Amazing's Collection [Updated 9/06/08]

Amazing Triangle

First Post
Therim Darkhelm

Therim Darkhelm
Male Dwarf Fighter 2
LN Medium humanoid
Init +2; Senses Listen +0, Spot +0
Languages Common, Dwarven, Elven, Terran

AC 20 (10+2dex+5 armor+3 shield), touch 15 (10+2 dex+3 shield), flat-footed 18 (10+5 armor+3 shield)
HP 22 (2 HD)
Fort +6, Ref +2, Will +0 (+2 vs spells and spell-like effects)

Speed 25 ft. (5 squares)
Melee Dwarven Waraxe +6 (1d10+3/x3) or Quarterstaff +5 (1d6+5/20x2)
Ranged Light Crossbow +4 (1d8 /20x3) (20 Bolts)
Full AttackDwarven Waraxe +6 (1d10+3/x3) or Quarterstaff +5 (1d6+5/20x2)
Base Atk +2; Grp +5
Special Actions: Block one ranged attack per round, Shield towards touch AC, +1 Shield bonus


Abilities Str 16, Dex 14, Con 16, Int 12, Wis 10, Ch 10
Feats: Weapon Focus (Waraxe), Heavy Shield Specialization (PHB2), Block Arrow (HoB), Shield Ward (PHB2)
Skills Climb +8 (5), Jump +8 (5), Craft (stoneworking) +6 (5)
Possessions: Dwarven Waraxe 30gp (8lb), Quarterstaff, Breastplate 200gp (30lb), Heavy Steel Shield 20gp (15lb), Light Crossbow 35gp (4lb), Crossbow bolts (40) 2gp (2lb), Backpack 2gp (2lb), Bell 1gp, Chalk 1 sp (10), Flint & Steel 1 gp, Bedroll 1sp (5lb), Waterskin 1gp (4lb), Signal Whistle 8sp, Hempen Rope 1gp (50ft) (10lb), 6gp

Carrying Capacity: Light 76lbs, Medium 77lbs-153lbs, Heavy 154lbs-230lbs
Current Weight Carried: 82 lbs

Proficient with Light, Medium and Heavy Armor, Simple and Martial Weapons, and all Shields.
Special Qualities:
• 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: This ability grants a dwarf a +2 racial bonus on Search 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 Search 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.
• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +1 racial bonus on attack rolls against orcs and goblinoids.
• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• +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.
 

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Amazing Triangle

First Post
Alzeer Diamondblade

Alzeer Diamondblade aka The Wanderer
Male Human Fighter 19
NG Medium humanoid
Init +3; Senses Listen +11
Languages Common, Elven

AC 26 [10+13 armor+1 dex+1 NA+1 weapon] ( 32 on elusive attack)
Shield AC 32 [10+13 armor +1 dex+1 NA +7 Shield] (34 Fighting Defensively) (40 Fighting defensively + Elusive Attack)
HP 199 (19 HD)
Fort +21, Ref +13, Will +15

Speed 30 ft. (6 squares)
Melee:+4 Adamantine Greatsword +35 2d6+22 19-20x2
Melee: (Alt.) +3 Orc Bane Mace +34 1d8+11 20x2 +2d6 vs orcs
Ranged: Homemade Dagger +22 1d4+8 19-20x2
Full Attack +4 Adamantine Greatsword +35/+30/+25/+20 2d6+22 19-20x2
Power Attack 5: +30/+25/+20/+15 2d6+32 (2d6+37 charge/leap) 19-20x2
Melee: (Alt.) +3 Orc Bane Mace +34 1d8+11 20x2 +2d6 vs orcs
Power Attack 5: +29/+24/+19/+14 1d8+16 20x2 +2d6 vs orcs
Base Atk +19 ; Grp +27
Special Actions: Elusive Attack, Counterattack, Overpowering Attack


Abilities Str 26, Dex 16, Con 20, Int 12, Wis 8, Ch 10
Feats:Endurance, Power Attack, Weapon Focus (Greatsword), Leap Attack, Steadfast Determination, Weapon Specialization (Greatsword), Melee Weapon Master (Slashing), Greater Weapon Focus (Greatsword), Improved Bull Rush, Improved Sunder, Greater Weapon Specialization (Greatsword), Combat Brute, Slashing Flurry, Weapon Mastery, Shock Trooper

Skills: Climb +14, Craft (weaponmaking) +23, Jump +37, Listen +11, Ride +8, Tumble +9
Possessions:
+4 Adamantine Greatsword (H 28, HP 58) 8lbs, Silver Dagger (home made) 1lb, Quarterstaff 4lbs, 10 Daggers (home made) 10lbs, Full Plate Mail +5, Greater Sonic Resistance (30) 50lbs, Bracers Natural Armor +1, Ring of Sustenence, Backpack 2lb, Bag of Holding (type 1) 15lbs, In bag of holding (Silkrope 100ft 10lbs, Waterskin 4lbs, Artisan's Tools MW 5lbs), Belt of STR +6, Amulet of CON +4, Gloves of DEX +2, , Boots of Striding & Springing 1lb, Heavy Mace +3, orc bane +5, +2d6 damage 8lbs, Ring of Resistance +3, Heavy Steel Shield of Deflection +5 15lbs, Potions: Cure Serious 3, Cure Moderate 3, Cure Light 2, Jump 1, and 15gp, Shivan of Kurrin 4lbs
Carried Weight: 118 lbs

Light 0-306 Medium 307-613 Heavy 614-920
Lifting 920 Lift and Carry 5ft at a time:1840 Dragging: 4600

Sell if Can: +4 Chain shirt 25 lbs 16,250gp, Ring of Deflection +1 2,000gp


Proficient with Light, Medium and Heavy Armor, Simple and Martial Weapons, and all Shields.

