The Great Character Collection Project!!

it's 2 am where i am, the mystic theurge needs 2 more levels to be finished. i am tired. this guy (well, a woman actually) sucks.

sucks hard.

and not in that eric's grandma wouldn't approve type of way either.

part of the problem is that i can't really decide on the way to go with this char, right now she's a wiz/cleric who it seems, by her skill points, should have gone for druid. (high ranks in 'survivor', 'k:geo', 'k:nat' in addition to maxing out 'spellcraft', 'k:relig', 'k:arcana' and getting a healthy dose of 'decipher script' and other fan favorites . . .)

i'm trying to make a character who is at home during adventures and at home between them. someone who is all about travel and knowledge (her domain choices, btw). a mix of a woman indy jones, who doesn't do all the flashy stuff, but would be just as useful in some subterrainian ancient ruin . . . with all her ridiculous synergy bonuses going.

every good team need the rough and tumble guy with the nice smile and a zest for life. every good team also needs someone to go down in the dungeon, read the ancient inscription on the walls, and say the magic word to stop the 'hand your ass to you' golems from beating on the guy with high skills in bluff, tumble and disable device . . .

both this lady and the elf cleric are severly backing characters. but i'd like to see some 'teams' made up when you and your buds are done running them.

which teams beat the other ones and so forth.

it would also to be helpful for evaluating our abilities to create pc's in some instances. role playing aside, i think all of us want our PC's to be good at what they do, and good enough at other things that'll make them more useful in the feild.

the fighter who takes the unpopular feat and saves the day?

the wizard who struggled with some choices in early levels who
saves everyone's butt in the end?

the cleric who fills in in the front ranks when the tank goes down?

and so forth.

now it's off to sleep, to dream the impossible dream . . .

a dream of finishing this character, and to post both completed characters (8 stat blocks!) tomorrow . . .
 

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Put me down for one more:

Dwarf Cleric of Moradin

Palin Redsteel Male Dwarf Clr1; CR: 1; Medium-size humanoid (dwarf); HD: 1d8+2; hp: 10; Init: +0; Spd: 20 ft; AC: 16 ( touch 10, flat-footed 16); BAB +0; Grap +2; Atk: +2 melee (1d8+2/x3, warhammer) or +0 ranged (1d8/19-20 x2/70 ft., light crossbow); Face/reach: 5’/5’; SQ: Turn undead 2/day, Turn elementals 2/day; AL: Lawful Good; SV Fort: +4, Ref: +0, Will: +5; Str: 14 Dex: 10, Con: 15, Int: 10, Wis: 16, Cha: 8. Height: 5’0”; Weight: 158 lbs.
Skills and Feats: Concentration +6 (4r), Knowledge (religion) +4 (4r); Martial Weapon: Warhammer.

Possessions: Scale Mail, heavy wooden shield, warhammer, Dagger, Light crossbow, 20 bolts, wooden holy symbol, backpack, waterskin, 2 days' rations, 30 sp, 20 cp.

Cleric Spells per Day: 3/2+1; base DC = 13 + spell level. 0: Detect Magic, Guidancex2; 1: Bless, Divine Favor, Protection from Evil*
*Domain Spell (Domains: Earth (Turn air elementals, command earth elementals); Good (Cast [Good] spells at +1 clvl))

Palin Redsteel Male Dwarf Clr3; CR: 3; Medium-size humanoid (dwarf); HD: 3d8+6; hp: 24; Init: +0; Spd: 20 ft; AC: 20 ( touch 10, flat-footed 20); BAB +2; Grap +4; Atk: +6 melee (1d8+2/x3, warhammer) or +3 ranged (1d8/19-20 x2/70 ft., light crossbow); Face/reach: 5’/5’; SQ: Turn undead 2/day, Turn elementals 2/day; AL: Lawful Good; SV Fort: +5, Ref: +1, Will: +6; Str: 14 Dex: 10, Con: 15, Int: 10, Wis: 16, Cha: 8. Height: 5’0”; Weight: 158 lbs.
Skills and Feats: Concentration +8(6r), Diplomacy +0(1r), Knowledge (religion) +5(5r); Martial Weapon: Warhammer, Weapon Focus: Warhammer.

