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Tale of the Clueless Gallery


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Vorastrix ux Bahamuti
fintir charir darastrix Drachenflagrion


Dragonborn (kobold) dragonfire adept 3
LG Small dragon (reptilian)
Init +1; Senses Spot +7, Listen +1
Darkvision 60 ft., Low-light vision
Languages Draconic, Common, Undercommon
–––––––––––––––––––––––––
AC 14, touch 12, flat-footed 13;
+2 dodge bonus against creatures of the dragon type
hp 26 (3d8 HD)
Fort +5, Ref +2, Will +3
Immune frightful presence, paralysis, sleep
–––––––––––––––––––––––––
Spd 30 ft.
Melee spiked gauntlet +1 (1d3-1) or 2 spiked gauntlets -3/-7 (1d3-1)
Ranged
Base Atk +1; Grp -4
Special Atks breath weapon at will (15-ft. cone or 30-ft. line of fire; 2d6 fire; DC 13 Ref half) or once per 1d4 rnds (15-ft. line; 2d8 acid, cold, electricity or fire damage; DC 13 Ref half)
Invocations draconic knowledge, endure exposure
Breath Effects frost breath
Spell-Like Abilities (CL 3rd)
At will– endure elements (DC 13)
1/day– mage armor
–––––––––––––––––––––––––
Abilities Str 9, Dex 13, Con 16, Int 14, Wis 10, Chr 14
Feats Dragontouched, Dragonwrought (emerald), Dragon Wings
Skills Skills Concentration +9, Diplomacy +8, Hide +9, Jump +9, Knowledge (arcana) +14, Knowledge (architecture and engineering) +8, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +10, Knowledge (nature) +11, Knowledge (nobility and royalty) +8, Knowledge (religion) +11, Knowledge (the planes) +8, Listen +1, Search +3, Spellcraft +10, Spot +7, Use Magic Device +8
–––––––––––––––––––––––––
Slight Build: The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Possessions hip packs, potion belt, sacks x3, scrivener's kit (10 sheets of parchment, ink vial, inkpen), scroll case, silver holy symbol (Bahamut), silvered spiked gauntlets x2, waterskin, scrolls (0–Amanuensis x3, dancing lights, detect magic x3, detect poison x3, mage hand, mending, prestidigitation; 1st–Comprehend languages x3, cure light wounds x3, detect secret doors, expeditious retreat, master's touch, protection from arrows, resist energy x3, resurgence x3, shield, silent image x3, surefoot, unseen servant; 2nd–Knock), special substances (alchemical sleep gas x3, antitoxin vials x3, holy water flask, smokesticks x3, tanglefoot bag, thunderstone, potions of cure light wounds x3), wand of alter self (10 ch.)
–––––––––––––––––––––––––
Treasure 74.1 gp
Experience 3,000
–––––––––––––––––––––––––
Appearance Being both dragonwrought and dragonborn, Vorastrix blurs the line between kobolds and their true dragon kin. The small winged wyrm is covered in a reflective hide of smooth gleaming silver-white scales with twin saw-toothed frills running the length of his spine down to the tip of his tail. Vorastrix's emerald eyes glow softly in darkness and his wedge shaped head sports a pair of regal curved ivory horns at the back of the dragonwrought's head. Although his neck and tail are slightly longer and his limbs a tad shorter than a kobold's, Vorastrix lacks a true dragon's long sinuous silhouette. Nevertheless Vorastrix seems to rejoice in his draconic heritage, preferring to crouch and walk on all fours and forgoing the use of clothing altogether except for a few key pieces of equipment. On his hips, Vorastrix wears twin leather satchels and his forearms sport a matched pair of clawed gauntlets wrought of gleaming silver.

Height 2' 3" (standing) Weight 42 lbs Age 7 years

Note: I haven't had time to finalize my equipment list yet. I'll try to get to it ASAP.
 
