Psion's Return to the Tomb of Horrors - Characters

Psion

Adventurer
This thread is for PCs from my Return to the Tomb of Horrors PbP. Players, attach stat blocks and character image for your characters here.

[sblock=Directory]
Main Threads:
Important Posts:
[/sblock]

[sblock=Active PC Directory]
"Peja" - Dwarf Cleric 14
"Ari" - Spellscale Sorcerer 9/Fatespinner 5
Garrel - Goliath Rog1/Clr4/Shadow Bane Stalker 6/Divine Oracle 2
Doorgath - Dwarf Druid 14
Kullrund - Half-Orc Barbarian 14
Devraya - Illumian Rog5/Div5/Loredelver 4
[/sblock]

Here is a comprehensive template you can use to post your character. Abbreviated forms are acceptable within reason:

Code:
[B]Name:[/B] XXXX
[B]Class:[/B] [i]Class Lvl (/Class Lvl...)[/i]
[B]Race:[/B] XXXX
[B]Size:[/B] XXXX
[B]Gender:[/B] XXXX
[B]Alignment:[/B] XXXX
[B]Deity:[/B] XXXX

[B]Str:[/B] XX +X      [B]Char Level:[/B] X   [B]XP:[/B] XXXX
[B]Dex:[/B] XX +X      [B]BAB:[/B] +X         [B]HP:[/B] XXX (XdX+XX)
[B]Con:[/B] XX +X      [B]Grapple:[/B] +X     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] XX +X      [B]Speed:[/B] XX'      [B]Spell Res:[/B] XX
[B]Wis:[/B] XX +X      [B]Init:[/B] +X        [B]Spell Save:[/B] +X
[B]Cha:[/B] XX +X      [B]ACP:[/B] -X         [B]Spell Fail:[/B] XX%
[sblock=Ability generation]
State whether heroic array or invisible castle was used, and where points were put from advancement. If invisible castle was used, link the roll.
[/sblock]
Code:
                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +X    +X    +X    +X    +X    +X    XX
[B]Touch:[/B] XX              [B]Flatfooted:[/B] XX

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      X    +X          +X
[B]Ref:[/B]                       X    +X          +X
[B]Will:[/B]                      X    +X          +X

[B]Weapon                  Attack   Damage     Critical[/B]
XXXX                      +X     XdXX+X     XX-XXxX
XXXX                      +X     XdXX+X     XX-XXxX
XXXX                      +X     XdXX+X     XX-XXxX
XXXX                      +X     XdXX+X     XX-XXxX
[sblock=Languages]
XXXX
XXXX
[/sblock]

[sblock=Abilities]
XXXX
XXXX
[/sblock]

[sblock=Feats]
XXXX
XXXX
[/sblock]

[sblock=Spells]
Class: XXX
Caster Level:

[sblock=Level 0]
XXXX
[/sblock]

[sblock=Level 1]
XXXX
[/sblock]
[/sblock]

[sblock=Psionics]
Class: XXX
Caster Level:

[sblock=Level 1]
XXXX
[/sblock]

[sblock=Level 2]
XXXX
[/sblock]
[/sblock]


Skill Points: XX Max Ranks: X/X
[sblock=Skills]
Code:
[B]Skills                   Ranks  Mod  Misc  Total[/B]
XXXX                       X    +X          +X
XXXX                       X    +X          +X
XXXX                       X    +X          +X
XXXX                       X    +X          +X
[/sblock]

[sblock=Equipment]
Code:
[B]Equipment:               Cost  Weight[/B]
XXXX                     XXcp   XXlb
XXXX                     XXsp   XXlb
XXXX                     XXgp   XXlb
XXXX                     XXgp   XXlb
[B]Total Weight:[/B]XXlb      [B]Money:[/B] XXgp XXsp XXcp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               XXX   XXX   XXX   XXX   XXX
[/sblock]

Age: XX
Height: X'XX"
Weight: XXXlb
Eyes: XXXX
Hair: XXXX
Skin: XXXX

[sblock=Appearance]
XXXX
[/sblock]

[sblock=Background]
XXXX
[/sblock]

[sblock=Personality]
XXXX
[/sblock]
 
Last edited:

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Peja
[imager]http://ewancient.lysator.liu.se/art/a/l/allenp/grom_portrait_exp.jpg.index.jpeg[/imager]
Code:
[B]Name:[/B] Pelargir "Peja" Breakstone
[B]Class:[/B] Cleric 14
[B]Race:[/B] Dwarf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] NG
[B]Deity:[/B] Delundar
[B]Domains:[/B] Trade, Travel

[B]Str:[/B] 13 +1      [B]Char Level:[/B] 14  [B]XP:[/B] 102000
[B]Dex:[/B] 11 +0      [B]BAB:[/B] +10/+5     [B]HP:[/B] [COLOR=SandyBrown]98[/COLOR]/102 (11+13d8+39)
[B]Con:[/B] 16 +3      [B]Grapple:[/B] +10    [B]Dmg Red:[/B] NA
[B]Int:[/B] 12 +1      [B]Speed:[/B] 20'      [B]Spell Res:[/B] NA
[B]Wis:[/B] 24 +7      [B]Init:[/B] +0        [B]Spell Save:[/B] +2 racial
[B]Cha:[/B] 14 +2      [B]ACP:[/B] -6         [B]Spell Fail:[/B] NA
[sblock=Ability generation]
Heroic array used. Racial +2 Con/-2 Cha. +1 to Wisdom at 4th level. +1 to Charisma at 8th level. +1 to Wisdom at 12th level. +6 to Wisdom from Periapt.
[/sblock]
Code:
                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +9    +0    +0    +0    +0    +1    20
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 20

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      9    +3   +2     +14
[B]Ref:[/B]                       4    +0   +2     +6
[B]Will:[/B]                      9    +7   +2     +18

[B]Weapon                  Attack   Damage     Critical[/B]
+1 Qtrstaff Undead Bane[COLOR=SandyBrown]*[/COLOR]  +12/+7    1d6+3     x2
Dwarven Urgrosh         +7/+2     1d8+2     x3
Club                    +11/+6    1d6+2     x2
Club (ranged)           +10       1d6+2     x2    10ft
[COLOR=SandyBrown]*Sunder w/quarterstaff +20 [base +10, +4 feat, +4 TH wpn, +1 str, +1 magic][/COLOR]
[sblock=Languages]
Dwarvish
Common
Undercommon
[/sblock]

[sblock=Abilities]
Aura of Good
Turn Undead
Spontaneous cure spells
Trade Domain: detect thoughts 1/day for two minutes as a free action, spell-like ability
Travel Domain: freedom of movement 14 rds/day, supernatural ability. Add survival as cleric class skill.
[/sblock]

[sblock=Feats]
1:Combat Casting
3:Extra Turning
6:Negotiator
9:power Attack
12:Improved Sunder
[/sblock]

[sblock=Spells]
Class: Cleric
Caster Level: 14

[sblock=Level 0]
Create water
Detect magic
Detect magic
Light
Purify food and drink
Resistance
[/sblock]

