The IR Aftermath Campaign Characters

Janos Audron

Explorer
Janos Audron

Male lich Nec 5/Sha 1/Red 9/Acm4; Medium-size undead; HD 19d12; hp 118; Init +0; Spd 30 ft.; AC 23 (touch 10, flat-footed 23); Atk +9/+4 melee (Staff of Time Stop) or +9/+4 melee (1d8+5 [Will DC 26 half] plus paralysis, lich touch) or +8/+3 ranged touch (by spell); AL LN; SV Fort +10, Ref +10, Will +21;

Str 12
Dex 11
Con –
Int 40
Wis 17
Cha 25

Height 6’ 5”.
Weigth 215 Lb.

Skills:

Alchemy +37
Appraise +20
Bluff +12
Concentration +29
Diplomacy +12
Disguise +29
Hide +30
Knowledge (Arcana) +36
Knowledge (History) +36
Knowledge (Monsters) +25
Knowledge (Religion) +26
Listen +11
Move Silently +19
Scry +25
Search +23
Spellcraft +39
Spot +11

Feats:

Craft Magical Arms and Armor
Craft Wonderous Items
Greater Spell Focus (Necromancy)
Insidious Magic
Magical Artisan (Craft Magical Arms and Armor)
Magical Artisan (Craft Wonderous Items)
Pernicious Magic
Scribe Scroll
Shadow Weave Magic
Skill Focus (Spellcraft)
Spell Focus (Enchantment)
Spell Focus (Necromancy)
Tattoo Focus
Tenacious Magic

Special Attacks:

Paralyzing Touch (Su): Creatures touched must succeed at a Fortitude save (DC 26) or be permanently paralyzed.
Fear Aura (Su): Creatures of less than 5 HD in a 60 ft. radius that look at the lich must succeed at a Will save (DC 26) or be affected a though by a fear as cast by a 29th-level sorcerer.

Special Qualities:

Archmage High Arcana: Mastery of Elements, Spell Power +1, Spell Power +2, Spell Power +3,
Immunities (Ex): Immune to cold, electricity, polymorph, and mind-affecting attacks.
Red Wizard Abilities: Specialist Defense (Necromancy) +4, Spell Power (Necromancy) +4, Circle Leader, Scribe Tattoo.
+4 Turn Resistance
Damage Reduction 15/+1
Undead Qualities
Enhanced Intelligence. Janos Audron has read a Tome of Clear thought and has a +5 inhernt bonus to his Intelligence, included above.

Wizard Spells Per Day: 5/9/9/9/8/7/8/7/6/6 Base DC = 31 + spell level, 34 + spell level for Enchantment, 39 + spell level for Necromancy. Wizard Caster Level: 19th. Specialized School: Necromancy. Prohibited Schools: Divination, Conjuration.

Possessions:
Headband of Intellect +6
Cloak of Charisma +6
Vest of Resistance +5
Staff of Time Stop (50 charges left)
2x Shar’s “Blessed” Book
Hat of Disguise
Dark Skull

Mithril Breastplate +1 of Spellcasting and Fire and Cold Resistance
Mithril Buckler +1 of Sonic and Acid Resistance

Bladed Boot +1 with 8 times the Spellblade enhancement against the following spells:
Chains of Vengance
Disintegrate
Dispel Magic
Halt Undead
Heal
Soul Bind
Thief of Spells
Undeath to Death

Bladed Boot +1 with 8 times the Spellblade enhancement against the following spells:
Antimagic Aura
Control Undead
Greater Dispel Magic
Imprisonment
Power Word: Stun
Temporal Stasis
Translocation Trick
Trap the Soul

Spell List:

Level 1
Change Self
Charm Person
Chill Touch
Kaupaer’s Skittisch Nerves
Mage Armor
Ray of Enfeelblement
Shield
Spiderclimb
Spirit Worm

Level 2
Ghoul Touch
Invisibility
Knock
Spectral Hand

Level 3
Fireball
Gentle Repose
Magic Circle Against Chaos
Vampiric Touch
Blind Sight

Level 4
Dimension Door
Enervation
Fear
Ghorus Toth’s Metal Melt
Improved Invisibility

Level 5
Dominate Person
Feeblemind
Griswold’s Greymantle
Kiss of the Vampire
Magic Jar

Level 6
Circle of Death
Disintegrate
Geas/Quest
Mass Haste
Prorogate Death

Level 7
Antimagic Aura
Control Undead
Finger of Death
Simbuls’s Spell Sequencer
Teleport Without Error

