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Aereas

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A place to hold those character sheets until I can kill them off...I mean until your no longer going to play them....

I will also post the links to many of the pictures and NPCs in the game here for ease of reference.

Character Creation Rules
[sblock]1. 7th level gestalt (Gain all abilities of primary class and only special abilities of the second)
2. You have 28d6 to assing a set number to each stat with a minimum of 3 per stat (IE 5d6 str, 6d6 dex, 3d6 con ....). Then roll keeping the best 3 in any group. DO NOT ARRANGE, but you may swap one stat with another. Those are now your stats. Rather than require you to roll where I can see, write down how many dice you assing to each stat and what your top 4 individual rolls are for each stat. This way I can get an idea of how well this method works without delaying character creation till I get there.
3. First 3 levels max Hp
4. Starting funds= 25,000gp
5. You can take 2 prc's at once so long as your total prc levels do not exceed your base class levels.
6. No races from savage species

Skills/Feats:
1. Weapon specilization, weapon focus, Improved crit, and weapon finese instead apply to all weapons within a weapon group that meet the requirements for it. Any other weapon feat or ability that applies to a specific weapon need my permission to be applied to a weapon group.

2. Gain a bonus noncombat feat every other level begining at 2nd (IE..2, 4, 6, 8 etc...). A noncombat feat is any feat whose uses does not involve combat at least 70% of the time (A feat that boots your saves, chance to hit, damage, or movement rate is all combat feats).

Spells:
1. Disintegrate is a 5th level spell that only works on objects. Magical objects are not automatically destroyed and instead are subject to the listed damage (with a save to reduce it to 5d6).

Other:
1. Stabalize: Add your constitution score and your wisdome modifier to your percentage chance to stabilize. Example: A character with a con of 14, and a Wisdom of 16, has a 27% chance to stabilize.

Resurection:
Resurection spells have the following costs associated with them (Material components are included in the price to cast).
Reincarnate: 50gp diamond; costs 350gp, but druids are known to require a quest upon the completion of this spell.
Raise dead: 100gp diamond; costs 600gp.
Ressurection: 500gp diamond; costs 1,500gp.
True ressurection: 3,500gp diamond; costs 5000gp.

Being brought back from the clutches of death is a disconcerting effect and may damage the the character is ways beyond the physical realm. The roll is made automatically and only I will know the result. Some options carry no effect with them.
Effects may be rather serious and harsh at times but they wont be permanent.

Day Unit System:
Day Units: Every player gets 5 day units per month of game time. A day unit is considered to be 1 full day (aka 24 hours). They can use these day units when traveling from one place to another, making magic items, resting for a significant amount of time, ect. For example if a mage is looking to make a magic item that will take 4 days, he can simply spend 4 day units, and that will let the item be made, instead of completly stopping play with that character for 4 full days of game time (which would obviously be very difficult to work out). Or if another player wants to travel from Waterdeep to Candlekeep, then the number of days that would take are taken off of his day units.

Day Units will allow faster travel for players, as well as limit the inactive time for their characters, but it still limits them from traveling across the world and back 5 times in the course of one adventure. Day Units not spent are carried over.

When making magic items, and the like, you MUST have enouph day units available before you begin working on it to complete the item.


*These rules are still subject to change at my discretion
[/sblock]

Skie's Treasury
[sblock]Skies Treasury is a modest building crafted from blocks volcanic stone. The front of the building bears dozens, if not hundreds, of symbols and sigils that have been carved into the face of the stone with chisels. One door and a pair of tiny windows face the road and overlook the lake below. Above the door a sign proclaims the establishment to be Skie's Treasury, but more impressive are the numerous items of treasure - rings, coins, wands, necklaces, rods, potions, scrolls, and more - that seem to slowly orbit the sign and shine with soft golden light. Every now and then two of the items bump aganst eachother, ringing softly like a windchime.

Inside the shop is a number of items on display ranging from scrolls, potions, wands, to weapons and armor. Most are behind a glass case or bars with a keylock to the side. All around are notes written in common telling you to ask for assistance if you desire to see anything. Skie is a female gnome.[/sblock]

Vaprak's Voice
[sblock]Jenya Urikas, second high pristess of St. Cuthbert, is childhood friends with Aleck, the paladin. Aleck usually travels around trying to collect money to one day buy back his ancestral home. Jenya knows little of where the house is aside from it being in the main city to the east. Aleck often is gone for days at a time but never would he willingly leave when he issued a public challenge. This is what worries many who know the paladin.

The place known as Vaprak's Voice has 2 entrances, both set into the west wal of a deep fracture radiating from the rim of the Demonskar. Both entrances provide access to the ruins of a spellweaver laboratory that partialy survived the eldritch blast that formed the Demonskar. For a time, a large tribe of ogers lived here. The gave the place its peculiar name, inspired by the thundering bellow issued by a pair of immense pipes near the entrance when the wind blew. Inside the complex, the areas of Vaprak's Voice can be divided into two distinc categoris: room built by the spellweavers, which have an odd angular structure, and caverns dug by ogers, which are irregular and roughly hewn. The entire complex is rather dirty and foul smelling due to the sulfuric polutants in the air.

As far as the best way to get there goes it would be to not go in the first place. Those who insist on going find it easiest by air if possible so they could avoid the gnolls and other forest creatures. Lacking the ability to fly for that long then about 2 miles before the headless demon stature there is a small unused path thats growing over with foliage from the forest. Its not easy to find, and is impossible to see by boat, but the path leads through a network of caves. The main path will get you right to one of the entrances. It is unknown what dwells in this cave but it should be gnoll free.[/sblock]

Legend surrounding Vaprak's Voice:
[sblock]Many centuries ago a foul demon came to this world plotting to destroy the fabric of reality and pull all of creation back to hell with it. By doing so it would become an Archdemon and rule over the new hell. For many years it stayed silent, destroying the morlas of the good and slowly pulling it into the demons own personal utopia. A man by the name of Surabar Spellmason was able to discover the lies and coruption that spread from all who the demon spoke with. Thus that brave man set out to do battle with this demon.

