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Hellknight, Stark “Wraith stride” Wither

[sblock=stats]
Code:
[FONT=Courier New][B]Name: [/B]Hellknight, Stark “Wraith stride” Wither
[B]Class:[/B] Fighter, Hellknight(OotN), Rogue, Assassin.
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Good
[B]Hero Points:[/B] 3

[B]Str:[/B]  9 -1 (9)                     [B]Level:[/B] 9              [B]XP:[/B] 75,000
[B]Dex:[/B] 22 +6 (17+1L+2R+2E)           [B]BAB:[/B] +8/3             [B]HP:[/B] 88 (60+1d10+2d8+18)
[B]Con:[/B] 14 +2 (14)                    [B]CMB/CMD:[/B] +7/+21       [B]Dmg Red:[/B] -
[B]Int:[/B] 18 +4 (15+1L+2E)              [B]Speed:[/B] 30'            Spell Res: -
[B]Wis:[/B] 10 +0 (10)                    [B]Init:[/B] +6              Spell Save: -
[B]Cha:[/B] 07 -2 (7)                     [B]ACP:[/B] - 1              Spell Fail: -

                  [B] Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +10   +0    +5     +0    +0   +1   =26
[B]Touch:[/B] 16                       [B]Flatfooted:[/B] 20

                        [B] Base   Mod  Misc  Total[/B]
[B]Fort: [/B]                   5    +2    +0    +7
[B]Ref: [/B]                    5    +6    +0    +11
[B]Will: [/B]                   2    +0    +0    +2
[B]
Weapon                          Attack             Damage    Critical[/B]
Scimitar                        +19 +14            1d6+10*   15/20 X2


[B]*Bonus Damage:
[/B]+2d6 damage with sneak attack
+2 with smite, +4 if the target is also [/FONT][FONT=&quot]a outsider with the chaotic subtype, chaotic-aligned aberration or fey.[/FONT]
[FONT=Courier New] 

[B]Languages:[/B] Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Necril, Undercommon.

[B]Abilities:[/B]
Bravery, +1
Armor Training, +1
Weapon Training, Heavy Blades +1
Aura of Law(Ex)
Detect Chaos(Sp) 
Smite Chaos(Su) 1/d
Discern Lies(Sp) 3/d
Hellknight armor +1
Sneak Attack, 2d6
Trapfinding +1
Death Attack
Poison Use


[B]Feats:[/B]
1 Dodge1
- Combat Reflexes        [Human]
- Weapon Finesse         [Fighter, L1]
- Dervish Dance          [Fighter, L2] 
3 Weapon Focus(Scimitar) 
- Weapon Spec.(Scimitar) [Fighter, L4]
5 Mobility
7 Spring attack
9 Improved critical(Scimitar)

[B]Traits:[/B]
Anatomist, +1 trait bonus to confirm criticals
Magical Knack, +2 trait bonus to Magus caster level.

[B]Skill Points:[/B] 69
Skills                   Ranks   Mod  Misc  Total
Acrobatics                 2     +6   +2     +10
Disable Device             9     +4   +4/5   +17/18
Disquise                   2     -2   +3     +3
Escape artist              1     +6   +2     +9
Climb                      4     -1   +2     +5
Intimidate                 5     -2   +3     +5
Knowledge(Local)           1     +4   +3     +8
Knowledge(Planes)          2     +4   +0     +6
Linguistics                4     +4   +3     +11
Perform (Dance)            5     -2   +0     +3
Perception                 9     +0   +3/4   +12/13
Ride                       1     +6   +2     +9
Sense motive               7     +0   +3     +10
Slight of hands            3     +6   +2     +12
Stealth                    8     +6   +7     +20
Swim                       7     -1   +1     +5
[Misc include penalties]

[B]Equipment:                 Cost    Weight [/B] 

+1 Mithral H.Knight Armor  12,000g    25lbs
-Shadow                    3,750g
[11,000 GP into the armor itself(mundane items) 4,750 for the magic components]
-Restful crystal             500g 


+1 Mithral Scimitar                 4,015g     2lb   
[2015 GP into the weapon itself(mundane items) 2,000 for the magic components]

Traveler's Outfit                       -g     -lb
  [/FONT][FONT=Courier New]Belt of Incredible Dexterity  +2    4,000g
Headband of Vast Intelligence +2    4,000g


Belt pouch                              1g 1/2lb
-MW Thieves Tools                     100g   2lbs
-Jumping caltrops                     250g 1/2lb
-Blue whinnis, 2 doses                240g   0lbs
-Large scorpion venom, 2 doses        400g   0lbs
-Mule figurine                      2,000g   0lbs
[muleback cords with no space limitation, operates as long as in  possession(must be physically carried, disabled if moved to another  plane by an item such as a bag of holding)]

Masterwork backpack                    50g   4lbs
-151.98 G(Mundane item tally)                3lbs
-0000   G(Magical item tally)                0lbs 
-Soap                                   2c   1lb
-Rations                               10g  10lbs
-Magic Bedroll                        500g   6lbs 
-Waterskins                             1g   4lbs
-Traveler's Outfit                      1g   5lbs


Heavy warhorse                        300g
-Masterwork studded leather barding   700g  40lbs
-Exotic Saddle(Military)               20g  30lbs
--Saddle bags                           8g   8lbs   
---Rope, hemp, 50’                      1g  10lbs
---Grappling hook                       1g   4lbs


[sblock=Randomly wish-list]
[Note: Random things I would like to give the character, by no means all  but also I did not make it with the intention of getting all or even  most of it. their just things along of the lines of what I would like to  give the character :3
Improvements that are higher on the list are the ones I would like more then those towards the bottom :3]

Armor improvements:
-Landing, 4,000g
-Shadow, Improved; 11,250g
-Agility/improved/greater, 500/4,000/8,000g
-Stamina/improved/greater, 500/4,000/8,000g
-Aporter, 20,000g
-Spell eating, 10,000g
-Enchantment increase,
-Nimbleness, +1 bonus
Weapon improvements:
-Shadowstrike, 5,000g
-Maiming, +1 bonus
-Deadly Precision, +1 bonus
-Heavenly burst, +1 bonus
-Scared, +1 bonus
--Sacred burst, +1 bonus[on top of the +1 from scared]
-Holy, +2 bonus
-Corrosive, +1 bonus
--Corrosive burst, +1 bonus[on top of the +1 from corrosive]
-Vicious, +1 bonus
-Vampiric, +2 bonus


Rubicund frenzy, lesser, 2,000g

Fiendslayer crystal, least 1,000g
Crystal of acidic assault, lesser, 3,000g

Boots of striding and springing, 5,500g

Necklace of Adaptation, 9,000g

Counterstrike Bracers of Opportunity, 4,800g[/sblock]




Character:
Total Weight: 67lbs

                        Lgt   Med     Hvy     Lift     Push
Max Weight:             100   200     300     600      1,500


Horse
Total Weight: 92/343lbs (when not/when ridden)

                        Lgt   Med     Hvy     Lift     Push
Max Weight:             400   800     1,200   2,400    6,000[/FONT]


Age: Mind twenties
Height: 6'5"
Weight: 183lb
Eyes: illuminant green
Hair: bright Red
Skin: pale
[/sblock]


[sblock=Background]Much has changed for this former street rat, during his childhood, Stark was an orphan and a thief who knew not his given name, plain and simple; he did nothing of note during his early years, save that he was very good at not getting caught, a talent that did not go unnoticed for long, despite his best efforts.
A, not too pleasant, man came to him and gave him an offer, the man was clothed in none descript yet dark clothing and smelt of foul things, and while he cannot recall the details, he dos recall he did not like the idea of having his knees ‘brok’n in’, Stark agreed swiftly.

