"A Party of Seven Strangers" Character Archive

garyh

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Bruk sug Hlak

Male Orc Brb1/Hero6: HD 1d12+6d4+49; hp 79; Init +2 (+2 Dex); Spd 40ft; AC 20 (+2 Dex, +5 armor, +3 natural); Reach 15 ft (5 natural, +5 Improved Reach, +5 weapon size increase), Melee gargantuan greataxe +1, +15 (4d6+19/crit 20/x3); Ranged javelin, +6 (1d6+13/crit 20/x2, range 30'); SA Great Cleave, SQ Darkvision 60ft, Light Sensitivity, Rage 1/day; AL CG; SV Fort +12, Ref +7, Will +5; Str 31 (47 for determining lifting and carrying capacity), Dex 14, Con 24, Int 10, Wis 10, Cha 6.

Skills (total/ranks): Intimidate (2/4), Jump (46/4), Ride (6/4), Wilderness Lore (4/4).

Feats: Power Attack, Cleave, Great Cleave.

Super Powers:

Fast Healing (9 HrP): Mystical. Persistent. Bruk gains Fast Healing 1. Bruk heals 1 point of damage per round. Base rank 9.

Heightened Constitution (9 HrP): Mystical. Persistent. Bruk gains a +6 to Constitution. Base rank 3. Increased Effect x2 (6 ranks).

Heightened Defenses (6 HrP): Mystical. Persistent. Bruk gains a +3 to natural AC. Base rank 2. Increased Effect x2 (4 ranks).

Heightened Reflexes (2 HrP): Mystical. Persistent. Bruk gains a +2 to Reflex saves. Base rank 1. Increased Effect (1 rank).

Heightened Strength (9 HrP): Mystical. Persistent. Bruk gains a +6 to Strength. Base rank 3. Increased Effect x2 (6 ranks).

Heightened Will (2 HrP): Mystical. Persistent. Bruk gains a +2 to Will saves. Base rank 1. Increased Effect (1 rank).

Increased Reach (2 HrP): Mystical. Persistent. Bruk's natural range increases by 5 feet. Base rank 2.

Mighty Lifting (3 HrP): Mystical. Persistent. Bruk gains a +10 effective bonus to Strength for determining his lifting and carrying capacity. For the purposes of carrying and using objects such as weapons, Bruk's effective size category is increased by 2. Base rank 2. Increased Effect (1 rank).

Super Strength (6 HrP): Mystical. Persistent. Bruk gains a +3 bonus to melee weapon and hurled weapon damage rolls, Strength checks, and Strength-based skills. Additionally, Bruk gains an effective +6 bonus for the purposes of determining how much he can lift and carry. Base rank 2. Increased Effect x2 (4 ranks).

Possessions (worn): Chain Shirt +1, Cloak of Resistance +1, Amulet of Health +2, Gauntlets of Ogre Power, Ring of Jumping, gargantuan Greataxe +1, Javelins (20), Daggers (5), Backpack, Explorer's Outfit.

Possessions (in backpack): bedroll, flint and steel, sack, trail rations (10 days), waterskins (4), whetstone, cure moderate wounds potion, cold weather outfit, 19 GP, 7 SP, 8 CP.

Total gear weight: 180 lbs.
Capacity: 5,547 lbs./11,093 lbs./16,640 lbs.

Description: A hulking beast of an orc, Bruk stands six and a half feet tall, and weighs a solid 280 pounds. His green skin is darkened by exposure to more sun than the average orc, and his black eyes look out from beneath a mane of finely braided dark hair. He bears many scars from his time with his orc tribe, but the most distinctive part of Bruk's appearance is the gargantuan greataxe strapped to his back. Nearly as large as he is, Bruk has curiously never had a town guard ask him to turn it over. Either they don't think it could possibly be a real weapon, or they aren't sure and don't want to find out.

Personality: Bruk is much kinder than he appears - though, admittedly, that isn't saying much. Since gaining his powers, he has forged his own path away from the orc tribes, using his abilities to aid those who do not at first trust him. Bruk is unphased by this; he is positive that when people see the good he does, they will evaluate him by his deeds, not his green skin. Brighter than the average orc, Bruk is smart enough to know which end of the axe to swing. Nonetheless, he has as little social grace as most orcs, and he often speaks in a manner even the most rustic human farmer would find rude.

