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hero4hire

Explorer
Absalom Darkwind

Male Human Necromancer (UA Variant) 10
Lawful Neutral
Representing Hero4Hire

Strength 12 (+1)
Dexterity 16 (+3)
Constitution 16 (+3)
Intelligence 16/20 (+3/+5)
Wisdom 13 (+1)
Charisma 10 (+0)

Size: Medium
Height: 6' 4"
Weight: 190 lb
Skin: Pale
Eyes: Gray
Hair: None

Specialty: Necromancy
Gave up: Enchantment Illusion

Total Hit Points: 57
Speed: 30 feet
Armor Class: 15 = 10 +3 [dexterity] +1 [natural] +1 [deflection]
Touch AC: 14
Flat-footed: 11

Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +6 = 3 [base] +3 [constitution]
Reflex save: +6 = 3 [base] +3 [dexterity]
Will save: +8 = 7 [base] +1 [wisdom]
Attack (handheld): +6 = 5 [base] +1 [strength]
Attack (unarmed): +6 = 5 [base] +1 [strength]
Attack (missile): +8 = 5 [base] +3 [dexterity]
Grapple check: +6 = 5 [base] +1 [strength]

Light load:50 lb. or less
Medium load:51-100 lb.
Heavy load:101-150 lb.
Lift over head:150 lb.
Lift off ground:300 lb.
Push or drag:750 lb.

Region of Origin: Thay
Languages: Common (? 3 more)


Feats:
Arcane Disciple-Death Domain
Type: General
Source: Complete Divine
Choose a deity, and then select a domain available to clerics of that deity. You can learn to cast the spells associated with that domain as arcane spells.
Prerequisite: Knowledge (religion) 4 ranks, Spellcraft 4 ranks, able to cast arcane spells, alignment matches your deity's alignment.
Benefit: Add the chosen domain's spells to your class list of arcane spells. If you have arcane spellcasting ability from more than one class, you must pick which arcane spellcasting ability this feat applies to. Once chosen, this decision cannot be changed for that feat.
You may learn these spells as normal for your class; however, you use Wisdom (rather than the normal ability for your spellcasting) when determining the save DC for the spell. In addition, you must have a Wisdom score equal to 10 + the spell's level in order to prepare or cast a spell gained from this feat.
Each day, you may prepare (or cast, if you cast spells without preparation) a maximum of one of these domains spells of each level.
Special: You can take this feat more than once. Each time, you must select a different domain available to the same deity you chose the first time you selected the feat. For example, a character who chose Heironeous and the Good domain with his first selection could choose Law or War with successive selections of the same feat. He couldn't choose Protection, since that domain isn't available to clerics of Heironeous.

Black Lore of Moil
Type: Metamagic
Source: Complete Arcane
Your study of the sinister knowledge and spellcasting techniques of the long-dead Nightlords of Moil makes your necromancy spells especially potent.
Prerequisite: Spell Focus (necromancy), caster level 7th.
Benefit: Any necromancy spell you cast can be cast instead as a Moilian spell, dealing an extra 1d6 points of negative energy damage +1d6 per two spell levels (+1d6 for 1st-level spells, +2d6 for 2nd- or 3rd-level spells, and so on). If the spell normally allows a saving throw, the target takes half the negative energy damage on a successful save, regardless of the outcome of the save on the spell's normal effect.
In addition to its normal spell components, a Moilian spell requires the creation and expenditure of a Moilian runebone - a small human bone (often a finger bone) scribed with carefully prepared arcane markings. Only a character trained in the Black Lore of Moil knows the secrets of creating a runebone, which takes 1 hour to craft and requires special inks and powders costing 25 gp per die of negative energy damage to be generated. For example, a runebone capable of adding 3d6 points of negative energy damage to a spell costs 75 gp to craft.
While the maximum negative energy damage dealt by a Moilian spell is based on the spell's level, the actual damage is limited by the runebone. For example, if a sorcerer casts finger of death (a 7th-level spell, so normally +4d6) with a 75-gp (3d6) runebone, the spell deals only 3d6 points of additional negative energy damage.
A Moilian spell uses a spell slot of the spell's normal level.

Necromantic Might
Type: General
Source: Libris Mortis: The Book of the Dead
Undead you control gain benefits when they are near you.
Prerequisite: Necromantic Presence.
Benefit: Whenever undead you control are within 60 feet of you, they are physically inspired by your necromantic aura, and gain a +2 enhancement bonus on their attack rolls and saving throws.

Necromantic Presence
Type: General
Source: Libris Mortis: The Book of the Dead
Undead you control are harder to turn when they are near you.
Benefit: Whenever undead you control are within 60 feet of you, they gain a +4 bonus to their turn resistance.

Scribe Scroll
Type: Item Creation
Source: Player's Handbook v.3.5
You can create scrolls, from which you or another spellcaster can cast the scribed spells. See the DUNGEON MASTER'S Guide for rules on scrolls.
Prerequisite: Spellcaster level 1st
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 1 day for each 1,000 gp in its base price. The base price of its spell level is its spell multiplied by its caster level multiplied by 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

Spell Focus-Necromancy
Type: General
Source: Player's Handbook v.3.5
Choose a school of magic, such as Necromancy. Your spells of that school are more potent than normal.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select to focus on.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat it applies to a new school of magic.

Spirit Sense
Type: General
Source: Heroes of Horror
You can see and communicate with the souls of the recently departed.
Prerequisite: Wisdom 12, must have had a near-death experience (that is, must have fallen below 0 hit points).
Benefit: You can see the spirits of creatures who have died within a number of minutes equal to your Wisdom bonus. For instance, if your Wisdom is 17 (+3 bonus), you can see the spirits of creatures that have died within the past 3 minutes. You can speak with these spirits, but you gain no special ability to command them or to communicate with them if you do not share a language. These spirits are not creatures per se and cannot be harmed or affected in any way, magical or otherwise.
In addition, you gain a +4 circumstance bonus on Listen or Spot checks made to detect incorporeal creatures.

Sudden Maximize
Type: Metamagic
Sources: Complete Arcane
Miniatures Handbook
You can cast a spell to maximum effect without special preparation.
Prerequisite: Any metamagic feat.
Benefit: Once per day, you can apply the effect of the Maximize Spell feat to any spell you cast without increasing the level of the spell or specially preparing it.

Skill Rank Ability Misc.
Appraise Int 5 = +3 +2
Balance Dex* 3 = +3
Bluff Cha 0 = +0
Climb Str* 1 = +1
Concentration Con 16 = +3 +13
Craft (carving) Int 8 = +3 +3 +2
Decipher Script Int 18 = +3 +13 +2
Diplomacy Cha 0 = +0
Disguise Cha 0 = +0
Escape Artist Dex* 3 = +3
Forgery Int 5 = +3 +2
Gather Information Cha 0 = +0
Heal Wis 1 = +1
Hide Dex* 3 = +3
Intimidate Cha 5 = +0 +5
Jump Str* 1 = +1
Knowledge (arcana) Int 18 = +3 +13 +2
Knowledge (religion) Int 18 = +3 +13 +2
Listen Wis 1 = +1
Move Silently Dex* 3 = +3
Perform Cha 0 = +0
Ride Dex 3 = +3
Search Int 5 = +3 +2
Sense Motive Wis 1 = +1
Spellcraft Int 20 = +3 +13 +4
Spot Wis 1 = +1
Survival Wis 1 = +1
Swim Str** 1 = +1
Use Rope Dex 3 = +3
* = check penalty for wearing armor

Zero-level Necromancer spells: 4 (4) per day
all save Enchantment and Illusion

First-level Necromancer spells: 6 (4+2) per day
Burning Rage, Cause Fear, Chill Touch, Detect Undead, Mage Armor, Magic Missile, Negative Energy Ray, Ray of Enfeeblement, Scholar's Touch, Shield, Spirit Worm

Second-level Necromancer spells: 6 (4+1+1) per day
Blindness/Deafness, Command Undead, Darkvision, Death Armor, Death Knell, False Life, Ghoul Touch, Shroud of Undeath, Spectral Hand, Stone Bones

Third-level Necromancer spells: 4 (3+1) per day
Animate Dead, Halt Undead, Haste, Negative Energy Burst, Ray of Exhaustion, Undead Torch, Vampiric Touch

Fourth-level Necromancer spells: 4 (3+1) per day
Animate Dead, Bestow Curse, Death Ward, Enervation, Iron Bones, Negative Energy Wave, Sinsabar's Baleful Bolt

Fifth-level Necromancer spells: 3 (2+1) per day
Burning Blood, Cloudkill, Fleshshiver, Slay Living, Spiritwall, Symbol of Pain, Waves of Fatigue

Human
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Wizard (Necromancer)
Bonus Feats (already included)
High intelligence gains bonus spells daily
• He also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.

