Characters for Warriors of Dawn, Knights of Twilight IC Game

Everyone in the 'Warriors of Dawn, Knights of Twilight' IC Game post your characters here, and post only once for ease of reading. If you revise your character (before the game starts), please just edit it. Any questions, comments, and similar about characters and their creation (etc...) should go to the OOC thread.
 
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Darcis
Cansin, Antipaladin8
Lawful Evil with Neutral tendencies

Stats
STR 14 (+2)
DEX 12 (+1)
CON 12 (+1)
INT 14 (+2)
WIS 10
CHA 24 (+7)

COMBAT
Base Attack Bonus - +6/+1
Melee Attack Bonus - +8/+3
Ranged Attack Bonus - +7/+2
Attack w/Darksoul - +12/+7
Damage w/Darksoul - 2d6+5

Initiative - +5
HP - 72
AC - 23 (+11 armor, +1 dex, +1 deflection [ring])

AUTO-COMBAT ACTIONS
1 - If possible, and no party members are in the way, lightning bolt the enemy.
2 - If hasn't been used, utilize harm touch on biggest enemy within range.
3 - Use sword.

SAVES
Fort - +14 (+6 base, +1 con, +7 cha)
Will - +13 (+6 base, +7 cha)
Ref - +10 (+2 base, +1 dex, +7 cha)

EQUIPMENT
The Darksoul (+3 Greatsword w/Darksoul ability; DC=20) [18,350 gp]
+3 Full plate [10,650 gp]
Cloak of Charisma (+2) [4,000 gp]
Ring of Protection (+1) [2,000 gp]
1,000 gp

SPECIAL WEAPON ABILITY - DARKSOUL
On a successful critical hit with a weapon with this ability, the opponent must make a Fortitude save [DC = 10 + enhancement bonus + charisma modifier of wielder] or have an equal chance (50%) of receiving 1 negative level or being instantly slain; either way, the user of the sword gains 5 hit points.
A weapon with this ability also seems impervious to most forms of damage.
This ability can also affect intelligent undead - however, they are immune to the negative level, and they must make a Will save instead of a Fortitude save.

CANSIN/ANTIPALADIN ABILITIES
Acid and Fire Resistance 5
+2 to Bluff [included in Skills section] and Search checks
Entropic Shield 1/day as cleric of level
-----
Detect good (60' radius) [unless otherwise stated, this ability is always in use]
Dark Blessing (Apply charisma mod to saves)
Harm Touch (Deal damage by touch equal to 56 points [level x cha mod] using negative energy)
Divine Health (Immune to all normal disease)
Aura of Courage (Immune to fear, allies within 10' get +4 vs. fear)
Smite Good (Get +7 on attack and deal +8 damage to good creatures, 1/day)
Command Undead (10/day, as though -2 level [6th], as though an evil cleric)

SKILLS [Ranks in brackets]
Bluff +17 [8]
Concentration +13 [12]
Intimidate +15 [8]
Knowledge (Religion) +14 [12]
Spellcraft +10 [8]

FEATS
Fated
Weapon Focus (Greatsword)
Improved Initiative
Power Attack

SPELLS (Bard progression)
Per day - 5/5/5/3
Known - 6/4/4/3

0th (17): arcane mark, inflict minor wounds, resistance, daze, detect poison, read magic
1st (18): cause fear, doom, shocking grasp, true strike
2nd (19): darkness, death knell, desecrate, inflict moderate wounds
3rd (20): inflict serious wounds, lightning bolt, vampiric touch

LANGUAGES
Common, Infernal, Abyssal

APPEARANCE
Darcis has long white hair, which varyingly has streaks of grey or black in it, and is pulled back into a ponytail. He wears a suit of full plate that is jet black, and his symbol is embossed on the breastplate. He bears no shield. The Darksoul, when he is not using it, is usally strapped onto his back. His cloak is as dark as his armor, and the same color. He wears a small ring on his left hand.

Darcis towers over others of his kind, standing at roughly halfway between 6 and 7 feet. He appears to be slightly underweight for his height, although it doesn't detract from his impressiveness. His eyes are dark-colored, nearly black. In bright, sudden light, however, they show a bright blue color, then quickly revert to their normal darkness.

PERSONALITY
Darcis is not 'evil' in the common sense of the word. He does not kill without reason, he doesn't slaughter heedlessly. He is, however, self-centered. He cares very little for others - even those he calls his 'friends' he would kill if his goal called for it. He is also secretive, prefering to keep to himself. Ironically, he is also a natural leader - a capability that he has used less frequently than he would like.

Darcis is not out to destroy 'good' simply because he is 'evil'. He simply destroys anything that gets in the way of his goal, whether good or evil, lawful or chaotic. He is honorable, though, and always gives an opponent a chance to remove themselves from his path.

BACKGROUND
Darcis is his assumed name, and none - not even himself - recalls his original name. His symbol is a black lightning bolt. His quest is summed up in the legend imprinted on the blade of the Darksoul.