History: Bruk had lived his whole life with his orc tribe, hunting, raiding, warring - typical orc activities. Three years ago, however, his tribe was attacked by a half-dragon troll wizard and his summoned minions. His tribe destroyed the minions at great cost, and began laying into the troll. Severely weakened and encircled by a horde of orcs, the troll began casting a spell. Bruk tackled the troll, and his momentum carried him and the troll into the nearby tribal bonfire. The troll perished in the blaze as arcane energy surged around Bruk. Somehow, Bruk stepped forth from the blaze, alive and whole, coated in shimmering troll blood that quickly sunk into his skin. He was both hailed as a hero by his tribe and feared, for none should have survived the flame. Slowly, Bruk began displaying... powers. Incredible strength, the ability to heal wounds as fast as he suffered them... who knew what would manifest next? The chief feared a confrontation with Bruk, and exiled him from the tribe. Since then, he has wandered, helping those in need, and slowly gaining the full measure of his powers.
 
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Zzg'Tmtokkt
STR 14
DEX 25 (27 w/ gloves)
CON 14
INT 14
WIS 12
CHA 8

AC 22
AC, FLAT FOOTED 14
AC, TOUCH ATTACK 18

HP 42

BAB +3
MELEE +5
RANGED +11

FORT +6
REF +9
WILL +2

MELEE ATTACK Dagger +5
RANGED ATTACK Mighty (+2) Composite Longbow +14 or +12/+12 (+2 within 30')

MELEE DAMAGE Dagger 1d4+2 Piercing
RANGED DAMAGE Mighty (+2) Composite Longbow 1d8+2 (+2 within 30') Piercing

PP / DAY
8

POWERS KNOWN
lv. 0 (3) - Detect Psionics, Burst, Bolt
lv. 1 (3) - Lesser Metaphysical Weapon, Vigor, Hustle
lv. 2 (1) - Animal Affinity

FREE 0 LEVEL POWERS / DAY
8

POWERS FROM RACE
At Will: Combat Prescience, Far Punch, Feather Fall

SKILLS (Armor Check: -0)
Jump +40 (30 ring, 6 ranks, 2 synergy, 2 ability)
Tumble +16 (6 ranks, 2 synergy, 8 ability)
Cimb +8 (6 ranks, 2 ability)
Swim +8 (6 ranks, 2 ability)
Wilderness Lore +7 (6 ranks, 1 ability)
Move Silently +11 (3 ranks [CC], 8 ability)
Balance +10 (2 synergy, 8 ability)


FEATS
[racial] Inertial Armor
[lv. 1] Weapon Focus (Composite Longbow)
[PsiWar 1] Point Blank Shot
[PsiWar 2] Rapid Shot
[lv. 3] Precise Shot
[PsiWar 5] Psionic Shot

EQUIPMENT
Bracers of Archery (5100 GP)
Gloves of Dex (+2) (4000 GP)
Ring of Jumping (2000 GP)
5 tattooes Invisibility (300 GP each, 1500 GP total)
5 tattooes Body Adjustment (300 GP each, 1500 GP total)
Mighty (+2) Composite Longbow
Quiver
--30 arrows
Backpack (2 GP)
--Waterskin (1 GP)
--50' silk rope (10 GP)
--Everburning Torch (90 GP)
Beltpouch (1 GP)
--Money (84 GP)
----7 Platinum
----13 Gold
----9 Silver
----10 Copper

NOTE: Most often, Zig will have Combat Prescience manifested on himself, and Metaphysical Weapon manifested on both his bow and arrows. This will change the following stats:

AC goes to 24, flat-footed remains 14, touch goes to 20
Ranged Attack goes to +16 or +14/+14 (+2 within 30')
Ranged Damage goes to 1d8+4 (+2 within 30')


Zig for short.

Zig is a Githzerai, the only surviver of a failed Rrakkma. Ironically, he was the junior member, but was able to escape from the mind flayers with only serius injury. Without the Senior to aid him back to the monastery in Limbo, Zig has wandered the omniverse for some two years, activating every portal or color pool he comes accross, and hoping.

This hasn't always had a nifty outcome. A grand total of 9 months spent on varius Infernal planes, and five weeks in Githyanki-infested Astral vapors, puts enough stress on this. A living demiplane almost killed him, he got in trouble at the court of a minor celestial. Where Zig goes, a bunch of grumbling people follow. Not the most responsable, trustworthy, or likable of fellows, he still manages to get by, mostly fending for himself.

Zig is tall, lean, mean, and just a tad bit green-ish tinted. He carries a huge bow and a bulging quiver of arrows, both of which often glow with his bestowed Psionic power. His light grey cape and heavy hood make him a very mysterius figure when seen in the dark, something he finds "Pretty damn Kktch, 'fya asks me." His overly non-chalant attitude, and sometimes slightly malevolent sarcasm, has been known to get him into trouble. He sees himself as self-sufficient, but is quite capable of working with others when the need arises. Typically, he can be found in the back, providing supporting fire for melee combatants.
 
