[v.3.5] Crisis in Bluffside Rogues Gallery

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I plan on living forever. Or die trying.
Loremaster Ákos
CG Cloistered Cleric 3 / Warlock 2 / Eldritch Disciple 5

STR 12 +1
DEX 14 +2
CON 18 +4 (16 base +2 belt)
INT 14 +2
WIS 18 +3 (+1@4th +1@8th)
CHA 16 +3

HP: 92
AC: 26 [/B](+8 magic skin +2 dex +1 shield +1 ring +4 natural) FF: 24 Touch: 13
DR: 13/cold iron
Init: +2

BAB: 7
Languages: Cliffspeak, Sylvan, Ticin, Váryar (+5 from the mask)

Saves: (+1 vs spells/spell-like abilities; +3 vs Enchantment; +4 vs Fey powers)
Fort: +15 = +7 +3 (con) +2 (tabard of resistance) +3 (cha, invocation)
Ref: +6 = +2 +2 (dex) +2 (tabard of resistance)
Will: +16 = +10 +4 (wis) +2 (tabard of resistance)

Dagger: +8 / 1d4+1
Eldritch blast: +9 / 3d6

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
9th: Fey Legacy - cast confusion, dimension door and summon natures ally V each 1/day
Arrowhawk, juvenile
Bear, brown (animal)
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolverine
Elemental, Medium (any)
Salamander, flamebrother [NE]
Sea cat*
Shark, Hug* (animal)
Snake, Huge viper (animal)
Tiger (animal)
Tojanida, juvenile*
Unicorn [CG]
Xorn, minor

Arrowhawk, adult
Bear, polar (animal)
Dire lion
Elasmosaurus* (dinosaur)
Elemental, Large (any)
Janni (genie)
Rhinoceros (animal)
Satyr [CN; with pipes]
Snake, giant constrictor (animal)
Nixie (sprite)
Tojanida, adult*
Whale, orca* (animal)

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

Casts as 7th level cleric, 7th level warlock

0 (5): Amanuensis, Detect Magic x2, Light, Mending
1 (5+1): Faerie Fire (F), Bless, Command (Will), Protection from evil, Shield of Faith (1 min/lvl, Will)
2 (4+1): Calm Emotions (C), Close Wounds (imm 1d4+lvl), Curse of Ill Fortune (1min/lvl, Will), Shatter, Tyche's touch (24h, Will)
3 (3+1): Inspired Aim (F), Dispel Magic, Locate object, Mass resist energy (10 min/lvl, Fort)
4 (2+1): Divination, Restoration, Blinding beauty (F)

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

Domain spells (Fey, Charm)
1: Faerie fire, Charm person
2: Charm person, Calm emotions
3: Inspired Aim, Suggestion
4: Blinding Beauty, Good Hope
-- needs leveling
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 10/cold iron
Iron vulnerability - touch of iron deals 1 point of damage. Hit with the weapon deals +1d6

Sanctuary - 1/day DC 14 (11+cha)
Spell Resistance - 20 (10 + HD)
Skill: +4 racial on (Bluff, Craft or Perform) and Diplomacy
Skill: -4 racial on Spot and Listen
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
Spontaneous casting
Turn Undead: 6/day 1d20+3 (cha)+2 (religion); HD: 2d6 +7 (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)

Poor BAB / 1d6 HD
2+Int skills
Good will saves
Eldritch Blast (3d6)
Detect Magic (at-will)

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

Invocations: Draconic knowledge (least), Beguiling influence (least), Fey luck (least), Eldritch Chain (lesser, shape)

DONE: 6 skills: +2 Concentration, +1 Planes, +1 spellcraft, +2 UMD (cc)
DONE: 6 skills: +2 concentration, +1 religion, +1 planes,+1 history, +1 spellcraft
Skill                Mod    Ranks    Misc    Total
Appraise (int)        2        0        0        2
Balance (dex)         2        0        0        2
*Bluff (cha)          3        8      2+6+4     23    feat + beguiling influence + fey
Climb (str)           1        0       -6       -5      ACP
*Concentration (con)  4       10        0       14
*Craft (int)          2        0        0        2
Decipher  (int)      2        1        0        3
*Diplomacy (cha)      3        6  2+2+2+6+4     25    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        2
Forgery (int)         2        0        0        2
Gather Information (cha) 3     0        2        5    feat
Handle Animal (wis)   4        0        0        4
*Heal (wis)           4        5        2       11    healing belt
Hide (dex)            2        0        0        2
*Intimidate (cha)     3       10    2+2+6       23    feat + bluff + beguiling influence
Jump (str)           1        0       -6       -5    ACP
*Arcana (int)         2        6        6       14    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        6        6       14    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        8        6       16    gives +2 to survival on other planes
*Religion (int)       2        6        6       14    gives +2 to turning check
Listen (wis)          4        0       -4        0    fey penalty
Move Silently (dex)   2        0        0        2
Open Lock (dex)       2        0        0        2
Perform (cha)         3        0        0        3
*Profession (wis)     4        0        0        4
Ride (dex)            2        0        0        2
Search (int)          2        0        0        2
*Sense Motive (wis)   4        5        0        9     needs +5 for diplomacy
Sleight of Hand (dex) 2        0        2        4     bluff
*Speak Language (int) 2        0        0        2
*Spellcraft (int)     2        8      2+6       18     +2 arcana; draconic knowledge
Spot (wis)            4        0       -4        0     fey penalty
Survival (wis)        4        0        0        4
Swim (str)            1        0       -6       -5     ACP
Tumble (dex)          2        0       -6       -4     ACP
UMD (cha)            3       10+2/2     2       16     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
Social Recovery                2                       roll bluff -10 if diplomacy fails to influence NPC attitude

Healing Hands
Swift Concentration needs Concentration 12

Total: 102
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 = 5x (2 + 2 int + 1 human +1 nymphs kiss) = 30

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 - 2/day swift action 10' teleport
Lorebinder headband     1600         -       head -
Tabard of resistance +2 4000 (loot, early)    1    torso
Artificer’s Monocle 1495 (bought by a group)
Healing belt             750         1       belt
Belt of ruggedness    40000 (loot, candleshop)    1    belt    +2 CON +4 natural AC
Eldritch Admixture      2500 (free)  -       hands - 5/day add +2d6 energy damage to eldritch blast
Ring of protection +1    2000 (loot, early) ring - +1 deflection AC
Ring of mind shielding 8000(loot, early) ring - immune to detect thoughts, discern lies and alignment detection
Crystal mask of languages    2500(loot, early)    -     face - knows 5 languages
Potion of healing         50         0,1     belt
Potion of CMW (rising swords)        0,1        belt
Potion of misdirection (confused man)        0,1    belt

Amulet taken from the golem

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

[S]Vest of resistance +1   1000         1       torso[/S] given to Tuck
[S]Anti-toxin                50         -    belt (given to the guard in big loyalist fight
Feybane cold-iron rapier +2[/S]    14,238 gp    destroyed
[S]+1 cold iron longsword[/s] 2598 (4330)            destroyed
[S]cold iron dagger x6, arrows[/S] 1095,66 (1826,10)    destroyed
[s]Masterwork cold iron spiked gauntlet    186 (310) destroyed
+1 3-bladed katar of wounding[/s] 7,322.40 (18,306) traded to Dark Lanterns

