Lazybones
Adventurer
I'm starting this thread to showcase some of the main characters, supporting cast, generic foes, and major badguys of my story hour. DMs, please feel free to snag any of the statblocks for use in your own campaigns. And as always, readers, feel free to give me a heads-up if you see any major rules violations (as I said when I started the story, I'm still getting to know the FRCS).
Lazybones
* * * * *
I suppose it's natural to start out with the main characters, first:
ECL3, 28 point-buy, 2700gp for equipment
1) Lok, Earth Genasi fighter 2
S18, D12, C16, I12, W8, Ch8
Fort +6, Ref +1, Will -1
Atk +8 melee (1d8+4 battleaxe), +5 ranged (1d10 heavy crossbow)
AC 21 (full plate armor, large shield, dex), hp21
SA: darkvision, +1 on saves vs. earth effects, path without trace 1/day
Home Region: the North
Skills and Feats: Cleave, Power Attack, Weapon Focus (battleaxe), Craft (armorsmithing) +6, Craft (weaponsmithing) +4, Craft (stonemasonry) +6, Speak Language (undercommon)
Equipment: masterwork battleaxe, masterwork heavy crossbow, 10 masterwork bolts, masterwork full plate armor, masterwork large shield, standard adventuring pack
2) Calloran (“Cal”), Rock Gnome Bard 2/Illusionist 1
S10, D14, C16, I14, W8, Ch14
Fort +4, Ref +6, Will +5
Atk +3 melee (1d6 shortsword), +6 ranged (1d8 crossbow)
AC 13 (dex), hp20
SA: speak with burrowing mammal 1/day, +4 dodge vs. giants, +2 on saves vs. illusions, low-light vision, +1 vs. kobolds/goblinoids, cast dancing lights, ghost sound, prestidigitation each 1/day
Home Region: Waterdeep
Skills and Feats: Artist (woodcarving), Improved Initiative, Scribe Scroll, Appraise +4, Craft (woodcarving) +6, Gather Information +4, Hide +8, Knowledge (arcana) +6, Knowledge (geography) +5, Knowledge (religion) +6, Listen +5, Perform +9, Spellcraft +8
Spells: (bard 3/1 per day): 0/daze, 0/detect poison, 0/open/close, 1/cure light wounds, 1/feather fall
(illusionist 4/3, opposition evocation): 0/detect magic, 0/light, 0/mage hand, 0/read magic, 1/shield, 1/silent image, 1/sleep
Spellbook: as above plus all cantrips, 1/change self, 1/color spray
Equipment: wands of cure light wounds, color spray, and mage armor (50 charges each), masterwork shortsword, masterwork light crossbow, 20 masterwork bolts, lute, standard adventuring pack, 5 sunrods
3) Benzan, Tiefling Fighter 1/Rogue 1
S14, D16, C14, I16, W8, Ch10
Fort +4, Ref +5, Will -1
Atk +4 melee (1d8+2, longsword), +6 ranged (1d8+2 mighty longbow)
AC 19 (+1 chain shirt, buckler, dex), hp15
SA: cold, fire, electricity resistance 5, darkness 1/day, darkvision, sneak attack +1d6
Home Region: Unther
Skills and Feats: Arcane Schooling, Improved Initiative, Appraise +7, Balance +7, Bluff +5, Climb +6, Disable Device +6, Hide +9, Listen +4, Move Silently +7, Open Lock +7, Pick Pocket +6, Search +7, Spot +4, Swim +5
Equipment: masterwork longsword, +1 chain shirt, buckler, mighty (+2) masterwork composite longbow, 20 masterwork arrows, 3 potions of cure light wounds, standard adventuring pack, obsidian statue, masterwork thieves’ tools
4) Delem, Human Sorcerer 3 (Kossuth)
S10, D12, C12, I10, W14, Ch16
Fort +3, Ref +3, Will +6
Atk +1 melee (1d4, dagger), + 3 ranged (1d8 light crossbow)
AC 12 (bracers of armor +1, dex), hp15
Home Region: Tethyr
Skills and Feats: Blooded, Luck of Heroes, Toughness, Concentration +7, Intuit Direction +4, Spot +7, Spellcraft +2
Spells: (6/6 per day): 0/dancing lights, 0/detect magic, 0/disrupt undead, 0/flare, 0/read magic, 1/burning hands, 1/endure fire, 1/magic missile
