The Seven Realms Await! (full)

Nac Mac Feegle said:
Okay, Touch of Golden Ice is the equivalent of dousing yourself in contact poison. It requires con 13+, but every unarmed strike affects the touch with the ravage "Golden Ice." I think it's something like a poison that's fort save dc 15 2d6 str/2d6 str.

Vow of povery requires the feat sacred vow, which gives you a +2 to diplomacy.

You can't have anything more than your clothes and a simple weapon (not a problem for a monk), but in return you become fricken insane. I don't have my book with me right now, so I can't list the abilities perfectly (maybe by tomorrow), but you start with +4 armor bonus, +1 armor every three levels, +1 to all natural weapons attack and damage per 4 levels, stat bonuses, everything.

Those do sound pretty cool, especially the Vow of poverty.
 

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Rayex said:
this is what I've got so far:

Oxana

Female Half-celestial elven Bard2

Size: Medium
Type: Outsider
Speed: 30 ft.
Flying speed: 60 ft.
AL: NG
Deity: Corinale, Lady of Beauty, the Singer, The Bringer of Joy
Hair: Silver
Eyes: Light blue
Skin: Golden
LA: +4


STR: 12 (+2) [0pts]
DEX: 18 (+4) [6pts]
CON: 16 (+3) [6pts]
INT: 16 (+3) [6pts]
WIS: 12 (+1) [0pts]
CHA: 20 (+5) [10pts]


HP: 16 (2d6 + 6con)


AC: 19 (10 + 4dex + 4armor + 1natural armor) / 14 / 15


Saves:
FORT: +3 (0base + 3con)
REF: +7 (3base + 4dex)
WILL: +4 (3base + 1wis)


Init: +4 (+4dex)


Base attack bonus: +1


Attacks:
Punching dagger of Frost: +4 (1base + 2str + 1weapon enchantment), 1d4+2 damage + 1d6 cold damage, Threat 20/x3
Composite Longbow (str +2) of Distance: (+6 (1base + 4dex + 1weapon enchantment), 1d8+2 damage, Threat 20/x3, Range 220 ft.


Special Abilities:

Dayllight: Can use the Daylight effect (as the spell) at will
Smite Evil: Once per day can use a normal melee attack to deal extra damage equal to its HD (max +20) against evil foes


Special Qualities:
Race (elf):
Immunity to sleep and effects
+2 saving throw against enchantments spells or effects
Low-Light vision
+2 bonus on Listen, Search and Spot
Template (half-celestial):
Darkvision out to 60 ft
Immunity to disease
Resistance to acid 10, cold 10, electricity 10
Damage Reduction 5/magic
Spell resistance equal to HD+10 (max 35)
+4 fortitude save against poison


Spell-Like abilities:
Caster Level 2
Save DC 15
Protection from Evil 3/day
Bless 1/day


Spells:
Spells per day: 3/1
DC: 10 + spell level + cha
0: Ghost Sound, Lullaby, Mage Hand, Message, Prestidigitation
1: Alarm, Ventriloquism


Skills:
Skill points: 78
Max Rank: 5
Appraise: 8 (5ranks + 3int)
Bluff: 10 (5ranks + 5cha)
Concentration: 8 (5ranks + 3con)
Decipher Script: 8 (5ranks + 3int)
Diplomacy: 12 (5ranks + 5cha + 2synergy)
Gather Information: 10 (5ranks + 5cha)
Knowledge (arcana): 8 (5ranks + 3int)
Knowledge (history): 8 (5ranks + 3int)
Knowledge (religion): 5 (2ranks + 3int)
Knowledge (the planes): 8 (5ranks + 3int)
Listen: 8 (5ranks + 1wis + 2racial)
Perform (singing): 13 (5ranks + 5cha +3skill focus)
Sense Motive: 6 (5ranks + 1wis)
Sleight of hand: 11 (5ranks + 4dex + 2synergy)
Spellcraft: 10 (5ranks + 3int + 2synergy(+2synergy, scrolls))
Use Magic Devise: 10 (5ranks + 5cha(+2synergy, scrolls))


Feats:
(lvl 1) - Skill focus (Perform (Singing))


Class features:
Level 1: Bardic Music, bardic knowledge, countersong, fascinate, inspire courage +1


Proficiencies:
Weapon proficiency with longsword, rapier, longbow, shortbow, sap, shortsword, whip
Single and Martial weapons
Light armor
Shields (Not tower shields)


Languages:
Common
Elven
Sylvan
Draconic
Celestial (1 skill point)


Equipment:
Backpack [1gp]
Bedroll [1sp]
Waterskin [1gp]
8 days Trail Rations [4gp]
Outfit [3gp]
Punching dagger of Frost [2302gp]
Composite Longbow (str +2) of Distance [2600gp]
Chain Shirt [250]
Wand of Cure Light Wounds (50 charges) [750gp]
Wand of Magic Missile (1st) [750gp]
Wand of Summon Monster 1 [750gp]
5589 gp


Personlaity:
Coming.


