(LHHS) Characters and Creatures

Creamsteak

Explorer
You may select any of these races:
Breton
Drow
High Elf
Human
Lizard folk
Orc
Imp
Wood Elf

You may select any Classes or Prestige classes and Feats from these books:
Players Handbook
Psionics Handbook
Dungeon Master's Guide
Manual of the Planes
Deities and Demigods
The Splat Books (Class Books)

Racial Selections - Old Method
Aasimar (Breton) 42 Points – As Aasimar with +4 Heal, and +4 Knowledge (Religion)
High Elf (High Elf) 42 Points – As High Elf with +4 Alchemy, and +4 Knowledge (Arcana)
Tiefling (Imp) 42 Points – As Tiefling with +4 Diplomacy, and +4 Gather Information
Human (Nord) 42 Points – As Human with Electricity Resistance 11+Class Level, Cold Resistance 7+Class Level, and Shocking Grasp 1/day as a 1st level sorcerer.
Human (Redguard) 42 Points – As Human with Rage 1/day, not winded after rage, and +4 on Fortitude saves against Poison or Disease.
Wood Elf (Red Elf) 42 Points – As Red-Elf with proficient in all bows and crossbows, and with free Weapon Focus in a single type of Bow or Crossbow.
Drow (Dark Elf) 36 Points – As Drow with Fire Resistance 11+Character Level, No Light Blindness, Male and Female receive +2 Cha.
Lizardfold (Lizardfolk) 36 Points – As Lizardfolk with base movement of 40 ft, and immune to poison.
Orc (Orc) 42 Points – As Orc with Armor Proficiency (Light, Medium, and Heavy), Shield Proficiency, Weapon Proficiency (Simple and Martial: all), and No Light Blindness.

Racial Selections - New Method
Argonian ECL+2. +2 Str, +2 Con, -2 Int. +2d8 HD. +1 base attack. +3 Ref. +5 natural armor. -3 ranks/skill, +6 Jump, +8 Swim, +4 Balance. Multiattack, Immune to Poison, +4 Fortitude Bonus to Resist Disease. Base Speed (40 ft.). Weapon Proficiency (Greatspear & Javelin).

Breton ECL +1. +2 Wis, +2 Cha. +2 Listen, +2 Spot, +4 Heal, +4 Religion, Spell Resistance 7+Class Level. Casts Light 1/day as a 1st level Sorcerer. Acid, cold, and electricity resistance 5.

Dark Elf ECL +2. +2 Dex, -2 Con, +2 Int, +2 Cha. +2 Listen, +2 Search, +2 Spot. Elf Traits. Spell Resistance 11+Class Level. +2 Racial bonus to Will saves against spells/spell-like abilities. 1/day - dancing lights, darkness, and faerie fire as a 1st level sorcerer. Darkvision 120 feet. Light Blindness. Fire Resistance 5+Class Level, Damage Reduction 1/-.

High Elf ECL +0. -2 Str, +2 Dex, -2 Con, +2 Int. +1 on all Saving Throws. +4 Alchemy, +4 Arcana, +2 Listen, +2 Search, +2 Spellcraft, +2 Spot. Elf Traits. Elf Weapon Proficiencies.+2 Alchemy, +2 Arcana, +2 Spellcraft, +1 to all Saving Throws

Imperial ECL +0. +2 Dex, +2 Int, -2 Cha. +2 Bluff, +4 Diplomacy, +2 Hide, +4 Gather Information. Fire, Cold, and Electricity Resistance 5. 1/day - Charm Person, Darkness as a 1st level sorcerer. +2 Bluff, +2 Diplomacy, Imperial Weapon Proficiency (Imperial Longsword, Imperial Crossbow).

Khajiit ECL +0. +2 Con, -2 Cha. +2 Hide, +2 Move Silently, Nezumi Traits (Oriental Adventures). +2 Hide, +2 Jump, +2 Move Silently, +2 Reflex, -2 Will.

Nord ECL +0. 1 extra feat. +1 skill (ranks = level +3). +2 Weaponsmithing, Cold and Electricity Resistance 5, Nordic Weapon Proficiency (Broadsword & Broadaxe), Shocking Grasp 1/day as a 1st level sorcerer.

