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Travels through the Wild West: Dramatis Personae
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<blockquote data-quote="Lazybones" data-source="post: 6988" data-attributes="member: 143"><p>I'm starting this thread to showcase some of the main characters, supporting cast, generic foes, and major badguys of my story hour. DMs, please feel free to snag any of the statblocks for use in your own campaigns. And as always, readers, feel free to give me a heads-up if you see any major rules violations (as I said when I started the story, I'm still getting to know the FRCS). </p><p></p><p>Lazybones </p><p></p><p>* * * * * </p><p></p><p>I suppose it's natural to start out with the main characters, first:</p><p></p><p>ECL3, 28 point-buy, 2700gp for equipment</p><p></p><p>1) Lok, Earth Genasi fighter 2</p><p>S18, D12, C16, I12, W8, Ch8</p><p>Fort +6, Ref +1, Will -1</p><p>Atk +8 melee (1d8+4 battleaxe), +5 ranged (1d10 heavy crossbow)</p><p>AC 21 (full plate armor, large shield, dex), hp21</p><p>SA: darkvision, +1 on saves vs. earth effects, path without trace 1/day</p><p>Home Region: the North</p><p>Skills and Feats: Cleave, Power Attack, Weapon Focus (battleaxe), Craft (armorsmithing) +6, Craft (weaponsmithing) +4, Craft (stonemasonry) +6, Speak Language (undercommon)</p><p>Equipment: masterwork battleaxe, masterwork heavy crossbow, 10 masterwork bolts, masterwork full plate armor, masterwork large shield, standard adventuring pack</p><p></p><p>2) Calloran (“Cal”), Rock Gnome Bard 2/Illusionist 1</p><p>S10, D14, C16, I14, W8, Ch14</p><p>Fort +4, Ref +6, Will +5</p><p>Atk +3 melee (1d6 shortsword), +6 ranged (1d8 crossbow)</p><p>AC 13 (dex), hp20</p><p>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</p><p>Home Region: Waterdeep</p><p>Skills and Feats: Artist (woodcarving), Improved Initiative, Scribe Scroll, Appraise +4, Craft (woodcarving) +6, Gather Information +4, Hide +8, Knowledge (arcana) +6, Knowledge (geography) +5, Knowledge (religion) +6, Listen +5, Perform +9, Spellcraft +8 </p><p>Spells: (bard 3/1 per day): 0/daze, 0/detect poison, 0/open/close, 1/cure light wounds, 1/feather fall</p><p>(illusionist 4/3, opposition evocation): 0/detect magic, 0/light, 0/mage hand, 0/read magic, 1/shield, 1/silent image, 1/sleep</p><p>Spellbook: as above plus all cantrips, 1/change self, 1/color spray</p><p>Equipment: wands of cure light wounds, color spray, and mage armor (50 charges each), masterwork shortsword, masterwork light crossbow, 20 masterwork bolts, lute, standard adventuring pack, 5 sunrods</p><p></p><p>3) Benzan, Tiefling Fighter 1/Rogue 1</p><p>S14, D16, C14, I16, W8, Ch10</p><p>Fort +4, Ref +5, Will -1</p><p>Atk +4 melee (1d8+2, longsword), +6 ranged (1d8+2 mighty longbow)</p><p>AC 19 (+1 chain shirt, buckler, dex), hp15</p><p>SA: cold, fire, electricity resistance 5, darkness 1/day, darkvision, sneak attack +1d6</p><p>Home Region: Unther</p><p>Skills and Feats: Arcane Schooling, Improved Initiative, Appraise +7, Balance +7, Bluff +5, Climb +6, Disable Device +6, Hide +9, Listen +4, Move Silently +7, Open Lock +7, Pick Pocket +6, Search +7, Spot +4, Swim +5 </p><p>Equipment: masterwork longsword, +1 chain shirt, buckler, mighty (+2) masterwork composite longbow, 20 masterwork arrows, 3 potions of cure light wounds, standard adventuring pack, obsidian statue, masterwork thieves’ tools</p><p></p><p>4) Delem, Human Sorcerer 3 (Kossuth)</p><p>S10, D12, C12, I10, W14, Ch16</p><p>Fort +3, Ref +3, Will +6</p><p>Atk +1 melee (1d4, dagger), + 3 ranged (1d8 light crossbow)</p><p>AC 12 (bracers of armor +1, dex), hp15</p><p>Home Region: Tethyr </p><p>Skills and Feats: Blooded, Luck of Heroes, Toughness, Concentration +7, Intuit Direction +4, Spot +7, Spellcraft +2</p><p>Spells: (6/6 per day): 0/dancing lights, 0/detect magic, 0/disrupt undead, 0/flare, 0/read magic, 1/burning hands, 1/endure fire, 1/magic missile</p><p>Equipment: bracers of armor +1, cloak of resistance +1, potion of cure moderate wounds, dagger, light crossbow, 10 masterwork crossbow bolts, standard adventuring pack</p></blockquote><p></p>
