Temp RG for LR's Vampires of Waterdeep


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Jana Fyrehair & Phoebe

Made two different characters...

[SBLOCK=Jana Fyrehair]Jana Fyrehair
Female Human, 6th-Level Sorcerer/7th-Level Eldritch Knight (XP 79,096)
Medium Humanoid (Human)

Hit Dice: 6d4+7d6+52 (93 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 13[26/28] (+4 Dex, -1 Flaw, [+4 armor], [+4 shield], [+5 natural armor], [+2 deflection vs Evil]), touch 13[15], flat-footed 9[22/24]
Base Attack/Grapple: +10/+14
Attack: [smallcaps]Twilight[/smallcaps] (+3 Magebane Spellblade Starmetal Falchion*) +17 melee (2d4+9/18-20)
Full Attack: [smallcaps]Twilight[/smallcaps] (+3 Magebane Spellblade Starmetal Falchion*) +17/+12 melee (2d4+9/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Metamagic Specialist
Saves: Fort +16, Ref +13, Will +11
Abilities: Str 14(18), Dex 14(18), Con 14(18), Int 14, Wis 8, Cha 18(24)
Skills: Bluff +16(9), Concentration +30(16), Knowledge (arcana) +7(5), Knowledge (nature) +5(3cc), Ride +5(1), Sense Motive +15(16), Spellcraft +15(11), Spot +12(3cc), Tumble* +9(5cc); * Armor Check Penalty 0
Feats: Militia [Regional], Combat Expertise, Improved Trip, Power Attack, Arcane Strike, Empower Spell, Heighten Spell, Quicken Spell, Craft Wondrous Item, Extraordinary Concentration
Flaws: Shaky, Vulnerable
Home Region: The Dalelands
Patron Deity: Mielikki
Alignment: Neutral

* including extended Greater Magic Weapon

Jana is an attractive woman in her mid-twenties. She is of average height, with an athletic and well-trained physique. Her name Fyrehair is obviously derived from her long, copper red hair, which she prefers to wear in a single braid. Her green eyes nicely complement her good looks. Jana likes to dress in comfortable, black traveling clothes with a wide grey-green cloak, like it is typically worn by the elves, and which has a silver clasp shaped as a unicorn's head. The most noticeable piece of equipment is her night-black, silver-edged falchion [smallcaps]Twilight[/smallcaps], which she carries in a sheath on her back. Most of her other weaponry and much of her equipment is usually stored out-of-sight in her backpack.

Jana speaks Common, Chondathan, Elven and Giant.

Spells: As 12th-level sorcerer
Sorcerer Spells Known (6/8/8/8/7/6/4; save DC 17 + spell level):
0 - Resistance, Detect Poison, Detect Magic, Read Magic, Light, Mage Hand, Mending, Message, Prestidigitation;
1st - Shield, Mage Armor, Magic Missile, Ray of Enfeeblement, Critical Strike [CV];
2nd - Resist Energy, Glitterdust, Scorching Ray, Command Undead, False Life;
3rd - Magic Circle against Evil, Suggestion, Greater Magic Weapon, Dragonskin [DRAC/SC];
4th - Dimension Door, Polymorph, Tirumael's Energy Spheres [MoF/SC];
5th - Telekinesis, Greater Blink [CA];
6th - Summon Monster VI.

Active Spells: extended Mage Armor, extended empowered False Life, extended Greater Magic Weapon on [smallcaps]Twilight[/smallcaps].

Equipment:
Head: Greater Circlet of Steady Spellcasting (crafted)
Eyes: Greater Eyes of the Eagle
Neck: Amulet of Health +4 (crafted)
Shoulders: Cloak of Charisma +6 (crafted)
Torso: Vest of Resistance +5 (crafted)
Body: --
Waist: Belt of Giant Strength +4 (crafted)
Wrists: Armbands of Might (crafted)
Hands: Gloves of Dexterity +4 (crafted)
Finger: Ring of Invisibility
Finger: --
Feet: Boots of Speed (crafted)

Other Equipment: [smallcaps]Twilight[/smallcaps] (+1 Magebane Spellblade (Greater Dispel Magic) Starmetal Falchion), Cold Iron Heavy Flail, Dagger (2), Traveler's Outfit (3), Travel Cloak, Heward's Handy Haversack, Bedroll, Winter Blanket, Scroll Case, Belt Pouch (2), Sack (2), Silk Rope (100 ft.), Soap, Waterskin, Sunrod (3), Tindertwig (6), Silver Holy Symbol of Mielikki, Spell Component Pouch (2), Lesser Metamagic Rod of Extend (2); 4,068 gp, 7 sp, 0 cp.

Background: [SBLOCK]Jana spent her childhood in Harrowdale, where she was born in her hometown of Velarsburg, east of the vast Cormanthor, the former home of the elves. Her mother died giving birth to her, and so she was raised by her father, who was the captain of the town militia. Jana started early to train with weapons, she greatly enjoyed fighting with her father's longsword, which was far too large for the young girl to wield in one hand, so she just grabbed it with both. She also trained with the longbow, like most Dalelanders, but Jana never had a good aim, despite being fairly dextrous. Nonetheless the fierce redhead became well-respected for her fighting prowess. Jana herself showed great respect to nature, especially the impressive trees of the great Cormanthor, whom she liked to perambulate oftentimes. It was not unnoticed and eventually she came into contact with a small community of elves who still lived under its towering oaks and maple trees. Despite their reclusiveness, the elves always welcomed 'Fyrehair', how they liked to call the girl, on her visits and from them she learned about the great gift her mother had left her with - sorcery.

Time flew by quickly in the battle-ridden country and soon the young girl became a young woman, deft with the greatblade and even more skillful in the arcane arts. She spent more time alone or with the elves than with her father, who in his important position seldom had enough time for his daughter as well. And eventually, Jana left Harrowdale for a long journey, to see some more from the world out there. She had heard tales from travelers about the purple waves of the Moonsea, vast deserts, gigantic mountain ranges and the huge metropole, Waterdeep, and she wanted to see all that with her own eyes. A few years passed, while Jana went from one adventure to the next, met new companions and lost them again. She even visited the Underdark once, from where she brought back a great prize - the blade [smallcaps]Twilight[/smallcaps], forged from meteoric iron and imbued with the power to slay arcanists, Jana decided it was best to have this blade in her own hands, so it cannot be used against her again, as it was down there. Over the time, the longing grew to see her home once more, the trees, the elves, and her father. Jana travelled back to Harrowdale.

In the meantime, tragedy had struck Velarsburg. The Cormanthorian drow had subverted some of the good townsfolk with lies and false promises, and treachery blossomed in their midst. Jana was unable to locate her former elven friends, they had left or even died. But worst of all, she discovered, that her own father was among the traitors, who had allied themselves with the drow and let the good people of Velarsburg suffer. For some reason, he had blamed the elves for the 'loss' of his daughter and Jana herself for the loss of his wife, his troubled mind an easy prey for the vile dark elves. When Jana finally stood before him, there was no love between the two. It came to the worst and father and daughter clashed in battle. While he was the better fighter, his martial skills were no match for Jana's sorcerous powers. She gave him a swift death.

After making sure, that the threat was kept in check and with a good man in the lead of the town's militia once more, there was nothing left to keep Jana in Harrowdale. She finally turned her back to her former home and left for good. Jana went back to the life of an adventurer. She dropped her family name, but Jana kept the name, she had been given by the elves, and she was henceforth known as Jana Fyrehair.[/SBLOCK][/SBLOCK]

* * * * *​

[SBLOCK=Phoebe]Phoebe
Female Pixie, 9th-Level Spellthief (LA +4; XP 84,500)
Small Fey

Hit Dice: 9d6+36 (70 hp)
Initiative: +8
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 21[22] (+8 Dex, +1 size, +1 natural armor, +1 luck, [+1 Dodge]), touch 20[21], flat-footed 13
Base Attack/Grapple: +6/+2
Attack: small MW Short Sword +14 melee (1d4/19-20) or small +1 Screaming Composite Longbow +16 ranged (1d6+1 plus 1d6 sonic/x3)
Full Attack: small MW Short Sword +14/+9 melee (1d4/19-20) or small +1 Screaming Composite Longbow +16/+11 ranged (1d6+1 plus 1d6 sonic/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Special Arrows, Spell-Like Abilities, Spells, Sneak Attack +3d6
Special Qualities: Low-Light Vision, Damage Reduction 10/cold iron, Spell Resistance 24, Greater Invisibility, Trapfinding, Steal Spell (4th), Steal Spell Effect, Steal Spell-like Ability, Steal Energy Resistance 10, Absorb Spell, Spellgrace +1, Detect Magic 6/day, Arcane Sight 6/day
Saves: Fort +13, Ref +17, Will +13 (+1 vs spells)
Abilities: Str 10, Dex 22(26), Con 14(18), Int 22, Wis 12, Cha 21(23)
Skills: Appraise +12(1), Bluff +18(12), Concentration +4(0), Disable Device +20(12), Escape Artist* +20(12), Gather Information +8(2), Hide* +22(0), Knowledge (arcana) +11(5), Listen +15(12), Move Silently* +20(12), Open Lock +20(10), Search[secret doors, traps] +20[25](12), Sleight of Hand* +16(6cc), Spellcraft +15(7), Spot +15(12), Tumble* +13(5), Use Magic Device +18(12); * Armor Check Penalty 0
Feats: Simple Weapon Proficiency, Martial Weapon Proficiency (short sword), Martial Weapon Proficiency (longbow), Light Armor Proficiency, Dodge, Weapon Finesse, Luck of the Heroes [Regional], Magic in the Blood [Regional], Point Blank Shot, Precise Shot, Rapid Shot, Ranged Disarm
Flaws: Noncombatant
Home Region: The Dalelands
Patron Deity: Mielikki
Alignment: Neutral Good

Phoebe is a small fey, standing about 2½ feet tall and weighing about 30 pounds. She has shoulder-long, ash blonde hair and pretty iridescent, butterfly-like wings. She prefers green and orange clothing, often including a cap and shoes with curled and pointed toes.

Phoebe speaks Common, Sylvan, Celestial, Draconic, Elven, Gnome and Halfling.

Greater Invisibility (Su): Phoebe remains invisible even when she attacks. This ability is constant, but Phoebe can suppress or resume it as a free action.

Special Arrows (Ex): Phoebe can imbue her arrows with special powers, they deal no damage then but can erase memory or put a creature to sleep.

Memory Loss: An opponent struck by this arrow must succeed on a DC 18 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.

Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 18 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.

