RG - Fifth Sepulcher


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Halford

First Post
Bran Marcian
Human Ranger 6/ Swashbuckler 1/ Dervish 5

Str 14 6pts
Dex 25 16pts (+ 3 levels + 4 Gloves of Dex)
Con 14 6pts
Int 14 6pts
Wis 10 2pts
Cha 8

Speed: 40ft. or 60ft. when hasted.

Initiative: + 7

HP:100

Saves: 13/19/9 (includes bonus for cloak of resistance +3)

Feats:Combat Expertise 1st, Dodge 1st, TWF(R2), Mobility 3rd, ITWF(R6), Weapon Focus Scimitar 6th, Weapon Finesse(S1), Improved Critical Scimitar 9th, Spring Attack (D3), GTWF 12th

Attacks: 18/18/13/13/8/8 = 1d6+3(2 for offhand or 4 vs Arcane casters or anything with Arcane spell-like abilities) + 2d6 (vs. Evil) or +2d6 vs Arcane casters or anything with arcane spell-like abilities 15-20x2. Add +2 if taking a standard action, as TWF penalties are not applied.

Attacks: In Dervish Dance + Hasted + Blessed = 23/23/18/18/13/13/23 1d6+6(5 for offhandor 7 vs Arcane casters or anything with Arcane spell-like abilities) +2d6 (vs. Evil) or 2d6 vs Arcane casters or anything with arcane spell-like abilities 15-20x2. Add +2 if taking a standard action, as TWF penalties are not applied.


AC: Ideal = 26 (10 +7 Dex +3 Armor + 1 Ioun Stone + 1 Ring of Protection + 3 Dervish +1 Haste). + an additional +1 Dodge bonus against designated opponent. -1 if not hasted, -3 if not in Dervish Dance.

AC: Flatfooted = 15

AC: Touch = 23 + an additional +1 Dodge bonus against designated opponent. -1 if not hasted, -3 if not in Dervish Dance.

Favored Enemy Undead and Evil Outsiders.


Skill Points = 116

Balance: 15 + 7 + 2 Synergy. Can take 10 due to Movement Mastery. = 34
Bluff: 7 – 1 = 6
Escape Artist: 15 + 7 + 6 (Vest of Escape) = 28
Jump: 15 + 2 + 2 Synergy + 4 Speed + 8 (additional speed bonus when hasted) Can take 10 due to Movement Mastery. = 33 or 41 when hasted.
Knowledge Dungeoneering: 1 + 2 = 3
Listen: 15 + 0 = 15
Perform Dance: 15 (3 taken cc) – 1 Can take 10 due to Movement Mastery. = 24
Tumble: 15 + 7 + 2 Synergy Can take 10 due to Movement Mastery. = 34. In any combat unless there is difficult terrain or he is moving through an actual enemies space Bran will be accelerated tumbling automatically making the DC due to Movement Mastery.

Boots of Speed 12,000gp
Gloves of Dex + 4 16,000gp
+1 Cold Iron Holy Scimitar Intelligent with Bless 3/day 22,315gp
+1 Mage Bane Scimitar (Complete Arcane) 8,315gp
Cloak of Resistance + 3 8,000gp
Golem Bane Scarab 2,500gp
Padded +2 4,155gp
Ring of Protection +1 2,000gp
Wand of Fell the Greatest Foes 25 charges 2,250gp
Ioun Stone +1 AC 5,000gp
Vest of Escape 5,200gp

Total = 87735
 
Last edited:

Albedo

First Post
[sblock=Gorion Quicksilver]
Age: ?
Height: 7'2"
Hair: Black with Silver Stripe along back
Eyes: Emerald
Alignment: CN
Diety: None
Gender: Male
Size: Large

2 Centaur (LA), 3 Half Dragon (LA), 4 Magical Beast (Racial HD), 1 Fighter, 2 Hulking Hurler

Str: 35 (16 Base + 1 Level + 16 Racial + 2 Enhancement)
Dex: 22 (16 Base + 4 Racial + 2 Enhancement)
Con: 24 (16 Base + 6 Racial + 2 Enahcnement)
Int: 14 (12 + 2 Racial Base)
Wis: 12 (10 Base + 2 Racial)
Cha: 10 (8 Base + 2 Racial)

