Re-return to the Temple. Again.

[sblock=Jessern Brightshield]
Character Name: Jessern Brightshield
Character Race: Human
Character Classes: Duskblade 4
Alignment: N
Deity: Heironeous

Gender: Male
Age: 24
Height: 5'10"
Weight: 168 lb, ~270 w/gear
Eyes: Green
Hair: Black

Experience Points (Current): 6000
Experience Points (Needed): 10000
Character Level: 4

Known Languages: Common, Elven, Draconic
-------------------------------------------------------

Strength: 18 [16; +1 lvl up, +1 item]
Dexterity: 14
Constitution: 14 [13; +1 item]
Intelligence: 14
Wisdom: 11
Charisma: 10

-------------------------------------------------------

Armor Class: 17
Spell Resistance:0

Flatfooted Armor Class: 15
Check Penalty: -5
Maximum DEX bonus: +2
Armor Type: Medium
Hit Dice: 4d8+8
Hit Points: 18/29

-------------------------------------------------------

Save vs. Fortitude:+6 [+4 base +2 con +1 item]
Save vs. Reflex: +4 [+1 base +2 dex +1 item]
Save vs. Will: +5 [+4 base +1 item]

-------------------------------------------------------

Initiative Modifier: +2
Base Attack Bonus: +4

Melee Attack Bonus: +8
Ranged Attack Bonus: +6

-------------------------------------------------------

Weapons:
Mwk Guisarme [Atk +9, Dmg 2d4+6, Crit x3]
Channeled Shocking Grasp [Atk +9 (+12 if opponent wears metal armor), Dmg 2d4+4d6+7, crit x3]
Sickle [Atk +8, Dmg 1d6+4, Crit x3]
Javelins [Atk +6, Dmg 1d6+4, 30ft range inc]


-------------------------------------------------------

Skills :
Concentration +9 (7 +2 con); +13 in grapple, pinned, or defensive casting
Spellcraft +9 (5 +2 synergy +2 int)
Knowledges:
Arcana +7 (5 +2 int)
Dungeoneering +5 (3 +2 int)
Nature +7 (5 +2 int)
Planes +5 (3 +2 int)
Religion +7 (5 +2 int)

Skill Trick: Gatherer of Stories (CoSc): +5 on trained knowledge rolls to recall handy info on foes.

-------------------------------------------------------

Feats
Human Bonus: Combat Expertise
1st: Improved Trip
Duskblade 2: Combat Casting
3rd: Combat Reflexes

Special Abilities
Arcane Attunement
Armored Mage (medium)
Arcane Channeling

-------------------------------------------------------


Equipment & Gear:
Mwk Guisarme (309 gp)
Mwk Chainmail (450 gp)
5 Javelins (5 gp)
Sickle (6 gp)
+1 str belt (1000 gp)
+1 con amulet (1000 gp)
Crystal of Arcane Steel, Least (500gp)
Restful Crystal (500gp)
Arcanist's Gloves (500gp)
Cloak of Resistance +1 (1000gp)
Potion: Shield of Faith (50gp)

Backpack
Silk Rope 50 ft
Scroll Case
5 sheets parchment
Vial of ink, inkpen
Crowbar
Tin mug, steel mirror, bar of soap, dagger
Five days rations
Belt Pouch
Flint and Steel
3 pc. chalk (black, white, and red)
Sewing needle, thread
Whetstone
Bedroll
Hooded Lantern w/ 2 flasks of oil
Waterskin

Current load: 94.5 lb

Carrying Capacity Light: under 100# Medium: 101-200# Heavy: 201-300#


-------------------------------------------------------

Money:
PP: 2
GP: 7
SP: 9
CP: 5
-------------------------------------------------------

Base Speed: 30 feet, 20 feet in armor

Spells:
Caster Level: 4th
Difficulty Class: 12+spell level

Spells per Day

Zero level: 6
1st level: 6

Spells Known
Zero level: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1st level: Magic Weapon, Ray of Enfeeblement, Swift Expeditious Retreat, Shocking Grasp, True Strike

Appearance
Jessern is an unobtrusive figure - broad-shouldered but not imposing, only an inch or so taller than average, with unremarkable features. He favors muted shades, mostly dark blue, under the ever-present jingling chainmail. A lightning bolt token, such as is worn by followers of Heironeous, dangles from a thin chain on his neck.

Personality
Jessern has an easy, calm manner and smiles more often than not. Perhaps unexpectedly for a mercenary, he is also voluble and articulate.

