Here I found this did you lose it?
[sblock=geoparadox]
Garan Kadar, Human Sorcerer 5/Sand Shaper 3
Medium, Humanoid, CN,
19, 5'4, 125, Male, green eyes, deep tanned skin, blonde hair
STR: 16 (+3)
DEX: 10 (+0)
CON: 14 (+2)
INT: 12 (+1)
WIS: 8 (-1)
CHA: 20 (+5) +2 level bonus
Hit Points: 44 / 44
Hit Dice: 5d4+3d6+16 (44 hp)
Speed: 30ft
Initative: +0 (+0 DEX)
AC 15 (+0 Armor, DEF Bonus +4, +0 Shield, +0 DEX, +0 Size, +1 Natural, +0 <other>; touch 14, flat-footed 15)
BAB/Grapple: +3/+6
Fort: +4 (+2 Base, +2 CON, +0 <bonus>)
Ref: +4 (+2 Base, +0 DEX, +2 Familiar, +0 <bonus>)
Will: +12 (+7 Base, +5 CHA, +0 <bonus>)
Attacks:
* Masterwork Cold Iron Longspear +7 melee (1d8+4, x3)
* Dagger +6 melee (1d4+3, 19-20x2)
Special Attacks:
-----
Special Abilities:
* Summon Familiar (weasel)
* Desert Insight (Gain additional spells)
1st- Bear's Endurance, Bull's Strength, Cat's Grace, Endure Elements, Parching Touch,
Sunstroke, Speak with Animals, Summon Desert Ally 1
2nd- Eagle's Splendor, Fox's Cunning, Heat Metal, Owl's Wisdom, Resist Energy, Summon
Desert Ally 2, Summon Swarm
3rd- Control Sand, Deseccate, Dispel Magic, Dominate Animal, Haboob, Slipsand, Summon
Desert Ally 3, Tormenting Thirst, Wind Wall
* Dust Magic (When casting arcane spells in waste, caster level is one higher. Also applies
if carrying atleast 15 pounds of sand)
* Sand Shape (Can shape sand into mundane objects)
* Sand Form (1/day for 1 minute + 1 round per sand shaper level. Works as spell of same name)
* Sand Stride (1/day can fly as overland flight spell. Must begin and end turn on waste
terrain)
Skills: (53 points, max ranks 11/5.5)
* Survival +4 (4 ranks, CC 8 points, +XX ATB, +XX <bonus>)
* Knowledge(Nature) +4 (4 Ranks, CC 8 points, +XX ATB, +XX <bonus>)
* Intimidate (10 Ranks, +5 ATB, +XX <bonus>)
* Spot (10 Ranks, +XX ABT, +XX <bonus>)
* Concentration ( 10 Ranks, +3 ATB, +XX <bonus>)
* Climb (4 Ranks, +3 ATB, +XX <bonus>
Feats:4
* Eschew Materials
* Force of Personality (Use Cha insteadof Wil for Wil saves)
* Touchstone (City of the Dead) (+1 bonus on all charisma checks, +1 bonus on charisma-based spells to overcome a creature's spell resistance)
* Extend Spell
Languages:
* Common
* Ignan
Equipment: (75 lbs)
* Masterwork Cold Iron Longspear (610 gp, 1d8, 9lbs)
* Dagger (2gp, 1d4, 1lb)
* Amulet of Natural Armor +1 (6,000gp, +1 Natural AC)
* Handy Haversack (6,000gp, 5lbs)
* Liquid Salt 5(1,000gp, 5lbs.)
* Lesser Metamagic Rod, Extend (9,000. 3/per day. 3rd level spells or lower)
* 10 Pitons (1 gp, 5 lbs)
* Sledge Hammer (1 gp, 10 lbs)
* Replenishing Skin (3000gp, 4lbs) (refills water in 1d4 hours)
* 50 ft. silk rope (10 gp, 5lbs)
* Rations (4 days worth, 2 gp, 4lbs)
* Desert Outfit (6gp, 3lbs)
* Filter Mask (1 gp, +2 saves against gas-based effects)
* 3 Antitoxin (150 gp)
* 2 Sunrod (2gp 1lb)
* 2 10-ft Chains (60 gp, 4lbs)
* 2 locks (Good, 160 gp, 2lbs)
* Peasant's clothes
* 2 Clay Jugs (filled with sand, 6 cp, 18lbs)
* Spell Component Pouch (5gp 2lbs)
* 997 gp left
Total weight carried -- 75 lbs.
