I would like to volunteer a PC that I had created for another PbP game that fizzled -- I barely had a chance to use him and was greatly enjoying the roleplaying qualities that he had.
Percivilis the Pure, Human Favored Soul of Heironious 6 with his trusty cohort, Jerivan, Human Paladin of Heironious 4, both would be Oeridian.
They were made for a Pathfinder module, so the translation to Greyhawk was moving the diety from Iomedae to Heironious. Both would be members of the Knights of the Holy Shielding, tasked with the destruction, or removal from circulation, of the legendary blade of Blackrazor, for rumors of its unholy nature teem and swirl within the hallowed grounds of the Holy Shields.
(I know a bit about the 1st Edition module of White Plume Mountain, basically some of the properties of the original weapons in it -- hope this doesn't disqualify me)
Jerivan was glad that he found a kindred spirit in Percivilis -- he was a kind, thoughtful person, who always strived to protect the innocent and weak.
Valor. Justice. Honor.
These three words were the mantra that Percivilis lived by.
For the past year, Jerivan had been travelling with him, and in that time, he recognized 'the gift' that his companion possessed -- for Percivilis had an innate connection with his god -- one that he never questioned, nor did he need to -- he was destined for great things, and Jerivan wanted to be a part of it.
The twosome had been travelling the land for some time, ministering to the flock, setting things right, before receiving orders that the whereabouts of a foul, unholy blade had been procured. Their mission was to secure it for the church, and if unable to do so, then destroy it.
[sblock=Percivilis the Pure]
Code:
[B]Name:[/B] Percivilis the Pure
[B]Class:[/B] Favored Soul 6
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] NG
[B]Deity:[/B] Iomedae
[B]Str:[/B] 14 +2 (6p.) [B]Level:[/B] 6 [B]XP[/B]: 15000
[B]Dex:[/B] 12 +1 (4p.) [B]BAB:[/B] +4 [B]HP:[/B] 43 (6d8+12)
[B]Con:[/B] 14 +2 (6p.) [B]Grapple:[/B] +6
[B]Int:[/B] 10 -- (2p.) [B]Speed:[/B] 20' [B]Stat Increases:[/b] Cha +1
[B]Wis:[/B] 14 +2 (6p.) [B]Init:[/B] +1 [B]Spell Save:[/B]
[B]Cha:[/B] 16 +3 (8p.) [B]ACP:[/B] -4 [B]Spell Fail:[/B]
[B] Base Armor Shld Dex Size Nat Misc Total[/B]
[B]Armor:[/B] 10 +6 +3 +1 +0 +0 +0 20
[B]Touch:[/B] 11 [B]Flatfooted:[/B] 19
[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None
[B] Total Base Mod Misc[/B]
[B]Fort:[/B] +7 +5 +2 --
[B]Ref:[/B] +6 +5 +1 --
[B]Will:[/B] +7 +5 +2 --
[B]Notes:[/B]
[B]Weapon Attack Damage Critical Range[/B]
Longsword +1 +8 1d8+3 19-20/x2 ------
MW Morningstar +7 1d8+2 20/x2 ------
Light Crossbow +5 1d8+0 19-20/x2 80 ft
[B]Notes:[/B] Lesser Weapon Crystal of Energy Assault, Fire adds 1d6 fire damage to weapon it is attached to (longsword +1)
[B]Languages:[/B] Common
[B]Abilities:[/B] Fire Resistance - 10
