Greyhawk - Return of the Slavelord

Karl Green

First Post
Here is where you should all post your FINAL characters for Greyhawk - Return of the Slavelord! (post them first over on the OCC thread so that we can keep this one clean and stuff ;))

level 6
32 point buy Attributes
Hit Points Max at first level, then based on HD; D4 =3, D6=4, D8=6, D10=8, D12 =10
Starting Wealth - 13,00gp
If you can craft/create/brew/scribe, you can take the discount of 40% off the item you can make (just a little bit of a balance as it will NOT be costing you any XP, so it will cost 60% whatever is listed in the DMG)
Standard Races from the Player's Handbook (I am not opposed to the Aasmir(sp?) or the Tiefling. If you wish to try one of those ok with me, just so long as you are 'good'. I am a bit more iffy about the Plane-Touched as they seem a little more FR based but I am not 100% against them either)
Standard Classes from the Player's Handbook, Complete Warrior, Divine, Arcane, and Advanture (although I am very iffy about ANY of the Oriental type character). PrC from the DMG, CW, CD, CA, and CW are good
Character background give me the basics at least about your personality, history etc. If you want to know each other, that is cool. If not that is fine also, just put it in your background
Starting out in or around Greyhawk, although characters can come from anywhere in the known world, just include reason why you are here.
Would prefer "Good" character only... or at least have it in your background why you might help those who could give you much if any 'worldly' rewards (money, magic, etc)
Posting at least every other day (every day if you can, let me know if you are going to be away and want me to NPC you. IF I am away I will let you know)

Some basic notes about the game and how I will run it...

When we get into rolling dice, etc I will let you make the rolls and then post them online with what your character is doing.

Put the results and any other OOC information that you need to tell me at the end of your post in bracket like this:
OOC: Diplomacy check, rolled a 12 +10 skill =22, to try to calm him down[/OCC]

or in combat like this...
[OCC]Attack roll 5 +10 melee =15, if I hit he takes 1d8 +4 damage for 3+4 =7 damage[/OCC]

If you want to use different colors for this (I will be using RED) you can but please make it something I can read

Also, please put your race, class, character name, and whatnot in the title of your posts so everyone doesn't have to keep running to the Rogue's Gallery to figure out who everyone is.

Thoughts go in italics, speaking in "quotes," and actions go in *asterisks.* If you wish to use different colors for thoughts and speech, you may, but again make it light enough for me to read.

Occasionally I'll be making use of the spoiler tags. If you see a blank spot in a paragraph or something, like this
this is an example of spoiler text
, please don't highlight it until you read the end of the post and get my recommendations as to who is supposed to read it.

---

Any questions should be posted on the Greyhawk Game in Talking the Talk
 
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Geenaa the furious


Female Human Barbarian6


AL: CN
Hair: Copper
Eyes: Light Brown
Experience: 15000


STR: 17 (+3) [10pts + 1level4] 21 (+5) when in rage
DEX: 14 (+2) [6pts]
CON: 16 (+3) (10pts] 20 (+5) when in rage
INT: 12 (+1) [4pts]
WIS: 10 (+0) [2pts]
CHA: 08 (-1) [0pts]


HP: 80 (6d12 + 18con) 92 when in rage


AC: 19 (10 + 2dex + 5armor + 2armor enchantment ) / 12 / 17, 17/10/15 when in rage


Saves:
FORT: +8 (5base + 3con) +10 when in rage
REF: +4/+6 (2base + 2dex)
WILL: +2 (2base) +4 when in rage


Init: +2 (+2dex)


Base attack bonus: +6/+1


Attacks:
Smasher: +10/+5 (+6/+1 base + 3str + 1weapon enchantment), 1d10 + 4damage (+3str + 1weapon enchantment), Threat 19-20/x2
Smasher when in rage: +12/+7 (+6/+1 base + 5str + 1weapon enchantment), 1d10 + 6damage (+5str + 1weapon enchantment), Threat 19-20/x2


Skills:
Skill points: 54
Max Rank: 9
Climb: 12 (9ranks + 3str)
Intimidate: 9 (9ranks)
Jump: 12 (9ranks + 3str)
Listen: 9 (9ranks)
Survival: 9 (9ranks)
Swim: 12 (9ranks + 3str)


Feats:
(human bonus feat) - Power Attack
(lvl 1) - Cleave
(lvl 3) - Destructive Rage
(lvl 6) - Intimidating Rage


Race:
1 extra feat at 1st level
4 extra skill points at 1st level
1 extra skill point every level after 1st


Class:
Level 1: Fast Movement, Illiteracy, Rage 1/day
Level 2: Uncanny Dodge
Level 3: Trap Sense +1
Level 4: Rage 2/day
Level 5: Improved Uncanny Dodge
Level 6: Trap Sense 2

Fast Movement: Speed increase by 10
Illiteracy: Cannot write or read
Trap sense: +2 on reflex and AC against traps
Improved Uncanny Dodge: Do not loose AC when flat-footed, and cannot be flanked.
Rage: +4str, +4con, +2hp per lvl, +2 will saves, -2ac. Lasts for 3 + con modifier rounds.


