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The Chaos Principle


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Isida Kep'Tukari

Adventurer
Supporter
Quillia Yrtree Alamble
Female Gnome Wizard 23

Alignment: Neutral Good
Patron Deity: Mystra
Region: Lantan
Height: 3' 5''
Weight: 42lbs
Hair: Sandy Brown
Eyes: Dark Blue
Age: 95

Str: 10 (+0) [4 points, -2 racial]
Dex: 16 (+3) [6 points]
Con: 13 (+1) [1 point, +2 racial, +2 enhancement]
Int: 29 (+9) [10 points, +11 enhancement, +5 level increases]
Wis: 14 (+2) [6 points]
Cha: 13 (+1) [5 points]

Class and Racial Abilities:
+2 Con, -2 Str, Small (+1 to AC and attacks, +4 to Hide checks), Low-light vision, Weapon familiarity (gnome hooked hammer), +2 bonus vs. illusions, +1 to DC of illusions, +1 attack bonus vs. kobolds and goblinoids, +4 dodge bonus to AC vs. giants, +2 bonus to Listen and Craft (alchemy) checks, Spell-like abilities (speak with animals (burrowing mammals) 1/day, dancing lights, ghost sound, and prestidigitation 1/day, DC: 11, 12 for ghost sound).

Quillia has a permanent emanation of arcane sight from her Permanent Emanation epic feat, as well as tongues, darkvision, see invisibility, and read magic made permanent on her.

Hit Dice: 12d4 + 12
HP: 92
AC: 30 (+3 Dex, +1 size, +2 from staff, +5 from ring, +8 from bracers, +1 from ioun stone)
Init: +2 (+2 Dex)
Speed: 20ft

Saves:
Fortitude +18 [+8 base, +1 Con, +5 from cloak, +1 from robe, +1 from ioun stone, +2 from staff]
Reflex +20 [+8 base, +3 Dex, +5 from cloak, +1 from robe, +1 from ioun stone, +2 from staff]
Will +25 [+14 base, +2 Wis, +5 from cloak, +1 from robe, +1 from ioun stone, +2 from staff]

BAB: +12/+7 (+1 from ioun stone)
Melee Atk: +14/+9 (1d6+2/x2/B, Headknocker, staff of power)
Ranged Atk: +19/+14 (1d8+4+1d6 fire/x3/50 ft./P, Heat, +4 flaming pistol)

Skills:
Concentration +28 [26 ranks, +1 Con, +1 ioun stone]
Craft (alchemy) +36 [26 ranks, +9 Int, +1 ioun stone]
Decipher Script +15 [5 ranks, +9 Int, +1 ioun stone]
Knowledge (arcana) +37 [26 ranks, +9 Int, +1 Education, +1 ioun stone]
Knowledge (architecture and engineering) +19 [8 ranks, +9 Int, +1 Education, +1 ioun stone]
Knowledge (dungeoneering) +15 [5 ranks, +9 Int, +1 ioun stone]
Knowledge (geography) +15 [5 ranks, +9 Int, +1 ioun stone]
Knowledge (history) +14 [4 ranks, +9 Int, +1 ioun stone]
Knowledge (nature) +20 [10 ranks, +9 Int, +1 ioun stone]
Knowledge (the planes) +36 [26 ranks, +9 Int, +1 ioun stone]
Spellcraft +38 [26 ranks, +9 Int, +2 synergy from Knowledge (arcana) , +1 ioun stone]

Feats:
Education (Knowledge: arcana, Knowledge: architecture and engineering) (1st level)
Scribe Scroll (wizard bonus 1st level)
Exotic Weapon Proficiency (pistol) (3rd level)
Extend Spell (wizard bonus 5th level)
Point Blank Shot (6th level)
Improved Familiar (9th level)
Energy Substitution (sonic) (wizard bonus 10th level)
Precise Shot (12th level)
Spell Girding (15th level) – Dispel checks against Quillia’s spell are made at a –2 penalty
Eschew Materials (wizard bonus 15th level)
Spell Penetration (18th level)
Persistent Spell (wizard bonus 20th level)
Ignore Material Components (21st level)
Permanent Emanation [arcane sight] (wizard bonus 23rd level)

Languages: Common, Gnome, Lantanese, Draconic, Sylvan, Alzedo, Celestial, Infernal, Ignan, Auran, Terran

Spells Prepared
Save DC +9
0th - detect poison, mage hand, message, prestidigitation
1st - comprehend languages, expeditious retreat, mount, true strike x3, unseen servant
2nd - Gedlee's electric loop x2, Melf's acid arrow x3, rope trick
3rd - dispel magic x3, sonic fireball x2 (from Energy Substitution), haste
4th - dimension door, greater invisibility x2, stone shape, stone skin.
5th - baleful polymorph x2, break enchantment x2, major creation, prying eyes
6th - analyze dweomer, chain lightning, disintegrate, flesh to stone, persistent comprehend languages
7th – persistent blindsight, phase door, plane shift, prismatic spray, greater teleport
8th – incendiary cloud, iron body, polymorph any object x2, temporal stasis
9th – meteor swarm, time stop x2, wail of the banshee, wish

Spellbook
0th - acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue
1st - alarm, comprehend languages, expeditious retreat, identify, magic missile, mount, speed swim, true strike, unseen servant
2nd - darkvision, Gedlee's electric loop, Melf's acid arrow, rope trick, see invisibility
3rd - blindsight, daylight, dispel magic, displacement, greater magic weapon, fireball, haste, heroism
4th - dimensional anchor, dimension door, greater invisibility, polymorph, stone shape, stoneskin, wall of fire
5th - break enchantment, baleful polymorph, major creation, overland flight, permanency, prying eyes
6th - analyze dweomer, mass bear’s endurance, chain lightning, disintegrate, flesh to stone, geas, greater dispel magic, legend lore, stone to flesh, true seeing
7th – phase door, plane shift, prismatic spray, greater teleport
8th – incendiary cloud, iron body, polymorph any object, temporal stasis
9th – meteor swarm, time stop, wail of the banshee, wish

Equipment:

Heat (+4 flaming pistol, 50,000gp)
Headknocker (as staff of power, 211,000gp)
Ring of Storm’s Shelter (as ring of universal elemental resistance, major, 216,000gp)
Warding Word (as ring of protection +5, 50,000gp)
Hairpin of the Uncanny Wit (as headband of intellect +6, 36,000gp)
Bracelets of Ironheart (as bracers of armor +8, 64,000gp)
Metamagic Rod of Greater Quicken (170,000gp)
Metamagic Rod of Greater Empower (73,000gp)
Home (as Daern’s Instant Fortress, 55,000gp)
Lavender and green ellipsoid ioun stone (40,000gp) – absorbs spells of 8th level or lower
Pale green prism ioun stone (30,000gp) - +1 competence bonus on attack rolls, saves, skill checks, and ability checks
Pearly white spindle ioun stone (20,000gp) – Regenerate 1 point of damage per hour
Iridescent spindle ioun stone (18,000gp) – Sustains creature without air
Clear spindle ioun stone (4,000gp) – Sustains creature without food or water
Dusty rose prism ioun stone (5,000gp) - +1 insight bonus to AC
Good Blood (as amulet of heath +2, 4,000gp) - +2 enhancement bonus to Constitution
Blank book – (once a tome of clear thought +5, 137,500gp)
Robe of Stars (58,000gp) – Can travel to Astral Plane physically, +1 to all saving throws, can use six of the stars as +5 shuriken.
Ruby slippers (as boots of teleportation, 49,000gp)
Staff of Healing (27,750gp)
Crystal ball (42,000gp)
Gloves of the Clever Grasp (as gloves of Dexterity +2, 4,000gp)
Heward's Handy Haversack (2,000gp)
wand of magic missile (5th level, 3,750gp)
wand of detect secret doors (750gp)
scroll of detect undead (25gp)
scroll of animate rope (25gp)
scroll of locate creature (700gp)
scroll of zone of silence (1,000gp)
scroll of dominate monster (3,825gp)
Tymora's Favor (cloak of resistance +5, 25,000gp)
Powderkeg of smokepowder 400gp
4 bags of bullets (40) 12gp
Alchemist's lab 500gp
Bedroll 5sp
Acid (5 flasks) 50gp
Alchemist's fire (3 flasks) 60gp
Sunrods (5) 10gp
Waterskin 1gp
Wine (3 bottles) 30gp
50 ft. silk rope 10gp
Silver dagger 10gp
Paper (10 sheets) 4gp
Ink (two vials) 16gp
Inkpen 1gp
Belt pouch 1gp
Scholar's outfit 5gp
Courtier's outfit with jewelry 80gp
Bag of raspberry candies (5 lbs) 2gp

