Toric's Assault on Stormbringer Castle (rogues gallery)


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Kulgen Torkeln

Code:
Race:  Dwarf
Age:   57
Height: 4ft
Weight: 168lbs
Alignment: LN
Class:  Fighter 7/ Dwarven Defender 5
ECL: 12


Str:    24  +7 mod  (18 + 2 level adj + 4 belt of giants strength)
Dex:   14  +2 mod  (13 + 1 level adj)
Con:   16  +3 mod  (14 + 2 racial)
Int:     9  -1 mod
Wis:   12  +1 mod  
Cha:    6   -2 mod  (8 -2 racial)

[color=green]AC:[/color] 31  (10 + 13 armor + 2 shield + 2 dex + 4 natural)
     +4 to AC vs. Giants (and those of similar size)


[color=green]Speed:[/color] 20ft                  [color=green]Initiative Mod:[/color] +2

[color=green]Base Attack Bonus:[/color] 12/7/2   

[color=green]Hit Points:[/color]  151         
[10 + (7x3) + (8x3) + (9x5) + 36 con + 3 toughness + 12 improved toughness]

[color=green]Attack:[/color]
     
Defending Battleaxe+1    +20/15/10   dmg:1d8+7     crit: x3

Grapple:  +19    (12 BAB + 7 str mod)


[color=green]Saving Throws:[/color]
   Fortitude:   12 (9 base + 3 con mod)
   Reflex:        5  (3 base + 2 dex mod)
   Will:            7 (6 base + 1 wis mod)

     +4 vs. Bull Rush or Trip
     +2 vs. Poison
     +2 vs. Spells or spell like abilities


[color=green]Skills:[/color]
   Craft: (weaponsmithing)   9    (10 ranks -1 int mod)
   Listen:                          4    (3 ranks + 1 wis mod)
   Spot:                            3   (2 ranks + 1 wis mod)


[color=green]Racial Traits:[/color]
   Darkvision
   Stonecunning +2 search involving stone
   Stability +4 vs trip or bull rush
   +2 to appraise stone or metal
   +2 to craft stone or metal


[color=green]Feats:[/color]
   Dodge
   Toughness
   Improved Toughness (complete Warrior pg 101)
   Endurance
   Diehard

[color=green]Languages:[/color]
Common 
Dwarven


[color=green]Equipment:[/color]
Defending Battleaxe +1, Mithril Full Plate + 5, Mithril Heavy Shield,
Ring of Arming, Amulet of Natural Armor +2, Backpack,
Silk Rope (100ft), Mug, Portable Ram, Whetstone, 
Gallon of Ale, 5 days Trail Rations, Belt Pouch, Belt of Giants Strength,
Potion of Cure Moderate Wounds (3), Potion of Mage Armor

Gold: 75,000 - 74,964= 34 gp

[color=green]Carrying Capacity:[/color] 
Light Load:   233lbs                         Weight Carried:     
Med  Load:   466lbs                                  85lbs
Heavy Load: 700lbs


[sblock=Background]

Kulgen Torkeln ventured to Palin's Cove as a hired guard for a merchant caravan. He didn't really mind guarding the caravans, he just found it boring. He longed for the adventures like the stories of legend. He had to admit, he was known well for his fighting skill and toughness, but he never had honestly been tested. Goblins are only a test for so long.

He was raised in Janderhoff, though he didn't spend much time there. As soon as his caravans got back into Janderhoff, he attached himself to one leaving it. It wasn't so much that he didn't like the place as he really only felt useful on the road. The elders of the dwarven community said that he reminded them of the old days, deep in the tunnels. They warriors then (not that they can't fight now, an angry dwarf is a fearful sight indeed), and spent much of their time clearing the tunnels of the monsterous residence.

