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

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
[sblock=background]
Johann Klaus the damned
Disgraced Knight of the order of the white rose. Now seeking Absolution by doing acts of good, hoping for the nightmares to end .. .. .. ..

He was with a group once, From the Duchy of Urnst, they were sent to fight an evil in the back of a mine that was killing off miners. Turned out to be a greater evil then expected. His party members were getting killed by strong undead, A very olde Vamphire as well as other creatures of shadow, and turning into the same creatures of the nether world! He ran, greatly wounded and weakened by the vampire and his minions. He ran back to his tower of the White Rose. There he was proclaimed a coward and dis-banded: his armor taken and only a common sword to defend himself with 1 week of rations to go away, far away and keep going........

He stumbled upon a shrine that was being tended by a kindly old priest where he was nurtured spiritually as well as physically. The priest received a vision of the doom of the fallen knight one night where he sent Johann on his way at first light to safety. from this day forth he vowed to walk as a knight at heart doing good through out the lands fighting evil where he found it.

In the early years of his rebirth he traveled far and wide, first across the Nyr Dyv sea to put distance between he and his past, around and about the domain of gray hawk, including fighting trolls and other denizens of the mistmarshes. During this time he worked as a conscript soldier at Blackwell keep. During a county festival at a joust he recognized the coat of arms of Duchy of Urnst. Not wanting to cause conflict he left as soon as his contract was up heading south along the Jewel River road through Welkwood to the southern tip of the Lortmils and into the Duchy of Ulek.

Heading Northwest he happened upon a village near Waybutay, Butay-on-the-by, with an ogre problem. With the promise to see what he could do he scouted out the problem finding it to be a war-band of ogres, who were part of a larger unit of giant kin that had gotten lost. He reported back to the elders what he found and mentioned his need for help. They gave him an ancient sword, one used to quell a giant problem in the past, about a century ago, Armour and a shield. The last hero prevailed, but perished of his wounds, leaving this legacy.

Returning back to the war-band, he found the ogres otherwise engaged with an inquisitor named Hrar and his oricle travel companion, Sozin Already engaged with the ogres. Urging his warhorse to battle he draws his sword and charged with a warcry to aid these good folk fighting the forces of evil! . .. .. .. ..

.. .. .. .. ..May be we joined formally after fighting off the ogres in the village near Waybutay, Butay-on-the-by, happened upon Knowledge of <The DM's Deviously Crafted Machinations> Which led us further Northwest across the Lorridges to the city of Veluna? <need more background info!>[/sblock]



Map: http://www.highprogrammer.com/alan/gaming/dnd/greyhawk/map/supermapnew.html

Code:
str 19 +4 5 pts
dex 15 +2 5 pts 
con 14 +2 5 pts
int 12 +1 2 pts
wis 11 +0 1 pts
cha 12 +1 2 pts

human ability adjustment: +2 str to 16
level 4 ability adjustment: +1 str to 17
level 8 ability adjustment: +1 dex to 15
belt +2 str, 

Human Fighter 10 
Alingment: CG
Diety :   [grayhawk]
Languages: Common, [local]

Age 28 (23) Height 5'11 " 200 lbs
shoulder length black curly hair
light brown-almost amber- eyes
skin well tanned from much travel

scars:
4 parallel ragged rakes marks across his chest starting from center and a bit
 below his chin to his right rib cage 
Story: a really good hit (crit) by a ghoul-it was this hit that broke his courage
 and made him run

[B]HP:[/B]        77 [10d10+20 [con]+10 [fav class]] 
[B]INITIATIVE[/B] +6
[B]AC:[/B]        30 
[B]TOUCH:[/B]     21 [B]
FF:[/B]        21

[B]Armor           Armor  Max           SPELL
                Bonus  Dex ACP Misc  FAIL  Speed  Weight type   NOTES[/B]
[U]Field plate[/U]       7    5   +1   +0   35%   20 ft. 25 lb. Medium MITHRAL +2
[U]Shield, hvy stl[/U]   2    —   -0   +2   15%    —     7.5 lb.       MITHRAL +1 + FEATS

Amulet natural armor +2
Mithral: -10% sp fail; +2 to max dex; ACP-3; 1/2 wt
Armour training: +2 to max dex, -2 to ACP
trait: Armour Expert -1 to ACP
Feat: +1 shield bonus from shld focus and gtr

[B]Saves  BASE  MOD   MISC   TOTAL[/B]
[B]FORT[/B]    8     3     ---     +11
[B]RFLX[/B]    3     2     ---      +5
[B]WILL[/B]    3     0     ---      +3

[+3 VS FEAR: BRAVERY - not included]

