Kill Monsters & Win Money: 18 Heroes

Karinka, Male Dwarf Cleric Of Fharlanghn 8; Medium humanoid; HD 8d8+32; hp 74; Init +5; Spd 20 ft.; AC 26, touch 11, flat-footed 25; Base Atk +6; Grp +8; Atk +9 melee (1d8+3, +1 heavy mace) or +8 melee (1d6+2, light mace) or +7 ranged (1d8/19-20, light crossbow); Full Atk +9/+4 melee (1d8+3, +1 heavy mace) or +8/+3 melee (1d6+2, light mace) or +7 ranged (1d8/19-20, light crossbow); SA darkvision 60 ft., turn undead, luck and protection domain powers; SQ —; AL NG; SV Fort +12, Ref +5, Will +12; Str 14, Dex 11 (13), Con 18, Int 8, Wis 16 (18), Cha 6.

Feats: Endurance, Diehard, Reach Spell
When you are reduced to between -1 and -9 hit points, you may act as if disabled and choose to take either a single move or standard action each turn; you take 1 point of damage after performing any standard action. You immediately die at -10 hp.

Skills: Concentration +15

Possessions: +1 heavy mace, light mace, light crossbow, +2 platemail, +2 large shield, +1 amulet of natural armor, +2 cloak of resistance, +2 gloves of dexterity, +2 periapt of wisdom

Cleric domain powers, usable once per day:
Luck: Reroll any one dice roll before you learn its outcome.
Protection: Create an aura as a standard action that gives you or a creature you touch +8 resistance bonus to next saving throw.

Cleric Spells Prepared (6/5+1/4+1/4+1/3+1; save DC 14 + spell level)

Level 1
Bless Allies within 40 ft. radius of you get +1 morale bonus on attack, damage, and saves vs. fear for 8 minutes.
Cure Light Wounds (substitution) Heals 1d8+5 damage for you or a creature you touch.
Divine Favor You gain +2 luck bonus on attack and damage rolls for 1 minute.
Entropic Shield (domain) Ranged attacks against you have 20% miss chance.
Magic Weapon Weapon you touch gains +1 enhancement bonus to attack and damage for 8 minutes.
Protection From Evil +2 deflection bonus to AC and +2 resistance bonus to saves vs. evil creatures; blocks mind control; affects you or a creature you touch; lasts 8 minutes
Shield Of Faith +3 deflection bonus for yourself or creature you touch; lasts 8 minutes.

Level 2
Aid +1 morale bonus on attacks and saves vs. fear, 1d8+8 temporary hp for yourself or creature you touch; lasts 8 minutes.
Cure Moderate Wounds (substitution) Heals 2d8+8 damage for you or a creature you touch.
Bear's Endurance +4 Con enhancement for yourself or creature you touch; lasts 8 minutes.
Bull's Strength +4 Str enhancement for yourself or creature you touch; lasts 8 minutes.
Cat's Grace +4 Dex enhancement for yourself or creature you touch; lasts 8 minutes.
Shield Other (domain) Ally within 45 ft. gets +1 deflection bonus to AC and a +1 resistance bonus on saves; they take half hit point damage from attacks, you take the other half; you can cancel the spell as a free action.
Silence Negates sound in 20–ft. radius; can target object, point in space, or creature within 720 ft.; if creature is target, Will save DC 16 or SR check 1d20+8 cancels effect.

Level 3
Cure Serious Wounds (substitution) Heals 3d8+8 damage for you or a creature you touch.
Dispel Magic Targeted dispel check 1d20+8; range 180 ft.
Magic Vestment Armor, shield, or clothing you touch gains +2 enhancement bonus to AC.
Meld Into Stone You can step into a block of stone; inside, you can cast spells on yourself and hear but not see.
Prayer Allies and enemies within 40 ft. radius of you get +1 luck bonus or penalty on attack, damage, saves, and skills for 8 minutes.
Protection From Energy (domain) Absorbs 96 points of damage from one kind of energy; affects you or a creature you touch; lasts 80 minutes
Wind Wall Curtain of air 80 ft. long and 40 ft. high stops gases and arrows or bolts; range 180 ft.