Background:
Coming.

Looks pretty promising. The bow of distance is a bit pricey, since it would cost 8600 gp for a +2 equivalent (+1 base enchantment, +1 distance) magical str 14 mighty comp longbow

The punching dagger of frost is also a +2 equivalent, with a price tag of 8302gp
 
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Ah, my bad, Its not +1 enchanted, it only got Distance enchantment. But it still got +1 to hit, due to the Masterwork quality. I'll rephrase that now.
 

Rayex said:
Ah, my bad, Its not +1 enchanted, it only got Distance enchantment. But it still got +1 to hit, due to the Masterwork quality. I'll rephrase that now.

The thing is, a magic weapon, or suit of armor or shield, has to have at least a +1 enchantment before you can add anything else to it.
 

Yes you're right, of course. Next time I'll create a character, I'll try to get some sleep first.
Well, I'll loook over it tomorrow then, see what I'll do. Gotta change both weapons then :)
 



Larris Farvold Human Fighter

Okay here's what I came up with, let me know if the background is okay.

Scotley


Male Human
Fighter 6 level 15,500 exp.
Alignment: Chaotic Good
Height: 6'2”
Weight: 170 lbs
Hair: Black worn very short
Eyes: Green
Age: 26
Patron Deity: Vanar
Land of Origin: Kythraen

Str: 16 (+3) [8 points] [+1 4th level]
Dex: 15 (+2) [8 points]
Con: 12 (+1) [4 points]
Int: 12 (+1) [4 points]
Wis: 10 (+0) [2 points]
Cha: 10 (+0) [2 points]

Class and Racial Abilities:
Bonus Feat and skill points (Human), Proficient with all simple and martial weapons and with all armor and shields, Bonus Combat Feats at 1st, 2nd, 4th, & 6th level

Hit Dice: 6d10+6
HP: 46
AC: 20 or 14
Flat Footed: 16 or 12
Touch: 12
Init: +2 [+2 Dex.]
Speed: 30ft base
Armor Check Penalty: 0
Arcane Spell Failure: 20%

Saves:
Fortitude +6 [+5 base, +1 Con.]
Reflex +4 [+2 base, +2 Dex.]
Will +2 [+2 base, +0 Wis.]

BAB: +6/+1

Melee Attack: +9/+4 or +7/+2 and off-hand +7

MW Bastard Sword +11/+6 or (+9/+4 if using off-hand too) 1d10+5 19-20/x2
+1 Small Spiked Shield Bash +10/+4 or +8 if using primary 1d6+3 20/x2
Lance +9/+4 1d8+5 20/x3 (x2 from charging mount) Reach weapon 10’
Light Hammer +9/+4 1d4+3 or +7 1d4+2 if off-hand 20/x2
MW Dagger +10/+5 1d4+3 or +8 1d4+2 if off-hand 19-20/x2

Ranged Attack: +8/+3 (+1 attack at point blank range <30')

Javelin +8/+3 1d6+3 20/x2 30’ range
MW Mty. Comp. Longbow +9/+4 1d8+3 20/x3 110’ range
Hammer +8/+3 1d4+3 20/x2 20’ range
Dagger +8/+3 1d4+3 19-20/x2 10’ range

Feats:
Two-Weapon Fighting, Improved Shield Bash, Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword), Shield Charge, Quick draw, Point Blank Shot

Skills:

Fighter 2x4(1st level)+2x5 (levels 2nd-6th) (+9 Human)(+9 Int.)=36

Appraise cc +1 [0 ranks, +1 Int.]
Balance cc +3 [1 ranks, +2 Dex.]
Climb +7 [4 ranks, +3 Str.]
Craft +3 [2 ranks, +1 Int.] (Weapon smith)
Escape Artist cc +2 [0 ranks, +2 Dex.]
Forgery cc +1 [0 ranks, +1 Int.]
Handle Animal +5 [5 ranks, +0 Cha.]
Hide cc +2 [0 ranks, +2 Dex.]
Intimidate +4 [4 ranks, +0 Cha.]
Jump +4 [1 rank, +3 Str.]
Listen cc +1 [1 rank, +0 Wis.]
Move Silently cc +2 [0 ranks, +2 Dex.]
Ride +13 [9 ranks, +2 Dex., +2 Syn.]
Search cc +1 [0 ranks, +1 Int.]
Spot cc +3 [3 rank, +0 Wis.]
Swim +5 [2 ranks, +3 Str.]
Use Rope cc +2 [0 ranks, +2 Dex.]

