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stonegod's Expedition to Castle Ravenloft [Updated RG]
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<blockquote data-quote="DEFCON 1" data-source="post: 3783921" data-attributes="member: 7006"><p><strong><span style="color: DarkOrange">Jarrith Bronns</span></strong></p><p>Male Human Rogue 3 / Cleric 2 / Shadowbane Stalker 4</p><p>LG Medium Humanoid (Human)</p><p><strong>Init:</strong> +4 (+6); <strong>Senses:</strong> Listen +4 Spot +4</p><p><strong>Languages:</strong> Common, Draconic</p><p><strong>XP:</strong> 36000; <strong>AP:</strong> 9</p><p>---------------------------------------------------------------------------------------</p><p><strong>AC: </strong>20, touch: 14, flat-footed: 16; +6 armor, +4 Dex (+6 <em>cat's grace</em>)</p><p><strong>HP:</strong> 40 (9 HD)</p><p><strong>Fort:</strong> +6 <strong>Ref:</strong> +8 (+10) <strong>Will:</strong> +8</p><p><strong>Speed:</strong> 30 ft.</p><p>---------------------------------------------------------------------------------------</p><p><strong>Base Attack Bonus:</strong> +6/+1 <strong>Grapple:</strong> +8</p><p><strong>Attack Options:</strong> Sneak Attack +3d6; Penetrating Strike +1d6; Razing Strike (see below)</p><p><strong>Special Actions:</strong> Turn Undead 5/day</p><p></p><p><strong>Main Weapon:</strong> +1 silver undead bane rapier (18-20 crit)</p><p><strong>Off-Hand Weapon:</strong> +1 silver rapier (18-20 crit)</p><p>-------------------------</p><p><strong>Melee:</strong> Main +11 (1d6+2)</p><p><strong>Full:</strong> Main +9/+9 / Off-Hand +4/+4 (1d6+2 x4)</p><p></p><p><strong>Melee Grace:</strong> Main +13 (1d6+2)</p><p><strong>Full Grace:</strong> Main +11/+11 / Off-Hand +6/+6 (1d6+2 x4)</p><p></p><p><strong>Melee Undead:</strong> Main +13 (3d6+2)</p><p><strong>Full Undead:</strong> Main +11/+11 / Off-Hand +4/+4 (3d6+2 x2 / 1d6+2 x2)</p><p></p><p><strong>Melee Grace Undead:</strong> Main +15 (3d6+2)</p><p><strong>Full Grace Undead:</strong> Main +13/+13 / Off-Hand +6/+6 (3d6+2 x2 / 1d6+2 x2)</p><p></p><p><strong>Ranged:</strong> shortbow +10 (1d6/x3)</p><p><strong>Ranged Grace:</strong> shortbow +12 (1d6/x3)</p><p></p><p><strong>Melee Spell:</strong> melee touch attack +10</p><p><strong>Ranged Spell:</strong> ranged touch attack +10</p><p><strong>Ranged Spell Grace:</strong> ranged touch attack +12</p><p>---------------------------------------------------------------------------------------</p><p><strong>Cleric Spells Prepared:</strong> Caster Level 5th</p><p>0th - Save DC 12 / 1st - Save DC 13 / 2nd - Save DC 14 / 3rd - Save DC 15</p><p> </p><ul> <li data-xf-list-type="ul">0th—<a href="http://www.d20srd.org/srd/spells/guidance.htm" target="_blank"><em><span style="color: white">Guidance</span></em></a></li> <li data-xf-list-type="ul">0th—<a href="http://www.d20srd.org/srd/spells/guidance.htm" target="_blank"><em><span style="color: white">Guidance</span></em></a></li> <li data-xf-list-type="ul">0th—<a href="http://www.d20srd.org/srd/spells/purifyFoodAndDrink.htm" target="_blank"><em><span style="color: white">Purify Food And Drink</span></em></a></li> <li data-xf-list-type="ul">0th—<a href="http://www.d20srd.org/srd/spells/readMagic.htm" target="_blank"><em><span style="color: white">Read Magic</span></em></a></li> <li data-xf-list-type="ul">0th—<a href="http://www.d20srd.org/srd/spells/resistance.htm" target="_blank"><em><span style="color: white">Resistance</span></em></a></li> </ul> <ul> <li data-xf-list-type="ul">1st—<a href="http://www.d20srd.org/srd/spells/bless.htm" target="_blank"><em><span style="color: white">Bless</span></em></a></li> <li data-xf-list-type="ul">1st—<a href="http://www.d20srd.org/srd/spells/divineFavor.htm" target="_blank"><em><span style="color: white">Divine Favor</span></em></a></li> <li data-xf-list-type="ul">1st—<a href="http://www.d20srd.org/srd/spells/hidefromundead.htm" target="_blank"><em><span style="color: white">Hide From Undead</span></em></a></li> <li data-xf-list-type="ul">1st—<a href="http://www.d20srd.org/srd/spells/removefear.htm" target="_blank"><em><span style="color: white">Remove Fear</span></em></a></li> <li data-xf-list-type="ul">1st—<a href="http://www.d20srd.org/srd/spells/protectionfromevil.htm" target="_blank"><em><span style="color: white">Protection From Evil</span></em></a>[sup]D[/sup]</li> </ul> <ul> <li data-xf-list-type="ul">2nd—<em><span style="color: white">Deific Vengeance</span></em></li> <li data-xf-list-type="ul">2nd—<a href="http://www.d20srd.org/srd/spells/restorationLesser.htm" target="_blank"><em><span style="color: white">Lesser Restoration</span></em></a></li> <li data-xf-list-type="ul">2nd—<a