Experienced Characters

Jemal

Adventurer
Well, you guys know what to do. This is for my Experience game, post all characters here, even though there'll be two 'teams', It won't matter whether or not you know the other teams stats, so I'ld like to keep all the characters in one thread.
 

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Rana was born to a minor noble family in the nation of xxxx, where she spent her rather miserable childhood in a the family compound being tormented by her father and brothers. Her family operated an organized crime syndicate out of the dungeons below their compound, specializing in smuggling illicit goods to and from the Underdark. She was raised to lie and spy, with her father fully intending to marry her off to the son of a rival so as to position her to spy on her family's behalf.

Things didn't work out as he planned. When the family's involvement with the Drow became something of an open secret, the nation of xxx decided to make an example of them. They hired a band of adventurers to attack the family compound and slaughter everyone inside, to show the dire consequences of consorting with drow.

As the adventurers dispatched the guards, Rana, 12 years old, and her father were in a room underground. He had finally told her who she was being forced to marry and betray. She refused, just as the team reached the room and began listening through the door. Her father, enraged, beat her mercilessly, first with his fists, then with whatever objects her could find around the room. The assassins broke down the door and shot xbow bolts through his legs, causing him to sink through his knees moments before a dwarven waraxe shattered his chest.

Having heard the fight, they did not have the heart to kill her. The group's cleric examined Rana's quite severe injuries and determined that they would need to either take her with or leave her to die. If he tried to stabilize her, she'd slip away before anyone would find her. So they slaughtered the remaining inhabitants and carried her back to the inn where they were to stay for the rest of the night. When she regained consciousness the next morning, Rana, much to their surprise, thanked her captors for ridding the world of her despicable family and readily agreed to return to xxxxxx to start a new life in service of the state.

She submitted to be drugged and carried in a chest so as not to draw suspicion from the authorities or passersby and to make sure that she could not discover the route to the secret facility that they operated from. They kept her drunk with elfwine for nearly a week, for lack of a better option, and ever since she's had a taste for drink, often in excessive amounts.

After being adopted almost immediately by a very powerful (politically, but also magically and physically) noblewoman, she discarded her brith name for the simple word that she is known by now, which means "wanderer," symbolizing her feelings of homelessless that still tugged at her. Her teenaged years were relatively happy ones, as she quickly grew in stature and popularity in the court as well as in personal might. She was formally inducted into the military, where she attained the rank of captain, eventually leading teams on missions of sabotage and assassination. Later, she joined the diplomatic corps as a diplomat, troubleshooter-for-lone, and sometimes spy and assassin.

Rana appears to be a young, personable, and very pretty young woman of cultured, noble, stock. She is usually quite outgoing, and is comfortable in almost any social situation. It is somewhat difficult for her to open up to people on a deep level, but those who she does truly befriend she holds dear forever.

Her childhood has not left her unscathed. Usually outgoing, she is prone to periodic depression and erratic, emotional behavior. Even when relatively happy, she tends to have a drinking problem, which has persisted since her early teens. Her residual feelings of rejection and guilt regarding her family make her very protective of those that she is willing to grow emotionally attached to, and she is known to occasionally be heroic to the point of foolishness. Other times, her heroism can be attributed to a craving for acceptance and affection.

Her anger has helped her develop a great deal of zeal for killing, but her rage has been moderated as of late, after she was forced to kill her last surviving brother, the only one she actually loved, in battle. This extreme act partially settled her own emotional struggle with her family, and she has learned to better appreciate the value of sentient life, and is (slightly) more reluctant to shed blood needlessly.



PC Name : Rana
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Player Name : DM_Matt
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Race : Human
Class : Ranger1/Sorceror6/Eldritch Knight5
Level : 12
XP's : 66,000
Age, gender : 25, Female
Alignment : Chaotic Good
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Strength : 18 (+4enh)
Dexterity : 16 (+2enh)
Constitution : 16 (+2enh)
Intelligence : 12
Wisdom : 8
Charisma :20 (+3 Levels+2 Enh)
----Combat------------------------------------------------
Hit Points : 84 = 10+3*6+4*5+36
Armor Class : 22 = 10 +3(Dex) +5(Armor) +2(Enh) +1(NArmor)+1 (Defl)
Initiative : +12 (+3 dex, +4 imp init+5enh)
Melee attack : +13 = +9(Base) +4(Str)
Ranged attack: +12 = +9(Base) +3(Dex)
Speed : 60 feet

Saving Throws
Fortitude : +13 = +2(Ranger) +2(Sorc) +4(EKnight) +3(Con)+2 (Res)
Reflex : +10 = +2 (Ranger) +2(Sorc) +1(EKnight) +3(Dex) +2(Res)
Will : +7 = +5(Sorc) +1(Eknight) +2(Res) -1Wis

Attack Bonus: +16/+11 (with GMW)
Damage : 2d6+6str+1enh(usually3)+2d6holy+2humans --> often 4d6+9 or 11 v humans
Critical : 19-20/x2
Type : Slashing
Special : +1 magic weapon (Usually +2 with GMW), Adamantine, Holy

----Feats & Special Abilities-----------------------------
Energy Substitution (Cold)
Empower Spell
Eschew Materials
Combat Reflexes
Improved Initiative
Expert Tactician
Craft Wonderous Item
Track
Favored Enemy(Human) (+2 to damage, bluff, spot, listen, sense motive, survival checks)

----Languages---------------------------------------------
Common
----Skills------------------------------------------------
Skills: 6*4+2*11+14+12int+12human = 84
Tumble: +11 (4r, +3dex, +2jump)
Jump +9 (5r, +5str)
Disguise +8 (2r, +2 bluff, +5 cha) (usually +18 due to hat ot disg)
Ride +4 (1 ranks, +3 dex))
Swim +5 (+1r, +4str)
Concentration: +18 (15r, +3 con)
Hide +4 (1r+3dex)
Move Silently +6 (3r+3dex)
Diplomacy: +13 (2r, +5cha,, +2 bluff, +2 Sense Motive)
Bluff +19 (14r, +5 cha) (+2vHumans)
Sense Motive +8 (9r, -1 wis) (+2vHumans)
Spellcraft +16 (15r+1 int)
Perform(Dance) +6 (1r, +5 cha)
Perform (Song) +6 (1r, +5 cha)
Survival -1 (+1vHumans)
----Magic-------------------------------------------------
Spell DC = 15+Spell Level
----Spells Per Day----------------------
Level 0: 6
Level 1: 6 +2
Level 2: 6 +2
Level 3: 6 +1
Level 4: 5 +1
Level 5: 3 +1


----Spells Known------------------------
9/5/4/3/2/1

Level 0: Detect Poison, Detect Magic, Read Magic, Ghost Sound, Mage Hand, Mending, Message, Arcane Mark, Prestidigitation

Level 1: Enlarge Person, Charm Person, Color Spray, Ray of Enfeeblement, Feather Fall

Level 2: Alter Self, Detect Thoughts, Glitterdust, Scorching Ray

Level 3: Fireball, Dispel Magic, Hold Person, GMW

Level 4: Dimension Door, Greater Invisibility

Level 5: Baleful Polymorph

----Equipment--------------------------------
Boots of Continuous Expeditious Reteat (4k) and Continuous Kauper's Skittish Nerves (CasLvl1) (4k)
Belt of Str +4 (16k)
Cloak of Cha +2 (4k)
Gloves of Dex +2 (4k)
Amulet of Con +2 (4k)
Celestial Chain Shirt +2 (16.350k)*
Hat of Disguise (1,800)
+1 Adamantine Holy Greatsword (21,315)
Cloak of Resistance +2 (4k)
Ring of Protection +1 (2k)
Ring of Enlarge Person (Continuous, on chain for easy on/off, 4k)
+Some mundane stuff and special materials weapons and whats left of 2k.
 
