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Topic Subject: Giant Trilogy – Character Thread (new)
posted 04-14-10 01:10 PM EDT (US)   
Lighthawk

Race: Elf
Class: level 3 druid / level 2 ranger / level 2 sorcerer
Character level 7
Characters languages: Elven, Sylvan, Halfling, Druidic and common
Alignment: Neutral Good

Abilities:
Strength: 12 (+1)
Dexterity: 18 (+4)
Constitution: 10 (-)
Intelligence: 12 (+1)
Wisdom: 19 (+4)
Charisma: 14 (+2)

HP 41 (8x2 (druid) + 8+5 (ranger) + 4+3 (sorcerer) + 5 (druid))
AC 15 (10 + 4 dex + 1 ring)

Saves:
Reflex: 10 (3 (ranger) + 1 (druid) + 4 dex + 2 cloak)
Fortitude: 8 (3 (druid) + 3 (ranger) + 2 cloak)
Will: 12 (3 (druid) + 3 (sorcerer) + 4 wis + 2 cloak) (+2 against enchantment spells)
Immunities: Sleep

Feats:
Spell Focus (conjuration)
Augment Summoning
Practiced Spellcaster (druid)

Equipment:
+1 Undead bane composite (+1 str) longbow, 50 arrows, +1 frost halberd, club, dagger, Amulet of Wisdom +2, Gloves of dexterity, Belt of health +2, Pearl of power (level 1), Lesser Crystal of Electricity Assault, Ring of protection +1, cloak of resistance +2, Wand of magic missiles (23 charges), Wand of cure light wounds (19 charges), Wand of lesser vigor (37 charges), Lesser metamagic rod (extend), 2 days of field rations, torch, 100 feet of silk rope, grappling hook, 2 flasks of acid, flask of Alchemist’s fire, 2 flasks of holy water
Potions:
potion of protection against evil
potion of cure moderate wounds
Scrolls:
scroll of entangle
3 scrolls of cure moderate wounds
rune bone of cure serious wounds
scroll of burning hands (caster level 3)
scroll of expeditious retreat
scroll of glitterdust
2 scrolls of protection against evil
2 scrolls of protection against evil (level 2)
Scroll of invisibility
Scroll of Longstrider
2 scrolls of Shillelagh
2 scrolls of Speak with Animals
Scroll of Bull’s Strength
2 scrolls of Enlarge Person
Scroll of Mirror Image
Scroll of Binding Winds
Scroll of haste
2 scrolls of Hawkeye
2 scrolls of Arrow Mind
Scroll of Aspect of the Wolf
Gold: 136 gp

Attack bonus: (Base attack/graple +5/+6)
+1 Undead bane composite (+1 str) longbow: +10 (5 base + 4 dex + 1 magic)
+1 Undead bane composite (+1 str) longbow agianst undead: +12 (5 base + 4 dex + 3 magic)
+1 frost halberd: +7 (5 base + 1 strength + 1 magic)
club: +6 (5 base + 1 str)
Dagger: +6 (5 base + 1 str)
Touch attack: +6 (5 base + 1 str)
Ray (ranged touch attack): +9 (5 base + 4 dex)

Full attack:
+1 Undead bane composite (+1 str) longbow: +8/+8 (5 base + 4 dex + 1 magic - 2 rapid shot)
+1 Undead bane composite (+1 str) longbow agianst undead: +10/+10 (5 base + 4 dex + 3 magic - 2 rapid shot)


Damage:
+1 Undead bane composite (+1 str) longbow: 1d8+2 (1 str + 1 magic), Critical: 20/x3
+1 Undead bane composite (+1 str) longbow agianst undead: 1d8+4+2d6, Critical: 20/x3
+1 frost halberd: 1D10+2+1d6(cold) (1 str + 1 magic), Critical: 20/x3
Dagger: 1D4+1, Critical: 19–20/x2
club: 1d6+1, Critical: 20/x2 (2d6+2 with Shillelagh)
(+1d6 electricity damage with Lesser Crystal of Electricity Assault)

Special Abilities:

Race:
Immunity to sleep
+2 saving throw bonus against enchantment spells or effects
Low-light vision
+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.

Class (druid):
Animal companion
Nature sense (+2 bonus on Knowledge (nature) and Survival checks.)
Wild empathy +9 (3 (druid) + 2 (ranger) + 2 cha + 2 synergy)
Woodland stride
Trackless step

Spells per day: (spells must be prepared when resting)
Level 0: 4
Level 1: 3
Level 2: 2

Known spells:
All level 0, 1 and 2 spells

Class (ranger):
1st favored enemy: Humanoid (Orc)
Track
Wild empathy +9 (3 (druid) + 2 (ranger)+ 2 cha + 2 synergy)
Rapid Shot (combat style: Archery)

Class (sorcerer):
Familiar

Spells per day:
Level 0: 6
Level 1: 5

Known spells:
Level 0: Acid Splash, Ray of Frost, Disrupt Undead, Read Magic, Light
Level 1: Mage Armor, Shield, Light of Lunia, Benign Transposition

Other:
Emphatic link with Fenris

Skills:

56 points
Apprise 1 + 1(int) = +2
Concentration 1 + 4(wis) = +5
Climb 1 + 3(dex) = +4
Diplomacy 5 + 2(cha) = +7
Handle Animal 5 + 2(cha) = +7
Heal 5 + 4(wis) = +9
Hide 3 + 3(dex) = +6
Knowledge (nature) 6 + 1(int) + 2(druid) +2 (synergy: Survival) = +11
Knowledge (arcana) 5 + 1(int) = +4
Listen 4 + 4(wis) + 2(race) = +10
Move Silently 3 + 3(dex) = +6
Ride 1 + 3(dex) +2 (synergy: handle animal) = +6
Search 1 + 1(int) + 2(race) = +4
Sense motive 2 + 4(wis) = +6
Spot 4 + 4(wis) + 2 (race) = +10
Survival 5 + 4(wis) + 2(druid) = +11 (+2 in aboveground natural environments (synergy: knowledge (nature)))
Swim 1 + 3(dex) = +4
Spellcraft 2 + 1(int) + 2(synergy: Knowledge (arcana))= +5
Tumble(CC) 1 + 3(dex) = +4

