[v.3.5] Rogues Gallery: Aerie of the Crow God PbP Campaign!

Knightfall

World of Kulan DM
Characters should be posted on this thread. Characters should be 7th-level. FYI... It might be useful for the group to have a bard.
 
Last edited:

log in or register to remove this ad

JustinCase

the magical equivalent to the number zero
Caerth Heart-of-Oak
N male half-orc druid 11
(levels 1, 4, 6 are racial substitution levels)
attachment.php

STR 19 (+4) (15 base + 2 racial + 2 level)
DEX 16 (+3)
CON 14 (+2)
INT 14 (+2) (14 base - 2 racial +2 headband)
WIS 16 (+3)
CHA 11 (+0) (13 base - 2 racial)

Fort: 9 (7 base + 2 CON)
Ref: 6 (3 base + 3 DEX)
Will: 10 (7 base + 3 WIS)

Base attack: +8/+3
Melee attack: +13/+8 spear +1 (twohanded, damage 1d8+7, crit x3)
Melee attack: +13/+8 Kang (magical dagger, damage 1d4+5, crit 19-20/x2, thrown 10ft)
Ranged attack: +12 composite longbow +1 (+4 str bonus) (damage 1d8+5, crit x3)
Note: Extra 2d6 damage on charge attacks (wild rhino hide); power attack means up to BAB penalty to attack and same amount bonus on damage

Initiative: +3
Hit dice: 3d10+8d8+22
HP: 71 (10 + 2d10+4d8+14=34 + 5+ 1D8+2=9 + 2D8+4=13)
AC: 22 (10 + 5 armor + 3 Dex + 4 natural)
Speed: 20 (medium armor)
Languages known: Common, Orc, Druidic, Sylvan
Feats:
  • Track (level 1)
  • Martial Weapon Proficiency: Composite Longbow (level 3)
  • Natural Spell (level 6)
  • Power Attack (level 9)

Skills:
  • Concentration +16 (14 ranks)
  • Handle Animal +14 (14 ranks)
  • Knowledge (nature) +20 (14 ranks, +2 druid, +2 survival, +1 headband)
  • Listen +9 (6 ranks)
  • Spellcraft +4 (2 rank, +1 headband)
  • Spot +9 (6 ranks)
  • Survival +19 (14 ranks, +2 druid)

Racial features (half-orc):
  • strength +2, intelligence -2, charisma -2
  • medium size; base speed 30 feet
  • darkvision 60 feet
  • orc blood (considered an orc for effects related to race)
  • favored class: barbarian

Class features (druid):
  • Proficient with club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear, natural weapons
  • Proficient with light and medium armor and with wooden shields
  • Prohibited from wearing metal armor
  • Spellcasting
  • Spontaneous casting (summon nature's ally)
  • Cannot cast spells of opposed alignment
  • Druidic as extra language; Sylvan as bonus language option
  • Tough animal companion (racial substitution level 1: animal companion gains Toughness)
  • Nature sense (+2 bonus on Knowledge nature and Survival)
  • Wild empathy
  • Woodland stride
  • Trackless step
  • Bully animal (racial substitution level 4: add Strength modifier to Wild empathy checks instead of Charisma)
  • Wild shape 4/day (item) (large, tiny)
  • Augmented nature's allies (racial substitution level 6: animals summoned with summon nature's ally gain +4 Strength and Constitution)
  • Venom Immunity (immune to all poisons)
Spells prepared:
Level 0 (6): create water, cure minor wounds, detect magic, detect poison, guidance, purify food and drink
Level 1 (6): entangle, traveller's mount, traveller's mount, traveller's mount, traveller's mount, traveller's mount
Level 2 (5): bear's endurance, lesser restoration, mass snake's swiftness, master air, share husk
Level 3 (5): blindsight, cure moderate wounds, giant’s wrath, plant growth, spirit jaws
Level 4 (3): dispel magic, lay of the land, scrying
Level 5 (2): atonement, commune with nature
Level 6 (1): greater dispell magic

DC is 13 + spell level
Can spontaneously cast a Summon Nature's Ally of the relevant level instead of a prepared spell.
Equipment
  • Kang ("Mercy/Murder" in Orc) [AL NE; Ego: 6 (7); Int 13, Cha 13, Wis 10; Star Arm (adds to Ego)] > +1 adamantine stiletto dagger (+4 to Ego)— Empathy; 60 ft. vision and hearing
    — Deathwatch 30 ft. (Continually Active) [Lesser Power] (+1 to Ego)
    — Hold Person (3/day; CL 1st, save DC 12) [Lesser Power] (+1 to Ego)
  • wild rhino hide armor (AC +5, armor check -1, medium, +2d6 charge damage, retain AC bonus in Wild Shape)
  • amulet of natural armor +4
  • headband of intellect +2
  • hide armor +1 (AC +4, armor check -2, medium) 1165gp
  • spear +1 (twohanded, melee attack +10, damage 1d8+7, crit x3) 2302gp
  • composite longbow +1 (+4 str bonus) (ranged attack +9, damage 1d8+5, crit x3) 2800gp
  • arrows x120 6gp
  • druids vestment (gain Wild shape +1/day) 10000gp
  • quiver of ehlonna 1800gp
  • ring of sustenance (heirloom, worth 2500gp)
  • backpack 2gp
  • holly and mistletoe 0gp
  • spell component pouch 5gp
  • wand of cure light wounds 750gp (charges: 40/50)
  • potion of cure light wounds 50gp
  • trail rations 4 days 2gp
  • 221 gold pieces, 3 silver pieces
Appearance:
A tall, muscular man with grayish skin and small tusks jutting from his lower jaw, there is no mistaking the orcish ancestry of Caerth Heart-of-Oak. Unlike many half-orcs, however, he bears no obvious scars apart from several old scratch marks on his forearms; lessons learned early about carefully handling wild animals.

Though usually dressed in sturdy brown hide armor underneath a moss green, fur lined vestment, Caerth often goes barefooted so he can ‘feel the land’ he travels. When this is not convenient, he carries a pair of boots in his ragged backpack, along with several seeds, berries and the occasional small dead animal. His weapons of choice, a finely crafted bone-tipped spear and a massive black longbow, are never far from his side, even when visited the so-called civilized places. Apart from a small, faded bronze ring, Caerth wears no jewelry or other impractical trinkets.

The large brown horned owl that Caerth refers to as Screech, is often found nearby, even in daylight when most owls are asleep.

Personality:
Most people expect half-orcs to be dumb, but Caerth is wise and rather clever. He has never learned the art of diplomacy, however, so when he speaks his mind it is blunt and completely honest. Run-ins with the local villagers have taught him to keep his mouth shut unless in the company of those people he trusts, which are few.

Instead, Caerth prefers the company of animals and the quiet companionship of trees and vegetation. As a druid, he cares for all natural life and strives to maintain the balance of nature, hunting down or chasing away those who threaten the equilibrium.

Every once in a while, though, he takes the form an inconspicuous animal and spends his time in town, observing the mysterious people of his mother’s race; wanting to belong, yet unable to understand.

Background:
In his earliest childhood memories, Caerth was playing outside the hut of the hermit Aeron, trying to catch the small animals that lived around it. Some of them fought desperately to escape the boy’s grasping hands, scratching the skin of his hands and arms. Gently at first but sternly when necessary, Aeron corrected the young half-orc and showed him how kindness worked better at gaining the creatures’ trust. This took him a long time; apparently his orcish blood urged Caerth to a more violent path even at that age.

As he grew up in the forest amongst the woodland creatures, Caerth learned to suppress his inherent violence and eventually channel it into curiosity about nature and its ancient magic. He became a fierce hunter, a gentle protector, and after many years, a promising young druid under the guidance of the hermit Aeron.

Upon entering the druidic circle, the aging hermit gave Caerth a new name: Heart-of-Oak. It was a title of respect for his loyalty to the natural balance of the world; of goodness of heart, and wise decisions. Caerth was also given a magical bronze ring. While wearing it, he would need only a few hours of rest, and no food at all; this enabled the young druid to travel to otherwise inhospitable wild places. It was in such a place, far from the familiar forest of home, where the half-orc rescued an owl chick from a hungry young manticore. He named the owl Screech, for the high sounds it makes when excited, and it has followed him around ever since.

A few times Caerth accompanied Aeron to the nearby town of Carnell, and although he was intrigued by the human people living there, they were not pleased by his presence. Attempts at conversation went very bad very quickly, and only the timely intervention by Aeron prevented an all-out fight.

When he asked his mentor about it, Aeron told Caerth how many years ago a young noblewoman had come to the hermit with a newborn wrapped in cloth. The infant, obviously a half-orc, was the result of one hedonistic night with an orc slave in a faraway brothel, and it would make a huge scandal if anyone found out. Better that the babe would die in childbirth. Yet the woman could not bring herself to take his life; instead she sneaked out and came pleading to the hermit druid to raise him and forever keep her secret.

The fact that his mother’s family was uncomfortable about him living nearby, and the general human suspicion about orcs and their violent nature, was the reason why most people would never fully trust Caerth. It was not fair, but being angry about would only confirm their suspicions.

Only once has Caerth seen his mother; in the shape of a large bird, he flew to her house and watched from a nearby tree as the woman he knew to be his mother was going about her chores. There was so much he wanted to say to her, to ask her, to comfort her, but in the end, he did not dare to enter the house; did not know if she would welcome him, or be proud; if she would recognize him at all.

He did not return.

Screech, animal companion
N tiny animal (owl)
HD: 7d8+3 (toughness)
HP: 32 (8+4d8+3=24 + 8)
Speed: 10 feet, fly 40 feet (average)

Base attack: +5
Melee attack: +11/+9 talons (multiattack, 1d4-2, distracting attack)
Armor class: 24 (+2 size, +4 Dex, +8 natural), touch 16, flat-footed 20

Space/reach: 2-1/2ft/0ft
Special attacks: Flyby Attack, multiattack
Special qualities: low-light vision, link, share spells, evasion, devotion, multiattack

Saves: Fort +5, Ref +9, Will +4
Abilities: STR 6, DEX 19, CON 10, INT 2, WIS 14, CHA 4

Skills: Listen +15, Move silently +20, Spot +8 (in shadows +16) (not sure if these numbers are correct...)
Feats: Weapon Finesse, Toughness (racial sub level 1), Flyby Attack, Distracting Attack
Tricks known (max 10): Attack (all creatures, counts as 2 tricks), Come, Down, Fetch, Seek, Stay, Work, Defend, Heel

Current XP (see this post): 56,895 + 4,950 + 2,500 = 64,345 XP (Mar 22, 2022)
Next level: 66,000

Last edited:
Oct 18, 2021: Leveled up to 11. Screech's skills still need to be adjusted (but it doesn't improve since last level-up).
Nov 21, 2021: Added the amulet of natural armor +4 and adjusted stats accordingly.
Feb 2, 2022: Updated prepared spells. Added the headband of intellect +2 and adjusted stats (INT, int-based skills) accordingly.
 

