Professor Parsnip's "Vampires of Waterdeep" RG


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Scotley

Hero
Rognvald Skarsgard

Male Human (Illuskin) Monk 13th Level
LG
Patron: Helm
Origin: Nelanther Isles, currently residing in Waterdeep
83,000 exp.

Str 20 ..pts 6 +2 level ups +4 enhancement
Dex 15 ..pts 4 +1 level up +2 enhancement
Con 12 ..pts 4
Int 12 ..pts 4
Wis 14 ..pts 6
Cha 10 ..pts 2

Hit Points 88 (13d8+13)
AC 23, Touch 18, Flat 21
Init +5(+2 watch post bonus)
BAB +9/+4, Grap +12
Speed 70 (base 70, load light, no armor)
Fort +9, Ref +10, Will +11

+15/+10 Unarmed Strike, 2d8+5, 20/x2
+15/+15/+15/+10 Unarmed Strike Flurry, 2d8+5, 20/x2

Size medium, 6'1" tall, 150 wt, 39 yrs old
bald hair, steel gray eyes, fair skin

Speaks Common, Orc
Skills 98 (16x4+16Int +16Human bonus)

Balance (5+2Dex+2Syn)
Climb (8+5Str)
Concentration (+1Con)
Craft (+1Int)
Diplomacy (3+3Cha)
Escape Artist (3+1Dex)
Heal xx (1+2Wis+2Kit)
Hide (9+2Dex+5Magic)
Intimidation xx (1+3Cha)
Jump (10+5Str+2Syn)
Knowledge Arcana (1+1Int)
Knowledge Religion (1+1Int)
Listen (10+2Wis+2Magic)
Move Silently (10+2Dex+5Magic)
Perform (+3Cha)
Profession Teacher (2+2Wis)
Sense Motive (8+2Wis)
Search xx (1+1Int)
Spot (15+2Wis+2Feat+2Magic)
Swim (2+5Str)
Tumble (8+2Dex+2syn)

Feats
-Improved Unarmed Strike
-Deflect Arrows
-Stunning Fist
-Improved Disarm
-Blooded (RF) +2 Init. +2 spot can’t be shaken
-Weapon Focus Unarmed strike
-Snatch arrows
-Quickdraw
-Power Attack
-Flying Kick

Human Traits
-Bonus Feat
-Bonus Skills

Monk Abilities
-Unarmed strike
-Bonus Feats
-Wis bonus to AC & additional AC bonus (+1 for Monk’s Belt)
-Evasion
-Fast Movement
-Still Mind +2 saves vs. enchantment
-Ki strike Treat unarmed strike as magical and lawful
-Slow Fall 60’
-Purity of Body Immunity to all but magical or supernatural diseases
-Wholeness of Body Heal up to twice level damage a day
-Improved Evasion
-Diamond Body Immunity to Poisons of all kinds
-Abundant Step Use Dimension Door once per day at ½ level
-Diamond Soul Spell resistance of level+10

Appearance/Personality
-Rognvald is tall with a shaven head topped by a snug metal scull cap at the crown of his head, a nod to his faith in Helm. In addition to the scull cap the head is banded by a simple silver circlet giving his head an odd ringed appearance. His Illuskin features are strong and he has scars and old tattoos that suggest he was once a ruffian of some sort. His form is broad and powerful but very lean with ropey muscles well defined. He has pale gray eyes that seem to miss nothing. At rest his possesses a calm stillness coupled with a cold unwavering gaze. Those who see him immediately sense a no nonsense attitude that invites little foolishness. In motion he has an economy that suggests every movement was carefully planed and practiced before execution. In warmer weather he wears loose fitting breeches and shirt bound with shashes along with sandals. A dusty looking mottled gray cloak is also worn. In colder weather he adds woolen hose under the breeches and a fur lined vest. The scull cap is covered by a fur lined conical hat. Soft boots that allow freedom of movement complete the attire. He wears a bandoleer and rope belt stocked with throwing stars and other exotic weapons including blunt daggers with large curved guards and what looks like a miniature Scythe of dark metal and polished oak that glows with a yellow light. On his shoulder he carries a tube filled with javelins. He forearms are covered by metallic bracers and he wears an amulet in the shape of a fist caved from stone and a simple gold ring on his right hand.