[sblock=Level 1]
Bless
Comprehend languages
Divine favor
Endure elements
Hide from undead
Protection from evil x 2
Travel Domain: Longstrider
[/sblock]

[sblock=Level 2]
Bull's strength x 2
Delay poison
Make whole
Restoration, lesser x 2
Shatter
Trade Domain: Gembomb
[/sblock]

[sblock=Level 3]
Create food and water
Dispel magic
Magic circle against evil
Magic circle against evil
Stone shape
Water breathing
Travel Domain: Fly
[/sblock]

[sblock=Level 4]
Death ward
Divination
Neutralize poison
Restoration
Tongues
Trade Domain: Sending
[/sblock]

[sblock=Level 5]
Break enchantment
Flame strike
Spell resistance
True Seeing
Travel Domain: Teleport
[/sblock]

[sblock=Level 6]
Banishment
Dispel magic, greater
Heal
Wind walk
Travel Domain: Find the path
[/sblock]

[sblock=Level 7]
Restoration, greater
Resurrection
Scrying, greater
Travel Domain: Teleport, greater
[/sblock]
[/sblock]


Skill Points: 51 Max Ranks: 17/8
[sblock=Skills]
Code:
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Concentration             7    +3          +10/+14 w/combat casting feat
Diplomacy                 7    +2          +11[COLOR=SandyBrown]*[/COLOR]
Heal                      1    +7          +8
Know (arcana)             1    +1          +2
Know (history)            8    +1          +9
Know (religion)          14    +1          +15
Prof (blacksmith)         1    +7          +8
Sense motive [cc]         3    +7          +10[COLOR=SandyBrown]*[/COLOR]
Spellcraft                9    +1          +10
[COLOR=SandyBrown]*Negotiator feat[/COLOR]
[/sblock]

[sblock=Equipment]
Code:
[B]Equipment:                        Cost          Weight[/B]
Ring of Sustenance                2500gp        --
Ring of Protection +1             2000gp        --
+1 Full Plate                     2650gp        50lb
+1 Quarterstaff of Undead Bane    8300gp        4lb
Periapt of Wisdom +6              36000gp       --
Strand of Prayer Beads            25800gp       --
Wand of [i]cure critical wounds[/i][COLOR=SandyBrown]*[/COLOR]     21000gp       --
Wand of [i]death ward[/i][COLOR=SandyBrown]* [/COLOR]                21000gp       --
Phylactery of Undead Turning      11000gp       --
Cloak of Resistance +2            4000gp        1lb
Elemental Gem (earth)             2250gp        --
Club                              --            3lb
Dwarven Urgrosh                   50gp          12lb
Heward's Handy Haversack          2000gp        5lb
2 x 5000 gp diamond               10000         --
Waterskin                         1gp           4lb
Whetstone                         2cp           1lb
Bedroll                           1sp           5lb
Rope, silk 100ft                  20gp          10lb
Holy symbol, wooden               1gp           --
Traveler's outfit                 1gp           5lb
Pouch, belt                       1gp           0.5lb
Scrollcase                        1gp           0.5lb
Holy water                        50gp          2lb
Tindertwig x 3                    3gp           3lb
Torch                             1cp           1lb
Barge
[COLOR=SandyBrown]*[/COLOR]50 charges

[B]Total Weight:[/B]80lb      [B]Money:[/B] 60 gp 8sp 7cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                50    100   150  300   750
[/sblock]

Age: 120
Height: 4'4"
Weight: 150lb
Eyes: Grey
Hair: Salt and pepper
Skin: Leathery

[sblock=Appearance]
Peja is a dwarf. Though a priest of Delundar, Peja views himself more as a merchant on behalf of his people and dresses accordingly in simple travelling garb. To the chagrin of his temple elders, Peja at all times eschews the priestly vestments of his order. Peja does own and has been known to wear, though only during times of desperation, a magical suit of full plate armor, one nice quarterstaff, a plain no-nonsense club and an nondescript dwarven urgrosh that he doesn't know how to properly wield but nonetheless carries because he believes it makes him appear more "dwarvenly."

Peja is getting up there in years, even for a dwarf. Years of drink coupled with the hardships of life outside the clan on the road have left Peja with salt-and-pepper hair and sun-leathered skin.[/sblock]

[sblock=Background]
Peja worked as a blacksmith's apprentice in the Underhalls of his clan's mountain. After breaking the journeyman's bellows, iron anvil, forge implements, and a valuable piece of black marble shot through with gold within a year of working as an apprentice, however, Peja was summarily let go from his position. Disgraced, Peja's clan farmed the dwarfling off on the Underhall's temple of Delundar, where it was hoped that if Peja could not work the lode then at least he might find a passable career (albeit with significantly less prestige) as a priest. Always one to stumble and trip, after breaking a censer during worship, Peja was sent abroad by the temple to conduct clan and temple business in and around Bluffside. Having miraculously survived numerous brushes with death over the years and being no stranger to the better taverns in Bluffside, Peja has met with a small amount of local fame. So much so that his dwarvenly wisdom might soon be eclipsed by his burgeoning charisma, particularly if tankards of ale are involved. Like many dwarves, Peja loves geld. He covets it, finds its presence in mass quantities soothing and irresistable, and seeks to bring home more of it for his clan. The only love that Peja maintains beyond his clan and his gold is ale. Though well-intentioned, Peja has always been something of a ne'er do well and frequently manages to screw up at precisely the wrong moment. This uncanny ability to mess up puts him at odd with the perfectionist nature of his priestly order and his superiors.
[/sblock]

[sblock=Personality]
Despite being ill tolerated by his family and members of his priestly order because of his halting, stumbling nature and ineptitude with the anvil and bellows, Peja is a sedate, calm sort, and content with his ill grace. Long years of traveling and dealing with human and demi-human merchants on behalf of his clan have been, along with what must surely be several thousand tipped tankards of ale, a social unctuant for Peja. Peja is comfortable around humans. Good-natured in a mild sort of way, Peja's warm brown eyes belie acceptance of the unusual. Peja does have a weakness for gold, which he associates with security, comfort, and stability. Besides his love of coin, Peja has but two other loves, his clan and his drink. [/sblock]
 
Last edited:

Nightbreeze

First Post
Work in progress



Code:
[B]Name:[/B] Eldwar Laissing
[B]Class:[/B] [i]Cleric 3/Wizard 3/Mystic Theurge 8[/i]
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Jasamai

[B]Str:[/B] 12 +1      [B]Char Level:[/B] 14   [B]XP:[/B] XXXX
[B]Dex:[/B] 11 +0      [B]BAB:[/B] +7         [B]HP:[/B] 87 (3d8+11d4+42)
[B]Con:[/B] 16 +3      [B]Grapple:[/B] +8     [B]Dmg Red:[/B] 
[B]Int:[/B] 24 +7      [B]Speed:[/B] 30'      [B]Spell Res:[/B] 
[B]Wis:[/B] 19 +4      [B]Init:[/B] +0        [B]Spell Save:[/B]
[B]Cha:[/B] 12 +1      [B]ACP:[/B] -0         [B]Spell Fail:[/B]
[sblock=Ability generation]
http://invisiblecastle.com/find.py?a=show&id=789133
3 points to intelligence

