Brave New Planes


log in or register to remove this ad

GoldenEagle

First Post
Here is Rynin. I still have 100K to spend. Any suggestions/corrections/ideas are welcomed.

I still need to double check all the math and add a cohort and a mount.

Name: Rynin Brightshield
Class: Paladin
Race: Human
Size: Medium
Gender: Male
Alignment: Lawful Good
Deity: Pelor

Str: 22 +6 (06p.) Level: 20 XP:
Dex: 16 +3 (04p.) BAB: +20/15/10/5 HP: (20d10+100)
Con: 20 +5 (06p.) Grapple: Dmg Red:
Int: 10 +0 (02p.) Speed: 30' Spell Res: 25
Wis: 14 +2 (06p.) Init: +3 Spell Save:
Cha: 22 +6 (08p.) ACP: Spell Fail:


Base Armor Shld Dex Size Nat Misc Total
Armor: 13 +13 +4 +3 +0 + +10 43
Touch: 23 Flatfooted: 32

Base Mod Misc Total
Fort: 12 +5 +6 +23
Ref: 6 +3 +6 +15
Will: 6 +2 +6 +14

Weapon Attack Damage Critical
Zycia’s Razor +31 1d8+11 17-20x2
Ghoulbane +28 1d8+7 20x2
Bow of Betron +24 1d8+7 20x3

Languages: Common,

Abilities: Aura of Good, Detect Evil, Smile Evil 5/day, Divine Grace, Lay on Hands, Aura of Courage, Divine Health, Turn Undead(+2 synergy bonus), Special Mount, Remove Disease 5/week

Feats: Human,1,3,6,9,12,15,18: Weapon Focus (Mace), Endurance, Mounted Combat, Power Attack, Leadership, Divine Might, Improved Critical, Improved Sunder,

Skill Points: 69 Max Ranks: 20/10
Skills Ranks Mod Misc Total
Concentration 10 +5 +15
Diplomacy 10 +6 +4 +20
Knowledge (nobles/royals) 7 +0 +7
Knowledge (Religion) 10 +0 +10
Ride 17 +3 +20
Sense Motive 13 +2 +15
Spot 0 +2 +2

Spells (-/4/4/3/3) 1st- Bless, Bless Weapon, Divine Favor, Lesser Restoration 2nd- Eagle’s Splendor, Remove Paralysis, Undetectable Alignment, Zone of Truth 3rd – Daylight, Discern Lies, Heal Mount 4th – Break Enchantment, Death Ward, Restoration

Equipment: Cost Weight
Headband Tongues 16000 (4th level Bardx2nd level spellx2,000)
Goggles of Night 8000
Amulet Heath +6 36000
Vest (scarab of Prot) 38000
Armor +5 Mith Plate/Speed 50500
Belt of Giant Strength +6 36000
Cloak of Displacement 50000
Bracers of Insight (+5 AC) 50,000
Gloves of Dex +4 16000
Ring Protection +5 50000
Ring of Evasion 25000
Boots, winged 16000
Long Sword: Holy Avenger 120615
Adam. Mace Disruption +1 5312
Shield +5 hvy Fort 100000
Barding Elven Chain +5 41600
Horseshoes of speed 3000
Mighty Comp L Bow +1(+6) 2500
Rod of Splendor 25000
Hewards Handy haversack 2000
Bead of Force x4 12000
Amulet of health +6 36000
Potions 3800
Scrolls 2950
Wand CSW (50) 11250
757027
Mundane Equipment



Potions: Barkskin +3(3), Silversheen x4, enlarge x4,
Scrolls: Restoration, Neutralize Poison, Dispel Evil, Magic Circle vs. Evil, Undetectable Alignment, Bless Weapon
Mundane Equipment:

Total Weight: Money: 2973

Lgt Med Hvy Lift Push
Max Weight:

Age: 35
Height:6’2”
Weight: 210 lbs.
Eyes: Blue-Grey
Hair: Light Brown
Skin: Weathered
Appearance:

Background:

Background of Rynin son of Charton, Paladin of Pelor

Born in the town of Twin Falls to Charton and Lissa of Twin Falls. Charton was a Merchant by trade, while Lissa kept the house in order. Both parents were of Pelor. Rynin grew up trading with his father. At the age of sixteen Charton gave his son permission to accompany a trade caravan to the local city, Towerkeep.

On his trip to town Rynin met Brother Tanzer of the Temple of Pelor during the worship services. Tanzer took an interest in Rynin, seeing a humble yet devout young man with charisma… the perfect person to attract others to the worship of Pelor. When Rynin leaves Tanzer asks him to return if he would ever consider coming back to help turn people to the sun.

The 2 day return trip to Twin Falls promised to be as eventless as the trip in. Due to the proximity of Twin Falls fo Towerkeep, there had not been a raid on the trade caravans in over 14 years…this time was different. The caravan was small, but it was attacked by a group of bandits. Rynin, after taking taking out four of them helped the caravan limp back to the Twin Falls. The town sherrif formed a counter raiding party including both Charton and Rynin. After tracking the bandits to their lair, the group righted the wrongs done unto their people.

This series of events had a profound attack on Rynin. Why would anyone attack an almost defenseless caravan? Pelor would have led them on a better path. Within the week Rynin secures the blessings of his parents to return with the next caravan to Towerkeep to serve in Pelor’s temple as a guardian of the defenseless and a prostheltizer of morality.

Upon entrance into the temple, it was immediately recognized that Rynin had the tools to become a valiant holy warrior of the cause of light and good. He was first schooled in the fist of Pelor (mace) and while learning the formal history of religion (not just his church) while learning to talk about his beliefs in a way that would shed light for others in ”the way”.

For 11 seasons Rynin performed well for the Temple as ambassador of Pelor and a Diplomat of the Nation. Brother Tanzer was pleased allowing Rynin a level of Autonomy not common among most templars. Rynin made the most of his independence traveling around town (returning to the temple at least once per fortnight)and the outlying areas making friends with several people, influential in their own right. Betron, the woods man (ranger)in the town of Deepgreen; Adella of the Oak (Druid) from the North Forest; Oren, Cleric of Tyr in Towerkeep; Dagurtan the Wise (wizard), a council member in Towerkeep; Aric Redface (Fighter / Inn keep) in Tower Keep; Varta, Captain of the Guard; Helene Guildmistress of the Adventurer’s Guild; Jansen the Minstrel; Lorelin, daughter of the Lord of Towerkeep (love interest); along with other dignitaries of the Pelorian Temple and other Allied Temples. Most notably he became a trusted advisor and ambassador of the King of the Nation serving as an ambassador for the nation for 5 years.

One twighlight in the winter solstice Rynin was returning from a trip home to see his family when he heard a whimper from a house. He had inadvertently come across a necromantic follower of Hextor. In a protracted fight a child’s life is spared and a follower of Hextor’s loses his life…along with Rynin. When the guard comes Varta is immediately called and Rynin’s body is taken back to Temple Pelor immediately. After a day it is decided that the high priest Tanzer will try to resurrect Rynin, a very unusual decision. It is then that strange things begin to happen – it seems Pelor has taken a special interest in Rynin. He is to become the epitome of a warrior of Pelor…and someday he will be a divine emissary – The Voice of Pelor.

This resurrection takes a full week, and when it is complete Rynin returns to life and he looks different. He looked stronger, leaner, and more nimble yet he seemed to have a deeper understanding and respect for those around him. His personality seemed magnetic, yet he said little. He seemed to know that his role had changed, he had been touched by Pelor himself and now realized that he had a larger role with more responsibility and, for that, Pelor had prepared him (transformation to Epic ) mentally, physically, spiritually, emotionally and had left a material gift, “The Skin of Pelor” (+5 Mith. Plate of Speed)

After seeing all of his family and friends again (it seems to him as if he has been gone for years although it had only been a week), Rynin decides that he must prepare himself for the highest level of service. He puts together a long term plan, one that may take years, to prepare himself for his ascension to the title of Divine Emissary.

After researching (By library, Bardic Tale and Divination) for a week, Rynin determines the lessons he must learn and sets out to find a mentor for each discipline.