Level 8
Antipathy
Horrid Wilting
Mind Blank
Polymorph Any Object
Skeletal Guard
Utter Thrall

Level 9
Energy Drain
Meteor Swarm
Mordenkainen’s Disjunction
Stasis Clone
Two Minds
Wail of the Banshee

Helmed Horror Companion:

Helmed Horror
Medium-Sized Construct; HD 13d10; hp 66; Init +1; Spd 30 ft., Air Walk 30 ft.; AC 19 (touch 11, flat-footed 18); Atk +12/+7 melee (2d6+4+1d6/19-20, Flaming Burst Greatsword) or +10/+5 ranged (1d10/19-20 Heavy Crossbow); Fort +4; Refl +5; Will +7;

Str 16
Dex13
Con –
Int –
Wis 16
Cha 12

Skills:

Listen +4
Spot +4

Feats:

Cleave
Great Cleave
Power Attack

Special Qualities:
Air Walk
Feather Fall (Sp)
Construct Immunities
Immunities (Ex): Immunte to Magic Missile, Fireball, Meteor Swarm, Mordenkainen’s Disjunction, and Mind-Affecting attacks.
See Invisibility

History:

History following
 
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Regarding Janos

I've been trying to find out how you got a 40 int, but can't seem to come up with it.

Let's say you rolled an 18. You're 19th level, add 4 ability points to make 22. Add in you Lich bonus of +2 for a 24. A circulet of intellect gets you to 30. A tome of knowledge gets you to 35. What gives? Where did the extra 5 points come from? Just curious.
 


Between the deal with the devil, the status as a Red Wizard, specialist as a necromancer, becoming a Lich, worshipping Shar through being a Shadow Adept, I'm sure you're evil now. Despite your claims of neutrality.
 

Yes, I second Perivas's statement. Not only that but his choice of spells and his possesion of a darkskull make me mighty suspicious.
 

The Equaliser

Alistair Delerone

Hobgoblin raised by a human (exact story elsewhere, about page 3).

Male Hobgoblin, Fighter 4 / Rogue 5 / Duelist 10 / 1 Ninja Spy; medium size humanoid; HD 6d6 + 14d10 + 100; hp 214; Init +16; Spd 60ft; AC 38 (touch 25, flat-footed 34); SV Fort +20, Reflex +31, Will +14; AL TN; Languages - Common, Goblin, Illithid, Drow, Orcish, Undercommon, Draconic, Dwarven, Elven, Abyssal

Str 16
Dex 30
Con 20
Int 18
Wis 14
Cha 20

Attack: +33/+33/+28/+23/+18 (d6+10, crit 12-20, +5 keen rapier of speed, named Spirit Shard)

Height 6'2"
Weight 169lb

Skills:-

Climb +25
Jump +28
Search +22
Swim +17
Spot +24
Listen +19
Hide +18
Move Silently +22
Tumble +22
Balance +22
Escape Artist +28
Pick Pocket + 18
Open Lock +22
Intimidate +15
Diplomacy +13
Disable Device +20
Use Magical Device +13
Use Rope +18
Perform (violin, dance(classical), sing, piano, guitar, harp, conducting, dance(tap), acting, bagpipes, flute, storytelling, swordplay) +18 (+20 mastercrafted violin)
Bluff +17
Sense Motive +14
Disguise +13
Innuendo +10

Feats:-

Weapon Focus (Rapier)
Dodge
Mobility
Ambidexterity
Weapon Specialisation (Rapier)
Weapon Finesse (Rapier)
Improved Initiative
Improved Critical (Rapier)
Expertise
Quickdraw
Exotic Weapon Proficiency (Shuriken)

Special Attacks:-

Sneak Attack +3d6
Precise Strike +3d6
Acrobatic Attack

Special Qualiteies:-

Darkvision 60'
Enhanced Mobility
Uncanny Dodge (Dex bonus)
Evasion
Canny Defense
Grace
Elaborate Parry
Improved Reflexes
Deflect Arrows
Ki Breath
Poison Use

