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[v.3.5] Crisis in Bluffside Rogues Gallery


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Neurotic

I plan on living forever. Or die trying.
Loremaster Ákos
CG Cloistered Cleric 3 / Warlock 2 / Eldritch Disciple 1


STR 12 +1
DEX 14 +2
CON 16 +3
INT 14 +2
WIS 17 +3 (+1@4th)
CHA 16 +3

HP: 47
AC: 20
(+8 magic skin +2 dex) FF: 18 Touch: 12
DR: 8/cold iron
Init: +2
Languages: Cliffspeak, Sylvan, Ticin, Váryar

Saves:
(+1 vs spells/spell-like abilities; +3 vs Enchantment; +4 vs Fey powers)
Fort: 9 = 5 +3 (con) +1 (vest of resistance)
Ref: 4 = 1 +2 (dex) +1 (vest of resistance)
Will: 12 = 8 +3 (wis) +1 (vest of resistance)

Feats
Human
:
treated as fey, +2 circumstance on cha checks, +1 saves vs spells/spell-like, +1 skill pt/level
Cloistered Cleric:
15- => +1
16-25 => +2
26-30 => +3
31-35 => +4
36+ => +5

1st: Fey Heritage - +3 Will save vs Enchantments
3rd: Fey Skin - DR 3/cold iron (stacks with the template)
6th: Imperious command - on demoralize the foe cowers for 1 round and is shaken for another

Domains
Fey - +4 saves against Fey powers
Charm - 1/day +4 CHA for 1 minute as a free action

0 (4): Amanuensis, Create Water, Light, Mending
1 (3+1): Faerie Fire (F), Bless, Command, Shield of Faith
2 (2+1: Calm Emotions (C), Close Wounds (imm 1d4+lvl), Curse of Ill Fortune (1min/lvl, Will)

Dungeon options:
Protection from evil (1)
Dark Way (2)
Eagles Splendor(2)
Hold Person (2)

Needs leveling
3: Inspired Aim, Suggestion
4: Blinding Beauty, Heroism
5: Tree Stride, Charm Monster
6: Heroes Feast, Quest
7: Liveoak, Insanity
8: Unearthly Beauty, Demand
9: Summon Nature's Ally IX, Dominate Monster

Vernal touch - removes dazed, nauseated, fatigued and exhausted from the living; turns as Clr -2
Aura of Glory - immunity to fear, +3 (cha) bonus to allies within 10' saves vs fear
Damage Reduction 5/cold iron
Iron vulnerability - touch of iron deals 1 pt of damage. Hit with the weapon deals +1d6

Sanctuary - 1/day DC 14 (11+cha)
Spell Resistance - 16 (10 + HD)
Skill: +4 racial on (Bluff, Craft or Perform) and Diplomacy
Skill: -4 racial on Spot and Listen
Level
1 Command, Disrupt undead, Prestidigitation
2-3 Charm person, Unseen servant
4-5 Create food and water, Enthrall
6-7 Suggestion, Minor creation*
8-9 Charm monster, Leomund's secure shelter
10-11 Major creation*
12+ Mass suggestion, Mordenkainen's magnificent mansion


Cloistered Cleric:
Poor BAB / 1d6 HD
6+int skill pts
Good Fort and Will saves
Domain access
Spells
Spontaneous casting
Aura
Turn Undead: 6/day 1d20+3 (cha)+2 (religion); HD: 2d6 +3 (level) +3 (cha)
Bardic knowledge: 1d20+3 (level) +2 (int) +2 (history) +4 (lorebinder)
Light armors and simple weapons
Adds to class skills: Decipher Script, Speak Language
Add spells to spell list: message (0), erase (1), identify (1), unseen servant (1), fox cunning(2), illusory script (3), secret page (3), tongues (3), detect scrying (4), analyze dweomer (6), sequester (7), vision (9)

Warlock
Poor BAB / 1d6 HD
2+Int skills
Good will saves
Invocations (2 least)
Eldritch Blast (2d6)
Detect Magic (at-will)

