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H4H Characters

hero4hire

Explorer
Absalom Darkwind

Male Human Necromancer (UA Variant) 10
Lawful Neutral
Representing Hero4Hire

Strength 12 (+1)
Dexterity 16 (+3)
Constitution 16 (+3)
Intelligence 16/20 (+3/+5)
Wisdom 13 (+1)
Charisma 10 (+0)

Size: Medium
Height: 6' 4"
Weight: 190 lb
Skin: Pale
Eyes: Gray
Hair: None

Specialty: Necromancy
Gave up: Enchantment Illusion

Total Hit Points: 57
Speed: 30 feet
Armor Class: 15 = 10 +3 [dexterity] +1 [natural] +1 [deflection]
Touch AC: 14
Flat-footed: 11

Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +6 = 3 [base] +3 [constitution]
Reflex save: +6 = 3 [base] +3 [dexterity]
Will save: +8 = 7 [base] +1 [wisdom]
Attack (handheld): +6 = 5 [base] +1 [strength]
Attack (unarmed): +6 = 5 [base] +1 [strength]
Attack (missile): +8 = 5 [base] +3 [dexterity]
Grapple check: +6 = 5 [base] +1 [strength]

Light load:50 lb. or less
Medium load:51-100 lb.
Heavy load:101-150 lb.
Lift over head:150 lb.
Lift off ground:300 lb.
Push or drag:750 lb.

Region of Origin: Thay
Languages: Common (? 3 more)


Feats:
Arcane Disciple-Death Domain
Type: General
Source: Complete Divine
Choose a deity, and then select a domain available to clerics of that deity. You can learn to cast the spells associated with that domain as arcane spells.
Prerequisite: Knowledge (religion) 4 ranks, Spellcraft 4 ranks, able to cast arcane spells, alignment matches your deity's alignment.
Benefit: Add the chosen domain's spells to your class list of arcane spells. If you have arcane spellcasting ability from more than one class, you must pick which arcane spellcasting ability this feat applies to. Once chosen, this decision cannot be changed for that feat.
You may learn these spells as normal for your class; however, you use Wisdom (rather than the normal ability for your spellcasting) when determining the save DC for the spell. In addition, you must have a Wisdom score equal to 10 + the spell's level in order to prepare or cast a spell gained from this feat.
Each day, you may prepare (or cast, if you cast spells without preparation) a maximum of one of these domains spells of each level.
Special: You can take this feat more than once. Each time, you must select a different domain available to the same deity you chose the first time you selected the feat. For example, a character who chose Heironeous and the Good domain with his first selection could choose Law or War with successive selections of the same feat. He couldn't choose Protection, since that domain isn't available to clerics of Heironeous.

Black Lore of Moil
Type: Metamagic
Source: Complete Arcane
Your study of the sinister knowledge and spellcasting techniques of the long-dead Nightlords of Moil makes your necromancy spells especially potent.
Prerequisite: Spell Focus (necromancy), caster level 7th.
Benefit: Any necromancy spell you cast can be cast instead as a Moilian spell, dealing an extra 1d6 points of negative energy damage +1d6 per two spell levels (+1d6 for 1st-level spells, +2d6 for 2nd- or 3rd-level spells, and so on). If the spell normally allows a saving throw, the target takes half the negative energy damage on a successful save, regardless of the outcome of the save on the spell's normal effect.
In addition to its normal spell components, a Moilian spell requires the creation and expenditure of a Moilian runebone - a small human bone (often a finger bone) scribed with carefully prepared arcane markings. Only a character trained in the Black Lore of Moil knows the secrets of creating a runebone, which takes 1 hour to craft and requires special inks and powders costing 25 gp per die of negative energy damage to be generated. For example, a runebone capable of adding 3d6 points of negative energy damage to a spell costs 75 gp to craft.
While the maximum negative energy damage dealt by a Moilian spell is based on the spell's level, the actual damage is limited by the runebone. For example, if a sorcerer casts finger of death (a 7th-level spell, so normally +4d6) with a 75-gp (3d6) runebone, the spell deals only 3d6 points of additional negative energy damage.
A Moilian spell uses a spell slot of the spell's normal level.

Necromantic Might
Type: General
Source: Libris Mortis: The Book of the Dead
Undead you control gain benefits when they are near you.
Prerequisite: Necromantic Presence.
Benefit: Whenever undead you control are within 60 feet of you, they are physically inspired by your necromantic aura, and gain a +2 enhancement bonus on their attack rolls and saving throws.

