PCs for Watermark's Temple of Mysteries


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Therren of Greydawn

Half-Elf Rogue 4 (Chaotic Good)

Strength 13 (+1)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 8 (–1)
Charisma 10 (+0)

AC: 16 (touch 13, flat-footed 13)
hp: 22
Initiative: +7
Speed: 30 feet

Saves
Fortitude +3
Reflex +7
Will +0

Attacks
Base Attack +3
Grapple +4

Weapon Attack Bonus Damage Critical
Masterwork short sword +5 1d6+1 19–20/×2
Masterwork longbow +7 1d8 ×3

Armor: Masterwork studded leather

Special Abilities
Sneak Attack: Deal +2d6 damage against flanked or flat-footed
opponent.
Trapfinding: You can use the Search skill to find traps with a
DC greater than 20.
Trap Sense: +1 bonus on Reflex saves and to AC against traps.
Uncanny Dodge: Retain Dexterity bonus to AC even when flatfooted
or struck by invisible opponents.

Feats
Improved Initiative: +4 bonus on initiative checks.
Point Blank Shot: +1 bonus on ranged attack rolls and damage
against targets within 30 feet.

Skills
Bluff +7
Climb +8
Decipher Script +9
Disable Device +9
Hide +10
Knowledge (local) +4
Listen +7
Move Silently +10
Open Lock +10
Search +9
Tumble +10

Possessions
[Masterwork short sword] (Now broken)
Dagger
Masterwork longbow
Arrows (39)
Masterwork studded leather armor
Jar of sovereign glue (1 ounce of unbreakable adhesive,
takes 1 round to set)
Bag of holding (up to 250 lbs. or 30 cubic feet)
Potion of cure light wounds (cure 1d8+3 points of damage)
Potion of invisibility (imbiber becomes invisible for four minutes)
Potion of darkvision (imbiber gains 60-foot darkvision for four
hours)
Thieves’ tools
50 feet of silk rope
Iron spikes (4)
Wooden mallet
Hooded lantern and oil
40 gp
100 gp gem
Food (1 day)
Water (2 days)
 
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Aieron Swiftriver

Elf Wizard 4 (Chaotic Good)

Strength 8 (–1)
Dexterity 14 (+2)
Constitution 13 (+1)
Intelligence 16 (+3)
Wisdom 13 (+1)
Charisma 10 (+0)

AC: 13 (touch 12, flat-footed 11)
hp : 17
Initiative: +2
Speed: 30 feet

Saves
Fortitude +2
Reflex +4
Will +5

Attacks
Base Attack +2
Grapple +1

Weapon Attack Bonus Damage Critical
Dagger +1 1d4–1 19–20/×2
Longbow +4 1d8–1 ×3

Armor: +1 bracers of armor

Special Abilities
Immune to magic sleep effects.
+2 on saves against enchantment spells and effects.

Feats
Spell Penetration: +2 on caster level checks to overcome spell
resistance.
Combat Casting: +4 on Concentration checks to cast on the
defensive, or while grappling or pinned.
Scribe Scroll: You can produce scrolls.

Skills
Concentration +8
Craft (alchemy) +7
Decipher Script +10
Knowledge (arcana) +10
Spellcraft +6
Spot +6

Possessions
Dagger
+1 bracers of armor
Longbow
Arrows (40)
Cloak of elvenkind (+5 bonus on Hide checks)
Wand of burning hands (10 charges) (3d4 points of fire damage in a
15-foot cone)
Wand of shield (43 charges) (invisible disc of force blocks magic
missiles, grants +4 to AC, including against incorporeal creatures,
for three minutes)
Backpack
Vial of ink
Parchment pages (5)
Food (1 day)
Water (2 days)
200 gp ring
42 gp

Glowing Coin
Vial of Alchemist's Fire

Scrolls:
• See invisibility (reveals invisible creatures or objects for 30
minutes)
• Silence (creates silence in a 20-foot radius for four minutes)
• Grease (makes 10-foot square or one object slippery for 4
rounds [Reflex DC 11 or fall])
• Mage armor (grants subject a +4 armor bonus for three hours)
• Magic weapon (weapon gains +1 bonus for four minutes)
• Fireball (deals 5d6 points of fire damage in a 20-foot radius
[Reflex DC 14])