Eldritch Disciple
Medium BAB / 1d8 HD / Good Fort and Ref
Invocations and Spellcasting progress
Gift of the divine patron (healing blast)
stack levels for Turn Undead

Code:
Skill                Mod    Ranks    Misc    Total
Appraise (int)        2        0        0        2
Balance (dex)         2        0        0        2
*Bluff (cha)          3        5      2+6+4     16    feat + beguiling influence + fey
Climb (str)           1        0       -6       -5
*Concentration (con)  3        5        0        8
*Craft (int)          2        0        0        2
*Descipher  (int)     2        1        0        3
*Diplomacy (cha)      3        5  2+2+2+6+4     24    feat + bluff + sense motive + beguiling influence + fey
*Disguise (cha)       3        1        2        6    feat + bluff (+2 when observed only)
Escape Artist (dex)   2        0        0        0
Forgery (int)         2        0        0        0
Gather Information (cha) 3     0        2        8    feat
Handle Animal (wis)   3        0        0        3
*Heal (wis)           3        5        2       10    healing belt
Hide (dex)            2        0        0        2
*Intimidate (cha)     3        9    2+2+6       22    feat + bluff + beguiling influence
*Jump (Str)           1        0       -6       -5
*Arcana (int)         2        5        6       13    Draconic knowledge
Architecture          2        0        6        8    with 5 ranks +2 to Search
Dungeoneering         2        0        6        8
Geography             2        0        6        8
*History(int)         2        5        6       13    gives +2 to bardic lore
*Local (int)          2        3        6       11
*Nature (int)         2        1        6        9
Nobility              2        0        6        8
*Planes(int)          2        5        6       11    gives +2 to survival on other planes
*Religion (int)       2        5        6       11    gives +2 to turning check
Listen (wis)          2        0       -4        2    fey penalty
Move Silently (dex)   2        0        0        2
Open Lock (dex)       2        0        0        2
Perform (cha)         3        0        0        3
*Profession (wis)     3        0        0        3
Ride (dex)            2        0        0        2
Search (int)          2        0        0        2
*Sense Motive (wis)   3        5        0        5     needs +5 for diplomacy
Sleight of Hand (dex) 2        0        2        4     bluff
*Speak Language (int) 2        0        0        2
*Spellcraft (int)     2        5      2+6        9     +2 arcana; draconin knowledge
Spot (wis)            2        0       -4       -2     fey penalty
Survival (wis)        3        0        0        3
Swim (str)            1        0       -6       -5
Tumble (dex)          2        0       -6       -4
*UMD (cha)            3        9        2       14     feat; +2 scrolls
Use rope (dex)        2        0        0        2

Never Outnumbered              2                       may demoralize everyone within 10'
Collector of Stories           2                       knowledge skill done at +5

ToDo:
Healing Hands           
Social Recovery needs Bluff +8

Total: 78
Cloister Clr 1st = 4 x (6 + 2 int +1 human +1 nymphs kiss) = 40
Cloister Clr 2nd + 3rd = 2 x 10 = 20
Warlock 2 = 2 x (2 + 2 int + 1 human +1 nymphs kiss)= 12
Eldritch Disciple = 2 + 2 int + 1 human +1 nymphs kiss = 6
Code:
Equipment               Cost        Weight  Location
Ectoplasmic Armor       6000         2         -
Darkwood buckler         215         5       shield
Energy prot. crystal     500         -       shield
Silver Dagger             22         1       weapon
Crystal of return        300         -       weapon
Anklet of translocation 1400         -       boots
Lorebinder headband     1600         -       head
Vest of resistance +1   1000         1       torso
Healing belt             750         1       belt
Eldritch Admixture      2500 (free)  -       hands

Potion of healing         50         0,1     belt
Anti-toxin                50         -       belt
Holy water x2             50         2       belt
Tanglefoot bag            50         4       belt
Money pouch                1         0,5     belt
Wand of Grease           750         -       belt

Backpack                   2         2       back
Ink + Pen                  8,1       -       backpack
Scrollcase x2              2         2       backpack
Paper x25                 10         -       backpack
Signet ring                5         -       finger
Waterskin                  1         4       backpack
Silkrope                  50         5       backpack
Disguise kit              50         8       backpack
Healers kit               50         1       backpack
Cleric vestments           5         5       backpack
Bedroll                    0,1               backpack

Silver holy symbol        25         1       neck

Total:                 12326,2      33,6 (combat: 16,6 - no backpack)
Remaing:                  78,8 gp
                          

Carrying capacity:
Light:  43 lb. or less   
Medium: 44-86 lb.   
Heavy:  87-130 lb.

