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In Hextor's Name - Characters

Julianne
Female Human Fighter 3 / Rogue1
HD (3d10)+(1d6)+12; hp 38;
Init +2; Spd Walk 20';
AC 20 (flatfooted 18, touch 13)
Attacks: +1 Longsword +6 (1d8+5) and Shortsword of Subtlety +7 (1d6+3)
Special Qualities: Sneak Attack +1d6;
AL: NG; Sv: Fort +6, Ref +5, Will +1;
Str 18, Dex 15, Con 16, Int 11, Wis 10, Cha 11
Skills: Climb +6, Handle Animal +4, Hide +14, Jump +7, Ride +3, Search +1, Sense Motive +4, Spot +4;
Feats: Ambidexterity, Dodge, Mobility, Two-Weapon Fighting, Weapon Focus (Shortsword)
Notable Possessions: Longsword +1; Cloak of Protection +1; Breastplate +2; Shortsword of Subtlety; Robe of Blending; Potion (Cure Moderate Wounds)

You'd never know if from the Story Hour, but Julianne was our best fighter in terms of raw damage potential: she had more attacks than Kull, was stronger than Brodnak, and had the best weapons in the party. She also didn't have Brodnak's crippling "dice issues".
 
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Troilan Greenspot
Female Human Rogue 1 / Bard 2
HD (1d6)+(2d6)+3; hp 12;
Init +7; Spd Walk 30';
AC 14 (flatfooted 11, touch 14)
Attacks: Rapier +4 (1d6) or Shortbow +4 (1d6)
Special Qualities: Bardic knowledge (+4), Bardic music 2/day, Sneak Attack +1d6;
AL: NG; Sv: Fort +1, Ref +8, Will +1;
Str 10, Dex 16, Con 12, Int 15, Wis 7, Cha 15
Skills: Appraise +6, Balance +5, Bluff +4, Climb +3, Decipher Script +4, Diplomacy +5, Disable Device +6, Gather Information +4, Hide +17, Move Silently +7, Open Lock +7, Perform +8, Search +6, Spellcraft +8, Spot +2, Tumble +5, Use Rope +6;
Feats: Improved Initiative, Point Blank Shot, Weapon Finesse (Rapier)
Notable Possessions: Thieves' Tools; Cloak of Elvenkind; Masterwork Studded Leather (not usually worn); Holy Water (x2); Potion (Cure Light Wounds); 2 Potions (Neutralize Poison); Ring of Protection +1;
Bard Spells Known: 0-Daze, Detect Magic, Mage Hand, Read Magic, Resistance; 1-Cure Light Wounds, Mage Armor

This is Troilan at the time of her death. Her player had a busy personal schedule, which caused her to miss some sessions, and thus some XP.
 
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Dargrim Ironshield
Male Dwarf Fighter 3 / Rogue 1
HD (3d10)+(1d6)+12+3; hp 40;
Init +1; Spd Walk 20';
AC 23 (flatfooted 22, touch 11)
Attacks: Dwarven Waraxe +6 (1d10+3)
Special Qualities: Dwarven Traits, Trapfinding, Sneak Attack +1d6
AL: LN; Sv: Fort +6, Ref +4, Will +2;
Str 16, Dex 13, Con 16, Int 13, Wis 12, Cha 6
Skills: Intimidate +3, Handle Animal +0, Craft (trapmaking) +5, Craft (weaponsmith) +5, Craft (armoursmith) +10, Knowledge (religion) +2, Search +5, Disable Device +9, Open Lock +6;
Feats: Toughness, Nimble Fingers, Combat Expertise, Weapon Focus (Dwarven Waraxe);
Notable Possessions: Full Plate (Spiked, Masterwork), Potion (Cure Light Wounds) x2; Potion (Cure Moderate Wounds) x2; Tower Shield (Masterwork); Dwarven Waraxe (Masterwork), Longspear (Masterwork), Warhammer (Cold Iron, Masterwork), Dagger (Silver, Masterwork), Composite Longbow (Mighty +3, Masterwork), Armoursmith Tools (Masterwork), Weaponsmith Tools (Masterwork), Trapmaking Tools (Masterwork), Potion (Magic Weapon) x2, Manacles (Masterwork), Alchemist's Fire x4, Acid x4, Antitoxin x4, Thieves' Tools (Masterwork), Chain Shirt (Masterwork);

Yes, he carries all of that.
 
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We gamed last weekend. Here are the very latest stats for Kull and Dargrim.