Money
853gp, 5sp

Preena, pseudodragon familiar: Tiny dragon; HD 23: hp 46; Init +0; Spd 15 ft., fly 60 ft. (good); AC 28, touch 14, flat-footed 26; Base Atk +11/+6; Grp +3; Atk +11/+6 melee (1d3+1 plus poison, sting); full Atk +14/+9 melee (1d3+2 plus poison, sting) and +0 melee (1, bite); Space/Reach 2-1/2 ft./0 ft. (5 ft. with tail); SA poison; SQ blindsense 60 ft., SR 26, deliver touch spells, dragon type, improved evasion, speak with master, telepathy, alertness, share spells, empathic link, speak with master, spell resistance, scry on familiar, familiar spell; AL NG; SV Fort +9, Ref +8, Will +15; Str 11, Dex 11, Con 13, Int 17, Wis 12, Cha 10.

Skills and Feats: Hide +16/+24 in forest or overgrown areas, Survival +3, Listen +5, Search +5, Spot +5, as well as all of Quillia’s skills; Alertness.
Blindsense (Ex): Can locate creatures within 60 ft. by nonvisual means.
Dragon Type: Darvision 60 ft., low-light vision, immunity to sleep and paralysis effects.
Poison (Ex): Injury, Fortitude CD 12, initial damage sleep for 1 minute, secondary damage sleep for 1d3 days.
Telepathy (Su): Communicate telepathically with creature within 60 ft that speak Common or Sylvan.
Familiar Spell (Sp): greater teleport
Possessions: Iridescent spindle ioun stone (18,000gp) – Sustains creature without air
Clear spindle ioun stone (4,000gp) – Sustains creature without food or water
Pearly white spindle ioun stone (20,000gp) – Regenerate 1 point of damage per hour

Permanent Spells: greater magic fang (12th level caster) on Preena, familiar pocket on Quillia's inner vest pocket.

Appearance: Quillia is gnome who has seen a great deal in her travels. Her skin is nut-brown from the sun, and her voice carries the faint echo of many accents. Her sandy brown hair falls to the middle of her back and is usually in a bun on her head, held in place with an elaborate hairpin. Her eyes are deep blue and glow faintly with power. She favors deep jewel tones of ruby red, emerald green, golden topaz, and indigo blue. She wears a tunic of emerald green, with indigo trews and shirt, and a golden topaz vest with many pockets. All have some ruby red embroidery, and she wears some red stone earrings and a necklace of the same. Over this all she wears a robe of midnight blue embroidered with silver stars.

Around her head circles seven different ioun stones and on her feet are ruby-studded slippers. An emerald pendent with a rune of health on it encircles her neck, and on her hands are elegant, thin silver gloves. She wears an iron ring with a shield on it on her left hand, and a multi-colored ring of five different metals on her right.

When traveling, she has Heat, her pistol, on her belt next to her potions. She carries Headknocker (her humbly-named staff of power) in one hand, and keeps the other hand free. She wears elaborately made iron bracelets, and a cloak that shimmers with a faint steel color. Occasionally Preena will poke her head out of her large pocket in Quillia's vest, which has startled more than one person.

Preena is an elegantly proportioned little pseudodragon, sleek and healthy, with tough and supple scales that have a deep ruby color. Three ioun stones circle her head, imitating her master.

Personality: Quillia is generally a happy person, willing to help others, particularly when it comes to something magical or alchemical. There's nothing Quillia likes more than conversing with another that finds magic and alchemy as fascinating as she does.

Though she owes her allegiance to Mystra, Quillia prays to the gnome pantheon often, often invoking various names of those gods in many expressions.

Quillia also loves getting letters from her family, and writes them all a newsy letter every couple of weeks. If she's within range, she'll teleport back for an afternoon with her family every couple of weeks instead. If not, she pays a premium to make certain her letters get to the Alamble family home.

She hopes sometime soon to find a suitable husband so she can settle down. There have been several men, one of whom was (and still is) serious, in her life, but her wanderlust has broken up most of these relationships. Her one serious love, a bard called Yilltre Garlondo, was close to working out, but both weren't quite ready to settle down. She also writes him letters, scrying out his current location so she can be sure where to send them. The two have been exchanging love letters for years, and Quillia has kept them all.

While Quillia’s studies of magic and planes-hopping have put her marriage plans on hold, Yilltre has not been idle, gaining a good reputation for himself as that of a bard that even noble lords would welcome at their houses. Both have become rather bemused at the way they keep putting off settling down, but they still have a strong love for each other. They keep up the long-distance relationship with the hopes of one day they will be able to marry and be together.

In lieu of a husband and children of her own, Quillia lavishes her love on Preena. She adores the little pseudodragon and lavishes attention on her. She considers her more like a little daughter rather than a familiar. Preena has her own special pocket in Quillia's vest to allow her to travel in complete comfort, in addition to a fine assortment of shiny gems to play with. Quillia always keeps a small bag of tidbits for the pseudodragon to eat.

In response to the trust and affection, Preena is fiercely loyal and protective of Quillia. The pseudodragon prevailed on the gnome to have greater magic fang permanently cast on her so she would be better able to protect her, should the need arise. Rendered invisible, there's almost nothing Preena wouldn't do for the wizard. They both have a great love for practical jokes and keep a small book of their greatest accomplishments of humor.

Quillia makes friends easily, and once her trust is gained, her loyalty is unshakeable. Though she likes to say she fears nothing, she would be devastated if her family or friends were taken from her. That is probably her one deepest fear.

Background: Quillia grew up in Lantan, where the wonders that most would give their teeth to see once was the stuff of common life. Her father, Beldebarble, was a fine gunsmith, while her mother, Narilly, both decorated the gunstocks with carvings and fine metals as well as making the smokepowder. As a young girl, Quillia spent a lot of time with her mother in her alchemy lab, and learned to love the mixing and experimentation. She also helped her father in demonstrating his firearms, as it was apparent she was a crack shot. Her younger brother, Gilbaril, helped her mother do the fancy work on the guns, while both older sisters learned their father's craft. The Alamble family was prosperous and lived a comfortable life.

When it became apparent that Quillia was an incredibly bright young woman, her parents suggested that she might find wizardry worthy of her talents. She had a much more mystical bent than anyone else in the family, and engineering, while interesting, didn't capture her attention as much as sporadic mentions of magic in books she read. They look her to a wizard academy in Myratma in Tethyr, where she was tested and found worthy. Quillia found the mysteries of magic to hold even more of her attention that alchemy, though she kept at it.

The great wealth of information that could be found at the academy whetted her appetite to see the rest of the world. After leaving the academy, she traveled widely, eager to see magic in many parts of Toril. She experimented with different types of magic, learning to make her spells more powerful, as well as bringing the potent power of sound to her more destructive spells. She credits her development of her sonic magic to Yilltre, her boyfriend, as his bard's appreciation for the power of sound was something she hadn't considered before.

Several years ago, Quillia rescued a trapped and frightened pseudodragon from an encampment of poachers she had stopped with the help of some followers of Chauntea. Though she let her go the minute she was well, the little beast continued to follow Quillia around for the next few days. Finally the pseudodragon said she wanted to be Quillia's friend and companion. Touched, Quillia cared for Preena (as that was her name) for several months. Preena brought a great deal of love and happiness into her life, and on the one-year anniversary of their meeting, both decided to make their association even closer. Preena underwent the ceremony of becoming Quillia's familiar, and the two became a force to be reckoned with.