History/Background
-Rognvald was born to simple farm folk in the Nelanther Isles. He soon tired of the farm life and began to run with a gang of local brigands when just an adolescent. The boy’s personality wasn’t really suited to the cruelty and violence of a brigand, but he preferred it to the boredom of farming. For a couple of years he engaged in such activities. His destiny changed when his band chanced upon an old monk who decided to protect a traveling merchant whose wagon he had hitched a ride on. The old man easily trounced the band of brigands and there was something about old man’s calm nature even in combat with many foes that drew Rognvald to him. As the others in his band ran from the site of their defeat Rognvald stayed and helped the old man and the merchant repair the wagon and reload the trade goods. No words were exchanged, but the old Monk of Helm sensed something special in the young brigand. Each morning the young brigand asked the old Monk to teach him to fight. Each day the young man was beaten by the Monk. Finally, after a week of following the Monk Rognvald asked why the Monk would not teach him. To this the Monk answered, ‘because you did not ask the right question’. The exchanges continued until finally the boy began to grow in Wisdom and learn. He traveled with the old Monk doing the work of Helm and learning. They traveled in this way for some years, but Rognvald never really felt accepted by the church hierarchy. Monks were always outsiders and being a ‘big Illuskin Barbarian’ didn’t help any. Rather than work closely with the established church Rognvald grew in personal faith. He pursued the tenants of protection of the weak, vigilance and readiness most closely. He trains and exercises his body several hours each day. His mentor finally dies 4 years ago near Waterdeep. The man’s old body finally gave out. Rognvald performed the funeral rites and wandered into the city. He spent a few days in the dock ward appalled at what he saw. Gangs of youths and other criminals preyed on the poor people of the distressed neighborhoods. Local authorities seemed powerless to help people. They were as likely to arrest a starving child for stealing food as a professional cutpurse. As he walked about trying to decide what to do next he chanced upon and old nearly ruined watch tower that had once stood at the edge of Waterdeep, but was now deep in the dock ward. The tower was surrounded by smaller wooden warehouses. Unbeknown to Rognvald, the tower had a reputation as being haunted and because of its poor condition was dangerous. He wandered inside and carefully climbed up the tower. In an upper room he looked out over the city. The view of the harbor and surrounding ward was breath taking and he stood for some time just watching. He fell asleep there and as he slept he had a dream of himself as a Sheppard of the people here. In the morning he made up his mind to stay. He set about restoring the tower to make it safe and provide reasonable shelter from the weather. A few dangers and loose stones were left in place for unwary unwelcome guests to the upper floors. He cleared the debris from the lower floor and set up a school. The second floor he set aside for exercise and meditation while the third floor became his spartan living quarters. The upper floor is the watch area, while he grows vegetables on a roof container garden. He practiced the ‘tough love’ he had learned from his own master. He tried to turn around trouble kids in the neighborhood. He taught some wealthier students to fund the school, but also has free classes for street kids. From his tower he watches the city around him and often moves quickly to intervene and protect the common people. He has learned very basic healing arts and keeps a large kettle of soup going at all times for the street people of the neighborhood. He hears a lot of rumors on the street and sees much from his tower. He will often undertake missions that may benefit the poor and downtrodden or help finance his operation.

Gear
Monk’s outfit
Cold Weather Clothing 8gp
Monk’s Belt 13,000 gp
+4 Amulet of Giant Strength 16,000 gp
+2 Gloves of Dexterity
+5 Bracers of Armor 25,000 gp
+1 Ring of Protection 1,000gp
Circlet of Persuasion 4,500 gp +3 on Cha checks
Silversheen x4 1,000 gp
Bag of Holding 2,500 gp
Watch Post of Vigilance 1,500 gp DMGII
Cloak of Stone 20,800 gp +5 hide and move silent meld into stone 2x a day Underdark
Everlasting Rations 350 gp Heroes of Battle
Eyes of Darkvision 2,500 gp
MW Sai x4 (1 alchemical silver, 1 cold iron) 1,226gp
+1Adamantine Ghost Touch Kama 11,002gp
Potion of Cure Light wounds x4 200 gp
Potion of Aid 300 gp
MW Shuriken x16 100gp
Javelin of Lightning x2 3,000gp
Javelin x10 10gp
Masterwork Bandoleer 5gp
Javelin Tube (right shoulder) 2gp
Backpack (center back) 2gp
Bedroll & Winter Blanket(below backpack) 6sp
Waterskin- water (side of backpack) 1gp
2 Torches (backpack) 2cp
Flint & Steel (backpack) 1gp
Healer’s Kit 50gp
Spyglass 1,000gp
Acid x2 20gp
Alchemist’s Fire x4 80gp
Holy Water x2 50 gp
Smokestick x2 40 gp
Sunrods x4 8gp

500gp in secondhand furniture, weight and training equipment in tower

Coins- 46gp, 3sp, 8cp (pouch)
100 gp gem 10 gp gem x12 (pouch)
 
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Thanee

First Post
Jana Fyrehair

Jana Fyrehair
Female Human, 6th-Level Sorcerer/7th-Level Eldritch Knight (XP 83,000)
Medium Humanoid (Human)

Hit Dice: 6d4+7d6+52 (102 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 12[25] (+2 Dex, [+4 armor], [+5 natural armor], [+4 shield]), touch 12, flat-footed 10[23]
Base Attack/Grapple: +10/+14
Attack: [smallcaps]Twilight[/smallcaps] (+3 Magebane Starmetal Falchion*) +17 melee (2d4+9/18-20)
Full Attack: [smallcaps]Twilight[/smallcaps] (+3 Magebane Starmetal Falchion*) +17/+12 melee (2d4+9/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Summon Familiar (bat)
Saves: Fort +14, Ref +9, Will +9
Abilities: Str 14(18), Dex 10(14), Con 14(18), Int 14, Wis 8, Cha 18(22)
Skills: Concentration +25(16), Knowledge (arcana) +10(8), Knowledge (dungeoneering) +10(8), Knowledge (local - Dalelands) +7(5), Knowledge (nature) +10(8), Knowledge (religion) +3(1), Knowledge (the planes) +6(4), Listen[familiar within arm's reach] +10[12](8), Spellcraft +12(8), Spot[familiar within arm's reach] +10[12](6), Tumble +10(8)
Feats: Militia [Regional], Able Learner, Combat Expertise, Improved Trip, Power Attack, Arcane Strike, Extraordinary Concentration
Home Region: The Dalelands
Patron Deity: Mielikki
Alignment: Chaotic Good

* including extended Greater Magic Weapon

Jana is an attractive woman in her mid-twenties. She is of average height, with an athletic and well-trained physique. Her name Fyrehair is obviously derived from her long, copper red hair, which she prefers to wear in a single braid. Her green eyes nicely complement her good looks. Jana likes to dress in comfortable, black traveling clothes with a wide grey-green cloak, like it is typically worn by the elves, and which has a silver clasp shaped as a unicorn's head. The most noticeable piece of equipment is her night-black, silver-edged falchion [smallcaps]Twilight[/smallcaps], which she carries in a sheath on her back. Most of her other weaponry and much of her equipment is usually stored out-of-sight in her backpack.

