Clearwater Crusaders - Characters

Eccles

Ragged idiot in a trilby.
Right. As requested in the Story Hour, I'm going to list the up-to-date statistics for each of the PCs.

I've got records for most of them (except Jared) going back a little way, but at present (the party has just reached the top of a mountain and is due to fight a Sumo-wrestling earth elemental) the party is in the region of 7th to 8th level.

Hopefully the story hour will catch up to this point pretty shortly!
 

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Edrahil

Early on in the campaign, Edrahil (an unnecessarily noble elven warrior) died when he was attacked by a pair of Dire Badgers. He was foraging at the time, and decided to stand and fight!

Edrahil: Male Elf, High Ftr1; Medium Humanoid ; HD 1d10+2 (Fighter) ; hp 12; Init + 3; Spd 30; AC 17; Atk + 4 base melee, + 4 base ranged; +6 ( 1d8+3, Masterwork Longsword ); +4 ( 1d8+2, Mighty Composite Longbow +2 ); SQ: Elven traits (Ex), Immunity: Sleep (Ex), Low-light vision (Ex); AL CG; SV Fort + 4, Ref + 3, Will + 1; STR 17, DEX 16, CON 14, INT 9, WIS 12, CHA 12.

Possessions:
Weapons: Longsword, Masterwork; Mighty Composite Longbow +2; 40 arrows
Armor: Studded Leather
Shields: Shield, small, steel.
Goods: Backpack; Bedroll; Traveler's outfit; Blanket, winter; Waterskin; Trail Rations (3).
Magic: Potions: Cure Light Wounds (x 5)

Skills:
Handle Animal +2, Wilderness Lore +1

Feats:
Power Attack, Weapon Focus: Longsword.
 

Gorin Morgan, nephew to the unscrupulous Clearwater trader Jake Morgan was eventually killed by bandits. He was, however, whipped by nearly everything he encountered. He was once buried under 2 tonnes of rock and earth by a couple of hobgoblins using a piut trap and a boulder. Only a superb set of Fort saves and Evasion allowed him to survive. His companions, of course, left him under there and fled...

Gorin: Male Human Rog1/Ftr1; Medium Humanoid ; HD 1D6+3 (Rogue) 1d10+3 (Fighter) ; hp 20; Init + 1; Spd 20; AC 18; Atk + 4 base melee, + 2 base ranged; +5 (1d8+3, Rapier); +4 (1d4+3, Dagger); +2 (1D8+2 Mighty Composite Longbow); SQ: Rogue Abilities; AL N; SV Fort + 5, Ref + 3, Will + 0; STR 17, DEX 13, CON 16, INT 11, WIS 10, CHA 9.

Possessions:
Weapons: Rapier; Dagger; Mighty Composite Longbow +2; 40 arrows
Armor: Studded Leather; Chainmail
Shields: Shield, large, steel.
Goods: Backpack; Bedroll; Explorer's outfit; Blanket, winter; Waterskin; Trail Rations (5); Grappling Hook; Sink Rope (50ft).
Magic: Magic Mushrooms: Cure Light Wounds (x 5)

Skills:
Balance +4, Climb +4, Hide +4, Jump +5, Listen +4, Move Silently +4, Spot +4, Swim +4, Tumble +4.5
Feats:
Dodge, Mobility, Weapon Focus: Rapier
 

Now moving to the other end of the power spectrum, here's Braddoc Rudenheim, who has forsaken all magic. Oh, and he might actually be the King of a long lost dwarf hold. He's not too sure about that. Arguably, he's the leader of the party, which is wierd when you look at his charisma!

Braddoc: Male Dwarf, Shielf Bbn1/Ftr5/Fsk2; Medium Humanoid ; HD 1d12+4 (Barbarian), 5D10+20 (Fighter), 2D12+8 (Forsaker); hp 80; Init +0; Spd 30; AC 15; Atk +11/+6 base melee, +8/+3 base ranged; +13/+8 (1d10+4, Masterwork Silvered Heavy Flail); +8/+3 ( 1d8+2, Mighty Composite Longbow +2); SQ: Dwarven traits (Ex); Rage 1/Day; +2 Ability Point Bonus (both on Con); Fast Healing 1(10); Spell Resistance 12; Damage Reduction 3/+1; AL NG; SV Fort + 15, Ref + 3, Will + 7; STR 16, DEX 10, CON 18, INT 14, WIS 13, CHA 5.

