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

Amazing Triangle

First Post
Tommy T. Teleresse, The mage

Tommy T. Telleresse, Human Male (Fighter 1/ Sorcerer 1/Human Paragon 3/Sorcerer 3)
Size: M, N,
26, 6’0”, 200, M, gray eyes, dark tan skin, brown hair hair,

STR: 12 (+1)
DEX:16 (+3)
CON: 14 (+2)
INT: 10 (+0)
WIS: 10 (+0)
CHA: 22 (+6)

Hit Points: 55 / 55
Hit Dice: 1d12+3d8+4d4+16 (55 hp)
Speed: 30ft
Initative: +7 (+3 DEX, +4 <bonus>)
AC: AC 23 {10+3 Dex+ 8 armor+1 dodge+1 Deflection};
touch 23, flat-footed 19)
BAB/Grapple: +5/+6

Fort: +6 (+4 Base, +2 CON)
Ref: +5 (+2 Base, +3 DEX)
Will: +7 (+7 Base, +0 WIS)

Attacks:
  • <Quarterstaff> +7 melee (1d6+1 20x2)
  • <Shortbow> +8 ranged, 60' (1d6 20x3)
[*]<Ranged Touch> +8
Special Attacks:
Spells

Special Abilities:
Spells

Skills: (45 points, max ranks 11/4)
  • < Bluff > +17 (11 Ranks, +6 ATB)
  • <Spellcraft > +11 ( 11 Ranks, +0 ATB)
  • <Concentration> +13 (11 Ranks, +2 ATB)
  • <Knowledge (Arcana) > +5 (5 Ranks, +0 ATB)
  • <Language> 6 (6 Ranks)

Feats:
  • 1-Magic Talent
  • 1-Earth Bloodline
  • H bonus- Point Blank Shot
  • Fighter B- Dodge
  • 3- Extend spell
  • Human P- Improved Initiative
  • 6- Precise Shot

Languages:
  • Common
  • Terran
  • Elven
  • Giant
  • Draconic
  • Sylvan
  • Undercommon

Equipment:
  • Masterwork Quarterstaff (600) (4 lbs)
  • Ring of Deflection +1(16,000)
  • Cloak of Cha +1 (8,000)
  • Silver dagger (22) (1 lb)
  • 100ft Silk Rope (20) (10 lbs)
  • Backpack (2)
  • Signal whistle (.80)
  • 1 grappling hook (1) (4 lbs)
  • Ink (8)
  • 2 Inkpen (.20)
  • 5 Parchment (1)
  • Notebook (20) (2 lbs)
  • MW Short bow (300) (2 lbs)
  • Arrows 20 (1) (3 lbs)
  • Spell Component pouch (100) (2 lbs)
  • Waterskin (1) (4 lbs)
  • Gentleman’s Gloves (10)
  • Signet Ring (5)
  • 3xBottles of wine (30) (2 lbs)
  • Trail Rations x7 (34)

    Weapon Groups: Basic, Light blades, Bows, Spears and Lances
  • <Items>(1805 gp, 34lbs.)
Total weight carried -- 34lbs.
Light load -- 43lbs., medium – 44-86lbs., heavy – 87-130lbs., lift -- 260lbs., push -- 650lbs.

Spells:
Sorcerer 6th level: (7/7/5/4; spell save DC 16 + spell level)
  • 0th- Light, Caltrops, Dancing Lights, Read Magic, Detect Magic, Mending, Amanuensis
  • 1st- Orb of Sound (lesser), Magic Missile, Expeditious Retreat (swift), Ray of Clumsiness (1d6+5 dex), Mage Armor, Enlarge Person
  • 2nd- Scorching Ray, Bear’s Endurance, Bigby’s Slapping Hand, Shatter
  • 3rd- Fireball, Haste, Keen Edge

XP: 30,000/ 36,000

Appearance:
Tommy wears simple robes. His skin is a strange tan color. He carries a quarterstaff which he uses more as a walking stick. He has a belt with all manner of things in their pouches. He also wears a bandolier that houses three daggers. Across his back he has a a sac filled with all kinds of ecclectic things. You notice when next to him he exudes a smell of almost wet spring dirt.

Personality:
Tommy seems to make up his mind and never change. This is untrue. Those around him notice that he does change just so slowly that he just seems to never change. When he makes up his mind about something he is stubborn about making sure that his thoughts are heard.

Background:
As a boy Tommy, the youngest of 4, was chosen to be in line to learn a family secret with his other four brothers. At age 18 during the test of the mind, Tommy’s inner abilities blossomed. In the middle of the dark room where he was sitting he had created a spiraling set of lights. This allowed him to impress his dad enough to move on to the next level of training. He was given a ring from his father said to protect its wearer. His three brothers then left the house and trained in other areas of work and fortune. For the next four years he trained at pulling out his humanity and his natural magic powers. Upon completion of his training he was given a cloak that was said to increase his natural looks. When he reached 22, he was set on a quest to explore a missing person mission from the local bar. Frank F. Telleresse, his brother next in line above him, was the villain behind the kidnapping. After a deeply pitted battle he overcame his brother and his fake powers. Tommy has spent the last three years going on dungeon delves and small quests, to find his brothers and help get rid of them. Mark M. Telleresse and John J. Telleresse his remaining brothers are still to be heard from. He has looked for any sign that his brothers are doing good in the world.