Trade: 2(apprise) + 7(diplomacy) + 3(½sense motive) = +12

Speed:
Base speed (move action) 30 feet
Double move (full round action) 60 feet
Charge (full round action, ends with an attack, move in straight line only,+2 attack, -2 AC) 60 feet
Run (move action, move in straight line only, no dex bonus to AC) 60 feet
Run (full round action, move in straight line only, no dex bonus to AC) 120 feet


Description:
Lighthawk's father was a wood elf and his mother was a noble sun elf (and a skilled sorceress). They both died in an accident when Lighthawk was young. After that he lived a few years with his mothers family, but he did not feel that he belonged there (they had never approved of his mothers marriage), so he left to find he's fathers people. After years of adventuring he did find his father’s people, and he studied for 8 years as a druid with his grandfather. But he started to become more and more restless and in the end he started adventuring again. He has now been adventuring for 35 years, with only a year or two of rest now and then with his father’s people. For and elf he has little patience, and he is often called "the restless elf" by his own people.
Lighthawk has inherited a high affinity for magic from his mother, but he has never had patience enough to become the great sorcerer, he could have been. On his many adventures he has picked up quite some low level spells though, so he knows more spells then the average low level sorcerer.
By his father’s people he has also learned some basic ranger skills, and he is quite good with his magic longbow.
He is a little above average height for an elf, he has light half-long hair and green eyes. He is somewhat lightly build and not very strong, but he is quite agile and dexterous (even for an elf) and can run for long distances without getting tired.
He prefers to not get into hand to hand fights, but if forced to do so, he can defend himself well enough with melee weapons.

For the last 9 years he has had an animal companion, a large wolf called Fenris. Fenris is quite intelligent and can carry out quite complicated orders. Over the years they have developed a rather strong empathic link.


Fenris

Race/class: Wolf (animal companion)
Hit Dice: 4 (2 (wolf) + 2 from animal companion)

Abilities:
Strength: 15 (+2)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 4 (-3)
Wisdom: 12 (+1)
Charisma: 6 (-2)

Fenris is larger than an average wolf so he has +1 strength and +1 constitution. He is also quite intelligent for a wolf so he also has +2 intelligence.

HP: 41 (8x3 (wolf) +5 (wolf) + 3x4 con)
AC 24 (10 + 4 natural armor + 6 armor + 3 dex + 1 ring)

Saves:
Reflex: 7 (4 (wolf) + 3 dex)
Fortitude: 7 (4 (wolf) + 3 con)
Will: 2 (1 (wolf) + 1 wis)

Feats:
Track (bonus feat)
Weapon Focus (bite)
Improved natural attack (bite)

Equipment:
Ring of protection +1, +2 darkleaf chain shirt barding

Attack bonus
Bite: +6 (3 (wolf) + 1 feat + 2 str)

Damage:
Bite: 1d8+3 Critical: 20/x2

Special Abilities:
Trip (ex) (successful bite allows free trip attempt)
Low-light vision
Scent
Link
Share spells
Evasion

Skills:

Hide 5
Listen 9
Move Silently 6
Spot 3
Survival 2 (5 when tracking by scent)
(I have increased some skills for Fenris that I think was too low for a wolf)

Speed:
Base speed (move action) 50 feet
Double move (full round action) 100 feet
Charge (full round action, ends with an attack, move in straight line only,+2 attack, -2 AC) 100 feet
Run (move action, move in straight line only, no dex bonus to AC) 100 feet
Run (full round action, move in straight line only, no dex bonus to AC) 200 feet

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 11-08-2014 @ 03:54 PM).]

Replies:
posted 04-14-10 01:11 PM EDT (US)     1 / 8  
Ayuth

Race: Red Dragon (Ayuth is obviously not a normal red dragon though)
Class: level 2 Dragon / level 2 sorcerer / level 2 fighter / level 1 barbarian
Character level 7
Characters languages: Draconian, Common, Dwarven
Alignment: Neutral

Abilities:
Strength: 20 (+5)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 12 (+1)
Wisdom: 10 (-)
Charisma: 18 (+4)

HP: 58 (12 x 2 (dragon) + 4 x 2 (sorcerer) + 6 x 2 (fighter) + 7 (barbarian) + 7x1 (con))
AC: 20 (10 + 8 natural + 1 dexterity + 1 deflection (ring))

Saves:
Reflex: 4 (3 (dragon) + 1 dex)
Fortitude: 9 (3 (dragon) + 3 (fighter) +2 (barbarian) + 1 con)
Will: 6 (3 (dragon) + 3 (sorcerer))

Feats:
Ability Focus: Fire Breath
Multiattack
Hover
Improved Multiattack
Improved natural Attack (bite)

Equipment:
Steel, Dark Red Jeweled Necklace (focus of spell-casting power; without it, Ayuth cannot cast spells), Druid’s gloves of magic claw (+2 strength, +1 enchantment bonus on all natural weapons, +1 natural armor), Ring of protection +1, Ring of wizardry I, Rending Bracers (rend 3/day), Anklet of Translocation (2/day teleport 10 ft., Swift action), Third Eye of Freedom (1/day Freedom of movement for 1 round, Immediate action), Headband of charisma (+2 cha), Belt of health (+2 con) with: 6x Potion of cure light wounds, 4x potion of cure moderate wounds, 2x potion of cure serious wounds, Scroll of Dragonskin, Scroll of haste, 3 scrolls of Mirror Image, 2 scrolls of protection against evil (level 2), Scroll of Scintillating Scales, scroll of Cat’s Grace Gold: 1243 gp

Attack bonus: (base attack/graple +6/+10)
Bite (main attack): +12 (6 base + 5 strength + 1 magic)
2 x Claws (secondary attacks): +12 (6 base + 5 strength + 1 magic)
2 x Wings (secondary attacks): +12 (6 base + 5 strength + 1 magic)
Ranged touch attack: +7 (6 base + 1 dexterity)

Damage:
Bite: 2d6+6
Claws: 1D6+3
Wings: 1d4+3

Special abilities:

Race:
Fire breath: 3D10 damage, cone shaped, 30 feet long. Works like a spell with a DC (difficult class) of 16
Immune to fire, paralysis and sleep
Vulnerability to cold
Blindsense 60 feet
Keen senses
Darkvision 120 feet
Natural armor bonus +7

Barbarian:
Fast movement
Rage 1/day

Sorcerer:
Familiar

Spells per day:
Level 0: 6
Level 1: 9

Known spells:
Level 0: Read Magic, Flare, Detect Magic, Message, Mage Hand
Level 1: Shield, Mage Armor

Skills: (52 skill points)
Apprise: +2 (1 rank +1 Int)
Bluff: +6 (2 rank +4 Cha)
Diplomacy: +7 (1 rank +4 Cha +2 synergy from Sense Motive)
Spellcraft: +9 (6 rank +1 Int +2 synergy from Knowledge (Arcana))
Concentration: +3 (3 rank)
Spot: +13 (9 rank +4 race)
Knowledge (Arcana) : +7 (6 rank +1 Int)
Listen: +13 (9 rank +4 race)
Sense Motive: +5 (5 rank)
Intimidate: +10 (6 rank +4 Cha)
Search: +9 (4 rank +1 Int +4 race)

Trade: +19 (+2 Apprise +7 Diplomacy +3 ½bluff +5 ½intimidate +2 ½sense motive)

Speed:
Base speed (move action) 50 feet, 150 feet when flying
Double move (full round action) 100 feet, 300 feet when flying
Charge (full round action, ends with an attack, move in straight line only,+2 attack, -2 AC) 100 feet, 300 feet when flying
Run (move action, move in straight line only, no dex bonus to AC) 100 feet, 300 feet when flying
Run (full round action, move in straight line only, no dex bonus to AC) 200 feet, 600 feet when flying

Description
Ayuth has always been small. His egg was less than half the size of those of his siblings. Had Ayuth been growing by the normal speed of dragon hatchling, that would only have been a minor problem, but he didn’t. Ayuth’s grow was extremely slow, so after fifty years when his last siblings had left his mothers cave, he was still barely the size of his siblings when they hatched.
That was not the only unusual thing about Ayuth, despite being a red dragon he was not evil or chaotic. Being neutral was however something he shared with his mother and siblings. His mother had told them that they were different from other red dragons, and they should stay away from all other dragons. She also told them that they would get the whole story about their origin when they were ready to leave her cave. Because of his small size Ayuth stayed back when his siblings left, it would take hundred of years before he was the size where dragons could be expected to be able to defend themselves.
Ayuth’s mother had her cave quite close to an underground city of mountain dwarves, but she had an “agreement” with them, she would lave them alone and they would in return keep her location a secret. Because of his small size there were a lot of things Ayuth couldn’t really do with his siblings so out of boredom and curiosity he made contact some of the dwarves and soon managed to become friends with them. After some years he even became accepted into their community. As more and more of Ayuth’s siblings left his mother’s cave, he spend more and more time with the Dwarves. On day, some years after his last sibling had left the cave, a dwarven guard saw several large red dragons in the sky. When Ayuth heard about that, he got worried and rushed home, where he found his mother dead, obviously killed by the red dragons.
With his mother dead, the secret about whey Ayuth and his family was unusual, was gone with her. Ayuth stayed with the Dwarves for some years, but eventually he decided to leave in order to find out about whey he was so special. Not daring to seek out other dragons, Ayuth learned to live in the world of humans.
For a time he served as a familiar for a powerful wizard. In return for Ayuth's service the wizard promised of find out what he could about Ayuth’s origin. The wizard was however not able to find out much, and after some years Ayuth left. Because he had been unable to help, the wizard paid for Ayuth’s service with a gift. The gift was an amulet that allows Ayuth to use his powers as a sorcerer, something he had been unable to do so far.
Ayuth was 73 years old when his mother was killed, and he is now 126 years old. Despite his age he is only about the size of a 5 year old red dragon wyrmling. He does however look much more like a miniature adult dragon than a wyrmling. Despite the fact that he has the age of an adult dragon his mental abilities are not more developed then those of a young dragon. The reason for that is probably his small brain size.

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 11-08-2014 @ 03:29 PM).]

posted 04-14-10 02:44 PM EDT (US)     2 / 8  
Eros Estot
Race: Wood Elf
Class: Arcane Archer 5 / Cleric 1 / Fighter 1
Character level 7
Characters languages: Elven, Orcish, Giant, Undercommon, Gnome, Common, Dwarven, Halfling, and Goblin
Alignment: Chaotic Good
Deity: Corellon Larethian

Abilities:
Strength: 14 (+2)
Dexterity: 23 (+6)
Constitution: 10 (+0)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 12 (+1)

HP 48 (8x3 class + 8x1 class + 5x2 class + 6x1 class)
AC 26 (10 + 5 armor + 6 dexterity + 1 deflection + 3 shield + 1 natural)

Saves:
Fortitude: +10 (8 class + 0 Constitution + 2 resistance)
Reflex: +12 (4 class + 6 dexterity + 2 resistance)
Will: +6 (1 class + 2 class + 1 Wisdom + 2 resistance)

Feats:
Weapon Focus: Longbow
Point Blank Shot
Rapid Shot
Precise Shot

Equipment:
+1 Mithral Chain Shirt, +2 Undead Bane Composite Longbow (+2 str), Quiver of 50 arrows, +2 Runed Morningstar, +2 buckler, cloak of resistance +2, ring of protection +1, lesser crystal of electricity assault, gloves of dexterity +2, amulet of natural armor +1, belt of giant strength +2, anklet of translocation.
Arrows remaining: 50
Potions: Shield of faith, cure moderate wounds x3, bull’s strength
Scrolls: Bless, cure light wounds x4

Gold: 1328 gp

Attack bonus (note: +2 attack versus undead from bane property)
+2 Undead Bane Composite (+2) Longbow: +18 (6 base + 6 dexterity + 2 magic + 1 feat + 3 special ability)
Full Attack: +16/+16/+11 or +18/+13
+2 Runed Morningstar: +10 (6 base + 2 strength + 2 magic)