Skeletal Minion
A 1st-level necromancer using this variant can begin play with an undead minion (a human warrior skeleton). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp.
This creature is a loyal servant that follows the necromancer's commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant.
At 1st level, the skeleton is completely typical, but it gains power as the necromancer gains levels. The skeleton has a number of Hit Dice equal to the necromancer's class level. Add one-half the necromancer's class level to the skeleton's natural armor bonus. Add one-third of the necromancer's class level to the skeleton's Strength and Dexterity scores.
A necromancer using this variant permanently gives up the ability to obtain a familiar.
Enhanced Undead (Ex)
Any time a necromancer using this variant creates an undead creature (such as with animate dead, create undead, or create greater undead), all undead creatures created gain a +4 enhancement bonus to Strength and Dexterity, and two additional hit points per Hit Die. This ability does not affect the number or Hit Dice of animated creatures that the necromancer can create or control.
A necromancer using this variant does not gain additional spells per day for being a specialist wizard.

Equipment: Potions of Lesser Vigor x4, Scrolls of Shield x24, Amulet of Natural Armor +1, Headband of Intellect +4, Pearl of Power (2cd), Ring of Deflection +1, Ring of Nullification, Travel Cloak, Lesser Rod of Metamagic (Extend), Silver Holy Symbol, Waterproof Spellbook, Spell Component Pouch, Standard Adventuring Kit (Minus Rations), Staff, Dagger, 25gp
Moil Bones (8 1d6/8 2d6/8 3d6)

LORD RATH
Human Warrior Skeleton
Medium Undead

Hit Dice: 10d12+20 (85 hp)
Initiative: +9
Speed: 30 ft. (6 squares)
Armor Class: 30 (+5 Dex, +7 Natural, +2 Shield, +6 Armor), touch 15, flat-footed 25
Base Attack/Grapple: +5/+10
Attack: Magic Greatsword +11 melee (2d6+8+1d6/19–20) or
Claw +10 melee (1d4+5) or Bow +10 range (1d8+5/x3)
Full Attack: Magic Greatsword +11 melee (2d6+8+1d6 flame/19–20) or
2 claws +10 melee (1d4+5) or Bow +10 range (1d8+5/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: — —
Special Qualities: Damage reduction 5 , darkvision 60 ft., immunity to cold, undead traits

Saves: Fort +3, Ref +8, Will +7
Abilities: Str 20, Dex 20, Con —, Int —, Wis 10, Cha 1
Feats: Improved Initiative

Rath's Equipment: +1 Flaming Greatsword, +1 Darkwood Buckler, +1 Mithral Breastplate of Hammerblock, Composite Longbow (20 strength), Morningstar

History: Absalom Darkwind an aspiring Red Wizard. While on a mission for the Zulkir Szass Tam, along with his long time friend and bodyguard, Rath, he was ambushed by Harpers. Rath nobly sacrificed himself to save his friend, but Absalom was also struck down. There he for days, lingering at the threshold of Death's Door. Not enough to enter, but enough to peek in. What he saw, he would never speak of, but it is said that Jergal himself appeared to Absalom when he laid near-death.
Whatever the satory, he had awoken with new life and new purpose. He joined a group called the Companions of the Pallid Mask. An order devoted to destroying all undead not sanctioned by the Church of Jergal. Not-so-secretly working for the Companions, took Absalom across the Realms and back again. Always in search of lost tombs where the dead do not rest.

Ever loyal, Rath was raised to continue to serve his long-time friend, even after death!

In his travels he eventually met <fill in party name>. At first they had a hard time trusting the Creepy Necromancer. But in time he and the group have come to an 'understanding'. Eventually becoming tolerated if not well liked.

Absalom keeps his own company, but can often be heard conversing with his old 'friend' when he thinks no one is listening.

Darkwind burns with a cold hatred towards all Intelligent Undead. (and has found an a Foe in Szass tam) But considers Non-Sentient Undead to be nothing more then a tool, no more evil then a Golem. This attitude has often found him at odds with society. To help with this, he garbs Lord Rath in full armor and concealing clothing to disguise his bony nature.

necromant.jpg
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Albedo

First Post
Name: Arthur of the Shadow

[sblock]
Physical Description:
Race: Human Alignment: CG Deity: None Size: M Age: 24 Gender: M Height: 5'6" Weight: 152 lbs Eyes: Blue Hair: White Skin: Pale White

Levels: 6 Sorcerer, 1 Rogue, 1 Assassin, 2 Arcane Trickster,

Str: 10 (10 Base)
Dex: 17 (15 Base +2 Enhancement)
Con: 14 (12 Base +2 Enhancement)
Int: 15 (15 Base)
Wis: 15 (13 Base +2 Enhancement)
Cha: 20 (16 Base +2 Level + 2 Enhancement)

HP: 41
BAB: +4
Grapple: +4
Fort: +4 = +2 Base +2 Con
Ref: +12 = +9 Base +3 Dex
Will: +10 = +8 Base + 2 Wis
AC: 20 = 10 Base + 3 Dex + 4 Armor + 1 Monk + 2 Wis
Touch AC: 16 = 10 Base + 2 Dex + 1 Monk + 2 Wis
Flat Footed AC: 17 = 10 Base + 4 Armor + 1 Monk + 2 Wis
Initiative: +5
Speed: 40 ft
Languages: Common, Draconic, Undercommon

Feats: Improved Diversion, Twin Spell, Quicken Spell, Chain Spell, Arcane Thesis (Scorching Ray), Blooded

Special Abilities: Metamagic Specialist, Improved Legerdmain 1/day, Sneak Attack +3d6, Death Attack, Poison Use, Trap Finding

Skills:
Bluff: +18 = 13 Ranks + 5 Cha
Tumble: +7 = 4 Ranks + 3 Dex
Search: +11 = 9 Ranks + 2 Int
Spot: +8 = 4 Ranks + 2 Wis + 2 Unnamed
Knowledge Arcana: +6 = 4 Ranks + 2 Int
Hide: +16 = 13 Ranks + 3 Dex
Move Silently: +11 = 8 Ranks + 3 Dex
Decipher Script: +9 = 7 Ranks + 2 Int
Disable Device: +9 = 7 Ranks + 2 Int
Escape Artist: +10 = 7 Ranks + 3 Dex
Disguise: +9 = 4 Ranks + 5 Cha

Spells Known:
Sorcerer:
0 (8): Light, Read Magic, Detect Magic, Mage Hand, Acid Splash, Ray of Frost, Dancing Lights, Ghost Sound
1st (5): Lesser Orb of Cold, Ray of Enfeeblement, Lesser Deflection, Magic Missile, Mage Armor
2nd (3): Scorching Ray, Invisibility, See Invisibility
3rd (2): Haste, Fly
4th (1): Orb of Acid

Spells Per Day:
Sorcerer
0: (6), 1st: (8), 2nd: (7), 3rd: (6), 4th: (4)
Assassin:
1st (2): Sniper's Shot, Critical Strike