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Idim Moq Qo Harr
[sblock=Character Sheet]Female Human Swashbuckler 3
Neutral Good

Str 13 (+1)
Dex 18 (+4)
Con 15 (+2)
Int 15 (+2)
Wis 10 (+0)
Cha 11 (+0)

Hit Points 28
AC 18 (+4 masterwork chain shirt, +4 Dex), Touch 14, Flat 14
Init +4
BAB +3, Grap +4
Speed 40 (base 40, load 49.5/50, light armor)
Fort +6 (3 + 2 Con + 1 resist), Ref +7 (1 + 4 Dex + 1 comp + 1 resist), Will +2 (1 + 0 Wis + 1 resist)

+8 Melee, masterwork rapier, 1d6+1 (+2 precision damage), 18-20/x2
+8 Ranged, masterwork composite longbow (mighty +1), 1d8+1, 20/x3, 110'r
+7 Ranged touch, acid flask, 1d6 acid (1 acid splash damage), 20/x2, 10'r
+7 Ranged touch, alchemist's fire flask, 1d6 fire (1 fire splash damage), 20/x2, 10'r

Medium, 5'6", 120 lbs., 19 yrs old
Black hair, brown eyes, dark tanned skin

Speaks common, elven, and dwarven

+11 Balance (6 ranks + 4 Dex + 2 synergy – 1 acp)
+8 Diplomacy (6 ranks + 0 Cha + 2 synergy)
+9 Escape Artist (6 ranks + 4 Dex – 1 acp)
+12 Jump (6 ranks +1 Str + 2 synergy + 4 speed – 1 acp) (synergy to tumble)
+3 Perform (dance) (3 cc ranks + 0 Cha)
+6 Sense Motive (6 ranks + 0 Wis) (synergy to diplomacy)
+11 Tumble (6 ranks + 4 Dex + 2 synergy – 1 acp) (synergy to balance and jump)

Feats
-Fleet of Foot (regional): when unencumbered and wearing light armor or less, land speed +10’; stacks with land speed increases granted by classes
-Expeditious Dodge: +2 Dodge bonus to AC if moved at least 40’ in the round
-Mobility: +4 Dodge bonus to AC against AoO caused by movement
-Weapon Finesse (bonus from Swashbuckler): w/ some weapons, use Dex mod on attack rolls

Human Traits
-Bonus feat and skill

Swashbuckler Abilities
-Weapon Finesse (Ex): free weapon finesse feat
-Grace (Ex): +1 competence bonus on Reflex saves if unencumbered and wearing light armor or less
-Insightful Strike (Ex): add Int mod to damage rolls with any weapon that can be used with Weapon Finesse; precision damage

Masterwork chain shirt (worn, 25 lb) 250 gp
Monk’s outfit (worn, 0 lb) 0 gp

Masterwork rapier (belt left, 2 lb) 320 gp
Acid flask (belt front, 1 lb) 10 gp
Alchemist’s fire flask (belt rear, 1 lb) 20 gp

Masterwork composite longbow (+1 Str) (left shoulder, 3 lb) 500 gp
Arrows, 20 (right shoulder, 3 lb) 1 gp
Cold iron arrows, 10 (right shoulder, 1.5 lb) 1 gp
Silvered arrows, 10 (right shoulder, 1.5 lb) 20.5 gp
Backpack (center back, 2 lb) 2 gp

Vest of resistance +1 (worn, 1 lb) 1,000 gp

Waterskin- water (backpack, 4) 1 gp
Trail rations- 2 days (backpack, 2 lb) 1 gp
Coin pouch (backpack, 0.5 lb) 1 gp
Whetstone (backpack, 1 lb) 0.02 gp
Everburning torch (backpack, 1 lb) 110 gp
Potion of cure light wounds, 4 (backpack, 0 lb) 200 gp
Potion of jump (backpack, 0 lb) 50 gp
Oil of magic weapon, 2 (backpack, 0 lb) 100 gp
Oil of bless weapon (backpack, 0 lb) 100 gp

Coins- 11 gp, 14 sp, 8 cp[/sblock]
[sblock=Background]Idim Moq Qo Harr is of the proud Shaaryan nomads in vast rolling prairies in the south of Faerun. While the nomads are in about a dozen tribes, Idim and her family are from one of the more prominent of them. Their tribe is not the most prominent, however. Likewise, within that tribe, Idim’s family is one of the more influential of them. But their family is not the most influential, however. For Idim’s family, she was meant to change all of that and lead her family, tribe, and people to great things.

