Lamentation of Lolth - Characters IV


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Calenthang Evenele
Lawful Evil Male Wood Elf Fighter (6) Ranger (1) Dark Hunter (3)
Celebrates Shevarash
Age: 125
Height: 5’4”
Weight: 115lbs
Eyes: Hazel
Hair: Brown
Skin: Copper

STR: 18 (4)
DEX: 16 (3)
CON: 12 (1)
INT: 12 (1)
WIS: 14 (2)
CHA: 12 (1)

HP: 81
AC: 27
~Touch: 15
~Flat-Footed: 24
SR: 13

(10) Fortitude: 8 + 1 + 1
(11) Reflex: 7 + 3 + 1
(6) Will: 3 + 2 + 1

(7) Initiative: 3 + 4
BA: 10/1
~ (14/5) Grapple: (10 + 4) / (1 + 4)

Weapons
+2 Bane of Elves Longsword - 17/8 (1d8+8+2d6 vs Elves) 17x2

Skills
(5) Climb: 4 + 5 – 4
(6) Craft Trapmaking: 1 + 5 + 0
(4) Handle Animal: 1 + 3 + 0
(5) Hide: 3 + 6 - 4
(5) Jump: 4 + 5 – 4
(3) Knowledge Dungeoneering: 1 + 2 + 0
(4) Listen (cc): 2 + 0 + 2
(6) Move Silently: 3 + 7 - 4
(2.5) Perform Wind Instruments (cc): 1 + 1.5 + 0
(3) Ride: 3 + 0 + 0
(3) Search (cc): 1 + 0 + 2
(2) Speak Language (cc): 0 + 2 + 0
(4) Spot (cc): 2 + 0 + 2
(5) Survival: 2 + 3 + 0
(2) Swim: 4 + 6 – 8

Feats
Weapon Focus (Longsword)
Power Attack
Cleave
Improved Initiative
Weapon Specialization (Longsword)
Great Cleave
Blind-Fight
Improved Critical (Longsword)

Special Abilities
Magic Sleep Immunity
+2 Save vs. Enchantment
Low-Light Vision
+2 Listen, Search, & Spot
Weapon Proficient
Armor Proficient
Shield Proficient
Track
Wild Empathy
Favored Enemy (Drow)
Stone Cunning +2
Darkvision (30 ft.)
Sneak Attack +1d6

Languages
Common
Elven
Chondathan
Sylvan
Undercommon
Drow Sign Language

Possessions
+2 Breastplate
~Type: Medium
~AC Bonus: 7
~MAX DEX: 3
~Check Penalty: -3
~Speed: 20ft
~Weight: 30lbs
+2 Heavy Steel Shield of Spell Resistance
~AC Bonus: 4
~Spell Resistance: 13
~Check Penalty: -1
~Weight: 15lbs
+2 Bane of Elves Longsword
~Type: Slashing
~AB: (14 + 1 + 2) / (5 + 1 + 2)
~Damage: 1d8+4+2+2 (2d6 vs Elves)
~Critical: 17x2
~Weight: 4lbs
Waterskin (4lbs)
Flint & Steel
Whetstone (1lb)
Traveler’s Outfit (5lbs)
(2) Belt Pouches (1lb)
(4) Trail Rations (4lbs)
Potion of Heroism
(2) Potion of Cure Moderate Wounds
Potion of Bull's Strength
Amulet of Natural Armor +2
Cloak of Resistance +1
Ring of Darkhidden Protection +1
Bag of Holding (Type I) (15lbs)

Weight Carried: 79lbs (Light Load = 20ft)
Light Load: 100lbs or <
Medium Load: 101lbs – 200lbs
Heavy Load: 201lbs – 300lbs
Lift Over Head: 300lbs
Lift Off Ground: 600lbs
Push or Drag: 1500lbs

Moneys
GP – 97
SP – 8
CP – 1

Background
Born and raised in Cormanthor by a small nomadic clan of around fifty wood elves, Calenthang spent the winter months with his clan in Tangled Trees where he learned to use a longsword and longbow with expertise.
On one of his young adventurous outings by himself in the sprawling forest he met a satyr who taught him the Sylvan tongue, how to play the pan flute, and the teachings of Mielikki (something his guardians never neglected to do). The satyr made a gift of his reed pan flute to Calenthang on his death. The flute was later broken when fleeing from drow raiders.
Through his many summers, his clan would trade with the humans of the Dalelands often and sometimes with the ever-increasing menace of surface drow.
During one of these dealings with drow of the Auzkovyn Clan gone awry, Calenthang was stationed as guard, where he saw fellow members of his clan and his childhood love slaughtered at the hands of his interloping cousins. His clan was later weeded out by the drow and he was forced to flee Cormanthor, all in his first century of life.
He spent the beginnings of his second century traveling the Dalelands outside of the forest with a group of adventurers until their unfortunate separation, at which time the aloof warrior journeyed back into Cormanthor and found a new calling: the eradication of the dark elf race.
His feelings of genocide were sparked by his family's slaughter, rekindled by the deaths of close friends, and set ablaze by the clergy of Shevarash who promised him vengeance was a just path.
Among the renegade elves making up the Shevarashi clergy, Calenthang was made to make one last sacrifice to clear his mind of thoughts of drow redemption and truly accept their being could only cause him woe. Calenthang watched as his copper pan flute was melted down and forged into the guard of a new and magical blade. A symbol of past peace lost and replaced with future retribution.
Determined to avenge his lost loved ones, Calenthang ventured into the twisting, endless ways of the Underdark to carve a path of blood out of the eternal shadows.

Journal
He has met a halfling jeweler by the name of Wizzop, and promises to go to him for all his valuable gem needs.
He has determined the menace of Orchard Meadows to be none other then the Mayor himself.
He has defeated the evil naga Tyrinth in Orchard Meadows' well.
He has guarded the glass merchant Therav to the Mellorn festival in the Border Forest.

