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JA's - The Borderland Keep - Gallery of Heros


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Rhun

First Post
Edoryan Storm
Neutral Good Human Male Ranger 5

Description
Edoryan stands a hands-breadth over six feet in hieght, with a lean, athletic build. A fair looking man with a well-manicured strip beard, and clan symbols tattoed in woad, Edoryan tends to dress in browns, greens and grays that help to camoflage him while in the wilds. He is youngish, perhaps in his mid-twenties, though his eyes show wisdom and experience beyond his years.




Personality & Background
Edoryan was born in the highlands, where he learned hunting and tracking at an early age from his father Faloryan. At the age of fifteen winters, Edoryan left the village where he had grown up to seek something more from life. Being skilled at tracking and hunting, and a fine shot with a longbow, he found service as a hunter and scout for Lord Bainard. He excelled in his position, and by the time he was twenty, he was serving as Huntsmaster. While a prestigious position, it was certainly not as good as serving as a Warden of RoseDawn, and so when the opportunity arose to apply for that position, Edoryan eagerly submitted his application.


XPs:
[sblock=Experience Tracker][/sblock]

Stats
Str 14 (+2) (5 points)
Dex 20 (+5) (7 points, +2 human bonus, +1 level advancement, +2 enhancement)
Con 14 (+2) (5 points)
Int 12 (+1) (2 points)
Wis 14 (+2) (5 points)
Cha 10 (+0) (0 points)

General
HP: 48 (20 [Levels 1&2] + 18 [Levels 3-5] + 10 [con])
AC: 21 (10 base, +5 dex, +5 armor, +1 shield])
--- Touch AC 14
--- Flatfooted 16

Initiative: +7 (+5 dex, +2 trait)
Move: 30’ (30’ base)

Combat
BAB: +05
Melee: +07
--- Greatsword +08 2d6+3/19-20
--- Spiked Gauntlet +07 1d4+2/x2
--- Dagger +07 1d4+2/19-20
--- Hand Axe +07 1d6+2/x3
Ranged: +10
--- Longbow +12 (+13 within 30') 1d8+3/x3 (1d8+4 within 30')
--- Dagger +10 (+11 within 30') 1d4+2/19-20 (1d4+3 within 30')
CMB +7
CMD 21


Saves:
Fort: +7 (4 base, + 3 con)
Ref: +9 (4 base, + 5 dex)
Wil: +4 (1 base, + 2 wis, +1 trait)


Skills:
- (45 total: 30 class, + 5 int, +5 human, +5 favored class) –
Climb +12 (5 ranks, +3 cs, +2 str, +2 circumstance)
Craft (Traps) +06 (2 ranks, +3 cs, +1 int)
Craft (Bows/Arrows) +05 (1 rank, +3 cs, +1 int)
Handle Animal +07 (4 ranks, +3 cs, +0 cha)
Heal +08 (1 rank, +3 cs, +2 wis, +2 circumstance)
Intimidate +05 (2 ranks, +3 cs, +0 cha)
Knowledge (Dungeoneering) +06 (2 ranks, +3 cs, +1 int)
Knowledge (Geography) +06 (2 ranks, +3 cs, +1 int)
Knowledge (Nature) +06 (2 ranks, +3 cs, +1 int)
Linguistics +02 (1 rank, +1 int)
Perception +10 (5 ranks, +3 cs, +2 wis)
Profession +03 (1 rank, +2 wis)
Ride +10 (2 ranks, +3 cs, +5 dex)
Spellcraft +05 (1 ranks, +3 cs, +1 int)
Stealth +15 (5 ranks, +3 cs, +5 dex, +2 circumstance)
Survivial +10 (5 ranks, +3 cs, +2 wis)
Swim +09 (4 ranks, +3 cs, +2 str)


Languages: (3 languages known: common, + 1 int, +1 linguistics)
- Common
- Sylvan
- Giant


Feats:
- Weapon Focus: Longbow (human bonus)
- Point Blank Shot (1st level)
- Precise Shot (2nd Level Class Feature)
- Rapid Shot (3rd level)
- Endurance (3rd Level Class Feature)
- Deadly Aim (5th level)


Traits
- Indomitable Faith
- Reactionary


Class Features:
- Favored Enemies [Humanoid: Giant (+4), Animal (+2)]
- Track (+ 1/2 ranger level to Survival checks for tracking)
- Wild Empathy (+ 1/2 ranger level to Charisma checks)
- Combat Style: Archery (Precise Shot)
- Endurance
- Favored Terrain [Forest]
- Hunter's Bond [Bird: Eagle]
- Spells


Racial Features:
- +2 to One Ability Score
- Medium Size
- Normal Speed
- Bonus Feat
- Skilled
- Favored Class


