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3.5 GREYHAWK CY 576: GREAT LEGENDS RETOLD -- CHARACTER RECORD THREAD

Tellerian Hawke

Defender of Oerth
GM:
This thread is for the convenience of both the DM and the players, being an online directory of characters and their associated stats. It is for the "reboot" of my Greyhawk campaign, entitled, "Greyhawk Cy 576: Great Legends Retold."
 

Tellerian Hawke

Defender of Oerth
Re-Boot Parameters, Starting Stats, and Background Information

97EED255-ED1B-46B4-A003-22E16067AD6A.jpeg

GM:
THE BEGINNING OF THE NEW HERITAGE CAMPAIGN:


This will be a COMPLETE reset of my Greyhawk Campaign, and will be run separately from my main campaign, under the title:

GREYHAWK CY 576: GREAT LEGENDS RETOLD

The current year is CY 576; all is exactly as it is written in the World of Greyhawk boxed set.

I will NOT be using the second boxed set (Greyhawk: From The Ashes) and the Greyhawk Wars will NEVER happen.

I want to play in the world that the first boxed set describes, because it has always been, and always will be, my favorite D&D campaign setting.

Deities in use will be restricted to the Greyhawk, Norse, and Egyptian Pantheons (see Deities & Demigods 3.0 Ed Handbook.)

Current date: Coldeven 14, CY 576: One week after Tellerian's 24th birthday.

GM:
BACKGROUND INFO: TELLERIAN HAWKE


Tellerian's Father: Terryl Hawke ("The Wandering Watchknight") - Elf Fighter, Follower of Corellon Larethian. Retired adventurer, whose family disowned him for marrying a Human girl. Terryl's age as of CY 576: 203 years old. (Birthdate: Sunsebb 22, CY 373.) Terryl began adventuring at the age of 140 (CY 513) and didn't retire until the age of 178 (CY 551.) Thus, his adventuring career spanned 38 years. Meeting his wife was one of the major motivations for his retirement, because he no longer wanted her to be in harm's way, especially considering her shorter lifespan, being a Human. Final level: 16th Level Fighter. Rolled Max Age: 350 + [64,57,100,68] = 350 + 289 = 639 years old. (He will die sometime in CY 1012.)

Tellerian's Mother: Cherienne Eriksson-Hawke ("The Red Blade of Rel Mord") - Human Rogue, Follower of Rudd. Retired adventurer, who met her husband when he rescued her from captivity in a Hobgoblin lair. Cherienne's age as of CY 576: 58 years old. (Birthdate: Planting 11, CY 518.) Cherienne was an adventurer for 14 years, from the age of 19 (CY 537) till the age of 33 (CY 551.) She had been with Terryl since the age of 25 (CY 543.) Upon retiring, she and Terryl were officially wed, and the following year, Tellerian, her first child, was born. Final level: 13th Level Rogue. Rolled Max Age: 70 + [16,17] = 70+33 = 103 years old. (She will die sometime in CY 621.)

Place of Residence: The Hawke Family currently resides in the hamlet of Willip, in the Kingdom of Furyondy. Family Fortune (After Hawke's parents sold all of their old magical adventuring gear): 112,000 gp. (This is enough to live in a fancy, three-story house, with 10 acres worth of estate lands, and employ 5 servants, living a fancy lifestyle, for perpetuity.) Two of the 10 estate acres are comprised of a small vineyard; two of the servants, both gardeners, help Cherienne to cultivate and maintain the vineyard. The vineyard yields about 4,000 bottles per harvest cycle.

Tellerian Hawke: Half-Elf Fighter, Follower of Thor. Ex-soldier, who served for 4 years in the Royal Army of Furyondy, achieving the rank of Sergeant at Arms. Tellerian was a member of the Ninth Cavalry Unit, known as "The Longriders." Tellerian enlisted in the army at the age of 20, and was (recently, last week) released from service on his 24th birthday. Tellerian's age as of CY 576: 24 years old. (Birthdate: Coldeven 07, CY 552). Tellerian will be middle-aged at the age of 62 (CY 614); Max Age = 125 + 3d20 (Not yet rolled; min = 128, avg = 155, max = 185.) Thus, he currently has 38 years where he will be in his "adventuring prime."

GM:
BACKGROUND ON NIMBAR THE WATCHER:


Nimbar Gustavsson, aka "Nimbar The Watcher": Human Scout, Follower of Odin. Nimbar served with Tellerian in the same unit; he joined at the same time that Tellerian did, and thus, his service was up at the same time as well, thus, they were both released from duty on the same day. Nimbar's age as of CY 576: 22 years old. (Birthdate: Fireseek 19, CY 554); Nimbar will be middle-aged at the age of 35 (CY 589); Max Age = 70 + 2d20 (Not yet rolled; min = 72, avg = 90, max = 110.) Thus, he currently has 13 years where he will be in his "adventuring prime."

