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H4H: Red Hand of Doom (full)

Skill monkey / Two-Weapon Sneak Attacker

Background stuff to come. Just an FYI, I played through the first two encounters of RHoD in another PbP here a while back, but was disappointed the game didn't go any further than that...


Duroin Slatefist

Description
In most ways, Duroin looks the typical dwarf: stout and solidly built, strong of arm and broad of chest. Still, at 4 1/2' in hieght, he is a bit taller and leaner than the norm, and possessed of agility unusual in the race. His typical craggy features are mostly hidden behind a bushy white beard and thick, long mustache, and his clean shaven head is not apparent beneath the horned helm that he always seems to wear. He dresses simply, preferring function and comfort to style.



Background
Duroin hails from Veilstone, a dwarven mining town hidden deep within the Barrier Peaks. The dwarves there are stout folk, braving the many perils of the mountains to mine the rich veins ot precious metals and gemstone. A hard-working community of veteran miners and stalwart warrior, everyone was expected to pull their weight around Veilstone.

Even from a young age, though, Duroin showed little interest in mining. Fortunately, he showed enough martial skill to find his place among the ranks of the town's defenders. Still, he would often be caught in places in shouldn't be, or playing at bones and cards while on duty. It was determined that Duroin was too impulsive and too easily bored to remain within the guard, and the dwarves decided that he should leave the enclave and seek his fortune out in the world. Not a banishment, per se, Duroin was expected to travel the world and overcome his adventurous streak before returning home.

Unusually good-natured and helpful, Duroin left his home and travelled throughout the nearby lands, lending a hand where he could, and making bold discoveries and fortuous finds. Eventually, he found himself part of a cohort of adventurers of similar mind, and has felt more at home since joining their group than at any time before.

Personality
Duroin is a talkative, boisterous soul, always cheerful and friendly. He is unusually optimistic for one of his folk, and eager to lend a hand to those in need. Still, he has an annoying tendency to tell pointless and exaggerated stories, sometimes annoying his companions. He enjoys games of chance, and has made it a goal to sample the local brew of every town and city he comes to.

Code:
[b]Neutral Good Dwarf Male[/b]
Rogue 3/Fighter 2 

XPs: 10,000 (?)

[b]Stats[/b]
Str	14	(+2) 	(6 points)
Dex	17	(+3)	(10 points, +1 level increase)
Con	16	(+3)	(6 points, +2 racial)
Int	14	(+2)	(6 points)
Wis	10	(+0)	(2 points)
Cha	08	(-1)	(2 points, -2 racial)

[b]General[/b]
HP: 		45
AC: 		17	(10 base + 3 dex + 3 armor +1 dodge feat)
Initiative: 	+3
Move:		20’


[b]Combat[/b]
BAB:		+4[size=1]
-Melee:		+6	
-Ranged:		+7

Two Weapon Fighting
-----Waraxe		+4	(1d10+2/19-20)
-----Light Mace		+4	(1d6+1/19-20)

[/size]

[b]Saves:[/b][size=1]
Fort:	+7	(4 base + 3 con)
Ref:	+6	(3 base + 3 dex)
Wil:	+1	(1 base + 0 wis)
+2 racial save bonus against poison
+2 racial save bonus against spells and spell-like effects[/size]

[b]Skills:[/b][size=1]
Appraise			+5	(3 ranks, +2 int)
Balance			+10	(5 ranks, +3 dex, +2 synergy)
Bluff			+4	(5 ranks, -1 cha)
Climb			+4	(2 ranks, +2 str)
Disable Device		+10	(6 ranks, +2 int, +2 equipment)
Escape Artist		+4	(1 rank, +3 dex)
Hide			+9	(6 ranks, +3 dex)
Intimidate		           +1	(2 ranks, -1 cha)
Jump			+7	(5 ranks, +2 synergy)
Listen			+3	(3 ranks, +0 wis)
Move Silently		+9	(6 ranks, +3 dex)
Open Lock		           +11	(6 ranks, +3 dex, +2 equipment)
Search			+8	(6 ranks, +2 int)
Sense Motive		+2	(2 ranks, +0 wis)
Sleight of Hand		+4	(1 rank, +3 dex)
Spot			+3	(3 ranks, +0 wis)
Tumble			+11	(6 ranks, +3 dex, +2 synergy)
[/size]