Affectively being conscripted into a thief’s guild while little more than a, albeit talented, brat; Stark graduated from petty theft to burglary and home invasion swiftly, barely a teen he was already starting his descent into the finer points of the guild’s dirtiest work; it be his luck or the will of the gods, but his guild would not survive long enough for his final initiation to take place.

The guild was raided and in the confusion Stark found himself behind a guard who had overpowered one of his guild elders, he had no love of his guild, nor it members, but when all was said, they were all he had, he snuck up on the guard, unsheathed his blade and held it to the guard’s throat and then both froze as the guild’s man removed himself from the floor.

Stark hadn’t built the nerve to take a life on the spot as his elder called for, he stuttered, demanded to know how many guards there were and failed to notice the rather large, darkly armored, knight walk, simply walk, up behind him and clobber him senseless with a rather brutal pummel blow to the temple.
Next thing he knew, three days hade past and he was in a ceil and blind! He then noticed the crude bandages that were nearly suffocating him and pulled them off, unveiling that he was in fact not blind and that he had a rather nasty lump on the back of his head.

The next weeks were uneventful, if traumatizing for Stark; he had, until this point, completely avoided the inside of a jail cell while hearing stories about jails, and developed a phobia from his imaginings, he wanted out as soon as possible.
He was then approached by another man, this man whore clean robes, had a sense of inner peace, and was not behind the bars of steel; Stark wanted to be like this man who was not caged in a diminutive room with no say over his own fate.

Again, Stark did not pay head to what was said, something about saving his immortal soul while punishing the wicked, but what really peaked his interest at the time was, his past “indiscretions” would be forgone if he came with the man in the clean robs who was not behind the bars of steel, he would be out his prison, he eagerly agreed, blindly agreed.

He was transported, in chains, to an isolated monastery; he knew better then to be shocked by the bindings, he may have accepted a deal that included his freedom, but he knew they were not fool enough to simply turn him lose and expect him to act as they wished.
when he arrived the chains were removed and he was, nudged, into the structure and a new chapter in his life began.
Life at the monastery was structured, far too structured for his liking at the time, it included schooling: reading, writing, histories, politics, and other subjects; he initially struggled before he learned more of them, Linguistics chiefly. If the mundane schooling was all the monastery offered there would have been no point in bringing him to it, and it was not all that he was given, he was also taught how to, properly, wield a blade, and how to do so while encumbered in armor.

Early on, Starke made a habit of sneaking out of his lesions, including those about espionage and stealth, this practice was greatly disliked by both his peers and his instructors eventually it came to the point he was forced to wear his training armor at all times when not sleeping, having a very slight frame, hefting the excess weight around all the time was not pleasant, but did not deter him from attempting to sneak out of his lessons, but it did make doing so far more difficult.

Years came and past, Stark became adept at stalking around while wearing his training armor, but at the same time he had came to the point that he no longer avoided his studies and was no longer forced to wear his training armor around yet wore it of his own accord; while he was not developing strength from the endeavor, he was becoming increasingly adept at accommodating for the weight and chunkiness of armor.

The lesions where becoming increasingly focused on the task of ‘removing undesirables’; his instructors were very keen to maintain a strong sense of morality in him, as all of their charges, while also steeling his resolve to take mortal life without remorse, when doing so was called for. A common practice was having them act during executions, first simply pulling the leaver on gallows and their more violent cozen; the men were all assuredly deserving of death, their actions lead them to where they were, after the initial hurtle the task became disturbingly easy.
As always, Stark strode towards advancement and swiftly became an axe man at two executions; arguable the weakest of his pears, he did not cleanly remove the criminal’s head, it was not nearly as hard as he thought it would be.

By the time he could be considered a man he had completed his leanings at the monastery early, his past had given his a leg up on several of the most important subjects; he was already fulfilling the duties that he blindly pledged himself to years ago. His talents made the tasks he was given easy, while they were few and far between he stalked his marks and removed them swiftly and without trace.
While readying to remove one he noticed an inconsistency: it was given to him by a messenger, not unheard of but still not commonplace; the message said the man would go unmissed, the man had a family among other commitments that would readily go missed if he did not appear to meet them, the list trailed on and in revive even the list itself had several, if very minor, errors as well; returning to the momentary for clarity on the message, it was exposed as an utter fraud.

The order, nameless by design, affectively shut down for the better part of two years as false mission messages trickled in, in the meantime Stark leant his expertise to other orders within the light, and fulfilled roles that he would not normally be charged with, guard, translator, and scout to name a few; while doing so he accompanied Hellknights of the nail on occasion and became fascinated by them. He studied them and he wanted to become like them, not because he did not want his legs bashed in, not because he wished to be free of the bars of steel, but because he wanted to become one of them. They were not paragons of good, some of those he traveled with even bordered on being truly evil, yet they walked with pride and through the light to face down those who would work against law and order, the same thing that, in the end, he was preserving through scarified murder.

Stark’s trial to join the order was simple and quick, a devil was summoned and he smote it; the task was not easy. When it was all said and done, he won by luck as much as he did by skill and so began the most resent chapter in his life.
Even while a Armiger he still fulfilled his duties to light with increasingly ruthlessness and diligences to avoid being misled, when he attained the title of Hellknight, he again took a role that commonly involved removing undesirables, yet also took part in more open quests as well, from crushing petty thief dens, to protecting lawful resolutions between powerful parties.
All the while he never forgot his duties to his ordinal order and continued to serve them, which brings him to the gathering.[/sblock]


[sblock=Apperance]Stark has a towering stature and a very lean frame, bordering on supernaturally so. His black armor, that he is rarely seen without, fills out his appearance and hides just how slime he is while appearing more form fitting then it really is.