Attachments

  • Caerth Heart-of-Oak.jpg
    Caerth Heart-of-Oak.jpg
    34.6 KB · Views: 1,803
Last edited:

G

Guest 11456

Guest
Aureus Canis

[sblock=Rolls]Abilities: 4d6.takeHighest(3)=14, 4d6.takeHighest(3)=9, 4d6.takeHighest(3)=16, 4d6.takeHighest(3)=14, 4d6.takeHighest(3)=14, 4d6.takeHighest(3)=11, 4d6.takeHighest(3)=15, 4d6.takeHighest(3)=15, 4d6.takeHighest(3)=8, 4d6.takeHighest(3)=14
Hit Points: Hit Points (1d6=2, 1d6=3, 1d6=2, 1d6=5, 1d6=4, 1d6=3)[/sblock][sblock=Character]INFORMATION
Name: Aureus Canis
Race: Hutaakan
Class: Rogue
Level: 7
Alignment: Lawful Good
Languages: Hutaakan, Orc (Maran), Gnoll, Javeldian, Vananean
Size: Medium
Gender: Female
Age: 20
Height: 6'-2"
Weight: 160#

ABILITIES
Str: 13 (15 base, -2 race)
Dex: 18 (16 base, +2 gloves)
Con: 14
Int: 16 (14 base, +2 race)
Wis: 18 (15 base, +2 race, +1 4th level)
Cha: 14

COMBAT
HP: 39 [6+2+3+2+5+4+3+14]
AC: 21 [10 base, +4 Dex, +6 armor, +1 natural]
AC Touch: 14 [10 base, +4 Dex]
Flatfooted: 17 [10 base, +6 armor, +1 natural]
Init: +4 [+4 Dex]
BAB: +5
Fortitude: +5 [2 Base, +2 Con, +1 cloak]
Reflex: +10 [5 Base, +4 Dex, +1 cloak]
Will: +7 [2 Base, +4 Wis, +1 cloak]
Speed: 30'

WEAPON
+2 Short Sword: Attack: +8, Damage: 1d6+3, Crit: 19-20/x2, Type: P

RACIAL
Abilities: -2 Str, +2 Int, +2 Wis
Size: Medium
Humanoid (Extraplanar, Hutaakan)
Speed: 30'
Darkvision 60'
+1 natural AC
+4 racial bonus on Hide and Move Silently checks.

CLASS: Rogue
Armor/Weapons: Light / Simple, hand crossbow, rapier, sap, shortbow, and short sword.
Sneak Attack +4d6
Trapfinding
Evasion
Trap Sense +2
Uncanny Dodge

FEATS
Nimble Fingers
Skill Focus (Disable Device)
Skill Focus (Open Locks)

SKILLS
Balance +16 (10 ranks, +4 Dex, +2 synergy)
Climb +11 (10 ranks, +1 Str)
Disable Device +20 (10 ranks, +3 Int, +2 nf, +3 focus, +2 tools)
Hide +18 (10 ranks, +4 Dex, +4 race)
Jump +13 (10 ranks, +1 Str, +2 synergy)
Listen +14 (10 ranks, +4 Wis)
Move Silently +18 (10 ranks, +4 Dex, +4 race)
Open Lock +21 (10 ranks, +4 Dex, +2 nf, +3 focus, +2 tools)
Search +13 (10 ranks, +3 Int)
Spot +14 (10 ranks, +4 Wis)
Survival +4 (+6*) (0 ranks, +4 Wis, +2 Synergy*)
Tumble +16 (10 ranks, +4 Dex, +2 synergy)
* find or follow tracks

SPECIAL
Fighting Defensively (+3 dodge bonus to AC)
Total Defense (+6 dodge bonus to AC)

CARRYING CAPACITY
Light: 50#
Medium: 100#
Heavy: 150#

EQUIPMENT
+2 Mithral Shirt (5250gp, 10#, worn)
Cloak of Resistance +1 (1000gp, 1#, worn)
Gloves of Dexterity +2 (4000gp, 0#, worn)
+2 Short Sword (8310gp, 2#, belt)
Backpack (2gp, 2#, back)
Rope of Climbing (0gp, 3#, backpack) [Signature Magic Item]
MW Thieves' Tools (100gp, 2#, backpack)
5 Potions of CLW (300gp, 1#, backpack)
10 Days of Trail Rations (5gp, 10#, backpack)
Waterskin (1gp, 4#, backpack)
Total (18,968gp, 35#, light)

FINANCES: 32

Background: TBD[/sblock]
Current HP: 31 (39 [max.])
 
Last edited by a moderator:

Scotley

Hero
Minvelepharadan 'Phar' Tamlyranth

Silver/Gray Elf Hybrid Elf Paragon 3, Wizard (Evoker) 8
56,404 XP per DM 10/12/2021

Str: 11 (13 base -2 race)
Dex: 16 (16 base -2 race +2 8th level)
Con: 12 (14 base -2 race)
Int: 24 (17 base +2 race +1 4th level +2 Paragon 3 +2 Magic)
Wis: 12
Cha: 12
Alignment: CG
HP: 56 (8+24+9Con) 4d4+3d8+7 Hit Points (2d8+4d4=24)
HP 8th level: 1D4 = [3] = 3
Hit points level 6 Evocker : 1D4 = [2] = 2
hit points for 7th and 8th level evoker: 1D4 = [3] = 3
1D4 = [3] = 3 +2 favored class bonuses
BAB: +6,+1
FORT: +4
REFLEX: +9
WILL: +8
AC: 22 touch 15, flatfooted 17

Gender: Male
Age: 150
Height: 5'7"
Weight: 100#
Hair: Pale golden worn long and held back with a simple silver headband.
Eyes: Violet
Appearance: Phar, as he allows those who do not speak the musical language of his people to call him, is tall and thin in a way that sets him apart from typical Silver Elves. His skin is pale gray and his eyes are violet and filled with deep sadness. His slender form gray form topped with pale golden hair has been likened to an aspen tree on a fall afternoon when the leaves are soon to fall. His long hair is brushed out straight and held in place with a simple silver band. He wears a chain shirt of impossibly fine delicate work in mithral over silver-gray padding of a smooth cloth. Over this is a black vest with stylized stags under a night sky. The stars are in the pattern of the midsummer sky over lost Amylinyon. His gear is all of the archaic style of Amylinyon no longer seen. He carries the traditional elven weapons--longsword and longbow. His trousers are also silver gray and faced with buffed leather. He wears low soft boots and a travelers pack. While most of his gear is in pale silver, light wood or buff colors his cloak is a vivid purple that matches his eyes. A buckler of dark wood is strapped to his left arm. It too is faced with a stylized stag with elaborate horns swept back over the length of the body.

Gray/Silver Elf Hybrid
•+2 Dexterity, -2 Constitution, +2 Intelligence, -2 Strength.
•Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
•Elf base land speed is 30 feet.
•Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
•Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
•Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
•+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
•Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
•Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Wizard
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.
Spells: A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time.
Bonus Languages:A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.
Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can.
Bonus Feats: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.

Elf Paragon
Elf paragons are proficient with all simple weapons, rapiers, longswords, shortbows, and longbows. Elf paragons are proficient with light armor, but not with shields.

Wizard level +2

Elfsight (Ex) An elf paragon has exceptional visual acuity. Her racial bonus on Search and Spot checks increases to +4. In addition, an elf paragon's low-light vision increases in range, allowing her to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

Resist Enchantments (Ex) An elf paragon's racial bonus on saves against enchantment spells or effects increases by 2.

Weapon Focus (Ex) At 2nd level, an elf paragon gains Weapon Focus as a bonus feat. This feat must apply to either the rapier, longsword, shortsword, shortbow, longbow, composite shortbow, or composite longbow.

Ability Boost (Ex) At 3rd level, an elf paragon's Intelligence score increases by 2 points.

Feats
Scribe Scroll (wizard bonus)
Summon Familiar (wizard bonus0
Weapon Focus [longbow] (elf paragon bonus)
Spell Penetration (campaign bonus)
Point Blank Shot 1st Level
Precise Shot 3rd Level
Practiced Spellcaster (complete wizard p.82) 6th Level
Wizard Bonus Spell Mastery (Dispel Magic, Summon Monster 3, Feather Fall, Magic Missile, Web, Fireball, Shield)
Rapid Shot 9th level

Skills
(2+7Int)x(Level+3)=126
Languages: Common, Elven, Centaur, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan
Bluff*1+1Gear+1Cha
Concentration 14+1Con
Craft
Decipher Script 2+7Int
Diplomacy 8+1Cha+2Syn
Hide 5+3Dex
Knowledge Arcana 14+7Int
Knowledge Architecture and Engineering 5+7Int
Knowledge Dungeoneering 1+7Int
Knowledge Geography 1+7Int
Knowledge History 1+7Int
Knowledge Local 1+7Int
Knowledge Nature 2+7Int
Knowledge Nobility and Royalty 5+7Int
Knowledge Religion 2+7Int
Knowledge The Planes 2+7Int
Listen 14+1Wis+4Race
Move Silently 5+3Dex
Ride* 2+3Dex
Search* 4+1Wis +4Race+2Syn(secret doors and hidden compartments)
Spellcraft 14+7Int+2Syn
Spot 14+1Wis+4Race
Survival 2+1Wis
Swim 2

*Cross class

Spells

Evoker Opposed Schools Illusion and Necromancy
4+s, 4+2+s, 4+2+s, 3+2+s, 3+1+s,2+1+S
Current:
O Level Light (s), Caltrops, Detect Magic, Prestidigitation, Electric Jolt
1st Level Magic Missile (S)x2, Whelm, Kelgore's Fire Bolt, Protection from Evil, Slide, Feather Fall
2nd Level Scorching Ray (S), Luminous Swarm, Glitter Dust, Cat's Grace, Scorching Ray x2
3rd Level Fireball (S), Haste, Summon Monster 3, Fly, Dispel Magic, Lightning Bolt
4th Level Fire Shield (S), Ice Storm, Summon Monster 4
5th Break Enchantment, Wall of Force (S), FireBurst (S)


Spell Book Acid Splash, Arcane Mark, Caltrops, Daze, Dancing Lights, Detect Poison, Detect Magic, Electric Jolt, Flare, Light, Sonic Snap, Amanuensis, Launch Bolt, Launch Item, Mage Hand, Mending, Message, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Open/Close, Resistance, Stick,
1st (12) Grease, Protection from Evil, Identify, Slide (SC), Shield, Magic Missile, Kelgore's Fire Bolt (PH2), Whelm (PH2), Enlarge Person, Feather Fall, Familiar Pocket (SC), Light of Lunia (SC)
2nd (4) Slapping Hand (SC), Luminous Swarm (CM), Scorching Ray, Glitterdust, Bull's Strength, Cat's Grace, Web
3rd Haste, Fireball, Lightning Bolt, Fly, Dispel Magic, Summon Monster 3
4th Fire Shield, Ice Storm, Wall of Fire, Summon Monster 4, polymorph
5th Permanency, Break Enchantment, Wall of Force,

