Ivid's "Cairn of the Skeleton King"


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Code:
[b]Name:[/b] Timrek
[b]Race:[/b] Kobold (Half-Dragon, Golden)
[b]Class:[/b] Paladin 4 (ECL 7)

[b]STR:[/b] 20     [b]HP:[/b] 38     [b]AL:[/b] LG     [B]BAB:[/B] +4
[b]DEX:[/b] 16     [b]AC:[/b] 32 (10 + 1 Dex + 6 Natural + 1 size + 4 shield + 10 armor)
[b]CON:[/b] 14     [b]Fort:[/b] +8     [B]Ref:[/B] +6     [B]Will:[/b] +4
[b]INT:[/b] 10
[b]WIS:[/b] 12
[b]CHA:[/b] 14

[b]Feats:[/b] Improved Natural Armor; Improved Toughness

[B]Special Attacks:[/B] 30' Cone of Fire once per day, 6d8 damage, Ref DC 12 for half;
Smite Evil 1/day; True Strike 1/day as a Spell-Like Ability.

[b]Special Qualities:[/b] Dark Vision 60'; Low-Light Vision; Immunity to Fire, Fear,
Sleep, Disease, and Paralysis effects; Aura of Good; Detect Evil; Lay on Hands;
Divine Grace; Aura of Courage; Divine Health; Turn Undead; One 1st-level spell
per day from the Paladin Spell List.

[b]Equipment:[/b] [I]+2 full plate[/I] (5650 GP); [I]+2 heavy steel shield[/I] (4170 GP);
[I]+1 longsword[/I] (2315 GP); [I]goggles of the night[/i] (20 GP?); backpack (2 GP);
silken rope, 50 ft (10 GP); 10 days' of rations (5 GP)

[SBLOCK=His Life]

The room was dark, but he could hear her moving, the russle of sheets as she sat up. Even without any light, he imagined he could see her scales gleaming.

"Please, Timrek," she said, "come to bed."

"Not right now." He kept his head half-turned from her, so her movements were caught only in the corners of his eyes.

"Have you been dreaming again?"

He nodded. Almost of their own accord, his hands sought out the hilt and scabbard of his longsword, clutching at it for the companionship he could no longer find with her.

"I wish there was something I could do," she said. She was beside him now; she rested her clawed hand on his shoulder, but he shrugged her away.

"I think I'll go for a walk," he said. "I need some air." He left their quarters without looking at her.

When he came back she was gone.

[/SBLOCK]
 
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Unfinished

Gabriel Rattler, The Carrier of the Spirit
Dunael Ranger 4/Copper Dragon Shaman 3

hp: 55 (4d8+8 plus 3d10+6)

Base Attack Bonus: +6
Grapple: +10

Abilities:
Str 18 (8pts + Stat bump + Gauntlets)
Dex 12 (4pts)
Con 14 (6pts)
Int 12 (4pts)
Wis 12 (4pts)
Cha 10 (2pts)​

Saves:
Fort +9 (+3 DS, +4 Rngr, +2 Con)
Ref +6 (+1 DS, +4 Rngr, +1 Dex)
Will +5 (+3 DS, +1 Rngr, +1 Wis)​

Skills:
Code:
Skill          Total        Ranks        Ability Modifier         Misc. Modifier
Search           +05         04(4/0)             +1                      
Tumble           +13         10(7/3)             +1                  +2 (Jump)
Jump             +19         10(7/3)             +4     +3 (Feat), +2 (Tumble), +5 if 20 ft. start
Listen           +09         08(8/-)             +1
Balance          +13         10(10/-)            +1                 +2 (Tumble)
Spot             +09         08(8/-)             +1
Survival         +13         10(8/2)             +1                  +2 (Racial)
Use Rope         +05         04(4/-)             +1

Feats:
Ranger Bonus Feats: Endurance, [Combat Style], Track
Dragon Shaman Bonus Feats: Skill Focus (Jump)
Racial Bonus Feat: Foe Hatred
Leap Attack
Leap of the Heavens
Power Attack
Raptor School​

Draconic Aura:
Senses (Skill Bonus: +1)
Energy Shield (retribution: 2 electricity)
Power (Damage Bonus: +1)
Vigor (Fast Healing: +1)

Possessions: .6k
+2 Chainshirt 4.25k
+2 Broadsword 8.35k (stats as greatsword, single-edged, lighter)
Net
Spear
Dagger

Gauntlets of Ogre Power 4k
3 CMW potion .9k
10 CLW potion .5k

50ft mithril chain .4k
Grappling hook
Sack
Backpack
Hammer & 5 Pitons
5 torches
Flint & Steel


It was a normal stroll through the forest, in order to see if whatever had happened last night had left cluse to what it was. He'd be able to swear there had been a titanic fight within the storm itself... for sure the storm hadn't been normal, wood sported signs of corrosion all over. It felt like being in the aftermath of the story one of a crazed doom preacher.
As he descended towards a depression in the terrain, mud grew deeper and Gabriel had to continue mostly through the branches. With the first shadows falling upon the land, when the woodsman was about to return to his hut, something caught his interest, a glimmer on the leaves of a nearby tree. But when he neared, something more... hum... more noticeable called his attention.
A dozen or so trees had been crushed by something, something which fell from the sky and dragged itself over the mud leaving a good amount of its blood behind. The path led to a cavern, a huge cavern where Gabriel had spent some nights when he was on one of his usual walks through the valley. He didn't doubt for a moment wether he should enter or not... maybe he should have doubted.

Greater than he had imagined the wounded beast to be, an enormous dragon lay in the floor of the cavern, slowly but constantly sheding copper scales which were turning a dirty grey in the process. Awestruck and held on his place, he didn't react when the neck and draconic horned face -still with coppery scales- rose to look at him.
-First, I'm not a beast. Second, yes, I'm wounded, actually far worse than that, but thanks to your arrival I won't have my spirit enslaved by the foul powers consuming me.​
Speechless and wanting nothing more than to get away from the dragon, Gabriel started taking steps backward towards the entrance.
-I can offer you power far beyond that of normal mortals if you agree on helping me out, you just have to bear my spirit within your body​
No answer came from the woodsman's lips, he wanted nothing more than to continue his life the way it was, not necessarily quiet, but away from bearing spirits from agonizing dragons. He took another step back.
-Answer me!!!​
Sure little people have seen a dragon losing his temper, belive me, 'tis not a nice sight.
Unknowing of why, Gabriel kneeled before the creature...
-I wanted to do this the nice way but my time is running out... sorry​

The next day Gabriel woke up in the cave with a strange hangover feeling. He was beside the skeletical remains of the dragon, didn't look so mighty and awe inspiring now... or maybe yes, gods! The prescence of the dragon was still here, yet the scales had been all shed, it had departed. And two feelings which had never touched Gabriel settled deep into his soul, an absolute hate for everything undead greater even to his hatred of orcs, and something he thought would never feel, an urge to leave the Dearthwood and carve a place in the world for himself.

