The Aeterian Expedition Rogue's Gallery


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Teppic

Human Male, Rogue 6 / Ranger 3 / Oathbound** 8


Alignment: LN
Size: M (5'9", 151 lbs.)
HD: 6d6 + 3d8 + 8d10 + 68
HP: 208
Initiative: +11
Speed: 45ft
AC: 38, 20% miss chance(10 +9 armor +7 dex +4 deflection +3 natural armor +5 insight)
ff: uncanny dodge
t: 26
BAB: +13/+8/+3
XP: 144,100/ 153,000 for level 18


Attacks:
Undeadbane Rapier of Speed +4 (+27/+27/+22/+17 attack, 1d6+8 dmg, 15-20/x2, piercing)
--vs humans +2 dmg
--vs undead +2 attack, +2d6 dmg
--when surging +1 attack, +4 dmg
MW Dagger, thrown (+23/+18/+13 or +21/+21/+16/+11 attack, 1d4+4 dmg, 19-20/x2, 10ft range, piercing, slashing)
--vs humans +2 dmg
--when surging +4 dmg


Saves: F: +11 R: +17[21] W: +11


Attributes:
Str:14[18], Dex:18[24], Con: 14[18], Int:18, Wis:14, Cha:12


Skills: (bonus/ranks)

balance +19/10
bluff +17/5^
climb +15/11*
concentration +21/17
craft weaponsmith +12/8
diplomacy +29/13
disable device +22/16
gather information +19/5
hide +21/9
intimidate +14/0
jump +26/11*
knowledge(geography) +9/5
knowledge(nobility) +9/5
knowledge(local) +9/5
listen +14/10^
move silently +22/10
open lock +24/16
ride +12/5
search +18/14
sense motive +18/16^
spot +14/10^
survival +11/9 (+2 to track or vs getting lost)^
swim +12/0*
tumble +21/12

* +4 when surging
^ +2 when used against humans


Feats:

Combat Expertise (human bonus)
Dash (1st)
Track (Ranger 1)
Weapon Finesse(3rd)
Rapid Shot (Ranger 2) light armor only
Weapon Focus [Rapier] (6th)
Endurance (Ranger 3)
Quickdraw (9th)
Improved Initiative (12th)
Improved Critical [Rapier] (15th)
Alertness (Ioun Stone)


Racial Abilities:

Bonus Feat
+1 skill point per level


Class Abilities:

Sneak Attack +3d6
Trapfinding
Favored Enemy +2 (human)
Wild Empath +4
Evasion
Trap Sense +2
Signature Weapon
Power Surge (+8 str [unnamed bonus], 4 rounds, concentration 15 + 5/use)
Ki Projection (full level)
Withstand (Concentration check replaces Reflex)
Instill (1/day, transfer points, 1hr)
Uncanny Dodge (No flat footed)


Languages:

Aeterian
Common
Old Aeterian
Low Aboloseathean
Dworen
Terran


Equipment: cost, weight, location

MW Rapier 310gp, 2lb, scabbard of keen edges
-(Signature Weapon Undeadbane, speed, +4)
Scabbard of Keen Edges 16000gp, 1lb, left hip
MW Dagger [16] 4832gp, 16lb (1/each), right hip [8] haversack [8]

+5 Mithral Chain Shirt 33600gp, 10lb, worn
-of Shadows and Silence

Mark Outside Time 102000gp,-,left hand (slotless)
-(+5 insight AC, +3 insight attack)
Crocodile Tattoo 20000gp,-,forehead (slotless)
-(Endure Elements permenant, +8 competence swim)

Ring of Protection +4 32000gp, -, worn
Ring of Sustenance 2500gp, -, worn
Amulet of Natural Armor +3 18000gp, -, worn
Belt of Giant Strength +4 16000gp, 1lb, worn
Bracers of Health +4 16000gp, 1lb, worn
Boots of Striding and Springing 5500gp, 1lb, worn
Circlet of Persuasion 4500gp, -, worn
Cloak of Displacement, Minor 24000gp, 1lb, worn
Gloves of Dexterity +6 36000gp, -, worn
Goggles of Night 12000gp, -, worn
Vest of Escape 5200gp, -, worn
Dark Blue Rhomboid Ioun Stone 10000gp, -, floating

Heward's Handy Haversack 2000gp, 5lb, back

Decanter of Endless Water 9000gp, 2lb, haversack
Potion of Cure Serious Wounds [5] 3750gp, -, haversack
Rope of Climbing [50'] 3000gp, 3lb, haversack
Silversheen [2] 500gp, -, haversack
Keoghtom's Ointment [5 applications] 4000gp, 0.5lb, haversack

Crowbar 2gp, 5lb, haversack
Flint and Steel 1gp, -, haversack
Grappling Hook 1gp, 4lb, haversack
Ink [8 oz] 8gp, -, haversack
Inkpen 0.1gp, -, haversack
Map Case 1gp, 0.5lb, haversack
Paper [10 sheets] 4gp, -, scroll case
Silk Rope [100'] 20gp, 10lb, haversack
MW Artisan's Tools 55gp, 5lb, haversack
Holy Symbol, Silver (Aeter) 25gp, 1lb, worn
MW Thieves' Tools 100gp, 2lb, haversack
Explorer's Outfit 10gp, 8lb, worn
-and spare (2) 20gp, 16lb, haversack

100 pp
60 gp
9 sp

39lb /100 lb light load

Description:

Teppic is of average height and has a light, athletic build. He is darkly colored with bronzed skin, black hair and dark brown eyes. He has sharply defined features with slightly cold eyes. The evidence of more frowns than smiles can be seen in the lines of his face. The weathering of the desert has also left its mark on him over the thirty-one years of his life.

