Travels through the Wild West: Dramatis Personae

Lazybones

Adventurer
Pelanther and Fenrus

Pelanther, Gnome Druid 10
S12, D10, C16, I10, W18, Ch10
Fort +10, Ref +3, Will +13
Atk +12/+7 melee (1d8+3, +2 scimitar), +7/+2 ranged (1d4 sling bullet or thunderstone)
AC 15 (leather armor +2, size), hp78
SA: speak with burrowing mammal 1/day, +4 dodge vs. giants, +2 on saves vs. illusions, low-light vision, +1 vs. kobolds/goblinoids, cast dancing lights, ghost sound, prestidigitation each 1/day, wild shape 4/day (up to large size), venom immunity
Home Region: Waterdeep
Skills and Feats: Improved Initiative, Iron Will, Scribe Scroll, Weapon Focus (scimitar), Alchemy +2, Animal Empathy +13, Concentration +16, Listen +6, Knowledge (nature) +13, Wilderness Lore +17
Spells: (6/5/5/4/4/2) 0/cure minor wounds, 0/detect magic, 0/detect poison, 0/light, 0/mending, 0/purify food and drink, 1/cure light woundsx3, 1/endure elements, 1/entangle, 2/barkskinx2, 2/flaming sphere, 2/lesser restoration, 2/speak with animals, 3/cure moderate wounds, 3/greater magic fang, 3/protection from elements, 3/summon nature’s ally III, 4/cure serious wounds, 4/dispel magic, 4/flame strike, 4/summon nature’s ally IV, 5/animal growth, 5/summon nature’s ally V
Equipment: +2 scimitar, +2 leather armor, boots of striding and springing, ring of sustenance, various minor potions and spell scrolls, pouch of holding (as bag, type I) containing assorted adventuring gear, sling, 10 lead bullets, 5 thunderstones, ring w/continual flame

Fenrus, advanced dire wolf
S25, D15, C17, I2, W12, Ch10
Fort +10, Ref +9, Will +6
Atk +13/+8 melee (1d8+10 bite)
AC14 (-1 size, +2 Dex, +3 natural), HD 10d8+30 (75hp)
SA: trip, scent
Skills and Feats: Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness Lore +1*
*+4 when tracking by scent
 

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Lazybones

Adventurer
NPC) Delem, Human Sorcerer 9/Cleric 2 (Fallen)/Acolyte of the Skin 1
S10, D14, C12, I10, W15, Ch18
Fort +11, Ref +7, Will +15
Atk +5 melee, +7 ranged
AC 13 (natural +1, dex), hp45
Home Region: Tethyr
Skills and Feats: Blooded, Exotic Weapon Proficiency (demonic weapons), Luck of Heroes, Spell Focus (evocation), Toughness, Concentration +7, Heal +2, Intimidate +6, Intuit Direction +5, Knowledge (religion) +4, Knowledge (outer planes) +8, Spot +7, Spellcraft +7
SA fiendish skin (+1 natural armor bonus, +2 dex, 60 darkvision, poison 1/day (16th level)
Spells: (sorcerer: 6/7/7/7/5 per day): 0/dancing lights, 0/detect magic, 0/disrupt undead, 0/flare, 0/mage hand, 0/mending, 0/read magic, 1/burning hands, 1/endure fire, 1/mage armor, 1/magic missile, 1/shield, 2/Aganazzar’s scorcher, 2/endurance, 2/flaming sphere, 2/invisibility, 3/fireball, 3/stinking cloud, 3/suggestion, 4/thunderlance*, 4/wall of fire
(cleric: none)
Equipment: none

*Spell from Magic of Faerun.
 