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Melvos Brackenshire (aka "The Living Shield", or "The Shield")
male human Ftr2/Clr1/Pal1/Hero3
HP 53
Init +1 (Dex); Spd 20 ft
AC 19 (+5 Rhino Hide Armor, +3 large steel shield (+1), +1 Dex)
- or AC 26 with Shield superpower up, AC 38 with Divine Shield (40 with Charm domain up).
Atks +6/+6 melee (1d6+4 spiked shield bash, -2 to off-hand damage)
- or +19/+19 melee (1d6+17 using Divine Shield; 1d6+30 with Divine Might and Divine Shield; 1d6+38 when Power Attacking for 4 and Divine Shield, Divine Might, Charm and Nobility domains on : -2 to off-hand damage)
Atks +5 ranged (1d8+4, or 1d8+6 with Nobility domain)
SA spells, turn undead; SQ detect evil, divine grace, divine health, lay on hands
AL LG
SV Fort +21, Ref +14, Will +16 (+23, +16, and +18 with Charm domain on ; +25, +18, and +20 with Nobility and Charm domains on)

Str 16 (18 w/ superpower), Dex 12, Con 14, Int 8, Wis 12, Cha 19 (33 w/ superpower, 37 w/ Command Shield, 41 w/ Charm domain)

Skills: Handle Animal 4 Ranks (+17), Heal 4 ranks (+5), Profession: Cook 2 ranks (+3), Ride 4 ranks (+5)
Feats: Ambidexterity, Two-Weapon Fighting, Power Attack, Divine Might, Improved Shield Bash, Divine Shield, Shield Expert, Shield Charge, Shielded Deflection (super-feat). (last 3 feats gained from superpowers)
Equipment: +1 Command Large Spiked Steel Shield 9,220 gp, Large Spiked Shield shaped like a Lion's Shield, Rhino Hide Armor (x2 damage when Charging) 5,165 gp, Mighty Composite Longbow +4 500 gp, 30 arrows, Heavy Lance, Dagger x2, 3 flasks Holy Water, common adventuring gear.
Scrolls: Magic Weapon x 2, Endure Elements x2, Divine Favor x2, Obscuring Mist x 2, Eagle's Splendor

Domains: Charm and Nobility
(Charm domain - You can boost your Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.)
(Nobility domain - Once per day, as a standard action, you grant allies that can hear you speak a +2 morale bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for CHA bonus # of rounds.)

Spells: 3 / 2+1 - Create Water, Detect Magic, Virtue / Endure Elements, Shield of Faith, Divine Favor (domain)

Super Powers:

Alternate Form (0 HrP): Mystical. Activated. When invoking Divine power, Melvos' eyes glow a yellow light, and his voice becomes reverberating with power. Special HrP reduction.

Heightened Mental Ability (10 HrP): Mystical. Persistent. Melvos gains a +14 to Charisma. Base rank 2. Increased Effect x6 (12 ranks). Magical (-1 HrP Reduction), Circumstance Suppression (-3 HrP reduction, whenever a woman is berating or insulting Melvos, Uncommon).

Heightened Physical Ability (2 HrP): Mystical. Persistent. Melvos gains a +2 to Strength. Base rank 3. Magical (-1 HrP Reduction).

Gain Feat (2 HrP): Mystical. Persistent. Shield Expert.
Gain Feat (2 HrP): Mystical. Persistent. Shield Charge.
Gain Feat (2 HrP): Mystical. Persistent. Shielded Deflection (Super).
You can use a shield effect to deflect incoming attacks.
Benefit: As a readied action,you can deflect incoming missile attacks, ray, line, cone, magic missiles, etc. If the incoming attack is wholly blocked by the shield’s surface,you may use a readied action to reflect it into a direction of your choice. If the attack required an attack roll, you must make an attack roll to hit the new target, but if the attack is an area of effect power, you can simply choose the new direction.

Improved Reach (1 HrP): Mystical. Persistent. Melvos's reach is extended by 5'. Base rank 2. Magical (-1 HrP Reduction).

Shield (5 HrP): Mystical. Persistent. Melvos (as a standard action) can embiggen his shield's protective ability and gain a +7 cover bonus to AC against attacks from a 180 degree arc, though the shield does not interfere with your own attacks. Base rank 4. Mobile Shield (5 ranks). Magical (-1 HrP Reduction). Gadget, external (-2 HrP Reduction). Damaging, 1 point of subdual damage with each activation (-1 HrP Reduction).

