Elder-Basilisk
First Post
Well, I started creating Theseus for a different thread but I suspect it's a bit too late for that. I enjoyed it though so I thought I'd create a full party for use as mentors, powerful adventurers who show the PCs what they can be, opponents for high powered campaigns (either because the party is evil or the party is just on the other side; with just a little tweaking (change them all to Pholtans, give Theseus the Law and sun domains instead of sun and good, these guys would make decent foes for chaotic groups like Contact's Liberators of Tenh)).
Theseus Darkbane Male Human Clr 8/Sacred Exorcist 6; CR: 14; Medium-size humanoid (human); HD: 14d8+28; hp: 101; Init: +5; Spd: 30 ft; AC: 25 (touch 11, flat-footed 24); BAB +10; Grap 11; Atk: +13/+8 melee (1d8+3/x2, heavy mace) or +12 ranged (1d8/19-20 x2/70 ft., light crossbow); Face/reach: 5’/5’; SQ: Turn undead 12/day, Greater Turning, Dispel Evil 1/week, Chosen Foe (evil outsiders or undead--+2 bluff, intimidate, listen, sense motive, spot, and clvl checks), Resist Possession, Detect Evil, Consecrated Presence; AL: Neutral Good; SV Fort: +15, Ref: +12, Will: +21; Str: 12 Dex: 12 (14), Con: 14, Int: 10, Wis: 19 (21), Cha: 13. Height: 5’7”; Weight: 98 lbs.
Skills and Feats: Concentration +17, Heal +5 (+7), Knowledge (Arcana) +5, Knowledge (planes) +7, Knowledge (religion) +10, Spellcraft +12; Spell Penetration, Greater Spell Penetration, Chain Spell, Improved Initiative, Extra Turning x2 (Exorcist bonus), Craft Wondrous Item and Chain Spell.
Possessions: +5 cloak of resistance, +2 fullplate, +2 large shield, +2 cold iron heavy mace, +2 gloves of dexterity, masterwork light crossbow, scroll of Heal, wand of cure serious wounds, miscellaneous potions, silversheen.
Cleric Spells per Day: 6/7+1/6+1/5+1/5+1/4+1/3+1/2+1; base DC = 15 + spell level. 0: Detect Magic, Detect Poison, Guidancex3, Read Magic; 1: Divine Favor, Sanctuary, Protection From Evil*, Shield of Faith x4; 2: Align Weapon, Owl's Wisdom, Remove Paralysis x2, Silence, Status, Magic Circle against Evil*; 3: Daylight, Dispel Magic, Magic Vestment, Mass Resist Elements (DotF), Prayer, Searing Light*; 4: Death Ward x3, Freedom of Movement, Holy Smite*, Recitation (DotF); 5: Bear's Heart (DotF), Flame Strike*, Flame Strike, Spell Resistance x2 6: Fire Seeds*, True Seeing, Heroes' Feast, Chained Dispel Magic in 3.5; 7: Destruction, Holy Word*, Holy Word
*Domain Spell (Domains: Sun (Greater Turning 1/day); Good (Cast [Good] spells at +1 clvl); Exorcism)
Strategy: If he has the opportunity to be on the offensive, buff the party with shield of faith, magic circle against evil, Recitation (esp effective if they all follow the same deity), death ward, mass resist elements, freedom of movement, spell resistance, daylight (to keep Deeper Darkness from covering the PCs' retreat), and bear's heart as possible before attacking.
start the combat with Holy Word (since he casts good spells at 15th level, odds are good that he'll blind and deafen all the PCs).
Then target the wizard (or anyone wearing light/no armor and wielding a light or one-handed weapon) with Destruction, cast Holy Word again, and apply Holy Smite, and Flame Strike as needed.