As was common in the olden days, Nimbar's mother died during childbirth, leaving his father to raise him alone. Nimbar's father, Gustav Eriksson, was a retired army scout for the Royal Army of Furyondy, 17th Ranger Battalion. ("The Forest Runners.") Gustav's age as of CY 576: 51 years old. (Birthdate: Patchwall 02, CY 525); Max Age = 70 + 2d20 = 70 + (12,15) = 70+27 = 97 years old. (He will die sometime in CY 622.) Final level: 14th Level Ranger. Gustav was in the army for 16 years, from age 13 (as a waterboy), to age 29. (He was allowed to become a soldier at age 15); He had been out of the army for only a month when Nimbar was born.

Nimbar's father lives in the capitol city of Chendl, in a private, 2-story mansion. Gustav's personal fortune = 45,000 gp. (Enough to live comfortably for the rest of his life, and still leave his son a goodly inheritance.)

GM:
OTHER INFO:


As third level characters, Hawke and Nimbar (and the other characters as well) would normally start off with 2,750 gp. (250 starting + 2,500 from level.)

As characters who were born to fulfill a great destiny, all of the party members have been granted the LEGENDARY DESTINY template, which is a 0-level template that grants the following benefits:

01] Three times normal starting gold (8,250 gp.)

02] 2 free ranks in 4 different skills (player's choice, must be related to background); these skills can always be developed as if they were class skills, no matter what the charcacter's current class happens to be.

Nimbar's 4 skills (rank 2 in each): Move Silently, Survival, Listen, and Spot.

Hawke's 4 skills (rank 2 in each): Craft (Weaponsmith), Craft (Armorer), Open Lock, Sleight of Hand. (2 skills from father, 2 from mother.)

The other characters still need to pick theirs.

03] Character Creation Method: One ability set to 13, other 5 abilities rolled on percentile (mulligan rules, using OTTER table.)

Hawke's percentile rolls: 60,55,94,77,100 ---[16,15,18,17,20] and a 13
Nimbar's percentile rolls: 40,42,92,73,91 ---[15,15,18,16,18] and a 13
Arcuan's percentile rolls: 54,57,62,94,91 ---[15,15,16,18,18] and a 13
Sphynx's percentile rolls: 94,98,84,72,87 ---[18,19,17,16,17] and a 13

Hawke's starting abilities:
Str 20, Dex 18, Con 17, Int 16, Wis 15, Cha 13

Nimbar's starting abilities:
Str 13, Dex 15, Con 15, Int 18, Wis 18, Cha 16

Arcuan's starting abilities:
Str 16, Dex 18, Con 16, Int 15, Wis 18, Cha 13

Sphynx's starting abilities: (Adjusted for Gray Elf racial mods):
Str 11, Dex 19, Con 14, Int 21, Wis 18, Cha 17

GM:
More information will be added to this post over time, as need arises.
 
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MacConnell

Creator of The Untamed Wilds
Legendary Characters: Over 3 Decades of Development Past

Sphynx.jpg

Sphynx Nazcavisthene:

Sphynx's father was unknown to him. The man was a trader and explorer for the Elven village in which he lived, a village at the far edge of the civilization known as Greyhawk on the Eryptian border. Before Sphynx was born, he and the rest of his crew departed from the forest to travel across the desert to chase a rumor of a lost Nubian structure, long buried under the sand but recently uncovered in by a wind storm. The man nor the crew ever returned. Sphynx, though that is not his name, being an amalgam of the Common tongue translation of the meaning of his name, was raised solely by his mother, until the day he, too, disappeared.

His real name, in the Elven tongue of his village, meant Spectral Lynx in the Common tongue. He was so named for his alabaster white skin and cloud white hair. He was even smaller and thinner than the other Elven children and as a result, as children are so prone to engage, he was the target of much bullying and miscreant behavior. He seemed born with a natural dexterity far above that of his would-be tormentors and would easily evade their daily chase, leaving him to explore vast areas of the surrounding environment on his own. His mother was a minor deon in the druidic of Meilikki, and Sphynx would often return with floral and faunal finds to gift her.

One particular day when Sphynx was chased toward the river, he ran upstream to climb above the particular falls near the village. The climb was slow and two of the other children were significantly taller allowing them to gain ground. Fearlessly he jumped into the river and began to swim across, despite the impending danger of the falls. Three of the children decided to follow, two turned back after one was swept over the falls to his death. Across the river, Sphynx wander higher and higher onto the volcanic mount until he discovered a small, hidden, Human village.