Stylistically, the armor is modeled after fiendish and draconic influences; the horned helm is the most themed of the armor’s pieces. The helm is crowned in hornets, sunken eye sockets and has nostrils, exposed teeth and the helm’s horns are segmented, curved forwards and downwards. An odd feature of the helm is the jaw, instead of being simply an aesthetic design, the jaw is carefully spring loaded to hold itself close and move with his own (his chin rests on a pad connected to the lower jaw)

Stark’s face, dos not betray his exceedingly slime nature, his skin is pale, from his tendency to never remove his armor and all but devoid of color in staggering contrast to his hair and eyes that are both bright red and green respectfully. His general facial appearance shows him as slim with an angler and proud chin, high checks and swimmingly permanent smug grin. His eyes, while bright, are only lazily opened when not in the shadow afforded by his helm; causing him to appear to be either casually, judgingly, leering through bright light or ready to nod off into a sloth induced slumber depending on interpretation.
While not overtly large, his nose is triangle in general appearance and otherwise angular yet also not sharp or otherwise pointy.
His eyebrows are thick and full, connected by a bridge of very fine hairs that are equally sparse, and would be otherwise over looked if not for the general lack of color in his skin, the briging of hair is, however, to sparse and fin to every be confused with a true unibrow.
His hair, seldom pampered, has grown to a generous lengths in the front, his bangs easily long enough to obscure his face if allowed while his hair is kept shout enough that it’s pointless to brush; he chooses to have long bangs so that they are not apt to shift into his field of vision when pulled back beneath his helm. When wearing his helm his bangs are combed back over his head and loosely tied with a thin strip of blue cloth, making a short and thin pony tail at the back of his head, the tail of hair is not long enough to escape his helm even if it not under a cowl of rings.[/sblock]
 

[sblock=Battlescar][sblock=Stat Block]
Code:
Name: Olaf "Battlescar" Luminar
[B]Class:[/B] Fighter
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Hero Points:[/B] 3

[B]Str:[/B] 19 +4 (16/+2R/+1L)             [B]Level:[/B] 9              [B]XP:[/B] 75,000
[B]Dex:[/B] 17 +3 (16/+1L)                 [B]BAB:[/B] +9/4             [B]HP:[/B] 95 (60+3d10+18)
[B]Con:[/B] 13 +1 (13)                     [B]CMB/CMD:[/B] +13/+26      [B]Dmg Red:[/B] 6/-
[B]Int:[/B] 13 +1 (13)                     [B]Speed:[/B] 30'            Spell Res: -
[B]Wis:[/B] 08 -1 (8)                      [B]Init:[/B] +5              Spell Save: -
[B]Cha:[/B] 07 -2 (7)                     [B] ACP:[/B] - 3              Spell Fail: -

                  [B] Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +10   +1    +3     +0    +0   +1     =25
[B]Touch:[/B] 14                       [B]Flatfooted:[/B] 21

                        [B] Base   Mod  Misc  Total[/B]
[B]Fort: [/B]                     6    +1    +0    +7
[B]Ref: [/B]                      3    +3    +0    +6
[B]Will: [/B]                     3    -1    +2    +4
[B]
Weapon                          Attack             Damage[/B][B]*   Critical[/B]
Lg Sv Bastards X2     (+16) +14*/+9*/+13*/+8*    2d8+5[3]    17/20 X2
Lg LongBow                       +12/+7           2d6           X3
Stone Clubs X2              +12/+7/+12/+7         1d6+4

[B]*Bonus Damage:[/B]
Single Melee Attack +2d8 or +1d6
Single Ranged Attack +2d6
Melee vs Evil Outsiders +2d6
Melee vs Undead +1d6+1
Melee vs Incorporial Undead +2d6+1

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

[B]Abilities:[/B]
Bravery: +2 will
Armored Defense (DR +3/-)
Armor Training: (+2)
Weapon Training: (+1 Heavy Blades)

[B]Feats:[/B]
1 Exotic Weapon Proficiency-Bastard Sword
- Vital Strike (Bonus: Fighter1)
- Dodge (Bonus: Human)
- Two Weapon Fighting (Bonus: Fighter2)
3 Improved Buckler Defense
- Oversized Two Weapon Fighting (Bonus: Fighter4)
5 Master Craftsman
- Improved Two Weapon Fighting (Bonus: Fighter6)
7 Craft Magic Arms & Armor
- Improved Critical-Bastard Sword (Bonus: Fighter8) Retrained BF1
9 Craft Wondrous Items

[B]Traits:[/B]
Reactionary, +2 Initiative
Undead Slayer, +1 dmg vs undead

[B]Skill Points:[/B] 36
Skills                   Ranks   Mod  Misc  Total
Acrobatics                 3     +3   +0     +10
Disable Device             9     +3   +2     +14
Climb                      1     +4   +3     +9
Craft (Armorer)            9     +1   +7     +17
Knowledge (dungeoneering)  1     +1   +3     +5
Knowledge (engineering)    1     +1   +3     +5
Perception                 9     -1   +0     +8
Ride                       1     +3   +3     +7
Survival                   1     -1   +3     +3
Swim                       1     +4   +3     +9

[B]Equipment:              Book Cost  Weight  My Cost[/B]

+1 Adamantine Full Plate  17,500g  50lbs   6,000g
- Blushine                 1,500g  --      1,500g
- Ghost Fighting Gauntlets 4,000g  --      4,000g
-- Gauntlet Locks X2          16g  --      16g

"Sacred Truth"
+1 Lg AS Bastard Sword     2,550g  12lbs   1,550g
- Sacred                   6,000g  --      3,000g
- Everbright               2,000g  --      2,000g

"Sacred Justice"
+1 Lg AS Bastard Sword     2,550g  12lbs   1,550g
- Sacred                   6,000g  --      3,000g
- Everbright               2,000g  --      2,000g

Ring of Arming             5,000g  --      5,000g
- Studded Leather Armor       25g  20lbs   25g
- Stone Clubs X2               --  06lbs   --
- Lg Longbow                 150g  06lbs   150g
- Lg Quiver
-- Lg Cold Iron Arrows X40     8g  12lbs   8g

Ioune Torch                   75g  --      32.5g
Strongarm Bracers          6,000g  10lbs   3,000g
Buckler                       15g  2.5lbs  15g

Backback                       2g  02lbs   2g
-Rations                      10g  10lbs   10g
-MW Artisan Tools             55g  05lbs   55g
-Bedroll                       1s  --      1s

Waterskin                      1g  04lbs   1g
Traveler's Outfit              1g  05lbs   1g

Belt pouch                     1g  01lbs   1g
-MW Thieves Tools            100g  02lbs   100g
-2g 4s

[B]Wishlist:[/B] (for rest of starting wealth, and future treasure drops)
Lesser Demolition Weapon Crystals (3,000g X2)
Lesser Arrow Deflection Crystal (2,500g)
Dimension Stride Boots of the Light Step (10,500g)
Soulfire Armor Enchantment (+4)
Holy Weapon Enchantment (+2 X2)
Blueshine Armor Enhancement (+1,500g)
Necklace of Adaptation (9,000g)
Heavy Fortification, Darkwood Buckler +1(36,205g)
(+4) Large Composite Forcebow of Endless Arrows* +1 (22,900g)
* Think of the bow from the orginal D&D cartoon

Total Weight: 96 lbs

                        Lgt   Med     Hvy     Lift     Push
Max Weight:             116    233    350    750    1,750

Age: 24
Height: 6'10"
Weight: 320lb
Eyes: Blue
Hair: Blond w/long Mustache
Skin: Tan w/crisscrossed scars
[/sblock][sblock=Appearance] A giant of a young man, this blue-eyed, blond-haired warrior of the church is something to behold. His obviously heavy muscling is coated in a generous layer blubber,and this gives him an even more massive silhouette. His gaze seems touched by an innocence that should be belied by the deadly skill he possesses, yet there it is. His roughly hewn face has been the target of more than a few fists and weapons, leaving his nose permanently bent to the left and a mosaic of scars over his entire body.

