Experience II


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Thanee

First Post
Silvermoon

Silvermoon
Female Grey Elven Rogue 3rd/Diviner 5th/Arcane Trickster 4th (XP 66,000)
CG

medium-sized, 5'6", 98 lb., 122 yrs old
silver hair, emerald eyes, fair skin

STR 7 -2
DEX 16(18) +3(+4)
CON 10(12) +0(+1)
INT 22(28) +6(+9)
WIS 8 -1
CHA 14 +2

AC 14 (18 with Mage Armor)
Hit Points 53
Initiative +4

Fortitude +4 (+10 with Superior Resistance)
Reflex +12 (+18 with Superior Resistance)
Will +8 (+14 with Superior Resistance)

Skills: Bluff +7(5), Craft (calligraphy) +10(1), Craft (jewelry) +10(1), Craft (tailoring) +12(3), Decipher Script +16(7), Disable Device +26(15), Escape Artist +11(7), Hide +15(11), Knowledge (arcana) +14(5), Knowledge (nature) +10(1), Knowledge (nobility & royalty) +10(1), Knowledge (religion) +10(1), Knowledge (the planes) +10(1), Listen +15(12), Move Silently +15(6), Open Lock +21(15), Search +26(15), Sleight of Hand +21(15), Spellcraft +20(9), Spot +20(12), Tumble +5(1). Speaks Common, Elven, Abyssal, Celestial, Draconic, Sylvan.

Feats: Eschew Materials, Improved Familiar, Scribe Scroll, Practiced Spellcaster, Spell Mastery (Scorching Ray, Locate Object, Arcane Sight, Polymorph, Teleport), Signature Spell (Scorching Ray), Assume Supernatural Ability (Pixie's Greater Invisibility), Alertness [familiar].

Elf Traits: Low-Light Vision, Immunity to magical sleep effects, +2 racial saving throw bonus against enchantment spells or effects, +2 racial bonus on Listen, Search and Spot checks, Detect secret and concealed doors.

Class Abilities: Sneak Attack +4d6, Trapfinding, Evasion, Trap Sense +1, Summon Familiar, Ranged Legerdemain 1/day, Impromptu Sneak Attack 1/day.

Specialized School: Divination
Prohibited School: Necromancy

Spells per Day: (4+1/7+1/6+1/5+1/4+1/3+1)

Prepared Spells:
0th - Detect Magic, Mage Hand, Message, Prestidigitation, Detect Magic (S);
1st - 1 slot free, Protection from Evil, Shield, extended Mage Armor, Magic Missile (2), Disguise Self, Comprehend Languages (S);
2nd - 2 slots free, Resist Energy, extended Invisibility, Mirror Image, Blindsight, See Invisibility (S);
3rd - 1 slot free, Phantom Steed, Suggestion, Blink, Haste, Arcane Sight (S);
4th - Dimension Door, Polymorph (2), Tirumael's Energy Spheres, 1 slot free (S);
5th - 1 slot free, Superior Resistance, Greater Blink, Prying Eyes (S).

Spellbook:
0th - Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Prestidigitation;
1st - Protection from Evil, Shield, Mage Armor, Mount, Unseen Servant, Comprehend Languages, Detect Secret Doors, Identify, Charm Person, Magic Missile, Tenser's Floating Disk, Disguise Self, Nystul's Magic Aura, Silent Image, Enlarge Person, Expeditious Retreat, Feather Fall, Reduce Person, Know Protections [MoF], Kaupaer's Skittish Nerves [MoF];
2nd - Resist Energy, Glitterdust, Web, Locate Object, See Invisibility, Scorching Ray, Invisibility, Mirror Image, Misdirection, Alter Self, Bear's Endurance, Bull's Strength, Knock, Rope Trick, Familiar Pocket [CA], Create Magic Tattoo [PGtF], Blindsight [PGtF];
3rd - Dispel Magic, Magic Circle against Evil, Phantom Steed, Arcane Sight, Clairvoyance/Clairaudiance, Tongues, Heroism, Suggestion, Fireball, Lightning Bolt, Displacement, Major Image, Blink, Fly, Gaseous Form, Haste, Shrink Item, Slow, Blacklight [FRCS], Nchaser's Glowing Orb [PGtF], Khelben's Suspended Silence [MoF], Deeper Darkvision [UD];
4th - Dimensional Anchor, Stoneskin, Dimension Door, Evard's Black Tentacles, Leomund's Secure Shelter, Detect Scrying, Locate Creature, Scrying, Charm Monster, Confusion, Illusory Wall, Greater Invisibility, Polymorph, Rary's Mnemonic Enhancer, Stone Shape, Tirumael's Energy Spheres [MoF], Spell Enhancer [PGtF], Superior Darkvision [UE];
5th - Break Enchantment, Major Creation, Lesser Planar Binding, Summon Monster V, Teleport, Wall of Stone, Prying Eyes, Dominate Person, Feeblemind, Hold Monster, Sending, Wall of Force, Persistant Image, Fabricate, Passwall, Telekinesis, Greater Blink [CA], Energy Buffer [T&B], Superior Resistance [SS], Firebrand [MoF].

Magical Equipment: Headband of Intellect +6, Eyes of the Eagle, Amulet of Health +2, Travel Cloak, Robe of Change, Ring of Counterspells (Dispel Magic), Ring of Feather Falling, Gloves of Dexterity +2, Boots of Elvenkind, Heward's Handy Haversack, Lesser Metamagic Rod of Extend Spell, Boccob's Blessed Book, Glowing Orb (24), Pebble with Suspended Silence (2).