Heraclitus Darkbane Male Human Pal 14; CR 14; Medium-size humanoid (human); HD: 14d10+28; hp: 116; Init: +1; Spd: 30 ft; AC: 25 (touch 11, flat-footed 24); BAB +14; Grap 18; Atk: +23/+18/+13 melee (1d10+8/ 17-20x2 bastard sword) or +25/+20/+15 (1d10+10+2d6 17-20 bastard sword vs. evil outsiders) or +21/+16/+11 (1d8+7 adamantine disruption morning star) or +16 ranged (1d8+7/x3 mighty composite longbow); Face/reach: 5’/5’; SQ: Aura of Good, Detect Evil, Smite Evil 3/day, Divine Health, Divine Grace, Lay on Hands (56), Aura of Courage, Remove Disease 2/week, Summon Mount (1/day, 28 hours), Turn Undead 7/day (level 11); AL: Lawful Good; SV Fort: +19, Ref: +13, Will: +13; Str: 18 (22) Dex: 10 (12), Con: 14, Int: 10, Wis: 12 (14), Cha: 14 (18). Height: 5’10”; Weight: 193 lbs.
Skills and Feats: Diplomacy +9, Handle Animal +5, Knowledge (Nobility and Royalty) +5, Knowledge (Religion) +5, Ride +13, Sense Motive +18; Cleave, Divine Might, Power Attack, Improved Sunder, Exotic Weapon Proficiency: bastard sword, Weapon Focus: bastard sword, Improved Critical: bastard sword, Quickdraw.
Possessions: +2 evil outsider bane cold iron bastard sword, masterwork alchemical silver kukri, +1 disruption adamantium morning star, Quiver of Ehlonna, +1 (Mighty +6) composite longbow, 30 cold iron arrows, 15 adamantium arrows, 15 alchemical silver arrows, +2 fullplate, +2 large shield, Vest of Resistance +4, Cloak of Charisma +4, Belt of Giant Strength +4, Periapt of Wisdom +2, Gloves of dexterity +2, 2 vials of silversheen, Gold holy symbol of Pelor, potion of cure serious wounds, wand of cure light wounds.
Paladin Spells per Day: 2/1/1/0; base DC = 12 + spell level
1: Bless Weapon x2, Lesser Restoration; 2: Delay Poison, Resist Energy; 3: Heal Mount
Mount:+6 HD, +8 NA, +3 str, 8 int, Empathic link, improved evasion, share spells, share saving throws, Improved speed, Command creatures of its kind
Theresa Darkbane: female Human Rog 8/Rgr 2/Consecrated Harrier 4; CR: 14; Medium-size humanoid (human); HD: 8d6+2d8+4d10+28; hp: 96; Init: +10; Spd: 30 ft; AC: 25 (touch 16, flat-footed 25); BAB +12; Grap 14; Atk: +19/+14/+9 melee (1d6+3/ 18-20, holy rapier) or +17/+12/+7 (1d6+3 holy rapier) and +17/+12 (1d6+2 handaxe or light mace) or +19/+14/+9 ranged (1d6+2 composite shortbow); Face/reach: 5’/5’; SQ: Evasion, Uncanny Dodge I, II, Trap Sense +2, Sneak Attack +4d6, Favored Enemy: Evil outsiders +2, Sanctified Sight (+4 to saves vs. illusions), Detect Chaos, Dispel Magic 2/day, Blessings of Scripture +4, Emotion 1/day; AL: Lawful Good; SV Fort: +11, Ref: +17, Will: +12; Str: 14 Dex: 18, (22) Con: 14, Int: 12, Wis: 12, Cha: 8. Height: 5’6”; Weight: 115 lbs.
Skills and Feats: Bluff +10, Disable Device +21, Diplomacy +1, Disguise, +16 Gather Information +10, Hide +12, Intimidate +5, Listen +14, Move Silently +14, Open Lock +21, Profession (Lawyer) +6, Search +16, Sense Motive +12, Spot +12, Survival +11 (+13 track), Tumble +13; Favored Critical, Improved Initiative, Improved Two Weapon Fighting, Iron Will, Nimble Fingers, Track, Two Weapon Fighting, Weapon Finesse
Possessions: +1 holy adamantium Rapier, +1 undead bane light mace, +1 cold iron evil outsider bane handaxe, masterwork cold iron longspear, masterwork mighty [+2] composite shortbow, Quiver of Ehlonna, 30 cold iron arrows, 15 alchemical silver arrows, 15 adamantine arrows, +3 Mithral Chain Shirt, +1 Buckler, +3 cloak of resistance, +4 gloves of dexterity, Lens of Detection, Vest of Escape, 2 vials silversheen, disguise kit, 2 potions of cure serious wounds.
