The IR Aftermath FINISHED Characters

Ilalielthin.

Age: 151.
Height: 5'4.
Weight: 135 Pounds.

32 Charisma, 24 Dexterity, 19 Constitution, 20 Intelligence, 15 Strength, 13 Wisdom.

HD and HP: 17d6+3d8+80 154 total HP.

Male Elven Bard 7/Virtuoso 10/Arcane Archer 3.

Feats: Requiem, Weapon Focus (Mighty Composite Longbow +4), Empower Spell, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot.

Items:
Headband Of Charisma +6 and Gather Information +20. (52,000 GP.)
Tome Of Charisma +5. (137,500 GP)
+5 Holy Bane (Undead) Sonic Bow +4 Mighty Bow. (200,800 GP.)
Amulet Of Constitution +6. (36,000 GP.)
Belt Of Dexterity +6. (36,000 GP)
Ioun Stone, Iridesec. (15,000 GP.)
Ring Of Sustenance and Protection +5. (55,000 GP.)
Leather +4 Of Spellcasting and Nimbleness. (49,000 GP.)
+1 Tome Of Dexterity. (27,500 GP.)
Bracers Of Archery. (8000 GP.)
Winged Boots Of Striding and Springing. (28,000 GP.)
Cloak Of Resistance +4. (16,000 GP.)
Ring Of The Diplomat And Dancer: +20 to Diplomacy, +20 to Perform. (24,000 GP.)
Gloves Of The Divine Deciever: Use Activated Divine Favor at 18th caster level, +20 to Bluff. (52,000 GP.)
Eyes Of The Truth And Intelligence +6: +20 to Sense Motive . (44,000 GP.)
Tome Of Learning. (27,500 GP.)
3 Potions Of Haste. (900 GP.)
6 +4 Arrows. (10,000 GP.)
200 Arrows. (200 GP.)
Flute. (100 GP.)
Harp. (100 GP.)
Journal, Pen and Ink. (15 GP.)
1155 GP.


Base Attack Bonus: +15, +10, +5.

Total Attack Bonus: +37, +32, +27.

Total Skills: Bluff +54, Diplomacy +58, Sense Motive +31, Perform +54 (Flute, Battledance, Archery, Dancing: Classical, Dancing: Ballroom, Singing, Speaking, Harp, Acting, Dancing: Drow, Spellcasting, Seduction, 8 undecided) , Spot +20, Listen +20, Gather Information +38, Concentration +22, Knowledge: Religion +15, Knowledge: The Planes +15, Knowledge: Arcana +16, Knowledge: Nature +10, +13 Speak Language (Infernal, Draconic, Undercommon, Auran, Gnome, Halfling, Dwarf, Abyssal, Celestial, Giant, Ignan, Terran, Aquan.)

Languages Known: :
Common, Elven, Sylvan, Infernal, Draconic, Undercommon, Auran, Gnome, Halfling, Dwarf, Abyssal, Celestial, Giant, Ignan, Terran, Aquan, Gnoll, Orc, Goblin.

Race and Type: Elf, Moon; (Medium Humanoid)

Saves:

Reflex +22, Will +16, Fortitude + 16.


Special Abilities:

Immune To Sleep, +2 to save on enchantments, only needs four hours of sleep, gains automatic profiency in the Longsword and Longbow.

Virtuoso Class Abilities:

Sustaining Song: A 1st-level virtuoso with at least 11
ranks in Perform can sustain her unconscious allies,
negating their need for stabilization checks during her
performance. Because they're not making stabilization
checks, the affected allies are neither stabilizing nor
losing hit points. A sustaining song lasts for 5 minutes or
until the virtuoso stops performing, whichever comes
first. Sustaining song is a supernatural ability.


Calumny (Su): A 3rd-level virtuoso with at least 13
ranks in Perform has mastered the fine art of slander and
can deliver a performance that makes a specific character
or group (class, race, nationality, or the like) appear in
the worst light possible. Each member of the audience
must make a Will save with a DC equal to the virtuoso's
Perform check result. Success negates the calumny
effect; failure shifts that individual's attitude toward the
target by one category—that is, from friendly to indif-ferent,
from indifferent to unfriendly, or from
unfriendly to hostile (see Table 5-4: Influencing NPC
Attitude in the DUNGEON MASTER'S Guide). Furthermore,
each affected creature gains a +2 morale bonus on all
opposed social interaction checks against the target.