When traveling, this mountain of a man doesn't look like a lifelong soldier of the church. He can be seen wearing a midnight blue/black suit of gold-studded leather armor with matching bracers, quiver, gloves and boots. This ocean of dark color is offset against his creamy tan pants, belt, shirt and deeply hooded cloak. While in this attire he carries an 8ft longbow, his quiver bristling with 5ft long javelin sized arrows. From each hip hangs a slender, if crudely hewn, large stone club. And this ensemble is completed with an elegant, blue-black stained, darkwood buckler secured to the forearm of his off hand.

But as soon as enemies begin to close in on him, Olaf shows his fighting face. thrusting his fists out to each side, Battlescar throws back his head bellowing some phrase in the hauntingly tremulous, and breathy celestial tongue. The supple, studded leather is replaced by an impressively engraved suit of black full plate that looks like it has been dipped in translucent, liquid sapphire.

The helmet, nestled amongst the high neck-guards built into the scalloped pauldrons, is a work of art in and of itself. The lines of the draconic wings sweeping back from its sides, flow seamlessly down through the extended jawline, that is sculpted to emulate that of the blue dragon, complete with jutting lower teeth. The hinged visor is attached just above, and is bisected by, the prominent nasal horn and is fringed at the back with the 5 types of metal and 5 colors of glass representing the ten basic dragon types. It completes the top half of the draconic visage with heavily-spiked brow-ridges over the eye holes and triangular nostril ridges, snapping down into the lower jaw guard with overlapping side teeth.

His archer's apparatus and clubs now gone, in their place are a twined pair of 6-ft long by 7-inch wide silver bastard swords, locked into his adamantine gauntlets.

V The tips of the blades flare out into the arc of an axehead instead of a point.
====) vs ====>

Barely-glowing tiny-yellow glyphs pulse around the central blade-furrows, where the names of each are engraved in large celestial script as "Sacre-Veritas" and "Sacre-Aequitas". Dark charcoal-grey marbling and jagged veins of pearly opalescence seem to crawl down the lengths of these holy weapons, like lightning-stabbed storm clouds racing across a rain swollen sky.[/sblock][sblock=Personality]There has never been a fighter with less guile than Olaf. He is a simple boy who protects whoever the church tells him to protect. Being raised by the clergy the church has created a savant level talent, and a ferociously loyal weapon in Olaf. He likes pretty girls and shiny objects, even though they almost always lead him into traps, but he never seems to remember when the next lure is dangled in front of him. He also loves to tinker with and engrave useful items.[/sblock][sblock=Background]After his noble parents were slain in a border dispute, he was left to the church as a newborn. Olaf was raised to never question the church or its orders, handling everything from ruffians trying to loot the smallest country shrines, to being dispatched out to slay savage beasts preying on highborn noble parishioners.

He was never given a traditional education by the church, aside from what he picked up at the master-at-arms' forge where he apprenticed, and so has little skill beyond his fighting prowess and abilities to shape metal and the objects made from it. Long were the nights when Battlescar could be seen working the white-hot star metal known as adamantine, into the various pieces that would years later become his own suit of magnificent black full plate. While spending his years at the smiths forge, he also became quite knowledgeable with the inner workings of devices and how to bypass their intended function. With these skills, naturally followed a growing awareness of his surroundings, as not paying attention at the forge could easily get you severely burned, or flipping a lever at the wrong moment could get your fingers broken or worse. Such was his faith and focus, that through his craft at the forge he began to be able to fashion his own sort of magic, even without the aid of spells or books.

As his martial skills began to become the stuff of legend, he was belted into "The Defenders of the Faith". Once in the order, he soon caught the notice of some of the same nobles he had been defending for years without so much as a simple thanks, and special missions began to follow. They were especially impressed with his ability to stretch the stipends and other resources he was allocated, with his unique ability to craft a wide variety of magical objects with nothing but his skill and determination.[/sblock][/sblock]
 

Sydrem Olmave, the Righteous Flame

[sblock=Sydrem Olmave, the Righteous Flame]
[sblock=Game Info]
Race: Human
Class: Paladin 2/Celestial Sorcerer 7
Level: 9
Alignment: Lawful Good
Languages: Common
Deity: The Light[/sblock]
[sblock=Abilities]
STR: 14
DEX: 10
CON: 12
INT: 10
WIS: 13
CHA: 20[/sblock]
[sblock=Combat]
HP: 00 = [2d10+7d6=56] + 9 (CON) + 9 (misc) + 7 (favored class)
AC: 18 = 10 + 6 (armor) + 1 (shield) +0 (DEX) + 1 (misc)
AC Touch: 11 = 10 + 0 (DEX) + 1 (misc)
AC Flatfooted: 18 = 10 + 6 (armor) + 1 (shield) + 1 (misc)
INIT: +0 = +0 (DEX) + 0 (misc)
BAB: +5 = +2 (Paladin) +3 (Sorcerer)
CMB: +7 = +2 (STR) + 5 (BAB)
CMD: 21 = 10 + 2 (STR) + 0 (DEX) + 9 (BAB)
Fort: +14 = +5 (base) + 1 (CON) + 8 (misc)
Reflex: +10 = +2 (base) + 0 (DEX) + 8 (misc)
Will: +17 = +8 (base) + 1 (WILL) + 8 (misc)
Speed: 30 ft.
Damage Reduction: N/A
Spell Resistance: 0
Spell Failure: 0%[/sblock]
[sblock=Weapon Stats]
+1 Longsword(melee): +8 = +5 (BAB) + 2 (STR) + 1 (misc)/ DMG = 1d8+3(S), CRIT 19-20x2
[/sblock]
[sblock=Racial Traits]
+2 to Any (Cha)
Bonus Feat
Skilled
Favoured Class: Sorcerer[/sblock]
[sblock=Class Features]
Proficiency With All Simple And Martial Weapons, With All Armour, And With Shield (Except Tower Shields)
Aura of Good
Celestial Bloodline
Celestial Resistances (Acid 5, Cold 5)
Detect Evil
Divine Grace
Heavenly Fire 9/day (1d4+3)
Lay On Hands 7/day (1d6+1 or 1d6+6)
Smite Evil 1/day[/sblock]
[sblock=Feats & Traits]
Sorcerer Bonus 1st lvl- Eschew Materials
1st lvl- Combat Casting
Human 1st lvl- Toughness
3rd lvl- Reward of Life
5th lvl- Arcane Armour Training
7th lvl- Defencive Combat Training
Sorcerer Bloodline 7th lvl- Extend Spell
9th lvl- Arcane Armour Mastery