History:

Teppic was born to a minor noble family, living in the city of Aeter. His parents clung to the lost glory of their fallen civilization, and were intent on raising a son who could carry on their traditions. However, when Teppic was eight years old his father fell to a fever, and his mother took her own life in grief. He and his younger brother were orphaned, but taken in by their great uncle, a priest of Aeter. Both children were raised in the strict fashion of those who worship the god of death. Teppic's brother eventually took up the cloth himself, but the priesthood was not Teppic's path.

Teppic took to the teachings of Aeter, but spent more of his time with the temple guards than with the priests themselves. Once he was old enough, he began to train under them as well. However, his superiors, aongst the guards and the temple hierarchy, could see that he was capable of far more than the life of a guardsman. He was trasfered over to a small group of people dedicated to the service of Aeter. Not priests or guards, this group served Aeter, both the country and the god, by dispensing justice in an official capacity. Here, his skills and abilities were honed and perfected as he trained to serve Aeter in the way that best fit him.

Teppic has spent many years chasing down escapees from justice, be they criminals who have fled into the wilderness, or those fools who try and escape the gods' justice by claiming the mantel of the undead. His highly skilled service along with his unswerving loyalty to Aeter has led him into a position of authority in his order. He spends more time now dealing with others, training new comers and reporting to government officials, but he still prides himself on his physical capabilites.

When the message came down that the countries on the other side of the Ocean of Arnter were assembling a team for a mission of universal importance, it was decided that Teppic would once more serve his country. He is to join the expedition as a guide and ensure the success of the mission to the best of his abilities, as long as it continues to be in the best interest of Aeter.


** Renamed Kensai from CW


XP Log

Initial: 125,440xp
Illesia, mistress of the waves +11,520xp
Touched guard +2040xp
Slept through a scorpion +1020xp
Chatting with Zavac +2040xp
Silver Fiend Fried My Butt +2040xp
 
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Code:
[B]Name:[/B] Duncan Fergusson (Donnchadh MacFhearghuis)
[B]Gender:[/B] Male
[B]Race:[/B] Human
[B]Class:[/B] Fighter
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Photus

[B]Str:[/B] 26 +8      [B]Level:[/B] 17       [B]XP:[/B] 146,660/153,000
[B]Dex:[/B] 22 +6      [B]BAB:[/B] +17        [B]HP:[/B] 190/238 (17x10+51+17)
[B]Con:[/B] 16 +3      [B]Grapple:[/B] +25    [B]AC:[/B] 39 (37)
[B]Int:[/B] 14 +2      [B]Speed:[/B] 30'      [B]Touch AC:[/B] 24
[B]Wis:[/B] 16 +3      [B]Init:[/B] +6        [B]Flatfooted AC:[/B] 32 (30)
[B]Cha:[/B] 10 +0

[B]Saves   Base  Mod  Other  Total [/B]
[B]Fort:[/B]    10   +3     +6    +19
[B]Ref:[/B]      5   +6     +8    +19
[B]Will:[/B]     5   +3     +8    +16

[B]Weapons               Attack  Damage  Critical[/B]
Claymore                +34   2d6+21  19-20 x2

[B]Armor & Shield        Armor Bonus   Max Dex   Check Penalty[/B]
Chain Shirt               +9          +6           -0
Buckler                   +4           -           -0

[B]Languages:[/B] Common, Dworen, Low Abaloseathean, Terran,
           Ignan, Nerae, Geae

[B]Abilities:[/B] Deflect Arrows, Evasion, Luck

[B]Feats:[/B] Blind-Fight, Combat Expertise, Diehard, Dodge*,
       Endurance, Faster Healing, Greater Weapon Focus (Claymore),
       Greater Weapon Specialization (Claymore),
       Improved Buckler Defense, Toughness*, Iron Will,
       Lighting Reflexes, Power Attack*, Quick Draw,
       Weapon Focus (Claymore), Weapon Specialization (Claymore)


[B]Skill Points:[/B] 100      [B]Max Ranks:[/B] 20/10

[B]Skills                    Ranks Modifier Other Total[/B]
Bluff                       5 §                  +5
Climb                       2      +8           +10
Heal                        5      +3      +2   +10
Intimidate                 18              +2   +20
Jump                        8      +8      +2   +18
Perform (Weapon Drill)      9 §           +16   +25
Ride                        4 §    +6           +10
Speak Language              3 §
Survival                    9      +3           +12
Swim                        2      +8      +8   +18
Tumble                      7 §    +6      +2   +15

[B]Equipment                      Cost    Weight    Location[/B]
Crocodile Tattoo            20,000gp      -      on the forehead
Mark Outside Time          102,000gp      -      on left hand's back
Adamantine Claymore +5
 of Luck                    67,060gp     8lb     in the Sacred Scabbard
Sacred Scabbard              4,400gp     1lb     strapped to the back
Mithral Buckler +3
 of Arrow Deflection        26,015gp     2.5lb   strapped to left arm
Vest of Resistance +5       25,000gp     1lb     worn under the armor
Mithral Shirt +5            26,100gp    10lb     worn
Explorer's Outfit                -        -      worn
Belt of Giant Strength +4   16,000gp     1lb     worn
Bracers of Dexterity +6     36,000gp     1lb     worn
Headband of Wisdom +4       16,000gp      -      worn
Amulet of Natural Armor +2   8,000gp      -      worn
Ring of Evasion             25,000gp      -      worn
Ring of Protection +2        8,000gp      -      worn
Backpack                         2gp     2lb     worn
Belt Pouch                       1gp     0.5lb   worn
Silk Rope (150ft)               30gp    15lb     backpack
Grappling Hook                   1gp     4lb     backpack
Metal Flask (spirit)             8gp     1lb     backpack
Waterskin (water)                1gp     4lb     backpack
Block and Tackle                 5gp     5lb     backpack
Sack (empty)                     1sp     0.5lb   backpack
6 Trail Rations                  3gp     6lb     backpack
Iron Pot                         5sp    10lb     strapped to backpack
Crowbar                          2gp     5lb     wrapped in a rag,
                                                 strapped to backpack
Winter Blanket                   5sp     3lb     rolled and strapped
                                                 below backpack
Bedroll                          1sp     5lb     rolled with the blanket
Flint and Steel                  1gp      -      belt pouch
Knife                            2gp     1lb     belt pouch
2 Sewing Needles                 1gp      -      belt pouch
5 Fishhooks                      5sp      -      belt pouch
Healer's kit                    50gp     1lb     belt pouch
Potions:
 6 Cure Light Wounds           300gp      -      Healer's kit
 1 Remove Curse                750gp      -      Healer's kit
 1 Remove Blindness            750gp      -      Healer's kit
Antitoxin                       50gp      -      Healer's kit
40pp 12gp 3sp                            1.2lb   belt pouch

