Beta Characters

Jemal

Adventurer
Allright, all you people from the World of Beta (I think there's about 10 of you), Post them final character drafts here, and we'll see if we can't get started soon.
 

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Solveig Thorsdotter

Solveig is the leader of the Sisters of Dawn, a sect of war maidens devoted to Pelor and the fight against injustice. They roam the land, defending the helpless and persecuted, and seeking to root out evil wherever they find it.

Solveig isn’t one to lead from the rear, though. A daughter of the north, called to serve her deity at an early age, she’s always been a brawler, and she’s equally at home downing flagons of mead, celebrating hard at the latest festival, or splitting the skulls of evil.

Female Human Cleric 15 of Pelor
Chaotic Good
Height: 5’10”
Weight: 130 lbs
Age: 30
Skin: Fair and lightly tanned, never burns
Hair: Golden blond, usually long and flowing or in a tail
Eyes: Blue
Appearance: Strongly toned physique; brilliant silver armor and shield inlaid with gold and turquoise, decorated and sculpted with wing and tiger motifs; white cloak edged in gold and blue

STR 22 +6 (10, +6 belt)
DEX 12 +1 (4,)
CON 20 +5 (8, +1 4th, +4 amulet)
INT 10 +0 (2,)
WIS 20 +5 (16, +1 8th, +1 12th)
CHA 16 +3 (10,)

XP: 105,076
Next Level: 120,000

Hit Dice: 15d8 + 45 + 30 (amulet)
Hit Points: 167

BAB: +11/+6/+1
Melee: +17/+12/+7 ( +6 str )
Ranged: +12/+7/+2 ( +1 dex )
Modifiers:

+3 Flaming Burst Heavy Mace
+20/+15/+10 1d8+9+1d6 19/x2+1d10 bludgeoning
2 hands => 1d8+12+1d6

Masterwork Light Crossbow
+13/+8/+3 1d8 19-20/x2 80’ piercing

AC: 32 ( +13 armor, +5 shield, +3 ring, +1 dex ); 31 flatfooted; 11 touch
Armor Worn: +5 Full Plate, +3 Animated Large Shield

FORT: +16 ( +9 cleric, +5 con, +2 cloak )
REFL: +10 ( +5 cleric, +1 dex, +2 feat, +2 cloak )
WILL: +16 ( +9 cleric, +5 wis, +2 cloak )
Modifiers:

Speed: 20’

Feats
Lightning Reflexes (Human)
Extend Spell (1st)
Empower Spell (3rd)
Leadership (6th)
Craft Magic Arms & Armor (9th)
Craft Wand (12th)
Maximize Spell (15th)

Skills
(2+0+1)x18=54
Skill ability ranks misc
Concentration con +15 10
Diplomacy cha +21 18
Heal wis +7 2
Knowledge int
- Religion +6 6
Listen wis +5 x
Perform cha +7 x8 sing, dance, chant, mandolin
Sense Motive wis +8 x6
Speak Language - - x4
Spot wis +5 x

Languages
Common, Celestial, Elf

Race & Class Abilities
Turn Undead 6 times/day
Healing spells @ +1 caster level (Healing Domain)
+15 to strength for 1 round once/day as a free action (Strength Domain)
Spontaneous Cure

Spells
0th 6 DC 15
1st 7+1 DC 16
2nd 6+1 DC 17
3rd 6+1 DC 18
4th 5+1 DC 19
5th 5+1 DC 20
6th 3+1 DC 21
7th 2+1 DC 22
8th 1+1 DC 23
9th 0

Usual Spells
0th(detect magic x2, detect poison x2, purify food and drink x2); 1st(bless x2, divine favor x3, endure elements x2); 2nd(bull’s strength, darkness, endurance x2, silence x2); 3rd(daylight, dispel magic x2, magic circle against evil, searing light x2); 4th(greater magic weapon x2, neutralize poison x2, restoration); 5th(flame strike x4, true seeing); 6th(heal x3); 7th(empowered flame strike, holy word); 8th(fire storm)
Domain Spells: 1-endure elements; 2-bull’s strength; 3-magic vestment; 4-spell immunity; 5-healing circle; 6-stoneskin; 7-regenerate; 8-mass heal

