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Torvak Redclaw

Name: Torvak Redclaw
Race: Half-Orc
Class: Barbarian 1/Sorceror 4/Dragon Disciple 9
Xp: 96000
Alignment: NG, Gender: Male, Age: 26
Descriptiom: Torvak stands an inch over seven feet tall. What skin that isn't covered in golden scales has a green palour to it and his features betray his orcish blood. Broad of shoulder and heavily muscled Torvak looks like a formidable man. His clawed hands, golden wings and a maw full of oversized sharp teath give him a monstrous appearance.

Abilities:
Str: 30(+10) = 15 Point Buy + 2 Orc + 4 Dragon Disciple +3 Level + 6 Belt of Giant Strength
Dex: 12(+1) = 12 Point Buy
Con: 16(+3) = 12 Point Buy +2 Dragon Disciple + 2 Amulet of Health
Wis: 10(+0) = 10 Point Buy
Int: 12 (+1) = 12 Point Buy -2 Half Orc +2 Dragon Disciple(@lvl13)
Cha:12 (+1) = 14 Point Buy -2 Half Orc

Saving Throws
Fortitude: +15 = +6 (Dragon Disciple) + 2 (Barbarian) + 1(Sorceror) + 3 (Con) +3 (Rat)
Reflex: +5 = +1 (Sorceror) +3 (Dragon Disciple) + 1(Dex)
Will: +10 = +6 (Dragon Disciple) + 4 (Sorceror)

Hitpoints: 129 = 12 + (3*4)+(7*9)+42
AC: 30 = 10 + 3 (natural armour) + 9(+5 mithral chain shirt 10 %spell failure) + 2 (Ring of Protection) +1 (dex) +5(+4 Mithral Buckler)
Initiative: +1
Speed: Base 40, Fly 40(average)

BAB: +9
Melee: +19 = +9 BAB +10 Str
Ranged: +10 = +9BAB +1 Dex

Attack: +1 Adamantine Holy Frost Longsword +21 melee (1d8+11 + 1d6 Cold + 2d6vs.Evil Crit 17-20) or Claw +19 melee (1d6+10)
Full Attack: +1 Adamantine Holy Frost Longsword +21/+16 melee (1d8+11 + 1d6 Cold + 2d6 vs.Evil Crit 17-20) and Bite +17 melee(1d6+10) and Claw +16 melee(1d4+10)
Skills (b=barbarian, dd=divine disciple, s=sorcerer)
Concentration +11= + 8ranks(dd) + 3con
Diplomacy +5 = +5ranks(dd) + 1cha
Handle Animal +2= +1 rank(b) +1cha
Gather Info +3 = +2 ranks(dd) + 1cha
Intimidate: +5 = +4ranks(b) + 1cha
Knowledge Arcana +9 = 8ranks(s) + 1int
Knowledge Geography +2 = 1rank(dd) + 1int
Knowledge Local +2 = 1rank(dd) + 1int
Language Draconic 2(b)
Listen +1 = +1 rank(b)
Literacy 2(b)
Ride: +2 = +1 rank(b) + 1dex
Spot +3 = +3 ranks(dd)
Swim +11 = +1ranks(b) +11 str
Survival: +4 = +4ranks(b)

Feats: Power Attack, Cleave, Weapon Focus Longsword, Improved Critical: Longsword, Multiattack
Special: Breath Attack Fire Cone 4d8 1/day(Gold dragon), Rage 1/day, Darkvision 60’, Blindsense 30’, Bite and Claw attacks, Natural Armour +3, Wings, Summon Familiar(Rat)
Languages: Common, Orc, Draconic, literacy

Items:
Belt of Giant Strength +6 = 32000
Mithral Chain +5 (10% spell failure, max dex 6, check penalty 0) = 26100
Amulet of Health +2 = 4000
Ring Of Protection +2 = 8000
Mithral Buckler +4(0% spell failure, check penalty 0) = 17015
Boots of Speed= 12000
+1 Adamantine Holy Frost Longsword = 35015
2 x potion of greater magic fang +1 = 3000
5 x potion of cure light wounds = 500
1 x cure serious wounds = 1500
Eversmoking bottle = 5200
Bag of Holding Type II = 5000