Weight in Haversack -- 43 lbs.
Light load -- 76lbs., medium -- 77-153lbs., heavy -- 154-230lbs., lift -- 460lbs., push -- 1,150lbs.
Spells:
Class: (6/6/6/4; spell save DC 15 + spell level; <notes>)
(Bonus Spells: -, 2, 1, 1, 1, 1)
* 0th (7)- Prestidigitation, Detect Magic, Read Magic, Ghost Sound, Mage Hand, Stick, Arcane Mark
* 1st (5)- Benign Transposition, Protection from Evil, Shield, Fist of Stone, Grease
* 2nd (3)- Balor Nimbus, Belker Claws, Phantasmal Assailants
* 3rd (2)- Storm Mote, Vampiric Touch
XP: 30,000 / 36,000
Familiar: Weasel
Hit Points: 24/24
Str: 3 (-4)
Dex:15 (+2)
Con:10 ( 0)
Int: 9 (-1)
Wis:12 (+1)
Cha: 5 (-3)
Speed: 20ft, 20ft climb
AC: 18 (+2 size, +2 dex, +4 Familiar bonus)
BAB/Grapple: +3/-9
Attacks:
Bite +7 (1d4-3)
Special Attacks:
Attach (When hits with a bite attack, can latch onto opponent's body)
Saving throws:
For: 2 (2 base, 0 con)
Ref: 4 (2 base, 2 dex)
Wil: 8 (2 base, 1 wis)
Special:
* Lowlight Vision
* Scent
* Alertness
* Improved Evasion
* Share Spells
* Empathetic Link
* Deliver Touch Spells
* Speak with Master
* Speak with animals of it's kind
Skills:
+4 move silently (racial)
+8 Balance and Climb (racial)
Uses dexterity for climb
Appearance:
He is deeply tanned and is obviously from a foreign desert-land. His bright, blonde hair, a
contrast to his skin, is typically covered by sand-colored cloth that has been wrapped around his hair, save for parts where his unkempt hair sticks out. He wears poor clothes, a simple sleeve-less tunic and loose pants, covered in sand, dirt, and showing signs of over-use. A tattered cape covers his back, with a backpack being worn underneath. While he would be considered by most to be short and youthful, he has dangerous, almost comical, expression on him, as his brow is constantly furrowed. A large spear is kept between his back and his backpack, with the tip pointed towards the ground.
Personality:
Garan deeply respects physical power above everything. He views those stronger than him with both respect and rivalry, willing to best them when he feels it would be appropriate. He is boisterous, always willing to show off his power in the most spectacular of ways he can and seeking out others to defeat to prove this. His loud speech and barbaric manners tend to dissuade others, however he is enthusiastic and optimistic. He doesn't view people who solely rely on magic nor those who use "unfair" fighting with the same respect as others, viewing them as physically weak and cowardly. He follows a simple philosophy, if he can do it then it's right. At the same time, he follows a strict code that only the strong make a worthy opponent, so he refuses to start a fight with those he views as weaker. This should not be confused with his willingness to aid someone in danger, as he does this only to show off and to possibly fight someone who is strong.
Background:
Garan was born within a nomad desert tribe. Rumors claim the tribe were descendents of monsters, some claim they descended from dragons, and the tribe itself believes themselves to be the children of the sun. Whatever is the case, the tribe produced a abnormally high amount of sorcerers. One of these was a young man, Garan himself. Garan was particularly gifted, which was, what he thought, the reason for being sent out of the tribe so quickly. While most sorcerers who do prove thimself to have talent are sent away to adventure, Garan was actually exiled due to his frequent fighting and his ego. Garan drifted through the desert, going from village, to town, to city, all while participating in tournaments and doing anything he could to fight more, prefering to fight more "exotic" creatures. He discovered the power to "shape" sand as his tribe's heritage grew more within him as he continued to go through more battles. He eventually wandered out of the desert and after even more travelling, came to this current city.