Attacks
Code:
[B]WEAPON          ATT     DAM      CRIT      RANGE  TYPE  NOTES[/B]
[B]LONGSWORD[/B]      +20/+15  1d8+10   17-20/X2   ---    S  +2 giant bane
vs Giant-Kin   +22/+17  1d8+2d6+12 [URL="http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/bane"]giant bane[/URL]
[B]LONGBOW,COMP[/B]   +13/+8   1d8+3    19-20/X3   110'   P  Mighty +3,+1 ench
[B]MACE, HVY[/B]      +16/+11  1d8+5    19-20/X2   ---    B  mwk
[B]DAGGER MELEE[/B]   +14/+9   1d4+4    17-20/X2   ---   P/S  
[B]DAGGER, THROWN[/B] +14/+9   1d4+4    17-20/X2   10'   P/S  norm
[B]WARHAMMER [/B]     +16/+11  1d8+5    19-20/X3   ---    B  mwk

[B]BAB[/B]: +10/+5; [B]CMB[/B] +14; [B]CMD[/B] 26
str +4, dex +2
[FONT=comic sans ms][I][B]Weapon training:[/B][/I][/FONT]
[U]Heavy blades[/U] +2 att/dam
[U]Hammers[/U] +1 att/dam
Weapon Focus, L. Sword; wpn spec., L. Sword; gtr wpn focus, L. Sword
[U]Power Attack[/U] -3 att will give +6 damage [not included in numbers]
[U]Improved critical[/U] - double crit threat range.

Feats, traits and skills
Traits
Born rider

Armor expert


Feats
Human- IMPROVED INITIATIVE
Cl 1-Mounted combat
bonus- Blind Fight
Fl 1- WEAPON FOCUS-L.SWORD
Fl 2- Ride By Attack
Cl 3- POWER ATTACK
Fl 4- WEAPON SPECIALIZATION-L.SWORD
Cl 5- shield focus
Fl 6- Spirited Charge
Cl 7- Vital Strike
Fl 8- Improved critical
Cl 9- greater shield focus
Fl 10 - greater wpn focus

plans:
gtr wpn spec
improved blind fight


class features: Fighter
Bravery +3, Armor training +2, Weapon Training +2

race features: Human

  • Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
  • Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Humans have a base speed of 30 feet.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


Skills [[2(CLASS)+1(int)]*10]+[1(RACE)*10]= 40

Code:
[U][B]Skills                    Rank  CS   Ability  ACP  Misc Total[/B][/U]
[B]Acrobatics                1     -     2       0     --   +3  
Appraise                  0     0     1       0     --   +1  
Bluff                     0     -     1       0     --   +1  
Climb*                    5     4     3       0     --   +12  
Craft* ( )                0     3     1       0     --   +1  
Diplomacy                 0     -     1       0     --   +1  
Disable Device            --    --    --      --    --   +-  
Disguise                  0     -     1       0     --   +1  
Escape Artist             0     -     2       0     --   +2  
Fly                       0     -     2       0     --   +0  
Handle Animal*            9     3     1       0     1    +14  +1 trait
Heal                      0     -     0       0          +0  
Intimidate*               0     3     1       0     --   +1 
Knowledge (Arcana)        --    --    --      --    --   +-   
Knowledge (Dngnrng)*      4     3     1       0     --   +8  
Knowledge (Engnrng)*      5     3     1       0     --   +9 
Knowledge (Geography)     --    --    --      --    --   +-    
Knowledge (History)       --    --    --      --    --   +-    
Knowledge (Local)         --    --    --      --    --   +-    
Knowledge (Nature)        --    --    --      --    --   +-    
Knowledge (Nobility)      --    --    --      --    --   +-   
Knowledge (Planes)        --    --    --      --    --   +-    
Knowledge (Religion)      --    --    --      --    --   +-   
Linguistics               --    --    --      --    --   +-    
Perception                5     0     0       0     --   +5  
Perform     (       )     0     -     1       0     --   +1  
Profession*  (       )    --    --    --      --    --   +-   
Ride*                     9     3     2       0     1   +15  +1 trait
Sense Motive              0     -     0       0     --   +0  
Sleight of Hand           --    --    --      --    --   +-    
Spellcraft                --    --    --      --    --   +-    
Stealth                   0     0     2       0     --   +2  
Survival*                 1     3     0       0     --   +6  
Swim*[/B]                     1     3     4       0     --   +8  
[B]Use Magic Device[/B]          --    --    --      --    --   +-  