Spells: 2/1 DC 11+level
1: Alter Self, Calm Emotions; 2: Daylight
Antigone Dawnbreak female human Wiz (Evoker, enchantment and illusion barred) 5/(Water) Elemental Savant 9; CR 14; Medium-size humanoid (human); HD 14d4+45; HP 88; Init +2; Move: 30 ft.; AC: 18 (+4 Armor, +2 Dex, +1 natural, +1 deflection); BAB +6; Grap +5; Atk +7/+2 (1d4-1 masterwork dagger) or +8 ranged touch (Lesser Cold Orb); SQ: Familiar, Darkvision 60 ft, Immune to Sleep, Stunning, and Paralysis, Elemental Focus +3, Elemental Penetration +3, Cold Resist 15, Cannot use Energy Substitution (Fire) feat; Alignment: Lawful Neutral; Saves: Fort +12, Reflex +10, Will +14; Str 9, Dex 14, Con 14 (16), Int 20 (26), Wis 10, Cha 12. Height 5’ 5”; Weight (101 lb)
Languages: Common, Suel, Baklunish, Elven, Dwarven, Aquan, Terran, Celestial, Infernal, Abbysal, Draconic, Giant, Auran, Orcish.
Skills, Feats: Alchemy +11, Concentration +20, Diplomacy +9, Gather Information +11, Knowledge: Arcana +17, Knowledge: Dungeoneering +11, Knowledge: Geography +10, Knowledge: nature +11, Knowledge: Nobility and Royalty +9, Knowledge: The Planes +20, Knowledge: Religion +12, Sense Motive +8, Spellcraft +24; Scribe Scroll, Spell Focus: Evocation, Greater Spell Focus: Evocation, Energy Substitution: Cold, Sculpt Spell, Quicken Spell, Spell Penetration, Greater Spell Penetration.
Equipment: +6 Headband of Intellect, +2 Amulet of Health, Masterwork silver filagreed dagger, Cloak of Resistance +4, Noble’s outfit, Ring of Warmth, Ring of Feather Falling, Wand of Magic Missiles (clvl 9, 50 charges), 3 first level pearls of power, 2 potions of cure serious wounds, 4 potions of cure light wounds, masterwork scrollcase, masterwork potion belt, scrolls: Shield x4, Protection From Arrows x3, Haste, See Invisible, Daylight, Banishment.
Spells Prepared [4/6+1/6+1/6+1/6+1/4+1/4+1/3+1; DC 18+spell level; 20+spell level (evocation); 21+spell level (cold); 23 +spell level (Evocation, Cold)] 0: Det. Magic x2, Detect Poison, Open Slot; 1st Shield, Lesser Cold Orb, Mage Armor, Magic Missile x3, Protection From Evil; 2nd Scorching Ray (cold substituted), Flaming Sphere (Cold substituted), Scorching Ray, See Invisible, Glitterdust x2, False Life; 3rd Haste, Fly x2, Fireballx2, Icy Burst, Lightning Bolt; 4th: Ice Stormx2, Sculpted Energy Substituted Lightning Bolt x2, Sculpted Lightning bolt, Enervation, Summon Monster IV; 5th Quickened Magic Missile, Wall of Force, Teleport x2, Open Slot; 6th Chain Lightning, Energy Substituted Chain Lighting, Quickened Scorching Ray, Contingency, Greater Dispelling; 7th Quickened Icy Burst, Energy Immunity, Bigby’s Grasping Hand, Spell Turning
Spellbook: All 0-level non enchantment or illusion spells, 1st: Shield, True Strike, Magic Weapon, Endure Elements, Mage Armor, Magic Missile, Lesser Cold Orb, Protection From Evil, Ray of Enfeeblement; 2nd Flaming Sphere, Summon Monster II, False Life, Glitterdust, Scorching Ray, See Invisiblility, Rope Trick; 3rd: Lightning Bolt, Haste, Fireball, Icy Burst, Fly; 4th: Ice Storm, Summon Monster IV, Enervation, Fire Shield; 5th Cone of Cold, Energy Buffer, Wall of Force, Teleport, Lesser Planar Binding; 6th Chain Lightning, Contingency, Analyze Dweomer, Greater Dispelling; 7th Energy Immunity, Prismatic Spray Bigby’s Grasping Hand, Spell Turning.
