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Ral Irothu

Currently Under Construction
DESCRIPTION
[sblock]
Ral Irothu stumbled as he climbed across the huge rock. Once, it had been part of the roof of this temple, but some disaster or war long ago had turned this place of worship into one big wreck. He scrambed up and over the carved piece of ceiling and approached the altar. His companions, old associates of his from Morgrave University, had for the moment disappeared, but he was unconcerned. They were all quite capable, and spread out to help him search.

Fortunately, the ancient clerics of this temple had done a good job of protecting their altar: when the roof had collapesed, they had managed, through some long-lost magic, to protect the altar from damage. Ral was here to obtain that knowledge, and as he absently stroked his darkish blond hair, he spied what he had came for: a large book on the altartop carved with Lillends, glimmering with magic.

Carefully making his way up the stairs of the dais, Ral approached the altar cautiously. Who knew what ancient curses protected this holy place from non-believers like himself? But the runes stayed dark, and allowing himself a smile, he scampered to the other side of the altar and carefully opened the book.

He frowned as he flipped through the pages of fading ink and yellowing parchment. The spell he was looking for wasn't there. But as he began to turn back the way he came, a passage caught his eye. Ral set his glasses on his nose and read:

"And lo, for as soon as Kynthi had spoken the Holy Words and offered his hands in benediction to the Silver Flame, the afflicted townspeople were freed from the grips of the medusa's stony gaze. And the town rejoiced, and offered many wheat portions to the Flame in thanks."

Ral flipped back a few pages. Once he had found the words and motions, he took out a dog-eared prayerbook filled with blank pages. Carefully, he copied every word into his book, then smiled. Even though he hadn't gotten the protection spell he had hoped for, he'd found an easier and faster way of lifting curses on creatures. Besides, this would allow him an additional opportunity to earn admiration back at the University.


A seeker of knowledge, he is constantly trying to understand the dark dangers surrounding the people of Khorvaire, dangers he believes were far better understood by the ancient peoples of the past. The giants of Xen'drik, the dragons, even the hobgoblins, all posses secrets neccessary to preserving civilization as he knows it. Toward that understanding, he haunts mouldering libraries, risks his life hacking his way through steaming jungles to search time-haunted ruins, and takes apart cursed artifacts to learn awful secrets. All of this he is certain will be needed to avert some awful catastrophe, he is certain. If only he could convince others...

Ral Irothu holds the extremely important position of Curator of Antiquities at Morgrave University, and works closely with acquaintences who have frequently proven resourceful in his travels around the world. While influential at the University, he had to constantly fight the negative perceptions of the other great centers of learning in Khorvaire, who respected him personally, but could not accept his theories due to his affiliations. He continues his quests for knowledge anyway, certain that digging up sufficient truths will convince his brothers and sisters in academia.

Unlike many academics, Ral is rugged and sturdy, with a practical nature that comes from being in the field frequently. He is young for his relative position, being only 35. He has a passionate crush on Ziv, the General Studies Chair of Metamagical Physics.
[/sblock]
Ral Irothu
Archivist 8 AND Ranger 1/Artificer 7
Male Brelandian Human
Lawful Neutral

Str: 10 (+0)
Dex: 12(+1)
Con: 14 (+2)
Int: 22 (+6) = 18 +2 level +2 enhancement
Wis: 16 (+3) = 14 +2 enhancement
Cha: 12 (+1)

BUILD INFORMATION
Archivist 1/Ranger 1: Track, wild empathy, Dark knowledge (tactics) 3/day, Scribe Scroll
Archivist 2/Artificer 1: Artificer Knowledge, artisan bonus, disable trap, item creation, Scribe Scroll, Lore mastery
Archivist 3/Artificer 2: Brew Potion, Dark knowledge 4/day
Archivist 4/Artificer 3: Craft Wondrous Item, Still mind
Archivist 5/Artificer 4: Craft Homonculus, Dark knowledge (puissance),
Archivist 6/Artificer 5: Craft Magic Arms and Armor, retain essence, Dark knowledge 5/day
Archivist 7/Artificer 6: Metamagic spell trigger, Lore mastery
Archivist 8/Artificer 7: Craft Wand, craft reserve 200, Dark knowledge (foe)

Hit Points: 1d8+7d6+Con (52 hit points)
BAB +6
AC: 17 (10 + 1 Dex, +5 armor, +1 enhancement)

SAVES
Fort +6 base +2 Con
Ref +4 base +1 Dex
Will +6 base +2 Wis

ATTACKS
+2 Longsword melee +8/+3 (1d8 +2,19-20/x2)
Wand of Scorching Ray ranged touch +7 (4d6 fire, 20/x2)

LANGUAGES
Common, Draconic, Drow, Giant, Goblin.

SKILLS
+7 Appraise (Int) (1) +6 Int
+12 Concentration (Con)(10) +2 Con
+17 Disable Device (Int) (11) +6 Int
+18 Knowledge (arcane) (Int) (10) +6 Int +2 mastery
+9 Knowledge (arch & engrng) (Int) (3) +6 Int
+14 Knowledge (dungeoneering) (Int) (8) +6 Int
+9 Knowledge (history) (Int) (3) +6 Int
+9 Knowledge (geography) (Int) (3) +6 Int
+14 Knowledge (the planes) (Int) (8) +6 Int
+18 Knowledge (religion) (Int) (10) +6 Int +2 mastery
+10 Profession (academic) (Int) (4) +6 Int
+17 Search (Int) (11) +6 Int
+17 Spellcraft (Int) (11) +6 Int
+7 Survival (Wis) (4) +3 Wis
+15 Use Magic Device (Cha) (11) +1 Cha +3 skill focus

FEATS
Skill Focus (UMD) (Human)
Energy Substitution (sonic) (lvl1)
Reach Spell (lvl 3)
Extend Spell (Art4)
Legendary Artisan (lvl 6)

HUMAN RACIAL ABILITIES
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• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
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CLASS FEATURES
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ARCHIVIST
Weapon and Armor Proficiency: Archivists are proficient with all simple weapons and with light and medium armor, but not with shields.
Spellcasting: An archivist casts divine spells, drawn primarily from the cleric spell list although he can eventually uncover, learn, and prepare noncleric divine spells spells. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell level + the archivist's Int modifier.
Prayerbook: Unlike a cleric, an archivist does not receive his daily spell complement from whatever deity or cosmic force he worships. Rather, he must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in his prayerbook except for read magic, which archivists can prepare from memory.
An archivist begins play with a prayerbook containing all 0-level cleric spells plus three 1st-level cleric spells of the player's choice. For each point of Intelligence bonus the archivist has, the prayerbook has an additional 1st-level cleric spell. At each new class level, the archivist gains two new cleric spells for his prayerbook; these can be of any spell level or levels that he can cast (based on his new archivist level). At any time, an archivist can also add spells found on scrolls containing divine spells to his prayerbook, but he must make any rolls and spend the time required (see Adding Spells to a Wizard's Spellbook on page 178 of the Player's Handbook). The archivist can learn and thus prepare nonclerical divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the cleric spell list.
Dark Knowledge: Three times per day, an archivist can draw upon his expansive knowledge of monsters, granting his allies benefits against the creatures they face. Doing this counts as a move action. The secrets of dark knowledge pertain only to aberrations, elementals, magical beasts, outsiders, or undead.
An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth).
Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.
The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.
Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus on attack rolls made against them. For example, an archivist confronted by corruption eaters* who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.
Puissance: Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
Foe: Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.
Scribe Scroll: Archivists gain Scribe Scroll as a bonus feat.
Lore Mastery: Upon reaching 2nd level, an archivist gains a +2 bonus on all Decipher Script checks and on all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus.
Still Mind (Ex): Starting at 4th level, an archivist gains a +2 bonus on saving throws against spells and effects from the school of enchantment, due to his rigorous focus and intense mental discipline.

