The Doomed Bastards Character Thread

Lazybones

Adventurer
This thread is for stats and discussion of the major characters of my story hour, "The Doomed Bastards in the Dungeon of Graves." A band of very unlucky souls is sentenced for their crimes to loot Rappan Athuk. How many--if any--will survive?

I started the characters out at 5th level with 28 point builds (with the exception of Velan Tiros, who I started at 6th, with considerable age effects on his base scores). Item selection was very limited. The gear issued by the Duke's men was quite subpar; on a confirmed fumble, weapons will most likely break. Armor and shields suffer a -2 penalty to item saving throws.


Zafir Navev, Human Male Warlock 5
Str 10, Dex 16, Con 14, Int 10, Wis 8, Cha 16
Fort +3, Ref +4, Will +3
AC 17 (chain shirt), hp 34
Atk: +3 melee (1d8 morningstar), +7 ranged touch (3d6+fear, eldritch blast)
Feats/Skills: Ability Focus (eldritch blast), Point Blank Shot, Weapon focus (ray), Bluff +11, Intimidate +11, Use Magic Device +11
SA: detect magic, DR 1/cold iron
Invocations (3): Frightful Blast, Entropic Warding, See the Unseen
Equipment: chain shirt, morningstar, pack


Ukas, Half-Orc Male Bear Totem Barbarian 5
Str 20, Dex 14, Con 14, Int 7, Wis 10, Ch 6
Fort +8, Ref +3, Will +1
AC 16 (chain shirt, dex), hp 51
Atk +8 melee (2d4+7, improvised spiked chain)
Raging Power Attack (favored attack mode): +5 melee (2d4+20)
SA: Rage 2/day
Feats/Skills: Exotic Weapon Proficiency (spiked chain), Great Fortitude (bonus), Improved Grapple (bonus), Power Attack, Toughness (bonus)
SA: +4 on grapple when raging
Equipment: chain shirt, improvised spiked chain (-2 on attack rolls), pack


Velan Tiros, Human Male Aristocrat 3/Marshal 3
Str 10, Dex 10, Con 10, Int 14, Wis 14, Cha 16 (54 years old)
Fort +4, Ref +2, Will +10
AC 15 (breastplate), hp 30
Atk +4 melee (1d8 longsword)
Feats/Spells: Iron Will, Leadership, Mounted Combat, Negotiator, Skill Focus (diplomacy), Bluff +8, Diplomacy +17, Knowledge (history) +5, Knowledge (warfare) +11, Listen +7, Perform (lute) +6, Ride +5, Sense Motive +13, Speak Language (old Imperial, orcish, goblin), Spot +10, Survival +6
Marshal Auras (2/1): Force of Will (+3 on will saves), Over the Top (+3 damage on charge), Hardy Soldiers (DR1/-)
Equipment: breastplate, longsword, pack

Note: at the start of the story, all of Velan Tiros's stats are at -4 due to the effects of torture and malnutrition (Atk +2 melee, AC 13, hp 18). However, the potion that he consumes in Chapter 3 is a potion of restoration (i.e. created by a Master Alchemist PrC NPC).


Licinius Varo, Human Male Cleric (Dagos) 5
Str 12, Dex 12, Con 14, Int 10, Wis 16, Cha 12
Fort +6, Ref +2, Will +7
AC 18 (breastplate, large steel shield), hp 36
Atk +4 melee (1d8+1, heavy mace)
Feats/Spells: Deceitful, Improved Turning, Scribe Scroll, Bluff +5, Concentration +10, Disguise +7, Forgery +3, Heal +5, Knowledge (religion) +4
SA: rebuke undead, spontaneous inflict
Domains: Chaos, Trickery
Spells (5/5/4/3): 0/cure minor woundsx2, 0/light, 0/purify food and drink, 0/read magic, 1/command, 1/comprehend languages, 1/disguise self*, 1/hide from undead, 1/remove fear, 2/cure moderate wounds, 2/hold person, 2/invisibility*, 2/silence, 3/cure serious wounds, 3/nondetection*, 3/summon monster III
Equipment: breastplate, large steel shield, heavy mace, dagger, pack, 2 wands of cure light wounds

* Domain spell
Note: the above spell list reflects Varo's normal load. Without his divine focus, he will substitute additional cure spells and others that do not require a divine focus to cast.


Corath Dar, Human Male Fighter 5
Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Fort +6, Ref +3, Will +2
AC 19 (breastplate, large shield, dex), hp 42
Atk +9 melee (1d8+5, longsword)
Feats/Skills: Blind-Fight, Cleave, Endurance, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Climb +1, Handle Animal +3, Intimidate +6, Jump +3, Ride +7
Equipment: breastplate, large steel shield, longsword, 2 daggers, pack


The Mad Elf, Elf Male Rogue 5
Str 14, Dex 20, Con 10, Int 12, Wis 8, Cha 9
Fort +1, Ref +9, Will +0
AC 15 (dex), hp 20
Atk +5 melee (1d4+2, dagger)
Feats/Skills: Agile, Stealthy, Balance +15, Climb +6, Disable Device +9, Escape Artist +15, Hide +15, Jump +6, Listen +2, Move Silently +15, Open Lock +12, Search +5, Sleight of Hand +10, Spot +2, Tumble +13
SA +2 on saves against enchantments, immune to sleep, sneak attack +3d6, evasion, trap sense +1, uncanny dodge
Equipment: ragged clothes, dagger, bent wire lockpick
 
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Lazybones

Adventurer
Crystal Death (also known as: White Pain, The Shakes, Slow Doom, Plot Device)

A white tasteless powder, Crystal Death is rare and expensive (2,000gp for a full course of doses). It must be applied over a series of consecutive days until a lethal dose has built up in the victim's body (the number of days required is equal to 1d4+victim's CON bonus). If the full dose is applied at once, the victim must make a Fort save vs. DC17 or become sickened for 1d3 days, but otherwise the body purges the toxin without further effect.

As soon as a lethal dose has been accumulated, the victim must start making Fortitude saves on each subsequent day. The DC begins at 13 and increases by one on each consecutive day. Each failed save results in one point of temporary CON damage. This damage can be healed by spells, but not by normal rest as long as the poison is in the victim's system.

Once the DC reaches 20, the damage becomes two points of CON for each failed save. As the CON damage accumulates, the victim begins to show symptoms such as fatigue, weakness, and uncontrollable shaking. Anyone who is reduced to 50% or less of their original CON score suffers a -2 penalty to all attacks and skill checks due to this shaking.

The poison can be purged from the body by a neutralize poison or heal spell. There is an antidote (500gp per dose), which neutralizes the poison but which does not negate existing CON damage. Once the poison is neutralized, however, the ability damage can be healed naturally.
 

Lazybones

Adventurer
First level-up: 2nd level, room 2-6 (after the battle with Marthek)


Velan Tiros, Human Male Aristocrat 3/Marshal 4
Str 10, Dex 10, Con 10, Int 14, Wis 14, Cha 16 (54 years old)
Fort +5, Ref +2, Will +11
AC 15 (breastplate), hp 35
Atk +6 melee (1d8+1, Valor, +2d6 vs. chaotic opponents)
Feats/Spells: Iron Will, Leadership, Mounted Combat, Negotiator, Skill Focus (diplomacy), Bluff +9, Diplomacy +18, Knowledge (history) +6, Knowledge (warfare) +11, Listen +8, Perform (lute) +6, Ride +5, Sense Motive +14, Speak Language (old Imperial, orcish, goblin), Spot +11, Survival +7
SA: grant move action 1/day
Marshal Auras (2/1): Force of Will (+3 on will saves), Over the Top (+3 damage on charge), Hardy Soldiers (DR1/-)

Equipment: breastplate, Valor (+1 axiomatic legendary cold iron longsword), glove of storing, pack


Licinius Varo, Human Male Cleric (Dagos) 6
Str 12, Dex 12, Con 14, Int 10, Wis 16, Cha 12
Fort +7, Ref +3, Will +8
AC 16 (breastplate, dex), hp 42
Atk +5 melee (1d8+1, heavy mace)
Feats/Spells: Deceitful, Extra Turning, Improved Turning, Scribe Scroll, Bluff +5, Concentration +11, Disguise +7, Forgery +3, Heal +6, Knowledge (religion) +5
SA: rebuke undead, spontaneous inflict
Domains: Chaos, Trickery
Spells (5/5/5/4): 0/cure minor woundsx2, 0/light, 0/purify food and drink, 0/read magic, 1/command, 1/comprehend languages, 1/disguise self*, 1/hide from undead, 1/remove fear, 2/cure moderate wounds, 2/hold person, 2/invisibility*, 2/lesser restoration, 2/silence, 3/cure serious woundsX2, 3/nondetection*, 3/summon monster III
Equipment: breastplate, heavy mace, dagger, pack, wand of cure light wounds

* Domain spell

Corath Dar, Human Male Fighter 6
Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Fort +7, Ref +4, Will +3
AC 17 (chain shirt, large shield, dex), hp 49
Atk +10/+5 melee (1d8+5, longsword), or +11/+6 melee (1d10+6, +2 greatclub)
Feats/Skills: Athletic, Blind-Fight, Cleave, Endurance, Improved Initiative, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Climb +6, Handle Animal +3, Intimidate +6, Jump +6, Ride +7, Swim -2
Equipment: chain shirt (damaged, -1 AC), large steel shield, longsword, dagger, pack, +2 greatclub
 

Lazybones

Adventurer
Second Cohort: the Relief Squad
This group: 25 point builds, PC-class gear (per DMG)

6th level: 13,000gp
3rd level: 2,700gp

Note: several members of the group have lower than the maximum alloted equipment gp values due to having expended consumables (potions, scrolls)

Blacksteel armor: blacksteel armor is the equivalent of +1 shadow mithral armor. A blacksteel chain shirt costs 5,850gp. A blacksteel suit of full chainmail costs 8,900gp.

Includes 100gp/each in high-quality mundane garb (clothes, packs with supplies, etc.)

Talen Karedes, Human Male Fighter 6
Str 14, Dex 12, Con 14, Int 12, Wis 10, Cha 12
Fort +7, Ref +3, Will +2
AC 18 (chainmail, buckler, dex), hp 49
Atk +10/+5 melee (1d8+5, longsword), or +8/+3 ranged (1d6+2, shortbow)
Feats/Skills: Athletic, Blind-Fight, Combat Reflexes, Diehard, Endurance, Improved Initiative, Weapon Focus (longsword), Weapon Specialization (longsword), Climb +10, Jump +4, Ride +5, Swim +7
Equipment: +1 blacksteel chainmail, darkwood buckler, +1 longsword (light emitter), dagger, masterwork mighty shortbow (+2), arrows (12150)

Aelos Sinaris, Half-Elf Male Cleric 6
Str 8, Dex 10, Con 10, Int 12, Wis 20*, Cha 14 (87 years old)
Fort +5, Ref +2, Will +10
AC 15 (chain shirt), hp 30
Atk +3 melee (1d6-1 quarterstaff)
Feats/Skills: Improved Turning, Persuasive, Scribe Scroll, Bluff +5, Concentration +5, Diplomacy +6, Gather Information +4, Intimidate +4, Knowledge (religion) +5, Knowledge (the planes) +5, Heal +8, Listen +6, Search +2, Spellcraft +6, Spot +6
SA: immune to sleep, +2 on saves vs. enchantment
Domains: Law, Protection
Spells (5/6/5/4): 0/create water, 0/detect magic x2, 0/light, 0/purify food and water, 1/command, 1/cure light wounds, 1/detect undead, 1/protection from chaos*, 1/remove fear, 1/shield of faith, 2/calm emotions*, 2/cure moderate wounds, 2/hold person, 2/lesser restoration, 2/spiritual weapon, 3/locate object, 3/protection from energy*, 3/searing light, 3/water walk
Equipment: +1 blacksteel chain shirt, quarterstaff (with continual flame cast on end), wand of cure light wounds (nearly depleted), periapt of wisdom +2, assorted scrolls, potions (1k gp of each, mostly gone at start) (12700)

Shaylara Pallen, Human Female Scout 6
Str 12, Dex 16, Con 13, Int 12, Wis 10, Cha 10
Fort +4, Ref +8, Will +2
AC 18 (chain shirt, dex), hp 36
Atk +6 melee (1d6+1, shortsword, or 1d8+1, longspear), or +8 ranged (1d6+1, shortbow)
Feats/Skills: Dodge, Mobility, Stealthy, Track, Climb +10, Hide +19, Jump +15, Knowledge (dungeoneering) +5, Listen +9, Move Silently +14, Search +10, Speak Language (giant, goblin), Spot +9, Survival +9, Swim +10, Tumble +6
SA: skirmish +2d6, +1 AC (requires 10' move); trapfinding; uncanny dodge; trackless step; +10 move; evasion; flawless stride
Equipment: +1 blacksteel chain shirt, masterwork longspear, masterwork shortsword, masterwork throwing axe, masterwork mighty (+1) shortbow, arrows, boots of striding and springing (12812)

Allera Hialar, Human Female Healer 6
Str 10, Dex 11, Con 12, Int 10, Wis 16, Cha 16*
Fort +6, Ref +2, Will +8
AC 14 (leather), hp 36
Atk +4 melee (1d6, shortspear)
Feats/Skills: Augment Healing, Brew Potion, Negotiator, Skill Focus (Concentration), Skill Focus (Heal), Concentration +13, Diplomacy +14, Heal +15, Knowledge (Nature) +5, Sense Motive +10, Spellcraft +6, Survival +7
SA: healing hands (CHA bonus added to healing spells), cleanse paralysis, disease, fear, poison (each 1/day)
Spells (5/6/5/5): 0/cure minor wounds x4, 0/purify food and water, 1/cure light wounds x5, 1/sanctuary, 2/calm emotions, 2/cure moderate wounds x3, 2/lesser restoration, 3/close wounds, 3/cure serious wounds x3, 3/restoration
Equipment: +2 leather armor, masterwork shortspear, wand of cure moderate wounds (almost fully depleted), +2 cloak of charisma, pouch of diamond dust (component for restoration spell, 5 doses) (13562)

Krogan Deepshaft, Dwarf Male Fighter 3/Rogue 3
Str 14, Dex 15, Con 17, Int 10, Wis 10, Cha 8
Fort +7, Ref +6, Will +2
AC 16 (chain shirt, dex), hp47
Atk +7 melee (1d8+2, urgosh), and +7 melee (1d6+1, urgosh), or +9 melee (1d8+3, urgosh), or +8 ranged (1d8 crossbow)
Feats/Skills: Dodge, Two-Weapon Fighting, Weapon Focus (urgosh), Appraise +3, Climb +5, Disable Device +6, Escape Artist +5, Hide +5, Jump +5, Knowledge (dungeons) +6, Listen +6, Move Silently +5, Open Lock +8, Search + 6, Spot +6, Use Rope +5
SA: +2d6 sneak attack, evasion, trap sense +1
Equipment: +1 blacksteel chain shirt, adamantine masterwork dwarven urgosh, dagger, +1 cloak of resistance, masterwork light crossbow, bag of holding (Type I) (12785)

Elite Soldiers: 20 point build

Argus, Gresham, K’varon, Davros (only Argus still alive when two parties meet)
Human Male Fighter 3
Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 10
Fort +4, Ref +2, Will +1
AC 16 (chain shirt, buckler, dex), hp 27
Atk +7 melee (1d8+2, longsword), +5 ranged (1d6+2, shortbow)
Feats/Skills: Athletic, Cleave, Power Attack, Toughness, Weapon Focus (longsword), Climb +7, Jump +2, Ride +4, Swim +4
Equipment: masterwork chain shirt, masterwork longsword, darkwood buckler, masterwork mighty (+2) shortbow, arrows (magical arrows depleted)
 

Lazybones

Adventurer
Second level up (also room 2-6, after clearing most of level 2)

Note: I'd also leveled up Tiros, but haven't posted his leveled stats here, for obvious reasons. ;)

Licinius Varo, Human Male Cleric (Dagos) 7
Str 12, Dex 12, Con 14, Int 10, Wis 16, Cha 12
Fort +7, Ref +3, Will +8
AC 16 (breastplate, dex), hp 49
Atk +7 melee (1d8+1, heavy mace)
Feats/Spells: Deceitful, Extra Turning, Improved Turning, Scribe Scroll, Bluff +6, Concentration +12, Disguise +7, Forgery +3, Heal +6, Knowledge (religion) +5, Knowledge (history) +1
SA: rebuke undead, spontaneous inflict
Domains: Chaos, Trickery
Spells (5/5/5/4/2): 0/cure minor woundsx2, 0/light, 0/purify food and drink, 0/read magic, 1/command, 1/comprehend languages, 1/disguise self*, 1/hide from undead, 1/remove fear, 2/cure moderate wounds, 2/hold person, 2/invisibility*, 2/lesser restoration, 2/silence, 3/cure serious woundsX2, 3/nondetection*, 3/summon monster III, 4/confusion*, 4/summon monster IV
Equipment: breastplate, masterwork heavy mace, dagger, pack, wand of cure light wounds, potions of CLW(x2) and remove disease, hidden scrolls

* Domain spell


Corath Dar, Human Male Fighter 7
Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Fort +7, Ref +4, Will +3
AC 19 (breastplate, large shield, dex), hp 57
Atk +11/+6 melee (1d8+5, longsword), or +12/+7 melee (1d10+6, +2 greatclub), or +10/+5 ranged (1d6+2, shortbow with +1 arrow)
Feats/Skills: Athletic, Blind-Fight, Cleave, Endurance, Improved Initiative, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Climb +7, Handle Animal +3, Intimidate +6, Jump +7, Ride +7, Swim +5*
Equipment: breastplate, masterwork large steel shield, old longsword, dagger, pack, +2 greatclub, +2 warhammer, silver edged two-handed sword, +1 keen punching dagger, masterwork shortsword, composite shortbow (+1 str), 18 +1 arrows, gold and silver coins
*does not include armor check penalty
 

Lazybones

Adventurer
Oops, looks like I forgot to update for a while... in any case, here's where the party is at right now (level 5 of the dungeon):

Level up, Temple of Orcus (area 4-10)

Corath Dar, Human Male Fighter 9
Str 21*, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Fort +8, Ref +5, Will +4
AC 17 (masterwork chainmail, dex), hp 71
Atk +16/+11 melee (1d10+9, +2 greatclub)
With full power attack: +7/+2 melee (1d10+27, +2 greatclub)
Feats/Skills: Athletic, Blind-Fight, Cleave, Endurance, Great Cleave, Improved Critical (longsword), Improved Initiative, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Climb +8, Handle Animal +3, Intimidate +7, Jump +8, Ride +7, Swim +8*
Equipment: masterwork chainmail, belt of giant strength +4, Valor, dagger, pack, +2 greatclub, gauntlet of rust, +1 keen punching dagger, +1 keen throwing axe, masterwork shortsword, 18 +1 arrows, gold and silver coins, 2 fire opals (25,000gp each), mysterious glowing green gem, cult robe, quiver of holding (up to 200 arrows), boots of the frog (+6 jump, +4 swim)
*does not include armor check penalty

Licinius Varo, Human Male Cleric (Dagos) 8
Str 12, Dex 12, Con 14, Int 10, Wis 19*, Cha 12
Fort +8, Ref +3, Will +10
AC 16 (chain shirt, dex), hp 55
Atk +10/+5 melee (1d8+1, heavy mace)
Feats/Spells: Deceitful, Extra Turning, Improved Turning, Scribe Scroll, Bluff +7, Concentration +13, Disguise +7, Forgery +3, Heal +6, Knowledge (religion) +5, Knowledge (history) +2
SA: rebuke undead, spontaneous inflict
Domains: Chaos, Trickery
Spells (6/6/5/5/4): 0/cure minor woundsx3, 0/light, 0/purify food and drink, 0/read magic, 1/command, 1/comprehend languages, 1/cure light woundsx2, 1/disguise self*, 1/remove fear, 2/cure moderate wounds, 2/hold person, 2/invisibility*, 2/lesser restoration, 2/silence, 3/cure serious woundsX3, 3/nondetection*, 3/summon monster III, 4/confusion*, 4/cure critical wounds, 4/summon monster IV x2
Equipment: +1 blacksteel chain shirt, quarterstaff (with continual flame cast on end), masterwork heavy mace, periapt of wisdom +2, dagger, pack, strange magic crowbar, magical Orcus vestments, assorted arcane items

* Domain spell

Talen Karedes, Human Male Fighter 8
Str 15, Dex 12, Con 14, Int 12, Wis 10, Cha 12
Fort +8, Ref +3, Will +2
AC 20 (chainmail, shield, dex), hp 64
Atk +13/+8 melee (1d8+5, +1 longsword), or +10/+5 ranged (1d6+2, shortbow)
Feats/Skills: Athletic, Blind-Fight, Combat Reflexes, Endurance, Greater Weapon Focus (longsword), Improved Initiative, Mounted Combat, Weapon Focus (longsword), Weapon Specialization (longsword), Climb +13, Jump +6, Intimidate +3, Listen +2, Ride +5, Spot +2, Swim +11
Equipment: +1 blacksteel chainmail, +2 mithral light shield, +1 longsword (light emitter), +1 keen longsword, dagger, masterwork mighty shortbow (+2), 6 +3 arrows, mundane arrows

Allera Hialar, Human Female Healer 8
Str 10, Dex 11, Con 12, Int 10, Wis 16, Cha 17*
Fort +7, Ref +2, Will +9
AC 14 (leather), hp 47
Atk +5 melee (1d6+1, light mace)
Feats/Skills: Augment Healing, Brew Potion, Negotiator, Skill Focus (Concentration), Skill Focus (Heal), Concentration +14, Diplomacy +16, Heal +17, Knowledge (Nature) +5, Sense Motive +11, Spellcraft +6, Survival +8
SA: healing hands (CHA bonus added to healing spells), cleanse paralysis, disease, fear, poison (each 1/day), effortless healing (no AoOs)
Spells (6/6/6/5/4): 0/cure minor wounds x5, 0/purify food and water, 1/cure light wounds x5, 1/sanctuary, 2/calm emotions, 2/cure moderate wounds x3, 2/lesser restoration, 2/remove disease, 3/close wounds, 3/create food and water, 3/cure serious wounds x2, 3/restoration, 4/cure critical wounds x3, 4/mass cure light wounds
Equipment: +2 leather armor, +1 light mace, +2 cloak of charisma, pouch of diamond dust (component for restoration spell, 2 doses)
 

Lazybones

Adventurer
Return to Rappan Athuk: Chapter 86

Corath Dar, Human Male Fighter 8 (just returned from the dead)
Str 21*, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Fort +8, Ref +4, Will +3
AC 19 (breastplate, dex), hp 63
Atk +15/+10 melee (1d10+9, +2 greatclub), or +15/+10 (1d8+10, Valor, two-handed), or +11/+6 ranged (1d8+5, longbow)
Feats/Skills: Athletic, Blind-Fight, Cleave, Endurance, Improved Critical (longsword), Improved Initiative, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Climb +7, Handle Animal +3, Intimidate +7, Jump +7, Ride +7, Swim +7
Equipment: +2 breastplate, Valor (+1 axiomatic legendary cold iron longsword), dagger, pack, +2 greatclub, +4 belt of giant strength, +1 keen punching dagger, masterwork mighty (+5) composite longbow, quiver of holding with 200 arrows

Talen Karedes, Human Male Fighter 9
Str 17*, Dex 12, Con 14, Int 12, Wis 10, Cha 12
Fort +8, Ref +4, Will +3
AC 20 (chainmail, shield, dex), hp 71
Atk +15/+10 melee (1d8+6, +1 longsword), or +11/+6 ranged (1d6+2, shortbow)
Feats/Skills: Athletic, Blind-Fight, Combat Reflexes, Endurance, Greater Weapon Focus (longsword), Improved Initiative, Mounted Combat, Negotiator, Weapon Focus (longsword), Weapon Specialization (longsword), Climb +14, Jump +8, Intimidate +3, Listen +3, Ride +5, Spot +2, Swim +12
Equipment: gauntlets of ogre power, +1 blacksteel chainmail, +2 mithral light shield, +1 longsword (light emitter), dagger, masterwork mighty shortbow (+2), mundane arrows

Shaylara Pallen, Human Female Scout 9
Str 12, Dex 18*, Con 14, Int 12, Wis 10, Cha 10
Fort +5, Ref +10, Will +3
AC 19 (chain shirt, dex), hp 58
Atk +8/+3 melee (1d8+1, longsword, or 1d8+1, longspear), or +11/+6 ranged (1d6+1, shortbow)
Feats/Skills: Dodge, Mobility, Spring Attack, Stealthy, Track, Climb +13, Hide +23, Jump +18, Knowledge (dungeoneering) +8, Listen +11, Move Silently +17, Search +12, Speak Language (giant, goblin), Spot +10, Survival +11, Swim +12, Tumble +7
SA: skirmish +3d6, +2 AC (requires 10' move); trapfinding; uncanny dodge; trackless step; +10 move; evasion; flawless stride, camouflage
Equipment: +2 gloves of dexterity, +1 blacksteel chain shirt, +1 keen longsword, masterwork longspear, masterwork throwing axe, masterwork mighty (+1) shortbow, 40 arrows, boots of striding and springing

Here's how I am handling the elf: you'll notice that his stats have changed, to reflect his experience in captivity and his restoration of sanity. I reduced his strength and dexterity and increased his intelligence and wisdom. He was initially an archmage, and with each level up, I intend to trade one level of rogue for another level of abjurer until he is again eligible for that prestige class (in essence, slowly returning to what he was before he became insane). What happened to him, and how he ended up with the Doomed Bastards at Rappan Athuk, will be revealed in the course of the story.

Malerase, Elf Male Rogue 5/Abjurer 4
Str 12, Dex 16, Con 10, Int 17, Wis 14, Cha 9
Fort +2, Ref +8, Will +7
AC 16 (bracers, dex), hp 30
Atk +7 melee (1d6+1, rapier), or +9 ranged (1d8+1, longbow)
Feats/Skills: Agile, Eschew Materials, Stealthy, Scribe Scroll, Spell Penetration, Balance +13, Climb +6, Concentration +4, Decipher Script +7, Disable Device +7, Escape Artist +13, Hide +13, Jump +6, Knowledge (arcana) +7, Knowledge (history) +7, Listen +2, Move Silently +13, Open Lock +10, Search +5, Sleight of Hand +8, Spellcraft +7, Spot +2, Tumble +11
SA +2 on saves against enchantments, immune to sleep, sneak attack +3d6, evasion, trap sense +1, uncanny dodge
Opposition Schools: Enchantment, Illusion
Spells (5/5/4): 0/detect magic, 0/light, 0/read magic, 0/mage hand, 0/resistance, 1/feather fall, 1/grease, 1/magic missile x2, 1/shield, 2/cat's grace, 2/darkvision, 2/protection from arrows, 2/spider climb
Equipment: robe, +3 bracers of armor, masterwork rapier, masterwork composite mighty (+1) longbow, 20 arrows, silvered dagger, wand of baleful polymorph, Banth's spellbooks (various spells, levels 1-6)

* * * * *

The representatives of the Guild of Sorcery and the Church of the Shining Father:


Theodorus Vitus Zosimos, Human Male Evoker 9
Str 10, Dex 10, Con 14*, Int 20*, Wis 13, Cha 10
Fort +5, Ref +3, Will +7
AC 10 (14 with mage armor), hp 42
Atk +4 melee (dagger)
Feats/Skills: Craft Wand, Craft Wondrous Item, Scribe Scroll, Spell Focus (evocation), Spell Mastery (fireball, dimension door, invisibility, magic missile), Spell Penetration, Concentration +17, Craft (jewelry) +17, Decipher Script +17, Knowledge (arcana) +17, Knowlefge (engineering) +17, Knowledge (nobility and royalty) +17, Spellcraft +17
Opposition Schools: Enchantment, Necromancy
Spells (5/7/6/5/4/3): 0/detect magic, 0/light, 0/mage hand, 0/prestidigitation, 0/read magic, 1/alarm, 1/burning hands, 1/expeditious retreat, 1/feather fall, 1/shield x3, 2/invisibility, 2/mirror image, 2/scorching ray x3, 2/web, 3/dispel magic, 3/displacement, 3/fly, 3/lightning bolt, 3/protection from energy, 4/dimension door, 4/ice storm, 4/greater invisibility, 4/stoneskin, 5/cone of cold, 5/sending, 5/wall of force
Equipment: +2 headband of intellect, +2 amulet of health, +2 robe of resistance, wand of fireballs (CL6), wand of magic missiles (CL9), wand of mage armor (CL3), spell component pouch, assorted scrolls and potions (low-level), spellbook


Marcus Valus, Human Male Cleric (Shining Father) 9 (51 years old)
Str 14*, Dex 12, Con 13, Int 10, Wis 18*, Cha 12
Fort +7, Ref +4, Will +10
AC 25 (armor, shield, dex), hp 54
Atk +9/+3 melee (1d8+3, mace)
Feats/Skills: Diehard, Endurance, Extra Turning, Improved Turning, Spell Focus (Concentration), Concentration +16, Diplomacy +5, Heal +8, Knowledge (religion) +12, Spellcraft +4
Domains: Law, Sun
Spells (6/6/6/5/4/2): 0/create water, 0/detect magic, 0/guidance, 0/light, 0/purify food and drink, 0/resistance, 1/bless, 1/command, 1/divine favor, 1/protection from chaos*, 1/remove fear, 1/shield of faith, 2/align weapon, 2/heat metal*, 2/hold person, 2/lesser restoration, 2/silence, 2/spiritual weapon, 3/magic circle against chaos, 3/prayer, 3/searing light* x2, 3/water walk, 4/divine power, 4/order's wrath*, 4/restoration, 4/sending, 5/dispel chaos*, 5/righteous might
Equipment: +2 periapt of wisdom, +2 gauntlets of ogre power, +2 full plate, +2 heavy steel shield, +1 heavy mace, wand of cure moderate wounds, 2 wands of cure light wounds, scroll of word of recall
 

Lazybones

Adventurer
Here are Varo's stats. His spells are just a typical loadout; he changes them around often depending on the situation (with 23 WIS, I figure he's better at anticipating future problems than I am!).


Licinius Varo, Human Male Cleric (Dagos) 9
Str 12, Dex 12, Con 14, Int 10, Wis 23*, Cha 12
Fort +8, Ref +3, Will +10
AC 16 (chain shirt, dex), hp 55
Atk +10/+5 melee (1d8+1, heavy mace)
Feats/Spells: Deceitful, Extra Turning, Improved Turning, Scribe Scroll, Bluff +7, Concentration +13, Disguise +7, Forgery +3, Heal +6, Knowledge (religion) +5, Knowledge (history) +2
SA: rebuke undead, spontaneous inflict
Domains: Chaos, Trickery
Spells (6/6/5/5/4/3): 0/cure minor woundsx3, 0/light, 0/purify food and drink, 0/read magic, 1/command, 1/comprehend languages, 1/cure light woundsx2, 1/disguise self*, 1/remove fear, 2/cure moderate wounds, 2/hold person, 2/invisibility*, 2/lesser restoration, 2/silence, 3/cure serious woundsX3, 3/nondetection*, 3/summon monster III, 4/confusion*, 4/cure critical wounds, 4/summon monster IV x2, 5/false vision*, 5/raise dead, 5/summon monster V
Equipment: +1 blacksteel chain shirt, quarterstaff (with continual flame cast on end), masterwork heavy mace, periapt of wisdom +6, dagger, pack, strange magic crowbar, magical Orcus vestments, assorted arcane items (most given to Malerase)
 

Lazybones

Adventurer
Stat update: Book 3, Chapter 138

Licinius Varo, Human Male Cleric (Dagos) 11
Str 12, Dex 12, Con 14, Int 10, Wis 23*, Cha 12
Fort +11, Ref +5, Will +15
AC 18 (breastplate, dex), hp 68
Atk +12/+7 melee (1d8+1, heavy mace)
Feats/Spells: Deceitful, Extra Turning, Improved Turning, Scribe Scroll, Bluff +9, Concentration +15, Disguise +7, Forgery +3, Heal +6, Knowledge (religion) +7, Knowledge (history) +2
SA: rebuke undead, spontaneous inflict
Domains: Chaos, Trickery
Spells (6/8/7/6/5/4/3): 0/cure minor woundsx3, 0/light, 0/purify food and drink, 0/read magic, 1/command, 1/comprehend languages, 1/cure light woundsx2, 1/disguise self*, 1/hide from undead, 1/remove fear, 2/cure moderate wounds x2, 2/hold person, 2/invisibility*, 2/lesser restoration x2, 2/silence, 3/cure serious woundsX3, 3/dispel magic, 3/nondetection*, 3/summon monster III, 4/confusion*, 4/cure critical wounds, 4/death ward (or greater magic weapon, depending on circumstance), 4/restoration, 4/summon monster IV, 5/break enchantment, 5/false vision*, 5/raise dead, 5/summon monster V, 6/antilife shell (or planar ally, depending on context), 6/mislead*, 6/undeath to death
Equipment: +2 breastplate, staff fragment (with continual flame cast on end), +1 heavy mace, periapt of wisdom +6, dagger, pack, immovable rod, magical Orcus vestments, wand of cure moderate wounds, wand of cure light wounds, scroll of word of recall (Valus), scroll of word of recall (Gudmund), heal, and harm, unusual key, diamond dust (5 doses for restoration spell), handy haversack, +2 cloak of resistance


Corath Dar, Human Male Fighter 8/Battle Scion 2
Str 21*, Dex 14, Con 16*, Int 10, Wis 12, Cha 10
Fort +11, Ref +4, Will +3
AC 21 (plate, dex), hp 81
Atk +17/+12 melee (1d10+9, +2 greatclub), or +19/+14 (1d8+11, Valor, two-handed), or +13/+8 ranged (1d8+5, longbow)
Legendary Weapon Abilities: +2 weapon, penetrates demon DR as if good-aligned, smite fiend 1/day
Feats/Skills: Athletic, Blind-Fight, Cleave, Endurance, Greater Weapon Focus (longsword), Improved Critical (longsword), Improved Initiative, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), +1 feat, Climb +9, Handle Animal +3, Intimidate +8, Jump +8, Ride +7, Swim +9*
Equipment: +2 full plate, Valor, dagger, pack, +2 greatclub, +4 belt of giant strength, +1 keen punching dagger, masterwork mighty (+5) composite longbow, quiver of holding with 200 arrows, +2 amulet of health
*does not include armor check penalty

Valor: in Dar's hands, the legendary sword is a +2 axiomatic cold iron longsword. In other hands, its enhancement bonus drops to +1.


Talen Karedes, Human Male Fighter 10/Dragon Knight 1
Str 17*, Dex 12, Con 14, Int 12, Wis 10, Cha 12
Fort +11, Ref +4, Will +3
AC 27 (plate mail, shield, amulet, dex), hp 86
Atk +16/+11 melee (1d8+6, +1 longsword), or +12/+7 ranged (1d6+2, shortbow)
Feats/Skills: Athletic, Blind-Fight, Combat Reflexes, Endurance, Greater Weapon Focus (longsword), Improved Initiative, Mounted Combat, Negotiator, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), +1 feat, Climb +15, Diplomacy +2, Jump +9, Intimidate +4, Listen +3, Ride +5, Spot +3, Swim +14
SA: rally cry 3/day (+1 morale, +5 movement to allies within 60')
Equipment: gauntlets of ogre power, +2 amulet of natural armor, +3 full plate, +2 mithral light shield, Beatus Incendia (+1 flaming holy longsword), +1 longsword (light emitter), dagger, masterwork mighty shortbow (+2), 40 arrows


Shaylara Pallen, Human Female Scout 11
Str 12, Dex 18*, Con 16*, Int 12, Wis 10, Cha 10
Fort +6, Ref +11, Will +3
AC 20 (chain shirt, dex), hp 82
Atk +10/+5 melee (1d8+2/17-20, longsword, or 1d8+1, longspear), or +13/+8 ranged (1d6+1, shortbow)
Feats/Skills: Athletic, Dodge, Mobility, Quick Reconnoiter, Spring Attack, Stealthy, Track, Climb +17, Hide +25, Jump +20, Knowledge (dungeoneering) +8, Listen +12, Move Silently +19, Search +13, Speak Language (giant, goblin), Spot +12, Survival +13, Swim +16, Tumble +10
SA: battle fortitude +2 (bonus to fort saves and initiative), skirmish +3d6, +3 AC (requires 10' move); trapfinding; uncanny dodge; trackless step; +20 move; evasion; flawless stride, camouflage, blindsense 30'
Equipment: +2 gloves of dexterity, +2 blacksteel chain shirt, +1 keen longsword, +2 amulet of health, masterwork longspear, masterwork throwing axe, masterwork mighty (+1) shortbow, 40 arrows, boots of striding and springing, bag of holding


Allera Hialar, Human Female Healer 9
Str 10, Dex 11, Con 14*, Int 10, Wis 18*, Cha 17*
Fort +8, Ref +3, Will +10
AC 14 (leather), hp 62
Atk +5 melee (1d6+1, light mace)
Feats/Skills: Augment Healing, Brew Potion, Negotiator, Self-Sufficient, Skill Focus (Concentration), Skill Focus (Heal), Concentration +15, Diplomacy +17, Heal +23 (with kit), Knowledge (Nature) +5, Sense Motive +12, Spellcraft +7, Survival +10
SA: healing hands (CHA bonus added to healing spells), cleanse paralysis, disease, fear, poison, blindness (each 1/day), effortless healing (no AoOs), companion (Snaggletooth, faerie dragon)
Spells (6/7/6/6/5/3): 0/cure minor wounds x5, 0/purify food and water, 1/cure light wounds x5, 1/remove fear, 1/sanctuary, 2/calm emotions, 2/cure moderate wounds x3, 2/lesser restoration, 2/remove disease, 3/close wounds, 3/cure serious wounds x3, 3/restoration x2, 4/cure critical wounds x3, 4/death ward, 4/mass cure light wounds, 5/break enchantment, 5/mass cure moderate wounds x2
Equipment: +2 leather armor, +1 light mace, +2 cloak of charisma, +2 periapt of wisdom, +2 amulet of health, pouch of diamond dust (component for restoration spell), healing wands (CLW, CMW), masterwork healer's kit


Serah, Human Female Cleric 6
Str 10, Dex 11, Con 10, Int 10, Wis 17, Cha 14
Fort +6, Ref +3, Will +8
AC 14 (chain shirt), hp 30
Atk +4 melee (1d6, light mace) or +4 ranged (1d8, light crossbow)
Feats/Skills: Brew Potion, Extra Turning, Improved Turning, Scribe Scroll, Concentration +5, Heal +9, Knowledge (religion) +7, Spellcraft +8
Domains: Law, Protection
Spells (5/5/5/4): 0/create water, 0/detect magic, 0/light, 0/purify food and drink, 0/resistance, 1/bless, 1/comprehend languages, 1/protection from chaos*, 1/protection from evil, 1/remove fear, 2/align weapon, 2/augury, 2/bear's endurance, 2/lesser restoration, 2/shield other*, 3/magic circle against chaos*, 3/prayer, 3/remove disease, 3/searing light
Equipment: +1 cloak of resistance, chain shirt, light mace, light crossbow, 20 bolts, minor scrolls, potions, wand of cure light wounds
 
Last edited:

jensun

First Post
Varo seems to be missing a feat unless he really isnt human...:)

Also, I really expected his intelligence to be higher given how he is written in the story hour.
 

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