Heroes, Inc Character Thread


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Steve Gorak

Adventurer
Murdoch
Human Warlock 14/Hellfire Warlock PRC 3

Str: 10 (+0)
Dex: 20 (+5) (14 base +6 from gloves)
Con: 20 (+5) (14 base + 6 from belt)
Wis: 16 (+3) (12 base +4 headband)
Int: 14 (+2)
Cha: 23 (+6) (15base +4 from levels +4 from cloak)

AC: 38 (10 [Base] +9 armor +4 natural (bracers) +4 deflection (ring) +4 Shield (ring) +5 dex +2 insight (invocation))
Touch AC: 21
Flat footed: Never flat footed (from dark foresight invocation)

HP: 146 [6 + (3.5*15) + 5*17]
BAB: +12
Init: + 5
Spd, Land: 40 (30 base +10 boots)
Spd, Fly: 40, good

Saves
Fort: + 21 (5 [Base] + 5 [Con] + 5 [Resistance (cloak)] +6 [invocation])
Refl: + 17 (5 [Base] + 5 [Dex] + 5 [Resistance (cloak)] +2 [invocation])
Will: + 18 (10 [Base] + 3 [Wis] + 5 [Resistance (cloak))
Note 1: Fire, Lightning and Cold Res 5, resisted energy is reflected on damage source or can instead be added to the next Eldrich Blast (from Mantle).
Note 2: Never surprised or flat-footed


Spells & effects usually active
[sblock]Every morning after waking and every night before sleeping, Murdoch uses the following invocations:
See the unseen: darkvision and see invisibility 60', 24h
dark one’s own luck: cha bonus to 1 save (Fortitude), 24h
Fell flight: fly at normal speed good maneuverability, 24h

Every 2 hours, murdoch casts the following:
Dark foresight: receive instantaneous warnings of impending danger or harm to the subject of the spell. Never surprised or flat-footed. the invocation gives a general idea of what action might be taken take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. When another creature is the subject of the spell, you receive warnings about that creature.
+ plus communnicate telepathically with target if within 100ft & within line of sight

Magic item effects:
Adaptation (from amulet)
Sustenance (from ring)
Feather falling (from ring)
stringing and springing (from boots): +10 speed

Lightning & Cold Res 5 (from mantle)
Fire resistance 5 (warlock ability)

Resisted energy (incl from fire res that you have otherwise, etc) is reflected on damage source or can instead be added to the next EB.

[/sblock]
Skills: [skillpoints: (2+2)*4+(2+2)*16+ (4+16 human) = 100]

Bluff: +18 [12 ranks + 6 cha]
Diplomacy +10 [+2 Bluff synergy +2 Sense motive synergy + 6 cha]
Concentration: +25 [20 ranks + 5 con]
Intimidate +13 [10 ranks +6 cha +2 Bluff synergy]
Spell craft: +21 [19 ranks +2 int] +2 bonus to decipher spells on scrolls
Sense motive: +23 [20 ranks +3 wis]
Use magic device: +25 [19 ranks + 6 cha] +2 checks related to scrolls (spellcraft synergy)​

Attacks:
Morningstar +12/+7/+2 to hit, 1d8 damage, x2, Bludgeoning

Eldrich blast (ranged touch attack): +17 hit (+18 if within 30ft) (+12 base +5 dex (+1 point blank shot)), Damage: 10d6 +1 (7d6 base +3d6 Mantle +1 point blank shot) + 2d6/rnd for 3 rounds with vitriolic blast (damage bypasses spell resistance)
Can arc blast to 3 additional targets (1/2 damage of primary target) or 30 ft cone

Warlock abilities:
Eldrich blast
Detect magic spell at will
Energy resistance 5: fire
Damage resistance 4/ cold iron
Fiendish resilience 2 (regenerate 2 hp/rnd for 2 minutes) once a day
Deceive item: take 10 on use magic device, even when distracted or threatened

Warlock Invocations:
Least (3):
...Eldrich spear: EldrichBlast has 250 ft. range [equivalent to 2nd lvl spell]
...See the unseen: darkvision and see invisibility 60', 24h [equivalent to 2nd lvl spell]
...dark one’s own luck : cha bonus to 1 save, 24h [equivalent to 2nd lvl spell]
Lesser (3 +1 from feat*):
...Fell flight: fly at normal speed good maneuverability, 24h [equivalent to 3rd lvl spell]
...walk unseen: invisibility self 24h [equivalent to 2nd lvl spell]
...eldritch chain: arc eldritch blast to 3 extra targets, targets after 1st only get half damage [equivalent to 4th lvl spell]
...Flee the seen*: dimention door 25 ft+ 5ft/2 lvls + major image of self for 1 round [equivalent to 4th lvl spell]
Greater (2):
...Eldritch cone (30 ft cone) [equivalent to 5th lvl spell]
...Vitriolic blast: EB becomes acid; +2d6 damage/rnd for 3 rounds; damage bypasses spell resistance (no save!) [equivalent to 6th lvl spell]
...Devour Magic: targetted geater dispell magic with a touch [equivalent to 6th lvl spell]
Dark:
...Dark foresight: As foresight , plus communnicate telepathically with target if within 100ft & within line of sight [equivalent to 9th lvl spell]
[sblock=Rules_for_SLA_feats]
Code:
	Caster Level
	
Spell	to	to
Level	Empower	Quicken
Equ.	or Max.

0	4th	8th
1st	6th	10th
2nd	8th	12th
3rd	10th	14th
4th	12th	16th
5th	14th	18th
6th	16th	20th
7th	18th	—
8th	20th	—
9th	—	—
[/sblock]Feats:
1 level 1 human: Purify SLA [from Book of exalted deeds]: 3/day per SLA, adds good deesciptor to SLA, increase damage by 1 die type to evil outsiders, neutral creatures take half damage and good creatures take no damage
1 level 1 feat: precise shot (can attack foes in melee without penalty)
1 level 3 feat: Point blank shot
1 level 6 feat: Maximize SLA (Eldritch blast) [from complete arcane]
1 level 9 feat: Empower SLA (Eldritch blast): 50% increase in numerical variables of SLA, 3x/day
1 level 12 feat: Quicken SLA (Eldritch blast): SLA is a free action, 3x/day
1 level 15: extra invocation: Flee the sceen

Equipment:[sblock]

Murdoch's Mantle -- +3d6 Eldritch Blast, Lightning and Cold Res 5. Resisted energy (incl from fire res that you have otherwise) is reflected on damage source or can instead be added to the next EB. Replaces Chausable. Associated With Zura.

Vest of resistance +5 (all saves, from Complete Arcane)
Bracers of natural armor +4 (as amulet, from SRD)

Mythryl chain shirt +5 (tot AC=+9, max dex=+8)

Belt of health (as amulet) +6 with adaptation (as amulet)

Ring of protection +4

argent ring of force shield (+4 shield) with sustenance and feather falling

Cloak of charisma +4

Gloves of dexterity +6

Boots of speed (haste for 10 non-consecutive rnds) with stringing and springing (+10 speed)
Haste: +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves; all movement increases by 30 feet

Headband of wisdom +4 (as periaph)

Rod of metamagic quicken (max 6th level)

Scroll of greter teleportation


Cure moderate wounds potion 300 gp 0 lb , Hung around neck, beneath clothes

Morningstar, 8gp, 6lb 8 gp 6 lb , Strapped to right side

2 Sewing Needles 1 gp 0 lb , left belt pouch, pinned to a cork

Belt Pouch 1 gp 0,5 lb , worn, left side
Belt Pouch 1 gp 0,5 lb , worn, back

Waterskin (water) 1 gp 2 lb , backpack
Trail rations (1 day) 0,5 gp 0,5 lb , backpack
Scroll case 1 gp 0,5 lb , packpack

Money 286,5 gp , split in both pouches



Wand of true strike (49 charges) 750
Wand of create water 375

[/sblock]

History:
[sblock]
Murdock was raised in an orphanage. At puberty, he started showing strange powers that he couldn’t control. One night, during his sleep, an uncontrolled blast came from him and killed another orphan. Stricken with remorse, he ran away from the orphanage to live alone in the wilderness. There, fey creatures found him and helped him understand and control his powers.

Ever since, he has come back to civilization, seeking adventure to test and improve his powers.