Arms, Armor and Equipment:
- Mithral Chain Shirt +1 1100gp 10lb
- Composite (STR+2) Longbow +1 2600gp 03lb
- Quiver of Endless Arrows 900gp 03lb
- Belt of Incredible Dexterity (+2) 4000gp 01lb
- Campfire Bead 720gp ----
- Ioun Torch 75gp ----
- Wand (Speak w/ Animals, 20 charges) 300gp ----
- Handy Haversack 2000gp 05lb
--- Climber's Kit 80gp (05lb)
--- Healer's Kit 50gp (01lb)
--- Explorer's Outfit x2 16gp (08lb)
--- Waterproof Bags x4 02gp (02lb)
--- Bedroll 01sp (05lb)
--- Trail rations, 4 days 02gp (04lb)
--- Iron Pot 08sp (08lb)
--- Waterskin 01gp (04lb)
--- Pouch (for spices) 01gp (0.5lb)
----- Salt, pepper, saffron, etc. 10gp ----
--- Flask, acid x2 20gp (02lb)
--- Flask, alchemist fire x2 40gp (02lb)
--- Smokestick x2 40gp (01lb)

- Pouch, belt 01gp 0.5lb
--- Charcoal, 1 stick 05sp ----
--- Compass 10gp 0.5lb
--- Flint & Steel 01gp ----
--- Potions (Cure Light wounds) x2 100gp 0.2lb

- Greatsword, masterwork 350gp 08lb
- Spiked Gauntlet 5gp 01lb
- Dagger, sawback blade 7gp 01lb
- Handaxe 6gp 03lb
- Buckler, masterwork 155gp 05lb

- Explorer's Outfit ----- ----
- Ranger's Boots (MW Tool, Stealth) 50gp 01lb


[sblock=Wealth Tracker]After equipping character: 10pp, 50gp, 64 sp, 20cp[/sblock]
Encumberance: LIGHT

Spells Prepared
1st Level (DC: 14, 2 spells): Gravity Bow, Entangle



Nonios, Eagle Companion
[sblock=Stats]
HD 3 (HP 20)
Size Small
Speed 10 ft., fly 80 ft. (average)
AC 15 (+2 dex, +2 natural, +1 size)
BAB +2
Attack bite +5 (1d4), 2 talons +5 (1d4)
Fort +4, Ref +5, Wil +3
Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Feats: (2) Weapon Finesse,
Skills: (3 ranks) Fly (+8), Perception (+14), Stealth (+6)
Racial Modifier: +8 Perception
Special Qualities: low-light vision, link, share spells
Tricks: +1 Attack, Come, Down, Guard, Heel, Seek, Stay
[/sblock]





[sblock=Quiver of Endless Arrows]
Originally Posted by Stuff

Quiver of Endless Arrows: This quiver is a boon to the expert archer, for it magically creates an endless supply of masterwork arrows (of an appropriate size for the wearer). Each arrow exists for only a single round after it is drawn. The arrows don't exist until they are drawn, so they can't receive magical enhancements while still "in the quiver," even by such means as greater magic weapon (though such effects can be added after the arrow is drawn).

Caster Level: 7th; Prerequisites: Craft Wondrous Item, minor creation; Market Price: 900 gp; Weight: 3 lb.[/sblock]

[sblock=Game Premise]It is a clear crisp day as each of you receives a letter by bonded courier. The letter is heavy with seals and offers you the position of one of the 6 wardens of RoseDown. The letter is in response to your application for employment for the position that you had almost forgotten about submitting as it has been over a year since you applied.

The letter further details that all decsions are to be made by the warden council which shall comprise you six plus the actual Baronet of RoseDown. The commission if for the growth and expansion of said castle/village and while the group is charged with growing,expanding and protecting the castle/village it perfectly makes clear that there are no property rights involved unless you should choose to purchase land in the area.

In Compensation each you are offered a monthly stipend of 500 gold piece, a land grant near Rosedown of 500 acres and the services on one squad (5 men and 1 seargent). Additionaly, they offer to furnish mounts for you, your squad of men (riding horses), a heavy draft wagon and 6 draft horse and goods up to a value of 2000 gold pieces to set you on your way.[/sblock]
 
Last edited:

Rhun

First Post
Reserved post for Rhun. This will be used for notes and such related to my PC and his land in Rosedawn.

ROSEDAWN
Land Grant (600 acres)
Monthly Stipend (500gp) for 7 years

Two heavy wagons
Three draft teams of 2 horses each
Supplies/foodstuffs, 2500 gp values

One Squad (6, 5 men + 1 sergeant)
 
Last edited:

ghostcat

First Post
[sblock="Catylina"]
[sblock=Game Info]
Race: Human
Class: Fighter(5)
Level: 5
Experience: 15000
Hero Points:
Alignment: Chaotic Neutral
Languages: Common
Deity: [/sblock]
[sblock=Abilities]
STR 14 (+2) [base 14] {05 pts}
DEX 20 (+5) [base 18] {13 pts +level 4 bonus}
CON 14 (+2) [base 14] {05 pts}
INT 08 (-1) [base 08] {-2 pts}
WIS 10 (+0) [base 10] {00 pts}
CHA 13 (+1) [base 13] {03 pts}
[/sblock]
[sblock=Combat]
HP: 38 = [(5d10)+15] (STILL NEED LEVELS 3,4,5 ROLLS)
AC: 23 = 10 + 6 [Armor] + 0 [shield] + 5 [DEX] + 1 [Natural Armor] +1 [Deflection]
Touch: 16 = 10 + 5 [DEX] + 1 [Natural Armor]
Flatfooted: 18 = 10 + 6 [Armor] + 0 [shield] + 1 [Natural Armor] +1 [Deflection]
INIT: +5 = +5 [DEX]
BAB: +5 = +5 [Fighter]
CMB: +7 = +2 (STR) +5 (BAB)
CMD: 23 = 10 +2 (STR) +5 (DEX) +5 (BAB) +1 (Ring:Deflection)
Fort: +6 = +4 [base] + 2 [CON]
Reflex: +6 = +1 [base] + 5 [DEX]
Will: +1 = +1 [base] + 0 [WIS]
Speed: 30 ft.
Damage Reduction:
Spell Resistance: 0[/sblock]
[sblock=Weapon Stats]
Brass Knuckles +10 = +5 [BAB] +2 [STR] +3 [Feat:Weapon Finesse (DEX-STR)] +0 [misc] / DMG = 1d3+2, 20x2
Dagger +10 = +5 [BAB] +2 [STR] +3 [Feat:Weapon Finesse (DEX-STR)] +0 [misc] / DMG = 1d4+2, 19-20x2
Dagger (Thrown) +10 = +5 [BAB] +5 [DEX] +0 [feat] / DMG = 1d4+2, 19-20x2, 10 ft. [Range]
Scimitar+1 +13 = +5 [BAB] +5 [Feat:Dervish Dance (DEX)] +1 [Feat:Weapon Focus] +1 [Weapon Training] +1 [Magic Weapon] / DMG = 1d6+9 (+5 [Feat:Dervish Dance (DEX)] +2 [Feat:Weapon Specialisation] +1 [Weapon Training] +1 [Magic Weapon]), 18-20x2
Shortspear +7 = +5 [BAB] +2 [STR] +0 [feat] +0 [misc] / DMG = 1d6+2, 20x2
Shortspear (Thrown) +10 = +5 [BAB] +5 [DEX] +0 [feat] / DMG = 1d6+2, 20x2, 20 ft. [Range]
[/sblock]
[sblock=Racial Traits]
Bonus Feat (Bonus HPx5)
Skilled[/sblock]
[sblock=Class Features]
Bravery
Armor Training
Weapon Training
[/sblock]
[sblock=Traits]
Courageous
Calistrian Prostitute (Diplomacy) [see note 1]
[/sblock]
[sblock=Feats]
Class Feats:
Armor Proficiency, Heavy
Armor Proficiency, Light
Armor Proficiency, Medium
Martial Weapon Proficiency
Shield Proficiency
Simple Weapon Proficiency
Tower Shield Proficiency

Feats:
1st Level: Weapon Finesse
Human Bonus: Weapon Focus (Scimitar)
1st lvl Fighter Bonus: Dazzling Display
2nd Lvl Fighter Bonus: Dervish Dance
3rd Level: Combat Reflexes
4th Lvl Fighter Bonus: Power Attack
5th Level: Weapon Specialization (Scimitar)
[/sblock]
[sblock=Skills]
Skill Ranks: 10 = [2 (class) + -1 (INT) +1 (Human)] x 5 (LvL) + 00 (misc) + 00 (Favored Class)
Max Ranks: 5
ACP: -0
Skills:
^ = trained only
Code:
Total                         Stat   Rank  CS  Misc  ACP
+04 =  Acrobatics             +05    +00   +0  -01   -*  DEX
-01 =  Appraise               -01    +00   +0  +00       INT
+01 =  Bluff                  +01    +00   +0  +00       CHA
+01 =  Climb                  +02    +00   +0  -01   -*  STR
-01 =  Craft (Untrained)      -01    +00   +0  +00       INT
+08 =  Diplomacy              +01    +03   +3  +01       CHA
+01 =  Disguise               +01    +00   +0  +00       CHA
+04 =  Escape Artist          +05    +00   +0  -01   -*  DEX
+04 =  Fly                    +05    +00   +0  -01   -*  DEX
+00 =  Heal                   +00    +00   +0  +00       WIS
+09 =  Intimidate             +01    +05   +3  +00       CHA
+00 =  Perception             +00    +00   +0  +00       WIS
+03 =  Perform (Dance)^       +01    +02   +0  +00       CHA
+01 =  Perform (Untrained)    +01    +00   +0  +00       CHA
+04 =  Ride                   +05    +00   +0  -01   -*  DEX
+01 =  Sense Motive           +00    +00   +0  +01       WIS
+04 =  Stealth                +05    +00   +0  -01   -*  DEX
+00 =  Survival               +00    +00   +0  +00       WIS
+01 =  Swim                   +02    +00   +0  -01   -*  STR
[/sblock]
[sblock=Equipment]
Code:
Equipment                                Cost   Weight
Amulet of Natural Armor +1               2000gp 0.02lbs
Brass Knuckles                           1gp    1lbs
Dagger                                   2gp    1lbs
Handy Haversack                          2000gp 5lbs
- Everburning Torch                      110gp  1lbs
- Oil (1 Pint Flask)                     1sp    1lbs
- Oil (1 Pint Flask)                     1sp    1lbs
- Rope (Silk/50 ft.)                     10gp   5lbs
- Waterskin with Water                   1gp    4lbs
- Waterskin with Water                   1gp    4lbs
- Best Frock                             30gp   6lbs
- Rations (Trail/Per Week)               3.5gp  7lbs
Hide +2                                  4165gp 25lbs
Horse (Light)                            75gp   0lbs
- Saddle (Riding)                        10gp   25lbs
- Saddlebags                             4gp    8lbs
  - Bedroll                              1sp    5lbs
  - Blanket (Winter)                     5sp    3lbs
  - Pot (Iron)                           8sp    10lbs
  - Rations (Trail/Per Week)             3.5gp  7lbs
  - Rations (Trail/Per Week)             3.5gp  7lbs
Traveler's Outfit                        0cp    5lbs
Pouch (Belt)                             1gp    0.5lbs
- Chalk (1 Piece)                        1cp    0lbs
- Chalk (1 Piece)                        1cp    0lbs
- Fishhook                               1sp    0lbs
- Flint and Steel                        1gp    0lbs
- Soap (per lb.)                         5sp    1lbs
- Potion of Cure Light Wounds            50gp   0lbs
- Potion of Cure Light Wounds            50gp   0lbs
Ring of Protection +1                    2000gp 0lbs
Scimitar +1                              2315gp 4lbs
Shortspear                               1gp    3lbs
Total weight carried: 41.52 lbs.
Treasure: 57gp, 7sp, 7cp Gems:

