Rogue's Gallery - Valley of the Dead DnD 3.5

Dragonwriter

First Post
[sblock=Herriman] Herriman Shadowatcher

Herriman

Neutral Good Male Halfling Rogue 2/Incarnate 4/Umbral Disciple 3

Patron Deity: Olidimmara

EXP: 40,500


(36 POINT-BUY, MINIMUM 10)
Strength 12 (+1) (6 points - 2 racial)
Dexterity 21 (+5) (10 points + 2 racial + 1 level + 2 item)
Constitution 18 (+4) (8 points + 1 level + 2 item)
Intelligence 12 (+1) (4 points)
Wisdom 14 (+2) (6 points)
Charisma 10 (+0) (2 points)


Size: Small
Age: 28
Height: 3’1”
Weight: 35 lbs.
Eyes: Dark Green
Hair: Light Brown
Skin: White

[sblock=Appearance] Herriman Shadowatcher is a nondescript Halfling, and he likes it that way. His clothing is always plain, with his chain shirt hidden underneath a lumpy, large cloak. Most of his items appear, at first glance, to be either old and worn, or second-hand. His small size makes it even easier for him to avoid notice.

His face is usually serious or blank, even while his eyes are glittering with amusement or excitement. Herriman has a tendency not to care about his appearance, with his hair in a mess and his clothes usually wrinkled and lumpy, though he does maintain an average level of hygiene. [/sblock]


Total Hit Points: 90 (12+24+18+36)

Speed: 20 feet

Armor Class: 21 (22-24) = 10 + 6 [armor] + 5 [dexterity] (+ 1, 2, or 3 [deflection, essential])
Touch AC: 15 (16-18)
Flat-footed: 16 (17-19)

Meldshaper Level: 4
Soulmeld DC: 10 + Essentia Invested + 2 (Wis)

Initiative modifier: + 9 = 5 [dexterity] + 4 [Improved Initiative]
Fortitude save: + 13 = 0 [Rog base] + 4 [Inc base] + 1 [UmD base] + 4 [constitution] + 1 [racial] + 3 [resistance]
Reflex save: + 16 = 3 [Rog base] + 1 [Inc base] + 3 [UmD base] + 5 [dexterity] + 1 [racial] + 3 [resistance]
Will save: + 13 = 0 [Rog base] + 4 [Inc base] + 3 [UmD base] + 2 [wisdom] + 1 [racial] + 3 [resistance]
Attack (handheld): + 7 (or +11) = 5 [base] + 1 [strength] (or +5 [dexterity] + 1 [size]
Attack (missile): + 11 = 5 [base] + 5 [dexterity] + 1 [size]
Grapple check: + 1 = 4 [base] + 1 [strength] - 4 [size]

Weapon proficiency: All simple, plus hand crossbow, rapier, sap, short bow and short sword. Proficient with light armor, medium armor and shields. (Rogue and Incarnate proficiencies.)

Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-99 lb.
Lift over head: - 99 lb.
Lift off ground: - 198 lb.
Push or drag: - 495 lb.


Languages: Common, Halfling, Elven


[sblock=Feats]
Improved Initiative
Dodge
Weapon Finesse
Bonus Essentia (Magic of Incarnum, page 35)
[/sblock]

[sblock=Skills]
Skill points: 36+42 (8 base + 1 Int mod.)x4
Skill points per Rogue level: 9 (8 base + 1 Int mod)
Skill points per Incarnate level: 3 (2 base + 1 Int mod)
Skill points per Umbral Disciple level: 7 (6 base + 1 Int mod)
Skill points max ranks: Class: 12 Cross-class: 6

Appraise + 1 = 1 [Int]
Balance + 7 = 5 [Dex] + 2 [synergy]
Bluff + 0 = 0 [Cha]
Climb + 3 = 1 [Str] + 2 [racial]
Concentration + 8 = 4 [base] + 4 [Con]
Craft + 1 = 1 [Int]
Diplomacy + 0 = 0 [Cha]
Disguise + 0 = 0 [Cha]
Escape Artist + 9 = 4 [base] + 5 [Dex]
Forgery + 1 = 1 [Int]
Gather Information + 0 = 0 [Cha]
Heal + 2 = 2 [Wis]
Hide + 20 = 11 [base] + 5 [Dex] + 4 [size]
Intimidate + 0 = 0 [Cha]
Jump - 1 = 1 [Str] - 6 [speed] + 2 [racial] + 2 [synergy]
Knowledge (Arcana) + 5 = 4 [base] + 1 [Int]
Knowledge (Religion) + 5 = 4 [base] + 1 [Int]
Listen + 15 = 11 [base] + 2 [Wis] + 2 [racial]
Move Silently + 23 = 11 [base] + 5 [Dex] + 5 [item] + 2 [racial]
Open Lock +13 = 4 [base] + 5 [Dex] + 2 [circumstance/MWK tools] + 2 [insight, +2E]
Ride + 5 = 5 [Dex]
Search + 5 = 4 [base] + 1 [Int]
Spot + 8 = 6 [base] + 2 [Wis]
Sense Motive + 2 = 2 [Wis]
Spellcraft + 1 = 1 [Int]
Survival + 2 = 2 [Wis]
Swim + 1 = 1 [Str]
Use Rope + 5 = 5 [Dex]
Tumble + 16 = 11 [base] + 5 [Dex]
[/sblock]


[sblock=Soulmelds]
Currently Shaped Soulmelds: Armguards of Disruption (Arms), Theft Gloves (Hands), Strongheart Vest (Heart), Crystal Helm (crown, BOUND)
Total Soulmelds Shaped: 4
Essentia Pool/Max Essentia Capacity: 8/2 (3 for Incarnate soulmelds)
Chakra Binds: 1, crown, feet and hands chakras available
[/sblock]


[sblock=Level Advancement]1: Rogue 1

HP: 6+4

Disable Device +4, Escape Artist +4, Hide +4, Listen +4, Move Silently +4, Open Lock +4, Search +4, Spot +4, Tumble +4,

Sneak Attack +1d6, Trapfinding

Feats: Improved Initiative, Nimble Fingers (bonus)

2: Incarnate 1


HP: 6+4

Concentration +2, Knowledge (arcana +1)

Aura of Good, Detect Opposition (evil), meld shaping (soulmelds: 2, essentia pool: 1)

3: Incarnate 2


HP: 6+4

Conentration +2, Knowledge (arcana +1)

Chakra Bind (crown) (soulmelds: 3, essentia pool: 2, chakra binds: 1)

Feats: Dodge

4: Incarnate 3


HP: 6+4

Knowledge (arcana +1), Knowledge (religion +2)

Expanded Soulmeld Capacity +1, Incarnum Radiance 1/day (soulmelds: 3, essentia pool: 3, chakra binds: 1)

5: Rogue 2


HP: 6+4

Hide +4, Listen +4, Move Silently +1

Evasion

6: Umbral Disciple 1


HP: 6+4

Hide +1, Listen +1, Move Silently +4, Tumble +1

Sept Knowledge, Step of the Bodiless, +1 essentia (soulmelds: 3, essentia pool: 4, chakra binds: 1)

Feats: Weapon Finesse

7: Umbral Disciple 2


HP: 6+4

Hide +1, Listen +1, Move Silently +1, Tumble +4

Sneak Attack +1d6 (total 2d6)

8: Umbral Disciple 3


HP: 6+4

Hide +1, Listen +1, Move Silently +1, Spot +2, Tumble +2

Embrace of Shadow, +1 essentia (soulmelds: 3, essentia pool: 5, chakra binds: 1)

9: Incarnate 4

HP: 6+4

Knowledge (arcana) +1, Knowledge (religion) +2

Chakra bind (feet, hands) +1 soulmeld, +1 essentia (soulmelds: 4, essential pool: 6+2 (feat), chakra binds: 1)

Feats: Bonus Essentia (Magic of Incarnum, page 35)


[/sblock]

[sblock=Halfling]* Small: As Small creatures, Halflings get a +1 size bonus to Armor Class, +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but uses smaller weapons than humans use and lifting and carrying limits are three-quarters of those of a Medium character
* Halfling base land speed is 20 feet.
* +2 racial bonus on Climb, Jump, Listen and Move Silently checks.
* +1 racial bonus on all saving throws.
* +2 morale bonus on saves against fear. Stacks with racial bonus
* +1 racial bonus on attack rolls with thrown weapons and slings.
* Automatic Language: Common and Halfling.
Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
* Favored Class: Rogue. A multiclass Halfling’s rogue class does not count when determining whether it takes an experience point penalty for multiclassing.
[/sblock]


[sblock=Equipment]
Masterwork Sap 1 lb. 301 gp
+1 Rapier 1 lb. 2,320 gp

+2 Mithral Chain Shirt 6.25 lbs. 5,100 gp
Traveler’s Outfit (weight not counted, free)

Ring of Sustenance 0 lb. 2,500 gp
Amulet of Health +2 0 lb. 4,000 gp
Boots of Elvenkind .5 lb. 2,500 gp
Gloves of Dexterity +2 0 lb. 4,000 gp
Handy Haversack 2.5 lb. 2,000 gp
Cloak of Resistance +3 .5 lb. 9,000 gp

4 belt pouches 1 lb. 4 gp (total)

3 bottles of silversheen 0 lb. 750 gp (total)
Wand of Cure Light Wounds (CL 1, 50 charges) 750 gp
4 potions of Cure Light Wounds (CL 1) 200 gp (total)
1 potion of Cure Moderate Wounds (CL 3) 300 gp
Wand of Light (CL 1, 50 charges) 375 gp
2 Elixirs of Truth 1,000 gp (total)

Bedroll 2.5 lbs. 1 sp
2 bags of caltrops 1 lb. 2 gp (total)
Rope, silk (50 ft.) 2.5 lbs 10 gp
Signal whistle 0 lb. 8 sp

Everburning Torch .5 lb. 110 gp
3 flasks of Acid 1.5 lbs. 30 gp (total)
2 vials of Antitoxin 0 lb. 100 gp (total)
2 tanglefoot bags 1 lb. 100 gp (total)

Masterwork Thieves’ Tools 1 lb. 100 gp

_____
Total: 26,552 gp and 9 sp, 13 lb (Bolded items are in the Handy Haversack, negating weight)


GP on person: 43 pp 13 gp, 11 sp (total 447 gp, 1 sp) (in Handy Haversack pocket)

Starting gold 27,000
[/sblock]

[sblock=Background]
Herriman grew up on the street. His father, a small-time sculptor, was killed in an accident, when a statue he was in the process of carving tipped over and fell on him, crushing him beneath its weight. Little Herriman was 5 at the time. Herriman’s mother had never learned a real profession and so the family was forced onto the street as they couldn’t support themselves any more. Herriman was the eldest of 4, with two little sisters (Rosie and Bella) and a slightly younger brother (Frederic), and so it fell to him to help his mother the most. Of course, with no money and no apprenticeships really possible, Herriman took to the life of a street rat, snatching purses and coins when he could, or sneaking into locked places and stealing a handful of baubles to sell.

