Men'Thar-Glory to the Dragonknights


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Getran Thwaite; 5th lvl Paladin (Amunia) / 3rd lvl Dragonrider; 8th lvl Rogue

Medium Humanoid (Human) LG
Hit Dice: 8d10+8 (88hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 23 (10 base, +1 dex, +9 armour, +3 shield)
Base Attack/Grapple:+8/+11
Attack: +13 melee (+1 heavy lance, d8+4, x3), +12 melee (+1 longsword, d8+4, 19-20), +10 ranged (composite shortbow, d6+2, x3)
Full Attack: +13/+8 melee (+1 heavy lance, d8+4, x3), +12/+7 melee (+1 longsword, d8+4, 19-20), +10/+5 ranged (composite shortbow, d6+2, x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: detect evil, sneak attack +4d6, smite evil 1/day, turn undead 6/day, spellcasting
Special Qualities: human traits, aura of good, divine grace, lay on hands, aura of courage, divine health, evasion, trap sense +2, uncanny dodge (cannot be flanked), special mount, dragonriding, immune to frightful presense, mounted spellcasting
Saves: Fort +11, Ref +10, Will +9
Abilities: Str 14 (16), Dex 12, Con 13, Int 10, Wis 14, Cha 16
Skills: concentration +10/9, diplomacy +14/11, gather information +14/11, handle animal +14/11, heal +8/6, knowledge (religion) +8/8, listen +5/3, perform (comedy) +14/11, ride +14/11, sense motive +13/11, spot +5/3
Feats: mounted combat, ride-by attack, skill focus (ride), endurance, weapon focus (lance)
XP: 28000/36000
Weight: 178lb(char) + 52lb(gear*) = 230lb(total)
Height: 6'1'
Age: 31
Languages: Common, Celestial, Draconic

* This is the weight of his gear when fully prepared for battle or more intense training sessions. He wouldn't normally be carrying around every possession he owns at the same time. Things he wouldn't expect to find use for are often left in his quarters.

Spells Memorised:

Paladin: caster lvl 2, DC = 11 + spell lvl
1st- Cure Lgt. Wounds

Equipment: 158.88pp
mithril large shield, +1
mithril full plate, +1
darkwood heavy lance, +1
longsword, +1
darkwood composite (+2) shortbow, mw
gauntlets of ogre power
handy haversack
bedroll
winter blanket
scroll case
flint & steel
ink & pen
20 parchment
10 days' trail rations
sealing wax
signet ring
soap
waterskin
healer's kit (10/10)
gold holy symbol
2 explorer's outfits
2 cold weather outfits
2 noble's outfits
2 military uniforms
exotic military saddle
saddlebags

Description:
Getran is a handsome young man of impressive physical build. He is blessed with golden blonde hair and clear green eyes, both qualities that run in his noble family. He keeps his hair tied in a short ponytail, and usually has a five o'clock shadow that he can't seem to get rid of. To the more observant eye he seems to be hiding a lot of weakness from those around him, and his slightly dishevelled appearance may not be as intentional as it seems when the observer notes the partially concealed signs of exhaustion in his activities.

All of his weapons and armour are adorned with intricate inlays involving etching of Amunia's holy writs and the Thwaite family crest; a large dragon fang wreathed in thorny vines. When not in his military regalia however he'll usually be wearing noble garb, minus what he calls 'excessive' jewellery, which means he wears almost none. Apart from the signet ring with his family crest, he looks upon wearing jewellery as a frivilous vanity and would much prefer the large sums spent on such things to go to more worthy causes.

Getran, like all Paladins, is a kind and virtuous fellow. The natural charisma possessed by Paladins makes him a popular young gentlemen in the royal court. Many appreciate his charming wit and welcoming demeanor, and find it easy to ignore the small deviations in his appearance from that of other members of nobility.

Though he is easy-going and all smiles in social circles he takes his training very seriously, the previously mentioned observer may say too seriously. He trains regularly and with great vigour, intent on helping to preserve the kingdom of Amun, and protect it from whatever evils may lurk just beyond detection. He has shown focus in the use of the lance, in part because it is such a critical weapon in mounted combat, and in part because it is Amunia's favoured weapon. His training as a Dragonknight was permeated with evidence of his Templarhood.

Getran always says that even if he has deviated from the path of the Paladin (for good reason) he is still a representative of Amunia's divine will, and will continue to maintain the standards of behaviour upheld within the Paladin code of honour. A truly observent individual could possibly notice that he was trying to excel at two different careers, and that it was driving him harder than he would ever be willing to let on.

Background:
The Thwaite family had long provided a line of exceptional Paladins and clerics in the service of Amunia, dating back to times not long after the creation of the kingdom. Getran, as one of the sons of a notable cleric, was no exception and entered training within the Holy Academy to maintain family tradition. Within the Holy Academy however he was one of the top two percent, and was thusly offered a position within the Sacred Training Academy of the Templars to become a Paladin.

He progessed in this field without difficulty, and found himself particularly successful at mounted combat despite his rather average coordination. Such success did not go unnoticed for long, and it was soon realised by those training him that he was a suitable candidate for becoming a Dragonsquire. Of course this meant that once he started training to become an actual Dragonknight he could not resume the path of a Paladin. It was a matter of great debate with the Sacred Training Academy's faculty as to whether to keep the talented Getran on the path to becoming a Templar of Amunia, or recommend him for the even more prestigious Dragonknights. They decided to allow him to complete his Templar training, and not mention their dilemna.

Gradutation time came, and Getran's family was thrilled. He was now a Templar of Amunia. It wasn't long however before one of Getran's officers rose the query with the Academy faculty about the nature of the talent displayed by the young Paladin. He recommended him for squirehood within the Dragonknights. Thus the debate was started again, and faculty squabled amoungst themselves over what should be done. The matter was made even more important now that another Templar, currently in training, had displayed skill enough to be considered for Dragonknight training. A young Lady Even del'Dray was proving herself an impressive force, and despite the contreversy over a woman being so successful the decision made over Getran's fate would no doubt also affect hers. Two talented candidates within the ranks of the Templars tipped the scales, some were hesitant to give them away to the Dragonknights while others thought it was their duty to help these students reach their fullest potential. Eventually it was decided to simply allow them to decide for themselves.

The choice to gain immense honour as a Dragonknight, but deviate from family tradition, was difficult and took no small amount of thought on Getran's part. He conferred with family time and again, and was consistently reassured that the path to becoming a Dragonknight would be a mark of honour upon the Thwaite family name. Though given the all clear to enter training to become a Dragonknight, he still maintains firm ties to the Templars of Amunia.

He was made squire to Sir Wyte Jherat, the most experienced of the handful of Paladin-Dragonknights within the Dragonknights' ranks. Sir Wyte taught Getran the ways of the Dragonrider, and how they affected the ways of the Paladin. His new dual-role as both was not simple, but was quite possible at the level to which Sir Wyte was committed to either. Getran, though he respected Sir Wyte greatly, felt he himself was required to do more. Sir Wyte rose from relatively mundane origins to become the hero he was, and this made him one of the general populaces' favourites. In Getran's eyes this meant that all that Sir Wyte had accomplished was above and beyond the call of duty, and truly made him a great man. Getran's family name and his apparent talent however demanded more of him. He felt that he would have to not only balance being a Templar and Dragonknight, but to excel at both to truly prove himself worthy of his gifts.

He felt a kind of special bond with Lady Even. Not unlike his mentor he viewed her also with a great amount of respect, as not only had she forged a path to the top, graduating at the same time as Getran despite being younger, but she was the first woman to have pioneered not only the dual role she and Getran shared, but to have become the first female Dragonknight. With role models like Lady Even and Sir Wyte in his mind's eye, Getran came to see not the end product but the distance travelled as the real achievement. The achievements made by Lady Even and Sir Wyte were not required of them, but they made those achievements nonetheless. Sir Wyte being formerly merchant class, and Lady Even being a woman did not stop them. Getran looked at his own achievements next to theirs and found himself lacking. He was in the same position as either of them, but his family name meant that it was expected of him to be there. Despite the praise of his family and friends, it seemed he was only doing the minimum he could to earn such things. If he was to actually compare himself on even terms with his role models, he had to make amounts of progress comparable to theirs, had to push himself harder to compensate for the fact that where he was was easier to achieve than it was for Sir Wyte or Lady Even. He wanted to work himself just as hard as he felt they had worked themselves, and so he tried to not only succeed, but excel both as a Templar and Dragonknight. He fears this may come across as excessive competitiveness on his part, so he buries his exhaustion under his normally sociable and pleasant attitude and tries not to discuss his oddly full schedule with his honoured colleagues.

In time his training expanded into all facets of of a Dragonknight's life, which competed greatly with the commitments to the Templars that Getran maintained, but the time drew near to when he would become a fully fledged Dragonknight.
 
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Lady Even del'Dray

Lady Even del'Dray - Flashfire
Human Paladin 8/Cleric 5 - Dragonrider 3
Medium Humanoid
Alignment: Lawful Good
Deity: Amunia
Region: Draconic
Sex: Female
Height: 5’ 8”
Weight: 130 lbs

Skin: Pale, freckled
Hair: Flame Red
Eyes: Green
Age: 28

Str: 16 (+3) [8 points]
Dex: 10 (0) [2 points]
Con: 10 (0) [2 points]
Int: 12 (+1) [4 points]
Wis: 16 (+3) [8 points]
Cha: 14 (+2) [6 points]
+1 Wis; +1 Str

Class Abilities
Paladin
Aura of Good (Strong) - as detect good spell
Detect Evil - at will as detect evil spell
Smite Evil 2/day - +3 attack (equal to Cha bonus); +8 damage (equal to level)
Divine Grace - +3 all saves (equal to Cha bonus)
Lay on Hands - Heal 24 HPs (Level x3)
Aurau of Courage - Immune to Fear (magical or otherwise); allies within 10' receive a +4 morale bonus on saves vs fear
Divine Health - Immunity to all diseases (including magical and supernatural)
Turn Undead - As cleric of 3 levels lower
Special Mount -
Remove Disease 1/week - as remove disease spell
Spells (1;0)

Cleric
Turn Undead - 3 times per day + Cha bonus
Spells (5; 3+1; 2+1;1+1)
Spontaneous Caster - cast healing spells spontaneously

Dragonrider
Dragonriding - Add class level to Ride checks when riding a dragon
Immune to frightful presence
Mounted spellcasting - +5 Concentration checks when mounted
Bonus Feat - Ride by attack

Hit Dice: 10 (max every level)
HP: 80
AC: 19 (+0 Dex, +5 armour, +1 shield, +3 magic ) Touch – 13, Flat-footed – 18
ACP: -3
Init: +0 (+0 Dex)
Speed: 30ft

Saves:
Fortitude +13 [+9 base, +0 Con, +1 Magic, +3 divine grace]
Reflex +6 [+2 base, +0 Dex, +1 Magic, +3 divine grace]
Will +15 [+9 base, +2 Wis, +1 Magic, +3 divine grace]
Electricity Resistance 5

BAB/Grapple: +8/+3 - +11
Melee Atk: + 12/+7 Heavy Pick of Shock (1d6+4+1d6 ;x4)
Melee Atk: + 12/+7 Lance (1d8+4;x3)
Melee Att: +11 Short Sword (1d6+3; 19-20/x2)
Ranged Atk: +9 Light Crossbow (1d8+1 19-20/x2; 80')

Class Skills:
Total = 8+16+11 (human)+8 (Int) (human) = 43
Balance 5 [5 ranks, +0 Dex, ACP] - dragonrider
Concentration 2 [8 ranks, +0 Con] - paladin/cleric/dragonrider
Craft 0 [0 ranks, +0 Int] - paladin/cleric
Diplomacy 6 [4 ranks, +2 Cha] - paladin/cleric/dragonrider
Handle Animal 6 [4 ranks, +2 Cha] - paladin/dragonrider
Heal 7 [4 ranks, +3 Wis] - paladin/cleric
Jump 4 [1 ranks, +3 Str, ACP] - dragonrider
Knowledge (arcana) 0 [0 ranks, +0 Int] - cleric
Knowledge (history) 0 [0 ranks, +0 Int] - cleric
Knowledge (nobility and royalty) 0 [0 ranks, +0 Int] - paladin
Knowledge (the planes) 0 [0 ranks, +0 Int] - cleric
Knowledge (religion) 7 [7 ranks, +0 Int](Int) - paladin/cleric
Profession [0 ranks, +3 Wis] - paladin/cleric
Ride 11 (19*) [8 ranks, +0 Dex, +3 Skill focus] * +8 Dragonriding class ability- paladin/dragonrider
Search 0 [0 ranks, +0 Int] - cross class
Sense Motive 3 [0 ranks, +3 Wis] - paladin
Spellcraft 0 [0 ranks, +0 Int] - cleric
Spot 3 [0 ranks, +3 Wis] - dragonrider
Tumble 0 [0 ranks, +0 Dex, ACP] - dragonrider

Feats:
1(+1)/3/6/8 (Dragonrider)

Mounted Combat - Once a round when mount is hit make a ride check to negate the hit. Ride check must exceed opponents attack roll
Ride by Attack - Mounted and make a charge may move and attack as a tandard charge and then move again. Total movement can't exceed double mounted speed. No attack of opportunity on rider or mount
Skill Focus (Ride) - +3 Ride
Quicken Turning (Complete Divine) - Turn as a free action

Languages: Common, Draconic

Equipment
Wearing or carrying at hand
Mithril +2 Chainmail - 8300gp (20lbs)
+1 Light Steel Shield - 1159gp (6lbs)
+1 Heavy Pick of Shock - 8308gp (6lbs)
+1 Lance - 2312gp (10lbs)
+1 Light Crossbow - 2335gp (4lbs)
Short Sword - 10gp (2lb)
Ring of Feather Falling – 2200gp (-)
Holy Symbol, Silver - 25gp (1lbs)
Cloak of Resistance +1 - 1000gp (-)

In or on containers
Backpack - 2gp (2 lbs)
Potion of Flying - 750gp (-)
Explorer's Outfit - 10gp (8lbs)
Noble Outfit - 75gp (10lbs) - not carried, left in room or strapped to mount, not counted in load
Flint and Steel - 1gp (-)
Healers Kit - 50gp (1lbs)
Lantern, Bullseye - 12gp (3lbs)
Mirror, Small Steel - 10gp (1/2lbs)
Pouch, Belt - 1gp (1/2lbs)
Waterskin - 1gp (4lbs)
Whetstone - 2cp (1lbs)
Everlasting Rations - 350gp (-) Heroes of Battle
8 x Blessed Bandages - 80gp (-) Heroes of Battle
20 bolts - 2gp (2lbs)

Total weight carried – 71 lbs, light load.
Light - 76lbs; Medium - 153lbs; Heavy - 230 lbs; Lift - 230 lbs/460lbs; Push/Drag - 1150lbs

Money
7 gp 9 sp 8 cp

~~~~~
Spells
Paladin
1/0 (bonus 1/1/1) - Save DCs
1st
Divine Favour x2
2nd
Eagle's Splendour

Cleric
5/3+1/2+1/1+1 (bonus 1/1/1) - Save DCs - 13/14/15/16
Domains
Air - Turn earth creatures, bolster air creatures - 6/day
1. Obscuring Mist
2. Wind Wall
3. Gaseous Form
4. Air Walk
5. Control Winds

Storm - Electricity Resistance 5
1. Entropic Shield
2. Gust of Wind
3. Call Lightning
4. Sleet Storm
5. Ice Storm

0
Create Water
Detect Magic x2
Light
Read Magic
1st
Shield of Faith
Sanctuary
Hide from Undead
Doom

2nd
Bull's Strength
Darkness
Spiritual Weapon

3rd
Protection from Energy
Searing Light

Turn Undead
6 times/day - synergy +2 Knowledge (religion)
6 times/day - as cleric of 5th level

Appearance: Even is a heavily built woman with long wildly flowing red hair, she has a smattering of freckles across her pale skin, and a scar runs down her right cheek. She also has a large burn patch on her upper right arm where she was struck by lightning. She prefers to wear dark colours - greys, blacks, purples, and deep reds - all the better to reflect her stormy nature. While she wears glittering mail of chain, her shoulders, neck and elbows are protected by thin sheets of mithril enrgaved with the symbol of her God. She wears a blood red cloak embroided with a large holy symbol of her deity. Even wears long black, heavy soled leather boots with short heels that are laced up the side with strips of silver. Upon each of her hands she wears tight calf skin gloves died a deep purple. She often times has her flying goggles hanging from her belt of wide black leather, a silver buckle shaped in her deities holy symbol clinches the leather strap home.

Personality: Even is fiery, she is quick to anger when she feels an injustice is being perpetrated. She is also caring and loving, she respects people until they prove that they do not deserve her respect. She does not suffer class prejudice and will do all she can to assist anyone in need. She lives her life by the ideals taught at Military School. She always strives to be on time and believes that presentation and fine grooming is an important asset and so always presents herself appropriately, with the exception of her hair which, no matter what she does, remains unruly and wild - something that annoys her no end (in fact she has been contemplating cutting all her hair off, the only thing stopping her being the fact that her father (good bless his dead soul) always said that her hair was like the breath of the Dragonmother)

Background: Even's mother died at birth, as did her twin brother, and her father never remarried. She was the only child and, it was thought for awhile, that the family traditions of dragonriding would also die. But, Even proved to be a woman quite out-of-the-ordinary. As she grew Even took to pursuits not typical of the women of Amun in fact, her pursuits were decidedly manly. Some speculated that her brothers spirit or soul had, upon death, somehow married with that of his still breathing sister for she grew taller and stronger than was the norm for women of her race.

When it was obvious that his daughter was no ordinary maiden of Amun her father, Lord Baeldrin, employed the best tutors that his money could buy to prepare his daughter for entry into Military College. She was taught basic training in various arms, tactics of war, her letters and numbers (though she proved much more capable with sword than quill), and religious studies.

Even had a much harder time with those of her own age than she ever had with her father, servants or tutors. She was teased mercilessly for not being a typical Amun woman. Women hated her for her independant streak and her forthrightness, in front of both sexes. Men hated the fact that she could often best the most seasoned warrior and envied the ease with which she learnt the art of war.

As the first woman into the College Even was an oddity, some wanted to know her because of the novelty value and others for more dishonourable purposes. Some totally ignored her, acting as though she didn't exist at all and still others hated the fact that she had been allowed to attend the school, they thought that it was some slight against their own personal honour and tried their best to make her life extremly difficult.

After her second year at the College Even was just about ready to throw in the towel. She was missing her home terribly, even though she was doing moderately well in her classes the fact that she was the only woman in the school, with the exception of the nursing staff, was starting to take its toll. But her honour, and her family name, would not allow for failure.

Even learnt of her fathers death and the destruction of her homeland during her third year of schooling. Her family lands were close to the Skelandgrief border and were some of the first to fall when the Goblins began their invasion. Her fathers head was sent to the Conclave and her holdings were raized to the ground, the fields salted and the lake poisoned with bodies, faeces and other more gruesome items. She thirsts for revenge and has dedicated her life to her god (all that she has left in the world) and avenging her father.
 
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Kharsin Mundar

Kharsin Mundar
Human gestalt monk8/fighter5-dragonrider1-Order of the Bow Initiate2
Alignment: LG
Age: 28

Str: 14 +2 (6 pts) Level: 8 XP:28000
Con: 12 +1 (4 pts) BAB: +8 HP: 88
Dex: 20 +5 (10 pts) Grapple: +10 Dmg Red:-
Int: 12 +1 (4 pts) Speed: 50' SR:-
Wis: 14 +2 (4 pts) Init: +5 Spell save:-
Cha: 10 +0 (2 pts) ACP: 0 Spell failure:-
2 level points into Dex

AC: Armor Dex Wis Monk Deflection Total
Normal +2 +5 +2 +1 +1 21
Touch +0 +5 +2 +1 +1 19
FF +2 +0 +2 +1 +1 16

Saves: Base Mod Misc Total
Fort 7 1 0 8
Ref 9 5 0 14
Will 9 2 0 11

Attacks:
Unarmed +10/+5 1d10+2 20/x2
or unarmed with flurry of blows +9/+9/+4 damage as above
+1 Ranseur +11/+6 2d4+4 20/x3 (disarm= attack bonus +10)
Ranged:
+2 mighty (+2 Str) composite shortbow +16/+11 1d6+6 20/x3 range increment 70'
or shortbow with rapid shot +14/+14/+9 damage as above

Feats: PBS (1st), Skill Focus (ride) (human), Mounted Combat (fighter 1st), Improved Unarmed Strike (monk 1st), Stunning Fist (monk 1st), Precise Shot (fighter 2nd), Combat Reflexes (monk 2), Weapon Focus (composite shortbow) (3rd), Weapon Specialization (composite shortbow) (fighter 4th), Rapid Shot (6th), Improved Disarm (monk 6th),

Class abilities:
Monk: unarmed strike (damage 1d10), stunning attack (8/day, Fort DC 16 to resist),
flurry of blows, evasion, still mind, ki strike (magic), slow fall 40 ft, purity of body, wholeness of body,
Dragonrider: dragonriding, immune to fearful presence
OotBI: ranged precision +1d8, close combat shot

Skills: 66 skill points ranks ability misc total
Balance 1 5 6
Climb 1 2 3
Craft (bowmaking) 5 1 6
Diplomacy 4 0 4
Escape Artist 3 5 8
Handle Animal 4 0 4
Hide 7 5 12
Jump 3 2 8 13
Knowledge (arcana) 1 1 2
Knowledge (religion) 2 1 3
Listen 2 2 4
Move Silently 7 5 12
Ride 11 5 3 19
Spot 7 2 9
Tumble 8 5 13


Equipment:
+2 mighty (+2 Str) composite shortbow 8525 gp 2 lbs
(5) +1 ghost touch arrows 800 gp 1 lbs
(1) +1 seeking arrow 160 gp .5 lbs
10 silvered arrows 20 gp 2 lbs
5 adamantine arrows 300 gp 1 lbs
10 cold iron arrows 1 gp 2 lbs
30 regular arrows 2 gp 5 lbs
+1 Ranseur 2309 gp 12 lbs
Ring of protection +1 2000 gp
Bracers of armor +2 4000 gp
Gloves of Dexterity +2 4000 gp
Periapt of Wisdom +2 4000 gp
potion of See Invisibility 300 gp
potion of sneaking 150 gp
potion of hiding 150 gp

Mundane items:
monk's outfit 0 gp 2lbs
backpack 2 gp 2 lbs
flint & steel 1 gp
hooded lantern 7 gp 2 lbs
2 flasks oil 2 sp 2 lbs
soap 5 sp 1 lbs
2 days trail rations 1 gp 2 lbs
36.5 lbs total
280 gp left


Appearance:
Kharsin is just slightly more than six feet tall, and he weighs about 170 pounds. His simple tan monk's robes leave his arms bare, so you can see that his arms are well muscled, though not impressively so. The skin that his clothing leaves uncovered is a uniform dark brown, from long hours spent in the sunlight as he works. His face is dominated by a set of largeish chocolate brown eyes, which overshadow his rather small nose. His mouth is thin and firm. His jaw-line is gracefully formed, neither particularly strong nor weak. His face is framed by a fuzz of brown-blond hair, which he keeps cropped short at all times.


Background:
Kharsin was brought up in the Shining Sun monastery, situated near the border of Mier and the territory claimed by the goblins of Skelandgrief. He was brought up with no knowledge of his parentage; his sensei, Janus, was the closest thing he ever had for a father.

The Sun school teaches that one must be as relentless as sunshine, working from sunup to sundown to improve the world beneath you. Kharsin followed this creed religiously, and by the time he was 14, he could easily defeat any of his class in hand to hand combat. He also seemed to grasp complicated fighting techniques in much less time than any sensei could remember.

He was immediately set to learning the advanced forms of the Sun school, which were normally reserved for those who had been in training for at least 20 years. But, applying himself with a will, Kharsin zipped through these advanced lessons, often entering completing a section in half the time of students twice his age. After a year of this, the teachers were worried- what were they going to do with him?

Janus had an answer for them. "Let me take him out into the world for a year," he begged. "The boy will stifle if we keep him cooped up here, with those who cannot match him." The leader of the monastery saw the wisdom in this and agreed. "But," he asked, "what will you two do?"

"We will travel to the city of St. Pox. I will teach him what I can on the way. And, once we are there, you know what else I can teach him," replied Janus.

So, after five days preparing for the journey, the two set out. They traveled light, knowing well how much ground they had to cover and how many goblins lay between them and their goal. But Kharsin was gleeful as they left- the trip had the feeling of a coming-of-age ceremony, and he was happy to share it with Janus.

They traveled many days, camping and foraging for food when they had to. When they weren't walking or hunting, they practised; for the first time, Kharsin realized just how much more there was for him to learn. Through it all, they always found a minute or two at the end of every day to just sit around the fire and talk with one another.

As they traveled, they did indeed run into goblin patrols from time to time. They avoided them when they could, and fought when they couldn't. When at last they were on the border of the goblin territory, however, they ran into the toughest fight they had yet encountered. A band of twenty goblins ambushed them, looking to kill the two outsiders who had taken out so many patrol groups. With them was a gigantic orc, one of the war-chiefs of the goblin band. Kharsin and Janus fought hard, knowing that they would be free if they could make it past this last battle.

Kharsin turned from the last of the goblins, ready to help his sensei with the orc. He was just in time to see the greatsword that the orc wielded cut deeply into Janus' stomach. The next few minutes will always be a blank for him, but when he came back to himself, the orc was in pieces and Janus was in his arms. Janus whispered to him "Go on, Kharsin. Go to St. Pox. There, in the Hall of the Dragons, you will find your destiny..." And so ended the life of Janus, the only father Kharsin had ever known.

He traveled the rest of the way to St. Pox in a daze; he had no idea how many days it took to get there, or even what route he took. He arrived at the gates many days later, haggard and malnourished, for he hadn't eaten or bathed since Janus died. He was taken to a hospital there and nursed back to health, but he did not say a single word in all that time.

When he finally was able to leave the hospital, he went at last to the Hall of the Dragons, where the Dragonknights met. He walked boldly in, and stood looking around for whatever he was supposed to see.

One of the Dragonknights strode over to him and said "What are you doing here, young man?"

"I am here looking for my destiny."

"The only destiny to be found here is that of the Dragonknight, and you're too old to begin training for that," replied the Dragonknight.

"I have been in training for over eight years. I can handle whatever training is required to be a Dragonknight" was Kharsin's calm reply.

He was right, as it turned out. He worked as hard at being a Dragonknight as he ever had at learning forms, and he excelled. Now it is Graduation morning, and Kharsin is, for the first time, wondering if Janus knew what he was talking about, when he said that Kharsin would find his destiny here.
 
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Magus Toven Keph'ran

Magus Toven Keph’ran
Human Fighter 4-Sorcerer 4/Spellsword 1-Hexblade 1/Spellsword 2-Sorcerer 5/Spellsword 3-Hexblade 2/Dragonrider 1-Sorcerer 6

Age: 28
Gender: Male
Height: 6’6”
Weight: 220 lb.
Eyes: Golden
Hair: Black
Skin: Ruddy-Gold

STR: 16 [+3] (6 points, +2 enh)
DEX: 12 [+1] (4 points)
CON: 16 [+3] (6 points, +2 enh)
INT: 12 [+1] (4 points)
WIS: 8 [-1] (0 points)
CHA: 18 [+4] (10 points, +2 level)

Hit Dice: 8d10 + 24
HP: 104
Armor Class: 20 (10 base + 1 Dex + 9 Armor)
Initiative: +1
BAB: +8
- Melee: +11
- Ranged: +9

Speed: 30’ (20’ in armor)

FORT: +8 (6 Base + 2 Con)
REFL: +3 (2 Base + 1 Dex)
WILL: +5 (6 Base - 1 Wis)

Saving Throw Modifiers:
- +4 bonus to saves against arcane spells and effects.

Abilities:
- Human Bonus Feat
- Human Bonus Skill Points
- Fighter Bonus Feats (1st, 2nd, 4th)
- Sorcerer Spellcasting
- Summon Familiar
- Ignore Spell Failure 15%
- Spellsword Bonus Feat
- Dragonriding
- Immune to Frightful Presence
- Hexblade’s Curse 1/day (DC 15)
- Arcane Resistance +4


Feats:
1st Level
- Mounted Combat
- Skill Focus: Ride
2nd Level
- Ride-by-Attack
3rd Level
- Item Familiar
4th Level
- Spirited Charge
6th Level
- Arcane Strike
- Power Attack

Skills:
Knowledge (arcana) +7 (6 ranks, +1 Int)
Spellcraft +9 (5 ranks, +1 Int, +2 Syn)
Concentration +18 (11 ranks, +2 Con, +5 Comp)
Ride +13 (10 ranks, +1 Dex, +2 Syn)
Handle Animal +9 (5 ranks, +4 Cha)
Diplomacy +8 (4 ranks, +4 Cha)


Languages:
- Common, Draconic


Spellcasting:
Caster Level: 8
Save DC: 10 + 4 Cha + Level
Spells Known or Available:
Oth level – (6/day) Read Magic, Detect Magic, Light, Touch of Fatigue, Open/Close, Mage Hand, Mending, Message
1st level – (7/day) Shield, Feather Fall, True Strike, Ray of Enfeeblement, Lesser Orb of Sound
2nd level – (7/day) Whirling Blade, Scorching Ray, Glitterdust
3rd level – (6/day) Greater Magic Weapon, Fireball
4th level – (4/day) Polymorph


Equipment:
Armor & Shield
- +1 Twilight Mithril Fullplate (+9 AC, Max Dex 3, ACP -3, 15% ASF) (14500gp, 22.5lb)

Melee weapons
-Masterwork Cold Iron Lance +12/+7 (1d8+4, 20/x3) (320gp, 10lb)
-Masterwork Falchion +12/+7 (2d4+4, 18-20/x2) (375gp, 8lb)

Ranged weapons
-Masterwork Composite (+3) Longbow +10/+5 (1d8+3, 20/x3, 110ft.) (700gp, 3lb)

Miscellaneous Magical
-Gauntlets of Ogre Power (4000gp, 1lb)
-Amulet of Health (4000gp, -lb)
-Tunic of Steady Spellcasting (2500gp, -lb)

Mundane equipment
-Adventurer’s Outfit (gp, -lb)

Weight Carried: 44.5lb
Remaining money: 605gp


Description
Forthcoming

Personality
Forthcoming

Background
Forthcoming

Gestalt Class Breakdown
Level 1: Fighter, Sorcerer
Level 2: Fighter, Sorcerer
Level 3: Fighter, Sorcerer
Level 4: Fighter, Sorcerer
Level 5: Spellsword, Hexblade
Level 6: Spellsword, Sorcerer
Level 7: Spellsword, Hexblade
Level 8: Dragonrider, Sorcerer

Each line is the character level with the two classes taken at that level. Thus we end up with:
6 Levels of Sorcerer
4 Levels of Fighter
3 Levels of Spellsword
2 Levels of Hexblade
1 Level of Dragonrider
 
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Konrad Irongate

In all honesty, I read the other three character backgrounds I made and thought they were fairly gay. This one is not that wondrous by any means, but it leaves me alot of room to experiment with role-playing. The general concept is equivalent of an officer in todays military. I do apologize for taking so long. The character is fairly straightforward with his class advancement being the following:
1. Fighter/Marshal
2. Fighter/Marshal
3. Fighter/Marshal
4. Fighter/Marshal
5. Fighter/Marshal
6. Dragonrider/Marshal
7. Dragonrider/Marshal
8. Dragonrider/Marshal

Code:
[B]Name:[/B] Konrad Irongate
[B]Class:[/B] Gestalt Fighter/Marshal (5/8) Dragon Rider (3)
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Good
[B]Deity:[/B] Amunia

[B]Str:[/B] 16 +3 (10p.)     [B]Level:[/B] 8        [B]XP:[/B] 28,000
[B]Dex:[/B] 10 +0 (02p.)     [B]BAB:[/B] +8         [B]HP:[/B] 10+7d10+24
[B]Con:[/B] 16 +3 (06p.)     [B]Grapple:[/B] +8     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 12 +1 (04p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] --
[B]Wis:[/B] 10 +0 (02p.)     [B]Init:[/B] +4        [B]Spell Save:[/B] +0
[B]Cha:[/B] 14 +2 (06p.)     [B]ACP:[/B] -6         [B]Spell Fail:[/B] 00%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +8    +2    +0    +0    +0    +0    20
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 17

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      6    +3    +2    +11
[B]Ref:[/B]                       2    +0    +2    +4
[B]Will:[/B]                      6    +0    +2    +8

[B]Weapon                  Attack   Damage     Critical[/B]
Lance                    +13      1d8+5        20x3
Comp Short Bow            +8      1d6+3        20x3
Long Sword               +12      1d8+3     19-20x2 

[B]Languages:[/B] Common, Draconic, Amun

[B]Abilities:[/B] Major Aura +2, Grant Move Action 2/Day, Dragonriding, Immune to Frightful Presence, Mounted Spellcasting

[B]Feats:[/B]
Human
1. Dragonfriend (+4 Diplomacy vs. Dragon, +2 Ride Dragon)

Level
1. Skill Focus (Ride: +3 Skill Check)
3. Improved Initiative (+4 Init)
6. Quick Draw

Fighter
1. Mounted Combat
2. Weapon Focus Lance
4. Weapon Spec. Lance

Marshal
1. Skill Focus (Diplomacy)

Dragonrider
3. Mounted Archery

[B]Auras[/B]
Minor:
Master of Tactics (+2 Flank Dmg)
Over the Top (+2 Charge Dmg)
Art of War (+2 Disarm, Trip, Bull Rush, Sunder)
Motivate Strength (+2 Str Checks and Skills)

Major:
Motivate Attack (+2 Atk)
Motivate Urgency (+10' Speed)