Calumny lingers in the minds of affected audience
members for 24 hours per daily use of virtuoso perform-ance
applied to the calumny attempt. For example, a
7th-level bard/3rd-level virtuoso could apply seven
daily uses of virtuoso performance to a song of anti-duergar
sentiment. All who heard it and failed their
Will saves would be affected for a week, and the virtu-oso
would have three virtuoso performance uses left
that day. Calumny is a supernatural, mind-affecting,
language-dependent ability


Jarring Song (Su): A 4th-level virtuoso with at least 14
ranks in Perform can inhibit spellcasting.

Anyone attempting to cast a spell during
a jarring song must make a Concentration
check (DC 15 + the spell level).
Success allows normal completion of the
spell; failure means it is lost. A jarring song
requires three daily uses of virtuoso perform-ance
and is a supernatural, sonic ability.


Sharp Note (Sp): A 5th-level virtuoso with
at least 15 ranks in Perform can sharpen the
blades of all piercing and slashing weapons
within a 10-foot radius. The affected weapons
function as if a 6th-level sorcerer had cast a keen
edge spell on them, except that the effect lasts only
10 minutes. Sharp note requires three daily uses of
virtuoso performance and is a spell-like, transmu-tation
ability.


Mindbending Melody (Sp): A 6th-level virtuoso
with at least 16 ranks in Perform can dominate a
humanoid that she has already fascinated. This
ability functions exactly like a dominate person
spell cast by a 9th-level sorcerer. The target can
make a Will save (DC 15 + the virtuoso's
Charisma modifier) to negate the effect. A
mindbending melody requires two daily uses of virtu-oso
performance and is a spell-like, mind-affecting,
language-dependent, charm ability.


Greater Calumny (Su): A 7th-level virtuoso with at least
17 ranks in Perform can whip her audience into a frenzy
of loathing. Greater calumny functions exactly like
calumny, except that the audience's attitude is shifted two
categories (indifferent to hostile, for example), and each
affected audience member gains a +4 morale bonus on all
opposed social interaction checks with the target. Greater
calumny is a supernatural, mind-affecting, language-dependent
ability.


Magical Melody (Su): An 8th-level virtuoso with at least
18 ranks in Perform can empower allied spellcasters,
raising their effective caster levels by +1 each for the
purposes of spell effects and spell resistance checks. This
effect lasts as long as the performance does. Magical
melody requires two daily uses of virtuoso performance
per minute maintained. It is a supernatural ability.


Song of Fury (Su): A 9th-level virtuoso with at least 19
ranks in Perform can enrage her allies. This ability func-tions
exactly like barbarian rage on all willing allies
within 20 feet, and it lasts as long as the virtuoso contin-ues
her performance. Song of fury requires three daily
uses of performance per round maintained. It is a super-natural,
mind-affecting ability.


Revealing Melody (Sp): A l0th-level virtuoso with at least
20 ranks in Perform can reveal all things as they actually
are. All those who hear the revealing melody are affected as
if by a true seeing spell cast by a 17th-level sorcerer. The
effect lasts as long as the song does. Revealing melody
requires two daily uses of virtuoso performance per
round maintained and is a spell-like, divination ability.


Bardic Music: Insipre Courage, Inspire Greatness, Inspire Competence.

Known Bard Spells:

1st Level:
Amplify.
Erase.
Protection From Evil.
Ventriliquism.
Grease.

2nd Level:
Whispering Wind.
Suggestion.
Silence.
Summon Swarm.
Soundburst.

3rd Level:
Displacement.
Wind Wall.
Magic Circle Against Evil.
Greater Magic Weapon.

4th level:
Modify Memory.
Legend Lore.
Rainbow Pattern.
Shout.

5th level:
Healing Circle.
Contact Other Plane.
Control Water.
Mislead.

6th level:
Mass Suggestion.
Veil.
Summon Monster VI

Spells Per Day: 4/7/7/7/5/5/3


History:

Ilalielthin was born to Ithranilas and Nakiltaria Silioron in the High Forest, in Faerun. He grew up as most Elves do, learning the ways and history of his people, and doing such activities that pleased him. Ilalielthin always enjoyed music, performing and dallying with the ladies around his own age most of all. He also loved to compete in Archery contests and read about far off places, worlds and civilizations.

His first love was always music, but he took a bit there and a bit here from his other activities as well, and became quite skilled at many of them. Ilalielthin lived a good life for the first hundred or so of his years, and he was planning to go adventuring quite soon, when it happened.

