Rappan Athuk anyone? FCtF possible inclusion

Menelmacar

This should be fun, two do-gooders whose names start with "Me"

Menelmacar

Male Human Rog3/Pal4: HD 3d6+4d10+14; hp 62; Init +7 (+3 Dex, +4 Improved Init); Spd 30ft; AC 21 (+3 Dex, +5 armor, +3 shield); Melee longsword +8/+3 (1d8+1/crit 19-20); Ranged composite longbow +10/+5 (1d8+1/crit x3); SA Sneak attack +2d6, smite evil, turn undead; SQ evasion, uncanny dodge, detect evil, divine grace, lay on hands, divine health, aura of courage, remove disease; AL LG; SV Fort +11, Ref +11, Will +8; Str 12, Dex 16, Con 14, Int 14, Wis 14, Cha 18.

Skills (total/ranks): Appraise (3/1), Balance (5/0), Bluff (8/5), Decipher Script (4/2), Diplomacy (15/9), Disable Device (13/6), Disguise (6/0), Heal (10/2), Innuendo (6/2), Intimidate (6/0), Intuit Direction (3/1), Jump (3/0), Knowledge: Religion (3/1), Listen (8/6), Move Silently (7/4), Open Lock (6/1), Pick Pocket (6/1), Read Lips (3/1), Search (11/6), Sense Motive (7/5), Spot (7/5), Tumble (9/6), Use Magical Device (10/6).

Feats: Skill Focus (Disable Device), Skill Focus (Search), Improved Initiative, Leadership?

Possessions (worn): Mithral chainshirt +1, Mithral large shield +1, masterwork longsword, masterwork mighty composite longbow, phylactery of faithfulness, quiver (20 arrows), heward's handy haversack.

Possessions (in haversack): wand of cure light wounds (20), wand of protection from evil (20), wand of endure elements (20), wand of greater magic weapon (10, 6th-level caster), chime of opening (20), smokesticks (5), alch fires (3), acid (4), holy water (4), tanglefoot bags (2), thunderstones (2), antitoxins (2), masterwork mace, everburning torch, masterwork thieves' tools, masterwork manacles with amazing lock, climbers' kit, bells (5), caltrops (2 bags), crowbar, bedrool, flint and steel, fishing net, ink, silk rope (100ft), trail rations (8 days), signal whistle, waterskins (4), pitons (5), hammer, fishhook and line, 40 arrows, explorer's outfit, 55pp, 43gp.

Background: TBD

Spells: 1 1st level spell per day. Whee!

If leadership will result in too many people running around, I'll take another feat. Otherwise I would make a Wiz6. How did you want to handle gold/equipment for cohorts?
 
Last edited:

log in or register to remove this ad



Bruk sug Hlak

Male Orc Brb1/Hero6: HD 1d12+6d4+49; hp 79; Init +2 (+2 Dex); Spd 40ft; AC 20 (+2 Dex, +5 armor, +3 natural); Reach 15 ft (5 natural, +5 Improved Reach, +5 weapon size increase), Melee gargantuan greataxe +1, +15 (4d6+19/crit 20/x3); Ranged javelin, +6 (1d6+13/crit 20/x2, range 30'); SA Great Cleave, SQ Darkvision 60ft, Light Sensitivity, Rage 1/day; AL CG; SV Fort +12, Ref +7, Will +5; Str 31 (47 for determining lifting and carrying capacity), Dex 14, Con 24, Int 10, Wis 10, Cha 6.

Skills (total/ranks): Intimidate (2/4), Jump (46/4), Ride (6/4), Wilderness Lore (4/4).

Feats: Power Attack, Cleave, Great Cleave.

Super Powers:

Fast Healing (9 HrP): Mystical. Persistent. Bruk gains Fast Healing 1. Bruk heals 1 point of damage per round. Base rank 9.

Heightened Constitution (9 HrP): Mystical. Persistent. Bruk gains a +6 to Constitution. Base rank 3. Increased Effect x2 (6 ranks).

Heightened Defenses (6 HrP): Mystical. Persistent. Bruk gains a +3 to natural AC. Base rank 2. Increased Effect x2 (4 ranks).

Heightened Reflexes (2 HrP): Mystical. Persistent. Bruk gains a +2 to Reflex saves. Base rank 1. Increased Effect (1 rank).

Heightened Strength (9 HrP): Mystical. Persistent. Bruk gains a +6 to Strength. Base rank 3. Increased Effect x2 (6 ranks).

Heightened Will (2 HrP): Mystical. Persistent. Bruk gains a +2 to Will saves. Base rank 1. Increased Effect (1 rank).

