Fallen Angel [Character Gallery]

Erekose13

Explorer
Okay so here is a thread for everyone to post their characters in. Here is a sample character sheet if anyone wants to post in this format (any format is alright). Never mind it didnt work, just go ahead and post in what ever format.
 

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Nalya, Female Half-Elf Telepath 5 (PsyMet, ClaSen)
Str 11, Dex 14, Con 12, Int 13, Wis 12, Cha 17

HD 5d4+5; hp 17; Init +2; Speed 30 ft.; AC 16 (+4 armor, +2 Dex); SQ: low-light vision, immune to sleep, +2 sv. against enchantments; SV Fort +2, Ref +3, Will +5; AL CG;

BAB +2; Grapple +2;
Atk +4 Ranged Touch (+5 within 30 ft.)
Atk +3 Melee (1d4/crit 19-20, Dagger)
Atk +5 Ranged (1d8/crit 19-20, Crossbow)
Atk +6 Ranged (1d8+1/crit 19-20, Crossbow within 30 ft.)

Skills: (40 points, including synergy, half-elf racial modifiers and psi-crystal)
Bluff +8 / 5
Concentration +9 / 8
Diplomacy +7 / - (0 ranks, +3 Cha, +2 Bluff Synergy, +2 Sense Motive Synergy)
Gather Information +7 / 4 (4 ranks, +3 Cha)
Intimidate +9 / 4 (cc) (2 ranks, +3 Cha, +2 synergy, +2 Psi-Crystal)
Kn. Psionics +6 / 5
Listen +2 / -
Psicraft +8 / 7
Search +2 / -
Sense Motive +6 / 5
Spot +2 / -
Wilderness Lore +2 / 2 (cc)

Feats:
Inertial Armor, Point Blank Shot, Cortical Resonance (non-psionic), Elemental Spike (cold).

Equipment:
+1 light crossbow, MW dagger, boots of the winterlands, psionatrix of telepathy, circlet of awareness, talon rings.
Potion (cure moderate wounds), Tattoo (invisibility), Power Stone (negate psionics), +5 shard of Wilderness Lore
(4x).
Mundane Gear (~35 gp), gold and gems (53 gp).

Powers: (21 PP, 8 talents/day)
0 - chilling mist (DC +1), daze (DC +4), detect psionics, inkling, judge, my light;
1 - charm person (DC +5), cryo blast, lesser mindlink, psychic crush;
2 - inflict pain (DC +6), vim;

Psionic Combat
Mode check bonus +4.
Resting mode: Psychic Subdual +4, passive.

"Shiv", bully Psi-Cristal.
SQ: Sighted, Empathic and Telepathic Link, Self-Propulsion

Background, Personality
To come...
 
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Character name – Akaros of Deria.
Alignment: CN
Class: Cleric level 5
XP: 10000
Race: Human Gender: Male Age: 27

ABILITY BONUS
Str: 14
Dex: 12
Con: 16 (15 point buy + level 4 bonus increase)
Int: 10
Wis: 16
Cha: 10

Combat stats:

HP: 39 A/C: 20=10+9 (armor) +1 (Dex) Speed: 20 ft

Saving throws: Fort: +10 Ref: +3 Will: +8

Initiative bonus: +1

Main weapons:

Melee: +5 Total Attack bonus: MW Greatsword: +7
Damage: MW Greatsword 2d6+4. Crit: 19,20/x2


Ranged: +4 Total Attack bonus: Light crossbow +2
Damage: 1d8. Crit 19,20/x2

SKILLS

Knowledge: Religion +4=4 ranks +0 Int
Concentration +11= 8 ranks + 3 Con
Spellcraft +4= 8 ranks + 0 Int
Heal +7= 4 ranks + 3 Wis

FEATS

Martial weapon Proficiency (greatsword) [Domain]
Weapon focus (greatsword) [Domain]
Power attack
Cleave
Great Fortitude

CLASS FEATURES AND RACIAL TRAITS

Extra feat at level 1
Extra skill point per level, 4 extra skill poits at level 1
Proficiency with all armors and shields, proficiency with simple weapons.
War Domain: Proficient and Weapon focus with deity chosen weapon
Fire Domain: Rebukes fire creatures, turn water creatures.
Rebuke Undead 3 times/day
Spontaneous casting of Inflict Spells.
Divine Spells.

LANGUAGES

Common

EQUIPMENT
name + price + weight

Armour
+1 Full Plate 2650 gp, 50 lb.