His “profession” led to a number of troubles. He got caught every so often, spending some time in the city jail, which made it even harder for his family. During one of his stays in prison, his mother contracted an illness and soon died. After release, Herriman went back to his family’s lean-to in one of the alleys, only to find the place abandoned. He searched the city for them, eventually finding his younger brother who told Herriman just what had happened, and that his sisters had run away in their grief.
The young man sank into a depression, coming down with a bad fever soon after. In one of his dreams, lying in an alley, his mother spoke to him, telling him to find a different path, and that she would always be with him. Soon after that, the fever died down and Herriman left. He apologized to his brother for what had happened, as Herriman blamed himself for not being there when his mother had died, and promised to find his sisters and send them back, while he sought out a new calling.

Soon after he started traveling, Herriman learned of the rare power of incarnum. The still-grief-stricken Halfling immediately saw it as a way to connect and hold onto his departed mother, and so he sought out a far-off school that was rumored to have knowledge of the strange power, abandoning his quest to find his sisters. It took him some time to reach the college, and he ended up using what little money he had (stolen elsewhere) to fund his education. He was a devoted student, quickly learning and retaining the methods and binding his first soulmeld in near-record time.

After he left the school, Herriman remembered his promise to his brother. Frantic now, he raced to the nearest large city and chartered passage back to his homeland. Of course, after such time had passed, his sisters’ trails had gone cold long ago…

Herriman traveled ever since, not daring to return to his brother, but still trying to find his sisters. His continued to focus on meld shaping as he wandered. He took on small odd jobs to pay for food, even joining a few mercenary groups in need of someone with light fingers. Over time, he settled for a little while in a larger city, convinced he would never find his sisters. And he went back to his original habits, even joining a small thieves’ guild…

With the help of his unusual soulmelds, and his own natural talents (in addition to his previous experience), he became somewhat successful. But then one of his heists went out of control. Herriman had been sent to steal a few things from a jewelry shop and the shop owner had caught him in the act. Rather than call the guards, the owner tried to stab Herriman. The Halfling thief fought back, killing the older human. He had never taken a humanoid’s life before, had always ran when caught. And what scared him more was that he thought he had enjoyed it… The Halfling ran, leaving the thieves’ guild and the murder behind.

As he hurried out of the city, he realized that what he had done was wrong, even though it had felt good. He thought about this on the road and came to the realization that such urges must be controlled, put to a better use, along with his skills. He would learn to use the darkness outside to protect himself and the darkness inside to protect others. Since then, Herriman has been going where it sounded like people needed help, using the abilities he has garnered and cultivated to assist wherever he can. And when he heard the whisperings about the Valley of the Dead, he took his assortment of possessions and left for there.
[/sblock]

[/sblock]
 
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Malachei

First Post
[sblock=Lórquelië]

Lórquelië Coranarya

Her name is Quenya and translates as autumn dream. Her last name derives from the word for solar year and means throughout the passing of the sun (literally round-sun). Her name is spoken [ lorkeli-e ].

Lawful Neutral Female Noldorin (Gray Elf) Wizard (Conjurer) 3 / Master Specialist 2 / Incantatrix 3

Strength 8 (-1) [10 base] - 2 [racial]
Dexterity 10 (+0) [8 base] + 2 [racial] + 0 [spell]
Constitution 14 (+2) [16 base] - 2 [racial] + 0 [item]
Intelligence 26 (+8) [18 base] + 2 [racial] + 2 [level] + 4 [item]
Wisdom 8 (-1) [10 base] -2 [racial]
Charisma 16 (+3) [14 base] +2 [racial]

[sblock=Appearance]

Lorqueli1.jpg


Lórquelië is pale, even for her kin. Her amber eyes waver, and her long hair is of a dark blue, silvery color. Her lips are always blue, as if she froze. Her remarkable frailty is emphasized by her height and her thin stature. Sometimes, she wavers, and almost seems to fade, as if her shadow ate her.

She wears white robes of fine silk in several layers of ornate design.

[/sblock]


Total Hit Points: 48

Speed: 30 feet

Armor Class: 10 = 10 + 0 [dexterity] + 0 [shield/spell] + 0 [armor/spell] + 0 [natural/spell]
Touch AC: 10
Flat-footed: 10

Character Level: 9 (including LA +1)
Caster Level: 8

Initiative modifier: + 4 = 0 [dexterity] + 4 [feat]
Fortitude save: + 3 = 2 [base] + 2 [constitution] + 0 [item] + 0 [spell] -1 [flaw]
Reflex save: + 2 = 2 [base] + 0 [dexterity] + 0 [item] + 0 [spell]
Will save: + 10 = 9 [base] -1 [wisdom] + 0 [item] + 0 [spell] +2 [feat]

[sblock=Racial]

Gray Elf
Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards). They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple.
+2 INT, +2 DEX, -2 CON, -2 STR
Medium size, base land speed is 30 ft.
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects
Low-light vision
Weapon proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow and composite shortbow
+2 racial bonus to Listen, Search, and Spot checks. Ane lf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
Favored Class: Wizard -> Sorcerer (see magic-blooded, below).

[sblock=Magic-Blooded]
A humanoid or monstrous humanoid race that has been infused with arcane energy (DR306, p. 64). Appearance is as Ancestor Race, except for odd little things, like different colored eyes, or sparkles falling from their hair. Strong tendency towards chaotic behavior.
o WIS -2, CHA +2
o Any special vision from the Ancestor Race is replaced with Low-Light Vision
o +2 Racial bonus on Spellcraft checks & the skill can be used untrained.
o +2 Racial bonus on Knowledge (arcana) checks & the skill can be used untrained.
o Gain the following spell-like abilities at Character level: Detect Magic, 1/day, Nystul’s Magic Aura, 1/day, Nystul’s Undetectable Aura, 1/day, Read Magic, 1/day
o Favored class becomes Sorcerer
[/sblock]

[sblock=Shade]
Shade (Outsider)
All shades have the following powers when within shadows or darkness. In well-lit surroundings (daylight or the radius of a daylight spell), none of these powers function:
LA +1
o Charisma +2
o Speed +5 ft.
o +1 Deflection AC
o +1 Luck bonus to saves
o Hide/MS +2
o Listen/Spot +1
o Shadesight (Sp): Darkvision 60 ft. Can see normally through any darkness effect, but not through fog, invisibility, obscurement, and so on.
o Shadow Image (Sp) 3/day, as mirror image, 1d4 images, plus one image per three levels
[/sblock]

[/sblock]

[sblock=Special]

[sblock=Wizard (Conjurer)]
Prohibited schools: Enchantment, Illusion
Scribe Scroll -> Improved Initiative
Summon Familiar -> Abrupt Jaunt 8/day
[/sblock]

[sblock=Incantatrix]
Prohibited school: Necromancy
Cooperative Metamagic (Su) (11/day)
Metamagic Effect (Su) (11/day)

[/sblock]
[/sblock]

[sblock=Feats]
Feats:
Magical Aptitude (free)
Improved Initiative (Fighter feat variant for Scribe Scroll)
Practiced Spellcaster (CAr) (1st)
Precocious Apprentice (CAr) (flaw)
Spell Focus (Conjuration) (flaw)
Greater Spell Focus (Conjuration) (3rd)
Iron Will (Otyugh’s Den)
Skill Focus (Spellcraft) (Master Spec.)
Extend Spell (6th)
Persistent Spell (CAr) (Incantatrix bonus)

Flaws:
Body Maimed
Spirit Maimed

[/sblock]

[sblock=Skills]

Skill Points:
1st Level: (2+5) *4 = 28
2nd – 7th level: (2+5) each = 42
8th level: (2+6) = 8

SUM = 78

Concentration + 13 = 11 [base] + 2 [Con]
Decipher Sript + 13 = 5 [base] + 8 [Int]
Intimidate + 5 = 5 [base] + 0 [Cha]
Knowledge (Arcana) + 26 = 11 [base] + 8 [Int] +2 [race] +5 [item]
Knowledge (Planes) + 19 = 11 [base] + 8 [Int]
Knowledge (Nature) + 13 = 5 [base] + 8 [Int]
Knowledge (Religion) + 19 = 11 [base] + 8 [Int]
Sense Motive + 2 = 2 [base] + 0 [Wis]
Spellcraft + 35 or +37 (Conjuration) = 11 [base] + 8 [Int] + 3 [feat] + 2 [synergy] +2 [feat] +2 [feat] +2 [race] +5 [item] + 2 if conjuration [class]
Use Magic Device + 1 or +5 (scrolls) = 1 [base] + 0 [Cha] +4 [synergy, scrolls only] + 2 if aburation [class]

4 points open

(work in progress, will recalculate at the end)

[/sblock]


[sblock=Items]
Headband of Intellect +4 (16000)
Tome of Ancient Lore (MIC, 5500)
Otyugh Hole entry (3000)

Silver Daggers (22 gp) for Cloud of Knives

Starting Wealth: 27000
[/sblock]

[sblock=Spells Known]

Banned Schools: Enchantment, Illusion and Necromancy

_ = Conjuration
* = Persistable

Known Spells:

(still partially work in progress)

0 level: (all)

1 level (10 + 2 bought): Mage Armor, Grease, Shield*, Protection from Evil, Magic Missile, Nightshield* (SC), Detect Undead*, Identify, Mount, Lesser Orb of Sound (SC), Summon Monster I, Ray of Clumsiness (SC)

2 level (4 + 2 bought): Glitterdust, Cloud of Knives* (PHB2), See Invisibility*, Rope Trick, Greater Alarm (SC), Resist Elements

3 level (4 + 9 bought): Phantom Steed, Dispel Magic, Blacklight (SC), Dragonskin* (SC), Caustic Smoke (CM), Alter Fortune (PHB2), Anticipate Teleportation* (SC), Sound Lance (SC), Stinking Could, Protection from Elements, Spellcaster’s Bane* (CM), Unluck (SC), Reverse Arrows* (SC), Unicorn Arrow (PHB2)

