Characters from the Heroes of the Worlds PBP Game

Here is the stats of the characters in the In Search for Heroes PBP game in the In Character thread.

Current Group Roster:
Dalamar the Dark, from Dragonlance, Male Elf Wiz 8
Deedlit, from Records of Lodoss War, Female Elf Sham 8
Filia, Young Female Golden Dragon, from The Slayers (3rd volume), Clr 2 of the Fire Dragon King
Ashley "Ash" Williams, from the Evil Dead Trilogy of Films, Improved Human Ranger 1/Fighter 2/Forsaker 4
Xellos Metallium, from The Slayers (2nd-3rd Volumes), Mazoku Maho-Tsukai 1/Maho-Bujin 4


Departed Heroes:
Althalus, the hero of David and Leigh Eddings' "The Redemption of Althalus" Rog 5/Sor 2
Yuna, from Final Fantasy X, Female Human Cleric 5/Summoner 2
Samonosuke, from Onimashu, Male Human Sam 7
Black Mage, from 8-bit Theatre, 8-bit Human Evoker 7
 
Last edited:

log in or register to remove this ad

Dalamar the Dark

Dalamar the Dark
Silvanesti Elf, Mage 8, Neutral Evil
145 years old, 5"1' tall, weighting 133lbs., speed 30ft.

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

Languages Common, Draconic, Elven, Goblin, Orc, Sylvan
Feats Spellcasting Prodigy, Improved Initiative, Scribe Scroll, Widen Spell, Eschew Materials
Init +7, HP 28, Fort +4, Ref +7, Will +9
Special Abilities Immunity to sleep, +2 save vs enchamntment, secret doors as elf, Summon Familiar, low-light vision, Chosen Spell list (Evoke Area Lightning) (+1 level-dependant effects)
Skills Climb +3(2cc), Concentration +11(11), Diplomacy +5(4), Dispel Magic +13(11)Hide +4(1cc), Intimidate +3(2cc), Intuit Direction +10(8), Jump +3(2cc), Knowledge(Arcana) +17(11), Knowledge(Hearth Wisdom) +7(2), Knowledge(Nobility and Royalty) +7(2), Knowledge(The Planes) +13(7), Listen +4, Move Silently +5(2cc), Scry +11(5), Search +8, Spellcraft +17(11), Spot +4, Swim -4(-5 equipment)

Containers
Backpack Trail rations for 10 days 10lb, 50ft. of silk rope 5lb, waterskin 4lb, Whetstone 1lb
Beltpouch 3cps, 8sps, 3gps, obsidian worth 10gp, 5 Potions of Cure Light Wounds
Scroll Organizer (1 lb) Burning Hands, Change Self, 4 scrolls of Dispel Magic, Expeditious Retreat, Knock, Tongues, 2 scrolls of Web
OTHER EQUIPMENT
-Dalamar's Dagger
(+1 dagger) 1lb
-Headband of Intellect +2
-Bracers of Armor +2
-Cloack of Resistance +2
-Spellcomponent pouch 3lb, signet ring

Total load: 25 lbs

Attacks Dalamar's Dagger +5 melee (d4+2, 19-20/x2) or
--------Dalamar's Dagger +7 ranged (d4+2, 19-20/x2, 10ft. range inc.)

Spell lists:
Abjure Magic
Abjure [Element]: Fire, Ice, Lightning (3 lists)
Create [Element] Object: Light, Lightning (2 lists)
Command [Creature]: Humanoid
Compel [Creature]: Humanoid
Cursecraft
Evoke [Element]: Fire, Force, Ice, Lightning (4 lists)
Evoke Area [Element]: Fire, Lightning (2 lists)
Figment
Infuse Creature with [Element]: Fire, Air, Water, Lightning (4 lists)
Infuse Object with [Element]: Air, Lightning (2 lists)
Invisibility
Polymorph [Creature]: Humanoid, Beast, Aberration, Animal (4 lists)
Power Word
Sight
Teleportation
Wall of [Element]: Fire, Force (2 lists)
Magic Points: 40 base +26 bonus =66 total
 
Last edited:

Samanosuke Akechi
Male Human Samurai 8
Hit Dice: 8d10+16 (96 hp)
Initiative: +2 (Dex)
Speed: 20 ft. (Run x3)
AC: 21 (+7 Great Armor, +2 Dex, +2 Shield)
Attack: +13/+8 (+14/+9 Shiden/Kouen/Arashi), or +10/+5 ranged (+10/+5 Longbow/Matchlock)
Damage: Shiden 1d10 + 1d6 Frost + 7, Kouen 2d6 + 1d6 Fire + 7, Arashi 1d8 + 1d6 Electricity + 5, Longbow 1d8+4, Matchlock 1d12
Saves: Fort +9, Ref +4, Will +9
Abilities: Str 19 (21), Dex 15, Con 14, Int 10, Wis 15, Cha 10
Languages Spoken: Common
Skills: Climb +6 (+7), Iaijutsu Focus +6 (+6), Intimidate +6 (+6), Jump +6 (+7), Perform +6 (+6) (Bishamon Flute), Ride +6 (+9), Search +1.5 (+1.5), Sense Motive +6 (+8), +2.0 Spot (+4), and Swim +6 (-10)
Feats: Soul of Honor, Soul of Loyalty, Soul of Sincerity, Strong Soul, Power Attack, Improved Unarmed Strike.



Experience: 28650
Soul Points: 2700

Starting Gold: 19,000
MW Great Armor------------------1,150
MW Katana-------------------------335
Shiden Raizan-------------------8,335
Kouen Enryuu--------------------8,350
Arashi Shippuu------------------8,700
MTY Comp LBow---------------------500
Guantlet of the Ogres-----------8,165
Matchlock-------------------------500
Total Debt---------------------17,035

Guantlet of Ogre Power: This Guantlet is an artifact belonging to the Clan of Ogre's which was subverted by the demons. This guantlet can seal the souls of defeated outsiders and regain the lost power of the Clan of Ogres. For every Hit Die a defeated outsider possessed the guantlet gains 100 soul points. When the guantlet has absorbed 25,000 soul points its power increases making it a Guantlet of Ogre Power (+4). When 50,000 soul points have been absorbed the guantlet becomes a Guantlet of Ogre Power (+6). This also affects the bracer quality.

Ancestral Daisho: Souls sealed into the Guantlet of Ogre Power can be invested into the weapons and items of the bearer. Such souls still count towards the total power level of the Ogre Guantlet but cannot be spent on anything else. The Samurai must complete this ritual at an appropriate shrine or temple and spend one day for every 1,000 souls invested in prayer. Souls can be invested into other weapons and items based on this same table.

Weapon Bonus - Total Sacrifice - Minimum Level
-----+1----------2,000 Souls----------4th------
-----+2----------8,000 Souls----------7th------
-----+3---------18,000 Souls----------9th------
-----+4---------32,000 Souls----------11th-----
-----+5---------50,000 Souls----------13th-----
-----+6---------72,000 Souls----------14th-----
-----+7---------98,000 Souls----------15th-----
-----+8--------128,000 Souls----------16th-----
-----+9--------162,000 Souls----------17th-----
-----+10-------200,000 Souls----------18th-----

*The current weapons have a +2 modifier equivilent, but this does not count towards the total souls sealed into the guantlet. It does count towards the total sacrifice made so far. This means that 10,000 more souls must be sealed in order to increase the level of the weapon.

Feat Progression
Stunning Fist (9th), Roundabout Kick (10th), Unbalancing Strike (12th), Ambidexterity (13th), Two-Weapon Fighting (15th), Improved Two-Weapon Fighting (16th), Warrior Instinct (18th), Luck of Heroes (19th).

Skill Progression
Even Levels: Iaijutsu Focus, Jump, Ride, Spot, and Swim.
Odd Levels: Climb, Intimidate, Perform (Bishamon Flute), Search, and Sense Motive.

Ability Score Progression
Str 20 (12th), Con 15 (15th), Con 16 (20th)
 
Last edited:

Filia (version 2.0)
Gold Dragon Female
(Dragon race ecl 6) Cleric 2
Alignment: NG
Age: Young dragon
HD 4d12+ 2d8 + 24(88) AC Touch/human 11 Touch/Dragon 9 Human 13 Dragon 20
Movement: Human 30ft Dragon 60ft, fly 200(poor)
Flight rules for Filia(from book with feats applied)
Min forward:None; Hover:yes, Fly backwards:yes, Reverse: -5ft, Turn: 45deg/5 ft, Turn in place:No, Max turn: 45 deg, Up angle: Any, Up speed: Half, Down angle: Any, Down speed: double, Between up and down: 0
Stats (+2 from level went to Wis)
Dragon Str 24(+7) Dex 8(-1) Con 18(+4) Int 12(+1) Wis 26(+8) Cha 14(+2)
Human Str 20(+5) Dex 12(+1) Con 18(+4) Int 12(+1) Wis 26(+8) Cha 14(+2)
BAB +4 race +1 class = +5
Attacks
Human +12 Heavy Mace
Dragon bite +12, 2 claws +10, 2 wings +10, tail +10; bite +12; tail +12
Damage
Human 1d8+7 or 1d8+9(2handed)
Dragon bite 2d6+7, claw 1d8+3 each, wing 1d6+3 each, tail 1d8+10
Skills Listen +15, Spot +15, Search +8, Conc +11, Appraise +8, Spellcraft +8, Knowledge(Antiques) +8, Knowledge(Religion) +8
Feats Flyby attack, Hover, multiattack
Weapon/Armor proficiency All simple weapons, all armor and shield
Saves Fort: 11 Ref: Dragon 3 Human 5 Will: 15
Initiative: D: -1 H:+1
Abilities: Spells, turn undead(4/day), Polymorph self(3/day) as gold dragon, Dragon breath weapon(3d10 usable every d4+1 rounds in either 40ft fire cone or targeted 80ft laser ray(ranged touch attack, untyped damage)), flying, Low-light vision, Fire subtype, teleport self + equipment up to 60ft as D-door every 2 rounds, Acid resistance 5, Elec resistance 5, Sonic resistance 5

Items: Heavy mace +2 (8k), Headband of Wisdom +2(4k)(as periapt of wisdom), Tail ribbon of Armor +2(4k)(as bracers of armor), Wand of Cure Light Wounds 50 charges(750gp), Pearl of Power I(1k), teacup of tea producing(3 uses per day, command word activated, produces tea asked for)(500gp)
Backpack 10 days of rations, 2 waterskins, 2 teacups, 2 spare priestess outfits, box of exotic teas(25 uses)(100gp), 324gp

Hover dust cloud While hovering close to ground, creates hemispherical dust cloud if there is loose debris. Size = 90ft radius. Conc check 11 to cast spell. Cloud obscures vision and creatures within are blinded while inside and for 1 round after leaving. Wings snuff small fires of nonmagical origin.

Spells per day: 5/5/2

0th Level - Save DC 18


1st Level - Save DC 19


2nd Level - Save DC 20


filia.jpg

http://www.inverse.org/tests/slayers
 
Last edited:

Deedlit, copied directly from Sollir's post

Deedlit
Female Elf
Shaman 7
Alignment: NG
Age: 170
HD 7d6-7 (35), AC 15 (11 flatfooted, 15 touch) Movement 30 ft.
Statistics:
Str 8, Dex 18 (16 w/o gloves), Con 8, Int 14, Wis 20 (17 raised to 18 at level 4, 20 from periapt), Cha 17
BAB: +5
Attack Bonus: Melee +11 rapier, +4 unarmed strike, Ranged +12 (longbow)
Damage: 1d6/18-20, x2 (Rapier) or 1d3-1/x2 (Unarmed Strike), 1d8+1 (Longbow)
Skills: -1 Climb, +9 Diplomacy, +7 Handle animal, +8 Heal, +17 Hide, +1 Jump, +12 Knowledge (Spirits), +6 Listen, +15 Move Silently, +4 Search, +6 Spot
Feats: Expertise, Improved Initiative, Improved Unarmed Strike (Virtual), Augment Summoning, Weapon Finesse (Rapier)
Weapon/Armor Proficiency: All simple weapons, all light armor, rapiers and bows (shortbow, longbow, composite longbow, and composite shortbow).
Saves: Fortitude +4, Reflex +8, Will +12
Initiative: +7
Abilities: Turn/Rebuke Undead as a 5th level cleric (6/day), Reubuke or Command Animals or Plants as a 7th level cleric (6/day), Rebuke or Command Spirits as a 7th level cleric (6/day), Spirit's Favor (+Cha bonus to saving throws, already added in), Spontaneous Casting (Summon Monster spells), Spirit Sight, Immunity to Sleep, +2 Save vs. Enchantments, Cannot cast healing spells
Items: +1 Dagger, +1 Longbow, Boots of elvenkind, Bracers of Armor +1, Cloak of elvenkind, Spell Component Pouch, Holy symbol, Wand of Cure Light Wounds, Falcon as a animal compainon, 30 MW arrows, 4 Glass Figures (10 HP, used for Substitution spell), 273 gold left