Backpack, Bedroll, Blanket, Scroll Case, Chalk, Crowbar, Flint and Steel, Masterwork Manacles, 50' Silk Rope, Shovel, Tent, Waterskin, Whetstone, Traveler's Outfit, Spell Component pouch =85.63

Gold 574.37

Spells per day
Lvl 0: 6
Lvl 1: 7
Lvl 2: 10

Spells Known
Level 0
Light, Mending, Detect Magic, Ghost Sound, Prestidigitation, Mage Hand
Level 1
True Strike, Enlarge Person, Ray of Enfeeblement
Level 2
Cat’s Grace

Edit: Forgot extra damage from +1 sword
 
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Qalare is a wizard of some renown, though his homeland is a mystery. He is known as an elementalist, an artificer, and a sage. Enigmatic and powerful, his tactics are as outlandish as they are effective. He fights tyranny and the wicked, yet is thought of as a troublemaker and an upstart. While usually a loner (he tends to be bossy and impulsive), those who understand his motives and methods don't hesitate to call upon his help, if they can find him.

He usually appears in a fine silver suit, appropriate to the region he is passing through. He prefers to go barefoot when possible (using Endure Elements when necessary), but always has a crimson red sash around his waist, a matching red mantle over his shoulders, and a polished by simple metal circlet. He wears various jewelry, with multiple rings on each hand (though only two are truly magical), ornate bracers, necklaces and earrings. He also carries a long metal staff, intricately embossed and shaped in gold and silver, with a flared, curving head. Qalare is tall, but not overly so, and has short black hair and blue eyes. Most striking, however, is his charcoal black skin.

Years ago, Qalare was not a nomadic do-gooder. He is from a small, distant nation not commonly known throughout the world. Apprenticed to a minor wizard, he was quite studious, though poorly respected. Once, he happened upon a text describing how to manufacture Flesh Golems. Zealous and headstrong, he immediately procured the materials and began work on the golems. So blinded by his zeal, he also had the pride to believe that he could control the necromantic magic involved in piecing together the rendered flesh of corpses. Detecting a powerful flow of evil magic, paladins came to his workshop and found Qalare in the midst of his animation. They assumed the worst and attacked Qalare, who was forced to defend himself. He killed the two paladins, and fled with his incomplete golems. He abandoned the creations in the wilderness, but in a fit of conscience, he returned to the paladin order for persecution. Seeing upon further analysis that Qalare was not an evil man, the paladins forgave him for slaying the paladins, but banished him forever from his home for his folly experiment. Seeing his penance as opportunity, Qalare became a man of the world. Seeing almost immediately that his martial training was not sufficient to brave the many dangers he faced, he resolved to finish his golems and use their evil magic as a force for good.

The golems accompany Qalare everywhere. They also have the charcoal-colored skin of Qalare, but they are dressed i less luxurious clothing. They wear gray studded leather hauberks trailing to their ankles, and steel pauldrons and bracers. He is also fond of using his magic to modify the magical auras of his possessions, making his magical items appear nonmagical and his other possessions appear to be quite powerful. The only actually magical item he carries that appears so is his staff (Rod of the Python), which radiates magic as a Staff of the Magi would.

*The following items he carries appear magical: One ring, one necklace, his clothing (which he uses Fabricate to change frequently), his staff, his sash, and one earring.

----------------------------------------------------------
PC Name : Qalare
----------------------------------------------------------
Player Name : nameless
Email : cnlmyou@yahoo.com
----------------------------------------------------------
Race : Human
Class : Wizard 8/Loremaster 6
Level : 14
XP's : 91,000
Age, gender : 25, Male
Alignment : Chaotic Good
----------------------------------------------------------
Strength : 9 (-1)
Dexterity : 12 (+1) +4 Gloves = 16(+3)
Constitution : 14 (+2)
Intelligence : 17 (+3) +3 level +6 Headband = 26 (+8)
Wisdom : 12 (+1)
Charisma : 8 (-1)
----Combat------------------------------------------------
Hit Points : 71 = 4 +3*13 +28
Armor Class : 21 = 10 +3(Dex) +1(Deflection) +5(Armor) +2(Natural)

