Rogues Gallery: Bard's Gate PbP Campaign (Ended due to the Great Crash)


World of Kulan DM
Here is the thread for finished characters for the Bard's Gate PbP Game. Starting level is 7th-level. PCs with Level Adjustments should have an ECL of 7, as well.

Current Players
Vak'tiel Andrasei (male tiefling, barbarian 6) [LA +1, ECL 7]

Sarten (male kobold, warmage 7)

Scott DeWar
Shrough d'Aringeir (male gray elf, wizard 5/fighter 1/eldritch knight 1)

Kisep (male kenku, bard 7)

Jagr Misthunter (male catfolk, ranger 6) [LA +1, ECL +7]

Shades of Eternity
Borya Dima Grisha (male human, cleric 7) [now an NPC]

Caldrin "Cal" Auvreaundlin (male gray elf, rogue 7) [now an NPC]
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First Post
Here's my sheet in pdf form

Here is the tiefling Vak'tiel
It would depend on the app you used, I guess. I'm not very app-savvy, so I might not be the best person to anser this question. [MENTION=1]Morrus[/MENTION] might be able to help. If he doesn't see this here, you should post a query in the Meta forum.

Did you hit the "Go Advanced" button or use the quick post option? Once on the advanced screen, it gives you an option to attach files and lists the valid file extensions for addable files.

Does the app allow you to save as a RTF or PDF file? What file formats does it support?


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First Post
Character sheet for Caldrin and backstory.

@Knightfall I do not know any languages. Elven, tiefling? Dwarven? sylvan?

EDIT: @Knightfall I updated the languages, and added the skill ride (took 2 ranks from intimidate and put 1 in ride). Also noticed and would like to get your opinion, My crit range for the rapier I believe it should be 15-20. It starts at 19-20 so if the weapon is keen does that take it to 16-20 or 15-20?

That pretty much wraps up CAL! Cant wait to start.

[sblock]Caldrin Auveraundlin (Faith Flyer Blood of the lovers kiss)
Gray elf |Male|123yrs old|5’8”|143lbs|Amber eyes| Silver hair
Rogue| level 7|CN|Spd 30


HP 41|D6|6+1+6+2+5+6+4+5+6| BAB=+5 Grapple=+7

AC-20=10+4+5+1 +4 Armor, +5 Dex, +1 Ring of Pro

Ability Total Modifier
STR 14 +2 (16 -2) =14 Roll - Race
DEX 20 +5 (16 +2 +2) =20 Roll + Race + Gloves of dex
CON 12 +1 (14 -2) =12 Roll –Race
INT 18 +4 (16 +2) =18 Roll + Race
WIS 11 0 (11) =11 Roll
CHA 14 +2 (13 +1) =14 Roll + Level Advancement

Fortitude 3= 2+1 Base + Con
Reflex 10= 5+5 Base + Relex
Will 2= 2+0 Base + Wis -2vs Fear (Craven Feat) +2vs Enchantment

ATTACKS |Attack Bonus| Dam | Crit
Rapier +2 | +12 | 1d6+4 +1d6 Flame |15-20 x2
Piercing Keen, Flaming (8320gp)

Comp. Longbow +1 | +11 +1w/in 30’ | 1d8+6 | x3
40 Arrows (2gp) (600gp bow)

Dagger | +7 \ 11 Thrown | 1d4+2 | 19-20 x2
x 10 (20gp)

Sneak Attack +1d6+7
Within 30 Feet with Ranged wpn

Languages: Elven+4
Elven, Tal, Novarese, Pirej-mel, Bravatin (I chose Tal because Cal worked for the guild infiltrating noble houses, he would know how to speak there language)

Skills Total=mod + rank Total skills-120 (8+int)*4+ ((8+int)*6)
Appraise 6=4+2
Balance 10=5+5
Bluff 12=2+10
Climb 4=2+2
Craft 4=4+0
Deci. Script 4=4+0
Diplomacy 12=2+10
Dis. Device 16=4+10+2
Disguise 2=2+0
Escape Art. 11=5+6
Forgery 4=4+0
Gath. Info 5=2+3
Hide 15=5+10
Intimidate 5=2+3 (took 2 ranks from here)
Jump 4=2+2
Knowledge 5=4+1 Nobility
Knowledge 5=4+1 Local
Knowledge 5=4+1 Class
Listen 5=0+3+2 +2 from Race
M. Silent 15=5+10
Open Lock 17=5+10+2 +2 from MW Thieves Tools
Perform 2=2+0
Ride 6=5+1 (to add 1 rank (non-class skill) here)
Search 9=4+3+2 +2 from Race
Sense Mot. 0=0+0
Sleight of H. 15=5+10
Spot 2=0+0+2 +2 from Race
Tumble 15=5+10
Use Magical 7=2+5
Use Rope 6=5+1

Martial Wp longbow, Martial Wp Rapier, WPN finesse Rapier, Craven, Elven Archery, Point Blank shot