href="http://www.d20srd.org/srd/spells/restorationLesser.htm" target="_blank"><em><span style="color: white">Lesser Restoration</span></em></a></li> <li data-xf-list-type="ul">2nd—<a href="http://www.d20srd.org/srd/spells/aid.htm" target="_blank"><em><span style="color: white">Aid</span></em></a>[sup]D[/sup]</li> </ul> <ul> <li data-xf-list-type="ul">3rd—<a href="http://www.d20srd.org/srd/spells/locateobject.htm" target="_blank"><em><span style="color: white">Locate Object</span></em></a></li> <li data-xf-list-type="ul">3rd—<a href="http://www.d20srd.org/srd/spells/magicCircleAgainstEvil.htm" target="_blank"><em><span style="color: white">Magic Circle Against Evil</span></em></a>[sup]D[/sup]</li> </ul><p>D: Domain spell. Domains: Good, Protection</p><p>---------------------------------------------------------------------------------------</p><p><strong>Abilities:</strong> Str 14, Dex 18 (22), Con 10, Int 10, Wis 14, Cha 14</p><p><strong>Feats: </strong> Weapon Finesse, Two-Weapon Fighting, Oversized Two-Weapon Fighting, Razing Strike, Improved Two-Weapon Fighting</p><p><strong>Skills:</strong> Balance +6 (+8), Climb +3, Concentration +12, Diplomacy +6, Disable Device +8 (+10), Gather Info +11, Hide +14 (+16), Jump +3, Listen +4, Move Silently +14 (+16), Open Locks +8 (+10), Search +2, Sense Motive +12, Sleight of Hand +4 (+6), Spot +4, Tumble +11 (+13) </p><p></p><p>[code][b]Equipment: Cost Weight[/b]</p><p>Backpack 2gp 2lb</p><p>Bedroll 1sp 5lb</p><p>Belt Pouches (2) 2gp 1lb</p><p>Caltrops 1gp 2lb</p><p>Case, Map/Scroll 1gp 1lb</p><p>Grappling Hook 1gp 4lb</p><p>Holy Symbol (Silver) 25gp 1lb</p><p>Holy Water (4) 100gp 0lb</p><p>Identification Papers 2gp 0lb</p><p>Platinum Ring ([I]Shield Other[/I]) 50gp 0lb</p><p>Potion Bracer 5gp 1lb</p><p>Rations (6 days) 3gp 6lb</p><p>Rope, Silk 50’ 10gp 5lb</p><p>Sunrods (3) 10gp 1lb</p><p>Tanglefoot Bag 50gp 4lb</p><p>Tent 10gp 20lb</p><p>Thieves’ Tools (MW) 100gp 2lb</p><p>Tindertwigs (10) 10gp 0lb</p><p>Torches (3) 1gp 3lb</p><p>Waterskin 1gp 4lb</p><p>Whetstone 1sp 1lb</p><p></p><p>Rapier (Silver +1 Undead Bane) 2410gp 2lb</p><p>Rapier (Silver +1) 2410gp 2lb</p><p>Shortbow 30gp 2lb</p><p>Arrows (40) 2gp 6lb</p><p>Chain Shirt (+2) 4100gp 13lb</p><p>Mantle of Second Chances [COLOR="DimGray"][size=1](1 reroll / day)[/size][/COLOR]</p><p></p><p>Wand of [I][URL=http://www.d20srd.org/srd/spells/catsGrace.htm]Cat’s Grace[/URL][/I] [38] 4500gp </p><p>Wand of [I][URL=http://www.d20srd.org/srd/spells/shieldOfFaith.htm]Shield Of Faith[/URL][/I] [44] 750gp</p><p>Wand of [I][URL=http://www.d20srd.org/srd/spells/cureLightWounds.htm]CLW[/URL][/I] (1st) [50] 750gp</p><p>Potion of [I]CLW[/I]</p><p>Danovich's Journal</p><p></p><p>[B]Money:[/B] 19gp 8sp</p><p>[/code]</p><p>---------------------------------------------------------------------------------------</p><p><u><strong>Rogue Abilities:</strong></u></p><p><strong>Sneak Attack:</strong> +2d6 damage when opponents lose their Dex bonus or are flanked.</p><p><strong>Trapfinding:</strong> May use Search skill to find magical traps.</p><p><strong>Evasion:</strong> On a successful save that normally deals half-damage, character takes no damage.</p><p></p><p><u><strong>Cleric Abilities:</strong></u></p><p><strong>Spontaneous Healing:</strong> Can spontaneously lose any spell for a Cure spell of the same level or lower.</p><p><strong>Good Domain Power:</strong> Cast Good spells at +1 caster level.</p><p><strong>Protection Domain Power:</strong> Gives a +2 Resistance bonus to an individual's next saving throw.</p><p></p><p><u><strong>Shadowbane Stalker Abilities:</strong></u></p><p><strong>Detect Evil:</strong> May use <em>Detect Evil</em> at will as per the spell.</p><p><strong>Sacred Stealth +4:</strong> May lose a prepared divine spell to gain a +4 Sacred bonus to Hide and Move Silently checks. <span style="font-size: 9px"><span style="color: DimGray">(2 + spell level lost minutes in duration)</span></span></p><p><strong>Discover Subterfuge +2:</strong> Gains a +2 Competence bonus on Search and Sense Motive checks.</p><p><strong>Sneak Attack:</strong> +1d6 damage when opponents lose their Dex bonus or are flanked. </p><p><strong>Sacred Defense:</strong> May lose a prepared divine spell to gain a +4 Sacred bonus to Armor Class. <span style="font-size: 9px"><span style="color: DimGray">(Spell level lost rounds in duration)</span></span></p><p></p><p><u><strong>Lightbringer Abilities:</strong></u></p><p><strong>Turn Undead:</strong> May use one Turn Undead attempt to deal 2d6 damage to all undead within 30'. <span style="font-size: 9px"><span style="color: DimGray">(Standard Action / Will save for Half / Save DC 14)</span></span></p><p><strong>True Daylight:</strong> May use one Turn Undead attempt to power up a special casting of the <em>Daylight</em> spell. Spell acts like true daylight for affecting vampires and other light-sensitive creatures. <span style="font-size: 9px"><span style="color: DimGray">(Standard Action / 1d4 round duration / 10' radius)</span></span></p><p><strong>Penetrating Strike:</strong> When flanking a creature normally immune to Sneak Attack, may still inflict +1d6 Sneak Attack damage.