Items
160,000 gp (total cost 157,001)

Full Plate +5 13,325 gp 1,066 xp
Animated Large Steel Shield +3 12,585 gp 1,006 xp

+3 Flaming Burst Heavy Mace 25,156 gp 2,012 xp

Amulet of Health +4 16,000 gp
Belt of Giant Strength +6 36,000 gp
Boots of Speed 8,000 gp
Incense of Meditation 9,800 gp (2 uses)
Heward’s Handy Haversack 2,000 gp
Ring of Protection +3 18,000 gp
Cloak of Resistance +2 4,000 gp

Wand of Cure Moderate… 10,500 gp, 840xp caster level 4
(maximized, empowered…base price = 4 x 7 x 750 = 21,000)
(heals 2d8+4 x 1.5, maximized = 30 hp)

Masterwork Light Crossbow 335 gp
Crossbow Bolts (200) 20 gp
Masterwork Dagger 302 gp

Bedroll 1 sp
Winter blanket 5 sp
Silk rope (100’) 20 gp
Silk rope (100’) 20 gp
Healer’s Kit 50 gp
Silver holy symbol 25 gp
Masterwork mandolin 100 gp
Priestess robes (2x) 10 gp
Cold weather outfit (2x) 16 gp
Entertainer’s outfit 3 gp
Noble outfit (2x) 150 gp
Misc. Jewelry 200 gp
Trail Rations (20 days) 10 gp
Waterskin 1 gp
Skin of mead (2x, 1 gal total) 2.4 gp
Holy water (x4) 100 gp
Alchemist’s fire (x5) 100 gp

Light warhorse 150 gp
Military saddle 20 gp
 
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Name: Sabin Reno Figaro
human Monk 15 lawful good
Hitpoints 107
Ac 33 = 10(bace) + 3 armour + 9 dex + wis + 11 mis
Speed: 160 ft
Initiative: 5
Bace attack: 11/6/1

Str: 24
Dex: 21
Con: 12
Int: 14
Wis: 18
Cha: 12

Saving Throws:

Fort: 13 total = 9 bace + 4 ability
Reflex: 14 total = 9 bace + 5 ability
Will: 10 total = 9 bace + 1 ability

Attack total:
Melee: 18/13/8
Ranged: 16/11/6

Weapond:
unarmed attack 18/15/12/9(total attack) 1d12+7

Skills:
Tumble: 25
Jump: 35(+10 for boots)
Climb: 25
Diplomacy: 19
Move Silently: 23
Listen: 22
Balance: 25

Gear:
11 Gp
Bedroll
39 cure light wounds in steel viales
Boots of striding and springing
Bracers of armour +3
Portable hole
Amulet of natueral armour +3
gloves of dex +4
ring of protection +5
Belt of giant strength +6
ring of sutenence


Special abbilitys/feats:
Umarmed strike
Stunning attack
improved evation
deflect arrows
still mind
slow fall (50ft)
purity of body
imporved trip feat
wholeness of body
leap of clouds
ki strike (+2)
Diamond Body
Diamond Soul
Abundant step
Quivering palm
Expertise
Parry
Imporved Parry
Incredable Parry
steal skin
Combat Reflex

just to let you know i change my gloe of dex from +6 to +4 sold my bag of holding and bot a portable hole. also bought 20 more cure light and put them also in a steel vial.
 
