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Scott's Bluff Character Roster


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Guest 11456

Guest
Threendle Goodhaven : Male Human Conjurer 7

Threendle Goodhaven
Male Human Conjurer 7
Alignment: Neutral Good

Height: 6'-6"
Weight: 180#
Skin: Medium
Eyes: Blue
Hair: Brown
Age: 60

Str: 11 (+0) [14, -3 age]
Dex: 10 (+0) [13, -3 age]
Con: 10 (+0) [13, -3 age]
Int: 20 (+5) [17, +2 age, +1 level]
Wis: 16 (+3) [14, +2 age]
Cha: 14 (+2) [12, +2 age]

Racial Abilities: Medium; Speed 30 feet; 1 extra feat; 4 extra skill points plus 1 per level; Languages: Common / Any; Favored Class: Any.

Class Abilities: Summon Familiar, Scribe Scroll, Bonus Feat.

Hit Dice: 7d4+3
HP: 21
RP: 21
AC: 10
Armor Check Penalty: +0
Init: +0
Speed: 30ft

Saves
Fortitude: +2 [+2 base, +0 Con]
Reflex: +4 [+2 base, +0 Dex, +2 familiar]
Will: +8 [+5 base, +3 Wis]

BAB: +3

Melee: +4 (1d4/19-20/SP, Dagger)

Skills
Concentration: +10 [10 ranks, +0 Con]
Craft (woodworking): +7 [2 ranks, +5 Int]*
Decipher Script: +15 [10 ranks, +5 Int]
Knowledge (arcana): +15 [10 ranks, +5 Int]
Knowledge (architecture and engineering): +11 [6 ranks, +5 Int]
Knowledge (dungeoneering): +15 [10 ranks, +5 Int]
Knowledge (local): +15 [10 ranks, +5 Int]*
Profession (guide): +5 [2 ranks, +3 Wis]*
Spellcraft: +18 [10 ranks, +5 Int, +3 Feat]
* Bonus skill points put into Craft (woodworking), Knowledge (local), Profession (guide)

Spells
Prohibited Schools: Abjuration & Illusion
Spell Save: 15 + spell level
Spells/Day: 5|7/5/4/3
Spellbook:
0: Acid Splash*, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Touch of Fatigue
1: Burning Hands, Cause Fear, Charm Person, Chill Touch, Comprehend Languages, Detect Secret Doors, Enlarge Person, Expeditious Retreat, Feather Fall, Hypnotism, Jump, Mage Armor*, Magic Missile, Magic Weapon, Mount*, Ray of Enfeeblement, Shocking Grasp, Sleep, Summon Monster I*, Unseen Servant*
2: Acid Arrow*, Darkness, Darkvision, Detect Thoughts, Flaming Sphere, Knock, Levitate, Locate Object, Scorching Ray, See Invisibility, Spectral Hand, Spider Climb, Summon Monster II*, Web*
3: Fireball, Flame Arrow, Fly, Gaseous Form, Heroism, Hold Person, Lightning Bolt, Phantom Steed*, Sleet Storm*, Stinking Cloud*, Summon Monster III*, Tiny Hut, Vampiric Touch
4: Black Tentacles*, Charm Monster, Dimension Door*, Fire Shield, Ice Storm, Polymorph, Summon Monster IV*
Prepared:
0: Acid Splash, Detect Magic, Light, Prestidigitation, Ray of Frost
1: Burning Hands, Mage Armor, Magic Missile, Magic Missile, Mount, Sleep, Summon Monster I
2: Acid Arrow, Levitate, Spider Climb, Summon Monster II, Web
3: Fly, Hold Person, Lightning Bolt, Summon Monster III
4: Black Tentacles, Extended Summon Monster III, Summon Monster IV
* Specialized spell

Feats:
Skill Focus (Spellcraft) [Human 1st level]
Scribe Scroll [Bonus 1st level]
Spell Focus (Conjuration) [1st level]
Augment Summoning [2nd level]
Combat Casting [3rd level]
Eschew Materials [4th level]
Spell Penetration [5th level]
Extend Spell [Bonus 5th level]
Greater Spell Penetration [6th level]
Toughness [7th level]

Languages: Common, Draconic, Celestial, Auran, Aquan

Equipment:
Traveler’s Outfit (-, -, Worn)
Handy Haversack (2000gp, 5#, Back)
Spell Component Pouch (5gp, 2#, Belt)
Spellbook (-, 3#, Haversack)
Spellbook (15gp, 3#, Haversack)
MW Dagger (302gp, 1#, Haversack)
Treasure (3gp, 0#, Haversack)
12 extra first level spells in spellbook (12 x 125 = 1500gp)
10 extra second level spells in spellbook (10 x 350 = 3500gp)
9 extra third level spells in spellbook (9 x 675 = 6075gp)
5 extra forth level spells in spellbook (5 x 1100 = 5500gp)
Familiar (100gp)
------------------------------
Total (19,000gp, 7#)

Background:
Threendle has spent his entire life in Scott's Bluff doing a number of different jobs. His first job was that of a local guide. Growing up in the area had given him knowledge of the surrounding area and a guide seemed like just the thing. But he found that it didn't quite pay the bills, so he became somewhat of a woodworker. He found that by selling some of his woodworked pieces he was able to scrape by.

At the late age of 45 he decided on a career change and became the apprentice to a local mage friend. He at last had found a job that he really liked. He Has become somewhat of a favorite among the town children as he does a daily magic show at noon. Squeek has also becaome quite a favorite because of her sweet disposition.

Secret:
Threendle has major problems holding his liquor. With just one or two drinks he becomes an absolute babbler spilling everything he knows about anything. Unfortunately he has no idea he does this because he can never remember what happened while under the influence of alcohol. No one has ever told him what happens when he drinks so he assumes that all is well.