BAB: +7
Fort: +3/+12
Ref: +7/+15
Will: +4/+7
HD: 7d10 (104 HP)
AC: 30 = Base 10 + 6 Dex + 8 Natural Armor + 7 Armor - 1 Size
Speed: 50ft/100ft Average
Languages: All but Druidic

Feats: Weapon Focus (Spear), Power Attack, Point Blank Shot, Brutal Throw

Skills: (68)
Spot: 7/+8
Listen: 7/+8
Survival: 7/+8
Tumble: 3/+9
Knowledge Geography: 1/+3
Knowlege Nature: 1/+3
Knowledge History: 1/+3
Knowledge Local: 1/+3
Knowledge The Planes: 1/+3
Speak Language: 15

Special Abilities: Darkvision 60ft, Immunity to Cold, Breath Weapon: Cone of Cold 30ft, Low Light Vision, Immunity to Sleep/Paralysis, Catch Weapon, Really Throw Anything, Two Handed Hurl Trick: Area Attack

Equipment:
Belt of Giant's Str +2 (4,000)
Mithril Chainshirt +3 (10,100)
Amulet of Natural Armor (2,000)
Ring of Deflection +1 (2,000)
Gloves of Dex +2/Storing (26,000)
+1 Returning Huge Shortspear (8,301)
+1 Returning Large Spear x2 (16,604)
Boots of Haste (12,000)
Ring of Sustenance (2,500)
Vest of Resistance +2 (4,000)
Backpack (2)
Rope (Silk) 200ft (40)
Everburning Torch (110)
Torch x10 (.1)
Waterskin (1)
Bell x4 (4)
Blanket (Winter) x2 (1)
Block and Tackle (5)
Bottle, Wine, Glass x5 (10)
Caltrops x10 (20)
Candles x80 (.8)
Chain 30 ft (90)
Crowbar (2)
Fishhook (.1)
Fishing Net (4)
Flint and Steel (1)
Grappling Hook (1)
Lantern, Bullseye (12)
Amazing Lock (150)
Shovel (2)
Tent (10)
29gp

Gorion stands just taller than an average centaur, and he is a strong, proud being, However, he looks decidedly different from others in his race. His fur is black, with a silver stripe through the middle, he sports a pair of dragon wings, and his hands and face are disfigured from slender and graceful to vicious natural weapons. His age and heritage are unknown, and he has been on the move for so long that he cannot remember who his parents were, or even why he has no home.

Gorion has always been seen as an abomination, much to his regret. A deep gentle soul on the inside, a monstrosity on the outside, he travels the world seeking acceptance. It is a goal that has alluded him thus far, for no matter how comfortable he may get in a place, peoples prejudices keep forcing him to move on. He has a knack for languages, learning more and more as he goes, as well as bits and pieces of history and knowledge from the vast world he has seen. But no matter how much stronger or wiser he gets in his travels, he seeks but one thing. A home to call his own.

[/sblock]
 
Last edited:

Jemal

Adventurer
Michelle Til'fen
Human Male Spirit Shaman4/Monk2/SacredFist6
LN

STR: 20(+5) [8 points + 4 Enhancement + 1 LVL]
DEX: 18(+4) [6 points + 4 Enhancement]
CON: 12(+1) [2 points + 2 Enhancement]
INT: 10(+0) [2 points]
WIS: 24(+7) [16 points + 4 Enhancemnet + 2 Lvl]
CHA: 10(+0) [0 points]

HP: 86 (12d8+12)
AC: 28 (10 base + 4 Dex + 6 Wis + 2 Sacred Fist + 4 Armour + 2 Deflection)
Buffed AC: 33
Saves:
FORT: +13 (12 base + 1 Con)
REF: +13 (9 base + 4 Dex)
WILL: +15 (9 base + 6 Wis)
Init: + 4
Speed: 50'

B.A.B: +10
Attacks: + 16, 2d8+5 damage
Full Attack: +16/11, 2d8+5 damage
Flurry of Blows: +14/+14/+9, 2d8+5 damage
Buffed Full Attack: +19/14, 2d8+8 damage
Buffed Flurry of Blows: +17/+17/+12, 2d8+8 damage

Skills: [75 points]
Knowledge:Religion(+8/8), Concentration(+15/10), Tumble(+16/12), Spellcraft(+15/15), Spot(+23/15), Survival(+21/15), Listen(+8)