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Lazybones

Adventurer
Update 12/5/02 (beginning of Book VII)
Party ECL: 12 for Benzan, Cal, and Lok; 11 for Dana (for now)

1) Lok, Earth Genasi fighter 9/dwarven defender 2
S19, D13, C18, I12, W8, Ch8
Fort +14, Ref +3, Will +4
Atk +18/+13/+8 melee (1d8+8 battleaxe), +13/+8/+3 ranged (1d8+4 composite longbow)
AC 24 (full plate armor, large shield, dex, class), hp115
SA: darkvision, +2 on saves vs. earth effects, path without trace 1/day, defensive stance 1/day (+2 str, +4 con [+22 hp], +2 all saves, +4 dodge to AC, lasts 9 rounds), defensive awareness
Home Region: the North
Skills and Feats: Cleave, Dodge, Endurance, Great Cleave, Iron Will, Power Attack, Toughness, Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Craft (armorsmithing) +13, Craft (weaponsmithing) +12, Craft (shipwright) +2, Craft (stonemasonry) +10, Ride +2, Sense Motive +2, Speak Language (Undercommon)
Equipment: +2 battleaxe, mighty (+4) masterwork longbow, 12 +1 frost arrows, 20 arrows, +1 full plate armor, +1 large shield, standard adventuring pack

2) Calloran (“Cal”), Rock Gnome Bard 4/Illusionist 8
S10, D14, C16, I17, W8, Ch14
Fort +7, Ref +9, Will +10
Atk +9/+3 melee (1d6+1 shortsword), +12 ranged (1d8 crossbow)
AC 16 (bracers, size, dex), hp66
SA: speak with burrowing mammal 1/day, +4 dodge vs. giants, +2 on saves vs. illusions, low-light vision, +1 vs. kobolds/goblinoids, cast dancing lights, ghost sound, prestidigitation each 1/day
Home Region: Waterdeep
Skills and Feats: Artist (woodcarving), Craft Wand, Improved Initiative, Scribe Scroll, Spell Focus (enchantment) Spell Focus (illusion), Appraise +5, Concentration +11, Craft (woodcarving) +6, Diplomacy +3, Gather Information +5, Hide +10, Knowledge (arcana) +12, Knowledge (geography) +8, Knowledge (religion) +9, Listen +7, Perform +13, Spellcraft +17
Spells known: (bard 3/3/1 per day): 0/daze, 0/detect magic, 0/detect poison, 0/light, 0/mending, 0/open/close, 1/charm person, 1/cure light wounds, 1/feather fall, 2/suggestion, 2/tongues
(illusionist 4/6/5/5/3, opposition evocation): 0/detect magic, 0/light, 0/mage hand, 0/read magic, 1/shieldx2, 1/shocking grasp, 1/silent imagex2, 1/spider climb, 2/invisibility, 2/detect thoughts, 2/cat’s grace, 2/mirror image, 2/web, 3/dispel magic, 3/displacement, 3/hastex2, 3/major image, 4/improved invisibility, 4/stoneskin, 4/polymorph other
Spellbooks: as above plus all cantrips, 1/change self, 1/color spray, 1/comprehend languages, 1/identify, 1/jump, 2/claws of darkness, 3/flame arrow
Equipment: Heward’s Handy Haversack, wands of color spray (17 charges), acid arrow (15 charges), sleep (4 charges), cure light wounds (20 charges), and protection from evil (47 charges), ring of warmth, ring of telekinesis (usable 1/day), Instrument of the Bards (Mac-Fuirmidh Cithern), +1 shortsword, masterwork light crossbow, 12 masterwork bolts, standard adventuring pack, bracers of armor +3, assortment of lesser scrolls