Proficiencies:
Single and Martial weapons
Light and Medium armor
Shields (Not tower shields)


Languages:
Common
Orc


Equipment:
Backpack [1 gp]
Waterskin [1 gp]
Bedroll [1sp]
+1 Mighty Cleaving Heavy flail (Smasher) [8315 gp]
+2 Chainmail [4150 gp]
530 gp


Personlaity:
Geenaa is quite the Happy-go-lucky gal. She usually wears a smile on her face and will always lend a hand if required. In battle she choose to let loose, and rages around untill no opponents are left standing.


Background:
Geenaa grew up in a village with her fosterparents. Her real parents died in a mining accident when she was an infant, and a good-hearted half-orc couple took her in. Her mother was a weaver and her father tended the fields with other males from the village. Every other week the men in the village arranged the Fighter's Pit, a friendly tournament where everyone who wanted to could fight and have fun. She entered the first contest at her 16th birthday, and was beaten badly. After that, she decided to become the master of the Pit. Stubborn as she is, she did not relent until that was achieved. At age 23 she won the tournament, and was satisfied. This was something she indeed liked! There was not much more fun in the local tournament though, so she set out on the road, looking for more tournaments to enter and win!
 
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Name: Norbac Odrog
Race: Half-orc
Class/level: Cleric 6
Sex: Male
Alingment: CG
Deity: Trithereon

Stats:
Str......16 (18 with gauntlets)
Dex......14
Con......14
Int......10
Wis......17 (16+ level 4 bonus point)
Cha......6

AC: 19=10+7(armor)+2(dex)
HP: 56=(8+6x5)+12(Con)+6(Improved toughness)
BAB +4, grapple +8
Initiative +2
Attacks:
+1 Longspear +10 (1d8+7, crit x3. Reach)
MW Morningstar +9 (1d8+4, or 1d8+6 two handed)
Heavy crossbow +6 (1d10)
Dagger +8 melee, +6 ranged (1d4+4)

Saves:
Fort +8=5+2(con)+1 magic
Reflex +5=2+2(dex)+1 magic
Will +9=5+3(wis)+1 magic

Feats:
L1-------------Weapon focus longspear
L3-------------Improved toughness
L6-------------Craft magic arms and armor

Skills:
Concentration +11=9 ranks+2(con)
Heal 8=5 ranks+3(wis)
Survival (c/c): 5=2 ranks+3(wis)

Languages: Common, orc.

Class and race abilities:
Darkvision 60 ft, cast spontaneous Cure spells, Turn undead 1/day.

Domains: Strenght and Protection.
Commonly prepared spells: 5, 4+1, 4+1, 3+1
Orisons: Create water, purify food and drink, resistance, detect magic, read magic.
1st level: Bless, Divine Favor, Shield of Faith, Obscuring Mist. D: Enlarge Person
2nd level: Resist Energy, Sound burst, Lesser restoration, Shatter D: Bull´s Strenght
3rd level: Dispel magic, Prayer, Invisibility Purge D: Magic Vestment.

Equipment (starting with 13000 gp)

+2 breastplate 2750
+1 longspear 1505
MW morningstar 308
Heavy crossbow 50
10 crossbow bolts 1
Dagger 2
Cloak of resistance +1 1000
Gauntlets of ogre power 4000
Phylactery of faithfulness 1000
Traveller´s outfit
Backpack (flint and steel, blanket, waterskin)

Scrolls of: Divine power 700, Remove curse 375, Stone shape 375, Remove fear 25.
Wand of CLW 750

150 gp.
 
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Lorien Eldamar, Human Ranger

Code:
[B]Name:[/B] Lorien Eldamar
[B]Class:[/B] Ranger
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] CG
[B]Deity:[/B] Ehlonna

[B]Str:[/B] 16 +3 (8p.)     [B]Level:[/B] 6        [B]XP:[/B] 15000
[B]Dex:[/B] 14 +2 (6p.)     [B]BAB:[/B] +6         [B]HP:[/B] 50 (8+5x6+2x6)
[B]Con:[/B] 14 +2 (6p.)     [B]Grapple:[/B] +6     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 14 +2 (6p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 12 +1 (4p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] +0
[B]Cha:[/B] 10 +0 (2p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B] 17           10    +5    +0    +2    +0    +0    +0    17
[B]Touch:[/B] 12              
[B]Flatfooted:[/B] 15

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                     +5    +2   +1     +8
[B]Ref:[/B]                      +5    +2   +1     +8
[B]Will:[/B]                     +2    +1   +1     +4

[B]Weapon                  Attack         Damage     Critical[/B]
Bastard Sword           +10/+5        1d10+7      17-20x2
Longbow, Composite      +10/+10/+5     1d8+3      20x2


[B]Languages:[/B] Comnon, Elf, Halfling, Orc

[B]Abilities:[/B] Wild Empathy, Favored Enemies (Human), 
Archery Style, Endurance, Animal Companion, 
Favored Enemies (Orc)

[B]Feats:[/B] Track (Ranger), Rapid Shot(Ranger), Weapon Focus (Bastard Sword), 
Precise Shot, Endurance (Ranger), Weapon Focus (Composite Longbow), 
Many Shot( Ranger), Power Attack, Point Blank.