He approaches the High Priest and asks for permission to pursue his path and is of course given the blessing of the temple and a shield to defend himself (”Gentry’s Aegis”) while relating the story of the High Priest Gentry who lived 1000 years ago.

Rynin gathered his belongings, old and new, and set out to meet Aldeenum at the Lycaeum of the Ferric Fist to learn the way peak endurance. Here Rynin conditioned his body and then demonstrated his mastery by traveling for a year with various monks through the Mountains of Tanu Mali. ( Wonderous Items of Con. / Str / Dex) Within the mountains many treasures were found, including the “Ghoulbane” (Mace of Disruption).

At this point followers of the Pelorian faith have heard that a future emissary has been reborn and have started to congregate to build a stronghold in Towerkeep.
Upon hearing this, Rynin returns to Towerkeep at which time Tanzer turns the local Temple/Stronghold over to him . “It is time for me to build our following somewhere else. These people are here to follow you. You are ready to lead them) Over the next 6 months, while organizing the followers, several gifts are bestowed upon Rynin for various tasks. During this time Rynin enlists the aid of his friend, Jansen, to teach him to be a people’s leader . Among them is the the necklace “Pelor’s blessing” (Phylactory of Faithfulness). After things are set in motion, Rynin set out to deepen his understanding of the world around him. He sought out the Lost Library of Euchonachs. There he found many insights including the Book of Yavxist, a book about the old world.


In the next leg of his quest Rynin sought out Zyacia (Emissary of Pelor). They met in the city of Sigil. After a meal and some ideas, Zycia passed on the location of the sword he now wields, “Zycia’s Razor”
 
Last edited:

Velenne

Explorer
Antillus the Hunter
Advanced Xill (10) Barbarian 1/Fighter 2 (LA 4 + 3 for Size increase)
Outsider (Extraplanar)
Height: 9'1"
Weight: 575lbs
Hair: None
Eyes: Red
Skin: Red
Age: 187
Alignment: True Neutral
Homeland: Ethereal Plane
Patron Diety: Pelor, should it come up.


Attributes
Str: 36 (+13) [+8 Size, +6 Belt, +4 Race, +1@4th]
Dex: 16 (+3) [-2 Size, +6 Race]
Con: 33 (+11) [+4 Size, +6 Belt, +1@8th&12th]
Int: 10 (00) [+2 Race]
Wis: 12 (+1) [+2 Race]
Cha: 8 (-1)


Hit Dice: 10d8+110+1d12+11+2d10+22
HP: 225 (251 if Raging)[Max@1st+75%after]
AC: 40 [10 + 9 Armor + 3 Dex + 4 Shield + 9 Natural + 5 Deflection + 1 Insight -1 Size; -2 if Raging]
[Touch: 18; Flat-footed: 37]
Initiative: +3 [+3 Dex]
BAB: +13/+8/+3 Grapple: +36 (+2 per claw hit)
Melee: +26/+21/+16 [+13 Strength]
Ranged: +16/+11/+6 [+3 Dex]
Speed: 40’

Saves
Fort: +28 [+7 race, +2 Bar, +3 Fgt, +11 Con, +5 Res]
Ref: +15 [+7 race, +3 Dex, +5 Res]
Will: +13 [+7 race, +1 Wis, +5 Res]
+2 morale to Will saves and +2 CON to Fort saves while Raging

Attacks-Weapons:
4 Claws +26/+26/+26/+26 melee [1d6+16 damage, 20, x2, 10', S]
---Raging [4x +28 1d6+18]
4 Large +1 Silver Daggers of Wounding +23/+23/+23/+23/+18/+13 [1d6+14 damage, 17-20, x2, 10', S or P]


Feats: Racial Bonus - Multiattack, 1 - Improved Grapple, 4 - Multi-Weapon Fighting, 8 - Quick Draw, Brb1 - Power Attack, 12 - Ability Focus(Paralysis), Fgt1 – Blind-Fight, Fgt2 – Improved Critical(Dagger)

Skills: (80 Xill pts, 4 Barb pts, 4 Fgt pts = 88)
Intimidate +13 (14 ranks, -1 Cha)
Jump +15 (2 ranks, +13 Str)
Listen +15 (14 ranks, +1 Wis)
Move Silently +13 (13 ranks, +3 Dex, -3 ACP)
Spot +15 (14 ranks, +1 Wis)
Tumble +14 (14 ranks, +3 Dex, -3 ACP)


Languages - Common, Xill, Literate, Celestial, Elven (6 ranks)

Racial Qualities: 40 speed, +7 Natural Armor (+2 more from size), Implant, Improved Grab, Paralysis (DC 29 or 31 if Raging), Darkvision 60', Planewalk, SR 21

Class Qualities:
Barbarian:
Fast Movement, Rage 1/day (+2 to-hit & damage; +26 hit points), Illiteracy
Fighter:
Bonus Feats(Blind-Fight, Improved Critical(Dagger))

Possessions:
Wearing/Carrying
HEAD -> Helm of Teleportation (73,500), Circlet of Mind Blank (120,000; Custom), Dusty Rose Ioun Stone (5,000)
LENSES ->
CLOAK -> Cloak of Displacement (Major; 50,000)
NECK -> Amulet of Mighty Fists +3 (53,000)
ARMOR -> Mithral Full Plate of Speed (31,000+9,600); Large & Non-humanoid, Intelligent*), +2 Animated Large Steel Shield of Heavy Fortification (81,000)
ROBE ->
VEST -> Vest of Resistance +5 (25,000; Custom)
BRACERS ->
GLOVES ->
RING 1 ->Ring of Protection +5 (50,000)
RING 2 ->Ring of Freedom of Movement (40,000)
BELT -> Belt of Mighty Prowess (108,000; Sword & Fist)
BOOTS -> Winged Boots (16,000)
BACKPACK ->
WEAPON (R)->
WEAPON (L)->

* Intelligent Armor(Skin of the Hunter)- Item can use Faerie Fire 3/day, Item can use Cure Moderate Wounds (2d8+3) on wielder 3/day; Empathic; 60’ vision and hearing; INT 13, WIS 10, CHA 10; Neutral; Ego 5

Stored Equipment
4x Large +1 Silvered Daggers of Wounding (74,576)
Potion of Bear’s Endurance (300)
Potion of Displacement (750gp)
Potion of Invisibility (300gp)

Consumed:
741,100 gp

Coin: 18,900 gp

Backstory: Coming soon...

Appearance: See Below (but add 2 arms) :)
 

Attachments

  • 11-zebutcher.jpg
    11-zebutcher.jpg
    72.6 KB · Views: 318

Brother Shatterstone

Dark Moderator of PbP
Brystasia Purelove: Half-Nymph/Female (Avenger/Favored Soul/Heartwarder)

Character Name: Brystasia Purelove
Character Race: Half-Nymph/Human
Character Classes: Avenger 4*/Favored Soul 6/Heartwarder 8/Divine Champion 1
Alignment: Chaotic Good
Deity: Sune

Gender: Female
Age: 26
Height: 5’11”
Weight: 129
Eyes: Turquoise Blue
Hair: Slivery Blonde

Experience Points (Current): 210,001
Experience Points (Needed): 231,000
Character Level: 19
Effective Character Level: 21

Known Languages: Common, Sylvan, Celestial, Elven, Draconic, Dwarven, Goblin

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

Strength: 13 +1 17 +3 (5 points) Enchant +4
Dexterity: 22 +6 28 +9 (6 points, +2 Racial, +1 12th level, Book +5) Enchant +6
Constitution: 18 +4 24 +7 (5 points, Book +5) Enchant +6
Intelligence: 16 +3 (6 points, +2 Racial)
Wisdom: 14 +2 (4 points, +2 Racial)
Charisma: 30 +10 (6 points, +4 Racial, +3 4th, 8th, 16th level, +4 PrC, Book +5)

Bold: After magical enchantment
-------------------------------------------------------

Armor Class: 30 [ BASE (10) + ARMOR (7) + DEX (9) + SHIELD (2) + DEFLECTION (2)]
Spell Resistance: 20

Flatfooted Armor Class: 20
AC Penalty: 0
Maximum DEX bonus: + 10
Armor Type & Weight: Scared Nightscale +5 (50,150 GP)