Background
Melvos stands a lean 5'7" tall, 169 pounds, and is a specimen of human fitness. He works out daily, with many exercises to strengthen body and weapon prowess.
His prime concern is to be as much of a help to those around him as he can.
He is driven to make other people's lives as comfortable as possible.
From an early age, he was instilled by his mother an intense edict to "play nice" and be liked by all those around him.
"Don't you WANT those people to like you, Melvos? How are you going to get anywhere in life if people don't like you?"

He has grown up to be an over-grown Boy Scout, helping anyone, even if they have proven to take advantage of him in the past.
He will constantly see the good in a person if they but even give lip service to being his friend.
His low Intelligence and Wisdom (especially for a Cleric/Paladin) contributes to this almost-pathological condition of having to be liked by everyone he meets.
He constantly agonizes over his decisions, and whether he is doing enough for the people in his life.
He guzzles the medeival equivalent of Maalox like it's water.
In his relationships with women (he's quite popular with the ladies due to his inability to say no to them and his good looks and charm), they walk all over him and he tends to attract those that would take advantage of his excessive compassion.
Yes, you could say Melvos is pu$$y-whipped.

A genuinely "Nice Guy", his manner and voice are very gentle (when not in combat). He naturally knows how to cook, since that fits right in line with how he can be better liked by people, and making things more comfortable for them. He also feels very comfortable with animals, and they are naturally affected by Melvos' inner strength. Animals don't look to take advantage of Melvos' kindness, and most of the time they don't walk all over him. ;)

He will fight to defend others, and protect innocent people against evil.
Not because evil is bad, necessarily, but because evil people tend to be inconsiderate and rude, and make life uncomfortable for good people.
If an evil person truly expresses a desire to change, he will ALWAYS be a sucker for it.

Melvos knows he is different: he's always been different.
While protecting people as he grew up, he'd occasionally feel an inner power growing. This power felt good, and grew in strength and outward manifestation. Melvos never knew what caused this power to be granted, but he prays every morning that it continues. He is not an outwardly holy man (in fact he cusses, kills Evil, and has liasons with women who invariably abuse his good nature), but his actions in the world are undeniably a good example to others. Melvos is a easy-going, live-and-let-live guy for the most part who just wants everyone to be happy. As long as he's getting better able to protect people, then he'll continue to use his Shields to devastate Evil and not analyze where these Divine powers come from.

Personal Motto: "A noble spirit embiggens the smallest man."

*based off of Melvin in The Big Hit (played by Mark Wahlberg)...

melvos1.jpg
melvos2.jpg
melvos3.jpg

site1014.jpg

The last pic shows the Lion-shaped shield (not enchanted yet).
 
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Jordeh, Thrall of Fezzerin

Jordeh Firestoker of Alathea, Thrall of Fezzerin the Gold
Male Dwarf Ranger 1 / Hero 6
Age: 97
Weight: 314 Lbs
Height: 4' 3"
Hair: Black
Eyes: Gold
Alignment Lawful Good
Current XP: 21000
XP for Next Level: 28000

Attributes
Str 20 (+5) (Effective Str 40 for carrying and lifting. Effectively size huge for carrying and lifting weaponry.)
Dex 14 (+2)
Con 25 (+7)
Int 10
Wis 10
Cha 10

Combat Info
HD 1d8+6d4+53
HP 79
Speed: 35'
AC: 26 (+2 Dexterity, +3 Super Agility, +4 Insight, +2 Shield, +5 Chainmail)
Flat Footed AC: 21 (+4 Insight, +2 Shield, +5 Chainmail)
Touch AC: 19 (+2 Dexterity, +3 Super Agility, +4 Insight)
BAB: +4
Saves: Fort +11, Ref +9, Will +5

Attacks:
Gauntlet, +14 melee, 1d3+10, 20, x2, Size T, Type B
Fezzerin's Talon, Masterwork Huge Bastard Sword, +15 melee, 2d8+10, 19-20, x2, Size H, Type S
Huge Halberd, +14 melee, 2d8+10, 20, x3, Size H, Type P or S
Bastard Sword, +14 melee, 1d10+10, 19-20, x2, Size M, Type S
Daggers, +14 melee, +9 ranged, 1d4+10, 19-20, x2, Size T, Type P

Skills
Climb +9 (4 Ranks +5 Strength)
Heal +4 (4 Ranks)
Jump +9 (4 Ranks +5 Strength)
Search +4 (4 Ranks)
Spot +4 (4 Ranks)
Wilderness Lore +4 (4 Ranks)

Languages
Common
Dwarven

Feats
1st Level: Exotic Weapon Proficiency (Bastard Sword)
Bonus Ranger Feat: Track
Bonus Ranger Feat: Blind Fight
3rd Level: Power Attack
6th Level: Cleave

Abilities
Favored Enemy: Dragons
Due to his extensive training and study of his master's foes, Jordeh gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against dragons. Jordeh also gains +1 damage bonus against dragons. With ranged weapons this bonus extends out to 30' only.

