Realmsian Dragonstar: The Battle of Toril Campaign Guide/Rogues Gallery (Game Cancelled)

Knightfall

World of Kulan DM
Okay, I'm fairly certain I have everything for the old In Character thread, so here is the new Rogues Gallery for Realmsian Dragonstar: The Battle of Toril.
 
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Buddha the DM

Explorer
Soumral Shadewalker: Female Elf; Rogue 5/Shadowthorne 5

Background
Soumral grew up in the forrested regions of the Dalelands where she learned the value of a well place arrow, or blade, could mean the difference between staying alive or becoming something’s dinner. Another, perhaps more important, lesson that she learn was the value of having information on people. When she wasn’t busy in the forrests of the region she was often found seemingly hanging out in the villages doing nothing. This may have seemed like the truth to most but it was not.

Soumral was, in fact, listening to what the villagers’ and travelers’ had to say. She kept track of all the major players in the area, and what they were up to. What she didn’t know for some time was that someone was watching her. One day a relatively nondescript human approached here and introduced himself as a member of an order that was seeking people with skills that she had displayed. The two spent most of the following week talking about the order and what exactly would be expected of one of its members. As their discussions came toa close, Soumral decided it was high time to broaden her horizons and so accepted the invitation to join the order.

Upon her acceptance of membership she learned that the order was called the Shadowthorne. Not only were they information gatherers, they made use of the skills she had honed in the forrests of her homeland. The emmisary of the order informed her that they would be departing the Dalelands to head for the Sword Coast, and more importantly the city of Baldur’s Gate. When she asked why there she was told that forces were moving that could bring vast changes, and that they were to find out what those forces were and the potential changes that they could bring.
 

Shayuri

First Post
Name: Silhouette
Race: Tiefling
Class/Level: Beguiler 12/Shadow Adept 1

[sblock=Stats]STR 8 (0)
DEX 16 (6) +2 racial
CON 14 (6)
INT 22 (10) +2 lvl +2 racial +2 enhancement
WIS 15 (6) +1 lvl
CHA 10 (4) -2 racial

Alignment: Neutral
AC: 13 (10 + 3 dex)
Hit Points: 77 (28+6+18+17+8)
HP: 7D6 = [3, 4, 1, 4, 6, 3, 6] = 27
1D4 = [1] = 1

Movement: 30' walk, 30' fly (avg man)

Base Attack Bonus: +6/+1
Init: +3
Melee Attack: +5
Ranged Attack: +9
Fort: +9
Reflex: +10
Will: +15

Race Abilities
+2 Dex, +2 Int, -2 Cha
+2 Bluff +2 Hide
Native Outsider
Darkvision 60'
Resist Fire 5, Lightning 5, Cold 5 (10)
Darkness 1/day

Class Abilities:
Armored Mage
Trapfinding
Cloaked Casting (+1 DC, +2 spell pen)
Surprise Casting (Feint as move action)
Advanced Learning
- (1st) Magic Aura
- (4th) Shadow Conjuration
- (6th) Greater Heroism
Silent Spell
Still Spell

Shadow Feats
- Insidious Magic (Weave users must succeed CL check DC 11+spell lvl to use divinations to gain info about your spells)
- Tenacious Magic (Dispel DC vs Weave users is 15+spell lvl)
- Pernicious Magic (+4 spell penetration vs Weave users)

Skills: 146 (40+112 +6)
Bluff +15 (11 + 0 cha + 2 race + 2 item)
Concentration +15 (13 + 2 con)
Diplomacy +12 (8 + 0 cha + 2 syn + 2 item)
Disguise +10 (10 + 0 cha + 2 when acting)
Gather Info +17 (15 + 0 cha + 2 syn)
Hide +10 (5 + 3 dex + 2 race)
Knowledge (Arcana) +20 (14 + 6 int)
Knowledge (Local) +11 (5 + 6 int)
Knowledge (Nobility) +11 (5 + 6 int)
Listen +15 (13 + 2 wis)
Move Silently +10 (7 + 3 dex)
Profession (servant) +3 (1 + 2 wis)
Search +15 (9 + 6 int)
Sense Motive +15 (11 + 2 wis + 2 item)
Spellcraft +20 (12 + 6 int + 2 syn + 2 for scrolls)
Spot +15 (13 + 2 wis)
Use Magic Device +10 (10 + 0 cha + 2 for scrolls)

Feats
B Spellcasting Prodigy (+2 effective Int for DC and bonus spells)
1 Fiendish Bloodline (cast Protection from Good 3/day and Bane 1/day as SLA)
3 Spell Penetration
6 Shadow Weave Magic (+1 DC and CL for enchant, illusion, necromancy; -1 CL for evoc (except darkness) and trans)
9 Vatic Gaze (Detect Magic at will, Sense Motive DC 5+caster level to determine highest spell level)
B Leadership
12 Outsider Wings (Fly at base speed, avg maneuvering)