Mundane Equipment: Traveler's Outfit, Bedroll, Winter Blanket, Scroll Case (2), Ink, Inkpen, Paper (10 sheets), Belt Pouch (2), Silk Rope 20', Silk Rope 30', Silk Rope 100', Sack (3), Waterskin, Tindertwigs (10), Masterwork Thieves' Tools, Spellbook, Tattoo Inks (300gp), Tattoo Needles, Ivory Plaque (50gp), 17 gp.

Robe of Change: The wearer can change the appearance of the robe at will to resemble any kind of normal clothing. When taken off, the robe reverts to its normal form after one minute. If only parts of the clothing are taken off seperately, they simply vanish after one minute. To achieve more than simple quality, the wearer must make an appropriate Craft check.
Moderate transmutation; CL 9th; Craft Wondrous Item, fabricate; Price 1,800 gp; Weight 1 lb.

Skreg, Pseudodragon familiar
S6 D15 C13 I10 W12 C10
HP 26 AC 21
Fly 60' (good)
Fortitude +4, Reflex +10, Will +10
Hide +25/+29, Listen +15, Search +15, Sense Motive +7, Spot +15, Survival +1/+3
Blindsense 60', Darkvision 60', Low-Light Vision
Poison, Immunity to sleep and paralysis, Spell Resistance 19, Telepathy 60'
Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, grants Alertness

Description: Silvermoon is a slender and attractive elven girl. Her long silverblonde hair is worn open and her emerald green eyes are sparkling with curiousity. As most grey elves, she is quite tall, almost like a human, but with a small frame and graceful body. Silvermoon is most commonly dressed in simple and comfortable clothing of dark color, mostly black with a grey-green cloak, contrasted by her fair skin and silvery hair.

Background: Born in a small elven town, Silvermoon had a happy childhood. Her parents being artisans and craftsmen of high skill were living a reclusive life deep within the forest, only dealing with others occasionally to trade their exclusive wares for things they couldn't make themselves. While the fascination for the beautiful creations of her parents left their daughter learning from them, she had many other interests as well. Remarkably outgoing and curious for a grey elf, Silvermoon often met with a young half-elven rogue she was acquainted with and who teached her his 'trade' during the long hours they roamed the town and forest together. After a few years, the boy had grown into a man, while Silvermoon still was very young, and he left the forest to find adventure and wealth. She stayed with her parents for another few decades and while she got older, her father introduced her into another fine elven art, the art of magic. This was something, Silvermoon showed a considerable knack for, and she learned to cast her first spells unusually fast. She also showed a lot of creativity in application and was quickly experimenting on her own as well. During the following years, Silvermoon started to wonder, what her half-elven friend was up to now and whether he had found what he left for, and an unresistable urge grew within her, to follow his example and leave the great forest to find her own adventure. And so she started her journey. While earning money by tailoring luxurous clothes and crafting fine jewelry for the wealthy, she picked up a lot of useful knowledge and meanwhile further honed her mundane and magical skills, even blending together the two to a degree.
 
Last edited:

Isida Kep'Tukari

Adventurer
Supporter
Granite Alehearth
Male Dwarf Monk 6/Drunken Master 6
Region:
Wherever he is.
Patron Deities: Moradin and Bacchus
Alignment: Lawful Good
Height: 4’2”
Weight: 165 lbs
Hair: Dark brown
Eyes: Dark gray, a bit bloodshot
Age: 120

Str: 16 (+3) [8 points, +1 level increase]
Dex: 18 (+4) [4 points, +4 bracers, +2 level increase]
Con: 14 (+2) [4 point, +2 racial]
Int: 12 (+1) [4 points]
Wis: 18 (+4) [10 points, +4 periapt]
Cha: 10 (+0) [4 points, -2 racial]

Class and Racial Abilities:
Unarmed Strike
Flurry of Blows
3 Bonus Feats (Improved Grapple, Deflect Arrows, Improved Trip)
Evasion – Takes no damage from a successful Reflex save.
Still Mind - +2 bonus on saving throws vs. enchantment spells and effects.
Ki strike (magic)
Slow fall 30 ft.
Purity of Body – Immunity to diseases
Drink Like a Demon
Bottle Proficiency
Stagger – Don’t have to charge in a straight line, can charge through threatened squares with a DC 15 tumble check
Swaying Waist - +2 dodge bonus to AC vs. one opponent.
Improvised Weapons
Drunken Rage (1/day)
Lurch – Can Bluff in combat as a ME action, with a +4 to the Bluff check.

Darkvision 60 ft.
Stonecunning
Weapon Familiarity
Stability
+2 racial saving throw bonus vs. poisons
+2 racial saving throw bonus vs. spells and spell-like abilities
+1 racial bonus on attack rolls vs. orcs and goblinoids
+4 dodge bonus vs. giants
+2 racial bonus on Appraise checks on stone or metal items
+2 racial bonus on Craft checks related to stone or metal

Hit Dice: 6d8 + 6d8 + 24
HP: 87
AC: 21 (+4 Dex, +4 Wis, +1 AC bonus, +2 ring)
Init: +8 (+4 Improved Initiative, +4 Dex)
Speed: 70ft

Saves:
Fortitude +12 [+10 base, +2 Con]
Reflex +14 [+10 base, +4 Dex]
Will +11 [+7 base, +4 Wis]

BAB: +10/+5
Melee Atk: +13/+8
(+14/+9 Left Hand, for 1d6+4+1d6 all nonlethal and/or +15/+10 Right Hand, for 1d6+5 +1d6 extra frost, both x2 crit)
(+13/+8 unarmed, for 1d10+3 points of damage with each attack)
Ranged Atk: +14/+9
(With whatever comes in handy)
Flurry of Blows: +12/+12/+7