Along the road he met a beatiful lady. A lady that was no mere mortal but an actual angel! The majestic creature gave Surabar the legendary staff Alakast! A staff said to be able to purge the coruption from anything. Even hell if used by one with a strong enough will! Armed with his weapon of justice and an iron resolve he continued on to what was then known as Mt Kelligan.

When the demon met SUrbar it immediatly began trying to corrupt the archmage just like all before him. Thanks to Alakast, the demon failed at this and they immediatly went to battle after that. Spells split the sky and tore the earth! For 4 days and 3 nights the battle waged on until in the end Surabar had the demon weakened enough to use Alakast to imprison the demon within wat was left of the mountain. The spell battle tore much of the terrain away but the energies also made it a great focal point for a dimensional prison. Surabar had every intention to destroy the powerful demon when he discovered how to, but he left the prison in far too weakened of a state. He never noticed that the demon left a trace of his power in Surabar to grow and kill the powerful mage well before his time.

The eldrich blasts that shaped Mt Kelligan also opened up the entrances to a spell weaver labratory that managed to survive the eldrich blasts. In the time that came to pass since then a group of ogres took over the region. They renamed it Vaprak's Voice, inspired by the thundering bellow issued by a pair of immense pipes near the entrance when the wind blew.[/sblock]

Legend of the Lake God:
[sblock]Happy to have an excuse to move away from the skull he walks over to the lake gods head and begins the tale "According to the legends there was a shrine dedicated to the Lake God right in the middle of what is now known as the Cauldron Lake, only back then it was not as deep as it is today. As time went on his followers grew in numbers. so much that his chosen spot just wasn't suitable anymore. Instead of trying to move his followers and shrine to a new region of water he instead left matters to his most trusted servants and sealed himself within the shrine for precisely 1 year and 6 days. Upon that final day the seals that held the shrine closed burst open as a flood of water began gushing out. Emerging from his chamber the Lake God pronounced that he has opened the gateway to the eternal sea and that its waters will continue to flow into their land ensuring prosperity for their race. With the gate open the area began to completely fill up with water to the point where it even began overflowing from the crater and washing out to the plains around them. You see, the jungle did not exist at that time; The waters that flooded the land enriched the soil and began the process of evolution that would lead to the jungle."

Tygot pauses for a moment to catch his breath before continuing with a small sight "The tale continues to say that the flooding waters ruined the cleverly orchestrated p;ams of a group of devils. The most common version of the legend says the devils would have been able to take control of at least half the land were it not for the flood. In any case, the angry devils began searching for the source of all the water and after months of searching found the shrine to the god, which by this time was nearing completion as a temple. The devils retreated for the time to find a new lair and begin their plotting. It was close to a year before the devils made their move, backed by some rather powerful denizens of the hells, on the lake dwellers.

Over the next month the devils layed siege in an unending battle. The lake creatures were peaceful in nature and the only thing that allowed them to live that long was their sheer numbers and the might of their god aided by the creatures he called from the eternal sea. In the end though the devils won out, the mightiest of them began tearing the head right off the lake god. With the last of his might he commanded the gateway to implode. Here is where there is much speculation on just what happened and how. What remains consistent with each version is that the demons were driven off and that only a few of the lake dwellers survived. The lake god's body has been turned to stone to preserve the flesh and should anyone reunite the pieces he will rise again to rule over his people once more.
[/sblock]

Health scale:
[sblock]Current hp = rating
100% = Full strength
75%-99% = lightly wounded
50%-74% = wounded
35%-49% = heavily wounded
20%-34% = injured
10%-19% = critically injured
0%-9% = dying
-10hp and below = dead[/sblock]
 
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Slitz The Greentail

Slitz the Greentail [Poisondusk Lizardfolk]:: Worships: T i a m a t :: LE

Fort 10, Ref 10, Will 9
Evasion, +2 vs Enchantment School Spell and Effects
Immunity: Paralysis, Sleep, Frightful Presence of Dragons, Natural Diseases


AC [27]: FF [22], Touch [23]
+4 NA, +5 Dex , +1 Size, +4 Wis, +1 Monk, +1 Armor, +1 Ring

[sblock=HP]HP: 50 [1d10][4d8]
Current HP: 50[/sblock]

[Melee]Fist: +10 1d6+3 and Bite +5 1d3+1
[Flurry]Fist: +8/+8 1d6+3/1d6+3 and Bite +5 1d3+1
[Breath Weapon]: Ref 16 (3d6 Acid; 15ft Cone) Every 1d4 rounds
Touch of Vitality (Su): Heal 24 hp (Standard Action)

__Draconic Auras (Su):_30ft Ally, Swift Action (1 Aura Active at once)__
Energy Shield [4 Acid] # Power [+2 Damage: Melee]
Resistance [10 Acid] # Senses [+2 Listen, Spot, Init]
Vigor [+2 Fast Healing (up to half their full hp)]

[SBLOCK=Information]
[SBLOCK=Stats and Levels]
[1 Lizardfolk] [6 Dragon Shaman(Green)]
[1 Lizardfolk] [5 Monk / 1 Fighter]

Str 16 (13), Dex 20, Con 16 ## Speed: 40ft Vision: Low-light
Int 08, Wis 18, Cha 14 ## Languages: Draconic, Common

Special Qualities: Chameleon Skill, Hold breath, Apply Poison, Touch of Vitality, Slowfall 20ft
Draconic Adaptation (Ex): Water Breathing (Always Active)