Carrying Capacity
Light: 0 to 58lbs
Medium: 59 to 116lbs
Heavy: 117 to 175lbs
Maximum weight possible: 175 [/sblock]
[sblock=Details]
Size: M
Gender: Female
Age: 21
Height: 5' 5"
Weight: 155 lbs.
Hair Color: Black
Eye Color: Green
Skin Color: Tanned
Apperance: [/sblock]
[sblock=NOTES]
1. Strictly speaking this is a Calistria Religious Trait. However, it fits the background so I would like to take it without the religious overtones.

2. Catylina's "Best Frock" is a set of fashionable street clothes, suitable for day or, informal, evening wear. I based the price and weight on "Outfit (Courtier)"[/sblock] [/sblock]
 
Last edited:


kinem

Adventurer
Heinz

[sblock=Heinz Walker, LN human magus 5]
[sblock=stats]
AC 20 (+2 dex, +1 dodge, +5 armor, +1 deflection, +1 natural armor); touch 14, ff 17

saves Fort +8, Reflex +5, Will +6; move 30'; BAB +3; CMD 17; CMB +5; HD 5d8+10; hp 42

load w/MW backpack 66 light, 133 med, 200 heavy

Str 14/+2
Dex 14/+2; init +2
Con 14/+2
Int 20 (22 w/ headband)/+6; concentration +13 (+17 combat casting); cast defensively DC 15 + 2 x spell level
Wis 10/+0
Cha 7/-2

attacks:
longsword +6 melee two handed (1d8+4, 19-20/x2) or one handed (1d8+3, 19-20/x2)
or flail +5 melee two handed (1d8+3, 20/x2) or one handed (1d8+2, 20/x2)
or longbow +6 ranged (+7 w/PBS within 30') (1d8+3, 20/x3, 100' range inc)

traits: Focused mind (+2 conc), Armor expert (-1 on ACP)
feats: Combat casting, Dodge, Point Blank Shot, Rapid Shot, Toppling Spell (force spell only, +1 spell level inc)

The magus’s class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

(3+5)*5 skill ranks + headband

skills (ranks/tot; acp=0): climb 5/10, handle animal 5/3, knowledge (arcana) 4/13, knowledge (dungeoneering) 5/14, perform (wind instruments) 0/-2, ride 5/10, swim 1/6, spellcraft 5/14, perception 5/5, stealth 5/7, survival 5/5
[/sblock]
[sblock=spells]
spells in spellbooks: 15 0th, 16 1st, 7 2nd (includes spells obtained by paying to borrow spellbooks)
0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
1: burning hands, chill touch, color spray, corrosive touch, feather fall, floating disk, frostbite, grease, infernal healing, magic missile, ray of enfeeblement, shocking grasp, shield, silent image, true strike, unseen servant
2: cat's grace, flaming sphere, invisibility, mirror image, glitterdust, stone call, web

spells/day: 4 0th, 6 1st, 4 2nd; DC 16 + spell level; note spell recall

typical spells prepared:
0: detect magic, ghost sound, light, prestidigitation
1: color spray, frostbite (1d6+5 nonlethal + fatigue; 5 times), infernal healing, magic missile (3 x 1d4+1), shocking grasp (5d6), shield
2: flaming sphere (3d6), mirror image (1d4+1 images), stone call (2d6), toppling magic missile (+11 trip)

Arcane Pool (Su): 8 points. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex)
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su)
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Spell Recall (Su): At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