ToDo:
Wand of divine insight
Wand of Healing Lorecall
Wand of lesser spell immunity
Wand of consecrate

Efficient Quiver

Ákos is a fit man in his early thirties. Well-groomed, well-spoken and intense. He holds oration in the Temple District evangelizing The Fey, encouraging others to enjoy life, play pranks, love strongly, work passionately and live well. At the same time, he abhors violence and will work long and hard to advise the peaceful resolutions, harmless pranks, going as far as to serve as a go-between in various feuds of the lower classes.
When left alone, he is self-absorbed, focused on his own life, analyzing the knowledge he acquired and not really paying attention to his surroundings. When remembering Anoria, he will smile, looking into the distance.
He always has clean water on himself and whenever possible, he goes to large bodies of water and preaches on the shore.

Ákos
Silverman.jpg

Titania, Queen of Seelie Court, Lady of the Summer
Titania.jpg

Zefír was born in a Batan clan grazing Hills of Hasna, near the Autumntane Woods. Yet, early in his childhood, there was a raid and part of the clan was killed or taken. He survived the pillaging by hiding into the woods. He already knew basics of survival and somehow he made it. He was lucky not to run into more dangerous denizens (and who knows, maybe he had the help of the fey even then).

Once the clan got back together, it was determined that his father was killed and mother taken. He traveled with a merchant into the great town of Bluffside, to meet with his uncle Zobor who should raise him as per the family tradition. Clansman that brought Zefír left him with the uncle and left. It was soon clear to the young Zefír that Zobor doesn't hold much with the tradition of his clan. He left the child mostly to himself, doing his own business. Zefír was fed and taken care of by an old woman who thought him tribal mores more than his uncle ever did. Eventually, he grew up enough to join Zobor in his expeditions. His role was mostly a distraction in various missions to obtain items or information. As he grew, he learned that Zobor serves a rather old spymaster of the city, running the informant network within it (Solvas Kémcéhje). Following the footsteps of his uncle, growing Zefír entered the service as little more than a messenger boy. He learned, grew cynical, witnessed several police raids, framings, spies being caught. But he had keen ears, knew what was expected and learned. Along the way, he learned his letters and ways of Bhaal his uncle favored. Life was just starting to be interesting when his uncle came home one day and brought him fine black clothes with silvery trim, told him to dress up and took him to see an old man in a mansion. The master spy Patrik Arany himself (or at least that's what Zefír thought at the time) gave him a task. He was to go to the Cloister of Brigias that was suspected of harboring the freed slaves. Specifically, its abbot was suspected of being a highly positioned priest of The Order of the Flame even though the cloister was little more than a library.

Zefír was stripped of his possessions, beaten to an inch of his life and was dragged there in chains. Malnourished, beaten and with a broken manacle still on his wrist he appeared on the cloister doorstep with the prepared story of kidnapping, raid, and slavery. And lucky chain break that enabled him to slip into the night and home in on the lights in the darkness that was the cloister. He was accepted, learned the ways of the library, listened to priests talk and sent whatever he learned back to the city as he was able. In the years time, he started learning to be a priest of The Traveller (even if he maintained the books and read about travels rather than go on them), hoping he will get to see more of the temple and maybe prove there are free slaves around. He easily passed the first year since his budding power in the power of Bhaal enabled him to cast minor spells required by the temple. But as the year progressed and nothing new was discovered he started asking himself if he was forgotten. Is there any point in his sitting in the cold cloister, being bored out of his wits. He grew slower, weaker and with nothing to do but read in the library, he did it. At first, he despised himself for the weakness and weakening of purpose. But he also started despising his uncle who forgot about him. He resented the old master that sent him here without any further word or ways to advance.