Possesions:-

Braces of Armour +8
Headband of Charisma +6
Ring of Protection +5
Cloak (Noble's Overcoat) of Resistance +5
Boots of Striding and Leaping
Amulet of Natural Armour +1
Heward's Handy Haversack
Gloves of Dexterity +6
Belt of Swimming and Climbing
Ring of Major Displacement
Murlynd's Spoon
Vest of Escape
Spirit Shard (+5 Keen Rapier of Speed)
Lens of Detection
Eyes of the Eagle
Crowbar
Grappling Hook
300' Silk Rope
Ink (1 Pint)
Ink Quill
40 Parchment
20 Paper
Masterwork Manacles
Signet Ring
Sealing Wax
Shovel
Sledge
Whetstone
5 Vials
Dagger
Lighter
Flint & Steel
Spyglass
Climber's Kit
Masterwork Violin
Masterwork Thieves' Tools
Hourglass
Watch
Bedroll
Winter Blanket
Stone of Alarm
5 Nobles' Outfits
Cold Weather Outfit
Scholar's Outfit
Explorer's Outfit
Peasant's Outfit
Entertainer's Outfit
500 gp worth of Jewellery
10 lots of Caltrops
2100gp

Ioun Stones :
Iredescent Spindle - User doesn't need air.
Clear Spindle - User doesn't need food or drink.
Dark Blue - Grants user Alertness
 
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Lol, the reason i don't weigh much is because of my Heward's Handy Haversack and the fact that i don't wear armour, if I remember correctly bags of holding always weigh a constant amount regardless of how much you put in them. Someone correct me if I'm wrong plz :D
 
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Well, I actually was quite evil, but now, because if I stay evil, something will happen. Something that is bad for my continued exsistence. And that's why I want to better my life. I'm not evil...really...:evil
 

Nyovne, "The Warper"

Nyovne, "the Warper"

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Female Elf Sor 5/Sha 10/AA 2/Arch 3; Medium size Humanoid; HD 18d4+2d8+20x4; hp141; Init +10; Spd 60ft.; AC 27(touch 25, flat-footed 17); Atk +21/+16 (Warper of Emotion) or +18/+13 ranged touch (by spell); AL CN; SV Fort +17, Ref +23, Will +21

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Str: 20 +5
Dex: 32 +10
Con: 18 +4
Int: 14 +2
Wis: 14 +2
Cha: 32 +12

Height 5’ 7”.
Weigth 190 Lb.

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Deity: Shevarash (D); AL CN; Domains Chaos, Elf, Retribution, War; Favored weapon "the Black Bow" (composite longbow); Portfolio-Hatred of drow, Vengeance, Crusades, Loss; Symbol-Broken arrow above a teardrop.

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Skills:

Concentration +24
Hide +20
Knowledge (Arcana) +15
Knowledge (History-Underdark) +15
Listen +20
Move Silently +10
Search +5
Spellcraft +22
Spot +20
Jump +15
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Feats:

Weapon Focus (composite longbow)
Point Blank Shot
Rapid Shot
Precise Shot
Insidious Magic
Pernicious Magic
Shadow Weave Magic
Tenacious Magic
Skillfocus (spellcraft)
Spellfocus (necromancy)
Spellfocus (Evocation)

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Arcane Archer Special Attacks:

Enchant Arrow: At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes enchanted, gaining a +1 enhancement bonus. An archer’s magic arrows only function for her. For every two levels of arcane archer the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency.

Imbue Arrow: At 2nd level, an arcane archer gains this spell-like ability, allowing her to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered upon where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.

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Special Qualities:

Archmage High Arcana:
-Mastery of elements
-Spellpower +1
-Spellpower +2

Immunities (Ex): Immune to sleep spells or effects
+2 racial to enchantment spells and effects

Enhanced Charisma. NyovNe has read a Tome of Leadership and Influence and has a +5 inhernt bonus to his Charisma, included above.
Enhanced Dexterity. NyovNe has read a Manual of Quickness of Action and has a +5 inhernt bonus to his Dexterity, included above.

Shadow Defense
Add +3 to the shadow adept's saving throws against spells from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor.

Darkvision
A shadow adept can see in the dark as though he were permanently affected by a darkvision spell.

Spell Power
Add +3 to the DC for saving throws and to caster level checks to overcome spell resistance for spells the shadow adept casts from the schools of Enchantment, Illusion, or Necromancy, and spells with the darkness descriptor. Tihs stacks with other spell power effects that affect the specified spells.

Shield of Shadows
A shadow adept can create a mobile disk of purple-black force as a standard action. The shield of shadows has the effect of a shield spell and also provides three-quarter concealment (30% miss chance) against attacks from the other side of the shield. As with the shield spell, the shadw adept can change the defensive direction of the shield of shadows as a free action once per round on his turn. The shadow adept can see and reach through the shield, so it does not provide cover or concealment to opponents.
The shield of shadows lasts 1 round per caster level (21) per day and need not be used all at once. Creating or dismissing the shield of shadows is a standard action.

