The IR Aftermath Campaign Characters

Valiance Bluesky

Valiance Bluesky - Nature's Respect


Male Ranger1 / Fighter8 / Tempest10 / Barbarian1; Medium-size Human; HD 19d10 + 1d12; hp 323 Init +9; Spd 40 ft.; AC 41 (touch 28, flat-footed 32); Atk +32/+27/+22/+17 melee (Great Sword, Good Hand) and +34/+29/+24/+19 melee (Short Sword, Off Hand); AL CG; SV Fort +31, Ref +19, Will +13

Age: 26 Years
Height: 5'9"
Weigth: 175 lb


Stats (with equipment)

Str 22 +6
Dex 28 +9
Con 28 +9
Int 16 +3
Wis 16 +3
Cha 14 +2


Saves
Fort +31
Ref +19
Will +13


Feats

1. Ambidexterity (granted by ranger class)
2. Two Weapon Fighting (granted by ranger class)
3. Dodge
4. Mobility
5. Spring Attack
6. Combat Reflexes
7. Monkey Grip (Great Sword)
8. Weapon Focus (Great Sword)
9. Weapon Focus (Short Sword)
10. Weapon Finesse (Great Sword)
11. Weapon Finesse (Short Sword)
12. Weapon Specialisation (Great Sword)
13. Weapon Specialisation (Short Sword)


Skills:

1. Jump (Str) +42
2. Ride (Dex) +32
3. Handle Animal (Cha) +7
4. Wilderniss Lore (Wis) +18
5. Listen (Wis) +7
6. Intimidate (Cha) +17
7. Spot (Wis) +7
8. Swim (Str) +14
9. Climb (Str) +24
10. Animal Empathy (Cha) +6


Special Qualities:

Favored Enemy (Evil Outsiders)
Track
Improved, Greater, Supreme Two Weapon Fighting
Absolute Ambidexterity
Offhand Parry +6
Fast Movement
Rage


Languages:

Common
Dwarf
Elf
Orc


Possessions:

+6 Con Headband
+6 Str Belt
+6 Dex Cape
+5 Natural Armor Amulet
+5 Ring of Deflection
+5 Ring of Resistance
+8 Bracers of Armor
Mithril Chain Shirt of Haste +1
Boots of Striding and Springing
Weapon 1: Holy Great Sword +5 ("Prayer")
Weapon 2: Chaotic Short Sword +5 ("Freedom")
Manual of Bodily Health +5
Manual of Quickness of Action +2

Bedroll
Backpack
300' Silk Rope
Grappling Hook (2x)
Spyglass
Tent
Light Riding Horse ("Endura")
Flint & Steel
Saddle
Saddlebags



Attacks:

BAB = +20/+15/+10/+5

GOOD HAND: (Great Sword, Monkey Grip, Weapon Focus, Weapon Finesse, Weapon Specialisation)
Total attack bonus BAB+12
+32/+27/+22/+17

OFF HAND: (Short Sword, Weapon Focus, Weapon Finesse, Weapon Specialisation)
Total attack bonus BAB+14
+34/+29/+24/+19

POTENTIAL PARTIAL ACTION (Good Hand):
+32

DAMAGE:
Good Hand
2D6+13
Off Hand
1D6+10

Crit Range (Both)
19-20 x2


History
Working on that part ^_^
 
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Faysaran, Nature's Fury

Male Human Dru 20
Medium-size humanoid
HD: 20d8+60(192)
Init: +2
Speed: 30ft
AC: 30(+2 leather + 5 enhancement +2 shield + 4 enhancement +5 deflection +2 dex)
Attacks: Scimitar +17/+12/+7
Damage: Scimitar 1d6+2
Saves: Fort: +24, Ref: +17, Will +32
Abilities: Str 13, Dex 15, Con 17, Int 20, Wis 32, Cha 13
Skills: Animal Empathy +24, Concentration +26, Craft (Woodcarving) +25, Handle Animal +24, Heal +15, Hide +20, Knowledge (Nature) +25, Listen +21, Move Silently +20, Profession(Herbalist) +20, Ride +4, Scry +15, Spellcraft +28, Spot +21, Wilderness Lore +44;
Alignment: True Neutral
Current appearance: Age: 25, Human male 6'4", 246lbs

