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Amazing Triangle

First Post
Reserved for combat notes
List of everyone:
hafrogman - Chester of Aelford

JonnyFive - Zzerki

Moonstone Spider – Skitha

Shayuri – Lily

Rayex – Grokkun=At the church of Johan forever

Lot – Seifer Dagmar

Voadam - Voadam the Traveller

Scotley - Eglath Lostfate Thuliga
Last edited:


First Post
[B]Name:[/B] Seifer Dagmar
[B]Class:[/B] Knight
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Good
[B]Deity:[/B] Unknown

[B]Str:[/B] 18 +4 (10p.)     [B]Level:[/B] 6        [B]XP:[/B] 17000
[B]Dex:[/B] 14 +2 (06p.)     [B]BAB:[/B] +6/+1      [B]HP:[/B] 63 (6d12+18)
[B]Con:[/B] 16 +3 (10p.)     [B]Grapple:[/B] +6     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 12 +1 (04p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 12 +1 (04p.)     [B]Init:[/B] +6        [B]Spell Save:[/B] +X
[B]Cha:[/B] 14 +2 (06p.)     [B]ACP:[/B] -X         [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +8    +3    +1    +0    +0    +1    23
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 22

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +3          +5
[B]Ref:[/B]                       2    +2          +4
[B]Will:[/B]                      5    +1          +6

[B]Weapon                  Attack   Damage     Critical[/B]
Bastard Sword +1          +12/+7 1d10+5     19-20x2
Masterwork Shortsword     +11/+8 1d6+4      19-20x2
Dagger x4                 +10/+5 1d4+4      19-20x2
Dagger, thrown x4         +8/+3  1d4+4      19-20x2
Composite Longbow (Str+4) +8/+3  1d8+4         x3
Lance                     +10/+5 1d8+4         x3

[B]Languages:[/B] Common, Orc

[B]Abilities:[/B] Proficiency: All simple and martial weapons, all armour, all shields (except tower); Knight's code; Knight's challenge (x5/day); Fighting challenge +1; Mounted Combat; Shield block +1; Bulwark of defense; Armor mastery(medium); Test of mettle; Bonus feat(lvl 5); Vigilant defender; Shield ally  

[B]Feats:[/B] Exotic weapon: bastard sword; Weapon focus: bastard sword; Power attack; Mounted combat; Cleave; Armor mastery (medium); Great cleave; Improved initiative   

[B]Skill Points:[/B] 36       [B]Max Ranks:[/B] 9/4.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Knowledge(Nobility)        3    +1          +4
Knowledge(Royalty)         3    +1          +4
Intimidate                 6    +2          +8
Riding                     9    +1          +10
Spot                       4    +1          +5
Handle Animal              7    +1          +8

[B]Equipment:               Cost  Weight[/B]
Bastard Sword +1         2335gp 6lb
Full-plate +2            5650gp 50lb
Steel Heavy Shield +1    1170gp 15lb
Composite Longbow        500gp  3lb
  Arrows (20)            2gp    6lb
Daggers x4               8gp    4lb
Lance                    10gp   10lb
Ring of Protection +1    2000gp  -
Alchemist's Fire x2      40gp   2lb
Tanglefoot bag x4        200gp  16lb
Mule (Bezren)            8gp     -
  Bedroll                1sp    5lb
  Blanket, winter        5sp    3lb
  Flint and steel        1gp     -
  Lantern, bullseye      12gp   3lb
  Sack x2                2sp    1lb
  Tent                   10gp   20lb
  Whetstone              2cp    1lb
  Bit and bridle         2gp    1lb
  Saddle, pack           5gp    15lb 
Heavy warhorse (Gorgon)  400gp   -
  Bit and bridle         2gp    1lb
  Saddle, military       20gp   30lb
  Waterskin x2           2gp    4lb

[B]Total Weight:[/B]96lb      [B]Money:[/B] 313gp 1sp 8cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               101   200   300   300   1500

[B]Age:[/B] 27
[B]Height:[/B] 6'2"
[B]Weight:[/B] 220lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Brown (shaved and thinning)
[B]Skin:[/B] Pale
Appearance: Seifer Dagmar is a tall and thickly-muscled human man. He possesses a serious expression with a large prominent nose, a strong jaw, and a heavy brow. He seems very comfortable wearing his suit of enchanted full plate armor. He wears a loose white tabard with a blue cockatrice; a symbol he does not recognize. He wears a fine bastard sword on his left hip, a shortblade on his right, and four daggers on the back of his belt. A heavy shield (also with a cockatrice) and a longbow, recurved bow are strapped on his back when not being used. When on the field of battle, Seifer usually is found on his dappled gray stallion, Gorgon.

Background: Seifer Dagmar has only a spotty memory of what brought him to this point on the battlefield. Even as a young man, his career as a hedge knight and swornsword has been eventful and full of violence and battle. Seifer knows that a woman he loves, Fianna, has asked him to retire. Only his sense of duty brought him to the field once again. Now, he is confused and frustrated, stuck in a horrible situation with only his trusted allies of past campaigns to help him get to the truth.


First Post

Male Dwarf Cleric of Johan 6

Alignment: Neutral Good
Deity: Johan
Size: Medium.
Speed: 20 ft.
Space: 5 ft.
Reach: 5 ft.

Str: 14 (+2) (6points)
Dex: 10 (+0) (2points)
Con: 14 (+2) (4points + 2racial)
Int: 10 (+0) (2points)
Wis: 20 (+5) (started at 11, 10points + 1level 4 + 2enchantment)
Cha: 16 (+3) (16points - 2racial)

HP: 43 (6d8 + 12Con)

AC: 22 (10 + 0dex + 8armor + 2shield + 2enchantment + 1deflection) / 10 / 22

Fortitude: +8 (5base + 2con + 1resistance)
Reflex: +3 (2base + 0dex + 1resistance)
Will: +11 (5base + 5wis + 1resistance)

Init: +0 (0dex)

Base attack bonus: +4

MW Heavy Mace: +7 (4base + 2str + 1MW), 1d8+2 damage, Threat 20/x2
MW Light Mace: +7 (4base + 2str + 1MW), 1d6+2 damage, Threat 20/x2

Domains: Healing and Sun
Sun: 1/day, can perform a Greater Turning, instead of a regular turning. Works as a regular turning, except destroyes the undead instead of turning them.
Healing: Cast Healing spells at +1 Caster Level
Spells per day: 5/5+1/4+1/3+1
DC: 10 + spell level + 5wis
Spells Prepared:
0: Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink
1: Divine Favor, Detect Undead, Resurgence, Lesser Vigor, Sanctuary + Endure Elements
2: Deific Vengeance, Delay Poison, Consecrate, Aid + Heat Metal
3: Lesser Visage of the Deity, Vigor, Spikes + Searing Light

Turn Undead:
Turns/day: 3 + 3cha + 4Extra Turning
Check: 1d20 + 3cha + 1improved turning
Damage: 2d6 + 6level + 3cha * 1.5

Skill points: 18
Max Rank: 9
Heal: 14 (9ranks + 5wis)
Knowledge (religion): 9 (9ranks + 0int)

Bonus at 1st level - Extra Turning: +4 turns/day
Lvl 1 - Improved Turning: +1 level for turning checks
Lvl 3 - Augument Healing: Add +2 points per spell level to the ammout healed, by anny Conjuration [Healing] spells
Lvl 6 - Empower Turning: After adding cleric level and cha to turning damage, multiply by 1.5


MW Heavy Mace - 312gp
MW Light Mace - 305gp
Full Plate +1 - 2650gp
Heavy Steel Shield +1 - 1175gp
Periapth of Wisdom +2 - 4000gp
Ring of Protection +1 - 2000gp
Cloak of Resistance +1 - 1000gp
Potion of Cure Serious Wounds x2 - 1500gp
Wand of Cure Light Wounds - 750gp
Backpack - 2gp
Bedroll - 1sp
Silver Holy Symbol - 25gp
Silk Rope, 50 ft - 10gp
Healers Kit - 50gp
Food Rations x6 - 3gp
Holy Water x4 - 100gp
Silver Dust, enough for 4 Consecrates - 100gp
17gp 9sp

Simple Weapons
Light Armor
Medium Armor
Heavy Armor
Shields (Not Tower Shields)

Grokkun is quite the typical dwarf. 4 feet tall, light tanned skin, brown eyes, and a long grey beard. His full plate armor is usually shining brightly, showing of the beaming sun on the chest. At his hip he carries a mace, ready for exterminating undead.

A warm and friendly fellow, Grokkun is. He cares for others, and will not balk at anything of his friends are in need of help.