Idim’s childhood was fairly luxurious by her people’s standards. Rather than performing typical childhood chores, her parents (primarily her mother) endeavored to fit her into the highest social castes in the tribe. Rather than learn most of her combat skills during hunts or raids, Idim was specifically trained by the other warriors to fight in a calculated manner. Idim learned the languages of the dwarves in the Great Rift and the elven language spoken by the centaurs in the Shaar as she traveled with the rare emissaries from the Shaaryan tribes to those races. As she was growing older, the elders gave Idim even greater responsibility in such matters.

Idim was being groomed to someday be the chief of her tribe, which would end a long dynasty by another family. She gained fighting skill that would earn her respect from her tribe. While not the most charismatic, she had skill in dealing with people, and they knew she had the brains to make use of it. All she needs to do now is stay around long enough, and dodge any treachery, and she knows she’ll be chief someday.[/sblock]
[sblock=Personality]Idim Moq Qo Harr may have been raised to be like royalty to her people, but you’d not likely tell it by being around her. While competent in what she does, Idim is quite modest about her talents. While she is skilled in leading others, she does so by quietly earning respect rather than boldly taking charge. Idim is calm nearly all the time. However, sometimes her youth gets the best of her. At those times, Idim’s inherent kindness and a desire to be liked cause her normal reservation to vanish almost to be point of sheer reckless abandon.[/sblock]
[sblock=Appearance]Idim Moq Qo Harr looks fairly typical for her people. She is in excellent shape from life in the wilds of the Shaar and her training, and she’s darkly tanned from the prairie sun. Dressed and equipped lightly for ease of movement, she looks every bit like a warrior from the prairie.[/sblock]
 
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Drota Stonebreaker
Female Orc Cleric 3 of Luthic

Alignment: Chaotic Neutral
Patron Deity: Luthic
Region: Vaasa
Height: 6' 0''
Weight: 199
Hair: Black
Eyes: Amber
Skin: Olive
Age: 18

Str: 14 (+2) [+4 racial]
Dex: 12 (+1)
Con: 13 (+1)
Int: 8 (-1) [-2 racial]
Wis: 13 (+1) [-2 racial]
Cha: 12 (+1) [-2 racial]

http://invisiblecastle.com/find.py?a=show&id=562912

Class and Racial Abilities:
+4 Str, -2 Int, -2 Wis, -2 Cha, darkvision 60 ft., light sensitivity (dazzled in bright sunlight or within the radius of a daylight spell). Divine spells, ability to rebuke undead 4/day, Cavern and Family domains, aura of chaos.

Stonecunning (granted power from Cavern domain): This ability grants Drota a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. When Drota merely comes within 10 feet of unusual stonework she can make a Search check as if she was actively searching, and Drota can use the Search skill to find stonework traps as a rogue can. Drota can also intuit depth, sensing her approximate depth underground as naturally as a human can sense which way is up.

Family domain granted power – As a free action, Drota can protect a number of creatures equal to her Charisma modifier with a +2 dodge bonus to AC. This is a supernatural ability that lasts 1 round per level. An affected creature loses this protection is it moves more than 10 ft. from Drota. She can affect herself with this ability.

Cannot become shaken and ignores effects of shaken condition (though can become frightened or panicked), due to Blooded feat.

