Scott DeWar
Prof. Emeritus-Supernatural Events/Countermeasure
[sblock=background]
Johann Klaus the damned
Disgraced Knight of the order of the white rose. Now seeking Absolution by doing acts of good, hoping for the nightmares to end .. .. .. ..
He was with a group once, From the Duchy of Urnst, they were sent to fight an evil in the back of a mine that was killing off miners. Turned out to be a greater evil then expected. His party members were getting killed by strong undead, A very olde Vamphire as well as other creatures of shadow, and turning into the same creatures of the nether world! He ran, greatly wounded and weakened by the vampire and his minions. He ran back to his tower of the White Rose. There he was proclaimed a coward and dis-banded: his armor taken and only a common sword to defend himself with 1 week of rations to go away, far away and keep going........
He stumbled upon a shrine that was being tended by a kindly old priest where he was nurtured spiritually as well as physically. The priest received a vision of the doom of the fallen knight one night where he sent Johann on his way at first light to safety. from this day forth he vowed to walk as a knight at heart doing good through out the lands fighting evil where he found it.
In the early years of his rebirth he traveled far and wide, first across the Nyr Dyv sea to put distance between he and his past, around and about the domain of gray hawk, including fighting trolls and other denizens of the mistmarshes. During this time he worked as a conscript soldier at Blackwell keep. During a county festival at a joust he recognized the coat of arms of Duchy of Urnst. Not wanting to cause conflict he left as soon as his contract was up heading south along the Jewel River road through Welkwood to the southern tip of the Lortmils and into the Duchy of Ulek.
Heading Northwest he happened upon a village near Waybutay, Butay-on-the-by, with an ogre problem. With the promise to see what he could do he scouted out the problem finding it to be a war-band of ogres, who were part of a larger unit of giant kin that had gotten lost. He reported back to the elders what he found and mentioned his need for help. They gave him an ancient sword, one used to quell a giant problem in the past, about a century ago, Armour and a shield. The last hero prevailed, but perished of his wounds, leaving this legacy.
Returning back to the war-band, he found the ogres otherwise engaged with an inquisitor named Hrar and his oricle travel companion, Sozin Already engaged with the ogres. Urging his warhorse to battle he draws his sword and charged with a warcry to aid these good folk fighting the forces of evil! . .. .. .. ..
.. .. .. .. ..May be we joined formally after fighting off the ogres in the village near Waybutay, Butay-on-the-by, happened upon Knowledge of <The DM's Deviously Crafted Machinations> Which led us further Northwest across the Lorridges to the city of Veluna? <need more background info!>[/sblock]
Map: http://www.highprogrammer.com/alan/gaming/dnd/greyhawk/map/supermapnew.html
Attacks
Feats, traits and skills
Traits
Born rider
Armor expert
Feats
Human- IMPROVED INITIATIVE
Cl 1-Mounted combat
bonus- Blind Fight
Fl 1- WEAPON FOCUS-L.SWORD
Fl 2- Ride By Attack
Cl 3- POWER ATTACK
Fl 4- WEAPON SPECIALIZATION-L.SWORD
Cl 5- shield focus
Fl 6- Spirited Charge
Cl 7- Vital Strike
Fl 8- Improved critical
Cl 9- greater shield focus
Fl 10 - greater wpn focus
plans:
gtr wpn spec
improved blind fight
class features: Fighter
Bravery +3, Armor training +2, Weapon Training +2
race features: Human
Skills [[2(CLASS)+1(int)]*10]+[1(RACE)*10]= 40
Belongings: budget 62,000
Weight not counted:
Handy Haversack
Space 1: 20 lb or 2 cu ft [18 lb filled]
90 arrows [wpn blanch Ada:45] [wpn blanch Ag:45]
90 arrows [wpn blanch cld Fe:45] [wpn blanch Geist NaCl:45]
Space 2: 80 lb or 8 cu ft
100 arrows 10 lb
3 daggers 3 lb
10 days rations 10 lb
cloak 7 lb
Rope 20 lb
Alchemical items and potions 30 lb
Space 3: 20 lb ot 2 cu ft
20 days rations [20 lb]
Efficient Quiver
Space 1: 60 arrow cap.