He has a strong hatred for undead. When he was a kid, his hometown was overrun by zombies, skeletons and other ghastly creatures of the night. The next morning the survivors, all three of them, found eachother and carefully searched the ruins for more living beings. None was found. Grokkun, being just a todler at the time, was taken in at a church of Johan, and entered the clergy as a promising student. Since that time, he have been hunting undead and destroying them whenever possible. Now he wakes up, and all he remembers of the last months is nothing... nothing at all! He has a strong suspicion that the undead is the cause behind this, one way or the other!
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First Post
Lily, Human Warlock 6
Medium Humanoid (Human) Neutral
20, 5'3", 126lbs, female, brown eyes, fair skin, black hair

STR: 08 (-1)
DEX:18 (+4)
CON: 14 (+2)
INT: 13 (+1)
WIS: 14 (+2)
CHA: 20 (+5)

Hit Points: 36 / 36
Hit Dice: 6d6+12
Speed: 30ft ground, 30ft Good flight
Initative: +4 (+4 DEX)
AC: 20 (+6 Armor, +4 DEX, touch 14, flat-footed 16)
BAB/Grapple: +3/+2

Fort: +5 (+2 Base, +2 CON, +1 resistance)
Ref: +6 (+2 Base, +4 DEX, +1 resistance)
Will: +8 (+5 Base, +2 WIS, +1 resistance)


* Spiked Gauntlet +2 melee (1d4-1 20x2)

Eldritch Blast +7 ranged, 60' (3d6+ 20x2)

Special Attacks:

* Eldritch Blast

Special Abilities:

* Communicator (Arcane Mark, Message, Comprehend Language all 1/day, level 6)
* Invocations
* Detect Magic at will
* Decieve Item (Take 10 on UMD, even under pressure)
* DR 1/cold iron

Skills: (36 points, max ranks 9/4)

* Bluff +16 (5 Ranks, +5 ATB, +6 competence)
* Concentration +10 (8 Ranks, +2 ATB)
* Intimidation +16 (5 Ranks, +5 ATB, +6 competence)
* Sense Motive +11 (9 Ranks, +2 ATB)
* Use Magic Device +14 (9 Ranks, +5 ATB)


* Point Blank Shot
* Precise Shot
* Communicator
* Combat Expertise
* Flyby Shot


* Common
* Draconic

- In Haversack
Bedroll, 1sp, 5lbs
Blanket, 5sp, 3lbs
50' silk rope, 10gp, 5lbs
Tent, 10gp, 20lbs
Waterskin, 1gp, 4lbs
10 days trail rations, 5gp, 10lbs
Everburning Torch, 110gp, 1lb
2 tanglefoot bags, 100gp, 8lbs
2 vials acid, 20gp, 2lbs
2 vials alchemist's fire, 40gp, 2lbs

- On person
2 scroll cases, 2gp, 1lb
2 belt pouches, 2gp, 1lb

- In Pouches
Small steel mirror, 10gp, .5lb
Money, .5lb

Magic -
Mithril Chain Shirt +2, AC +6, Max Dex +6, 10lbs, 5100gp
Gloves of Dexterity +2, 4000, -
Handy Haversack, 2000gp, 5lbs
Cloak of Resistance +1, 1000, 1lb
Wand of Cure Light Wounds, 750, -
Wand of Protection from Evil, 750, -

Total weight carried -- 20lbs.
Light load -- 26lbs., medium -- XXXlbs., heavy -- XXXlbs., lift -- XXXlbs., push -- XXXlbs.

Class: (save DC 15 + level)

* Least- Beguiling Influence (+6 to Bluff, Intimidate, Diplomacy)
* Least- See Unseen (See Invis 120', Darkvision 60')
* Least- Dark One's Luck (+5 luck bonus to any one save at a time)
* Lesser- Fell Flight (Flight speed = ground speed, Good maneuverability)

XP: 17,000 / 21,000

Though she dresses to play it down, Lily is an exceptionally attractive woman. Even the somewhat odd paleness of her skin merely makes her seem exotic rather than unhealthy. Like a perfectly crafted, life size porcelain doll with dark eyes, a rather cute buttony nose, and generous lips; starkly red against her skin. She is on the small side, and not physically imposing in the least; even with the natural contour of her body hidden under shapeless, grey and black clothes and armor as it so often is. Similarly, her face is most often at least half-hidden under the hood of a heavy black cloak. She carries no weapon save the burnished gauntlet on her right hand, with wicked spines jutting from it. She seems underequipped too, with only a couple of pouches and a backpack to her name.

Lily is, by nature, a private person. She has some reason to be, with the questionable events in her past. As such, she tends to regard her looks as a rather mixed blessing. They can help her get her way...but they also attract unwanted attention. To discourage this, she projects a strong 'ice queen' persona, though it quickly melts and becomes fury if she is provoked. Lily fears the seemingly all-consuming wrath that seems to lurk just under her skin sometimes...fears what it may someday drive her to do, if she can't control it. In her effort to clamp down on it, she distances herself from other emotions as well, leading to her normal detached, somewhat callous image. It is deceit though...in truth Lily is extremely emotional, and if they grow too strong they can at times overwhelm her.

Lily lives a life of self-imposed exile; refusing to settle down for long, or allow lasting bonds to form between her and other people. Ostensibly she does this for the good of other people, though it's really just as much a punishment to herself. It all adds up to what has become the grand quest of her life...the quest for some measure of redemption. Clearly she has committed some crime, or crimes, in the past...the exact nature of which she has never spoken of. Because of that close-mouthedness, the specifics are now lost in the blue fog of amnesia...leaving only the stain of sourceless guilt in their wake. What is known, or can be easily determined is that Lily has been both mercenary and bounty hunter in her earlier days, before enlisting in the formal military for reasons unknown...perhaps just whim, or a desire for more stable employment. She has lived a violent life until now, and it seems that that's unlikely to change anytime soon. THAT she fights is incontestable. WHY she fights is no longer known.

Even to herself.


Chester of Aelford

[B]Name:[/B]       Chester of Aelford
[B]Class:[/B]      Duskblade
[B]Race:[/B]       Human
[B]Size:[/B]       Medium
[B]Gender:[/B]     Male
[B]Alignment:[/B]  Chaotic Good
[B]Deity:[/B]      ???    

[B]Str:[/B] 14 +2  (6p.)     [B]Level:[/B]    6     [B]XP:[/B] 17,000
[B]Dex:[/B] 10 +0  (2p.)     [B]BAB:[/B]     +6     [B]HP:[/B] 61 (6d8+30)
[B]Con:[/B] 18 +4 (10p. +2)  [B]Grapple:[/B] +8
[B]Int:[/B] 19 +4 (16p. +1)  [B]Speed:[/B]   20'
[B]Wis:[/B] 14 +2  (6p.)     [B]Init:[/B]    +0
[B]Cha:[/B] 11 +1  (3p.)

                      [B]Base  Armor  Shield  Dex  Size  Misc[/B]
[B]Armor:[/B] 18              10     +7     +0     +0   +0    +1
[B]Touch:[/B] 11
[B]Flat:[/B]  18

                      [B]Base  Mod  Misc[/B]
[B]Fort:[/B] +10              +5    +4   +1
[B]Ref:[/B]   +7              +2    +4   +1
[B]Will:[/B]  +8              +5    +2   +1

[B]Weapon                Attack    Damage  Critical[/B]
+1 Great Axe          +10/+5   1d12+4     20/x3



Bonus Feat
+1 skill point/level
Spells (DC = 14 + spell level)
Arcane Attunement [7/day total]
(dancing lights, detect magic, flare, ghost sound, read magic)
Armored Mage(light, medium)
Arcane Channeling
Quick Cast (1/day)
Spell Power +2


Per Day: 6/8/4

0th: acid splash, disrupt undead, ray of frost, touch of fatigue
1st: jump, resist energy, shocking grasp, true strike
2nd: dimension hop, scorching ray

Power Attack [human]
Weapon Focus (Great Axe) [campaign]
Improved Toughness [1st]
Combat Casting [Duskblade 2]
Insightful Reflexes[3rd]
Mobile Spell Casting[6th]

[B]Skill Points:[/B] 66     [B]Max Ranks:[/B] 9/4

[B]Skills:                Ranks  Mod  Misc[/B]
Climb +2                 3     +2   -3
Craft (Alchemy) +8       3     +5   --
Concentration +13*       9     +4   --
Decipher Script +14      9     +5   --
Jump +2                  3     +2   -3
Knowledge (Arcana) +14   9     +5   --
Knowledge (Planes) +14   9     +5   --
Sense Motive +11         9     +2   --
Spellcraft +16           9     +5   +2

Armor Check Penalty: -3
* +4 to cast defensively

[B]Equipment:                   Cost  Weight[/B]
+1 Great Axe               2320gp    12lb
+2 Breastplate             4350gp    30lb
Dagger                        2gp     1lb

Ring of Protection +1      2000gp     -lb
Amulet of Health +2        4000gp     -lb
Cloak of Resistance +1     1000gp     -lb

Potion (Cure Light) [3]     150gp     -lb
Vial (Alchemist's Fire) [2]  40gp     2lb
Vial (Acid) [2]              20gp     2lb
Backpack                      2gp     2lb
Spell Component Pouch         5gp     2lb
Silk Rope (50')              10gp     5lb

Trail Rations [7 days]      3.5gp     7lb
Waterskin                     1gp     4lb           

                  Total 13903.5gp

[B]Total Weight:[/B] 67lb (medium load)
[B]Money:[/B] 96 gp 5 sp 0 cp
Chester is a burly teddy bear of a man. He's big, but more squishy than physically intimidating. Behind his unassuming exterior, however, lurks a mind like a steel trap. He always had a quiet, somewhat reserved demeanor. He was raised in a village that was an unusual blend of elves and humans living together. His large size and soft spoken nature left him somewhat isolated from the other children, and he could often be found lurking at the edges of society, observing rather than participating.

He did have one fast friend however, one of the half-breeds that were still rare despite the blended community. Demmon's mixed blood left him out from the regular childhood groups as well, but he and Chester got along well enough. It was Demmon's father, the elven half of his parentage, that first truly noticed Chester's mind. The boy didn't say much, but when he spoke it was always with uncanny intelligence behind his words.

And so Demmon's father convinced the young Chester to take up the study of magic. Demmon himself was more concerned with the way of the sword, and so Chester split himself between sparring with Demmon and studying under Demmon's father. The paired styles worked well for him, and eventually he moved on to study under elves that had mastered both steel and magecraft. Chester's mind grew apace with his magical studies, and the constant physical training softened his girth some, but he would never share the build of his elven tutors.