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Amulette Briarfawn

Halfling female, Chaotic Good
Sorceress 15

Str: 10
Dex: 17
Con: 14
Int: 15
Wis: 13
Cha: 21

BAB: +7/+2
Fort: +6
Ref: +8
Will: +11

Initiative: +7
Hit Points: 76
AC: 20 (10 base + 1size +3 Dex +7 Bracers of Armor)

Languages: Common, Halfling, Giant, and Terran

Skills:
Concentration: 18 (+19)
Knowledge Arcana: 18 (+20)
Hide: 9 (+13/ +28 with robe of blending)
Spellcraft: 18 (+20)

Feats
Familiar (none)
Improved Initiative
Spell Penetration
Dodge
Mobility
Spell Focus: Transformation
Combat Casting

Spells Known:
Zero level
1. Mage Hand
2. Detect Magic
3. Read Magic
4. Ghost Sound
5. Prestidigitation
6. Mending
7. Ray of Frost
8. Disrupt Undead
9. Arcane Mark

1st Level
1. Mage armor
2. Identify
3. Magic Missile
4. Expeditious Retreat
5. Shield

2nd Level
1. Web
2. Tasha’s hideous Laughter
3. Shatter
4. Mirror Image
5. Cat’s Grace

3rd Level
1. Haste
2. Fly
3. Lightning Bolt
4. Dispel Magic

4th Level
1. Stone Skin
2. Charm monster
3. Polymorph Self
4. Polymorph Other

5th Level
1. Cone of Cold
2. Teleport
3. Wall of Stone
4. Dismissal

6th Level
1. Mass Haste
2. Tenser’s Transformation
3. Otiluke’s freezing Sphere

7th Level
1. Power Word Stun
2. Spell turning

Equipment:
Bracers of Armor +7 (39,000gp)
Robe of blending (10,000gp)
Wand of Fireballs level 10 (22,500gp)
Circlet of Persuasion (+2 cha) (4,500gp)
Cloak of Resistance (+3) (9,000gp)
Glove of Storing (right hand. Holds wand of fireballs) (2,200gp)
Ring of Major Elemental resistance (cold) (24,000gp)
Rod of Thunder and Lightning (23,000gp)
Portable Hole (14,000gp)
Stone of Good luck (not added into figures) (10,000gp)
Total – 158,200gp
The rest is spent in traveling gear and clothing (what little she wears!)

“So Ya Wanna know somthin about lil old me?” Amulette said, her long strawberry red hair blowing in a breeze that only she could feel. “Well I grew up in Sunnydale, a small Halfling community deep in the heart of the <?> empire. I had a normal life until my 30th birthday when I started to move things with my mind. Mam and Pap got real skairt and sent me to the cleric for an exorcism. While I was at the church I met a Gnome named Frazzle the wonderos. He realized my magical potential and started to train me. By the time my parents saw me next I was a grown woman and also an accomplished Sorceress. They didn’t like the new me and threw me out of the house.”
Amy looks like she will cry at first and then composes herself. “So I went back to the Church wondering what I should do and wound up getting involved thwarting a plot to take over the church. The friends I met during that time were the best I could have asked for, but like all things change was on the way. Trisdon the paladin and Elmyra the cleric of Kord got married and settled down and the group just parted after that. So I’ve been wandering around looking for a new set of friends and more reasons for my parents to disapprove of me.”
Amulette is the height of fashion as long as it shows as much skin as possible. She has a ring that keeps her protected from cold so she typically wears sandals and what amounts to a string bikini under her robe of blending.
 
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*sigh* now I'm feeling the peer pressure to post my character again.