Traits:
a) Courageous
b) Sacred Touch[/sblock]
[sblock=Skills]
Skill Ranks: 27 = [2 (class) + 00 (INT)] x 09 (LvL) + 09 (misc) + 00 (Favored Class)
Max Ranks: 09
ACP: -2

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
-02 =  Acrobatics          +00    +00   +0  +00   -2   DEX
+00 =  Appraise            +00    +00   +0  +00        INT
+06 =  Bluff               +06    +00   +0  +00        CHA
+00 =  Climb               +02    +00   +0  +00   -2   STR
+00 =  Craft:_____         +00    +00   +0  +00        INT
+13 =  Diplomacy           +06    +04   +3  +00        CHA
+na =  Disable Device^     +00    +00   +0  +00   -2   DEX
+06 =  Disguise            +06    +00   +0  +00        CHA
-02 =  Escape Artist       +00    +00   +0  +00   -2   DEX
-02 =  Fly                 +00    +00   +0  +00   -2   DEX
+na =  Handle Animal^      +06    +00   +0  +00        CHA
+05 =  Heal                +01    +01   +3  +00        WIS
+06 =  Intimidate          +06    +00   +0  +00        CHA
+09 =  Know:Arcana^        +00    +06   +3  +00        INT
+na =  Know:Dungeoneering^ +00    +00   +0  +00        INT
+na =  Know:Engineering^   +00    +00   +0  +00        INT
+na =  Know:Geography^     +00    +00   +0  +00        INT
+na =  Know:History^       +00    +00   +0  +00        INT
+na =  Know:Local^         +00    +00   +0  +00        INT
+na =  Know:Nature^        +00    +00   +0  +00        INT
+na =  Know:Nobility^      +00    +00   +0  +00        INT
+na =  Know:Planes^        +00    +00   +0  +00        INT
+08 =  Know:Religion^      +00    +05   +3  +00        INT
+na =  Linguistics^        +00    +00   +0  +00        INT
+01 =  Perception          +01    +00   +0  +00        WIS
+06 =  Perform:_____       +06    +00   +0  +00        CHA
+na =  Profession^:_____   +01    +00   +0  +00        WIS
-02 =  Ride                +00    +00   +0  +00   -2   DEX
+08 =  Sense Motive        +01    +04   +3  +00        WIS
+na =  Sleight of Hand^    -01    +00   +0  +00   -2   DEX
+09 =  Spellcraft^         +00    +06   +3  +00        INT
-02 =  Stealth             +00    +00   +0  +00   -2   DEX
+01 =  Survival            +01    +00   +0  +00        WIS
+00 =  Swim                +02    +00   +0  +00   -2   STR
+10 =  Use Magic Device^   +06    +01   +3  +00        CHA
[/sblock]
[sblock=Spellcasting]
Spells Known (CL 7th, DC 16 + Spell Level)
3 (5/day)- Fireball, Haste, Magic Circle Against Evil
2 (8/day)- Admonishing Ray, Resist Energy, Scorching Ray, Shatter
1 (8/day)- Ant Haul, Bless, Feather Fall, Magic Missile, Shield, True Strike
0 (at will)- Acid Splash, Daze, Detect Magic, Detect Poison, Light, Mage Hand, Mending[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  Weight
Mithral Chainmail	  4150 gp   20 lbs.
Mithral Light Shield	  1009 gp    3 lbs.
+1 Longsword		  2315 gp    4 lbs.
Mithral Dagger		   502 gp   .5 lbs.
MW Cold Iron Dagger	   304 gp    1 lb.
Adamantine Warhammer	  3012 gp    5 lbs.
Ring of Protection +1 	  2000 gp   
Headband of Charisma +2	  4000 gp    1 lb.
Cloak of Protection +2    4000 gp    1 lb.
Muleback Cords		  1000 gp  .25 lbs. 
Ring of Sustenance	  2500 gp
Mithral Holy Symbol	   525 gp   .5 lbs.
Ioun Torch		    75 gp
2 Wooden Stakes			     2 lbs.
Courtier's Outfit	    30 gp    N/A
Jewelery		    50 gp    1 lb. 
Handy Haversack		  2000 gp    5 lbs.
- Compass		    10 gp   .5 lbs.
- Spyglass		  1000 gp    1 lb.
- 4 Antitoxin		   200 gp   .2 lbs.
- 4 Antiplague		   200 gp   .2 lbs.
- 4 Alchemist's Fire	    80 gp    4 lbs.
- 4 Acid		    40 gp    4 lbs.	 
- 8 Holy Water		   200 gp    8 lbs.
- 8 Wolfsbane		     4 gp    6 lbs.
- 6 Wooden Stakes
- 4 Healy Myrrh		   100 gp   
- 4 Scent Cloak		    80 gp   .4 lbs.
- 4 Vermin Repellant	    20 gp   .2 lbs.
- 2 Bloodblock		    50 gp
- 2 Bodybalm		    50 gp
- Nushadir		    10 gp
- Troll Styptic		   100 gp
- Mithral Manacles	  1000 gp    2 lbs.
- 2 Courtier's Outfits      60 gp   12 lbs.
- Bedroll		    .1 gp    5 lbs.
- Winter Blanket 	    .5 gp    3 lbs.
- Crowbar		     2 gp    5 lbs.
- Earplugs		   .03 gp
- Flint & Steel		     1 gp
- Smoked Goggles	    10 gp
- Marked Cards		     1 gp    1 lb.
- Grappling Hook	     1 gp    4 lbs.
- 100 ft. Spider Silk Rope 200 gp    8 lbs.
- Hourglass		    25 gp    1 lb.
- Minuteglass		    20 gp   .5 lbs.
- Shaving Kit  		   1.5 gp   .5 lbs.
- Magnifyin Glass	   100 gp
- Area Map		    50 gp    2 lbs.
- Periscope 	 	    20 gp    4 lbs.
- 2 Sacks		    .2 gp    1 lb.