Eventually the two friends grew to manhood, and Demmon got it into his head to join the military. Chester, stayed behind, devoted to his studies and training, always believing there was more to learn. And so the two parted, but remained friend and wrote each other constantly. Until a few years later, when the letters from Demmon suddenly ceased without explanation. Unable to receive any response to the fate of his friend, Chester instead decided to follow in his footsteps. . . and then a mission . . . and some blue gas . . . and now Chester awakes in a field, lost, his thoughts scattered . . . and in his hand, a letter from someone named Demmon?[/sblock]


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First Post
Zzerki, poison dusk lizardfolk 5th Rogue (ECL 6)
small Humanoid (Reptilion), CN,
50, 3'2, 75, Male, Yellow Dragon eyes, Green scale skin, no hair, black stripes on his back and tail

STR: 16 10point
DEX: 20 10point+2race+1level
CON: 16 6point+2race
INT: 14 6point
WIS: 12 4point
CHA: 10 4point-2race

Hit Points: 35 / 35
Hit Dice: 5d6+15 (XXX hp)
Speed: 30ft
Initative: +5 (+5 DEX)
AC: 21 (+0 Armor, +1 Deflection, +5 DEX, +1 Size, +4 Natural, +XX <other>; touch 17, flat-footed 21)
BAB/Grapple: +3/+2

Fort: +4 (+1 Base, +3 CON, +XX <bonus>)
Ref: +9 (+4 Base, +5 DEX, +XX <bonus>)
Will: +2 (+1 Base, +1 WIS, +XX <bonus>)

  • +1 dagger +11 (1d3+4 19-20x2)
  • TWF +9/+9 daggers (1d3+4/+2 19-20x2

Special Attacks:
  • 2claw 1d3 and bite 1d3

Special Abilities:
  • hold breath
  • Low light vision
  • Poison use
  • Sneak attack +3d6
  • Trapfinding
  • Evasion
  • Trap sense +1
  • Uncanny Dodge

Skills: (80 points, max ranks 8/4)

  • Balance 9 (0 Ranks, +5 Dex, +4
  • Bluff 8 (8 Ranks, +0 cha)
  • Disable Device 10 (8 Ranks, +2 Int)
  • Hide 22 (8 Ranks, +5 Dex, +4, +5)
  • Jump 8 (0 Ranks, +3 Str, +4)
  • Listen 9 (8 Ranks, +1 Wis)
  • Move Silently 18 (8 Ranks, +5 (Dex, +5 item)
  • Open Lock 7 (2 Ranks, +5 Dex)
  • Search 10 (8 Ranks, +2 (Int)
  • Sence Motive 7 (6 ranks, +1 Wis)
  • Spot 9 (8 Ranks, +1 Wis)
  • Slight of Hand 13 (8 Ranks, +5 Dex)
  • Tumble 13 (8 Ranks, +5 Dex)

  • Weapon focus(Dagger)
  • Weapon Finess (Dagger)
  • TWF

  • Common
  • Draconic
  • Sylvan
  • Halfling

  • +1 dagger (x3) (6806gp, 2.25lbs.)
  • Ring of Protection +1(2000gp, -lbs.)
  • Amulet of nat armor +1(2500gp, -lbs.)
  • Boots of Elvenkind(2500gp, 1lbs.)
  • 194gp
Total weight carried -- 3.25lbs.
Light load -- 57lbs., medium -- 114.75lbs., heavy -- 172.5lbs., lift -- XXXlbs., push -- XXXlbs.




zzerki grew up as part of an outcast tribe that lived on the outskirts of a major town. There he learned the nececity of hiding, and hitting hard and fast. as the years progesed Zzerki got better and better at it. Soon after hit what would have been his 30th birthday, he was caugt by a major noble while he was attempting to "liberate" some of the Nobles jewelry. Given the skill it took to get that far, and the fact that most of the lizard folk around there were considered useless slaves, Zzerki was given an option. Join the army or the loss of his right hand. Zzerki took joining the army.

Beond his expectations, he found that he enjoyed the work he did. He was offten used in covert strikes against bandits or toublesome nobles. he carried out most missions with zeal, preforming without flaw. then this mission happened, and he has no memories beond waking up, sourounded by people he think he knows.

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Voadam the Traveller

Voadam, Human Barbarian 1, Wizard 5
Medium Humanoid (Human), NG,
30s, 6'2", 220 lbs, male, blue eyes, tanned and weathered skin, brown hair, full beard, scars

STR: 16 (+3)
DEX:14 (+2)
CON: 16 (+3)
INT: 20 (+5)
WIS: 8 (-1)
CHA: 10 (+0)

Hit Points: 48 / 48
Hit Dice: 1d12+4 + 5d4+20 (48 hp)
Speed: 40ft
Initative: +2 (+2 Dex )
AC 16 (+4 armor, +2 Dex); touch 12, flat-footed 14
BAB/Grapple: +3/+6

Fort: +6 (+3 Base, +3 CON)
Ref: +3 (+1 Base, +2 DEX)
Will: +3 (+4 Base, -1 WIS,)

  • unarmed strike +6 melee (1d3+3)
  • +6 melee X+3
  • +5 ranged
  • <Weapon> + ranged, XXX' (XXdXX+XX XXxX)

Special Attacks:
  • favored enemy outsiders [Evil] +2

Special Abilities:
  • Spell casting- wizard
  • Fast Movement +10 ft.

Skills: (71 points, max ranks 9/4)
  • Climb +7 (4 Ranks, +3 str)
  • intimidate +4 (4 Ranks,)
  • Listen +3 (4 Ranks, -1 Wis)
  • Ride +6 (4 Ranks, +2 Dex)
  • Survival +3 (4 Ranks, -1 Wis)
  • Swim +7 (4 Ranks, +3 Str)
  • Diplomacy +4 (2 Ranks(cross class), +2 <synergy KN>)
  • Bluff +2 (2 Ranks(cross-class))
  • Concentration +8 (5 Ranks, +3 Con)
  • Knowledge Arcana +10 (5 Ranks, +5 Int)
  • Knowledge Dungeoneering +6 (1 Ranks, +5 Int)
  • Knowledge Local +6 (1 Ranks, +5 Int)
  • Knowledge Nature +6 (1 Ranks, +5 Int)
  • Knowledge Nobility +10 (5 Ranks, +5 Int)
  • Knowledge Planar +10 (5 Ranks, +5 Int)
  • Knowledge Religion +10 (5 Ranks, +5 Int)
  • Spellcraft +10 (5 Ranks, +5 Int)

  • Blindfight
  • Combat Reflexes
  • Craft Wondrous Items
  • Deflect Arrows
  • Extend Spell
  • Improved Unarmed Strike
  • Improved Toughness

  • Common
  • Tuigan
  • Orcish
  • Abyssal

  • Black robes (-gp, -lbs.)
  • Blessed Book (6,250 gp 500 xp, 1lbs.)
  • Spellbook (-gp, 1 lbs)
  • Spells scribed into book (all srd 1-6 + lesser acid orb, elemental burst, ice knife, magnetism, steam breath, fire orb, thunderlance, energy buffer (3,000gp, -lbs.)
  • Headband of intellect +2 (2,000gp 80 xp, -lbs.)
  • wand of grease 50 charges (750 gp, -lbs.)
  • Scroll of water breathing (375 gp, -lbs.)
  • Scroll of false life (150 gp, -lbs.)
  • Scroll of rope trick (150gp, -lbs.)
  • Scroll of knock (150gp, -lbs.)
  • Scroll of levitate (150gp, -lbs.)
  • Scroll of see invisibility (150gp, -lbs.)
  • Scroll of locate object (150gp, -lbs.)
  • Scroll of mirror image (150gp, -lbs.)
  • Scroll of command undead (150gp, -lbs.)
  • Scroll of see invisibility (150gp, -lbs.)
  • Scroll of obscuring mist (25gp, -lbs.)
  • Scroll of comprehend languages (25gp, -lbs.)
  • Scroll of disguise self (25gp, -lbs.)
  • scroll of mount (25 gp, -lbs.)
  • scroll of unseen servant (25gp, -lbs.)
  • scroll of light (12.5 gp, -lbs.)
  • scroll of message (12.5 gp, -lbs.)
  • scroll of ghost sounds (12.5 gp, -lbs.)
  • scroll of mage hand (12.5 gp, -lbs.)
  • scroll of read magic (12.5 gp, -lbs.)
  • scroll of open/close (12.5 gp, -lbs.)
  • backpack, rope, food, alcohol, and sundries (~10gp, 5lbs.) 3,215 gp
Total weight carried -- 7lbs.
Light load -- 76lbs., medium -- 153lbs., heavy -- 230lbs., lift -- 230/460lbs., push -- 1,150lbs.