Securely guarding the secret of its location, Sphynx was captured and taken inside by skilled, unarmed warriors. He would spend the remainder of his adolescence within the village. He lacked the discipline necessary to train in the skills pursued by the other villagers, but developed a real talent for the regularly promoted game of hide-and-seek. Though she was born long after Sphynx arrived, he developed a strong bond to one of the Human children, a friendship that would not last.

When the two were given leave to depart the hidden monastery, they wandered into the Erytian wastes to explore the lost rumors Sphynx's father had once allegedly chased. The two were captured after a fight with a Nubian sorcerer. The young girl did not survive long after the conflict, but Sphynx continued on as a servant of the magic user. The wizard never taught the Elf anything, but during the period of his enslavement, he learned, nonetheless, developing his own skill.

During a dream, he was visited by the Eryptian deity Bast, who convinced him to change his loyalties and follow her urging. One day he overcame his master, though it was by sticking a knife in him while he slept. Having begun to develop a proclivity for necromancy and at the same time an aversion to its practice, he began on missions for Bast to eliminate those who would tamper with the vessels of the dead.
BonusTotalAbilityBaseRace12345
011STR13-2
+419DEX17+2
+214CON16-2
+521INT19+221111
+418WIS181111
+317CHA17
Race: Elf
Class: Druid 1, Rogue 1, Magi 1; HD = 3
XP: 5350, .Needed for Next HD: 6000
Initiative: 1d20+8 (+4 Dex, +4 Feat)
ClassHP+2BABFSRSWS01Special
Druid10*+2: 12020231Animal Companion, Nature Sense, Wild Empathy
Rogued6+2: 50020sneak att +1d6, trapfinding
Magid4+2: 4000253Summon Familiar
Total210224--
magical sleep effects+2 save vs enchantmentslow-light vision
martial weapon proficiency+2 listen, search, spot
Common, Elven, Druidic, Nippon, Eryptian, Draconic
Weapons:
Hit#DGcritrange
Dagger0 / 411d419-20/x210'
Dart4101d4x220'
Armor:
Bracers of Defense +1+1 (armor)
Ring of Protection +1+1 (deflect)
Collectibles:
Gold Coins283
Silver Coins13
Dried Rations2 pouches
ClassPointsTotal
Druid(4 + 5)436
Rogue8 + 513
Magi(7) +2 + 514
Legend88
71
TSkillAbilityRanksElfFeat
6AppraiseINT(5)1
5BalanceDEX(4)1
5BluffCHA(3)2
2ClimbSTR(0)2
8ConcentrationCON(2)6
7Craft JewelryINT(5)2
7DecipherINT(5)2
3DiplomacyCHA(3)0
8Disable DeviceINT(5)3
4DisguiseCHA(3)1
5EscapeDEX(4)1
5Gather InformationCHA(3)2
4Handle AnimalCHA(3)1
5HealWIS(4)1
7HideDEX(4)3
3IntimidateCHA(3)0
2JumpSTR(0)2
10Know ArcanaINT(5)5
6Know GeographyINT(5)1
6Know HistoryINT(5)1
6Know LocalINT(5)1
8Know NatureINT(5)12
7Know ReligionINT(5)2
9Know PlanesINT(5)4
8ListenWIS(4)22
6Move SilentlyDEX(4)2
6Open LockDEX(4)2
9SearchINT(5)22
6Sense MotiveWIS(4)2
5Slight of HandDEX(4)1
11SpellcraftINT(5)6
8SpotWIS(4)22
7SurvivalWIS(4)12
1SwimSTR(0)1
6TumbleDEX(4)2
5Use Magic DeviceCHA(3)2
5Use RopeDEX(4)1
69
FeatHDDescription
Animal Companionfreehas not been used
Improved Initiative1+4 initiative
Martial Weapon Proficiencyfree
Nature Sensefree+2 know nature and survival
Practiced Spellcaster3+4 CL, but CL cannot exceed HD. Class = Magi.
Simple Weapon ProficiencyfreeUsed weapons include dagger and darts
Sneak Attackfree+ 1d6
Summon Familiarfreehas not been used
Trapfindingfreeself explanatory
Wild Empathyfree1d20 + druid level(1) + CHA(3)
Druid:
0-level3
Detect Magicspells and items within 60'
Lightobject shines like a torch
Read Magicread scrolls and spellbooks
1st-level2
Cure Light1d8 + 1/L (max + = 5)
Obscuring Mistfog surrounds character
Magi:
0-level5
Detect Magicspells and items within 60'
Read Magicread scrolls and spellbooks
Disrupt Undead1d6 damage to 1 undead
Ray of Frost1d3 cold damage
1st-level5
Mage Armor+4 armor bonus
Identifydetermines properties of magic items
Magic Missile1d4 + 1 damage / 2L above 1 (max x5)
Chill Touch1d6 (1 touch / L), possible -1 STR
Ray of Enfeeble1d6 + 1/2L: - STR
 
