[RAVENLOFT] Grand Conjunction PCs


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Argent Silvermage

First Post
Soulsong

Soulsong

Male Elf
Wizard/Necromancer 2
Neutral Good


Size: M (5', 7"; 140 lbs.)
HD: 2d4+2
HP: 10
Initiative: +4 (4 Dex,)
Speed: 30 ft.
AC: 14 (+4 Dex)
BAB: +1/+2
XP:
Attributes:

Str: 13 (+2)
Dex: 18 (+4)
Con: 12 (+1)
Int: 17 (+3)
Wis: 16 (+6)
Cha: 17 (+3)


Attacks:
Quarterstaff +2/+1 (1d6+1, 20/x2)
Longsword +2/+1 (1d8+1, 19-20/x2)


Attack modifier: +# (# BAB, +# [Ability], +# [Other])
Parry: +# (# BAB, +# [Ability], +# [Other])


Saves:

Fort: +1 (0 base, +1 Con,)
Ref: +4 (0 base, +4 Dex,)
Will: +6 (3 base, +3 Wis)


Skills:

Knowledge Arcana: +8 (5 ranks +3 Int)
Knowledge Religion: +8 (5 ranks +3 Int)
Healing: +5 (2.5 ranks +3 Wiz)[cc]
Spellcraft +8 (5 ranks +3 Int.)
Concentration +6 (5 ranks +1 Con)


Feats:

Consecrate Spell (lvl1)


Class Abilities:

Scribe Scrolls
Summon Familiar
Necromancer Specialist: May cast 1 extra spell per level from the necromancy college.
+2 bonus on Spellcraft checks to learn the spells of her chosen school.
Cannot cast spells from the Divination or Illusion Colleges



Racial Abilities:

• +2 Dexterity, –2 Constitution.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf 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 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.



Languages:

Common
Celestial
Elven
Draconic
Sylvan



Equipment:

Quarter Staff (0 gp) [4 lbs.]
Explorers outfit. (body, 8w, 10gp)
Spell component pouch (waist, -w, 5gp)
Backpack (center back, 2wt, 2gp)
Bedroll (below backpack, 5wt, 1sp)
Waterskin- water (backpack, 4wt, 1gp)
Hooded Lantern (backpack, 2wt, 7gp)
Flask of Oil, 1 (backpack, 1wt, 1sp)
Flint & Steel (backpack, -wt, 1gp)
Trail Rations- 1 day (backpack, 1wt, 5sp)
Sacks, 4 (backpack, 2wt, 4sp)
Soap (backpack, 1wt, 5sp)
Whetstone (backpack, 1wt, 2cp)
Potion of Jump (1) (backpack, 1/16th wt, 50gp)
Potions of Mage Armor (2) (backpack, 2/16th wt, 50gp)
Potion of Remove Fear (1) (backpack, 2/16th wt, 100gp)
Potions of Sanctuary (2) (backpack, 2/16th wt, 100gp)
Oil of Shillelagh (2) (backpack, 2/16th wt, 100gp)
Scrolls of Burning Hands (2) (backpack, 2/16th wt, 50gp)
Scrolls of Color Spray (2) (backpack, 1/16th wt, 50gp)
Scrolls of Comprehend Languages (2) (backpack, 2/16th wt, 50gp)
Scrolls of Disguise Self (2) (backpack, 2/16th wt, 50gp)
Scrolls of Summon Monster 1 (4) (backpack, 4/16th wt, 100gp)
Scrolls of Sleep (4) (backpack, 4/16th wt, 100gp)
Scrolls of Shield (4) (backpack, 4/16th wt, 50gp)

Money remaining: 23gp, 3sp, 8cp

Carrying 42.5 lbs.

Load: light: 50 or less, medium: 51-100, heavy 101-150, lift: 300, drag: 750 pounds


Spells Prepared
0th- Disrupt undead, Prestidigitation, Detect Magic, & Acid Splash.
1st- Shield, Summon Monster I, Charm Person & (S) Ray of Enfeeblement


Spellbook
0th- All Cantrips except Illusion and Divination.
1st- Shield, Mage Armor, Protection from Evil, Cause Fear, Chill touch, Expeditious Retreat, Charm Person, Summon Monster I, & Ray of Enfeeblement


Description:
Rylthian Soulsong is an average looking elf at first glance; Black hair, fair skin, and deep blue eyes. His personality and zest for life in however intoxicating. He wears shades of blue that match his eyes and his tattoos on his fore arms and chest. (mystical symbols.)



