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Characters for the Liberation of Tenh (Updated 11/10/03)

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Explorer
Belvor Belouve

Male human Pal 16; XP 135,615 (136); Medium humanoid; HD 16d10+16; hp 108; Init –1; Spd 20 ft.; AC 28, touch 10, flat-footed 28 (+12 armor, +5 shield, +1 deflection, +1 natural, -1 Dex); Base Atk +16/+11/+6/+1; Grp +21; Full Atk +3 longsword +25/+20/+15/+10 melee (1d8+8/17-20 x2) or +3 lance +25/+20/+15/+10 melee (1d8+8/x3), or +1 composite longbow +16/+11/+6/+1 ranged (1d8+5/x3); SA smite evil 4/day, turn undead 6/day; SQ aura of courage, detect evil, divine grace, divine health, empathic link with mount, heavy warhorse mount, lay on hands, remove disease 4/week, share spells with mount; AL LG; SV Fort +18, Ref +13, Will +13; Str 20, Dex 8, Con 12, Int 10, Wis 12*, Cha 20.

*Belvor has suffered 2 points of permanent Wis damage.

Skills and Feats: Concentration +9, Diplomacy +13, Knowldege (nobility and royalty) +11, Ride +18, Sense Motive +20; Improved Critical (longsword), Lightning Reflexes, Mounted Combat, Ride-By Attack, Spirited Charge,Weapon Focus (lance), Weapon Focus (longsword).

Smite Evil (Su): Four times per day, Belvor may attempt to smite evil with one normal melee attack. When smiting evil, Belvor gains +3 to his attack and +16 to damage.

Aura of Courage (Su): Belvor is immune to fear, magical or otherwise. Allies within 10 feet gain a +4 morale bonus on saving throws versus fear effects.

Detect Evil (Sp): Belvor can detect evil at will, as the spell.

Empathic Link (Su): Belvor can communicate telepathically with Indomitable at a distance of up to one mile. Belvor has the same connection to an item or a place that Indomitable does.

Lay on Hands (Su): Belvor can cure 60 hit points of wounds per day.

Remove Disease (Sp): Belvor can remove disease, as the spell, four times per week.

Paladin Spells Prepared (3/3/2/1; save DC 13 + spell level): 1st—bless weapon (2), endure elements; 2nd—endurance, resist energy, shield other; 3rd—discern lies, heal mount; 4th—holy sword.

Possessions: +4 full plate, +3 heavy steel shield, ring of protection +1, +3 longsword, +1 composite longbow (+4 Str bonus), 10 normal arrows, 10 +2 arrows, 10 cold iron arrows, 10 silvered arrows, 8 adamantine arrows, amulet of natural armor +1, belt of giant strength +4, cloak of resistance +4, bag of holding (type II), 2 potions of cure moderate wounds, 2 potions of cure serious wounds, potion of fly, potion of owl’s wisdom, potion of tounges, scroll of death ward, 2 scrolls of delay poison, 2 scrolls of magic weapon, 2 scrolls of remove paralysis, 2 scrolls of resist energy (fire), 2 doses antitoxin, bit and bridle (mount), dagger, 4 flasks holy water, masterwork banded mail barding (mount), military saddle (mount), saddlebags (mount), silver holy symbol.


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Gwendolyn
Female human wizard 17; XP 144,910 (153); Medium-size humanoid; HD 17d4+51; hp 93; Init +4; Spd 30 ft.; AC 18, touch 17, flat footed 11 (+4 Dex, +3 armor, +1 deflection) ; BAB +8/+3, grapple +7; Atk Ray effect +12 ranged touch; SQ Familiar benefits; AL N; SV Fort +12, Ref +13, Will +15; Str 8, Dex 18, Con 16, Int 25, Wis 12*, Cha 16.

*Gwendolyn has suffered -1 point of permanent Wisdom damage.