Spells in Reynold's Spellbook (given to Phar by Timmins)
0th
All from PHB and SC

1st
Animate Rope
Babau Slime [SC]
Backbiter [SC]
Breath Flare [SC]
Corrosive Grasp [SC]
Detect Undead
Erase
Expeditious Retreat, Swift [SC]
Hail of Stone [SC]
Mage Armor
Magic Missile
Orb of Acid, Lesser [SC]
Portal Beacon [SC]
Ray of Flame [SC]
Shield
Spirit Worm [SC]
Summon Monster I
Summon Undead I [SC]

2nd
Acid Arrow
Augment Familiar [SC]
Command Undead
Darkvision
Discern Shapechanger [SC]
Knock
Ray of Weakness [SC]
Summon Undead II [SC]
Wraithstrike [SC]
Xander's Spellbook
0th
Acid splash, amanuensis [SC], arcane mark, caltrops [SC], dancing lights, daze, detect magic, detect poison, disrupt undead, distract [SC], electric jolt [SC], flare, ghost sound, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, silent portal [SC], sonic snap [SC], touch of fatigue

1st
Endure elements, fist of stone [SC], mage armor, mage hand (greater) [SC], magic weapon, Nystul's magic aura, shield, sniper's shot [SC], true strike

2nd
Arcane lock, blur, bull's strength, fly (swift) [SC], spider climb, web, wraithstrike [SC]

3rd
Deep slumber, explosive runes, fireball, tremorsense [SC], Wanda's crawling force missile [homebrewed]


Wanda's Crawling Force Missile
Evocation [Fear, Force, Mind-Affecting]
Level: Drd 4, Sor/Wiz 3, Insect 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to four creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Will partial negates
Spell Resistance: Yes

A force missile of magical energy darts forth from your fingertip, unerringly strikes its target, and makes the victim believe insects are crawling on her. The force missile deals 1d4+1 points of damage.

No attack roll is required, as Wanda's crawling force missile strikes unerringly, even if the target has anything less than total cover or concealment. Specific parts of a creature cannot be singled out. Inanimate objects cannot be damaged by the spell.

After the crawling force missile strikes, the victim must make a Will save or become panicked for 1d4 rounds, as she believes that tiny beetle-like insects are crawling all over her body. A successful save negates this mind-affecting fear effect. A panicked victim suffers a -2 morale penalty on saving throws, and cowers until the effect ends. (See DMG for more information on fear-panicked creatures.)

For every three levels of experience past 3rd, you gain an additional missile. You have two at 6th level, three at 9th level, and the maximum of four at 12th level or higher. You can have them strike a single creature or several creatures. You must designate targets before you roll for SR or determine damage.

Material Component: An arrow painted white.




b
Equipment
+2 Headband of Intellect 4000 gp
+1 Feycraft Mithral Thistledown Suit Chain Shirt 2850 gp 11.2# APC: 0 Max Dex: +7 Arcane spell failure: 0%
+1 Feycraft Darkwood Buckler 1714 gp 5# ACP: 0 Arcane spell failure: 0%
+2 Ring of Protection
MW Longsword [+5 melee] 315 gp 4#
+1 Elvencraft Longbow [+10 ranged, +11 point blank] 2675 gp 3#
-20 arrows 1 gp 3#
Dagger (x3) [+5 melee, +8 thrown] 6 gp 1#
Wand of Web 4500 gp (50 charges) [-1]
Wand of Cat's Grace (40 charges)
Travelers Outfit 0 gp 0#
Spell Component Pouch 5 gp 2#
Scroll Case 1 gp .5#
-scroll of fly
-scroll of Cat's Grace
-scroll of Bull's Strength
Handy Haversack 2000 gp 5#
-2 Spell books of dragon hide with vellum pages in slipcovers 540 gp
-1 spell book standard 15 gp
-Bed roll and winter blanket 6sp
-Candle x2 2 cp
-Flint and Steel 1 gp
-Water Skin x2 one filled with wine 12 gp
-50' silk rope 10 gp
-trail rations x10 days 5gp
-Pen x2, Ink and Parchment x9
-Morningstar 8 gp
-Torch x2 2 cp
3 pp 24 gp 3 sp 6 cp
100 gp *(ironweights) in a fine pouch with silk thread.

Hawk Familiar
Featar (roughly translated 'high spirit' 'sky spirit')
Size/Type: Tiny Magical Beast
Hawk (male)
Tiny Animal
Hit Dice: 4 1d8 (19 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 21 (+2 size, +3 Dex, +6 natural), touch 15, flat-footed 17
Base Attack/Grapple: +4/-6
Attack: Talons +5 melee (1d4-2)
Full Attack: Talons +7 melee (1d4-2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +2, Ref +6, Will +7
Abilities: Str 6, Dex 17, Con 10, Int 8, Wis 14, Cha 6
Skills: Listen +4, Spot +16 or as Master
Feats: Alertness, Weapon Finesse
Familiar Abilities: Alertness (master when within arms length), improved evasion, share spells, empathic link, deliver touch spells, speak with master and speak with other hawks.

History/Background]
 
Last edited:

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Taking over Voda Vosa's character - and willing to turn it back over to him when he returns

http://www.coyotecode.net/roll/

hit points: 100
Damage taken:


Code:
 Name:     Quinn Inagui
Class:     Fighter
Race:      Human
Size:      Medium
Gender:    Male
Alignment: Neutral

Level: 8          XP:  31,505 next level: 36,000
Str: 18 +4 (15+1+2I)      BAB: +8/+3     Grapple: +11/+6   Dmg Red: 0
Dex: 14 +2 (14)      Init: +2 [dex +2]   
Con: 16 +3 (16)      HP: 100 (8*(1d10+3))      [1d10+3 [con]/ lvl]
Int: 13 +1 (13)      Speed: 30'        Spell Res: 0
Wis: 14 +2 (13)     +2 will     Spell Save: +0
Cha: 12 +1 (12)      ACP: -4           Spell Fail: 0%

level 4 adjustment: con
level 8 adjustment:  str  hp roll 6+3[con]

      Base Armor Shld   Dex  Size   Nat  Misc  Total
Armor: 10   +5    +0    +2    +0    +0    +2    19 [20 with dodge] Touch: 13 [14 with dodge] Flatfooted: 17

      Base  Mod Misc Total (Misc = cloak)
Fort:   5    +3  +1    +9
Ref:    2    +2  +1    +5
Will:   2    +1  +1    +4

Weapon                 Attack   Damage     Critical
+1 MW Spiked Chain     +15/+10  2d4+7      x2  Signature magic item: won it at his last gladiatorial fight
Net                     +6/+1     -        -  Special: rng touch att; entangle; range inc : 10 ft
                                               lacking exotic weapon proficiency for this so att at -4
Longsword, mwk          +13/+8  1d8+4     19-20/x2
Longbow +1             +11/+8   1d8+5     x3 range inc: 110 ft (Mighty +4 composite)

Languages: Common, Dwarven.

Abilities:
Human:
[LIST]
[*]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).
[/LIST]
  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.

Feats:
H) Exotic weapon prof. (Spiked chain)
F1) Combat expertise: with penalty on att, get bonus on ac to max of -5/+5
F2) Improved trip: trip without an AOO and +4 to str check on trip attempts
F4) Mobility: +4 to ac on AOO
C1) Dodge: +1 to ac vs designated opponent
C3) Weapon focus (spiked chain): +1 attack
C6) Spring attack: move both before and after action, max speed of limit. no AOO
F6) Weapon specialization: Spiked Chain; +2 to damage
F8) Whirlwind Attack: full round att to attack all within reach.
later C9)  F10)  F12)  C12)  F14)  C15)

4 [human] +[2[base]+1[int]*4]+[7*3[class] +7 [race]= 12 + 21 + 7= 44 skill points

Skills    Ranks  Mod  Misc  Total
Climb       8    +4          +12
Jump        10    +4          +14
Ride        7    +4          +11
Swim        8    +4          +12
intimidate 11  +1        +12

Equipment:
Breastplate +2                  4250 Gp   30 lb
Chain spiked MW  +1              320 Gp   10 lb [bonus item]
Gloves of Ogre power            4000 Gp    4 lb
Cloak of Resistance +1          1000 Gp  1 lb
Net                               20 Gp    6 lb
Long sword, mwk                  315 Gp    4 lb
Potion of Cure light wounds x5   250 Gp
Composite Longbow (Str +4)  +1  2500 Gp    3 lb
Arrows  x 60                       3 Gp    9 lb Quiver
Quiver elehonna                 1800 Gp    2 lb
heward's haversack              2000 Gp    5 lb
boots of the winterlands        2500 Gp    1 lb
Bed roll                           1 Sp    5 lb
Flint and steel                    1 Gp
Iron pot                           5 Sp   10 lb
10 days of trail ration            5 Gp   10 lb
Waterskin                          1 Gp    4 lb
    cash spent: 18805 +  7.6 gp
Money: start at 19000
gp:  37.4
A life of fight is what Quinn has always desired. Luckily he was born in the city of Gladiators! The northern cities provide a good training ground for the young warrior, and he soon grew in strength and renown, as many of the coliseums in the city payed him good money to fight the slave gladiators, in a commemorative fight, freedom against slavery. Of course Quinn always won the fights he was in, his employees made sure of it. After some years of competitions and just a few defeats, Quinn decided that the petty gladiators of his home city won't offer him any more challenge. He knew their tactics, and as far as he was concerned they were no dign opponents for him.
So he picked up all his prizes, won over many battles in the dusty arenas and crowded coliseums, and started a journey. A lone wanderer looking for a worthy opponent.
That seemed like a good idea first. At least before he stood up against monsters way too powerful to be defeated by his skills alone.
Life taught Quinn the hard way, that he should not be so arrogant.
Beaten, thirsty and hungry, he arrived to the Strandlands. Maybe these lands would offer him better chances.


You grew up in the City-state of Sulinon, also known as the City of Coliseums. you father had been a slave-gladitior of some renown while your mother had been a highborn lady who bought, bed, and eventually freed your father. He took his freedom and left Sulinon soon after your birth. Your mother, dishonored, took her own life.

You were raised a bastard child in the care of the city until you were old enough to earn your way in the city's arenas. You have your father's skill and your mother's agility and rose to fame in the city. However, you needed more than just the crowd's roars for blood in your life, so you took to the road to seek adventure and fame elsewhere.

The road was difficult and full of monsters and bandits. You quickly learned that the world outside the arena is a even more dangerous place. You've visited the other Chara Cities -- enslaved Sange, rotted Favir, and Apollo's sacred Hellekan. You've explored the streets of Deepwater and walked the edge of the desert known as the Great Expanse. You know of Tyr and its coliseum and have shaken in fear at the sight of the Infernal spires and domes of the City-state of Flamerule.

But now, now you come to the Freeholds of the Strand, the Strandlands, and you have gained new friends/allies in your search for your next challenge. They are still new to you; although, they seem to know each other. You haven't yet decided whether or not you can trust these people with your entire story but you have com to trust them in a fight. Halmar in particular.

There seems to be good people here in the Strandlands but there are also monsters in the wilderness and orcs in the mountains, nearby. Perhaps here, in this land of warriors, you will find your place in the world or perhaps it will only be the next stop on the road.

Anything is possible.

