• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

City of the Spider Queen - The Cast

AmorFati

First Post
You, the heroes, have been contacted by the governor of the Daggerdale arrea, Lord Randal Morn. The arrea have been plagued by midnight raids and slaughters. Morn wants you to find the source of the raids, and stop them.





The cast:
Ionna Lazar, a Female Human Monk1 / Sorcerer4 / Ur-Priest2 / Mystic Theurge 3 - Played by Nepthys.
Kemble Willowbrook, a Halfling Rogue1 / Cleric9 - Played by Wgreen
Flar Laviits, a Male Sun-Elven Swashbuckler3 / Fighter2 / Dervish5 - Played by Tyreus
Donedal Narion, a Male Dwarven Fighter1 / Ranger9 - Played by Ranger Rick
Chance, Male Human Ninja2 / Ranger2 / Cleric1 / Chameleon5 - Played by Gabrion
 
Last edited:

log in or register to remove this ad

AmorFati

First Post
EXAMPLE CHARACTER.

Please post your characters in this format.



Colmarr Blackrock
Male Svirfneblin Rogue 6/Fighter 1


Hair: Bald
Eyes: Grey-black
Height: 3'4''
Weight: 44 lbs
Age: 29
Alignment: Neutral
Size: Small
Type: Humanoid
Speed: 30 ft.


Str: 12 (+1) [14 base, - 2racial]
Dex: 22 (+6) [16 base, + 2racial + 4enhancement]
Con: 16 (+3) [15 base, + 1level]
Int: 14 (+2)
Wis: 18 (+4) [15 base, + 2racial + 1level]
Cha: 10 (+0) [14 base, - 4racial]


HP: 67 (6d6 + 1d10 + 21con)


AC: 31 (10base + 1size + 6Dex + 7armour + 3shield + 4dodge) / 21 / 25


Saves:
Fortitude: 9 (4base + 3con + 2racial)
Reflex: 13 (5base + 6dex + 2racial)
Will: 8 (2base + 4wis + 2racial)


Init: 6 (6dex)


Base attack bonus: +5-1/2


Attacks:
+1 Light Pick: +13 (5base + 6dex + 1enchantment + 1size), 1d3+2 damage, Threat 20/x4
MW Kukri: +13 (5base + 6dex + 1MW + 1size), 1d3+1 damage, Threat 18-20/x2
MW Light Mace: +13 (5base + 6dex + 1MW + 1size), 1d4+1 damage, Threat 20/x2
MW Mighty Composite Longbow: +13 (5base + 6dex + 1MW + 1size), 1d6+1 damage, Threat 20/x3, Range 110 feet


Spells:
Spells per day: 6/5/4/3/2/1
DC: 10 + Spell level + modifier

Spells Prepared/Memorized:
0th:
1st:
2nd:
3rd:

Spell-Like Abilities:
1/day -- blindness/deafness (DC 16), blur, disguise self

Skills:
Skill points: 94
Max Rank for class skills: 10

Appraise: +4 [2ranks + 2Int]
Climb: +10 [9ranks + 1Str]
Disable Device: +17 [9ranks + 6Dex + 2competence]
Escape Artist: +17 [5ranks + 6Dex + 6competence]
Hide: +21 or +23 (underground) [9ranks + 4size + 6Dex + 2racial (+ 4underground)]
Jump: +10 [4ranks + 1Str + 5competence]
Listen: +15 [9ranks + 4Wis + 2racial]
Move Silently: +15 [9ranks + 6Dex]
Open Lock: +19 [9ranks + 6Dex + 4competence]
Profession (miner): +6 [2ranks + 4Wis]
Search: +15 or +17 (stonework) [9ranks + 6Dex + 2stonecunning]
Spot: +13 [9ranks + 4Wis]
Tumble: +15 [9ranks + 6Dex]


Feats:
Level 1: Two-Weapon Fighting
Level 3: Weapon Finesse - Use dex instead of str when wielding light weapons
Figther 1: Improved Buckler Defense - Can still apply bucklers AC when attacking with off-hand
Level 6: Tactile Trapsmith - Add dex instead of int to Search and Disable Device


Languages:
Undercommon
Gnome
Common
Dwarven
Terran


Equipment:
+1 Small Light Pick, 2,304 gp
Masterwork Small Light Mace, 305 gp
Masterwork Small Kukri, 308 gp
Masterwork Small Mighty Composite Longbow (+1 Str), 500 gp
20 Small Arrows, 1 gp
+3 Small Mithral Chain Shirt, 10,250 gp
+2 Small Mithral Buckler, 5,160 gp
Boots of Striding and Springing, 5,500 gp
Gloves of Dexterity +4, 16,000 gp
Ring of Sustenance, 2,500 gp
Vest of Escape, 5,200 gp
Explorer’s Outfit

Heward’s Handy Haversack, 2,000 gp
Bedroll, 1 sp
Masterwork Thieves’ Tools, 100 gp
Money, wrapped in an old cloth, 50 gp
Trail Rations (10 days), 5 gp
Waterskin x2, 2 gp

Belt Pouch, 1 gp
Flint & Steel, 1 gp
Potion of Cure Light Wounds X2, 100 gp
Whetstone, 2 cp

Money
57 gp, 8 sp, 8 cp


Race:
Weapon Familiarity (gnome hooked hammer)
Stonecunning
Darkvision 120 feet
low-light vision
+2 racial bonus on all saving throws
+1 racial bonus on attack rolls against kobolds and goblinoids
+4 dodge bonus to AC against all creatures
Nondetection (Su): as the spell (DC 22)
+2 racial bonus to Craft (alchemy), Listen checks
+2 racial bonus to Hide checks, which improves to +4 underground


Class:
Rogue:
Sneak Attack +3d6
Trapfinding
Evasion
Trap Sense +2
Uncanny Dodge

Fighter:
Bonus Feats


Proficiencies:
Simple Weapons
Martial Weapons
Light Armor
Medium Armor
Heavy Armor
Shields


Appearance
Colmarr is a wiry gnome with hairless grey stonelike skin, and deeply set grey-black eyes. His clothing looks well used, but appears to be in good repair, and is coloured is various shades of grey similar to his own skin. When he isn’t moving he almost seems to just blend into the surrounding rock, and you often forget he’s even there.

When combat ready he carries a pick in his right hand, a kukri in his left hand, and a mithral buckler on his left arm. At his belt he carries a mace and quiver, while on his back he carries a longbow.


Personality
Colmarr is a stoic individual, who never seems to laugh or even smile. He is cool and wary around well-nigh everyone, and is a gnome of few words. Some would describe him as aloof, unsociable, or withdrawn, but that is far from the truth when he is among his own kind or those he implicitly trusts.


Background
Raised deep in the underdark among his own people Colmarr learned early in life to mine and identify the precious gems his race favours. Leaving the city one day to avoid further dull chores he was soon in serious trouble, beset by one of the underdarks many denizens. He tried to flee, but was quickly caught and soon imprisoned in a cage. Thinking his life was to soon end as food for a monster, he prayed to Callarduarn Smoothhands that if he got out of this he would work hard and never shirk his duties again. Callarduarn must have heard, because shortly thereafter his uncle Glim arrived and without alerting the monster released the young Colmarr and guided him home. Seeing this as a sign, he asked his uncle to teach him the skills that enabled his rescue so that he might fulfill his vow. After hearing the vow he readily agreed, and Colmarr was soon his apprentice. Several years and many hard lessons later his uncle and master considered him ready leave the city alone and explore the tunnels and caverns he had been so eager to see before.