Skills and Feats: Concentration +23, Diplomacy+7, Knowledge (arcana) +27, Knowledge (royalty and nobility) +15, Intimidate +8, Listen +8, Search +14, Spellcraft +29, Spot +6; Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Heighten Spell, Improved Initiative, Quicken Spell, Scribe Scroll, Spell Focus (Enchantment), Spell Focus (Evocation), Spell Penetration.

Familiar Benefits: Grants Alertness feat; share spells; empathic link; scry on familiar.

Spells Prepared (4/12/12/6/5/5/5/4/2/1; base DC = 17+spell level, +1 for Enchantment or Evocation): 1st—animate rope, change self, charm person (2)*, magic missile (5)*, shield (2), true strike; 2nd—blur (2), detect thoughts (3), glitterdust, invisibility, knock, see invisibility (2), mirror image, web; 3rd—dispel magic, displacement, fireball*, fly, lightning bolt, suggestion*; 4th—charm monster*, scrying, stoneskin, wall of fire*, improved invisibility; 5th—dominate person*, hold monster*, teleport (2), wall of force; 6th—chain lightning (2)*, disintegrate*, greater dispelling (2); 7th—limited wish, plane shift, prismatic spray (2)*; 8th—horrid wilting, Otto’s irresistible dance*; 9th—dominate monster*.

*Enchantment or Evocation spell (+1 to base DC).

Spellbook: 0—all; 1st—animate rope, change self, charm person, feather fall, identify, mage armor, magic missile, magic weapon, shield, sleep, summon monster I, true strike; 2nd —blur, bull’s strength, cat’s grace, detect thoughts, endurance, glitterdust, invisibility, knock, Melf’s acid arrow, mirror image, see invisibility, web; 3rd —, dispel magic, displacement, fireball, fly, haste, invisibility sphere, lightning bolt, protection from elements, suggestion; 4th—, charm monster, confusion*, ice storm, improved invisibility, polymorph self, scrying, stoneskin, wall of fire, wall of ice; 5th—, cone of cold, dismissal, dominate person, hold monster, permanency, summon monster V, teleport, wall of force; 6th—, chain lightning, disintegrate, geas/quest, greater dispelling, legend lore, mass suggestion, move earth, true seeing; 7th—ethereal jaunt, finger of death, limited wish, phase door, plane shift, prismatic spray, summon monster VII; 8th—demand, horrid wilting, mass charm, mind blank, Otto’s irresistible dance, summon monster VIII, summon monster VIII, sunburst; 9th—Bigby's crushing hand, dominate monster, etherealness.

Possessions: Bracers of armor +3, amulet of health +4, boots of speed, cloak of resistance +4, diamond dust (for stoneskin spell) (3), dust of disappearance, gloves of Dexterity +4, hat of disguise, headband of intellect +6, Heward’s handy haversack, ioun stone (dusty rose: +1 defl. to AC), mirror of vanity +6, pearl of power (2nd), pearl of power (3rd), pearl of power (4th), potion of cure moderate wounds (2), potion of cure serious, ring of wizardry I, ring of wizardry II, staff of frost (30 chgs.), standard adventuring gear, wand of daylight, wand of stoneskin, ; 43848 gp, 5 sp.


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Heydricus
Male human fighter 5/ holy liberator 7/sorcerer 8; XP 192,465 (210); Medium humanoid; HD 12d10+60 plus 8d4+40; hp 184; Init +3; Spd 30 ft.; AC 26, flatfooted 23, touch 15 (+9 armor, +3 Dex, +2 deflection, +2 natural); Base Atk +16/+11/+6/+1; Grp +23; Full Atk +3 undead bane longsword +30/+25/+20/+15 melee (1d8+15, 17-20 x2), or longsword vs. undead +32/+27/+22/+17 melee (1d8+17 plus 2d6 bane, 17-20 x2), or +2 holy longspear +28/+23/+18/+13 melee (1d8+12 plus 2d6 holy, x3), or +2 mc shock keen longbow +21/+16/+11/+6 ranged (1d8+6 plus 1d6 shock, x3); SA Smite evil; SQ Celestial companion, detect evil, divine grace, immune to charm and compulsion, resist enchantment, subversion, turn undead; AL; SV Fort +26; Ref +18; Will +26*; Str 24, Dex 16, Con 20, Int 18, Wis 12, Cha 22.