Wondrous Items :: d20srd.org
Wondrous Items :: d20srd.org
Wondrous Items :: d20srd.org

special information:

Current HP: 100/100
 
Last edited:

Knightfall

World of Kulan DM
Archived version of PCs moved to the Campaign Guide thread. Thateous, you might want to copy and re-post Tailspinner's original post for Aureus so you can edit it. (I think you did this once before but the database corruption removed that post.)
 
Last edited:

Thateous

Explorer
Archived version of PCs moved to the Campaign Guide thread. [MENTION=6814006]Thateous[/MENTION], you might want to copy and re-post Tailspinner's original post for Aureus so you can edit it. (I think you did this once before but the database corruption removed that post.)
It's on my list. Without computer for the next few days though.
 

Thateous

Explorer
[sblock=Character]INFORMATION
Name: Aureus Canis
Race: Hutaakan
Class: Rogue
Level: 7
Alignment: Neutral Good
Languages: Hutaakan, Orc (Maran), Gnoll, Javeldian, Vananean
Size: Medium
Gender: Female
Age: 20
Height: 6'-2"
Weight: 160#

ABILITIES
Str: 13 (15 base, -2 race)
Dex: 18 (16 base, +2 gloves)
Con: 14
Int: 16 (14 base, +2 race)
Wis: 18 (15 base, +2 race, +1 4th level)
Cha: 14

COMBAT
HP: 39 [6+2+3+2+5+4+3+14]
AC: 21 [10 base, +4 Dex, +6 armor, +1 natural]
AC Touch: 14 [10 base, +4 Dex]
Flatfooted: 17 [10 base, +6 armor, +1 natural]
Init: +4 [+4 Dex]
BAB: +5
Fortitude: +5 [2 Base, +2 Con, +1 cloak]
Reflex: +10 [5 Base, +4 Dex, +1 cloak]
Will: +7 [2 Base, +4 Wis, +1 cloak]
Speed: 30'

WEAPON
+2 Short Sword: Attack: +8, Damage: 1d6+3, Crit: 19-20/x2, Type: P

RACIAL
Abilities: -2 Str, +2 Int, +2 Wis
Size: Medium
Humanoid (Extraplanar, Hutaakan)
Speed: 30'
Darkvision 60'
+1 natural AC
+4 racial bonus on Hide and Move Silently checks.

CLASS: Rogue
Armor/Weapons: Light / Simple, hand crossbow, rapier, sap, shortbow, and short sword.
Sneak Attack +4d6
Trapfinding
Evasion
Trap Sense +2
Uncanny Dodge

FEATS
Nimble Fingers
Skill Focus (Disable Device)
Skill Focus (Open Locks)

SKILLS
Balance +16 (10 ranks, +4 Dex, +2 synergy)
Climb +11 (10 ranks, +1 Str)
Disable Device +20 (10 ranks, +3 Int, +2 nf, +3 focus, +2 tools)
Hide +18 (10 ranks, +4 Dex, +4 race)
Jump +13 (10 ranks, +1 Str, +2 synergy)
Listen +14 (10 ranks, +4 Wis)
Move Silently +18 (10 ranks, +4 Dex, +4 race)
Open Lock +21 (10 ranks, +4 Dex, +2 nf, +3 focus, +2 tools)
Search +13 (10 ranks, +3 Int)
Spot +14 (10 ranks, +4 Wis)
Survival +4 (+6*) (0 ranks, +4 Wis, +2 Synergy*)
Tumble +16 (10 ranks, +4 Dex, +2 synergy)
* find or follow tracks

SPECIAL
Fighting Defensively (+3 dodge bonus to AC)
Total Defense (+6 dodge bonus to AC)

CARRYING CAPACITY
Light: 50#
Medium: 100#
Heavy: 150#

EQUIPMENT
+2 Mithral Shirt (5250gp, 10#, worn)
Carrying "Cruel Justice"
Cloak of Resistance +1 (1000gp, 1#, worn)
Gloves of Dexterity +2 (4000gp, 0#, worn)
+2 Short Sword (8310gp, 2#, belt)
Backpack (2gp, 2#, back)
Rope of Climbing (0gp, 3#, backpack) [Signature Magic Item]
MW Thieves' Tools (100gp, 2#, backpack)
5 Potions of CLW (300gp, 1#, backpack)
10 Days of Trail Rations (5gp, 10#, backpack)
Waterskin (1gp, 4#, backpack)
Total (18,968gp, 35#, light)

FINANCES: 32[/sblock]
Current HP: 39

Cruel Justice [AL LN; Ego: 19; Int 17, Wis 17, Cha 13] > +1 keen adamantine scimitar
- Detect Thoughts (At Will; CL 6th) [Greater Power]
- Zone of Truth (3/day; CL 6th)
- 10 ranks of Intimidate
- 10 ranks of Sense Motive
- Special Purpose: Defat the Guilty
- Cut off opponent's hand (Reflex save, DC 17; opponent is automatically disarmed on a successful save) [Dedicated Power]
 
Last edited by a moderator:

Neurotic

I plan on living forever. Or die trying.
Maur Deepdelver
Race: Dwarf (Sonnthord)
Player: Neurotic
Class: Cleric 5/Ordained Champion 4/Divine Disciple 2

Experience: 56 740/ 66 000
Start: 28 000 / 36 000
+900
+300
DM calculation: 33,200
5160XP after defeating Xander and Hilrasean
360XP for healing villagers
After Tarrak fight



Alignment: Lawful Good
Speed: Walk 20' (20' in armor)
Languages: Common, Dwarf, Terran

------------------------ Description -----------------------
Height: 4' 6" Weight: 168 lbs. Gender: Male
Eyes: Very light blue Hair: Red Skin: Pale with redish tint
Quirks: Ofter repeats things
Speech style: Enunciates very clearly
Quotable: Yield to your fate!
What Moradins hammer built, it can unbuild.



Stat Score Mod
STR 18 (+4)
DEX 10 (+0)
CON 17 (+3)
INT 12 (+1)
WIS 18 (+4) (+1@4th +1@8th)
CHA 12 (+1)

Hit Points: 92
AC 22 / 13 / 22 (+4 vs giants)
Init: 0

+3 vs poisons, spells and spell-likes
+1 vs evil creatures (vestments))
+1 against divine spells, as well as the spell-like and supernatural abilities of outsiders.
Fortitude: +17 = +11 +3(con) +2(feat) +1(item)
Reflex: + 3 = +2 + 0 (dex) +1(item)
Will: +16 = +11 +4(wis) +1(item)

Warhammer: +15/+10 1d8+7 20/x3
(+1 vs orcs and goblinoids)

Crossbow: +9 / 1d8

Combat stats
AC: 10 + 9(plate +1) +2 (light shield +1) +0 (DEX) +1 (deflection)
Total / Touch / Flat Footed
AC: 22 / 13 / 22
Initiative: +0

BAB: +9
Melee: +13
Ranged: +9

Unarmed attack:
to hit: +13
damage: 1d3+4
critical: 20/x2

Crossbow (Light/Masterwork):
Attack: +10
Damage: 1d8
critical: 19-20/x2
Range: 80 ft.

Alchemical Silver Warhammer +1:
Attack: +15/+10
Damage: 1d8+7 (+highest spell level available to cast)
Critical: 20/x3


Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond.

+2 Constitution, –2 Charisma.
Humanoid (Dwarf)
Medium: As Medium creatures, deep dwarves have no special bonuses or penalties due to their size.
Deep dwarf base land speed is 20 feet. However, deep dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Deep dwarves can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and deep dwarves can function just fine with no light at all.
Stonecunning: This ability grants a deep dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a deep dwarf can use the Search skill to find stonework traps as a rogue can. A deep dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Deep dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A deep 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).
+3 racial bonus on saving throws against poison.
+3 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. 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.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter. A multiclass deep dwarf’s Fighter class does not count when determining whether he takes an experience point penalty for multiclassing.
Level Adjustment: +0

Turn undead 6/day
Turn air elementals: 4/day
1d20+1 (CHA) +2 (religion)
2d6+5 (level)+1 (CHA) +1 (ephod of authority)

Code:
Turning Result     Max HDResult
Affected
>0                         1
1 - 3                   2
4 - 6                   3
7 - 9                   4
10 - 12                 5
13 - 15                 6
16 - 18                 7
19 - 21                 8
22 +            9

Armor Proficiency (Heavy), Simple weapons, Shield Proficiency
Domains: Craft, Dwarf (Divine Disciple), Earth, War (Ordained Champion)
4th level ACF: Weapon proficiency (warhammer), +2 damage with the warhammer
Turn undead

ECL 9 = 5 + 2 (ordained champion) + 2 (divine disciple)
Spells base
0 1 2 3 4 5
6 4 4 3 2 1

Bonus domain (war)
gain Dwarven Armor Proficiency (lose Craft domain power)
Spontanous cast of war domain spells, lose spontaneous healing
Diehard feat
Smite (spend turn as swift +1 attack/+9 damage)
Channel spell (move action into the weapon, 8h duration)
Divine bulwark - swift action sacrifice spell to gain DR 1+spell level/chaotic for OC level rounds
Fist of the gods - swift action sacrifice spell: 1+spell level damage for OC level rounds
Rapid spontaneous casting - standard --> swift, full --> standard, if modified by metamagic, normal casting time

@5th
Holy Warrior - spend turn as swift, use wisdom instead of strength for the attack
War caster - +2 bonus to CL of War domain spells

1st: Pious Soul
3rd: Power attack
4th: Martial weapon proficiency (warhammer)
5th:(bonus Ordained champion) Dwarven armor proficiency
5th:(bonus War Domain) Weapon Focus (warhammer)
6th (bonus Ordained champion) Diehard
6th: Spontaneous Healer
9th: Holy warrior (reserve feat)
10th: (bonus dwarf domain power) Great Fortitude

Skill points:
(3x4 1st cleric) + (3x4 cleric) + (3x4 champion) + (3x2 divine disciple) = 42
SkillAttributeModRankMiscTotal
AppraiseInt101
BalanceDex00-7-7
BluffCha101
ClimbStr40-7-3
*ConcentrationCon4912
*Craft ArmorInt1225
Decipher ScriptInt101
*Diplomacy153
Disable DeviceInt101
DisguiseCha101
Escape ArtistDex00-7-7
ForgeryInt101
Gather InformationCha101
Handle AnimalCha101
*HealWis4610
HideDex00-7-7
*IntimidateCha101
JumpStr40-7-3
*ArcanaInt101
*DungeoneeringInt112
Int*History112
*NobilityInt112
*PlanesInt112
*ReligionInt188
ListenWis404
Move SilentlyDex00-7-7
Open LockDex000
PerformCha101
*ProfessionWis404
*RideDex011
SearchInt101
(c)Sense MotiveWis42510
Sleight of HandDex000
*SpellcraftInt167
SpotWis404
SurvivalWis404
SwimStr404
TumbleDex00-7-7
UMDCha101
Use RopeDex000

Healing hands skill trick 2 skill points
Swift concentration skill trick 2 skill points