Appearance:
When adventuring, Murdock either travels invisible, or wears a heavy cloak. He has grey eyes, and regularly shaves his head and beard. He wears several tatoos on his head, face and body.
[/sblock]
------------------

Cohorts and followers:

Leadership score: 23 (16 from level + 6 cha bonus + 2 base of operations - 1 mpves a lot)

13th level cohort
1st level: 75
2nd level: 7
3rd level: 4
4th level: 2
5th level: 2
6th level: 1

Cohort:
Barnak Silvernose
Gnome Sorceror 6/exalted arcanist 5/thaumaturgist 4
15th level spellcaster
[sblock]
Str: 16 (+2) (12 base, - 2 racial +6 belt)
Dex: 10 (+0)
Con: 16 (+3) (14 base + 2 racial)
Int: 12 (+1)
Wis: 10 (+0)
Cha: 25 (+7) (16 base. + 3 levels, + 6 cloak)


AC 27 (10 Base +6 armor (bracers) +2 deflection +4 Shield +2 natural +2 dex +1 size) +4 dodge (racial) against giants +2 (racial) against illusions.
Touch AC: 15
Flat footed: 24

HP 4+13d4 +3* 14= 78
BAB + 6
Init: + 2
Spd, Land: 20
Spd, Fly: 40, good (from spell)

Saves
Fort + 13 (5 [Base] + 3 [Con] + 5 [Resistance])
Refl + 12 (5 [Base] + 2 [Dex] + 5 [Resistance])
Will + 13 (9 [Base] + 0 [Wis] + 5 [Resistance])

Spells & effects usually active
[sblock]
Low light vision (racial)
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
+1 DC with conjuration spells (from feat)
+1 DC for saving throws against illusion spells
Contingent Conjuration: summon monster 7 when Gimlak wills the spell to activate


[/sblock]

Skills [(3*4+ 3*5) sorc + (5*5) exlt arcanist + (3*4) thaumaturgist]

Concentration: +21 [18 ranks (9 sorc. + 5 exlt arcanist +4 thaumaturgist) +3 con]
Craft (alchemy): +4 [1 rank ( 1 sorc) +2 racial +1 int]
Knowledge (Arcana): +19 [18 ranks (9 sorc. + 5 exlt arcanist +4 thaumaturgist) +1 int]
Knowledge (Religion): +7 [6 ranks (8 sorc. cross class + 2 exlt arcanist) +1 int]
Listen: +2 [+0 ranks + 2 racial +0 wis]
Hide: +8 [0 ranks +4 size + 2 dex +2 dex]
Spellcraft: +18 [17 ranks (+ 13 exlt arcanist +4 thaumaturgist) +1 int]


Attacks:
+6 bab +2dex

Class abilities:
Spells
Extra spell selection [exalted arcanist]
Access to sanctified spells [exalted arcanist, level 5]
Faster consecrate and purify spells [exalted arcanist] Note: +2 DC for spells with good descriptor (from feat)
Improved Ally [Thaumaturgist, level 1][sblock]
When a thaumaturgist casts a planar ally spell (including the lesser and greater versions), he makes a Diplomacy check to convince the creature to aid him for a reduced payment. If the thaumaturgist’s Diplomacy check adjusts the creature’s attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature.

The thaumaturgist’s improved ally class feature only works when the planar ally shares at least one aspect of alignment with the thaumaturgist.

A thaumaturgist can have only one such ally at a time, but he may bargain for tasks from other planar allies normally. [/sblock]

Extended Summoning [Thaumaturgist, level 3][sblock]
At 3rd level and higher, all spells from the summoning subschool that the thaumaturgist casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don’t change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell’s level. [/sblock]

Contingent Conjuration [Thaumaturgist, level 3][sblock]
A 4th-level thaumaturgist can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including having the thaumaturgist cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs.

The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted condition as are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether the thaumaturgist wants it to, although most conjurations can be dismissed normally. A thaumaturgist can have only one contingent conjuration active at a time.[/sblock]

Spells known

level 0 1 2 3 4 5 6 7
# spells known 9 5 5 4 4 4 3 2
+ 2 spells from spell knowledge (exalted arcanist level 1; 1 level 2 and 1 level 3 spell chosen)
+ access to all Sanctified spells from BoED (marked with a *)

per day 6 6 6 6 6 6 6 4
Cha bonus 0 2 2 2 1 1 1 1
- - - - - - -
Tot: 6 8 8 8 7 7 6 4


Level 0:
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.

Light: Object shines like a torch.
Ghost Sound: Figment sounds.
Mage Hand: 5-pound telekinesis.

Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.

Level 1:
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).

True Strike: +20 on your next attack roll.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.

Twilight luck*: +1 to all saves for 1 rnd/lvl, must have abstained from alcohol 3 days prior to casting
Divine inspiration*: +3 damage to attack evil beings, lasts 1d4 rnds. Sacrifice 1d2 str damage.

Level 2:
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Command Undead: Undead creature obeys your commands.
Locate Object: Senses direction toward object (specific or type).

Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Consecrate : [from spell knowledge] fills area with positive energy, making undead weaker.

Luminous armor*: 1h/lvl, gain +5 to AC (breastplate, no dex penalty). Sheds light as 2nd level light spell, negates lower lvl darkness spells. Sacrifice: 1d2 str damage
Ayailla's Radiant Burst*: 1d6 divine amage/2 lvs to evil creatures, evil creatures that fail ref save are blinded for 1 rnd. sacrifice: 1d2 str damage

Level 3:
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Fireball: [/i]1d6 damage per level, 20-ft. radius.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Gaseous Form[from spell knowledge]: Subject becomes insubstantial and can fly slowly.

Phieran's resolve*:+4 sacredbonus on [evil] spells. 1min/lvl. Sacrifice: 1d3 str damage
Path of the exalted*: ask deity for help on a question. Sacrifice: no divination spells cast 24h prior
Telepathy tap*: overhear telepathy. 1rnd/lvl Sacrifice: 1d3 str damage

Brilliant Emanation*: touched object radiates light for 1d4 rnd that blinds evil creatures, those that succeed a for save only get -1 to any attacks
Hammer of righteousness*: force hammer deals 1d6 damage/lvl, 1d8/lvl to evil creatures. Sacrifice: 1d3 str damage
Celestial Aspect*: 1 min/lvl, gain 1 celestial ability from list. Sacrifice: 1d3 str damage

Level 4:
Dimensional Anchor: Bars extradimensional movement.
Summon Monster IV: Calls extraplanar creature to fight for you.
Perfect summons: [from BoED] Summoned creatures in anare become good, don't need to obey the caster if an evil or neutral creature was summoned. 1h/lvl, no save, 40 ft spread, 100ft+10ft/lvl range
Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.

Lumious armor, greater*: 1h/lvl, gain +8 to AC (full plate, no dex penalty). Sheds light as 2nd level light spell, negates lower lvl darkness spells. Sacrifice: 1d3 str damage
Sunmantle*: DR5/- for 1 rnd/lvl, acts as a daylight spell, a creature hitting the caster gets 5 damage. Sacrifice: 1d4 str damage
Diamond Spray*: 60 ft spray, evil creatures dazzled for 2d6 rnds (no save), damage 10d6, save ref for half. M: 100 gp of diamond dust

Level 5:
Prying Eyes: 1 min casting time, 1h/lvl duration, creates 1d4 +lvl eyes, can scout for you.
Wall of Stone: Creates a stone wall that can be shaped.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Wall of Force

Inquisition*: will save or creatures must answer 1 question/3 lvls. Sacrifice: 1d4 con damage
Curtain of light*: 1 rnd/lvl 2d4/1d4 damage to evil creatures 10/20 ft away on one side, 2d6+12 damage to evil creatures passingthrough the curtain, counters 4th level and lower darkness spells. Sacrifice: 1d4 str damage
Sicken evil*: 20 ft radiation, 1 min/ lvl, sicken evil. Sacrifice: 1d4 str damage

Level 6:
Chain lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Summon Monster VI: Calls extraplanar creature to fight for you.
Disintegrate: ranged touch attack deals 2d6/ level damage or 10 ft cube of nonliving matter.


Exalted raiment*: 1 min/lvl, +2 AC (sacred), DR 10/evil, SR 17, reduces ability damage de to spellcasting (except for this spell) by 1. Sacrifice: 1d4 str damage
Vaillant steed*: 1h casting time, duration 1 year. Conjure a pegasus or a unicorn. Sacrifice: 1d3 str drain
Storm of shards*: 80 ft spread, evil creatures take 12d6 divine damage (ref save for half), evil creatures are blinded (for save to negate). Sacrifice: 1d3 str drain

Level 7:
Teleport, Greater: As teleport, but no range limit & no chance to get off target
Summon monster 7:

Cry of Ysgard*: 1 rnd casting time, duration: up to a yearCalls 2d4 bariaur defenders of Ysgard. Sacrifice: 1d3 str drain
Constricting chains*: 1 std action to cast, 1 rnd/lvl dur, range 100ft+10ft/lvl. Creature is entangled, takes 3d6 nonlethal damage/rnd. Sacrifice: 1d2 str drain
Rain of embers*: 1 std action to cast, 1 rnd/lvl dur, range 100ft+10ft/lvl. 40 ft radius area. Rain of divine fire deals 10d6 damage per rnd to evil creatures. Sacrifice: 1d2 str drain
Phoenix fire*: 1 std action to cast, range 15 ft, area 15ft radius spread centered on caster.Evil creatures take 2d6 damage/caster level as you immolate yourself. Sacrifice: Death for 10 min, rize but loose a level
Channel celestial*: 1 std action to cast, 10 min/lvl dur, range 240ftYou invite a celestial to occupy your body: 1d3 str & dex damage


Feats
1 Eschew materials
3 consecrate spell
6 Purify spell
9 Spell focus (conjuration)
9 Spell focus (good) [exalted arcanist level 3 bonus feat]
11 Nonlethat substitution [exalted arcanist level 5 bonus feat]
12 Sudden maximize (maximize a spell 1/day without preparation)
13 Augment Summoning [thaumaturgist level 2 bonus feat]


-----
Racial traits
[sblock]
Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Gnome base land speed is 20 feet.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
+2 racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
+1 racial bonus on attack rolls against kobolds and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Listen checks.
+2 racial bonus on Craft (alchemy) checks.
Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.