Damage: (note: additional 2d6+2 damage versus undead)
+2 Composite (+1) Longbow: 1d8 + 7 + 1d6 electricity (2 magic + 3 special ability + 2 str + crystal)
+2 Morningstar: 1d8+4 (2 magic + 2 strength)

Skills:
Diplomacy (d20+6) [5 skill pts + 1 cha]
Hide (d20+9) [3 skill points + 6 dexterity]
Move Silently (d20+14) [8 skill points + 6 dexterity]
Spellcraft (d20+6) [5 skill points + 1 intelligence]
Spot (d20+13) [10 skill points + 1 wisdom + 2 race bonus]
Search (d20+3) [2 race bonus + 1 wisdom]
Listen (d20+8) [5 skill points + 1 wisdom + 2 race bonus]
Survival (d20+5) [4 skill points + 1 wisdom]

Speed: 30 feet

Special Abilities:

Race:
Immunity to sleep
+2 saving throw bonus against enchantment spells or effects
Low-light vision

Class (arcane archer):
Imbue arrow (can place an area spell upon an arrow)
Enhance arrow +3 (all normal arrows become +3)
Seeker Arrow (1/day, normal attack roll around corners, standard action)

Class (Cleric):
Turn Undead 4/day (1d20+1 turning check, 2d6+2 turning damage)

Spells per day: (spells must be prepared when resting)
Level 0: 3
Level 1: 2 (1 cleric + 1 "domain")

Known spells:
All level 0 and 1 spells- (Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue)
(Level 1: Bane, Bless, Bless Water M, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water M, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos/Evil/Good/Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I).

Sorcerer/Wizard Spells: Daze (cantrip), Hail of Stone (1st), True Strike (1st), and Message (cantrip).

Save to Resist: DC 11 + spell level

Favorite spells prepared list:
0: Message, Amanuensis, Mending
1: Guiding Light, Hail of Stone (note -- Eros likes to imbue both of these spells onto his arrows)

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.

[This message has been edited by that one Elf (edited 12-31-2011 @ 09:18 AM).]

posted 04-14-10 05:57 PM EDT (US)     3 / 8  
ZANDALLAIR BEARCLAW

RACE: Human - Male
Class: 4 Fighter / 3 Cleric
Character level 7
Characters languages: local,Common,Dwarven,Orc,Giant,Elven
Deity:SHAUNDAKUL, Domains= TRAVEL, LIBERATION

Abilities:
Strength: 21 (+5)(+2 belt)
Dexterity: 14 (+2)(+2 item)
Constitution: 18 (+4)(16 + 2 item)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 8 (-1)

HP 83 (40, 10x4 class F) + (15, 5x3 class CL) + (28, 7x4 Constitution)
AC 28 (10 + 9 Darkleaf armor, +2 dex bonus, +1 dodge(magic boots) + 1(armor feat) + 1 Deflection ring, +1 natural armor(belt) + 3 animated shield)

Saves:
Fortitude: +13/15 (4 class +3 class +4 Con. +2 magic)(+2 against poison,Amazon)
Reflex:.....+6 (1 class +1 class +2 Dexterity +2 magic)
Will:........+9/11 (1 class, +3 class , +1 wis.,+2 feat +2 magic)(+2 morale bonus on saving throws against enchantment spells effects)
Crystal of lifekeeping, lesser +3 on saves against energy drain attacks, inflict spells, and death effects,On Armor


Feats: Character level=7(3 feats),(+3 fighter bonus feats,+1 human bonus feat)

0)Turn undead(Cleric)
1)Endurance
2)Power Attack (trade attack bonus for damage=to bace attack)
3)Cleave (extra melee attack after dropping target)
4)Weapons Focus (great sword +1 attack)
5)Weapons Specialization (great sword +2 damage)
6)Iron will (+2 on will saves)
7)Heavy Armor Optimization (+1 to AC and -1 to armor penalty in heavy armor)

Initiative roll..+3(+2 magical boots,+1 dex.)

Attack bonus:
+3 Lesser Sword of Shadows(Keen,Greatsword): +15 (6 base + 5 strength + 3 magic +1 weapons focus)
...Damage: 2d8 + 12 (+7 strength,+3 magic,+2 weapons specialization,)
.......................+ 1d6 - cold
.......................+ 1d6 - fire crystal

Long sword:+11 (6 base + 5str.)
......Damage - 1d8 + 5 ( + 5str.)

Masterwork Mighty Longbow(+4 str.): +9 (6 base + 2 dexterity,+1 Masterwork)
......Damage: 1d8 +4 strength

MW Dagger : +12 (6 base +5 str. +1 MW)
......Damage: 1d4 + 5str.

Known Spells:
all level 0 - 1st and 2nd lvl Cleric spells

Spells per day:
level 0: 3 - prepared spells: Purify food and drink, detect magic, read magic
level 1: 3 + 1 domain - prepared spells: Bless, Divine favor, Protection from evil - domain: remove fear
level 2: 1 + 1 domain - prepared spells: Bull's str. - domain:remove paralysis



Skills:40 points
swim..........+3 (+5st - 2armor)
jump..........+11 (rank 6 +2Amazon +5st -2 armor.)
climb.........+12(rank 7 +2Amazon +5st -2 armor.)
ride..........+1 (rank 1 +2 dex. - 2armor)
intimidate....+4 (rank 5 -1Charisma)
listen(cc).....+3 (+2Amazon +1 wis.)
spot(bonus).+10 (rank 7 +2Amazon +1 wis.)
hide(cc).......+2 (+2Amazon +2dex. -2 armor)
M.silently(cc)+2 (+2Amazon +2dex. -2 armor)
survival.......+4 (rank 3 +1 wis.)
concentration..+4 (+4 con.)
heal...........+1 (+1 wis.)
diplomacy......-1 (-1 cha.)
sense motive(bonus) +1 (+1 wis.)
knowledge(rel.)+1 (+1 int.)
knowledge(arcane)(bonus) +1 (+1 int.)
Spellcraft.....+1 (+1 int.)
Language:......3 new (rank 6)
Profession(trader): +6 (rank 5 + 1wis)
Trade modifier: +8 (6-profession + 2-intimidate)

