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S@squ@tch's Against the Cult of the Reptile God

Altrnate Arcane Caster: Rowan Aledown

Rowan Aledown, halfling conjurer

Wizard 2 (Conjurer)

Rowan stands just over three feet tall, with a weight of some thirty pounds. He has a thick mop of curly brown hair, and matching nut-brown eyes. He is of average build for a halfling, neither too slim nor too chubby. He dresses in simple traveling clothes of rough-spun wool and cotton, and usually wears a derby style hat, which he can often be seen twirling between his hands. He carries a carved walking stick of heavy, polished hardwood, which doubles as a stout club in times of trouble.

Aledown comes from a long line of troublemakers and pranksters. He also has an extremely high opinion of himself, considering himself something of a mastermind. His temper is shorter than one would expect from a halfing, and as his surname implies he has a fondness for imbibing fermented drinks.

Rowan was raised in a small village of Loeund in Keoland, his parents the owners of a tavern and brewery. As a young halfling, he learned the ways of his parent’s trade, though he never paid much attention. Although an intelligent lad, Rowan would always rather be off playing and pranking then putting any effort into actual work.

Despite all this, Rowan’s home life was good. He had caring and loving parents, and he got away with just about anything. But one fateful day, his life took an unforeseen turn. Playing a prank that cost an old bearded traveler his beard, Rowan learned a severe lesson about his troublemaking nature. The man turned out to be a wizard, and in his outrage over the prank, destroyed the Aledown’s tavern and home, burning them to the ground. When that was done, the wizard nabbed Rowan, and forced the young halfling into servitude in the wizard’s manor. The wizard, one Farenard Graycloak, was a cruel, evil man…he would often whip and torture the fee-spirited Rowan for his lack of discipline. Still, Rowan managed to learn some of the ways of magic from his despised master, and eventually managed to escape from the guarded estate to start his own life.

As it has only been a short time since his escape, Rowan still watches over his shoulder often, expecting his former master to show up and have his revenge upon him at any time. Still, the carefree life of a wandering hedge wizard seems to suit Rowan well, and he now travels the region, throughout northern Keoland and the surrounding realms. He has regained some of his once cheerful disposition, though he rarely plays pranks and causes trouble like he once did. He looks forward to the day when he can learn enough spellcraft to no longer have to worry about an enemy from his past. Rowan enjoys nothing more than to spend a relaxing night before the fire with a pint of ale and a good smoke.


Neutral Good Halfling Male
Wizard 2 (Conjurer)
1000 XP (?)

Stats
Str 10 (+0) (4 points, -2 racial)
Dex 16 (+3) (6 points, +2 racial)
Con 14 (+2) (6 points)
Int 16 (+3) (10 points)
Wis 12 (+1) (4 points)
Cha 10 (+0) (2 points)

General
HP: 11 (4 + 3 + 4 con)
AC: 14 (10 base + 1 size + 3 dex)
Initiative: +3
Move: 20’


Combat
BAB: +1
Melee: +2
Ranged: +5
Thrown/Sling: +6

Club, melee +2 (1d4/x2)
Club, thrown +6 (1d4/x2)
Dagger, thrown +6 (1d3/19-20)

Saves:
Fort: +3 (0 base + 2 con + 1 race)
Ref: +4 (0 base + 3 dex + 1 race)
Wil: +5 (3 base + 1 wis + 1 race)
+2 racial bonus on saving throws vrs. Fear

Skills:
Climb +2 (0 ranks, +0 str, +2 race)
Concentration +7 (5 ranks, +2 con)
Craft, Alchemy +5 (2 ranks, +3 int)
Craft, Brewing +5 (2 ranks, +3 int)
Decipher Script +5 (2 ranks, +3 int)
Hide +7 (0 ranks, +3 dex, +4 size)
Jump +2 (0 ranks, +0 str, +2 race)
Knowledge, Arcana +6 (3 ranks, +3 int)
Knowledge, Dungeoneering +5 (2 ranks, +3 int)
Knowledge, Local +5 (2 ranks, +3 int)
Knowledge, Nature +5 (2 ranks, +3 int)
Listen +3 (0 ranks, +1 wis, +2 race)
Move Silently +5 (0 ranks, +3 dex, +2 race)
Spellcraft +8 (5 ranks, +3 int)
Spot +1 (0 ranks, +1 wis)

Languages:
- Common
- Halfling
- Keolandish
- Goblin
- Draconic

Feats:
- Scribe Scroll
- Eschew Materials
-

Class Features:
- Spells (arcane, prepared)
- Scribe Scroll feat
- Specialization: Conjuration
- Barred Schools: Necromancy, Evocation
- Rapid Summoning (SRD Conjurer Variant)
[sblock=Rapid Summoning]
SRD said:
Rapid Summoning (Ex)
Any time a conjurer using this variant casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Conjurers using this variant gain the normal benefits from enhancing a summon monster spell with the Quicken Spell feat.