Spells
Cast 4/4/3 0-, 1st-, and 2nd-level spells per day, save DC 13 + spell level
0-Level Prepared
Detect Magic: Senses magic within 60 feet
Mage Hand: Moves one nonmagical object of up to 5 lbs.
Mending: Repairs one broken object
Read Magic: Reads magical writing
1st Level Prepared
Mage Armor: +4 AC bonus to creature touched
Magic Missile (2): Two missiles deal 1d4+1 damage [ONE CAST]
Sleep: Put 4 HD of creatures to sleep
2nd Level Prepared
Invisibility: Turn one creature or object invisible
Rope Trick: Rope rises up to 30 feet, creates extradimensional space
for up to eight people
Scorching Ray: Ranged touch attack inflicts 4d6 points of fire damage [CAST]
Spellbook: 0-Level— all; 1st—burning hands, mage armor, magic
missile, magic weapon, sleep, shield, shocking grasp; 2nd—daze monster,
invisibility, rope trick, scorching ray
 
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Darian Longblade

Human Fighter 4 (Lawful Good)

Strength 16 (+3)
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 13 (+1)
Wisdom 10 (+0)
Charisma 8 (–1)

AC: 18 (touch 11, flat-footed 17)
hp : 36
Initiative: +5
Speed: 20 feet

Saves
Fortitude +6
Reflex +2
Will +1

Attacks
Base Attack +4
Grapple +7

Weapon Attack Bonus Damage Critical
+1 greatsword +9 2d6+7 19–20/×2
Longbow +5 1d8 ×3

Armor: +1 chainmail

Feats
Weapon Focus (greatsword): +1 on attack rolls with greatsword.
Weapon Specialization (greatsword): +2 on damage rolls with
greatsword.
Combat Expertise: Take penalty on attack rolls up to base attack
bonus, add to AC.
Power Attack: Take penalty on attack rolls up to base attack
bonus, add to damage.
Cleave: If you drop a foe, make an extra attack.
Improved Initiative: +4 bonus on initiative checks.

Skills
Climb +10
Intimidate +6
Jump +8
Knowledge (engineering) +4
Swim +6

Possessions
+1 greatsword
+1 chainmail
+1 amulet of natural armor
Longbow
Arrows (20)
Potion of cure moderate wounds (cure 2d8+4 points of damage)
Potion of spider climb (imbiber can walk on walls and ceilings for
30 minutes)
Torches (3)
Tindertwigs (4)
Backpack
Empty sacks (2)
200 gp gem
150 gp ring
14 gp
Food (1 day)
Water (2 days)
 

Grimbold the Ram

Human Barbarian 4 (Chaotic Neutral)

Strength 16 (+3)
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 12 (+1)
Charisma 10 (+0)

AC: 16 (touch 11, flat-footed 15)
hp : 42
Initiative: +1
Speed: 40 feet

Saves
Fortitude +6
Reflex +2
Will +2

Attacks
Base Attack +4
Grapple +7

Weapon Attack Bonus Damage Critical
+1 silvered greataxe +8 1d12+5 ×3
+1 javelin +6 1d6+4 ×2
Javelin +5 1d6+3 ×2

Armor: +1 chain shirt

Special Abilities
Trap Sense: +1 bonus on Reflex saves and to AC against traps.
Uncanny Dodge: Retain Dexterity bonus to AC even when flatfooted
or struck by invisible opponents.
Illiterate: You cannot read.
Rage 2/day: +4 Strength, +4 Constitution, +2 on Will saves, –2 to
AC, lasts 7 rounds; fatigued after rage.

Feats
Quick Draw: You can ready a weapon as a free action.
Power Attack: Take penalty on attack rolls up to base attack
bonus, add to damage.
Improved Bull Rush: You don’t provoke attacks of opportunity,
gain +4 on Strength checks for bull rush.