[QUOTE="Lazybones, post: 6988, member: 143"] I'm starting this thread to showcase some of the main characters, supporting cast, generic foes, and major badguys of my story hour. DMs, please feel free to snag any of the statblocks for use in your own campaigns. And as always, readers, feel free to give me a heads-up if you see any major rules violations (as I said when I started the story, I'm still getting to know the FRCS). Lazybones * * * * * I suppose it's natural to start out with the main characters, first: ECL3, 28 point-buy, 2700gp for equipment 1) Lok, Earth Genasi fighter 2 S18, D12, C16, I12, W8, Ch8 Fort +6, Ref +1, Will -1 Atk +8 melee (1d8+4 battleaxe), +5 ranged (1d10 heavy crossbow) AC 21 (full plate armor, large shield, dex), hp21 SA: darkvision, +1 on saves vs. earth effects, path without trace 1/day Home Region: the North Skills and Feats: Cleave, Power Attack, Weapon Focus (battleaxe), Craft (armorsmithing) +6, Craft (weaponsmithing) +4, Craft (stonemasonry) +6, Speak Language (undercommon) Equipment: masterwork battleaxe, masterwork heavy crossbow, 10 masterwork bolts, masterwork full plate armor, masterwork large shield, standard adventuring pack 2) Calloran (“Cal”), Rock Gnome Bard 2/Illusionist 1 S10, D14, C16, I14, W8, Ch14 Fort +4, Ref +6, Will +5 Atk +3 melee (1d6 shortsword), +6 ranged (1d8 crossbow) AC 13 (dex), hp20 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), Improved Initiative, Scribe Scroll, Appraise +4, Craft (woodcarving) +6, Gather Information +4, Hide +8, Knowledge (arcana) +6, Knowledge (geography) +5, Knowledge (religion) +6, Listen +5, Perform +9, Spellcraft +8 Spells: (bard 3/1 per day): 0/daze, 0/detect poison, 0/open/close, 1/cure light wounds, 1/feather fall (illusionist 4/3, opposition evocation): 0/detect magic, 0/light, 0/mage hand, 0/read magic, 1/shield, 1/silent image, 1/sleep Spellbook: as above plus all cantrips, 1/change self, 1/color spray Equipment: wands of cure light wounds, color spray, and mage armor (50 charges each), masterwork shortsword, masterwork light crossbow, 20 masterwork bolts, lute, standard adventuring pack, 5 sunrods 3) Benzan, Tiefling Fighter 1/Rogue 1 S14, D16, C14, I16, W8, Ch10 Fort +4, Ref +5, Will -1 Atk +4 melee (1d8+2, longsword), +6 ranged (1d8+2 mighty longbow) AC 19 (+1 chain shirt, buckler, dex), hp15 SA: cold, fire, electricity resistance 5, darkness 1/day, darkvision, sneak attack +1d6 Home Region: Unther Skills and Feats: Arcane Schooling, Improved Initiative, Appraise +7, Balance +7, Bluff +5, Climb +6, Disable Device +6, Hide +9, Listen +4, Move Silently +7, Open Lock +7, Pick Pocket +6, Search +7, Spot +4, Swim +5 Equipment: masterwork longsword, +1 chain shirt, buckler, mighty (+2) masterwork composite longbow, 20 masterwork arrows, 3 potions of cure light wounds, standard adventuring pack, obsidian statue, masterwork thieves’ tools 4) Delem, Human Sorcerer 3 (Kossuth) S10, D12, C12, I10, W14, Ch16 Fort +3, Ref +3, Will +6 Atk +1 melee (1d4, dagger), + 3 ranged (1d8 light crossbow) AC 12 (bracers of armor +1, dex), hp15 Home Region: Tethyr Skills and Feats: Blooded, Luck of Heroes, Toughness, Concentration +7, Intuit Direction +4, Spot +7, Spellcraft +2 Spells: (6/6 per day): 0/dancing lights, 0/detect magic, 0/disrupt undead, 0/flare, 0/read magic, 1/burning hands, 1/endure fire, 1/magic missile Equipment: bracers of armor +1, cloak of resistance +1, potion of cure moderate wounds, dagger, light crossbow, 10 masterwork crossbow bolts, standard adventuring pack [/QUOTE]
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