Colmarr has explored the underdark for several years, and has not been home in a very long while. Finding an exit to the surface about a month ago he decided to explore the surface world for a while, perhaps he could find some surface dwelling cousins he could spend a little time with. While hunting for some sign of surface gnomes he heard of the plight suffered by the dwellers of Daggerdale and decided it was his duty to help these people as once he had been helped himself.
 
Last edited:

Nephtys

First Post
Ionna Lazar
Female Human Monk1/Sorcerer4/Ur-Priest2/Mystic Theurge3


Hair: Black
Eyes: Black-blue
Height: 5'9"
Weight: 90 lbs
Age: 14
Alignment: Neutral Evil
Size: Medium
Type: Humanoid
Speed: 30 ft.


Str: 9/-1
Dex: 10/0
Con: 14/+2 (12+2(enhancement))
Int: 16/+3
Wis: 24/+7 (18+2(level)+4(enhancement))
Cha: 20/+5 (16+4(enhancement))


HP: 72 (3d8+7d4+20)


AC: 17 (10 + 7Wis)


Saves:
Fort: 5-3/6 (4+2)
Ref: 5-3/6 (4+0)
Will: 13 (9+7+2)


Initiative: 0


Bab: 5-3/4


Attacks:
Nothing of consequence.


Spellcasting:

Arcane:
Caster Level: 7 (9 against SR)
Spells per day: 6/8/7/5
DC: 10 + sl + 5

Known:
0: Resistance, Detect Magic, Light, Disrupt Undead, Mage Hand, Mending, Prestidigitation.
1: Magic Missile, Protection from Evil, Mage Armour, Charm Person, Ray of Enfeeblement.
2: Glitterdust, Web, Command Undead.
3: Fireball, Slow.

Divine:
Caster Level: 7 (9 against SR)
Spells per day: 6/5/5/4/2/1
DC: 10 + sl + 7

Spells Prepared/Memorized:
0: 6 Detect Magic, Detect Poison x2, Resistance, Create Water x2
1: 5 Cure Light Wounds x2, Deathwatch, Comprehend Languages, Hide from Undead
2: 5 Cure Moderate Wounds, Enthrall, Resist Energy, Sound Burst x2
3: 4 Bestow Curse, Dispell Magic, Magic Circle against Evil, Empty Slot,
4: 2 Death Ward, Restoration
5: 1 Summon Monster V


Skills:
Skill Points: 86
Max Rank for class skills: 13

Bluff: 10
Concentration: 13
Diplomacy: 4
Knowlege (Arcana): 9
Knowlege (Religion): 10
Knowlege (The Planes): 5
Listen: 4
Move Silently: 4
Sense Motive: 10
Spellcraft: 13
Spot: 4

(Monk1: 32sp
Diplomacy: 4
Knowlege (Arcana): 4
Knowlege (Religion): 4
Knowlege (The Planes): 4
Listen: 4
Move Silently: 4
Sense Motive: 4
Spot: 4

Sorcerer4: 24sp
Bluff: 6
Concentration: 7
Knowlege (Arcana): 1
(Religion): 1
(The Planes): 1
Spellcraft: 8

UR-Priest2: 12sp
Bluff: 4
Concentration: 3
Spellcraft: 2
Knowlege (Arcana): 1
Knowlege (Religion): 2

Mystic Theurge3: 18sp
Concentration: 3
Knowlege (Arcana): 3
Knowlege (Religion): 3
Sense Motive: 6
Spellcraft: 3)


Feats:
L1: Educated
L1: Malign Spell Focus (+2 to DC of all [Evil] spells)
L3: Iron Will
L6: Energy Substitution (Sonic)
L9: Spell Penetration


Languages:
Common
Undercommon
Abyssal
Infernal


Class Abilities:

Monk:
AC bonus (wisdom)
Improved Grapple
Unarmed Strike (1d6)

Sorcerer:
Familiar

Ur-Priest:
Rebuke Undead (9/day)

Mystic Theurge:
-


Equipment:

Amulet of Con +2: 4'000 gp
Cloak of Cha +4: 16'000 gp
Periapt of Wisdom +4: 16'000 gp
Handy Haversack: 2'000 gp
Ring of Sustenance: 2'500 gp
Lesser Rod of Metamagic (Empower): 9000 gp

500 gp


Appearance and Personality:
A beautiful tall girl in the lower teens. Pale skin, dark eyes, long black hair, wearing dark blue, grey and predominantly black clothes. Her demeanor can sometimes be quite unsettling to those around her, she carries herself unselfconsciously with an almost alien dignity and can sometimes seem quite thoroughly insane. Cloaked as it is, her personality holds a profound and undeniable magnetism. And, in her own way, she can be quite charming.

Background:
Little is known. She seems to have no family and no place of origin. She knows, but she's not telling.
 
Last edited:

wgreen

First Post
Kemble Willowbrook
Male Halfling Rogue 1 / Cleric 9 of Brandobaris

Hair: Black
Eyes: Brown
Height: 3' 1"
Weight: 35 lbs.
Age: 63
Alignment: Chaotic neutral
Size: Small
Type: Humanoid
Speed: 20 ft.


Str: 18 (+4) [16 base, -2 racial, +4 enhancement]
Dex: 17 (+3) [13 base, +2 racial, +2 enhancement]
Con: 14 (+2)
Int: 11 (+0)
Wis: 23 (+6) [17 base, +2 level, +4 enhancement]
Cha: 15 (+2) [13 base, +2 enhancement]


HP: 98 (1d6 + 9d8 + 20 Con)


AC: 21 (10 base, +1 size, +3 Dex, +7 armor) / 14 / 18


Saves:
Fortitude: +9 (+6 base, +2 Con, +1 racial)
Reflex: +9 (+5 base, +3 Dex, +1 racial)
Will: +13 (+6 base, +6 Wis, +1 racial)


Init: +3 (+3 Dex)


Base Attack Bonus: +6/+1


Attacks:
+2 short sword (attack): +14 (+6 base, +4 Str, +1 size, +1 Weapon Focus, +2 enhancement), 1d4+6 damage, threat 19-20/x2
+2 short swords (full-attack, two-weapon fighting): +12/+7/+12 (+6/+1/+6 base, +4 Str, +1 size, +1 Weapon Focus, +2 enhancement, -2 Two-Weapon Fighting), 1d4+6/1d4+4 damage, threat 19-20/x2
Sling with MW bullets (full attack): +12/+7 (+6/+1 base, +3 Dex, +1 size, +1 racial, +1 enhancement), damage 1d3+4, threat 20/x2, range 50 ft.


Spells:
Domains: Luck, Travel
Spells per day: 6/6+1/6+1/4+1/3+1/2+1
DC: 10 + spell level + 6 Wis

Spells Prepared:
0th:
create water, detect magic x2, light x2, read magic
1st: bless, command, divine favor, magic stone, obscuring mist, shield of faith, longstrider (D)
2nd: augury, bear’s endurance, bull’s strength, enthrall, hold person, resist energy, locate object (D)
3rd: daylight, dispel magic, prayer, searing light, fly (D)
4th: air walk, divination, sending, dimension door (D)
5th: raise dead, spell resistance, teleport (D)

Domain Granted Powers:
Luck:
You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Travel: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.