Ranger Spell List

Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

Stonecunning: Stonecunning grants dwarves a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

+2 racial bonus on saving throws against poison.

+2 racial bonus on saving throws against spells and spell-like effects.

+1 racial bonus to attack rolls against orcs and goblinoids.

+4 dodge bonus against giants.

+2 racial bonus on Appraise checks that are related to stone or metal items.

+2 racial bonus on Craft checks that are related to stone or metal.

Super Powers

Faster Recovery (1 HrP): Mystical. Persistent. Jordeh recovers twice as fast as normal. He regains 2 hp per level per day. Base rank 2. Magical (-1 HrP Reduction).

Heightened Accuracy (9 HrP): Mystical. Persistent. Melee attacks only. Jordeh gains a +5 to all melee attack rolls. Base rank 1. Increased Effect x4 (8 ranks). Magical (-1 HrP Reduction). Melee Only (-1 HrP Reduction).

Heightened Constitution (5 HrP): Mystical. Persistent. Jordeh gains a +4 to Constitution. Base rank 3. Increased Effect x1 (3 ranks). Magical (-1 HrP Reduction).

Heightened Defenses (7 HrP): Mystical. Persistent. Jordeh gains a +4 Insight Bonus to AC. Base rank 2. Increased Effect x3 (6 ranks). Magical (-1 HrP Reduction).

Heightened Strength (5 HrP): Mystical. Persistent. Jordeh gains a +4 to Strength. Base rank 3. Increased Effect x1 (3 ranks). Magical (-1 HrP Reduction).

Heightened Will (2 HrP): Mystical. Persistent. Jordeh gains a +3 to Will saves. Base rank 1. Increased Effect x2 (2 ranks). Magical (-1 HrP Reduction).

Mighty Lifting (2 HrP): Mystical. Persistent. Jordeh gains a +10 effective bonus to Strength for determining his lifting and carrying capacity. For the purposes of carrying and using objects such as weapons, Jordeh's effective size category is increased by 2. Base rank 2. Increased Effect (1 rank). Magical (-1 HrP Reduction).

Self Subsistence (1 HrP): Mystical. Persistent. Jordeh can survive without air. Base Rank 2. Magical (-1 HrP Reduction)

Sizeshift (2 HrP): Mystical. Persistent. Jordeh can shift between medium, large, or huge size. Changing size takes a standard action and increases one size level. Jordeh Base rank 2. Magical (-1 HrP Reduction).

Super Agility (5 HrP): Mystical. Persistent. Jordeh gains +3 on Initiative, Reflex Saves, Dexterity Checks, and Dexterity based skills. Base Rank 2. Increased Effect x2 (4 Ranks). Magical (-1 HrP Reduction).

Super Speed (1 HrP): Mystical. Persistent. Jordeh speed is increased by 20'. Base Rank 1. Increased Effect x1 (1 Rank). Magical (-1 HrP Reduction).

Super Strength (9 HrP): Mystical. Persistent. Jordeh gains a +5 bonus to melee weapon and hurled weapon damage rolls, Strength checks, and Strength-based skills. Additionally, Jordeh gains an effective +10 bonus for the purposes of determining how much he can lift and carry. Base rank 2. Increased Effect x4 (8 ranks). Magical (-1 HrP Reduction).

Super Strike (4 HrP): Mystical. Persistent. Jordeh can negate damage reduction up to X/+3. Base Rank 1. Increased Effect x2 (4 Ranks). Magical (-1 HrP Reduction)

Super Tough (2 Hrp): Mystical. Persistent. Jordeh gains +4 Hit Points.

Equipment
Huge Masterwork Bastard Sword "Fezzerin's Talon"
Masterwork Large Wooden Shield
Masterwork Chainmail
Huge Halberd
Bastard Sword
6 Daggers
Gauntlets
Explorer's Outfit
Backpack
Bedroll
Beltpouch
1 Cure Light Wounds Potion

Money
89 gp
9 sp

Carrying Capacities
Light: 2128 Lbs
Medium: 4256 Lbs
Heavy: 6,400 Lbs
Current Load: Light