[B]Skill Points:[/B] 81       [B]Max Ranks:[/B] 9/4
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Climb                      9    +3          +10
Hide                       9    +2          +9
Listen                     9    +2          +9
Move Silently              9    +2          +9
Search                     9    +2          +9
Spot                       9    +2          +9
Survival                   9    +1    +2    +12
Jump                       5    +3          +8
Ride                       5    +2          +7
Swim                       4    +3          +7
Knowledge Nature           4    +2    +2    +8

[B]Equipment:               Cost  Weight[/B]
Bedroll                   1sp     *
Flint & Steel             1gp     *
Waterskin                 1gp     *
Rope, 50ft                1gp     *
Royal Tunic              50gp     *
Ring of Sustenance     2500gp     *
Cloak of Resistance +1 1000gp    2lb
Handy Haversack        2000gp    5lb
Tunic                     1gp    1lb
Mithril Breastplate    2100gp   10lb
Shield                   20gp   23lb
Keen Bastard Sword+1   4035gp    6lb
Longbow, Composite
MW (+3)                1050gp    3lb
Quiver & Arrows	          1gp    3lb

[B]Total Weight:[/B]51lb      [B]Money:[/B] 240gp  9sp  0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                76   153   230   460   1150

[B]Age:[/B] 24
[B]Height:[/B] 6'5"
[B]Weight:[/B] 220lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Blond
[B]Skin:[/B] Tanned
Appearance: Handsome

Spells (2/-/-/-):
Endure Elements (casted daily)
Delay Poison

Background:
Lorien is an exiled Shieldlander. Lorien has been adventuring ever since the invasion of Iuz. He yearns to return to his homeland, but is begining to accept the fate that so many others have accepted, the Shieldlands are no more. As a compromise, he is determined to look after the welfare of his native Shieldlanders in the lands that they have settled, and restore some of the culture that has been destroyed. He has a very strong feeling that he can make a difference to the weak and oppressed, and as such he prefers to travels with his steed, Avalon, seeking to help those in need.

Appearance:
Lorien is tall, handsome and muscular. He wears a a dark green tunic under his cloak. His feet are sandeled (even in winter). He wears his sword by his side, and his bow and quiver on his back on top of his haversack.

Avalon (Heavy Warhorse)
HD 6d8+18 (56 HP); Initiative +2; Speed: 50 ft.;
AC: 17 (–1 size, +2 Dex, +6 natural)
Base Attack/Grapple: +5/+13; Attack: Hoof +6 melee (1d6+4)
Full Attack: 2 hooves +8 melee (1d6+4) and bite +1 melee (1d4+2)

Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +8, Will +3
Abilities: Str 19, Dex 14, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run
Special: Link, Share Spells, Evasion
Tricks: 1. Comes when called by Lorien. 2. Knows to find it's own food.
 
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Defrel, Male Human, Thief

Defrel, Male Human Rogue 4/Fighter 2: CR 6; Size M (6 ft tall); HD 4d6+2d10+2; hp 46; Init +3 (+3 Dex); Spd 30ft; AC 18 (10 +3 Dex +4 armor +1 buckler)
Attack +9 melee, +9 ranged; SV Fort +6, Ref +7, Will +4; AL CG(N); Str14 (+2), Dex16 (+3), Con14 (+2), Int14 (+2), Wis12 (+1), Cha10 (+0)
SA: Sneak Attack (+2d6)Trapfinding, Evasion, Trap Sense (+1), Uncanny Dodge;
Skills and feats: (Skill Points: 88) Balance(7), Bluff(5), Diplomacy(5), Disable Device(6), Gather Information(5), Hide(7), Listen(7), Move Silently(7), Open Lock(7), Search(6), Sense Motive(5), Sleight of Hand(7), Spot(7), Tumble(7), Use Rope(5), Climb(6), Craft (Woodworking)(6), Jump(6), Ride(7), Swim(6), Perform(6); [Evasion], Improved Unarmed Strike, Iron Will, Combat Reflexes, P. B. Shot, P. Shot
Languages Spoken: Common, Elven, Undercommon
Possessions: War's Kiss (MW Keen Gladius, Sheathed on back), MW Short-Spear, MW Stellito Dagger (Right Boot), MW Punching Dagger (Sheathed on Small of Back), Mithral Shirt of Fortification (Light), Mithral Buckler, Signet Ring, 20x MW Daggers (10x on each Bandolier, 2x Bandoliers across chest) Belt Pouch (Left Hip; Sewing Needle (x2), Fishhook (2x), Chalk (2x)), Belt Pouch (Right Hip; Whetstone, Signal Whistle, Flint & Steel) Wealth (1003gp, 240sp, 112cp)