[sblock]DUNAEL
Dunael Woods-Folk originated in Dearthwood, where most can still be found, locked in eternal struggle against the Orcs of the Purple Claw. The Dunael are descended from an ancient alliance of Orichalan, Tharbriana, Amazon, and Altanian clans, with a bit of elven blood, blended centuries ago into a single culture. Today they are few in numbers and remain hard-pressed by their orcish enemies. The Dunael, though semi-barbaric today, once had a great culture, and claim to be descended from the ancient Orichalans that inhabited the city where now stands the City State. The Dunael no longer have a king, but are ruled by the Captain of the Rangers, an ally of the Invincible Overlord.
Description: Bronzed tan skin, coal black hair, blue or green eyes, 5 ft. 8 in., 170 lbs, average build, typically Chaotic Good or Neutral Good.
Racial Traits: As per the PHB with the following changes or additions:
• Skills: Knowledge (Local: Dearthwood) and Survival are class skills regardless of class chosen and Dunael gain a +2 racial bonus to Survival.
• Bonus Feat: All Dunael from the City State region and a homeland of Dearthwood gain the bonus feat of Foe Hatred for Orcs .
• Favored Class: Druid or ranger
Languages: Common and Dunael

Dearthwood (City State): Dearthwood is a vast and dense forest to the North and East of the City State. It is home to the Wild Orcs of the Purple Claw.
Fourteen years ago, the orcs challenged to cut of all supplies to the city and were finally beaten back and their queen was slain—who rumors say was a female Amazon, not an orc! Since then, the Overlord has successfully appealed to the druids to protect his woodsmen who live adjacent to Dearthwood. No one has located the orcs’ stronghold, although many expeditions have been lost attempting it. The Overlord has posted a reward for the slaughter of the orcs and has staffed many surrounding strongholds to lead forays into the wood against the orcs. The wood is also occupied by many druids and the hardy Dunael wood folk, who are accomplished rangers.​
[/sblock]
 
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Zanax Frost's Character Information

Still Editing....

Name: Zanax Frost
Race: Human
Class(Level): Druid (7)
HP: 53 = 8 + (6d8) + 14 (Con)
AC: 18 = 10 + 2 (Dex) + 5 (Studded + 2) +1 (Amulet of Natural Armor)
Initiative: +2
EXP: 21000
Speed: 6

Abilities: (BONUS) Total = Base + Points Spent + Misc Modifiers
Str: (+0) 10 = 8 + 2
Dex: (+2) 14 = 8 + 6
Con: (+2) 14 = 8 + 6
Int: (+1) 13 = 8 + 5
Wis: (+4) 18 = 8 + 8 + 1(Statgain @4th Level) + 2(Periapt of Wisdom)
Cha: (+0) 10 = 8 + 2

BAB: +5

Saves: Total = Base + (Modifier) + (Misc Modifier(s))
Fortitude +8 = +5 + (+2) + (+1)
Reflex +5 = +2 + (+2) + (+1)
Will +10 = +5 + (+4) + (+1)

Adjusted Skills: Ranks + (Modifier) + (Misc Modifier(s)) = Total
Concentration 9 (+2) = +11
Handle Animal 9 (+0) = +9
Heal 1 (+4) = +5
Knowledge Nature 6 (+1) (+2) = +9
Listen 9 (+4) = +13
Profession [Animal Training] 1 (+4) = +5
Ride 1 (+2) (+2) = +5
Spot 6 (+4) = +10
Survival 5 (+4) (+2) = +11
Swim 1 (+0) = +1


Feats:
1) Spell Focus Conjuring
1H) Augment Summoning
3) Natural Spell (Cast while in animal form)
6) Fast Wild Shape (Wild shape as a move action)


Equipment: Item (Cost)
Periapt of Wisdom +2 (4,000)
Quarterstaff +1 (2,000)
Studded Leather +2 (4,000)
Bag of Tricks (Rust) (3,000)
Cloak of Resistance (1,000)
Amulet of Natural Armor +1 (2,000)
Scrolls:
Cure Light Wounds x 4 = 100
Speak with Animals x2 = 50
Bear's Endurance = 150
Bull's Strength x2 = 300
Cat's Grace = 150
Resist Energy = 150
Cure Moderate x 2 = 300
Neutralize Poison = 375
Cure Serious Wounds = 375
Potions:
Cure Light Wounds = 50
Hide from Undead x2 = 100
Blur = 300
Cure Moderate Wound = 300
Invisibility = 300

Spells Memorized (6/5/4/3/2):
0) Cure Minor Wounds, Detect Magic, Light x2, Read Magic, Resistance
1) Cure Light Wounds x2, Entangle, Produce Flame x2
2) Bull's Strength, Cat's Grace, Flaming Sphere, Spider Climb
3) Call Lightning x2, Speak with Plants
4) Flame Strike, Ice Storm


Animal Companion:
Name: Moja
Species: Winter Wolf
HP: 51
BAB: +6
Attack: Bite +9 (1d8+6 + 1d6 Cold)
AC: 15
Initiative: +5

Special Attacks: Freezing Bite, Breath Weapon (15' Cone [4d6 Cold] Reflex DC 16 Half) , Trip (+8)

Skills:
Listen +6
Move Silently +7
Spot +6

Feats:
Alertness, Improved Initiative, Track

Tricks: Attack, Flank, Heel, Guard, Protect, Complex Commands (Intellegent Creature)



Background: (Readers Digest version will be at the bottom when finished)

It was three winters ago when Zanax Frost tracked the strange winding trail of a poacher in his territory. Odd, since most of the trouble with poachers came during the short summer that reached his home valley. Odder still, that the poacher seemed to be traveling alone and readily ignored the easy prey of hares and grey wolves that made their homes throughout the valley. This hunter seemed to be looking for something specific.

No matter, Zanax would not have his home turn into the playground of senseless killers who had no more thought for the balance of nature than the cold water of the Divrik river had for the bedrock that it continually eroded. He would find this freeloading poacher and escort him to another valley... Conscious or unconscious.

At the edge of one of the many small cliffs along the northern edge of the Brain Mountain Range (named for it's many twisting and clustered spines and lack of a true peak), Zanax stopped to rest and check his gear. The insane pace of this poacher was not going to goad him into becoming foolish and risking his life to the elements. He knelt here where the snow was blown clear of the rock, to examine his boots and make sure his leggings were keeping the relentless snow at bay.

