Forgotten Heroes RG

Scotley

Hero
Eglath Goliath Fighter 5

[sblock]
Eglath Lostfate Thuliga, Goliath Fighter 5
Medium Humanoid, NG,
22, 7'9", 300 pounds, Male, green eyes, light gray mottled skin, no hair, lithoderms

STR: 24 (11+10 points+4 Racial+1 Level+2 enhancement)
DEX: 13 (8+8 points-2 Racial)
CON: 16 (8+6 points+2 Racial)
INT: 14 (8+6 points)
WIS: 12 (8+4 points)
CHA: 14 (8+6 points)

Hit Points: 47 / 47
Hit Dice: 5d10+15 (47 hp)
Speed: 30ft (20' When wearing heavy armor)
Initiative: +1 (+1 DEX)
AC: 23 (+10 Armor, +0 Shield, +1 DEX, +0 Size, +0 Natural, +1 Ring, +1 feat; touch 12, flat-footed 21) Armor check penalty -4
BAB/Grapple: +5/+12
Patron: Kavaki, the Ram-Lord and the Goliath pantheon

Fort: +7 (+4 Base, +3 CON)
Ref: +2 (+1 Base, +1 DEX)
Will: +2 (+1 Base, +1 WIS)

Attacks:
+1 Long Axe +14 melee (3d6+14 20x3)
MW Cold Iron Large Morning Star +13 melee (2d6+7 20/x2)
Large Javelin +6 ranged, 30' (1d8+7 20x2)

Special Abilities:
Powerful Build—treat as large for opposed checks and weapon size
Mountain Movement-Standing jumps as running jumps also climbs at ½ speed without penalty
Acclimated—no penalties for altitude
Low Light Vision

Skills: (32 points, max ranks 8/3)
Climb +15(8+7Str)
Intimidate +8(6+2Cha)
Jump +15(8+7Str)
Swim +9(2+7Str)
Tumble xx +4(1+1Dex+2Syn)
Search xx +4(2+2Int)
Sense Motive xx +4 (1+1Wis+2Race)

Feats:
Exotic Weapon, Long Axe
Weapon Focus, Long Axe
Power Attack
Cleave
Weapon Specialization, Long Axe
Heavy Armor Optimization

Languages:
Common
Gol-Kaa
Dwarven
Terran

Equipment:
+2 Full Plate(4650gp, 50lbs.)
+1 Ring of Protection (2000gp)
Gauntlets of Ogre Power (4,000gp, 0lbs.)
+1 Large Long Axe(2370gp, 14lbs.)
MW Studded Leather (156gp, 20lbs.)
MW Cold Iron Large Morning Star (324gp, 12lbs.)
Large Javelins x10 in quiver (20gp,40lbs)
Explorer’ Outfit (0gp,0lbs.)
Earthsilk Rope 100’ (24gp,14lbs.)
Backpack (2gp,2lbs.)
Belt Pouch x2 (2gp,1lbs.)
Bedroll (2sp,5lbs.)
Winter Blanket (5sp,3lbs.)
Grappling Hook (1gp,4lbs.)Flint and Steel (1sp,0lbs.)
1 Weeks Rations (6gp,7lbs.)
Potion of Cure Light Wounds x4 (200gp,0lbs.)
Sunrod x5 (10gp,5lbs.)
Torches x2 (2cp,2lbs.)
Total weight carried -- 172lbs.
Light load -- 168lbs., medium -- 174-346lbs., heavy -- 327-520lbs., lift -- 520lbs., push -- 2600lbs.

Coins--33gp, 10 sp, 8cp 10 gp gem x10

XP: 17,000 / 21.000

Appearance:
Eglath is fairly unremarkable as Goliath’s go, but among flatlanders he is an exotic sight standing just short of eight feet tall and weighing 300 pounds. His head is hairless with a pronounced jaw line and strong brow ridge. The eyes are brilliant green and in the shadows almost seem to glow softly with an inner light. His skin is light gray with darker patches and dotted with lithoderms. He is massively muscular. He has a large birthmark on his upper back and a scaring on his chest from an unfortunate slide down a rocky cliff. His voice is gravely and deep with a thick dwarven accent when speaking common. He typically wears a comfortably worn suit of fine studded leather dyed a light gray, but when going into battle he has a suit of full plate. He carries a huge long handled axe, a cold iron morning star and a quiver of massive javelins.


