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Kender Game OOC thread. Warning: possesions will be borrowed.

Deedlit

First Post
Feel free, but cohorts and followers must be kenderish. You may either roleplay your cohort, or leave it up to me, but followers wil be NPCs. If you've read Kender, Gnomes, and Gully Dwarves, look to Talorin (From the story about Lord Toede's demise), as an example of a kender cohort.
 

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Jarval

Explorer
Erasmus Verde
Half-Kender Level 16 Cleric, Neuteral Good

STR 14 (+2) (includes Gauntlets of Ogre Power)
DEX 16 (+3)
CON 14 (+2)
INT 14 (+2)
WIS 26 (+8) (includes +6 Periapt of Wisdom)
CHA 16 (+3) (includes +2 Cloak of Charisma)


Combat Stats:
Base Attack Bonus: +12/+7/+2
Melee: +14/+9/+4 [+2 STR]
Ranged: +15/+10/+5 [+3 DEX]
Hit Points: 160 [128 (levels) + 32 (CON)]
Armor Class: 27 [10 + 3 (DEX) + 9 (+5 Glammered Mithral Shirt) + 5 (+3 Large Darkwood Shield of Light Fortification)]
Initiative: +7 (+3 DEX, +4 Improved Initiative)
Movement Rate: 60 feet (30 feet base, doubled by Boots of Striding and Springing)

Attacks per round:
1 +3 Frost Club of Spell Storing (+17/+12/+7 to hit, 1d6 +3 + 1d6 dmg)
or 1 +1 Holy Crossbow (+16 to hit, 1d8+1 dmg (or 1d8 + 1 + 2d6 dmg against evil opponents)


Weapons and Armor:
Armor: +5 Glammered Mithral Shirt (+9 AC)
Shield: +3 Large Darkwood Shield of Light Fortification (+5 AC)
Weapons: +3 Frost Club of Spell Storing (1d6 +3 + 1d6 dmg, Crit 20/x2)
+1 Holy Crossbow (1d8+1 dmg (or 1d8 + 1 + 2d6 dmg against evil targets), Crit 19-20/x2, Rng 80 ft)
Dagger (1d4+2 dmg, Crit 19-20/x2, Rng 10 ft)


Saving Throws:
Fort: +12 [+10 base, +2 CON]
Ref: +8 [+5 base, +3 DEX]
Will: +18 [+10 base, +8 WIS]


Feats:
Armor Proficiency (Free for Cleric)
Shield Proficiency (Free for Cleric)
Simple Weapon Proficiency (Free for Cleric)
Improved Initiative (1st level feat)
Extend Spell (3rd level feat)
Leadership (Leadership Score: Cohorts 22, Followers 20) (6th level feat)
Brew Potion (9th level feat)
Craft Wondrous Item (12th level feat)
Quicken Spell (15th level feat)


Skills:
Concentration +21 (19 ranks, +2 CON)
Diplomacy +10 (7 ranks, +3 CHA)
Heal +20 (12 ranks, +8 WIS)
Knowledge (Religion) +14 (12 ranks, +2 INT)
Perform +22 (19 ranks, +3 CHA)
Spellcraft +9 (7 ranks, +2 INT)


Languages:
Common, Draconic, Kender.


Special Abilities:
Fearless: +2 to saves vs fear.
Taunt: DC 12.
Rogue Bonus: +1 racial bonus to Climb, Disable Device, Hide, Listen, Open Lock, Pick Pocket, and Search.
Favored Class: Rogue.


Spells:
Spells per day: 6/7+1/7+1/7+1/6+1/5+1/4+1/4+1/3+1
DCs: 18/19/20/21/22/23/24/25/26
Domains: Luck, Song.
Cantrips: Create Water, Cure Minor Wounds, Detect Magic (x2), Guidance, Light.
Level 1: Charm Person (DS), Bless, Comprehend Languages, Detect Evil, Endure Elements, Protection from Evil, Random Action, Shield of Faith.
Level 2: Enthrall (DS), Aid, Calm Emotions, Delay Poison, Hold Person, Lesser Restoration, Shield Other, Speak with Animals.
Level 3: Emotion (DS), Create Food and Water, Daylight, Dispell Magic (x2), Magic Circle against Evil, Searing Light, Water Walk.
Level 4: Tongues (DS), Divination, Freedom of Movement, Greater Magic Weapon (x2), Repell Vermin, Spell Immunity.
Level 5: Break Enchantment (DL), Flame Strike, Insect Plague, Raise Dead, Spell Resistance, True Seeing.
Level 6: Mislead (DL), Greater Dispelling, Heal, Summon Monster VI, Wind Walk.
Level 7: Legend Lore (DS), Control Weather, Holy Word, Resurrection, Summon Monster VII.
Level 8: Holy Aura (DL), Fire Storm, Mass Heal, Summon Monster VIII.