A cry of pain from nearby startled him and he froze. Several deep growls mouthed directions to surround and attack. Winter Wolves. From the sounds, the hunter had become the hunted. Zanax thought perhaps it was better to ignore the situation and return home. The hunter was getting what he deserved. A gutteral growl followed, the sound of one of the wolves breathing it's icy breath on the hunter. It would be over soon. Then a shout of anger and pain ripped through the canyon with such ferrocity and force that it nearly knocked Zanax off of the ledge. His heart began beating fast as he quickly sprinted forward towards the sound to investigate.

When he came to a large clearing, he skidded to a stop, awestruck by the scene. Six winter wolves lie dieing or dead around a hill of a man, armed with what he could only describe as a spiked tree trunk and a giant knife. The man was covered in dark fur and blood (his own or from the carnage?). Four more Winter Wolves crouched low, baring teeth and cursing in a gutteral growl, stood between the titanous barbarian and one of the wounded Wolves. Zanax leaned back against a tree so as not to be seen and started muttering. Clouds began to gather above the clearing.

The hunter paid no notice to the clouds and sprang toward the wolves. The litheness of his motion and the speed of his attack was as magnificent as it was deadly. He swept the giant club, impaling one of the wolves on the spike before it could breathe it's icy breath. A shower of sparkling mist accompanied the grunt on impact. Spinning, he disengaged the body from the spike at two of the other Wolves, causing them to dodge. Zanax concentrated and called forth the first bolt. Zamph! A bolt of lightning left the clouds and shot through the barbaric intruder.

The Barbarian howled in pain and spun to confront his attacker, giving one of the Wolves a chance to bite at his legs. No attacker was there. Kicking the Wolf aside, he now scanned the woodline for a Mage in need of killing. He found none. Zanax called forth another bolt. The barbarian howled again, steam and smoke from singed hair now coming from his head and shoulders. Then, the hulking barbarian stooped and scooped up two of the fallen Wolves and slung them over his shoulder. Then, he darted full speed at a small gap in the tree-line.

"Pursue!" Growled the injured Wolf to the three remaining wolves.

The three wolves looked about the clearing intently, and then returned to their fallen sister. The three argued nearly inaudibly to themselves, and paced in the snow.

"Go!" Growled the fallen Wolf. "I am slain. Return to Namix. Stay safe."

One by one, the three remaining Wolves, nuzzled the fallen sister and then ran from the clearing in the direction the barbarian had taken.

Zanax, waited quietly scanning to see if the Wolves had set a trap for him. He watched while wet breath came irregularly from the fallen Wolf. She wasn't trying to get up.

"You can come out now!" Growled the Wolf. "I can smell you're still there."

Zanax stepped out from behind the tree and slowly approached the dying Wolf. So many questions, and his fear was palpable. He had to fight hard to remain composed and in control. Was this a ruse? Would the wolves return? Could he deal with three of them? Would the barbarian return to collect the rest of his prizes?

"I can heal you if you'll allow me" Zanax finally said in as calm a voice as he could muster.

"It's too late for that" coughed the Wolf. Blood dropplets spewed from her muzzle with each cough.

"Who was that barbarian, and why was he hunting you?" asked Zanax.

"No time" wheezed the Wolf. "He was after my pups. Better to let them freeze or starve."

"Where are they?" asked Zanax. "I can help. I am a Druid. I can raise them and set them free"

"How can I trust you, Human? You'd sell them to slavery just like him."

"Because I've helped you once. And I'm all the hope they've got" said Zanax bluntly.

Death closing in, the maimed creature acquiesced, giving Zanax the rough route to where her pups were stashed. Zanax did his best to comfort the creature in her few remaining moments, promising to protect the pups from slavery or worse if captrured by unscroupulous humans. He made his way quickly through the snow to the pups who were lying half-burried in the snow beneath the branches of a fallen Black Pine. The pups were nearly newborn, with only fuzz where their thick protective coat should be. They were nearly blind and mewling pitiously when he scooped them up, one by one and plopped them into the inner pockets of his inner vest to keep them warmer and safe. His journey back home would be slowed, but denying this barbaric hunter his prize would be fine reward.

***

Zanax thought back on this time now, noting how his life had changed forever by these events. For better and for worse. Raising Winter Wolf pups had proven to be quite a challenge. They are smart, precocious and more than just a little naughty. But with his guiding hand, they had turned out to be fine young Wolves. Four of them had survived the first year and were nearly full sized now and hunting together within Zanax's desolate range. Zanax had changed too, his skin was weathered, tough and leathery from the pup's breathing on him as they learned to harness the skill of freezing prey. His hair had turned white, matching the wolves and lying like his face about his age. Only the spring in his step gave clue that Zanax was only in his late twenties. Life was hard, but enjoyable.

Then it happened. Moja, the largest of the Wolf youths, convinced his sisters that he knew how to get them a sweet meat that they had never enjoyed. Moja had discovered a Yak herd to the south of Zanax's range. Fully thirty beasts had made their homes near another of the wooden shelters like Zanax lived in. Moja didn't know about farming, and livestock. He didn't know the Yak were owned by an old man who would not be able to withstand the brutality of Moja's breath. But Moja did know he wasn't supposed to travel that far south. He did know that he was supposed to avoid other men at all cost. But he and his sisters were enjoying the meat from the easy kills. Moja was entranced by the rush from hearding the stupid beasts back and forth by his sisters while they picked them off one by one. They were having a feasting, their white pelts almost completely obscured by the brownish-red blood stains of their fallen prey. Blood lust coursed through him, consumed him. When the old man charged out at him yelling and waving an old rusty sword, it didn't even require thinking to hop aside and breathe.

He choked off the breath, coming to his senses as the shrill sound of paniced screaming cut through the cold air. A female, probably belonging to the old male was in the wooden shelter watching. Shame and panic came to Moja as he realized what he had just done. He had killed more than just meat. His sisters nuzzled the dying man, trying to cajole him into getting up again as the screams of terror continued from the shelter.

"Home!" growled Moja.

The four wolves ran, hearts pounding, back to the north. Miles passed before the sounds of screaming were obscured by the more familiar howling of wind through boughs. Tails tucked low and heads bowed, the four wolves returned to thier friend and caretaker Zanax for help.

*****

Zanax considered his options. Two agents of Viridia had come in the spring to investigate the murder of an old Yak herder. Their prying led them here, to Zanax. Since even intellegent animals like Moja and his sisters were still considered wild beasts to the state, that made Zanax responsible for the killing.