Jana speaks Common, Chondathan, Elven, and Giant.

Spells: As 12th-level sorcerer
Sorcerer Spells Known (6/8/8/7/7/6/4; save DC 16 + spell level):
0 - Detect Poison, Detect Magic, Read Magic, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation;
1st - Mage Armor, Shield, Ray of Enfeeblement, Enlarge Person, Critical Strike [CV];
2nd - Glitterdust, Invisibility, False Life, Bladeweave [CV], Listening Lorecall [CV];
3rd - Fireball, Major Image, Greater Magic Weapon, Spiderskin [UD];
4th - Dimension Door, Polymorph, Orb of Force [CA];
5th - Telekinesis, Greater Blink [CA];
6th - Wages of Sin [BoED].

Active Spells: extended Mage Armor, extended False Life, extended Greater Magic Weapon on [smallcaps]Twilight[/smallcaps].

Equipment:
Head: Circlet of Charisma +4
Eyes: Eyes of the Eagle
Neck: Amulet of Health +4
Shoulders: Travel Cloak
Torso: Vest of Resistance +3
Body: --
Waist: Belt of Steady Spellcasting
Wrists: Armbands of Might +4
Hands: Gloves of Dexterity +4
Finger: --
Finger: --
Feet: Boots of Speed

Other Equipment: [smallcaps]Twilight[/smallcaps] (+1 Magebane Starmetal Falchion), Alchemical Silver Scimitar, Cold Iron Heavy Flail, Dagger (2), Composite Longbow (Str +4), Cold Iron Arrows (100), Heward's Handy Haversack, Traveler's Outfit (3), Bedroll, Winter Blanket, Scroll Case, Belt Pouch (2), Sack (2), Silk Rope (100 ft.), Soap, Waterskin, Sunrod (3), Tindertwig (6), Spell Component Pouch (2), Lesser Metamagic Rod of Extend; 126 gp, 7 sp, 0 cp.

Flaps, bat familiar: Diminutive magical beast (augmented animal); HD 13; hp 51; Init +2; Spd 5 ft., fly 40 ft. (good); AC 19, touch 16, flat-footed 17; Base Atk +10; Grp -7; Atk/full Atk -; Space/Reach 1 ft./0 ft.; SQ blindsense 20 ft., low-light vision, darkvision 60 ft., improved evasion, share spells, empathic link, speak with master; AL N; SV Fort +7, Ref +6, Will +9; Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 4.
Skills and Feats: Hide +14, Listen +16, Move Silently +6, Spot +14; Alertness.

Background: [SBLOCK]Jana spent her childhood in Harrowdale, where she was born in her hometown of Velarsburg, east of the vast Cormanthor, the former home of the elves. Her mother died giving birth to her, and so she was raised by her father, who was the captain of the town militia. Jana started early to train with weapons, she greatly enjoyed fighting with her father's longsword, which was far too large for the young girl to wield in one hand, so she just grabbed it with both. She also trained with the longbow, like most Dalelanders, but Jana never had a good aim. Nonetheless the fierce redhead was fairly well-respected for her fighting prowess. Jana herself showed great respect to nature, especially the impressive trees of the great Cormanthor, whom she liked to perambulate oftentimes. It was not unnoticed and eventually she came into contact with a small community of elves who still lived under its towering oaks and maple trees. Despite their reclusiveness, the elves always welcomed 'Fyrehair', how they liked to call the girl, on her visits and from them she learned about the great gift her mother had left her with - sorcery.

Time flew by quickly in the battle-ridden country and soon the young girl became a young woman, deft with the greatblade and even more skillful in the arcane arts. She spent more time alone or with the elves than with her father, who in his important position seldom had enough time for his daughter as well. And eventually, Jana left Harrowdale for a long journey, to see something from the world out there. She had heard tales from travelers about the purple waves of the Moonsea, vast deserts, gigantic mountain ranges and the huge metropole, Waterdeep, and she wanted to see all that with her own eyes. A few years passed, while Jana went from one adventure to the next, met new companions and lossed them again. She even visited the Underdark once, from where she brought back a great prize - the blade [smallcaps]Twilight[/smallcaps], forged from meteoric iron and imbued with the power to slay arcanists, Jana decided it was best to have this blade in her own hands, so it cannot be used against her again, as it was down there. Over the time, the longing grew to see her home once more, the trees, the elves, and her father. Jana travelled back to Harrowdale.

In the meantime, tragedy had struck Velarsburg. The Cormanthorian drow had subverted some of the good townsfolk with lies and false promises, and treachery blossomed in their midst. Jana was unable to locate her former elven friends, they had left or even died. But worst of all, she discovered, that her own father was among the traitors, who had allied themselves with the drow and let the good people of Velarsburg suffer. For some reason, he had blamed the elves for the 'loss' of his daughter and Jana herself for the loss of his wife, his troubled mind an easy prey for the vile dark elves. When Jana finally stood before him, there was no love between the two. It came to the worst and father and daughter clashed in battle. While he was the better fighter, his martial skills were no match for Jana's sorcerous powers. He died.