Thebes Toad Familiar: HD 14, HP 45; Init +2 (dex), Spd 10 ft, fly 40 ft (average); AC 19 (+2 size, +1 dex, +6 natural); Atk -; SQ: grants +3 hp, grants Alertness, Improved Evasion, Share Spell, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with other birds; AL N; SV Fort +11, Ref + 6, Will +12; Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 3; Hide +21, Spot +5 or as master;
Crito Brightsun: male human Ex Bbn 2/Ftr 6/Ghostwalker 6; CR 14; Medium-size humanoid (human); HD 2d12+12d10+45; HP 136; Init +1; Move: 30 ft.; AC: 21 (+10 Armor, +1 Dex, +1 natural); BAB +14; Grap +21; Atk: +23/+18/+13 (2d6+14 +2 Ghost touch cold iron greatsword) or +16/+11/+6 (1d8+7 composite longbow), SQ: Uncanny Dodge I, Painful Reckoning +6, Resolute Aura (+6 intimidate), Anonymity, Feign Death, Superior Iron Will, Etherealness 1/day, Shadow Walk 6 hours/day and 3times/day; Alignment: Lawful Good; Saves: Fort +17, Reflex +7, Will +11; Str 20 (24), Dex 13, Con 14 (16), Int 10, Wis 10, Cha 12. Height 5’ 5”; Height 6’ 7”, Weight (251 lb)
Skills and Feats: Bluff +6, Climb +12, Intimidate +16, Jump +10, Listen +11, Move Silently +5, Spot +12, Survival +5; Dodge, Endurance, Iron Will, Mobility, Power Attack, Spring Attack, Toughness, Weapon Focus: Greatsword, Weapon Specialization: Greatsword
Equipment: +2 ghost touch cold iron greatsword, +1 alchemical silver glaive, masterwork mighty [+7] composite longbow, Quiver of Ehlonna, 30 cold iron arrows, 15 adamantine arrows, 15 alchemical silver arrows, +4 belt of giant strength, +2 amulet of health, +2 adamantine fullplate with +1 armor spikes, +3 cloak of resistance, 3 potions CSW, 2 vials of oil of bless weapon, 2 vials of silversheen, boots of speed.
The Darkbanes are a group of champions committed to the service of the Flan sun god, Pelor. Unlike many adventuring groups, the core of the Darkbanes is actually a family: two brothers and their sister who were committed to the service of Pelor by their mother after their father's death in the Greyhawk wars left her unable to support all six of her children.
They first came to the attention of the church when the head of the orphanage noticed the three of them banding together to defend themselves against the cruelty of the older orphans taken in by the church. That was when they began training as a team. Theseus was a gifted healer and had some potential as a scholar, his older brother Heraclitus had the makings of a paladin, and their sister, Theresa was quick and mechanically adept.
Crito was the first addition to the team. Seven years ago, he was a mercenary from the land of the Frost barbarians in service to a mad wizard. He joined the group when, after his defeat, Heraclitus saw no evil in him and Theseus dispelled the magic that held him as the wizard's thrall. He initially joined the group to repay Theseus for his freedom but gradually came to see share Heraclitus's outlook on the world. Now he often travels with the Darkbanes to set things right although he sometimes works alone.