*: fighter class skills

Belongings: budget 62,000
Code:
Field plate, Mithral, +2        13,800.00 gp    25.0 lb [Wearing] 
Shield, Heavy Steel, +1          2,020.00 gp     7.5 lb Mithral [Wearing]
Longsword +2                    18,315.00 gp     4.0 lb Giant bane [Wearing]
Longbow, comp. , +1              2,600.00 gp     3.0 lb mgty +3, [Q 3]  
  Arrows, norm X 340                17.00 gp    64.0 lb [Q 1 or H 1]
Dagger, norm x4                      8.00 gp     4.0 lb [Wearing or H 2]
Mace, Heavy, Mwk                   312.00 gp     8.0 lb [Q2] 
War hammer, Mwk                    312.00 gp     5.0 lb [Q 2] 
Amulet of natural armor +2       8,000.00 gp     --- lb [Wearing]
Belt of Giant Strength           4,000.00 gp     1.0 lb +2 str [Wearing]
Handy Haversack                  2,000.00 gp     5.0 lb [Wearing] 
Bag of holding type 1            2,500.00 gp    15.0 lb [Wearing] 
    oats, horse feed X 25           12.50 gp   250.0 lb [SIZE=1]00000 00000 00000 00000 00000[/SIZE][/s]
Efficient Quiver                 1,800.00 gp     5.0 lb [Wearing]   
Boots of the cat                 1,000.00 gp     1.0 lb [Wearing] 
Bedroll                              0.10 gp     5.0 lb [H 2]
travel cloak, wearing                  ----        ---- [Wearing] 
cold weather cloak                   8.00 gp     7.0 lb [H 2]
rations X 30                        15.00 gp    30.0 lb [H 2 & 3]
Rope,silk 200 ft                    40.00 gp    20.0 lb [H 2]
*
[B][U]Alchemical items:[/U][/B]
Sunrods X 20                        40.00 gp    20.0 lb [H 2]
Alchemist's fire X 5               100.00 gp     5.0 lb [H 2]
Alchemical solvent X 2              40.00 gp     1.0 lb [H 2]
Ambrsia X 2                        200.00 gp     2.0 lb [H 2]
Bladeguard X 2                      80.00 gp     --- lb [H 2]
Soul stimulant X 1                 150.00 gp     --- lb [H 2]
Padzahr X 2                        160.00 gp     --- lb [H 2]
mending paste X 4                  100.00 gp     2.0 lb [H 2]
Anti-Toxin X 2                     100.00 gp     --- lb [H 2]
Anti-Plague  X 2                   100.00 gp     --- lb [H 2]
Troll styptic X 4                  400.00 gp     --- lb [H 2]
Weapon Blanche:  
   Adamentine X 2                  200.00 gp   -1 [used] [H 2]
   Cold Iron X 2                    40.00 gp   -1 [used] [H 2]
   Ghost Salt X 2                   10.00 gp   -1 [used] [H 2]
   Silver X 2                       10.00 gp   -1 [used] [H 2]
*
potion of restoration X 2          600.00 gp     --- lb [H 2]
*
Mount
  Heavy war horse                  300.00 gp
  barding: chainmail, Mwk          900.00 gp    80.0 lb
    Bit/ Bridle                      2.00 gp     1.0 lb
    military saddle, mwk           320.00 gp    30.0 lb
    saddle. bags                     4.00 gp     8.0 lb
       dandy brush                   0.20 gp     2.0 lb
share of healing wand            1,607.14 gp
[U]total                           61,182.94 gp    37.0 lb        x[/U] Light load: 116 lb or less
50 lbs of journey bread - enough for 100 people/days

COIN:
PP 76
GP 55
SP 19
CP 16
.

Weight not counted:
Handy Haversack
Space 1: 20 lb or 2 cu ft [18 lb filled]
90 arrows [wpn blanch Ada:45] [wpn blanch Ag:45]
90 arrows [wpn blanch cld Fe:45] [wpn blanch Geist NaCl:45]

Space 2: 80 lb or 8 cu ft
100 arrows 10 lb
3 daggers 3 lb
10 days rations 10 lb
cloak 7 lb
Rope 20 lb
Alchemical items and potions 30 lb

Space 3: 20 lb ot 2 cu ft
20 days rations [20 lb]

Efficient Quiver
Space 1: 60 arrow cap.
5 each of Wpn Blanch Adamentine, Silver, Cold Iron, Ghost salt + 40 each normal arrows

Space 2: 18 Javalin cap
Heavy Mace, war hammer

Space 3: 6 bow cap.
Long Bow

Bag of holding type 1 30 cu ft, 250 lbs:
25 days of horse feed

Mount -
barding: chainmail, Mwk 80.0 lb
Bit/ Bridle 1.0 lb
military saddle, mwk 30.0 lb
saddle. bags 8.0 lb holds 25 lb
dandy brush 2.0 lb
bedroll 5 lb

[sblock= Diego the Horse]

lt = 399 med = 401 to 798 heavy = 799 TO 1200
move: 50 / 35 / 35
RUN X 5 / X 4 / X 3
carrieing: 126 lb + rider [232 lb ] =358 lb

HORSE, HEAVY [ADVANCED] COMBAT
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
DEFENSE
AC 21, touch 15, flat-footed 17 (+4 Dex, –1 size, +2 NAT, +6 ARMOR)
hp 26 (2d8+10)
Fort +8, Ref +7, Will +3
OFFENSE
Speed 50 ft.
Melee bite +5 (1d4+5)
Melee, Full Round bite +5 (1d4+5) and 2 hooves +5 (1d6+5)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, RunB
Skills Perception +8
SQ TRICKS
attack x 2 (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

come (DC 15) The animal comes to you, even if it normally would not do so.

defend (DC 20) The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.

down (DC 15) The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

guard (DC 20) The animal stays in place and prevents others from approaching.

need to train to do these tricks [time = 1 week]:
Get Help (DC 20): With this trick, a trainer can designate a number of creatures up to the animal's Intelligence score as “help.” When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.