Special Abilities
Low light Vision, Evasion, Uncanny Dodge, Sneak Attack +4d6

Gear GP- $ 636
Mithral Chain Shirt (1100gp) +4AC
Ring of Protection +1 (2000gp)
Gloves of Dex +2 (4000gp)

Heward’s Handy Haversack (2000gp)
Bedroll Rope, Silk (50ft) Grappling Hook Crowbar
Alchemist Fire x5 (100gp) 1d6 +1d6 next round unless Reflex (DC15)
Explorers outfit Noble outfit Travelers outfit

Chalk x 3 MW Thieves Tools
Caltrops x 3
Flint & Steel Whetstone

Heavy Horse (200gp)-Marlee
Riding Saddle (10gp) Saddle Bags (4gp) Barding, Chain (400gp)[/sblock]


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Sarten, kobold warmage 7, LN
Str 11/+0 (-4 racial)
Dex 18/+4 (+2 racial, +1 level)
Con 14/+2 (-2 racial)
Int 14/+2
Wis 14/+2
Cha 16(18)/+4

HD 7d6+14, hp 41
Move 30', Inititiative +4. Senses: Spot +7, Listen +2, Darkvision 60'
AC 24 (+1 size, +4 dex, +1 natural, +5 armor, +2 shield, +1 deflection), touch 16, flat-footed 20
Saves Fort +6, Reflex +8, Will +9; Small humanoid (kobold); BAB +3, Grapple -1
Languages: Draconic, Bravatin, Pirej-Mel

Attack: morningstar +5 melee (1d6, crit 20/x2)

Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell. A dazzled creature takes a -1 penalty on attack rolls, Search checks, and Spot checks.

Eclectic Learning (PHB 2, p 67): Use advanced learning to learn a wizard spell, must be one level lower than you could normally learn.

Class features:
Warmages are proficient with all simple weapons, light armor, and light shields. Armored Mage: No ASF with light armor and light shields.

Spells: DC 14 + spell level. Spells/day: 6 0th, 7 1st, 7 2nd, 5 3rd. Warmage Edge: +2 damage.
Ray or Orb: +8 ranged touch (PBS: +1 to hit and damage within 30'). * = Eclectic Learning.
0th: Acid Splash, Disrupt Undead, Light, Ray of Frost, Detect Magic*
1st: Accuracy, Burning Hands, Chill Touch, Fist of Stone, Hail of Stone, Magic Missile, Lesser Orb of (Acid, Cold, Electricity, Fire, Sound), Shocking Grasp, True Strike
2nd: Blades of Fire, Continual Flame, Fire Trap, Fireburst, Fireburst, Flaming Sphere, Ice Knife, Melf's Acid Arrow, Pyrotechnics, Scorching Ray, Shatter, Whirling Blade, Blindsight*
3rd: Fire Shield, Fireball, Flame Arrow, Gust of Wind, Ice Storm, Lightning Bolt, Poison, Ring of Blades, Sleet Storm, Stinking Cloud

1: Silent Spell , Point Blank Shot
3: Precise Shot
6: Sudden Maximize
7: Sudden Empower

Skills (ranks/total): Concentration 10/12, Spellcraft 10/12, Hide (cc) 5/13, Move Silently 0/4, Spot (cc) 5/7, Listen 0/2, Search 0/4, Sense Motive 0/2

Equipment: 19k
headband of charisma +2, 4k
healing belt (MIC; 3 charges/day; heal by touch 2d8 (1 chg), 3d8 (2 chg), or 4d8 (3 chg); +2 to heal checks), 750 gp
slippers of spider climbing (total 10 min/day, 20' move), 4.8k
small chain shirt +1, 1.25k
+1 buckler, 1.165k
ring of protection +1, 2k
vest of resistance +2, 4k
talisman of the disk (MIC, 3 hr), 500 gp
20 pieces of jade for Hail of Stone (5 gp x 20), 100 gp
ruby dust for continual flame (x2), 100 gp
Mwk small morningstar, 308 gp
spell component pouch (x2), 10 gp
backpack, 2 gp
15 gp

Sarten gave his usual series of knocks at the cabin door. On this occasion he wasn't wearing his armor, just a dark red robe to complement his rusty brown scales. Ordan opened the door and let Sarten in. Soon after they were enjoying dinner along with Ordan's sorceress mate Londra and son Jermi.

Sarten said "I understand, Ordan, my old friend. You deserve it, and Jermi needs a safe place to grow up. I like to think that we were more than just mercenaries. Stopping that demonic cult, for example, might have saved the city from chaos! Of course, it'll be hard on me. There aren't a lot of other kobolds around here. I might have to work with some of the big hairy folk."

Ordan asked him "Well, why not come south with us? I know you're not ready to retire, but I'm sure there's plenty of action to be had there, too. There will be kobold towns, and maybe even our cousins the dragons, and a warmer climate!"

Sarten replied "I'm tempted, of course. One day, I'll do just that. But not yet. I still have clients and friends here, but besides ... I think there's truth to that rumor of kobolds being used as slaves. I haven't given up on investigating it. Such injustice to our people must not be allowed to stand."