Level 4
Cure Moderate Wounds (reach) Metamagic: Cures 2d8+8 with ranged touch attack, range of 30 ft.
Cure Critical Wounds (substitution) Heals 4d8+8 damage for you or a creature you touch.
Divine Power Fharlanghn increases your base attack bonus by +2 and grants a +6 enhancement to Str and 8 temporary hp for 8 rounds.
Freedom Of Movement (domain) You or a creature you touch move normally despite impediments and always succeed in escaping grapples for 80 minutes.
Summon Monster IV Lasts 8 rounds, can appear 45 ft. away; Archon, lantern preferred

Recommended Summon IV:
Lantern Archon, Small Outsider (Archon, Extraplanar, Good, Lawful)
HP: 4 hp (1d8 HD)

AC: 15 (17) (+1 size, +4 natural, +2 deflection vs. evil), touch 11, flat-footed 15
Damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil

Speed: Fly 60 ft. (perfect) (12 squares)
Initiative +4
Senses: Listen +4, Spot +4; darkvision 60 ft.

2 light rays +2 ranged touch (1d6, ignores DR). Range 30 ft.
Grapple touch attack -4; -8 grapple check (1d2-5)

Magic circle against evil always extends in 10 ft. radius from archon, granting +2 deflection to AC and +2 resistance to saves vs. evil
Aura of Menace (Su): Hostile creatures within 20 ft.; Will DC 12 or take a –2 penalty on attacks, AC, and saves until they successfully hit the archon that generated the aura.
Spell-Like Abilities: At will—aid, detect evil, continual flame. Caster level 3rd

Fort +2 (+6 against poison), Ref +2, Will +2
Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
 

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This character is based on a suggestion from ZerodotJander at the Wizards.com boards.

Zander Staff-Master, Male Human Druid 1/Cleric of Kord 1/Ranger 6; Large humanoid; HD 2d8+6d10+24; hp 71; Init +4; Spd 30 ft.; AC 18, touch 11, flat-footed 18; Base Atk +6; Grp +16; Atk +13 melee (3d6+7, quarterstaff) or +6 ranged (2d6+3/x3, +1 composite longbow [+2 Str bonus]); Full Atk +11/+6 melee (3d6+7, quarterstaff) and +11/+6 melee (3d6+4, quarterstaff) or +6/+1 ranged (2d6+3/x3, +1 composite longbow [+2 Str bonus]); SA —; SQ luck domain, strength domain, favored enemy (dragons, +4), favored enemy (orcs, +2); AL CN; Space/Reach 10 ft./10 ft.; SV Fort +12, Ref +7, Will +7; Str 22, Dex 11, Con 16, Int 13, Wis 12, Cha 8.

Feats: Dodge, Combat Expertise, Weapon Focus (Quarterstaff), Two Weapon Fighting, Endurance, Improved Initiative, Improved Two Weapon Fighting

Skills: Climb +7, Concentration +14, Heal +6, Hide +6, Jump +18, Listen +11, Spellcraft +6, Spot +11, Tumble +6

Druid Spells Prepared (3/2; save DC 11 + spell level): 0-lvl: cure minor wounds, guidance, resistance; 1st: shillelagh

Cleric Spells Prepared (3/2+1; save DC 11 + spell level): 0-lvl: detect magic, light, virtue; 1st: bless

Possessions: quarterstaff (shillelagh), quarterstaff (slung on back), +1 composite longbow [+2 Str bonus], +2 leather armor, +1 animated large wooden shield, wand of bull's strength (2), +2 amulet of health, potion of blur

Active Effects: wand of bull's strength, potion of protection from acid, shillelagh, protection from evil, enlarge person* (cast from prepared spells)

* Domain bonus spell

Domain Powers:
Strength (Feat of strength, 1/day: Gain a +8 enhancement bonus to Str for one round as a free action)
Luck (Power of good fortune, 1/day: Reroll one roll you have just made before the DM declares it a success or failure, must keep new roll)

Notes: Zander adds +4 to damage when fighting dragons. Shillelagh spell is cast on one quarterstaff, causing it to act as a magic weapon. Bonus to AC and saves from protection from evil is applied to stats; subtract -2 for attacks from non-evil creatures. Stats assume shield is animated; full attack assumes use of TWF and improved TWF. The enhancement bonus from the feat of strength domain power does not stack with that from Zander's bull's strength effect; using this power thus effectively increases his strength by +4 from the listed values.
 