Skills:
Bluff +11 [11 ranks, +0 Cha]
Diplomacy +7 [5 ranks, +0 Cha, +2 synergy from Bluff]
Handle Animal +7 [14 cross class ranks, +0 Cha]
Listen +14 [10 ranks, +4 Wis]
Profession (brewer) +10 [6 ranks, +4 Wis]
Ride +8 [4 cross-class ranks, +4 Dex, +2 synergy bonus from Handle Animal]
Spot +14 [10 ranks, +4 Wis]
Tumble +19 [15 ranks, +4 Dex]

Feats:
Improved Grapple (bonus 1st level monk)
Dodge (1st level)
Deflect Arrows (bonus 2nd level monk)
Great Fortitude (3rd level)
Improved Initiative (6th level)
Improved Trip (bonus 6th level monk)
Endurance (9th level)
Diehard (12th level)

Languages
Common, Dwarven, Orc

Equipment:

Wearing:
Monk’s clothes
Two bronze mugs on hooks on belt:
Left Hand - +1 merciful mug, (1d6+1+1d6 all nonleathal/x2) – 8,301gp
Right Hand - +2 frost mug, (1d6+2+1d6 cold/x2) – 18,301gp
Bracers of Dexterity +4 (as per gloves) – 16,000gp (Tooled leather bracers bearing pictures of felines)
Periapt of Wisdom +4 – 16,000gp (a small silver pearl on a delicate silver chain)
Sandals of Comfortable Travel (as boots of the winterlands) – 2,500gp (reddish leather sandals that lace to the knee)
Ring of Protection +2 – 8,000gp (plain thick iron band with a small picture of a shield on it.)
Iron wedding ring (ornate iron band with elaborate scrollwork, had to have been made by a master metalworker to get that kind of tiny detail in iron)
Wide-brimmed straw hat that’s seen better days - 1 cp (- lbs.)
Eating knife – 2 gp (1/2 lb.) (In sheath on belt)

Belt pouch –1 gp (1/2 lb.)
Contents of belt pouch:
Signal whistle (in belt pouch) – 8 sp (- lbs.)
Key to chest
24 gp, 8 sp, 3 cp

On Louella

Strapped to barrel harness
Two barrels full of ale (total weight 540 lbs. with both barrels full, total 60 gallons of ale, approximately 300 mugs of ale) – 4 gp
8 ice crystals (Dragon #280, turn as cold as ice in liquid, used to keep the ale frosty cold, 4 in each barrel) – 40 gp (1 lb. in total)
Two clay mugs (tied on) - 4 cp (2 lbs.)
Pitcher of Endless Ale - This blue pottery ale pitcher is painted with scenes of brewing. Created jointly by a priest of Moradin and a priest of Bacchus at Granite’s request, Granite uses it to keep his barrels topped off. The ale it produces is a cut above common ale, though not quite as good as real dwarven ale. 10,000gp. (1 lb). It is currently inside a sack and strapped to the barrel harness.
Sack - 1 sp (1/2 lb.)
Moneypot (beaten copper jug with a latch) - 2 gp (10 lbs.)

In right saddlebag
Bedroll – 1 sp (5 lbs.)
5 square yards of oiled canvas – 5 sp (5 lbs.)
8 flasks of oil (wrapped in the bedroll to keep from breaking) – 8 sp (8 lbs.)
Mule care kit (brush, currycomb, hoofpick) - 1 gp (2 lbs.)
5 pitons - 5 sp (2.5 lbs.)

In left saddlebag
Flint and steel – 1 gp (- lbs.)
10 tindertwigs (in protective pouch) – 10 gp (- lbs.)
28 days worth of trail rations – 14 gp (28 lbs.)
3 sacks – 3 sp (1.5 lbs.)
Mess kit (pot, plate, bowl, cup, spoon, fork made from cheap tin, along with an iron tripod to set up over a fire)– 1 gp (5 lbs.)

Tied to pack saddle
Three-foot long, two-inch thick board – 2 cp (2 lbs.)
6-foot pole (quarterstaff) – 0 gp (4 lbs.)
75 ft. of hemp rope – 1 gp, 5 sp (15 lbs.)
Sledge – 1gp (10 lbs.)
Shovel – 2 gp (8 lbs.)
Waterskin (full of water) – 1 gp (12 lbs.)

Chest with average lock – 42 gp (26 lbs.)
Things within the chest strapped on the back of the pack saddle:
10 ft. of chain – 10 gp (2 lbs.)
Grappling hook – 1 gp (4 lbs.)
Hammer – 5 sp (2 lbs.)
Box of 50 nails – 2 gp (4 lbs.)
2 sets of manacles – 30 gp (4 lbs.)
2 elixirs of fire breath in metal containers – 2,200gp
Potion of barkskin +3 in wooden capped cup – 600gp
Potion of protection from arrows 10/magic in metal container – 300gp

500gp – 10 lbs

Total Money: 524 gp, 8 sp, 3 cp left


Mount

Louella
Female Warbeast Mule
Large Animal
Hit Dice: 4d8+20 (38 hit points)
Initiative: +1
Speed: 40 ft. (Currently 30 ft. due to encumbrance)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 [AC: 15 with barding, touch 10, flat-footed 14]
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d4+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Low-light vision, scent, combative mount, tricks
Saves: Fort +9, Ref +4, Will +2
Abilities: Str 19, Dex 13, Con 20, Int 2, Wis 13, Cha 6
Skills: Listen +9, Spot +8
Feats: Alertness, Endurance
Environment: Warm plains
CR: 2

Louella is a brown and white spotted mule, and a particularly muscular and robust specimen of her kind. Granite got her from a community of halflings that trained all of their working beasts for combat. Though Granite was more interested in Louella’s ability to handle heavy loads, he’s been pleased to have a beast that can defend what he puts on her back. Louella is typically loaded up with two large barrels of ale, and she’s been trained to let no one touch them but Granite.