Languages - Common, Infernal, Draconic, Thayan, Celestial, Elven

Spells (Beguiler) - Caster level 14 (+2 vs SR), Base DC 17 (+1 for illusion/enchant/necro)
Slots
0 - 6/6, 1 - 8/8, 2 - 7/7, 3 - 7/7, 4 - 6/6, 5 - 6/6, 6 - 5/5

0 - Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic
1 - Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self,Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep,Undetectable Alignment, Whelm, Ventriloquism, Magic Aura
2 - Blinding Color Surge, Blur, Daze Monster, Detect Thoughts, Fog Cloud, Glitterdust, Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, See Invisibility, Silence, Spider Climb, Stay the Hand, Touch of Idiocy, Vertigo, Whelming Burst
3 - Arcane Sight, Clairaudience/voyance, Crown of Veils, Deep Slumber, Dispel Magic, Displacement, Glibness, Halt, Haste, Hesitate, Hold Person, Inevitable Defeat, Invisibility Sphere, Legion of Sentinels, Major Image, Nondetection, Slow, Suggestion, Vertigo Field, Zone of Silence
4 - Charm Monster, Confusion, Crushing Despair, Freedom of Movement, Greater Invisibility, Greater Mirror Image, Locate Creature, Mass Whelm, Phantom Battle, Rainbow Pattern, Solid Fog, Shadow Conjuration
5 - Break Enchantment, Dominate Person, Feeblemind, Friend to Foe, Hold Monster, Incite Riot, Mind Fog, Telepathic Bond, Seeming, Sending, Swift Etherealness
6 - Greater Dispel, Mass Suggestion, Mislead, Overwhelm, Repulsion, Shadow Walk, True Seeing, Veil

Money - 13gp

Weapons -
Rapier, +4 to hit, 1d6-1 dmg, 20gp, 2lbs

Armour -
Traveller clothes

Gear - 55,737
Bracers of Arcane Freedom (2/day cast spells with no somatic comp), 2300
Robe of Mysterious Conjuration (3/day use spell slot to cast Summon Monster of equal level), 10000
Gwaeron's Boots (Pass w/out trace, immune to scent), 6000
Headband of Intellect +2, 4000
Amulet of Wordtwisting (+2 Bluff, Diplomacy, Intimidate, Sense Motive; 1/day Tongues), 6000
Vest of Resistance +3, 9000
Belt of the Wide Earth (2x carry capacity, 2/day use 5th lvl slot to cast teleport), 8000
Goggles of the Golden Sun (immune to blinding/dazzling, 3/day use 3rd lvl slot to cast Fireball), 4000
- Set bonus: cold resist +5 (stacks with racial resist)
Artificer's Monocle (Use with Detect Magic to Identify magic items), 1500
Ring of Four Winds (4/day gain +2 def AC or Feather Fall as imm action), 2000

Rod of Frost (3/day 30' line that does 2d6 cold (DC ? for 1/2), ext fires, freezes water), 1400
Tome of Worldly Memory (1 min to get +5 on a Knowledge check, std action if 5+ rnks in skill), 1500

Potion of Lesser Restoration, 300
Potion of Shield of Faith +2, 50
Potion of Cure Light Wounds x2, 100
Potion of Hide from Undead, 50

- On person
2 belt pouches, 2gp, 1lb
Spell Component Pouch, 5gp, 2lbs

- In Pouches
Small steel mirror, 10gp, .5lb
Money[/sblock]

[sblock=Background]Working[/sblock]


[sblock=Cohort]
Thrak
11th level Goliath Psychic Warrior
Exp: 56,200
Hit Dice: 85 (35+8+21+21)
Cohort HP: 6D8 = [8, 7, 6, 6, 5, 3] = 35
Initiative: +0
Speed: 30 ft
Armor Class: 20 (10 + 10 armor)
Base Attack/Grapple: +8/+3
Attack: Large Greatsword, +13/+8 atk, 3d6+7 dmg
Special Attacks: Psionics
Special Qualities: Powerful Build, Mountain Movement (standing jumps treated as running, accelerated Climb at no penalty)
Saves: Fort +12, Ref +5, Will +7
Abilities: Str 21, Dex 10, Con 16, Int 10, Wis 14, Cha 8
Skills: Autohypnosis +12, Concentration +14, Knowledge (Psi) +6, Sense Motive +5
Feats: Power Attack, Stand Still, Heavy Armor Optimization, Psionic Weapon, Deflective Armor, Psionic Meditation, Combat Manifestation, Greater Psionic Weapon, Deep Impact
Power Points: 35
Powers
1 Force Screen (+4 shield AC, 1pp; aug 4pp +1)
1 Defensive Precognition (+1 ins AC/saves, 1pp; aug 3pp +1)
1 Metaphysical Weapon (give weapon +1 enh bonus, 1pp; aug 4pp +1)
2 Animal Affinity (+4 enhancement to any one stat, 3pp; aug 5pp for another stat)
2 Body Adjustment (heal 1d12 dmg, 3pp; aug 2pp for another 1d12)
2 Detect Hostile Intent (detect aggression towards you within 30' cannot be surprised, 3pp)
3 Empathic Feedback (melee attacks on you dmg attacker too, 5pp)
3 Concealing Amorpha (50% miss chance, 5pp)
3 Dimension Slide (Close range teleport, 5pp)
4 Steadfast Perception (immune to illusions, +6 Spot/Search, 7pp)
4 Energy Adaptation (Resist energy 20, 7pp)