ARTIFICER
Infusions: Ral has access to every infusion on the list that is a level that he can use. Infusions are Intelligence based. His infusions can only be imbued into an item or a construct. He can spend 1 action point to imbue any infusion in 1 round, if the normal casting time is longer. He can apply metamagic feats to his infusions spontaneously. He needs to have 8 hours of rest, after which he spends 15 minutes concentrating to hold his daily allotment of infusions.
Craft Reserve: His current craft reserve is 200 points.
Artificer Knowledge: He can make a special artificer knowledge check with a bonus equal to his artificer level + Int modifier to detect whether a specific item has a magical aura. He must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the special powers of the item. He cannot take 10 or 20 on this check, and may only perform it once on any item.
Artisan Bonus: Ral gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat.
Disarm Trap: Ral can use Search to locate taps when the task has a difficulty class of higher than 20. He can use the Disable Device skill to disarm magical traps just like a rogue.
Item Creation: Ral can create a magic item even if he does not have access to the spells that are prerequisites for the item. His effective caster level is considered to be equal to his artificer level +2 for purposes of meeting caster level requirements for item creation. He can also make a UMD check to emulate nonspell requirements, including item creation feat prerequisites.
Craft Homunculus: He can craft a homunculus as if he had the Craft Construct feat.
Retain Essence: Ral can salvage XP from magical items and add them to his Craft Reserve. After spending a day with the item, it is destroyed, and Ral adds the XP it took to create the item to his Craft Reserve.
Metamagic Spell Trigger: Ral can apply a metamagic feat he knows to a spell trigger item. He expends additional charges equal to the level adjustment for the metamagic feat. If the item does not have charges, he cannot use this feature.

RANGER
Favored Enemy-Aberrations (Ex): Ral gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against aberrations. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Track: Ral gains Track as a bonus feat.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result.
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SPELLS
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ARCHIVIST SPELLS
Caster Level 8
DC 15 + spell level
Prepared Spells are Underlined

Prayerbook Spells Known
0-level (4): Create Water, Cure Minor Wounds, Detect Magicx2, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue

1-level (6): Bless, Comprehend Languages, Cure Light Wounds, Detect Evil, Disguise Self, Divine Favor, Endure Elements, Hide from Undead, Nystul's Magic Aura, Pass Without Trace, Sanctuary, Shield of Faith, Silent Image,

2-level (5): Augury, Invisibility, Lesser Restoration, Locate Object, Silence, Zone of Truth

3-level (5): Clairaudiance/Clairvoyance, Create Food and Water, Cure Serious Wounds, Darkvision, Dispel Magic, Fly, Locate Object, Meld into Stone, Remove Disease, Vigor, Vigor-Lesser Mass, Weather Eye

4-level (3): Air Walk, Dimension Door, Divine Power, Fireball, Freedom of Movement, Holy Sword, Otiluke's Resiliant Sphere, Phantasmal Killer, Spell Immunity, Summon Monster IV

ARTIFICER INFUSIONS
Caster Level 8
DC 15 + spell level

Spells Known
1-level (5): Armor Enhancement-lesser, Energy Alteration, Enhancement Alteration, Identify, Inflict Light Damage, Light, Magic Stone, Magic Vestment, Magic Weapon, Repair Light Damage, Resistance Item, Shield of Faith, Skill Enhancement, Spell Storing Item, Weapon Augmentation-Personal

2-level (4): Align Weapon, Armor Enhancement, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Chill Metal, Fox’s Cunning, Heat Metal, Inflict Moderate Damage, Owl’s Wisdom, Repair Moderate Damage, Toughen Construct, Weapon Augmentation-lesser

3-level (3): Armor Enhancement-Greater, Construct Energy Ward, Inflict Serious Damage, Magic Weapon-Greater, Metamagic Item, Power Surge, Repair Serious Damage, Stone Construct, Suppress Requirement
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EQUIPMENT

ARMS AND ARMOR:
+2 Longsword (4,350 gp)
+1 Mithril Breastplate (4,900 gp)

MAGICAL ITEMS:
Aureon's Spell Shard (3,125 gp)
Bag of Holding IV (5,000 gp)
Belt of Hidden Pouches (2,500 gp)
Headband of Intellect and Wisdom +2 (5,000 gp)
Homunculus-Dedicated Wright (2,100 gp)
Homunculus-Expeditious Messenger (1,650 gp)
Wand of Scorching Ray (CL 3) (2,250 gp)

1st-level scrolls copied into prayerbook
  • Disguise Self (12.5 gp)
  • Nystul's Magic Aura (12.5 gp)
  • Pass without Trace (12.5 gp)
  • Silent Image (12.5 gp)
2nd-level scrolls copied into prayerbook
  • Invisibility (75 gp)
  • Locate Object (75 gp)
3rd-level scrolls copied into spellbook
  • Clairaudiance/Clairvoyance (187.5 gp)
  • Darkvision (187.5 gp)
  • Fly(187.5 gp)
  • Meld into Stone(187.5 gp)
  • Remove Disease (187.5 gp)
  • Vigor(187.5 gp)
  • Vigor-Lesser,Mass(187.5 gp)
  • Weather Eye (187.5 gp)
4th-level scrolls copied into prayerbook
  • Dimension Door (350 gp)
  • Fireball (350 gp)
  • Holy Sword (350 gp)
  • Otiluke's Resiliant Sphere(350 gp)
  • Phantasmal Killer (350 gp)
  • Spell Immunity(350 gp)

Starting Gold: 36,000
Gold Spent: 34,675 gp
Gold Remaining: 1,325 gp
All sources can be provided to the DM upon request.
Archivist (from Heroes of Horror) can also be found at: http://wizards.com/default.asp?x=dn...0051007a&page=3
 
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Name: Kalandar the enlightened
Class: Monk 8 / Psion 8
Race: Human
Size: M
Gender: male
Alignment: LG
Deity: Silver flame

Str: 14 (+2) [6pts]
Dex: 14 (+2) [6pts]
Con: 14 (+2) [6pts]
Int: 14 (+2) [6pts]
Wis: 18 (+4) [6 pts]
Cha: 15 (+2) [8pts]

Level: 8
BAB: +6

Reach : 5ft

Speed: 50
Init: + 2


HP: 64 [6*8 +16 con]

Code:
     [b]Total [/b] Base Armor  Shld  Dex  Size  Nat  exalted  insight  Deflection[/B]
[b]AC:  22[/b]      10    +0    +0   +2   +0   +1     +3       +5         +1     

[B]Touch:[/B] 18               
[B]Flatfooted:[/B] 14


Code:
	Base    Mod     misc    [B]Total[/B]
Fort:...+6......+2......+1.........+9				
Ref:....+6......+2......+1.........+9				
Will:...+6......+4......+1.........+11*  

Notes: 
* Additional +2 against school of enchantement spells & effects from Still mind
immune to detect thoughts, discern lies and detection of alignment from vow of poverty feat
Evasion class ability 
Misc: +1 from vow of poverty
Purity of Body (Ex): immunity to all diseases except for supernatural and magical diseases.