Magus Arcana:
Arcane Accuracy (Su): The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.
[/sblock]
[sblock=equipment]
equipment: 10k magic (max 5k 1 item) + 2740 gp
10k (9995 gp):
headband of vast intelligence +2 (knowledge: dungeoneering); 4k; 1 lb
+1 longsword (1d8, 19-20/x2); 2315 gp; 4 lbs
+1 composite (+2 str) darkwood longbow (1d8; 20/x3; 110' range inc); 2630 gp; 1.5 lbs
Quiver of Endless Arrows, 900 gp, 3 lbs
potion of cure light wounds (1d8+1); 50 gp
potion of protection from evil (x2); 100 gp

new 10k:
cloak of resistance +2, 4k
ring of protection +1, 2k
amulet of natural armor +1, 2k
pearl of power (1st level), 1k
potions of cure light wounds (x6), 300 gp
potions of shield (x6), 300 gp
scroll of flame arrow, 375 gp
scroll of obscuring mist, 25 gp

2740 gp:
+1 chain shirt (net ACP 0); 1250 gp; 25 lbs

spells from borrowed spellbooks, written in spellbook:
-floating disk, 15 gp
-infernal healing, 15 gp
-corrosive touch, 15 gp
-unseen servant, 15 gp
-ray of enfeeblement, 15 gp
-web, 60 gp
-invisibility, 60 gp
-cat's grace, 60 gp

spellbook, 3 lbs
duplicate spellbook (with copied spells), 272.5 gp, 3 lbs
spell component pouch (x2), 10 gp, 4 lbs

arrow, grappling, 1 gp, 0.5 lbs
cold iron flail (1d8, 20/x2, disarm, trip), 16 gp, 5 lbs
weapon cord, 1 sp
periscope, 20 gp, 4 lbs

masterwork backpack (treat str as 1 higher for carrying capacity), 50 gp, 2 lbs
waterskin, 1 gp, 4 lbs
bedroll, 0.1 gp, 5 lbs
clothing, explorer's outfit, 8 lbs
clothing, traveler's outfit (x2), 2 gp, 10 lbs
compass, 10 gp, 0.5 lb
rope, silk, 50'; 10 gp, 5 lbs
MW manacles, 50 gp, 2 lbs
signal whistle (x10), 8 gp
game, board (Siege, a strategy game), 5 gp, 2 lbs
acid flask, 10 gp, 1 lb (focus for acid splash, +1 damage)
liquid ice, 40 gp, 2 lb (focus for ray of frost, +1 damage)
alchemists' fire, 20 gp, 1 lb (consumable component for flaming sphere; targets catch fire)
alchemical grease (x2), 10 gp, 2 lb (consumable component for grease; +1 DC)
bag, waterproof (x2), 1 gp, 1 lb

ink (1 oz), 8 gp
inkpen, 1 sp
paper (10 sheets), 4 gp
34 gp, 7 sp
[/sblock]
[sblock=horse]
horse "Peeko"; black; Heinz has handle animal +3 vs DC 10 to command a horse
heavy, war trained (extra 225 gp over riding horse); carrying 3 weeks' rations for Heinz
AC 19 (t 13, ff 15); hp 19; Fort +8, Ref +7, Will +3; Init +4; Speed 50 ft; Perception +8
Melee bite +5 (1d4+5), 2 hooves +5 (1d6+2)
chain shirt barding (+4 horse AC, -2 ACP), 400 gp
military saddle, 20 gp
bit & bridle, 2 gp, 1 lb
saddlebags, 4 gp, 8 lbs; hold 250 lbs
animal feed, 10 days, 0.5 gp, 100 lbs

note: When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack.
[/sblock]
[sblock=description]
Heinz is 6'0" tall, 180 lbs, 27 years old, and has black hair and dark brown eyes. He is single.

He is gruff and speaks bluntly, which sometimes makes him a poor leader, but his impressive combat skills are in high demand. He is proud of his ability to mix magic and martial skills. His motto is "Confidence is earned but courage earns it."

He was pleased to get the offer to be a warden of RoseDown and is eager for the practical experience as a test of his largely theoretical strategic and leadership skills. The salary sounds good to him as well.[/sblock][/sblock]
 
Last edited:

kinem

Adventurer
Heinz

[sblock=Heinz Rosedawn info]
Land Grant (600 acres) per Baron Tyler Sky
Monthly Stipend (500gp) for 7 years

two heavy wagons
three draft teams of 2 horses each
supplies/foodstuffs to the value of 2500 gold pieces

One Squad (6, 5 men + 1 sergeant)
Each man is dressed in a simple chain shirt with studded leather pants and is armed with a longsword and a small hunting bow and is mounted on a light war horse.
[/sblock]
 
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[sblock=Aldin Stonehallow]
[sblock=Game Info]
Race: Dwarf
Class: Fighter 5
Favored class: Fighter
Level: 5
Experience: x
Alignment: CG
Languages: Common, Dwarven
Deity: None [/sblock]
[sblock=Abilities]
STR 16 [+3]
DEX 14 [+2]
CON 16 [+3]
INT 9 [-1]
WIS 16 [+3]
CHA 8 [-1]