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[color=white][b]Name:[/b] Calixte, the Museborn
[b]Class:[/b] Bard
[b]Race:[/b] Half-Elf
[b]Size:[/b] Medium
[b]Gender:[/b] Female
[b]Alignment:[/b] CN

[b]Str:[/b]  8 -1      [b]Level:[/b] 12       [b]XP:[/b] 66000
[b]Dex:[/b] 16 +3      [b]BAB:[/b] +9/+4      [b]HP:[/b] 50 (12d6)
[b]Con:[/b] 10 --      [b]Grapple:[/b] +8     
[b]Int:[/b] 14 +2      [b]Speed:[/b] 30 ft.       
[b]Wis:[/b] 12 +1      [b]Init:[/b] +7        
[b]Cha:[/b] 27 +8      [b]ACP:[/b] -2         

            [b]Base  Armor Shld   Dex  Size   Nat  Misc[/b]
[b]Armor:[/b] 20    10    +5    +0    +3    +0    +0    +2  
[b]Touch:[/b] 15       [b]Flatfooted:[/b] 17

[b]Armament
Armor:[/b] [i]Elven Chain[/i]
[b]Shield:[/b] None
[b]Weapons[/b] 
[i]Rapier +3[/i]

       [b]Total  Base   Mod  Misc
Fort:[/b]   +4      4    +0        
[b]Ref:[/b]    +9      8    +1        
[b]Will:[/b]   +9      8    +1         

[b]Attacks Per Round[/b]
Rapier +15 (1d6+2)
[i]or[/i] Rapier +15/+10 (1d6+2/1d6+2)

[b]Languages[/b]
Common, Elven, Draconic,
Halfling, Sylvan

[b]Ranger Abilities[/b]
[i]Class Skills[/i]
[i]Bardic Lore +16[/i]
[i]Bardic Music 12/day[/i]
[i]--Countersong[/i]
[i]--Fascinate (4)[/i]
[i]--Inspire Courage +2[/i]
[i]--Inspire Competence[/i]
[i]--Suggestion[/i]
[i]--Inspire Greatness (2)[/i]
[i]--Song of Freedom[/i]

[b]Feats[/b] 
Improved Initiative
Weapon Finesse
Negotiator
Persuasive

[b]Skills                  Total  Ranks  Mod  Misc[/b]
Bluff			 +25 	 15    +8   +2
Craft (Art)		 +19	 15    +2   +2
Decipher Script		 +12	 10    +2
Diplomacy		 +31	 15    +8   +8
Disguise		 +13	 5     +8
Gather Information	 +25	 15    +8   +2
Intimidate		 +18	 6     +8   +4
Knowledge (History)	  +7	 5     +2
Listen			  +7	 5     +1   +1
Move Silently		  +8	 5     +3
Perform (Wind Inst.)	 +25	 15    +8   +2
Sense Motive		 +13	 10    +1   +2
Speak Language		  --	 1    
Spellcraft		  +5	 3     +2
Use Magic Device	 +13	 5     +8

[b]Equipment[/b]
Explorer's Outfit
Backpack
--1375 gold piece(s)
Belt
--Flute, Masterwork
Belt Pouch
--Artisan's Tools, Masterwork (Art)

[b]Spells[/b]
[i]Per Day[/i]
5/5/5/5/3

[i]Known[/i]
[b]0th:[/b] Detect Magic, Ghost Sound, Light, Lullaby, Read Magic, Summon Instrument
[b]1st:[/b] Charm Person, Erase, Remove Fear, Silent Image
[b]2nd:[/b] Blur, Cure Moderate Wounds, Hold Person, Hypnotic Pattern
[b]3rd:[/b] Confusion, Deep Slumber, Major Image, Slow
[b]4th:[/b] Hold Monster, Legend Lore, Shout

[b]Magic Items[/b]
[i]Cloak of Charisma[/i] [+6]
[i]Gloves of Dexterity[/i] [+4]
[i]Ring of Protection[/i] [+2]
[i]Earrings of Intellect[/i] [+2] [i](takes the place of a headband)[/i][/color]

Ranger Ability Descriptions
Class Skills
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

ACP applies to the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, Tumble.


Bardic Knowledge +16
A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check. [already noted above])
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.


Bardic Music 12/day
Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.


Countersong (Su)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate [4] (Sp)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.


Inspire Courage +2 (Su)
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)
A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.


Suggestion (Sp)
A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.


Inspire Greatness [2] (Su)
A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp)
A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.

Appearance
Calixte has angular features, appearing much more elven than one would think a half-elf should. She has long, flowing black hair, which hangs down to her mid-back, and is often tied back into a ponytail. When not wearing her elven chain, her clothing is simple, usually in light forest hues; regardless of her outfit, she often has a small pouch at her side, with a variety of brushes protruding from it, and a flute hanging from her belt on her left hip, along a rapier of fine quality.

Description
Eyes - Green
Hair - Black
Height - 4' 9"
Weight - 122 lbs.
Age - 23

Background
“Art is life; life is art.”

I am Calixte, the Museborn.

My father – my adopted father, in truth – is Davian Whysperwynd, an elven bard who taught me most of what I've learned concerning the arts. I say that he is my adopted father because I do not know my real parents... Davian found me in an alleyway when I was very, very young, and took me under his wing. For several decades, we traveled together; once I had learned enough, and he deemed me ready, we went our seperate ways.

I say that Davian taught me most of what I know, and that is true. Most. There is a degree of talent that I have that Davian didn't teach me, that is more intuitive than taught... and nowhere is this more evident than my art.

Davian himself was a harp-player, and he was perhaps the greatest elf alive in that regard. He taught me to use the flute, as he was skilled in the use of almost all instruments. But he knew nothing of art; that talent of mine developed all on its own. Though I am quite comfortable playing a flute, and can play some of the most difficult pieces with it... I am still not nearly as at home with a flute in my hand than with a brush or inkpen.

I have traveled throughout the world, gaining knowledge and honing my skills with the brush and flute. These are not the extent of my skills, however; I get along very well with people, and can hold sway over them with mere words. Some have said that I was a muse in mortal form, my art was so incredible... hence my title, the Museborn. I have no name other than Calixte, which is the name Davian gave me when he found me; if I had a name given to me by my parents, then I have lost it in the mist of memory. Thus I am Calixte, the Museborn.
 