BA +4/Grap +7 (Magical)
[/SBLOCK]
[SBLOCK=Skills and Feats] Total Skills(Base)
----------------------------------------------
16 Balance(5), 11 Climb(4), 20 Hide(3), 15 Jump(5), 4 Kn. Rel(5),
6 Listen(2), 9 Sense Motive(5), 10 Spot(3), 7 Swim(3), 12 Tumble(5)
-----------------------------------------------
Feats:
Weapon Finesse, Dodge, Mobility
[Fighter] Spring Attack
[Monk] Improved Grapple, Combat Reflexes
[Dragon Shaman] Skill Focus: Hide
[Noncombat] (3) Openminded [/SBLOCK]
[SBLOCK=Items]
Magic Items:
Periapt of Wisdom +2, Bracers of Armor +1
Cloak of [Resist +1/Cha +2], Brooch of Shielding
Amulet of [Natural Armor +1/Health +2],
Ring of Protection +1, Ring of Substance

Handys Haversack [Holding Regular Items]

1 Potion of Cure Mod
___________________________________________
Regular Items: Money [850gp]
bedroll, tent, 1 bag of caltrop
2 Day Food, 1 Canteen Water
Holy Symbol [Tiamat]

Treasure From Giant: 2,100sp; 950gp; Silver ring (400gp); and a gold plated halfling skull (250gp)
[/SBLOCK]
[SBLOCK=History ] Slitz was the name of a Poisondusk Lizardfolk that was brought to cauldron in the night to the hidden temple of Tiamat. It was there, he was shown the power of dragons and tiamats wrath. Slitz was hooked into the power of the green dragon so much, he wanted to emmulate it. So, with the priest help, he was given advice and lore on tiamat and evil dragons.

He was so devoted to dragons that he wanted to fight without 'human' weapons. So, he dedicated alot of his time to fighting with his body. Lately, an adventurer named Zed has shown great interest in the temple of tiamat. Although Zed got distracted every so often, he would often walk by Slitz and tell him about his adventures and people he has met. He promised Slitz that he would find a way for him to go adventuring too. But, due to the busy nature of Zed, Slitz hasn't seen zed for awhile. So, he decided to visit Zed's pals and see if there is a way he could become an adventurer. [/SBLOCK][/SBLOCK]
 
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Character Name: Laguz

Character Name: Laguz
[sblock]
Age: 18
Hgt: 5'10"
Wgt: 160
Sex: male
Hair: Jet Black
Eyes: Bright Green
Race: Human
Class: Sorceror/Monk
HP: d8 (24 + 4d8) = 49
AL: Lawful Evil (some neutral tendencies)
Deity: Hextor

Armor Class:
AC: 10+2(dex)+1(monk)+3(wis)+4(MageArmor)=20
TAC: 20
FFAC: 18

Saves: Base + mod
Fort: 5+0+1(cloak)
Reflex: 5+2+1(cloak)
Will: 5+3+1(cloak)

Attack Bonuses
BAB: +5+2(Str)
MAB:
RAB: +5+2(Str)

STATS: Abl. Mod.
Str: 15 -> xx (+2)
Dex: 15 -> xx (+2)
Con: 11 -> xx (+0)
Int: 15 -> xx (+2)
Wis: 16 -> xx (+3)
Cha: 18 -> xx (+4)

Speed: 30+20=50
Initiative: +2
Experience Points: 24,000 (lvl 7)

Languages Known: Common, Draconic, Giant


Skills:
[sblock]
Skills 4+2(int)/level up (+1 human) 24+36+10=70
T = Total
R = Ranks
M = Mod Bonus/Penalty
X = Misc Bonus/Penalty
R + M + X = T
---------------------------------------
Balance: 1 + 2 + x = 3
Bluff: x + 4 + x = 4
Climb: x + 2 + x = 2
Concentration: 10 + 0 + x = 14(+4, combat casting)
Craft (alchemy): 8 + 2 + x = 10
_Decipher Script 1 + 2 + x = 3
Diplomacy: x + 4 + 2 = 6
-Disguise: x + 4 + x = 4
Escape Artist: 5 + 2 + x = 7
Hide: x + 2 + x = 2
-Intimidate: x + 4 + x = 4
Jump: 3 + 2 + x =5
Knowledge (archane): 8 + 2 + x = 10
Knowledge (religion): 1+ 2 + x = 3
Listen: 6+ 3 + x = 9
Move Silently: x + 2 + x = 2
Perform: x + 4 + x = 4
-Ride: x + 2 + x = 2
-Search: x + 2 + x = 2
Sense Motive: 10 + 3 + x = 13
-Speak Language: # OF RANKS
Spellcraft: 6 + 2 + 2 = 10
Spot: 6 + 3 + x = 9
Swim: x + 2 + x = 2
Tumble: 4 + 2 + x = 6
-Use Rope: x + 2 + x = 2 (4-bindings)
[/sblock]

Feats and abilities:
[sblock]
Bonus Feats:
Improved Unarmed Strike, Stunning Fist (strikes 7+1), Combat Reflexes, Improved Disarm
Non-Combat Bonus Feats:
Eschew Materials, Brew Potion, Still Spell
Feats:
Combat Casting, Silent Spell, Energy Substitution (Cold), Energy Substitution (Acid)

Special abilities:
AC Bonus +1
Flurry of Blows (+4/+4)
Unarmed Strike (1d8)
Evasion (reflex check for no damage)
Fast Movement (+20 ft)
Still Mind (+2 against mind effecting)
Ki Strike (magic)
Slow Fall (30ft)
Purity of Body (immune to disease)
Wholeness of Body (self heal lvl*2/day)

Class abilities: Familiar, Spells, Simple weapons

Race Abilities:
[/sblock]

Spells Known:
[sblock]
Level 0 (6/day) lvl1
Flare
Fire Splash
Mage Hand
Detect Magic
Prestidigitation
Light
Touch of Fatigue

Level 1 (7/day) lvl1 (25/lvl)##---
Mage Armor (25/hour)
Magic Missile
Shocking Grasp
Grease
Chill Touch

Level 2 (7/day) Lvl4
Invisibility (200)
Bull's Strength (200, 4min)
Resistant Energy (200 - 10points, 350 -20points)

Level 3 (5/day) lvl6 -
Fireball
Fly (450)
[/sblock]