Spells Per Day (6/6+1/4+1/3+1/2+1), Domains: Celestial, Nature
Spells Commonly Memorized:
0-Detect Disease, Detect Magic (2), Detect Poison (2), Read Magic
1-Animal Friendship, Bless (2)*, Detect Evil, Endure Elements, Invisibility to Undead, Speak With Animals
2-Ancestral Vengeance (3), Commune with Lesser Spirit*, Hold Person
3-Blindness/Deafness, Dispel Magic, Substitution*, Summon Nature's Ally III
4-Lesser Spirit Ally (2)*, Summon Nature's Ally IV
*-Domain spell

http://www.efn.org/~lulinc/shrine/ gives many pictures of Deedlit.
 
Last edited:

[color=sky blue]Yuna, female human Clr5/Summoner 2: CR 7; ECL 7; Medium-size Humanoid (human); HD 5d8+2d4+7; hp 55; Init +1; Spd 30 ft; AC 11 (+1 Dex); Melee Rod of Roses +4 (1d6); SA spells, turn undead; AL LN; SV Fort +5, Ref +2, Will +12; Str 8, Dex 12, Con 12, Int 14, Wis 19 (21 with periapt of wisdom), Cha 16.
Skills and Feats: Concentration +11, Diplomacy +25, Knowledge (The Fayth) +15, Move Silently +11 (no ranks, +10 from boots), Sense Motive +13, Speak Language (6+2, Abyssal, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Terran), Spellcraft +8; Augment Summoning, Extend Spell, Skill Focus: Knowledge (The Fayth), Spellcasting Prodigy, Spell Girding, Spell Thematics (Summoning spells/Powerup and Colorful Lights during summoning).
Cleric Spells Prepared (6/6/5/3/2+1*):
0-Detect Magic (4), Read Magic, Resistance
1-Protection from Evil (2), Sanctuary (2), Shield of Faith, Summon Monster I
2-Hold Person (2), Silence, Summon Monster II (2)
3-Dispel Magic, Magic Circle against Evil, Summon Monster III
4-Dismissal, Summon Monster IV, Summon Monster V*
Domain Spells (Summoning and Magic)-
1-Summon Monster I
2-Summon Monster II
3-Summon Monster III
4-Lesser Planar Ally
Equipment: Rod of Roses (+1 Club, Bless as a 1st level cleric at will), NulBlaze Ring (Ring of Warmth), Faerie Ring (Ring of Feather Falling), Travel Cloak, Boots of Elvenkind, Necklace of Wisdom +2, Courtier’s Obi, Eversmoking Torch, Wand of Cure Light Wounds (50 charges), Gold Holy Symbol (Adorning the Rod), 2 flasks of holy water, beltpouch, spell component pouch, 54 Gold left.

*Bonus Summoning spells
Metamagic Feat choices for my summoning spells are: Grand Summoning*

*Notice Spell Thematics is the errata'd version, it makes spellcraft checks DC +5 for my summoning spells for enemy spellcasters to identify the spell I cast, it also grants a +1 caster level bonus for my summoning spells (net +2 rounds due to the summoning domain on the duration for Summoning spells), the spells for each level are Summon Monsters I-IX, respectively. Its visual effect is the summoning part used by all FF summoners and it makes the apperance of the monster to a Aeon apperance if there is one corresponding. Aka, Imps can look like Master Tonberries, Ice Paraelemental looks like Shiva, etc...

NOTE:
*Yuna can only use elemental and the shadow template from Manual of the Planes, forgoing Celestial/Fiendish templates.*

Misc. Facts:
Age: 17
Height: 5'3''
Weight: 101 lbs

Grand Summoning [Metamagic]
Usable only on a Summon spell that summons a single creature.
Benefit: Summoned creature gains maximum hit points per hit die, a +4 bonus to attack and damage, and is hasted for its duration. A Grand Summoning spell uses up a spell slot four levels higher than the spell's actual level.[/color]

ffxend92.jpg


ffxend104.jpg
 
Last edited:

Althalus, the hero of David and Leigh Eddings' "The Redemption of Althalus"