Class: (4/5/3/2; spell save DC 15 + spell level; <notes>)
  • 0th- detect magic x2, light, prestidigitation,
  • 1st- color spray, enlarge person, lesser acid orb, mage armor x2X,
  • 2nd- Extended Mage Armor, web, false life
  • 3rd- Fireball, Haste

Spells known:
  • 0th- All in srd
  • 1st- All in srd, lesser acid orb, elemental burst
  • 2nd- All in srd, ice knife
  • 3rd- All in srd, magnetism, steam breath

Non srd spells
[SBLOCK]Elemental Burst
Level: 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 10-ft. burst
Duration: Instantaneous (see text)
Saving Throw: Reflex half or negates (see text)
Spell Resistance: Yes
When you cast this spell you designate a target point-an item composed of one of the five elements (wood, fire, water, stone, or air). The item then releases the magical energy within it in a sudden, explosive burst. The effects of the burst depend upon the element that makes up the target item:
Wood, Metal, or Stone: The item throws off sharp slivers. Creatures within the burst take 1d8 points of damage (half with a successful Reflex save).
Fire: The fire shoots out glowing sparks, causing 1d4 points of damage. This is a fire effect.
Water: Water pushes out in a sharp wave, knocking creatures within the burst prone. A successful Reflex save allows an affected creature to remain standing. Creatures add a +4 bonus to their saving throws for each size categories they are larger than Medium-size, or a -4 penalty for each size category they are smaller than Medium-size. Creatures with more than two legs, or otherwise exceptionally stable creatures, get a +4 stability bonus.
The spell does not noticeably affect the structure of the target item.

Lesser Acid Orb
Conjuration [Acid]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: Up to five creatures or objects, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: No
An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed at a ranged touch attack to hit your target. If you miss, there is no splash damage.
For every two levels of experience past 1st, you gain an additional orb that you shoot at the same time. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five orbs at 9th level or higher. If you shoot multiple orbs, you can have them strike a single creature or several creatures. A single orb can strike only one creature. You must designate targets before you roll for SR or roll damage.

Ice Knife
Conjuration (Creation) [Cold]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: One icy missile
Duration: Instantaneous
Saving Throw: (see text)
Spell Resistance: Yes
A magical shard of ice springs from your hand and speeds to its target. You must succeed at a normal ranged attack to hit. For every two caster levels, you gain a +2 modifier on the ranged attack roll. The shard deals 1d8 points of piercing damage, plus 1d8 points of cold damage and 2 points of cold Dexterity damage. Creatures that are immune to cold damage take no Dexterity damage. A successful Fortitude save reduces the cold damage by half and negates the dexterity damage.
A miss creates a shower of ice crystals in a 10-foot-radius burst centered where the shard lands (see the rules for grenade-like weapons on page 138 of the Player’s Handbook), the icy burst deals 1d8 points of splash damage. A creature within the burst area can make a Reflex save to only take half damage.
Material Component: A drop of water or a piece of ice.

Level: 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No
This spell allows you to draw iron or steel objects to yourself by projecting a magnetic ray at any object within range. The magnetic ray draws objects to you with an effective Strength score of 30. Each round the spell lasts, you can target one item with a ranged touch attack.
If you hit an item that another creature is holding (such as a weapon), you and the creature holding the item must make opposed rolls, as if you were making a normal disarm attempt. You add your base attack bonus and the ray’s Strength bonus (+10) to your roll. Your opponent uses a melee attack roll modified by +4 if she is using a weapon in two hands. If the weapon is larger or smaller than your size, your opponent gets an additional +/- 4 per size category difference. If you win the opposed roll, the weapon flies from your opponent’s hand to your own. If you hit an attended item, such as a weapon at someone’s belt, the creature wearing the item can make a Reflex save to keep hold of the item.
If you hit an unattended item that is not secured or too heavy for the ray to lift, it flies to your hand. If the item is secured in some way, you can make a Strength check (using the Strength bonus of the ray) to break or burst whatever is securing it.
Material Component: A piece of lodestone.

Steam Breath
Level: 3
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell allows you to expel a breath of superheated steam, which billows forth from your mouth and fills a cone with scalding clouds of mist. Creatures within the mist take 1d6 points of fire damage per caster level (maximum 10d6). The steam clouds dissipate instantly after their damage is done.
Material Component: A glowing piece of charcoal doused with water.

Fire Orb
Conjuration [Fire]
Level: Sor/Wiz 4
As acid orb, except fire orb deals fire damage. A creature struck directly takes the orb’s damage, and the flash of heat dazes it for 1 round. A dazed creature can take no actions (cut defends itself normally). A successful Fortitude save reduces damage by half and negates the daze effect.

[Acid Orb]
Conjuration [Acid]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One or more creatures or objects, no two of which can be more than 30 ft. apart.
Duration: Instantaneous
Saving Throw: Fortitude half (see text)
Spell Resistance: No
One or more orbs of acid about 3 inches across shoot from your palm at their targets. You must succeed at a ranged touch attack to hit your target. The orbs deal a total of 1d6 points of acid damage per caster level (maximum 15d6), divided any way you see fit, but a single orb must deal at least 1d6 points of damage. You declare the damage division before making your attack rolls.
A creature struck directly takes the orb’s damage and becomes nauseated from the acid’s noxious fumes for 1 round. A successful Fortitude save reduces damage by half and negates the nausea.
If you miss, acid splashes in a 10-foot burst, dealing 2 points per die of damage dealt by that orb. A successful Reflex save reduces splash damage by half.

Evocation [Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium 0 ft.
Effect: A spear-like beam
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
A faint, gray, shimmering force in the general shape of a staff or spear springs from your hand. You can freely make the force retract or grow to any size from 1 foot to 20 feet, but it always remains a straight lance of force. This gives you natural reach of 20 feet. You can use the thunderlance to make powerful melee attacks.
The thunderlance strikes as a Huge longspear, dealing a base 2d6 points of damage (crit x3). You only need one hand to wield the thunderlance, and you suffer no nonproficiency penalties if you do not have Martial Weapon Proficiency (longspear). The thunderlance strikes with a Strength score equal to 12 + your caster level (maximum +15) which replaces your own Strength score when you make attack and damage rolls with the spell.
If you successfully strike a target protected by any force effect of 3rd level or lower, such as a shield or mage armor spell, the thunderlance may dispel the force effect in addition to damaging the target. Make a dispel check against the caster who created the effect. If you succeed, the effect is dispelled. The thunderlance remains whether you succeed or fail at this check.
You can choose to attack objects or to use the Strength score of the thunderlance for Strength scores involving breaking or damaging items.
Material Component: A small metal spear.

Energy Buffer
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Touch
Target: You
Duration: 24 hours or until discharged
This abjuration grants you protection against damage from any type of energy: acid, cold, electricity, fire or sonic. The spell protects your equipment as well. Whenever you are exposed to energy damage, a multi-hued aura covers your body and absorbs up to 1d6 points per caster level (maximum 15d6) of whatever type of energy triggered the effect. The protective aura lasts for 1 round or until it absorbs all the damage it can, whichever comes first. Once the aura begins absorbing damage, you cannot change the type of damage it absorbs.
Energy buffer overlaps (and does not stack with) endure elements, resist elements, and protection from elements. If you are warded by energy buffer and one or more of the other spells, the energy buffer spell absorbs damage until it is exhausted, no matter what type of energy the other spells ward against. If you are subjected to a second type of energy after energy buffer is activated, any warding spell that protects you from the second type of energy is still effective.
For example, Mialee casts energy buffer on herself and also receives protection from elements (fire) and resist elements (cold) from Jozan. Later, a white dragon and a group of ogres ambush Mialee’s party. The ogres hurl flasks of alchemist’s fire at Mialee, which triggers her energy buffer spell. The buffer easily absorbs all the fire damage Mialee would have suffered, and the protection from elements (fire) spell absorbs nothing. Later, in the surprise round, the white dragon looses its breath weapon. Because Mialee’s energy buffer spell is absorbing fire damage, it is ineffective against the cold damage the dragon’s breath weapon deals, but Mialee still gets the benefits of the resist elements (cold) spell.[/SBLOCK]

XP: 19,420 / 21,000

A big bear of a man over six feet tall, he wears his brown hair long and sports a full beard. His eyes are steel blue, and he bears the many scars of a hard life.



Gregarious and friendly but calculating

Voadam was born to a viking culture on a world far removed from Toril. He journeyed across his world as a mercenary until he encountered a banished drow noble who he got to take him on as an apprentice in the wizardly arts, later he journeyed to mongolic lands and studied under a wujen who taught him magics and the complimentary martial arts of the lotus petal style. He became a sailor of the void between worlds and visited many realms including Toril. At various points he has been a merchant prince, a mercenary, a wanted outlaw, imperial adviser, and a witch/demon/vampire hunter. He has made deals with demons and fought side by side with paladins. How he came to be on this field with this group is unknown to him, but the fact that he was working with such a varied party does not strike him as odd nor that he would be part of a special military unit.

He has some vague memories of rifting to Toril with a demon nemesis, being stripped of power and items and planning to rebuild himself to confront the demon again. He had plans to recover treasure he had left behind, contact the elven armada, and to perform mercenary work to earn money for spell acquisitions.

More in-depth stuff [SBLOCK] Viking warrior background, homeland fell to dragon lord fiend army, fled to new lands learned magic from a drow, went to oriental/mongol land, learned martial arts and studied under a wu jen then mongolic shaman, eventually went spelljamming to multiple worlds (including Toril) gated into a dream world where he became a merchant prince, then back to spelljamming, into Ravenloft, then sucked out of there by vampire theurge major ritual on postapocalyptic Greyhawk banewarrens world where he became a witch, demon, and vampire hunter, and now onto current campaign.

FR history spelljammed into Toril at waterdeep, met Blackstaff when arrived, went on adventure across Faerun for Daerlune at request of sister Sune and Lathander priestesses heading into desert defeated blue dragon with elven cleric and knows password to glyphed up hidden treasure hoard he couldn't carry at the time, then agreed to be spy for evermeet elves as spelljammer mercenary, did so, infiltrating scro but never made it back after things went bad there (dream gate and ravenloft intervened). Was on Toril during 2e era (i.e. after Time of Troubles, pre some of the stuff in the 3e FRCS)

FR contacts Khelben Blackstaff Arunsun, met briefly in Watedeep.
Samantha, priestess of Sune in Daerlune, quested for her, briefly trysted.
Aliantha, priestess of Lathander in Daerlune, quested for her, sister of Samantha.
Agrinja, devil summoning desert shaman of shark totem, he was Voadam's guide in desert.
Zwingli, wizard, adventured with him on Daerlune quest, he was revealed as Thayan spy and lost to succubus he summoned.
Azuth temple in Daerlune, Voadam studied magic there after Daerlune quest.