Feats(6): Combat Casting, Spontaneous Healer(6/day), Improved Natural Attack(Unarmed), Practiced Spellcaster, Intuitive Attack, Extend Spell

Class Abilities:
Spirit Shaman: Spellcasting (Lvl 9), Spirit Guide: Crow(Alertness), Wild Empathy[+5], Chastise Spirits, Detect Spirits, Blessing of Spirits(Protection from Spirits)
Monk/Sacred Fist: Unarmed Strike, Stunning Fist, Combat Reflexes, Evasion, Sacred Flames 1/day, Blindsense 10', +20 Speed, +2 AC


Spellcasting (CL: 12)
Level (Per day) - Retrieved - List
LVL 0 (6) - 3 - Create Water, Detect Magic, Light
LVL 1 (8) - 3 - Cure Light Wounds(1d8+5), Entangle, Obscuring Mist
LVL 2 (8) - 3 - Resist Energy, Extended Lesser Vigor (44 Rounds), Summon Swarm/Extended Goodbery (depends on whether Underground or Above ground)
LVL 3 (7) - 2 - Greater Magic Fang, Extended Barkskin [Cure Moderate Wounds(2d8+10)]
LVL 4 (5) - 1 - Flame Strike (Ref DC 20) [Cure Serious Wounds(3d8+12)]
LVL 5 (3) - 1 - Owls Wisdom [Cure Critical Wounds(4d8+12)]

Spells in [X] can be swapped for spontaneously (6 spells per day)
Buffs: Greater Magic Fang(+3; 12 hrs), Barkskin(+5; 4 hrs), Resist Energy(resist 10; 2 hrs)

Equipment: (88,000)
Vest of Con + 2 (4,000)
Amulet of Wis + 4 (16,000)
Belt of Str + 4 (16,000)
Gloves of Dex + 4 (16,000)
Bracers of Armour + 4 (16,000)
Zak, The Protector(19,700)
ZAK:[Intelligent Ring of Protection + 2. Int: 14, Wis 14, Cha 10. Ego: 8 Speaks Common, Draconic, Undercommon
Lesser Powers: Deathwatch(continually active), 10 ranks sense motive(+12 check)
This Ring was enchanted to keep the otherwise naive Michelle safe from the dangers of the world as she forrays out into it.]

300 gp

Michelle is a member of the Order of the Red Fist, believing that only through using their own personal powers (Magical and physical) can they truley become whole. They still use magical gear to augment their own abilities but shun weapons or armour.
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Gerard Hampton

personal Information
Code:
sorcerer 6/rogue 2/fighter 2/PRC: Eldrich Knight 2

[b]Str[/b]   12  +1   4 pt  [b]Hp:[/b]76 
[b]Dex[/b]   15  +2   8 pt  [b]Exp:[/b]66,000
[b]Con[/b]   14  +2   6 pt  [b]BAB:[/b]+8/+5
[b]Int[/b]   15  +2   8 pt  [b]Grapple:[/b]+9
[b]Wis[/b]   12  +1   4 pt  [b]Inititive:[/b] +6
[b]Chr[/b]   18  +4   8 pt  [b]move[/b] 30 feet

Levels 4, 8 and 12 ability increase:
+1 to charisma at each.

[b]Encumbrance:[/b]

Carrieing: 43.5 lb

Lite: to 43 lb 

Med: 44 to 86 LB
 
Hvy: 87 to 130 LB

Lift over head: 130 LB

Lift off ground: 260 LB

Push/ drag: 650 LB

COMBAT:
Code:
[b]SAVES: [u]base  abil  misc  total[/u][/b]
[u]Fort[/u]      8    +2     --    +10
[u]Reflex[/u]    3    +2     --     +5
[u]will[/u]      5    +1     --     +6

special:
Sepulchral vest:+5 Sacred bonus 
on save vs undead effects 

[b]ARMOR:[/b][u]chain mail, mitheral +3[/u]

[B][U]ARMOR CLASS;[/u][/b] 22 
[B][U]TOUCH[/B][/U] 17 
[b][U]FLATFOOTED:[/B][/U]  20
[b][u]add +2 ac vs undead from Choker of Life Protection[/b][/u]