Total:     ToDo            ???      33,6 (combat: 16,6 - no backpack)
Remaining:                  2404 gp 19 sp 38 cp
[spoiler=Money tracking]
Remaining from starting treasure 78,80

[url=https://www.enworld.org/threads/kulan-knightfalls-crisis-in-bluffside-game-ooc.666962/post-9158569]766 gp, 9 sp, and 5 cp[/url]
[url=https://www.enworld.org/threads/kulan-knightfalls-crisis-in-bluffside-game-ooc.666962/post-9158633]1560gp 5sp 3cp[/url]

[spoiler=Crystal mask of languages]
[url=https://www.enworld.org/threads/kulan-knightfalls-crisis-in-bluffside-game-ooc.666962/post-9159351]Nilvaesu, Caanish, Gnome, Dragori, and Aquan[/url]
Caanish: Citizens of the City-state of Caanid (to the east in the Centre Lands on the northwestern coast of the Varv-Aran Sea)
Nilvaesu: Citizens of Nilvah and denizens of the Oggelion Forest (a region north of the Stoneheim Mountains)


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

Chasuble of fell power 8000
Rod of eldritch power least 4000
Warlock scepter 8305
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.

View attachment 113627

Titania, Queen of Seelie Court, Lady of the Summer
View attachment 113628

Personal insignia
Coat of arms.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.


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View attachment 116787
XP earned: 33,015 total posted by DM 10-1-2021
Name: Breva Sciarra
Race: Human Class: Paladin (8)
Str: 18
Dex: 16
Con: 14
Int: 13
Wis: 15 (level bonus 8th level)
Cha: 18 (level bonus 4th level)
HP: 53+16con=69 Current: 69 (-8)
Init: +3
Saves: Fort+6+2Con+4Cha, Ref: +2+3 Dex+4Cha, Will: +2+2Wis+4Cha
BAB: +8/+3
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

  • 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))
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.
2nd Level (0+1Wis) Typically Memorized: Bull's Strength Save DC14 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.
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(x11)=55 Max Ranks 9 (4.5 cross class) Armor check -3
Class Skills
Concentration 5 (Con)
Craft (Int)
Diplomacy 8 (Cha)_2 Syn
Handle Animal 5 (Cha)
Heal 8 (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)
Knowledge (planes) 1 (Wis)
Listen 1 (Wis)
Search (Int)
Spot 4 (Wis)
Swim (Str)
Use Rope (Dex)
Languages: Cliff Speak, Old Ticinum, Novarese, Giant

Power attack [General]
Str 13.
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.
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.
Proficiency with selected weapon, base attack bonus +1.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
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.
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.
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.

Cleansing Light, The Vanquisher

Intermediate Deity
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 48/50
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
hit points 7th and 8th: 1D10 = [5] = 5
1D10 = [8] = 8
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the magical equivalent to the number zero
N male kobold urban ranger 7 / kobold rogue 1
(Rog1 is a racial substitution level)


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

Fort: 10 (5 base + 1 CON + 1 vest + 3 boots)
Ref: 15 (7 base + 4 DEX + 1 vest + 3 boots)
Will: 8 (2 base + 2 WIS + 1 vest + 3 boots)

Base attack: +7/+2
Melee attack: +1 shortsword: +8/+3 (1d4, 19-20/x2)
Melee attack: dagger: +7/+2 (1d3-1, 19-20/x2)
Ranged attack: +1 light crossbow: +13/+8 (1d6+1, 19-20/x2)
Ranged attack: +1 hand crossbow: +13/+8 (1d3+1, 19-20/x2)
Note: Sneak Attack +1d6

Initiative: +4
Hit dice: 7d8+1d4+8
HP: 50/50 (41+6+3)
AC: 24 (10 + 7 armor + 4 Dex + 1 natural + 1 small + 1 ring)
Note: Can deflect and catch arrow 1/round (Gloves of Arrow Snaring).

Speed: 30
Languages known: Cliffspeak, Draconic, Orc
  • 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)
  • Craft (trapmaking) +8 (4 ranks, +2 kobold)
  • Disable Device +10 (8 ranks) (+2 on traps)
  • Gather Information +15 (10 ranks, +2 Investigator, +2 Knowledge local)
  • Hide +18 (10 ranks, +4 small)
  • Knowledge (local) +9 (7 ranks)
  • Listen +7 (5 ranks)
  • Move Silently +13 (9 ranks)
  • Open Lock +5 (1 rank)
  • Profession (miner) +4 (+2 kobold)
  • Ride +8 (4 ranks)
  • Search +17 (11 ranks, +2 Investigator, +2 kobold) (+2 on traps)
  • Sense Motive +7 (5 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
Class features (kobold rogue):
  • Racial substitution level 1 from Races of the Dragon
  • Shrewd trapfinding (can find and disable traps both mundane and magical; gain +2 Search and +2 Disable Device for traps with each racial substitution level)
  • Rapid Retreat (gain 5 feet speed when using the Withdraw action)
  • Sneak attack +1d6
Spells prepared:
Level 1: (2) magic fang, detect secret doors
DC is 15 + spell level

Spells cast: 1/2
  • heward’s handy haversack
  • bag of holding
  • ring of the darkhidden (heirloom; MIC122; invisible to darkvision)
  • +1 mithral shirt
  • +3 glamoured mithral chain shirt (can appear as normal clothes)
  • ring of protection +1
  • vest of resistance +1
  • gloves of arrow snaring
  • lucky boots (+3 luck bonus to saves)
  • +1 light crossbow
  • bolts x50
  • +1 hand crossbow
  • bolts x50
  • +1 shortsword
  • dagger x3
  • potion of Cure Light Wounds
  • potion of Cure Medium Wounds
  • potion of Barkskin +3
  • universal solvent
  • caltrops x2
  • crowbar
  • lamp, common
  • lock, average
  • manacles
  • pouch, belt x4
  • rope, silk 150ft
  • waterskin
  • acid (flask)
  • masterwork trapmaking tools
  • dog feed for 10 days
  • a moonstone
  • 2 pp
  • 6,649 gp
  • 12 sp
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...

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.

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.

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: 34,506 (last updated Mar 21, 2023; see post)
XP needed for next level: 36,000

Edit Oct 4, 2021: Leveled up Tuck to 8 (Ran7/Rog1). Rog1 is the kobold rogue substitution level from Races of the Dragon.
Edit Apr 18, 2023: Added new gear, adjusted numbers accordingly. Post here.
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Tellerian Hawke

Defender of Oerth

Lieutenant Sir Tymbeck Valencia, AKA "Big Tim."
9th Level Fighter
Current XP (As of 10-04-2023): 36,000. Needed for 10th Level Fighter: 45,000.
[Level adjustment has been paid off.]