Attacks:
Shortbow: +7, 1d6 damage, x3 Crit
Daggers: +4, 1d4 damage, 19-20 x2 Crit [/sblock]

Possessions:
[sblock]
Boots of Striding and Springing: 5,500gp
Rod of Empower x2: 18,000gp
Gloves of Dex +2: 4,000gp
Periapt of Wis +2: 4,000gp
Amulet of Health +2: 4,000gp
Cloak of Cha +2: 4,000gp
Hewards Handy Haversack: 2,000gp
Monks Belt: 13,000gp
Composite Shortbow: 75 gp
5 Quivers of Arrows: 5gp
1 Quiver Adamantine Arrows: 61 gp
1 Quiver Cold Iron Arrows: 2 gp
1 Quiver Silver Arrows: 3 gp
Cold Iron Dagger: 4 gp
Silver Dagger: 22 gp
50 ft Silk Rope (5 lbs) = 10 gp
Shovel (8 lbs) = 2 gp
Heavy Wooden Shield (10 lbs) = 7 gp
Waterskin (4 lbs) = 1 gp
4 Days Trail Rations (4 lbs) = 2 gp
4 Bells (0 lbs) = 4 gp
100 Candles (0 lbs) = 1 gp
Flint + Steel (0 lbs) = 1 gp
Grappling Hook (4 lbs) = 1 gp
10 Sunrods (10lbs) = 20 gp
275gp [/sblock]

Backstory:
[sblock]
Arthur was once a happy farmboy, living off the land and enjoying the simple existence of a peasant. That all changed when a raiding party of Drow emerged from the Underdark and attacked his home. He was away when it happened, taking a midday stroll like he always did, but came home to find his slaughtered family. Arthur's mind snapped, and he ran off into the wilderness to live as a hermit for some many moths. After much training, fueled by his hatred and lust for vengeance, he entered the Underdark to take revenge on the race that cost him his happiness. He quickly became acclimated to the never-ending darkness, and made the shadows his home as he crept through the winding passages to ambush drow patrols. Mastering self-taught magics designed to puch through drow SR, he soon became a thorn in the side of all the evils of the underdark. After a few years of his antics, the drow sent a massive hunting party after him. He struggled valiantly, but the numbers were too great, and he was forced to flee the Underdark.

He soon plotted a retaliation strike, but before he could put his plan into action, he came across a group of bandits attacking a caravan. He sprang into action, unleashing his hate fueled magics at the evil men and protecting the helpless victims of the raid. Standing in the aftermath of his ferocious assault, Arthur felt invincible, as if no evil in the world could halt his warpath. But then he noticed the peasants he had saved, their gratitude creeping into his heart. He realized that the drow were not the only ones that had ruined his life for his lust for vengeance was as much to blame for robbing him of his happiness. He decided that would instead enjoy the rest of his life, and spend it helping people, rather than mindlessly slaughtering those he felt even remotely responsible for his pain. From that day forth, he replaced his goals of killing with an urge to see all the land, and became a wanderer, hoping to experience as much of the world as he can, and help all he can.
[/sblock]
Description:
[sblock]
Arthur's many years in the Underdark have left his skin deathly pale, matching his white hair. He contrasts this by wearing exclusively black clothing, making the only color on his person his bright blue eyes. He is a very reserved person, and has a hard time hiding his roguish choice of lifestyle, though few would suspect his arcane skills at first glance. While being very calm and patient most of the time, he is quick to anger when it comes to other people being abused or in danger. Arthur lives by his own set of rules, and while he doesn't deliberately break laws, he doesn't make any effort to follow them either. All in all, he gives the ideal impression of a warrior, and his cold hard eyes prove to those around him that he has seen and overcome many forms of hell.
[/sblock]
 
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Shayuri

First Post
Kuma of the Great Mountain Clan

Name: Kuma
Race: Human
Class/Level: Barbarian 5 / Sorceror 1 / Dragon Disciple 4
Gender: Male
Exp:

Desc
Kuma is a tall, burly human man bearing tribal tattoos over his upper arms and down his back. His shoulders are broad, and his musculature seems impossibly dense and defined, with almost no fatty tissues to cushion it. His size and build are relatively normal though, compared to the deep rust colored scales that crust his chest and portions of his back, arms, and head. His teeth have grown thick and viciously sharp, and his fingernails into reinforced claws. He wears a long loincloth of mithril chain and leather, along with a specially made breastplate of segmented mithril.

Strength (STR) 22 +6 (16 +4 class +2 item)
Dexterity (DEX) 14 +2
Constitution (CON) 18 +4 (15 +1 level 8 +2 item)
Intelligence (INT) 12 +1 (11 +1 level 4)
Wisdom (WIS) 10
Charisma (CHA) 14 +2

Alignment: Chaotic Good
AC: 24 (10 +2 Dex +2 natural +2 deflection +8 armor)
Buffed AC: 28 (with Shield spell)
Hit Points: 119
Movement: 40'

Init: +2
Base Attack Bonus: +8/+3
Melee Attack: +14/+9
Ranged Attack: +10/+5
Fort: +14
Reflex: +6
Will: +12

Race Abilities
Bonus Feat
Bonus skills

Class Abilities:
Rage 4/day
Fast Movement
Uncanny Dodge
Trap Sense +1
-
Summon Familiar
-
Natural Armor +2
Ability Boosts: Str +4
Claws/Bite (1d4/1d6)
Breath Weapon 2d8 fire, 30' cone, DC19 1/2, 1/day

Skills: 20+22b +4s +16dd
Concentration +7 (4 ranks + 3 Con)
Diplomacy +6 (4 ranks + 2 Cha)
Intimidate +10 (8 ranks + 2 Cha)
Knowledge: +9 (Arcana 4 CC ranks + 4 ranks + 1 int)
Listen +8 (8 ranks + 0 Wis)
Speak Language 1
Spot +8 (8 ranks + 0 Wis)
Survival +8 (8 ranks + 0 Wis)
Swim +14 (8 ranks + 6 Str)

Feats
B Tireless (The Ride)
1 Extra Rage
1 Power Attack
3 Cleave
6 Improved Overrun
9 Improved Toughness

Languages - Common, Draconic

Spells

0 level - 5/5
Detect Magic
Light
Mage Hand
Mending

1st level - 7/7
True Strike
Shield

[sblock=Inventory]Money - 19gp, 4sp

Weapons -
Greatsword +2, +16/+11, 2d6+11, 19-20 x2, 8lbs, 8150

Armour -
Mithril Breastplate +3, +8 AC, 15lbs, -1 check, 15% fail, 13200

Gear -
- In Haversack
Bedroll, 1sp, 5lbs
Blanket, 5sp, 3lbs
50' silk rope, 10gp, 5lbs
Tent, 10gp, 20lbs
Waterskin, 1gp, 4lbs
10 days trail rations, 5gp, 10lbs

- On person
2 scroll cases, 2gp, 1lb
2 belt pouches, 2gp, 1lb

Magic -
Handy Haversack, 2000
Gauntlets of Strength +2, 4000
Amulet of Health +2, 4000
Cloak of Resistance +2, 4000
Ring of Protection +2, 8000
Boots of Speed, 12000
Silversheen, 250

Wand of Shield, 750
2x Cure Moderate Wounds Potions, 600[/sblock]

[sblock=Background]Kuma is one of a relative primative tribe of humans that lives in the steppelands of the frozen north, in an area called The Ride. His tribe occupies a series of caverns and hollowed out tunnels carved into the walls of a dormant volcano that stands alone; the result of a violent eruption millenia ago. The lava pools and superheated rock in the depths below keep the temperature farther up relatively comfortable, even in the deep of winter, making it a much vied-for home.