Orc ECL+0. +4 Str, -2 Int, -2 Wis, -2 Cha. +4 Armorsmithing, Rage 1/day, Orc Armor Proficiency (Goliath & Juggernaught Armor).

Redguard ECL +0. 1 extra feat. +1 skill (max ranks = level + 3). +2 Climb, +2 Jump, +2 Fortitude, +2 Reflex. Base Speed (40 ft.).

Wood Elf ECL +0. +2 Dex, -2 Int. +2 Listen, +2 Search, +2 Spot. Elf Traits. Elf Weapon Proficiencies. +2 Balance, +2 Tumble, Speak to Plants & Animals 1/day as a 1st level Sorcerer, +1 Attack Bonus to Bows and Crossbows.

Notes: Maximize all Hit Dice.
Starting Gold: Check with me, 5th level package is currently 3000 gp.
Spell Lists: Check with me on Necromancy and Illusion spells. All 0 level and 1st level spells exist, and all 2nd level Illusions still exist, however many Necromancy (especially any that create undead) and Illusions (especially Shadow Conjuration/Evocation) are non-existent in the Campaign World.

New Experience Table
Level/Experience
1/0
2/500
3/1500
4/3000
5/5000
6/7500
7/10500
8/14000
9/18000
10/22500
 
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Yorick Slipperyscales
Race: Male Lizardfolk
Class: Monk 3
Exp: 3805
Size: Medium
Type: Humanoid
Alignment: Lawful Neutral
Hp: 44
Init +3
Spd Walk 50'
AC 21 (10 + 3 dex + 3 wis + 5 natural) (flatfooted 18, touch 16)

Attacks: 2 claws +7 melee (or unarmed +7 melee), bite +5 melee; or javelin +6 ranged (or dagger +6 ranged) Damage: Claw d4+4, unarmed 1d6+4, bite 1d4+2, javelin 1d6+4, dagger 1d4+4

Face/Reach: 5 ft. by 5ft./5ft.
Special Attacks: Flurry of Blows, Monk's Unarmed Strike, Stunning Attack 1/day (DC 13)
Special Qualities: Evasion, Lizardfolk Weapon Proficiency, Monk's Weapon Proficieny, Still mind (+2 vs enchantment)
Saves: Fort +5, Ref +9, Will +9 (+11 vs enchantment)
Abilities: Str 18, Dex 16, Con 14, Int 8, Wis 16, Cha 8
Skills: Speak Language: Common +2, Balance +9, Jump +10, Swim +6, Tumble +6
Feats: Dodge, Multiattack, Deflect Arrow, Throw anything

Languages Spoken: Common, Draconic

Description: 6'4", 180 lb Yorick has a slight redish-green tint to his scales with frosted white tips.

Possessions:
1 Outfit (Monk's)
1 Potion (Flaming Fists)
1 Potion (Enlarge/5th Level Caster)
1 Potion (Expedious Retreat)
5 Potion (Cure Light Wounds)
1 Belt with 8 dagger sheaths
1 Small sack on hip
5 lbs of kobold meat
1 Javelin
8 Daggers
96 Coins (Gold)
2 Coins (Silver)
 
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Khala
Race: Male Drow
Class: Sor 4
Exp: 5575
Size: Medium
Type: Humanoid
HD: 4d4+6
HP: 22
Init +3
Spd Walk 30'
AC 13 (10 + 3 dex)

Attacks:
Rapier +1 melee (18-20 x2)
Damage: 1d6

Face/Reach: 5 ft. by 5ft./5ft.
Special Attacks: Spell Like Abilities
Special Qualities: +2 to Will saves against spells and spell-like abilities, Darkvision 120, Drow Weapon Proficiency, Elven Racial Traits, Familiar (Raven), Fire Resistance 14, Simple Weapon Proficiency, Spell Resitance 9, 1/day - dancing lights, darkness, and faerie fire as a 1st level sorcerer. Darkvision 120 feet. Light Blindness. Damage Reduction 1/-.