Initiative : +1
Melee attack : +6 = +7(Base) -1(Str)
Ranged attack: +10= +7(Base) +3(Dex)
Speed : 30 feet

Saving Throws
Fortitude : +11 = +2(Wiz) +2(Lor) +2(Sec) +2(Con) +3(Resistance)
Reflex : +12 = +2(Wiz) +2(Lor) +2(Sec) +3(Dex) +3(Resistance)
Will : +15 = +6(Wiz) +5(Lor) +1(Wis) +3(Resistance)

Rod of the Python
Attack Bonus: +6/+1
Damage : 1d6
Critical : x2
Range : -
Type : Bludgeoning
Special : +1 magic weapon

----Feats & Special Abilities-----------------------------
Skill Focus - Knowledge (Arcana)
Empower Spell
Scribe Scroll
Craft Wondrous Item
Craft Arms and Armor
Craft Construct
Spell Penetration
Eschew Materials
Weapon Focus - Ray

Lore (Bardic Knowledge, +2 for Know(History))
The Lore of True Stamina (+2 Fort Save)
Secret Knowledge of Avoidance (+2 Ref Save)
Greater Lore (Identify at will as (Ex))
Applicable Knowledge

Summon Familiar - Raven +3 Appraise, speaks Common
-Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells,
Speak with Master, Speak with Animals of its kind, +4 Natural Armor, Int 9
----Languages---------------------------------------------
Common
Elven
Draconic
Celestial
Anyssal
Sylvan
Giant
----Skills------------------------------------------------
Skill points per level : (2+4)*11 +5(int increase at 4) + (4+5)*6 +3(Int increase at 12)

Total (Ranks + Ability + Misc)
Listen (cc) : +5 ( 4 + 1 + 0) *+2 when Familiar near
Appraise : +11 ( 0 + 8 + 3) *+2 for weapons
Spot (cc) : +6 ( 5 + 1 + 0) *+2 when Familiar near
Knowledge (Arcana): +21 (10 + 8 + 3)
Knowledge(L.Lands): +18 (10 + 8 + 0)
Knowledge(History): +18 (10 + 8 + 0)
Spellcraft : +27 (17 + 8 + 2)
Concentration : +19 (17 + 2 + 0)
Craft(Jewelry) : +10 ( 2 + 8 + 0)
Craft(Tailoring) : +9 ( 1 + 8 + 0)
Craft(Weaponry) : +13 ( 5 + 8 + 0)
Use Magic Device : +16 (17 - 1 + 0)
Heal : +6 ( 5 + 1 + 0)
Gather Information: +9 (10 - 1 + 0)

----Magic-------------------------------------------------
Spell DC = 18+Spell Level
----Spells Per Day----------------------
Level 0: 4
Level 1: 4 +2
Level 2: 4 +2
Level 3: 4 +2
Level 4: 4 +2
Level 5: 3 +1
Level 6: 3 +1
Level 7: 2 +1

----Spells Known------------------------
Level 0: Resistance, Acid splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation

Level 1: Alarm, Protection from Evil, Shield, Mount, Shocking Grasp, True Strike, Magic Missile, Disguise Self, Nystul's Magic Aura, Feather Fall, Comprehend Languages, Endure Elements

Level 2: Scorching Ray, Glitterdust, Alter Self, Detect Thoughts, Shatter, Bull's Strength, Blindness/Deafness, Invisibility, Gust of Wind, Fox's Cunning, Cat's Grace

Level 3: Lightning Bolt, Dispel Magic, Protection from Energy, Haste, Slow, Water Breathing

Level 4: Enervation, Polymorph, Dimension Door, Arcane Eye, Wall of Ice, Animate Dead

Level 5: Summon Monster V, Teleport, Telekinesis, Cone of Cold, Fabricate, Overland Flight

Level 6: Chain Lightning, Flesh to Stone, Greater Dispelling, Contingency, Disintegrate, Geas