Weapons
+1 Greatsword 2350 gp, 15 lb.
Dagger 2 gp, 1 lb.
Light Crossbow 35 gp, 6 lb.

Other
Crossbow bolts (10) 1 gp, 1 lb
Wooden holy symbol 1 gp, negligible weight
Backpack 2 gp, 2 lb with:
-Healer´s kit 50 gp, 1 lb.
-Waterskin 1 gp, 4 lb
-One day rations 5 sp, 1 lb
-Bedroll 1 sp, 5 lb
-Sack 1 sp, ½ lb
-Flint and steel 1 gp, negligible weight
-Everburning torch 25 gp [self made], 1 lb
-Whetstone 2 cp, 1 lb

Wand of Cure Light Wounds (caster level 1) with 50 charges 750 gp.
Cloak of protection +1

Scrolls of:
-Magic weapon 25 gp
-Summon monster I 25 gp
-Lesser Restoration 300 gp
-Dispel magic 375 gp
-Protection from elements 375 gp
-Divine Power 700 gp

331 gp.

Total weight 89 lb
Carrying capacity: light up to 58 lb, medium up to 116, heavy up to 175 lb.

Commonly prepared Spells:

Level 0: Saving Throw DC 13
Detect Magic, Read Magic, Cure minor wounds x2, Resistance.

Level 1: Saving Throw DC: 14
Bless x2, Shield of Faith, Endure Elements. Domain: Burning Hands.

Level 2: Saving Throw DC 15
Endurance, Cure Moderate Wounds, Bull´s Strenght . Domain: Produce Flame.

Level 3: Saving Throw DC 16
Cure Serious Wounds, Prayer. Domain: Magic Vestment.
 

Character Name: Michael Swordsbane
Player Name: Thels
Dungeon Master: Erekose13
Race&Gender: Human, Male
Class&Level: Fighter5
Alignment: Chaotic Good
Size: Medium
Age: 25
Height: 6'6"
Weight: 280lb
Skin&Eyes: Pale, Brown
Hair: Short Black

Strength: 18 (+4)
Dexterity: 13 (+1)
Constitution: 14 (+2)
Intelligence: 10 ( 0)
Wisdom: 10 ( 0)
Charisma: 12 (+1)

Fortitude Save: +6 (+4 Base, +2 Con)
Reflex Save: +2 (+1 Base, +1 Dex)
Will Save: +1 (+1 Base, +0 Wis)

Melee Attack: +9 (+5 Base, +4 Str)
Ranged Attack: +6 (+5 Base, +1 Dex)
Initiative: +1 (+1 Dex)

Max Weight: 100 (Light), 200 (Medium), 300 (Heavy)
300 (Over head), 600 (Off ground), 1500 (Push or drag)
Movement Speed: 30/x4, 20/x4, 20/x3

Armor Class: 21 (+8 Armor, +0 Shield, +1 Dex, +1 Deflection, +1 Natural Armor)
Hit Points: 42 (of 42)
Experience: 10000 (need 15000)

Languages: 1 (1 Racial)
Common

Skills: 24 (3/level)
Climb +6 (+2 Ranks, +4 Str), -5 Armor Check Penalty
Jump +6 (+2 Ranks, +4 Str), -5 Armor Check Penalty
Handle Animal +9 (+8 Ranks, +1 Cha)
Ride +11 (+8 Ranks, +1 Dex, +2 Synergy)
Swim +8 (+4 Ranks, +4 Str)

Class Abilities:
Armor Proficiency: All Armor and Shields
Weapon Proficiency: All Simple and Martial

Feats:
Cleave
Dodge
Improved Initiative
Power Attack
Weapon Focus: Greatsword
Weapon Specialization: Greatsword

Weapons:
Greatsword +1 (To Hit +11, Dmg 2d6+9, Crit 19-20/x2, Large, Slashing, 15lb)
Masterwork Mighty Composite Longbow +4 Str (To Hit +7, 110', Dmg 1d8+4, Crit 20/x3, Large, Piercing, 3lb)

Armor:
Masterwork Full Plate (Armor 8, Max Dex +1, Check -5, Heavy, 50lb)

Other Equipment:
Explorer's Outfit
Ring of Protection +1
Amulet of Natural Armor +1
Quiver of 100 Arrows (15lb)
Backpack (2lb)
2 Sacks (1lb)
Bedroll (5lb)
Winter Blanket (3lb)
Silk Rope (5lb)
Crowbar (5lb)
Whetstone (1lb)
Flint and Steel
10 Torches (10lb)
1 Week Trail Rations (7lb)
1 Week Water Skins (28lb)

Total Weight: 150 lb
Money: 0pp, 168gp, 5sp, 8cp

Michael had a knack for fighting since he was a little kid. His great physical strength and good fighting style made him beat any other kid in the neighbourhood. It only made sense to him to make it his profession when he grew older. Now Michael is scavenging the countryside looking for work and adventure, occasionally hiring himself out as a man-at-arms, following rumors of treasure at other times. Though this hasn't made him exactly rich, he's content with his lifestyle and wishes to persue it in the years to come.
 