 	

Total weight carried: 46.25 lbs.
Treasure: 180 pp, 85 gp, 65 sp, 17 cp Gems:

Carrying Capacity:
light- 173
medium- 346
heavy- 520[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 33
Height: 6'1"
Weight: 205
Hair Color: Black
Eye Color: Brown
Skin Color: Brown
Appearance:
Demeanor:[/sblock]
[sblock=Background]Kellish Knight of the Dawn [/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock] [/sblock]
 

[sblock="Valinn"]
[sblock=Game Info]
Race: Human
Class: Oracle(9)
Level: 9
Experience: 75000
Alignment: Chaotic Good
Languages: Common
Deity: [/sblock]
[sblock=Abilities]
STR 14 (+2) [base 14] {02 pts}
DEX 12 (+1) [base 12] {01 pts}
CON 16 (+3) [base 14] {02 pts + Item: Bracers}
INT 08 (-1) [base 08] {-1 pts}
WIS 10 (+0) [base 10] {00 pts}
CHA 20 (+5) [base 18] {16 pts + Human Bonus + Lvl 4 + Lvl 8}
[/sblock]
[sblock=Combat]
HP: 93 = [48 (6d8) +3 FC Bonus +27 (9*3) CON +15 Level 7-9]
AC: 26 = 10 + 10 [Armor] + 5 [shield] + 1 [DEX]
- Touch: 11 = 10 + 1 [DEX]
- Flatfooted: 25 = 10 + 10 [Armor] + 5 [shield]
- Range: 31 [+5 Item: Lesser Arrow Deflection Crystal]
INIT: +1 = +1 [DEX]
BAB: +6/+1 = +6/+1 [list class/classes]
CMB: +8 = +2 (STR) +6 (BAB)
CMD: 19 = 10 +2 (STR) +1 (DEX) +6 (BAB)
Fort: +6 = +3 [base] + 3 [CON]
Reflex: +4 = +3 [base] + 1 [DEX]
Will: +6 = +6 [base] + 0 [WIS]
Speed: 20 ft.
Damage Reduction:
Spell Resistance: 0[/sblock]
[sblock=Weapon Stats]
Crossbow, Light +7/+2 = +6/+1 [BAB] +1 [DEX] +0 [feat] / DMG = 1d8, 19-20x2, 80 ft. [Range]
Dagger +8/+3 = +6/+1 [BAB] +2 [STR] +0 [feat] +0 [misc] / DMG = 1d4+2, 19-20x2
Dagger (Thrown) +7/+2 = +6/+1 [BAB] +1 [DEX] +0 [feat] / DMG = 1d4+2, 19-20x2, 10 ft. [Range]
Masterwork Morningstar (Cold Iron) +9/+4 = +6/+1 [BAB] +2 [STR] +0 [feat] +0 [misc] +1 [Masterwork] / DMG = 1d8+2, 20x2
Silversheen Mace (Heavy) +9/+4 = +6/+1 [BAB] +2 [STR] +0 [feat] +0 [misc] +1 [Masterwork] / DMG = 1d8+2, 20x2
[/sblock]
[sblock=Racial Traits]
Bonus Feat
Favoured Class Bonus:
- Bonus HP (x3)
- Bonus Oracle Spell (6x)
Skilled[/sblock]
[sblock=Class Features]
Oracle's Curse: Hunted
Oracle's Mystery: Life
Life Revelations:
- 1st Level: Channel
- 5th Level: Energy Body
- 7th level: Safe Curing
Orisons[/sblock]
[sblock=Feats]
Class Feats:
Armor Proficiency, Light
Armor Proficiency, Medium
Shield Proficiency
Simple Weapon Proficiency

Feats:
1st Level: Armor Proficiency, Heavy
Human Bonus: Tower Shield Proficiency
3rd Level: Lookout
5th Level: Extra Channel
7th Level: Channel Smite
9th Level: Vital Strike[/sblock]
[sblock=Skills]
Skill Ranks: 36 = [4 (class) + -1 (INT)] x 9 (LvL) + 00 (misc) +9 (Favored Class)
ACP: -14
Skills:
() = class skill
^ = trained only
Code:
Total                         Stat   Rank  CS  Misc  ACP
+17 =  Diplomacy              +05    +09   +3  +00       CHA
+03 =  Knowledge (History)^   -01    +01   +3  +00       INT
+03 =  Knowledge (Nature)^    -01    +01   +3  +00       INT
+03 =  Knowledge (Planes)^    -01    +01   +3  +00       INT
+03 =  Knowledge (Religion)^  -01    +01   +3  +00       INT
+17 =  Sense Motive           +00    +09   +3  +05       WIS
+18 =  Use Magic Device^      +05    +09   +3  +01       CHA
[/sblock]
[sblock=Equipment]
Code:
Equipment                                Cost   Weight
Bolts, Crossbow (10)                     1gp    1lbs
Bracers of Constitution (+2)             4000gp 0lbs
Cord of Favor                            3000gp 0lbs
Crossbow, Light                          35gp   4lbs
Dagger                                   2gp    1lbs
Dimension Stride Boots                   2000gp 0lbs
Ephod of Authority                       0cp    0lbs
Full Plate +1                            2650gp 50lbs
Ioun Torch                               75gp   0lbs
Lesser Arrow Deflection Crystal          2500gp 0lbs
Masterwork Morningstar (Cold Iron)       316gp  6lbs
Muleback Cords                           1000gp 0.25lbs
Traveler's Outfit                        0cp    5lbs
Restful Crystal                          500gp  0lbs
Shield +1 (Tower)                        1180gp 45lbs
Silversheen Mace (Heavy)                 762gp  8lbs
Total weight carried: 115.25 lbs.

Carrying Capacity
Light: 0 to 58lbs
Medium: 59 to 116lbs
Heavy: 117 to 175lbs
Maximum weight possible: 175

[sblock=Standard Items]
Code:
[b]Equipment  Cost   Weight[/b]
Bolts, Crossbow (10)                     1gp    1lbs
Bracers of Constitution (+2)             4000gp 0lbs
Cord of Favor                            3000gp 0lbs
Crossbow, Light                          35gp   4lbs
Dagger                                   2gp    1lbs
Dimension Stride Boots                   2000gp 0lbs
Ephod of Authority                       0cp    0lbs
Full Plate +1                            2650gp 50lbs
Ioun Torch                               75gp   0lbs
Lesser Arrow Deflection Crystal          2500gp 0lbs
Masterwork Morningstar (Cold Iron)       316gp  6lbs
Muleback Cords                           1000gp 0.25lbs
Traveler's Outfit                        0cp    5lbs
Restful Crystal                          500gp  0lbs
Shield +1 (Tower)                        1180gp 45lbs
Silversheen Mace (Heavy)                 762gp  8lbs
Remaining Funds: 13884gp, 0sp, 0cp
[/sblock][sblock=Magic items]
Code:
[b]Equipment        Cost   Weight[/b]
Bracers of Constitution (+2)             4000gp 0lbs
Cord of Favor                            3000gp 0lbs
Dimension Stride Boots                   2000gp 0lbs
Ephod of Authority                       0cp    0lbs
Full Plate +1                            2650gp 50lbs
Ioun Torch                               75gp   0lbs
Lesser Arrow Deflection Crystal          2500gp 0lbs
Muleback Cords                           1000gp 0.25lbs
Restful Crystal                          500gp  0lbs
Shield +1 (Tower)                        1180gp 45lbs
Remaining Funds: 1095gp, 0sp, 0cp Gems: [/sblock]

