Tarumen, Land of Earth and Sky Rogue's Gallery

Isida Kep'Tukari

Adventurer
Supporter
Please put your charactes in the following format. You don't have to get as detailed as I did for the spell component pouch though. ;)

Quillia Yrtree Alamble
Female Gnome Wizard 12

Alignment: Neutral Good
Height: 3' 5''
Weight: 42lbs
Hair: Sandy Brown
Eyes: Dark Blue
Age: 73

Str: 10 (+0) [4 points, -2 racial]
Dex: 14 (+2) [6 points]
Con: 11 (+0) [1 point, +2 racial]
Int: 20 (+5) [10 points, +4 enhancement]
Wis: 14 (+2) [6 points]
Cha: 13 (+1) [5 points]

Class and Racial Abilities:
+2 Con, -2 Str, Small (+1 to AC and attacks, +4 to Hide checks), Low-light vision, Weapon familiarity (gnome hooked hammer), +2 bonus vs. illusions, +1 to DC of illusions, +1 attack bonus vs. kobolds and goblinoids, +4 dodge bonus to AC vs. giants, +2 bonus to Listen and Craft (alchemy) checks, Spell-like abilities (speak with animals (burrowing mammals) 1/day, dancing lights, ghost sound, and prestidigitation 1/day, DC: 11, 12 for ghost sound).

Hit Dice: 12d4
HP: 37
AC: 18 (+2 Dex, +1 size, +3 armor [from bracers], +2 deflection [from ring])
Init: +2 (+2 Dex)
Speed: 20ft

Saves:
Fortitude +6 [+4 base, +0 Con, +2 from cloak]
Reflex +8 [+4 base, +2 Dex, +2 from cloak]
Will +12 [+8 base, +2 Wis, +2 from cloak]

BAB: +6/+1
Melee Atk: +7/+2 (1d4+1+1d6 [all subdual]/x2/B, Headknocker, +1 merciful quarterstaff)
Ranged Atk: +10/+5 (1d8+2+1d6 fire/x3/50 ft./P, Heat, +2 flaming pistol)

Skills:
Concentration +5 [5 ranks, +0 Con]
Craft (alchemy) +15 [10 ranks, +5 Int]
Decipher Script +10 [5 ranks, +5 Int]
Knowledge (arcana) +21 [15 ranks, +5 Int, +1 Education]
Knowledge (architecture and engineering) +14 [8 ranks, +5 Int, +1 Education]
Knowledge (dungeoneering) +10 [5 ranks, +5 Int]
Knowledge (geography) +10 [5 ranks, +5 Int]
Knowledge (history) +8 [3 ranks, +5 Int]
Knowledge (nature) +15 [10 ranks, +5 Int]
Knowledge (the planes) +15 [10 ranks, +5 Int]
Spellcraft +22 [15 ranks, +5 Int, +2 synergy from Knowledge (arcana)]

Feats:
Education (Knowledge: arcana, Knowledge: architecture and engineering) (1st level)
Scribe Scroll (wizard bonus 1st level)
Exotic Weapon Proficiency (pistol) (3rd level)
Empower Spell (wizard bonus 5th level)
Point Blank Shot (6th level)
Improved Familiar (9th level)
Energy Substitution (sonic) (wizard bonus 10th level)
Precise Shot (12th level)

Languages: Common, Gnome, Lantanese, Draconic, Sylvan, Alzedo

Spells Prepared
Save DC +5
0th - detect magic, flare, read magic, prestidigitation.
1st - comprehend languages, expeditious retreat, mount, true strike x2, unseen servant.
2nd - darkvision, Gedlee's electric loop, Melf's acid arrow, rope trick, see invisibility.
3rd - blindsight, dispel magic, sonic fireball x2 (from Energy Substitution), haste.
4th - Empowered Melf's acid arrow, greater invisibility, stone shape, stone skin.
5th - major creation, overland flight, prying eyes, teleport.
6th - analyze dweomer, chain lightning.

Spellbook
0th - acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue
1st - alarm, comprehend languages, expeditious retreat, identify, magic missile, mount, speed swim, true strike, unseen servant
2nd - darkvision, Gedlee's electric loop, Melf's acid arrow, rope trick, see invisibility
3rd - blindsight, daylight, dispel magic, greater magic weapon, fireball, haste
4th - greater invisibility, polymorph, stone shape, stoneskin
5th - major creation, overland flight, permanency, prying eyes, teleport
6th - analyze dweomer, chain lightning, disintegrate, greater dispel magic, true seeing

Equipment:

Wearing or carrying
Heat (+2 flaming pistol, 18,000gp)
Headknocker (+1 merciful Small quarterstaff, 8,000)
Hairpin of the Uncanny Wit (as headband of intellect +4, 16,000gp),(acquired at 10th level)
Bracelets of Ironheart (as bracers of armor +3, 9,000gp)
Warding Word (ring of protection +2, 8,000gp)
Belt pouch 1gp
-Waterskin 1gp
-Silver dagger 10gp
wand of magic missile (5th level, 3,750gp)
wand of detect secret doors (750gp)
scroll of detect undead (25gp)
scroll of animate rope (25gp)
Tymora's Favor (cloak of resistance +2, 4,000gp)
Spell component pouch - Contains all focuses and material components for spells totaling 6,500gp

Heward's Handy Haversack (2,000gp)
-Spellbook (400 pages of vellum, wooden cover, waterproof, levitating, pungent, major elemental resistance, glammered [to resemble a poetry book]) (10,240gp)
-Powderkeg of smokepowder 400gp
-4 bags of bullets (40) 12gp
-Alchemist's lab 500gp
-Bedroll 5sp
-Everburning torch 110gp
-Acid (5 flasks) 50gp
-Alchemist's fire (3 flasks) 60gp
-Sunrods (5) 10gp
-Wine (3 bottles) 30gp
-50 ft. silk rope 10gp
-Paper (10 sheets) 4gp
-Ink (two vials) 16gp
-Inkpen 1gp
-Trail rations (20 days worth) 10gp
-Scholar's outfit 5gp
-Cold weather outfit 8gp
-Courtier's outfit with jewelry 80gp
-Bag of raspberry candies (5 lbs) 2gp

Money
389gp, 5sp

Preena, pseudodragon familiar: Tiny dragon; HD 7: hp 25; Init +0; Spd 15 ft., fly 60 ft. (good); AC 22, touch 14, flat-footed 20; Base Atk +2; Grp -8; Atk +7 melee (1d3+1 plus poison, sting); full Atk +7 melee (1d3+1 plus poison, sting) and +0 melee (1, bite); Space/Reach 2-1/2 ft./0 ft. (5 ft. with tail); SA poison; SQ blindsense 60 ft., deliver touch spells, dragon type, improved evasion, speak with master, telepathy, alertness, share spells, empathic link, speak with master; AL NG; SV Fort +4, Ref +3, Will +6; Str 11, Dex 11, Con 13, Int 10, Wis 12, Cha 10.

Skills and Feats: Hide +16/+24 in forest or overgrown areas, Survival +3, Listen +5, Search +2, Spot +5; Alertness.
Blindsense (Ex): Can locate creatures within 60 ft. by nonvisual means.
Dragon Type: Darvision 60 ft., low-light vision, immunity to sleep are paralysis effects.
Poison (Ex): Injury, Fortitude CD 12, initial damage sleep for 1 minute, secondary damage sleep for 1d3 days.
Telepathy (Su): Communicate telepathically with creature within 60 ft that speak Common or Sylvan.

Permanent Spells: greater magic fang (12th level caster) on Preena, familiar pocket on Quillia's inner vest pocket.

Appearance: Quillia is gnome who has seen a great deal in her travels. Her skin is nut-brown from the sun, and her voice carries the faint echo of many accents. Her sandy brown hair falls to the middle of her back and is usually in a bun on her head, held in place with an elaborate hairpin. Her eyes are deep blue. She favors deep jewel tones of ruby red, emerald green, golden topaz, and indigo blue. She wears a tunic of emerald green, with indigo trews and shirt, and a golden topaz vest with many pockets. All have some ruby red embroidery, and she wears some red stone earrings and a necklace of the same.

When traveling, she has Heat, her pistol, on her belt next to her potions. She carries Headknocker (her quarterstaff) in one hand, and keeps the other hand free. She wears elaborately made iron bracelets, and a cloak that shimmers with a faint steel color. Occasionally Preena will poke her head out of her large pocket in Quillia's vest, which has startled more than one person.

Personality: Quillia is generally a happy person, willing to help others, particularly when it comes to something magical or alchemical. There's nothing Quillia likes more than conversing with another that finds magic and alchemy as fascinating as she does.

Though she owes her allegiance to Mystra, Quillia prays to the gnome pantheon often, often invoking various names of those gods in many expressions.

Quillia also loves getting letters from her family, and writes them all a newsy letter every couple of weeks. If she's within range, she'll teleport back for an afternoon with her family every couple of weeks instead. If not, she pays a premium to make certain her letters get to the Alamble family home.

She hopes sometime soon to find a suitable husband so she can settle down. There have been several men, one of whom was (and still is) serious, in her life, but her wanderlust has broken up most of these relationships. Her one serious love, a bard called Yilltre Garlondo, was close to working out, but both weren't quite ready to settle down. She also writes him letters, often paying a wizard to scry out his current location so she can be sure where to send them. The two have been exchanging love letters for years, and Quillia has kept them all. Perhaps one day soon they will both be ready...