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Rowena Eldredd

Rowena Eldredd
Female Human Paladin 12
Height: 5'6"
Weight: 145 lbs
Hair: Black/white
Eyes: Gray
Age: 27

Diety: Donblas, the Justice Maker

Str: 14 [increased to 16 by gauntlets]
Dex: 12
Con: 14 [increased to 16 by amulet]
Int: 10
Wis: 12 [increased to 14 by Periapt]
Cha: 18 [increased to 20 by belt]

Class and Racial Abilties:
1 feat at first level, 4 skill points at first level and 1 skill point at each additional level


Aura of Good; detect evil, Smite Evil 3x/day (+5 to hit; +12 to dmg), Divine Grace(+5 on saves), Lay on hands (Heal 60 hps/day), Aura of courage, Divine health, Turn undead (as cleric lvl-3), Remove disease 3x/wk

Hit Dice: 12d10 + 36
HP: 129 (75% after 1st)
AC: 28 (+1 Dex, +11 Armor, +5 Shield, +1 amulet)
Init: +1 [+1 Dex)
Speed: 20ft
Armor Check Penalty: -8

Saves:
Fortitude +16 [+8 base, +3 Con, +5 from class]
Reflex +10 [+4 base, +1 Dex, +5 from class]
Will +11 [+4 base, +2 Wis, +5 from class]

BAB: +12/+7/+2
Melee Atk: +
Ranged Atk: +14/+9/+4 (1d8+2, x3, 110 ft. range, +mastwork +2 mighty long composite bow)

Skills:
Concentration +7[5 ranks, +2 wis]

Heal +10[8 ranks, +2 Wis]
Diplomacy +14 [7 ranks, +5 Ch, +2 sense motive syn]
Knowledge (Religion) +5 [5 ranks]
Ride +16[15 ranks +1 dex]
Sense Motive [5 Ranks, +2 Wis]
Feats (6):
Weapon focus: Long sword, improved Critical: Long sword
Mounted Combat, Ride by Attack, Spirited Charge, Improved Turning



Languages
Common


Turning Undead
Rowena can turn undead 8 times a day. Turns as one level higher (due to feat), Gets +2 on turning rolls due to knowledge (religion). Range 60 feet. Total hit die turnable is 2d6+chr bonus+Paladin level-2. Rebuke.

Equipment:
Guantlets of Ogre Power (+2) [4,000gp], +3 Full Plate Armor, +3 heavy shield [9,170gp], +2 Holy long sword (sheds light), Masterwork Mighty +2 Long composite bow [600 gp](40 arrows), +1 bracers of natural armor [2,000 gp], Decanter of endless water [9,000 gp], Headband of Wisdom +2 [4,000 gp], belt of charisma +2 [4000 gp], amulet of health +2 [4000 gp], ring of sustenance [2500 gp], Ring of featherfall [2200 gp], belt pouch, signal whistle, silver holy symbol

Equipment carried on horse: Horseshoes of Speed (+30 move) [3000 gp], Chainshirt Barding, Lance, War hammer, bedroll, 50ft. silk rope, bit and bridle, military saddle, flint and steel, quiver, 20 arrows, winter blanket, ink pen, vial of black ink, 2 sheets of parchment, 5 flasks of oil, 2 flasks of holy water,


Appearance: Rowena has long black hair, with a streak of white resembling a lighting bolt down the center. She stands 5 foot, 6 inches, and weighs in at 145 pounds of muscle and fight. Her skin is fair and her features bold, with wide lips, a sharp nose, and grey eyes


Personality:


Background: Rowena was born the only daughter of The Lord Mayor of Elredd, on the wild coast. Her three older brothers each was destined for a post in the government, but Rowena’s best hope was being assigned a husband who wouldn’t beat her. Early on, she began to rebel. She pursued martial skills, and hung out with the soldiers. At age 15, she became pregnant, and gave birth to twins, Aragon and Jessica. She gave up her children to a wetnurse, and continued to train with the soldiers. Feeling very depressed and unfulfilled, as she sat drinking one day, she appealed to all the gods to give her purpose. She passed out on the bar, and had a vision. Heironeous appeared to her, and told her he had a mission for her, but she had to prove herself worthy. Awaking, Rowena realized her hair had changed. Before it was jet black, but now, a streak of it was pure white. And when she pulled it back, as she generally wore it, the white looked like a lightening bolt over her head. At this point, she became a Paladin. In the years that followed, she left home and traveled, joining with this group and that in the fight for good.


Standard spells:
1: Protection from Evil, Divine Favor
2: Resist Energy (fire)
3: dispel magic

Mount: Silver, Heavy Warhorse
Large Animal
Hit Dice: 10d8+30 (80 hp)
Initiative:+1
Speed: 90 ft. (12 squares)
Armor Class: 26 (–1 size, +1 Dex, +12 natural, +4 barding), touch 10, flat-footed 26
Base Attack/Grapple: +7/+15
Attack: Hoof +12 melee (1d6+5)
Full Attack: 2 hooves +12 melee (1d6+5) and bite +7 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent, emphatic link, share spells, improved saving throws, improved evasion, improved speed, Command creatures of its kind
Saves: Fort +11, Ref +8, Will +5
Abilities: Str 21, Dex 13, Con 17, Int 8, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run
2 extra feats: Dihard, Dodge
Skills (?)
Light load: 459 pounds.
 
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Granite Alehearth
Male Dwarf Monk 6/Drunken Master 6
Region:
Wherever he is.
Patron Deities: Moradin and Bacchus
Alignment: Lawful Good
Height: 4’2”
Weight: 165 lbs
Hair: Dark brown
Eyes: Dark gray, a bit bloodshot
Age: 120

Str: 16 (+3) [8 points, +1 level increase]
Dex: 18 (+4) [4 points, +4 bracers, +2 level increase]
Con: 14 (+2) [4 point, +2 racial]
Int: 12 (+1) [4 points]
Wis: 18 (+4) [10 points, +4 periapt]
Cha: 10 (+0) [4 points, -2 racial]

Class and Racial Abilities:
Unarmed Strike
Flurry of Blows
3 Bonus Feats (Improved Grapple, Deflect Arrows, Improved Trip)
Evasion – Takes no damage from a successful Reflex save.
Still Mind - +2 bonus on saving throws vs. enchantment spells and effects.
Ki strike (magic)
Slow fall 30 ft.
Purity of Body – Immunity to diseases
Drink Like a Demon
Bottle Proficiency
Stagger – Don’t have to charge in a straight line, can charge through threatened squares with a DC 15 tumble check
Swaying Waist - +2 dodge bonus to AC vs. one opponent.
Improvised Weapons
Drunken Rage (1/day)
Lurch – Can Bluff in combat as a ME action, with a +4 to the Bluff check.

Darkvision 60 ft.
Stonecunning
Weapon Familiarity
Stability
+2 racial saving throw bonus vs. poisons
+2 racial saving throw bonus vs. spells and spell-like abilities
+1 racial bonus on attack rolls vs. orcs and goblinoids
+4 dodge bonus vs. giants
+2 racial bonus on Appraise checks on stone or metal items
+2 racial bonus on Craft checks related to stone or metal

Hit Dice: 6d8 + 6d8 + 24
HP: 87
AC: 21 (+4 Dex, +4 Wis, +1 AC bonus, +2 ring)
Init: +8 (+4 Improved Initiative, +4 Dex)
Speed: 70ft

Saves:
Fortitude +12 [+10 base, +2 Con]
Reflex +14 [+10 base, +4 Dex]
Will +11 [+7 base, +4 Wis]

BAB: +10/+5
Melee Atk: +13/+8
(+14/+9 Left Hand, for 1d6+4+1d6 all nonlethal and/or +15/+10 Right Hand, for 1d6+5 +1d6 extra frost, both x2 crit)
(+13/+8 unarmed, for 1d10+3 points of damage with each attack)
Ranged Atk: +14/+9
(With whatever comes in handy)
Flurry of Blows: +12/+12/+7