Skills:
Skill points: 50
Max Ranks for Class Skills: 13

Appraise: +4 [4 ranks]
Climb: +10 [4 ranks, +4 Str, +2 racial]
Concentration: +11 [9 ranks, +2 Con]
Escape Artist: +7 [4 ranks, +3 Dex]
Heal: +15 [9 ranks, +6 Wis]
Hide: +11 [4 ranks, +3 Dex, +4 size]
Jump: +6 [4 ranks, +4 Str, +2 racial, -4 size]
Listen: +12 [4 ranks, +6 Wis, +2 racial]
Move Silently: +9 [4 ranks, +3 Dex, +2 racial]
Spot: +10 [4 ranks, +6 Wis]


Feats:
Level 1: Two-Weapon Fighting
Level 3: Weapon Focus (short sword)
Level 6: Craft Wondrous Item
Level 9: Craft Magic Arms and Armor


Languages:
Common
Halfling


Equipment:
Periapt of wisdom +4: 11,200 gp (crafted)
Gloves of dexterity +2: 2,800 gp (crafted)
Belt of giant strength +4: 11,200 gp (crafted)
Cloak of charisma +2: 2,800 gp (crafted)
Small mithril chainmail +2: 5,810 gp (crafted)
Small short sword +2 x2: 11,634 gp (crafted)
Small sling: 0 gp
20 masterwork bullets: 120 gp, 2 sp
Signet ring (bearing the symbol of a halfling footprint): 5 gp
Silver holy symbol of Brandobaris (halfling footprint): 25 gp
Explorer's outfit

Small backpack: 2 gp
Small bedroll: 1 sp
Flask (empty): 3 cp
Trail rations (7 days): 3 gp, 5 sp
Silk rope (50 ft.): 10 gp
Sack (empty): 1 sp
Waterskin: 1 gp
Climber's kit: 80 gp
Grappling hook: 1 gp

Belt pouch x3: 3 gp
1 piece of chalk: 1 cp
Flint and steel: 1 gp

Oil (1-pint flask) x2: 2 sp
Lantern, hooded: 7 gp
Acid (flask) x2: 40 gp
Alchemist’s fire (flask): 20 gp
Holy water (flask) x2: 50 gp
Smokestick: 20 gp
Sunrod x5: 10 gp
Tanglefoot bag: 50 gp
Thunderstone: 30 gp
Tindertwig x3: 3 gp
Wand of cure light wounds x2: 1,500 gp
Potion of bear's endurance x2: 600 gp
Potion of invisibility x2: 600 gp
Potion of spider climb: 300 gp
Oil of bless weapon: 100 gp
Potion of barkskin +2: 300 gp
Potion of blur: 300 gp
Potion of darkvision x3: 900 gp

Pony (“Lucky”): 30 gp
Riding saddle: 10 gp

Money
35 pp, 97 gp, 18 sp, 6 cp.


Race:
* +2 Dexterity, –2 Strength.
* Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
* Halfling base land speed is 20 feet.
* +2 racial bonus on Climb, Jump, and Move Silently checks.
* +1 racial bonus on all saving throws.
* +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
* +1 racial bonus on attack rolls with thrown weapons and slings.
* +2 racial bonus on Listen checks.
* Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
* Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.


Class:
Rogue:
Sneak attack +1d6
Trapfinding

Cleric:
Turn undead


Proficiencies:
All simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword
All types of armor
All shields except tower shields


Appearance:
Kemble is a sprightly little fellow, with long black hair tied in a ponytail and large, shining brown eyes. His opponents often underestimate him, seeing the small halfling decked out in shining mail and holding a small blade in each hand; those who live to regret it never make that mistake again.


Personality:
Kemble is the consummate thrill seeker. Many call him fearless, as he is known to rush into danger without hesitation; many others call him foolish, for much the same reason. The truth is, however, that Kemble knows exactly how dangerous his lifestyle is, and when he leaps a great chasm or charges into battle with a giant, he is perfectly aware of the risk he is taking. Rather than avoid danger, he trusts in Brandobaris to see him through, and trusts in him to decide when it’s Kemble’s time to join him.

The halfling exhibits the same fierce curiosity shared by most of his race, and this often gets him into trouble, much to his delight. He has a strong individualistic streak, and hates when others try to tell him what to do. Kemble considers himself an honorable man; he usually keeps his word, and often adventures to help those in need. His reasons for doing so, however, have little to do with altruism, though he’d certainly feel sorry for those less fortunate than himself; rather, he thoroughly enjoys playing the role of the knight in shining armor, and adores the excitement it brings.


Background:
Kemble wasn’t always a hero. As a young boy, he was curious about the world – just as he is now – but he was timid and fearful. A few bad experiences taught him to be ever cautious, rarely taking any risks. He grew lonely, having few friends, and depressed. Then, one fateful night, he received what he later called a “vision”; he dreamed a dream in which Brandobaris, god of adventure, told him that he held the halfling’s destiny in his hands. “Be not afraid, young one,” rumbled the great deity, “for your heart and courage shall change the world.” Kemble felt special at that moment, that such a powerful being would speak to him so. At that moment, sleeping blissfully, he realized that life was passing him by as he allowed his fear to rule him. When he awoke, he was different; his mother scarcely recognized him. He became more outspoken and adventurous, seeking excitement wherever it may be, and continues to do so, traveling far and wide across the reaches of the land. He has now seen countless adventures, and hopes by the grace of Brandobaris that he will see countless more before his time is due.
 
Last edited:

silentspace

First Post
Cade Thorngage
Male Strongheart Halfling Rogue 2/Wizard 3/Fighter 2/Spellsword 1/Dragonslayer 1/Eldritch Knight 1

Region: The Western Heartlands

Hair: Black
Eyes: Gray
Height: 3'0''
Weight: 30 lbs
Age: 25
Alignment: Neutral
Size: Small
Type: Humanoid
Speed: 20 ft.


Str: 18 (+4) [17 base, -2 racial, +1 level, +2 enhancement]
Dex: 16 (+3) [14 base, +2 racial]
Con: 16 (+3) [14 base, +2 enhancement]
Int: 18 (+4) [17 base, +1 level]
Wis: 12 (+1) [12 base]
Cha: 11 (+0) [11 base]


HP: 98 (2d6 + 3d4 + 2d10 + 1d8 + 1d10 + 1d6 + 30 Con)


AC: 21 (10 base + 1 size + 3 Dex + 5 armor + 2 shield) / 14 / 18


Saves:
Fortitude: 15 (12-1/6 base + 3 con)
Reflex: 8 (5-4/6 base + 3 dex)
Will: 13 (10-1/6 base + 2 iron will + 1 wis)


Init: 3 (3 dex)


Base attack bonus: +8


Attacks:
+3 Adamantine Lance: +16 (8 base + 4 str + 3 enchantment + 1 size), 1d6+9 damage, Threat 20/x3


Spells:
Spells per day: 4/4/3/2
DC: 10 + Spell level + 4 modifier
Caster Level: 9

Spells Prepared/Memorized:
0th: Acid Splash, Electric Jolt, Prestidigitation, Ray of Frost
1st: Fist of Stone, Forcewave, True Strike x2
2nd: Aganazzar's Scorcher, Blindsight, Shadow Mask
3rd: Bands of Steel, Blacklight

Spellbook:
0th: All
1st: Accelerated Movement, Distract Assailant, Fist of Stone, Forcewave, Kauper's Skittish Nerves, Know Protections, Shelgarn's Persistent Blade, True Strike
2nd: Aganazzar's Scorcher, Blindsight, Create Magic Tattoo, Shadow Mask
3rd: Bands of Steel, Blacklight