Notes:[/sblock]
[sblock=Sellis]Arain Kinac of the Chamber Militant of the Church of Johan
Arain Kinac, Human Cleric6/RadiantServant2
Medium Human NG
21, 5'10", 180lb, Male, Green eyes, Deep-tan skin, Brown hair
STR: 16 (+3) (+1 level)
DEX: 10 (+0)
CON: 13 (+1)
INT: 10 (+0)
WIS: 18 (+4) (+1 level)
CHA: 15 (+2)
Hit Points: 49 / 49
Hit Dice: 6d8+2d6+8 (49 hp)
Speed: 30ft
Initative: +0 (+0 DEX)
AC: 21 (+8 Class, +3 Shield, touch 18, flat-footed 21)
BAB/Grapple: +5/+8
Fort: +9 (+8 Base, +1 CON)
Ref: +2 (+2 Base, +0 DEX)
Will: +12 (+8 Base, +4 WIS)
Attacks:
* Longsword +10 melee (1d8+4 19-20x2)
Special Attacks:
* Turn Undead (1d20+4, 2d6+10) (9/9)
* Greater Turning (5/5)
Special Abilities:
* Aura(Ex): Good
* Radiance
* Divine Health
* Empower Healing
Skills: (33 points, max ranks 11/5.5)
* Concentration +15 (11 Ranks, +1 CON)
* Heal +17 (11 Ranks, +4 WIS, +2 Circumstance)
* Know(Rel) +11 (11 Ranks)
Feats:
* 1: Combat Casting
* R: Extra Turning
* 3: Weapon Focus(Longsword)
* 6: Augment Healing
Languages:
* Common
Equipment:
* +1 Longsword(6945gp, 4lb)
* +1 Heavy Steel Shield(3510gp, 15lb)
* Handy Haversack(6000gp, 5lb)
* -253gp, 9sp (0/5lb)
* -Bedroll(1sp, 0/5lb)
* -Cleric's vestments(5gp, 0/6lb)
* -Healer's Kit(50gp, 0/1lb)
* -Holy Water(4)(100gp, 0/4lb)
* -Mstrwrk. Manacles(50gp, 0/2lb)
* -Silk Rope(10gp, 0/5lb)
* -Wand of CLW(50/50) (2250gp, 0lb)
* Pouch, belt(1gp, 0.5lb)
* Ring of Sustenance(7500gp)
* Silver holy symbol of Johan(25gp, 1lb)
* Tattoo of Biofeedback (150gp)
* Tattoo of Vigor (150gp)
* Traveler's outfit(1gp, 0/5lb)
Total weight carried -- 25.5lb
Light load -- 76lb, medium -- 153lb, heavy -- 230lb,
Lift -- 460lb, push -- 1150lb
Spells:
Domains: Healing, Sun
Class: (6/5+1/4+1/4+1/3+1; spell save DC 14 + spell level; Healing spells at +1 CL.)
* 0th- Detect Magic(2), Light, Mending, Read Magic(2)
* 1st- Bless, Detect Evil, Endure Elements, Omen of Peril (CDiv), Protection from Evil, Shield of Faith
* 2nd- Align Weapon, Bull's Strength, Heat Metal, Lesser Restoration, Status
* 3rd- Daylight, Dispel Magic, Magic Circle against Evil, Searing Light, Speak with Dead
* 4th- Death Ward, Divine Power, Fire Shield, Tongues
XP: 30,000 / 36,000
Appearance:
Arain is dressed in a simple white tunic with a long and spotless white cloak. Around his neck hands a holy symbol of Johan, marking him a preist of that order. He, however, holds a shield in one hand and keeps the other on the pommel of the longsword at his belt. His eyes seem understanding, but have the look of someone who has seen much loss.
Personality:
Arain enjoys being with and talking to people. He is very easy-going and always tries to help those in need and ease the suffering of others. However, he firmly believes in the tenets of his faith and will resort to the blade as needed. He especially abbhors the undead, for they are a mockery of the life give to the people by the gods.
Background:
Like many priests of the sun god, Arain came from a small farming family. His two older brothers had served in the army during the war, and his father had been exempt from conscription because of the need for a steady supply of food. Arain had notions of joining the army, but decided against it when both his brothers came back with medals, awarded post-humously. Some families did not even get the bodies.
Arain's decision to join the clergy was a spur-of-the-moment choice, but he does not regret it. Since Johan is worshipped by the common people, he learnt real lessons, rather than simply learning how to recite from a book. After seeing Arain wield a sword in one of their training sessions his teacher suggested that he join the Order's chamber militant. Arain joined with caution, but quickly took to wielding steel against the darkness.