</p><p></p><p><u><strong>Feats:</strong></u></p><p><strong>Oversized Weapon Fighting:</strong> May treat a One-Handed Weapon in off-hand as a Light Weapon for penalties.</p><p><strong>Razing Strike:</strong> May lose a divine spell to gain an insight bonus to attack and damage rolls for one round. The bonus to attack rolls is equal to the level of the spell sacrificed, and the bonus to damage rolls is 1d6 points per level of the spell sacrificed plus any extra damage based upon caster's Sneak Attack ability (+3d6) <span style="font-size: 9px"><span style="color: DimGray">(Swift Action, CAd pg 112)</span></span></p><p></p><p><u><strong>Spells:</strong></u></p><p><em><strong>Deific Vengeance:</strong></em> Spell does 5d6 damage against one undead target, 2d6 damage vs other targets. <span style="font-size: 9px"><span style="color: DimGray">(Standard Action to cast / Will save for Half, CDiv pg 161)</span></span></p><p></p><p>[sblock=Advancement: ][code]Str 14 (6pts) Dex 16 (10pts) Con 10 (2pts)</p><p>Int 10 (2pts) Wis 14 (6pts) Cha 14 (6pts)</p><p>Stat Increase: +1 Dex / +1 Dex</p><p>HP: 6+4+4+4+4+4+5+4+5=40</p><p>SP: 81 (Rog36/Clr3/Rog9/Clr3/Rog9/SbS7/SbS7/SbS7)</p><p></p><p> Rog Clr Rog Clr Rog SbS SbS SbS Sbs Mod ACP Misc</p><p>Balance 1 1 4 -2 2 (syn)</p><p>Climb 3 2 -2</p><p>Concentration 3 3 5 1 </p><p>Diplomacy 2 2 2 (syn)</p><p>Disable Device 2 4 2 (tools)</p><p>Gather Info 4 2 2 1 1 2</p><p>Hide 4 2 2 1 1 1 1 4 -2</p><p>Jump 1 2 -2 2 (syn)</p><p>Listen 2 2</p><p>Move Silently 4 2 2 1 1 1 1 4 -2</p><p>Open Lock 2 4 2 (tools)</p><p>Search 4 1 1 1 2 (class)</p><p>Sense Motive 4 1 1 1 1 2 2 (class)</p><p>Sleight of Hand 2 4 -2</p><p>Spot 2 2</p><p>Tumble 4 1 1 2 1 4 -2</p><p></p><p>TOTAL 36 3 9 3 9 7 7 7 7</p><p></p><p>Feats: W.Finesse (Gen1), TWF (Hum1), </p><p>Oversized TWF (Gen3), Razing Strike (Gen6), ITWF (Gen9)[/code][/sblock]</p><p>---------------------------------------------------------------------------------------</p><p style="text-align: center"><img src="http://www.wizards.com/dnd/images/cosw_gallery/90443.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p><p></p><p><strong>Background:</strong> Jarrith Bronns was taught vehemently since birth what the Church of the Silver Flame was good for and why it was needed, because both of his parents learned first-hand of the evil in the world. Martin and Milla Bronns were both victims of the scourge of the dopplegangers, as the village they grew up in within Aundair became infested with the fiends, and both sets of their parents were replaced by doppleganger duplicates. It was only through the grace of the Flame itself that templars finally arrived to eradicate the evil from within the village, and Martin and Milla (both sixteen at the time) clung to each other in their grief. This eventually led to love... both for each other, and for the precepts of what the Church of the Silver Flame taught. They moved to Thrane and became staunch proponents of the teachings... raising their young son Jarrith within the faith.</p><p></p><p>However, they perhaps taught him a little TOO well, since he grew up more unbending than many others around him. He was an intense, stringent, exceedingly fervent young man, whose entire life became nothing but service to the Flame. The goodness within him was obvious... and his desires to destroy all evil in the world was plain... but it seemed that he was not above fighting fire with fire so-to-speak, especially when he took his vows as a templar. His will to serve Church, parents, and Khorvaire was absolute, but it made for a not-quite-so pure young man. And it was this man that was found by the Order of Illumination-- a wing of the Church a bit more orthodox than many others. They were always looking for young men and women who would fight evil regardless of the cost. If they had to damn themselves in order to save the rest of the flock, then so be it. And when inducted, Jarrith fit into their ranks like a hand in a glove. </p><p></p><p>Bronns has now spent the last seven years fighting the evil of the world by walking along it's fine edge. A master of stealth and agility, he is always called upon to infiltrate places where evil has gotten hold, and open