Red Hand of Doom Characters

hero4hire

Explorer
Intrepid Heroes banded together by Fate and Chance. Will thier bravery be enough in the face of evil?

Ethandrew Kirrg Vrolo Half-Orc Cleric

Rhun Duroin Slatefist Dwarven Fighter/Rogue

s@squ@tch Virashil N'al Sil Elf Sorceror

EvolutionKB Sir Jonathan Williams Human Crusader
 

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[sblock=Kirrg Vrolo]Male Half-Orc Cleric 6th Level EXP: 15815
Alignment: CG

Abilities: (32)
STR - 16 (6 Points; +2 Racial)
DEX - 8 (0 Points)
CON - 14 (6 Points)
INT - 10 (4 Points; -2 Racial)
WIS - 17 (10 Points; +1 Level Increase)
CHA - 12 (6 Points; -2 Racial)

HP: 8 + 6 + 6 + 6 + 6 + 6 + 12 = 50
Speed: 20ft
Initiative: -1

AC: 18 (+8 Armor; +1 Buckler; -1 Dex)

Saves:
Fort: 7 (5; +2 Con)
Reflex: 1 (2; -1 Dex)
Will: 8 (5; +3 Wis)

BAB/Ranged/Grapple: +7/+3/+7

Weapons:
Greataxe +8 1d12+4 x3 Slashing
+1 Bastard Sword One-Handed Frost (Maybe??) +8 1d10+1d6+4 19-20x2
MW Composite +2 Longbow +4 1d8+2 x3

Class Abilities:
Turn Undead
-4/day
-Turn Check 1d20+3
-Damage 2d6+6

Racial Abilities:
+2 Str, -2 Int, -2 Cha
Darkvision
Orcblood

Skills:
Listen – 3 (0 Ranks + 3 Wis)
Spot – 3 (0 Ranks + 3 Wis)
Heal – 14 (9 Ranks + 3 Wis + 2 Belt)
Knowledge Religion – 9 (9 Ranks + 0 Int)

Feats:
-Sacred Boost (CD pg 84)
-Power Attack
-Exotic Weapon Proficiency Bastard Sword
-War Domain:
-Weapon Focus (Greataxe)
-Martial Weapon Proficiency (Greataxe)

Languages:
Common
Orc

Equipment: Cost Weight
Worn:
MW Full Plate
MW Buckler

Healing Belt
Boots of Stomping

Carried:
Magical Bastard Sword
Staff of Life

Back:
MW Composite Longbow +2
Longsword
MW Morningstar
Backpack 2gp 2lb

In/On Backpack:
Bedroll 1sp 5lb
Flint and Steel 1gp 0
Waterskin (Water) 1gp 4lb
Soap 5sp 1lb
Rope (silk) 10gp 5lb
Grappling Hook 1gp 4lb
Holy Symbol 25gp 1lb
Trail Rations 5gp 10lb
Holy Water 25gp 1lb

Total Weight: 70 lbs
Max Weight: 76, 77-153, 154-230 lbs

Money: 59gp, 4sp

Spells:
Per day:
-Orisons – 5
-1st – 4+1 Domain
-2nd – 4+1 Domain
-3rd – 3+1 Domain

Domains:
-Orc: Smite Ability: Once a Day; +4 Attack, +Level Damage
1st: Cause Fear
2nd: Produce Flame
3rd: Prayer
-War: Martial Weapon Proficiency, Weapon Focus
1st: Magic Weapon
2nd: Spiritual Weapon
3rd: Magic Vestment

[sblock=Physical Appearance]More to come soon...[/sblock]
Age: 25
Height: 6’8”
Weight: 304 (22 x 2d6 (1, 6) + 150)
Eyes: Solid Black
Hair: Black
Skin: Stone Gray

[sblock=Background]Kirrg Vrolo’s father was the chief of a nomadic warrior tribe of orcs. The leader of this tribe was the most skilled fighter, chosen by single combat to the death. Any challenger would face the current leader, and the victor would eat the flesh of the loser, believing in doing so they consumed the power the body inherently possessed. After the feast he would be named chief. Together the tribe would roam the land, living off the spoils of their enemies. Vrolo Mrog, son of Mrog Blatm, was a massive orc, nearly 8 feet tall and thirty stones, and unmatched as a warrior, leader, and father; he was infallible, his word was law.