A conjurer using this variant permanently gives up the ability to obtain a familiar.
[/sblock]

Racial Features:
- Small Size
- Athletic: +2 to climb, jump and move silently checks
- +1 racial bonus on all saves
- +2 morale bonus on saves vrs. fear
- +1 attack bonus with thrown weapons and slings
- +2 racial bonus to listen checks

Arms, Armor and Equipment:
Wand of Grease (40 charges) 600gp -
Club (Walking stick) - 1.5lb
4 daggers 2gp 2.0lb
Traveler’s Clothing 1gp Worn
- 40gp (hidden pockets) - 0.40lb
Backpack 2gp 0.5lb
- Bedroll 1sp 1.25lb
- Lantern, hooded 7gp 2lb
- Oil, 6 pints 6sp 6lb
- Sacks, 2 2sp 0.25lb
- Waterskin 1gp 1lb
- Spellbook - 3lb
- Trail Rations, 4 days 20sp 4lb
Pouch, belt 1gp 0.125lb
- Chalk, 3 pieces 3cp -----
- Flint & steel 1gp -----
- 2 potions (cure light wounds) 100gp -----
- Handcarved briarwood pipe 1sp -----
- 1lb pipeweed 1sp -----
- 1 potion (Sanctuary) 50gp -----
- 12gp, 26 sp, 27 cp - 0.67lb
- Scroll Case w/1 scroll 1gp 0.5lb
[sblock=Arcane Scroll]
--- Hold portal 25gp -----
--- Expeditious Retreat 25gp -----
--- Obscuring Mist 25gp -----
[/sblock]

Encumberance: Light < 23.5lb

Spellbook:
Level 0 – Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
Level 1 – Mage Armor, Sleep. Grease, Summon Monster I, Charm Person, Lesser Orb of Acid, Color Spray, Featherfall
Level 2 -

Memorized Spells:
Level 0 – 4+1 Mage Hand, Detect Magic x2, Daze + Acid Splash
Level 1 – 2+1+1 Lesser Orb of Acid, Color Spray, Mage Armor + Summon Monster I
Level 2 -

 

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Roland, Human Cleric 2

[sblock=Current Status]
Turn Attempts 7/10
Sun Power (Greater Turning) 1/1
Spells (All cure spells are caster+1)
Orisons:
Resistance, Virtue, Detect poison, Create water.
1st level:
Cure light wounds (Domain), Shield of faith, Bless, Bless.
[/sblock]
[sblock=character]
Male Human Cleric 2
Lawful Good
Strength 12 (+1)
Dexterity 8 (-1)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 16 (+3)
Charisma 16 (+3)

Size: Medium
Height: 5' 2"
Weight: 165 lb
Skin: Light
Eyes: Green
Hair: Red; Curly; Bearded

Domains: Healing Sun Deity: Pelor
Domain powers:
Healing - You cast healing spells at +1 caster level.
Sun - Greater Turning, like a normal turning except that the undead creatures that would be turned are destroyed instead. Once per day

Energy: Positive [Healing / Turns Undead]

Total Hit Points: 17

Speed: 30 feet

Armor Class: 17 = 10 -1 [dexterity] +8 [Armor & Shield]
Touch AC: 9
Flat-footed: 9

Initiative modifier: -1 = -1 [dexterity]
Fortitude save: +5 = 3 [base] +2 [constitution]
Reflex save: -1 = 0 [base] -1 [dexterity]
Will save: +6 = 3 [base] +3 [wisdom]
Attack (handheld): +2 = 1 [base] +1 [strength]
Attack (unarmed): +2 = 1 [base] +1 [strength]
Attack (missile): +0 = 1 [base] -1 [dexterity]
Grapple check: +2 = 1 [base] +1 [strength]

