hraln was continuing along the road to the West when he came upon a resting place where another traveller waited. Hraln looked upon the traveller, and saw that his features seemed drained of any colour and... no, it was Sozin! The fetchling recognized Hraln as well, and a tense standoff occurred. Hraln thought perhaps Desna was testing him, and that another traitor was before him. But once they both had time to explain their side of the story, things calmed down. They spent most of that night talking about all that had happened to them, and it seemed that perhaps they were meant to travel together.

Some time later, Hraln and Sozin were travelling West along he King's Way in central Nyrond when they came upon a ruined caravan. Bodies were strewn about; those of guards, several merchants, and what appeared to be a young couple, judging from the matching copper rings on their fingers. Hraln insisted that they investigate, and by communicating with the spirit of one of the guardsman he ascertained what had happened: ettins and their ogre underlings had destroyed the caravan. Now these seemed like dangerous foes, but Hraln felt bound to avenge the dead travellers.

He and Sozin tracked the giantkin to their lair and got the drop on them, but before long it became clear that they had bitten off more than they could chew. Just when things began to look grim however from out of nowhere a vial shattered on the hide of one of the ogres and blossomed into flame, and then there was a holler as a mounted warrior charged into the fray and hewed into one of the giants with his sword. The continuing battle was fierce, but in the end the ettins and ogres all lay dead, and four men, one being the source of explosive solutions, remained standing.

The newcomers were named Johann Klaus, the "Damned", and Ero Batuzen, an alchemist with a fiendishly otherworldly look to him. Johann had apparently been hunting this band of giantkin, and it had been by chance that they found them at just about the same time. Vengeance had and quest completed, they too decided to travel in the same direction for a while. It was during this time that the idea of forming a group of "knights-errant" began to form (though Hraln was not much for fancy sounding titles).

Thus it was that in a short time Hraln went from being a lone wanderer to part of a band of travellers once again.[/sblock]
[sblock=Relationships]Sozin: Travelled together as young men in the company of wandering Desnan priests. Were separated in an attack, only to be reunited under auspicious circumstances years later.
Johann Klaus: Met by chance during the battle against a band of ettins and ogres. Share some initial affinity because they were both compelled by duty towards their meeting.
Ero Batuzen: Met by chance during the battle against a band of ettins and ogres.[/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 11
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]
 
Last edited:

Helfdan

First Post
Eldran Hawkshand, Ranger of Furyondy

shad2.jpg

[sblock=pic1]rngr2.png[/sblock]

[sblock=Stats]
Eldran Hawkshand
Male human Ranger 10
NG Medium humanoid
Init +3; Senses Perception +19
Languages Common, Elven
AC 24, touch 15, flat-footed 21 (+3 Dex, +8 armor, +2 ring, +1 natural) (27 with shield)
HP 87 (10 HD)
Resist: Fort +11, Ref +12, Will +9 (+2 vs. fear)
Spd 30 ft. (6 squares)
Melee +2 bastard sword +18/+13 (1d10+7 (+9 2-handed)/17–20)
Ranged +1 composite longbow +14/+9 (1d8+5/x3)
Base Atk +10; CMB +15; CMD 28
Combat Gear: Wand of cure light wounds (50), 2 smoke sticks, 2 flasks alchemist’s fire, 2 flasks acid, potion cure serious wounds, potion of cure moderate wounds, 3 potions cure light wounds, 3 potions bless weapon, 2 vials holy water, 3 vials antitoxin
Ranger Spells Prepared CL7: Lvl1- Alarm, Speak w/animals, Entangle Lvl2- Bear’s Endurance, Protection from Energy
Abilities Str 18/20, Dex 14/16, Con 14, Int 12, Wis 14, Cha 8
SQ Courageous, Militia veteran (survival), Favored enemies (+2 vs. goblinoids, +4 vs. giants and evil outsiders), Track (+5), Wild Empathy (+9), Favored Terrain (forest +4, mountains +2), Hunter’s Bond, Woodland Stride, Swift Tracker, Evasion
Feats Alertness, Endurance(R3), Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Improved Precise Shot(R10), Iron Will, Manyshot(R6), Power Attack, Rapid Shot(R2), Vital Strike(GM6), Weapon Focus (bastard sword)
Skills Acrobatics (10) +16, Climb (9) +15, Handle Animal (6) +8, Heal (3) +8, Knowledge (nature) (3) +7, Knowledge (geography) (2) +6, Perception 10 (+19), Ride 8 (+12), Sense Motive (0) +4, Stealth (10) +19, Survival (10) +17/+22 to track, Swim 9 (+15) [/sblock]