As Londra sipped her wine, Sarten could see by her tail flicks that she was agitated. She said "Perhaps you are right. For our familiy, this is the right move. But if you find your lead, send word. Ordan and I would share in that fight, as we have so many others with you."

Jermi looked on, wide-eyed, saying nothing.
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the magical equivalent to the number zero
Kisep, weaver of tales and liar extraordinaire

CN male kenku bard 7

STR 10 (+0) (12 base - 2 racial)
DEX 16 (+3) (13 base + 2 racial + 1 level)
CON 13 (+1)
INT 14 (+2)
WIS 10 (+0)
CHA 18 (+4) (16 base + 2 item)
[sblock=stat rolls]
Fort: 3 (2 base + 1 CON)
Ref: 8 (5 base + 3 DEX)
Will: 5 (5 base + 0 WIS)

Base attack: +5
Melee attack: +9 masterwork shortsword (damage 1d6, crit 19-20/x2, finesse)
Melee attack: +9 whip +1 (damage 1d3+1 nonlethal, crit x2, finesse, reach 15 ft., can trip/disarm)
Melee attack: +9 masterwork dagger (damage 1d4, crit 19-20/x2, finesse, thrown 10 ft.)
Ranged attack: +9 shortbow +1 (damage 1d6+1, crit x3)

Initiative: +3
Hit dice: 7d6+7
HP: 34
AC: 19 (10 + 5 armor + 3 Dex + 1 ring) (20 with shield)
Speed: 30
Languages known: Kenku, Common (current region), Common (region of origin), Goblin, Dwarven, Halfling

- Melodic Casting (Complete Mage 44; use Perform instead of Concentration) (level 1)
- Weapon Finesse (use dexterity bonus for attacks with light melee weapons) (level 3)
- Obtain Familiar (Complete Arcane 81; get familiar like sorcerer or wizard) (level 6)

- Bluff +14 (10 ranks)
- Diplomacy +8 (0 ranks, +2 bluff, +2 sense motive)
- Hide +15 (10 ranks, +2 racial)
- Knowledge (arcana) +6 (4 ranks)
- Listen +12 (10 ranks, +2 alertness [familiar])
- Move Silently +15 (10 ranks, +2 racial)
- Perform (oratory) +14 (10 ranks)
- Perform (string instruments) +16 (10 ranks, +2 item)
- Sense Motive +5 (5 ranks)
- Sleight Of Hand +10 (5 ranks, +2 bluff)
- Speak Languages 2 ranks
- Spellcraft +6 (4 ranks)

Racial features (kenku):
- strength -2, dexterity +2
- medium size; base speed 30 feet
- lowlight vision
- Great Ally: When aided or aiding another, get +3 on checks or attacks instead of +2; attack bonus +4 when flanking instead of +2
- Mimicry: Can imitate any sound; make bluff check when imitating voice of specific individual
- natural weapons (2 claws): 1d3
- hide +2, move silently +2
- favored class: rogue

Class features (bard):
- Proficient with simple weapons and longsword, rapier, sap, shortsword, shortbow, whip
- Proficient with light armor and shields (except tower shields)
- Spellcasting
- Bardic music: Countersong, Fascinate, Inspire Courage +1, Inspire Competence, Suggestion
- Bardic knowledge
[/sblock][sblock=spells known and spell slots]
Level 0: (3 per day) ghost sound, know direction, lullaby, message, prestidigitation, summon instrument
Level 1: (4 per day) charm person, grease, phantom threat (Spell Compendium), tasha's hideous laughter
Level 2: (3 per day) invisibility, tongues, reflective disguise (Spell Compendium), swift fly (Spell Compendium)
Level 3: (1 per day) glibness, invisibility sphere
DC is 14 + spell level
- mithral shirt +1 (AC +5, no check penalty, light) 2100gp
- cloak of charisma +2 4000gp
- masterwork light wooden shield 153gp
- traveller's outfit 0gp
- ring of protection +1 2000gp
- ring of feather falling (heirloom, worth 2200gp)
- shortbow +1 (ranged attack +9, damage 1d6+1, crit x3) 2330gp
- whip +1 (melee attack +9, damage 1d3+1 nonlethal, reach, crit x2) 2301gp
- masterwork shortsword (melee attack +9, damage 1d6, crit 19-20/x2) 310gp
- masterwork dagger 302gp
- arrows x100 5gp
- thunderstone 30gp
- alchemists' fire 20gp
- tanglefoot bag 50gp
- wand of Cure Light Wounds 750gp
- mac-fuirmidh citern (Magic Item Compendium 163; masterwork instrument, grants +2 on Perform [string instruments], can cast Cure Light Wounds, Mage Armor, Sleep 1/day) 2100gp
- handy haversack 2000gp
- everlasting rations (Magic Item Compendium 160) 350gp
- bedroll 0.1gp
- caltrops 1gp
- fishhook 0.1gp
- candle x10 0.1gp
- small steel mirror 10gp
- silk rope 50 ft. 10gp
- torch x10 0.1gp
- belt pouch 1gp
- 176 gold pieces, 6 silver pieces
[/sblock][sblock=appearance, personality and background]
Dressed in a fine rust-colored robe made from a silken material not found in the area around Bard's Gate, a humanoid figure approaches. In between the seams of the robe and the flowing brown cloak, fine mithral chains are visible on the torso of the man, and he walks barefoot on large birdlike talons. Similar claws emerge from the sleeves of his robe, grasping an exquisitely crafted citern. The shortsword on the figure's belt is obviously of eastern make, having a slight curve at the end, and its scabbard is decorated with fine black bird motifs.

