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Characters and NPCs in my siblings game (EoM[R])

John Q. Mayhem

Explorer
Bard the Bear-man
Middle-aged Human Mageknight 4/Anima 2/Mage 1/Taskmage 1
Hit Dice: 4d8+3d4+1d6+12+7 (49)
Initiative: +2
Speed: 25 ft. (30 base, beastscale armor)
Armor Class: 22 (+5 amor, +2 Dex, +2 natural, +3 class) touch 15, flat-footed 17
Base Attack/Grapple: +5/+7
Attack: +3 claw +11 (1d10+5)
Full Attack: +3 claw +11 (1d10+5), +3 claw +11 (1d10+4)
Space/Reach:5 ft/5 ft.
Special Attacks: Spells (CL 4 1/2)
Special Qualities: Anima powers, animal speech (bears)
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 13 (15), Dex 13, Con 13, Int 15 (17), Wis 11, Cha 8
Skills: Athletics 2+3-2, Concentration 7+2, Knowledge (ceremonies) 2+2, Knowledge (nature) 8+2, Knowledge (arcane) 5+2, Knowledge (cosmology) 6+2, Knowledge (bestiary) 1+2, Knowledge (religion) 2+2, Perceive 7+4, Search 7+2, Spellcraft 6+2, Survival 7
Feats: Hands as Weapons, Ambidexterity, Two-Weapon Fighting, Speed Burst (3/day), Armored Casting, Weapon Focus (claw), Craft Charged Item, Quicken Spell, Power Attack, Natural Spell, Craft Wondrous Item, Item Familiar [K(cosmology) 2, K(nature) 4], Shaman
Environment: Any land
Organization: Any
Challenge Rating: 8
Treasure: Nothing. (Item Familiar torc of intelligence +2 will be recovered soon).
Alignment: Chaotic 2/Good 2
Advancement: By character class
Level Adjustment: +0
Power Rituals Known: Meditation of the Adaptive Mind, Ritual of the Shared Repast, Rumors of the Wind and Rain

5’11’’, 38 yrs., 200 lb.

Bard is the son of a shaman of the Fur-Like-Dusk tribe. He was born with physical symbols of his strong connexion to the great Bear: his mighty claws. Bard was sent from his tribe after undergoing training as a warrior-shaman, to seek his way in the world and find the destiny Fur-Like-Dusk had given him.

Recently, along with Orrin and Clenn, Bard spent 12 years in enchanted bondage to an evil wizard they had tracked to his tower in an unpleasent swamp in the corner of Faerie.

Anima powers: Infuse Earth 1/Gen 0 (+2 Str); Infuse Nature 1/Gen 0 (+7 HP); Transform Animal 2/Gen 0 (claws dealing damage as a one-handed weapon); Hide of the Bear (Abjure Nature 1/Gen 0, +2 enhancement bonus to natural armor); Ensorcelled Claws (Infuse Force 3/ Gen 0, +3 enhancement bonus to natural attacks)

CL 4 1/2
MP: 30
Max MP: 8

Spell Lists Known (14): Abjure Evil, Create Lightning, Evoke Life, Evoke Lightning, Heal Life, Illusion Void, Infuse Earth, Infuse Fire, Infuse Force, Infuse Nature, Infuse Metal, Move Fire, Summon Outsider, Transform Animal

Signature Spells (7):

Healing dose (3 MP, heal 4d6)
Bard’s stormbolt (7 MP, 4d6 Lightning damage in a 20-ft-radius 30 ft. away)
Bard’s lightning blast (2 MP, 2d6 lightning damage within 30 ft.)
Wrath of the bear (4 MP, become black bear for 10 rounds. Claws +13, +2 damage)
Devastate the undead (5 MP, 4d6 Life damage to one within 150 ft.)
Bard’s blaze of life (7 MP, 6d6 Life damage to one within 150 ft.)
Bard’s weapon of lightning (7 MP, weapon is +5/+5, +1d6 Lightning damage)
 

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John Q. Mayhem

Explorer
Clenn T'Sara, barbarian of the Peregrine Tribe
Half-elf Fighter 2/Scout 1/Berserker PrC 5
Hit Dice: 2d10+1d6+5d12+18+6 (84)
Initiative: +3 (+1 Dex, +2 reckless)
Speed: 40 ft.
Armor Class: 20 (+4 class, +4 armor, +3 natural, +1 Dex, -1 reckless) touch 14, flat-footed 15
Base Attack/Grapple: +7/+10
Attack: Ishtak +11* melee (3d6+11+1d6 fire/19-20)
Full Attack: Ishtak +11/+6* melee (3d6+11+1d6 fire/19-20)
Space/Reach: 5 ft/5 ft
Special Attacks: Rage 2/day, skirmish +1d6
Special Qualities: Fast Movement, trapfinding, uncanny dodge, half-elf qualities, reckless (-1 AC, +2 Initiative)
Saves: Fort +9, Ref +5, Will +1
Abilities: Str 16, Dex 12, Con 16, Int 10, Wis 9, Cha 15
Skills: Bluff 11+2, Diplomacy 11+2+2+2, Gather Information 2+2+2, Intimidate 11+2, Knowledge (ceremony) 6, Knowledge (tactics and strategy) 3(b), Perceive 5+1-1
Feats: Bonded Item (Ishtak), Power Attack, Iron Hide, Improved Toughness, Weapon Focus (greatsword), Weapon Specialization (greatsword), Improved Combat Proficiency
Environment: Any land
Organization: Any
Challenge Rating: 8
Treasure: Ishtak (+1 flaming greatsword)**; MW armored leather coat, stuff from Stark's treasury.
Alignment: Chaotic 2/Good 1
Advancement: By character class
Level Adjustment: +0
Power Rituals Known: Ritual of Item Bonding, Awaken the Slumbering Spirit, Bond of the Everpresent Item