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Tellerian Hawke

Defender of Oerth
Tellerian Hawke Character Record

Tellerian Hawke Cropped 001a.jpg
Tellerian Hawke
AKA: "Hawke The Defender" AKA: "The Hammer of Justice"
Adopted Member of the Fjellkatt Tribe, Follower of Thor.
RACE: Half-Elf SEX: Male ALIGNMENT: Chaotic Good
CLASS / LEVEL: Barbarian 1 / Ranger 1 / Fighter 1 (3rd Level)
XP EARNED: 5,100 NEED FOR NEXT LEVEL: 6,000
HIT POINTS: 31 ARMOR CLASS: 17 (w/ Charge: 15, Flat-Footed: 13, w/ Charge & WF: 17, Touch: 14, w/ WF Only: 19)
SAVING THROWS: Fortitude +9 / Reflex +6 (+8 WF) / Willpower +2 (+4 EN)
BASE ATTACK BONUS (BAB): +3; Melee (BAB+Str): +8; Ranged (BAB+Dex): +7
SPEED: 30 feet; INITIATIVE: 1d20+4

PHYSICAL DESCRIPTION:

Ht:
7'4"; Weight: 227 Lbs.; Eyes: Icy Blue; Hair: Raven Black; Skin: Caucasian (Tanned); Build: Lean / Wiry / Athletic; City of Residence: Willip, Furyondy.

BASE ABILITY SCORES:

STR
20 (+5) WF: 24 (+7)
DEX 18 (+4)
CON 17 (+3)
INT 16 (+3)
WIS 15 (+2)
CHA 13 (+1)

Special Qualities: Lowlight Vision (Human distance x2), Immune to Sleep spells and similar magical effects, +2 to saves vs. enchantment spells and effects, Pounce as Lion.
Rage (Whirling Frenzy Variant) 1/Day; Favored Enemy (Arcanist); Track (Free feat); Wild Empathy.

Languages Spoken: Common, Elven, Dwarven, Draconic, Giant.

Feats: Power Attack, Improved Bull Rush, Two Weapon Fighting, Track.

Hawke's Attack Modes:

To-Hit Breakdown:


+3 From Classes
+5 From STR (During WF: +7 From STR)
+1 From MW Weapon
= +9 Total Base (+11 Total Base with WF)

Base Non-Move (Full round action, no movement, or move only 1 square):
(Dual-Wield gives -2 penalty to-hit)

Primary Hand (+7)
Off-Hand (+7)

OR:

Primary Hand (+9) [If I want to make my attack count, and forego my off-hand attack.]


Base Non-Move with Whirling Frenzy:
(Whirling Frenzy gives +2 net bonus to-hit from increased STR, but has -2 penalty to hit.)
(i.e., +11 Total Base, then -2 for WF, then -2 for Dual Wield = +7)

Primary Hand (+7)
Off-Hand (+7)
Primary Hand (WF) (+7)



Base Move & Attack (Standard action, move 2 or more squares):

Primary Hand (+9)


Base Move & Attack with Whirling Frenzy:
(Whirling Frenzy gives +2 net bonus to-hit from increased STR, but has -2 penalty to hit.)
(i.e., +11 Total Base, then -2 for WF = +9)
(No off-hand attack is possible when moving 2 or more squares.)

Primary Hand (+9)
Primary Hand (WF) (+9)



Base Charge Attack:

Primary Hand (+11) [+9 base, then Charge gives +2 bonus to hit also.]



Charge & Pounce:
(Although Charge gives +2 to hit, Dual Wielding gives -2.)

Primary Hand (Base) (+9)
Primary Hand (Pounce Full Attack) (+9)
Off-Hand (Pounce Full Attack) (+9)




Charge & Pounce with Whirling Frenzy:
(Whirling Frenzy gives +2 net bonus to-hit from increased STR, but has -2 penalty to hit.)
(i.e., +11 Total Base, then +2 for Charge, -2 for WF, then -2 for Dual Wield = +9)

Primary Hand (Base) (+9)
Primary Hand (WF) (+9)
Primary Hand (Pounce Full Attack) (+9)
Off-Hand (Pounce Full Attack) (+9)


Damage: MW Warhammer (Primary Hand): 1d8+5 (Crit: 20, x3: 3d8+15); MW Light Hammer (Off-Hand): 1d4+2 (Crit: 20, x2: 2d4+4)

Damage w/ Whirling Frenzy: 1d8+7 (3d8+21) Main Hand; 1d4+3 (2d4+6) Off-Hand.

EQUIPMENT:
Masterwork Studded Leather Armor (+3 AC, +5 Max Dex, Fail: 15%, Ack: +0, Type: Light, Speed: 30)
Masterwork Warhammer
Masterwork Light Hammer
Heward's Handy Haversack (Magical Backpack, always weighs 5 lbs.)

