Vampires of Waterdeep Campaign Arc (Recruitment closed)

[SBLOCK=Brondin Moonsoul]Brondin Moonsoul
Male Human, 6th-Level Favored Soul/3rd-Level Silverstar/4th-Level Divine Disciple of Selune (XP 84,500)
Medium Humanoid (Human)

Hit Dice: 6d8+3d8+4d8 (62 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 33 (+3 Dex, +13 armor, +5 shield, +2 deflection), touch 15, flat-footed 30
Base Attack/Grapple: +9/+10
Full Attack: [smallcaps]Hoon’s Silver Hand[/smallcaps] (+3 shock alchemical silver heavy mace*) +14/+9 melee (1d8+3+1d6 electricity)
Full Attack: [smallcaps]Moon’s Cold Hand[/smallcaps] (+3 shock cold iron heavy mace*) +14/+9 melee (1d8+4+1d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Moon’s Hand (+1 shock)
Special Qualities: Electricity Resistance 10, Moon Spells, Lunar Sight, Divine Emissary, Sacred Defense+2, Imbue with Spell Ability, Travel Domain (5 rounds)
Saves: Fort +12, Ref +10, Will +16
Abilities: Str 12, Dex 16, Con 10, Int 10, Wis 18, Cha 24
Skills: Balance +0, Climb -2, Concentration +16/+20 casting defensively(16), Diplomacy +12(5), Escape Artist +0, Jump -2, Knowledge (nature) +9(5), Knowledge (religion) +10, Listen +9(0), Sense Motive +6(2), Spot +9(0), Survival +14/+16 in aboveground natural environments(10), Swim -5; Armor Check Penalty –3(doesn’t apply to Hide and Move silently)
Feats: Education [Regional], Blind-fight, Dodge, Modility, Weapon Focus: Heavy Mace(b), Spring Attack, Initiate of Selune, Combat Casting
Home Region: Waterdeep
Patron Deity: Selune
Alignment: Chaotic Good

* including Greater Magic Weapon (13 hours)

Brondin is an attractive man in his late twenties. He is of average height, with an athletic and well-trained physique. He has icy blue eyes and deep black hair, which he keeps cut with the current fashions amongst the well-to-do of Waterdeep. Brondin likes to dress in comfortable blue or white traveling clothes and is rarely caught without his white cloak featuring the symbol of Selune, embroidered in blue. Other noticeable pieces of equipment he caries include his silvery-white mithril full-plate armor which he only wears when adventuring and for special church occasions, and his face-mask studded with moonstones and chased in silver.

Brondin speaks Common and Chondathan

Spells: As 13th-level favored soul
Favored Soul Spells Known (6/7/6/8/6/7/5; save DC 14 + spell level):
0 - cure minor wounds, detect magic, detect poison, guidance, light, mending, read magic, resistance, inflict minor wounds;
1st - faerie fire, longstrider, handfire, bless, divine favor, shield of faith, moon lust, light of lunia, healthful rest;
2nd - moonbeam, locate object, augury, cure moderate wounds, lesser restoration, silence, iron silence, status;
3rd - moon blade, fly, prayer, remove disease , searing light, summon monster III, blindsight, lesser visage of the diety;
4th - fear, dimension door, strength of the beast, wall of moonlight, cure critical wounds, divination, divine power, restoration, greater magic weapon;
5th - moonpath, teleport, moon web, righteous might, raise dead, disrupting weapon, revivify;
6th - permanent image, find the path, summon monster VI, heal, greater dispel magic.

Active Spells: longstrider, iron silence, status, greater magic weapon on [smallcaps]Moon’s Cold Hand[/smallcaps].

Equipment:
Head: --
Eyes: Moonstone Mask
Neck: Periapt of Wisdom +2
Shoulders: Cloak of Charisma +6
Torso: --
Body: +5 mithril full-plate
Waist: --
Wrists: Armband of Maximized Healing
Hands: Gloves of Dexterity +2
Finger: Ring of Protection +2
Finger: --
Feet: --

Other Equipment: [smallcaps]Moon’s Cold Hand[/smallcaps] (Cold Iron Heavy Mace), [smallcaps]Moon’s Silver Hand[/smallcaps] (MW alchemical silver Heavy Mace), Moondraught, Moon Mote, Silver Holy Symbol of Selune, Heward's Handy Haversack, Traveler's Outfit, Belt Pouch, Bedroll, Flint and Steel, Hempen Rope (50 ft.), Sunrods (2), Trail Rations (10 days), Waterskin, Spell Component Pouch, 400 gp of powdered jade, 1,000 gp diamond (2), 25 gp blessed Selunite incense (6), 100 gp of diamond dust; 3 gp, 9 sp, 10 cp.