The first Industrial Revolution. Ilalielthin saw no problem with it, but many of his race openly scorned it, and this scorn turned into conflict, and conflict into a war of epic proportions. He fought with his people for a time, not because of any abiding dislike of Technology, but because he felt his people needed his help. Then, some of the highest ranked Elves performed the spell that destroyed the Weave, cutting off all magic for a time.

Ilalielthin himself was one of the many Elves who was suddenly cut off from his power, and he saw firsthand the absolute chaos and destruction the Elves had wreaked. Disgusted, he left Faerun and his people to their war, and began traveilng the planes.

He met many interesting people and things, and discovered quite a few fascinating places in his journeys. Eventually, however, he began to long for his home and some of his own race to be around again, and so he went back to Faerun.

By this time, the war was over. Ilalielthin was overwhelmed and shocked when he found out that his people had been virtually wiped out in Faerun. He had always thought that the war would eventually die out, or even if the Elves lost, they would simply retreat back beyond their borders. He had never expected the genocidal butchery he came back to, all of his people slaughtered, down to the smallest infant. His parents, his siblings, all had died.

A wave of guilt overcame him, and he blamed himself for not staying and helping his people as best he could. His guilt soon turned into a cold rage, and he began traveling Faerun in search of those he blamed most for his peoples eradication: Goblinoids.

He would wear a cloak, and cover up his face during his travels. He was not skilled in disguise, but none on Faerun seemed to think any Elves existed on Faerun. He would find the Goblinoids, and entertain them with tales, and pry from their drunken lips their "glorious" battles and butchery they had waged against his people, and then he would slay every last one, his magic, music and bow too much for them.

He slew hundreds, then thousands, of the Goblinoids, and still it was not enough. He would often visit taverns, and sing songs about the horrors the Goblinoids had visited upon the world, and incite riots against the Goblinoid population in the area. Thousands more died because of this. Word soon spread of his deeds, and mercenaries and bounty hunters searched high and low for him. Most, he slew, the ones that were too powerful, he avoided or incited others against them.

Ilalielthin, looking back, does not know how he survived this time, and he realizes that, at the time, he did not care whether he lived or not. After 25 years of slaughter, he reached the point where his thirst for vengeance had been slaked, and all that he was left with was bitterness and sorrow at the loss of his people.

Ilalielthin decided he would leave Faerun and Toril, and return to traveling the planes, as his home sphere held nothing for him but pain and sorrow now, but before he did, he decided to visit his old home in the High Forest one last time. Ilalielthin bitterly wondered whether he would be killed by the Goblinoids that now infested the area... At least he would take a few more with him, he thought.
 
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Xarindel, male gray elf Chronomancer 5/Time Lord 10/Archmage 5 of Labelas Enoreth: CR 20; ECL 20; Medium Humanoid (gray elf); HD 20d4+100; hp 148; Init +17 (+8 Dexterity, +4 Improved Initiative, +5 Skittish Nerves); Spd 30 ft; AC 24 (+8 Dexterity, +1 Insight, +3 Animated Adamantium Large Shield); Melee Zyrthoksis +12/+7 (1d3+1); SA spells; SQ elf traits; AL NG; SV Fort +17 Ref +20, Will +29; Str 13, Dex 20 (26), Con 14 (20), Int 32 (38), Wis 20 (24), Cha 18.
Skills and Feats: Concentration +28, Diplomacy +15, Knowledge (Arcana) +37, Knowledge (History) +37, Knowledge (The Planes) +37, Knowledge (Religion) +37, Scry +37, Sense Motive +18, Spellcraft +37; Extend Spell, Innate Spell: Magic Missile, Leadership, Quicken Spell, Silent Spell, Skill Focus (Spellcraft), Spellcasting Prodigy, Spell Focus: Chronomancy (Virtual), Spell Focus: Transmutation, Spell Mastery (Detect Temporal Anomaly, Time Slip) (Virtual), Still Spell.
SQ–Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision, proficient: longsword, proficient: longbows and shortbows.