Personality
Calenthang despises drow, the chaos they create, and their gods. He is suspicious of the goddess Eilistraee and her followers, as they show a means of peace between dark elves and the other races. A means he is not ready to accept.
Calenthang considers his life a common elven cliché (a tragedy of the dark elves) but that does not stop him from harboring a personal vendetta against the evil race. He has vowed to cleanse Faerun of their ilk, one at a time if need be.
He does not like meeting new people and is slow to trust. Those few heroes that have earned his friendship have earned a life-long loyalty. Calenthang would willingly sacrifice his life to save that of a companion's, but in recent years, he has learned to tame such vain ambitions.

Description
Calenthang's appearance has not changed much throughout his life, past the different themes of earth tones. In the forests of his youth, he was arrayed in greens. During a period of adventuring and parading as a mercenary, he wore the dark browns of the hard Dalelands he favored. Of late, the elven warrior has decked himself in grays and shades not quite black; colors sure not to stand out in the Underdark. He wears a magically-dulled breastplate of dwarven-make atop stiff, boiled leathers with a unobtrusive cloak, the hood pulled down over short-cropped, brown tangles. His hand strays too often to the finely crafted and tightly secured longsword at his waist. A sapphire teardrop sparkles on the similarly-shaped pommel; the crossguard is that of a copper, broken arrow facing down.
 
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Sielwoodan Velantien
Male Moon Elf Ranger/Sorcerer/Arcane Archer 6/1/3
Chaotic Good
Str 14 +2
Dex 19[21] +4[+5]
Con 12 +1
Int 14 +2
Wis 14 +2
Cha 11 0

Hit Points 69 (9d8+1d4+10)
AC 22(21), Touch 16, Flat 17(19) [Armor: +6, Dex: +5, Defl: +1, (Shield: +2)]
Init +5
BAB +9, Grap +11
Speed 30 (base 30, load 47.5/58-116-175, light)
Fort +9, Ref +13, Will +7

+12 Melee, Short Sword +1, 1d6+3 19-20/x2
+11 Melee, Dagger, 1d4+2, 19-20/x2
+11 Melee, Light Hammer, 1d4+2, 19-20/x2
+17 Ranged, Migthy(+1) Composite Longbow +1(Arrows +2) of Frost, 1d8+1d6+4, 20/x3, 110'r
+14 Ranged, Dagger, 1d4+2, 19-20/x2 10'r
+14 Ranged, Light Hammer, 1d4+2, 19-20/x2

Sizecategory, 5'5" tall, 142 lbs wt, 127 yrs old
Short Deep Blue hair, Light Green eyes, White Silvered skin

Speaks Common, Elven, Chondatan, Illuskan, Sylvan

+6 Climb (4)
+5 Craft(Bowmaking) (3)
+1 Handle Animal (1)
+5 Heal (3)
+17 Hide (12)
+6 Jump (4)
+3 Knowledge(Arcana) (1)
+4 Knowledge(Dungeoneering) (2)
+4 Knowledge(Geography) (2)
+6 Knowledge(Nature) (2)
+16 Listen (12)
+17 Move Silently (12)
+6 Ride (1)
+14 Search (10)
+15 Spot (11)
+15 Survival (13)
+6 Use Rope (1)

Feats
Track (Class ability)
Point Blank Shot
Precise Shot
Extra Shot (Class ability)
Endurance (Class ability)
Weapon Focus (Composite Longbow)
Manyshot (Class ability)
Improved Rapid Shot

Racename Traits
Code:
+2 Dexterity, –2 Constitution.

Medium: As Medium creatures, elves have no special bonuses 
or penalties due to their size.

Elf base land speed is 30 feet.

Immunity to magic sleep effects, and a +2 racial saving throw 
bonus against enchantment spells or effects.

Low-Light Vision: An elf can see twice as far as a human in 
starlight, moonlight, torchlight, and similar conditions of poor 
illumination. She retains the ability to distinguish color and detail 
under these conditions.

Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats 
for the longsword, rapier, longbow (including composite longbow), 
and shortbow (including composite shortbow) as bonus feats.

+2 racial bonus on Listen, Search, and Spot checks. 
An elf who merely passes within 5 feet of a secret or 
concealed door is entitled to a Search check to notice it 
as if she were actively looking for it.

Automatic Languages: Common and Elven. 
Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Favored Class: Wizard. A multiclass elf ’s wizard class does not count 
when determining whether she takes an experience point penalty for 
multiclassing.

Classname Abilities
Wild Empathy
Favored Enemy (+4 Magical Beast, +2 Monstrous Humanoid)
Combat Expertise: Extra Shot
Endurance
Animal Companion
Improved Combat Expertise: Manyshot
Enhance Arrow +2
Imbue Arrow


Sorcerer's Spells:
0 / 1
5 / 3

Spell Known:
0: Detect Poison, Ghost Sound, Light, Message
1: Feather Fall, True Strike

Ranger's Spells:
0 / 1
- / 2

Spell Prepared:
1: Longstrider, Resist Energy

Equipement
Mithral Chain Shirt +2 (worn, 12,5 lbs wt)
Heavy Darkwood Shield (Worn, 5 lbs wt)
Cold Weather Outfit (worn, N/A wt)
Gloves of Dexterity +2 (worn, N/A wt)
Cloak of Resistance +2 (worn, N/A wt)
Ring of Protection +1 (worn, N/A wt)
Ring of Animal Friendship (worn, N/A wt)
Brooch of Shielding (101 hp) (worn, N/A wt)

Short Sword +1 (belt front left, 3 lbs wt)
Dagger, cold iron (belt back, right, 1 lb wt)
Hammer, light (belt left, 1 lb wt)
Pouch, belt (belt front right, 0.5 lbs wt)
Net Pouch, belt (belt front right, 0.5 lbs wt)
Efficient Quiver (right shoulder, 2 lbs wt)
Handy Haversack (back, 5 lbs wt)

Migthy(+2) Composite Longbow +1 of Shock (Efficient Quiver, 3 lbs wt)
Quiver (60 arrows) (Efficient Quiver , 3 lbs wt)