Background: [SBLOCK]Brondin, know as Bron to his closest friends, was known to be special from the moment he was born. The child, born to a wealthy couple of Waterdeep, had an unusual birthmark across his back, the holy symbol of Selune. The parents marveled at this, treated their son well, and had him schooled by the wisest of sages. As he came of age, he started having a number of dreams and experiences, being called into Selune’s service. On his 18th birthday, he fully embraced his destiny, and swore his life to the bright lady of the moonlight, Selune.

He was immediately accepted into the ranks of Selunites, hunting, celebrating and worshiping among them. The magic granted by Selune came very easily to Brondin, and he rapidly rose through the ranks of the church. He fell in with other young adventurers in the area, and left Waterdeep for many long years, wandering the realms, doing Selune’s bidding and growing in power.

One year ago, Brondin returned to his home, wealthy, and adorned with rainments that marked him as one of Selune’s true chosen. Amongst the church-goers in Waterdeep it is whispered that Brondin is in line to head the church of Selune in Waterdeep, or even across the civilized lands where the moon maiden is worshiped. He tells stories to the congregation of the exploits Selune has aided him in, destroying lycanthrope cults in the Whispering Woods, stemming plagues deep in the Shaar, and foiling the plans of the Cult of Shar in the Silver Marches.[/SBLOCK][/SBLOCK]

Props to Thanee: I used your character sheet template-thanks!

I would love to fill out the adventures while he was abroad once other characters are selected or narrowed down and coordinate things. Basically, I see Bron as a confidant and well-liked Selune holy man, possibly a bit of a womanizer, thought his one true love is Selune. I didn't optimze him for undead killing, though he can do a good amount of that through his moon spells.
 

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If I had to guess I'd say OP meant that you can't create all new items, such as rings of quickened true strike and other such. DM seems extremely flexible, I have a hard time believeing that he'd have a problem with someone having +4 gloves instead of a +4 belt, especially if they have an item creation feat.
 

Voadam said:
Pinotage, where is deathward armor enchantment from?

Just noticed, that PGtF has another Death Ward armor enchantment (+2 modifier), which actually grants the full Death Ward for 7 minutes per day (no split-up, but it activates automatically the first time needed).

That's pretty nice. :)

Bye
Thanee
 

Thanee said:
Yes, it's (mostly) the same character, too. :)
Then Your gonna love this one :lol: :p


*******
Inquisitor Caladan of the Radaint Order

[sblock]
Code:
[B]Name[/B]:  Inquisitor Caladan of the Radiant Order
[B]Class[/B]: Cleric 6 / RS of Lathander 7       [B]Age[/B]: 26
[B]Race[/B]:  Human                              [B]Height[/B]: 6' 1"
[B]Size[/B]:  Medium                             [B]Weight[/B]: 190 lbs
[B]Gender[/B]: Male                              [B]Eyes[/B]: Blue
[B]Alignment[/B]: Neutral Good                   [B]Hair[/B]: Short & Red
[B]Deity[/B]: Lathander                          [B]Skin[/B]: Weathered

[B]Class & Racial Traits:
Cleric                            Character Level[/B]
Turn Undead (12)                  1 Feat at First, Third, Sixth, Ninth, Twelfth
Divine Spell Casting              +1 Ability Modifier (x3)                                          
 
[B]Radiant Servant of Lathander           Human[/B]                         
Extra Greater Turning (8)              +1 Skill point at each additional level       
Radiance (+2 Will - 10ft Radius)       1 Free Feat at 1st Level               
Turn Undead (See Cleric)               +4 Skills points at 1st Level 
Divine Health (Immune to all Disease)
Maximize Healing
Bonus Domain (Glory)               