In lieu of a husband and children of her own, Quillia lavishes her love on Preena. She adores the little pseudodragon and lavishes attention on her. She considers her more like a little daughter rather than a familiar. Preena has her own special pocket in Quillia's vest to allow her to travel in complete comfort, in addition to a fine assortment of shiny gems to play with. Quillia always keeps a small bag of tidbits for the pseudodragon to eat.

In response to the trust and affection, Preena is fiercely loyal and protective of Quillia. The pseudodragon prevailed on the gnome to have greater magic fang permanently cast on her so she would be better able to protect her, should the need arise. Rendered invisible, there's almost nothing Preena wouldn't do for the wizard. They both have a great love for practical jokes and keep a small book of their greatest accomplishments of humor.

Quillia makes friends easily, and once her trust is gained, her loyalty is unshakeable. Though she likes to say she fears nothing, she would be devastated if her family or friends were taken from her. That is probably her one deepest fear.

Background: Quillia grew up in Lantan, where the wonders that most would give their teeth to see once was the stuff of common life. Her father, Beldebarble, was a fine gunsmith, while her mother, Narilly, both decorated the gunstocks with carvings and fine metals as well as making the smokepowder. As a young girl, Quillia spent a lot of time with her mother in her alchemy lab, and learned to love the mixing and experimentation. She also helped her father in demonstrating his firearms, as it was apparent she was a crack shot. Her younger brother, Gilbaril, helped her mother do the fancy work on the guns, while both older sisters learned their father's craft. The Alamble family was prosperous and lived a comfortable life.

When it became apparent that Quillia was an incredibly bright young woman, her parents suggested that she might find wizardry worthy of her talents. She had a much more mystical bent than anyone else in the family, and engineering, while interesting, didn't capture her attention as much as sporadic mentions of magic in books she read. They look her to a wizard academy in Myratma in Tethyr, where she was tested and found worthy. Quillia found the mysteries of magic to hold even more of her attention that alchemy, though she kept at it.

The great wealth of information that could be found at the academy whetted her appetite to see the rest of the world. After leaving the academy, she traveled widely, eager to see magic in many parts of Toril. She experimented with different types of magic, learning to make her spells more powerful, as well as bringing the potent power of sound to her more destructive spells. She credits her development of her sonic magic to Yilltre, her boyfriend, as his bard's appreciation for the power of sound was something she hadn't considered before.

Several years ago, Quillia rescued a trapped and frightened pseudodragon from an encampment of poachers she had stopped with the help of some followers of Chauntea. Though she let her go the minute she was well, the little beast continued to follow Quillia around for the next few days. Finally the pseudodragon said she wanted to be Quillia's friend and companion. Touched, Quillia cared for Preena (as that was her name) for several months. Preena brought a great deal of love and happiness into her life, and on the one-year anniversary of their meeting, both decided to make their association even closer. Preena underwent the ceremony of becoming Quillia's familiar, and the two have become a force to be reckoned with.
 

log in or register to remove this ad

kirinke

First Post
NAME: Cerithea Rilynn Altinddare.
RACE: Female Elf. Cleric 3rd/Ranger 2nd.
ALIGN: Chaotic Good.
DEITY: Ehlonna.

HEIGHT: 6FT.
WGT: 150.
BUILD: Slender, graceful.
EYES: bright green
HAIR: silver
AGE: 110
SKIN: cream-colored.

(3) STR 17 (16 + 1 level)
(4) DEX 19 (17 + 2 racial)
(1) CON 12 (14 - 2 racial)
(3) INT 16
(3) WIS 16
(1) CHA 12

RACIAL QUALITIES/CLASS ABILITIES
+2 Dexterity, –2 Constitution. base land speed is 30 feet. Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +2 racial bonus on balance, 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 and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Proficient with all simple and martial weapons. Proficient with all armors and shields, save tower shields. Turn or rebuke undead. Basic clerical abilities as described in the PHB.
FAVORED ENEMY: humans (bandits and the like).
Track, wild empathy.
Combat style Archery: virtual point blank shot, rapid shot.

HIT DICE: d8 cleric/d8 ranger
HP: 30.
INIT: 4

FORT: +7 (6 + 1)
REFLEX: +8 (4 + 4)
WILL: +6 (3 + 3)

BAB: 4
+7 Melee Longsword +1 Flaming (1d8 + 1d6 fire damage, 19–20/x2 critical, 2 wgt)
+8 Ranged Composite Longbow +1 (1d8 + 1, x3 critical, 110ft range 3 lb)

CARRYING CAPACITY
LIGHT: 86 LB.
MEDIUM: 87-173 LB.
HEAVY: 174-260 LB.

AC: 14 (Base 10 + 4 dexterity + 3 armor bonus)
TOUCH: 14.
FLATFOOTED: 13

SKILLS
Balance............................06 (2 racial + 4 abil mod)
Climb...............................08 (5 ranks + 3 abil mod)
Craft arms/armor................08 (5 ranks + 3 abil mod)
Diplomacy.........................06 (5 ranks + 1 abil mod)
Heal.................................08 (5 ranks + 3 abil mod)
Knowledge religion..............08 (5 ranks + 3 abil mod)
Knowledge planes...............08 (5 ranks + 3 abil mod)
Spot................................10 (5 ranks + 3 abil mod + 2 racial mod)
Listen..............................10 (5 ranks + 3 abil mod + 2 racial mod)
Search.............................07 (2 racial + 3 abil mod + 2 racial mod)
Speak language..................03 (3 ranks)

FEATS
Craft Wondrous Item.
Scribe Scroll.

LANGUAGES
Common. Elven. Celestial. Halfling. Orc. Gnome. Dwarven. Sylvan.

********
ANIMAL DOMAIN
Granted Powers: You can use speak with animals once per day as a spell-like ability.
Add Knowledge (nature) to your list of cleric class skills.
SUN DOMAIN
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

0 LVL SPELLS
Light 2. Detect Poison. Create Water.[/B][/COLOR]
1ST LVL SPELLS
Bless. Comprehend Languages. Protection from evil. Endure Elements.
2nd LVL SPELLS
Summon Monster II. Sound burst. Heat Metal.

********
GP: 20. SP: 100. CP: 100

Wearing or Carrying
Elven leaf weave armor +1............................05 lbs
Longsword +1 Flaming..................................04 lbs
Composite longbow +1..................................03 lbs
Efficient Quiver............................................02 lbs
Heward’s handy haversack.............................05 lbs
Silver holy symbol........................................01 lbs
Explorer's outfit...........................................08 lbs
Forester's cloak...........................................01 lbs
Sword belt/scabbard....................................01 lbs
Money belt................................................ 00 lbs

In Efficient Quiver
50 arrows
01 wand of cure light wounds
01 wand of detect magic

In Heward's Handy Haversack
Armor maintenance kit.........01 lbs
Tolietry kit........................01 lbs
Soap................................01 lbs
Bolt cutters.......................05 lbs
Fishing tackle.....................05 lbs
Fowler’s snare....................05 lbs
Elven tree-tent..................05 lbs
Tent 1 person....................05 lbs
Bag of marbles...................02 lbs
Mess kit............................01 lbs
Cooking kit........................01 lbs
Hand mill...........................01 lbs
Money belt........................00 lbs
Percolator.........................01 lbs
Pestle and mortar...............01 lbs
Elven rope (20ft)...............05 lbs
Flint and steel...................00 lbs
Holy water 5 vials..............05 lbs
Bedroll and blanket............05 lbs

In Heward's Handy Haversack
Forester’s cloak..............................01 lbs
2 sets of explorer’s outfits................16 lbs
2 sets of noble outfits......................20 lbs
2 sets of clerical vestments...............12 lbs
Healer’s kit......................................01 lbs

In Heward's Handy Haversack
1 oz of dried basil
1 oz of dried chives
1 oz of dried cumin
1 oz of dried dillweed
1 oz of dried fennel seed
1 oz of dried marjoram
1 oz of dried rosemary
1 oz of dried sage
1 lbs of salt
1 oz of dried thyme

In Heward's Handy Haversack
Tea.................... 1 lbs
Barley..................1 lbs
Chickpeas.............1 lbs
Oats....................1 lbs
Rice.....................1 lbs
Wheat flour...........1 lbs
Dried apples..........1 lbs
Dried Mushrooms....1 lbs
Walnuts................1 lbs
Sunflower oil..........½ gallon
Honey..................1 pint
Dried beef.............1 lbs
Jerked beef...........1 lbs
Smoked ham..........1 lbs

DESCRIPTION
Cerithea is an attractive she elf, just past the age of majority. She is 6ft tall with a slender, graceful build. Her eyes are a strange shade of bright green. Her thick, waist length hair is silvery white and normally braided into a thick, wrist length plait. She is wearing a light weight, sleaveless tunic, vest, loose, comfortable pants and sturdy boots, all in shades of mottled green and brown, as well as a beautifully crafted set of leafweave armor in a lovely pattern of brown and green. Over this, she is wearing a mottled green forester’s cloak.

BACKGROUND
Cerithea is the daughter of a fairly wealthy elven noble family. For the most part, she had a typical, normal childhood, so typical in fact she was dead bored with it all and when she became an adult, she took to the road, learning more about life than most ever did in her own home town.

Though not really understanding why she felt the way she did, her parents saw no real choice but to let her find her own way, knowing that if they tried to keep her mewed, she would run off anyway, unprepared and maybe wind up in more danger than she normally would have. As part of the deal for letting her travel, she is to send letters back, whenever she can, which she does, whenever she finds a town large enough to do so.
 