Alone
In the dark
The soulless one


To find hope,
In one, single star
Searching, now,
for ever


For the thing
That he, cannot have
The darkness hides
The thing he seeks


Still he hunts
For what, he must have
To become more
Than he is now
 
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Balbanes Beoulve
Medium Sized Humanoid
Half-Celestial Holy Swordsman 7
Hit Dice: 7d8+28 (84 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft.
AC: 23 (+4 Dex, +1 Natural, +5 Mithral shirt, +3 Mithral large shield)
Attacks: Longsword +14/+9 melee; or Mighty Composite Longbow +13/+8 ranged
Damage: Longsword 1d8+8, Mighty Composite Longbow 1d8+6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Combat Modes
Special Qualities: Electricity Immunity
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 18, Dex 16 (18), Con 16(18), Int 14, Wis 12, Cha 23 (25)
Skills: Balance +14, Jump +14, Swim +14, Tumble +14, Use Magic Device +17
Feats: Expertise, Fated, Improved Disarm, Improved Trip, Leadership, Power Attack, Sunder, Weapon Focus (Longsword), Weapon Specialization (Longsword)

Combat Modes: Once per day for each ability known, the Holy Swordsman can call upon a Weapon or Armor Special Ability. These abilities last for 10 minutes/level. Offensive Modes Known: Parrying (+1), Keen (+1), Flaming burst (+2), Icy burst (+2).

"Your day of judgement has come. All who do not pass my judgement shall be annihilated!"
Equipment (33,435)
+2 Mighty Composite Longbow (+6 Str bonus) (9,000)
+2 Holy Longsword (8,315)
+1 Mithral shirt (2,200)
+1 Mithral large shield (2,020)
Cloak of Charisma (+2) (4,000)
Gloves of Dexterity (+2) (4,000)
Bracers of health (+2) (4,000)
20 gold coins
30 silver coins


Cohort
Medium Sized Humanoid
Human Cleric 6
Hit Dice: 6d8+12 (60 hp)
Initiative: -1 (-1 Dex)
Speed: 20 ft.
AC: 21 (-1 dex, +9 full plate, +3 large steel shield)
Attacks: Heavy Mace +5 melee
Damage: Heavy Mace 1d8+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Turn Undead, Spontaneously Cast Magic Domain Spells
Special Qualities: Glory Domain, Magic Domain
Saves: Fort +7, Ref +1, Will +8
Abilities: Str 13, Dex 8, Con 14, Int 10, Wis 17, Cha 13
Skills: Concentration +13, Spellcraft +9, Knowledge (Religion) +9
Feats: Combat Casting, Greater Spell Focus (Abjuration), Skill Focus (Concentration), Spell Focus (Abjuration)

"Life is only worth the love and vitality you put into it."
Spells Prepared
Orisons - Cure Minor Wounds (x2), Detect Magic (x2), Read Magic
1st Level - Cure Light Wounds (x2), Shield of Faith (x2), Disrupt undead (D); Spontaneously Casts Nystul's Undetectable Aura
2nd Level - Cure Moderate Wounds (x2), Bull's Strength (x2), Bless weapon (D); Spontaneously Casts Identify
3rd Level - Cure Serious Wounds (x2), Searing Light(x2) (D); Spontaneously Casts Dispel Magic

Equipment (8,507)
+1 Full Plate (2,650)
+1 Large Steel Shield (1,170)
+1 Mace, heavy (2,312)
Wand of Cure Light Wounds (750)
Scroll of Raise Dead [DC 10] (1,625)


Followers
10 1st Level Warriors
10 1st Level Experts
10 1st Level Commoners
1 2nd Level Warrior
1 2nd Level Expert
1 2nd Level Commoner
1 3rd Level Warrior
1 4th Level Warrior
 
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Lynoh Deu Ceveri, Wandering Mystic (aka Guinera the Unholy Deceiver)
Succubus (Tanar’ri)
Medium-Size Outsider (Chaotic, Evil)
Hit Dice: 6d8+6 (54 hp)
Initiative: +3 (Dex)
Speed: 30 ft., fly 50 ft. (average)
AC: 22 (+3 Dex, +9 natural)
Attacks: 2 claws +7 melee; +1 Greatsword +8/+3 melee; +1 Mty Composite Longbow of Distance +10/+5 Ranged.
Damage: Claw 1d3+1; +1 Greatsword 2d6+2 melee; Bow 1d8+2
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, energy drain
Special Qualities: Damage reduction 20/+2, SR 12, tanar’ri qualities, alternate form, tongues
Saves: Fort +6, Ref +8, Will +10
Abilities: Str 12, Dex 16, Con 12, Int 20, Wis 20, Cha 26 (28)
Skills: Bluff +17 (+18), Concentration +10, Disguise +11*(+12), Escape Artist +7,Hide +7, Knowledge (Religion) +14,Knowledge (Arcana) +14, Listen +16, Move Silently +6, Search +9, Spot +16, Spellcraft +14, Scy +14
Feats: Spellcasting Prodigy (Cleric), Quicken Spell-Like Ability (Teleport w/o Error)
Alignment: Chaotic Evil
Languages: Abyssal,Common, Celestial,Draconic, Elven,Ignan,Sylvan, Auran, Infernal


Spell-Like Abilities: At will-charm monster, clairaudience/ clairvoyance, darkness, desecrate, detect good, detect thoughts, doom, suggestion, and teleport without error (self plus 50 pounds of objects only);2/day Planeshift (Abyss and Prime only); 1/day unholy blight. These abilities are as the spells cast by a 12th-level sorcerer (save DC 18(19) + spell level).

Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace inflicts one negative level; the victim must succeed at a Wisdom check (DC 18 (19)) to even notice. The Fortitude save to remove the negative level has a DC of 21.(22)

Alternate Form (Su): Succubi can assume any humanoid form of Small to Large size as a standard action. This ability is similar to the polymorph self spell but allows only humanoid forms.
*While using this ability, a succubus gains a +10 circumstance bonus to Disguise checks.

Tanar’ri Qualities

Immunities (Ex): Tanar’ri are immune to poison and electricity.

Resistances (Ex): Tanar’ri have cold, fire, and acid resistance 20.

Telepathy (Su): Tanar’ri can communicate telepathically with any creature within 100 feet that has a language (although dretches are more limited).

Tongues (Su): A succubus has a permanent tongues ability as the spell cast by a 12th-level sorcerer. Succubi usually use verbal communication with mortals and save telepathic communication for conversing with other fiends.

Skills: Succubi receive a +8 racial bonus to Listen and Spot checks.
*When using alternate form, a succubus receives an additional +10 circumstance bonus to Disguise checks.


(Traded Etherealness + Summon Tanari for Plane Shift 2/day)

Special Item/Power: SR 11+HD (17), maybe more.

Equipment:
Ring of Mindshielding (8000 gp)
Holy Symbol of the Demon King
+1 Surestriking Greatsword (8345 gp)
Ring of Sustenance (2500gp)
Heward’s Handy Haversack (2000 gp)
+1 Mty Composite Longbow +1 of Distance (8500 gp)
Quiver of Ehlona (1,800 gp)
50 +1 Arrows (2302.5gp)
50 Arrows (2.5 gp)
+2 Cloak of Charisma (4000gp)
2,000 gp unspent.


Background/History: Guinera the Unholy Deciever is a servant of one of the Demon Kings of the Abyss, currently her goal is to bring down one of the Devil Kings who has a rivalry with her patron. (Note to Sollir: Could I get some names for these two?). When not on missions for her demonic patron Guinera likes to wander the mortal plane as Lynoh Deu Ceveri, a wandering mystic, Lynoh enjoys using her powers to confuse and decieve the humans she encounters, for example seducing a priest, draining his life energy and desecrating, the town chapel, and pretending to be as frightened of the horrific changes as the towns people are, making suggestions that seem to be in jest but have the weight of her magic behind them or using her scrying abilities to gather information best unknown about people in authority and passing it along like it was a rumour she heard, always from someone of noble heart but of low standing in the community's eyes. As can be observed from her name, an anagram of Unholy Deciever, Lynoh is arrogant, considering mortals to pathetic to catch her out on her deceptions.


Contigencies:
1) Use charm monster on foes. Tell them to stop anyone from hurting me.
2) Make Suggestions that a foes companions are out to get him/her/it and should be dealt with
3) If getting badly hurt in melee make a FRA and then Teleport away.
4) Shoot any foes (using non-magical arrows in preference)
5) If badly injured Teleport away to safety.
 
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Kazuyo

Centaur Barbarian 5 (ecl 8)
Large Monstrous humanoid
HD: 4d8+5d12+45 =137
Init: +3 dex
Speed: 120ft
AC: 20 (+3 armor, +2 enhancement, +2 natural, +3 dex, +1 deflection, -1 size)
Attacks: +18/+13 Huge Scythe(+2)(18-20/x4)
Damage: Huge Scythe:2d6+13
Face/Reach: 5ftx10ft/5ft
Saves: Fort: +13, Ref: +11, Will +8
Abilities: Str 22, Dex 16, Con 20, Int 10, Wis 10, Cha 10
Skills: Listen +11, Wilderness lore +10, Jump +12, Intimidate +8, Move Silently +4, Hide +0, Literate
Feats: Mounted Combat(Free), Fated(Replace racial), Ride-by attack, Improved Crit(Huge Scythe)
SQ: Darkvision 60ft, Rage 2/day, Fast movement, Uncanny dodge(dex), Uncanny dodge(flank)
Alignment: True neutral

Rage: +4 con(+18 temporary hp, +2 fort saves), +4 str(+2 hit, +3 damage), -2 ac, +2 morale to will saves - lasts for 10 rounds then fatigue if battle not over(-2 str & dex, cant charge or run)

EQ:
+2 Keen Huge Scythe(18400) (30 lbs)
Horseshoes of Speed(1900) - double speed of hooved creature
Ring of Prot +1(2000)
+2 studded leather(4250, paid extra due to odd shape)(40 lbs)
Ring of Sustenance(2500) - 2 hours of sleep = 8, no food or drink needed
Cloak of Resistance +1(1000) - +1 resistance bonus to saves
Bracers of Health +2 - +2 enhancement bonus to con
Saddlebags(4)
Silk rope(1)
Winter blanket(.5)

Amethyst, jade, jet stones(each 100gp)*2
110 platinum
70 gold
50 silver
Artifact:Medallion of Courage: +2 morale bonus on attacks, damage and saves. Wearer immune to fear. Once per day when wearer falls below 0 hp but above -10, heals wearer to d4 + character level, can be combined with fated.