Level 7: Summon Monster VII, Control Weather, Greater Scrying, Bigby's Grasping Hand, Reverse Gravity, Limited Wish

----Default Spells----------------------
Level 0: Detect Magic x3, Mage Hand
Level 1: True Strike, Disguise Self, Shocking Grasp x2, Magic Missile
Level 2: Scorching Ray x2, Glitterdust, Gust of Wind, Detect Thoughts, Invisibility
Level 3: Lightning Bolt x3, Dispel Magic, Haste, Protection from Energy
Level 4: Enervation x2, Polymorph, Dimension Door, Wall of Ice, Empowered Scorching Ray
Level 5*: Summon Monster V, Telekinesis, Overland Flight, Cone of Cold
Level 6*: Chain Lightning, Flesh to Stone, Disintegrate
Level 7*: Reverse Gravity, Bigby's Grasping Hand, Control Weather

*Cast Overland Flight and Control Weather Daily
*Contingency cast when necessary: If I am attacked by an effect that deals energy damage, cast Protection from Energy against that type.

----Equipment--------------------------------
Boccob's Blessed Book (12500)
Flesh Golem (x2) (21000 + 1560)
-Masterwork Studded Leather for each golem
Circlet of Intellect +6 (18000 + 1440)
Ring of Shooting Stars (50000)
Ring of Protection +1 (2000)
Rod of the Python (13000)
Bracers of Armor +5 (12500 + 1000)
Amulet of Natural Armor +2 (8000)
Gloves of Dexterity +4 (8000 + 640)
Mantle of Resistance +3 (4500 + 360)

8 Sunrods
4 Smokesticks

----Coins on Hand------------------------
Platinum :
Gold : 400
Silver :
Copper :
 

Character Name: Rashid Swiftstrike
------------------------------------------------------------------------------------------------
Player Name: Jade Solstar
Email: toobeme@hotmail.com

-------------------------------------------------------------------------------------------------
Race: Half-Elf
Class: Sorceror 1/Fighter 6/Arcane Archer 7
Level: 14
XP: 96,000
Alignment: Nuetral Good
Age: 59
Gender: Male
Description: 6' 105 lbs Dirty Blonde Hair Violet Eyes
-------------------------------------------------------------------------------------------------
Strength: 14 (+2)
Dexterity: 24 (+7) Base 15 +3 Level Gloves of Dexterity +6
Constitution: 16 (+3) Base 12 Amulet of Health +4
Intelligence: 12 (+1)
Wisdom: 10 (+0)
Charisma: 12 (+1)
---------------------------------COMBAT-----------------------------------------------------
Hit Points: 117 (75 + 42 Con.)
Armor Class: 25 = 10 +7(Dex.) +8(Armor)

Iniative: +11 (+7 Dex. & +4 Improved Iniative)
Base Melee: +15/+10/+5
Base Ranged: +20/+15/+10
Speed: 30 feet

SAVING THROWS
Fortitude: +13
Reflex: +14
Will: +6


Oathbow +2 composite longbow "Quick Death"
Ranged: +29/+24/+19
Damage: 1d8+11
Critical: 19-20/x3
Range: 110 feet
Type: Piercing
Special: Oath Strike Ability / +2 magic bow

Luck Blade +2 shortsword "Lucky Strike" ( has 0 wishes)
Melee: +22/+17/+12
Damage: 1d6+4
Critical: 19-20/x2
Range: 0 feet
Type: Piercing
Special: Reroll 1/day

Celestial Armor
Chainmail +3
Fly 1/day upon command
-------------------------------------FEATS & SPECIAL ABILITIES----------------
Precise Shot
Point Blank Shot
Rapid Shot
Many Shot
Improved Iniative
Weapon Finesse
Weapon Focus(longbow)
Weapon Specialization(longbow)
Improved Critical(longbow)

Imbue Arrow
Seeker Arrow 1/day
Phase Arrow 1/day
Enchant Arrow +4 (when an arrow is fired/strung)