Special Abilities: Timeless body, Sonic Resistance 30

Notes: +4 vs Disarm, Can use weapon while grappled as normal (full or standard attack), +5 to any single attack every round, May take 10 (before roll) on any attack roll, x3 PA when travel 10ft. through the air, x3 PA on second round at anytime -5 and charge round before, cleave off of a sunder attempt, after bull rush +1 per 5 ft. pushed in following round.
Elusive Attack: As a full-round action, make one attack at your highest base attack bonus. Until the start of your next turn, you gain a +6 dodge to AC.
Counter Attack: As a full-round action, make one melee attack at your highest base attack bonus. At any time before the start of your next turn, you can use an immediate action to make a melee attack (using your highest base attack bonus) against an enemy that attacks you in melee.
Overwhelming Attack: As a full-round action, make one attack at your highest base attack bonus. That attack deals double damage, as do any other attacks you make before the start of your next turn.
On a charge may trade AC bonus for power attack instead of to hit bonus. (still take -2 AC and +2 to hit)
Round by round:
1: Leap attack charge: +31 for 2d6+37
2: Combat Brute Full attack: +29/+29/+19/+14 for 2d6+37
3: Normal Attack: +29/+29/+19/+14 for 2d6+32
4: Overpowering Attack [full-round action only] +29 for 4d6+64
5: Wild swinging last hope: +29/+29/+29/+19/+14 for 2d6+22
 

Amazing Triangle

First Post
Atton Mostro

Atton Wimble-Liadon aka Atton Mostro
Male Human Duskblade 2
LN Medium humanoid
Init +6; Senses Listen +0, Spot +0
Languages Common, Elven, Undercommon

AC 18, touch 10, flat-footed 18
HP 15 (2 HD)
Fort +4, Ref +2, Will +3

Speed 30 ft. (6 squares)
Melee Longsword +5 (1d8+3/19-20x2) or MW Shortsword +6 (1d6+3/19-20x2) or Quarterstaff +5 (1d6+5/20x3)
Ranged Shortbow +4 (1d6+0/20x3) (14 Arrows)
Full Attack Longsword +5 (1d8+3/19-20x2) or MW Shortsword +6 (1d6+3/19-20x2)
Base Atk +2; Grp +5
Special Actions
Arcane Attunement: Spell like abilities- Dancing lights, Detect magic, Flare, Ghost sound, Read magic for a combined 3+int mod (5)

Abilities Str 16, Dex 14, Con 12, Int 15, Wis 11, Ch 10
Feats Quick Draw, Improved Initiative, Combat Casting
Skills Concentration (5) +7; Knowledge (Arcana) (5) +7; Sense Motive 5; Ride (1) +3; Spellcraft (5) +3; Jump (1) +4; Survival 1 (cc);
Possessions Longsword, Quarterstaff, MW Shortsword, Spell component pouch, Chain Shirt, Heavy steel shield, Backpack, Bell, Silkrope, Torch (4), Chalk (10), Flint & Steel, Bedroll, Mirror, Waterskin, Signal Whistle, Unholy Water (2) 50gp, 120sp, 404gp

Proficient with Light, Medium and Heavy Armor, Simple and Martial Weapons, and all Shields.
Spells
Spells per day: 0th level-4, 1st level -3+1b
Spells known: 0th-4, 1st - 3
Saving throw 12+spell level
0- Acid splash, Disrupt undead, Ray of frost, and Touch of Fatigue
1 - Magic Weapon, Chill touch, Blade of Blood (PHB2)

Blade of Blood: Swift 1d6 or take 5 damage for 3d6 (total)
Background
His background is that of a renegade. He was exiled from his human lands home in childhood because a set of girls fingered him for witchcraft, the one who had caused them to do bad things in the absence of real evidence he was exiled to never return. He wandered for weeks or so it seemed to him. Until he finally passed out due to hunger. When he awoke he was greeted by what he would later learn were elves. They took pity on the boy and one of the men took him in. He was trained in the art of wizardry but his talent for the sword was uncanny. Though he, like most humans favored fighting with strength over finesse, he excelled in both in endurance and his agility. Torn between his studies he was confronted by a elder and asked to begin training with an elite guard. The Duskblades were an elite group that by weaving magic into their sword play could quickly dispatch the intruders in their lands. During one training exercise he was asked to take out some forest desiccators. He confronted them and told them to leave as was custom. When they did not leave he began to force them to leave, but the woman in their camp caught his eye and his heart. So after explaining to these people he escorted them out of the woods and instructed them never to return. When he returned to the elves they knew what he had done. Their law could have no such dissenters and he was lead to be executed. On the day of his execution he though his hands were tied and legs manacled managed to surprise the guards as their swords froze in their hilts. He has been running ever since drifting into towns doing odd jobs, hoping he would find this women who has stolen his heart.
 