[/sblock]
 
Last edited:

log in or register to remove this ad

Yttermayn

First Post
asset.php




[sblock=Sozin]


[sblock=Game Info]
Race: Kayal (Fetchling)
Class: Oracle
Level: 1
Alignment: Chaotic Good
Languages: Common
Deity: Desna, Lamashtu
[/sblock]


[sblock=Abilities]
STR:8
DEX:16 14 +2Race
CON:14
INT:10
WIS:14 14 -2Race
CHA:19 15 +2Race +2Lvls
[/sblock]


[sblock=Combat]
HP: 81 = [9d8+8=51] + 20 (CON) + 0 (misc) + 10 (favored class)
AC: 00 = 10 + 0 (armor) + 0 (shield) + 3 (DEX) + 0 (misc)
AC Touch: 13 = 10 + 3 (DEX) + (misc)
AC Flatfooted: 00 = 10 + 0 (armor) + 0 (shield) + 0 (misc)
INIT: +3 = +3 (DEX) + 0 (misc)
BAB: +7/+2 = +7/+2 (list class)
CMB: +6 = -1 (STR) +7 (BAB)
CMD: 19 = 10 - 1 (STR) + 3 (DEX) +7 (BAB)
Fort: +5 = +3 (base) + 2 (CON)
Reflex: +6 = +3 (base) + 3 (DEX)
Will: +8 = +7 (base) +1 (WILL)
Speed: 30
Damage Reduction:
Spell Resistance:
Spell Failure:
[/sblock]


[sblock=Weapon Stats]
EXAMPLE:
Javelinof 3 Furies1d6 +1d6 Fire +1d6 Shock +1d6 Frost¡Á230 ft.PIgnore 5pts Outsider's DR, Returns to Wielder


[/sblock]


[sblock=Racial Traits]
+2 Dexterity, +2 Charisma, ¨C2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.


Native Outsider: Fetchlings are outsiders with the native subtype.


Medium: Fetchlings are Medium creatures and receive no bonuses or penalties due to their size.


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


Darkvision: Fetchlings can see in the dark up to 60 feet.


Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.


Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.


Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant


total concealment; it just increases the miss chance.


Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.


Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this


spell-like ability. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once


per day, and at 13th level, he gains plane shift (self only, to the Shadow Plane orthe Material Plane only) usable once per day. A fetchling's caster level


is equal to his total Hit Dice.


Languages: Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic,


D'ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue.
[/sblock]


[sblock=Class Features]
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle


revelations grant additional proficiencies.


Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or


cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell


is 10 + the spell's level + the oracle's Charisma modifier.


Oracle's Curse (Ex): Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small


objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer.


Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate


and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of


spells known.


Mystery: Heavens
Class Skills: An oracle with the heavens mystery adds Fly, Knowledge (arcana), Perception, and Survival to her list of class skills.


Bonus Spells: color spray (2nd), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland flight (10th), chain lightning (12th), prismatic


spray (14th), sunburst (16th), meteor swarm (18th).


Revelations: An oracle with the heavens mystery can choose from any of the following revelations.


Lure of the Heavens (Su): Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks.


At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to fly, as


per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute


increments.


Interstellar Void (Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30


feet is cloaked in the void and takes 1d6 points of cold damage per level. A successful Fortitude save halves this damage. At 10th level, the interstellar


void is so extreme that enemies who fail their saving throw are fatigued. At 15th level, creatures who fail their save are exhausted and stunned for 1 round.


You can use this ability once per day plus one additional time per day at 10th level.


Spray of Shooting Stars (Su): As a standard action, you can unleash a ball of energy that explodes in a 5-foot-radius burst dealing 1d4 points of fire damage


per level. A successful Reflex save halves this damage. This attack has a range of 60 feet. You can fire one explosive ball per day, plus one additional ball


per day at 5th level and for every 5 levels thereafter. You can fire more than one ball at a time, but creatures caught inside more than one simultaneous


explosions only take damage once.