Summon Familiar - No Familiar

Elven Blood
Low Light Vision
Immunity to Sleep and similiar effects
+2 bonus versus enchantment spells or effects

-------------------------------------------------LANGUAGES-----------------------------
Common
Elven
Draconic
----------------------------------------------------SKILLS-----------------------------------
Climb 5 (3 ranks +2)
Craft(bowmaking) 5 ( 4 ranks +1)
Diplomacy 3 (0 ranks +3)
Gather Information 3 (0 ranks +3)
Hide 17 (10 ranks +7)
Intimidate 10 (9 ranks +1)
Knowledge(arcana) 3 (2 ranks +1)
Listen 6 (5 ranks +1)
Move Silently 17 (10 ranks +7)
Search 2 (0 ranks +2)
Spellcraft 3 (2 ranks +1)
Spot 6 (5 ranks +1)
Survival 9 (9 ranks +0)
Swim 5 (3 ranks +2)

------------------------------------------ITEMS----------------------------------------------------
Bracers of Archery, Greater
Oathbow (+2 composite longbow)
Luck Blade (+2 shortsword / 0 wishes)
Celestial Armor (+3 chainmail)
Gloves of Dexterity +6
Amulet of Health +4
Efficient Quiver
4 Sleep Arrows
40 Adamatite Arrows
40 Cold Iron Arrows
40 Silvered Arrows
40 Arrows
3 potions of cure light wounds

44 gold coins

-----------------------------------------SORCEROR SPELL INFORMATION---------------
Spells Known
0- light / mage hand / message / prestidigitation
1st- expeditous retreat / shield

Spells Per Day
0- 5 Save DC 11
1st- 4 Save DC 12

------------------------------------------BACKGROUND-----------------------------------------
Rashid was abandoned at the door of a human bowmaker who had long since retired when he was but a baby...as the years passed he quickly picked up the art of making bows but as he showed greater aptitude with the use of the bows his father trained him in the secret arts of trick shots and before long the old man passed away though venerable in years. On his death bed he gave Rashid a ring that was left with him as a babe to help him learn about his past. Through his many years of adventuring he has yet to learn any more of his past but he has made a good friend in Alik al-Rasnid and has at last found a place for himself...but he ponders if his destiny is truely fulfilled...



Edit: adjusted use of arrows
 
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Milar has lived on the sea for nearly his entire young life. He has learned all of the secrets and the ocean, and reveres its power. Also, he has seen the hash life of a sailor, and has taken it upon him to protect them from harm. After years of working on his own, he has now taken a position under Alik Al-Rashnid, aiding the sailors of his fleet.

(More background to come (still))

----------------------------------------------------------
PC Name : Milar Al-Doneh
----------------------------------------------------------
Player Name : Fanog
----------------------------------------------------------
Race : Human, Male
Class : Rogue 4 / Cleric 10
Level : 14
XP's : 96,000
Age, gender : 39, Male
Alignment : Chaotic Good

-----Stats-------------------------------------------------
Strength : 10
Dexterity : 15 (base 14, +1 level)
Constitution : 12
Intelligence : 14
Wisdom : 22 (base 14, +2 level, +6 Periapt)
Charisma : 16 (+4 cloak)

----Combat-------------------------------------------------
Hit Points : 82 (6 + 3*4 + 10*5 + 14)
Armor Class : 19 (+ 5 armor +1 deflection, +2 Dex, +1 Shield)

Initiative : +2
Speed : 40 ft. (30 ft. base + 10 ft. enhancement)

Base Attack Bonus: +10
Single Attack: +12 (+10 BAB, +2 Enhancement)
Damage : 1d6+2 / crit 20/x2
Full Attack +10/+9/+5
Damage: 1d6+2 / 2d6+1 (S) / 1d6+2
Type : Bludgeoning

----Saving Throws----------------------------------------
Fortitude : +9 (+1 Rog +7 Clr +1 Con)
Reflex : +9 (+4 Rog +3 Clr +2 Dex)
Will : +14 (+1 Rog +7 Clr +6 Wis)