Personality:

Physical Description:
Defrel is a human of average height and weight. He seems no different then the next survior of the Wars. He tends to dress in shades of earth-tones when not on the road, which by his nature is very rarely. In those times he is found to be wearin a losse sleeveless brown tunig over a olvie shirt and a pair of loose brown pants. Sturdy leather boots, a leather belt with dagger and seath on the small of his back, and blade in his boot. An ample cloack with a hood, and a pair of leather gloves complete the outfit.

When traveling the road he dawns a suit of fine hunting-leathers, his chain shirt worn over, a thick leather belt with his pouches and dagger. A pair of sturdy leather gloves and boots, twin bandoliers of dagger across his chest and War's Kiss on his back. His staff in his right hand, and the reins of Gondi in the other. At all times he is clean-shaven, hair short cropped.

Primary Motivation:
Find Daynah, who he has not seen since the Greyhawk wars.

Secondary Motivation:
To gain admission into the Draken Guild, a guild of skill throwers (ie. master thrower PRC), and open his own tavern/inn.

Recent Past:
Defrel has been traveling the area around Greyhawk as a caravan guard and mercenary in hopes of finding a better paying job. He has been spending his time down in his Godparents inn "The Broken Arrow". A tarven and inn welcome to any merc, vet, or archer, and rogue that has a good side, where he works as a bouncer at times.


Light Warhorse "Gondi" (Military Saddle, Bit and Bridle, Saddlebags),
- Right Saddle Bag
- - MW Handaxe
- - Sling & Stone Pouch (10x Sling Stones)
- - Scroll Case (Paper, 4x Sheets)/Charcol Pen
- - Potions (4x Cure Light Wounds)
- - Rope (sik, 50ft)/ Pitions (4x)
- Left Saddle Bag
- - Healer's Kit
- - Flask (Acid, 2x)
- - Flask (Holy Water, 1x)
- - Stick Case (Leather Bond Pouch, Contains; Sundrods (12x), Tinderwig (12x)
- - Candles (4x)
-Bedroll (Behide Saddle)
- Waterskin (Full (water) x2)


Player's Notes:
weapon Fc.
Weapon Fin.
Craft (Trapmaking)
Chakram
Glavie

Any questions or comments, or anything the DM would like to use email me and we will make some good hooks!
 
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Verrick Human Rogue/Wizard

Verrick Ardmore

Male Human
Rogue 2/Wizard 4 18,650 exp.
Alignment: Neutral Good
Height: 6'
Weight: 150 lbs
Hair: Brown (Graying slightly) Wavy
Eyes: Brown
Age: 32
Patron Deity: Fharlanghn

Str: 13 (+1) [5 points]
Dex: 16 (+3) [8 points] [+1 4th level]
Con: 12 (+1) [4 points]
Int: 16 (+3) [10 points]
Wis: 9 (+0) [1 points]
Cha: 12 (+1) [4 points]

Class and Racial Abilities:
Sneak Attack, Trapfinding, Evasion, Bonus Feat and skill points (Human), Familiar, Scribe Scroll

Hit Dice: 2d6+2 (12) and 4d4+4 (16)
HP: 28
AC: 18 (+3 Dex, +3 Armor, +2 ring) or 19 (+1 Two-Weap. Def.)
Flat Footed 15,
Touch 15 or 16 (+1 2-Weap.)
Init: +3 [+3 Dex]
Speed: 30ft
Armor Check Penalty: 0
Arcane Spell Failure: 10%

Saves:
Fortitude +2 [+1 base, +1 Con]
Reflex +7 [+4 base, +3 Dex]
Will +4 [+4 base, +0 Wis.]

BAB: +3
Melee Attack: +4 or +2/+2
+1 Flaming Rapier +5 (+3), 1d6+2 Dmg, + 1d6 fire 18-20/x2
MW Dagger +5 (+3), 1d4 Dmg. 19-20/x2
Sap +4 1d6 non-lethal
Dagger +4 (+2), 1d4 Dmg. 19-20/x2
Quarter Staff +4 (+2/+2) 1d6+1/1d6 20/x2

Ranged Attack: +6
MMW Shortbow +7 (+5/+5), [+8 (+6/+6) if w/in 30ft], 1d6+1 Dmg, x3 range 60’
Dagger Thrown +6 1d4+1 19-20/x2