Equipment: bracers of armor +1, cloak of resistance +1, potion of cure moderate wounds, dagger, light crossbow, 10 masterwork crossbow bolts, standard adventuring pack
Lazybones
* * * * *
I suppose it's natural to start out with the main characters, first:
ECL3, 28 point-buy, 2700gp for equipment
1) Lok, Earth Genasi fighter 2
S18, D12, C16, I12, W8, Ch8
Fort +6, Ref +1, Will -1
Atk +8 melee (1d8+4 battleaxe), +5 ranged (1d10 heavy crossbow)
AC 21 (full plate armor, large shield, dex), hp21
SA: darkvision, +1 on saves vs. earth effects, path without trace 1/day
Home Region: the North
Skills and Feats: Cleave, Power Attack, Weapon Focus (battleaxe), Craft (armorsmithing) +6, Craft (weaponsmithing) +4, Craft (stonemasonry) +6, Speak Language (undercommon)
Equipment: masterwork battleaxe, masterwork heavy crossbow, 10 masterwork bolts, masterwork full plate armor, masterwork large shield, standard adventuring pack
2) Calloran (“Cal”), Rock Gnome Bard 2/Illusionist 1
S10, D14, C16, I14, W8, Ch14
Fort +4, Ref +6, Will +5
Atk +3 melee (1d6 shortsword), +6 ranged (1d8 crossbow)
AC 13 (dex), hp20
SA: speak with burrowing mammal 1/day, +4 dodge vs. giants, +2 on saves vs. illusions, low-light vision, +1 vs. kobolds/goblinoids, cast dancing lights, ghost sound, prestidigitation each 1/day
Home Region: Waterdeep
Skills and Feats: Artist (woodcarving), Improved Initiative, Scribe Scroll, Appraise +4, Craft (woodcarving) +6, Gather Information +4, Hide +8, Knowledge (arcana) +6, Knowledge (geography) +5, Knowledge (religion) +6, Listen +5, Perform +9, Spellcraft +8
Spells: (bard 3/1 per day): 0/daze, 0/detect poison, 0/open/close, 1/cure light wounds, 1/feather fall
(illusionist 4/3, opposition evocation): 0/detect magic, 0/light, 0/mage hand, 0/read magic, 1/shield, 1/silent image, 1/sleep
Spellbook: as above plus all cantrips, 1/change self, 1/color spray
Equipment: wands of cure light wounds, color spray, and mage armor (50 charges each), masterwork shortsword, masterwork light crossbow, 20 masterwork bolts, lute, standard adventuring pack, 5 sunrods
3) Benzan, Tiefling Fighter 1/Rogue 1
S14, D16, C14, I16, W8, Ch10
Fort +4, Ref +5, Will -1
Atk +4 melee (1d8+2, longsword), +6 ranged (1d8+2 mighty longbow)
AC 19 (+1 chain shirt, buckler, dex), hp15
SA: cold, fire, electricity resistance 5, darkness 1/day, darkvision, sneak attack +1d6
Home Region: Unther
Skills and Feats: Arcane Schooling, Improved Initiative, Appraise +7, Balance +7, Bluff +5, Climb +6, Disable Device +6, Hide +9, Listen +4, Move Silently +7, Open Lock +7, Pick Pocket +6, Search +7, Spot +4, Swim +5
Equipment: masterwork longsword, +1 chain shirt, buckler, mighty (+2) masterwork composite longbow, 20 masterwork arrows, 3 potions of cure light wounds, standard adventuring pack, obsidian statue, masterwork thieves’ tools
4) Delem, Human Sorcerer 3 (Kossuth)
S10, D12, C12, I10, W14, Ch16
Fort +3, Ref +3, Will +6
Atk +1 melee (1d4, dagger), + 3 ranged (1d8 light crossbow)
AC 12 (bracers of armor +1, dex), hp15
Home Region: Tethyr
Skills and Feats: Blooded, Luck of Heroes, Toughness, Concentration +7, Intuit Direction +4, Spot +7, Spellcraft +2
Spells: (6/6 per day): 0/dancing lights, 0/detect magic, 0/disrupt undead, 0/flare, 0/read magic, 1/burning hands, 1/endure fire, 1/magic missile
Equipment: bracers of armor +1, cloak of resistance +1, potion of cure moderate wounds, dagger, light crossbow, 10 masterwork crossbow bolts, standard adventuring pack