[b]Languages:[/b][size=1]
- Common
- Dwarven
- Draconic
- Goblin[/size]

[b]Feats:[/b][size=1]
- Two Weapon Fighting
- Combat Expertise
- Dodge
- [/size]

[b]Class Features:[/b][size=1]
- Sneak Attack +2d6
- Trapfinding
- Evasion
- Trap sense+1
- Bonus Feat
- Bonus Feat[/size]


[b]Racial Features:[/b][size=1]
- Medium size
- Darkvision 60' 
- Stone Cutting
- Weapon Familiarity
- Stability
- Saving Throw Bonuses
- +1 racial bonus on attack vrs orcs and goblinoids
- +4 dodge bonus to AC vrs. giants
- +2 racial bonus on Appraise checks related to stone/metal
- +2 racial bonus on Craft checks related to stone/metal[/size]

[b]Arms, Armor and Equipment:[/b][size=1]
- Studded Leather Armor (25gp)
- Dwarven Waraxe (30gp)
- Light Mace (5gp)
- Shortbow (30gp)
- 40 arrows (2gp)
- Thieves' Tools, Masterwork (100gp)			

Encumberance: [b]Light[/b]						
[/size]
 
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On second thought, I'm going to pull out. It sounds great, but my plate is too full at the moment to be starting a new game. Good luck everyone!
 

I'm going to toss my hat into the ring with an elven sorceress, with draconic heritages feats.

I do not have this module, nor have I ran through it. I am somewhat psyched to play this though, as I have a healthy respect for the large modules put out by WOTC. Good luck to all that apply!

elf1.jpg
Code:
[B]Name:[/B] Virashil N'al Sil
[B]Class:[/B] Sorcerer 
[B]Race:[/B] Elf
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] NG

[B]Deity:[/B] 

[B]Str:[/B] 10 -- (2p.)	[B]Level:[/B] 5	[B]XP[/B]: 10000
[B]Dex:[/B] 16 +3 (6p.)	[B]BAB:[/B] +0		[B]HP:[/B] 21 (5d4+5)
[B]Con:[/B] 12 +1 (6p.)	[B]Grapple:[/B] +0	
[B]Int:[/B] 11 -- (3p.)	[B]Speed:[/B] 30'	[B]Stat Increases:[/b] +1 Cha
[B]Wis:[/B] 10 -- (2p.)	[B]Init:[/B] +3	[B]Spell Save:[/B]  
[B]Cha:[/B] 18 +4 (13p.)	[B]ACP:[/B] -0		[B]Spell Fail:[/B] 0%

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+0	+0	+3	+0	+0	+0	13
[B]Touch:[/B]	13	[B]Flatfooted:[/B] 10

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+2	+1	+1	--
[B]Ref:[/B]	+4	+1	+3	--
[B]Will:[/B]	+4	+4	+0	--
[B]Notes:[/B] Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. 

[B]Weapon			Attack	Damage	Critical	Range[/B]
Longsword		+2	1d8	19-20/x2 	------
Longbow  		+5	1d8	20/x3      	100 ft
Dagger    		+2/+5	1d4	19-20/x2 	10 ft
[B]Notes:[/B]

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

[B]Abilities:[/B] Low Light Vision, +2 to all saves vs Sleep, Paralysis, and Cold Effects

[B]Feats: [/B] Draconic Heritage (Silver), Draconic Breath: As a Standard Action, you may convert one of your spells into a Supernatural breath weapon that does 2d6 damage per level of the spell expended. The breath weapon is a 30’ Cone. Subjects are allowed a Reflex save for half damage (DC = 10 + spell level expended + 4), Summon Familiar (Not used yet)