A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.


While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.


Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 2,000 gp; Weight 5 lb.

Bedroll x3 (3 sp) 5 lb. ea. (15 lbs.)
Winter Blanket x 3 (5 sp) 3 lb. ea. (9 lbs.)
3 Flasks of Oil (3 sp) 1 lb. ea. (3 lbs.)
3 Torches (3 cp) 1 lb. ea. (3 lbs.)
Flint & Steel (1 gp) 0.0 lb.
Small Steel Mirror (10 gp) 0.5 lb.
3 empty sacks (3 sp) 0.5 lb. ea. (1.5 lbs.)
Hammer (5 sp) 2 lb.
Crowbar (2 gp) 5 lb.
6 Pitons (spikes) (6 sp) 0.5 lb. ea. (3 lbs.)
Caltrops x 3 (3 gp) 2 lb. ea. (6 lbs.)
Silk Rope, 50' (10 gp.) 5 lb.
Grappling Hook (1 gp) 4 lb.
3 map / scroll cases (3 gp) 0.5 lbs. ea. (1.5 lbs.)
Sealing wax (1 gp) 1 lb.
Signet Ring (5 gp) 0.0 lb.
2 candles (2 cp) 0.0 lb.
Nimbar's Spell Book (3 lb.)
Ink (3 one-ounce vials) (24 gp) 0.0 lb.
2 ink pens (2 sp) 0.0 lb.
10 sheets of parchment (2 gp) 0.0 lb.


Total Cost: 70 gp.
Total Weight: 62.5 lbs. (Negated by haversack)



Gold Pieces: 5,392
(392 carried on person; 5,000 kept in locked chest in parents' house.)
Breakdown of On-Person Money, Adjusted Periodically For Spending:
52 Platinum (value = 520 Gold)
168 Gold
344 Silver

Note:
Nimbar owes Hawke 191 gp.

First Level (Barbarian): ((4+3)x4) = 28 pts.
Second Level (Ranger): 6+3 = 9 pts.
Third Level (Fighter): 2+3 = 5 pts.
Total Skill Points At 3rd Level: 42 pts. Max Rank @ 3rd: 6.

Spending Plan For 3rd Level:
Barb:
4 ranks each in these 6 skills: Climb, Intimidate, Jump, Listen, Ride, and Survival; 2 ranks in Swim; 2 points spent for literacy (28 pts.)
Ranger: 2 ranks in each of these 4 skills: Heal, Hide, Move Silently, Search; 1 rank in Spot. (9 pts.)
Fighter:1 rank in Handle Animal; 2 ranks each in Craft Armor, Craft Weapons. (5 pts.)
Template: 2 ranks each in these 4 skills: Craft Armor, Craft Weapons, Open Lock, Sleight of Hand. (8 free pts.)

Skill Name:Assoc:Ranks:Ability:Racial:Magical:Misc:TOTAL:Type:
Climb $Str4+5+9Cs
Craft (Wpn)*Int4+3+7Cs
Craft (Armor)*Int4+3+7Cs
Handle AnimalCha1+1+2Cs
IntimidateCha4+1+5Cs
Jump $Str4+5+9Cs
RideDex4+4+8Cs
Swim #Str2+5+7Cs
Open Lock*Dex2+4+6Cs
Sleight of Hand* $Dex2+4+6Cs
ListenWis4+2+1+7Cr
SurvivalWis4+2+6Cr
HealWis2+2+4Cr
HideDex2+4+6Cr
Move SilentlyDex2+4+6Cr
SearchInt2+3+1+6Cr
SpotWis1+2+1+4Cr
DiplomacyCha0+1+2+3Cr
Gather InformationCha0+1+2+3Cr

Notes: Cs = Class, Cr = Cross-Class, * = 2 free ranks from template, $ = Armor check penalty applies. # = Double the normal armor check penalty applies.


Half-Elves
(Also see the Half-Elf monster listing.)


  • Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
  • Half-elf base land speed is 30 feet.
  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
  • Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • +1 racial bonus on Listen, Search, and Spot checks.
  • +2 racial bonus on Diplomacy and Gather Information checks.
  • Elven Blood: For all effects related to race, a half-elf is considered an elf.
  • Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, his highest-level class does not count.
Base 12 (Max HD) @ 1st Level; 2nd and 3rd Level = Average (4.5 + 5.5 = 10); Con Bonus = (3x3 = 9); Total Hit Points @ 3rd Level = 31.
1st Ranger: 2/2/0; 1st Barbarian: 2/0/0; 1st Fighter: 2/0/0; Total Base = Fort +6 / Reflex +2 / Willpower +0; Ability Bonus: 3/4/2; Total Saves: Fort +9 / Ref +6 / Will +2.
1st Ranger: +1; 1st Barbarian: +1; 1st Fighter: +1; Total Class Base: +3; Total Melee (w/ Str Bonus): +8; Total Ranged (w/ Dex Bonus): +7
2WpnFighting.jpg
1st Level Feat, 3rd Level Feat, 1st Level Fighter Bonus Feat, Free Class Feat (Track); Total number of feats at 3rd Level: 4.
(Feat to pick up @ 4th Level (2nd Fighter): Two Weapon Defense.)
Base 10 + Dex (4) + MW Studded Leather (3) + Two Weapon Defense (0) + Deflection (0) + Natural Armor (0) = AC: 17.
A Facebook buddy of mine recommended this build; it looked interesting, so I am going to try and follow it.