Possessions:
Weapons: Heavy Flail, Masterwork, Silvered; Mighty Composite Longbow +2; 40 arrows; Masterwork Dagger
Armor: Elven Chain
Goods: Backpack; Bedroll; Traveler's outfit; Blanket, winter; Fishhook; Flint & Steel; Whetstone; Sewing Needle; Rope (Silk, 50ft); Trail Rations (1).

Skill Ranks:
Appraise +2, Craft (Armoursmithing) +7, Craft (Weaponsmithing) +4, Intuit Direction +3.5, Knowledge (Architecture & Engineering) +1, Listen +6, Literacy, Search +1, Sense Motive +3, Swim +3, Wilderness Lore +3

Feats:
Expertise, Great Fortitude, Improved Trip, Iron Will, Lightning Reflexes, Weapon Focus (Heavy Flail)
 

Miles Killian O'Kayne is an assassin. He has been instructed by his masters to keep an eye on the party, as they're too damn dangerous to be left to their own devices. I'm still trying to decide whether I'm going to give him instructions to kill another party member. He'd probably do it without any qualms, so I don't think I will for the time being!

(He's gone up a level since I did these stats, and has gained another rogue level).

Miles: Male Human, Rog4/Rgr1/Ftr2; Medium Humanoid ; HD 4D6+8 (Rogue), 1d10+2 (Ranger), 4D10+8 (Fighter); hp 53; Init + 8; Spd 20 (encumbered); AC 16; Atk +7/+2 base melee, +10/+5 base ranged; +10/+10/+5 (1d6+1/1D6, Duel Masterwork Shortswords); +10/+5 (1d8+2, Mighty Composite Longbow +2); SQ: Sneak Attack +2D6, Uncanny Dodge, Evasion, Favoured Enemy (Human); AL LE; SV Fort + 8, Ref + 8, Will + 4; STR 13, DEX 18, CON 14, INT 15, WIS 12, CHA 10.

Possessions:
Weapons: Shortsword, Masterwork (x2); Mighty Composite Longbow +2; 40 arrows; Dagger
Armor: Psionic Leather +2, Slow Fall and Swim abilities.
Goods: Backpack; Bedroll; Traveler's outfit; Blanket, winter; Wineskin; Scroll Case; Chalk; Crowbar; Flint & Steel; Grappling Hook; Rope (silk); Pen; 1 oz Ink; Paper; Masterwork Bandoleer; Masterwork Potion Belt; Belt Pouch; Sack; 6 Torches; Masterwork Thieves' Tools
Magic: Ring of Sustenance

Skills:
Climb +5, Disable Device +5, Disguise +4, Escape Artist +3, Heal +3, Hide +8, Intimidate +2, Jump +5, Listen +6, Move Silently +8, Open Lock +4, Ride +5, Search +7, Spot +7, Swim +5, Tumble +7, Use Rope +3, Wilderness Lore +4

Feats:
Dodge, Improved Initiative, Iron Will, Quick Draw, Weapon Finesse (Short Sword), Weapon Focus (Short Sword)
 

Rand Stormseeker is one of only 3 characters (Braddoc and Stedd being the other two) to have survived from first level. In Rand's case, this is quite a miracle as he spent some time travelling around as a werewolf, and tried (rather hard at one point) to kill the rest of the party. He hopes to take a level of ranger at some point to become a better combatant.

In combat, he tends to cast Haste and Expeditious Retreat as soon as possible, giving him incredible mobility as he flashes around the fights trying to find the best path to fire a lightning bolt.

Rand: Male Human Sor7; Medium Humanoid ; HD 7d4+14 (Sorceror) ; hp 36; Init +0; Spd 30; AC 12; Atk + 3 base melee, + 3 base ranged; +4 (1d6, 1 end of quarterstaff); +4 (1d8+1, Crossbow +1); SA: Summon Familiar; AL CG; SV Fort + 4, Ref + 2, Will + 6; STR 11, DEX 11, CON 15, INT 14, WIS 12, CHA 16.