Skills:
Skill points: 102
Max Rank for class skills: 13

Appraise +5 [1 rank, +4 Int]
Balance +10 [5 ranks, +2 tumble, +3 Dex]
Bluff +5 [5 ranks]
Climb +6 [0 ranks, +2 racial, +4 Str]
Concentration +8 [5 ranks, +3 Con]
Decipher Script +8 [4 ranks, +4 Int]
Diplomacy +2 [0 ranks, +2 bluff]
Disable Device +8 [4 ranks, +4 Int]
Disguise +4 [0 ranks, +2 bluff, +2 kit]
Escape artist +10 [7 ranks, +3 Dex]
Hide +11 [4 ranks, +4 size, +3 Dex]
Intimidate +2 [0 ranks, +2 bluff]
Jump +9 [5 ranks, +2 tumble, +2 racial, +4 Str, -4 speed]
Knowledge-arcana +9 [5 ranks, +4 Int]
Listen +15 [10 ranks, +2 racial, +2 alertness, +1 Wis]
Move Silently +11 [6 ranks, +2 racial, +3 Dex]
Ride +15 [12 ranks, +3 Dex]
Search +9 [5 ranks, +4 Int]
Sleight of Hand +5 [0 ranks, +2 bluff, +3 Dex]
Spellcraft +16 [10 ranks, +2 knowledge-arcana, +4 Int]
Spot +8 [5 ranks, +2 alertness, +1 Wis]
Survival +3 [0 ranks, +2 search, +1 Wis]
Tumble +14 [9 ranks, +2 jump, +3 Dex]


Feats:
Strongheart Halfling: Dodge
Level 1: Iron Will
Level 3: Mounted Combat
Fighter 1: Ride-By Attack
Fighter 2: Spirited Charge
Level 6: Practiced Spellcaster
Level 9: Improved Familiar
Eldritch Knight 1: Power Attack


Languages:
Common
Halfling
Chondathan
Dwarven
Gnome
Goblin


Equipment:
+1 Light fortification mithral chain shirt [5100 gp, 6.25 lb, acp -0, asf 10%]
+1 Mithral buckler [2015 gp, 1.25 lb, acp -0, asf 0%]
Masterwork armor spikes [+350 gp, +5 lb]
Mask of disguise (as hat of disguise) [1800 gp, - lb]
Belt of strength +2 [4000 gp, 0.25 lb]
Bracers of health +2 [4000 gp, 0 lb]

Adventurer's outfit [- gp, - lb]
Signal whistle [8 sp, - lb]
Spell component pouch [5 gp, 2 lb]

Heward's handy haversack [2,000 gp, 5 lb]
- Scroll of Darkvision [150 gp, - lb] x2
- Pearl of Power I [1,000 gp, - lb] x2
- Elixir of Swimming [250 gp, - lb]
- Bucket [5 sp, 2 lb]
- Candle [1 cp, - lb] x5
- Flint and steel [1 gp, - lb]
- Ink [8 gp, - lb]
- Inkpen [1 sp, - lb]
- Parchment [2 sp, - lb] x10
- Rations, small [5 sp, 0.25 lb]
- Rations, medium [5 sp, 1 lb]
- Sack [1 sp, 0.5 lb] x5
- Torch [1 cp, 1 lb] x5
- Everburning torch [110 gp, 1 lb]
- Sunrod [2 gp, 1 lb] x5
- Tindertwig [1 gp, - lb] x5
- Hourglass [25 gp, 1 lb]
- Thieves' tools [30 gp, 0.5 lb]
- Spellbook [- gp, 3 lb]

Quiver of ehlonna [1800 gp, 2 lb]
- Javelin [2 gp, 1 lb] x18
- +3 adamantine lance [21,010 gp, 5 lb]
- Shortbow [- gp, 1.5 lb]
- Arrows [0.15 gp, 0.075 lb] x60
- Longsword [15 gp, 2 lb]

Money
995 gp, 4 sp, 9 cp

Weight: 21.75 lb (57/115/173)


Race:
+2 Dexterity, -2 Strength.
+2 racial bonus on Climb, Jump, and Move Silently checks.
bonus feat
+2 morale bonus on saving throws against fear
+1 racial bonus on attack rolls with thrown weapons and slings.
+2 racial bonus on Listen checks.


Class:
Rogue:
Sneak Attack +1d6
Trapfinding

Fighter:
Bonus Feats

Wizard:
Scribe Scroll
Summon Familiar
Spellcaster Level 5
Caster Level 9

Spellsword:
Ignore Spell Failure 10%

Dragonslayer:
Aura of Courage
Damage Bonus against Dragons: 1

Eldritch Knight:
Bonus Feat


Proficiencies:
Simple Weapons
Martial Weapons
Hand Crossbow
Light Armor
Medium Armor
Heavy Armor
Shields


Fang
Male Worg Improved familiar

Hair: Gray
Eyes: Gray
Height: 3'-0" tall at shoulder
Length: 5'-0"
Weight: 300 lbs.
Alignment: Neutral
Size: Medium
Type: Magical Beast
Speed: 50 ft.


HP: 49


AC: (+2 Dex, +5 armor, +4 natural armor), touch 12, flat-footed 19


Saves:
Fortitude: 14 (12 base + 2 con)
Reflex: 7 (5 base + 2 dex)
Will: 14 (12 base + 2 wis)


Init: 2 (2 Dex)


Base attack bonus: +8


Attacks:
Bite: +11 (8 base + 3 str), 1d6+4 damage, Threat 20/x2


Languages:
Worg
Common
Goblin

Abilities: Str 17, Dex 15, Con 15, Int 7, Wis 14, Cha 10

Feats: Alertness, Track

Equipment:
+1 Light fortification mithral chain shirt [5100 gp, 12.5 lb, acp -0, asf 10%]
Saddle [10 gp, 6.25 lb]
Saddlebags [4 gp, 2 lb]
- Bedroll [1 sp, 1.25 lb]
- Blanket [5 sp, 0.75 lb]
- Tent [10 gp, 5 lb]
- Waterskin, small [1 gp, 1 lb]
- Waterskin, medium [1 gp, 4 lb]

Weight: 32.75 lb (+30 Cade, +21.75 gear = 84.5 lbs with rider) (129/260/390)



Appearance
Cade Thorngage is an athletic-looking strongheart halfling with black hair, grey eyes, and deeply tanned skin. He is often seen riding his worg Fang, and is known to travel often into dangerous territory.

When travelling in more uncivilized lands, Cade often disguises himself as a goblin worg rider.


Personality
Cade is a serious little halfling. He has trained in scouting, acrobatics, wizardry, mounted combat, armored spellcasting, and even dragonslaying, though he's only faced a few very small dragons.


Background
Recently Cade defeated and drove off a tribe of marauding goblins. Defeating the enemy leaders, Cade captured their worg mounts. After talking with the worgs in common and goblin, Cade formed a bond with the alpha worg, a beast named Fang. The two formed a pact and became blood-brothers, halfing and worg.
 
Last edited:

Tyreus

First Post
Flar Laviits
Male Grey elf Swashbuckler 3/Fighter 2/Dervish 5
Patron Deity: Corellon Larethian
XP: 45,000


Hair: Blond
Eyes: Blue
Height: 5'8''
Weight: 144 lbs
Age: 95
Alignment: Chaotic Neutral
Size: Medium
Type: Humanoid
Speed: 50 ft.