Familiar:
Squeek; Female Weasel; Tiny Magical Beast; HD 7; hp 10; Init +2; Spd 15 ft., climb 20 ft.; AC 18 (+2 size, +2 Dex, +4 natural); BAB +3; Grp -9; Atk +7 melee (1d3-4), Full Atk +7 melee (1d3-4); SA Attach; SQ low-light vision, scent; AL TN; SV Fort +2, Ref +4, Will +6; Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5.

Skills & Feats: Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3; Weapon Finesse.

Special: Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind.

SUMMON MONSTER SPELLS:

[sblock]SUMMON MONSTER I:
[sblock]CELESTIAL DOG:
[sblock]Celestial Dog; Small Magical Beast; HD 1d8+4; Init +3; Spd 40 ft.; AC 15 (+1 size, +3 Dex, +1 natural); BAB +0; Grp -1; Atk Bite +4 melee (1d4+3), Full Atk Bite +4 melee (1d4+3); SA Smite evil 1/day bite +4 melee (1d4+4); SQ Darkvision 60 ft., Resistance 5 to acid, cold, and electricity, Spell resistance 6, Low-light vision, Scent; AL LG; SV Fort +6, Ref +5, Will +1; Str 17, Dex 17, Con 19, Int 3, Wis 12, Cha 6.

Skills & Feats: Jump +9, Listen +5, Spot +5, Survival +1; Alertness, Track.
[/sblock]CELESTIAL OWL:
[sblock]Celestial Owl; Tiny Magical Beast; HD 1d8+2; Init +3; Spd 10 ft., Fly 40 ft. (average); AC 17 (+2 size, +3 Dex, +2 natural); BAB +0; Grp -9; Atk Talons +5 melee (1d4-1), Full Atk Talons +5 melee (1d4-1); SA Smite evil 1/day talons +5 melee (1d4); SQ Darkvision 60 ft., Resistance 5 to acid, cold, and electricity, Spell resistance 6, Low-light vision; AL LG; SV Fort +4, Ref +5, Will +2; Str 8, Dex 17, Con 14, Int 3, Wis 14, Cha 4.

Skills & Feats: Listen +14, Move Silently +17, Spot +6; Weapon Finesse.
[/sblock]CELESTIAL GIANT FIRE BEETLE:
[sblock]Celestial Giant Fire Beetle; Small Magical Beast; HD 1d8+2; Init +0; Spd 30 ft.; AC 16 (+1 size, +5 natural); BAB +0; Grp -2; Atk Bite +3 melee (2d4+2), Full Atk Bite +3 melee (2d4+2); SA SA Smite evil 1/day bite +3 melee (2d4+3); SQ Darkvision 60 ft., Resistance 5 to acid, cold, and electricity, Spell resistance 6, Vermin traits; AL NG; SV Fort +4, Ref +0, Will +0; Str 14, Dex 11, Con 15, Int 3, Wis 10, Cha 7.

Skills & Feats: None.
[/sblock]CELESTIAL BADGER:
[sblock]Celestial Badger; Small Magical Beast; HD 1d8+4; Init +3; Spd 30 ft., burrow 10 ft.; AC 15 (+1 size, +3 Dex, +1 natural); BAB +0; Grp -3; Atk Claw +6 melee (1d2+1), Full Atk 2 Claws +6 melee (1d2+1) and bite +1 melee (1d3); SA Rage, Smite evil 1/day claw +6 melee (1d2+2); SQ Darkvision 60 ft., Resistance 5 to acid, cold, and electricity, Spell resistance 6, Low-light vision, Scent; AL CG; SV Fort +2, Ref +5, Will +1; Str 12, Dex 17, Con 19, Int 3, Wis 12, Cha 6.

Skills & Feats: Escape Artist +7, Listen +3, Spot +3; Track, Weapon Finesse.
[/sblock]CELESTIAL MONKEY:
[sblock]Celestial Monkey; Tiny Magical Beast; HD 1d8+2; Init +2; Spd 30 ft., Climb 30 ft.; AC 14 (+2 size, +2 Dex); BAB +0; Grp -10; Atk Bite +4 melee (1d3-2), Full Atk Bite +4 melee (1d3-2); SA Smite evil 1/day bite +4 melee (1d3-1); SQ Darkvision 60 ft., Resistance 5 to acid, cold, and electricity, Spell resistance 6, Low-light vision; AL CG; SV Fort +4, Ref +4, Will +1; Str 7, Dex 15, Con 14, Int 3, Wis 12, Cha 5.

Skills & Feats: Balance +10, Climb +12, Hide +10, Listen +3, Spot +3; Weapon Finesse.
[/sblock][/sblock]SUMMON MONSTER II:
[sblock]CELESTIAL GIANT BEE:
[sblock]Celestial Giant Bee; Medium Magical Beast; HD 3d8+6; Init +2; Spd 20 ft., Fly 80 ft. (good); AC 14 (+2 Dex, +2 natural); BAB +2; Grp +4; Atk Sting +4 melee (1d4+2 plus poison), Full Atk Sting +4 melee (1d4+2 plus poison); SA Poison, Smite evil 1/day sting +4 melee (1d4+5 plus poison); SQ Darkvision 60 ft., Resistance 5 to acid, cold, and electricity, Spell resistance 8, Vermin traits; AL LG; SV Fort +5, Ref +3, Will +2; Str 15, Dex 14, Con 15, Int 3, Wis 12, Cha 9.