[/sblock]


-----

-----
Equipment tot: 110,000gp

Cloak of charisma +6 36000
Bracers of armor +6 36,000 gp
Ring of protection +2 with feather falling 11300
Ring of argent force shield 8000
amulet of natural armor +1 4000
vest of resistance +5 (all saves, from Complete Arcane)* 12500 gp

1000 gp for material components
1000 gp in diamond dust
200 left

Wand of true strike 750
Wand of create water 375
Belt of giant strenght +6 36,000
Wand of Restoration 26,000 gp

[/sblock]

Other followers [sblock]
6th level follower: Madam Mirna the tulip, Matriarch of a courtesant house
Doppleganger 6th level (as per races of destiny) in charge of:
- 1x cleric of selune (3rd level)
- 5x bards (1st level)
- 10x rogues (1st level)

5th level follower: Gimlack Silverbeard
Warrior 5th level, heads the Silverbeard brewing and construction company.
In charge of:
- 5 dwarf clerics (1st level)
- 10x dwarf experts (1st level)
- 15x dwarf warriors (1st level)
- 5 dwarf rogues (1st level)
- 2x dwarf warrior (2nd level)
- 3 dwarf warrior/rogues (level 1/1)
- 1 dwarf arrior (3rd level)

4th level follower: Ethiann Eviastarim
Elf ranger (archer), in charge of:
- 5 elven ranger (1st level)
- 1 elven cleric of MIeliki (level 3)

4rd level follower:
In charge of:
- 5x level 1
- 1x level 2
[/sblock]
 
Last edited:

Hypersmurf

Moderatarrrrh...
Fin Caisson
Lawful Neutral Male Human 'Swift and Deadly Hunter' Druid-15

Since time immemorial, druids have been the protectors of animals in their natural environs. Fin Caisson upholds this tradition... in his own way. The animals he protects are Waterdhavians; their natural environs are the City of Splendors.

Dark skin and broad features hint at Turami descent, despite his relatively slight stature. Common wisdom holds that he originally hails from Nathlekh - the 'City of Cats' on the shore of the Lake of the Long Arm in Vilhon Reach - to explain his particular affinity for the cats of Waterdeep... but whether this is truly the case, Fin has not deigned to publicly affirm.

Unusually for a druid, Fin is a follower of Helm the Watcher, seeing himself as something of a guardian for the people and creatures of the city. Though he eschews the plate armour of which Helm's clergy are so fond, he tends to affect the grey garments and red cloak they also favour. He is rarely seen without his gloves... one of which bears Helm's Eye on the palm.

Fin is generally accompanied by several cats, and the rest are usually somewhere within earshot.

[sblock]
Code:
[b]S [/b]  10     + 4 = [b]14[/b] 
[b]D [/b]  10     + 4 = [b]14[/b] 
[b]C [/b]  12     + 4 = [b]16[/b] 
[b]I [/b]  16         = [b]16[/b] 
[b]W [/b]  15 + 3 + 6 = [b]24[/b] 
[b]Ch[/b]  14     + 4 = [b]18[/b] 

[b]AC  [/b]  26[i](10 [Base] +2 [Dex] +7 [Wis] +3 [F&D] +4 [Shield])[/i]
[b]HP  [/b]  15d8 + 45
[b]BAB [/b] +11
[b]Fort[/b] +18 [i](9 [Base] + 3 [Con] + 5 [Resistance] +1 [Luck])[/i] 
[b]Refl[/b] +13 [i](5 [Base] + 2 [Dex] + 5 [Resistance] +1 [Luck])[/i] 
[b]Will[/b] +22 [i](9 [Base] + 7 [Wis] + 5 [Resistance] +1 [Luck])[/i] 
[b]Init[/b] + 7 
[b]Spd [/b]  80 ft. 

----- 
[b][u]Class Features[/u][/b]

    Animal Companion 
    Nature Sense 
    Wild Empathy 
    Woodland Stride     
    Trackless Step     
    Resist Nature’s Lure 
    Venom Immunity     
    A Thousand Faces 
    Spontaneous Summoning 
    AC Bonus (+3 + Wis) 
    Fast Movement +50 ft. 
    Favored Enemy (Undead)  +2 
    Favored Enemy (Animal)  +2 
    Favored Enemy (Human)   +6 
    Favored Outsider (Evil) +4 
    Swift Tracker 
    Timeless Body

----- 
[b][u]Feats[/u][/b]

    1  Able Learner 
    1  Spell Focus (Conjuration) 
    1  Track 
    3  Augment Summoning 
    6  Improved Initiative 
    9  Leadership 
    12 Natural Bond
    15 Extraordinary Concentration

----- 
[b][u]Skills[/u][/b]

    Speak Common 
    Speak Terran 
    Speak Ignan 
    Speak Auran 
    Speak Aquan 
    Speak Druidic
    Listen              17 + 7     = [b]+24[/b] 
    Spot                17 + 7     = [b]+24[/b] 
    Survival            17 + 7 + 2 = [b]+26[/b] 
    Concentration       15 + 3     = [b]+18[/b] 
    Diplomacy            9 + 4 + 7 = [b]+20[/b] 
    Handle Animal        5 + 4 + 3 = [b]+12[/b] 
    Heal                 5 + 7     = [b]+12[/b] 
    Spellcraft           7 + 3 + 2 = [b]+12[/b] 
    Knowledge (Nature)   5 + 3 + 2 = [b]+10[/b] 
    Knowledge (Local)    8 + 3     = [b]+11[/b] 
    Knowledge (Arcana)   5 + 3     = [b]+ 8[/b] 
    Search               8 + 3     = [b]+11[/b] 
    Gather Information   7 + 4 + 5 = [b]+16[/b] 
    Sense Motive         7 + 7     = [b]+14[/b] 
    Intimidate           5 + 4 + 5 = [b]+14[/b] 
    Bluff                5 + 4 + 3 = [b]+12[/b] 

----- 
[b][u]Spells[/u][/b]

    0 (6/day, DC 17) 
    1 (7/day, DC 18) 
    2 (7/day, DC 19) 
    3 (7/day, DC 20) 
    4 (5/day, DC 21) 
    5 (5/day, DC 22) 
    6 (4/day, DC 23) 
    7 (3/day, DC 24) 
    8 (1/day, DC 25)

----- 
[b][u]Animal Companion[/u][/b] 
[sblock]
Adelle
Adon
Aida
Ajax
Alaghon
Alex
Alias
Alice
Alley
Almond
Alusair
Alustriel
Ambrosia
Amn
Amorette
Amy
Angelica
Angus
Arabel
Arilyn
Artus
Ash
Athkatla
Autumn
Avalanche
Aytan
Azoun
Bad
Badger
Baldrick
Baldy
Bandit
Barnaby
Bashful
Batty
Baxter
Beauty
Benson
Bessie
Blackberry
Blizzard
Blossom
Brenna
Bruanna
Bruiser
Bucky
Bug
Buzz
Caledan
Calia
Calimport 
Callie
Carissa
Cedarspoke
Cedric
Charcoal
Cheeky
Cheetah
Chestnut
Chewy
Chipper
Cirrus
Claw
Cloud
Cooper
Coral
Cormyr
Cotton
Crunch
Curly
Cyclone
Daerlun
Dandelion
Danica
Danilo
Dash
Diablo
Diamond
Digger
Dimswart
Dolly
Dot
Dotty
Dove
Duncan
Durnan
Dusty
Ears
Echo
Eclipse
Elminster
Elsa
Erin
Esmeltaran 
Eve
Eveningstar 
Eyebrow
Fang
Felicia
Fergus
Firefly
Flash
Fleece
Floppity
Flower
Fluffy
Flynn
Freckles
Frisky
Frog
Fyodor
Galvin
Garnet
Gideon
Gildenglade
Gobbles
Grisabella
Grunt
Halabar
Halia
Halo
Halruaa
Harmony
Hazel
Hector
Hillsfar 
Hissy
Hlath
Hlondeth
Hobnob
Hoot
Hoppity
Hugs
Ida
Iljak
Ivory
Ixinos
Jabber
Jewel
Jinx
Joy
Kagarr
Kesia
Khelben
Kirby
Laeral
Lhair 
Lheshayl
Lilith
Lotus
Lynx
Lyra
Lyta
Magnolia
Magnus
Magpie
Mahogany
Marbles
Meeko
Melody
Meredith
Mestral
Mia
Micestro
Mickey
Midnight
Milo
Mimph
Minx
Mischief
Mithel
Mitzy
Monkey
Mora
Mourngrym
Mouser
Moustache
Moxie
Mulmaster 
Muscles
Nathlekh
Nessie
Neverwinter 
Nigel
Nimpeth
Nina
Nip
Nonthal
Nova
Nugget
Nuts
Obarskyr
Olive
Onyx
Opal
Ordulin
Oreo
Ormath
Ormpetarr
Othello
Outlaw
Panda
Pandemonium
Pansy
Panther
Patch
Patrick
Paws
Peirgeiron
Pepper
Phantom
Piebald
Pinta
Pitch
Pounce
Prance
Pussamaccattus
Rainbow
Rambler
Ramzey
Rat
Ratbag
Raven
Reth
Rex
Ridge
Robyn
Rowdy
Royce
Ruffles
Sable
Salgaunt
Samra
Samson
Sapphire
Saul
Scratchy
Scruffy
Seaweed
Selina
Sembia
Shadow
Shadowdale 
Shaerl
Shaggy
Shakes
Shamph
Shandril
Shiner
Sigel 
Silky
Silver
Silverymoon 
Simbul
Simone
Skullport 
Sky
Sly
Sniff
Snort
Snowflake
Socks
Sophie
Sox
Spider
Splotch
Spot
Spotty
Squeak
Star
Storm
Stretch
Sunshine
Surkh
Suzail
Sylune
Sylvia
Tantris 
Tessa
Tippy
Topaz
Tristan
Trixie
Trouble
Tulip
Tummy
Twigs
Urmlaspyr 
Vangerdahast
Veladorn
Vilheim
Waterdeep 
Waves
Whiskers
Whisper
Willow
Winterwood
Xorhun
Zaranda
Zebra[/sblock]
    [b]CAT SWARM[/b]
    [b]Tiny Animal (Swarm)[/b]
     