Hit Dice:3d8+3
HP:23
AC: 18 (+1 Dex, +7 armor) [touch 11, flat-footed 17]
ACP: -5
Init: +3 (+1 Dex, +2 Blooded)
Speed: 30 ft. (20 ft. in armor)

Saves:
Fortitude +4 [+3 base, +1 Con]
Reflex +2 [+1 base, +1 Dex]
Will +4 [+3 base, +1 Wis]

BAB/Grapple: +2/+4
Melee Atk: +5 (1d8+3/x2/P, MW Spear)
Melee Atk: +5 (1d4+2/x2/P, MW spiked gauntlet)
Ranged Atk: +3 (1d10/19-20/x2/120 ft./P, heavy crossbow)

Skills:
Healing +6 [5 ranks, +1 Wis]
Knowledge (religion) +0 [1 rank, -1 Int]
Listen +1 [0 ranks, +1 Wis]
Spot +3 [0 ranks, +1 Wis, +2 Blooded]

Feats:
Blooded (regional, 1st level)
Divine Vigor [ComDiv] (3rd level)

Languages: Orc, Damaran, Common

Spells Prepared – Cavern and Family domains
Save DC +1
0th - detect magic x3, detect poison x2.
1st - bane, doom, magic weapon. (D) – bless.
2nd - lesser restoration. (D) – darkness.

Equipment
MW spear – regional equipment
+1 banded mail with armor spikes – 1,450gp
MW Spiked gauntlet – 305gp
Heavy crossbow – 50gp
40 bolts – 4gp
Wand of cure light wounds – 750gp
Belt pouch – 1gp
Cold weather outfit – 8gp
2 daggers – 4gp
Backpack – 2gp
Travel rations (20 day’s worth) – 10gp
Bedroll – 5sp
50ft. silk rope – 10gp
Traveler’s outfit (free)
10 javelins - 5gp, bought at 50% off at Doomguard Armory.

Money
100gp, 5sp

Appearance: Drotha is a tall and muscular orc woman, with long black hair braided with small bones, and unusual amber eyes. Her deep olive skin is scarred and tattooed in deliberate patterns of animals and weapons. She wears hulking banded armor, spiked fearsomely, bears a spiked gauntlet on one hand.

Personality: Drotha is very protective of those she considers children, but has typical orcish (which is to say, bad) reactions to elves and their kin. Violence is her byword, though not her only one. She is a healer and a mother, but one in a very warlike society. As men are considered supreme in orc society, Drotha is used to working around various rules and restrictions where she can.

Background: Drota Stonebeater was a mother of six strapping orc warriors, and another five healthy orc wives. Wife of the chief hunter of the Stonecrusher orc tribe, Drota served her people well with her services as a midwife and protector of children. She taught her sons rudimentery healing to keep them alive during battle, and gave her daughters the knowledge of how to protect their own mates and children as well as they could.

She is a fairly simple woman, seemingly content with her role in the tribe; to ensure the next generation of orc warriors, and to heal the ones they have. However, her own outward complicity hides the necessary deviousness of her kind. Orc women are not allowed to use weapons, yet must protect their families, must always submit to their men, yet show no fear in the face of the hated elf warriors. Though outwardly compliant, Drota holds the wiles of all mothers, and is able to do far more than she presents.

Drota is a protector and healer, but she comes from a strong warrior tradition. She defers to men, but knows what to say to get what she must. Driven by necessity, this orc mother could rise from humble beginnings to be something far greater than fate ever imagined...
 
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Mironallia came into being like many of her half-elven kin, the result of a human raid into elven lands, during which one of the human men took an elven female for his own pleasure. Mironallia’s mother and the other survivors of the raid made their way from their ruined village to Qualinost to put their lives back together. The clergy of Mishakal took Mironallia’s mother into their care, and even offered to keep her secluded so that she would need not bear the social stigma of having an out-of-wedlock, half-elven child. Mironallia’s mother flatly refused, refusing to let her child be a source of shame for her, and willing to bear whatever burdens and face any obstacles the two of them might face.