*+2 saves vs. Enchantment spells, immune to charms and compulsion.

Skills and Feats: Concentration +22, Diplomacy +18, Intimidate +23, Jump +14, Knowledge (Religion) +9, Knowledge (Tenh) +12, Knowledge (The Planes) +12, Ride +20, Search +4, Spellcraft +14, Spot +8; Cleave, Close Quarters Fighting, Expert Tactician, Improved Critical (longsword), Improved Initiative, Iron Will, Leadership (Lucius), Leadership (Belvor), Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword).

Sorcerer Spells Known (6/8/8/6/4): 0—detect magic, detect poison, light, open/close, ray of frost, read magic, resistance; 1st—enlarge, identify, magic missile, shield, true strike ;2nd—bear's endurance, mirror image, see invisible; 3rd—displacement, haste; 4th—improved invisibility.

Holy Liberator Spells Prepared (--/3/1): 1st——bless weapon, divine favor, cure light wounds; 2nd—aid.

Possessions: +4 celestial armor, amulet of natural armor +2, ring of protection +2, +2 holy longspear, +2 mc shock keen longbow (18 Str), +3 undead bane long sword, belt of giant strength +6, boots of speed, bracers of health +4, cloak of resistance +4, headband of intellect +4, holy symbol (word of recall), pearl of Wisdom +2, portable hole, ring of freedom of movement, scroll of teleport, tunic of Charisma +2, wand of cure serious wounds (10), wand of fireballs (10d6, 25), wand of fireballs (9d6, 5); 112,561 gp.


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Jespo Crim
Male human wizard 16: xp 133,015 (136); Medium Humanoid; HD 16d4+52; hp 115; Init +5; Spd 30 ft.; AC 17, touch 11, flatfooted 16 (+6 armor,+1 Dex); BAB +8/+3; Atk Ray effect +9 ranged (special), or limp-wristed slap +8/+3 melee (1d3-1); SA Spells; Fort +13, Ref +10, Will +15; Str 8, Dex 13, Con 18, Int 25, Wis 12, Cha 10.

Skills and Feats: Concentration+23, Diplomacy+5, Heal+3, Knowledge (the planes)+15, Knowledge (arcana)+18, Profession (scribe)+5, Sense Motive+7, Spellcraft +26; Craft Arms and Armor, Craft Ring, Craft Wand, Craft Wondrous Item, Heighten Spell, Improved Initiative, Leadership (Regda), Quicken Spell, Scribe Scroll, Spell Focus (Enchantment), Spell Penetration.

Wizard Spells Prepared (4/6/6/6/5/5/4/4/2; DC = 17+spell level, +1 for Enchantment): 0—detect magic (2), detect poison, read magic; 1st—charm person*, mage armor, protection from evil (2), shield (2); 2nd—glitterdust, see invisible, summon monster II (2), Tasha’s hideous laughter (2)*; 3rd—haste, hold person*, phantom steed, suggestion* (2), slow; 4th—charm monster* (2), improved invisibility, summon monster IV (2); 5th—animal growth, chain Tasha’s hideous laughter*, dominate person*, summon monster V (2); 6th—disintegrate, greater dispelling, greater heroism, summon monster VI; 7th—greater teleport, power word stun (2), summon monster VII; 8th—maze (2).

*Enchantment spell.