[sblock=Gear]
combat gear plus

Armor:
+2 Mithral chainmail of shadow (ACP -2, Max Dex +4)
+1 Darkwood heavy shield (ACP 0)

Weapons:
Angthalion: +2 Impervious cold iron bastard sword
+1 Composite longbow
(+4 str damage)
Masterwork Light flail
2 Daggers
Masterwork throwing axe
4 Javelins
Lance
60 arrows: 30 normal, 20 cold iron, 10 silver

Other Items:
Ring of protection +2
Amulet of natural armor +1
Cloak of resistance +2
Belt of physical might +2 (str and dex)
Boots of elvenkind
Quiver of Ehlonna
Heward’s handy haversack


Gear:
bedroll, belt pouch, flint and steel, soap, fishhook, 50’ silk rope, grappling arrow, 10 torches, 5 days’ trail rations, waterskin, iron pot, mess kit, antidote kit (10 uses), climber’s kit, healer’s kit (20 uses), spare clothing, cold weather outfit

Mount:
Light horse (combat trained)
Bit and bridle, military saddle, saddlebags

Coin: 950gp, 9sp, 9cp
[/sblock]

[sblock=Animal Companion]
Swiftwing
Hawk
Neutral Small Magical Beast
Init +5
Senses low light vision; Perception +12

DEFENSE
AC 21, touch 16, flat-footed 16 (+5 Dex, +5 natural, + 1size)
hp 39 (6d8+12)
Fort +7, Ref +10, Will +4 (+4 vs. enchantment)

OFFENSE
Speed 10’, fly 80’ (average)
Melee bite +10 (1d4+1), 2 talons +5 (1d4+1)

STATISTICS
Abilities Str 12, Dex 20 , Con 14, Int 2, Wis 14, Cha 6

Base Atk +4; CMB +4; CMD 19
Feats Mobility, Skill Focus: Perception, Weapon Finesse
Skills Fly +10, Perception +12, Stealth +9
SQ: Link, share spells, evasion, devotion
Tricks: Attack, come, down, fetch, heel, seek, stay
[/sblock]

[sblock=Description]Human (Oeridian) Male
Age: 32
Ht: 6’4”
Wt: 200#
Hair: Dark brown
Eyes: blue-grey
Skin: lightly tanned

Eldran is tall and sturdily built, as befits a lifetime of fighting and traveling. He has dark brown hair and blue-grey eyes. He usually has a closely trimmed mustache and beard. His complexion is fair for an Oeridian, and though still youthful, his face usually reflects a stern demeanor that makes him less than approachable to others. He dresses in simple homespun, deer-skin, and leather clothing. For combat he favors a fine hauberk of well-forged chainmail, covered by a knee-length leather jerkin in lieu of a surcoat. His wrists are protected by thick arm-guards emblazoned with hawks, and his feet by high, soft boots of supple doe-skin. A broad leather belt holds his heavy sword at his left hip, balanced by a dagger at the right. He favors a dark green hooded cloak when traveling. In the wilderness, his second-preferred weapon is a great recurved bow, wrested from the hands of an evil mercenary in the Vesve forest. He also carries a spare knife and a sturdy short-hafted axe. For combat from horseback he favors lance and flail (atypical for a ranger), usually paired with a darkwood kite-shield, which has been embossed with the golden antlers of his order.