Amazing Triangle

First Post
Cleric Unknown

Male Human Cleric 5/Paragnostic Apostle 5/Contemplative 9
LG Medium humanoid
Init +5; Senses
Languages Common, Celestial, Terran

AC 33 (10+12 Armor+6 Shield+2 Natural Armor+2 deflection+1 Insight)
HP 146
Fort +16, Ref +10, Will +26

Speed 30 ft. (6 squares)
Melee:+12 Mace 1d8+2+1d6 acid
Ranged: +10 Light Crossbow
Full Attack+12/+7 Mace
Base +9; Grp +11
Special Actions:

Abilities Str 14, Dex 12, Con 18, Int 12, Wis 27, Cha 10
Feats: Touch of Healing (Reserve), Augment Healing, Quicken Spell, Reach Spell, Craft Wand, Summon Elemental (Reserve), Skill Focus (Concentration), and
Feats from Domains: Improved Initiative and Extend Spell

Skills: Concentration 29, Spellcraft 23, Knowledge (religion) 23, Knowledge (arcane) 23, Listen 10, Spot 10, Survival 9, Knowledge 7, Heal 14
Possessions: Wis +6, Con +4, Boots of Striding and Springing, Ring of Deflection+2, Belt of NA+2, Ioun Stone AC+1, +1 Corrosive Mace of Earth Elemental (Huge), +4 Mitheral Full Plate, Cloak of Resistance +4, Strand of Prayer Beads (healing and karma), Ring of Sustenance, Backpack
Cost:164,813

Proficient with Light, Medium and Heavy Armor, Simple Weapons, and all Shields.

Special Abilities: Summon Huge Earth Elemental for 15 rounds from Mace, +2 Cl for Calling or Summoning Conjuration Spells, +2 Spellcraft and Concentration checks, +1 CL Healing spells, +1 on opposed checks,+1 Cl summoning spells
Call of worlds: Summoning Conjuration spells get fast healing 2 (+1/5 levels max 5 @15th level)
Divine Health (Immunity to all diseases), Slippery Mind, Divine Wholeness (4xC level=28), Divine Body (Immunity to all poison), Divine Soul (SR = 24), Eternal Body (Aging penalties do not apply;Bonuses still stack)
Touch of Healing +1 CL healing conjuration spells, 3/Spell level heal per touch per round up to 1/2 hp
Summon Elemental +1 CL to conjuration summons, 4 or lower small, 5-7 medium, 8-9 large, available to cast spell of level is the size, only 1 at a time no more than 30 ft away from caster
Domain Spontaneity:
Domains: Time, Planning, Spell, Summoning
Bonus Domains: Healing, Competition

Spells:
0th:6
Light, Create Water, Detect Magic, Mending, Read Magic, and Amanuensis
1st:7
Obscuring Mist, Divine Favor (2), Bless (2), Magic Weapon (2)
2nd:7
Close Wound (4), Divine Protection, Divine Insight, Status
3rd:7
Mass Aid, Girallon's Blessing, Mass Resist Energy, Visage of the Deity lesser, Blindness/Deafness, Magic Vestment (2)
4th:7
Mass Shield of Faith (2), Divine Power, Spell Immunity, Freedom of Movement, Greater Magic Weapon (2)
5th:6
Righteous Wrath of the Faithful (2), Righteous Might, Flame Strike (2), Wall of Stone
6th:5
Cometfall, Visage of the Deity, Lucent Lance, Blade Barrier, Harm
7th:5
Brilliant Blade, Radiant Assault, Holy Word, Quicken Mass Resist Energy, Quicken Haste
8th:4
Brilliant Aura, Storm Rage, Firestorm, Quicken Divine Power
9th:3
Summon Monster IX, Mass Heal, Summon Elemental Monolith

Domain:
1 - True Strike
2 - Silence
3 - Haste
4 - Divine Power
5 - Righteous Might
6 - Heroes' Feast
7 - Summon Monster VII
8 - Moment of Prescience
9 - Time Stop or Mordenkainen's Disjunction
 

Amazing Triangle

First Post
Shiric Krain

Shiric Krain "The Elementalist" , "The Stone Speaker"
Male Human Cleric 7/Thaumaturgist 3/Contemplative 8
NG Medium humanoid
Age: 29
Init +5; Senses Spot +13, Listen +13
Languages Common, Celestial, Terran

AC 32 (10+2 Dex+12 Armor+3 Shield+2 Natural Armor+2 deflection+1 Insight), Flat Footed 30; Touch 15
Magic Vestment 4 (2) + Shield of Faith 5 (3): AC = 38, Flat footed 36; Touch 20
Magic Vestment 4 (2): AC 35; Flat footed 33; Touch 17
HP 144
Fort +16 (8), Ref +11 (7), Will +26 (13)

Speed 30 ft. (6 squares)
Melee:+13 Mace 1d8+2+1d6 acid
Ranged: +11 Light Crossbow
Full Attack+13/+8 Mace
Base +10; Grp +12
Special Actions: Turn Undead 3/day