[b][u]Armor stats[/b][/u]
[b]type:[/b] light [b]bonus:[/b] +5 [b]max dex:[/b]+4 
[b]spell fail:[/b]20% [b]ACP: [/b]-2 
[b]Mv:[/b] 30   [b]wt:[/b] 20 lb
 
armor bonus +5, dex +2, magic +3, ring of protection +2

[b]WEAPONS:[/b]
[u][b]             att    dam    crit    rng  type[/u][/b]
[u]Rapier[/u]       +12/+7   d6+3  15-20/X2  ---   P
[u]Lt X bow[/u]     +11/+6   d8+1  19-20/x2  80    P 
[u]S. Sword [/u]    +11/+6   d4+3  19-20/x2  ---   P/S 
[u]Club[/u]         +11/+6   d6+3     x2     ---   b
vs undead:   +13/+8  3d6+5                  b
 
[b][u]Rapier:[/b][/u] +1, Keen
[b][u]X bow bolts:[/b][/u] mwk or magic +1(add 1 for +2)
[b][u]Short sword:[/b][/u] +1, 
- spell storing: (disrupt undead, gtr +10d8 vs undead)
[b][u]club: [/b][/u] +1, Undead bane

SKILLS AND FEATS:
Code:
[b]FEATS:[/b]  
[i]Sneak attack[/i] (class)
[i]Trap finding[/i] (class)
[i]Evasion[/i] (class)

[i]Improved Inititive[/i] (Human)
[i]2 Weapon fighting[/i] (Char lev 1)
[i]2 Weapon Defense[/i] (Char lev 3)
[i]Weapon Finesse[/i] (Fighter lev 1)
[i]somatic weaponry[/i](Fighter lv 2) -Comp mage pg 47
[i]Practiced Spellcaster[/i](Char lv 6) -Comp arcane pg 82
[i]Acidic splatter[/i](Char Lev 9) -Comp mage pg 37
[i]Weapon focus, rapier[/i] (Eldrich Knight lev 1) 
[i]Quick Draw[/i] (Char Level 12 ) 

[u]Skill points[/u] 105

[b]SKILLS:[/b]              Ranks Abil misc total
Appraise  int          +1   +2   --    +3
Balence  dex           +1   +2   --    +3
Bluff  cha             +1   +4   --    +5
Climb  str             +2   +1   --    +3
Conctr  con            +8   +2   --   +10
Dciph Script  int      +2   +2   --    +4
Disable Dev  int       +9   +2   +2   +13
Disguise  cha          +1   +4   --    +5
Esc Art  dex           +1   +2   --    +3
Gath info  cha         +5   +4   --    +9
Hide  dex              +6   +2   --    +8
Jump  str              +5   +1   --    +6
Know: Arcana  int      +5   +2   --    +7
Know: local  int       +2   +2   --    +4
Listen  wis            +8   +1   --    +9
Move silent  dex       +8   +2   --   +10
Open Locks  dex        +8   +2   +2   +12
Ride  dex              +2   +2   --    +4
Search  int            +7   +2   --    +9
Sense Motive  wis      +2   +1   --    +3
Slight of Hand dex     +1   +2   --    +3
Spellcraft  int        +6   +2   +2   +10
Spot wis               +7   +1   --    +8
Swim  str              +1   +1   --    +2
Tumble  dex            +4   +2   +2    +8
Use Mag Dev  cha       +1   +4   +2    +7
Use Rope  dex          +1   +2   --    +3

mwk picks : +2 to opn locks and dis dev

syn:
jump -->    tumble
Know arcana --> spellcraft
spellcraft -->  use mag dev

[b][u]LANGUAGES:[/b][/u]
Spell Casting
Code:
[b][u]SPELLS:
 casts spells at: +4 levls from feat (praticed
 spell caster);  + 1 lv from eldrich knight lev 2 
 acid spells cast at lev 12 
 all others: Casts as 11th level[/b][/u]

[b]spells per day:     spells kwn:[/b]
lv 0: 6 + 0 (ch) = 6     7
lv 1: 6 + 1 (ch) = 7     5
lv 2: 6 + 1 (ch) = 7     3
lv 3: 4 + 1 (ch) = 5     2

[b]SPELL LIST:[/b]
[i]* denotes spell compendium[/i]