The Darkhopes first met Antigone two years ago when an Iuzian agent escaped from them through the use of teleportation magic. In order to pursue him, they engaged her services She found their idealism attractive and has been in their orbit ever since. (She once confided in Theresa, "Seeing you and your brothers makes me wish I believed in something enough to die for it.")
Theseus Darkbane Male Human Clr 8/Sacred Exorcist 6; CR: 14; Medium-size humanoid (human); HD: 14d8+28; hp: 101; Init: +5; Spd: 30 ft; AC: 25 (touch 11, flat-footed 24); BAB +10; Grap 11; Atk: +13/+8 melee (1d8+3/x2, heavy mace) or +12 ranged (1d8/19-20 x2/70 ft., light crossbow); Face/reach: 5’/5’; SQ: Turn undead 12/day, Greater Turning, Dispel Evil 1/week, Chosen Foe (evil outsiders or undead--+2 bluff, intimidate, listen, sense motive, spot, and clvl checks), Resist Possession, Detect Evil, Consecrated Presence; AL: Neutral Good; SV Fort: +15, Ref: +12, Will: +21; Str: 12 Dex: 12 (14), Con: 14, Int: 10, Wis: 19 (21), Cha: 13. Height: 5’7”; Weight: 98 lbs.
Skills and Feats: Concentration +17, Heal +5 (+7), Knowledge (Arcana) +5, Knowledge (planes) +7, Knowledge (religion) +10, Spellcraft +12; Spell Penetration, Greater Spell Penetration, Chain Spell, Improved Initiative, Extra Turning x2 (Exorcist bonus), Craft Wondrous Item and Chain Spell.
Possessions: +5 cloak of resistance, +2 fullplate, +2 large shield, +2 cold iron heavy mace, +2 gloves of dexterity, masterwork light crossbow, scroll of Heal, wand of cure serious wounds, miscellaneous potions, silversheen.
Cleric Spells per Day: 6/7+1/6+1/5+1/5+1/4+1/3+1/2+1; base DC = 15 + spell level. 0: Detect Magic, Detect Poison, Guidancex3, Read Magic; 1: Divine Favor, Sanctuary, Protection From Evil*, Shield of Faith x4; 2: Align Weapon, Owl's Wisdom, Remove Paralysis x2, Silence, Status, Magic Circle against Evil*; 3: Daylight, Dispel Magic, Magic Vestment, Mass Resist Elements (DotF), Prayer, Searing Light*; 4: Death Ward x3, Freedom of Movement, Holy Smite*, Recitation (DotF); 5: Bear's Heart (DotF), Flame Strike*, Flame Strike, Spell Resistance x2 6: Fire Seeds*, True Seeing, Heroes' Feast, Chained Dispel Magic in 3.5; 7: Destruction, Holy Word*, Holy Word
*Domain Spell (Domains: Sun (Greater Turning 1/day); Good (Cast [Good] spells at +1 clvl); Exorcism)
Strategy: If he has the opportunity to be on the offensive, buff the party with shield of faith, magic circle against evil, Recitation (esp effective if they all follow the same deity), death ward, mass resist elements, freedom of movement, spell resistance, daylight (to keep Deeper Darkness from covering the PCs' retreat), and bear's heart as possible before attacking.
start the combat with Holy Word (since he casts good spells at 15th level, odds are good that he'll blind and deafen all the PCs).
Then target the wizard (or anyone wearing light/no armor and wielding a light or one-handed weapon) with Destruction, cast Holy Word again, and apply Holy Smite, and Flame Strike as needed.