3) Benzan, Tiefling Fighter 4/Rogue 4/Conjurer 3
S16, D18, C14, I16, W8, Ch10
Fort +8, Ref +11, Will +5
Atk +14/+9 melee (1d8+7/19-20x2, longsword), +14/+9 ranged or +12/+12/+7 ranged (1d8+3+1d6 mighty longbow), +1 attack/damage if within 30 feet
AC 22 (+1 chainmail, +1 small shield, dex), hp65
SA: cold, fire, electricity resistance 5, darkness 1/day, darkvision, sneak attack +2d6, evasion, uncanny dodge
Home Region: Unther
Skills and Feats: Arcane Schooling, Improved Initiative, Point Blank Shot, Rapid Shot, Scribe Scroll, Weapon Focus (longbow), Weapon Focus (longsword), Weapon Specialization (longsword), Appraise +9, Balance +7, Bluff +8, Climb +12, Concentration +8, Disable Device +8, Hide +20, Jump +8, Listen +7, Move Silently +9, Open Lock +9, Pick Pocket +7, Profession (sailor) +2, Search +10, Spellcraft +6, Spot +8, Swim +0 (scores include -2 armor check penalty)
Spells (4/4/3): 0/acid splash*, 0/detect magic, 0/silent portal*, 0/read magic, 1/feather fall, 1/obscuring mist, 1/shield, 1/true strike, 2/blindness/deafness, 2/glitterdust, 2/summon swarm
Spellbook: all cantrips, spells listed above, plus 1/change self, 1/grease, 1/hold portal, 1/shield, 1/summon monster I, 1/unseen servant
Opposition School: evocation
(note: 25% arcane spell failure for spells with a somatic component)
Equipment: +2 intelligent bronze longsword (Detect Metals, Levitate 3/day, I10, W10, Ch12, empathic communication, AL N, Ego6), +1 mithral chainmail, +1 small steel shield, gauntlets of ogre power, cloak of resistance +1, wand of magic missiles (1st level, 9 charges), ring of water walking, ring of shadows (+10 bonus to Hide checks in dim light), +1 mighty (+2) flaming composite longbow, 20 masterwork arrows, standard adventuring pack, obsidian statue, masterwork thieves’ tools, spellbook


4) Lady Dana Ilgarten, Human Cleric 3 (Selûne)/Monk 2/Mystic Wanderer* 6
S10, D14, C12, I10, W17, Ch14
Fort +8, Ref +8, Will +14
Atk +8/+3 melee (1d8+2+1d6 +2 shockspear), +7/+2 melee (1d6 unarmed or 1d6+1 kama), +11 ranged (1d8 light crossbow)
(under divine power: attacks +16/+11, damage 1d8+6+1d6 shockspear, +7 hit points)
AC 22 (dex, wis, cha, bracers +3, ring +1, amulet +1), hp60
Home Region: Western Heartlands
Skills and Feats: Attune Gem, Brew Potion, Deflect Arrows, Dodge, Iron Will, Mobility, Improved Unarmed Strike, Martial Weapon Proficiency (longspear), Weapon Focus (unarmed), Alchemy +4, Balance +5, Concentration +10, Diplomacy +11, Heal +7, Knowledge (nature) +6, Perform (sing) +5, Profession (herbalist) +7
SA: evasion, stunning attack, glory of the divine (Cha bonus to AC), sleep 1/day, charm person 1/day, suggestion 1/day
Domains: Moon, Travel
Spells: (6/6/6/5/3/2) 0/create waterx2, 0/detect magic, 0/mending, 0/purify food and drink, 0/read magic, 1/bless, 1/comprehend languages, 1/detect evil, 1/divine favor, 1/faerie fire**, 1/sanctuary, 2/bull’s strength, 2/endurance, 2/lesser restoration, 2/locate object**, 2/silence, 2/spiritual weapon, 3/daylight, 3/dispel magic, 3/fly**, 3/searing light, 3/summon monster III, 4/dimension door**, 4/divine power, 4/summon monster IV, 5/summon monster V, 5/teleport**
Equipment: moon mote*, boots of striding and springing, bracers of armor +3, amulet of natural armor +1, ring of protection +1, +2 shock longspear, +1 kama, masterwork light crossbow, 20 masterwork bolts, wand of cure light wounds (50 charges)

* class, item, or spell from Magic of Faerun
** domain spell
 

Lazybones

Adventurer
Here are Lariel and Gorath. They were created in the margin of my notepad during a long unit meeting, and while I checked them against the SRD, let me know if you see any rules inconsistencies. As NPCs, they have significantly less gear than PCs of their level would have; however, I gave them more than recommended in the DMG (I split the difference, essentially).


