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Air Pirates: Episode 1: The Revenge of The Air Pirates: Rogues Gallery


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EDIT** Sorry all, bowing out. I'm just not up for an evil campaign. Good luck to you all in what I'm sure will be a daring and cinematic escape from the depths of the dungeon.
-'Claw
 
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Code:
[B]Name:[/B] Tenentet
[B]Class:[/B] Wizard (necromancer)/Master Specialist 
[B]Race:[/B] Aerenal Elf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Evil
[B]Deity:[/B] None

[B]Str:[/B] 11 +0 (12p.)     [B]Level:[/B] 3/2      [B]XP:[/B] 10,482
[B]Dex:[/B] 18 +4 (17p.)     [B]BAB:[/B] +2         [B]HP:[/B] 19 (5d4+5)
[B]Con:[/B] 12 +1 (15p.)     [B]Grapple:[/B] +2     [B]Dmg Red:[/B] None
[B]Int:[/B] 22 +6 (18p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] None
[B]Wis:[/B] 14 +2 (13p.)     [B]Init:[/B] +4        
[B]Cha:[/B] 10 +0 ( 9p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 0%
Stat Adjustments:  -1 Str, Dex, Con & +1 Int, Wis, Cha due to age; +2 Dex, -2 Con for Race; +1 Int for level increase; +2 Int due to Headband

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +4    +0    +0    +0    14
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 10

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      1    +1          +2
[B]Ref:[/B]                       1    +4          +5
[B]Will:[/B]                      6    +2          +8
+2 racial bonus vs. Enchantment school spells and effects

[B]Weapon                  Attack   Damage     Critical[/B]
Masterwork Longbow        +6      1d8+0        20/x3
Dagger                    +2      1d4+0     19-20/x2

[B]Languages:[/B] Elven, Common, Draconic, Giant, Fiendish, Infernal

[B]Abilities:[/B]
Low-Light Vision 
Immune to Sleep
Secret Door Search
Spellcasting
Familiar (none yet)

[B]Feats:[/B] 
Scribe Scroll (b)
Collegiate Wizard (Complete Arcane, pg 181)
Spell Focus (necromancy)
Skill Focus (spellcraft) (b)

[B]Skill Points:[/B] 50       [B]Max Ranks:[/B] 8/4
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Concentration              8    +1     +0     +9
Decipher Script            8    +6     +0     +14
Knowledge (arcana)         8    +6     +0     +14
Knowledge (the planes)     8    +6     +0     +14
Knowledge (undead)         8    +6     +0     +14
Profession (airship sailor)2    +1     +0     +3
Spellcraft                 8    +6     +5     +19  (synergy, skill focus)

[B]Equipment:                       Weight[/B]
Masterwork Longbow (20)             6lb
Dagger                              1lb
Headband of Intellect +2            0lb
Wand of Magic Missiles, CL 5 (48)   0lb
3 Scrolls of Scorching Ray, CL 3    0lb
2 Scrolls of See Invisibility       0lb
Potion of Cure Light Wounds         0lb
Spellbook                           3lb
Spell Components Pouch              2lb
Scholar’s Outfit                    6lb

[B]Total Weight:[/B]18lb      [B]Money:[/B] 4pp 11gp 0sp 0cp


                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                38    76   115   230   575

[b]Spellcasting:[/b]  DC = 16 + Spell Level.  17 + Spell Level for Necromancy spells.
Focused Specialist:  Complete Mage, pg 34.
Forbidden Schools:  Abjuration, Enchantment, Illusion
Spells per Day:  6, 7, 6, 4 (at least 3 of every level must be Necromancy spells)
Spells Prepared:
[b]0[/b]—Detect Magic, Disrupt Undead, Light, Read Magic, Touch of Fatigue, Touch of Fatigue
[b]1[/b]—Detect Undead, Backbiter, Mage Armor, Chill Touch, Cause Fear, Reaving Aura, Grease
[b]2[/b]—Command Undead, False Life, Ghoul Touch, Sprectral Hand, Escalating Enfeeblement, Blindness/Deafness
[b]3[/b]—Ray of Exhaustion, Vampiric Touch, Prickling Torment, Haste

[b]Spellbook:[/b] 61 of 100 pages used.
[b]0[/b]—Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Disrupt Undead, Touch of Fatigue, Mage Hand, Message, Mending, Open/Close, Arcane Mark, Prestidigitation (16 pages)
[b]1[/b]—Cause Fear, Chill Touch, Ray of Enfeeblement, Backbiter (CArc 98), Lesser Orb of Sound (CArc 116), Expeditious Retreat, Reaving Aura (CMag 114), Mage Armor, Identify, Detect Undead, Grease, Reduce Person, Magic Weapon (14 pages)
[b]2[/b]—Blindness/Deafness, Command Undead, False Life, Ghoul Touch, Spectral Hand, Escalating Enfeeblement (CMag 103), Scorching Ray, Boiling Blood (CMag 97) (16 pages)
[b]3[/b]—Halt Undead, Ray of Exhaustion, Vampiric Touch, Prickling Torment (CMag 113), Haste (15 pages)

[b]Undead Controlled:[/b]
Click and Clack, Human Zombies, HD 2d12+3 (16 hp), Init -1, Spd: 30’ (can’t run), AC 11 (-1 Dex, +2 Natural) T: 9 FF: 11, BAB/Grapple: +1/+2, Atk: Slam +2 melee (1d6+1, 20/x2), Size: Medium, SQ: Single actions only, DR 5/slashing, Darkvision 60’, Undead Traits, SV: Fort +0, Refl -1, Will +3, S: 12 D: 8 C: - I: - W: 10 Ch: 1, NE.