Eldran Hawkshand is grim and laconic, mostly as a result of his travails. His stern appearance is a result of his having lost so many friends and witnessed so many atrocities over the years, and his resolve to prevent as many of those events as he can. He has little time for pretentions or affectations, and does not suffer foolish behavior. He values courage and determination, as well as honesty and hard work. In combat he believes in the most pragmatic and effective approach, though he is not prone to recklessness. Interestingly, he does admire the elves and gnomes, for their close relationship to the Oerth, and will readily befriend them. Among the few things that will relax his seemingly-constant vigilance are the occasional pretty lass, and the wonders of the untamed lands he travels through. Indeed, it is with almost child-like awe that he first approaches any unexplored forest or mountain range.
[/sblock]

[sblock=Background]Eldran is the third son of a minor noble/landed knight who held a small demesne in north-western Furyondy, at the eaves of the mighty Vesve Forest. Although raised on tales of knightly derring-do, as a third son he had two real options: the cassock of a priest, or the green cloak of a king’s forester. He chose the latter path, liking the idea of travel and deeds of arms. He quickly learned forest lore from the senior rangers, and the lessons in blade-work from his father and elder brothers came in useful when facing roaming bands of hobgoblins and evil highwaymen. During one of his patrols, his small company came upon a large band of hobgoblins trying to sneak through the forests. As was their wont, the rangers set up an ambush meant to punish the humanoids for their daring. But alas, the band proved to be the vanguard for a much larger group… Iuz’s invasion of his southern neighbors had begun! The rangers were no match for the combination of the goblinoids’ sheer numbers, their pet bat-demons and their necromantic commanders. They fought bravely, though, and only a handful lived to tell the tale. One of these was Eldran for, as the youngest in the company, he was dispatched to warn nearby settlements and troops from Furyondy and the Highfolk.

To Eldran, his harrowing flight through the forest, fighting off small patrols sent to cordon off messengers and to start raiding villages, was the start of a nightmare that lasted for over two years. To this day, he remembers the events in random fragments. The wet, tearing sounds as both humanoids and toad-like demons ripped fellow fighters to shreds. Desperate swordfights in dark woods and blood-spattered glades. Escorting defenseless peasants from certain death, but to uncertain shelter. Finding his family’s manor-house put to the torch, all within defiled and feasted on. It was a weary young ranger who led a band of refugees to the city of Crockport, just before it’s siege began. More fighting… arrows from the walls, blade-work at breached gates, knife-work in cramped miner’s tunnels. The city burns… Again part of a rearguard for non-combatants… three carried off and butchered by fiends for every one they could save. His arrival at Chendl was little better… Another city besieged… weeks of constant fighting, beyond weariness and beyond hope… Stalking the ramparts for days on end, raining arrows upon the foe... Hacking mercilessly at any who dared raise a siege ladder... But this time… the siege is lifted! A great victory!! His reward: a small, grim initiation into the Knights of the Furyondy. He could only imagine his father’s pride as he was welcomed into the warlike Order.

Then comes a truce… Two years of fighting of a different sort. Crossing into the lands of Iuz to rescue captured soldiers… The sword Angthalion, a dying gift from another fallen commander. Fighting demons and their humanoid troops deep within the Vesve… Scouting for possible incursions from the Scarlet Brotherhood… And sent on missions far to the south and to the east, at the behest of his Order, to find allies and help for his beleaguered country. And finally… the King calls for a Crusade!! More brutal fighting… the northern lands recovered!

In the years since the war, his travels have taken him further and further from his war-torn birthplace. He frequently visits both Dyvers and Greyhawk, to deliver or retrieve important information. The latter city in particular has served as a springboard for many unexpected adventures, and the place where he has made many unexpected friends among its many visitors...