In the ensuing years Quillia has learned a great deal about magic, pursuing her chosen path with a vigor that has put her at the forefront of many magical conflicts. Her ability to transverse the planes has earned her a reputation for fearlessness, and her knowledge of a huge variety of planar and magical phenomena has made her a sought-after consultant. Also, her possession of a wide array of powerful magic items has given her the security to do her research on her own. Oftentimes if she feels she and Preena need a break, she will set up her Home somewhere in the wilderness and take a short vacation.

However, she always gets restless again and is often walking or riding about, looking for the next adventure or challenge.
 
Last edited:

Zerth

First Post
Dalaa Gand: Male Githzerai Monk 21, Medium humanoid (Extraplanar)
Alignment: LN
HD 21d8+147, hp 275 (current 159/254)
Init +14, Spd 100 ft.
AC 49 (+10 Dex, +11 Wis, +4 Mnk, +4 inertial armor, +5 natural, +5 deflection), touch 40, flat-footed 39

BAB +15/+10/+5, +1 Epic
Flurry of Blows +15/+15/+15/+10/+5
Atk melee +26/+26/+26/+21/+16 (grapple, 2d10+11, 20 x2)
Atk melee +31/+31/+31/+26/+21 (unarmed, 2d10+11, 20 x2)
Atk melee +31/+31/+31/+26/+21 (+5 cold iron, holy, keen, ki focus, ghost touch siangham, 1d6+11 +2d6 vs. evil, 19-20 x2)
Atk ranged +27 (+1 holy, seeking, shock sling, 1d4+7 +1d6 electrical +2d6 vs. evil, 20 x2)

SQ: Darkvision 60 ft., psionics, inertial armor, spell resistance, unarmed strike, flurry of blows, evasion, still mind (+2 saves vs. enchantment spells and effects), ki strike (magic, lawful, adamantine), purity of body (immune to non-magical diseases), slow fall any distance, wholeness of body (42), improved evasion, diamond body, greater flurry, abundant step (dimension door 1/day, caster level 10), diamond soul (SR 31), quivering palm 1/week (DC 31), timeless body, tongue of the sun and moon, empty body (etherealness 21 rounds/day), perfect self (immunities to spells, DR 10/magic).

Psionics: 3/day – daze (DC 10), feather fall, shatter (DC 12), 1/day – plane shift (DC 17).

Saves: Fort +24, Ref +27, Will +28

Str 23 (+6) base 12, +5 inherent, +6 item
Dex 31 (+10) base 14, +6 race, +5 inherent, +6 item
Con 25 (+7) base 14, +5 inherent, +6 item (current 23)
Int 12 (+1) base 14 –2 race
Wis 33 (+11) base 15, +2 race, +5 levels, +5 inherent, +6 item
Cha 10 (+0) base 10

Feats:
Improved Initiative [1st], Stunning Fist (21/day, DC 38) [mnk1], Combat Reflexes [mnk2], Weapon Finesse [3rd], Improved Disarm [mnk6], Expert Tactician [6th], Dodge [9th], Mobility [12th], Spring Attack [15th], Improved Grapple [18th], Improved Stunning Fist [21st].

Skills:
Balance +15 [3 ranks, +10 Dex, +2 synergy]
Diplomacy +7 [5 ranks, +0 Cha, +2 synergy]
Escape Artist +40 [24 ranks, +10 Dex, +6 item]
Hide +30 [10 ranks, +10 Dex, +10 item]
Jump +15 [7 ranks, +6 Str, +2 synergy]
Knowledge (arcana) +5 [4 ranks, +1 Int]
Knowledge (planes)* +3 [2 ranks, +1 Int]
Knowledge (religion) +3 [2 ranks, +1 Int]
Listen +21 [10 ranks, +11 Wis]
Move Silently +25 [15 ranks, +10 Dex]
Sense Motive +21 [10 ranks, +11 Wis]
Spot +21 [10 ranks, +11 Wis]
Tumble +28 [16 ranks, +10 Dex, +2 synergy]
*cross-class

Magical items:
Bracers of Mighty Fists +5, Headband of Perfect Exellence, Ki Straps, Sandals of the Tiger’s Leap, Ring of Protection +5, Ring of Greater Fire Resistance (30), Cloak of Resistance +5, Amulet of Natural Armor +5, Vest of Escape, Robe of Blending, Belt of Health +6, Bag of Holding type IV, Murlynd’s Spoon, Gem of Seeing, Manual of Bodily Health +5 (used), Manual of Gainful Exercise +5 (used), Manual of Quickness in Action +5 (used), Tome of Understanding +5 (used), +5 cold iron, holy, keen, ki focus, ghost touch siangham, +1 holy, seeking, shock sling, 20 adamantine bullets, 20 cold iron bullets, 20 silver bullets, 40 bullets, 10 vials of Silversheen, 4 Displacement potions, 3 Invisibility potions, 4 Sanctuary potions, 4 Cure Serious Wounds potions.

Money: 12,500 gp

Description: Dalaa Gand is tall, slim and in exellent physical condition. He stands 6'1'' and weighs in 164 lbs. He has yellow eyes, light green skin and his brown hair is shaven from the sides. He wears loose unadorned dull robes (robe of blending), that seem to look somehow different every time he is seen. On his back is a well-worn grayish hooded cloak. The hood is usually worn over his head. His forearms, ankles and feet are covered in black wrappings.

His manners are reserved, but always polite. He doesn't talk much and carefully chooses the words in every conversation. Dalaa is honest, perceptive and dedicated. He rarely shows any strong emotions. A slight, polite smile - which could mean just about anything - is usually the only visible expression seen on his face.

Background: Raised to become a monk according to the Githzerai tradition, Dalaa Gand was introduced to the way of the warrior at an early age. The monastery of the Jade Fist taught him the martial and the spiritual, everything he needed to know to fight the dangerous enemies of his people – the Illithids and the Githyanki – and how to survive in the ever-changing chaos of Limbo.

Dalaa was an exellent student and his prowess didn’t go unnoticed by his Masters. He was one of the youngest ever among his kind to be sent to a rrakkma, a special hunting party to kill mind flayers. The party of seven managed to eliminate ten Illithids without any losses and Dalaa was given a honorary mention for his skill and valor, which was almost unheard of among the young monks such as he was. Dalaa rose quickly from the student rank to a respected young sensei, who would teach the basics to new initiates. He would attend to more rrakkmas every now and then, but the biggest challenge was yet to come.

His life changed, when his Masters summoned him and told him about a massive invasion by the Githyanki to a distant plane. It was a major concern, but the Githzerai were reclutant to interfere, because it didn’t involve them directly so sending a strong force would never be approved. The Githzerai would not stand completely idle though, a small group of proven individuals would be sent to aid the locals in the battle. Dalaa was one of the chosen and he would spend many years in the distant battle before he and a group of adventurers would play a major part in ending the Githyanki assault. During those years he gained many friends, but lost even more.

Dalaa returned to Limbo as a new man, tired by the fighting and bloodshed of his wartime years. He left the Monastery of the Jade Fist and founded a monastery of his own. It was a small establishment in the distant reaches of Limbo with only a handful of students. Dalaa dedicated himself fully to his monastery, rarely leaving it. There he remained for years and taught the secrets of ki, occasionally helping the needy. The fame of a war hero passed and was forgotten. Dalaa Gand became a mystery even among his own kind.

Then one day he felt it. He had achieved the ultimate perfection, that every monk seeks. He knew that instant, that the monastery had nothing to give him anymore. Dalaa trusted the monastery to his most gifted student and left Limbo to explore the vastness of the Planes. He had to experience everything again from his new point of view.
 