Background
Jordeh is the third son of the ruling house of Alathea, and like every third son before him, he has been turned over to Fezzerin the Gold, the protector of the dwarves. Long ago, a pact was reached between dwarf and dragon, the dragon protects the dwarves from their ancestral enemies, and the dragon receives tribute in the form of thralls and treasures. So it has been for generations. Now Jordeh is the current thrall of Fezzerin, and he has found it quite different than he expected. Instead of being enslaved or eaten or any number of horrible things that were expected of the experience, Jordeh was instead trained in the ways of war and mystically bonded with Fezzerin to act as his eyes, ears, and claws upon the world. Jordeh's mission, like all before him is simple. Gather treasures and magic for Fezzerin, and eliminate any other non metallic dragons that are encountered. Fezzerin spent extra time making sure Jordeh knows the ins and outs of fighting other dragons. But should he turn on him, his fate will be quite grim indeed. As he left to act as his master's talon upon the world, Fezzerin gave him a final ominous warning.... "Beware those places where magic can not reach my servant, for I will be unable to assist or empower you, and you will have only your training to fall back to." Taking the warning to heart, Jordeh set off on his mission.


Personal Description
Jordeh is a massively built dwarf, with a full black beard, who bears a long scar down the length of his right side from a training accident with Fezzerin. Part of his mystical powers includes changing to giant size to better fight his master's foes. When he does so he can be up to 15' tall. Due to his bond with Fezzerin, Jordeh's eyes a brilliant gold like his master's scales.


*This character uses the alternate ranger proposed by Monte Cook, and the supplement 4 Color to Fantasy, by Natural 20 Press.
 
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I have outlined their history which I will add to significantly in the next day or two. I had Kyr'nan create most of the wonderous items (those that she could make) and I had Lazz'rut fashion the MW bows and arrows.

Buzzard - I put in a hand crossbow instead of cross bow for Kyr'nan because it made sense with her heritage; as covered in DMG this one is up to you.

Kyr’nan and Lazz’rut are Drow twin born in the underdark. Their earliest memories are of hunting with their parents. One day a demon...

Grew up with surface raiding parties
Parents pissed at drow council
Orphaned
Turned against Drow way of life
Hid from everyone
Found Olidamarra (not physically )
Now wondering the surface world – change self
Met up with other strange ones (PC Party)

I made Humans the first favored enemy of Lazz'rut as he grew up hating humans...he know hates demons as well but is still skilled in hunting and killing humans even if his hatred has waned.

More History to be edited in.

Kyr’nan Drow Cleric of Olidammara (6) * Minus 950 xp for magic items
Chaotic Neutral
Hit dice 6d8 + 12 = 50
Initiative +2
Speed 30’
AC: 19 (+5 armor, +2 Shield, +2 Dex)
Attacks: +5 Morningstar or +9 Hand Crossbow
Damage: d8+1 + poison / d4 (19-20 x2) + poison
Face/reach:
Special Attacks: Drow Poison – Sleep (DC17) 10 rnds then save for 2-4 hrs , Turning 5x/day
Special Defense: SR 17
Special qualities Darkness, Faerie Fire, Dancing Lights 1x/day ea, Dark Vision (120’)
Reroll 1x per day, Bluff Disguise and Hide as Class skills
Saves: fort +7, ref +4 , Will +10 (add +2 vs spell or spell like effects)
Abilities S 10, D 14, C 14, I 10, W 20, Ch 14
skills: Concentration +10, Knowledge (Religion) +1, Hide +17, Move Silently +12, Heal +6, Disguise +7(17 w/ change self), +6 Listen, +6 Spot, Search +2, Speak Language (2)

Feats Scribe Scroll, Create Wonderous Item, Leadership

Languages Undercommon, Drow, Common

Spells: 5/5+1/4+1/3+1

0 – Detect Magic x2, Cure Minor Wounds, Purify Food and Drink, Create Water
1 – Change Self, Cause Fear, Divine Favor, Shield of Faith, Sanctuary, Obscuring Mist
2 – Invisibility, Bull Strength, Spiritual Hammer, Silence, Lessor Restoration
3 – Non Detection, Dispel Magic, Magic Vestment, Summon Monster III

Equipment: Mith. Chain Shirt +1 2100
Darkwood Shield 257
Cloak of Elvenkind 1000
Boots of Elvenkind 1000
Periapt of Wisdom (+2) 4000
Bag of Holding 2500
+1 Morningstar 2308
hand crossbow (MW) 133
50 bolts (MW) 117
50’ rope – Silk 10
Scroll – CSW, dispel Magic 375
Gloves of Dexterity 1000
200 GP

Lazz’rut Drow Ranger (MC Version Level 5)
Hit dice 6d8+12 = 44 HP
Initiative +2
Speed 30’
AC: 20 (+4 armor, +2 Shield, +3 Dex +1 dodge)
Attacks: + 10 Long Sword or +12 L. Bow (+1/+1 inside 60’)
Damage: d8+4 + poison(19-20 x2) / d8+5 (20 x3) + poison +5 Human/+1 if Demon
Face/reach:
Special Attacks: Drow Poison – Sleep (DC17) 10 rnds then save for 2-4 hrs
Special Defense: SR 17
Special qualities Darkness, Faerie Fire, Dancing Lights 1x/day ea, Dark Vision (120’)