Background:
Life was always hard for Rylthian. He was an orphan who’s parents died when he was an infant and the human couple who took him in when they were a young couple died of old age before he was old enough to get to know them at all. In some ways Death has been a constant companion to the elf mage. When he was sent off to Mage Academy he was determined to be naturally talented in the arts of necromancy.
Unfortunately for him the other Necromancers were basically an evil and cowardly lot and he made far more enemies then friends.
Learning that his talent for the spirit arts was due to his unusual link with the spirit world He has tried to learn as much as he can about religion and the world of the afterlife.



Personality:
”Joy of life” that’s his motto. Ryl is a great guy and tries to look at the bright side of any situation. In some ways he is the perfect person to become a necromancer because he doesn’t want to be undead himself nor does he want to have them animated around him unless they want to be in that state. He has learned to become a channel for the good spirits of the world.



.
 
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Isida Kep'Tukari

Adventurer
Supporter
Daman Don
Male Human Bard 2

Alignment: Chaotic Good
Patron Deity: Olidamarra
Height: 6' 4''
Weight: 210 lbs
Hair: Dark Brown, almost black
Eyes: Smoky Gray
Age: 18

Str: 9 (-1)
Dex: 13 (+1)
Con: 10 (+0)
Int: 13 (+1)
Wis: 12 (+1)
Cha: 16 (+3)

Class and Racial Abilities: Extra feat at 1st level, 4 extra skill points at level 1, 1 extra skill point each level thereafter. Bardic music, bardic knowledge (+2), countersong, fascinate, inspire courage +1, spells.

Hit Dice: 2d6
HP: 9
AC: 14 (+3 armor, +1 Dex)
ACP: +0
Init: +1 (+1 Dex)
Speed: 30 ft.

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

BAB: +1
Melee Atk: +1 (1d6-1/19-20/x2/P, shortsword)
Ranged Atk: +2 (1d6/x3/60 ft. range/P, shortbow)

Skills
Balance +3 [0 ranks, +1 Dex, +2 synergy]
Decipher Script +6 [5 ranks, +1 Int]
Intimidate +8 [5 ranks, +3 Cha]
Jump +3 [0 ranks, +1 Dex, +2 synergy]
Knowledge (arcana) +6 [5 ranks, +1 Int]
Listen +1 [0 ranks, +1 Wis]
Perform (wind instruments) +10 [5 ranks, +3 Cha, +2 MW instruments]
Speak Language [5 ranks]
Spellcraft +10 [5 ranks, +1 Int, +2 Magical Aptitude, +2 synergy] (+12 to decipher spells on scrolls due to +2 synergy bonus)
Spot +1 [0 ranks, +1 Wis]
Tumble +6 [5 ranks, +1 Dex]
Use Magic Device +10 [5 ranks, +3 Cha, +2 Magical Aptitude] (+12 with scrolls due to +2 synergy bonus)

Feats:
Magical Aptitude (human bonus 1st level)
Point Blank Shot (1st level)

Languages: Common, Elven, Celestial, Draconic, Abyssal, Infernal, Sylvan

Spells Known
Save DC +3 – Spells per day 3/1
0th - detect magic, message, prestidigitation, read magic, summon instrument.
1st - unseen servant.