When traveling down the road, Louella presents a somewhat comical sight, as she has a large barrel on each side of her, a chest strapped to her rump, and her saddlebags bulge with all sorts of things. A long pole, sledgehammer, and shovel lie on top of her pack saddle, along with a long coil of rope, leather horse barding, and a short thick board.

While Louella is trained to wear armor, Granite doesn’t usually bother with it. He does own some leather barding for her, and he’ll have her wear it if he’s traveling particularly treacherous roads.

Skills: Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.

Combative mount (Ex): A rider on a trained warbeast mount gets a +2 circumstance bonus on all Ride checks. A trained warbeast is proficient with light, medium, and heavy armor.

Tricks: Granite Alehearth has trained Louella to do the following tricks, Come (also trained to come to Granite’s signal whistle), Guard, Work, Perform, Stay, Heel. Her performance tricks include picking people out of a crowd who “need” ale (usually the biggest person), neighing on command, walking in a circle, sitting and laying down, removing people’s hats, and “kissing” Granite.

Possessions: Louella had a pack saddle, saddlebags, barrel harness, and leather barding on her, along with the rest of Granite’s possessions, see above. She also wears two pairs of horseshoes of warmth (as per two boots of the winterlands) – 5,000gp.

Loads:
Light load – 350 lbs. or less
Medium load – 351-700 lbs.
Heavy load – 700 – 1050 lbs.
Can drag 5250 lbs.

Louella is currently carrying 780 lbs, and is heavily encumbered. She can travel 24 miles in a day.

[Costs and weights for Louella: Louella herself – 150 gp, pack saddle - 5 gp and 20 lbs, saddlebags - 4 gp and 8 lbs, barrel harness - 5 gp and 8 lbs, leather barding - 40 gp and 30 lbs.]

Appearance:
Granite Alehearth is a rather scruffy individual. He wears loose-fitting canvas pants that are much patched, and an equally loose shirt that's seen better days. A wide leather belt keeps all of that together, but even that is rather worn. Two leather bracers, a large cut above his usual attire are on both of his wrists, and he wears a plain iron band on his right hand, and a more elegantly-wrought one on his left. His face is usually shaded by a battered, wide-brimmed straw hat whenever he’s outdoors.

His dark gray eyes are often bloodshot, and his dark brown hair and beard are long and wildly unkempt. Under his shirt he wears a thin silver chain from which dangles a small silver pearl. Two bronze mugs hang from his belt, both covered with dwarven script. Those who can read them find that one says "Beloved Audhild" and the other says "Beloved Oskar."

Granite travels with a sturdily-build mule he called Louella, who carries two small barrels on her back, one on each side. Frequently Granite will tap one of them into one of his mugs and drink. While the mule is impeccably cared-for, Granite often looks as if his last bath was several months ago.

However, despite his appearance, he is competent in a fight and isn't afraid to let others know to not rile him. Though he often walks with a stagger and the smell of ale clings to him, he can turn a drunken stagger into a punishing blow, as more than one barroom brawler can attest to.

Personality:
Granite is a gruff individual, but he can spin some good tales, particularly after a couple of mugs of ale. He rarely talks about his past, but can come up with a convincing-sounding strangely-relevant anecdote for almost any situation, particularly if it's meant to get someone back on the straight and narrow. He'll try to help anyone whom he feels needs it, usually in the form of some uncannily sage advice shared over a mug of ale.

In battle he's a freewheeling wonder, swinging both ale-filled mugs around with abandon, taking a drink every now and again. He'll swing from rafters, slide down banisters, and use tables to pin people to walls. One of his mugs, the Left Hand is enchanted to only do nonlethal damage, which is what he tends to use during bar brawls. It's when he pulls out both mugs that you're in trouble.

Background:
Born in the small Hammerfist clan and given the name Oskar when he came of age, Granite/Oskar learned his clan's way of defending their clan early, by use of both weapons and unarmed combat. He took a wife, Audhild, early in life and enjoyed many happy years of prosperity, with both of them patrolling the tunnels around the Hammerfist stronghold. On one of their anniversaries, Oskar had matching drinking mugs made for both him and Audhild, as both loved to drink ale and converse by their hearth late into the evening.

They had two sons, Ebing and Tornol, both of whom wanted to follow in their parent's footsteps. It was when Tornol, the younger, had just come of age that tragedy struck. Audhild was patrolling the caverns with her husband when an ankheg struck, cutting her in half. Barely able to escape to call for help, Oskar was inconsolable for a month. On one not particularly special day, Oskar packed up a small purse of change and both his and his dead wife's mug and left the Hammerfist stronghold.

Now calling himself Granite Alehearth, the dwarf went to the surface world and began to lose himself in a haze of drink, quite a feat for a dwarf. However, even in his sorrow he remembered to practice the techniques of combat that had been drilled into him as a child. After stopping more than one bar brawl, even when apparently dead drunk, a group of local drunken masters heard of him.

Stopping in at his current watering hole, the drunken masters told him he had great potential to fulfill a greater purpose than mourning for what was lost. Growling at how this was possible, the drunken masters took him on a whirlwind tour of the city's bars, getting into and stopping bar fights, all in the name of helping those poor unfortunate drunken sops from getting taken advantage of.