Finally, the resentment grew into full-fledged hate when he saw a group of men, barely out of boyhood he remembered from the streets, finely dressed, playing the part of some noble group and going for a rich traveler, maybe a merchant who crossed someone he shouldn't have. The boys were far advanced from where they were before and one of them was a full priest of Bhaal. And he, Zefír, their senior by at least 5 years was sitting here, reading books and cleaning the halls. He grew bitter, reclusive and people in the temple started avoiding him. He was cold and unpleasant, even rude. His sources of information dried up and he started going out into the open. He was warned more than once that it was dangerous outside. But there was nothing for him inside. And nothing for him outside. His former 'friends' within the cloister grew in the power of their priesthoods, mostly Travellers and The Great Teacher. And he still had no idea if any of Order of the Flame clergy even visited the place.

His favorite spot was a high cliff overlooking the small lake in the hills. He could contemplate in peace the way he could kill himself. Or kill anyone and everyone at the cloister. Or the teachings of various gods he learned in the library. As time passed, he accepted he will never be called back. He will never be brave enough to kill himself. And he (now that he thought about it) even enjoyed quiet evenings with his books. The life outside was meaningless when everything he could think of, he could read about.

Until such time he spotted maiden bathing in the lake. It had to be one of the priestesses, but he couldn't recognize her from the above. It could have been one of the local girls, but they never left their clans without an escort and he couldn't see anyone else. Driven by curiosity, he went down to the water and was surprised there was no trace of the girl. He shrugged and left. But this repeated two more times over the course of the summer so he decided to make an ambush. He found the place to wait unseen, much closer to the shore. And he was rewarded by his patience, the seventh summer since his arrival. The girl was beautiful, alone and free. He didn't recognize her as any of the priestesses or travelers and humans could barely enjoy the cold water of the spring lake. He waited until she came out and dressed before making himself discreetly known. In this, his former training came useful, he could boldly lie that he just arrived (even if his young body felt the difference) and asked her if she needed help or an escort. And he kept his bitterness and rudeness in check. She introduced herself as Anoria and they spoke for several minutes before she said she had to go away. Zefír was smitten. He essentially begged to see her again if she came this way again. They met several times that summer and his growing knowledge identified her at some point as one of the fey. But at that point, there was nothing that would keep him from her. As the leaves grew yellow their meetings came more often and they truly fell in love. At some point, she heard the full story of his life and in telling it, he broke free of the shackles of the past. In turn, he learned she was from the Seelie Court, stuck on this plane waiting for a gate to open back as she lacked the power to open it herself.

One day, after especially large caravan arrived at the pass, Zefír was busy providing for, cleaning and healing the men and the beasts that arrived along with several others. Thus, he was late to the meeting. And when he approached, he saw blood traces and heard harsh laughter of crude men. Fearing for his love, he rushed forward and found her bleeding, but not seriously hurt, held by two men and two others wrestling with the one charmed by her power. Yelling at them to let her go he made a mistake of ignoring the three wrestling. Charm protected the girl, but not the new arrival. Zefír got hit three times in quick succession, seized and thrown into the lake. He didn't even hear Anoria scream.

Cold. Darkness. Pain. His last thoughts were for Anoria rather than a prayer for his soul. And something in the depth answered. It promised salvation for both. But at the price of their closeness. Still, it would mean she would live and not be hurt by those men. Zefír accepted the offer and suddenly, he could breathe. He could move. He could...Eyes blazing with fury, he rocketed toward the surface. So quick was his ascent that he ended up standing at the rock the thugs tossed him down from.

"Release her!" Zefír pointed with his hand and fury flashed forward, green and silver bolt streaked toward the closest thug. Everything stopped as they gaped at the apparition advancing on them. "Release her. Or die." Another bolt. By this time, thugs recovered and went for their weapons. "You're still outnumbered, boy. Run away and let us have our fun."