Spellbook: 0—all; 1st—charm person, comprehend languages, detect secret doors, erase, expeditious retreat, grease, hypnotic pattern, hypnotism, identify, jump, mage armor, mount, protection from evil, ray of enfeeblement, summon monster I; 2nd—bear's endurance, blur, darkvision, glitterdust, invisiblity, knock, Melf's acid arrow, protection from arrows, scare, see invisible, summon monster II, Tasha's hideous laughter; 3rd—dispel magic, flame arrow, fly, haste, hold person, phantom steed, slow, suggestion, summon monster III; 4th—arcane eye, charm monster, dimension door, Evard's black tentacles, greater invisibility, lesser geas, scrying, summon monster IV; 5th—animal growth, dominate person, hold monster, magic jar, summon monster V, teleport; 6th—acid fog, disintegrate, flesh to stone, greater dispel magic, greater heroism, legend lore, permanence, summon monster VI; 7th—finger of death, greater teleport, limited wish, summon monster VII; 8th—Bigby's clenched fist, mass charm monster, maze, mind blank, summon monster VIII.

Possessions: Amulet of health +4, bag of holding (500 lbs.), bracers of armor +6, cloak of resistance +4, headband of intellect +6, mirror of life trapping (DC 19), potion of invisibility, potion of see invisible, potion of cure serious wounds (4), potion of detect thoughts, ring of counterspelling (feeblemind), staff of monster summoning V (25 chgs), wand of displacement (50 chgs.), wand of greater magic weapon (16th lvl, 12 chgs); 33,661 gp.


Fräs, Jespo’s familiar: celestial cat; Tiny outsider; HD (special); hp 57; Init +2; Spd 30 ft.; AC 24, touch 16, flatfooted 22 (+8 natural, +4 size, +2 Dex); BAB +8/+3; Atk 2 claws +8 melee (1d2-4) and bite +3 melee (1d3-4); Face/Reach: 2 ½ ft. by 2 ½ ft. / 0 ft.; SA: Smite evil; SQ: Darkvision 60 ft., acid, cold, and electricity resistance 10, DR 10/magic, SR 21; Fort +5, Ref +7, Will +12; Str 3, Dex 15, Con 10, Int 17, Wis 14, Cha 7

Skills and Feats: Balance +10, Climb +5, Hide +17*, Listen +4, Move Silently +9, Spot +4; Weapon Finesse (claw, bite).

Special Abilities: Improved Evasion, alertness, share spells, empathic link, speak with master, speak with animals of its type, +8 natural armor, spell resistance, scry on familiar.

Smite Evil: Once per day, Fräs can make a normal attack to deal additional damage equal to her HD total against an evil foe.

Possessions: bag of tricks (tan), headband of intellect +4, periapt of wisdom +2, wand of flame arrow (23 chgs).


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Lucius Maturin
Male human Rogue 10/Assassin 7; XP 138,105 (153); Medium humanoid; HD 17d6+34; hp 102; Spd 30 ft., fly 90 ft.; Init +11; AC 33, touch 19, flatfooted 26 (+7 armor, +5 shield, +7 Dex, +2 defl., +2 natural); BAB +12/+7/+2, grapple +15; Full Atk +3 bastard sword +18/+13/+8 melee (1d10+6, 19-20 x2), or +3 mighty composite longbow* +25/+20/+15 (1d8+6, x3); SA Sneak attack +9d6, death attack (DC 19), opportunist (gain AOO against opponent who has just been attacked), spells; SQ Evasion, poison use, uncanny dodge (Dex bonus to AC, can’t be flanked), +3 save vs. poison; AL LE; Fort +7, Ref +21, Will +5; Str 17, Dex 25, Con 14, Int 14, Wis 10, Cha 8.

*Does not include Point Blank shot feat.

Skills and Feats: Bluff +11, Disguise +11, Gather Information +9, Hide +35, Intimidate +16, Listen +12, Move Silently +35, Open Lock +19, Sleight of Hand +19, Search +12, Sense Motive +18, Spot +27, Tumble +22, Use Magic Device +12; Dodge, Exotic Weapon (bastard sword), Improved Initiative, Mobility, Point Blank Shot, Precise Shot, Spring Attack.