Slevan The Scorcher, Male Elf Wizard 8; Medium humanoid; HD 8d4+8; hp 31; Init +4; Spd 60 ft.; AC 18, touch 16, flat-footed 14; Base Atk +4; Grp +3; Atk/Full Atk +4 melee (1d6/18-20, +1 rapier) or +9 ranged (1d8/x3, +1 composite longbow) or +9 ranged touch (ray); SA —; SQ DR 10/adamantine (stoneskin); AL LG; SV Fort +5, Ref +8, Will +8; Str 8, Dex 18, Con 12, Int 18, Wis 11, Cha 8.

Feats: Spell Penetration, Scribe Scroll, Greater Spell Penetration, Empower Spell, Weapon Focus (Ray)

Skills: Concentration +12, Listen +5, Spellcraft +15

Spells Prepared
(4/5/4/4/3; save DC 14 + spell level): 0—ray of frost x4, 1st—shield, mage armor, 2nd—scorching ray x4, 3rd—dispel magic, haste, 4th—scorching ray (empowered), dimension door

Possessions: +1 rapier, +1 composite longbow, +2 bracers of armor, +2 gloves of dexterity, scroll of cat's grace, rod of maximize (lesser)

Active Effects: protection from evil, expeditious retreat, displacement, protection from acid (96 points), stoneskin (80 points)

Notes: Slevan's roll to overcome spell resistance is +12 (caster level 8 + 4 from spell penetration feats).
 

Himdall Holy-Fire, Male Human Cleric Of Fharlanghn 3/Wizard 3/Mystic Theurge 2; Medium humanoid; HD 3d8+5d4+32; hp 62; Init +0; Spd 30 ft.; AC 12, touch 12, flat-footed 12; Base Atk +4; Grp +3; Atk/Full Atk +3 melee (1d4-1/19-20, dagger) or +4 ranged (1d10/19-20, heavy crossbow); SA —; SQ protection domain, luck domain; AL NG; SV Fort +10, Ref +4, Will +13; Str 8, Dex 11, Con 18, Int 22, Wis 14, Cha 8.

Feats: Spell Penetration, Greater Spell Penetration, Spell Focus (Evocation), Scribe Scroll, Greater Spell Focus (Evocation)

Skills: Concentration +13, Escape Artist +5, Heal +3, Knowledge (arcana) +17, Knowledge (religion) +17, Listen +7, Spellcraft +17

Possessions: dagger, heavy crossbow, strand of prayer beads

Cleric Spells Prepared (5/4+1/3+1/1+1; save DC 12 + spell level): 0—create water, detect magic, light, resistance (x3); 1st—sanctuary*, bless, remove fear, shield of faith; 2nd—aid*, silence, bear's endurance; 3rd—searing light

Wizard Spells Prepared (4/4/3/2; save DC 16 + spell level): 0—message, ray of frost (x3); 1st—magic missile x4; 2nd—mirror image, scorching ray; 3rd—fireball x2**

Active Effects: bear's endurance, blur, protection from acid (108 points)*, protection from evil (cast from prepared spells), fox's cunning (cast from scroll)

*Domain bonus spell
** Evocation spell: +2 DC

Domain Powers:
Protection (Protective ward, 1/day: Touch grants a +3 resistance bonus to next saving throw)
Luck (Power of good fortune, 1/day: Reroll one roll you have just made before the DM declares it a success or failure, must keep new roll)

Notes: Himdall's effective caster level is 9 (5 from classes, 4 from bead of karma); his roll to overcome spell resistance is 13 (9 + 4 from spell penetration feats). He has one use per day remaining for his bead of healing (can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease) and bead of smiting (can cast holy smite, Will DC 17 partial). He has 20% concealment from the blur spell.
 

This character is based on a suggestion by Ithandor at the Wizards.com boards.