"I am never outnumbered. The Queen is with me." came the answer, so full of cold fury the thugs, now close enough to look into his eyes, were shaken. The one he hit with the bolt broke and ran for safety. Others, uncertain now looked on. And one more looked into the Eyes of Fury and broke down. "You will leave now or your bones will dance at the bottom of the lake as your souls cry for release." Zefír knelt next to the girl and raised his hand and the gaze. That was the final straw for the thugs and they retreated, looking for their fun elsewhere. Zefír ignored them as he put his powers to help the girl recover. For the first time, he openly called upon The Great Teacher, the one whose teachings freed him from his former life. One that let him enjoy the love and beauty of the world. And The Historian answered. Healing energies went to the girl and her eyes opened. She looked at the boy, now a man. And saw the changes.

"You are alive..." in wonder "...but...the mark...The GATE! The gate is open!" He quickly explained what happened and the price to be paid. Nodding, she accepted the limitation of the pact.

She gave him a ring, her true name and the ritual to call her whenever next to some big body of water. The ritual had its limits and her time would be limited. But years are nothing in the life of immortal fey. And he is still young. And he will NOT be cooped up in the cloister anymore. It is time to see the sights for himself and find a way to The Seelie Court. He took new name Ákos inspired by the barely noticeable sheen visible around him when he uses Queen's powers. And went into town a changed man.

Ákos tries to avoid conflict whenever possible. He is open, gregarious and friendly. He lives his life to the fullest, enjoying the physical contests, wit challenges, jokes...any fun activity. He tries to diffuse the potential conflict situation with words or his powers. But every now and then, the words fail. While his anger is slow to wake, once it does it is terrible indeed. Just as the fey he loves, just as her Queen, his emotion always run strong. And the fury and the magic comes to the fore.
 

Scotley

Adventurer
View attachment 116787
XP earned: 1,800 XP Throwdown Alley 6_5_2020.
Name: Breva Sciarra
Race: Human Class: Paladin (6)
Str: 18
Dex: 16
Con: 14
Int: 13
Wis: 14
Cha: 18 (level bonus 4th level)
HP: 41+12con=53 Current: 53
Init: +3
Saves: Fort+5+2Con+4Cha, Ref: +2+3 Dex+4Cha, Will: +2+2Wis+4Cha
BAB: +6/+1
Alignment: LG
AC: 21 (22 with shield) Touch: 14 FF: 18

Gender: Male
Age: 25
Height: '5"11
Weight: #155
Hair: Dark Blond
Eyes: Brown

Humans
  • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
  • Human base land speed is 30 feet.
  • 1 extra feat at 1st level.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  • Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Paladin Class Features
All of the following are class features of the paladin.
Weapon and Armor Proficiency
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell.
Smite Evil (Su)
Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level. (Note Extra Smiting Feat)
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su)
Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su)
Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Divine Health (Ex)
At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Turn Undead (Su)
When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would. (Note +2 syn bonus from ranks in Knowledge (Religion))
Spells
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.
1st Level (1+1Wis) Typically Memorized: Bless and Cure Light Wounds. Save DC13 when applicable.
Special Mount (Sp)
Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin).
Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.
Remove Disease (Sp)
At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
Code of Conduct
A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates
While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.


Skills: Ranks 2+1Human+2Int(x9)=45 Max Ranks 9 (4.5 cross class) Armor check -3
Class Skills
Concentration 5 (Con)
Craft (Int)
Diplomacy 6 (Cha)_2 Syn
Handle Animal 5 (Cha)
Heal 6 (Wis)
Knowledge (nobility and royalty) 1 (Int)
Knowledge (religion) 5 (Int)
Profession (Wis)
Ride 5 (Dex) +2 Syn
Sense Motive 6 (Wis)

Important Cross Class Skills
Appraise (Int)
Balance (Dex)
Climb (Str)
Jump (Str)
Gather Information 2 (Cha)
Listen (Wis)
Search (Int)
Spot 3 (Wis)
Swim (Str)
Use Rope (Dex)
Languages: Cliff Speak, Old Ticinum, Novarese, Giant

Feats:
Power attack [General]
Prerequisite
Str 13.
Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

Weapon Focus [General]-Great Sword
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites
Proficiency with selected weapon, base attack bonus +1.
Benefit
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Extra Smiting [General]
( Complete Warrior, p. 98)
You can make more smite attacks.
Prerequisite
base attack bonus +4, Smite ability,
Benefit When you take this feat, you gain two extra attempts to smite per day. Use whatever smite ability you have (the paladin's smite evil ability or the hunter of the dead's ability to smite undead, for example).
Special You can take this feat multiple times, Its effects stack.