4 level (4 + 3 bought): Black Tentacles, Ray Deflection* (SC), Heart of Earth* (CM), Orb of Force (SC), Celerity (PHB2), Defenestrating Sphere (SC), Assay Spell Resistance* (SC)

[/sblock]

[sblock=Spells / Day]

Spells/Day
0 level: 4+1 = 4+ 1 Conjuration
1 level: 6+1 = 4 + 2 [Int] + 1 Conjuration
2 level: 6+1 = 3 + 2 [Int] + 1 Conjuration +1 Feat
3 level: 5+1 = 3 + 2 [Int] + 1 Conjuration
4 level: 4+1 = 2 + 2 [Int] + 1 Conjuration

DC to Persist
0 level: 36
1 level: 39
2 level: 42
3 level: 45
4 level: 48
5 level: 51

[/sblock]

[sblock=Spells Prepared]

_ = Conjuration (DC +3)
* = Persistable
Spells in Yellow are persisted daily. Cloud of Knives is persisted as soon as it is feasible.
Normally active spells (in addition to persisted spells): Mage Armor, Heart of Earth

– 0 – (4+1 – DC 18)
Acid Splash, Dancing Lights, Detect Magic*, Light, Message

– 1 – (6+1 – DC 19)
Mage Armor, Shield*, Protection from Evil, Grease, Nightshield* (SC), Detect Undead*, Lesser Orb of Sound (SC)

– 2 – (6+1 – DC 20)
Glitterdust (3), Cloud of Knives* (PHB2), See Invisibility*, Rope Trick, Greater Alarm (SC)

– 3 – (5+1 – DC 21)
Phantom Steed, Dispel Magic, Blacklight (SC), Dragonskin* (SC), Unluck (SC), Reverse Arrows* (SC)

– 4 – (4+1 – DC 22)
Black Tentacles, Ray Deflection* (SC), Heart of Earth* (CM), Defenestrating Sphere (SC), Orb of Force (SC)

[/sblock]

[sblock=Current Status]

With persisted and active spells.

Active Spells:
* = Persisted
(X) = Extended
Mage Armor (X), Detect Magic*, Shield*, Nightshield*, Detect Undead*, See Invisibility*, Dragonskin*, Reverse Arrows*, Cloud of Knives*, Heart of Earth (X), Prot. from Evil

Abilities (used/daily uses)
Metamagic Effect: 10/11
Abjupt Jaunt: 1/8

[sblock=Spells Prepared (Current Status)]

_ = Conjuration (DC +3)
* = Persistable
Spells in Yellow are persisted daily. Cloud of Knives is persisted as soon as it is feasible.
Normally active spells (in addition to persisted spells): Mage Armor, Heart of Earth

– 0 – (4+1 – DC 18)
Acid Splash, Dancing Lights, Detect Magic*, Light, Message

– 1 – (6+1 – DC 19)
Mage Armor, Shield*, Protection from Evil, Grease, Nightshield* (SC), Detect Undead*, Lesser Orb of Sound (SC)

– 2 – (6+1 – DC 20)
Glitterdust (2), Cloud of Knives* (PHB2), See Invisibility*, Rope Trick, Greater Alarm (SC)

– 3 – (5+1 – DC 21)
Phantom Steed, Dispel Magic, Blacklight (SC), Dragonskin* (SC), Unluck (SC), Reverse Arrows* (SC)

– 4 – (4+1 – DC 22)
Black Tentacles, Ray Deflection* (SC), Heart of Earth* (CM), Defenestrating Sphere (SC), Orb of Force (SC)

[/sblock]

Speed: 30 feet

Armor Class: 22 = 10 + 0 [dexterity] + 4 [shield/spell] + 4 [armor/spell] + 4 [natural/spell]
Touch AC: 14
Flat-footed: 22

Hit Points (current/max): 48/48 (plus 16 temp. HP from Heart of Earth)

Character Level: 9 (including LA +1)
Caster Level: 8

Initiative modifier: + 4 = 0 [dexterity] + 4 [feat]
Fortitude save: + 5 = 2 [base] + 2 [constitution] + 0 [item] + 2 [spell] -1 [flaw]
Reflex save: + 4 = 2 [base] + 0 [dexterity] + 0 [item] + 2 [spell]
Will save: + 12 = 9 [base] -1 [wisdom] + 0 [item] + 2 [spell] +2 [feat]

BAB +3

[sblock=Special]
Out of bright light:
o Charisma +2
o Speed +5 ft.
o +1 Deflection AC
o +1 Luck bonus to saves
o Hide/MS +2
o Listen/Spot +1
o Shadesight (Sp): Darkvision 60 ft. Can see normally through any darkness effect, but not through fog, invisibility, obscurement, and so on.
o Shadow Image (Sp) 3/day, as mirror image, 1d4 images, plus one image per three levels (uses: 1/3)
[/sblock]

[/sblock]

[/sblock]
 
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Scotley

Hero
Geryk Cleric 5/ Radiant Servant 4

Geryk Lavrynt

"Barer of the Sacred Font of Lathander"

Neutral Good Male Human Cleric 5/Radiant Servant 4

Patron Deity: Lathander “The Morninglord”

EXP:

Strength 16 (+3) (+2 from belt of Priestly might)
Dexterity 12 (+1)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 20 (+5) (+2 level) (+2 Periapt)
Charisma 15 (+2)

Size: Medium
Age: 33
Height: 5' 11"
Weight: 165 lb
Eyes: Blue
Hair: Black turning gray
Skin: Pale
Appearance: a once handsome man aging before his time with a haggard look, pale skin, graying hair and red rimmed eyes.
Total Hit Points: 73

Speed: 30 feet (20 in armor)

Armor Class: 26 = 10 + 9 [armor] +3[shield] + 1 [dexterity]+1[feat—heavy armor optimization]+1[Ring of Protection]+1[natural from belt of Priestly might]
Touch AC: 12
Flat-footed: 22

Special:

Type: Medium Humanoid

Caster Level: 9
Spell DC: 10 + Spell Level + 4 (wis)

Initiative modifier: + 3 = + 1 [dexterity] +2 [belt of battle]
Fortitude save: + 8 = 6 [base] + 1 [constitution]+1[armor]
Reflex save: + 5 = 3 [base] + 1 [dexterity] +1[armor]
Will save: + 13 = 6 [base] + 5 [wisdom] +2 [moral: aura of warding—radiant servant su]
Attack (handheld): +8 = 6 [base] + 2 [strength]
Attack (missile): +11 = 6 [base] + 5 [wisdom—zen archery feat]
Grapple check: +8 = 6 [base] + 2 [strength]

Light load: 58 lbs. or less
Medium load: 59-116 lbs.
Heavy load: 117-175 lbs.
Lift over head: 175 lbs.
Lift off ground: 350 lbs.
Push or drag: 175x5 lbs.

Languages: Common, Celestial

[sblock=Feats]

Combat Casting (Human Bonus)
[General] (PH p92)

+4 bonus on Concentration checks to cast a spell defensively, while grappled, or while pinned.

Extra Turning [General] (PH p94) (1st Level)
Ability to Turn or Rebuke creatures
Each time you take this feat, you gain an additional 4 uses per day of your Turning / Rebuking ability. If you have more than one such ability, you must choose which ability it adds to when you take the feat. You may take this feat multiple times.

Shielded Casting (3rd Level)
[General] (RoS p144)
Combat Casting Shield Proficiency Concentration: 5 ranks
As long as you have a Light, Heavy or Tower Shield ready, you do not provoke Attacks of Opportunity for casting spells in combat.

Zen Archery (6th level)
[General] (CWar p106)
Wisdom 13 Base Attack Bonus +1
You may use your Wisdom modifier instead of your Dexterity modifier when making ranged attacks.

Heavy Armor Optimization (9th Level)
[General, Fighter] (RoS p141)
Armor Proficiency (heavy) Base Attack Bonus +4
When wearing Heavy Armor, increase the AC by 1 and reduce the Armor Check penalty by 1.

Negotiator [General] (PH p94) (Campaign bonus)
+2 sense motive and diplomacy checks.
[/sblock]

[sblock=Skills]

48=12x(2+1[Int]+1[race])

Appraise + 1 = + 1 [Int]
Balance - 5 = + 1 [Dex] - 5 [ACP]
Bluff + 4 = + 4 [Cha]
Climb -4 = + 2 [Str] - 5 [ACP]
Concentration* + 6/+10 = 5 [base] + 1 [Con]+4[cast a spell defensively, while grappled, or while pinned—combat casting feat]
Craft* + 1 = + 1 [Int]
Decipher Script + 1 = + 1 [Int]
Diplomacy* + 16 = 10[base] + 2 [Cha] +2 [synergy: sense motive] + 2 [feat: negotiator]
Disguise + 2 = + 2 [Cha]
Escape Artist - 4 = + 1 [Dex] - 5 [ACP]
Forgery + 1 = + 1 [Int]
Gather Information + 2 = + 2 [Cha]
Handle Animal + 2 = + 2 [Cha]
Heal* + 10 = 5 [base]+ 5 [Wis]
Hide -4 = + 1 [Dex] - 5 [ACP]
Intimidate + 2 = + 2 [Cha]
Jump - 3 = + 2 [Str] - 5 [ACP]
Knowledge (Architecture and engineering) + 1 = + 1 [Int]
Knowledge (Dungeoneering) + 1 = + 1 [Int]
Knowledge (Geography) + 1 = + 1 [Int]
Knowledge (History)* +6 = 5 [base] + 1 [Int]
Knowledge (Arcana)* + 3 = 2 [base] + 1 [Int]
Knowledge (The Planes)* + 3 = 2 [base] + 1 [Int]
Knowledge (Religion)* + 10 = 9 [base] + 1 [Int]
Knowledge (Local) + 1 = + 1 [Int]
Knowledge (Nobility and Royalty) + 1 = + 1 [Int]
Listen + 5 = + 5 [Wis]
Move Silently - 4 = + 1 [Dex] - 5 [ACP]
Open Locks + 1 = + 1 [Dex]
Perform +2 = + 2 [Cha]
Profession* + 5 = + 5 [Wis]
Ride + 1 = + 1 [Dex]
Search + 1 = + 1 [Int]
Sleight of Hand + 1 = + 1 [Dex]
Spot + 5 = + 5 [Wis]
Sense Motive* + 12 = 5 [base] + 5 [Wis] + 2 [feat: negotiator]
Spellcraft* + 6 = 5 [base] + 1 [Int]
Survival + 5 = + 5 [Wis]
Swim - 8 = + 2 [Str] - 10 [ACP]
Use Magic Device +2/+4 = +2 [Cha] + 2 [synergy: spellcraft usable on scrolls only]
Use Rope + 1 = + 1 [Dex]
* = class skill
[/sblock]

[sblock=Spells]
0 6, 1st 5+d, 2nd 5+d, 3rd 4+d, 4th 3+d, 5th 2+d
0 Detect Magic x2, Guidance, Mending, Light x2
1st Disrupt Undead (d), Shield of Faith, Protection from Evil, Bless, Updraft (sc), Impede (comp champ)
2nd Heat Metal (d), Spiritual Weapon, Sound Burst, Hold Person, buff spell tbd, buff spell tbd
3rd Searing Light (d), Dispel Magic, Stone Shape, Prayer, Searing Light
4th Fire Shield (d), Healing Spirit (ph2), Restoration, Panacea (sc), Divine Might
5th Flame Strike (d), Righteous Might, Zone of Revelation (sc)
[/sblock]

Level Advancement

[sblock=Class Features]
Turn Undead

Spontaneous Casting of Heal Spells

Sun Domain
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

GLORY DOMAIN Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 on the turning damage roll.