A large black beak can be seen jutting out from underneath the robe's hood, and above it two inquisitive beady eyes gaze at the world. Turning his head this way and that, just like a crow would when it inspects something interesting, reminds a viewer of a bird -- indeed, this creature is a kenku, a wingless bird in the general shape of a man. A seemingly regular raven accompanies the kenku bard.

Kisep is a liar, and proud of it. To him, telling a convincing lie is a form of art, and telling stories is just another form of lying. Supporting his tales with music and mimicking the appropriate sound effects, makes for a performance worth paying for and so Kisep wanders the world, ever searching for new audiences. He is always interested in new experiences, new stories to add to his reportoire, and shiny objects to collect.

Every time Kisep tells about his past, the stories are sad and full of loss; however, the stories are different with each recounting, and it appears he will never tell the whole truth. His appearance suggests he hails from the eastern lands where his kind are more common, but Kisep prefers to keep people guessing where, specifically, he comes from. Whether this is just a harmless aspect of his compulsive lying or if he could have been banished or worse, is known only to Kisep..
[/sblock][sblock=Cousin Corvus, raven familiar]
N tiny magical beast (raven)
HD: 7d8
HP: 17
Speed: 10 feet, fly 40 feet (average)

Base attack: +5
Melee attack: +7 claws (1d2-5)
Armor class: 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16

Space/reach: 2-1/2ft/0ft
Special attacks: -
Special qualities: low-light vision, speaks Common, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind

Saves: Fort +2, Ref +7, Will +7
Abilities: STR 1, DEX 15, CON 10, INT 9, WIS 14, CHA 6

Skills: Bluff +8, Hide +12, Listen +12, Move Silently +12, Sleight Of Hand +7, Spot +5
Feats: Weapon Finesse
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Jagr Misthunter Ranger 6

Ranger 6 (+1 LA for CatFolk)

STR 18 (17+1 4th level bonus)
DEX 20 (16+4 Race)
CON 16
INT 13
WIS 15
CHA 13 (11+2 Race)
HP 48 (using average 8+4.5x5+3x6con)
BAB +6/+1
FORT +9 REF +11 WILL +5
AC 22 (10+6 armor+1 Natural Armor +5 Dex) Flat 17, Touch 15

+1 Shocking Halbred +12/+7 (+10/+5 two-weapon) 1d10+7+1d6 electrical p or s 20/x3 (set for charge and trip) (+1d6 p damage on all hits on same foe after the first)
MW armor spikes +12/+7 (+10/+5 two-weapon) 1d6+2 p 20/x2 (+1d6 p damage on all hits on the same foe after the first)


Combat Style 2nd Two-Weapon Fighting
Combat Style 6th Improved Two-Weapon Fighting
Ranger Bonus 1st Track
Ranger bonus 3rd Endurance
Campaign Bonus Alertness
1st Level Weapon Focus (Halberd) +1 to hit
3rd Level Catfolk Pouch (races of the wild) Full attack on a charge vs. flatfooted opponent
6th Level Skewer Foe (champions of ruin) +1d6 subsequent attacks in the same round with piercing weapons[/sblock]

[sblock=Skills] (6+1) x 10=70 Languages: Feline, Midani, Sylvan, Draconic, Bravatin, Pircēja Mēle
Balance cc (+5 Dex)
Bluff cc (+1 Cha)
Climb (1+4 Str)
Concentrate (1+2Con)
Craft (+1 Int)
Diplomacy cc (+1 Cha)
Gather Information cc (+1 Cha)
Handle Animal (5+1Cha)
Heal (5+2Wis)
Hide (6+5 Dex)
Intimidate (+1 Cha)
Jump (5+4 Str)
Knowledge (dungeoneering) (1+1 Int)
Knowledge (geography) (1+1 Int)
Knowledge (nature) (5+1Int+2 Syn)
Listen (6+2Wis+2 Race+2 Feat)
Move Silently (6+5 Dex+2 Race)
Profession (Hunter) (1+2 Wis)
Ride (+5 Dex+2 Syn)
Search (5+1 Int)
Sense Motive cc (+1 Wis)
Spot (6+2 Wis+2 Feat)
Survival (6+2Wis+2 following tracks or above ground Syn)
Swim (1+4 Str)
Tumble cc (+5Dex+2Syn)
Use Rope (1+5Dex)[/sblock]

[sblock=Catfolk Race Features]
+4 Dexterity, +2 Charisma
Humanoid (Feline)
Catfolk base land speed is 40 feet.
Low-Light Vision (Ex): Catfolk can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions
+2 racial bonus on Listen and Move Silently checks.
+1 Natural armor bonus
Automatic Languages: Feline and Common. Bonus Languages: Draconic, Gnoll, Halfling, Sylvan. Catfolk speak Common and a language called Feline (each tribe speaking a dialect).
Favored Class: Ranger
Level Adjustment: +1[/sblock]