Possessions:
Weapons: Masterwork Quarterstaff; Dagger; Matching Silvered Handaxes; +1 Crossbow
Goods: Backpack; Bedroll; Traveler's outfit; Blanket, winter; Waterskin.
Magic: Potion (Jump); Ring of Protection +1; Wand of Lightning (5th leve); Gloves of Swimming & Climbing; Amulet of Natural Armour +1; Owl Familiar; Scroll (Cat's Grace); Scroll (Dispel Magic) (x2); Scroll (Melf's Acid Arrow) (x2); Scroll (Tongues); Scroll (Spider Climb); Wand of Shocking Grasp.

Skills:
Alchemy +6, Concentration +7, Knowledge (Arcana) +10, Knowledge (History) +2, Knowledge (Lycanthropy) +3, Move Silently +3, Profession (Farmer) +4, Spellcraft +7, Wilderness Lore +1

Feats:
Empower Spell, Enlarge Spell, Extend Spell, Quick Draw

Spells: (6, 7, 7, 5)
0 Level: Daze, Detect Magic, Detect Poison, Disrupt Undead, Light, Prestidigitation, Read Magic
1st Level: Burning Hands, Expeditious Retreat, Lesser Electric Orb, Mage Armour, Shocking Grasp
2nd Level: False Live, Invisibility, Owl's Wisdom
3rd Level: Haste, Lightning Bolt
 

Stedd, Monk of the Old Order, who recently saw his entire monastery vanish through a mysterious portal. A bit of a mixed bag, is Stedd. He fights valiantly and hard whilst he seems to have the edge in combat, but throws in the towel as soon as possible. His most frequent quote at the table? "That's it. We're all dead. We'll never make it out alive"

Ironically, Stedd's survived the campaign since the very beginning. The players now get worried when he doesn't start doomsaying.

Stedd: Male Human Mnk7; Medium Humanoid ; HD 7d8+7 (Monk); hp 43; Init + 7; Spd 50; AC 18; Atk +7 base melee, +8 base ranged; +8/+5 (1D8+2 Unarmed Strike); +8/+5 (1D6+3, +1 Nunchaku); +6/+6/+3 (1D8+2 Flurry of Blows); SA: Stunning Attack 7/Day, Evasion, Still Mind, Slow Fall (30ft), Wholeness of Body, Stunning Attack (DC16), Flurry of Blows, Purity of Body, Leap of the Clouds; AL LG; SV Fort + 8, Ref + 10, Will + 10; STR 14, DEX 16, CON 13, INT 10, WIS 16, CHA 10.

Possessions:
Weapons: +1 Nunchaku; Silvered Dagger
Goods: Backpack; Bedroll; Traveler's outfit; Blanket, winter; Waterskin; Flint & Steel; Torch; Rope (silk, 50ft); Trail Rations.
Magic: Bracers of Armour +1; Cloak of Resistance (+1); Ioun Stone (Dull Grey); Rink of Jumping.

Skills:
Climb +8, Hide +8, Jump +10 (+44 with Ring and all stats), Listen +8, Move Silently +8, Tumble +8

Feats:
Dodge, Improved Initiative, Luck of Heroes, Weapon Focus (Unarmed Strike)
 
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Pharaxes, Male Human Rogue2 Sorcerer5 CR 7; Size: M Type HUMANOID; HD (2d6)+(5d4)+7; hp 36; Init +1 (+1 Dex, +0 Misc); Spd Walk 30'; AC 11 (flatfooted 10, touch 11), / ( /x ) or ; SA: Evasion (Ex), Sneak Attack +1d6, Summon Familiar; Vision: Normal AL: NE; Sv: Fort +2, Ref +7, Will +4; Str 10, Dex 12, Con 12, Int 11, Wis 11, Cha 15

Skills and Feats: Climb +5, Concentration +11, Hide +5, Knowledge (Arcana) +4, Knowledge (Streetwise) +1, Knowledge (The Planes) +4, Listen +4, Move Silently +6, Open Lock +5, Pick Pocket +3, Search +4, Spellcraft +4, Spot +5, Use Rope +5; Combat Casting, Education, Lightning Reflexes, Spell Focus (Necromancy)

Possessions: 1 Amulet of Proof against Detection and Location, 0 Outfit (Peasant's), Sorcerer Spells
Daze x1, Detect Magic x1, Light x1, Mage Hand x1, Prestidigitation x1, Read Magic x1, Expeditious Retreat x1, Feather Fall x1, Mage Armor x1, Negative Energy Ray x1, Blindness/Deafness x1, Invisibility x1,
 

The latest part member, the dwarf Khondar Axewielder. He joined the party having used a wish spell to travel to the side of his "King", Braddoc. His goal in life is to assist the rightful heir to the throne to take back what is his. Oh, and say hello to the fastest dwarf in all of the Forgotten Realms. He has boots of speed, and a base move of 35 feet a round. Very wrong.