Waterdeep history Arrived at the port on his spelljamming hammer ship years ago.
Was met by Blackstaff briefly.
Toured the city for shore leave and some merchant trading.
Broke up a slaving ring.
Got contacted in the undercity by renegade drow rune mages about possible mercenary work against matriarchy, but Lolth clerics arrived and killed them.
Accepted Daerlune Quest of two sister priestesses to acquire object to protect their city against Red Wizard threat and left city for long time.
Returned much later and accepted elven offer to go to Evermeet for spy mission requiring non elves.

Recent history The green disintegration ray dissipated as it hit the demon's hide. Voadam silently cursed at the spell's failure then cast another green ray of eldritch destruction. As the second one splashed harmlessly against the demon's innate magical defenses Brok scrambled to draw out another scroll and chanted the invocation to pierce Voadam's invisibility. "Plan B" Voadam thought after proving the demon's resistaces to his direct spells. Direct magic was a longshot against demons anyway and Voadam had known Brok was unlikely to fall but it was worth the attempt and would throw him off guard for Plan B. There it was, Brok was drawing Voadam's old enchanted bastard sword and starting to fly around trying to get the wizard in range of his divination. Brok and the warlock had narrowly failed to finish off the bound and stipped wizard after taking care of the elves and Voadam had been hounding them and their minions ever since, killing their undead and witch priestess, now targeting the Bane demon before he planned to go after the warlock. Plan B was to use a magnetism spell to grab back Voadam's blade then teleport away to Ptolus and get the Cuthbert cleric to bless the blade the next day when Voadam would return bursting with war mastery magics and illusions so he could engage Brok in melee and pierce his physical defenses. Once Brok was dead, Voadam would retrieve the items the demon had stolen from him and then leave to prepare an attack against the warlock. Neither could flee the area as they were trying to tap the power of the ancient menhirs and would not leave that prize for Voadam to collect, and neither really cared how many minions Voadam vanquished as long as they continued on their path of power. Voadam's plan for the warlock was to use limited wish to negate the other's magic and then strangle him since without the demon or undead Voadam felt he could overpower the tiefling physically without minions interrupting or the warlock using his dimensional magic to escape. Then the magical menhirs would be Voadam's and he could tap its power like he had the druidic Water Shard Lake. Voadam moved to the side, Waldo and the pixie invisibly accompanying him and prepared to cast the magnetism spell.

Unfortunately it was at that exact moment that the warlock activated the druid Stones again and a huge wave of magical energy washed throughout the town. Voadam had anchored himself through a ley line to the nexus that was the druidic elemental Water Shard far to the North, a fundamental artefact of the world he had been studying with the renegade demon Rhunad. While this gave him some extra power for his magics, it also caused massive interference when the two magics collided. Space and time ripped at the point of contact, directly centered on Voadam, and a black hole erupted around him. "No!" he screamed, "Not now! Not Again! No!".

Favorite Foods 1. a cooked spider delicacy the drow enjoy that non elves sometimes find deathly poison (Voadam doesn't have the common allergy for it) picked up the taste when apprenticed to his first magical mentor.
2. No Lobster, an invisible lobster like crustacean found in the dream realm that he enjoyed on his travels there when he was hosted in a magical component supplying town at "The Second of Three Inns on the First of Three Places".
3. Fried Flumph, he doesn't know what Flumphs are, except that they are good eating and the Melnibonean elven ambassador in the dream realm offered some fine ones when he hosted Voadam and his entourage. The ambassador was impressed that Voadam ate them with relish without hesitation. :heh:

The loves of Voadam's Past a nymph he rescued from some kobolds
mongol princess, Voadam bested every martial artist in her clan, but she bested him
Samantha, priestess of Sune from Daerlune, casual fling
Charon, tiger priestess, short tryst in dream world
Sith lord psion, voadam's political protege in dream world
Sarah, paladin who liked Voadam's pick up line of "If I don't detect as evil, can I buy you a drink?" adventured with him in Banewarrens, but she went deeper on church orders and was turned into a wight that Voadam had to destroy.

Voadam's magical teachers
Karnash, drow knight and wizard
Genji, Wu Jen taught oriental magics and martial arts, heavy into aromatic smokes
Minotaur ice mage, voadam killed him and studied his fell magics
Mongol Shaman, lightning and flight magic
Temple of Azuth in Daerlune FR granted him access to their library after he aided the city.
Ineverted Pyramid, magical secret society that Voadam joined in Ptolus on postapocalyptic Greyhawk world
Various spell tradings.

Prophecy by witches about Voadam[SBLOCK]A prophecy Voadam heard from three witch sisters. One Eye referred to Voadam's orcish henchman while Traveller was Voadam.

The three sisters are standing near a large, gnarled oak tree that borders the small road they are walking on (and which you can now see).

To your left is the one with slightly wild hair, dirty hands, and amusty odor. We'll call her the "Dirty" one for now.

To the right is the one with slender long fingers and bad breath. We'll call her "Fingers" for now.

In the middle is the slightly thicker (though that makes her merely skinny rather than emaciated) one with somewhat graying hair. We'll call her the "Old" one.

Fingers looks agitated but has her hands folded neatly near her stomach. She speaks first, "Thy presence is unwelcome, Traveler."
"Or welcome," corrects Dirty.
"It depends on your intentions," says Old.

Old speaks again, "We knew you would come, though the method by not."
"With or without One Eye," says Dirty.

Fingers suddenly speaks in a clarion voice, "Lo! Behold the Traveler and the One Eye, their destiny is written in thunder and sky!"

The sky is somewhat fairer now, less cloud cover letting more of the setting sunlight through. The fog drifting around in swirls. The air tastes foul.

"Know you your destiny?" asks Dirty.
"Or perhaps should we tell you?" asks Old.

Voadam answers "I would be most interested in your telling, ladies. Destiny is a fast river that carries you along, but how skilled a sailor you are determines whether you enjoy the ride. Which way do you see the river bending? And do you think I should prepare to swim?"

"Draw near and pay heed, One Eye and Traveler!" intones Fingers.
"Your destiny is betwixt that of two great houses."
"Many two great houses."
"One, shackled to life and free in death."
"Two, the heart that rots from within."
"Three, wayward children of a lesser god."

Then they begin speaking so quickly and in such similar monotones that you have trouble following who is saying what....

"The river stretches onward,"
down or up
through or around
in secret or in glory
to share or to save."

Then pause and appear to be trembling and exhausted.

"You will redeem or destroy the House of Vladaam, Traveler" states the Old one.

"You will recall or deny the race denied itself, One Eye" states Fingers.

"Thy destinies are like the vine, twixt trellace and wind, sun and earth, fire and sky, touched by the Earthsong yet comforted by unending unlife," states Dirty.

"Seek thy assistance where you least expect, thy life in thy demise, and thy glory in thou humbled." The old one says with finality.

"When you have made THE CHOICE," emphasizes Fingers.
"Seek us under the black moon of the west," continues Dirty
"And receive thy reward." finishes Old.[/SBLOCK]

Familiar - Waldo After barely defeating a minotaur ice mage, Voadam studied the magics of his spellbook (which had been inscribed on the skin of dead elves) while he recovered from the goring he had suffered on the mage's horns before Voadam snapped the minotaur's neck. One of the magics therein related to calling and binding powerful animal familiars. Once he was strong enough, Voadam left the minotaur's ice maze and cast the spell on the bank of a mighty river. A giant otter answered his call, a spirit that seemed to complement Voadam's own, a clever creature that often found itself in trouble.

Mechanically, Waldo had been done out as a 5HD dire otter, using the 5th level greater familiar spell from Relics and Rituals and using stats for a dire weasel with swim speed replacing blood drain. Magic items for him included a collar that allowed him to learn and speak languages, a ring of protection +1, and a ring of swimming.

The many death's of Voadam[SBLOCK]1 torn apart by gargoyles and on death's door. Natural healing brought him back after a month.
2 poison needle trap nicked him, an elixir of life brought him back.
3 basilisk gaze petrified him, ring of earth elemental command restored him.
4 Bled to death in the jaws of a giant shark commanded by the Whisperer of Impossible Secrets. The world's Great Druid brought him back.
5 The god known as the True Child of Chaos cried out when a party member brought up sad memories in conversation with the god and Voadam's soul was ripped from his body and cast into a spiritual whirlpool/maelstrom. The god later restored him.
6 After being energy drained by wights and spectres at the command of a vampire theurge Voadam used his staff of thunder and lightning to blow up his wand of wonder causing a magical explosion. Cuthbert clerics raised him.
7. Harpy archer tagged him with a crit arrow to the lungs. Coautl healed him up from dying.

Magic ritual experience 1. Ritual magic from Relics and Rituals, participated in ritual to reseal Banewarrens, did not use new ritual skill, but I forget whether it was concentration, knowledge arcane, or spellcraft that we used instead.
2 ley line stuff from Heroes of High Favor: Elves. (This is online from their website as a web enhancement/preview).