Skills
Climb +10
Jump +10
Listen +8
Search +0
Survival +8

Possessions
+1 silvered greataxe
+1 javelin
Javelins (2)
+1 chain shirt
Potion of barkskin (+2 to natural armor bonus)
Potions of cure light wounds (2) (cure 1d8+3 points of damage)
100 gp gem
Backpack
Torches (2)
Food (1 day)
Water (2 days)
 
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Jarten Lightbearer

Human Paladin 4 (Lawful Good)

Strength 14 (+2)
Dexterity 8 (–1)
Constitution 12 (+1)
Intelligence 10 (+0)
Wisdom 13 (+1)
Charisma 16 (+3)

AC: 20 (touch 9, flat-footed 20)
hp : 32
Initiative: +3
Speed: 20 feet

Saves
Fortitude +8
Reflex +3
Will +5

Attacks
Base Attack +4
Grapple +6

Weapon Attack Bonus Damage Critical
Masterwork silvered +8 1d8+2 19–20/×2
longsword
Throwing axe +3 1d6+2 ×2

Armor: +1 full plate, heavy shield

Special Abilities
Detect Evil: Usable at will.
Smite Evil: 1/day, +3 on attack rolls and +4 damage (plus regular
bonuses) on one attack against evil foe.
Lay on Hands: Heal a total of 12 points of damage per day.
Aura of Courage: Immune to fear, allies within 10 feet gain +4
morale bonus on saves against fear.
Turning: Turn undead as 1st-level cleric, six times per day.

Feats
Power Attack: Take penalty on attack rolls up to base attack
bonus, add to damage.
Weapon Focus (longsword): +1 on attack rolls with longsword.
Channel Divine Vengeance*: Spend a turning attempt, gain a
ranged touch attack with a 100-foot range that inflicts 1d6+6
points of positive energy damage (lawful good creatures take half
damage).
* Feat from the Book of Hallowed Might II

Skills
Diplomacy +10
Knowledge (religion) +7
Sense Motive +8

Possessions
Masterwork silvered longsword
Throwing axes (3)
+1 full plate armor
Heavy shield
Candle of truth: Those in its light must make a Will save (DC 13) or
tell the truth. The candle has a total of one hour of use left.
Potion of cure moderate wounds (cure 2d8+4 points of damage)
Potion of cure light wounds (cure 1d8+3 points of damage)
Potion of levitate (imbiber can float up and down for four minutes)
Backpack
300 gp amulet
100 gp gem
25 gp
Food (1 day)
Water (2 days)

Spells
Cast one 1st-level spell per day, save DC 14
1st Level
Bless Weapon:Weapon treated as magic and good against evil
creatures’ damage resistance, automatically confirms critical hits
against evil creatures
 

Thar the Hammer

Half-Orc Cleric 3/Barbarian 1 (Chaotic Good)

Strength 18 (+4)
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 9 (–1)
Wisdom 13 (+1)
Charisma 8 (–1)

AC: 16 (touch 11, flat-footed 15)
hp : 35
Initiative: +1
Speed: 40 feet

Saves
Fortitude +7
Reflex +2
Will +4

Attacks
Base Attack +3
Grapple +7

Weapon Attack Bonus Damage Critical
Masterwork greatsword +8 2d6+6 19–20/×2
Throwing hammer +4 1d6+4 ×2

Armor: +1 chain shirt

Special Abilities
Darkvision 60 feet
Luck Domain Ability: Once per day, reroll one die.
Strength Domain Ability: +3 bonus to Strength, 1/day for 1 round.
Turning: Turn undead 2/day.
Rage 1/day: +4 Strength, +4 Constitution, +2 on Will saves, –2 to
AC, lasts 7 rounds; fatigued after rage.

Feats
Power Attack: Take penalty on attack rolls up to base attack
bonus, add to damage.
Improved Sunder: +4 bonus on attack rolls to sunder, no attack
of opportunity.

Skills
Heal +5
Listen +5
Spot +2

Possessions
Masterwork greatsword
Throwing hammers (3)
+1 chain shirt
Pearl of power, 1st level (recast a 1st-level spell)
Wand of cure light wounds (30 charges) (cure 1d8+3 points of damage)
Necklace of fireballs (one 5d6 fireball, two 3d6 fireballs [DC 14])
Potions of cure moderate wounds (2) (cure 2d8+4 points of damage)
Potion of lesser restoration (dispels magical ability penalty or repairs
1d4 ability damage, but not ability drain)
Flask of alchemist’s fire (throw as a splash weapon to deal 1d6
points of fire damage, 1 point of splash damage, 1d6 points of fire
damage to primary target in following round [Reflex DC 15 to
extinguish]).
Torches (2)
Wooden holy symbol
Backpack
34 gp
100 gp gem
Food (1 day)
Water (2 days)

Vial labeled 'For luck'...golden, sparkling liquid.