Skills:
Bluff +11 [11 ranks, +0 Cha]
Diplomacy +7 [5 ranks, +0 Cha, +2 synergy from Bluff]
Handle Animal +7 [14 cross class ranks, +0 Cha]
Listen +14 [10 ranks, +4 Wis]
Profession (brewer) +10 [6 ranks, +4 Wis]
Ride +8 [4 cross-class ranks, +4 Dex, +2 synergy bonus from Handle Animal]
Spot +14 [10 ranks, +4 Wis]
Tumble +19 [15 ranks, +4 Dex]

Feats:
Improved Grapple (bonus 1st level monk)
Dodge (1st level)
Deflect Arrows (bonus 2nd level monk)
Great Fortitude (3rd level)
Improved Initiative (6th level)
Improved Trip (bonus 6th level monk)
Endurance (9th level)
Diehard (12th level)

Languages
Common, Dwarven, Orc

Equipment:

Wearing:
Monk’s clothes
Two bronze mugs on hooks on belt:
Left Hand - +1 merciful mug, (1d6+1+1d6 all nonleathal/x2) – 8,301gp
Right Hand - +2 frost mug, (1d6+2+1d6 cold/x2) – 18,301gp
Bracers of Dexterity +4 (as per gloves) – 16,000gp (Tooled leather bracers bearing pictures of felines)
Periapt of Wisdom +4 – 16,000gp (a small silver pearl on a delicate silver chain)
Sandals of Comfortable Travel (as boots of the winterlands) – 2,500gp (reddish leather sandals that lace to the knee)
Ring of Protection +2 – 8,000gp (plain thick iron band with a small picture of a shield on it.)
Iron wedding ring (ornate iron band with elaborate scrollwork, had to have been made by a master metalworker to get that kind of tiny detail in iron)
Wide-brimmed straw hat that’s seen better days - 1 cp (- lbs.)
Eating knife – 2 gp (1/2 lb.) (In sheath on belt)

Belt pouch –1 gp (1/2 lb.)
Contents of belt pouch:
Signal whistle (in belt pouch) – 8 sp (- lbs.)
Key to chest
24 gp, 8 sp, 3 cp

On Louella

Strapped to barrel harness
Two barrels full of ale (total weight 540 lbs. with both barrels full, total 60 gallons of ale, approximately 300 mugs of ale) – 4 gp
8 ice crystals (Dragon #280, turn as cold as ice in liquid, used to keep the ale frosty cold, 4 in each barrel) – 40 gp (1 lb. in total)
Two clay mugs (tied on) - 4 cp (2 lbs.)
Pitcher of Endless Ale - This blue pottery ale pitcher is painted with scenes of brewing. Created jointly by a priest of Moradin and a priest of Bacchus at Granite’s request, Granite uses it to keep his barrels topped off. The ale it produces is a cut above common ale, though not quite as good as real dwarven ale. 10,000gp. (1 lb). It is currently inside a sack and strapped to the barrel harness.
Sack - 1 sp (1/2 lb.)
Moneypot (beaten copper jug with a latch) - 2 gp (10 lbs.)

In right saddlebag
Bedroll – 1 sp (5 lbs.)
5 square yards of oiled canvas – 5 sp (5 lbs.)
8 flasks of oil (wrapped in the bedroll to keep from breaking) – 8 sp (8 lbs.)
Mule care kit (brush, currycomb, hoofpick) - 1 gp (2 lbs.)
5 pitons - 5 sp (2.5 lbs.)

In left saddlebag
Flint and steel – 1 gp (- lbs.)
10 tindertwigs (in protective pouch) – 10 gp (- lbs.)
28 days worth of trail rations – 14 gp (28 lbs.)
3 sacks – 3 sp (1.5 lbs.)
Mess kit (pot, plate, bowl, cup, spoon, fork made from cheap tin, along with an iron tripod to set up over a fire)– 1 gp (5 lbs.)

Tied to pack saddle
Three-foot long, two-inch thick board – 2 cp (2 lbs.)
6-foot pole (quarterstaff) – 0 gp (4 lbs.)
75 ft. of hemp rope – 1 gp, 5 sp (15 lbs.)
Sledge – 1gp (10 lbs.)
Shovel – 2 gp (8 lbs.)
Waterskin (full of water) – 1 gp (12 lbs.)

Chest with average lock – 42 gp (26 lbs.)
Things within the chest strapped on the back of the pack saddle:
10 ft. of chain – 10 gp (2 lbs.)
Grappling hook – 1 gp (4 lbs.)
Hammer – 5 sp (2 lbs.)
Box of 50 nails – 2 gp (4 lbs.)
2 sets of manacles – 30 gp (4 lbs.)
2 elixirs of fire breath in metal containers – 2,200gp
Potion of barkskin +3 in wooden capped cup – 600gp
Potion of protection from arrows 10/magic in metal container – 300gp

500gp – 10 lbs

Total Money: 524 gp, 8 sp, 3 cp left


Mount

Louella
Female Warbeast Mule
Large Animal
Hit Dice: 4d8+20 (38 hit points)
Initiative: +1
Speed: 40 ft. (Currently 30 ft. due to encumbrance)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 [AC: 15 with barding, touch 10, flat-footed 14]
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d4+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Low-light vision, scent, combative mount, tricks
Saves: Fort +9, Ref +4, Will +2
Abilities: Str 19, Dex 13, Con 20, Int 2, Wis 13, Cha 6
Skills: Listen +9, Spot +8
Feats: Alertness, Endurance
Environment: Warm plains
CR: 2

Louella is a brown and white spotted mule, and a particularly muscular and robust specimen of her kind. Granite got her from a community of halflings that trained all of their working beasts for combat. Though Granite was more interested in Louella’s ability to handle heavy loads, he’s been pleased to have a beast that can defend what he puts on her back. Louella is typically loaded up with two large barrels of ale, and she’s been trained to let no one touch them but Granite.

When traveling down the road, Louella presents a somewhat comical sight, as she has a large barrel on each side of her, a chest strapped to her rump, and her saddlebags bulge with all sorts of things. A long pole, sledgehammer, and shovel lie on top of her pack saddle, along with a long coil of rope, leather horse barding, and a short thick board.

While Louella is trained to wear armor, Granite doesn’t usually bother with it. He does own some leather barding for her, and he’ll have her wear it if he’s traveling particularly treacherous roads.

Skills: Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.

Combative mount (Ex): A rider on a trained warbeast mount gets a +2 circumstance bonus on all Ride checks. A trained warbeast is proficient with light, medium, and heavy armor.

Tricks: Granite Alehearth has trained Louella to do the following tricks, Come (also trained to come to Granite’s signal whistle), Guard, Work, Perform, Stay, Heel. Her performance tricks include picking people out of a crowd who “need” ale (usually the biggest person), neighing on command, walking in a circle, sitting and laying down, removing people’s hats, and “kissing” Granite.

Possessions: Louella had a pack saddle, saddlebags, barrel harness, and leather barding on her, along with the rest of Granite’s possessions, see above. She also wears two pairs of horseshoes of warmth (as per two boots of the winterlands) – 5,000gp.

Loads:
Light load – 350 lbs. or less
Medium load – 351-700 lbs.
Heavy load – 700 – 1050 lbs.
Can drag 5250 lbs.

Louella is currently carrying 780 lbs, and is heavily encumbered. She can travel 24 miles in a day.

[Costs and weights for Louella: Louella herself – 150 gp, pack saddle - 5 gp and 20 lbs, saddlebags - 4 gp and 8 lbs, barrel harness - 5 gp and 8 lbs, leather barding - 40 gp and 30 lbs.]