It was nonetheless hard for Mironallia and her mother. Mironallia’s short ears and brown eyes marked her as different from her kin, and the full-blooded elves let her know about it at every turn. Her mother was shunned in most social circles, and forced to be a scullery maid in order to earn a living. In school and in sporting activities, Mironallia was regularly bested by her peers, who actually had far more experience than she could ever hope for. She barely learned how to wield the longsword and never could master the bow, always placing last in archery contests amongst the other elves. The temple of Mishakal was one of the few places where Mironallia found acceptance and welcome, for the clerics welcomed all regardless of how different they were. The clerics gently nudged her towards clerical studies, which Mironallia readily took to. It was a good situation for all. The temple earned a priestess with uncommon wisdom, and Mironallia found a place where she could be accepted.

On her 22nd birthday Mironallia was sent out to travel to outlying elven villages, lend what aid she can, and return in a year's time to report on what she learned. It was a fairly routine mission. Little did she know her journey would take her far from Qualinesti, from Ansalon, and indeed from Krynn.

Mironallia of Mishakal

Attributes (rolls here)

Str 12
Dex 15
Con 12
Int 15
Wis 17
Cha 12

HP 18 (rolls here )

Character sheet here: http://www.campaign-blog.com/view.php?id=3124
 

Quote:
Originally Posted by Saloric Windrunner
I've always wanted to play in a Planescape campaign! I'm thinking of either a ranger or a druid; is one more appropriate for your campaign? Let me think about it a little more and I'll post something later tonight or tomorrow.



After thinking it over I decided on a Dwarven Ranger. This would be my first PbP game so here goes.

"My name? Thrumgall of the Brightbeard clan. My job? My job was that of every dwarf, work for the good of the clan. I am a protector. I slipped into the tunnels we lived in and hunted vermin. Giant rats, ants, spiders, goblins, orcs, you know, vermin. I was right good at it too. I kept my tunnels clear and the trade flowed like heated mithril through them. It was lonely but it was for the good of the clan. The clan was impressed with me so they gave me a couple of lads to teach."

"Ahh that's right good whiskey, who’s your brew master?"

*Listens to barkeep*

"Tanar'i? Never heard of him. Well anyway, I was getting to how I ended up here at the Friendly Wayfarer. You see me and the boys were tracking goblins, not many of them maybe 3-4. We were going slowly; I was making the lads track them while I kept an eye out for ambushes, no better way to learn than by doing. Well anyway the number that we were following got larger and larger pretty soon it was a score then four score. I wasn't worried about myself mind you, but the lads were soft as limestone and I was worried for them. So I sent them back to the clan to warn them of another goblin gathering; they’d send some lads to end it before it became a problem. I sneaked on, and slipped through an archway they had passed through my bow ready and suddenly I was here in Sigil. I was lucky, I was able to find some guide…"

*Listens to barkeep again*

"Tout? No that wasn't her name. Anyway she gave me directions to here and so here I am. So how about a refill on this whiskey?”

Here are the dice rolls.

http://invisiblecastle.com/find.py?a=show&id=566126

Name: Thrumgall of the Brightbeard clan
Race: Dwarf
Player: Saloric Windrunner
Classes: Ranger3
Hit Points: 26Experience: 3000 / 6000
Alignment: Lawful Good
Vision: Darkvision (60')
Speed: Walk 20 ft.
Languages: Common, Dwarven

Stat Score Mod
STR 13 (+1)
DEX 15 (+2)
CON 14 (+2)
INT 10 (+0)
WIS 14 (+2)
CHA 9 (-1)