5 each of Wpn Blanch Adamentine, Silver, Cold Iron, Ghost salt + 40 each normal arrows
Space 2: 18 Javalin cap
Heavy Mace, war hammer
Space 3: 6 bow cap.
Long Bow
Bag of holding type 1 30 cu ft, 250 lbs:
25 days of horse feed
Mount -
barding: chainmail, Mwk 80.0 lb
Bit/ Bridle 1.0 lb
military saddle, mwk 30.0 lb
saddle. bags 8.0 lb holds 25 lb
dandy brush 2.0 lb
bedroll 5 lb
[sblock= Diego the Horse]
lt = 399 med = 401 to 798 heavy = 799 TO 1200
move: 50 / 35 / 35
RUN X 5 / X 4 / X 3
carrieing: 126 lb + rider [232 lb ] =358 lb
HORSE, HEAVY [ADVANCED] COMBAT
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
DEFENSE
AC 21, touch 15, flat-footed 17 (+4 Dex, –1 size, +2 NAT, +6 ARMOR)
hp 26 (2d8+10)
Fort +8, Ref +7, Will +3
OFFENSE
Speed 50 ft.
Melee bite +5 (1d4+5)
Melee, Full Round bite +5 (1d4+5) and 2 hooves +5 (1d6+5)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, RunB
Skills Perception +8
SQ TRICKS
attack x 2 (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
come (DC 15) The animal comes to you, even if it normally would not do so.
defend (DC 20) The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
down (DC 15) The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
guard (DC 20) The animal stays in place and prevents others from approaching.
need to train to do these tricks [time = 1 week]:
Get Help (DC 20): With this trick, a trainer can designate a number of creatures up to the animal's Intelligence score as “help.” When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.
[/sblock]
Johann Klaus the damned
Disgraced Knight of the order of the white rose. Now seeking Absolution by doing acts of good, hoping for the nightmares to end .. .. .. ..
He was with a group once, From the Duchy of Urnst, they were sent to fight an evil in the back of a mine that was killing off miners. Turned out to be a greater evil then expected. His party members were getting killed by strong undead, A very olde Vamphire as well as other creatures of shadow, and turning into the same creatures of the nether world! He ran, greatly wounded and weakened by the vampire and his minions. He ran back to his tower of the White Rose. There he was proclaimed a coward and dis-banded: his armor taken and only a common sword to defend himself with 1 week of rations to go away, far away and keep going........
He stumbled upon a shrine that was being tended by a kindly old priest where he was nurtured spiritually as well as physically. The priest received a vision of the doom of the fallen knight one night where he sent Johann on his way at first light to safety. from this day forth he vowed to walk as a knight at heart doing good through out the lands fighting evil where he found it.
In the early years of his rebirth he traveled far and wide, first across the Nyr Dyv sea to put distance between he and his past, around and about the domain of gray hawk, including fighting trolls and other denizens of the mistmarshes. During this time he worked as a conscript soldier at Blackwell keep. During a county festival at a joust he recognized the coat of arms of Duchy of Urnst. Not wanting to cause conflict he left as soon as his contract was up heading south along the Jewel River road through Welkwood to the southern tip of the Lortmils and into the Duchy of Ulek.
Heading Northwest he happened upon a village near Waybutay, Butay-on-the-by, with an ogre problem. With the promise to see what he could do he scouted out the problem finding it to be a war-band of ogres, who were part of a larger unit of giant kin that had gotten lost. He reported back to the elders what he found and mentioned his need for help. They gave him an ancient sword, one used to quell a giant problem in the past, about a century ago, Armour and a shield. The last hero prevailed, but perished of his wounds, leaving this legacy.
Returning back to the war-band, he found the ogres otherwise engaged with an inquisitor named Hrar and his oricle travel companion, Sozin Already engaged with the ogres. Urging his warhorse to battle he draws his sword and charged with a warcry to aid these good folk fighting the forces of evil! . .. .. .. ..