Equipment:
[sblock]
Items: 198.9 gp

Regular: 2 daggers (4) Bedroll(0.1), tent (10), flint and steel(1), small mirror(10), belt with pouch(1), 20 days trail rations(10), waterskin(2), 50' silk rope(10), explorer's outfit(10). Hammer (.5), Iron Pot (.5)

Special: 12 Acid (40), 12 alchemist fire (80), 6 smokesticks (40), 12 tindertwigs(4), everburning torch (110), 3 antitoxin (50), 12 sunrod (8), 6 scentbreaker(10), 3 healing salve 1d8 (50)

Magic items:

Heward's Handy Haversack (2000)
Cloak of resistance +1 (1000)
Quarter Staff +1, Ki Focus, Spell Storing {Shocking Grasp}(18600)

Potions:
Mage Armor(150*4=600)
Invisibility (200*5=1000)
Fly (450*2=900)
Cure Light Wounds (5*50)

Weapons:
Primary: quarterstaff
Type:
Base Damage: d6
Attack Modifiers: +1(magic)+2(str)
Damage Modifiers: +1(magic)+2(str)
Wgt:

Secondary: Unarmed Attack
Type:
Base Damage: d8
Attack Modifiers: +2(str) +1(magic/spell)
Damage Modifiers: +2(str) +1(magic/spell)
Wgt:.

Tertiary: Dagger
Type: Dagger
Base Damage: 1d4
Attack Modifiers:
Damage Modifiers:
Wgt: 1 lbs.



No armor or shield
[/sblock]

Combat notes:[sblock]
Monk attacks

• Single attack (staff) +8
o Quarter staff d6 +3
o Shocking grasp 5d6 damage, +3 Attack if wearing metal​
• Single Attack (unarmed) +7
o D8 +2
o Shocking grasp 5d6 damage, +3 Attack if wearing metal
o Chill touch (7 hits) d6 & str damage​
• Flurry of Blows (2 attacks/round)
o +6 (unarmed)
 D8+2
 Shocking grasp 5d6 damage, +3 Attack if wearing metal
 Chill touch (7 hits) d6 & str damage​
o +7 (quarter staff)
 D6+3
 Shocking grasp 5d6 damage, +3 Attack if wearing metal​

Stunning fist (8/day)
• Fort save DC 16, stunned for 1 round

Improved disarm, Melee attack
• +4, No AoO, No reverse disarm

[/sblock]

Character's personality (Brief):
[sblock] Arrogant yet charming, Laguz believes in striving to perfect himself Mind and Body. Wiether it be through training, magic, or alchemy doesn't matter. He has made great progress in perfecting himself to be a weapon, and that progress makes him feel a bit above others, hence his arrogance. Yet by using his physical training in combination with his cotrol over the elements and archane power, he shows that feelings of superiority are not unearned.

Other then his quarterstaff, which he sees as an extension of his body, and maybe an occasional thrown blade when neccessary, Laguz detests weapons. He looks down on those who rely too heavily on weapons and armor. Ones true self is best expressed with unarmed combat.
[/sblock]

BACKGROUND:
[sblock] Laguz was orphaned at a very young age, roaming bandits killed both his parents and set fire to their home. A group of monks, followers of Hextor, happened across the young child and took him in. At first he was a slave, forced to do the bidding of others. But as he reached adolesence he began to rebel against his captors.
The monks realized that this was a boy with spirit, and instead of punishing him, they nurtered his growing strength. Laguz was taught the skills of the monk, but was also something more. Archane Energies grew within him, without training they emerged. The monks gasped when during practice, Laguz's opponent crackled with electrical sparks as Laguz hit him. The opponent dropped to the floor unconsious.
Over time though, Laguz started to grow resentful of the order of monks. He reveled in the abilities his training brought about in him, but he felt we was meant for more. They could not teach him how to use his inate magical abilities, and without that, he would never achieve perfect. He left the order behind to venture on his own. He continued to practice and improve his monk skills, but also practiced with his archane power.
He had learned in the order about the brewing of potions and alchemy, so as he traveled he made extra money by selling his brews and potions. But he always kept a good supply on hand for when the need arose. He never looked back on the past. His parents died because they were weak. He left the order behind beacuse he no longer had any use for them. Now, he was on his own again, to see what the next step along the path brings him.
[/sblock]
[/sblock]

Loot collected
2,100sp
950gp
Silver ring (sized for a medium creature)
gold-plated halfling skull
magical huge warhammer
magical large chain shirt
3 wands
 
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Okay, here's Aldreneth:


[SBLOCK=Hey, don't look!]
Code:
Name: Aldreneth
Class: 
[Ranger 1/		Thaumaturgist 1 ;
Thaumaturgist 3/	Fiendish Progression 3
Ranger 4/		Thaumaturgist 3]
			Ardent Dilettante 1
Race: Tiefling Half-Fiend [Outsider]
Size: Medium
Gender: Male
Alignment: NE
Deity: 

Str: 19 +4	Level: 		XP: 
Dex: 16 +3	BAB: +7		HP: 5d8+3d6 [+24] [60 hp]
Con: 16 +3	Grapple: +11
Int: 19 +4	Speed: 30 ft., fly 30 ft (good)
Wis: 15 +2	Init: +3
Cha: 19 +4	ACP: -3		ASF: -

		Base	Armor	Sheild	Dex	Size	Nat	Luck	Defl.	Total
Armor:		10	+9	+2	+3		+3	+1	+1	29						
Touch: 15	Flatfooted: 26
Armor: Mithril Full Plate, Hvy Stl Shield

	Class	Abil.	Misc	Total
Fort	+5	+3	+1	+9	+12 with Gr. Resist
Ref	+5	+3	+1	+9	+12 with Gr. Resist
Will	+3	+2	+1	+6	+9 with Gr. Resist

Weapon			Attack	Damage	Critical
M.W. Elven Thinblade	+12/+7	1d8+4	18-20 [+2 to hit/dam. w/ Gr. Mag. Wpn]