Speed: (with magic studded leather boots)
Base speed (move action) 40 feet, 30 feet in armor
Double move (full round action) 80 feet, 60 feet in armor
Charge (full round action, ends with an attack, move in straight line only,+2 attack -2 AC) 80 feet, 60 feet in armor
Run (move action, move in straight line only, no dex bonus to AC) 90 feet, 45 feet in armor
Run (full round action, move in straight line only, no dex bonus to AC) 120 feet, 90 feet in armor



Equipment:
+3 Chaotic Keen Lesser sword of Shadows(Great sword)
+1 Darkleaf full plate(+9 to AC.)
+1 Animated Mithril heavy shield(+3 to AC.)
Belt of the Ogre (+2 str, +1 con, +1 natural armor, Enlarge Person 3/day (command word, lasts 3 min))
+2 gloves of dex.
+2 Amulet of Health
Crystal of lifekeeping, lesser +3 on saves against energy drain attacks, inflict spells, and death effects 1,000gp
Iron ward diamond, lesser DR 3/—, prevents up to 30 damage per day
MW Composite Mighty (+4 Str.) Longbow
a MW dagger.
Lesser crystal of Fire assault(1d6 fire damage)
+2 Vest of resistance
+1 ring of protection
Boots of Quickness(+10 ft movement, +1 ac dodge bonus)

+2 Claymore of stunning (target gets no attack on its next turn when stunned and gets a -2 to AC for next combat round),
Wand of cure light wounds - 36 charges
Scroll of protection from evil
Scroll of Bless
2 scrolls of shield of faith
2 scrolls of magic weapon
Scroll of cure serious wounds
Scroll of cure moderate wounds
Potion of cure moderate wounds (Cl 6)
1 potion of haste
215 gp

(+600g exchanged damage reduction for 2 scrolls of undead bane)

Special Abilities for Human:
1)One extra feat
2)four extra skill points at 1st.lvl/1 extra at each additional lvl

AMAZON:Special Abilities;
climb+2......move silently+2.....+2 against poison attack
jump +2......hide +2

1)"Mothers milk"=Diehard feat
2)Alertness feat


Travel. DOMAIN
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.

Travel Domain Spells:
1 Longstrider: Increases your speed.
2 Locate Object: Senses direction toward object (specific or type).

LIBERATION. DOMAIN
Granted Power: The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.

Liberation Domain Spells:
1 Remove fear
2 Remove paralysis
3 Remove curse
4 Freedom of movement
5 Break enchantment
6 Greater dispelling
7 Refuge
8 Mind blank
9 Unbinding


BACKGROUND:
Zandallair's father lived with his parents about 2 days journey into the hills not far from Howthen. They were traders and farmers(growing tobacco)their crop was greatly sought after because of its quality.When his father was old enough he traveled to the nearby kingdoms military and became a highly skilled cavalier, fighting and protecting the border lands and hill country from bandits and any evil beings that would come down out of the mountains.His father was more tolerant and had different ideals than his fellow officers did and this soon caused tension between them.
The Kingdom wanted to push deeper into the hill country to claim it for their own which caused the cavaliers to encounter many new and exotic creatures to defeat. Zandallairs father was fascinated by some of the creatures and would refuse to take part in exterminating them. There were two occasions at which he flat would not watch the destruction of the creatures. One was when they came upon Minotaurs hunting,where he saved the life of one by argument, which they were going to take back,however it later got free(no one knew how exactly it got free). the other was when they happened upon a tribe of amazon woman(human females).Beautiful,rare,and fierce fighters they were,and when the fighting was over, with dead on both sides, the men wanted to have their way with the surviving woman.His father wounded a fellow cavalier protecting one woman who he helped escape.He was then stripped of his ranks and was punished on their return to the kingdom then kicked out of his unit and told not to return.
He returned to his home and took up adventuring with friends he had made.On one occasion they crossed paths with slave traders who had slaves and infants to sell on the far side of the mountain ranges.One slave was the amazon woman he had saved from the cavaliers,and against his friends wishes he broke her out of the cage they had her in and freed her, but she refused to leave if she could not take two infants she had in her arms with her,they were not hers but she had saved them from being killed,he agreed.One was a girl the other was a boy who she latter told him they were going to sacrifice to their deity but were attacked and captured by the slavers before they could start the ceremony.The baby boy is Zandallair, an amazon woman birthed him but she was killed in the slavers attack on them.
Zandallairs father went back and built the settlement where he lives today making a strong alliance with the Dwarves in the area who helped him build it,not far from where his parents use to live but are now gone. He took up rangering and grows the much sought after tobacco.His "mother" makes for him the secret mixture called "Mothers milk" which increases his stamina and staying power in battle.Zandallair grew up and They lived in peace until the giants came and destroyed and killed all they could,and took back slaves with them.

People follow the light, blinded by just cause, but what has the light brought them? It has only caused me pain, while the darkness embraced me and kept me deep within its shadows away from my pursuers and made them suffer for their crimes against me
Into darkness, into night, amongst the shadows we shall fight!
-/X\( ++ ) /X\-L.E.D.- Hand of Malice-/X\( ++ ) /X\-

[This message has been edited by Accusync72 (edited 11-09-2014 @ 12:48 PM).]

posted 04-16-10 02:49 PM EDT (US)     4 / 8  
Kimakun

Race:Human
Class:Rogue
Lvl:7 (I think I was supposed to be 7)
Languages:Common Dwarven
Alignment:Chaotic good


Ability (I'm not sure I know how to figure this out, but my base attack is either 5 or +5 to my base at lvl 7)
Strength:14(+2)
Dexterity:19(+4)
Constitution:10(+0)
Intelligence:14(+2)
Wisdom:12(+1)
Charisma:10(+0)

Hp:
AC: (Not even sure what this is :/)

Feats:
Combat Reflexes
Investigator (Bonus at lvl 1)

Equipment:Spiked Chain (25gp) Chain Shirt (100gp) (I'm not sure where the ability boosters are) Ability booster (4000gp) 25875gp (left)

Base Speed: 30 feet


(I will add a biography and whatever else I need to add as I figure it out)

"It's not that us nerds don't have a life, it's that we have two."-Rin

"I LIKE being rickroll'd! I just dance along and enjoy it."-Nikokun
"I KNOW SAME HERE! I started dancing in the dollar store when I heard it on april fools day!"-(Anonymous)
"THAT WAS YOU!?!?"-Nikokun

[This message has been edited by Nikokun (edited 04-17-2010 @ 02:33 PM).]

posted 09-20-10 10:00 PM EDT (US)     5 / 8  
Beren

Race: Adan (of the First House; treat as an Elf)
Class: Ranger (5)
Alignment: I leave this to the DM based on the fact that his exact alignment is not crucial to his character and there are reasons for not having alignment in the first place. Chaotic Good is a reasonable guess.