After each raiding, the most powerful of orcs would rape the widowed women of their victims. Some orcs would kill the women afterwards, but Vrolo Mrog would keep them as part of his harem until they would get pregnant. After birth he would kill the mother if she bore him a female, and then he would kill the child, either orc or half-human alike. Kirrg Vrolo was Vrolo Mrog’s first son, born from a human shamaness who was subsequently killed after the next child was a girl. Kirrg Vrolo now currently has eleven brothers, both orc and half-humans, but it was ten years after Kirrg Vrolo’s birth until Vrolo Mrog got his second son.

Vrolo Mrog loved his son, who loved his father in return. Kirrg Vrolo would watch his father in battle, his axe cleaving muscle and bone with ease. After a challenger would fall and die at his hand, Vrolo Mrog would have his son join in the ceremonial eating of the flesh. He would teach him in the ways of his people, their history and passions and what it meant to be an orc, to be a warrior. To Vrolo Mrog’s joy, his son harnessed his father’s ideals of orcish pride in battle; his son’s belief developed into passion and zeal, and soon he discovered the ancient magics of his people, which became invaluable in their battles.

Kirrg Vrolo grew to a towering height for a half-human, equal to most of his orcish brethren. His healing and martial abilities left him a potent right-hand to his father. Their axes would whir and flash in harmony, any wounds incurred inconsequential. For years Vrolo Mrog and his son Kirrg Vrolo would wade into battle together, feasting on the intoxicating rush of blood, both knowing all too well one day would come when Kirrg Vrolo would be eating the flesh of his leader, his father. That day never came.

On the last raid their tribe ever made, Vrolo Mrog and his orcs attacked a human settlement built around a swamp. The opposition was pitiful and soon the orcs were enmeshed in an orgy of flesh and blood. Within days many orcs were falling ill. Fever wracked their bodies, blood boils covering their mottled grey skin. After a week the first orc died. Oddly enough no half-humans were nearly as sick as their orcish brothers, at most battling a mucus filled cough. When more orcs continued to die, one after another, Vrolo Mrog, afflicted with the same mysterious illness, received his first challenger, angry at their being lead to the village which caused this sick. Despite being weakened, Vrolo Mrog made quick work of his opponent, yet he did not savor the diseased flesh this day.

With a clan once numbering near a thousand, this sickness had now widdled them down to a less than a hundred, most of those half-human. When Vrolo Mrog’s biggest clan rival, Tundek Basmik, died, his eldest son, a half-human Gulmor Tundek, challenged Vrolo Mrog. Severely weakened at this stage, and Kirrg Vrolo magics unable to work for his father’s illness, Vrolo Mrog met this challenge with the same fire he faced all others before him. When his axe bit into Gulmor Tundek’s neck, the half-human had enough strength to punch his deep into the chest of his leader. Both stood there, connected and supported by the mutual weight of the other on their axes. Within moments the pool of blood puddle and collected around them both as they died on their feet, falling together in a heap. Kirrg Vrolo was devastated and two of his younger brothers, Bamf Vrolo and Treg Vrolo, yet untested in battle, charged to the body of their father, hacking Gulmor Tundek’s corpse. Those closer to the Tundek family charged in and ended the younger Vrolo brothers quickly, without mercy. Chaos broke.

Kirrg Vrolo lifted his axe and rushed in, and he was not alone. Those orcs strong enough to stand carried their weapons into the growing fracas, meeting the spry half-humans already battling. After killing near two-dozen inferior orcs and half-humans, Kirrg Vrolo was one of two left, save for infants and those already dying from the disease. Full of battle-rage, Kirrg charged in and ended any possible confrontation with a severe blow of his axe, splitting his final tribe member in half at the waist.

Left without a tribe, without a father and a leader, Kirrg Vrolo gathered up whatever possessions he could manage and knowing his tribe held a dubious reputation, headed toward the setting sun, hoping to reach a place where he could honor the life and death of his father, Vrolo Mrog, the greatest orc chieftain ever to live.
[/sblock]

[sblock=Personality]More to come soon...[/sblock]
[/sblock]
 
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Code:
Sir Jonathan Williams
Crusader 6
Exp:  15915

Str 16 (+3) 10pts
Dex 12 (+1)  4pts
Con 16 (+3)  8pts +lv4
Int 10 (+0)  2pts
Wis 10 (+0)  2pts
Cha 14 (+2)  6pts

Size: Medium
HP:  65
BAB: +6
Init: +1
Move: 20’ (medium load, 94/230, -7acp)