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Riejar Rohat

Character Name : Riejar Rohat
Character Race : Human
Character Class(es) : Fighter
Alignment : Chaotic Good

Gender : Male
Age : 24
Height : 6’2”
Weight : 200
Eyes : Green
Hair : Long Brown

Character Level : 5
Known Languages : Common, Dwarven,

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

Strength : 16 (+3)
Dexterity : 12 (+1)
Constitution : 14 (+2)
Intelligence : 14 (+2)
Wisdom : 11 (+ 0)
Charisma : 12 (+1)


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Armor Class : 20 [ BASE (10) + ARMOR (6) + SHIELD(3) + DEX (1)]

Flatfooted Armor Class : 19

AC Penalty: -4
Maximum DEX bonus: +3
Armor Type & Weight:
. +1 Large Steel Shield [15 lbs] (1320 GP)
. +1 Breastplate [30 lbs] (1350 GP)
. 2 Locked Gauntlets [10 lbs] (16GP)

Special Armor Class Notes :
-------------------------------------------------------

Hit Points : 42

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Save vs. Fortitude : 7 [BASE(4) + CON MOD (2) + Magic Mod (1)
Save vs. Reflex : 3 [BASE(1) + DEX MOD (1) + Magic Mod (1)]
Save vs. Will : 2 [BASE(1) + WIS MOD (0) + Magic Mod (1)]

Special Save Notes :
Cloak of Resistance +1 (1000 GP)
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Initiative Modifier : +5 [Improved Initiative Feat]

Base Attack Bonus : +5

Melee Attack Bonus : +8
Melee Attack Bonus w/ +1 Bastard Sword: +10

Ranged Attack Bonus : +7

Special Combat Notes :

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

Weapons :

.+1 Bastard Sword / +10melee / 1d10 +2 damage / 19-20/X2 critical / slashing damage / 10 lbs. (2335GP)

.Silver Punching Dagger / +8 melee / 1d4 damage / X3 critical / piercing damage / 2lbs. (10GP)

.Masterwork Mighty Composite Longbow (+3 STR Bonus) / +7 ranged / 1d8+3/ X3 critical / 110 ft / piercing damage / 3 lb. (700GP)
. Masterwork Silver Arrows(20) 3 lbs. (160GP)
. Masterwork Silver Arrows(20) 3 lbs. (160GP)

Weapon weight: 24 lbs.
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Skills :

Name/Total Mod (Ability) ** # Ranks taken
40 Points
* Climb/9 (Str +3 ) 6 ranks
*Ride/7 (Dex +1) 6 Ranks
* Jump/9 (Str +3 ) 6 ranks
* Swim/9 (Str +3 ) 6 ranks
Spot/2 (Wis +0 ) 4 ranks [CC]
Listen/2 (Wis +0 ) 4 ranks [CC]
Handle Animal[/b]/9 (Cha +1) 8 ranks


* Armor Check Penalty Applies
+Cannot Use Unless Trained
[CC] Cross Class Skill
-------------------------------------------------------

Feats :

Exotic Weapon Proficiency[Bastard Sword]
Weapon Focus [Bastard Sword]:
Weapon Specialization [Bastard Sword]:
Power Attack
Cleave
Improved Initiative

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Equipment & Gear (include weight of individual items and total weight) :

Backpack (Holds) 2gp 2 lbs.
. Explorer's outfit 10gp 8 lb.
. Rope, Silk (50 ft.)10gp 5 lbs.
. Torch 1cp 1 lbs.
. Torch 1cp 1 lbs.
. Grappling hook 1gp 4 lbs.
. Waterskin 1gp 4 lbs.
. Rations, trail(per day) 5sp 1 lbs.
. Rations, trail(per day) 5sp 1 lbs.
. Rations, trail(per day) 5sp 1 lbs.
. Rations, trail(per day) 5sp 1 lbs.
. Rations, trail(per day) 5sp 1 lbs.
. Potion Cure Light Wounds 50gp
. Potion Cure Light Wounds 50gp
. Potion Cure Light Wounds 50gp
. Potion Cure Light Wounds 50gp
.Potion Cure Moderate Wounds 300gp
.Potion Cure Moderate Wounds 300gp


Pouch, belt (Holds) 1gp 0.5 lbs.
. 5 Pieces Chalk 1cp *
. 5 Fishhooks 1sp *

Pouch, belt(Holds) 1gp 0.5 lbs.
. 2 Whetstones 2cp 1lb
. Oil (1-pint flask) 1sp 1 lbs.
. Flint and steel 1gp *

Pouch, belt(Holds) 1gp 0.5 lbs.