Necromantic Presence
Type: General
Source: Libris Mortis: The Book of the Dead
Undead you control are harder to turn when they are near you.
Benefit: Whenever undead you control are within 60 feet of you, they gain a +4 bonus to their turn resistance.

Scribe Scroll
Type: Item Creation
Source: Player's Handbook v.3.5
You can create scrolls, from which you or another spellcaster can cast the scribed spells. See the DUNGEON MASTER'S Guide for rules on scrolls.
Prerequisite: Spellcaster level 1st
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 1 day for each 1,000 gp in its base price. The base price of its spell level is its spell multiplied by its caster level multiplied by 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

Spell Focus-Necromancy
Type: General
Source: Player's Handbook v.3.5
Choose a school of magic, such as Necromancy. Your spells of that school are more potent than normal.
Benefit: Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select to focus on.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat it applies to a new school of magic.

Spirit Sense
Type: General
Source: Heroes of Horror
You can see and communicate with the souls of the recently departed.
Prerequisite: Wisdom 12, must have had a near-death experience (that is, must have fallen below 0 hit points).
Benefit: You can see the spirits of creatures who have died within a number of minutes equal to your Wisdom bonus. For instance, if your Wisdom is 17 (+3 bonus), you can see the spirits of creatures that have died within the past 3 minutes. You can speak with these spirits, but you gain no special ability to command them or to communicate with them if you do not share a language. These spirits are not creatures per se and cannot be harmed or affected in any way, magical or otherwise.
In addition, you gain a +4 circumstance bonus on Listen or Spot checks made to detect incorporeal creatures.

Sudden Maximize
Type: Metamagic
Sources: Complete Arcane
Miniatures Handbook
You can cast a spell to maximum effect without special preparation.
Prerequisite: Any metamagic feat.
Benefit: Once per day, you can apply the effect of the Maximize Spell feat to any spell you cast without increasing the level of the spell or specially preparing it.

Skill Rank Ability Misc.
Appraise Int 5 = +3 +2
Balance Dex* 3 = +3
Bluff Cha 0 = +0
Climb Str* 1 = +1
Concentration Con 16 = +3 +13
Craft (carving) Int 8 = +3 +3 +2
Decipher Script Int 18 = +3 +13 +2
Diplomacy Cha 0 = +0
Disguise Cha 0 = +0
Escape Artist Dex* 3 = +3
Forgery Int 5 = +3 +2
Gather Information Cha 0 = +0
Heal Wis 1 = +1
Hide Dex* 3 = +3
Intimidate Cha 5 = +0 +5
Jump Str* 1 = +1
Knowledge (arcana) Int 18 = +3 +13 +2
Knowledge (religion) Int 18 = +3 +13 +2
Listen Wis 1 = +1
Move Silently Dex* 3 = +3
Perform Cha 0 = +0
Ride Dex 3 = +3
Search Int 5 = +3 +2
Sense Motive Wis 1 = +1
Spellcraft Int 20 = +3 +13 +4
Spot Wis 1 = +1
Survival Wis 1 = +1
Swim Str** 1 = +1
Use Rope Dex 3 = +3
* = check penalty for wearing armor

Zero-level Necromancer spells: 4 (4) per day
all save Enchantment and Illusion

First-level Necromancer spells: 6 (4+2) per day
Burning Rage, Cause Fear, Chill Touch, Detect Undead, Mage Armor, Magic Missile, Negative Energy Ray, Scholar's Touch, Shield, Spirit Worm

Second-level Necromancer spells: 5 (4+1+1) per day
Blindness/Deafness, Command Undead, Darkvision, Death Armor, Death Knell, False Life, Ghoul Touch, Shroud of Undeath, Spectral Hand, Stone Bones

Third-level Necromancer spells: 4 (3+1) per day
Animate Dead, Halt Undead, Negative Energy Burst, Ray of Exhaustion, Undead Lieutenant, Undead Torch, Vampiric Touch

Fourth-level Necromancer spells: 4 (3+1) per day
Animate Dead, Bestow Curse, Death Ward, Enervation, Iron Bones, Negative Energy Wave, Sinsabar's Baleful Bolt

Fifth-level Necromancer spells: 3 (2+1) per day
Burning Blood, Cloudkill, Fleshshiver, Slay Living, Spiritwall, Symbol of Pain, Waves of Fatigue

Human
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Wizard (Necromancer)
Bonus Feats (already included)
High intelligence gains bonus spells daily
• He also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.