AC: 21 (+7 armor, +3 shield, +1 dex)
Saves:
Fortitude: +8
Reflex: +3
Will: +4

Attacks:
Melee:   +10/+5  Short sword+1, 1d6+4, 19-20x2, piercing
Melee:   +10/+5 MW Longsword, 1d8+3, 19-20 x2
Melee:   +9/+4 Warhammer, 1d8+3, 20/x3, 
Ranged: +8/+3 MW Composite Longbow(Mighty +2), 1d8+2, 20/x3, 110’

Feats: 

Extra Granted Manuver
Stone Power
Martial Study(Action before thought)
Martial Stance (Pearl of Black Doubt)

Skills (bonus/ranks):
Balance (-1/5)
Concentration (+12/9)
Diplomacy (+9/7)
Intimidate (+9/7)
Jump  (+2/6)
Knowledge (History) (+3/3)
Knowledge (Religion) (+8/8)


Languages Known:
Common

Class Features:
Furious Counterstrike +2
Steely Resolve 10
Indomitable Soul
Zealous Surge
Smite 1/day +2 to attack +6 to damage

Martial Manuvers:

1st level
Charging Minotaur(SD)
Douse the Flames(WR)
Leading the Attack(WR)
Leading the Charge*(WR)
Martial Sprit*(DS)

2nd level

Action Before Thought(from Martial Study feat)(DM)**
Battle Leader’s Charge(WR)**
Mountain Hammer(SD)**

3rd level

White Raven Tactics(WR)**
Revitalizing Strike(DS)**
Pearl of Black Doubt(DM)*

*Denotes Stances
**Denotes Typically readied

Racial Features:
Bonus feat
1 extra skill point per level/ four points at first

Equipment: 
Elixer of Flaming Fists
Crystal of Adamant armor, Least
Unidentified magical Banded mail(35lb)
2 Oils of magic weapon
Gloves of spell disruption
Everburning torch(1lb)
Potion of Haste
Chronocharm of the Grand Master
Helm of Battle
2 MW Longsword(8lb)
Shortsword +1(2lb)
Mithral Heavy shield +1(5lb)
Warhammer(5lb)
MW Mighty composite (+2)Longbow(2lb)
40 arrows(6lb)
Backpack(2lb)
Bedroll(5lb)
Waterskin(4lb)
2 belt pouches(1lb)
Rations (5 days)(5lb)
2 Sunrods(2lb)
84gp
2 potions cure light wounds
2 potions cure moderate wounds
Bag of holding (contains, chain shirt, the cloak, the necklace, 2 longbows(+1/+2), 2500sp 2676gp 128pp, 24 giant teeth on a string, 697 Gold Lions (gp), 2 unidintified vials of magic liquid, 1 magic potion, Deed to Vraath Keep)

[sblock=Character Background]My mother is a sorceress who dedicated herself to cleansing the world of evil in the name of Heironeous. My father was a wealthy merchant in Greyhawk, until greed corrupted him. The need for material wealth made him turn to those who make crime their life. He used some of the family’s money to fund operations for crimelords in order to pay off favors to those he worked. It was only a matter of time until the Church of Heironeous followed the money trail back to my father. He was killed in trying to fight off those that would bring him to justice. I never felt like a son to my father.
He was concerned more with money than with me. In my spare time I trained in the art of war with one of my father’s more beneficient bodyguards, Justin. In the rest of my time I would study the edicts of the Heironeous. Through some help from my mother, I was inducted into the formal hierarchy of the Heironeous when I was 20.
Gorthon was my first real assignment. For the ten months previous to this I’d been traveling around Oerth, investigating and researching a group of cultists. I know little about them other than that we worship dragonkind itself.
I’ve proven myself in the Church of the Heironeous; I’m one of their Crusaders. The Church had given me a mission to fulfill in Gorthon. The first was to bring the glory of Heironeous to the downtrodden and victimized
I had always been a natural leader; my friends always looked to me for leadership and advice. This trait transferred to my goal. I was able to increase the number people that attended the sermons by two. Most of this was from one particular circumstance.
I was one of the few Crusaders stationed in Gorthon. A rash of disappearances were reported in one area. The church sent me to investigate. I went with my bardic friend, Vari, a mercenary, Justin, and Christina, a priest of Heironeous.
Our investigations revealed that a troop of chokers had taken up residence in an abandoned ruin of giant origin. The battle with the chokers spilled out into the streets, many common folk as well as other adventurers saw the power of the Heironeous in action. They watched in awe as the power of the Heironeous and my divine might worked together to drive my allies further than they’d ever gone before. In the end we cleared the area of chokers and recovered the scattered human remains for burial purification rites.
I take it that those in power back in Greyhawk had heard of our group’s exploits, for not soon afterword we had received a letter with a direct mission against the cult that I had investigated before. We trekked into the wilds, like the fool adventurers that sought riches. In the end the cultists were dead and I found myself drawn to the life of the adventurer. It certainly paid well and was exciting. It never hurt anything to know that I was doing the will of the Heironeous as well by estinguishing evil’s influence on the world.
My friends and I have disbanded, but I have met new ones. Together we have traveled for some time, and fought many battles. They too have agreed that continuing to fight the evils of dragonkind is a worthy battle.[/sblock]