Althalus: Male Human Rogue/Sorcerer 5/2; CR 7; Medium Humanoid (Human); HD 5d6+2d4+7; hp 45; Init +5; Spd 30 ft.; AC 15; Atk +10 melee (1d6+3, short sword +2); SA Sneak Attack +3d6, Spells; SQ Evasion, Uncanny Dodge; AL CG; SV Fort +2, Ref +11, Will +4; Str 12, Dex 20, Con 12, Int 12, Wis 10, Cha 19; Height 5'11"; Weight 145lb.
Skills and Feats: Climb +9, Concentration +5, Hide +13, Intuit Direction +8, Jump +9, Knowledge (arcana) +2, Listen +8, Move Silently +13, Open Lock +15, Pick Pocket +13, Search +8, Spellcraft +4, Spot +8; Eschew Material Components, Lightning Reflexes, Still Spell, Weapon Finesse (Short sword)
Spells:
Per day: 6/5
Known:
0-level (DC 14): Finger of Fire, Mage Hand, Prestidigitation, Read Magic.
1st level (DC15): Obscuring Mist, Tremor

Magical Gear:
+2 short sword
+2 Cloak of Charisma
+2 Gloves of Dexterity

Mundane Gear:
(Caught unaware and thus, unprepared)
Thieves' Tools MW
1 day's rations
1 waterskin
flint and steel
a pocketful of coins (6 gold, 9 silver, 10 copper)
a small ruby worth 580 gold

***NOTE: Althalus requires nothing but a word to cast any of his spells. This is simulated by having the Eschew Material Components and Still Spell feats.***


New Spell:

Tremor
Evocation
Level: Wiz/Soc 1, Druid 1, Earth 1
Components: V,S
Casting Time: 1 action
Area: 20 ft. radius centered on caster
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No

The earth around you shakes, toppling creatures and loose objects. All creatures, except the caster, standing in the area who fail their Reflex saves are thrown to the ground and take 1d2+1 subdual damage in the process. Rising from a prone position is a move-equivalent action.
 
Last edited:

8-bit character template
The 8-bit character template represents characters from the great webcomic 8-bit Theater. 8-bit characters are usually caricatures or stereotypes of a particular idea.

-4 to two appropriate stats (str and cha for Black Mage)
+6 to one stat (int for Black Mage)
Favored Class changes to: Starting Class (Wizard for Black Mage)
Everything else unchanged
(thanks to Sollir for the idea for this)

-----

Black Mage
Black Mage is a physical weakling, though he can really absorb damage. He is almost entirely socially inept, and is very, very intelligent. This has also led to high levels of insanity, ranging from being a psychopath, paranoia, megalomania, and delusions of grandeur. He has a habit of regarding the best solution to anything as the solution which involves the most burning destruction, and tends to create problems just so he can solve them. Who knows why he even tolerates the rest of humanity. Maybe he's looking for ultimate power, or just wants more pie. Also see the 8-bit Theater cast page.

Base stats: Str 8, Dex 12, Con 18, Int 18, Wis 10, Cha 10
Modified stats: Str 4, Dex 12, Con 18, Int 24, Wis 10, Cha 6

Black Mage
Class: Wizard (Evoker) 7
Race: Human (8-bit Character)
Alignment: Chaotic Evil, but insane, which affects things
Deity: Himself
Age: Around 20, but we're afraid to ask
Gender: Male... we think
Height: 5'2"
Weight: 120
Eyes: Burning
Hair: Unknown

Str  4 -3
Dex 12 +1
Con 18 +4
Int 27 +8
Wis 10 +0
Cha  6 -2

HP: 56 [7d4 + 28]
AC: 11 [10 (base) + 1 (dex)]
Initiative: +5 [+1 (dex), +4 (Imp Init)]

Fortitude: +7 [+2 (base), +4 (con), +1 (resistance)]
Reflex: +4 [+2 (base), +1 (dex), +1 (resistance)]
Wis: +6 [+5 (base), +1 (resistance)]

Melee: +0 [+3 (base), -3 (str)]
Ranged: +4 [+3 (base), +1 (dex)]