[u][b]0 level:[/u] 00000 0[/b] 
Acid Splash
Detect magic
Detect Poisen
Disrupt Undead
Light M: fire fly or pinch of phospherecent moss
Mend
*Launch bolt M: x bow bolt to be fired

[u][b]1st level:[/u] 00000 00[/b]
Expeditious retreat
Feather Fall
*low light vision M: a small candle
magic missle
*Persistant Blade F: silvered dagger

[u][b]2nd level:[/u] 00000 00[/b]
Melf's acid arrow F: a dart M:pwded rubarb leaf and
 an adder's stomach
Bulls str M: hair or dung of bull
Resist energy

[u][b]3rd level:[/u] 00000[/b]
*Disrupt undead, Gtr
*Acid breath M: handfull of fire ants (live or dead)

[b][u]Special:[/u][/b]
Acidic Splatter Feat (Comp mage pg 37):
 with a 2nd lev or higher acid spell you can summon a 
 glob of acid that has a range of 5 ft / lv of highest
 spell available and does 1d6 per level of spell
 available (at spell level 2 or higher)

EQUIPMENT:
Code:
[u]                           [b]cost      weight[/b][/u]
Chain mail,+3             13,150.00   20.0 lb (A)
Rapier, +1                 8,320.00    2.0 lb (C)
club, +1                   8,300.00    3.0 lb (B)
Xbow, lt                      35.00    4.0 lb (B)
 bolts,mw *50 (7 gp ea)      350.00    5.0 lb (B)
 bolts,+1 *30 (47 gp ea)   1,410.00    3.0 lb (C)
 bolts,+2 *20 (167gp ea)   3,340.00    2.0 lb (C)
S. Sword, +1               8,310.00    2.0 lb (B)
Bedroll                        0.10    5.0 lb (B)
Flint/steel                    1.00    ----   (B)
Grapple                        1.00    4.0 lb (B)
Rope, silk (100')             20.00    5.0 lb (B)
rataions x 7                   3.50    7.0 lb (B)
sunrods x 6                   14.00    6.0 lb (B)
spell comp pouch               5.00    2.0 lb (b)
thieve's tools, mw           100.00    2.0 lb (B)
whetstone                      0.02    1.0 lb (B)
torch                          0.05    5.0 lb (B)
Focus: Candel X 10             0.10     ---   (B)
Belt pouch                     1.00    0.5 lb (A)
Focus: silvered dagger X 2    44.00    4.0 lb (B)
explorer's oputfit  [u]           ---      ---  [/u] (A)
total 1                   43,404.77 gp

[b]SPECIAL ITEMS:[/b] 

Ring of Protection +2               8,000 gp (A)
Body slot: Ring 1    
Ring of Sustance                    2,500 gp (A)
Body slot: Ring 2
Sepulchral vest                     2,000 gp (A)
Body slot: Torso
Gauntlet's of Ghost fighting        4,000 gp (A)
Body slot: Hands
Choker of Life Protection          14,000 gp (A)
Body slot: Throat
Heward's Handy Haversack            2,000 gp (A)
Quiver of "E"                       1,800 gp (A)
bag of holding type I               2,500 gp (A)
Boots of striding & springing [u]      5,500 gp[/u] (A)
Body slot: feet
total 2                            42,300 gp

[b]Potions[/b]
healthful rest X2                      100 (B)
cure mod wounds X3                     900 (B) 
blur                                   300 (B)
Blessed Bandage X15      [u]              150 [/u](B)
total 3                              1,450 gp

total 1         43,404.77 gp
total 2         42,300.00 gp
total 3         [u] 1,450.00 gp   [/u]
spent so far:   87,154.77 gp 

[u][i][b]Cash:[/b][/u][/i]   844gp   11sp   13cp
coins in belt pouch (1 lb) except 820 gp

Location codes:
A = person 43.5 lb
B = heward's 50 lb
C = Quiver 

Master list of equipment special features:

-Bag of holding TypeI wt:15lb cap:250lb 30 ft^3 
 carrieing: 820 gp (16 lb)

-Ring of Sustance no need for food or  water,
 need 2 hours of sleep for  8 hours of rest

-Quiver of Ellohanna Always weighs 2 lb
 [u]Area 51:[/u]holds 60 arrows, carries +1 bolts and +2 bolts
 [u]Area 2:[/u] holds 18 javalins, Holds Rapier, +1 
 [u]Area 3:[/u] holds 6 bows, empty 