    [b]Hit Dice            :[/b]    14d8+28 (91 hp)
    [b]Initiative          :[/b]    +4
    [b]Speed               :[/b]    30 ft. (6 squares)
    [b]Armor Class         :[/b]    27 (+2 size, +4 Dex, +10 natural armor, +1 Dodge feat house rule), 
                             touch 17, flat-footed 20
    [b]Base Attack/Grapple :[/b]    +10/—
    [b]Attack              :[/b]    Swarm (3d6)
    [b]Full Attack         :[/b]    Swarm (3d6/3d6)
    [b]Space/Reach         :[/b]    10 ft./0 ft.
    [b]Special Attacks     :[/b]    Distraction, Multiattack
    [b]Special Qualities   :[/b]    Half damage from slashing and piercing, 
                             low-light vision, scent, swarm traits, link, 
                             share spells, improved evasion, devotion           
    [b]Saves               :[/b]    Fort +10, Ref +14, Will +7
    [b]Abilities           :[/b]    Str 9, Dex 20, Con 12, Int 2, Wis 12, Cha 7
    [b]Skills              :[/b]    Balance +13, Climb +16, Hide +17*, Jump +13, 
                             Listen +5, Move Silently +11, Spot +5
    [b]Feats               :[/b]    Dodge, Iron Will, Ability Focus (Distraction), 
                             Mobility, Improved Toughness, Weapon FinesseB
     
    [b]Combat[/b]
    [i]Distraction (Ex):[/i] Any living creature that begins its turn with the swarm in 
    its square must succeed on a DC 20 Fortitude save or be nauseated for 1 round. 
    
    [b]Skills:[/b] Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks 
    and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance 
    checks. They use their Dexterity modifier instead of their Strength modifier 
    for Climb and Jump checks. 
    *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

----- 
[b][u]Equipment[/u][/b] 

    Banesword (Quarterstaff form)           -----
    Luck Blade (3 Wishes)               +2 142960 
    Periapt of Wisdom                   +6  36000
    Argent Ring of Force Shield         +4  32500
    Vest of Resistance                  +5  25000
    Fin's Gloves                            21850
    Ram's Head Belt Buckle of Strength  +4  16000
    Cloak of Charisma                   +4  16000
    Bracers of Health                   +4  16000
    Boots of Speed                          12000
    Decanter of Endless Water                9000
    Circlet of Persuasion                    4500
    Lens of Detection                        3500
    Ring of Sustenance                       2500
    [s]Ring of Protection                  +1   2000[/s]  [Sold]
    Handy Haversack                          2000
    Masterwork Club                           300
    Masterwork Sling                          300

    38000gp

    [size=1][u]Banesword:[/u]
    Takes the form of a staff
    Smell of rain and faint breeze around wielder
    Immune to wind and earthquake effects
    Can Empower weather spells 1/day, Extend 2/day
    
    [size=1][u]Fin's Gloves:[/u]
    Dexterity +4    16000       = 16000 
    Object Reading   3000 * 1.5 =  4500 
    Mage Hand         900 * 1.5 =  1350[/size]
[/sblock]

Prepared Spells:
[sblock]
Code:
    0 (6/day, DC 17) 
    
2       Detect Magic
1       Detect Poison
2       Light
1       Mending
    
    1 (7/day, DC 18) 
    
1       Hawkeye   
2       Faerie Fire
2       Obscuring Mist
2       Speak With Animals
    
    2 (7/day, DC 19) 
    
1       Cloudburst
[s]2[/s]1       Animal Messenger
1       Heat Metal
1       Lesser Restoration
1       Soften Earth and Stone
1       Wood Shape
    
    3 (7/day, DC 20) 
    
1       Daylight
1       Spikes
[s]2[/s]1       Swift Fly
[s]2[/s]1       Wind Wall
    
    4 (5/day, DC 21) 
    
1       Control Water
1       Freedom of Movement
2       Flame Strike
1       Spike Stones
    
    5 (5/day, DC 22) 
    
1       Animal Growth
1       Quill Blast
[s]2[/s]1       Wall of Thorns
    
    6 (4/day, DC 23) 
    
[s]1       Cure Light Wounds, Mass[/s]
[s]2[/s]1       Dispel Magic, Greater
1       Tidal Surge
    
    7 (3/day, DC 24) 
    
[s]2[/s]1       Rain of Roses
[s]1       Transmute Metal to Wood[/s]
[/sblock]

8 (1/day, DC 24)

Cohort:
Arundel Green
Lawful Neutral Male Human Cleric of Waukeen 5 / Divine Oracle 8

Arundel Green once held the post of Chief Archivist at the Temple of Waukeen in Arrabar. And, truth be told, the tunic and quill of a librarian suit the man far better than plate armor and a billy-club. His lean and lanky build is ill-suited to being cased in steel; he has neither the great strength of arm nor mercurial agility of a warrior; and (though he'd never admit it) he's just a little near-sighted.

And yet since Arundel fell into Fin Caisson's orbit, he has been flung into all too many situations where a good suit of plate is all that's kept him alive.

Arundel isn't a decisive man; he likes to be able to take an assortment of options, retire to a quiet room with a pen and paper, make a list of pros and cons, and objectively make his choices over the course of an evening - preferably choices backed up by assorted divinations. He has a good head for figures and details, but lacks a certain imagination and flair; he's definitely a follower, not a leader.

With the nondescript brown hair and eyes common to Chondathans, there is little that marks Arundel as distinctive... save perhaps the coin of Waukeen in evidence on his armour.

[sblock]
Code:
[b]S [/b] 10     + 4= [b]14[/b] 
[b]D [/b] 10         = [b]10[/b] 
[b]C [/b] 12     + 2 = [b]14[/b] 
[b]I [/b] 13         = [b]13[/b] 
[b]W [/b] 17 + 2 + 6 = [b]25[/b]   
[b]Ch[/b] 10         = [b]10[/b] 

[b]AC  [/b]  25 [i](10 [Base] +12 [+4 Full Plate] +1 [Shield] +2 [Extended Magic Vestment on shield])[/i]
[b]HP  [/b]  5d8 + 8d6 + 26 
[b]BAB [/b] + 7 
[b]Fort[/b] +13 [i](6 [Base] + 2 [Con] + 5 [Resistance])[/i] 
[b]Refl[/b] + 8 [i](3 [Base] + 0 [Dex] + 5 [Resistance])[/i] 
[b]Will[/b] +22 [i](10 [Base] + 7 [Wis] + 5 [Resistance])[/i] 
[b]Init[/b] + 0 
[b]Spd [/b]  30 ft. (20 ft. in armor) 

----- 
[b][u]Class Features[/u][/b]

    Oracle Domain
    Scry Bonus +1
    Prescient Sense
    Trap Sense +3
    Divination Enhancement
    Uncanny Dodge
    Improved Uncanny Dodge

-----
[b][u]Feats[/u][/b]

    1 Skill Focus (Knowledge: Religion) 
    1 Extend Spell 
    3 Augment Healing 
    6 Mageslayer
    9 Practised Spellcaster
   12 Sudden Maximize

----- 
[b][u]Skills[/u][/b]

    Spellcraft           	13 + 1     = +14
    Concentration        	13 + 2     = +15
    Knowledge: Religion  	 8 + 1 + 2 = +11
    Knowledge: History   	 7 + 1     = + 8
    Knowledge: Nobility  	 7 + 1     = + 8
    Knowledge: The Planes	 7 + 1     = + 8 
    Heal                         9 + 5     = +14

-----
[b][u]Spells[/u][/b]

    Domains: Knowledge, City, Oracle
    
    0 (6  /day, DC 17)
    1 (7+d/day, DC 18) 
    2 (7+d/day, DC 19) 
    3 (6+d/day, DC 20) 
    4 (5+d/day, DC 21) 
    5 (4+d/day, DC 22) 
    6 (3+d/day, DC 23)       
    7 (2+d/day, DC 24)       

----- 
[b][u]Equipment[/u][/b]

    Periapt of Wisdom                     +6     36000
    Mithral Full Plate Armor              +4     26650
    Cloak of Resistance                   +5     25000
    Two-Thunderbolt Gauntlets of Strength +4     16000
    [s]Full Plate Armor                      +2      5650[/s] [Sold]
    [s]Gauntlets of Ogre Power               +2      4000[/s] [Sold]
    Bracers of Health                     +4     16000
    Ring of Sustenance                            2500
    Masterwork Club                                300
    Masterwork Light Steel Shield                  159
    Wand of Cure Light Wounds                      750
    Wand of Lesser Vigor                           750
    
    34741gp
[/sblock]

Prepared Spells:
[sblock]
Code:
    0 (6  /day, DC 17)   
    
2       Detect Magic
1       Mending
3       Light
                                                                            
    1 (7+d/day, DC 18) 
    
d       Identify
2       Omen of Peril
1       Detect Evil
2       Protection from Evil
1       Sanctuary
1       Shield of Faith

    2 (7+d/day, DC 19) 
    
d       Detect Thoughts
[s]5[/s]4       Silence
        
    3 (6+d/day, DC 20) 

d       Clairaudience/Clairvoyance
[s]1       Spikes[/s]
[s]2       Insignia of Healing[/s]
2       Dispel Magic

    4 (5+d/day, DC 21) 
    
d       Divination
1       Assay Resistance
1       Celestial Brilliance
[s]1       Dismissal[/s]
[s]1       Restoration[/s]

    5 (4+d/day, DC 22) 
    
d       Commune
[s]1       Break Enchantment[/s]
1       Extended Dimensional Anchor
[s]2[/s]1       Flame Strike

    6 (3+d/day, DC 23) 
    
[s]d       Find the Path  [/s]
[s]2       Heal[/s]
[/sblock]

7 (2+d/day, DC 24)

Followers:
Fin's assorted hangers-on fall into three main groups.