Weapons
Dagger: +0, 1d4-3, crit 19-20/x2, small, piercing

Skills
(traded in craft, profession for perform)
Bluff                         +3  [5 (ranks), -2 (cha)]
Concentration                +14  [10 (ranks), +4 (con)]
Disguise                      +3  [5 (ranks), -2 (cha)]
Forgery                      +12  [5 (ranks), +7 (int)]
Innuendo                      +3  [5 (ranks), -2 (cha)]
Intimidate                    +5  [5 (ranks), -2 (cha), +2 (synergy)]
Knowledge (Arcana)           +17  [10 (ranks), +7 (int)]
Knowledge (The Planes)       +17  [10 (ranks), +7 (int)]
Perform*                      +8  [10 (ranks), -2 (cha)]
Scry                         +17  [10 (ranks), +7 (int)]
Spellcraft                   +17  [10 (ranks), +7 (int)]
*Knows Black Mage Dance, pyrotechnics show, maybe some others

Feats
Trade in Familar: Spell Focus (Evocation)
Human: Greater Spell Focus (Evocation)
Level 1: Spellcasting Prodigy
Wizard Level 1: Scribe Scroll
Level 3: Improved Initiative
Wizard Level 5: Empower Spell
Level 6: Spell Penetration

Automatically in book: All/13/4/4/2
Memorized: 5/8/6/5/4
Spellbooks
All 0-level spells (left some out)
13 1-level spells (left some out)
4 2-level spells
4 3-level spells (2 more discovered and written in)
2 4-level spells (2 more discovered and written in)

In normal spellbook
Level 0
Ray of Frost
Daze
Light (evocation)
Mage Hand
Arcane Mark
Detect Magic
Read Magic

Level 1
Obscuring Mist
Identify
Magic Missile (evocation)
Tenser's Floating Disc (evocation)
Cause Fear
Burning Hands
Expeditious Retreat
Feather Fall
Lesser Fire Orb (evocation)

Level 2
Darkness (ecovation)
Flaming Sphere (ecovation)
Shatter (ecovation)
Blindness/Deafness

Level 3
Dispel Magic
Protection from Elements
Haste
Slow

Level 4
Evard's Black Tentacles
Fear

In Black Mage's Book of Spells that Make the People Fall Down
Level 3
Fireball (ecovation)
Lightning Bolt (evocation)

Level 4
Fire Shield (evocation)
Wall of Fire (evocation)
Explosive Cascade (evocation)


Spells Memorized
DC: 19 + spell level + 4 (if Evocation)
Prohibited Schools: Illusion and Enchantment
4/4/3/2/1 base
5/5/4/3/2 evoker
5/8/6/5/4 high int
evoc == memorized in Evocation slot
(e) == an evocation spells


Level 0: Light (evoc), Daze, Mage Hand, Detect Magic, Read Magic
Level 1: Magic Missile (evoc), Magic Missile (e), Lesser Fire Orb, Expeditious Retreat (x2), Feather Fall, Obscuring Mist (x2)
Level 2: Darkness (evoc), Darkness, Shatter (e, x2), Blindness/Deafness, Flaming Sphere (e)
Level 3: Lightning Bolt (evoc), Fireball (e, x2), Haste, Slow
Level 4: Explosive Cascade (evoc), Wall of Fire (e), Evard's Black Tentacles, Fire Shield (e)

Items
Items
Silvered Dagger [10 gp] 1 pound -- carry
Food x10 [5 gp] 10 pounds -- all but 1 pound to Filia
Alchemist's Fire x10 [200 gp]
Extra Light Components Pouch [10 gp] 1.5 pounds -- carry
Extra Light Waterskin [2 gp] 2 pounds -- carry
Extra Light Spellbook [30 gp] 1.5 pounds -- carry
Boccob's Blessed Book [9500 gp] 1 pounds -- carry
Pointy Hat of Intellect (+2 enhancement bonus to Int) [4000 gp]
Robe of Black Magic (takes up both robe and cloak slot; permanent endure elements: fire, +1 resistance bonus to all saves) [3000 gp]
Shadowmask (constant Shadowmask on wearer) [12000 gp]

Current Debt: 9756 gp

-----

Shadowmask
Level: Hrp 2, Sor/Wiz 2
Duration: 10 min/level
You cause a mask of shadows to form around your face. It does not impede your vision, cannot be physically removed, completely hides your features, and protects you against certain attacks.
You receive a +4 bonus on saving throws against light or darkness spells and any spells that rely on bright light for damaging effects, such as the flare spel or the fireworks effect of pyrotechnics.
You also gain a 50% chance each round to avoid having to make a saving throw against gaze attacks, just as if you averted your eyes.
If you avert your eyes while using shadow mask, you get to check twice to see if you avoid having to make the saving throw
When the duration ends, the shadow mask fades over the course of 1d4 rounds (rather than immediately), giving you time to keep your face hidden via other means. A sucessful dispel magic cast against a shadow mask effectively ends the spell and causes the same slow fading.

-----

Explosive Cascade
from Magic of Faerun
Evocation [Fire]
Level: Sor/Wiz 4
Components: V,S,M
Casting Time: 1 action
Range: Close (25 ft.+5 ft./2 levels)
Area: One 5 ft. square/level, all of which must be connected in one continuous path
Effect: 1 ft-radius sphere
Duration: Instantaneous
Saving Throw: Reflex half
SR: Yes
You cause a bright ball of flame to bound and skip accross the battlefield, damaging targets within its area. The area is the path of the flame, and it deals 1d6 hit points of fire damge per caster level (maximum 10d6) to all creatures and objects iwthin is area.
The flame lights up the area as if it were a torch. Small sparks and decaying flames remain in the area for 1 round, shredding light as candles but dealing no damage
If the damage from the flame destroys an interposing barrier, the flame can move beyond the barrier if it has not reached the maximum area.
Material component: Bat guano, sulfur, and copper packed into a metal tube with one closed end
 
Last edited:

3rd Draft:
Ash from the Evil Dead Trilogy of films
aod11_4.JPG

Ashley "Ash" Williams
Human (Special Template) Ranger1 Fighter2 Forsaker4
hp 78 + 49 = 127 ; Init +2; Spd 30 ft.; AC24 (+2 DEX, +5 armor, +7 CON) ; Atk = +9/+4 melee, +9/+4 ranged; +7/+7/+2 when dual-wielding
SV Fort +16, Ref +3, Will+3 (+2 to all vs spells)
Str 14, Dex 14, Con 25 (+2 from template, +1 level, +4 inherent from Forsaker), Int 14, Wis 8, Cha 12.

Skills: Alchemy 10 (+16), Craft (Weaponsmithing) 10 (+14), Intimidate 8 (+9), Ride 5 (+6), Listen 5 (+4), Tumble 9 (+11)
Feats: Great Fortitude, Iron Will, Lightning Reflexes, Exotic Weapon Proficiency (chainsaw), Rapid Reload (shotgun), Two-Weapon Fighting (virtual), Ambidexterity (virtual)

Here's his legendary 2-handed fighting technique in action: ;)
aod12_17.jpg


Favored Enemy: Deadites (Undead)
Special Attacks: Rapid Reload (shotgun fanning) 3 shots per round, 3d6 at close range; -1d6 for each range category beyond close, Whirlwind Chainsaw Attack - can sacrifice an attack to clear a 5' space around him by whirling the weapon in a circle,
Special Qualities: Fast healing 1 (20), Damage Reduction 5/+2, CON bonus as natural armor bonus, any weapon he uses functions as a +2 weapon for DR purposes, SR 32 (Forsaker SR stacks with all other types)

Possessions: '73 Oldsmobile (aka The Deathcoaster), chainsaw, metal hand, Remington shotgun
Weapons: MW longsword, MW short sword, MW Mighty Composite Longbow +2, silvered dagger
Armor: Adamantine Breastplate shirt only (see picture below - same stats as Chain Shirt) (+5 total with +1 enhancement)

Height 5'11", weight 175 pounds
AL: CG
Speech: Bragging and loud
Catch Phrase: Hail to the King, baby
Trait: Brash and overconfident
Trait: A leader, everybody likes him (here's a summary of his character)

My thoughts on how to emulate Ash in 3E are to have him as a special human, unaffected by fear or magic effects.
Ash after his first encounter with the Deadites (where he lopped off his hand at the wrist after it 'went bad') seemed to not be affected the same way everyone else was by the horrors he had to deal with.
I have always had a theory that it was Ash's sheer bullheaded force of will that allowed him to stay focused and fighting while everyone else turned into bloodbags when they met a Deadite. (This, along with his incredible ability to take damage)

So he acquires a modern-day 'chosen' template that grants him +2 to CON at the cost of -2 to CHA.