Kull Redfist
Male Half-Orc Cleric 7
HD (7d8)+14; hp 44;
Init +0; Spd Walk 20';
AC 19 (flatfooted 19, touch 10)
Attacks: Cold Justice +13 (1d10+10+frost+axiomatic, 19-20/x2) or +2 Spiked Gauntlet +13 (1d4+8) or Light Crossbow +5 (1d8, 19-20/x2)
Special Qualities: Half-Orc Traits, Rebuke/Command Undead
AL: LN; Sv: Fort +8, Ref +3, Will +8;
Str 22, Dex 11, Con 15, Int 13, Wis 15, Cha 10
Skills: Concentration +7, Diplomacy +6, Heal +7, Knowledge (arcana) +6, Knowledge (religion) +9, Spellcraft +6;
Feats: Endurance, Leadership, Power Attack, Weapon Focus (Heavy Flail);
Clerical Spells: 0:6, 1:5+1, 2:4+1, 3:2+1, 4:1+1
Domains: Law & War
Notable Possessions: Cold Justice (+1 Axiomatic Frost Heavy Flail), +1 Spiked Full Plate, +2 Spiked Gauntlet, Boots of Spider Climbing, Cloak of Resistance +1, Wand of Cure Moderate Wounds (45 charges), Wand of Cure Light Wounds (20 charges), Silver Bell of the Banquet, Potion of Remove Disease, Scroll of Hold Person, Helm of Underwater Action, Potion of Cure Light Wounds (x2), Scroll of Hide from Undead, Potion of Cure Moderate Wounds (x2), Lesser Rod of Empower Spell*, Potion of Fly, Scroll of Death Knell, Scroll of Bestow Curse, Belt of Ogre Strength;

* this is a group item, shared among the PCs - who are all spellcasters - but as the self-appointed 'leader' of the group, Kull considers it his :)


Dargrim Ironshield
Male Dwarf Fighter 4 / Rogue 1
HD (4d10)+(1d6)+12+3; hp 48;
Init +1; Spd Walk 20';
AC 24 (flatfooted 23, touch 11)
Attacks: Dwarven Waraxe +7 (1d10+6);
Special Qualities: Dwarven Traits, Trapfinding, Sneak Attack +1d6
AL: LN; Sv: Fort +7, Ref +4, Will +2;
Str 16, Dex 13, Con 16, Int 13, Wis 12, Cha 6
Skills: Intimidate +4, Handle Animal +0, Craft (trapmaking) +6, Craft (weaponsmith) +6, Craft (armoursmith) +10, Knowledge (religion) +2, Search +5, Disable Device +9, Open Lock +6;
Feats: Toughness, Nimble Fingers, Combat Expertise, Weapon Focus (Dwarven Waraxe), Weapon Specialisation (Dwarven Waraxe);
Notable Possessions: +1 Spiked Full Plate, Potion (Cure Light Wounds) x2; Potion (Cure Moderate Wounds) x2; Tower Shield (Masterwork); Dwarven Waraxe (Masterwork), Longspear (Masterwork), Warhammer (Cold Iron, Masterwork), Dagger (Silver, Masterwork), Composite Longbow (Mighty +3, Masterwork), Armoursmith Tools (Masterwork), Weaponsmith Tools (Masterwork), Trapmaking Tools (Masterwork), Potion (Magic Weapon) x2, Manacles (Masterwork), Alchemist's Fire x4, Acid x4, Antitoxin x4, Thieves' Tools (Masterwork), Chain Shirt (Masterwork);
 

Gnorric
Male Human Wizard 7;
HD 7d4+7; hp 28;
Init +1; Spd 30 ft;
AC 13(+1 dex, +2 deflection);
Attacks: Light Crossbow +4 (1d8, 19-20/x2) or +1 Dagger +3 (1d4, 19-20/x2) or Quarterstaff +2 (1d6-1);
AL LN; SV Fort +3, Ref +3, Will +6;
Str 9, Dex 13, Con 12, Int 18, Wis 12, Cha 10;
Skills: Concentration +11, Craft (Alchemy) +14, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (religion) +14, Knowledge (the planes) +8, Spellcraft +16.
Feats: Spell Focus(Necromancy), Craft Magic Arms and Armor, Craft Wondrous Item, Scribe Scroll, Enlarge Spell, Leadership
Notable Equipment: Bone Crown of Protection +1, Wand of Magic Missiles (35 Charges), Wand of Fireballs (23 Charges), Ring of Jumping, Beads of Force (3), Potion of Cure Light Wounds, Gas of Undeath, Potion of Invisibility, Potion of Swimming