Favored Enemy: Human, Demon
Saves: fort +6, ref +7 , Will +3 (add +2 vs spell or spell like effects)
Abilities S 18, D 16, C 14, I 14, W 14, Ch 10
skills: Craft (Bowyer/Fletcher) +7, Hide +20, Move Silently +20, Spot + 12, Listen +12, Search +12, Wilderness Lore +12, Use Rope, +6, Concentration +7, Intuit Direction +7

Feats Tracking, Point Blank Shot, Precise Shot, Rapid shot, Power Attack, Dodge

Languages Undercommon, Drow, common, abyssal, infernal

Spells: Entangle

Equipment: Mith. Chain Shirt 1100
Darkwood Shield 257
Cloak of Elvenkind 1000
Boots of Elvenkind 1000
Gauntlets of Ogre Power 2000
Handy Haversack 1800
Long Sword, MW 315
Mighty Longbow +1 (+4),MW 2367
50 Arrows (MW) 117
50’ rope – Silk 10
Wand /Cure Light Wounds(50) 375
Eyes of Accuracy 4500
159 GP
 

Lorelin
Male Human Hero/Sorcerer 4/3
Str 10
Dex 12
Con 12
Int 16
Wis 12
Cha 29

BAB +3 (Str +0, Dex +1)
Fort +3, Ref +3, Will +5
21 hp, AC 11 (dex)

Feats: Point Blank Shot, Precise Shot, Trustworthy, Weapon Focus (Attack, energy)
Skills: Bluff +12, Climb +3, Concentration +7, Diplomacy +14, Knowledge (arcana) +9, Spellcraft +9

Super powers:
Shield, base 4, mobile shield 5, supernatural -1. Total 8
Telekinesis, base 2, minor strength 1. moderate strength 1, high strength 3 (Str 15), supernatural -1. Total 6
Self-subsistent (eating), base 1
Self-subsistent (drinking), base 1
Heightened mental ability (Cha), base 2, increased effect x3 6. Total 8
Attack, energy (sonic), base 1, Close (25+5/2 levels) range 2, increased damage x3, supernatural -1. Total 8
Improved Weaponry (energy attack), base 3, increased effect 2. Total 5 cashed in for 7,500gp

Possessions:
Cloak of Charisma +2 (4,000), Standard adventuring gear minus food and drink (around 60)
Total cash spent (including on Hero points) 11,560.

Spells Known: 5/3
0-level School Comp. Cast Range Dur. Save SR PHB Effect
Ghost Sound Ill (Figment) VSM 1a 30 ft. 3 rd. Will Dis 18 No 209 Illusory sounds.
Mending Tra VS 1a Special Inst. Will Neg 18 Yes 227 One object of up to 1 lb. Range 10'.
Open/Close Tra VSF 1a 30 ft. Inst. Will Neg 18 Yes 233 Opens or closes small or light things.
Detect Magic Uni VS 1a Detect 3 min None No 193 1/4 circle from you to the extreme of the range.
Prestidigitation Uni VS 1a Special 1 hr. Special No 238 Performs minor tricks.

1st level School Comp. Cast Range Dur. Save SR PHB Effect
Magic Missile Evo [Force] VS 1a 130 ft. Inst. None Yes 224 1d4+1 damage, 2 creatures, max. 15' apart.
Change Self Ill (Glamer) VS 1a Personal 30 min None No 183 Changes your appearance.
Ray of Enfeeblement Nec VS 1a 30 ft. 3 min Fort Neg 19 Yes 242 Ray reduces Str by 1d6+1 points

Spells per Day: 6/7

Height 5'11", Weight 198lbs

HISTORY
Lorelin grew up in a family of wizards so magic was an everyday thing for him. Untill his father said it was time for him to learn it too.
Lorelin's father was a harsh teacher, forcing him to go for days without food or drink if he didn't learn a spell he was being taught. His time studying left him physically weak, but with time he became used to not eating and drinking at all.
In time, his father gave up on him. He just wasn't meant to be a wizard. But his training had sparked the flame of magic in his blood and he developed it by himself, little by little.
 
