Greyhawk Return of the Slave Lords - Part 2 [Full again]


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Karl Green said:
sounds Kewl... if you want to post it here first that would be great or post it over in the Rogue's Gallery
I'll post here first.

Basics are...

Garynn Wildsong. Gnome Druid 4/ Bard 2 Neutral good.
Animal companion is a badger
favorite instrument is the "pan pipes"
 

Hi Karl,

I was actually reading (and enjoying) the IC thread, so I'm psyched that there might be an opening! I'd very much like to join, although as I am currently at work I don't have access to any of my books. I'll post my character idea when I get home tonight.

Blue
 



Nadariad, Male Baklunish Mnk5/Clr1

Here's the beginning of a character. If you don't think she will fit into the campaign, let me know. I have a few other ideas in the back of my mind.

Nadaria bet Meslahan, Female Human (Bakluni) Mnk5/Cl1: CR 6: Medium Humanoid (human); HD 5d8+5 plus 1d8+1; hp 44; Init +3, Spd 50 ft.; AC 20, touch 18, flat-footed 17; Base Atk +3; Grp +5; Atk +5 melee (1d8+2, unarmed strike) or +7 ranged (1d8/19-20, MW light crossbow); Full Atk +4/+4 melee (1d8+2, unarmed strike) or +7 ranged (1d8/19-20, MW light crossbow); SA Flurry of blows, Ki strike, spells, turn undead (3/day, turn mod +2, damage 2d6+1) unarmed strike; SQ Evasion, purity of body, slow fall 20', still mind; AL LN; SV Fort +7, Ref +7, Will +10; Str 14, Dex 16, Con 12, Int 14, Wis 18, Cha 10.
Skills: Balance +7, Concentration +9, Knowledge (history) +9, Knowledge (geography) +7, Knowledge (religion) +9, Jump +9, Listen +6, Perform (singing) +3, Spellcraft +4, Spot +7, Tumble +13.
Feats: Stunning Fist(B), Combat Reflexes(B), Dodge, Improved Trip,
Combat Expertise, Defensive Throw.
Cleric Domains: Knowledge, Celerity.
Spells: 0 - 3, 1 - 2+1; Spell DC 14 + spell level.
Spells Memorized: 0-Detect Magic, Light, Read Magic; 1-Shield of Faith, Obscuring Fog, Expeditious Retreat*.
*Domain spell.
Languages Known: Common, Ancient Baklunish, Ancient Suloise.
Possessions: Gloves of Dexterity +2, Bracers of Armor +2, Periapt of Wisdom +2, 2 scrolls of Entropic Shield, 2 scrolls of Summon Monster I, 2 scrolls of Lesser Vigor, MW Light Crossbow, 20 crossbow bolts, travelling clothes, satchel, one week of trail rations, water skin, flint & steel, small cooking pot, cooking knife, prayer beads, amulet of Zuoken (holy symbol).

Code:
Alignment: LN
Deity: Zuoken

Str: 14 (+2) (6 pts.)   XP: 15000
Dex: 16 (+3) (6 pts.)   BAB: +3          HP: 44 (8+5x6+6)
Con: 12 (+1) (4 pts.)   Grapple: +5     Dmg Red: -/-
Int: 14 (+2) (6 pts.)    Speed: 50'      Spell Res: -
Wis: 18 (+4) (8 pts.)   Init: +3          Spell Save: +2 vs enchantments
Cha: 10 (0)  (2pts.)    ACP: -0          Spell Fail: 0%

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor: 20           10    +2    +0    +3   +0    +0    +5     20
Touch: 18           
Flatfooted: 17

                         Base   Mod  Misc  Total
Fort:                     +6    +1            +7
Ref:                      +4    +3            +7
Will:                    +6    +4            +10

Weapon                  Attack         Damage     Critical
Unarmed strike           +5             1d8+2         x2
Flurry of Blows         +4/+4           1d8+2         x2
Light crossbow (MW)   +7             1d8         19-20/x2


Languages: Comnon, Ancient Baklunish, Ancient Suloise.

Abilities: Flurry of blows, unarmed strike, slow fall 20', evasion,
still mind, Ki strike, purity of body, turn undead (3/day, turn
mod +2, turn damage 2d6+1).

Domains:  Knowledge, Celerity.
Spells: 0 - 3, 1 - 2+1; Spell DC 14 + spell level.
Spells Memorized:  0-Detect Magic, Light, Read Magic; 1-Shield of Faith,
Obscuring Fog, Expeditious Retreat*.
*Domain spell.

Feats: Stunning Fist(B), Combat Reflexes(B), Dodge, Improved Trip,
Combat Expertise, Defensive Throw.

Skill Points: 51       
Skills      (Ranks+Mod+Misc)  Total
Balance         (2+3+2) +7 
Concentration   (8+1+0) +9
Know (history)  (7+2+0) +9
Know (geography) (5+2+0) +7
Know (religion)  (7+2+0) +9
Jump             (5+2+2) +9
Listen            (2+4+0) +6
Perform (singing) (3+0+0) +3
Spellcraft       (2+2+0) +4
Spot             (3+4+0) +7
Tumble          (8+3+2) +13

Equipment:
Gloves of Dexterity +2 (4000gp), Bracers of Armor +2 (4000gp),
Periapt of Wisdom +2 (4000gp), 2 scrolls of Entropic Shields
(50 gp), 2 scrolls of Summon Monster I (50gp), 2 scrolls
of Lesser Vigor (50gp), MW Light Crossbow (335gp), 20 crossbow
bolts (2gp).
 