A double handful of priests of Helm, led by the dwarf Khul Redbeard, maintain a small shrine to the Watcher and minister to the spiritual needs of the rank and file of Heroes Inc.

Gar Baker heads a score of guardsmen.

And Thistle Underfoot the halfling manages a few dozen men and women who keep a finger on the pulse of Waterdeep, mingling among the citizenry and listening for signs that the Heroes may be needed.

Finally, one other follows Fin's lead - Hannah Forel, who keeps the reputation of the Heroes humming by chronicling their deeds in song.

All of Fin's followers carry a small pin, an insignia through which Arundel can alert them if they are needed.

[sblock]
Code:
6th
Khul Redbeard        - Dwarf    - Clr6

5th
Hannah Forel         - Half-Elf - Brd5

4th
Fiona Greystrike     - Human    - Clr4
Gar Baker            - Human    - Rgr4

3rd
Thistle Underfoot    - Halfling - Rog3
Ilam Ilam            - Human    - Clr3
Brosse the Observant - Gnome    - Exp3

2nd
Prang                - Half-Orc - Rog2
Shi'thellan          - Elf      - Rgr2
Marcus               - Human    - Rgr2
Tran Hammer          - Dwarf    - Clr2
Elden Brown          - Human    - Clr2
Therion Vistel       - Half-Elf - Brd2

1st
Brd1 x 5
Clr1 x 5
Exp1 x18
Rog1 x15
Rgr1 x17
[/sblock]
 
Last edited:

Falkus

Explorer
Dyria Delmar
Human
Fighter 8/Lasher 10

HP: 173

Strength: 23 (29) (3 points from leveling here and 4 from manual of gainful exercise)
Dexterity: 12 (14)
Constitution: 14 (16)
Intelligence: 14
Wisdom: 14
Charisma: 10

BaB: +18/+13/+8/+3
Melee: +27/+22/+17/+12
Ranged: +20/+15/+10/+5

AC: 10 + 2 (dex) + 12 (armor) +5 (shield) + 3 deflection +5 natural = 37

Initiative: +6

Fortitude: +17
Reflex: +18
Willpower: +15

Skills:
Climb: 21 + 6 -3 = 22
Craft (leatherworking): 2 + 2=4
Jump: 29+6-3 = 23
Perform (weapons drill): 9.5 + 7 + 2 = 18 (with whip) (from complete warrior)
Spot: 14.5 + 4 = 18
Use rope: 14.5 + 1 = 15

Feats:
Exotic weapons proficiency (whip)
Power attack
Iron will
Weapon focus (whip)
Blind fighting
Weapon specialization (whip)
Improved initiative
Raptor school (from complete warrior)
Improved toughness (from complete warrior)
Improved critical (whip dagger)
Combat reflexes (Ring Gauntlet feat)
Close Quarters Fighting
Greater Weapons Focus (whip)

Class abilities:
Whip sneak attack +3d6, close combat (Ring gauntlet enhanced: Can provoke an area of up to ten feet), wound (Ring gauntlet enchanced: Can do subdual with a whip dagger), whip lash, improved trip, third hand, crack of fate, lashing whip, improved disarm, stunning snap, crack of doom, death spiral


Full attack
Shocking evil outsider bane cold iron whip dagger +4: +33/+28/+23/+18
Or (with crack of fate): +31/+31/+26/+21/+16
Or (with crack of doom)): +29/+29/+29/+24/+19/+14
Damage: 1d6 + 17 + 1d6 electricity
Critical: 17-20/x2


54210 gp

Glamered Mithril Full Plate +4
Darkwood shield +3
Shirt of Natural Armor +5
Cloak of Resistance +5
Shocking evil outsider bane cold iron whip dagger +4
Masterwork whip
Ring of protection +3
Belt of Giant Strength +6
Amulet of health +2
4 vials of silversheen
Gloves of dexterity +2
Ring Gauntlet

5 sunrods
Diary
Ink and pen
Climber’s kit
Crowbar
100 ft silk rope
 
Last edited:

Ranger Rick

First Post
Background - Kaarlo Koskinen is an elf that noticed at a young age he could fiddle with locks. He soon learned to enter any "locked" domain. Chests or doors where inconsequential. No one had privacy if Kaarlo Koskinen was on the prowl. He was soon known around waterdeep as a go to guy if one needed to open a vault. The people who organized "Security Consultants" knew they needed a guy who can get passed the passive modern security systems in place around the region. The came to Kaarlo Koskinen and he enjoyed the camaraderie & spoils of the group and decided to stay as an employee. Since that time Kaarlo Koskinen has gone and become part point many as well. His sharp eye and alert ears have been able to eliminate surprise ambushes that occur in the narrow alleys. Kaarlo Koskinen has also been known to find out information that is not common knowledge.

Lvl 1415
Str 12 (+2 belt buckle)
Dex 22 (+2 racial +3 level +2 gloves)
Con 12 (-2 racial)
Int 16
Wis 14
Cha 8

HP 66
Fort 1314
Reflex 20
Will 1314
BAB +10/+5+11/+6/+1
AC 27 (10+4+6 dex+3ring+4 shield ring)
Init +9

Ranged +18/13/8 Long Bow 1d8/x3 (under 30’ +1 to hit/damage= +8d6+1) (against evil +2d6)(against incorporeal normal damage) Range 110'
Melee +23/18/13 Rapier 1d6+4 15-20/x2 (Flank damage +8d6)

Feat: Nimble Fingers, Weapon Finesse (Rapier), Improved Critical (Rapier), Improved Initiative, Point Blank Shot, Precise Shot, Weapon Focus (Rapier)

Skills Ranks Mod Synergy Total
Balance 11 6 2 19 (+1)
Craft Lock 5 3 0 8
Disable Device 18 3 4 25 (+1)
Disguise 2 0 10 12 (+2)
Escape Artist 0 6 6 12
Gather Information 11 -1 2 12 (+1)
Hide 5 6 10 21
Knowledge (local) 5 3 0 8
Listen 18 2 2 22 (+3)
Move Silently 14 6 0 20
Open Lock 18 6 8 32 (+1)
Search 15 3 2 20
Sense Motive 16 2 0 18 (+1)
Spot 18 1 2 20 (+1)
Tumble 8 6 0 14

Possessions:
Ring of Protection +3
Argent Ring of Force Shield (+4 shield bonus)
Mithral shirt with a Spell Resistance (19)
Boots of Speed
Ram's Head belt Buckle of Str +2
Gloves of Dexterity +2
Hand of Glory - Ring of Chameleon Power
Cloak of Resistance +4
Vest of Escape
Rapier +3
Longbow, composite (Holy Ghost Touch)
Efficient Quiver
60 arrows

Back pack - Thieves’ Tools, Masterwork; silk rope 50’; waterskin; bedroll, caltrops, fish hook; flint&steel; grappling hook; mirror; spade; 3 days of rations
Gold 12,768

Languages: Common, Elven, Orc, TBD

Class: Sneak attack +8d6, trapfinding, Evasion, Trap Sense +5, Improved Uncanny Dodge, Crippling Strike Feat
 
Last edited:

frostrune

First Post
Background - Timrin was born to a common family in the Purple Hills area of Tethyr during a time of chaos and upheaval. Petty robber barons lorded over whatever land they could grab and the common people were little better than slaves. Thankfully his parents' village was somewhat remote but even they could not avoid the thieving mercanaries completely. Witnessing such callous cruelty was hard on young Timrin and he secretly vowed to make it right some day.

As he approached his teenage years that opportunity came in the form of a noble adventuring company lead by Zaranda Starr. They alone stood up for the common man and one by one brought the Bandit Lords low or propped up nobles of the old line who were deserving of the title. People flocked to her banners as an organized rebellion gained momentum.

Thus did Timrin learn the craft of war fighting many battles in those last days. As history tells us, eventually this small rebellion would lead to the rebirth of Tethyr with Zaranda Starr as Queen. Timrin continued in service to Queen and country for serveral years offering Helm's protection where it was needed most. As the country stabilized his services were required less and less frequently. Restless, he retired his hard won commision from Tethyrian service and took to the roads of the Sword Coast gradually working his way north righting wrongs as he passed.

Eventually his steps would bring him to the Jewel of the North - Waterdeep. Entranced with the massive granduer of the place he elected to stay. His credentials garnered him easy work guarding various nobles or their prized possessions, eventually leading him to a group of like minded individuals - Heroes, Inc.