Last edited:

Velmont

First Post
Kharas Rockfall
Male Dwarf Rogue 23
Chaotic Good

Str 16 (+3) = 10 (2pts) + 6 enhancement
Dex 30 (+10) = 14 (6pts) + 5 level + 5 inherent + 6 enhancement
Con 26 (+8) = 14 (6pts) + 2 racial + 4 inherent + 6 enhancement
Int 24 (+6) = 18 (16pts) + 6 enhancement
Wis 10 (+0) = 10 (2pts)
Cha 6 (-2) = 8 (0pts) - 2 racial

HD: 23d6 + 184
HP: 278
Fort +21 = 6 (base) + 8 (con) + 1 (epic) + 5 (resistance) + 1 (luck)
Reflex +29 = 12 (base) + 10 (dex) + 1 (epic) + 5 (resistance) + 1 (luck)
Will +13 = 6 (base) + 0 (wis) + 1 (epic) + 5 (resistance) + 1 (luck)
Init +10 = 10 (dex)

AC: 45 = 10 + 9 (Armor) + 6 (Shield) + 6 (Dex) + 5 (deflection) + 5 (natural) + 4 (insight)
Base Attack Bonus +15 Epic Attack Bonus +2
Short Sword: +32/+27/+22 1d6+1d6[cold]+8 19/x2 (+2 +2d6 vs construct)
Light Mace: +32/+27/+22 1d6+1d6[electricty]+2d6[vs. evil]+8 x2 (+2 +2d6 vs undead)
Crossbow: +32 1d8 19/x2

Skills:
Appraise: 33 = 26 rank + 6 Int + 1 luck
Balance: 31 = 16 rank + 10 Dex + 4 Synergy + 1 luck
Climb: 21 = 17 rank + 3 Str + 1 luck
Craft (Trapmaking): 33 = 26 rank + 6 Int + 1 luck
Disable Device: 33 = 26 rank + 6 Int + 1 luck
Escape Artist: 33 = 16 rank + 10 Dex + 6 Competence + 1 luck
Hide: 52 = 26 rank + 10 Dex + 15 Competence + 1 luck
Jump: 24 = 16 rank + 3 Str + 4 Synergy + 1 luck
Listen: 19 = 13 rank + 0 Wis + 5 circumstence + 1 luck
Move Silently: 52 = 26 rank + 10 Dex + 15 Competence + 1 luck
Open Lock: 41 = 26 rank + 10 Dex + 4 Competence + 1 luck
Search: 33 = 26 rank + 6 Int + 1 luck
Sense Motive: 14 = 13 rank + 0 Wis + 1 luck
Spot: 19 = 13 rank + 0 Wis + 5 circumstence + 1 luck
Tumble: 39 = 26 rank + 10 Dex + 2 Synergy + 1 luck

Feats:
Weapon Finesse
Two-Weapon Figthing
Improved Two-Weapon Figthing
Greater Two-Weapon Figthing
Dodge
Mobility
Spring Attack
Dexterous Will

Race Feature:
Darkvision 60'
+2 racial save vs spells
+2 racial save vs. poison
+4 dodge AC vs. Giant
+4 vs. Bull Rush & Trip
+1 attack vs. orcs and goblinoids
+2 Appraise & Craft (Metal & Stone)
Stonecunning


Class Feature:
Trapfinding
Sneak Attack +12d6
Evasion
Trap Sense +7
Uncanny Dodge
Improved Uncanny Dodge
Slippery Mind
Improved Evasion
Defensive Roll
Crippling Strike

Magic Items:
Mithral Chain Shirt +5 of Heavy Fortification, Glamered, Shadow, Silent Moves (168,500gp)
Reflecting Buckler +5 of Reflection & Elemental Resistance[All: 10 points] (190,165gp)
Adamantium Short Sword +5 [Defending, Frost, Wounding, Construct's Bane] (203,310gp)
Cold Iron Ligth Mace +5 [Shock, Ghost Touch, Holy, Undead's Bane] (202,310gp)
Crossbow, Light +5 (50,335gp)
Bolt x20 (2gp)
Ring of Protection +5, Insight +4 (110,000gp)
Ring of Freedom of Movement (40,000gp)
Amulet of Natural Armor +5 (50,000gp)
Headband of Intelligence +6 (36,000gp)
Moonstone Mask (12,000gp)
Mooncloak +5 (34,800gp)
Glove of Dexterity +6 (36,000gp)
Bracer's of Health +6 (36,000gp)
Belt of Giant Strenght +6 (36,000gp)
Luckstone (20,000gp)
Vest of Escape (5,200gp)
Handy Haversack (2,000gp)
Boots of Strinding and Springing (5,500gp)
Silversheen x4 (1000gp)
Potion of Lesser Restoration x2
Potion of Fly
Potion of Haste
Potion of Displacement x2
Potion of Cure Serious Wounds x6
Potion of Water Breathing
Potion of Tongue
Potion of Remove Blindness/Deafness
Potion of Remove Curse
Potion of Remove Disease
Potion of Neutralize Poison
Tome of quickness in action +5 (137,500gp) (used)
Tome of bodily health +4 (110,000gp) (used)

GP:778

Background: To come
 
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Paxus Asclepius

First Post
Harald "Panzerbjorn" Triggvison

Werebear2/bear6/Bbn1/Ftr10/Warshaper 4

Str 32 (52 in bear or hybrid form) [10 points, 5 level gains, +5 inherent, +6 items, (+16 bear, +4 Warshaper)]
Dex 10 (12 in bear or hybrid form) [2 points]
Con 26 (38 in bear or hybrid form) [10 points, +4 inherent, +6 items (+8 bear, +4 Warshaper)]
Int 10 [2 points]
Wis 16 [6 points, +2 from template class]
Cha 10 [2 points]

HD: 1d12+10d10+10d8+168 (+126)
Hp: 315 (441)

Human:
AC: 45, 30 touch, 45 flatfooted (+5 natural, +5 deflection, +5 luck, +5 insight,
+5 sacred, +10 armor)
Melee: +29/+24/+19/+14, 2d6+16 20/x3 (Adamantine Greataxe) (+15 BAB, +2 Epic, +11 Str, +1 MW)

Hybrid:
AC: 50, 30 touch, 49 flatfooted (+10 natural, +5 deflection, +5 luck, +5 insight, +5 sacred, +10 armor, +1 Dex, -1 size)
Melee: +44/+44, 2d8+28 19-20/x4+3d6 (claws) and +44, 2d8+17 19-20/x2 (bite) (+15 BAB, +2 Epic, +21 Str, +5 Enhancement, +2 Greater Weapon Focus, -1 size)
Ranged: +22/+17/+12/+7, 2d6+11 20/x3 (bow) (+15 BAB, +2 Epic, +1 Dex, +5 Enhancement, -1 size)

Saves
F +31/37 (+ 16 base, +1 epic, + 8/14 Con, +1 luck, +5 resistance)
R +15/16 (+ 8 base, +1 epic, +0/1 Dex, +1 luck, +5 resistance)
W +17 (+5 base, +1 epic, +3 Wis, +1 luck, +2 feat, +5 resistance)

Feats: Power Attack, Cleave, Great Cleave, Multi-attack, Improved Multi-attack, Improved Critical (claws), Weapon Focus: Claws, Improved Natural Attack: claws, fighter bonus (Weapon Focus: bite, Weapon Specialization: claws, Weapon Specialization: bite, Improved Critical: Bite, Greater Weapon Focus: Claws, Greater Weapon Focus: Bite) werebear bonus (Track, Run, Iron Will, and Endurance). Epic: Overwhelming Critical: claws

Skills: total points 80
Climb + 36/46 [24 ranks, +11/21 Str, +1 luck]
Control Shape +25 [21 ranks, +3 Wis, +1 luck]
Listen +10 [6 ranks, +3 Wis, +1 luck]
Spot +9 [5 ranks, +3 Wis, +1 luck]
Survival +18 [14 ranks (20 cross-class), +3 Wis, +1 luck]

Class/racial abilities:
+10 ft movement, illiteracy (removed by Warshaper levels), bear empathy, DR 5/silver, low-light vision

When in alternate form only: +5 natural armor, scent, bite and claws for 2d8 each, improved grab, +4 Swim, morphic immunity (immune to criticals), morphic weapons (increases any natural attack by one size category, already factored in, or provides natural weapon if not normally present), morphic body (+4 to Str and Con, already factored into hybrid/bear stats), morphic reach (adds 5 ft of reach), morphic healing (fast healing 2, may heal 10 points of damage as a full
round action with Concentration check DC 10+damage total)

