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Travels through the Wild West: Dramatis Personae
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<blockquote data-quote="Lazybones" data-source="post: 38303" data-attributes="member: 143"><p><strong>More TttWW Bad Guys</strong></p><p></p><p>Elturel Assassins, Human Rogue 2 (x10)</p><p>S10, D13, C10, I10, W10, Ch9</p><p>Fort +0, Ref +4, Will +0</p><p>Atk +2 melee (1d6, shortsword), +4 ranged (1d8+1+poison, crossbow)</p><p>AC 14 (studded leather, dex), hp9</p><p>Home Region: Western Heartlands</p><p>Skills and Feats: Dodge, Point Blank Shot, Appraise +5, Climb +4, Hide +6, Intimidate +4, Listen +5, Move Silently +6, Pick Pocket +6, Spot +5, Use Rope +6 </p><p>Special Abilities: sneak attack +1d6, evasion</p><p>Equipment: masterwork studded leather armor, masterwork shortsword [6 of the assassins are archers, who also have a light crossbow, 10 masterwork bolts, 2 doses of medium spider venom (DC14, 1d4/1d6 strength), tanglefoot bag]</p><p></p><p></p><p>Shade Agent</p><p>Human (shade) Fighter 2/Rogue 3</p><p>S13, D15, C14, I11, W10, Ch12</p><p>Fort +6, Ref +5, Will +1</p><p>CR7, HD 2d10+3d6+10, hp34, Init+6, Mv30’, AC 17 (mithral chain, dex), Atk +7 melee (1d8+2 longsword), +6 ranged (1d4+1 thrown dagger)</p><p>Home Region: Anauroch (city of Shade)</p><p>Feats and Skills: Alertness, Combat Reflexes, Dodge, Improved Initiative, Weapon Focus (longsword), (60 skill points) Balance +8, Climb +2, Disguise +7, Gather Information +7, Hide +8, Intimidate +7, Jump +2, Listen +8, Move Silently +8, Search +6, Spot +8</p><p>In darkness or shadows, the shade gains the following enhancements and powers: +2 Con, Cha (hp39), Mv50’, AC21 (+4 deflection), +2 attack/damage, control light 50%, fast healing 2, invisibility 1/turn, mirror image (1d4+1 images) 3/day, SR16, +4 to all saves, +4 Listen/Spot, +8 Hide/Move Silently (these enhancements are not included in the stats above)</p><p>Equipment: potion of bull’s strength (consumed before battle), mithral chainmail, +1 longsword, 2 daggers </p><p></p><p></p><p>"Lamber Dunn", Human Cleric 7 (Cyric)</p><p>S10, D9, C11, I12, W17, Ch14</p><p>Fort +5, Ref +4, Will +9</p><p>Atk +6 melee (1d8, masterwork morningstar)</p><p>AC 18 (breastplate, shield, -dex), hp 35 (49 w/endurance)</p><p>Home Region: Western Heartlands</p><p>Skills and Feats: Craft Magic Arms and Armor, Extra Turning, Iron Will, Scribe Scroll, Bluff +5, Concentration +8, Diplomacy +4, Disguise +8, Knowledge (religion) +6, Scry +9, Spellcraft +9 </p><p>Domains: evil, trickery</p><p>Spells (6/6/5/4/2): 0/detect magic, 0/detect poison, 0/guidance, 0/light, 0/read magic, 0/virtue, 1/bane, 1/change self*, 1/command, 1/divine favor, 1/inflict light woundsx2, 2/cure moderate wounds, 2/desecrate*, 2/endurance, 2/hold person, 2/undetectable alignment, 3/bestow curse, 3/inflict serious wounds, 3/magic circle vs. good,* 3/summon monster III, 4/poison, 4/unholy blight*</p><p>Equipment: +2 breastplate, +1 small steel shield, masterwork morningstar, cleric scroll (4/lesser planar ally), cleric scroll (2/lesser restoration, 2/undetectable alignment, 3/cure serious wounds), bowl of dark scrying (see below)</p><p></p><p></p><p><em>Bowl of dark scrying</em></p><p></p><p>A weaker version of the crystal ball with telepathy, the bowl can be operated by an evil cleric (or other character able to channel negative energy) three times per tenday. When filled with liquid that is infused with negative energies of sufficient potency (i.e. with a turning check against 10HD), it allows the user to cast a <em>scrying</em> spell. If used to view someone that the caster knows, he/she can elect to cast a <em>message</em> spell through the device, allowing two-way communication.</p></blockquote><p></p>