Equipment:
Backpack
- Portable Hole
Belt Pouch
- Cheese
- Flint and steel
- 6 marbles
- 20' of string
Portable Hole (14000 gp)
- 50 crossbow bolts
- 50 masterwork crossbow bolts
- 10 silvered crossbow bolts
- 2 waterskins
- 14 day's trail rations
- Bedroll
- Crowbar
- 50' silk rope
- Grappling Hook
- 2 healer's kits
- 6 flasks of holy water
- Tent
- Wand of Cure Light Wounds
- Carpet of Flying (3' x 5')
- Lyre of Building
- 6 Potion of Cure Serious Wounds
- Potion of Vision
- Potion of Expedious Retreat
- 2 Potions of Spider Climb
- Potion of Swimming
- 2 Potions of See Invisibility
- Everburning Torch (90 gp)
Wearing / Carrying
- Silver holy symbol
- Explorer's Clothes
- +3 Frost Club of Spell Storing (50300 gp)
- +1 Holy Crossbow (18335 gp)
- Dagger
- 10 crossbow bolts
- 10 masterwork crossbow bolts
- +3 Large Darkwood Shield of Light Fortification (16407 gp)
- +5 Glammered Mithral Shirt (37100 gp)
- Spell component pouch
- +2 Cloak of Charisma (4000 gp)
- Gauntlets of Ogre Power (4000 gp)
- +6 Periapt of Wisdom (36000 gp)
- Boots of Striding and Springing (6000 gp)
- Staff of Healing (33000 gp)

Total Weight Carried: 39 lb
Load: Light


Current XP:
Current: 120,000
Next Level: 136,000

--------------------

Elijah Woodbrook: M Kender Bard 15; CR: 15; Size: S; Type: Humanoid (Kender); HD: (15d6)+15; hp 63; Init: +6; Spd: Walk 25'; AC: 22 (flatfooted 19, touch 14), Attk: +2 Lucky Hoopak +16/+11/+6 (1d6+3, x2, melee) or +18 (1d4+2, x2, Rng 50 ft, Ranged); SA: Bardic knowledge (+18),Bardic music 15/day; AL: CG; Sv: Fort +7, Ref +13, Will +10; Str 12, Dex 16, Con 12, Int 16, Wis 10, Cha 21.
Skills: Bluff +23 (18), Diplomacy +25 (16), Gather Information +19 (14), Knowledge (Arcana) +13 (10), Knowledge (Nature) +17 (14), Listen +22 (18), Move Silently +13 (0), Perform +25 (18), Sense Motive +18 (18);
Feats: Alertness, Combat Reflexes, Extend Spell, Improved Initiative, Martial Weapon Proficiency (hoopak), Skill Focus (Perform), Spell Penetration
Possessions: +2 Luck Hoopak; +3 Mithral Shirt of Silent Moves; Buckler; Cloak of Charisma +2; Wand of Cure Serious Wounds; Harp of Charming; Explorer's Outfit; 20 Masterwork Sling Bullets; Backpack; War Pony (Saddlebags: 150' Silk Rope, Grappling Hook, 10 Torches, 10 Sunrods, 20 Tinderwigs, 3 Tanglefoot bags). Total Weight: 31.75 lbs.
Spells: (4/6/4/4/4/3) 0- Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Read Magic; 1- Charm Person, Cure Light Wounds, Expeditious Retreat, Feather Fall; 2- Detect Thoughts, Eagle's Splendor, Levitate, Tongues; 3- Charm Monster, Clairaudience/Clairvoyance, Cure Serious Wounds, Haste; 4- Dimension Door, Dominate Person, Hold Monster, Improved Invisibility; 5- False Vision, Greater Dispelling, Persistent Image
 
Last edited:



buzzard

First Post
Deedlit said:
This seems so fun, but I'm already halfway towards giving up. BUMP anyway, though.

So where do I find all this kender information? I am unfamiliar with the references which you mention.

Would a Kender manage to be a deepwood sniper or would it be against the grain?

buzzard
 


buzzard

First Post
How much starting money do we get, and is there any limitation on magic items?
[I do have the sniper worked up if it will be acceptable]

buzzard
 

Deedlit

First Post
Standard level 16 starting GP, no more then a fourth of your money can be spent on one magic item(Though of course, other more valuable magic items may find their way into your pouch, that someone rich must have dropped)
 

buzzard

First Post
Deedlit said:
Standard level 16 starting GP, no more then a fourth of your money can be spent on one magic item(Though of course, other more valuable magic items may find their way into your pouch, that someone rich must have dropped)

You don't happen to have that number handy do you?

It does not appear to be in the SRD (and I don't have books with me right now).

buzzard
 


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