Possessions: Masterwork fullplate, heavy wooden shield, masterwork warhammer, Dagger, masterwork Light crossbow, 20 bolts, wooden holy symbol, backpack, waterskin, 2 days' rations, scroll of Magic Weapon, wand of CLW with 20 charges left, 20 gp, 30 sp, 20 cp.

Cleric Spells per Day: 4/3+1/2+1; base DC = 13 + spell level
0: Detect Magic x2, Guidance, Read Magic; 1: Bless, Divine Favor, Protection From Evil*, Remove Fear; 2: Aid*, Align Weapon, Spiritual Weapon
*Domain Spell (Domains: Earth (Turn air elementals, command earth elementals); Good (Cast [Good] spells at +1 clvl))

Palin Redsteel Male Dwarf Clr6; CR: 6; Medium-size humanoid (dwarf); HD: 6d8+18; hp: 51; Init: +0; Spd: 20 ft; AC: 21 ( touch 10, flat-footed 21); BAB +4; Grap +7; Atk: +9 melee (1d8+4/x3, warhammer) or +5 ranged (1d8/19-20 x2/70 ft., light crossbow); Face/reach: 5’/5’; SQ: Turn undead 2/day, Turn elementals 2/day; AL: Lawful Good; SV Fort: +9, Ref: +4, Will: +9; Str: 14 (16) Dex: 10, Con: 16, Int: 10, Wis: 16, Cha: 8. Height: 5’0”; Weight: 158 lbs.
Skills and Feats: Concentration +12(9r), Diplomacy +1(2r), Knowledge (planes) +1(2r), Knowledge (religion) +5(5r); Martial Weapon: Warhammer, Weapon Focus: Warhammer, Power Attack.

Possessions: Gauntlets of Ogre Power, +2 cloak of resistance, +1 fullplate, heavy wooden shield, +1 warhammer, silvered Dagger, masterwork cold iron light mace, masterwork Light crossbow, 10 cold iron bolts, 10 silver bolts, silver holy symbol, backpack, waterskin, 2 days' rations, scroll of Align Weapon, wand of CLW with 10 charges left, 20 gp, 30 sp, 20 cp.

Cleric Spells per Day:5/4+1/4+1/3+1; base DC = 13 + spell level
0: Detect Magic x2, Guidance x2, Read Magic; 1: Bless, Divine Favor, Protection From Evil*, Remove Fear, Shield of Faith; 2: Aid*, Align Weapon x2, Spiritual Weaponx2; 3: Invisibility Purge, Magic Circle Against Evil*, Magic Vestment, Summon Monster III
*Domain Spell (Domains: Earth (Turn air elementals, command earth elementals); Good (Cast [Good] spells at +1 clvl))

Palin Redsteel Male Dwarf Clr9; CR: 9; Medium-size humanoid (dwarf); HD: 9d8+27; hp: 75; Init: +0; Spd: 20 ft; AC: 22 ( touch 10, flat-footed 22); BAB +6; Grap +9; Atk: +11/+6 melee (1d8+4/x3, warhammer) or +7 ranged (1d8/19-20 x2/70 ft., light crossbow); Face/reach: 5’/5’; SQ: Turn undead 2/day, Turn elementals 2/day; AL: Lawful Good; SV Fort: +10, Ref: +5, Will: +10; Str: 14 (16) Dex: 10, Con: 16, Int: 10, Wis: 17 (21) Cha: 8. Height: 5’0”; Weight: 158 lbs.
Skills and Feats: Concentration +15 (12r), Diplomacy +1(2r), Heal +8(3r), Knowledge (planes) +1(2r), Knowledge (religion) +5(5r); Martial Weapon: Warhammer, Weapon Focus: Warhammer, Power Attack, Cleave.