Corlon: Male Halfling Rogue7/Fighter4/Shadow Dancer4
Alignment: Neutral Good
Languages: Common, Halfling, Auran, Aquan, Draconic
Deity: none
Size: small
Speed: 40ft.
Age: 32, Height 3'6", Weight 38lb., blue eyes, blond hair
HP: 112, Speed: 20ft.
AC: 23: 1 armor, 8 Dex, 1 size, 3 deflection
Abilities: Str 12, Dex, 27 (23 base, +4 belt of Dex), Con 14, Int 16, Wis 14, Cha 14
Initiative: +8 (dex)
Miss Chance: 20%

Saves: Fort: +10: 7 base, 2 Con, 1 halfling
Ref: +19: 10 base, 8 Dex, 1 halfling
Wll: +7: 4 base, 2 Wis, 1 halfling
Base Attack: +12/+7/+2
Melee: +14: 12 base, 1 Str, 1 size
Ranged: +21: +12 base, 8 dex, 1 size

Attacks: +2 Flaming Mighty (+1) Composite ShortBow +24/+19/+14
Damage: 1d6+1d6 flame + 1d6 electricity +3 (or +7 if within 30ft. [weapon spec., bracers of archery, point blank shot])
Masterwork Scimitar +15/+10/+5
Damage: 1d6+1


Special Abilites/Feats:
Evasion, Uncanny Dodge (Dex to AC, can't be flanked, +1 vs. traps), Hide in Plain Sight (if within 10ft. of a shadow), Drakvision, Shadow Illusion, Summon Shadow, Shadow Jump (20ft.)

Quicker than the eye, Dodge, Mobility, Combat Reflexes, weapon focus (composite shorbow), weapon specialization (composite Shortbow), point blank shot, precise shot, shot on the run.

Stuff:
Mundane Stuff:
1 waterskin
60 Masterwork Arrows
Signet Ring (of a raccoon surrounded by shadow, also the ring of chameleon power)
Masterwork Thieves tools (one with continual flame cast on it)
Money: 5 Cp, 4 Sp,
Rings:
Chameleon Power/sustenance
Protection +3/feather falling
Wonderous Items:
2 quaal's feather tokens (tree)
Boots of speed/Striding/Springing, cloack of displacement (minor), eversmoking bottle, quiver of ehlonna, belt of dex (+4), Bracers of Archery,
+2 Flaming Shock masterwork mighty (+1) composite shortbow.
+1 glammered, Shadow, and Silent Moves Silken Web
wand of cure light wounds
Mounts:
Riding dog

Riding Dog (Garret, awakened)
items: spoon, bowl, 4 days fee, military saddle, saddlebags, 3 waterskins, 40 arrows, Collar of speed,

Stats (including special item)
Hit Dice: 6d8+18 (54 hp)
Initiative: +3 (Dex)
Speed: 100ft. (40ft. +10ft. X2)
AC: 17 (+3 Dex, +4 natural)
Attacks: Bite +4 melee
Damage: Bite 1d6+4
Face/Reach: 5ft. by 5ft./5ft.
Special Qualities: Scent
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 17, Dex 17, Con 17, Int 14, Wis 14, Cha 10
Skills: Listen +6, Spot +6, Swim +6, Wilderness Lore +2*
*+8 when tracking by scent



Corlon became an orphan twice, once when he was left on a doorstep by his mysterious parents, and then again when his human foster parents were mugged and killed. For this reason humans are his most beloved and most hated race. He followed the muggers for a couple days when he finally got his vengeance by killing them while they slept, but this didn't remove the loss of his parents, so he traveled on until he found a city where a thieve's guild took him in. He was quick and a fast learner, and soon rose in the ranks, but then quit after he saw an elder couple be mugged by his thieve's guild. He then went out on his own, and stayed to the shadows with the philosophy that it's better to be forgotten then remembered as an enemy. He traveled all over, finding no place that really felt like home and helping everyone in need, always refusing jobs as a hitman, unless it was assasinating an orc, dopleganger, or other evil crature that had come into power. He always thanks clerics for their healing, but forever hates almost all gods for not helping him in the time of need. The only gods he ever gives thanks to are, yondalla providing him with food, olidimarra for providing him with enough stealth to get away in one piece, and Boccob for his gift of many magical devices. All the other gods he finds powerhungry, more powerful humans, always battling with each other, both good and evil. Corlon believes that the world would be a better place if the gods didn't exist, and everyone could live a healthy peaceful life. But Corlon can never live that life because he is forever trying to regain what part of his heart he lost (he's always cheerful and joking though, at least on the outside), and trying to find his lost parents, that he will either forgive or scorn forever!