EQ: +5 Wild Adamantine Breastplate of Greater Fire and Cold Resistance (206,200, Nobanion's Hide), +5 Bracers of Mighty Fists (150,000), Belt of Mighty Prowess (90,000), Ring of Protection +5, Insight +5, Luck +5, Sacred +5 (331,250, Ring of the Sentinel), +5 Amulet of Natural Armor (50,000), Ring of Water Command (200,000 +77300, Int 10, Wis 19, Cha 19, Hold Person 3/day, Detect Magic at will, 10 ranks Sense Motive, CMW 3/day, Cause Fear at will, Magic Circle v Evil at will, Haste 3/day, Ego 21, NG, Valkur's Fist), +6 Mighty +5 Large Serren Longbow (54,950, Ghost-Piercer), Cloak of Resistance +5 (25,000), Efficient Quiver (1,800), 10 cold iron +1 Holy Arrows, 10 cold iron +1 Axiomatic Arrows, 20 +1 Constructbane arrows, 20 +1 Dragonbane arrows, Adamantine Greataxe, Claws of the Ripper, Luckstone, Manual of Gainful Exercise +5, Manual of Bodily Health +4, 2 type IV bags of holding,1400 gp

Appearance: On the rare occasions he is seen in human form, Harald is still an imposing sight, his massive frame being given an impression of yet larger size by his waist-length, braided beard. Usually, though, he stays in hybrid form, appearing as a Kodiak grizzly with human-shaped legs and hands. He is covered by glittering mail (an illusion produced by his ring, as his actual plate is wildshaped into his body). A quiver, longer than a man, is strapped to his back, and he is accoutered in a myriad of items glowing with magical power. His face is usually in the grin more common to black bears; it's not as reassuring as he believes it to be, given the size of his teeth.

Background: Harald was born among the Rashemani, and expected to live his life among them. As a youth, he was a capable, but not unusually notable, warrior. On a raid that started like any other, his band of warriors ran across a werebear in animal form, and made the mistake of baiting it. He and one cousin survived to limp back to the village. The following month, though, he transformed and tore apart his family's cow, feasting on the raw flesh. When he recovered human form and senses, he thought he had been cursed for his cowardice against the bear, and fled.

The last twenty years have taught him much, about his curse and about the rest of Faerun. To atone for his perceived crimes, he took up the life of a wandering adventurer, seeking out evil and ending it, through force more often than not. He migrated to the north, where the sparser population made it easier for him to move around, and has many friends among the Uthgardt. As time passed, he grew stronger and more capable, tackling larger threats. He has made a name for himself battling giants, orcish hordes, and most recently, slew a proxy of Malar in single combat, when it threatened a community of elves. From that fight, he took away several deep scars. Nobanion's Hide and the Ghost-Piercer were gifts to him from grateful cities; the rings he took from the abandoned hoard of a dragon, though shifting through the collapsed mountain over the lair proved more daunting than most wyrms.
 
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Phoenix

First Post
Arch-Prelate Susanna Theolan of Kelemvor
TN human female Cleric19/Hierophant2/High Proselytizer2
AC 38 HD 23d8+92 (230hp - 75% of max) Init +7 (Dex, Imp Init)
Str 16 (+3) = 12 (4pts) + 4 (Belt)
Dex 16 (+3) = 13 (5pts) + 2 (Boots) + 1 (Book)
Con 18 (+4) = 14 (6pts) + 2 (Amulet) + 2 (Book)
Int 16 (+3) = 12 (4pts) + 2 (Headband) + 2 (Book)
Wis 30 (+10) = 15 (8pts) + 6 (Periapt) + 5 (Book) + 4 (Lvl)
Cha 24 (+7) = 13 (5pts) + 6 (Cloak) + 4 (Book) + 1 (Lvl)

Fort +23 = 13 (base) + 4 (con) + 5 (amulet) + 1 (epic)
Reflex +15 = 6 (base) + 3 (dex) + 5 (amulet) + 1 (epic)
Will +29 = 13 (base) + 10 (wis) + 5 (amulet) + 1 (epic)

Base Attack Bonus +14 Epic Attack Bonus +2

Mace of Smiting
+22/+17/+12 melee 1d8+6 damage (x2 crit, x4 vs outsiders)
+24/+19/+14 melee (vs golems) 1d8+8 damage (crits kill golems - no save)

Feats: Spellcasting Prodigy, Improved Counterspell, Leadership, Epic Leadership (33), Reactive Counterspell, Spell Penetration, Empower Spell, Empower Turning.

Magic Items: Mantle of Epic Spell Resistance (SR40), Ring of Protection +5, Rod of Metamagic (Quicken 1st-6th), Rod of Rulership, Draconic Amulet (Amulet of Natural Armour +5, Health +2 and Resistance +5), Cloak of Minor Displacement, Goggles of Night, Blood of the Martyr (see below), The Heart's Strength (+5 adamantine breastplate of moderate fortification and resistance (acid, cold, electricity, sonic, fire 10)), The Loyal Protector (+3 animated heavy steel shield), Mace of Smiting, scroll of heal and planeshift, Headband of Intellect +2 (used), Boots of Dexterity +2 (used), Belt of Giant Strength +4 (used), Cloak of Charisma +6 (used), Manual of Bodily Health +2 (used), Manual of Quickness in Action +1 (used), Tome of Clear Thought +2 (used), Tome of Leadership and Influence +4 (used), Tome of Understanding +5 (used).

Starting Gold: 170,000gp in gems.

Blood of the Martyr (cost:124,250gp) - When the prophet Zanbia of Illmatar spoke to the masses at Udan some decades ago, none believed that her predictions that their decadant ways would destroy them. The angry mob tore her to pieces with their bare hands, but not before she was violated and humiliated in from of hundreds of people. The plague stuck the Udan people before their clerics could contain it, fed by their unsavory acts the population was decimated in days, proving the caring prophet's words were not false. The strip of cloth taken from her rags around her heart as the peasants tore her to pieces, it still contains some of the power that Zanbia once held, a power she refused to use against the doomed city. Contained on the end of a small chain in a locket on the Arch-Prelate's arm, the periapt bestows the abilities of a Periapt of Health, Periapt of Wound Closure, Periapt of Proof against Poison, Phylactery of Undead Turning, Phylactery of Faithfulness, and a Periapt of Wisdom +6.

Domains: Repose (Death Touch 1/day - 19d6), Travel (freedom of movement 1/day - 19rnds)

Skills: Concentration +26, Diplomacy +31, Heal +31, Knowledge (arcana) +19, Knowledge (history) +17, Knowledge (religion) +24, Knowledge (the planes) +18, Ride +8, Sense Motive +32, Spellcraft +23, Spot +18, Swim +8, Tumble +8.

Special Abilities: Spell Resistance 40, Damage Reduction 2/-, 75% chance to negate a critical hit or sneak attack, General Resistance (acid, cold, electricity, fire, sonic) 10, attacks have a 20% chance to miss in combat due to displacement, darkvision 60ft, immune to supernatural and normal diseases, posions, and wounding damage to hit points (not Con damage caused by wounding weapons), turns undead as a Cleric23, aware of any action that may put her in poor standing with her deity or cause an alignment shift (including magical effects), can cast touch spells to 30ft (Reach Spell - Hierophant), negative energy attacks against CE creatures are always maximized (Blast Infidel - Hierophant), can cast Heal 1/day (High Proselytizer), and Proselytize (DC31) 1/day, +2 bonus on Turn Undead checks (synergy bonus).

Spells per day: 6/8+1/8+1/7+1/7+1/7+1/6+1/5+1/5+1/5+1
Spell DC = 21 + spell level

Spells Prepared (*Domain):0 - Detect Magic (x2), Read Magic (x2), Mending, Purify Food and Drink.
1 - Wieldskill (MoF), Longstrider*, Comprehend Languages, Detect Evil, Deathwatch, Entropic Shield (x2), Hide from Undead, Remove Fear.
2 - Locate Object*, Align Weapon (x2), Augury, Enthrall, Lesser Restoration (x2), Silence, Spiritual Weapon.
3 - Darkway (MoF), Chain of Eyes (DotF), Searing Light, Bestow Curse, Dispel Magic, Helping Hand, Invisibility Purge, Speak with Dead*.
4 - Dimension Door*, Death Ward, Dimensional Anchor, Dismissal, Restoration, Tongues, Spell Immunity, Freedom of Movement.
5 - Teleport*, empowered Bestow Curse, Commune, Slay Living, Spell Resistance, Disrupting Weapon, True Seeing, Wall of Stone.
6 - Heal, empowered Poison, Greater Dispel Magic, Harm, Banishment, Undeath to Death*, Blade Barrier.
7 - Fortunate Fate (MoF), Holy Star (MoF), Sunbeam, Destruction*, Ressurection, empowered Flame Strike.
8 - Surelife*, Mass Cure Critical Wounds, Symbol of Death, Earthquake, empowered Harm (x2).
9 - Undeath's Eternal Foe (MoF), Mass Heal, Implosion, empowered Mass Inflict Serious Wounds, Gate, Wail of the Banshee*.