Kuma's clan has fought for and won their place there, and they guard it zealously. The tribe's legends state that once a great dragon-god laired here, and that it brought the people there to serve it and to be its favored. One day the dragon left, leaving behind a royal line of people who it had shared its essence with to rule in its stead, until it returned.

In time, the dragon blood of the royal line thinned to the point where it could no longer be seen. It became customary for any new chief to prove his link to the dragon god by proving his mettle outside the mountain...venturing into other lands and undertaking great deeds. On his return, he would sing his deeds to the tribe, and if they were sufficient, he would be accepted.

Kuma is of the blood of kings, among his people. In accordance with the traditions, he left the mountain and trekked the miles south to the warmlands. There he met worthy companions, and worthy challenges, and in battle proved his name. In the process though, he learned something that shook him to the core. He learned that dragons, while powerful, were not gods...and that the crimson drake that once ruled his people had almost certainly been a tyrant, and his tribe's ancestors, its slaves. Even as he struggled to awaken the vestiges of dragon heritage within himself, Kuma made a vow to find the dragon that had once ruled the mountain in the north; or one like it...and slay it. He would bring its head back with him to prove to the tribe once and for all that the legends were false...making sure that they would never again be the thralls of a wyrm. By might and by magic, he would turn the power of the dragon that lurked within him against that of the creatures themselves and buy his tribe freedom for all time.[/sblock]
 
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Isida Kep'Tukari

Adventurer
Supporter
Duthayer Coalhammer
Male Shield Dwarf Paladin 10

Alignment: Lawful Good
Deity: Clangeddin Silverbeard
Region: The Galena Mountains
Height: 4' 8''
Weight: 169lbs
Hair: Red
Eyes: Green
Skin: Fair
Age: 62

Str: 18 (+4) [+2 gauntlets]
Dex: 7 (+2)
Con: 16 (+3) [+2 racial, +2 belt]
Int: 12 (+1)
Wis: 14 (+2) [+1 level]
Cha: 14 (+2) [-2 racial, +1 level]

Class and Racial Abilities: +2 Constitution, –2 Charisma, 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 60 ft., 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. . Aura of good, detect evil, smite evil 3/day, divine grace, lay on hands (20hp), aura of courage, divine health, turn undead 5/day, divine spells, charging smite (PHB II, replaces special mount). Proficient with all simple and martial weapons, all types of armor, and with shields (except tower shields).

Hit Dice: 10d10+30+5 (Dauntless)
HP: 72
AC: 27 (-2 Dex, +13 armor, +6 shield) [Touch 8, Flat-footed ]
DR 1/slashing or bludgeoning due to earthsilk jersey
ACP: –11 (-8 armor, -3 shield)
Init: -2 (-2 Dex)
Speed: 20ft (10ft wearing mountain plate)

Saves:
Fortitude +13 [+7 base, +3 Con, +2 belt, +2 divine grace]
Reflex +2 [+3 base, -2 Dex, +2 divine grace]
Will +7 [+3 base, +2 Wis, +2 divine grace]

BAB/Grapple: +10/+13
Melee Atk:[/b] +16 (1d10+7/x3/S, +3 dwarven warhammer)
Ranged Atk:[/b] +8 (1d6+4/x3/10 ft./S, throwing axe)

Skills:
Craft (weaponsmithing) +10 (5 ranks, +1 Int, +2 racial, +2 MW tools)
Craft (armorsmithing) +10 (5 ranks, +1 Int, +2 racial, +2 MW tools)
Diplomacy +14 (8 ranks, +2 Cha, +4 synergy)
Knowledge (nobility and royalty) +6 (5 ranks, +1 Int)
Knowledge (religion) +9 (8 ranks, +1 Int)
Listen +2 (0 ranks, +2 Wis)
Sense Motive +10 (8 ranks, +2 Wis)
Spot +2 (0 ranks, +2 Wis)


Feats:
Dauntless (bonus 1st level regional)
Exotic Armor Proficiency – Mountain Plate [RoS] (1st level)
Exotic Shield Proficiency – Extreme Shield [RoS] (3rd level)
Divine Vigor [ComWar] (6th level)
Endurance (9th level)

Languages: Dwarven, Damaran, Common, Undercommon

Spells
DC +2
1st – 2cure light wounds, silverbeard (MaF)
2nd – 2remove paralysis, zone of truth

Equipment
Mountain plate +3 – 12,400gp
Extreme steel shield +3 – 9,180gp
Dwarven waraxe +3 – 18,330gp
Gauntlets of ogre power – 4,000gp
Belt of endurance – 10,000gp [A&E]
6 throwing axes – 48gp
Dagger – 2gp (1 lb)
Belt pouch 1gp - (1/2 lb)
Traveler’s outfit (Free)
Earthsilk jersey – 150gp (2 lbs) [RoS]
Heward’s Handy Haversack – 2,000gp (2 lbs)
~Granite altar case – 40gp
~Courtier’s outfit and jewelry – 80gp
~Cold weather outfit – 8gp
~Explorer’s outfit – 10gp
~Bedroll - 5sp (5 lbs)
~Chain shirt – 100gp
~Waterskin - 1gp (4 lbs)
~50 ft. earthsilk rope - 12gp (7 lbs) [RoS]
~Trail rations (10 days worth) - 5gp (10 lbs)
~MW Weaponsmithing tools – 55gp (5 lbs)
~MW Armorsmithing tools – 55gp (5 lbs)
~Whetstone – 2cp (4 lbs)