Radiance: When a radiant servant casts any spell with the light descriptor, the radius of illumination is
doubled, and the spell is treated as if it were one level higher than it actually is for all purposes, including determining whether it can counter or dispel a spell with the darkness descriptor. Thus, a daylight spell cast by a radiant servants sheds light in a 120-foot radius and is treated as a 4th-level spell, allowing it to counter or dispel any darkness spell of 4th level or lower.

Extra Greater Turning: The radiant servant can perform a greater turning (the granted power of the Sun domain) a number of times per day equal to 3 + her Charisma modifier. 2 uses expended

Divine Health (Ex): A radiant servant who is at least 2nd level is immune to all diseases, including magical
diseases such as mummy rot and lycanthropy.

Empower Healing (Ex): When a radiant servant at least 2nd level casts a domain spell from the Healing domain, that spell is affected as though by the Empower Spell feat. This spell does not use up a higher-level slot.

Aura of Warding (Su): Starting at 3rd level, a radiant servant and all allies within 10 feet of him gain a +2 morale bonus on all Will saving throws.

Radian Servant levels stack with Cleric Levels for undead turning and spell casting.
[/sblock]

[sblock=Race]

* Humanoid (human)
* Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
* Human base land speed is 30 feet.
* 1 extra feat at first level
* 4 extra skill points at first level and 1 extra skill point at each additional level
* Automatic Languages: Common Bonus Languages: Any (other than secret languages)
* Favored Class: Any. When determining whether a multiclass human takes an experience point penalty
her highest-level class does not count.
* Level Adjustment: +0
[/sblock]

[sblock=Equipment]

Clerical Vestments
Travelers outfit 1 gp, 5 lbs.
+1 Sacred Heavy Mace (Holy Water Sprinkler) (8,362 gp) 8 lbs. Libris Mortis p. 74 MIC p. 42
By speaking the appropriate command word, you can sheathe a sacred weapon in luminous positive energy. If you are not undead, this energy does not harm you; otherwise, you take 1 point of Charisma damage for each round that you hold the weapon. This effect lasts until you speak another command word to end it. While activated, a sacred weapon deals an extra 1d6 points of damage to any undead target (or 2d6 points against an evil outsider) on a successful hit. Also, it is treated as good-aligned for the purpose of overcoming damage reduction.
The oversized hollow head of this heavy mace is actually a reservoir that holds one pint of liquid. Any hit by the holy water sprinkler also affects the target as if it had been within the splash radius of a thrown flask of holy water (1 point of damage to undead creatures and evil outsiders for holy water). A full reservoir has eight uses. Alternatively, the wielder can choose to release the entire reservoir with a successful hit. Treat his as if the target had been hit directly by a flask of holy water (2d4), but subtract 1 point of damage for each use already dispensed from the reservoir. There is no splash effect from such a hit. Filling the reservoir is a standard action that provokes attacks of opportunity.
+1 Full Plate of Agility and Stamina (3650gp) 30 lbs. -5acp +1 to reflex and fortitude saves.

Lesser Iron Ward diamond (2000gp) DR 3/- for up to 30 points a day.

+1 Shield, Gauntlet (1375gp) 20 lbs. -1acp Races of Stone p. 158 Sanctified Dun p. 33 Wand Chamber Dun. p. 34 Shield Sheath RoS p. 158.
May hold objects in the shield hand, cast Somatic spells, etc. Can be used as a holy symbol and can hold one wand as ‘readied’. A scabbard for a Light weapon is added to the inside of a shield and if the shield is readied may be drawn as a free action.

True Holy symbol (500gp) 1lb. Planer Handbook p. 71
Appearing in all other ways to be merely a holy symbol, this item in fact comes from the home plane of the deity the symbol represents—and carries with it a modicum of the deity’s power. Attempts to turn undead using the true holy symbol provides a +2 sacred bonus on the character’s turning check (1d20 + the character’s Cha modifier).
Periapt of Wisdom +2 4000 gp.
Ring of Protection +1 2000 gp.
Wand of Vigor, Lesser 750 gp (charges 49) Spell compendium p. 229 grants fast healing 1 for 11 rounds.
Wand of Light of Mercuria 750 gp (charges 50) Spell compendium p. 132
Wand of Cure Light Wounds 750 gp (charges 49) (in wand chamber)
Handy Haversack 2000 gp 5 lbs.
Glowing Orb 50 gp, created by Geryk Spell Compendium p. 106.
6 javelins 6 gp. 12 lbs.
Short spear 1 gp 3 lbs.
MW Dagger 302 gp. 1 lb. (In shield sheath)
Spell Component Pouch 5 gp. 2 lbs.
Healers’ Kit 50 gp. 1 lb.
Holy Symbol, Silver 25 gp
Holy Symbol, Wooden x2 1 gp

Ferival's old belt of Priestly Might and Battle (MIC) +2 str, +2 Init, +1 natural armor and 3 charges/day 1=move, 2=standard, 3=full
2 Commune spells on scrolls (from Ferival)


-Bedroll 1 sp. 5 lbs.
-Holy water 12 flasks 300 gp. 12 lbs.
-Water skin
-Trail Rations (x10) 5 gp. 10 lbs.
-Blessed Bandage x2 10 gp. Immediately stabilizes patient, but heals no damage (MIC).
-Potion of Cure Light Wounds 50 gp.
14 gp. 3x 10 gp. Gem.


[/sblock]

[sblock=Background]
Geryk Lavrynt was born the third child to a minor noble house in the Barony of Surphases near the east coast. Following in the long standing family tradition as a lesser son, Geryk was given to the church. He chose the path of the Morning Lord. His father gave him a fine suit of armor on his naming day and took him to the Temple to serve. His early days in the church were marked by eager success. Geryk had a quick mind and the studies came easy for him. He soon advanced to become a traveling Cleric on a regular route with an older priestess named Hortense. They would go from village to village providing healing and advice. Occasionally, they battled threats to the small villages they served. She taught him the ways of the local threats, trolls, giants, orcs and even occasionally undead. He enjoyed this life and grew comfortable. When Hortense retired from the wandering life Geryk was promoted to the role.

Geryk met many people in his work and made many friends. There were some downtrodden folk that became especially important to him. In particular, he took a few younger folk without proper families under his wing supporting their education and providing the guidance to help them grow into fine adults. It was in lonely hilltop village on his route that he first encountered Zinerath a most unusual lad. He was set upon by a group of older village boys. Geryk sensed that the boys had bitten off more than they could chew. The odd looking boy with crimson eyes they had set upon was unnaturally quick, strong and filled with a wildness that suggested he was capable of anything. Geryk chastised the boys and sent them home. He discovered that young Zinerath was without parents. He took him on to a family he knew who had lost a child and needed some help on their isolated farm for he could detect no evil in the boy only a chaotic bent that made him dangerous and unpredictable. They would meet again several times over the years and Geryk worked hard to steer the boy on a proper path, but chaos and ill luck seemed to follow the lad and more than once Geryk had to move him to other families, orphanages and even a nunnery for a time.

Geryk had several other unusual youths he looked in on. They provided trails to Geryk also a source of great pride. That pride would later plant the seeds of his downfall. Paternak, descended from the great gold Dragon Hyperia, grew into a powerful sorcerer. While Ambrose, a blacksmith’s son of exceptional strength and perhaps his favorite, became a Paladin of Lathander. Gunadar, half-breed child of a woman assaulted in a raid by rampaging orcs who became a warrior of some skill and a staunch defender of the defenseless.

He often traveled in the company of a half-elven bard, Lisella. She would go from village tavern to tavern and castle to play while he ventured from village shire to minor temple. They grew fond of each other and he fancied that one day they might settle down and wed when they tired of life on the road. The most recent winter they found excuse to spend the harshest month of the year together in a warm southern town where they grew ever closer.

In the spring the trouble began. Farm animals began to disappear in the village of St. Pindarch. Later it would be village children that went missing. Geryk was called to investigate and Lisella went along. On the way they found Zinerath, once more embroiled in trouble brought on by his wild nature. He opted to leave with Geryk and joined him in St. Pindarch. There it came to light that a cult of devil worshipers was operating. They had been making sacrifices to a powerful being who visited them in their dreams. The sacrifices were thrown into an old well at the edge of town. Geryk wrote letters to Paternak, Ambrose and Gunadar who came to help him with the cultists. In his pride he did not seek the aid of the Lathandrian hierarchy; instead, he foolishly chose to try and strike down the cult with only the aid of his friends. The cult’s dark deeds culminated in a raid on the tomb of the Saint for whom the village was named. Several powerful religious artifacts were looted and tossed into the well. Geryk and his friends arrived in time to bring the cultists to justice, but not in time to stop the artifacts from being sacrificed.
The temple associated with the Saint’s tomb begged them to go after the artifacts. Strengthened by the few remaining items of power possessed by the local temple, Geryk and his friends boldly let the villagers lower them into the well foolishly assuming only a mundane underground environment awaited them.