Weapon: unarmed strike
Attack: +12/+7 hit, 1d10+3/1d10+3 damage + Golden ice

Weapon: unarmed strike with flurry of blows
Attack: +11/+11/+6 to hit, 1d10+3/1d10+3/1d10+3 damage + Golden ice

Weapon, ranged: Dagger
Attack: +13 to hit, 1d4+3 damage, 19-20/x2, 10 ft., Piercing or slashing

Note:
Touch of Golden Ice (exalted feat): affects evil creatures touched. Poison contact DC 14 for 1d6 dex primary, 1d6 secondary damage
To hit: base +4 (wis-from intuitive strike feat) +1 (magic, from vow of poverty) +1 weapon focus
Damage: +1 (magic, from vow of poverty) + 2 str
Flurry of blows: attack +5/+5/0
With unarmed strike, +1 damage against evil creatures or +1d4 against evil outsiders or undead (sanctify martial strike)
Stunning fists: DC 18, stunned for 1 round (8x/day)
Languages: Common, Dwarf, Elf

Racial features:
4 skill points at 1st level
+1 skill point per level
bonus feat at 1st level

Class Features, monk:
flurry of blows, unarmed strike, evasion, Still mind, Ki strike (magic), slow fall 40 ft., Wholeness of body


Class Features, Egotist(Psychometabolism) :
Psionic powers
PP: 66 [58 base + 8 int]


Powers:
Level 1 (5): Catfall; Force Screen (+4 shield bonus 1rnd/lvl); detect psionics; Prescience, Offensive; Synesthete
Level 2 (4): Detect Hostile Intent; Body Equilibrium; Levitate, Psionic; Animal affinity; energy missile (from expanded knowledge feat)
Level 3 (4): Body Adjustment; Touchsight; Body Purification; Ectoplasmic form
Level 4 (4): Freedom of Movement, Psionic; Dimension Door, Psionic; Energy adaptatipn; Correspond


Powers usually active:
Detect Hostile Intent, lvl 2 (10 min./level): you become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). While this power is active you cannot be surprised or caught flatfooted by creatures that are susceptible to mind-affecting powers.

Synesthete, lvl 1 (10 min./level): Can feel light or see sound & +4 circumstance bonus on all Spot and Search checks


Feats:
- Sacred vow (level 1): +2 perfection bonus on diplomacy checks
- vow of poverty (human bonus feat):
- Nimbus of light (Sacred vow 1st level bonus feat): Shed light as a lamp at will (bright light 5ft, shadowy illumination 5 ft), +2 diplomacy & sense motive checks with good creatures
- Up the wall (Psion 1st level bonus): movement on vertical surface if you begin and end your move on a horizontal surface. If not, fall prone

- Unarmed strike (monk 1st level)
- Stunning fists (monk 1st level bonus feat): DC 18, stunned for 1 round (8x/day)
- Combat reflexes (monk 2nd level bonus feat): additional AoO = dex bonus
- Intuitive attack (Sacred vow 2nd level bonus feat): use wis bonus instead of str bonus for attacks

- Weapon focus - unarmed strike (3rd level bonus feat)
- Sanctify martial strike (Sacred vow 4th level bonus feat): +1 against evil creatures or +1d4 against evil outsiders or undead
- Expanded knowledge (Psion 5th level bonus): Energy missile
- Improved trip (monk 6th level bonus feat)

- Leadership (6th level bonus feat): Score=10, 6th level cohort + 5 followers
- Touch of golden ice (Sacred vow 6th level bonus feat): Contact DC 14 for 1d6 dex primary, 1d6 secondary damage to evit creatures.
- Holy radiance (Sacred vow 8th level bonus feat): 1d4 damage to all undead within 10ft


Code:
[B]Skill Points:[/B] 77 [level 1: 4*(4 base monk +2 int) +4 human, levels 2-8: (4 base monk +2 int) +1 human]

Skills                       Total    Ranks  Mod     Misc  
Balance (Dex)                +11      +7      +2     +2 tumble synergy
Concentration (Con)          +13      +11     +2		
Diplomacy (Cha)              +6*      +0      +2     +2 sacred vow  +2 sense motive synergy   * +2 with good creatures (nimbus of light)
Hide (Dex)                   +10      +8      +2 
Jump (Str)                   +10      +6      +2     +2 tumble synergy
Listen (Wis)                 +14      +10     +4 
Move Silently (Dex)          +10      +8      +2               
Sense Motive (Wis)           +13      +9      +4     +2 with good creatures (nimbus of light) 
Spot (Wis)                   +13      +9      +4
Tumble (Dex)                 +13      +9      +2     +2 jump synergy

Age: Age: 19
Height: 5'9"
Weight: 160lb
Eyes: Blue
Hair: black
Skin: tanned

Background
Ascetic monk of the silver flame.

Kalandar is an orphan. All attempts in determining his ancestry, both magical and mundane, have proven unsuccessful. He was raised in a monastery in a small village that had close ties to the curch of the silver flame. His mentors quickly noticed that Kalandar was an unusual child. He has te uncanny ability to radiate a silvery light (which they believed was tied to the silver flame), and his wisdom seemed well beyond his age.

He spent most of his childhood as an ascetic, training and meditating at his monastery. His mental powers grew, and as time passed, it became apparent that Kalandar had several gifts of a holy nature.

When he felt he was ready, he left his monastery to explore the world, where he felt his gifts and powers could do more good.

He made a name for himself dring the The Last War, and the couple of years after its end. Kalandars talents were put to use aiding refugees, stoping unchecked merecenaries, or providing aide to war torn regions of Thrane.

Then, He headed to Sharn.

DM and non-players only [sblock] Kalandar always dreamed of flying snakes as a child. He later learned that the creatures in his vision were actually couatls, and they somehow allowed him to develop is own latent psionic ability.

Just before heading to Sharn, Kalandar received a vision that he needed to contact the Keeper of the Flame (11 year old Jaela Daran, head of the Church in a spiritual sense). He did not understand how he could be chosen, or what he needed to do, but he followed his instinct and headed to Sharn.

When he arrived, Lady Kaaria (7th level cleric of the silver flame, a follower from the leadership feat) greeted him and brought himto Jaela Daran, telling him that he was expected.

The keeper told him that he was to investigate suspected corruption within the citys chruch. To name names, the Archheirophant Ythana Morr is suspected of trafficing with fiends. However, only Jaela is possessed of this knowledge spoken to her directly from the Flame itself, but is afraid of ramifications from the Council of Cardinals should she move directly against Ythana. Towards this end she has requested Kalandar's aid rooting out the Archheirophants corruption. Since Kalandar wishes to bolster charity within the city, it makes an admirable front for his true purpose in Sharn, and gets him in close contact with the Keeper of the Flame.

[/sblock]

In Sharn, spent most of his time helping the poorest of the poor, roaming the bad neighborhoods of the city and gelping those in need, often using his stigmata to cure the sick.

His deeds attracted attention, and some joined him in his calling. Among them, Lady Kaaria (7th level cleric of the silver flame) joined him in his efforts and created a small church where his followers and those in need stay.[/I]



Equipment
Soft leather boots
Monk's tunic
Belt with pouch (contains Marbles & caltrops)
dagger

Cohort & followers
-Cohort-
Lady Kaarina of the Silver flame (6th level cleric)

-Followers-
Kiran - 1st level shifter rogue (14 year old street kid, orphan)
Shalar - 1st level changeling bard
Donavan & Matias - 1st level human Clerics of the silver flame
Gimlak - 1st level Dwarf warrior & cook extraordinaire
 