Assassin Spells Known (—/4/4/2/0): 1st—detect poison, feather fall, obscuring mist, true strike; 2nd—alter self, invisibility, spider climb, undetectable alignment; 3rd—false life, misdirection, nondetection.

Possessions: +3 bastard sword, +3 mighty composite longbow [14 Str], +3 arrows (20), +3 mithral shirt of improved silent moves, +4 darkwood buckler, amulet of natural armor +2, belt of giant strength +4, greater bracers of archery (+2 to hit, +1 damage), cloak of elvenkind, eyes of the eagle (+5 Spot), gloves of dexterity +6, Heward’s handy haversack, ioun stone (pink, +2 to Con), masterwork thieves’ tools., potion of cure serious wounds, ring of greater fire resistance, ring of invisibility, ring of protection +2, slaying arrow (human), slaying arrow (undead), vest of escape, winged boots.

Poison: Black lotus extract (contact DC 20; 3d6 Con/3d6 Con) (2), deathblade (injury DC 20; 1d6 Con/2d6 Con) (3), lich dust (ingested DC 17; 2d6 Str/1d6 Str) (5), purple worm venom (injury DC 24; 1d6 Str/2d6 Str) (5).


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Prisantha
Female human wizard 19; XP 180,805 (190); Size type; HD 19d4+34; hp 102; Init +2; Spd 30 ft.; AC 19, flatfooted 17, touch 13 (+4 armor, +2 Dex, +2 natural, +1 deflection); Base Atk +9/+4; Grp +9; Atk Ray effect +11 (varies), or silver dagger +9/+4 melee (1d4, 19-20 x2); SA spells; SQ Half-elf qualities; AL NG; SV Fort +13, Ref +10, Will +15; Str 10, Dex 14, Con 20, Int 26, Wis 14, Cha 20.

Skills and Feats: Bluff +15, Concentration +23, Craft (alchemy) +17, Diplomacy +18, Disguise +17, Gather Information +7, Hide +3, Knowledge (arcana) +27, Knowledge (local) +11, Knowledge (religion) +17, Listen +4, Move Silently +6, Search +10, Sense Motive +6, Spellcraft +32, Spot +15; Silent Spell, Scribe Scroll, Spell Focus (enchantment), Still Spell, Craft Wondrous Item, Greater Spell Focus (enchantment), Spell Penetration, Chain Spell, Quicken Spell, Innate Spell (charm person), Leadership,

Half-elf qualities: Immunity to sleep spells and similar magical effects, +2 racial bonus on saving throws against enchantment spells or effects, low-light vision, +1 racial bonus on Listen, Search, and Spot checks, +2 racial bonus on Diplomacy and Gather Information checks.

Spells Known:

Wizard Spells Prepared (4/6/6/6/6/5/5/5/4/3; base save DC=18+spell level, +2 for Enchantments):

Spellbook:

Possessions: Amulet of natural armor +2, bracers of armor +4, ring of protection +1, bracelet of friends (Elenthal, Gwendolyn, Heydricus, empty), cloak of charisma +4, cloak of elvenkind (not worn), crystal ball of true seeing, eyes of the eagle, gloves of dexterity +2, hat of disguise (2), headband of intellect +6, Heward's handy haversack, ioun stone (pearly white, regenerate 1 hp/hr), lesser quickening rod, pearl of power (1st level), potion of bear's endurance, potion of cure moderate wounds (2), potion of cure serious wounds, potion of displacement, potion of love, potion of neutralize poison, ring of counterspells (feeblemind), sash of resistance +2, scarab of protection, scroll of horrid hydration, scroll of monster summoning IX, wand of hold person (40), wand of invisibility (13).