[B]Age:[/B] 225
[B]Height:[/B] 5'2"
[B]Weight:[/B] 105lb
[B]Eyes:[/B] Black
[B]Hair:[/B] Black w/ a little grey
[B]Skin:[/B] Pale
Background: Tenentet was a typical wizard's apprentice in Aerenal before he discovered a tome of forbidden lore placed in a lost corner of a library by agents of Vol. When he was caught raising his first undead, he was condemned not to death but worse. To live out his long natural life having accomplished nothing, with no benefit to the ancestors at all. So he was left to rot in a prison cell for 75 years. However, he became too dangerous when it was discovered that he was teaching necromancy to his guards. Therefore, he was shipped out to Dreadhold with special instructions that he was never to be talked to. Luckily for Tenentet, his transport was attacked by the Air Pirates and they freed him in exchange for his help in their endeavors.

[sblock=Initial Equipment Calculations]8,750 gp starting
Headband of Intellect +2 (4,000)
2 Undead Minions (200)
Wand of Magic Missile, CL 5, 50 charges (3,750)
3 Scrolls Scorching Ray, CL 3, scribed (225, 18 xp)
2 Scrolls See Invisibility, CL 3 (300)
Potion of Cure Light Wounds (50)
Dagger (2)
Masterwork Longbow w/ 20 Arrows (377)
Spellbook (15)
Spell Components Pouch (5)
Scholar’s Outfit (0)
51 gp remaining[/sblock]
 
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Athelstan, Male Human Cleric of Vol

>>Background to follow. Crunch ready for review.<<

Code:
[B]Name:[/B]   Athelstan
[B]Class:[/B]  Cleric of Vol
[B]Race:[/B]   Human
[B]Size:[/B]   Medium
[B]Gender:[/B] Male
[B]Align:[/B]  NE
[B]Deity:[/B] 

[B]Str:[/B] 14 +2 (14p.)        [B]Level:[/B]    5     [B]XP:[/B] 10500
[B]Dex:[/B] 10 +0 (10p.)        [B]BAB:[/B]     +3     [B]HP:[/B] 36 (5d8+10)
[B]Con:[/B] 14 +2 (14p.)        [B]Grapple:[/B] +5 
[B]Int:[/B] 12 +1 (12p.)        [B]Speed:[/B]   30'       
[B]Wis:[/B] 19 +4 (18p. +1 Lvl) [B]Init:[/B]    +0        
[B]Cha:[/B] 16 +0 (16p.)        [B]ACP:[/B]     -4         

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +0    +0    +0    +0    +0    15
[B]Touch:[/B] 10              [B]Flatfooted:[/B] 15

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      4    +2    +0     +6
[B]Ref:[/B]                       1    +0    +0     +1
[B]Will:[/B]                      4    +4    +0     +8

[B]Weapon                  Attack   Damage     Critical[/B]
Morningstar (Cold Iron)     +5    1d8+3         20x2

[B]Languages:[/B] Common

[B]Feats:[/B] CorpseCrafter, DMM(Fell Animate), Fell Animate

[b]Class Features:[/b] Rebuke Undead (5/day)

[B]Skill Points:[/B] 32       [B]Max Ranks:[/B] 8
[B]Skills                   Ranks  Mod  Misc  Total[/B]
  Concentration             8    +2         +10
  Kn(Arcana)                2    +1          +3
  Kn(Religion)              6    +1          +7
  Kn(Planes)                2    +1          +3
  Prof(Air Sailor)          6    +4         +10
  Spellcraft                8    +1          +9


[B]Equipment:               Cost  Weight[/B]

  Explorers Outfit        0gp    0lb
  Spell Component Pouch   5gp    2lb
    Onyx Gemstones      400gp

  Morningstar            16gp    6lb
   (Cold Iron)

  Breastplate           200gp   30lb

  [url=http://www.d20srd.org/srd/magicItems/wondrousItems.htm#robeofBones]Robe of Bones[/url]        2400gp    1lb

  Pearl of Power I     1000gp
  Pearl of Power II    4000gp

  Scrolls
    Animate Dead        375gp
    Cure Moderate       150gp
    Silence             150gp

  Backpack                2gp    2lb
    Crowbar               2gp    5lb
    Hammer                5sp    2lb
    Flint & Steel         1gp
    Mirror, Sm Steel     10gp  0.5lb
    Piton x10             1gp    2lb
    Rations, Trail x4     2gp    4lb
    Rope, Silk 50'       10gp    5lb
    Sunrod x5            10gp    5lb
    Winter Blanket        5sp    3lb


[B]Total:[/B]          8732gp 66.5lb      

[B]Money:[/B]            18gp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                 58   116   175   350   875


Spells/Day:    0    1    2    3
               5    3+1  3+1  1+1

Prepared Spells:

  Lvl  0:  Create Water, Detect Magic, Light, Mending, Read Magic

  Lvl  1:  Bless, Detect Undead, Shield of Faith, Protection from Evil, 
           (D)Ray of Enfeeblement 

  Lvl  2:  CMW, Hold Person, Sound Burst, Spiritual Weapon
           (D)Command Undead

  Lvl  3:  Blindness/Deafness, CSW
           (D)Vampiric Touch

Domains:
  Death      (Death Touch 1/day)
  Necromancy (+1 CL for Necromancy spells)
 
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Code:
Name: Vasintze
Class: Warlock
Race: Human
Size: Medium
Gender: Male
Alignment: Chaotic neutral


Str: 11 +0 (XXp.)     Level: 5        XP: 10500
Dex: 18 +4 (XXp.)     BAB: +4         HP: 30 (1d6+3)
Con: 16 +3 (XXp.)     Grapple: +4     Dmg Red: 1/cold iron
Int: 12 +1 (XXp.)     Speed: 20'      Spell Res: 0
Wis: 10 +0 (XXp.)     Init: +4        Spell Save: +0
Cha: 20 +5 (XXp.)     ACP: -X         Spell Fail: 0%

                                Base  Armor Shld   Dex  Size   Nat  Misc  


Armor:  Total 21            10    +5    +1    +4    +0    +0    +1   


Touch: 14              Flatfooted: 15

                         Base   Mod  Misc  Total
Fort:                      2    +1          +3
Ref:                       2    +4          +6
Will:                       5    +0          +5

Weapon                Attack   Damage     Critical
Heavy mace                +5     1d8            20x2

Languages: Common

Abilities: Endrich blast (3d6),  Detect  magic, Damage  

reduction,  Deceive  item
	
Feats: Point black shot, Precise shot, Ability Focus(Eldrich 

blast) 

Skill Points: 12+3+3+3+3       Max Ranks: X/X
Skills               Ranks  Mod  Misc  Total
Use Magic Device        3    +5          +8
Spellcraft              2    +1          +3
Intimidate              4    +5          +9
Knowledge(arcana)       2    +1          +3
Disguise                3    +5          +8
Concentration           6    +3          +9
Bluff                   4    +5          +9

Equipment:                      Cost  Weight
Mastercraft heavy mace         312gp                   
+1 Chain shirt                  2100gp   
Black Clothings                   
Cloack of Charisma +2           4000gp  
ring of protection +1           2000gp
Tent                             10gp
Bedroll                           1gp
Buckler                          15gp  
Potion of Cure Moderate Wounds x1 300gp
Total Weight:XXlb      Money: 12gp


Spell DC: 2 (feat) + 5 (Cha) + Spell Level

 [B]Invocations:
               Least:[/B] Frightfull Blast, Eldrich spear, 

Summon swarm
             

Age: 26
Height: 1.76 meters
Weight: 60 kg
Eyes: red
Hair: Redish
Skin: withe

Background:
Vasintze wasn't always the manipulative pirate he is today. Long time ago, he was a manipulative mercenary. But more far away in time, Vasintze was just like any other boy in a small grape farming village, near the forest most close to the estuaries of Scion Sounds. Although the rest of the kingdom had a nice temperate weather, his village was stormed by lighting storms, terrible winds and extreme temperatures.
Across the sea, Vasintze could see the paradisaic island of storm , where the house of Lyrandar changed the weather to their will.
In the windy shores, he played "pirates" whit his friends, representing the law, the righteous and the honorable.
Many things changed since that distant times, obscured by the mist of greed and power hunger. As the young Vasintze grew up, as any other normal child, he started to see what was the real life about. It was about money, about power, and about the struggle between them. As a smart young man, he manages to learn tricks, all kinds of tricks, that he used to steal, rob, fool and the like. That kind of skills quickly get him in troubles. After some years, the not soy young lad finished a "nice" job. Or so he thought: he was arrested by the local militia, and threw away in a prison. No one knows how did he escaped, all they saw was a big hole in the brick wall of the cell.
With nowhere to go, the errant Vasintze, was confused: How could he made such a hole in a well build brick wall? It felt like when he did the other tricks... but more intense... Would he be able to use such skill again? Is that was so... then his possibilities had just expanded greatly.
Following the trade routes, our novice warlock managed to get into a small city. Big enough to make a living as he knew, without great chances of getting caught.
So far, Vasintze was firstly a small boy whit skills in pickpocketing and after that, a minor thief. His next step was into the glory of a more honorable job, the mercenaries.
His skills controlling eldrich energy where remarkable, so he found work easily.
Days passed by... weeks... months... years... Vasintze developed a self trusting character, thinking great things of himself. No challenge was at his hight. Or that he thought: One day, a scion merchant of House Lyrandar came into town, looking for some quality muscle, for what he said was a not so easy task. Despite the poor muscular mass of Vasintze, he got the job, as no other mercenary was willing to fight for it. It proved to be just what Vasintze needed. Both the scion and the warlock ended up bitting the dust. Although the mission was a failure, Vasintze developed a durable friendship with this merchant.
Two years from that, and five years since today, the same merchant came to Vasintze again, now , with an airship, and a crew, talking of gold and treasures, battles and blood, victory and glory. Vasintze eyes sparked in enthusiasm with a deep purple color, as they did two years ago.