At 8th level, the shield also grants spell resistance of 12 + the character's shadow adept level(10) on attacks against the shadow adept that originate from the other side of the shield, as if the shadow adept were under the effect of a spell resistance spell.

Shadow Walk
A shadw adept can cast the shadow walk spell once per day.

Shadow Double
Once per day, a shadow adept can use a standard action to create a double of himself woven from shadowstuff. The double has the ability scores, base AC, hit points, saves, and attack bonuses as its creator, but no equipment (any apparent clothing or equipment is nonfunctional). The double can attack the creator's enemies if given a weapon or items (since it can use anything its creator can) or function as the target of a project image spell, duplicating the creator's actions and acting as the origin of the creator's spells when it is within a direct line of sight. Mentally commanding the double is a free action. Using it as the originator of a spell counts as an action for the creator and the double. Causing the creator or the double to leave the plane they share dismisses the double.
The double lasts 1 round per caster level (21). The death of the double does not affect the shadow adept or vice versa. The double still lasts to the end of its duration if its creator dies.

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Posessions:

Diadem of Charisma +6
Belt of Giant strength +4
Neclace of Health +6
Gloves of Dexterty +6

Bracers of Armor +6

Cloack of resistance +5

Dusty Rose ioun stone (sustains user without food or water)
10 potions of strengh

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Adventuring gear:

Backpack
Bedroll
Blanket, winter
Caltrops x10
Flask x3
Hammer
Ink (1 oz. vial)
Inkpen
Mirror, small steel
Oil (1-pint flask)
Paper (20 sheets)
Pick, miner's
Rations, trail x14
Sealing wax x2
Signal whistle
Sewing needle x10
Signet ring
Soap (2 lb.)
Vial, ink or potion x2
Waterskin x2
Whetstone
Dagger x2
Spell component pouch x2

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Wealth:
37 gp
50pp
2600 gp in gems and jewels

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The Warpers Regalia (Battle Set)

Who or what the warper is and where it comes from is unknown exept to a special few who have dedicated themselves to keep it a mystery, the only thing that has ever been found about the warper is Drow Myth. The stories tell about a hellish creature that walks the maze of the underdark, bathing in a purple light and the fear it strikes in the hearts of those that encounter it and those very few who have escaped its wrath tell about the screams, its screams, its victims screams, screams in their dreams that drive them mad, the screams that'll haunt them for an eternity.
One drow battlereport was found which reported about how the patrolls they sent never returned and how screams surrounded them at night. The screams that the writer of the report even dreamt about at night, and then he it just said: "it is comming, the screams are comming nearer every minute. There are only a few of us left, Lolth knows what happens to those we sent for help. The light, the white..... now fills the halls and blinded guards are running into the almost abandoned barracks. I can the screams, I can feel its light burning. It's comming, i.."
The report was found covered in blood as the mutilated bodies covered the outpost when it was discovered by a High Elven war party hunting for drow and treasure in the underdark.
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Warper of Emotion (+1 Flaming, Frost, Shock, Screaming, Corrosive Mighty Composite longbow +4str; 1d8+7 +5d6 energy +special.)
This bow consists of only a shaft and no string or arrows are needed. When you take the shaft and pull a magical string and a magical arrow appear which can be fired normally.
The shaft normally looks like black bowshaft made from some strange crystal but when called upon for battle and drawn it turns into a column of flowing purple energy and when pulled a pitch black string will appear and a arrow pulsing with all the different energy colors will be laying on the drawn bow. Because of the radiating purple energies emitted from the shaft when drawn it emits a vague purple light (candle light) in a 20ft radius in which you can see clearly if you have low light vision. The fired arrow will radiate will the flowing energies as well and will shed bright light (as in a daylight spell) in a 30 ft radius when fired.
A aditional special power of this bow is within 30 ft of impact of its projectiles all water freezes solid. All living creatures that partly consist of water and organic matter must succeed at a Fort save DC 15 or take aditional 2d8 damage(cold energy type), if slain by this cold damage the target turns to ice (and can be shattered by doing 1 dam to it). Water elementals because of their nature must succeed at a Fort save DC 25 or be frozen solid. All hits on the frozen target are critical hits and a frozen target that is hit must succeed at a fortsave equal to 10+damage done. If the save fails the elemental shatters and is destroyed.
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The Reality Warper (+1 Aporting phasing Crystalline Cloth; AC 1 + special abilities.)
This strange looking armor is made out of liquid crystal and therefor can't be sundered. The armor just as the bow seems made from a strange black crystal but when donned and worn by a person of significant power(level 12+) and charisma(20+) it transforms into a perfect fitting shape around the body consisting of liquid crystal. The armor as the bow radiates a purple light(candle light) in a 20 ft radius in which one with low light vision can see clearly. The Armor convers the whole body and hides the facial features under a liquid helm, the armor can be shaped telepathically and the helm can disappear/appear (it flows around the head when called upon and takes the desired shape).
The armor has no weight and moves perfectly along with the body so it applies no maximum dexterity bonus to its wearers armor class.
Reality Warper special ability depends on the emotions(not AL bound) and nature(Lawful or Chaotic) of its wearer. There can be 2 effects, the first applies when a calm peacefull orderly person wears it, the wearer then ages twice as fast as he normally would. The second applies to chaotic wearers and those who surge with emotion and energy inside, the armor prevents aging of any kind magical or not on its wearer so he may never grow old and the armor may replenish and revel in the wearers energies and emotions that surge through him and the armor that now has almost become a part of him.
The wearer is also protected from elements and the first 5 points of any energy type are absorbed per round.
The Armors special abilities(from the mods):
Aporter
As a move-equivalent action, this suit of armor or shield instantly transports the wearer and her equipment to any spot within 800 feet that she can visualize or specify, as the dimension door power. The armor or shield can transport the wearer in this fashion twice per day.