Last edited:

sukael

First Post
Erland M. Grauhim, Druid 5

Erland M. Grauhim
Male Human Druid 5
Alignment: Neutral Good
Height: 6' 2"
Weight: ~120 lbs.
Hair: Dark Brown
Eyes: Blue
Age: 20

XP: 10,000
Next Level: 15,000

Str: 12 (+1) [12 base]
Dex: 10 (+2) [10 base]
Con: 13 (+1) [13 base]
Int: 15 (+2) [15 base]
Wis: 16 (+3) [15 base, +1 from 4 HD]
Cha: 13 (+1) [13 base]

Racial Abilities: Bonus skills point, bonus feat, any favored class.

Class Abilities: Animal companion, armor proficiency (light/medium/shields), armor restrictions, nature sense, resist nature's lure, trackless step, weapon proficiency (club/dagger/dart/quarterstaff/scimitar/sickle/shortspear/sling/spear), wild empathy, wild shape (1/day/5 hrs./small or medium), woodland stride.

Hit Dice: 5d8+5 (37 hp)
AC: 16 (+0 Dex, +4 armor, +1 shield, +1 natural)
Init: +0 (+0 Dex)
Speed: 30 ft.

Saves:
Fortitude +5 [+4 base, +1 Con]
Reflex +3 [+1 base, +0 Dex]
Will +7 [+4 base, +3 Wis]

BAB: +3
Melee Atk: +5 scimitar (1d6+2)
Ranged Atk: +4 sling (1d4+1)

Skills:
Concentration [8 ranks, +1 Con]
Climb +7 [1(2) rank, +1 Str, +5 competence]
Craft (armorsmithing) +3 [2 ranks, +1 Int]
Diplomacy +3 [2 ranks, +1 Cha]
Handle Animal +9 [8 ranks, +1 Cha]
Heal +5 [2 ranks, +3 Wis]
Knowledge (nature) +12 [6 ranks, +2 Int, +2 Nature Sense, +2 synergy from Survival]
Listen +7 [4 ranks, +3 Wis]
Move Silently +1 [0 ranks, +0 Dex, +1 competence]
Profession +3 [0 ranks, +3 Wis]
Ride +2 [0 ranks, +0 Dex, +2 synergy from Handle Animal]
Spellcraft +10 [8 ranks, +2 Int]
Spot +8 [4 ranks, +3 Wis]
Survival +13 [8 ranks, +3 Wis, +2 Nature Sense]
Swim +3 [2 ranks, +1 Str]
Wild Empathy +8 [+5 druid, +1 Cha, +2 synergy from Handle Animal]

Feats:
Combat Casting
Combat Expertise
Track

Languages: Common, Druidic, Elven, Sylvan

Spells per Day
Code:
0  1st  2nd  3rd
5  3+1  2+1  1+1

Spells Prepared
Save DC 13+ spell level
0 - create water x2, flare, purify food and drink, read magic.
1st - calm animals, entangle, cure light wounds x2.
2nd - animal trance, electrical sphere (variant flaming sphere), tree shape.
3rd - call lightning, cure moderate wounds.

Equipment:

Clothing - Explorer's outfit (8 lb)
Armor - Studded leather armor +1 (1,175 gp, +4 AC, +5 max Dex, -0 ACP, 15% spell fail, 20 lb)
Shield - Masterwork buckler (165 gp, +1 AC, - max Dex, -0 ACP, 5% spell fail, 5 lb)
Weapon - Scimitar +1 (2,315 gp, 1d6, 18-20/x2, 4 lb, S)
Ring (left) - Ring of climbing (2,500 gp; +5 competence to Climb)
Amulet - Amulet of natural armor +1 (2,000 gp)
Cloak - Forester's cloak (20 gp, 3 lb; +1 circumstance to hide in woodlands)
Boots - Shoes, silent (10 gp, 1 lb; +1 competence to Move Silently)
Belt - Money belt (4 gp, -)

In pockets
Holly and mistletoe (-, -)
Masterwork sling (300 gp, 1d4, x2, 50 ft., 0 lb, B)
Sling bullets, 10 (1 sp, 5 lb)
Wand of detect magic (375 gp)

In handy haversack (2,000 gp, 5 lb)
Artisan's tools (5 gp, 5 lb)
Bedroll (1 sp, 5 lb)
Cold weather outfit (8 gp, 7 lb)
Explorer's outfit (10 gp, 8 lb)
Flint and steel (1 gp)
Fowler's snare (20 gp, 5 lb, +1 circumstance to Survival to catch small flying game)
Mess kit (6 sp, 1 lb)
Mill, hand (2 gp, 1 lb)
Percolator (1 gp, 1 lb)
Sack, empty x2 (2 sp, 1 lb)
Tree tent, elven (30 gp, 5 lb)
Waterskin (1 gp, 4 lb)
Whetstone (2 cp, 1 lb)

39 lbs. total
Light--43 lb or less, Medium--44-86 lb, Heavy--87-130 lb

Money
30 gp/20 sp in money belt, 24 gp/9 sp/8 cp in haversack

Arroweye, hawk animal companion
Size/Type: Tiny Animal
Hit Dice: 3d8 (8+6+6=20 hp)
Initiative: +4 (+4 Dex)
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 20 (+2 size, +4 Dex, +4 natural), touch 16, flat-footed 16
Base Attack/Grapple: +2/-8
Attack: Talons +8 melee (1d4-2)
Full Attack: Talons +8 melee (1d4-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks:
Special Qualities: Evasion, link, low-light vision, share spells
Saves: Fort +3 (base +3), Ref +7 (base +3), Will +3 (base +1)
Abilities: Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +5 (3 ranks), Spot +13 (3 ranks/+8 racial)
Feats: Flyby Attack, Weapon Finesse
Tricks Knowns: Attack, Come, Defend (B), Down, Fetch, Heel (B), Seek, Stay.

Wild Shapes

Badger (MM): Small. Speed 30 ft., burrow 10 ft. Hit Dice 5d8+10 (hp 42). AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12. Grapple -2. Claw +3 melee (1d2-1) / 2 claws +3 melee (1d2-1) and bite -2 melee (1d3-1). Fort +6, Ref +4. Str 8, Dex 17, Con 15. Track racial feat. Rage ability (takes damage, +4 Str, +4 Con, -2 AC, cannot end until opponent is dead).

Badger (MM), raging: Hit Dice 5d8+20 (hp 52). AC 13 (+1 size, +3 Dex, +1 natural, -2 rage), touch 12, flat-footed 10. Grapple +4. Claw +5 melee (1d2+1) / 2 claws +5 melee (1d2+1) and claw +0 melee (1d3+1). Fort +8. Str 12, Con 19.

Badger, dire (MM): Medium. Speed 30 ft., burrow 10 ft. Hit Dice 5d8+20 (hp 52). AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13. Grapple +5. Claw +5 melee (1d4+2) or bite +5 melee (1d6+2) / 2 claws +5 melee (1d4+2) and bite +0 melee (1d6+1). Fort +8, Ref +4. Str 14, Dex 17, Con 19. Rage ability (takes damage, +4 Str, +4 Con, -2 AC, cannot end until opponent is dead).

Badger, dire (MM), raging: Hit Dice 5d8+30 (hp 62). AC 14 (+3 Dex, +3 natural, -2 rage), touch 11, flat-footed 11. Grapple +7. Claw +7 melee (1d4+4) or bite +7 melee (1d6+4) / 2 claws +7 melee (1d4+4) and bite +2 melee (1d6+2). Fort +10. Str 18, Con 23.

Bat, desmodu hunting (MM2): Medium. Speed 20 ft., fly 60 ft. (good). Hit Dice 5d8+5 (hp 37). AC 20 (+7 Dex, +3 natural), touch 17, flat-footed 13. Grapple +5. Bite +5 melee (1d6+3, trip). Fort +5, Ref +8. Str 15, Dex 24, Con 13. Trip ability (linked to bite). +4 racial on Hide.

Bear, black (MM): Medium. Speed 40 ft. Hit Dice 5d8+10 (hp 42). AC 13 (+1 Dex, +2 natural), touch 11, flat-footed 12. Grapple +7. Claw +7 melee (1d4+4) / 2 claws +7 melee (1d4+4) and bite +2 melee (1d6+2). Fort +6, Ref +2. Str 19, Dex 13, Con 15. +4 racial on Swim.

Boar (MM): Medium. Speed 40 ft. Hit Dice 5d8+15 (hp 47). AC 16 (+6 natural), touch 10, flat-footed 16. Grapple +5. Gore +5 melee (1d8+3). Fort +7, Ref +1. Str 15, Dex 10, Con 17. Ferocity ability (can fight without penalty when disabled or dying).

Dog (MM): Small. Speed 40 ft. Hit Dice 5d8+10 (hp 42). AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12. Grapple +0. Bite +5 melee (1d4+1). Fort +6, Ref +4. Str 13, Dex 17, Con 15. Track racial feat. +4 racial on Jump.

Dog, Riding (MM): Medium. Speed 40 ft. Hit Dice 5d8+10 (hp 42). AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14. Grapple +5. Bite +5 melee (1d6+3). Fort +6, Ref +3. Str 15, Dex 15, Con 15. Track racial feat. +4 racial on Jump.

Dinosaur, fleshraker (MM3): Medium. Speed 50 ft. Hit Dice 5d8+10 (hp 42). AC 20 (+4 Dex, +6 natural), touch 14, flat-footed 16. Grapple +6. Claw +6 melee (1d6+3 and poison) / 2 claws +6 melee (1d6+3 and poison) and bite +1 melee (1d6+1) and tail +1 melee (1d6+1 and poison). Fort +6, Ref +5. Str 17, Dex 19, Con 15. Leaping pounce ability (includes one rake, if damages opponent free trip, if trip successful immediate grapple, if grapple successful opponent in pinned and grappled; can deal automatic claw and rake damage each subsequent round with successful checks). Poison ability (Fort DC 14, initial and secondary damage 1d6 Dex). Rake ability (+2 melee 1d6+2). +8 racial on Hide, increases to +10 in forested areas. +6 racial on Jump.