Awesome Smite [Tactical]
( Complete Champion, p. 55)
Through a combination of sheer muscle and mystical acumen, you can deliver devastating smite attacks.
Prerequisite
Power Attack (PH) , Base attack bonus +6, smite ability,
Benefit This feat allows the use of three tactical maneuvers, each of which requires that you make a smite attack while using the Power Attack feat (minimum attack penalty -l). You must declare the use of this feat before making the attack roll. You can employ only one of these maneuvers at a time.
Demolishing Smite: Your smite attack punches through your enemy's defenses. For the purpose of this single attack, you can ignore a number of points of damage reduction (except DR/-- or DR/epic) up to twice your Charisma bonus (if any). For instance, if your Charisma is 17 (+3 bonus), you ignore 6 points of your target's damage reduction when making a demolishing smite.
Overwhelming Smite: Your smite attack can knock an opponent prone. If the attack hits and deals damage, it is treated as though it were also a trip attack. Make a Strength check opposed by the defender's Strength or Dexterity, with all the normal trip modifiers (PH 158). A foe that resists is not entitled to make a trip attempt against you in return. You can attempt an overwhelming smite only once per round.
Seeking Smite: Your smite attack is uncannily guided to its target. For the purpose of this single attack, you ignore any miss chance your foe might have, though your weapon must still be able to strike the target. Thus, while this maneuver allows you to strike an incorporeal creature unerringly with a magic sword, it does not allow you to strike it with a non-magical weapon.

Purifier
Cleansing Light, The Vanquisher

Intermediate Deity
Symbol:
Crossed swords or tipped scales
Home Plane: Celestia
Godly Realm: Light of War
Alignment: Lawful good
Portfolio: War, justice, retribution
Worshipers: Fighters, paladins, good barbarians, guards, soldiers
Cleric Alignments: LN, LG, NG
Domains: Good, Justice, Law, Protection, Retribution, War
Favored Weapon: Any sword (longsword)

Gear: 13000 gp base plus an heirloom item value 2500 gp (remaining balance 41 gp)

+1 Holy surge light generating Greatsword 4320 gp (on a successful melee attack as swift action make a holy surge doing 2d6 damage to evil creatures charisma mod times a day no effect on non-evil DMG2 pp. 258-259)
+2 Sanctified Breastplate 4250 gp (functions as holy symbol)
MW Light Steel Shield 159 gp
+1 ring of protection
MW Flail 315 gp
True Holy Symbol 500 gp (+2 sacred bonus to turn undead--planer handbook p. 71)
Short Spear 1 gp
Lance Heavy 10 gp
2 daggers 4 gp
Mighty MW Composite Longbow 800 gp
20 arrows and quiver 1 gp
Wand of Cure Light Wounds 750 gp
Standard Adventurer's Kit 15 gp (Backpack, Belt Pouch, Bedroll, Flint and Steel, Hempen Rope (50’), Sunrods (2), Trail Rations (10days), Waterskin)
Healers Kit 50 gp
Scroll case 1 gp
Scroll of cure light wounds x2 50 gp
Spell component pouch 5 gp
Holy Water 25 gp
Heavy Warhorse (Paladin's mount)
-MW Studded Leather barding 250 gp
-Military Saddle 20 gp
-Bit and Bridle 2 gp
-Saddle bags 4 gp

Heirloom item--Counter strike bracers. 2x a day take a free attack of opportunity against a foe who misses with a melee attack. The bracers are lettered in Novarese with the family motto, 'no challenge unanswered' along with a pair of daggers pointed in opposite directions. MIC p. 90