1 Barbarian [As an adopted member of the Fjellkatt (literally, Mountain Cat) tribe, and member of the Church of Thor, Tellerian started with this class.]
2 Ranger [Army scout training]
3 Fighter [Army cavalry training]
4 Fighter [From here on out: Adventurer]
5 Warblade [Gain 3 Maneuvers, and 1 Stance; Pre-Req for Jade Phoenix Mage]
6 Wizard [This is where his interest in magical studies begins to take root.]
7 Abjurant Champion [PrC; Does not count for XP penalty]
8 Abjurant Champion
9 Abjurant Champion
10 Abjurant Champion
11 Abjurant Champion
12 Swiftblade [PrC; Does not count for XP penalty]
13 Swiftblade
14 Swiftblade
15 Swiftblade
16 Swiftblade
17 Swiftblade
18 Swiftblade
19 Swiftblade
20 Swiftblade
21 Swiftblade
22 Jade Phoenix Mage [PrC; Does not count for XP penalty]
23 Jade Phoenix Mage
24 Jade Phoenix Mage
25 Jade Phoenix Mage
26 Jade Phoenix Mage
27 Jade Phoenix Mage
28 Jade Phoenix Mage
29 Jade Phoenix Mage
30 Jade Phoenix Mage
31 Jade Phoenix Mage
32 Geometer [PrC; Does not count for XP penalty]
33 Geometer
34 Swordsage [Base Class; within 1 level of other base classes, no xp penalty]
35 Crusader [Base Class; within 1 level of other base classes, no xp penalty]
36 Master of Nine [PrC; Does not count for XP penalty]
37 Master of Nine
38 Master of Nine
39 Master of Nine
40 Master of Nine
Tellerian has been a follower of Thor since he was very young, attending a small, local church in Willip that meets weekly in the back room of the Boar's Tusk Tavern; the tavern owner, a huge man named Kordan Larsson, is the church's residing priest. When Tellerian was initiated into the church at age 10, he learned the savage ways of Kordan's tribe (the Fjellkatt Tribe), thus becoming an "adopted member." Because he was not raised as a Barbarian from birth, Tellerian did not suffer the disadvantage of being illiterate.

GM: Game Mechanics: Tellerian spent the 2 skill points from his Barbarian skills to overcome the illiteracy disadvantage.


Spiritual Totem Barbarian Class Features

Level:
1st.
Replaces: This benefit replaces the fast movement class feature.
Benefit: You gain one of the abilities described below, depending on the chosen totem. Each of these effects is a supernatural ability.

Lion Totem: Regal and intimidating, the powerful lion is a symbol of nobility among the races of the wild. By selecting him as your spiritual totem, you gain the Pounce ability (MM 313).
Pounce.jpg

Rage Variant: Whirling Frenzy

A barbarian with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action.

Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways.

A character can't use whirling frenzy at the same time that he uses any other form of rage (or similar ability).

THE FOLLOWING WON'T BE RELEVANT TO HAWKE, SINCE HE ONLY TOOK 1 LEVEL IN BARBARIAN:

At 11th level (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3.

At 20th level (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.

A barbarian using this variant doesn't gain indomitable will at 14th level. Instead, he gains evasion, but only while in a whirling frenzy.
 
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Tellerian Hawke

Defender of Oerth
Nimbar "The Watcher" Gustavsson Character Record

Nimbar-Cropped-Portrait-001.jpg
Nimbar Gustavsson

Former Army Scout, Follower of Odin
AKA: "Nimbar The Watcher" AKA: "The Unseen Eye"
RACE: Human SEX: Male ALIGNMENT: Neutral Good
CLASS / LEVEL: Beguiler 1 / Wizard 2 (3rd Level)
XP EARNED: 5,100 NEED FOR NEXT LEVEL: 6,000
HIT POINTS: 21 ARMOR CLASS: 14 (Flat-Footed: 12, Touch: 14); AC w/ Mage Armor OR Shield: 18; AC w/ Mage Armor AND Shield: 22.
SAVING THROWS: Fortitude +2 / Reflex +2 / Willpower +9
BASE ATTACK BONUS (BAB): +1
SPEED: 30 feet; INITIATIVE: 1d20+2

PHYSICAL DESCRIPTION:

Ht: 6'0"; Weight: 192 Lbs.; Eyes: Brown; Hair: Brown; Skin: Caucasian (Tanned); Build: Lean / Wiry / Athletic; City of Residence: Willip, Furyondy.
Birthplace: Blackmoor, City of Dantredun. (Nimbar was born while his parents were traveling, escorting a Royal Furyondy Diplomatic Caravan.)