Skeletal Minion
A 1st-level necromancer using this variant can begin play with an undead minion (a human warrior skeleton). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp.
This creature is a loyal servant that follows the necromancer's commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant.
At 1st level, the skeleton is completely typical, but it gains power as the necromancer gains levels. The skeleton has a number of Hit Dice equal to the necromancer's class level. Add one-half the necromancer's class level to the skeleton's natural armor bonus. Add one-third of the necromancer's class level to the skeleton's Strength and Dexterity scores.
A necromancer using this variant permanently gives up the ability to obtain a familiar.
Enhanced Undead (Ex)
Any time a necromancer using this variant creates an undead creature (such as with animate dead, create undead, or create greater undead), all undead creatures created gain a +4 enhancement bonus to Strength and Dexterity, and two additional hit points per Hit Die. This ability does not affect the number or Hit Dice of animated creatures that the necromancer can create or control.
A necromancer using this variant does not gain additional spells per day for being a specialist wizard.

Equipment: Potions of Lesser Vigor x4, Scrolls of Shield x24, Amulet of Armor +1, Headband of Intellect +4, Pearl of Power (2cd), Ring of Deflection +1, Ring of Nullification, Travel Cloak, Lesser Rod of Metamagic (Extend), Silver Holy Symbol, Waterproof Spellbook, Spell Component Pouch, Standard Adventuring Kit (Minus Rations), Staff, Dagger, 25gp
Moil Bones (8 1st/8 2cd/8 3rd)

LORD RATH
Human Warrior Skeleton
Medium Undead

Hit Dice: 10d12+20 (85 hp)
Initiative: +9
Speed: 30 ft. (6 squares)
Armor Class: 31 (+5 Dex, +7 Natural, +3 Shield, +6 Armor), touch 15, flat-footed 26
Base Attack/Grapple: +5/+10
Attack: Magic Scimitar +11 melee (1d6+6+1d6/18–20) or
Claw +10 melee (1d4+5) or Bow +10 range (1d8+5)
Full Attack: Magic Scimitar +11 melee (1d6+6+1d6 flame/18–20) or
2 claws +10 melee (1d4+5) or Bow +10 range (1d8+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: — —
Special Qualities: Damage reduction 5 , darkvision 60 ft., immunity to cold, undead traits

Saves: Fort +3, Ref +8, Will +7
Abilities: Str 20, Dex 20, Con —, Int —, Wis 10, Cha 1
Feats: Improved Initiative

Rath's Equipment: +1 Flaming Scimitar, +1 Heavy Steel Shield, +1 Mithral Breastplate of Hammerblock, Composite Longbow (20 strength), Morningstar

History: Absalom Darkwind an aspiring Red Wizard. While on a mission for the Zulkir Szass Tam with his long time friend and bodyguard, Rath, he was ambushed by Harpers. Rath nobly sacrificed himself and Absalom was also struck down. He lingered at the brink of Death's Door. Not enough to enter, but enough to peek in.
He had awoken with new life and new purpose. He joined a group called the Companions of the Pallid Mask. An order devoted to destroying all undead not sanctioned by the Church of Jergal. It is said that Jergal himself appeared to Absalom when he laid near-death.
Ever loyal, Rath was raised to continue to serve his long-time friend, even after death!
Absalom can be heard sometimes having conversations with his old 'friend'.

Absalom hates all Intelligent Undead. (and has found an a Foe in Szass tam) But usually finds Non-Sentient Undead to be nothing more then a tool or a Golem.

necromancer.jpg
 
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MNEMONIC
Concept: Memory Mimicking Maven
PL: 10 (150PP)

ABILITY SCORES
Strength [STR]: 20
Dexterity [DEX]: 20
Constitution [CON]: 20
Intelligence [INT]: 20
Wisdom [WIS]: 20
Charisma [CHA]: 20
PP Spent: 60

SAVES
Fortitude [FORT]: (0+5) +5
Reflex [REF]: (0+5) +5
Willpower [WILL]: (0+5) +15 (Enhanced Will)
Toughness [TGH]: (0+5) +5/+8 (Armored Jumpsuit)
PP Spent: 0