Background:
Jessern is an irreverent, blithely self-confident mercenary whose antics during his youth drove his parents to no end of hair-pulling. His semi-famous aunt Mona had only a little more disciplinary success with her stern lectures. When Jessern defied the Brightshields' tradition of the second child entering the clergy, neither she nor his parents made any attempt to hide their disapproval, and his relationship with his family cooled to remote cordiality over the years.

So it caught Jessern off guard when Mona Brightshield turned up at his door, relaying word of the happenings in Hommlet. A slightly tense conversation revealed that despite his wayward tendancies, the aging cleric had decided Jessern was the appropriate choice, the likeliest amongst the younger Brightshields and the martial acolytes of her church to successfully contest with whatever was stirring in the Temple.

So, wisely swallowing the cheeky impulse to bill his aunt for his time, Jessern agreed to, for once, do his family duty.[/sblock]
 
Last edited:

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Kanjo, human male ninja.


Code:
Str: 12      +1 mod
Dex: 16     +3 mod (+1 level adjustment)
Con: 13     + 1 mod
Int: 13      +1 mod
Wis: 14     +2 mod
Cha: 12    + 1 mod

AC:   15    (10 + 2 wis mod + 3 dex mod)    HP: 25

Speed: 30ft

Saving Throws:
   Fortitude:   2   (1 base + 1 con)
   Reflex:       7    (4 base + 3 dex)
   Will:          3    (1 base + 2 wis)

Attacks:
   Base Attack Bonus: +3

   Short Sword:  + 4    dmg: 1d6     crit: x3    

   Shortbow:  +6  dmg: 1d6   crit:19-20x2     range: 60ft

Skills:
   Disable Device:   10/12    (7 ranks + 3 dex) +2 with tools
   Jump:        12          (7 ranks +1 int + 4 great leap)
   Hide:       13/18       (7 ranks + 3 dex + 3 skill focus)+5 with hood
   Move Silently:  18    (7 ranks + 3 dex + 3 skill focus +5 boots)
   Listen:    9              (7 ranks + 2 wis)
   Search:   10            (7 ranks + 3 dex)
   Spot:    9                (7 ranks + 2 wis)
   Tumble:  10             (7 ranks + 3 dex)

Feats:  
   Tactile Trapsmith
   Skill Focus (Hide)
   Skill Focus (Move Silently)

Class Abilities:
   Ki Power  (4 times a day)
   Sudden Strike +2d6
   Trapfinding
   Ghost Step
   Poison Use
   Great Leap

Equipment:
Boots of the Elvenkind~provides +5 to move silently  2,500gp    1lb
Cloak of the Elvenkind~provides +5 to hide (when hood is worn)  2,500g 1lb
Short Sword  ~ 10g     2lbs
Shortbow ~   30g     2 lbs
Arrows (20)~ 1g     3lbs
Pouch (2) ~ 2g    1lb
Smokestick (5) ~ 100g    2 1/2 lbs
Masterwork Thieves Tools ~ 100g    2lbs
Thunderstone (5) ~   150g     5lbs

Gold: 5,400gp - 5,393 = 7g left

Weight Carried:  19 1/2lbs
 

[sblock=Sir Danvick, Knight Chendl]
SIR DANVICK OF CHENDL
Male human knight 4
LG Medium humanoid (human)
Age 27
Height 5’ 10”
Weight 192 lbs.
Init +1; Senses Listen +0, Spot +0
Aura bulwark of defense (enemies who begin turn in threatened squares treat threatened squares as difficult terrain)
Languages Common, Ferrond
AC 21, touch 11, flat-footed 20
(+1 Dex, +8 armor, +2 shield)
hp 35 (4 HD)
Fort +3, Ref +3, Will +5
Speed 20 ft. (4 squares); mounted 35 ft. (7 squares)
Melee +1 bastard sword +6 (1d10+2/19-20) or
lance +5 (1d8+1/x3)
Base Atk +4; Grp +5
Atk Options Ride-By-Attack, Spirited Charge
Special Actions knight’s challenge 4/day (fighting challenge +1, test of mettle [DC 14]), shield block +1
Combat Gear potion of lesser vigor (x2), potion of shield of faith (+2)
Abilities Str 13, Dex 12, Con 12, Int 12, Wis 11, Cha 14
SQ armor mastery (medium), knight’s code
Feats Exotic Weapon Proficiency (bastard sword), Mounted Combat, Ride-By Attack, Spirited Charge
Skills Handle Animal +9, Intimidate +9, Knowledge (nobility & royalty) +8, Ride +10
Possessions combat gear plus full plate, heavy steel shield, +1 bastard sword, lance, cloak of resistance +1, backpack, belt pouch, bedroll, flint and steel, hempen rope (50 ft.), sunrod (x2), trail rations (x10), waterskin, heavy warhorse, military saddle, 4 gp, 10 sp
XP 6,100
[/sblock]