Jav of the Grey Order
Male Human Rogue 1 / Monk 4;
HD 1d6+4d8+10; hp 37;
Init +8; Spd 40 ft;
AC 16(+4 dex, +2 misc);
Attacks: Unarmed Strike +7 (1d8, Stunning Fist), Flurry of Blows +5/+5 (1d8), Masterwork shortbow +8 (1d6, 20/x3), Masterwork Silver Dagger +8 (1d4-1, 19-20/x2);
AL LN; SV Fort +6, Ref +10, Will +6;
Str 10, Dex 18, Con 15, Int 10, Wis 14, Cha 8;
Skills: Appraise +1, Climb +2, Disable Device +4, Disguise +3, Escape Artist +12, Hide +12, Knowledge (religion) +4, Listen +4, Move Silently +12, Open Lock +5, Search +1, Sense Motive +4, Sleight of Hand +5, Spot +4, Tumble +12.
Feats: Improved Initiative, Point Blank Shot, Weapon Finesse
Notable Equipment: Masterwork Shortbow, Masterwork Silver Dagger, Handy Haversack, Potion of Cure Light Wounds
 

Something about that Rogue 1 makes me a little nervious. For the life of me, I can't think of a reason to do it.

That is, unless you're going into a class that requires Sneak Attack. . .
 

I built a Rog 1/ Mnk 4 in order to boost up the skill points so I could qualify for Assassin easier.

But a monk with sneak attacks are deadly all the same!
 


Stats for Kull and Dargrim as they set out for the Beacon.

Kull Redfist
Half-orc, Cleric 8/Templar 1;
HD 8d8+1d10+36; hp 78;
Init +0; Spd 20 ft/x3 or fly 40 ft/x3;
AC 26 (flatfooted 26, touch 11);
Attacks: Cold Justice +15/+10 (1d10+12+frost+axiomatic,19-20/x2), or +2 Spiked Gauntlet +15/+10 (1d4+8), or Mighty (+4) Masterwork Composite Longbow +8/+3 (1d8+4, 20/x3) or Spiked Armour +14/+9 (1d6+7+shock);
AL: LN; Sv Fort +13, Ref +3, Will +11;
Str 22, Dex 11, Con 18, Int 13, Wis 15, Cha 10;
Skills: Concentration +11, Diplomacy +9, Heal +7, Knowledge (arcana) +6, Knowledge (religion) +9, Spellcraft +6.
Feats: Endurance, Leadership, Power Attack, Improved Sunder
Clerical Spells: 0:6, 1:5+1, 2:4+1, 3:3+1, 4:2+1
Domains: Law & War
Notable Possessions: Cold Justice (+1 Axiomatic Frost Heavy Flail), +2 Spiked Full Plate (spikes are +1 shock weapons), +2 Spiked Gauntlet, Winged Boots, Cloak of Resistance +1, Wand of Cure Moderate Wounds (45 charges), Wand of Cure Light Wounds (20 charges), Silver Bell of the Banquet, Potion of Remove Disease, Scroll of Hold Person, Helm of Underwater Action, Potion of Cure Light Wounds (x2), Scroll of Hide from Undead, Potion of Cure Moderate Wounds (x2), Lesser Rod of Empower Spell, Scroll of Death Knell, Scroll of Bestow Curse, Belt of Strength +2, Shirt of Health +2, Ring of Evasion, Ring of Protection +1, Animated Heavy Steel Shield +1, Oil of True Strike, Potion of Expeditious Retreat, Potion of Blur.


Dargrim Ironshield
Dwarf, Fighter 5/Rogue 2;
HD 5d10+2d6+24; hp 66;
Init +1; Spd 20 ft/x3;
AC 26 (flatfooted 25, touch 13);
Attacks: +1 Sonic Dwarven Waraxe +10/+5 (1d10+7+sonic, 20/x3) or Mighty (+3) Masterwork Composite Longbow (1d8+3, 20/x3)
AL LN; Sv Fort +8, Ref +6, Will +3;
Str 18, Dex 13, Con 16, Int 13, Wis 12, Cha 6;
Skills: Craft (Armoursmith) +10, Craft (Trapmaking) +7, Craft (Weaponsmith) +9, Disable Device +14, Handle Animal +0, Intimidate +5, Knowledge (religion) +2, Open Lock +8, Search +7.
Feats: Combat Expertise, Improved Disarm, Nimble Fingers, Toughness, Weapon Focus(Dwarven Waraxe), Weapon Specialization(Dwarven Waraxe)
Notable Possessions: +1 Sonic Dwarven Waraxe, +1 Spiked Full Plate, Masterwork Tower Shield, Oil of Magic Weapon (2), Potion of Cure Light Wounds (4), Potion of Cure Moderate Wounds (3), Potion of Cure Serious Wounds, Potion of Cure Critical Wounds, Elixir of Vision, Crown of Protection +2, Cloak of Resistance +1, Belt of Strength +2, Boots of Spider Climbing, Potion of Enlarge Person, Potion of Fly, Potion of Longstrider, Potion of Expeditious Retreat.
 