[B]Spells Per Day[/B] (Save DC 14 + spell level): 

0th - 6
1st - 7
2nd - 5

[B]Spells Known:[/B]
	0 - (6) Dancing Lights, Disrupt Undead, Ray of Frost, Detect Magic, Message, Resistance;	
        1st - (4) Mage Armor, Magic Missile, True Strike, Ray of Enfeeblement;
        2nd - (2) Mirror Image, Levitate



[B]Skill Points:[/B] 16	[B]Max Ranks:[/B] 8/4
[B]Skills		Total	Ranks	Mod 	Misc[/B]
Appraise  	+0	0	+0	--
Balance   	+3	0	+3	--
Bluff       	+3	0	+3	--
Climb      	+0	0	+0	--
Concentration  	+7	6	+1	--
Diplomacy	+0	0	--	--
Disguise   	+5	2	+3	--
Escape Artist	+3	0	+3	--
Forgery   	+0	0	--	--
Gather Info     +0	0	--	--
Hide        	+3	0	+3	--
Intimidate	+3	0	+3	--
Jump       	+0	0	--	--
Know: (Arcana)  +5	5	--	--
Know: (Planes)  +0	0	--	--
Listen     	+2	0	--	+2
Move Silently	+3	0	+3	--
Perform   	+0	0	--	--
Search    	+2	0	--	+2
Sense Motive	+0	0	--	--
Sleight of Hand +3	0	+3	--
Spellcraft  	+1	1	--	--
Spot       	+2	0	--	+2
Swim       	+2	0	--	--
Tumble    	+4	2	+3	--
Use Magic Device+3      0	+3	--
Use Rope 	+3	0	+3	--

[B]Notes:[/B] +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.  Disguise is a class skill from Draconic Heritage (Silver)

[B]Equipment:		Cost	Weight[/B]
Longsword		15gp	4lb
Longbow  		75gp	3lb
w/40 arrows		2gp	6lb
Dagger    		2gp	1lb
Backpack 		2gp	2lb
Winter Blanket		.5gp	3lb
2 pieces of Chalk	0.1gp	--lb
Flint and Steel		1gp	--lb
Belt Pouch		1gp	.5lb
25' Silk Rope		5gp	2.5lb
Traveler's Outfit	1gp	5lb
[U]Potions:[/U]
Cure Light Wounds X3	75gp	--lb

[B]Total Weight:[/B]27lb	[B]Money:[/B] 20gp 0sp 0cp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	33	66	100	200	500

[B]Age:[/B] 107
[B]Height:[/B] 4'10"
[B]Weight:[/B] 75 lbs
[B]Eyes:[/B] Silvery Violet
[B]Hair:[/B] Silver
[B]Skin:[/B] Tan

Appearance: Long, flowing silver hair blowing wild. Violet eyes with a streak of silver, mostly tan skin, interrupted by occasional patches of smooth silvery skin. Short and lithe, Virashil exudes a sense of power out of her small frame.

Background: Virashil comes from a small village of Elves deep in the Elsir forest, where it backs up to a small outcropping of snow-covered peaks. Their village is a close-knit community, of common elves, except for the occasional child born with silver hair or silver flecked skin. It is rumored that ages ago, an old silver dragon inhabited the peaks near their village, and would occasionally come down from the mountain as an elf and live among them for a period of time. It is thought that the blood of this dragon continues to appear every few generations and spawn a child who has the gift for magic.

