[PbP Chars] Banewarrens


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Titus Silverstar
Male Cleric 6

Age: 27
Weight: 227 Lbs
Height: 6' 3"
Hair: Black, long tied in ponytail
Eyes: Amber

Alignment: Neutral Good
Xps: 16,500 xps
Languages: Common, Celestial, Elven


Attributes
Str 16 (+3)
Dex 10 + 2 (+1)
Con 14 (+2)
Int 14 (+2)
Wis 19 (+4)
Cha 16 (+3)

Initiative: +3 (+1 Dex, +2 Celerity)
Move: 40'
Hit Points: 50
AC: 20 (+1 Dex, +6 Mithral Breastplate +1, +3 large steel shield +1)
BAB: +4 (+7 to hit melee, +5 ranged)

Saves: +8 Fort (+5 Base, +2 CON, +1 cloak), +4 Ref (+2 Base, +1 DEX, +1 cloak), +10 Will (+5 Base, +4 WIS, +1 cloak)

Feats: Power Attack, Divine Might, Craft Arms and Armor, Weapon Focus (Longsword) from War, Improved Shield Bash

Deity: Undeclared
Domains: Celerity (See below), War

Skills:
Concentrate +8 (6 Ranks, +2 Con)
Craft (Armorsmith) +7 (5 Ranks, +2 Int)
Craft (Weaponsmith) +7 (5 Ranks, +2 Int)
Diplomacy +9 (6 Ranks, +3 Cha)
Heal +10 (6 Ranks, +4 Wis)
Knowledge Arcana +3 (1 Rank, +2 Int)
Knowledge Religion +8 (6 Ranks, +2 Int)
Spellcraft +8 (6 Ranks, +2 Int)
Spot +6 (2 Ranks, +4 Wis)

Equipment:
+1 Mithral Breastplate (4,600), 1/2 cost 40 xps used
+1 Large Steel Shield (520), 1/2 cost 40 xps used
+1 Cloak of Resistance (1,000),
+1 Longsword (525) 1/2 cost 40 xps used
Darkwood Club (330gp)
Wand of CLW (50 Charges)
Scroll (At caster level 5th Neutralize Poison, Remove Curse, Invisibility Purge)
Everburning Torch
Holy Symbol, Wooden
Backpack
Rations (10 days)
Healer's Kit
Bedroll/Blanket, etc.

Gp 12 Sp 10 Cp 5



Spells:
Domain: (1st) Blur; (2nd) Cat's Grace; (3rd) Magic Vestment;
0th (5): Create Water, Detect Magic (x2), Light, Purify Food and Drink
1st (4): Bless, Detect Evil, Doom, Protection from Evil
2nd (4): Bull's Strength (x2), Endurance, Hold Person
3rd (3): Dispel Magic, Spikes (DotF), Searing Light

Background:
Titus is a relatively young cleric who is going to a difficult curve on his road to enlightenment.

Trained to be a cleric at an early age, Titus retired from the clergy upon falling in love and marrying. Titus worked as a blacksmith in small borderland village and frequently enchanted armor and arms for adventurers who went into the wild to do what they do. Titus left the village occasionally to obtain special materials for his craft. Upon returning from one such trip, Titus found the village destroyed and his young wife and family dead at the hands of an unknown cult. Vowing vengence, Titus has renewed his clerical vows and set off to rid the world of evil.

Items from Splat Books:

Celerity Domain (Defenders of the Faith)
Granted Power: +2 enhancement bonus to dexterity, speed increased +10ft. wen in light armor, +2 enhancement bonus on initiative. These are supernatural abilities.
1. Blur
2. Cat's Grace
3. Air Walk
4. Haste
5. Tree Stride
6. Wind Walk
7. Mass Haste
8. Blink
9. Time Stop

Divine Might [Divine] (Defenders of the Faith)
You can channel energy to increase the damage you deal in combat
Prerequisite: Ability to turn undead, Cha 13+, Str 13+, Power attack.
Benefit: Spend one of your turn undead attempts to add your Charisma bonus to your weapon damage for a number of rounds equal to your Charisma bonus. This is a free action (clarified through the Sage).

Improved Shield Bash [General] (Defenders of the Faith)
You cna push opponents back by bashing them with your shield.
Prerequisite: Power Attack
Benefit: Any shield bash you make with a small or large shield also affets your opponent as if you had performed a bull's rush. You don't actually move into your opponent's square or incur attacks of opportunity for the bash. You also can't move your opponent more than 5 feet, nor can you move along with the defender. You can't use this feat with a buckler.

Spikes
Transmutation
Level: Clr 3, Drd 3
Components: V,S,M
Casting Time: One Action
Range: Touch
Target: Wooden weapon touched
Duration: 1 hour/lvl
Saving Throw: None
Spell Resistance: No

As Brambles (small magical thorns or spikes protrude from the surface of a wooden weapon, such as a club, greatclub, nunchaku, or quarterstaff. For the duration of the spell, the weapon deals both piercing and bludgeoning damage. It gains a +1 enhancement bonus on its attacks and deals an additional +1 point of damage per caster level (maximum of +10). This spell works only on weapons with wooden striking surfaces.) except that the affected weapon gains +2 enhancement bonus on its attacks, and its threat range is doubled.
 

Malikar di'Tandaer
Lawful Good Human Ranger 1 Fighter 2 Paladin 3

Strength 18 (+4)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 18 (+4)

Hit Points: 52
Armor Class: 18 (+5 Armor, +3 Dexterity)
BAB: +6/+1

Saves:
Fortitude +14 (+8 Base, +2 Constitution, +4 Charisma)
Reflex +8 (+1 Base, +3 Dexterity, +4 Charisma)
Will +7 (+1 Base, +0 Wisdom, +4 Charisma, +2 Feat)

Attacks:
Shortsword +12/+7 (+5 Base, +4 Strength, +1 Feat, +1 Enhancement) 1d6 +5

Two Shortswords +10/+10/+5 (+5 Base, +4 Strength, +1 Feat, +1 Enhancement, -2 Hand) 1d6 +5 / 1d6 +5

Skills: (35 Skill Points)
Climb +9 (4 Ranks, +4 Strength, -1 Armor, +2 Circumstance)
Diplomacy +9 (5 Ranks, +4 Charisma)
Jump +7 (4 ranks, +4 Strength, -1 Armor)
Knowledge: Nobility +6 (6 ranks, +0 Intelligence)
Listen +4 (4 ranks, +0 Wisdom)
Spot +4 (4 ranks, +0 Wisdom)
Swim +8 (4 ranks, +4 Strength)
Wilderness Lore +4 (4 ranks, +0 Wisdom)

Languages: Common

Feats:
Track, Ambidexterity, Two-Weapon Fighting, Iron Will, Quick Draw, Weapon Focus: Shortsword, Power Attack, Off-Hand Weapon Expert, Divine Might

Special Abilities:
Favored Enemy: Evil Outsiders
Divine Grace
Divine Health
Detect Evil
Lay on Hands
Aura of Courage
Smite Evil 1/day
Remove Disease 1/week
Turn Undead 7/day (1st)

Equipment:

Shortsword +1
Shortsword +1
Mithral Breastplate

Explorer's Outfit
Backpack
-Bedroll
-Blanket
-Flint and Steel
-Grappling Hook
-Hammer
-Piton (5)
-Pouch, Belt
-Rations (4)
-Rope, Silk 50'
-Soap
-Spade
-Waterskin (2)
-Whetstone
Sunrod (4)
Signet Ring
Climber's Kit
1696 GP

Appearance:
Malikar is a tall, good-looking muscular man who stands perfectly straight with his shoulders even. Malikar has long, carefully-trimmed golden brown hair and a slight beard that grows constantly, requiring him to shave several times a day. As he strides confidently, his head is held high and his chin straight, and he looks straight ahead. Malikar resembles a soldier standing at attention, at all times. His fur-lined clothes would be of distinctive quality, except for their age. He wears a shining silver breastplate, and two shortswords, their pommels resembling lions, hang at his belt.

Background:
The Tandaers were once favored nobility of Palastan, both barons and Viridian Lords. However, Tandarus Tandaer, Malikar's great-grandfather, fell to the temptation of an abyssal succubus. Under her spell, Tandarus committed despicable acts of villainy, but was defeated by other Viridian Lords. He was stripped of his titles and honorifics and put to death. His children were sent into exile. Alicia Tandaer, Tandarus's granddaughter, and Malikar's mother, reared her son and teaching him about his glorious ancestors. She was obsessed with becoming nobility again, having been reared on the same stories of riches and honor by her parents. Malikar, at his coming of age, swore to restore the honor of the Tandaer family, both to bring comfort to his mother and to make amends for the deeds of his ancestor. As such, he travelled to Ptolus to gain glory and riches in the Spire.
 
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Verakka
Lizardman (+2CR)Level 2Rogue, Level 1 Ranger, Level 1 Sorcerer (Monte Version)
Align: Neutral
Male, 6'3".175 pounds, yellow eyes, dark green skin with pale yellow undersides, light green spines and dewlap (neck 'comb'). Age 16 (human equiv 25)

Str 18 16 +2
Dex 18 18
Con 16 14 +2
Int 14 16-2
Wis 12
Cha 14 13+1@4th


HP 51 (LM) 7+5 + (Rogue) 6,+ (Sorcerer) 4 + (Fighter) 8 + 18 Con =45
BaB +3 (LM) +1
Fort +5
Ref +10 (LM) +3
Will +3
Init +4
Move 30'/Swim 30'
Speaks Draconic, Common

AC: 20
Flat: 16
Touch: 19

Listed attacks are 2 claws (or Greatclub, the listed weapon in the MM, implying that claws/weapons are used in combination with their bite as a single full attack action).
I have Multiattack, Ambidex and Two Weapon Fighting. I assume I can use a combo of claws, weapons and the bite? My bonuses would be claws as standard + bite @-2 or weapon as standard + Bite @ -2 or 2 weapons at -2 each plus Bite @ -2.


+5 Natural Armor
+6 Jump, +8 Swim, +4 Balance
Skills:10 (LM) + 40 Rogue,6 Ranger,6 Sorcerer
Multi-Attack
Weapon Proficiency
Exotic Weapon: Bastard Sword
Combat Reflexes
Track, 2 Weapon fighting, Ambidexterity
Favored Enemy: Humans
Sneak Attack +1D6
Summon Familiar
Evasion
<Leadership>

Attacks

Claws +7 /+5 as off-hand with sword 1D4+4 20/X2
Bite 1D4 /+5 1D4+2 20/X2 Gets this in addition to claws/weapons
Bastard Sword +8/+6 as 2 Weapon fighting) 1D10+6 two handed, +4dam 1 handed 19-20/X2
Short Sword +8 1D6+4/2 in of-hand 19-20/X2
Club +7 1D6+4/2 in off-hand 20/X2
Long Composite Bow +7/+8 with master worked arrows 1D8+4 20/X3 110' increments
Dagger +7 1D4+4 10' Increments

Familiar: "Sletha" Tiny Pit Viper
HD:5, HP 25 Initiative +3 Move 15' Climb, Swim and standard
Str 6 Dex 17 Con 11 Int 6 Wis 12 Cha 2 AC:18 (3Dex,2 Size, 3 Natural)
Bite +5 1D4-3 (I min) + Poison: DC 11 Primary and Secondary is 1D6 Con
Scent, Balance +12, Climb +12, Hide +18, Listen +8, Spot +8.
Weapon Finesse: Bite
Alertness, Improved Evasion, Share Spells,
Empathic Link to 1 Mile. +1 NA
Dark Brown with tiny yellow flecks.

Listen 5/+11 (+13 with familiar)
Spot 5/+11 (+13 with familiar)
Search 7/+9
Hide 6/+10
Move Silently 6/+10
Disable Device 4/+10
Open Locks 4/+10
Decipher Script 3/+4
Use Magic Device 4/+6
Bluff 2/+4
Appraise 1/+2
Balance 4/+12
Tumble 3/+7
Jump 4/+14
Swim 2/+14
Climb 2/+6
Spellcraft 2/+3
Concentration 2/+5
Know: Arcana 2/+3
Intimidate 1/+3
Gather Information 1/+3
Wilderness Lore 3/+4

Spells Known: 5/3 Per Day:5/4
Cantrips: Detect Magic, Mage Hand, Light, Daze, Quick Boost
1st Level Spells: Mage Armor, True Strike.


Heward's Handy Haversack (2,000GP)
+1 Bastard Sword (2,335GP)
Neck-Torc of Resistance +1 (1,000GP) as Cloak
MW Short Sword (310)
MW Thieves Tools :2 Sets (200GP) < 1 set in Haversack>
Mighty Long Composite Bow (600GP)
Quiver of 20 MW Arrows (140GP)
Quiver of 20 Normal Arrows (1GP) <In Haversack>
4 Daggers (8GP)
Club (on back)
Headband of the Observant (2,000) +5 to Spot and Listen (pg 242 DMG , Vest of Escape as example of an item that gives bonus to 2 skills, still 10 total)
Small pouch for Sletha (5 SP)
Scrolls: (All at 1st level casting) (150GP) <In Haversack>
Color Spray
Spider Climb
Hold Portal
Change Self
Erase
Feather Fall


< 5 Cure Light Wounds 1D8+1 250GP>
< Scrolls of (@ 1stLevel) Change Self,Erase, Tenser's Floating Disk X2 =100GP>
< Bracers of Armor +1 = 1,000GP>
< Potion of Bull's Strength (3rd Level) 300GP>
1650 spent of 1696..19 GP left.



Potions:
Cure Light Wounds 1D8+1 X4 (200GP) <In Haversack>

3 Tindertwigs (3GP) <In Haversack>
50 Hemp Rope & Grapnel <In Haversack> (2GP)
3 flasks of acid (30GP) <In Haversack>
Belt Pouch (1GP)
3 Sunrods (6GP) <In Haversack>
4 flasks of oil (4SP) <In Haversack>
crowbar (2GP) <In Haversack>
Flint & Steel (1GP) <In Haversack>
Dried Meat Rations: Equivalent to 1 week (3.5GP) <In Haversack>
2 Water Skins-Full (2GP) 1 worn, <1 in Haversack>
Bedroll (1SP) <In Haversack>
Sledge Hammer (1GP) <In Haversack>
Shovel (1GP) <In Haversack>
3 Torches (3CP) <In Haversack>
3 pcs chalk (3 CP) <In Haversack>
200 feet twine in a ball (8CP)
Bag of Stones: 20 or so at a ½ pound each <In Haversack>
2GP, 3SP,8CP in Belt Pouch

Verakka hails from some distant swamp of the Southlands. He doesn't ever speak of his home, except to say that he is no longer welcome there for undisclosed reasons. An affinity for Humans may have been the cause, as Verakka has studied and is fascinated by Mankind. This carried over to his abilities as a Bounty Hunter (Ranger), as he proved very good at tracking down and catching Criminals.Verakka has recently shifted his focus to matters Arcane, using his skills gained as a youth in human cities to good use finding magical items and searching out enchanted places.
The Lizardman travels about with his familiar Sletha, though the little snake usually remains hidden while in cities, as the sight of a Viper would cause a rather bad reaction.

Now in Ptolus searching for a way to Seal the banewarrens, Verakka has been joined by a mysterious Grey Elf who says that he Dreamed of the Lizardman, and has come seeking him out, knowing that he needs to aid him and his companions in their Quest.


Verakka's Cohort

Dyrnas Firesight

Grey Elf Wizard 5 (Diviner)

Male Grey Elf, 5'1",105 lbs, 154 years old, pale violet eyes, silves hair.

Str 8 -1 <10 -2 R>
Dex 14 +2 <12 +2 R>
Con 12 +1 <14,-2 R>
Int 18 +4 <15,+2 R,+1@4th>
Wis 13 +1 <13>
Cha 8 -1 < 8 >
<<array15,14,13,12,10,8>>

HP 21
<<4@1st,+3+3+3+3+5 for Con>>

BaB:+2
Fort: +2
Ref: +3
Will: +5
Init: +2
AC: 12/10 flat/12 touch <16/15/16 Mage Armor>
Move: 30'

Summon Familiar, Scribe Scroll, Spell Penetration (1st),Extend Spell (3rd), Energy Substitution (Wizard 5). +2 Spot,Listen,Search,
Search check passing within 5 feet of a secret door, prof with Longsword, Short Composite Bow, all simple weapons,
Immune to sleep spells/effects, +2 vs, Enchantment.

Speaks: Elvish,Common,Draconic,Orc,Goblin,Sylvan.

Skills <48 points total>

Spot <cross> 2/+5
Listen <cross> 2/+5
Search <cross> 2/+8
Know-Arcana 7/+11
Spellcraft 7/+11
Concentration 8/+9
Alchemy 5/+9
Scry 3/+4
Know-Religion 2/+6
Know-The Planes 4/+8

Longsword +1 1D8-1 19-20/X2
Light crossbow +4 1D8 19-20/X2 80' Increments
Dagger +1melee/+4 missile 1D4-1 19-20/X2 10' Increments

Spells per Day
Cantrips:4
1st: 5 <1D> 7 2
2nd:4 <1D> 2 2
3rd: 3 <1D> 2

Spells in Spellbook
Cantrips: Resistance, Ray of Frost,Detect Poison, Daze, Flare,Light,Dancing Lights,Ghost Sound,mage Hand,Mending,Open/Close,Arcane Mark, Detect Magic,Prestidigitation,Read Magic.

First: Mage Armor,Magic Missile,Burning Hands, Detect Secret Doors,
Change Self, Color Spray,Spider Climb, Comprehend languages.

Second: Rope Trick, Locate Object, See Invisibility,
Melf's Acid Arrow, Cat's Grace, Invisibility.

Third: Dispel Magic, Fireball,Lightning Bolt,Displacement,Clairvoyance/Clairaudience.

<2000 GP on additional spells>
Scrolls:
Mage Armor X4 (1st) =50GP
Detect Secret Doors X4 (1st) =50GP
Spider Climb X2 (1st) =25GP
Comprehend Languages X2 (1st) =50GP

Rope Trick X2 (3rd) =150GP
Cat's Grace X2 (3rd) =150GP
Invisibility X2 (3rd) =150GP
Locate Object X1 93rd) =75GP

Dispel Magic X1 (5th) =187.5GP
Fireball X1 (5th) =187.5GP
Lightning Bolt X1(5th) =187.5GP

1825GP

Quaal's featherToken <Tree>-100GP
4 potions of Cure Light Wounds 1D8+1 = 200GP,
1 Flask of Acid (10GP), Vial of Phantom Ink-Firelight (5GP),7 Sunrods (14GP),5 Tindertwigs (5GP).

3SP left from 4300GP <5th Level NPC Starting>.



Longsword (15GP), 2 Daggers (4GP), Light Crossbow,&20 Bolts(37GP), Backpack, 2 Pouches (2GP),2 Scroll Organizers (10GP),
Bedroll (1SP),10 sheets parchment, Ink (10GP,1SP).

Dyrnas Firesight was a terribly misunderstood child from the Grey Elven Haven of Azenspire. A spindly and ugly Elf, he was reviled cruelly by his fellow children, some even questioning his heritage,so ungainly and homely did he look.
Then, one day Relphrim the Red, Wizard of the Duke Azen took the boy as his Apprentice. Things changed as young Dyrnas learned. The other children stayed clear of him, except for the few who sought to curry favor by befriending the Wizard's helper. Far from hating them, Dyrnas pitied them for the ignorant behavior that they had shown, determining that he would not fall prey to the xenophobic and bigoted view shared by so many of his reclusive kin. It was late in his 67th year that Dyrnas began having the Visions .
Already down the Path of the Diviner, the young Wizard began to see things in Fire, Visions and Portents. Whether a campfire, a torch or a blaze among a burning forest, Fire revealed things that others could not see.
One day last Spring, while conducting an experiment, a Vision appeared in the flame of the Crucible in Rephrim's Laboratory.
A city blackened by a Taint , the Folk dropping like plague victims. Dyrnas looked deeper and he saw signs, familiar things. It was Ptolus, a city that he had visited 10 summers prior. Something Evil lurked there. Then, he saw a figure among the Ranks of the Folk. A Lizardman, irredescent scales gleaming in the pale sunlight. The lizardmanand and several others fought against unseen Foes amongst the masses of Plague-Ridden folk.
Dyrnas felt compelled to go to Ptolus, to seek these folk out.
Borrowing a fast horse, the Wizard rode pell-mell to the city, anxiously searching for the lizardman. Weeks went by, with no sign of him or any ofthe others, and then one day he spotted this Lizardman in the street... Dyrnas had Pledged his services to Verakka, in whatever endeavors needed to stop the Evils of the Banewarrens. Hopefully, the group that accompanies Verakka can acomplish their goal before the city is overrun with whatever Foulness lurks below.
 
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Morden "The Pious" Kainen V: Human Cleric 1/Evoker 5; CR 6; Medium Humanoid; HD 1d8+5d4+20; hp 41; Init +3; Spd 30'; AC 16 (touch 15, flat-footed 13); Atk +2 base, +3 melee (1d4+1, dagger), +7 ranged (1d8+1, mighty composite short bow (+1 STR)); SQ: toad familiar (named Merkit); AL LG; SV Fort +7, Ref +4, Will +7; Str 12, Dex 16, Con 18 (16), Int 21(+2) (19), Wis 12, Cha 14.

Skills: Alchemy 4, Concentration 8, Craft (bookbinding) 4, Diplomacy 4, Heal 4, Knowledge (arcana) 8, Knowledge (geography) 3, Knowledge (history) 5, Knowledge (nature) 3, Knowledge (religion) 4, Scry 1, Spellcraft 8

Feats: Energy Substitution (sonic), Martial Weapon Proficiency: long bow, Scribe Scroll, Signature Spell (magic missile), Silent Spell, Spellcasting Prodigy, Spell Mastery (detect magic, identify, magic missile, read magic, shield); Weapon Focus: long bow

Languages: Common, Celestial, Draconic, Dwarven, Elven

Cleric Spells (domains: healing, war; 3/2+d): 0--create water (1), light (1), mending (1); 1--comprehend languages (1), cure light wounds (1), obscuring mist (1)

Wizard Spells (restricted from transmutation; 4+s/5+s/4+s/2+s): 0--arcane mark, dancing lights, daze, detect magic (2), detect poison, disrupt undead, flare, ghost sound, light, mage hand (1), mending, open/close, prestidigation, ray of frost (2), read magic (1), resistance; 1--comprehend languages, endure elements (1), identify, lesser acid orb (1), magic missile, protection from evil, shield (2), sleep (1), summon monster I (1), unseen servant; 2--darkness (1), flaming sphere (2), glitterdust (1), invisibility (1); 3--fireball (2), gaseous form (1)

Possessions:circlet of intellect +2; pearl of power (1st level); MW mighty composite short bow (+1 STR); arrows in quiver(20); dagger; spellbook; spell component pouch; everburning sphere; flint & steel; soap; steel mirror; backpack; vials of ink & pen; waterskin; 2 scholar outfits; bedroll; +1 bracers of armor; +1 ring of protection; +1 amulet of natural armor; scroll of fireball (5th level); scroll of lightning bolt (5th level)

Description: Morden is a delicately-featured young man with light blonde hair, icy blue eyes and an easy smile. He strikes one as more "pretty" than handsome. His attire is clean, neat and very typical of a novice wizard--robes, a well-organized spell pouch and a shiny dagger betraying its lack of use. The only odd thing about his ensemble is the long bow and quiver. His overall build is average--both in height and build--and rather unremarkable.

Background: Morden "The Pious" Kainen V is the great, great, great, great grandson of the renowned archmage of Greyhawk. Although factual documentation and certifiable testimony may be lacking to prove such a claim, fate itself seems to agree with the claim. He has always lived a charmed life, as if the great archmage himself had been there to play the guardian angel and assure his distant progeny's success. While one would suspect such a connection to be a constant source of danger and problems, it was not the case for Morden. In fact, he seemed to have reaped only the benefit and suffered none of the consequences. A large inheritance from his mother--the great, great granddaughter of Mordenkainen--left Morden with all his basic needs fulfilled at an early age. His nature talent for the arcane arts seemed another great gift. Admissions to the prestigious Academy of High Wizardry came all too easy for him.

Even life after the Academy seemed blessed, as he met up with the famed Eadric, High Elven Paladin of the Church of Corellon Larethian, and his troupe of war-dancers as his first adventuring crew. That adventure literally dropped into his arms Princess Ariona of Albion, who became quite smitten with young Morden rather quickly. When he returned to Albion with the princess, he was even offered a chance to wed the damsel, although he declined in favor of more adventuring under the pretense of proving his worth. He headed off the Ptolus to search out a new flavor for adventure and promised his fiancee a dear gift from a true heart. So far, every time Morden spoke his name and claimed his heritage good things seem to happen for him. Well, maybe his luck is finally spent in Ptolus; but then again, who knows....
 

Fallon Whitehart

Halfling Psion (Telepath)
Level 6 (only changed his level and hits)
Chaotic Good
Str: 10, Dex: 16, Con: 12, Int: 15, Wis: 14, Cha: 19
Hits: 22
A.C.: 17 (+3 dex, +4 armor)

BAB: +3, Fort: +3, Ref: +5, Will: +7.
Power points: 20
Psi crystal: Bilbo: Liar (+2 on bluff checks)
Ac: 13, Hardness 8, 20 HP, Int: 8, Sighted, Empathic and Telepathic link up to 1 mile, Mobile (for 1 pp daily it grows spidery legs with a move base of 30’ climb 20’)

Powers: <discipline>
0) (3+d) <Missive>, Detect Psionics, Finger of fire, Burst
1) (2+d) <Sense link>, Fire Fall, Skate
2) (1+d) <Brain Lock>, Astral Construct II
3) (d) <Charm Monster>

Psionic combat modes:
1) Mind blast
2) Empty mind
3) Tower of iron will
4) Mind crush
5) Thought shield
6) Mental barrier
7) Ego whip

Skills:
1) Animal Empathy: 9/+13
2) Bluff: 9/+13
3) Sense Motive: /+11
4) Intimidate: 9/+13
5) Gather Information: 9/+13
6) Psicraft: 9/+11

Feats:
Inertial armor
Dodge
Psionic Dodge

Languages: Common, Halfling, Elf, and Goblin.

Item Where on person Quantity Weight GP
Dorje 1st level: Stomp Belt pouch 1 * 750
Dorje 1st level: Lesser Bod adjustment Belt pouch 750
Dorje 1st level: Feather Fall Belt pouch 750
Shard +3: Intimidate Belt pouch 40
Shard +3: Diplomacy Belt pouch 40
Shard +3: Escape Artist Belt pouch 40
Shard +3: Psicraft Belt pouch 40
Sling Belt pouch *
10 sling stones. Belt pouch 1
Back pack Back 2
Mitheral shirt Body 1,100
Cloak of resistance +1 Back 1000
Slippers of spiderclimb Feet 2000
Psionatrice of Telepathy Neck 2000
M.W. Sickle 306

+6 shard of Sense Motive

Background: Fallon grew up in a nice normal Halfling community next to an elvish settlement. He was very fond of playing with the Elven maidens and they taught him “skills” that would please them. He became a courtesan for a time but an accident changed all of that.
He was out on a dalliance with a Duchess when they were attacked by a group of Goblins. Fallon had not learned much of the use of weapons but was able to protect the woman until she could get away. Fallon was not so fortunate. He was struck on the head by the goblin chief and thrown off the riverbank into the river and left to die. He drifted in and out of consciousness for hours clinging to a tree branch as he floated down river. He was eventually rescued by human farmers many miles from his home and they took him to their cleric for healing. He was healed but was in a coma for many months. While he slept strange things happened around him. The bed would levitate or there would be sounds from nowhere… the clerics tried to exorcize him but it did not work. Eventually the Baron of the elvish village found Fallon (he was a favorite of the court) and they took him back to his village. A healer specialized in psychic healing and was able to contact Fallon mentally. He awoke to a strange new world. Fallon now had a power that he could use like magic. The Healer (Willthur Buckingham) taught Fallon how to use his newfound abilities. Unfortunately Fallon has tended to be more frivolous now than he was before the accident.
Fallon has worked as an “information gatherer” for the Elvin courts ever since but lately has felt like he needed to get away from others impressions of him. He took the position with the group investigating the Banewarrens as a way to stretch his mental muscles and learn something new.
 
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Krug Stormhammer
Rogue 4/Ftr 2
Str: 14 (+2) Int: 16 (+3) Wis: 10 (0) Dex: 17 (+3) Con: 14 (+2)Cha: 8 (-1)
AC: 19 HD: 3d6+3d10+12 HP: 44
AL: Chaotic Good
XP: 20,500
BAB: +5 Fort: +5 +1 (Cloak) = +6 Ref: +4 +3+1 (Cloak)= +8 Will: +1 +1 (Cloak)= +2
SA: +2 Saving throws vs Poisons/Spells/Spell-like effects, +2 checks on stonework, +1 attack rolls against orcs and goblinoids, +4 dodge bonus against giants, +2 Appraise on stone and metal items, +2 Craft on stone and metal, Evasion, Sneak Attack +2d6, Uncanny Dodge
Languages: Common, Dwarven, Goblin, Orc, Undercommon
Armor: Mithril Shirt, Large Steel Shield +1 (carried not wielded), Ring of Protection +1
Weapons: Snipe, Repeating Crossbow +1 (+5 (BAB) +3 (Dex) +1 (Weapon Focus) +1 (Enchantment) = +10/1d8+1/19-20x2/80') and Quiver with 30 normal bolts and 10 MW bolts in cases, Masterwork Warhammer (+8/1d8+2/x3), Handaxe (+7/1d6/x3)
Feats: Point Blank Shot, Precise Shot, Exotic Weapon Proficiency (Repeating Crossbow), Rapid Shot, Weapon Focus (Repeating Crossbow)
Skills: (97 points)
Appraise +3 (Int) + 4 ranks = +7
Balance +3 (Dex) + 4 ranks -2 (armor) = +5
Bluff -1 (Cha) + 6 ranks = +5
Climb +2 (Str) + 3 ranks -2 (armor) = +3
Craft (Traps) +3 (Int) +9 ranks + 2 (Tools) = +14
Decipher Script +3 (Int) +4 ranks = +7
Disable Device +3 (Int) +9 ranks + 2 (Tools) = +14
Hide +3 (Dex) + 9 ranks -2 (armor) = +10
Intuit Direction 0 (Wis) + 2 ranks = +2
Listen 0 (Wis) + 7 ranks = +7
Move Silently +3 (Dex) + 7 ranks -2 (armor) = + 8
Open Lock +3 (Dex) +8 ranks +2 (Tools) = +13
Search +3 (Int) + 9 ranks = + 12
Spot +0 (Wis) + 9 ranks = +9
Swim +2 (Str) + 1 rank - 6 (weight) = -3
Use Magic Device -1 (Cha) +3 ranks = +2
Use Rope (+3) Dex + 2 ranks +2 (rope) = +7

Equipment: Masterwork Thieves Tools, Masterwork trapmaker's kit, Backpack, Rope, 4 potions of Cure Light Wounds, 1 potion of sneaking, 2 weeks rations, Waterskin, Bedroll, Chalk, Mirror, 3 flasks of oil, Flint and Steel, Silk Rope, Coin Pouch with 50 gp

History: Mercenary crossbowman and trapmaker, Krug Stormhammer left his dwarven hearth to see the world and earn his keep. His clan frowned upon him as he wasn't very skillful with the warhammer, and his family was severely disappointed when all he could find was a position as a crossbower; certainly one of the lowliest ranks in the dwarven hierachy. Nevertheless, he became quite an expert with it, and also spent much time making traps and opening locks, skills he knew he could sell in the outside world.

He has wandered to many places to seek his fortune, though he has probably spent most of it on ale and pork knuckles. Dressed in a stinking suit of armor and smelling like he hasn't bathed for a while, the dwarf is fanatically loyal to his companions as long as they don't complain about his BO. His appearances hides his mithril shirt and magical cloak.
 
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