Armor weight: 3 lbs.
Hit Dice: 5d10, 6d8, 8d4 = HP + CON = Total HP +126
Hit Points: 10 + 30 + 64 + 24 = 118 + 76 = 194 118 + 133 = 251

Notes: Amulet of Health
-------------------------------------------------------

Save vs. Fortitude: 30 [FAVORED SOUL(5) + HEARTWARDER (5) + AVENGER (1) + DIVINE CHAMPION (2) + DEVINE GRACE (10) + CON MOD (7)]
Save vs. Reflex: 29 [FAVORED SOUL(5) + HEARTWARDER (2) + AVENGER (1) + DIVINE CHAMPION (2) + DEVINE GRACE (10) + DEX MOD (9)]
Save vs. Will: 26 [FAVORED SOUL(5) + HEARTWARDER (5) + AVENGER (4) + DIVINE CHAMPION (0) + DEVINE GRACE (10) + WIS MOD (2)]

Special Save Notes:
Divine Grace (Avenger)
Evasion (Ring)

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

Initiative Modifier: +6
Base Attack Bonus: +15/+10/+4

Melee Attack Bonus: +16/+11/+3
Ranged Attack Bonus: +21/+16/+10 +24/+19/+13

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

Weapons:

Mighty (+1) Sword Whip +5 +28/+23/+17 / 1d6+6 / Critical: 19-20 / Slashing / 4 lbs. Trip: +9 (72,550 GP)
Sweeping (MoF pg 141)

Composite (+1) Long Bow +1 +22/+19/+13 / 1d6 +2 / Critical (20) x 3 / Piercing / 3 lbs. (2,500 GP)

Weapon weight: 7 lbs.
-------------------------------------------------------

Skills :

Name/Total Mod (Ability) ** # Ranks taken
Bluff /17 (CHA +10) 5 ... [5 HtW]… [2 HoP]
Concentration /21 (CON +7) 14 ... [7 HtW, 5 AvG]
Diplomacy /22 (CHA +10) 12 ... [5 FvS, 5 AvG]… [2 HoP]
Gather Information /17 (CHA +10) 5 ... [5 HtW]… [2 HoP]
Heal /7 (WIS +2) 5 ... [5 FvS]
Hide /16 (DEX +6) 10 ... [7 AvG, 3 HtW CC]
Intimidate /17 (CHA +10) 7 ... [7 AvG]… [2 HoP]
Knowledge: Arcane /13 (INT +3) 10 ... [10 FvS]
Knowledge: Religion /13 (INT +3) 10 ... [10 HtW]
Knowledge: Local /8 (INT +3) 5 ... [5 AvG]
Move Silently /14 (DEX +6) 8 ... [7 AvG, 1 HtW CC]
Perform: Dance / 17 (CHA +10) 10 ... [5 HtW]… [2 HoP]
Perform: String Instruments /17 (CHA + 10) 7 ... [5 HtW]… [2 HoP]
Perform: Wind Instruments /14 (CHA + 10) 4 ... [2 HtW]… [2 HoP]
Perform: Sing /14 (CHA + 10) 4 ... [2 HtW]… [2 HoP]
Sense Motive /12 (WIS + 2) 10 ... [6 FvS, 4 AvG]
Speak Language: 2 … [2 AvG]
Spellcraft /13 (INT +3) 10 ... [10 FvS]
Spot /8 (WIS +2)6 … [6 Chm]

* Armor Check Penalty Applies
[CC] Cross Class Skill
-------------------------------------------------------

Feats
Power Attack (Human)
Spell Focus (Enchantment) (1st feat)
Dodge (2nd feat l)
Mobility (3rd feat)
Divine Might (4th feat)
Weapon Finesse (5th feat)
Two-Weapon Fighting (6th feat)
Improved Two-Weapon Fighting (7th feat)
Empower Turning (Greater Sune Holy Symbol)

Special Abilities
Awesome Beauty DC: 29 (Nymph)
Fey Bloodline (Nymph)
Low-Light Vision (Nymph)
1 Extra Feat (Human)
4 Skill Points (Human)
1 Skill Point/Level (Human)
Aura of Chaos (Avenger)
Detect Law (Avenger)
Smite Law 1/Day (Avenger)
Divine Grace (Avenger)
Lay on Hands 40 HP /day (Avenger)
Aura of Courage (Avenger)
Slippery Mind (Avenger)
Turn Undead 13 /day (Avenger)
Deity’s Weapon Focus: Whip (Favored Soul)
Energy Resistance: Acid (Favored Soul)
Heart of Passion (Heartwarder)
Lips of Rapture 10/Day (Heartwarder)
Tears of Evergold (Heartwarder)
Charisma Increase +4 (Heartwarder)
Lay on Hands 10 HP /day (Divine Champion)

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

Equipment & Gear:
Manual of quick action +5, used Inherent (137,500 GP)
Tome of leadership and understanding +5, used Inherent (137,500 GP)
Manual of Bodily Health +5, used Inherent (137,500 GP)
Head: Phylactery of Undead Turning (11,000 GP) (nil lbs.)
Eyes:
Neck: Amulet of Health +6 (36,000 GP)
Torso:
Robe/Armor: Sacred (Sune) Nightscale +5
Waist: Belt of Giant Strength +4 (16,000 GP) (1 lbs.)
Clock/cape/mantle: Cloak of Protection (38,000 GP) (1 lbs.)
Arms: Bracers of Archery, Lesser (5,000 GP) (1 lbs.)
Hands: Gloves of Dexterity +6 (36,000 GP) (nil lbs.)
Ring Left Hand: Ring of Protection +2, Force Shield, Swimming, and Feather Fall (31,550 GP) (nil lbs.)
Ring Right Hand: Ring of Evasion (25,000 GP) (nil lbs.)
Feet: Boots of springing/striding and of the Winterlands (9,250 GP) (1 lbs.)

Heward’s Handy Haversack (2,000 GP)
-Greater Sune Holy Symbol (5,040 GP) (1 lbs.)
-Harp of Charming (7,500 GP) (5 lbs.)

Quiver of Ehlonna (1,800 GP) (2 lbs.)
-Arrows (60) (3 GP) (9 lbs.)

EQUIPMENT WEIGHT: 8 lbs.
ARMOR WEIGHT: 1 lbs.
WEAPON WEIGHT: 7 lbs.
TOTAL WEIGHT: 22 lbs.

Carrying Capacity 17 STR Light: up to 86 lb. Medium: 87-200 lb. Heavy: 201-260 lb.


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

Money:
PP: 0
GP: 2697 GP
SP: 0
CP: 0
-------------------------------------------------------

Base Speed: 30 feet 40 feet


Spells: Avenger
1st level 0+1

1st level Memorized
Divine Favor

Spells: Favored Soul
Favored Soul Domains: Charm, Protection
Caster Level: 14
Difficulty Class: 12 + Spell Level

Favored Soul Spells per Day

Zero level: 6+3
1st level: 6+3
2nd level: 6+2
3rd level: 6+2
4th level: 6+2
5th level: 6+2
6th level: 5+2
7th level: 3+1

Favored Soul Spells Known
Zero level: 9; Create Water, Detect Magic, Detect Poison, Light, Hygiene, Mending, Purify Food/Drink, Quick Boost, Resistance
1st level: 6; Charm person, Divine Favor, Entropic Shield, Protection from Evil, Sanctuary, Shield of Faith
2nd level: 6; Consecrate, Cure Moderate Wounds, Eagle’s Splendor, Hold Person, Resist Energy, Silence
3rd level: 6; Guided Weapon, Magic Circle Against Evil, Obscure Object, Remove Curse, Suggestion, Water Breathing
4th level: 6; Blade of the Archangel, Divine Power, Freedom of Movement, Halo of Glory, Magic Weapon Greater, Restoration
5th level: 5; Charm monster, Halo of Shelter, Righteous Might, Spell Resistance, True Seeing
6th level: 4; Angel's Redoubt, Blade Barrier, Heal, Dispel Magic (Greater)
7th level: 3; Holy Word, Insanity, Resurrection

Appearance
Brystasia is physically a goddess among mortals with flawless ivory skin and long straight blonde hair that is just as fair, which is often worn up off her graceful neck in various styles. Brystasia is often mistaken as half elven for her ears are come to a slight point even though she would be extremely tall for a half elf and is fairly tall for a human.