Muric The Valourous, Male Human Paladin 8; Medium humanoid; HD 8d10+8; hp 58; Init +0; Spd 30 ft.; AC 21, touch 12, flat-footed 21; Base Atk +8; Grp +13; Atk +14 melee (1d8+8/x3, +1 holy lance) or +13 melee (1d6+5/19-20, shortsword) or +8 ranged (1d8+3/x3, composite longbow [+3 Str bonus]); Full Atk +14/+9 melee (1d8+8/x3, +1 holy lance) or +13/+8 melee (1d6+5/19-20, shortsword) or +8/+3 ranged (1d8+3/x3, composite longbow [+3 Str bonus]); SA smite evil 2/day, turn undead 7/day; SQ divine grace, lay on hands, aura of courage, divine health, remove disease 1/week, special mount; AL LG; SV Fort +13, Ref +8, Will +10; Str 20, Dex 10, Con 13, Int 8, Wis 14, Cha 18.

Feats: Mounted Combat, Ride-By Attack, Spirited Charge, Divine Might

Skills: Handle Animal +15, Ride +13, Sense Motive +13

Possessions: +1 holy lance, shortsword, composite longbow [+3 Str bonus], +1 platemail, wand of bull's strength (2 charges), potion of expeditious retreat

Spells Prepared (3/1; save DC 12 + spell level): 1st—divine favor

Active Effects: eagle's splendor, bless weapon, protection from evil (cast from prepared spells), potion of protection from acid (60 points), wand of bull's strength

Notes: Smite evil adds +4 to attack and +8 damage. Divine might spends 1 turn attempt to add +4 damage. Muric is immune to fear and grants a +4 bonus on saves vs. fear to allies within 10 feet. Muric's lay on hands cures 32 points of damage. Muric's lance deals an additional 2d6 damage to evil creatures and always confirms critical hits due to bless weapon; on a charge, it deals triple damage.
 

Rydell Iron-Fist, Male Human Monk 8; Medium humanoid; HD 8d8+8; hp 49; Init +1; Spd 50 ft.; AC 20, touch 19, flat-footed 19; Base Atk +6; Grp +10; Atk +11 melee (2d6+5, unarmed strike) or +7 ranged (1d10/19-20, heavy crossbow); Full Atk +11/+6 melee (2d6+5, unarmed strike) or +10/+10/+5 melee (2d6+5, flurry of blows) or +7 ranged (1d10/19-20, heavy crossbow); SA flurry of blows, unarmed strike; SQ evasion, still mind, ki strike (magic), wholeness of body, slow fall 40 ft.; AL LG; SV Fort +7, Ref +7, Will +12; Str 18, Dex 13, Con 12, Int 8, Wis 22, Cha 8.

Feats: Dodge, Stunning Fist, Ability Focus (Stunning Fist), Combat Reflexes, Mobility, Spring Attack, Improved Trip

Skills: Escape Artist +12, Jump +17, Listen +17, Tumble +14

Possessions
: +1 amulet of mighty fists, heavy crossbow, +1 bracers of armor, monk's belt

Active Effects: potion of bull's strength, potion of owl's wisdom, potion of protection from acid (60 points)

Notes: Rydell can make eight stunning fist attempts per day, with a Fortitude save DC of 22.
 

Vygar The Brute, Male Dwarf Barbarian 8; CR 8; Large humanoid; HD 8d12+56; hp 116; Init -1; Spd 30 ft.; AC 17, touch 10, flat-footed 17; Base Atk +8; Grp +17; Atk +14 melee (3d6+9/x3, +2 greataxe) or +13 melee (1d6+5/19-20, masterwork shortsword) or +7 ranged (2d6+4/x3, +1 composite longbow [+3 Str bonus]); Full Atk +14/+9 melee (3d6+9/x3, +2 greataxe) or +13/+8 melee (1d6+5/19-20, masterwork shortsword) or +7/+2 ranged (2d6+4/x3, +1 composite longbow [+3 Str bonus]); SA rage 3/day; SQ DR 1/-, uncanny dodge, improved uncanny dodge, fast movement; AL CG; Space/Reach 10 ft./10 ft.; SV Fort +15, Ref +3, Will +4; Str 20, Dex 9, Con 24, Int 8, Wis 10, Cha 6.