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Gavin d’Orien (32,000 xp)
Male human Paragon 1/Fighter3/Orien Heir 4 and Wizard 8
NG Medium humanoid (human)
Init
+1; Senses Listen +2, Spot +2
Action Points 11
Languages Common, Elven, Goblin, Giant
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Defenses[sblock]AC 23, touch 12, flat-footed 22
Hp 70 (8 HD)
Special Defenses Not effected by cold weather
Fort +8, Ref +9, Will +7
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Combat[sblock]Speed 20 Ft. (4 squares) (Full speed over ice and snow)
Melee +2 mournload bastard sword +12/+7 (1d10+5/19-20)
Space 5 Ft.; Reach 5 ft.
Base Atk +6/+1; Grp +9
Atk Options Weapon Focus: Bastard Sword
Combat Gear Orien Dragonmark Focus +2, Boots of the Winterlands[/sblock]
Spells and Spell-like abilities[sblock]Spell-like abilities DC 11+spell level Caster Level 16
2/day Dimensional Leap
1/day Phantom Steed
1/day Dimension Door
1/day Teleport
Spells Per Day DC 15+spell level Caster level 8
4th Dimension Door(x2), Shout(DC19), Polymorph(40%)
3rd Fog Cloud(still), Suggestion(x2, DC18), Tongues(x2)
2nd Baleful Transposition(x2, DC17), Blades of Fire(x2), Dimensional Leap
1st Benign Transposition, Hold Portal, Slide(DC16), Featherfall(x2), True Strike(x2)
0thDetect Magic(x2)(40%), Light(x2), Acid Splash(40%)
Spellbook (60/100 pages full)[sblock]4th dimension door, shout, lesser geas, polymorph(40%)
3rd dispel magic(40%), lightning bolt(40%), suggestion, tongues
2nd baleful transposition, blades of fire, dimensional leap, fog cloud(40%)
1st benign transposition, critical strike, expeditious retreat, swift, feather fall, hold portal, low-light vision, slide, true strike
0th acid splash(40%), arcane mark(40%), dancing lights(40%), daze(40%), detect poison(40%), detect magic(40%), flare, light, mage hand(40%), mending(40%), message(40%), open/close(40%), prestidigitation(40%), read magic(40%), ray of frost(40%), resistance(40%)[/sblock]
Aureon’s Spellshard 60/500 slots full[sblock]4th dimension door, shout, lesser geas, polymorph(40%)
3rd dispel magic(40%), lightning bolt(40%), suggestion, tongues
2nd baleful transposition, blades of fire, dimensional leap, fog cloud(40%)
1st benign transposition, critical strike, expeditious retreat, swift, feather fall, hold portal, low-light vision, slide, true strike
0th acid splash(40%), arcane mark(40%), dancing lights(40%), daze(40%), detect poison(40%), detect magic(40%), flare, light, mage hand(40%), mending(40%), message(40%), open/close(40%), prestidigitation(40%), read magic(40%), ray of frost(40%), resistance(40%)[/sblock]
*********************************************************************[/sblock]
Abilities, Qualities, Skills, Feats, and Equipment[sblock]Abilities Str 16, Dex 12, Con 14, Int 20, Wis 10, Cha 13
Special Qualities: familiar benefeits, conjuration specialization(no illusion or necromancy), additional action points, only needs to sleep 2 hours, doesn't need to eat, house status, adaptive learning(Survival), improved least and lesser dragonmarks
Feats Combat Casting, Favored in House(Orien, +3, 4/week), Exotic Weapon proficiency(Bastard Sword)(b), least Dragonmark (passage), Weapon Focus (bastard sword)(b), Still Spell(b), Heroic Metamagic
Skills Balance -4, Bluff +4(+8 Orien), Climb -2, Concentration +13(+17 casting defensively), Diplomacy +6(+7 in Noble's Outfit, +8 Orien, +9 noble outfit/Orien), Escape Artist -4, Hide -4, Jump -8, Knowledge (arcana) +15, Knowledge (geography) +15, Move Silently -4, Ride +12(+7 quick mount), Sense Motive +11, Spellcraft +18(+20 learn conjuration), Survival +13(+15 avoid getting lost/hazards), Swim -7
Possessions combat gear plus explorer’s outfit, +1 full plate, +1 light steel shield, +2 mournload bastard sword, headband of intellect +2, Aureon’s spellshard, ring of sustenance, ring of protection+1, boots of the winterlands, heward’s handy haversack, cloak of resistance +1, spellbook, spell component pouch, House Orien Arcane Signet Ring, ID papers w/portrait, everburning torch, waterskin, rope(silk) 50 ft., belt pouch, glamerweave noble's outfit, golden chain with ruby pendant(60 gp), 3 gold rings (5 gp each), finely crafted belt with ruby buckle (25 gp), 13pp, 4 gp Weight carried: 71.5 lbs. Light Load[/sblock]

Karrn the Conquerer
Male Weasel familiar
NG tiny magical beast (augmented animal)
Init
+2; Senses low-light vision, scent, Listen +1, Spot +3
Languages speak with master, speak with animals of type
[sblock]*********************************************************************
AC 18, touch 14, flat-footed 16
Hp 35 (8 HD)
Special Defenses improved evasion
Fort +5, Ref +7, Will +7
*********************************************************************
Speed 20 Ft. (4 squares)/Climb 20 ft.(4 squares)
Melee bite +10 (1d3-4) or
Melee touch spell +10 (as spell)
Space 2.5 Ft.; Reach 0 ft.
Base Atk +6; Grp -6
Atk Options Attach
Other Actions Deliver Touch Spells
*********************************************************************
Abilities Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5
Special Qualities: share spells, empathic link, racial skill bonus
Feats Weapon Finesse
Skills Balance +10, Bluff +0, Climb +10, Concentration +11, Diplomacy +2, Hide +11, Jump -10, Knowledge (arcana) +10, Knowledge (geography) +10, Move Silently +8, Ride +13, Sense Motive +12, Spellcraft +12, Survival +12(+14 avoid getting lost/hazards)[/sblock]
 
Last edited:

Code:
[B]Name:[/B] Oscar Mroranon
[B]Class:[/B] Ghestalt [Wizard 5/Runesmith 2/Cataclysm Mage 1]/[Cleric 5/Divine Oracle 3] 
[B]Race:[/B] Dwarf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] The Sovereign Host

[B]Str:[/B] 12 +1        ( 4p.)     [B]Level:[/B] 8        [B]XP:[/B] 31,226
[B]Dex:[/B] 12 +1        ( 4p.)     [B]BAB:[/B] +6/+1      [B]HP:[/B]  68 (5d8 + 3d6 + 24)
[B]Con:[/B] 16 +3        ( 6p.)     [B]Grapple:[/B] +7     [B]Dmg Red:[/B] --/----
[B]Int:[/B] 16 +3 (18 +4)(10p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] --
[B]Wis:[/B] 17 +3 (19 +4)(10p.)     [B]Init:[/B] +1        [B]Spell Save:[/B] +4/+4
[B]Cha:[/B] 10 +0        ( 4p.)     [B]ACP:[/B] -3         [B]Spell Fail:[/B]  0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +9    +3    +1    +0    +0    +2(6) 25(29)
[B]Touch:[/B] 13(17)          [B]Flatfooted:[/B] 24

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      5    +3    +2    +10
[B]Ref:[/B]                       4    +1    +2    +7
[B]Will:[/B]                      6    +4    +2    +12

[B]Weapon                  Attack   Damage     Critical[/B]
Morningstar               +8      1d8+1        20x2
Ranged Touch              +7         --          --
Touch                     +7         --          --

[B]Languages:[/B] Dwarven, Common, Gnome, Orc, Giant

[B]Abilities:[/B] Darkvision 60ft, Stonecunning,
Weapon Familiarity: Dwarven Waraxe and Dwarven Urgosh,
Stability: +4 bonus to resist bull-rush and trips when standing on the ground,
+2 racial bonus to saving throws vs. poison,
+2 racial bonus to saving throws vs. spells and spell-like effects,
+1 racial bonus to attack rolls vs. Orcs and Goblinoids,
+4 dodge bonus vs. monsters with the giant type,
+2 racial bonus on Appraise checks related to stone or metal items,
+2 racial bonus on Craft checks related to stone or metal items,
base speed of 20', speed not reduced by medium or heavy armor,
Arcane Spells [I]4/4/4/3[I],
Summon Familiar,
Proficient with all simple weapons,
Proficient with light, medium, and heavy armor,
Proficient with bucklers, light, and heavy shields,
Aura of Good(Ex),
Divine Spells [I]6/5+1/4+1/4+1/3+1[/I],
Spontaneous Casting[Good],
Turn Undead 3/day
[sblock]
Turning Check = 1d20 + Cha mod (+2 bonus for 5 or more ranks in Knowledge[Religion])