Trapped dragon hoard To the south of Daerlune in the desert Voadam and an elven war priest were ambushed by a blue dragon. Fighting with mighty magics the two vanquished the beast and discovered his hidden underground cave wherein it kept its hoard. Not having sufficient resources on hand to gather and transport the loot they mostly left it intact and warded the cave with magics then left to accomplish their quest for the city. Among the wards were several glyphs that Voadam has the password to, and wizard locks on several of the chests. The hoard consisted of piles of gold, a magical sword that could detect magic, and assorted minor magic items that were not easily portable. The priest joined Voadam on many adventures but did not make it out of the world of Ravenloft as Voadam did.

Goals 1 reconnect with familiar Waldo who got separated in transdimensional rift
2 Go to evermeet to make spy report for elven armada.
3 Recover dragon treasure.
4 Figure out rift, ley line, and ritual knowledge.
Last edited:

Nero Kingsley

First Post
[sblock=Dunestrider, half-giant psychic warrior.]
Dunestrider, Half-Giant Psychic Warrior - lvl 6
Medium Giant (Psionic), Chaotic Neutral
42 years old, 7'11", 334 lbs, male, pale blue eyes, deep coppery skin, black braided hair.

STR: 18 (+4)
DEX: 12 (+1)
CON: 18 (+4)
INT: 10 (+0)
WIS: 16 (+3)
CHA: 10 (+0)

Hit Points: 55 / 55
Hit Dice: 6d8+24 (55 hp)
Speed: 30ft
Initative: +5 (+1 DEX, +4 Improved Initiative)
AC: 23 (+10 Armor, +2 Shield, +1 DEX; touch 11, flat-footed 22)
BAB/Grapple: +3/+7

Fort: +8 (+4 Base, +4 CON)
Ref: +2 (+1 Base, +1 DEX)
Will: +4 (+1 Base, +3 WIS)

  • Psychokinetic Maul +1 - +7 melee (2d8+1d4+5)

Special Attacks:
  • Stomp 1/day

Special Abilities:
  • Naturally Psionic
  • Powerful Build
  • Fire Acclimated
  • Low Light Vision

Skills: (18 points, max ranks 9/4)
  • Concentration +13 (9 Ranks, +4 ATB)
  • Search +9 (9 Ranks, +0 ATB)

  • Exotic Weapon Proficiency (Maul)
  • Weapon Focus (Maul)
  • Psionic Weapon
  • Improved Initiative
  • Power Attack
  • Cleave
  • Quick Draw

  • Common

  • Psychokinetic Maul +1 (8315gp, 20lbs.)
  • Full Plate +2 (5650gp, 50lbs.)
  • Heavy Wooden Shield (7gp, 10lbs.)
  • Backpack (2gp, 2 lbs.)
  • Flint and Steel (1gp, 0lbs.)
  • Bedroll (1 sp, 5lbs.)
  • 50 ft. of Silk Rope (10gp, 5lbs.)
  • x5 Sunrods (10gp, 5lbs.)
  • 4gp, 9sp.
Total weight carried -- 97lbs.
Light load -- 100lbs., medium -- 200lbs., heavy -- 300lbs., lift -- 600lbs., push -- 1500lbs.

Power save = DC 13 + power level.
  • 1st- Biofeedback, Chameleon, Skate.
  • 2nd- Body Adjustment, Empathic Transfer, Psionic Levitate.

XP: 15,000 / 21,000

Dunestrider towers in at 7 feet 11 inches and 334 pounds. His skin has a deep, coppery complexion from years of toiling in sun. His pale blue eyes are a drastic contrast to his skin, and his braided black hair is tied into a ponytail in the back. When not clad in platemail for combat, Dunestrider enjoys dressing in the fine clothing noble's often wear and has fine tastes for jewels.

Dunestrider is generally indifferent, if not a little stand-offish towards those he does not know. His friendship and trust are slow to earn, but long to last. He does his best to call things as he sees them and goes with his gut instinct more often than not. He is not particularly skilled with words nor gifted with a silver tongue and relishes the opportunity to leap into the fray of battle.

Dunestrider, along with all of his kin, was born in captivity as a slave in a harsh desert land ruled by cruel sorcerer-kings. They were bred to serve as skilled warriors and laborers, and any half-giant who survived early childhood could only look forward to a life of suffering and misery. This idea did not settle well with Dunestrider, and he fled deeper into the desert to escape his captors and start a new life.

Indeed, he did start a new life. Several weeks after his escape with very little supplies, he stumbled upon a hidden outpost of other half-giant escapees, who gave him his name immediately after watching him approach their camp. He was initiated into their ranks and emblazoned his right arm with a stylized tattoo of a winged sword, to symbolize his flight to freedom and his newfound penchant for the style of fighting the other half-giants practiced - combining the power of the blade with the power of the mind.

After several years of living and growing stronger with his new family, it all came to an abrupt stop when the sorcerer kings discovered them. Dunstrider watched in terror as close friends were engulfed in flames or frozen in place with horrific expressions still on their faces from the sorcerer kings' spells. Not knowing what to do, he fled.

Though he lived to escape the deserts and find civilization, Dunestrider was shamed forever by his retreat in his people's time of need. To always remind himself, he heated a blade and pressed it to the left side of his face, the tip just below his eye and the length of the blade running straight down to his jaw line. He continued to practice the way of the psychic warrior, though he felt he needed to put his skills to greater use to redeem himself in his own eyes. Not knowing what else to do, he joined a military organization where he could do what he did best - fight.


Skitha, Female Half-Orc Monk 5 Drunken Master 1
Medium Humanoid, Lawful Good,
19, 118, 6", Female, Blue eyes, Brown skin, Brown hair

STR: 18+2+2 (+6)
DEX: 16 (+3)
CON: 16 (+3)
INT: 14-2 (+2)
WIS: 10 (+0)
CHA: 10-2 (-1)

Hit Points:
Hit Dice: 6d8+18 (46 hp)
Speed: 40ft (Monk)
Initative: +7 (+3 DEX, +4 Feat)
AC: 16 (+1 Armor, +0 Shield, +3 DEX, +0 Size, +1 Deflection, +0 Natural, +1 Monk,;

touch 14, flat-footed 13)
BAB/Grapple: +10/+14

Fort: +12 (+6 Base, +3 CON, +2 Great Fortitude, +1 Cloak of Resistance)
Ref: +10 (+6 Base, +3 DEX, +1 Resistance)
Will: +5 (+4 Base, +0 WIS, +1 Cloak of Resistance)

  • Unarmed Strike +8 melee (1d8+5)
  • <Weapon> +XX ranged, XXX' (XXdXX+XX XXxX)

Special Attacks:
  • Flurry of Blows +6+6 melee (1d8+4)

Special Abilities:
  • Darkvision 60 ft.
  • Orc Blood
  • Wisdom Bonus to AC: Does nothing
  • Flurry of Blows
  • Evasion
  • Still Mind
  • +2 Class bonus to Escape Artist
  • Fast Movement
  • Slow Fall -20 Feet
  • Ki Strike: Magic
  • Purity of Body
  • Drink Like a Demon (Each drink reduces Int and Wis by 2, Increases Str or Con by 2)
  • Improvised Weapon Bonus Damage

Skills: (40 points, max ranks 9/9)
  • Jump +11 (+4 Ranks, +5 Str, +2 Tumble Synergy, +4 Speed Bonus)
  • Tumble +11 (+8 Ranks, +3 Dex, +0 <bonus>)
  • Escape Artist +14 (+9 Ranks, +3 Dex, +2 Cobra Strike)
  • Hide +5 (+2 Ranks, +3 Dex, +0 <bonus>)
  • Move Silently +5 (+2 Ranks, +3 Dex, +0 <bonus>)
  • Balance +10 (+5 Ranks, +3 Dex, +2 Tumble Synergy)
  • Listen +5 (+5 Ranks, +0 Wis, +0 <bonus>)
  • Sense Motive +5 (+5 Ranks, +0 Wis, +0 <bonus>)
  • Concentration +12 (+9 Ranks, +4 Con, +0 <bonus>)

  • Dodge (Cobra Strike Monk)
  • Mobility (Cobra Strike Monk)
  • Great Foritude
  • Improved Unarmed Strike (Monk)
  • Improved Grapple
  • Weapon Focus Unarmed
  • Improved Initiative

  • Common
  • Orc
  • Gnoll

  • Gauntlets of Ogre Power +2 (4000gp, 4lbs.)
  • Cloak of Resistance +1(1000gp, 1lbs.)
  • Ring of Sustenance (2500gp, 0lbs.)
  • Bag of Holding type I (2500gp, 0lbs.)
  • Hand of the Mage (900gp, 0lbs.)
  • Bracers of Armor +1 (1000gp, 0lbs.)
  • Ring of Protection +1 (2000gp, 0lbs.)
  • 20 Gallons of Ale (4gp, 160lbs.)
  • 20 Pitchers of Wine (4gp, 120lbs.)
Total weight carried -- XXXlbs.
Light load -- XXXlbs., medium -- XXXlbs., heavy -- XXXlbs., lift --

XXXlbs., push -- XXXlbs.