Appearance: Vasintze is not very tall, with a rather think build, his body tolerates more damage than it seems at first sight. He has red eyes, and reddish hair is long with a tail.
He is quite calmed, but his erratic personality make him quite difficult to predict. Usually, he makes what he wants, as his wishes shift, like the weather.
 
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Code:
Name: Gipp Firebread
Class: Ninja
Race: Gnome
Size: Small
Gender: Male
Alignment: LE
Height: 3'2"
Weight: 42lb
Hair: red
Eyes: dark
Age: 70

Gnome traits:
- Low-Light Vision: A gnome can see twice as far as a human in starlight,
moonlight, torchlight, and similar conditions of poor illumination. 
He retains the ability to distinguish color and detail under these conditions.
- +2 racial bonus on saving throws against illusions.
- Add +1 to the Difficulty Class for all saving throws against illusion 
spells cast by gnomes. This adjustment stacks with those from similar effects.
- +1 racial bonus on attack rolls against kobolds and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type. Any time a 
creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s 
caught flat-footed, it loses its dodge bonus, too.
- +2 racial bonus on Listen checks.
- +2 racial bonus on Craft (alchemy) checks.
- Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, 
duration 1 minute). A gnome with a Charisma score of at least 10 also has the 
following spell-like abilities:
1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; 
save DC 10 + gnome’s Cha modifier + spell level.

Str: 9  -1 (10p. +1 lvl) Level:    5     XP: 10500
Dex: 16 +3 (16p.)        BAB:     +3     HP: 25 (6+4+3+4+3+5)
Con: 12 +1 (10p.)        Grapple: -2 
Int: 18 +4 (18p.)        Speed:   20'       
Wis: 16 +3 (16p.)        Init:    +7        
Cha: 14 +2 (14p.)                      

                   Base  Armor Shld   Dex  Size   Nat  Misc Wis  Total
Armor:              10    +0    +0    +3    +1    +0    +1   +3   18
Touch: 18              Flatfooted: 15

                         Base   Mod  Misc  Total
Fort:                      1    +1    +0     +2
Ref:                       4    +3    +0     +7
Will:                      1    +3    +0     +4

Weapon              Attack   Damage     Critical
Kukri+1               +8      1d3       18-20/x2
Mw lt.crossbow        +8      1d6       19-20/x2

Languages: Common, Gnome, Elven, Dwarven, Goblin, Giant

Feats: Improved Initiative, Weapon Finesse.
Class features:
Ac bonus +1
Ki-powers 5/day
Sudden strike 3d6
trapfinding
Ghost step invisible
poison use
Great leap

Skill Points: 80       Max Ranks: 8/4
Skills                Ranks  Mod  Misc  Total

Balance                 2     +3    +2     7
Bluff                   6     +2    +0     8
Climb                   5     -1    +2     6
Disguise                4     +2    +0     6
Escape                  2     +3    +0     5
Gather info             4     +2    +0     6
Hide                    8     +3    +4     15
Jump                    5     -1    +0     4
Listen                  2     +3    +2     7
Move silently           8     +3    +0     11
Open locks              8     +3    +2     13
Prof Sailor (CC)        2     +3    +0     5
Prof Baker (CC)         2     +3    +0     5
Search                  4     +4    +0     8
Sleight of hand         4     +3    +2     9
Spot                    2     +3    +0     5
Tumble                  8     +3    +2     13


Weapons: 
+1 Kukri (2,308 gp); 
Crossbow, light, Masterwork (335 gp); 
Bolts, crossbow (50) (5 gp).

[sblock=In haversack:]
Left pocket:
Caltrops (1 gp) 2lb;
Climber`s kit (80 gp) 5lb; 
Thieves` tools, Masterwork (100 gp) 2lb;
Smokestick (20 gp) 1/2lb; 
Smokestick (20 gp) 1/2lb; 
Smokestick (20 gp) 1/2lb; 
Large Scorpion poison (200 gp) -; 
Large Scorpion poison (200 gp) -; 
Giant wasp poison (210 gp) -;
Potion: Bull`s Strength (300 gp); 
Potion: Cure Moderate Wounds (300 gp); 
Potion: Darkvision (300 gp).

Right pocket:
Camouflage Kit (40 gp) 8lb; 
Disguise kit (50 gp) 8lb; 
Signal whistle (8sp) -;
Whetstone (2cp) 1lb;
Flint and steel (1 gp) -;
Case, map (1 gp) 1/2lb.

Center:
Cold weather outfit (8 gp) 7lb;
Courtier`s outfit (30 gp) 6lb; 
Jewelry (50 gp) 2lb;
Grappling hook (1 gp) 4lb; tied to:
Rope, silk (50 ft.) (10 gp) 5lb;
Crowbar (2 gp) 5lb;
Hammer (5 sp) 2lb;
Everburning Torch (110 gp) 1lb.[/sblock]
 
On:
Monks outfit (5 gp) 2lb; 
Wondrous: Hat of Disguise (1,800 gp); 
Wondrous: Heward`s Handy Haversack (2,000 gp); 


Money: 241gp, 6sp, 8cp.