((Note: There are two types of Knights of Furyondy. The land-holders, who raise armies and levies to support the King's forces in defending the country. And the landless knights who go on low-profile missions (I guess kinda like a CIA branch.) The latter are pretty autonomous. I get most of this info from the From the Ashes and The Marklands supplements))

[/sblock]

[sblock=Connections]
Dior Targarin: Eldran first met the elven ranger during his days as an apprentice in the Vesve Forest. The elf was already known among their brethren as a skilled hunter of goblinoids and their ilk. But they first fought together during the initial defense of the Forest from the massive invasion by Iuz. They learned to work as a team as they, as part of small skirmisher units, constantly struck at the much larger force of humanoids, demons, and necromancers invading their home. As more and more human villages were over-run, however, Eldran was tasked to escorting refugees to the city of Crockport, whilst Dior stayed to assist in the defense of Highfolk.

They would not see each other in over a year, for while Dior continued fighting for his people, Eldran was part of two besieged cities, as detailed above. It was curiously in the City of Greyhawk that they first reunited, during the first 'peace', both newly belted as Knights of the Hart. Since then, they have often worked together, both for their Orders and as free agents.

Yurei Cadivere: The two rangers met the gaunt wizard in the city of Niole Dra. They were putting together an expedition into the Dreadwood. They never knew what Yurei was doing in Keoland at the time, but he joined for a share of the spoils. Eldran was impressed by the wizard's talents and courage. The fact that he had druidic training made for good teamwork as well. Ever since, they have traveled or worked together on occasion, and have learned to trust each other. It was Yurei who introduced them to Dontrius, a man skilled in both sorcery and blade-work. [/sblock]

[sblock=Math]
Stats:
str 14 (5) +2 racial, +1 at lvls 4+8 = 18
dex 14 (5)
con 14 (5)
Int 12 (2)
Wis 14 (5)
Cha 8 (-2)
Total = 20


+2 mithral chainmail shadow 11,900gp, 20#
+1 darkwood shield 1,257 5#
+2 impervious cold iron sword 10,370gp, 6#
+1 bow (+4 str bonus) 2,800gp, 3#
+2 ring 8,000gp
+2 belt of physical might (str and dex) 10,000gp, 1#
+2 cloak of resistance 4,000gp 1#
boots of elvenkind 2,500gp, 1#
+1 amulet of natural armor 2,000gp
2 daggers 4gp, 2#
Lance 10gp, 10#
masterwork light flail 308gp 5#
masterwork throwing axe 308gp, 3#

Efficient quiver 1,800gp, 2#
Contents (weight not counted for encumbrance)
60 arrows:
30 normal 1.5gp, 4.5#
20 cold iron 2gp, 3#
10 silver 20.5gp, 1.5#
4 javelins 4gp, 8#


Handy Haversack 2,000gp, 5#
Contents (63# total, not counted towards encumbrance. max 120#)
bedroll 1sp, 5#
50’ silk rope 10gp, 5#
grappling arrow 1gp, 0.5#
10 torches 1sp, 10#
5 days’ trail rations 2.5gp, 5#
waterskin 1gp, 4#
iron pot 8sp 4#
mess kit 2sp, 1#
antidote kit (10 uses) 100gp, 3#
healer’s kit (20 uses) 100gp, 2#
soap 1cp, 0.5#
spare clothing (equivalent of 2 traveler's outfits) 2gp, 10#
Cold weather outfit 8gp, 7#
2 alchemist's fire 40gp, 2#
2 acid flasks 20gp, 2#
2 holy water flasks 50gp, 2#

Belt pouch 1gp, 0.5#
Flint and steel 1gp
3 fishhooks 3sp
wand: clw 750gp
potion: cure mod 300gp
6 potions, 1st level 300gp
2 smoke sticks 40gp, 1#
potion cure serious wounds 750gp
3 vials antitoxin 150gp

Encumbrance: 65.5# (CC 133 light, 266 med, 400 hvy)

Light horse (combat trained) 110gp
bit and briddle 2gp, 1#
military saddle 20gp, 30#
saddle bags 4gp, 8#


total 60,049.01
funds: 1,950.99
[/sblock]
 
Last edited:

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