Money
497gp, 4sp, 8cp
~~~~~

Appearance:

Personality:

Background: I am Duthayer Coalhammer, paladin of the Rock of Battle. I have been the iron spine of this motley crew, and they have stood in for my clan, strange as that may seem. Longer ago than most of my friends I was born in my clan holdings in the Spine of the World, middle of eight children. Yes, my mother had more than her hands full, but luckily her sisters and my father's brothers were willing to help with her brood.

Would it surprise you than many of my brothers and sisters went to the temples? No? Well, unlike some human families, our piety is not false. The temples welcomed us and helped ease the burden on our mother at the same time. My older sister is a skilled healer in Berronar Truesilver's temple; my youngest brother is a stonesinger in Sharindlar's service; but I was called to the ranks of Clangeddin Silverbeard's paladins.

My father was a smith and- oh don't you go groaning now! "Every dwarf is a smith, miner, or stonemason, or has family that is!" you say. Yes, that's true. And why not? We live in the richest places of stone and metal, why shouldn't we reap the bounty we have been given? If less of us were smiths, how would the rest of you get your high quality dwarven arms and armor, I ask? Bah! Leave your exasperations behind your teeth. He was a smith, that I say with pride. Tulgar Coalhammer worked two hundred years in his trade and die sacrificing himself in a hill giant attack. He lived the finest life and died the finest death a dwarf could ask for! I can only hope I bring half as much honor to my clan.

I have not the skill in me to work the forge as he did, but I wield the weapons he gave me with as much skill and determination as I have been blessed with. The Father of Battle never appeared to me in a vision or any of that nonsense, but I felt His presence often when I practiced the classic forms of battle. It was the Lesser Lord, the high priest of the temple that sent me to the human lands. "Your skill is great and your words are eloquent. We believe you are the best suited to seek out honor for our clan amongst those outside our borders. Your duty will be arduous, but you will show the great honor of the Father of Battles as well as the honor of the Coalhammer clan. Send us back the tales of your exploits, and go with the blessings of the Rock of Battle."

So I went, starting out perhaps small, but by the Stones I have not failed! I fought tribes of orcs and their hill giant masters; I tangled with Zhent slavers in the east, and lycanthropes in the south woods. I earned a great deal of scars and the friendship of these rascals here behind me. None of them can hold their ale, it's true, but the lot of them has stood beside me through hellfire and high water.
 
Last edited:

sans

First Post
Brother Odis
Chaotic Good Human Cleric of Tymora

[sblock=Character Sheet]
Code:
Name:      [b]Brother Odis[/b]
Class:     Cleric 10
Race:      Human, Condathan                   Age:    40
Region:    The Dragon Coast                   Height: 6'2"
Size:      Medium                             Weight: 190 lbs
Gender:    Male                               Eyes:   Brown
Alignment: Chaotic Good                       Hair:   Light brown, wave
Deity:     Tymora, the Lady Who Smiles        Skin:   Tanned


[b]ABILITIES[/b]                            [b]BASIC INFO[/b]
---------------------------------    -----------------------------------------
SCORE*  MOD      MAGIC               Level:   10         XP:         47250
STR:    10 ( 0)                      BAB:     +7/+2      HP:         47 / 47*
DEX:    10 ( 0)  12^ (+1)            Grapple: +7         Dmg Red:    -/-
CON:     8 (-1)                      Speed:   20'        Spell Res:  -
INT:    11 ( 0)                      Init:    +1         Spell Save: - 
WIS:    20 (+5)  24# (+7)
CHA:    15 (+2)

* See bottom for ability score and hp calcs
^ +2 Gloves of Dextarity
# +4 Pariapt of Wisdom


[b]SAVING THROWS[/b]
-----------------------------------------------------------
            TOTAL    Base   Mod  Misc
FORTITUDE:   +9    =   +7    -1    +3*
REFLEX:      +7    =   +3    +1    +3*
WILL:       +17    =   +7    +7    +3*

* +3 Cloak of Resistance


[b]ARMOR[/b]
--------------------------------------------------------------
            TOTAL    Base  Armor Shld   Dex  Size   Nat  Misc^
ARMOR:       23   =   10    +6    +4    +1    +0    +0    +2
TOUCH:       13   =   10     -     -    +1    +0     -    +2
FLAT-FOOTED: 22   =   10    +6    +4     -    +0    +0    +2


Armor                         Bonus   Dex   ACP   ASF  Bonus Type
   Mithral Chain Shirt*        +6      6     0    10%  Armor
   Darkwood Shield*            +4     n/a    0    15%  Shield
   Ring of Protection +2       +2     n/a    0     0   Deflection

* Magic Vestment (+2) is cast every morning with an Extend Meta-magic Rod
  as part of prayer ritual (duration 10/hrs day)


[b]WEAPONS[/b]
----------------------------------------------------------------------------------
Weapon                      Attack           Damage          Critical   Range Type
Silver Shortspear of        +8/+3 melee     1d6                x2        20'   P
  Returning +1              or +15 thrown
                            
  w/ Greater Magic Weapon   +11/+6 melee    1d6+3              x2        20'   P

  w/ Greater Magic Weapon   +14/+9 melee    1d6+6              x2        20'   P
     and Divine Power

NOTES:
   - Greater Magic Weapon (+3) (duration 10/hrs day)
   - Zen Archery applies Wisdom Bonus to ranged attack roles


[b]SPECIAL ABILITIES[/b]
--------------------------------------------------------
Human:
  Bonus Feat at first level
  4 Bonus skill points at first level
  1 Bonus skill point each level after

Cleric:
  Travel: 1 round/level worth of Freedom of Movement on
          self per day

  Protection: grant resistance bonus of +1/level on next
          save for the next hour

  Turn Undead: 9 times/day, level 10, turn damage 2d6+12
         +2 on turn checks knowledge(religion) synergy

[b]LANGUAGES[/b]
--------------------------------------------------------
Common, Chondathan


[b]FEATS[/b]
----------------------------------------------------
Armor and Weapon Proficiency
  Simple Weapons Proficiency(all)
  Armor Proficiency(all)
  Shield Proficiency(light, heavy)

Bonus Regional Feat: Silver Palm (+2 appraise, bluff, sense motive)

Human Bonus Feat: Spellcasting Prodigy

Character Level Feats
  1. Skill Focus(Concentration)
  3. Zen Archery
  6. Domain Spontaneity(Travel)
  9. Domain Spontaneity(Protection)


[b]SKILLS[/b]
----------------------------------------------------------------
Skill Points: 42    Max Ranks: 13/6.5

Skill             Abl   TOTAL    Rnk    Stat     Msc
Appraise(CC)      INT     2       -       0       2  +2 Silver Palm
Balance(CC)       DEX     1       -       1       -
Bluff(CC)         CHA     4       -       2       2  +2 Silver Palm
Climb(CC)         STR     0       -       -       -
Concentration     CON    15      13      -1       3  +3 Skill Focus
Diplomacy         CHA    12      10       2       -
Disguise(CC)      CHA     2       -       2       -
Escape Artist(CC) DEX     1       -       1       -
Forgery(CC)       INT     0       -       0       -
Gather Info(CC)   CHA     2       -       2       -
Heal              WIS     8       1       7       -
Hide(CC)          DEX     1       -       1       -
Intimidate(CC)    CHA     2       -       2       -
Jump(CC)          STR     0       -       -       -
Knowledge(arcana) INT     5       5       0       -
Knowledge(history)INT     1       1       0       -
Knowledge(religion) INT   5       5       0       -
Knowledge(planes) INT     1       1       0       -
Listen(CC)        WIS     7       -       7       -
Move Silently(CC) DEX     1       -       1       -
Ride(CC)          DEX     1       -       1       -
Search(CC)        INT     0       -       0       -
Sense Motive(CC)  WIS     9       -       7       2  +2 Silver Palm
Spellcraft        INT     3       1       0       2  +2 Knowledge(arcana) syn
Spot(CC)          WIS     7       -       7       -
Survival          WIS    12       5       7       -
Swim(CC)          STR     0       -       0       -
Use Rope(CC)      DEX     1       -       1       -


[b]ASSETS[/b]
----------------------------------
  Platinum:   50
  Gold:      931 - 225 (horses) = 706
  Silver:      9
  Copper:      0
  Other:


[b]EQUIPMENT[/b]
----------------------------------------------------------------------
NAME                                            QTY     LBS     COST
Cloak of Resistance +3                           1        1     9000