Link to O.G. Myth-Weavers Sheet:


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second birthdate : 15 Dec 2011
Name: Vinccenzo d'Lucio Nicknane : Vinny Alignment: Neutral

Wizard [level 5]-(Martial)Rogue [level 1]-swiftblade [0]

xp 15 000 [+10% to xp gained from level 6 on from item familiar]
Goal: 21 000 xp

associated with the wizard guild of transmutation
specialist: Transmutation; counter schools: Necromancy and conjuration
just attained Wizard 5, so all level 3 spells will be Haste

Alignment N chosen to reflect Rogishness in his heart and the willingness to meter out bland justice to any who inflict
crime against the wizardly schools.

maps of interest:
his past: He is really from Castillion, but after seeing a friend and fellow wizard get "taught a lesson" for a minor
magical prank, the punishment involving having his arms and legs twisted and bent by an invisible creature, until the
bones shattered then he was left in the street screaming. his death finally came when a mounted patrol rode down
the street at a gallop, trampling the young man.

all for just placing a light spell on the rump of an old man who was beating a child with his cane.

Vinccenzo was known by the guard as an 'associate' of the punished "criminal" and was being watched for, so he
had to smuggle himself out of the city by hiding on the under side of a manure cart with all of his earthly
belongings he could carry with him.

He made his way to Bluff side as a sell sword until he finally made it.

[b]str[/b]   14   +2
[b]dex[/b]   17   +3
[b]con[/b]   14   +2
[b]int[/b]   17   +3
[b]wis[/b]   18   +4
[b]cha[b/]   14   +2

level 4 stat increase: Int +1
lang: 2 local[ home area; bluffside area] + draconic

AC              base  dex  magic    misc    total
chain shirt,    +4    +3     +1            18

mithral [max dex +6; acp -0; spell fail 10%; 10 lbs]
Special: see Feat [Dodge] and Feat [Mobility]
Saves:  Base    attrb   misc  pTotal
Fort     +1      +2      x     +3
ref      +3      +3      x     +6
will     +4      +4      x     +8

Weapon          Attack   Damage     Critical     Knotes
rapier, +1       +6       1d6 +3     18-20/*2     [P]    BAB +3;Str +2; Magic +1
Dagger           +5       1d4 +2     19-20/*2     [S,P]  BAB +3;Str +2
Lt X bow         +6       1d8        19-20/*2     [P]    BAB +3;Dex +3;
BAB +1 [martial rogue 1]; +2 [wizard 5]

spells memorized:
level 0
Amanuensis, Mending, Message, Det Poison, Resistance

level 1
Jump, shield bearer, Magic missile x 2, color spray

level 2
knock, levitate, chain of eyes, mirror immage, discern shape changer

level 3
haste x 3

heirloom item: rapier, +1    free[2320 gpv]
spell book, 100 pages       free
+ starting gold      13 000 gp

spell book costs     10,350 gp
2*dagger                  4 gp
light crossbow           35 gp
*10 bolts                 1 gp
chain shirt             100 gp
*mithral             +1,000 gp
*+1 ench             +1,000 gp

total                12,490 gp

6 ranks [concentration]
Level 3: Haste sacrificed, item can cast shocking grasp.

skill points:
11*4[rogue 1{8 [rogue]+3[int]}] + (6 [human, 1/ lv]) + (2 [wiz]+3[int]) *5 = 44+4+30=78 i have too many ranks spent

Skill                 Mod     Ranks    Misc    Total
*Appraise (int)        3        0        x        +3
*Balance (dex)         3        3        2        +8   Tumble
*Bluff (cha)           2        1        x        +3
*Climb (str)           2        3        2        +7   Use rope
*Concentration (con)   2        6        7       +15   Feat: combat casting +4; skill focus +3; Feat: item familiar invesment: 6 ranks; bonus:+2
*Craft (int)           3        1        x        +4   jewelry [rings]
*Decipher (int)        3        0        x        +3
*Diplomacy (cha)       2        1        2        +5   Sense Motive
*Disable Device (int)  3        2        x        +5
*Disguise (cha)        2        0        x        +2
*Escape Artist (dex)   3        1        2        +6   Use rope, involving ropes
*Forgery (int)         3        0        x        +3
*Gather Info (cha)     2        1        x        +3
Handle Animal (wis)    4        1        x        +5
Heal (wis)             4        0        x        x
*Hide (dex)            3        4        x        +7
*Intimidate (cha)      2        0        x        x
*Jump (Str)            2        3        7       +12   ring, tumble
*Arcana (int)          3        2        x        +5
*Architecture          3        1        x        +4
*Dungeoneering         3        1        x        4
*Geography             3        1        x        4
*History(int)          3        0        x        +
*Local (int)           3        1        x        +4
*Nature (int)          3        0        x        x
*Nobility              3        0        x        x
*Planes(int)           3        1        x        +4
*Religion (int)        3        0        x        +
*Listen (wis)          4        6        x       +10
*Move Silently (dex)   3        6        x        +9
*Open Lock (dex)       3        6        x        +9
*Perform (cha)         2        0        x        +
*Profession (wis)      4        0        x        x
Ride (dex)             3        1        x        +4
*Search (int)          3        4        x        +7
*Sense Motive (wis)    4        3        x        +7
*Sleight of Hand (dex) 3        1        x        +4
Speak Language (int)   3        1        x        +4
*Spellcraft (int)      3        4        x        +7      [+2: transmutation to learn]
*Spot (wis)            4        5        x        +9
Survival (wis)         4        0        x         x
*Swim (str)            2        1        x        +3
*Tumble (dex)          3        5        3       +13    Feat +3
*UMD (cha)             2        1       (2)       +3   (+5)   Spellcraft (scrolls only)
*Use rope (dex)        3        5        x        +8

Racial features: Human
Medium size - no penalties or bonuses
base move 30'
1 extra feat at first level
+4 skill points at first level
Class Features Martial rogue
lose sneak attack
gain feats of fighter
Class Features: Wizard
Item familiar
scribe scroll
H: Skill Focus: Tumbling [+3 to tumble skill]
C1: Dodge
F1: Mobility
C3: Combat Casting
C6: Skill Focus: Concentration
W5: Item familiar (UA, 3.5 pg 170)

Level     Can   1st   2nd   3rd   4th
Base       4     3     2     1
int        0     1     1     1
spec       1     1     1     1
total      5     5     4     3
Save dc:  13    14    15    16    17
all 3rd level spells cast at level 5 MUST be Haste


Dancing Lights: Creates torches or other lights.
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Light: Object shines like a torch.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Silent Portal: Negates sound from door or window.
Sonic Snap: Subject takes 1 point of sonic damage and is deafened 1 round.