[B]Total Weight:[/B]                          88.7lb

                      [B]>Lgt< Med   Hvy   Lift  Drag[/B]
[B]Max Weight:[/B]            173  346   520   1040  2600

[B]Age:[/B] 26
[B]Height:[/B] 6'6"
[B]Weight:[/B] 240lb
[B]Eyes:[/B] Hazel
[B]Hair:[/B] Brown
[B]Skin:[/B] Mildly tanned
Appearance: Despite the tales that spawn after the Brown Warrior has visited a place, at least while traveling Duncan does his best to look unconspicuous. His mithral armor and shield are often dirty and muddy, his glowing sword is well concealed into an ordinary looking scabbard, with a small embroidered sunburst, and a thin strip of red leather, half hidden in his hair, is the only thing keeping his fringe from falling into his eyes. The rest of his long brown hair is gathered on his back into some rough braids, while his beard, often stained with beer or some stronger spirit, is kept wild and shorter. Under the armor he wears a pair of rawhide trousers and a tartan vest that 's very tough, despite looking rather worn out. The only things that betrays his guise are his eyes, never shy of looking straight at their target, showing all his pride and resolution. In fact, the moment he draws his sword, the moment the lucky star engraved at the base of the blade starts shining, he looks like a different person. He seems to dance with his blade, in swirling movements that seem able to evade or deflect every attack, weapon or spell, with a devotion matched only by its deadliness.

Background: Donnchadh MacFhearghuis was born in a small town, lost in the southwest of the Frontier Kingdoms. This always amused him when he was young, how the same people could find that many ways to divide itself. His father was the captain of the city guards and his mother died when he was three, so he had a military instruction, thinking he would have grown up to take the place of his father. Instead he grew up to find out how the city elders used his father like a tool, caring only about their own interests rather than the town's well-being, and the guards were no better than the soldiers that were sent to fight and often die because of petty rivalries they could care nothing about and that brought no good to their people. So when he came of age, he decided that no matter what, he would have been his own man, that he would have picked his own battles rather than giving his destiny away, and he left his town with no more than what could fill his backpack.
He discovered that he loved to travel, to meet the simple people that lived by their hard work, to listen to their troubles and help them when he could. He used to put up a show with his skill with weapons whenever he visited a new town or village, challenging the locals to sparring duels, and giving them some precious hint on how to better defend themselves, asking only for a few coins for a warm meal, a good ale and a bed good enough for the girls willing to share it with him. He learned to love the life of the road, and the new adventure waiting around every corner.
Slowly, word of his prowess spread, and he found people looking for the Brown Warrior to solve their problems and he gladly lent a hand to those who needed it, and gladly asked for a price those who could afford it. He had many companions, but most of them weren't looking for a life in the rain and the wind, so after a warm goodbye he was again alone on the road. Sometimes he arrived to a town to discover that tales of the great deeds of the Brown Warrior (that's how his name translated in common) already reached it, even some that he never heard about, and he laughed with himself and let them live with their legends.
His many adventures brought him to appreciate the sturdy and honest children of the stone, who forged his armor and shield as a payment for his services, and to laugh with the little and often misunderstood folk of the gnomes, who used the iron from a fallen star to make a weapon for the only tall guy that was always ready to defend them. Duncan, enthusiast with that gift, never carried another weapon, afraid to break the subtle enchantment of luck the gnomes put on it. So the Lucky Star became part of the legends of the Brown Warrior and it still is.

Personality: Duncan loves his freedom, waking up in the clean air of the morning when the dew has yet to dry, then walking quiet miles on a road with no destination. He loves the simple pleasures in life, a golden dawn, drinking a strong ale with some new found friends, rolling under the stars with a girl to chase away both their lonelinesses, putting down some towering beast or evil tyrant and slipping away before glory catches up with him. He doesn't like being stuck in a place, unless he thinks he has something important to do there, and he's tolerant of everyone, except those who think power or money give them the right to treat others badly. He is usually friendly and direct with the people he meets, the respect he'll have of someone will depend on how he acts rather than on his social status.
 