Dog (German Shepard) 150gp

Heavy Warhorse 400gp
Military Saddle 20gp
Bit & Bridle 2gp
Saddlebags(Holds) 4gp
. Waterskin 1gp
. Tent 10gp
. Bedroll 1sp.
. Blanket, winter 5sp
. Rations, trail(6 days) 3gp.

*No weight worth noting.

EQUIPMENT WEIGHT: 33.5
ARMOR WEIGHT: 55 lbs.
WEAPON WEIGHT: 24 lbs.
TOTAL WEIGHT: 113 lbs.

Carrying Capacity 16 STR Light: up to 76 lb. Medium: 77-153 lb. Heavy: 154-230 lb.
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Money : 50/PP 27/GP ___SP ___CP

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Base Speed : 30 feet

Description
Riejar is a large, generally good-looking man, standing at 6'2” and weighing about 200lbs. He is very muscular and his skin is dark and weathered due to years of working on a farm.
His long brown hair hangs freely around his shoulders and he has a short well-kept beard and mustache.
An ornate bastard sword is at his side, a dagger is strapped to his thigh and a Composite bow is slung across his back. He also carries a large shield.
His warhorse carries most of his supplies, but Riejar does carry several leather pouches around his waist and a backpack with a few essentials.

If one were to talk to Riejar they would find him distrustful but polite and intelligent. He speaks little to strangers but is an enjoyable person if you are a friend. He has a loud deep voice that seems to attract people’s attention, but when in a strange place he tries to keep it to a whisper.
A large black German Shepherd named Goliath is always at his side or very close by, keeping one eye on his master and the other on the Warhorse.



Character History :
Riejar Rohat grew up on a small farm leading a sheltered but caring life. There he lived with his mother and older sister. His father, Kelirigorn Rohat, was a Knight and Riejar wished that he too could be a Knight one day.

When Riejar was at the young age of 5, his father was slain in a great battle. Riejar's mother forbid her son to follow his dream of becoming a noble warrior for fear that she would lose him the same way she lost her husband.

At the age of 7, Riejar discovered that his neighbor, Keldorn Arath, on the next farm, several miles down the road was a retired fighter. Riejar began to sneak away to see Keldorn and learn the ways of a warrior. Keldorn was an expert swordsman and he spent most of his time teaching Riejar how to use it effectively in combat. He trained for many years learning how to use his fathers sword.

When Riejar reached the age of 18 he discovered his fathers sword, which was hidden away in his mothers room. He was awed in its ornate beauty and craftsmanship. Angry that his mother never told him about the sword, he confronted her about it. She refused to speak with him about his father or the sword and this only fueled his anger. After some hateful words to his mother, Riejar ran away, taking his fathers sword with him. Knowing that his mother would come looking for him, he stayed at Keldorn's farm, hiding in the barn. Keldorn did not know he was there, otherwise he would have sent him home to apologize to his mother.

Three days later, he awoke from his hiding place, to the smell of smoke. Grabbing his father’s sword, he rushed outside to see a billowing black cloud of smoke coming from over the distant hill, from the direction of his home. In a panic, he ran as fast as his legs could carry him. As he drew closer to his home, his heart only sank and tears welled up in his eyes. His home and barn were ablaze. He could see someone lying in the middle of the road to his house. In the distance he could see a large group of men riding off on horseback. As he slowly neared the body, he could see that it was his mother. He rushed to her aid but it was to late. Her throat had been cut. As he stood up from his mother’s body, to look for his sister, he heard the sound of heavy footsteps behind him. Unsheathing his father’s sword he spun around ready for a fight. Instantly he dropped his sword in horror as Keldorn stumbled forward, his body riddled with arrows. As Keldorn fell to his knees, he tried to speak. “Slavers…” he gasped as he coughed up blood. “Your sister...”, with that he toppled over, lifeless.