Background: Susanna grew into womanhood within the Cathedral of Illmar, one of the largest centres of faith for the deity Kelemvor in the lands. She was honoured to grow beside the child-hero Ethan of the Rose, a paladin who was destined by Kelemvor to free the lands to the north from the tyrannical grip of the Chaos Lords, a group of sorcerers and necromancers that enslaved and conquered everything within their reach.
By her fifteenth winter Susanna had almost finished her studies, with only several years to go she would learn the powerful prayers that would allow Kelemvor to use her as a vessal for his powers. It was then that the Chaos Lords stuck, smashing the walls of the city with their powerful magic and slaughtering innocents by the dozen, only to raise them as fuel for their undead army. But the armies were only a distraction against their real might, the magics that they hurled into the city slayed hundreds within minutes.
Paladinic Lord Ethan of the Rose, all of eighteen years old, rode the mighty warhorse Yulandaria from the gates of Illmar to face the dread sorcerers in a battle that would decide the fate of the city.
Susanna was in the third wave of refugees to leave the city, for she stayed long enough to see the Chaos Lords torture Ethan for a good hour before tearing his arms and legs from his still living body and animating them to dance for their morbid amusement. Their magic must have kept him alive for hours, even days, but Kelemvor did not help him, not even once.
For years Susanna lived in the southern lands, ignoring her teachings and working as a gardener in the city of Trunan until her 23rd birthday. There she saw a group of peasants fleeing across the countryside from orcs during one of her wanderings, and snarling at Kelemvor asked the deity why he did not help these people. The first time she had talked to her god in years, and he answered. Seeing that she still had goodness in her soul, no matter how small, he filled her body with the energies to kill the orcs and comfort those that had witnessed the death of others.
She knew then that she would dedicate her life to helping people, and many times it has come dangerously close to opposing Kelmvor's wishes. Though not truely good, her deeds are always helping the people that need her most. After years of dedicating herself to fighting the Chaos Lords, she resides within the city of Trunan still, she keeps her job as a gardener in the city cemetary and rarely reveals her powers to anyone, else the Chaos Lords take attention.
Though many higher beings have questioned Kelemvor's motivations for keeping a cleric like Susanna empowered with his holy strength, the deity does not need to explain himself to anyone, or thing. Whispers between celestials that know of Susanna's existance tell that every deity has at least one agent that acts as a 'cleaner' of sorts, they exist to do the things against a deity's alignment status when the need rarely arises, and Susanna may be Kelemvor's.
Though her power was not always as strong as it is now, her rapid advancement in holy might is a testiment to Kelemvor's need of her in the coming days, and that the darkness that brews must need unconventionality desperately...

Chain of Eyes (from Defenders of the Faith)
Divination
Level: Clr 3, Drd 4
Components: V,S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

You can use a creature's vision instead of your own. While this spell gives you no control over the creature, each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature. In this way, your sensor can infiltrate a closely guarded area. During your turn in a round, you can use a free action to switch from seeing through the current creature's eyes to seeing normally or back again.
 
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Wilphe

Adventurer
Takarna

Male Hobgoblin Fighter 1 / Wizard 6 / Spell Sword 2 / Mage Killer 10 / LoreMaster 3

Lawful Neutral

Str 12 (+1)
Dex 13 + 2 race + 5 inherent = 20 (+5)
Con 13 + 2 race + 5 inherent = 20 (+5)
Int 18 + 5 level + 5 inherent +6 enhancement = 34 (+12)
Wis 8 (-1)
Cha 10 (0)

HD: 1d10 + 2d8 + 19d4 + 110
HP: 189

Fort 23 = 10 base + 5 stat + 2 feat + 1 epic + 4 resistance + 1 luck
Ref 23 = 5 base + 5 stat + 2 feat + 1 epic + 5 class + 4 resistance +1 luck
Will 21 = 15 base - 1 stat + 1 epic + 4 resistance + 1 luck

AC: 10 + 5 Dex + 4 deflection +9 Armour + 5 Natural + 1 Insight= 34

BAB: 10 +2 Epic + 1 Combat Trick = 13/8
Melee: 14/9 or 18/13
Force of Order +5 Axiomatic Sure Striking Adamantine Shortsword 23/18
1d6+7 19/20 x 2 (17-20 if keen) +2d6 v chaos

Order's Guardian +5 Cold Iron Defending Shortsword
1d6+7 19/20 x 2 (17-20 if keen)

Both together:
16/16/11

Ranged: 18/13

1d8+6 +5 Composite Longbow (+1 STR Bonus) 23/18

Inititive: 5 = 5 stat

Skills: All +1 Luck
Climb 4 / 5
Concentration 25 / 30 + 4 on defensive
Craft - Armour 4 / 26
Craft - Weapon Smithing 4 / 26
Gather Info 14 / 14
Handle Animal 4 / 4
Intimidate 14 / 14
Jump 4 / 5
Knowledge - Arcana 12 / 24
Knowledge - History 21 (+3 Feat) / 36
Knowledge - Planes 18 / 30
Listen 6 /
Move Silently 0 (+4 race) / 9
Ride 4 / 9
Spellcraft 25 / 39 (+2 v scrolls)
Spot 7 / 6
Swim 2 / 3
Use Magic Device 25 / 25 (+2 v scrolls)

Languages:
Common, Goblin, Chondathan, Illuskan, Giant, Orc, Elven

Feats:

General:
Weapon Finesse
Skill Focus - Knowledge (History)
Craft Arms and Armour
Great Fortitude
Lightening Reflexes
Combat Casting
Imp Counterspell
Reactive Counterspell
Imp Spell Capacity

Fighter:
Combat Expertise

Wizard:
Scribe Scroll
Quicken Spell

Race Features:

Darkvision 60 feet
+4 Move Silently

Class Features:

Spell Sword:
Channel Spell 1
Ignore Spell Failure 10%

Mage Killer:
Augment Summoning
Spell Focus - Conjuration
Spell Focus - Evocation
Spell Focus - Necromancy
Spell Focus - Transmutation
Improved Saves +5 (All put in reflex)

Lore Master:
Weapon Trick +1 Attack
Lore
Applicable Knowledge - Leadership

Spells:

Caster Level 20

Slots:
4/7/7/7/7/6/6/6/6/5/2

Spells:

(Spell lists needs to be reconciled with 3.5)

Save DCs: 22 + Spell level
Conjuaration, Evocation, Necromancy and Transmutation: +2

0 - All

1 - Alarm, Hold Portal, Protection from Chaos/Good/Evil, Shield, Iron Guts;
Grease, Mount, Summom Monster I, Unseen Servent;
Comprehend Languages, Detect Secret Doors, Identify, True Strike, Know Protections;
Magic Missile;
Nystuls Undecetable Aura
Burning Hands; Kaupear's Skittish Nerves

2 - P/Arrows, P/Elements, Aracane Lock;
Glitterdust, Fog Cloud, Acid Arrow, SMII, Web;
Detect Thoughts; See Invisibility;
Daylight, Shatter, Agnazhar's Scorcher, Snillocs Snowball Swarm;
Blur, Mirror Image, Invisibility;
Death Armour;
Alter Self, Bull's Strength, Cat's Grace, Bear's Endurance, Knock, Levitate.