Skills:
Rogue: 8x4+8(+5 Human)(+15 Int.)=60
Wizard: 2+2+2+2 (+4 Human)(+12 Int.)=24
Appraise r +3 [0 ranks, +3 Int.]
Balance r +6 [1 ranks, +3 Dex., +2 Syn.]
Bluff r +6 [5 ranks, +1 Cha.]
Climb r +3 [2 ranks, +1 Str.]
Concentration w +7 [6 ranks, +1 Con.]
Craft r w Alchemy +5 [2 ranks, +3 Int.]
Decipher Script w +4 [1 rank, +3 Int.]
Diplomacy r +6 [1 rank, +1 Cha., +4 Syn.]
Disable Device r +8 [5 ranks, +3 Int.]
Disguise r +4 [1 ranks, +1 Cha, +2 Syn.]
Escape Artist r +3 [0 ranks, +3 Dex.]
Forgery r +3 [0 ranks, +3 Int.]
Gather Information r +4 [3 ranks, +1 Cha.]
Hide r +9 [5 ranks, +4 Dex.]
Intimidate r +4 [1 rank, +1 Cha., +2 Syn.]
Jump r +2 [1 rank, +1 Str., +2 Syn.]
Knowledge Arcana w +8 [5 ranks, +3 Int.]
Knowledge Local r w +8 [5 ranks, +3 Int.] Greyhawk
Listen r +2 (+4 /w familiar) [2 ranks, +0 Wis.]
Move Silently r +8 [5 ranks, +3 Dex.]
Open Lock r +8 [5 ranks, +3 Dex.]
Ride cc +3 [0 ranks, +3 Dex.]
Search r +8 [5 ranks, +3 Int.]
Sense Motive r +5 [5 ranks, +0 Wis.]
Sleight of Hand r +6 [1 ranks, +3 Dex., +2 Syn.]
Spellcraft w +10 [5 ranks, +3 Int., +2 Syn.]
Spot r +5 (+7 /w familiar and +10 daylight & /w familiar) [5 ranks, +0 Wis., Familiar Bonuses]
Swim r +2 [1 ranks, +1 Str.]
Tumble r +8 [5 ranks, +3 Dex.]
Use Magic Device r +2 [1 ranks, +1 Cha.]
Use Rope r +4 [1 ranks, +3 Dex.]

Feats:
Two Weapon Fighting, Two Weapon Defense, Point Blank Shot, Rapid Shot, Alertness (when in 5’ of familiar), Scribe Scroll

Languages
Common, Draconic, Elven, Dwarven

Equipment:
2 Potions Cure Light Wounds (200gp), Masterwork Thief’s Tools (100gp), Masterwork Elven Leaf weave Studded Leather Armor (925gp), +1 Rapier Flaming (8,000gp), Mighty (+1 Str. Adj.) Masterwork Shortbow (430gp), Masterwork Dagger (302gp), 20 Arrows (1gp), 3 Daggers (6gp), Disguise Kit (50gp), Backpack (2gp), Belt Pouch x2 (2gp), Bedroll (1sp), Silk Rope (10gp), Grappling Hook (1gp), Flint and Steel (1sp), 2 Weeks Rations (6gp), 5 Sunrods (6gp), 1 Map Case (1g), 2 Weeks Feed for War horse (7sp), Light War Horse /w full tack (150gp+16gp), Spellbook, Case /w 14 sheets paper, 3 vials of ink (black, red, blue), and 6 quills (28gp), Explorer’s Outfit (10gp), Traveler’s Outfit (1gp), Courtiers Outfit (30gp), Wand of Burning Hands (lvl2) 50 charges (1500gp), Tindertwigs x10 (6gp), Alchemist’s fire x5 (60gp), Acid x2 (12gp), Spell scrolls cat’s grace (90gp), Invisibility (90gp), Expeditious retreat (15gp), Shield (15gp), Fireballx2 (750), Holy symbol of Fharlanghn (wooden) (1sp), Small tent (10gp), Winter Blanket (1sp), Waterskin x2 (2gp) (one filled with common wine 2sp), Flask of Brandy (1gp) Cash: 58 gp, 17 sp, 7 cp and 8 gems (10gp each). Ruby ring of protection +2.

Spells per day:

4/4/3

Typical Spells Memorized on an adventure:

0 Detect magic, Light, Ray of Frost
1st Shield, Magic Missilex2, Feather Fall
2nd Acid Arrow, Scorching Ray, Cat’s Grace

Typical Spells Memorized in a social setting:

0 Detect Magic, Mage Hand, Prestidigitation
1st Magic Missile, Mage Armor, Shield, Comprehend Languages
2nd Detect Thoughts, Scorching Ray, Cat's Grace

Spells in Spell Book:

0 Level
Acid Splash: Orb deals 1d3 acid damage.
Detect Magic: Detects spells and magic items within 60 ft.
Disrupt Undead: Deals 1d6 damage to one undead.
Read Magic: Read scrolls and spellbooks.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Prestidigitation: Performs minor tricks.