While Granite couldn't quite share the drunken master's caviler attitude, he could see a great deal of what they said made sense. He studied with them for a few months, mastering their drunken fighting technique, before going out on his own again. He found a certain kind of satisfaction in the unorthodox fighting techniques, and began to feel a certain kind of responsibility again.

Now Granite travels from town to town with his trained mule Louella. He loads her up with as much ale as she can carry, and sells it on the road and in town, as well as drinking some himself. But this gig as the traveling ale-seller is mostly a cover for what he really does nowadays. He crawls the alleys behind the worst pubs and taverns, helping the city watch keep the peace in places where they dare not tread. He breaks up bar fights and even helps start a few when necessary, rescues those that haven gotten in over their heads, and generally tries to help keep the peace anyway he can. Though a bit unorthodox, he generally tries to help enforce the laws of the town wherever he goes.
 

Manzanita

First Post
Rowena Eldredd

Rowena Eldredd
Female Human Paladin 12
Height: 5'6"
Weight: 145 lbs
Hair: Black/white
Eyes: Gray
Age: 27
Diety: Donblas, the Justice Maker

Str: 14 [increased to 16 by gauntlets]
Dex: 12
Con: 14 [increased to 16 by amulet]
Int: 10
Wis: 12 [increased to 14 by Periapt]
Cha: 18 [increased to 20 by belt]

Class and Racial Abilties:
1 feat at first level, 4 skill points at first level and 1 skill point at each additional level

Aura of Good; detect evil, Smite Evil 3x/day (+5 to hit; +12 to dmg), Divine Grace(+5 on saves), Lay on hands (Heal 60 hps/day), Aura of courage, Divine health, Turn undead (as cleric lvl-3), Remove disease 3x/wk

Hit Dice: 12d10 + 36
HP: 129 (75% after 1st)
AC: 28 (+1 Dex, +11 Armor, +5 Shield, +1 amulet)
Init: +1 [+1 Dex)
Speed: 20ft
Armor Check Penalty: -8

Saves:
Fortitude +16 [+8 base, +3 Con, +5 from class]
Reflex +10 [+4 base, +1 Dex, +5 from class]
Will +11 [+4 base, +2 Wis, +5 from class]

BAB: +12/+7/+2
Melee Atk: +
Ranged Atk: +14/+9/+4 (1d8+2, x3, 110 ft. range, +mastwork +2 mighty long composite bow)

Skills:
Concentration +7[5 ranks, +2 wis]
Heal +10[8 ranks, +2 Wis]
Diplomacy +14 [7 ranks, +5 Ch, +2 sense motive syn]
Knowledge (Religion) +5 [5 ranks]
Ride +16[15 ranks +1 dex]
Sense Motive [5 Ranks, +2 Wis]
Feats (6):
Weapon focus: Long sword, improved Critical: Long sword
Mounted Combat, Ride by Attack, Spirited Charge, Improved Turning


Languages
Common

Turning Undead
Rowena can turn undead 8 times a day. Turns as one level higher (due to feat), Gets +2 on turning rolls due to knowledge (religion). Range 60 feet. Total hit die turnable is 2d6+chr bonus+Paladin level-2. Rebuke.

Equipment:
Guantlets of Ogre Power (+2) [4,000gp], +3 Full Plate Armor, +3 heavy shield [9,170gp], +2 Holy long sword (sheds light), Masterwork Mighty +2 Long composite bow [600 gp](40 arrows), +1 bracers of natural armor [2,000 gp], Decanter of endless water [9,000 gp], Headband of Wisdom +2 [4,000 gp], belt of charisma +2 [4000 gp], amulet of health +2 [4000 gp], ring of sustenance [2500 gp], Ring of featherfall [2200 gp], belt pouch, signal whistle, silver holy symbol

Equipment carried on horse: Horseshoes of Speed (+30 move) [3000 gp], Chainshirt Barding, Lance, War hammer, bedroll, 50ft. silk rope, bit and bridle, military saddle, flint and steel, quiver, 20 arrows, winter blanket, ink pen, vial of black ink, 2 sheets of parchment, 5 flasks of oil, 2 flasks of holy water,

Appearance: Rowena has long black hair, with a streak of white resembling a lighting bolt down the center. She stands 5 foot, 6 inches, and weighs in at 145 pounds of muscle and fight. Her skin is fair and her features bold, with wide lips, a sharp nose, and grey eyes


Personality:


Background: Rowena was born the only daughter of The Lord Mayor of Elredd, on the wild coast. Her three older brothers each was destined for a post in the government, but Rowena’s best hope was being assigned a husband who wouldn’t beat her. Early on, she began to rebel. She pursued martial skills, and hung out with the soldiers. At age 15, she became pregnant, and gave birth to twins, Aragon and Jessica. She gave up her children to a wetnurse, and continued to train with the soldiers. Feeling very depressed and unfulfilled, as she sat drinking one day, she appealed to all the gods to give her purpose. She passed out on the bar, and had a vision. Heironeous appeared to her, and told her he had a mission for her, but she had to prove herself worthy. Awaking, Rowena realized her hair had changed. Before it was jet black, but now, a streak of it was pure white. And when she pulled it back, as she generally wore it, the white looked like a lightening bolt over her head. At this point, she became a Paladin. In the years that followed, she left home and traveled, joining with this group and that in the fight for good.