Eglath Goliath Fighter 5

Eglath Lostfate Thuliga, Goliath Fighter 5
Medium Humanoid, NG,
22, 7'9", 300 pounds, Male, green eyes, light gray mottled skin, no hair, lithoderms

STR: 24 (11+10 points+4 Racial+1 Level+2 enhancement)
DEX: 13 (8+8 points-2 Racial)
CON: 16 (8+6 points+2 Racial)
INT: 14 (8+6 points)
WIS: 12 (8+4 points)
CHA: 14 (8+6 points)

Hit Points: 47 / 47
Hit Dice: 5d10+15 (47 hp)
Speed: 30ft (20' When wearing heavy armor)
Initiative: +1 (+1 DEX)
AC: 23 (+10 Armor, +0 Shield, +1 DEX, +0 Size, +0 Natural, +1 Ring, +1 feat; touch 12, flat-footed 21) Armor check penalty -4
BAB/Grapple: +5/+12
Patron: Kavaki, the Ram-Lord and the Goliath pantheon

Fort: +7 (+4 Base, +3 CON)
Ref: +2 (+1 Base, +1 DEX)
Will: +2 (+1 Base, +1 WIS)

+1 Long Axe +14 melee (3d6+14 20x3)
MW Cold Iron Large Morning Star +13 melee (2d6+7 20/x2)
Large Javelin +6 ranged, 30' (1d8+7 20x2)

Special Abilities:
Powerful Build—treat as large for opposed checks and weapon size
Mountain Movement-Standing jumps as running jumps also climbs at ½ speed without penalty
Acclimated—no penalties for altitude
Low Light Vision

Skills: (32 points, max ranks 8/3)
Climb +15(8+7Str)
Intimidate +8(6+2Cha)
Jump +15(8+7Str)
Swim +9(2+7Str)
Tumble xx +4(1+1Dex+2Syn)
Search xx +4(2+2Int)
Sense Motive xx +4 (1+1Wis+2Race)

Exotic Weapon, Long Axe
Weapon Focus, Long Axe
Power Attack
Weapon Specialization, Long Axe
Heavy Armor Optimization


+2 Full Plate(4650gp, 50lbs.)
+1 Ring of Protection (2000gp)
Gauntlets of Ogre Power (4,000gp, 0lbs.)
+1 Large Long Axe(2370gp, 14lbs.)
MW Studded Leather (156gp, 20lbs.)
MW Cold Iron Large Morning Star (324gp, 12lbs.)
Large Javelins x10 in quiver (20gp,40lbs)
Explorer’ Outfit (0gp,0lbs.)
Earthsilk Rope 100’ (24gp,14lbs.)
Backpack (2gp,2lbs.)
Belt Pouch x2 (2gp,1lbs.)
Bedroll (2sp,5lbs.)
Winter Blanket (5sp,3lbs.)
Grappling Hook (1gp,4lbs.)Flint and Steel (1sp,0lbs.)
1 Weeks Rations (6gp,7lbs.)
Potion of Cure Light Wounds x4 (200gp,0lbs.)
Sunrod x5 (10gp,5lbs.)
Torches x2 (2cp,2lbs.)
Total weight carried -- 172lbs.
Light load -- 168lbs., medium -- 174-346lbs., heavy -- 327-520lbs., lift -- 520lbs., push -- 2600lbs.

Coins--33gp, 10 sp, 8cp 10 gp gem x10

XP: 17,000 / 21.000

Eglath is fairly unremarkable as Goliath’s go, but among flatlanders he is an exotic sight standing just short of eight feet tall and weighing 300 pounds. His head is hairless with a pronounced jaw line and strong brow ridge. The eyes are brilliant green and in the shadows almost seem to glow softly with an inner light. His skin is light gray with darker patches and dotted with lithoderms. He is massively muscular. He has a large birthmark on his upper back and a scaring on his chest from an unfortunate slide down a rocky cliff. His voice is gravely and deep with a thick dwarven accent when speaking common. He typically wears a comfortably worn suit of fine studded leather dyed a light gray, but when going into battle he has a suit of full plate. He carries a huge long handled axe, a cold iron morning star and a quiver of massive javelins.

Eglath is friendly and loves games of all types. He is very competitive and does not hesitate to partake of sporting events or gambling. He enjoys telling and listening to stories as well. He is fond of dwarves and gnomes, but has had less experience with humans, elves and halflings and may be a little slower to warm to them. He is slow to anger and rarely starts a fight, but once engaged in battle he is confident and tenacious. He is motivated by the cause of good, protecting the land—particularly the mountains and the wealth beneath them, and not above working for pay as well.

Eglath was born to the Thuliga some 22 summers ago. He was born with an unfortunate birthmark that obscures part of the natural mottling associated with a Goliath’s fate. This marked him as an unusual child with an uncertain future. He took some teasing from other Goliath children for his birthmark and choose the path of a warrior to earn the respect of his people. He developed his skills and muscles until other boys no longer felt it wise to tease young Eglath. They still tended to talk about his behind his back and he never felt totally welcome among his own people. Just over a year ago Eglath fell sliding down a rocky cliff during a game cliff-climb. He skinned his chest badly further marring the patterns on his skin. Eglath found himself the brunt of much speculation or worse pity. Unlike most of his kin, he took to wearing armor to cover the markings of his body. Feeling frustrated and unwelcome, he eagerly volunteered for a trade mission to dwarven lands and found he like these small people. He choose not to return to his clan, but instead to explore other races and cultures. He supported himself by finding work as a guard, mercenary or simple laborer—any job where his unusual size and strength were assets. He used the profits to acquire fine dwarf made gear and trained hard to improve his skills. Slowly, he has moved further and further from his mountain homeland in the Crystalmists looking for interesting places and cultures as well as profitable work.

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First Post
For some reason I forgot to post this earlier. Anyway, here's Lugka.

Lugka the Fierce
Male Vanarra
Summoner (UA varient) 1/Druid 5
True Neutral
Middle Aged

Str 5 (-3) (8 base, 0 points, -2 racial, -1 age)
Dex 10 (+0) (8 base, 3 points, -1 age)
Con 16 (+3) (8 base, 13 points, -1 age)
Int 18 (+4) (8 base, 8 points, +2 racial, +1 age)
Wis 22 (+6) (11 base, 13 points, +2 racial, +1 age, +1 level)
Cha 10 (+0) (8 base, 3 points, -2 racial, +1 age)

Hit Points: 45 (1d4+4d8+1d6+18)
AC: 10 (10 base, +0 dex), Touch: 10, Flatfooted: 10
Initiative: +0
BAB: +3, Grapple: +0
Speed: 30 feet, 20 ft. climb

  • Fort: +7 (+0 wizard, +4 druid, +3 con)
  • Ref: +1 (+0 wizard, +1 druid, +0 dex)
  • Will: +12 (+2 wizard, +4 druid, +6 wis)
  • +0 melee, quarterstaff, 1d6-3, 20/x2
Skills 24 wizard, 40 druid (64 total)
  • Concentration +12 (9 ranks, +3 con)
  • Handle Animal +9 (9 ranks, +0 cha)
  • Knowledge (Arcana) +12 (8 ranks [4 cross-class], +4 int)
  • Knowledge (Nature) +13 (9 ranks, +4 int)
  • Listen +15 (9 ranks, +6 wis)
  • Spot +15 (9 ranks, +6 wis)
  • Spellcraft +12 (7 ranks, +3 int, +2 feat)
  • Speaks Common, Vanara, Giant, Goblin, Spirit Tongue, Sylvan
  • Armor Check Penalty: -0
  • Precocious Apprentice (Level 1 – Campaign Bonus – Complete Aracane)
  • Practiced Spellcaster (Level 1 – Character – Complete Arcane)
  • Augmented Summoning (Level 1 – Wizard Bonus)
  • Natural Bond (Level 3 – Character – Complete Adventurer)
  • Natural Spell (Level 6 – Character)
Vanara Racial Traits
  • Size: Medium
  • +2 Int, +2 Wis, -2 Str, -2 Cha
  • Base Speed: 30 ft, 20 ft. climb
  • +4 balance and jump, +2 hide and move silently
  • Low-light vision
  • Favored Class: Shaman or Druid
Special Abilities
  • Familar (Wizard 1)
  • Animal Companion (Druid 1)
  • Nature Sense (Druid 1)
  • Wild Empathy (Druid 1)
  • Woodland Stride (Druid 2)
  • Trackless Step (Druid 3)
  • Resist Nature’s Lure (Druid 4)
  • Wild Shape 1/day (Druid 5)
Caster Levels:
  • CL 5 Wizard
  • CL 5 Druid
Wizard Spells Prepared
  • Cantrips: 3/day, Detect Magic, Light, Mage Hand,
  • 1st Level: 2/day, Mage Armor, Enlarge Person
  • 2nd Level: 2/day, Wraithstrike x2
Druid Spells Prepared
  • Orisons: 5/day, Create Water, Cure Minor Wounds x2, Guidance, Light
  • 1st Level: 5/day, Enrage Animal (SC), Entangle x2, Produce Flame, Spider Hand (BoVD)
  • 2nd Level: 4/day, Cloudburst (CD), Decomposition (SC), Bite of the Wererat, Master Air (SC)
  • 3rd Level: 2/day, Bite of the Werewolf (SC), Call Lightning
  • Quarterstaff (4 lbs.)
  • Druid’s Vestment-10,000 gp, - lbs.
  • Wand of Lesser Vigor-750 gp, - lbs.
  • +1 leafweave studded leather (for companion)-2,530 gp, 15 lbs.
  • Spellbook
    • Cantrips
      • Acid Splash (½ page)
      • Arcane Mark (½ page)
      • Daze (½ page)
      • Dancing Lights (½ page)
      • Detect Magic (½ page)
      • Detect Poison (½ page)
      • Disrupt Undead (½ page)
      • Flare (½ page)
      • Ghost Sound (½ page)
      • Light (½ page)
      • Mage Hand (½ page)
      • Mending (½ page)
      • Message (½ page)
      • Open/Close (½ page)
      • Prestidigitation (½ page)
      • Ray of Frost (½ page)
      • Read Magic (½ page)
      • Resistance (½ page)
      • Touch of Fatigue (½ page)
    • Level 1
      • Benign Transposition (SC) (1 page)
      • Comprehend Languages (1 page)
      • Enlarge (1 page)
      • Grease (1 page)
      • Mage Armor (1 page)
      • Shield (1 page)
      • Spellflower (SC) (1 page)
    • Level 2
      • Wraithstrike (2 pages)
    • Blank Pages: 81.5
  • 72 Platinum Piecess (2 lbs.)