Dinosaur, swindlespitter (MM3): Small. Speed 30 ft. Hit Dice 5d8+5 (hp 37). AC 18 (+1 size, +5 Dex, +2 natural), touch 16, flat-footed 13. Grapple -2. Beak +9 melee (1d4-1). Fort +5, Ref +6. Str 9, Dex 21, Con 13. Mobility racial feat. Weapon Finesse racial feat. Poison spray ability (15-ft. cone, Fort DC 12, initial damage blindness for 2d4 minutes, secondary damage 1d4 Con; can use every 1d4 rounds). +2 racial on Spot, Listen. +2 racial on Hide, Move Silently in forested terrain.

Eagle (MM): Small. Speed 10 ft., fly 80 ft. (average). Hit Dice 5d8+5 (hp 37). AC 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12. Grapple -1. Talons +4 melee (1d4) / 2 talons +4 melee (1d4) and bite -1 melee (1d4). Fort +5, Ref +3. Str 10, Dex 15, Con 12. +8 racial on Spot.

Hawk, dire (MM2): Medium. Speed 10 ft., fly 80 ft. (average). Hit Dice 5d8+10 (hp 42). AC 19 (+6 Dex, +3 natural), touch 16, flat-footed 13. Grapple +4. Claw +4 melee (1d4+1) / 2 claws +4 melee (1d4+1) and bite +4 melee (1d6). Fort +6, Ref +7. Str 12, Dex 22, Con 15. +8 racial on Spot.

Leopard (MM): Medium. Speed 40 ft., climb 20 ft. Hit Dice 5d8+10 (hp 42). AC 15 (+4 Dex, +1 natural), touch 14, flat-footed 11. Grapple +6. Bite +6 melee (1d6+3, improved grab) / bite +6 melee (1d6+3, improved grab) and 2 claws +1 melee (1d3+1). Fort +6, Ref +5. Str 16, Dex 19, Con 15. Improved grab ability (linked to bite). Pounce ability (includes two rakes). Rake ability (+6, 1d3+1). +8 racial on Balance, Climb, Jump. +4 racial on Hide, Move Silently. Can always take 10 on Climb.

Lizard, monitor (MM): Medium. Speed 30 ft., swim 30 ft. Hit Dice 5d8+15 (hp 47). AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 13. Grapple +6. Bite +6 melee (1d8+4). +8 racial on Swim to perform special action or avoid hazard. Can always take 10 on Swim. Can use run action while swimming if in a straight line. +4 racial on Hide, Move Silently (increase to +8 in forest or overgrown areas).

Porpoise (MM): Medium. Swim 80 ft. Hit Dice 5d8+5 (hp 37). AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12. Grapple +3. Slam +3 melee (2d4). Fort +5, Ref +4. Str 11, Dex 17, Con 13. +8 racial on Swim to perform special action or avoid hazard. Can always take 10 on Swim. Can use run action while swimming if in a straight line.

Rat, dire (MM): Small. Speed 40 ft., climb 20 ft. Hit Dice 5d8+5 (hp 37). AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12. Grapple -2. Bite +7 melee (1d4 plus disease). Fort +5, Ref +4. Str 10, Dex 17, Con 12. Disease ability (Fort DC 11, incubation 1d3 days, damage 1d3 Dex + 1d3 Con). Weapon Finesse racial feat. +8 racial on Swim and Climb; can always take 10 on Climb. Dex mod for Climb and Swim checks.

Shark, medium (MM): Medium. Swim 60 ft. 5d8+5 (hp 37). AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 13. Grapple +4. Bite +4 melee (1d6+1). Fort +5, Ref +3. Str 13, Dex 15, Con 13. +8 racial on Swim to perform special action or avoid hazard. Can always take 10 on Swim. Can use run action while swimming if in a straight line.

Snake, constrictor (MM): Medium. 5d8+5 (hp 37). Speed 20 ft., climb 20 ft., swim 20 ft. AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12. Grapple +6. Bite +6 melee (1d3+4, improved grab). Fort +5, Ref +4. Str 17, Dex 17, Con 13. Constrict ability (1d3+4 on successful grapple). Improved grab ability (linked to bite). +4 racial on Hide, Listen, Spot. +8 racial on Balance, Climb. Can always take 10 on Climb. +8 racial on Swim to perform special action or avoid hazard. Can always take 10 on Swim. Can use run action while swimming if in a straight line.

Toad, dire (MM2): Medium. Speed 30 ft. Hit Dice 5d8+10 (hp 42). AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 13. Grapple +3. Bite +3 melee (1d4 plus poison, improved grab) or tongue +5 ranged (improved grab). Fort +6, Ref +3. Str 10, Dex 14, Con 15. Improved grab ability, can use jaws to hold opponent (-20 grapple, not considered grappled). Poison ability (Fort DC 14, 1d6 Con primary/secondary). Swallow whole ability (1d6 bludgeoning + 1d4 acid, AC 13, 10 points, 2 Small/8 Tiny). +4 racial on Hide, Listen, Spot. +8 racial on Jump.

Weasel, dire (MM): Medium. Speed 40 ft. Hit Dice 5d8+0 (hp 32). AC 16 (+4 Dex, +2 natural), touch 14, flat-footed 12. Grapple +5. Bite +7 melee (1d6+3, attach). Fort +4, Ref +5. Str 14, Dex 19, Con 10. Weapon Finesse racial feat. Attach ability (loses Dex to AC when attached). Blood drain ability (1d4 points of Con/round attached).

Wolf (MM): Medium. Speed 50 ft. Hit Dice 5d8+10 (hp 42). AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12. Grapple +4. Bite +4 melee (1d6+1, trip). Fort +6, Ref +3. Str 13, Dex 15, Con 15. Track racial feat. Trip ability.

Appearance: Erland is a young, relatively fit human. He might best be described as 'wiry'; he just tops six feet, but his body retains the thinness of an adolescent metabolism. His eyes are a piercingly bright blue, quite the contrast to his dark brown hair, normally kept pulled back in a braid that hangs a few inches past his shoulderblades. Under his armor, his clothes are colored the browns and greens of the forest, and over it all he wears a forester's cloak.

In a scabbard on his belt is a scimitar, while a buckler is attached to his left arm. On his back is a large backpack. His hawk companion typically perches on his shoulder, though he can occasionally be seen flying about Edward.

Background: Erland is an orphan who grew up in a small town somewhat removed from civilization. He was always seen as a little odd, if likeable, by the townspeople who communally raised him. No one knew where he came from--as a small child, he had simply appeared on the inn's doorstep one night, and never had any clear memories of before that point.

As he grew older, he found himself more and more attracted to the wilds; it was his treks through the forest that prompted the local druids to initiate him into the druidic customs. Since then, he has become a wanderer, traveling the world and helping people when he can.

He never gives a definitive answer to what the "M." in his name stands for, and often says things like, "Don't worry, M--- is my middle name!", where M--- can be any word beginning with that letter. (In truth, it doesn't mean anything--he just started calling himself "Erland M. Grauhim" because he thought it would make his name more appealing.)

---

This character will eventually progress into the half-fey template class. (See http://wizards.com/default.asp?x=dnd/sp/20040213a; scroll down to "The Half-Fey.")

EDIT: Fixed bonus spells.
EDIT 2: Changed format for Arroweye--figured it'd be a lot easier to keep track of this way, what with the assorted druid boni.
EDIT 3: Swapped 2 ranks from swim into craft (armorsmithing), added artisan's tools.
EDIT 4: Added assorted wild shape listings.
EDIT 5: Changed Natural Spell for Combat Expertise, since he couldn't have actually qualified for Natural Spell yet.
 
Last edited:

Bluecloud

First Post
Zan Kai'jin(bluecloud)
Male Half-Elf Monk
Alignment: Lawful Nuetral
Height: 5' 10"
Weight: 160lbs
Hair: Light brown Shaved
Eyes: Green
Age: 28

Str: 14 (+2)
Dex: 12 (+1) [11 +1 level]
Con: 11 (+0)
Int: 9 (-1)
Wis: 13 (+1)
Cha: 8 (-1)

Class and Racial Abilities:
Immunity to sleep
+4 to save against enchantments(+2 racial, +2 class)
Elven Blood
+1 listen, search, spot (racial)
+2 Diplomacy, gather info (racial)
Evasion
Ki Strike
Slow fall 20 ft
Immunity to disease
Flurry of blows (+2/+2)
+10ft to speed
+1AC bonus
Auto improved unarmed strike

Core:
Hit Dice: 5d8 (8+6+6+6+6=32)
HP: 32
AC: 15 (+1 Dex, +1 class, +3 equipment)
Init: +1 (+1 Dex)
Speed: 40ft

Saves:
Fortitude +4 [+4 base, +0 Con]
Reflex +5 [+4 base, +1 Dex]
Will +5 [+4 base, +1 Wis]

Attacking
BAB: +3
Melee Atk: +3+1+2 (1d8+2+1, two-handed melee, 1d8/x3/B, ) 3 section quarterstaff
Melee Atk: +3+2 (1d4+2, light, 1d4/x2/P) tiger claws x2