Str: 16 (+3) [15 base, - 2 racial + 2 enhancement, + 1 racial]
Dex: 20 (+5) [15 base, + 2 racial + 2 enhancement, + 1 racial]
Con: 12 (+1) [14 base, - 2 racial]
Int: 20 (+5) [16 base, + 2 racial + 2 enhancement]
Wis: 12 (+1) [12 base]
Cha: 12 (+1) [12 base]


HP: 110 (10d10 + 10 con)


AC: 25 (+5 Dex, +2 ac bonus, +6 armor bonus, +1 deflection, +1 dodge) / 18 / 16


Saves:
Fortitude: 11 (base: 8, con +1, +2 resistance)
Reflex: 13 (base: 5, dex +5, +1 grace, +2 resistance)
Will: 8 (base: 5 wis +1, +2 resistance)


Init: + 5 (+5 dex)


Base attack bonus: +10/+5


Attacks:
+2 Scimitar: +18/+13 (10 base + 5 dex + 2 enchantment + 1 weapon focus), 1d6+10 damage, Threat 18-20/x2
MW Longbow +16/+11 (10 base + 5 dex + 1 masterwork), 1d8+3 damage, Threat 20/x3
Two weapon fighting:
+2 Scimitar: +16/+11 (10 base + 5 dex + 2 enchantment + 1 weapon focus - 2 TWF), 1d6+10 damage, Threat 18-20/x2
+2 Scimitar: +16/+11 (10 base + 5 dex + 2 enchantment + 1 weapon focus - 2 TWF), 1d6+10 damage, Threat 18-20/x2


Skills:
Skill points: 115
Max Rank for class skills: 13

Skills
+20 Balance (13 ranks + 5 dex + 2 synergy)
+8 Bluff (7 ranks + 1 cha)
+8 Climb (7 ranks + 1 str)
+14 Diplomacy (9 ranks + 1 cha + 4 synergy)
+18 Escape artist (13 ranks + 5 dex)
+5 Handle animal (4 ranks + 1 cha)
+12 Jump (7 ranks + 3 str + 2 synergy)
+16 Listen (13 ranks + 1 wis + 2 racial)
+14 Perform (13 ranks + 1 cha)
+14 Ride (7 ranks + 5 dex + 2 synergy)
+10 Sense motive (9 ranks + 1 wis)
+20 Tumble (13 ranks + 5 dex + 2 synergy)


Feats:
Level 1: Combat Expertise
Level 3: Dodge
Fighter 1: Weapon Focus: Scimitar
Fighter 2: Mobility
Level 6: Two Weapon Fighting
Level 9: Improved Two Weapon Fighting


Languages:
Common
Elven
Undercommon


Equipment:
+2 scimitar
+2 scimitar
MW Longbow (+3 strength)
Quiver, 60 arrows
+2 mithral shirt
Boots of striding and speed (10 rnds/day haste)
Gloves of dexterity +2
Headband of intellect +2
Belt of ogre strength +2
Cloak of resistance +2
Ring of protection +1

Light warhorse
Bit and bridle
Riding saddle
Saddlebags

Saddlebags:
Bedroll, 1 sp
Money, in bag: 135 pp
Trail Rations (10 days), 5 gp
Waterskin x2, 2 gp

Belt Pouch, 1 gp
Flint & Steel, 1 gp
9 gp, 5 sp
Whetstone, 2 cp

Money
Platinum: 135
Gold: 9
Silver: 5


Race:
Immunity to magic sleep effects
+2 racial saving throw bonus against enchantment spells or effects
Low-Light Vision
+2 racial bonus on Listen, Search, and Spot checks
An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it.


Swashbuckler:
Weapon finesse
Grace +1
Insightful strike


Dervish:
Dervish dance 3/day, +3 hit and damage
Movement mastery
Slashing blades
Fast movement +10 ft
Spring attack
Dance of death
AC bonus +2


Proficiencies:
Simple Weapons
Martial Weapons
Light Armor
Medium Armor
Heavy Armor
Shields


Appearance
Flar stands at about 5'8" with a slight yet powerful build. He has piercing ice blue eyes, blond hair, and a golden brown complexion. He is almost always seen in battle gear, wearing a gleaming mithral shirt and two scimitars at his hips.


Personality
Extremely competitive and determined, Flar is always seeking new ways to improve his prowess with a blade. He usually speaks his mind and does so with confidence.


Background
Ever since his earliest memories, Flar has been trained to be a weapons master. After he was deemed able for battle, he spent a few years patrolling the Dales, fighting orcs, goblins, and the occasional troll. He soon grew tired of such simple enemies and set out adventuring. After a few years he returned, wealthy and experienced, impressing his former mentors. His skill in battle was unrivaled by others of his age. Now Flar’s village has sent him in response to Lord Randal Morns request for help to stop the vile drow.
 
Last edited:

Ranger Rick

First Post
NAME: Donedal Narion
Male Dwarf Fighter 1/Ranger 9

Hair: Yellow
Eyes: Grey
Height: 4'4''
Weight: 174 lbs
Age: 130
Alignment: Chaotic Good
Size: Medium
Type: Humanoid
Speed: 20 ft.

Str: 16 (+3)
Dex: 20 (+5)(17 base+1 level +2 enhancement)
Con: 16 (+3) [14 base, +2 racial]
Int: 10 (+0)
Wis: 16 (+3) [15 base, + 1level]
Cha: 11 (+0) [13 base, - 2racial]

HP: 102 (Ranger 9d8 + FTR 1d10 + 30con)

AC: 21 (10base + 5Dex + 4armour + 3magic)

Saves:
Fortitude: 11 (8base + 2con + 1magic)
Reflex: 12 (6base + 5dex + 1magic)
Will: 7 (3base + 3wis +1magic)

Init: 9 (5dex)
Base attack bonus: +10/5

Attacks:
+2 Waraxe: +16/11 (10base + 3str + 3MW), 1d10 +5, damage, Threat 19-20x3
(Holy-Seeker) Composite Longbow: +16/11 (10base + 5dex + 1MW), 1d8 +3 damage, Threat 20/x3, Range 110 feet

Spells:
Spells per day: 2/1
DC: 10 + the spell level + 3(Wisdom modifier)

Skills:
Handle Animal.....……..5 (5 ranks + 0 abil mod)
Heal…………………..10 (7 ranks +3 abil mod)
Hide..….……………..17 (12 ranks + 5 abil mod)
Listen..........................15 (12 ranks + 3 abil mod)
Search.........................12 (12 ranks +0 abil mod)
Survivial……………..15 (12 ranks + 3 abil mod)
Spot..............................15 (12 ranks +3 abil mod)
Swim…………………..9 (2 ranks +3 abil mod +4)

Feats:
Level 1: Point Blank Shot
Level 3: Dodge
Level 6: Blind-Fight
Level 9: Improved Critical (Waraxe)
Ftr 1: Precise Shot
RGR Feats: Endurance. Manyshot, Rapid Shot, Track

Languages:
Common
Dwarven

Equipment:
Ring of Protection +3
Ring of Sustenance
Handy haversack
Efficient Quiver
50 Arrows MW
10 arrows
Wand of Light
(50 arrows bundled)
Cloak of Resistance +1
Brooch of Shielding

Mithral Shirt
Longbow, composite (+3 Str bonus) (Holy-Seeker)
Waraxe, dwarven +2
Gloves of Dexterity +2

In Heward's Handy Haversack
Bull’s strength (potion), Bull’s strength (potion), silk rope 50’; waterskin; bedroll, caltrops, fish hook; flint&steel; grappling hook; mirror; spade; 3 days of rations, vial of anti venom, Holy water (flask)
Money
560 gp,

Race:
+2 Constitution, –2 Charisma.
Medium:
Dwarf base land speed is 20 feet.
Darkvision: Dwarves can see in the dark up to 60 feet.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework…,
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common and Dwarven.