Corlon was the name he gave himself, and no one learns his real name, after leaving the thieve's guild. He almost never gives a last name, but if he has to, he gives the name bluebottle.

Physical Appearances mean little to Corlon, though he learned that if he covered up his not-so-muscular-arms and some of his fat with his ring of chameleon power, he gets attacked and mugged less often.
Most people are just a means to an end for Corlon, but if he ever makes a true friend, he won’t toss them away no matter what the cost. One of his true friends include his noble steed Garret, who has joined him on many adventures.


skills in attachment
 
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Cwen
Elven Bard 8 Arcane Archer 7
Medium Size Humanoid
HD: 8d6+7d8+30 = 110(rounded remaining .5 up)
Init: +6 (+6 dex)
Speed: 30
AC: 23 (+5 armor, +6 dex, +2 deflection)
Attacks: +3 holy mighty +4 composite longbow (+4 arrows) 29/24/19 or 27/22/17/27 + 2 if Point Blank range
Damage: 1d8 + 9 + 2d6(if evil) +1d6(Fire/Cold/or Sonic) + 1 if Point Blank range
F/R: 5x5/5
Special Abilities: Bardic music, Bardic knowledge, Spells, Enchant Arrow +4, Imbue Arrow, Seeker Arrow, Phase Arrow
Saves: F: 9 R: 17 W: 8
Abilities: Str 18 Dex 23 Con 14 Int 16 Wis 10 Cha 24
Skills(Rank/total): Perform 17/34, UMD 11/18, Craft(Bow) 17/20, Hide 17/33, MS 17/33, Diplomacy 11/18, Disguise 11/18, Gather Info 11/18, Concentration 17/19, Ride 7/13
Feats: Martial(Composite Longbow - Free), Point Blank Shot, Precise Shot, Focus(Composite Longbow), Rapid Shot, Mounted Combat, Mounted Archery

Bardic Music Inspire Courage, Countersong, Fascinate, Inspire Confidence, Suggestion, Inspire Greatness
Bardic Knowledge: +11
Languages: Elven, Common, Draconic, Orc, Goblin

Spells: Known: 6/4/4/3 Cast Base: 3/5/5/3 Save: 17/18/19/20
0:Pres, Read Magic, Mending, Light, Detect Magic, Flare
1:Grease, Cure Light Wounds, Ventriloquism, Protection from Evil
2:Blindness/Deafness, Darkness, Invisibility, Levitate
3:Bestow Curse, Haste, Displacement

Equipment already decided:
+3 holy mighty +4 composite longbow 50000 + mighty bow
Armored +5 Bracers of Archery 35200
Boots of Elvenkind 2000
Elven cloak of charisma + 4 20000
Gloves of Dexterity + 4 16000
Ring of Sustenance 2500
Lyre of Perform(+10 perform) 4000 + masterwork Lyre
+4 Belt of Giant Strength 16000
+2 Amulet of Health 4000
+2 Ring of Protection 8000
Total: 157700
Normal Items
Light War Horse 150
Military Saddle 20
2 Saddlebags 8
Masterwork Lute(for above) 100
+4 Mighty Composite Bow(for above) 600
Silk Rope 10
Sack .1
Bedroll .1
Courtier Outfit 30
Travelers Outfit free - wearing
Rations x4 2
Spell Comp Pouch 5
2 Waterskins 2
Total - 158620
Cash on hand 130 PP 80 GP

Special Item: Quiver: Produces up to 10 arrows per round. Arrows are magic equal to 1/5th the archers level and can be either Flaming, Shock, or Frost.
 