[Personality:
Eglath is friendly and loves games of all types. He is very competitive and does not hesitate to partake of sporting events or gambling. He enjoys telling and listening to stories as well. He is fond of dwarves and gnomes, but has had less experience with humans, elves and halflings and may be a little slower to warm to them. He is slow to anger and rarely starts a fight, but once engaged in battle he is confident and tenacious. He is motivated by the cause of good, protecting the land—particularly the mountains and the wealth beneath them, and not above working for pay as well.

Background:
Eglath was born to the Thuliga some 22 summers ago. He was born with an unfortunate birthmark that obscures part of the natural mottling associated with a Goliath’s fate. This marked him as an unusual child with an uncertain future. He took some teasing from other Goliath children for his birthmark and choose the path of a warrior to earn the respect of his people. He developed his skills and muscles until other boys no longer felt it wise to tease young Eglath. They still tended to talk about his behind his back and he never felt totally welcome among his own people. Just over a year ago Eglath fell sliding down a rocky cliff during a game cliff-climb. He skinned his chest badly further marring the patterns on his skin. Eglath found himself the brunt of much speculation or worse pity. Unlike most of his kin, he took to wearing armor to cover the markings of his body. Feeling frustrated and unwelcome, he eagerly volunteered for a trade mission to dwarven lands and found he like these small people. He choose not to return to his clan, but instead to explore other races and cultures. He supported himself by finding work as a guard, mercenary or simple laborer—any job where his unusual size and strength were assets. He used the profits to acquire fine dwarf made gear and trained hard to improve his skills. Slowly, he has moved further and further from his mountain homeland in the Crystalmists looking for interesting places and cultures as well as profitable work.


Notes:
XXXXX
[/sblock]
 
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gabrion

First Post
For some reason I forgot to post this earlier. Anyway, here's Lugka.

Lugka the Fierce
Male Vanarra
Summoner (UA varient) 1/Druid 5
True Neutral
Middle Aged

tn_Shaman_jpg.jpg


Str 5 (-3) (8 base, 0 points, -2 racial, -1 age)
Dex 10 (+0) (8 base, 3 points, -1 age)
Con 16 (+3) (8 base, 13 points, -1 age)
Int 18 (+4) (8 base, 8 points, +2 racial, +1 age)
Wis 22 (+6) (11 base, 13 points, +2 racial, +1 age, +1 level)
Cha 10 (+0) (8 base, 3 points, -2 racial, +1 age)


Hit Points: 45 (1d4+4d8+1d6+18)
AC: 10 (10 base, +0 dex), Touch: 10, Flatfooted: 10
Initiative: +0
BAB: +3, Grapple: +0
Speed: 30 feet, 20 ft. climb