[B]Turning Check Result[/B]    [B]Highest HD Undead Affected[/B]
     0 or less                 Cleric's level - 4
     1-3                       Cleric's level - 3
     4-6                       Cleric's level - 2
     7-9                       Cleric's level - 1
     10-12                     Cleric's level
     13-15                     Cleric's level + 1
     16-18                     Cleric's level + 2
     19-21                     Cleric's level + 3
     22 or higher              Cleric's level + 4
        
Turning Damage = Total HD of undead to be turned = 2d6 + Cleric Level + Cha Mod
[/sblock]
Domains:
Community
[b]Granted power:[/b] You can use [I]calm emotions[/I] as a spell-like ability once per day.  You also gain a +2 competence bonus on Diplomacy checks.
Spells:[sblock]
1 - Bless
2 - Status
3 - Prayer
4 - Status, Greater
5 - Rary's Telepathic Bond
6 - Heroe's Feast
7 - Refuge
8 - Sympathy
9 - Heal, Mass[/sblock]

Oracle
[b]Granted power:[/b] You cast divination spells at +2 caster levels.
Spells:[sblock]
1 - Identify
2 - Augury
3 - Divination
4 - Scrying
5 - Commune
6 - Legend Lore
7 - Scrying, Greater
8 - Discern Location
9 - Foresight[/sblock]

Travel
[b]Granted power:[/b] For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell [I]freedom of movement[/I].  This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).  This granted power is a supernatural ability.

Add Survival to your list of Cleric class skills.
Spells:[sblock]
1 - Longstrider
2 - Locate Object
3 - Fly
4 - Dimension Door
5 - Teleport
6 - Find the Path
7 - Teleport, Greater
8 - Phase Door
9 - Astral Projection[/sblock]

Scry Bonus(Su): +1 bonus to the DCs of any divination(scrying) spells he casts,
Trap Sense(Ex) +1,
Prescient Sense(Ex): form of evasion that is unrestricted by armor,
Divination Enhancement(Ex): he may roll twice and take the better result when using divination spells such as [I]augury[/I] or [I]divination[/I],
Rune Magic(Ex),
Stonecraft Expertise(Ex): +2 bonus on Appraise and Craft checks relating to stone,
Dragon Mark Secret - allows you to 1/day mimic the effect of any dragonmark tatoo

[B]Feats:[/B] Skill Focus(Knowledge[Religion]) (1st),
Scribe Scroll (1st level Wizard bonus),
Craft Wonderous Items (3rd),
Heighten Spell (5th level Wizard bonus)
Practiced Spellcaster[Wizard] (6th)

[B]Skill Points:[/B] 55       [B]Max Ranks:[/B]11/5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise(Int)              0    +4    +0(6) +4(10)
Concentration(Con)         11   +3    +0    +14
Craft[Stoneworking](Int)   8    +4    +0(4) +12(16)
Decipher Script(Int)       2    +4    +0(4) +6(10)
Diplomacy(Cha)             2    +0    +0    +2
Heal(Wis)                  2    +4    +0    +6
Intimidate(Cha)            0    +0    +0    +0
Knowledge[Arcana](Int)     6    +4    +0    +10
Knowledge[History](Int)    8    +4    +0    +12
Knowledge[Religion](Int)   8    +4    +0    +12
Knowledge[Planar](Int)     8    +4    +0    +12
Profession(Wis)            0    +4    +0    +4
Spellcraft(Int)            8    +4    +2    +16
Survival (Wis)             0    +4    +0(2) +4(6)

[B]Equipment:                       Cost  Weight[/B]
+1 Mith. Full Plate        11,500gp   25lb
+1 Mith. Hvy. Shield        2,020gp  7.5lb
Mwk Cold Iron Morningstar     316gp    6lb
Ring of Protection +2       8,000gp   --lb
Aureon's Spellshard         3,125gp  0.5lb (Crafted himself, 250xp)
Cloak of Resistance +2      2,000gp    1lb (Crafted himself, 160xp)
Headband of Intellect +2    2,000gp   --lb (Crafted himself, 160xp)
Periapt of Wisdom +2        2,000gp   --lb (Crafted himself, 160xp)
Scrying Shard                 550gp    1lb (Crafted himself, 44xp)
Silver Holy Symbol             25gp    1lb
Spell Component Pouch           5gp    2lb
Belt Pouch                      1gp  0.5lb
 Identification Papers          5gp   --lb
 (With Portrait)
 Traveling Papers               2sp   --lb
Heward's Handy Haversack    2,000gp    5lb
 Glyphbook                     20gp    2lb
 Bedroll                        1sp    5lb
 Winter Blanket                 5sp    3lb
 Healer's Kit                  50gp    1lb
 50' Silk Rope                 10gp    5lb
 Small Steel Mirror            10gp  0.5lb
 Flint and Steel                1gp   --lb
 Sealing Wax                    1gp    1lb
 Waterskin                      1gp    1lb
 Glammerweave Noble's Outfit  175gp   10lb
 Research Journal              15gp    3lb
 Misc Gear                     50gp   XXlb
 (Rations, paper, candles, chalk, and ink)
Traveler's Outfit (free)       --gp   --lb
Signet Ring                     5gp   --lb
Gold ring with hammer pattern  50gp   XXlb
Silver ring with mountain pattern
 and moonstone setting        100gp   XXlb
Saphire on gold chain         100gp   XXlb
Gold clan Mroranon symbol
 on platinum chain            250gp   XXlb
Bronze bracer set with
 emeralds                     500gp   XXlb

[B]Total Weight:[/B]49.5lb    [B]Money:[/B]289gp  2sp  0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                43    86   130   130   650

[B]Gravel, Weasel Familiar[/B]
[b]Tiny Magical Beast[/b]
[b]Hit Dice:[/b] 8 (34hp)
[b]Initiative:[/b] +2
[b]Speed:[/b] 20ft. (4 squares), climb 20ft.
[b]Armor Class:[/b] 17 (+2 Size, +2 Dex, +3 Natural), touch 14, flat-footed 15
[b]Base Attack/Grapple:[/b] +6/-6
[b]Attack:[/b] Bite +10 melee (1d3-4)
[b]Full Attack:[/b] Bite +10 melee (1d3-4)
[b]Space/Reach:[/b] 2-1/2ft/0ft.
[b]Special Attacks:[/b] Attach
[b]Special Qualities:[/b] Low-light vision, scent, speak with master, deliver touch spells, alertness, improved evasion, share spells, empathic link
[b]Saves:[/b] Fort +5, Ref +6, Will +7
[b]Abilities:[/b] Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5
[b]Skills:[/b] Balance 10, Climb 10, Hide 11, Move Silent 8, Spot 3
[b]Feats:[/b] Weapon Finesse

[b]Attach(Ex):[/b] If Gravel hits with his bite attack, he latches onto the opponent's body and automatically deals bite damage each round he remains attached.  While attached, he loses his Dex bonus to AC. While attached he can be struck with a weapon or grappled.