Appearance:
Granite Alehearth is a rather scruffy individual. He wears loose-fitting canvas pants that are much patched, and an equally loose shirt that's seen better days. A wide leather belt keeps all of that together, but even that is rather worn. Two leather bracers, a large cut above his usual attire are on both of his wrists, and he wears a plain iron band on his right hand, and a more elegantly-wrought one on his left. His face is usually shaded by a battered, wide-brimmed straw hat whenever he’s outdoors.

His dark gray eyes are often bloodshot, and his dark brown hair and beard are long and wildly unkempt. Under his shirt he wears a thin silver chain from which dangles a small silver pearl. Two bronze mugs hang from his belt, both covered with dwarven script. Those who can read them find that one says "Beloved Audhild" and the other says "Beloved Oskar."

Granite travels with a sturdily-build mule he called Louella, who carries two small barrels on her back, one on each side. Frequently Granite will tap one of them into one of his mugs and drink. While the mule is impeccably cared-for, Granite often looks as if his last bath was several months ago.

However, despite his appearance, he is competent in a fight and isn't afraid to let others know to not rile him. Though he often walks with a stagger and the smell of ale clings to him, he can turn a drunken stagger into a punishing blow, as more than one barroom brawler can attest to.

Personality:
Granite is a gruff individual, but he can spin some good tales, particularly after a couple of mugs of ale. He rarely talks about his past, but can come up with a convincing-sounding strangely-relevant anecdote for almost any situation, particularly if it's meant to get someone back on the straight and narrow. He'll try to help anyone whom he feels needs it, usually in the form of some uncannily sage advice shared over a mug of ale.

In battle he's a freewheeling wonder, swinging both ale-filled mugs around with abandon, taking a drink every now and again. He'll swing from rafters, slide down banisters, and use tables to pin people to walls. One of his mugs, the Left Hand is enchanted to only do nonlethal damage, which is what he tends to use during bar brawls. It's when he pulls out both mugs that you're in trouble.

Background:
Born in the small Hammerfist clan and given the name Oskar when he came of age, Granite/Oskar learned his clan's way of defending their clan early, by use of both weapons and unarmed combat. He took a wife, Audhild, early in life and enjoyed many happy years of prosperity, with both of them patrolling the tunnels around the Hammerfist stronghold. On one of their anniversaries, Oskar had matching drinking mugs made for both him and Audhild, as both loved to drink ale and converse by their hearth late into the evening.

They had two sons, Ebing and Tornol, both of whom wanted to follow in their parent's footsteps. It was when Tornol, the younger, had just come of age that tragedy struck. Audhild was patrolling the caverns with her husband when an ankheg struck, cutting her in half. Barely able to escape to call for help, Oskar was inconsolable for a month. On one not particularly special day, Oskar packed up a small purse of change and both his and his dead wife's mug and left the Hammerfist stronghold.

Now calling himself Granite Alehearth, the dwarf went to the surface world and began to lose himself in a haze of drink, quite a feat for a dwarf. However, even in his sorrow he remembered to practice the techniques of combat that had been drilled into him as a child. After stopping more than one bar brawl, even when apparently dead drunk, a group of local drunken masters heard of him.

Stopping in at his current watering hole, the drunken masters told him he had great potential to fulfill a greater purpose than mourning for what was lost. Growling at how this was possible, the drunken masters took him on a whirlwind tour of the city's bars, getting into and stopping bar fights, all in the name of helping those poor unfortunate drunken sops from getting taken advantage of.

While Granite couldn't quite share the drunken master's caviler attitude, he could see a great deal of what they said made sense. He studied with them for a few months, mastering their drunken fighting technique, before going out on his own again. He found a certain kind of satisfaction in the unorthodox fighting techniques, and began to feel a certain kind of responsibility again.

Now Granite travels from town to town with his trained mule Louella. He loads her up with as much ale as she can carry, and sells it on the road and in town, as well as drinking some himself. But this gig as the traveling ale-seller is mostly a cover for what he really does nowadays. He crawls the alleys behind the worst pubs and taverns, helping the city watch keep the peace in places where they dare not tread. He breaks up bar fights and even helps start a few when necessary, rescues those that haven gotten in over their heads, and generally tries to help keep the peace anyway he can. Though a bit unorthodox, he generally tries to help enforce the laws of the town wherever he goes.
 
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Eedrick : Human/Male (Ranger/Rogue/Fighter)

Character Name : Eedrick of the Blackwoods
Character Race : Human
Character Class(es) : Ranger 7/ Rogue 3/ Fighter 2
Alignment : Chaotic Good

Gender : Male
Age : 24
Height : 5’10’’
Weight : 195
Eyes : Forest Green
Hair : Black

Character Level : 12
Known Languages : Common, Elvish, and Dwarven.

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

Strength : 14 [18]….....+4…..(6 points, +4 Enchantment)
Dexterity : 16 [20]....…+5……(8 points, 4th Level Bonus, +4 Enchantment)
Constitution : 16 [18]…+4……(6 points, 8th and 12th level bonus +2 Enchantment)
Intelligence : 14…........+2....(6 points)
Wisdom : 10 …….................(2 points)
Charisma : 10……................(2 points)


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

Armor Class : 23 [ BASE (10) + ARMOR (8) + DEX (5)]

Flatfooted Armor Class : 18
AC Penalty : -1
Maximum DEX bonus: 5
Armor Type & Weight: Light
.+3 Mithral Breastplate [30 lbs] (13,200 GP) [+8 Total Armor Bonus]

Armor weight : 15 lbs.
Hit Points : 135

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

Save vs. Fortitude : 16 [BASE(9) + CON MOD (5) + CLOAK (2)]
Save vs. Reflex : 15 [BASE(8) + DEX MOD (5) + CLOAK (2)]
Save vs. Will : 5 [BASE(3) + WIS MOD (0) + CLOAK (2)]

Special Save Notes :
Cloak of Resistance +2
-------------------------------------------------------

Initiative Modifier : +9
Base Attack Bonus : +11/+6/+1

Melee Attack Bonus : +15/+10/+5
Ranged Attack Bonus : +16/+11/+6

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

Weapons :

Adamantine Bastard Sword +3/ 1d10 + 5/ x2 (17-20) / slashing / 6 lbs. (21,035 GP)

Silver Short Sword +1/ 1d6 +3 / x2 (19-20) / piercing / 2 lbs. (2,330 GP)

Darkwood Mighty Composite Longbow +1 (STR +2) 1d8+3 / x3 (20) / piercing / 1.5 lbs. (2,630 GP)

Weapon weight : 9.5 lbs.
-------------------------------------------------------

Skills :
Name /Total Mod (Ability) # Ranks taken (Max: 15; CC: 7 ½)
Points Skills: 67 [Rog] / 77 [Rgr] / 10 [Ftr]
Climb* /7 (STR +4)……………………………………...[3 Rog]
Disable Device 16 (INT +2) 14…….……………...[14 Rog]
Handle Animal /10 (CHA +0) 10………........….[10 Rgr]
Heal /15 (WIS +0) 15……………………..........…[15 Rgr]
Hide* /20 (DEX +5) 15..………………….......... [1 Rgr]…..[14 Rog]
Intimidate /10 (CHA +0) 10………………………...[10 Ftr]
Knowledge: Nature /12 (INT +2) 10……….....[10 Rgr]
Knowledge: Dungeoneering /4 (INT +2) 2....[2 Rgr]
Knowledge: Geography /4 (INT +2) 2…….....[2 Rgr]
Listen /10 (WIS +0) 10..…………………..........[10 Rgr]
Move Silently* /20 (DEX +5) 15…..……….....[1 Rgr]…...[14 Rog]
Search /17 (INT +2) 15…………………….........[1 Rgr]...…[14 Rog]
Spot /14 (WIS +0) 14……………………….........[10 Rgr].…[4 Rog]
Survival /15 (WIS +0) 15………………….........[15 Rgr]
Swim* /7 (STR +4) 3………………………………….[3 Rog]
Use Rope /6 (DEX +5) 1……………………………..[1 Rgr]

