[v.3.5] Rogues Gallery: Heroes of Carnell PbP Campaign!

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
 

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Name: Litrix Maekrix
Player: MetaVoid
Race/Class: dragonblood human marshal 4 / sentinel(paladin) 2 / anointed knight 5
(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

Starting at 11th
XP: 66.500 XP
+165XP
+168XP
fixed bump up to 66.500XP


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: +10/+5
Sword attack: +16/+11 / 1d8+6+1 19-20/x2 (two-handed 1d10)
(attack: BAB 10 + 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: +14 / +9 claw / 1d3+4 20/x2
Ranged attack:+12 composite longbow (+3 str bonus) (damage 1d8+3, crit x3)

Initiative: +2
Hit Points: 89 = 8 + 3d8 + 7d10 + 11 x 2(CON)
HP for 11th level: 1d10 = [2] = 2
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)

-- Intelligence: Int 14, Wis 14, Cha 10, hold person 3/day, Sense motive 10 ranks
-- Purpose: Restore balance by removing Evil Outsiders

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+10 = 11
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+2+2 = 10
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+9 = 10
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+2 = 4
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:

Knightfall

World of Kulan DM
For @TaranTheWanderer:

Here is Phar's updated character sheet for 11th level. I have added the extra spellbooks he's captured under Magic, as well as the stats for his familiar under Other Companion.

His skills came out slightly different. They are properly balanced now. I think Scotley had allocated too many skill ranks.

His XP is now updated to include both encounters in the ruins.

EDIT: Not all of his higher spell slots have been allocated. Phar has had little time for spell research, but you can choose to allocate lower-level spells to his higher spell slots. Or you can choose two new 5th-level spells that he's just managed to pick up in Carnell.

Reminder! He is an evoker.
 

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Last edited:

Knightfall

World of Kulan DM
Quinn updated to 12th level.

There might be one or tow more items that need to be added to the character sheet once all the new magical items are accounted for and claimed by individual characters, but it should be a given that Quinn is going to get Dustchaser's +1 heavy darkwood shield.

Quick Stats
---
QUINN INAGUI
Male Charan Human, Fighter 12
LN medium humanoid (human, Harqualian)
Init +2; Senses Listen +2, Spot +2
Languages Charan, Common (Harqualian), Dwarven
AC 22, touch 12, flat-footed 20; Combat Expertise, Dodge, Mobility
hp 146 (12HD)
Fort +12, Ref +7, Will +7
Speed 20 ft. (4 squares)
Melee Cruel Justice +18/+13/+8 (1d6+7/15-20/x2)
Melee Masterwork longsword +17/+12/+7 (1d8+4/19-20/x2)
Melee Unarmed strike +16/+11/+6 (1d3+4/x2)
Melee +1 spiked chain (two handed) +18/+13/+8 (2d4+9/x2)
Melee Masterwork silvered bastard sword (two handed) +17/+12/+7 (1d10+5/19-20/x2)
Ranged Net +10/+5/+0 (none/x0)
Ranged +1 composite longbow [STR +4] (two handed) +15/+10/+5 (1d8+5/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +12; Grp +16
Atk Options Combat Expertise, Improved Sunder, Improved Trip, Power Attack, Spring Attack, Whirlwind Attack,
CJ's Spell-Like Abilities Detect thoughts (DC 13, at will), zone of truth (DC 13, 3/day)