[b]Skills:[/b] Gravel has a +4 racial bonus on Move Silent checks, and a +8 racial bonus on Balance and Climb checks.  He uses his Dex mod for Climb checks, and can always take a 10 on Climb checks.

[B]Age:[/B] 60
[B]Height:[/B] 4'10"
[B]Weight:[/B] 150lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Blond
[B]Skin:[/B] Pale
Appearance: Oskar is of average height and weight, by dwarven standards. As is typical with the Mror dwarves, he clothes himself in finery and jewelry, with a particular fascination for necklaces, amulets, and the like. When he ventures into dangerous territory, he usually favors wearing a suit of mithril full plate that was given to him as a thank you from the last arbiter of the Iron Council. He wears a pensive, thoughtful expression on his face, although anyone not accustomed to dwarves might think it dour. He has a thirst for knowledge that is almost unusual for one of his kind, and he pursues it passionately.

Wizard Spells Known:
0-Level:
Acid Splash
Arcane Mark
Dancing Lights
Daze
Detect Magic
Detect Poison
Disrupt Undead
Flare
Ghost Sound
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Repair Minor Damage
Resistance
Touch of Fatigue
1st-level:
Enlarge Person
Feather Fall
Identify
Magecraft
Magic Missile
Orb of Acid, Lesser
Orb of Sound, Lesser
Unseen Servant
2nd-level:
Detect Thoughts
Fox's Cunning
Knock
Rope Trick
Scorching Ray
See Invisibility
Spectral Hand
3rd-level:
Fireball
Fly
Haste
Magic Weapon, Greater
Secret Page

Wizard Spells Prepared: 4/4/4/3
0-level:

1st-level:

2nd-level:

3rd-level:


Cleric Spells Prepared: 6/5+1/4+1/4+1/3+1
0-level: 6

1st-level: 5+1

2nd-level: 4+1

3rd-level: 4+1

4th-level: 3+1


Background: Oskar Mroranon, Visionary of the Church of the Sovereign Host.

Oskar has had visions for as long as he can remember. At a young age, the sect of the Church of the Sovereign Host in the Mror Holds took a keen interest in him. He was taken in by them for examination, and later, when it was determined that he was not possessed, training. His keen interest and natural scholarly abilities served him well, and he rose through the ranks in the church. His skills in divination were nearly unsurpassed, and his knowledge of all manner of topics proved quite useful. As his knowledge and power grew, he sought out one of the few arcane tutors in the Mror Holds, a gnome wizard by the name of Graflith. With his aid, Oskar became quite adept in the ways of wizardry, and did a fair amount of travelling. During a foray into a ruined temple in the Mournlands, a vision led him to discover a dwarven tome detailing some of the practices of rune magic. The tome also contained many writings on topics that the Church would consider heretical. He has kept his discovery a secret, even from his superiors in the church, for fear that an inquisitor might use it as a reason to declare him a heretic. Secretly, he believes that knowledge of these dark topics could help his people in the times to come, and takes any opportunity he can to leave on archeological expeditions to various sites in the hopes he can find out more.

Oskar's skills have made him highly sought after by those who can afford the donations for his services. Several wealthy bankers, clergy, and clan leaders have sought him out to cast and interpret the runes for them on a variety of subjects ranging from where to invest, what political rivals to trust, and even how best to impress a love interest. While his readings are just as sufficiently cryptic as most others, his reputation grown all the same.

He now sits as a prelate in the church, and is currently based in Korunda Gate. He serves as an advisor to the arbiter of the Iron Council.


Purchased the following scrolls and then added them to his Spellshard:
Scroll of Fly - 375gp
Scroll of Knock - 150gp
Scroll of Rope Trick - 150gp
Scroll of See Invisibility - 150gp
 

a0x3 (aka AX)
Warforged Monk/fighter 8
alignment: Lawful Neutral

Abilities
STR 16+3 (6) +2level
DEX 16+3 (10)
CON 16+3 (6) +2race
INT 10+0 (2)
WIS 14+2 (10) -2race
CHA 10+0 (4) -2race


Hit Dice: 8d12 + 24, 96
Initiative: +6 (+3dex, +3Battle Hardened)

Ac 22 (+4 from enchanted plates, +3dex, +2 from monk, +2 from wisdom, +2 ring of protection)

base land speed 50(30+20)

Attack: Unarmed attack +13 (3d6+5)

Full Attack: Flurry of Blows +13/+13/+8/+3 (3d6+5)

Disarm +9 (+2enchant, -4 light weapon, +4 from the sai,+4 improved disarm, +3 strength)

Saves
Fortitude +9 +1vsSpell/Spell-like
Reflex +9 +2 from Lightning Reflex
Will +8 +3vsFear +1vsSpell/Spell-Like
+2vsEnchantments

Feats:[sblock]
Lightning Reflexes (1st)
Silver Tracery (3rd)
Improved Natural Attack (6th)

Battle Hardened (1st fighter)
Cold Iron Tracery (2nd Fighter)
Weapon Focus (unarmed) (4th Fighter)
Weapon Specialization (unarmed) (6th fighter)
Greater Weapon Focus (Unarmed) (8th fighter)

Improved Grapple (1st Monk)
Unarmed Strike (1st Monk)
Evation (2nd Monk)
Sill Mind (3rd Monk)
Deflect Arrow (3rd Monk)
Ki Strike "Magic" (4th Monk)
Purity of Body (5th Monk)
Improved Disarm (6th Monk)
Wholeness Of Body (7th Monk)
Slow Fall 40ft (8th Monk)
[/sblock]

Skills:[sblock]
44 skill points total

Diplomacy 7 (0cha 5ranks 2syn)
Jump 10 (3str 5ranks 2syn)
Knowledge (arcana) 5 (0int 5ranks)
Knowledge (religion) 5 (0int 5ranks)
Listen 9 (2wis 7ranks)
Sense Motive 7 (2wis 5ranks)
Spot 7 (2wis 5ranks)
Tumble 12 (3dex 7ranks 2syn)
[/sblock]

Possessions:[sblock]
Monks Belt (13000)
-----Treated as a monk +5 levels for AC and unarmed damage
Ring of protection +2 (8000)
+2 enchant on my natural armor (4000)
bag of holding type 1 (2500)
-----Mundain Equipment[sblock]
Chalk (5) (5cp)
Crowbar (2gp)
Flint and steel (1gp)
Hammer (5sp)
Oil (10) (1gp)
Rope, silk (200ft) (40gp)
Lantern, Hooded (7gp)
[/sblock]
+1 sai of grasping (4301)
30x100gp pearls
11x100gp Gems
4x10gp
7gp 4sp 5cp
36000 total spent
[/sblock]

WarForged Traits:[sblock]
-Living Construct Subtype
-Immunity to Poison, Sleep Effects, Paralysis, Disease, Nausea, Fatigue, Exaustion, Energy Drain, and effects that cause the sickened condition
-Cannot Heal Damage Normaly
-Half healing from the Healing subschool and supernatural abilities that cure hit point or ability damage
-Affected by Heat Metal, Chill Metal, Repel Metal or Stone, Repel Wood, and Rusting grasp
-can be raised or resurrected
-does not need sleep, sustinence, or air. can partake of beneficial consumibles for their effect
-Light Fortification
[/sblock]
 
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Caspar Hauser

Ok, here's what I've got so far, mechanically. Description, background, etc. to follow. Couple of non-standard things: I took the Craft Wand feat and took a wand at half GP cost. If that's not OK, let me know and I'll do something else. I also tried to cheap out on a spell effect on the armor by cutting down the charges. Again, if that's not OK I'll be glad to remove it:

Caspar Hauser
Male Human Fighter-Sorcerer 8
Alignment: Chaotic Good

Abilities
STR 10 (+0) (2 points)
DEX 16(18) (+4) (6 points + 2 level bumps + 2 magic)
CON 14 (+2) (6 points)
INT 14 (+2) (6 points)
WIS 10 (+0) (2 points)
CHA 18 (+4) (16 points)

Hit Dice: 8d10 + 16, 75 HP
Initiative: +4

AC: 20 (flatfooted 16, touch 14) +4 Dex, +6 Armor

Attack: Lightning rapier +14 melee (1d6+1 P + 1d6 Elec 15-20/x2)
OR Thunder dagger +13 melee (1d4+1 S 19-20/x2)
OR Thunder +13 ranged (1d4+1 S 19-20/x2)

Full Attack: Lightning rapier +12/+7 melee (1d6+1 P + 1d6 Elec 15-20/x2) AND Thunder dagger +11 melee (1d4+1 S 19-20/x2) (rolled as +12/+11/+7, generally)

Saves: Fortitude: +6, Reflex: +6, Will: +6

Feats
Least Dragonmark of Forces (1st character level)
Lesser Dragonmark of Forces (Human Bonus Feat)
Still Spell (3rd character level)
Craft Wand (6th character level)
Combat Expertise (Fighter level 1)
Two-Weapon Fighting (Fighter level 2)
Weapon Finesse (Fighter level 4)
Weapon Focus (Rapier) (Fighter level 6)
Improved Critical (Rapier) (Fighter level 8)

Skills
Additional class skills for fighter levels are Tumble and Diplomacy. 6 skill points per level due to Int and +2 for fighter. Total 66 points.

Tumble +17 (11 ranks, +2 synergy)
Diplomacy +15 (11)
Concentration +13 (11)
Knowledge(Arcana) +13 (11)
Spellcraft +15 (11 ranks, +2 synergy)
Jump +7 (5 ranks, +2 synergy)
Craft(Glassworking) +8 (6)
Spot +2 (Familiar)
Listen +2 (Familiar)

Possessions
Elven Chain +1 (7850 GP)
----Protection from Energy, CL 6, 10 charges
----Arcane Spell Failure 20%
----Armor Check Penalty -2
Gloves of Dexterity +2 (4000 GP)
Lightning (10340 GP)
----+1 Cold Iron Shocking rapier
Thunder (8322 GP)
----+1 Alchemical Silver Thundering dagger
Wand – Scorching Ray (CL 7) Crafted (5250 GP)
Cash 238 GP
Total Spent: 36000

Spells
Spells per Day: 6/7/7/6/3 DC:14 + spell level
Sorcerer Spells Known:
Level 0: Arcane Mark, Detect Magic, Light, Mage Hand, Mending, Prestidigitation, Touch of Fatigue
Level 1: Charm Person, Floating Disk, Jump, Ray of Enfeeblement, True Strike
Level 2: Acid Arrow, Scorching Ray, Web
Level 3: Summon Monster III, Haste
Level 4: Enervation

Familiar
Hreadsweng (Swift Strike)
Tiny Karmelisk
Hit Dice: 8 (effective)
Hit Points: 37
Attack: Talons +11 melee (1d4-2 20/x2)
Saves: Fort +6, Ref +5, Will +8
Feats: Alertness, Weapon Finesse
Skills:
Tumble +16 (11 ranks, +2 synergy)
Diplomacy +11 (11) (for use on other avians)
Concentration +11 (11)
Knowledge(Arcana) +10 (11)
Spellcraft +12 (11 ranks, +2 synergy)
Jump +5 (5 ranks, +2 synergy)
Craft(Glassworking) +8 (6)
Listen +4
Spot +16

Hraedsweng is a karmelisk. These small dragon-like predators are native to the Slayworth mountains and the surrounding forests. Though they look like dragons and can fly, karmelisks are not dragons and have no magical abilities or unusal intelligence. A karmelisk is about the same size as a large falcon.

Karmelisks occur in a stunning variety of colors, but Hraedsweng's fine scales are primarily blue, shading to purple along his spine.

Description
Caspar is a tall, lithe man of about 30. He has long flowing black hair generally held in a ponytail with a leather cord, emerald green eyes and a pencil-thin mustache. He dresses well whenever possible and takes great pride in his dashing appearance. His karmelisk companion usually perches on a leather pad Caspar wears on his right shoulder.

Background
Caspar Hauser was born in the city of Linnburg on the border between Osserik and Graesholm. His father worked the city docks while his mother tended the family and made a few coins by embroidery. They weren’t wealthy by any means, but Caspar never went hungry either. Even as a child, he made an impression with his unusual intensity. He also possessed an unusual sinuous birthmark stretching from his chest, up his neck onto his cheek. As he got older, the mark became more and more distinct, until by the time he was a young man it was clearly visible as a rampant dragon silhouette. What meaning this might have he never knew, but as his sorcerous powers began to manifest in his teens, everyone assumed the two were related.

Caspar grew up idolizing the Skyhawks. These elite palace guards (who served the city’s ruler, the Duchess Henrietta) were renowned not only for their skill with the blade but also their strict code of honor and heroic actions. Their highest officers commanded from the backs of swift hippogriffs and wielded mighty spells alongside their weapons. As soon as he was old enough, he petitioned to join their ranks. His natural athleticism, charm and his emerging sorcerous powers virtually assured his acceptance. Everything went well during his training, but the final step of his indoctrination was an interview with the Duchess. To Caspar’s dismay, she didn’t seem very impressed with him and, in the end, he was dismissed. The only explanation he received was that the duchess found him “unsuitable.”
Infuriated by this unprecedented rejection, he left Linnburg to seek his fortune down the river. Eventually he signed on as a mercenary in the ranks of a rising baron named Etienne Valmont. Valmont clearly recognized Caspar’s talents and potential, and showered his new vassal with praise and rewards. Caspar rose to a position of prominence under Valmont, eventually becoming privy to his private plans.
Caspar did not like what he heard. He realized that Valmont’s meteoric rise was partly due to pacts he had made with dark things from beyond the mortal realm. When Valmont realized that Caspar was not on board with the agenda, he had the young sorcerer siezed and promised him that he would still play a large role in Valmont’s success.
 

Korantash

[Sblock]
Background: As a young Kalashtar in the Sharn enclave, Korantash knew what it was like to be a member of a hunted people but was never content to just hide. His fierce spirit always strove to find a way to strike back at those who would threaten him, his people, or any who were weak and unable to defend themselves. This fierceness of spirit brought him to the attention of the sect of Kalashtar who called themselves shadow watchers.

The shadow watchers helped Korantash to develop the skills to carry the fight to their enemies training him in the arts of combat and the hunt while teaching him how to strengthen the bond with his own quori spirit to open up the vistas of the mind. The teachings found fertile ground and Korantash quickly became competent enough to join the shadow watchers in some of their raids.

Korantash’s first mission with the shadow watchers led him deep into the bowels of the undercity. The watchers had discovered several young children were disappearing and the trail led to some of the labor bosses down in the cogs. With careful observation, Korantash and the watchers determined that what was happening to the children was more dire than just being impressed into forced labor. The children were being taken down deeper below the city to a hidden shrine of the Dragon Below where they were being offered to the twisted beings tending the shrine.

When the watchers were in position, they descended on the cultist with a fury. The nasty little melee that ensued went in favor of Korantash and his associates at first as the human cultists were not prepared for the violence that erupted, but things got harried quickly as the dolgrims and pair of dolgaunts that tended the shrine recovered quickly and began pressing the kalashtar. Korantash’s inexperience cost him a couple of deep wounds but his more experienced associates managed to carry the day without any more serious casualties.

They brought the remaining children, who had been penned up for later uses best left unthought, back up to the city and reunited as many of them with their families as they could. The rest were brought to an orphanage run by the church of the Sovereign Host.