Cash 50
Armor: Full Plate +1, 2500 (AC +10, MaxDex 1, Armor check -4)
Weapon: Large Greatsword, +13 atk, 3d6+7 dmg, 100gp

Gear
Cloak of Resistance +2, 4000
Hat of Disguise, 1800

Potion of Lesser Restoration, 300
Potion of Shield of Faith +2, 50
Potion of Cure Light Wounds, 50[/sblock]
 
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Salthorae

Imperial Mountain Dew Taster
Shazer'a Golion - Scion of Copper - Male Half-Dragon Duskblade 5/Abj Champ 1/Imperial Legionnaire 1
[Sblock=Shazer'a]
Shazer'a Golion Male Half-Copper Dragon Duskblade 5/Abjurant Champion 1/Imperial Legionnaire 1
CG ECL 10; Medium Dragon; HD 5d8+2d10+28 (63)
HP 63; Init +2; Spd 30'.; AC 34 [10 Base + 10 Armor + 3 Dex + 5 Natural + 1 Deflection + 5 Shield], Touch 14, Flat-Footed 30
XP 48,000

BAB +7/+2; Grp +13
Melee +1 Sizing Monofilament Axe +14/+9 (2d10+7;x3 - Slashing)
Melee MW Old Sunsword +14/+9 (4d6+6; 19-20 - Fire) *Ignore 10 pts armor/nat armor/hardness
Ranged +1 Laser Pistol +11/+6 (2d10+1;x2 - Fire) - 100'
Ranged +1 Plasma Rifle +11/+6 (5d10+1;x2 - Fire) - 300'
Full Attack: Monofilament Axe +14/+9 (2d8+7), Laser Pistol +11 (2d10+1), Bite +8 (1d6+9)

Saves
Fort +12 [7 Base + 4 Con + 1 Magic]
Ref +6 [2 Base + 3 Dex + 1 Magic]
Will +8 [7 Base + 0 Wis + 1 Magic]

Abilities
Str 22 (+6) [6 Pt buy + 8 Race]
Dex 16 (+3) [8 Pt buy + 1 Level]
Con 18 (+4) [10 Pt buy + 2 Race]
Int 16 (+3) [6 Pt buy + 2 Race]
Wis 10 (+0) [2 Pt buy]
Cha 10 (+0) [0 Pt buy + 2 Race]

Skills Appraise +3, Balance +3, Climb +6, Concentration +14, Craft +3, Decipher Script +4, Demolition +13, Escape Artist +3, Handle Animal +1, Hide +3, Jump +10, Know (A) +8, Know (G) +8, Know (H) +4, Know (N) +4, Know (No) +6, Know (P) +4, Know (Re) +4, Move Silently +3, Pilot +7, Freefall +11, Search +3, Spellcraft +10, Swim +6, Use Rope +3

Feats 1 - Point Blank Shot, 3 - Rapid Shot, 6 - Extra Spell (Shield)
Bonus Combat Casting, Leadership, Precise Shot, Technical Proficiency

Languages Common, Draconic, Undercommon, Dwarven, Elven

Class Abilities
Duskblade: Arcane Attunement (dancing lights, detect magic, flare, ghost sounds, read magic) 6/day, Armored Mage (medium), Combat Casting, Arcane Channeling (single attack), Quick Cast 1/day
Abjurant Champion: Abjurant Armor (+class to force armor), Extended abjurations
Imperial Legionnaire: Sword & Gun Style: Wield Light melee and one handed ranged weapon w/o penalty and can fire ranged weapon without provoking

Racial Abilities
Special Attacks: Claws: 1d4+6 S, Bite 1d6+6 B/P, Breath Weapon - 60' line of acid, 6d8, DC 17 Reflex for half
Special Qualities: Darkvision 60', Low-light Vision, Immune: sleep & paralysis effects, acid damage

Duskblade Spells (Cast 6/7/4 Per Day, Save DC 13 + Spell Level; Caster Level 6)

Spells Known:
0 - Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1 - Chill Touch, Ray of Enfeeblement, Resist Energy, Rouse, Shield, Shocking Grasp
2 - Ghoul Touch, Seeking Ray

Possessions:
Total Gear Value 49,000 cr
Remaining 68 cr

Body Slot - Item - CR Value - Qty - Source
Ring of Sustenance - 2500 - DMG
Ring of Protection +1 - 2000 - DMG
Amulet of Natural Armor +1 - 2000 - DMG
Vest of Resistance +1 - 1000 - CA
Handy Haversack - 2000 - DMG
+1 Sizing Monofilament Axe - 9550 - IS/CA
+1 Laser Pistol - 2800 - GG
+1 Plasma Rifle - 5300 - SHB
Neural net - 7000 - SHB
Integrated Goggles (full) - 1550 - IS
+2 Battle Armor - 4650 - SHB/GG
Personal Communicator - 100 - SHB
Language Translator - 200 - SHB
Gnome chip - 100 - SHB
Microcell - 100 - 10 - SHB
Minicell - 150 - 10 - SHB
Heavy cell - 200 - 4 - SHB
Artificial Gill - 200 - SHB
Temporary Shelter - 500 - SHB
Rope - 10 - SHB
Handcuffs - 40 - SHB
Flashlight - 15 - SHB
Grippers - 75 - SHB
Grenade - Frag - 200 - 2 - SHB
Grenade - Smoke - 90 - 3 - SHB
Grenade - Stun - 100 - 2 - SHB
Grenade - Std EMP - 300 - 2 - IS
Grenade - Tangleweb - 200 - 1 - IS
Dagger - 2 - 2 - SHB