1st Level
Alarm: Wards an area for 2 hours/level.
Protection from Chaos/Evil/ Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Mage Armor: Gives subject +4 armor bonus.
Unseen Servant: Invisible force obeys your commands.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Identify M: Determines properties of magic item.
Burning Hands: 1d4/level fire damage (max 5d4).
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Magic Weapon: Weapon gains +1 bonus.

2nd Level
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Detect Thoughts: Allows “listening” to surface thoughts.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Continual Flame M: Makes a permanent, heatless torch.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Knock: Opens locked or magically sealed door.


~~~~~~~~~~~~~~~~~~~~~~~

Appearance:
Verrick is man of average build and looks. He is of Flan and Oerdian decent. He has a weather-beaten face and tanned skin from many years of traveling. He is clean-shaven and wears his hair short. He is generally unremarkable in a crowd. He normally wears stout boots and a large brimmed hat. He favors comfortable, but durable clothes in neutral tones. He typically wears a leather vest with many pockets for spell components and other odds and ends over a long sleeved shirt and slightly baggy pants. When he is expecting trouble he wears a suit of strange studded leather in fall colors.

Personality:
Verrick is a friendly soft-spoken man. While not a Cleric he is a religious man and devoted follower of Fharlanghn. He is slow to anger, but once his ire is roused his rage is fierce. He enjoys meeting new people and seeing new places. He likes to try exotic food and drink when he travels. He tends to be a peacemaker among his friends and tries to get along with everyone. If he does find someone he can’t be a friend with he generally moves on to somewhere new. He has acquaintances all over the flanaess, but he rarely stays in one place long enough to make really close friends.

Background:
Verrick grew up on the roads. His parents were in the business of hauling goods. He spent much of his early life riding in the back of a wagon reading books. His parents were only modestly successful and never provided much of a home for young Verrick. He was fascinated by the cities they passed through, but never stayed at. At 13 he left his parents for the bright lights of Leukish. He soon found that cities weren’t the magical places he had imagined. He found life was hard on the streets and nothing like the tales he had been reading. He struggled to survive and had to resort to the life of a Rogue to survive. He eventually went to sea on the Nyr Dyv as a deck hand again in hopes of finding the romance and excitement of the stories he read as a child. He soon became disenchanted and headed north toward the shield lands to join the army and fight Iuz at 16. Fortunately, he met a young wizard who was going the other way and recognized in Verrick the potential of magic. He took young Verrick into apprenticeship and began to teach him the arts of magic. Verrick was an apt pupil and soon mastered the basics of Wizardry. After the initial excitement wore off he discovered that magic was mostly about studying old dusty books and practice. After a couple of years of study with the Wizard in Keoland he decided it was time to move on again. He traveled making a living selling spells and looking for the home he never had. While he had some “adventures”, he never seemed to find a home or the excitement he craved. He spent nearly a year working for a Wizard in exchange for the magical Rapier he carries in hopes that such a flashy blade would lead him to adventure. He spent time among the Elves of Celene and the Dwarves of the mountains, but he never found a home. One day when Verrick was in his mid-twenties he met an old man on the road. They were traveling the same way and began to talk. Verrick found himself talking of his life and his disappointments. The old man who was a priest of Fharlanghn told him that he had a home all along. That the road and all the vast places of the flanaess were his home. As they talked Verrick realized that he had been so worried about the destination he had never enjoyed the journey. He spent some time in the company of the old priest and re-evaluated his life. Now Verrick still wanders the roads of land, but he does it with new eyes. Every day is an adventure and he wanders the roads partaking of all that the world has to offer.