[B]Str[/B]: 14 (+2)      [B]Level[/B]: 13       [B]XP[/B]: 83000
[B]Dex[/B]: 10 (+0)      [B]BAB[/B]: +9/+4      [B]HP[/B]: 80  (6d8+6 + 7d6+7)
[B]Con[/B]: 12 (+1)      [B]Grapple[/B]: +11    [B]Dmg Red[/B]: -/-
[B]Int[/B]: 10 (+0)      [B]Speed[/B]: 20'      [B]Spell Res[/B]: -
[B]Wis[/B]: 20 (+5)      [B]Init[/B]: +1        [B]Spell Save[/B]: - 
[B]Cha[/B]: 20 (+5)      [B]ACP[/B]: -6         [B]Arcane Spell Fail[/B]: 40%

         [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor[/B]:   10     +11   +5    +0    +0    +0    +0    26
[B]Touch[/B]: 15      [B]Flat-Footed[/B]: 21

              [B]Base   Mod  Misc  Total[/B]
[B]Fort[/B]:          10    +1    +3   +14
[B]Ref[/B]:            4    +0    +3   +7
[B]Will[/B]:          10    +5    +5   +20

[B]Armor                    Bonus   Dex   ACP   ASF  Weight    Cost[/B]
Mithreal Full Plate +3   +11     +1     -4   25%   25lbs    19500gp
Large Shield, Steal +3    +5     -      -2   15%   15lb      9170gp

[B]Weapon                          Attack   Damage  Critical   Range   Weight  Cost [/B] 
*Mace, Heavy of Disrupting +3   +14/+9   1d8+5      x2        -      8 lbs  8312gp
      *Includes casting of Greater Magical Weapon (+3)

		          [B]Turning Check     Turning Damage[/B]
Turning & Greater Turning	+9          (3d6+18) x1.5
Improved Turning: +1 caster Level		Can turn as free action

[B]Equipment                Cost / Weight[/B]		[B]Total Gold Spent[/B]: 109,679
Explorers outfit x3      (20 gp / 0 lb)		[B]Total Gold Remaining[/B]: 321
Flint & Steel            (1 gp / 0 lb)
Holy Symbol (Silver)     (25 gp / 0 lb)
Belt Pouch               (1 gp / .5 lb)
Healers Kit              (50 gp / 1 lb)
Rod of Empowering        (9,000 gp / 0 lb) (3x Per Day)
Wand of Cure Moderate    (4,500 gp / 0 lb)
Cloak of Charisma +4     (16,000 gp / 2 lb
Periapt of Wisdom +4     (16,000 gp / 0 lb
Boots of Speed           (12,000 gp / 1 lb)
Vest of Resistance +3    (9,000 gp / 0 lb)
Helm of Comprehend       (5,200 gp / 3 lb)
Languages & Read Magic
        [B]Potions[/B]
Potion, Pro. From Evil x3(150 gp / 0 lb)
Potion, Remove Fear x1   (50 gp / 0 lb)
Hide from Undead  x2     (100 gp / 0 lb)
Invisible, Potion  x2    (600 gp / 0 lb)

[B]Caladan[/B]: 
[B]Current Capacity[/B]: Light (56)
[B]Carry Capacity[/B]:  Light: 0 – 58 Med.: 59 – 116 Heavy: 117 – 175 
                             Lift: 350 Drag: 875

[B]Languages[/B]: All  

[B]Feats[/B]: (6)
Empowered Turning, Improved Turning, Quick Turning, Extra Turning, 
Domain Spell Spontaneity (Strength), Divine Spell Power (+12 Turning Check) 