Notes:
2 living brothers that hunt him, Hates air elementals, affinity for earth elementals
 

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Amazing Triangle

First Post
Ailin Mogue , Azurin ( Fighter 1\Cleric 9/Rogue 5\Umbral Disciple 3\Saint 2 ): CR 10; Medium-size; HD10d8; HP 73; Init 8; Spd 30 ft.; AC 30 {10+3 Dex+7 armor+4 shield+1 Def.+1 NA+4 Insight}, touch 18, flat-footed 26 (+1 natural); BAB +7; Grap +8; Atk; +12 1d10+4 Sneak Attack +4d6+1

Full Atk: +12/+7 1d10+4 19-20x2 Sneak Attack +4d6+1
Space/Reach 5 ft/5 ft;
SA: Sneak Attack 4d6, Turn Undead 5/day, Hide in Plain Sight, Holy Power (DC+2), Holy Touch (1d6 vs evil, 1d8 vs evil undead/outsiders)
Spell-like abilities: At will – Guidance, resistance, virtue, and bless, DC 16+splvl, as a (Character’s HD) caster
SQ: Trap finding, Trap sense +1, Uncanny dodge, Evasion, Step of the Bodiless, Embrace of Shadow, Aura of good, DR 5/evil, Fast healing 5, Immunities: Acid, Cold, Electricity, and Petrification attacks, Low-light vision, 60-foot dark vision, Protective Aura (20ft. 2xstrength Magic Circle against Evil and Lesser globe of Invulnerability of HD), Resistances: Fire 10, +4 Fortitude saves vs. Poison, Tongues (as by a 14th level cleric)
AL LG
SV Fort 9, Ref 13, Will 10

Stats:
Str 13, Dex 16, Con 16, Int 12, Wis 19, Cha 18

Skills:
Concentration 7, Hide 18, Knowledge (Arcana) 3, Knowledge (Religion) 13, Listen 12, Gather Information 14, Search 11, Bluff 14, Tumble 13, Disable Device 9, Open Lock 13, Balance 7, Heal 14

Feats:
Improved Initiative, Combat Expertise, Improved Feint, Sacred Strike, Exalted Turning, Intuitive Attack
Weapon Focus (Bastard sword), Weapon Proficiency (Bastard sword)

Essentia:
Essentia Pool 3
Embrace Shadow 2
(10% miss chance/point of essential, 2 or more Hide in plain sight)
One-handed Melee Weapon 1
+1 on damage rolls when attacking flat-footed opponent/point of essentia invested

Prepared Spells: (as a 9th level Cleric) Arlon, Domains: Good, War
DC 16+Spell level [Prays for spells at Day break]
0 level – 2Light, Purify Food and Drink, Guidance, Mending, Amanuensis
1st level – Grave Strike, 2Sign, Inhibit, Shield of Faith, Domain: Magic Weapon
2nd level – Divine Insight, Quick March, Stabilize, Aid, Silence, Domain: Spiritual Weapon
3rd level – Light of Venya, Mass Aid, Daylight, Domain: Magic Vestment
4th level – Restoration, Lesser Holy Transformation, Domain: Divine Power
5th level – Righteous Wrath of the Faithful, Domain: Flame Strike
ALT 5th level – Revivify, Domain: Flame Strike

Possessions:
+3 Chain Shirt (9175),+2 Pentifex Mitheral Heavy Shield (4020), Pentifex Bastard sword +3 (18315), Cloak of Elvenkind (2500), Hat of Disguise (1800), Periapt of Wis (4000), Ring of Sustence (2500), Ring of Protection +1 (2000), Belt of Natural Armor +1 (2000), Silver dagger (22), Cold Iron Dagger (4), Ever burning Torch (110), 100ft Silk Rope (20), Backpack (2), Signal whistle (.80), 2 grappling hook (2), Ink (8), 2 Inkpen (.20), 5 Parchment (1), Notebook (20), 1,000gp of diamonds, 502 gp

Background
He grew up in the small town of Galforn, which resides near a mountain with a calm stream running through it. He grew up in the church that was built into the mountain over looking this village. Orphaned at birth, he was raised by a cleric, Rebecca Readwulf, who taught him the values he holds today. During one of his normal rounds as Watcher of the Trial, a kid by the name of Raphael was to be killed for his misdeeds. Ailin took pity on this boy and asked that the boy and he train together. Ailin trained in both the arts of the church and this boy’s art of hiding and subterfuge to be better able to combat it, fight fire with fire as it were. After many years past he and Raphael were asked to take care of a problem with wandering dead to the north of the providence. They went and found that these were no mere undead, but lost. Raphael died in the encounter but Ailin’s life was saved by a Pentifex Warrior, wearing complete gold armor and equipment. Humbled by this Ailin lead a second charge into these lost with the help of the warrior. They defeated the lost and the man left Ailin with a feeling that he knew him.
When it was time for Rebecca to pass she gave Ailin a key to a box that she had been keeping. When he found it he was shocked at the amount of information. He was taken aback. It was all about him, he was Azurin a soul strong human, she also had a partial map to a place named as the Pentifex Circle. Post haste he left to find this place, he had to know more.
He found that this journey would test his abilities as both a cleric and a rogue. But he was becoming more. Darkness started to surround him as he traveled that even his castings of daylight could not squelch. He found the encampment of the Pentifex and after training for 2 years he bought a sword and shield from them and kept his holy symbol armor as a remembrance of his past, and his devotion to his deity.
After many months of travel back to Galforn he encountered a hoard of demons raising undead minions, just a day’s walk from the city. He ran to the city gates and warned the town to get the church to help he would hold them off till they could arrive. He stood the first day’s onslaught with only minor injuries but they would not quit so easy.
On the fifth day of the attack with the cleric’s to help him he was able to lead the final assault on the demons saving the town of Galforn. He was then known through the region as the Savior of Galforn. A week after the attack, the Pentifex Warrior returned to deliver him a message. His horse carried him in; his note read that Ailin had been moved to the rank of Dolmen Novice in the Pentifex Order. The man died of unnatural causes, but Ailin knew that something was wrong. He set out on a quest to avenge this man’s death.
On the day he was to leave for this trial he was visited by the Aspect of Heironeous. He was to be gifted with something that would help him in his quest. The Aspect sainted Ailin, granting him the powers that he needed to complete the quest he had started.