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Elentari Svarti
15th Level Elven Bard of Corellon Larethian
Chaotic Good


Hair: Silver, white gold hair
Eyes: Violet
Skin: Tanned
Height: 5’4
Weight: 104

XP: 110,000
GP: 1368 gp, 4sp, 4cp
Hit Points: 99
AC: 10 + 7(Armor) + 6(Dex) = 23
Speed: 30 + 30(boots) = 60ft

Abilities: Str 18, Dex 22, Con 14, Int 16, Wis 12, Cha 26

Base Attack (+11/+6/+1),
Melee (+15/+10/+5)
Ranged (+20/+15/+10)

Fort Save +9
Ref Save +15
Will Save +10

Skills: Bluff (10/+20), Concentration (18/+20), Diplomacy (18/+28), Escape Artist(8/+14), Gather Information (16/+26), Hide(6/+12), Jump(0/+14), Listen (10/+13), Perform (18/+30), Ride(5/+11), Sense Motive (15/+16), Search(0/+5), Spot(0/+3)

Languages: Common, Elven, Draconic, Orc, Goblin

Bardic Music: Inspire Courage, Countersong, Fascinate, Inspire Competence, Suggestion, Inspire Greatness,
Bardic Knowledge: +18

Feats: Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Mounted Combat, Mounted Archery

Spells Per Day: 4/4(6)/3(5)/3(5)/3(5)/2(3)
Spells Known: 6/4/4/4/4/3
0: Detect Magic, Ghost Sounds, Light, Mending, Prestidigitation, Read Magic
1: Charm person, Cure Light Wounds, Identify, Mage Armor
2: Cure Moderate Wounds, Detect Thoughts, Mirror Image, Tongues
3: Charm monster, Cure Serious Wounds, Dispel Magic, Greater Magic Weapon
4: Break Enchantment, Cure Critical Wounds, Improved Invisibility, Modify Memory
5: False Vision, Healing Circle, Mislead

Equipment:
Amulet of Health (+2)
Bag of Holding 1 (250lbs)
Belt, Giant Strength(+4)
Boots of Striding and springing
Circlet of Charisma(+6)
Cloak of Persuasion
Gloves of Dexterity(+4)
Ring of Featherfall
Ring of Sustenance
Quiver of Ehlonna
+3 Flaming Shock Mighty (+4) Composite LongBow
+1 Longsword
Glamored +3 Mithral Shirt
Total: 157,800gp

Regular Equipment:
Dagger, Silvered, Masterwork
60 arrows
Backpack
Bedroll
Flint & Steel
Mirror, small steel
Rope, silk
Signet Ring
Soap
2 Torches
2 Waterskins
Lap Harp, Masterwork
Spell Component Pouch
Traveler’s Outfit (free)
Noble’s outfit
Expensive Jewelry
Warhorse, Light
Saddle, Military
Total: 831, 6sp, 6cp

History:
Elentari has been traveling the world entertaining nobles for a very long time. Easily bored she has been in search of something or someone to keep her from the horrible thing that is ennui. Still after all these years, she has not tired of the fun, the drink, the lovers, and the adventure. She doesn't really have a home of her own which is unusual for an elf and doesn't really remember much of where she comes from. The only key to her past is the old signet ring she wears in a chain around her neck.

The most important thing in the whole world to her is to have a good time. Everything thing else is just trivial.
 