Spell-Like Abilities: Caster Level 8th
3/day - Lesser Confusion (DC 17), Dancing Lights, Detect Chaos, Detect Good, Detect Evil, Detect Law, Detect Thoughts (DC 18), Dispel Magic, Entangle (DC 17), Permanent Image (DC 22; visual and auditory elements only), Polymorph (self only).

Spells: As 9th-level spellthief
Allowed Schools: Abjuration, Divination, Enchantment, Illusion, Transmutation
Spellthief Spells Known (3/2; save DC 16 + spell level):
1st - Protection from Evil, Shield, True Strike, Feather Fall;
2nd - Listening Lorecall [CV], Sonic Weapon [CV].

Equipment:
Head: Circlet of Charisma +2
Eyes: Goggles of Minute Seeing
Neck: Amulet of Health +4
Shoulders: Cloak of Resistance +5
Torso: --
Body: --
Waist: --
Wrists: --
Hands: Gloves of Dexterity +4
Finger: Ring of Chameleon Power
Finger: Ring of Evasion
Feet: Boots of Speed

Other Equipment: small +1 Screaming Composite Longbow, Arrows (200), small MW Short Sword, Traveler's Outfit, Heward's Handy Haversack, Bedroll, Winter Blanket, Scroll Case, Belt Pouch (2), Soap, Waterskin, Spell Component Pouch (2), MW Thieves' Tools, Monocle of Perusal; 814 gp, 9 sp, 0 cp.

Background: [SBLOCK]A curious pixie with some talent out for adventure. :D[/SBLOCK][/SBLOCK]
 

Copy / Pasted from original post:

I present Jodoro the Destroyer, the greatest gnome warrior...ever. He uses his infinite reservoir of hatred and negativity garnered from earlier in his life to fuel his destruction machine in a focused frenzy of battle mastery. He's also in love with a sword, and she is in turn in love with him. Together they wreak punishment on the wicked but always with an eye for compassion. Chastity, the legendary blade, keeps Jodoro's massive combat psychosis bolted down with judicious use of a calm emotions spell-like ability. Truly, these two identities would be completely lost without one another.

Chastity speaks to Jodoro telepathically, and he responds with his voice, leading people to believe that he talks to his sword and is, in fact, completely nuts. This is only partially true. I want to play the character as having a lot of conflicts. He is neutral good; mainly because he acts lawful outside of combat, then channels pure chaos inside combat. He always sticks to the good alignment, so were Chastity to ever fail to quell his frenzy, he might do something very regrettable but would go to great lengths to redeem himself. In fact, before he met her, Jodoro had a few...accidents. I put a lot of time and thought into this one, pretty stoked to see him in action in a game. I'll get a more itemized charsheet if it becomes necessary. Can't wait to shred some vamps. :D

Background
[sblock]Jodoro the Destroyer is something of an enigma among his people. Hailing from a tiny gnomish village in the Western Heartlands, he grew up much like any other woodland gnome. He was schooled in rudimentary magic but it simply did not interest him; he also had no talent for it, which was frowned upon by his family. He abandoned his studies and began training as a warrior to help protect his hometown, and as he came of age it became very apparent that it was his calling. He was dubbed the strongest gnome in the village by his 75th birthday. That same year he met a fine young gnoma named Rupple and the two fell quickly in love, whimsically marrying at a clockworks festival in the spring. They had a whirlwind romance that was stopped short by utter tragedy.

During a romp through the local trails, the couple were mesmerized and kidnapped by a strange cult of vampires and taken deep below the earth. The undead wanted to experiment on a mortal’s ability to withstand fear, horror, sorrow, and loss and use the test results to further their own wicked designs. Jodoro watched as Rupple was inhumanly tortured, beaten, and worse, and healed good as new. It seemed that Rupple would never stop crying or screaming, even when she wasn’t taking abuse. The vampires collected fascinating data as Jodoro slowly went mad. After many years, the vampires eventually turned her. Jodoro felt her soul slip away. He wept for many days. He was taunted relentlessly by the mockery of his wife that now existed in her place.

He could no longer track the passing of time. At one point, clerics of Lathander stormed the vampires’ lair and smote them into dust within seconds. He watched Rupple’s form shred into tatters from holy light as high priest Mara Rina blasted her with a Holy Word. The clerics scooped up the delirious Jodoro and brought him back to their temple, where he was consoled and reasoned with but to little avail. Jodoro had but one purpose in life now. He took up the sword as a religion. Battle would be his new mistress. Blood his wine. He trained with many masters, and bested them all. His fury was limitless. He walked the land searching for answers. An ancient shaman taught him how to channel his fury into something tangible. His grief and rage were potent weapons. It took massive discipline to channel such wild emotion into such focused strength, but Jodoro was victorious in his studies. He reveled in his power, but it never seemed to corrupt him. Jodoro taught others as he had been taught, with compassion. He was mastering himself.

That’s when he found her. Deep in a canyon, in an ancient tomb, laid the weapon. Jodoro cradled it like a baby. It was magnificent. His training increased twofold. He lived for nothing but the sword. As he trained, it began to speak to him. First, with empathy, she later found a voice. She called herself Chastity. He learned that she was much like himself, with a burning desire to do good. She was so beautiful, and compassionate, and simple. So much like someone he knew so many years ago. He continued to train, alone, living in that canyon, growing close to his weapon.

Many years later, down in that same old canyon, Jodoro came into contact with a fearsome band of adventurers who allowed him to join their ranks. He served them well as a spiraling storm eye of complete destruction. Evil across the land learned his name, and learned to fear it. He knew, humbly, but surely, that he would one day be the greatest gnomish warrior that ever walked Toril.[/sblock]

Recent History

[sblock]Sixty-six. He counted once more just to be sure. The gnome surveyed the carnage with grim satisfaction. It had been a nasty, short, brutal skirmish. The Splattergore tribe was probably never fully aware of what was going on until they were slashed to death by unbridled chaos. Their chief, Bloodhulk, was slain in one blow, cut completely in half at the waist as the gnome leapt skyward, whirling with insane fury. He slew Bloodhulk’s honor guard and shaman in the same movement, slashing madly and with unholy ferocity, flinging gore and chunks some thirty feet. His dark skin threatened to burst under the tension of his iron muscle. A dwarf would be proud to possess half the strength of this distant cousin.

The ogres had watched in awe as the tiny figure cut their brothers apart in his wild frenzy. The gnome’s eyes were shot with something; it was like a cross between malice, vengeance, sorrow, and discipline. Some of them ran away; it wasn’t right. Teeny little gnome rats can’t kill Chief Bloodhulk. It’s impossible.

As the braver warriors surrounded the slight form of Jodoro the Destroyer he chopped them all down, severing legs, heads, and torsos wherever he could reach them. Bodies fell all around him by the second and were piled high as he moved down the hill, massacring the relatively titanic ogres with each step. His prowess was utterly amazing; his expression barely changed as his rage and anger flowed freely, directing his blade through giant flesh as a knife through bread. Blood rained down on him along with blows from their huge clubs. It was like pounding on a mountain; no amount of smashing could break it.

The dust was still settling. A torrent of blood half an inch deep ran down the hillside. Jodoro gazed downward at the flowing red river. Chastity, his beautiful adamantine greatsword, dangled from his relaxed grip; his master’s grip. Her point hovered centimeters above the gore stream. He slid her into her scabbard after cleaning her in a nearby trough. He noted his own body, covered in blood, sinew, and unmentionable materials, and took a moment to bathe.

“You were amazing,” said Chastity, her voice resounding in the gnome’s mind. “We did so much good today.”

“Thank you,” Jodoro replied gratefully. “You were most helpful.”

“Let me tend you,” she whispered to him. Jodoro’s wounds began to close. He smiled fondly at the sword. He sat in the trough, stripped bare, holding his sword high. He dunked his shorn head and rubbed pieces of ogre flesh away. He smiled at her again, holding her aloft above the water.

“I don’t know what I would do without you.”

“Neither do I.”

“I love you.”

“I love you, too.”

The two goblins hiding in the bushes gaped at him. They whispered in their own tongue. “Is he talking to his sword?” one asked incredulously. “You saw what he did, he’s crazy, possessed by a demon or something. Let’s leave before he sees us,” the other gibbered, nearly in tears from fright. They stole away into the forest without another sound.[/sblock]

Personality[sblock]
Jodoro strode into the village with great speed and confidence, but also with a humble demeanor. The gnomes of Shaloo in the Western Heartlands gathered around in wonder and fear as he approached. The elder druid came forward to meet him in the town square, casting a nauseous eye at the bloody, dripping sack Jodoro held in his left hand.

“Wh…what is that?” the old gnome stuttered.

“Your request,” Jodoro replied simply. He dropped the sack and Chief Bloodhulk’s head came tumbling out. It was nearly the size of Jodoro himself. Its eyes bugged slightly and the tongue lolled out of the side of his disgusting, greasy mouth. Many gnomes gasped. Others cheered. Several screamed in horror. One fainted dead away. The druid babbled.

“How…how can we…I…you…but…my son…”

As he blustered, Jodoro produced a small sack and tossed it at the druid’s feet. It made a loud clink.

“That is all the money I found at their camp and on their person. The Splattergore tribe was ended this afternoon. They will trouble you no more. Live in peace.” He bowed once, curtly, and walked straight out of town and back to the wilderness. Three hundred gnomes stared after Jodoro as if he were a living god. Although half of them knew who he was, and had grown up with him, none of them knew him anymore.

“I adore your virtue, my love.”

“You know that your constant doting is unnecessary, Chastity.” Jodoro smiled.

“But I adore to dote.”

Jodoro chuckled. “You complete me. You’re all I’ll ever need.”

Three hundred gnomes stared after Jodoro as if he were stark raving insane.[/sblock]

Stat Block - While Frenzy can potentially be a very bad idea for an adventuring party, Chastity has the ability to use calm emotions on Jodoro 3/day, nullifying the effects of frenzy in case he can't pass his Will save.
[sblock]Jodoro the Destroyer M Gnome Barbarian3/Fighter3/Frenzied Berserker7 CR 13
NG small humanoid (gnome)
Init -1; Senses low-light vision; Listen +8, Spot +0
Aura None
Languages Common, Gnomish, Chondathan [1/day—speak with animals (burrowing mammals only, duration 1 minute).]