[/sblock]


[sblock=Feats & Traits]
1st lvl-Combat Casting
3rd lvl-Point Blank Shot
5th lvl-Precise Shot
7th lvl-Dodge
9th lvl-Mobility


Traits:
a)Slippery (+1 to Stealth, and Stealth becomes a class skill)
b)Desperate Focus (+2 Concentration)
[/sblock]


[sblock=Skills]
Skill Ranks: 40 = [4 (class) + 00 (INT)] x 10 (LvL) + 00 (misc) + 00 (Favored Class)
Max Ranks: 00
ACP: -0


Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
+15 =  Diplomacy           +04    +08   +3  +00        CHA*
+09 =  Fly                 +03    +03   +3  +00   -0   DEX*
+05 =  Heal                +01    +01   +3  +00        WIS*
+04 =  Know:Arcana^        +00    +01   +3  +00        INT*
+na =  Know:History^       +00    +00   +0  +00        INT*
+06 =  Know:Planes^        +00    +01   +3  +02        INT*
+na =  Know:Religion^      +00    +00   +0  +00        INT*
+05 =  Perception          +01    +01   +3  +00        WIS*
+08 =  Sense Motive        +01    +04   +3  +00        WIS*
+13 =  Spellcraft^         +00    +010   +3  +00        INT*
+18 =  Stealth             +03    +010   +3  +02   -0   DEX*
+01 =  Survival            +01    +00   +0  +00        WIS*
+08 =  Use Magic Device^   +04    +01   +3  +00        CHA*
[/sblock]


[sblock=Spellcasting]
Spells Known (CL 10th)
5 (1/day) 3 +3 - CLW Mass, Telekinesis, Overland Flight, Breath Of Life, Summon M5, Wall of Stone
4 (3/day) 5 +2 - CCW, Rainbow Pattern, Death Ward, Summon M4, Blessing of Fervor, Terrible Remorse, Freedom of Movement
3 (4/day) 6 +2 - CSW, Daylight, Dispel M, Prayer, Searing Light, Summon M3, Bestow Curse, Magic Circle Against Evil
2 (5/day) 6 +4 - CMW, Levitate, Minor Image, Hypnotic Pattern, Grace, Lesser Restoration, Silence, Spiritual Weapon, Spear of Purity, Resist Energy
1 (6/day) 6 +2 - CLW, Color Spray, Divine Favor, Magic Stone, Sanctuary, Protection from Evil, Shield of Faith, Liberating Command
0 (At Will) 9 - Mage Hand, Ghost Sound, Create Water, Detect Magic, Light, Guidance, Purify F&D, Read Magic, Spark, Stabilize, Mending
[/sblock]


[sblock=Equipment]
Code:
EquipmentWeight
Handy Haversack5
Armor of Hardened Shadows30
Rangebane Shield Cloak1
Javelin of 3 Furies2
Heavyload Belt1
Traveler's Anytool2
Sling-
Small Tent20
Bedroll5
Winter Blanket3
50' Rope10
10 days Trail Rations10
Explorer's Outfit8




Total weight carried: Handy Haversack. Heavyload Belt.  Who cares?


Treasure: 0020gp, 0sp, 0cp Gems:


Carrying Capacity:
light- 0-26x3
medium- 27-53x3
heavy- 54-80x3
[/sblock]


[sblock=Details]
Size: M
Gender: M
Age: 22
Height: 5'6"
Weight: 140
Hair Color: Whispy Grey
Eye Color: Luminescent Greenish Yellow
Skin Color: Deep Black
Appearance:
Demeanor:
[/sblock]


[sblock=Background]
Sozin does not remember much of his early years, or how he came to be on the material plane. He suspects it has something to do with his being an oracle,


and the particular interest Lamashtu seems to have in him. However, he has no interest in her and very little for any other gods. Sozin is unsure of what


god or power endowed him with the double edged sword of oraclehood. One thing is for sure, the curse came first. As an adolescent, he found it


difficult to get an apprenticeship in any trade. He had to be meticulous handling anything, lest it fly out of his hand! Accused of everything from being


clumsy to being a destructive idiot, Sozin tried to challenge the haunting forces by aiding merchants and travelers with their heaviest items for tips. It


was through this scheme that he came to aid a group of Preists of Desna as they came through Greyhawk. The scrawny fetchling youth could barely handle the


large items, and so when they would suddenly fly violently away from him, the preists realized something more was going on. With some patience and


divinations, they were able to coax out Sozin's oracular abilities and send him down the path towards discovering his own mystery.
Several seasons passed and Sozin had become minimally proficient with his abilities, and had gotten better control over his curse. While stopping to aid a


group of refugees, Sozin's group was attacked by evil men. The marauders won and killed everyone, refugees and combatants alike. Sozin had exhausted his


spells in the battle and still wasn't much good at fighting. Besides, there didn't appear to be any one left to help or fight for. He used his enhanced


abilities to go unnoticed to leave the scene with his life.
Due to the trauma of the experience and the apparent indifference of Desna while her preists were slaughtered, Sozin became embittered and somewhat


irreverent. He is still eager to aid those who are suffering, but resents the implication it is done in the name of any diety. For several years, Sozin