Globe of Crystal - 1 (Net Pouch, 1 lbs wt)
Globe of Crystal - 2 (Handy Haversack, 1 lbs wt)
Quiver (20 arrows) - 3 (Handy Haversack, 1 lbs wt)
Bedroll (Handy Haversack, 5 lbs wt)
Trail Rations- 5 days (Handy Haversack, 5 lbs wt)
Waterskin- water (Handy Haversack, 4 lbs wt)
Waterskin- water (Handy Haversack, 4 lbs wt)
Rope, silk (50 ft.) (Handy Haversack, 5 lbs wt)
Grappling Hook (Handy Haversack, 4 lbs wt)
Piton - 10 (Handy Haversack, 5 lbs wt)
Flint & Steel (Handy Haversack , 0 lb wt)
Whetstone (Handy Haversack , 1 lb wt)
Antitoxin (Handy Haversack , 1 lb wt)
Sunrod - 7 (Handy Haversack, 7 lbs wt)
Thunderstone (Handy Haversack , 1 lb wt)
Acid - 2 (Handy Haversack , 2 lb wt)
Alchemist Fire - 2 (Handy Haversack , 2 lb wt)
Tindertwig - 5 (Handy Haversack , - lb wt)
Potion of Cure Moderate Wounds - 2 (Handy Haversack , 2 lb wt)
Potion of Barkskin +2 (Handy Haversack , 1 lb wt)
Wand Cure Light Wounds - 50 charges (Handy Haversack , 1 lb wt)

Coins- 86gp, 7sp, 3cp (pouch, ??wt)

Total Weight:
With Backpack: 35.50 lbs
Load: 58/116/175

Special:
Felmir
Code:
Male Mule
Large Animal
Hit Dice: 5d8+15 (40 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +3/+10
Attack: Hoof +5 melee (1d4+3)
Full Attack: 2 hooves +5 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, Link, Shared Spell, Evasion
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 17, Dex 14, Con 17, Int 2, Wis 11, Cha 6
Skills: Listen +7, Spot +7
Feats: Alertness, Endurance, Improved Natural Armor
Environment: Warm plains
Organization: Domesticated
Challenge Rating: 1
Advancement: —
Level Adjustment: —

Mules are sterile crossbreeds of donkeys and horses. 
A mule is similar to a light horse, but slightly stronger and more agile.

Combat
A mule’s powerful kick can be dangerous.

Carrying Capacity: 
A light load for a mule is up to 266 pounds; 
a medium load, 267–533 pounds; 
and a heavy load, 534–800 pounds. 
A mule can drag 4,000 pounds.

Skills: Mules have a +2 racial bonus on Dexterity checks 
to avoid slipping or falling.

Equipement
Bit & Bridle (Mule, 1 lb wt)
Saddle Pack (Mule's back, 20 lbs wt)

Total Weight: 
Mule Weight: 56.0 lbs
Mule's Load: 230/460/690

History
Sielwoodan is born in Olostin's Hold. His father was guide for the humans who needed to wander in the Forest and on the Lost Peaks. During the first years of his live, he was staying home with his mother. He was pretty alone because of his elven blood. Rare was the humans who wanted to play with him, and none wanted to become his friend. When he reached the fifty, his father allow him to travel with him. It is from that time he starts to learn his way. He had the chance to travel in the wood. He immediatly loved the wood. He felt at home and the silence of the forest made him forget all his trouble. He was travelling with his father, and he loved that.

Twenty years ago, he left with his father to some dark place of the forest. The one who engaged them needed a rare herb only found in the more shadowy part of the High Forest. They travelled far from civilsation of any sort, and they were in the middle of a goblin territory. While the human was taking some herbs, the small troop was attack by worg. They could get away, but his father had received a mortal wound. He died two day after. Sielwoodan guide the human to safety and he left the civilsation up to the Lost Peak, where he became reclusive. After almost twenty year, he left his mountain and start to travel the world, so ending his mourning.

Sielwoodan travel without goals or aspiration. He doesn't talk much and prefer to stay in company of Felmir rather than to stay in a populate place. He sells his skills as a living, making a good guide. In social situation, he may sometimes look harsh in his tone and words, but his action stay kind. He generally see the bad side of things rather than the good one.

A tall elf wearing some clean rags is standing near a mule. He looks like as if he had travel a lot in hasardous region without taking a break.
 
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Teleri Shadow Song
Female Moon elf
Chaotic Good, strong lawful tendancies
Cleric 8th/Fighter 2nd lvl
REGION: Evereska
DEITY: Sehanine Moonbow

HEIGHT: 6FT.
WGT: 150.
BUILD: Slender, graceful.
EYES: bright blue.
HAIR: silver.
SKIN: cream-colored.
AGE: 97 (equivalent of a 18 yr old)

Str: 16 (+3)
Dex: 17 (+3)
Con: 11 (+0) (12 with belt of endurance)
Int: 11 (+0)
Wis: 16 (+3)
Cha: 10 (+0)

HP: 70 (80 with belt of endurance)
Init: +3
BAB: +8/+1
Melee: +11/+4
Ranged: +11/+4
Grapple check: +11/+4
Speed 20 ft. (base 30, load Medium, Light armor)

+ 09 Fort: +9 base
+ 09 Ref: +6 base +3 ability mod
+ 11 Will: +6 base +3 ability mod + 2 feat mod

+20 ARMOUR CLASS
(10 +5 Armour Bon + shield bon +3 Dex Mod + Nat'l Armour + Deflection Mod +2 Misc Mod)

+17 Flat Footed: +20 Armour Class -3 Dexterity Bonus
+15 Touch: +20 Armour Class -0 Shield Bonus -5 Armour Bonus -0 Natural Armour Bonus

CARRYING CAPACITY
light load is 76 lbs or less, medium load is 67-133 lbs or less. Heavy load is 154-230 lbs

RACIAL QUALITIES
Land speed is 30
Immune to sleep based spells
+2 vs. enchantment spells/effects
Low light vision
+2 bonus on listen, search and spot

CARRYING CAPACITY
light load is 76 lbs or less,
medium load is 67-133 lbs or less.
Heavy load is 154-230 lbs

FEATS
Gift of tongues (regional feat)
Two weapon fighting (Bonus fighter feat)
Iron will (Bonus fighter feat)
Improved turning (1st lvl feat)

Dodge (3rd lvl feat)
Mobility (6th lvl feat)
Spring attack (9th lvl feat)


CLASS ABILITIES
Proficient with all simple and martial weapons
Proficient with all armor types and shields including tower shields
Aura (Ex): As a cleric of Sehanine Moonbow, Teleri has a very strong Chaotic good Aura
Turn undead

LANGUAGES
Common. Chondathan. Elvish. Celestial. Infernal. Dwarven. Gnome. Undercommon. Drow.