Gloves of Dexterity +2                           1        0     4000   
Periapt of Wisdom +4                             1        0    16000
Ring of Protection +2                            1        0     8000
Rod of Lesser Extend                             1        5     3000
   Usually only 1 use/day left after morning buffs
Wand of Cure Moderate Wounds                     1        0.7   4500

Mithral Chain Shirt (w/ Magic Vestment)          1       12.5   1100
Darkwood Shield                                  1       15      257
Silver Shortspear of Returning +1                1        3     8302
Silver Holy Symbol                               1        1.0     25
Belt Pouch                                       1         .5      1
Spear Sheath (accross back)                      1        1.0      1

Handy Haversack                                  1        5     2000
   Bedroll                                       1         (5)     0.1
   Stick w/ Continual Flame                      1         (1)    55
      - Woodcarved 2' stick w/ the symbol of
        Tymora on it + Coninual Flame
   Flint and Steel                               1         (0)     1
   Rations (Trail/Per Day)                       2         (2)     1
   Silver Holy Symbol                            1         (1)    25
   Waterskin (Filled)                            1         (4)     1
   
   Lady Kestrel's Signet Ring                    1         (0)     -
   Bag of Holding                                2               free

   Scrolls:
      Restoration, Lesser                        2         (0.02) 300
      Neutralize Poison                          2         (0.02) 750
      Protection from Energy                     2         (0.02) 750

                                                  TOTAL COST:   55568.1

Total weight caried: 44.7
Current load:        Medium

Encumbrance
Light:   33
Medium:  66
Heavy:  100


[sblock=ABILITY SCORE and HP CALCS]
[b]INITIAL ABILITY SCORE[/b]
---------------------------------------
ABILITY SCORES
The first set of ability rolls was too low (as defined in the PHB, page 8, "no score over 13") so I re-rolled. Also, I didn't allocated the scores when I rolled because I didn't know what my character was going to be at the time.

[s]
http://invisiblecastle.com/find.py?id=556500
(8, 13, 11, 9, 13, 10)[/s]

http://invisiblecastle.com/find.py?id=556503
(9, 14, 11, 10, 17, 11)

FINAL ALLOCATION:
     RAW   LEVEL AGE TOTAL
Str:  11     -    -1  10
Dex:  11     -    -1  10
Con:   9     -    -1   8
Int:  10     -    +1  11
Wis:  17     +2   +1  20
Cha:  14     -    +1  15

HIT POINTS
http://invisiblecastle.com/find.py?id=560256

    Level   Roll    CON  Total
      1      8      -1     7
      2      8      -1     7      
      3      4      -1     3       
      4      8      -1     7       
      5      6      -1     5       
      6      4      -1     3        
      7      7      -1     6       
      8      1      -1     1 (min 1 per level)
      9      8      -1     7       
     10      1      -1     1 (min 1 per level)
                   Total: [b]47[/b]
[/sblock]
[/sblock]

[sblock=Spells]
Code:
Level       :   0     1     2     3     4     5
Spells/Day* :   6     6+1   6+1   5+1   5+1   3+1
Spell DC*   :   18    19    20    21    22    23

* Spell Casting Prodigy: WIS is 2 points higher when
  determining DC and spells per day

[b]PREPARED SPELLS[/b]
[u]Level 0[/u]                               [u]Level 1[/u]
D: n/a                                D: Sanctuary
1: Create Water                       1: Bless    
2: Detect Poison                      2: Comprehend Languages
3: Detect Magic                       3: Protection from Evil
4: Light                              4: Remove Fear
5: Light                              5: Sanctuary
6: Mending                            6: Shield of Faith

[u]Level 2[/u]                               [u]Level 3[/u]
D: Locate Object                      D: Fly
1: Hold Person              1: Bestow Curse
2: Hold Person                        2: Dispel Magic
3: Remove Paralysis                   3: [s]Magic Vestment[/s]*
4: Hold Person                        4: [s]Magic Vestment[/s]*
5: Spiritual Weapon                   5: Prayer
6: Spiritual Weapon

[u]Level 4[/u]                               [u]Level 5[/u]
D: Dimension Door                     D: Spell Resistance
1: Freedom of Movement                1: Slay Living
2: Magic Weapon, Greater              2: Flame Strike
3: Restoration, Greater               3: Flame Strike
4: Divine Power
5: Searing Light (3rd level)

* Cast at the beginning of each day
[/sblock]


[sblock=Description]
Brother Odis is a tall happy-looking individual with light brown wavy hair. He is somewhat on the skinny side and some joke that his smile is bigger and wider than the rest of his body. He wears a shiny mithral chain shirt which contrasts nicely with his rich darkwood shield upon which the likeness of Tymora is carved. The shield was made to resemble the holy symbol of Tymora: a coin with her image on it. Odis' actual holy symbol is a heavy palm-sized circular disk (again, representing a coin with the Smiling Lay's image on it).

Sheathed across Odis' back is a silver shortspear. His only physical weapon.
[/sblock]

[sblock=Personality]
Brother Odis has been trying to emulate the personality of Tymora for so long that it has become his true personality. He believes in not pre-judging others and that being bold and taking chances (trusting your fate to Tymora) are essential to pleasing his god. A mischievous streak also runs through Brother Odis. As with Tymora, he sometimes finds it necessary to play pranks on the more serious individuals which cross his path. People really do need a good laugh every once in a while. But as with Tymora, these pranks are never done with malice.

Brother Odis recently celebrated his 40th birthday and he is feeling his age. Maybe it's time for one last hurah before he sets up a humble temple dedicated Tymora.
[/sblock]

[sblock=Background]
Brother Odis was born in the utterly boring middle class of the otherwise exiting city-state of Westgate in The Dragon Coast region. His father was a well paid flute player and his mother was a soprano at the temple of Torm. His parents were over-protective and zealous worshipers of Torm, a god, who Odis believes, really needs to "lighten up".

When Odis' mom used to drag him by the ears to worship in the temple district, they would always pass the church of Tymora. It wasn't hard for little Odis to see the huge contrast in the attitude of the worshipers. The Torms were serious and grim, while the Tymoras were constantly smiling and hugging. Odis was also amazed to see the staggering variety of races worshiping at the Church of Tymora. No stuffy, elitist paladins there.

When Odis was 16 he sought the teachings from the church of Tymora. Thus began the spiritual battle between the priests of Tymora and the priests of Torm (aided by Odis' mother) for the soul of the young lad. Actually, it wasn't much of a battle as Odis had already, long ago, made up his mind.

As Odis set off on what would become a long, successful, and spiritual adventuring life, he swore he saw the priest of Tymora look over to a glaring priest of Torm and wink! Odis knew immediately he had made the right decision.
[/sblock]


[sblock=Relationships]
What follows is how Brother Odis perceives the rest of his party.

Duthayer Coalhammer
Brother Odis constantly pokes fun at the Duthayer's strict code of conduct and overwhelming "stuffiness". However, Odis has developed a deep respect for the paladin's unwavering devotion to his deity, Silverbeard. Odis himself knows how hard it is to maintain such a level faith. It is much easier to keep that faith when you stand beside someone else who understands what it is like to devote every action, every thought, every breath to a god.

Absalom Darkwind
Brother Odis won't admit it, but he thinks Absalom is pretty damn creepy. It takes a person with a very "odd" point of view to keep the company of the undead. The necromancer probably had a very lonely childhood. However, Tymora has followers from all different races and backgrounds from halflings to lizardfolk from peons to merchant lords. She cares not from where they came, she judges them only by their actions. Thus far, the Absalom has proven himself a loyal companion and has many a time aided the cause of good and never, to Odis' knowledge, the cause of evil. Ironically, Absalom, at times, can be just as "stuffy" as the paladin. Odis every so often wonders if he should try and turn the necromancer's skeleton companion... just to see what would happen. But, alas, such a prank might cause more harm than laughter and that would not make Tymora smile at all.