BASE ABILITY SCORES:

STR 13 (+1)
DEX 15 (+2)
CON 15 (+2)
INT 18 (+4)
WIS 18 (+4)
CHA 16 (+3)

Special Qualities: Skills from background: Move Silently, Survival, Listen, and Spot. (2 ranks in each.); Summon Familiar (Wizard class ability);

Languages Spoken: Common, Elven, The Cold Tongue (Fruztii Barbarians; mixture of Suloise & Flannish), Ancient Baklunish (Spoken by Paynim Tribesmen), and Draconic.

Feats: Track (H), Eschew Materials (1), Practiced Spellcaster (Beguiler) (3), Scribe Scroll (W)

EQUIPMENT:
Ring of Protection +2 (Deflection AC) [Inherited from his father]
Explorer's Outfit
Masterwork Rapier (+3 To-Hit, +1 To Damage; [Base Damage: 1d6 (Crit: 18-20 x2: 2d6), Type: Piercing, Weight: 2 Lbs.]) Adjusted Damage: 1d6+1 (2d6+2)

Gold Pieces: 50 Silver Peieces: 177

OTTER Variant Wizard Starting Skill Package:
Concentration [1 Rank]
Knowledge (Arcana) [2 Ranks]
Knowledge (The Planes) [1 Rank]
Spellcraft [2 Ranks]
Decipher Script [1 Rank]
2nd Level Wizard: +2 Competence Bonus to Spellcraft.

Beguiler @ 1st level: ((6+4)x4)+4 = 44 pts. [Spending Plan: 11 Skills @ Rank 4 Each]:
Wizard (2nd-3rd Level): (2+4)+1 = 7 pts. per level. (14 @ 2nd Level Wizard.) + Starting Package. [Spending Plan: 4 pts. Swim (2 Ranks), 2 Ranks Each of the 5 starting skills (10.)



Skill Name:Assoc:Ranks:Ability:Racial:Magical:Misc:TOTAL:Type:
Move Silently*Dex62+8Cs
Listen*Wis24+6Cs
Spot*Wis24+6Cs
Survival*Wis24+6Cs
SearchInt44+8Cr
Open LockDex42+6Cr
Disable DeviceInt44+8Cr
Escape ArtistDex42+6Cr
HideDex42+6Cr
TumbleDex42+6Cr
Use Magical DeviceCha43+7Cr
BluffCha43+7Cr
DiplomacyCha43+7Cr
Sense MotiveWis44+8Cr
ConcentrationCon32+5Cs
Know (Arcana)Int44+8Cs
Know (The Planes)Int34+7Cs
SpellcraftInt44+2+10Cs
Decipher ScriptInt34+7Cs
SwimStr21+3Cr

Notes:
Cs = Class, Cr = Cross-Class, * = 2 free ranks from template, $ = Armor check penalty applies. # = Double the normal armor check penalty applies.

Human: Feat, 1st Level: Feat, 3rd Level: Feat, 1st Wizard Bonus: Scribe Scroll.

Practiced Spellcaster:

Benefit
Your caster level for the chosen spellcasting class increases by 4. This benefit can't increase your caster level to higher than your Hit Dice. However, even if you can't benefit from the full bonus immediately, if you later gain Hit Dice in levels of nonspellcasting classes, you might be able to apply the rest of the bonus. For example, a human 5th-level sorcerer/3rd-level fighter who selects this feat would increase his sorcerer caster level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level, he would gain the remainder of the bonus and his sorcerer caster level would become 9th (since he now has 9 Hit Dice). A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat's effect. This feat does not affect your spells per day or spells known. It increases your caster level only, which would help you penetrate spell resistance and increase the duration and other effects of your spells.

Special
You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster.