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Regda
Female human fighter 13; XP 80,485 (91); Meduim-size humanoid; HD 13d10+52; hp 129; Init +2; Spd 20 ft.; AC 29, touch 13, flat-footed 27 (+12 armor, +4 shield, +1 Dex, +1 deflection., +1 Dodge); BAB +13/+9/+3, grapple +19; Atk +1 brilliant energy morningstar +21/+16/+11 melee (1d10+12, 19-20 x3), or +4 greatsword +24/+19/+14 melee (2d6+15, 17-20 x2), or +1 mc keen shock longbow* +19/+14/+9 ranged (1d8+8 plus 1d6 shock, 19-20 x3); AL LG; SV Fort +13, Ref +10, Will +15; Str 22, Dex 15, Con 18, Int 8, Wis 12, Cha 10.

*Does not include Point Blank shot feat.

Skills and Feats: Climb +16*, Ride +7, Swim +11*, Jump +16*; Cleave, Diehard, Dodge, Endurance, Improved Critical (greatsword), Power Attack, Precise Shot, Weapon Focus (composite longbow), Weapon Focus (greatsword), Weapon Focus (morningstar), Weapon Specialization (composite longbow), Weapon Specialization (greatsword), Weapon Specialization (morningstar)

*Includes -5 armor check penalty.

Possessions: +4 full plate, +2 animated heavy steel shield, wedding ring of protection +1, +1 brilliant energy large morningstar, +4 greatsword, +2 mighty composite keen shock longbow (+4 Str bonus), +1 dispel magic arrows (9), masterwork arrows (20), amulet of health +4, arrow of slaying (elf, DC 20), belt of giant strength +4, boots of striding and springing, cloak of resistance +4, gloves of dexterity +2, greater bracers of archery (+2 attack, +1 damage), ioun stone (vibrant purple: greater magic weapon), ioun stone (vibrant purple: haste), potion of cure light wounds (4), potion of cure serious wounds (4), potion of displacement; 94,241gp.
 
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NPCs of the Liberation of Tenh

  • NPCs of Chendl

    King Belvor IV, His pious Magesty, Scion of Furyondy, Protector of the Northern Reach, etc.
    Sembat -- Belvor's physician
    His Inimical Magnificence, Halrond the Fourth (Stalwart Master of Tritherion, Lord Protector of Chendl, etc.)
    Reine, Provost Marshall Commerce
    --Leila, his wife
    --Marguerite, his daughter
    Gwendolyn, Prisantha's rival at the Royal Academy of Magic
    Balin, Prisantha's mentor at the Royal Academy of Magic
    Sembat -- Belvor's physician
    The Four - four archmagi in the service of the King, representing the Four Elements.
    Mardello Etun, proprietor, Living Alchemy and Transubstantiation
    Bandor Bullfinch, six-year old pupil of Esril
    Heydricus' Girlfriends
    --Duchess Maia
    --Maileen, Lady of the Court
    --Maia, Lady in Waiting to the Baronette Mirtun
    --and a Cast of Hundreds
    Sir Fellon IV, Knight of Furyondy

    NPCs of Willip
    Baron Butrain, de facto leader of the Southern Lords

    NPCs of Hommlet
    Prisantha's Grandparents
    Bestian, Presiding Sheild Priest of Tritherion
    Durgin of Deepenroot, Dwarven Master Builder

    NPCs of Veluna
    Vestifal Margrove, Scourge of the Sheildlands, duelist.

    NPCs of Verbobonc
    The Right and Firm Abbot Veil, Abbot of the Cuthbertian Nunnery

    NPCs of Stoink
    Mirn, Helthrax's altar-boy from Chendl
    The Lord of Stoink (a.k.a. Number One)
    Guiseppi, his assistant
    Curst, an accountant and ne'er do well (R.I.P.)

    NPCs of Curruth
    The Aiman, political leader of the Curruth Tenha
    The Aital, spiritual leader of the Curruth Tenha
 
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You might want to post a list of the desceased Liberators, since they are making "guest appearences". Of course it might take a few weeks to post all of them...
 


Augustin -- Hero of the Temple

Augustin -- Fallen Hero of the Temple

augustin.jpg
 
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