SKILLS
+01 Concentration (+3 with belt of endurance)
+01 Craft Bow Making
+06 Diplomacy
+01 Handle Animal
+01 Knowledge history
+03 Knowledge religion
+03 Knowledge planes
+10 Heal (+2 heal kit bonus, +3 stat mod)
+04 Speak Language
+05 Listen (+2 racial +3 ability mod)
+02 Search (+2 racial)
+03 Survival (+3 ability mod)
+03 Ride (+3 ability mod)


BACKGROUND
[sblock]
Teleri's parents were a ranger and druid respectively and both minor nobles in their own right. Teleri early life was spent learning wilderness lore and developing a strong love of nature.

When she was around 40 years old, her home was attacked by drow and her father was captured during the fight. Her mother gave her into the keeping of the other druids in her grove and with a small band of adventurer's, rescued him. Her mother rescued him, but not before they had tortured him.

The torture had left her father nearly dead and quite insane. Only through the efforts of a priest of Eilistraee her mother had rescued along with her father, did they manage to save his life and restore his sanity.

Despite that one instance, her childhood was mostly a happy one. However on her 90th birthday, she had the oddest vision of an old woman beckoning her under a moonlit sky. She was drawn, under a strang compulsion that seemed to come from some deep, unsatisfied longing to a meadow surrounded by huge, gnarled trees.

In the middle of the meadow was a truly ancient elf woman. This she-elf was so old, she actually showed signs of advanced age, a rarity indeed, as most older elves head the call of evermeet before they reach their 700 year.

Under the moonlit night sky, Teleri was told that Sehanine Moonbow had called her and in Teleri's heart, she knew the old woman spoke truth. The woman trained her, inducting her into the ancient ways and sent her on her journey before her age of majority was truely reached. Since then, she has been traveling further and further away from Evereska and her old home.

As she traveled, she came under the tutelage of a traveling companion, a young and idealistic paladin of Horus-Re. He taught her how to fight, but was sadly unable to convert her, though they parted as friends.

She also encountered a gnome by the name of Broddy. The two traveled together for about a year. Though he chattered constantly, she learned a alot from him, including a great deal of gnomish songs, poetry and baudy limericks. Her sense of humor matched his and they pulled a number of pranks on unsuspecting bandits, robbers and other neer'do'wells they came across. They eventually parted company and she is now journeying towards a particularly dank-looking swamp.

After following a series of ominous dreams which led her further and further away from her home in Evereska, Teleri wandered too close to a swamp guarded by a group of paranoid Lizardmen and their leader, a very powerful naga.

For a few days that seemed like weeks to Teleri, she was held prisoner under a domination spell until she was released by a band of adventurers who were investigating some recent attacks made by the Lizardmen. Together, they fought off a wight and discovered that the one who hired them, a Mayor Applebottom, was the real instigator of the attacks, for he was building a dam which was slowly draining the swamps which the lizardmen called home.

After returning to the naga (called Naamani) to report their findings, they also learned that the naga's sister (Tyrinth) was living underneath the town of Orchard Meadows. This rival naga was an extremely dangerous creature and for the safety of both villages needed to be destroyed. So, she and her new found friends did exactly that. They succeeded in part because Tyrinth had grown overconfident and they were plain lucky.

After Tyrinth was killed, they found a huge treasure trove which included a very special sword that Teleri claimed for her own. Or rather it claimed Teleri for her own. It turns out that this sword is the vessel of a spirit. In life this spirit was called Princess Dror StormArmour who died in battle fighting by her father's side. When she died, her father made a masterwork mithril sword and imbued his daughter's spirit inside it, so she could continue to fight the good fight as any dwarven battle maiden might want to...

After an initial shock in which the sword cursed her luck of being drawn to a pasty she-elf without a clue and Teleri babbled like an idiot (who wouldn't when an inanimant object suddenly starts griping at you) they settled down and began to get to know each other.

The events in Twilight hollow had changed Teleri from the half crazy, flighty young girl into a more sober and focused woman and two years of adventures as well as two years of war and death have matured her further. [/sblock]


APPEARANCE
Teleri has changed greatly since she first started adventuring. She is six foot tall with a slender, graceful build. Her eyes are bright blue, having darkened from the pale gray from two years previous. Her once bright auburn hair is now silvery white, giving her a more mature look. She tends to dress in shades of gray and black and the clothing she wears is comfortable and well-made. You would hardly recognize her from before, except for the well-tended mithril longsword that she habitually wears strapped to her back.

DOMAIN POWERS
MOON
She can turn or destroy lycanthropes as a good cleric turns or destroys undead. This ability is useable to the number of times per day equal to 3 + charisma mod.

TRAVEL
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 freedom of movement. 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]
DOMAIN SPELLS: 4
Moon Blade
Longstrider
Fly
Dimension Door


ORISONS: 6
Resistance x3
Guidance x3

1ST LVL: 5
Nimbus of Light (complete Divine)
Divine Favor
Protection from evil
Remove Fear
Shield of Faith

2ND LVL: 4
Bear’s Endurance
Bull’s Strength
Resist Energy
Shatter

3RD LVL: 4
Dispel Magic
Protection from Energy
Searing Light
Daylight

4TH LVL: 4
Divine Power x2
Dismissal
Energy Vortex (complete Divine) [/sblock]


EQUIPMENT
[sblock]
+2 Mithril longsword
Longsword 1d6 +2 Small. 1d8 +2 Medium. Critical 19-20/x2 Wgt 2
Gives Teleri darkvision 60ft
Gives Teleri Dwarven StoneCunning Ability


MAGICAL GEAR
Mighty Composite Longbow (+2 Strength Bonus) +1 Flaming
Elvish Chain Mail +2
Bag of holding 250 lbs
Heward's Handy Haversack
Belt of Endurance +2
Short sword +1 Flaming
Wand of Detect Magic (50 charges)
Wand of Cure Light Wounds (50 Charges)