Special Qualities:
Nature Sense - Identify all plants and animals
Animal Companion - :)
Woodland Stride - full speed in wilderness
Trackless Step - cannot be tracked in natural surroundings
Resist Nature's Lure - +4 to saves vs fey spell-like abilities
Wildshape 6/day (Tiny - Huge, Dire, Legendary)
Venom Immunity - immune to all natural poisons
A Thousand Faces - alter self at will
Timeless Body - no aging penalties
Wildshape Elemental 3/day - (small - large)

Feats:
Class: Armor Proficiency (Light)&(Medium)&(Shield),Druid Martial Weapon Proficiencies
Slots:
Blindsight - 120ft Blindsight regardless of form
Extend Spell
Fast Wild Shape - Changing forms is a move-equiv action
Eschew Materials - do not need material components if they do not have a price
Natural Spell - Can cast spells in animal form - if spell requires a foci it must be available
Spellcasting Prodigy (Druid) - +2 wis with regards to memorizing spells and casting them
Track
Wildshape Legendary - Kal charged me a feat for it

Languages:
Common, Druidic, Auran, Aquan, Ignan, Terran, Sylvan

Equipment:
Outfit (Explorer's)
Nature's protection - Large Wooden Shield +4, Wild, Medium fortification, +10 circumstance enhancement bonus to Spot, Listen, Move Silently, Wilderness Lore, and hide skills, acts as a ring of sustenance
Periapt of Health and Constitution(+4)
Ring (Bone)
Wilding Clasp - on Periapt
Nature's Wrath - Scimitar +1, spellstoring - 'Poison' stored
Leather of the Woods - Leather Armor +5, Wild, Nimbleness, Wisdom enhancement +6, Intelligence enhancement +6, Deflection enhancement +5, Saving throw luck enhancement +4, Saving throw resistance enhancement +5, wearer must be of some kind of neutral alignment
Tome of Understanding +5 - used
Scroll of Awaken - used
Collar of Resistance +2 - on Yogi
Heward's Handy Haversack
Spell component pouch
Ring of Healing - casts Heal 3/day, may only be used by good or neutral characters(on GNE axis)

The following is owned and is in the Handy Haversack:
Scroll (True Resurrection)
Trail Rations 15 days worth
Food for Bear (meat and plant products) 15 days
Waterskin 10 full
Silk Rope
Lots of Holy and Mistletoe some in pouch rest in HHH
Focus for Creeping Cold
Focus for Bottle of Smoke
Focus for False Bravado
Oak Staff for Focus for Changestaff and Spellstaff
Focus for Bombardment
Spare Explorer's Outfits x6
Pitons x 5 and hammer
Healer's Kit
64469 gp

Spells:
0(6 - 22): Create Water x2, Dawn, Detect Magic, Purify Food and Drink, Light
1(8 - 23): Pass without Trace, CLWx2, Entangle, Regenerate Light Woundsx3(MotW), Obscuring Mist
2(8 - 24): Briar Web(MotW), Regenerate Moderate Woundsx2(MotW), Share Husk(MoF), Easy Trail(MoF), Creeping Cold(MotW), Heat Metal, Speak with Animals
3(8 - 25): Extended Creeping Cold(MotW), CMW, Neutralize Poison, Stone Shape, Plant Growth, Greater Magic Fangx2, Regenerate Ring(MotW)
4(8 - 26): Wind at Back(MoF), Flame Strike(x2), Quench, Dispel Magic, Regenerate Serious Wounds(MotW), CSW, Feathers(MotW)
5(7 - 27): Control Winds, Wall of Fire, Tree Stride, Regenerate Critical Wounds(MotW), CCW, Death Ward, Animal Growth
6(6 - 28): Greater Call Lightning(MotW), Protection from All Elements(MotW), Crumble(MoF), Regenerate Circle(MotW), Wall of Stone, Find the Path
7(6 - 29): Harm, Heal, True Seeing, Wind Walk, Control Weather, Greater Creeping Cold(MotW)
8(6 - 30): SNA 8x3, Grove of Serenity(S&S), Sunburst, Finger of Death,
9(5 - 31): Mass Heal, Nature's Avatar(MotW), Thunderswarm(MotW), Magma Burst, SNA 9
Spell stored in oak staff(spellstaff) Extended x7 Creeping Cold