Equipment

MW Studded leather armor – 175gp (20 lbs)
Belt pouch - 1gp
Traveler’s outfit (free)
Short sword – 10gp (2lbs)
Shortbow and 40 arrows – 32gp
Dagger – 2gp
Backpack - 2gp
Bedroll - 5sp
Waterskin - 1gp
MW Pennywhisle – 100gp
MW Bagpipes – 100gp
Flint and steel – 1gp
8 day’s worth of trail rations – 4gp
Blank book – 15gp
Inkpen – 1sp
Ink – 8gp
Hooded lantern – 7gp
14 flasks of oil – 14sp
Tent - 10gp
6 lbs of caltrops - 3gp
4 tanglefoot bags - 200gp
Light warhorse (dapple gray gelding, Stormwind) - 150gp
Riding saddle, bit and bridle, saddlebags - 16gp

Money
61gp

Appearance: Daman is a tall, well-built young man, with a dark head of hair that falls straight to the middle of his back, and smoky gray eyes, like the clouds of the thunderstorm. He wears gray and black tartan, with a black wool cloak, and sturdy leather boots. In his belt is thrust a pennywhistle, and over his arm he carries a curious bag with pipes sticking out of it. An unstrung shortbow is strapped to his backpack, and a simple sword is sheathed at his side.

Personality: Daman is a rather dour young lad, occasionally given to bursts of melancholy verse. Though rather morose at times, he has essentially a good heart, scattering pennies to children or crumbs to birds. His music usually tends to be laments of various kinds, played on his plaintive pennywhistle or haunting bagpipes.

Background: Daman grew up on the wild highlands, born to a clan of warriors and bards. Despite his large build, he lacked muscle, but he made up for it with nimble fingers, swift feat, and clever words. He often travels to share news amongst other clans, using his music to call from hill to hill to announce his arrival.

His fascination with mystery and magic came from an unusual experience he had as a young lad. When traveling amongst the hills, he was lost his way in a thick fog. Following the cries of ravens, he found himself amongst mysterious ruins of some ancient keep. He could not read the writings upon the wall, but following the pictures of strange beings doing unguessable things with avid interest. When he finally left the keep, he was afire to know what such strange things meant, and sought out the wizards and wise men of his clan.

With diligence the surprised them, he mastered the languages of the arcane, learning to read even very obscure texts. Though he had not the patience for the greater magics, he soon mastered those that came through music. Continually fascinated by mystery, he collects every song of magical happenings that he can, trying to uncover some great and wonderful truth.
 
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Hawken

First Post
Benara Moonglow
Female Human Bard 1/Cleric 1
XP: 0
Size: Medium
Alignment: Neutral Good
Deity: Morninglord

Age: 19
Height: 5 '5" Weight: 115
Eyes: Blue Hair: Black

Str: 12 (+1)
Dex: 14 (+2)
Con: 16 (+3)
Int: 14 (+2)
Wis: 16 (+3)
Cha: 17 (+3)

Human Abilities: +1 feat; +4 skill points at 1st, +1 skill point per level after.

Bard Abilities:
Bardic Magic. Bardic Knowledge (D20+5).
Bardic Music: 1/day. Countersong. Fascinate. Inspire Courage (+1 vs. Charm/Fear; +1 to Attack/Damage).
Spells Known: Ghost Sound. Lullaby. Message. Prestidigitation.
Spells/day: 2. Save DC: 13

Cleric Abilities:
Turn Undead: 6/day.
Turn Check: 1D20+3; 4-9=0HD, 10-12=1HD, 13-15=2HD, 16-18=3HD, 19-21=4HD, 22+=5HD.
Turn Damage: 2D6+4 total HD of Undead.
Spells: 0: 3. 1st: 2. Save DC: 13 + spell level.
0: Purify Food/Drink. Resistance. Detect Poison.
1st: Doom. Protection From Evil.
Domains: Salvation. Sun.
Salvation: 1/day: May take damage of ally, if they would be reduced to 0 or less HP and are within 5'.
Sun: Greater Turning, 1/day, Undead are destroyed if successfully turned.
Domain Spells:
1st: Remove Fear or Endure Elements.

Hit Dice: 1D6 + 1D8 + 6
HP: 17
AC: 16 (Chain Shirt, Dex)
Armor Check Penalty: -0
Init: +2 (Dex +2)
Speed: 30'.