travelled to where he was needed most, often flitting about in active battlefields where allied material plane races battled to push back the demonic hordes


that plagued the region. During one particularly furious battle against the demonic hordes, Sozin was out aiding the fallen. His position was starting to


get overrun by hundreds of tiny demons. Toadspittle, the most powerfull of their kind, came leading the charge and wielding (for it) a magical lance. Sozin


heroically broke the charge single handedly when he accidently stepped on Toadspittle. When Sozin looked down, he found a very nice magical Javelin that he


would come to call the Javelin of Three Furies.
There were more adventures he took part in after his military career ended. He was able to gather enough money together to commission some very highly


magical armor, along side a magical cloak that he had enhanced as well. Through his continuing adventures, he reconnected with an old companion he thought


dead from marauders long ago. The two beings had a tense moment, each thinking the other may have been a traitor, but were able to what exactly had happened


to each of them. Hraln explained that he and another were away from the main group on an errand when the attck occurred. Sozin recounted how at one point


during the attack, he was trying to help a fallen traveler. He'd stabilized the man with an orison and dragged him under a wagon where he hid them both. Out


of spells at this late point in the battle, Sozin tried to hastily pull a cure potion from his pack. Unfortunately his curse acted up- Lamashtu's little


haunts flung the potion from his hand and out into the boots of one of the nearby attackers. The attacker crouched and impaled the man Sozin was trying to


save on a spear, while Sozin blended and stayed hidden. When it was safe enough to do so, he left thinking all had been lost in the group and he moved on.
Hraln and Sozin seemed to enjoy each other's company well enough, and began to travel together. The two eventually became involved in the pest control


business, if you count giantkin as a form of pest. They were nearly pounded into goo when another pair of adventurers, Johann and Ero, helped them turn the


tide of battle and defeat the giantkin. With all four men being similarly directionless in their lives, they naturally decided to travel together and ended


up in the city of Devarnish, in Veluna.
[/sblock]


[sblock=Adventure Notes]
None yet
[/sblock]


[sblock=Level Ups]
Level 2
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:

Lou

Explorer
Lou's Dontrius

[sblock=Basic Information]
Code:
       Race: Human
      Class: Fighter/Sorcerer/Magus (bladebound)
      Level: 1/1/8
 Experience: 71000
  Alignment: Neutral Good
  Languages: , Common, Celestial, Dwarven, Elven
             Gnomish, Halfling 
      Deity: Philosophy of Good
[/sblock]

[sblock=Abilities]
Code:
STR: 14 +02 (05 pts)
DEX: 14 +02 (05 pts)
CON: 14 +02 (03 pts) (+1 Lvl 04)
INT: 20 +05 (07 pts) (+02 Racial, +01 Lvl 08, +2 Headband of Mental Prowess)
WIS: 8 -01 (-02 pts)
CHA: 14 +00 (02 pts) (+2 Headband of Mental Prowess)
[/sblock]

[sblock=Combat Statistics]
Code:
               [URL="http://invisiblecastle.com/roller/view/3922950/"]HP[/URL]:  68 = [1d10 + 1d6 + 8d8 + CON (20) + FC (00)]
               AC:  22 = [10 + DEX (02) + Armor (08) + Amulet of Natural Armor (02) + Misc (00)]
         AC Touch:  12 = [10 + DEX (02) + Misc (00)]
    AC Flatfooted:  20 = [10 + Armor (08) + Amulet of Natural Armor (02) + Misc (00)]
             INIT: +02 = [DEX (02)]
              BAB: +07 = [Fighter (01) + Sorcerer (1/2) + Magus (06)]
              CMB: +09 = [BAB (07) + STR (02) + Misc (00)]
              CMD:  21 = [10 + BAB (07) + STR (02) + DEX (02) + Misc (00)]
        Fortitude: +12 = [Fighter (00) + Sorcerer (00) + Magus (00) + CON (02) + Misc (00)]
            Reflex: +07 = [Fighter (00) + Sorcerer (00) + Magus (00) + DEX (02) + Misc (00)]
               Will: +09 = [Fighter (00) + Sorcerer (00) + Magus (00) + WIS (-01) + Misc (00)]
            Speed:  30'
     Swim Speed: 60'
Damage Resistance:  02 (Armor)
 Spell Resistance:  00
    Spell Failure:  00
[/sblock]

[sblock=Weapon Statistics]
Code:
Black Blade Long Sword: Attack: +12 = [BAB (07) + STR (02) + Feat (01) + Magic (02)]
                Damage: 1d8+04, Crit: 19-20/x2
[/sblock]

[sblock=Racial Features]
Code:
Ability Adjustments: +2 (Int)
               Size: Medium
              Speed: 30'
      Favored Class: Magus
            Skilled: +1 each level
[/sblock]

[sblock=Class Features][/sblock]

[sblock=Feats][/sblock]