Saves: Fort +3, Reflex +4, Will +3
Abilities: Str 10, Dex 16, Con 14, Int 16, Wis 10, Cha 19(21 for spellcasting purposes)

Skills: +8 Bluff(4 ranks) +6 Conc(4 ranks) +8 Diplomacy(4 ranks), +6 Gather Info(2 ranks), +8 Intimidate(4 ranks), +8 Knowledge(arcana)(5 ranks), +2/4 Listen(0 ranks), +5 Search(0 ranks), +2 Sense motive (2 ranks), +7 Spellcraft(4 ranks), +2/4 Spot(0 ranks),

(mods depending on situations)
(Charasmatic adds Bluff, Diplomacy, Intimidate to class skill list)

Feats: Spellcasting Prodigy(Sorc), Charismatic

Languages: Elven, Undercommon, Common, Draconic, Drow Sign Language

Description: Forthcoming

Possessions:
(1) Dunmer ring (ring of wiz 1)
(1) Backpack Equipped 2
(1) Familiar (Raven) Carried 0
(1) Horse (Light) 0
(1) Ink (1 Oz. Vial) Backpack 0
(2) Oil (1 Pt. Flask) Backpack 1
(1) Outfit (Explorer's) Equipped 8
(3) Potion (Cure Light Wounds) Belt Backpack 0
(1) Pouch (Spell Component) Equipped 3
(1) Rapier Equipped 3
(3) Rations (Trail/Per Day) Backpack 1
(1) Rope (Silk/50 Ft.) Backpack 5
(1) Sack Backpack 0.5
(1) Saddle (Military) Horse (Light) 40
(1) Saddlebags Horse (Light) 8
(1) Scroll (Charm Person) Scroll Organizer -1- 0
(2) Scroll (Color Spray) Scroll Organizer -1- 0
(1) Scroll (Expeditious Retreat) Scroll Organizer -1- 0
(2) Scroll (Grease) Scroll Organizer -1- 0
(2) Scroll (Magic Weapon) Scroll Organizer -1- 0
(2) Scroll (Protection from Evil) Scroll Organizer -1- 0
(2) Scroll (Shield) Scroll Organizer -1- 0
(2) Scroll (Sleep) Scroll Organizer -1- 0
(2) Scroll (Spider Climb) Scroll Organizer -1- 0
(1) Scroll (Tenser's Floating Disk) Scroll Organizer -2- 0
(1) Scroll (Ventriloquism) Scroll Organizer -2- 0
(2) Scroll Organizer Carried 0.5
(1) Water (Pint) Waterskin 1
(1) Waterskin Backpack 0
3900 Gold
4 Silver
Carrying Capacity 100.0
Load Light
Total Weight Carried 20.5 lbs

Level Type Known Spell List
R Drow Dancing Lights (x1) Darkness (x1) Faerie Fire (x1)
0(6) Sorcerer Detect Magic Mage Hand Prestidigitation Read Magic Mending
1(8 + 6(ring)) Sorcerer Mage Armor Magic Missile Grease
2(4) Sorcerer Shatter


Familiar: Raven: Parag - Speaks Undercommon
Tiny Magical Beast
HD: 1 HP: 3
Init +2dex
Speed: 10ft, fly 40ft
AC: 15 (+2 size, +2 dex +2 Natural Armor)
Claws +4 Melee
Damage 1d2-5
Face/Reach: 2.5ft by 2.5 ft/0ft
SQ: -
Saves: Fort +2, Ref +4, Will +2
Abilities: Str: 1, Dex 15, Con 10, Int 7, Wis 14, Cha 6
Skills: +2 Listen, +6 Spot
Feats: Weapon Finesse(claws)
Familiar Abilities: Improved Evasion, Share Spells, Empathic Link Grants Owner Alertness, Touch
 
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Fangtooth Tuskbreaker, Orc Male Barbarian
Level: 1
Exp: 0
Size: Medium
HD: 1d12+3
HP: 15
Initiative: +3
Spd: 40'
Alignment: N
AC 17 (Masterwork Chain Shirt, Dex)

Fort +5
Ref +3
Will -2

Str 22 (+6)
Dex 16 (+3)
Con 16 (+3)
Int 8 (-1)
Wis 6 (-2)
Cha 10

Combat Information
Masterwork Greataxe +8 melee, 1d12+9, 20 x3, Type: Slashing, Size Large
Silver Dagger +7 melee, 1d4+6, 19-20 x2, Type: Piercing, Size Tiny
Javelins (20) +4 Ranged, 1d6+6, 20 x2, Type: Piercing, Size Medium