After his 'training' he wandered the lands, travelling from city to city, visiting the churches of Johan and helping them in whatever way he could. Recently he has been asked to go to the city of Balstion to investigate the strange occurances and 'evaluate' the Baron.[/sblock]
[sblock=Ferrix]Kosjach
Kosjach (Little Shadow) “Kos”, Kobold Rogue 7/Sorcerer 1
Small Dragon (Reptilian), Chaotic Neutral,
25 years, 2 ft., 42 lb., male, ochre eyes, rust skin & scale
STR: 8 (-1) (4 pts, -4 race)
DEX: 18 (+4) (10 pts, +2 race)
CON: 12 (+1) (6 pts, -2 race)
INT: 16 (+3) (10 pts)
WIS: 10 (--) (2 pts)
CHA: 14 (+2) (6 pts)
Hit Points: 34 / 34
Hit Dice: 3d4 + 5d6 – 4 + 8 (34 hp)
Speed: 30 ft., Glide 30 (avg)
Initiative: +4 (+4 DEX)
AC: 21 (+5 Class, +4 DEX, +1 Size, +1 Natural; touch 20, flat-footed 21)
BAB/Grapple: +5/+0
Fort: +4 (+2 Base, +1 CON, +1 Res)
Ref: +10 (+5 Base, +4 DEX, +1 Res)
Will: +5 (+4 Base, +0 WIS, +1 Res)
Attacks:
* MW Longspear +4 melee (1d6-1, 20/x3)
* MW Dagger +4 melee (1d3-1, 19-20/x2)
* MW Comp. Shortbow +11 ranged, 70' (1d4-1, 20/x3)
* Net +6 ranged touch, 10’ (entangle)
* Acidic Fire +10 ranged touch, 10’ (1d4 acid + 1d4 fire, 20/x2)
* Lb Alc. Fire +10 ranged touch, 10’ (1d6 fire, 20/x2)
* Alc. Frost +10 ranged touch, 10’ (1d8 cold, 20/x2)
* Alc. Spark +10 ranged touch, 10’ (1d8 elec, 20/x2)
Special Attacks:
* Sneak Attack +4d6
Special Abilities:
* Natural Armor +1
* +2 racial bonus on Craft (trapmaking) and Profession (miner) checks
* Light Sensitivity
* Natural Weapons Claw x2, Bite (1d3 each)
* Slight Build
* Weapon Proficiency: Light & Heavy Pick
* Weapon Familiarity: Great Pick
* Immune to magic sleep and paralysis
* Darkvision 60 ft.
* Low-light vision
* +4 racial bonus on Search checks
* Rapid Retreat
* Shrewd Trapsmithing +4
* Improved Trap Sense +3
* Uncanny Dodge
* Sneak Attack +4d6
* Draconic Heritage
* Arcane Insight +2
* Spell-like ability: 3/day - Jump
Skills: (115 points, max ranks 11/10.5)
* Search +26 (10 Ranks, +3 Int, +4 Race, +4 Class, +5 Comp)
* Disable Device +19 (10 Ranks, +3 Int, +4 Class, +2 Tools)
* Craft (traps) +17 (10 Ranks, +3 Int, +2 Race, +2 Tools)
* Craft (alchemy) +15 (10 Ranks, +3 Int, +2 Tools)
* Open Locks +16 (10 Ranks, +4 Dex, +2 Tools)
* Escape Artist +14 (10 Ranks, +4 Dex)
* Tumble +16 (10 Ranks, +4 Dex, +2 Syn)
* Hide +22 (10 Ranks, +4 Dex, +8 Size)
* Move Silently +14 (10 Ranks, +4 Dex)
* Balance +11 (5 Ranks, +4 Dex, +2 Syn)
* Climb +6 (5 Ranks, -1 Str, +2 Tools)
* Jump +21 (10 Ranks, -1 Str, +2 Syn, +10 Racial)
* Concentration +6 (5 Ranks, +1 Con)
Feats & Flaws:
* Noncombatant
* Dragonwrought (rust)
* Dragon Wings
* Draconic Reservoir
* Extraordinary Trapsmith
Languages:
* Common
* Draconic
* Gnome
* Dwarven
* Elven
Equipment (951gp 9sp unspent/27000gp total):
* Explorers Outfit
* Spell Component Pouch (5gp, 2lb)
* Masterwork Elvencraft Darkwood Comp. Shortbow (695gp, .5lb)
* Dwarvencraft Darkwood Longspear (698gp, 2.25lb)
* Dwarvencraft Cold Iron Dagger (604gp, .5lb)
* Sundark Goggles of Minute Seeing (3760gp)
* Vest of Resistance (3000gp, 1lb)
* Handy Haversack (6000gp, 2lb)
o Masterwork Thieves’ Tools (100gp, 2lb)
o Masterwork Longspoon Thieves’ Tools (150gp, 3lb)
o Masterwork Artisan’s Tools (50gp, 5lb)
o Booby Trap Parts (4) (200gp)
o Net x2 (40gp, 6lb)
o Bedroll (1sp, 1.25lb)
o Masterwork Manacles (2) (100gp, 4lb)
o Trail Rations (12 days) (6gp, 3lb)
o Oil (10 pints) (1gp, 10lb)
o Silk Rope (100 ft.) (20gp, 10lb)
o Grappling Hook (1gp, 4lb)
o Tent (10gp, 5lb)
o Waterskin (2) (2gp, 2lb)
o Everburning Lantern (117gp)
o Climbers Kit (80gp, 1.25lb)
o Magnifying Glass (100gp)
o Merchants Scales (2gp, 1lb)
o Notebook (15gp, 3lb)