Jonathan is a tall attractive man in his late 20s. His body is muscular, and the symbol of Heironeous adorns his shield. His blonde hair is cut short, and he is clean shaven. Deep blue eyes look from underneath the helm that covers his head. His clothing is the gold and blue of Heironeous.
 
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elf1.jpg
Code:
[B]Name:[/B] Virashil N'al Sil
[B]Class:[/B] Sorcerer 
[B]Race:[/B] Elf
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] NG

[B]Deity:[/B] Bahamut

[B]Str:[/B] 10 -- (2p.)	[B]Level:[/B] 6	[B]XP[/B]: 15915
[B]Dex:[/B] 16 +3 (6p.)	[B]BAB:[/B] +3		[B]HP:[/B] 25 (6d4+5)
[B]Con:[/B] 12 +1 (6p.)	[B]Grapple:[/B] +3
[B]Int:[/B] 11 -- (3p.)	[B]Speed:[/B] 30'	[B]Stat Increases:[/b] +1 Cha
[B]Wis:[/B] 10 -- (2p.)	[B]Init:[/B] +3	[B]Spell Save:[/B]  
[B]Cha:[/B] 18 +4 (13p.)	[B]ACP:[/B] -0		[B]Spell Fail:[/B] 0%

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+0	+0	+3	+0	+0	+0	13
[B]Touch:[/B]	13	[B]Flatfooted:[/B] 10

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+3	+2	+1	--
[B]Ref:[/B]	+5	+2	+3	--
[B]Will:[/B]	+5	+5	+0	--
[B]Notes:[/B] Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. 

[B]Weapon			Attack	Damage	Critical	Range[/B]
MW Longsword		+4	1d8	19-20/x2 	------
Longbow  		+6	1d8	20/x3      	100 ft
Dagger    		+3/+6	1d4	19-20/x2 	10 ft
[B]Notes:[/B]

[B]Languages:[/B] Common, Elven, Draconic

[B]Abilities:[/B] Low Light Vision, +3 to all saves vs Sleep, Paralysis, and Cold Effects

[B]Feats: [/B] Draconic Heritage (Silver), Draconic Breath: As a Standard Action, you may convert one of your spells into a Supernatural breath weapon that does 2d6 damage per level of the spell expended. The breath weapon is a 30’ Cone. Subjects are allowed a Reflex save for half damage (DC = 10 + spell level expended + 4), Summon Familiar (Not used yet),
Draconic Presence: When you cast an Arcane spell, all opponents within 10’ are Shaken for a number of round equal to the cast spell’s level (WillNeg, DC = 14 + spell level). 
If the save is successful, that opponent is immune to your Draconic Presence
 for 24 hours.  This ability does not effect Dragons, creatures with more HD than you, or creatures with Intelligence up to 3.

[B]Spells Per Day[/B] (Save DC 14 + spell level): 

0th - 6
1st - 7
2nd - 6
3rd - 4

[B]Spells Known:[/B]
	0 - (7) Dancing Lights, Disrupt Undead, Ray of Frost, Detect Magic, Message, Resistance, Read Magic;	
        1st - (4) Mage Armor, Magic Missile, Burning Hands, Ray of Enfeeblement;
        2nd - (2) Mirror Image, Invisibility
        3rd - (1) Protection from Energy