Possessions: +4 Periapt of Wisdom, Gauntlets of Ogre Power, +2 cloak of resistance, +2 fullplate, heavy wooden shield, +1 adamantine warhammer, silvered Dagger, masterwork cold iron light mace, masterwork Light crossbow, 10 cold iron bolts, 10 silver bolts, silver holy symbol, backpack, waterskin, 2 days' rations, 2x scroll of magic weapon, 2x scroll of Align Weapon, scroll of lesser restoration, wand of CLW with 23 charges left, 20 gp, 30 sp, 20 cp.

Cleric Spells per Day: 6/6+1/5+1/4+1/3+1/2+1; base DC = 15 + spell level.
0: Detect Magicx2, Guidancex3, Read Magic; 1: Bless, Divine Favor x2, Magic Stone*, Remove Fear, Shield of Faithx2; 2: Aid*, Align Weapon, Lesser Restoration, Remove Paralysis, Spiritual Weaponx2; 3: Dispel Magic, Magic Circle vs. Evil*, Magic Vestment, Prayer, Summon Monster III; 4: Death Ward, Divine Power x2, Holy Smite*; 5: Flame Strike, Wall of Stone*, Righteous Might
*Domain Spell (Domains: Earth (turn/command air/earth elementals); Good (Cast [Good] spells at +1 clvl))
 
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Ashrem Bayle said:
I REALLY should have said this earlier but, when you post your character, please list the number of ranks they have in each skill. It's a real pain to backwards engineer each one.

Thanks!

Okay, I've fixed the skill lists for the human paladin (and mount), and the dwarf monk.

No biggie, but I did the dwarf monk, not orbitalfreak ;).

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OK folks, here's Kyle Bladestorm, the Human two-weapon style ranger:

Level 1
Kyle Bladestorm, Neutral Good Male Human Ranger 1
Hit Dice: 1d8+1
Hit Points: 9
Initiative: +6
Speed: 30 ft.
Armor Class: 14 (+2 Dex, +2 leather armor), touch 12, flat-footed 12
Base Attack: +1
Grapple: +4
Attack: Scimitar +4 melee (1d6+3); or cold iron shortsword +4 melee (1d6+3); or silver light mace +4 melee (1d6+2); or longbow +3 ranged (1d8)
Special Attacks: Favored enemy (magical beasts) +2
Special Qualities: Wild empathy
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 16, Dex 14, Con 12, Int 10, Wis 13, Cha 8
Skills: Hide +6 (+4 ranks, +2 Dex), Knowledge (nature) +4 (+4 ranks), Listen +5 (+4 ranks, +1 Wis), Move Silently +6 (+4 ranks, +2 Dex), Search +4 (+4 ranks), Spot +5 (+4 ranks, +1 Wis), Survival +5 (+4 ranks, +1 Wis)
Feats: Dodge, Improved Initiative, Track
Possessions: Scimitar, cold iron shortsword, silver light mace, longbow, 20 arrows, leather armor
Total gear value: 146 gp

Level 3
Kyle Bladestorm, Neutral Good Male Human Ranger 3
Hit Dice: 3d8+3
Hit Points: 21
Initiative: +6
Speed: 30 ft.
Armor Class: 16 (+2 Dex, +4 mithral shirt), touch 12, flat-footed 14
Base Attack: +3
Grapple: +6
Attack: Masterwork cold iron scimitar +7 melee (1d6+3); or masterwork cold iron shortsword +7 melee (1d6+3); or masterwork silver light mace +7 melee (1d6+2); or masterwork composite longbow (+3 Str bonus) +6 ranged (1d8+3)
Full Attack: Masterwork cold iron scimitar +5 melee (1d6+3) and masterwork cold iron shortsword +5 melee (1d6+1); or masterwork cold iron scimitar +5 melee (1d6+3) and masterwork silver light mace +5 melee (1d6)
Special Attacks: Favored enemy (magical beasts) +2
Special Qualities: Wild empathy
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 16, Dex 14, Con 12, Int 10, Wis 13, Cha 8
Skills: Hide +8 (+6 ranks, +2 Dex), Knowledge (dungeoneering) +1 (+1 rank), Knowledge (nature) +7 (+5 ranks, +2 synergy), Listen +7 (+6 ranks, +1 Wis), Move Silently +8 (+6 ranks, +2 Dex), Search +6 (+6 ranks), Spot +7 (+6 ranks, +1 Wis), Survival +7 (+6 ranks, +1 Wis) (+9 on Survival checks to find and follow tracks, and in aboveground natural environments)
Feats: Diehard, Dodge, Endurance, Improved Initiative, Track, Two-weapon Fighting
Possessions: Masterwork cold iron scimitar, masterwork cold iron shortsword, masterwork silver light mace, masterwork composite longbow (+3 Str bonus), 20 arrows, mithral shirt
Total gear value: 2,776 gp