.. .. .. .. ..May be we joined formally after fighting off the ogres in the village near Waybutay, Butay-on-the-by, happened upon Knowledge of <The DM's Deviously Crafted Machinations> Which led us further Northwest across the Lorridges to the city of Veluna? <need more background info!>[/sblock]
Map: http://www.highprogrammer.com/alan/gaming/dnd/greyhawk/map/supermapnew.html
Code:
str 19 +4 5 pts
dex 15 +2 5 pts
con 14 +2 5 pts
int 12 +1 2 pts
wis 11 +0 1 pts
cha 12 +1 2 pts
human ability adjustment: +2 str to 16
level 4 ability adjustment: +1 str to 17
level 8 ability adjustment: +1 dex to 15
belt +2 str,
Human Fighter 10
Alingment: CG
Diety : [grayhawk]
Languages: Common, [local]
Age 28 (23) Height 5'11 " 200 lbs
shoulder length black curly hair
light brown-almost amber- eyes
skin well tanned from much travel
scars:
4 parallel ragged rakes marks across his chest starting from center and a bit
below his chin to his right rib cage
Story: a really good hit (crit) by a ghoul-it was this hit that broke his courage
and made him run
[B]HP:[/B] 77 [10d10+20 [con]+10 [fav class]]
[B]INITIATIVE[/B] +6
[B]AC:[/B] 30
[B]TOUCH:[/B] 21 [B]
FF:[/B] 21
[B]Armor Armor Max SPELL
Bonus Dex ACP Misc FAIL Speed Weight type NOTES[/B]
[U]Field plate[/U] 7 5 +1 +0 35% 20 ft. 25 lb. Medium MITHRAL +2
[U]Shield, hvy stl[/U] 2 — -0 +2 15% — 7.5 lb. MITHRAL +1 + FEATS
Amulet natural armor +2
Mithral: -10% sp fail; +2 to max dex; ACP-3; 1/2 wt
Armour training: +2 to max dex, -2 to ACP
trait: Armour Expert -1 to ACP
Feat: +1 shield bonus from shld focus and gtr
[B]Saves BASE MOD MISC TOTAL[/B]
[B]FORT[/B] 8 3 --- +11
[B]RFLX[/B] 3 2 --- +5
[B]WILL[/B] 3 0 --- +3
[+3 VS FEAR: BRAVERY - not included]
Attacks
Code:
[B]WEAPON ATT DAM CRIT RANGE TYPE NOTES[/B]
[B]LONGSWORD[/B] +20/+15 1d8+10 17-20/X2 --- S +2 giant bane
vs Giant-Kin +22/+17 1d8+2d6+12 [URL="http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/bane"]giant bane[/URL]
[B]LONGBOW,COMP[/B] +13/+8 1d8+3 19-20/X3 110' P Mighty +3,+1 ench
[B]MACE, HVY[/B] +16/+11 1d8+5 19-20/X2 --- B mwk
[B]DAGGER MELEE[/B] +14/+9 1d4+4 17-20/X2 --- P/S
[B]DAGGER, THROWN[/B] +14/+9 1d4+4 17-20/X2 10' P/S norm
[B]WARHAMMER [/B] +16/+11 1d8+5 19-20/X3 --- B mwk
[B]BAB[/B]: +10/+5; [B]CMB[/B] +14; [B]CMD[/B] 26
str +4, dex +2
[FONT=comic sans ms][I][B]Weapon training:[/B][/I][/FONT]
[U]Heavy blades[/U] +2 att/dam
[U]Hammers[/U] +1 att/dam
Weapon Focus, L. Sword; wpn spec., L. Sword; gtr wpn focus, L. Sword
[U]Power Attack[/U] -3 att will give +6 damage [not included in numbers]
[U]Improved critical[/U] - double crit threat range.
Feats, traits and skills
Traits
Born rider
Armor expert
Feats
Human- IMPROVED INITIATIVE
Cl 1-Mounted combat
bonus- Blind Fight
Fl 1- WEAPON FOCUS-L.SWORD
Fl 2- Ride By Attack
Cl 3- POWER ATTACK
Fl 4- WEAPON SPECIALIZATION-L.SWORD
Cl 5- shield focus
Fl 6- Spirited Charge
Cl 7- Vital Strike
Fl 8- Improved critical
Cl 9- greater shield focus
Fl 10 - greater wpn focus
plans:
gtr wpn spec
improved blind fight
class features: Fighter
Bravery +3, Armor training +2, Weapon Training +2
race features: Human
- Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
- Base Speed: Humans have a base speed of 30 feet.
- Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
- Bonus Feat: Humans select one extra feat at 1st level.
- Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Skills [[2(CLASS)+1(int)]*10]+[1(RACE)*10]= 40
Code:
[U][B]Skills Rank CS Ability ACP Misc Total[/B][/U]
[B]Acrobatics 1 - 2 0 -- +3
Appraise 0 0 1 0 -- +1
Bluff 0 - 1 0 -- +1
Climb* 5 4 3 0 -- +12
Craft* ( ) 0 3 1 0 -- +1
Diplomacy 0 - 1 0 -- +1
Disable Device -- -- -- -- -- +-
Disguise 0 - 1 0 -- +1
Escape Artist 0 - 2 0 -- +2
Fly 0 - 2 0 -- +0
Handle Animal* 9 3 1 0 1 +14 +1 trait
Heal 0 - 0 0 +0
Intimidate* 0 3 1 0 -- +1
Knowledge (Arcana) -- -- -- -- -- +-
Knowledge (Dngnrng)* 4 3 1 0 -- +8
Knowledge (Engnrng)* 5 3 1 0 -- +9
Knowledge (Geography) -- -- -- -- -- +-
Knowledge (History) -- -- -- -- -- +-
Knowledge (Local) -- -- -- -- -- +-
Knowledge (Nature) -- -- -- -- -- +-
Knowledge (Nobility) -- -- -- -- -- +-
Knowledge (Planes) -- -- -- -- -- +-
Knowledge (Religion) -- -- -- -- -- +-
Linguistics -- -- -- -- -- +-
Perception 5 0 0 0 -- +5
Perform ( ) 0 - 1 0 -- +1
Profession* ( ) -- -- -- -- -- +-
Ride* 9 3 2 0 1 +15 +1 trait
Sense Motive 0 - 0 0 -- +0
Sleight of Hand -- -- -- -- -- +-
Spellcraft -- -- -- -- -- +-
Stealth 0 0 2 0 -- +2
Survival* 1 3 0 0 -- +6
Swim*[/B] 1 3 4 0 -- +8
[B]Use Magic Device[/B] -- -- -- -- -- +-
*: fighter class skills
Belongings: budget 62,000
Code:
Field plate, Mithral, +2 13,800.00 gp 25.0 lb [Wearing]
Shield, Heavy Steel, +1 2,020.00 gp 7.5 lb Mithral [Wearing]
Longsword +2 18,315.00 gp 4.0 lb Giant bane [Wearing]
Longbow, comp. , +1 2,600.00 gp 3.0 lb mgty +3, [Q 3]
Arrows, norm X 340 17.00 gp 64.0 lb [Q 1 or H 1]
Dagger, norm x4 8.00 gp 4.0 lb [Wearing or H 2]
Mace, Heavy, Mwk 312.00 gp 8.0 lb [Q2]
War hammer, Mwk 312.00 gp 5.0 lb [Q 2]
Amulet of natural armor +2 8,000.00 gp --- lb [Wearing]
Belt of Giant Strength 4,000.00 gp 1.0 lb +2 str [Wearing]
Handy Haversack 2,000.00 gp 5.0 lb [Wearing]
Bag of holding type 1 2,500.00 gp 15.0 lb [Wearing]
oats, horse feed X 25 12.50 gp 250.0 lb [SIZE=1]00000 00000 00000 00000 00000[/SIZE][/s]
Efficient Quiver 1,800.00 gp 5.0 lb [Wearing]
Boots of the cat 1,000.00 gp 1.0 lb [Wearing]
Bedroll 0.10 gp 5.0 lb [H 2]
travel cloak, wearing ---- ---- [Wearing]
cold weather cloak 8.00 gp 7.0 lb [H 2]
rations X 30 15.00 gp 30.0 lb [H 2 & 3]
Rope,silk 200 ft 40.00 gp 20.0 lb [H 2]
*
[B][U]Alchemical items:[/U][/B]
Sunrods X 20 40.00 gp 20.0 lb [H 2]
Alchemist's fire X 5 100.00 gp 5.0 lb [H 2]
Alchemical solvent X 2 40.00 gp 1.0 lb [H 2]
Ambrsia X 2 200.00 gp 2.0 lb [H 2]
Bladeguard X 2 80.00 gp --- lb [H 2]
Soul stimulant X 1 150.00 gp --- lb [H 2]
Padzahr X 2 160.00 gp --- lb [H 2]
mending paste X 4 100.00 gp 2.0 lb [H 2]