Encumbrance: 173/346/520
Weight Carried: 87 lbs - Light load

Standard backup battle plan:
Charge up next to someone and make them really hurt.

Backup plan one:
Ride-by attack on soon-to-be-hurting individual.
 
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Relanoth of the Wind

Appearance: Relanoth spends much of his time polymorphed into a human. As a human, he appears as a tall, kindly old man with short gray hair wearing a simple grey cloak and traveling outfit. The only hint of his true nature being his silver eye color. As a dragon, his scales are blue-gray with silver highlights, and he stands at about 6 feet.

Wyrmling Silver Dragon ECL 8
Medium-Size Dragon (Air)
Alignment: Neutral Good
Deity:
HD: 9d12 + 27 (135/135)
Init: +6 (+2 Dex; +4 Improved Initiative)
Speed: 40ft, fly 100ft (average)
AC: 21 (+2 Dex; +2 Armor; +7 Natural)
Attacks:
+10 - Bite
+5 - 2 Claws
+5 - 2 Wings
Damage:
1d8 + 1d6 (cold) + 4 - Bite
1d6 + 1d6 (cold) + 2 - Claw
1d4 + 2 - Wing
Face/Reach: 5ft x 5 ft/5ft
Special Qualities: Breath Weapon (2d8, DC 17, 30ft), Immune to Sleep and Paralysis effects, Blindsight, Keen Senses, Cold and Acid immunity, Cloudwalking, Polymorph Self
Saves: Fort: +9, Ref: +8, Will +10
Abilities: Str 18 (+4), Dex 14 (+2), Con 16 (+3), Int 18 (+4), Wis 18 (+4), Cha 18 (+4)
Skills: Bluff +13; Concentration +12; Diplomacy +13; Escape Artist +12; Intimidate +15; Jump +13; Knowledge (Arcana) +13; Knowledge (Nature) +13; Knowledge (the Planes) +13; Knowledge (Religion) +13; Listen +13; Move Silently +21; Search +13; Spot +13
Feats: Fated, Hover, Improved Initiative
Languages: Draconic, Common, Elven, Dwarven, Auran

Equipment:

Glacial Ring
Telepathic communication (any distance or plane) between members of the same clutch.
Detect Evil on concentration.
1d6 bonus cold damage to bite and claw attacks.

Ring of Sustenance: (2,500)
Wearer only needs 2 hours of sleep per day to gain the benefit of 8 hours of sleep.

Circlet of Blasting, Major: (23,760)
Maximized Searing Light on command ('Anoth'): (5d8) 1/day.

Medallion of Elvenkind (2,000)
+10 to Move Silently Checks.

Bracers of Armor (+2): (4,000)
+2 Armor bonus to AC,

Heward's Handy Haversack: (2,000) {

5 Quaal's Feather Token: (500)
Causes a great oak to spring into being. (6-foot diameter trunk, 60-foot height, 40-foot top diameter)
1 Infusion- Delay Poison (300)
4 Infusions- Cure Light Wounds (200)
Acid (4 Flasks) (40)
Antitoxin (5 Vials) (250)
Backpack (2)
Bedroll (.1)
Bell (1)
5 Candles (.05)
5 Pieces of Chalk (.05)
Dagger, Silvered (10)
2 Fishhooks (.2)
Fishing Net, 25 sq. ft (4)
3 Flasks (.03)
Flint & Steel (1)
Grappling Hook (1)
Hammer (.5)
Holy Water (2 Flasks) (50)
Ink (5 1oz vials) (40)
Inkpen (.1)
Lantern, Hooded (7)
Mirror, Small Steel (10)
Noble's Outfit (75)
Oil (5 1-pint flasks) (.5)
5 Sheets of Paper (2)
Pole, 10ft (.2)
Pouch, Belt (1)
Rations, trail (5 days) (2.5)
Silk Rope (unknotted; 50ft) (10)
Silk Rope (knotted; 50ft) (10)
Sealing Wax (1)
3 Sewing Needles (1.5)
Signal Whistle (.8)
Signet Ring (5)
3 Smokestick (60)
5 Sunrods (10)
Tent (10)
2 Thunderstones (60)
5 Tindertwigs (5)
5 Torches (.05)
5 Vials (1)
Waterskin (1)

16gp
4sp
2cp
}

Special Qualities:

Breath Weapon (Su): A silver dragon has two types of breath weapon, a cone of cold or a cone of paralyzing gas. Creatures within the latter must succeed at a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.