Sir Timrin Goldmantle, Bulwark of Helm

Aasimar (male) Paladin 16/ Marshall 2

Str 24 (16 base, lvl 4 and lvl 8 ability boosts, +6 item))
Dex 12 (+2 item)
Con 20 (14 base, lvl 12 and lvl 16 ability boost, +4 item)
Int 12
Wis 14 (+2 racial)
Cha 22 (+2 racial, +6 item)

HP 199 (16d10 + 2d8 + 90)

Fort 25 (13 +5 CON +6 CHA + 1 luck)
Ref 13 (5 +1 DEX +6 CHA +1 luck)
Will 19 (8 + 2 WIS +6 CHA + 2 feat +1 luck)

BAB +17/+12/+7/+2

AC: 37/38 (+12 armor, +6 shield, +1 DEX, +4 deflection, +3 natural, +1 luck)

Init: +5

AL: LG

Melee: +28/+23/+18/+13(+4 holy evil outsider bane greatsword, 2d6+14+ holy + bane)
+24/+19/+14/+9 (MW longspear, d8 +10)

4/day Smite Evil (+6 to hit, +16 damage)

Feats: Luck of Heroes, Power Attack, Cleave, Divine Might, Iron Will, Improved Initiative, Leadership, Skill Focus (Diplomacy), Improved Critical (greatsword)

Skills: (Ranks/ Mod/ Synergy) Total

Diplomacy (15/6/9) 30
Sense Motive (13/2/0) 15
Ride (13/1/0) 14
Knowledge (Religion) (6/1/0) 7
Knowledge (Nobility) (8/1/0) 9
Knowledge (Military/Tactics) (6/1/0) 7
Heal (6/2/0) 8
Spot (0/2/2) 4
Listen (0/2/2) 4


Possessions:
+4 Ring of Protection
+3 Vest of Natural Armor
Boots of Speed
+4 animated arrow-catching heavy steel shield
+4 full plate (glamered, deathward, Fire Resistance 10)
+6 Cloak of CHA
+6 Girdle of STR
+2 Gloves of DEX
+4 Amulet of Health
Raku's Bane [+4 Holy, Evil Outsider Bane Greatsword with Holy surge, Stun surge (d4+1 rounds), +2 bonus to Diplomacy checks, keeps bearer perfectly clean at all times - has a special purpose to slay a demon called Raku and perhaps hidden powers. This blade was forged by the Mulhorandi God Sobek.]
+1 Ghost touch adamantine heavy mace
MW longspear
Wand of CSW (47)
Wand of Protection vs Evil (50)
Potion of Waterbreathing (2)
Potion of Barkskin +3 (2)

Heward’s Handy Haversack - silk rope 50’; waterskin; bedroll, flint & steel; mirror; soap; towel; extra set of clothes; chainshirt; MW shackles; rations
Gold 1035 gp

Additional Funds: 75,000 gp

Languages: Common, Celestial, Elven

Class: Detect Evil 60’ (at will), Aura of Good, Lay on Hands (96 pts), Divine Grace, Aura of Courage, Divine Health, Smite Evil (4/day), Turn Undead (9/day as 13th level), Remove Disease (4/week), Bonded Mount, Spells (3/3/2/1)

Minor Aura: Motivate Dexterity (+6 to all DEX based checks and Initiative)

Major Aura: Resilient Troops (+1 to ALL saves)

Race: 60’ darkvision, DR 5 – acid, cold, electricity, Daylight 1/day, +2 to Spot & Listen



Cohort
[sblock]Shieldlord Devan Hardcastle

Lvl 16 Human Cleric (male)

Str 16 (14 base, +2 item)
Dex 10
Con 14 (13 base, lvl 12 boost)
Int 10
Wis 24 (17 base, lvl 4 boost, lvl 8 + 1v1 16 boost, +4 item)
Cha 12

HP 113 (16d8 +30)

Fort 15 (10 +2 CON +2 resistance +1 luck)
Ref 8 (5 +2 resistance +1 luck)
Will 19 (10 + 6 WIS +2 resistance +1 luck)

BAB +12/+7/+2

AC: 29 (+12 armor, +6 shield, +1 luck)

Init: +0

AL: LG

Melee: +16/+11/+6 (+1 holy bastard sword, d10+4+ holy)

Feats: Luck of Heroes, Scribe Scroll, Weapon Proficiency (bastard sword), Weapon focus (bastard sword), Extend spell, Quicken spell, Silent Spell, Spell Penetration, G. Spell Penetration,

Skills: (Ranks/ Mod/ Synergy) Total

Sense Motive (4/7/0) +11
Knowledge (Religion) (11/0/0) +11
Knowledge (Arcana) (8/0/0) +8
Concentration (19/2/0) +21
Spellcraft (8/0/2) +10
Heal (7/7/0) +14
Spot (0/7/0) +7
Listen (0/7/0) +7

Possessions:
Holy Symbol
+4 heavy steel shield
+4 full plate
+2 Girdle of STR
+4 Amulet of Wisdom
+2 Cloak of resistance
Therenfell [+1 Holy Bastard Sword – named after the most famous knight to wielded it]
Wand of CSW (50)
Potions: CSW x 3, CLW x 3, Fly, Water breathing, Invisibility
Scrolls: 1st - Endure Elements, Comprehend Languages, Remove Fear; 2nd - Augury, Make Whole, Align Weapon, Remove Paralysis; 3rd – Speak with Dead, Remove Curse; 4th – Neutralize Poison, Tongues; 5th – True Seeing

Heward’s Handy Haversack - silk rope 50’; waterskin; bedroll, flint & steel; mirror; soap; towel; extra set of clothes; chainshirt, rations, healer’s kit,
Gold 1200 gp

Languages: Common, Celestial,

Class: Aura of Good, Turn Undead (5/day, d20 +3 check, damage 2d6 +18 HD), Spells

Race: +1 skill point per level, +1 feat at 1st level

Domains:

Protection (Protective ward – 1/day can grant resistance bonus equal to cleric level on one save),

Protection Domain Spells
1. Sanctuary: Opponents can’t attack you, and you can’t attack.
2. Shield Other F: You take half of subject’s damage.
3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4. Spell Immunity: Subject is immune to one spell per four levels.
5. Spell Resistance: Subject gains SR 12 + level.
6. Antimagic Field: Negates magic within 10 ft.
7. Repulsion: Creatures can’t approach you.
8. Mind Blank: subject is immune to mental/emotional magic and scrying

War (weapon proficiency and weapon focus with diety’s favorite weapon)

War Domain Spells
1. Magic Weapon: Weapon gains +1 bonus.
2. Spiritual Weapon: Magical weapon attacks on its own.
3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5. Flame Strike: Smite foes with divine fire (1d6/level damage).
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Power Word Blind: Blinds creature with 200 hp or less.
8. Power Word Stun: Stuns creature with 150 hp or less.


Spells: 6/ 7+1/ 7+1/ 6+1/ 5+1/ 5+1/ 4+1/ 3+1/ 2+1

Typical Spells: 0 – create water, cure minor wounds x 2, light, detect magic, read magic; 1st – sanctuary, bless, divine favor, command, protection vs evil, protection vs chaos, shield of faith x 2; 2nd – shield other, bear’s endurance, hold person, status, lesser restoration, resist energy x 2, 1 open; 3rd – protection vs energy x2, prayer, invisibility purge, searing light, dispel magic, 1 open; 4th – spell immunity, death ward, restoration, dismissal, divine power, 1 open; 5th – flame strike x 2, spell resistance, quickened CLW, quickened bless, true seeing; 6th – blade barrier, heal x 2, hero’s feast, undeath to death; 7th – power word blind, destruction, quickened searing light, holy word, silent word of recall; 8th - mind blank, holy aura, power word stun[/sblock]


Bonded Mount

[sblock]Heironimous

A massively powerful black destrier with white socks and a star on his nose.

HP: 111 (12d8+58)

AC: 32 (-1 size, +1 DEX, +14 natural, +7 armor, +1 dodge), 12 Touch, 30 flat-footed

Init: +1

Speed: 60 (45 with armor)

BAB: +9/+4

Melee: 2 Hooves +15 (d6+6) and bite +10 (d4+3)

SQ: Low-light vision, Scent, share spells, improved evasion, empathy, command creatures of his own kind, SR 21

Abilities: STR 22 DEX 13 CON 18 INT 9 WIS 13 CHA 6

Save: FOR +17 REF +9 WIL +9

Skills: Listen +5, Spot +5, Jump +12

Feats: Endurance, Run, Dodge, Mobility, Iron Will

Equipment: +2 Breastplate barding, MW heavy lance, saddle bags, military saddle, bridle & tack, 50' rope, winter blanket, rations & feed, and +2 cold iron Holy Greatsword[/sblock]


Followers: 135/13/7/4/2/2


[sblock]Company of the Argent Tower

Exclusively assembled from war veterans that served under Sir Timrin in Tethyr, this disciplined and well trained fighting force is utterly loyal to Sir Timrin and his captains. Most are humans of Tethyrian descent but mixed amongst the group are freed Calishite slaves, half-elves, halflings, and mercenaries of other realms.

Highsword Valdon Swiftstrike half-elf FTR 4/ PAL2
The charismatic and cool-headed leader of the company personally served as a staff officer of Sir Timrin for the entirety of the war. Always a capable fighter, Valdon more recently found the righteous path of his mentor and tries to set a sterling example for his troops.

Lord’s Shield Halos Brightower human CLR 6 (Helm)
This burly man of swarthy complexion and dark curly locks is this company’s best medicine. He commands respect with his devotion and even-handedness. He makes fast friends with his hard drinking and quick wit. Halos can always be counted on to do his duty however and his timely spells and cures have saved more than one man’s life.