ITEMPRICEWEIGHTSLOTNOTE
Anklet of translocation1400-FeetSwift action teleport 10' 2/day
Brute gauntlets500-HandSwift 3 charges 2/3/4 damage or str checks
Cloak of resistance +11000?Shoulder+1 resistance to all saves
Reliquary holy symbol1000+2 turn attempts
Ring of protection +12000-Ring+1 deflection to AC
Hammer Sphere15000,5-Standard 1/day spiritual weapon 3d6 dmg
Magic bedroll5006-?
Ephod of authority (Divinity Vestment)800Torso2Turn level +1
Lenses of revelation (Divinity Vestment)1400-FaceStandard action detect evil outsider or undead
Cord of favor (Divinity Vestment)3000 (bonus)1WaistDivine favor 3/day (uses spell slots), +5 Sense motive
Warhammer +123125Weapon
Interlocking plate +1290050Armor+2 AC if move 5' or less in a round
Darkwood light shield +112152,5Shield
Wand of CLW1750?? 10 ??/50 charges
Potion of CLW x22100Heals 1d8+1
MUNDANE
String and bells x10101Night alarm
Signal whistles x54Companion aid
Masterwork manacles with good lock1306Escape artist DC 35, STR DC 28, Pick lock DC 30
Sealing wax11
Empty vial x10101
Signet ring (platinum)50
Backpack22
Scrollcase10,5
Oil1sp1
Piton x1015
Earthsilk rope 50'127hard 1, 10 HP, burst STR DC 26
Waterskin14
Tanglefoot bag x210012One used against Tarrak
Weapon capsule retainer100Holds Ghost blight
Ghostblight100Gives ghost touch to the weapon for 3 rounds
Shapesand10012Will DC 13 to shape into whatever, DC 16 if living
Holy symbol x55
Sundark goggles x220-2 Spot check
Earthsilk jersey1502DR 1/slashing or bludgeoning
TOTAL18184,1103

Current load: Light

Encumbrance
Light: 100
Medium: 200
Heavy: 300

Spells (DC 14+spell level):
use Celestial Brilliance 1/week
1 day / level
5 feet emanation / level

component: 50gp / level gem or other valuable that is consumed as the spell runs its course
OR
component2: diamond (or precious material religious icon) worth at least 1500gp as permanent receptacle of the light - not destroyed by the spell

The light can be covered same way as continual light EXCEPT it can be felt (not seen) as aura of casters alignment (can be prevented same way as detect evil by thick wood, stone or thin sheet of lead)

Level 0 x6
Amanuensis, Create Water, Detect Magic x3, Purify Food

Level 1 x5
Bless x2, Foundation of Stone, Hide from Undead, Lesser Holy Transformation, Animate Rope (D)

Level 2 x5
Consecrate, Ghosttouch armor, Remove Paralysis, Spiritual Weapon (D)

Level 3 x4
Holy Storm, Mass Conviction (+3), Downdraft, Stone shape (D)

Level 4 x3
Celestial Brilliance, Recitation, Spike Stones(D)

Level 5 x10

Level 0 x6
Amanuensis, Create Water, Detect Magic x3, Purify Food

Level 1 x5
Bless x2, Foundation of Stone, Hide from Undead, Magic Stone, Animate Rope (D)

Level 2 x3
Consecrate, Ghosttouch armor, Remove Paralysis, Spiritual Weapon (D)

Level 3 x3
Holy Storm, Mass Conviction (+3), Downdraft, Magic Vestment (D)

Level 4 x2
Positive Energy Aura, Recitation, Spike Stones(D)

Level 0 x6
Amanuensis, Detect Magicx3, Mending, Read Magic

Level 1 x5
Bless Water, Command, Comprehend Languages, Ice Gauntlets, Updraft, Animate Rope (D)

Level 2 x3
Calm Emotions, Consecrate, Zone of Truth(Enchantment), Wood Shape (D)

Level 3 x3
Chain of Eyes, Locate Object, Visage of the Deity, Stone Shape (D)

Level 4 x2
Panacea, Sending, Minor Creation (D)

Level 0 x6
Detect Magic x3, Guidance, Read Magic

Level 1 x5
Command, Conviction, Sanctuary, Shield of Faith (+2), Magic Stone (D)

Level 2 x3
Close Wounds, Divine Protection, Hold Person, Cloud of knives, Soften Earth and Stone (D)

Level 3 x3
Holy Storm, Divine Retaliation, Prayer, Magic Vestment (D)

Level 4 x2
Holy Transformation, Mystic Aegis, Spike Stones(D)

Maur is wiry for a dwarf of his strength (that is, it is easier to walk around him then to jump over him). He still weighs as much as a human warrior. And with his heavy armor and shield, you pretty much don't need tremor sense to feel him coming.

He prefers drab and functional clothing, preferably of earth silk. His calling occasionally requires full cleric regalia however and he can be quite fetching if cleaned properly. He is focused on his quest, but he is willing to help along the way. He falls somewhere between gregarious hill dwarves and dour high dwarves in disposition. He is quiet in a contemplative way, listening more than talking. But when required he can join in.

His heritage left him with very pale, nearly luminous and quite big eyes. The hair is reddish-brown, his complexion pale with a faint reddish hint. While generations in the deeps gifted his people with superior darkvision, this surface world is too bright and he often finds himself lowering his dark-tinted goggles over his eyes.

Maur was what in human lands would be a contemplative monk. Dwarven way, you contemplated your higher calling by working. As the eldest son of an old family, he was expected to go into the clergy. While the young dwarf didn't really feel it, he was more interested in his craft than religion, he studied diligently. After all, it was his duty.

But early years after his investment ceremony, there was a disturbance in the deeps. Something riled up all the various creatures and the dwarves were besieged by little troubles. Travelling became hard, the tunnels became dangerous and creatures threw themselves against the dwarven defenses in seemingly suicidal attacks.

Finally, there came a day when everything was explained. There was a massive surge of undead. A horde of monsters in different stages of decomposition interspersed with more powerful undead came against the city. The worst were incorporeal ones, those against whose touch plain walls and armor just didn't work. But the dwarves were people of faith and soon the clergy and the runecasters had them protected and isolated from the worst of it. Still, the battle had to be fought and Deepdelvers, father, mother and both sons were in the fighting.

Physically powerful, pious, but not powerful in the ways of the faith, Maur still called upon Forge-fathers power to clear the area around him of minor undead to better battle stronger opponents. After the battle, the wounds mended, the spirits lifted young priest realized that wherever he looked that day, whichever dwarf with the shield he lay his eyes on, everyone had the same shield. After some research and consulting with his superiors, it was determined to be Shield of the Resolute, lost relic of Moradin. Divination followed divination, and it was decided Maur is to go forth into the world of light and find it.

As he prepared, the father gave him his hammer and the belt he always wore in battle. From his church, he received another gift, two lenses that revealed evil in his vicinity. He learned about vestments of divinity and started his quest, following merchant caravan into the shallow caverns of surface dwarves. There he said his goodbyes and ventured into the world. Through the years, he managed to find another of the vestments, recover a reliquary, get his weapon enchanted, and discovered his lust for battle and his true calling in the name of Moradin, The All-Father. He spent years in the High Dwarf citadel, researching leads, learning the ways of the surface, and finally catching a whisper of an idea of a rumor that an old dwarf in some human town might know the location of another item.

Now ordained champion encased in the exotic armor of his people, he ventures into the terrible sun-lit world of endless sky and free elements pursuing the quest of his vision.
 

Attachments

  • MaurDeepdelver.png
    MaurDeepdelver.png
    691.1 KB · Views: 612
Last edited:


ScottDeWar_jr

second birthdate : 15 Dec 2011
I have copy/pasted from my old account and am posting it here

updates:
per fb msg, xp to 34,040

Taking over Voda Vosa's character - and willing to turn it back over to him when he returns

http://www.coyotecode.net/roll/

hit points: 100
Damage taken:


Code:
 Name:     Quinn Inagui
Class:     Fighter
Race:      Human
Size:      Medium
Gender:    Male
Alignment: Neutral

Level: 8          XP:  34,040 next level: 36,000
Str: 18 +4 (15+1+2I)      BAB: +8/+3     Grapple: +11/+6   Dmg Red: 0
Dex: 14 +2 (14)      Init: +2 [dex +2]  
Con: 16 +3 (16)      HP: 100 (8*(1d10+3))      [1d10+3 [con]/ lvl]
Int: 13 +1 (13)      Speed: 30'        Spell Res: 0
Wis: 14 +2 (13)     +2 will     Spell Save: +0
Cha: 12 +1 (12)      ACP: -4           Spell Fail: 0%

level 4 adjustment: con
level 8 adjustment:  str  hp roll 6+3[con]

      Base Armor Shld   Dex  Size   Nat  Misc  Total
Armor: 10   +5    +0    +2    +0    +0    +2    19 [20 with dodge] Touch: 13 [14 with dodge] Flatfooted: 17

      Base  Mod Misc Total (Misc = cloak)
Fort:   5    +3  +1    +9
Ref:    2    +2  +1    +5
Will:   2    +1  +1    +4

Weapon                 Attack   Damage     Critical
+1 MW Spiked Chain     +15/+10  2d4+7      x2  Signature magic item: won it at his last gladiatorial fight
Net                     +6/+1     -        -  Special: rng touch att; entangle; range inc : 10 ft
                                               lacking exotic weapon proficiency for this so att at -4
Longsword, mwk          +13/+8  1d8+4     19-20/x2
Longbow +1             +11/+8   1d8+5     x3 range inc: 110 ft (Mighty +4 composite)

Languages: Common, Dwarven.

Abilities:
Human:
[LIST]
[*]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).
[/LIST]
  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.

Feats:
H) Exotic weapon prof. (Spiked chain)
F1) Combat expertise: with penalty on att, get bonus on ac to max of -5/+5
F2) Improved trip: trip without an AOO and +4 to str check on trip attempts
F4) Mobility: +4 to ac on AOO
C1) Dodge: +1 to ac vs designated opponent
C3) Weapon focus (spiked chain): +1 attack
C6) Spring attack: move both before and after action, max speed of limit. no AOO
F6) Weapon specialization: Spiked Chain; +2 to damage
F8) Whirlwind Attack: full round att to attack all within reach.
later C9)  F10)  F12)  C12)  F14)  C15)

4 [human] +[2[base]+1[int]*4]+[7*3[class] +7 [race]= 12 + 21 + 7= 44 skill points

Skills    Ranks  Mod  Misc  Total
Climb       8    +4          +12
Jump        10    +4          +14
Ride        7    +4          +11
Swim        8    +4          +12
intimidate 11  +1        +12

Equipment:
Breastplate +2                  4250 Gp   30 lb
Chain spiked MW  +1              320 Gp   10 lb [bonus item]
Gloves of Ogre power            4000 Gp    4 lb
Cloak of Resistance +1          1000 Gp  1 lb
Net                               20 Gp    6 lb
Long sword, mwk                  315 Gp    4 lb
Potion of Cure light wounds x5   250 Gp
Composite Longbow (Str +4)  +1  2500 Gp    3 lb
Arrows  x 60                       3 Gp    9 lb Quiver
Quiver elehonna                 1800 Gp    2 lb
heward's haversack              2000 Gp    5 lb
boots of the winterlands        2500 Gp    1 lb
Bed roll                           1 Sp    5 lb
Flint and steel                    1 Gp
Iron pot                           5 Sp   10 lb
10 days of trail ration            5 Gp   10 lb
Waterskin                          1 Gp    4 lb
    cash spent: 18805 +  7.6 gp
Money: start at 19000
gp:  37.4
A life of fight is what Quinn has always desired. Luckily he was born in the city of Gladiators! The northern cities provide a good training ground for the young warrior, and he soon grew in strength and renown, as many of the coliseums in the city payed him good money to fight the slave gladiators, in a commemorative fight, freedom against slavery. Of course Quinn always won the fights he was in, his employees made sure of it. After some years of competitions and just a few defeats, Quinn decided that the petty gladiators of his home city won't offer him any more challenge. He knew their tactics, and as far as he was concerned they were no dign opponents for him.
So he picked up all his prizes, won over many battles in the dusty arenas and crowded coliseums, and started a journey. A lone wanderer looking for a worthy opponent.
That seemed like a good idea first. At least before he stood up against monsters way too powerful to be defeated by his skills alone.
Life taught Quinn the hard way, that he should not be so arrogant.
Beaten, thirsty and hungry, he arrived to the Strandlands. Maybe these lands would offer him better chances.