AC 13, touch 9, flat-footed 13 [Uncanny Dodge, +1 vs. traps, +4 vs. giants]
hp 184 [210] (10d12+3d10 HD); DR None [Diehard, Deathless Frenzy]
Immune none
Resist none; SR none
Fort +21[23], Ref +6, Will +9[11] [+2 vs. death effects, ability drain, energy drain; +1 vs. traps; +2 vs. illusions]

Speed 40 ft. (8 squares) [Jump +21/26]
Melee Chastity +23/+18/+13 melee (1d10+12/19-20 + 2d6 vs. evil) or
Melee Rage/Frenzy Chastity +28/+28/+23/+18 melee (1d10+20/19-20 + 2d6 vs. evil) or
Melee Rage/Frenzy/Full Power Attack Chastity +28/+28/+23/+18 melee (1d10+59/19-20 + 2d6 vs. evil) or
Melee Rage/Frenzy/Full Power Attack/Leap Attack Chastity +30 melee (1d10+116/19-20 + 2d6 vs. evil)
Space 5 ft.; Reach 5 ft.
Base Atk +13; Grp +16[21]
Atk Options Improved Power Attack, Supreme Cleave, Rage, Frenzy, Leap Attack, Intimidating Rage, Improved Bull Rush, Shock Trooper [+1 to hit kobolds/goblinoids]

Abilities Str 24[34], Dex 8, Con 24[28], Int 8, Wis 11, Cha 8
SQ Fast Movement, Rage 3/day [+4 str/con, +2 Will Saves, -2 AC, 3 + con mod rounds], Uncanny Dodge, Trap Sense +1, Frenzy 4/day [+6 str, extra attack, 2 nonlethal damage per round, -4 AC, 3 + con mod rounds], Supreme Cleave, Deathless Frenzy, Improved Power Attack, Inspire Frenzy 1/day [10’ radius]
Feats Strong Soul, Extra Rage, Power Attack, Intimidating Rage, Destructive Rage, Cleave, Improved Bull Rush, Shock Trooper, Diehard, Leap Attack, Iron Will
Flaws Shaky, Vulnerable
Skills Intimidate +15, Jump +21[26], Listen +8, Survival +6
Possessions mw chain shirt .0265k, amulet of health +4 16k, belt of strength +6 36k, cloak of resistance +3 9k, boots of striding and springing 5.5k, heward’s handy haversack 2k, 2,100 gp, 10 gp worth of miscellaneous adventuring gear

Chastity; +2 intelligent holy small adamantine greatsword [NG; Int 15, Wis 10, Cha 15; Telepathy with wielder; Speaks Common, Gnomish, and Chondathan; cure moderate wounds on wielder 3/day; calm emotions on wielder 3/day; Diplomacy +12; 60’ darkvision and hearing; Ego 12] 59.35k[/sblock]
 

Geric
Male Synad
Ex-Monk 1/Barbarian 4/Warmind 8

7_P36.jpg


STR 20 [+5] (8 points, +1 level, +4 enhancement)
DEX 16 [+3] (6 points, +2 enhancement)
CON 14 [+2] (6 points)
INT 10 [+0] (2 points)
WIS 22 [+6] (10 points, +2 levels, +4 enhancement)
CHA 8 [-1] (0 points)

Combat With Claws of the Beast, Metaphysical Claws, and Inertial Armor active[sblock= ]
Hit Points: 110 (1d8+4d12+8d10+26)
Initiative: +3 (+3 dex)
Speed: 40 ft. (30 ft. base, +10 feet barbarian)
Armor Class: 31 (10 base, +10 inertial armor, +6 wis, +3 dex, +2 deflection) , 28 flat-footed, 21 touch
BAB: +12
Attack: +20 Claw (4d6+5) or +16 Masterwork Composite (+5) Longbow (1d8+5)
Full Attack: +20/+20/+15 Claws (4d6+5) or +16/+11/+6 Composite Longbow (1d8+5) [/sblock]

Combat With Claws of the Beast, Metaphysical Claws, Inertial Armor, Expansion (x2), Rage, Chain of Personal Superiority, and Chain of Defensive Posture active
[sblock= ]Hit Points: 186 (1d8+4d12+8d10+90)
Initiative: +1 (+1 dex)
Speed: 40 ft. (30 ft. base, +10 feet barbarian)
Armor Class: 29 (10 base, +10 inertial armor, +6 wis, +1 dex, +2 deflection, -2 size, -2 rage, +4 chain of defensive posture) , 28 flat-footed, 18 touch
BAB: +12
Attack: +24 Claw (6d6+11) or +12 Composite (+11) Longbow (6d6+11)
Full Attack: +24/+24/+19 Claws (6d6+11) or +12/+7/+2 Composite Longbow (3d6+11) [/sblock]

Saves
[sblock= ]Fortitude: +14 (2 monk, +4 barbarian, +6 war mind, +2 con)
Reflex: +12 (2 monk, +1 barbarian, +6 war mind, +3 dex)
Will: +13 (2 monk, +1 barbarian, +2 war mind, +6 wis, +2 synad) [/sblock]

Skills 16 monk, 16 barbarian, 16 warmind (46 total) [sblock= ]
Concentration +18 (16 points, +2 con)
Knowledge (History) +2 (4 ranks [cc], +0 int)
Knowledge (Psionics) +8 (8 ranks, +0 int)
Listen +12 (8 ranks, +4 wis)
Psicraft +4 (8 ranks [cc], +0 int)
Tumble +7 (4 ranks, +3 dex) [/sblock]

Feats
[sblock= ]
Cosmopolitan [Knowledge: Psionic] (Level 1 – Regional - PGtF)
Improved Grapple (Level 1 – Monk Bonus)
Improved Unarmed Strike (Level 1 – Monk Bonus)
Overchannel (Level 1 – Character)
Talented (Level 3 – Character)
Practiced Manifester (Level 6 – Character)
Improved Natural Attack (Level 9 – Character)
Rapidstrike (Level 12 – Character – Drac) [/sblock]

Class Abilities
[sblock= ]Flurry of Blows (Monk 1)
Fast Movement (Barbarian 1)
Rage 2x/day (Barbarian 1/4)
Uncanny Dodge (Barbarian 2)
Trap Sense +1 (Barbarian 3)
Chain of Personal Superiority +4 (Warmind 1/7)
Chain of Defensive Posture +4 (Warmind 2/8)
Enduring Body DR 2/- (Warmind 3/6)
Sweeping Strike (Warmind 5) [/sblock]

Psionic Powers[sblock= ]
86 PP/day (47 warmind, +36 wisdom bonus, +3 racial)
Level 1: Claws of the Beast, Expansion, Inertial Armor, Metaphysical Claws
Level 2:
Level 3: Claws of the Vampire
Level 4: [/sblock]

Equipment[sblock= ]
Gloves of Dexterity +2 – 4,000 gp, - lbs.
Belt of Giant’s Strength +4 – 16,000 gp, 1 lb.
Periapt of Wisdom +4 – 16,000 gp, - lbs
Ring of Protection +2 – 8,000 gp, - lbs
Masterwork Composite (+5) Longbow – 900 gp, 3 lbs.
+1 Composite (+11) Longbow – 3,500 gp, 12 lbs.
Wand of Lesser Vigor – 750 gp, - lbs. [/sblock]

Background
[sblock= ]
Unlike most Synads, Geric has lived on the Material Plane all of his life. When his parents, who were obsessed with planar travel, gave birth to Geric, they decided that the burden of raising a child was too much. They happened to be traveling through Torril at the time, so they left Geric to the care of a monastery in Waterdeep. There he lived until he was sixteen, following the monastic training of his caretakers, believing that the focus and discipline they exalted was the only way to realize inner power.

On his sixteenth naming day Geric had an unexpected falling out with one of the elders in monastery – a man who up to that point had been a kind of father figure for him – and it was decided that he should carry on his life outside the monastery. Never having traveled far outside of Waterdeep, Geric decided that he would like to visit Silverymoon. He followed the road north from Waterdeep, but never made it to the city of Silverymoon.

Along the road Geric saw some gnolls attacking a group of humans and he joined the battle, helping the humans turn their attackers away. While fighting, he noticed that most of the humans fought with amazing passion, turning themselves over to the battle. Afterward, he learned that this was a group of northern barbarians who were on their way back to their tribe. With permission, Geric accompanied them and he ended up staying with the barbarians for two full years. They taught him – in as much as such things can be taught – the secret to unleashing fury and inner strength in battle. Geric realized that while the strict life of training in the monastery could offer certain skills and abilities, it was not the only way (or even the preferred one) to master one’s abilities.

Even while his perspective on life changed radically during these years, one thing stayed the same; Geric’s mind still spoke in different voices. Most of the time his overmind was in complete control, but the oracle also spoke from time to time, usually warning him of some kind of danger or pointing out something he would have missed otherwise. This gave him a kind of uncanny luck that most people noticed after being around him for more than a short period of time. More importantly though, the collective, the part of Geric’s mind that connected him with all of his race and all of their history, began to speak more and more as he neared his eighteenth naming day.

The collective usually offered him insight into particularly difficult questions, but now it spoke more directly to him about his heritage as a synad. It told him that the true power he had been seeking in his training would only come if could harness the psionic power within him. It urged him to return to Waterdeep and seek out another of his race, a woman called Ariana, who could teach him the ways of the war mind. He followed the collective, found Ariana, and began training with her. Since that day, almost four years ago, Geric has traveled many places and his skill as a warmind has increased greatly. He has gained quite a reputation and is well know as a someone who is willing to lend his skills to the right cause, so it was little surprise to him when Corinna Lathankin contacted him about a special job…[/sblock]
 

[SBLOCK=Cray Battleheart, Dwarven Barbarian/Fighter]Name: Cray Battleheart
Race: Shield Dwarf (Size Medium)
Class: Barbarian/Fighter
Level: 1/12 (13)
XP: 84000
Alignment: NG
Deity: Marthammor Duin
Region: The Sword Coast

Sex: Male
Age: 107
Height: 4'5"
Weight: 276 lb
Eyes: Brown
Hair: Brown

Abilities:

Code:
[B]Str:[/B] 22 (+6) (+3 Level) (+4 Gauntlets)
[B]Dex:[/B] 16 (+3)
[B]Con:[/B] 18 (+4) (+2 Race) (+2 Belt)
[B]Int:[/B] 10 (+0)
[B]Wis:[/B] 12 (+1) 
[B]Cha:[/B]  8 (-1) (-2 Race)

Development:

Level 1: Barbarian 1, Power Attack, Tireless (Regional)
Level 2: Fighter 1, Weapon Focus (Greataxe)
Level 3: Fighter 2, Extra Rage, Improved Buckler Defense
Level 4: Fighter 3, +1 Strength
Level 5: Fighter 4, Weapon Specialization (Greataxe)
Level 6: Fighter 5, Iron Will
Level 7: Fighter 6, Shield Specialization (Buckler)
Level 8: Fighter 7, +1 Strength
Level 9: Fighter 8, Greater Weapon Focus (Greataxe), Improved Critical (Greataxe)
Level 10: Fighter 9
Level 11: Fighter 10, Shield Ward
Level 12: Fighter 11, +1 Strength, Dodge
Level 13: Fighter 12, Greater Weapon Specialization (Greataxe)

Code:
[B]HP:[/B]         136 (1d12 + 12d10 + 52 Con)
[B]Current HP:[/B] 136/136
[B]AC:[/B] 31 + Dodge (+10 Base +3 Dex +10 Mithral Full Plate +5 Buckler +1 Deflection +2 Natural)
    19 + Dodge (Touch Attack)
    28 (Flat-Footed)

(+4 Dodge Bonus against Monsters of the Giant Type)

[B]Fort:[/B] +18 (+4 Con +2 Bar +8 Ftr +4 Vest) (+20 vs. Poison)
[B]Refl:[/B] +11 (+3 Dex +0 Bar +4 Ftr +4 Vest)
[B]Will:[/B] +11 (+1 Wis +0 Bar +4 Ftr +4 Vest +2 Feat)

(+2 vs. Spells and Spell-like Effects)

Init: +3 (+3 Dex)

Feats: (13) Tireless (Regional), Power Attack, Weapon Focus (Greataxe), Extra Rage, Improved Buckler Defense,
Weapon Specialization (Greataze), Iron Will, Shield Specialization (Buckler), Greater Weapon Focus (Greataxe),
Improved Critical (Greataxe), Shield Ward, Dodge, Greater Weapon Specialization (Greataxe)

Skills: (16/24)

Code:
Climb              +14 ( +8 Rank +6 Str) ACP
Intimidate         +11 (+12 Rank -1 Cha)
Jump               +14 ( +8 Rank +6 Str) ACP
Listen              +9 ( +8 Rank +1 Wis)

Combat:

BAB: +13
Grapple: +19
Opposed Grapple: +24 (Shield Ward)
Opposed Disarm: +29 (Greataxe) (Shield Ward)
Opposed Trip: +11 (+15 with Stability) (Shield Ward)
Opposed Bull Rush: +11 (+15 with Stability) (Shield Ward)
+1 Attack Against Orcs and Goblinoids

Melee Attack:

+24/+19/+14 (+13 BAB +6 Str +4 Weapon +2 Feats -1 Buckler) - Greataxe +4

Melee Damage:

1d12+17 (+9 Str +4 Weapon +4 Feats Greataxe +4 Crit 19-20/x3)

Ranged Attack:

+17/+12/+7 (+13 BAB +3 Dex +1 Weapon) - Composite Longbow +1

Ranged Damage:

1d8+7 (+6 Str +1 Weapon Composite Longbow +1 Crit 20/x3 Range 110 ft)

Languages: Common and Dwarven

Racial Abilities:

Darkvision 60 ft.

Class Abilities:

Fast Movement
Rage 3/day

Load: Light (Light Up to 173 lb, Medium 174-346 lb, Heavy 347-520 lb)

ACP: -3 (Mithral Full Plate)

Speed: 30 ft (+10 Fast Movement) (Base 20 ft) (Runx4)

Wealth:

5 pp, 47 gp, 70 sp, 100 cp

Weapons:

Adamantine Greataxe +4 35320
Composite Longbow +1 [+6 Str] 3000
Arrows (80) 4

Armor:

Death Ward Mithral Full Plate +2 19500
Buckler +3 9165

Equipment: 455

Backpack
Ghostblight (2)
Everburning Torch
Sunrod (5)
Tanglefoot Bag (2)
Tindertwig (5)
Traveller's Outfit (3)
Bedroll
Winter Blanket
Caltrops (3)
Chalk (3)
Flint and Steel
Small Steel Mirror
Flask of Oil (9)
Belt Pouch
Trail Rations (8)
Silk Rope 50 ft. (2)
Sack (4)
Torch (5)
Whetstone
Waterskin (3)
Potion Belt

Magic:

Gauntlets of Giant Strength +4 16000
Ring of Protection +1 2000
Amulet of Natural Armor +2 8000
Belt of Health +2 4000
Vest of Resistance +4 16000
Safewing Emblem 250
Silversheen (4) 1000
Boots of Speed 12000
Potion of Cure Serious Wounds (2) 1500
Potion of Mage Armor (2) 100
Potion of Protection from Evil (2) 100
Potion of Enlarge Person (6) 300
Potion of Invisibility 300
Potion of Shield of Faith +3 (2) 600
Oil of Bless Weapon (3) 300[/SBLOCK]

[SBLOCK=Description]Description: Clay is a large and muscluar dwarf with a bulky body consisting of an equal proportion of muscle and fat. His face is rotund, with a grotesquely bloated and pock-marked nose, and numerous battle scars. He has small beady eyes, a wide mouth with teeth that just couldn't seem to line up, and thick dark lips. Most of his face is thankfully covered in a thick beard. Clay is nevertheless a good-hearted individual, curious by nature, and a lover of the wilderness. A keen explorer, Clay has wandered the Sword Coast from North to South, and still finds places of interest to him. He is a confident dwarf, like's to say things as they are, and is a trustworthy ally in battle and need.[/SBLOCK]

[SBLOCK=Background]Background: Clay's life has largely been shaped by rumours. Such as the rumour that he was raised by the bears of the mountains. Or the one that said he once ate the heart of a dragon. But Clay knows that rumours often hold more falsehood to them than truth. The truth of the matter, as far as he understand it, and even then the tale is only one he remembers having heard as a child, was that the dwarves found him abandoned to die. He was a wild child, some would call it impossible, but smacking another child through the face was expected, and quite frankly, Clay could never understand why that was a problem for the adults or other children.

Never really fitting in with his dwarven clan, Clay turned to wandering, and as he grew older so did the mystery and rumour surrounding this dwarf. It never bothered Clay - people could say what the wanted to. As a curious dwarf in a wide open world, the fact was that those that said things about him or believed what they'd heard second-hand were never that interesting to begin with. He had more than enough things to do than occupy himself with petty beliefs and miscontrued rumours. The world was filled with wonder and mystery, and he was a dwarf that relished it.

Few can stand beside Clay when it comes to physical strength and stamina. Clay is a hardened warrior and loves the wilderness, often spending months at a time walking, climbing and running to find the strangest and most bizarre that the land had to offer. Waterdeep's streets have seen his footprints in most alleys, although the dwarf far prefers the rugged coast and the northern frontier than the city. One thing that can be said, whether you believe the rumours that he could kill on sight, or once ventured to the nine hells, Clay is always somebody you want on your side, and he is never one to leave those behind that have gained his trust.[/SBLOCK]
 
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Salo Smellyfoot

Salo Smellyfoot
Neutral Good Halfling Rogue

[sblock=Character Sheet]
Code:
Name:      [b]Salo Smellyfoot[/b]
Class:     Rogue 13                           
Race:      Lightfoot Halfling                 Age:    26
Region:    The Western Heartlands             Height: 3'
Size:      Small                              Weight: 35 lbs
Gender:    Male                               Eyes:   Grey
Alignment: Neutral Good                       Hair:   Light brown, curly
Deity:     Yondalla                           Skin:   Tanned


[b]ABILITIES[/b]                            [b]BASIC INFO[/b]
---------------------------------    -----------------------------------------
SCORE*  MOD      MAGIC               Level:   13         XP:         83000   
STR:    10 ( 0)                      BAB:     +9/+4      HP:         67 / 67* 
DEX:    20 (+6)  24^ (+7)            Grapple: +5         Dmg Red:    -/-
CON:    12 (+1)                      Speed:   20'        Spell Res:  -
INT:    16 (+3)                      Init:    +8         Spell Save: - 
WIS:     8 (-1)                    
CHA:    14 (+2)

* See bottom for point buy, race, level breakdown as well as HP calc
^ +4 Enhancement Bonus (Gloves of Dextarity)


[b]SAVING THROWS[/b]
-----------------------------------------------------------
            TOTAL    Base   Mod  Misc
FORTITUDE:   +9    =   +4    +1    +4
REFLEX:     +19*   =   +7    +8    +4
WILL:       +10#   =   +4    +2^   +4

* additional +4 bonus vs traps
# additional +2 moral bonus vs fear
^ Force of Personality applies CHA instead of WIS mod to WILL saves

Special: 
   +1 racial bonus to all saves
   +2 enhancement bonus(Cloack of Resistance +2) to all saves
   Luck of Heroes: +1 luck bonus to all saves
   Slippery Mind: 1 re-try the next round vs enchantments



[b]ARMOR[/b]
--------------------------------------------------------------
            TOTAL    Base  Armor Shld   Dex  Size   Nat  Misc^
ARMOR:       26*  =   10    +3    +0    +7    +1    +2    +3
TOUCH:       21*  =   10     -     -    +7    +1     -    +3
FLAT-FOOTED: 19*  =   10    +3     -     -    +1    +2    +3

* additional +4 vs traps
^ Luck of Heroes: +1 luck bonus to AC

Armor                         Bonus   Dex   ACP   ASF  Bonus Type
   Padded Armor +2             +3      8     0     5%  Armor
   Amulet of Natural Armor +2  +2     n/a    0     0   Natural
   Ring of Protection +2       +2     n/a    0     0   Deflection


[b]WEAPONS[/b]
----------------------------------------------------------------------------------
Weapon                      Attack#      Damage*             Critical   Range Type
One-weapon Fighting
   Sling of Flame +1          +19        1d3+1, +1d6 Fire      x2        50'    B
      10 bullets (50 in Bag)
   Silver Holy Dagger       +18/+13^^    1d3, +2d6 vs Evil   19-20/x2    10'   P/S
   Cold Iron Dagger         +18/+13^^    1d3                 19-20/x2    10'   P/S
   Wand of Magic Missle        n/a       5 @ 1d4+1 each

Two-weapon Fighting
   Silver Holy Dagger       +16/+11^^    1d3, +2d6 vs Evil   19-20/x2    10'   P/S
   Cold Iron Dagger           +16^^      1d3                 19-20/x2    10'   P/S

* possible +7d6 for sneak attack
# includes +1 size bonus
^ includes +1 racial bonus for slings
^^ additional +1 racial bonus if thrown


[b]SPECIAL ABILITIES[/b]
--------------------------------------------------------
Halfling:
  +1 size bonus to AC
  +1 size bonus to attack
  +4 size bonus to hide
  +2 racial bonus to climb, jump, move silently, listen
  +1 racial bonus to all saves
  +1 morale bonus to saves vs. fear
  +1 racial bonus to throw weapons and slings