Brystasia prefers adventuring to the life of a maiden at a noble’s court but when adventuring she does travel with the item needed to make a formal appearance in court. This does include two formal gowns at most; they often change as she receives numerous gowns as gifts, upon retiring the older gowns she donates them, or the money from their sale to the poor.

While adventuring Brystasia wears Nightscale armor with is engraved in a very ornate style. These engravings cover the armor completely and leads to a holy symbol of Sune, a pale skinned women with long red hair, which is displayed predominantly on the center of the bust. Her favored weapon is that of her deity, a whip, and is never far from her side.

Personality
Brystasia’s beauty is not just skin deep as she spends often donates her time and money to the poor. Her actions are not just because they are expected of her but because she honestly enjoys making others feel better. Her only flaw is that latest or new things often distract her, be it clothing, food, and/or fad. She is rather inactive with lovers for a worshipper of Sune out of the anguish she feels with her inability to commit to a lover, and prefers to worship Sune because of the beauty she see in the world. This fickleness with lovers is from her mother’s heritage and is as much as part of her as her stunning beauty. Always optimistic and happy she is a joy to be around.

Background:
Brystasia grew up normal even though her childhood was anything other than normal. Her father was charismatic priest of Sune while her mother was a nymph, a forest creature of near divine beauty and perfection. Unlike most half-nymphs Brystasia knew her father and his views and outlook of the world helped to shape Brystasia’s views.

While her parents continued to love, nymphs are notoriously fickle when it comes to lovers and her mother was no different. This fickleness was never easy upon her father and finally the relationship ran it’s coarse and was over. Father and young daughter, Brystasia was around 8, left the forest for the civilized world.

During this time Brystasia found that living in the priesthood of Sune was her calling and made it her life’s commitment. While not the physically strongest candidate for paladinhood her devotion to Sune made her an easy choice. This devotion to Sune has never wavered but it did change after Brystasia became stranded in the middle of a blizzard in the northern reach of Faerûn.

Caught in a blizzard after a caravan she was in was ambushed by goblinoids Brystasia with the few remaining survivors looked for warmth in the wasted remains of the caravan but found none, as the destruction by the goblinoids was utterly complete. Soon all the other survivors where frozen, their life snuffed out by the sub artic temperatures leaving on Brystasia and her prayers. As she prayed to Sune for salvation her pray was answered in the form of a connection to Sune. Though she has always been able to feel Sune’s love it was never as powerful as this and with Sune’s guidance she was able to find a natural cave and inside she found warmth but it was Sune’s love that kept the owners of the caves, a pride of black bears calm at her intrusion.

After the snow was melted she left the north forever changed. Some would say that was her unique combination of blood that allowed her to connect to Sune in a more intimate way, while others would theorized that in the end it was the physical and emotional exhaustion that broke the vale. Whatever the truth was Brystasia would go on to serve her goddess in a unique way that many others could only fathom.
 
Last edited:

WizWrm

First Post
Euranth
Male Human Rogue 13/Horizon Walker 7
Height: 5'9"; Weight: 150 lbs.; Skin: Fair; Hair: Dark brown; Eyes: Brown

Strength: 18 (+4) [4p +6 enhancement]
Dexterity: 24 (+7) [6p +4 level +6 enhancement]
Constitution: 18 (+4) [4p +6 enhancement]
Intelligence: 16 (+3) [10p]
Wisdom: 12 (+1) [4p]
Charisma: 12 (+1) [4p]

HD: 13d6+7d8+80; HP: 186
Initiative:: +7 [+7 dex]
Speed: 30 feet
Base Attack Bonus: +16/+11/+6/+1
Melee Attacks: +25/+20/+15/+10 spiked chain (2d4+9 piercing +1d6 electricity +1d6 cold, possibly sneak attack +7d6, 10' reach, 20/x2, +2 to disarm, can make trip attacks)
Ranged Attacks: +27/+22/+17/+12 shortbow (1d6+6 piercing +1d6 fire, possibly sneak attack +7d6, 20/x3, seeking)
Armor Class: 36 [10 base +7 dex +9 chain shirt +5 natural armor +5 deflection]
Fortitude: +18; Reflex: +22; Will: +12

Skills: Balance +19 [10 ranks +2 synergy +7 dex], Bluff +21 [20 ranks +1 cha], Climb +19 [15 ranks +4 str], Decipher Script +18 [15 ranks +3 int], Disable Device +23 [20 ranks +3 int], Escape Artist +17 [10 ranks +7 dex], Gather Information +11 [10 ranks +1 cha], Hide +31 [20 ranks +4 competence +7 dex], Knowledge (geography) +13 [8 ranks +2 Cosmopoliton +3 int], Move Silently +31 [20 ranks +4 competence +7 dex], Open Lock +27 [20 ranks +7 dex], Search +23 [20 ranks +3 int], Sleight of Hand +19 [10 ranks +2 synergy +7 dex], Spot +25 [20 ranks +4 competence +1 wis], Survival +11 [10 ranks +2 synergy (avoid getting lost, avoid natural hazards, follow or find tracks) +1 wis], Tumble +17 [10 ranks +7 dex], Use Magic Device +11 [10 ranks +2 synergy (scrolls) +1 cha]. [192 rogue skill points, 56 horizon walker skill points]
Feats: Endurance, Cosmopoliton (knowledge[geography]), Combat Expertise, Weapon Finesse, Exotic Weapon Proficiency (spiked chain), Improved Feint, Improved Disarm, Track

Abilities: Bonus feat, bonus skill points, sneak attack +7d6, trapfinding, improved evasion, trap sense +4, improved uncanny dodge (retain Dex bonus to AC unless immobilized and cannot be flanked), skill mastery (6 skills: disable device, move silently, open lock, sleight of hand, survival, tumble), terrain mastery (desert, forest, marsh, plains, underground, shifting, cavernous).

Terrain Mastery: Immune to fatigue and exhaustion effects become fatigue instead; +4 competence bonus to Hide, Move Silently, and Spot; 60 foot darkvision; dimension door once every 1d4 rounds; 30 foot tremorsense; +1 insight bonus to attack and damage versus creatures from desert, forest, marsh, plains, underground, or shifting regions.

Languages: Common, Goblin, Draconic, Elvish

Equipment: +5 shocking frost cold iron spiked chain, +3 flaming composite shortbow of seeking, 50 +1 silver arrows, 50 +1 adamantine arrows, +5 ghost touch mithral chain shirt, two potions each of water breathing, tongues, remove curse, remove disease, remove blindness/deafness, neutralize poison, ring of blinking, ring of telekinesis, ring of invisibility [no slot, x2 cost], two immovable rods, wand of cure critical wounds, amulet of health +6, belt of giant strength +6, boots of striding and springing, cloak of resistance +5, decanter of endless water, gloves of dexterity +6, heward's handy haversack, iron bands of binding, vest of protection (as scarab), murlynd's spoon, headband of deflection +5, bottle of air, bracers of natural armor +5, bedroll, five pieces of chalk, flint and steel, 100' silk rope and grappling hook, ink/inkpen and five sheets of paper, masterwork manacles, whetstone, climbers' kit, masterwork thieves' tools, explorer's outfit, 137,250gp.

Description: Euranth is of moderate height and build for a human. He usually wears very deep red clothing of expensive fabric, over which he wears a mithral chain shirt, bound at the waist by a gray leather belt with a golden buckle. A heavy spiked chain is attached to a loop on the left side of the belt, and a length of heavy leather hangs next to it, to prevent the spikes from tearing into his clothing. On the right side of his belt hang several vials, and he has three rings, one on each ring finger and one on the pinky of his left hand. Euranth is wearing a well-worn haversack with a plethora of pockets, bulging here and there, which has been slung loosely over a deep indigo cloak. He has a pair of very thin fingerless gloves and a small flame-shaped amulet that hangs from a silver chain.

Background: I'll wait for the party concept.
 

Dalamar

Adventurer
Vilya Desertleaf
Lawful Neutral female elf Fighter 12/Dervish 9, Speed 45ft.