Look
Ailin stands 6’2” with a slightly smaller chest than you would expect for a man of his height. His eyes seem to be an ocean of blue, there seems to be separation between the sections of his eyes. This is due to the fact that his entire eye is blue with only the pupils being a different color (black). He has long white hair that he keeps pony-tailed by what seems to be chain comb. His armor is a silver chain shirt that has a large symbol of Arlon in the center. His sword and shield are gold in color and have strange symbols on each. The long sword has gold running from the hilt to the tip with a thin stream of runic symbols running down the length of the blade. The shield carries a symbol of a phoenix rising out of what seems like a circle of square stones, completely surrounded by a gold inlay. They are not a very well known markings, nor equipment, but they seem precious to him. He has normal traveling boots on along with black cloak that he wears from his shoulders. He despite seeming like he would put people off, due to his eyes, he seems very out going and kind to everyone he sees. His eyes betray a kind of wisdom that says he knows everything about the universe but can’t tell you. He walks as though the world is a new place, yet he has many scars on his arms from what can be presumed to be battles with all manner of thing.
 

Amazing Triangle

First Post
Jack Xeros the Scout

Jack Xeros Human Male (Scout 5): CR 6; Medium-size; HD 5d8+10; HP 36; Init 8; Spd 40 ft.; AC 19 {10+3 Dex+ 5 armor+1 Skirmish}, touch 14, flat-footed 15; BAB +3; Grap +3; Atk;+9 (+10 w/in 30ft.) 1d8+2 20x3

Full Atk:
Melee: Dagger +1 1d4+1
Ranged: +9 (+10 w/in 30ft.) 1d8+2 20x3 +2d6 (if moved 10ft.)
Space/Reach 5 ft/5 ft;
SA: Skirmish (+2d6, +1AC)

SQ: Trap finding, Battle Fortitude +1, Uncanny Dodge, Evasion, Trackless Step, Fast movement +10ft.,

AL LG
SV Fort: 1+2+1 = 4, Ref: 4+3 = 7, Will: 1+2 = 3

Stats:
Str 12, Dex 16, Con 14, Int 12, Wis 14, Cha 10

Skills: 81sk. Pts.
Hide 11, Move Silently 11, Spot 10, Listen 10, Search 10, Disable Device 10, Tumble 11, Escape Artist 11

Feats:

From Leveling: Improved Initiative, Precise Shot
Human: Quick Draw
Scout: Point Blank Shot
Flaw: Noncombatant
Feat due to flaw: Wpn Focus (Longbow)


Possessions:
+2 Studded Leather Armor (4000) (20lb), Longbow (+1 Str) +1 (2000) (3lb), Ring of Sustence (2500), Silver dagger (22) (1lb), Ever burning Torch (110) (1lb), 50ft Silk Rope (20)(5lbs), Backpack (2)(1lb), Signal whistle (.80), 1 grappling hook (2)(4lb), Ink (8), 2 Inkpen (.20), 5 Parchment (1), Notebook (20), Arrows Regular 0/13 fire (2)(3lb), Silver Arrows 20 (21)(3lb), Cold Iron Arrows 20 (2)(3lb), 5 Cure Light Wounds (250gp), 37gp Weight:43 lbs Light 44 lbs,Medium 44-86, Heavy 87-103

Language:
Common, Terran, Elven, Dwarven

14,556 XP

The six foot tall man that stands before you looks like a soldier from any army. His Armor and Weapon seem nothing more than hand-me-down army gear on first look. When you actually get a good look at his equipment you notice an ensign that you do not recognize. Whatever unit he was a part of must have been small maybe rogue but you don’t you know. The picture of a lone white wolf more abstract than realistic appears on his chest and shoulder. He is slender and looks quite agile for a human. His strong eyes and stern demeanor seem to contradict his otherwise jovial behavior. His brown hair is short almost buzzed, and his gray eyes seem to be taking everything in all at once. His cloak and boots are a dark-green, while his leather armor and even his bow are dark black.

Joining the military at age 18 he trained to be a swordsman, but his abilities lied in other areas. Actually he couldn’t hit even the easiest of targets. It was on the Archery range that he excelled he seemed to be able to see farther and better than his fellow soldiers. So he was drafted into the scout core. He was trained as a scout for the next 2 years until he was ready. He went on many short recon missions very rarely entering combat. If anything he was asked to snipe targets, he was good at shooting on the run. He found that the standard equipment that he was given, the bow and the armor, seemed to be under-protective and under-effective in combat, so he had them reworked as he got enough funds to do so, against standard military orders. So as the missions went by he was better than he thought. Then during a mission when he was 21, something went wrong. He was caught by an enemy team, after a month of questioning and torture he was let go. His scars have never healed, not that anyone could ever see them but him. There is a scar that runs from the center of his chest to the bottom right corner of his stomach, in a c type pattern. Since his release he was taken back into the army’s folds but on more of a consolation basis until he could get over his fright of getting caught. He has been working for another captain since his return and he now, usually he runs recon missions about once a month, works as a mercenary for the city locals. (For working for the city he usually just takes housing and a few gold nothing more. They have since given him a small house on the out skirts of town, 2 rooms small. He does these favors to help the guard captain keep the monsters at bay, both human and animal alike.) He has worked with and teamed with many individuals over the years and usually can be found at the lake fishing during the day and the bar at night when he is not training. He usually sets up a bell about 300 yards from his fishing spot to signal their approach (DC 20 spot) but at the bar he is friendly but quick to defuse any trouble that may start brewing generally by buying a song and a drink (and maybe a few ladies if it will help the situation).

He now works as a specialized scout leader for the military, but as such he is the first one to shot and hide. Due to his imprisonment he won’t leave a man in the field but he knows his talents lie in stealth and silence. So if he runs he is just looking for a good place to counterattack from. Because you don’t leave a man behind, you get him back at all costs.