Saves:
Fortitude +5 [+2 base, +3 Con]
Reflex +4 [+2 base, +2 Dex]
Will +7 [+4 base, +3 Wis]

BAB: +0 Melee: +1 Ranged: +2
Dagger (+1 atk, +2 thrown; 1D4+1 dmg, 19-20/X2; 10')
Shortspear (+1 atk, +2 thrown; 1D6+1 dmg, 20/X2; 20')

Skills
Concentration (1 rank, +3 mod = +4)
Decipher Script (2 ranks, +2 mod = +4)
Diplomacy (3 ranks, +3 mod = +6)
Gather Information (2 ranks, +5 mod = +7)
Knowledge (Arcana) (1 rank, +2 mod = +3)
Knowledge (Geography) (2 ranks, +2 mod = +4)
Knowledge (History) (5 ranks, +2 mod = +7)
Knowledge (Local-Barovia) (2 ranks, +2 mod = +4)
Knowledge (Local-Darkon) (2 ranks, +2 mod = +4)
Knowledge (Local-Souragne) (1 rank, +2 mod = +3)
Knowledge (Nob. & Roy.) (3 ranks, +2 mod = +5)
Knowledge (Ravenloft) (4 ranks, +4 mod = +8)
Knowledge (Religion) (3 ranks, +2 mod = +5)
Knowledge (Undead Lore) (2 ranks, +4 mod = +6)
Listen (2 ranks, +2 mod = +4)
Perform (3 ranks, +3 mod = +6)
Spellcraft (1 rank, +2 mod = +3)

Feats:
Education: Knowledge skills are always Class skills. +2 bonus to Knowledge (Ravenloft) and Knowledge (Undead Lore).
Cold One: Mindless undead recognize as undead, intelligent undead must make Wis check (DC 13) to recognize as living. Slow metabolism: Only lose 1 HP/2 rounds when at -1 to -9 HP, regain only 1/2 HP/level (round down) per day of rest (min 1HP/day).

Languages: Balok. Darkonese. Mordentish. Souragnien. Vaasi.

Equipment
Dagger (3). Shortspear. Chain Shirt. Extertainer's Outfit. Sunrod (4). Tindertwig (10). Holy Symbol of the Morninglord. Backpack. Books (various knowledge subjects). Signed and autographed copy of Van Richten's Guide to Vampires. Book of Sorrows. Book of Shadows. Book of Sorrow. Journal. Two blank books. Pony. Saddle. Saddlebags. Bit & Bridle. Feed (10 days). Bedroll. Winter blanket. Candle (10). Map Case w/maps. Flint & Steel. Ink (6 vials). Quill Pens (3). Lamp. Mirror. Paper (30). Parchment (50). Belt Pouch. Sack (2). Torch (5). Signal Whistle. Dog. Waterskin. Rations (4). Holy Water (10). Potion of Cure Light Wounds. Wand of Cure Light Wounds (25 charges). Scrollcase. Scrolls: Detect Magic (2). Read Magic (2). Bless (2). Deathwatch (3). Entangle (1).

Money:
38 gp
6sp
5cp
 
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Hawken

First Post
Benara's Background:
Born in the village of Krezk in the Barovian countryside, Benara lived a quiet childhood of study. Neither of her parents wanted her to be just someone’s wife, making babies and cleaning house. They saw a spark in her eyes, they knew there would be more to her life than family and a never ending cycle of chores. She was raised a sheltered life with the majority of the folk her family knew believing her to be simple-minded. The chores she performed were few and that misbelief about her mind kept virtually all men and any curious boys from pursuing her. In actuality, she was taught to read, to write, to use her mind and think for herself. Whenever possible, her parents would purchase books from the mysterious Vistani caravans that would pass through and give these books for her to learn.

It took a long time, fifteen years, but when her parents saved enough money, they paid the gypsies to take them safely through the fog-shrouded borders of Barovia and from there they trekked to Dementlieu and bought a home and got Benara admitted to the university in Port-A-Lucine. Having never fully believed all the tales of zombies and vampires that were all too common in Barovia, Benara pursued a course of study that would reveal to her that such creatures did exist. A guest of the university, a doctor Rudolph Van Richten even gave a lecture there shortly after completing a treatise he had written on vampires. The doctor was so sure of himself, so confident of the results of his research that any doubts Benara had of their existence vanished immediately. She became infatuated with the doctor, thirsting for the knowledge he possessed and she tried to talk with him and assist him wherever she could when she wasn’t studying.