Instead they found themselves transported to a fortress on the Astral plane. It was the lair of a vile lich known as Goka-Kul who summoned and enslaved devils to do his bidding. He had been using dream magic to turn evil men to his purposes all over the continent. These men sent him sacrifices for his devils and powerful relics to be drained of their power to drive even darker schemes. Gripped in the folly of great Hubris, Geryk and his companions ventured into the fortress of Goka-Kul rather than return home and seek guidance. Terrible losses would be the result of their rash actions.

First to fall was Lisella, ripped away from them by a flying Devil and taken deeper into the fortress. Next, Gunadar fell to a nest of wraiths, only to rise again as one of the undead himself. Tears streamed down Geryk’s face as he called upon the power of Lathandar to destroy what had once been his friend. Deeper into the fortress they fought with the Lich springing cunning magical traps on them and weakening them with assaults by his infernal slaves. They finally confronted the Lich in his innermost lair a top a tower where they found him standing over the corpse of Lisella, her still beating heart clutched in a skeletal hand and a rictus grin on his face. They struck Goka-Kul and his band of Devils with all they had left, Zinerath and Ambrose the Paladin charging forth while Geryk and Paternak stood back to call upon their most potent divine and arcane powers. The Lich bent his powerful will and a cunning spell to Ambrose and turned the Paladin’s mind such that he struck his companion Zinerath. The Tiefling acted by reflex and called upon his chaotic nature to strike the lawful Paladin down with a fierce blow. The Devils pressed the attack throwing Zinerath back, rending Paternak virtually in twain and leaving Geryk bleeding from a dozen wounds.

It was then that he realized that Goka-Kul commanded the Devils with the power of a wicked staff he held aloft. Using the last of his divine treasures, a powerful scroll penned by Saint Pindarch himself, he summoned a mighty storm called down a rain of acid and then bolts of lightning and a crushing hailstorm which shattered the staff. The buffeting winds of the storm prevented the Lich from using his magic and the suddenly freed Devils turned on their master and in a frenzy of teeth and claws brought him low. Such an ordinary death could not bring a Lich down permanently, but the rain of acid flowed into the tower and into a secret space below the floor a hidden chamber. There the acid pooled over a tiny box filled with strips of parchment upon which the darkest foulest arcane secrets had been written. The box was trapped against thieves, proof against fire, resistant to cold and even impervious to lightning, but perhaps the old saint’s will guided the acid’s path to the waxen seals made of Unicorn fat and virgin tears. It seeped past the seals and ate away at the strips of parchment. The blood that had been the Lich’s when he was a living thing dissolved taking away the arcane symbols they written there. Goka-Kul would rise no more.

The fortress began to crumble and drift away as the Lich’s power faded. Geryk ignored his own wounds and healed Zinerath who then helped the priest to his feet and led him from the tower. They took up many precious holy items where they lay beside the unholy altar, but Geryk took no joy in the hollow victory. He has no memory of the desperate journey through the collapsing fortress and back beyond the gate which took them back to the well.
Geryk returned the relics to various shrines and temples and was awarded a share of powerful items for his own use, but he was seized by a dark melancholia and depression. He is haunted by the faces of the brave companions, some he helped raise from childhood and one he loved with passion and joy now absent from his being. He drinks himself to sleep each night or cannot rest. He has stayed close to Zinerath perhaps afraid to lose the last of his charges.

He finds himself on his knees beside the altar of Lathandar in Angelwatch praying for a chance at redemption. The Morning Lord is also the patron of second chances. His cheeks are veined from drink and his hair is beginning to gray. The once hail and handsome man looks wan and frail. The pounding in his head is magnified by the cloying smell of the candles he lit in honor of his fallen companions. He will strive to find his former pride and strength in this forgotten valley where evil has become manifest.
[/sblock]
 
Last edited:

Zerith

First Post
Player's Guide to Faerun
Races of Faerun
Hordes of the Abyss
Complete Adventurer
Complete warrior
Unapproachable East
Magic Item Completion

EXP:
36,000
Tiefling(Lesser Plantouched) Barbarian(wolf toltem) 2/fighter 2/Swashbuckler 3/Frenzied berzerker 2

Size: Medium
Age: 17
Height: 5’3
Weight: 107lb
Eyes: Crimson: faint glow in dime light, highly noticeable glow with limited/no light.
Hair: Raven black with a red glint were it ketches light.
Skin: Tan
Appearance: http://i46.photobucket.com/albums/f1...h2010dec17.jpg

Str: 14 +2 (6p.)
Dex: 18 +4 (10p.) [+2 Racal]
Con: 16 +3 (6p.) [+1 level 4, +1 level 8]
Int: 16 +3 (6p.) [+2 Racal]
Wis: 10 0 (2p.)
Cha: 12 +1 (6p.) [-2 Racal]

Total hit points: 116 [5d10 4d12 +3 con, - 1 quick.]

Speed: 60' (30’ bass, +10’ Quick, +10’ Barbarian, 10’ Boots of Striding and Springing)

Armor: 20 = 10 +4[armor] 4+[Dex] +2[Nat.(Demonic skin] -1[Vulnerable]
Touch: 13
Flatfooted: 17
Damage reduction: 5/lawful [Cloak of the Obyrith]
Initiative modifier: +6 = + 4 [dexterity] +2 [Belt of Battle]

Fortitude save: 15 = 12 [base] + 3 [constitution]
Reflex save: +6 = 1 [base] + 4 [dexterity] +1 [Grace]
Will save: -2 = 1 [base] + 0 [wisdom] -3 [Weak Will]

Languages: Abyssal*, Celestial*, Common, Draconic, Goblin, Infernal, and Orcish.
[*Acquired through skill point buy in]

Attack (handheld): +11 = 9 [base] + 2 [strength]
Attack (handheld, with rage and frenzy): +16 = 9 [base] + 7 [strength]
Attack (Finesse able handheld): +13 = 9 [base] + 4 [dexterity]
Attack (missile): +13 = 9 [base] + 4 [dexterity]
Grapple check: +11 = 9 [base] + 2 [strength][sblock=attack]
Attacks: Melee
Halberd of Redemption:

-Normal:
--Attack roll: 13
--Damage Role: 1d10 +6 (+2 Str +2 Enchant) x3
-Frenzy + Rage:
--Attack roll: 18
--Damage Role: 1d10 +11 (+7 Str, +2 Enchant) x3

Razor sharp Scythe:
--Attack roll: 12
--Damage Role: 2d4 +6 (+2 Str) +1 Razor sharp] x4
-Frenzy + Rage:
--Attack roll: 17
--Damage Role: 2d4 +11 (+7 Str) +1 Razor sharp] x4

Daggers:
-Normal:
--Attack roll: 13
--Damage Role: 1d4 +5 (+2 Str) 19-20x2
-Frenzy + Rage:
--Attack roll: 16
--Damage Role: 1d4 +10 (+7 Str) 19-20x2
Throwing axes
-Normal:
--Attack roll: 13
--Damage Role: 1d6 +5 (+2 Str, +3 Int,] 19-20x2
-Frenzy + Rage:
--Attack roll: 16
--Damage Role: 1d6 +10 (+7 Str, +3 Int,]19-20x2
[+1d6 damage to Lawful creatures]
[+1d6 damage with activation of Piercer cloak from 5-9’ above, or 2d6 damage with activation of Piercer cloak from 10’ or higher]
[+2 on attack and +2d6+2 damage vs undead with the Halberd of Redemption]

Attacks Ranged
Daggers:
-Range Increment: 10
-Normal:
--Attack roll: 13
--Damage Role: 1d4 +5 (+2 Str, +3 Int,] 19-20x2
-Frenzy + Rage:
--Attack roll: 13
--Damage Role: 1d4 +10 (+7 Str, +3 Int,]19-20x2
Throwing axe
-Range Increment: 10
-Normal:
--Attack roll: 13
--Damage Role: 1d6 +5 (+2 Str, +3 Int,] 19-20x2
-Frenzy + Rage:
--Attack roll: 13
--Damage Role: 1d6 +10 (+7 Str, +3 Int,]19-20x2
[+1d6 damage to Lawful creatures]
[+1d6 damage with activation of Piercer cloak from 5-9’ above]
[+2d6 damage with activation of Piercer cloak from 10’ or higher]
[/sblock]
[sblock=Special]
Rage Variant: Whirling Frenzy, Once per day.
A barbarian with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action.

Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways. At 11th level (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. At 20th level (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.

A barbarian using this variant doesn't gain indomitable will at 14th level. Instead, he gains evasion, but only while in a whirling frenzy.

A character can't use whirling frenzy at the same time that he uses any other form of rage (or similar ability).
Frenzy: Once per day

Darkness(Sp)
, Once per day.
This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.
Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.
Energy Resistance:
) Cold/5 (racial) Electricity/5(Racal) Fire/5 (Racal)[/sblock][sblock=Items]

Halberd of Redemption
+2 Ghost Touch, Undead Bane Halberd 12 lb

Razor sharp Scythe 1,316gp 10lb
Chain shirt 100gp 25lb
Belt of battle 12,000
Boots of Striding and-
Springing 5,500gp 1 lb
Chronocharm of the-
Horizon Walker 500gp
Piercer Cloak 900gp
Greatreach Bracers 2000

Ring of Sustenance 2,500gp
Silver Holy symbol 25gp 1 lb
Handy Haversack 2,000gp 5 lb
-Daggers(2) 4gp 2 lb
-Throwing axes(2) 16gp 4 lb
-Mobile braces(2) 20gp 6lb
-Hemp Rope(100’) 2gp 20lb
-Grappling hooks9(2) 2gp 8lb
-Crowbar 2gp 5lb
-Bucket 5sp 2lb
-Sacks(4) 4sp 2lb
-Flint and steel 1gp
-Bedroll 1sp 5 lb
-Bullseye Lantern 12 gp 3lb
-Oil(10 Pints) 1gp 10lb
-Coins 82pg 4lb
--76 gold coins
--53 silver coins
--70 copper coins[/sblock]


[sblock=Feats]#Improved trip
[barbarian level 2]
#Weapon Finess
[Swashbuckler level 1]
#Power attack
[fighter Level 1]
#Leap attack
[6th level]
#Cleave
[fighter Level 2]
Diehard
[Frenzied Berserker]


#Vestigial Wings
[1st level]

Benefit: Your wings aren't formed enough to allow true flight, but they do enhance your ability to jump. You gain a bonus on Jump checks equal to +3 per Abyssal heritor feat you possess. Your wings can also slow your fall. As long as you can take move actions, you can control a fall so that you land without taking damage. You cannot, however, alter the direction you fall.