He is lawful in the effect that he will follow orders only if they do not contradict his strict moral code. Everyone deserves a chance at freedom, when you have had your freedoms revoked you try to give them to others. He also expects others to follow his orders especially as far as tactics are concerned. He doesn’t do anything to harm anyone unless they have shown hostility toward him. On the first hint of aggression he reacts with a swiftness that can not be matched.
 

Amazing Triangle

First Post
Zekk Akai

Character Sheet
Zekk Akai White Half-Dragon Male (Half-Dragon 3/ Winged 2/Ranger 1/Kensai 10/EdgeMaster 10/Legendary Dreadnought 4\Fighter 22\WarHulk 8): CR 30; Medium-size; HD 22d10+8d12+300; HP 539; Init 13=8+5; Spd 60 ft. Fly 80ft (perfect); AC 46 {10+8 Dex+ 15 armor+1 dodge+12 NA-1 size}, touch 22, flat-footed 29; BAB +25; Grap +62; Atk+77 3d6+65 18-20x4;

Full Atk:
Melee: Bone Scythe (+15 Bodyfeeder keen impact) +77/+72/+67/+62 3d6+65 18-20x4
Blood Scythe (+10 Marrowcrushing wounding keen) +72/+67/+62/+57 3d6+53+2 Con 18-20x4
Rend 6d6+65+2 Con
Space/Reach 10ft/10ft
SA: Phase Blade (ignore Magical Armor for 1 round) 3/day
Bleed with out being cut (Standard Act. If all attacks hit one round may do same damage next round without rolling)

SQ: Track, Immune Cold, Immune Paralyze, Immune Sleep, Lowlight vision, Darkvision 60ft., Wild Empathy +2, Withstand, Power Surge, Edge Mastery, Instill, Ki Warlord, Unstoppable 1/day, Unmovable 1/day, Evasion, Favored Enemy: Good Outsiders, No time to think, Greater mighty swing, Mighty swing, Sweeping Boulder, Greater Sweeping Boulder, Mighty rock throwing

AL LE
SV Fort: 19+10+10=39, Ref:11+8+10=29, Will: 11+8+10=29

Stats:
Str 77, Dex 26, Con 30, Int 26, Wis 26, Cha 26

Skills:
Bluff 17, Concentration 41, Diplomacy 20, Handle animal 20, Intimidate 56, Listen 36, Ride 11, Search 39, Spot 39, Survival 41, Knowledge (all) 10

Feats:
Dodge, Mobility, Spring Attack, Whirlwind Attack, Power Attack, Cleave, Great Cleave, Improved Initiative, Weapon Focus Scythe, Weapon Specialization Scythe, Greater Wpn Focus Scythe, Greater Wpn Spl Scythe, Improved Critical Scythe, Monkey grip, Combat Expertise, Two-weapon fighting, Improved two-weapon fighting, Greater two-weapon fighting, Oversized two-weapon fighting, Endurance, Diehard, Combat Reflexes, Two-weapon Rend, Improved Bull Rush, Toughness, Perfect two-weapon fighting, Epic weapon focus, Epic weapon specialization


Possessions:
+15 Bracers of Armor, Bone Scythe (+15 Bodyfeeder keen impact), Blood Scythe (+10 Marrowcrushing wounding keen), +10 Cloak of Resistance, Ring of Sustenance, Silver dagger, Eager, Belt of Magnificence +6, Boots of Swiftness

Languages:
Common, Draconic, Elven, Abyssal, Infernal, Dwarven, Undercommon

Personality: A true mercenary who really is only in it for the gold.
 
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Amazing Triangle

First Post
Jake "Bones" Lorthan

Character Sheet
Jake “Bones” Half-Giant Male (Fighter 4/ Psychic Warrior 7/Major Titan bloodline 3): CR 15; Medium-size; HD 7d8+4d10+60; HP 110; Init 7; Spd 20 ft.; AC 34 (41) {10+3 Dex+ 13 armor+1 dodge+3 NA+4 Deflection (+7 Shield)}, touch 19, flat-footed 30; BAB +9; Grap +17; Atk;+23 2d8+17 19-20x4

Full Atk:
Melee: +23/+18 5d8+17 +4d6 Psionic 19-20x4
Expanded: +23/+18 6d8+20 +4d6 psionic 19-20x4
Space/Reach 5 ft/5 ft; or 10ft/10ft
SA: BIG SWORD

SQ: Low light vision, Powerful build, +2 against fire based attacks, 1/day – Stomp, Levitate, SR 17 (2+HD)

AL N
SV Fort: 9+4=13, Ref:3+3=6 , Will: 3+5=8

Stats:
Str 26, Dex 16, Con 18, Int 11, Wis 20, Cha 10

Skills: 0 left over sk. Pts.
Concentration 28, Knowledge (psionics) 18

Feats:
From Leveling: Monkey Grip, Exotic weapon Great hammer, Psionic Meditation, Weapon Specialization, Persistent Power
Fighter bonus: Exotic Weapon Heavy, Weapon Focus, Cleave
Psychic Warrior: Psionic Weapon, Narrow Mind, Greater Psionic Weapon
Blood Line: Power Attack, Improved Sunder


Possessions:
+5 Mitheral Full Plate Armor (33,000), +3 Impact Platinum Goliath Great hammer of Sizing (57,000), +5 Shield Steel (25,000), Ring of Sustence (2500), Silver dagger (22), Ever burning Torch (110), 100ft Silk Rope (20), Backpack (2), Signal whistle (.80), 2 grappling hook (2), Ink (8), 2 Inkpen (.20), 5 Parchment (1), Notebook (20), Belt of Giant Strength (+6) (36,000), Periapt of Wisdom +6 (36,000), Bag of Holding IV


Psionic Powers:
52 power points
1st-Expansion, Biofeedback, Offensive Prescience
2nd-Dissolving Weapon, Body Adjustment, Psionic Lion’s Charge
3rd-Vampiric Blade
 