Languages
Common, Elven

Equipment:
4 Potions Cure Light Wounds (200gp), Masterwork Bastard Sword (350 gp), +1 Mithril Breastplate (5350gp), Finely tailored Masterwork Leather armor (190 gp), Mighty MW Composite Longbow (+3 Str. Adj.) (550gp), Small spiked shield +1 (as armor and weapon 3169 gp), Masterwork Dagger (302gp), Hammer light alchemical silver (21 gp), 2x Hammer Light Cold forged iron (4 gp) Quiver of Ehlonna (1800gp), 60 Arrows (3gp), 18 Javelins (18 gp), 2 Lances (20 gp), 3 Daggers (6gp), Backpack (2gp), Belt Pouch x2 (2gp), Bedroll (1sp), Silk Rope (10gp), Grappling Hook (1gp), Flint and Steel (1sp), 2 Weeks Rations (6gp), 5 Sunrods (10 gp), 1 Map Case (1g), 2 Weeks Feed for War horse (7sp), 2x Light War Horse /w full military tack and MW studded leather barding only pack saddle for 2nd (300gp+26gp+250 gp+15 gp), Courtiers Outfit /w jewelry (80gp), Tindertwigs x10 (10gp), Alchemist’s fire x5 (100gp), Acid x2 (20gp) Small tent (10gp), 3xWinter Blanket (3sp), Waterskin x2 (2gp), MW Artisan’s tools (weaponsmith 55 gp).

Cash: 58 gp, 11 sp, 10 cp and 6 gems (10gp each).

~~~~~~~~~~~~~~~~~~~~~~~

Appearance: Larris Farvold is a powerfully built man of some height. He has dark hair cut short in a military style. His eyes are bright green and very expressive. He smiles easily and laughs deeply and often. His father always told him he would never be a good card player because his emotions always showed on his face. He has scars in several places from battlefields and bar brawls. He has a strong rugged rather than handsome face and has broken his nose at least once. Most notably he is missing the last digit of the last two fingers of his left hand. Larris goes into battle wearing a gleaming mithril breastplate with his family crest painted in blue and gold. His spiked shield is also polished to a shine. His helmet is plummed with blue. For normal wear his finely tailored leather armor is in the form of high dark boots, white overalls, and a red jacket with the family crest of eagles in gold on the sleeves. His equipment is always maintained in perfect order.

Personality: Larris is a good-hearted man. He often champions the underdog and defends the weak. He enjoys the camaraderie of the tavern and campfire. He is slow to anger, but enjoys a good fight. Sometimes he drinks a bit much and has been known to get into a friendly brawl on occasion. His friends think of him as a nice guy if a bit flighty and unreliable in minor matters. He often questions authority and has a stormy relationship with his father and older brother when he spends too much time at home. He revels in battle and seems to enjoy a bit of danger and excitement. He makes new friends often and easily, but has trouble with longer-term relationships. While he keeps his gear in perfect order other aspects of his life tend to be more chaotic. This has kept him from forming many lasting relationships beyond old comrades in arms.

Background: Larris is the second son and third child of minor noble landholding family in Kythrean. The family has a long history of distinguished military service. His family hall is lined with the portraits and busts of his heroic ancestors. As a younger son Larris joined the military at a young age and served well in war, but poorly in peacetime. He was a headstrong lad and has some trouble with authority. After a 10 year career of ups and downs Larris has left the military to seek his fortune. He has been on his own for a couple of years taking work as he finds it and seeing a bit of the world. His skill at arms finds him enough work to live simply if not extravagantly. He enjoys challenging work that offers variety and the occasional battle. He becomes bored with routine quickly and frequently has a falling out with his superiors if his assignments are dull.


2x Warhorse, Light
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Advancement: —
Level Adjustment: —

These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.

One gray horse and one black with white socks. Alternately, one is outfitted with a black leather Military saddle, a bit and bridle, MW std. Leather barding, and a pair of saddlebags. The other wears a packsaddle. They know the following tricks: Attack, Defend, Guard, Down, Come, and Stay.
 
Last edited:

Scotley said:
Okay here's what I came up with, let me know if the background is okay.

Scotley

Absolutely spot on. He looks ready to roll.

500 xp for the sheet.

One question, is Larris his family name, or his own?
 

Orvallon said:
Absolutely spot on. He looks ready to roll.

500 xp for the sheet.

One question, is Larris his family name, or his own?

Thanks, I had fun with it. I missed a couple of feats in setting up the attacks with the sword, which I'm going to edit now. I was thinking Larris for his name and Farvold for a family name unless you have something that fits the origin better?

Scotley
 

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