it up for others of the faith to make their way in. He dances lithely on the edge, knowing full-well that one false step and his plunges irrevocably into the darkness. Upon his indoctrination into the Order, the Flame elders paired him with another initiate named Sir Khensu Feral, a shifter of great strength. At first Jarrith was annoyed with the notion that someone was being sent to "watch his back", but over time he has come to love Sir Khensu like the brother he never had. They both have the utmost respect for each other and their devotion to the Flame, and while Sir Khensu helps Jarrith stay within the light, Jarrith helps Sir Khensu keep his feral nature in check. The two have become inseperable, and you'll more often than not find them both flanking some creature of evil, all in the name of the Keeper Of The Flame. Jarrith would gladly give his life to protect Sir Khensu, and this is why they both wear a slim platinum band on the ring finger of their right hand. When Jarrith knows Sir Khensu is going into a situation where death is a real possibility, he will gladly cast a <em>Shield Other</em> spell upon him in order to take on some of the pain his brother will endure.</p><p></p><p>In addition to his devotion to his Lumin Brother, Jarrith has met and worked with a number of other people. Probably most often he has fought next to Marot The Deadly... a human touched by the demons below the earth. Jarrith actually appreciates and accepts Marot probably more than other devout members of the Church Of The Silver Flame do, because the constant battle Marot fights to stay out of the darkness each day is something that Jarrith knows well. The difference between the two of them of course is that Jarrith is just fighting a moral battle, whereas Marot has to fight against his very nature (something that Jarrith also experiences with Sir Khensu all the time). Although Marot is not a member of the Order Of Illumination directly (because it is a religious order within the Church you have to join), Jarrith treats the Flame-worshipping Marot as much like a Lumin Brother as anyone. He sees the three of them as an unstoppable force in the pursuit of lightness... Jarrith's stealth, Sir Khensu's strength, and Marot's eldritch might combine together to form a living weapon of the Silver Flame.</p><p></p><p>The other members of the group as not as well known, nor as well accepted as Sir Khensu and Marot. Jarrith certainly appreciates the pain that the two noblepeople Janis ir'Sandal and Daellin ir'Ayellan went through when their homeland of Cyre was destroyed. The fact that this woman and man of noble birth are now fighting the good fight rather than bemoan the loss, says a lot about their character. Jarrith finds Daellin to be a strong ally because of both their desires to eradicate the evil that is the undead, however Jarrith does often silently question the elf's motives, since he had heard that back in the elven homeland the undead are worshipped as deific figures just like the Voice Of The Flame is worshipped. And that is an anathema to him. As far as the wizard Janis ir'Sandal is concerned, she seems to be a woman of some ability, however she does not appear to have much strength... neither of muscle, nor of will, nor of character. Jarrith thinks that her skills and arcane power are impressive, but he does wonder if she will always have his back. Her desires seem to always be of a selfish nature, and her attitudes to the plight of others seem to take a backseat to her own personal plight. It makes him question whether she can truly be useful in helping him weed out the evil of the world.</p><p></p><p>Finally, there is the woman Selase Kolandra. She is... uncomfortable to him. She is a priestess of the Blood of Vol. A necromancer. A woman who controls the undead rather than eradicates them. Jarrith has always tried to look beyond the trappings of her faith and look at the woman underneath... because he finds a good, honest, and caring woman who uses her time on Khorvaire to bring about change and protect the people of the world. However, her devotion to the Divinity Within leads to many conflicts between them, both personally and spiritually.</p><p></p><p><strong>Primary Role:</strong> Infiltration and observation, with a secondary role of back-up divine caster.