Breva Sciarra was born into a Novarese family high in the Red Mountains. The family is not a wealthy one and as a lesser son Breva was expected to go into service. He felt a strong religious calling and became a Paladin of the Purifier. After training at Northanon Castle young Breva proved himself in battle against the giants of Gigans Arx and the Evil Denizens of Infernis. He joined the forces trying to break the siege of Redfrost. It was there that he met a woman of considerable martial skill, Alissa Terro, and he began to court her. They became very close in a short time as young people in such situations do. But as the seige dragged on she lost her brother and became increasingly vengefull and even cruel in her efforts. Breva had to stop her torturing prisoners for information. The final straw came when she led a group behind enemy lines to poison the enemy food supply. Despite his feelings for her he felt that this oaths and code could not condone such acts. After much prayer and consultation with his superiors in the order he determined that he must leave the siege and Alissa, for he did not trust himself to do the right thing when with her as his feelings of attraction for her remained strong. And so the head of his order penned a letter of introduction to the leader of the Purifier temple in Bluffside, Silvon Silas. He boarded a boat without a backward glance and journeyed to Bluffside to start his life anew.

Hit point roll
_: 1D10 = [8] = 8
1D10 = [3] = 3
1D10 = [1] = 1
1D10 = [9] = 9
1D10 = [10] = 10
 
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JustinCase

the magical equivalent to the number zero
Tuck
N male kobold urban ranger 6

Tuck.jpg

STR 8 (-1) (12 base – 4 racial)
DEX 18 (+4) (15 base + 2 racial + 1 level)
CON 12 (+1) (14 base – 2 racial)
INT 13 (+1)
WIS 14 (+2)
CHA 13 (+1)


Fort: 6 (5 base + 1 CON)
Ref: 9 (5 base + 4 DEX)
Will: 4 (2 base + 2 WIS)

Base attack: +6/+1
Melee attack: +1 shortsword: +7/+2 (1d4, 19-20/x2)
Melee attack: dagger: +6/+1 (1d3-1, 19-20/x2)
Ranged attack: +1 light crossbow: +12/+7 (1d6+1, 19-20/x2)
Ranged attack: +1 hand crossbow: +12/+7 (1d3+1, 19-20/x2)

Initiative: +4
Hit dice: 6d8+6
HP: 41/41
AC: 21 (10 + 5 armor + 4 Dex + 1 natural + 1 small)
Speed: 30
Languages known: Cliffspeak, Draconic, Orc
Feats:
  • Exotic Weapon Proficiency (hand crossbow) (level 1)
  • Rapid Shot (ranger bonus feat)
  • Rapid Reload (level 3)
  • Endurance (ranger bonus feat)
  • Investigator (level 6)
  • Manyshot (ranger bonus feat)
Skills:
  • Craft (trapmaking) +7 (4 ranks, +2 kobold)
  • Gather Information +14 (9 ranks, +2 Investigator, +2 Knowledge local)
  • Hide +17 (9 ranks, +4 small)
  • Knowledge (local) +6 (5 ranks)
  • Listen +6 (4 ranks)
  • Move Silently +13 (9 ranks)
  • Profession (miner) +4 (+2 kobold)
  • Ride +8 (4 ranks)
  • Search +14 (9 ranks, +2 Investigator, +2 kobold)
  • Sense Motive +6 (4 ranks)
  • Spot +7 (5 ranks)
Racial features (kobold):
  • Dexterity +2, strength -4, constitution -2
  • small size; base speed 30 feet
  • darkvision 60 feet
  • natural armor +1
  • Bonus +2 on Craft (trapmaking), Profession (miner), Search
  • Dazzled in light (–1 penalty on attack rolls, Search checks, and Spot checks)
  • favored class: sorcerer
Class features (urban ranger):
  • Proficient with simple and martial weapons
  • Proficient with light armor and with shields
  • Urban Ranger variant changes some skills and spells
  • 1st Favored Enemy: Rising Swords +4
  • Urban Tracking (use Gather Information to track down individuals)
  • Wild Empathy (using half class level)
  • Combat Style: Archery (Rapid Shot as bonus feat)
  • Endurance
  • Animal Companion (up to Medium size)
  • 2nd Favored Enemy: Loyalists +2
  • Improved Combat Style: Archery (Manyshot as bonus feat)
  • Spells
Spells prepared:
Level 1: (2) magic fang, detect secret doors
DC is 15 + spell level