Rogue:
  Sneak Attack +7d6
  Trap Finding
  Trap Sense +4
  Evasion
  Uncanny Dodge
  Improved Uncanny Dodge
  Slippery Mind
  Skill Mastery(Bluff, Move Silently, Sense Motive, Search, Spot, Tumble)


[b]LANGUAGES[/b]
--------------------------------------------------------
Common, Chondathan, Halfling, Gnome, Dwarven


[b]FEATS[/b]
----------------------------------------------------
Armor and Weapon Proficiency
  Simple Weapons Proficiency(all)
  Martial Weapon Proficiency(Rapier, Sap, Shortbow)
  Exotic Weapon Proficiency(Hand Crossbow)
  Armor Proficiency(Light)

Regional Feat: Luck of Heroes

Character Level Feats
  1. Weapon Finesse
  3. Two-weapon fighting
  6. Quick Draw
  9. Force of Personality (Complete Adventurer)
 12. Skill Focus(Use Magic Device)


[b]SKILLS[/b]
----------------------------------------------------------------
Skill Points: 176    Max Ranks: 16/8

Skill             Abl   TOTAL    Rnk    Stat     Msc
Appraise          INT     3       -       3       -
Balance           DEX     9       -       7       2  +2 tumble syn 
Bluff             CHA    18*    16.0      2       -
Climb             STR     2       -       -       2  +2 racial
Concentration(CC) CON     1       -       1       -
Decipher Script   INT     8      5.0      3       -   
Diplomacy         CHA     6       -       2       4  +2 bluff syn, +2 sense motive syn
Disable Device    INT    21     16.0      3       2  +2 circumstance for thief's tools, masterwork
Disguise          CHA     4       -       2       2  +2 bluff syn when acting in character
Escape Artist     DEX    20     13.0      7       -
Forgery           INT     3       -       3       -
Gather Info       CHA    17     13.0      2       2  +2 knowledge(local) syn
Heal(CC)          WIS    -1       -      -1       -
Hide              DEX    19      8.0      7       4
Intimidate        CHA     4       -       2       2  +2 bluff syn.
Jump              STR    -2       -       -      -2  +2 racial bonus, -6 movement, +2 tumble syn
Knowledge(local)  INT     8      5.0      3       -
Listen            WIS     7      8.0     -1       -
Move Silently     DEX    25*    16.0      7       2  +2 racial
Open Lock         DEX    19     10.0      7       2  +2 circumstance for thief's tools, masterwork
Ride(CC)          DEX     7       -       7       -
Search            INT    15*    12.0      3       -
Sense Motive      WIS    10*    11.0     -1       -
Sleight of Hand   DEX    10      1.0      7       2  +2 bluff syn
Spot              WIS    15*    16.0     -1       -
Survival(CC)      WIS    -1       -      -1       -
Tumble            DEX    19*    10.0      7       2  +2 jump syn
Swim              STR     0       -       0       -
Use Magic Device  CHA    21^    16.0      2       3  +3 skill focus, addition +2 decipher script syn for scrolls
Use Rope          DEX     7       -       7       -  additional +2 escape artist syn to bind someone

* Skill Mastery: may take 10 even if under duress
^ DCs:
   Activate Wand: DC 20
   Scroll DC:
     Emulate Ability Score DC = 10 + 15 + spell level
     Use Scroll DC = 20 + caster level
     INT Based: for spell level > 6, must Emulate Ability Score
     WIS Based: must always Emulate Ability Score


[b]ASSETS[/b]
----------------------------------
  Platinum:    0
  Gold:      187
  Silver:     13 
  Copper:      0
  Other:


[b]EQUIPMENT[/b]
----------------------------------------------------------------------
NAME                                            QTY     LBS     COST
Padded Armor +2                                  1       5      4155
Amulet of Natural Armor +2                       1       0      8000
Cloak of Resistance +2                           1       0.5    4000
Gloves of Dexterity +4                           1       0.5   16000
Winged Boots                                     1       0.5   16000
   fly, 3 uses/day, 5 minutes each use

Scarab of Golembane                              1       0      2500
Ring of Invisiblity (4 minutes)                  1       0     20000
Ring of Protection +2                            1       0      8000

Silver Holy Dagger                               1       0.5    8322
MW Cold Iron Dagger                              1       0.5     304
Sling of Flame +1                                1       0      8300

Custom leather bandolier-belt                    1       0.5       1
   Holds daggers and wands                       

Wands (DC20 Use Magic Device, auto-success):
   Magic Missle [50 charges]                     1       0.7    6750
      9th, 5@1d4+1 each
   Greater Invisibility [50 charges]             1       0.7   21000
      Greater Invisibility for 7 rounds
   Cure Light Wounds [50 charges]                1       0.7     750
      Heals 1d8+1 points of damage

Pouch(Belt)                                      1       0.5       1
   Bullets (Sling)                              10       5         0.1

Bag of Holding (Type 1)                                  15
   Bedroll                                       1         (5)     0.1
   Everburning Torch                             1         (1)   110
   Flint and Steel                               1         (0)     1
   Potion (Cure Moderate Wounds)                 2         (0)   600
   Rations (Trail/Per Day)                       2         (2)     1
   Rope, Silk, 50'                               1         (5)    10
   Tanglefoot Bag                                2         (8)   100
   Steel Mirror, small                           1         (0.5)  10
   Waterskin (Filled)                            1         (4)     1
   Bullets (Sling)                              50        (25)     0.5
   Qual's Feather Token(Tree)                    1         (0)   400
   Qual's Feather Token(Fan)                     1         (0)   200
   Thief's Tools, Masterwork                     1         (2)   100
   Scrolls*
      INT Based:
         See Invisibility (DC 23) (30 minutes)   2               300
         Black Tenticles (DC 27) (7 rounds)      1               700
	 Comprehend Languages (DC21) (10 minutes)2                50
      WIS Based:
         Entagle (DC 26, DC 21) (1 minute)       2                50
         Spike Growth (DC 29, DC 25) (5 hours)   1               375
                                                  TOTAL COST: 129642.7

Total weight caried: 30.6 
Current load:        Light

Encumbrance
Light:   33
Medium:  66
Heavy:  100


[b]MOUNT[/b]
-------------------------------------------------------------
MOUNT                    LBS   COST
Warpony "Dusk"                 100
Riding Saddle             30    30
Saddle Bags                4     4
Studded Leather Barding   20    25
                  TOTALS: 54   159


[b]INITIAL ABILITY SCORE AND HP CALCS[/b]
---------------------------------------
ABILITY SCORES
     RAW   POINTS  RACIAL  LEVEL  TOTAL
Str:  12     4      -2       -      10
Dex:  15     8      +2      +3      20
Con:  12     4       -       -      12
Int:  16    10       -       -      16
Wis:   8     0       -       -       8
Cha:  14     6       -       -      14 


HIP POINTS
Max Hit points: 67

   6    +   4 x 12       +     1 x 13	
   ^        ^^^^^^             ^^^^^^
   6@1st    4@2nd to 13th      +1 CON Mod/Level
[/sblock]


[sblock=Dusk the Warpony]
Code:
[size=2][b]Dusk[/b][/size]
Size/Type:       Medium Animal
Hit Dice:        2d8+4 (13 hp)
Initiative:      +1
Speed:           40 ft. (8 squares)
Armor Class:     16 (+1 Dex, +2 natural, +3 barding), 
                 touch 11, 
                 flat-footed 15
Base Attack/Grapple: +1/+3
Attack:          Hoof +3 melee (1d3+2)
Full Attack:     2 hooves +3 melee (1d3+2)
Space/Reach:     5 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: 	         Fort +5, Ref +4, Will +0
Abilities: 	 Str 15, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Skills:          Listen +5, Spot +5
Feats: 	         Endurance

A light load for a warpony is up to 100 pounds; 
a medium load, 101-200 pounds; 
and a heavy load, 201-300 pounds. 
A warpony can drag 1,500 pounds.

DESCRIPTION
Dusk is a plain, dark brown, female warpony. Her studded leather barding is a lighter shade of brown.

Salo just recently puchased Dusk. His previous mount was a tough, battle-hardened dire weasle named Sausage. Sausage perished to a swarm of hell wasps while defending Salo. Salo dearly misses his loyal stead.
[/sblock]


[sblock=Description]
Salo Smellyfoot stands exactly three feet short. He has light-brown curly hair, a big proud nose, an even bigger smile and really nice teeth. His eyes are gray and elicit a profound sense of trust. He is quite the charmer. However, it must be noted that his family name, Smellyfoot, is an accurate olfactory description of his family tree's pediatric disposition. The smelly destiny is inherited by one in three Smellyfoots.

Salo's garb is that of magical padded armor dyed in various hues of black. The armor is almost velvet-like with rich, almost shiny, black hems accenting the deeper, darker black portions. It's very tasteful and very stylish. Salo's magic cape is also black on the outside with a silloutte of a star stitched in white thread. The inside lining of the cape is of the starkest, brightest white, like Salo's teeth.

The most notable of piece equipment on Salo's person is a bandolier-belt equipped with two daggers at the waist and three wands across the chest for easy access. The leather bandolier-belt is stained black with intricate carvings. Salo wears the piece with pride. It was custom made for him by a poor but masterful leather craftsman who's family Salo saved from a band of kobalds early in Salo's travels.

Salo boots are also black. Yes, footwear is an oddity for halflings. But anyone who's been in an enclosed space with Salo and his bare feet will testify that containing Salo's feet is in everyone's best interest.
[/sblock]

[sblock=Background]
Salo Smellyfoot was born in a poor village in The Western Heartlands known as Back Water. His parents were kind and humble. They raised Salo to be a good little Lightfoot. Salo's father, Berry, did odd jobs in the richer neighboring villages while Salo's mother, Watta, sold home made pastries at Midweek Market.

When Salo was 12 years old, his parents, along with one quarter of the residents of Back Water, died of the Green Plague. Salo was adopted by his rich and retired merchant uncle, Thymon. Ironically, it wasn't until then that Salo became versed in the shadier things of life. Thymon trained Salo in the arts of thievery and deception. It seemed like Thymon was grooming Salo for something. For what, Salo could never figure out. Thymon always kept saying things like, "You're gonna take over" or "It'll all be up to you when I'm gone."