</p><p></p><p><strong>Quirks and Distinguishing Abilities:</strong> Master of stealth, which is only enhanced by his abilities as a member of the Order Of Illumination. He's also very good at information gathering and character detection. He's very much a "attack first - ask questions later" kind of person, which can lead to some difficulties when dealing with polite society. Also his fervor in defending the principles of the Church can become rather tiring when he's around the non-believers. He's not the sort of guy you want to get stuck sitting next to at a dinner party... but when you are on a job you have no worries about whether he will do what is needed or asked of him. Just try not to get him to use all his divine power purely for healing... because as far as he's concerned, you can hire a Jorasco house member for that kind of crap. The Flame grants him his abilities to root out evil... not to play nursemaid to a bunch of weaklings who have stubbed their toes.</p><p></p><p><strong>Tactics:</strong> Will start by casting <em>Cat's Grace</em> and <em>Shield of Faith</em> on himself with his wands if he has the time to do so (always before a combat that they are the engagers of). If he suspects that this will be a very difficult fight, he will also cast <em>Aid</em> upon himself as well. He will then attempt to Hide if possible and work his way around to the back of combat in order to Sneak Attack from the shadows. Preferably he then engages into melee combat in as close to a flanking position as possible (usually with Sir Khensu, but with anyone else if Sir Khensu is not available). If not flanking, he will 5' step around to eventually get into flanking position. If at any point he gets injured down to 7 hit points or less, he will 5' step out of combat and exchange one of his spells for a <em>Cure</em> spell and cast it on himself.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 3783921, member: 7006"] [b][COLOR=DarkOrange]Jarrith Bronns[/COLOR][/b] Male Human Rogue 3 / Cleric 2 / Shadowbane Stalker 4 LG Medium Humanoid (Human) [b]Init:[/b] +4 (+6); [b]Senses:[/b] Listen +4 Spot +4 [b]Languages:[/b] Common, Draconic [B]XP:[/B] 36000; [b]AP:[/b] 9 --------------------------------------------------------------------------------------- [b]AC: [/b]20, touch: 14, flat-footed: 16; +6 armor, +4 Dex (+6 [I]cat's grace[/I]) [b]HP:[/b] 40 (9 HD) [b]Fort:[/b] +6 [b]Ref:[/b] +8 (+10) [b]Will:[/b] +8 [b]Speed:[/b] 30 ft. --------------------------------------------------------------------------------------- [b]Base Attack Bonus:[/b] +6/+1 [b]Grapple:[/b] +8 [b]Attack Options:[/b] Sneak Attack +3d6; Penetrating Strike +1d6; Razing Strike (see below) [b]Special Actions:[/b] Turn Undead 5/day [b]Main Weapon:[/b] +1 silver undead bane rapier (18-20 crit) [b]Off-Hand Weapon:[/b] +1 silver rapier (18-20 crit) ------------------------- [b]Melee:[/b] Main +11 (1d6+2) [b]Full:[/b] Main +9/+9 / Off-Hand +4/+4 (1d6+2 x4) [b]Melee Grace:[/b] Main +13 (1d6+2) [b]Full Grace:[/b] Main +11/+11 / Off-Hand +6/+6 (1d6+2 x4) [b]Melee Undead:[/b] Main +13 (3d6+2) [b]Full Undead:[/b] Main +11/+11 / Off-Hand +4/+4 (3d6+2 x2 / 1d6+2 x2) [b]Melee Grace Undead:[/b] Main +15 (3d6+2) [b]Full Grace Undead:[/b] Main +13/+13 / Off-Hand +6/+6 (3d6+2 x2 / 1d6+2 x2) [b]Ranged:[/b] shortbow +10 (1d6/x3) [b]Ranged Grace:[/b] shortbow +12 (1d6/x3) [B]Melee Spell:[/B] melee touch attack +10 [B]Ranged Spell:[/B] ranged touch attack +10 [B]Ranged Spell Grace:[/B] ranged touch attack +12 --------------------------------------------------------------------------------------- [b]Cleric Spells Prepared:[/b] Caster Level 5th 0th - Save DC 12 / 1st - Save DC 13 / 2nd - Save DC 14 / 3rd - Save DC 15 [list][*]0th—[URL=http://www.d20srd.org/srd/spells/guidance.htm][i][COLOR=white]Guidance[/COLOR][/i][/URL] [*]0th—[URL=http://www.d20srd.org/srd/spells/guidance.htm][i][COLOR=white]Guidance[/COLOR][/i][/URL] [*]0th—[URL=http://www.d20srd.org/srd/spells/purifyFoodAndDrink.htm][i][COLOR=white]Purify Food And Drink[/COLOR][/i][/URL] [*]0th—[URL=http://www.d20srd.org/srd/spells/readMagic.htm][i][COLOR=white]Read Magic[/COLOR][/i][/URL] [*]0th—[URL=http://www.d20srd.org/srd/spells/resistance.htm][i][COLOR=white]Resistance[/COLOR][/i][/URL][/list] [list][*]1st—[URL=http://www.d20srd.org/srd/spells/bless.htm][i][COLOR=white]Bless[/COLOR][/i][/URL] [*]1st—[URL=http://www.d20srd.org/srd/spells/divineFavor.htm][i][COLOR=white]Divine Favor[/COLOR][/i][/URL] [*]1st—[URL=http://www.d20srd.org/srd/spells/hidefromundead.htm][i][COLOR=white]Hide From Undead[/COLOR][/i][/URL] [*]1st—[URL=http://www.d20srd.org/srd/spells/removefear.htm][i][COLOR=white]Remove Fear[/COLOR][/i][/URL] [*]1st—[URL=http://www.d20srd.org/srd/spells/protectionfromevil.htm][i][COLOR=white]Protection From Evil[/COLOR][/i][/URL][sup]D[/sup][/list] [list][*]2nd—[i][COLOR=white]Deific Vengeance[/COLOR][/i] [*]2nd—[URL=http://www.d20srd.org/srd/spells/restorationLesser.htm][i][COLOR=white]Lesser Restoration[/COLOR][/i][/URL] [*]2nd—[URL=http://www.d20srd.org/srd/spells/restorationLesser.htm][i][COLOR=white]Lesser