[sblock=Traits]
Code:
Deft Dodger
Magical Knack (Magus [Bladebound])
[/sblock]

[sblock=Skills]
Code:
Skill Points: 

Skill Name Total Ability Ranks Temp


Acrobatics +0 DEX (2) 1   (Speed less than 30': -4 jump)
Appraise +13 INT (5) 5
Bluff +6 CHA (2) 1
Climb +6 STR (2) 1
Diplomacy +2 CHA (2) -
Disguise +2 CHA (2) -
Escape Artist -1 DEX (2) -
Fly +3 DEX (2) 1
Handle Animal +6 CHA (2) 1
Heal +0 WIS (-1) 1
Intimidate +6 CHA (2) 1
Knowledge (arcana) +18 INT (5) 10
Compass: +2 circumstance bonus to navigate underground
Knowledge (dungeoneering) +13 INT (5) 5
Knowledge (engineering) +13 INT (5) 5
Knowledge (nature) +7 INT (5) 2
Knowledge (planes) +13 INT (5) 5
Knowledge (religion) +6 INT (5) 1
Linguistics +6 INT (5) 1
Perception +13 WIS (-1) 10
Ride +3 DEX (2) 1
Sense Motive +1 WIS (-1) -
Spellcraft +18 INT (5) 10
Stealth +0 DEX (2) 1
Survival +4 WIS (-1) 2 (Area map (Greyhawk): +1 circumstance bonus to navigate in the
wilderness in Greyhawk, Compass: +2 circumstance bonus to avoid becoming lost when using this)


Swim +10 STR (2) 8
Use Magic Device +10 CHA (2) 5
[/sblock]

[sblock=Sorcerer Spells]
Code:
Sorcerer Spell DC: 12 + spell level
CL: 1 (vs. SR: +5, Concentration: +3)
Melee Touch +9 Ranged Touch +9
Maximum Sorcerer spells known / per day: 4/*x0; 2/4x1
Sorcerer 0: Haunted Fey Aspect, Read Magic, Mending,
Spark (DC 12)
Sorcerer 1: True Strike, Mirror Strike
[/sblock]

[sblock=Magus Spell Book]
Code:
Level 01                   Level 02                   Level 03                   Level 04            Level 05
[/sblock]

[sblock=Magus Prepared Spells]
Code:
Magus (Bladebound) Spell DC: 15 + spell level
CL: 10 (vs. SR: +14, Concentration: +15)
Melee Touch +9 Ranged Touch +9
Maximum Magus (Bladebound) spells per day: 5/*x0; 6x1; 5x2; 3x3
Magus (Bladebound) 0:
 Light, Prestidigitation (DC 15), Detect Magic, Mage Hand, Disrupt Undead

Magus (Bladebound) 1:
 Shocking Grasp (x4), Magic Missile, Gorum's Armor


Magus (Bladebound) 2:
 Invisibility, Mirror Image, Shocking Grasp, Inten (x2), Ablative Barrier

Magus (Bladebound) 3:
 Fireball (DC 18), Lightning Bolt (DC 18), Dispel Magic
[/sblock]

[sblock=Equipment & Finances]
Code:
Equipment                                            Cost          Weight

                                                   ========       ======
                                           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: 
    Height: 5'10"
    Weight: 175 lbs
Hair Color: Brown
 Eye Color: Brown
Skin Color: Tanned
Appearance: Dontrius is average looking for even a human. 
  Demeanor: Pondering his next adventure.
[/sblock]


[sblock=Background]
Dontrius was an average boy with above average intelligence but low wisdom. He seemed to know things, but not when to act on that knowledge. His father got him the position of squire to a local lord and the boy showed much promise with the long sword. On an adventure investigating a reported monster in the swamp, Dontrius was struck by a magic spell, which seemed to awaken something inside him. Sorcerous powers started to develop. His combat skills increased with the use of the spells Mirror Strike and True Strike. The lord dismissed him and suggested that he find his way in the world elsewhere. While the lord was privately not displeased, his men were now afraid of Dontrius.

Being bullied and pushed out, Dontrius was making his way cross-country to return to his boyhood village, when he encountered a group of gnolls arguing over a sword in a clearing. After watching the scene for a time, Dontrius attack from surprised, killing two and chasing the rest away. When he drew the sword, it was a black blade, which spoke to Dontrius, telling him that he needed to better himself by learning to merge his sword and spells.