[/sblock]
Code:
                        [B]Total[/B]
[B]Armor:[/B]              10
[B]Touch:[/B] 10              [B]Flatfooted:[/B] 10

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                     6     +3     +5     +[B]14[/B]
[B]Ref:[/B]                      4     +0      +5    +[B]9[/B]
[B]Will:[/B]                     12     +4     +5     +[B]21[/B]

[B]Weapon                  Attack   Damage     Critical[/B]
none
[sblock=Languages]
Human
Draconic
Infernal
Celestial
[/sblock]

[sblock=Abilities]
Turn Undead 4/day, cleric level 3
Domains: Knowledge, Summoner
All Knowledge skills are class skills for the cleric levels
Summoning Spells at Caster Level +2
Divination Spells at Caster Level +1
Evocation Spells at DC +1
[/sblock]

[sblock=Feats]
1)Scribe Scroll
1)Collegiate Wizard
1)Spell Focus (conjuration)
3)Augment Summoning
6)Augment Elemental [sblock]AUGMENT ELEMENTAL
Your knowledge of planar magic allows you to imbue your
summoned elementals with extraordinary combat prowess
and durability.
Prerequisite: Knowledge (the planes) 2 ranks.
Benefi t: Each elemental you conjure with a summon spell
gains a +2 enhancement bonus on attack rolls and damage
rolls, and temporary hit points equal to twice its Hit Dice.[/sblock]
9)Extend Spell
12)Summon elemental (reserve) [sblock]SUMMON ELEMENTAL [RESERVE]
You can channel the summoning power you hold to briefly
bring forth an elemental servant.
Prerequisite: Ability to cast 4th-level spells.
Benefit: As long as you have a summoning spell of 4th
level or higher available to cast, you can summon a Small
elemental (air, earth, fire, or water; your choice) within a range
of 30 feet. The elemental acts as if summoned by a summon
monster spell (PH 285). The duration of the summoning is
equal to 1 round per level of the highest-level conjuration
(summoning) spell you have available to cast.
You can have only one summoned elemental from this
feat at a time; if you use the ability a second time, the first
elemental disappears. Also, you must remain close to the
elemental you summon. If at the end of your turn you are
more than 30 feet from the elemental, it disappears.
If you have a conjuration (summoning) spell of 6th level or
higher available to cast, you can summon a Medium elemental
instead. If you have a conjuration (summoning) spell of 8th
| level or higher available to cast, you can summon a Large
elemental instead.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting conjuration (summoning)
I spells.[/sblock]

[/sblock]

[sblock=Arcane Spells]
Class: Wizard
Caster Level: 13
DC: 17+Spell level [+1 for conjuration spells]
[sblock=Level 0]
+Prestidigitation
+Light
+Magic Hand
+Prestidigitation
[/sblock]

[sblock=Level 1]
+True Strike
+Endure elements
+Ray of Clumsiness
+Ray of Clumsiness
+Shield
+Expeditious Retreat
[/sblock]

[sblock=Level 2]
+Mage Armor [Extended]
+Protection from Arrows
+Darkvision
+Rope Trick
+Blur
+Earthlock
[/sblock]

[sblock=Level 3]
+False Life [Extended]
+Haste
+Displacement
+Blink
+Analyze Portal
+Amorphous Form
[/sblock]

[sblock=Level 4]
+Dimension Door
+Floating Disk, Greater
+Solid Fog
+Stoneskin
[/sblock]

[sblock=Level 5]
+Moonbow
+Moonbow
+Greater Blink
[/sblock]

[sblock=Level 6]
+Summon Monster VI
+Summon Monster VI
[/sblock]
[/sblock]

[sblock=Divine Spells]
Class: Cleric
Caster Level: 11
DC: 14+Spell Level [+1 for conjuration spells]

[sblock=Level 0]
+Light
+Create Water
+Read Magic
+Detect Wounds
[/sblock]


[sblock=Level 1]
+Divine Favor
+Entropic Shield
+Hide from Undeads
+Protection from Evil
+Shield of Faith
+Bless

+Summon Monster I
[/sblock]

[sblock=Level 2]
+Resist Energy
+Resist Energy
+Lesser Restoration
+Align Weapon
+Remove Paralysis

+Detect Thoughts
[/sblock]

[sblock=Level 3]
+Invisibility Purge
+Remove Curse
+Remove Disease
+Protection from Energy
+Protection from Energy

+Clairaudience/Clairvoyance
[/sblock]

[sblock=Level 4]
+Divine Power
+Death Ward
+Neutralize Poison
+Freedom of Movement

+Lesser Planar Ally
[/sblock]

[sblock=Level 5]
+Righteous Might
+Break Enchantment

+Summon Monster V
[/sblock]

[sblock=Level 6]
+Summon Monster VI

+Find the Path
[/sblock]
[/sblock]

[sblock=Wizard Spellbook]
[sblock=level 1]
+Feather Fall
+Mage Armor
+Ray of Clumsiness (SC)
+Endure Elements
+Shield
+True Strike
+Expeditious Retreat
+Charm Person
+Magic Missile
+Color Spray
[/sblock]

[sblock=level 2]
+Rope Trick
+Knock
+Darkvision
+Blur
+Protection from arrows
+Invisibility
+Earth Lock (SC)
+False Life
[/sblock]

[sblock=level 3]
+Phantom Steed
+Tongues
+Blink
+Haste
+Shrink Item
+Amorphous Form (SC)
+Analyze Portal (SC)
+Displacement
[/sblock]

[sblock=level 4]
+Dimension Door
+Summon Monster IV
+Fire Shield
+Floating Disk, Greater (SC)
+Stoneskin
+Solid Fog
+Enervation
+Secure Shelter
[/sblock]

[sblock=level 5]
+Teleport
+Summon Monster V
+Wall of Force
+Moonbow (SC)
+Anticold Sphere (SC)
+Ball Lightning (SC)
+Blink, Greater (SC)
+Call Zelekhut (SC)
[/sblock]

[sblock=level 6]
+Summon Monster VI
+Analyze Dweomer
+Ooze Puppet
+Stone to Flesh
[/sblock]
[/sblock]
Skill Points: 116 Max Ranks: 17/8
[sblock=Skills]
Code:
[B]Skills                                   Ranks  Mod  Misc  Total[/B]
Knowledge(arcana)                    17    +7          +24
Knowledge(religions)                  17    +7          +24
Concentration                           17    +3          +20
Spellcraft                                 17    +7          +24
Knowledge(planes)                    17    +7          +24
Knowledge(dungeoneering)          17    +7          +24
Knowledge(nature)                     14   +7           +21
[/sblock]