Restoration[/COLOR][/i][/URL] [*]2nd—[URL=http://www.d20srd.org/srd/spells/aid.htm][i][COLOR=white]Aid[/COLOR][/i][/URL][sup]D[/sup][/list] [list][*]3rd—[URL=http://www.d20srd.org/srd/spells/locateobject.htm][i][COLOR=white]Locate Object[/COLOR][/i][/URL] [*]3rd—[URL=http://www.d20srd.org/srd/spells/magicCircleAgainstEvil.htm][i][COLOR=white]Magic Circle Against Evil[/COLOR][/i][/URL][sup]D[/sup][/list] D: Domain spell. Domains: Good, Protection --------------------------------------------------------------------------------------- [b]Abilities:[/b] Str 14, Dex 18 (22), Con 10, Int 10, Wis 14, Cha 14 [b]Feats: [/b] Weapon Finesse, Two-Weapon Fighting, Oversized Two-Weapon Fighting, Razing Strike, Improved Two-Weapon Fighting [b]Skills:[/b] Balance +6 (+8), Climb +3, Concentration +12, Diplomacy +6, Disable Device +8 (+10), Gather Info +11, Hide +14 (+16), Jump +3, Listen +4, Move Silently +14 (+16), Open Locks +8 (+10), Search +2, Sense Motive +12, Sleight of Hand +4 (+6), Spot +4, Tumble +11 (+13) [code][b]Equipment: Cost Weight[/b] Backpack 2gp 2lb Bedroll 1sp 5lb Belt Pouches (2) 2gp 1lb Caltrops 1gp 2lb Case, Map/Scroll 1gp 1lb Grappling Hook 1gp 4lb Holy Symbol (Silver) 25gp 1lb Holy Water (4) 100gp 0lb Identification Papers 2gp 0lb Platinum Ring ([I]Shield Other[/I]) 50gp 0lb Potion Bracer 5gp 1lb Rations (6 days) 3gp 6lb Rope, Silk 50’ 10gp 5lb Sunrods (3) 10gp 1lb Tanglefoot Bag 50gp 4lb Tent 10gp 20lb Thieves’ Tools (MW) 100gp 2lb Tindertwigs (10) 10gp 0lb Torches (3) 1gp 3lb Waterskin 1gp 4lb Whetstone 1sp 1lb Rapier (Silver +1 Undead Bane) 2410gp 2lb Rapier (Silver +1) 2410gp 2lb Shortbow 30gp 2lb Arrows (40) 2gp 6lb Chain Shirt (+2) 4100gp 13lb Mantle of Second Chances [COLOR="DimGray"][size=1](1 reroll / day)[/size][/COLOR] Wand of [I][URL=http://www.d20srd.org/srd/spells/catsGrace.htm]Cat’s Grace[/URL][/I] [38] 4500gp Wand of [I][URL=http://www.d20srd.org/srd/spells/shieldOfFaith.htm]Shield Of Faith[/URL][/I] [44] 750gp Wand of [I][URL=http://www.d20srd.org/srd/spells/cureLightWounds.htm]CLW[/URL][/I] (1st) [50] 750gp Potion of [I]CLW[/I] Danovich's Journal [B]Money:[/B] 19gp 8sp [/code] --------------------------------------------------------------------------------------- [U][B]Rogue Abilities:[/B][/U] [b]Sneak Attack:[/b] +2d6 damage when opponents lose their Dex bonus or are flanked. [b]Trapfinding:[/b] May use Search skill to find magical traps. [b]Evasion:[/b] On a successful save that normally deals half-damage, character takes no damage. [U][B]Cleric Abilities:[/B][/U] [b]Spontaneous Healing:[/b] Can spontaneously lose any spell for a Cure spell of the same level or lower. [B]Good Domain Power:[/B] Cast Good spells at +1 caster level. [B]Protection Domain Power:[/B] Gives a +2 Resistance bonus to an individual's next saving throw. [U][B]Shadowbane Stalker Abilities:[/B][/U] [b]Detect Evil:[/b] May use [I]Detect Evil[/I] at will as per the spell. [b]Sacred Stealth +4:[/b] May lose a prepared divine spell to gain a +4 Sacred bonus to Hide and Move Silently checks. [SIZE=1][COLOR=DimGray](2 + spell level lost minutes in duration)[/COLOR][/SIZE] [B]Discover Subterfuge +2:[/B] Gains a +2 Competence bonus on Search and Sense Motive checks. [b]Sneak Attack:[/b] +1d6 damage when opponents lose their Dex bonus or are flanked. [b]Sacred Defense:[/b] May lose a prepared divine spell to gain a +4 Sacred bonus to Armor Class. [SIZE=1][COLOR=DimGray](Spell level lost rounds in duration)[/COLOR][/SIZE] [U][B]Lightbringer Abilities:[/B][/U] [B]Turn Undead:[/B] May use one Turn Undead attempt to deal 2d6 damage to all undead within 30'. [SIZE=1][COLOR=DimGray](Standard Action / Will save for Half / Save DC 14)[/COLOR][/SIZE] [B]True Daylight:[/B] May use one Turn Undead attempt to power up a special casting of the [I]Daylight[/I] spell. Spell acts like true daylight for affecting vampires and other light-sensitive creatures. [SIZE=1][COLOR=DimGray](Standard Action / 1d4 round duration / 10' radius)[/COLOR][/SIZE] [B]Penetrating Strike:[/B] When flanking a creature normally immune to Sneak Attack, may still inflict +1d6 Sneak Attack damage. [U][B]Feats:[/B][/U] [b]Oversized Weapon Fighting:[/b] May treat a One-Handed Weapon in off-hand as a Light Weapon for penalties. [b]Razing Strike:[/b] May lose a divine spell to gain an insight bonus to attack and damage rolls for one round. The bonus to attack rolls is equal to the level of the spell sacrificed, and the bonus to damage rolls is 1d6 points per level of the spell sacrificed plus any extra damage based upon caster's Sneak Attack ability (+3d6) [SIZE=1][COLOR=DimGray](Swift Action, CAd pg 