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Name : Skor Aesirsson (Skor Bloodfist)

ECL 16 Brawler 8/Dragonfist 5 Human/Half-Dragon (Silver)

Alignment CN(G)

Size 7’1, Weight 260 lbs, Hair:Silver, Eyes: Red



Str 30/+10

Dex 16/+3

Con 16/+3

Int 14/+2

Wis 16/+3

Cha 11/+0



HP 169

AC 32 (37)= 10+3dex+4nat +8bracers+3 monk +3 wis +1 dodge (+5 insight)

Touch 20 (25)

Flat-footed 28 (33)

Speed 90

Init +3

Fort 13

Reflex 13

Will 13



BAB +9

Grapple +23

Disarm +31

Trip +27

Attack flurry of blows +23/+23/+23/+18 (haste) Dmg 2d8 + 14 (1d6 + 14)



Skills:

Balance +8, Climb +15, Concentr +4, Diplomacy +5, Escape Artist +10, Heal +7, Hide +13 (+23), Jump +13, Knowledge (Arcana) +3, Knowledge (Religion) +10, Knowledge (dragons) +4, Move silently +14, Perform (singing) +6, Sense motive +9, Spot +9, Swim +13, Tumble +12, Scry +6



Feats : Dirty strike (Stunning fist), Raging attack (Flurry of Blows), Improved unarmed Strike, Evasion, Combat Reflexes, Mind of Anger (Still Mind), Fell Blow(Ki Strike), Slow Fall 40 ft, Purity of Body, Improved Disarm, Deflect Arrows, Power Attack, Cleave, Improved Grapple, Dodge, Improved Trip, Choke Hold, Improved Bulls Rush, Expertise, Grappling Block, Strength of the Dragon (Touch The Void Dragon (2/d)), Eyes of the Dragon (Grasp The Earth Dragon), Skin of the Dragon (Channel The Fire Dragon).

Special abilities :
Darkvision 60', low-light vision, Immunity to sleep, stun, paralysis, slow, Breath weapon cone of cold 6d8 1/d save DC 21


Items : Amulet of the Mighty Fist +4, Bracers of armor +8, Monks belt, Cloak of Blending, +1 Panzefist of speed.



Description :

From afar Skor looks like a regular barbarian, His long, white hair is braided in a warriors-tail, and he makes for quite an imposing figure, towering above lesser men, his heavy frame doesn’t contain an ounce of fat. It is only from up close that it becomes clear that he isn’t quite human. His skin is covered with tiny silver scales, the nails of his fingers are elongated and are razorsharp, and when he smiles his incisors are clearly seen. The most disturbing thing are his eyes, whose colour match his temper. They’re normally deep purple, but when angered they shine blood red. He is dressed in the simple clothes of his people, a kilt in the tartan of his clan, an embroidered vest with the sigil of a silver dragon. On his left fist he wears a heavy steel gauntlet. He appears to be unarmed. He often wears his cloak, which shimmers and changes colours, making the stomach turn.



He is know in the borderlands as Skor Bloodfist, or Skor Dragonspawn. He is both feared and admired, as tales of his exploits are told at the fireside to both scare and inspire children. He has a reputation as a honourable man, but is known to go in a terrible bloodlust when insulted. He cares nothing for the law as civilised men know it, but follows his own code instead.



Background:

Skor is the son of the silver dragon Aesir, and presumably the hero Laerinsk Aenarsson. When he was born he was given to Aenar, his grandfather, to be raised. His grandfather never forgave his mother for the disappearance of his son. His bitterness made sure Skor grew up in a cold household. From an early age he was trained in the ways of the deep mountains, using his claws and fists as do lesser men their weapons. From an early age on he followed the warriors to battle, reaving the borderlands. He always stood apart, both feared and admired by his fellows. His grandfather, the chief of the village, saw him as a rival for his other grandson, and sent him on missions that were more and more suicidal. When he returned from his last fight more dead then alive, but carrying the ogres’ chieftains head, the village priest, Haergar, intervened and took over his care. He was sent to the main temple to his mother, and was trained in the deeper mysteries, learning to acces his draconic powers. The first few years were difficult, both for the priest as for him, because for the first time in his life he had limitations placed upon him by his teachers and the priests. It was not easy, but he endured. He only feels truly alive when feasting or fighting, and there was not enough of either to suit him. At last, he was set free again, to roam the vast mountains to serve the priesthood, to carry important messages, fight the enemies, and protect those that needed it. Last winter, he was recalled to the temple, and there, for the first time, he met his mother. She did not get the warm welcome she expected. He stood there, silent, angry. In the end, she gave up attempts at conversation, and gave him an order : to go amongst the weak men of the plains, and help them find this sword to fight the Sidhe. Happy to have a chance to explore the lands of the farmers, he accepted.

[not all the numbers are on there yet, will update soonish]
 
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Lochan Aravinda

Lochan Aravinda
lawful neutral human targeteer 14/OotBI 3; CR 17, XP: 144624/153000
medium humanoid
HD 14d10+3d8 (164 hp)
Init +8
Speed 30 feet, Climb 30 feet
AC 34 (+8 Dex, +8 Armor, +2 deflection, +1 dodge, +5 insight), flatfooted 25, touch 26, ACP -2, Spell Failure 15%
Bab +17/+12/+7/+2, Grapple +21
Saves: Fort +12, Refl +17, Will +11
Attribute: Str 18, Dex 22 [26], Con 10, Int 16, Wis 14, Cha 10.

Attack:
Shudder*: +34 ranged (1d10+11+1d6^, critical 19-20/x3)
Shudder, Precision Shot*: +34 ranged (1d10+11+1d6^+2d8, critical 19-20/x3)
Shudder, Manyshot*: +30** ranged (1d10+11+1d6^, critical 19-20/x3)
Shudder, Gr. Manyshot*: +30*** ranged (1d10+11+1d6^, critical 19-20/x3)
Cold-iron mace: +24 melee (1d8+4, critical 20/x2)

Full Attack:
Shudder*: +34/+29/+24/+19 ranged (1d10+11+1d6^, critical 19-20/x3)
Shudder, Rapid Shot*: +32/+32/+27/+22/+17 ranged (1d10+11+1d6^, critical 19-20/x3)
Cold-iron mace: +24/+19/+14/+9 melee (1d8+4, critical 20/x2)