Benara, however, was not entirely truthful with the doctor and had misled him into thinking she had lived on her own and her parents had been dead for some years now. When he spoke of heading north, to Darkon, to research a new book on liches, she was able to convince him to allow her to accompany him. Not wanting her education to be wasted though, she also asked the doctor to speak to the university administrators about transferring her records and admitting her to the university in Il Aluk, the capital city of Darkon.

At seventeen, she was one of the youngest students in Il Aluk. Another student, Gilos, was coming along quite well in his magical studies and recognized a potential in Benara. Secretly he trained her when she wasn’t taking classes or studying. She saw Van Richten less and less often as he immersed himself in his work. This was for her own protection he said, as he did not want harm to come to her from enemies that may seek to stop him. Though only minor cantrips, Benara learned magic easily, and found that it stayed within her. Unlike Gilos, she never had to study and never forgot the magic she learned, and this gradually gnawed at the wizard who became jealous and resentful.

Gilos was a member of a secret group called the Kargatane, killers that sought more and more power through magic and the supernatural to become members of the Kargat. Some of the Kargatane were attached to Kargat handlers and Gilos’s group was no exception. Their handler was a vampire hailing from Tepest, named Fian McGinnil, who also happened to be one of Benara’s professors. Fian was aware of Benara’s innate talent for magic, recognizing that it was strengthened through her song and dance and knew her for what she was. He slew his petty Kargatane lackeys for their ignorance when they had brought her to their ‘lair’, not even giving them time to explain their motives or beg for mercy. He flaunted his vampiric powers in front of Benara who was so shocked by her near murder at the hands of a fellow student that it was child’s play for Fian to dominate her will with his own. Over the next year, she was shown secrets she wished she had never learned. He took her to different libraries, showed her books few living beings had the fortune or misfortune to read, taught her things that were lost to history, that only an immortal who experienced them in ages past would know.

He not once fed from her nor allowed her to feed from him. She was not food for him, but an engaging prodigy that wanted to learn for the sake of learning. He had evaded the notice of her patron, Van Richten, and at first was surprised at her close association with the monster hunter, but came to enjoy the irony of the situation. He decided, wisely, that to act against Van Richten or even Benara would draw undue attention his way, so he kept her safe, ensured her studies went without problem and saw she was advanced through her degree.

Only months after she had entered Darkon had the land’s memory-stealing powers come into effect. She remembered nothing of her previous life in Barovia, of her parents, of moving to Dementlieu. It was nothing more real than a foggy dream from a lifetime ago. As far as she knew, she had always lived in Darkon, had lost her parents when she was younger and came to meet Dr. Van Richten when he arrived in Darkon to learn more about liches.
Her false memories ended the moment she crossed the Darkon border. Gypsies, the same Vistani that ferried her and her family out of Barovia, came and took her in broad daylight from a secluded section of the university library where she was quietly researching a distant land known as Souragne. Some foreign traveler had mentioned how the land reminded him of a place “down south”. He could’ve been interested in Benara but her studies were too important and his compliments went unnoticed but for saying she would make for a stunning “southern belle”. He was gone before she could ask him to explain what a “southern belle” was, but that and other comments had piqued her curiosity. The Vistani rushed her out of Darkon and the clutches of her vampire ‘teacher’ and when she regained all her past memories, Fian’s powers over her mind fled too, causing her to remember all the things he did to her. There had always been some horribly fascinating allure about vampires, an embodiment of dark, carnal desire and Fian was no exception. He had used his powers to make her forget how he took her virginity, used her, debased her in every possible way and not always alone or privately.

This terrible knowledge is what kept her from rejoining her family in Dementlieu. Instead, holding the Vistani to their word to take her “home”, she persuaded them to return her to her original home of Barovia. The raunie, the eldest female and leader, of the gypsies, did not like the way Benara had twisted their oath to her parents, but could appreciate her cunning and understood her reasons as well. She was returned to Barovia, deposited just inside the mist-shrouded border. Benara made her way to Krezk and sought out the clergy of the Morninglord for succor. She took to their teachings, finding comfort and solace in the Morninglord’s message of hope and redemption. Knowing she could not regain her innocence, she took to the teachings in hope of regaining her purity. That effort was stymied by her morbid fascination with what was done to her, repulsed by her deeds, but at the same time curious. The thirst for knowledge had always burned within her and this turn of events horrified her but she came to accept it as a part of her and continued listening to the teachings and even approached the priests about becoming a cleric herself. They turned her away, claiming she was not yet ready and told her that she would know when it would be time for her to claim the mantle of priesthood.
 