In recent years Verrick has been spending his time close to Greyhawk. During the wars he saw some fighting, but rarely stayed with any one unit or group. His magical skills grew and the old skills he learned on the street were enhanced. He often gave his protection to groups of refugees he encounter on the road. Frequently he aided them in their journey to safety and defended them from harm. Since the end of the war those bandits who pray upon travelers and refugees have most often the focus of Verrick’s ire. Verrick has gained some small notoriety on the roads around Greyhawk he is always a welcome site to local traders and travelers. They know his family was in trade and they see him as one of their own.

Animals/Familiars:

”Rauxy” Hawk Familiar Tiny Animal
Hit Dice: 6 (14 hp) Character level hd with ½ wizard’s hp
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 16
Base Attack/Grapple: +3/–10
Attack: Talons +6 melee (1d4–2) Wizard’s BAB +3 dex.
Full Attack: Talons +6 melee (1d4–2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +2, Ref +7, Will +6 Wizard base with hawk stats.
Abilities: Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6
Skills: Listen +2, Spot +14 Also as wizard modified by hawk stats.
Feats: Weapon Finesse
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 1/3
Advancement: As familiar
Special: Alertness, improved evasion, share spells, empathic link, deliver touch spells

These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less.
Combat
Hawks combine both talons into a single attack.
Skills: Hawks have a +8 racial bonus on Spot checks.

“Fharley” Warhorse, Light
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Advancement: —
Level Adjustment: —

These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.

Tan horse with white socks. He is outfitted with a brown leather riding saddle, a bit and bridle, and a pair of saddlebags. He knows the following tricks: Attack, Defend, Guard, Down, Come, and Stay.
 
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Philo Jurament
Male Human
Paladin 6


Deity: Heironeous
Alignment: LG

Medium Humanoid
HD 6d10+6; hp 56;
Init +1;
Spd 20 ft/x4;

AC 20 (+8 armor, +1 shield, +1 dex)
touch 11,
flat-footed 19;
Base Atk/Grapple +6/+9;
Full Atk +11/+6 Two-handed (2d6+5;19-20/x2, +1 Greatsword),
+7/+2 Thrown (1d4+3;19-20/x2, Dagger(Thrown));
AL LG;
SV Fort +8, Ref +5, Will +6;
Str 17(+3), Dex 12(+1), Con 12(+1), Int 10(+0), Wis 14(+2), Cha 14(+2);
Skills: Concentration +4, Diplomacy +11, Heal +3, Knowledge (nobilty) +1, Knowledge (religion) +5, Sense Motive +9, Ride +4
Feats: Weapon Focus (Greatsword), Power Attack, Cleave, Improved Smiting

Special Abilities: Aura of good, detect evil, smite evil 2/day, Divine grace, lay on hands, Aura of courage, divine health, turn undead, remove disease 1/week

Spells: 2 1st level/day

Possesions: +1 Greatsword, +1 Mithral Half-plate, 2 daggers, holy symbol of Heironeous, standard equipment pack


Mount:

Warhorse, Heavy
Large Animal


Hit Dice: 6d8+12 (45 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 14 (?1 size, +1 Dex, +8 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d6+4)
Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Space/Reach:10 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats:Endurance, Run

Special Abilities: Empathic link, improved evasion, share spells, share saving throws

Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301?600 pounds; and a heavy load, 601?900 pounds. A heavy warhorse can drag 4,500 pounds.
 
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Garynn Wildsong

Garynn Wildsong
Gnome, 4th-Level Druid/ 2nd level Bard
Small Humanoid (Gnome)
Hit Dice: 4d8+8, +2d6+4
Hit Points: 39
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 17 <21 vs giants>(+1 size, +2 Dex, +3 magic leather armor, +1 light shield), touch 13, flat-footed 15
Base Attack/Grapple: +4/+1
Attack: MW Silver Sickle +5 melee (1d3-2/19–20) or +1 Sling +7 ranged (1d3+1/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Gnome traits
Saves: Fort +7, Ref +7, Will +11
Abilities: Str 8, Dex 14, Con 14, Int 14, Wis 16, Cha 15
Skills: Hide +8, Listen +4, Spot +2, Knowledge Nature +13, Survival +13, Craft Alchemy +13, Performance Pipes +7, Handle Animal +9, Concentration +11, Ride Pony +3.
Bardic Specials: Bardic Music, Counter Song, Fascinate, Inspire Courage +1, Bardic Knowledge +4
Bard Spells / day: Cantrips: 3, 1st: 1 (Knows 5 Cantrips and 2 1st level)
Druid Specials: Animal Companion, Nature sense, wild empathy (+6/+2), Wilderness stride, trackless step, resist natures lure.
Druid Spells /day: Orisons: 5, 1st level: 4, 2nd level: 3
Feats: Spell focus Conjuration, Augmented Summoning, Weapon Finesse.
Alignment: Neutral good
Gnome Traits (Ex): Gnomes possess the following racial traits.
— +2 Constitution, –2 Strength.
—Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A gnome’s base land speed is 20 feet.