[B]Feats: [/B]
Human Bonus 1st: Combat Casting
1st: Negotiator
3rd: Power Attack
Favored Soul 4th: Weapon Focus (longsword)
6th: Leadership
[B]Spells prepared[/B] (Save DC 12 + spell level):
Spells per day:
0 - 6
1st - 7
2nd - 6
3rd - 4
[B]Spellbook/Spells Known:[/B]
0 - (7) Light, Detect Magic, Resistance, Create Water, Fleeting Fame, Guidance, Purify Food and Drink;
1st - (5) Bless, Divine Favor, Shield of Faith, Nimbus of Light, Resurgence;
2nd - (4) Cure Medium Wounds, Silence, Remove Paralysis, Bulls Strength;
3rd - (3) Dispel Magic, Magic Circle against Evil, Prayer;
[B]Spell-Like Abilities:[/B]
[B]Skill Points:[/B] 27 [B]Max Ranks:[/B] 9/4.5
[B]Skills Total Ranks Mod Misc[/B]
Appraise +0 0 -- --
Balance +1 0 +1 --
Bluff +3 0 +3 --
Climb +2 0 +2 --
[U]Concentration[/U] +7 5 +2 +4 (Combat Casting)
[U]Diplomacy[/U] +14 7 +3 +4
Disable Device +1 0 +1 --
Disguise +3 0 +3 --
Escape Artist +1 0 +1 --
Forgery +0 0 -- --
Gather Info +0 0 -- --
Handle Animal +3 0 +3 --
[U]Heal [/U] +11 5 +2 +4
Hide +1 0 +1 --
Intimidate +3 0 +3 --
[U]Jump[/U] +4 0 +2 +2
[U]Know: (Religion)[/U]+5 5 -- --
Listen +2 0 +2 --
Move Silently +1 0 +1 --
Open Locks +1 0 +1 --
Perform +0 0 -- --
Ride +1 0 +1 +2 (for staying in the saddle - military saddle)
Search +2 0 +2 --
[U]Sense Motive[/U] +9 5 +2 +2
Sleight of Hand +1 0 +1 --
[U]Spellcraft[/U] +0 0 -- --
Spot +2 0 +2 --
Swim +2 0 +2 --
Tumble +1 0 +1 --
Use Magic Device+3 0 +3 --
Use Rope +1 0 +1 --
[B]Notes:[/B]
[B]Equipment: Cost Weight[/B]
Longsword +1 2315gp 4lb
Lesser Weapon Crystal
of Energy Assault, Fire 3000gp --lb
Breastplate +1 1350gp 30lb
Heavy Steel Shield +1 1170gp 15lb
Dimension Stride Boots 2000gp 1lb
Wand/Cure Light Wounds 750gp --lb
-- 50 charges
Healing Belt 750gp 1lb
MW Morningstar 308gp 4lb
Light Crossbow 35gp 4lb
20 Bolts 2gp 2lb
Belt Pouch 2gp 2lb
Silver Holy Symbol 25gp 1lb
Healer's Kit 50gp 1lb
Backpack 2gp 2lb
Scrolls:
[I]Remove Curse [/I] 375gp --lb
[I]Remove Blindness/Deafness[/I] 375gp --lb
[B]Total Weight:[/B]67lb [B]Money:[/B] 120gp 0sp 0cp
[B] Lgt Med Hvy Lift Push[/B]
[B]Max Weight:[/B] 58 116 175 350 875
[B]Age:[/B] 26
[B]Height:[/B] 6'2"
[B]Weight:[/B] 195
[B]Eyes:[/B] Blue
[B]Hair:[/B] Golden
[B]Skin:[/B] Golden Tan
Heavy Warhorse (400 gp) - Honor
Military Saddle 20gp 30lb
Bit and Bridle 2gp 1lb
Saddle Bags 4gp 8lb
Carried in Saddle bags:
Waterskin 1gp 4lb
3 Torches 3cp 3lb
Bedroll 5sp 5lb
Winter Blanket 5sp 3lb
Explorer's Outfit 10gp 8lb
3 weeks rations 10gp 21lb
Load: 195lb (Percivilis) + 67lb (His gear) + 73 lbs (carried on horse) = 335 lbs
Medium Load - movement is 35 ft
Size/Type: Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d6+4)
Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 2
Advancement: —
Level Adjustment: —
These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity
A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.