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Amazing Triangle

First Post
Alor Eleonara Elven Male (Swashbuckler 3\Fighter 2\ Scout 5/Wizard 4\Spellsword 4\Champion of Larethion 2 ): CR 10; Medium-size; HD 7d10+3d8+10; HP 77; Init 10; Spd 40 ft.; AC 25 {10+5 Dex+8 armor+1 Def.+1 NA}, touch 16, flat-footed 20(+1 natural); BAB +10/+5; Grap +12; Atk;+17/+12 1d8+14 18-20x2

Full Atk: +17/+12 1d8+14 18-20x2 [spell storing: Hailstones (2@5d6;spellres.)
Space/Reach 5 ft/5 ft;
SA: Insightful strike (Int to damage with finesse weapon), Skirmish (+2d6, +1AC),

SQ: Grace +1, Ignore Spell Failure 15%, Channel Spell 3/day, Trap finding, Battle Fortitude +1, Uncanny Dodge, Evasion, Trackless Step, Fast movement +10ft., Corellon’s Blessing (Heal: 2HP), Elegant Strike (dex to damage with finesse weapon)

AL LG
SV Fort:12+1+2=15 , Ref:5+5+2=12 , Will: 11+0+1=12

Stats:
Str 14, Dex 20, Con 12, Int 20, Wis 10, Cha 10

Skills: 125sk. Pts.
Knowledge (Arcana) 18, Ride 6, Diplomacy 7, Knowledge (Religion) 18, Spot 13, Listen 13, Knowledge (local) 18, Craft (Alchemy) 18, Spell craft 18, Search 18, Knowledge (History) 18

Feats:
Dodge, Mounted Combat, Combat Expertise, Eschew Materials

Bonus Fighter Exotic Weapon Proficiency (Elven Thinblade), Exotic Armor Proficiency (Tumbler’s Breastplate)

Spellsword Bonus: Improved Initiative

Swashbuckler Bonus: Weapon Finesse

Wizard Bonus: Scribe Scoll

Champion of Corellon Larethian: Mobility

Prepared Spells:
(as a 6th level Wizard)
DC 15+Spell level [Evoker Prohibited: Enchantment, Necromancy]
0 level – Amanuensis, Dancing lights, Light, Detect Magic, Bonus: Sonic Snap
1st level – Magic Missile (3), Mage Armor(6 hr), Critical Strike, Shield (6 min.), Lesser Orb of Acid (3d8), Bonus: Ray of Flame (3d6;DC15 or ignite)
2nd level – Wraithstrike, Slapping Hand, Blur, Combust, Bonus: Scorching Ray (4d6)
3rd level – Fireball (6d6;DC18R), Hailstones (2@5d6), Haste, Bonus: Scintillating Sphere (6d6;DC18R)

Possessions:
+3 Mithral Tumbler’s Breastplate (13450), Elven Thinblade +2 spell storing (18400), Circlet of Int +2, Gloves of Dex +2 (4000), Ring of Sustence (2500), Ring of Protection +1 (2000), Amulet of Natural Armor +1 (2000), Silver dagger (22), Cold Iron Dagger (4), Ever burning Torch (110), 100ft Silk Rope (20), Backpack (2), Signal whistle (.80), 2 grappling hook (2), Ink (8), 2 Inkpen (.20), 5 Parchment (1), Notebook (20), Bag of Holding (type I) (2500), Mighty Composite Longbow (+2 Str) (300), 2xHard Metal Spell book (400), Cloak of Resistence +1 (1000), 262gp
 

Amazing Triangle

First Post
Threan Falath

Character Sheet

Threan Falath Whisper Gnome Male (Scout 10/Fighter 2\Psychic 3\Dread Commando 5): CR 10; Medium-size; HD 2d10+8d8+30; HP 86; Init 15; Spd 40 ft.; AC 29 {10+5 Dex+8 armor+1 Def.+1 NA+1 Dodge+2 Skirmish+1size}, touch 20, flat-footed 21 (+1 natural); BAB +9/+4; Grap +11; Atk;+16/+11 1d6+3 20x3 +1d6 acid

Full Atk: +16/+11 1d6+3 20x3 +1d6 acid (negates any miss chances)
Space/Reach 5 ft/5 ft;
SA: Sudden Strike (+3d6), Skirmish (+3d6, +2AC), Greater Psionic Shot (+4d6)

SQ: Trap finding, Battle Fortitude +1, Uncanny Dodge, Evasion, Trackless Step, Fast movement +10ft., Flawless Stride, Camouflage, Blindsense 30ft, Low-light vision, Darkvision 60ft., 1/day-Silence, Ghost Sound, Mage Hand, Message, Team Initiative Bonus (all allies w/in 30ft. who can see me get +5 initiative bonus), Armored Ease (4), Stealthy Movement (No penalty on Hide/Move Silently Checks while moving up to your full speed, -10 while running or charging)

AL N
SV Fort: 9+4+1=14, Ref: 10+5=15, Will: 5+2=7

Stats:
Str 15, Dex 20, Con 16, Int 14, Wis 14, Cha 10

Skills: 130sk. Pts.
Hide 22, Move Silently 22, Spot 17, Listen 17, Open Lock 15, Disguise 13, Concentration 16, Search 15, Disable Devise 15, Balance 10, Jump 7, Swim 5

Feats:
From Leveling: Dodge, Mobility, Rapid Shot, Psionic Meditation, Improved Initiative

Bonus Fighter: Quick Draw, Shot on the Run

Psyhic Warrior: Psionic Shot, Greater Psionic Shot

Scout: Point Blank Shot, Precise Shot

Powers
Manifester level 3: 6 power points 3-1st level powers
Chameleon 1pp (+10 hide check; 30mins.)
Force Screen 1pp (+4 Shield bonus to AC; 3 rounds)
Burst 1pp (+10 speed; swift action 1 round)