Knowing that he would be killed, Riejar resisted the need to chase after the men. With tear filled eyes, Riejar buried his mother and his best friend that morning. Wanting desperately to go after his sister, he hurriedly buried the two and then returned to Keldorn’s home.

There he found Keldorn’s suit of armor. After equipping a few other supplies, Riejar set off on his journey to find his sister and hunt down the men that killed his mother. In his mind, feeling that he was to blame, he would never forgive himself. From that day on Riejar swore on his father’s sword that he would devote his life to becoming a Knight like his father and ridding this land of evil.

After 2 years of hunting down, interrogating and killing many of the slavers, Riejar found that his sister was being held by a man named Kazadar. Kazadar was a wealthy merchant that made a living of selling slaves such as his sister. Kazadar liked her, and kept her for himself. Riejar found the merchant in his hometown, entered his house and freed his sister.

Not wanting the same thing to happen to other families, Riejar found Kazadar and killed him. However, Kazadar was also a high official for the city and was using it for a front to hide his real trade. Due to this, Riejar is now hunted by mercenaries hired by the City Officials.
 

Lomas Briggenthal

Lomas Briggenthal, human male, Seer 5 (secondary Psychometabolism and Telepathy)

Str 8, Dex 14, Con 14, Int 12, Wis 18 (+1 from level), Cha 11
HP 5d4 + 10 (=25)
AC 19 (+2 Dex, +2 Lg Darkwood Shield, +4 Mithril Chain, +1 Ring of Protection)
Fort +6, Ref +6, Will +9
Align N
Move 30' base (60' downhill, 45' flat, 30' uphill with Boots of Skating)

BAB: +2 (+1 in melee, +4 ranged)
MW Silver dagger (+2, d4-1 melee; +5, d4-1 thrown)
Base Psi Combat +4 (+7 with Mental Adversary)
Default/passive psi combat mode: Psychic Subdual +2

Feats:
Mental Adversary (+3 in psi combat), Overwhelm Buffer (force non-psis into psi combat), Lightning Reflexes, Inner Self, Creature Capacitor (5 point limit)

Skills:
Autohypnosis (cc) +6; Concentration +10; Knowledge (psionics) +3; Listen +12; Psicraft +7; Sense Motive +12; Spot +12; Stabilize Self (cc) +4

Power Points/day: 12 + 9 (stat bonus) + 1 (Inner Str) = 22
Creature Capacitor allows storage of 5 points in my body as well.

Powers:
0-level - Inkling, Far Hand, Finger of Fire, Missive, Elf Sight, Float
1-level - Object Reading, Lesser Body Adjustment, Ego Whip, Chrysalis
2-level - Sensitive to Psychic Impressions, Recall Pain


Psi Crystal - "Blaze" (Hero, +2 Fort save)
Int 8; Blindsight 40ft; Emp/Telepathy; Self-propelled 20ft (costs 1pp); AC13, Hardness 8, HP 20.


Gear

Mundane: Masterwork silvered dagger x2, backpack, bedroll, belt pouch, 2 days trail rations, flint and steel, waterskin, traveler's garb. (626.1GP)

Magical: Everburning torch, 4 dull gray ioun stones, cloak of protection +1, ring of protection +1, mithril chain shirt, large darkwood shield, potion: alter self, boots of skating, power stones (levitation, clairvoyance, invisibility, animal affinity x3, darkvision, fly). (8272GP)

Coin: 101GP, 9SP


Lomas is a skinny young man of 22 years. While weak, he does not come across as unhealthy. He generally dresses well and there is a great depth of character and wisdom in his eyes.

Psi manifested itself in Lomas at an early age. His parents, simple peasants, did their best for him, but often tried to hide their son's talents out of unjustified fear. In his early teens, a wandering bard recognized and identified Lomas' gifted inner senses. The bard connected Lomas with another psi for further training.

Lomas' tutelage under the seer Farsath lasted only two years - just long enough for Lomas to feel he was capable of carrying on his own study. Farsath used her psi powers toward highly dubious and unethical ends, and her demands upon Lomas to do likewise rubbed him the wrong way.

He has traveled across the country for the last two years - seeing sights, meeting people, and trying to further develop his talents as a seer. His psicrystal, Blaze, is constantly urging him to perform heroic deeds. Lomas grumbles at the nagging, but usually concedes and helps those in need. The psicrystal is, after all, a manifest part of Lomas' subconscious mind.
 