As a result, he had acquired a new responsibility. Taking care of the orphaned spinster daughter of Marlon Gable. Unlike taking care of himself and his lupine friends, this would require money. More money than a secretive solitary Druid could be expected to have. The agents offered help. A job and a chance to earn a healthy portion of the debt he would be expected to pay to the Gable girl.

Moja knew his responsibility. He bid farewell to his sisters and joined Zanax on his quest. Why the humanfolk needed tiny pieces of metal, he would never understand, but the fact that Zanax's need for them should have been his, he understood fully well.


Reader's Digest Version:

Zanax tracks an intruding Barbarian on his land. The barbarian is destoying a pack of winter wolves and Zanax intervenes and scares off the barbarian. One of the dying wolves is a recent mother and directs Zanax to her pups. Zanax raises them, and when they kill a rancher, Zanax is held responsible. The lone male pup, feeling responsible, becomes Zanax's animal companion to repay the debt to an orphaned daughter of the rancher. To gain money quickly he takes the prisoner escort job described in the opening.
 
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Anton Sharp the Corpsetamer

Anton Sharp is a handsome human male, 5’ 6” tall, with pale skin and dark hair. He wears a chain shirt over his cloak. Typically strapped to him are his backpack, a long steel rod covered with strange runes, and his greatsword. A raven often cackles from his shoulder, which you know to be his naughty companion, Reezo the Imp.

Anton was fascinated with magic as a child, and his father was wealthy enough to send him to study at a small wizards’ training school, but he proved to have no talent at learning it. He was rejected and sent home. Dejected, he vowed not to return in shame to his father, but to learn a trade first. Before he could do that, he needed some money, so he got a job as a gravedigger. One day, as he was burying a corpse, he suddenly realized that some of the things he’d tried to learn about magic were starting to make sense, as he considered the corpse in front of him. He stole it to continue his studies. A few months later he returned to the wizard’s school, but only to get private tutoring from the resident necromancer.

Always in need of funds, he hired on as a caravan guard. He learned to use the greatsword and wear armor, but when he summoned a skeleton to help protect the caravan, he was branded an evil warlock by his own companions. He shrugged and switched sides, leaving with the raiders and a load of stolen goods. He does regret damaging his reputation, as he’s trying to become known as a man who keeps his word.

He has been a drifter for a long time now. He moves in to a city, selling strange goods and his services as an expert on hauntings, but the rumors of graverobbing follow him. Rumors, too, that the handsome but eccentric stranger has a taste for married women. Eventually there will be a murder in that city, and often some blame him for it, though he denies he would ever stoop to such deeds. That is his cue to leave town, once he finds a profitable stint as a guard for travellers or goods.

Recently, he slew William Grant, an evil demon worshipping priest who had been terrorizing a town. Anton didn’t like his chances in a head to head battle, so he feigned alliance as a fellow desecrator of the dead. When he had the chance, he slew the priest in his sleep, and seized the Scepter which he now carries. Shortly after that, Reezo the Imp came to him.

Human dread necromancer 7

Ab mod point cost
Str 12 +1 4
Dex 12 +1 4
Con 12 +1 4
Int 10 +0 2
Wis 10 +0 2
Cha 18(20) +5 13 + 1evel-up + cloak

HD 7d6+7, hp 34
Init +1, move 30’, AC 16 (touch 11, ff 15)
BAB +3, grapple +4, saves Fort +3, Reflex +3, Will +5, align N
light load 43 lb, medium 86, max 130

Attack MW cold iron greatsword +5 melee (2d6+1, crit 19/x2)

Class features:

Charnel touch (Su, 1d8+1, harms living, heals undead, can use through spectral hand)
Rebuke undead 8/day (as level 10 cleric, check 1d20+7, 'rebuke damage' (2d6+15) x 1.5 HD)
DR 4/bludgeoning and magic
Advanced learning: skull (level 1 spell)
Martial weapon proficiency (greatsword)
Negative energy burst 1/day (5’, 7d4, Will DC 18 half, harms living and heals undead)
Mental bastion +2 (on saves vs. sleep, stunning, paralysis, poison, or disease)
Fear Aura (Su, 5’, free action, enemies save (Will DC 18) or become shaken, creatures who save are immune for 24 hours)
Scabrous touch (Su, 1/day as contagion spell, Fort DC 18 avoids, activate as swift action)

Familiar: Reezo the Imp. Anton gains Alertness when familiar is within 5’.

Spells/day: 8 1st, 7 2nd, 5 3rd level, DC 17 + spell level
[sblock=spells]
1st: bane, bestow wound*, cause fear, chill touch, detect magic, detect undead, doom, hide from undead, ILW, ray of enfeeblement, SU I*, undetectable alignment, skull**
2nd: blindness/deafness, command undead, darkness, death knell, false life, gentle repose, ghoul touch, IMW, scare, spectral hand, summon swarm, SU II*
3rd: crushing despair, death ward, halt undead, ISW, ray of exhaustion, speak with dead, SU III*, vampiric touch[/sblock]

Feats: Tomb-tainted Soul, Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Empower Turning

Skills (ranks/total): Concentration 10/11, Knowledge (religion) 10/10, Spellcraft 10/10, spot 0/0 (2 with Reezo), listen 0/0 (2 with Reezo)

Items:
cloak of charisma +2 4k 2 lb
scepter of the netherworld 9k 5 lb
(LM; treat rod holder as 3 levels higher when turning or rebuking undead)
+1 mithral chain shirt 2.25k 12.5 lb
MW cold iron greatsword 0.4k 8 lb
oil of magic weapon (x 4) 0.2k
potion of mage armor (x4) 0.2k
potion of shield of faith (x4) 0.2k
potion of remove disease 0.75k
potion of invisibility 0.3k
potion of lesser restoration 0.3k
potion of spider climb 0.3k
potion of remove paralysis 0.3k
everburning torch 0.11k 1 lb
antitoxin (4 vials) 0.2k
MW manacles 0.05k 2 lb
backpack 0.002k 2 lb
paper(x10), pen(x2), ink(x2) 0.0202k
signal whistle 0.0008k
waterskin 0.001k 4 lb
belt pouch 0.001k 0.5 lb
flint & steel 0.001k
trail rations (2 days) 0.001k 2 lb
47 pp, 3 gp 0.473k 1 lb

total 19k 40 lb

[sblock=Reezo the Imp]
Size/Type: Tiny Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 3d8 (17 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 24 (+2 size, +3 Dex, +9 natural), touch 15, flat-footed 21
Base Attack/Grapple: +3/-5
Attack: Sting +8 melee (1d4 plus poison)
Full Attack: Sting +8 melee (1d4 plus poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Poison, spell-like abilities, deliver touch spells
Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5, improved evasion, share spell, empathic link, speak with master
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 9, Wis 12, Cha 14
Skills: Diplomacy +8, Hide +11, Knowledge (religion) +5, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
Feats: Dodge, Weapon Finesse
Alignment: lawful evil

In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.
An imp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-Like Abilities
At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.