[/sblock]
[sblock= Cohort Jerivan]
Code:
[B]Name:[/B] Jerivan
[B]Class:[/B] Paladin 4
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] LG
[B]Deity:[/B] Iomedae
[B]Str:[/B] 14 +2 (6p.) [B]Level:[/B] 4 [B]XP[/B]: 6000
[B]Dex:[/B] 10 -- (2p.) [B]BAB:[/B] +4 [B]HP:[/B] 33 (4d10+8)
[B]Con:[/B] 14 +2 (6p.) [B]Grapple:[/B] +6
[B]Int:[/B] 10 -- (2p.) [B]Speed:[/B] 20' [B]Stat Increases:[/b] Cha +1
[B]Wis:[/B] 12 +1 (4p.) [B]Init:[/B] -- [B]Spell Save:[/B]
[B]Cha:[/B] 16 +3 (8p.) [B]ACP:[/B] -6 [B]Spell Fail:[/B] %
[B] Base Armor Shld Dex Size Nat Misc Total[/B]
[B]Armor:[/B] 10 +9 +2 +0 +0 +0 +0 21 (23 vs ranged)
[B]Touch:[/B] 11 [B]Flatfooted:[/B] 21
[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None
[B] Total Base Mod Misc[/B]
[B]Fort:[/B] +9 +4 +5 --
[B]Ref:[/B] +4 +1 +3 --
[B]Will:[/B] +5 +1 +4 --
[B]Notes:[/B] Divine Grace (add CHA bonus to all saving throws)
[B]Weapon Attack Damage Critical Range[/B]
MW Longsword +8 1d8+2 19-20/x2 ------
Dagger +6 1d4+2 19-20/x2 ------
Heavy Crossbow +4 1d10 19-20/x2 120 ft
[B]Notes:[/B]
[B]Languages:[/B] Common
[B]Abilities:[/B] Divine Grace, Turn Undead, Aura of Courage, Detect Evil (at will), Lay on Hands (12 hp/day), Divine Health, Aura of Good, Smite Evil (+3 to hit, +4 damage) 3/day, Daunting Presence
[B]Feats: [/B]
Human Bonus 1st: Weapon Focus (Longsword)
1st: Daunting Presence
3rd: Extra Smiting
[sblock=Daunting Presence]
You may take a Standard Action to ‘Awe’ an opponent with 30’,
who can see you, and who has an Intelligence score. If the opponent fails a Will
saving throw (DC 15) it is Shaken
for 10 minutes. This fear has no effect on a creature that is already Shaken
[/sblock]
[B]Spells prepared[/B] (Save DC 12 + spell level):
Spells per day:
1st - 1 - Divine Sacrifice
[sblock=Divine Sacrifice]
Divine Sacrifice(CDiv p163)
<Evoc, VS, 1StdAct, Personal, 1rnd/lvl>
– While this spell is in effect, the caster can
sacrifice hit points once per round as a Free
Action to do extra damage on his/her next
successful attack (within the spell’s duration).
For each 2 hp sacrificed (up to 10hp), the
caster does +1d6 damage (max +5d6).
[/sblock]
[B]Spell-Like Abilities:[/B] Detect Evil (at will)
[B]Skill Points:[/B] 21 [B]Max Ranks:[/B] 7/3.5
[B]Skills Total Ranks Mod Misc[/B]
Appraise +0 0 -- --
Balance +0 0 -- --
Bluff +3 0 +3 --
Climb +2 0 +2 --
[U]Concentration[/U] +3 1 +2 --
[U]Diplomacy[/U] +4 1 +3 --
Disable Device +0 0 -- --
Disguise +3 0 +3 --
Escape Artist +0 0 -- --
Forgery +0 0 -- --
Gather Info +0 0 -- --
[U]Handle Animal[/U] +6 3 +3 --
[U]Heal [/U] +6 3 +1 +2
Hide +0 0 -- --
Intimidate +3 0 +3 --
Jump +2 0 +2 --
[U]Know: (Religion)[/U]+2 2 -- --
[U]Know: (Royalty)[/U]+2 2 -- --
Listen +1 0 +1 --
Move Silently +1 0 +1 --
Open Locks +1 0 +1 --
Perform +0 0 -- --
[U]Ride[/U] +7 7 -- +2 (military saddle - for staying in)
Search +2 0 +2 --
[U]Sense Motive[/U] +3 2 +1 --
Sleight of Hand +1 0 +1 --
Spellcraft +0 0 -- --
Spot +2 0 +2 --
Swim +2 0 +2 --
Tumble +0 0 -- --
Use Magic Device+3 0 +3 --
Use Rope +0 0 -- --
[B]Notes:[/B]
[B]Equipment: Cost Weight[/B]
MW Cold Iron Longsword 630gp 4lb
Full Plate +1 2650gp 50lb
Heavy Crossbow 50gp 8lb
20 bolts 2gp 2lb
MW Heavy Steel Shield 170gp 15lb
Dagger 2gp 1lb
Backpack 2gp 2lb
50' Silk Rope 10gp 5lb
Grappling Hook 1gp 4lb
Flint and Steel 1gp --lb
Chronocharm of the