[/sblock]
 

Jotunn Grimtusk
Male Half-Orc Monk 12
Lawful Neutral
HalfOrc20copy.jpg


[sblock=Attibutes]Strength 24 (+7) [16 base, +2 race, +2 level, +2 size, +2 enhancement]
Dexterity 15 (+2) [14 base, +1 level, -2 size, +2 enhancement]
Constitution 14 (+2)
Intelligence 10 (+0) [12 base, -2 race]
Wisdom 16 (+3) [14 base, +2 enhancement]
Charisma 6 (-2) [8 base, -2 race]
Size: Large [due to spell]
Height: 12'
Weight: 2400 lb
Skin: Gray
Eyes: Light Brown
Hair: Black

Carrying Capacity
Light: 466 lb. or less
Medium: 467-933 lb.
Heavy: 934-1,400 lb.
Overhead: 1400 lb.
Lift off Ground: 2800 lb.
Push/Drag: 3.5 tons[/sblock]

[Sblock=Combat]Total Hit Points: 98

Speed: 70 feet [monk]

Armor Class: 25 = 10 [base] +2 [dexterity] +3 [wisdom] +2 [monk level] +1 [monk belt] +1 [natural] +2 [deflection] +2 [armor] +2 [shield] +1 [insight] -1 [size]

Touch AC: 20 (22 vs incorporeal)
Flat-footed: 23
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +10 = 8 [base] +2 [constitution]
Reflex save: +10 = 8 [base] +2 [dexterity]
Will save: +11 = 8 [base] +3 [wisdom]
Attack (handheld): +15/+9 = 9 [base] +7 [strength] -1 [size]
Attack (unarmed): +20/+15 = 9 [base] +7 [strength] -1 [size] +5 [enhancement]
Flurry of Blows: +20/+20/+20/+15 [includes strength modifier]
Attack (missile): +10/+5 = 9 [base] +2 [dexterity] -1 [size]
Attack (crossbow): +11 = 9 [base] +2 [dexterity] +1[masterwork] -1 [size]
Grapple check: +24/+19 = 9 [base] +7 [strength] +4 [size] +4 [feat]
Unarmed Damage: 6d8+12 [12th level large monk base, +4 levels feat, +5 levels monk's belt]
Large Crossbow Damage: 2d8; 120' range[/sblock]



[Sblock=Feats]Feats:
Cleave [3rd level]
Great Cleave [12th level]
Combat Reflexes [monk]
Improved Natural Attack [6th level]
Improved Trip [monk]
Improved Unarmed Strike [monk]
Improved Grapple [monk]
Power Attack [1st level]
Superior Unarmed Attack [9th level][/sblock]


[sblock=Skills]Skills:
Appraise 0 = +0 [int]
Balance 4 = +2 [dex] +2 [tumble]
Bluff -2 = -2 [cha]
Climb 5 = +7 [str]
Concentration 3 = +3 [wis]
Craft 0 = +0 [int]
Diplomacy -2 = -2 [cha]
Disguise -2 = -2 [cha]
Escape Artist 2 = +2 [dex]
Forgery 0 = +0 [int]
Gather Information -2 = -2 [cha]
Heal 2 = +3 [wis]
Hide 13 = +2 [dex] +15 [ranks] -4 [size]
Intimidate -2 = -2 [cha]
Jump 30 = +7 [str] +5 [ranks] +2 [tumble] +16 [speed 70]
Listen 13 = +3 [wis] +10 [ranks]
Move Silently 17 = +2 [dex] +15 [ranks]
Perform -2 = -2 [cha]
Ride 2 = +2 [dex]
Search 0 = +0 [int]
Sense Motive 3 = +3 [wis]
Spot 13 = +3 [wis] +10 [ranks]
Survival 3 = +3 [wis]
Swim 7 = +7 [str]
Tumble 9 = +2 [dex] +5 [ranks] +2 [jump]
Use Rope 2 = +2 [dex]

Languages: Common Orc [/sblock]


[sblock=Abilities]
Half-Orc:
+2 strength / -2 intelligence / -2 charisma (already included)
Darkvision (see 60 feet in pitch-dark)

Monk:
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex)
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

Greater Flurry
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Bonus Feat
At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

Evasion (Ex)
At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Ki Strike (Su)
At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex)
At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

Wholeness of Body (Su)
At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.