Level 6
Kyle Bladestorm, Neutral Good Male Human Ranger 6
Hit Dice: 6d8+6
Hit Points: 39
Initiative: +6
Speed: 30 ft.
Armor Class: 19 (+2 Dex, +5 +1 mithral shirt, +1 shield, +1 deflection), touch 13, flat-footed 17
Base Attack: +6
Grapple: +9
Attack: +1 scimitar +10 melee (1d6+4); or masterwork cold iron shortsword +10 melee (1d6+3); or masterwork silver light mace +10 melee (1d6+2); or masterwork composite longbow (+3 Str bonus) +9 ranged (1d8+3)
Full Attack: +1 scimitar +10/+5 melee (1d6+4); or masterwork cold iron shortsword +10/+5 melee (1d6+3); or masterwork silver light mace +10/+5 melee (1d6+2); or masterwork composite longbow (+3 Str bonus) +9/+4 ranged (1d8+3); or +1 scimitar +8/+3 melee (1d6+4) and masterwork cold iron shortsword +8/+3 melee (1d6+1); or +1 scimitar +8/+3 melee (1d6+4) and masterwork silver light mace +8/+3 melee (1d6)
Special Attacks: Favored enemy (magical beasts) +2, favored enemy (monstrous humanoids) +4
Special Qualities: Animal companion (riding dog), wild empathy
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 16, Dex 15, Con 12, Int 10, Wis 13, Cha 8
Skills: Hide +16 (+9 ranks, +2 Dex, +5 competence), Knowledge (dungeoneering) +5 (+5 ranks), Knowledge (nature) +7 (+5 ranks, +2 synergy), Listen +10 (+9 ranks, +1 Wis), Move Silently +16 (+9 ranks, +2 Dex, +5 competence), Search +8 (+8 ranks), Spot +10 (+9 ranks, +1 Wis), Survival +10 (+9 ranks, +1 Wis) (+12 on Survival checks to find and follow tracks, while belowground and in aboveground natural environments)
Feats: Diehard, Dodge, Endurance, Improved Initiative, Improved Two-weapon Fighting, Track, Two-weapon Defense, Two-weapon Fighting
Ranger Spells Prepared (2; save DC 11 + spell level): longstrider, magic fang
Possessions: +1 scimitar, masterwork cold iron shortsword, masterwork silver light mace, masterwork composite longbow (+3 Str bonus), 20 arrows, +1 mithral shirt, ring of protection +1, boots of elvenkind, cloak of elvenkind
Total gear value: 12,761 gp