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

Alternate Form (Su)
An imp can assume another form at will as a standard action. Reezo can assume the forms of a Medium monstrous spider, or a raven.[/sblock]
 
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Titus Moraphim Sebastion (aka Battlehammer)

in progress...

Level 7 Cleric of travel & war
Dragonborn Human
Humanoid, dragonblooded

Hit Dice: 8+6D8 (35)
Speed: 30 ft.
Armor Class: 20/22 (+8 full plate, +2 heavy wooden shield, +2 dodge vs dragon type)

Base Attack/Grapple: +5/+6

Attack: coldiron warhammer +8 (1D8 +2/X3)

Special Attacks:
Breath Weapon 3D8 35ft line (acid, cold, electricity or fire - tbd on each use) ref 14 for 1/2 - usable every 1D4 rounds

Special Qualities:
Turn/Destroy Undead 10/day - (count as lvl11 Cleric) check=1D20+6 / dmg=(2D6+11+6)X1.5
Aura of good
Immune to dragon fear
Draconic Aspect (Heart)

Saves: Fort +5 Ref +2 Will +8

Abilities: (base, + racial, + lvl)
Str 15 +2 (15)
Dex 10 +0 (12, -2)
Con 10 +0 (8, +2)
Int 8 -1 (8)
Wis 16 +3 (15, +1)
Cha 16 +3 (16)

Skills: (10 pts)
Concentrate 5 +8
Knowledge Religion 5 +4 (gives +2 synergy to turn checks)

Feats:
Extra Turning - 4 more turns per day
Empower Turning - Multiply turn dmg by 1.5 (2D6+11+3+3)X1.5
Disciple of the Sun - can spend 2 turning attempts to destroy anything that would be turned

Alignment: Neutral Good

Stuff: (19k)
Periapt of undead turning 11,000
Circlet of persuasion 4,500
Full Plate 1,500
Wand of CLW 750
Wooden Warhammer 12
Potion of shieldX4 200
Potion of Shield of faithX4 200
potion of see invisible 300
vials of holy waterX4 100
powdered silver 20lbs. 100
Adventuring kit (clothes, backpack, bedroll, oilX5, torchesX5, rationsX5, spell pouch) 20
Foldable shrine of good 30
Longspear 5

223gp

Spells: 6/5+1/4+1/3+1/1+1
I'll be putting an asterisk* next to them as I cast, so you know whats left :cool:

Lvl 0: ResistanceX3, Create water*, Light, Detect magic
Lvl 1: Nimbus of lightX2*, Hide from undead*, Shield of faith, Sanctuary, +Magic Weapon
Lvl 2: Consecrate, Eagles splendor, Lesser restoration, Resist energy*, +spiritual weapon
Lvl 3: Dispel magic, Searing light, Spikes*, +Fly*
Lvl 4: Death ward, +Divine Power

[sblock=(complete divine spells)]Nimbus of Light
evocation
Cleric 1
Components: V, S, DF
Casting time: 1 standard action
Range: personal
Target: you
Duration: 1 min/per lvl, or until discharged
A glittering corona of SUNLIGHT surrounds your body at a distance of a few inches - until you release it as a focused beam of divine energy. It glows like a lantern (30ft radius of sunlight & 30ft of shadowy light beyond that).
As a move action you can coalesce the energy from it around your outstreched arm, and then as a standard action hurl it at an enemy within 30 ft. As a ranged touch attack it deals 1D8 +1 per lvl. this use ends the spells duration whether it hits or not.

Spikes
transmutation
cleric 3, druid 3
Components: V, S, M
Casting time: 1 standard action
Range: touch
Target: wooden weapon touched
Duration: 1 hour/lvl
Magical thorns or spikes protrude from surface of a wooden weapon you touch. For the duration of the spell the weapon deals both peircing and bludgeoning dmg. It gains a +2 enhancement bonus to hit and +1/caster lvl to dmg. and has it's critical thret range doubled.
material component: a small thorn[/sblock]

[sblock=Background]Titus Moraphim Sebastion's eariest memories were of being spirited away by his family, in the middle of the night. The fiery glow from the burning ruin that used to be their home lighting up the storm clouds of the entire valley. The hooting dark laughs from behind told him it was no accident. His parents and his 5 older brothers were his world, so where they lived didn't really matter so much.

Later there was a tugging at the small boy's mind, he stirred in his fitfull slumber, but his mother drew him closer and he settled back down.

A few years later, Titus was ripped from his dreams, by the roar of flames, once again. The family rushed into the night hand-in-hand, but this time the darkness that harried their existence took a much heavier tole than just a home. A tepid gust of putrid breath, a sharp jerk with a wet spray, and his mother torn from his grasp by what seemed to be the very night itself. The oppressive thwumping wing-beats roiling the dust and smoke gave the sebastion boys a clearer picture of the kinds of monsters that were hunting them. The loss hit them hard for many years after that.

Again that night, a gentle push at the edges of his mind. But in his boundless grief Titus ignored the call, mourning his mothers loss.

His family swore an oath to never let it happen again. They began to train themselves for the invisible war that was being waged against this simple family, always on the move. Joining battle after battle, they fought any opponent that might be linked to the darkness across the lands. As time passed, the Sebastions became legendary soldiers, and simply the presence of one the family seemed to assure victory.

The Sebastion Acedemy was founded deep in the northern mountains, drawing hundreds of students from across the land. They trained thousands over the next several years, but always in the back of Titus' mind were the flames. They often intruded on his dreams, so when Battlehammer awoke from under his pile of women to the sounds of the citadel's magical alarms, which he had helped put in place, it took a moment to realize what was actually happening - a full scale assault.

The very clouds were melting under the fury of the fiery tides that swept toward the keep. Winged fiends flew through the lighted night, and horrors rode on the backs of great dark dragons belching flaming death to all who stood before them. The hills beneath them black with demons and undead hordes. Magics shot across the skies for hours in both directions and in every color under heaven. Eventually numbers on both sides started to dwindle, then the very fabrics of space started to be rent right in the middle of castle.

It soon became clear that no undead could stand before Titus' might but he could do little against foes not chained to the ground, though the withering hails of arrows from his brothers were doing their part from the battlements. Battlehammer was on the field healing wounds when it happened and could only stare on in horror as the Academy he had built fell to ruin. Parts exploded, other sections simply vanished as the churning black void subsided.