[B]Skill Points[/B]: 48    [B]Max Ranks[/B]: 16/8
[B]Skills                      Abil Ranks  Mod  Misc  Total[/B]
Appraise                    Int    0     0    0      0
Balance                     Dex    0     0   -6     -6
Bluff                       Cha    0    +5           3
Climb                       Str    0    +2   -6     -4
[U]Concentration[/U]               Con   11    +1          12
[U]Craft[/U]                       Int    0     0           0
Decipher Script             Int    0     0           0 
[U]Diplomacy[/U]                   Cha    1    +5           6
Disable Device              Dex    0     0   -6     -6
Disguise                    Cha    0    +5           5
Escape Artist               Dex    0     0   -6     -6
Forgery                     Int    0     0           0
Gather Information          Cha    0    +5           5
Handle Animal               Cha    0    +5           5
[U]Heal[/U]                        Wis    5    +5   +2      12
Hide                        Dex    0     0   -6     -6
Intimidate                  Cha    0    +5           3
Jump                        Str    0    +2   -6     -4
[U]Knowledge (Religion)[/U]        Int    12    0           12
[U]Knowledge (Planes)[/U]          Int    5     0           5
Listen                      Wis    2    +5           7
Move Silently               Dex    0     0   -6     -6
Open Lock                   Dex    0     0   -6     -6
Perform                     Cha    0    +5           5
[U]Profession [/U]                 Wis    0    +5           5  
Ride                        Dex    0     0           0 
Search                      Int    5     0           5
[U]Sense Motive[/U]                Wis    0    +5           5
Sleight of Hand             Dex    0     0           0
[U]Spellcraft[/U]                  Int    0     0           0
Spot                        Wis    2    +5           7
Survival                    Wis    0    +5   +4       9
Swim                        Str    0    +2   -12    -10
Tumble                      Dex    0     0   -6     -6
Use Magic Device            Cha    0    +5           5
Use Rope                    Dex    0     0           0
[U]Denotes Class Skill[/U]

[B]Spells[/B]
[B]Domains[/B]: Sun, Strength, Glory   [B]Base DC[/B]: 15 + Spell Level  [B]Bonus Spells[/B]: +5

[B]0 Level[/B] (10+1)    [B]1st Level [/B] (10+1)    [B]2nd Level[/B] (9+1)           [B]3rd Level[/B] (9+1) 
Detect Magic  3   Bless      	   2   Iron Silence (CoA)    2   Wrack (CoD)   1
Mending       2   Resurgance (CoD) 2   Curse ill Fortune(CoD)1   Prayer        2      
P. Food/Drink 1   Divine Favor     2   Hold Person           2   Create Food & Water   1 
Guidance      1   Doom      	   2   Silence      	     2   Magic Circle vs Evil  2
Light         2   Hide From Undead 2   Aid      	     2   Daylight      1
Resistance    1   [U]Disrupt Undead[/U]   1   [U]Heat Metal[/U]            2   Dispel Magic  2
 	 	 	 	 	   	                 [U]Searing Light[/U] (CoD)   1

[B]4th Level[/B] (8+1)      [B]5th Level[/B] (8+1)        [B]6th Level[/B] (7+1)      [B]7th Level [/B] (6+1) 
Shape Metal(RoF)  1  Earth Hammer(RoS)   1  Undeath to Dead  2   Holly Word       1
Gr Magical Weapon 1  [U]Flame Strike[/U]        2  Wind Walk        1   Slime Wave (CoD) 1
Holly Smite       2  Divine Agility(CoD) 1  Banishment       2   Destruction      1
Divine Power      1  True Seeing         1  Gr Dispel Magic  1   Summon Monster 7 2
Free Movement     2  Break Enchantment   1  Stone Body (PgF) 1   Ethereal Jaunt   1
Restoration       2  Battletide (MoF)    1  [U]Bolt of Glory[/U]    1   [U]Sunbeam[/U]          1
[U]Fire Shield[/U]	  1  Monstrous Regeneration (PgF) 1	 	 	 
 	 	     Blistering Radiance (CoAr)1	 

[U]Denotes Domain Spell[/U]

[B]Spontaneous Spells[/B]	 	 	 	 	 	 
[B]Level 1      	 	Level 2      	 	Level 3     	 	Level 4[/B]
Cure Light Wounds 	Cure Moderate	 	Cure Serious	 	Cure Critical 
[I]Enlarge Person	 	Bull's Strength	 	Magic Vestment	 	Spell Immunity[/I]
 	 	 	 	 	 	 
[B]Level 5       	 	Level 6       	 	Level 7[/B]	 	 
Cure Light, Mass	Cure Moderate, Mass	Cure Serious, Mass	 	 
[I]Righteous Might	 	StoneSkin	 	Bigby's Grasping Hand[/I]	 

[I]Denotes Requirement of 1 Regular Turning Attempt to Cast[/I]
[/sblock]