Heraclitus Darkbane Male Human Pal 14; CR 14; Medium-size humanoid (human); HD: 14d10+28; hp: 116; Init: +1; Spd: 30 ft; AC: 25 (touch 11, flat-footed 24); BAB +14; Grap 18; Atk: +23/+18/+13 melee (1d10+8/ 17-20x2 bastard sword) or +25/+20/+15 (1d10+10+2d6 17-20 bastard sword vs. evil outsiders) or +21/+16/+11 (1d8+7 adamantine disruption morning star) or +16 ranged (1d8+7/x3 mighty composite longbow); Face/reach: 5’/5’; SQ: Aura of Good, Detect Evil, Smite Evil 3/day, Divine Health, Divine Grace, Lay on Hands (56), Aura of Courage, Remove Disease 2/week, Summon Mount (1/day, 28 hours), Turn Undead 7/day (level 11); AL: Lawful Good; SV Fort: +19, Ref: +13, Will: +13; Str: 18 (22) Dex: 10 (12), Con: 14, Int: 10, Wis: 12 (14), Cha: 14 (18). Height: 5’10”; Weight: 193 lbs.
Skills and Feats: Diplomacy +9, Handle Animal +5, Knowledge (Nobility and Royalty) +5, Knowledge (Religion) +5, Ride +13, Sense Motive +18; Cleave, Divine Might, Power Attack, Improved Sunder, Exotic Weapon Proficiency: bastard sword, Weapon Focus: bastard sword, Improved Critical: bastard sword, Quickdraw.
Possessions: +2 evil outsider bane cold iron bastard sword, masterwork alchemical silver kukri, +1 disruption adamantium morning star, Quiver of Ehlonna, +1 (Mighty +6) composite longbow, 30 cold iron arrows, 15 adamantium arrows, 15 alchemical silver arrows, +2 fullplate, +2 large shield, Vest of Resistance +4, Cloak of Charisma +4, Belt of Giant Strength +4, Periapt of Wisdom +2, Gloves of dexterity +2, 2 vials of silversheen, Gold holy symbol of Pelor, potion of cure serious wounds, wand of cure light wounds.
Paladin Spells per Day: 2/1/1/0; base DC = 12 + spell level
1: Bless Weapon x2, Lesser Restoration; 2: Delay Poison, Resist Energy; 3: Heal Mount
Mount:+6 HD, +8 NA, +3 str, 8 int, Empathic link, improved evasion, share spells, share saving throws, Improved speed, Command creatures of its kind
Theresa Darkbane: female Human Rog 8/Rgr 2/Consecrated Harrier 4; CR: 14; Medium-size humanoid (human); HD: 8d6+2d8+4d10+28; hp: 96; Init: +10; Spd: 30 ft; AC: 25 (touch 16, flat-footed 25); BAB +12; Grap 14; Atk: +19/+14/+9 melee (1d6+3/ 18-20, holy rapier) or +17/+12/+7 (1d6+3 holy rapier) and +17/+12 (1d6+2 handaxe or light mace) or +19/+14/+9 ranged (1d6+2 composite shortbow); Face/reach: 5’/5’; SQ: Evasion, Uncanny Dodge I, II, Trap Sense +2, Sneak Attack +4d6, Favored Enemy: Evil outsiders +2, Sanctified Sight (+4 to saves vs. illusions), Detect Chaos, Dispel Magic 2/day, Blessings of Scripture +4, Emotion 1/day; AL: Lawful Good; SV Fort: +11, Ref: +17, Will: +12; Str: 14 Dex: 18, (22) Con: 14, Int: 12, Wis: 12, Cha: 8. Height: 5’6”; Weight: 115 lbs.
Skills and Feats: Bluff +10, Disable Device +21, Diplomacy +1, Disguise, +16 Gather Information +10, Hide +12, Intimidate +5, Listen +14, Move Silently +14, Open Lock +21, Profession (Lawyer) +6, Search +16, Sense Motive +12, Spot +12, Survival +11 (+13 track), Tumble +13; Favored Critical, Improved Initiative, Improved Two Weapon Fighting, Iron Will, Nimble Fingers, Track, Two Weapon Fighting, Weapon Finesse
Possessions: +1 holy adamantium Rapier, +1 undead bane light mace, +1 cold iron evil outsider bane handaxe, masterwork cold iron longspear, masterwork mighty [+2] composite shortbow, Quiver of Ehlonna, 30 cold iron arrows, 15 alchemical silver arrows, 15 adamantine arrows, +3 Mithral Chain Shirt, +1 Buckler, +3 cloak of resistance, +4 gloves of dexterity, Lens of Detection, Vest of Escape, 2 vials silversheen, disguise kit, 2 potions of cure serious wounds.