[/sblock]
[sblock=Details]
Size: M
Gender: Male
Age: 24
Height: 6' 1"
Weight: 160 lbs.
Hair Color: Red
Eye Color: Green and Black
Skin Color: Pale and freckled
Apperance:[/sblock][sblock=Spellbook]Spell Casting: 8 (1st), 7 (2nd), 7 (3rd), 5(4th)

Orison:
Code:
[b]Haunted Curse Bonus Spells:[/b]
	Mage Hand
	Ghost Sound

[b]Oracle Cure Spells:[/b] None

[b]Life Mystery Bonus Spells:[/b] None

[b]Oracle Known Spells (8):[/b]
	Create Water	
	Detect Magic	
	Light	
	Purify Food & Drink
	Read Magic	
	Resistance
	Spark
	Stabilise

[b]Human Bonus Spells:[/b] none

1st Level:
Code:
[b]Haunted Curse Bonus Spells:[/b]

[b]Oracle Cure Spells:[/b]
	Cure Light Wounds

[b]Life Mystery Bonus Spells:[/b]
	Detect Undead

[b]Oracle Known Spells (5):[/b]
	Bless
	Divine Favour
	Hide from Undead
	Murderous Command
	Shield of Faith

[b]Human Bonus Spells (2):[/b]
	Obscuring Mist
	Sanctuary

2nd Level:
Code:
[b]Haunted Curse Bonus Spells:[/b]
	Levitate
	Minor Image

[b]Oracle Cure Spells:[/b]
	Cure Moderate Wounds

[b]Life Mystery Bonus Spells:[/b]
	Lesser Restore

[b]Oracle Known Spells (4):[/b]
	Augury
	Hold Person
	Instant Armour
	Shard of Chaos

[b]Human Bonus Spells (2):[/b]
	Aid
	Protection from Evil, Communal

3rd Level:
Code:
[b]Haunted Curse Bonus Spells:[/b] None

[b]Oracle Cure Spells:[/b]
	Cure Serious Wounds

[b]Life Mystery Bonus Spells:[/b] None

[b]Oracle Known Spells (3):[/b]
	Dispel Magic	
	Magic Circle against Evil
	Searing Light

[b]Human Bonus Spells:[/b]
	Prayer
	Water Walk

4th Level:
Code:
[b]Haunted Curse Bonus Spells:[/b] None

[b]Oracle Cure Spells:[/b]
	Cure Critical Wounds

[b]Life Mystery Bonus Spells:[/b]
	Neutralise Poison
	Restore

[b]Oracle Known Spells (2)[/b]
	Death Ward
	Holy Smite

[b]Human Bonus Spells:[/b] None
[/sblock][sblock=Background]The Child's problems started when she was very young. First it was little things; objects moving when no one was looking. This gradually increased until objects were flying across the room and doors were opening and closing on their own. At this stage, The Child's parents called in the parish priest, Father Lastivio, who eventually determined that the hauntings were caused by The Child. A rite of exorcism had not effect and the villagers, including The Child's parents, wanted him to burn as a witch. However Father Lastivio is a kindly man and so he did what the church always does in such situations, passed the problem on to his superiors. In this case the local bishop. The bishop's exorcism attempts where as unsuccessful as the priests and so The Child was sent to the “Church of the Light”, where the gods confirmed that he was one of the chosen ones.

The Child's name was changed to Elegida and he was put with the novice priests to learn the skills he needs as a chosen one. Meanwhile Elegido forgot his original name and disowned the family who wanted him dead.

As Elegida is not a priest he has never been ordained. Instead after his coming of age, he was assigned to a number of the church's orders. In each case, while his performance was exemplary, his independent nature meant that he just didn't fitted in. Thus was passed from order to order.

Finally, the church hierarchy assigned him to a special task force that they are putting together.[/sblock] [/sblock]
 

Honorary Captain Tsadichi Moru

[sblock=Moru]
Code:
Name: Honorary Captain Tsadichi Moru
Class: Witch
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Hero Points: 3

Str: 07 -2 (7)                 Level: 9           XP: 75,000
Dex: 16 +3 (16)                BAB: +4            HP: 65 (36+3d6+18)
Con: 13 +1 (13)                CMB/CMD: +2/+15    Dmg Red: 6/-
Int: 22 +6 (16/+2R/+2L/+2E)    Speed: 30'         Spell Res: -
Wis: 08 -1 (8)                 Init: +3           Spell Save: 16 + lv
Cha: 13 -2 (13)                ACP: 0             Spell Fail: -

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +5   (+4)   +3     +0    +0   +0   =18(22)
Touch: 13(17)            Flatfooted: 15(19)

                     Base   Mod  Misc  Total
Fort:                 3    +1    +0    +4
Ref:                  3    +3    +0    +6
Will:                 6    -1    +1    +6

Weapon                  Attack         Damage*   Critical
Club                     +2             1d6-2       X2

Languages: Common, Celestial, Draconic, Auren, Ignan, Terran, Aquan

Spell casting
Orisons: 4 
- Dancing Lights, Read Magic, Resistance, Detect Magic

[B][I][U]Spell Casting: (Spells Known) Save DC, spell lvl +16[/U][/I][/B]
1 Shocking Grasp, Burning Hands, Ray of Enfeeblement, Enlarge Person, 
   Ear Piercing Scream
2 Flaming Sphere, False Life, Share Memory, Haunting Mists,
   See Invisibility
3 Fireball, Eruptive Pustules, Excruciating Deformation, 
   Ray of Exhaustion, Bestow Curse
4 Wall of Ice, Cape of Wasps, Greater False Life, Symbol of Healing, 
   Black Tenacles
5 Break enchantment, Baleful Polymorph

[B][I][U]Spells Memorized: (Bonuses)[/U][/I][/B]
6(1st) - Burning Hands X2, Ear Piercing Scream X2, Enlarge Person, 
            Shocking Grasp
6(2nd) - Haunting Mists X2, See Invisibility, False Life,
             Flaming Sphere X2
4(3rd) - Fireball X2, Eruptive Pustules, Excruciating Deformation
3(4th) - Greater False Life, Black Tentacles, Wall of Ice
2(5th) - Baleful Polymorph X2

Familiar Bond
Patron Spells: Elements

Hexes:
- Flight: 9 minutes/day
- Fortune: 1 reroll per round for 2 rounds, once per ally per day
- Misfortune: 1 reroll per round for 2 rounds, once per foe per day
- Evil Eye: -4 to either AC, ability checks, attack rolls, saving
   throws, or skill checks for 9 rounds. Will DC 20 for only 1 round
- Cauldron: Bonus Feat, Brew Potion
- Tongues: Speak and unnderstand all languages