[sblock=Ranger Class Features]
Distracting Attack Variant (PH2) No Animal companion. Beginning at level 4 any foe hit in melee or ranged combat is considered flanked by allies until next turn starts or attacked by an ally.
Favored enemy: +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. (2nd enemy at 5th level and 1st enemy now +4, 3rd enemy at 10th level and each previous increased by +2) (Monstrous Humanoid +4), (Giants +2)
Bonus Feats: Track, Endurance
Combat Style (Two-Weapon Fighting)
Wild Empathy (Ex) (1d20+6 Level+1 Cha+2 Syn) A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
(Pending)Woodland Stride (Ex) Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
(Pending) Swift Tracker (Ex) Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
(Pending) Evasion (Ex) At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.[/sblock]

[sblock=Spells] DC 13, 1st Blades of Fire (Spell compendium), Entangle[/sblock]

+1 Mithril Breastplate with MW spikes 5550 gp
--Least Ironward Diamond 500 gp (dr 1/- for 10 points a day)
+1 Shocking Halberd 8310 gp
--Least Phoenix Ash Threat 500 gp (target takes one point of fire damage on the next round)
Mighty (+4) MW Composite Longbow and 20 arrows in a quiver 801 gp
Vest of Resistance +1 1000 gp
Pearl of Power Level 1 1000 gp
Wand of Cure Light Wounds 750 gp
Counter Strike Bracers (campaign bonus item 2500 gp) x2 a day get a free immediate attack of opportunity against foe who missed you.
Hand Axe 6 gp
Light Flail 8 gp
Standard Adventurer's Kit--Backpack, Belt Pouch, Bedroll, Flint and Steel, Hempen Rope (50’), Sunrods (2), Trail Rations (10
days), Waterskin 15 gp
Spell component pouch 5 gp
Healer's Kit 50 gp
Potion of Cure Light Wounds 50 gp
Blessed Bandage 10 gp (immediately stabilize target)
Dagger x2 4 gp

25 gp (one month's food and lodging at The Felled Ogre
521 gp

[sblock=History/Background]Jagr's family has a long and proud history of service as hunters and warriors to a royal court the Aujira Islands. Jagr was one such hunter. The court was also possessed of a powerful and mysterious court wizard. Jagr was long fascinated by the many strange and wondrous items in the wizard's chambers. While he had only the most basic knowledge of how magical things worked, Jagr was still intrigued and often came to visit the wizard. For his part the old wizard found having a young athletic Catfolk around useful as he often needed to move heavy tomes, and complex equipment. One item in the wizard's lab was a constant source of amusement to Jagr, a mystical mirror that often showed visions of strange distant lands. Ever curious and a traveler at heart, Jagr often stared into the mirror. In particular he was curious about a strange far away city where a myriad of unusual folk could be seen in constant bustle.

As he grew older Jagr's work and other pursuits drew him away from the wizard's lair and he went less often, but he never forgot the wonders he saw there. He served as a hunter to the royal family and also worked for noble visitors to realm tracking rare and exotic creatures for their sport or seeking unusual exotic material components for his wizardly friend. As time when on and he grew older and more skilled he and his brother became important hunters and Jagr caught the eye of a beautiful young Catfolk woman. In time they were engaged to be wed, but Jagr began to have doubts. The woman was certainly charming, but she had definite ideas for their future. She spoke endlessly of plans for family and responsibility that made Jagr strangely uncomfortable for reasons he could not quite explain. He began to find excuses to stay out on the hunt for longer and longer. He made excuses and often asked his brother Tallis to stand in for him and make apologies. Finally, the fateful day of his marriage came and Jagr for the first time in his life found himself consumed with doubt and fear. He turned to drink with his brother and reveled his fear. His brother also deep in his cups revealed that he planned to leave on the morrow as he had fallen for his brother's bride and could not bare seeing Jagr and his bride together. As the ceremony approached a plan came to Jagr's drink addled mind. He took off his wedding coat and slipped quietly to his chambers to gather his things. He made his way to the wizard's chambers and called up the image of the distant city as he had done so often in his youth.

He stepped through and found himself in Bard's Gate. He set about learning the local speech and taking on odd jobs as guardsman, hunter or finder of lost things. He has been in Bard's Gate for some time now and still delights in the curious folk and customs there. He has been making an Inn called The Felled Ogre his home base. [/sblock]

[sblock=Appearance] ? [/sblock]

[sblock=The Felled Ogre]Jagr has met not only the owner, Durst Hammerhand (a large bald human), but also Sylnry (who cares for the rooms), Durst's wife, Aileen (who cooks the food), and two stableboys who care for the horses. Jagr hasn't learned the boys names yet. They are quite shy around him.