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Code:
[Color=white] 
Gloom
Elven Ranger 7 Tamer of beasts 8

STR	16      +1 +1 +4	22
DEX	16	+2 +4		22
CON	16	-2 +1		15
INT	14	
WIS	16
CHA	12

Saves	For	Ref	Will
Base	+11	+8	+4
Stats	+2	+6	+3
Magic	+4	+4	+4
Total	+17	+18	+11

BAB	+13/+8/+3	
Melee	+21/+21/+16/+16/+11 1d6+9/1d6+6  17-20 x2

Speed		60' (30’ doubled by boots)
Initiative	+6
HP 		114
AC  		29 (+6 dex +5 armor +4 armor bonus +2 deflection +2 natural)

Spells
Spell level 	1	2	3	4
Spell per day	2	1	-	-
DC save		13	14

1st favored enemy: Orcs +2
2nd favored enemy: Giants +1

Feats
Track
Ambidexterity
Two-Weapon Fighting
-Alertness
-Run
-Skill Focus (Animal Empathy)
-Weapon Focus (Short Sword)
-Improved Two-Weapon Fighting
-Improved Critical (Short Sword)

Skills				stat	ranks	race	syn/ft	item	total
Animal Empathy (Cha)		1	18		2		21
Climb (Str)			6				10	16
Craft (Leatherworking) (Int)	2	2				4
Handle Animal (Cha)		1	13		2		16
Heal (Wis)			3	1		2	2	8
Hide (Dex)			6	4			10	20
Knowledge (nature) (Int)	2	8				10
Listen (Wis)			3	15	2	2		22
Move Silently (Dex)		6	4			10	20
Profession (Herbalist) (Wis)	3	5				8
Ride (Dex)			6			2		8
Search (Int)			2	6	2			10
Spot (Wis)			3	14	2	2	5	26
Swim (Str)			6				10	16
Wilderness Lore (Wis)		3	18				21

Tamer Special Abilities
1 st Animal mastery
2nd Empathic link
3 rd Blood bond
4th Animal senses (hearing, smell), speak with master
5th Beast mastery
6th Natural armor +4, share saving throws
7th Animal senses (vision), Int 10, share spells
8th Command creatures of kind

Elven Special Abilities
Immunity to magic sleep spells and effects. 
+2 racial saving throw bonus against Enchantment spells or effects. 
Low-light Vision

Abomination Special Abilities
+6 to CHA when dealing with animals, beasts, magical beasts and primitive humanoids
-6 to CHA when dealing with elves, nobility and upper-class people
Darkvision 30'
Fire Resistance 10
Spell Resistance 15
Fast Healing 2

Languages: Common, Elven, Orc, Sylvan

Magical Equipment
2 Adamantine Short Sword +3	42,620 gp
Mithral Shadow Breastplate +4	29,350 gp
Cloak of Resistance +4		16,000 gp
Belt of Giant Strenght +4	16,000 gp
Bracers of Dexterity +4		16,000 gp
Ring of Animal Friendship	 9,500 gp
Amulet of Natural Armor +2	 8,000 gp
Ring of Protection +2		 8,000 gp
Gloves of Swimming and Climbing	 6,000 gp
Boots of Elvenkind and Striding	 6,000 gp
Eyes of the Eagle		 1,000 gp
Wand of Cure Light Wounds	    750 gp
Potion of Delay Poison		    300 gp
Potion of Cure Moderate Wounds	    300 gp

Mundane Equipment 		 
Antitoxin (one vial)
Healer's kit
Backpack
Blanket, winter
Flint and steel
Rations, trail (one day)
Waterskin


Maximum Total Animal Companions HD: 7+16+12=35
Medium Adventuring Animal Companions HD: 17.5

Dunkel 		Raven
		Tiny Animal
Hit Dice:	1/4 d8+2 - 4 hp
Initiative:	+4 (Dex)
Speed:		10 ft., fly 40 ft. (average)
AC: 		22 (+2 size, +4 Dex, +6 natural)
Attacks:	Claws +6 melee
Damage: 	Claws 1d2-5
Face/Reach:	2 1/2 ft. by 2 1/2 ft./0 ft.
Special Qual:	-
Saves: 		Fort +13, Ref +12, Will +7
Abilities: 	Str 1, Dex 19, Con 14,	
		Int 10, Wis 17, Cha 7
Skills:		Listen +7, Spot +7
Feats:		Weapon Finesse (claws)
Terrain:	Any forest, hill, plains, and mountains
Organization: 	Solitary
Challenge Rate:	1/6
Treasure: 	None
Alignment: 	Always neutral
Advancement:	-