Abilities Str 14, Dex 14, Con 18, Int 12, Wis 27, Cha 10
Feats: Touch of Healing (Reserve), Augment Healing, Craft Wondrous Item, Reach Spell, Craft Wand, Summon Elemental (Reserve), Skill Focus (Concentration), and Spell Focus (Conjuration)
Feats from Domains: Improved Initiative and Extend Spell
Feats from classes: Augment Summoning


Skills: Concentration 24 (43), Spellcraft 21 (24), Knowledge (religion) 21 (22), Listen 5 (13), Spot 5 (13), Heal 11 (19)
Possessions: Third Eye Concentrate(10k), Periapt of Wisdom +6(36k), Cloak of Resistance +4(16k), Mithral Full Plate +4 (26.5k), Vest of Natural Armor +2(8k), Gloves of Dexterity +2(4k), Bracers of Constitution +4(16k), Boots of Striding and Springing(5.5k), Ring of Deflection +2(8k), Ioun Stone Dusty Rose Prism(5k), +1 Corrosive Mace of Earth Elemental (Huge)(32k), Ring of Sustenance(2.5k), Strand of Prayer Beads (healing and karma)(9k), Backpack(2gp), Waterskin (1gp), Holy Symbol Silver(25gp), 10 Tourmaline (1k), Spell Component Pouch(5gp), Large Steel Shield +1 (1k)
Cost: 168,533gp
Iron Ore
Proficient with Light, Medium and Heavy Armor, Simple Weapons, and all Shields.

Special Abilities:
Summon Huge Earth Elemental for 15 rounds from Mace, +2 Cl for Calling or Summoning Conjuration Spells, +2 Spellcraft and Concentration checks, +1 CL Healing spells, +1 on opposed checks,+1 Cl summoning spells, +1 Conjuration Spells
Divine Health (Immunity to all diseases), Slippery Mind, Divine Wholeness (4xC level=28), Divine Body (Immunity to all poison), Divine Soul (SR=15+C level=23),
Touch of Healing +1 CL healing conjuration spells, 3/Spell level heal per touch per round up to 1/2 hp
Summon Elemental +1 CL to conjuration summons, 4 or lower small, 5-7 medium, 8-9 large, available to cast spell of level is the size, only 1 at a time no more than 30 ft away from caster
+4 Strength and Constitution for summons for duration of summon spell
All Summoning Spells affected by Extend Spell with out increase in caster level

Totals: +3 Calling, Summoning Spells, +2 Caster level Healing spells, +1 Saves Conjuration Spells, +1 on any opposed checks, immune to disease and posion, Reroll save on enchantments, Heal 28 HP per day, SR 24, Summon Elemental (Earth) large, Heal 3*spell level up to 1/2 hit points, +4 Str and Con for summons
Domain Spontaneity:
Domains: Time, Planning, Spell, Summoner
Bonus Domains: Healing, Competition

Spells:
0th:6
Light, Create Water, Detect Magic, Mending, Read Magic, and Amanuensis
1st:7
Obscuring Mist, Divine Favor (2), Bless, Comprehend Languages, Shield of Faith, Detect Good
2nd:7
Close Wound (4), Divine Protection, Divine Insight, Status
3rd:7
Mass Aid, Girallon's Blessing, Mass Resist Energy, Visage of the Deity lesser, Blindness/Deafness, Magic Vestment (2)
4th:7
Mass Shield of Faith (2), Divine Power, Spell Immunity, Freedom of Movement, Greater Magic Weapon (2)
5th:5
Righteous Wrath of the Faithful, Righteous Might, Flame Strike, Wall of Stone, Reach Cure Serious Wounds
6th:5
Cometfall, Visage of the Deity, Lucent Lance, Blade Barrier, Harm
7th:4
Brilliant Blade, Radiant Assault, Bestow Greater Curse, Withering Palm
8th:4
Brilliant Aura, Storm Rage, Firestorm, Reach Heal
9th:2
Mass Heal, Summon Golem (Iron)

Domain:
1 - True Strike
2 - Silence
3 - Haste
4 - Divine Power
5 - Righteous Might
6 - Heal
7 - Summon Monster VII
8 - Moment of Prescience
9 - Mordenkainen's Disjunction
 
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Amazing Triangle

First Post
Nuyrim Salunteun

Nuyrim Salunteun, "The Studied", "The Seeker of Knowledge" [Hope, bringer, duty]
Male Elven Archivist 10/Loremaster 9
LN Medium humanoid
Age: 154 Height: 4' 8" Weight: 110 lbs
Init +4; Senses: Listen +0, Spot +0
Languages Common, Elven, Draconic, Dwarven, Terran, Celestial, Sylvan, Undercommon, Orc, Hafling, Goblin, Duergar

AC 22 (10+4 Dex+6 Armor+ 1 Shield+ 1 Insight)
AC (w/Spells) 40 ( +5 Deflection [Persistent Shield of Faith], +5 NA [Persistent Barkskin], +10 Armor (Magic Vestment), +5 Shield (Magic Vestment)
HP 155 (19 HD)
Fort +20, Ref +16, Will +19