Level 9
Kyle Bladestorm, Neutral Good Male Human Ranger 9
Hit Dice: 9d8+18
Hit Points: 66
Initiative: +6
Speed: 30 ft.
Armor Class: 22 (+3 Dex, +6 +2 mithral shirt, +1 shield, +2 deflection), touch 15, flat-footed 19
Attack: +9
Grapple: +13
Attack: +1 adamantine scimitar +14 melee (1d6+5); or masterwork cold iron shortsword +14 melee (1d6+4); or masterwork silver light mace +14 melee (1d6+3); or masterwork composite longbow (+3 Str bonus) +13 ranged (1d8+3)
Full Attack: +1 adamantine scimitar +14/+9 melee (1d6+5); or masterwork cold iron shortsword +14/+9 melee (1d6+4); or masterwork silver light mace +14/+9 melee (1d6+3); or masterwork composite longbow (+3 Str bonus) +13/+8 ranged (1d8+3); or +1 adamantine scimitar +12/+7 melee (1d6+5) and masterwork cold iron shortsword +12/+7 melee (1d6+2); or +1 adamantine scimitar +12/+7 melee (1d6+5) and masterwork silver light mace +12/+7 melee (1d6+1)
Special Attacks: Favored enemy (magical beasts) +2, favored enemy (monstrous humanoids) +4
Special Qualities: Animal companion (black bear), evasion, swift tracker, wild empathy, woodland stride
Saves: Fort +8, Ref +9, Will +5
Abilities: Str 16(18), Dex 16, Con 12(14), Int 10, Wis 13(15), Cha 8
Skills: Hide +20 (+12 ranks, +3 Dex, +5 competence), Knowledge (dungeoneering) +5 (+5 ranks), Knowledge (geography) +5 (+5 ranks), Knowledge (nature) +7 (+5 ranks, +2 synergy), Listen +14 (+12 ranks, +2 Wis), Move Silently +20 (+12 ranks, +3 Dex, +5 competence), Search +9 (+9 ranks), Spot +14 (+12 ranks, +2 Wis), Survival +14 (+12 ranks, +2 Wis) (+16 on Survival checks to find and follow tracks, to keep from getting lost or avoid natural hazards, while belowground and in aboveground natural environments)
Feats: Blind-Fight, Diehard, Dodge, Endurance, Improved Initiative, Improved Two-weapon Fighting, Track, Two-weapon Defense, Two-weapon Fighting
Ranger Spells Prepared (2/1; save DC 12 + spell level): longstrider, magic fang; barkskin
Possessions: +1 adamantine scimitar, masterwork cold iron shortsword, masterwork silver light mace, masterwork composite longbow (+3 Str bonus), 20 arrows, +2 mithral shirt, ring of protection +2, amulet of health +2, boots of elvenkind, cloak of elvenkind, gauntlets of ogre power, headband of wisdom +2
Total gear value: 36,761 gp
 
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OK, characters edited to show skill ranks in brackets after the total bonus.

Also, for the Human Monk, I used a headband of wisdom, instead of a periapt of wisdom, using the section in the DMG describing body slot affinities. Is that "core" enough?
 

orbitalfreak said:
OK, characters edited to show skill ranks in brackets after the total bonus.

Also, for the Human Monk, I used a headband of wisdom, instead of a periapt of wisdom, using the section in the DMG describing body slot affinities. Is that "core" enough?

Oh! Oh! Can I do that for my ranger too? :)

-Matt
 

Argus Decimus Mokira said:


Oh! Oh! Can I do that for my ranger too? :)

-Matt

Yea, as long as you follow the guidlines for such. You'll notice my Barbarian has Bracers of Resistance instead of a Cloak. Those magic item creation rules are Core.

So long as people don't start posting characters with Boots of Intellect, we should be fine. :)
 


Randomling,

I tried sending the first complete character to the address you gave me. I just recieved a reply stating that the email could not be delivered.

Got another address for me?

Note: The characters are almost 2MB each. Could it be a size limitation problem?
 


here is the Human Necromancer at 1rst level and 3rd level(will post next levels later) also I think put a Tactics entry at the end
-----------------------------------------------------

This evil man, is the kind that liked to cut flies wings, or grasshopper legs when he was a child. As a child his made out his own museum of dead animal, concentrating on bones first. A Taxidermist then employed him when he was a teen. One day has he been scouting the underground network he met Sixsi. This rat is special as he was already the familiar of a dead wizard named Atele Malagate. Furthermore Atele was still living in a form of an enchanted skull. Sixsi did guide Durkin to the abandoned lab of Atele, where he could start studying necromancy.
He still works for the taxidermist and made Atele’s lab his lair.