Chronomancer/Time Lord Traits:
Time Sense (Ex): The Chronomancer may make a Wisdom cehck (DC 5) to know the time of day precisely. (DC 10 if on a world where time flows differently than his homeworld). On a check, DC 10, he knows how much faster or slower time travels in his current locale. The DC increases by 1 for every 24 hour period that passes that the chronomancers is without a verifiable time source.
Immunity to Slow and Haste spells (Su): Beginning at 5th level, a chronomancer becomes immune to the effects of slow and haste spells.
Sense Fate (Ex): The character sometimes gets premonitions of the immediate future and can attempt to alter the perceived future in a limited fashion. Once per day, the Time Lord is allowed to reroll one roll that she has just made. She must take the result of the reroll, even if it's worse than the original roll.
Improved Defensive Foresight (Ex): The Time Lord's awareness extends a fraction further forward. She gains a +2 insight bonus to saves and a +1 insight bonus to AC.
Time Step (Su): Once per day, and as a free action, the chronomancer can step forward in time a number of rounds equal to her Intelligence bonus. This ability is otherwise identical to the spell Timeslip.
Timeless (Su): The Time Lord may cast Time Stop one additional time a day.

Chosen Archmage Abilities: Spell Power +1-3, Arcane Reach (x2)

Chosen Metaspells: Delayed Damage (Persistant), Foresight (Persistant), Magic Manager (Persistant), Melee Manager (Quickened), Slowspell 10' (Persistant)

Aging Benefits: +3 Intelligence, Wisdom, Charisma, Body Functions as if a 150 Year old gray elf, however, Xarindel is 360 years old. (He has functioned many years in solitude of a Protection from Time spell, detailed in his background)

Wizard Spells Prepared:(4/8+1/8+1/7+1/7+1/6+1/7+1/3+1/6+1/4+1): (Necromancy, Abjuration, and Conjuration Banned), DC 31+Spell level, Transmutation or Chronomancy Spells DC 33+Spell Level, Transmutation and Chronomancy Spells DC 35+Spell Level
0-Pregistation (x4)
1-Detect Temporal Anomaly (x2), Featherfall, Speed Metabolism (x4), True Strike (x2)
2-Alternate Reality (x4), Rope Trick, Slow (x3), Timeslip
3-Greater Magic Weapon (x2), Melee Manager (x4), Minor Paradox (x2)
4-Slowspell 10', Temporal Disjunction (x2), Temporal Push (x2), Timeheal (x3)
5-Create Slipgate, Mass Haste (x3), Slowspell 10', Temporal Wall, Wall of Force
6-Accelerate Metabolism (x2), Magic Manager (x2), Mass Teleport (x3), Paradox
7-Delayed Damage (x2), Temporal Eye (x2)
8-Afterclap (x3), Foresight, Mark of Death, Time Stop (x2)
9-Meteor Swarm (x3), Shapechange, Temporal Shell

Wizard Spells Known (Base) (All/10/4/4/4/4/4/4/6/6)
1- Charm Person, Delay Image, Detect Temporal Anomaly, Featherfall, Magic Missile, Slow Metabolism, Speed Metabolism, Precognitive Sense, Tenser's Floating Disk, True Strike
2-Alternate Reality, Haste, Life Sounding, Ropetrick, Slow, Slowspell, Timeslip
3-Greater Magic Weapon, Fly, Lightning Bolt, Melee Manager, Minor Paradox, Time Snare
4- Dimensional Door, Permanency, Prophecy, Slowspell 10', Temporal Disjunction, Temporal Push, Timeheal
5- Create Slipgate, Devolutionary Warrior, Mass Haste, Pass the Years*, Teleport, Temporal Wall, Wall of Force
6- Accelerate Metabolism, Conceal Temporal Anomaly, Hardening, Magic Manager, Mass Teleport, Move Earth, Paradox
7- Delayed Damage, Increase Gravity, Planeshift, Prismal's Reversal, Reverse Gravity, Sands of Time, Temporal Eye, Time Loop, Time Skip*, Timed Stasis
8- Accelerate/Decelerate Lifeline, Afterclap, Foresight, Item Supercharger, Mark of Death, Protection From Time, Temporal Stasis, Time Stop, Two Minds*
9- Chain Contingency, Major Paradox, Meteor Swarm, Sever Lifeline, Shapechange, Temporal Shell

28,100 Gold spent on scrolls, 23 spells scribed in the blessed books so far.