Speed 30 ft. (6 squares)
Melee:+11 Longsword 1d8+1 19-20x2
Ranged: +15 Longbow 1d8+1 20x3
Full Attack:+11/+6 Longsword 1d8+1 19-20x2
+15/+10 Longbow 1d8+1 20x3
Divine Power: Melee: +20/+15/+10/+5; Ranged +24/+19/+14/+9
Base +9; Grp +9
Special Actions:
Dark Knowledge: 6/day; DC 15;
A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. Feats Knowledge (nature) for giants and fey and Knowledge (arcana) for dragons and constructs. Doing this counts as a move action.
Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus on attack rolls made against them. For example, an archivist confronted by corruption eaters who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.
Puissance: Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
Foe: Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.
Lore Mastery: Upon reaching 2nd level, an archivist gains a +2 bonus on all Decipher Script checks and on all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus. [Arcana, Nature]
Still Mind (Ex): Starting at 4th level, an archivist gains a +2 bonus on saving throws against spells and effects from the school of enchantment, due to his rigorous focus and intense mental discipline.
Bonus Feat: Persistent Spell
Secret: Applicable knowledge (Improved Toughness), Weapon Trick (+1 weapon attack rolls), The lore of true stamina (+2 bonus on Fortitude saves), Secrets of inner strength (+2 bonus on Will saves), Secret knowledge of avoidance (+2 bonus on Reflex saves)
Lore: At 2nd level, a loremaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.
Greater Lore (Ex): At 6th level, a loremaster gains the ability to understand magic items, as with the identify spell.

Abilities Str 10, Dex 18, Con 18, Int 28, Wis 10, Cha 10
Feats: Extend Spell, Somatic Weaponry, Touch of Healing, Skill Focus (Concentration), Skill Focus (Knowledge: Arcana), Craft Wondrous Item, Archivist of Nature, Draconic Archivist

From Class: Scribe Scroll


Skills:Knowledge (Religion) 22 (33), Knowledge (Arcana) 22 (38), Knowledge (Nature) 22 (35), Knowledge (Dungeoneering) 22 (33), Knowledge (History) 22 (33), Knowledge (Planes) 22 (33), Knowledge (Local) 22 (33), Spellcraft 22 (33)(35 decipher scrolls), Use Magic Device 22 (22) (26 w/scrolls), Heal 22 (22), Decipher Script 22 (33), Concentration 22 (30), Gather Information 4 (6)

Possessions: +1 Elven Chain Shirt of Moderate Fortification (20,150) 20lb., Scroll of Barkskin (learned) (150), Masterwork Light Dark Wood Shield (153) 2.5lb., Blessed Book(2) (25k), Ring of Sustenance (2.5k), +1 Darkwood Magebane Longbow (8,385) (1.5lb), Arrows (1) (3lb)

Crafted wands: Cure Critical Wounds (CL 7 10.5k),Eternal Wand Magic Vestment (+4) (5,450), Wand of Greater Magic Weapon (CL 12, 18k)
Crafted Wondrous items: Headband of Intellect +6 (18k), Amulet of Health +4 (8k), Gloves of Dexterity +4 (8k), Cloak of Resistance +4 (8k), Portable Hole (10k) [403 XP gained]

Total weight: Weight Carried: 26 lbs Light: 0-33 Medium: 34-66 Heavy: 67-100
154,654 gp
~
Permanency Darkvision 4,625gp (Divine Scrolls)
165,279 gp

Proficient with all simple weapons and with light and medium armor, but not with shields. Martial Weapon Proficiency for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.

Special Abilities:
Archivist of Nature: Giants and Fey
Draconic Archivist: Dragons and Constructs
Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Elves receive the +2 racial bonus on Jump, Listen, and Spot checks. Elves have no bonus to Search and only notice secret doors if actively searching for them. +2 to all knowledge skills inherently due to their perfect memory, but sometimes require more time to sift through everything they have experienced before remembering.
Magebane: Against a Creature that can cast Arcane Spells or invocation; +3 Longbow, +2d6
Moderate Fortification: 75% Immune to Critical Hits and Sneak Attack
Touch of Healing: Heal 3*splvl reserved on touch

Spells: DC 19+Spell Level
0th - 4
Mending, Amanuensis, Light, Detect Magic
1st - 8
Obscuring Mist, Divine Favor (2), Bless (2), Comprehend Languages, Shield of Faith, Scholar's Touch
2nd - 7
Close Wound (3), Divine Protection, Divine Insight, Status, Barkskin
3rd - 7
Mass Aid (2), Mass Resist Energy (2), Blindness/Deafness (2), Magic Vestment
4th - 7
Mass Shield of Faith (2), Divine Power (2), Spell Vulnerability, Freedom of Movement, Greater Magic Weapon
5th - 7
Righteous Wrath of the Faithful (2), Flame Strike (3), Wall of Stone (2)
6th - 6
Visage of the Deity, Blade Barrier, Harm (2), Heal (2)
7th - 6
Persistent Shield of Faith, Brilliant Blade, Bestow Greater Curse (2), Withering Palm (2)
8th - 5
Persistent Barkskin, Brilliant Aura, Storm Rage, Firestorm, Visions of the Future
9th - 5
Mass Heal (2), Summon Golem (Iron), Implosion, Storm of Vengence