Spellware:
Magic Sense - 2000 - GG
Energy Resistance (Elec Basic) - 2000 - GG
Energy Resistance (Fire Basic) - 2000 - GG

Aquired Loot:
  • Old Sunsword: double damage, 60' light, masterwork, maybe enchanted; Gondian temple
  • strange sphere with unknown runes; Gondian temple


[sblock=Background]
Growing up a scion of House Golion was a crucible of being pulled in two different directions at one time. Born half in the world of dragons and half in the world of men, it falls to Shazer'a to be Grand Duke Kupric's representative and agent in areas where the House cannot have any official presence or stance. Though officially recognized by the house, as not a full dragon, Shazer'a is given broad leeway to pursue the unofficial goals of House Golion. To pursue that, Shazer'a sought to combine the power of spell and blade. Eventually ending up a member of the Imperial Legions, Shazer'a eventually couldn't deal with the change in tone and actions the legions were called up on to make with Asemet in the Emperor's seat and resigned his commission with the Legions and set out to help those who now fall oppressed by the Empire's forces.

Like all half dragons from Golion who do not enjoy the longevity of full dragons, Shazer'a has been accompanied since reaching maturity by a wizard loyal to Grade Duke Kupric. Currently that wizard is Nelalwe, a gnomish arcanist whose task in life is to help safeguard the life of Shazer'a as long as possible, but when that is no longer possible, to capture his soul on death in a Neural net and return that net to Meneer for insertion into a Soulmech shell designed specifically for Shazer'a to continue to serve Qesemet even beyond death.

So now Shazer'a and Nelalwe find themselves trying to protect a backwater planet in her House's area of protectorate, doing their best to prevent the worst depredations of the Imperial Legions...
[/sblock][/sblock]
Nelalwe - Weesham to Shazer'a
[Sblock=Nelalwe]
Nelalwe Frecla Female Air Gnome Wizard 5/War Weaver 3
LG ECL 8; Small Humanoid (Gnome); HD 8d4+16 (44)
HP 44; Init +2; Spd 20'.; AC 23 [10 Base + 6 Armor + 2 Dex + 4 Shield +1 Size], Touch 13, Flat-Footed 21
XP 30,400

BAB +4; Grp +3
Melee Quarterstaff +3 (1d4-1, x2; Bludgeoning)
Ranged Dagger +6 (1d4, 19-20/x2; Piercing) - 10'
Ranged Holdout Pistol +6 (1d8, x3; Piercing) - 100'

Saves
Fort +4 [2 Base + 2 Con]
Ref +4 [2 Base + 2 Dex]
Will +9 [8 Base + 1 Wis]

Abilities
Str 08 (-1) [2 Pt buy - 2 Race]
Dex 14 (+2) [4 Pt buy + 2 Race]
Con 14 (+2) [6 Pt buy]
Int 18 (+4) [10 Pt buy + 2 Level]
Wis 12 (+1) [4 Pt buy]
Cha 10 (+0) [2 Pt buy]

Skills Concentration +12, Craft (Weaving) +10, Craft (Drawing) +9, Decipher Script +10, Heal +11, Knowledge (Arcana) +15, Knowledge (Religion) +9, Profession (Pharmacist) +7, Profession (Surgeon) +7, Repair +10, Spellcraft +18

Feats 1 - Arcane Disciple (Healing)*, 3 - Extend Spell, 6 - Arcane Mastery**
Bonus Collegiate Wizard**, Scribe Scroll, Enlarge Spell Technical Proficiency
* Complete Divine, ** Complete Arcane

Languages Common, Gnome, Draconic, Auran, Elven

Class Abilities
Wizard: Lose Familiar - Gain Collegiate Wizard; Scribe Scroll, Bonus Feat: Enlarge Spell
War Weaver: Eldritch Tapestry (4 creatures; 3rd level spells); Quescent Weaving 2 (hung spells; move action to release)

Racial Abilities

Wizard Spells (Cast 4/5/4/3/2 Per Day, Save DC 14 + Spell Level; Caster Level 7)