As the sun rose, it was clear that neither side could call this a victory. His brothers were gone, but he couldn't find any bodies. He didn't know if they were dead or thrown across the planes, but they were beyond his reach either way. The throngs of corpses covered the battlefield, some of the undead fell to dust as the first rays of sun hit them.

Titus stood utterly alone amongst the carnage, steam rising from the bodies, the numbness replaced by rage. And this time when the call beckoned there was nothing to keep him from answering it. Suddenly he was standing on a rippling landscape before the great platinum dragon Bahamut and offered the power to seek his vengence on the evil dragons that had destroyed his life - and he seized the opportunity.

Over the next day he crafted the shell as instructed, sealing himself inside while reciting the words of devotion. Emerging at dawn, Battlehammer looked around at the world with new eyes. His platinum scaled flesh felt strong and strange and new. An odd burning started to coil in his gut and a stream of energy blasted from his lips.[/sblock]
Desription: This 6.5ft tall creature is broadly muscled to the point of being lumbering. At a solid 220lbs. without equipment, his platinum scales make him look likes he's actually carved of precious metal instead of flesh. When he speaks energy occasionally crackles between his sharp teeth. His full plate and shield are well worn from the life of war that this cleric has known
 
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Rupert Nightstrider

Male Halfling Rogue 4 | Ranger 2 | Barbarian 1
Alignment: CN

Abilities: (29)
STR - 6 (0 Points, -2 Racial)
DEX - 20 (13 Points, +1 @ 4th Level, +2 Racial)
CON - 12 (4 Points)
INT - 16 (10 Points)
WIS - 8 (0 Points)
CHA -10 (2 Points)

HP: 6+3d6+2d8+1d12+7 = 55
Speed: 30ft
Initiative: +5

AC: 22 (+5 Armor, +1 Shield, +5 Dex, +1 Size)

Saves:
Fort: 8
Reflex: 12
Will: 2

BAB/Grapple: +6/+0

Weapons:
+1 Bane Sling Versus Undead: +14/+9 1d3+1 x2 50ft range

Class Abilities:
Sneak Attack - 2d6
Evasion
Uncanny Dodge
Trapfinding
Trapsense +1
Favored Enemy - Undead
Track
Wild Empathy
Combat Style - Rapid Shot
Fast Movement
Rage

Racial Abilities:
+2 Dex, -2 Str
+2 Bonus on Climb, Jump, Move Silently
+1 Bonus on Saving Throws
+2 Bonus on Saves versus Fear
+1 Bonus on attack rolls with thrown weapons and slings
+2 Bonus on Listen
Favored Class: Rogue

Skills:
Balance - 7 (0 ranks + 5 Dex + 2 Synergy)
Climb - 0 (0 Ranks - 2 Str + 2 Racial)
Decipher Script - 10 (7 Ranks + 3 Int)
Disable Device - 12 (7 Ranks + 2 Ranks CC + 3 Int)
Escape Artist - 12 (7 Ranks + 5 Dex)
Hide - 18 (8 Ranks + 1 Rank CC + 5 Dex + 4 Size)
Listen - 10 (9 Ranks - 1 Wis + 2 Racial)
Move Silently - 16 (7 Ranks + 2 Ranks CC + 5 Dex + 2 Racial)
Open Lock - 15 (7 Ranks + 3 Ranks CC + 5 Dex)
Search - 18 (10 Ranks + 5 Goggles + 3 Int)
Sleight of Hand - 12 (7 Ranks + 5 Dex)
Spot - 8 (9 Ranks - 1 Wis)
Survival - 2 (1 Rank - 1 Wis + 2 Synergy)
Tumble - 12 (7 Ranks + 5 Dex)

Feats:
Point Blank Shot
Precise Shot

Equipment:
+1 Mithral Chain Shirt
Darkwood Buckler
+1 Bane of Undead Sling
Ring of Sustenance
Boots of Levitation
Goggles of Minute Seeing
Cloak of Resistance +1
Heward's Handy Haversack.

Physical Appearance: Stands tall at 3'2", weighing in at a massive 36 lbs. This 30 year-old halfling keeps his jet-black hair pulled tight in a knot behind his head, which he will let loose to cover his face when he is up to his more devious actions. He has equally as black eyes, and a tanned complexion with a faint trace of freckles smattering his high-raised cheeks.

Background:
[sblock]As an adolescent Rupert accompanied his family in the not-so-famous Tripmin's Travelling Troupe. His father was the sword-swallower, had been his whole life. In fact, that's where his father and mother met, she was from a newer family with the troupe and had been just a simple chore-doer (she was the master cook when Rupert was there (which was probably why his father 'courted' her, as she was an incredible chef (and subsequently, Rupert's favourite item is his ring of not-needing-to-eat, since he's never had food better than his mother's and has grown weary of substandard crap))).

Growing up he was found to have a keen eye and a quicker hand, about the only thing quicker Rupert possessed was his temper. With his dextrous aptitude, Rupert was ushered into the performer's group, where he was apprenticed to the Knife-Thrower. He was a natural, better than the master on even his first day. To this day, Rupert has never missed a target, ever! He has always hit where he has aimed.

For a few years he oohed and aahed with his fast hands, being able to shoot one knife after another at his multiple targets, dazzling the crowd with his hands. Rupert eventually got bored of his routine, even the most dangerous of acts were so ingrained in his body and reflexes that he got no thrill. He accompanied two of his younger friends into a nearby town one evening; one dark, quiet evening. After a few rounds at a pretty nice pub, they were on their way back to the camp when they took a wrong turn down a pretty swanky street. Mansions littered the road, compounds bigger than their whole caravan stretched out long and wide. They'd never seen such extravagance. Slipping through the bars, the three men snuck onto a beautiful manor, complete with fountains, stables, and what looked like some man-made square pond with straight concrete walls falling into the ground forming a flat bottom. Rupert noticed a third floor window open, signalled to his friends to remain hidden, and quickly scaled the wall, using gutters and ledges. Disappearing inside the window, he deftly slunk through hallways and doors, opening a few just a crack (he was amazed at how well-oiled these up-scale places keep their door hinges). Having been gone only a minute it seemed, Rupert opened the window directly above his friends' heads. The three of them explored around a bit, surprised by the lack of security. They took a few minor items before testing their luck anymore and proceeded out of the compound. Rupert had his friends leave through the window they came in from, while he retraced his original steps, closing all doors and climbing back down through the third story window.