Since then, Dontrius has wandered as a bladebound magus, searching for knowledge melding his sword with his new arcane spellcraft.
[/sblock]

[sblock=Experience]
Starting 10th level
+2400 #308

[/sblock]

[sblock=Stat Block]
Dontrius
Male Human Fighter 1 Magus (Bladebound) 8 Sorcerer 1
NG Medium Humanoid (human)
Init +2; Senses Perception +13
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+8 armor, +2 Dex, +2 natural)
hp 68 (1d10+8d8+1d6+20)
Fort +12, Ref +7, Will +9
DR 2/—
--------------------
Offense
--------------------
Speed 20 ft.
Melee Black Blade +12/+7 (1d8+4/19-20/x2)
Ranged +2 Darkwood Longbow +11/+6 (1d8+2/x3)
Special Attacks magus arcana (arcane accuracy +5), spellstrike
Sorcerer Spells Known (CL 1):
1 (4/day) True Strike, Mirror Strike
0 (at will) Haunted Fey Aspect, Read Magic, Mending, Spark (DC 12)
Magus (Bladebound) Spells Prepared (CL 10):
3 (3/day) Fireball (DC 18), Lightning Bolt (DC 18), Dispel Magic
2 (5/day) Invisibility, Mirror Image, Shocking Grasp, Inten (x2), Ablative Barrier
1 (6/day) Shocking Grasp (x4), Magic Missile, Gorum's Armor
0 (at will) Light, Prestidigitation (DC 15), Detect Magic, Mage Hand, Disrupt Undead
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 20, Wis 8, Cha 14
Base Atk +7; CMB +9; CMD 21
Feats Alertness, Blind-Fight, Combat Reflexes (3 AoO/round), Eschew Materials, Extra Arcane Pool, Greater Spell Penetration, Intensified Spell, Spell Penetration, Weapon Focus (Longsword)
Traits Deft Dodger, Magical Knack (Magus [Bladebound])
Skills Acrobatics -1 (-5 jump), Appraise +13, Bluff +6, Climb +6, Escape Artist -1, Fly +3, Handle Animal +6, Heal +0, Intimidate +6, Knowledge (arcana) +18, Knowledge (dungeoneering) +13 (+15 to navigate underground), Knowledge (engineering) +13, Knowledge (nature) +8, Knowledge (planes) +13, Knowledge (religion) +6, Linguistics +6, Perception +13, Ride +3, Sense Motive +1, Spellcraft +18, Stealth +0, Survival +4 (+5 to navigate in the wilderness in Greyhawk, +6 to avoid becoming lost when using this), Swim +10, Use Magic Device +10
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling
SQ arcane pool (+2) (9/day), black blade, black blade: arcane pool (2/day), black blade: energy attunement, black blade: strike +2, black blade: telepathy, black blade: unbreakable, bloodlines (marid), frost ray (1d6) (5/day), improved spell combat, knowledge pool, spell recall
Combat Gear Potion of cure serious wounds, Bloodblock (2), Healer's kit, Holy water (4), Oil (5), Weapon blanch (silver) (2); Other Gear +2 Adamantine Agile breastplate, +2 Darkwood Longbow, Amulet of natural armor +2, Cloak of resistance +2, Handy haversack (15 @ 287.64 lbs), Headband of mental prowess (Int & Cha +2) (Percept, Greyhawk, Bedroll, Belt pouch (5 @ 1.5 lbs), Belt pouch (9 @ 9 lbs), Blanket, Compass, Cooking kit, Scholar's outfit, Shaving kit, Signal whistle, Silk rope (2), Spellbook, Tent, medium, Traveler's outfit, Travelling spellbook, Waterskin, 11101 GP, 6 SP
--------------------
Special Abilities
--------------------
Arcane Accuracy +5 (Su) 1 Arcane Pool: +5 to attack rolls until the end of your turn.
Arcane Pool (+2) (9/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Area map (Greyhawk) A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Frost Ray (1d6) (5/day) (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of cold damage + 1 for every two sorcerer levels you possess. You can use this ability
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Magical Knack (Magus [Bladebound]) +2 CL for a specific class, to a max of your HD.
Marid You were born with the power of water genies, and the magic of the marids is strong in you.


Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge {planes}), Weapon
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
--------------------
Dontrius was an average boy with above average intelligence but low wisdom. He seemed to know things, but not when to act on that knowledge. His father got him the position of squire to a local lord and the boy showed much promise with the long sword. On an adventure investigating a reported monster in the swamp, Dontrius was struck by a magic spell, which seemed to awaken something inside him. Sorcerous powers started to develop. His combat skills increased with the use of the spells Mirror Strike and True Strike. The lord dismissed him and suggested that he find his way in the world elsewhere. While the lord was privately not displeased, his men were now afraid of Dontrius.


Being bullied and pushed out, Dontrius was making his way cross-country to return to his boyhood village, when he encountered a group of gnolls arguing over a sword in a clearing. After watching the scene for a time, Dontrius attack from surprised, killing two and chasing the rest away. When he drew the sword, it was a black blade, which spoke to Dontrius, telling him that he needed to better himself by learning to merge his sword and spells.


Since then, Dontrius has wandered as a bladebound magus, searching for knowledge melding his sword with his new arcane spellcraft.






Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
[/sblock]
 
Last edited:

Remove ads

Top