----Feats--------------------------------------------------
1: Combat Expertise, Improved Disarm
3: Dodge
6: Two-Weapon Fighting
9: Spell Penetration
12: Two-Weapon Defense

----Class Abilities-----------------------------------------
Sneak Attack +2d6, Trapfinding, Trap Sense, Evasion, Uncanny Dodge
Turn Undead, Turn Fire creatures, Rebuke Water creatures, Protective Ward once/day

----Languages---------------------------------------------
Common
Aquan
Elven

----Skills------------------------------------------------
Rogue Points 11*7 = 77
Cleric Points 5*10 = 50

Balance: +11 (7 Rog +2 Syn +2 Dex)
Climb: +12 (7 Rog +0 Str +5 Enh)
Concentration: +13 (12 Clr +1 Con)
Diplomacy: +19 (4 Rog +10 Clr +2 Syn +3 Cha)
Gather Information: +10 (5 Rog +2 Syn +3 Cha)
Heal: +16 (10 Clr +6 Wis)
Jump: +12 (5 Rog +2 Syn +0 Str +5 Enh)
Kn. History: +4 (2 Clr +2 Int)
Kn. Local: +7 (5 Rog +2 Int)
Kn. Geography: +4 (4 Rog cc +2 Int)
Kn. Planes: +6 (4 Clr +2 Int)
Listen: +11 (5 Rog +6 Wis)
Pr. Sailor: +12 (4 Rog +2 Clr +6 Wis)
Spot: +11 (5 Rog +6 Wis)
Search: +7 (5 Rog +2 Int)
Sense Motive: +11 (5 Rog +6 Wis)
Spellcraft: +12 (10 Clr +2 Int)
Swim: +11 (6 Rog +0 Str +5 Enh)
Tumble: +11 (7 Rog +2 Syn +2 Dex)
Use Rope: +5 (3 Rog +2 Dex)

----Magic-------------------------------------------------
Spells available: 6 / 6+1 / 6+1 / 4+1 / 4+1 / 3+1
Spell DC: 16 + spell level
Domains: Water, Protection.

----Normally Prepared----------------------------------

0 - Create Water (x2), Detect Magic, Guidance, Light, Mending
1st - Bless, Divine Favor, Endure Elements, Protection from Evil, Remove Fear, Shield of Faith, Sanctuary*
2nd - Aid, Align Weapon, Augury, Bull's Strength, Hold Person, Restoration (Lesser), Fog Cloud*
3rd - Water Walk, Dispel Magic, Searing Light (2x), Protection from Energy*
4th - Death Ward, Divination, Divine Power, Discern Lies, Control Water*
5th - True Seeing, Summon Monster V, Spell Resistence, Ice Storm*

----Equipment------------------------------------------

Darkwood Quarterstaf (+2) and (+1 Merciful) 16,640
+1 Mithral Shirt of the Deep 24,100
MW Cold Iron Sabre 340 gp

+6 Periapt of Wisdom 36,000
+4 Cloak of Charisma 16,000
+1 ring of protection 2,000
Boots of Striding and Springing 5,500
Gloves of Swimming and Climbing 6,250
Holy symbol

Lesser Rod of Metamagic, Silent 3,000
Strand of Prayer Beads 25,800
Bag of Holding Type I 2,500
Restorative Ointment 8,000 (doubled)

Scrolls (all costs doubled)
Cure Serious Wounds (2x) 1,500
Remove Disease 750
Dispel Magic 750

Sailor's Gear (clothes, rope etc.)
Holy Water (4x)
Sun Rod (4x)
Healer's Kit

Powdered Silver - 50 gp
Incense - 200 gp
Diamond Dust - 500 gp
Eye Ointment - 500 gp

1370 left in gold
 
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Rana was born to a minor noble family in the nation of Galdon, where she spent her rather miserable childhood in a the family compound being tormented by her father and brothers. Her family operated an organized crime syndicate out of the dungeons below their compound, specializing in smuggling illicit goods to and from the Underdark. She was raised to lie and spy, with her father fully intending to marry her off to the son of a rival so as to position her to spy on her family's behalf.