Xarindel has read and benefited from a Manual of Quickness of Action +3 (77,500), Tome of Clear Thought +5 (137,500), Tome of Learning (+1 Feat) (27,500), and a Tome of Understanding +2 (55,000)
Possessions: (NOTE-All items that Xarindel and Ramus have has +11 extra hardness due to the spell Hardening) +1 Animated Adamantine Large Shield of Spellcasting (27,320), Amulet of Healthy Awareness (+6 to Con and +5 to Initiative as per 'Skittish Nerves') (Alignment Restricted, NG Only) (33,600 gold), Belt of Dexterity +6 (36,000 gold), Boots of Striding and Springing (6,500), Bracers of Wisdom +4 (16,000), Cloak of Resistance +5 (25,000), Enoreth's Blessed Book (x3) (27,500), Glasses of Spellseeing (+20 to Spellcraft) (16,000), 2 Gloves of Storing (4,400), Headband of Intellect +6 (36,000 gold), Phylactery of Faithfulness (1,000), Ring of the Free (Functions as a Ring of Freedom of Movement and the User does not need to breathe) (Alignment Restricted, NG Only) (38,500), Ring of Sustenance (2,500), Diamond within a glass sphere that has been touched by a time dimensional x2 (6,000), Scrying Mirror (1,000), 125 Gold remaining

Zyrthoksis: +1 Undead Bane Darkwood Quarterstaff of Greater Disruption (DC 25), Neutral Good, 24 Int, 21 Wis, 14 Cha, Ego 33 Detect Magic at will, Granted User Improved Initiative, Uncanny Dodge (as a 5th level Barbarian), Sense Motive (10 ranks), Slow (DC 15) 1/day, Defeat/Slay Evil Spellcasters, Special Purpose Powers: Drains 2d4+12 levels of Temporal Spells twice a day (Normally once, twice due to Item Supercharger), Immune to Slashing and Piercing Attacks.

History: The staff houses the spirit of a Noble Time Dimensional, which Xarinden was quested by his deity, Labelas Enoreth, to recover from the clutches of a vile necromancer, the forces of time hanging in the balance. After defeating the necromancer and

782k Limit
+22k gold from Friend PC
Gave Mr. Draco's Char 20,785 gold

Notes-Staff of Timestop is 90,000



Ramus, male human Wizard 5/Incantrix 10/Archmage 2: CR 17; ECL 17; Medium Humanoid (human); HD 17d4+68; hp 108; Init +6; Spd 30 ft; AC 13 (+3 Dex); Melee unarmed strike +8/+3 (1d3-1); SA spells; AL N; SV Fort +16, Ref +14 Will +26; Str 9, Dex 17, Con 16 (18), Int 24 (30), Wis 16, Cha 15.
Skills and Feats: Alchemy +30, Craft (Drawing) +30, Knowledge (Arcana) +30, Knowledge (Nobility) +30, Knowledge (The Planes) +30, Listen +13, Sense Motive +6, Spellcraft +30; Empower Spell, Extend Spell, Iron Will, Improved Counterspell, Improved Dispel, Improved Initiative, Maximize Spell, Persistant Spell, Reactive Counterspell, Scribe Scroll, Skill Focus (Spellcraft), Spellcasting Prodigy, Spell Focus (Conjuration), Spell Focus (Enchantment).

Chosen Archmage Abilities: Mastery of Counterspelling, Spell Power +2

Age Benefits: Ramus has studied with Xarindel for a long time, and while having a body of a 22 year old human, he is really 71 years old, granting him a +3 bonus to Int, Wis, Cha, having benefited from the Protection from Time spell.

Wizard Spells Prepared: (4/7+1/7+1/7+1/6+1/6+1/6+1/3+1/3+1/2+1): (Evocation Banned at 6th level)
0-Detect Magic, Mage Hand, Pregistation (x2)
1-Detect Secret Doors (x2), Know Protections (x2), Shield (x3), Unseen Servant
2-Arcane Lock (x2), Create Magic Tattoo (x6)
3-Dispel Magic (x5), Lightning Bolt, Phantom Steed (x2)
4-Dimensional Anchor (x2), Maximized Bull's Strength, Polymorph Other (x2), Stoneskin
5-Double Extended Phantom Steed, Mordekainen's Private Sanctum (x2), Summon Monster V, Wall of Iron (x2), Wall of Stone
6-Greater Dispelling (x5), True Seeing (x2)
7-Energy Immunity, Insanity, Mordekainen's Mansion, Teleport w/o Error
8-Horrid Wilting, Mindblank (x2), Protection from Spells
9-Gate, Imprisonment, Mordekainen's Disjunction