Abilities Str 19 (+4), Dex 14 (+2), Con 16 (+3), Int 13 (+1), Wis 14 (+2), Cha 12 (+1)
Special Qualities Bonus Fighter Feats, Weapon and Armor Proficiency, [Keen Tactician], [Martial Training]
Feats Combat Expertise, Dodge, Exotic Weapon Proficiency (spiked chain), Improved Sunder, Improved Trip, Mobility, Power Attack, Spring Attack, Weapon Focus (spiked chain), Weapon Focus (scimitar), Weapon Specialization (spiked chain), Weapon Specialization (scimitar), Whirlwind Attack
Skills Appraise +1, Balance -2, Bluff +1, Climb +14, Concentration +3, Craft (untrained) +1, Diplomacy +1, Disguise +1, Escape Artist -2, Forgery +1, Gather Information +1, Handle Animal +2, Heal +2, Hide -2, Intimidate +14, Jump -2, Listen +2, [Lore of the North +2], Move Silently -2, Perform (untrained) +1, Profession (gladiator) +3, Ride +15, Search +1, Sense Motive +2, Spot +2, Survival +2, Swim +10, Use Rope +2
Possessions Gloves of ogre power; Cruel Justice; +2 breastplate; cloak of resistance +1; red sash of the Strand Knights; boots of the winterlands; Dustchaser's shield; waterskin (filled); +1 spiked chain; masterwork silvered bastard sword, +1 composite longsword [STR +4]
Handy Haversack (Masterwork longsword; trail rations/day [x10] [a bit stale]; bedroll; flint and steel; coin bag [silver coin (x4); gold coin (x37)]; iron pot.)
— Efficient Quiver (arrows [x60])
 

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Knightfall

World of Kulan DM
Caerth Heart-of-Oak
N male half-orc druid 11 / warshaper 1
(levels 1, 4, 6 are racial substitution levels)

Caerth screenshot.png

STR 20 (+5) (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: 11 (9 base + 2 CON)
Ref: 6 (3 base + 3 DEX)
Will: 10 (7 base + 3 WIS)

Base attack: +8/+3
Melee attack: +14/+9 spear +1 (twohanded, damage 1d8+7, crit x3)
Melee attack: +14/+9 Kang (magical dagger, damage 1d4+5, crit 19-20/x2, thrown 10ft)
Melee attack: +15/+10 Thundershadow (+2/+1 Thundering Ghost Touch Quarterstaff of Incorporeal Binding, damage 1d6+6/1d6+5, crit 19-20/x2)
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+9d8+24
HP: 81 (10 + 2d10+4d8+14=34 + 5 + 1D8+2=9 + 2D8+4=13 + 1D8+2=10)
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)
  • Improved Critical [quarterstaff] (level 12)

Skills:
  • Concentration +17 (15 ranks)
  • Craft (stonemasonry) +5 (3 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)
  • Morphic Immunities (immune to stunning and critical hits)
  • Morphic Weapons (Su):As a move action, Caerth can grow natural weapons such as claws or fangs, allowing a natural attack that deals the appropriate amount of damage according to the size of the new form (see Table 5–1 on page 296 of the Monster Manual). These morphic weapons need not be natural weapons that the creature already possesses. For example, a warshaper polymorphed into an ettin (Large giant) could grow a claw that deals 1d6 points of damage, or horns for a gore attack that deals 1d8 points of damage.
    • If the warshaper’s form already has a natural weapon of that type, the weapon deals damage as if it were one category larger. For example, a warshaper who used wild shape to become a dire wolf (Large animal) could grow its jaw and snout, enabling a bite attack that deals 2d6 points of damage (as a for Huge animal), not the normal 1d8.
    • A warshaper can change morphic weapons as often as it likes, even if it is using a shapechanging technique such as the polymorph spell or the wild shape class feature that doesn’t allow subsequent changes after the initial transformation.
Spells prepared:
Level 0 (6): create water [x2], detect magic, detect poison, guidance, purify food and drink
Level 1 (6): endure elements [x3], traveller's mount [x3]
Level 2 (5): bear's endurance, delay poison, lesser restoration, mass snake's swiftness, resist fire
Level 3 (5): blindsight, call lightning, cure moderate wounds, giant’s wrath, spirit jaws
Level 4 (3): cure serious wounds, ice storm, scrying
Level 5 (2): hallow, wall of thorns
Level 6 (1): vigorous circle

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)
  • Thundershadow (Stratesus' staff) > +2/+1 Thundering Ghost Touch Quarterstaff of Incorporeal Binding
  • 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: 56,895 + 4,950 + 2,500 + 2253 = 66,598 XP [changed to 66,500 XP] (Sept 28, 22)
Next level: 78,000

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.
September 28, 2023: @JustinCase's original post copied and updated to 12th level by Knightfall.
 
Last edited:



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