*Power Attacking for -2/+4
**Ishtak is bonded to Clenn using the Ritual of Item Bonding, Awaken the Slumbering Spirit, and the Bond of the Everpresent Item.. It has a +1 enhancement bonus and the flaming quality for her only, has 20 HP and 12 hardness. A foe must make a DC 20 Will save to attempt to destroy it. However, this is now irrelevant; Stark inscribed Ishtak with runes of preservation, rendering it unbreakable. It can now only be destroyed in dragonfire. Clenn can call Ishtak to her hands as a full-round action if it is within a mile, or a free action if it is within 30 ft.
 
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John Q. Mayhem

Explorer
Orrin Karlsson, Exalten 5/mageknight 2/fighter 1 (my DMPC)
Hit Dice:5d6+2d8+1d10+16 (55)
Initiative: +4
Speed: 30 ft.
Armor Class: 22 (+4 Dex, +4 class, +3 Cha, +1 dodge) touch 22, flat-footed 10
Base Attack/Grapple: +6/+7
Attack: +1 keen dagger +12 (1d4+2/16-20)
Full Attack: +1 keen dagger +12/+7 (1d4+2/16-20)
Space/Reach: 5 ft/5 ft
Special Attacks: Spells (CL 5)
Special Qualities: Feat of Heroism, Inspire, Magnificent Defense, human qualities
Saves: Fort +8, Ref +9, Will +6
Abilities: Str 12, Dex 18, Con 13, Int 13, Wis 9, Cha 17
Skills: Athletics 3+1, Bluff 8+3, Diplomacy 4+3+2+2+2, Dispel Magic 2+3, Divination 5-1, Gather Information 4+3, Knowledge (nobility and royalty) 5+1, Perceive 7-1, Perform (harp, singing, epics) 11+1, Sense Motive 9-1, Sleight of Hand 9+4+2, Spellcraft 9+1
Feats: Mighty Hurl, Two-Weapon Fighting, Quick Draw, Weapon Finesse, Combat Expertise, Weapon Focus (dagger), Armored Casting, Weapon Focus (rapier), Dodge, Mobility, Improved Toughness
Environment: Any land
Organization: Any
Challenge Rating: 8
Treasure: +1 keen dagger, MW shortbow (no arrows), 50 gp.
Alignment: Chaotic 4/Good 1
Advancement: By character class
Level Adjustment: +0
Power Rituals Known: Meditation of the Adaptive Mind, Reveal the Lost


Feat of Heroism (Ex): Once per day, the Exalten can add a bonus equal to her class level to a single skill check, ability check, or saving throw.
Inspire (Ex): With a few encouraging words and a bit of glorious charisma, the Exalten can inspire another person. As a standard action, the Exalten can exalt any one person other than herself that can see and understand her. The inspired ally gains a +2 morale bonus to saving throws, attack rolls, and damage rolls for a number of rounds equal to the Exalten’s Charisma modifier (minimum 1). Alternately, the Exalten can inspire everyone within earshot who is friendly or helpful, granting them only the +2 morale bonus to saving throws. The Exalten can use this ability once per day per class level.
Magnificent Defence (Su): An Exalten is highly confident in her own dramatic fighting style, and is bolstered by her own prowess. This confidence allows her to calmly face combat and defend herself with elegance and panache. After reaching 3rd level, while wearing no armor, the Exalten applies her Charisma modifier, if positive, to her armor class.

CL: 5
MP: 35

Spell Lists Known (15): Charm Animal, Charm Humanoid, Charm Undead, Create Light, Create Sound, Heal Life, Illusion Crystal, Illusion Ice, Illusion Life, Illusion Light, Illusion Shadow, Illusion Sound, Infuse Force, Infuse Fire, Infuse Space

Signature Spells (6):
Invisibility (4 MP, 10 minutes)
Orrin’s singing blade (6 MP, weapon is +2/+2, +2d6 sound damage for 10 minutes)
Orrin’s lesser singing blade (3 MP, weapon is +1/+1, +1d6 sound damage for 10 minutes)
Orrin’s caress of stillness (3 MP, humanoid is dazed for 10 rounds, Will DC 14 negates)
Orrin’s poultice (3 MP, cure 3d6 within 30 ft.)
Orrin’s sword of power (7 MP, weapon is +4/+4, doubled crit range for 10 minutes)
 

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