Spells Known:
1 - Alarm, Benign Transposition, Cure Light Wounds, Ebon Eyes, Endure Radiation*, Enlarge Person, Grease, Mage Armor, Magic Missile, Nerveskittter, Persistant Blade, Repair Light Damage*, Shield, Silent Image
2 - Animalistic power**, Arcane Lock, Arms of the Maralith***, Create Magic Tattoo, Cure Moderate Wounds, Fox's Cunning, Invisibility, Refuel*, Repair Moderate Damage*, See Invisibility, Spider Climb
3 - Acid Breath, Cure Serious Wounds, Dimension Step***, Dispel Magic, Fireball, Fly, Greater Mage Armor, Haste, Nondetection
4 - Black Tentacles, Esuirience***, Greater Invisibility, Orb of Force
* Starfarer's Handbook, **PHB2, *** Player's Companion

Typical Memorized:
Known Fight
1 - Benign Transposition, Cure Light Wounds, Magic Missile, Nerveskitter, Shield
2 - Animalistic Power, Arms of the Maralith, Invisibility, Spider Climb
3 - Cure Serious Wounds, Fly, Haste
4 - Black Tentacles, Orb of Force

Normal Day
1 - Alarm, Cure Light Wounds, Endure Radiation, Repair Light Damage, Silent Image
2 - <s>Animalistic Power</s>, Create Magic Tattoo, Fox's Cunning, Cure Moderate Wounds
3 - Acid Breath, Dimension Step, Nondetection
4 - <s>Esuirience, Fly (Extended)</s>

Possessions:
Total Gear Value 16,950 cr
Remaining 315 cr

Body Slot - Item - CR Value - Qty - Source
Ring of Mystic Healing - 3500 - MIC
Eternal Wand - Expeditious Retreat - 820 - MIC
Arcanists Vest - 4225 - GG
Pearl of Power 1st - 1000 - DMG
Magic Bedroll - 500 - MIC
Everlasting Rations - 350 - MIC
Everfull Mug - 200 - MIC
Datapad - 300 - SHB
Datachip (Arcanist Lorebook) - 50 - SHB
Datachip (Language & Linguistics) - 50 - SHB
Datachip (Unification Bible) - 50 - SHB
Scroll: Soul Bind - 3825 - SHB
Extra spells - 875 - SHB
Holdout Laser - 200 - SHB
Microcell x5 - 50 - SHB
Medkit x2 - 240 - SHB
Sonic Mediscanner - 400 - PC

Spellware:
n/a
[/sblock]

EDIT: items from Gondan temple added; fixed incorrect attack bonus for Sunsword
 
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Deuce Traveler

Adventurer
Rodan

Male Raptoran Cleric 14
Lawful Good
Representing Deuce Traveler
XP: -

Strength 12 (+1)
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 19 (+4) (21 w/ Periapt of Wisdom +2), [+1 stat bonus at level 12]
Charisma 14 (+2)

Size: Medium
Height: 6' 0"
Weight: 120 lb
Skin: Tan
Eyes: Black
Head Feathers: Black Wavy; Beardless

Total Hit Points: 79/79
Speed: 30 feet (20 feet with equipment)
Armor Class: 31 = 10 +16 [armor] +4 [shield] +1 [dexterity]
Touch AC: 11
Flat-footed: 30

Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +11 = 9 [base] +2 [constitution]
Reflex save: +5 = 4 [base] +1 [dexterity]
Will save: +14 = 9 [base] +4 [wisdom] +1 [periapt]
Attack (handheld): +11/+6 = 7 [base] +1 [strength]
Attack (unarmed): +11/+6 = 7 [base] +1 [strength]
Attack (missile): +11/+6 = 7 [base] +1 [dexterity]
Attack (blaster pistol +4): +16/+11 (weapon focus)
Grapple check: +11/+6 = 7 [base] +1 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.

Languages: Common Raptoran

Feats:

Combat Casting
Divine Metamagic
Quicken Spell
Weapon Focus x1 Weapon(s): Blaster Pistol
Extend Spell

Skill
Appraise Int 0 = +0
Balance Dex* 1 = +1
Bluff Cha 2 = +2
Climb Str* 3 = +1 +2 [raptoran]
Concentration Con 2 = +2
Craft Int 0 = +0
Diplomacy Cha 4 = +2 +2
Disguise Cha 2 = +2
Escape Artist Dex* 1 = +1
Forgery Int 0 = +0
Gather Information Cha 2 = +2
Heal Wis 20 = +4 +12 ranks +4 from Profession
Hide Dex* 1 = +1
Intimidate Cha 2 = +2
Jump Str* 11 = +1 +10 [raptoran]
Knowledge (religion) Int 10 = +0 +10
Listen Wis 4 = +4
Move Silently Dex* 1 = +1
Perform Cha 2 = +2
Profession (Pharma) Wis 11 = +4 +7
Research Wis 8 = +4 +4
Ride Dex 1 = +1
Search Int 0 = +0
Sense Motive Wis 4 = +4
Spot Wis 6 = +4 +2 [raptoran]
Survival Wis 5 = +4 +1
Swim Str** 1 = +1
Use Rope Dex 1 = +1


* = check penalty for wearing armor
Know Religion >=5 ranks gives +2 on turn/rebuke the undead.