Skills:
Balance +5 (+1 dex, +3 rank, +2 house)
climb +7 (+2 str, +3 rank, +2 kit)
Jump +9 (+2 str, +5 rank, +2 synergy)
Listen +5 (+1 wis, +3 rank, +1 racial)
Spot +3 (+1 wis, +1 rank, +1 racial)
Swim +6 (+2 str, +4 rank)
tumble +7 (+1 dex, +5 rank, +2 synergy)

Feats:
Improved unarmed strike (class)
Endurance (1st level)
Improved grapple (monk bonus 1st level)
Combat reflexes (monk bonus 2nd level)
Diehard (3rd level)

Languages: Common, Elven

Equipment:

Wearing or carrying
+1 Three section quaterstaff (2604gp, 8lbs)
Tiger Claw x2 (10gp, 4lbs)
Monk Outfit (5gp, 2lbs)
Everburning Torch (110gp, 1lb)
Ring of Protection+1 (2000gp, -lbs)
Amulet of Natural armor+1 (2000gp, -lbs)
Bracers of Armor+1 (1000gp, -lbs)

Total=====(7729gp, 15lbs)

Cog's worn and carrying
Saddle Pack (5gp, 15lbs)
Waterskin (1gp, 4lb)
Bedroll (1sp, 5lbs)
Sunrod x10 (20gp, 10lbs)
Tent (10gp, 20lbs)
Case Map or scroll (1gp,1/2lb)
Grappling Hook (1gp, 4lbs)
Rope Silk(50ft) (10gp, 5lbs)
Climber's Kit (80gp, 5lbs)
Trail Rations x10 (50sp, 10lbs)
Feed x5 (25cp, 50lbs)
Flint and steel (1gp, -lbs)

Total=====(143gp 51sp 25cp, 119.5lbs) This is a medium load (87lbs-173lbs)

2942gp 7sp, 5cp

Appearance:
Zan is quite an odd looking half-elf. Mainly because of his shaved head his ears tend to stick out. He stands about 5' 10" tall and has a somewhat medium build. When you look upon him you'll never notice him slouch, whether standing or sitting. He wears weird sandals rapped in sash so tight and elaborate that unless you are close to him it looks like he is wearing boots with his toes sticking out. His pants are a light brown color as if they were once white and just have been stained over time. His upper body looks as if he put on a silk shirt and then rapped sash around his abdominal area until it was completely covered. He carries his quarter staff in his hands or on his back. Around his belt you can see two clawed gloves and a thin torch. Two shiny objects glimmer off of his hands and some sort of chain drapes down in his shirt so that you can see what is on the end of it. His hands have bracers wrapped around them but far enough up his arm to retain full movement of his wrists.

Standing next to him is Cog a giant lizard. Cog has a dark green color two his scaley body and a light green underbelly. His claws are sharp and ready to either fight a scurry up the nearest tree. A weird saddle contraption is on his with all sorts of bags filled with equipment.

Personality:
Zan is one to have great interest in learning about other races and cultures however he lacks the intelligence to study and retain knowledge of those cultures and the natural charisma to really interact with those around him. Mainly he is an observer learning most of what he needs through actions and not words.
Zan loves to spar and better himself in anyway. Mainly because that is all he did as he grew up and those are the best memories he has of his father back home. Also though fighting anyone will suffice Zan is more excited when/if he ever comes accross a fellow monk.
As much as Zan loves a good fight he is not quick to battle by any means. Though he will always choose fighting over talking he will not just start a fight he would rather delay until he knows the best way to go about winning the fight.
Other sorts of competition are well suited and liked by Zan. A race to climb a tree or a simple sprint would do.
Zan also has a calm side. In his true spare time he will sit and meditate often for hours mainly thinking about his fights and what he could have done better but sometimes about his father and the monastary.
As far as food goes Zan loves grown foods over meats and baked goods. An apple a day keeps Zan happy and a bunch of insects a day keeps Cog happy.

Background:
Zan was born or a male elf Naz Kai'jin and Clairaine(her lost name was never known) a female human. His father was was a monk at a strictly elf only monastary built to be suspended high up in the trees. Out on a mission for the monastary his group was ambushed. Naz was knocked unconscience before he could find out who the attackers were. The next thing he new he was laying on a bed with Clairaine patting a wet towel to his forehead.
One thing lead to another and they fell in love in only a few days. After about two weeks he decided to return to the monastary to tell his tale and find out what happened to the others he was with. As he returned he found that his monastary had been sacked in his absence. Everyone was dead. For monthes he tracked the killers and it lead him right back to clairaines village. At this time Zan was just a baby. He wasn't called Zan then his mother had given him a human name that his father never cared to let him know about. Finding out that Clairaine knew about the attackers and may have actually been one in anger he used the quivering palm move on her telling her that if her or anyone else were to follow him he would know and instantly end her life.
Naz grabbed Zan and climbed off into the trees never to return to Clairaine. Zan was too young to obtain any memories of his mother and because of his father's influence he was so focused on his training that he never really cared much that he didn't know her. His training began at the age of six. His father attempted to rebuild the monastary but with just him and Zan it was hard to complete as well as gain other followers.
Zan's training went very smoothly just like his father he was very adept in climbing jumping and fighting. Zan though very good at unarmed combat due to his father's mastery of it but always seemed to like fighting a quarterstaff more interesting. By age eight he had made a makeshift one out of a branch. At about age twelve his father decided that create him a three sectioned quarterstaff which he still has today. On it is his family name carved into it.
The monastary was complete the day before Zan's twenty-fifth birthday. For the next 2-3 years recruiting was much better. Inlight of Zan being half human Naz decided that having other races in the new monastary would help it grow and allow his son to feel more comfortable. Meeting all the new people sparked a sense for adventure in Zan. On his 28th birthday Zan told his father that he was going to become an adventuring monk. Naz never thought his son would leave him he just assumed that he would carry on the monatary after he passed away, however he loved his dearly and sent him off with his full support and the present of a fully trained giant lizard to help witht the burden. Zan named the lizard Cog and the two began their travels together.


Cog - Lizard (200gp)

Saddle Pack (5gp, 15lbs)
Waterskin (1gp, 4lb)
Bedroll (1sp, 5lbs)
Sunrod x10 (20gp, 10lbs)
Tent (10gp, 20lbs)
Case Map or scroll (1gp,1/2lb)
Grappling Hook (1gp, 4lbs)
Rope Silk(50ft) (10gp, 5lbs)
Climber's Kit (80gp, 5lbs)
Trail Rations x10 (50sp, 10lbs)
Feed x5 (25cp, 50lbs)
Flint and steel (1gp, -lbs)

Total=====(143gp 51sp 25cp, 119.5lbs) This is a medium load (87lbs-173lbs)



Medium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d8+4)
Full Attack: Bite +5 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2
Skills: Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11
Feats: Alertness, Great Fortitude
Environment: Warm forests
Organization: Solitary
Challenge Rating: 2
Advancement: 4–5 HD (Medium)
Level Adjustment:

This category includes fairly large, carnivorous lizards from 3 to 5 feet long.
Combat
Monitor lizards can be aggressive, using their powerful jaws to tear at prey or enemies.
Skills:
A monitor lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Monitor lizards have a +4 racial bonus on Hide and Move Silently checks.
*In forested or overgrown areas, the Hide bonus improves to +8.

______________
 
Last edited:


Angel Tarragon

Dawn Dragon
‘Durel’ Tharmium
Male Human Fighter 5th
Alignment:
Neutral
Height: 5’10”
Weight: 150 lbs.
Hair: Brown
Eyes: Blue
Age: 30

Str: 14 (+2)
Dex: 19 (+4) [18+1 Level]
Con: 16 (+3)
Int: 18 (+4)
Wis: 12 (+1)
Cha: 10 (+0)

Class Abilities:
Proficient with all simple and martial weapons and with all armor (simple, medium and heavy) and shields (including tower shields)

Hit Dice: 5D10
HP: 53
AC: 19 (+4 Dex, +4 armor [Ring Mail], +1 natural [from amulet])
Init: +4 (+4 Dex)
Speed: 30 feet

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

Carrying Capacity
Light: 58 lbs.
Medium: 116 lbs.
Heavy: 175 lbs.

BAB: +5
Melee Atk:
+7 w/ Masterwork Heavy Flail [D8+2 (small)/D10+2 (medium)] Crit. 19-20/x2
+6 w/ Masterwork Claw Bracers [D4] Crit. 19-20/x2

Skills:
*Climb +10 [8 Ranks, +2 Str]
*Jump +10 [8 Ranks, +2 Str]
Knowledge (Nature) +8 [4 Ranks, +4 Int]
Move Silently +13 [4 Ranks, +4 Dex, +5 Boots of Elvenkind]
Survival +7 [4 Ranks, +1 Wis, +2 Self Sufficient]
*Swim +12 [8 Ranks, +2 Str, +2 Swimmer’s Kit]
*Armor check Penalty applies (-2 to these rolls)

Feats:
Endurance
Exotic Weapon Proficiency (Claw Bracers)
Lightning Reflexes
Self-Sufficient
Weapon Focus (Heavy Flail)
Weapon Specialization (Heavy Flail)

Languages:
Common
Dwarven
Elven
Sylvan
Terran

*Equipment:

Wearing or carrying [49 lbs.]
Amulet of Wolfen Fortitude +1 (Natural Armor) (2,000 gp)
Boots of Elvenkind (2,500 gp) – 1 lb.
Collapsible Grappling Hook (3 gp) – 2 lbs.
Masterwork Claw Bracers (330 gp) – 2 lbs.
Masterwork Heavy Flail (315 gp) – 8 lbs.
Masterwork Ringmail (225 gp) – 35 lbs.
*Money Belt (4 gp)
Ring of Sustenance (2,500 gp)

*Heward's Handy Haversack (2,000gp) [50 lbs.]
100’ Silk Rope (20 gp) – 10 lbs.
2 Vials of Antitoxin (100 gp)
Bedroll (1 sp) – 5 lbs.
Bell (1 gp)
Cold Weather Outfit (8 gp) 7 lbs.
Everburning Torch (110 gp) 1 lb.
Swimmer’s Kit (15 gp) – 2 lbs.
Explorer’s Outfit (10 gp) – 8 lbs.