You grew up in the City-state of Sulinon, also known as the City of Coliseums. you father had been a slave-gladitior of some renown while your mother had been a highborn lady who bought, bed, and eventually freed your father. He took his freedom and left Sulinon soon after your birth. Your mother, dishonored, took her own life.

You were raised a bastard child in the care of the city until you were old enough to earn your way in the city's arenas. You have your father's skill and your mother's agility and rose to fame in the city. However, you needed more than just the crowd's roars for blood in your life, so you took to the road to seek adventure and fame elsewhere.

The road was difficult and full of monsters and bandits. You quickly learned that the world outside the arena is a even more dangerous place. You've visited the other Chara Cities -- enslaved Sange, rotted Favir, and Apollo's sacred Hellekan. You've explored the streets of Deepwater and walked the edge of the desert known as the Great Expanse. You know of Tyr and its coliseum and have shaken in fear at the sight of the Infernal spires and domes of the City-state of Flamerule.

But now, now you come to the Freeholds of the Strand, the Strandlands, and you have gained new friends/allies in your search for your next challenge. They are still new to you; although, they seem to know each other. You haven't yet decided whether or not you can trust these people with your entire story but you have com to trust them in a fight. Halmar in particular.

There seems to be good people here in the Strandlands but there are also monsters in the wilderness and orcs in the mountains, nearby. Perhaps here, in this land of warriors, you will find your place in the world or perhaps it will only be the next stop on the road.

Anything is possible.

Wondrous Items :: d20srd.org
Wondrous Items :: d20srd.org
Wondrous Items :: d20srd.org

special information:

Current HP: 100/100
 


Tellerian Hawke

Defender of Oerth
The Honorable Angus Alexander MacKillan
(Adopted 4th Son of the Chief of Clan MacKillan,
Ewan Alexander MacKillan.)

Angus 001.png

Picture made with Hero Forge, showing Angus with his clan sword.


Angus 002.png

This is a commissioned picture of Angus, using his clan sword, done in the Medieval manuscript style, that shows his actual coat of arms. (Hero Forge does not have the option to submit artwork for shields.)


Celephonicus Demetrius
Centaurs of Harqual possess the following racial traits.
— +4 to Strength, +2 to Dexterity, +4 to Constitution, -2 to Intelligence, +2 to Wisdom, -2 to Charisma.
— Large. As Large creatures, centaurs of Harqual gain a -1 size penalty to Armor Class, a -1 size penalty on attack
rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting
and carrying limits are twice those of Medium-size characters.
— Monstrous Humanoid: Centaurs are monstrous humanoids, and are therefore immune to spells that only affect
humanoids, such as charm person.
— A centaur’s base land speed is 40 feet.
— Centaurs of Harqual have Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like
normal sight, and centaurs can function just fine with no light at all.
— +1 racial bonus on saves against cold effects and a –1 racial penalty on saves against fire effects. These
adjustments apply to cold and fire effects from any source, whether mundane or magical.
— Racial Hit Dice: A centaur of Harqual begins with four levels of monstrous humanoid, which provide 4d8 Hit
Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, Will +4.
— Racial Skills: A centaur's monstrous humanoid levels give it skill points equal to 7 x (2 + Int Modifier,
minimum 1). Its class skills are Hide, Knowledge (agriculture), Knowledge (nature), Listen, Move Silently,
Spot, and Survival. Centaurs of Harqual gain a +2 racial bonus on all Knowledge (agriculture), Knowledge
(nature), and Survival checks.
— Racial Feats: A centaur's monstrous humanoid levels give it two feats. Centaurs of Harqual gain Alertness as a
bonus feat.
— +2 natural bonus to armor class.
— Spell-like Ability: Centaurs have the ability to use ray of frost once per day as a 1st-level cleric.
— Automatic Languages: Centaur and Barbarian. Bonus Languages: Giant, Gnoll, and Orc.
— Favored Class: Ranger. A multiclass centaur’s ranger class does not count when determining whether he suffers
an XP penalty for multiclassing.
— Level Adjustment: +3

Centaur (Large Monstrous Humanoid)

Ht:
7'4" Wt: 2,113 Lbs. Eyes: Icy Blue Hair: Raven Black Skin: Fair Build: Super-Athletic / Wiry (Human part);
Quarterhorse muscularity (Horse part)
Level: 11th ECL (3rd Ranger, 1st Reeve, +4 Racial HD, +3 Level Adj.)
Current XP: 64,440 (11th ECL)
Need For 12th ECL (2nd Level Reeve / 9th Character Level): 66,000
Speed: 80 ft. Alignment: Chaotic Good Darkvision: 60 feet.
DEITY: Mielikki
Carrying Capacity: Light Load = Up to 459 lbs.; Medium Load = 460-918 lbs.; Heavy Load = 919-1,380 lbs.
Favored Enemy: Giants ..............Initiative: +3

Languages Spoken: Centaur, Northlandic, Harqualian, and Dhaoninean.
Ability
Base Roll
Racial Adjustment
Total Score
Ability Bonus
Strength
17​
+4​
21
+5​
Dexterity
15​
+2 (+1 @8th)​
18
+4​
Constitution
16​
+4​
20
+5​
Intelligence
14​
-2​
12
+1​
Wisdom
15​
+2​
17
+3​
Charisma
12​
-2​
10
None​

No Ability Increase @ 4th Level because of Racial Bonuses.
Ability Increases:
(ECL 11 / 8th CL): +1 DEX (from 17 to 18);

Carrying Capacity, Lift, Drag (21 STR):
Light Load:
153 Lbs. or less. (Tripled for Centaur); 459 Lbs. or Less.
Medium Load:
154-306 tripled: 460-918 Lbs.
Heavy Load:
307-460 tripled: 919-1,380 Lbs.
Lift Over Head: 920 Lbs.
Deadlift (To Waist Only / Stagger Around): 1,840 Lbs.
Push/Drag: 4,600 Lbs. (2.6 Tons)
Hit Points: Base 8 (Ranger 1st) + Hit Die (4d8, Avg = 4,5,4,5 = 18) + CON Bonus (5 x 5 = 25) = 8+18+25 = 51 Hit Points. @ 8th ECL.
Ranger 2, Ranger 3, Reeve 1: 4,5,5 = 14. CON: (5 x 3) = 15. Total: 29.
TOTAL HIT PTS. @ 11th ECL: (51+29) = 80 Hit Points.
Base Attack Bonus: +4 (Racial), +3 (Ranger), +1 (Reeve) = +8

Adjusted BAB For Size (L): 8-1 = +7

Other Factors:
+5 (STR), +1 Magic Wpn (Melee) = (+6) + 7 BAB = +13;
+4 (DEX), +1 MW Wpn, = (+5) + 7 BAB = +12

TOTAL MELEE BAB: +13
TOTAL RANGED BAB: +12

MELEE WEAPONRY:
+1 Claidheamh-mor AB:
+13 / +8
+1 Shield AB: +13 (Bashing treats it as +1 weapon)
WHEN FIGHTING W/ BOTH: 3 ATTACKS: Sword: +11 / +6 / Shield: +11

RANGED WEAPONRY:
MW Bow AB:
+12 / +7
(+4 To Damage, or +5 w/ Earth's Defender ability.)
Feats:
=============
Flaw Feat (Shaky):
Shield Specialization. (+1 AC) [3.5 PHB II, pp. 82]
1st Level Ranger (Bonus): Track
4 HD Centaur #1 (1st Character Level): Improved Shield Bash. (You can bash with a shield while retaining its shield bonus to your AC.) [3.5 PHB, pp. 96.]
4 HD Centaur #2 (3rd Character Level): Rapid Metabolism (You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus.)

[Standard rate: 1 hit point per level per day. (8 pts. per day @ 11th ECL / 8th CL; ) Rate with Rapid Metabolism: 8 + (CON x 2 = 5 x 2 = 10) = 18 pts. per day without rest. If being tended by someone with the Heal skill, rate becomes 16 + 10 = 26 pts. per day.] [3.5 Expanded Psionic Handbook, pp. 50]

Harqual Centaur (Bonus): Alertness (+2 Listen, +2 Spot)
2nd Level Ranger (Bonus): Agile Shield Fighter (Equivalent of Two-Weapon Fighting feat for shield users; gained as class feature.)
3rd Level Ranger (Bonus):
Endurance
6th Character Level: Sacrifice this feat to alleviate Shaky flaw.

Endurance [General]​

Benefit​

You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Normal​

A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.

Special​

A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.
Centaur
Effective Level For Skills = 4th
Max Class Skill: 4+3 = 7
Max Cross-Class Skill: 4+3 div 2 = 3.5 = 3

1st RANGER:
Class Level (1) + Racial HD (4) = Effective Level For Skills = 5th
Max Class Skill: 5+3 = 8
Max Cross-Class Skill: 5+3 div 2 = 4
==============================================
Skill Points At 1st Level: 6 + INT(1) x 4 = 7 x 4 = 28 Points.
==============================================
Centaur Class Skills (Racial):
======================
(7 x 3 = 21 Pts.)
======================
Hide
Knowledge (agriculture)
Knowledge (nature)
Listen
Move Silently
Spot
Survival
PLAN: Spend 3 pts. in each.