attachment.php
 


4d6.takeHighest(3)=13, 4d6.takeHighest(3)=15, 4d6.takeHighest(3)=13, 4d6.takeHighest(3)=16, 4d6.takeHighest(3)=12, 4d6.takeHighest(3)=15, 4d6.takeHighest(3)=13

Took max hp at 1st level then average on each one after. (my hp roll on invisiblecastle was atrocious.)



Code:
[B]Delkat Kraylin[/B] 
[B]Class:[/B] Cleric 	
[B]Race:[/B] Human 
[B]Size:[/B] M
[B]Gender:[/B] Male
[B]Alignment:[/B] NG
[B]Deity:[/B] Pelor ([B]Domains:[/B] Good, Sun)


[B]Str:[/B] 13 +1 (--p.)	[B]Level:[/B] 4	[B]XP[/B]: 6000
[B]Dex:[/B] 13 +1 (--p.)	[B]BAB:[/B] +3		[B]HP:[/B] 24 (4d8+4)
[B]Con:[/B] 13 +1 (--p.)	[B]Grapple:[/B] +4	[B]Craft Points:[/B] n/a
[B]Int:[/B] 15 +2 (--p.)	[B]Speed:[/B] 20'	[B]Stat Increases:[/b] +1 WIS 
[B]Wis:[/B] 17 +3 (--p.)	[B]Init:[/B] +1	[B]Spell Save:[/B] 
[B]Cha:[/B] 15 +2 (--p.)	[B]ACP:[/B] -6		[B]Spell Fail:[/B] 

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+8	+2	+1	+0	+0	+0	21
[B]Touch:[/B]	11	[B]Flatfooted:[/B] 20

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+5	+4	+1	+0
[B]Ref:[/B]	+2	+1	+1	+0
[B]Will:[/B]	+7	+4	+3	+0
[B]Notes:[/B] +1 bonus to all saves vs. Evil creatures from possessing 2 items from [I]Vestments of Divinity[/I] magic item set -- MIC pg 215

[B]Weapon			Attack	Damage	Critical	Range[/B]
Morningstar           	+4	1d8+1	20/x2      	------
Dagger                  +4/+4	1d4(+1)	19-20/x2 	10 ft

[B]Notes:[/B]

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

[B]Abilities:[/B] Turn Undead as 5th level cleric (Ephod of Authority) (9x/day -- Turn Check: 1d20+2, Turn Damage: 1.5*(2d6+7)), Divine Spells, Spontaneous Cure Spells, Domain Powers & Spells, Detect Undead/Evil Outsiders w/ Lenses of Revelation

[B]Feats: [/B] 
1st - [B]Extra Turning[/B]
1st - (bonus) [B]Empowered Turning [/B]
3rd - [B]Radiant Fire (Races of Destiny pg 155 - initiate of Pelor feat)[/B]

[B]Spells prepared[/B] (Save DC 13 + spell level): 
[B]Domains:[/B] Good, Sun
[b]Domain Powers:[/b] Good: cast good spells at +1 caster level.  Sun: Once per day,
 you can perform a greater turning against undead
 in place of a regular turning. The greater turning is like a normal turning 
except that the undead creatures that would be turned are destroyed instead. 

[B]Spells Prepared:[/B]
	0th - (5)     Light, Detect Magic, Resistance, Read Magic, Guidance
	1st - (4+1)   Divine Favor, Bless, Shield of Faith, Nimbus of Light, Protection from Evil(D)
	2nd - (3+1)   Scorching Ray, Consecrate, Elation, Aid (D)	


[B]Skill Points:[/B] 32	[B]Max Ranks:[/B] 7/3.5
[B]Skills		Total	Ranks	Mod 	Misc[/B]
Concentration	8	7	+1	--
Know (Religion) 9	7	+2	--
Know (Arcana)	3	1	+2	--
Know (History)	7	5	+2	--
Know (Planes)	7	5	+2	--
Heal        	12	7	+3	+2



[B]Notes:[/B]  
[B]Ephod of Authority[/B] grants ability to turn undead as 1 level higher. 
[b]Lenses of Revelation [/B] allows wearer to perceive the true nature of any creature within sight. Activating the lenses creates a faint aura for 1 round around the target creature (visible only to wearer) of a particular color based on its nature:

[B]Evil Outsider: [/B] [COLOR=Red]Red[/COLOR]
[B]Undead:[/B] [COLOR=White]Bone White[/COLOR]
[B]Any other: [/B] [COLOR=Green]Green[/COLOR]

Any effect that would defeat a [I]detect evil[/I] spell or effect also masks a creature from the lenses.