Spells: 2/1 DC 11+level
1: Alter Self, Calm Emotions; 2: Daylight
Antigone Dawnbreak female human Wiz (Evoker, enchantment and illusion barred) 5/(Water) Elemental Savant 9; CR 14; Medium-size humanoid (human); HD 14d4+45; HP 88; Init +2; Move: 30 ft.; AC: 18 (+4 Armor, +2 Dex, +1 natural, +1 deflection); BAB +6; Grap +5; Atk +7/+2 (1d4-1 masterwork dagger) or +8 ranged touch (Lesser Cold Orb); SQ: Familiar, Darkvision 60 ft, Immune to Sleep, Stunning, and Paralysis, Elemental Focus +3, Elemental Penetration +3, Cold Resist 15, Cannot use Energy Substitution (Fire) feat; Alignment: Lawful Neutral; Saves: Fort +12, Reflex +10, Will +14; Str 9, Dex 14, Con 14 (16), Int 20 (26), Wis 10, Cha 12. Height 5’ 5”; Weight (101 lb)
Languages: Common, Suel, Baklunish, Elven, Dwarven, Aquan, Terran, Celestial, Infernal, Abbysal, Draconic, Giant, Auran, Orcish.
Skills, Feats: Alchemy +11, Concentration +20, Diplomacy +9, Gather Information +11, Knowledge: Arcana +17, Knowledge: Dungeoneering +11, Knowledge: Geography +10, Knowledge: nature +11, Knowledge: Nobility and Royalty +9, Knowledge: The Planes +20, Knowledge: Religion +12, Sense Motive +8, Spellcraft +24; Scribe Scroll, Spell Focus: Evocation, Greater Spell Focus: Evocation, Energy Substitution: Cold, Sculpt Spell, Quicken Spell, Spell Penetration, Greater Spell Penetration.
Equipment: +6 Headband of Intellect, +2 Amulet of Health, Masterwork silver filagreed dagger, Cloak of Resistance +4, Noble’s outfit, Ring of Warmth, Ring of Feather Falling, Wand of Magic Missiles (clvl 9, 50 charges), 3 first level pearls of power, 2 potions of cure serious wounds, 4 potions of cure light wounds, masterwork scrollcase, masterwork potion belt, scrolls: Shield x4, Protection From Arrows x3, Haste, See Invisible, Daylight, Banishment.
Spells Prepared [4/6+1/6+1/6+1/6+1/4+1/4+1/3+1; DC 18+spell level; 20+spell level (evocation); 21+spell level (cold); 23 +spell level (Evocation, Cold)] 0: Det. Magic x2, Detect Poison, Open Slot; 1st Shield, Lesser Cold Orb, Mage Armor, Magic Missile x3, Protection From Evil; 2nd Scorching Ray (cold substituted), Flaming Sphere (Cold substituted), Scorching Ray, See Invisible, Glitterdust x2, False Life; 3rd Haste, Fly x2, Fireballx2, Icy Burst, Lightning Bolt; 4th: Ice Stormx2, Sculpted Energy Substituted Lightning Bolt x2, Sculpted Lightning bolt, Enervation, Summon Monster IV; 5th Quickened Magic Missile, Wall of Force, Teleport x2, Open Slot; 6th Chain Lightning, Energy Substituted Chain Lighting, Quickened Scorching Ray, Contingency, Greater Dispelling; 7th Quickened Icy Burst, Energy Immunity, Bigby’s Grasping Hand, Spell Turning
Spellbook: All 0-level non enchantment or illusion spells, 1st: Shield, True Strike, Magic Weapon, Endure Elements, Mage Armor, Magic Missile, Lesser Cold Orb, Protection From Evil, Ray of Enfeeblement; 2nd Flaming Sphere, Summon Monster II, False Life, Glitterdust, Scorching Ray, See Invisiblility, Rope Trick; 3rd: Lightning Bolt, Haste, Fireball, Icy Burst, Fly; 4th: Ice Storm, Summon Monster IV, Enervation, Fire Shield; 5th Cone of Cold, Energy Buffer, Wall of Force, Teleport, Lesser Planar Binding; 6th Chain Lightning, Contingency, Analyze Dweomer, Greater Dispelling; 7th Energy Immunity, Prismatic Spray Bigby’s Grasping Hand, Spell Turning.