[sblock=Equipment]
Code:
[B]Equipment:                           Cost  Weight[/B]           149k
Amulet of health +2                    4000gp   
Headband of Intellect +4            16000gp   
Periapt of Wisdom +4                 16000gp   
Cloak of resistance +5               25000gp   
Metamagic Rod, Maximize           54000gp
Metamagic Rod, Maximize lesser   14000gp
Ring of Sustenance                     2500gp
Ring of Invisibility                      20000gp
Scarab, Golembane                     2500gp


[B]Total Weight:[/B] very low...lb      [B]Money:[/B] 100pp 0gp 0sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               43   86   130   260   520
[/sblock]

Age: 32
Height: 5'9"
Weight: 136lb
Eyes: Grey
Hair: Blond

[sblock=Appearance]
Eldwar Laissing is a mid-aged strong man, with blond hair and piercing grey eyes. He wears long white robes with blue decorations. His belongings float on a thin disk near him and at some distance from him there's a whiling cloud of air, as big as it's master. The air elemental follows him obbediently.
[/sblock]

[sblock=Background]

Eldwar was born 32 years ago near a small temple of Jasamai. He has never met his parents: the only father he knows is an old-aged wizard, named Firerres. Fireress was a wizard, but he also acted as a cleric, using magic in order to help those who needed aid. Eldwar was raised as an arcane spellcaster. Meanwhile, Firerres went in disagreement with the central church about the way he spreaded magic: while he never spread the magic of foul magic, he never denied knowledge and informations about spells to the young spellcasters coming to him. The church thought that the spread of magic shall be controlled and so the disagreement went on.

One day the old wizard died and young Eldwar had to go to the central temple. He didn't really want to, but this was the last wish of his master.

There, he was trained as a divine spellcaster and an armed servant of the church. He carried on with this duty, but as his former teacher, he didn't really agree with his superiors. One day, he managed to rule both the arcane and divine magic at the same time, while on a pilgrimage to shine of the Cloud city. Therefore , he became a taskmage on the behalf of his church, accepting only those missions he liked. He acts as a support spellcaster and summoner of powerfull elementals, and often takes long "holydays" of adventuring.

Two weeks ago, he joined a party of adventurers and they are going to explore an ancient tombs.

[/sblock]

[sblock=Personality]
Eldwar is a man of calm manner and speach. He often smiles, but he seems to be always ready to act. He always defends the weak and justice, bu he is not a foolish paladin to sacrifice his life when it's useless. His desire is to go on with his research into the nature of magic and how it should be used.
[/sblock]
 
Last edited:



Kafkonia

First Post
In progress. And the scary thing is, I think I can write her name out from memory now!

Code:
[b]Name:[/b] Ariornvuraurix Turalisj Thurkear
[b]Class:[/b] Sorcerer 9/Fatespinner 5
[b]Race:[/b] Spellscale
[b]Size:[/b] Medium
[b]Gender:[/b] Female
[b]Alignment:[/b] NG
[b]Deity:[/b] 

[b]Str:[/b] 12 (+1)      [b]Char Level:[/b] 14   [b]XP:[/b] 102 000
[b]Dex:[/b] 14 (+2)      [b]BAB:[/b] +6/+1       [b]HP:[/b] 68 (14d4+28)
[b]Con:[/b] 14 (+2)      [b]Grapple:[/b] +X      [b]Dmg Red:[/b] 0
[b]Int:[/b] 13 (+1)      [b]Speed:[/b] 30'       [b]Spell Res:[/b] 00
[b]Wis:[/b] 11 (+0)      [b]Init:[/b] +2         [b]Spell Save:[/b] 18+level
[b]Cha:[/b] 26 (+8)      [b]ACP[/b]: 0           [b]Spell Fail:[/b] 0%

[sblock=Ability Generation]

Array as follows: STR 12, DEX 14, CON 16, INT 13, WIS 11, CHA 15. -2 CON, +2 CHA from Spellscale; all three bonus points placed in CHA. +6 from Cloak of Charisma

HP generated via: http://invisiblecastle.com/find.py?id=789473
[/sblock]

Code:
                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +6    +0    +2    +0    +2    +0    20
Touch: 12              Flatfooted: 18

                         Base   Mod  Misc  Total
Fort:                      4    +4           8
Ref:                       4    +4           8
Will:                     10    +10         20

Weapon                  Attack   Damage     Critical
Spellflinging Spear[1]    +8     1d6+2      20x2
Spellflinging Spear[2]    +8     1d8+2      20x3
Spellflinging Spear[3]    +8     1d8+2      20x3

[1]Shortspear form -- one-handed, 20' range increment
[2]Spear form -- two-handed, 20' range increment
[3]Longspear form -- two-handed, not throwable, 10' reach

The Spellflinging Spear is a [i]+1 returning spell-storing spear[/i] that can change size when Ari speaks the appropriate trigger word. The spell currently contains a casting of [i]chain missile[/i].

[SBLOCK=Languages]
Common, Draconic, Dwarven
[/sblock]

[SBLOCK=Abilities]
Low-Light Vision
Quickening of the Blood -- By spending an hour meditating on the aspect of a draconic divinity, Ari gains bonus abilities for a 24 hour period. This meditation need not be solitary, nor sedentary, but must be appropriate to the divinity in question.
Spin Fate -- As a free action, Ari can use stored "spin" to boost the save DC of a spell she casts on a point-for-point basis. She has five points of spin per day, regained in the morning as she regains her spells.
Fickle Finger of Fate -- Once per day as an immediate action, Ari can force any other creature to reroll a roll it has just made, so long as she has line of sight to the creature. The creature must abide by the result of the reroll.
Spin Destiny -- As a free action, Ari can use stored "spin" to improve a skill check, attack roll, or saving throw on a point-for-point basis. This draws on the same reserve as her Spin Fate ability.
Deny Fate -- Once per day, on the first occasion that she must check to stabilize when dying, Ari automatically succeeds. Any further checks in the same 24-hour period are made as normal.
Resist Fate -- Once per day, Ari can reroll one roll that she has just made. She must abide by the results of this reroll.
Seal Fate -- Once per day as a free action, Ari can select a target creature she can see within 30 feet of her, with HD equal to or less than hers -- and provide that creature with either a -10 or +10 modifier to its next saving throw. If she attempts to use this on a creature with more HD than her, the ability doesn't work but the use for the day is not wasted. This effect lasts for only one round.
[/SBLOCK]

[SBLOCK=Feats]
Draconic Heritage: Gold (B) -- Heal is a class skill; receives a bonus to saves vs. sleep, paralysis, and Fire spells equal to her number of Draconic Feats (2, at present.)
Draconic Resistance -- Resistance to Fire 6 (3 times her number of Draconic Feats.)
Force of Personality -- Use CHA bonus instead of WIS bonus for Will Saves
Lightning Reflexes -- +2 to Reflex saves
Great Fortitude -- +2 to Fortitude saves
Iron Will -- +2 to Will Saves

Draconic Heritage is a bonus feat from the Dragonblooded Sorcerer substitution level.
[/SBLOCK]