Increased Reach (2 HrP): Mystical. Persistent. Bruk's natural range increases by 5 feet. Base rank 2.

Mighty Lifting (3 HrP): Mystical. Persistent. Bruk gains a +10 effective bonus to Strength for determining his lifting and carrying capacity. For the purposes of carrying and using objects such as weapons, Bruk's effective size category is increased by 2. Base rank 2. Increased Effect (1 rank).

Super Strength (6 HrP): Mystical. Persistent. Bruk gains a +3 bonus to melee weapon and hurled weapon damage rolls, Strength checks, and Strength-based skills. Additionally, Bruk gains an effective +6 bonus for the purposes of determining how much he can lift and carry. Base rank 2. Increased Effect x2 (4 ranks).

Possessions (worn): Chain Shirt +1, Cloak of Resistance +1, Amulet of Health +2, Gauntlets of Ogre Power, Ring of Jumping, gargantuan Greataxe +1, Javelins (20), Daggers (5), Backpack, Explorer's Outfit.

Possessions (in backpack): bedroll, flint and steel, sack, trail rations (10 days), waterskins (4), whetstone, cure moderate wounds potion, cold weather outfit.

Total gear weight: 180 lbs.
Capacity: 5,547 lbs./11,093 lbs./16,640 lbs.

Description: A hulking beast of an orc, Bruk stands six and a half feet tall, and weighs a solid 280 pounds. His green skin is darkened by exposure to more sun than the average orc, and his black eyes look out from beneath a mane of finely braided dark hair. He bears many scars from his time with his orc tribe, but the most distinctive part of Bruk's appearance is the gargantuan greataxe strapped to his back. Nearly as large as he is, Bruk has curiously never had a town guard ask him to turn it over. Either they don't think it could possibly be a real weapon, or they aren't sure and don't want to find out.

Personality: Bruk is much kinder than he appears - though, admittedly, that isn't saying much. Since gaining his powers, he has forged his own path away from the orc tribes, using his abilities to aid those who do not at first trust him. Bruk is unphased by this; he is positive that when people see the good he does, they will evaluate him by his deeds, not his green skin. Brighter than the average orc, Bruk is smart enough to know which end of the axe to swing. Nonetheless, he has as little social grace as most orcs, and he often speaks in a manner even the most rustic human farmer would find rude.

History: Bruk had lived his whole life with his orc tribe, hunting, raiding, warring - typical orc activities. Three years ago, however, his tribe was attacked by a half-dragon troll wizard and his summoned minions. His tribe destroyed the minions at great cost, and began laying into the troll. Severely weakened and encircled by a horde of orcs, the troll began casting a spell. Bruk tackled the troll, and his momentum carried him and the troll into the nearby tribal bonfire. The troll perished in the blaze as arcane energy surged around Bruk. Somehow, Bruk stepped forth from the blaze, alive and whole, coated in shimmering troll blood that quickly sunk into his skin. He was both hailed as a hero by his tribe and feared, for none should have survived the flame. Slowly, Bruk began displaying... powers. Incredible strength, the ability to heal wounds as fast as he suffered them... who knew what would manifest next? The chief feared a confrontation with Bruk, and exiled him from the tribe. Since then, he has wandered, helping those in need, and slowly gaining the full measure of his powers.
 
Last edited:



GruTheWanderer said:
garyh, totally awesome!

Bruk Cleave!

I'm going to count it lucky if I can sneak attack someone before you shred them.

Ha! Thanks, Gru!

I was kicking myself yesterday for waiting so long to finally buy 4CtF. It's Amazing!! Spectacular!! Web of!!

Er, scratch that last one... ;)

I'm very eager to see how Bruk plays out.

Bruk Cleave!!
 

novyet said:
Buzzard, I'll be posting it today. I exchanged 14,000 gp for 7 Hero Points. Is that okay?

Buzzard approved GP-for-HrP trades yesterday when I asked (though I ended up keeping all my GP anyway). You should be fine.
 

I threw these together pretty quickly so if anyone sees any errors please let me know. I have outlined their history which I will add to significantly in the next day or two. I had Kyr'nan create most of the wonderous items (those that she could make) and I had Lazz'rut fashion the MW bows and arrows.

Buzzard - I put in a hand crossbow instead of cross bow for Kyr'nan because it made sense with her heritage; as covered in DMG this one is up to you.

Kyr’nan and Lazz’rut are Drow twin born in the underdark. Their earliest memories are of hunting with their parents. One day a demon...