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

Class/PrC Special Abilities:
1 Extra Feat……………………………............[Hum]
4 Skill Points at first level…………….….....[Hum]
1 Skill Point/Level…………………..........……[Hum]
1st favored enemy: Elf +4………….......……..[Rgr]
Track………………………………...............…….[Rgr]
Wild Empathy…………………………..............[Rgr]
Combat Style: Two Weapon....……...…….[Rgr]
Endurance………………………………..............[Rgr]
Animal Companion…………………….............[Rgr]
2nd favored enemy: Human +2…………........…….[Rgr]
Improved Combat Style: Two Weapon... [Rgr]
Woodland Stride……………………….............[Rgr]
Sneak Attack +2d6…………….........…………[Rog]
Trapfinding………………………….............…...[Rog]
Evasion……………………………...............…….[Rog]
Trap Sense…………………….............…………[Rog]
1st Fighter Bonus feat………………….......…[Ftr]
2nd Fighter Bonus feat…………......………...[Ftr]

Feats :
Combat Expertise (1st feat)
Power Attack (Human feat)
Exotic Weapon: Bastard Sword (2nd Feat)
Improved Sunder (1st Fighter Feat)
Improved Initiative (2nd Fighter Feat)
Weapon Focus: Bastard Sword (3rd Feat)
Quick Draw (4th Feat)
Improved Critical: Bastard Sword (5th Feat)

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

Equipment & Gear:
Amulet of Health +2…………..…(4,000 GP)
Boots of Striding and Springing…(5,500 GP)
Gloves of Dexterity +4…………..(16,000 GP)
Belt of Giant Strength +4...………(16,000 GP)
Cloak of Resistance +2…………...(4,000 GP)



EQUIPMENT WEIGHT: NA lbs.
ARMOR WEIGHT: 15 lbs.
WEAPON WEIGHT: 9.5 lbs.
TOTAL WEIGHT: NA lbs.

Carrying Capacity 16 STR Light: up to 76 lb. Medium: 77-153 lb. Heavy: 154-230 lb.


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

Money:
PP:
GP: 3305
SP:
CP:
-------------------------------------------------------

Base Speed: 40 feet 50 (Enchantment)

Appearance:
Eedrick is slightly above average height and build with unkempt black hair that is often left long and untouched. He wears a mustache and beard out of connivance while his beard’s lack of fullness does little for his overall appearance. His eyes are his only feature that most people note with out contempt, as they are a penetrating dark forest green and mimic the colors of the forest he loves so much.

His clothing and equipment is functional yet nothing fancy and at the same time most of it is caked in dirt and grim from his travels. His weapons, armor, and anything he counts upon for survival is treated with much more care.

Personality:
Eedrick, his clothing best sums up personality as he generally lacks the concern of what others think of him. He often comes off as gruff and harsh but this is more out of impatience than actually hatred of his fellow countrymen. Eedrick is a true loyalist when it comes to his nation but his lack of patience and his inability to consistently except orders from others makes if hard for his own nation to use his talents. His dislike for the people of country (xxxxxxx) is legendary in the ranks of his own men.

Background:

Eedrick grew up common enough, and maybe more common than he should have been considered the connection to royalty in his mother’s blood but that connection is nothing more than a footnote in the eyes of the (queen/emperor) and the commoners through out (xxxxx). Eedrick grew up on the thin strip of land that borders the nations of Degal and Flynn with his family that consisted of his mom and dad, and his younger sister. Traders and trappers by nature his dad was quickly showing him the love of nature that would later shape his life when disaster happened.

An unprovoked attack by the (Degal/Flynn),or an unknown third party, raped and pillaged the small sleepy hamlet that Eedrick called home and Eedrick saw all from the protection from a grove of trees in the area. No others are known to have survived this assault as Eedrick was found days later upon one of the local trade routes. The people who found him where horrified to discover his clothing was covered in blood his face an empty expression of emotion.

Days later Eedrick finally started to talk about it and soldiers where quickly dispatched to town hamlet only to find the burned out frame of building, a few scattered bodies that the local scavengers had not dragged off, and three shallow graves. Young Eedrick had buried his family.

Eedrick was taken to various towns to see if anyone knew of his extended family. Finally someone did and young Eedrick was taken to capital where he was tutored like the children of high society. Other than the schooling he lived poorly with the servants and few if any really took an active interest in him. As he grew older he came to believe more and more that (Degal/Flynn) where behind the raid that has murdered his family. Though still unproven to this day he accepts no other expiation and is often violet with though who do not see it his way.

With no family to dedicate himself to he instead dedicate himself to his country in the firm belief that (Degal/Flynn) would never be safe as long as (Degal/Flynn) existed. He tried the standing army but even with his blood connection could not hack it as he was often more interested in causing fighters with visitors from (Degal/Flynn) or plotting some invasion into (Degal/Flynn). His dismissal from the army was not a surprise to anyone and he quickly gathered his belongings and set out for the forests of yesteryear.

With time this lead to the so called “border wars” where he has been responsible for raids into the neighboring country of (Degal/Flynn). Some say the raids are to well stocked and supplied to simply be the working of a single madman and a few loyal followers and that he has the backing of his blood. The (queen/emperor)’s councilors, and the (queen/emperor) him/herself refuse to comment upon his activities and even go as far as to reject the bond that he shares with them.
 
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Character Name: Saville Snowflake
Player Name: Thels
Dungeon Master: Jemal
Race&Gender: Wood Elf, Female
Class&Level: Ranger1, Fighter4, Order of the Bow Initiate7
Alignment: Neutral Good
Deity: Ehlonna
Size: Medium
Age: 121
Height: 4'11"
Weight: 87lb
Skin&Eyes: Pale, Green
Hair: Long Light Blond

Strength: 20 (+5), 24 (+7) with Equipment
Dexterity: 16 (+3), 20 (+5) with Equipment
Constitution: 10 ( 0)
Intelligence: 10 ( 0)
Wisdom: 14 (+2), 18 (+4) with Equipment
Charisma: 12 (+1)

Fortitude Save: +8 (+8 Base, +0 Con), +9 with Equipment
Reflex Save: +11 (+8 Base, +3 Dex), +14 with Equipment
Will Save: +8 (+6 Base, +2 Wis), +11 with Equipment
- +2 against Enchantment Spells and Effects

Melee Attack: +17/+12/+7 (+12/+7/+2 Base, +5 Str), +19/+14/+9 with Equipment
Ranged Attack: +15/+10/+5 (+12/+7/+2 Base, +3 Dex), +17/+12/+7 with Equipment
Initiative: +3 (+3 Dex), +5 with Equipment

Max Weight: 133 (Light), 266 (Medium), 400 (Heavy)
400 (Over head), 800 (Off ground), 2000 (Push or drag)
With Equipment: 233 (Light), 466 (Medium), 700 (Heavy)
700 (Over head), 1400 (Off ground), 3500 (Push or drag)
Movement Speed: 30/x4, 20/x4, 20/x3