Elven Thinblade - Races of the Wild

Languages: 
Abyssal
Auran
Celestial
Common
Draconic
Gnoll
Gnome
Ignan
Infernal
Sylvan
Terran
Undercommon

Abilities:
Favored Enemy [Evil Outsider]
Divine Spells
DR 5/magic
Favored Terrain [Underground]
Immune to Poison
Lore +7
Resistance to acid, cold, elec, fire 10

Spells: Domains: Evil, Knowledge
5+1/4+1/3+1/2+1
1st: Cure Light Wounds x2, Lesser Vigor, Omen of Peril, Shield of Faith		D: Detect Secret Doors
2nd: Bull's Strength, Cure Moderate Wounds, Cloud of Knives x2			D: Detect Thoughts
3rd: Bestow Curse, Knight's Move, Prayer					D: Clairaudience/Clairvoyance
4th: Gr. Mag. Wpn, Resistance [Greater]						D: Divination

Cloud of Knives - PHII
Knight's Move - Spell Compendium
Lesser Vigor - Spell Compendium
Omen of Peril - Spell Compendium
Resistance [Greater] - Spell Compendium

Feats: [Abyssal Heritage Feats used to be Deformity Feats, but changed with the arrival of the Fiendish Codex ; More fitting for Thaumaturgist]
Alertness [Bonus]
Bonded Familiar
Combat Expertise [Bonus]
Demonic Skin [Bonus; Abyssal Heritage Feat]
Improved Familiar
Improved Flight
Keeper of Forbidden Lore [Bonus; Abyssal Heritage Feat]
Leadership
Luck of Devils
Master Linguist
Track [Bonus]

Bonded Familiar - PHII
Luck of Devils - Luck of Heroes
Master Linguist - Races of Destiny?

Skill Points: 
Skills			Ranks	Mod	Misc	Total
Bluff 			+10	+4		+14
Concentration 		+7	+3		+10
Diplomacy 		+9	+4		+13
Escape Artist			+3	-2	+1
Gather Information		+4	-2	+2
Knowledge [arcana] 	+9	+4		+13
	[local]		+9	+4		+13
	[nature]	+9	+4		+13
	[planes]	+3	+4	+2	+9
	[religion]	+9	+4		+13
Listen 			+5	+2	+4	+11
Search			+3	+4	+2	+9
Sense Motive 		+4	+2	+2	+8
Spellcraft 		+5	+4	+2	+11
Spot 			+5	+2	+4	+11
Survival 		+6	+2		+8

Equipment:			Cost    	Weight
Mithril Full Plate +1		14,500gp	25 lb.	(Of Calling; total of +2 equiv.)
Ring of Deflection +1		2,000gp		-
Scroll of Cure Mod		150gp		-
Potion of Cure Light (2)
Rod of Extension, Least		3,000gp		3 lb.
Tattoo of Disguise on forehead	3,600gp		-
Handy Haversack			2,000gp		2 lb.
Potion of Cure Serious (2)
Potion of Cure Mod (2)

Caltrops (2 pouches)
Scroll Case (3)
Ink (3 metal vials)
Inkpen (3)
Paper (30 sheets)
Iron Vials (3)
Book (3; 50 pages each; Journals)

Lair: 
M.W. Dagger w/ secret compartment
Wand of Magic Missiles [5th level; Alecruz]
Silver Dagger Pendant w/ Moonstone Eyes - 125gp
Chest w/ 4 sets of manacles and secret compartment
Silver Crescent Moon Pendant w/ silver chain - 30gp
Silver Elven Thinblade

Total Weight:      Money: 2,322gp	50pp	300sp

		Lgt	Med	Hvy	Lift	Push
Max Weight:	

Age: 
Height: 
Weight: 
Eyes: 
Hair: 
Skin:

[SBLOCK=Background]Thenedral was once a well-known name, and greatly feared. Stories are told of innocents killed, babies slaughtered, animals beaten, but none of these are true. Thenedral had a passion, as do we all. His passion was knowledge. He searched for it, yearned for it. All he ever needed was knowledge. Beware any who got in his way. If he believed you had some piece of knowledge, whether you truly did or not, Thenedrel would do whatever it took to get it from you. Whatever it took. Librarians and sages were the most common to disappear and later found dead. Even powerful Wizards who thought themselves safe from enemy Wizards wound up dead, their information taken by Thenedral before the last drop of life dripped from their bodies.

Thenedrel, however, was not always powerful, of course. The powerful begin somewhere, and he began as a student of an Elven Wizard who had retired and taken on two apprentices. Know one knows how the human Thenedral convinced he Elven Wizard to take him on as an apprentice, but it is said that Sariatza was absolutely smitten with Thenedral and as her uncle, he could deny her nothing. Thenedral was an excellent student and quickly mastered the Arcane arts, only slightly more skilled than Sariatza.

Together, once they had become more than proficient with the Arcane arts, they killed and tortured Sariatza’s uncle. Whose idea it was no one knows, but though people prefer to believe that Thenedral corrupted Sariatza, others are sure that Sariatza was just as cruel as Thenedral. Both interested in knowledge, they worked together, killing when necessary, torturing as well.

During their time together, they aged, but Thenedral aged much more quickly than Sariatza. Both were pained to see that while Sariatza grew more beautiful, Thenedral grew only older. They began to argue, and then to fight. Neither was foolish enough to cast a single spell, but their physical duels were dangerous enough. Thenedral left her alone, deciding to die alone before they could only see hate for each other.

While waiting to die, Thenedral heard of a powerful tome which would not only great immeasurable power, but would also eternal life. Unable to pass this up, he searched for this tome. It took several years, but he finally managed to find the tome. As he began to study the spells inside, he could feel the youth returning to him.