Crystalline
This armor is made completely of crystal, although it possess all the qualities of armor of its type. Gleams and flashes within the crystal give the wearer and his armor a “fuzzy” appearance, granting the wearer one-half concealment. This concealment translates into a 20% miss chance for each attack.

Phasing
The wearer of this armor can move through wooden, plaster, or stone walls, but not other materials. Each day, the wearer can pass through a total length of 60 feet, breaking this distance up into several smaller passages or one long one, as desired. A wearer who exceeds this daily allotment is ejected from the material at the point of entry, ending up prone in front of the now impassible wall
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The Warpers Alibi (Gwaerons boots of Strinding and Springing; the wearer of these boots moves at double her normal speed. In addition to this striding ability, these boots allow the wearer to make great leaps. She can jump with a +10 competence bonus to Jump checks, and the wearer’s jumping dis­tance is not limited by her height. The wearer of the boots is also under constant effect of the pass without trace ability.))
These boots are the same as the rest of the set, they appear as a strange pitch black item but when worn by someone with sufficient power(level 12+) and sufficient Dexterity(15+) they activate and grant the user the use of its special powers.
In addition to the powers it has the boots shed purple light in a 10 ft radius(candle light) in which low light vision can see clearly.
The two special powers of these boots are that the user can walk over liquid/non-solid surfaces but only when he is using the run option. The other is that the user can jump from any height and land without only taking 1d6 damage no matter what the distance he fell/jumped, this only works when he lands on his feet and doing so takes a balance check that starts at DC 0 and increases with +1 every 20 feet the user jumped.
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Sorceress Spells Per Day: 6/6/6/6/6/5/6/5/4/3 Base DC = 27 + spell level; DC = 31 for spells from Evocation and Necromancy schools and DC = 29 for spells from the Illusion school or with the darkenss description; Caster level: 21th; 24st for saving throws and to caster level checks to overcome spell resistance for spells the shadow adept casts from the schools of Enchantment, Illusion, or Necromancy, and spells with the darkness descriptor.

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Spells:

Level 1
Change Self
Mage Armor
Magic Missile
Shield
Spiderclimb

Level 2
Glitterdust
Invisibility
Web
Darkness
Mirror Image

Level 3
Sleet Storm
Haste
Blind Sight
Fly

Level 4
Dimension Door
Polymorph Self
Improved Invisibility
Wall of Fire

Level 5
Transmute Rock to Mud
Mind Fog
Cloudkill
Mirage Arcana

Level 6
Circle of Death
True Seeing
Tenser's Transformation

Level 7
Antimagic Aura
Simbuls’s Spell Sequencer
Teleport Without Error

Level 8
Horrid Wilting
Mind Blank

Level 9
Wail of the Banshee
 
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