After making sure, that the threat was kept in check and with a good man in the lead of the town's militia once more, there was nothing left to keep Jana in Harrowdale. She finally turned her back to her former home and left for good. Jana went back to the life of an adventurer. She dropped her family name, but Jana kept the name, she had been given by the elves, and she was henceforth known as Jana Fyrehair.[/SBLOCK]
 
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Voadam

Legend
Wollf Henger

Aranea (3HD +4LA), rogue 2, warshaper 4, character level 9 ECL 13
Medium magical beast (shapechanger)
CG, Patron Deity Shandukul

28 point buy
Str 10=16 +2 level +4 morphic body = 22 (+6)
Dex 6=14 +4 racial = 18 (+4)
Con 10=16 +4 racial +4 morphic body = 24 (+7)
Int 0=8 +4 racial = 12 (+1)
Wis 2=10 +2 racial = 12 (+1)
Cha 0=8 +4 racial = 12 (+1)

So

Str 22 (+6)
Dex 18 (+4)
Con 24 (+7)
Int 12 (+1)
Wis 13 (+1)
Cha 12 (+1)

HD 3d10 (aranea) + 2d6 (rogue) + 4d8(warshaper) +9x7(63)
hp = 120

F +3 (ar) +4 (war) +7(con) = +14
R +3 (ar) +3 (ro) +1 (war) +4(dex) = +11
W +1 (ar) +1 (wa) +1 (wis) +2 (IW) = +5

F +14 R +11 W +5

Feats
Combat Reflexes, Iron Will (B), Two Weapon Fighting, Improved Two Weapon Fighting, Multiattack,

Skills
Aranea: climb 6 ranks, listen 6 ranks, spot 6 ranks
Rogue: Tumble 8 ranks, search 8 ranks, spot 1 rank, listen 1 rank
Warshaper climb 4 ranks, balance 6 ranks, search 1 rank(cross class),

Skills: Araneas have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

So:
Balance 6 ranks +4 dex = +10
Climb 10 ranks +6 st +8 racial = +24 and can always take 10
Jump +7 str +2 racial = +9
Listen 7 ranks +1 wis +2 racial = +10
Search 9 ranks +1 int = +10
Spot 7 ranks +1 wis +2 racial = +10
Tumble 8 ranks +4 dex = +12

Languages Common, Sylvan, Elven

BAB +3 aranea, +1 rogue, +3 warshaper, = +7

Grapple +7 BAB, +6 Str = +13

Initiative = +4

AC = 19 (+4 dex, +1 natural, +4 deflection) 18, 15

Attack +7 BAB, +6 str = +13
Attack +14 adamantine wounding mace +1 d8+7 and con or +14 cold iron holy spiked gauntlet d4+7(+2d6)

Full attack +12/+7 adamantine wounding mace +1 d8+7, +12/+7 cold iron holy spiked gauntlet d4+4(+2d6), +11 bite d6+3 and poison DC 18 d6 str/2d6 str


Aranea
Low light vision, darkvision 60ft.
Natural bite in hybrid form 1d6 base +poison
web, change shape, spells
[SBLOCK]
Poison (Ex): Injury, Fortitude DC 18, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Spells: An aranea casts spells as a 3rd-level sorcerer. It prefers illusions and enchantments and avoids fire spells.
Spells Known (6/6): 0— detect magic, open/close, prestigitation, ray of frost, read magic; 1st—disguise self, expeditious retreat, mage armor.
Web (Ex): In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
Change Shape (Su): An aranea’s natural form is that of a Medium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an aranea cannot use its bite attack, webs, or poison.
The second form is a Medium spider–humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 18 Spot check reveals the creature’s fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an aranea’s speed is 30 feet (6 squares).
An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.[/SBLOCK]

Rogue
1d6 sneak attack, trapfinding, evasion[SBLOCK]
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.[/SBLOCK]

Warshaper:
Morphic immunities, immune to critical hits and stunning
Morphic weapons, as move action grow a natural weapon or improve one by one size
Morphic body, +4 to str and con
Morphic reach, increase reach by 5 ft
Morphic healing, fast healing 2, full round concentration check (DC = damage taken) to heal 10.

Equipment
32K Ring of protection +4
20K +1 cold iron holy spiked gauntlet
21K +1 wounding adamantine heavy mace
04.5K wand of knock 50 charges
20K ring of invisibility
08K Silver shortsword +1 animal bane
02.5K Bag of holding Type 1
Silver holy symbol of Shandukal
Travelling clothes
1000+ gold

Background
[SBLOCK]Wollf was a restless spirit always wanting to climb the nearest mountain and see what was on the other side. This led him to adopt Shandakul as his patron deity and journey out of his native forest lands to explore the worlds as he explored the powers of a shapeshifter. His humanoid form was that of a lean human and he travelled the roads as one, developing along the path of warshaper shifting mastery. While travelling through the northlands he was ambushed by a Malarite werewolf who was seeking to create a band of infected followers. Spying Wollf's holy symbol the werewolf thought it would be most amusing to turn such a follower into a werewolf slave of a malarite. While the attack incapacitated Wollf temporarily the fact that he was not actually a human made him immune to the lycanthropic disease and his morphic healing allowed him to recover from the ambush quicker than the werewolf anticipated. Now it was the werewolf who was taken unawares and ended up fleeing after the warshaper turned the tables on him. This led to the two becoming blood enemies and hunting each other back and forth across the northlands. While Wollf has managed to kill some of the werewolf's infected minions and has clashed many times with him personally, the two have not been able to dispose of each other as of yet. Wollf has recently tracked the Malarite south to Waterdeep and is cautiosly exploring the city looking for his nemesis.[/SBLOCK]

Appearance
[SBLOCK]Wollf Henger appears as a lean, tall, dark-eyed man with a somewhat athletic and rugged physique. He wears his black hair long but is clean shaven. He favors dark travelling clothes including a broad scarf and wide brimmed hat. At his waist he bears a short sword with a wolf head pommel and a vicious looking heavy mace while a spiked gauntlet covers one hand.