Improved Evasion (Ex)
At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Su)
At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step (Su)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down). [/sblock]

[sblock=Equipment]Equipment: 95gp
Monk’s Belt 13000
Bracer’s of Armor +2 4000
Cloak of Deflection +2 8000
Ring of Force Shield 8500
Ring of Counterspells (Dispel Magic) 4000
Amulet of Natural Armor +1 2000
Headband of Wisdom +2 4000
Spellcasting Service Enlarge Person (1st level caster) 50
Spellcasting Service Permanency on Enlarge Person (9th level caster) 2950
Spellcasting Service Greater Magic Fang (20th level caster) 600
Spellcasting Service Permanency on Greater Magic Fang (11th level caster) 8050
Gloves of Strength +2 and Dexterity +2 12000
Ioun Stone, Dusty Rose 5000
Potions Cure Light Wounds (x10) 500
Scrolls of Dispel Magic (x5) 1875

Standard Adventurer's Kit 20
Rations (x10) 5
MW Large Heavy Crossbow 350
Large Bolts (X50) 5[/sblock]


[sblock=notes]
IMPROVED NATURAL ATTACK from Monster Manual
Prerequisite
Natural weapon, base attack bonus +4.

Benefit
Choose one of the creature’s natural attack forms. The damage for this natural weapon increases by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

This feat may be taken multiple times, but each time it applies to a different natural attack.

SUPERIOR UNARMED STRIKE from Tome of Battle
Your unarmed strikes have become increasingly deadly, enabling you to strike your
foes in their most vulnerable areas.

Prerequisite: Improved Unarmed Strike, base attack bonus +3
Benefit: You deal more damage with your unarmed strikes, as shown on the table below.

Character Level....Unarmed Damage
3rd.....................1d4
4th-7th...............1d6
8th-11th .............1d8
12th-15th............1d10
16th-20th............2d6

Special: If you are a monk, you instead deal unarmed damage as a monk four levels higher.[/sblock]
 
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Code:
Name: Mrin Firehands
Class: Sorcerer
Race: Human
Size: Medium
Gender: Male
Alignment: Chaotic good
Age: 58
Height: 5'11"
Weight: 132 lb.
Eyes: black
Hair: Grey
Skin: pale

Str:   8     -1                Level: 12        XP: 66000
Dex:  14     +2                BAB: +6/+1     HP: 7 + 6*11= 73
Con:  16     +3                Grapple: -3     Dmg Red: 0
Int:  12     +1                Speed: 30'      Spell Res: 0
Wis:  10     +0                Init:+2              Spell Save: +3
Cha:  22     +6                ACP: -5            Spell Fail: 0%

               Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +0    +0    +2    +0    +4    +4    20
Touch: 12              Flatfooted: 14

                           Base   Mod  Misc  Total
Fort:                      4     +1       +2      +7
Ref:                       4     +1                 +5
Will:                      8     +3                 +11

Weapon                Attack   Damage     Critical
Pending

Languages: Common

Abilities: 
Summon Familiar (rat)
+2 save against paralisis and sleep (Feat)
+2 save against fire spells and abilities (Feat) 

Feats:  
Draconic Heritage (red dragon)
Draconic Power ( Fire)
Energy sbustitution (Fire)
Weapon focus (ranged spells)
Combat casting
Dodge


Skill Points:45        Max Ranks: 15/7
Skills               Ranks   Mod  Misc  Total
Concentration          10    +1               +11
Spellcraft              9    +1              +10
Bluff                   10    +5              +15
Craft (Alchemy)         7    +1              +8
Knowledge (Arcane)      8    +1              +9
Profession (Alchemist)  5    +1               +6
 

Equipment:               Cost  Weight
Cloack of Charisma +2    4000gp 
Neackes of charisma +1   2000gp
Magic eating robe +4    25000gp    
Amulet of natural armor +4 32000
Wand of Darkness           4500 
Staff of fire             17750
Potion of invisibility*4    1200
Potion of cmw*4            1200
Backpack                  2gp         

                   Money:  350/ 75000

                         Weith: 93lb

                                  Lgt   Med   Hvy  
Max Weight:           1-16  17-33 34-50

Spell DC: 5 (Cha) + Spell Level + 1 ( if fire )

Known Spells:

Level 0: 
Light
Daze
Dancing lights
Mage hand
Arcane Mark
Acid Splash
Message
Resistance
Flare
Fire splash (feat)

Level 1: 
Burning Hands
Magic Missile
Fireburst
Familiar pocket
Shield

Level 2: 
Scorching ray
Invisibility
Levitate
Ultravision
Mirror Image


Level 3: 
Fireball
Lightning bolt
Heroism
Firebolt (feat)
Flame Arrow

Level 4: 
Ice storm
Fire Storm (Feat)
Fire Shield
Stoneskin

Level 5: 
Teleport
Arc of Lightning
Arc of Fire (Feat)