Animal Companion:
Awakened Legendary Bear - Yogi :)
Large Animal
22d8+154 (249hp)
Init +2 (dex)
Speed: 50ft
AC: 21 (-1 size, +2 dex, +10 natural)
Attacks: 2 claws +28 melee and bite +23 melee
Damage: Claw 2d6+13, Bite 4d6+6
Face/Reach: 5ft by 10ft/5ft
Special Attacks: Improved Grab
Special Qualities: Scent
Saves: Fort +22, Ref +17, Will +12
Abilities: Str 36, Dex 14, Con 24, Int 9, Wis 16, Cha 15
Skills: Hide -2, Listen +8, Spot +8, Swim +18
Wearing Collar of Resistance +2
 
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Sollir's Wishlist for Items:

Item with Almanther's Return: at will, command word 527,900 at caster level 17 with command word, possibly make it 20th level caster.

or

Item with Elminister's Effulgent Epuration: at will, command word at level 17 caster level 275,400 gold.

Possibly both if I waste exp in creating the second...make them both on fine weapons and graft them to my hand...
 
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Its all very nice but..........

Now these are some sweet characters, though I'm still mighty suspicious as to why Janos carries a darkskull.

Janos if your character is so intent on changing his ways why does he have a darkskull?

:confused: :confused: :confused: :confused: :confused: :confused:


BTW: And Venus, you can't stack armour bonuses, you have to choose to take either the bonus from the chain shirt or the bonus from the bracers. Two AC bonuses of the same type (ie. armour) cannot stack.
 
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One other small problem with Venus' char.
Your Cape of Dex and your Cloak of Resistance are in the same spot on your body and thus cannot work.

This one however is easy to solve if you want to spend a little more money. You can get <FOO> of Dex +6 and Resistance +5 for 36,000 + 50,000(double price of the cheaper item - in this case the resistance item) = 86,000
 

Darkwolf -> indeed, will correct that

Festy -> I know.
10 + 8 (Bracers) + 9 (Dex) + 5 (Ring Prot) + 5 (Natural) + 4 (Haste) = 41 AC


If more things are incorrect, please tell. I always seem to miss some stuff.
 

I'm not entirely sure you can get all 9 points of dex to your ac. You are still technically wearing the armor - even if it's not helping your ac - and thus your max dex should be 6(4+2 mithral). But I could be wrong. If it doesn't work out, perhaps switch to padded armor? That way you can still get 8 of your 9 points.

Nice switch to the 'ring' of resistance :)


If anyone wants to point out problems with my char, go ahead.

And for those wondering, yes I did pay double for all the additions to my armor and shield.

Speaking of costs...Forsaken..how much did you pay for that set of items...all of them are real good and you still had enough to get 4 +6 items..
 
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That set cost me about IIRC around 290k.
Somewhere just a quick thought. Around 25-30 for the boots, 130-150 for the armor and 110-130 for the weapon and I got the weapon nerfed from its most potent power so that tuned down the costs.