Amanuensis: Copy non-magical text.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Stick: Glues an object weighing 5 pounds or less to another object

Level 1

Ectoplasmic Armor
Color Spray
Critical Strike
Magic Missile
Shocking Grasp
Ice dagger

Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on
skill check.
Cutting Hand:
Ebon Eyes: Subject can see through magical darkness.
Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round.
Jump: Subject gets bonus on Jump checks
Low-Light Vision: See twice as far as a human in poor illumination.
Mage Hand, Greater: As mage hand, but medium range and up to 40 lb.
Shieldbearer: Shield floats near subject to offer protection.

level 2

Balancing Lorecall
Burning Sword
Chain of Eyes
Discern Shapechanger
Electric Loop
Ethereal Chamber
Flaming Sphere
Mirror Image
Resist Energy
See Invisibility
Sting Ray

Alter Self: Assume form of a similar creature
Bear's endurance: Subject gains +4 to Con for 1 min./level
Bull's strength: Subject gains +4 to Str for 1 min./level
Cat's grace: Subject gains +4 to Dex for 1 min./level
Fox's Cunning: Subject gains +4 to Int for 1 min./level
Owl's wisdom: Subject gains +4 to Wis for 1 min./level
Knock: Opens locked or magically sealed door
Levitate: Subject moves up and down at your direction.
Wraithstrike: melee touch att for 1 round.

level 3
Haste [t]:
One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves
Dispel Magic
Hold Person
Wind Wall
Dolorous Blow: Weapon’s threat range is doubled and threats are automatically confirmed.

level 4
spell book costs: [Scroll Cost]+[Writing Cost]
level 1: [50*9]+[100*9] =450+900=1350
level 2: [150*18]+[200*18] =2700+3600=6300
level 3: [375*4]+[300*4] =1500+1200=2700
10,350 gp spent

Spells Memorized

Light, Light, Detect Magic, Silent Portal, Ray of Frost

Level One
Message, Mending, Nightshield, Magic Missile, Magic Missile,
Bonus [item familiar]: Shocking Grasp

Level Two
Blur, Electric Loop, Mirror Image, Cat's Grace,

Level Three
Haste, Haste, Haste

His father worked all day as a blacksmith, the typical happy homemaker left our future intrepid hero with a lot of time. as he was too young and small to help either parent, he was left to his own devices of entertainment.

As a very young child, Vincenzo was enamored with performers of circus acts. He would sneak out after bed time just to watch the local market performers. One day when on a late night excursion, he watched as a wizard was added to the evening performance - and his heart was lost.

The stars in his eyes must have shone bright to the master of ceremonies as the word that man saw was "Recruit". The lad he saw is a recurring audience and has been seen imitating the antics of the performers.
*seduced into learning the sneaky ways of rogues
*sent on first job to a wiard's lab to 'liberate' an item
*was caught and spent 5 years in he wizard's confines to see how the bow succeeded in getting in.
*the boy showed how he had learned to speak a command word on an item to defeat the defenses
*to use the item needed talent, which the wizard recognized
*at the end of 5 years the boy started in his training
*his parents had already turned him over to the guild
*because of the kind and fair treatment during his incarceration he gave his loyalty to the wizard
*from the local area, but learned the language of.... from the circus performers
*his knowledge of the streets got him a position on the guards of the wizard's district.

rogue 1 wizard 5 : 6 [max at levl 1 rogue]+3+1+3+2+4= 19 + [6*2 (con)]=31
stat rolls
best 6
14; 14; 18; 17; 14; 16
View attachment 113447
View attachment 113448

Wizard spell list - does not include restricted schools

Alarm: Wards an area for 2 hours/level.
Dispel Ward: As dispel magic, but affects only wards.
Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Ironguts: Subject gains +5 bonus on saving throws against poison.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out
-elementals and outsiders.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an
-aligned Outer Plane.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Appraising Touch: Gain +10 bonus on Appraise checks.
Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks
-of opportunity.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks
-for 1 round.
Insightful Feint: Gain +10 on your next Bluff check to feint in combat.
Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
Instant Search: Make Search check at +2 as free action.
Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
Spontaneous Search: Instantly Search area as if having taken 10.
Targeting Ray: You and allies are +1 to hit/3 levels against subject.
True Strike: +20 on your next attack roll.

Charm Person: Makes one person your friend.
Distract Assailant: One creature is flat-footed for 1 round.
Hypnotism: Fascinates 2d4 HD of creatures.
Incite: Subjects can’t ready actions or delay.
Inhibit: Subject delays until next round.
Shock and Awe: Flat-footed creatures get –10 on initiative.
Sleep: Puts 4 HD of creatures into magical slumber.

Blood Wind: Subject uses natural weapons at range.
Burning Hands: 1d4/level fire damage (max 5d4).
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
Luminous Gaze: Your eyes emit light, dazzle creatures.
Persistent Blade: Blade of force attacks subject, automatically flanks.
Ray of Flame: Ray deals 1d6/2 levels fire damage, ignites subject.
Sonic Blast: Subject takes 1d4/2 levels sonic damage plus deafness.
Tenser’s Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Thunderhead: Small lightning bolts deal 1 damage/round.

Disguise Self: Changes your appearance.
Net of Shadows: Ordinary shadows that provide concealment to all in the area.
Nystul’s Magic Aura: Alters object’s magic aura.
Serene Visage: Gain insight bonus on Bluff checks equal to half your level.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level

Animate Rope: Makes a rope move at your command.
Babau Slime: Secrete a body-covering acid that damages attacking foes.
Breath Flare: Your breath weapon dazzles subjects.
Cheat: Caster rerolls when determining the success of a game of chance.
Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage.
Enlarge Person: Humanoid creature doubles in size.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Fist of Stone: Gain +6 Str and natural slam attack.
Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
Magic Weapon: Weapon gains +1 bonus.
Nerveskitter: Subject gains +5 bonus on initiative checks.
Portal Beacon: You grant others knowledge of a magic portal’s location.
Raging Flame: Fires burn twice as hot, half as long.
Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +1/2 levels.
Reduce Person: Humanoid creature halves in size.
Remove Scent: Hides touched creature’s scent.
Repair Light Damage: Repairs 1d8 damage +1/level (max +5) to any construct.
Scatterspray: Group of small objects flies apart in a burst.
Slide: Move subject 5 feet.
Slow Burn: Fires burn twice as long.
Spell Flower: Hold the charge on one touch spell per forelimb.
Weapon Shift: Touched weapon changes form.
Wings of the Sea: +30 ft. to subject’s swim speed.


Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
Alarm, Greater F: As alarm, and it works on coexistent planes.
Arcane Lock M: Magically locks a portal or chest.
Dissonant Chant: Concentration checks more difficult within area of spell.
Distracting Ray: Ray forces spellcaster to make Concentration check.
Earth Lock M: Constricts tunnel, preventing access.
Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage + 1/level.
Obscure Object: Masks object against scrying.
Portal Alarm: You are alerted when a creature passes through a warded portal.
Protection from Arrows: Subject immune to most ranged attacks.
Scintillating Scales: Your natural armor bonus turns into a deflection bonus.

Detect Thoughts: Allows “listening” to surface thoughts.
Marked Object: You gain bonus to track a specific being.
Locate Object: Senses direction toward object (specific or type).

Daze Monster: Living creature of 6 HD or less loses next action.
Entice Gift: Subject gives caster what it’s holding.
Mechanus Mind: Reformat subject’s mind to be coldly calculating.
Mindless Rage: Subject compelled to attack you physically for 1 round/level.
Ray of Stupidity: Victim takes 1d4+1 Intelligence damage.
Rebuke: Subject is dazed 1 round, then shaken.
Tasha’s Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.