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The skill guy

Valjean

Male Human Rog3/Pal4: HD 3d6+4d10+14; hp 62; Init +7 (+3 Dex, +4 Improved Init); Spd 30ft; AC 21 (+3 Dex, +5 armor, +3 shield); Melee longsword +8/+3 (1d8+1/crit 19-20); Ranged composite longbow +10/+5 (1d8+1/crit x3); SA Sneak attack +2d6, smite evil, turn undead; SQ evasion, uncanny dodge, detect evil, divine grace, lay on hands, divine health, aura of courage, remove disease; AL LG; SV Fort +11, Ref +11, Will +8; Str 12, Dex 16, Con 14, Int 14, Wis 14, Cha 18.

Skills (total/ranks): Appraise (3/1), Balance (5/0), Bluff (8/5), Decipher Script (4/2), Diplomacy (15/9), Disable Device (13/6), Disguise (6/0), Heal (10/2), Innuendo (6/2), Intimidate (6/0), Intuit Direction (3/1), Jump (3/0), Knowledge: Religion (3/1), Listen (8/6), Move Silently (7/4), Open Lock (6/1), Pick Pocket (6/1), Read Lips (3/1), Search (11/6), Sense Motive (7/5), Spot (7/5), Tumble (9/6), Use Magical Device (10/6).

Feats: Skill Focus (Disable Device), Skill Focus (Search), Improved Initiative, Leadership?

Possessions (worn): Mithral chainshirt +1, Mithral large shield +1, masterwork longsword, masterwork mighty composite longbow, phylactery of faithfulness, quiver (20 arrows), heward's handy haversack.

Possessions (in haversack): wand of cure light wounds (20), wand of protection from evil (20), wand of endure elements (20), wand of greater magic weapon (10, 6th-level caster), chime of opening (20), smokesticks (5), alch fires (3), acid (4), holy water (4), tanglefoot bags (2), thunderstones (2), antitoxins (2), masterwork mace, everburning torch, masterwork thieves' tools, masterwork manacles with amazing lock, climbers' kit, bells (5), caltrops (2 bags), crowbar, bedrool, flint and steel, fishing net, ink, silk rope (100ft), trail rations (8 days), signal whistle, waterskins (4), pitons (5), hammer, fishhook and line, 40 arrows, explorer's outfit, 55pp, 43gp.
 


Alistaire (Valjean's cohort)

Alistaire, male human Transmuter6: HD 6d4+12; hp 31; Spd 30; Init +6 (+2 Dex, +4 Improved Initiative); AC 12 (Dex +2); Melee quarterstaff +5 (1d6+2); AL LG; SV Fort +4, Ref +6, Will +7; Str 14, Dex 14, Con 14, Int 18, Wis 14, Cha 8.

Skills and Feats: Alchemy 14, Concentration 11, Knowledge (arcana) 14, Knowledge (the planes) 9, Knowledge (architecture & engineering) 9, Knowledge (history) 8, Knowledge (religion) 6, Listen 4, Scry 14, Speak Language 6, Spellcraft 14, Spot 4; Craft Wand, Enlarge Spell, Improved Initiative, Scribe Scroll, Spell Focus (Transmutation), Spell Penetration

Languages: Abyssal, Draconic, Infernal, Ignan, Aquan, Auran, Terran, Common.

Possessions: Wands of dispel magic (5), clairvoyance (10), invisibility (10), resist elements (10), darkvision (10), glitterdust (10), spider climb (20), shield (20), mage armor (20), detect secret doors (20), protection from evil (20), jump (20), alarm (20), continual flame (20).

Spells Prepared (5/6/5/4): 0 – detect poison, daze, ghost sound, mage hand, detect magic 1 – reduce, expeditious retreat, feather fall, enlarge, spider climb, burning hands 2 – mirror image, protection from arrows, summon swarm, blindness/deafness, web 3 – dispel magic, major image, slow, gaseous form

Spells Known: 0 – all 1 – spider climb, enlarge, reduce, burning hands, alarm, hold portal, protection from evil, shield, comprehend languages, mount, detect secret doors, identify, change self, ray of enfeeblement, animate rope, expeditious retreat, erase, feather fall, jump, mage armor 2 – arcane lock, obscure object, protection from arrows, resist elements, glitterdust, summon swarm, web, detect thoughts, locate object, mirror image, magic mouth, invisibility, blindness/deafness, darkvision, bull’s strength, knock, rope trick, continual flame. 3 – fly, gaseous form, haste, shrink item, slow, water breathing, major image, clairvoyance, tongues, dispel magic, magic circle against evil, nondetection.

Gurgi, weasel familiar: HD 3; hp 15; Spd 20, climb 20; Init +2 (Dex); AC 17 (+2 size, +2 Dex, +3 natural); Melee bite +5 (1d3-4); SA Attach, SQ Scent, improved evasion, share spells, empathic link, touch, speak with master; SV Fort +2, Ref +4, Will +6; Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5; Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4.
 

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