[SBLOCK=Spells]
Class: Sorcerer
Caster Level: 13
Spells Per Day: 6/8/8/8/8/7/5
Spells Known: 9/5/5/4/4/3/2

[SBLOCK=0 Level]
1. Light
2. Mage Hand
3. Prestidigitation
4. Detect Magic
5. Detect Poison
6. Stick (Spell Compendium)
7. Sonic Snap (Spell Compendium)
8. Electric Jolt (Spell Compendium)
9. Read Magic
[/SBLOCK]

[SBLOCK=1 Level]
1. Cheat (Spell Compendium)
2. Deep Breath (Spell Compendium)
3. Detect Secret Doors
4. Unseen Servant
5. Magic Missile
[/SBLOCK]

[SBLOCK=2 Level]
1. Unfettered Grasp (Races of the Dragon)
2. Knock
3. Blast of Force (Spell Compendium)
4. Darkway (Spell Compendium)
5. Force Ladder (Spell Compendium)
[/SBLOCK]

[SBLOCK=3 Level]
1. Unluck (Spell Compendium)
2. Chain Missile (Spell Compendium)
3. Manyjaws (Spell Compendium)
4. Protection from Energy
[/SBLOCK]

[SBLOCK=4 Level]
1. Ruin Delver's Fortune (Spell Compendium)
2. Greater Invisibility
3. Orb of Force (Spell Compendium)
4. Remove Curse
[/SBLOCK]

[SBLOCK=5 Level]
1. Wall of Force
2. Phantasmal Thief (Spell Compendium)
3. Ball Lightning (Spell Compendium)
[/SBLOCK]

[SBLOCK=6 Level]
1. Resistance, Superior (Spell Compendium)
2. Chain Lightning
[/SBLOCK]

[/SBLOCK]

Skill Points: 51 Max Ranks: 17/8

[SBLOCK=Skills]
Code:
[b]Concentration[/b]         19 (17 ranks, 2 CON)
[b]Heal[/b]                   8 (7 ranks, 1 INT)
[b]Knowledge (Arcana)[/b]    18 (17 ranks, 1 INT)
[b]Profession (Gambler)[/b]   6 (5 ranks, 1 INT)
[b]Spellcraft[/b]             8 (5 ranks, 1 INT, 2 synergy)
[/SBLOCK]

[SBLOCK=Equipment]
Spellflinging Spear (+1 returning spellstoring spear) (from Races of the Dragon) 3 lbs, 21 300 GP.

Ring of Instant Escape (from Complete Mage) 18 000 GP

Cloak of Charisma +6 36 000 GP

Ring of Feather Falling 2200 GP

Bracers of Armor +6 36 000 GP

Amulet of Natural Armor +2 8000 GP

Scroll of Leomund's Tiny Hut 375 GP

Staff of Fire 17 750 GP

Robe of Useful Items 7000 GP

Rope of Climbing 3000 GP

1 Potion of Cure Light Wounds 50 GP

1 Potion of Cure Moderate Wounds 300 GP

Spell Component Pouch 5 GP

Standard Adventurer's Kit 15 GP

5 GP left

[/SBLOCK]

Age: 20
Height: 5'7"
Weight: 140 lbs
Eyes: Yellow
Hair: Black/deep purple
Skin: Light green

[SBLOCK=Appearance]
Ari is a slender Spellscale who moves with grace and confidence.[/SBLOCK]

[SBLOCK=Background]
[/SBLOCK]

[SBLOCK=Personality]
Ari is a friendly young lady, with most people taking an instant like to her. That being said, she does have a mischievous side, and isn't above taking advantage of someone if she thinks they deserve it -- cheating those who cheat, misleading would-be manipulators, and the like. [/SBLOCK]
 
Last edited:

Fenris2

First Post
Garrel Kalumar - Goliath Rogue 1/Cleric 4/Shadow Bane Stalker(Comp Adv) 6, Divine Oracle 2(Com Div)

Work in Progress

Code:
Name: Rogue 1/Cleric 4/Shadow Bane Stalker 6(Com Adv)/Divine Oracle 2(Com Div)
Race: Goliath
Size: Medium
Gender: Male
Alignment: Lawful Good
Deity: Enaul, God of the Future (LN)
Domains: Planning, Oracle, Future

Str: 24 +7      Char Level: 14   XP: 100000
Dex: 14 +2      BAB: +10/5       HP: 112 (1d6+4d8+6d8+2d8+52)
Con: 18 +4      Adj BAB: +14/9/4 Temp HP: 129 (+17 Divine Power)
Int: 14 +2      Grapple:         Dmg Red: 3/-
Wis: 22 +6      Speed: 20'       Spell Res: NA
Cha: 12 +1      Init: +2         Spell Save: NA
ACP: ?          Spell Fail: NA

[sblock="languages"]
Common
Dwarvish
Giant
Goliath
[/sblock]

[sblock="ability gen"]
Heroic array assigned as follows: STR 13, DEX 12, CON 16, INT 14, WIS 15, CHA 11
Golaith: +4 STR, -2 DEX, +2 CON
Leveling: +1 WIS, +1 CHA, +1 STR
Persistant Divine Power: +6 STR (enhance), BAB = 14, +13+? temp HP
Items: Gloves of Dextarity +4, Periapt of Wisdom +6
[/sblock]

Code:
                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +12    +5    +2   +0    +0    +0    29
Touch: 12           Flatfooted: 27
* When hasted: +1/+1/+0
* When righteous mighted: +1/-1/+1 
* +1 dodge AC versus traps
* 50% chance to miss him when blinking

                         Base   Mod  Misc  Total
Fort:                      6     +4   +3     +13
Ref:                       8     +2   +5     +15    Has Evasion (Divine Oracle version)
Will:                      12    +6   +3     +19
* +1 Ref versus traps
* 50% less damage from area spells when blinking

Weapon            Attack     Damage   Type  Critical   Notes
Morning Star, L   25/20/15   2d6+11   P/B   20x2       Adamantine, spell GMW +4 magic
" " w/R Might     26/21/16   3d6+13                    "" + 10' Reach  

Comp Long Bow, L  20/15/10   2d6+10   P     20x3       +1 AB < 30', spell GMW +4 magic
" " w/R Might     19/14/9    

Blinking adds: 20% chance to Miss, +2 AB, No dex for target, +4d6 sneak damage (<= 30')
Haste adds: +1 AB, +1 attack at highest AB
Sneak Attack: adds +2 to hit, +4d6 damage when flanking (<= 30')

[sblock="abilites"]
Ongoing Spells

Magic Vestments - CL17, rod + prayer beads, alternte days on shield and armor, +4 enhance each
Greater Magic Weapon CL17 - prayer beads, morning star, Bow, +4 enhance each
Divine Power CL17 - prayer beads, Divine MM + Persistant Spell, +6 str, 14 BAB, +17 temp HP
Hero's Feast CL13 - 12 hours for party, served at breakfast)
Iron Silence CL17 - CL 17

See Invisble CL17, prayer beads - made permanent via permenancy scroll - gotta luv UMD + Divine Insight!
Resistance, Greater CL17, prayer beads - made permanent via permenancy scroll - gotta luv UMD + Divine Insight!