Khondar Axewielder: Male Dwarf Rog2, Bar1, Ftr4; Medium Humanoid ; HD 2d6+4 (Rog) + 1d12+2(Bar) + 4D10+8(Ftr); hp 50; Init + 2; Spd 35; AC 18; Atk +11/+6 base melee, +8/+3 base ranged; +13/+8 (1D12+9 2 Handed Masterwork Greataxe); +7/+7/+2 (1d12+7 or 1d12+4, 2 Masterwork Greataxes dual-wielded); SA: +1 to hit Orcs/Goblins, +2 Appraise on Stone / Metal objects, +2 Craft on Stone / Metal objects, +4 Dodge vs giants, Evasion (Ex), Rage 1/Day, +2 Save Bonus vs spells, +2 Save bonus vs poison, Sneak Attack +1d6, Stonecunning, Uncanny Dodge (Dex Bonus to AC); AL CN; SV Fort + 8, Ref + 6, Will + 1; STR 21 (With Gauntlets), DEX 15, CON 14, INT 13, WIS 10, CHA 7.

Possessions:
Weapons: Two Masterwork Greataxes; Dagger
Goods: Backpack; Bedroll; Explorer's outfit; Waterskin; Flint & Steel; Trail Rations.
Magic: +1 Mithral Breastplate; Gauntlets of Ogre Power; Boots of Speed.

Skills:
Balance +6, Climb +9, Escape Artist +3, Jump +11, Swim -4 (owing to -14 weight modifier), Tumble +8.

Feats:
Ambidexterity, Dash, Monkey Grip (Greataxe), Two Weapon Fighting, Weapon Focus (Greataxe), Weapon Specialisation (Greataxe)
 

And now I introduce to you Yvgeny, monkish agent of Damara, licensed to bash things with his fists. This character is played by the same guy who played Braddoc. Braddoc made the decision not to teleport home with the rest of the party recently. When presented with a Wish spell, he wished for an adamantine Heavy Flail, and ran off to do battle with an earth elemental he'd had problems with previously!

Yvgeny: Male Aasimar Mnk4, Clr3; Medium Humanoid ; HD 4d8+8 (Mnk) + 3D8+6(Clr); hp 63; Init + 3; Spd 40; AC 18; Atk +7 base melee, +8 base ranged; +8 (1D8+2 Unarmed); +6/+6 (1d8+2 flurry of blows); SA: Acid, Cold & Electrical Resistance 5, Native Outsider, Stunning Attack (DC21) 4/day, Evasion, Flurry of Blows, Still Mind, Slow Fall (20ft), Turn Undead 6/Day, Spontaneous Casting; AL LG; SV Fort + 9, Ref + 8, Will + 11; STR 14, DEX 16, CON 14, INT 10, WIS 19, CHA 16.

Possessions:
Weapons: Dagger, Masterwork Sling, +1 Kama
Goods: Bedroll; Monk's Outfit; Winter Blanket; Candles (10); Scroll Cases (2); Fishhooks (2); Flint & Steel; Ink; Inkpen; Parchment (5 sheets); Belt Pouch; Silk Rope (50 feet); Sack; Sealing Wax; Sewing Needle; Signet Ring; Soap; Holy Water (3 flasks); Whetstone; Holy Symbol (wooden); Spell Component Pouch; Trail Rations; Bandoleer; Cleric's Vestments; Aspergillum (iron).
Magic: Heward's Handy Haversack; Potion of Spider Climb; Potion of Invisibility; Ki Straps; Scroll of Barkskin; Scroll of Heat Metal; Periapt of Wound Closure; Wand of Cure Light Wounds; Bracers of Armour +1.

Skills:
Climb +6, Concentration +5, Escape Artist +6, Heal +6, Hide +6, Jump +8, Knowledge (Religion) +2, Listen +7, Move Silently +6, Spellcraft +2, Swim +1 (with weight), Tumble +8.

Feats:
Divine Might, Power Attack, Weapon Focus (Unarmed Strike).
 

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