This rush was greater than any he had ever experienced from his routine. It was so invigorating! And he managed to filch a few items he found particularily interesting too! Whenever the Troupe would stop into a new town, Rupert would sneak into the luxurious houses of the area, acquiring a few choice items, some even, as he would incredulously find out, had some unique abilities.

Just outside of Sacred Rock one summer, a group of well-to-doers were watching the performance. One in particular, a nasty looking halfling with an arsenal of thugs, would flirt with every woman within sight. After the meal, he was so impressed he insisted on meeting the cook. Upon seeing her, his hands moved faster than lightning, grabbing her thigh and back, pulling her onto his lap, gripping her tightly and not letting her go. A seething Rupert watched. During his performance, Rupert asked for a volunteer (raising the eyebrows of other troupe-members, since he always had a variety of "assistants"), surprisingly enough, the heavily drunk well-to-doer halfling shot up his hand, much to the praise of his entourage. Rupert had him line up against the wall with his arms splayed out wide and his legs spread. Grabbing four daggers with his back turned to the target, Rupert quickly spun and shot the first one right below the man's right armpit. With a look of shock in his eyes, the man showed great testicular fortitude in remaining still, not wanting to appear the craven. Rupert then flung a knife high into the air. With one smooth motion, caught it by the tip and hurled it to land right below the man's left armpit. The man's chest heaved, yet he stayed still. Standing facing the man, Rupert stared him down, a knife in each hand. He stared at him as statues would, the crowds' bated breath waiting in anticipation. Finally, in a flash, Rupert threw the third dagger, the revolutions breaking the air in soft curls, punctuated by a hum as it buried into the wood beneath the man's groin. Looking down quickly, the man inspected the damage, finding none. Yet his drunkeness took offense and he charged out in anger. Before he could take his second step, however, Rupert had thrown his last dagger at the man, the blade connecting squarely into his larynx with a crunch. Dropping quickly to his knees, the man grabbed the blade and pulled it out, spraying blood every which way. Never to take a breath again, he died. Those of his companions who were not too drunk or stunned to act, rushed the stage. Rupert, however, was ready. Pulling knifes from who-knows-where, he threw them all, one for each assailant, all of them striking true. He never missed a target. Ever.

Needless to say the performance was done. The troupe quickly dismantled and left town. A week out of town, heading up the Quicksake near Bridshin, Rupert left for the evening. Much maligned by Tripmin himself, he had been isolating himself this past week. Finding refuge in a small wood, Rupert's ruminations were punctured by distant screams. Hustling back to camp, he could see a red glow hover above the campsite. Running as fast as possible, yet still a ways away, Rupert could see struggling silhouettes. Large, cumbersome, awkward looking bodies overtook small, frantic ones. Upon gaining visual acuity, he could see these creatures attacking the troupe, who were pathetically trying to fend off these unworldly beasts with torches. Sprinting to his families' wagon, he came upon half-decayed humanoids feasting upon his parents. Enraged, he immediately attacked, felling the foul beasts that killed his family. The noise, however, brought many, many more to his area. Knowing he couldn't defeat them all, and having a penchant for life, he quickly gathered his belonging in the precious few seconds he had and fled.[/sblock]
 
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Maigreth Mersine

Female Wizard 7 (Specialist of Divination)
Barred School: Enchantment

Abilities: (29ptb)
Str: 8/-1
Dex: 12/+1
Con: 14/+2
Int: 20/+5 (17+2+1)
Wis: 12/+1
Cha: 10/+0

HD/HP: 4+6d4+14
Speed: 30ft
Initiative: +5

AC: 10+1(dex)

Saves:
Fort: +4 (2+2)
Ref: +3 (2+1)
Will: +6 (5+1)

BaB/Grapple: +3/+2
Attack: +2/By Spell

Skills: 70pts
Concentration (Con):..........12 (10+2)
Decipher Script (Int):........15 (10+5)
Knowledge Arcana (Int):.......15 (10+5)
Knowledge History (Int):......15 (10+5)
Knowledge Dungeoneering (Int):15 (10+5)
Knowledge The Planes (Int):...15 (10+5)
Spellcraft (Int):.............15 (10+5)

Languages: 6

Feats:
Improved Inititative
Spell Penetration
Greater Spell Penetration
Spell Focus (Evocation)
Greater Spell Focus (Evocation)

Summon Familiar
Scribe Scroll


Spells:

0:4..: Detect Magicx2, Lightx2
1:6+1: Endure Elements, Protection from Evil, Shield, Mage Armor, Burning Handsx2, Detect Undead.
2:4+1: Resist Energy, Glitterdust, See Invisibility, Minor Image, Command Undead,
3:3+1: Dispell Magic, Clairaudience/Clairvoyance, Fireball, Haste.
4:2+1: Dimension Door, Wall of Fire, Arcane Eye

Spellbook:
0: All
1:
Endure Elements: Exist comfortably in hot or cold environments.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Unseen Servant: Invisible force obeys your commands.

Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Identify M: Determines properties of magic item.

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

Disguise Self: Changes your appearance.
Magic Aura: Alters object’s magic aura.
Ventriloquism: Throws voice for 1 min./level.

Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.

2:
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.

Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.

Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.

Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.

Invisibility: Subject is invisible for 1 min./level or until it attacks.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.

Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp +1/level (max +10).

Alter Self: Assume form of a similar creature.
Darkvision: See 60 ft. in total darkness.
Knock: Opens locked or magically sealed door.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Whispering Wind: Sends a short message 1 mile/level.

3:
Dispel Magic: Cancels magical spells and effects.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Nondetection M: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.

Phantom Steed: Magic horse appears for 1 hour/level.

Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Tongues: Speak any language.

Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.

Displacement: Attacks miss subject 50%.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.

Halt Undead: Immobilizes undead for 1 round/level.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.

Blink: You randomly vanish and reappear for 1 round/level.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Water Breathing: Subjects can breathe underwater.

4:
Dimensional Anchor: Bars extradimensional movement.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Remove Curse: Frees object or person from curse.
Stoneskin M: Ignore 10 points of damage per attack.

Black Tentacles: Tentacles grapple all within 20 ft. spread.
Dimension Door: Teleports you short distance.
Solid Fog: Blocks vision and slows movement.
Summon Monster IV: Calls extraplanar creature to fight for you.

Arcane Eye: Invisible floating eye moves 30 ft./round.
Detect Scrying: Alerts you of magical eavesdropping.
Locate Creature: Indicates direction to familiar creature.
Scrying F: Spies on subject from a distance.

Resilient Sphere: Force globe protects but traps one subject.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.