EQUIPMENT
5 Vials of Holy water
5 Vials of Antitoxin
5 Thunderstones
5 Tanglefoot bags
Healer's kit
200 arrows
Bedroll/blanket
Winter bedroll/blanket
Armour Maintenance Kit
Repair Kit
Tolietry Kit
Mess kit
Cooking Kit
Fishing pole/tackle
Fowler's snare
100 ft of elvish rope
grappling hook collaspable
10 pitons, hammer
Small magnet
bag of marbles
Pestle and mortar
Writing supplies
Journal
5 sticks of chalk
2 weeks of rations
2 weeks of feed for horse
4 explorer's outfits
4 clerical vestments
4 noble outfits with jewelry
4 spelunker's outfits

TREASURE
PP: 99. GP 100. SP: 100. CP: 100.
Silver Holy symbol
Signet ring
Platinum ring with holy symbol inscribed on it.[/sblock]
 
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Broddydock Fannoodle Ashentree Glittergem... (Broddy for short)
Wizard 6th level/Alienist 4th level
Gnome(Rock)
ALIGNMENT: NG
DEITY: Garl Glittergold
AGE: 71
Male
Height: 3'3"
Weight: 43 lbs
Eyes: Blue
Hair: Blonde

Strength 10 +0
Dexterity 14 +2
Constitution 18 +4
Intelligence 22 +6
Wisdom 9 -1
Charisma 12 +1

HP: 74
AC: 15 Touch: 15 Flat-footed: 13
INITIATIVE: +2
BAB: +2
Grapple -2

FORTITUDE +8 (+9*) (CONSTITUTION)
REFLEX +6 (+7*)(DEXTERITY)
WILL +9 (+10*) (WISDOM)
*cloak of resistance
Equipment:
[sblock]
Headband of intellect +4
Lesser rod of Meta Magic - Extend
Amulet of health +2
Bracers of Protection +2
Broddy’s Book’o’Magic
2 Potion of Cure Moderate Wounds
2 Beads of force
Bag of holding
Dagger +3 1d3 19-20/x2
Light Crossbow +5 1d6 19-20/x2
+1 Quarterstaff +3 1d4 20/x2
Bracers of Defense +2
Cloak of resistance (+1) 1,000 gold
Pearl of Power (1st level) 1,000 gold**
Heward's handy Haversack 2000 gold 5
Quarterstaff 4
Dagger 2 gold 1
light crossbow 35 gold 4
bolts (20) 2 gold 2
Waterskin X2 2 gp** 8
trail ration (4 days) 2 gp** 4
bedroll 1sp** 5
sack 1 sp 0.5
flint and steel 1gp**
spell component pouch 5 gold
Travelers outfit 1 gold
small steel mirror 10 gold** 0.5
Wizards spell book 15 gold** 3
Riding Dog 150 gold
Riding Saddle 10 gold (25#)
Bit and bridle 2 gold (1#)
Magnifying glass 100 gold**
Acid flask X2 20 gold**
Antitoxen X 4 200 gold**
Sunrod X 5 10 gold**
Tinder stick X5 5 gold**
Alchemist's lab 500 gold 40**
Rope, Silk (50') 10 gold 5**
** located in haversack

Actuall weight carried 16.5
Money: 17 gold 1 silver
[/sblock]

Skills
Climb +1
Concentration +13
Craft (alchemy) +12
Decipher Script +11
Knowledge
(arcana) +16
(arch & eng) +8
(dungeoneering) +9
(religion) +11
the planes) +17
Listen +7
Spellcraft +19
Spot +5
Swim +1
Languages: Common, Draconic, Elven, Gnome, Orc

Spells:
4/6/6/4/4/3
[sblock]
—— 0-Level Spells ——
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
Resistance
Touch of Fatigue
—— 1st-Level Spells ——
Alarm
Animate Rope
Color Spray
Comprehend Languages *
Detect Secret Doors
Enlarge Person
Feather Fall
Grease
Hold Portal
Identify
Jump
Mage Armor *
Magic Missile * *
Obscuring Mist
Protection from Evil *
Ray of Enfeeblement *
Shield
Shocking Grasp
Summon Monster I
Orb of Sound, Lesser
Expeditious Retreat, Swift
—— 2nd-Level Spells ——
Arcane Lock
Bear's Endurance
Blur
Bull's Strength *
Darkvision *
Daze Monster
False Life
Flaming Sphere
Fog Cloud
Glitterdust *
Invisibility
Knock
Melf's Acid Arrow
Mirror Image
Scorching Ray *
See Invisibility
Summon Monster II
Tasha's Hideous Laughter
Web *
Augment Familiar *
Body of the Sun
Earthen Grasp
—— 3rd-Level Spells ——
Blink
Daylight *
Dispel Magic
Fireball
Fly
Gentle Repose
Haste *
Heroism
Invisibility Sphere
Lightning Bolt *
Magic Circle against Evil
Magic Weapon, Greater
Ray of Exhaustion
Summon Monster III *
Tongues
Water Breathing
Wind Wall
Bands of Steel
Enhance Familiar
—— 4th-Level Spells ——
Dimension Door *
Enervation *
Evard's Black Tentacles
Invisibility, Greater
Leomund's Secure Shelter
Stone Shape
Stoneskin
Summon Monster IV *
Wall of Ice
Darkvision, Mass
Orb of Sound *
—— 5th-Level Spells ——
Baleful Polymorph *
Sending
Summon Monster V *
Aiming at the Target
Arc of Lightning *
Blink, Greater
[/sblock]

Familiar:
[sblock]
Strength 6 -2
Dexterity 15 +2
Constitution 13 +1
Intelligence 10 +0
Wisdom 12 +1
Charisma 10 +0

HP: 37
AC: 23 Touch: 14 Flat-footed: 21
INITIATIVE: +2
BAB: +5
Grapple -5

Spell Resistance 19

FORTITUDE +4 (CONSTITUTION)
REFLEX +5 (DEXTERITY)
WILL +10 (WISDOM)