Standard spells:
1: Protection from Evil, Divine Favor
2: Resist Energy (fire)
3: dispel magic

Mount: Silver, Heavy Warhorse
Large Animal
Hit Dice: 10d8+30 (80 hp)
Initiative:+1
Speed: 90 ft. (12 squares)
Armor Class: 26 (–1 size, +1 Dex, +12 natural, +4 barding), touch 10, flat-footed 26
Base Attack/Grapple: +7/+15
Attack: Hoof +12 melee (1d6+5)
Full Attack: 2 hooves +12 melee (1d6+5) and bite +7 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, emphatic link, share spells, improved saving throws, improved evasion, improved speed, Command creatures of its kind
Saves: Fort +11, Ref +8, Will +5
Abilities: Str 21, Dex 13, Con 17, Int 8, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run
2 extra feats: Dihard, Dodge
Skills (?)
Light load: 459 pounds.
 

DM_Matt

First Post
Rana

Favored Soul of Kord 12th level
Alignment CG

Str 14 - 14(base)
Dex 12 - 10(base)+2(enh)
Con 18 - 14(base)+4(enh)
Int 13 - 13(base)
Wis 16 - 14(base)+2(enh)
Cha 18 - 13(base)+3(lvl)+2(enh)

HP 111
AC 24[28] (+1 Dex, +11 armor (Magic Vestment), +2 shield, [+4 deflection (Shield of Faith)])

Fortitude +12 (+18 with Superior Resistance)
Reflex +9 (+15 with Superior Resistance)
Will +11 (+17 with Superior Resistance)

Skills: Concentration +19(15), Diplomacy +15(9), Jump* +6(5), Sense Motive +15(12), Spellcraft +6(5), Knowledge(War) +13(12), Heal +5(2). Speaks Common and Celestial.

* Armor Check Penalty

Feats: Improved Initiative, Power Attack, Cleave, Combat Expertise, Improved Trip, Extend Spell.

Class Abilities: Weapon Focus: Greatsword, Weapon Specialization: Greatsword, Energy Resistance: Acid, Energy Resistance: Cold.

Spells per Day: (6/7/7/7/7/5/3); Spell DC: 13+Spell Level.
0th - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic;
1st - Comprehend Languages, Eyes of the Avoral, Divine Favor, Protection from Evil, Shield of Faith, Resurgance [CD];
2nd - Align Weapon, Bull's Strength, Make Whole, Remove Paralysis, Resist Energy, Silence;
3rd - Dispel Magic, Magic Vestment, Stone Shape, Hammer of Righteousness [BOED], Vigor [CD], Invisibility Purge;
4th - Death Ward, Divine Power, Freedom of Movement, Greater Magic Weapon, Restoration;
5th - Chaav's Laugh, Righteous Might, Spell Resistance, Superior Resistance [SS];
6th - Storm of Shards, Heal, Summon Monster VI.

+1 Holy Greatsword, Mithril Full Plate (ACP -3), Ring of Force Shield, Gloves of Dexterity +2, Belt of Health +4, Periapt of Wisdom +2, Cloak of Charisma +2, Boots of Speed, Headband of Disguise, Heward's Handy Haversack, Ring of Sustenance, Potion of Invisibility (4), Potion of Fly (2), Wand of Cure Light Wounds (50 charges), Diamond Dust (500gp), Silver Holy Symbol of Kord (2), 350gp.


Description: Although parts of her early life were anything but happy, Rana's life of privilege and physical training have done a lot to excentuate her natural beauty. Rana is about 5'6", rather slender, and lithe, with a body that curves in all the right ways in all the right places. The delicate features of her face and slightly-prominent ears show her mother's half-elven heritage. Her medium-length dark brown hair and smooth, slightly-tanned skin are ordinarily very well-tended-to, with her hair usually worn down but tied in a pony tail when practicality demands it. Her eyes are a sparkling brown.

History:
Rana was born to a minor noble family in the nation of xxxx, where she spent her rather miserable childhood in a the family compound being tormented by her father and brothers. Her family operated an organized crime syndicate out of the dungeons below their compound, specializing in smuggling illicit goods to and from the Underdark. She was raised to lie and spy, with her father fully intending to marry her off to the son of a rival so as to position her to spy on her family's behalf.

Things didn't work out as he planned. When the family's involvement with the Drow became something of an open secret, the nation of xxx decided to make an example of them. They hired a band of adventurers to attack the family compound and slaughter everyone inside, to show the dire consequences of consorting with drow.

As the adventurers dispatched the guards, Rana, 12 years old, and her father were in a room underground. He had finally told her who she was being forced to marry and betray. She refused, just as the team reached the room and began listening through the door. Her father, enraged, beat her mercilessly, first with his fists, then with whatever objects her could find around the room. The assassins broke down the door and shot xbow bolts through his legs, causing him to sink through his knees moments before a dwarven waraxe shattered his chest.

Having heard the fight, they did not have the heart to kill her. The group's cleric examined Rana's quite severe injuries and determined that they would need to either take her with or leave her to die. If he tried to stabilize her, she'd slip away before anyone would find her. So they slaughtered the remaining inhabitants and carried her back to the inn where they were to stay for the rest of the night. When she regained consciousness the next morning, Rana, much to their surprise, thanked her captors for ridding the world of her despicable family and readily agreed to return to xxxxxx to start a new life in service of the state.

She submitted to be drugged and carried in a chest so as not to draw suspicion from the authorities or passersby and to make sure that she could not discover the route to the secret facility that they operated from. They kept her drunk with elfwine for nearly a week, for lack of a better option, and ever since she's had a taste for drink, often in excessive amounts.