Deity: The Merchant
Domains:
- Travel: Freedom of Movement (1 round/level), once a day. Survival as a Class Skill.
-- Spells: 1st Longstrider, 2nd Locate Object, 3rd Fly, 4th Dimension Door, 5th Teleport, 6th Find the Path, 7th Greater Teleport
- Luck: Reroll one roll, once a day.
--Spells: 1st Entropic Shield, 2nd Aid, 3rd Protection from Energy, 4th Freedom of Movement, 5th Break Enchantment, 6th Mislead, 7th Spell Turning
Energy: Positive [Healing / Turns Undead]


Zero-level Cleric spells: 6 per day
First-level Cleric spells: 8 (5+1+2) per day +1 from a domain, +2 from Wisdom:
Second-level Cleric spells: 7 (5+1+1) per day +1 from a domain, +1 from Wisdom:
Third-level Cleric spells: 6 (4+1+1) per day +1 from a domain, +1 from Wisdom:
Fourth-level Cleric spells: 6 (4+1+1) per day +1 from a domain, +1 from Wisdom:
Fifth-level Cleric spells: 5 (3+1+1) 3 per day +1 from a domain, +1 from Wisdom:
Sixth-level Cleric spells: 4 (3+1) 3 per day +1 from a domain:
Seventh-level Cleric spells: 3 (2+1) 2 per day +1 from a domain:

Prepared Spells
0: Create Water, Purify Food and Drink, Detect Magic, Read Magic, Mending, Light
1: Bless, Command, Comprehend Languages, Detect Evil, Divine Favor, Obscuring Mist, Sanctuary, Longstrider
2: Delay Poison, Find Traps, Hold Person, Remove Paralysis, Shatter, Silence, Aid
3: Extended Bull's Strength, Dispel Magic, Invisibility Purge, Meld Into Stone, Prayer, Fly
4: Extended Magic Circle Against Evil, Death Ward, Dismissal, Neutralize Poison, Freedom of Movement, Dimension Door
5: Dispel Evil, Flame Strike, Summon Monster V, Wall of Stone, Break Enchantment
6: Banishment, Blade Barrier, Find the Path, Mislead
7: Control Weather, Repulsion, Greater Teleport

Raptoran:
Winged humanoids noted for deep thought.
Their trademark footbow is a martial weapon.
Wings give +10 on jump; also get +2 on climb and spot.
Air spells at +1 caster level.
Low-light vision.
Never take falling damage if conscious; maximum 1d6 if unconscious
Always know which direction is north.
Limited ability to fly develops as levels increase.

Cleric:
Alignment Aura
Spontaneous Casting (heal)
Turn Undead (5x/day)
High wisdom gains bonus spells daily
Domain choices give additional abilities


Rodan's Equipment:
Assault Exoskeleton +4
- 21150 cr, +16 to AC, +2 max Dex bonus, -4 armor check, 50lbs
Medium Steel Heavy Shield +2
- 4170 cr, +4 to AC, 15 lbs
Language Translator
- 200 cr, 1 lb
Personal Communicator
- 100 cr
Diagnostic Monitor
- 300 cr, 1 lb
Medkit
- 120 cr, 5 lb
Blaster Pistol +4
- 32750 cr, 3d8 damage, x2 critical, 100 ft, 3lb, Electricity
5x Minicell
- 75 total cr, 2.5 total pounds, 30 shots each
Periapt of Wisdom +2
- 4000 gp

3085 gold


Level 10 Archive
[sblock]
Male Raptoran Cleric 10
Lawful Good
Representing Deuce Traveler
XP: 95,286

Strength 12 (+1)
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 18 (+4) (20 w/ Periapt of Wisdom +2)
Charisma 14 (+2)

Size: Medium
Height: 6' 0"
Weight: 120 lb
Skin: Tan
Eyes: Black
Head Feathers: Black Wavy; Beardless

Deity: The Merchant
Domains:
- Travel: Freedom of Movement (1 round/level), once a day. Survival as a Class Skill.
-- Spells: 1st Longstrider, 2nd Locate Object, 3rd Fly, 4th Dimension Door, 5th Teleport
- Luck: Reroll one roll, once a day.
--Spells: 1st Entropic Shield, 2nd Aid, 3rd Protection from Energy, 4th Freedom of Movement, 5th Break Enchantment+
Energy: Positive [Healing / Turns Undead]

Total Hit Points: ?/?
Speed: 30 feet (20 feet with equipment)
Armor Class: 31 = 10 +16 [armor] +4 [shield] +1 [dexterity]
Touch AC: 11
Flat-footed: 30

Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +9 = 7 [base] +2 [constitution]
Reflex save: +4 = 3 [base] +1 [dexterity]
Will save: +12 = 7 [base] +4 [wisdom] +1 [periapt]
Attack (handheld): +8/+3 = 7 [base] +1 [strength]
Attack (unarmed): +8/+3 = 7 [base] +1 [strength]
Attack (missile): +8/+3 = 7 [base] +1 [dexterity]
Attack (blaster pistol +4): +13/+8 (weapon focus)
Grapple check: +8/+3 = 7 [base] +1 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.