Five years later, when Salo was 17 years old, Thymon mysteriously disappeared. The town militia was quite certain that foul play was involved, but, somehow, the matter was quickly forgotten. Salo suspected bribes in key places aided the forgetfulness

Salo decided to leave everything behind, to start anew. Thanks to the gentle upbringing of his parents, he was never really comfortable with the more unscroupulous aspects of Thymon's teachings. Young Salo was also worried that the same forces which made his uncle disappear, would soon be after him too.

Thus began Salo's career as rogue and adventure. He traveled far and made many a friend and enemy, but recently he heard rumors of the Green Plague which killed his parents. Rumors which hinted of dark gods and a plot to spread the disease across all of Faerun...

Ah, but all that will have to wait. Right now there are more pressing problems, like that of Vampires in Waterdeep.
[/sblock]
 
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[SBLOCK=Brondin Moonsoul]Brondin Moonsoul
Male Human, 6th-Level Favored Soul/3rd-Level Silverstar/4th-Level Divine Disciple of Selune (XP 84,500)
Medium Humanoid (Human)

Hit Dice: 6d8+3d8+4d8 (62 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 33 (+3 Dex, +13 armor, +5 shield, +2 deflection), touch 15, flat-footed 30
Base Attack/Grapple: +9/+10
Full Attack: [smallcaps]Hoon’s Silver Hand[/smallcaps] (+3 shock alchemical silver heavy mace*) +14/+9 melee (1d8+3+1d6 electricity)
Full Attack: [smallcaps]Moon’s Cold Hand[/smallcaps] (+3 shock cold iron heavy mace*) +14/+9 melee (1d8+4+1d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Moon’s Hand (+1 shock)
Special Qualities: Electricity Resistance 10, Moon Spells, Lunar Sight, Divine Emissary, Sacred Defense+2, Imbue with Spell Ability, Travel Domain (5 rounds)
Saves: Fort +12, Ref +10, Will +16
Abilities: Str 12, Dex 16, Con 10, Int 10, Wis 18, Cha 24
Skills: Balance +0, Climb -2, Concentration +16/+20 casting defensively(16), Diplomacy +12(5), Escape Artist +0, Jump -2, Knowledge (nature) +9(5), Knowledge (religion) +10, Listen +9(0), Sense Motive +6(2), Spot +9(0), Survival +14/+16 in aboveground natural environments(10), Swim -5; Armor Check Penalty –3(doesn’t apply to Hide and Move silently)
Feats: Education [Regional], Blind-fight, Dodge, Modility, Weapon Focus: Heavy Mace(b), Spring Attack, Initiate of Selune, Combat Casting
Home Region: Waterdeep
Patron Deity: Selune
Alignment: Chaotic Good

* including Greater Magic Weapon (13 hours)

Brondin is an attractive man in his late twenties. He is of average height, with an athletic and well-trained physique. He has icy blue eyes and deep black hair, which he keeps cut with the current fashions amongst the well-to-do of Waterdeep. Brondin likes to dress in comfortable blue or white traveling clothes and is rarely caught without his white cloak featuring the symbol of Selune, embroidered in blue. Other noticeable pieces of equipment he caries include his silvery-white mithril full-plate armor which he only wears when adventuring and for special church occasions, and his face-mask studded with moonstones and chased in silver.

Brondin speaks Common and Chondathan

Spells: As 13th-level favored soul
Favored Soul Spells Known (6/7/6/8/6/7/5; save DC 14 + spell level):
0 - cure minor wounds, detect magic, detect poison, guidance, light, mending, read magic, resistance, inflict minor wounds;
1st - faerie fire, longstrider, handfire, bless, divine favor, shield of faith, moon lust, light of lunia, healthful rest;
2nd - moonbeam, locate object, augury, cure moderate wounds, lesser restoration, silence, iron silence, status;
3rd - moon blade, fly, prayer, remove disease , searing light, summon monster III, blindsight, lesser visage of the diety;
4th - fear, dimension door, strength of the beast, wall of moonlight, cure critical wounds, divination, divine power, restoration, greater magic weapon;
5th - moonpath, teleport, moon web, righteous might, raise dead, disrupting weapon, revivify;
6th - permanent image, find the path, summon monster VI, heal, greater dispel magic.

Active Spells: longstrider, iron silence, status, greater magic weapon on [smallcaps]Moon’s Cold Hand[/smallcaps].

Equipment:
Head: --
Eyes: Moonstone Mask
Neck: Periapt of Wisdom +2
Shoulders: Cloak of Charisma +6
Torso: --
Body: +5 mithril full-plate
Waist: --
Wrists: Armband of Maximized Healing
Hands: Gloves of Dexterity +2
Finger: Ring of Protection +2
Finger: --
Feet: --

Other Equipment: [smallcaps]Moon’s Cold Hand[/smallcaps] (Cold Iron Heavy Mace), [smallcaps]Moon’s Silver Hand[/smallcaps] (MW alchemical silver Heavy Mace), Moondraught, Moon Mote, Silver Holy Symbol of Selune, Heward's Handy Haversack, Traveler's Outfit, Belt Pouch, Bedroll, Flint and Steel, Hempen Rope (50 ft.), Sunrods (2), Trail Rations (10 days), Waterskin, Spell Component Pouch, 400 gp of powdered jade, 1,000 gp diamond (2), 25 gp blessed Selunite incense (6), 100 gp of diamond dust; 3 gp, 9 sp, 10 cp.[/sblock]

Background: [SBLOCK]Brondin, know as Bron to his closest friends, was known to be special from the moment he was born. The child, born to a wealthy couple of Waterdeep, had an unusual birthmark across his back, the holy symbol of Selune. The parents marveled at this, treated their son well, and had him schooled by the wisest of sages. As he came of age, he started having a number of dreams and experiences, being called into Selune’s service. On his 18th birthday, he fully embraced his destiny, and swore his life to the bright lady of the moonlight, Selune.

He was immediately accepted into the ranks of Selunites, hunting, celebrating and worshiping among them. The magic granted by Selune came very easily to Brondin, and he rapidly rose through the ranks of the church. He fell in with other young adventurers in the area, and left Waterdeep for many long years, wandering the realms, doing Selune’s bidding and growing in power.

One year ago, Brondin returned to his home, wealthy, and adorned with rainments that marked him as one of Selune’s true chosen. Amongst the church-goers in Waterdeep it is whispered that Brondin is in line to head the church of Selune in Waterdeep, or even across the civilized lands where the moon maiden is worshiped. He tells stories to the congregation of the exploits Selune has aided him in, destroying lycanthrope cults in the Whispering Woods, stemming plagues deep in the Shaar, and foiling the plans of the Cult of Shar in the Silver Marches.[/SBLOCK]
 

Vaidun Kale
Neutral Good Human Domain Wizard (Abjurer) 9/Initiate of the Sevenfold Veil 4
Experience: 80780


[sblock]
Age: 29
Gender: Male
Height: 6 ft. 0 in.
Weight: 170 lb.
Eyes: Black
Hair: Black
Skin: Dark

STR: 10 [+2] (2 points)
DEX: 16 [+3] (6 points + 2 enhancement)
CON: 14 [+2] (6 points)
INT: 24 [+7] (13 points + 3 level increase + 4 enhancement)
WIS: 10 [+0] (2 points)
CHA: 11 [+0] (3 points)

HP: 60 (4 + 30 + 26 con)
Armor Class: 22 (10 base + 3 dex + 2 amulet + 1 insight + 6 greater mage armor)
Initiative: +4 (+2 dex, +2 feat)
BAB: +6/+1

Speed: 30’ (40’ w/boots)

FORT: +10 (4 base + 2 con + 4 resistance)
REFL: +11 (4 base + 3 dex + 4 resistance)
WILL: +14 (10 base + 0 wis + 4 resistance)

Abilities:
- Human Bonus Feat
- Human Bonus Skill Points
- Arcane Spellcasting
- Summon Familiar: N’Ril, the Ferret
- Scribe Scroll
- Wizard Bonus Feat
- Arcane Domain: Abjuration
- Warding 2/day
--- Red Veil
--- Orange Veil
--- Yellow Veil
--- Green Veil
- Unimpeachable Abjuration
- Unanswerable Strike +2
- Reactive Warding


Feats:
Regional
- Blooded
1st Level
- Spellcasting Prodigy
- Skill Focus (Spellcraft)
3rd Level
- Spell Focus (Abjuration)
5th Level Wizard Bonus
- Sudden Extend Spell
6th Level
- Greater Spell Focus (Abjuration)
9th Level
- Craft Wondrous Item
12th Level
-

Skills: (108 skill points)
Appraise +10 (5 ranks, +5 int)
Concentration +18 (16 ranks, +2 con)
Decipher Script +10 (5 ranks, +5 int)
Diplomacy +5 (3 ranks, +2 synergy)
Gather Information +2 (+2 synergy)
Knowledge: Arcana +15 (10 ranks, +5 int)
Knowledge: Dungeoneering +10 (5 ranks, +5 int)
Knowledge: Geography +10 (5 ranks, +5 int)
Knowledge: History +10 (5 ranks, +5 int)
Knowledge: Local +10 (5 ranks, +5 int)
Knowledge: Nobility & Royalty +10 (5 ranks, +5 int)
Knowledge: The Planes +10 (5 ranks, +5 int)
Listen +8 (3 ranks, +5 circumstance))
Perform: Oratory +5 (3 ranks, +2 circumstance)
Spellcraft +26 (16 ranks, +5 int, +3 skill focus, +2 synergy)
Spot +10 (3 ranks, +2 feat, +5 circumstance)


Languages:
- Common, Tashalan, Draconic, Illuskan, Alzhedo, Chondathan, Elven, Infernal, Celestial



Spells Prepared
- Level 0 Spells (DC18): 4 + 1 - Detect Magic x 2, Read Magic, Prestidigitation + Resistance
- Level 1 Spells (DC19): 6 + 1 - Magic Missile x 2, Protection from Evil, Grease, Burning Hands, Featherfall + Shield
- Level 2 Spells (DC20): 6 + 1 - False Life, Scorching Ray, Alter Self, Hideous Laughter, Glitterdust, See Invisibility + Resist Energy
- Level 3 Spells (DC21): 6 + 1 - Greater Mage Armor, Lightning Bolt, Fireball, Fly, Haste, Protection from Energy + Dispel Magic
- Level 4 Spells (DC22): 6 + 1 - Dimension Door, Great Invisibility, Polymorph, Resilient Sphere, Black Tentacles, Stoneskin + Remove Curse
- Level 5 Spells (DC23): 4 + 1 - Hold Monster, Cone of Cold, Teleport, Baleful Polymorph + Mage’s Private Sanctum
- Level 6 Spells (DC24): 3 + 1 - Chain Lightning, True Seeing, Freezing Sphere + Greater Dispel Magic
- Level 7 Spells (DC25): 2 + 1 - Prismatic Spray, Forcecage + Banishment