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Garynn Wildsong
Gnome, 4th-Level Druid/ 2nd level Bard
Small Humanoid (Gnome)
Hit Dice: 4d8+8, +2d6+4
Hit Points: 39
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 17 <21 vs giants>(+1 size, +2 Dex, +3 magic leather armor, +1 light shield), touch 13, flat-footed 15
Base Attack/Grapple: +4/+1
Attack: MW Silver Sickle +5 melee (1d3-2/19–20) or +1 Sling +7 ranged (1d3+1/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Gnome traits
Saves: Fort +7, Ref +7, Will +11
Abilities: Str 8, Dex 14, Con 14, Int 14, Wis 16, Cha 15
Skills: Hide +8, Listen +4, Spot +2, Knowledge Nature +13, Survival +13, Craft Alchemy +13, Performance Pipes +7, Handle Animal +9, Concentration +11, Ride Pony +3.
Bardic Specials: Bardic Music, Counter Song, Fascinate, Inspire Courage +1, Bardic Knowledge +4
Bard Spells / day: Cantrips: 3, 1st: 1 (Knows 5 Cantrips and 2 1st level)
Druid Specials: Animal Companion, Nature sense, wild empathy (+6/+2), Wilderness stride, trackless step, resist natures lure.
Druid Spells /day: Orisons: 5, 1st level: 4, 2nd level: 3
Feats: Spell focus Conjuration, Augmented Summoning, Weapon Finesse.
Alignment: Neutral good

Gnome Traits (Ex): Gnomes possess the following racial traits.
— +2 Constitution, –2 Strength.
—Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A gnome’s base land speed is 20 feet.
—Low-light vision.
— +2 racial bonus on saving throws against illusions.
—Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
— +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears).
— +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
— +2 racial bonus on Listen checks.
— +2 racial bonus on Craft (alchemy) checks.
—Languages: Common, Gnome, Giant, Goblin.
—Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute),dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 13.


Bard spells Known: Lullaby, Summon Instrument, Message, Open/Close, Detect Magic, Sleep, and Hypnotism.

Basic Druid spell load:
Orisons: Know Direction, Light, Flare, Detect poison, and Create Water.
1st Level: Charm animal, Entangle, Magic Fang (+2), and Cure Light Wounds.
2nd Level: Barkskin, Flame Blade, Summon Swarm.

Equipment:
+1 Leather Armor (1,160 gp)
Master Work Instrument: Pan Pipes (100 gp)
+1 Sling (2,300 gp)
Heward’s haversack (2,000 gp)
+1 Vestments of Resistance (1,000 gp)
Master Work Alchemical Silver Sickle (356 gp)
Pipes of the Sewers (1,150 gp)
Pipes of Sounding (1,800 gp)
Alchemists Lab (500 gp)
10 Alchemist’s Fire (500 gp) Self made
10 Antitoxin (500 gp) Self made
10 Smoke sticks (180 gp) Self made
20 Sunrods (36 gp) Self made
10 Tanglefoot Bags (300 gp) Self made
10 Thunderstones (180 gp) Self made
100 Tindertwigs (60 gp) Self made
Bedroll (1sp)
Waterskin- water (1gp)
Trail Rations- 1 day (5sp)
Sacks, 4 (4sp)
Soap (5sp)
Whetstone (2cp)
Winter Blanket (5sp)

Scrolls:
Cure Light Wounds [4] (100gp)
Remove Fear [2] (50gp)
Summon Monster 1[4] (100gp)

Remaining gold: 316 (and change)
 
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and last but not least...

Bramble
Small Animal Companion (Badger)
Hit Dice: 3d8+6
Hit Points: 24
Initiative: +4
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/–5
Attack: Claw +5 melee (1d2–1)
Full Attack: 2 claws +5 melee (1d2–1) and bite +0 melee (1d3–1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 9, Dex 18, Con 15, Int 2, Wis 12, Cha 6
Skills: Escape Artist +7, Listen +4, Spot +4
Feats: TrackB, Weapon Finesse
Alignment: Neutral
Companion Traits: Share Spells, Evasion, Link.

Raged Statistics
[Armor Class: 16 (+1 size, +4 Dex, +3 natural, -2 Rage), touch 13, flat-footed 12
Attack: Claw +4 melee (1d2+1)
Full Attack: 2 claws +4 melee (1d2+1) and bite –1 melee (1d3+1)
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 13, Dex 18, Con 119, Int 2, Wis 12, Cha 6
Hit Dice: 3d8+6+6
Hit Points: 30


The badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging. An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds.
Combat
Badgers attack with their sharp claws and teeth.
Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.
Skills: A badger has a +4 racial bonus on Escape Artist checks.

Equipment:
+1 Collar of resistance (1,000 gp) out of Garynn’s money

Tricks:
1) Guard
2) Stay
3) Attack
4) Track
5) Hunt
6) Fetch
7) Come when called
8) Defend Garynn
 
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