[sblock=Ability score math]
STR: 16 (10)
DEX: 14 (5)
CON: 14(5)+racial
INT: 9 (-1)
WIS: 14 (5)+racial
CHA: 10-racial[/sblock]
[/sblock]
[sblock=Combat]
HP: 60 = 20 [first two HD max] +20 [HD 3,4,5] + 15 (3CON*5=15) + 5 fav. class
-----
AC: 25 = 10 + 2DEX + 9 Armor + 2 Enhancement + 2 Shield
AC Touch: 12 = 10 + 2DEX
AC Flatfooted: 23 = 10 + 9 Armor + 2 Enhancement + 2 Shield

INIT: +2 = +2 (DEX)

BAB: +5
CMB: +9 = +3STR + 5 (BAB) + 1 Weapon Training
CMD: 20 = 10 + 5 (BAB) +3STR + 2DEX

Fort: +7 = +4 (base) + 3 (stat) + 0 (misc)
Reflex: +3 = +1 (base) + 2 (stat) + 0 (misc)
Will: +4 = +1 (base) + 3 (stat) + 0 (misc)

Speed: 20'
Damage Reduction: none
Spell Resistance: none[/sblock]

[sblock=Weapon Stats]
Dwarven Waraxe (melee): +11 = +5 (BAB) +3STR +1 Weapon Training +1 Weapon Focus +1 Enhancement (1d10+5)
[/sblock]
[sblock=Racial Traits]
# Darkvision 60'
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

[/sblock]
[sblock=Class Features]
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.

Armor Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield.
Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

[/sblock]
[sblock=Feats]
Level 1 (Fighter): Combat Expertise
Level 1: Power Attack
Level 2 (Fighter): Combat Reflexes
Level 3: Cleave
Level 4 (Fighter): Weapon Focus - Dwarven Waraxe
Level 5: Great Cleave
[/sblock]
[sblock=Skills]
Skill Points: 5 = 5*[2base -1INT]
Max Ranks: 5
Skill List:
Intimidate: +4 = +2 (ranks) -1 (modifier) + 3 (class skill)
Climb: +1 = +2 (ranks) +3 (mod) + 3 (class skill) - 7 (armor penalty)
Knowledge (Dungeoneering): +7 = +1 (ranks) + 3 (mod) + 3 (class skill)
[/sblock]

[sblock=Equipment]
Item Cost Weight
+2 Full Plate Armor
+1 Dwarven Waraxe
Heavy Steel Shield
Trail Rations x5 2gp, 5sp 5lb
Mount: Horse w/ saddle
Dust of Dryness x2
Elixir of Truth
Feather Token, bird
Wealth 2,600g in gemstones
[/sblock]
[sblock=Fluff Details]
Size: Medium
Gender: Male
Age: 37
Hair Color: brown
Eye Color: brown
Skin Color: Tan
Appearance: A brutish looking dwarf with a long, unkempt beard and hair that falls down to his shoulders in wild tangles. He is rarely seen without his suit of rusted platemail and chipped waraxe.

Demeanor: Aldin is almost always drunk, or at least seems to be. Those closest to him know that the rowdy facade masks a wise and fiercely loyal warrior.

Background: Aldin, middle son of Lord Haydron Stonehallow, lived a charmed life in the mountain halls of his ancestral home. He spent his life training to be a warrior, but his training was cut short when his home was invaded by a horde of marauding creatures. With Bronzebarrow Manor occupied by monsters, the young dwarf fled in terror, bringing with him only his training axe and an unwieldy set of armor.

He set off into the world, always doing his utmost to forget his the screams of his family and the howls of the wild goblins' slaughter. Over time, Aldin became a mercenary, honing his skills and accumulating a moderate amount of wealth.

And one day, after two decades of absence from his home, Aldin returned to Bronzebarrow. He let out a grunt of fury and kicked in the heavy door. Two days later, he emerged - caked in blood, carrying the head of the goblin chieftain. Aldin collected what loot he could, then sealed the barrow until he could restore it to its former glory.
[/sblock]

[sblock=Adventure Log] none yet [/sblock]
[sblock=Level Ups] none [/sblock][/sblock]

[sblock=Mini Stat Block]

HP: 60/60
AC: 25, Touch 12, Flat Footed 23
Initiative: +2
CMB: +9
CMD: 20
Fort: +7
Ref: +3
Will +4
Speed 20'

Perception +0

dies at -16[/sblock]
 