Description:
[sblock]
Caladan stands at about 6’1” and has short fiery red hair with piercing blue eyes. His skin has a deep weathered tan to it, and he has a facial tattoo that slightly covers the left side of his face and runs down the side of his neck. His equipment, though noticeably used, is kept in the best of condition. Caladan hardly talks and when he does its more often than not five words or less. However, when it comes to cleansing a crypt of a foul presence or putting the restless souls back at ease, no one does it better than him. Caladan is a man of action and has little time for holding hands and warming up to the masses. He is more at home out under the heavens and the gaze of his lord with his fellow adventures than he ever will be in town or city.
[/sblock]

Background:
[sblock]
He was once a resident of Neverwinter. That was before a mysterious and deadly plague had swept across the city. The plaque took all of those that he loved and turned them against him and the rest of the city as mindless corpses. The city would soon send out a call for help as the dead began to attack the entire city. Caladan, for he dearly wished to put an end to the suffering of his loved ones, would answer the call. With the help fellow adventures, Caladan would rid the city of the vile plague and bury his loved ones for good. It was during this crusade that Caladan first came across the Sun God, Lathander and his teachings. With his determination to put his loved ones at rest and to route out the cause of their unrest, Caladan quickly became a devoted follower of Lathander and his teachings.

Later after his fellow adventures returned peace and order to the city, and Caladan finally went home. He realized that he had nothing to go home to. The plague and those behind it had taken everything from him and in return gave him a huge whole in his already heavy heart. With nothing left but his faith in Lathander and his new found friends. He left Neverwinter with his new Religion and set out across the region in hopes to prevent others from having to go through the same pain and anguish that he had too.

Eventually his exploits would catch the attention of those within the Radiant Order and after passing a serious and rugged tribunal he joined their ranks. He would spend many months training and studying within the order before heading back out in the region. Over time his name would become widely known within the order. He would travel across the realm with the Blessings of Lathander, but now a call of aid has brought him to the gates of Waterdeep.
[/sblock]

Note: Spell list is done.
 
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Fine then, the gang's all here.

Wollf Henger

Aranea (3HD +4LA), rogue 2, warshaper 4, character level 9 ECL 13
Medium magical beast (shapechanger)
CG, Patron Deity Shandukul

32 point buy
Str 10=16 +2 level +4 morphic body = 22 (+6)
Dex 10=16 +4 racial = 20 (+5)
Con 10=16 +4 racial +4 morphic body = 24 (+7)
Int 0=8 +4 racial = 12 (+1)
Wis 2=10 +2 racial = 12 (+1)
Cha 0=8 +4 racial = 12 (+1)

So

Str 22 (+6)
Dex 20 (+5)
Con 24 (+7)
Int 12 (+1)
Wis 13 (+1)
Cha 12 (+1)

HD 3d10 (aranea) + 2d6 (rogue) + 4d8(warshaper) +9x7(63)
hp = X

F +3 (ar) +4 (war) +7(con) = +14
R +3 (ar) +3 (ro) +1 (war) +5(dex) = +12
W +1 (ar) +1 (wa) +1 (wis) +2 (IW) = +5

F +14 R +12 W +5

Feats
Combat Reflexes, Iron Will (B), Two Weapon Fighting, Improved Two Weapon Fighting, Multiattack,

Skills
Aranea: climb 6 ranks, listen 6 ranks, spot 6 ranks
Rogue: Tumble 8 ranks, search 8 ranks, spot 1 rank, listen 1 rank
Warshaper climb 4 ranks, balance 6 ranks, search 1 rank(cross class),

Skills: Araneas have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

So:
Balance 6 ranks +4 dex = +10
Climb 10 ranks +6 st +8 racial = +24 and can always take 10
Jump +7 str +2 racial = +9
Listen 7 ranks +1 wis +2 racial = +10
Search 9 ranks +1 int = +10
Spot 7 ranks +1 wis +2 racial = +10
Tumble 8 ranks +5 dex = +13

Languages Common, Sylvan, Elven

BAB +3 aranea, +1 rogue, +3 warshaper, = +7

Grapple +7 BAB, +6 Str = +13

Initiative = +5

AC = 20 (+5 dex, +1 natural, +4 deflection,) touch 19, 15

Attack +7 BAB, +6 str = +13
Attack +14 adamantine wounding mace +1 d8+7 and con or +14 cold iron holy spiked gauntlet d4+7(+2d6)