Hawken

First Post
Benara's Personality:
Benara can be charming and engaging, the ‘belle’ of the ball, when she is able to forget her concerns and just enjoy the moment. She is attractive and her eyes are piercing and intense, something she is utterly aware of and often wonders if it is because of her past association with a vampire. No longer naïve, she is aware that there is a lot more to life than just reading and learning, that it is a process, not a goal. She has begun to pay attention to men, but is unsure of what to “do” with them. Because of her near-murder by men and then her utter debasement by another man (vampire), she cannot yet trust them, but she also does not trust herself around them either and this tends to leave her very confused about her emotions. She can be a good leader, if she chose to. Her ability to analyze problems and find the best solution, at the time, is strong, but she is not yet entirely comfortable ‘giving orders’ or with bearing responsibility for others.

Her mind is sharp, and while she is able to focus so intently on a given task to the point of ignoring the world around her, she is prone to distraction when not completely focused. She can multi-task, but does not like doing so, thinking that it is more distracting than focusing on one thing at a time. Her past has taught her much and it is her will that has kept her from going mad up to now. She is wise enough to know that while she does know a lot, there is much more she doesn’t know. She is very introspective and prone to moods of silence that border on meditation.

Benara has a strong voice of many tones. When she is sure of herself and confident, her voice is firm and commanding, but when she is confused or distracted it considerably softens, almost to a squeak. When singing, she can run a wide range of tones, even sounding a deep as a man’s voice or as light and high as a bird chirping or a whistle. She is graceful and quick, moving fluidly and in a manner that seems to match her mood and her voice. She is limber and amazingly flexible, but this is something that she rarely displays as it reminds her too much of how Fian took advantage of that flexibility to further debase her. So, her dances are simple and seemingly basic, yet she performs them with practiced and deceptive ease.

Benara misses her family very much but feels she cannot return to them as she is. She has many inner demons she has to deal with and currently sees the church of the Morninglord as her only way to defeat those demons. When she is able to do that, then she will return to her parents, but not before. She is trusting but not foolish and while she makes friends easily enough, she still keeps them at a certain distance, not letting them get too close to her emotionally.

The only time Benara can truly be at peace is when a book is before her. When she is reading, it is as if her mind is nothing more than a rag soaking up the gush of knowledge that the pages have to offer. Her emotions, her past, all the dark things in her soul vanish and she is just learning. Her mind is burned though by the knowledge she has gained and while she is aware of the darker things she has learned, she still has not processed much of that information or thought it out entirely to its logical conclusions. She is aware of the true nature of the rulers of both her home of Barovia and her scholarly home of Darkon and the nature of those lands and the implications of that knowledge does frighten her.

She is aware that many other lands are like that and that many powerful, dark beings are imprisoned, but she does not regret knowing it either. Times were simpler when she didn’t. But now that she does, she just has to figure out how best to put that information to use….
 

Hawken

First Post
Sorry it took so long for me to get all this posted. I actually had the character done in a day, but I wanted to work up a good background and personality for my character.

For 2nd level and the immediate future, Benara will take levels of Cleric. I was interested in her taking levels in the Herald of Dawn prestige class from the Ravenloft Gazetteer volume I, but I don't like some of the requirements or the fact that a prestige class so focused against undead would not continue to gain in Turn/Rebuke Undead.

I would like to know if the Radiant Servant of Pelor prestige class from the Complete Divine could be adapted to the Morninglord's clergy. Both deities have basically the same portfolios and domains. If that is possible, my intention would be to take levels in that prestige class or possibly Sacred Exorcist.
 