Feats: Power Attack, Endurance, Die Hard

Skills: Intimidate +9, Listen +11

Possessions: +2 greataxe, masterwork shortsword, +1 composite longbow [+3 Str bonus], +2 breastplate, gauntlets of ogre power

Active Effects: potion of enlarge person, potion of bear's endurance, potion of protection from acid (absorbs first 60 points), oil of bless weapon, potion of protection from evil

Raging Stats: HD 8d12+72; hp 132; AC 16, touch 9, flat-footed 16; Grp +19; Atk +16 melee (3d6+12/x3, +2 greataxe) or +15 melee (1d6+7/19-20, masterwork shortsword) or +7 ranged (2d6+4/x3, +1 composite longbow [+3 Str bonus]); Full Atk +16/+11 melee (3d6+12/x3, +2 greataxe) or +15/+10 melee (1d6+7/19-20, masterwork shortsword) or +7/+2 ranged (2d6+4/x3, +1 composite longbow [+3 Str bonus]); SV Fort +17, Ref +3, Will +6; Str 24, Dex 9, Con 28, Int 8, Wis 10, Cha 6.

Notes: Always confirms critical hits with greatsword due to oil of bless weapon
 

Zardo Bear-claw, Male Human Druid 8; Medium humanoid; HD 8d8+8; hp 48; Init +0; Spd 30 ft.; AC 19, touch 11, flat-footed 19; Base Atk +6; Grp +5; Atk +5 melee (1d6-1/18-20, scimitar) or +5 melee (1d6-1, quarterstaff) or +6 ranged (1d4, sling); Full Atk +5/+0 melee (1d6-1/18-20, scimitar) or +5/+0 melee (1d6-1, quarterstaff) or +6/+1 ranged (1d4, sling); SA animal companion, Large wild shape 3/day; SQ —; AL NG; SV Fort +10, Ref +5, Will +15; Str 8, Dex 10, Con 13, Int 8, Wis 20 (22), Cha 10.

Skills: Concentration +12, Knowledge +10, Listen +17, Spellcraft +10

Possessions:
scimitar, quarterstaff, sling, +2 leather armor, +2 heavy wooden shield, +3 cloak of resistance, +2 periapt of wisdom, potion of displacement

Feats
: Augment Summoning, Natural Spell, Spell Focus (conjuration), Spell Penetration
+4 to Str and Con of summoned creatures; cast spells while in wild shape; +2 to DC of saves vs. conjuration spells; +2 to caster level check vs. SR

Spells Prepared (6/6/5/5/3; save DC 17 + spell level)

Level 1
Cure Light Wounds Cures 1d8+5 damage for yourself or creature you touch.
Faerie Fire Cancels Blur, displacement, invisibility, and concealment from natural dark; range 720 ft.; SR check 1d20+10.
Longstrider +10 ft. land speed for yourself; lasts 8 hours.
Magic Fang +1 attack and damage enhancement with one natural weapon for yourself or creature within 45 ft.; lasts 8 hrs.
Produce Flame Melee or ranged touch attack, 1d6+5 fire; can produce 8 flames; SR check 1d20+10.
Shillelagh Normal quarterstaff gets +1 attack and damage enhancement, damage increased to 2d6
Summon Natures Ally I (substitute) Lasts 8 rounds, can appear 45 ft. away; Dire rat preferred

Level 2
Barkskin +3 natural armor enhancement for yourself or creature you touch; lasts 80 minutes.
Bear's Endurance +4 Con enhancement for yourself or creature you touch; lasts 8 minutes.
Bull's Strength +4 Str enhancement for yourself or creature you touch; lasts 8 minutes.
Cat's Grace +4 Dex enhancement for yourself or creature you touch; lasts 8 minutes.
Flame Blade Melee touch attack (as scimitar, 1d8+4 fire damage); SR check 1d20+10.
Summon Natures Ally II (substitute) Lasts 8 rounds, can appear 45 ft. away; Elemental, Small (any) preferred

Level 3
Cure Moderate Wounds Cures 2d8 damage +1/level on touch.
Magic Fang, Greater +2 attack and damage enhancement with one natural weapon for yourself or creature within 45 ft.; lasts 8 hrs.
Meld Into Stone You can step into a block of stone; inside, you can cast spells on yourself and hear but not see.
Protection From Energy Absorbs 96 points of damage from one kind of energy; affects you or a creature you touch; lasts 80 minutes
Wind Wall Curtain of air 80 ft. long and 40 ft. high stops gases and arrows or bolts; range 180 ft.
Summon Natures Ally III (substitute) Lasts 8 rounds, can appear 45 ft. away; Thoqqua preferred