The building is two stories and in the front of the inn hangs a wooden sign bearing the image of an ogre teetering on one leg. [/sblock]


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Name: Borya Dima Grisha Gender: Male
Race: Human
Class: Cleric (Mokosh)
Spell Domains: Community, Earth
Alignment: NG
Level: 7th-level



AC: 20 (10 = Armor +5, Shield +2, Magic +1, Dex +2); Flat Footed 18; Touch 12
HP: 45

Str 15 +2
Dex 14 +2
Con 15 +2
Int 15 +2
Wis 18 +4
Chr 21 +5

1. Improved Turning, Empower Turning
3. Extra Turning
6. Quicken Turning

Skills (40 skill points)
Concentration 12 = 10 + 2
Diplomacy 16 = 10 +4 +2
Heal 14 = 10 +4
Knowledge 12 = 10 + 2

[sblock=Special Abilities]
Destruction/Heal checks: 12/day
Destruction to the undead: 8d6*1.5 hp to Air Elementals, Undead; Will DC 22; 30 foot radius
Heal Earth Elementals: 8d6*1.5 hp; 30 foot radius;
Spontaneous Casting (Healing)
use calm emotions as a spell like ability 1/day
+2 bonus on diplomacy check.

0th 5 15
Create Water
Detect Magic

1st 5+1 16
Blessed Aim
Divine Favor
Entrophic Shield
Protection from Evil
Bless (+1)

2nd 4+1 17
Close Wounds
Divine Insight
Ghost Touch Armor
Hold Person
Status (+1)

3rd 3+1 18
Dispel Magic
Magic Circle Against Evil
Mass Resist Energy
Prayer (+1)

4th 2+1 19
Divine Power
Mass Shield of Faith
Tongues (+1)

[sblock=Starting Gear]
Item GP
Starting Gold: 19,000
Elven chain +1 5150
Shield, heavy wooden 7
Heavy Mace 15
Light Crossbow 35
20 bolts 2
Cloak of Charisma +2 4000
Ring of Sustenance 2500
Boots of the Winterlands 2500
Periapt of Wisdom +2 4000
Acid Flasks (10) 100
Alchemists Fire (10) 200
Holy Water (4) 100
Smokestick (2) 40
War Pony (Trained) 100
Riding 10
Guard Dog 25
Saddlebags 4
Feed (10 days) 0.5
Cleric Vestiments 5
Traveler's Clothes (2) 1
Healer's Kit 50
Flint and Steel 1
Bedroll 0.1
Tent 10
Rope, hempen (50 ft.) 1
Lantern, hooded 7
Lamp oil (5) 0.5
10 foot pole 0.2
Sack (empty) 0.3
Holy Symbol (2) 2
Waterskin 1

Total 18867.6
Difference 132.4


[sblock=Character Background]
Books used: PHB, Complete Divine, MIC, SComp

Treating the central casting roles as color text only.

Cultural Background: Primitive: Primitives do not normally read and write their own language and do not form significant permanent settlements. The chief industry of Primitives is the procurement of food, usually by hunting and gathering. They do not work metal and organized farming is rare. Political units are the family and the clan. Rulers are the most powerful hunters of the group. The elderly are revered for their wisdom.
Character was not taught to read and write.

Social Status: Poor:

Birth: Legitimate birth. Birth Date - October 17 @ 19:51, in a hospital or healers guild hall.


Extended family, including mother and father, 1 grandparents, and 2 aunts/uncles and cousins.
1 Illegitimate Siblings: Younger brother, 2

Legitimate Siblings: Older brother, Younger Sister.

Head of Household:
Head of household has one occupation: Shaman (a religious leader, often feared and quite powerful within the clan)


Character starts to learn Head of Household's occupation.
All public assistance is terminated because the country is at war. This causes bloody riots in the poorer sectors of towns and villages. Character's family is very much involved in these uprisings against the ruling class.

All public assistance is terminated because the country is at war. This causes bloody riots in the poorer sectors of towns and villages. Character's family is very much involved in these uprisings against the ruling class.

Something good happens to Character: Character acquires a companion - Who: A stranger (Monster (Mythological (unicorns, griffins, hippogriffs, pegasi, phoenix, sphinxes))).

An exotic event occurs. The god asks Character to become its agent on earth and Character accepts.

All public assistance is terminated because the country is at war. This causes bloody riots in the poorer sectors of towns and villages. Character's family is very much involved in these uprisings against the ruling class.

Character has a romantic encounter. Character marries his/her beloved. Beloved is unfaithful. The romance ends painfully. The beloved inspires Character to greater accomplishments.

Character has a religious experience. Deity: Mokosh. How the experience began: An inner need. Character feels he/she must seek out the god's religion. Event 1: In a vision, the god asks Character to perform a sacred, but dangerous mission.

Character saves someone's life. This person becomes Character's companion. Who: A Sibling.

Lightside Traits (4): Enthusiastic, Teetotaller, Respectful, Forgiving.

Neutral Traits (5): Immature, Foppish, Hedonist, Romantic, Dependant.

Darkside Traits (0).
Exotic Personality Traits (1): Vengeful.