Kaodi

Hero
Sage Tetke
[sblock=The Elf That Knows Everything]
[sblock=Game Info]
Race: Elf
Class: Wizard (Diviner)
Level: 5
Alignment: Neutral
Languages: Celestial, Common, Draconic, Elven, Gnome, Goblin, Orc
Deity: Elven Pantheon[/sblock]
[sblock=Abilities]
STR: 10
DEX: 10
CON: 10
INT: 21 (23)
WIS: 15
CHA: 10[/sblock]
[sblock=Combat]
HP: 21 = [5d6=21] + 0 (CON) + 0 (misc) + 0 (favored class)
AC: 10 = 10 + 0 (armor) + 0 (shield) + 0 (DEX) + 0 (misc)
AC Touch: 10 = 10 + 0 (DEX) + (misc)
AC Flatfooted: 10 = 10 + 0 (armor) + 0 (shield) + 0 (misc)
INIT: +2 = +0 (DEX) + 2 (misc)
BAB: +2 = +2 (Wizard)
CMB: +2 = +0 (STR) + 2 (BAB)
CMD: 12 = 10 + 0 (STR) + 0 (DEX) + 2 (BAB)
Fort: +2 = +1 (base) + 0 (CON) + 1 (misc)
Reflex: +2 = +1 (base) + 0 (DEX) + 1 (misc)
Will: +7 = +4 (base) + 2 (WILL) + 1 (misc)
Speed: 30 ft.
Damage Reduction:
Spell Resistance:
Spell Failure: 0%[/sblock]
[sblock=Weapon Stats]
Shortbow(ranged): +2 = +2 (BAB) + 0 (DEX) + 0 (feat)/ DMG = 1d6(P), CRIT 20x3
[/sblock]
[sblock=Racial Traits]
+2 Dex, +2 Int, -2 Con
Low-light Vision
Elven Immunities
Elven Magic
Keen Senses
Weapon Familiarity[/sblock]
[sblock=Class Features]
Arcane Bond (Ring)
Arcane School (Divination, Enchantment/Necromancy)
- Forewarned (+2)
- Diviner's Fortune (+2) 9/day
Cantrips[/sblock]
[sblock=Feats & Traits]
1st Wizard- Scribe Scroll
1st lvl- Breadth of Knowledge
3rd lvl- Skill Focus (K History)
5th Wizard- Craft Wondrous Item
5th lvl- Skill Focus (K Religion)

Traits:
a) Elven Pantheist
b) Scholar of the Great Beyond[/sblock]
[sblock=Skills]
Skill Ranks: 45 = [2 (class) + 05 (INT)] x 05 (LvL) + 05 (misc) + 05 (Favored Class)
Max Ranks: 05
ACP: -0

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
+00 =  Acrobatics          +00    +00   +0  +00   -0   DEX
+00 =  Appraise            +00    +00   +0  +00        INT
+00 =  Bluff               +00    +00   +0  +00        CHA
+00 =  Climb               +00    +00   +0  +00   -0   STR
+00 =  Craft:_____         +00    +00   +0  +00        INT
+00 =  Diplomacy           +00    +00   +0  +00        CHA
+na =  Disable Device^     +00    +00   +0  +00   -0   DEX
+00 =  Disguise            +00    +00   +0  +00        CHA
+00 =  Escape Artist       +00    +00   +0  +00   -0   DEX
+00 =  Fly                 +00    +00   +0  +00   -0   DEX
+na =  Handle Animal^      +00    +00   +0  +00        CHA
+02 =  Heal                +02    +00   +0  +00        WIS
+00 =  Intimidate          +00    +00   +0  +00        CHA
+16 =  Know:Arcana^        +06    +05   +3  +02        INT
+13 =  Know:Dungeoneering^ +06    +02   +3  +02        INT
+16 =  Know:Engineering^   +06    +05   +3  +02        INT
+14 =  Know:Geography^     +06    +03   +3  +02        INT
+20 =  Know:History^       +06    +05   +3  +06        INT
+14 =  Know:Local^         +06    +03   +3  +02        INT
+13 =  Know:Nature^        +06    +02   +3  +02        INT
+16 =  Know:Nobility^      +06    +05   +3  +02        INT
+17 =  Know:Planes^        +06    +05   +3  +03        INT
+20 =  Know:Religion^      +06    +05   +3  +06        INT
+na =  Linguistics^        +00    +00   +0  +00        INT
+04 =  Perception          +02    +00   +0  +02        WIS
+00 =  Perform:_____       +00    +00   +0  +00        CHA
+04 =  Profession^:_____   +02    +00   +0  +02        WIS
+00 =  Ride                +00    +00   +0  +00   -0   DEX
+02 =  Sense Motive        +02    +00   +0  +00        WIS
+na =  Sleight of Hand^    +00    +00   +0  +00   -0   DEX
+14 =  Spellcraft^         +06    +05   +3  +00        INT
+00 =  Stealth             +00    +00   +0  +00   -0   DEX
+02 =  Survival            +02    +00   +0  +00        WIS
+00 =  Swim                +00    +00   +0  +00   -0   STR
+na =  Use Magic Device^   +00    +00   +0  +00        CHA
[/sblock]
[sblock=Spellcasting]
Spells Prepared (CL 5th, DC = 16 + Spell Level)
3 (2+1) - Fireball (DC 19), Major Image (DC 19), Tongues
2 (4+1) - Detect Thoughts, Glitterdust x 2 (DC 18), Resist Energy, Shatter
1 (5+1) - Feather Fall, Mage Armour, Magic Missile x 3, True Strike
0 (4) - Acid Splash, Dancing Lights, Detect Magic, Prestidigitation