*within 30 feet add a +1 to attack and damage
**two arrows, -2 per additional arrow, arrows deal damage separately but only the first can crit, roll attack roll once for all arrows
***two arrows, -2 per additional arrow, arrows deal damage separately and each may crit, roll attack roll for each arrow separately, can fire at multiple targets
^ arrow continues in a straight line beyond the original target, targets in that path are attacked using the same attack role as the original target; these additional targets receive a +4 ac bonus for each previous target in the path; when an exit wound hits an object it stops.
Targets struck by arrows from this bow are affected as if by a gust of wind spell. Arrows from this bow are not affected by the effects of weather or similar effects that would impinge their flight including a wind wall.
For each arrow fired that is drawn from Lochan's Palm, one additional arrow attempts to strike the target each at 2 points lower than the initial attack dealing (1d10+9, critical 19-20/x2) and do not gain the benefits of the ring of windfury or any enhancement bonuses of the bow including the +2 to hit/damage, and the exit-wound ability but does gain the force effects of the bow (bypasses DR and incorporealness).

Skills: (6x17+6x3 skill points, 20/10 max ranks); Balance +28 (20 ranks), Concentration +21 (20 ranks), Craft (bowmaking) +22 (20 ranks), Spot +22 (20 ranks), Listen +22 (20 ranks), Knowledge (nature) +22 (20 ranks)

Feats: Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus: Greatbow, Dodge, Weapon Spec: Greatbow, Mobility, Shot on the Run, Manyshot, Greater Weapon Focus: Greatbow, Greater Manyshot, Greater Weapon Spec: Greatbow, Improved Critical: Greatbow, Quick Draw, Improved Shot on the Run

Languages: Common, Imperial, Kiraka, Lower-caste tongue, Stratae, Geae

Targeteer Features: Armor Prof. (all), Simple Weapons, Martial Ranged weapons, Greatbow, Chakram, bonus feats (as fighter)

OotBI Features: Precision Shot +2d8, Close Combat Shot

Mundane Items: cold-iron mace (24gp), ... in progress

Magic Items: amulet of cure critical wounds 3/day* (33600gp), blindfold of true darkness (9000gp), Shudder (99400gp), magic sleeping bag (Arms & Equipment) (1000gp), Ring of Windfury* (RR) (12000gp) ring of protection +2 (DMG) (8000gp), greater bracers of archery (DMG) (25000gp), ring of feather falling (DMG) (2200gp), gloves of dexterity +4 (DMG) (16000gp), Lochan's Palm (19800gp), travel cloak of resistance +2 (DMG & faerun) (5200gp), slippers of spider climbing (DMG) (4800gp), celestial armor (DMG) (22400gp), wood elf fetishes (hawk and raven) (RR) (2000gp), 5 of 6 feather tokens of true strike* (1 use) (DMG) (300gp), Mark Outside Time (102000gp), 376gp #sp #cp.

*created using guidelines listed in DMG

Specific Items:
Shudder: Shudder is a nontraditional yumi (japanese bow) of carved dragonbone standing over seven feet in length that glows a tangible silver-blue in the hands of a proficient wielder, lacquered to appear veined with silver. When an arrow is fired it is consumed in an silver-blue glow and continues as a bolt of force energy to strike the target, often punching through the target to the strike at others directly behind the original target. Game Stats: +2 composite greatbow of force (+4) (exit-wound) (arms & equipment, complete warrior)

Lochan's Palm: Lochan's Palm is a quiver of pure white leather with three arrows embroidered along its rim forming a never-ending circle. Filled with white arrows with silver fletching and a head that appears like a star (*), when an arrow is knocked and fired it splits into three arrows as it leaves the bow. The quiver always appears full of arrows and never seems to run out, although other arrows may be placed within it. When other magical arrows are placed within it, another bit of embroidery mimicing the type of arrow appears upon its side, until that arrow is removed from the quiver. Other items such as javelins or even items as long as a bow may be placed within the quiver for safe-keeping with similar embroidery effects. Game Stats: quiver of ehlonna, any arrow drawn is affected by liliandel's flurry, always full of +1 arrows (via bolt spell) (DMG, RR, XPH) (liliandel's flurry 12k, bolt 6k, ehlonna 1.8k: 19800gp)

Mark Outside Time:A glowing sigil on Lochan's left hand is the remnant of whatever magical force that possessed a city guard causing him to shift and blink in and out of time. It provides a +5 insight bonus to AC and a +3 insight bonus to attack. Cost: 102000gp

Description: Surprisingly tall for someone from the Imperial Empire, Lochans thin frame belies the tenacity of wire. His hair is a crisp black, shaved bald all except for a top-knot braid which stretches to the back of his knee and is capped with an ornate piece of lacquered bone. Devoid of any facial hair, his face maintains an almost eerie calm, contemplative and subsumed entirely. An unstrung yumi of lacquered bone stretches above even his ample height and is affixed to a quiver of arrows which covers half his height. A cloak of simple royal blue without crest rests covering a simple outfit of loose flowing clothing. He wears a pair of black tabi, with which he pads lightly along.

History: Brought up under the tutelage of the nephew of the emperor, Lochan learned the ways of the bow as he learned to breath. He studied for many years, but soon found himself yearning to test his resolve. He began to travel in the Imperial Empire, soon earning a minor name for himself as an expert archer and calm eye in the face of adversity. Many things went well for him, often being more than able to deal with any situation that would come along. Until he upset the wrong underground organization within the Empire. Attacked and almost brought to death, Lochan found himself fleeing into the safety of the lower-caste. Feeling as if he had dishonored himself, he was on the verge of taking his own life when an old man interrupted and called him on his foolishness. Unbeknownst to him, the old man was the only other master archer in the empire. Taken under-wing again, Lochan learned a great deal about the more dirty side of life, finally enduring the pain of rough physical labor and the hardships many of the lower-caste had to endure on a daily basis. After many years with the old archer, he was allowed to train with him, and soon he became a skilled and patient student for the first time. Taking life with a new eye, he has become almost an intermediary between the lower-caste and the upper-caste in the Empire. Serving as a guide spiritually to those in need, and attempting to help the Empire prosper as a whole, for the majority of peoples.