Saves
  • Fort: +7 (+0 wizard, +4 druid, +3 con)
  • Ref: +1 (+0 wizard, +1 druid, +0 dex)
  • Will: +12 (+2 wizard, +4 druid, +6 wis)
Attacks
  • +0 melee, quarterstaff, 1d6-3, 20/x2
Skills 24 wizard, 40 druid (64 total)
  • Concentration +12 (9 ranks, +3 con)
  • Handle Animal +9 (9 ranks, +0 cha)
  • Knowledge (Arcana) +12 (8 ranks [4 cross-class], +4 int)
  • Knowledge (Nature) +13 (9 ranks, +4 int)
  • Listen +15 (9 ranks, +6 wis)
  • Spot +15 (9 ranks, +6 wis)
  • Spellcraft +12 (7 ranks, +3 int, +2 feat)
  • Speaks Common, Vanara, Giant, Goblin, Spirit Tongue, Sylvan
  • Armor Check Penalty: -0
Feats
  • Precocious Apprentice (Level 1 – Campaign Bonus – Complete Aracane)
  • Practiced Spellcaster (Level 1 – Character – Complete Arcane)
  • Augmented Summoning (Level 1 – Wizard Bonus)
  • Natural Bond (Level 3 – Character – Complete Adventurer)
  • Natural Spell (Level 6 – Character)
Vanara Racial Traits
  • Size: Medium
  • +2 Int, +2 Wis, -2 Str, -2 Cha
  • Base Speed: 30 ft, 20 ft. climb
  • +4 balance and jump, +2 hide and move silently
  • Low-light vision
  • Favored Class: Shaman or Druid
Special Abilities
  • Familar (Wizard 1)
  • Animal Companion (Druid 1)
  • Nature Sense (Druid 1)
  • Wild Empathy (Druid 1)
  • Woodland Stride (Druid 2)
  • Trackless Step (Druid 3)
  • Resist Nature’s Lure (Druid 4)
  • Wild Shape 1/day (Druid 5)
Caster Levels:
  • CL 5 Wizard
  • CL 5 Druid
Wizard Spells Prepared
  • Cantrips: 3/day, Detect Magic, Light, Mage Hand,
  • 1st Level: 2/day, Mage Armor, Enlarge Person
  • 2nd Level: 2/day, Wraithstrike x2
Druid Spells Prepared
  • Orisons: 5/day, Create Water, Cure Minor Wounds x2, Guidance, Light
  • 1st Level: 5/day, Enrage Animal (SC), Entangle x2, Produce Flame, Spider Hand (BoVD)
  • 2nd Level: 4/day, Cloudburst (CD), Decomposition (SC), Bite of the Wererat, Master Air (SC)
  • 3rd Level: 2/day, Bite of the Werewolf (SC), Call Lightning
Equipment
  • Quarterstaff (4 lbs.)
  • Druid’s Vestment-10,000 gp, - lbs.
  • Wand of Lesser Vigor-750 gp, - lbs.
  • +1 leafweave studded leather (for companion)-2,530 gp, 15 lbs.
  • Spellbook
    • Cantrips
      • Acid Splash (½ page)
      • Arcane Mark (½ page)
      • Daze (½ page)
      • Dancing Lights (½ page)
      • Detect Magic (½ page)
      • Detect Poison (½ page)
      • Disrupt Undead (½ page)
      • Flare (½ page)
      • Ghost Sound (½ page)
      • Light (½ page)
      • Mage Hand (½ page)
      • Mending (½ page)
      • Message (½ page)
      • Open/Close (½ page)
      • Prestidigitation (½ page)
      • Ray of Frost (½ page)
      • Read Magic (½ page)
      • Resistance (½ page)
      • Touch of Fatigue (½ page)
    • Level 1
      • Benign Transposition (SC) (1 page)
      • Comprehend Languages (1 page)
      • Enlarge (1 page)
      • Grease (1 page)
      • Mage Armor (1 page)
      • Shield (1 page)
      • Spellflower (SC) (1 page)
    • Level 2
      • Wraithstrike (2 pages)
    • Blank Pages: 81.5
  • 72 Platinum Piecess (2 lbs.)


Razorclaw the Fleshraker Dinosaur (Animal Companion) (MM III)

Medium Animal
Hit Dice: 6d8+12 (36 hp)
Initiative: +5
Speed: 50 ft.
Armor Class: 27 (10 base, +5 dex, +8 natural, +4 armor)
Base Attack/Grapple:+4/+8
Attack: Claw +8 melee (1d6+4 and poison)
Full Attack: 2 claws +8 melee (1d6+4 plus poison) and bite +6 melee (1d6+2) and tail +6 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping Pounce, Poison, Rake 1d6+2
Special Qualities: Low-light vision, Scent, Link, Share spells, Evasion
Saves: Fort +7, Ref +10, Will +4
Abilities: Str 18, Dex 20, Con 15, Int 2, Wis 14, Cha 12
Skills: Hide +14, Jump +26
Feats: Improved Natural Attack (claw), Virulent Poison (SS), Multiattack

Combat

Leaping Pounce: When a fleshraker charges, it leaps high into the air above its prey, attempting to knock it to the ground. This ability functions much like the pounce special attack. However, a fleshraker’s incredible jumping ability makes its leaping pounce particularly deadly.