Special Qualities
Darkvision 60'
Rage 1/day (8 round duration)
Fast Movement

Skills
Climb +10
Intimidate +4
Jump +10

Feats
Power Attack
Armor Proficiency (Light)
Armor Proficiency (Medium)
Armor Proficiency (Heavy)
Simple Weapon Proficiency
Martial Weapon Proficiency (All)

Languages
Common, Orc

Description: Fangtooth is a massively built orc, with a penchant for shiny objects to adorn his chest, be they coins, bits of weapons, or polished bones. Fangtooth cares little for anything other than combat

Possessions:
Explorer's Outfit
Belt Pouch
6 Vials of Alchemists Fire in Pouch
2 Cure Light Wounds Potions in Backpack
1 Backpack
Masterwork Greataxe
Masterwork Chain Shirt
20 Javelins in bundle on back
1 Silver Dagger
56 Gold Pieces
 
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Mak'Teh-Nar
Imperial (ecl 1) Male Rogue 4
Medium-Size Native Outsider
Alignment: CN
Exp: 5155
HD: 4d6+8
HP: 32
Spd: 30'
Initiative: +8
AC 17 (Studded Leather Amor, Dex)
Attacks: Shortspear +5 melee (or silvered Dagger +5 melee); or Mighty Composite Shortbow +7 ranged
Damage: Shortspear 1d8+3, Dagger 1d4+2, Shortbow 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Sneak Attack +2d6, Charm Person 1/day, Darkness 1/day.
Special Qualities: Darkvision 60 ft., Cold Resistance 5, Electricity Resistance 5, Fire Resistance 5, Rogue Weapon Proficiency, Imperial Weapon Proficiency (Imperial Longsword, Imperial Crossbow), Armor Proficiency (Light), Evasion, Uncanny Dodge I.
Saves: Fort +3, Ref +8, Will +2
Abilities: Str 14, Dex 18, Con 14, Int 18, Wis 12, Cha 13
Skills: Balance +6, Bluff +10, Climb +4, Disable Device +11, Disguise +3, Diplomacy +7, Escape Artist +8, Gather Information +10, Hide +13, Intimidate +10, Jump +10, Move Silently +10, Open Lock +11, Pick Pocket +13, Search +11, Spot +8, Tumble +13, Use Magic Device +5.
Feats: Improved Initiative, Quick Draw.

Languages: Common, Orc, Draconic, Infernal, Elven

Possessions:
Explorer's Outfit (including a black hooded cloak)
Masterwork Studded Leather Armor
Mighty Composite Shortbow +2
Shortspear
Silvered Dagger
Backpack
Waterskin
Trail Rations 3
Small Steel Mirror
Chalk pieces 5
Grappling Hook
Silk Rope 50'
Masterwork Thieves' Tools
Climber's Kit
Caltrops
Thunderstone 1
Acid Flasks 2
Healing Salves 2
Tindertwigs 5
Scentbreakers 2
Suregrips 2
7 pp, 82 gp, 1 sp, 1 cp
2000 Gold Piece Bank Note

Carried: 55 lbs (24,75 kg) = Light load

Age: 16
Height: 5' 2'' (157 cm)
Weight 113 lbs (51 kg)
Skin: Dark brown
Hair: Silver
Eyes: Green and blue
Handedness: Left
Other Features: Small ivory-looking horns, sharp grey teeth
 
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Brontos "Brawn" Barkskin
Race: Male Saurial (Longtail)
Racial benefits:
Large Size, Speed 40, Natural Armor +5, +2 Str, +2 Cha, -2 Int.
2d8 HD (+1 Base Attack and +3 Ref save).
Poison Immunity, +4 save vs Disease, Scent (if WIS >11), natural weapons (claw-claw-tail), low-light vision, +4 to Jump, Swim, and Balance from Tail
They have to use Saurial weapons and can't speak Common or any bonus language (except for Draconic) unless they spend language skill points for it.
Favored class: Cleric. 36 pt buy, as Lizard Folk


Class: Ftr2/Clr2
Exp: 5105
Size: Large
Type: Humanoid (Reptilian)
Age: 18
Hp: 64 (4d8+8, 2d10+4)
Init: +1
Spd: 40'
AC: 18 (10 + 1 dex + 3 Studded Leather + 5 natural - 1 Size) (flatfooted 17, touch 10)