Virashil left her village some years ago, setting out to discover more about what fuels her inner power. She first travelled to the nearby mountain peaks, looking for any sign of the rumored silver wyrm, but found nothing. Somewhat downfallen, she then set out to find out more about the legend of her people -- to determine if there actually was a silver dragon that inhabited the mountain peaks near her village. She sought out the advice of a few sages, who were able to find out that yes, at one time an old silver dragon named N'al Loranthanxx had made his lair in the peaks. Her spirits buoyed by this bit of information, she journeyed once more to the peaks near her village. The journey was harsh and difficult, for she had ascended above the tree line and trudged through crags of snow and ice. Virashil finally realized that she had bitten off more than she could chew -- for she was no mountaineer, just a fledgling sorceress. Panic ran through her mind as she realized that she may not make it back down the mountain with her life. The biting cold had begun to seep its way into her bones and her mind grew slow. Step after step became more labored. She began to feel warmer... The last thing she remembered was falling down into a snowbank...

She doesn't remember when she regained consciousness. She awoke beneath a heap of soft furs, underneath her was a soft bed of fine linens. The first thing she heard was,"There my child, do not fret, for you are in a safe place. Go back to sleep and regain your strength."

Hours, or days, later, for she had lost track of time, she awoke and was able to take in her surroundings -- a chamber, hewn out of solid rock, and appointed with plush furnishings, she was laying in a finely adorned bed. A closed door led out of the room. She heard footsteps, and the door opened, an older man, an elf, walked in. She immediately noticed the silver hair and skin, and the fine silk robes that he wore.

"My child, my name is N'al Loranthanxx, and I have watched you for some time. I was impressed with your spirit and tenacious pursuit of finding me. For your thoughtsand instincts were correct, a small portion of my blood runs through your veins. I am glad that you chose to seek me out, for I have forseen that you will be needed by good dragonfolk in a battle against our evil brothers."

Virashil spent many months in the confines of N'al Loranthanxx's lair, atop the snowy peaks, learning about her heritage, and developing her powers. She was even taught how to breath ice! (draconic breath feat)

At the end of her stay, N'al Loranthanxx called her to him, still in his human form, and told her that she had to set out on her own -- but to always remember that she was destined to help out her fellow dragonkind in their time of need -- that she would know what that was when it appeared. In the mean time, however, she was to further develop her powers as a sorceress.

She left, with great remorse, and set out to find her destiny. She changed her name to include N'al, to honor her distance draconic relative. She caught on with an adventuring band of similar ideals and temperment, and have been travelling with them until the present day.....
 
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I've been hungering for playing in RHoD for a while, so, if I don't have to check the boards on a daily base, I'd be interested in joining, especially because I had a very good time playing with some of you others in other games already. :)

I don't know more of the adventure than the title and the basic plot, like Voadam.

I would like to play an Elven character, in concrete an elven knight, if that's okay. :)
 

Name: May-lin Kerris (“Maysie”)
Race: Elan
Age: 30
Class/level: Psion 5 (kineticist)
Role: blaster (arcane substitute); minor skill monkey with JoAT
Alignment: CG

Personality: Maysie is a perky, upbeat sort of person, generally inclined to see the good side of people or circumstances- she can also be more than a bit reckless. While she often tries to act somber and serious, this act doesn’t fool most people for long. When things take turn for the worse, she may display a streak of sharp-tongued sarcasm (usually a warning sign that she is about to indulge her penchant for property damage), but such bouts are typically short-lived- as soon as get better, she quickly reverts to her cheerful self. Her primary motivation is curiosity- she is often eager to try new things or explore new places. Her curiosity is often strongest when the object or information in question is something that she is supposed to avoid. When she does bring her destructive abilities to bear, she tends to err on the side of too much, rather than too little... She disdains purely physical violence, prefering to use no weapon other than her mind.

Description: May-lin, or Maysie as she prefers to be called, is a rather tiny young woman. She stands not quite five feet tall, and weighs just under one hundred pounds. With her petite build, pale skin, and big green eyes she appears small and almost fragile- an appearance that close acquaintances quickly learn to be false.