Spells
Cast 4/3+1*/1+1* 0-, 1st-, and 2nd-level spells per day, save DC 11 + spell level
0-Level
Detect Magic (2): Senses magic within 60 feet
Mending: Repairs one broken object
Read Magic: Reads magical writing
1st Level
Bless: You and allies gain +1 on attack rolls and saves against fear
Comprehend Languages [CAST]: Understand spoken and written languages
Divine Favor: +1 luck bonus on your attack and damage rolls
Enlarge Person*: Humanoid creature doubles in size.
2nd Level
Bull’s Strength*: Subject gains +4 to Str for 1 min./level.
Remove Paralysis: Frees one creature from any temporary paralysis.
*Domain Spells
 
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Appearance:

Grimbold is a beast of a man - standing well over two meters and possessing the large frame of a wildsman and hunter. His penchant for snorting, combined with his ability to use his weight in combat, charging and bullrushing, has earned him the title of 'Ram'. Grimbold sports numerous tatoos on his body and has a shaggy black mane and long goatee. He wears his magical chain shirt, the loot of a previous dungeon raid, under his large fur coat. The coat he made himself, a long time ago, after he slew a large bear that attacked him in the wild - with no weapon except his hands. The enormous two-handed axe, Grimbold keeps on his back, within easy reach of his large hands. He keeps the remainder of his equipment on a belt, fastened around wool pants and sturdy boots.

Personality:

He doesn't talk much; a loner always, and a free spirit. The rumors say that he was mute until the age of twelve, and soon afterwards, he ran away from home and eked out an existence in the wild, never staying in one location for too long.

"How much are you paying?" he asks. He always has to ask, or otherwise they won't pay him for the job, he has learned. He has to bind them in a contract beforehand, or their word is nothing, and his effort is in vain. Grimbold is not a fool; he may be somewhat socially inept, but he speaks when necessary and to his own advantage.
 

Appearance: Darian has the build of an athlete, with a slim frame, well muscled from years of exercise. His hair is long and black, and he keeps it tightly bound in a ponytail. His olive skin is weatherworn from years as a soldier during times of conflict, and a bodyguard during times of peace. He wears dark steel chainmail with the ease of a man at home in armor, and carries a longbow and a greatsword that is covered with tiny enchanted runes, with a hilt wrapped in tightly wound cloth.

History: I signed up with the army early in life, hoping to find a way out of the stinking poverty of my home city. My natural ability and smarts took me through training and my first campaign with ease, but I never new quite when to shut up. Some bullies were giving a tough time to a new recruit, and when I gave them a hard time back, my time in the military was cut short when it was revealed that one of the youths was the Field Marshal’s son. He was at the Temple for healing until late the next day, and I’m told he never walked right again. I suppose I was lucky to get out how I did.

Well, if I can’t bring justice and light to the world at the front of an army, I’ll just have to do it on my own. I signed up to a couple different mercenary companies when they needed me, and worked as a bodyguard to rich caravan owners and a diplomat or two, but eventually the bug for adventure caught hold of me. I joined up with an adventuring party to seek glory and riches, and haven’t looked back since.
 

Appearance: At first glance, Therren looks like he's too thin to be of much use in a skirmish, but he has surprised his companions a time or two with his agility and ability to find his foe's tender weak points. He's definitely a bit stronger than his slender five and a half feet frame would indicate. He has shoulder length curly brown hair which he usually wears loosely pulled back with a piece of leather. His skin is lightly tanned and his eyes pale blue.

Personality: Therren is very light-hearted, occasionally naive, and usually well-intentioned. His cheerful gaze seems to laugh at everything, but he'd be crushed to know he hurt anyone's feelings. He is especially amused by anyone he thinks takes him or herself too seriously. Despite the occasionally misfiring practical joke, most people enjoy his company, since his frivolous-seeming nature never stops him in combat or in adventuring.
 

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