Durkin Stormsabar (Male Human Necromancer)
Level 1
Abilities: STR: 10,DEX: 13,CON: 14,WIS: 8,INT: 16,CHA: 12
HD: 1d4+2 (6)
Init: +1
AC: 11 (+1 dex), touch: 11, flat-footed: 10
BAB: +0/Grapple: +0
Atk: +0 (1d6/x2 Staff)
Ranged: +1 (1d4/x2 Sling)
AL: NE
SV: FORT: +4,REF: +1,WILL: +2
Skills: Concentration +6 (4), Craft (Alchemy) +7(4), Craft (Taxidermist) +7(4), Knowledge (Arcana) +7(4), Knowledge (the planes) +7(4), Listen +0(0), Spellcraft +7(4), Spot +0 (0)
Feats: Scribe scroll, summon familiar, Ironwill, Spellfocus (necromancy).
Possessions: Quarterstaff, sling, dagger, artisan outfit, artisan tools, 1 thunderstone, 2 alchemist’s fire, spell component pouch, backpack containing: spellbook, 2 candles, scroll case, flint and steel, 1ounce of ink, ink pen, sealing wax, 10 sheets of paper, and a few coins.
Spell per day: 3/1+1
Spell book:
-Level 0: Resistance*, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Disrupt Undead, Touch of Fatigue*, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation*.
-Level 1: Mage Armor*, Detect Undead, Magic Missile, Cause Fear*, Ray of Enfeeblement, Magic Weapon
Prohibited schools: Illusion/Enchantment.
Familiar: Sixsi (Rat)
Familiar abilities: Alertness, improved evasion, share spells, empathic link
HD: 1d4 (3hp), Init: +2, Speed: 15ft, AC: 15 (+2 size, +2 dex, +1 nat armor), Touch: 14, Flat-footed: 13, Base attack: +0, grapple: -12, atk: Bite +4 melee (1d3-4), SQ: Low-light vision, scent, SV: Fort +2, Ref +4, Will +3, Abilities: Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2, Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10, Feats: Weapon finesse, Skills Bonuses: Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
=============================================
Durkin Stormsabar (Male Human Necromancer)
Level 3
Abilities: STR: 10,DEX: 13,CON: 14,WIS: 8,INT: 16,CHA: 12
HD: 3d4+6 (16)
Init: +1
AC: 11(+1 dex), touch: 11, flat-footed: 10
BAB: +1/Grapple: +1
Atk: +1 (1d6/x2 Staff)
Ranged: +2/+3 less 30ft (1d4 or 1d4+1/x2 Sling)
AL: NE
SV: FORT: +6,REF: +3,WILL: +4
Skills: Concentration +8 (6), Craft (Alchemy) +9(6), Craft (Taxidermist) +9(4), Knowledge (Arcana) +9(6), Knowledge (the planes) +9(7), Listen +0(0), Spellcraft +11(6), Spot +1 (1), Survival(planes) +0(0).
Feats: Scribe scroll, summon familiar, Ironwill, Spellfocus (necromancy), Point blank shot.
Possessions: Pearl of power 1rst level, Cloak of resistance +1, Silversheen x1, Elixir of hiding x1, Dust of tracelessness x1, Quarterstaff, sling, dagger, artisan outfit, artisan tools, 1 thunderstone, 2 alchemist’s fire, spell component pouch, backpack containing: spellbook, 2 candles, scroll case, flint and steel, 1ounce of ink, ink pen, sealing wax, 10 sheets of paper, and a few coins.
Spell per day: 4/2+1/1+1
Spell book: DC 13+spell level, 14+spell level for necromancy.
-Level 0: Resistance*, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Disrupt Undead*, Touch of Fatigue*, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation*.
-Level 1: Mage Armor*, Detect Undead, Magic Missile, Cause Fear*, Ray of Enfeeblement*, Magic Weapon, Expeditious Retreat, Protection from good.
-Level 2: False Life*, Scare*
Prohibited schools: Illusion/Enchantment.