Huine		Legendary Wolf
		Medium-Size Animal
Hit Dice :	14d8+98 - 164 hp
Initiative :	+10 (Dex)
Speed:		60 ft.
AC:		29 (+10 Dex, +9 natural)
Attacks:	Bite +20 melee
Damage:		Bite 2d6 +12
Face/Reach :	5 ft . by 5 ft ./5 ft .
Special Attacks: Trip
Special Qual:	Scent
Saves:		Fort +18, Ref +19, Will +8
Abilities:	Str 27, Dex 30, Con 25,
		Int 10, Wis 18, Cha 10
Skills :	Hide +14, Listen +12,
		Move Silently +13, Spot +12,
		Wilderness Lore +6*
Feats:		Weapon Finesse (bite)
Climate/Terrain: Any forest, hill, mountain,
		plain, and underground
Organization :	Solitary or herd (5-8)
Challenge Rate:	7
Treasure:	None
Alignment:	Always neutral
Advancement:	15-30 HD (Medium-size)

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Gloom is an elf. But he hates elves. Everyone knows that magic and pregnant women don't go along quite well. People say that if you use magic while your pregnant, the soul of the newborn could be replaced with a demon's one. When Gloom was born, his mother surely thought he was a demon. He had those red glowing eyes, and those strange black marks all over his body. She didn't kill him anyway, she left him in the woods to be killed by beasts.
A half-elven ranger came by and found this strange child. Since he wasn't so superstitious as the other elves, and he and his wife couldn't have children, he brought him home and kept him as his own son. Gloom grew up to be an outcast in his village. The other children's mothers wouldn't let them play with him, and they found every way to be cruel with him because noone of the adults cared. The worst one was his teacher. He was really convinced the little boy was harboring a demon's soul and frequently tried to talk the mob into lynching him.
On the contrary, his step-parents really loved him, his father taught him the ways of the forest, and his mother, a former bard, sang for him and told him the strange stories she learned around the world. The sad thing about an elf adopted by half-elves is that soon enough he will outlive them. His mother got carried away by a very harsh winter, and he and his father remained alone.
One day the news of a raiding orc band arrived in the village. the villagers, frightened, formed a band to intercept the orc. Gloom's father was part of it, as well as the teacher, the best versed in the magic arts. Gloom wanted to go and help his old father, but couldn't because of the teacher's opposition. The band went into the woods...and only the mage came back. Gloom rushed into the forests and found his father badly wounded surrounded by orc corpses. He lived long enough to tell him the teacher escaped in fear as soon as they saw the orcs, revealing their presence, and to ask him not to hate the other villagers, and not to become the monster they believed he was.
Gloom came back to the village in the night. he went to the teacher's house, dragged him out in the street, told everyone the truth, pointed one of his father's sword at his throat, and told him "If I really was the demon you think I am, you'd already be dead. Be careful when you see red eyes in the night. I may be watching you." Then he came back to the house that was all that remained of the only people he loved, grabbed all he wanted to keep, and set it on fire. Then he went to the forest, never to return to his village.
Thank to his stepfather he knew very well how to survive in the wilderness, and he did so for many years. He saved a little raven fallen from his nest, and it grew up to be his most faithful companion. Be became a legend among the travelers, a strange ghost that emerged from the forest to help people in need and disappered without saying a word, and a nightmare among brigands and monsters, especially orcs.
Recently he helped a party of adventurers fight an druid turned evil that was harassing several cities and destroying the forest in his way, so the party cleric got his father's swords enchanted. When he finally faced his foe, the druid looked at him with surprise and said "The Abomination is still alive! Then she lied to us!". Unfortunately the villain managed to escape, leaving many questions unanswered.
 
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