He returned to Sariatza, but found she had found another lover, a male Elf. Angry, Thenedral killed the Elf and nearly Sariatza before she could escape. Alone, he continued to live his vile life, always in search of more knowledge. During this time, he heard stories of another evil Wizard, an Elf named Sariatza. Both were becoming powerful and as her name spread, so did his. Soon, they became rivals, though in his heart, he still loved her.

She betrayed him yet again, sneaking into his house one night. She tortured him, made him suffer for reasons unknown to him. She weakened him, stealing his power, though she could not remove all the knowledge he held in his mind. As a last torment, she killed him, sending his soul to Hell.

Life was not over for him, however. He was revived by Astaroth, the Demon God of Knowledge. His body, however, was tainted by the evil blood of the Demons. Though he never agreed, he had made a pact with the Demon God. Returned to the world of the living, he took on the name Aldreneth, to prevent those who knew his name from killing him again while unable to successfully fight back.
[/SBLOCK]

[SBLOCK=Appearance]Aldreneth has the appearance of a middle-aged man though he is certainly in excellent shape for such. He has long black hair tied into a warrior's tail behind his head. His eyes are dark gray and speak of great intelligence. At least this is his appearance for the moment.[/SBLOCK]

[SBLOCK=Personality]Although he tries to hide it, he is quite chaotic in thoughts and actions. His mood swings back and forth, desiring to do one thing at one moment and another in another. At times he believes the knowledge is the greatest thing and can be spent hovering over books and at others, he just wants to go out and enjoy himself. He has a goal in his head, one that always remains with him, but you wouldn't think that by looking at him. He dislikes, however, others who are as chaotic as him. Although he is Demonic and claims to serve a Demon Lord and has a Demon familiar, he prefers to have the Lawful Devils under his command, an oddity among oddities. Although hated by his familiar at first, over t he years Tiayrerak has actually become accustomed to Aldreneth's antics and though he dislikes Devils as all Demons do, he has impressively begun to agree with Aldreneth that Lawful minions are better guardians, a shift in ideology capable only by one with Aldreneth's personality.[/SBLOCK]

[SBLOCK=Familiar]
Tiayrerak Shadowmancer 2
Size/Type: Tiny Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 3d8+3d6+6 (39 hp)
Initiative: +6
Speed: 20 ft, fly 50 ft. (perfect)
Armor Class: 22 (+2 size, +6 Dex, +4 natural), touch 18, flat-footed 16
Base Attack/Grapple: +4/-5
Attack: Claw +12 melee (1d3-1 plus poison)
Full Attack: 2 claws +12 melee (1d3-1 plus poison) and bite +7 melee (1d4-1)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/cold iron or good, darkvision 90 ft., fast healing 2, immunity to poison, resistance to fire 10
Saves: Fort +7, Ref +10, Will +8
Abilities: Str 8, Dex 22, Con 12, Int 17, Wis 15, Cha 18
Skills: Bluff +13, Diplomacy +11, Escape Artist +11, Gather Information +13, Hide +24, Knowledge (the Planes) +11, Move Silently +18, Search +10, Sense Motive +9, Sleight of Hand +13, Spot +11
Languages: Abyssal, Common, Elven, Goblin, Infernal
Feats: Cosmopolitan, Extend Mystery [Bonus], Natural Spell, Stealthy, Weapon Finesse
Alignment: Chaotic evil

Poison (Ex): Injury, Fortitude DC 14, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-Like Abilities
At will—detect good, detect magic, and invisibility (self only); 1/day—cause fear (as the spell, except that its area is a 30-foot radius from the quasit, save DC 11). Caster level 6th. The save DCs are Charisma-based.

Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Alternate Form (Su): A quasit can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that a quasit does not regain hit points for changing form, and any individual quasit can assume only one or two forms no larger than Medium.

Forms: Owl, mole.

Fundamentals: Caul of Shadows, Sight Obscurred, Umbral Hand
Apprentice Mysteries:
1st- Bend Perspective, Steel Shadows 1/day
2nd- Sight Eclipsed 1/day

Quasit Treasure:
Green Spinal - 100gp
Silver necklace - 75gp
2 silver rings - 50gp each[/SBLOCK]
[/SBLOCK]
 
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Xerxes
[sblock]Elf
Rogue lv7 /Wizard lv7
LawfulEvil

Age: 256
Height: 6'1"
Weight: 176lb
Eyes: Hazel
Hair: Black
Sex: Male

HP: 38/38
Armor Class:
AC: 21
Saves:
Fort 3
ref: 9
will: 7

Attack Bonuses:
BAB: +5
STATS:
Str:8 (-1); Dex:18 (+4); Con:12 (+1)
Int:17 (+3); Wis:16 (+3); Cha:16 (+3)

Speed: 30
Initiative: +4
Experience Points:

Feats:

Magical Aptitude
Nimble Fingers
LIghtning Reflexes
Arcane Schooling (Bard)
Combat Casting
Spell Penetration

Code:
[b]Skills	              Ability   mod    Ranks   Misc.   Total[/b]
Concentration         (Con)	+1	+4***	4
Craft Alchemy         (Int)	+3	0	5
Knowledge Arcana      (Int)	+3	0	5
KNowledge Local       (Int)	+3	0	5
Spellcraft            (Int)	+3	(+2)+4*	5
Appraise              (Int)	+3	+4**	2
Balance               (Dex)	+4	0	2
Bluff                 (Cha)	+3	0	2
Climb                 (Str)	-1	0	1
Decipher Script       (Int)	+3	0	4
Diplomacy             (Cha)	+3	0	1
Disable Device        (Int)	+3	+2	4
Disguise              (Cha)	+3	0	2
Escape Artist         (Dex)	+4	0	4
Forgery               (Int)	+3	0	4
Gather Information    (Cha)	+3	+2	4
Hide                  (Dex)	+4 	0	3
Intimidate            (Cha)	+3	0
Jump                  (Str)	-1	0	2
Listen                (Wis)	+3	0	2
Move Silently         (Dex)	+4	0	3
Open Lock             (Dex)	+4	+2	10
Perform Wind ins.     (Cha)	+3	0	2
Profession            (Wis)	+3	0	4
Search                (Int)	+3	0	4
Sense Motive          (Wis)	+3	0	2
Sleight of Hand       (Dex)	+4	0	2
Spot                  (Wis)	+3	0	4
Swim                  (Str)	-1	0	2
Tumble                (Dex)	+4	0	2
and Use Rope          (Dex)	+4	0	2
* Only involving scrolls Sp. Craft = Decipher scrolls, Use M device = using scrolls
** Only on objects created by Craft (Alchemy)
*** On defensive, pinned or grappling