Languages: Common

[sblock=Feats]
Improved Turning +4 Turn attempts / day
Sacred Boost (CoD) 1 Turn Undead = Maximized Healing on any Cure spell
[/sblock]

[sblock=Skills]
Skill Name (KeyAbility) Skill Modifier=AbilityModifier+Ranks+Misc.
Modifier
Appraise Int 0 = +0
Balance Dex* -10 = -1 -9
Bluff Cha 3 = +3
Climb Str* -8 = +1 -9
Concentration Con 6 = +2 +4
Diplomacy Cha 5 = +3 +2
Disguise Cha 3 = +3
Escape Artist Dex* -10 = -1 -9
Forgery Int 0 = +0
Gather Information Cha 3 = +3
Heal Wis 8 = +3 +5
Hide Dex* -10 = -1 -9
Intimidate Cha 3 = +3
Jump Str* -8 = +1 -9
Knowledge (religion) Int 2 = +0 +2
Listen Wis 3 = +3
Move Silently Dex* -10 = -1 -9
Profession (Herbalists)Wis 4 = +3 +1
Ride Dex -1 = -1
Search Int 0 = +0
Sense Motive Wis 3 = +3
Spellcraft Int 1 = +0 +1
Spot Wis 3 = +3
Survival Wis 3 = +3
Swim Str** 1 = +1
Use Rope Dex -1 = -1
* = check penalty for wearing armor
[/sblock]

[sblock=Spells]
Zero-level Cleric spells: 4 per day DC: 13
First-level Cleric spells: 3 (2+1) per day +1 from a domain DC: 14
[/sblock]
[sblock=Cleric Traits]
• Alignment Aura
• Spontaneous Casting (heal)
• Turn Undead (6x/day)
• High wisdom gains bonus spells daily
[/sblock]
[/sblock]

[sblock=Equipment]
Light load:43 lb. or less
Medium load:44-86 lb.
Heavy load:87-130 lb.
Lift over head:130 lb.
Lift off ground:260 lb.
Push or drag:650 lb.


Roland's Equipment:
Splint Mail (AC+6, max dex:0, CP–7, weight:45 lb.)
Heavy Wooden Shield (AC+2, CP–2, weight:10 lb.)
Heavy Mace (Damage:1d8+1, Critical:x2, weight:8 lb. , type:Bludgeoning)
Travelers Outfit.
Clerical Vestment.
Healer's Kit (10/10 uses, +2 to heal checks)
Sun Disk, Holy Symbol
Wands:
Wand of Light (50 charges)
Potions and Vials:
Flask of holy water (1)
Scrolls:
Detect Poison (2)
Purify food and drink (2)
Cure light wounds (2)
Remove fear (1)
Shield of faith (1)

Wealth: 74 gold
Total Weight: 55
[/sblock]
[sblock=BackGround]
Raised as an orphan in the local temple of Pelor, Red haired Roland grew up since childhood as a devote follower of the Shining one, helping the poor, the sick and the crippled. He is known by the locals as the "Red haired Healer".
During his teenager's years, Roland devoted completely to the temple and toke over the garden as herbalists, He has been apprenticed to Father Kortan, he has been somewhat of a father figure to him.
It was at the age of 16 when he heard his deity calling him for the first time, instructing him to help all those in need and oppose all that is evil, the young cleric found out that he has granted the powers of sun and healing, now, at the age of 18 he is ready to use them all.
But Terrible things have happened ...
About 4 months ago, the local church of Pelor was burned to the ground in the middle of the night. Roland was able to save himself, but was unable to carry Krotan out of the burning church -- the smoke had overcome the old man and Roland's healing skills were too weak. No one found out the root cause of the fire, but it seemed suspicious. The local constable ruled it accidental.
Roland have been heartbroken over the death of Kortan -- he was a gentle figure well-loved by most of the town folks. Although the vast majority of the town worshipped Merikka, the old man was able to convert several over to the worship of the sun god.
[/sblock]
 
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Avaxasir, elf rogue 2

Avaxasir "Zazz" Nightwind

Avaxasir Nightwind, or Zazz as his friends call him, is not your typical elf. He is rude, crude, and can be quite the troublemaker, often getting in trouble with the law. He has a tendency to take things that do not belong to him, oftening finding extremely good explanations to justify such actions. He was forced away from his forest home by the others of his clan, as they found his behavior too "un-elflike." Zazz just shrugged and travelled to the city, where he began working as a sneak and thief to get by. He has found that the urban environment suits him better than the forest, anyway.