*Money
41 gp, 9sp [Money Belt], 817 gp [Haversack]

*Coins weigh one-third of an ounce, there are 16 ounces in pound, therefore 48 coins equals 1 lb.

Appearance: Durel is a man of many years. He has blue eyes and wild brown hair and a bushy beard. He is fairly muscular, just a little stronger than average. When looking at him in action, he is practically a blur, as he is incredibly fast. When adventuring he wears his ringmail armor, his claw bracers, his boots of elvenkind and keeps his heavy flail at the ready.

No matter if he is adventuring or not, Durel always wears his boots, ring, and amulet. When his isn’t adventuring he wears his explorer’s outfit.

Background: His parents were part of a caravan of merchants after he had been born. He was riding in one of the open carriages in a basket near the back sleeping. His basket got bumped off carriage in some rough terrain. A band of wolves happened upon his basket and the matriarch of the group defended him from death by the other wolves. He was raised by those wolves and has a very wolflike demeanor. After some twenty years of being alone in the wilderness, he decided to part ways with his wolfen friends and to seek out new experiences. One day he happened upon a thorp. After scaring a group of ladies, the local guard managed to capture him. After spending a night in a cell, one of the women he scared, a dwarven woman came and soothed his inner beast. Under her care and schooling, she taught him the ways of civilized folk. She named him Durel, which translates into common as The Wolf Warrior, as he always managed to let his wolfen heritage shine through just a little bit. After a short six years of her tutelage he left her and sought out proper training in the ways of the warrior. He spent four years honing his combat skills and learning how to combine the combat prowess of civilized men with his knowledge of the wild.
 
Last edited:

sword-dancer

Explorer
Cirlioniel ned Uirlianelen
Male Half elven Ranger 5

Alignment: NG
Height: 5 ft 7“
Weight 115 Ib
Hair brown
Eyes brown
Age 39

STR 12 (+1) [+ 1 Level ]
CON 13 (+1)
DEX 17 (+3)
INT 12 (+1)
WIS 15 (+2)
CHA 5 (-3)

Class and Racial Abilities:
• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
• Half-elf base land speed is 30 feet.
• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +1 racial bonus on Listen, Search, and Spot checks.
• +2 racial bonus on Diplomacy and Gather Information checks.
• +2 racial bonus on Balance checks.
• Elven Blood: For all effects related to race, a half-elf is considered an elf.
Class
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Track, wild empathy, Endurance, Animal companion(Cyorel a hawk)Combat Style (Archery)= Rapid Shot

Hit Dice: 5 d8 + 5
HP: 37
AC: 18 (3 Dex, , + 5 armor [Mithral Shirt + 1], ])
Init: +3 (+ 3 Dex)
Speed: 30ft


Saves:
Fortitude +6 [+4 base, + 1 Con]
Reflex +7 [+4 base, +3 Dex]
Will +3 [+1 base, +2 Wis]


BAB: + 5
Melee + 6 Longsword (1d8 + 1)
Melee + 6 Dagger (id4 +1)


Ranged + 8
Seeking Longbow + 8 ( 1 d8)
Dagger + 8 (1d4 + 1)

Skills:
Concentration +5 [5 ranks, +0 Con]
Handle Animal + 1 [4 Rank Cha – 3]
Hide + 7 [4 Rank Dex +3]
Knowledge Nature + 5 [ 4 Rank Int +1]
Knowledge geography + 5 [4 Rank Int + 1]
Move Silently + 5 [2 Rank Dex +3]
Survival + 6 [ 4 Rank Wis +2 ]
Swim + 3[2 Rank Str + 1]
Listen + 8 [ 6 Rank, Wis+2]
Search + 8 [6 Rank , Wis+2]
Spot + 8 [ 6 Rank , Wis+2]
Climb + 8 [6 Rank, Str + 1]


Feat
POINT BLANK SHOT, (1 Level)
PRECISE SHOT (3rd Level)

Languages: Common, Elven, Sylvan

Spells Prepared
Save DC 13

Entangle: Plants entangle everyone in 40-ft.-radius circle.

Spells
Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius circle. Memoriced
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls animal to fight for you.

Equipment

Wearing or Carrying
Boots of Elvenkind: Tg a +5 competence bonus on Move Silently checks. 2500 gp
Cloak of of the Forrest(Elvenkind): +5 competence bonus on Hide checks.Price 2,500 gp; Weight 1 lb
A Cloak woven of grenn and brown leaves who blends into the surrounding woods with subtlety
Alvensarn the True Aim a longbow(Seeking) made of XXX f rom Yelgruinen the Fletcher.
Seeking: Only ranged weapons can have the seeking ability. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. 2000 gp
Suramen this scale shirt is made from XXX
Mithral Shirt + 1: Dexterity bonus of +6, and no armor check penalty. It is considered light armor and weighs 10 pounds.; Price 2,100 gp.
Backpack 2 gp
Bedroll 1 sp
6 Daggers 12 gp
Longsword 10 gp
20 Arrows 1 gp
Fishhook 1 sp
Flint and steel 1gp
Grappling hook 1gp
Ink (1 oz. Vial) 8 gp
Inkpen 1 sp
Pot, iron 5 sp
Parchment (sheet) 10 2 gp
Pouch, belt 1 gp
Climber’s kit 80 gp
Rope Silk 50 ft 10 gp
Soap 5 sp
Explorers Outfit 10 gp
Cold weather oufit 8 gp
4 cure light wounds potions 200 gp
2 Endure Elemenst Potions 100 gp
9537,3 gp

Money
1462 gp 7 sp

Cyorel the HAWK

Tiny Animal
Hit Dice:
1d8 (4 hp)
Initiative:
+3
Speed:
10 ft. (2 squares), fly 60 ft. (average)
Armor Class:
17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple:
+0/–10
Attack:
Talons +5 melee (1d4–2)
Full Attack:
Talons +5 melee (1d4–2)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:

Special Qualities:
Low-light vision
Saves:
Fort +2, Ref +5, Will +2
Abilities:
Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills:
Listen +2, Spot +14
Feats:
Weapon Finesse
Environment:
Temperate forests
Organization:
Solitary or pair
Challenge Rating:
1/3
Advancement:

Level Adjustment:

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.



Appearance
He has a light tanned teint, and wears usually clothes of elvish style and material but in very bland way with sober colours.
Mostly dark brown or in their natural colours.
TheYears of his adventures had broought him a few scars, mostly on his arms and hands but also his face .
The scars are most very small, with two exceptions, one arrowscar went from his shoulder to the end of the arm, the other from an Rope goes over the front of his throat, which has ruined his voice to an harsh croaking.

Personality

Cirlioniel has deep respect for Life and Nature in itself, he hunts for food and skin,but not for goods, he seems sometimes very unsur of himself, at other times he could seem egoistically ruthless.
This is true and untrue at the same,he wastes No Pity on someone who pays the price of hunting the wrong prey, OTOH he would goes out of his way tohelp someone to live with the forrest instead of against it.
He sees himself as a guardian of the forrest, and wanted to know what his Mentor and fatherly friend has happened and help him.
But deepin his mind there is the doubting question , that his father hadn`t wanted the best for him,but given him up, and given him later Suramen as an recompensation for this.
The Bond between Cyorel and him is strong, unknowingly he sees her as kin,a kin to whose True bond there is no doubt, and so his loyality and love for Cyorel is strong and deep.



Background

As his widowed Father Serlonkainen travelled through XXX he met and married Caitlin Ruansdaughhter.
They travelled back to his village, where he lived as a woodcrafter and Carver a few Years later he was born and grew up as a happy boy in this elven village with his (half)brother Kierlan , (half)sister Fiorliominel and their friends.
He was about 11 Years old, when his mother died in childbed.
His father was striken from grief, and send the boy to an old Friend Teresen the „half“elfen a druid who lived some days aweay from the village.
First he believed it was something he did, that it was his fault, then that his father didn`t loved him any longer.
Teresen whos mother was an halelf explained him, that his father doubted his ability to educate him properly, balanced between his elfen and human heritage, especially as grief striken as he was.
So he did what him seemed his best, send him as fosterson to the only person he believed had the knowledge andthe abilitie to educate him properly, balanced betwen his heritage.
Years later Cirlioniel had grown to an young men and learned the ways of the woods, his father came back to bring him to the family.
After he heard that Cirlioniel had the desire to see the world, and as a sign that he is a full member of the family and believing he needs it most his father made him the gift of the family heirloom Suramen.
Cirlioniel wandered through the woods, and was a few Years a member of Crows Talons a freelance Company of Guardians who secured the traveling routes of XXX and guarded the woods against defilers.
During these Times he met an young female Hawk and they formed a bond.
Then he followed a call from Teresen, but as he arrived the grove was barred and no sign if teresen to be found.
So he decided to wander to XXX and find XXX aone of the few persons Teresen had spoken to him.