Armor Class: 22 (+5 Armor, +2 Shield, +5 Dex)
Hit Points: 74 (1d8+11d10)
Experience: 66000 (need 78000)

Languages: 2 (2 Racial)
Common
Elven

Skills: 46 (2/level), 2 Crossclass in Knowl Religion
Climb +8 (+5 Ranks, +3 Str), +10 with Equipment
Craft Bowmaking +5 (+5 Ranks, +0 Int), +7 with Equipment
Jump +8 (+5 Ranks, +3 Str), +10 with Equipment
Knowl Religion +5 (+5 Ranks, +0 Int)
Listen +8 (+4 Ranks, +2 Wis, +2 Race), +10 with Equipment
Ride +8 (+3 Ranks, +5 Dex), +10 with Equipment
Search +6 (+4 Ranks, +0 Int, +2 Race)
Spot +8 (+4 Ranks, +2 Wis, +2 Race), +10 with Equipment
Survival +6 (+4 Ranks, +2 Wis), +8 with Equipment
Swim +8 (+5 Ranks, +3 Str), +10 with Equipment

Abilities:
Sleep Immunity
Lowlight Vision
Armor Proficiency: All
Shield Proficiency: All
Weapon Proficiency: All Simple and Martial
Favored Enemy: Goblinoids
Track
Wild Empathy
Ranged Sneak Attack: +3d6
Close Combat Shot
Superior Weapon Focus
Free Attack
Zen Archery
Superior Weapon Specialization

Feats:
Point Blank Shot
Precise Shot
Rapid Shot
Weapon Focus: Longbow
Weapon Specialization: Longbow
Zen Archery
Improved Critical: Longbow
Improved Precise Shot

Weapons:
Masterwork Greatsword (To Hit +20/+15/+10, Dmg 2d6+10, Crit 19-20/x2, Two-Handed, Slashing, 8lb, 350gp)
Masterwork Mighty +7 Composite Longbow +1 of Speed (To Hit +24/+24/+19/+14, Dmg 1d8+8, Crit 19-20/x3, Ranged 110', Piercing, 3lb, 33100gp)
- +3d6 Damage with Sneak Attack (Ranged Sneak Attack)
- +1 To Hit/Damage within 30' (Point Blank Shot)
- To Hit +22/+22/+22/+17/+12 (Rapid Shot)

Armor:
Mithral Chain Shirt +1 (Armor +5, Max Dex +6, Check -0, Light, 12.5lb, 2100gp)
Masterwork Buckler +1 (Armor +2, Check -0, Shield, 5lb, 1015gp)

36565

Other Equipment:
Explorer's Outfit (0lb, 0gp)
Belt Pouch (0.5lb, 1gp)
Wooden Holy Symbol (0lb, 1gp)
Cloak of Resistance +1 (1lb, 1000gp)
Belt of Giant Strength +4 (1lb, 16000gp)
Gloves of Dexterity +4 (0lb, 16000gp)
Periapt of Wisdom +4 (0lb, 16000gp)
Quiver of Ehlonna (2lb, 1800gp)
- Arrows x60 (0lb, 9gp)
Backpack (2lb, 2gp)
- Explorer's Outfit (8lb, 10gp)
- Clod Weather Outfit x2 (14lb, 16gp)
- Bedroll (5lb, 1sp)
- Winter Blanket (3lb, 5sp)
- Chalk (0lb, 1cp)
- Crowbar (5lb, 2gp)
- Grappling Hook (4lb, 1gp)
- Small Steel Mirror (0.5lb, 10gp)
- Trail Rations x7 (7lb, 35sp)
- Silk Rope (5lb, 10gp)
- Sack x7 (3.5lb, 7sp)
- Sledge (10lb, 1gp)
- Soap x7 (7lb, 35sp)
- Tent (20lb, 10gp)
- Waterskin x7 (28lb, 7gp)
- Whetstone (1lb, 2cp)
- Masterwork Fletcher's Tools (5lb, 55gp)
- Everburning Torch (1lb, 110gp)
Light Horse (0lb, 75gp)
- Bit and Bridle (1lb, 2gp)
- Leather Barding (30lb, 40gp)
- Riding Saddle (25lb, 10gp)
- Saddlebags (8lb, 4gp)
--- Feed x7 (70lb, 35cp)

Total Weight: 162lb
Money: 0pp, 249gp, 12sp, 12cp
 

Silvermoon

Silvermoon
Female Grey Elven Rogue 3/Diviner 5/Arcane Trickster 4 (XP 66000)
CG

medium-sized, 5'6", 98 lb., 122 yrs old
silver hair, emerald eyes, fair skin

STR 7 -2
DEX 16(18) +3(+4)
CON 10(12) +0(+1)
INT 22(28) +6(+9)
WIS 8 -1
CHA 14 +2

Hit Points 53
Initiative +8

Fortitude +4 (+10 with Superior Resistance)
Reflex +12 (+18 with Superior Resistance)
Will +8 (+14 with Superior Resistance)

Feats: Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Scribe Scroll, Craft Wondrous Item, Practiced Spellcaster, Alertness (familiar).

Skills: Bluff +7(5), Craft (Calligraphy) +10(1), Craft (Jewelry) +10(1), Craft (Tailoring) +10(1), Decipher Script +16(7), Disable Device +26(15), Escape Artist +11(7), Hide +15(11), Knowledge (arcana) +14(5), Knowledge (dungeoneering) +10(1), Knowledge (geography) +10(1), Knowledge (local) +10(1), Knowledge (nature) +10(1), Knowledge (nobility & royalty) +10(1), Knowledge (religion) +10(1), Knowledge (the planes) +10(1), Listen +15(12), Move Silently +15(6), Open Lock +20(14), Search +26(15), Sleight of Hand +21(15), Spellcraft +20(9), Spot +20(12), Tumble +5(1). Speaks Common, Elven, Dwarven, Celestial, Draconic, Sylvan.

Elf Traits: Low-Light Vision, Immunity to magical sleep effects, +2 racial saving throw bonus against enchantment spells or effects, +2 racial bonus on Listen, Search and Spot checks, Detect secret and concealed doors.

Class Abilities: Sneak Attack +4d6, Trapfinding, Evasion, Trap Sense +1, Summon Familiar, Ranged Legerdemain 1/day, Impromptu Sneak Attack 1/day.