She has rather vibrant red hair, typically cut rather short and unkempt- a ragged mop of fiery curls. She disdains armor and heavy clothing, usually wearing simple travelers garb of soft trousers tucked into knee-high boots, a wide-sleeved shirt under a tight-laced vest, and an oversized floppy hat. Only in the worst weather does she wear heavier clothes, adding a hooded cloak of oiled wool. Her only visible weaponry consists of a single utilitarian dagger, and a small crossbow slung atop her light backpack.

Background: Maysie is quite a mysterious figure. She was first encountered in a nameless tavern, about ten years ago- just before a palgue of undead appeared, intent on ravaging the area. Before that night was over, Maysie had demonstrated her destructive powers and her loyalty. She has traveled with members of the group ever since, though the precise make-up of the band has gone through more than a few changes.

She claims to remember nothing of her life before that first night. She refers to her friends within the group as the only family she has ever known, and not once has she ever mentioned her childhood or youth, nor any actual relatives. From time to time during those first years, she would disappear for a day or two at a time, possibly attending to errands related to her former life- but she hasn't "wandered off" in years.

Determined questioning has revealed that she actually doesn't remember large chunks of her past, and her fellow party members have mostly indulged her desire to put the past behind her. Whatever her origins, though, she has a remarkable store of knowledge and practical experience in her head- and a distrubing ability to wreak havoc upon her enemies...

Game stats:

STR 8 (-1) (0 pts)
DEX 14 (+2) (6 pts)
CON 12 (+1) (4 pts)
INT 17 (+3) (10 pts, +1 at 4th level)
WIS 14 (+2) (6 pts)
CHA 12 (+1) (6 pts, -2 racial)
((32 total))
Languages: Common, Draconic, Elven, 1 unchosen (probably dwarven or goblin)

Psion 5 (kineticist)
XP: 10000

Saves:
Fortitude: +2 (1 base +1 CON)
Reflex: +3 (1 base +2 DEX)
Will: +6 (4 base +2 WIS)

Initiative: +2 (DEX)
Move: 30 feet (6 squares)
AC: 12 (16 with Inertial Armor up); FF 10 (14); Touch 12 (16)
Hit points: 21 (4/3/3/3/3 +5 CON)
BAB: +2 (melee +1, missile +4)

Feats: 1. Jack of all trades (1st level)
2. Psionic talent (Psion 1 bonus)
3. Combat manifestation (3rd level)
4. Psionic meditation (Psion 5 bonus)


Skills (level/skill//points/rank/+att/+other)
+12/Autohypnosis//8/8/+2/+2 synergy
+9/Concentration//8/8/+1/(+4=+13 for combat manifestation)
+7/Intimidate//6/6/+1
+10/Knowledge (psionics)//5/5/+3/+2 synergy
+10/Psicraft//5/5/+3/+2 synergy
+6/Sense motive (cc)//8/4/+2


Racial abilities: (elan)
> -2 CHA (already figured in)
>Aberration type: not subject tospells or effects which affect humanoids only
>Medium size, base speed 30 feet
>no darkvision
>naturally psionic: +2 PP (already figured in)
>Resistance (Su): use an Immediate action to expend 1 PP to gain +4 racial bonus on saves until beginning of next turn
>Resilience (Su): Use an Immediate action to reduce damage of any attack by 2 points per PP expended
>Repletion (Su): Expend 1 PP to exist without food or water for 24 hours
>Does not sleep: spends 4 hours in trance to gain benefit of 8 hours sleep

Class abilities:
Discipline: psychokinesis
Manifester level: 5
Power points: 36 (25 base +7 INT +2 race +2 feat)
Powers: 11 (maximum power level= 3)
1. Energy ray (L1)
2. Inertial armor (L1)
3. Call to mind (L1)
4. Deceleration (L1)
5. Entangling ectoplasm (L1)
6. Demoralize (L1)
7. Energy missile (L2, kineticist)
8. Energy adaptation, specified (L2)
9. Concussion blast (L2)
10. Energy burst (L3)
11. Telekinetic force (L3)