**+1 caster lvl for all fire spells
**3 charges/day (SWift) spend 1/2/3 for +2d6/3d6/4d6 dmg to any
    fire spell
- *resist 5 fire/cold/electric
- *Emit sivlery light at will (Standard)
- *Immunity to Blindness/Dazzling
- *Double Carrying Capacity
- *Hold Breath 12 hours
- *3/3 a day sacrifice lvl 1+ spell to cast Magic Missile
- *3/3 a day sacrifice lvl 3+ spell to cast Empowered & 
    Maximized Fireball
- *3/3 a day sacrifice lvl 4+ spell to cast Freedom of Movement
- *3/3 a day sacrifice lvl 5+ spell to cast Teleport
- *3/3 charges/day (SWift) spend 1/2/3 for +2d8/3d8/4d8 healing
- *1/day cast Commune (4 questions)

Feats:
1 Evolved Familiar
- Extra Hex (Bonus Human)
- Brew Potion (Bonus Cauldron)
3 Craft Wondrous Item
5 Extraordinary Artisan
7 Dragon Familiar
9 Craft Rod

Traits:
Hedge Magician, -5% Item Creation Cost
Indomitable Faith, +1 Will Saves

Skill Points: 63
Skills               Ranks   Mod  Misc  Total
Fly                    9     +3   +3     +16
Craft (Alchemy)        9     +6   +5     +20
Knowledge (Arcana)     9     +6   +3     +18
Knowledge (Planes)     9     +6   +3     +18
Knowledge (History)        2     +6   +3     +11
Knowledge (Nature)         2     +6   +3     +11
perception             5     -1     +0     +4
Spellcraft             9     +6   +3     +18
Use Magic Device       9     +1   +3     +13

Items: (33,000g)                         Book Cost  Weight   My Cost
+2 Headband of Intellect                    4,000g  --       1,400g 
Wand of Shield                                750g  1lbs     750g 
+1 Mithral chain Shirt of Twilight          5,100g  12.5lbs  5,100g 
Lesser Metamagic Rod of Maximize           18,000g  1lbs     6,300g 
Ring of Mystic Fire**                       7,500g  --       7,500g

Endless Mug                                   200g  1lbs     70g
Everlasting Rations                           350g  2lbs     122.5g
Feather Token (tree) X3                     1,200g  --       420g

Raiment of the Four*: (9,835g)
Sullen Sea Empowered Spellshard (Fireball) 15,000g  --       5,250g
Gloves of the Starry Sky                    1,100g  --       385g
Goggles of the Golden Sun                   4,000g  --       1,400g
Healing Belt of the Wide Earth              8,000g  --       3,193.5g

Total Weight: 17.5 lbs
[/sblock]

[sblock=Familiar]Mushu the brazen
Wyrmling Brass Dragon
Tiny Dragon
Hit Dice: 4d12+4 (32 hp)
Initiative: +3
Speed: 60 ft. (12 sq), Burrow 30ft (6 sq), Fly 100 avg. (20 Sq)
Armor Class: 25 (10 +3 Dex, +10 natural, +2 size), touch 15,
flat-footed 22
Base Attack/Grapple: +4
Attack: Claw +9 melee (1d4+Ravage)
Full Attack:
Claw X2 +9 melee (1d4+Ravage)
Bite +9 melee (1d4+Ravage)
Space/Reach: 0 ft./5 ft.
Special Attacks:
Breath Weapon 3d4 Fire 30ft line Ref DC13 for 1/2
Golden Ice Ravage 1d6Dex/2d6Dex DC 14 2 rounds affects evil only
Special Qualities: Improved Evasion, Share Spells, Empathic Link, Deliver touch
Speak with Master, Speak with dragons
Saves: Fort +5, Ref +7, Will +4
Abilities: Str 11, Dex 16, Con 13, Int 10, Wis 11, Cha 10
Skills: (36) Fly +10, Perception +9, Stealth +10, Acrobatics +10, Survival +7
Feats:
1 Improved Natural Attack (Claw)
3 Touch of Golden Ice
5 Hover
7 Improved Natural Armor
9 Improved Natural Armor

Gear:
Dragon Spirit Cincture of Healing 2,000g -- 1,093.5g
- Gives +1 die to breath weapon (3d4)
- 3 charges/day (SWift) spend 1/2/3 for +2d8/3d8/4d8 healing
[sblock=Description]Mushu is a heap of brass coils with a couple pairs of legs and a filmy set of gossamer wings. At this point he looks more like a golden winged snake than an actual dragon, until his vicious little claws come darting out farther than the length of his whole body.[/sblock]

Moru's Physical Stats
Age: 30
Height: 5'10"
Weight: 120lb
Eyes: Almond
Hair: Silver
Skin: Pale[/sblock][sblock=Appearance] A spidery thin man of some oriental lineage, his gangly arms and legs seem to shiver and sway in even the slightest of breezes, just as his light robes do. The word thin can be used to describe almost every feature of this cloistered fellow, from his crane-like face with its whispy eyebrows, to the tight braid of prematurely silver hair that swings down past his knees.

Coiled amongst his airy, yellow and orange silk robes is poised a magnificent sight. A baby dragon with scales the color of freshly beaten brass rests comfortably, its sinewy young body looped around Moru's slender torso and his head swiveling just below his master's chin. Gazing about casually with eyes of deepest emerald, the occasional tendrils of smoke rise from tiny nostrils while his razor sharp claws cling to the mithral chain beneath him.

Lenses of mirrored gold cover Moru's slanted almond eyes and a deep red headband adorns his brow, covered in mystic writings. This matches his runed gloves and wide belt. A Mithral chain bares some kind of stone, but it hangs inside his clothing. A wand and rod hang from either side of the belt.[/sblock]

[sblock=Personality]Playful and inquisitive, this pair of beings have been known to occasionally get in the occasional fix that usually requires an inventive escape. with the superior knowledge of Tsadichi and harmless sense of humor of Mushu, they usually get out of it. It does help though to have friends nearby in case of emergencies.[/sblock]

[sblock=Background]

Having a knack for shadows put this young orphaned boy in a bevy off trouble, but a priest saw great potential in his talents.

edit in progress
I was born on edges of civilization
....A parents were in fear of their lives
....B he was left in the care of a dragon
........a a bond formed, with the dragon becoming his new guardian
........b the dragon became his patron who taught the arcane to Moru
........c was gifted with a baby dragon as his muse (familiar)
....C sent to lands of civilization to learn of the ways of human kind.
....D though still young, he was left on the steps of a temple
II WORKED FOR TEMPLE IN HIS ARCANE KNOWLEDGE.
III WAS CAUGHT IN A HEATED BATTLE VS UNDEAD
....A now has burning hatred vs undead
....B main focus has been training arcanists to fight undead
....C was given honorary title by church
IV completes missions with cold efficiency
V LOST ALL BUT 1 TEAM MEMBER IN LAST MISSION-NOW NEAR END OF GRIEVING PERIOD

Mysteries within mysteries-who were the parents? Where were they from? Where have they gone? . . . . .
[/sblock]
 
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Into the Woods

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