Things didn't work out as he planned. When the family's involvement with the Drow became something of an open secret, the nation of Thrach, ruled by a council of humans and elves called the Thulkarr, decided to make an example of them. They hired a band of adventurers to attack the family compound and slaughter everyone inside, to show the dire consequences of consorting with drow.

As the adventurers dispatched the guards, Rana, 12 years old, and her father were in a room underground. He had finally told her who she was being forced to marry and betray. She refused, just as the team reached the room and began listening through the door. Her father, enraged, beat her mercilessly, first with his fists, then with whatever objects her could find around the room. The assassins broke down the door and shot xbow bolts through his legs, causing him to sink through his knees moments before a dwarven waraxe shattered his chest.

Having heard the fight, they did not have the heart to kill her. The group's cleric examined Rana's quite severe injuries and determined that they would need to either take her with or leave her to die. If he tried to stabilize her, she'd slip away before anyone would find her. So they slaughtered the remaining inhabitants and carried her back to the inn where they were to stay for the rest of the night. When she regained consciousness the next morning, Rana, much to their surprise, thanked her captors for ridding the world of her despicable family and readily agreed to return to Thrach to start a new life in service of the state.

She submitted to be drugged and carried in a chest so as not to draw suspicion from the authorities or passersby and to make sure that she could not discover the route to the secret facility that they operated from. They kept her drunk with elfwine for nearly a week, for lack of a better option, and ever since she's had a taste for drink, often in excessive amounts.

After being adopted almost immediately by a very powerful (politically, but also magically and physically) noblewoman, she discarded her brith name for the simple word that she is known by now, which means "wanderer," symbolizing her feelings of homelessless that still tugged at her. Her teenaged years were relatively happy ones, as she quickly grew in stature and popularity in the court as well as in personal might. She was formally inducted into the military, where she attained the rank of captain, eventually leading teams on missions of sabotage and assassination. Later, she joined the diplomatic corps as a diplomat, troubleshooter-for-lone, and sometimes spy and assassin.

Rana appears to be a young, personable, and very pretty young woman of cultured, noble, stock. She is usually quite outgoing, and is comfortable in almost any social situation. It is somewhat difficult for her to open up to people on a deep level, but those who she does truly befriend she holds dear forever.

Her childhood has not left her unscathed. Usually outgoing, she is prone to periodic depression and erratic, emotional behavior. Even when relatively happy, she tends to have a drinking problem, which has persisted since her early teens. Her residual feelings of rejection and guilt regarding her family make her very protective of those that she is willing to grow emotionally attached to, and she is known to occasionally be heroic to the point of foolishness. Other times, her heroism can be attributed to a craving for acceptance and affection.

Her anger has helped her develop a great deal of zeal for killing, but her rage has been moderated as of late, after she was forced to kill her last surviving brother, the only one she actually loved, in battle. This extreme act partially settled her own emotional struggle with her family, and she has learned to better appreciate the value of sentient life, and is more reluctant to shed blood needlessly.

Rana is in Al'Gera at the request of the Thulkarr, in order to aid the Caliph with his troubles. Working closely with the Caliph's agents as well as the ambassador from Thrach, she has "solved" numerous "problems" into an early grave, working to safeguard the trade that occurs in this strategic city-state. She is well-known and outspoken at court functions, and rumors, many true (her drinking problem) and many false (her alleged promiscuity), abound in court circles.



PC Name : Rana
----------------------------------------------------------
Player Name : DM_Matt
----------------------------------------------------------
Race : Human
Class : Ranger1/Sorceror6/Eldritch Knight7
Level : 14
XP's : 91,028
Age, gender : 25, Female
Alignment : Chaotic Good
----------------------------------------------------------
Strength : 20 (+6enh)
Dexterity : 18 (+4enh)
Constitution : 18 (+4enh)
Intelligence : 12
Wisdom : 8
Charisma :23 (+3 Levels+6 Enh)
----Combat------------------------------------------------
Hit Points : 112 = 10+3*6+4*7+56
Armor Class : 24 = 10 +4(Dex) +5(Armor) +3(Enh)+2(Nat Armor)