Possessions:
+3 Mithral Breastplate (13200), Small Longbow (+2 Str) +1 Seeking Corrosive (18400), Gloves of Dex +2 (4000), Ring of Sustence (2500), Ring of Protection +1 (2000), Amulet of Natural Armor +1 (2000), Silver dagger (22), Ever burning Torch (110), 100ft Silk Rope (20), Backpack (2), Signal whistle (.80), 2 grappling hook (2), Ink (8), 2 Inkpen (.20), 5 Parchment (1), Notebook (20), Bag of Holding (type I) (2500), Hat of Disguise (1800), Greater Invisibility scroll x2 (1400), Cure Critical Wounds (700), Smuggler’s Boot w/small vial of acid for burning locks (60gp), Thieves’ Tools (100gp), 68gp
Arrows Regular 40 (2), Silver Arrows 20 (21), Adamantine Arrows 20 (61), Cold Iron Arrows 20 (2)


Look:
You see a tall thin gnome standing in front of you, but unlike you would normally expect he is withdrawn and secluded. His gray eyes hide much as does his silence. His clothing is black, dark as night, but he seems to hold dignity in his posture. He has a short sword at his hip and a longbow over his shoulder. He has one quiver on his back and a bag at that he carries on his hip. You see him shy away from anything but water and bread. He seems to travel faster than others of his race something that seems out of place for a gnome. He seems to be a very dark and brooding figure, or at least as much of an opposite from traditional gnomes that you find it strange.
 

Amazing Triangle

First Post
Character Sheet
Engrin Githzerai Male (Githzerai 1/ Monk 30/Fighter 1\Githzerai 1\Sorcerer 20\Dragon Diciple 10\Earth Runner 1): CR 34; Medium-size; HD 30d8+1d10; HP 355; Init 19=11+8; Spd 320 ft.; AC 66 {10+11 Dex+ 8 armor+1 dodge+6 NA+5 Deflection+4 Psionic+ 15 Wis+7 Monk’s}, touch 49, flat-footed 55; BAB +24; Grap +35; Atk+41 2d10+14 18-20x4;

Full Atk:
Melee:



Space/Reach 5ft/5ft
SA:

SQ:



AL LN
SV Fort: 24+7=31, Ref:22+11=33, Will: 24+15=39

Stats:
Str 77, Dex 26, Con 30, Int 26, Wis 26, Cha 26

Skills:


Feats:


Possessions:
+8 Bracers of Armor, Periapt of Wisdom +10, Cloak of Cha +12, Ring of Sustenance, Silver dagger Eager, Ioun Stone {Clear spindle, Iridescent spindle, Pale green prism, Dark blue}, Boots of Swiftness, Monk’s Belt, Ring of Protection +5

Languages:
Common, Githzerai, Slaad, Undercommon

Casting: As a 20th level Sorcerer DC:27+splvl
Spells known/Spells per day
1st-9/6
2nd-5/11
3rd-5/10
4th-4/10
5th-4/10
6th-3/10
7th-3/11
8th-3/11
9th-3/11
 

Amazing Triangle

First Post
Devona Rift , Human Medic ( Cleric 5\Combat Medic 5/Healer 10 ): CR 10; Medium-size; HD10d8+30; HP 79; Init 2; Spd 30 ft.; AC 26 {10+3 Dex+9 armor+0 shield+2 Def.+1 NA+1 Insight}, touch 17, flat-footed 23 (+1 natural); BAB +9/+4; Grap +11; Atk;+12/+7 1d8+3 20x2

Full Atk: +12/+7 1d8+3 20x2
Space/Reach 5 ft/5 ft;

SA: Turn Undead 11/day, Cleanse Paralysis (Remove Paralysis 1/day), Cleanse Disease (Remove Disease 1/day), Cleanse Fear (Remove Fear 1/day), Cleanse Poison (Neutralize Poison 1/day), Cleanse Blindness (Remove Blindness 1/day), Cleanse Spirit (Greater Restoration 1/day)
Once per round for up to 10/day
Kickers: Sanctuary DC 25, Reflex +5, Aid (+13 HP, +1 morale atk and saves vs fear

SQ: Healing Hands (+5 to healer spells of healing), Effortless Healing (No attacks of opportunity when casting healing spells as a healer), Spontaneous Healer, Unicorn Familiar (20 hours/day), Evasion, Field Healer (Heal check move action, Take 10), Spontaneous Heal, Defensive Casting(level on concentration checks while defensively casting)

AL LG
SV Fort: 7+3=10, Ref: 6+3=9, Will: 7+5=12

Stats:
Str 14, Dex 16, Con 16, Int 10, Wis 20, Cha 20

Skills: 91sk. Pts.
Knowledge (Religion) 13, Concentration 16 (21), Heal 21, Sense Motive 16, Spellcraft 11
Feats:
Augment Healing, Combat Casting, Dodge, Extra Turning, Sacred Healing, Mastery of Day and Night
Mobility

Prepared Spells: (as a 10th level Cleric) Domains: Healing, Time
DC 15+Spell level [Prays for spells at Day break]
0th – 6, 1st – 4+1+2, 2nd – 4+1+1, 3rd – 3+1+1, 4th – 3+1+1, 5th – 2+1+1
0 level – 2Light, Purify Food and Drink, Guidance, Mending, Amanuensis
1st level – Obscuring mist, Vigor (lesser) (15rds FH 1), Inhibit, Shield of Faith, Domain: True Strike
2nd level – Divine Insight, Quick March, Close wounds, Divine Protection, Stabilize, Domain: Gentle Repose
3rd level – Ring of blades, Mass Aid, Daylight, Domain: Haste
4th level – Restoration, Lesser Holy Transformation, Shield of faith (mass)Domain: Freedom of Movement
5th level – Righteous Wrath of the Faithful, Vigor (greater) (20rds FH4), Domain: Permanency