Level 6: 
Desintegrate

Spell slots:
Lvl 1 = 8
Lvl 2, 3, 4 = 7
Lvl 5 = 6
Lvl 6 = 4
Mirn was only a child when his powers, born in the draconic heritage of his family, were revealed. Throw his veins, a red dragon blood runs, making him a living fire thrower, thats from where he got his nickname, Firehands.
Mirn decided to abandon his homeland, because his unchecked powers putted everyone around hi in danger. His journey had a porpoise, to find someone that could teach him how to use his powers, for a greater good. And indeed he found and old sorcerer, bored of living a life of adventure, willing to teach Mirm all his knowledge. Many years he spend training, until one day, finally... the old man died.
With an unfinished training, but lots of potential, Mirm walks the world, looking for heroic deeds to accomplish, trying not to burn towns in the way.
 
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[sblock=Sevarian Keeneye]
Severian Keeneye
Male Elf Fighter 6/Sorcerer 1/Arcane Archer 5
Alignment: CG
Height: 5' 5''
Weight: 92lbs
Hair: Gold
Eyes: Purple
Skin: Fair
Age: 163
XP: 66,000

Str: 18 (+4) [8 points, +1 level, +2 item]
Dex: 24 (+7) [10 points, +2 level, +2 racial, +4 item]
Con: 14 (+2) [6 points, -2 racial, +2 item]
Int: 10 (+0) [2 points]
Wis: 10 (+0) [2 points]
Cha: 12 (+1) [4 points]

Racial Abilities: +2 Dex, -2 Con, Immune to Magical Sleep, +2 saving throws vs. enchantment, Low-light vision, +2 to Listen, Spot, Search.

Class Abilities: 4 bonus feats, Spellcasting, Summon Familiar, Enhance Arrow +3, Imbue Arrow, Seeker Arrow.

Hit Dice: 6d10 + 1d4 + 5d8 + 24
HP: 104
AC: 28 (+6 Armor, +7 Dex, +3 Shield, +1 Natural Armor, +1 Deflection)
Init: +7 (+7 Dex)
Speed: 30ft

Saves:
Fortitude +12 [+10 base, +2 Con]
Reflex +14 [+7 base, +7 Dex]
Will +7 [+7 base, +0 Wis], +2 vs Enchantment, additional +1 vs. Mind Affecting

BAB/Grapple: +11/+15, +10 to avoid initiating grapple
Melee Atk: Longsword +15 [1d8+4, 19-20,x2]
Melee Full Atk: Longsword +15/+10/+5 [1d8+4, 19-20/x2]
Ranged Atk: Composite Longbow +23 [1d8+1d6+9 force damage, 19-20/x3]
Ranged Manyshot: Composite Longbow +17 [1d8+1d6+9 force damage three times, 19-20/x3]
Full Atk: +23/+23/+18/+13 [1d8+1d6+9 force damage, 19-20/x3]

Range Increment: 110ft


Skills :
Jump +12 [8 ranks, +4 Str]
Intimidate +8 [8 ranks, +0 Cha]
Spot +8 [6 ranks, +0 Wis, +2 racial], +2 when adjacent to familiar, +3 in bright light
Listen +8 [6 ranks, +0 Wis, +2 racial], +2 when adjacent to familiar
Hide +13 [6 ranks, +7 Dex]
Move Silently +13 [6 ranks, +7 Dex]

Feats:
Point Blank Shot (1st Level)
Precise Shot (Fighter 1st Bonus)
Practiced Spellcaster (Fighter 2nd Bonus)
Rapid Shot (3rd Level)
Weapon Specialization: Longbow (Fighter Bonus 4th)
Improved Rapid Shot (6th Level)
Manyshot (Fighter Bonus 6th)
Improved Critical: Longbow (9th Level)
Improved Precise Shot (12th Level)

Languages: Common, Elven

Equipment:
Cloak of Constitution +2 (4,000gp)
Gloves of Dexterity +4 (16,000gp)
Belt of Strength +2 (4,000gp)
+1 Force Mighty Composite Longbow (Strength +4) (18,800gp)
Lesser Energy Assault Crystal for Bow (3,000gp)
Greater Crystal of Glancing Blows for Armor (5,000gp)
Least Crystal of Mind Cloaking for Buckler (500gp)
Lesser Bracers of Archery (5,000gp)
+2 Nimble Mithril Chain Shirt (5,100gp)
Ring of Protection +1 (2,000gp)
Amulet of Natural Armor +1 (2,000gp)
+2 Buckler (4,160gp)
Longsword (15gp)