Experience Awards:
128,000 starting
+11,520 Illesia, Mistress of the Waves
+2040 Affected Aeterian City Guard
+1024 Collossol Scorpion
+2040 Zavac Nomad Encounter
 
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Holy Symbol: a white snake consuming the tail of a black snake which is eating the white snake

Talsia
Female Human Cleric 17
Alignment: Neutral
Patron Deity: Paradox
Height: 5'2"
Weight: 136 lbs.
Hair: Dark brown
Eyes: Light blue
Age: 32

Str: 14 (+2) [14 points]
Dex: 12 (+1) [12 points]
Con: 18 (+4) [14 points, +4 item]
Int: 12 (+2) [12 points]
Wis: 28 (+9) [18 points, +4 level, +6 item]
Cha: 20 (+5) [16 points, +4 item]

Class and Racial Abilities:
SA–Turn Undead (Su): 12/day, Talsia can attempt to turn undead creatures. She can turn undead with no more than (1d20+523 HD. Each attempt, she turns 2d6+24total HD. Undead with 9 or fewer HD are destroyed instead.

Hit Dice: 17d8+85
HP: 221
AC: 41 (+1 Dex, +13 armor, +7 shield, +4 natural, +1 luck, +5 insight), Touch 17, Flat footed 40
Init: +5 (+1 Dex, +4 II)
Speed: 20ft

Saves:
Fortitude +22 [+10 base, +4 Con, +2 feat, +1 luck, +5 from cloak]
Reflex +14 [+5 base, +1 Dex, +2 feat, +1 luck, +5 from cloak]
Will +25 [+10 base, +9 Wis, +1 luck, +5 from cloak]

BAB: +12/+7/+2
Melee Atk: Silver Lightmace +18/+13/+8 (1d6+3, 19-20/x2)
Ranged Atk: None.
Touch, Melee: +17, Ranged: +16

Skills:
Concentration +24
Knowledge (Religion) +21
Knowledge (the Planes) +21
Spellcraft +21

Feats:
Extend Spell (bonus Domain feat)
Luck of Heroes (1st level)
Improved Turning (1st level)
Toughness (3rd level)
Great Fortitude (6th level)
Lightning Reflexes (9th level)
Improved Initiative (12th level)
Extra Turning (15th level)

Languages: Common, Aeterian, X?

Spells Memorized (6/8/7/7/7/7/5/4/3/2)
0-Create Water (x2), Read Magic (x4)
1-Comprehend Languages (x2), Hide from Undead (x3), Shield of Faith (x3)
2-Augury (x3), Shield Other (x3), Status
3-Daylight, Invisibility Purge, Magic Circle vs. Evil (x2), Searing Light, Speak with the Dead, Stone Shape.
4-Dimensional Anchor (x2), Dismissal, Divination, Restoration (x3)
5-Break Enchantment, Commune, Flame Strike, Greater Command, Spell Resistance, True Seeing (x2)
6-Greater Dispel Magic, Heal (x2), Windwalk, Word of Recall
7-Destruction, Ethereal Jaunt, Repulsion, Ressurection
8-Firestorm (x2), Holy Aura
9-Mass Heal (x2)

Domain Spells (Luck and Planning):
1-Deathwatch
2-Augury
3-Clairaudience/Clairvoyance
4-Freedom of Movement
5-Break Enchantment
6-Mislead
7-Extended Heroes' Feast
8-Moment of Prescience
9-Miracle

Equipment:
+1 Silver Light Mace (4,305 gold)
+5 Mithril Full Plate Armor (26,650 + price of mithril)
+5 Heavy Mithril Shield (26,002)
Belt of Natural Armor +3 (18,000 gold)
Bracers of Health +4 (16,000 gold)
Cloak of Resistance +5 (25,000 gold)
Headband of Charisma +4 (16,000 gold)
Mantle of Faith (76,000 gold)
Mark Outside Time (102,000 gold, +5 insigh to AC/+3 to attacks)
Periapt of Wisdom +6 (36,000 gold)
Ring of Sustenance (2,500 gold)
Scrolls (Augury x10, Divination x2, Restoration x5, True Seeing, 8,575 gold)
Silver Holy Symbol x5 (125 gold)
Wooden Holy Symbol x5 (5 gold)
193 gold remaining

Spell components:
4 pairs of platinum rings (200 gold, Shield Other Focus), Diamond Dust x14 (1400 gold, Restoration component), Diamonds (5,000 gold, Raise Dead component), Incense x 27 (750 gold, Augury/Divination Component), A set of marked bones (25 gold, Augury Focus), Eye ointment x6 (True Seeing component)

Player Notes
Mantle of Faith: This holy garment, worn over normal clothing, grants damage reduction 5/evil to the character wearing it.
Strong abjuration [good]; CL 20th; Craft Wondrous Item, stoneskin; Price 76,000 gp.

Heroes' Feast:
You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.
If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.
 