XXX meant to be filled out by the GM
 
Last edited:

Isida Kep'Tukari

Adventurer
Supporter
Cirlioniel ned Uirlianelen
Male Half-Elf Ranger 5

Alignment: NG
Height: 5’7”
Weight: 115 lbs
Hair: Brown
Eyes: Brown
Age: 39

Str: 12 (+1) [3 points, + 1 Level]
Dex: 17 (+3) [13 points]
Con: 14 (+2) [6 points]
Int: 12 (+1) [4 points]
Wis: 14 (+2) [6 points]
Cha: 5 (-3) [0 points, voluntary –3 penalty]

Class and Racial Abilities: Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects, low-light vision, +1 racial bonus on Listen, Search, and Spot checks, +2 racial bonus on Diplomacy and Gather Information checks, +2 racial bonus on Balance checks, Elven Blood: For all effects related to race, a half-elf is considered an elf.

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields). Track, wild empathy, Endurance, Animal companion (Cyorel, a hawk), Combat Style Archery. Favored Enemy - Orcs

Hit Dice: 5d8 + 10
HP: 42
AC: 18 (+3 Dex, + 5 armor [Mithral Shirt + 1]) [Touch 13, Flat-footed 15]
Init: +3 (+3 Dex)
Speed: 30ft


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


BAB: + 5
Melee + 6 Longsword (1d8+1/19-20/x2/S)
Melee + 6 Dagger (1d4+1/19-20/x2/S)


Ranged + 8
+1 Longbow +9 (1d8/x3/100ft/P)
~Point Blank Shot +10 (1d8+1/x3/30ft/P)
~Rapid Shot +7/+7 (1d8/x3/100ft/P)
~Rapid Point Blank Shot +8/+8 (1d8+1/x3/30ft/P)
Dagger +8 (1d4+1/19-20/x2/10 ft. range/P)

Skills:
Balance +5 [0 ranks, +3 Dex, +2 racial]
Concentration +7 [5 ranks, +2 Con]
Diplomacy -1 [0 ranks, -3 Cha, +2 racial]
Gather Information -1 [0 ranks, -3 Cha, +2 racial]
Handle Animal +1 [4 ranks, -3 Con]
Hide +12 [4 ranks, +3 Dex, +5 cloak]
Knowledge (nature) +5 [4 ranks, +1 Int]
Knowledge (geography) +5 [4 ranks, +1 Int]
Move Silently +13 [5 ranks, +3 Dex, +5 boots]
Survival +6 [4 ranks, +2 Wis]
Swim +3 [2 ranks, +1 Str ]
Listen + 9 [6 ranks, +2 Wis, +1 racial]
Search +9 [6 ranks, +2 Wis, +1 racial]
Spot +9 [6 ranks, +2 Wis, +1 racial]
Climb +9 [6 ranks, +1 Str, +2 climber’s kit]


Feat
Point Blank Shot [1st level]
Rapid Shot [2nd level ranger combat style bonus]
Precise Shot [3rd level]

Languages: Common, Elven, Sylvan

Spells Prepared
Save DC 13

1st - Entangle - Plants entangle everyone in 40-ft.-radius circle.

Spells Available
Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius circle. Memorized
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls animal to fight for you.

Equipment

Wearing or Carrying
Boots of Elvenkind: +5 competence bonus on Move Silently checks. 2500 gp
Cloak of of the Forrest (Elvenkind): +5 competence bonus on Hide checks. Price 2,500 gp; Weight 1 lb (A Cloak woven of grenn and brown leaves who blends into the surrounding woods with subtlety.)
Alvensarn the True Aim (+1 longbow): made of darkwood by Yelgruinen the Fletcher. 2,375 gp
Suramen: this chain shirt is made from fine mithril with a light green tint. (Mithral Shirt + 1: Dexterity bonus of +6, and no armor check penalty. It is considered light armor and weighs 10 pounds.; Price 2,100 gp.)
6 Daggers 12 gp
Longsword 10 gp
20 Arrows 1 gp
Pouch, belt 1 gp
Explorers Outfit 10 gp
Backpack 2 gp
~Bedroll 1 sp
~Fishhook 1 sp
~Flint and steel 1gp
~Grappling hook 1gp
~Ink (1 oz. Vial) 8 gp
~Inkpen 1 sp
~Pot, iron 5 sp
~Parchment (sheet) 10 2 gp
~Climber’s kit 80gp
~Rope Silk 50 ft 10 gp
~Soap 5 sp
~Cold weather oufit 8 gp
~4 cure light wounds potions 200 gp
~2 Endure Elemenst Potions 100 gp
Total gear value[/b] – 9,922gp, 3sp

Money
1,077gp 7 sp

Cyorel the hawk

Tiny Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/–10
Attack: Talons +5 melee (1d4–2)
Full Attack: Talons +5 melee (1d4–2)
Space/Reach: 2-1/2 ft./0 ft.
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +2, Spot +14
Feats: Weapon Finesse

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.

Tricks Known: Attack, Defend, Come, Fetch, Seek, Track, Stay



Appearance

He has a light tanned tint, and wears usually clothes of elven style and material but in a very bland way, with sober colors, mostly dark brown or other natural colors. The years of his adventures had brought him a few scars, mostly on his arms and hands but also his face. The scars are most very small, with two exceptions, one arrow scar that goes from his shoulder to the end of the arm, the other from a rope goes over the front of his throat, which has ruined his voice to a harsh croaking.

Personality

Cirlioniel has deep respect for life and nature in itself, he hunts for food and skin, but not for trophies. He sometimes seems very unsure of himself, at other times he could seem egoistically ruthless. This is true and untrue at the same; he wastes no pity on someone who pays the price of hunting the wrong prey, on the other hand, he would goes out of his way to help someone to live with the forest instead of against it.

He sees himself as a guardian of the forest, and wanted to know what his mentor and fatherly friend has happened and help him. But deep in his mind there is the doubting question that his father hadn’t wanted the best for him, but given him up, and given him later Suramen as recompense for this. The bond between Cyorel, his hawk companion, and him is strong, unknowingly he sees her as kin, a kin to whose true bond there is no doubt, and so his loyalty and love for Cyorel is strong and deep.


Background

As his widowed Father Serlonkainen traveled through the Forest of Jewels, he met and married Caitlin Ruansdaughter. They traveled back to his village, where he lived as a woodcrafter and carver. A few years later Cirlioniel was born and grew up as a happy boy in this elven village with his half- brother Kierlan , half-sister Fiorliominel, and their friends. He was about eleven years old when his mother died in childbirth.

His father was stricken from grief, and sent the boy to an old friend, Teresen the half-elven, a druid who lived some days travel away from the village. At rirst he believed it was something he did, that it was his fault, then that his father didn’t loved him any longer. Teresen, whose mother was a half-elf, explained to him that his father doubted his ability to educate him properly, balanced between his elf and human heritage, especially as grief stricken as he was. So he did what him seemed his best, send him to be fostered by the only person he believed had the knowledge and the ability to educate him properly, balanced between his mixed heritage.

Years later Cirlioniel had grown to a young man and learned the ways of the woods, his father came back to bring him to the family. After he heard that Cirlioniel had the desire to see the world, and as a sign that he is a full member of the family and believing he needs it most his father made him the gift of the family heirloom Suramen.

Cirlioniel wandered through the woods, and was a few years a member of Crow’s Talons, a freelance company of guardians who secured the traveling routes of the Green Road and guarded the woods against defilers. During these times he met a young female hawk and they formed a bond.

Shortly after, he followed a call from Teresen, but as he arrived the grove was abandoned and no sign of Teresen was to be found. So he decided to wander to the town of Sage Hollow and find Kirendor, one of the few persons Teresen had spoken to him about.
 

Ranger Rick

First Post
NAME: Dinedal Anarion
RACE: Male Elf. Cleric 3/Rogue 2
ALIGN: Chaotic Good
DEITY: Ehlonna
HEIGHT: 5’2”
WGT: 105
BUILD: Stocky
EYES: Gray
HAIR: Yellow
AGE: 130
SKIN: white



STR 16 (+3)
DEX 18 (+4)(16 + 2 racial)
CON 10 (+0)(12 - 2 racial)
INT 16 (+3)
WIS 18 (+4) (17 + 1 level)
CHA 15 (+2)

RACIAL QUALITIES/CLASS ABILITIES
+2 Dexterity, –2 Constitution. base land speed is 30 feet. Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +2 racial bonus on Balance, 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 and Elven. Bonus Languages: Draconic, Gnoll, Sylvan.