[B]Equipment:		Cost	Weight[/B]
Morningstar           	8gp	6lb
MW Full Plate          	1650gp	50lb
MW Heavy Steel Shield	170gp	15lb
Ephod of Authority    	800gp	2lb     Item from Vestments of Divinity Set (MIC pg 215)
Healing Belt           	750gp	2lb
Lenses of Revelation  	1400gp	--lb     Item from Vestments of Divinity Set (MIC pg 215)
Dagger                 	2gp	1lb
Backpack              	2gp	2lb
Explorer's Outfit     	10gp	8lb
Belt Pouch             	2gp	2lb
Silver Holy Symbol  	1gp	--lb
Bedroll                	5sp	5lb
Winter Blanket       	5sp	3lb

[U]Potions:[/U]
Resist Energy (10)    	300gp	--lb
Remove Paralysis       	300gp	--lb

[B]Total Weight:[/B]94 lb	[B]Money:[/B] 4gp 

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	50	100	150	300	750

[B]Age:[/B] 20
[B]Height:[/B] 5'11"
[b]Weight:[/b] 175 lbs
[B]Eyes:[/B] Violet
[B]Hair:[/B] Sandy Blond
[B]Skin:[/B] Tan

Appearance: Studious looking. Close cropped hair. Delkat's eyes flicker with insight and knowledge. Normally choosing to dress in something sensible and appropriate to the situation -- never flashy. He has a birthmark in the shape of the sun on his chest. His lineage denotes some Suel parentage, which can be traced back several generations to his great grandfather, who migrated to the Urnst Prinicipality ages ago.

Personality: Dry, direct, logical -- always looking for the reason behind things, the cause and/or effect. Humor has been determined to be superfluous.

Background: Delkat was raised in a strict religious household on the outskirts of Seltaran, in a village named Dalven. He grew up in the home of poor farmers, who had been working the same plot of land since their Suel ancestors migrated from over the seas. Rarely did they have more than a few shields or commons to rub together.

His religious beliefs were shaped by his father -- who was a devout worshipper of Pelor, for obvious reasons, as farming was their lifeblood.

His youth was strenuous, several times, the family was at its ends, trying to feed all of the children, but the land (and their Sun God) was forgiving. All members of the large family pitched in on the farm -- 'idle hands were the work of Iuz', his father had always said.

His father was not a learned man, but he did teach Delkat the value of a hard days work and to always help those in need.

He was destined to serve the Sun God from birth. The birthmark on his chest was cause for some excitement and buzz around their small village -- the local priest ordained that it was a sign from their god. Each day, when his chores were done, he was to be found in the small village temple to Pelor, deep within an ancient text or tome. The town priest did his best to guide the boy in his thirst for knowledge on all topics -- even writing to his friend at the larger temple of Pelor in Nellix for additional books and scrolls. By the time the boy was 14, he had outgrown the humble temples resources. Word had reached the temple in Leukish about the boy's drive and capacity for learning, and he was welcomed to come learn at their temple. His father had given his consent, for although it was a great loss to their family on the farm, he knew that Delkat was destined for greater things and to help more people.

Delkat studied in the temple for several years, before he was dispatched to help root out a cult dedicated to Nerull in Dyvers with a few other members of church of Pelor. He found that he held great power over undeath, and was a valuable tool in the destruction of the foul cult.

In the nest of the cult, he found the Ephod of Authority, which increased his power over undeath even more. After consulting with sages, he was able to find out that the Ephod was just one piece of a greater set of items called the Vestments of Divinity.

The vestments were created by a man called Reesh N'Faeren, who had battled a group called the Heralds of Hell. These Heralds had cells in several of the larger cities across the Flanaess, and they utilized both devils and undead in their destructive rites. So far, Delkat has been able to locate two of the five pieces, the next piece he is seeking is called the "Badge of Glory", and he received information from a sage that it may be located around a town called Hommlet.