Full attack +12/+7 adamantine wounding mace +1 d8+7, +12/+7 cold iron holy spiked gauntlet d4+4(+2d6), +11 bite d6+3 and poison DC 18 d6 str/2d6 str


Aranea
Low light vision, darkvision 60ft.
Natural bite in hybrid form 1d6 base +poison
web, change shape, spells
[SBLOCK]
Poison (Ex): Injury, Fortitude DC 18, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Spells: An aranea casts spells as a 3rd-level sorcerer. It prefers illusions and enchantments and avoids fire spells.
Spells Known (6/6): 0— detect magic, open/close, prestigitation, ray of frost, read magic; 1st—disguise self, expeditious retreat, mage armor.
Web (Ex): In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
Change Shape (Su): An aranea’s natural form is that of a Medium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an aranea cannot use its bite attack, webs, or poison.
The second form is a Medium spider–humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 18 Spot check reveals the creature’s fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an aranea’s speed is 30 feet (6 squares).
An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.[/SBLOCK]

Rogue
1d6 sneak attack, trapfinding, evasion[SBLOCK]
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.[/SBLOCK]

Warshaper:
Morphic immunities, immune to critical hits and stunning
Morphic weapons, as move action grow a natural weapon or improve one by one size
Morphic body, +4 to str and con
Morphic reach, increase reach by 5 ft
Morphic healing, fast healing 2, full round concentration check (DC = damage taken) to heal 10.

Equipment
32K Ring of protection +4
20K +1 cold iron holy spiked gauntlet
21K +1 wounding adamantine heavy mace
04.5K wand of knock 50 charges
20K ring of invisibility
08K Silver shortsword +1 animal bane
02.5K Bag of holding Type 1
Silver holy symbol of Shandukal
Travelling clothes
22,000 gp

Background
[SBLOCK]Wollf was a restless spirit always wanting to climb the nearest mountain and see what was on the other side. This led him to adopt Shandakul as his patron deity and journey out of his native forest lands to explore the worlds as he explored the powers of a shapeshifter. His humanoid form was that of a lean human and he travelled the roads as one, developing along the path of warshaper shifting mastery. While travelling through the northlands he was ambushed by a Malarite werewolf who was seeking to create a band of infected followers. Spying Wollf's holy symbol the werewolf thought it would be most amusing to turn such a follower into a werewolf slave of a malarite. While the attack incapacitated Wollf temporarily the fact that he was not actually a human made him immune to the lycanthropic disease and his morphic healing allowed him to recover from the ambush quicker than the werewolf anticipated. Now it was the werewolf who was taken unawares and ended up fleeing after the warshaper turned the tables on him. This led to the two becoming blood enemies and hunting each other back and forth across the northlands. While Wollf has managed to kill some of the werewolf's infected minions and has clashed many times with him personally, the two have not been able to dispose of each other as of yet. Wollf has recently tracked the Malarite south to Waterdeep and is cautiosly exploring the city looking for his nemesis.[/SBLOCK]

Appearance
[SBLOCK]Wollf Henger appears as a lean, tall, dark-eyed man with a somewhat athletic and rugged physique. He wears his black hair long but is clean shaven. He favors dark travelling clothes including a broad scarf and wide brimmed hat. At his waist he bears a short sword with a wolf head pommel and a vicious looking heavy mace while a spiked gauntlet covers one hand.

When he shifts his back hunches slightly and he grows black hairs all over his body. His face transforms into that of a spider with multiple eyes and large black mandibles dripping venom.

When in extremis he will shift into the true aranea form, that of a medium-sized spider with inhuman arms extending below the mandibles.[/SBLOCK]
 
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I figured a minor change in slot would not really be considered a 'custom' item. LR's call, obviously, and I'll change if he doesn't agree with the change of slot. It's still fitting though, in terms of the associations with different slots. I wanted to add a few things in any case and maybe change one or two things around.

Thanks!

Pinotage
 
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Thanee said:
Just noticed, that PGtF has another Death Ward armor enchantment (+2 modifier), which actually grants the full Death Ward for 7 minutes per day (no split-up, but it activates automatically the first time needed).

That's pretty nice. :)

Bye
Thanee

Missed that one. Looks nice. I think I'll stick to the one I have. I don't want to 'vampify' the character. Death Ward is always useful, whether you're fighting vampires or not.

Pinotage
 


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