Alignment: Good (Chaotic or Lawful)


Only a man who is rich in faith can be so free from attachment to possessions and to money, which have enslaved humanity. Only a man who is rooted in faith can unfailing preserve peace and magnanimity when confronted with manifest evil.

Truth is not a thought, not a word, not a relationship between things, not a law. Truth is a Person. It is a Being which exceeds all beings and gives life to all. If you seek truth with love and for the sake of love, she will reveal the light of His face to you inasmuch as you are able to bear it without being burned. priest sayings&f=false
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Shrough d'Aringeir [can be pronounced as Schrodinger]

Elvin wizard/fighter/eldrich knight 5/1/1
[B]STR[/B] 16 +3 [B]Level[/B]:  7  [B]XP[/B]:
[B]DEX[/B] 13 +1 [B]BAB[/B]:    +3 [B]Dam Red[/B]: --- 
[B]CON[/B] 14 +2 [B]Grapple[/B]:+7 [B]Spell Res[/B]: --- 
[B]INT[/B] 20 +5 [B]Speed[/B]:  30 [B]Spell Save[/B]: +2 vs Ench spells/effects; immune to sleep
[B]WIS[/B] 15 +2[B] Init[/B]:   +1 [B]Spell Fail[/B]: ?%
[B]CHA[/B] 14 +2 [B]ACP[/B]:    -? 
level adj: 4th: +1 to str

HP: 3d4+21d10+1d6+2*5= 28/28

        Armor      Base Dex Size Nat Misc Total Touch FF     Notes[/U][/B]
Mithral chain shirt  +4  +1  +0  +1   +0   17   13    16     [1 cloak]

[B][U]Save Base Mod Misc Total  notes[/U][/B]
Fort  +5   +2  +1 = +8    [2 fgt; 2 E.K.; 1 wiz][1 cloak]
Ref   +1   +1  +1 = +3    [0 fgt; 1 wiz] [1 cloak]
Will  +3   +2  +1 = +6    [0 fgt; 3 wiz] [1 cloak]

Racial abilities
- +2 Dexterity, +2 Intelligence, –2 Strength, –2 Constitution. 
- Humanoid (Elf)
- Medium:</em> As Medium creatures, gray elves have no special bonuses or penalties due to their size. 
- Gray elf base land speed is 30 feet. 
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or
- Low-Light Vision: A gray elf can see twice as far as a human in starlight, moonlight, torchlight, and 
  similar conditions of poor illumination. She retains the ability to distinguish color and detail 
  under these conditions. 
- Weapon Proficiency: Gray elves receive the Martial Weapon Proficiency feats for the longsword, rapier, 
  longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. 
- +2 racial bonus on Listen, Search, and Spot checks. A gray elf who merely passes within 5 feet of a 
  secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. 
- Automatic Languages: Common and Elvin. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, 
  and Sylvan. 
- Favored Class: Wizard. A multiclass gray elf’s wizard class does not count when determining whether 
  he takes an experience point penalty for multiclassing. 
- Level Adjustment: +0 

Mage abilities
- Spells
- Familiar
- Scribe Scroll
- Bonus Feats
- SpellBook

proficient with all simple and martial weapons, all armor and shields except tower shields
bonus feats at level 1, 2 and every even level beyond.

Eldrich Knight
Requium: proficient with all martial weapons; Spells: Able to cast 3rd level spells
bonus feat at level 1

Feats [w,w,w,w,w,f,E]
Human: Point blank shot - +1 att/dam w/in 30 ft of target
cl1: Combat casting - +4 to concentration check
fighter 1: precise shot - no penalty when firing into melee
EK 1: Weapon focus - Long Sword
cl 3: Brew potion
cl 6: Blind fight
W 5: meta magic: silent spell +1 level adjust to spell
Possibles: wpn specialization; create wondrous item