Ranger Class Skills: (Bolded Skills Are Also Centaur Skills, & Therefore Retained)
===================================================
Climb (Str)
Concentration (Con)
Craft (Int)
Handle Animal (Cha)
Heal (Wis)
Hide (Dex)
Jump (Str)
Knowledge (dungeoneering) (Int)
Knowledge (geography) (Int)
Knowledge (nature) (Int)
Listen (Wis)
Move Silently (Dex)
Profession (Wis)
Ride (Dex)
Search (Int)
Spot (Wis)
Survival (Wis)
Swim (Str)
Use Rope (Dex)

FOREST REEVE PRC CLASS SKILLS:
=============================
Class Skills (6 + Int modifier per level):
=============================
Bolded Skills are Centaur Skills (retained);
Bolded and Italicized Skills are Ranger Skills (retained);
=============================
Balance
Climb
Craft
Handle Animal
Heal

Hide

Intimidate
Jump
Knowledge (geography)

Knowledge (nature)
Listen
Move Silently
Search
Spot
Survival
Swim
Use Rope


Spending Plan:
Ranger & Reeve (Focusing on shared skills, since the lists have so much overlap, and pts. gained per level are identical.)

Each level, 7 skill pts. are gained.
Spend 1 point in the following skills each level:

1. Heal
2. Hide (@ ECL 9, did not improve; spent 1 pt. to learn Harqualian.)
3. Knowledge (Nature)
4. Listen
5. Move Silently (Same)
6. Spot
7. Survival

This pattern will be followed even AFTER the Reeve PrC is finished, and Angus goes back to the Ranger class.


Skill Name

Ability
Class
Skill?
Base
Ranks
Ability
Mod

Racial

Feat

MIsc

Size

TOTAL
ClimbSTRY0+5-2+3
ConcentrationCONY2+5+7
CraftINTY---+1---
Handle AnimalCHAY2+0+2
HealWISY7+3+10
HideDEXY4+3-2-4+1
JumpSTRY1+5+16 (+14)+20
Knowledge (Agriculture)INTN3+1+2+6
Knowledge (Dungeoneering)INTY2+1+3
Knowledge (Geography)INTY2+1+3
Knowledge (Nature)INTY6+1+2+9
ListenWISY6+3+2+11
Move SilentlyDEXY5+3-2+6
Profession (Herbalist)WISY2+3+5
SearchINTY2+1+3
SpotWISY10+3+2+15
SurvivalWISY10+3+2+15
SwimSTRY2+5-4+3
Use RopeDEXY2+3+5

Max Base Rank @ ECL 11 (Char.Lvl. 8): 11 (Char. Lvl. 8 + 3)
Max Cross-Class @ ECL 11: 5 (11 / 2, Round Down.)
(None of Angus' skills are cross-classed.); Armor Check: (-2)
DM Special: Ring of Flying, one use / day. (Overland Flight, swift action to activate.)

Family Heirloom, 3,000 gp. value = +1 Mithral Heavy Shield of Bashing. (+3 AC, +0 ArmChk, 5% Spell Fail, Considered Light, Weight: 7 Lbs.) Shield bears the differenced arms of the MacKillan clan. Shield Spec: +4 Total AC bonus. Is considered a light weapon for the purposes of two-weapon fighting.
DAMAGE: 1d8+6

View attachment 133983

Horseshoes of Speed: Speed +30 (for total Speed of 80'); +16 to Jump skill.

Amulet of Natural Armor +3

+1 Claidheamh-mor (Large-Sized Longsword): [BASE STATS: Size: L, Dam: 2d6, Crit: 19-20 (x2); WT: 8 lbs., Type: Slashing.] Adjusted: Damage: 2d6+6, Crit: 4d6+12.
Centaur-sized & modified Mithral Chainmail armor (Considered Light Armor): +5 AC, +4 Max Dex, ArmChk: -2, Spell Fail: 20%, Weight: 40 Lbs. (Halved from 80 Lbs.) Speed: 80 ft. [Cost: 12,750 gp.]
AC Breakdown: Base 10 - Size (1) + Dex (4) + Natural Armor (4*) + Armor (5) + Shield (4) = AC: 26
(* = Racial +2, Amulet +2)
Saving Throw Breakdown:
Class:
3/3/2, 0/2/0 = 3/5/2
Race: 1/4/4
Ability: 5/4/3
TOTAL SAVES: Fort +9 / Reflex +13 / Willpower +9
(Saddlebag #2)
Empty. (Gave remaining wealth to merchant in Carnell.)
Pack Saddle5 Gp.Worn15 Lbs.
2 Saddlebags8 Gp.
Attached To Pack Saddle​
16 Lbs.
Flint & Steel1 Gp.
Saddlebag #1​
1.6 Oz.
Hooded Lantern7 Gp.
Saddlebag #1​
2 Lbs.
10 Pint-Flasks of Lamp Oil1 Gp.
Pack Saddle​
10 Lbs.
6 Torches1 Gp.
Pack Saddle​
6 Lbs.
50’ Silk Rope w/ Grappling Hook11 Gp.
Saddlebag #1​
9 Lbs.
Winter Blanket1 Gp.
Pack Saddle​
3 Lbs.
Wineskin (Half Gallon)3 Gp.
Saddlebag #1​
4 Lbs.
Waterskin (Half Gallon)3 Gp.
Saddlebag #2​
4 Lbs.
Dried Rations (3 Weeks)38 Gp.
Saddlebag #2​
15 Lbs.
5 Gallons of Ale (Barrels)2 Gp.
Pack Saddle​
40 Lbs.
Masterwork Composite Longbow
Set For 19 Strength; +1 To Hit / +4 To Damage
20 Arrows
701 Gp.Attached to Pack Saddle6 Lbs.
782 Gp.
130 Lbs.
Angus has two "saddle hooks," one on each side of the saddle; the hook on the right is designed to hold his massive Claidheamh-mor at his side, with the tip pointing backwards / behind him, in the same manner as a normal scabbard. The second hook (left side) is designed to carry his shield, as if it were a saddle bag, hanging loosely. When both items are on their hooks, Angus has both hands free, and can make use of his bow. Angus wears his massive bow across his torso, and his quiver hangs next to his shield, on his left flank.
 
Last edited:

MetaVoid

Adventurer
Name: Litrix Maekrix
Player: MetaVoid
Race/Class: dragonblood human marshal 4 / sentinel(paladin) 2/anointed knight 4
(level 1 of paladin loses armor proficiency for Dragonscale husk)
(level 1 of paladin is harmonious knight substitution level)
Religion: Zelloran
Alignment: Neutral Good
Speed: Walk 30 ft.
Languages: Common, Draconic, Orc

Litrix.png
Call to Arms.jpg

Call to Arms = Relgr Ekess Jirai


STR 18 (+4) (14 base + 2 racial +2 item)
DEX 14 (+2)
CON 14 (+2)
INT 13 (+1)
WIS 11 (+0) (13 base -2 racial)
CHA 22 (+6) (16 base + 2 racial +2 item + 2 levels)

Attributes: 4D6.HIGH(3) = [2, 2, 5, 1] = 9
4D6.HIGH(3) = [4, 3, 5, 5] = 14
4D6.HIGH(3) = [3, 6, 4, 4] = 14
4D6.HIGH(3) = [6, 1, 3, 4] = 13
4D6.HIGH(3) = [6, 4, 2, 2] = 12
4D6.HIGH(3) = [1, 3, 4, 4] = 11
4D6.HIGH(3) = [2, 6, 4, 6] = 16
4D6.HIGH(3) = [5, 3, 5, 4] = 14
4D6.HIGH(3) = [4, 4, 5, 2] = 13

+4 racial vs magical sleep, paralysis
+4 sacred vs mind-affecting attacks of evil outsiders
Fort: 20 (10 base + 2 CON +1 vest +6 CHA +1 luck)
Ref: 12 (2 base + 2 DEX + 1 vest +6 CHA +1 luck)
Will: 16 (8 base + 0 WIS +1 vest +6 CHA +1 luck)
Will vs mind-affecting: 22 (8 base + 6 CHA +1 vest +6 CHA +1 luck)
(+4 any save vs mind-affecting from evil outsiders)

BAB: +9/+4
Sword attack: +15/+10 / 1d8+6+1 19-20/x2 (two-handed 1d10)
(attack: BAB 9 + Str 4 +1 enhancement +1 weapon focus)
(damage +4 (str) +1 (magic) +1(sharp) +1 elemental)
(+1 vs evil, +1d4 vs evil outsiders)

Claw attack: +13 / +8 claw / 1d3+4 20/x2
Ranged attack:+11 composite longbow (+3 str bonus) (damage 1d8+3, crit x3)

Initiative: +2
Hit Points: 85 = 8 + 3d8 + 6d10 + 10 x 2(CON)
AC: 28 (10 + 9 armor + 2 Dex +4 shield +1 natural +1 luck )
Touch: 17
Flat-footed: 26

Resist: fire, cold, lightning, acid 10
Speed: 20 (medium armor)

Dragontouched Traits
— +2 to Strength, -2 to Wisdom, +2 to Charisma.
— Medium-sized. As Medium creatures, dragontouched characters have no special bonuses or penalties due to their size.
— Speed: Base land speed is 30 feet.
— Keen Vision (Ex): Dragontouched have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision at a range of 60 feet.
— 1 extra feat at 1st level.
— 4 extra skill points at 1st level and 1 extra skill point at each additional level.
— Natural Attacks: Dragontouched characters may attack with two claws and are always treated as being armed when using their natural attacks.
— Saves: A dragontouched character has a +4 racial bonus on saves against magic sleep effects and paralysis.
— Skills: +2 racial bonus to Intimidate and Spot checks.
— Automatic Languages: Common and Draconic. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
— Favored Class: Sorcerer. A multiclass dragontouched character’s sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.

Feats
Racial: Dragontouched
Human: Draconic Heritage
Campaign: Parrying shield (shield bonus to touch AC)
Flaw: Love of Nature (will dc 12 save to attack animals, plants or vermin) / Draconic Skin (+1 nat AC)
Flaw: Metal Intolerance (+1 damage from metal weapons and creatures) / Luck of Heroes (+1 luck AC and saves)
1st: Combat Reflexes
M1: Skill Focus (Diplomacy)
3rd: Weapon Focus (longsword)
6th: Ancestral Relic (longsword)
9th: Planar Touchstone (Peak of Continuation)
AK3: Sanctify Martial Strike (+1 vs evil, +1d4 vs evil outsiders, good aligned weapon)

Auras:
Minor:
-- Master of Tactics: Circumstance bonus on damage rolls when flanking.
-- Determined Caster: Circumstance bonus on rolls to overcome spell resistance.
Major:
-- Motivate Attack: Circumstance bonus on melee attack rolls.