Str 20(+5) Dex 32(+11) Con 20(+5) Int 14(+2) Wis 10(+0) Cha 27(+8)
Starting scores before racial adjustments were: 12 16 14 14 10 14, 2 level raises to Dex, 3 to Cha

HP: 255 Init: +13
AC: 32 (+3 Dervish, +11 Dex, +8 armor), Flat-footed 21, Touch 24, Incorporeal touch 32
Saves: Fort +20, Ref +29, Will +15
Skills(ranks): Fighter skill points 48, Dervish skill points 48
Balance +18(5der), Bluff +16(5cc fig+3cc der), Climb +15(10fig), Diplomacy +10(0), Escape Artist +16(5der), Hide +16(0), Intimidate +10(0), Jump +15(3der), Listen +12(10der), Perform (dance) +32(6cc fig+18der), Perform (sing) +10(2cc fig), Tumble +21(3cc fig+7der), Search +4(0), Sleight of Hand +13(0), Spot +2(0), Survival +1(1cc fig)
Feats: 7 Fighter feats, 7 regular
Combat Expertise, Combat Reflexes, Dodge, Greater Weapon Focus (Scimitar), Greater Weapon Specialization (Scimitar), Improved Disarm, Improved Feint, Lightning Reflexes, Mobility, Prone Attack, Quick Draw, Spring Attack(Dervish bonus), Weapon Finesse, Weapon Focus (Scimitar), Weapon Specialization (Scimitar)
Epic Feats: 1 regular
Great Dexterity
Dervish abilities:
AC bonus +3, Dervish Dance 3/day (Lasts 11 rounds), Movement Mastery (can always Take 10 with Jump, Perform (Dance) and Tumble), Slashing Blades (treat scimitar as light weapon), Fast Movement +15ft, Dance of Death (Cleave in Dervish dance), Improved Reaction (+2 Init), Elaborate Parry (extra +4 to AC with Fight Defensively or Full Defense), Tireless Dance (not fatigued after Dervish Dance)

BAB: +20/+15/+10/+5
Epic Attack bonus: +1
Attack:
Scimitar +39 melee (d6+14 +d6 fire, 18-20/x2 +d10 fire)
Full attack:
Scimitar +39/+34/+29/+24 melee (d6+14 +d6 fire, 18-20/x2 +d10 fire)

Gear:
Amulet of Healt +6
Bag of Holding I
Belt of Giant Strength +6
Boots of Elvenkind and Jumping (+5 competence Jump and Move Silently, 6,250gp)
Cloak of Resistance +5 and Elvenkind (+5 competence Hide, +5 Resistance saves, 28,750gp)
Gloves of Dexterity +6
Glowglobe (everburning torch)
Manual of Bodily Health +2
Manual of Gainful Exercise +2
Manual of Quickness of Action +5 (Over 75,000)
Rope of Climbing
Scabbard of Keen Edges
Scarf of Charisma +6 (takes up the Hat slot)
Silversheen x5
Tome of Leadership and Influence +4 (over 75,000)
+5 Ghost Touch studded leather armor
Adamantine +5 Flaming Burst and Ghost Touch scimitar (over 75,000)
Assorted adventuring gear (rope, bedroll, rations for a couple of weeks, and such) worth 150gp
Valuables: 4,000gp worth of coins

History
Vilya's family name was Vallenleaf when she was born. Her family was well-known for their powerful bladesingers for four generations in a row and, naturally, she was expected to become the fifth. From a very young age, she was trained to fight with the rapier and she was quick to assume the dance-like fighting style of the Bladesingers. Some even said she might become more powerful than her great-great-grandfather.
But when it was time for her to indulge in the study of the arcane arts, it seemed she didn't have enough interest to ever aspire to the level required to advance to the ranks of the Bladesingers, for her interest lay solely in mastering the blade. Her parents couldn't first believe it, they even tried locking her in her room with spellbooks and arcane tomes. But none of it helped, even if deprived of a weapon, she would keep practicing with an imagined sword. In the end, her parents banished her, said they had no daughter.
Vilya ran. She ran away from her home town. Ran away from her home forest and to the neighboring desert. But she was no ranger and soon found out she had come under-equipped. Only days after her flight from her home, she had drank all her water. But on the brink of starvation, she was saved.
A group of four humans and a half-elf found her, sunburned and thirsty. They fed and took care of her for a while so she could recover. After Vilya had regained her strength, one of the humans -Vilya had learned that while he wasn't officially their leader, the others listened to the human's words- came to tell her they would break camp the next morning. They could either supply her with enough water and food so she could return home, or she could come with them.
It wasn't really a choice for Vilya.

During their travels Vilya, who had left home without any weapons or armor, was introduced to weapon she had had little experience before: the scimitar. It was the favored weapon of the nomads living at the desert, no-one knew really why, it just had been for countless generations by the human standards.
Though Vilya never became at home in the desert, she soon adapted from rapier-fighting to scimitar-fighting. In fact, she adapted so well that the sole other female of their small group, a human who Vilya had had little to do with before, asked her if she would like to learn the true art of the scimitar. Intrigued, Vilya said yes.
The woman, Kashmira Ravenhair her name was, and Vilya departed the rest of their small company with fond farewells the next day. Apparently it had been clear she would agree as plenty of supplies had been moved from the sole camel to two backpacks. For almost a week they walked through the plain desert, and Vilya started to think they were walking in circles, each dune of sand looking like the last one to her eyes.
Learned the basics and set out to learn on her own. Joined the party and advanced a lot (a work in progress)

Appearance
Tanned, trimmed and graceful (work in progress)

the Dervish Organization
A small group of desert-dwelling warriors, mostly consisting of humans (work in progress)
 
Last edited:

Serpenteye

First Post
Sandorel Ilazar

Human Male Godless Cleric, lvl 21.
Effective Caster Level: 22 (26).
Effective Caster Level for Spell Penetration: 26 (30).
Effective Level for Turning Undead: 26.

XP: 200'000 (+?)

Chaotic Good

Age: 37
Height: 6'1
Weight: 146lb

Str: 8/-1 (8)
Dex: 8/-1 (8)
Con:14/+2 (8+6)
Int: 16/+3 (16)
Wis:34/+12 (18+6+5+5) (36/+13 for spellcasting)
Cha:20/+5 (14+6)

After epic spells:
Wis:74/+32 (18+5+5+46)
Cha:60/+25 (14+46)

HP: 170

Bab: +15 +1 Epic Attack Bonus
Grapple: +15

Attack: +16/+11/+6, 1d8 x2.

AC: 21 (10-1+9+3), touch: 9

Move: 20'

Fort:20 (12+2+6)
Ref:.11 ( 6-1+6)
Will:30 (12+12+6)


Long duration Buffs
Spells:
Magic Vestment x2 (on armor and shield), Greater Magic Weapon (on heavy mace), Persistent Divine Favor, Persistent Death Ward, Persistent Divine Power, Persistent Righteous Might.

HP: 212 (128+84 (con 18)) + 21 temporary HPs
AC: 33 (21+4+4+4-1)
BaB: 20 (Divine Power)
Attacks:+38/+33/+28/+23 (+20(Divine Power)+6(str22)+5(GMW)+6(Divine Favor))
Damage:2d6+17 (2d6(large Heavy Mace)+6(str22)(8+6(Divine Power)+8(Righteous Might))+5(GMW)+6(Divine Favor))
Reach: 10'
Damage reduction 15/evil


Domains: Travel, Trickery.

Class Skills: Bluff (Cha) Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Hide (Dex), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis).

Skills: 6/lvl, 144 points.

Bluff...............................14 ( 9+5)
Concentration..................25 (23+2)
Diplomacy.......................33 (24+5+2+2)
Knowledge (Arcana)..........11 ( 8+3)
Knowledge (Religion)..........27 (24+3)
Knowledge (The Planes).....27 (24+3)
Spellcraft........................27 (24+3)
Sense Motive (CC)............16 ( 8+12)

Languages:Abyssal, Celestial, Common, Infernal

Turn Undead (su): 60', 8/day, +4 to level check due to Phylactery of Undead Turning, +1 to lvl for Improved Turning, and +2 on turning check due to ranks in Knowledge (religion).