Gipp Firebread was born to a family of famous bakers (the name actually coming from their secret recepy of an extremely spicy bread). He learned the profession from his father and became quite good in it himself. But he was also recruited to the Zil intelligence. During the last decade of the war Gipp was assigned to Fairhaven of Aundair to spy on the royal court. His cakes and pastries quikly became the favourite of the nobility and he was in a perfect position to do his real job. During his time there he also met a Lyrandar heir with whom he became good friends. But someone in the intelligence betrayed Zilargo and Gipp's cover was blown. He was almost captured and executed but luck was on his side that day. His Lyrandar friend had just been thrown out of the house and was on the run too, passing through Fairhaven just at the right time. Gipp managed to outsmart his chasers and hooked up with his friend, and so Gipp Firebread became part of the infamous and dreaded Sky Pirates.

Gipp is small, even for a gnome. Standing just 3'2" and weighting 42 pounds. His hair is always well groomed and he is wery proud of his impressively strong moustache. He wears a pleasent smile on his face and seems to make friends easily. It is a great surprice to anyone to find out that this friendly and even jolly little man is actually a ruthless killer.
 
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Code:
Name:   Thirian
Class:  Hexblade/Paladin of Tyranny(Dark Six)/Feat Rogue
Race:   Half-elf
Size:   Medium
Gender: Male
Align:  LE
Deity: The Dark Six
Action points:  5

Str: 16 +3 (16p.)        Level:    2/2/1     XP: 12500
Dex: 14 +2 (14p.)        BAB:     +4     HP: 40
Con: 14 +2 (14p.)        Grapple: +7 
Int: 14 +2 (14p.)        Speed:   30'       
Wis: 10 +0 (10p.)        Init:    +2        
Cha: 17 +3 (16p.) +1 lv  ACP:     -1         

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +5    +3    +2    +0    +0    +0    20
Touch: 12              Flatfooted: 18

                         Base   Mod  Misc  Total
Fort:                      3    +2    +3     +8  (+11 vs. spells)
Ref:                       2    +2    +3     +7  (+10 vs. spells)
Will:                      3    +0    +3     +6*  (+9 vs. spells)

*Immune to sleep spells and gains an additional +2 vs spells of the enchantment school

Weapon                  Attack   Damage                  Critical

MW Flail                  +8       1d8+3+1 electricity       x2
Longbow                 +6       1d8                            x3       110'
Handaxe                 +7       1d6+3                         x3

Languages: Common, Elven, Goblin

Feats: Intimidating strike, Ability Focus(Hexblade’s Curse), Combat Panache

Class Features: 

Hexblades Curse (1/day, DC17) -2 attacks, damage, ability checks, skill checks, saves for one hour
Arcane resistance:  Gain chr bonus to saves against spells and spell like effects.
Aura of evil
Detect Good(at will)
Smite good (1/day) +3 att/+2 damage
Divine Grace
Deadly touch(8hp, Will save DC:  14 for half)

Racial Features(not included elsewhere)

Low-light vision


Skill Points: 38       Max Ranks: 8
Skills                   Ranks  Mod  Misc  Total

Bluff                      8      +3            +11 (two ranks cc)
Intimidate                 6    +3     +2   +11(two ranks cc)
Prof(airship sailor)       7    +0           +7
Know(Arcana)               5    +2        +7
Perform (banter)           8    +3        +11
Search                    0         +0   1   +1
Spot                       0          +0  1    +1
Listen                     0           +0         +1


Equipment:                  Cost      Weight

  Explorers Outfit               0gp      0lb

    Backpack                     2gp       2lb
    Mithral Chain shirt +1       2100gp   10lb
    Heavy steel shield +1        1170gp   15lb
    MW Flail                     308gp     5lb
    Handaxe                      6gp       3lb
    Hexbands                     3100gp    3lb
    Longbow, composite           100gp     3lb
    Arrows(40)                   2gp       6lb
    Bedroll                      1sp       5lb
    Rope, Silk 50'               10gp      5lb
    Sunrod x4                    8gp       4lb
    Winter Blanket               5sp       3lb
    Electricity assault crystal  600gp     -
    Safewing emblem              250gp     -
    Brute Gauntlets              500gp     -
    Life Ring                    400gp     5lb
    Potion of Shield of faith    50gp      -
    2 potions of CLW             100gp     -
    43gp, 4 sp
 
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Galathon, Half-Ogre PsiWar 4

[sblock=Galathon, half-Ogre psi-warrior]

Galathon
Male Half-Ogre Psi_Warrior 4
Chaotic Neutral
Representing DrZombie


Strength 24 (+7)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 13 (+1)
Wisdom 16 (+3)
Charisma 6 (-2)
Size: Large
Height: 8' 0"
Weight: 500 lb
Skin: Black
Eyes: Black
Hair: None




Total Hit Points: 31

Speed: 20 feet [armor]

Armor Class: 18 = 10 +8 [full plate] +1 [dexterity in armor] -1 [large]

Touch AC: 10
Flat-footed: 17
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +6 = 4 [base] +2 [constitution]
Reflex save: +3 = 1 [base] +2 [dexterity]
Will save: +4 = 1 [base] +3 [wisdom]
Attack (handheld): +9 = 3 [base] +7 [strength] -1 [large]
Attack (unarmed): +9 = 3 [base] +7 [strength] -1 [large]
Attack (missile): +4 = 3 [base] +2 [dexterity] -1 [large]
Grapple check: +14 = 3 [base] +7 [strength] +4 [large]

Huge Greatsword : +7 dmg 4d6+10 (19-20/x2)
Large Heavy Crossbow : +4 dmg 2d6(19-20/x2)

When 'expanded'

Giant Greatsword : +7 dmg 5d6+12 (19-20/x2)


Light load:466 lb. or less
Medium load:468-932 lb.
Heavy load:934-1400 lb.
Lift over head:1400 lb.
Lift off ground:2800 lb.
Push or drag:7000 lb.