Personality: A mix between Dr. Who and Dr. Llyod

History: Nuyrim was born into a rather affluent family in the capital city of Suln, the capital of the city of Correl. After being schooled in both military and magic ways, he found that he had a paunch for the divine arts. He lacked one thing that the others had, a true belief in the gods existence. He believed that there was a divine power, but he wanted proof of its existence which none of the clerics could provide.
He stayed with these men of the cloth, because their extent of books on multiple topics kept him interested everyday for weeks and months on end. Very often the clerics would find him passed out from either hunger or thirst in the library.
After almost 50 years of this, Nuyrim, happened upon a spell that he had never seen before. He moved out into a courtyard of the monetary and tried his new spell. He felt like his body was being torn nearly in half, the pain causing his vision to go white. Suddenly he was on a wide street, in a very crowded market place, just on the other side of a door. A women whose beauty was beyond anything he has ever seen, strolled up to him and asked where he was from. Nuyrim, not accustomed to interaction, he stumbled and stammered in front of this beautiful lady. They quickly became friends, and were soon wed. Nuyrim found that the books in his new place, Sigil, were filled with much more information. He spent many days walking with is beloved cataloging all the creatures he encountered, using her knowledge, to write his many books. He loved it in Sigil, the many factions, the way “people” interacted with one another, and, last but not least, his beloved. Though he did find he missed the sky and sun that he had had as a child.
Nuyrim quickly found a faction, Fraternity of Order, this group of “people” believed like he did, that knowledge was power. He learned a lot of their libraries and from their many and varied members.
One day an event came along that changed Nuyrim’s life forever. He was away with one of the members of the Fraternity of Order, when he returned his wife was gone. He searched for weeks; using every connection he gained in the twenty years he inhabited Sigil. After one month he had gathered enough information to find that something or someone had taken and killed his wife. He still was unsure of the reasoning but he had to bring her back.
He spent thirty years searching through texts, he found there was a reference to Correl containing a way to bring back those who were dead, but how to get home. Nuyrim, used his connections to make a deal with a demon for some knowledge that he had acquired. The demon begrudgingly allowed him to pass into the Outer Planes, The Gray Wastes, from here he employed his shifting spell and made his way back to Correl. He appeared out in the middle of an ocean.
After what felt like days, a ship happened upon Nuyrim and brought him aboard. When he reached Durgarvan he was barely alive. After weeks of recovery he learned of the Griffonclaw Sages, who collected knowledge. Nuyrim cared little about his collected works so out of his portable hole he poured volumes out on to the front lawn of the Griffonclaw Tower. This was enough to give him entry into the Tower and allow him access to their banks of knowledge. He spent many days and nights sleeping only 2 hours each day going through every book that the tower had at their disposal. He had to find a way to raise his beloved.
He began to search ruins and abandoned temples in the area trying to find a glimpse of what it was he needed to bring back his beloved. His earnest turned into an obsession a need. He after a few years of searching found out that there were a group of beings that were changing the world by finding Elder Races and killing off of evil spirits, but it was the rumor that one of their group had been brought back from the dead, not only that restored to her original body. He must find the being responsible for this he must know if he could bring back his beloved.
 
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Amazing Triangle

First Post
Quin Morland

Quin Morland
Male Human Warblade 5
NG Medium humanoid
Age: 18
XP 10000
Init +6; Senses Spot +0, Listen +0
Languages Common, Elven, Sylvan

AC 20 (10+2 Dex+6 Armor+2 Shield), Flat Footed 20; Touch 12
AC 18 (10+2 Dex+6 Armor), Flat footed 18, Touch 12

HP 62
Fort +7 (2), Ref +3 (0) +5 if not FF, Will +1 (0)

Speed 40 ft. (8 squares)
Melee:+9 Rapier 1d6+4 18-20x2
Greatsword +11 2d6+8 19-20x2
Full Attack:+9 Rapier 1d6+4 18-20x2
Greatsword +11 2d6+8 19-20x2
Base +5; Grp +9
Special Actions: Battle Clarity (Int to reflex saves if not FF), Uncanny Dodge, Battle Ardor (Int to confirm crit)

Abilities Str 19, Dex 14, Con 16, Int 14, Wis 10, Cha 10
Feats: Power Attack, Improved Bullrush, Improved Sunder, Improved Initiative


Skills: Concentration 11, Jump 17, Intimidate 8, Tumble 10 (-2ACP = 8), Knowledge (history) 10, Knowledge (local) 10, Diplomacy 8
Possessions: +2 chainshirt with a 15' light radius (25lb), Deathknell Greatsword, +2, on mob death gain one temp. hp (no cap on this) on critical hit gain 1d4 str for 10 rounds(no stacking) (8lb), Rapier (2lb), Heavy steel Shield (15lb), Boots of Striding and Springing, Backpack 2gp (2lb), Bell 1gp, Chalk 1 sp (10), Flint & Steel 1 gp, Bedroll 1sp (5lb), Waterskin 1gp (4lb), Signal Whistle 8sp, Hempen Rope 5sp (50ft) (10lb), Torches (5), Trail Rations (5lb), Steel Mirror (1/2lb), Waterskin (4lb)

Weight Carried 85 1/2lbs
Light 100 or less, Medium 101-200, Heavy 201-300

Proficient with Light and Medium Armor, Simple Weapons, and all Shields.