Grew up with surface raiding parties
Parents pissed at drow council
Orphaned
Turned against Drow way of life
Hid from everyone
Found Olidamarra (not physically ;) )
Now wondering the surface world – change self
Met up with other strange ones (PC Party)

I made Humans the first favored enemy of Lazz'rut as he grew up hating humans...he know hates demons as well but is still skilled in hunting and killing humans even if his hatred has waned.


Kyr’nan Drow Cleric of Olidammara (6) * Minus 950 xp for magic items
Chaotic Neutral
Hit dice 6d8 + 12 = 50
Initiative +2
Speed 30’
AC: 19 (+5 armor, +2 Shield, +2 Dex)
Attacks: +5 Morningstar or +9 Hand Crossbow
Damage: d8+1 + poison / d4 (19-20 x2) + poison
Face/reach:
Special Attacks: Drow Poison – Sleep (DC17) 10 rnds then save for 2-4 hrs , Turning 5x/day
Special Defense: SR 17
Special qualities Darkness, Faerie Fire, Dancing Lights 1x/day ea, Dark Vision (120’)
Reroll 1x per day, Bluff Disguise and Hide as Class skills
Saves: fort +7, ref +4 , Will +10 (add +2 vs spell or spell like effects)
Abilities S 10, D 14, C 14, I 10, W 20, Ch 14
skills: Concentration +10, Knowledge (Religion) +1, Hide +17, Move Silently +12, Heal +6, Disguise +7(17 w/ change self), +6 Listen, +6 Spot, Search +2, Speak Language (2)

Feats Scribe Scroll, Create Wonderous Item, Leadership

Languages Undercommon, Drow, Common

Spells: 5/5+1/4+1/3+1

0 – Detect Magic x2, Cure Minor Wounds, Purify Food and Drink, Create Water
1 – Change Self, Cause Fear, Divine Favor, Shield of Faith, Sanctuary, Obscuring Mist
2 – Invisibility, Bull Strength, Spiritual Hammer, Silence, Lessor Restoration
3 – Non Detection, Dispel Magic, Magic Vestment, Summon Monster III

Equipment: Mith. Chain Shirt +1 2100
Darkwood Shield 257
Cloak of Elvenkind 1000
Boots of Elvenkind 1000
Periapt of Wisdom (+2) 4000
Bag of Holding 2500
+1 Morningstar 2308
hand crossbow (MW) 133
50 bolts (MW) 117
50’ rope – Silk 10
Scroll – CSW, dispel Magic 375
Gloves of Dexterity 1000
200 GP

Lazz’rut Drow Ranger (MC Version Level 5)
Hit dice 6d8+12 = 44 HP
Initiative +2
Speed 30’
AC: 20 (+4 armor, +2 Shield, +3 Dex +1 dodge)
Attacks: + 10 Long Sword or +12 L. Bow (+1/+1 inside 60’)
Damage: d8+4 + poison(19-20 x2) / d8+5 (20 x3) + poison +5 Human/+1 if Demon
Face/reach:
Special Attacks: Drow Poison – Sleep (DC17) 10 rnds then save for 2-4 hrs
Special Defense: SR 17
Special qualities Darkness, Faerie Fire, Dancing Lights 1x/day ea, Dark Vision (120’)

Favored Enemy: Human, Demon
Saves: fort +6, ref +7 , Will +3 (add +2 vs spell or spell like effects)
Abilities S 18, D 16, C 14, I 14, W 14, Ch 10
skills: Craft (Bowyer/Fletcher) +7, Hide +20, Move Silently +20, Spot + 12, Listen +12, Search +12, Wilderness Lore +12, Use Rope, +6, Concentration +7, Intuit Direction +7

Feats Tracking, Point Blank Shot, Precise Shot, Rapid shot, Power Attack, Dodge

Languages Undercommon, Drow, common, abyssal, infernal

Spells: Entangle

Equipment: Mith. Chain Shirt 1100
Darkwood Shield 257
Cloak of Elvenkind 1000
Boots of Elvenkind 1000
Gauntlets of Ogre Power 2000
Handy Haversack 1800
Long Sword, MW 315
Mighty Longbow +1 (+4),MW 2367
50 Arrows (MW) 117
50’ rope – Silk 10
Wand /Cure Light Wounds(50) 375
Eyes of Accuracy 4500
159 GP
 
Last edited:

novyet said:
Buzzard, I'll be posting it today. I exchanged 14,000 gp for 7 Hero Points. Is that okay?

That's fine.

Also, the Hulk, er I mean Bruk is quite cool. Nice job so far on the characters everyone.

Also, the leadership feat is fine. I do need some expendable people. :)

buzzard
 
Last edited:

Remove ads

Top