Level 4
Dispel Magic Targeted dispel check =1d20+8 vs. 11+spell level
Ice Storm 3d6 damage + 2d6 cold; 20 ft. radius cylinder, 1/2 land move in area for 1 full round; SR check 1d20+10.
Spike Stones Spikes do 1d8 per 5 ft. moved; affects 8 20 ft. squares; SR check 1d20+10, Ref DC 21 or lamed for half speed
Summon Natures Ally IV (substitute) Lasts 8 rounds, can appear 45 ft. away; Arrowhawk, juvenile preferred

Preferred Wildshape:
Polar bear, Large neutral good animal
Str 27
Dex 13
Con 19
Int 8
Wis 22
Cha 10

HP 75 (8d8+32 HD)

AC 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14

Speed: 40 ft. (8 squares), swim 20
Initiative +1
Senses: Listen +17, Spot +6; low-light vision, scent

2 claws +13 melee (1d8+8)
Bite +8 melee (2d6+4)
Grapple touch attack +13; +18 grapple check (bite 2d6+4)

Fort +10, Ref +3, Will +12

Animal Companion:
Rhinoceros, Large Neutral Animal
HP: 76 hp (8d8+40 HD)

AC: 16 (–1 size, +7 natural), touch 9, flat-footed 16

Speed: 30 ft. (6 squares)
Initiative +0
Senses: Listen +14, Spot +3; low-light vision

Gore +13 melee (2d6+12)
Grapple touch attack +13; +18 grapple check (gore 2d6+12)
Powerful charge does 4d6+24 if charging

Fort +11, Ref +6, Will +3
Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2

Tricks: Attack (any creature), Down, Defend, Follow, Guard, Heel
Share spells with master
 
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Juliana Spark-arrow, Female Gnome Sorcerer 8; Small humanoid; HD 8d4+24; hp 51; Init +3; Spd 20 ft.; AC 15, touch 15, flat-footed 12; Base Atk +4; Grp -2; Atk/Full Atk +3 melee (1d3-2/19-20, dagger) or +3 melee (1d4-2, quarterstaff) or +8 ranged (1d6/19-20, light crossbow); SA familiar, gnome traits; SQ —; AL CG; SV Fort +5, Ref +5, Will +6; Str 6, Dex 16, Con 16, Int 9, Wis 10, Cha 18.

Feats: Dodge, Energy Substitution, Extend Spell
+1 dodge bonus to AC vs. designated opponent; can prepare acid spells to use electricity energy instead; duration is doubled when spells are prepared as extended.

Skills:
Concentration +8, Spellcraft +5; Listen +2 and Spot +2 when toad is within arm’s reach.

Possessions: dagger, quarterstaff, light crossbow, +1 ring of protection, +2 gloves of dexterity, scroll of haste, scroll of mirror image, potion of aid, scroll of invisibility sphere, rod of lesser maximize (can be used 3 times per day to maximize a spell of 3rd level or lower; maximized spells always “roll” the highest possible damage or other variable numeric outcome).

Sorcerer Spells Known
(4/7/7/5/4; save DC 14 + spell level)

Level 1 (7 per day)
Enlarge Person (domain) Enlarges you or a humanoid creature within 40 ft. by one size category, giving a +2 size bonus to Str, a –2 size penalty to Dex, and a -1 size penalty on attack rolls and AC; bigger weapons do more damage; lasts 8 minutes.
Mage Armor +4 armor bonus for you or a creature you touch; lasts 8 hours.
Obscuring Mist A cloud of fog spreads out from you in a 20 ft. radius; 5 ft. of fog gives concealment (20% miss), more is total concealment (50% miss); lasts 8 minutes.
Reduce Person Shrinks you or a humanoid creature within 40 ft. by one size category, giving a +2 size bonus to Dex, a –2 size penalty to Str, and a +1 size bonus on attack rolls and AC; smaller weapons do less damage; lasts 8 minutes.
Protection From Evil +2 deflection bonus to AC and +2 resistance bonus to saves vs. evil creatures for you or a creature you touch; blocks mind control; lasts 8 minutes
Shield +4 shield bonus to AC for you or a creature you touch; blocks magic missiles; lasts 8 minutes.