[B]Skill Points:[/B] 18	[B]Max Ranks:[/B] 9/4.5
[B]Skills		Total	Ranks	Mod 	Misc[/B]
Appraise  	+0	0	+0	--
Balance   	+3	0	+3	--
[u]Bluff[/u]       	+4	0	+4	--
Climb      	+0	0	+0	--
[u]Concentration[/u]  	+9	8	+1	--
Diplomacy	+4	0	+4	--
[u]Disguise[/u]   	+6	2	+4	--
Escape Artist	+3	0	+3	--
Forgery   	+0	0	--	--
Gather Info     +4	0	+4	--
Hide        	+3	0	+3	--
Intimidate	+4	0	+4	--
Jump       	+0	0	--	--
[u]Know: (Arcana)[/u]  +5	5	--	--
Know: (Planes)  +0	0	--	--
Listen     	+2	0	--	+2
Move Silently	+3	0	+3	--
Perform   	+0	0	--	--
Search    	+2	0	--	+2
Sense Motive	+0	0	--	--
Sleight of Hand +3	0	+3	--
Speak Language	+1	2	--	--
[u]Spellcraft [/u]  	+3	1	--	+2
Spot       	+2	0	--	+2
Swim       	+2	0	--	--
Use Magic Device+4      0	+4	--
Use Rope 	+3	0	+3	--

[B]Notes:[/B] +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.  Disguise is a class skill from Draconic Heritage (Silver)

[B]Equipment:		Cost	Weight[/B]
MW Longsword		315gp	4lb
Longbow  		75gp	3lb
w/60 arrows		3gp	8lb
Dagger    		2gp	1lb
Backpack 		2gp	2lb
Winter Blanket		.5gp	3lb
2 pieces of Chalk	0.1gp	--lb
Flint and Steel		1gp	--lb
Belt Pouch		1gp	.5lb
25' Silk Rope		5gp	2.5lb
Traveler's Outfit	1gp	5lb


[U]Potions:[/U]
Cure Light Wounds X5	125gp	--lb
Cure Moderate Wounds X2	600gp	--lb
Potion of Barkskin +3

[u]Wands[/u]
Wand of Snake's Swiftness 9 charges
Wand of Read Magic 10 charges
Wand of Invisibility 4 charges
Wand of Mage Armor 10 charges
Eternal Wand of Enlarge Person
Wand of Magic Missile (CL5) 14 charges

[sblock=Brute Ring]Brute Ring
Body Slot: Ring
Activation: Standard (command)
This silver ring is set with a sapphire carved like a crude fist
This ring allows you to push someone away from you with pure force. When you activate the ring a blast of force issues forth and makes a Bull Rush attack against a single creature within 30'. You use the ring's Bull Rush modifier (+5) or your own whichever is higher. As this is a force effect it affects incorpreal creatures. The ring can be used 2/day. [/sblock]
[sblock=Arcanist's Gloves]  Arcanist's Gloves
Body Slot: Hands
Activation: Swift (command)
These sleek blue gloves bear stars across the knuckles.
When you activate the gloves, you add 2 to your next 1st level arcane spell you cast before the end of your turn. The gloves can be used 2/day [/sblock]
[sblock=Empowered Spellshard of Ray of Enfeeblement]Empowered Spellshard of Ray of Enfeeblement 
Body Slot: Throat
Activation: see text
This reddish crystal shard is inscribed with arcane symbols, banded with mithral, and hanging from a small silver chain.
When you use the shard as a focus in addition to a spell's normal componensts (if any) it Empowers a spell keyed to it. (as the Empower Spell Feat, spell in this case Ray of Enfeeblement) but with no adjustment to spell level. You can use the shard 3/day.[/sblock]
Scroll of Bear's Endurance
Scroll of Lightning Bolt
Scroll of Web
Scroll of Mount

[B]Total Weight:[/B]27lb	[B]Money:[/B] 20gp 0sp 0cp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	33	66	100	200	500

[B]Age:[/B] 107
[B]Height:[/B] 4'10"
[B]Weight:[/B] 75 lbs
[B]Eyes:[/B] Silvery Violet
[B]Hair:[/B] Silver
[B]Skin:[/B] Tan

Appearance: Long, flowing silver hair blowing wild. Violet eyes with a streak of silver, mostly tan skin, interrupted by occasional patches of smooth silvery skin. Short and lithe, Virashil exudes a sense of power out of her small frame.

Background: Virashil comes from a small village of Elves deep in the Gnarly Wood, where it backs up to a small outcropping of snow-covered peaks. Their village is a close-knit community, of common elves, except for the occasional child born with silver hair or silver flecked skin. It is rumored that ages ago, an old silver dragon inhabited the peaks near their village, and would occasionally come down from the mountain as an elf and live among them for a period of time. It is thought that the blood of this dragon continues to appear every few generations and spawn a child who has the gift for magic.