-Heward's Handy Haversack 2 X 20 lb cap, 1 X 80 lb cap
 weight: 5 lb, item you want is always on top,
 no AOA to retrieve items

-Short sword +1, spell storing  (disrupt undead, gtr)

-Club +1, undead bane: extra +2 and +2d6 dam vs undead 

-Rapier +1, Keen: Doubles critical threat range

-Chain mail, mitheral, +3  type: light, bonus: +5,
 max dex:+4, sp fail:20%, ACP: -2, Mv: 30, wt: 20 lb

-Sepulchral vest +5 Sacred bonus on saves
  vs undead effects for 1 round, 3 times  per day

-Gauntlets of Ghost Fighting: Ignore miss chance of 
 incorporial undead, +1d6 dam vs  incorporial undead
 Magic item comp pg.  216

-Choker of Life Protection: Negate 3 neg levls per day, 
 +2 Ac vs undead, detect undead at will (for possessing two 
 pieces of set) Magic item comp pg. 216
 
-Blessed bandage: immediatley  stableize target

-Boots spring and stride: + 10' movement and 
 +5 competance bonus to jump


[sblock=history/background]
general gnotes phoar gnou:

Born to a prostitute near the docks, he was mostly raised by the madamm of the house...she always taught him how to be shrewed, but still with a kindness that she showed to her girls. When his mother was working the streets on night, she ran afoul of some dormitian slavers who were trying to take her on a more permanant basis, killing her when she resisted fiercely. The madamm heard of the incursion and sent her own possee after them with the words, "I'll teach them filthy slavers to keep their thievin' hands off my girls!"

This pretty much started an overnight war between dormitians and this one house...he escaped when the fight was brought to his 'home' and as the building burned, he was slipped out the window to the streets to escape...as far as he knows, he alone survived....

living off the streets as a youngster means only one occupation: thievery. Food snatching that led to pickpocketing and cutpurses which led to plain street thuggery. he found a gang that dealt in those things, but once again there was competition for territory and before he knew it there was a war going on, where all of his gang were killed or assimilated save him...once again he alone escaped...

Still needing to eat, so he started honing his skills in a more refined form of thievery: cat burgler...case a joint, raid it, sell the stuff and then eat for the first time in a week! that is untill he cased the wrong joint...that of the home and temple of Ge' Chen, sorcerer of the dragon blood (read: dragon heratage feats)

This kind old man actually caught the young lad sneaking in his home while he had just sat down to a quiet evening of rice and vedgies...he followed him about his house watching how he showed the greatest respect for every thing there, with the exception of the occasionallly snached easy to sell trinket. as the young Gerard was redeaying his exit, the ancient master spoke up, asking him what he wanted with the items he had taken. He answered with the only thing that came to mind: the truth. With an audible gulp, he spoke of eating, bathing and maybe some new clothing. The kind old master was wise so he invited him to join him for food at his table. While Gerard ate and talked, the wise old master listened and watched...the boy was showing strange, yet familiar actions...while only a lit candle was all that illuminated the room Gerard was able to see even in the dimmist of light available (low light vision)

this was only possible by the talent of a sorcerer like himself. He explaind many things to gerard about what he might have experienced and invited him to stay the night...with the promise that he will let him keep the trinkets taken if he would listen to master Chen in the morning with the audince of one other. the next morning found gerard hampton under warm blankes and a roof over his head. a cup of hot tea, warm bath water, soap and clean clothing were in the room as well....the smell of breakfast was just starting to reach his nostrols and that is all it took for him to get moving.

tea drank, body washed and clean clothing donned, he walks to the commen room to find master chen and one other (none other then Wyace himself). the old master spoke of in born energies that can be shaped and called forth, that he wanted to help him under stand them and to hone his abilities and at the cost of just learning.Gerard was hooked...friendships were made over time, and he actually saw the old master as his father...over the past year Gerard has now learned how to use those energies, but the old hatred was always just under the serface...the dormithian slavers would pay someday...

through time Gerard had been doing work for master Chen, every thing from cleaning to running errands. Master Chen has been teaching Gerard the virtues of objectivity and patience. finally the day came when Master chen thought the young lad good enough to let in on the secrets of the monestary. He was told of secrets of activity that former studens have been doing: hunting down and destroying undead through out the land, using the skills of scorcerous arcane and being able to handle weapons. as they are not part of any temple, they do not draw attention to themselves from the mor nasty undead, but still none the less powerful in thir own right.