Specialized School: Divination
Prohibited School: Necromancy

Spells per Day: (4+1/7+1/6+1/5+1/4+1/3+1)

Spellbook:
0th - Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Prestidigitation;
1st - Protection from Evil, Shield, Mage Armor, Mount, Comprehend Languages, Detect Secret Doors, Identify, True Strike, Charm Person, Magic Missile, Tenser's Floating Disk, Disguise Self, Nystul's Magic Aura, Silent Image, Enlarge Person, Expeditious Retreat, Feather Fall, Reduce Person, Know Protections (MoF), Kaupaer's Skittish Nerves (MoF);
2nd - Resist Energy, Locate Object, See Invisibility, Touch of Idiocy, Scorching Ray, Invisibility, Mirror Image, Misdirection, Alter Self, Bear's Endurance, Bull's Strength, Cat's Grace, Knock, Levitate, Rope Trick, Familiar Pocket (T&B), Create Magic Tattoo (PGtF), Blindsight (PGtF);
3rd - Dispel Magic, Magic Circle against Evil, Phantom Steed, Arcane Sight, Clairvoyance/Clairaudiance, Tongues, Heroism, Suggestion, Fireball, Lightning Bolt, Displacement, Major Image, Blink, Flame Arrow, Fly, Haste, Keen Edge, Greater Magic Weapon, Shrink Item, Slow, Blacklight (FRCS), Khelben's Suspended Silence (MoF), Deeper Darkvision (UD), Nchaser's Glowing Orb (PGtF);
4th - Dimensional Anchor, Remove Curse, Stoneskin, Dimension Door, Leomund's Secure Shelter, Detect Scrying, Locate Creature, Scrying, Charm Monster, Confusion, Greater Invisibility, Polymorph, Stone Shape, Tirumael's Energy Spheres (MoF), Superior Darkvision (UE), Spell Enhancer (PGtF);
5th - Break Enchantment, Major Creation, Lesser Planar Binding, Teleport, Prying Eyes, Dominate Person, Feeblemind, Hold Monster, Sending, Wall of Force, Persistant Image, Fabricate, Passwall, Telekinesis, Energy Buffer (T&B), Ghostform (T&B), Superior Resistance (SS), Firebrand (MoF), Simbul's Spell Matrix (PGtF).

Prepared Spells:
0th - Detect Magic, Mage Hand, Message, Prestidigitation, Detect Magic (S);
1st - 4 slots free, Protection from Evil, Shield, Mage Armor, Know Protections (S);
2nd - 1 slot free, Resist Energy, extended Invisibility, Mirror Image, extended Create Magic Tattoo, Blindsight, See Invisibility (S);
3rd - 1 slot free, Phantom Steed, extended Blink, Haste, Greater Magic Weapon, Arcane Sight (S);
4th - 1 slot free, Dimension Door, Greater Invisibility, Polymorph, 1 slot free (S);
5th - 1 slot free, Energy Buffer, Superior Resistance, Prying Eyes (S).

Magical Equipment: Headband of Intellect +6, Eyes of the Eagle, Amulet of Health +2, Travel Cloak, Ring of Counterspells (Dispel Magic), Ring of Feather Falling, Gloves of Dexterity +2, Belt of Disguise, Boots of Elvenkind, Heward's Handy Haversack, Lesser Metamagic Rod of Extend Spell, Boccob's Blessed Book, Glowing Orb (24), Pebble with Suspended Silence (2).

Mundane Equipment: Composite Shortbow, 600 Arrows, Traveler's Outfit, Bedroll, Winter Blanket, Scroll Case (2), Ink, Inkpen, Paper (10 sheets), Belt Pouch (2), Silk Rope 20', Silk Rope 30', Silk Rope 100', Sack (3), Waterskin, Tindertwigs (10), Masterwork Thieves' Tools, Spell Component Pouch (2), Tattoo Needles, Tattoo Inks (500gp), 2gp.

Kira, raven familiar
S1 D15 C10 I8 W14 C6
HP 26 AC 17
Hide +21, Listen +14, Search +14, Spot +14
Darkvision 60', Low-Light Vision
Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, speaks Common
grants Alertness, grants +3 on Appraise checks

Description: Silvermoon is a slender and attractive elven girl. Her shoulder-long silverblonde hair is worn open and her emerald green eyes are sparkling with curiousity. As most grey elves, she is quite tall, almost like a human, but with a small frame and graceful body. Silvermoon is most commonly dressed in simple and comfortable clothing of dark color, mostly black with a grey-green cloak, contrasted by her fair skin and silvery hair.

Background: Born in a small elven town in the great forest of Degal, Silvermoon had a happy childhood. Her parents being artisans and craftsmen of high skill were living a reclusive live deep within the forest, only dealing with others occasionally to trade their exclusive wares for things they couldn't make themselves. While the fascination for the beautiful creations of her parents left their daughter learning from them, she had many other interests as well. Remarkably outgoing and curious for a grey elf, Silvermoon often met with a young half-elven rogue she was acquainted with and who teached her his 'trade' during the long hours they roamed the town and forest together. After a few years, the boy had grown into a man, while Silvermoon still was very young, and he left the forest to find adventure and wealth. She stayed with her parents for another few decades and while she got older, her father introduced her into another fine elven art, the art of magic. This was something, Silvermoon showed a considerable knack for, and she learned to cast her first spells unusually fast. She also showed a lot of creativity in application and was quickly experimenting on her own as well. During the following years, Silvermoon started to wonder, what her half-elven friend was up to now and whether he had found what he left for, and an unresistable urge grew within her, to follow his example and leave the great forest to find her own adventure. And so she started to travel her home country of Degal and the neighbouring Flynn. While earning money by tailoring luxurous clothes and crafting fine jewelry for the wealthy, she picked up a lot of useful knowledge and meanwhile further honed her mundane and magical skills, even blending together the two to a degree.
 
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Prince Llewelyn Starspire

Llewelyn is a noble through and through. He wants to be more though. He has take the liberty of a loophole in his family's "dedication to the people" to wander the land, Meet the people he will someday rule, and get a feel for leading others.
He stands a regal 5'10" tall and 150 pounds. His hair is like golden silk and his eyes are electric purple. There doesn't seem to be a flaw about him. It's infuriating really.

Prince Llewelyn Starspire
Elf, 12sth-Level Aristocrat
Medium Humanoid (Elf)
Hit Dice: 12d8 ( hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 21 (+2 Dex, +8 Elven Chain, +2 ring), touch 13, flat-footed 19
Base Attack/Grapple: +9/+4 G:+9
Attack: Longsword +9 melee (1d8/19–20) or longbow +13 ranged (1d8+1/x3)
Full Attack: Longsword +9/+4 melee (1d8/19–20) or longbow +13/+8 ranged (1d8+1/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Elven traits
Saves: Fort +6, Ref +7, Will +11*
Abilities: Str 10/12, Dex 12/14, Con 10/12, Int 18, Wis 12, Cha 19/21
Skills: Hide +1, Listen +2, Search +3, Spot +2, Use Magical Device 7.5/+15, Diplomacy 15/+20, Bluff 15/+20, Gather Information 15/+20, Sense Motive 15/+20, Knowledge Royalty 15/+19, Knowledge Planes 8/+12, Knowledge Arcana 7/+11, Knowledge Religion 7/+11, Ride 8/+10
Languages: Common, Elvish, Draconic, Sylvan, Orc, Goblin.
Feats: Skill Focus (Use Magic Device), Weapon Focus (longbow), Leadership, Point Blank Shot, Precise Shot.
Alignment: Neutral Good
Money: 88,000GP at start
Elf Traits (Ex): Elves possess the following racial traits.
— +2 Dexterity, –2 Constitution.
—Medium size.
—An elf ’s base land speed is 30 feet.
—Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
(Not reflected in the saving throw modifiers given here.)
—Low-light vision.
—Weapon Proficiency: Elves are automatically proficient with the Longsword, rapier, longbow, composite longbow, Shortbow, and composite Shortbow.
— +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
—Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.

Equipment:

+3 Elven Chainmail [13,150]
+2 Longbow mighty +2 [8,600]
Portable hole [20,000]
+2 ring of protection and resistance [13,200]
Quiver of Ehlonna [1,800]
Cloak of Charisma +2 [4,000]
Gauntlets of Ogre Power [4,000]
Ring of the Cat +2 dex [4,000]
Wand of CLW [750]
Wand of Magic Missile level 5 [3,750]
Belt of Health +2 con [4,000]
Dust of appearance [1,800]
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