Spells cast: 1/2
  • Heward’s Handy Haversack
  • Ring of the Darkhidden (heirloom; Magic Item Compendium 122; invisible to darkvision)
  • +1 mithral shirt
  • +1 light crossbow
  • bolts x50
  • +1 hand crossbow
  • bolts x50
  • +1 shortsword
  • dagger x3
  • potion of Cure Light Wounds
  • caltrops x2
  • crowbar
  • lamp, common
  • lock, average
  • manacles
  • pouch, belt x4
  • rope, silk 150ft
  • waterskin
  • tanglefoot bag
  • acid (flask)
  • masterwork trapmaking tools
  • dog feed for 10 days
  • a moonstone
  • a cure potion (retrieved from assassin)
  • an unknown potion (retrieved from assassin; Alchemy DC 15)
  • 2 pp
  • 989 gp
  • 12 sp
Appearance:
At first glance Tuck looks like any other kobold; a small, nervous reptilian dressed in simple rags, making his way through the city while sticking to the side of the streets as though afraid of the sun and open air.

A second look, however, reveals a well-tended mithral shirt beneath the rags, a fine crossbow on his back, and eyes that cunningly watch everything closely despite appearing to look frightened of the world. A large hound, easily twice the kobold’s size, follows him around with a tail that never stops wagging.

But people rarely look twice at a kobold...

Personality:
Tuck likes to take advantage of taller races’ preconceptions about kobolds’ cowardliness and dim wits by pretending to be so, too, while in fact he is cunning and daring. He enjoys helping folks, not just kobolds, particularly from ruffians and injustice.

Background:
Tuck is well known among Bluffside kobolds, although their opinion varies from awed at his ability to be treated as almost equal by the other races, to loathed for aiding non-kobolds in the fist place.

Not much is known about Tuck among those who are not kobolds, and even most kobolds are not sure about the truth anymore.

What is known is that Tuck makes his home somewhere in the city and it is a place riddled with traps that only he and the large hound called Mutt know how to navigate.

Tuck is also known as the one to talk to about rumors, locating missing persons, and spying on competitors. The kobold investigates various things for a reasonable fee, which usually involves shiny golden coins which he treats like a m rogue dragon’s treasure hoard.

Tuck calls Mutt his fierce guard dog, but it is a loving creature that treats everyone as its best friend, especially after some petting.

Nicknames/aliases:
Tuck has various monikers, most given to him by other kobolds. These are the ones he has heard of himself: Tuck Tuck, Tall Tuck, Little Tuck, Mad Tuck, Smart Tuck, Lucky Tucky, Trick Tuck, Finder Tuck, Tucker Kobold, Click Clack

Big Mutt, riding dog animal companion
Big Mutt: Male Riding Dog From Bluffside Region. Animal 4; CR 1; Medium Animal; HD (4d8)+15; hp 41; Init +3; Spd Walk 40 ft.; AC 19, touch 13, flat-footed 14, Base Atk +3; Grp +6; Atk: +6 Melee (1d6+4/20/x2, *Bite ) or +7 Melee (1d6+5/20/x2, *Bite [Magic Fang] ); Full Atk: +6 Melee (1d6+4/20/x2, *Bite ) or +7 Melee (1d6+5/20/x2, *Bite [Magic Fang] ); SA Animal Traits, Animal Traits, Attack, Combat (Ex), Scent (Ex), Skills, Tricks - Attack; SQ Low-Light Vision; AL TN; SV Fort +7, Ref +7, Will +2; STR 16, DEX 16, CON 16, INT 2, WIS 12, CHA 6.
Skills and Feats: Jump +11, Listen +5, Spot +6, Swim +5; Alertness, Toughness, Track.

XP current: 20,000 (last updated June 8, 2020)
XP needed for next level: 21,000
 
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