Many training missions and actual missions later, Geragd has become a trust worth opponat to the undead, having gifts bestowd upon him and rescuing may artifacts from the depths of tombs controlled by the undead that he has hunted and destroyed. he now hears the cry of the King...

General information:

escaped the fires of his past and the cold of the lonley nights by the spell Endure elements

[/sblock]
 
Last edited:

Walking Dad

First Post
crunch is ready, only some math to do.

For background, I will nearly complete take the Darkhunter theme (PH2 p 46).

There is an error in his equipment. I'm sure I bought a weapon!

[sblock=Kane]Name: Kane
Age: 27
Gender: Male
Height: ?'?"
Weight: ?lb
Eyes: Dark Blue
Hair: white-blonde
Skin: Light Tan

Code:
Race: Human         Class: Hexblade
Str: 18 +4         Level: 12       XP: 70.000
Dex: 14 +2         BAB: +12        HP: 128
Con: 16 +3         Grapple: +16    Dmg Red: -
Int: 14 +2         Speed: 30'      Spell Res: N/A
Wis: 08 -1         Init: +2        Spell Save: N/A
Cha: 18 +4         ACP: ?          Alignment: CN
(Str +1 at 4th, Cha +1 at 8th & Con +1 at 12th level)


AC: 26 (10 base + 2 dex + 7 armour + 2 defl + 2 nat. armor + 3 shield)
Touch: 14
Flat-Footed: 24

Saves:
FORT: +15 (4 base + 3 con + 4 res. + 4 cha)
REF: +14 (4 base + 2 dex + 4 res. + 4 cha)
WILL: +15 (8 base - 1 wis + 4 res. + 4 cha)

Bab: 12
Attacks: 
 

[U]Skills[/U]
Bluff: +14 (10 ranks + 4 Cha)
Concentration: +11 (8 ranks + 3 Con)
Diplomacy: +21 (15 ranks + 4 Cha + 2 syn)
Intimidate: +21 (15 ranks + 4 Cha + 2 syn)
Knowledge Arcane: +9 (5 ranks + 2 Int + 2 syn)
Spellcraft: +9 (5 ranks + 2 Int + 2 syn)
Use Magic Device: +5 (1 ranks + 4 Cha)


[U]Feats[/U]
H: Practised Spellcaster
1: Power Attack
3: Imp. Buckler Defense
6: Combat Expertise
9: Imp trip
12: Combat Reflexes

Hexblade Bonus:
5: Combat Casting
10: SF: Transmutation


[B]Class Features[/B]
Greater Hexblade Curse 3/day
Arcane Resistance
Mettle
Dark Companion
Bonus Feats
Aura of Unluck 1/day

[B]Spells Known[/B]
(4) 1 - Backbiter, Charm Person, Entropic Shield, T.'s Hideous Laughter
(4) 2 - Alter Self, Glitterdust, Invisibility, Whirling Blade
(3) 3 - Hound of Doom, Slow, Dispel Magic

Languages: Common, Abyssal, Infernal
[sblock=Equipment]
Guisarme +2   8.309

Mithral Breastplate
moderate fortification +2 20.200gp 15lbs
Ring of Protection + 2 8.000
Mithral Buckler +2 5.015gp

Vest of resistance + 4 16.000gp
Amulet of nat armor +2 8.000gp
Cloak of Charisma +2 4.000gp
Belt of Strength +2 4.000gp
83.524
-1.691

Handy Haversack 2.000gp 12lbs
Bedroll 1sp 5lbs
Flint and Steel 1gp
Pouch, Belt 1gp 0.5lbs
Traveller's Outfit 1gp (5 lbs)
2x Waterskin 2gp 8lbs
3x Rations 3gp
Whetstone 2cp 1lbs
Sunrod (x4) 8gp 4lbs
Healing potion cure moderate (x8) 2.400gp
4.416,12

MW Morningstar.

+1.691
Remaining money: 59gp 8sp 8cp[/sblock]
[/sblock]
 
Last edited:

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