Anti-Toxin X 2 100.00 gp --- lb [H 2]
Anti-Plague X 2 100.00 gp --- lb [H 2]
Troll styptic X 4 400.00 gp --- lb [H 2]
Weapon Blanche:
Adamentine X 2 200.00 gp -1 [used] [H 2]
Cold Iron X 2 40.00 gp -1 [used] [H 2]
Ghost Salt X 2 10.00 gp -1 [used] [H 2]
Silver X 2 10.00 gp -1 [used] [H 2]
*
potion of restoration X 2 600.00 gp --- lb [H 2]
*
Mount
Heavy war horse 300.00 gp
barding: chainmail, Mwk 900.00 gp 80.0 lb
Bit/ Bridle 2.00 gp 1.0 lb
military saddle, mwk 320.00 gp 30.0 lb
saddle. bags 4.00 gp 8.0 lb
dandy brush 0.20 gp 2.0 lb
share of healing wand 1,607.14 gp
[U]total 61,182.94 gp 37.0 lb x[/U] Light load: 116 lb or less
50 lbs of journey bread - enough for 100 people/days
COIN:
PP 76
GP 55
SP 19
CP 16
.
Weight not counted:
Handy Haversack
Space 1: 20 lb or 2 cu ft [18 lb filled]
90 arrows [wpn blanch Ada:45] [wpn blanch Ag:45]
90 arrows [wpn blanch cld Fe:45] [wpn blanch Geist NaCl:45]
Space 2: 80 lb or 8 cu ft
100 arrows 10 lb
3 daggers 3 lb
10 days rations 10 lb
cloak 7 lb
Rope 20 lb
Alchemical items and potions 30 lb
Space 3: 20 lb ot 2 cu ft
20 days rations [20 lb]
Efficient Quiver
Space 1: 60 arrow cap.
5 each of Wpn Blanch Adamentine, Silver, Cold Iron, Ghost salt + 40 each normal arrows
Space 2: 18 Javalin cap
Heavy Mace, war hammer
Space 3: 6 bow cap.
Long Bow
Bag of holding type 1 30 cu ft, 250 lbs:
25 days of horse feed
Mount -
barding: chainmail, Mwk 80.0 lb
Bit/ Bridle 1.0 lb
military saddle, mwk 30.0 lb
saddle. bags 8.0 lb holds 25 lb
dandy brush 2.0 lb
bedroll 5 lb
[sblock= Diego the Horse]
lt = 399 med = 401 to 798 heavy = 799 TO 1200
move: 50 / 35 / 35
RUN X 5 / X 4 / X 3
carrieing: 126 lb + rider [232 lb ] =358 lb
HORSE, HEAVY [ADVANCED] COMBAT
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
DEFENSE
AC 21, touch 15, flat-footed 17 (+4 Dex, –1 size, +2 NAT, +6 ARMOR)
hp 26 (2d8+10)
Fort +8, Ref +7, Will +3
OFFENSE
Speed 50 ft.
Melee bite +5 (1d4+5)
Melee, Full Round bite +5 (1d4+5) and 2 hooves +5 (1d6+5)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, RunB
Skills Perception +8
SQ TRICKS
attack x 2 (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
come (DC 15) The animal comes to you, even if it normally would not do so.
defend (DC 20) The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
down (DC 15) The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
guard (DC 20) The animal stays in place and prevents others from approaching.
need to train to do these tricks [time = 1 week]:
Get Help (DC 20): With this trick, a trainer can designate a number of creatures up to the animal's Intelligence score as “help.” When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.
[/sblock]
Last edited: