[PbP][FR] Against The Storm Character Thread.

Wow, that imbue with spell ability thing is powerful....Its like making free and instant CLW and CMW potions that cannot be broken or lost, just as easily as casting the spell yourself.
 

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Yup. If I imbue Ubaar with an Extended Bull's Strength, I have to 1. Have memorized it that day and 2. Have not cast it. And then I lose that spell. Basically, it turns the "Imbue with Spell Ability" spell into a supernatural ability. As I come closer to Solonor, I take on a bit of his divine ability to grant divine magic. But my pool is far far smaller than his. ;)

Basically, it's good for a few things - 1. giving other people healing spells so that the cleric doesn't have to cast them. However, Elone never memorizes cure spells - if need be, she drops for them. 2. Giving you the effective ability to cast 2 spells in a round (once from me, once from the imbued). But there are usually better things other characters could be doing and 3. Letting others benefit from "Personal" spells. Really, that's the one that gives it punch. I can imbue others with divine power, divine favor, shield other, shield of faith, etc. But Elone really needs those for herself. ;)
 
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Kelnar's Memorized Spells

Spells per day 4/7+1/6+1/4+1/4+1/3+1

Spells in book
0 – Detect Magic x2, Read Magic, Mage Hand

1st – Mage Armor, Magic Misslex3, Identify, Expidtious Retreat, True Strike, change self

2nd –Prot. Fr. Arrows, Web, Detect Thoughts, See Invisibility, Tasha’s Hid. Laughter, Mirror Imagex2,

3rd – Dispel Magic, Magic Circle vs. Evil, Tongues,Hold Person, Major Image

4th – Arcane Eye, Improved Invisibility, Stoneskin, Confusion, Bestow Curse

5th – Prying Eyes, Dominate Person, Telekinesis, Wall of Force,
 

Mechothli Tavari (Tanstaafl)

Level 10 Fighter; Wood Elf; Neutral Good; Deity: Ehlonna;
Age: 134; Gnd: Female; Hgt: 5’0”; Wgt: 110lbs.; Eyes: Hazel; Hair: Dark Brown w/auburn highlights;
Init: +7; BAB: +10/+5; Spd: 30ft.; HP: 90; AC: 13 (no armor); SV: Fort +8, Ref +6, Will +4;
Str 18, Dex 16, Con 12, Int 10, Wis 12, Cha 10;
Melee Attack +14/+9, Ranged Attack +13/+8;

Weapons:
Alone/One Handed: Bastard Sword; Attacks at +16/+11; 1d10+6;
Critical x2 on 17-20; Range: NA; Size: Medium; Weight: 10 lbs.; Type: Slashing; SP: Keen (worked in).

Alone/Two Handed:Bastard Sword; Attacks at +16/+11; 1d10+8; Critical x2 on 17-20; Range: NA; Size: Medium; Weight: 10 lbs.; Type: Slashing; SP: Keen (worked in).

Alone/Single Attack:Short Sword; Attacks at +15/+10; 1d6+5;
Critical x2 on 19-20; Range: NA; Size: Small; Weight: 3 lbs.; Type: Piercing.

2WF/Full Attack:Bastard Sword; Attacks at +14/+19; 1d10+6;
Critical x2 on 17-20; Range: NA; Size: Medium; Weight: 10 lbs.; Type: Slashing; SP: Keen (worked in).
Short Sword; Attacks at +15; 1d6+3; Critical x2 on 19-20; Range: NA; Size: Small; Weight: 3 lbs.; Type: Piercing.

Imp2WF/Full Attack:Bastard Sword; Attacks at +16/+11; 1d10+6; Critical x2 on 17-20; Range: NA; Size: Medium; Weight: 10 lbs.; Type: Slashing; SP: Keen (worked in).
Short Sword; Attacks at +14/+9; 1d6+3; Critical x2 on 19-20; Range: NA; Size: Small; Weight: 3 lbs.; Type: Piercing.

Dagger (Silvered):Melee Attacks at +14/+9; Ranged Attacks at +13/+8; 1d4+4; Critical x2 on 19-20; Range: 10ft.; Weight: 1 lb.;Type: Piercing; SP: Silver.

Composite Longbow:Ranged Attacks at +15/+9; 1d8+4; Critical x3 on 20;
Range: 110 ft.; Weight: 3 lbs. (bow) + 3 lbs. (arrows); Type: Piercing.

Skills: Climb +8/4, Jump +8/4, Listen +4/1.5, Ride +7/4, Search +4/2.0, Spot +4/1.5, Swim +8/4.

Feats: Ambidexterity, Cleave, Exotic Weapon Proficiency (Bastard Sword), Great Cleave, Improved Critical (Bastard Sword), Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quick Draw, Two-Weapon Fighting.

SQ: Fighter Armor, Shield, and Weapon Proficiencies; Low-Light Vision; +2 Racial Bonus to Listen, Search, and Spot checks; Automatic Secret Door Check; +2 Str, +2 Dex, -2 Con, -2 Int, -2 Cha.