When he shifts his back hunches slightly and he grows black hairs all over his body. His face transforms into that of a spider with multiple eyes and large black mandibles dripping venom.

When in extremis he will shift into the true aranea form, that of a medium-sized spider with inhuman arms extending below the mandibles.[/SBLOCK]
 
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Bloodweaver1

First Post
Inquisitor Caladan of the Radaint Order

[sblock]
Code:
[B]Name[/B]:  Inquisitor Caladan of the Radiant Order
[B]Class[/B]: Cleric 6 / RS of Lathander 7       [B]Age[/B]: 26
[B]Race[/B]:  Human                              [B]Height[/B]: 6' 1"
[B]Size[/B]:  Medium                             [B]Weight[/B]: 190 lbs
[B]Gender[/B]: Male                              [B]Eyes[/B]: Blue
[B]Alignment[/B]: Neutral Good                   [B]Hair[/B]: Short & Red
[B]Deity[/B]: Lathander                          [B]Skin[/B]: Weathered

[B]Class & Racial Traits:
Cleric                       Character Level[/B]
Turn Undead (11 / 12)        1 Feat at First, Third, Sixth, Ninth, Twelfth
Divine Spell Casting         +1 Ability Modifier (x3)                                          
 
[B]Radiant Servant of Lathander           Human[/B]                         
Extra Greater Turning (8)              +1 Skill point at each additional level       
Radiance (+2 Will - 10ft Radius)       1 Free Feat at 1st Level               
Turn Undead (See Cleric)               +4 Skills points at 1st Level 
Divine Health (Immune to all Disease)
Maximize Healing
Bonus Domain (Glory)               

[B]Str[/B]: 16 (+3)      [B]Level[/B]: 13       [B]XP[/B]: 83000
[B]Dex[/B]: 10 (+0)      [B]BAB[/B]: +9/+4      [B]HP[/B]: 80  (6d8+6 + 7d6+7)
[B]Con[/B]: 12 (+1)      [B]Grapple[/B]: +11    [B]Dmg Red[/B]: -/-
[B]Int[/B]: 10 (+0)      [B]Speed[/B]: 20'      [B]Spell Res[/B]: -
[B]Wis[/B]: 20 (+5)      [B]Init[/B]: +1        [B]Spell Save[/B]: - 
[B]Cha[/B]: 20 (+5)      [B]ACP[/B]: -6         [B]Arcane Spell Fail[/B]: 40%

         [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor[/B]:   10     +11   +5    +0    +0    +0    +0    26
[B]Touch[/B]: 15      [B]Flat-Footed[/B]: 21

              [B]Base   Mod  Misc  Total[/B]
[B]Fort[/B]:          10    +1    +3   +14
[B]Ref[/B]:            4    +0    +3   +7
[B]Will[/B]:          10    +5    +5   +20

[B]Armor                    Bonus   Dex   ACP   ASF  Weight    Cost[/B]
Mithreal Full Plate +3   +11     +1     -4   25%   25lbs    19500gp
Large Shield, Steal +3    +5     -      -2   15%   15lb      9170gp

[B]Weapon                              Attack   Damage  Critical   Range   Weight  Cost [/B] 
[I]Chani[/I] Heavy Mace of Disrupting +4   +16/+11  1d8+7      x2        -      8 lbs  8312gp
      *Includes casting of Greater Magical Weapon (+4)

[B]Turning Check      Divine Spell Power Check     Turning Damage[/B]
     +9                      +12                 (3d6+18) x1.5
Improved Turning: +1 caster Level		Can turn as free action

[B]Equipment                Cost / Weight[/B]		[B]Total Gold Spent[/B]: 109,679
Explorers outfit x3      (20 gp / 0 lb)		[B]Total Gold Remaining[/B]: 4,021
Flint & Steel            (1 gp / 0 lb)
Holy Symbol (Silver)     (25 gp / 0 lb)
Belt Pouch               (1 gp / .5 lb)
Healers Kit              (50 gp / 1 lb)
Spell Pouch               (500 gp / 0 lb)
Gauntlet of Oger Power   (4,000 gp / 4 lb) 
Wand of Cure Moderate    (4,500 gp / 0 lb)
Cloak of Charisma +4     (16,000 gp / 2 lb
Periapt of Wisdom +4     (16,000 gp / 0 lb
Boots of Speed           (12,000 gp / 1 lb)
Vest of Resistance +3    (9,000 gp / 0 lb)
Helm of Comprehend       (5,200 gp / 3 lb)
Languages & Read Magic
        [B]Potions[/B]
Hide from Undead  x2     (100 gp / 0 lb)
Invisible, Potion  x2    (600 gp / 0 lb)

[B]Caladan[/B]: 
[B]Current Capacity[/B]: Light (60)
[B]Carry Capacity[/B]:  Light: 0 – 76 Med.: 77 – 153 Heavy: 154 – 230 
                             Lift: 230 - 460 Drag: 1150

[B]Languages[/B]: All  

[B]Feats[/B]: (6)
Empowered Turning, Improved Turning, Quick Turning, Extra Turning, 
Domain Spell Spontaneity (Strength), Divine Spell Power (+12 Turning Check) 