Equipment (120 gp total; 67 gp spent)
Travelers outfit (x2) (1 free +1 gp)
Belt pouch (1 gp)
Backpack (2 gp)
Light crossbow (35 gp)
20 bolts (2 gp)
dagger x2 (4 gp)
flint and steel (1 gp)
small steel mirror (10 gp)
sunrod x5 (10 gp)
signal whistle (8 sp)
sack x2 (2 sp)
 
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Code:
Sir Jonathan Williams
Crusader 5

Str 16 (+3) 10pts
Dex 12 (+1)  4pts
Con 16 (+3)  8pts +lv4
Int 10 (+0)  2pts
Wis 10 (+0)  2pts
Cha 14 (+2)  6pts

Size: Medium
HP:  55
BAB: +5
Init: +0
Move: 20’ (medium load, 87/230, -7acp)

AC: 18 (+5 armor, +2 shield)
Saves:
Fortitude: +7
Reflex: +2
Will: +3

Attacks:
Melee:  +8 Longsword, 1d8+3, 19-20 x2
Melee:  +8 Warhammer, 1d8+3, 20/x3,
Melee:  +8 Dagger, 1d4+3, 19-20x2 
Ranged:  +6 Shortbow, 1d6, 20/x3, 60’
Ranged:  +6 Dagger, 1d4+3, 19-20x2, 10’

Feats: 

Extra Granted Manuver
Stone Power
Martial Study(Action before thought)

Skills (bonus/ranks):
Balance (-2/5)
Concentration (+11/8)
Diplomacy (+8/6)
Intimidate (+8/6)
Jump  (+1/5)
Knowledge (History) (+3/3)
Knowledge (Religion) (+7/7)


Languages Known:
Common

Class Features:
Furious Counterstrike +2
Steely Resolve 10
Indomitable Soul
Zealous Surge

Martial Manuvers:

1st level
Crusader’s Strike(DS)**
Charging Minotaur(SD)
Douse the Flames(WR)
Leading the Attack(WR)
Leading the Charge*(WR)
Martial Sprit*(DS)

2nd level

Action Before Thought(from Martial Study feat)(DM)**
Battle Leader’s Charge(WR)**
Mountain Hammer(SD)**

3rd level

White Raven Tactics(WR)**

*Denotes Stances
**Denotes Typically readied

Racial Features:
Bonus feat
1 extra skill point per level/ four points at first

Equipment: 
Chainmail
Longsword
Dagger
Heavy wooden shield
Warhammer
Shortbow
40 arrows
Backpack
Bedroll
Waterskin
2 belt pouches
Rations (5 days)
2 Sunrods
10gp 4sp