Gear: Backpack, Bastard Sword (MW, +2, Keen), Bedroll, Cold Weather Outfit, Composite Longbow (MW, Mighty +4, Darkwood) w/20 MW arrows, Dagger (Silvered),
3 Flasks Alchemist’s Fire, Mithral Shirt (+4), 10 Potions – Cure Light Wounds,
3 Potions – Cure Moderate Wounds, Short Sword (MW, +1), Silk Rope – 50ft., 5 Sunrods, Trail Rations – 14 days, 1 Vial Antitoxin, Waterskin, Winter Blanket.
877gp, 4 sp.

Languages: Common, Elven.

Experience: 45,000.

Appearance/Personality: Mechothli is very short and slender, she has large eyes and high cheekbones, giving her the appearance of frailty. This appearance is shattered, the moment combat begins and she wades in with her swords flashing. She is very grouchy in the morning and prefers to be left alone until she’s had a chance to wake up slowly. Her dark hair is trimmed chin-length, to make it easy to care for – much to Mechothli’s chagrin it gets curly and fluffy when the weather is rainy or humid. She has tanned skin with a multitude of freckles. She dresses in dark colors, especially gray, dark violet, and forest green. She is never comfortable unless she has at least two weapons within easy reach.
Mechothli is slow to make friends or forge alliances. She is very serious and often doesn’t understand humor. She likes to be prepared for all eventualities and to think things through before talking or acting. The down side is that she doesn’t’ handle uncertainty very well and improvising is not one of her strong points. She’s a no-nonsense kind of a gal, one that you’d definitely rather have on your side than against you.


Background: Mechothli was the third, and last, born in her family. She has not heard from any of her family since the troubles began. One of her older sisters is a sorceress and the other a cleric of Ehlonna; her family has a long tradition of excellence when it comes to spellcasters… both parents and grandparents on both sides of her family are magic-users of some sort or another. Mechothli has never been interested in magic – or at least not unless it was being used to help her damage her enemies or recover after being damaged by them.
Her parents cared for her greatly, but did not always understand her. She was fostered out to an Aunt, Eissabelth, who worked for a mercenary company. Many of the other mercs began calling her ‘Echo’ because she took her duties to follow and protect her Aunt to the extreme. Mechothli trained and fought with them until her Aunt’s retirement. She then began doing security and guard work both for the city of Silverymoon and for individual patrons. Like many other aspects of her life, Mechothli takes her job(s) very seriously. She is exacting in the performance of her set tasks and takes great pride in that fact.
 




Rannos of Solewood
level 10 ranger
human
Nuetral good
brown hair. blue eyes.
weight 192, height 6'1", age 24

STR: 18(+4)
DEX: 14(+2)
CON: 14(+2)
INT: 10(+0)
WIS: 14(+2)
CHA: 10(+0)

HP: 82
AC: 21
FORT: +9
REF: +5
WILL: +5

Weapons:
2 bladed sword:
Attacks:
+15/+10/+11/+9
Damage: 1d8+7 each strike

MTY COMP LNGBW
attacks:
+12/+7
Damage: 1d8 +6 each strike

Greatsword:
attacks:
+14/+9
Damage: 2d6+4 each strike


skills:
Animal empathy +5
Climb: +8
Handle animal +6
Intuit direction +5
Knowledge (nature) +7
Knowledge (dungeoneering) +5
Knowledge (geography) +5
Listen +15
Move silently +6
Search +10
Spot +15
Wilderness Lore +10

Feats (including the feats i get from being a ranger):
combat reflexes
exotic weapon proficiency: 2 bladed sword
power attack
cleave
track
weapon focus: 2 bladed sword
2 weapon fighting
improved 2 weapon fighting
Endurance
Evasion
Woodland stride
Swift tracker

Favored enemies and animal companion:
Demons (+2)
magical beasts (+4)
Undead (+6)
I have a bear companion named bollan

prepared spells:
1st level: Animal Friendship, entangle
2nd level: Cure light wounds, summon nature's ally II

Gear:
Backpack
bedroll
bracers of armor (+1)
caltrops
flint and steel
grappling hook
greatsword
MTY COMP LGBW (+4)
5 potions of bull strength
4 poions of cure moderate wounds
3 potions of cur serious wounds
2 potions of cure light
potion of darkvision
7 days of trail rations
rhino hide
ring of protection (+3)
50' of silk rope
3 smokesticks
3 sunrods
magical 2 bladed sword (+3)
2 tindertwig
2 full waterskins
whetstone

GP left:447
SP left:3
CP left:8


k04.jpg



My Bear companion:
Bollan
Bear, Brown
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 15 (-1 size, +1 Dex, +5 natural)
Attacks: 2 claws +11 melee, bite +6 melee
Damage: Claw 1d8+8, bite 2d8+4
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Scent
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 13, Con 19,
Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +7,
Swim +14

Improved Grab (Ex): To use this ability, the brown bear must hit with a claw attack

Tricks (im allwoed to teach him 6 tricks):
1.Attack(2): he attacks any target i choose, even unnatural things, thats why it costs 2, becuase normally its just natural things.

2.Track(1): he tracks the scent presented to him

3.stay(1): stays where told to, and does not attack passing creatures, but will defend himself if needed.

4. down(1): he back away from combat and pretty much backs down.

5.seek(1): he moves into an area pointed out to him, and looks for anything useful
 
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Nothing left out, it seems, but you do know that you have the option of using the 3.5e ranger which is far better, right? Besides, its abilities might help differntiate him from the other 2-weapon fighter.
 

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