Lariel, Moon Elf Fighter 5/Diviner 2/Arcane Archer 3
S14, D20, C10, I14, W8, Ch10
Fort +9, Ref +11, Will +6
Atk +16/+16/+11 ranged (1d8+5+1d6 longbow [+3 additional damage if within 30 feet]), +12/+7 melee (1d8+2 longsword)
AC 16, hp49
Skills and Feats: Far Shot, Improved Critical (longbow), Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow), Weapon Specialization (longbow), Climb +10, Concentration +4, Craft (bowyer) +15, Craft (fletcher) +15, Hide +8, Knowledge (Western Heartlands) +4, Move Silently +8, Ride +9, Spot +2, Swim +6 (if unencumbered), Wilderness Lore +2
Special Abilities: imbue arrows, magic arrow +2
Spells (4/4): 0/detect magic, 0/detect poison, 0/light, 0/mage hand, 1/true strike x2, 1/shield, 1/expeditious retreat
Equipment: Silverbow (+1 shock mighty [+2] composite longbow), 40 masterwork arrows, bracers of armor +1, cloak of resistance +2, Harper pin (minor), wand of mage armor (18 charges), masterwork longsword, healing potions, traveler’s pack

Gorath, Half-Orc Ranger 7/Barbarian 3
S20, D12, C14, I10, W14, Ch8
Fort +10, Ref +4, Will +5
Atk +16/+11 melee (1d8+7 battleaxe) and +12 melee (1d6+2 handaxe)
AC18, hp83
Skills and Feats: Blind Fight, Cleave, Power Attack, Track, Weapon Focus (battleaxe), Animal Empathy +6, Climb +12, Intuit Direction +10, Listen +12, Move Silently +5, Spot +9, Wilderness Lore +17
Special Abilities: Favored enemies: goblinoids (+2), giants (+1), two-weapon fighting (free Ambidexterity and TWF feats when wearing light armor), rage 1/day, uncanny dodge, fast movement
Spells: 1/pass without trace, 1/resist elements
Equipment: +2 battleaxe, masterwork handaxe, +2 chain shirt, gauntlets of ogre power, amulet of natural armor +1, Harper pin (minor), healing potions, traveler’s pack

Harper pins are from Magic of Faerûn, and provide continuous nondetection as the spell.
 
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Black Bard

First Post
Just another comment... But Arcane Archer is a weak prestige, don`t you think... What can you do with imbue arrows if you`re a low-level wizard and the prestige class has no spell progression...:confused:
 

Lazybones

Adventurer
I clarified Gorath's two-weapon fighting ranger ability and gave Lariel the Improved Critical feat. Thanks for the catches.

BB: Perhaps AA isn't as powerful as some of the other archer prestige classes (Order of the Bow Initiate, Peerless Archer, Deepwoods Sniper). There are really two courses to take when designing an AA character. The mostly-fighter course allows you to take the class earlier (since it requires a +6 BAB), while the mostly-mage course means you can better use the Imbue Arrows ability of the class (but you don't get to start taking levels in the class until 12th level). I think you'll find that most AAs have 4 or fewer mage levels for this very reason.

And having a +2 arrow with every shot is nothing to sneeze at. Which reminds me, I forgot to add that bonus into his stats...
 

Black Bard

First Post
Arcane Archer...

I`m sorry to overextend this discussion, but I think that the Arcane Archer is too much of a fighter, losing his arcane flavor... but that`s only my opinion... and, of course, independently from his game stats, Lariel is an interesting character, and I`m anxious to see some more interaction of our heroes with the Harpers... :p
 

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