BAB: +4
Attacks: Fullblade +8 melee (+4 BAB, +4 STR, +1 MW, -1 Size) (or 2 claws +7 melee, Tail Slap +5 melee)
Damage: Fullblade 2d8+6 (2 handed), claws 1d4+4, Tail Slap w/Spikes 1d8+2 melee
Face/Reach: 5ft. by 10ft./5ft.
Special Attacks: Reach
Special Qualities: Poison immunity, scent
Saves: Fort +8, Ref +4, Will +5
Abilities: Str 18, Dex 12, Con 14, Int 6, Wis 14, Cha 19
Skills: +5 Balance, +10 Diplomacy, Speak language (Common), Speak language (Draconic), Jump +5, Swim +7, Hide -3
Feats: Multiattack (racial), Power Attack, Exotic Weapon Proficiency (Fullblade), Large & In Charge (DM granted), Cleave, Divine Might.
Large and in Charge
[General] You can prevent opponents from closing inside your reach.
Prerequisites: Reach (Large size or larger), Str 17+.
Benefit: When you make a successful attack of opportunity against an opponent who is moving inside your threatened area, you can force the opponent back to the square he was in before he provoked the attack.
After you hit with your attack of opportunity, make an opposed Strength check against your opponent. You gain a +4 bonus for each size category larger than your opponent you are, and an additional +1 bonus for every 5 points of damage you dealt with your attack of opportunity. If you win the opposed check, your opponent is pushed back 5 feet into the square he just left.


Languages spoken: Draconic, Common

Domains:
Charm and Retribution

Spells Prepared:
(0) Detect Magic x2, Purify Food and Drink, Read Magic
(1) Divine Favor, Endure Elements, Shield of Faith, Obscuring Mist

Equipment
-- MW Saurial Fullblade (400 GP) (Fullblade:Huge size
Fullblade 100 gp 2d8 19-20/x2 — 23 lb. Slashing
A fullblade is 18 inches longer than a greatsword, and is too large for a Medium-size creature
to use at all. A Large creature could use the fullblade with one hand, but would suffer the standard –4 nonproficiency penalty to its attack rolls, or with two hands as a martial weapon. A Large creature with the Exotic Weapon proficiency could use the fullblade in one hand with no penalty. A fullblade is also called an ogre’s greatsword.)

-- Saurial Spiked Studded Leather armor (100 GP)
-- Saurial Spike Tail Gauntlet (50gp) Pictured here
-- Huge Tower Shield (10' high x 6' wide) (60 gp)
-- Heavy Lance (10 gp)
booty: 1 vial of healing, 75 GP, his share of change from merchant?
Gold: 3,355 total remaining

Description: 9'6", 760 pounds. Like all Longtails, Brontos has a long neck and tail to match his Large frame. He looks like a Brontosaurus that is bipedal and talks.
Picture here

Saurials are dinosaur-men that live in a Lost Vale that the outside world is not aware of yet. They are a race of intelligent reptilian humanoids, more intelligent than lizardfolk and inclined to be peaceful and civilized. Only the Elders of the Saurials know of how they came to be in the Land, and caution the younger ones to be cautious if venturing into the outside world. The tribe numbers 485 individuals ; 104 of whom are Elders.
Saurials are of one of 5 species: Bladebacks (Stegosaurus-men), Finheads (Parasaurolophus-men), Flyers (Pteranadon-men), Hornheads (Triceratops-men), and Longtails (Brontosaurus-men).
Most are green in color with paterns of yellow scales on their backs. Very rarely a pure white saurial is hatched, but there is no stigma or omen associated with this.

Most Saurials do not wear armor, preferring the protecting of their scales, and usually wear little more than a loincloth and a simple loose cloak.
Saurials are good-natured and have an instinctive feel for how they fit into their own community. At the same time, they believe in the rights of the individual to seek out and learn what they want where they want. Their leaders are usually wise saurials with good judgment who embody these ideals.