Special: Because your wings create additional drag while you swim, you take a -2 penalty on Swim checks.
[Is an Abyssal heritor feat]

#Primordial Scion:
[9th level]
Prerequisite:
Chaotic alignment , any one Abyssal heritor feat.
Benefit: Your natural weapons, as well as any weapons you wield, are treated as chaotic-aligned for the purpose of overcoming damage reduction. In addition, attacks you make with such weapons deal an extra ld6 points of damage to lawful creatures. This bonus increases by an additional ld6 for every four Abyssal heritor feats you possess.

Special: Because of the chaotic whispers in your head, you take a -2 penalty on Listen checks.
[Is an Abyssal heritor feat]

Special: You are careless when it comes to your own fundamental well-being and take a -2 penalty on Survival checks.
[Is an Abyssal heritor feat]

#Demonic Skin:
[Flaw]
Benefit:
Your natural armor bonus improves by 1. This improvement increases by 1 for every two Abyssal heritor feats you possess. If you do not have natural armor, assume your natural armor bonus is +0.

Special: Your thickened skin tends to catch on objects and makes you less flexible. Because of these effects, you take a -2 penalty on Escape Artist checks.
[Is an Abyssal heritor feat]

# Intimidating rage
[3rd level]
Prerequisite:
Rage or Frenzy ability
Benefit: While raging, you designate a single foe within of you that you can attempt to demoralize as a free action. A foe you successfully demoralize remains shaken for as long as you continue to rage.
you may only use this feat against a single foe in any encounter.

#Destructive rage
[Flaw]
Prerequisite:
Rage or Frenzy ability
Benefit: while raging; +8 on any strength check break down doors, or break inanimate, immobile objects

Flaws:
# Vunerable: -1 AC
#Weak Will: -3 will saves


Traits:
#Quick: Pro, base land speed increases by 10 feet. Con, subtract 1 hit point gained at each level, including 1st (a result of 0 is possible).
#Abrasive: Pro, +1 on Intimidation Checks. Con, -1 on Diplomacy/Bluff checks[/sblock]

[sblock=Skills]
Balance:
+7 = 4 [Ranks] +3 [Dex] +2 [Tumble] -2 [armor]
Bluff:
+8 = +1 [Cha]5 [Ranks] +2 [Race]
Climb:
+12 = 12 [Ranks] +2 [Str] -2 [armor]
Disguise:
+5 + 2 [Ranks] +1 [Cha] +2 [Bluff]
Intimidate:
+15 = 12 [Ranks] +1 [Cha] +2 [Bluff]
Jump:
+40 = 12 [Ranks] +2 [Str] + 9 [Vestigial Wings] +2 [Tumble] -2 [armor] +12[speed] +5 [Boots of Striding and Springing]
Listen:

+4 = 4 [Ranks]
Ride:
+10 = 7 [Ranks] +3 [dex]
Swim:
+4 = 8 [Ranks] +2 [Str] -2 [Vestigial Wings] -4 [Armor]
Tumble:

+10 = 7 [Ranks] +3 [dex] +2 [Jump] -2 [armor]
Use Rope:
+8 = 5 [Ranks] +3 [Dex][/sblock]

[sblock=Advancement][sblock=Level 1]
Wolf Totem Barbadian 1
+1D12hp
+2 Fot
+1 BaB
Whirling Frenzy
Fast move

Skill Ranks
+4 Climb
+4 Intimidate
+4 Jump
+4 Listen
+4 Ride
+2 Speak language [Cross class]
+2 Disguise [Cross class]

Feats:
Vestigial Wings
Destructive rage
Demonic Skin

Flaws:
Vulnerable
Weak willed


Traits:
Quick
Abrasive[/sblock]

[sblock=Level 2]
SwashBuckler 1
[/sblock]
[sblock=Level 2]+1D10hp
+2 Fot
+1 BaB

Skill ranks
+2 Balance
+5 Tumble

Feat:
Weapon Finesse[/sblock]
[sblock=Level 3]
Fighter 1
+1D10hp
+2 Fot
+1 BaB

Skill ranks
+2 Climb
+2 Intimidate
+2 Jump
+1 Ride

Feat:
Power Attack
Intimidating rage[/sblock]
[sblock=Level 4]
SwashBuckler 2
+1D10hp
+1 Fot
+1 BaBGrace

Skill ranks
+2 Balance
+5 Bluff
[/sblock][sblock=Level5]Fighter 2
+1D10hp
+1 Fot
+1 BaB

Skill ranks
+2 Climb
+2 Intimidate
+2 Jump
+1 Ride

Feat:
Cleave
[/sblock][sblock=Level 6]
SwashBuckler 3
+1D10hp
+1 Ref
+1 Wil
+1 BaB
Insightful strike

Skill ranks
+2 Tumble
+5 Use Rope

Feat:
Leap attack[/sblock]
[sblock=Level 7]
Wolf Totem Barbadian 2
+1D12hp
+1 Fot
+1 BaB

Skill ranks
+2 Climb
+2 Intimidate
+2 Jump
+1 Ride


Feat:
Improved Trip
[/sblock]
[sblock=Level 8]
Frenzied Berserker
+1D12hp
+2 Fot
+1 BaB
Frenzy

Skill ranks:
+1 Climb
+1 Intimidate
+1 Jump
+4 Swim

Feat:
Diehard
[/sblock]
[sblock=Level 9]
Frenzied Berserker
+1D12hp
+1 Fot
+1 BaB
Supreme Cleave

Skill ranks:
+1 Climb
+1 Intimidate
+1 Jump
+4 Swim

Feat
Primordial Scion[/sblock][/sblock]


[sblock=Background:] Zinerath Woesbane, a Youth infused with nefarious might, plagued by hellish nightmares and murderous impulses, and gifted by an unexpected blessing; A warped and yet crystalline conscience of remarkable might.

While he can readily be described as vengeful with a deep rooted fondness of battle, Zinerath can also readily be described as good-natured with a deep rooted wont of affection; however, do to his obviously nefarious heritage, his compactly for good is commonly ignored outright while every one of his abyssal and fiendish ticks are emphasized beyond all reason.

Much of Zinerath’s past has been a great blur to him; foster homes, good meaning families that just could not suffer his abnormalities any longer; Orphanages, collections of pure souls with one who was either trying to prove itself by besting the “monster” that came and ate their food or one who was trying to protecting their family, that excluded Zinerath, by “letting him know his place before anything bad happened” Zinerath temper, when he can justify his actions by calling them retaliation, has never suffered a fuse to be lit or burnt through; and even a nunnery.

It was a remarkably tolerant place, and the only one of his “homes” that he cares to reflect on, not that he does so often or hard, and mainly because he was the odd one out twice over, first, and foremost, he was a boy and the secondwas that his appearance, and some of his mannerisms, were blatantly of demonic origin. This had left him awe struck, he had been called a monster before, a devil, a demon, and he had also been called “it”, numerous times, but to be called “he” regularly by a whole community? That blew him away.

For all its awe, Zinerath quickly became stumped and frustrated by the whole “he” thing. He had not quite gotten to the point he saw girls as girls yet and loathed staying in one spot; he took to wandering out of his space at random hours, regardless of what measures were taken to hold him in his room after his bedtime.
During the day he cased no real grievances, he even got along with most of the other very well, much better than most of his other homes in fact, but during the night grievances with his character mounted, particaly early one. During the night and day, at no predictable interval, he would wonder without any kind of foreseeable aim. Most of the time he would find something mundane in a random hallway or room of no concern to play with, read, or just intensely look at for a time unknown, but sometimes he would wander into a room with a door cracked open, someone else room, and linger in the room before going elsewhere. Wost of the time he did so he would leave without incident, but on more than a few occasions he room’s occupant would awaken to him facing a window and reading a book that happened to be in the room. A duo of shrikes would occur after both Zinerath and the room’s occupant looked at each others face for a moment; Zinerath yelling in reply to the sudden, and remarkably unexpected, yelp of panic coming from the woman who’s room he had entered un announced.

One of these encounters, the last of the encounters, involved a young woman who had gotten to the nunnery so late at night that no interdictions were given and she sent of striate to bed, she was unaware of Zinerath entirely. She awoke late in the pree light hours of the morning and found a “Devil spawn” standing by her bedside and reading her bible with a content grin on his face, then he felt her gaze on his face and set his crimson eyes onto her terrorized face. He tilted his head in inquiry, and she did not react well at all: Zinerath felt her foot slammed into his gut as she kicked him into a bookshelf whiel screaming her frightened head off. This cased him a great deal of pain, his first pair of wings were just starting to develop, and the crash broke one of them, and anyone who knew anything about Zinerath knew, he returns anything he gets with interest. At that point in time She had attacked him, he had a debt to replay, with interest; he was to repay her by hitting her in the guy, hard, and then braking one of her wings, that was his plan at least.

The first part was easy, while he was still several years younger than her youthful age, she was no more a fighter then he was normal, still knocked against the bookshelf he shoved himself off of it and delivered a swift knee to her stomach with a devilish grin and thus one part of the dept was replayed; he then darted around her and found; she had no wings to break.
Zinerath’s reaction to her unfair lake of wings? His grin turned sour as he feverously groped her back looking for them before she darted out of the room traumatized and into the crowed that was still converging onto the scene. None were happy with what they saw; the bizarre, demon like, child they had been tolerating and giving a chance, had assaulted their newest member.

Explanations were made and understood; Zinerath pointed out it was unfair that she broke his wing while she had no wings to brake in return. Most that had known him for a month or more knew that, in his logic, if someone brakes something of yours, you brake theirs; If your book had a page ripped out of it, in return you should rip out a page from one of their books while doing as much, or more, damage to both the page and the book itself, as your book received; but if they broke your toy, you did not rip a page out of their book, or brake the book in any other fashion. Eye for eye, tooth for tooth, blood for blood, arm for arm, wing for wing, toy for toy, book for book, page for page; what is taken is what is given. It is a mentality that has stayed with Zinerath, but it has since evolved, in part due to this indecent of someone without wings breaking one of his, and he now makes ‘accommodations’ to those who don’t have what was given.

In the aftermath of what happened it was clear that he did not mean any harm, but at the same time past experience tolled that there would be repeat incidents, and sooner or later they would end tragically; Zinerath would have to leave. He was allowed to stay no longer then it took Geryk to return.
Zinerath again returned to bouncing from hose to hose, villages to village, really in one place for any prolonged length of time.