[sblock=Character Background]My mother is a sorceress who dedicated herself to cleansing the world of evil in the name of Heironeous. My father was a wealthy merchant in Greyhawk, until greed corrupted him. The need for material wealth made him turn to those who make crime their life. He used some of the family’s money to fund operations for crimelords in order to pay off favors to those he worked. It was only a matter of time until the Church of Heironeous followed the money trail back to my father. He was killed in trying to fight off those that would bring him to justice. I never felt like a son to my father.
He was concerned more with money than with me. In my spare time I trained in the art of war with one of my father’s more beneficient bodyguards, Justin. In the rest of my time I would study the edicts of the Heironeous. Through some help from my mother, I was inducted into the formal hierarchy of the Heironeous when I was 20.
Gorthon was my first real assignment. For the ten months previous to this I’d been traveling around Oerth, investigating and researching a group of cultists. I know little about them other than that we worship dragonkind itself.
I’ve proven myself in the Church of the Heironeous; I’m one of their Crusaders. The Church had given me a mission to fulfill in Gorthon. The first was to bring the glory of Heironeous to the downtrodden and victimized
I had always been a natural leader; my friends always looked to me for leadership and advice. This trait transferred to my goal. I was able to increase the number people that attended the sermons by two. Most of this was from one particular circumstance.
I was one of the few Crusaders stationed in Gorthon. A rash of disappearances were reported in one area. The church sent me to investigate. I went with my bardic friend, Vari, a mercenary, Justin, and Christina, a priest of Heironeous.
Our investigations revealed that a troop of chokers had taken up residence in an abandoned ruin of giant origin. The battle with the chokers spilled out into the streets, many common folk as well as other adventurers saw the power of the Heironeous in action. They watched in awe as the power of the Heironeous and my divine might worked together to drive my allies further than they’d ever gone before. In the end we cleared the area of chokers and recovered the scattered human remains for burial purification rites.
I take it that those in power back in Greyhawk had heard of our group’s exploits, for not soon afterword we had received a letter with a direct mission against the cult that I had investigated before. We trekked into the wilds, like the fool adventurers that sought riches. In the end the cultists were dead and I found myself drawn to the life of the adventurer. It certainly paid well and was exciting. It never hurt anything to know that I was doing the will of the Heironeous as well by estinguishing evil’s influence on the world.
My friends and I have disbanded, but I have met new ones. Together we have traveled for some time, and fought many battles. They too have agreed that continuing to fight the evils of dragonkind is a worthy battle.[/sblock]

Jonathan is a tall attractive man in his late 20s. His body is muscular, and the symbol of Heironeous adorns his shield. His blonde hair is cut short, and he is clean shaven. Deep blue eyes look from underneath the helm that covers his head. His clothing is the gold and blue of Heironeous.
 
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Here's my first draft:

If you accept it, I'll be glad to flesh it out. :) I wouldn't mind playing a Tank as well,
but right now, I thought the party could use a sneaky character as well. :)


Morgan

Male Half-Elf Scout 5
Lawful Good

Strength 12 (+1)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 16 (+3)
Charisma 10 (+0)

Size: Medium
Height: 5' 2"
Weight: 145 lb
Skin:
Eyes: Green
Hair: Light Brown

Total Hit Points: 30

Speed: 40 feet [scout]

Armor Class: 13 = 10 +3 [dexterity]

Touch AC: 13
Flat-footed: 10

Initiative modifier: +4 = +3 [dexterity] +1 [scout]
Fortitude save: +3 = 1 [base] +1 [constitution] +1 [scout]
Reflex save: +7 = 4 [base] +3 [dexterity]
Will save: +4 = 1 [base] +3 [wisdom]
Attack (handheld): +4 = 3 [base] +1 [strength]
Attack (unarmed): +4 = 3 [base] +1 [strength]
Attack (missile): +6 = 3 [base] +3 [dexterity]
Grapple check: +4 = 3 [base] +1 [strength]



An orphan, left behind after his merchant parents were killed by bandits,
Morgan was raised by an old soldier, who trained the boy, according to his skills,
to become a master archer.
Since his earliest youth, all Morgan has known is the army, and this is where his loyality lies.
However, he has taken a sabbatical to go on a journey with a group of old friends.
His long-term goal on his travels is, however, to visit the lands of his ancestors.

Ranger.jpg
 
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Characteristics
Michal Yves is a human man closing on his third decade with dark hair and almost unnaturally clear blue eyes. He has an air of serenity around him and can be counted on to spare a friendly smile to whomever he meets. His garb bears the appearance of clergy, though lacking the markings of any specific deity.

History
Michal's father is a respected village priest devoted to Pelor, so religion was part of his life from an early age. However, he never quite felt completely comfortable with the teachings of Pelor, instead gravitating towards the ideal of the Greater Good.
To his father's dismay, Michal abandoned clerical training and began a soul seeking journey to find his destiny. Step by step, he learned to tap the essence of Good within his soul to aid others and fortify himself, to better be able to defend those in need. He is still on good terms with his family, and enjoys the occasional debate on the principles of the Pelorian church as it pertains to the pursuit of Good with his father.