Prepared Spells: (as a 10th level Healer)0-6 1st-6+2 2nd-5+1 3rd-5+1 4th-4+1 5th-4+1
0th - 2 Cure minor wounds, 2 Purify food and drink, 2 Deathwatch
1st – 5 Cure light wounds, Protection from evil, Sanctuary, Remove Fear
2nd – 3 Cure moderate wounds, 2 lesser restoration, remove blindness/deafness
3rd – 3 Cure serious wounds, Close wounds, Status, Restoration
4th – 2 Cure critical wounds, Mass cure light wounds, Panacea, Freedom of movement
5th – 2 Mass cure moderate wounds, Revivify, Stone to flesh, Break enchantment

Possessions:
+4 Mithral Chain Shirt (20175), +1 Morningstar (4315), Belt of Con +2 (4000), Periapt of Wis +4 (16000), Cloak of Cha +4 (16000), Gloves of Dex +2, Ring of Sustence (2500), Ring of Protection +2 (8000), Amulet of Natural Armor +1 (2000), 1,500 gp of diamonds, Silver dagger (22), Cold Iron Dagger (4), Ever burning Torch (110), 100ft Silk Rope (20), Backpack (2), Signal whistle (.80), 2 grappling hook (2), Ink (8), 2 Inkpen (.20), 5 Parchment (1), Notebook (20), Ioun Stone (5000),Bag of Holding Type I (all small items are in), 321gp
 
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Amazing Triangle

First Post
My Jedi classes strange as they are but any suggestions can be emailed to me at toddakeck@gmail.com or just IM on AIM me at todder2283


Guardian
[Sblock=Guardian]Guardian
HD: d10
BAB: As Fighter
Saves: Good Fort, Will
Skills: (2+Int Mod)x4 at 1st level and (2+Int Mod) Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Move Silently (Dex), Ride (Dex), Swim (Str), Tumble (Dex)

1 Padawan
2 Personal Crystal
3 Bonus Feat
4 Fast Movement 10
5 Saber Use 2d6
6 Haste 1/day
7 Personal Growth
8 Bonus Feat
9 Fast Movement 20, Improved Critical (Lightsaber)
10 Knight, Saber Use 2d8
11 Haste 2/day
12 Personal Growth
13 Bonus Feat
14 Fast Movement 30, Increased Multiplier
15 Saber Use 2d10
16 Haste 3/day
17 Personal Growth
18 Bonus Feat
19 Fast Movement 40, Speed Strike 1/day
20 Master, Saber Use 2d10 Brilliant Energy

Padawan: Exotic Weapon Proficiency (Lightsaber)
This is a 1d8 beam of what appears to be light, powered by a permanent light crystal (quartz with a light permanency on it) and a focus crystal. 1d8 19-20x2 150gp.
Deflect Arrows: With the lightsaber drawn a Jedi can deflect 1 arrow or bullet for each 5 of its base attack gained only from the Jedi class. [+1,+6,+11,+16…]
A Jedi’s jump distance is not limited by their height.

Personal Crystal: You create a personal crystal for your saber to focus through that grows with you. This is a luck bonus to your abilities. The bonus listed is the bonus granted.
Level STR WIS
2 +1 +1
7 +2 +2
12 +4 +2
17 +6 +4

Bonus Feat: May take only a fighter bonus feat.

Haste: Works as per the spell with a range of personal and a duration in a number of rounds equal to your Jedi level.

Knight: Add ½ your Wisdom bonus (if possible) to armor class and damage
Add ½ your Jedi class to any 3 skills choosen from: Bluff, Hide, Jump, Move Silently, and Tumble.
As a number of times per day equal to ½ your Jedi level (rounded down), a Knight may use Retrieve as the Psionic Power except that it may only target their personal Lightsaber. This counts as a move action.

Increased Multiplier: Increases Lightsaber Critical Multiplier from x2 to x3 works only with the Lightsaber.

Speed Strike: You gain 2 additional attacks at your highest attack +1. Does not stack
with the effects of haste.

Master: Add Wisdom bonus (if positive) to Armor Class and Damage
Add Jedi level to skills that were chosen at 10th level.
May use Charm Person or Charm Monster, Will save is DC 12+Jedi Level+ Wisdom Bonus. May be used 3 times per day as a full round action. Any creature whose intelligence exceeds that of the Jedi by 6 or more automatically makes their save.[/sblock]

Sentinel
[Sblock=Sentinel]Sentinel
HD: d6
BAB: As Rogue
Saves: Good Ref, Will
Skills: The sentinel’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex) (8+Int Bonus)x4 at first and (8+Int Bonus)
1 Padawan, Sneak Attack +1d6
2 Evasion
3 Personal Crystal, SA +2d6
4 Uncanny Dodge
5 Invisibility 1/day, SA +3d6, Saber Use 2d6
6 Graceful Tumble
7 Personal Growth, SA +4d6
8 Improved Uncanny Dodge
9 Deadly Percision, SA +5d6
10 Knight, Improved Evasion
11 Invisibility 2/day, SA +6d6
12 Personal Growth
13 Crippling Strike, SA +7d6
14 Hide in plain sight
15 Greater Invisibility 1/day, SA +8d6, Saber Use 2d8
16 Defensive Roll
17 Personal Growth, SA +9d6
18 Master Invisibility 1/day
19 Slippery Mind +10d6
20 Master, Saber Use 2d10

Padawan: Exotic Weapon Proficiency (Lightsaber)
This is a 1d8 beam of what appears to be light, powered by a permanent light crystal (quartz with a light permanency on it) and a focus crystal. 1d8 19-20x2 150gp.
Deflect Arrows: With the lightsaber drawn a Jedi can deflect 1 arrow or bullet for each 5 of its base attack gained only from the Jedi class. [+1,+6,+11,+16…]
A Jedi’s jump distance is not limited by their height.