Fireburst: Creatures within 10 feet take 1d8/level fire damage.
Flame Dagger: Beam of fire deals 1d4 damage +1/level.
Force Ladder F: Creates an immobile ladder of force.
Frost Breath: Icy breath deals 1d4 damage/2 levels.
Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6
-damage, 2d6 against undead and evil outsiders.
Rainbow Beam F: Ray dazzles and deals 1d12 damage/3 levels of random type.
Ray of Ice: Ray deals 1d6 cold damage/2 levels.
Scorch: Jet of flame deals 1d8/2 levels (max 5d8).
Slapping Hand: Hand makes creature provoke attacks of opportunity.
Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft. burst.
Veil of Shadow: Darkness grants you concealment.
Continual Flame M: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures

Bladeweave: Your melee attack dazes your opponent.
Cloak Pool: Hide a color pool on the Astral Plane from view.
Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level.
Delusions of Grandeur: Subject thinks it is better than it is.
Discolor Pool: Change the color of a color pool on the Astral Plane.
Disguise Undead: Change appearance of one corporeal undead.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Leomund’s Trap M: Makes item seem trapped.
Magic Mouth M: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Misdirection: Misleads divinations for one creature or object.
Phantasmal Assailants: Nightmare creatures strike subject for 8 Wis damage, 8 Dex damage.
Phantom Foe M: Subject is always flanked by one  creature.
Reflective Disguise: Viewers see you as their own species and gender.
Shadow Mask: Grants +4 on saves against light spells, protection from gaze attacks.
Shadow Radiance: Area filled with intense light that grows brighter.
Shadow Spray: Deals 4 points of Str damage and dazes.
Wall of Gloom: Shadow barrier obscures vision.

Augment Familiar: Your familiar becomes more powerful.
Balor Nimbus: Your flaming body damages foes in grapple.
Belker Claws: Touch attack deals 2d12 damage and lingers +1 round/3 levels.
Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels.
Bristle: Armor spikes attack with wearer.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Earthbind: Subject creature can’t fly.
Earthen Grasp: Arm made of earth and soil grapples foes.
Extend Tentacles: +5 ft. to reach of tentacle attack.
Fearsome Grapple: You grow tentacles that help you grapple.
Fins to Feet: Transforms tails and fins into legs and feet.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs.
Ghost Touch Armor: Armor works normally against incorporeal attacks.
Heroics: Fighter gains one fighter bonus feat.
Hurl: Thrown weapon returns to thrower.
Infernal Wound: Weapon deals persistent, bleeding wounds.
Ironthunder Horn: Intense vibrations trip those in area.
Lively Step: You and allies gain +10 increase to speed.
Mountain Stance: Subject becomes hard to move.
Quick Potion: Creates a potion that must be used within 1 hour/level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Razorfangs: Your bite or claw attack threatens a critical hit on a 19 or 20.
Repair Moderate Damage: Repairs 2d8 damage +1/level (max +10) to any construct.
Rope Trick: As many as eight creatures hide in extradimensional space.
Scale Weakening: Subject’s natural armor weakens.
Slide, Greater: Move subject 20 feet.
Snake’s Swiftness: Subject immediately makes one attack.
Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit.
Speak to Allies: Subjects can converse at distance without moving lips.
Spider Climb: Grants ability to walk on walls and ceilings.
Stone Bones: Corporeal undead gains +3 natural armor bonus.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Swim: Subject gains swim speed, +8 bonus on Swim checks.
Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.
Whispering Wind: Sends a short message 1 mile/level.
Wings of Air: Subject’s flight maneuverability improves by one step.


Anticipate Teleportation F: Predict and delay the arrival of creatures teleporting into range by 1 round.
Antidragon Aura M: Allies gain bonus to AC and saves against dragons.
Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
Earthen Grace: Subject takes only nonlethal damage from stone and earth.
Eradicate Earth: Deals 1d8 points of damage/level to earth creatures (max 10d8).
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Non-detection M: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Reverse Arrows: As protection from arrows, but negated arrows turn back upon their source.
Sign of Sealing M: Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened.

Analyze Portal: Find a nearby portal and discover its properties.
Arcane Sight: Magical auras become visible to you.
Circle Dance: Indicates direction to known individual.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level.
Unluck: Subject remakes all rolls, uses worse result for 1 round/level.

Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Mesmerizing Glare: Your gaze fascinates creatures.
Miser’s Envy: Subject jealously covets nearby object.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
Ray of Dizziness: Subject can take only move or standard actions.
Suggestion: Compels subject to follow stated course of action.
Suppress Breath Weapon: Subject can’t use its breath weapon.

Blacklight: Create an area of total darkness.
Blade of Pain and Fear: Creates blade of gnashing teeth.
Capricious Zephyr: Gale-force winds push creatures.
Chain Missile: Multiple missiles deal 1d4+1 damage each, then strike secondary targets.
Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. radius.
Flashburst: Flash of light dazzles and blinds creatures in area.
Glowing Orb F: Creates permanent magical light; you control brightness.
Great Thunderclap: Loud noise causes stunning, deafness, and knocks prone in a large area.
Leomund’s Tiny Hut: Creates shelter for ten creatures.
Lightning Bolt: Electricity deals 1d6/level damage.
Hailstones: Frigid globes deal 5d6 cold damage.
Light of Venya: You radiate pearly light, which you can expend as 2 bolts that deal 2d6 damage,
4d6 against undead and evil outsiders.
Manyjaws: One set of jaws/level attacks enemies for 1d6 damage.
Rainbow Blast F: Line deals 1d6 damage of each energy type.
Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4).
Scintillating Sphere: 20-ft.-radius burst deals 1d6 electricity/level.
Shatterfloor: Deals 1d4 sonic/level plus damages floor surface.
Sonorous Hum: Removes need to concentrate to maintain next spell cast.
Sound Lance: Sonic energy deals 1d8/level damage.
Wall of Light: Creates wall of light, can dazzle creatures.

Claws of Darkness: Claws deal 1d8 cold damage and have reach.
Cone of Dimness: Subjects believe they are engulfed in magical darkness.
Displacement: Attacks miss subject 50%.
Illusory Script M: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Shadow Binding: Ribbon like shadows entangle creatures in 10-ft.-radius burst.
Shadow Cache: You open a small portal to the Plane of Shadow through which you can put an item
for later retrieval.
Spectral Weapon: Use quasi-real weapon to make touch attacks.
Suspended Silence M: Object becomes programmed to create an area of silence at your command.

Air Breathing: Subjects can breathe air freely.
Amorphous Form: Subject becomes puddlelike and can slip through cracks quickly.
Bite of the Wererat: You gain the Dexterity and attacks of a wererat.
Blink: You randomly vanish and reappear for 1 round/level.
Deeper Darkvision: Subject can see 90 ft. in magical darkness.
Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds.
Devil Blight: Damage and stun baatezu; damage other lawful and evil creatures.
Diamondsteel M: Metal armor provides damage reduction.
Dragonskin: You gain a bonus to natural armor plus energy resistance 10.
False Gravity: Travel on a solid surface as if that surface had its own gravity.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Giant’s Wrath: Pebbles you throw become boulders.
Girallon’s Blessing: Subject gains one additional pair of arms.
Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Primal Form: You change into elemental, gain some abilities.
Repair Serious Damage: Repairs 3d8 damage +1/ level (max +15) to any construct.
Rust Ray: Metal objects take 2d6 damage +1/2 levels.
Secret Page: Changes one page to hide its real content.
Shadow Phase: Subject becomes partially incorporeal.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –2 to AC, –2 on attack rolls.
Snake’s Swiftness, Mass: Allies each immediately make one attack.
Spell Vulnerability: Reduce creature’s spell resistance by 1/caster level (max reduction 15).
Spiderskin: Subject gains increasing bonus to natural armor, saves against poison, and Hide checks.
Steeldance: Blades hover around you and attack foes.
Stony Grasp: Arm made of soil and rock grapples foes.
Tremor-sense: Grants tremor-sense to a range of 30 feet.
Water Breathing: Subjects can breathe underwater.
Weapon of Energy: Weapon deals extra energy damage.
Weapon of Impact: As keen edge, but aids bludgeoning weapons.