Languages: Common Raptoran

Feats:

Combat Casting
Divine Metamagic
Quicken Spell
Weapon Focus x1 Weapon(s): Blaster Pistol


Skill
Appraise Int 0 = +0
Balance Dex* 1 = +1
Bluff Cha 2 = +2
Climb Str* 3 = +1 +2 [raptoran]
Concentration Con 2 = +2
Craft Int 0 = +0
Diplomacy Cha 4 = +2 +2
Disguise Cha 2 = +2
Escape Artist Dex* 1 = +1
Forgery Int 0 = +0
Gather Information Cha 2 = +2
Heal Wis 16 = +4 +8 ranks +4 from Profession
Hide Dex* 1 = +1
Intimidate Cha 2 = +2
Jump Str* 11 = +1 +10 [raptoran]
Knowledge (religion) Int 10 = +0 +10
Listen Wis 4 = +4
Move Silently Dex* 1 = +1
Perform Cha 2 = +2
Profession (Pharma) Wis 9 = +4 +5
Research Wis 6 = +4 +2
Ride Dex 1 = +1
Search Int 0 = +0
Sense Motive Wis 4 = +4
Spot Wis 6 = +4 +2 [raptoran]
Survival Wis 5 = +4 +1
Swim Str** 1 = +1
Use Rope Dex 1 = +1


* = check penalty for wearing armor
Know Religion >=5 ranks gives +2 on turn/rebuke the undead.

Zero-level Cleric spells: 6 per day
First-level Cleric spells: 5 (4+1) per day +1 from a domain:
Second-level Cleric spells: 5 (4+1) per day +1 from a domain:
Third-level Cleric spells: 4 (3+1) per day +1 from a domain:
Fourth-level Cleric spells: 4 (3+1) per day +1 from a domain:
Fifth-level Cleric spells: 2 per day +1 from a domain:

Raptoran:
Winged humanoids noted for deep thought.
Their trademark footbow is a martial weapon.
Wings give +10 on jump; also get +2 on climb and spot.
Air spells at +1 caster level.
Low-light vision.
Never take falling damage if conscious; maximum 1d6 if unconscious
Always know which direction is north.
Limited ability to fly develops as levels increase.

Cleric:
Alignment Aura
Spontaneous Casting (heal)
Turn Undead (5x/day)
High wisdom gains bonus spells daily
Domain choices give additional abilities


Rodan's Equipment:
Assault Exoskeleton +4
- 21150 cr, +16 to AC, +2 max Dex bonus, -4 armor check, 50lbs
Medium Steel Heavy Shield +2
- 4170 cr, +4 to AC, 15 lbs
Language Translator
- 200 cr, 1 lb
Personal Communicator
- 100 cr
Diagnostic Monitor
- 300 cr, 1 lb
Medkit
- 120 cr, 5 lb
Blaster Pistol +4
- 32750 cr, 3d8 damage, x2 critical, 100 ft, 3lb, Electricity
5x Minicell
- 75 total cr, 2.5 total pounds, 30 shots each
Periapt of Wisdom +2
- 4000 gp

3085 gold

[/sblock]
 
Last edited:

Deuce Traveler

Adventurer
Name: Argent
Class: Wizard 1/Archivist 3/Mystic Theurge 6
Alignment: Neutral Good

Hit Points:39/39
Speed:
Armor Class: 24, +4 natural, +1 size, +2 natural from amulet, +4 armor from flight suit, +3 deflection from ring
BAB: +4
Init: +1
Fort: +5
Reflex: +4
Will: +12

Strength: 10
Intelligence: 20 (22 by 8th level) +6
Wisdom: 14 (+2)
Dexterity: 12 (+1)
Constitution: 10
Charisma: 10

T'Sa Racial Traits:
+2 DEX, +2 INT, -2 CHA, they are agile, clever, but somewhat difficult to relate too due to their curiosity and naiveté, often leaving other races standing as they move on to the next thing. Small size: (As small creatures T’sa gain +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of medium-sized creatures.
T’sa base speed: 40 feet
Natural Armor: T’sa receive a +4 natural armor bonus, due to their reptilian hides.
Scent(Ex): All T’sa receive the Scent ability, as per page 10 MM, this reflects their ability to taste the air to great effect with their reptilians tongues.
Low-light Vision: T’sa can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to
distinguish colour and detail under these conditions.
+2 Racial bonus to: Use Device, Research, and Repair checks, as the T’sa is technically capable and sure footed.
Poor Vision(Ex): All T’sa have poor distance vision, but excellent vision up close, as such they suffer a –2 penalty to Spot rolls, while receiving a +2 to Search rolls.
Cold Blooded(Ex): All T’sa are reptilian, not mammals, as such extremes of cold have an adverse affect, a T’sa in such an environment must make a Fort save (DC14)
every 4 hours or they begin to suffer from it’s effects losing 1 Temporary Constitution point per hour after that point, until dying once CON reaches zero. This reflects them becoming lethargic and sluggish, they also receive –2 penalty to all attacks, initiatives and checks during that time and may only move at half speed. If exposed to a warm place, they are able to regain lost con at a rate of 1 point per 4 hours as opposed to 1 point per day.
Automatic languages: T’sa and Common
Favoured Class: Mechanist
Effective Character level: +0

