Tellerian Hawke

Defender of Oerth
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."

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Tellerian Hawke

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



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


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.


Tellerian's Father: Terryl Hawke ("The Wandering Watchknight") - Gray 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."


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.)


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:

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

More information will be added to this post over time, as need arises.
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Creator of The Untamed Wilds
Legendary Characters: Over 3 Decades of Development


Sphynx Nazcavisthene:

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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 2 (4th Level)
HIT POINTS: 39 ARMOR CLASS: 18 (w/ Charge: 16, Flat-Footed: 14, w/ Charge & WF: 18, Touch: 15, w/ WF Only: 20)
SAVING THROWS: Fortitude +10 / Reflex +6 (+8 WF) / Willpower +2 (+4 EN)
BASE ATTACK BONUS (BAB): +4; Melee (BAB+Str): +9; Ranged (BAB+Dex): +8
SPEED: 30 feet; INITIATIVE: 1d20+4


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

Tellerian Hawke CY576 Campaign.png


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

Development: 4th Level: +1 INT (17.)

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, Two Weapon Defense.

Hawke's Attack Modes:

To-Hit Breakdown:

+4 From Classes
+5 From STR (During WF: +7 From STR)
+1 From MW Weapon
= +10 Total Base (+12 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 (+8)
Off-Hand (+8)


Primary Hand (+10) [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., +12 Total Base, then -2 for WF, then -2 for Dual Wield = +8)

Primary Hand (+8)
Off-Hand (+8)
Primary Hand (WF) (+8)

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

Primary Hand (+10)

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., +12 Total Base, then -2 for WF = +10)
(No off-hand attack is possible when moving 2 or more squares.)

Primary Hand (+10)
Primary Hand (WF) (+10)

Base Charge Attack:

Primary Hand (+12) [+10 base, then Charge gives +2 bonus to hit also.]

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

Primary Hand (Base) (+10)
Primary Hand (Pounce Full Attack) (+10)
Off-Hand (Pounce Full Attack) (+10)

Charge & Pounce with Whirling Frenzy:
(Whirling Frenzy gives +2 net bonus to-hit from increased STR, but has -2 penalty to hit.)
(i.e., +12 Total Base, then +2 for Charge, -2 for WF, then -2 for Dual Wield = +10)

Primary Hand (Base) (+10)
Primary Hand (WF) (+10)
Primary Hand (Pounce Full Attack) (+10)
Off-Hand (Pounce Full Attack) (+10)

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.

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

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:
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)*Int5+3+8Cs
Craft (Armor)*Int5+3+8Cs
Handle AnimalCha2+1+3Cs
Jump $Str4+5+9Cs
Swim #Str2+5+7Cs
Open Lock*Dex2+4+6Cs
Sleight of Hand* $Dex2+4+6Cs
Move SilentlyDex2+4+6Cr
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.

Fighter (2nd) = (2) + 3 = 5 pts. (1 Handle Animal, 2 ea. in Craft Armor / Wpns.)

(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. 4th level: (5.5) + 3 = 8.5 = 39.
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. --2nd Fighter: 3/0/0; Total Saves: Fort+10 / Ref +6 / Will +2.
1st Ranger: +1; 1st Barbarian: +1; 2nd Fighter: +2; Total Class Base: +4; Total Melee (w/ Str Bonus): +9; Total Ranged (w/ Dex Bonus): +8
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.)
2nd Level Fighter Bonus Feat.
Base 10 + Dex (4) + MW Studded Leather (3) + Two Weapon Defense (1) + Deflection (0) + Natural Armor (0) = AC: 18.
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

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).

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).


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 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)
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
SPEED: 30 feet; INITIATIVE: 1d20+2


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.)

NimbarCY576 screenshot(1).png


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)

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
Open LockDex42+6Cr
Disable DeviceInt44+8Cr
Escape ArtistDex42+6Cr
Use Magical DeviceCha43+7Cr
Sense MotiveWis44+8Cr
Know (Arcana)Int44+8Cs
Know (The Planes)Int34+7Cs
Decipher ScriptInt34+7Cs

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:

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.

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.

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)


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

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.)


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

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.


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
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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.

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