Animate Dead M: Creates undead skeletons and zombies.
Contagion: Infects subject with chosen disease.
Enervation: Subject gains 1d4 negative levels.
Fear: Subjects within cone flee for 1 round/level.

Mnemonic Enhancer F: Wizard only. Prepares extra spells or retains one just cast.
Polymorph: Gives one willing subject a new form.
Stone Shape: Sculpts stone into any shape.



Equipment (19k):
Headband of Intellect +2: 4000gp
Ring of Sustenance: 2500gp
(Boccob's) Blessed Book: 12500gp
 
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Professor Clara Von Sorril, Hunter of the Dead
Magical "Alchemist" specializing in anti-Undead and acid magic, driven by a purist belief in the purging of the "unnatural" form the world.

Base Level Enh
Str 10 10 0 0
Dex 16 16 0 0
Con 14 14 0 0
Int 18 15 1 2
Wis 10 10 0 0
Cha 9 9 0 0

Feats(4) : Improved Dark Knowledge, Bane Magic (Undead), Energy Sub (Acid), Acid Splatter

Class Abilities: Still Mind, Scribe Scroll, Lore Mastery (Decipher Script, Knowledge Arcana and Religion), Dark Knowledge (5/day)

Skills (4class+5int+1human = 9r/level)
Knowledge (Arcana) +16 10 4 2 0
Knowledge (Religion) +16 10 4 2 0
Knowledge (The Planes) +14 10 4 0 0
Knowledge (Dungeoneering) +14 10 4 0 0
Knowledge (Archetecture/Engineering) +14 10 4 0 0
Decipher Script +14 10 4 0 0
Craft (Alchemy) +14 10 2 0 0
Search +10 10 0 0 0
Spellcraft +16 10 4 0 2

Saves:
Fort: 8
Ref: 5
Will: 6

Items:
Cloak of Resistance +1 (1k)
Buckler +1 (1.165k)
Headband of Int +2 (4k)
Blessed Book (12,500)

50 feet silk rope
flint and steel
backpack
grappling hook
14 days rations
dagger
longspear
41gp cash


Self-Made Alchemical Items
6 Tanglefoot Bags (100gp
6 Vials Anti-Toxin (100gp)
6 Smokesticks (40gp)
3 tindertwigs (1gp)
1 flasks holy water (25gp)

AC: 15/19/21 (10+3dex+2shield+4mage armor/+6greater mage armor)

Spells:
Level Zero -- All

1 Bless, Command, Comprehend Languages, Cure Light Wounds, Detect Evil, Detect Undead, Hide From Undead, Endure elements, Shield of Faith, Mage Armor, Obscuring Mist, Bless Water, Divine Favor, Longstrider, Entangle, Detect Snares and Pits, Jump, Produce Flame, Faerie Fire, Obscuring Mist, Healthful Rest, Hawkeye, Healing Lorecall, Listening Lorecall, Blessed Aim

2 Calm Emotions, Cure Moderate, Darkness, Delay Poison, Enthrall, Find Traps, Shatter, Spiritual Weapon, Remove Paralysis, Lesser Restoration, Resist Energy, Make Whole, Hold Person, Align Weapon, Protection from Energy(Ranger), Barkskin, Heat/Chill Metal, Gust of Wind, Flaming Sphere, Wood Shape, Fog Cloud, Cloak of Bravery (P2), Animalistic Power, Insight of Good Fortune, Cloud of Knives, Curse of Arrow Attraction(R), Mark of Doom (P2),

3 Cure Serious, Create Food And Water, Dispel Magic, Invisibility Purge, Deeper Darkness, Daylight, Magic Vestment, Blindness/Deafness, Prayer, Searing Light, Remove Curse, Remove BlindnessDeafness, Locate Object, Remove Disease, Neutralize Poison, Darkvision (Rang), Command Plants (Rang), Stone Shape, Dominate Animal, Call Lightning, Meld Into Stone, Water Breathing, Wind Wall, Plant Growth, Blade Storm, Channeled Divine Shield

4 Air Walk, Death Ward, Discern Lies, Dismissal, Divine Power, Cure Critical, Dimensional Anchor, Spell Immunity, Dispel Evil (Pal), Break Enchantment (Pal), Holy Sword (Pal), Freedom of Movement, Rusting Grasp, Ice Storm, Flame Strike, Control Water, Command Plants, Air Walk, Repel Vermin, Arrow Storm, Blessing of the Rightious, Call of Stone, Channeled Divine Health, undead bane weapon.

Spells Memorized: 4/7/5/4/3
0 All Cleric +Acid Splash
1 Produce Flame (x2), Hide From Undead, Entangle, Blessed Aim x2
2 Mark of Doom, Acid Arrow, Protection From Energy, Cloud of Knives, Wood Shape
3 Prayer, Searing Light, Stone Shape, Mage Armor (Greater)
4 Flame (Acid) Strike, Freedom of Movement, Dispel Evil


Good Attack Options:
Produce Flame v Undead: 1d6flame(or acid) +2d6undead bane + Foe +5, attack @ +6 (+8 with blessed aim up), each round
Acid Splatter v Undead: 4d6+Foe @ +6 (+8 with blessed aim up
Acid Arrow v Undead: 2d4+2d6+Foe 1/day
Flame (Acid) Strike v Undead (Takes out my acid splash): 8d6+2d6 1/day
Searing Light v Undead: 7d6+2d6+Foe @ +6 (+8 with blessed aim up), 1/day
 

Adam "Whirling Rock" Karsh

Goliath Barb 2 (Wolf Totem (UA)/FA-Rage Swap) / Fighter 4
Str 24 17 +4 1 2
Dex 13 15 -2 0 0
Con 16 14 +2 0 0
Int 10 10 0 0 0
Wis 8 8 0 0 0
Cha 8 8 0 0 0

Feats(7) : Combat Reflexes, EWP (Spiked Chain), Improved Trip, Power Attack, Knockdown, Cleave, Great Cleave

Skills (28spoints):
Climb 10 8 7 -5
Jump 10 8 7 -5
Swim 6 4 7 -5
Survival 4 5 -1 0
Languages 2
(Read Common, Goblinoid)

Abilities: Fast Movement (Inactive), Illiteracy, Favored Enemy (Undead)

Attack: +14/+9 (6bab+7str+1enh)
DMG: 2d6+10str+1enh (+2d6+2 vs Undead)

AC: 22 (10+8armor+1encharmor+1shield+1enchshield+1dex)

+1 Undead Bane Large Spiked Chain (8325)
+1 Plate Mail (2650)
+1 Mitheril Buckler (1165)
+1 Cloak of Resistance (1000)
+2 Gauntlets of Ogre Power (4000)

Other mundane items
 
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