E6 Red Hand of Doom (OOC)

(because I felt like it :) )

"No doubt those green scum are behind this," the ranger says as he runs his hand through the scraggly hair of his canine companion.

Nearby, a small wrinkled notice lies discarded on the ground. Beneath the smudges of dirt and stains of grass, the words 'Missing Caravan - Help Wanted!' can be read.

"It could be bandits, maybe... Or something else... But, no. It's got to be goblins this time. It always is."

With one last stroke behind the dog's ears, Shadow stands up off of the grassy knoll. The animal lets out a faint whine of disdain as the man brushes grass and dirt off of his jacket and pants. He picks up the hat leaning against a tree with one hand and tugs it onto his head, obscuring his features beneath its wide brim. With the other hand, he pulls up his backpack and and slings it over his shoulder behind his back.

With one final glance towards the way he came, he speaks to the dog. "C'mon, mutt. It's time to kill us some more goblins."

He only waits for a quick bark in confirmation before heading down the road into the distance, towards Elsir Vale.
 

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dystmesis:
Three things on Shadow. Firstly, he gets one first level spell per day (from his wisdom bonus). Second, Able Sniper grants the bonus to foes at least 30' away, not within 30'. Lastly, he has *no* melee weapons - you may want to invest in a backup.
 


I finally got a chance to finish Arondal. Please review him as I am not sure I got everything 100% correct:

Arondal "Smoke" Merconta

Notes: flipped Dex and Int.

Race: Human, of Vesh

Description: A young man in his mid-twenties, third son of a wealthy merchant family. Spent three months as a captive of the Vangal in the Plains of Lede while leading a family caravan. Tanil came to him there and helped him lead his people to freedom. Since that day he has been dedicated to her cause, and specifically to the release of innocent slaves. Olive skin, dark hair, grey eyes, open and handsome face, with a short black beard. He smiles often and has seemingly unlimited energy.

Class: Cleric of Tanil, with particular emphasis on her Freedom domain

Attributes (with modifier in brackets)
Strenght: 12 (+1)
Constitution: 13 + 1 at level 4 = 14 (+2)
Dexterity: 11 (+0)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 14 (+2)

Hit Points: (4D8 + 8 + 3) 35

Saves
Fortitude 8 (4 base + 2 con + 2 feat)
Reflex 1 (+1 base)
Will 9 (4 base + 3 wis + 2 feat)

Combat
Base Attack Bonus: +3 (cleric lvl 4)
Melee: +4
Melee with Mace: +4 +1 (masterwork mace) +1 (weapon focus mace) = +6

Armour Class: 5
4 (chain) + 1 (shield). Armour penalty check -2 (-1 chain, -1 shield)

Damage Reduction (from Chain shirt)
1/-

Damage from Mace:
1d8 +1 str + 4 non-lethal crushing

Clerical Spells
0 Level: 5
(create water, detect magic x 2, guidance, read magic)
1st Level: 3 + 1 (domain) + 1 (wisdom) = 4 + 1
(disguise self (domain), bless, inflict light wounds, command, comprehend languages)
2nd Level: 2 + 1 (domain) + 1 (wisdom) = 3 + 1
(invisibility (domain), bull's strength, hold person, inflict moderate wounds)

Domains: Travel, Trickery (to focus on the freedom element of Tanil)

Feats: bonus 4, + 1 from human + 2 for level 1 and 3

Feats (7)
Toughness (+3 hp)
Combat Casting
Improved Initiative (+4 initiative)
Self Sufficient (+2 heal, survival)
Weapon Focus (mace)
Iron Will (+2 to will save)
Great Fortitude (+2 to fortitude save)

Cleric Bonus Feat
Armour Proficiency (light, medium, heavy)

Skill points: (2+1)x4 at first level + (2+1)x3 for levels 2-4 = 21

Skills
Concentration (Con): 6 + 2 = 8
Diplomacy (Cha) 2 + 2 = 4
Heal (Wis) 4 + 3 = 7 (but +2 from healer's kit = +9)
Survival (Wis) 2 + 3 = 5
Bluff (Cha) 4 + 2 = 6
Knowledge (Int) Religion 3 + 1 = 4