-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Appraise 0 0.0 0 0
Balance -1 0.0 2 -3
Bluff -1 0.0 -1 0
Climb 1 3.0 1 -3
Concentration 2 0.0 2 0
Craft (Untrained) 0 0.0 0 0
Diplomacy -1 0.0 -1 0
Disguise -1 0.0 -1 0
Escape Artist -1 0.0 2 -3
Forgery 0 0.0 0 0
Gather Information -1 0.0 -1 0
Handle Animal 0 1.0 -1 0
Heal 2 0.0 2 0
Hide -1 0.0 2 -3
Intimidate -1 0.0 -1 0
Jump -8 0.0 1 -9
Listen 6 4.0 2 0
Move Silently 3 4.0 2 -3
Ride 2 0.0 2 0
Search 6 6.0 0 0
Sense Motive 2 0.0 2 0
Spot 8 6.0 2 0
Survival 8 6.0 2 0
Swim -3 2.0 1 -6
Use Rope 6 4.0 2 0


-------------------------- Feats ---------------------------
Improved Initiative
You get a +4 bonus on initiative checks.

Point Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges up to 30 feet.

Armor Proficiency (Light)
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

Rapid Shot
You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round takes a -2 penalty. You must use the full attack action to use this feat.


-------------------- Special Abilities ---------------------
+1 racial bonus on attack rolls against orcs and goblinoids
+2 racial bonus on Appraise and Craft checks that are related to stone or metal.
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+4 Dodge bonus to Armor Class against monsters of the giant type.
Archery Combat Style
Favored Enemy (Humanoid (Goblinoid)) +2
Stability
Stonecunning
Wild Empathy (Ex) +2


------------------------ Templates -------------------------


-------------------------- Combat --------------------------

Total / Touch / Flat Footed
AC: 19 / 14 / 17

Initiative: +6
BAB: +3
Melee tohit: +4
Ranged tohit: +5

Fortitude: +5
Reflex: +5
Will: +3

Unarmed attack:
to hit: +4
damage: 1d3+1
critical: 20/x2

Battleaxe (Masterwork):
to hit: +5
damage: 1d8+1
critical: 20/x3

Longbow (Composite/Masterwork/+1):
to hit: +6
damage: 1d8+1
critical: 20/x3
range: 110 ft.special properties: STR bonus to damage
--------------------- Special Abilities --------------------


------------------------- Equipment ------------------------
Name QTY LBS
Arrows (20) 1 3lbsBattleaxe (Masterwork) 1 6lbsChain Shirt +1 1 25lbsOutfit (Traveler's) 1 5lbsShield (Heavy/Metal) 1 15lbs
Backpack (11 lbs.)
Bedroll 1 5lbs Flint and Steel 1 0lbs Potion (Cure Light Wounds) 1 0lbs Waterskin (Filled) 1 4lbsLongbow (Composite/Masterwork/+1) (3 lbs.)
Sack (0.5 lbs.)

Total weight caried:
Current load: Medium

Encumbrance
Light: 50
Medium: 100
Heavy: 150
 
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Code:
[B]Name:[/B] Terrathoin Soulforge, Clan of the Forge
[B]Class:[/B] Dwarven Paragon
[B]Race:[/B] Gold Dwarf
[B]Region:[/B] The Smoking Mountains
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Good
[B]Deity:[/B] Moradin

[B]Str:[/B] 16 +3      [B]Level:[/B] 3        [B]XP:[/B] 3000/6000
[B]Dex:[/B] 11 +0      [B]BAB:[/B] +3         [B]HP:[/B] 50 (3d10+23)
[B]Con:[/B] 22 +6      [B]Grapple:[/B] +6     [B]Dmg Red:[/B] --/--
[B]Int:[/B] 14 +2      [B]Speed:[/B] 20'      [B]Spell Res:[/B] --
[B]Wis:[/B] 10 +0      [B]Init:[/B] +0        [B]Spell Save:[/B] +0
[B]Cha:[/B]  9 -1      [B]ACP:[/B] -5         [B]Spell Fail:[/B] --%

[B] Current mods None [/b]

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]             10    +6    +2    +0    +0    +0    +0    18
[B]Touch:[/B] 10              [B]Flatfooted:[/B] 18
 