112)[/COLOR][/SIZE] [U][B]Spells:[/B][/U] [I][B]Deific Vengeance:[/B][/I] Spell does 5d6 damage against one undead target, 2d6 damage vs other targets. [SIZE=1][COLOR=DimGray](Standard Action to cast / Will save for Half, CDiv pg 161)[/COLOR][/SIZE] [sblock=Advancement: ][code]Str 14 (6pts) Dex 16 (10pts) Con 10 (2pts) Int 10 (2pts) Wis 14 (6pts) Cha 14 (6pts) Stat Increase: +1 Dex / +1 Dex HP: 6+4+4+4+4+4+5+4+5=40 SP: 81 (Rog36/Clr3/Rog9/Clr3/Rog9/SbS7/SbS7/SbS7) Rog Clr Rog Clr Rog SbS SbS SbS Sbs Mod ACP Misc Balance 1 1 4 -2 2 (syn) Climb 3 2 -2 Concentration 3 3 5 1 Diplomacy 2 2 2 (syn) Disable Device 2 4 2 (tools) Gather Info 4 2 2 1 1 2 Hide 4 2 2 1 1 1 1 4 -2 Jump 1 2 -2 2 (syn) Listen 2 2 Move Silently 4 2 2 1 1 1 1 4 -2 Open Lock 2 4 2 (tools) Search 4 1 1 1 2 (class) Sense Motive 4 1 1 1 1 2 2 (class) Sleight of Hand 2 4 -2 Spot 2 2 Tumble 4 1 1 2 1 4 -2 TOTAL 36 3 9 3 9 7 7 7 7 Feats: W.Finesse (Gen1), TWF (Hum1), Oversized TWF (Gen3), Razing Strike (Gen6), ITWF (Gen9)[/code][/sblock] --------------------------------------------------------------------------------------- [CENTER][IMG]http://www.wizards.com/dnd/images/cosw_gallery/90443.jpg[/IMG] [/CENTER] [B]Background:[/B] Jarrith Bronns was taught vehemently since birth what the Church of the Silver Flame was good for and why it was needed, because both of his parents learned first-hand of the evil in the world. Martin and Milla Bronns were both victims of the scourge of the dopplegangers, as the village they grew up in within Aundair became infested with the fiends, and both sets of their parents were replaced by doppleganger duplicates. It was only through the grace of the Flame itself that templars finally arrived to eradicate the evil from within the village, and Martin and Milla (both sixteen at the time) clung to each other in their grief. This eventually led to love... both for each other, and for the precepts of what the Church of the Silver Flame taught. They moved to Thrane and became staunch proponents of the teachings... raising their young son Jarrith within the faith. However, they perhaps taught him a little TOO well, since he grew up more unbending than many others around him. He was an intense, stringent, exceedingly fervent young man, whose entire life became nothing but service to the Flame. The goodness within him was obvious... and his desires to destroy all evil in the world was plain... but it seemed that he was not above fighting fire with fire so-to-speak, especially when he took his vows as a templar. His will to serve Church, parents, and Khorvaire was absolute, but it made for a not-quite-so pure young man. And it was this man that was found by the Order of Illumination-- a wing of the Church a bit more orthodox than many others. They were always looking for young men and women who would fight evil regardless of the cost. If they had to damn themselves in order to save the rest of the flock, then so be it. And when inducted, Jarrith fit into their ranks like a hand in a glove. Bronns has now spent the last seven years fighting the evil of the world by walking along it's fine edge. A master of stealth and agility, he is always called upon to infiltrate places where evil has gotten hold, and open it up for others of the faith to make their way in. He dances lithely on the edge, knowing full-well that one false step and his plunges irrevocably into the darkness. Upon his indoctrination into the Order, the Flame elders paired him with another initiate named Sir Khensu Feral, a shifter of great strength. At first Jarrith was annoyed with the notion that someone was being sent to "watch his back", but over time he has come to love Sir Khensu like the brother he never had. They both have the utmost respect for each other and their devotion to the Flame, and while Sir Khensu helps Jarrith stay within the light, Jarrith helps Sir Khensu keep his feral nature in check. The two have become inseperable, and you'll more often than not find them both flanking some creature of evil, all in the name of the Keeper Of The Flame. Jarrith would gladly give his life to protect Sir Khensu, and this is why they both wear a slim platinum band on the ring finger of their right hand. When Jarrith knows Sir Khensu is going into a situation where death is a real possibility, he will gladly cast a [I]Shield Other[/I] spell upon him in order to take on some of the pain his brother will endure. In addition to his devotion to his Lumin Brother, Jarrith has met and worked with a number of other people. Probably most often he has fought next to Marot The Deadly... a human touched by the demons below the earth. Jarrith actually appreciates and accepts