Class:
Ranger:
1st favored enemy - Drow,
2nd favored enemy - Giant,
Wild empathy,
Archery Combat Style,
Animal companion – Badger,
Woodland Stride,
Swift Tracker
Evasion

Fighter:
Bonus Feats

Proficiencies:
Simple Weapons
Martial Weapons
Light Armor
Medium Armor
Heavy Armor
Shields

Appearance
Donedal Narion is an ordinary looking male dwarf, past the age of majority. He is over 4ft tall with a stocky build. He has short hair that is yellow and left to hang in a page boy haircut. He has on standard brown cloak and a chain shirt. He carries no shield, but has a well used Dwarven waraxe and a longbow slung over his shoulder. From forehead to chin line on the right side is a notable narrow, straight scar. The scar is noticeable because there is no beard to cover it.

Personality
Donedal Narion is either a quiet reserved elf or a gregarious dwarf.. He is always willing to lend a hand. His hatred for Drow has festered and he has developed a strong hatred toward them.

Background
Donedal Narion, was kidnapped by drow when he was a baby. A group of elves came upon this Drow party and rescued the boy. The elves raised him and taught him the ways of the woods and about Ehlonna. Not knowing anything else he took to the Elven ways. As he grew up it and the adopted son began to question his heritage, it was decided that he should look for his dwarven roots. He eventually found them and spent time with the dwarfs. However, he long for the trees of his childhood and went back to live in the outdoors.
 
Last edited:

gabrion

First Post
Chance
Male Human Ninja 2/Ranger 2/Cleric 1/Chameleon 5


Hair: Black
Eyes: Blue
Height: 5’8”
Weight: 175 lbs
Age: 28
Alignment: Chaotic Neutral
Size: Medium
Type: Humanoid
Speed: 40 ft.

Str: 21 (+5) [15 base, +6 enhancement (divine power)]
Dex: 18 (+4) [16 base, + 2 enhancement]
Con: 14 (+2) [14 base]
Int: 16 (+3)
Wis: 22 (+6) [16 base, +2 levels, +2 enhancement, +2 ability focus]
Cha: 10 (+0) [8 base, +2 enhancement]

HP: 101 (2d6+8d8+20 Con, +5 Divine Power)

AC: 28 (10 base, +4 Dex, +6 Wis, +6 natural, +2 armor) / FF 25 / Touch 20

Saves:
Fortitude: +14 [8 base, + 2 Con, +4 combat focus]
Reflex: +12 [8 base, +4 Dex]
Will: + 13 [5 base, +6 Wis, +2 ki]

Init: +4

Base attack bonus: +10/+5

Attacks:
+2 Composite Longbow: +20/+15 (10 base, +4 Dex, +4 Combat Focus, +2 enhancement), 1d8+11 (+1d6 Sudden Strike, +2 elves) damage, threat 20/x3
+2 Composite Longbow (Rapid Shot): +18/+18/+13 (10 base, +4 Dex, +4 Combat Focus, -2 Rapid Shot, +2 enhancement), 1d8+11 (+1d6 Sudden Strike, +2 elves) damage, threat 20/x3
+2 Quaterstaff: +21/+16 (10 base, +5 Str, +4 Combat Focus, +2 enhancement), 1d6+21 (+1d6 Sudden Strike, +2 elves) damage, threat 19-20/x2

Spells:
Spells per day: 3/3+1
DC: 17+spell level

Spells Prepared/Memorized:
0th: Detect Magic, Light, Read Magic
1st: Comprehend Languages (domain), Cure Minor Wounds, Obscuring Mist, Shield of Faith

Skills:
Skill points: 54 ninja, 20 ranger, 6 cleric, 40 chameleon (120)
Max Rank for class skills: 13

Appraise: +3 [+3 Int]
Balance: +4 [+4 Dex]
Bluff: +20 [13 ranks, +5 competence, +2 domain]
Climb: +5 [+5 Str]
Concentration: +2 [+2 Con]
Diplomacy: +2 [+2 domain]
Disable Device: +16 [13 ranks +3 Int]
Disguise: +21 [13 ranks, +10 unnamed (alter self), -2 racial]
Escape Artist: +4 [+4 Dex]
Forgery: +8 [5 ranks, +3 Int]
Gather Information: +0 [+0 Cha]
Heal: +6 [+6 Wis]
Hide: +23 [10 ranks, +4 Dex, +5 competence, +4 racial]
Intimidate: +0 [+0 Cha]
Jump: +5 [+5 Str]
Knowledge (Religion): +8 [5 ranks, +3 Int]
Listen: +16 [10 ranks, +6 Wis]
Move Silently: +19 [10 ranks, +4 Dex, +5 competence]
Open Lock: +16 [13 ranks, +3 Int]
Perform: +0 [+0 Cha]
Ride: +4 [+4 Dex]
Search: +16 [13 ranks, +3 Int]
Sense Motive: +14 [6 ranks, +6 Wis, +2 domain]
Sleight of Hand: +4 [+4 Dex]
Spellcraft: +7 [4 ranks, +3 Int]
Spot: +11 [5 ranks, +6 Wis]
Survival: +6 [+6 Wis]
Swim: +5 [+5 Str]
Tumble: + 4 [+4 Dex]
Use Rope: +4 [+4 Dex]

Feats:
Level 1 (Human Bonus): Able Learner
Level 1: Point Blank Shot
Level 3: Precise Shot
Level 6: Persistent Spell
Chameleon Bonus Feat: Divine Metamagic (Persistent Spell)
Level 9: Practiced Spellcaster

Active Magical Effects:
Alter Self (troglodyte form disguised as human): +6 Natural Armor, +4 racial bonus to hide, multiattack feat, 2 claw attacks (1d4) and 1 bite attack (1d4), -2 disguise check
Delay Poison: Effects of poison are delayed, lasts 20 hours
Endure Elements: Ok in hot or cold environments, lasts 24 hours
Greater Magic Weapon: Cast on Longbow, grants +2 enhancement bonus, lasts 20 hours (extended via rod)
Longstrider: +10 ft. base land speed, lasts 20 hours
Magic Vestment: Cast on clothing, +2 armor bonus, lasts 20 hours (extended via rod)
Pass without Trace: Leave no tracks (group), lasts 20 hours
Persistent Divine Power: BAB equal to HD, +6 enhancement bonus to STR, +5 HP
Spikes: Cast on Quarterstaff, +2 enhancement bonus, +10 damage, lasts 20 hours (extended via rod)
Undetectable Alignment: Alignment is magically hidden, lasts 24 hours

Languages:
Common
Elven
Dwarven
Undercommon

Equipment: (All magical Items are personally crafted)
Chameleon’s Hat (custom)-15,225 gp
Chameleon’s Robe (custom)-4,375 gp, 5 lbs.
Cloak of Charisma +2-2,800 gp, 2 lbs.
Composite Longbow (+5)-600 gp, 3 lbs.
  • Arrows (x40)-2 gp, 6 lbs.
Gloves of Dex +2-2,800
Heward’s Handy Haversack-2,000 gp, 5lbs
  • Animal Training Kit (CV)-75 gp
  • Arrows (x240)-12 gp
  • Camouflage Kit (CV)-40 gp
  • Cleric’s Vestments-5 gp
  • Climber’s Kit-80 gp
  • Courtier’s Outfit-30 gp
  • Disguise Kit-50 gp
  • Healer’s Kit-50 gp
  • Everburning Torch-110 gp
  • Flint and Steel-1 gp
  • Forgery Kit-40 gp
  • Grappling Hook-1 gp
  • Greatsword-50 gp, 8 lbs.
  • Holy Symbol, Silver-25 gp
  • Listening Cone (CV)-20 gp
  • Monk’s Outfit-5 gp
  • Noble’s Outfit-75 gp
  • Royal Outfit-200 gp
  • Scholar’s Outfit-5 gp
  • Spool of Endless Rope (CV)-2,000 gp
  • Spell Component Pouch-5 gp
  • Spellbook (w/ spells)*-915 gp
  • Thieve’s Tools, Masterwork-100 gp, 1
  • Thieve’s Tools, Longspoon, Masterwork (CV)-150 gp
  • Traveler’s Outfit-1 gp
Metamagic Rod (lesser extend spell)-3,000
Nightstick (LM)-7,500
Periapt of Wisdom +4-2,800
Potion of Cure Moderate Wounds (x3)-900 gp
Quarterstaff-4 lbs.
Ring of Counterspells (Dispel Magic)-4,000 gp
Wand of Lesser Vigor x2 (CD)-1,050 gp