Balance DEX* +2
Bluff¹ CHA +0
Climb¹ STR* -1
Diplomacy¹ CHA +2
Disguise¹ CHA +0
Hide¹ DEX* +20
Intimidate¹ CHA +0
Jump¹ STR* –8
Listen¹ WIS +7
Move Silently¹ DEX* +2
Search¹ INT +6
Sense Motive¹ WIS +7
Spellcraft INT +11
Spot¹ WIS +7
Survival¹ WIS +1
Swim¹ STR** -1

SPECIAL ABILITIES/FEATS
Improved evasion
Share spells
Empathic link
Deliver touch spells
Speak with master
Weapon Finesse
Alertness
Poison
Blindsense 60 ft.
Darkvision 60 ft.
Immunity to sleep, paralysis
Low-light vision
Telepathy 60 ft.
[/sblock]

–– RACE ABILITIES ––

• -2 Strength, +2 Constitution
• Base land speed of 20 feet.
• Low-Light Vision
• Spell-like abilities: 1/day - speak with animals(burrowing), dancing lights,
ghost sound, prestidigitation
• Weapon Familiarity: Gnomes treat gnome hooked hammers as martial
weapons, rather than exotic weapons.
• +2 racial bonus on saving throws against illusions
• +1 modifier to the DC for all saving throws against illusion spells you cast.
• +1 racial bonus on attack rolls against kobolds and goblinoids
• +4 dodge bonus to AC against giants
• +2 racial bonus on Craft(alchemy) and Listen checks
• Favored Class: Bard

–– CLASS ABILITIES ––
• Proficient with Club, Heavy Crossbow, Light Crossbow, Dagger,
Quarterstaff, Shortbow, Composite Shortbow.
• Familiar: You have called a --Improved Familiars-- as a magical companion.
• Summon Alien: Summon ""pseudonatural"" versions of creatures when you
cast any summon monster spell.
• Familiar Abilities: Levels of alienist stack with levels of any class that
provides a familiar for determining familiar abilities.
• Alien Blessing(Ex): You gain a +1 insight bonus on saving
throws, but you permanently lose 2 points of Wisdom.
• Mad Certainty(Ex): You gain an additional 3 hit points, but suffer penalties to
Bluff, Diplomacy and Handle Animal checks made to influence
nonpseudonatural creatures.

–– FEATS ––
• Augment Summoning
• Improved Familiar
• Spell Focus (Conjuration)
• Weapon Focus (Ray)
• Craft Wondrous Item
• Scribe Scroll²
• Sudden Extend
 
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Ayden Wyvernspur
Male Human Priest Lvl 7/Human Paragon 3
Chaotic Neutral

Str 10 (+0)
Dex 12 (+1)
Con 13 (+1) (11 when vest is off)
Int 14 (+2)
Wis 22 (+6) (+2 PoW, +1 @ 4th & 8th level; +2 human paragon 3rd lvl)
Cha 16 (+3)

Hit Points 72 (62 when vest is off)
AC 18, Touch 11, Flat 17
Init +1
BAB +7, Grap +1
Speed 30: (base 30, Light Load under 34lb, Light Armor)

Light Load under 34lb
Medium Load 34-66lb
Heavy Load 67-100lb

Fort +9, Ref +6, Will +18

+8 Melee, Warhammer of Shocking +1, 1d8+1+d6 shocking, 20/x2

Medium, 5'11" tall, 165 wt, 33 yrs old
Brown hair w/streaks of gray, Gray-Hazel eyes, Pale skin

Speaks Chondothan, Common, Elvish, Draconic

+11 Concentration (8)
+18 Diplomacy (13)
+14 Heal (8)
+12 Knowledge (Arcana) (10)
+12 Knowledge (Religion) (10)
+7 Perform (String) (4)
+5 Perform (Wind) (2)
+17 Sense Motive* (10) *Paragon Class Skill
+12 Spellcraft (10)


Feats
-Scribe Scroll (Create magical scroll, in Ayden’s case, it would look like a musical score) (1st level Class Feat)
-Discipline (Difficult to distract, by spell or blow. +1 bonus to Will, +2 bonus to Concentration checks) (1st level Racial feat)
-Negotiator(Ayden is good at gauging and swaying attitudes. +2 Diplomacy and Sense Motive checks) (3rd level feat)
-Craft Wonderous Items (Ayden create magical items of various abilities given proper time and materials. As each item contains a bit of his essence, Ayden is selective about what is created, and to whom they would be given to) (Bonus Paragon Feat)
-Iron Will (Taking a vow never again to be a pawn to anyone, Ayden’s resolve has hardened and once he sets his mind, he is nearly impossible to sway. +2 bonus to Will saves) (6th level feat)
-Divine Vigor (Ayden has learned to channel Finder’s blessings to increase his stamina and speed for short spans of time. As a standard action, he can spend one of his turn/rebuke undead attempts to increase his base speed by 10 feet and gain +2 temp hps per level. This effect lasts 3 minutes each time.) (9th level feat)

Racename Traits
-base speed 30`
-1 extra feat at 1st level
-4 extra skill points at 1st; 1 extra skill point at each additional level

Classname Abilities
-Proficient with all simple weapons, with all types of armor, and with shields.
-Chaotic aura
-Can cast divine spells
-Can spontaneous cast healing spells from those selected for each day.
-Turn Undead.
-1 per day if Ayden falls under 0hps, regain 1d8+chr bonus h.p. (Renewal Domain ability)
-Rebuke or command reptilian creatures and snakes as an evil cleric rebukes or commands undead. (Scalykind Domain ability)
-Sense Motive is now a Paragon Class Skill. For all classes Ayden may choose, Sense Motive will be treated as if it was a class skill.
-Martial Weapon Prof (War Hammer). Ayden is proficient with one Martial Weapon as a gained ability of the Human Paragon Class.
-Bonus Feat (Human Paragon). Ayden has learned an extra Feat due to his travels and growing in his Paragon class.
-+2 to caster level. Ayden will cast spells as two levels higher than his current Priest level as a result of the Paragon class. Ayden currently casts spells as a 9th level priest.