Virashil left her village some years ago, setting out to discover more about what fuels her inner power. She first travelled to the nearby mountain peaks, looking for any sign of the rumored silver wyrm, but found nothing. Somewhat downfallen, she then set out to find out more about the legend of her people -- to determine if there actually was a silver dragon that inhabited the mountain peaks near her village. She sought out the advice of a few sages, who were able to find out that yes, at one time an old silver dragon named N'al Loranthanxx had made his lair in the peaks. Her spirits buoyed by this bit of information, she journeyed once more to the peaks near her village. The journey was harsh and difficult, for she had ascended above the tree line and trudged through crags of snow and ice. Virashil finally realized that she had bitten off more than she could chew -- for she was no mountaineer, just a fledgling sorceress. Panic ran through her mind as she realized that she may not make it back down the mountain with her life. The biting cold had begun to seep its way into her bones and her mind grew slow. Step after step became more labored. She began to feel warmer... The last thing she remembered was falling down into a snowbank...

She doesn't remember when she regained consciousness. She awoke beneath a heap of soft furs, underneath her was a soft bed of fine linens. The first thing she heard was,"There my child, do not fret, for you are in a safe place. Go back to sleep and regain your strength."

Hours, or days, later, for she had lost track of time, she awoke and was able to take in her surroundings -- a chamber, hewn out of solid rock, and appointed with plush furnishings, she was laying in a finely adorned bed. A closed door led out of the room. She heard footsteps, and the door opened, an older man, an elf, walked in. She immediately noticed the silver hair and skin, and the fine silk robes that he wore.

"My child, my name is N'al Loranthanxx, and I have watched you for some time. I was impressed with your spirit and tenacious pursuit of finding me. For your thoughtsand instincts were correct, a small portion of my blood runs through your veins. I am glad that you chose to seek me out, for I have forseen that you will be needed by good dragonfolk in a battle against our evil brothers."

Virashil spent many months in the confines of N'al Loranthanxx's lair, atop the snowy peaks, learning about her heritage, and developing her powers. She was even taught how to breath ice! (draconic breath feat)

At the end of her stay, N'al Loranthanxx called her to him, still in his human form, and told her that she had to set out on her own -- but to always remember that she was destined to help out her fellow dragonkind in their time of need -- that she would know what that was when it appeared. In the mean time, however, she was to further develop her powers as a sorceress.

She left, with great remorse, and set out to find her destiny. She changed her name to include N'al, to honor her distance draconic relative. She caught on with an adventuring band of similar ideals and temperment, and have been travelling with them until the present day.....


[Sblock=Logs]
XP log:

1750 XP from Marauder Attack


Notes:
Draconic Heritage
[Draconic]
(CArc p77)
Sorcerer level 1st Choose one of the following types of Dragons.
1. Gain the listed skill as an in-class skill.
2. You receive a +1 bonus per Draconic feat on save vs. Sleep, Paralysis, & spells of the listed Energy Type.
Code:
Dragon      Energy Type      Skill 
 Silver       Cold        Disguise
[/sblock]

[sblock=Advancement]
L1 -> CLASS Sorcerer HP: +5 (4+1) BAB: +0 Concentration +3, Know (Arcana) +2, Speak Language (Draconic) +2, Spellcraft +1
Feat: Draconic Heritage (Silver)
Spells Known: Mage Armor, True Strike
L2 -> CLASS Sorcerer HP: +4 (3+1) BAB: +1 Disguise +1, Concentration +1

L3 -> CLASS Sorcerer HP: +4 (3+1) BAB: +0 Know (Arcana) +1, Concentration +1
Feat: Draconic Breath
Spells Known: Magic Missile
L4 -> CLASS Sorcerer HP: +4 (3+1) BAB: +1 , Know (Arcana) +1, Concentration +1
Spells Known: Mirror Image
L5 -> CLASS Sorcerer HP: +4 (3+1) BAB: +0 Know (Arcana) +1, Disguise +1,
Spells Known: Ray of Enfeeblement, Invisibility
L6 -> CLASS Sorcerer HP: +4 (3+1) BAB: +1 Concentration +2,
Spells Known: Burning Hands, Protection from Energy, Unlearn: True Strike
Feat: Draconic Presence
[/sblock]
 
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Duroin Slatefist

Description
In most ways, Duroin looks the typical dwarf: stout and solidly built, strong of arm and broad of chest. Still, at 4 1/2' in hieght, he is a bit taller and leaner than the norm, and possessed of agility unusual in the race. His typical craggy features are mostly hidden behind a bushy white beard and thick, long mustache, and his clean shaven head is not apparent beneath the horned helm that he always seems to wear. He dresses simply, preferring function and comfort to style.