Saurial voices are naturally pitched too high for humanoids to hear, and they punctuate their speech with scents that define emotions. Dragons and fey can hear saurial voices, and other creatures can interpret some of the common stronger scents: brimstone means confusion, roses mean sadness, lemons mean pleasure or joy, baked bread means anger, violets mean danger or fear, honeysuckle means tenderness, woodsmoke means devotion or peity, tar means victory, and ham means nervousness or worry.
Because of the pitch difference, humanoids have difficulty understanding Saurial speech. Saurials can learn to speak languages if they choose to, but they find normal speech to be dull and tired compared to that of a saurial. Saurials carve lines on sticks for written records, which are normally only used for important events.

Longtails are naturally strong and outgoing. They are natural diplomats and have an innate spiritual talent.

Brontos is an outgoing, live-and-let-live saurial who is interested in other races of the world besides his own, and is respectful of other's customs - to a point.
If those customs impede the individual's right to pursue a free life, or if they intend on harming him or other innocents, he will fight back in a very powerful manner and not spare his strength.
Brontos has taken to acting like a Lizardman to stop speculation and possible fear. If anyone would look very far, they'd notice his teeth are pegged and not sharp like a Lizardman's and much more suited to munching on leafy plants (lots of them - he must eat a lot) than in tearing and ripping animal flesh.
He is one of the few in his tribe that has studied to learn the mundane humanoid way of speaking, and has ventured to the outside world.

Possessions:
typical adventurer's equipment
2 Healing Pastes, 2 Scentbreakers, 2 Suregrips
 
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Krindor Wingblade
Female Breton Paladin4 CR 5
Alignment: Lawful Good
Medium-size Outsider
HP 48
Init +1 (+1 Dex, +0 Misc)
Spd Walk 30'
AC 17 (flatfooted 16, touch 11)

Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 12 (+1), Wis 18 (+4), Cha 18 (+4)

Experience: 6163/7500

Attacks:
Bastard Sword +8 melee (1d10+4 19-20/x2)
- With Smite Evil +12 melee (1d10+8 19-20/2)

Spells: 1
1st: Divine Favor

SA:
Acid, Cold, and Electricity resistance 5
Light cast 1/day as per sorceror equal character level
Native Outsider, Darkvision 60ft.
Aura of Courage, Detect Evil, Divine Grace, Divine Health, Lay on Hands 16 hp/day, Remove Disease 1/day, Smite Evil
Spell Resistance 11

Saves: Fort +10, Ref +6, Will +9

Skills and Feats: Diplomacy +9, Heal +10, Jump +3,5, Knowledge (Religion) +6, Listen +7, Ride +5, Spot +7;
Armor Proficiency (All), Exotic Weapon Proficiency (Bastart Sword), Martial Weapon Proficiency (All), Power Attack, Shield Proficiency,Simple Weapon Proficiency (All)

Possessions:
Noble's outfit, MW Large wooden shield, Backpack, Belt Pouch, MW Chain Shirt, 5 Trail Rations, 2 Waterskins, bedroll, 3 Potions of Cure Light Wounds, 1 sp, 10 cp
Inherited Bastard Sword
Current level: 3 (+1 weapon)
Current Experience: 2700/3000

Description:
Krindor Wingblade, a female breton, is quite tall, reaching 5'10". It is not advisable to ask her weight. She has a golden hair that reaches just below her shoulder line when it is open, but she usually wears it on a ponytail.
She wears a chain shirt made of finely spun rings, covered by a white overcoat. On the overcoat, a stylized hawk is depicted. She also has wooden shield that has been carved with the image of a hawk flying against the sun. The crossguard of her bastard sword is sculpted to the shape of a hawk, so that the blade extends from the hawk's mouth.
 
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Khelon Skyfire (XP = 5230 XP) (Level =3 )
Male Breton Cleric 1 (Liberation/War (Rapier))
HD: 3d8+3 (27 hp)
Initiative: +2 (+2 Dex)
Speed: 30'
AC: 18 (+2 Dex, +4 Chain Shirt, +2 Shield)
Attacks: +4 Rapier Melee
Damage: Rapier 1d6+1
Special Attacks: Light 1/day
Special Qualities: Acid,Cold,Electricity Resistance 5, Darkvision 60'
Abilities
Str 12 (+1)
Dex 14 (+2)
Con 12 (+1)
Int 14 (+2)
Wis 20 (+5)
Cha 16 (+3)
Feats: Weapon Finesse (Rapier), Expertise, Healer's Benediction
Skills:
Heal: +15 (6 Ranks + 4 (Racial) + 5 (Wis)))
Knowledge (Religion): +12 (6 ranks + 4 (Racial) + 2 (Int))
Scry: +8 (6 Ranks + 2 (Int)
Spellcraft: +8 (6 ranks + 2 (Int))
Spot +7 (+2 Racial + 5 Wis)
Listen +7 (+2 Racial +5 Wis)
Languages: Common, Celestial, Draconic
Alignment: Chaotic Good