After being adopted almost immediately by a very powerful (politically, but also magically and physically) noblewoman, she discarded her brith name for the simple word that she is known by now, which means "wanderer," symbolizing her feelings of homelessless that still tugged at her. Her teenaged years were relatively happy ones, as she quickly grew in stature and popularity in the court as well as in personal might. She was formally inducted into the military, where she attained the rank of captain, eventually leading teams on missions of sabotage and assassination. Later, she joined the diplomatic corps as a diplomat, troubleshooter-for-lone, and sometimes spy and assassin.

Rana appears to be a young, personable, and very pretty young woman of cultured, noble, stock. She is usually quite outgoing, and is comfortable in almost any social situation. It is somewhat difficult for her to open up to people on a deep level, but those who she does truly befriend she holds dear forever.

Her childhood has not left her unscathed. Usually outgoing, she is prone to periodic depression and erratic, emotional behavior. Even when relatively happy, she tends to have a drinking problem, which has persisted since her early teens. Her residual feelings of rejection and guilt regarding her family make her very protective of those that she is willing to grow emotionally attached to, and she is known to occasionally be heroic to the point of foolishness. Other times, her heroism can be attributed to a craving for acceptance and affection.

Her anger has helped her develop a great deal of zeal for killing, but her rage has been moderated as of late, after she was forced to kill her last surviving brother, the only one she actually loved, in battle. This extreme act partially settled her own emotional struggle with her family, and she has learned to better appreciate the value of sentient life, and is (slightly) more reluctant to shed blood needlessly.
 
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Tor L'Tha

First Post
Guasho

Code:
Name:Guasho

Quote: [COLOR=Plum]"ready, set, go!"[/COLOR]

Sex: male  
race:human
class: sorcerer
level: 12

AL: chaotic/neutral
Hair: black
Eyes: brown
Height: 1,60 mt
Weight:65 kg
Age: 18
Deity:Wee Jas

STR: 10 (+0) 
DEX: 18 (+2) (+4 gloves)
CON: 12 (+1) 
INT: 12 (+1)
WIS: 14 (+2) 
CHA: 22 (+4)(+4 turbant)

HP: 52 (12d4 + 12Con) +3(familiar)
AC: 15 /19 (with mage armor) (10 + 2dex + armor) / +3 ring protection / +4 mage armor

Saves: 
Fortitude: +5 (4base+ 1con)
Reflex: +6 (4base+ 2dex)
Will: +10 (8base + 2wis)

Init: +2

Base save bonus: +4 
Base attack bonus: +6/+1

Familiar: Toad +3 hit points
Lvl  2: Alertness, improved evasion, share spells, empathic link Lvl 4:Deliver touch spells Lvl 6: Speak with master Lvl 8: Speak with animals of its kind Lvl 12: Spell resistance.

Skills:

Skill1: bluff 9 (5ranks+4cha)
Skill2: concentration 16 (15ranks+1con) 
Skill3: craft [fletching] 7 (6ranks+1int)
Skill4: knowledge [arcana] 16(15ranks+1int)
Skill5: professions [trader] 5 (3ranks+2wis)
Skill6: spellcraft 16 (5ranks+1int)

Feats: 
Class Human bonus feat
POINT BLANK SHOT [GENERAL]
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Special: A fighter may select Point Blank Shot as one of his fighter bonus feats.

Race bonus feat
COMBAT CASTING [GENERAL]
Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

Familiar bonus feat
ALERTNESS [GENERAL]
Benefit: You get a +2 bonus on all Listen checks and Spot checks.
Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.

Lvl 1 
SPELL FOCUS [GENERAL] [Evocation]
Choose a school of magic.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Lvl 3
PRECISE SHOT [GENERAL]
Prerequisite: Point Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Lvl 6 
HEIGHTEN SPELL [METAMAGIC]
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Lvl 9
SPELL PENETRATION [GENERAL]
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

Lvl 12
EMPOWER SPELL [METAMAGIC]
Benefit: All variable, numeric effects of an empowered spell are increased by one-half.
Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.


Spells

Class:sorcerer
Spells per day: 6/6/6/6/6/5/3
known spells per level 9/5/5/4/3/2/1/
DC: 10 + spell level + ability

Spells known:

Lvl 0 (9spells known): 

1. Message: 
2. Ghost Sound: 
3. Prestidigitation
4. mage hand
5. Resistance: 
6. Acid Splash: 
7. Detect poison 
8. Detect Magic:.
9. Read Magic: 

Lvl 1 (5 spells known): 
1. Mage Armor: 
2. Identify M:.
3. Ray of Enfeeblement [best with empowered spell feat]
4. Magic Missile
5. Alarm:
.
Lvl 2 (5 spells known):
1. Locate Object: 
2. Invisibility: 
3. See Invisibility 
4. False Life [best with empowered spell feat]
5. Hideous Laughter [best with Heighten spell feat]

Lvl 3 (4 spells known)
1. Dispel Magic: 
2. Lightning Bolt [best with empowered spell feat]
3. Blink 
4. Slow: [best with Heighten spell feat]

Lvl 4 (3 spells known)
1. Black Tentacles
2. Enervation
3. Invisibility, Greater: 

Lvl 5 (2 spells known)

1. Cone of Cold
2. Wall of force

Lvl 6 (1 spells known)
1. Summon Monster VI: 

Languages
Azcan
Malpheggi (skill points)