Money: 325gp

Spells Known (5/2): Sonic Snap, Resistance, Light, Ray of Frost, Arcane Mark. Arrow Mind, Shocking Grasp.
Spells Per Day: 5/4
Caster Level: 5th
Familiar: Hawk
[/sblock]

If there are two things elves are reknowned for excelling at, it would be spellcasting and archery. Sevarian Keeneye is nearly a legend in his own right by now for his skill at combining the two, and his bow - Foebane - has pierced the hides of dragons, demons and devils.
 

Code:
Name: Kale Nor
Class: Cleric 6 / Radiant Servant of Sarenrae 6
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Age: 28
Height: 6'0"
Weight: 204#
Eyes: Green
Hair: Black
Skin: Tan

Str:   20 +5  (16 +3)            Level: 12        XP: 66000
Dex:  14     +2                BAB: +8/+3     HP: 9 + 6*11 + 12 = 87
Con:  12     +1                Grapple: -3     Dmg Red: 0
Int:  8     -1                Speed: 20'      Spell Res: 0
Wis:  18     +4                Init:+2              Spell Save: +3
Cha:  12     +1                ACP: -5            Spell Fail: 0%

               Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +7    +3    +2    +0    +1    +2    25
Touch: 13              Flatfooted: 23

                           Base   Mod  Misc  Total
Fort:                      4     +1       +2      +7
Ref:                       4     +1                 +5
Will:                      8     +3                 +11

Weapon                                            Attack       Damage     Critical
+1 Morningstar (Giant bane, spell storing)     +14/+9      1d8+5 (+2d6 fire) (+2d6 vs. giants)  x2
vs. large - +1 Morningstar                  +15/+10      1d8+7 (+2d6 fire) (+2d6 vs. giants)        x2


Languages: Common

Abilities: 
Turn Undead (14 times per day)
Aura of Warding
Bonus Domain
Divine Health
Empower Healing
Extra Greater Turning
Maximize Healing
Radiance

Feats:  
Big Game Hunter - +1 to Hit & +2 to Damage vs. Large creatures
Extra Turning
Augment Healing - +2 HP healed per spell level
Divine Metamagic - Maximize Spell
Divine Metamagic - Reach Spell
Divine Spell Power


Skill Points:  30        Max Ranks: 15/7
Skills               Ranks   Mod  Misc  Total
Concentration          12    +1   +5          +18
Heal                       9    +4     +2       +15
Knowledge (Religion)      9    -1              +8

 

Equipment:                                     Cost        Weight
Weapon Crystal - Greater Energy Assault  (+1d6 fire and +1d6 fire)  6,000 
Shield Crystal - Greater Clasp of Energy (15 energy protection [cold] up to 75/day) 3,000 
Shield Crystal - Greater of Arrow Deflection (+5 AC vs. ranged and deflect 1 attk/rnd) 5,000 
Armor Crystal - Lesser Rubicund Frenzy (+3 to dmg & fear when @ 50% hp)	 2,000 
Cloak of Deflection +2	 8,000 
+1 Morningstar (giant bane, spell storing)	 18,308 
Tunic of Steady Spellcasting	 2,500 
Heward's Handy Haversack	 2,000 
Belt of giant Strength +4	 16,000 
Amulet of Nat Armor +1	 2,000 
Scroll: Lesser restoration	 450 
Scroll: Restoration	 1,600 
Breastplate +1	 4,350 
Heavy Shield +1	 1,170 
Wand of Inflict Moderate wounds (15 charges) (2d8+3)	 1,350 
Scroll:  remove paralysis x2	 300 
Scroll:  Magic circle against evil	 375 
Scroll:  Bulls Strength x2	 300 
Healers kit	 50 
Holy symbol	 25 
Everburning Torch	 110 
Cleric's vestments	 5 



                   Money:  107/ 75000

                         Weigth: ??lb

                                  Lgt   Med   Hvy  
Max Weight:           1-16  17-33 34-50

Spell DC: 4 (Wis) + Spell Level + 1 ( if healing, good )