Syfis, female elf Tra5: CR 5; ECL 5; Medium-size Humanoid (elf); HD 5d4+5; hp 20; Init +8; Spd 30 ft; AC 14 (+4 Dex); Melee longsword +2 (1d10-1); SA spells; SQ summon familiar (none); AL CG; SV Fort +2, Ref +5, Will +4; Str 8, Dex 18, Con 12, Int 16, Wis 10, Cha 14.
Skills and Feats: Concentration +13, Diplomacy +6, Knowledge (arcana) +9, Knowledge (the planes) +9, Knowledge (religion) +9, Spellcraft +11; Combat Casting, Extend Spell (Free), Improved Initiative, Scribe Scroll (virtual).
Languages Spoken: Auran, Celestial, Common, Draconic, Sylvan

Wizard Spells Prepared (4/5/4/3) (Abjuration and Enchantment Banned):
0-Detect Magic (x3), Light
1-Burning Hands, Expeditious Retreat, Mage Armor, Magic Missile (x2)
2-Invisibility, Mark of Air, Rope Trick, Whispering Wind
3-Fly, Gaseous Form (x2)

Spellbook
All cantrips
1-Anavar's Anticipated Attack (BoEM II), Burning Hands, Creature Loresight, Expeditious Retreat, Mage Armor, Magic Missile, Object Loresight, Shocking Grasp, Summon I, Unhand (BoEM II)
2-Invisibility, Mark of Air, Rope Trick, Whispering Wind
3-Fly, Gaseous Form

Equipment: Masterwork Longsword (315), Potions (Cure Light Wounds x8, Cure Moderate Wounds x2, Glibness, Hiding x2, Love x3, Sneaking x2, Vision x3) 3,000, Quaal's Feather Token (Tree) x4 (200), Scrolls (1st-Expeditious Retreat x2, Mage Armor x6, 2nd-Bull's Strength x2, Cat's Grace x2, Endurance x2, Invisibility x3, Knock, Mark of Air x2, Rope Trick x2, Shatter, Whispering Wind x3, 3rd-Fly, Gaseous Form, Haste, Slow) 4,400 gold, Spell Component Pouch x3 (All 3 kept in different areas), Wand of Unhand (50 charges, BoEM II, +8 bonus), 365 gold remaining
 
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Mahe (MA-hey)
Male human Druid 5
Neutral Good

Ability Scores:
Strength 14
Dexterity 16 (15 at start, +1 at level 4)
Constitution 14
Intelligence 10
Wisdom 14
Charisma 8

Hit points: 34
AC: 18 (+3 dexterity, +5 sacred)
Initiative: +3
Base attack bonus: +3
Move: 20 feet
Saves:
+1 to saves against magic
Fortitude +6 (+4 base +2 constitution)
Reflex +4 (+1 base +3 dexterity)
Will +6 (+4 base +2 wisdom)
General attacks:
Attack +6 melee (+3 BAB +2 strength, +1 enhancement)
Attack +7 ranged (+3 BAB +3 dexterity, +1 enhancement)
Specific attacks:
Sling +6 ranged, 1d3+3 damage (-1 to hit, sling stones instead of bullets)

Quarterstaff +6 melee, 1d6+4
With two-weapon fighting:
Quarterstaff +4/+4 melee, 1d6+3/1d6+2

With Shillelagh cast:
+6 melee, 2d6+4 damage
With two-weapon fighting:
+4/+4 Melee, 2d6+3/2d6+2

With Brambles cast:
+6 melee, 1d6+9
With two-weapon fighting:
+4/+4 melee, 1d6+8/1d6+7

With both Brambles and Shillelagh cast:
+6 melee, 2d6+9 damage
With two-weapon fighting:
+4/+4 melee, 2d6+8/2d6+7

With Spikes cast:
+7 melee, 1d6+10 19-20/x2
With two-weapon fighting:
+5/+5 melee, 1d6+9/1d6+8 19-20/x2

With both Spikes and Shillelagh cast:
+7 melee, 2d6+10 19-20/x2
With two-weapon fighting:
+5/+5 melee, 2d6+9/2d6+8 19-20/x2

Skills [Total] (ranks)
Concentration +10 (8)
Diplomacy +3 (0)
Handle Animal +9(8)
Heal +10 (8)
Knowledge: Nature +10 (8)
Survival +12 (8)

Feats: Two-weapon fighting, Sacred Vow (BoED; +2 to diplomacy), Vow of Poverty, Exalted Companion, Nymph's Kiss