Background
Duroin hails from Veilstone, a dwarven mining town hidden deep within the Barrier Peaks. The dwarves there are stout folk, braving the many perils of the mountains to mine the rich veins ot precious metals and gemstone. A hard-working community of veteran miners and stalwart warrior, everyone was expected to pull their weight around Veilstone.

Even from a young age, though, Duroin showed little interest in mining. Fortunately, he showed enough martial skill to find his place among the ranks of the town's defenders. Still, he would often be caught in places in shouldn't be, or playing at bones and cards while on duty. It was determined that Duroin was too impulsive and too easily bored to remain within the guard, and the dwarves decided that he should leave the enclave and seek his fortune out in the world. Not a banishment, per se, Duroin was expected to travel the world and overcome his adventurous streak before returning home.

Unusually good-natured and helpful, Duroin left his home and travelled throughout the nearby lands, lending a hand where he could, and making bold discoveries and fortuous finds. Eventually, he found himself part of a cohort of adventurers of similar mind, and has felt more at home since joining their group than at any time before.

Personality
Duroin is a talkative, boisterous soul, always cheerful and friendly. He is unusually optimistic for one of his folk, and eager to lend a hand to those in need. Still, he has an annoying tendency to tell pointless and exaggerated stories, sometimes annoying his companions. He enjoys games of chance, and has made it a goal to sample the local brew of every town and city he comes to.

Code:
[b]Neutral Good Dwarf Male[/b]
Rogue 4/Fighter 2 

XPs: 15,915 (21,000 needed for Level 7)

[b]Stats[/b]
Str	16	(+3) 	(6 points, +2 gauntlets)
Dex	17	(+3)	(10 points, +1 level increase)
Con	16	(+3)	(6 points, +2 racial)
Int	14	(+2)	(6 points)
Wis	10	(+0)	(2 points)
Cha	08	(-1)	(2 points, -2 racial)

[b]General[/b]
HP: 		52
AC: 		21	(10 base + 3 dex + 6 (?) armor +1 dodge feat +1 natural armor)
Initiative: 	+7
Move:		20’


[b]Combat[/b]
BAB:		+5[size=1]
-Melee:		+8
-----Waraxe	+9	(1d10+3/x3)
-OR-
-----Shortsword +1	+9	(1d6+4/19-20)
-Ranged:		+8

Two Weapon Fighting
-----Waraxe	+7	(1d10+3/x3)
-AND-
-----Shortsword +1	+7	(1d6+2/19-20)
[/size]

[b]Saves:[/b][size=1]
Fort:	+7	(4 base + 3 con)
Ref:	+7	(4 base + 3 dex)
Wil:	+1	(1 base + 0 wis)
+2 racial save bonus against poison
+2 racial save bonus against spells and spell-like effects[/size]

[b]Skills:[/b][size=1]
Appraise			+5	(3 ranks, +2 int)
Balance			+10	(5 ranks, +3 dex, +2 synergy)
Bluff			+4	(5 ranks, -1 cha)
Climb			+7	(2 ranks, +3 str, +2 equipment)
Disable Device		+10	(6 ranks, +2 int, +2 equipment)
Escape Artist		+4	(1 rank, +3 dex)
Hide			+11	(8 ranks, +3 dex)
Intimidate		           +1	(2 ranks, -1 cha)
Jump			+10	(5 ranks, +3 str, +2 synergy)
Listen			+3	(3 ranks, +0 wis)
Move Silently		+11	(8 ranks, +3 dex)
Open Lock		           +13	(8 ranks, +3 dex, +2 equipment)
Search			+9	(7 ranks, +2 int)
Sense Motive		+2	(2 ranks, +0 wis)
Sleight of Hand		+4	(1 rank, +3 dex)
Spot			+3	(3 ranks, +0 wis)
Tumble			+16	(9 ranks, +3 dex, +2 synergy, +2 competence)
[/size]