Blindsight (Ex): A dragon can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet x the dragon's age category.

Keen Senses (Ex): A dragon sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 100 feet x the dragon's age category.

Cloudwalking (Su): The dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.

Spell-Like Abilities: 3/day- Polymorph Self. A silver dragon's Polymorph Self works just like the spell, except that each use allows only one change, which lsts until the drgon assumes another form or reverts to its own (which does not count as a use of this ability).

Hover (Feat): When flying, a dragon can halt its forward motion and hover in place, fly straight down, or fly straight up regardless of its maneuverability.

While hovering, it can attack with its bite and all four feet (its hind feet ddeal claw damage) and can make tail slap attacks if normally allowed to do so. If it can make a tail sweep, it can do so while hovering but can make no other attacks. A hovering dragon cannot make wing attacks. It can use its breath weapon instead of making physical attacks.

If a dragon hovers close to the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 30 feet x the dragon's age category. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames or nonmagical origin. The cloud obscures vision, and creatures caught within are blinded while inside and for 1 round after emerging. Those caught in the cloud must succeed at a Concentration check (DC 10 + 1/2 dragon's HD) to cast a spell.

Background:

Relanoth was hatched to a mated pair of adult silver dragons, however, only a few years later, both of his parents were killed by a group of evil adventurers. Rlanoth and his three clutchmates barely escaped the lair alive, and decided to part ways for the time, hoping to avoid trouble easier. Before parting however, they used a relic they took from their parent's lair to create four glacial rings, to keep in contact wherever they were and to assist them in surviving out of the lair at such a young age. (to be continued when I can get a plot hook from Sollir)

Glacial Ring
Telepathic communication (any distance or plane) between members of the same clutch.
Detect Evil on concentration.
1d6 bonus cold damage to bite and claw attacks.

Auto-combat Actions: Unless it's obvious, I make a knowledge check to find info on what we're fighting. Then, I communicate to the party anything really urgent to be known. Following that, fly to an advantageous position and breathe. Then, engage in melee combat. If the opportunity presents itself (without being disadvantageous to other party members) use hover to create a dust cloud, and breathe (waiting for it to recharge). If necessary, use the Circlet of Blasting on the biggest baddie around. If I run low on hp, disengage from melee (flying) and find whoever has the CLW wands and isn't very busy. If I need to run, I run, using poly self to transform into whatever would be easiest to get away as.
 
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Ghaleon
Human male;chaotic neutral
8th level druid (8d8+40)
str-8(27 in polar bear)
dex-8(13 in polar bear)
con-16(20)(23 in polar bear)
wis-18(20)
int-16
cha-14

Hp:104
AC:14;20 polar bear
move:30 ft.; 40 ft. polar bear
bear mode: to hit : +13 2 claws, +8 bite
Damage: 1d8+8 claw, 2d8+4 bite
With gmf- +15 2 claws, +10 bite
Damage: 1d8+10 claw, 2d8+6 bite

human-light: 26;med: 53;heavy 80
Bear- light: 346; med: 693; heavy 1,040

saves
reflex-+1(+3 bear)
fortit.-+11(+12 bear)
will-+11
+4 against feys

equipment
+4 amulet of health +wilding clasp (20 k)
+2 wis incandescent blue sphere ioun stone (8 k)
Druid's vestments (5.8 k)
3 wands of cure light wounds (2.25 k note: Mr. Draco gave me 50 gp to pay for the final wand)
Starting equipment (1 day trail rashons, holly and mistletoe, winter blanket, bedroll, travelling clothes)

Feats
spellcasting prodigy
extra wildshape
faster healing (I heal 16 hp on a wild shape)
natural spell

Abilities
wildshape 6/day(small, med,large), immune to venom, resist nat. lure, trackless step, woodland stride, nature sense)
Wildshape animals:eagle, polar bear, light war horse, dolphin(porpoise), black bear, tiger, wolverine, cheetah.

skills
Animal empathy (cha) +13 (11 base, 2 cha)
Concentration (con) +16 (11 base, 5 con)
Diplomacy (cha) +13 (11 base, 2 cha)
Handle animal (cha) +13 (11 base, 2 cha)
Heal (wis) +16 (11 base, 5 wis)
knowledge (nature) (int) +14 (11 base, 3 int)
Spellcraft (int) +14 (11 base, 3 int)
Wilderness lore +16 (11 base, 5 wis)

Languages
common, druidic, sylvan, elven, draconic

Spells per day
0-6;1-6(4 base, 2 wis);2-5(3 base, 2 wis);3-4(3 base, 1 wis); 4-3(2 base, 1 wis)
Spells prepared:
0
creat water
detect magicx2
lightx2
read magic
1
Goodberry
entanglex2
endure elementsx2
obscuring mist
2
lesser restorationx2
flame bladex2
might of the oak
3
greater magic fangx2
remove disease
poison
4
flamestrikex3

Apearance:
Long red hair worn loosely(down to my shoulders), green eyes, 6'2', 20 years old. lean, not noticeably thin. clean shaven.green v testment that matches my eyes (deep emerald). It is light. It isn't embroidered with any speacial designs, except on the back is set of large, fading druidic runes, looking as if they were singed into the shirt, although now it looks old and worn. They say "May peace and tranquility be your guide." The other runes are general runes of protection. I also have a large tattoo covering all of my right arm in druidic runes and fire.
I try to stay calm in drastic situations. If it doesn't seem I can convince others to change their minds about a certain action, I will oftentimes use a more physical form of persuasion to try to get what I want out of people.