Equipment:
Armor & Shield
- None

Melee weapons
-Dagger+1 +7/+2 (1d4+1, 19-20/x2) (2302gp, 1lb)

Ranged weapons
-Crossbow, light masterwork (335 gp, 3lb)
-20 bolts (cold iron, 4gp, 2lb)
-20 bolts (silver, 42gp, 2lb)
-5 bolts (adamantine, 300 gp, 1lb)

Miscellaneous Magical or Psionic Items
-Ring of Counterspells: Dispel Magic (4000gp, -lb)
-Amulet of Natural Armor +2 (8000gp, -lb)
-Ring of Sustenance (2500 gp, -lb)
-Headband of Intellect +4 (crafted, 8000gp, 640xp, -lb)
-Cloak of Displacement, minor (crafted, 12000gp, 960xp, 1lb)
-Gloves of Dexterity +2 (4000 gp, -lb)
-Vest of Resistance +4 (crafted, 8000gp, 640xp, 1lb)
-Handy Haversack (2000 gp, 5lb)
-Boots of Striding & Springing (5500gp, 1lb)
-Moonstone Mask (crafted, 6000gp, 480xp, -lb)
-Mithral Bells, 11 (3700gp, -lb)
-Ioun Stones: Dusty Rose (5000gp, -lb)
-Blessed Book (crafted, 6250 gp, 1lb) - 317 pages full

Potions
-Type (gp)

Mundane equipment
-2x Explorer’s Outfit, high quality (40gp, -lb)
-Whetstone (2cp, 1lb)
-Bedroll (1sp, 5lb)


Weight Carried: lb
Remaining money: about 43,600 gp


Spellbook
- Level 0 Spells: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
- Level 1 Spells: Mage Armor, Grease, Magic Missile, Burning Hands, Ray of Enfeeblement, Feather Fall, Protection from Evil, Obscuring Mist (50gp), Unseen Servant (50gp), Identify (50gp), Comprehend Languages (50gp), Charm Person (50gp), Sleep (50gp), Color Spray (50gp), Expeditious Retreat (50gp) + Shield
- Level 2 Spells: Scorching Ray, Blur, False Life, Knock, Alter Self (100gp), Arcane Lock (100gp), Acid Arrow (100gp), Glitterdust (100gp), See Invisibility (100gp), Hideous Laughter (100gp), Gust of Wind (100gp), Shatter (100gp), Darkvision (100gp), Fox’s Cunning (100gp) + Resist Energy
- Level 3 Spells: Fireball, Lightning Bolt, Secret Page, Greater Mage Armor, Protection from Energy (150gp), Arcane Sight (150gp), Clairaudience/Clairvoyance (150gp), Daylight (150gp), Displacement (150p), Haste (150gp), Fly (150gp), Water Breathing (150gp), Stinking Cloud (150gp) + Dispel Magic
- Level 4 Spells: Stoneskin, Black Tentacles, Dimension Door, Greater Invisibility, Charm Monster (200gp), Fire Shield (200gp), Resilient Sphere (200gp), Polymorph (200gp), Stone Shape (200gp) + Remove Curse
- Level 5 Spells: Hold Monster, Cone of Cold, Teleport, Dismissal, Break Enchantment (250gp), Cloudkill (250gp), Feeblemind (250gp), Wall of Force (250gp), Overland Flight (250gp), Baleful Polymorph (250gp), Passwall (250gp) + Mage’s Private Sanctum
- Level 6 Spells: Chain Lightning, Disintegration, True Seeing, Antimagic Field, Global of Invulnerability (300gp), Acid Fog (300gp), Contingency (300gp), Freezing Sphere (300gp) + Greater Dispel Magic
- Level 7 Spells: Prismatic Spray, Force Cage, Plane Shift (350gp), Power Word Blind (350gp), Delayed Blast Fireball (350gp), Finger of Death (350gp), Limited Wish (350gp) + Banishment


400+1150+1350+1000+1750+1200+1750
8600 gp spent on spells (so far).



Description
Vaidun stands about six feet in height and has a slim build. His dusky skin in smooth and supple, and his features are refined and pleasant, if not overly handsome. His wide smile shows a perfect set of bright white teeth, and he wears his raven black hair long and braided. His eyes are like a pair of glittering onyx stones, and Vaidun prefers to keep himself clean-shaven and well dressed, being quite meticulous about his grooming. He dresses most often in soft leathers and fine silks, easily fitting in among the noble and wealthy of Waterdeep. His tastes extend to a love of fine jewelry, and he often accentuates his finery with select items of silver, gold and gems.

Personality
Keen and perceptive, Vaidun is quick to act and very practical, always able to point out both the strong points and flaws in any plan. His companions appreciate his honesty and forthrightness, and he is well respected among all that know him. Although a brave and confident individual, Vaidun willingly withdraws in the face of overwhelming odds, believing discretion to be the better part of valor. He is an excellent listener, and enjoys telling stories, as well. His sense of humor is well known, and he can often be found joking and laughing.

Growing up in Tashalar and working for his family busioness, Vaidun developed a taste for fine wines and beverages. Undermountain Alurlyath is a particular favorite, and he has gone to great lengths to make the proper contacts in Skullport to ensure that he always has a limited quanity of that fine vintage on hand. He also enjoys music, stories and tales of far away places, fine works of art, and blends of excellent tobaccos. He has a great love of challenges of the mind, and is quick to accept any challenge that relies on wits to sustain him.

Vaidun is familiar with most nations and large cities along the Sword Coast, having traveled extensively before settling in Waterdeep. When not busy adventuring or managing his shop, he can often be found gambling at the Gentle Mermaid or enjoying a drink at the Misty Beard. His mercantile ties to his homeland have served him well, and he helps his family supply fine Tashalar wines to the city for a substantial profit.

Vaidun has an intense passion for language, and is something of a linguist, speaking over half a dozen languages. He see this as a way to increase his knowledge of the arcane, as it broadens the sources he can pursue in his quest for eldritch might.


Background
Vaidun hails from the southern realm of Tashalar, the son of a wealthy merchant lord. As such, his aptitude for magic was identified at an early age, and his family had the wealth to help him develop and harness that ability, apprenticing him to the wizard Glhoe Zarunn. After many years of study, Vaidun was deemed adequately schooled, and returned to help his family run their booming wine and liquor business.

An adventurous streak, coupled with the need to be on his own, led Vaidun to begin accompany shipments to their destinations, and the young wizard traveled the Shining Seas and Lake of Steam regions, and all along the Sword Coast. Eventually, Vaidun settled in the City of Splendors., where he still acts as a front man for his family’s business when he is not busy adventuring. He spends the rest of his time adventuring, seeking the fortune and glory that comes with such pursuits.

His adventuring career has taken him across the North. He has made incursions into Undermountain, explored caverns in the Star Mounts, trekked across the High Moor, and generally traveled far and wide across the Savage Frontier. He dreams of someday exploring the Fallen Lands and western Anarauch, hoping to discover the secrets of the ancient Netheril Empire.

Vaidun keeps a quaint but well-appointed townhome in North Ward, on the north side of Tarsar’s Street just west of the Roaringhorn Villa. His shop, Kale’s Fine Wines and Spirits, is located near where the High Road and Trader’s Way meet.

[/sblock]


LR, he is mostly done. If you choose Vaidun, I will finish fleshing out his equipment and spell list, and add a few minor things like his familiar and such. Just didn't want to spend a lot of time doing that until I know if I'm in the game or not. :D
 
Last edited:

Kenneth Durnstad

[sblock=Character]
Code:
[B]Name:[/B]       Kenneth Durnstad
[B]Class:[/B]      Ranger
[B]Race:[/B]       Human
[B]Size:[/B]       Medium (6'0", 200 lbs)
[B]Gender:[/B]     Male
[B]Alignment:[/B]  Lawful Good  

[B]Str:[/B] 18 +4  (6p.+4^)     [B]Level:[/B]    13     [B]XP:[/B] 84,000
[B]Dex:[/B] 14 +2  (4p.+2^)     [B]BAB:[/B]     +13     [B]HP:[/B] 101 (13d8+39)
[B]Con:[/B] 16 +3  (6p.+2^)     [B]Grapple:[/B] +17
[B]Int:[/B] 13 +1  (5p.)        [B]Speed:[/B]    40'
[B]Wis:[/B] 16 +3  (6p.+2*)     [B]Init:[/B]     +2
[B]Cha:[/B] 14 +2  (5p.+1*)

^item bonus (enhancement)
*level bonus (inherent)


                 [B]Base  Armor  Shield  Dex  Size  Misc[/B]
[B]Armor:[/B] 30         10     +8     +6     +2   +0    +2,+1, +1
[B]Touch:[/B] 21                                        (deflection, natural,  luck)
[B]Flat:[/B]  28

                 [B]Base  Mod  Misc[/B]
[B]Fort:[/B] +15         +8    +3   +3,+1 (resistance, luck)
[B]Ref:[/B]  +14         +8    +2   +3,+1 (resistance, luck)
[B]Will:[/B] +11         +4    +3   +3,+1 (resistance, luck)

[B]Weapon           Attack    Damage  Critical  Type[/B]
Longsword        +19       1d8+5     19-20     S    (+2d6 damage vs. evil)
Shield Bash      +19       1d4+6       20      B
Dagger           +18       1d4+4     19-20     P
Lance            +18       1d8+4     20/x3     P    (2d8+8 on mounted charge)
Longbow          +16       1d8+5     20/x3     P    (110' range increment)

[B]Full Attack[/B]
Longsword/Shieldbash
+17/+12/+7       1d8+5     19-20 (+2d6 damage vs. evil)
+17/+12/+7       1d4+4       20


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


[B]Abilities:[/B]
Favored Enemy(Bluff, Listen, Sense Motive, Spot, Survival, Damage)
-Undead +4
-Outsider(Evil) +4
-Humanoid(Human) +2
Wild Empathy (1d20+16)
Combat Style
- Two-Weapon Fighting
- Improved Two-Weapon Fighting
- Greater Two-Weapon Fighting
Animal Companion
Woodland Stride
Swift Tracker
Evasion
Camouflage


[B]Spells:[/B]

1st: 2 (Jump, Resist Energy)
2nd: 2 (Cure Light Wounds x2)
3rd: 2 (Cure Moderate Wounds x2)


[B]Feats:[/B]