Wizard Spells Known (Base) (All/8/4/4/4/4/4/4/4/2)
1-Detect Secret Doors, Erase, Featherfall, Know Protections, Magic Missile, Shield, Unseen Servant, True Strike
2-Arcane Lock, Bull's Strength, Create Magic Tattoo, Rope Trick
3-Dispel Magic, Lightning Bolt, Haste, Phantom Steed
4-Dimensional Anchor, Otiluke's Dispelling Screen, Polymorph Other, Stoneskin
5-Mordekainen's Private Sanctum, Summon Monster V, Wall of Iron, Wall of Stone
6-Distentigrate, Greater Dispelling, Summon Monster VI, True Seeing
7-Energy Immunity, Insanity, Mordekainen's Magnificant Mansion, Otiluke's Greater Dispelling Screen, Teleport without Error
8-Horrid Wilting, Mind Blank, Polymorph Any Object, Prismatic Wall, Protection from Spells
9-Gate, Foresight, Imprisonment, Mordekainen's Disjunction, Prismatic Sphere
Spent 14,175 scrolls and scribing them in.

Possessions: Amulet of Health +2 (4,000), Belt of Arcane Knowledge (+20 to Spellcraft checks) (16,000), Cloak of Resistance +4 (16,000), Headband of Intellect +6 (36,000), 75 ounces of ink, 10 Stoneskin Components (2,500), 10 Wall of Iron Components (500), 10 Protection from Spells Components (5000), 6 1,000 Gp worth Diamonds, 825 Gold remaining
 
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Kalanyr, I heard yesterday that the campaign was going to start today. I am amost finished with my character (just need to give my cohort skills and let an item be oked). I will submit my character tonight...is that ok?
 



Mektos Hawkwine, Half-Celestial Male Elf (Drow) Paladin14 Divine Disciple4; Size:M Type: Outsider; HD (14d10)+(4d8)+108; hp 216; Init +9 (+9 Dex, +0 Misc); Spd Walk 60', Fly 60'; AC 38 (flatfooted 30 , touch 27), Longbow (+4 Mighty/Composite/Masterwork/Darkwood) +26/+21/+16/+11 110'/P (1d8+4 20/x3 Neither L ) or *Sword +2 (Long/Sure Striking/Adamantine) +28/+23/+18/+13 0'/S (1d8+10 17-20/x2 Primary M Weapon penetrates Damage Reduction as if it were +5.) or Gauntlet (+24/+19/+14/+9) 0'/T (1d3 + 8 20/x2 (if Stunning fist (DC 32))

Special abilities: Automatic Search check if within 5' of secret/concealed door, Divine Grace, Divine Health, Aura of Courage, Smite Evil 1/day, Remove Disease 4/week, Turn Undead 16/day, Special Mount, Divine Emissary, Bonus Caster Level for Paladin (4), Bird-like Wings

Special Weakness: Light blindness (blind for 1 round when exposed to bright light) , -1 to all attack rolls , saves , and checks while in bright light.

Spell like abilites: At will: Detect Evil, Lay on Hands 182 hp/day, Bless, Light(Su); 1/day: Dancing lights ,darkness ,faerie fire, Protection From Evil, Hallow, Symbol, Summon Monster IX (Celestials only), Aid, Cure Serious Wounds, Neutralize Poison, Holy Smite, Remove Disease, and Dispel Evil; 3/day: Holy Word, Holy Aura

Divine Disciple Domain Power: If you have been harmed by someone in combat, you may make a strike of vengeance with a melee or ranged weapon against that individual on your next action. If this attack hits, you deal max damage. You may use this supernatural ability once per day.

Vision: Low-light,Normal, Darkvision (120ft)
AL: LG;

Saves: Fort +38, Ref +33, Will +35;
Saves: Fort +42, Ref +33, Will +35; vs poisons
Saves: Fort +38, Ref +33, Will +37; vs will based spells and spell like abilities
Saves: Fort +40, Ref +35, Will +39; vs divine spells not cast by follower of Tyr from sacred defense 2
Special notes: Evasion
Spell resistance: 29
Immunities:Sleep/Acid/Cold/Disease and Electricity
Stats: Str 26, Dex 28, Con 22, Int 20, Wis 26, Cha 36

Skills: Concentration +28, Diplomacy +24, Heal +23, Hide +14, Knowledge (Arcana) +10, Knowledge (Nobility and Royalty) +10, Knowledge (Religion) +23, Knowledge (The Planes) +11, Move Silently +14, Speak Language +9, Spellcraft +11, Spot +23, Wilderness Lore +16;