3- Dispel Magic, Magic Circle v Chaos;
Flame Arrow; Sleet Storm; Stinking Cloud; SMIII
Tongues
Fireball, Lightning, Wind Wall
Displacement;
Blink, Fly, Haste, Slow, Water Breathing; Greater Magic Weapon, G Mage Handl Weapon of Impact

4 - Dimensional Anchor, Stoneskin, Remove Curse, Wall of Law, Black Tentacles, SMIV, Summon Undead IV
Lesser Geas
Fire Shield, Ice Storm, Wall of Fire, Wall of Ice, Thunderlance
Imp Invisibility
Fear
Dimension Door; Spell Enhancers

5- Dismissal, Dimensional Lock
Cloudkill, SM V, SU V, Wall of Iron, Wall of Stone
Contact Other Plane
Mind Fog
B Interposing Hand, Cone of Cold
Nightmare
Grimwald's Greymantle
Pass Wall, Teleport, T Mud-Rock, T Rock-Mud, Simbul's Spell Matrix;
Permanancy

6 - Anti Magic Field, Gate Seal, G Dispelling
Acid Fog, SM VI
True Seeing
Geas/Quest
Contingency, B Forceful Hand, Acid Storm
Circle of Death
Control Weather, Move Earth, Tenser's Transformation, Translocation Trick

7 - Banishment
SM VII
Vision
Prismatic Spray, M Sword
Finger of Death
Plane Shift, Teleport w/Error, Mass Teleport, Simbul's Spell Sequence, Simbul's Synostodweomer

8 - Protection From Spells
Incendiry Cloud, SMVIII
Moment of Prescience
B Clenched Fist
Horrid Wilting

9 - M Disjunction
Gate, Power Word - Kill, SMIX, Zaj's Avalanche
Foresight
B Crushing Hand, Meteor Swarm
Soul Bind
Teleportation Circle, Time Stop, Simbul's Spell Trigger
Wish

Total Pages needed to be scribed:
691 x 25 gp 17,275 Twice = 34,550gp

Spell levels to pay for:
410 x 50gp = 20,500

Equipment:
Tome of Clear Thought +5
Manual of Gainful Exercise +5
Manual of Quickness of Action +5 (All read) 412,500

2x Boccob's Blessed Book 25,000

691 scribed spell levels (full duplication)
410 scribed spell levels (extra) 27,525

Spell learning costs: 410 levels x 50 = 20,500

Ring of Adamant Law 250,000

Ring of Evasion 25,000

+5 Nimble Mithal Chain Shirt (Self created) 18000gp/1440 xp
Arcane Spell Failure: 10%
Max Dex:+8
No spell check penalty.

Force of Order +5 Axiomatic Sure Striking Adamantine Shortsword
+5 Self-created (25000gp/2000xp)
Axiomatic/Sure-striking at 78000

Amulet of Natural Armour +5 50,000

Bag of Holding IV 10,000

Boots of Speed 12,000

Cloak Of Intellect +6 36,000

Efficient Quiver 1800

Handy Haversack 2000

Dusty Rose Iuon Stone 5000

Scabbard of Keen Edges x2 16,000

Stone of Good Luck 20,000

Spyglass 1000

Order's Guardian +5 Cold Iron Defending Shortsword
74,320

Gloves of the Balanced Hands (Two weapon fighting) 18000

Wand of Cure Critical Wounds 21,000

Staff of Evocation (w/Inset Ruby)
(+2 Caster Level or Save DC) 70,000

Potions.
Pass without Trace x2 100
Lesser Restoration x2 600
Remove Curse x2 1500
Cure Disease x2 1500

Scrolls (Self created)

5 x Plane Shift 5677.5 / 455 xp
1 x Greater Dispel Magic 826 / 66
3 x Dispel Magic 562.5 / 45
2 x True Strike 25/2
2 x Know Protections 25/2

Greater Rod of Empower Spell 73,000
Greater Rod of Extend Spell 24,500

+5 Composite Longbow (+4 STR bonus) 50,800

Hammers of the Weapon Smith 2,055
Tongs of the Armourer 2,055


Mundane stuff:
60 arrows
Backpack
Bedroll
Flint and Steel
Paper
Ink
Sealing Wax
Masterwork Potion Belt
2x Scroll Organizers
Bandoleer

Backup Arms and Amrour:

Adamantine Chain Shirt DR2/0 AC: 4
Max Dex: +4 Armour Check -1

Cold Iron Shortsword
Adamantine Light Hammer

Total:
1,399,6092 + the mundane stuff.

I'll take the liberty of rounding that up to that up to 1.4 Mn and leaving him with 100,000 cash / assets.
 
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Wilphe

Adventurer
Background:

He was just a young warrior when his tribe was wiped out by a single Cormyrian war wizard. This was not the first time it had happened, not would it be the last. Ordinarily any survivors go back to their dens and mumble about weak humans and tricksy elves who can't stand and fight. In this case however Takarna proved to be different. His people had trained long and hard, and been defeated by merely a few words and gestures. He returned to the holt where a young and over-confident halfling apprentice was being held captive and demanded that the halfling tutor him.

The attempt was not successful, but the insight he gained into the art was such this: <My people are strong, yet we dwell in the harsh places of the earth. Is it because we are weak? No, it is because we do not make use of every availible weapon. We do not fight with our left hands simply because the elves fight with their right. Magic is a weapon, and we should embrace it>

He bargained with the halfling and guided him home in return for an introduction to the nearest Temple of Azuth. The priests were unsure what to make of this goblinoid seeking the secrets of magic, but were bound by their faith to promote magic to all. His disciplined and quick mind lead him to grasp the art with realtive ease, his early prowess with the sword made him especially suitible for whatever missions the church needed someone for as he was far from helpless when out of spells.

Always however, he was ready to spread the art amongst whichever of the humaniods would have him live with them, sometimes his own people, sometimes orcs, gnolls or goblins. A course of action which tended to make him fairly unpopular in some quarters - almost as much with the supposed beneficiaries of his teaching as with any of the "civlized races" who happened to be nearby.

In time he learnt how better to cast in armour, and soon found himself on special missions for the church, eliminating those who abused or sought to pervert the art. These too he excelled in. Then he began his study of war in earnest, hiring out as a mercenary, especially against chaotics. Always he sought to be more ordered, focused and deadly than civilized races who regard him as a freak. Those goblinoids or orcs who think him weak he is more than happy to disabuse through whatever means necessary.

He has occassionaly come into conflict with paladins, druids, Harpers and various other parties with a vested interest in not seeing the wilder races of the world either organized or magically capable and while he isn't evil himself most of his work tends to be amongst people who are. This tends to make him a very high priority target. He is however regarded as highly favoured in the eyes of Azuth, simply though his missionary work and the power of his example. His name has been mentioned as a future Magister or Chosen of Azuth, but if Takarna knows anything he is keeping it to himself.
 

Wilphe

Adventurer
Spells Prepared:

1 slot left open each of levels 1 through 9

0 Prestigtation, Detect Magic x2, Read Magic

1 Kaupear's Skittish Nerves, True Strike x 4, Know Protections

2 Melfs Acid Arrow, Web, Death Armour, See Invisibility, Snilloc's Snowball Swarm, Blur

3 Dispel Magic x 2, Tongues, Magic Circle v Chaos, Fireball, Haste

4 Wall of Law, Fireshield, Stoneskin, Dimensional Anchor , Dimension Door, Thunderlance

5 Dismissal, Simbuls Spell Matrix, Summon Undead V, Teleport, Grimwalds Grey Mantle

6 True Seeing, Anti-Magic Field, Tenser's Transformation, Greater Dispelling x2

7 Banishment, Teleport w/out Error, Plane Shift, Simbul's Synostodweomer, Prismatic Spray

8 Summon Monster VIII x2 , Moment of Presience, Protection from spells, Horrid Wilting,


9 Quickened Teleport, M Disjunction, Power Word - Kill, Time Stop

10 Quickened Greater Dispelling, Quickened Summon Monster VI
 

Mithreander

Explorer
Elendel
Male Wood Elf Ranger/Ninja of the Crescent Moon 13/10
Neurtal Good