When a fleshraker charges a foe, it can make a full attack, including one rake attack. If a fleshraker successfully hits and damages a target of its size or smaller that it pounces on during a charge, it can make a free trip attack without provoking attacks of opportunity. If the fleshraker wins the opposed trip check, it can make an immediate grapple check. If it succeeds, the opponent is considered grappled and pinned on the ground beneath the fleshraker. On each subsequent round, the fleshraker can deal automatic claw and rake damage with a successful grapple check against a pinned opponent.

If a fleshraker fails the opposed trip check, it cannot be tripped in return. If it successfully trips its opponent but fails the subsequent grapple check, the opponent is still prone in the fleshraker’s square, but it is not grappled or pinned.
Poison: Injury, Fortitude DC 16, initial damage 1d6 dex, secondary damage 1d6 dex. The save DC is constitution based.
Rake: Attack bonus +2 melee, damage 1d6+2
Skills: Fleshrakers have a +8 bonus on hide checks and a +6 racial bonus on jump checks. The hide bonus increases to +10 in forested areas.
 

Voadam

Legend
Voadam's puzzle pieces

WHERE'S WHERE
City of Balstion, has 10 magic posts warning of danger "the Ungotu"
Everstar, neighbor of Balstion recently entered border war with Delvestia
Delvestia, Everstar declared war on Delvestia over border issues
Althora, village with mage's guild, suffering from attacks of Mandin bandits
Jadaren small hamlet near Althora missing people
Swamps home to lizardmen with tome of Xiphid
Desert Wastes
Mordkinal Grokkun worked in church of Johan in Mordkinal five years ago on border of Desert Wastes
Fire Peaks chain of volcanoes
Mehedren place halfway around the world has branch of wizard's guild battling a rebound in the half-dragon power center that used to rule that land

WHO'S WHO
Brother Markus the herald, priest of Johann in Althora
Aldren teacher of Grokkun cleric of Johann in Balstion

Orillous Von Barkus history nut in Althora
Morand and Torlin heroes of legend who banished Xiphid

Alexander Fonthane The Red Wizard, headmaster of the Althora Wizard's Guild
Tarken Kilvon, the Blue Wizard third in rank at Wizard's Guild
Horris, gatekeeper of wizard's guild

Sabastian, Mandin bandit
Yogoth leader of the Mandin bandits
Xiphid, demon lord, aspect bound by Demmin Mass, ordered to serve Yogoth, maneuvering to kill Yogoth, wants to kill the Ungotu


DEMON LORDS
Xiphid, conquered the world ages ago but overthrown and banished, now his aspect is freed and controlled by Demmin Nass.
Aspect: A gaunt 12-foot-tall creature resembling a mummified human corpse with rusty red skin, thick greenish black hair, a hooded black cloak, and eyes, teeth, and nails like poisonous verdigris. In his hand is a scythe to match his size.

DEITIES
Johan, a good god

ANCIENT HISTORY
During the dark time the five human nations took up the sword against each other, Wolf, Lion, Bear, Dragon, and Cockatrice. They fought to the point that each of their kingdoms were almost erradicated. They then scattered to the wind leaving their cities to rot. If you are one of them you are of a lost nation. One that has not been seen in 2000 years.

Fire Peaks a chain of volcanoes that separated the humans and the rest of the world after the First Great War.

Wizard guild ranks:
Brown, White, Orange, Yellow, Black, Green, Blue, Red with the most members being in the bottom 4 groups.
 
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Komodo

First Post
Kralek Hardcheese, Half-orc Cleric 5/Hand of Johan 1
[sblock=Stats]
Medium Humanoid, LG
27, 6'4", 195 lbs, Male, Orange eyes, Gray skin, Black hair

STR: 15 (+2)
DEX: 12 (+1)
CON: 14 (+2)
INT: 12 (+1)
WIS: 18 (+4)
CHA: 14 (+2)

Hit Points: 42 / 42
Hit Dice: 6d8+12 (42 hp)
Speed: 20 ft
Initative: +1 (+1 DEX)
AC: 23 (+10 Armor, +0 Shield, +1 DEX, +0 Size, +1 Natural, +1 Deflection; touch 12, flat-footed 22)
BAB/Grapple: +4/+6