                     [B]Base   Mod   Misc      Total[/B]
[B]Fort:[/B]                  3    +6     +4     +10/+13 vs spell/spell like/poison
[B]Ref:[/B]                   1    +0     +4     +2/+5  vs spell/spell like
[B]Will:[/B]                  1    +0     +4     +2/+5  vs spell/spell like

[B]Weapon                  Attack   Damage     Critical[/B]
MSTK Dwarven War Axe        +7     1d10+3     x3
--  (2 handed)              +7     1d10+4     x3
MSTK War Hammer             +7     1d8+3      x3
Dagger                      +6     1d4+3      x2/19-20
MSTK Heavy Crossbow         +4     1d10       x2/19-20

[B]Languages:[/B] Common Dwarven, goblin, terran

[B]Abilities:[/B] Gold Dwarf Traits (Ex): Dwarves possess the following racial traits.
— +2 Constitution, –2 Dexterity.
—Medium size.
—A dwarf ’s base land speed is 20 feet. However, dwarves can move at this speed 
 even when wearing medium or heavy armor or when carrying a medium or heavy load.
—Darkvision out to to 90 feet**.   **See improved darkvision below.
—Stonecunning**: This ability grants a dwarf a +2 racial bonus on Search checks to
 notice unusual stonework, such as sliding walls, stonework traps, new construction
 (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, 
 and the like. Something that isn’t stone but that is disguised as stone also counts
 as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework
 can make a Search check as if he were actively searching, and a dwarf can use the 
 Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth,
 sensing his approximate depth underground as naturally as a human can sense which 
 way is up. Dwarves have a sixth sense about stonework, an innate ability that they
 get plenty of opportunity to practice and hone in their underground homes.
**Superceeded by Improved Stonecunning, (See Below)
—Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial
 weapons, rather than exotic weapons.
—Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on
 ability checks made to resist being bull rushed or tripped when standing on the ground
 (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
— +2 racial bonus on saving throws against poison. 
— +2 racial bonus on saving throws against spells and spell-like effects. 
— +1 racial bonus on attack rolls against aberrations
— +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres,
 trolls, and hill giants).
— +2 racial bonus on Appraise checks that are related to stone or metal items.
— +2 racial bonus on Craft checks that are related to stone or metal.
—Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc,
 Terran, Undercommon.
—Favored Class: Fighter.

Dwarf Paragon Traits
--Dwarf paragons are proficient with all simple and martial weapons, with light, 
medium, and heavy armor, and with shields (but not with tower shields).
--Craft Expertise (Ex) A dwarf paragon may add his class level as a racial bonus 
on all Craft checks related to stone or metal items. (Currently +3)
--Improved Stonecunning (Ex) At 1st level, a dwarf paragon's racial bonus on Search 
checks to notice unusual stonework increases to +4. The range at which he receives an 
automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground.
--Improved Darkvision (Ex) At 2nd level, a dwarf paragon's darkvision range 
increases by 30 feet. (90 Feet)
--Save Bonus (Ex)A 2nd-level dwarf paragon's racial bonus on saves against poison 
and against spells and spell-like effects increases by 1.
--Ability Boost (Ex)At 3rd level, a dwarf paragon's Constitution score increases 
by 2 points. 


[B]Feats:[/B] Dauntless(Regional), Endurance

[B]Skill Points:[/B] 24       [B]Max Ranks:[/B] 6/3
[B]Skills                     Ranks  Mod  Misc  Total[/B]
Appraise                     2    +2     +2   +6
Climb                        0    +3          +3
Craft (Armorsmithing)        4    +2     +7   +13
Craft (stonemasonry)         4    +2     +7   +13
Craft (weaponsmithing)       6    +2     +7   +15
Intimidate                   2    -1          +1
Jump                         0    +3          +3
Knowledge (dungeoneering)    1    +2          +3
Profession (smith)           1    +0          +1
Sense Motive                 2    +0          +2
Survival                     2    +0          +2