Languages: Common Giant Goblin


Heavy Crossbow [2d6, crit 19-20/x2, range inc 120 ft., 16 lb., piercing]

Huge Greatsword [4d6, crit 19-20/x2, 16 lb., two-handed, slashing]

Full plate armor [heavy; +8 AC; max dex +1; check penalty -6; 100 lb.]


Feats:

Monkey Grip
Combat Reflexes
Dodge
Mobility

Traits:


Appraise Int 1 = +1
Balance Dex* 6 = +2 +4
Bluff Cha -2 = -2
Climb Str* 7 = +7
Concentration Con 6 = +2 +4
Diplomacy Cha -2 = -2
Disguise Cha -2 = -2
Escape Artist Dex* 2 = +2
Forgery Int 1 = +1
Gather Infor Cha -2 = -2
Heal Wis 3 = +3
Hide Dex* -2 = +2 -4 [large]
Intimidate Cha -2 = -2
Jump Str*5 = +7 +4 -6 [speed 20]
Listen Wis 3 = +3
Move Silently Dex* 2 = +2
Prof(Air Pir) Wis 6 = +3 +3
Ride Dex 2 = +2
Search Int 1 = +1
Sense Motive Wis 3 = +3
Spot Wis 3 = +3
Survival Wis 3 = +3
Swim Str** 9 = +7 +2
Use Rope Dex 2 = +2
Autohypnosis Wis 5 = +3 +2
Knowledge
(psionics) Int 3 = +1 +2


* = check penalty for wearing armor


Half-Ogre:
+6 strength, +2 constitution, -2 dexterity, -2 intelligence, -2 charisma (already included)
Darkvision to 60 feet
For all special abilities, considered a giant.
Level adjustment +1



11 Power Points/Day:
5[psi warrior]
6[wisdom bonus]


Powers:
Expansion
Force Screen
Vigor
Dissolving Weapon


Galathon 's Equipment:


132 lb Weapons / Armor / Shield (from above)
5 lbCrossbow bolts (quiver of 10) x5

_____
137 lb Total




[/sblock]
More about Galathon :

Galathon comes from the breeding experiments of the Riedrans. He was trained from his youth to be a psi-warrior, a new weapon in the arsenal of the dreamlords. Soon after being deployed, however, it became apparrent that not all traits of this new breed were desirable. They had a penchant for independant thought, stubbornnes and seemed to perceive the real nature of their riedran overlords. It was decided that the experiment should be terminated. Permanently. Galathon survived the betrayal and fled Riedra, only hours ahead of his assassins. He was picked up by the airship from a very tight spot and has served the crew loyally since that day.
 

[sblock=Marius the Diviner]
Name: Reek “Marius” Bloodletter
Class: Wizard (Diviner, barred school is illusion)
Race: Orc
Size: Medium
Gender: Male
Alignment: Neutral
Deity: None

Str: 15 +2
Dex: 8 -1
Con: 17 +3
Int: 17 +3
Wis: 15 +2
Cha: 11 +0

Level: 5
BAB: +2
Grapple: +4
Speed: 30 ft
Init: -1
ACP: 0
XP: 10,500
HD: 5d4
HP: 27
Spell Save: 13 +level of spell

AC: 10 (-1 Dex, +1 Bracers)
Touch: 9 Flat-footed: 10

Fort: +4 (Base +1, Con +3)
Ref: +0 (Base +1, Dex -1)
Will: +4 (Base +4, Wis +0)

Attacks: Unarmed + 4 (1d3 +2) Provokes AoO
Quarterstaff +5 (1d6 +2 +1d6 Frost) or Quarterstaff +1/-3 (1d6 +2 +1d6 Frost/1d6 +2)

Languages: Common, Orc, Draconic, Undercommon, and Giant

Racial: +4 Str, -2 Int, -2 Wis, -2 Cha, Darkvision 60ft, Light Sensitivity

Abilities: Summon Familiar, Darkvision 60ft, Light Sensitivity

Feats: Scribe Scroll (bonus), Fell Weaken (1st), Still Spell (3rd), Skill Focus [Knowledge (history)] (bonus)