Feats: Armor Proficiency (Heavy) (1x),Armor Proficiency (Light) (1x), Armor Proficiency (Medium) (1x), Empower Turning,Endurance, Extra Stunning Attacks (7/day), Flyby Attack, Improved Critical (Sword (Long)), Improved Unarmed Strike, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Stunning Fist(Dc 32), Weapon Focus (Sword (Long))

Possessions:
1 Outfit (Courtier's) (body)
1 Shield +1 (Large/Steel/Death Ward/Adamantine/Speed(+7 haste)) (left arm)
1 Celestial Armor +1 (body)
1 Headband of Perfect Excellence (fore head)
1 Cloak of Charisma +6 (back)
1 Boots of Striding and Springing (feet)
1 Ring (Evasion) (right hand)
1 Amulet of Health +6 (around neck)
1 Stone of Good Luck (Luckstone) (right front vest pocket)
1 Vest of Resistance +5 (On torso)
1 Quiver of Ehlonna (right shoulder)
-- 1 Longbow (+4 Mighty/Composite/Masterwork/Darkwood)
-- 1 Arrows (50/Masterwork)
-- 5 Arrow of Cure Light Wounds
1 Belt (Monk's) (waist)
1 Pair of Ki Straps (hands)
1 Ring +5 (Protection) (left hand)
1 Holy Symbol (Silver) (on belt)
1 Greater Holy Symbol (neck)
1 Eyes of the Eagle (eyes)
1 Stone of Alarm (left front vest pocket)
1 Amulet of the planes (pants pocket)
1 Sheath (on left hip hooked to belt)
-- 1 Long Sword +2 [(Sure Striking/Adamantine) (Intelligent :Ego: 14 Int:18 Wis:15 Char:10 Align: Lawful Good, Lang: Common, Celestial, Elven, Draconic, Githyanki Primary abilities: grants uncanny dodge (barbarian 5th), grants see invisibility at will, Heal 1/day )]
1 Sack (left hip on belt)
-- 40 trail rations
12 waterskins (Hooked to belt in rear)
-- 48 pints of water
1 sack (right hip on belt)
-- 529 gold

Total weight carried: 197.94 lbs.
Encumbrance: Light
Gold: 529

Used: 1 Tome of Leadership and Influence +4

Spells: Paladin: 5+1, 4+1, 4+1, 2+1
Paladin (1): Bless Weapon , Detect Undead, Divine Favor (3) , Shield of Faith (D)
Paladin (2): Aura of Glory, Delay Poison , Resist Elements (2), Endurance (D)
Paladin (3): Dispel Magic (2), Greater Magic Weapon, Righteous Fury, Speak with dead (D)
Paladin (4): Holy Sword(2), Fire shield (D)

Languages:
Abyssal, Aquan, Auran, Celestial, Common, Draconic, Elven, Giant, Gnome, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon

Description:
Mektos is normally seen as a well dressed male dark elf with silver hair and amber eyes. From his back can be seen a pair of large black feathered wings. Normally, he keeps his clothes in style if possible. He favors blue colors in his clothing.
Ht:5' 6" Wt: 112 lbs.

History:
Long ago during the blood war, a drow warrior of Lolth's army named Elandreil Hawkwine found himself wounded and abandoned on the planes of elysium. Unable to remember what he was doing or how he got there, he assumed he was a petitioner of the plane. After all, the rest of them couldn't remember what had happened also. During, his travels about the plane he fell in love with Katrina Sivarian, minor celestial. Their child was born as Mektos Hawkwine.

Mektos grew up with a healthy respect for the planes and how dangerous they could be at times. He also grew up with the knowledge that Tyr aided his father to the side of the righteous. Upon, growing to adulthood, he took up the sword and became a servant of Tyr. It wasn't until his 120th year that he ran across another drow and that meeting went very badly. He learned not to trust everything his traveling companions say, especially, if their race has been proven untrustworthy.

He has a growing interest in clothing and fashion of the times. He also makes a habit of walking the streets late at night helping the poor and sick when he can. He won't do it during the day on the grounds that he doesn't want to be bothered by crowds interfering with tasks that need to be done. He has a habit of calling on old favors from his relatives, if situations call for it. They seem to find that doing the same to him isn't a bad idea either. He is currently staying at a cousin's on the Demi-plane of hope. His cousin's household is House T'sidar.
 