Arthur of the Shadow
Brother Odis admires Arthur because Arthur's story is one of self-awareness. To be happy is a great virtue, but to realize and truly believe that happiness can only come from one's self is profound wisdom indeed.

Kuma
Brother Odis grew up in the The Dragon Coast and, ironically, never actually saw a dragon while he traveled there. But now he finds that one of his long time companions, Kuma, is a dragon... or partial dragon... Ok, maybe the guy was one one-hundredth dragon or less, but, as they say, "You can take the dragon out of the cave, but you can't take the cave out of the..." Oh never mind. Odis frequently witnesses Kuma throw himself with great bravery and reckless abandon at the enemies of good and that makes Tymora smile. Therefore, that makes Odis smile.

[/sblock]
 
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[size=+1]Star[/size]
True Name: Quealisae ap Tirith
Female moon-elf/shadow-walker
Alignment: True Neutral
Height: 5' 1"
Weight: 120 lbs
Age: 85
Eyes: Green
Hair: Black with dark blue highlights
Patron Deities: Mask, formerly Erevan Ilesere
Region: Elven Court

Classes: ECL1/Rogue9

XP: 45,000/55,000

Vision Type: Lowlight/Darkvision 60’

Speed: 40’

HD: 10d6+10
HP: 45

Init: 7 [+7 Dex]

STR 13 (+1) [13 base]
DEX 24 (+7) [17 base +4 racial +1 level +2 enhancement]
CON 13 (+1) [13 base -4 racial +4 enhancement]
INT 16 (+3) [15 base +1 level]
WIS 12 (+1) [12 base]
CHA 14 (+2) [12 base +2 enhancement]

AC: 23
[10 base +6 armor +6 Dex +1 Luck]

AC Conditional:
~ Trap Sense: +3 vs. traps (Rogue ability)
~ Dodge: +1 to AC vs. one opponent when declared (feat)
~ Mobility: +4 to AC vs. Attacks of Opportunity when threatened (feat)
~ Improved Uncanny Dodge: Don’t lose Dex bonus; cannot be flanked except by rogue of at least 4 levels higher (Rogue ability)

Saves:
Fort +5 [3 base +1 Con +1 Luck]
Ref +14 [6 base +7 Dex +1 Luck]
Will +5 [3 base +1 Wis +1 Luck]

Saves Conditional:
~ Immune to sleep spells and effects (racial)
~ Evasion: With successful Ref save, no damage
~ Light Blindness: -1 while in bright light (racial)
~ Trap Sense: +3 vs. traps (Rogue ability)
~ +2 vs. Enchantment spells and effects (racial)

Languages Known:
~ Common
~ Elven
~ Sylvan

Attacks:
Base Attack: +6/+1
Grapple: +7 [+6 base +1 Str]

Winter’s Kiss: +8/+3 [+6 base +1 Str +1 enhancement]
Critical: 18-20/x2
Damage: 1d6+1 (+1d6 cold on command, +5d6 Sneak Attack)
This +1 Frost Rapier is a cold dark grey color which shines faintly when in darkness. The hilt is wrapped in white leather and the pommel is engraved with a seven-pointed star.

Slverstar: +14/+9 [+6 base +7 Dex +1 enhancement]
Critical: 20/x3
Damage: 1d8+1 (+1d6 cold on command, +5d6 Sneak Attack)
This +1 Frost Composite Longbow (+1 Str) is carved from white ash, and is rumored to never miss its mark.

Attack/Damage Conditional:
~ Blind-Fight: Reroll miss chance for concealment (Feat)
~ Light Blindness: -1 while in bright light (racial)

[sblock=Skills and Feats]
Skills:
Appraise +8 [+3 Int +5 ranks]
Balance +10 [+7 Dex +1 ranks +2 Tumble]
Bluff +7 [+2 Cha +5 ranks]
Decipher Script +8 [+3 Int +5 ranks]
Diplomacy +9 [+2 Cha +5 ranks +2 bluff +2 Sense Motive]
Disable Device +16 [+3 Int +13 ranks]
Disguise +7/+9* [+2 Cha +5 ranks +2 bluff*]
Escape Artist +9 [+7 Dex +2 ranks]
Gather Information +6 [+2 Cha +4 ranks]
Hide +21 [+7 Dex +10 ranks +4 racial]
Intimidate +5 [+2 Cha +1 ranks +2 bluff]
Jump +8 [+1 Str +0 ranks +2 Tumble +5 competence]
Knowledge (Local - Thesk) +5 [+3 Int +2 ranks]
Listen +13 [+1 Wis +10 ranks +2 racial]
Move Silently +20 [+7 Dex +13 ranks]
Open Lock +20 [+7 Dex +13 ranks]
Search +18 [+3 Int +13 ranks +2 racial]
Sense Motive +6 [+1 Wis +5 ranks]
Sleight of Hand +19 [+7 Dex +10 ranks +2 bluff]
Spot +13 [+1 Wis +10 ranks +2 racial]
Tumble +13 [+7 Dex +6 ranks]
Use Magic Device +7 [+2 Cha +5 ranks +2 Decipher Script**]

Skill Conditional:
~ Light Blindness: -1 while in bright light (racial)
~ Secret Doors: An elf that merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
~ * Bonus to acting in character only
~ ** Bonus for checks involving Scrolls only

Feats:
~ Luck of Heroes (+1 Luck to AC and all Saves) [Free Regional]
~ Dodge (+1 to AC) [1st Level]
~ Mobility (+4 to AC vs. AoO) [3rd Level]
~ Blind-Fight (Reroll miss chance due to concealment) [6th Level]
~ Spring Attack (Move both before and after melee attack) [9th Level]
[/sblock]

[sblock=Racial, Class, Spell-like Abilities]
Racial Abilities:
Elven:
~ +2 Dexterity, –2 Constitution.
~ Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
~ Low-Light Vision
~ Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
~ +2 racial bonus on Listen, Search, and Spot checks.
~ Secret Doors: An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
~ Favored Class: Wizard.

Shadow-walker
~ +2 Dexterity, –2 Constitution.
~ Light-blindness: Abrupt exposure to bright light blinds her for 1 round. In addition, she takes a -1 penalty to attacks, saves, and checks when operating in bright light.
~ Darkvision: 60 ft
~ +4 racial bonus to Hide checks
~ Spell-like abilities (listed below)
~ ECL +1

Class Abilities:
Rogue
~ BAB +6/+1
~ F/R/W +3/+6/+3
~ Sneak Attack +5d6
~ Trapfinding (find magical traps and traps with DC 21+)
~ Evasion (with successful Ref save, no damage)
~ Trap Sense +3 (AC and saves vs. traps)
~ Improved Uncanny Dodge (Don’t lose Dex bonus; cannot be flanked except by rogue of at least 4 levels higher)

Spells and Spell-like Abilities:
Spell-like abilities from Shadow-walker
~ Shadow Mask 3/day (FRCS)
~ D-Door 2/day (self only)
~ Darkness 3/day
~ Shadow Spray 3/day
[/sblock]

[sblock=Equipment]
Equipment:
~ Winter’s Kiss, +1 Frost Rapier (8,320 gp) This weapon is a cold dark grey color which shines faintly when in darkness. The hilt is wrapped in white leather and the pommel is engraved with a seven-pointed star. (worn at hip; 2 lb)
~ Silverstar, +1 Frost Composite Longbow (+1 Str) (8,320 gp) This longbow is carved from white ash, and is rumored to never miss its mark. (carried; 3 lb)
~ Moonlight Web, +2 Mithral Shirt (5,100 gp) This chain shirt as bright and as light as moonbeams. It is decorated at cuffs and collar with symbols of the moon’s various stages. (worn under clothes; 10 lb)
~ Travel Cloak (1,200 gp) This cloak is of a dark silver-grey silk that sheds water, with a midnight blue velvet lining to keep one warm. (worn; 2 lb)
~ Heward’s Handy Haversack (2,000 gp) (carried; 5 lb)
~ Amulet of Health +4 (16,000 gp) This is a silver amulet depicting a rampant lion. (worn; < lb)
~ Gloves of Dexterity +2 (4,000 gp) These are slim black leather gloves that fit like a second skin. (worn; < lb)
~ Circlet of Cha +2 (4,000 gp) This is an attractive, slim sliver circlet that rests on the wearer’s forehead, with a beautifully cut black diamond in the center. (worn; < lb)
~ Potion, Cure Light Wounds x3 (150 gp)
~ Potion, Cure Moderate Wounds x2 (600 gp)
~ Potion, Spider Climb x2 (600 gp)
~ Potion, Shield of Faith x2 (600 gp)
~ Potion, Pass Without Trace x2 (100 gp)
~ Boots of Striding and Springing (5,500 gp) These thigh-high boots are made of fine black leather. (worn; 1 lb)
~ Clothing, various outfits (150 gp)
~ MW Thieves' Tools (100 gp) (carried about person; 2 lb)
~ Weighted dice, black (3 sp)
~ Normal dice, black (3 cp)
~ Deck of marked cards with rose design (3 sp)
~ Deck of unmarked cards with rose design (3 cp)
~ Bedroll (1 sp)
~ Flint & Steel (1 gp) (belt pouch; > lb)
~ Grappling Hook, collapsible (3 gp)
~ Lantern, Hooded (7 gp)
~ Oil, 5 pints (5 sp)
~ Belt Pouch, black leather, x2 (2 gp) (worn; 1 lb )
~ Silk Rope, 50 ft (10 gp)
~ Whetstone (2 cp) (belt pouch; 1 lb)
~ Wrist sheath, black leather x2 (40 gp) (worn; > lb)
~ Boot sheath x2, black leather (40 gp) (worn; > lb)
~ Daggers, Steel x2 (6 gp) (worn; 3 lb)
~ Daggers, Cold Iron x2 (8 gp) (worn; 3 lb)
~ Arrows, x40 (2 gp) (carried; 6 lb)
~ Mirror, small steel (10 gp)

* All items which do not list a weight or wear location are stored in the handy haversack.

Cash
PP: 10
GP: 29
SP: 7
CP: 2
[/sblock]

[sblock=Appearance]
Star is slim and graceful, with cat-like green eyes. She usually seems to have a slight smile on her face, as if she finds everything amusing. She has a calm and easygoing manner, and is surprisingly personable for being elven – indeed, she seems more human than not, although her sharply-pointed ears and fine-boned frame give her race away. She tends to dress mainly in black and silver, with black leathers almost completely concealing her mithral shirt. The palm of her right hand has a large, perfectly star-shaped scar. Her hair is black with blue high-lights – a combination unusual, but not unheard of, among moon elves. She keeps her hair cut short in the back and a bit longer in the front, so that it is even with the back of her neck, but so the front locks fall an inch or two past her chin in the front. She also wears an attractive silver circlet with a perfectly cut black diamond resting in the center of her forehead.