Background
I grew up in a small farming comunity. While growing up, I aprenticed under a local druid, and came to know the wilds as well as he did. I eventually got tired and restless. I wanted to see the world. My adventures have taken me to many places. My knowledge of the natural world and it's inhabitants has grown greatly since my adventuring began. I was able to collect a fine vestment from a druidic monk, that was able to mimic the fighting methods of other animals both in and out of wildshape. After doing her a favor, she repaid me with the unique tattoo you see before you. I haven't seen her since. Since then I have continued my exploration, participating in druidic circles as I traveled. Now, I am adventuring with a strange combination of races. Hopefully trouble isn't a regular visitor...

auto fight-note, I will always have greater magic fang up. 1st round, polar bear. i will attack until my hp is at 1/3. I will then retreat, attempt to heal myself, then heal those around me that are below 50%. I will then wildshape into a bear and re-enter battle. If we are fighting a losing battle, I will attempt to double move out of the fight, Wildshape(eagle) and fly out of the enemies reach. I will then procede to nuke them with any offensive spells available. If the creatures cr is higher than my level, then I will nuke first, then polar bear, then melee.

Nature's Order (tattoo)
Grants wisdom bonus to AC (as insight), even when polymorphed, shapechanged, etc.
 
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Angelo
Human Level 8 Sorcerer, Chaotic Good

STR 12 (+1)
DEX 16 (+3) (inc. Gloves of Dexterity)
CON 12 (+1)
INT 14 (+2)
WIS 12 (+1)
CHA 20 (+5) (inc. Cloak of Charisma)


Combat Stats:
Base Attack Bonus: +4
Melee: +5 [+4 BAB, +1 STR]
Ranged: +7 [+4 BAB, +3 DEX]
Hit Points: 40 [4 + 4 + 4 + 4 + 4 + 4 + 4 + 4 (levels) + 8 (CON)]
Armor Class: 20 [10 + 3 (DEX) + 6 (Mithral Shirt +2) + 1 (Ring of Protection +1)]
Initiative: +2 (+2 DEX)
Movement Rate: 60 feet (30 feet base, doubled by Boots of Striding and Springing)

Attacks per round:
1 Masterwork Light Crossbow (+8 to hit, 1d8 dmg)
or 1 Masterwork Shortspear (+6 to hit (melee) +8 to hit (thrown), 1d8+1 dmg)
or 1 Dagger (+5 to hit (melee) +7 to hit (thrown), 1d4+1 dmg)

Weapons and Armor:
Armor: Mithral Shirt +2 (+6 AC, 10% Spell Failure Chance)
Weapons: Masterwork Light Crossbow (1d8 dmg, Crit 19-20/x2, Rng 80 ft)
Masterwork Shortspear (1d8+1 dmg, Crit x3, Rng 20 ft)
Dagger (1d4+1 dmg, Crit 19-20/x2, Rng 10 ft)



Saving Throws:
Fort: +3 [+2 base, +1 CON]
Ref: +4 [+2 base, +2 DEX]
Will: +7 [+6 base, +1 WIS]


Feats:
Simple Weapon Proficiency (Free for Sorcerer)
Spellcasting Prodigy (1st level feat)
Spell Penetration (Bonus human feat)
Empower Spell (3rd level feat)
Energy Substitution (Sonic) (Bonus 5th level metamagic feat)
Leadership (6th level feat)


Skills:
Bluff +16 (11 ranks, +5 CHA)
Concentration +22 (11 ranks, +1 CON, +10 Ring of Singlemindedness)
Diplomacy +16 (11 ranks, +5 CHA)
Gather Information +8 (3 ranks (cross-class), +5 CHA)
Knowledge (Arcana) +7 (5 ranks, +2 INT)
Spellcraft +13 (11 ranks, +2 INT)


Languages:
Celestial, Common, Draconic.


Special Abilities:
Bonus feat at 1st level.
+1 Skill Point per level.
Favored Class: Any.


Spells:
Spells per day: 6/8/8/6/4
Spells Known: 8/5/3/2/1/0/0/0/0/0
DCs: 16/17/18/19/20
Arcane Spell Failure Chance: 10% (Mithral Shirt)
Cantrips: Detect Magic, Disrupt Undead, Ghost Sound, Light, Mage Hand, Mending, Prestidigitation, Ray of Frost.
Level 1: Charm Person, Lesser Cold Orb, Magic Missile, Shield, True Strike.
Level 2: Invisibility, Melf's Acid Arrow, Resist Elements.
Level 3: Fireball, Haste.
Level 4: Electric Orb.