Melsember and Delsoom human WIZ 5 and WARMAGE 5
The arcane specialists of the group have each seen many battles both before and after joining Tethyr’s fight for sovereignty. Melsember plays the role of utility man, specializing in spells that aid the overall effort (expediting movement, defense, mobile cover, etc…). Delsoom is the heavy artillery. His fireballs and lightning bolts have been extremely effective at disrupting ambushes and destroying enemies at range; allowing time for the ground troops to effectively close.

Captains Jibran and Utu human FTR 2/ PAL2
The acting captains of the company typically split shifts assigning watches and issuing general orders. Jibran is a cousin of the disgraced Gallowglass family and has found the righteous path as a way to restore his family’s good name. Utu is an escaped Chultan slave and former adventurer who took up the good fight to help those who could not help themselves.

‘Quick and Nimble’ halfling RGR 4
These twins and native Tethans are the scout masters of the force and have help from an additional (2) 2nd level human rangers. They are archery specialists and masters of moving quickly and quietly in the wilds. They also tend to be a bit mischevious and can sometimes be a distraction if kept cooped up too long.

Jarous Thome human EXP 2 – Provisioner
Jarous is an ex-merchant and caravaneer who handles the mundane affairs of keeping a small army equipped, well fed, and on the move. He leads a staff of 30 (level 1) craftsmen and commoners, some of which include: cooks, bakers, armorsmiths, blacksmiths, groomsmen, stablehands, hunters, shepherds, teamsters, coopers, cobblers, leatherworkers, carpenters, and wainwrights.


The remainder of the force is broken down as follows:


(60) Heavy Footman FTR 1, (6) Corporals FTR 2, (3) Sergeants FTR 3, (5) CLR 1

(20) Heavy Cavalry FTR 1, (2) Lancers FTR 2, (1) High Lance FTR 3, (1) CLR 3

(20) Longbowmen FTR 1, (2) Flight Leader FTR 2, (1) Flight Cmdr. FTR 3, (1) CLR 3[/sblock]


Last Edit: level up!
 

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Cursed Quinn

First Post
Zephyr
Male Air Genasi Cleric 13 of Akadi[sblock]
Alignment: Neutral Good
Height: 6'1"
Weight: 160 lbs
Skin: Light Blue
Hair: Light Blue
Eyes: Blue
Age: 25

Str: 10 (0) [2 points]
Dex: 16 (+3) [4 points, racial, gloves]
Con: 10 (0) [2 points]
Int: 12 (+1) [2 points, racial]
Wis: 22 (+6) [13 points, periapt]
Cha: 12 (+1) [2 points, headband]

Class and Racial Abilties:
1 feat at first level, 12 skill points at first level, 3 skill points at each level after 1st, +1 racial bonus vs air spells and effects, which scales with level, darkvision 60', Levitate 1/day, Breathless

Hit Dice: 8 (1st)+ 12d8
HP: 88
AC: 29
Init: +3 (+3 Dex)
Speed: 30ft

Saves:
Fortitude: +12
Reflex: +8
Will: +18

BAB: +9/+4
Melee Atk: +9/ +4
Ranged Atk: +12/+7

Skills:
Concentration +16
Knowledge (Religion) +17
Spellcraft +17

Feats:
Weapon Proficiency (Flail)
True Believer
Elemental Healing
Spontaneous Summoner
Extra Turning

Cleric Domains:
Air
Travel

Spells:
6/8/8/6/6/5/4/2

Languages:
Common, Auran

Equipment:
Periapt of Wisdom +4
Gloves of Dexterity +2
Headband of Charisma +2
Breastplate +4
Large Steel Shield +3
Ring of Protection +2
Cloak of Resistance +4
Flail +1
Heavy Crossbow +2
50 +1 bolts

1,000 gold left

Scrolls:
Mass Cure Critical Wounds X6

Appearance:
Zephyr is a tall thin man, with light blue skin and hair that is always blowing. His face is honest and open. His voice has a slight whistling quality to it.


Personality:
Zephyr is honest an open about his dedication to Akadi. He can extoll (and will) extoll her virtues endlessly. He is a bit uncomfortable in such a big city, but doesn't wan't to fail in his mission.

Background:
Zephyr grew up in one of the few permanent temples to Akadi on the Sword Coast. He was found to have a genuine connection to Akadi, so was inducted into the priesthood. For the last seven years he has lived at temple. Recently, his superior began to notice (and grow jealous of) the young cleric's growing power. So he "sent" Zephyr on a mission to convert followers in the largest city of the Sword Coast, Waterdeep (several hundred miles away from the temple). Zephyr has been in the city for a month, but has found that extolling the virtues of Akadi on the street corner just isn't working. He's recently decided that a more proactive demonstration of Akadi's power is in order. Perhaps setting an example, by using the powers of Akadi to help Waterdeep, will gain him converts.[/sblock]
 
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Hawkeye

First Post
Shando

Shando
Human Monk: 15th level/Martyred Champion of Ilmater 2

Str: 12 (+2 Cronos Banesword) 14
Dex: 12 (+4 Vow of Poverty +2 Cronos Banesword) 18
Con: 15 (+2 VOP) 17
Int: 12
Wis: 15 (+6 Vow of Poverty 21+1 for level) 22
Chr: 15

Hp: 124

Ac: 10+9 (vow of poverty) +6 (Wisdom) +4 (Dex) +2 (Deflection VOP) +3 (Natural Armor) +3 (monk AC bonus)=37

Feats:
Stunning Fist
Sacred Vow
Vow of Poverty
Nimbus of Light
Gift of Faith
Deflect Arrows
Weapon Focus Unarmed
Holy Radiance
Dodge
Improved Disarmed
Stigmata
Touch of Golden Ice
Weapon Finesse
Sanctify Ki Strike
Endurance
Holy Ki Strike
Fist of the Heavens
Exalted Spell Resistance
Diehard
Fist of the Pharos
Intuitive attack
Leadership

Skills:
Balance: +10
Climb: +7
Diplomacy: +12
Escape Artist: +10
Hide: +10
Jump: +7
Listen: +11
Move Silently: +10
Sense Motive: +13
Spot: +13
Swim: +7
Tumble: +10
Heal +14
Knowledge Religion: +7

Speaks
Common
Celestial
Elf
Dwarf

BAB: +14/+9/+4
Unarmed: +28/+23/+18
Flurry: +28+28+28+23+18 (unarmed)
Unarmed damage: 4D6+8 (+2d6+1d4 vs Evil)


Base Saves:
Ref +11+3 (VOP) +3 (Dex)+3 (MCOI) +20
Fort: +9+3 (VOP) +2 (Con) +14
Will: +9+3 (VOP) +6 (wis) +18 (+2 Enchantments)

Base movement: 70 feet+ +20 feet for monk tattoos Total movement 90 feet per round

Class abilities:
Flurry of blows
Unarmed Strike (Good aligned)
Still mind: +2 vs enchantments
Ki strike (Magic, lawful)
Slow Fall, 70 feet
Purity of body: Immunity to disease
Wholeness of body: 30 points
Improved Evasion
Diamond Body: Immunity to poisons
Abundant Step: Dimension door as 7th level caster
Diamond Soul: SR25 (29 vs evil casters)
ER: 5 to acid, cold, electricity, fire and sonic
DR 5/magic/evil
Doesn't need to eat, drink or breathe
Freedom of Movement
Quivering Palm
Regeneration: 17 points per hour
Immunity to Fear



Magic Items:
Monk Tatoos

(General equipment and character description to follow soon)

Shando's general physical apperance is such that most people seem to ignore him as part of the background. His black hair and brown eyes, medium height and build seem to present nothing to distinguish him from the thousands or ordinary people that inhabit Waterdeep and he would like it no other way.

Shando is a native of the country of Damarra. One of thousands of children left orpahned due to the war against the Witch -King over the years, Shando was brought to the Monestary of the Yellow Rose, a temple dedicated to the worship of Ilmatar. There he was cared for and trained in the worship of Ilmatar and the toughening of his body in the service to others. Shando became enamored of a small order within the monestary that dedicated itself to the protection of others. Several good rulers throughout Faerun can count a member of this order among their bodyguard. This order trained its members not only in the same martial arts, and the skills of diplomacy that the other members of the monestary trained it, but they also trained in the art of being unobtrusive, becoming part of the background, often taking the appearance of servants in order to better protect their charges. Shando impressed his superiors with his skill and dedication. Eventually, they felt he was ready for his first big test.

On older member of the order, Brother Gryphon, was selected to transport an unusual magic artifact to the House of Wonders in Waterdeep to let the Clerics of Mystra study it. They journeyed by various caravan's along the way. During that time Shando was able to test his skills against some minor bandit skirmishes. He had every confidence in his ability to protect both the artifact and Brother Gryphon. Nearing the ity of Waterdeep, the caravan was set upon by a band of Cyricists, intent on stealing the artifact. Despite his considerable skill, Shando was unable to prevail against the magic of the leading Cyric priest. He was eventually held and Brother Gryphon was executed and the artifact stolen. If it were not for the intervention of a passing Waterdeep Guard patrol, Shando would have died along with Brother Gryphon. Shando took the failure personally. He felt that his pride and over confidence in his skills lead him to his failure. It changed him. He began to train harder, and with some allies he found in the city of Waterdeep, he was able to find the artifact and defeat the Cyricists. However, he now considers himself an expatriate by choice. Though the head of the Order of Sollaris finds no fault in his actions, Shando cannot face the shame of his initial failure. He has yet to return to Damarra.