[b]Languages:[/b][size=1]
- Common
- Dwarven
- Elven
- Goblin
- Draconic (Pearl of Speech)[/size]

[b]Feats:[/b][size=1]
- Two Weapon Fighting
- Combat Expertise
- Dodge
- Weapon Focus (Waraxe)
- Improved Initiative[/size]

[b]Class Features:[/b][size=1]
- Sneak Attack +2d6
- Trapfinding
- Evasion
- Trap sense+1
- Bonus Feat
- Bonus Feat
- Uncanny Dodge[/size]

[b]Racial Features:[/b][size=1]
- Medium size
- Darkvision 60' 
- Stone Cutting
- Weapon Familiarity
- Stability
- Saving Throw Bonuses
- +1 racial bonus on attack vrs orcs and goblinoids
- +4 dodge bonus to AC vrs. giants
- +2 racial bonus on Appraise checks related to stone/metal
- +2 racial bonus on Craft checks related to stone/metal[/size]

[b]Arms, Armor and Equipment:[/b][size=1]
- Mithral Breastplate (+1 ? - Light Armor, MDB +5, ACP -1, 15lb)
- Gauntlets of Ogre Power (4lb)
- [s]Chain Shirt +1[/s]
- Dwarven Waraxe (8lb)
- Shortsword +1 (2lb)
- Light Mace (4lb)
- MW longsword (4lb)
- MW Composite Longbow, mighty (+2) (3lb)
---Composite Longbow, mighty (+1) (3lb)
- [s]Shortbow [/s] (2lb)
- 60 arrows (9lb)
- Thieves' Tools, Masterwork (2lb)
- Climber's Kit (5lb)
- Amulet of Natural Armor +1
- Life Ring (5lb)
- Everlasting Rations (2lb)
- Pearl of Speech
- Shiftweave (5lb)
- Acrobat Boots (1lb)
- Bag of Tricks (Gray)
- [s]3[/s][s]2[/s] 1 potion of Cure Light Wounds
- 2 potions of CUre Moderate Wounds

Carried: 75lb, light load
			

Encumberance: [b]Light[/b]						
[/size]

[sblock=Magic Item Descriptions]

Life Ring
Body Slot: Held
Activation: Standard
Weight: 5 lbs
This 3' diameter, 4" thick wooden ring has 4 equally spaced handholds.
A piece of thin twine crosses the middle of the ring.


To activate break the twine. Once active the Ring grants Feather Fall on the next 4 creatures who touch it within 10 rounds. The duration of each subject's Feather Fall is equal to the number of rounds remaining in the item when the subject touches the ring. At the end of the duration the item becomes useless.

Everlasting Rations
Body Slot: Held
Weight: 2 lbs
This nondescript, small leather pouch has a light blue silk drawstring.

This pouch contains enough rations to feed a medium creature for one day, every morning at sunrise the pouch magically creates more food.

Pearl of Speech
Body Slot: Face
Activation: -- and standard (command)
Weight: 0 lbs
This large blue pearl is shot with crisscrossing brown green and gold veins.

This pearl is placed on the tongue where it is absorbed. (a standard action) until you speak a command word to release it,
While absorbed it allows you to speak and understand one language (in this case Draconic).
Additionally while it is active you can Produce a Command effect (as the spell) 1/day Will DC 11.


Shiftweave
Body Slot: Torso
Activation: Swift (mental)
Weight: 5 lbs
This ordinary clothing has gossamer threads woven randomly into the threadwork.

When you activate shiftweave it changes your garb to resemble any of 5 specific outfits designated during its creation. It has no effect on any armor you wear (nor can it mimic armor) nor can it change any other magic clothing you wear.

Outfit 1 - Explorer's Outfit
Outfit 2 - Traveller's Outfit
Outfit 3 - Noble's Outfit
Outfit 4 - Entertainer's Outfit
Outfit 5 - Cold Weather Outfit

Acrobat Boots
Body Slot: Feet
Activation: -- and swift (command)
Weight: 1 lbs
Multiple brass buckles run up the length of these finely crafted black boots.

Continuous +2 comptetance on Tumble checks.

In addition the boots have 3 charges that renew everyday at sunrise.
Spending one or more charges grants you an enhancement bonus on speed for one round.

1 charge = +10'
2 charges = +15'
3 charges = +20'[/sblock]
 
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I second what was said above, great hero collection. They are in some ways an oddly assorted bunch, so I'm probably going to be very interested in reading how they come together and how they work together.
 


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