Grant move: standard action to grant allies within 30' move action (1/day)
Inspire courage moral bonus +1 to hit and damage for 5 rounds (1/day)
Smite evil +2 to hit, +6 damage (1/day)
Divine grace: Cha to saves
Resist fiendish lure: +4 sacred bonus to all saving throws against mind-affecting attacks of evil outsiders

Anoint self:
-- Unbroken flesh DR 3/-
-- Deep strike 3/day +2d6 dmg
Anoint weapon:
-- Unicorn blood (Fort DC 17 1d3 Str and 1d4 Str 1 minute later)

Name Attribute Mod + Ranks + mods = total
Appraise INT 1+0 = 1
Balance DEX 2+0-4 = -2
Bluff CHA 6+6 = 12
Climb STR 4+0-4 = 0
Concentration CON 2+0 = 2
Craft INT 1+9 = 10
Decipher Script INT 1+0 = 1
Diplomacy CHA 6+1+3+2 = 12
Disable Device INT 1+0 = 1
Disguise CHA 6+0 = 6
Escape Artist DEX 2+0-4 = -2
Forgery INT 1+0 = 1
Gather Information CHA 6+0 = 6
Handle Animal CHA 6+0 = 6
Heal WIS 0+1 = 1
Hide DEX 2+0-4-5 = -7
Intimidate CHA 6+1+2 = 9
Jump STR 3+0-4 = -1
Knowledge (arcana) INT 1+3 = 4
Knowledge (architecture and engineering) INT 1+0 = 1
Knowledge (dungeoneering)INT 1+0 = 1
Knowledge (geography)INT 1+0 = 1
Knowledge (history)INT 1+0 = 1
Knowledge (local)INT 1+5 = 6
Knowledge (nature)INT 1+1 = 2
Knowledge (nobility and royalty)INT 1+1 = 2
Knowledge (religion)INT 1+5 = 6
Knowledge (the planes)INT 1+8 = 9
Listen WIS 0+1 = 1
Move Silently DEX 2+0-4 = -2
Open Lock DEX 2+0 = 2
Perform (Oratory) CHA 6+1 = 6
Ride DEX 2+1 = 3
Search INT 1+0 = 1
Sense Motive WIS 0+0 = 0
Sleight of Hand DEX 2+0-4 = -2
Speak Language
Spellcraft INT 1+6/2 = 4
Spot WIS 0+1 = 2
Survival WIS 0+0 = 0
Swim STR 3+1-4 = 0
Tumble DEX 2+0-4 = -2
Use Magic Device CHA 6+0 = 6
Use Rope DEX 2+0 = 2

Morsus Draconis
-- Sizing Dragonfang +1 Resounding Magebane longsword (24765 gp)
(with sizing (5000gp), +3 (wand-chamber (200gp), Resilient(100gp +5hp), Baskethilt(50gp +4 vs disarm), Blood groove (100gp hardness +2, weight -20%), Razor-sharp(1000gp +1 damage) +3 18000)

-- Commander variable shield +2 (11300gp) (dragonhide shield +2)
-- Iron ward shield crystal (500gp)

-- Dragonbone composite (str +3) longbow (200gp) range 130', 1d8+3/x3

-- Dimension stride boots (2000gp) - feet
-- Helm of tactics (2000gp) - head
-- Badge of valor (1200gp) - throat
-- Rearguard's cape of charisma +2(7000gp = 2000gp + 4000gp + 1000gp) - shoulders
-- Vest of resistance +1 (1000gp) - torso
-- Healing belt (750gp) - belt
-- Gauntlets of ogre strength +2 (2000gp) - hand
-- Ring of darkhidden (2000gp) - ring

arm - empty
face - empty

-- Horn of resilience (5000gp)
-- Bag of holding I (2500gp)

-- Potion of healing (50gp) - belt
-- Wand of Cure light wounds (750gp) - chambered
-- Silver MW dagger (22gp) - belt

-- Money pouch (1gp) - contains silver and copper
-- Travel Rations x10 (5gp) - bag of holding
-- Pandour signet ring (5gp) - finger
-- Waterskin (1gp) - bag of holding
-- Bedroll (0,1gp) - bag of holding
-- Silkrope 50' (10gp) - bag of holding

-- Healers kit (50gp) - bag of holding
-- Silver Holy Symbol (25gp) - around the neck

-- Antitoxin (50gp) - belt
-- Holy water x2 (50gp) - belt and bag of holding
-- Tanglefoot bag (50gp) - belt
-- Atramen oil x2 (100gp) - belt

Remaining gold: 2637gp 6sp 30cp

Appearance:
A man in his early thirties with long flowing black hair with one white streak at the temple. Litrix, when he sheds his scales is a lithe man with a very intense gaze that flits from thing to thing analyzing every situation. His heritage gave him few signs of the dragon, the most prominent being the scales around his eyes.

He prefers vibrant colors, with green and brown dominating the assembly.

Personality:
Litrix is friendly enough, but often too literal in his understanding of expressions. He can be sociable when he tries due to his early day within noble circles, but he is more at home among soldiers and similar-minded groups that prefer clear and direct communication. His personal magnetism smooths over any misunderstandings, but it is still something of a bother to him.

Background:
Lionel Pandour is born to a noble family to an unknown lover of Lady Pandour, an act of spite against philandering husband. At first, everything was as it should be for the second son of a noble. He looked strange, sure, but it was not unheard of to have children of unusual features, the blood of many creatures can surface occasionally even in the purest human bloodlines. He was sent to a war academy and showed good potential as a leader of men. Different, yet approachable, he wasn't an officer who kept himself aside. Equally at ease in commanders' tents, nobles' Galla, and around soldiers' campfires, he rose through the ranks until he got his own command.

In the meantime, he got another (half-)brother, Lucian, third son. Unfortunately for Lionel, at the same time, the father found out he had one cuckoo son. While it would be embarrassing to admit in public, it wouldn't be hard to put Lionel into some remote post outside of the kingdom's lines of power. Thus, Lionel was assigned to a border post in Stonelands, keeping hordes of humanoids in check. After a particularly bad raid, he found himself in a no-win situation. Either he held the position with his men and most of them died...or he showed the full extent of his heritage, of the changes that gradually developed as he grew older, of the power that sang in his blood. In the end, it was no decision at all, sacrificing his men in order to keep the secret of his developing powers was not an option. Thus, he challenged the horde leader in their own language, a horned orc that managed to gather several tribes under his command to a duel in the eyes of the gods Zsezsa Blubudgad (Duel of the blood bath).

Around that same time, Pandour's heir, Litrix(half-) brother Jason died in a stupid, unprovoked duel. And his father was left with a dilemma, disinherit Lionel or have a son not of his blood as an heir.

The orc, confident in his demonic heritage accepted. Lionel stepped forward letting his shield drop, losing his armor, and leaving the weapons behind. Naked to the waist, glistening scales were there for all to see. As the gloves came off, the claws straightened. Gasps behind him told him his secret was definitely out. Breathing deeply, free for the first time in his 25 years, he focused his attention on the orc. "Dragon kind are my heritage, orc. Most powerful creatures of all. What mewling demon do you call your sire? In front of your gods, orcs, I call mine to witness the fight too." Switching to draconic, he called out "Zelloran, I rarely give my prayers to voice. But I pledge this to you. Guide me in this fight, help me save these men and the valley behind us and I will fight in your name from this day forward with only the might of the dragons. I will trust in the scales, such as they are, of my heritage. I will trust in the might of the dragons. No longer shall I use metal weapons of humanoids. I am yours to use as you see fit for the greater glory of dragon-kind!"

Then he started to sing.
The fight was a grueling affair, the orc more powerful, used to bouts of naked combat. But Lionel had others to think about and his own resolute power combined with the terrible slashing wounds of his claws prevailed in the end. The song he sang was one of a kind. It was a song of power, deep, resonant, uplifting, and eerily beautiful. But above all, it was a song of death.

The horde dispersed even as he stood over the mangled corpse of their leader. He returned to his men, bloody, weak, but unbeaten. And for the reward, he was greeted by silence. By their own priest denouncing him in front of everyone as a demon, a tainted creature. An abomination. And his father grabbed the chance. Lionel was cast out of the legion, his rank and title stripped from him, and he was left in the wilderness with next to nothing.

But he saved his soldiers, he felt free and powerful. And he had new light to guide him. The first morning after he slept alone under the stars, he woke up fully armored in the scales of a blue dragon. No longer were the scales minor things marring his skin, these were fully developed, combat-worthy armor. Eventually, he found himself in a temple tended by a lone priest who taught him more about the dragons, helped him understand his heritage, and unlock more of his powers. He also told him about the crisis that is about to hit the world, one that may even require Majestics to intervene. To prevent that, to try and suppress the worst of it, he was sent to search for a special weapon. He learned what he could, he received instructions on where and how to retrieve it. There were rituals involved. Special ingredients. Runes. Purification rites. He received two boons from the old priest. A shield, one crafted of the discarded scales of true dragons, cunningly connected in such a way they could slide under one another, changing the shield from extra wide large shield to buckler and back in seconds. The other was a bow. His claws meant he was dangerous up close, but at a distance, he couldn't do anything. And he swore an oath not to use metal weapons. The priest gave him a set of papers identifying him as an agent of the dragons with special dispensation to use the items made from the dragons.

Eventually, he had to go among people again. For a year, he wandered from one hamlet to another, through villages, and small towns ever closer to great cities of the south, making a name for himself again. This time, not as Lionel Pandour, dishonored noble, but as Litrix Maekrix, a sell-sword, a do-gooder who will help the weak, the oppressed, often for no more than food and lodging. He searched far and wide for a specific set of items, one that will add to his abilities as a leader of men. And while he searched, he was on the lookout for bits of information that his tutor bade him search for.

Once all the pieces fell in place, Litrix gathered what help he needed, a group of hardened men, a sorceress, a priest he called out from the temple, a wily halfling woman who knew her way around traps, and less reputable members of society. Not one of them was common in any way. They were the best at what they did, the most powerful individuals in the surrounding area. And they went against one of the well-organized cults, worst of the worst in the eyes of the group, Cult of the Dragon, the ones with the perverted view that to have dragons rule the world they needed to be immortal. As undead. And this one, this specific cell had a special ritual in the making, one that will use the connection of the dragons to one another, their fundamentum, their very essence, to coerce dragons in the vicinity to do their bidding. They knew the ritual of creating The Orb of Dragonkind. And to make it, they had to use, to sacrifice, a powerful draconic artifact, the weapon used in ages past in various wars and crises of the good folk and in the name of the dragons. It was a weapon used only in the worst of situations. One that called to dragon-blooded of all kinds letting them know the interesting times are upon them.

The fight with the cult was hard. There were casualties. Heroics. In the end, the cult was destroyed, and Call to Arms was safe. He prayed as the old priest consecrated the cult's evil temple. He thanked Zelloran that most of his group survived this ordeal. He prayed and the weapon of his ancestors, made of the blood and bones of the very dragons that gave Zelloran his powers and later to Litrix though much diluted, responded, bonded, and created the connection to this outcast.

As the connection developed, the Call went to all - Relgr Ekess Jirai, Call to Arms had a new wielder.

The new mission for the newly anointed knight was to find another group, one capable of defying the greatest of demons, fighting their soldiers, and doing good in the world. Such a group will be a fulcrum of the current crisis. Lack of details set Litrix again to traveling, going ever closer to the border of the kingdom, to one place he could still find Pandours. And if he got more information on the way, even better. In his experience, things happen for a reason and he will find out his group one way or the other. As he got closer to Pandours in Carnell, his dreams grew ever more disturbed until one night he saw a great darkness gathering. He was close to the place and turned away from the road he traveled on from some human fortress to find the place.

And lo and behold, there are signs of a great battle, a slain ogre with signs of taint still laying there. And there is a group, possibly of heroes of great caliber coming toward him.
 
Last edited:

An Advertisement

Advertisement4

Top