Domains:  Fire, Healing, Good

Fire:
Turn water/rebuke fire creatures

Healing:
Cast Healing spells at +1 caster level

Good:
Cast Good spells at +1 caster level

Spells:
lvl 0 = 6
Light x3
Read Magic x3

lvl 1 = 6 + 1D
Bless
Detect Evil
Divine Favor x2
Shield of Faith x2
Protection from Evil - D

lvl 2 = 5 + 1D
Bull's Strength
Iron Silence
Remove Paralysis
Silence
Zone of Truth
Cure Moderate Wounds - D

lvl 3 = 5 + 1D
Dispel Magic x2
Invisibility Purge
Magic Circle Against Evil
Resist Energy, Mass
Cure Serious Wounds - D

lvl 4 = 4 + 1D
Divine Power
Energy Vortex
Freedom of Movement
Magic Weapon, Greater
Cure Critical Wounds - D

lvl 5 = 3 + 1D
Flame Strike x2
Raise Dead
Cure Light Wounds, Mass - D

lvl 6 = 2 + 1D
Harm
Visage of the Diety
Heal - D

I'll fix the layout shortly.
 
Last edited:

Aridha, the White Tiger
Female Human Rogue 4, Ranger 3, Shadowdancer 5
Alignment: Neutral Good
Age: 22
Languages: Common, Giant, Goblin
Appearance:

[sblock=Statstuff]Statistics
Str: 13 (+1) 4
Dex: 22 (+6) 10
Con: 14 (+2) 6
Int: 14 (+2) 6
Wis: 12 (+1) 4
Cha: 10 (+0) 2

Hit Points: 91
Armor Class: 26 (10 + 6 dex + 7 armor + 1 shield + 2 deflection)
Initiative: +4
BAB: +9/+4
Grapple: +10
Speed: 40ft

Saves
Fort: +10
Reflex: +18
Will: +9

Melee:
Ranged:

Feats
1 Dodge
1 Iron Will
3 Weapon Finesse
6 Mobility
9 Two Weapon Defense
12 Spring Attack

Special Abilities
Favored Enemy: Giant
Tracking
Wild Empathy
Combat Style (Two Weapon Fighting)
Endurance
Sneak Attack (2d6)
Trapfinding
Trap Sense +1
Evasion
Improved Uncanny Dodge
Hide in Plain Sight
Darkvision 60'
Shadow Illusion
Summon Shadow
Shadow Jump 20'
Defensive Roll

Skills
Climb (Str) +5 (4 ranks +1 Str)
Disable Device (Int) +17 (15 ranks + 2 int)
Escape Artist (Dex) +21 (15 ranks + 6 dex)
Hide (Dex) +26 (15 ranks + 6 dex +5 item)
Listen (Wis) +16 (15 ranks +1 wis)
Move Silently (Dex) +26 (15 ranks + 6 dex +5 item)
Open Lock (Dex) +21 (15 ranks + 6 dex)
Perform (Dance) (Cha) +5 (5 ranks + 0 Cha)
Search (Int) +17 (15 ranks + 2 int)
Spot (Wis) +16 (15 ranks + 1 wis)
Survival +15 (9 ranks + 1 Wis +5 item)
Tumble (Dex) +16 (10 ranks + 6 dex)

Magical Items
Mask of the Tiger, 4,000
Gloves of Dexterity +4, 16,000
Mantle of the Predator, 8,000
Vest of Resistance +3, 9,000
Ring of Darkhidden, 2,000
Ring of Protection +2, 8,000
Boots of Striding and Springing, 5,500
Handy Haversack, 2,000
Rod of Viscid Globs, 2,000
Rod of Frost, 1,400

Weapons
2 Claw Gloves +1, +16 to hit, 1d4+2 dmg, 5,604 (2,802 each), Spcl: Can make offhand attack on charge or spring attack; If primary and offhand claw attacks hit, rend for +3d6.

+1 light crossbow, +16 to hit, 1d8+1 dmg, 80', 2,335

Armor
Mithril Chain Shirt +3, AC +7, ACP 0, Max Dex +6, 10lbs, 10100gp

Equipment
Backpack
Bedroll
50' silk rope
Waterskin
Belt pouch
Flint and steel
Rations
Explorer garb

Money 161

Background
Pending[/sblock]
 

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