Equipment: Traveler’s outfit, cold weather outfit, hide armor, holly and mistletoe, quarterstaff, sling, 10 sling stones (-1 to hit), waterskin, 2 days trail rations. (the rest of the ~8980 gold pieces have been given away [see background] or invested in caches of food and supplies throughout the wild, marked for all to use by a recognizable symbol)

Special Abilities:
Wild Empathy +6
Nature Sense
Animal Companion
Woodland stride
Trackless step
Resist Nature’s Lure
Wild Shape 1/day (Any small or medium animal)

Vow of Poverty bonuses:
+5 sacred bonus to AC
2 bonus exalted feats
Endure Elements
Exalted Strike +1 (magic)
Sustenance

Animal Companion:

Tirthoron, Celestial Eagle
Small Magical Beast
Hit Dice: 3d8+3 (16 hp)
Initiative: +3
Speed: 10 feet, fly 80 feet (average)
Armor Class: 17 (+1 size, +3 dex, +3 natural armor), touch 14, flat-footed 13
Base Attack/Grapple:+2/-2
Attack: Talons +6 melee (1d4)
Full attack: 2 talons +6 melee (1d4) and bite +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil 1/day (+3 damage vs. evil creature)
Special Qualities: Low-light vision, Darkvision 60 feet, Acid, Cold, and Electricity resistance 5, SR 8, Evasion, Link, Share spells
Saves: Fort +4, Ref +6, Will +3
Abilities: Strength 11, Dexterity 16, Constitution 12, Int 3, Wisdom 14, Charisma 6.
Skills: Listen +2, Spot +16
Feats: Weapon Finesse, Fly-by attack
Tricks (8): Attack, attack unnatural creature, down, fetch, heel, seek, stay, defend.

Spells per day: 5/4/3/1

Spells prepared (To be slightly modified when I find out when I’m being introduced; he prepares different spells when heading into town, for example, with charity spells like goodberry predominating):

0-Light, Know Direction x2, Cure Minor Wounds
1-Cure light wounds x2, Shillelagh, Entangle
2-Barkskin, Cure Moderate Wounds, Bull's Strength
3-Spikes

Appearance: Mahe is an intense physical presence in a room, six feet tall with broad shoulders and a solid build. His brown hair and beard are roughly cut and unkempt, as befits someone who spends most of his time in the wilderness, and narrowed flinty blue eyes gaze out of a weatherworn face. He wears simple armor made of animal hides and handspun wool cloak, trousers and shirt. He carries only what he needs to survive in the wild.

Personality and background: In Mahe’s opinion, civilization has done more harm than good. The rich grow soft living decadent lives while the poor break their backs for coppers a day. The cities are a particular source of his ire, personifying all he sees as wrong with the world- the poverty-stricken urban masses live in terrible conditions, and no one even remembers what nature is like.

A druids apprentice since he was a young boy, Mahe is at home nowhere but in the wild. He believes that humanity would be better off if it stopped breeding like rabbits and lived off the land in a sustainable fashion. He spends long stretches at a time in the wild, returning only to cities to relieve the plight of the poor. He stays as long as he can stand, healing and feeding the sick and hungry, and then departs into the wild again.

He channels his disillusionment with humanity, civilization, and materialism in general, and cities in particular, into a gruff personality and a style of interaction stripped of social niceties. You know he likes you when he settles for a comfortable silence. He’ll help someone in need in a heartbeat, particularly if they are poor. Those who ask for his help in a more businesslike fashion find themselves paying in charity to local poor or community service.

Mahe has encountered many fey in the forest, and he treats each one with as much respect as he does their home, leaving them to themselves if they wish to be solitary, staying for a time if they are social, and offering any help they may desire. One he met when he was very young, however, left her mark on him more tangibly.

Mahe, whose master had passed away two years before, had taken up his druidic duties with confidence not always justified by his abilities at the time. In a particular bit of foolhardiness, Mahe attempted to cleanse the woods of a group of wargs that proved more than a match for him. He was forced to run, but the wargs, angry at the death of one of their number, stalked him late in to the night. He surely would of met a messy end if someone had not come to his aid- one of the fairy folk, of unknown type and sufficient power to slay half of the wargs and drive off the rest. Her’vanim was also, like many of her kind, beautiful, and Mahe was (in the manner of the young)
instantly smitten.

Vanim, to his delight, returned his affections, and his lonely days and nights in the wilderness were interspersed with her visits. Vanim’s presence was seasonal- she would come in as spring blossomed, looking as if she had just recovered from a long illness, grow to her full glory in time for the summer solstice, and begin to fade, leaving for parts unknown to stay there over fall and winter. Mahe is worried, though, although he tries not to show it- the weather has turned fair, but there is no sign of Vanim. He has more than once traversed the length and breadth of the forest searching for her, and sent many an animal messenger out searching for her, asking for a meeting-
and each time he has waited in vain.
 