[b]Special abilities:[/b]
Trapfinding
Evasion
Uncanny Dodge
Trap Sense +2
Sneak Attack +4d6
Scribe scroll
Summon familair
Empower Spell

[b]Class abilities:[/b]


[b]Spells selected.(6/5)[/b]
[b]0th[/b]
Detect Poison, Detect Magic, Ray of Frost, Read Magic
[b]1st[/b] 
2x Magic Missle, Shocking Grasp, Feather Fall, Comprehend Languages
[b]2nd[b]
Blindness/Deafness, Mirror Image, GlitterDust, Web
[b]3rd[b]
Haste, Slow, Fireball
[b]4th[b]
Bestow Curse

[b]Spells in Book. [/b]
[b]0th[/b]
Detect Poison, Detect Magic, Ray of Frost, Read Magic
[b]1st[/b] 
Magic Missle, Shocking Grasp, Feather Fall, Comprehend Languages, Color Spray, Tounges, Chromatic Orb, Shield
[b]2nd[b]
Blindness/Deafness, Mirror Image, GlitterDust, Web
[b]3rd[b]
Haste, Slow, Fireball
[b]4th[b]
Dimnsion Door, Bestow Curse

[b]Languages Known:[/b]
Elven, Common, Dwarven, Orc, Undercommon
[code][b]Equipment:[/b]

Sickle
50x Darts
Club
Chain shirt

[i]Belt Pouch #1[/i]
3x Cure Moderate Wounds 900gp

[i]Belt Pouch #2[/i]
2x Neutralize Poison 1500gp
1X Remove Paralysis 300gp

[i]Backpack[/i]
[b]Adventuring Gear	Cost	Weight[/b]
1x Backpack (empty)	2 gp	2 lb.
1x Inkpen 		1 sp	-
10x Ink (1 oz. vial)	80 gp	-
5x Caltrops		5 gp`	10 lb.
2x Waterskin		2 gp	8 lb.
5x Torch		5 cp	5 lb.
1x Tent			10 gp	20 lb
5x Candle		5 cp	-
1x Bedroll		1 sp	5 lb.
7x Trail Ration		35 sp	5 lb
200ft Hempen Rope	4 gp	40 lb
1x Master. theif tools	100 gp	1 lb
1x Sp. Component Pouch	5 gp	2 lbs
1x Spellbook 60/100 pg	15 gp	3 lbs
2x spellbook 100/100 pg	30 gp	6 lb
1x Rod o CL wounds50/50	750 gp
	
Total			1003gp	37sp	10cp	107lbs
remaining GP: 1713gp 2sp

Weapons: Sickle
1d4, 1d6 crit=x2
Slashing
306 gp
2lbs

Secondary: 50x Dart(s) (P/S)
1d3, 1d4 crit=x2
piercing
25gp
25lbs

Tirtiary: Club
1d4, 1d6 crit=x2
bludgeoning
-gp
3lb

Armor: Mithral Shirt
AC bonus/ Max Dex: +4/+6
Check Penalty: 0
Wgt: 6.25 lbs.
10% spell failure (-10% for mithral)
1,250gp

Ring: Ring of Protection +3
Ac bounus +3
18,000gp
-lbs

Description:
Wears a deep blue robe that covers him from his shoulders to ankles.
Black hair trailing down the small of his back in a ponytail, as well
as two long fang-like groupings of hair that line his cheeks.
(if you took a capital Y and laid it center on someones head it sorta looks like that.)
Eyes sunken in under his brow makes it almost seem as if he is always in thought.

Background:
Xerxes started life out as most people do, at the bottom. When he was younger he joined a small group of thugs in his
hometown and rose to become their leader. One night after a sucessful raid on the home of an old wizard, he came across
a tome that though lacking in actual value, was filled with great knowledge. It took some time but he soon deciphered the
text and learned of a magnificent artifact that would grant him immense power. He only lacked the arcane magiks needed
to help him find the location of the artifact. So he trained in the ways of the wizard and now journeys for more clues
to his great treasure.[/sblock]
 
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tieftruethin.jpg

(Imaged is other images photoshopped together. Not my work.)


Stats
[sblock]
Code:
Name: Boz Coppergut
Class: [Knight 7 / Fiendish Progression 4, Fighter 3]

Race: Human Half-Fiend [Outsider]
Size: Medium
Gender: Male
Alignment: LE
Deity: 

Str: 22 +6	Level: 7	XP: 0 
Dex: 19 +4	BAB: +7		HP: 7d12 [+28] [78 hp]
Con: 19 +4	Grapple: +13
Int: 16 +3	Speed: 30 ft., fly 30 ft (average)
Wis: 10 +0	Init: +4
Cha: 14 +2	ACP: -2		ASF: 15%

		Base	Armor	Sheild	Dex	Defl	Nat	Misc	Total
Armor:		10	+5	+0	+4	+1	+1	+1	22						
Touch: 15	Flatfooted: 22
Armor: Mithril Breast Plate +1, Hvy Stl Shield +1

	Total	Class	Abil	Misc
Fort	+7	+2	+4	+1	
Ref	+7	+2	+4	+1	
Will	+8	+5	+0	+3	

Weapon		Attack		Damage		Critical
Longsword +1	+14		1d8+7		19-20x2
Shieldbash	+14		1d6+7		x2
Claw		+13		1d4+6		x2
Full		+12/12/7	1d8+7/1d8+7/1d4+3