[B]Skill Points[/B]: 48    [B]Max Ranks[/B]: 16/8
[B]Skills                      Abil Ranks  Mod  Misc  Total[/B]
Appraise                    Int    0     0    0      0
Balance                     Dex    0     0   -6     -6
Bluff                       Cha    0    +5           3
Climb                       Str    0    +3   -6     -3
[U]Concentration[/U]               Con   11    +1          12
[U]Craft[/U]                       Int    0     0           0
Decipher Script             Int    0     0           0 
[U]Diplomacy[/U]                   Cha    1    +5           6
Disable Device              Dex    0     0   -6     -6
Disguise                    Cha    0    +5           5
Escape Artist               Dex    0     0   -6     -6
Forgery                     Int    0     0           0
Gather Information          Cha    0    +5           5
Handle Animal               Cha    0    +5           5
[U]Heal[/U]                        Wis    5    +5   +2      12
Hide                        Dex    0     0   -6     -6
Intimidate                  Cha    0    +5           3
Jump                        Str    0    +3   -6     -3
[U]Knowledge (Religion)[/U]        Int    12    0           12
[U]Knowledge (Planes)[/U]          Int    5     0           5
Listen                      Wis    2    +5           7
Move Silently               Dex    0     0   -6     -6
Open Lock                   Dex    0     0   -6     -6
Perform                     Cha    0    +5           5
[U]Profession [/U]                 Wis    0    +5           5  
Ride                        Dex    0     0           0 
Search                      Int    5     0           5
[U]Sense Motive[/U]                Wis    0    +5           5
Sleight of Hand             Dex    0     0           0
[U]Spellcraft[/U]                  Int    0     0           0
Spot                        Wis    2    +5           7
Survival                    Wis    0    +5   +4       9
Swim                        Str    0    +3   -12    -9 
Tumble                      Dex    0     0   -6     -6
Use Magic Device            Cha    0    +5           5
Use Rope                    Dex    0     0           0
[U]Denotes Class Skill[/U]

[B]Spells[/B]
[B]Domains[/B]: Sun, Strength, Glory   [B]Base DC[/B]: 15 + Spell Level  [B]Bonus Spells[/B]: +5

[B]0 Level[/B] (10+1)    [B]1st Level [/B] (10+1)    [B]2nd Level[/B] (10+1)          [B]3rd Level[/B] (9+1) 
Detect Magic  3   Bless      	   2   Iron Silence (CoA)    2   Wrack (CoD)   1
Mending       2   Resurgance (CoD) 2   Curse ill Fortune(CoD)1   Prayer        2      
P. Food/Drink 1   Divine Favor     2   Hold Person           2   Create Food & Water   1 
Guidance      1   Doom      	   2   Silence      	     2   Magic Circle vs Evil  2
Light         2   Hide From Undead 2   Aid      	     2   Daylight      1
Resistance    1   [U]Disrupt Undead[/U]   1   [U]Heat Metal[/U]            2   Dispel Magic  2
 	 	 	 	 	   	                 [U]Searing Light[/U] (CoD)   1

[B]4th Level[/B] (9+1)      [B]5th Level[/B] (8+1)        [B]6th Level[/B] (7+1)      [B]7th Level [/B] (6+1) 
Shape Metal(RoF)  1  Earth Hammer(RoS)   1  Undeath to Dead  2   Holly Word       1
[S]Gr Magical Weapon[/S] 1  [U]Flame Strike[/U]        2  Wind Walk        1   Slime Wave (CoD) 1
Holly Smite       2  Divine Agility(CoD) 1  Banishment       2   Destruction      1
Divine Power      1  True Seeing         2  Gr Dispel Magic  1   Summon Monster 7 2
Free Movement     2  Break Enchantment   1  Stone Body (PgF) 1   Ethereal Jaunt   1
Restoration       2                         [U]Bolt of Glory[/U]    1   [U]Sunbeam[/U]          1
[U]Fire Shield[/U]	  1  Monstrous Regeneration (PgF) 1	 	 	 
 	 	     Blistering Radiance (CoAr)1	 

[U]Denotes Domain Spell[/U]

[B]Spontaneous Spells[/B]	 	 	 	 	 	 
[B]Level 1      	 	Level 2      	 	Level 3     	 	Level 4[/B]
Cure Light Wounds 	Cure Moderate	 	Cure Serious	 	Cure Critical 
[I]Enlarge Person	 	Bull's Strength	 	Magic Vestment	 	Spell Immunity[/I]
 	 	 	 	 	 	 
[B]Level 5       	 	Level 6       	 	Level 7[/B]	 	 
Cure Light, Mass	Cure Moderate, Mass	Cure Serious, Mass	 	 
[I]Righteous Might	 	StoneSkin	 	Bigby's Grasping Hand[/I]	 

[I]Denotes Requirement of 1 Regular Turning Attempt to Cast[/I]
[/sblock]

Description:
[sblock]
Caladan stands at about 6’1” and has short fiery red hair with piercing blue eyes. His skin has a deep weathered tan to it, and he has an exotic facial tattoo that slightly covers the left side of his face and runs down the side of his neck. The tattoo is hardly noticeable when he is wearing his helmet. His equipment, though noticeably used, is kept in the best of condition. His mace, CHANI, which was given to him as a gift, hangs loosely at his hip. Hanging over his shoulders and falling past his knees is a heavy and earth tone cloak that helps protect him from the elements. Depicted on the chest plate of his armor and on his shield are detailed engravings of various symbols of Morning Lord.