01 MW Dagger +1 attack, punching, medium, 302gp, 1d4 critical x3, 1 lb, piercing
02 MW Spear +1 attack, medium, 302gp, 1d8, critical x3, 6lb, piercing
03 +2 shock mighty composite longbow =18,500
04 MW arrows +1 (20)x7gp =140 x3 = 60 arrows = 420gp
---
05 armour
---
06 rope silk (50 ft), 10 gp, 5 lb
07 backpack , sgp, 2lb
08 flint and steel, 1gp
09 lantern, bullseye 12 gp 3 lb
10 oil x 5= 5 sp = 5lb
11 signal whistle 8 sp
12 waterskin 1 gp 4 lb
13 Belt Pouch 1gp 
-
14 alchemist fire (flask) 20 gp x 5 = 100 gp = 5 lb
15 cure light wounds (potions) x6 = 300 gp
16 potion acid splash x 10 = 120 gp 
17 Cure serious wounds (potion) = 750 gp
18 Barkskin +2 (potion) x2 = 300 gp
19 Spider climb (potion)x2 = 600 gp
20 Shield of faith +2 (potion)x10= 500 gp
21 Blur (potion)= 300gp
22 Levitate (potion or oil)x3 =900 gp
-
23 ring of Protection +3= 18,000 gp -
24 Ring of sustenance = 2500 gp
25 Cloak of resistance +3= 9000 gp
26 Gloves of Dexterity +4=16,000 gp
27 Turbant of Charisma +4= 16,000
 -
28 horse light, 75 gp 
-
= 85,300
= 2,700gp left

Looks:
Guasho is not very high so he is often forgotten in a crowded place. He wears black clothing, and black shoes.
A black turban prides his head, and can with it protect his mouth and nose in sand and snow.
He wares many earrings made of silver and copper. When wearing more formal clothes, he prides his usual black clothes with feathers in different colours, making only the tip of the feathers visible transforming the whole of Guasho in a display of colours mixing together.
Personality:
He tries whenever possible to use a invisibility spell. He do not like attention and he do like see but not being seen. Call it a fetish. He is very shy and almost never “small talk”. When he want to say something it
can be with little or none social intelligence. In some rare situation, as when he asked Thea for help, he was very polite and correct in his use of words.

Background: Guasho is an orphan he have no idea what his life was before his 8 birthday when all his memories
begins. At age 8, he was thrown oranges at, as always, from the elder boys in the second street from the port. One of the big boys took a plant he hade, harvested the seeds and rubbed it on his eyes, these seeds where used to get a strong and itchy feeling in the mouth in the local food. He went so mad of pain and swelling eyes; he discovered that day his enormous powers… In a split second, he could see trough the blood swelling eyes and intuitive rip the flesh of the boy’s bones. He had from that day memories and from that day, he had no options, he had too flee town, he did already know at that age, that everyone with magical aptitudes where sacrificed to the gods, and he knew he had to run for his life.
Azcan priesthood where a brutal and evil one, they collected many people and sacrificed them at the right times on the year, cutting their troths opening their bellies whit knives and extracting their hearths. He was witness to a ceremony ones, he had to puke, so brutal was it.

Ten years was he wondering from one place until another, running away from that impulsive murder and of curse hiding from the Azcan eyes that where everywhere. He worked as potion maker almost all the time and in that way made his living. His master was Thea Q’Tar, not an formally educated woman and ruff in her ways to say things. However, a decent teacher, the fine thing whit her was she never bother the origin of Guasho, she always said that her past was also not of the best ones. She never told Guasho what had happened to her, but every time she was somehow remembered of it, her eyes filed with tears.

Guasho, had learned his magic almost by his one, Thea did help him a lot but she never pushed Guasho enough, she feared the priest in the village and did not wanted the spotlights or the knife on her.
Was his destiny tied up to work for Thea? Was this a good life? How many thing did he not know from the world? To many did he tell to himself. He had never leaved Azcan territory, at least there he could hide, in the other turbulent lands he’s customs and accent would attract to much attention and he would without a doubt been killed. Too many wars in this land.

Guasho had many questions in his head, but most of all he wanted to go back to the second street from the port in his home town, he still did regret the terrible thing he did under rage in his traumatic awakening to life and magic. He did understand now that it was a terrible thing to do, and wanted to visit the boy’s grave and give him some kind of offering. He had at last taken the decision to travel to the little town and try to make it up to the mother.

When he finally arrived , the mother and family of the boy had been sacrificed to Atzanteotl by he Azcan priesthood. The priest had gone to the town and said. The first, the second and the third, street must be evacuated. They gathered them in some big ships, and waited to the right date.
One’s the day was right the priest got onboard and sacrificed all the people, the sea was turned red with the blood that ran from the deck of the ships.
Just some scared kids that hiding under the sacrificed bodies of their relatives survived that night… the day after, the priest burned the six boats with 160 corpses. Some of the children made it to land from the ships, leaving their mothers and fathers by jumping to the cold water and swimming almost 200 mt to land, just 15 survived the waters, and 5 survived the eyes of the priest that was seeing the burning ships.

One of them, a girl named Rocio, the little sister to the boy Guasho one’s had killed. Guasho gave the girl money and food to a whole month and paid an orphan institution to take care of her, the girl was not more than 6 years old. He went whit Rocio too the graveyard and did a inscription on the stone, it would guard the tomb of the boy named Aran. Guasho was free of bad conscience but not free from the thought of adventure, he needed to do something to stand against the priest, and the noble puppets. Nobles and priests, he did in fact hate them above all others things. But how fight them without die?.

Guasho went to the nearest place he could get some root beer, on the way the wind stroke his face bringing with it the smell of the swamp to the south.
There’s where I have to hide!. Maybe from there I can gather information to strike the priest where they do not expect and disappear in the swamps when followed. Malpheggi Swamps must be my next destination. Lizardfolks may be more friendly than the scared people of Azcan.
 
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