Level 2 (4 per day)
Melf’s Sparking Arrow (prepared x3 with energy substitution) Ranged touch attack does 2d4 electrical damage; continues to deal damage for next 2 rounds; range 720 ft.
Blur Attacks miss you or creature you touch 20% of the time due to concealment; lasts 8 minutes.
Cat's Grace +4 Dex enhancement for yourself or creature you touch; lasts 8 minutes.

Level 3 (3 per day)
Melf’s Lingering Sparking Arrow (prepared x2 with energy substitution and extend spell) Ranged touch attack does 2d4 electrical damage; continues to deal damage for next 4 rounds; range 720 ft.
Dispel Magic Targeted dispel check 1d20+8; range 180 ft..
Protection From Energy Absorbs 96 points of damage from one kind of energy; affects you or a creature you touch; lasts 80 minutes

Level 4 (2 per day)
Invisibility, Greater Become invisible and still attack, granting +2 bonus to hit and denying target’s Dex bonus to AC; affects you or a creature you touch; lasts 8 rounds

Spells in scrolls or potions:
Aid +1 morale bonus on attacks and saves vs. fear, 1d8+1 temporary hp for yourself or creature you touch; lasts 1 minute.
Mirror Image 1d4+1 duplicates appear; AC is 14; last 3 minutes or until destroyed
Haste Five creatures you touch get +1 bonus on attack rolls, one extra attack in full attack, +1 dodge bonus to AC and Reflex saves, and +30 ft. enhancement to speed for 5 rounds
Invisibility Sphere All creatures within 10 ft. of you or a creature or object you touch become invisible for 5 minutes or until they attack; attacking while invisible grants +2 bonus to hit and denies target’s Dex bonus to AC.


Familiar:

Toad, Diminutive neutral magical beast
HP: 24 hp (8 HD)

AC: 19 (+4 size, +1 Dex, +4 natural), touch 15, flat-footed 18
Improved evasion

Speed: 5 ft (1 square)
Initiative +1
Senses: Listen +4, Spot +4; low-light vision

Grapple touch attack -1; -17 grapple check

Share spells with master, deliver touch spells

Fort +2, Ref +3, Will +8
Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4
 

Dorta The Skald, Male Elf Bard 8; Medium humanoid; HD 8d6; hp 31; Init +5; Spd 30 ft.; AC 21, touch 17, flat-footed 16; Base Atk +6; Grp +6; Atk +6 melee (1d6/18-20, rapier) or +6 melee (1d4/19-20, dagger) or +12 ranged (1d8+1/x3, +1 anarchic composite longbow); Full Atk +6/+1 melee (1d6/18-20, rapier) or +6/+1 melee (1d4/19-20, dagger) or +12/+7 ranged (1d8+1/x3, +1 anarchic composite longbow); SA —; SQ Bardic knowledge, bardic music (countersong, fascinate, inspire courage +2, inspire competence, suggestion) 8/day; AL CG; SV Fort +4, Ref +13, Will +8; Str 10, Dex 20, Con 10, Int 9, Wis 10, Cha 22.

Feats: Point Blank Shot, Precise Shot, Rapid Shot

Skills: Bluff +17, Listen +11, Perform +17, Tumble +16, Use Magic Device +17

Spells per Day: 3/5/4/2; save DC 16 + spell level

Spells Known: 1st, cure light wounds, expeditious retreat, remove fear, summon monster I; 2nd, blur, glitterdust, eagle's splendor, rage; 3rd, displacement, dispel magic, haste

Possessions: rapier, dagger, +1 anarchic composite longbow, mithril chain shirt, 2 scrolls cure light wounds, scroll of invisibility

Active Effects: eagle's splendor (cast from spells/day), scroll of cat's grace, potion of protection from acid (60 points), potion of protection from evil, scroll of mirror image

Note: Roll 1d4+1 for the number of mirror images at the beginning of play
 

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