Skills & Feats: Spot +5, Survival +1.
[/sblock]CELESTIAL GIANT BOMBARDIER BEETLE:
[sblock]Celestial Giant Bombardier Beetle; Medium Magical Beast; HD 2d8+8; Init +0; Spd 30 ft.; AC 16 (+6 natural); BAB +1; Grp +4; Atk Bite +4 melee (1d4+3), Full Atk Bite +4 melee (1d4+3); SA Acid spray, Smite evil 1/day bite +4 melee (1d4+5); SQ Darkvision 60 ft., Resistance 5 to acid, cold, and electricity, Spell resistance 7, Vermin traits; AL NG; SV Fort +7, Ref +0, Will +0; Str 17, Dex 10, Con 18, Int 3, Wis 10, Cha 9.

Skills & Feats: None.
[/sblock]CELETIAL RIDING DOG:
[sblock]Celestial Riding Dog; Medium Magical Beast; HD 2d8+8; Init +2; Spd 40 ft.; AC 16 (+2 Dex, +4 natural); BAB +1; Grp +5; Atk Bite +5 melee (1d6+5), Full Atk Bite +5 melee (1d6+5); SA Smite evil 1/day bite +5 melee (1d6+7); SQ Darkvision 60 ft., Resistance 5 to acid, cold, and electricity, Spell resistance 7, Low-light vision, Scent; AL NG; SV Fort +7, Ref +5, Will +1; Str 19, Dex 15, Con 19, Int 3, Wis 12, Cha 6.

Skills & Feats: Jump +10, Listen +5, Spot +5, Swim +5, Survival +1; Alertness, Track.
[/sblock]CELESTIAL EAGLE:
[sblock]Celestial Eagle; Small Magical Beast; HD 1d8+3; Init +2; Spd 10 ft., Fly 80 ft. (average); AC 14 (+1 Size, +2 Dex, +1 natural); BAB +0; Grp -2; Atk Talons +5 melee (1d4+2), Full Atk Talons +5 melee (1d4+2); SA Smite evil 1/day talons +5 melee (1d4+3); SQ Darkvision 60 ft., Resistance 5 to acid, cold, and electricity, Spell resistance 6, Low-light vision; AL CG; SV Fort +5, Ref +4, Will +2; Str 14, Dex 15, Con 16, Int 3, Wis 14, Cha 6.

Skills & Feats: Listen +2, Spot +14; Weapon Finesse.
[/sblock][/sblock]SUMMON MONSTER III:
[sblock]CELESTIAL BLACK BEAR:
[sblock]Celestial Black Bear; Medium Magical Beast; HD 3d8+12; Init +1; Spd 40 ft.; AC 13 (+1 Dex, +2 natural); BAB +2; Grp +8; Atk Claw +8 melee (1d4+6), Full Atk 2 Claws +8 melee (1d4+6) and Bite +3 melee (1d6+3); SA Smite evil 1/day claw +8 melee (1d4+9); SQ Darkvision 60 ft., Resistance 5 to acid, cold, and electricity, Spell resistance 8, Low-light vision, Scent; AL LG; SV Fort +7, Ref +4, Will +2; Str 23, Dex 13, Con 15, Int 3, Wis 12, Cha 6.

Skills & Feats: Climb +6, Listen +4, Spot +4, Swim +10; Endurance, Run.
[/sblock]CELESTIAL BISON:
[sblock]Celestial Bison; Large Magical Beast; HD 5d8+25; Init +0; Spd 40 ft.; AC 13 (-1 Size, +4 natural); BAB +3; Grp +15; Atk Gore +10 melee (1d8+12), Full Atk Gore +10 melee (1d8+12); SA Stampede, Smite evil 1/day gore +10 melee (1d8+17); SQ Darkvision 60 ft., Resistance 5 to acid, cold, and electricity, Damage reduction 5/magic, Spell resistance 10, Low-light vision, Scent; AL NG; SV Fort +9, Ref +4, Will +1; Str 26, Dex 10, Con 20, Int 3, Wis 11, Cha 4.

Skills & Feats: Listen +7, Spot +5; Alertness, Endurance.
[/sblock]CELESTIAL DIRE BADGER:
[sblock]Celestial Dire Badger; Medium Magical Beast; HD 3d8+21; Init +3; Spd 30 ft., Burrow 10 ft.; AC 16 (+3 Dex, +3 natural); BAB +2; Grp +6; Atk Claw +6 melee (1d4+4), Full Atk 2 Claws +6 melee (1d4+4) and Bite +1 (1d6+2); SA Rage, Smite evil 1/day claw +6 melee (1d4+7); SQ Darkvision 60 ft., Resistance 5 to acid, cold, and electricity, Spell resistance 8, Low-light vision, Scent; AL CG; SV Fort +9, Ref +6, Will +4; Str 18, Dex 17, Con 23, Int 3, Wis 12, Cha 10.

Skills & Feats: Listen +6, Spot +6; Alertness, Toughness, Track.
[/sblock]CELESTIAL HIPPOGRIFF:
[sblock]Celestial Hippogriff; Large Magical Beast; HD 3d10+15; Init +2; Spd 50 ft., Fly 100 ft. (average); AC 15 (-1 size, +2 Dex, +4 natural); BAB +3; Grp +13; Atk Claw +8 melee (1d4+6), Full Atk 2 Claws +8 melee (1d4+6) and Bite +3 (1d8+3); SA Smite evil 1/day claw +8 melee (1d4+9); SQ Darkvision 60 ft., Resistance 5 to acid, cold, and electricity, Spell resistance 8, Low-light vision, Scent; AL CG; SV Fort +8, Ref +5, Will +2; Str 22, Dex 15, Con 20, Int 3, Wis 13, Cha 8.