Str: 17 (+3)
Dex: 16 (+3)
Con: 16 (+3)
Int: 16 (+3)
Wis: 14 (+2)
Cha: 12 (+1)

AC: 23 (13 Touch, 20 Flat-footed)
HP: 52 (37 + 15)
Fort: +8 (+4 Class, +2 Con, +2 Vest)
Ref: +9 (+4 Class, +3 Dex, +2 Vest)
Will: +5 (+1 Class, +2 Wis, +2 Vest)

Silver Longsword +11 (d8 + 5 [+d6 vs undead])
Holy Mace +10 (d8 + 5 [+2d6 vs evil creatures])
Bone Bow +9 (d8 + 3)

Climb 3 (+6)*
Handle Animal 8 (+9)
Hide 8 (+11, -2 armor)
Listen 8 (+12)
Move Silently 8 (+11, -2 armor)
Profession (outlaw) 5 (+7)
Ride 2 (+5)
Search 7 (+12)
Spot 8 (+12)
Survival 8 (+10)
Swim 3 (+6)*


*I disagree on the concept that Swim and Climb should be Str-modified skills, much as I disagree that Concentration should be a Con-modified skill. I think that the makers of D&D are in error.

Track (class feat)
Weapon Focus: Longsword
Power Attack
Two-weapon Fighting (class feat)
Endurance (class feat)


Class abilities:
Favored Enemy (Orcs)
Favored Enemy (Magical Beasts)
Animal Companion

Spells: 0,1
First level: Calm Animals

Racial abilities:
Resistance to Enchantments
Edain senses

Mundane Inventory:
Bone Bow (+3 Str), 40 arrows, cloak, clothing, rations.
43 gp, 5 bloodstones

Magical Inventory:
Silver Longsword +2
+1 Holy mace
Lesser Truedeath crystal
+2 Mithril Chain Shirt
+2 darkwood shield
+2 Gauntlets of Strength
+2 Amulet of Health
+2 Vest of Resistance
Cloak of Elvenkind
The Ring of Barahir - Allows Beren the use of any item, power, or league of friendship alloted to Barahir or his descendents or his house (Beren is Barahir's son). See below for its powers.
1 Potion of Haste
2 Scrolls of Undead Bane Weapon

Powers of The Ring of Barahir (Note that Beren is currently unaware that it has some of these powers):

Animal power (Works only for people of Beren’s bloodline):
The initial attitude of animals are improved with one step
+2 competence bonus to wild empathy as well as all skill and ability checks regarding animals
+2 competence bonus to caster level and DC of spells especially designed to use on animals (this include summon natures ally when an animal is summoned)
+2 competence bonus to DC of any enchantment spell used on animals
+2 enhancement bonus on str and con of summoned animals
All above powers works on magical beasts with an intelligence of 1 or 2, but the bonuses are reduced to +1
+2 to the effective druid level when calculating the power and abilities of an animal companion
+2 enhancement bonus on str and con of an animal companion
Any friendly animal can be made an animal companion by touching it with the ring
Emphatic link with animal companion*

*This means that the animal companion generally understands what Beren want it to do, and will willing do so, unless it goes too much against its natural instincts.
If the task is too complicated or goes against the animal companion’s natural instincts, Beren will have to “push” it with a DC 20 handle animal check (like druids, rangers get a +4 bonus when using handle animal on their animal companion)


Languages: Sindarin (native language), Adûnaic, Orkish, Common

Appearance: Beren generally looks Elvish enough - tall, slender, without facial hair and with other charistically Elven traits. He has dark hair and dark blue-grey eyes. Something about him, however, reminds one of humanity, though - though it is very difficult to say just what.

Background:

Beren is the last of his house, which were exiled from their tribal lands somewhere far away. His people were ambushed by Orcs who had been sent to their hideaway by the Devil-prince Thû. Beren returned to his home to find his family and friends slain. He took his father's ring, a gift from an Elf-lord for whom he had fought in previous days, and then set off for vengence. He killed the leader of the Orcs and made off with a few other family heirlooms, and has since been wandering.

It was his Destiny to meet Lúthien, but he met her well before Destiny ever intended. He has been travelling with her and is her trusted companion. He does not know why he has chosen to travel with her, exactly, or where he is going. Somewhere, deep within him, he knows that this fate that he is experiencing is not the same as what was meant for him. He desires vengence on Thû, and one day hopes to get the Elf-lord who gave his father his ring's aid against him.

Beren's cat:

Race/class: Cougar (Puma, Mountain Lion) (animal companion)
Hit Dice: 3

Abilities:
Strength: 19 (+4)*
Dexterity: 18 (+4)
Constitution: 17 (+3)*
Intelligence: 2 (-4)
Wisdom: 12 (+1)
Charisma: 6 (-2)
*+2 str and con from Beren’s ring (enhancement bonus)

HP: 32 (8x3 (Cougar) 3x3 con)
AC 16 (10 + 1 natural armor + 1 amulet + 4 dex)

Saves:
Reflex: 7 (3 (Cougar) + 4 dex)
Fortitude: 6 (3 (Cougar) + 3 con)
Will: 2 (1 (Cougar) + 1 wis)

Feats:
Alertness,
Multiattack

Attack:
Bite: +6

Full attack:
Bite/Claw/claw: +6/+4/+4

Damage:
Bite: 1d6+4 Critical: 20/x2
Claw: 1d3+2 Critical: 20/x2

Special Abilities:
Low-light vision
Scent
Improved Grab (Ex): To use this ability, a Cougar must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a Cougar charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +6 melee, damage 1d3+2.
Link
Share spells