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Skor Revised

ECL 16 Brawler 9/Dragonfist 6 Human/Half-Dragon (Silver)

Alignment CN(G)

XP 123,600 / 136,000


Str 30/+10

Dex 16/+3

Con 16/+3

Int 14/+2

Wis 16/+3

Cha 11/+0


HP 195

AC 39 = 10 +3dex +4nat +8bracers +1deflection +4monk +3wis +1dodge +5insight

Touch 27

Flat-footed 35

Speed 80'

Init +3

Fort 16

Reflex 16

Will 16


BAB +10

Attack flurry of blows +27/+27/+27/+22 Dmg 2d10+14 panzerfist +27 Dmg 1d6+14

Grapple +27 (choke hold DC 20)

Disarm +31 (opponent's weapon size bonus is negated on a grappling block)

Trip +31

Bull rush Str check +14


Skills: Balance +10, Climb +15, Concentration +4, Diplomacy +5, Escape Artist +10, Heal +7, Hide +15 (+25), Jump +17, Knowledge (Arcana) +7, Knowledge (Religion) +10, Knowledge (dragons) +4, Listen +12, Move silently +15, Perform (singing) +6, Sense motive +10, Spot +12, Swim +13, Tumble +13, Scry +6, Spellcraft +5

Feats : Dirty strike 10/day (Stunning fist, DC 20), Raging attack (Flurry of Blows), Improved unarmed Strike, Evasion, Combat Reflexes, Mind of Anger (Still Mind), Fell Blow (Ki Strike), Wholeness of Body 16hp/day, Slow Fall 40 ft, Purity of Body, Improved Disarm, Deflect Arrows, Power Attack, Cleave, Improved Grapple, Dodge, Improved Trip, Choke Hold, Improved Bull Rush, Expertise, Grappling Block, Blind-fight, Improved Evasion, Strength of the Dragon (Touch The Void Dragon (2/d), Eyes of the Dragon (Grasp The Earth Dragon), Skin of the Dragon (Channel The Fire Dragon), Great Silence (DC 19).

Special abilities : Darkvision 60', low-light vision, Immunity to cold, sleep, stun, paralysis, slow, Breath weapon cone of cold 6d8 1/d save DC 20, Natural Attacks (Bite 1d6+14, Claws 1d4+14)

Items : Mark Outside Time, Amulet of the Mighty Fist +4, Bracers of armor +8, Monk's belt, Cloak of Blending, +1 Panzerfist of speed, Vest of Resistance +2, Ring of Protection +1, Belt pouch, 70pp.
 
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Relvar 'The Boy' Shadowmancer (true name: Kerschatts)
Small Fae (Faerie, Fire)
Hit Dice: 11d12+22 (154 hp)
Initiative: +9
Speed: 60ft
Armor Class: 37 (10 base, +9 dex, +1 size, +8 deflection, +6 armour, +3 natural armour)
Base Attack/Grapple: +11/+7
Attack: +23 melee (Unforseen End, 1d4+3 piercing, 19-20/x2)
Full Attack: +23/+18/+13 (Unforseen End, 1d4+3, piercing, 19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, Spells as an 11th level Illusionist (no Evocation or Conjuration), Sneak Attack +5d6
Special Qualities: DR 10/Cold Iron, SR 21, Trapfinding, Fae Traits, Shroud of Shadow, See in Shadow, Lesser Spirit Sight, immunity to fire, 50% extra damage from cold, Cold Iron Weakness.
Saves: Fort +21, Ref +30, Will +21
Abilities: Str 10, Dex 28, Con 14, Int 26, Wis 14, Cha 26
Skills: balance 26/7, bluff 19/7, climb 21/7, concentration 15/14, decipher script 25/7, diplomacy 15/7, disable device 27/7, disguise 15/7, escape artist 26/7, forgery 25/7, gather information 15/7, hide 43/14, jump 19/7, knowledge (arcana) 22/14, knowledge (history) 9/1, knowledge (nature) 15/7, knowledge (nobility and royalty) 9/1, knowledge (religion) 9/1, knowledge (the planes) 15/7, listen 19/7, move silently 39/14, open lock 28/7, search 25/7, sense motive 19/7, spellcraft 26/14, spot 19/7, tumble 26/7, use magic device 17/5
Feats: combat casting, weapon finesse, eschew materials, spell penetration
Alignment: True Neutral
Languages: Common, Pyrae, Abara, Aeterian, Imperial, Nerae, Stratae, Gaeae, Ignan, Draconic, High Aboloseathean

At Will: Obscuring Shadows (as Obscuring Mist except Shadows), Shadow Conjuration, Deeper Darkness, Protection From Law, Protection From Good,

Nondetection, Invisibility (self only), Alter Self, Shadowmask (FRCS), Shadowspray (FRCS), Claws of Darkness (FRCS), Armor of Darkness (FRCS), Blindness
1/day - Greater Shadow Conjuration, Shadow Evocation
Movement (All abilities self + 50 pounds of objects only)
At Will: Shadow Walk, Plane Shift, Teleport w/o Error

See in Shadow: You ignore all concealment penalties caused by lack of light and can see normally in such conditions even if they are magical in nature

Shroud of Shadow (Su): At will , as a free action, you may summon or dismiss a shroud of shadows, around yourself. While this shroud exists you may add your charisma bonus to your saves and as a deflection bonus to your AC, you also gain 25% concealment. In addition you count as being in shadow. (While standing in shadows goblins gain an additional +2 to hide checks and an additional +1 DC to enchantment and Illusion and a +2 DC to "curse" type spells)

Racial skill bonuses of Spellcraft +4, Climb +4, Use Magic Device +4, Hide +6, Move Silently +6 and Bluff +4.

Fae Traits (Ex/Su): Despite being native to the Plane of Faerie, and not being as closely bound to Vielnana as the fey, Fae are still part of Vielnana and are not subject to banishment or dismisal or any other effect that requires the subject to be
extraplanar.

Lesser Spirit Sight (Su): As lesser spirits advanced goblins can percieve into the spirit realm and as such are constantly detecting good, evil, law and chaos and magic. Each as if within the 3rd round of use.