Goliath

Powerful Build, treat as large for opposed roles, use large size weapons w/o penalty
Dark Vision 60'
+2 Sense Motive

Rogue

Trap Finding Like an Elf - auto roll to spot
+16 Sneak Attack

Cleric

Turn Undead, 3 + 1 + 4 (extra turning) 1/8 attempts at 4th level, 7 used divine MM

Shadowbane Stalker

Detect Evil - At Will
Scared Stealth - 1+Spell Level sacrificed minutes at +4 Hide/Move Silently, swift action
Detect Subtefuge - +4 Sense Motive, Search
Sacred Defense - +4 sacred bonus to AC for Spell Level sacrificed rounds, swift action
+2d6 sneak attack

Divine Oracle

Extra Domain - Oracle - +2 CL for divinations
Scry Bonus - +1 DC to scry
Prescient Sense - Orcale's evasion ability, usable in all armor
Trap Sense +1 for +1 to AC and reflex saves versus traps

Domains

+2 Divination CL (15th)
Extra Turning
+4 to Ref Save or AC, must be used before roll made, immediate action
[/sblock]

[sblock="feats"]
free: extend spell - from Planning Domain (comp warrior)
1 Persistant Spell
3 Divine Metamagic -Persistant Spell
6 Practiced Spell Caster
9 Crap (craft) Wondrous Item
12 Extra Turning
[/sblock]

[sblock="spells"]
1st: DC 17 save
>Identify(SRD)
_Divine Favor(SRD) +3 AB/+3 Dmg
_Grave Strike(Spell Cmp 105) quick action, sneak attack undead
_Grave Strike(Spell Cmp 105) quick action, sneak attack undead
_Hide from Undead(SRD) 10 min/level, 1 target level, auto vs stupid undead, int undead get will save
_Protection from Evil(SRD)
_Vigor, Lesser(Spell Cmp 229) 15 rnds/fast healing 1
_Vigor, Lesser(Spell Cmp 229) 15 rnds/fast healing 1

2nd: DC 18 Save
>Augury(SRD)
_Divine Insight(Spell Cmp )
_Hide From Undead - ext (SRD) 10 min/level, 1 target level, auto vs stupid undead, int undead get will save
_Iron Silence(Spell Cmp 229)*
_Mark of Judgement(PHBII 119)
_Silence 15' Radius(SRD)
_Restoration, Lesser(SRD)

3rd: DC 19 Save
>Divination(SRD)
_Dispel Magic(SRD)
_Magic Circle Against Evil(SRD)
_Magic Vestments(SRD)* +3/ +4 with strand of prayer beads
_Mass Vigor, Lesser(Spell Cmp 229) 6 targets, 23 rnds/fast healing 1
_Mass Vigor, Lesser(Spell Cmp 229) 6 targets, 23 rnds/fast healing 1

Alt: resist energy mass (Comp Spl )

4th: DC 20 Save
>Scrying(SRD)
_Blessing of the Righteous(PHBII 104)
_Divine Power(SRD)* +6 str, +17 hp, 14 BAB
_Dimensional Anchor(SRD)
_Greater Magic Weapon(SRD)* +3/ +4 with strand of prayer beads

5th: DC 21 Save
>Commune(SRD)
_Righteous Might(SRD)
_Disrupting Weapon(SRD)
_Righteous Wraith of the Faithful (Spell Cmp 177)

Alt: Life's Grace

6th: DC 22 Save
>Hero's Feast(SRD)*
_Undeath to Death(SRD)
_Word of Recall(SRD)
[/sblock]

Skill Points: 112 Max Ranks: 16/8

[sblock="skills"]
Code:
Skill         Rank Adjustments  Total Included Modifers
Disable Dev   16  +2 int  +2    20    +2 MW theives tools
Hide          13  +2 Dex  +2    18    +2 rogue vest, no armor penalty due to spell
Move Silently  5  +2 Dex  +2    9     +2 rogue vest, no armor penalty due to spell
Open Lock      6  +2 dex  +2    10    +2 MW thieves tools   
Search        16  +2 int  +4    22    +4 Sacred Subterfuge
Spot          16  +6 wis        22  
Use Magic Dev 10  +1 cha        11    

Concentration  2  +4 Con        6
Craft: Armor   1  +2 Int  +2    5     +2 MW Tools
Know Religon   8  +2 Int        10
Spell Craft    2  +2 Int        4 

Diplomacy      5  +1 Cha  +2    8     +2 synergy     
Gather Info    8  +1 Cha        9     
Sense Motive   5  +6 Wis  +6    16    +4 Sacred Subterfuege, +2 Goliath
[/sblock]

[sblock="equipment"]
1,500gp

Boots of Speed (13k+.4k)
Cloak of Etherealness (55k)
Gloves of Dextarity +4 (16k)
Handy Haversack (2.5k)
Periapt of Wisdom +6 (32k)
Rogue's Vest (14.5k+.2k) (DMG II p270) +2 ref, +2 move sil/hide, +1d6 sneak
Strand of Prayer Beads (9k) Karma +4 Cl 1/day 10 min & Healing Only Choose 1/day (CSW. Rem blind/deaf, Cure dis)
* All this with Crap Wonderous Item, apply 70%

Admantine Full Plate (5k) - Crafted via Craft:Armor + Divine Insight
Admantine Morning Star - Large (1k)
MW Buckler (.3)
MW Comp Long Bow, Mighty +6 - Large (1.2k)

MW Thieves Tools (.15k)
MW Armor Stuff (.15k)
Holy Water Font (.1k)
Gold Holy Symbol (.1k)

Bracers of Archery (5k)
Ring of Blinking (27k)
Rod of Metamagic, Extend, Lesser (3k)
Wand CLW(50) (.75k)
Wand Vigor, Lesser(50) (.75k)

2 scrolls permanency (3.3k) used
1 scroll see invisible (.2k) used
[/sblock]

Age: XX
Height: X'XX"
Weight: XXXlb
Eyes: XXXX
Hair: XXXX
Skin: XXXX

[sblock="appearance"]
[/sblock]

[sblock="background"]
[/sblock]

[sblock="personality"]
[/sblock]
 
Last edited:

Psion

Adventurer
CanadienneBacon... in addition to revisiting what to do with the cash dedicated to the gem of seeing, you may want to only enchant one end of the quarterstaff unless you want to two-weapon fight with it. That would reduce the cost.

Edit... nm... looks like you were already doing that.
 