Cast Spells: +1 to Caster Level due to Orange Prism Ioun Stone, +4 to caster level 10min/day due to Bead of Karma. +4 to overcoming Spell Resistance due to Spell Penetration and Improved Spell Penetration.

Travel Domain Ability (su): For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).


Feats: 8
Spell Prodigy
Extend Spell
Persistent Spell (+4lvl, duration 24hours) Persistent Spell works on any spell with range of Personal or target of You, as long as the duration is not instantaneous.
Quicken Spell
Spell Penetration
Greater Spell Penetration
Leadership
Improved Turning

Epic Feats: 1
Epic Spellcasting

Spell Selection Day 3:

Spell Selection Day 3:

Spells:
0:6
Detect Magic*2, Detect Poison, Mending, Light x2
1:9+1
Bless, Comprehend Languages, Entropic Shield x3, Shield of Faith x4. Dom: Longstrider.
2:8+1
Align Weapon x2, Hold Person, Resist Energy x2, Silence, Sound Burst, Status. Dom: Invisibility.
3:8+1
Bestow Curse, Blindness/Deafness, Invisibility Purge, Magic Circle against Evil, Magic Vestment x2, Protection from Energy, Wind Wall. Dom: Fly.
4:8+1
Dimensional Anchor x2, Dismissal, Giant Vermin, Greater Magic Weapon x2, Poison, Tongues. Dom: Confusion.
5:8+1
Persistent Divine Favor, Break Enchantment, Greater Command, Dispel Evil, Disrupting Weapon, Plane Shift, Spell Resistance, True Seeing. Dom: Teleport.
6:6+1
Banishment, Greater Dispel Magic, Find the Path, Harm, Healx2. Dom: Mislead.
7:6+1
Destruction*3, Holy Word*3. Dom: Screen.
8:6+1
Persistent Death Ward, Persistent Divine Power, Earthquake x2, Fire Storm x2. Dom: Polymorph Any Object.
9:6+1
Gatex2, Persistent Righteous Might, Mass Heal x2, Implosion. Dom: Time Stop.
Epic: 2

(DC: 10+13+spell level)

Spells cast, day 4.
0:
1:
2:
3:
4:
5:
6:
7:
8:
9: Gatex2

epic: Apotheosis, Awareness

Pearls of Power used, day 3


--

Pearl of Power: Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl.
(1st)x4, 1,000 gp x4
(2nd)x4, 4,000 gp x4
(3rd)x3, 9,000 gp x3
(4th)x2, 16,000 gp x2
(5th), 25,000 gp
(6th), 36,000 gp
(7th), 49,000 gp
(8th), 64'000 gp
(9th), 81'000 gp

Ring of Mind Blank 1/day (43'200gp)

--

+1 Adamantium Heavy Mace 5100 gp
1d8+1, x2, 8 lb. Bludgeoning
--

+1 Mithral Armour of Heavy Fortification: 59,500 gp
AC +9, Max Dex +3, A Ch Pen -3, Weight 25 lb.

Heavy Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, the critical hit or sneak attack is negated and damage is instead rolled normally.
--

+1 Reflecting Heavy Mithral Shield: 37020 gp
AC +3, Weight 5 lb.

Reflecting: Once per day, it can be called on to reflect a spell back at its caster exactly like the spell turning spell.
--

Belt of Health: +6 enhancement bonus to Constitution; 36,000 gp. Weight 1 lb.
--

Cloak of Charisma: +6 enhancement bonus to her Charisma score. 36,000 gp; Weight 2 lb.
--

Vestment of Resistance: +5 resistance bonus on all saving throws. 25,000 gp; Weight 1 lb.
--

Periapt of Wisdom: enhancement bonus of +6 36,000 gp.
--

Phylactery of Undead Turning: This item is a boon to any character able to turn undead, allowing him to do so as if his class level were four levels higher than it actually is. 11,000 gp.
--

Handy Haversack: 2,000 gp;Weight 5 lb.
--

Ioun Stone
Clear Spindle. Sustains creature without food, water or sleep. 8,000 gp
Iridescent Spindle. Sustains creature without air. 18,000 gp
Orange Prism. +1 caster level. 30,000 gp
--

Bead of Karma x2: Wearer casts his spells at +4 caster level. Effect lasts 10 minutes. price 40,000 gp.
--

Normal Rod of Metamagic, Extend: The wielder can cast up to three 0-6 lvl spells per day that are extended as though using the Extend Spell feat. 11,000 gp.
--

Normal Rod of Metamagic, Quicken: The wielder can cast up to three 0-6 lvl spells per day that are quickened as though using the Quicken Spell feat. 75,500 gp.
--

Tome of understanding: +5 inherent bonus to wisdom (used) 137,500 gp
--

Nonmagical well-tailored clothing: 300 gp

"Holy" Symbol x4: 40 gp

Various Focii for spells: 3000 gp

Coins: 40 gp

--

Appearance

Sandorel is 37, but looks younger. His light olive-coloured skin is unlined but his black hair has a hint of grey at the temples. He keeps himself well groomed and clothed but he's not overly concerned about his appearance, he looks good enough anyway.

--

Personality

Sandorel is very confident in himself and his own abilities, there is little to no humility in him. He has little respect for authority and wether he respects a person in a position of authority depends on their own personal merits, an attitude that extends even to the Gods themselves. That does not mean that he's rude and obnoxious, he always prefers to conduct himself politely and he's careful in choosing which battles (or debates) are worth fighting.

Nothing is sacred to him, nothing is holy, there is no sin and no salvation. Such concepts are defined by divine judgement, and he does not recognize the moral superiority of deities. His ethics and morals are founded upon the mortal condition and are not handed down from above. Unlike most other clerics he does not draw his power from worship, or even reverance, but from the idea of the infinite potential of the individual. All sapient beings are morally equal, noone has any right to exert dominance over another unless that right is given willingly as an informed choice, though the beasts of oppression can be fought with their own weapons. Worship, freely given or not, demeans the individual and is a denial of their own potential greatness.


Background

Sandorel was born in the so called Great Kingdom of Aerdi on the backwater Prime world of Oerth. Little is known about his formative years except that he served as an asolyte of Hextor, sold into service by his parents, and that he detested that life immensely. He eventually escaped and travelled the Flannaes for a time. He still had an interest in religion but all the churches and faiths he encountered seemed either corrupt, narrow-minded, insular or inconsequential. Self-righteousness seemed a defining trait of them all. Disgusted, he turned away from the gods forever.
Eventually he found his way to the labyrinthine metropolis of Sigil, where his eyes were opened to the Multiverse. He was still a young man at the time, attracted to the excitement of the city, and he soon joined the Sensates. Those years, a time of pleasure and exploration, was the best time of his life. But eventually he grew up, and his life with the Sensates seemed increasingly shallow and meaningless. He needed something more than base sensation. The philosophy of the Athar had the most in common with his own of all the factions in Sigil, but his commitment to the faction was incomplete. Differences in oppinion and the tedium of faction-politics caused his stays in the faction house to become increasingly infrequent. Nevertheless, it was there that he discovered that the power of belief does not need a deity as an intermediary, but the power of your own faith in yourself and your beilefs can be just as powerful as the conditional handouts of the gods. His abilities increased quickly.
The years passed, his power and wisdom increased, and suddenly people started listening to what he was saying. His words about personal and societal advancement trough faith in the self and in your fellow man, about rejecting the deities and their cannibalistic afterlife and creating something new in its stead drew a growing circle of followers to him.
As he gained the power to travel the planes at will be visited many worlds, spread the word for a while and sabotaged and humiliated many a clergyman, provoking some to violence that would prove lethal to them. It was in his preparations for such a campain he was stolen away by the Seer.
 