Cold Iron: Fae take an extra d6 damage when struck with the substance, and take 1 point of damage per round as long as it is in contact with them.

Spells per day/ memorised:
0th: 4 +1; ghost sound, mending, mage hand, detect magic, detect poison
1st: 4 +1 +2; ventriloquism, shield, detect undead, true strike, chill touch, ray of enfeeblement, expeditious retreat
2nd: 4 +1 +2; mirror image, see invisibility, hideous laughter, touch of idiocy, ghoul touch, fox's cunning, eagle's splendor
3rd: 4 +1 +2; displacement, heroism, suggestion, vampiric touch, tongues, slow, dispel magic
4th: 3 +1 +1; phantasmal killer, stoneskin, bestow curse, enervation, confusion
5th: 2 +1 +1; persistant image, feeblemind, baleful polymorph, telepathic bond
6th: 1 +1 +1; mislead, true seeing, disintergrate

Spells known:
0th: all
1st: shield, comprehend languages, detect undead, true strike, charm person, ventriloquism, magic aura, chill touch, ray of enfeeblement, erase, expeditious retreat, feather fall
2nd: arcane lock, detect thoughts, see invisibility, hideous laughter, touch of idiocy, mirror image, misdirection, phantom trap, ghoul touch, knock, fox's cunning, eagle's splendor
3rd: heroism, suggestion, displacement, vampiric touch, tongues, ray of exhaustion, slow, flame arrow, dispel magic
4th: stoneskin, scrying, charm monster, confusion, crushing despair, greater invisibility, phantasmal killer, bestow curse, enervation, fear
5th: dominate person, feeblemind, persistant image, dream, baleful polymorph, mage's private sanctum, telepathic bond
6th: greater dispel magic, guards and wards, analyze dweomer, legend lore, true seeing, greater heroism, mislead, eyebite, undeath to death, disintergrate, flesh to stone, stone to flesh

Equipment: 365.64 pp
Darkweave Garb: +5 glamoured, improved slick, silent and shadows, steelsilk padded armour = 73455
Unforseen End: +3 Adamantine, Human-bane, Sword of Subtlety = 55010
Ring of Evasion = 25000
Ring of Free Movement = 40000
Rogue's Blessing (spectacles): +10 spot, listen, search, sense motive, open lock, disable device, forgery, decipher script = 47500
Handy Bookbag = 2000
Puss' Boots: +10 base speed, jump, balance, tumble, +4 charisma = 31000
Koboldhide Gloves: +3 natural armour, +10 climb, +4 dexterity = 33500
Unkillable (belt): +4 to saves, +2 constitution = 18000
spellbook
bedroll
scroll case
flint & steel
ink & quill
30 sheets of paper
30 sheets of parchment
sealing wax
signet ring
soap
disguise kit
masterworked thieves' tools


Description:
Normally Kerschatts appears as his alias, Reznar 'The Boy' Shadowmancer, and even then his false appearance is obscured by a shroud of shadow, worn like a cloak, and Shadowmask spell. The Boy's appearance, when visible, is that common among Aboloseathean nobility. He possesses dark brown hair and green eyes, and his skin tone is somewhat pale from large amounts of time spent studying the arcane arts. He is dressed in an expensive (and notably magical) suit of an unreflective black material, with a texture not unlike silk. Everything else he is wearing for that matter has also been dyed in this same colour. He wears a pair of rectangular spectacles, and though they are heavily enchanted, he has no problems with his eyes.

Kerschatts, in his true form, looks like every other goblin a person could lay their eyes upon. His differences in appearance from the rest of his species are subtle and only noticed by other goblins for the most part. Although in aspects of character he lacks his kin's level of vicious cruelty, instead finding himself sothful and curious for the most part, with hints of mischief which he keeps satisfied with his long standing association with Vielna's thieves' guilds.

History:
As previously mentioned, Kerschatts possesses a personality unlike his goblin kin. This in turn lead to his self-imposed exile, as if he had stayed he probably would have come to a grisly end. So after escaping his home territory he spent some time planning his next move while in Aboloseathea. While there, he decided to put a fair bit of distance between himself and his home but thought he would need some kind of disguise in order to live peacefully outside of goblin lands, not that he lived terribly peacefully within them. He soaked up some of the local culture and soon formulated a false identity which would probably work, posing as an Aboloseathean child of nobility. This was not an act he was willing to put on while in Aboloseathean borders, as the chances of it failing were too high. Again he travelled, eventually ending up in the capitol of Aeter, which was sufficiently far from Abolseathea that even if there were flaws in the largely untold story of his alias the locals wouldn't be likely to pick up on them.

Thus Kerschatts, or The Boy, as he was soon to be known, had left his home territory to reside in the deserts. He didn't find it too bad, being a fire spirit he almost found the heat pleasant, but the sand irritated him to no end. After making himself at home he had another dilemna. It was all well and good that he was no longer at risk of being killed off by other goblins, but what was he supposed to do? He eventually found a way to pass the time through lending arcane assistance to the local thieves' guilds. Thus he became known as 'The Boy', and rumours began about the spellcasting child swathed in darkness. Three hundred years later and the rumours had aged into spicy legends. He was still active though, occasionally visiting some of the thieves' guilds to see if anything needed his expertise, like the crushing of a rival guild or a helping hand in an important heist. His help was never free though, he needed to fund research and acquire better magic gear like almost any other arcanist.

Another fifty years pass until the present and he has been slowly acquiring wealth and power, thus resulting in the character above. He's content where he is, but you'd never hear him object to more work. He's gotta do something to pass the time, and what could be better than acquiring a bit more wealth and power? Perhaps some adventuring is on the cards...
 
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