Special Abilities:
Recover maneuvers: swift action and action


Stance:
Punishing Stance, +1d6 damage / -2AC
Hunter's Sense, Gain Scent as per the MM

Maneuvers: Known 6 Readied 4:
Moment of Perfect Mind - Concentration check instead of will save
Stone Bones - DR 5/adamantine for 1 round
Steel Wind - you may attack two targets against 2 targets resolve separately
Disarming Strike - Disarm as part of an attack
Emerald Razor - Touch attack rather than regular attack
Rabid Wolf Strike - +4 to hit, +2d6 damage, -4 AC
 

Amazing Triangle

First Post
Callen Llaleechan

Callen Llaleechan
Male Strongheart Halfling Wizard 5
NG Small humanoid
Age: 18
XP: 12,283; next level 15,000
Init +8; Senses Spot +0, Listen +1
Languages Common, Halfling, Dwarven, Elven, Gnome, Draconic

AC 15 (10+ 4 Dex+1 Size), Flat Footed 11; Touch 15
AC 19 (Mage Armor)
HP 25
Fort +3 (1), Ref +5 (1), Will +5 (4) +2 vs Fear

Speed 20 ft. (4 squares)
Melee:+1 Dagger

Ranged: +10 Ray Spells
+11 thrown/slings
Base +2; Grp -4 (0)
Special Actions:
Cloudy Conjuration - When casting a conjuration spell you can create a 5ft square; 1rd; Sickened (-2 all rolls) no save; in any space adjacent to you, any space in or adj to target; w/in 5ft 20% outside 50%concealment
Acidic Splatter - 1d6/spell level, ranged touch no save; Range: 5ft/spell level
By level: 3rd - 3d6, 15 ft; 2nd - 2d6, 10ft
+1 spell level to all Acid Spells


Abilities Str 6, Dex 18, Con 14, Int 21, Wis 8, Cha 8
Feats: Cloudy Conjuration, Improved Initiative, Spell Focus (Conjuration), Scribe Scroll, Acidic Splatter


Skills: Concentration 11 (9), Decipher Script 11 (6), Knowledge (Arcane) 13 (9), Knowledge (Dungeoneering) 7 (2),Knowledge (Architecture and Engineering) 7 (2) ,Knowledge (Geography) 8 (3) ,Knowledge (History) 8 (3) ,Knowledge (Local) 7 (2),Knowledge (Nobility and Royalty) 8 (3),Knowledge (Nature) 6 (1), Spellcraft 16 (9),Hide 8 (4), Climb 0 (2), Jump 0 (2), Move Silently 6 (2), Listen 1 (2)


Possessions: Headband of Intellect +2, Bedroll 1 lb, Bacpack .5 lb, Waterskin 1lb, Small Steel Mirror .5lb, Flint and Steel, Bell, Spell Component Pouch. 2lb, 2xSpell Book 3lb, Ink, Inkpen, Potion of Cure Light Wounds, 10 Chalk, 10 Parchment, 103 gp 7sp
Wands: Detect Magic 50, Enlarge Person 50

Weight Carried: 11lb
Light load 0lb-15lb, Medium load 16-30, Heavy load 31-45

Proficient with Simple Weapons.
Spells:Focused Specialist Conjuration (Banned Schools: Evocation, Enchantment, Abjuration)

100 pages each book
54 pages used
PHB & Sp
Saves: DC 15 + SP LVL + (1 Conjuration)
Known (lvl) --- Spells per day
0 --- All --- 4
1 --- 10 --- 5
2 --- 8 --- 4
3 --- 7 --- 3

0th level
Caltrops (Co) -- 1
Acid Splash (Co) -- 2
Detect Magic (Di)
Prestidigitation (Un) -- 1
Amanuensis (Tr)
Message (Tr)

1st level
Buzzing Bee (Co)
Comprehend Languages (Di)
Enlarge Person (Tr)
Grease (Co) -- 2
Identify (Di)
Mage Armor (Co) -- 1
Nerveskitter (Tr)
Obscuring Mist (Co) -- 1
Lesser Orb of Acid (Co) -- 1
Ray of Clumsiness (Tr)
Summon Monster 1 (Co)

2nd level
Baleful Transposition (Co)
Blindness/Deafness (Ne)
Dimension Hop (Co)
Darkvision (Tr) -- 1
Glitterdust (Co) -- 1
Ice Knife (Co) -- 1
Obscuring Snow (Co)
Summon Monster 2 (Co)
Web (Co) -- 1

3rd level
Acid Breath (Co) -- 1
Caustic Smoke (Co)
Fly (Tr)
Haste (Tr) -- 1
Sleet Storm (Co)
Stinking Cloud (Co) --1
Summon Monster 3 (Co)

Notes: This is my take on a GOD wizard. His personality is drafted after the absent minded professor. His raven is the wise one of the bunch and frequently reminds the super intelligent wizard of everything from names to things he should know.
 