Skills & Feats: Listen +4, Spot +8; Dodge, Wingover.
[/sblock][/sblock]SUMMON MONSTER IV:
[sblock]LANTERN ARCHON:
[sblock]Lantern Archon; Small Outsider; HD 1d8+2; Init +4; Speed Fly 60 ft. (perfect); AC 15 (+1 size, +4 natural); BAB +1; Grp -6; Atk Ray +2 ranged touch (1d6), Full Atk 2 Ray +2 ranged touch (1d6); SA Spell-like abilities; SQ Aura of menace, Damage reduction 10/evil and magic, Darkvision 60 ft., Immunity to electricity and petrification, magic circle against evil, teleport, tongues; AL LG; SV Fort +4 (+8 against poison), Ref +2, Will +2; Str 5, Dex 11, Con 14, Int 6, Wis 11, Cha 10.

Skills & Feats: Concentration +6, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4; Improved Initiative.
[/sblock]CELESTIAL GIANT OWL:
[sblock]Celestial Giant Owl; Large Magical Beast; HD 4d10+12; Init +3; Spd 10 ft., Fly 70 ft. (average); AC 15 (-1 size, +3 Dex, +3 natural); BAB +4; Grp +14; Atk Claw +9 melee (1d6+6), Full Atk 2 Claws +9 melee (1d6+6) and Bite +4 (1d8+3); SA Smite evil 1/day claw +9 melee (1d6+10); SQ Darkvision 60 ft., Resistance 5 to acid, cold, and electricity, Damage reduction 5/magic, Spell resistance 9, Superior low-light vision; AL LG; SV Fort +7, Ref +7, Will +3; Str 22, Dex 17, Con 16, Int 10, Wis 14, Cha 10.

Skills & Feats: Knowledge (nature) +2, Listen +17, Move Silently +8, Spot +10; Alertness, Wingover.
[/sblock]CELESTIAL GIANT EAGLE:
[sblock]Celestial Giant Eagle; Large Magical Beast; HD 4d10+12; Init +3; Spd 10 ft., Fly 80 ft. (average); AC 15 (-1 size, +3 Dex, +3 natural); BAB +4; Grp +14; Atk Claw +9 melee (1d6+6), Full Atk 2 Claws +9 melee (1d6+6) and Bite +4 (1d8+3); SA Smite evil 1/day claw +9 melee (1d6+10); SQ Darkvision 60 ft., Resistance 5 to acid, cold, and electricity, Damage reduction 5/magic, Spell resistance 9, Low-light vision, Evasion; AL CG; SV Fort +7, Ref +7, Will +3; Str 22, Dex 17, Con 16, Int 10, Wis 14, Cha 10.

Skills & Feats: Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3; Alertness, Flyby Attack.
[/sblock]CELESTIAL LION:
[sblock]Celestial Lion; Large Magical Beast; HD 5d8+20; Init +3; Spd 40 ft.; AC 15 (-1 size, +3 Dex, +3 natural); BAB +3; Grp +14; Atk Claw +9 melee (1d4+7), Full Atk 2 Claws +9 melee (1d4+7) and Bite +4 (1d8+3); SA Pounce, Improved grab, Rake 1d4+3, Smite evil 1/day claw +9 melee (1d4+12); SQ Darkvision 60 ft., Resistance 5 to acid, cold, and electricity, Damage reduction 5/magic, Spell resistance 10, Low-light vision, Scent; AL CG; SV Fort +8, Ref +7, Will +2; Str 25, Dex 17, Con 19, Int 3, Wis 12, Cha 6.

Skills & Feats: Balance +7, Hide +3, Listen +5, Move Silently +11, Spot +5; Alertness, Run.
[/sblock][/sblock][/sblock]
 
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Scotley

Hero
Arvad Greenbough

Half-Elven Rogue 5/Fighter 2

Chaotic Good
Str 15
Dex 18 (+1 at 4th level+2 enhancement)
Con 13
Int 14
Wis 11
Cha 15

Hit Points 42 (Max. at 1st and 2nd then 50% + Con)
Reserve 42
AC 21, Touch 16, Flat 15 (rare due to uncanny dodge)
Init +4 (Dex. +4)
BAB +6, Grap +7
Speed 30’
Fort +5, Ref +9, Will +2

Melee

+12 (+8two-weapon) +1 Keen Elven Thinblade 1d8+3 15-20/x2 p 8100gp (back)
+12 (+8two-weapon) +1 Elven Lightblade 1d6+2(+1two-weapon) 18-20/x2 p 2050gp (belt)
+10 Dagger, 1d4+2 19-20/x2 p/s
+9 MW Glaive 1d10+3 20/x3 p 308gp Reach 10’ (Quiver)
+9 MW Cold Iron Morning Star 20/x2 p&b 316gp
+8 Sap 1d6+2 non-lethal b 1gp (Hip pocket)
+9 MW Lance 1d8+3 20/x3 p 310gp (Quiver)

Ranged

+11/+6 Mighty +1 Comp. Longbow, 1d8+3, 20/x3, 110'r 2,600gp (quiver)
60 arrows (quiver) (10 cold iron, 10 alchemical silver-1damage) 23gp
+10, Dagger 1d4+2, 20/x2, p/s 10'r 2gp (x3) (two in boots, one at shoulder)

Medium, 5’6" tall, 136 wt, 40 yrs old
Golden Hair, Green eyes, Fair very lightly freckled skin
Speaks Common, Elven, High Thracian and Halfling