Dispelling Screen: Targeted dispel magic on any
creatures and unattended items, +10 max on
caster level check.
Forceward: Creates a sphere of force that protects
against force effects and keeps out incorporeal
Portal Alarm, Improved: Warded portal alerts
you or a creature designated by you to creatures
passing through it.
Ray Deflection: Ray attacks are reflected away.
Ray of Deanimation: Ray deals 1d6 damage/level
to constructs.

Resistance, Greater: Subject gains +3 on saving
Resist Energy, Mass: Creatures ignore damage
from specified energy type.
Wall of Chaos/Evil/Good/LawM: Wall blocks
creatures of opposite alignment.

Assay Spell Resistance: +10 bonus on caster level
checks to defeat one creature’s spell resistance.
Know Vulnerabilities: Determine subject’s
vulnerabilities and resistances.
Treasure Scent: You detect valuable metals and

Battle Hymn: Allies can reroll one Will save/
Rebuke, Greater: Subject cowers for 1d4 rounds.

Blistering Radiance: Light dazzles creatures,
deals 2d6 fire damage in 50-ft.-radius spread.
Defenestrating SphereF: Cloudy gray sphere
knocks enemies prone, hurls them upward for
subsequent falling damage.
Dragon Breath: You choose a dragon type and
mimic its breath weapon.
Energy Spheres: Five colored spheres attack with
or negate acid, cold, electricity, fire, and sonic
Explosive Cascade: Bouncing flame ball deals
1d6/level fire damage.
Floating Disk, Greater: As floating disk, but you
can ride it.
Force Chest: 2-ft-cube chest made of force.
Force Claw: Claw of force guards an area, making
opportunity attacks.
Force Missiles: Unerring missiles of force strike
for 2d6 damage and explode in a burst.
Forcewave: Bull rushes all creatures within 10 ft.
Stone Sphere: 3-ft.-diameter stone sphere rolls
over your enemies.
Sword of Deception: Blade of energy attacks
independently, deals 1d4 damage, penalizes
subsequent save.
Thunderlance: Lance of force deals 3d6 damage
and might dispel force effects.
Vortex of Teeth: 3d8 points of damage due to force
per round to all creatures in the area.
Wingbind: A net of force entangles the subject,
causing it to fall from the sky.

Sensory Deprivation: All of subject’s senses are
Shadow Well: Subject enters gloomy pocket plane
and emerges frightened.

Attune Form: Grant creature temporary
protection against overtly damaging planar
Backlash: Subject takes damage if it uses spells
against another creature.
Bite of the Werewolf: You gain the Strength and
attacks of a werewolf.
Blinding Breath: Your breath weapon blinds

Corporeal Instability: Transform a creature into
an amorphous mass.
Darkvision, Mass: As darkvision, but affects one/
level subjects.
Displacer Form: You change into displacer beast,
gain some abilities.
Entangling Staff: Quarterstaff can grapple and
constrict foes.
Fire Stride: Teleport from one fire to another.
Flame Whips: Your forelimbs deal 6d6 fire
Flight of the Dragon: You grow dragon wings.
Iron Bones: Corporeal undead gains +6 natural
armor bonus.
Metal Melt: Melts metal object without heat.
Perinarch: Gain greater control over Limbo’s
morphic essence.
Raise from the Deep: Creature or sunken ship
made buoyant.
Repair Critical Damage: Repairs 4d8 damage +1/
level (max +20) to any construct.
Ruin Delver’s Fortune: Cast on another creature’s
turn and choose one of several benefits.
Scramble Portal: You randomize the destination
of a magic portal.
Sharptooth: One of your natural weapons deals
damage as if you were one size larger.
Spell Enhancer: Lets you cast another spell in the
same round at +2 caster level.
Voice of the Dragon: +10 on Bluff, Diplomacy,
and Intimidate checks; can use one suggestion.
Wings of Air, Greater: Subject’s flight
maneuverability improves by two steps.


World of Kulan DM
Updated PDF sheet for @Aust Thale's PC Falen for 7th-level. Note that while I noted the additional skill ranks and spells in the PDF, I did not allocate the skills or select new spells for Falen.


  • DnD_3.5_Falen Aust Thale (Bluffside 7th-level).pdf
    1.2 MB · Views: 86

Name: Rockhorn Mosswood
Player: MetaVoid
Race/Class: Titan bloodline 2 / Wild dwarf Fighter 3 / Beast Heart Adept 4
Size: Small (3'2'' height, 80lbs weight)
Religion: Marrhamor Duin
Alignment: Chaotic Good
Speed: Walk 20 ft.
Languages: Common, Dwarf, Montrese, Celestial

STR 20 (+5) (15 base +1 DM bonus +1 bloodline +1 level +2 item)
DEX 12 (+1) (13 base -1 DM bonus)
CON 19 (+4) (15 base, +2 racial +1 bloodline +1 level)
INT 13 (+1)
WIS 13 (+1)
CHA 11 (+0) (13 base - 2 racial)

21,253 after pyrohydra
Adjusted to 25,000 XP
Need 28,000 for the next level

Atributes: 4D6 = [6, 6, 2, 3] = 17
4D6 = [6, 2, 5, 2] = 15
4D6 = [5, 5, 3, 2] = 15
4D6 = [4, 3, 2, 1] = 10
4D6 = [1, 3, 5, 2] = 11
4D6 = [2, 5, 4, 1] = 12
4D6 = [1, 5, 3, 5] = 14
4D6 = [6, 4, 2, 3] = 15
4D6 = [6, 4, 2, 5] = 17


Fort: 12 = 7 +4 Con +1 cloak
Ref: 4 = 2 +1 Dex +1 cloak
Will: 7 = 5 +1 Wis +1 cloak
+2 racial vs spells and spell-likes
+3 racial vs poison
+4 racial vs disease

BAB: +7/+2
Handaxe: +13/+8 1d4+5
MW Comp Shortbow (str+5): +14/+9 1d4+5
Lance attack: +14 / 1d6+6 (+6 BAB + 5 Str +1 size +1 magic)
2HD Lance attack: +14 / 1d6+8 (+6 BAB +5 Str +1 size +1 magic)
Lance charge attack: +16 / 3d6+18 (+6 BAB +5 Str +1 size +1 magic +2 charge)
2HD Lance charge attack: +16 / 3d6+24 (+6 BAB +5 Str +1 size +1 magic +2 charge)

+1 competence on attack if me or the opponent are flying gain
+1 racial vs orcs and goblinoids
+2 to hit and damage vs flanked opponents in addition to normal bonuses

Initiative: +1
Hit Points: 61 = 10 + 2d10 + 4d8 + 7 x 4(CON)
HP for non-bloodline levels: 2D10 = [2, 3] = 5
3D8 = [4, 4, 8] = 16
HP for BHA 4: 1D8+4 = [2]+4 = 6

AC: 25 (10 + 10 armor + 1 Dex +2 shield +1 Size +1 natural)
Touch: 14
Flat-footed: 24
+4 dodge AC vs giants
+2 vs ranged attacks

Resist: lightning 5, fire 5
Speed: 15 (heavy armor)

+2 Constitution, -2 Charisma: Dwarves are stout and tough but tend to be gruff and reserved.