Spells Prepared
SPELLS
[sblock]
DOMAIN SPELLS: 5
1st: Magic Fang
2nd: Restoration, Lesser
3rd: Remove Disease
4th: Reincarnate
5th: Animal Growth

ORISONS: 6
Read Magic x3
Detect Magic x3


1ST LVL: 6
Blessed Aim
Ironguts x2
Vigor, Lesser
Nimbus of Light
Comprehend Languages

2ND LVL: 6
Deific Vengeance
Infernal Wound
Bull Strength x2
Hold Person x2

3RD LVL: 4
Aid, Mass
Light of Venya
Weapon of Energy
Daylight

4TH LVL: 4
Panacea
Shield of Faith, Mass
Divine Power
Freedom of Movement

5TH LVL: 3
Commune
Vigor, Greater
Insect Plague [/sblock]


Current XP:

Warhammer of Shocking +1 (left hand, 8lbs)
Mithrilmist Shirt (+1 mithril chain shirt) (worn, 15wt) (3,400gp)
Vest of Resistance and Health +2 (worn 2lbs) (8K)
Darkwood Buckler +1 (worn, 3lbs) (1,365gp)
Periapt of Wisdom +2 (worn, .5lbs) (4K)
Ring of Darkhidden and Prot +1 (worn –lb) (4K)
Heward Handy Haversack (worn, 5lbs) (2K)
Healing Belt (worn, -lb) (750gp)

Belt pouch (around waist, .5wt)
Silver Holy Symbol (Finder) (around neck, 1wt)
Waterskin (in bag)

[sblock=Mindset]

I have heard the songs of the angels, basked in the light of the sun riding with companions I knew would never betray me.

I have whispered curses of the damned and bartered my soul, and the soul of a trapped paladin, to escape a land where the shadows lived and grew strong under the gaze of their cruel mistress.

I sought to gain release from all the workings of the gods, but they will not release their hold on me so easily. The faces of the innocent haunt my dreams, a gift from my Uncle who calls to me still, while agony fills my eyes, the lingering touch of my Dark Mistress’ home in the living darkness, as they still seek to readjust to the lands of light. The end result of my quest; the near destruction of my sanity and a slow period of recovery locked away and monitored by those who Harp.

They look at me as an alchemist studies precious metal and compounds would, waiting to see a sign of something, never speaking lest they give me cause to use my voice to twist their hearts and minds.

I am Ayden Wyvernspur, twice fallen from the graces of the gods.

I am Ayden Wyvernspur and I am damned...
[/sblock]
 
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Laurent de Laurentis

Human Male Rogue 2/Bard 7/ Druid 1

Neutral

Str 14 6
Dex 14 6 16 (+2 enhancement)
Con 14 6
Int 14 6
Wis 12 3 +1 Level
Cha 16 8+1Level *
*+4 to checks v Dwarves, +2 to Gnomes and Halfings, -2 to anyone else while he wears the Belt (Competence)

Hit Points: 56 (9d6+1d8+20) / 61

AC: 16 Touch 12, Flat 14
With Shield up 20/16/18
Init +2
BAB 6, Grap +8
Speed 30 (base 30, load 0/58, Light)
Fort +6/+7, Ref +10 Will +8
+2 Resistance v Poison, Spells or Spell Like effects

+9 Melee, MW Cold Iron Scimitar 1d6+2, 18-20/x2
+8 Melee, Quarterstaff 1d6+2 20/x2
+9 Melee, MW Silver Dagger 1d4+2, 19-20/x2
+9 Melee, MW Whip 1d3+2, 20, 15'r
(Non-lethal, nothing v Armour +1/ Natural Armour +3)
Trip +9, Disarm +11 (+15 v Items)
+9 Ranged, +1 Seeking* Composite Shortbow +2 STR 1d6+3, 20/x2, 60'r
* Ignores Miss Chances

Medium, 6'2" tall, 190lb, 20 yrs old
Silver hair, Grey eyes, pale skin

Speaks: Common, Chondathan, Druidic, Gnome & Elven & Dwarven

+8 Bluff (5R) *
+11 Concentration (9B)
+9 Decipher Script (7B)
+16 Diplomacy (7R) *
+10 Gather Information (7R) *
+5 Hide (5R)
+5 Intimidate (0) *
+5 Listen (5R)
+9 K/Nature 7 (7D)
+7 K/ Nobility and Royalty (5B)
+5 Move Silently (5R)
+14 P/Act (11B) *
+16 P/String Instruments (13B) *
+7 Search (5R)
+5 Sense Motive (5R)
+11 Sleight of Hand (7R)
+4 Spellcraft (4B)
+5 Spot (5R)
+16 Use Magic Device (5R+8B)
*+4 to checks v Dwarves, +2 to Gnomes and Halfings, -2 to anyone else while he wears the Belt (Competence)


Feats:
Combat Expertise
Practiced Spellcaster (Bard)
Point Blank Shot
Precise Shot
Practiced Spellcaster (Druid)

Human Traits:
He's a human Jim
Also Dwarven Traits:
60' Darkvision
Stonecunning

Rogue Abilities:
Sneak Attack +1d6
Trapfinding
Evasion

Bard Abilities:
Bardic Knowledge (+9)
Bardic Music 7/day
- Countersong
- Fascinate
- Inspire Courage +1
- Inspire Competence
- Suggestion


Bard spells:
Caster Level: 10
Save DCs: 13 + Spell Level

Spells Per Day 3|4/3/1

0th- Detect Magic, Light, Mage Hand, Mending, Message, Prestigitation
1st- Cure Light Wounds, Expeditious Retreat, Feather Fall, Grease
2nd- Delay Poison, Eagles Splendour, Glitterdust, Suggestion
3rd - Dispel Magic, Good Hope

Druid Spells:
Caster Level: 5
Save DCs: 11 + Spell Level

Spells Per Day: 3|2

Prepared:
0th - Cure Minor Wounds, Light Purify Food and Drink
1st - Longstrider


Special:

Boots of the Wilderlands - No tracks on Snow; Can travel at normal speed across Ice; Warmed by Endure Elements.

Belt of Dwarvenkind - 60 foot Darkvision, Speak and Read Dwarven, Stonecunning
Other effects marked in Red.