During the turbulence of shifting from home to home, both before and after the nunnery, Zinerath found only a few stable figures in his life, Geryk was first foremost of them, he could not recall when he first meant the Cleric, but the man was akin to a father to him. Not that Zinerath would ever admit as much, he was also very fond of “Auntie Lisella” a free spirited woman who’s company Zinerath much enjoyed on the few occasions they got to be with one another. Then there was Paternak, Zinerath got along with him pretty well, the sorcerer was fairly entertaining, or so Zinerath thought. Then there was Ambrose.

Ambrose was, as far as Zinerath cared to see, boring. Initially Zinerath had some fun finding out how he would react to any given situation, but it soon became boring, Ambrose wasn’t two dimensional, he was no cardboard cutout, but, he was also goody two shoes to a fault, and while Zinerath could be one, his morals simply vanished in regards to some things, like life. This cased the two a good deal of tension; in more than one case the moment there was a moral line in the sand, Zinerath has acted without any apparent deliberation or conversation on what to do. For example, at one time a brigand, and his three friends, attacked the three, Ambrose, Geryk, and Zinerath, the brigand was doomed the instant it was clear “or your life” was an option; The man made the unfortunate action of wounding the “little Monster” to make Ambrose and Geryk fearful enough to drop their valuables without further questions, and did not even consider that the wound given to Zinerath accomplished one very simple thing; gave him provocation to butcher the human without any kind of restraint; the manner in which Zinerath brutalized the brigand inspired said human’s friends to flee in terror before Zinerath had finished. As was, and is, Zinerath’s custom, the moment Geryk attempted to speak to the young Tiefling, he swiftly killed the brigand and acted cheerfully, as if they were celebrating something.


[FONT=&quot]If these incidents were only Zinerath killing a man who had wounded him in self-defense, Ambrose may have over looked or even forgiven them, given that Zinerath’s demons and devils are more potent than those of common men, however, Zinerath always showed bliss while dismembering livings things that gave him justification to kill them. Ambrose knew, from personal experience, that Zinerath respected the property of others and would never just brake something; Zinerath always maybe sure that he reimbursed the object’s owner in some way, but this told Ambrose one thing: Zinerath took as much consideration before simply destroying a mere chair then he took before brutally killing sentient creatures. This has caused Ambrose and Zinerath a great amount of tension; Ambrose demanded to know how and why Zinerath could act with such cruelty and madness while not being evil, Zinerath’s reply was “I Retern things with intrest, and Murderous intent and action is already pricy, Brutality is the only thing I will add. Also, I enjoy giving pricy things back; I can think of only a few things more costly, and I can’t rise the dead, I can shatter souls, and I won’t do things I consider evil. Besides, paying your debts, with interest, is a good thing, right?”
[OoC: Yesh, Zinerath is a motor mouth OoC]

Finally, there was Gunadar, the half orc. Of all the others Greyk took in, Zinerath related to Gunadar the most; they both had a similar curse, being distrusted because of their blood. Further, both Gunadar and Zinerath enjoyed a good brawl, and despite being at a disadvantage in age, experience, stature, and strength, Zinerath was able to keep up with Gunadar due to unnatural agility and staying power; whenever the two were together, the odds were they would spar with one another at least once or twice.

Regrettably a defining indecent started when Zinerath encounter Greyk once again; previously, the cleric had left him in yet another quite village, and he had been dealing with the usual routine of observing his newest adoptive parents being, as he puts it, “Lovingly concerned that their new son is literally a demon.” and they were relived, as were most if not all of his past perents, when he left them, they were not what could be called bad people, but he was not someone who could be long suffered by common people.[/FONT][/sblock]

Extra sources: Unearthed Arcana, Hordes of the Abyss
WIP
 
Last edited:

Shayuri

First Post
Still needs some spit and polish, but close enough to done to post. That'll let me finish it up asap.

Mei-Ying
Lawful Good Human Female Monk 1, Sorceror 4, Divine Oracle 4
XP: 28,000

Languages: Common

[sblock=Appearance]
Mei-Ying is a not an imposing figure at first glance. A bit short compared to women of these lands, and of a rather slight build, she looks delicate and fragile. Her features are of the far-away Eastern Empire, which few have made the desert crossing to visit beyond wealthy merchant caravans carrying silks and exotic spices back. Though exotic in appearance, she is far from displeasing to look at. Most of the time she dresses in a long-sleeved pink and grey tunic shirt, belted at the waist and cleverly embroidered with a subtle floral motif, that extends almost to her knees and a pair of loose, baggy cloth trousers that are tied at her ankles to ensure they do not impede her movement. There is a thin violet robe she wears over all this, sometimes, either open or closed. Her long black hair is pinned up in a bun behind her head and held in place by a pair of sticks most of the day...she lets it down before sleeping though.
[/sblock]

Strength 10 (+0) (Base 10)
Dexterity 16 (+3) (base 14 + 2 enhancement)
Constitution 14 (+2) (Base 14)
Intelligence 10 (+0) (Base 10)
Wisdom 12 (+1) (Base 12)
Charisma 22 (+6) (Base 18 + 2 levels + 2 enhancement)

Size: Medium
Age: 26
Height: 5' 6"
Weight: 130 lb
Eyes: Dark brown, almost black
Hair: Black; long, either bun or worn free.
Skin: Slightly tan

[sblock=Combat]
Hit Points: 61
Initiative modifier: +3 = +3 [dexterity]
Speed: 30 feet
Armor Class: 26 = 10 + 4 [Mage Armor] +2 [Deflection] + 3 [dexterity] + 1 [monk] + 6 [charisma)
Touch AC: 22
Flat-footed: 23

Fortitude: +8 = 4 [base], + 2 [constitution]
Reflex: +9 = 4 [base], + 3 [dexterity]
Will: +13 = 12 [base], + 1 [wisdom]

Other
Attack (Melee): +4 = 4 [base] + 0 [strength]
Attack (Ranged): +7 = 4 [base] + 3 [dexterity]
Grapple check: +8 = 4 [base] + 0 [strength] + 4 [feat]
[/sblock]

[sblock=Feats]
1 Education
1 Eschew Materials
3 Skill Focus: Knowledge Religion
6 Ascetic Mage
9 Extra Spell: Dragonskin[/sblock]

[sblock=Skills]
Bluff +8
Concentration +11
Knowledge: Arcana +7
Knowledge: Religion +12
Listen +5
Spellcraft +7
Spot +5
Tumble +6

Languages: Eastern Human Speak[/sblock]

[sblock=Class Abilities]
Monk
Monk AC Bonus
Bonus Feat: Improved Unarmed Strike
Bonus Feat: Improved Grapple
Flurry of Blows

Sorceror
Metamagic Specialist (from PHB2)

Divine Oracle
Oracle Domain Access
Scry Bonus (+1 DC)
Prescient Sense (Evasion)
Trap Sense +1
Uncanny Dodge[/sblock]

[sblock=Spellcasting]
Sorceror CL 8
Spell Slots (Caster level: 8, base DC = 16)
0 6/6, 1 - 8/8, 2 - 7/7, 3 - 6/6, 4 - 4/4

Known
0 Detect Magic, Mage Hand, Light, Mending, Message, Prestidigitation, Disrupt Undead, Light
1 Shield, Magic Missile, True Casting, Mage Armor, Fist of Stone
2 Seeking Ray, Glitterdust, Dimension Hop
3 Fireball, Dispel Magic, Dragonskin
4 Force Orb[/sblock]

[sblock=Equipment]
Headband of Charisma +2, 4000
Gloves of Dexterity +2, 4000
Vest of Resistance +2, 4000
Ring of Protection +2, 8000
Wind Fan, 5500
Everlasting Rations, 350
Everfull Mug, 200
Pearl of Speech (Common), 600

Wealth
Coin: 350gp

Carry Capacity
Light load: lb.
Medium load: lb.
Heavy load: lb.
Lift over head: lb.
Lift off ground: lb.
Push or drag: lb.

Carrying: ?
[/sblock]

[sblock=Additional Sources Used]
1. Player's Handbook II (Metamagic Variant class feature for sorceror, Seeking Ray spell, Dimension Hop spell)
2. Complete Divine (Divine Oracle PrC)
3. Spell Compendium (True Casting, Fist of Stone, Dragonskin, Force Orb)
4. Complete Adventurer (Ascetic Mage feat)
5. Eberron (Educated feat)
[/sblock]

[sblock=Background]
In the lands far to the East, it is not unheard of for poor peasant families to at times have a child they know they cannot support. In such cases, if they know where to go, they may take a journey to the Holy Mountain and offer up the child to the monks that live there. In this way they know the child will at least be fed and taken care of, even if they will never see it again.

In the case of Mei-Ying, it was a good deal stranger than usual, because she was a girl. Unwanted female babies were generally simply abandoned...even the monks would not take them, or not normally. But precious little was normal for Mei-Ying, and she was taken in by specific order of the temple Master. She was raised to be one of them...to experience transcendence through the path of inner harmony and peace. And yet, despite mastering the apprentice training, Mei-Ying's qi was different somehow. It did not follow the inner path willingly, but exploded out into the world to become fire and ice. It plucked at robes, and stirred the wind.

The Master himself taught her to control the river of life within her, and bind it in words; sutras of supplication for protection and guidance to the Great Teacher; the dispenser of Enlightenment who waited at the end of each of the Eight Paths. When Mei had mastered her power sufficiently that it was not a danger to those around her, the Master then asked her to leave. They could teach her no more. Her qi could not be bound up within her; it demanded to be loose, to run in the world. Her path was not theirs, and she had to go. Learn about the world, explore her gifts, and seek knowledge and teaching. These would be the guideposts upon her own Path to Enlightenment, and immortality as one of the living gods.

In Mei-Ying's travels she learned many things. As she learned to act in harmony with her own qi, her powers increased. Then came the day her life was all but shattered when she received a vision of the Divine; a vast city of gold and jade, peopled by glowing beings of unspeakable perfection, and ruled over by a celestial emperor who had been old since the very first moments of this universe. She saw a shining gold thread leading from her hand into the skies, weaving through the fabulous city towards something she knew not...then the vision changed and she realized the golden thread led to the Jade Emperor, but wove through something awful first. A mighty crack in the earth that bled awful blackness as a gash in flesh bled blood. A city of the dead at the heart of it, where the air was rent by the wails and cries for help of countless victims...and most likely some of the beasts as well. Then she felt herself drawn back to herself...and realized the thread extended across the desert, to the dissolute lands of the West.