Gold Spent:[/B] 50,572

*Spells in book: Mage Armor, Alter Self, Eagle’s Splendor, Cat’s Grace, Owl’s Wisdom

Class Abilities:
Ninja:
Ki Power (7x/day)
Sudden Strike +1d6
Trapfinding
Ghost Step

Ranger:
Favored Enemy (Elves)
Track
Wild Empathy
Combat Style (Archery)

Cleric:
Turn Undead
Planning Domain (Extend Spell Feat, Deathwatch Spell)
Mind Domain (+2 Bluff, Diplomacy, Sense Motive, Comprehend Languages Spell)

Chameleon:
Aptitude Focus 2/day (+4)
Bonus Feat
Mimic lass feature 1x/day
Ability boon +2

Arcane Focus:
[sblock]Abilities:
Int: 18 (+4) [16 base, +2 ability focus]
Wis: 20 (+5) [16 base, +2 levels, +2 enhancment]

AC: 27 (10 base, +4 Dex, +5 Wis, +6 natural, +2 armor) / FF 23 / Touch 19

Saves:
Fortitude: +10 [8 base, + 2 Con,]
Will: +16 [5 base, +5 Wis, +2 ki, +4 Arcane Focus]

Attacks:
+2 Composite Longbow: +16/+11 (10 base, +4 Dex, +2 enhancement), 1d8+7 (+1d6 Sudden Strike, +2 elves) damage, threat 20/x3
+2 Composite Longbow (Rapid Shot): +14/+14/+9 (10 base, +4 Dex, -2 Rapid Shot, +2 enhancement), 1d8+7 (+1d6 Sudden Strike, +2 elves) damage, threat 20/x3
+2 Quarterstaff: +17/+12 (10 base, +5 Str, +2 enhancement), 1d6+17 (+1d6 Sudden Strike, +2 elves) damage, threat 19-20/x2

Spells per day: 3/4/3/2/1
DC: 14+spell level

Spells Prepared/Memorized:
0th:
1st:
2nd:
3rd:
4th:

Skills:
Appraise: +4 [+4 Int]
Craft (Alchemy): +9 [5 ranks, +4 Int]
Disable Device: +17 [13 ranks +4 Int]
Forgery: +9 [5 ranks, +4 Int]
Heal: +5 [+5 Wis]
Knowledge (Arcana): +4 [+4 Int, +4 Arcane Focus]
Knowledge (Religion): +9 [5 ranks, +4 Int]
Listen: +15 [10 ranks, +5 Wis]
Open Lock: +17 [13 ranks, +4 Int]
Search: +17 [13 ranks, +4 Int]
Sense Motive: +13 [6 ranks, +5 Wis, +2 domain]
Spellcraft: +8 [4 ranks, +4 Int]
Spot: +10 [5 ranks, +5 Wis]
Survival: +5 [+5 Wis][/sblock]

Combat Focus:
This is the main focus of the character, details listed above.

Divine Focus:
[sblock]Saves:
Will: +17 [5 base, +6 Wis, +2 ki, +4 divine focus]

Attacks:
+2 Composite Longbow: +16/+11 (10 base, +4 Dex, +2 enhancement), 1d8+7 (+1d6 Sudden Strike, +2 elves) damage, threat 20/x3
+2 Composite Longbow (Rapid Shot): +14/+14/+9 (10 base, +4 Dex, -2 Rapid Shot, +2 enhancement), 1d8+7 (+1d6 Sudden Strike, +2 elves) damage, threat 20/x3
+2 Quarterstaff: +17/+12 (10 base, +5 Str, +2 enhancement), 1d6+17 (+1d6 Sudden Strike, +2 elves) damage, threat 19-20/x2

Spells:
Spells per day: 4/6/5/3/1
DC: 16+spell level

Spells Prepared/Memorized:
0th: Cure Minor wounds, Detect Magic, Light, Read Magic
1st: Endure Elements, Delay Poison (x5)
2nd: Delay Poison (extended), Longstrider (extended), Pass without Trace (extended), Undetectable Alignment (x2)
3rd: Greater Magic Weapon, Magic Vestment, Spikes
4th: Divine Power

Skills:
Knowledge (Religion): +12 (5 ranks, +3 Int, +4 Divine Focus)[/sblock]

Stealth Focus:
[sblock]Dex: 20 (+5) [16 base, + 2 enhancement, +2 ability focus]
Wis: 20 (+5) [16 base, +2 levels, +2 enhancement]

Saves:
Fortitude: +10 [8 base, + 2 Con]
Reflex: +17 [8 base, +5 Dex, +4 Stealth Focus]
Will: + 12 [5 base, +5 Wis, +2 ki]

Init: +5

Attacks:
+2 Composite Longbow: +17/+12 (10 base, +5 Dex, +2 enhancement), 1d8+7 (+1d6 Sudden Strike, +2 elves) damage, threat 20/x3
+2 Composite Longbow (Rapid Shot): +15/+15/+10 (10 base, +5 Dex, -2 Rapid Shot, +2 enhancement), 1d8+7 (+1d6 Sudden Strike, +2 elves) damage, threat 20/x3
+2 Quarterstaff: +17/+12 (10 base, +5 Str, +2 enhancement), 1d6+17 (+1d6 Sudden Strike, +2 elves) damage, threat 19-20/x2

Skills:
Balance: +4 [+4 Dex]
Disable Device: +20/+22 (w/ feat) [13 ranks +3 Int, +4 stealth focus, +2 Nimble Fingers]
Escape Artist: +5 [+5 Dex]
Heal: +5 [+5 Wis]
Hide: +28 [10 ranks, +5 Dex, +5 competence, +4 racial, +4 stealth focus]
Listen: +15 [10 ranks, +5 Wis]
Move Silently: +24 [10 ranks, +5 Dex, +5 competence, +4 Stealth Focus]
Open Lock: +20/+22 (w/ feat) [13 ranks, +3 Int, +4 Stealth Focus, +2 Nimble Fingers]
Ride: +5 [+5 Dex]
Sense Motive: +13 [6 ranks, +5 Wis, +2 domain]
Sleight of Hand: +5 [+5 Dex]
Spot: +10 [5 ranks, +5 Wis]
Survival: +5 [+5 Wis]
Tumble: + 5 [+5 Dex]
Use Rope: +5 [+5 Dex]

Feats:
Chameleon Bonus Feat: Divine Metamagic (Persistent Spell), or Nimble Fingers[/sblock]