Skills:
Balance +12 (8 race + 4 dex)
Climb: +12 (8 race + 4 str)
Hide: +8 (4 race + 4 dex)
Jump: +13 (1 rank + 8 race + 4 dex)
Listen: +9 (2 rank +4 race + 1 wis + 2 feat)
Move Silently: +9 (1 rank + 4 race + 4 dex)
Spot +9 (2 rank + 4 race + 1 wis + 2 feat)

Base speed: 40 feet


Wearing Beren's Amulet of Natural Armor +1


~~~~~~~

Lúthien

Race: Elf
Class: Secret Bard (5)
Alignment: As with Beren, alignment is up to the DM. Chaotic Good is again a reasonable guess, but considering Lûthien's Druidic affiliation, Neutral Good might be a better choice.

Str: 12(+1) (+2 belt)
Dex: 22 (+6) (+2 bracers)
Con: 10 (-)*
Int: 18 (+4)
Wis: 14 (+2)
Cha: 21 (+5) (+2 circlet)

AC 23 (16 touch, 17 flat-footed)
HP: 28
Fort: +3 (see special note below)*
Ref: +11 (+4 class, +5 dex, +2 vest)
Will: +8 (+4 class, +2 wis, +2 vest)

Corrosive Longbow +10 (d8 + 1 + d6 acid + d6 electricity)
Rapier +4 (d6 + 1)
Throwing daggers +9 (d4 + 1)

*While she is phsyically flimsy and not able to take much physical abuse, she is very healthy, as evinced by her excellent physical coordination and grace. This is another error on the part of TSR - the ability scores do not allow for such a character, even such people exist and in fact are common. As a result, I would be inclined to use her Dex modifier rather than her Con for matters of stamina and resistance to illness, although resistance to poisons and injuries (more common types of Fort saves) still use Con.


Heal 5 (+7)
Hide 5 (+10, +15 with cloak)
Knowledge (arcana) 8 (+12)
Knowledge (nature) 8 (+12)
Knowledge (religion) 8 (+12)
Knowledge (war) 4 (+8)
Listen 8 (+14)
Move Silently 5 (+10)
Perform 8 (+12)
Profession (Elven Artist) 8 (+10)
Spot 8 (+14)
Swim 2.0 (+7)*
Wild Empathy 2 (+6)

*See for Beren above

Alertness
Endurance

Class abilities:
Bardic Knowledge 5 (+9)

Spellcasting: 2,4,3 (DC 14 + spell level)
Cantrips: Cure Minor Wounds, Dancing Lights, Detect Magic, Light, Prestiditation, Read Magic
1st-level: Lesser Confusion, Cure Light Wounds, Silent Image, Sleep
2nd-level: Cat's Grace, Mesmorizing Glare*, Sonorous Hum* (*see OOC thread, post 1180)

Special attributes:

Lúthien is a spellcaster such as one pictures for Arda, and as such Bard is probably the most appropriate class for her, since her spells all have to do with song and dance. However, she is not a Bard in the conventional D&D sense. Among the differences are the following:

-Lúthien is a Divine spellcaster, not an Arcane spellcaster. This does not alter her spell-list, nor does it change the relevant ability modifier for her spells. However, magical spells and items treat Lúthien as a Divine spellcaster, not an Arcane spellcaster.

-Lúthien is considered by Druids to be a member of the Druidic Order. She comes from a part of the world very far away where the Druids are very different in their scope and hirearchy, but nonetheless she carries the symbols and knows the pass-words to signify that she is a Druid.

-Lúthien does not possess the Bardic Music abilities as those in the PHB. Instead, she possesses supernatural and spell-like abilities that are described below. These abilities (usually) require perform checks to determine their effectiveness, and she has what abilities she does based on her Knowledge skills (particularly Knowledge [nature]), and will get more as her Knowledge skills increase. Moreover, not all of these abilities are songs; some of them are dances (and thus should be treated as somatic, not verbal, abilities). Lúthien is limited to a number of Bardic Arts powers per day equal to her level.

Lúthien's Bardic Arts powers:

Basic Break Spellbinder (sp) - The bard can, by singing clearly to her cause, attempt to break the power of other supernatural or magic-using creatures who strive against her cause. She must target a particular type of creature with her song (and each creature has a different song to break it). All such creatures who hear her must make a Will save (DC as determined below) or be irritated and distracted (the DM may impose Concentration checks to their actions, if applicable, at his or her discression), unable to get the bard's song out of their minds. In addition to causing them to act less coherently, this imposes a penalty to attacks, AC, and to the DC of saving throws of special abilities of said creatures. This power affects all creatures of the appropriate type who hear the bard singing. The duration of the effect depends on the value of the check:

Check result - Save DC - Duration - Penalty
10.............10........5 rounds.........-1
20.............15........10 rounds........-2
30.............20........25 rounds........-3
40.............25........1 day............-4
50.............30........permanant*.......-5

Requirements: Bardic Knowledge DC 15 for any given creature.

*This effect can be removed with a Remove Curse.

Alter Physique (su); Requirements: Knowledge (nature), 3 Ranks - the bard can, by a graceful movement of her body, change her attributes by her physical form. She can perform various changes to herself and potentially to others based on the result of her Perform check. These abilities represent alterations to the bard's body, including not only her physical characteristics but her genes as well. As a result, all of these changes are of instantaneous duration; they are permanant until reversed by another use of this same power. Because the power is itself supernatural, Lúthien cannot activate it while in an Anti-magic field, but once she has activated it, the effect remains even if she does subsequently enter such a field.

DC 0 - Lúthien can change inconsequential cosmetic features of herself. In particular, she can change the color of her hair and the color of her eyes. The effect does not apply to general features of her face or body; she cannot fool anybody who personally knows her with such a disguise (to a friend, it is as though she has dyed her hair and is wearing contact lenses). The state of appearance that Lúthien imposes with this power has no effect on her other abilities to use this power.

DC 10 - Lúthien can undo the effects of any and all uses of this power invoked by check results higher than 10. This returns her to her original physical and genetic state. She can, however, change her pigmentation as with the DC 0 version of this power at the same time she undoes more powerful effects.