Similar to the dwarf, he'd get +2 bonus to saving throws against spells and spell like effects
+2 time period bonus on Craft checks that relate to metal and chemical work.
+4 dodge bonus against Deadites
+1 attack bonus vs Deadites and their ilk
Immune to fear effects
SR 11 + class level

He loses the special features of the human race, losing the extra feat and extra skill point per level, as well as Preferred Multiclass is now Ranger
Track sacrificed for Alchemy as class skill
ECL +1


Then, the equipment. :( :)

There's his boomstick, a double-barreled Remington shotgun. (3d6 at close range; -1d6 for each range category beyond close)

And his mechanically-enhanced right hand, with great crushing power (+6 STR to unarmed attacks, grapples, and crushing attempts)
aod10_4.JPG

And let's not forget his signature weapon: the chainsaw which can be affixed to his right hand stump (Exotic, 5d4 x3)
aod81.JPG

Also his '73 steam-powered Oldsmobile, tricked out with a helicopter blade on the top.
aod11_8.JPG


Equipment in car:
Chemistry book, alchemist's lab (with chemistry equipment -beakers, etc) with gunpowder and materials (sulfur, etc), Dark Horse Presents comic book, reading lamp, goggles

backpack with:
20 applications of healing salve from Druids, 10 tindertwigs, 3 thunderstones, 5 sunrods, 5 holy water flasks, antitoxin, 3 acid, 3 alchemist's fire

standard adventurer's gear and clothes
 
Last edited:

Xellos Metallium
’Male’ Mazoku
Outsider (Evil)
Maho-Tsukai 1/Maho-Bujin 4
Alignment: Neutral Evil
Age: ? (Over 2,000 years old)
HD 1d8+4d12+15 (71), AC 15 (10 flatfooted, 15 touch) Movement 30 ft., Fly 30 ft. (perfect)
Statistics:
Str 10, Dex 18 (20), Con 16, Int 18 Wis 15 Cha 20 (22), Taint: 12 (Virtual)
BAB: +4
Attack Bonus: +5 or +2/+2
Damage: 1d8+1
Skills: Bluff +22, Concentration +9, Hide +19, Intimidate +14, Knowledge: Arcana +8, Knowledge: Shadowlands +8, Move Silently +17, Sense Motive +8, Spellcraft +8
Feats: Blindsight (hearing, 180’ radius), Blood Sorcerer, Quicken Spell-like Ability (Dimensional Door)
Weapon/Armor Proficiency:
Saves: Base +6/+1/+1, +11/+8/+5
Initiative: +5
Abilities: Fast Healing 1, Spell-like Abilities, Maho, Fear Aura
Items: +1 Quarterstaff of Spellstoring (8,300), Amulet of Charisma +2 (4,000), Boots of Elvenkind (2,000), Bracers of the Resistance +2 (4,000), Cloak of Elvenkind (2,000), Gloves of Dexterity +2 (4,000), Sash of Trickery (+10 to Bluff) (2,000), Wand of Heart of the Damned (40 charges) (600), 100 gold remaining
27,000

Known Spells (4/2/1) (DC 19+Spell Level):
1-Anticipated Attack* (BoEM II), Magic Missile, Negative Energy Ray, True Strike
2-Invisibility
3-Arcane Parry
*Instead gives a +20 insight bonus to AC vs. the next attack

Spell-like Abilities (Sp): Chaotic Energy Blast*, Dimensional Door (Except Mazoku can attack/move after using it), Minor Globe of Invulnerability (Centered on Xellos, Self Only, turn off/on as a free action), these are cast as a 16th level wizard.

*3d6 energy blast (unholy damage), close range, 5' radius burst, imay sacrifice spells you can add spell level x d6 damage, reflex save for half (DC=taint+cha=18), SR No

Fear Aura (Su): Those within a 30’ radius of Xellos must succeed a Will save (DC 18) or become shaken. Shaken creatures suffer a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws.

Regeneration (Ex): Xellos takes normal damage from blessed/holy weapons, force effects, or cure spells.

Special Qualities (Ex): Xellos is injured by cure spells and healed by inflict spells, although he is not undead.


Thousand Needles
Conjuration (Creation) [Evil]
Level: Maho 3
Components: V, M
Range: Medium
Target: One living creature
Duration: See below
Saving Throw: None
SR: Yes

A thousand needles surround the subject and pierce his flesh, worming through armor or any type of protection, although creatures with damage reduction are immune to this spell. The subject takes 2d6 points of damage immediately and suffers an effect similar to a weapon of wounding, taking 1 damage per round (Maximum 2 rounds per caster level) as he bleeds unless magically healed or a successful Heal check (DC 15).
Material Component-A handful of needles.

-This spell was adapted from the Book of Vile Darkness
 
Last edited:

Remove ads

Top