Michal Yves
Male Human Incarnate 5
NG Medium Humanoid (Human, Incarnum)
Init: +2; Senses: Listen +2, Spot +2
Languages Common, Celestial
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AC 16, Touch 12, Flat-footed 14; Incarnum Dodge, +2 Deflection vs. Evil Creatures
(+2 Dex, +3 Armor, +1 Shield)
HP 39 (5HD)
Fort +7 Ref +3 Will +6; Lammasu Mantle
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Speed 30ft (6sq); water walk
Melee Morningstar +4 (1d8+2), or
Melee Touch Lightning Gauntlets +4 (1d6 to 3d6 electricity)
Base Atk +2; Grapple +4
Special Actions Detect Evil, Healing Soul 2/day (4hp), Incarnum Radiance 1/day (+2 AC, 6 rounds)
Incarnate Soulmelds (Meldshaper 5, Essentia 7, Capacity 2); Rapid Meldshaping 1/day
Soulmelds (4) - Cerulean Sandals (feet, bound), Lammasu Mantle (arms), Lightning Gauntlets (hands), Therapeutic Mantle (shoulders)
Chakra Binds: 1; Crown, Feet, Hands
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Abilities Str 14 Dex 14 Con 16 Int 12 Wis 14 Cha 10
SQ Aura (Good), Expanded Soulmeld Capacity +1
Feats Incarnum Dodge, Healing Soul (2 essentia invested), Improved Essentia Capacity
Skills Concentration +11(8), Heal +6(4), Knowledge (religion) +5(4), Knowledge (the planes) +5(4), Spellcraft +5(4), Tumble +2(2); ACP -2 already factored
Possessions Masterwork Studded Leather, Light wooden shield, dagger, bedroll, belt pouch, 50ft of hemp rope, trail rations for 4 days, 5 torches, some coppers and silvers
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Aura (Ex) Michal has a Strong aura of Good, detecting as a Cleric of his Incarnate level.
Detect Evil (Sp) A good Incarnate can detect evil at will.
Expanded Soulmeld Capacity (Ex) The essentia capacity of Michal's soulmelds is increased by 1. This increase does not affect the essentia capacity of other features, such as feats. Already included in the above statistics.
Incarnum Radiance (Su) By tapping to his incarnum-fused soul as a free action, Michal gains a +2 untyped bonus to his Armor Class for a number of rounds equal to 3 + his Constitution modifier.
Rapid Meldshaping (Su) As a full-round action that provokes attacks of opportunity, Michal can unshape one of his soulmelds and replace it with another one. The newly shaped soulmeld is not bound to a chakra, even if the unshaped soulmeld was.

Ability Scores before the increase from level: Str 14 Dex 14 Con 15 Int 12 Wis 14 Cha 10

I'm not sure if you have access to Magic of Incarnum, hero4hire, but I'll be happy to describe the mechanics in more detail in case you don't. With his current selection of feats and soulmelds (the latter which can be changed daily), Michal fills the role of a mobile tank focusing on defensive qualities. He is able to reach AC 24 against a single evil opponent with a significant investment (including switching one of his current soulmelds for another), can heal himself a bit, and receives greater benefit from healing spells; he can also dimension door upto 50ft in a day and can increase his land speed to 40ft if need be. Of course, he can't do all of this at once.
With a different daily configuration, he can become a decent skill monkey, up to and including trapfinding and disabling (though he currently lacks the tools).
He can function as an emergency healer by changing one of his soulmelds, though he takes half the damage he heals and can heal at most 15hp/character per hour.
 
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I just realised that Michal technically breaks the last rule of characters allowed: people might very well scream and run away from him, considering that the literal reading means that he has golden brown feather and fur growing from his shoulders and flowing down to his ankles, and lightning dancing between his fingers at all times.

But I hope you'll agree with me that the intention of the designers was that the effects are only so pronounced when the character is using the abilities.
 

Into the Woods

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