Wild Focus:
[sblock]
+2 Composite Longbow: +16/+11 (10 base, +4 Dex, +2 enhancement), 1d8+7 (+1d6 Sudden Strike, +2 elves) damage, threat 20/x3
+2 Composite Longbow (Rapid Shot): +14/+14/+9 (10 base, +4 Dex, -2 Rapid Shot, +2 enhancement), 1d8+7 (+1d6 Sudden Strike, +2 elves) damage, threat 20/x3
+2 Quarterstaff: +17/+12 (10 base, +5 Str, +2 enhancement), 1d6+17 (+1d6 Sudden Strike, +2 elves) damage, threat 19-20/x2

Skills:
Climb: +9 [+9 Str, +4 Nature Focus]
Handle Animal: +4 [+4 Nature Focus]
Jump: +9 [+5 Str, +4 Nature Focus]
Knowledge (Nature): +7 [+3 Int, +4 Nature Focus]
Survival: +10 [+6 Wis, +4 Nature Focus]

Special Abilities:
Trackless Step[/sblock]

Proficiencies:
Shields
Armor (All)
Exotic Weapons:[/B] Hand Crossbow, Kama, Kukri, Nunchaku, Sai, Shuriken, Siangham
Martial Weapons (All)
Simple Weapons (All)

Appearance
The best way to describe Chance’s appearance at any given time is with two words-absolutely average. He is a human of about 25 years with short brown hair, blue eyes, and light brown skin that blends in with most crowds. His garb varies from day to day, but for those who adventure with him, it is common to see him wearing a simple ranger’s outfit with a longbow across his back and carrying a quarterstaff. The first impression Chance usually leaves on people is that he is a cautious ranger ready to fight if need be.

Personality
Like many things about Chance, his personality changes with the situation, but he is normally a kind and sagely individual. For anyone who speaks with him for a time, he tends to ramble on about his personal philosophy, explaining how all things in nature are the same and can be molded through one’s will.

Chance is always eager to help his friends if he is able, and he has a knack for being able to do most any job. People who travel with him are usually happy to have him around because of his easy-going demeanor and his ability to do pretty much whatever they tell him. Unfortunately his tendency to talk about philosophy, or even to meditate when nothing is going on, leaves some people put off.

Background
Born Alexander Thatcher, to a family of farmers in the eastern part of Amn, Chance never had an opportunity to grow up with his family. Before he was born a man had come to the family farm and told his father that his organization was in need of individuals to train from a very young age. He assured Chance’s father that all of their “students” have a good upbringing and are well accommodated, but more importantly, he offered Chance’s father a great deal of money. His father, in dire straights after a recent draught, could hardly say no to the offer. So, as soon as Chance left his mother’s milk he was taken away, never to see his family again.

Wikin, as the man who raised him was called, told Chance that he was an uncle and his parents had died in a horrible accident. He was the man who came up with the nickname and he made it a personal job to be sure Chance was raised properly. Although Wikin was always demanding, he was also kind and reassuring during Chance’s early years. The thing that Chance found most fascinating about the man was how capable he was at doing almost anything. Chance grew up thinking there was nothing Wikin couldn’t do, and he was mostly right.

At age 15 Chance began to train in the art of stealth and subterfuge, learning much from his mentor. For the next two years he trained constantly to learn the skills and secrets of the ninja, leaning to move as a shadow, and even to disappear altogether when necessary. Sneaking into places, keeping a straight face when telling guards a story, spotting and disabling traps, and picking locks were all things he practiced constantly. Being so dedicated to his training, it came as quite a shock when Wikin informed him that it was time to move on to his “next field of study.”

Curious as to why he would abandon his current training, he asked Wikin what he was to study next and why he should change his focus at all. Wikin sat him down and took a very serious tone as he explained, “You will learn in time that a man must be capable of many things to be truly useful. I will be sure that you learn as many skills as you can because you never know what you will need to accomplish a task.” Having already grown to respect the multiple abilities of his mentor, Chance didn’t ask any more questions and moved on with his training.

He soon found that he was to leave Wikin, traveling to Cormanthor in the Dalelands where he would learn from the elves the skills of the forest ranger. His time there was well spent and he was trained to use a bow, the weapon still prefers to this day. Many times while he was with the elves he helped fight back the growing threat from drow marauders and he learned well their tactics and fighting style. Seeing the aftermath of many battles and the need for healers, Chance studied for a short while the art of divine magic, learning healing secrets of the elves. It was also while he was living in the forest that he heard news coming from the west that Randal Morn’s ongoing battle with the Zhents in Daggerdale would soon be aided by the elves and Chance was to go with them. Before he could leave though, Wikin arrived and told him it was time to go with him.

Instead of traveling to their home, Wikin informed Chance that it was time for him to attend the school he had been preparing for his entire life-Mimic Mansion. Chance had no idea what he was talking about, but he knew better than to question the old man, so he packed his things and prepared to leave. Wikin took them to this “school” with his magic, and Chance braced himself for the experience he was about to have. Surprisingly, the place seemed very normal at first glance, so when Wikin left him there Chance was unsure what to expect. Soon he found out that Mimic Mansion was a training ground for Chameleon’s, a group of multi-skilled individuals.

As he began his studies, his past training and Wikin’s emphasis on learning many skills began to make more sense. Everything the Chameleon’s taught him was predicated on the idea that society was wrong for pigeonholing each individual into one role. Instead, they taught that all people were capable of doing any task, that the abilities one has are a matter of willpower and with enough training one can master any task. Deeply touched by this philosophy, that all ability is fundamentally the same thing and that individuals can mold it to their wills, Chance learned as much as he could as quickly as possible. He spent two years studying at mimic mansion and learned a vast array of skills, from casting spells to raging like a barbarian to fighting better than he was already able.

As was characteristic of the Chameleons, they did not hold their graduates to one particular way of life when they were done, so Chance was free to do as he pleased, so long as he kept their secrets and continued to hone his skills. Not knowing were to find Wikin, he returned to Cormanthor to see if the elves were still struggling on behalf of Randal Morn. Sure enough they had made progress, but had not yet been able to return the rightful ruler to his position. Chance joined them in their battles and many were impressed by how versatile he was. He was capable as a fighter, spy, mage, and healer and he did a great deal to help with the effort. After a few years Randal was finally able to retake the city of Dagger Falls and replace himself as rightful ruler.

Chance stayed on in Daggerdale for a time after the fighting was done, planning to eventually return to the elves. Just when he was ready to leave though, Randal Morn contacted him, asking for a favor. Knowing that Chance had been a capable ally in his war to take back the land, Randal asked that he help investigate the recent surge in midnight raids in the area. Seeing opportunity for adventure, Chance couldn’t say no.

Custom Items:

[sblock]Chameleon’s Hat
This special hat helps the owner enhance his ability to impersonate others. While worn the hat gives a +5 circumstance bonus to all bluff checks. The hat also gives the wearer the ability to use the Alter self spell at will. The hat is seldom seen in its natural form since it often changes to accommodate the disguise of the wearer.
Cost:[/B] 15,225 gp ((3,750+18,000)*.7(crafted))
Bluff Bonus-3,750 gp (5*5*100)*1.5(different ability)
Alter Self Spell-18,000 gp (2(spell level)*3(caster level)*2,000(continuous effect)*1.5(10 min/level duration)


Chameleon’s Robe
This robe, which was created to enhance stealth abilities, is helpful for anyone who wishes to be unnoticed. The robe grants the wearer a + 5 competence bonus to Hide and Move silently checks.
Cost:[/B] 4,375 gp ((2,500+3,750)*.7(crafted))
Hide Bonus:[/B] 2,500 gp (5*5*100)
Move Silently Bonus:[/B] 3,750 gp (5*5*100*.1.5(second ability))
[/sblock]
 
Last edited:

Remove ads

Top