Zazz is muscular for an elf, but still possessed of his race's grace and agility. He is fair skinned, with long raven-black hair (usually worn in a poney-tail). Jet black eyes peer out from what would be an attractive face...if not for the jagged scar across the left cheek. Zazz typically dresses in dark colors, greys and blacks, to help camouflage himself when he is hiding.





Code:
[b]Neutral Elf Male[/b]
Rogue 2 

XPs: 1360 (?)

[b]Stats[/b]
Str	12	(+1) 	(4 points)
Dex	18	(+4)	(10 points, +2 racial)
Con	14	(+2)	(10 points, -2 racial)
Int	14	(+2)	(6 points)
Wis	10	(+0)	(2 points)
Cha	08	(-1)	(0 points)

[b]General[/b]
HP: 		13
AC: 		18	(10 base + 4 dex + 3 armor + 1 shield)
Initiative: 	+4
Move:		30’


[b]Combat[/b]
BAB:			+1[size=1]
Melee:			+1	
Ranged:			+5

	Rapier, melee		+6 (1d6+1/18-20)
	Dagger, thrown		+5 (1d4+1/19-20)
      	Dagger, melee		+5 (1d4+1/19-20)
	Mace, light		+5 (1d6+1/x2)[/size]

[b]Saves:[/b][size=1]
Fort:	+2	(0 base + 2 con)
Ref:	+7	(3 base + 4 dex)
Wil:	+0	(0 base + 0 wis)
Immune to magic [i]Sleep[/i] effects
+2 racial save bonus against enchantment spells/effects[/size]

[b]Skills:[/b][size=1]
Appraise			+4	(2 ranks, +2 int)
Balance				+10	(4 ranks, +4 dex, +2 synergy)
Bluff				-1	(2 ranks, -1 cha)
Climb				+8	(2 ranks, +1 str, +4 dex)
Disable Device			+9	(5 ranks, +2 int, +2 equipment)
Escape Artist			+5	(1 rank, +4 dex)
Hide				+10	(4 ranks, +4 dex, +2 equipment)
Jump				+8	(5 ranks, +1 str, +2 synergy)
Listen				+4	(2 ranks, +0 wis, +2 racial)
Move Silently			+10	(4 ranks, +4 dex, +2 equipment)
Open Lock			+11	(5 ranks, +4 dex, +2 equipment)
Search				+7	(3 ranks, +2 int, +2 racial)
Sense Motive			+2	(2 ranks, +0 wis)
Sleight of Hand			+6	(2 ranks, +4 dex)
Spot				+4	(2 ranks, +0 wis, +2 racial)
Tumble				+11	(5 ranks, +4 dex, +2 synergy)
[/size]

[b]Languages:[/b][size=1]
- Common
- Elven
- Draconic
- Goblin[/size]

[b]Feats:[/b][size=1]
- Weapon Finesse[/size]

[b]Class Features:[/b][size=1]
- Sneak Attack +1d6
- Trapfinding
- Evasion[/size]


[b]Racial Features:[/b][size=1]
- Medium size
- Low-Light Vision: An 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: 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. An 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.[/size]

[b]Arms, Armor and Equipment:[/b][size=1]
Studded leather (masterwork)		175gp	20lb
Rapier, masterwork			320gp	2lb
Buckler, masterwork			165gp	5lb
2 daggers				4gp	2lb
1 dagger (cold iron)			4gp	1lb
Thieves' tools (masterwork)		100gp	2lb
Thieves' Cloak (masterwork tool)	50gp	Worn
Thieves' Boots (masterwork tool)	50gp	Worn
Traveler’s Clothing			1gp	Worn
- 15gp (hidden pockets)			-----	0.15lb
Backpack				2gp	2lb
- Blanket, winter			5sp	3lb
- Sacks, 2				2sp	1lb
- Sunrods, 2				4gp	2lb
Pouch, belt				1gp	0.5lb
- Chalk, 3 pieces			3cp	-----
- Flint & steel				1gp	-----
- 5gp, 21sp, 17cp			-----	0.43lb
				

Encumberance: [b]Light[/b]		-----	41.08lb					
[/size]
 
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