Shando is quiet and unassuming. He is implacable in battle. He trains constantly to better himself. When not adventuring, he is often found in the service of the poor of the city, helping out at soup kitchens or helping the sick and disabled. He eschews much of the finer things in life, often passing them on to others. He doesn't necessarily think that there is anything wrong with the finer things in life in general, its just not for him.

[sblock]
Sarah Brightmoon 6th monk/9th Fist of Zuoken

S: 13
D: 15+4=19
C: 14+2=16
I: 13
W: 16+6=22
Ch: 11

Hps: (30 con+12 Psionic body)+43 monk levels+41 (Fist levels)=126
AC: 10+3 (Monk Bonus) +4 dex+6 wis+9 AC bonus+1Natural armor+2 Deflection=38

Saves:
Ref: +5 (+2 exalted) (+4 dex)
Fort +6 (+2 exalted) (+2 Con) (+4 vs poisons)
Will:+6 (+2 exalted) (+6 wis) (+2 still mind)

BAB: +19 (10+3 VOP+6)
Flurry +18/+18
Damage 2d6+4


Feats:
Vow of Poverty
Sacred Vow
Stunning Fist
Combat Reflexes
Wild Talent
Psionic Meditation
Improved Trip
Psionic Fist
Up the Wall
Greater Psionic Fist
Psionic Body
Exalted Feats
Intuitive Strike
Nimbus of Light
Holy Radiance
Gift of Faith
Vow of Abstinence
Touch of Golden Ice

VOP
Endure elements
Sustenance: Does to need to eat, drink or breathe
Mind Shielding
Energy Resistance: 5 acid, cold, fire, sonic
Freedom of Movement
DR 5/magic/evil
Skills:20+20+45
Concentration +11
Autohypnosis +12
Psicraft +10
Knowledge (Psionics) +6
Escape Artist +7
Hide +7
Jump +6
Listen +7
Move Silently +7
Sense Motive +7
Spot +7
Tumble +7
Heal +7
Knowledge (Religion) +6

PP: 68
1st level
Force Screen
2nd level
Body Adjustment
Dimensional Swap
Hustle
3rd
Dimensional slide
Exhalation of the Gold Dragon (3d6 fire)
4th
Energy Adaption
Inertial Barrier
5th
Adapt body[/sblock]
 
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Eltern

First Post
Jerry
Human Fighter 2/Psychic Warrior 2/Monk of the Denying Stance 2/War Mind 7
[sblock]

Jerry is a gentle giant. Though he stands nearly seven feet tall and has biceps each the size of a halfling, he has a strong sense of what is right and wrong. As a young boy, he wasn’t a bully, but rather one of those that kept the bullies from beating on those who could not defend themselves. Jerry realizes that his strength is a gift, and one that should not be used against society, but to defend it against those who would do it harm.

While certainly not the brightest crayon in the box, he has spent countless hours honing his mind in the art of war. Jerry knows his home is on the battlefield, and though he does not have the potential to be a great leader, he has devoted his life to being the best guard of freedom he can be. His studies of military history and tactics have led him to diversify his abilities, so as to be ready for anything. But there are more benefits to having a well-trained brain than knowing simple moves and combat styles. Early in his career Jerry unlocked the inner powers of his mental capacities, using psychic powers to compliment his melee abilities.

Quotes from Jerry the Gentle Giant:

“That’s not tactically sound, I don’t think.”

“Why would you do that, Frank?”

“Don’t hurt kitties.”

“Yaaaaaaarrgh!” ::slash, gore, and dismember….righteously::

“And now you’re on the ground, and my sword is pointed at your neck. However did you let this happen?”

etc.

Lawful Good
S 16 +2 +4 = 22
D 13 +1 +2 = 16
C 14 +4 = 18
I 13 = 13
W 14 +4 = 18
Ch 8 = 8

AC 28 (10 [Base] +3[Dex] +4[Wis] + 2[Ring] + 8 [Augmented Inertial Armor] + 1[Dodge])
30 w/ Chain of Defensive Posture
HP 121 (11d10 + 2d8 + 52 (121 avg))
BAB +12/7/2
Init +3
Speed 30 ft.


Fort +18 (14 [Base] + 4 [Con])
Refl +11 (8 [Base] +3 [Dex])
Will +10 (6 [Base] +4[Wis])

Attacks
Greatsword +21/16/11 2d6+d6(acid)+d6(electricity)+11

w/ Chain of Personal Superiority
Greatsword +23/18/13 2d6+d6(acid)+d6(electricity)+14


-----
Class Features

Evasion
Flurry of Blows
Wis bonus to AC when unarmored
+2 to Tumble checks
Chain of Personal Superiority +4
Chain of Defensive Posture +2
Enduring Body (DR 2/-)
Sweeping Strike

-----
Feats

1 Combat Expertise
1 Improved Trip
1 Power Attack
2 Cleave
3 Improved Grapple
3 Improved Unarmed Strike
3 Dodge
4 Combat Reflexes
5 Weapon Focus (Greatsword)
6 Mobility
6 Defensive Throw
9 Elusive Target
12 Great Cleave

-----
Skills

Speak Common
Ranks Ability
Concentration 14 + 4 = +18
Knowledge
(history) 3cc + 7 + 1 = +11
(psionics) 3cc + 5 + 1 = +9
Autohypnosis 12 + 4 = +16
-----
Powers
Power Points: 56
Powers Known: 1st- 4 Inertial Armor, Expansion, Force Screen, Grip of Iron
2nd-1 Hustle
3rd-1 Dimension Slide
What the others are exactly is TBD.

-----
Equipment

Periapt of Wisdom +4 16000
Amulet of Health +4 16000
Belt of Giant Strength +4 16000
Gloves of Dexterity +2 4000
Ring of Sustenance 2500
Ring of Protection +2 8000
Greatsword
+2 Shocking, Corrosive 32350
+1 Composite Longbow
(+4 Str) 2800
Boots of Levitation 7500
3 Daggers 6
Hewards Handy Haversack 2000

Bedroll .1
100’ Rope w/ Hook 3
Shortsword 10
Hooded Lantern 7
Caltrops 4
Chalk (38, because) .38
Flint and Steel 1
Hatchet 1
Map Case 1
20 sheets of paper 8
Ink and Ink Pens (5) 8.5
Crowbar 2
Mirror 10
Whtestone .02
Manacles w/Average Lock
55
Shovel 2
Tent 10


Total: 107,269gp

2,730gp[/sblock]
 
Last edited by a moderator:

FlyingCupcake

First Post
Ayita
Swashbuckler 3/Fighter 2/Dervish 8[sblock]

Ayita had always wanted to see the world. As a young girl, she secretly took lessons in swordplay in hopes that she could one day be a soldier. Instead, as most women did in her town, she got married & made lots of babies.

Following the death of her husband, the aging Ayita decided to take up a hobby. She tried quilting, gardening, bridge, and needlepoint. She then signed up for a dance class. However, what she read as “Conga Dancing” turned out to really be “Combat Dancing.” She was tickled pink by the grace, elegance, and deadly slashes of the dervish dance. As all her children were now parents themselves and no longer needed her there, Ayita decided to use her new talents as she traveled the world and make money to set up trust funds for her grandchildren.

S 14 = 14
D 16 +2 +4 = 22
C 12 = 12
I 15 +1 = 16
W 10 = 10
Ch 10 = 10

AC (10 [Base] +6 [Dex] +5 [Armor])
HP 13d10+13 (84 avg)
BAB +13
Init +8
Speed 65 ft.

Fort +9 (8 [Base] + 1 [Con])
Refl +14 (7 [Base] + 6[Dex] + 1[Grace])
Will +7 (7 [Base] + 0[Wis])

Attacks
Flaming Scimitar : 20/15/10 d6+d6(fire)+7
(while dancing : 24/19/14 d6+d6(fire)+11)
Frost Scimitar : 20/15/10 d6+d6(frost)+6
(while dancing : 24/19/14 d6+d6(frost)+10)
-----
Class Features

Grace +1
Insightful Strike
Dervish Dance 4/day
Movement Mastery
Slashing Blades
Fast Movement +15
Dance of Death (Cleave during Dance)
Improved Reaction (+2 Initiative)
Elaborate Parry (+4 AC when defensive)

-----
Feats
1 Able Learner
1 Combat Expertise (Human)
1 Dodge (Fighter)
2 Mobility (Fighter)
3 Weapon Finesse (Swashbuckler)
3 Weapon Focus (Scimitar)
6 Two Weapon Fighting
8 Spring Attack (dervish)
9 Improved TWF
12 Greater TWF

-----
Skills

Speak Common
Ranks Ability Synergy
Perform 16 + 0 - = +16
Tumble 16 + 6 2 = +24
Escape Artist 12 + 6 - = +18
Jump 16 + 2 2 = +20
Hide 16 + 6 - = +22
Move Silently 16 + 6 - = +22
Listen 16 + 0 - = +16

-----
Equipment

+1 Mithral Shirt of Quickness 3100
+2 Flaming Scimitar 24,315
+2 Frost Scimitar 24,315
Masterwork Cold Iron Scimitar 630
Masterwork Silvered Scimitar 405
+4 Gloves of Dexterity 16,000
Boots of Skating (ExPH) 7000
Ring of Sustenance 2000

Grappling Hook 1
Bedroll .1
100’ Rope 2
Backpack 2

Money left: 32,229 gp[/sblock]
 
Last edited by a moderator:

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