Razorclaw the Fleshraker Dinosaur (Animal Companion) (MM III)

Medium Animal
Hit Dice: 6d8+12 (36 hp)
Initiative: +5
Speed: 50 ft.
Armor Class: 27 (10 base, +5 dex, +8 natural, +4 armor)
Base Attack/Grapple:+4/+8
Attack: Claw +8 melee (1d6+4 and poison)
Full Attack: 2 claws +8 melee (1d6+4 plus poison) and bite +6 melee (1d6+2) and tail +6 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping Pounce, Poison, Rake 1d6+2
Special Qualities: Low-light vision, Scent, Link, Share spells, Evasion
Saves: Fort +7, Ref +10, Will +4
Abilities: Str 18, Dex 20, Con 15, Int 2, Wis 14, Cha 12
Skills: Hide +14, Jump +26
Feats: Improved Natural Attack (claw), Virulent Poison (SS), Multiattack


Leaping Pounce: When a fleshraker charges, it leaps high into the air above its prey, attempting to knock it to the ground. This ability functions much like the pounce special attack. However, a fleshraker’s incredible jumping ability makes its leaping pounce particularly deadly.

When a fleshraker charges a foe, it can make a full attack, including one rake attack. If a fleshraker successfully hits and damages a target of its size or smaller that it pounces on during a charge, it can make a free trip attack without provoking attacks of opportunity. If the fleshraker wins the opposed trip check, it can make an immediate grapple check. If it succeeds, the opponent is considered grappled and pinned on the ground beneath the fleshraker. On each subsequent round, the fleshraker can deal automatic claw and rake damage with a successful grapple check against a pinned opponent.

If a fleshraker fails the opposed trip check, it cannot be tripped in return. If it successfully trips its opponent but fails the subsequent grapple check, the opponent is still prone in the fleshraker’s square, but it is not grappled or pinned.
Poison: Injury, Fortitude DC 16, initial damage 1d6 dex, secondary damage 1d6 dex. The save DC is constitution based.
Rake: Attack bonus +2 melee, damage 1d6+2
Skills: Fleshrakers have a +8 bonus on hide checks and a +6 racial bonus on jump checks. The hide bonus increases to +10 in forested areas.


Voadam's puzzle pieces

City of Balstion, has 10 magic posts warning of danger "the Ungotu"
Everstar, neighbor of Balstion recently entered border war with Delvestia
Delvestia, Everstar declared war on Delvestia over border issues
Althora, village with mage's guild, suffering from attacks of Mandin bandits
Jadaren small hamlet near Althora missing people
Swamps home to lizardmen with tome of Xiphid
Desert Wastes
Mordkinal Grokkun worked in church of Johan in Mordkinal five years ago on border of Desert Wastes
Fire Peaks chain of volcanoes
Mehedren place halfway around the world has branch of wizard's guild battling a rebound in the half-dragon power center that used to rule that land

Brother Markus the herald, priest of Johann in Althora
Aldren teacher of Grokkun cleric of Johann in Balstion

Orillous Von Barkus history nut in Althora
Morand and Torlin heroes of legend who banished Xiphid

Alexander Fonthane The Red Wizard, headmaster of the Althora Wizard's Guild
Tarken Kilvon, the Blue Wizard third in rank at Wizard's Guild
Horris, gatekeeper of wizard's guild

Sabastian, Mandin bandit
Yogoth leader of the Mandin bandits
Xiphid, demon lord, aspect bound by Demmin Mass, ordered to serve Yogoth, maneuvering to kill Yogoth, wants to kill the Ungotu

Xiphid, conquered the world ages ago but overthrown and banished, now his aspect is freed and controlled by Demmin Nass.
Aspect: A gaunt 12-foot-tall creature resembling a mummified human corpse with rusty red skin, thick greenish black hair, a hooded black cloak, and eyes, teeth, and nails like poisonous verdigris. In his hand is a scythe to match his size.

Johan, a good god

During the dark time the five human nations took up the sword against each other, Wolf, Lion, Bear, Dragon, and Cockatrice. They fought to the point that each of their kingdoms were almost erradicated. They then scattered to the wind leaving their cities to rot. If you are one of them you are of a lost nation. One that has not been seen in 2000 years.

Fire Peaks a chain of volcanoes that separated the humans and the rest of the world after the First Great War.

Wizard guild ranks:
Brown, White, Orange, Yellow, Black, Green, Blue, Red with the most members being in the bottom 4 groups.
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First Post
Kralek Hardcheese, Half-orc Cleric 5/Hand of Johan 1
Medium Humanoid, LG
27, 6'4", 195 lbs, Male, Orange eyes, Gray skin, Black hair

STR: 15 (+2)
DEX: 12 (+1)
CON: 14 (+2)
INT: 12 (+1)
WIS: 18 (+4)
CHA: 14 (+2)

Hit Points: 42 / 42
Hit Dice: 6d8+12 (42 hp)
Speed: 20 ft
Initative: +1 (+1 DEX)
AC: 23 (+10 Armor, +0 Shield, +1 DEX, +0 Size, +1 Natural, +1 Deflection; touch 12, flat-footed 22)
BAB/Grapple: +4/+6

Fort: +8 (+6 Base, +2 CON)
Ref: +2 (+1 Base, +1 DEX)
Will: +10 (+6 Base, +4 WIS)

  • +1 Greatsword +8 melee (2d6+5)

Special Attacks:
  • Turn Undead
  • Flame of Censure

Special Abilities:
  • Darkvision
  • Orc Blood
  • Healing Domain
  • Strength Domain
  • Weapon of the Exorcist

Skills: (27 points, max ranks 9/4.5)
  • Concentration +14 (8 Ranks, +2 CON, +4 Combat Casting)
  • Intimidate +3 (1 Rank, +2 CHA)
  • Heal +7 (1 Rank, +4 WIS, +2 Healer's Kit)
  • Knowledge (Religion) +9 (8 Ranks, +1 INT)
  • Knowledge (the Planes) +5 (4 Ranks, +1 INT)
  • Sense Motive +8 (3 Rank, +4 WIS)
  • Spellcraft +4 (3 Ranks, +1 INT)

  • Weapon Focus (Greatsword)
  • Augment Healing
  • Combat Casting
  • Sacred Boost

  • Common
  • Orcish
  • Celestial

  • Golden Holy Symbol of Johan (25 gp, 1 lbs.)
  • +1 Greatsword (2350 gp, 8 lbs.)
  • +2 Full Plate (5650 gp, 50 lbs.)
  • Healer's Kit (50 gp, 1 lbs.)
  • Ring of Protection +1 (2000 gp, 0 lbs.)
  • Amulet of Natural Armor +1 (2000 gp, 0 lbs.)
  • Wand of cure light wounds (50 charges) (750 gp, 0 lbs.)
  • 2 days of trail rations (1 gp, 2 lbs.)
  • Pearl of Power, 1st level spell (1000 gp, 0lbs.)
  • Hunk of goat cheese (0.2 gp, 1 lbs.)
  • Backpack (2 gp, 2 lbs.)
  • Waterskin (1 gp, 4 lbs.)
  • Whetstone (0.02 gp, 1 lbs.)
    80 pp
    44 gp
    17 sp
    28 cp
Total weight carried -- 65 lbs.
Light load -- 66 lbs., medium -- 67-133lbs., heavy -- 134-200lbs., lift -- 400lbs., push -- 1000lbs.

Class: (Cleric 5; spell save DC 14 + spell level)
  • 0th (5/day): detect magic x2, light, read magic, guidance
  • 1st (4+1/day): nimbus of light, bless, shield of faith, protection from evil, cure light wounds (D)
  • 2nd (3+1 per day): spiritual weapon, align weapon, lesser restoration, bull's strength (D)
  • 3rd (2+1 per day): magic circle against evil, flame of faith, cure serious wounds (D)
XP: XXX,XXX / XXX,XXX[/sblock]
Kralek is a large, burly half-orc who is curiously well-groomed. His gray skinned-face is clean-shaven and his hair is clean and neatly combed into a short ponytail. The half-orc's jutting tusks are clean and white, and somehow manage to complement his dignified appearance. His orange eyes are bright and fearsome, yet hold a spark of compassion and love. He is protected by a shining suit of plate mail with gold-alloyed joints. Over the chestpiece of his armor he wears a white tunic with the symbol of Johan embroidered in gold. A heavy looking greatsword hangs on his back and seems to shimmer with a soft light.

Born the son of a goat-farming half-orc couple, Kralek received the semi-decent upbringing denied to many of his race. At a young age, his parents mustered their savings and paid to send him to a boarding school run by the Church of Johan, where Kralek would spend most of his younger days. After graduating with minimal problems, Kralek decided to join the church as a priest. His exceptional strength, both of body and mind, displayed over his years of service, earned Kralek a recommendation to join the ranks of the Hand of Johan, a specialized branch of the church tasked to protecting the innocent from the violence of demons, devils, and other evil outsiders. Kralek took well to such a martial role, and fights the extradimensional scourge with a rarely-seen enthusiasm.

Hand of Johan = Exorcist of the Silver Flame
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