Stats for Kull and Dargrim after the battle with the ogres and giants.

Kull Redfist
Half-orc, Cleric 10/Templar 1;
HD 10d8+1d10+36; hp 96;
Init +0; Spd 20 ft/x3 or fly 40 ft/x3;
AC 27 (flatfooted 27, touch 12);
Attacks: Cold Justice +16/+11 (1d10+12+frost+axiomatic,19-20/x2), or +2 Spiked Gauntlet +16/+11 (1d4+8), or Mighty (+4) Masterwork Composite Longbow +9/+4 (1d8+4, 20/x3) or Spiked Armour +15/+10 (1d6+7+shock);
AL: LN; Sv Fort +15, Ref +5, Will +13;
Str 22, Dex 11, Con 18, Int 13, Wis 15, Cha 10;
Skills: Concentration +12, Diplomacy +12, Heal +8, Knowledge (arcana) +6, Knowledge (religion) +9, Spellcraft +6.
Feats: Endurance, Leadership, Power Attack, Improved Sunder
Clerical Spells: 0:6, 1:5+1, 2:5+1, 3:3+1, 4:3+1, 5:2+1
Domains: Law & War
Notable Possessions: Cold Justice (+1 Axiomatic Frost Heavy Flail), +2 Spiked Full Plate (spikes are +1 shock weapons), +2 Spiked Gauntlet, Winged Boots, Cloak of Resistance +2, Wand of Cure Moderate Wounds (45 charges), Wand of Cure Light Wounds (20 charges), Silver Bell of the Banquet, Potion of Remove Disease, Scroll of Hold Person, Helm of Underwater Action, Potion of Cure Light Wounds (x2), Scroll of Hide from Undead, Potion of Cure Moderate Wounds (x2), Lesser Rod of Empower Spell*, Scroll of Death Knell, Scroll of Bestow Curse, Belt of Strength +2, Shirt of Health +2, Major Ring of Spellstoring (Stone to Flesh x2), Ring of Protection +2, Animated Heavy Steel Shield +1, Oil of True Strike, Potion of Expeditious Retreat, Potion of Blur, Scroll of Word of Recall, Arrows +1 (6).

* Kull now actually has his own one of these; Gnorric has the original 'all party' item

Dargrim Ironshield
Dwarf, Fighter 6/Rogue 3;
HD 6d10+3d6+24; hp 91;
Init +1; Spd 20 ft/x3;
AC 27 (flatfooted 26, touch 13);
Attacks: +1 Sonic Dwarven Waraxe +14/+9 (1d10+7+sonic, 20/x3) or Mighty (+3) Masterwork Composite Longbow +10/+5 (1d8+3, 20/x3) or Spiked Armour +13/+8 (1d6+5);
AL LN; Sv Fort +12, Ref +8, Will +6;
Str 18, Dex 13, Con 19, Int 13, Wis 12, Cha 6;
Skills: Craft (Armoursmith) +10, Craft (Trapmaking) +8, Craft (Weaponsmith) +10, Disable Device +17, Handle Animal +0, Intimidate +6, Knowledge (religion) +2, Open Lock +10, Search +10.
Feats: Combat Expertise, Improved Disarm, Nimble Fingers, Toughness, Weapon Focus(Dwarven Waraxe), Weapon Specialization(Dwarven Waraxe), Dodge, Endurance
Notable Possessions: +1 Sonic Dwarven Waraxe, +2 Spiked Full Plate (spikes are +1 weapons), +2 Heavy Steel Shield, Oil of Magic Weapon (2), Potion of Cure Light Wounds (4), Potion of Cure Moderate Wounds (3), Elixir of Vision, Crown of Protection +2, Cloak of Resistance +2, Belt of Strength +2, Shirt of Health +2, Boots of Spider Climbing, Potion of Enlarge Person, Potion of Fly, Potion of Longstrider, Potion of Expeditious Retreat, Brooch of Shielding (42), Ring of Evasion.

By the way, this is the last time you'll see stats for Kull as a Templar. He's about to be re-designed to use a similarly flavoured but less front-loaded PrC we're calling the "Ironfist".
 

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