And the bracer are +6 instead of the first +8 and the str belt is just +4
 
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Final version

Oberion the Absolute, Half-elf Outsider
Monk lvl 20 Align: LN
HD: 20d8+100 (205hp)
Str 16 (+6), Dex 22 (+6), Con 14 (+6), Int 12, Wis 14 (+6), Cha 10
Ht 5’10”, Wt 129, Age 26 Init: +9 Spd 180 = 90(x2)
Skill Rank: Balance 6, Climb 2, Concentration 3, Diplomacy 12, Disable Device 7, Escape Artist 7, Hide 11, Jump 6, Knowledge (arcana) 5, Listen 2, Move Silently 11, Perform 6, Pick Pocket 4, Profession (astrologer) 3, Sense Motive 4, Tumble 11.
AC: 46 =10+4(AC bonus)+9(Dex)+5(Wis)+8(Armor)+5(Deflection)+5(Natural)
Fort: 23=17 + 1(Luck) + 5 (Cloak)
Ref: 27=21 + 1(Luck) + 5 (Cloak)
Will: 23=17 +1(Luck) + 5 (Cloak)
Melee: +21/+18/+15/+12/+9
Ranged: +24/+19/+14

Unarmed
Attack Bonus (30) = Base (15) +Abil Mod (9) +Enhancement (5) + Feat (1)
Damage = (1d20) +6(+5) + (1d8+3 electrical damage)

Feats: Combat Reflexes, Deflect Arrows, Fists of Iron, Improved Trip, Improved Unarmed Strike, Power Attack, Weapon Finesse (Unarmed), Weapon Focus (Unarmed), Freezing the Lifeblood

Half-Elf: Med size, Immunity to sleep spells and similar magical effects, +2 saving throw bonus against Enchantment spells or effects, low-light vision, +1 bonus on Listen, Search, and Spot checks, Elven blood
Outsider: An outsider is a non-elemental creature that comes from another dimension, reality, or plane. Unless noted otherwise, outsiders have darkvision with a range of 60 feet.

Class Features:
AC Bonus, Evasion, Fast Movement, Flurry of Blows, Monk weapon proficiencies,
Stunning Attack: 20/day; Fort save (25) = DC 10 + (10) one-half the monk's level + (5)Wisdom modifier,
Unarmed Strike, Deflect Arrows(feat), Still Mind: +2 bonus to saving throws against spells and effects from the Enchantment school, Slow Fall (any distance) use a nearby wall to slow descent and fall any distance without harm, Purity of Body (immunity to all diseases except for magical diseases), Improved Trip (feat); Wholeness of Body (can cure up to 20 in hit points/day twice, and can spread this healing out among several uses), Leap of the Clouds (jumping distance not limited by height), Improved Evasion,
Ki Strike (+3), Diamond Body (immune to poison of all kinds), Abundant Step (Caster lvl 10, dimension door/day), Diamond Soul (SR 30), Quivering Palm, Timeless Body (no ability penalties for aging and cannot be magically aged), Tongue of the Sun and Moon (speak with any living creature), Empty Body (can assume ethereal state for 1 round per lvl (20 )per day, as per the spell etherealness), Perfect Self (Damage reduction 20/+1).

Languages: Common, Elven, Undercommon, all (Tongue of Sun and Moon)

Equipment:
Headband of Perfect Excellence
Lenses of Darkness
Cloak of Resistance +5 combined with Wings of Flying
Amulet of Mighty Fists +5 combined with Amulet of Natural Armor +
Robe of Stars
Healthy Heart Shirt +6(Con+6 , based on costs of gloves of dex +6 and per. of wis+6 , 36,000gp)
Bracers of Armor +8
Ring of Protection +5
Ring of Elemental Resistance, Major (Fire) combined with Ring of Shocking Blows
Belt, Monk’s
Boots of Striding and Springing
Stone of Good Luck (Luckstone)
Heward’s Handy Haversack
Sovereign Glue
Universal Solvent
Bedroll
Caltrops
Chain (10ft)
2x Chalk, piece
2x Flask (Filled with water)
Flint and Steel
Mirror, small steel
Monk’s Outfit
352 gp 8sp

<I replaced Leadership because it appears a cohort will be unnecessary, considering the size of the group>
 
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