Gorgamesh

Gorgamesh
Male Caliban Barbarian 2
Alignment: Chaotic Good
Height: 2.10 meter
Weight: 130 Kg
Hair: Bold with few scars
Eyes: Dark brown
Age: 17

Str: 20 (+5)
Dex: 17 (+3)
Con: 18 (+4)
Int: 12 (+1)
Wis: 10 (+0)
Cha: 7 (-2)

Class and Racial Abilities: 1 feat at 1st level, Darkvision 60 ft. Rage, Uncanny dodge, can read/write

HD: 2d12+8
HP: 27
AC: 19 = 10 +5 [Breast plate] +1 [buckler] +3 [dexterity]
Touch AC: 13
Flat-footed: 19 [uncanny dodge]
Init: +3 (+3 Dex)
Speed: 40 ft.

Saves:

Fortitude save: +7 = 3 [base] +4 [constitution]
Reflex save: +3 = 0 [base] +3 [dexterity]
Will save: +0 = 0 [base]
Fear check: +0 = +0 [will save]
Horror check: -2 = +0 [will save] -2 [innocent]
Madness check: +0 = +0 [will save]


Attack (Melee): +7 = 2 [base] +5 [strength]
Attack (Ranged): +5 = 2 [base] +3 [dexterity]
Grapple check: +7 = 2 [base] +5 [strength]


Feats:
Power Attack

Languages: Balok (barovian), Vassi (Nova Vassa)



Skills

Appraise Int 1 = +1
Balance Dex* -1 = +3 -4
Bluff Cha -2 = -2
Climb Str* 4 = +5 +3 -4
Concen. Con 4 = +4
Craft Int 3 = +1 +2 (carts,wagon)
Diploma. Cha -4 = -2 -2 [innocent]
Disguise Cha -2 = -2
Escape Dex* -1 = +3 -4
Forgery Int 1 = +1
Gather Cha -2 = -2
Handle Cha -1 = -2 +1
Heal Wis 0 = +0
Hide Dex* -1 = +3 -4
Intim. Cha -2 = -2
Jump Str* 5 = +5 +2 +2 [speed 40] -4
Listen Wis 2 = +0 +2
Move Sil. Dex* -1 = +3 -4
Profes. Wis 2 = +0 +2 (Lumberjack)
Ride Dex 4 = +3 +1
Search Int 1 = +1
Sense M. Wis 0 = +0
Spot Wis 0 = +0
Survival Wis 5 = +0 +5
Swim Str** 8 = +5 +3
Use Rope Dex 4 = +3 +1
* = check penalty for wearing armor




Equipment

Club [1d6, crit x2, range incr. 10 ft., 3 lb, one-handed, bludgeoning]
3 Javelins [1d6, crit x2, range inc 30 ft., 2 lb, piercing]
Heavy Flail [1d10, crit 19-20/x2, 10 lb., two-handed, bludgeoning]
Chain shirt [light; +4 AC; max dex +4; check penalty -2; 25 lb.]
Buckler [+1 AC; check penalty -1; hardness 10; hp 5; 5 lb.]

Weapons / Armor / Shield (from above)
Backpack
Bedroll
Blanket, winter x1
Candle
Flint and steel
Pouch x1
Rations (1 day) x4
Torches x3

1 potion cure light wounds
1 potion remove fear
1 oil magic weapon

Total :63 lb. (light load)

Money:0
 
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DrZombie

First Post
Lamar Therain
Male Human Rogue1/Fighter1
Alignment: Chaotic Good
Patron Deity: Olidamarra
Height: 5' 3''
Weight: 110 lbs
Hair: Snow white
Eyes: Blue
Age: 21

Str: 12 (+1)
Dex: 17 (+3)
Con: 11 (+0)
Int: 17 (+3)
Wis: 14 (+2)
Cha: 16 (+3)

Class and Racial Abilities: Extra feat at 1st level, 4 extra skill points at level 1, 1 extra skill point each level thereafter. Sneak attack +1d6, Trapfinding
Hit Dice: 1d6 + 1d10
HP: 16
AC: 16 [+3 dex, +3 (MW studded leather)]
Init: +3 (+3 Dex)
Speed: 30 ft.