* Efficient Quiver (5400gp, 2lb)
o Arrows (60) (3gp, 4.5lb)
o Acid (12) (40gp, 12lb)
o Alchemists Frost (12) (100gp, 12lb)
o Alchemists Spark (12) (100gp, 12lb)
o Acidic Fire (24) (240gp, 24lb)
o Longburning Alchemists Fire (24) (240gp, 24lb)
o Burning Dust (12) (160gp, 12lb)
o Tanglefoot Bag (3) (50gp, 12lb)
o Thunderstone (12) (160gp, 12lb)
o Ditherbomb, Strong (12) (1200gp, 6lb)
o Ditherbomb, Wyrm (3) (1000gp, 3lb)
* Draconic Rite of Passage (100gp)
* Greater Draconic Rite of Passage (1000gp)
Total weight carried – 9.25lbs.
Light load -- XXXlbs., medium -- XXXlbs., heavy -- XXXlbs., lift -- XXXlbs., push -- XXXlbs.
Spells:
Class: (6/5; spell save DC 12 + spell level)
* 0th- Launch Item, Acid Splash, Caltrops, Mage Hand, Detect Magic
* 1st- Power Word: Pain, Create Trap
XP: 30,000 / XXX,XXX
Appearance:
Kosjach is a runt, but a brilliant and talented runt. He stands a meager two feet in height, although if he stretched his double-jointed legs out, he might make two and a half. His limbs are long and spindly, his finger tips reaching almost to his knees. His scales are like polished steel which has been rusted and pitted, a subtle glisten remains. A pair of wings spring out over his shoulders, a mottle of dark to light reds and yellows. Resting between his wings is a tiny mottled red haversack. At his hip is a flat and wide quiver divided into three section, each capped individually. His only visible weapons are a spear nearly three to four times his height, its sturdy darkwood shaft and shining steel head obviously of dwarven make, and a black iron dagger strapped to a leg. Covering his eyes are a pair of smoky goggles. A yellow bandana runs around his reptilian forehead, and he wears an open mustard vest.
[Personality:
Kosjach is content in his life as an adventurer, wandering trap and locksmith and alchemist. After being scorned as a vicious coward most of his life, just for being a kobold, he has taken to ignoring such undue treatment and prefers to leave such pettiness to the petty races, kobolds are better than that. While Kosjach dislikes being called a coward, he is none to eager to be at the forefront of a fight, preferring to lay traps for his enemies to stumble over and get caught up in, and then bombard them with alchemical items to disable and damage.
Background:
Kosjach grew up in a typical kobold tribe, until adventurers came along and wiped it out in the name of justice and whatever else they thought they were doing. Thankfully, Kosjach got away, sure he figured others got away too, but now, he was free to do what he wanted in the world, no longer constrained to be the local trapmaster. He had always been a bit more free spirited than his fellow kin and wanted to explore and test himself.
On that note, Kosjach began to make his way into the wider world. Sure he was scorned and mistreated, but not so different from dealing with orcs he usually thought. Finally, after moving place to place, fleeing guards and constables, Kosjach fell in with a band of misfit adventurers for a while. He fit right in. That was until the dragon ate most of them, or Kosjach knew it was only an oversized wyvern, a dragon would probably not have bothered. Thankfully, cowardice and luck prevailed and Kosjach got away once more.
Now again on his own, Kosjach has taken up various roles, preferring to remain as anonymous as possible since most resent him for his race. Only recently has did he find a call for help that appealed to him, something different for a change.
Notes:
Complete Adventurer & Arcane
Spell Compendium
Races of the Dragon
Races of the Dragon Web Enhancement
Crystal Keep Equipment Index[/sblock]