Initiative : +8 (+4 dex, +4 imp init)
Melee attack : +16 = +11(Base) +5(Str)
Ranged attack: +15 = +11(Base) +4(Dex)
Speed : 60 feet

Saving Throws
Fortitude : +13 = +2(Fighter) +2(Sorc) +5(EKnight) +4(Con)
Reflex : +8 = +2(Sorc) +2(EKnight) +4(Dex)
Will : +6 = +5(Sorc) +2(Eknight)-1Wis

Attack Bonus: +19/+14/+9 (with GMW)
Damage : 2d6+7str+1enh(usually3)+2d6holy+1d6frost --> often 5d6+10
Critical : 19-20/x2 (Usually 17-20/x2)
Type : Slashing
Special : +1 magic weapon (Usually +3 with GMW), Adamantine, Holy available silvering. +2 DMG to humans.

----Feats & Special Abilities-----------------------------
Craft Wondrous Item
Empower Spell
Eschew Materials
Combat Reflexes
Improved Initiative
Power Attack
Cleave
Track
Favored Enemy(Human) (+2 to damage, bluff, spot, listen, sense motive, survival checks)

----Languages---------------------------------------------
Common
----Skills------------------------------------------------
Skills: 6*4+2*13+14+14 = 78
Tumble: +7 (2r, +4dex, +2jump)
Jump +20 (5r, +5str, +10enh))
Disguise +9 (2r, +2 bluff, +6 cha) (usually +19 due to hat ot disg)
Ride +5 (1 ranks, +4 dex))
Swim +6 (+1r, +5str)
Concentration: +20 (16r, +4 con)
Hide +5 (1r+4dex)
Move Silently +7 (3r+4dex)
Diplomacy: +12 (4r, +6cha,, +2 bluff, +2 Sense Motive)
Bluff +20 (14r, +6 cha) (+2vHumans)
Sense Motive +8 (9r, -1 wis) (+2vHumans)
Spellcraft +17 (16r)
Perform(Dance) +7 (2r, +6 cha)
Perform (Song) +7 (2r, +6 cha)
Survival -1 (+2vHumans)
----Magic-------------------------------------------------
Spell DC = 16+Spell Level
----Spells Per Day----------------------
Level 0: 6
Level 1: 6 +2
Level 2: 6 +2
Level 3: 6 +1
Level 4: 6 +1
Level 5: 6 +1
Level 6: 4 +1

----Spells Known------------------------
9/5/5/4/4/3/2

Level 0: Detect Poison, Detect Magic, Read Magic, Ghost Sound, Mage Hand, Mending, Message, Arcane Mark, Prestidigitation

Level 1: True Strike, Charm Person, Magic Missile, Ray of Enfeeblement, Feather Fall

Level 2: Glitterdust, Alter Self, Detect Thoughts, Web, Scorching Ray

Level 3: Lightning Bolt, Dispel Magic, Protection from Energy, GMW

Level 4: Confusion, Polymorph, Dimension Door, Greater Invisibility

Level 5: Wall of Force, Telekinesis, Cone of Cold, Overland Flight

Level 6: Greater Heroism, Disintegrate

----Equipment--------------------------------
Boots of Continuous Expeditious Reteat (1k+80xp) and Continuous Jump(CasLvl1) (2k+160xp)
Talisman (SlotLess) of Unlimited Enlarge Person (2k + 160xp)
Belt of Str +6 (18k+1440xp+1440gp)
Cloak of Cha +6 (18k+1440xp+1440gp)
Gloves of Dex +4 (8k+640xp)
Amulet of Con +4 (8k+640xp)
Celestial Chain Shirt +3 (22.350k)*
Hat of Disguise (.9k+72xp)
Ring of Natural Armor +2 (8k)
Necklace of Adaptation (4.5k+360xp+810)
4 Doses Silversheen (1k)
Scabbard of Keen Edges (L7, extended, 1/day, thus 14 hours long), (10,080)*
+1 Adamantine Holy Frost Greatsword (35,015)
Gold: 2,465
+Some mundane stuff and special materials weapons
 
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