Feats:
Outlander Feat: Technical Proficiency
Summon Familiar (Wizard 1)
Scribe (Wizard 1)
Dark Knowledge (tactics) [4 times/day]
Lore Mastery
School Focus (Conjuration) (1st)
Alternative Source Spell (3rd)
Augment Summoning (6th)
Spontaneous Summoner (9th)

Skills (7x4=28 at first level)
Appraise Int 6 = +6
Balance Dex* 1 = +1
Bluff Cha 0 = +0
Climb Str* 0 = +0
Concentration Con 13 = 13 ranks
Craft Int 6 = +6
Diplomacy Cha 0 = +0
Disguise Cha 0 = +0
Escape Artist Dex* 1 = +1
Forgery Int 6 = +6
Gather Information Cha 0 = +0
Heal Wis 2 = +2
Hide Dex* 5 = +1 +4 race
Intimidate Cha 0 = +0
Jump Str* 0 = +0
Knowledge (religion) Int 19 = +6 + 13 ranks
Knowledge (planes) Int 19 = +6 + 13 ranks
Knowledge (nature) 19 = +6 + 13 ranks
Knowledge (dungeoneering) 19 = +6 + 13 ranks
Knowledge (arcana) Int 19 = +6 + 13 ranks
Knowledge (architecture and engineering) 19 = +6 + 13 ranks
Listen Wis 2 = +2
Move Silently Dex* 1 = +1
Perform Cha 0 = +0
Repair Int 6 = +6
Research Wis 2 = +2
Ride Dex 1 = +1
Search Int 8 = +6 +2 race
Sense Motive Wis 2 = +2
Spellcraft Int 14 = +6 +8 ranks
Spot Wis 0 = +2 -2 race
Survival Wis 2 = +2
Swim Str** 0 = +0
Use Rope Dex 1 = +1

Spells Per Day:
Wizard
0th: 4
1st: 4
2nd: 3
3rd: 2
4th: 1

Archivist
oth: 4
1st: 5
2nd: 5
3rd: 4
4th: 3
5th: 2

Spellbook:
Wizard
0th: All
1st: Silent Image, Grease, Expeditious Retreat, Magic Missile, Summon Monster I, Alarm, Sniper's Shot, Benign Transportation
2nd: Web, Alter Self, Detect Thoughts, Summon Monster II, Shatter, Glitterdust
3rd: Summon Monster III, Great Thundercap, Ray of Dizziness, Stinking Cloud
4th: Assay Spell Resistance, Summon Monster IV

Archivist:
0th: All
1st: Bless, Cure Light Wounds, Command, Protection from Evil, Sanctuary, Identify, Lesser Restoration, Summon Nature's Ally, Barskin, Entangle
2nd: Bull's Strength, Hold Person, Locate Object, Close Wounds, Summon Nature's Ally II, Mass Snake's Swiftness, Scorching Ray, Fox's Cunning, Endure Elements, Summon Dire Hawk
3rd: Cure Serious Wounds, Dispel Magic, Magic Circle Against Evil, Charm Monster, Haste, Summon Nature's Ally III, Death Ward, Restoration
4th: Cure Critical Wounds, Flamestrike, Summon Nature's Ally IV, Heart of Earth, Panacea, Spell Immunity
5th: True Seeing, Summon Nature's Ally V, Heal, Revivify

Equipment:
Ioun Stone (Orange)
- +1 Caster Level, 30,000 cr
Ring of Protection +3
- +3 deflection bonus, 18,000 cr
Amulet of Natural Armor +2
- +2 natural armor, 8,000 cr
Personal Communicator
- 100 cr
Datapad
- 300 cr
Datachip (Arcanist's Lorebook)
- +2 to Knowledge (arcana) and Spellcraft checks, 50 cr
Datachip (Imperial Biological Survey)
- +2 Knowledge (biology), 50 cr
Datachip (Chemical Database)
- +2 Knowledge (chemistry), 50 cr
Datachip (Alchemists's Handbook)
- +2 Alchemy, 50 cr
Datachip (Imperial Encyclopedia)
- +2 Knowledge (geography and history), 50 cr
Datachip (Technical Design Database)
- +2 Knowledge (engineering), 50 cr
Datachip (Unification Bible)
- +2 Knowledge (religion), 50 cr
Flight Suit
- +4 Armor Bonus, No spell failure, 6lbs, 50 cr

Bag of Holding I
- 15 lbs, holds 250 lbs, 2,500 cr
Inside Bag:
Screamer Rifle
- 4d6 damage, x2 crit, 200 ft, 6 lbs, sonic, 650 cr
Minicell x5
- Total of 2.5 lbs, 75 cr
Hostile Environment Suit
- 12 lbs, 1,400 cr
Artificial Gill
- 5lbs, 200 cr
10-person temporary shelter
- 20 lbs, 1500 cr
Water Purifier
- 15 cr
Multiscanner
- 3 lbs, 2500 cr
Microcells x20
- 200 cr

200 spare credits
 



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