NOTE:
Nimbar is apprenticed to a local Human Wizard who lives in Willip, named Sir Walter Fenwick, a former Knight-Commissioned Wizard for the Royal Army of Furyondy. Sir Walter was Nimbar's first Arcane Tactics Instructor in the army, serving in the same unit as a sub-commander, with direct authority over Nimbar's (and Tellerian's) platoon, as well as three other platoons; Sir Walter is now retired (as of last year), and has recently agreed to continue teaching Nimbar on an occasional, come-and-go basis. Sir Walter has promised to leave Nimbar largely to his own devices, although he made him promise to run the occasional "errand" for him, meaning that Nimbar will occasionally be required to travel on Sir Walter's behalf. Sir Walter's tower is the second tallest structure in Willip, second only to the Royal Viceroy's tower. It was Sir Walter's excellent and rigorous instruction that allowed Nimbar to acquire this feat. Sir Walter is currently (as of CY 576) 53 years old. He is in remarkable health for a Human of his age.

BASE 10 (MAX HD @ 1st Level), 2nd and 3rd Level = Average (2.5 + 2.5 = 5); Con Bonus = (2x3 = 6); Total Hit Points @ 3rd Level = 21.

Beguiler (1st): +0, Wizard (2nd): +1 = Total: +1

Beguiler (1st): 0/0/2, Wizard (2nd): 0/0/3, Abilities: 2/2/4 = Fortitude +2 / Reflex +2 / Willpower +9

BASE 10 + Dex (2) + Deflection (2) + Natural Armor (0) + Armor (0) + Shield (0) = Total AC: 14 (Touch: 14, Flat-Footed: 12)

INT Bonus: (1st,2nd,3rd,4th): 1-1-1-1
Beguiler 1st level: 0-Level: 5, 1st Level: 3 (w/Bonus: 5, 4); (Note: Mage Armor = +4 AC, 1 Hour Per Level) (CL: 3rd) (Whelm = 2d6 Non-Lethal Damage)
Wizard 2nd Level: 0-Level: 4, 1st Level: 2 (w/Bonus: 4, 3)

Beguiler-Spells-001.jpg

Wizard Spells Memorized:
0-Level: Detect Magic x2, Read Magic x2
1st Level: Shield x3 (+4 AC, 1 Min. Per Level)

SPELL DCs: Int (4) + Spell Level + 10:
0-Level: DC 14
1st Level: DC 15

Spellbook (Wizard):

0-Level Spells:

All 0-Level Spells.

1st-Level Spells:
01. Shield
02. Mage Armor
03. Magic Missile
04. Identify
05. Charm Person
06. Ray of Enfeeblement
07. Tenser's Floating Disk
08. Disguise Self
09. Magic Weapon
BAB: +1; Strength: +1; Masterwork Weapon (Rapier): +1; TOTAL = +3 To-Hit, +1 To Damage.
1 Beguiler b1
2 Wizard w1
3 Wizard w2
4 Wizard w3
5 Wizard w4
6 Ultimate Magus w5/b1
7 Ultimate Magus w6/b2
8 Ultimate Magus w7/b3
9 Ultimate Magus w8/b3
10 Ultimate Magus w9/b4
11 Ultimate Magus w10/b5
12 Ultimate Magus w10/b6
13 Ultimate Magus w11/b7
14 Ultimate Magus w12/b8
15 Ultimate Magus w13/b9
16 Mindbender w14
17 Unseen Seer w15
18 Unseen Seer w16
19 Unseen Seer w17
20 Unseen Seer b10
21 Unseen Seer b11
22 Unseen Seer b12
23 Unseen Seer b13
24 Unseen Seer b14
25 Unseen Seer b15
26 Abjurant Champion b16
27 Abjurant Champion b17
28 Geometer b18
29 Geometer w18
 
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Tellerian Hawke

Defender of Oerth
MAPS OF VARIOUS AREAS

GM:
Here is a picture of my framed maps from the World of Greyhawk boxed set. They only cover the central Flanaess. It's a huge campaign map, but it is by no means a map of the entire continent of Oerik (as you shall see.)



MAPS-01.jpg



GM:
Here is a map of MOST (still not ALL) of the continent, with two areas (The Flanaess, and The Eryptian Empire) highlighted in black.




Comparison Areas 001.jpg
 

Tellerian Hawke

Defender of Oerth
OTTER VARIANT: POINT BLANK RANGE

This is an OTTER VARIANT rule; It will apply in the CY 576 campaign. It will probably appear in the Official OTTER Manuscript. However, this rule will NOT apply in the Dyvers campaign, since that campaign is experimental to begin with.

POINT BLANK RANGE:

The Point Blank Shot feat has changed.

At less than 30 feet, ANYONE using a missile or thrown weapon will receive +1 to hit and damage.

If a PC or NPC has the Point Blank Shot feat, that bonus increases to +3 to hit and damage; i.e., the +3 overlaps / does not stack with the +1 bonus above.



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Open Game License v 1.0
Copyright 2000, Wizards of the Coast, Inc.

System Reference Document (SRD) Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

OTTER System Core Rules Copyright 2015-2019, OTTER Entertainment, LLC.; Author: Christopher A. Altnau, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, and James Wyatt.
 
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