Small: As Small creatures, wild dwarves gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.

Wild dwarf land speed is 20 feet.

Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

Weapon Familiarity: Proficient with the handaxe and blowgun. The blowgun is such an integral part of wild dwarf life that all wild dwarves learn to use the weapon. This replaces the normal weapon familiarity.

Poison Use: Wild dwarves work with poisons from an early age, and they never risk accidentally poisoning themselves when applying poison to a weapon.

Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Fire resistance 5: Wild dwarves are inured to the oppressive heat of Chult.

+3 racial bonus on saving throws against poison. This replaces the standard dwarven bonus against poison. Wild dwarves are immune to wild dwarf knockout poison.

+4 racial bonus on saving throws against disease. Wild dwarves have developed a strong resistance to disease of all types.

+2 racial bonus on saving throws against spells and spell-like effects: Dwarves have an innate resistance to magic spells.

+1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears): Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively.

+4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too.

Wild dwarves are not nearly as capable or familiar with stone and metal as their more civilized kin. They do not receive the dwarven stonecunning trait or the bonus on Appraise and Craft checks related to stone or metal.

Automatic Languages: Dwarven, Common, home region. Bonus Languages: Chultan, Draconic, Goblin, Tashalan, Yuan-Ti.

Favored Class: Barbarian.

Campaign: Favored ( +2 competence on Ride)
Flaw: Hunted / Educated (arcana and dungeoneering class skills)
1st: Animal affinity (+2 on Handle animal and Ride)
F1: Mounted combat
BL2: Power attack
F2: Ride-by attack
3rd: Primary Contact (+1 rank on Handle animal)
6th: Spirited charge
BL8: Improved sunder

+2 on jump checks
Power attack
Strength +1
Levitate 1/day (Sp)
Titan affinity (+2
+1 natural armor
+2 on concentration checks
Improved sunder
Con +1

-- Uncivilized: You relate better to animals than you do to people.
You gain a +1 bonus on Handle Animal checks and wild empathy checks.
You take a -1 penalty on Bluff checks, Diplomacy checks, and Gather information checks.

-- Distinctive
You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal.

You gain a +1 bonus on Reputation checks.
You take a -1 penalty on Disguise checks.

Name: Spritewing
Size/Type: Medium (Large dungeonbred) Magical Beast

Magical Beast Type
Magical beasts are similar to animals but can have Intelligence scores higher than 2. Magical beasts usually have supernatural or extraordinary abilities, but sometimes are merely bizarre in appearance or habits.

  • 10-sided Hit Dice.
  • Base attack bonus equal to total Hit Dice (as fighter).
  • Good Fortitude and Reflex saves.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.

  • Darkvision out to 60 feet and low-light vision.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Magical beasts eat, sleep, and breathe.

Hit Dice: 61 = 10 + 5d10+(6 x CON)
Initiative: +2
Speed: 60 ft. (12 squares), fly 120 ft. (good)
Armor Class: 22 (+2 Dex, +5 natural +4 armor +1 size), touch 13, flat-footed 20
Base Attack/Grapple: +6/+11
Attack: Hoof +11 melee (1d6+5)
Full Attack: 2 hooves +11 melee (1d6+5) and bite +6 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., low-light vision, scent, spell-like abilities
Spell-Like Abilities: Caster level 5th at will - detect good and detect evil within a 60-foot radius.
Languages: Understands Celestial, Common, Dwarven (pearl), Elvish, and Sylvan, speaks only dwarven (pearl)

Skills: Pegasi have a +4 racial bonus on Listen and Spot checks
Saves: Fort +5+4, Ref +5+2, Will +2+1+2
Abilities: Str 18+2, Dex 15, Con 16+2, Int 10, Wis 13, Cha 13

* easy maintenance
* +2 racial vs poison/disease
* Str +4, Con +4
* Endurance, Improved Natural Attack
* size Large --> Medium: -4 Str, -4 Con, +1 AC, +1 to hit, +4 Hide, -4 graple mod, -4 Str, -4 Con

BHA: Str +2, Con +2, Nat armor +2, HD +2 (Feat +1), 2 skill points, Link, Evasion
Skills: Diplomacy +3, Listen +9, Sense Motive +9, Spot +9
Feats: Flyby Attack, Iron Will, Wingover (from BHA)
Environment: Temperate forests
Alignment: Usually chaotic good
Carry: Fly 300, Ground 900

HD 1d10
All weapons and armor
Full BAB
Good Fort
2 skill points

Fighter/Knight: Climb, Craft, Diplomacy, Handle animal, Heal, Intimidate, Jump, Ride, Swim

  • HD 1d8
  • Full BAB
  • 4 skill points
  • BHA: Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Jump, Know (arcana), Know (dungeon), Know (nature), Know (the planes), Ride, Survival, Swim

Monstrous Companion (Ex): You gain the service of a monstrous companion. The creature is similar to a druid's animal companion, but it is a magical beast or aberration rather than an animal. Choose one of the following as your monstrous companion: ankheg, blink dog, giant eagle, giant owl, hippogriff (4 Hit Dice), krenshar (4 Hit Dice), otyugh, owlbear, pegasus, or worg. Except for the hippogriff and the krenshar, which are larger than normal, the monster is typical of its kind. If its Intelligence is greater than 2, the companion has the same alignment as you.

If you have levels in other classes (such as druid or ranger) that give you the ability to have an animal companion, those levels do not stack with your beast heart adept levels for the purpose of determining which kinds of monstrous companions you can select (and what the abilities of those companions are).

At 3rd level or higher, you can select from alternative lists of monsters (Digester, Girallon, Manticore, Winter wolf). Just as with a druid's alternative animal companion, an alternative monstrous companion gains abilities as if your beast heart adept class level were lower than it actually is.

Monster Empathy (Ex): You can use body language, vocalization, and demeanor to improve the attitude of a magical beast such as a chimera or a gorgon. This ability functions like the druid's wild empathy class feature, except that it affects magical beasts regardless of their Intelligence score.

You can also use this ability to influence an animal (such as a dire bear) or an aberration that has an Intelligence score of 1 or 2 (such as a rust monster), but you take a -4 penalty on the check.

If you have the wild empathy ability from another class, add your levels in that class to your beast heart adept level when influencing magical beasts or animals. In addition, you no longer take a penalty to your monster empathy check when influencing animals. If you have 5 or more ranks in the Handle Animal skill, you gain a +2 bonus on your monster empathy checks.

Monster Handler (Ex): You can make Handle Animal checks with regard to magical beasts and aberrations without penalty. This ability applies only to creatures that have an Intelligence score of 1 or 2. Magical beasts and aberrations that have higher Intelligence scores cannot be controlled by Handle Animal at all.