Equipment:
Bag of Holding (Type 1) (2500 gp)
- Bedroll
- 2 Noble's Outfits (150 gp)
- 100' Silk Rope
- Grappling Hook
- Dagger
- Tent
- Everburning Torch (90 gp)
- 10 Masterwork crossbow bolts (70 gp)
- 10 Crossbow bolts
- 14 day's trail rations
- 2 waterskins
- 4 Infusions of Cure Light Wounds (200 gp)
- 2 Potions of Cure Moderate Wounds (600 gp)
- Infusion of Cure Serious Wounds (750 gp)
- 1234 gp, 9 sp
Scroll Organizer
- 4 Scrolls of Magic Weapon (100 gp)
- 2 Scrolls of Greater Magic Weapon (750 gp)
- Scroll of Polymorph Self (700 gp)
- 3 Scrolls of Fly (750 gp)
- 2 Scrolls of Filter (300 gp)
- 2 Scrolls of Expeditious Retreat (50 gp)
- Scroll of Tongues (375 gp)
- Scroll of Teleport (1125 gp)
Wearing / Carrying
- Explorer's Clothes
- Mithral Shirt +2 (5100 gp)
- Masterwork light crossbow (335 gp)
- Masterwork shortspear (302 gp)
- Dagger
- 10 crossbow bolts
- Spell component pouch
- Amulet of the Guardian Angel
- Boots of Striding and Springing (6000 gp)
- Cloak of Charisma +2 (4000 gp)
- Gloves of Dexterity +2 (4000 gp)
- Hat of Disguise (2000 gp)
- Ring of Singlemindedness (+10 to Concentration checks) (2000 gp)
- Ring of Protection +1 (2000 gp)

Total Weight Carried: 42.5 lb
Load: Light


Current XP:
Current: 28,000
Next Level: 36,000


------------------------

Cohort: M Human Bard 7; CR: 7; Size: M; Type: Humanoid (Human); HD: (7d6)+7; hp 37; Init: +2; Spd: Walk 30'; AC: 17 (flatfooted 15, touch 12), Attk: Rapier +1 +8 melee (1d6+2 dmg, Crit 18-20/x2); SA: Bardic knowledge (+8),Bardic music 7/day; AL: CG; Sv: Fort +4, Ref +8, Will +6; Str 12, Dex 14, Con 12, Int 12, Wis 10, Cha 16.
Skills: Concentration +6, Gather Information +13, Knowledge (Nobility and Royalty) +11, Move Silently +12, Perform +15, Sense Motive +5, Spellcraft +11;
Feats: Combat Reflexes, Dodge, Martial Weapon Proficiency (Rapier), Mobility, Weapon Finesse (Rapier)
Possessions: Rapier +1; Mithral Shirt +1; Cloak of Resistance +1; Wand of Cure Light Wounds; 3 Scrolls of Protection from Law; Scroll of Magic Circle Against Law; Potion of Cure Moderate Wounds; Potion of Expedious Retreat; Everburning Torch; Outfit (Entertainer's); Masterwork Lyre; Backpack; Draughts Set; Rope (Silk/50 Ft.); Grappling Hook; Flint and Steel.
Spells: (3/4/3/1) 0- Dancing Lights, Detect Magic, Flare, Ghost Sound, Prestidigitation, Resistance; 1- Cause Fear, Cure Light Wounds, Protection from Evil, Silent Image; 2- Cat's Grace, Cure Moderate Wounds, Hold Person, Suggestion; 3- Dispel Magic, Magic Circle against Evil.


------------------------

Familiar: Hawk; CR: ?; Size: T; Type: Animal; HD: 1/2 8d4+87; hp 20; Init: +3; Spd: 10 ft, Fly 60 ft (average); AC: 21 (flatfooted 18, touch 21), Attk: Claws +5 melee (1d4-2 dmg); SA: Empathic Link, Improved Evasion, Share Spells, Speak with animals of type, Speak with Master, Touch; AL: CG; Sv: Fort +2, Ref +5, Will +2; Str 6, Dex 17, Con 10, Int 9, Wis 14, Cha 6.
Skills: Listen +6, Spot +6.
Feats: Weapon Finesse (Claws).


------------------------

Amulet of the Guardian Angel: Summons a Movanic Deva (75 hp) for 1 round/level + Cha mod (need not be continuous). This takes standard action. The Deva cannot stray more than 100 ft. away from you and is obligated to follow your orders similarly as if called by Planar Binding, although it cannot harm you (and most likely will follow your orders). Its hit points are only recovered via magical healing or upon dawn the next day, when it is restored to full hit points.

------------------------

Auto Combat:
  • Magic Missile it :)
  • If it's big, empowered Magic Missile.
  • If I'm running low on magic, or it doesn't look too dangerous, use my crossbow instead.
  • If it's really big, summon the deva and hide behind it...
  • If I drop below 10 hit points, I turn cast invisibility on my self, summon the deva to heal me, and flee.
General Auto Options:
  • Examine any interesting looking carvings.
  • Find something alcoholic to drink.
  • Try to stay out of the way of anything dangerous looking.
 