Skills 94 Rogue- (8x8+16Int) Fighter 8 (2x2+4) +6 bonus background skills

Appraise (+2Int)
Balance (1+4Dex +2syn) ac
Bluff (5+2Cha)
Climb (2+2Str) ac
Craft (Painter) (5+2Int+2MW Tools)
Craft (Woodcarver) (1+2Int+2 MW Tools)
Decipher Script (1+2Int)
Diplomacy (4+2Cha+6syn+2race)
Disable Device (5+2Int+2mwtools)
Disguise (+2Cha+2syn)
Escape Artist (+4Dex) ac
Forgery (+2Int)
Gather Information (5+2Cha++2syn+2race)
Handle Animal xx (+2Cha)
Hide (4+4Dex) ac
Intimidate (+2Cha+2syn)
Jump (5+2Str+2syn) ac
Knowledge (Local) (5+2Int)
Knowledge (Nobility and Royalty) (5+2Int)
Listen (2+0Wis+1race)
Move Silently (5+4Dex) ac
Open Lock (5+4Dex+2mwtools)
Profession (Artist) (1+0Wis)
Ride (3+4Dex)
Search (8+2Int+1race)
Sense Motive (5+0Wis)
Slight of Hand (1+4Dex+2syn) ac
Spot (5+0Wis+1 race)
Swim (1+2Str)
Tumble (5+4Dex+2 syn) ac
Use Magic Device (1+2Cha)
Use Rope (+4Dex)

Feats
-Exotic Weapon Proficiency (Elven Lightblade)
-Exotic Weapon Proficiency (Elven Thinblade)
-Weapon Focus (Rapier—applies to both Elven Blades)
-Weapon Finesse
-Two Weapon Fighting
-Two Weapon Defense
-Dodge
-Point Blank Shot
-Precise Shot

Half-Elven Traits
-Low Light Vision
- +1 racial bonus on Listen, Search, and Spot checks
- +2 racial bonus on Diplomacy and Gather Information checks
- Immunity to sleep spells and similar magical effects
- +2 racial bonus on saving throws against enchantment spells or effects
- Automatic Languages: Common and Elven. Bonus Languages: Any
- For all effects related to race, a half-elf is considered an elf

Rogue Abilities
-Sneak Attack (+3d6 damage vs. flanked or flat-footed or otherwise denied dex bonus to ac visible opponent with discernable anatomy within 30’)
-Trapfinding (Use Search to find traps including those with a DC above 20 and magical traps)
-Evasion (Successful Reflex save vs. attacks that normally deal half damage on save do no damage)
-Trap Sense +1 on Reflex saves and AC vs. traps
-Uncanny Dodge Maintain Dex. bonus unless immobilized

Fighter Abilities
-Proficiency with all simple and martial weapons
-Proficiency with all armor and shields
-Bonus Feats

Gear

Armor +1 Mithril Chain Shirt +4 AC Max. dex. +6 no armor check penalty 2,100 gp.
Quiver of Elonna, (left shoulder ) 1,800 gp
Gloves of Dexterity 4,000gp
Potion of Cure Light Wounds x4 200gp (Bandoleer x2 and Pouch x2)
Potion of Sanctuary 50gp (pouch)

MW Thieves’ Tools 100gp (pockets)
MW Artisan’s Tools 55gp (folio)
Pens, Ink, sketchbook, paper, canvas 75gp
Alchemist’s fire x2 40gp (Bandoleer)
Thunderstone x2 30gp (Bandoleer)
Smokestick x2 40gp (Bandoleer)
5 Tindertwigs (Belt pouch) 5gp

Backpack (center back) 2gp
Leather Folio with shoulder strap 2gp
Bandoleer 2gp
Pouches x2 2gp
Bedroll (below backpack) 1sp
Waterskin-2 water and wine (side of backpack and belt) 2gp and 10gp
2 Torches (backpack) 2cp
Flint & Steel (Belt pouch) 1gp
Trail Rations- 6 days (backpack) 3gp
Silk Rope 50’ with grapnel (backpack) 11gp
Travelers’ outfit (backpack) 1gp
Artist’s Smock 1sp
Courtier’s Outfit /w Jewelry 80gp
Explorer’s Outfit over armor

Light Warhorse “Cinnabar” 150gp
-Military Saddle 20gp
-Saddle Bags 4gp
-Bit and Bridle 2gp
-Leather Barding 40gp
-Fodder (4days) 2gp

Coins-4 pp, 15gp, 5sp, 8cp (pouch)
3x 50gp gems (pouch)
7x 10gp gems (pouch)

Appearance/Personality
Arvad is a relatively young man by half-elven standards at 40. His blond hair is worn short and he is clean shaven. His features are sharp with the pointed ears and sharp jaw of his Elven heritage. On his breast he wears a cunningly wrought copper leaf whose patina gives it a natural green color, while small clear gems appear as drops of dew. He wears colorful clothing over a light chain shirt and an impressive collection of weapons when working as an ‘adventurer’. He wears a beautifully made matched pair of Elven swords, one light and one heavier. They have full basket hilts with a leaf motif that is carried into the scabbards making them appear almost like a draping of ivy at Arvad’s waist. A cold iron morning star and daggers protruding from boot tops are also part of his adventuring gear along with a leather bandoleer stuffed with small vials and other strange items. A quiver on his back also bristles with weapons. He is rarely seen without a large battered artist’s case filled of paints, inks and other supplies. He is friendly and quickly starts a conversation with everyone he meets. He likes to avoid conflict and is often the peacemaker for his friends. He rides a roan, almost red, warhorse that he calls 'Cinnabar' after the red pigment he uses in painting.