Evasion: As the Monk ability

Personal Crystal: You create a personal crystal for your saber to focus through that grows with you. This is a luck bonus to your abilities. The bonus listed is the bonus granted.
Level DEX WIS
2 +1 +1
7 +2 +2
12 +4 +2
17 +6 +4

Uncanny dodge: As the Barbarian Ability

Invisibility: Works as per the spell with a range of personal and a duration in a number of rounds equal to your Jedi level.

Knight: Add ½ your Wisdom bonus (if possible) to armor class and damage
Add ½ your Jedi class to any 3 skills choosen from: Bluff, Hide, Jump, Move Silently, and Tumble.
A number of times per day equal to ½ your Jedi level (rounded down), a Knight may use Retrieve as the Psionic Power except that it may only target their personal Lightsaber. This counts as a move action.

Graceful Tumble: When you tumble to flank an opponent you may take 2 attacks after your move action at your highest attack. This ability does not stack with any other spells or abilities that grant an extra attack.

Improved uncanny dodge: As the Barbarian Ability

Deadly precision: As the feat from XPH

Crippling Strike: As the Rouge special ability

Hide in Plain Sight: As the Ranger ability, except that it can only be used where there are more than 4 people in sight.

Greater Invisibility: Works as per the spell with a range of personal and a duration in a number of rounds equal to your Jedi level.

Defensive Roll: As the rogue special ability

Master Invisibility: As Greater Invisibility except that you leave no scent nor trail

Slippery Mind: As the Rogue special ability

Master: Add Wisdom bonus (if positive) to Armor Class and Damage
Add Jedi level to skills that were chosen at 10th level.
May use Charm Person or Charm Monster, Will save is DC 12+Jedi Level+ Wisdom Bonus. May be used 3 times per day as a full round action. Any creature whose intelligence exceeds that of the Jedi by 6 or more automatically makes their save.[/sblock]

Consular
[Sblock=Consular]Consular
HD: d4
BAB: As Wizard
Saves: Good Will
Skills: (2+Int Mod)x4 at 1st, (2+Int Mod) The Consular’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int) and Spellcraft (Int).

1 Padawan
2 Personal Crystal
3 Bonus Feat
4 Fast Movement 10
5
6
7 Personal Growth
8 Bonus Feat
9 Fast Movement 20
10 Knight, Saber Use 2d6
11
12 Personal Growth
13 Bonus Feat
14 Fast Movement 30
15
16
17 Personal Growth
18 Bonus Feat
19 Fast Movement 40
20 Master, Saber Use 2d8


Powers: You gain Power Points per say as a Psion of your level would, but your primary manifesting stat is your wisdom score. Powers known and powers gained is the same as a Psion of equal level.

Padawan: Exotic Weapon Proficiency (Lightsaber)
This is a 1d8 beam of what appears to be light, powered by a permanent light crystal (quartz with a light permanency on it) and a focus crystal. 1d8 19-20x2 150gp.
Deflect Arrows: With the lightsaber drawn a Jedi can deflect 1 arrow or bullet for each 5 of its base attack gained only from the Jedi class. [+1,+6,+11,+16…]
A Jedi’s jump distance is not limited by their height.

Personal Crystal: You create a personal crystal for your saber to focus through that grows with you. This is a luck bonus to your abilities. The bonus listed is the bonus granted.
Level DEX WIS
2 +1 +1
7 +2 +2
12 +4 +2
17 +6 +4

Bonus Feat: May take any metapsionic feat to apply to his powers.

Knight: Add ½ your Wisdom bonus (if possible) to armor class and damage
Add ½ your Jedi class to any 3 skills choosen from: Bluff, Hide, Jump, Move Silently, and Tumble.
As a number of times per day equal to ½ your Jedi level (rounded down), a Knight may use Retrieve as the Psionic Power except that it may only target their personal Lightsaber. This counts as a move action.

Master: Add Wisdom bonus (if positive) to Armor Class and Damage
Add Jedi level to skills that were chosen at 10th level.
May use Charm Person or Charm Monster, Will save is DC 12+Jedi Level+ Wisdom Bonus. May be used 3 times per day as a full round action. Any creature whose intelligence exceeds that of the Jedi by 6 or more automatically makes their save.
Code:
Powers knowable:
1st-	[CENTER]Attraction
Conceal thoughts
Daze, Psionic
Disable
Empathy
Far Hand
Force Screen
Inertial Armor
Mind Thrust
Precognition, Defensive
Precognition, Offensive
Vigor[/CENTER]

2nd- [CENTER]Cloud Mind
Control Sound
Energy Push
Energy Stun
Id Insinuation
Inflict Pain
Mental Disruptions
Recall Agony
Sustenance
Tongues, Psionic[/CENTER]

3rd- [CENTER]Body Adjustment
Body Purification
Energy Bolt
Energy Burst
Eradicate Invisibility
Mental Barrier
Psionic Blast
Telekinetic Force
Telekinetic Thrust
Touchsight[/center]

4th- [center]Death Urge
Empathic Feedback
Energy Adaptation
Mindwipe
Power Leech
Telekinetic Maneuver
Wall of Ectoplasm[/center]

5th-[CENTER]Adapt Body
Leechfield
Psychic Crush
Shatter Mind Blank
Trueseeing, Psionics[/CENTER]

6th- [CENTER]Cloud Mind, Mass
Disintegrate, Psionic
Overland Flight, Psionic
Retrieve
Temporal Acceleration[/CENTER]

7th-[CENTER]Energy Conversion
Energy Wave
Insanity
Mind Blank, Personal
Moment of Prescience, Psionic
Ultrablast[/CENTER]

8th-[CENTER]Iron Body, Psionic
Matter Manipulation
Mind Blank, Psionic
True Metabolism
Mind Seed[/CENTER]

9th-[CENTER]Microcosm
Timeless Body[/CENTER]

Discipline powers:
1-Charm
2-Suggestion
3-Mental Barrier
4-Dominate
5-Energy Current
6-Suspend Life
7-Insanity
8-Telekinetic Sphere
9-Tornado Blast[/sblock]
 
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