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Ganradh Manyface
Human Shifter8, N

Str 12 (+1)
Dex 10 (+0)
Con 18 (+4)
Int 16 (+3)
Wis 12 (+1)
Cha 14 (+2)

HP: 96, AC: 15
Init +4
Fort: +10 Ref: +2 Will: +3
BAB: +6/+1 (Melee: +7/+2, Ranged: +6/+1)

Languages: Abyssal, Aquan, Auran, Avian, Celestial, Common, Druidic, Dwarven, Elven, Gnome, Goblin, Giant, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon
Feats: Fly-By Attack, Improved Flight, Improved Initiative, Improved Item Shifting
Skills: Animal Empathy +7(5), Bluff +7(5cc), Climb +8(7), Diplomacy +7(5cc), Gather Information +7(5cc), Jump +9(8), Pick Pocket +4(4cc), Speak Language -(17), Wilderness Lore +12(11)

Equipment: Amulet of Mighty Fists +1 (6,000gp), Wild +2 Studded Leather Armor (25,000gp)
4000gp

Bonded Forms: Dire Bat, Hill Giant, Large Air Elemental, Large Earth Elemental, Large Fire Elemental, Large Water Elemental, Troll, 3 unbonded forms
Shift Points: 69

Artifact:
A glove that, when worn, allows a shifter to make a touch attack at a -5 penalty against a creature. If the touch is succesful, the glove stores the form as a bonded form for the shifter for the duration of 1 hour. This form does not count against the number of bonded forms the shifter can have, but neither can the shifter bond normally to the form held in the glove.
Additionally, the glove grants 1 shift point/ level. These shift points can only be used to shift to a form stored in the glove.

Autopilot:
1) Assume the most advantageous combat form for a given opponent (e.g fire elemental against fire using opponents) and enter melee
2) If reduced to less than 1/4 of hp, retreat to the closest healer or turn into a dire bat and retreat out of reach of opponents, whichever is more advantageous
3) If an opponent shows lots of 'cool' abilities that might be Extraordinary, use artifact and assume form

The Shifter class is attached
 

Attachments

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Xanadil
Pixie Male Rogue
Level: 4
Exp: 28001
Size: Small
Type: Fey
HD: 4d6+8
HP: 32
Initiative: +7
Spd: 20', fly 60' (good)
Alignment: NG
AC 22 (+1 Size, +1 Natural, +7 Dex, +3 Padded)

Fort +6
Ref +14
Will +7

Str 10 (0)
Dex 24 (+7)
Con 15 (+2)
Int 22 (+6)
Wis 16 (+3)
Cha 14 (+2)

Combat Information
Silvered Dagger +4 melee/+12 ranged, 1d4/1d4+1, 19-20 x2
+1 Composite Shortbow of Shock +14 ranged, 1d6+3+1d6 electric, 20x3

Special Qualities
Low-light vision
Sneak Attack 2d6
Evasion
Uncanny Dodge I
Natural invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
Spell-like abilities: 1/day-confusion (the pixie must touch the target), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, permanent image (visual and auditory elements only), and polymorph self. These abilities are as the spells cast by an 8th-level sorcerer (save DC 13 + spell level).
+2 racial bonus to Search, Spot and Listen checks

Skills
Bluff +7 (5)
Craft (Trapmaking) +10 (4)
Disable Device +15 (7)
Escape Artist +20 (7)
Hide +17 (6)
Jump +7 (5)
Knowledge (Riddles) +10 (4)
Listen +12 (7)
Move Silently +24 (7)
Open Lock +18 (7)
Pick Pocket +16 (7)
Read Lips +13 (7)
Search +15 (7)
Spot +12 (7)
Tumble +16 (7)
Use Magic Device +6 (4)

Feats
Armor Proficiency (Light)
Weapon Proficiency in crossbow (hand or light), dagger (any type), dart, light mace, sap, shortbow (normal and composite), short sword, club, heavy crossbow, heavy mace, morningstar, quarterstaff, and rapier.
Point Blank Shot
Precise Shot

Languages
Common, Sylvan, Elven, Draconic, Auran, Gnome, Goblin

Possessions:
+2 Padded Armor of Silent Moves (9155)
+1 Composite Shortbow of Shock (8330)
Cloak of Resistance +3 (9000)
Bracers of Archery (5100)
Vest of Escape (2000)
10 Arrows +2 (1670)
10 Masterwork Arrows (70)
2 Arrows of Cure Light Wounds (214)
18 Arrows
1 Vision Potion (150)
4 Cure Light Wounds Potions (200)
1 Antitoxin Vial (50)
Silvered Dagger
4 Trail Rations
Waterskin
Belt Pouch
55 gp

Age: 112
Height: 2' 2'' (66 cm)
Weight: 13 lbs (6 kg)
Skin: Fair
Hair: Straw blond
Eyes: Shiny blue
Handedness: Left
Other Features: Long ears, little silver wings


Artifact: Belt of Unbinding
Grants Slippery Mind and Freedom of Movement 1 round/HD per day.
 
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