Hat of Disguise - Disguise Self at Will

Tan Bag of Tricks - Bring an animal (10/week). 0 so far

Background:

A Waterdhavian actor, "Not a bard darling, they play in taverns and common inns you know" and a damn good one. With an ego to match, unfortunately. He was just another homeless gutter rat in Sembia who made a living as a sneak thief and con artist. One day he tried his luck on the manager/producer of a travelling theatre company from Waterdeep. While not flummoxed enough to fall for the scam, the producer was impressed enough with the young man's presence and force of personality to offer him a simple choice:
To be handed over to the city guard after a good kicking for swift justice
or
To sign indentures and join his company

That young man disappeared from the streets of Sembia as if he had never been and the new identity of Laurent was born. He has done rather well for himself, making enough money to buy himself out of his indentures and go freelance. A darling of the stage, invited to all the best parties by the nobility (and always happy to give a recital), much in demand for poetry readings, funeral orations and the like.

Ever since he heard of the Fochlucan College he's been wanting to be accepted, he pretty much regards it as his due. However, the entrance requirements are somewhat stringent and he learnt, much to his horror, that not only would he have to master the lyre (he's tone deaf) but he'd have to forsake the city and live in the wilderness to live the life of a druid.

As it stands he's now on the search for a druid to mentor him, and not enjoying the process in the slightest.

Story so far:

Laurent was on a quest to prove himself worthy of becoming a druid when he ran into the party. This essentially seemed to involve wandering randomly around the wilderness. As the group met him soon after several of their companions had been sucked into Boddy's book and after some initial scepticism more or less tolerated his assistance in their efforts to rescue the Lady Chastity.
Laurent for his part believed this to be part of his test and would have followed them no matter what. In any case he must have satisfied his druidic assessors as he was initiated soon after the group broke up. Since then he has been tramping the Dalelands in the interim practicing his trade ready for his induction into the Fochlucan Lyrists, but when news came that the group was reforming in Dagger Dale he eagerly came to be reunited with his companions of old.

Appearance:

A tall, vigorous looking man with considerable presence and hair that is prematurely going silver, NOT GREY ABSOLUTELY NOT GREY, CLEAR?. At the moment he's wearing a wide-brimmed hat of dark green leather that's been waterproofed with wax and dark brown leather armour. A thick cloak that is mostly dark grey with mottled patches is wrapped around him.

When Underground he will use his Hat of Disguise to look like a Derro, but the rest of his attire is pretty much the same.


Equipment:

Armour (Leather Armour +2, 15lb) 4160 gp
Explorers Outfit (5 lb)

Wand of Cure Light Wounds (50charges) (belt left, -) 750gp
MW Cold Iron Scimitar Medium (belt right, 4lb) 330gp
Potion of Cure Moderate Wounds (belt front, 0wt)
MW Whip (belt rear, 2lb) 301gp
Spell component pouch (front left, 2lb) 5gp
Pouch (front right, 1/2lb) 1gp
Potion of Hide from Undead
Potion of Sanctuary
Thunderstone

+1 Seeking Composite +2 STR Shortbow (left shoulder, 3lb) 8575gp
Quiver of Lurue (right shoulder, 2lb) 1800gp
Heward's Handy Haversack (centre back, 5lb)
Bedroll (below backpack, ??wt)
Other items worn on back or shoulders (location, ??wt)

Hat of Disguise (??wt) 1800gp
Lenses or Goggles (eyes, ??wt)
Cloak, Cape, or Mantle (worn, ??wt)
Vest, Vestment, or Shirt (worn, ??wt)
Ring of Sustenance (left 2nd finger) 2500gp
Ring (right ??th finger, -wt)
Amulet, Brooch, Medallion, or Necklace (worn, ??wt)
Belt of Dwarvenkind (1lb,) 14,900 gp
Gloves or Gauntlets (hands, ??wt)
Bracers or Bracelets (wrists, ??wt)
MW Silver Dagger (right sleeve, `1 lb) 332 gp
Boots of the Wilderlands (2lb) 2000 gp
Other minor accessories (location, ??wt)

Haversack contains:
Wand of Cure Light Wounds (50 charges)
275 arrows
50 Silver Arrows
50 Cold Iron Arrows
Waterskin x 2
MW Lyre
A selection of various plays, sonnets and poems, as well as some sheet music and blank writing paper (worth about 100gp or so)
10 days MW trail rations
Spare cloak / blanket
Hammock
Explorers Outfit
Entertainers Outfit
Noble Outfit
Potion of Hide from Undead
Potion of Sanctuary
Wand of Cure light Wounds (29 charges) (27 now)
1 sunrod
20 Tindertwigs
- M.W. Violin (Which is probably Aydens…)
Some firewood and as much food and other equipment as he could can carry that he got from Lord Morn
400 gp


Quiver contains:
35 arrows
10 silver arrows
10 cold iron arrows
Wand of Colour spray (12 charges)
Wand of Melf's Acid Arrow (19 charges)
Wand of Shield (15 charges)
Wand of Hold person (6 charges)
1 sunrod
Quarterstaff

Coins- 15gp, 5sp, 0cp (pouch, ??wt)
Gemname- ??gp (pouch, -wt)
Gemname- ??gp (pouch, -wt)
Other pouch contents (pouch, ??wt)



Apparently he has also picked up the following from Party Loot:
http://members.chello.nl/d.estl/ENw...olth Loot.htm
Now either sold or integrated with the rest of his equipment
- Potion of Cure Moderate Wounds
- Wand of Cure light Wounds (29 charges) (27 now)
- Wand of Shield (15 charges)
- Wand of Hold person (6 charges)
- Studded leather armour +1 (Sold for 587.5)
- 2 Sunrods
- 1 Thunderstone
- Small wooden shield +1 (Resist lightning) (Sold for 9576.5)
- Wand of Colour spray (12 charges)
- Wand of Melf's Acid Arrow (19 charges)
- M.W. Violin (Which is probably Aydens…)


Druid 7 (7)
K/Nature 7

Bard 8, 9, 10 (27)
Decipher Script 3
Diplomacy 2
Gather Into 2
P/String 12
Sleight of Hand 2
(21)
P/Act 2
UMD 4
 

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Last edited:

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