Last edited:

GoldenEagle

First Post
Rynin's Cohort

Kelnar Tel
Lawful Good
Hit dice 17d4 + 68 Con (120 HP)
Initiative +3
Speed 30’ (90’ Fly w/ boots)
AC: 22 [29/33] (+5 armor-robe, +3 Dex, +3 ring, +1 Size) [+4 with Shield Spell]
Attacks: BAB +1 Size
Damage:
Special Attacks:
Special Defense:
Special qualities: See Invisibility, Darkvision, Detect Magic, Tongues, Arcane Sight, Resistance, Rary’s Telepathic Bond (With Rynin), Detect Thoughts
(Permanency), Lore (as Bard), Greater Lore (identify spell as Ext. ability1/item), True Lore (1/day)
Saves: fort 12(5 +1 Con +5 Cloak, +1 Lore), ref 13(5+3 Dex +5 Cloak), Will 17(+5 cloak, +1 Lore)
Abilities S 8 I 30 W 10 D 16 C 18 Ch 12

Feats
Scribe Scroll -(Wizard Bonus), 1st – Skill Focus: Knowledge, Arcana, 3rd – Craft Wond. Item, Extend Spell (5th – Wizard), 6th – Craft Rod, 9th – Spell Focus: Enchanment, 12th – Forge Ring, 15th – Spell Penetration, Empower Spell (Bonus Secret – LM)

Skill pts by level: 28/7/7/7/7/7/7/10 /10 /10/10 /12/12 /12 /12 /14 pts = 172
skills:
Craft: Alchemy 25(15 Ranks + 10 Int)
Concentration 20 (19 Ranks + 1 Con)
Knowledge - arcana 32 (20 Ranks +10 Int +2 feat)
- Religion 15 (5 Ranks +10 Int)
- Nature 16 (6 Ranks +10 Int)
- Arch/Engin. 18 (8 Ranks +10 Int)
- Planes 27 (17 Ranks +10 Int)
- History 22 (12 Ranks +10 Int)
- Local 20 (10 Ranks +10 Int)
- Dungeoneering 18 (8 ranks +10)
Spellcraft 29 (19 Ranks +10 Int)
Search 12 (2 Ranks +10 Int)
Pick Pocket 5 (2 Ranks +3 Dex)
Disable Device 12 (2 Ranks +10 Int)
Speak Language – All in PHB
Decipher Script 30 (20 ranks +10)

Magic Items Cost
Boots Winged 6000
Cloak Resistance +5 12500
Vestment
Robe Taven’s Robe* 26075
Bracers Protection +3 9000
Goggles None 0
Ring Wizardry IV / I 65000
Ring Wizardry III 35000
Hat Headband of Intellect +6 18000
Amulet Hand of Glory 7200
xtra ring wizardry 2 20000
Blessed Book X2 9500
Heward's Handy Haversack 1000
Purple Ioun Stone 12,000
Belt of Health +6 18,000
Rod of Greater Quicken 85000
2 wands Mag. Miss (9th)
305,775
20,725 GP


Permanent Spells:
Magnifying Glass (loop)
3 Candles
100’ string
10 tanglefoot bags
10 Thundersticks
10 Sunrods
10 Alchemist’s Fire
10 Smokesticks
Bag of Caltrops
Bag of Marbles

26,045 Gold

Rings and Headband have permanent invisibility cast on them (16th Level)

*Taven’s robe is a toned down version of the Robe of the Archmagi. It includes all the same limitations but has no resistance bonus, +5 Armor Bonus, SR (17), and Greater Spell Penetration Feat (Only if user has Spell Pentration Feat; if user does not have this feat then this power cannot be used). I used the cost of creation from the SRD but couldn’t find the feat cost, so I used the most expensive formula on the SRD. Cost = 52,150

2 added spells as lore master secrets (1st and 2nd Level)
Spells: 4/12+1/12+1/10+1/10+1/6+1/6+1/4+1/3+1/2+1
0 – Mage Hand x2, Open/Close, Read Magic
1 – Shield x2, Grease, Magic Missile x3, Expeditious Retreat x2, Feather Fall x2, True Strike x2
2 – Prot/Arrows, Obscure Object, Web, Locate Object, Tasha’s HL, Invisibility, Misdirection x2, Cat’s Grace, Knock x2, Touch of Idiocy, Scorching Ray x2
3 – Magic Circle (Evil), Haste x2, Fireball, Lightning Bolt x2, Major Image, Fly, GMW, Clairvoyance, Clairaudience
4 – Dimensional Anchor, Remove Curse, Arcane Eye x2, Confusion, Improved Invis. x2, Dimension Door, Stoneskin, Scrying, Mass Enlarge
5 – Prying Eyes, Rary’s T Bond x2, Telekinesis, Wall of Force x2, Hold Monster
6 – Contingency, Greater Dispel, True Seeing, Disintegrate, Mislead, Chain Lightning, Globe invuln.
7 – Greater Scry, Plane Shift, Reverse Gravity, Bigby’s Grasp, DB Fireball
8 – Horrid Wilting, Iron Body, Discern Location, Otto’s Dance
9 – Gate, Foresight, Meteor Swarm

Travelling Spell Book (Necromancy Prohibited)
0 Spell level
1 Mage Hand 0 31 Remove Curse 4 61 Project Image 6
2 Open/Close 0 32 Arcane Eye 4 62 Disintegrate 6
3 Read Magic 0 33 Confusion 4 63 Sequester 7
4 Shield 1 34 Improved Invis. 4 64 Greater Scry 7
5 Grease 1 35 dimension Door 4 65 DB Fireball 7
6 Magic Missle 1 36 Scrying 4 66 Bigby's Grasp. 7
7 Color Spray 1 37 Stoneskin 4 67 Mass Invis. 7
8 Expeditious Retreat 1 38 Dismissal 5 68 Plane Shift 7
9 Feather Fall 1 39 Wall of Stone 5 69 Rev. Gravity 7
10 Prot. From Arrows 2 40 Contact other Plane 5 70 teleport w/o 7
11 Obscure Object 2 41 Prying Eyes 5 71 Lim. Wish 7
12 Web 2 42 Rary's Tele Bond 5 72 Spell Resist 8
13 Locate Object 2 43 Dominate Person 5 73 Horrid Wilting 8
14 See Invisibility 2 44 Hold Monster 5 74 Iron Body 8
15 Tasha's Hideous Laughter 2 45 Cone of Cold 5 75 Otto's Dance 8
16 Invisibility 2 46 Wall of Force 5 76 Discern Loc. 8
17 Misdirection 2 47 Stone Shape 5 77 Pris. Wall 8
18 Alter Self 2 48 Telekinesis 5 78 Non-Detection 3
19 Bull Strength 2 49 Teleport 5 79 Freedom
20 Cat's Grace 2 50 Anti Magic Shell 6 80 Imprisonment
21 Endurance 2 51 Globe Invul 6 81 Mord. Disjunction
22 Knock 2 52 Greater Dispel 6 82 Prismatic Sphere
23 Magic Circle/Evil 3 53 Guards & Wards 6 83 Gate
24 Haste 3 54 Legend Lore 6 84 Dom Monster
25 Fireball 3 55 True Seeing 6 85 Hold Mons., Mass
26 Lightning bolt 3 56 Mass Suggestion 6 86 Meteor Swarm
27 Major Image 3 57 Contingency 6 87 Time Stop
28 Fly 3 58 Chain Lightning 6 88 Wish
29 Greater Magic Weapon 3 59 Mislead 6 89 Foresight
30 Dimensional Anchor 4 60 True Strike 6 90 Mind Blank
Touch of Idiocy, Scorching Ray, Haste
 

Endur

First Post
The Cimmerian

Conan
Human Barbarian

The Cimmerian
Barbarian Level 21
Alignment: Chaotic Good

Feats
Cleave
Combat Reflexes
Great Cleave
Improved Bull Rush
Improved Critical Long Sword
Overwhelming Critical Long Sword
Power Attack
Shock Trooper (Complete Warrior)
Weapon Focus Long Sword

32 point buy
str 14 +3 levels + 5 inherent = 22
dex 14 + 1 level + 5 inherent= 20
con 14 +1 level + 5 inherent =20
int 12 +2 inherent = 14
wis 13 +5 inherent =18
chr 13 + 5 inherent = 18

hit points: 294/378 while in rage
armor class: 10 +5 dex + 5 armor = 20 -2 while in rage
initiative: +9
Fort: +12 (barbarian) + 5 (con) = +17/+21 rage
Will: +6 (barbarian) + 4 (wis) = +10/+14 rage/+18 vs. enchantments
Reflex: +6 (barbarian) + 5 (dex) = +11/+17 vs. traps