SKILLS
Total Ranks 0.
PP Spent: 0

FEATS
Attractive, Beginner’s Luck, Connected, Eidetic Memory, Equipment 5, Fearless, Jack of all Trades, Luck 4.
PP Spent: 15

COMBAT ATTRIBUTES
Attack Bonus [ATK]: +10
Damage [DMG]: +9 (unarmed strike)
Defense [DEF]: +10
Initiative [INIT]: +5
PP Spent: 40

POWERS
MENTAL DUPLICATION 5 [Extra: Alt Save – Fort (+0); Flaw: Split Personality (-1); Drawback: Power Loss (Successfully Attacked with a Mental Effect) (-3pp)]. 7pp.
MIMIC 5 [All Feats at once; Extra: Linked to Mental Duplication (+0), Duration – Continuous (+1); Flaws: Allows Saving Throw (Fortitude) (-1), Split Personality (-1); Power Feats: Alt Power – Mental Transform (Alter Memory; Extra: Duration – Continuous (+1); Flaw: Range – Touch (-1)); Drawback: Power Loss (Successfully Attacked with a Mental Effect) (-3pp),]. 8pp.
ENHANCED WILL 10 [Extra: Impervious +1, Flaw: Impervious works on all Mental Effects even beneficial ones -1] 10pp.
QUICKNESS 10 [Flaw: Mental tasks only (-1)] 5pp.
COMPREHEND 2 [Speak and Understand all Languages] 4pp.
SUPER-SENSES 3 [Direction Sense, Distance Sense, Time Sense] 3pp.
PP Spent: 43pp-6pp drawbacks = 37pp

EQUIPMENT [5]
Masterwork Power Knucks [Strike 4, Mighty, +1 on attack roll; 6ep]
I-Phone [Laptop, Video Camera, Cell Phone; 4ep]
Goggles [Nightvision Goggles, Flash Goggles; 2ep]
Armored Jumpsuit [Protection 3; 3ep]
Blaster Pistol [Blast 5; 5ep]

ATTACKS & EFFECTS
Blaster (Ranged): +10 atk, Toughness save DC 20, RI 50ft.
Unarmed Strike (Melee): +10 atk, Toughness Save DC 20.
Power Knucks (Melee): +11 atk, Toughness Save DC 24.

GENERAL DRAWBACKS
Involuntary Transform [Temporary Amnesia when Succesfully Attacked with a Mental Effect]. 1pp.
Involuntary Transform [Occasional Personality Change to Past Victims of Memory Absorption]. 1pp.

CHARACTER STORY
One year ago a local fishing trolley hauled the body of an unidentified male out of Freedom Bay. The man barely conscious, and was immediately airlifted to Freedom University Medical Center.
There he was determined that, despite his waterlogged condition, he was in perfect health.
Moreso, he was in perfect condition. No scars, no immunization marks, nothing. Stranger still, the man had no memory of who he was, and how he got to the river. His first vague memories were that of being drug aboard the Trolley. Having no proof of identity, much less insurance, he was to be admitted to the care of the University's Metahuman Research Team for study due to displaying a unique "Omni-Competance" .
It was determined his brainwaves had a weird chameleon-like ability to "synch" with and mimic those he was in close contact with. When touching someone he could "absorb" thier Memories and Personality. While staying at the University he was jokingly called "Tabula Rasa" (meaning the Blank Slate) or Ras for short, the John Doe started to intregrate back into society, learning to use his powers and eventually garnering a job as a University Tutor. Everything was going along peacefully, until a Break in and theft of Metahuman Research Data. Using his unique skills, he tracked the culprits down, and thwarted a major conspiracy against the metahuman population of Freedom City.
Thrilled by the rush of the encounter, Ras decided to pursue the life of an costumed adventurer, and adopted a new Identity of Mnemonic the latest in Freedom City's string of aspiring heroes.

NOTES
[sblock=Modified Stats]SKILLS
Acrobatics [7] +12, Concentration [12] +16, Diplomacy [13] +18, Knowledge (arcane lore) [6] +11, Knowledge (current events) [1] +6, Knowledge (history) [2] +7, Knowledge (pop culture) [2] +7, Medicine [13] +18. Total Ranks 56.