Caladan hardly talks and when he does its more often than not five words or less. However, when it comes to cleansing a crypt of a foul presence or putting the restless souls back at ease, no one does it better than him. Caladan is a man of action and has little time for holding hands and warming up to the masses. He is more at home out under the heavens and the gaze of his lord with his fellow adventures than he ever will be in town or city.
[/sblock]

Background:
[sblock]
He was once a resident of Neverwinter, but that was a long time ago. A time when a mysterious and deadly plague had swept across the city killing all of those who came into contact with it. With no cure in site, the undead were soon to many to control and it was not long until the entire city was literally under siege. The plague ridden dead attacked and killed all of those that tried to stop them. Including those who were simply trying to get away and find shelter, which was the fate for Caladan’s pregnant wife and three-year-old son. One by one, the different sectors of the city began to fall and it quickly became the apparent that the walking dead were not as mindless as originally thought. With the hope that there was some kind of mastermind behind the attack, the City would call out for those few who were brave enough to help find and get rid of the leader. Caladan, for he dearly wished to put an end to the suffering of his loved ones, would answer the call. And with the help a few fellow adventures, he would help rid the City of the vile plague and destroy the Necromancer behind it. It was during this crusade that Caladan first came across the Sun God, Lathander and his teachings. With his determination to put his loved ones at rest and to route out the cause of their unrest, Caladan quickly became a devoted follower of Lathander and his teachings.

Later after his fellow adventures returned peace and order to the city, and Caladan finally went home. He realized that he had nothing to go home to. The plague and those behind it had taken everything from him and in return gave him a huge whole in his already heavy heart. With nothing left but his faith in Lathander and his new found friends. He buried his loved ones for good left and left Neverwinter with his new Religion. He set out across the region in hopes to prevent others from having to go through the same pain and anguish that he had too.

Eventually his exploits would catch the attention of those within the Radiant Order and after passing a serious and rugged tribunal he joined their ranks. He would spend many months training and studying within the order before heading back out in the region. This time his travels would take him all across the Realms. He would travel as far west as the exotic islands of The Moonshaes were CHANI was given to him for helping the spirit of a fellow cleric of Lathander find her peace. Then back west to the borders of the barren Hordelands were he received his tattoo from a Chieftain’s Priestess. He would also travel as far south as to the jungles of Tashalar and as far north as to the Spine of the World were he found his cloak after cleansing a crypt full decomposing skeletons. Over time he would rise through the ranks of the Order, gaining him to both prestige and status throughout the Clerigy. As well as the right to found his own church.

A Pasture’s life, is not the life that Caladan chooses to have. For him there is too much to be done in the world and sitting ideally by in one place is not the best way to correct it. Not for him. Instead the Order bestowed upon him the title of Inquisitor. He is to be used as an extension of the church and as the arm and weapon of the Morning God. However, this new assignment does not take him back out into the Realms but rather to a place that he has never been too. A place very similar to the one that he left so long ago. A place called Waterdeep.
[/sblock]
 
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Mista Collins

First Post
Armand Gutowz

STAT BLOCK:
[sblock]Human Shadow-Walker Rogue7/TelflammerShadlowlord5
Neutral
XP: 83,000/91,000

Str 11 -- (2 pts) (+1 12th level bonus)
Dex 22 --(10 pts) (+2 racial bonus, +2 4th & 8th level bonus, +2 Gloves of Dex +2)
Con 12 -- (6 pts) (-2 racial bonus)
Int 14 -- (6 pts)
Wis 12 -- (4 pts)
Cha 8 -- (0 pts)

Hit Points: 12d6+12 (68 HP)
Armor Class: 30 (+8 Mithral Chain Shirt +4, +6 Dex, + 3 Natural, +3 Ring Protect.) Touch 19, Flat 30
Init: +6 (Dex)
BAB: +8/+3, Grap +8
Speed: 30 ft (base 30)
Fort: +6 (+3 base, +1 Con, +2 Cloak of Resistance +2)
Ref: +17 (+9 base, +6 Dex, +2Cloak of Resistance +2)
Will: +6 (+3 base, +1 Wis, +2 Cloak of Resistance +2)

Attack:
+15 melee +1 Short Sword of Deadly Precision (Dmg 1d6+1)
+15 ranged MW Light Crossbow (Dmg 1d8)

Full Attack:
+15/+10 melee +1 Short Sword of Deadly Precision (Dmg 1d6+1)

+15 ranged MW Light Crossbow (Dmg 1d8)

+13/+8 melee +1 Short Sword of Deadly Precision (Dmg 1d6+1) and +13 melee +1 Short Sword of Deadly Precision (Dmg 1d6) <---TWF

Languages: Common, Elven, Draconic

Skills: (110 skill points)
Balance +18 (10 ranks, +6 Dex, +2 Tumble Synergy)
Climb +10 (10 ranks)
Disable Device +14 (10 ranks, +2 Int, +2 MW Thieves' Tools)
Escape Artist +11 (5 ranks, +6 Dex)
Hide +30 (15 ranks, +6 Dex, +5 Cloak of Elvenkind, +4 Racial)
Jump +12 (10 ranks, +2 Tumble Synergy)
Listen +16 (15 ranks, +1 Wis)
Move Silently +26 (15 ranks, +6 Dex, +5 Boots of Elvenkind)
Open Lock +18 (10 ranks, +6 Dex, +2 MW Thieves' Tools)
Search +12 (10 ranks, +2 Int)
Sleight of Hand +16 (10 ranks, +6 Dex)
Spot +21 (15 ranks, +1 Wis, +5 Eyes of the Eagle)
Tumble +18 (10 ranks, +6 Dex, +2 Jump Synergy)

Feats:
Dodge (1st level)
Mobility (Bonus human feat)
Blindfight (3rd level)
Spring Attack (6th level)
Weapon Finesse (9th level)
Two Weapon Fighting (12th level)