To Hit(includes rage): Full Attack: +33/+28/+23/+18
Damage: 1d8 +15, crit 17-20/x2

To Hit (Rage, Full Power Attack): Full Attack:+13/+8/+3/-2
Damage: 1d8 +55, crit 17-20/x2

To Hit Charge (Rage, Shock Trooper, Full Power Attack): +35
AC: 20 -2 rage -2 charge -20 shock trooper = -4
Damage: 1d8 + 55, crit 17-20/x2


Mighty Rage 6/day: +8 to Str and Con, -2 to AC, +4 on will saves, +4 more vs. enchantments
Rage lasts 12 rounds

Damage Reduction: 5/-

skill ranks (does not include modifiers)
Climb 15
Craft (blacksmithing) 2
Craft (trap making) 1
Disable Device 1
Handle Animal 5
Intimidate 24
Jump 14
Listen 24
Open Lock 1
Ride 24
Survival 10
Profession (seaman) 5
Sleight of Hand 1
Swim 11
Tumble 5
Literacy
Knowledge dungeoneering 1
Knowledge geography: 1
Knowledge local Aquilonia 1
knowledge nature 1
knowledge nobility & royalty 1
languages: common, cimmerian

magic items
Tome of Strength +5: 137,500gp
Manual of Bodily Health +5: 137,500 gp
Manual of Quickness in Action +5: 137,500 gp
Manual of Leadership and Influence +5: 137,500 gp
Manual of Wisdom +5: 137,500 gp
Manual of Intelligence +2: 55,000 gp
Adamantine Long Sword: 3000 gp
Mithral Breastplate: 4,200 gp

Spent 750,700 gp in magic items
Remaining 9300 gold pieces in coins and clothing

Kepesk'Athear (Heavenly Storm)
Long Sword made of Aurorum
forged by the Peacock Angel
Wielded by Ameroch before being slain by Grazz't
intelligent dancing weapon (estimated value 200k)


Bracers of Armor +8
Zakharan Heavy Warhorse
 
Last edited:

John E Smoke

First Post
WIP Again...

Name: Oleg Borgendur
Race: Dwarf
Class: Fighter 1/Wizard 9/Spellsword 10
Alignment: Lawful Good
Hp: 1d10 +9d4 +10d8
BAB: +15/+10/+5
Attack: +5 Greataxe +27, 1d12+13 +1d6 Cold (19-20/X3 +2d10 Cold)
Full Attack: +5 Greataxe +27/+22/+17, 1d12+13 +1d6 Cold (19-20/X3 +2d10 Cold)
Move: 20
AC: 10 +13 Armor, +5 Natural, +1 Insight, +3 Dex , +5 Deflection = 36 Touch 24, Flat-footed 33

Str 14 +2 Level, +6 Enhancement, +2 Inherent = 24 +6
Dex 12 +6 Enhancement = 18 +3
Con 14 +2 Racial, +1 Level = 17 +3
Int 16 +2 Level, +6 Enhancement = 24 +6
Wis 12 = 12 +1
Cha 12 -2 Racial = 10

Saves:
Fort 12, +3 Con, +1 Luck, +4 Resistance = +20
Ref 6, +3 Dex, +1 Luck, +4 Resistance = +14
Will 13, +1 Wis, +1 Luck, +4 Resistance = +19


Feats: Weapon Focus (Greataxe), Combat Expertise, Scribe Scroll, Spell Penetration, Greater Spell Penetration, Combat Casting, Arcane Strike, Empower Spell, Sense Weakness, Improved Critical (Greataxe), Quicken Spell

Skills:
Concentration 23 +3 Con, +1 Luck = 26
Craft (Armor) 15 +6 Int, +1 Luck = 22
Craft (Alchemy) 15 +6 Int, +1 Luck = 22
Decipher Script 20 +6 Int, +1 Luck = 27
Intimidate 15 +1 Luck = 16
Knowledge (Arcana) 15 +6 Int, +1 Luck = 22
Knowledge (The Planes) 15 +6 Int, +1 Luck = 22
Spellcraft 20 +6 Int, +1 Luck = 27

Languages: Dwarven, Common, Elven, Draconic, Goblin, Terran

Special Abilities:
Darkvision 60'
Stonecunning
Weapon Familiarity: Dwarven Waraxe, Dwarven Urgrosh
Stability
+2 to saves against poison
+2 to saves against spells and spell-like effects
+1 on attack rolls against orcs and goblinoids
+4 Dodge AC against giant type
+2 on Appraise checks related to stone or metal
+2 on Craft checks related to stone or metal
Summon Familiar
Wizard Spells, CL 14 (15 with Ioun Stone), Spell Penetration 1d20+21
Ignore Spell Failure 30%
Channel Spell 5/Day
Multiple Channel Spell
SR 18

Spells Per Day:
4/6/6/6/5/5/4/3/1

Spells Known:
0: All
1: True Strike, Shield, Magic Missile, Ray of Enfeeblement, Identify, Shocking Grasp
2: Scorching Ray, Blur, Invisibility, Melf's Acid Arrow, Knock
3: Dispel Magic, Vampiric Touch, Fly, Arcane Sight, Haste
4: Stoneskin, Shout, Greater Invisibility, Fire Shield, Enervation
5: Teleport, Telekinesis, Break Enchantment, Feeblemind
6: Greater Heroism, True Seeing, Greater Dispel Magic, Analyze Dweomer, Contingency
7: Banishment, Mordenkainen's Sword, Finger of Death, Plane Shift
8: Moment of Prescience

Spells Prepared:
0: Mage Hand, Read Magic, Detect Magic, Light
1: True Strike x2, Shield, Magic Missile, Ray of Enfeeblement, Shocking Grasp
2: Scorching Ray x2, Blur, Knock, Melf's Acid Arrow, Invisibility
3: Vampiric Touch, Fly, Arcane Sight, Dispel Magic, Haste, Empowered Magic Missile
4: Stoneskin, Envervation, Fire Shield, Empowered Scorching Ray, Shout
5: Teleport, Quickened True Strike x2, Feeblemind, Break Enchantment
6: Greater Heroism, Analyze Dweomer, Contingency, Greater Dispel Magic
7: Mordenkainen's Sword, Plane Shift, Banishment
8: Moment of Prescience

*Beginning with a Contingencied Stoneskin activated when I'm attacked

Equipment:
Worn and/or carried
Whitefrost, Alchemic Silver Icy Burst Greataxe +5(98,500)
Intelligent - Int 10, Wis 15, Cha 15 +5000
Cure Moderate Wounds 3/Day +6500
Deathwatch Continually Activated +2700
10 Ranks in Spot +5000
Ego 15
Lawful Good
Total 112700

Mithril Full Plate of Heavy Fortification +5 (110650 gp) (AC +13, Max Dex +3, Armor Check -3, Spell Failure 25%)
Boots of Speed (12,000)
Belt of Giant Strength +6 (36,000)
Gloves of Dexterity +6 (36,000)
Amulet of Natural Armor +5 (50,000)
Headband of Intellect +6 (36,000)
Ring of Protection +5 (50,000)
Rod of Metamagic, Maximise (54,000)
Rod of Metamagic, Extend (11,000)
Robe of the Archmage (White) (75,000)
Stone of Good Luck (20,000)
Cloak of Displacement, Major (50,000)
Ioun Stone, Orange (+1 Caster Level) (30,000)
Ioun Stone, Dusty Rose (+1 Insight Bonus to AC) (5,000)
Bag of Holding, Type IV (10,000)
Spell Component Pouch (5)

Stuffed in Component Pouch
Ruby Lens - Focus for Analyze Dweomer (1500)
Statuette of self - Focus for Contingency (1500)
Miniature Sword - Focus for Mordenkainen's Sword (250)
Diamond Dust x 4 (1000)

Stuffed in Bag of Holding
Alchemist's Lab (500)
Spellbook (15)
Magnifying Glass (100)
1,780 GP

Consumed
Manual of Gainful Exercise +2 (55,000)
 
Last edited:

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top