—Low-light vision.
— +2 racial bonus on saving throws against illusions.
—Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
— +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears).
— +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
— +2 racial bonus on Listen checks.
— +2 racial bonus on Craft (alchemy) checks.
—Languages: Common, Gnome, Giant, Goblin.
—Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute),dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 13.


Bard spells Known: Lullaby, Summon Instrument, Message, Open/Close, Detect Magic, Sleep, and Hypnotism.

Basic Druid spell load:
Orisons: Know Direction, Light, Flare, Detect poison, and Create Water.
1st Level: Charm animal, Entangle, Magic Fang (+2), and Cure Light Wounds.
2nd Level: Barkskin, Flame Blade, Summon Swarm.

Equipment:
+1 Leather Armor (1,160 gp)
Master Work Instrument: Pan Pipes (100 gp)
+1 Sling (2,300 gp)
Heward’s haversack (2,000 gp)
+1 Vestments of Resistance (1,000 gp)
Master Work Alchemical Silver Sickle (356 gp)
Pipes of the Sewers (1,150 gp)
Pipes of Sounding (1,800 gp)
Alchemists Lab (500 gp)
10 Alchemist’s Fire (500 gp) Self made
10 Antitoxin (500 gp) Self made
10 Smoke sticks (180 gp) Self made
20 Sunrods (36 gp) Self made
10 Tanglefoot Bags (300 gp) Self made
10 Thunderstones (180 gp) Self made
100 Tindertwigs (60 gp) Self made
Bedroll (below backpack, 5wt, 1sp)
Waterskin- water (backpack, 4wt, 1gp)
Trail Rations- 1 day (backpack, 1wt, 5sp)
Sacks, 4 (backpack, 2wt, 4sp)
Soap (backpack, 1wt, 5sp)
Whetstone (backpack, 1wt, 2cp)
Winter Blanket (pack saddle, 3wt, 5sp)

Scrolls:
Cure Light Wounds [4] (100gp)
Remove Fear [2] (50gp)
Summon Monster 1[4] (100gp)

Remaining gold: 316 (and change)
 

Garynn's Companion: Bramble

Bramble
Small Animal Companion (Badger)
Hit Dice: 3d8+6
Hit Points: 24
Initiative: +4
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/–5
Attack: Claw +5 melee (1d2–1)
Full Attack: 2 claws +5 melee (1d2–1) and bite +0 melee (1d3–1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 9, Dex 18, Con 15, Int 2, Wis 12, Cha 6
Skills: Escape Artist +7, Listen +4, Spot +4
Feats: TrackB, Weapon Finesse
Alignment: Neutral
Companion Traits: Share Spells, Evasion, Link.

Raged Statistics
[Armor Class: 16 (+1 size, +4 Dex, +3 natural, -2 Rage), touch 13, flat-footed 12
Attack: Claw +4 melee (1d2+1)
Full Attack: 2 claws +4 melee (1d2+1) and bite –1 melee (1d3+1)
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 13, Dex 18, Con 119, Int 2, Wis 12, Cha 6
Hit Dice: 3d8+6+6
Hit Points: 30


The badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging. An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds.
Combat
Badgers attack with their sharp claws and teeth.
Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.
Skills: A badger has a +4 racial bonus on Escape Artist checks.

Equipment:
+1 Collar of resistance (1,000 gp) out of Garynn’s money
 

Braggi Grundersson (6 Lvl Dwarf Fighter)

Braggi Grundersson

Fighter
Level: 6
Alignment: Lawful Good
Race: Dwarf
Deity: (Not familiar with Greyhawk Deities)

Age: 50 Gender: Male Height: 4’ 1” Weight: 164 lbs. Hair: Blonde Eyes: Blue

Str: 18 [+4] (8 points; 15 +1 level +2 Gauntlets)
Dex: 14 [+2] (8 points)
Con: 18 [+4] (8 points; 15 +2 dwarf)
Int: 10 [+0] (2 points)
Wis: 10 [+0] (2 points)
Cha: 10 [+0] (4 points)


Hit Points: 74

Initiative: +7

Fort: +9
Ref: +5
Will: +2

Armor Class: 10 + 5 +2 +1 = 18 (With Shield = 20)

Speed: Walk 20ft, / Hustle 20ft + Action or 40ft. / Run: 80ft

Base Attack: +6/+1
Melee/Grapple: Dwarven Waraxe To Hit: +8/+3 Dmg: 1d8+8/1d10+8 Crit: x3
Ranged:

Skills: Fighter
Craft: Armor (Int): 3+0+2=5
Craft: Stonework (Int): 3+0+2=5
Climb (Str): 4+4=8
Swim (Str): 4+4=8
Ride (Dex): 4+3=7
Jump (Str): 3+4=7


Feats:
Weapon Specialization: Dwarven Waraxe
Weapon Focus: Dwarven Waraxe
Power Attack
Cleave
Great Cleave
Endurance
Improved Initiative

Languages: Common and Dwarven

Combat Load:
Gauntlets of Ogre Strength (Hands)
Adamantine Dwarven Waraxe (+1 non-magic) (Right Hand)
Breastplate (Masterwork) (Body)
Mithril Heavy Shield (Left Arm)
Bracers of Armor +1 (Arms)
Short Sword (Belt)
2 Potions (Cure Serious Wounds) (Belt Pouch)
Backpack (Back)
2 Oils of Magic Weapon (Belt Pouch)
Bedroll (On BP)
Spyglass (in BP)
Waterskin (on Belt)
Bullseye Lantern (Tied to BP)
Sack (in BP)
Oil Flask, 1 pint (in BP)
Rope, Hemp 50'(in BP)
Grappling Hook (in BP)
Iron Pot (in BP)
Crowbar (in BP)
Belt Pouch (on Belt)

Travelling Equipment:
Pony, War
Bit and Bridle
Military Saddle
Saddlebags
Tent
Hammer
3 Scroll Cases
Sealing wax
Sledge
Artisan Tools, Masterwork


Clothing:
Artisans
Cold Weather
Traveler

Money:
GP: 47
SP: 3
 
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