Thebes Toad Familiar: HD 14, HP 45; Init +2 (dex), Spd 10 ft, fly 40 ft (average); AC 19 (+2 size, +1 dex, +6 natural); Atk -; SQ: grants +3 hp, grants Alertness, Improved Evasion, Share Spell, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with other birds; AL N; SV Fort +11, Ref + 6, Will +12; Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 3; Hide +21, Spot +5 or as master;
Crito Brightsun: male human Ex Bbn 2/Ftr 6/Ghostwalker 6; CR 14; Medium-size humanoid (human); HD 2d12+12d10+45; HP 136; Init +1; Move: 30 ft.; AC: 21 (+10 Armor, +1 Dex, +1 natural); BAB +14; Grap +21; Atk: +23/+18/+13 (2d6+14 +2 Ghost touch cold iron greatsword) or +16/+11/+6 (1d8+7 composite longbow), SQ: Uncanny Dodge I, Painful Reckoning +6, Resolute Aura (+6 intimidate), Anonymity, Feign Death, Superior Iron Will, Etherealness 1/day, Shadow Walk 6 hours/day and 3times/day; Alignment: Lawful Good; Saves: Fort +17, Reflex +7, Will +11; Str 20 (24), Dex 13, Con 14 (16), Int 10, Wis 10, Cha 12. Height 5’ 5”; Height 6’ 7”, Weight (251 lb)
Skills and Feats: Bluff +6, Climb +12, Intimidate +16, Jump +10, Listen +11, Move Silently +5, Spot +12, Survival +5; Dodge, Endurance, Iron Will, Mobility, Power Attack, Spring Attack, Toughness, Weapon Focus: Greatsword, Weapon Specialization: Greatsword
Equipment: +2 ghost touch cold iron greatsword, +1 alchemical silver glaive, masterwork mighty [+7] composite longbow, Quiver of Ehlonna, 30 cold iron arrows, 15 adamantine arrows, 15 alchemical silver arrows, +4 belt of giant strength, +2 amulet of health, +2 adamantine fullplate with +1 armor spikes, +3 cloak of resistance, 3 potions CSW, 2 vials of oil of bless weapon, 2 vials of silversheen, boots of speed.
The Darkbanes are a group of champions committed to the service of the Flan sun god, Pelor. Unlike many adventuring groups, the core of the Darkbanes is actually a family: two brothers and their sister who were committed to the service of Pelor by their mother after their father's death in the Greyhawk wars left her unable to support all six of her children.
They first came to the attention of the church when the head of the orphanage noticed the three of them banding together to defend themselves against the cruelty of the older orphans taken in by the church. That was when they began training as a team. Theseus was a gifted healer and had some potential as a scholar, his older brother Heraclitus had the makings of a paladin, and their sister, Theresa was quick and mechanically adept.
Crito was the first addition to the team. Seven years ago, he was a mercenary from the land of the Frost barbarians in service to a mad wizard. He joined the group when, after his defeat, Heraclitus saw no evil in him and Theseus dispelled the magic that held him as the wizard's thrall. He initially joined the group to repay Theseus for his freedom but gradually came to see share Heraclitus's outlook on the world. Now he often travels with the Darkbanes to set things right although he sometimes works alone.
The Darkhopes first met Antigone two years ago when an Iuzian agent escaped from them through the use of teleportation magic. In order to pursue him, they engaged her services She found their idealism attractive and has been in their orbit ever since. (She once confided in Theresa, "Seeing you and your brothers makes me wish I believed in something enough to die for it.")