Horizon Walker 500gp --lb
Least Armor Crystal of
Arrow Deflection 500gp --lb
Belt Pouch 2gp 2lb
Silver Holy Symbol 25gp 1lb
Healer's Kit 50gp 1lb
[B]Total Weight:[/B]95lb [B]Money:[/B] 273gp 1sp 7cp
[B] Lgt Med Hvy Lift Push[/B]
[B]Max Weight:[/B] 58 116 175 350 875
[B]Age:[/B] 21
[B]Height:[/B] 6'0"
[B]Weight:[/B] 185
[B]Eyes:[/B] Blue
[B]Hair:[/B] Blond
[B]Skin:[/B] Tan
Heavy Warhorse (400 gp) - Valor
Military Saddle 20gp 30lb
Bit and Bridle 2gp 1lb
Saddle Bags 4gp 8lb
Carried in Saddle bags:
Waterskin 1gp 4lb
3 Torches 3cp 3lb
Bedroll 5sp 5lb
Winter Blanket 5sp 3lb
Explorer's Outfit 10gp 8lb
Load: 180lb (Jerivan) + 95lb (His gear) + 52 lbs (carried on horse) = 327 lbs
Medium Load - movement is 35 ft
Size/Type: Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d6+4)
Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 2
Advancement: —
Level Adjustment: —
These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity
A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.
[/sblock]
[sblock=Magic Item Descriptions]
Least Armor Crystal of Deflection: (MIC pg 25)
Price: 500 gp
A crystal of arrow deflection protects you from ranged weapon attacks.
Least: This augment crystal grants you a +2 bonus to AC against ranged attacks
Crystal of Energy Assault, Lesser: (weapon crystal) (MIC pg 64)
Price: 3000 gp
A Crystal of Energy Assault adds a particular type of energy damage to a weapon's attacks. This bonus damage doesn't stack with any energy damage of the same type dealt by the weapon.
Lesser: This crystal adds an extra 1d6 points of energy damage of its type to the weapon's damage.
Basics: An augment crystal is a small gem that provides a magical effect when affixed to a weapon or armor. Each weapon or armor can only hold one crystal at a time, but can be removed or swapped for another one (Move action that does not provoke AoO).
Chronocharm of the Horizon Walker: (MIC pg 86)
A chronocharm occupies the throat body slot, but it can be worn simultaneously with any number of other chronocharms, which all function normally. You must wear a chronocharm for 24 hrs before you can access its abilities.
Cost: 500 gp
Activation: Swift (command)
Weight: --
Like other chronocharms, this item slows your perception of time for a specific, singular purpose. When you activate a chronocharm of the horizon walker, you can move up to half your speed as part of the same swift action used to activate it; this movement does not provoke AoO. Can be used 1/day/
Dimension Stride Boots: (MIC pg 94)
Price: 2000 gp
Activation: -- and standard (command)
Weight: 1 lb
While wearing these boots, you gain a +2 competence bonus on jump checks (continuous).
In addition, the boots have 5 charges (which are renewed each day at dawn). Spending 1 or more charges allows you to teleport a short distance w/o error. You must have line of sight and line of effect to your destination.
1 charge: Teleport 20 ft
3 charges: Teleport 40 ft
5 charges: Teleport 60 ft
Healing Belt: (MIC pg 110)
Price: 750gp
Body Slot: Waist
Activation: -- and standard (command)
Weight: 1 lb
While wearing a healing belt, you gain a +2 competence bonus on healing checks, this effect is continuous.
In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch.
1 charge: Heals 2d8 damage
2 charges: Heals 3d8 damage
3 charges: Heals 4d8 damage
[/sblock]