FEATS
Attack Focus (ranged) 8, Dodge Focus 7, Ritualist, Trance.
PP Spent: 17

Current Defense 22 (maxed out), Current Ranged Attack +15 (maxed out) [/sblock]
Mnemonic is Omni-Competant. With his attributes and feats he is +5 with any skill, equal to a professional level of training, if the skill involves memory he rises to +9 on his rolls, considered an "expert" in the field. If he so chooses by spending a HP these bonuses rise to +10 (expert) and +14 (virtual mastery) with a particular skill. Since his mind works so quickly to process information, he can almost instantly Take 20 on any purely Mental Task.
By touching someone, Mnemonic recieves up to 100 skill ranks from someone and up to 25pp in feats. Both may be kept indefinitely, though when he touches another victim his feat array "resets" itself. He may keep or trade in skill ranks as he sees fit however.
Though no Drawback or Flaw has been taken to represent it, Feats received are due to a Memory Descriptor, and must make sense somehow for him to access the Feat. (It may be appropriate to Mimic a Benefit: Wealth Feat for example by knowing all of the Targets Financial Information, such as Account Numbers, Passwords and PINs)
Mnemonic's Impervious Will is Permanent, he cannot lower it for even beneficial, or benevolent effects such as Telepathy. Any attempts to access his Mind on any level have resulted in either failure or wiping his Mind of its current memories.
Recently Mnemonic has learned the Memory Synch he achieves with a Target can work both ways, instead of altering his Brainwaves he can alter the targets, thereby manipulating thier memories.
Gauntlet.jpg
 

Ricochet aka Erica (Ricki) Varianza

Sponser: Taurus
detroit_justice___a_short_bio_by_freefall42-d8l0mg9.png


Ricochet - PL 8

Strength 2, Stamina 2, Agility 2, Dexterity 0, Fighting 2, Intellect 5, Awareness 5, Presence 0

Advantages
Evasion 2, Fearless, Improved Defense, Interpose, Languages 1, Luck (Instant Counter) 4, Ultimate Effort: Defense

Skills
Close Combat: Unarmed 6 (+8), Deception 5 (+5), Investigation 1 (+6), Perception 5 (+10), Technology 1 (+6)

Powers
Deflection Field: Enhanced Trait 26 (Traits: Dodge +6 (+8), Parry +6 (+8), Toughness +6 (+8), Fortitude +6 (+8), Advantages: Evasion 2; Sustained; Permanent)
Reflection: Deflect 8 (Advantages: Improved Defense, Ultimate Effort: Defense; Accurate 4: +8, Redirection, Reflect, Ricochet 2: 2 bounces)
. . Repulsion: Move Object 8 (Alternate; 6 tons, DC 23; Damaging, Reaction 3: reaction; Limited: Flinging Targets Away, Reduced Range: close)
Repulse Gravity: Leaping 6 (Leap 500 feet at 120 miles/hour)

Offense
Initiative +2
Grab, +2 (DC Spec 12)
Repulsion: Move Object 8 (DC 23)
Throw, +0 (DC 17)
Unarmed, +8 (DC 17)

Complications
Quirk: Overconfident. In Ricochet's experience she is darn near invilnerable and acts like it.
Rivalry: "Blasters" Ricky often tries to humble people by using their own attacks against them, even if there are more viable targets.
Relationship: Her two Moms; Targette and Sidetrack

Languages
American Sign Language, English

Defense
Dodge 8/2, Parry 8/2, Fortitude 8/2, Toughness 8/2, Will 8

Power Points
Abilities 36 + Powers 65 + Advantages 7 + Skills 9 (18 ranks) + Defenses 3 = 120

Background
Ricki Varianza is the biological daughter of Isabella Varianza (aka Targette) that the Labyrinth agent had prior to her mutant powers manifesting. Due to her mother's young age at birth, Erica was put into the foster-care system where she stayed through most of her early childhood until Targette and her lover/partner Sidetrack "liberated" (aka kidnapped) Erica from her foster parents.
Ricki felt like she had a fairly normal childhood being raised by her two moms and the couple sheltered her from their roles as Labyrinth agents, until her own mutant powers manifested. Like her biological mom, she could absorb and redirect attacks directed at her. Unlike her mom she did not convert the attacks into psionic energy but instead could reflect the same force back at others.
Once her powers were revealed she began to be indoctrinated into Labyrinth and Taurus seized the opportunity to lend her to Crime League's plan.
 

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