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Amazing Triangle

First Post
Adan Ward (Kizer Karmickel)

Adan Ward (Kizer Karmickel)
Male Human Monk 2/Swordsage 5/Crusader 2/Shadow Sun Ninja 1
CG Medium humanoid
Age: 20; Height 6’ 0”; Weight 176
XP: 48790/55000
Init +7; Senses Spot +10, Listen +10
Languages Common
AC 21 (10+6 Dex+3 Wisdom+1 Natural Armor+1 Deflection), Flat Footed 15; Touch 19

HP: 71
Fort +11 (9), Ref +15 (9), Will +12 (9)

Speed 40 ft. (8 squares)
Melee: Fists +14/+9 2d6+1 x2
Shadow Hand Stance Fists +14/+9 2d6+7 x2
Shadow Hand Maneuver: Fists +14/+9 2d6+10 x2
Base +6; Grp +6

Special Actions:
Touch of Shadow Sun - Touch attack deal 1d10+9 negative energy damage; (if no effort) swift action heal the amount of damage

Abilities Str 10, Dex 22, Con 14, Int 10, Wis 16, Cha 10
Feats: Shadow Blade, Weapon Finesse, Superior Unarmed Strike, Adaptive Style, Falling Sun Strike

Monk Bonus: Improved Unarmed Strike
Stunning Fist 5/day Fort save DC 19
Combat Reflexes

Skills: Hide 19 (13), Move Silently 19 (13), Tumble 21 (13), Jump 5 (5), Listen 10 (7), Spot 10 (7), Sense Motive 16 (13)

Possessions: Gloves of Dexterity +4, Ring of Protection +1, Bracers of Natural Armor (+1), Healing Belt (1lb), Ring of Sustenance, Necklace of Natural Weapons (+1 Bloodfeeding Spellstoring: Combust) and Wisdom +2, Backpack 2gp (2lb), Bell 1gp, Chalk 1 sp (10), Flint & Steel 1 gp, Bedroll 1sp (5lb), Signal Whistle 8sp, Torches (5), Steel Mirror (1/2lb),Wine (5lb), Rags, Third Eye Surge, 25gp, Dagger +1 (strapped to calf under clothes of right leg), 20 vials of dragonblood Shirt of Ironskin (DR 3/adamantine 15,000) 16 gp

Weight Carried 17 ½ lbs
Light 33 or less, Medium 34-66, Heavy 67-100
Proficient with Light, Medium, and Heavy armor, Simple and Martial Weapons, and all Shields

Special Abilities:
Effective Monk Level: 3 for abilities; 12 for unarmed damage
Furious Counterstrike: +1 to hit 1-9
Steely Resolve 5: Can delay 5 damage till end of next turn
Indomitable soul: Charisma to will saves if any
Quick to act +2: +2 initiative
AC Bonus: Wisdom to AC even when flat-footed; touch, just not when helpless or immobilized
Unarmed Swordsage: Use monk damage progression; no armor proficiency from swordsage
Discipline Focus (Weapon Focus) – Shadow Hand Weapons (Unarmed Strike)
Discipline Focus (Insightful Strike) – Wisdom to damage on Shadow Hand Maneuvers
DC Increase - +1 stunning fist, +1 setting sun throws or attacks
Healing Belt: +2 Healing Checks; 3 charges renew at dawn, 1-2d8,2-3d8,3-4d8
Third Eye Surge (3 charages/day, 1-+2 insight bonus, 2-+3insight bonus, 3-+4insight bonus; to str and dex skill checks and str and dex checks and weapon damage rolls for 1 rd
Bloodfeeding - Every hit is 1 Blood Point, Can store 10 can use 5 at anyone time; Can use Each BP is +2 to damage; no points gained during strike

Skill Tricks:
Back on your feet (Tumble 12) - Stand from prone as an immediate action after being knocked prone still provokes as normal
Nimble Stand (Tumble 8) - Stand from prone without provoking AoOs
Listen to this (Listen 5) - Perfectly retell what has been heard.

Stance:
3 – Island of Blades
4 - Martial Spirit
5 – Leading the Charge
6 – Assassin’s Stance
10 - Shifting Defense

Maneuvers:
Crusader: Known 5; Readied 5 (2)
Crusader’s Strike – 1std; if attack hits Heal 1d6+5 any ally within 10ft.
Stone Bones – 1std; if attack hits DR 5/adamantine for 1/rd
Vanguard Strike - 1std; if attack hits +4 for everyone to attack creature
Douse the Flames - 1std; if attack hits: creature can't take AoOs
Leading the Attack -
1std; if attack hits +4 for everyone to attack creature


Swordsage: Known 10; Readied 6
Mighty Throw - 1std; +5 trip to throw: 10ft: falls prone
Baffling Defense - 1 ima; Sense Motive instead of AC before opponent's attack result
Clinging Shadow Strike - 1std; +1d6 Fort save DC 14 or suffer 20% miss chance for 1 round
Shadow Jaunt - 1std; Move up to 50ft.
Drain Vitality - 1std; normal melee damage: DC 15 or take 2 points of Con Damage saves negates
Cloak of Deception - 1swft; invisible as greater invisibility: Until end of turn
Strength Draining Strike - 1std; Normal Melee Damage: Fort Save DC 16 or 4 strength damage, save for half
Comet Throw - 1std; +5 trip to throw: 10ft: 4d6 dmg, falls prone; can throw into target (DC 15) for half 4d6 to 2nd target remain standing
Obscuring Shadow Veil - 1std; +5d6 dmg: Fort DC 17 or 50% miss chance save negates miss chance
Shadow Stride - 1ma; Move up to 50ft.
Soaring Throw - 1std; +5 trip to throw: 10ft; 8d6 dmg, falls prone
 

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