History
Arvad was raised by his father, a human scribe in the court of Thracia. He hardly remembers his mother. His father would say little of her other than that she had to return to distant elven lands. Young Arvad flourished at court. He was a talented painter and carver of wood. He was often asked to paint portraits of nobles and his conversational skills allowed him to learn much that was secret. However, he unwisely started using this information to influence things at court. He tried to help out friends and play the negotiator and peacemaker. Unfortunately, he did not gage the mood of the king and his chief advisors well. He soon found himself helping to make things happen that went against the plans of the King. A careful plot was hatched against him. It was arranged for him to be found in the arms of a married nude noblewoman he had been commissioned to paint. Charges of treason against the crown were also levied against him. A fellow scribe told his father of the charges before Arvad was arrested. His father used his contacts among the servants to get Arvad out of the palace before he could be found. He left with only his art supplies, the clothes on his back and his inheritance from his mother—the pair of enchanted elven swords and the mithral chain shirt. This was ten years ago. Arvad fled west into the frontier and eventually found his way to the Lyssan coast and amongst the Sapphire Isles. People here do not know that there is a price on his head in Thracia. He tried to establish himself as an artist and courtier once more, but was unable to find a wealthy patron. He soon found that he could do better using his other talents and the gifts of his mother. He began working as a guard and adventurer just to make a little money. He was fairly successful and was fortunate enough to join a stalwart band of local adventurers. He still sees himself as an artist rather than a heroic adventurer, but he enjoys the excitement and profit to be had. His amiable nature and some work as a painter has allowed him to meet many of the local people, especially the politicians and nobles. In addition to prominent citizens, he has painted ruins as well as the trees of the Redwood and the wastes of the Lyssan empire. He often paints the strange creatures he has encountered in the wild.
 
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Tinner

First Post
Scavatch Facebiter, Male Gnome, Rock Bbn7: CR 7; Small Humanoid (Gnome) AL: CN

HD 7d12+21(Barbarian) ; hp 74; Reserve: 74; Init +4; Spd 30; AC:24 (Flatfooted:23 Touch:16)

Atk +10/5 base melee, +12/7 base ranged; +11/6 (1d6+4, +1 Obsidian gnome hooked hammer); +7/+3/2 (1d6+4/1d4+4, +1 Obsidian gnome hooked hammer - Double Weapon); +13/8 (1d6+4, +1 Longbow, composite ( +2 Str Bonus)); +11/6 (1d3+1, Silver Dagger)

SQ: Low-light Vision (Ex), +4 Dodge Bonus to AC vs. Giants, Weapon Familiarity (Ex), +1 Attack vs. Orcs and Goblinoids; RF: +2 bonus for saves against illusions, Spell Like Ability: 1/day Speak with Animals (Burrowing mammal only, 1 minute)

Saves: Fort +10, Ref +8, Will +6

Abilities: STR 14, DEX 18, CON 17, INT 13, WIS 14, CHA 8.

Skills: Climb +12, Craft (Alchemy) +2, Craft (Bowmaking) +7, Hide +12, Intimidate +5, Jump +12, Listen +14, Survival +12, Swim +6, Use Rope +6.

Feats: Armor Proficiency: light, Armor Proficiency: medium, Point Blank Shot, Precise Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Dodge, Mobility, Manyshot, Shot on the Run

Possessions

Weapons: +1 Longbow, composite ( +2 Str Bonus) (2,600 gp); Obsidian-tipped Arrows (180) (3 gp); Silver Dagger (322 gp); +1 Obsidian gnome hooked hammer (2,620 gp).

Armor: +1 Mithral Breastplate (5,350 gp).

Goods: Coin: gp (34) (34 gp); Backpack (2 gp); Flint and steel (1 gp); Grappling Hook, Collapsible (3 gp); Rope, silk (50 ft.) (10 gp); Tent, One-Person (5 gp); Coin: cp (50) (50 cp).

Magic: Wondrous: Quiver of Ehlonna (1,800 gp); Wondrous: Cloak of Resistance +2 (4,000 gp); Wondrous: Amulet of Natural Armor +1 (2,000 gp); 5 x Potion: Cure Light Wounds (1) (50 gp).

Background
Scavatch Facebiter is a member of the Bonegnawer Tribe of gnomes that reside in The Red Wood. Scav (as his friends call him) served his tribe as a warrior and fletcher, helping drive off raiding giants and fey.
Recently though Scav has been scouting farther from home, and has learned that there is good trading to be had among the people of Scott's Bluff.
Scav has made a fortune (by his people's standards) serving as a guide for adventurers and merchant caravans, guiding them safely through The Red Wood and even on the occaisonal trip near Jakarta.
Sacv is mostly a good soul, but his almost feral upbringing shows through. He is aware that "civilized people" find him abrasive and almost stupid, and as such he keeps his tongue in check around them. Once these city slickers get into his environment though they quickly learn that Scav is far from ignorant, it's just that his education has been more of the practical kind.
 

Lord_Raven88

First Post
Inquisitor Marcus Celestius
Male Outsider (Chaotic Good) - Ghaele (6th Level)
[sblock]
Code:
Alignment: Chaotic Good
Deity: Nekron*
Domains: Good, Magic, Plants, War
Size: Medium
Type: Humanoid
Base Speed: 50'

[url=http://invisiblecastle.com/find.py?a=show&id=162259]STATS[/url]
Str: 18 (+4)
Dex: 16 (+3)
Con: 16 (+3) +1 level adjustment
Int: 12 (+1)
Wis: 15 (+2)
Cha: 11 (+0)

HP: 43 (5d8 + 15Con)

AC: 22 (10Base + 3Dex + 7Arm +2NA)

Saves: 
Fortitude: +7 (+4 base +3 Con)
Reflex: +7 (+4 base +3 Dex)
Will: +6 (+4 base +2Wis)

Init: +7

Base attack bonus: +5

Attacks: 
(MW)Greatsword +10(+5 base +4 Str +1 MW) 2d6+4 


Skills (8/4)
Bluff 3 (3 ranks) -cross class
Concentration 11 (8 ranks +3 Con)
Hide 11 (8 ranks +3 Dex)
Knowledge(Arcana) 9 (8 ranks + 1 Int)
Knowledge(Religion) 9 (8 ranks +1 Int)
Listen 10 (8 ranks +2Wis)
Move Silently 11 (8 ranks +3 Dex)
Sense Motive 10 (8 ranks +2 Wis)
Spot 10 (8 ranks + 2 Wis)
SWim 5 (1 rank +4 Str) -cross class

Feats
Armour Prof. (Light, & Medium), Improved Initiative, Power Attack, Improved
Sunder.