Monster Lore (Ex): At 2nd level, you gain uncanny knowledge about all types of living monsters, including their habitats, behavior, abilities, and weaknesses. You can make a special monster lore check to identify monsters or their special abilities or vulnerabilities. The check functions as a Knowledge check, except the monster lore check can identify any living creature. You gain a bonus on this check equal to your beast heart adept level + your Int modifier (+5). You can attempt this check in addition to making the relevant Knowledge check to learn about a creature.

If you have levels in the bard class or the loremaster prestige class, you can add those levels to your beast heart adept levels when determining the bonus on the monster lore check.

Monstrous Flank (Ex): At 4th level, you learn to better coordinate your attacks with your monstrous companion. When you form a flank with a companion, both you and the creature gain an additional +2 bonus on attack rolls and damage rolls against the flanked opponent.

3 x 4 (first level fighter) + 3 x 2 (fighter) + 5 x 4 (BHA) = 38

Fighter: Climb, Craft, Diplomacy, Handle animal, Heal, Jump, Ride

BHA: Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Jump, Know (arcana), Know (dungeon), Know (nature), Know (the planes), Ride, Survival, Swim

Name Attribute Ranks + Ability + mods = total
Balance (dex) 3 = 2+1
Bluff (cha)
Climb (str, ACP) +0 = 1 +5 -6 (ACP)
Craft (leather) 5 = 2 +1 +2 (MW tools)
Diplomacy (cha)
Disguise (cha) -1 = 0 +0 -1 (trait)
Heal (wis) +3 = 0 +1 +2 (belt)
Jump (str) +8 = 1 +5 +2 (bloodline)
Gather information (cha)
Handle animal (cha) 18 = 11 +0 +2 (affinity) +2 (BHA) +2 (competence, favored) +1 (trait)
Knowledge(arcana) (int) 5 = 4 +1
Knowledge(dungeon) (int) 5 = 4 +1
Ride (dex) 18 = 11 +1 +2 (affinity) +2 (circumstance, saddle) +2 (synergy)
Survival (wis) 2 = 1 +1
Swim (str, 2xACP) -6 = 1 +5 -12 (ACP)

Arms: Bracers of aerial combat 5000gp 0,5 lbs (+1 competence bonus on attack rolls if you or the foe you attack is airborne)
Hands: Gauntlets of giantfelling (+2 Str) 5000gp (swift: you gain a bonus on the next weapon damage roll you make against a creature larger than you before the end of your turn 1d6 per size difference, max 3d6)
Throat: Enduring amulet 1500gp (endure elements + 3 charges/day immediate for 10/15/20 resist fire/cold for 1 round)
Shoulders: Piercer cloak +1 1450gp (swift 3/day: +1d6 damage if above the enemy, +2d6 if charging from above)
Waist: Healing belt 750gp 0,5 lbs (standard, heal 2d8 +1d8/extra charge)
Shield: Darkwood light +1 1203gp 1,25 lbs
Armor: Reinforced full plate +1 3850gp 27,5 lbs
-- Crystal of arrow deflection 500gp -

Weapon: MW composite shortbow (str +5) 775gp 1 lb
Weapon: Resilient skylance +1 2510gp 5 lbs
-- Capsule retainer 100gp
-- Ghost blight 100gp

-- Potion of cure light wounds 50gp
-- Tanglefoot bag 50gp 4 lbs
-- Alchemist fire 20gp 1 lb
-- Acid flask 10gp 1 lb spent against the hydra
-- Acid flask 10gp 1 lb (moved from the backpack)
-- Steel mirror 10gp 0,5 lbs

-- Potion of cure light wounds x2 100gp
-- Alchemist fire 20gp 1 lb
-- Tanglefoot bag 50gp 4lbs
-- Piton x10 1gp 2,5lbs
-- Silk rope 12gp 7lbs
-- Waterskin 1gp 4lbs
-- Masterwork leather working tools 55gp 2,5 lbs

--- Spritewing
Easy travel light-weight MW studded leather 2875gp 32 lbs
Pearl of speech 600gp -
Military saddle 20gp 15 lbs
Bit and briddle 2gp 1 lb

Remaining gold: 376gp

Total weight: 85,75 lbs
Rockhorn: 37,75 lbs
Pegasus: 48 lbs

Total riding weight: 85,75 + 80 = 165,75 lbs

Rockhorn has tattoos over most of his body and face. He's dark-skinned, with dark brown hair, beard and eyes.

Shy, direct when spoken to. Not very eloquent, but astute.

Born into a wild and secluded clan nestled deep within the uncharted jungles, this stout dwarf was destined to become the champion and protector of his people. Educated in the ancient lore of magical beasts and aberrations, he grew to possess a profound understanding of these creatures and their untamed powers. The Rockhorn' clan lived simply, embracing a life of simplicity and harmony with nature.

However, his tranquil existence was shattered when slavers infiltrated their sanctuary. Overwhelmed by the invaders, he was captured and thrust into a life of enslavement. Stripped of his freedom, he endured the brutal gladiator arenas, where his captors reveled in bloodshed and torment.

In the depths of despair, a glimmer of compassion emerged within the dwarf's heart. As he toiled in the arena, caring for the beasts forced into combat, he witnessed the suffering of a magnificent pegasus. This noble creature, subjected to cruel experiments, was on the verge of death. Unwilling to let it perish, the dwarf risked everything to keep the pegasus from death and away from the arena.

In time the connection grew and once, when they were taken by the caravan as guest combatants, Bluffside rangers descended on the slavers. Rockhorn used the opportunity and freed as many of the beasts he could and flew away on the pegasus. They were downed by the slavers, but survived to be freed.

Embraced by the community of Bluffside, the dwarf's small stature and stout build set him apart from the city's populace. The rangers, acknowledging his deep understanding of magical beasts and his exceptional skills as a caretaker, took him under their wing. They further honed his abilities as a monster handler, granting him the opportunity to provide care and rehabilitation to a wide range of creatures.

Through his unwavering dedication and genuine compassion, the dwarf earned the respect and admiration of the rangers and the community alike. His bond with the pegasus he saved grew stronger, and they became inseparable companions, soaring through the skies as a symbol of their shared liberation.

In the city, he developed a fighting style on his aerial mount and bought items that supported it.

Life timeline:
  • clan champion (educated about magical beasts and aberrations)
  • lived uncivilized in the jungle (uncivilized trait)
  • captured as a slave (flaw)
  • trained as monster handler
  • fought in gladiator arena as a comic relief on large mounts, learned about the world
  • saved a pegasus his slave owners experimented upon, he now rides it
  • freed by rangers of Bluffside
  • distinctive trait - small, stout dwarf, Wild dwarves are dark-skinned, short, and stout, with dark brown eyes
  • favored ranger-scout in Bluffside city
  • currently new Exemplar
Last edited:

Aust Thale

Falen Updated: 9th level. Removed 2 gems (25gp ea) for Timerlon (sp?) and 1 gem (10gp) for Puck.
And another gem (10 gp) for unnamed elven Stormgrove purser.
Doesn't included spells learned from Enchantress' spellbook (need more down time).
Edited and replaced 10/4/2023


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