That was where the Valley of the Dead lay. And that was where she had to go, if she wished to follow the destiny that would lead her to the Heavens.
[/sblock]

[sblock=Level Advancement ]
1: Monk
2: Sorceror
3: Sorceror
4: Sorceror
5: Sorceror
6: Divine Oracle
7: Divine Oracle
8: Divine Oracle
9: Divine Oracle
[/sblock]
 
Last edited:

Dragonwriter

First Post
[sblock=Rufus Veran]Rufus Veran

Rufus

Neutral Good Male Human (Dragonblood) Rogue 2/Bard 2/Warblade 5

Patron Deity: Pelor

EXP: 40,500


(36 POINT-BUY, MINIMUM 10)
Strength 20 (+5) (10 points +2 level +2 item)
Dexterity 14 (+2) (6 points)
Constitution 18 (+4) (10 points +2 item)
Intelligence 10 (+0) (2 points)
Wisdom 10 (+0) (2 points)
Charisma 14 (+2) (6 points)


Size: Medium
Age: 24
Height: 5’11”
Weight: 220 lbs.
Eyes: Dark Green
Hair: Light Blond
Skin: White, but very tanned

[sblock=Appearance] Rufus is a well-traveled man and his appearance shows it. His skin is well tanned and his blond hair is sun-bleached while his clothing and gear looks fairly weather-beaten. He’s not particularly tall, standing at 5’11” but is rather broad and muscular, weighing in at 220 lbs. His eyes, an emerald hue, often have a hint of mischievous mirth. His voice is deep and rich, complimenting his size. But his size belies the fact that he is also a bit quicker than one might expect. In any case, however, Rufus is fairly good-natured and is more than willing to share a beer rather than a fist.
[/sblock]


Total Hit Points: 121 (12+12+60+36+1---Dragontouched)

Speed: 30 feet

Armor Class: 18 = 10 + 6 [armor] + 2 [dexterity]
Touch AC: 12
Flat-footed: 18 (Uncanny Dodge)

Initiator Level: 7

Initiative modifier: + 6 = 2 [dexterity] + 4 [Improved Initiative]
Fortitude save: + 9 = 0 [Rog base] + 0 [Bard base] + 5 [Wrbl base] + 4 [constitution]
Reflex save: + 9 = 3 [Rog base] + 3 [Bard base] + 1 [Wrbl base] + 2 [dexterity]
Will save: + 4 = 0 [Rog base] + 3 [Bard base] + 1 [Wrbl base] + 0 [wisdom]
(All saves get +1 vs paralysis and sleep effects due to Dragontouched feat.)
Attack (handheld): + 12 = 7 [base] + 5 [strength]
Attack (missile): + 9 = 7 [base] + 2 [dexterity]
Grapple check: + 11 = 7 [base] + 4 [strength]

Weapon proficiency: All simple and martial weapons, plus whip and hand crossbow. Proficient in light armor, medium armor and all shields except tower shield. (Rogue, Bard and Warblade proficiencies.)

Light load: 100 lb. or less
Medium load: 101-200 lb.
Heavy load: 201-300 lb.
Lift over head: - 300 lb.
Lift off ground: - 600 lb.
Push or drag: - 1500 lb.


Languages: Common, Draconic (Speak Language, 1 rank)

[sblock=Feats]
Dragontouched (1st, Dragon Magic)
Draconic Heritage: Emerald (Human, Races of the Dragon)
Song of the White Raven (3rd, Tome of Battle)
Dragonfire Inspiration (6th, Dragon Magic)
Adaptive Style (9th, Tome of Battle)
Improved Initiative (Warblade 5 bonus feat)
[/sblock]

[sblock=Skills]
Skill points: 36+48 (8 base + 1 Int mod.)x4
Skill points per Rogue level: 9 (8 base + 1 Human)
Skill points per Bard level: 7 (6 base + 1 Human)
Skill points per Warblade level: 5 (4 base + 1 Human)
Skill points max ranks: Class: 12 Cross-class: 6

Appraise + 0 = 0 [Int]
Balance + 7 = 5 [base] + 2 [Dex]
Bluff + 2 = 2 [Cha]
Climb + 4 = 4 [Str]
Concentration + 15 = 12 [base] + 3 [Con]
Craft + 0 = 0 [Int]
Diplomacy + 5 = 3 [base] + 2 [Cha]
Disable Device +8 = 8 [base] + 0 [Int]
Disguise + 2 = 2 [Cha]
Escape Artist + 2 = 2 [Dex]
Forgery + 0 = 0 [Int]
Gather Information + 2 = 2 [Cha]
Heal + 0 = 0 [Wis]
Hide + 6 = 4 [base] + 2 [Dex]
Intimidate + 2 = 2 [Cha]
Jump + 4 = 4 [Str]
Knowledge (any) + 0 = 0 [Int]
Listen + 5 = 4 [base] + 0 [Wis] + 1 [feat]
Move Silently + 6 = 4 [base] + 2 [Dex]
Open Lock +8 = 6 [base] + 2 [Dex]
Perform (Oratory) +6 = 4 [base] + 2 [Cha]
Ride + 2 = 2 [Dex]
Search + 8 = 7 [base] + 0 [Int] + 1 [feat]
Spot + 5 = 4 [base] + 0 [Wis] + 1 [feat]
Sense Motive + 0 = 0 [Wis]
Speak Language 1
Spellcraft + 0 = 0 [Int]
Survival + 0 = 0 [Wis]
Swim + 4 = 4 [Str]
Use Rope + 2 = 2 [Dex]
Tumble + 14 = 12 [base] + 2 [Dex]
Use Magic Device +11 = 9 [base] + 2 [Cha]
[/sblock]


[sblock=Maneuvers]
Readied Maneuvers (4): Tactical Strike, Iron Heart Surge, White Raven Tactics, Leading the Attack
Maneuvers Known (6): Moment of Perfect Mind (DM 1), Leading the Attack (WR1), Punishing Stance (IH 1), Tactical Strike (WR 2), Emerald Razor (DM 2), Iron Heart Surge (IH 3), Tactics of the Wolf (WR 3), White Raven Tactics (WR 3)
Default Stance: Tactics of the Wolf
Maneuver Trades: Trade Stone Bones for Iron Heart Surge at Warblade 4 (IL 5).
[/sblock]


[sblock=Level Advancement]1: Rogue 1

HP: 6+3

Disable Device +4, Hide +4, Listen +4, Move Silently +4, Open Lock +4, Perform (oratory) +2, Search +4, Spot +4, Tumble +3, Use Magic Device +3

Sneak Attack +1d6, Trapfinding

Feats: Dragontouched, Draconic Heritage: Battle (human bonus), skill feat (bonus)


2: Warblade 1

HP: 12+3

Balance +2, Concentration +2, Tumble +1

Battle Clarity (Reflex saves), weapon aptitude, maneuvers


3: Bard 1

HP: 6+3

Balance +2, Concentration +2, Perform (oratory) +2, Use Magic Device +1

Bardic music, Bardic knowledge, Countersong, Fascinate, Inspire Courage +1

Feats: Song of the White Raven


4: Warblade 2

HP: 12+3

Balance +1, Concentration +2, Tumble +2

Uncanny Dodge


5: Warblade 3

HP: 12+3

Concentration +2, Diplomacy +1, Tumble +2,

Battle Ardor (critical confirmation)


6: Rogue 2

HP: 6+3

Disable Device +4, Search +3, Open Lock +2

Evasion

Feats: Dragonfire Inspiration


7: Warblade 4


HP: 12+3

Concentration +2, Diplomacy +1, Tumble +2,

8: Bard 2


HP: 6+3

Concentration +1, Speak Language 1 (Draconic), Use Magic Device +5

9: Warblade 5

HP: 12+3

Concentration +1, Diplomacy +1, Tumble +1,

Feats: Improved Initiative (bonus), Song of the Heart (9th)

[/sblock]

[sblock=Human] Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
[/sblock]


[sblock=Equipment]
Weapons
+1 Adamantine Greatsword (5050 GP, 8 lbs)
+1 Composite (+5 STR) Shortbow (2750 GP, 2lbs)
40 arrows (2 gp, 6 lbs)

Armor/Clothing
+1 Mithral Breastplate (5200 GP, 15 lbs)

Various items (rings, wondrous)
Ring of Sustenance (2500 GP)
Gauntlets of Ogre Power (4000 GP, 4 lbs)
Amulet of Health +2 (4000 GP)

Containers
Handy Haversack (2000 GP, 5 lbs)

Wand of Darkvision (10 charges, 900 GP)
Wand of Cure Light Wounds (25 charges, 375 GP)

Bedroll (1 sp)
Blanket, winter (5 sp)
Crowbar (2 gp)
Grappling Hook (1 gp)
Mirror, small steel (10 gp)
2 Silk rope (50ft) (20 gp)
Sledge (1 gp)
Shovel (2 gp)
Whetstone (2 cp)

3 flasks of acid (30 gp)
5 tindertwigs (5 gp)

Masterwork Thieves’ Tools 1 lb. 100 gp

_____
Total: 26,936 gp, 6 sp, and 2 cp. 40 lb (Bolded items are in the Handy Haversack, negating weight)


GP on person: 4 pp, 21 gp, 3 sp, 8 cp (total 61 gp, 3 sp) (in Handy Haversack pocket)

Starting gold 27,000
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Rufus grew up in an orphanage in the city of Randill, a fairly large city nestled between well-settled hills. He was found abandoned on the steps of one of the several churches and taken by a priest to the orphanage. The place was run by a group of middle-aged women who had long since passed into spinsterhood and they took to trying raising the baby like the other children who had found a way into their care.

He grew up strong and hardy, clever when he needed to be, and a fairly friendly manner. But he also was friends with less-savory street kids and learned their ways and tricks fairly well over time. He also always had a great love of stories, particularly those recited in the manner of dark and epic poems. And as he grew from child to boy to young man, he would sometimes take odd jobs using either of his skill-sets and always giving a goodly portion of his earnings to the orphanage he called home and family. But like many story-seekers before him, he eventually heard the call of the open road and reluctantly left his “family”.

Over time, he learned various other skills, particularly those involving unique ways to master one’s weapons. And he’s always on the lookout for the makings of a good story, especially one that paints him in the best light.
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