[/sblock]

[sblock=Backstory]
Star grew up as Quealisae Ap Tirith in the drow-besieged Elven Court of the forest of Cormanthyr. For most of her life, the few of her people who remained in the forest have battled a losing battle against the drow invading Cormanthyr. One by one, family by family, her people had left the forest behind forever as sections had been lost to the drow, until only the Elven Court remained.

Her father’s family line was one of the possessors of a moonblade, and who still trained in the ways of bladesong. He was a fully-trained Bladesinger, and with the Tirith clan’s moonblade in hand, wrought a fearful swathe through the invading drow during his lifetime. However, it was a drow ambush, arranged specifically with him in mind, which brought him down. The battle also claimed the life of Quealisae’s brother and chosen successor to the family’s moonblade. Help arrived too late to save either of their lives, but the clan was able to recover the bodies and bury them with honor.

After the funerals and time of grieving had passed, Quealisae spoke of her intention to undergo the ceremony to bond to her father’s moonblade and take up arms against those who had orchestrated his murder. Many, including Quealisae’s mother Celani, told her to wait – she was too young, too full of grief and anger. She did not listen, and undertook the ceremony.

The moonblade rejected her, nearly killing her and leaving a star-shaped scar on her right palm before going dormant. She was ill for many months, and there was little hope that she would survive – yet she did fully recover from the ordeal, after nearly a year. During this time, Celani had made the decision to leave the Elven Court and retreat to Evermeet – it was dangerous to stay, and she had no desire to remain in the place that took her husband and son from her, and nearly her daughter as well. As soon as Quealisae was well enough to travel, Celani told her this, as well as of her intention of taking the dormant moonblade back to Evermeet.

Quealisae refused. “I cannot be welcome in such a place, after such a failure. Go and be safe, but I will stay here.” She refused to be swayed by any of Celani’s tearful arguments, and remained behind when her mother departed across the sea.

However, she found memories of her home to be far to painful to bear, as well as the memory of her failure to bond with the moonblade – a failure that spoke volumes of how unworthy she was of such a responsibility. Forswearing her true name and any ties left to her people, she went out into the world, calling herself by the name of Star and seeking a purpose to put her life to.

Star traveled for several years, growing ever more despondent and feeling ever more lost. She supported herself by honing the skills that she had developed as a child in order to play pranks on the adults – the skills of stealth and sleight of hand, the only skills she now had left to her to survive. Thieving was dangerous, but it kept her fed and clothed, and her she only took from those who had more than their fair share, never from those that were struggling, just as she was. And besides, having grown up in Cormanthyr with the constant threat of drow raids, she was used to danger.

After a time, she found herself in Telflamm, a port city in the human country of Thesk, once again plying her trade. However, unbeknownst to Star, Telflamm was primarily ruled – at least on the streets – by the Shadowmaster thieves’ guild.

After she had been in the city for several days, she was just returning back to the room she had rented when she sensed movement behind her. She whirled, drawing a dagger – only to find and empty hallway. She paused for a moment, listening and watching, but sensed nothing further. She stepped into her room and turned to lock the door behind her when she felt the ice-cold edge of a dagger across her throat and she froze. “Your… activities have been noted. No one in the city is allowed to operate without permission from the guild.” There was a long silence while Star stood frozen, waiting for the gruff-voiced individual’s next move and wondering if she had finally pushed her luck too far. Finally, she felt the knife’s edge move away from her throat and a quick step behind her as her assailant moved away. “There is a parchment on the table. Read it.”

She waited a breath before spinning towards the room, daggers ready, but the room was empty except for her belongings. Not knowing where the man went, nor how he got out of her room, she quickly gathered her things and left… stopping at the last moment to snatch the parchment from the table.

After finding another place to stay, she opened and read the letter. It was an invitation to join the guild, as they believed that she ‘had potential’. The letter also gave a date, time, and place to meet a representative three days hence if she wished to take them up on their offer.

She spent those three days wondering what she should do – but in the end, she went to the meeting and accepted entry into the guild.

The next year went swiftly for her. After her initiation into the guild, she underwent a rite to the human god of thieves, Mask, in which she foreswore any devotion to any other god and was infused with the stuff of shadow – giving her unique powers and abilities that would assist her in her chosen profession. The guild trained her, honing those skills she had until she hardly believed her ability, and teaching her new ones, such as that of opening locks and disabling traps that might be set by the wary. The guild gave her a new life, a new purpose.

After that year, she was sent with a more experienced member of the guild for jobs, as he mentored her in the ways of the guild. However, she began feeling unease at some of the ‘jobs’ the performed. She turned a blind eye for a time, and hid her unease as much as she could, thinking that she should be grateful to the guild for taking her in.

The last straw came one morning before the sun rose, when Star’s mentor took her to one of the inns which catered to the well-born travelers to Thesk. There, crouched in an adjacent room to their mark, her mentor told her of their job – while she distracted the occupant at the door, her companion would use his shadow-travel powers to jump into the room behind him, a skill Star had not mastered. When the man fell from the blow he wouldn’t see coming, Star would catch him and move him into the room, shutting the door so they could make sure the kill was final.

Star was highly upset. Assassination… and of a man that had done nothing but refuse the payment for ‘protection’ that the guild had demanded, and then had the gall to report the attempt to the local constabulatory as extortion!

She hid her anger from her mentor, and left the room as if to do her part. However, she betrayed the shadowmaster to the nobleman, and together they managed to wound him deeply before he fled. In thankfulness, the noble offered her passage on his ship, as he was leaving that morning – and as he said, the city would not be healthy for either of them to stay in for much longer.

Star didn’t doubt that he had his suspicions about her, but he was willing to overlook her knowledge in gratitude for saving his life… and, as he put it, he preferred to believe in people.

The two became cautious friends on the two week-long journey, and when the ship made dock they parted ways amicably. Star went back to her wandering ways, although with more focus than previously – living life for the sake of living, instead of simply drifting through. She has determined to enjoy herself with the time she has – for although her people have long lifespans, the adventuring life she has chosen does not leave many old enough to retire. She adventures to hone her skills and abilities – she knows that there is much of the shadowlords’ abilities that she did not master, but she intended to with practice.
[/sblock]

[sblock=Notes]
Starting Stat Calc: http://invisiblecastle.com/find.py?id=688767
Starting HP Calc: http://invisiblecastle.com/find.py?id=693298
Race: http://home.comcast.net/~goddessfallenangel/Shadow-walker_Template.pdf
PRC: http://home.comcast.net/~goddessfallenangel/Telflammer_Shadowlord_PRC.pdf
[/sblock]
 
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