Proficient with all simple weapons plus the hand crossbow, rapier, sap, shortbow, and short sword
Proficient with all armors and shields.
Turn undead.
Good Aura
Sneak attack 1d6
Trapfinding
Evasion

HIT DICE: d8 cleric/d6 rogue
HP: 29
INIT: 4
FORT: +5 (3 class+ 0con +2 magic item)
REFLEX: +10 (4 + 4dex +2 magic item)
WILL: +9 (3 + 4wis +2 magic item)

BAB: 3
+6 Melee Morningstar (1d8 +1d6 SA damage, 19–20/x2 critical)
+8 Ranged Sling (1d4 +1, x2 critical, 50ft range)


AC: 18 (Base 10 + 4 dexterity + 4 armor)

SKILLS
Balance............................13 (5 ranks 2 racial + 4 abil mod +2 synergy)
Heal......................…...….09 (5 ranks + 4 abil mod)
Knowledge religion..…....08 (5 ranks + 3 abil mod)
Disable Device……….....12 (5 ranks + 3 abil mod +4 feat)
Jump……………..….….10 (5 ranks + 3 abil mod +2 synergy)
Listen..............................11 (5 ranks 2 racial + 4 abil mod)
Open Lock……………..13 (5 ranks + 4 abil mod +4 feat)
Perform(oration).………07 (5 ranks + 2 abil mod)
Search.............................10 (5 ranks 2 racial + 3 abil mod)
Sense Motive…………..09 (5 ranks + 4 abil mod)
Sleight of hand……..….09 (5 ranks + 4 abil mod)
Spellcraft……………….08 (5 ranks + 3 abil mod)
Spot................................10 (5 ranks 2 racial + 3 abil mod)
Tumble…………………11 (5 ranks + 4 abil mod +2 synergy)


FEATS
Nimble Fingers
Point Blank Shot
LANGUAGES
Common, Elven, Draconic, Gnoll, & Sylvan



Earth DOMAIN
0 LVL SPELLS
4
1ST LVL SPELLS
3 & Magic Stone

2nd LVL SPELLS
2 & Soften Earth & Stone

GP: 254
Carrying
Leather armor +1, 1160gp
Morningstar 8gp
Heward’s handy haversack, 2000gp
wood holy symbol, 1gp
Ring of Protection +1, 2000gp
Ring of Sustenance, 2500gp
Cloak of Resistance +1, 1000
Sling

In Heward's Handy Haversack
Phylactery of Faithfulness, 1000gp
Bag of Tricks (gray), 900 gp
Healers kit, , 50gp
Thieves’ tools, masterwork, 100gp
Holy water (flask), 25gp
Sling rocks/wood/metal

DESCRIPTION: Dinedal is an ordinary male elf, past the age of majority. He is over 5ft tall with a stocky build. He has short hair that is yellow and left to hang in a page boy haircut. He has on standard brown cloak and leather armor. He carries no shield, but has a well used Morningstar and a sling slung on his belt. From forehead to chin line on the right side is a notable pinkish narrow, straight scar. In his hands are small stones that are always clinking away, as they rotate amongst his long slender fingers.


Personality: Dinedal is a happy go lucky and quiet elf. He is always willing to lend a hand. He is liable to preach about the good of Ehlonna as payment of his labor. His language can be a bit course and he may answer yes and no questions in riddle form as well.


Dinedal is always appearing to be moving stones through his fingers and can be seen stooping to collect items to fill his sling. It would seem that this occasional stoop is also used as a way to listen to all that is around him. He will occasionally launch into an elven epic poem. He will be glad to explain how he got the scar on his face and use that opportunity to preach at the same time. He never sulks and if need be he will stand out as a target and taunt his foe.


Due to his cherished Phylactery, he will have no problem refusing to do something that is against Ehlonna’s will. He will also attempt to make others follow her will as well. Lastly, he is not above though to use the tactic to help persuade others to do his bidding as well.


BACKGROUND: Dinedal Anarion, grew up as a playful chap. He noticed he had a penchant for mischief and he started to try to pick locks. He was picking one lock and missing the trap, he was almost killed by an explosion. He had a vision of Ehlonna during the explosion and several more as he was healing. When Dinedal was well enough to travel, he went to the local church and has become a loyal, if not evangelical, cleric to Ehlonna.

 
Last edited:

Verbatim

Explorer
Throreth
Male Elf Diviner 5

Alignment: Lawful Neutral
Patron Deity: Fharlanghn

Height: 5’8''
Weight: 160lbs
Hair:Brown
Eyes: Blue
Age: 160

Str: 10 (+0)
Dex: 18 (+4) (16+2)
Con: 12 (+1) (14-2)
Int: 17 (+3) (+1 4th lvl bonus)
Wis: 14 (+2)
Cha: 10 (+0)

Class and Racial Abilities:
+2 Dex, -2 Con, Immunity to magic sleep effects, +2 racial save vs enchantment spells and effects, Low Light Vision, Weapon Proficiencies, +2 racial bonus on Balance, Listen, Search, and Spot checks, Cast one additional Divination spell per level, Prohibited School: Necromancy, Summon Familiar

Hit Dice: 5d4+5
HP: 21
AC: 16 (+4 Dex, +1 armor [from bracers], +1 deflection [from ring])
ACP: 0
Init: +4 (+4 Dex)
Speed: 30ft

Saves:
Fortitude +3 [+1 base, +1 Con, +1 Cloak]
Reflex +6 [+1 base, +4 Dex, +1 Cloak]
Will +7 [+4 base, +2 Wis, +1 Cloak]

BAB: +2
Melee Atk: +2 (1d6/18-20x2/p, Rapier)
Ranged Atk: +6 (1d8/x3/100 ft./p, Javelin)

Skills:
Craft (Alchemy): +10 (4 ranks, 3 Int, 3 Skill Focus Feat)
Concentration: +7 (6 ranks, 1 Con)
Decipher Script: +11 (8 ranks, 3 Int)
Knowledge (Arcana): +9 (6 ranks, 3 Int)
Knowledge (History): +6 (3 ranks, 3 Int)
Knowledge (Local): +6 (3 ranks, 3 Int)
Knowledge (Nature): +4 (1 rank, 3 Int)
Knowledge (Planes): +5 (2 ranks, 3 Int)
Profession (Farmer): +3 (1 rank, 2 Wis)
Profession (Carpenter): +3 (1 rank, 2 Wis)

Feats:
Scribe Scroll (1st lvl Wiz Bonus Feat)
Skill Focus (Alchemy) (1st lvl Feat)
Craft Wondrous Item (3rd lvl Feat)
Craft Wand (5th lvl Wiz Bonus Feat)

Languages: Common, Elvish, Dragon, Sylvan, Goblin, Giant

Spells Prepared
Save DC +3
0th – detect magicx2, flare, read magic,.
1st – True Strike x2, Magic Missle, Mage Armor, Alarm
2nd – Detect Thoughts x2, Mirror Image, Knock
3rd – Arcane Sight x2, Tongues

Spellbook
0th - acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue
1st – Detect Secret Door^, True Strike^, Comprehend Languages^, Identify^, Detect Undead^*, Mage Armor, Magic Missle, Shield, , Alarm*,
2nd – Detect Thoughts^, See Invisibility^, Mirror Image, Scorching Ray, Knock*
3rd – Arcane Sight^, Tongues

^=Spec School Spells
*=Scribed from Scroll

Equipment
Lesser Guardian Ring (Ring of Prot +1) (2,000gp)
Truth’s Shield (Bracers of Prot +1) (1,000gp)
Cloak of the Seeker (Cloak of Resistance +1) (1,000gp)
Ring of the Vigilant (Ring of Sustenance) (2,500gp)
Wand of Secret Door Detection* (50 charges) (375gp)
Rapier – 20gp (2 lbs)
Longbow w/ 20 arrows – 76gp (6 lbs)
Belt pouch - 1gp (1/2 lb)
Traveler’s outfit – free
Spell Pouch- 5gp (2lbs)
Backpack - 2gp (2 lbs)
~Bedroll - 5sp (5 lbs)
~Waterskin – 1gp (4 lbs)
~ Two day’s worth of trail rations – 1gp (2 lbs)
~ Spellbook (3lb)
Total weight carried: 27 lbs, light load.

Traveling Alchemical Cart
Wagon -35gp
2 Heavy Draft Horses – 400gp
Portable Alchemical Lab- 500gp
Feed for horses (14 days)- 2gp
Misc Alchemical supplies- 500gp
Wand of Detect Magic* (50 charges) (375gp)
Chalice of Testing* (2,000gp) (AeEG- Testing Chalice)

* =items crafted by Throreth

Money
184gp, 5sp

Appearance and Personality: Throreth’s features are not unpleasant to the eye, but after spending more than five minutes with the slender elf, it is painfully obvious that dealing with others is not his strong point. His eyes constantly drift to one of the many experiments that he has staged inside of his wagon, and it is not uncommon to see him staggering out of the wagon in a billowing cloud of smoke. However, while his profession may seem obvious, the thick calluses on his hands and the plain cut of his clothing seems more fitting to a farmer than that of a mage.

Background: Throreth’s life has thus far been divided into three stages, his first years as an adventurer, the three decades he spent as a husband and farmer, and now the life he lives as a traveling recluse.

Throreth knew from the moment he saw his first cantrip performed in front of him that he wanted to bend the forces of magic to his will. He threw himself into his passion with a devotion that both pleased and worried his parents, but they told themselves if this was the path he wished to take, then they would not hinder him.

As time passed, Throreth learned all he felt he could, and when he reached the age of majority, he left his village to travel among the other races and seek a stronger mastery of his magical abilities. Throwing his lot in with a young band of human sell-swords, Throreth’s magical abilities helped his companions time and time again, as did his down to earth approach on things when the others wished to charge in blindly. Although Throreth’s mastery of the Art did improve, it was nothing compared to the change he felt growing inside of him when he realized he had fallen in love with one of his human companions.

Although they knew their time would be short together, as far as elves saw things, they retired from adventuring and settled down to try to start a family. Although they tried for several years, as well as seeking out the blessings of several priests, it was not meant to be. For the next thirty years, Thoreth was more of a farmer than a mage, but neither missed the constant danger and hazard that they had subjected themselves to in the past and when his wife’s time came, Thoreth buried her in the grove behind their house and grieved for nearly three years.

Forcing himself to move on with his life, Thoreth knew he had to reenter the world around him, but doesn’t know if he is truly ready for it. Selling his land and purchasing a wagon, Thoreth has slowly begun converting the wagon into his traveling workshop. While it is still primitive in many ways, it serves the function for now, and that is all Thoreth can ask of anything, himself included.
 
Last edited:

Remove ads

Top