Fort: +8 (+6 Base, +2 CON)
Ref: +2 (+1 Base, +1 DEX)
Will: +10 (+6 Base, +4 WIS)

Attacks:
  • +1 Greatsword +8 melee (2d6+5)

Special Attacks:
  • Turn Undead
  • Flame of Censure

Special Abilities:
  • Darkvision
  • Orc Blood
  • Healing Domain
  • Strength Domain
  • Weapon of the Exorcist

Skills: (27 points, max ranks 9/4.5)
  • Concentration +14 (8 Ranks, +2 CON, +4 Combat Casting)
  • Intimidate +3 (1 Rank, +2 CHA)
  • Heal +7 (1 Rank, +4 WIS, +2 Healer's Kit)
  • Knowledge (Religion) +9 (8 Ranks, +1 INT)
  • Knowledge (the Planes) +5 (4 Ranks, +1 INT)
  • Sense Motive +8 (3 Rank, +4 WIS)
  • Spellcraft +4 (3 Ranks, +1 INT)

Feats:
  • Weapon Focus (Greatsword)
  • Augment Healing
  • Combat Casting
  • Sacred Boost

Languages:
  • Common
  • Orcish
  • Celestial

Equipment:
  • Golden Holy Symbol of Johan (25 gp, 1 lbs.)
  • +1 Greatsword (2350 gp, 8 lbs.)
  • +2 Full Plate (5650 gp, 50 lbs.)
  • Healer's Kit (50 gp, 1 lbs.)
  • Ring of Protection +1 (2000 gp, 0 lbs.)
  • Amulet of Natural Armor +1 (2000 gp, 0 lbs.)
  • Wand of cure light wounds (50 charges) (750 gp, 0 lbs.)
  • 2 days of trail rations (1 gp, 2 lbs.)
  • Pearl of Power, 1st level spell (1000 gp, 0lbs.)
  • Hunk of goat cheese (0.2 gp, 1 lbs.)
  • Backpack (2 gp, 2 lbs.)
  • Waterskin (1 gp, 4 lbs.)
  • Whetstone (0.02 gp, 1 lbs.)
    80 pp
    44 gp
    17 sp
    28 cp
Total weight carried -- 65 lbs.
Light load -- 66 lbs., medium -- 67-133lbs., heavy -- 134-200lbs., lift -- 400lbs., push -- 1000lbs.

Spells:
Class: (Cleric 5; spell save DC 14 + spell level)
  • 0th (5/day): detect magic x2, light, read magic, guidance
  • 1st (4+1/day): nimbus of light, bless, shield of faith, protection from evil, cure light wounds (D)
  • 2nd (3+1 per day): spiritual weapon, align weapon, lesser restoration, bull's strength (D)
  • 3rd (2+1 per day): magic circle against evil, flame of faith, cure serious wounds (D)
XP: XXX,XXX / XXX,XXX[/sblock]
Appearance:
Kralek is a large, burly half-orc who is curiously well-groomed. His gray skinned-face is clean-shaven and his hair is clean and neatly combed into a short ponytail. The half-orc's jutting tusks are clean and white, and somehow manage to complement his dignified appearance. His orange eyes are bright and fearsome, yet hold a spark of compassion and love. He is protected by a shining suit of plate mail with gold-alloyed joints. Over the chestpiece of his armor he wears a white tunic with the symbol of Johan embroidered in gold. A heavy looking greatsword hangs on his back and seems to shimmer with a soft light.

Background:
Born the son of a goat-farming half-orc couple, Kralek received the semi-decent upbringing denied to many of his race. At a young age, his parents mustered their savings and paid to send him to a boarding school run by the Church of Johan, where Kralek would spend most of his younger days. After graduating with minimal problems, Kralek decided to join the church as a priest. His exceptional strength, both of body and mind, displayed over his years of service, earned Kralek a recommendation to join the ranks of the Hand of Johan, a specialized branch of the church tasked to protecting the innocent from the violence of demons, devils, and other evil outsiders. Kralek took well to such a martial role, and fights the extradimensional scourge with a rarely-seen enthusiasm.

Notes:
Hand of Johan = Exorcist of the Silver Flame
 
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