Skill Points: 40
Max Ranks: 8, cc 4

Skills:
Concentration +11 (+8 ranks, +3 Con)
Spellcraft +11 (+8 ranks, +3 Int)
Profession (Airship Sailor) +6 (+4 ranks, +2 Wis)
Knowledge (the planes) +4 (+1 ranks, +3 Int)
Knowledge (religion) +4 (+1 ranks, +3 Int)
Knowledge (arcana) +5-7 (+2 ranks, +3 Int, +2 with book below)
Knowledge (nobility and royalty) +5-7 (+2 ranks, +3 Int, +2 with book below)
Knowledge (history) +10 (+4 ranks, +3 Int, +3 Feat)
Knowledge (local) +9 (+6 ranks, +3 Int)
Use Magic Device +2 (+4 ranks (cc), +0 Cha)
Listen +5 (+2 Wis, +3 Familiar)

Equipment (on self) [weight]:
Scholar’s Outfit (free) [0]
Spell Component Pouch [2]
Backpack [2]
Hand of the Mage [2]
+1 Frost/MW Quarterstaff [4]
Bracers of Armor +1 [1]

Equipment (in Backpack) [weight]:
Spellbook, wizard’s [3]
Acid (flask) x2 [2]
Waterskin [4]
Masterwork tool, a book called The Arcane Theory and its uses in Spellcasting [1]
Masterwork tool, a book called Modern Day Rulers in Eberron [1]
Elemental Gem, Air [0]
2 Scrolls of Bull’s Strength [0]
1 Scroll of Feather Fall [0]
Chalk, 2 pieces [0]

Equipment (in Spell Component Pouch) [cost/weight if any] only valuable focuses and components:
Two vials of the potion need to cast Identify [200 gp]
A dart (focus for Melf’s Acid Arrow) [5 sp/ 1/2]
A pair of copper pieces (focus for Detect Thoughts, not counted in money below)

Encumbrance: Light- 66 or less
Medium- 67-133
Heavy- 134-200
Lift- 400
Drag- 1000

Current load: Light, 22 ½ lbs.

Money:
PP: 27
GP: 1109
SP: 47
CP: 76
[/sblock]

[sblock=Marius' Spells and Spellbook]
Marius’ Spellbook: 37 of 100 pages used
Cantrips- Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1st- Ray of Enfeeblement, Identify, True Strike, Magic Missile, Obscuring Mist
2nd- Melf’s Acid Arrow, See Invisibility, Fog Cloud, Detect Thoughts
3rd- Ray of Exhaustion, Clairaudience

Spells Per Day-
Cantrips- 4 +1 Div
1st- 4 +1 Div
2nd- 3 +1 Div
3rd- 2 +1 Div
Mage Hand at will with the Hand of the Mage Wondrous Item

Spells Prepared-
Cantrips- Detect Magic (twice), Touch of Fatigue (twice), Acid Splash
1st- Identify (twice), True Strike, Ray of Enfeeblement (twice)
2nd-Detect Thoughts, Still Obscuring Mist, Fell Weaken Magic Missile (twice)
3rd- Clairaudience, Ray of Exhaustion, Fell Weaken Melf’s Acid Arrow
[/sblock]

[sblock=Scrap, Marius' Familiar]
Scrap, Marius’ Bat Familiar: Diminutive Magical Beast; HD 1; hp 13; Init +2; Spd 5ft, fly 40ft (good); AC 20, touch 16, flat-footed 18; Base Atk +0;Grp –17; Atk -; Full Atk -; Space/Reach 1 ft/0 ft; SA; -; SQ blindsense 20ft, improved Evasion, alertness, share spells, empathic link, deliver touch spells, speak with master; AL TN; SV Fort +2, Ref +4, Will +2
Str: 1
Dex: 15
Con: 10
Int: 8
Wis: 2
Cha: 5

Skills and Feats: Hide +14, Listen +8, Move Silently +6, Spot +8, Alertness
Blindsense (Ex): Notices and locates creatures within 20 feet. Adds +4 to Spot and Listen checks (already included above)
[/sblock]

Back-story: Reek Bloodletter was born in an Orc tribe, focusing less on nature than other Orcs and more on arcane magic than that of druids. He was brought to the chief, who, after examining him, deemed him a tribe shaman, not a warrior. Once Reek was old enough he began training under the tribes High Shaman, Erkus. Erkus realized Reek had potential, too much potential to stop at being a tribe shaman. Erkus knew Reek would replace him as High Shaman, most likely before he would like. Erkus secretly wanted Reek to leave the tribe, and in order to do that, he came up with a plan, he would give Reek the motivation to travel away from home. Erkus managed to convince the chief to send Reek to a proper tutor in a large city a few miles away. Erkus searched for a tutor who would take Reek, but it took many days to find one, due to the fact that the idea of an Orc wizard was laughable. Finally, a Gnome diviner by the name of Eronar Timewalker decided to teach him how to use magic to detect hidden things. During his years with Eronar, he gave himself a new name, Marius. After getting deep into divination, Marius realized one could not fight very well just knowing divination, so he taught himself a few spells of other schools, mainly Necromancy and Conjuration. When he was a more accomplished wizard he felt he was ready to return to his tribe. Along the way Marius encountered Erkus, who and tried to convince him to leave the tribe and see the wide world of Eberron. When Marius refused and said his place was with the tribe, Erkus attacked him with a dagger. Marius battled him and, eventually, won, leaving the dying Erkus on the plain. When he returned to the Tribe, he was named new High Shaman and chief’s advisor when he explained what had happened to Erkus, who was reported missing by a pair of scouts. This news unsettled Marius, for he feared that Erkus would return and force Marius to finish him this time.