Racial Traits:
+2 Dex, -2 Con
Darkvision 60’
+4 Racial bonus to Hide
Lightblindess
Spell-like Abilities (under spell section)

Rogue Abilities:
Sneak Attack +4d6 (+6d6 if with Shadow and Darkness)
Trapfinding
Evasion
Trap Sense +2
Uncanny Dodge

Telflammer Shadowlord Abilities:
Shadowsight - Can see through any normal or magical darkness up to 60'
Shadow Jump - Dimension Door from shadow to shadow for a total of 100ft per day
Shadow Blur - Under effect of a blur spell as long as he isn't in sunlight or the illumination of a light source
Shadow Walk - Gains an extra use of the Shadow-Walkers Shadow Walk ability
Shadow Pounce - Can execute a full-attack after using an ability, spell or effect with the teleportation descriptor.
Shadow Discorporation - If he is in a shadow or darkness, any damage that would reduce him to 0 hit points or below instead has a chance to discorporate him. He must make a Reflex Save (DC 5 + dmg dealt). If successful, he simply breaks apart in dozens of flitting shadows and vanishes, along with he was holding or carrying. At the next sunset, he reappears at a spot of his choosing within one mile of the place where he was forced to discorporate. While discorporated, he simply does not exist - he can do nothing, nor can any of his enemies do anything to him.

Spells (CL: 5, Spells per Day 3/2, DC 12+spell level):
1st Level - blindness/deafness*, chill touch, darkness, darkvision, invisibility*, knock*, levitate, shadow mask, shadow spray
2nd Level - air walk, blacklight, displacement, haste**, improved invisibility, nondetection, vampiric touch
* those memorized

Spell-Like Abilities (CL: 12):
Shadow Mask 3/day
Dimension Door 2/day
Darkness 3/day
Shadow Spray 3/day
Shadow Walk 2/day

Equipment:
Shadow and Darkness (2 +1 Deadly Precision Short Swords) (18,310gp, 2lbs each)
Gloves of Dexterity +2 (4000gp)
Mithral Shirt +4 (17,100, 10lbs)
Ring of Protection +3 (18,000gp)
Amulet of Natural Armor +3 (18,000gp)
Boots of Elvenkind (2,500gp, 1lbs)
Shadow's Embrace (Cloak of Elvenkind/Resistance +2) (7,750gp, 1lbs)
Eyes of the Eagle (2,500gp)
MW Light Crossbow (335gp, 4lbs)
20 Crossbow Bolts (2gp, 2lbs)
Heward's Handy Haversack (2,000gp, 5lbs)
MW Thieves' Tools (100gp, 2lbs)*
MW Manacles (50gp. 2lbs)*
Amazing Lock (150gp, 1lbs)*
Chain 20ft (60gp, 4lbs)*
Grappling Hook (1gp, 4lbs)*
Silk Rope 100ft (20gp, 10lbs)*
Signet Ring (5lbs, --lbs)
Scroll Case (1gp, .5lbs)*
Inkpen (1sp, --lbs)*
Vial of Ink (8gp, --lbs)*
Sheets of Paper x10 (4gp, --lbs)*
Waterskin (1gp, 4lbs)*
Trail Rations x6 (3gp, 6lbs)*
Empty Sack (1sp, .5lbs)*
Sack with 77pp (1sp, 2.04lbs)*
Explorer's Outfit (10gp, 8lbs)
Belt Pouch with 8gp, 7sp (1gp, .8lbs)
Wealth Remaining: 77pp, 8gp, 7sp
Weight Carried: 35.8/38lbs
* Item Weight not added to total because it is in Heward's Handy Haversack
[/sblock]

DESCRIPTION:
[sblock]You catch a glimpse mithral armor and two black hilts, that probably belong to shortswords, underneath the man's pitch black cloak that seems to almost absorb what little light the day provides. Squinting dark green eyes, that have probably seen quite a few years, can easily be seen behind a set of crystal lenses as the man moves gracefully despite his large frame. Even with the overcast weather, his shadow still appears dark, crisp, and unnatural.

AGE: 27
HEIGHT: 6'5"
WEIGHT: 196lbs
EYES: Dark Green
HAIR: Brown
[/sblock]

BACKGROUND:
[sblock]Born in the city of Telflamm, Armand had a short childhood. Both parents became ill with fever and died when Armand was only 7 years old. Forced to the streets, he learned many skills of the criminal trade. After four years of stealing to survive, he was discovered by a member of the Shadowmasters Thieves' Guild. Dalkon took Armand under his wing and had the young boy run many errands on behalf of the guild. Learning even more of the criminal trade, Armand slowly grew into a very able member of the Shadowmasters Thieves Guild. By the age of 16, Armand had made a decent name for himself in the City of Telflamm. He was no longer stealing to survive, but stealing to better his life and his standing with the guild.

After so many years with the Telflammar Thieves' Guild and proving his worth when he helped the Shadowmasters drive out Evgruth and his pirate fleet from Telflamm during that night filled with murders and arson, Armand was offered an opportunity to join the inner circle of the Shadowmaster Thieves Guild. Given the Ritual of Shadow Walking in which part of Armand's life force and soul was exchanged for shadowstuff, he had finally become a Telflammar Shadowlord.

Now almost six years after the Ritual of Shadow Walking and becoming a Shadowlord, Armand is close to reaching the final stages of being a Shadowlord. He was given the task of searching down a man, who had information that could endanger many of the Shadowlords. This assignment brought him to the great city of Waterdeep, where he finally came across the man, already dead from the knife of a cutpurse.[/sblock]
 
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