[B]Skill Points:[/B] 66       [B]Max Ranks:[/B] 11/5.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Ride                      11    +0    +5    +16
Handle Animal             11    +2    +0    +13
Diplomacy                 11    +2    +3    +16
Knowledge: History         4    +1    +0    +5
Knowledge: Geography       4    +1    +0    +5
Knowledge: Local           4    +1    +0    +5
Knowledge: Arcane          2    +1    +0    +3
Knowledge: Religion        2    +1    +0    +3
Spot                       5    +0    +2    +7
Climb                      4    +3    +0    +7
Jump                       4    +3    +0    +7
Swim                       4    +3    +0    +7

[B]Equipment:               Cost  Weight[/B] 27000
Full Plate Armor         1650gp 50lb
Heavy Steel Shield        170sp 15lb
Lance +1                 2310gp 10lb
Mighty +3 Comp Sbow       600gp  2lb
Longsword                 315gp  4lb
Cloak of Resistance +2   4000gp --lb
Ring of Feather Falling  2000gp

Dragon Riders Helm
-Spot +5: 5x5x100 = 2,500 (5000)
-Whispering Wind = 1x1x1800 = 1800 (Command Word "Whisper", in Draconic)
Total = 6,800gp

Dragon Riders Gauntlets
-Scorching Ray 3/Day = 2x3x1800/.6 = 6480 (Command Word "Burn", in Draconic)
**Single Ray, Ranged Touch, 35ft, 4d6 Fire
Total = 6,480gp

Explorers Outfit           10gp
Nobles Outfit              75gp
Sword Belt
Scabbard
Quiver
Whetstone
Exotic War Saddle
Saddle Bags
Bedroll
Waterskin
Rations

[B]Total Weight:[/B]71lb      [B]Money:[/B] XXgp XXsp XXcp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                76   153   230   230   1150

[B]Age:[/B] 18
[B]Height:[/B] 6'0"
[B]Weight:[/B] 190lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Brown
[B]Skin:[/B] White

[SBLOCK=Appearance]
Appearance: If it weren't for his cheerful demeanor, Konrad would be an imposing sight. Seemingly blessed by Amunia,

he was graced with a large and powerful build, a handsome face, and enough social grace to get on with most anyone. His eyes are dark green, seeming almost brown at a distance. His light brown hair is cut short, and his square-jawed face is clean shaven. His posture is that befitting a military official, shoulders back, chest out, slightly bent back at the waist when he walks and fingers clenched. He is a confidant man and exudes that confidance to those he encounters.

When dressed for battle, Konrad dons his Full Plate Armor and hefts a heavy steel shield on his right arm. A heavy longsword is sheathed on his left hip, and on his back is a quiver and unstrung bow. All of his armament is master crafted, though none of it is adorned with artistic intricacies. His gear is in good condition, but is obviously battle worn with dents, nicks and scrapes.

Konrads civilian attire is comfortable, but as subdued in appearance as his war gear. Since it is typically not acceptable for matters of court or importance, he will wear the appropriate clothing when social occasions arise.
[/SBLOCK]

[SBLOCK=Background]
Background: Konrad Irongate was born the first son of Andreas and Maewen Irongate. His family has a reputation for their martial prowess for duties in serving the outer reaches of the kingdom. The name Irongate was taken by the family, ages ago, because they constantly pushed as far into the frontier as possible in order to be the first defense against outsiders. Konrad continues this family tradition, though not in a musty keep on the outskirts of the kingdom, but on the back of a mighty Gold Dragon.

He remembers little of his family before he was sent to the academy for training. He has a few memories, but in all honesty he doesn't know which are real and which are imagined. He does know that his parents were proud and joyful when he left, making him feel eager and excited for his future training.

Konrads military training was intense and comprehensive. Konrad displayed no skill with the arcane, and lacked the faithful discipline of the divine. What he did easily come to know and understand were combat and tactics, and deep love for Amun. What Konrad brings to the fight is leadership. He was groomed to become a combat leader, and now excels at the roll. He knows how to motivate and command so that the Dragon Knights can know success in war.

It should be noted that although Konrad is a skilled leader, he is not one privy to the minor nuances of intrigue. He is straight forward in his dealings. His skill with diplomacy is military in nature, enough that he can interact with superiors, nobles, dragons and allies without making a fool of himself or offering offense any of the former.
[/SBLOCK]
 

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