Last edited:

Nightbreeze

First Post
Work in progress

Waiting for approval


Here is my second character

Code:
[B]Name:[/B] Doorgath Erebrim
[B]Class:[/B] [i]Druid 14[/i]
[B]Race:[/B] Dwarf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Eliwyn

[B]Str:[/B] 12 +1      [B]Char Level:[/B] 14   [B]XP:[/B] 
[B]Dex:[/B] 11 +0      [B]BAB:[/B] +10         [B]HP:[/B] 109 (14d8+42)
[B]Con:[/B] 16 +3      [B]Grapple:[/B] +11     [B]Dmg Red:[/B]
[B]Int:[/B] 15 +2      [B]Speed:[/B] 20'      [B]Spell Res:[/B]
[B]Wis:[/B] 26 +8      [B]Init:[/B] +0        [B]Spell Save:[/B]
[B]Cha:[/B] 10 +0      [B]ACP:[/B] -0         [B]Spell Fail:[/B]
[sblock=Ability generation]
Heroic Array, 3 points to wisdom, middle aged (-1physical stats, +1 mental stats), dwarf -2 cha, +2 con, +2 tome of wisdom
[/sblock]
Code:
                   [B]Base  Armor  Misc  Total[/B]
[B]Armor:[/B]      10      5       5         20
[B]Touch:[/B] 10              [B]Flatfooted:[/B] 20

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      9    +3   +6        +18
[B]Ref:[/B]                       4    +0    +6     +10
[B]Will:[/B]                      9    +7    +6      +22

[B]Weapon                  Attack   Damage     Critical[/B]
[sblock=Languages]
Dwarven
Common
Druidic
Sylvan

Auran
Ignan
Terran
Aquan
[/sblock]

[sblock=Abilities]
Animal companion
Nature sense
Wild empathy
Woodland stride
Trackless step
Resist Nature's lure
Venom immunity

Wild shape 5/day >>> Tiny, Large, Plant
[/sblock]

[sblock=Animal Companion]
Dire bear - Reisha

Share Spells
Link
[/sblock]

[sblock=Feats]
1)Spell Focus: Conjuration
3)Augment Summoning
6)Natural Spell
9)Ashbound [sblock] Views arcane magic as a vile twist of the natural order. summoning spells have doubled duration and summoning creatures get a +3 luck bonus to attacks[/sblock]
12)Augment Elemental [sblock] Summoned Elementals get +2 to hit, +2 to damage, buons hit points equal to thier hit dice.[/sblock]
[/sblock]

[sblock=Spells]
Class: Druid
Caster Level: 14
DC: 18+SpellLevel , 19+SpellLevel for Conjurations

[sblock=Level 0]
+Create Water
+Light
+Detect Magic
+Detect Poison
+Guidance
+Purify Food and Drink
[/sblock]

[sblock=Level 1]
+Enrage Animal [SC]
+Climb Walls [SC]
+Remove Scent [SC]
+Charm Animal
+Entangle
+Speak with animals
-Longstrider
[/sblock]


[sblock=Level 2]
+Nature's Favor [SC]
+Body of the Sun [SC]
+Spider Climb
+Owl's Wisdom
+Bear's Endurance
+Restoration, Lesser
+Barkskin
[/sblock]


[sblock=Level 3]
+Align Fang, Mass [SC]
+Lion's Charge [SC]
+Resist Energy, Mass [SC]
+Magic Fang, Greater
+Speak with Plants
+Magic Fang, Greater
[/sblock]


[sblock=Level 4]
-Dispel Magic
+Freedom of Movement
+Contingent Energy Resistance [SC]
+Enhance Wild Shape [SC]
+Flame Strike
+Superior Magic Fang [SC]
[/sblock]

[sblock=Level 5]
+Quill Blast [SC]
+Owl's Insight [SC]
+Rejuvenation Cocoon [SC]
-Baleful Polymorph
[/sblock]


[sblock=Level 6]
-Resistance, Superior [SC]
+Aspect of the Earth Hunter [SC]
+Bite of the Werebear [SC]
+Fire Seeds
[/sblock]

[sblock=Level 7]
+Sunbeam [SC]
-Aura of Vitality [SC]
+True Seeing
[/sblock]
[/sblock]


Skill Points: 102 Max Ranks: 17/8
[sblock=Skills]
Code:
[B]Skills                                     Ranks  Mod  Misc  Total[/B]
Concentration                           17      +3          +20
Knowledge(nature)                       17    +2          +19
Knowledge(planes)                       4(8)    +2          +6
Spot                                     17    +7          +24
Listen                                 17    +7          +24
Diplomacy                               17    +0          +17
Speak Languages                         4(8)
Heal                                    1       +8              +9
[/sblock]

[sblock=Equipment]
Code:
[B]Equipment:                                                      Cost       Weight[/B]
Periapt of Wisdom +6                                       36000gp
Tome of understanding +2 (used)                       55000gp
Bag of Holding IV                                             10000gp
Rope of Stone(C. Adventurer)                              2800gp
Handy Haversack                                               2500gp
Spool of Endless Rope                                         2000gp
Set of Elixirs (hiding, sneaking, swimming, vision)     1000gp
Dust of Dryness                                                  850gp
Sovereign Glue                                                  2400gp
Universal Solvent x4                                            200gp
Druid's Vestment                                             10000gp
Decanter of endless water                                  9000gp
Dragonhide Breastplate +5 of Beast Shape           25700gp
Diamond Dust                                                 15000gp
                                   


[I]Spellstaff with Windwalk[/I]

[B]Money:[/B]290pp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               43   86   130   260   420
[/sblock]

Age: 151
Height: 4'2"
Weight: 140lb
Eyes: Brown
Hair: Blond


[sblock=Appearance]
Doorgath is a strong dwarf with a green mantle and a dragonhide armor. He doesn't seem to have any weapon, but right behind him walks a massive and ferocius-looking dire bear. That's a good weapon.
The druid has a long blonde beard and hair, while his eyes are brown.
[/sblock]

[sblock=Background]
Doorgath was born more than 150 years ago in the deep caverns of his mountain clan. His childhood was happy, but then his clan was entirely wiped away by an assoult of drows. The assault was leaded by a spellcaster.
He barely escaped and found shelter in a little clan of dwarfves that lived very deep in the mountains, in a underground forest of plants. He grew thinking that arcane magic is foul and unnatural an when he was 40 years old he went out in the world, seeking his answers and trying to defend the weak
[/sblock]

[sblock=Personality]
Doorgath is good and very diplomatic...when he wants and with those he wants. He dislikes arcane spellcasters, but he can grudgingly agree to work with them against more powerful ore evil arcane spellcasters. Otherwise, he is a fine guy...maybe a little bit too...dwarvish...
[/sblock]

[sblock=Quick and Ready]
[sblock=WildShape stats]
[sblock=Dire bear]
Doorgath
Large Humanoid
Hit Dice: 14d8+42 (109)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 27 (–1 size, +1 Dex, +7 natural, +10 armor), touch 10, flat-footed 26
Base Attack/Grapple: +10/+24
Attack: Claw +20 melee (2d4+10)
Full Attack: 2 claws melee (2d4+10) and bite melee (2d8+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities:
Saves: Fort +19, Ref +11, Will +23
Abilities: Str 31, Dex 13, Con 19, Int 15, Wis 26, Cha 10
Skills: same as before except for physical-related skills (i have none with ranks)
Feats: same as before

Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
[/sblock]

[sblock=Dire bear fully buffed crazyness]
Buffs=
Bite of the Werebear (1r/lvl, +16enh str, +2enh dex, +8enh con, +7enh nat. ac, blind-fight, power attack, multiattack for claws)
Superior Magic Fang (1r/lvl, +3 enh to attack and damage rolls)
Nature's Favor (1min, +3 luck to attack and damage rolls)


Doorgath
Large Humanoid
Hit Dice: 14d8+98 (164)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 35 (–1 size, +2 Dex, +14 natural, +10 armor), touch 10, flat-footed 26
Base Attack/Grapple: +10/+32
Attack: Claw +34 melee (2d4+24)
Full Attack: 2 claws melee +32 (2d4+24) and bite +29 melee (2d8+15)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities:
Saves: Fort +23, Ref +12, Will +23
Abilities: Str 47, Dex 15, Con 27, Int 15, Wis 26, Cha 10
Skills: same as before except for physical-related skills (i have none with ranks)
Feats: same as before + Power Attack

Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
[/sblock]
[/sblock]

[sblock=summons]
[sblock=Dire Bear]
Hit Dice: 12d8+51 (129hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 17 (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +9/+25
Attack: Claw +24 melee (2d4+12)
Full Attack: 2 claws +24 melee (2d4+12) and bite +15 melee (2d8+7)

Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +14, Ref +9, Will +9
Abilities: Str 35, Dex 13, Con 23, Int 2, Wis 12, Cha 10
Skills: Listen +10, Spot +10, Swim +13
Feats: Alertness, Endurance, Run, Toughness, Weapon Focus (claw)
[/sblock]
[sblock=Rhinocerous]
Hit Dice: 8d8+40 (92 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16(–1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +6/+20
Attack: Gore +18 melee (2d6+14)
Full Attack: Gore +18 melee (2d6+14)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge
Special Qualities: Low-light vision
Saves: Fort +13, Ref +6, Will +3
Abilities: Str 30, Dex 10, Con 25, Int 2, Wis 13, Cha 2
Skills: Listen +14, Spot +3
Feats: Alertness, Endurance, Improved Natural Attack (gore)

Powerful Charge (Ex): A rhinoceros deals 4d6+28 points of damage when it makes a charge.
[/sblock]
[sblock=Storm elementals]
[sblock=Large Storm Elemental]
Hit Dice: 8d8+32(100 hp)
Initiative:+4
Speed:40 ft. (8 squares), fly 80 ft. (perfect)
Armor Class:16 (–1 size, +7 natural),touch 9, flat-footed 16
Base Attack/Grapple:+6/+18
Attack: Slam +18 melee(1d8+10 plus 1d8 electricity)
Full Attack:2 slams +18 melee(1d8+10 plus 1d8 electricity)
Space/Reach:10 ft./10 ft.
Special Attacks:Shock, Thunder and lightning
Special Qualities:Air mastery, damage reduction 5/–,darkvision 60 ft., electrical and sonic healing, elemental traits
Saves:Fort +8, Ref +6, Will +2
Abilities:Str 26, Dex 11, Con 22, Int 6, Wis 11, Cha 11
Skills:Listen +7, Spot +8
Feats:Alertness, Blind-Fight, Improved Initiative

Air Mastery (Ex): Airborne creatures take a –1 penalty
on attack and damage rolls against a storm elemental.

Shock (Su): Once per round as a free action, a storm
elemental can deliver an electrical shock to a single opponent
within 10 feet. This attack deals nonlethal electricity
damage to living opponents (Fortitude half). The save DC is
Constitution-based. >>>>>>>>>> Fortitude DC 20, damage 4d4

Thunder and Lightning (Su): Once per minute as a fullround
action, a storm elemental can emit a blast of thunder
coupled with a bolt of lightning.
The thunder deals sonic damage (see chart) to all creatures
within 60 feet of the storm elemental. A Fortitude
save halves this damage.
The lightning is a 120-foot-long line that deals electricity
damage (see table). A Reflex save halves this damage.
The save DCs are Constitution-based.
Save DC 20, 4d6 Sonic Damage, 8d6 Electricity Damage

Electrical and Sonic Healing (Ex): Storm elementals
take no damage from electricity and sonic attacks. Instead,
any electricity attack (such as shocking grasp or lightning bolt)
or sonic attack (such as sound burst) used against a storm elemental
heals 1 point of damage for every 3 points of damage
the attack would otherwise deal. The storm elemental can’t
heal hit points by attacking itself
[/sblock]
[sblock=Huge Storm Elemental]
Hit Dice: 16d8+96 (232hp)
Initiative: +3
Speed:50 ft. (10 squares), fly 100 ft. (perfect)
Armor Class:17 (–2 size, –1 Dex, +10 natural),touch 7, fl at-footed 17
Base Attack/Grapple:+12/+30
Attack: Slam +27 melee (2d6+14 plus 2d6 electricity)
Full Attack:2 slams +27 melee (2d6+14 plus 2d6 electricity)

Space/Reach:15 ft./15 ft.
Special Attacks:Shock, thunder and lightning
Special Qualities:Air mastery, damage reduction 5/–,darkvision 60 ft., electrical and sonic healing, elemental traits
Saves:Fort +13, Ref +11, Will +5
Abilities:Str 34, Dex 9, Con 26,Int 6, Wis 11, Cha 11
Skills:Listen +11, Spot +12
Feats:Alertness, Blind-Fight,Cleave, Improved Initiative,Lightning Reflexes, Power Attack

Air Mastery (Ex): Airborne creatures take a –1 penalty
on attack and damage rolls against a storm elemental.

Shock (Su): Once per round as a free action, a storm
elemental can deliver an electrical shock to a single opponent
within 10 feet. This attack deals nonlethal electricity
damage to living opponents (Fortitude half). The save DC is
Constitution-based. >>>>>>>>>> Fortitude DC 26, damage 8d4

Thunder and Lightning (Su): Once per minute as a fullround
action, a storm elemental can emit a blast of thunder
coupled with a bolt of lightning.
The thunder deals sonic damage (see chart) to all creatures
within 60 feet of the storm elemental. A Fortitude
save halves this damage.
The lightning is a 120-foot-long line that deals electricity
damage (see table). A Reflex save halves this damage.
The save DCs are Constitution-based.
Save DC 26, 8d6 Sonic Damage, 16d6 Electricity Damage

Electrical and Sonic Healing (Ex): Storm elementals
take no damage from electricity and sonic attacks. Instead,
any electricity attack (such as shocking grasp or lightning bolt)
or sonic attack (such as sound burst) used against a storm elemental
heals 1 point of damage for every 3 points of damage
the attack would otherwise deal. The storm elemental can’t
heal hit points by attacking itself
[/sblock]
[/sblock]
[/sblock]
[/sblock]
 
Last edited:

Psion

Adventurer
Eldwar looks ready to go. You have a few interesting spell choices. Also, a MT build not taking practiced spellcaster is... unusual.
 

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