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Arkin (Kaldarkin in Human Form)
Race: Storm Giant
Class: Fighter
Alignment: TN
HP: 452
Level: 1 (20)
Movement: base 50 (100) ft., swim 40 ft.; 40 (80) ft., swim 30 ft. (breastplate)
AC: 47 (-2 size, +3 dex, +12 natural, +10 breastplate, +5 ring of protection, +5 from sheild, +4 Haste [Constant])
Melee: Gargantuan Greatsword: (Storm Rever: Shaped like a Lightning Bolt). Melee: +31(+43)/+27(+39)/+22(+33)/+17(+28)
(Storm Rever: 4d8+1d6+40[+1d10 on crits] ) Crit Range: 16-20 x2
Ranged:
Reach: 10 ft. by 10 ft./15 ft.
Spell-like abilities: Electricity immunity, rock catching, freedom of movement, water breathing, Divine Favor (as 18th lvl caster) +6 to atk/dmg rolls (constant), Polymorph Self (10th lvl caster) at will, Righteous Might (constant), Haste [On An Amulet] (Give me an extra partial round action, +4 AC) (Constant), (also see below)
Saves: Fort +32, Ref +21, Will +21
Ability Scores: Str 55, Dex 17, Con 35, Int 24, Wis 19, Cha 16
Skills: Climb +18, Concentration +12, Jump +12, Perform (chant, dance, drama, harp, recorder) +13, Spot +12, Apprise +10, Bluff +8, Craft (Arms and Armor) +10, Heal +6, Intimidate +14, Swim +3
Feats: Cleave, Combat Reflexes, Great Cleave, Power Attack,Weapon Foucs (greatsword), Imporved Crit

Items/Gear/Other:
+5 Breastplate of Heavy Fort.
+5 Ghost Touched Keen Thundering G. Greatsword of Shock
+3 Animated Large Steel Shield (floats in front of me)
Belt of Strenth +6
Cloak of Resistance +5
Ring Of Protection +5
Helm of Teleportation
Chime of Opening
Len's of Detection
Bag of Holding III (35 lb./ 1,000 lb./ 150 cu. ft.)
Winged Boots of Striding and Springing
Ring Of Sust.
3 Large Diamands (5000gp each)
Bracers of Intellect +4
Gauntlet of rust
Vest of Con +6
Amulet of Haste (see AC above)

Money:
3,500gp
200sp


Storm Giant
Spell-Like Abilities: Once per day a storm giant can call lightning as a 15th-level druid and use chain lighting as a 15th-level sorcerer. Twice per day a storm giant can control weather as a 20th-level druid and levitate as a 20th-level sorcerer. Save DC is 12 + spell level.
Freedom of Movement (Su): Storm giants continuously have freedom of movement as the spell.
Water Breathing (Ex): Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.
Skills and Feats: Storm giants have EHD as though they were large creatures. Storm giants ignore all weight penalties for gear carried when swimming.
Storm giant clerics can choose two of the following domains: Chaos, Good, Protection, and War.

Arkin:
He is a Storm Giant born who knows where, not even he knows. His mother and farther were killed when he was too young to remember, leaving Arkin to fend for himself all his life. He likes Humans most of all. They make him laugh and has alot of fun having chats with them often as possible. His main focus is to keep balance in the world. Not caring if your good or evil, just weather or not the world keeps on revolving. Arkins downfall however is his temper. It takes alot to get him mad, but when you do, look out. Arkin has trianed himself in the arts of melee weapons mostly, not worrying too much about ranged weapons because of his size. If you're far away, he says, he'll just reach out and touch you if you know what he means. Crafting Arms and Armor is a relaxing pastime for him, though not much of it is made small seeing as he has huge fat fingers. Arkin forged Storm Rever from the metal from a meteriod and the clouds themselves. He had a powerfull mage enchant it's powers for a hefty price I might add. Storm Rever is his most prized items he owns. If it were to be stolen or destroyed, he'd go into a fit of rage and probally kill all around him, or at least die trying. Storm Rever is Shaped to look like a lightning bolt with runes carved into it. Arkin can speak seven languages. They are as follows: Gaint, Draconic, Common, Undercommon, Infernal, Celestial, and Abyssal.
 
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Hmm, *BUMP* and darn it thought so. These characters aren't finished if you don't have equipment listed you don't have it. Therefore I suggest you seriously fix these. Also I USE encumberance, hence some of you need to find a more portable way to carry that mass of gold .
 


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