Familiar: Sixsi (Rat)
Familiar abilities: Alertness, improved evasion, share spells, empathic link, Deliver Touch Spells.
HD: 3d4 (8hp), Init: +2, Speed: 15ft, AC: 16 (+2 size, +2 dex, +2 nat armor), Touch: 15, Flat-footed: 14, Base attack: +1, grapple: -12, atk: Bite +5 melee (1d3-4), SQ: Low-light vision, scent, SV: Fort +2, Ref +4, Will +4, Abilities: Str 2, Dex 15, Con 10, Int 7, Wis 12, Cha 2, Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10, Feats: Weapon finesse.
==============================================
Durkin Stormsabar (Male Human Necromancer)
Level 6
Abilities: STR: 10,DEX: 14,CON: 14,WIS: 8,INT: 16,CHA: 12
HD: 6d4+12 (31)
Init: +2
AC: 13 (+2 dex,+1 Nat armor), touch: 12, flat-footed: 11
BAB: +3/Grapple: +3
Atk: +3 (1d6/x2 Staff)
Ranged: +5/+6 less 30ft (1d4 or 1d4+1/x2 Sling)
AL: NE
SV: FORT: +7,REF: +5,WILL: +6
Skills: Concentration +11 (9), Craft (Alchemy) +12(9), Craft (Taxidermist) +9(4), Knowledge (Arcana) +12(9), Knowledge (the planes) +12(9), Listen +0(0), Spellcraft +14(9), Spot +4 (4), Survival (planes) +0 (0)
Feats: Scribe scroll, summon familiar, Ironwill, Greater Spellfocus (necromancy), Point blank shot, Eschew material.
Possessions: Pearl of power 1rst level, Pearl of power 2nd level, Cloak of resistance +1, Silversheen x1, Dust of tracelessness x2, Amulet of natural armor +1 Quarterstaff, sling, dagger, artisan outfit, artisan tools, 1 thunderstone, 2 alchemist’s fire, spell component pouch, backpack containing: spellbook, 2 candles, scroll case, flint and steel, 1ounce of ink, ink pen, sealing wax, 10 sheets of paper, and a few coins.
Spell per day: 4/3+1/3+1/2+1
Spell book: DC 13+spell level, 15+spell level for necromancy.
-Level 0: Resistance*, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Disrupt Undead*, Touch of Fatigue*, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation*.
-Level 1:
Cause Fear*, Ray of Enfeeblement*, Chill Touch, Mage Armor*, Detect Undead, Magic Missile, Magic Weapon, Expeditious Retreat, Protection from good, Shield* Mount, Detect Secret Doors, Identify, Reduce Person.
-Level 2:
False Life*, Scare*, Ghoul Touch*, Blindness/Deafness, Command Undead, Scorching Ray, Arcane Lock, Protection from Arrows, Web*, Detect Thoughts, See Invisibility, Alter Self, Fox’s Cunning, Rope Trick.
-Level 3:
Ray of Exhaustion*, Vampiric Touch*, Halt Undead, Gentle Repose, Stinking Cloud, Clairaudience/Clairvoyance, Dispel Magic, Tongues, Lightning Bolt*, Gaseous Form, Slow, Fly, Protection from Energy, Blink.

Prohibited schools: Illusion/Enchantment.
Familiar: Sixsi (Rat)
Familiar abilities: Alertness, improved evasion, share spells, empathic link, Deliver Touch Spells, speak with master.
HD: 6d4 (15hp), Init: +2, Speed: 15ft, AC: 17 (+2 size, +2 dex, +3 nat armor), Touch: 14, Flat-footed: 15, Base attack: +3, grapple: -10, atk: Bite +7 melee (1d3-4), SQ: Low-light vision, scent, SV: Fort +2, Ref +4, Will +6, Abilities: Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2, Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10, Feats: Weapon finesse
==============================================
To be continued.
 
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