[QUOTE="Lazybones, post: 38303, member: 143"] [b]More TttWW Bad Guys[/b] Elturel Assassins, Human Rogue 2 (x10) S10, D13, C10, I10, W10, Ch9 Fort +0, Ref +4, Will +0 Atk +2 melee (1d6, shortsword), +4 ranged (1d8+1+poison, crossbow) AC 14 (studded leather, dex), hp9 Home Region: Western Heartlands Skills and Feats: Dodge, Point Blank Shot, Appraise +5, Climb +4, Hide +6, Intimidate +4, Listen +5, Move Silently +6, Pick Pocket +6, Spot +5, Use Rope +6 Special Abilities: sneak attack +1d6, evasion Equipment: masterwork studded leather armor, masterwork shortsword [6 of the assassins are archers, who also have a light crossbow, 10 masterwork bolts, 2 doses of medium spider venom (DC14, 1d4/1d6 strength), tanglefoot bag] Shade Agent Human (shade) Fighter 2/Rogue 3 S13, D15, C14, I11, W10, Ch12 Fort +6, Ref +5, Will +1 CR7, HD 2d10+3d6+10, hp34, Init+6, Mv30’, AC 17 (mithral chain, dex), Atk +7 melee (1d8+2 longsword), +6 ranged (1d4+1 thrown dagger) Home Region: Anauroch (city of Shade) Feats and Skills: Alertness, Combat Reflexes, Dodge, Improved Initiative, Weapon Focus (longsword), (60 skill points) Balance +8, Climb +2, Disguise +7, Gather Information +7, Hide +8, Intimidate +7, Jump +2, Listen +8, Move Silently +8, Search +6, Spot +8 In darkness or shadows, the shade gains the following enhancements and powers: +2 Con, Cha (hp39), Mv50’, AC21 (+4 deflection), +2 attack/damage, control light 50%, fast healing 2, invisibility 1/turn, mirror image (1d4+1 images) 3/day, SR16, +4 to all saves, +4 Listen/Spot, +8 Hide/Move Silently (these enhancements are not included in the stats above) Equipment: potion of bull’s strength (consumed before battle), mithral chainmail, +1 longsword, 2 daggers "Lamber Dunn", Human Cleric 7 (Cyric) S10, D9, C11, I12, W17, Ch14 Fort +5, Ref +4, Will +9 Atk +6 melee (1d8, masterwork morningstar) AC 18 (breastplate, shield, -dex), hp 35 (49 w/endurance) Home Region: Western Heartlands Skills and Feats: Craft Magic Arms and Armor, Extra Turning, Iron Will, Scribe Scroll, Bluff +5, Concentration +8, Diplomacy +4, Disguise +8, Knowledge (religion) +6, Scry +9, Spellcraft +9 Domains: evil, trickery Spells (6/6/5/4/2): 0/detect magic, 0/detect poison, 0/guidance, 0/light, 0/read magic, 0/virtue, 1/bane, 1/change self*, 1/command, 1/divine favor, 1/inflict light woundsx2, 2/cure moderate wounds, 2/desecrate*, 2/endurance, 2/hold person, 2/undetectable alignment, 3/bestow curse, 3/inflict serious wounds, 3/magic circle vs. good,* 3/summon monster III, 4/poison, 4/unholy blight* Equipment: +2 breastplate, +1 small steel shield, masterwork morningstar, cleric scroll (4/lesser planar ally), cleric scroll (2/lesser restoration, 2/undetectable alignment, 3/cure serious wounds), bowl of dark scrying (see below) [I]Bowl of dark scrying[/I] A weaker version of the crystal ball with telepathy, the bowl can be operated by an evil cleric (or other character able to channel negative energy) three times per tenday. When filled with liquid that is infused with negative energies of sufficient potency (i.e. with a turning check against 10HD), it allows the user to cast a [I]scrying[/I] spell. If used to view someone that the caster knows, he/she can elect to cast a [I]message[/I] spell through the device, allowing two-way communication. [/QUOTE]
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