Str 36 +13 (16pts +2 Racial Bonus +5 levels +5 Inherent Bonus +6 Enhancement Bonus)
Dex 26 +8 (6pts +2 Racial Bonus +4 Inherant Bonus +6 Enhancement Bonus)
Con 16 +3 (0pts -2 Racial Penalty +6 Enhancement Bonus +4 Inherent Bonus)
Int 14 +2 (6pts -2 Racial Penalty +2 Enhancement Bonus)
Wis 22 +6 (4pts +4 Inherant Bonus +6 Enhancement Bonus)
Cha 8 -1 (0pts)

Hit Points 209 (100%(1x8)+75%(22x8)+(3x23)) 67 remaining.
AC 44 (10+8Dex+6Wis+2Class+8Armor+5Deflection+5Natural), Touch 31(10+8Dex+6Wis+2Class+5Deflection), Flat 28(10+8Armor+5Natural+5Deflection)
Init +8
BAB/Grapple +22 (+10Ranger +10Ninja+2Epic)/+17/+12/+7|+35
Speed 30 (base 30, load 12/1384, No Armor)
Fort +23, Ref +30, Will +22

+36/+31/+26/+21 Melee, Hands, 1d4+13, 20/x2
+42/+42/+37/+32/+27 Melee, Falchion, 2d4+1d6+24, 15-20/x2+2d6
+40/+40/+35/+30/+25 (Full Round) Ranged, +5 Composite Longbow of Str +13 w/ +5 arrows, 1d8+24, 20/x3, 110'r
+35/+35/+35/+35 (Standard Action) Ranged, +5 Composite Longbow of Str +13 w/ +5 Arrows, 1d8+24, 20/x3, 30'r

Medium, 5'6" tall, 95 wt, 125 yrs old
Brown hair, Red/Hazel eyes, Tanned skin

Speaks Common, Elven, Sylvan

+37 Climb (23)
+45 Hide (26)
+37 Jump (23)
+50 Listen (26)
+45 Move Silently (26)
+8 Search (5)
+50 Spot (26)
+33 Survival (26) +35 Track
+34 Swim (23)

Feats
-Improved Unarmed Combat
-Track (Bonus)
-Deflect Arrow
-Endurance (Bonus)
-Rapid Shot (virtual Feat)
-Quickdraw
-Manyshot (Virtual Feat)
-Weapon Focus (Falchion)
-Improved Critical (Falchion)
-Power Attack
-Improved Precise Shot (Virtual Feat)
-Epic Prowess

Wood Elven Traits
- +2 Str, +2 Dex, –2 Con, -2 Int
- Medium
- Elf base land speed is 30 feet.
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantments.
- Low-Light Vision
- Weapon Proficiency: longsword, rapier, longbow, and shortbow as bonus feats.
- +2 racial bonus on Listen, Search, and Spot checks. An elf 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 and Elven.
- Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Favored Class: Ranger.

Ranger Abilities
- Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (dungeoneering, geography, nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, and Use Rope are class skills.
- Favored Enemy: +3 Magical Beast, +2 Aberitions, and +1 Outsider (Chaotic)
- Archery Combat Style (Rapid Shot, Manyshot, and Improved Precise Shot virtual feats)
- Bonus Feats: Track and Endurance
- Wild Empathy
- Animal Companion
- Woodland Stride
- Swift Tracker
- Evasion
- Camoflague

Ninja of the Crescent Moon
- Monk-Like Armor Bonuses
- Sneak Attack +5d6
- Improved Evasion
- Improved Kuji-Kiri (Hypnotic Patern effects 3d6+10 HD DC14 to resist)
- AC Bonus +2
- Fast Climb
- Silencing Attack
- Fast Sneak
- Invisability 10/day
- Oppertunist
- Gaseous form 1/day for 23 rounds
- Blindsight 60'
- Always Sneaky (DC55 to hear or see)
- Ethereal Jaunt 3/day for one round

Spells Prepared
(3) 1st- Pass without Trace, Longstrider, Jump
(3) 2nd- Protection from Energy(x2), Wind Wall
(1) 3rd- Water Walking

Background
Elendel was taught the fundimentals of his race early on, and showed a great interest in the forest and it's inhabitants. Further, he felt very protective of it's inhabitants and his people, so as soon as he was able, he dedicated his time to protect those things he loved. He learned to hate those creatures that, magically altered, or effected by magic, lost there love and respect of the natural order, so he dedicated himself and his study to protect his people from them. That was until the illithid war. He soon became needed to help against the war against a new city of Illithid who wanted his tribe of elves to help with construction of the city and the manaturing of their CityBrain.

During this tiem was when one side or the other had hired help from the Ninja of the Crescent Moon. Following the member back to the clan was easy for Elendel, but he soon found out that he had to either join or die. With those options, and seeing that they could carry out the threat, he accepted a place in their ranks. He stayed with them long enough to do through their initiation process and headed back to his homeland.

He was to late, the Illithids had captured or killed oll of his kin. Going into a rage, he used his skills to find the Illithid city , and after a blood confrontation, freed the living kin, and drove the Illithid further into the underdark.

For 10 years, he help protect his kin whil ethey rebuilt their home, except for those accations when the Ninja Clan called on him.

After that he worked exclusively for the Ninja until he found a documentation in the leaders personal files that pointed to the fact that the Ninja had been hired by the Illithid to remove Elendel long enough for the Illithid's to finish their diobolical plot against Elendels kin. So, not only did the Ninja's gain Elendel as a member, but they also made a prophet at an expence of his people.

After killing the leader, Elendel once more struck out on his own, searching for meaning in his shallow life, and only feels trully content when helping others.

Personality
Elendel is quiet and reserved, not feeling confortable in crowds. He speaks rarely, though he has many thoughts that may be of use. When he does speak, it's ussually brisk and to the point, which often causes his point to be overlooked. He has a kind outlook on the world, and seems to look for the simplest solution to most things. Ranger at heart, he thinks of himself, first as a ranger, then as a Ninja. He only accepts missions that agree with his conscience, which has caused him problems in the past with the orginization until they realized just how good he had become. Though he qualifies to be a leader of the Ninja of the Crescent Moon, he has never looked to take that role, and others, because of his silent behavior, have never thought to pursue it.

Discription
Elendel looks like your typical wood elf with brown hair and redish hazel eyes, except for the fact that he seems to fade from sight as his elven cloak moves about his person. He moves with the expected grace of his race, and he seems to be carrying much. He has a worn backpack on his back that appears to be lightly packed, and a quiver on his belt (though no bow is visable), made also of worn, good quality leather. Other then those things, he has a pair of dull leather bracers, a black silk headband that holds his shoulder length hair from his face, and a non descript amulet to hold his shifting cloak in place. All in all, nothing that would strike fear into anothers heart. Elendel appears to be unarmed.

Explorers Outfitname (worn, -wt)

Efficient Quiver of 60 +5 Arrows (belt left, 2wt) 62220gp
Wand of Cure Cr. Wounds (4d6+20) (50 Charges) (Quiver, -wt) 60000gp

Amulet of Health +6 and Natural Armor +5 (worn, -wt) 89600gp
Lenses of Perseption (+2 Int +15 to Spot and Listen checks) (worn, -wt) 51650gp
Ring Of Protection +5 (worn, -wt) 50000gp
Ring of Regeneration (worn, -wt) 90000gp
Greater Elven Cloak of Resistance +5 (+10 to Hide) (Worn, 1wt) 67500gp
Greater Elven Boots of Teleportation (+10 to Move Silently) (Worn, 3wt) 60000gp
Bracers of Armor +8 and Greater Archery (Worn, 1wt) 91500gp
Headband of Perfect Exellence(worn, -wt) 180000gp
+5 Falchion (Frosting's Breath) (Icy Burst and Speed) (Quiver, -wt) 200375gp
+5 Composite Longbow of Strength +13 (Quiver, -wt) 52200gp
Luskstone (Backpack, -wt) 20000gp
Handy Haversack (center back, 5wt) 2000gp

Waterskin- water (backpack, -wt) 1gp

(Read Manual of gainful Exercise +5, Manual of Bodily Health +4, Tome of Understanding +4 and Manual of Quickness Action +4) 467500gp

Coins- 440pp 104gp, (backpack, -wt)
 

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