Korantash has maintained a friendly big brother type of relationship with the children of the orphanage since that time which is what brought him into conflict with the new, growing criminal organization known as Daask. Daask agents moving into the area started recruiting among the younger residents for eyes and ears in the neighborhood. Noting the new people plying favors from the orphans, Korantash tried to uncover their associations looking for who their backers were. Not realizing the nature of the new folk, Korantash was led into an ambush. Korantash’s reflexes and extraordinary mobility were all that allowed him to escape the ambush.

Becoming the hunted again did not sit well with Korantash who strove to turn the tables on his new foes. Becoming more circumspect, Korantash enlisted other watchers to ferret out the various activities the newcomers were involved with and then fed that information to the city watch when relevant. After a few years of having the watch pounce upon any criminal activities in the areas around the orphanage, the area has become an unofficial neutral zone.

Most recently, Korantash and the shadow watchers had become aware of an Inspired plot to foment suspicion and unrest among the neighbors of the Kalashtar. Mobilizing the group to counter the negative propaganda being spread occupied most of the watchers, and Korantash and a couple of his lineage brothers were tasked with unmasking the agents provocateurs. The investigation took nearly two months before Korantash and his brothers were confident that they had identified all the agents involved with the current crisis.

The operation to capture the agents was organized but was only partially successful. Two of the agents were captured but the third was more powerful and managed to use dimensional travel abilities to escape before the full noose could be dropped on him.

Description: Korantash is a rather tall and wiry kalashtar with short black hair and intense blue eyes. He appears alert and tense nearly to the point of a coiled spring about to be released. The active life he leads has him dressing in comfortable, durable clothing of rather good quality unless he is in disguise in the poorer sections of town.

Personality: Korantash is fiercely protective of those he considers friends or family. He is quiet and observant and rather introspective, but he has forced himself to learn social graces to be better able to accomplish his missions.
[/Sblock]
Korantash
Race: Kalashtar
Height: 6’2” Weight: 175#
Black Hair Blue Eyes Age: 52

Gestalt Class: Urban Ranger / Psion(Nomad) 8
Alignment: Neutral Good
Action Points: 9

Str: 14 +2
Dex: 16 +3 (18 +4 with Gloves)
Con: 14 +2
Int: 18 +4 (20 +5 with Headband)
Wis: 14 +2
Cha: 8 –1 (10 +0 with Cloak)

AC: 22 (+7 Inertial Armor, +4 Dex, +1 Deflection)
HD(Hit Points): 8d8 + 16 (64)

Power Points: 82 (58 Psion + 16 Int bonus + 8 Racial)
With Headband: 86 (58 + 20 + 8)

Initiative: 4 (+4 Dex)
Move: 30 (40 when psionically focused)

Fortitude 8 = 6 + 2
Reflex 10(9) = 6 + 4(3)
Willpower 8(10) = 6 + 2 + (2 vs Mind-Affecting)

Base Attack: +8 / +3

Kalashtar Abilities:
* Naturally Psionic: +1 Bonus Power Point per Level.
* +2 Racial Bonus on Saves vs. Mind-Affecting.
* +2 Racial Bonis on Bluff, Diplomacy, & Intimidate.
* +2 Racial Bonus to Disguise as Human.
* Does not Dream. Immune to Dreams & Nightmares.
* Psi-Like Ability: Mindlink 1/day.

Urban Ranger Abilities:
* Spells(with bonus): 1(2) 0(1).
* Favored Enemy: Evil Outsiders +4
Aberrations +2.
* Urban Tracking Feat.
* Wild Empathy = +Level/2.
* Combat Style: Two-Weapon Fighting.
* Endurance Feat.
* Animal Companion: None at this point.
* Imp. Combat Style: Imp. Two-Weapon Fighting.
* Swift Tracker (Gather Info every 1/2 hour no penalty).

Psion (Nomad) Abilities:
* Additional Class Skills: Climb, Jump, Ride, Survival, & Swim.
* Discipline: Psychoportation.
* Bonus Feat (x2).

Lvl Aq’d Feats:
1) Simple Weapon Proficiency
1) Martial Weapon Proficiency
1) Light Armor Proficiency
1) Shield Proficiency
1) Urban Tracking
1) Speed of Thought
1) Master Linguist
2) Combat Style - Two-Weapon Fighting
3) Endurance
3) Up the Walls
5) Psionic Weapon
6) Imp. Combat Style - Imp. Two-Weapon Fighting
6) Psionic Meditation

Languages: Common, Quori, Riedran, Draconic, Daelkyr, Elven, Goblin, Infernal, Undercommon

Skill(Att) Total = Ranks + Att Mod + Misc
Bluff (Cha) 2(1) = 0 + 0(-1) + 2
Concentration (Con) 12 = 10 + 2
Diplomacy (Cha) 4 = 0 + 0(-1) + 4
Disguise (Cha) 0(2) = 0 + 0(-1) + (+2 to impersonate humans)
Gather Information (Cha) 10(9) = 10 + 0(-1)
Hide (Dex) 14 = 10 + 4
Intimidate (Cha) 2(1) = 0 + 0(-1) + 2
Know [Dungeoneering](Int) 10(9) = 5 + 5(4)
Know [Local – Sharn](Int) 10(9) = 5 + 5(4)
Know [Psionics](Int) 10(9) = 5 + 5(4)
Know [The Planes](Int) 10(9) = 5 + 5(4)
Listen (Wis) 12 = 10 + 2
Move Silently (Dex) 14 = 10 + 4
Psicraft (Int) 17(16) = 10 + 5(4) + 2
Sense Motive (Wis) 12 = 10 + 2
Spot (Wis) 12 = 10 + 2

Lvl Psionic Powers (DC mod +5 Int):
1 Catfall
1 Crystal Shard
1 Detect Teleportation
1 Inertial Armor
1 Vigor
2 Concussion Blast
2 Energy Stun
2 Knock
2 Levitate
3 Danger Sense
3 Dispel Psionics
3 Energy Retort
3 Telekinetic Force
4 Dimensional Anchor
4 Dimension Door
4 Energy Adaptation
4 Intellect Fortress

Ranger Spells Normally Prepared (DC mod +2 Wis):
1 Alarm, Detect Evil
2 Locate Object

Equipment:
Cloak of Charisma +2
Gloves of Dexterity +2
Headband of Intellect +2
Ring of Sustenance
Ring of Protection +1
Heward's Handy Haversack
Wand of Cure Moderate Wounds (50 charges)
Longsword +1 Aberration Bane
Light Mace +1
Masterwork Composite Longbow Mighty +2
Quiver of 20 Arrows (x4) [1 readied, 3 in haversack]
Dagger (x3) [1 in belt, 1 in each boot]
Identification Papers with Portrait [haversack]
Traveling Papers [haversack]
Darkweave Explorer’s Outfit [normally worn]
Darkweave Traveler’s Outfit [haversack]
Glamerweave Courtier’s Outfit [haversack]
Glamerweave Explorer’s Outfit [haversack]
Glamerweave Traveler’s Outfit [haversack]
Bedroll [haversack]
Rope, Silk, 50’ (x4) [haversack]
Waterskin, full (x2) [haversack]
Everburning Lantern [haversack]
Box of Charcoal Sticks (10 pieces) [haversack]
Box of Chalk (10 pieces) [haversack]
Mapcase [haversack]
Parchment (20 sheets) [mapcase]
Inkpen (x5) [mapcase]
Vial of Ink (x2) [mapcase]
Sealing Wax (1#) [haversack]
933 gp [haversack]

Total carried weight: 30 lbs. (the rest is in the haversack)
 
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