Languages: Common, Celestial, Infernal & Draconic.

Equipment
Explorers Outfit
Holy Symbol 50gp

+2 Mithral Breastplate (+7arm, +5MDB, -1 ACP, 15% ASF, 15 lbs) 8350gp
Fiendslayer: (MW) Adamantine Greatsword 3350 gp
Broach of Shielding 1500

Handy Haversack 2000gp 5lb
~Leather Helm (covers eyes)with Gag, Amazing Lock(DC40),  200gp 2lb
~Masterwork Manacles with Amazing Lock (DC40) 200gp 3lb
~Chain (10') 30gp 2lb 
~Amazing Lock 150gp 1lb
~Explorers Outfit 10gp 8lb
~Trail Rations (3 days) 15sp 3lb
~Waterskin 1gp 4lb
~Winter Blanket 5sp 3lb
~Sack 1sp 1/2lb
~Ring of Clumisness 500gp
~Medallion of Thought Projection 1800gp
~Potion of Invisibilityx2 600gp


Treasure: 256gp 9sp
Weight Carried: 30 lbs

Special Abilities.
Outsider: Outsiders breathe, but do not need to eat or sleep.
Land Speed 50', Darkvision, Low Light Vision, +4 Save vs poison, +2 nat armour.
Automatic Languages: Celestial, Infernal & Draconic.
Cast Spells as a Cleric of his Character Level (access to spells from the 
Air, Animal, Chaos, Good and Plant domains)

Resistance:(acid 5, cold 5, electricity 5)
Spell-like abilities(3/day): aid, color spray, comp lang, continual flame, cure light wounds,  dancing lights, detect evil, detect thoughts, disguise self, see invisiblity.
Spell-like abilities(1/day):chain lightning, charm monster, dispel magic, hold monster, greater invisibility (self only), major image, wall of force.
Spell Resistance: 14 (Class level +8)
Protective Aura (magic circle aginst evil +4 bonuses)
Tongues.

Height: 6'
Weight: 180 lbs
Eyes: Colbolt
Hair: Platnium Blond
Skin: Tanned

*Nekron: Lord of Spells and Magic, Nekron is commonly worshiped throughout the lands by spellcasters of all sorts, and his follower actively seek to preserve and promote magic as a whole.  

One part of his church (the Inquisitors) is tasked with hunting down rogue spellcasters who's actions would adversly affect the promotion of magic.

Domains: Knowledge, Magic, Protection & War.
Holy Symbol: A Circle with a 5 pointed star inside of it
Favoured Weapon: Quarterstaff

Caster Level: 6th
Spells (5/4+1/4+1/2+1) DC 12 + spell level
0th: Detect Magic x2, Detect Poison, Mending Read Magic
1st: Bless, Divine Favour, Hide from Undeadx2, Santuary, Magic Weapon(D)
2nd: Barkskin, Bulls Strength, Silence x2, Spiritual Weapon(D)
3rd: Blindness/Deafness, Cure Serious Wounds, Dispel Magic(D)
[/sblock]
Appearance:
At first glance it's differcult to determine what race Marcus belongs too, Marcus
has the handsome refined features of an elf, but the stocky musculature of a well
built human, also his pupilless eyes are an unusual cobolt blue, all of this give
Marcus an outerworldly aspect that most find either beguiling or disturbing.


Background:
Marcus is an ophan and was found upon the steps of the St Michaels Ophanage,
Marcus was an attractive popular boy who shouldn't have had a problem being
adopted out to a good family, but there was always something'unsettling' about
Marcus, which seemed to put off any prospective parents.

At a young age Marcus began to realise he was different from the other children,
not only could he see in the dimest light he also discovered oneday that he
could actually see when there was no light at all. Couple that with the
phenomial speed at which he could walk or run, and the strange powers he could
summon with a thought, it was only a matter of time before it came to the attention
of the adults.

Not knowing what to do with Marcus, the Orphanage sought the advice of the
Church of Nekron, it wasn't long before the priest began to suspect that
Marcus had Celestial blood somewhere in his makeup. Once this discovery was
made the Church petitioned the Ophanage for custody of Marcus.

Thus it was at the tender age of 8 that Marcus came into the care of the Church
and began his religous studies. Marcus natuarally excelled at his studies and it
soon became apparent that Marcus had the potential to do much good for the Church.

Due to Marcus' combinations of skills, Marcus soon began training as a church
Inquisitor, in particular he was tasked with hunting down an destroying evil
spellcasters.

Marcus is on the trail of a particularly evil wizard called [insert name], so far
his investigation has lead him to the small town of Scott's Bluff.
 