Class Abilities
0 1
Spells (3/4+1/2+1)
0- Read Magic, Detect Magic x2
1- Shield of Faith, Death Knell,Bless,Divine Favour
Domain: Magic Weapon
2- Magic Circle against Evil,Magic Circle Against Law Domain:Remove Paralysis

Domain Powers:
War: Free MartialProfiency (Rapier) and Weapon Focus (Rapier)
Liberation: +2 Morale Bonus on saves vs enchantment spells or affects.
Turn Undead 6/day
Spontaneously Cast Cure Spells.

Equipment
Rapier (20gp) 3lb
Chain Shirt (100 gp) 25 lb
Masterwork Large Wooden Shield (157 gp) 10 lb
Backpack (2 gp) 2 lb
Bedroll (1 sp) 5 lb (in Backpack)
1 Weeks of Rations (3.5 gp) 7 lb (in Backpack)
Healer's Kit (50 gp) 1 lb (in backpack)
Holy Symbol (Wooden) (1 gp) - lb (Small Silver Rapier)
Spell Component Pouch (5 gp) 3 lb
Clerics Vestments (-) (-)
5 Potions of Cure Light Wounds (in Backpack) (250 gp)
1 Potion of Cure Moderate Wounds (in Backpack) (300gp)
14 GP ( 0.1 lb) (In Backpack) Weight: 58 lb Encumberance: Medium
2000 GP Bank Notes
(In Combat put down backpack changes: Weight 42 lb. Encumberance: Light)
 
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Half-Troll
Medium-sized Giant
Hit Dice: 6d8+18 (42 hp)
Initiative: +1 (+1 dex)
Speed: 30 ft.
AC: 21 (+1 dex, +4 natural, +4 monstrous scale mail +2 masterwork large wooden shield)
Attacks: 2 claws +7 melee (or masterwork bastard sword +8 melee), bite +2 melee; or masterwork throwing axe +2 ranged
Damage: Claw 1d4+3, bastard sword 1d10+4, bite 1d4+1, throwing axe 1d6+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Rend 1d8+4
Special Qualities: Regeneration 3, scent, darkvision 90 ft.
Saves: Fort +8, Ref +3, Will +3
Abilities: Str 17, Dex 12, Con 17, Int 8, Wis 9, Cha 8
Skills: Listen +5, Spot +5
Feats: Alertness, Iron Will
__________________________________
Climate/Terrain: Any land, aquatic, and underground
Organization: Solitary, Team (2-4), or squad (6-10)
Challenge Rating: 3
Treasure: Equipment
Allignment: Always chaotic evil
Advancement: By character class
________________________
Encounter Level: 3
Circumstance: Average Difficulty
Experience Reward: 900 xp x 1.0
Treasure Reward: 900 gp (Equipment)

Half trolls are the genetic runts of troll society. They are equally fierce and agressive compared to thier bulkier cousins, but they are physically weaker than normal trolls. Half-trolls can be born in any troll clan, and are not actually related to any other species. Sometimes half-trolls, with thier slightly keener intellects, can become the leaders of a lesser troll tribe, and on rare occations they are able to join human society as normal members. Half trolls tend to have more body hair than other trolls, and are less lanky. Half-trolls are proficient in medium armor and carry human weapons to make up for thier weaker standing in troll society. All trolls are proficient with simple weapons, and most half-trolls are proficient in all martial weapons. Most Half-trolls encountered have acquired at least some masterwork equipment in the spoils of hero-hunting that is so traditional in Troll society. Sometimes bits and pieces of trolls armor hint at magical protection. Certain pieces of most Troll armor were at one time part of magical vestments. Half-Trolls cannot use human armor normally, bits and pieces of many different armors are combined to form the crude armor they wear, destroying the enhancement of the magical armor.
 


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