[sblock=Advancement]
L1 -> Cleric 1 HP: +9 P: +20
Concentration +4, Know (Religion) +4, Know (History) +4, Know (Planes) +3, Heal +4, Know (Arcana) +1
Feat: Extra Turning, Empowered Turning
Other:
[/sblock]
 

HP: http://invisiblecastle.com/find.py?id=1368488 4+4+9


Character sheet so far:
Code:
 Name: Mulnock Dilngbor
Class: Spellthief
Race: Gnome
Size: small
Gender: Male
Alignment: True Neutral 


Str: 12 +1 (0p.)     Level: 4        XP: 0
Dex: 16 +3 (10p.)    BAB: +3         HP: 9+4+4+9= 36
Con: 16 +3 (6p.)     Grapple: +4     Dmg Red: 
Int: 16 +3 (6p.)     Speed: 20'      Spell Res: 0
Wis: 11 +0 (2p.)     Init: +3      Spell Save: +1
Cha: 14 +2 (6p.)     ACP: 0         Spell Fail: 10%

               Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +4    +0    +3    +1    +0    +1    19
Touch: 14              Flatfooted: 16

                           Base   Mod  Misc  Total
Fort:                      1     +2          +4
Ref:                       1     +3          +4
Will:                      4      +0          +4

Weapon                Attack   Damage     Critical
Kukri   		   +7     1d3+2      18-20x2
Shortbow                +7     1d6           20x3

Languages: Dwarven, Common, Gnome, Elven, orc.

Abilities: 
Class: Trapfinding, Sneak attack +2d6, Armor proficiencey (Light), weapon proficiencey (simple), Steal spell(2),Detect magic, Spellgrace (+1), Steal spell effect, Steaf energy resistance 10. 
Gnome: Low-light vision, +2 save vs illusion, +1 dc vs illusion spells cast, Weapon familiarity, Spell like abilities (Speak with animals, ghost sounds, prestidigitation, dancing lights), +1 attack against kobolds an goblinoids, +2 listen & craft (alchemy), +4 dodge AC bonus vs giants

Feats: Weapon proficience martial, weapon finess

Skill Points: 36+9+9+9       Max Ranks: 7
Skills                   Ranks  Mod  Misc  Total
Escape artist             7    +3          +11
Sleith of hand            7    +3          +11
Tumble                    7    +3          +11
Hide                      7    +3    +2    +13
Move silently             7    +3          +11
Bluff                     7    +3          +11
Use magic device          7    +3          +11 
Listen                    7    +0     +2   +9
Disable Device            7    +3          +11 

Equipment:               Cost  Weight
Mithral Chain shirt armor +1   2200 gp  10lb 
Kukri +1                          2308gp   3lb
Shortbow  MW               330gp  2lb
Flint and steel           1gp    -
Backpack                  2gp   2lb 
Sack x4                   4sp   2lb        
Bedroll                   1sp   5lb   
Arrows (40)               2gp   6lb
Ration, Trail(1 day)      5sp    1lb   
Travelers Outfit             
Potion of mage armor x 4  200gp
Potion of CLW x 6 300 gp
                 
Money: 56 gp
                        



Age: 135
Height: 3'11"
Weight: 45 lb.
Eyes: yellow
Hair: black, with pointy beard and mustaches.
Skin: withe

Appearance:
Background: Mulnock Dilngbor, is one of the many sons of the Dilngbor family. His father Drumock Dilngbor, is the "Locks and related devices expert" of town, and he always have a story to tell, most of them, from when he was recruited to save the village from the horrifying evil worshipers! Drumock was in charge of unlocking entrances and doors, finding traps and the sort. Dilngbors have been known for their talents with locks, traps and many mechanical devices, that their thin fingers can get. Most of his brothers are locksmiths too, or trap finders. But Drumock, Drumock was always the black sheep of the family. Deciding he wouldn't became a locksmith, he travel to become a powerful mage. Or so he said.
After many traveling, and some real life lessons, Drumock learned to do things the easy way. Instead of learning and studding for years or decades, he developed an innate talent to steal the arcane energies from the spellcasters. In Drumocks words, "Arcane gestures? magical components? Giv' me!"
A few years from the start of his journey, he heard of evil, rising in his homeland, this was the opportunity to show his parents, that he was as capable as his father, and made them proud.
Drumock changed his itinerary, next stop, Hommlet.-
 

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