A few years later, Marius went with a raiding party to the nearest town, a band of over 40 strong Orcs. However, soon before charging, they were ambushed by the soldiers of the very town they went to raid. He blamed himself for this failure, because a spell he knew could have warned them of the threat. Shortly after being imprisoned, a guard decided to rub the loss in his face, and explained that a former Shaman of their tribe tipped them off. It didn’t take long for Marius to guess that Erkus was the culprit. Shocked and betrayed, Marius escaped and stumbled across the land, trying to find a purpose to his existence. At first, he believed it to be in the tribe, but he felt he could never go back after the disastrous raid. One day, while traveling, he heard a noise he had never heard before and looked for the source. When he looked up, he saw it, an airship. He learned about them from his tutor, Eronar, but had never seen one. That night, while sleeping on the road, he had a dream, he was on an airship, similar to the one he saw that day, flying in the sky. It sailed toward the ground and its crew raided a town, which was a marvelous success after Marius used spells to learn it’s weak points and locations of valuables. Marius awoke, and believed it to be a vision. It could have been a dream, maybe it was, but all Marius cared about was that he believed it was his destiny, and would go to many lengths to make it reality. Within the week, he found the captain of the famous Air Pirate crew, who heard that an Orc wizard was looking to join the crew of an Airship, and accepted Marius. During his time with the Air Pirates, he learned more about airships and pirating. However, after three weeks in the crew, the crew was captured by a merchant and given to King Kaius for a large amount of gold. Thankfully, he wasn’t executed, which means he could escape with the crew. Or maybe escape will be harder than the last time for Marius.

Appearance: Marius is slightly less than 6 feet tall and weighs at 204 pounds. His night black hair, though long, is kept combed and clean. He also keeps his short beard trim. His eyes are a bright yellow-green color. His teeth are stained yellow, but he does his best to keep them clean. His Scholar’s Robes are a dark green color, and over them is a tan cloak. They are cut shorter than usual because before they were, Marius tripped over them more than once. Dangling from his neck is a silver chain, but attached to it and out of sight is his Hand of the Mage. His magical bracers are on his arms, their magic activated. He has his money pouch (though most of his coins are in his backpack) and Spell Component pouch on his belt for easy access. His quarterstaff and backpack are slung on his back.
 

Caden: Halfling Warmage 5; Small-sized humanoid; HD 5d6+10; HP 28; Init +5; Spd 20ft; AC 23(Touch 16, Flat-footed 18); Atk +7/7 melee(1d3-1/x3 punching daggers - both spell storing with shocking grasp - 5d6 electricity) or Ray +8 touch; AL N-NE; SV Fort +5, Ref +8, Will +6; Str 8, Dex 20, Con 14, Int 18, Wis 10, Cha 16.

Skills and Feats: Concentration +10, Craft(alchemy) +9, Hide +8, Knowledge(arcana) +9, Move Silently +6, Profession(air sailor) +8, Spellcraft +12. Weapon Finesse(punching dagger), Two Weapon Fighting.

Class Abilities: Armored Mage(light armor and shields), proficient with simple weapons, Warmage Edge(+4 to spell damage), Advanced Learning().

Warmage Spells per day: 6/7/5. DC 14+spell level.

Racial Abilities: +2 Listen, Jump, Move Silently, and Climb; +1 attacks and AC; +1 attacks with slings and thrown weapons; +2 morale vs. fear; +1 to saves.

Languages: Halfling, Common, Goblin, Gnome, Dwarven, Orc.

Posessions: +1 chain shirt(-1 check penalty), +1 light steel shield, two spellstoring punch daggers(shocking grasp in each), Vest of resistance +1, 2 antitoxins, 10 alchemists fire, 4 flash pellets, chalk, 2 spell component pouch(1 on her belt, one among her belongings), soap, hip-flask of wiskey, steel mirror, amazing lock and chest for her alchemy equipment, 45 gp.
---​
Caden is a short, red-headed halfling with an explosive temper and a cruel sense of humor. When first meeting her, most people get the impression that she is a headstrong, reckless seadog with no understanding of tactics or cunning. Very often, these people end up dead. Caden is very clever when fighting, and is not above using her good looks to weasel her way out of trouble.
Caden loves wiskey, song, and fighting(in that order), and would rather relax than work. She's not lazy, she just makes it a priority to enjoy life. One of Caden's hobbies is her skill with alchemy. She has made all of her current alchemical items, and also knows how to make smokesticks, sunrods, acid and tindertwigs. One of her goals is to find out how to create thunderstones.

Appearance:
Caden has bright red hair, pale skin, and brown eyes. She stands short barely making 2'8", though with a build that rarely leaves strangers thinking she's a child. Caden wears a chain shirt under a rust-red vest and brown cloak. Her chin-length hair always has a tousled look and hangs unhindered in her eyes most of the time. On Caden's belt is her spellcomponent pouch, her two daggers, 1 anti-toxin, and 2 flash-pellets(hidden on the underside of the belt). One of the buttons on her sleaves is also a flash pellet. Occasionally during battles, Caden will feel the need to take a non-descript sac with her, filled with 5 flasks of alchemist's fire.
 
Last edited:

Into the Woods

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