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Jdvn1

Hanging in there. Better than the alternative.
Code:
[B]Name:[/B] Mardin Nalik
[B]Class:[/B] Fighter 7
[B]Race:[/B] Dwarf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Good
[B]Deity:[/B] 

[B]Str:[/B] 18 +4            [B]Level:[/B] 7        [B]XP:[/B] 0
[B]Dex:[/B] 12 +1            [B]BAB:[/B] +7/+2      [B]HP:[/B] 66 (7d10+21)
[B]Con:[/B] 17 +3            [B]Grapple:[/B] +11    [B]Dmg Red:[/B] -/-
[B]Int:[/B] 13 +1            [B]Speed:[/B] 20'      [B]Spell Res:[/B] -
[B]Wis:[/B] 14 +2            [B]Init:[/B] +5        [B]Spell Save:[/B] -
[B]Cha:[/B] 12 +1            [B]ACP:[/B] -5         [B]Spell Fail:[/B] --%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +10   +4    +1    +0    +-    +-    25
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 21

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      5    +3    +1    +9
[B]Ref:[/B]                       2    +1    +1    +4
[B]Will:[/B]                      2    +2    +1    +5

[B]Weapon                  Attack   Damage     Critical[/B]
Warhammer                 +14/+9 1d8+6      x3
Mtwk MC Longbow +1        +9/+4  1d8+1      x3
Dwarven Battleaxe         +11    1d10+4     x3
XXXX                      +X     XdXX+X     XX-XXxX
XXXX                      +X     XdXX+X     XX-XXxX

[B]Languages:[/B] Common, Dwarven, Gnome

[B]Abilities:[/B] Dwarf Abilities (listed below)

[B]Feats:[/B] 
1  Power Attack
1  Weapon Focus (Warhammer)
2  Endurance
2  Improved Initiative
3  Cleave
4  Weapon Specialization
4  Quick Draw
5  Improved Sunder
6  Combat Expertise
6  Power Critical

[B]Skill Points:[/B] 30       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise                  10    +1    +2    +13
Craft (armorsmithing)     10    +1    +2    +13
Craft (weaponsmithing)    10    +1    +2    +13
Craft (bowmaking)          6    +1          +7
XXXX                       X    +X          +X

[B]Equipment:               Cost  Weight[/B]
+2 Cold Iron Warham   10624gp    5lb
+2 Heavy Darkwood Shd  4407gp    5lb
+2 Full plate          9800gp   50lb
Cloak of Resistance +1 1000gp    1lb
Mtwk MC Longbow +1      500gp    3lb
Dwarven Battleaxe        30gp    8lb
Backpack                  2gp    2lb
-Bedroll                  1sp    5lb
-Rations (2)              1gp    2lb
-Waterskin                1gp    4lb

[B]Total Weight:[/B]77lb      [B]Money:[/B] 60gp 47sp 20cp
(spent: 18905.1)

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               100   200   300   300  1500

[B]Age:[/B] 50
[B]Height:[/B] 4'2"
[B]Weight:[/B] 150lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Brown
[B]Skin:[/B] Tanned
[sblock=Dwarf Traits] * +2 Constitution, -2 Charisma.
* Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
* Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
* Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
* Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
* Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
* Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
* +2 racial bonus on saving throws against poison.
* +2 racial bonus on saving throws against spells and spell-like effects.
* +1 racial bonus on attack rolls against orcs and goblinoids.
* +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
* +2 racial bonus on Appraise checks that are related to stone or metal items.
* +2 racial bonus on Craft checks that are related to stone or metal.
* Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
* Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
[/sblock]

The weapons and armor I made myself, and it is Dwarvencraft. This is for the prereq for the PrC. It is comparable to masterwork, except the dwarvencraft component is twice as expensive. The effect is that the items have more hit points and hardness.

Appearance: Mardin tries to be ready for anything, but obviously does not know what to bring in order to do that. He carries a warhammer at one hip and a dwarven waraxe at the other, with his shield covering his backpack on his back. It is obvious his equipment took much care to make--he made it for himself. So, he goes to lengths to make sure it looks clean and impressive. His equipment bear a small symbol, for those who are looking, of his family crest.

Background: Mardin did not grow up in the way people think of dwarves to typically grow up. Having been through this town a few times, he has gotten many strange stares. Dwarves are not common in these parts. He was raised by a human crafting family, who taught the trade to him. Always staying in the background, attention was never drawn toward him, but he eventually decided that he should leave his family's forge and venture out. He still can't resist good craftmanship, though, and likes to continue his craft.
 

Lobo Lurker

First Post
Indentured Servants

Akko; Human male; NG; Raider 3
Str 14, Dex 15, Con 12, Int 8, Wis 13 Cha 10, HP: 28, RP: 28 Spd 40 ft.
Fortitude +4, Reflex +5, Will +2, AC: 12 (flat 10, touch 12), Init +8
COMBAT: fist +5 melee (1d3+2 subdual); grapple +5 melee
FEATS + SKILLS: Improved Initiative, Combat Reflexes, Weapon Focus: scimitar, Alertness, Track
Handle Animal +4 (4), Hide +4 (2), Intimidate +1 (1), Listen +6 (3), Move Silently +4 (2), Spot +5 (2), Survival +5 (4),
Languages: Red Wood Patois, Giant
ABILITIES: Fast Movement, Danger Sense (+2 Initiative), Foe Hunter: Scott's Bluff Residents (+2 Listen, Search, & Spot; +1 attack rolls; Improved Critical)
EQUIPMENT: unwashed furs, bone necklace,



Haggo; Human male; NE; Raider 3
Str 17, Dex 16, Con 14, Int 8, Wis 8 Cha 14, HP: 34, RP: 34 Spd 40 ft.
Fortitude +7, Reflex +6, Will +2, AC: 13 (flat 10, touch 13), Init +3
COMBAT: fist +6 melee (1d3+3 subdual); grapple +6 melee
FEATS + SKILLS: Toughness, Power Attack, Weapon Focus: Greataxe, Great Fortitude, Iron Will
Handle Animal +7 (5), Intimidate +6 (4), Ride +10 (5), Survival +3 (4)
Languages: Red Wood Patois, Giant
ABILITIES: Fast Movement, Danger Sense (+2 Initiative), Foe Hunter: Scott's Bluff Residents (+2 Listen, Search, & Spot; +1 attack rolls; Improved Critical)
EQUIPMENT: unwashed furs, bone necklace, very dirty tigerskin cloak
 
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