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Folco
Male Halfling
Ranger 5
Neutral

STR 12
DEX 17
CON 12
INT 14
WIS 14
CHA 12

SAVES
FORT 7 4+1CON+1race+1ring
REFL 9 4+3DEX+1race+1ring
WILL 5 1+2WIS+1race+1ring
fear 6 +1HLF

BAB +5
MAB +7 5+1STR+1size
RAB +9 5+3DEX+1size
INIT +3

AC 21 10+3DEX+1size+5armor+2shield

WEAPONS
Longbow +1
-ATT +10 (+1in30, -2rapid)
-DAM 1d6+2 (+1in30, +2human, +4eviloutsider)
Longsword
-ATT +7
-DAM 1d6+1 (+2human, +4eviloutsider)
Dagger, melee
-ATT +7
-DAM 1d3+1 (+2human, +4eviloutsider)
Dagger, thrown
-ATT +10 (+1in30)
-DAM 1d3+1 (+1in30, +2human, +4eviloutsider)

SKILLS
Climb 7 4+1STR+2race
Handle Animal 9 8+1CHA
Hide 15 8+3DEX+4race
Jump 5 2+1STR+2race
Know(Nature) 4 2+2INT
Listen 12 8+2WIS+2race
Move Silently 13 8+3DEX+2race
Spot 10 8+2WIS
Survival 10 8+2WIS
Swim 5 4+1STR
Use Rope 7 4+3DEX

FEATS
*Track
*Rapid Shot
*Endurance
Point Blank Shot
Precise Shot

Abilities
Favoured Enemy: Human +2
Outsider (Evil) +4
Wild Empathy +6
Animal Companion: Wolf

EQUIP
Mithral Shirt +1 (2100)
Longbow (comp +1STR) +1 (2500)
Cloak of elvenkind (2500)
Ring of Resistance +1 (1000)
Darkwood shield (257)
20 arrows, cold iron (2)
20 bullets, silvered (41)
60 arrows (3)
Longsword (15)
Sling
4 daggers (8)
Climber's kit (80)
Everburning torch (110)
Explorer's outfit (3)
Backpack (2)
Blanket (.5)
Flint&steel (1)
Grapple (1)
Silk rope (10)
Waterskin (1)
Whistle (.8)
32pp, 42gp, 7sp

APPEARANCE

Folco is a halfling of average size and build, with tousled brown hair and brown eyes. His face is usually bright, but occasionally darkens for reasons made obvious below. He dresses in utilitarian fashion, in dull browns and greens.

BACKGROUND (under construction)

Folco's family was part of a travelling Halfling caravan. Folco acted as a scout, making sure the path up ahead was safe--most of the time this meant looking out for human bandits.

Eventually the caravan was destroyed by Horrible Things From Beyond, which were summoned by a halfling magic-user (bitter over the loss of every member of his (immediate) family at the hands of bandits) who thought he was more powerful than he really was. He meant to use the outsiders to protect the caravan, but they had other ideas. He was the first to die, and a massacre followed. Only a few got out of the initial slaughter alive. Folco and his father, Bolo (also a scout, though now a bit past his prime), were among them, but some of the outsiders took to hunting down the remnants of the clan for sport.

Folco and his father managed to stay alive and together for just over a year--then, at the edge of a sheer cliff, with nowhere left to run, one of the creatures took Bolo's life. But then Bolo gave the thing a mighty chop to the head with his dying breath, and Folco was able to finish it off, suffering only a couple of cuts for his own part.

Folco built a pyre for his father. The creature's body he pushed over the edge of the cliff, to be dashed on the rocks below.

That was months ago, and Folco hasn't seen hide, hair, nor track of any of the outsiders since. With any luck this trend will continue indefinitely. Although he did get rather good at killing and avoiding them, to this day Folco has no idea what these creatures were, or where they came from. He's considered finding a sage or something in order to find out, but this is what you might call a touchy subject for him, and he's not really comfortable talking about it at the moment.

So, for now he wanders in the forest, alone and despondent. Well, not entirely despondent--a halfling's mood is never completely negative. And not entirely alone--for some time now a wolf has seen fit to follow Folco around, giving him warmth, company, and protection. (Folco calls the wolf "Wolf", because, well, that's what he is.)
 
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