Marot probably more than other devout members of the Church Of The Silver Flame do, because the constant battle Marot fights to stay out of the darkness each day is something that Jarrith knows well. The difference between the two of them of course is that Jarrith is just fighting a moral battle, whereas Marot has to fight against his very nature (something that Jarrith also experiences with Sir Khensu all the time). Although Marot is not a member of the Order Of Illumination directly (because it is a religious order within the Church you have to join), Jarrith treats the Flame-worshipping Marot as much like a Lumin Brother as anyone. He sees the three of them as an unstoppable force in the pursuit of lightness... Jarrith's stealth, Sir Khensu's strength, and Marot's eldritch might combine together to form a living weapon of the Silver Flame. The other members of the group as not as well known, nor as well accepted as Sir Khensu and Marot. Jarrith certainly appreciates the pain that the two noblepeople Janis ir'Sandal and Daellin ir'Ayellan went through when their homeland of Cyre was destroyed. The fact that this woman and man of noble birth are now fighting the good fight rather than bemoan the loss, says a lot about their character. Jarrith finds Daellin to be a strong ally because of both their desires to eradicate the evil that is the undead, however Jarrith does often silently question the elf's motives, since he had heard that back in the elven homeland the undead are worshipped as deific figures just like the Voice Of The Flame is worshipped. And that is an anathema to him. As far as the wizard Janis ir'Sandal is concerned, she seems to be a woman of some ability, however she does not appear to have much strength... neither of muscle, nor of will, nor of character. Jarrith thinks that her skills and arcane power are impressive, but he does wonder if she will always have his back. Her desires seem to always be of a selfish nature, and her attitudes to the plight of others seem to take a backseat to her own personal plight. It makes him question whether she can truly be useful in helping him weed out the evil of the world. Finally, there is the woman Selase Kolandra. She is... uncomfortable to him. She is a priestess of the Blood of Vol. A necromancer. A woman who controls the undead rather than eradicates them. Jarrith has always tried to look beyond the trappings of her faith and look at the woman underneath... because he finds a good, honest, and caring woman who uses her time on Khorvaire to bring about change and protect the people of the world. However, her devotion to the Divinity Within leads to many conflicts between them, both personally and spiritually. [B]Primary Role:[/B] Infiltration and observation, with a secondary role of back-up divine caster. [B]Quirks and Distinguishing Abilities:[/B] Master of stealth, which is only enhanced by his abilities as a member of the Order Of Illumination. He's also very good at information gathering and character detection. He's very much a "attack first - ask questions later" kind of person, which can lead to some difficulties when dealing with polite society. Also his fervor in defending the principles of the Church can become rather tiring when he's around the non-believers. He's not the sort of guy you want to get stuck sitting next to at a dinner party... but when you are on a job you have no worries about whether he will do what is needed or asked of him. Just try not to get him to use all his divine power purely for healing... because as far as he's concerned, you can hire a Jorasco house member for that kind of crap. The Flame grants him his abilities to root out evil... not to play nursemaid to a bunch of weaklings who have stubbed their toes. [B]Tactics:[/B] Will start by casting [I]Cat's Grace[/I] and [I]Shield of Faith[/I] on himself with his wands if he has the time to do so (always before a combat that they are the engagers of). If he suspects that this will be a very difficult fight, he will also cast [I]Aid[/I] upon himself as well. He will then attempt to Hide if possible and work his way around to the back of combat in order to Sneak Attack from the shadows. Preferably he then engages into melee combat in as close to a flanking position as possible (usually with Sir Khensu, but with anyone else if Sir Khensu is not available). If not flanking, he will 5' step around to eventually get into flanking position. If at any point he gets injured down to 7 hit points or less, he will 5' step out of combat and exchange one of his spells for a [I]Cure[/I] spell and cast it on himself. [/QUOTE]
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