Languages: 
Common
Infernal
Abyssal
Giant

Racial Features:
Darkvision 60ft
Immunity to Poison
Resistance Cold, Acid, Elec, Fire 10
DR 5/ Magic
SR 17
Spell Like abilities
Smite Good

Class Features:
Fighting Challange +2
Knight's Challange
Knights Code
Mounted Combat
Shield Block +1
Bulwark of Defense
Armor Mastery (Medium)
Test of Mettle
Vigilant Defender
Shield Ally

Feats
(H) Luck of Heroes
(1) Heroic Destiny
(3) Fearless Destiny
(6) Two Weapon Fighting
(F1) Massive Two Weapon Fighting
(F2) Improved Shield Bash
(K5) Iron Will

(N2) Skill Focus (Knowledge: Nobility and Royalty)
(N4) Mercantile Background
(N6) Education
(N8) Leadership


Skill Points: 
Skills			Ranks	Mod	Misc	Total
Handle Animal		10	+0	+0	+10
Intimidate		10	+2	+0	+12
Knowlegde (Nob & Roy)	10	+3	+5	+18
Knowlegde (Planar)	10	+3	+2	+15
Ride			10	+4	+0	+14
Sense Motive		5	+0	+0	+5

Equipment:			Cost    	Weight
Mithril BreastPlate +1 (-1)	6,350gp		15 lb.
Potion of Cure Mod x9		4,800gp		-
Handy Haversack			2,000gp		2 lb.
Total Weight:      Money: 550gp

		Lgt	Med	Hvy	Lift	Push
Max Weight:		346lbs

Age: 23
Height: 5'11'' 
Weight: 180lbs
Eyes: Dark Red
Hair: Black, pulled back into a ponytail
Skin: Normal
Wings: Large, dark black, and leathery
[/sblock]

Background
[sblock]
Boz was always a large man, but that isn't what caused the general populace to shun and cast him out. His obviously fiendish parentage at best would get him a place in the stables to sleep, at worst would get him run out of town by angry humans. Slowly over time, anger and bitterness towards the humans grew along with a self deluding arrogance. After wandering for a long time, mostly causeing trouble until being chased from where-ever he was, Boz decided to see if he can find a source of income.
[/sblock]

Personality
[sblock]
Boz is an obnoxious, arrogant, and loud man. He thinks mortals are too frail, and need to be protected to be of any use. Boz believes there is a pecking order to existance, and with hard work, and some bloodshed, you can force yourself upwards.
[/sblock]
 
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Strong and Likes to chop stuff up. Belives in the strong and will follow those that show strength. Grew up in a town where brawling was every day occourance and fists and swords never seemed enough to him. Manuvers and Spells are verry usefull.
Stats and HP
[sblock=Rasheem]
Code:
Name: Rasheem

Class: 
7 Duskblade
1 Feindish Progression, 2 SwordSage, 4 cleric

Race: Tifling [Outsider]
Size: Medium
Gender: Male
Alignment: NE
Deity: WeeJass

Str: 18 +4	Level: 		XP: 
Dex: 11 +0	BAB: +7/+2	HP: 4d8[2,8,2,5]=(17)+[24]+[+14] [55 hp]
Con: 15 +2	Grapple: +
Int: 20 +5	Speed: 30 ft
Wis: 18 +4	Init: +1
Cha: 6  -3	

		Base	Armor	Dex	Nat	Wis	Total
Armor:		10	+8	+0	+1	+4	23
Touch: 14	Flatfooted: 23
Armor: Mithral Brest Plate +3 0 check penalty

	Class	Abil.	Misc	 Total
Fort	+5	+2	+0	= +7	
Ref	+3	+0	+0	= +3	
Will	+5	+4	+0	= +9	

Weapon				Attack	Damage	Critical
Long Sword +1 Spell Storing	+11/+6	1d8+5	19-20x2
Short Sword +1 Spell Storing	+11	1d6+2	19-20x2

Full Attack +8/+4/+8

Languages: 
Infernal
Common
Abyissal
Draconic
Giant
Orc
Undercommon

Abilities:
Quick Spell 1/day
Dancing Light, Read Magic, Detect Magic, Flare, Ghost Sound 8/day
Arcane Channling
Spell Power +2
Resistance to cold 5, electricity 5, and fire 5
Darkvision out to 60 feet
Special Attacks: Darkness
Domain: Smite, Feat of Strength 1/day


Spells:
DuskBlade – Spells Known (Spells per day 8/6)
1st: Ray of Enfeeblement, True Strike, Blade of Blood, Shocking Grasp, Stand
2nd: Swift Invisibility, Swift Fly, Scorching Ray

Cleric – Domains: Destruction, Strength
5/4+1/3+1/
0: 
1st: 2xDivine Favor, Obscuring Mist, Shield of Faith (d) Enlarge Person
2nd: 3xCure Moderate, (d) Bulls Strength

Stances:
Desert Wind – Blistering Florish, Burning Blade, Distracting Ember, Flame’s Blessing, Wind Stride

Tiger Claw – Blood in the Water, Wolf Fang Strike

Readied: Burning Blade, Distracting Ember, Wind Stride, Wolf Fang Strike

Feats: 

Skill Points: 
Skills			Ranks	Mod	Misc	  Total
Bluff					+2	= +2
Intimidate		+4	-3		= +1
Concentration 		+10	+2		= +12
Knowlage		
	(Religion)	+8	+5		= +13
Listen 			+5	+4		= +9
Search			+3	+5		= +8
Spellcraft 		+10	+5		= +15
Spot 			+5	+4		= +9
Hide			+6	+0	+2	= +8
Move Silently		+6	+0		= +6
Tumble			+5	+0		= +5

Total Weight:      Money: 925gp	pp	sp

Age: OMG 15!!
Height: 5’10”
Weight: 201
Eyes: Black
Hair: Black
Skin: Pale White
[/sblock]
 
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