Saves:
Fortitude +2 [+2 base, +0 Con]
Reflex +5 [+3 base, +3 Dex]
Will +2 [+0 base, +2 Wis]

BAB: +1
Melee Atk: +6 or +4/+4 (1d6+1/19-20/x2/P, MW shortsword, +1d6 sneak)

Ranged Atk: +4 (1d6/x3/60 ft. range/P, shortbow)

Skills
Appraise +4 [1 ranks +3 Int]
Balance +4 [1 ranks, +3 Dex]
Bluff +4 [1 rank, +3 Cha]
Climb +2 [1 rank, +1 Str]
Decipher Script +5 [2 ranks, +3 Int]
Diplomacy +4 [1 rank, +3 Cha]
Disable Device +7 [4 ranks, +3 Int]
Escape Artist +4 [1 rank, +3 dex]
Forgery +5 [2 Ranks, +3 Int]
Gather Info +5 [2 ranks, +3 Cha]
Hide +7 [4 ranks, +3 Dex]
Intimidate +5 [2 ranks, +3 Cha]
Jump +2 [1 ranks, +1 Str]
Knowledge (local) +4 [1 ranks, +3 Int]
Listen +6 [4 ranks, +2 Wis]
Move Silently +7 [4 ranks, +3 Dex]
Open Locks +7 [4 ranks, +3 Dex]
Search +7 [4 ranks, +3 Int]
Sense Motive +3 [1 rank, +2 Wis]
Sleight of hand +5 [2 ranks, +3 Dex]
Spot +6 [4 ranks, +2 Wis]
Swim +2 [1 rank, +1 Str]
Tumble +5 [2 ranks, +3 Dex]
Use Magic Device +5 [2 ranks, +3 Cha]
Use Rope +4 [1 Rank, +3 Dex]

Feats:
Two-Weapon Fighting (human bonus 1st level)
Weapon Finesse (1st level)
Weapon Focus : Shortsword (fighter bonus feat)

Languages: Common, Elven, Dwarven, Orcish

Equipment

MW Studded leather armor – 175gp (20 lbs)
Traveler’s outfit (free)
MW Short sword (*2) – 620gp (4lbs)
Shortbow and 40 arrows – 32gp
Dagger * 6 – 12 gp
Backpack - 2gp
Bedroll - 5sp
Waterskin - 1gp
Flint and steel – 1gp
8 day’s worth of trail rations – 4gp
Hooded lantern – 7gp
2 flasks of oil – 2 sp
Tent - 10gp
Dice - ?
Rope (silk, 50 ft) 10 gp (5lb)
Thieves Tools - 30 gp (2lb)

Money
4 gp, 8 sp

Appearance: Lamar is a good looking fellow, with an easy smile and a twinkle in his eye. He's rather short and wiry, and moves with a cat-like grace. He usually wears a fine black studded leather armor, with two plain-looking shortswords at his side, and a few daggers secreted here and there on his person. Soft black walking boots and a dark-grey cape complete his attire.
He wears his white-blond hair short-cropped, and usually sports a small goatee.

Personality: A hard life hasn't broken the spirit of this young man. He doesn't like to be the center of attention, but will allways enjoy observing his fellows. His quiet but cheerfull way seems to attract young women like a honey does bees, wich has made for some comfortable nights and some hasty leavings.
Those who think him soft or weak are sorely mistaken,for he is lethal with his twin shortswords, and doesn't hesitate to use them.


Background: Lamar grew up on the streets of Greyhawk, in the foreign quarter. He was a street urchin, and was introduced in the Guild at a young age. He learned the ways of the burglar and the quick hand, slowly but steadily increasing his standing in the guild. He was noted for his steady nerve and quick thinking, and instead of spending his loot on ale and women, he invested in armor and weapons.
He made up his lack of family by "adopting" several street children, learning them the tricks of the trade, making sure they got fed and got clean clothes on a regular basis. He drifted from girlfriend to girlfriend, never comitting to anything.

It was when he was outside of the city walls, "investigating" the surroundings of an estate, when he got caught in the mist and brought to wherever it is where he is now. Cut of from all he knew and everyone he loves, he is very carefull in making new friends.
He has learned fast that this place is far darker and more violent than home, and he's used his twin blades far more in the last month than he did in the previous year.
 
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