Equipment:
Pearl of Power (1st)
Necklace of Prayer Beads (bless)
5 potions of cure light wounds
potion of spider climb
potion of swimming
wand of light (50 charges)
Exceptional Heavy Mace (accurate, 2x crushing)
Thin bladed knife
Excellent chain shirt (mastercraft, thick)
Fine Light Steel Shield (holy symbol, guard)
Explorer's Outfit
Backpack, Belt pouch, Bedroll, Flint and steel, Hempen rope, Trail rations (10 days), Waterskin, Holy water, Bullseye Lantern
Healer's Kit (+2 to heal, 10 uses)
311gp
Letters of credit (800gp)

Specials
Crushing - each attack deals +2 non-lethal damage (+4 with 2x crushing)
thick - grants DR 1/-
guard - you can take a -1 to all attacks this round and gain +1 deflection to AC (deflection is doubled when the item is a shield).
 
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hewligan:
not 100% done, but one quick thing - you have a flail, but have weapon focus (mace), so you'll want to flip one of those to match the other.
 



I fixed that. It should have been a heavy mace. I don't think I have access to flail as it is a martial weapon. Also, I cannot work out how to compute my saves.... sorry!
 

hewligan said:
I fixed that. It should have been a heavy mace. I don't think I have access to flail as it is a martial weapon. Also, I cannot work out how to compute my saves.... sorry!

?

A level 4 cleric has +4 fortitude, +1 reflex, and +4 will. You have a +2 con modifier, a +0 dex modifier, and a +3 wis modifier. You also have iron will and great fortitude. Therefore, your saves are:

Fortitude 8 (4 base + 2 con + 2 feat)
Reflex 1 (+1 base)
Will 9 (4 base + 3 wis + 2 feat)
 

Name: Zook Bartleby Traz Ignatioues Daergal( simply called Zook)
Race: Whisper Gnome
Class: Rogue 3/Swashbuckler 1
Stats:
Str 12-2=10 +0
Dex 18+2=20 +5
Con 15+2=17 +3
Int 9+1 = 10 +0
Wis 10 =10 +0
Cha 9 -2= 7 -2

Appearance: Dressed in Black dyed Chain Shirt and a black set of leather trouser. Zook looks incredibly tough, despite being short. He wield a rapier in one hand and kukri in the other. At his side he has a sap and three light hammers. He has a dark shade of reddish hair and very swarthy skin. upon his head he wears simply a small crumpled hat.
Feats(7):
Weapon Finesse(B)
Telling Blow
Two-Weapon fighting
Tactile Trapsmith
Dodge
Two Weapon Defense
Iron Will

Initiative +5

Saves
Fort 3+3= +6
Reflex 3+ 5= +8
Will 1+2= +3


Skills: (8+0) x6 = 48 +4 52
Balance: 5+7-1= 11
Disable Device: 5+6= 11
Hide : 5+6+4-1(size)=15
Move Silently: 5+7+4?-1(racial)= 15
Escape artist 5+7-1= 11
Open Lock: 5+6= 11
Search : 5+6= 11
Tumble: 5+7-1=11

Armor class 10 + 3( armor)+ 5 dex+ 1 size+ 1 TWD = 20
Masterwork Studded Leather(150 dp) +3
Attacks
Rapier (TWF)- +7 1d4 18-20x2
kukri(TWF)- +7 1d3 18-20 x2
light hammer (TWF) + 6 1d3 x3
Sap +8 1d4 x2
Equipment
Masterwork Kukri(308)
Masterwork Rapier(312)
Backpack
Waterskin
100 ft Silk Rope
Masterwork thieves tools
crowbar
bag of caltrops
3 vials of alchemist's fire
Rations
Bedroll,
flint and steel,
torch
 
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