Luck of Heroes [Regional]
Blind-Fight [human]
Improved Shield Bash [1st]
Track [Ranger 1]
Close Quarters Fighting [3rd]
Endurance [Ranger 3]
Shield Specialization (Heavy) [6th]
Shield Ward [9th]
Agile Shield Fighter [12th]



[B]Skill Points:[/B] 128   [B]Max Ranks:[/B] 16/8

[B]Skills:                        Ranks  Mod  Misc[/B]

x Balance +3                    0     +2   +2
Climb +17                      13     +4   --
Handle Animal +7(+11)           5     +2   +4 w/animal companion
Heal +5                         2     +3   --
Jump +27                       13     +4   +5,+4,+2
Knowledge(Dungeoneering) +6     5     +1   --
x Knowledge(Religion) +6        5     +1   --
Listen +19                     16     +3   --
Ride +20                       16     +2   +2
Spot +19                       16     +3   --
Survival +19(+21)              16     +3   +2 when underground
x Tumble +11                    8     +2   +2

Armor Check Penalty: -1


[B]Equipment:                             Cost  Weight[/B]

+2 Holy Silver Longsword            32405gp     4lb
MW Dagger                             302gp     1lb
MW Lance                              310gp    10lb^
+1 Mighty (IV) Composite Longbow     2800gp     3lb*
Arrows(60)                              3gp     3lb*            

+3 Mithral Breastplate              13200gp    15lb
+3 Large Mithral Shield             18020gp     5lb
   (+2 Weapon)

Ring of Protection +2                8000gp     -lb
Ring of Sustenance                   2500gp     -lb

Amulet of Health +2                  4000gp     -lb
Belt of Giant Strength +4           16000gp     1lb
Boots of Striding and Springing      5500gp     1lb
Cloak of Resistance +3               9000gp     1lb
Gloves of Dexterity +2               4000gp     -lb
Horseshoes of Speed                  3000gp    12lb^
Shirt of Natural Armor +1            2000gp     -lb
Quiver of Ehlonna                    1800gp     2lb

Wand of Cure Moderate Wounds (5)     4500gp     -lb

Backpack                                2gp     2lb
Belt Pouch (2)                          2gp     1lb
Crowbar                                 2gp     5lb
Everburning Torch                     110gp     1lb
Grappling Hook                          1gp     4lb
Holy Symbol (silver)                   25gp     1lb
Holy Water (3)                         75gp     3lb
Rope, Silk (100')                      20gp    10lb
Waterskin                               1gp     4lb
Whetstone                            0.02gp     1lb

Bit and Bridle                          2gp     1lb^
Military Saddle                        20gp    30lb^
Saddlebags                              4gp     8lb^
MW Barding (Breastplate)              950gp    60lb^  


*stored in quiver of Ehlonna
^stored on horse
            

                            Total  125840

[B]Total Weight:[/B] 62lb / 100lb (light load)
[B]Money:[/B] 1445 gp 0 sp 0 cp
[/sblock]
[sblock=Description]Kenneth is a tall, distinguished looking man in his late 20's. His features are plain enough with brown eyes and short brown hair not making him very memorable. But he carries himself with dignity, confidence without being arrogant. He is a friendly and approachable man for all his martial bearing. Ever ready with a smile or quip, and kind and generous to those in need.

His highly polished armor, proud mount and gleaming weaponry might make one mistake him for a knight or noble's son, but a closer look reveals that his war horse looks like it belongs on a farm and the clothes beneath the armor are simple and homespun.[/sblock]
[sblock=Background]Kenneth was the only son of a goatherd and his wife in Daggerdale. He lived a simple life in his youth, oblivious to the troubles around him. He lived for his father's bedtime stories of knights and heroes and brave adventurers.

When he was older and more aware of the Dale's troubles he often dreamed of being a knight and riding to the rescue of his land. But while dreaming filled his nights, drudgery filled his days. When Kenneth was in his early teens a bandit came across his father with the herd one day and murdered him for a few coins and some food. Kenneth tried to hold the household together after that, tending the herd and stepping into his father's role. But it was not to last. His mother, devestated by her husband's death, faded quickly. She became listless and did little to help the household. Finally she caught a fever and passed away to join her love.

With nothing left to hold him to the Dale, Kenneth sold everything he owned, purchased a strong horse and rode west. He didn't have a goal at that point, but the first knight he saw in Cormyr rekindled his childhood dreams. He never became a true knight, but he found that a man with a strong arm could always find work as a soldier. He received training in arms and horsemanship, and soon became a skilled warrior, respected for his skill, but still remembered as the son of a goatherd who arrived with nothing to his name.

Once his service in that country was over, Kenneth set out west again, through the Heartlands and to the Sword Coast. It was there that he came across a temple to Lathander, reminding him of those back home. Nostalgic for a moment he entered for a brief respite. While in the temple he began speaking with a priest there, about his life and goals and dreams. Sensing a soul in need of a path, the priest volunteered one.

For the past few years Kenneth has been serving in the Order of Aster, doing what good he can, spreading light. Carving a name for himself and taking pride in his accomplishments in the name of Lathander.
[/sblock]

[Sblock=Evenstar]
Code:
[B]Name:[/B]       Evenstar
[B]Race:[/B]       Heavy Horse
[B]Size/Type:[/B]  Large Animal

 
[B]Str:[/B] 18 +4       [B]BAB:[/B]      +5     [B]HP:[/B] 45 (7d8+26)
[B]Dex:[/B] 15 +2       [B]Grapple:[/B] +13     
[B]Con:[/B] 15 +2       [B]Speed:[/B]    55'
[B]Int:[/B]  2 -4       [B]Init:[/B]     +2
[B]Wis:[/B] 12 +1       
[B]Cha:[/B]  6 -2  

                      [B]Base  Armor  Shield  Dex  Size  Natural  Misc[/B]
[B]Armor:[/B] 23              10     +5     +0     +2   -1     +7     --
[B]Touch:[/B] 11
[B]Flat:[/B]  21

                      [B]Base  Mod  Misc[/B]
[B]Fort:[/B]  +7              +5    +2   +0
[B]Ref:[/B]   +7              +5    +2   +0
[B]Will:[/B]  +3(+7)          +2    +1   +4 vs enchantment spells and effects

[B]Attack               Attack  Damage  Critical[/B]
Hoof                 +5/+5    1d6+4       20

[B]Abilities:[/B]
Low-light Vision
Scent
Link
Share Spells
Evasion
Devotion


[B]Feats:[/B]
Endurance [1st]
Run [3rd]
Skill Focus (Jump)[6th]


[B]Skill Points:[/B] 10   [B]Max Ranks:[/B] 10/5

[B]Skills:                        Ranks  Mod  Misc[/B]

Listen +6                       5     +1   --
Spot +6                         5     +1   --
x Jump +12                      0     +4   +8,+3

Armor Check Penalty: -3


[B]Total Weight:[/B] 383lb / 600lb (medium load)


Evenstar is a large black horse with a burst of white along his chest and 
neck  that gave him his name.  He has served Kenneth for years as mount 
and companion, and is now well trained for battle.  But a closer look reveals 
that he lacks the true breeding of a warhorse.
[/sblock]
 
Last edited:

Konrad Stonefist

Konrad Stonefist

Dwarven Monk 12 Tattoo monk 1

Str 19 (+4)
Dex 14 (+2)
Con 16 (+3)
Int 10
Wis 14 <20> (+2) <+5>
Cha 8 (-1)

F +13, R +14, W +12<15> (+2 vs. spells, Spell-like abilities)
HP 107 (8 +5x12 + 39)
AC 27 (+4 armor, +2 dex, +5 wis, +3 monk, +3 deflection), touch 23, 25

Attack +14 unarmed 2d8+4 (magic, lawful) or
+15<17> kama 1d6+4<6> (magic, silver +2d6 vs. undead)
Flurry +14/+14/+14/+9 unarmed 2d8+4 (magic, lawful) or
Flurry +15<17>/+15<17>/+15<17> kama 1d6+4<6> (magic, silver +2d6 vs. undead)

BAB +9
Grapple +17
Initiative +6
Trip +8

Feats:
Thunder Twin (B), Improved Unarmed Strike (B), Improved Grapple (B), Deflect Arrows (B), Improved Trip (B), Lightning Reflexes, Weapon Focus Unarmed Strike, Blind Fighting, Endurance, Improved Initiative,

Skills
Climb 16+4 = 20
Jump 16+4+4+2 = 26
Spot 15+2<5> = 20
Tumble 16+2+2 = 20
Knowledge religion +1 = 1

Dwarf:[SBLOCK]• +2 Constitution, –2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +1 racial bonus on attack rolls against orcs 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 Appraise checks that are related to stone or metal items.
• +2 racial bonus on Craft checks that are related to stone or metal.
• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
• Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
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Monk:[SBLOCK]Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

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

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


Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed. +40 ft

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

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

Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm. 60 ft.

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

Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses. 24 hp.

Diamond Body (Su)
At 11th level, a monk gains immunity to poisons of all kinds.
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Tatto Monk[SBLOCK]Ocean Tattoo (Su)
Does not need to eat, drink, or sleep.[/SBLOCK]

Equipment 130K
13K monk's belt
16k Bracers of Armor +4
18K Ring of protection +3
36K Periapt of Wisdom +6
38K Scarab of Protection
8,322 silvered kama +1 undead bane
678 gp

Konrad is a dark haired broad chested dwarf, dressed in brown breeches with stout boots, a broad belt, and thick bracers he appears quite the dwarven roughneck bruiser. A small ring and a periapt hanging from his neck are the only current signs of dwarvish wealth about him.

Picture: http://www.hallofhero.com/warrior/tm/dwarf2.jpg

Konrad is a practitioner of the dwarven Flowing Magma school of combat. He has trained to harden his mind and body and use them to roll with an opponent's punches and turn their power against them. He is partial to acrobatic leaps in combat and his flying jump kicks have knocked more than one opponent off their feet and staved in other unfortunates' ribs.

One of the thunder generation, Konrad journeyed with his twin Theobold and together they fought humanoids and giants across the lands. The pair were interested in finding the "flying castle" of undermountain and the renegade wizard who lairs there and journeyed into that fabled locale to hunt him down.

After an underdark vampire killed Theobold Konrad has been working with a famed vampire hunter and has even taken up the use of a silvered weapon, normally he prefers to just smash living opponents with his meaty fists. He had dwarven magical runes tattooed onto his chest so that he can pursue vampires night or day without pause for rest or eating.

Past exploits: http://www.enworld.org/showthread.php?t=158013
 

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