Spells in Book
3 - Dispel Magic, Fireball, Major Image, Tongues
2 - Detect Thoughts, Fox's Cunning, Glitterdust, Knock, Resist Energy, Shatter
1 - Comprehend Languages, Crafter's Fortune, Detect Secret Doors, Endure Elements, Feather Fall, Identify, Mage Armour, Magic Aura, Magic Missile, Protection From Evil, Snapdragon Fireworks, True Strike, Unseen Servant
0 - All Common Except Enchantment/Necromancy[/sblock]
[sblock=Equipment]
Code:
Equipment                    	Cost  Weight
Bonded Ring of Sustenance	2500
Shortbow			  30	2 lbs.
Quiver w/20 Arrows		   1	3 lbs.
Headband of Vast Intellect +2	4000	1 lb.
Cloak of Resistance +1		1000 	1 lb.
Wand of Magic Missiles (1st/25)	 375
Spell Component Pouch		   5    2 lbs.
Handy Haversack			2000	5 lbs.
- Spellbook				3 lbs.
- 2 Potions of CLW		 100
- 2 Scholar's Outfits   	   5   12 lbs.
- 3 Explorer's Outfits		  30   24 lbs.
- Hot Weather Outfit		   8	4 lbs.
- Cold Weather Outfit 		   8	7 lbs.
- 6 Blank Books		          90   18 lbs.
- 6 Vials of Ink		  48   .5 lbs.
- 3 Inkpens			  .3
- Magnifying Glass		 100
- Area Map			  50	
Heavy Warhorse			 225
- Military Saddle		  60   40 lbs.
- Saddlebags			   4	8 lbs.
  - 1 Week of Animal Feed	       70 lbs.
  - Portable Alchemist Lab	  75   40 lbs.
  - 2 Bedrolls			  .2   10 lbs.
  - 2 Blankets			  .4    2 lbs.
  - 50 ft. Silk Rope		  10	5 lbs.
  - Medium Tent			  15   30 lbs.		




Total weight carried: 22 lbs.
Treasure: 14 pp, 157 gp, 78 sp, 30 cp Gems: Semi-Precious Gems (1000 gp)

Carrying Capacity:
light- 33
medium- 66
heavy- 100 [/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 130
Height: 6' 1"
Weight: 127 lbs.
Hair Color: Brown
Eye Color: Black
Skin Color: Light Tan
Appearance: Well Kept
Demeanor: Distant[/sblock]
[sblock=Background]From a very young age, the elf known as Tetke had been obsessed "knowing" . This obsession led him to devour every book he could lay his hands on, pick every brain that would open to him, and to spend years cross-referencing his own notes in the hopes of finding connections passed over by "lesser minds" . Yes, when it comes to facts and figures, Tetke can be as haughty as an elf comes. But this haughtiness is derived in part from well deserved pride. Before he had even reached his 125th birthday, he had earned the honoured title of " Sage " , something often not accomplished by elves many decades his senior.

Several years ago, Tetke came to the realization that if he was going to keep advancing in the world, he would need some place to practice the trade of knowing. Not that there was necessarily a shortage of work at home. But sometimes it is not enough to be "a" sage. One desires to the "the" sage. So he began looking for opportunities to offer his services. This is how he came to apply to the post at Rosedown. It would be a perfect starting place: somewhere he would be the undisputed master of knowing, a place where he would become the foremost expert, and where he would make a wage with which to acquire research materials and build a new library. You can imagine his displeasure when his application was not immediately returned with proper adoration. But undeterred, Tetke nevertheless began researching Rosedown, its history and its environs. By the time he received the letter of commission, he had long ago exhausted the research materials at hand and had moved onto other subjects.

It should be noted that in addition to having an unparalled mind for knowing things, Tetke is in fact an accomplished diviner as well. When he was younger, before he reinvented himself as "Tetke" (his parents did not approve of the change of name), it had not been a sure thing that he would find a mentor suited to his talents. In fact, it was one of the short lived humans that took him on as a student, so impressed by the relative immediacy of the young elf's thirst for knowledge that he overlooked the fact that it was a struggle to tear Tetke away from the books long enough to teach him the practicable skills needed for the wielding of arcane forces. Had it not been for the obvious synergy between knowing and divining, it may have been a hopeless task. When his master had grown old and died, Tetke inherited a few of the man's trinkets, including the magical headband that further expanded his mind.[/sblock]
[sblock=Adventure Notes] Scribed scoll of Snapdragon Fireworks into spellbook (-10 gp).[/sblock]
[sblock=Level Ups]
Level 6
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock] [/sblock]
[sblock=Rosedown Resources]
Land Grant of 600 Acres
Monthly Stipend of 500 gp/Month for 7 Years
Warrant for 10,000 gp
Heavy Infantry Squadron (5 Men plus 1 Sergeant)
Two Heavy Wagons
Three Draft Teams of Two Horses
2,500 gp Worth of Supplies
[/sblock]
 
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