Skills [2+5]*4+[2+5]*4= 56 
[U]Name                      ranks abil  misc  total[/U]
Appraise (Int)              0     5    0     5
Balance (Dex),              0     1    0     1
Bluff (Cha),                0     2    0     2
Climb (Str),                3     3    2     8 climbing kit
Concentration (con)         5     2    4    11 feat 
Craft (Int),                0     5    0     5 
Decipher Script (Int),      1     5    0     6 
Diplomacy (Cha),            0     2    0     2
Disable Device (Int),       0     5    0     5
Disguise (Cha),             0     2    0     2
Escape Artist (Dex),        0     1    0     1
Forgery (Int),              0     5    0     5
Gather Information (Cha),   0     2    0     2
Handle animal (Cha)         0     2    0     --
Hide (Dex),                 0     1    0     1
Intimidate (Cha),           0     2    0     2
Jump (Str),                 1     1    0     2
Knowledge (Int), 
Arcane                      5     5    0    10
Arch/Eng                    3     5    0     8
Dungeoneering               3     5    0     8
Geography                   1     5    0     6
History                     1     5    0     6 
Local                       1     5    0     6
Nobility/Royalty            1     5    0     6 
Religeon                    3     5    0     8 
The planes                  1     5    0     6
Listen (Wis),               0     2    3     5   +3 familiar
Move Silently (Dex),        0     1    0     1
Open Lock (Dex),            0     1    0     1
Perform (Cha),              0     2    0     2
Profession (Wis),           1     2    0     3 
Search (Int),               0     5    0     5 
Sense Motive (Wis),         1     2    0     3
Sleight of Hand (Dex),      0     1    0     1 
Spellcraft (Int),           5     5    2    12 syn: K-Arcane
Spot (Wis),                 0     2    0     2
Swim (Str),                 1     3    0     4
Tumble (Dex),               0     1    0     1
Use Magic Device (Cha),     0     2    0     2
Use Rope (Dex).             0     1    0     1
Mithral Chain Shirt +1 2100.0  Gp   12.5 Lb
LongBow, Comp           400.0  Gp    3.0 Lb  Mighty +3
Longsword +2           2315.0  Gp    4.0 Lb 
Quarterstaff              ---  Gp    4.0 Lb
Efficient Quiver       1800.0  Gp    2.0 Lb
Haversack              2000.0  Gp    5.0 lb 
Amulet nat armor +1    2000.0  Gp    --- Lb 
Cloak res +1           1000.0  Gp    1.0 Lb 
pearl of power x3      3000.0  Gp    --- Lb
Anti toxin x2           100.0  Gp    --- Lb 
Bedroll                   0.1  Gp    5.0 Lb 
Blanket, Winter           0.5  Gp    3.0 Lb 
Candle, Meditation X 10   0.1  Gp    --- Lb  duration: 1 Hour each game play only - no real effect.
Climber's Kit            80.0  Gp    5.0 Lb 
Crowbar                   2.0  Gp    5.0 Lb 
Flint and Steel           1.0  Gp    --- Lb
Grapple  hook             1.0  Gp    4.0 Lb 
Holy water x2            50.0  Gp    2.0 Lb 
Ink Pen                   0.1  Gp    --- Lb 
Ink                       8.0  Gp    --- Lb 
Paper x 20                8.0  Gp    --- Lb 
Piton x 20                2.0  Gp   10.0 Lb 
Trail rations x 20       10.0  Gp   20.0 Lb 
Silk Rope x 100 Ft       20.0  Gp   10.0 Lb
Spellbook                 ---  Gp    3.0 Lb
Spell Cmp pouch           5.0  Gp    2.0 Lb
Sunrod x10               20.0  Gp   10.0 Lb
Water Skin                0.1  Gp    4.0 Lb
Whet Stone                0.01 Gp    1.0 Lb

14,913.91 Gp          ?? Lb 
starting cash: 19000 

spell book costs: 
level 1: 625
level 2: 1400
level 3: 1350
level 4: 

gp: 10
sp: 10
cp: 9

Spells Memorized
[U]Level  0  1   2   3   4[/U]
Base   4  3   2   1
pearl  x  3
[U]bonus  0  2   1   1    x[/U]
total  4  8   3   2

Level 0
Prestidigitation; Acid splash; light; Ray of frost

Level 1
Magic missile; Magic missile; Shocking grasp; shield; Tensor's floating disk; Unseen servant; 
feather fall; burning hands

Level 2
Acid arrow; bull's strength; Cat's grace

Level 3
Clairaud/clairvoy; Haste

Saving throws: 10+5[int]+spell level

physical description: 
Age: 144  
[sblock=Spell book]

cost to write: 100 gp/page+scroll cost
1. spellcraft dc 15+level [decipher scroll]
2. spellcraft: dc 20+level [comprehend writing]

1st 100+ 25
2nd level: scroll = 150gp, 2 pages = 200
3rd level 375
4th level 700

Level 0:
19 pages
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Dancing Lights: Creates torches or other . . . . . . . .
Daze Humanoid creature of 4 HD or less loses next action
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic:Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Ray of frost: Ray deals 1d3 cold damage.
Touch of Fatigue: Touch attack fatigues target.

Level 1 [5x 125 = 625]
9 pages
Burning Hands: 1d4/level fire damage (max 5d4).
Feather Fall: Objects or creatures fall slowly.
Identify M Determines properties of magic item.
Mage Armor: Gives subject +4 armor bonus.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6)
Tenser’s Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Unseen Servant: Invisible force obeys your commands.

Level 2 [6 x 350 = 2100]
20 pages
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.Invisibility: Subject is invisible for 1 min./level or until it attacks.
Locate Object: Senses direction toward object (specific or type).
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Spider Climb: Grants ability to walk on walls and ceilings.

3rd-Level Sorcerer/Wizard Spells [4 x 675 = 1350]
24 pages
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Dispel Magic: Cancels magical spells and effects.
Flame Arrow: Arrows deal +1d6 fire damage.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Lightning Bolt: Electricity deals 1d6/level damage.
Tiny Hut: Creates shelter for ten creatures.

4th-Level Sorcerer/Wizard Spells


Familiar: Red Fox,_Red_(3.5e_Creature)[/]

Zarr the crazy fox

Shopping wish list
Boccob's blessed book 12,500 gp
cloak elvin kind 2500 gp
boot elin kind 2500 gp
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