MISC +2 to appraise, and craft for metal and stone racial, +3 from Craft Expertise, 
and +2 for masterwork artisian tools
 
[B]Equipment:                  Cost    Weight[/B]
MSTK Cld Irn Dwf War Axe    220 gpC     8 lb
MSTK War Hammer             104 gpC     5 lb
Dagger                      7   spC     1 lb
Heavy Crossbow              17  gpC     8 lb
Bolts, Crossbow (10)        4   spC     1 lb
Breastplate +1            1117  gpC     30lb
Explorers Outfit            3   gp     -- (worn)
Heavy Steel Shield          57  gpC     15lb

C=Crafted
[B]Weight:[/B] 68lbs

                           [B]Lgt   Med     Hvy      Lift  Push[/B]
[B]Max Weight:[/B]            76   77-153  154-230   460   1150

Artisian's Tools,mstk        55 gp     5 lb
Bolts, Crossbow (30)         1  gpC    3 lb
Flint and steel              1  gp      --
Hammer                       2  spC    2 lb
Sledge                       3  spC    10lb
Torch (5)                    5  cp     5 lb
Waterskin (2)                2  gp     8 lb
Whetstone                    2  cp     1 lb       
Backpack (empty weight)      2  gp     2 lb
Crowbar                      7  spC    5 lb
Flask (empty) (2)            6  cp     3 lb
Rations, trail(per day) (5)  25 sp     5 lb
POtion, Cure light (x2)      100gp
Vest of Resistance +1       1000gp

[B]Total Weight:[/B]117 lb     [B]Money:[/B] 15gp 20sp cp   



[B]Age:[/B] 58
[B]Height:[/B] 4'3"
[B]Weight:[/B] 202lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Black, worn long, multiple braids
[B]Skin:[/B] Burnt Sienna
Appearance: Broad of shoulder, thick as an ancient oak,
and as lumbering as a water buffalo, Terrathoin's appearance embodies
what it means to be a dwarf. His hair is carefully braided as is his
beard. Small decorations hang from the end of the braids and he wears
a decorative binder around both his hair and beard. His clothing,
well maintained is often worn in subdued earth tones, generally muted
greens, browns and reds.

Background: Terrathoin is a child of the forge. Terrathoin was born
to an ancient line of dwarven smiths, and as such he took up the craft as
his ancestors had before him. Although Terrathoin took up the craft early,
he thirsted for adventure, so he practised his martial skills while
continuing to hone his skills at the forge. With a sudden attack by united goblinoid
force on the clan he donned his armour and grabbed his weapons. To get his blood
flowing before the battle he grabbed a pitcher of Dragon's breath brew and
made way for the battle. Upon touching the entrance of the clan portal,
pitcher in one hand and dwarven waraxe in the other, bellowing an ode to Moradin
a shimmering light appeared and he found himself walking out of a doorway onto
a cobbled street in a grand city none the likes he had ever heard of before.
Luckily as he exited the portal, he stumbled upon a member of the Harmonium
who directed him to The Friendly Wayfarer. This was all but a week ago.

Personality: Terrathoin knows he is very tough, strong, and slow and as
such tries to play into his strengths.


Hp for Terrathoin
Stats for Terrathoin
 
Last edited:

Isida Kep'Tukari: regional feats are not bonus, you have to choose it as your 1st level feat, so you'll need to remove one.


Ambrus: also, where did your three feats come from?
 
Last edited:

Nalfeshnee said:
Ambrus: also, where did your three feats come from?
All three are from Races of the Dragon. Dragonwrought is my 1st level feat, Draconic Breath is my 3rd and Draconic Heritage is gained from the dragonblood sorcerer racial substitution level you like so much (it replace a sorcerer's familiar). ;)
 

sorry to interfere, but i'm creating a very similiar character (dragonwrought kobold sorcerer) and i found it impossible for him to take racial substution levels, because when you gain dragonwrought feat, you lose dragonblood subtype. is there some trick to overcome this restriction?
 

Into the Woods

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