DC 20 - Lúthien can alter her form to a sufficient extent that she is no longer easily recognizable (this can be considered a +20 to her Disguise checks). She cannot alter her race or her sex with this power. In addition, she can give herself a -2 penalty in one of her physical ability scores (Str, Dex, Con) and exchange it for a +2 bonus in a different ability score. She cannot adjust ability scores outside of her racial limits this way, and multiple uses of this power are not cumulative.

Lúthien can increase the versatility of the DC 20 power. Each adjustment she makes to the power increases the Perform DC needed by 5. The adjustments she can make are:
-Alter body chemistry such that Int, Wis, and Cha can be swapped as well as Str, Dex, and Con
-Swap an ability bonus for one of the following feats: Ambidexterity, Acrobatic, Agile, Alertness, Athletic, Endurance, Great Fortitude, Iron Will, Lightning Reflexes, Persuasive, Run, and Toughness. She can also remove such a feat that the target already has instead of causing an ability penalty.
-Target somebody other than Lúthien* (if willing, the subject must dance with Lúthien and the power is transferred to this partner).
-Target somebody who is unwilling*; the target is entitled a Will save at a DC of Lúthien's Perform DC -20. This power has a range of 5 feet times the Will Save DC.
-Target somebody who is not an Elf*
-Target somebody who is not female*

*These are cumulative with all other asterisked modifications.

Love of Animals (su) - Lúthien can sing for one turn (10 rounds) to any animal (not necessarily "creature type animal", but potentially anything composed of animal flesh) living in its natural habitat. If her check succeeds, that creature will then become her ally against any unnatural forces that she encounters in that creature's natural habitat. This animal is not an animal companion like that of a normal Druid or Ranger; it will not follow Lúthien outside of its normal habitat, nor will it immediately seek to rejoin her should she re-enter its habitat (although it will be favorably disposed to her should it ever encounter her again). Lúthien must have the animal's interest in her heart. It will follow her into danger and risk its life for the cause of defending nature, but her power will automatically fail if she intends to eat the animal, use it to bait a trap, or the like, but she can count on it coming to her aid if unnatural forces threaten Lúthien's life. The DC of the Perform check needed to sing to the creature depends upon the creature type and the creature's hit dice. This is a mind-affecting ability.

Perform DC = Creature modifier + Hit Dice + Sentience modifier
Will Save DC = Perform result - Hostility modifier - 10.

Creature Modifiers:
Abberation (assuming it's natural): 30
Animal: 10
Beast: 20
Dragon: 25
Elemental (summoned by natural magic): 35
Fey: 30
Giant (assuming it's natural): 20
Humanoid (assuming it's natural): 15
Magical Beast: 25
Monstrous Humanoid: 25
Outsider (assuming it's natural): 35

Sentience modifier: If a creature is capable of speaking language, add 10 to the DC.

Hostility modifiers:
Helpful: -5
Friendly: 0
Neutral: 10
Unaware (of Lúthien): 15
Unfriendly: 20
Hostile: 30

Natural habitat for Humans is considered to be tropical grassland. Natural habitat for (non-aquatic) Elves is temperate woodland or forest. Natural habitat for Dwarves is mountains (including underground). Natural habitat for Orcs is desert. Natural habitat for Lizardmen is subtropical swamps. Sentient creatures are only applicable subjects of this power if they are living in harmony with nature or attempting to do so. While this is normally the case for Elves and occasionally the case for Dwarves, it is otherwise very rarely true for civilized members of other races (and those that are are usually useless targets as they are either already Druids or allied to the Druids. Of course, this power can be used to try and unite potentially hostile Druids against a common enemy...).


Race abilities:
Hardiness to enchantments
Sleep immunity
Elven senses
Immunity to aging

Nonmagical inventory:
Rapier, recurved bow (treat as composite lonbow), 40 arrows, 6 throwing daggers
1217 gp

Magical inventory:
Cloak of Elvenkind The cloak in question has an emblem of a Ginko leaf on the back (the symbol of her nation).
+2 Corrosive* composite (+1 str) longbow
+1 Mithril Buckler
+2 darkwood buckler
+3 thistledown padded armor of silent moves
Ring of Protection +1
Belt of Strength +2
Circlet of Charisma +2
+2 Bracers of Dexterity
+2 Vest of Resistance
Lesser Electricity Crystal
+1 Light Mace
Ring of Mystic Healing (+1 to caster level of healing spells, 3 charges of healing power/day)
Dagger Amulet (produces +3 daggers at will, casts Blade Barrier once per day)
1 Scroll of Cure Serious Wounds (5)
3 Scrolls of Cure Moderate Wounds (3)
2 Potions Cure Moderate Wounds (6)

Languages: Sindarin, Quenya, Drudic, Common, Draconic

Appearance: By the standards of at least her culture, Lúthien is strikingly beautiful, with a perfect, slender, figure, long, straight hair, a flawless white face, and, most importantly, perfect athletic physical grace. She likes to wear a light blue gown under her cloak. Lúthien can alter her hair and eye color. She appears to prefer dark hair and blue-grey eyes, but she has been golden-haired with sky-blue eyes. It is not as though she has no 'natural form' - rather, she can alter what her natural form is.

Background: Lúthien is the daugher of an individual said to have been the founder of the Druids, long ago. That individual is also supposed to be an Angel of a sort, although her means of concieving Lúthien was in 'cloathing' herself in an Elven body, so Lúthien is a full-blooded Elf despite that she has a celestial mother.

Lúthien is widely regarded as somebody who has tremendous promise and talent, although nobody is sure exactly how far she will be able to get. She has set out to learn about herself, her powers, and the world she is part of, in the hopes of developing her abilities and appreciating what she stands for all the more. She has fallen in, almost by accident, with a group of adventurers intending to hunt the evil giants of the north. Lúthien, however, is more keen on Beren at the moment, having met him and realized that this meeting was her destiny, yet her intuition tells her that this destiny was not supposed to come until considerably later in her life. She is also very interested in Ayuth, since she has heard little more than rumors about the good Dragons, the Dragons that defied their (now evil) creator, and wishes to understand them and their story better than she does.

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign

[This message has been edited by Beren V (edited 02-14-2012 @ 01:58 AM).]

posted 10-08-10 08:15 PM EDT (US)     6 / 8  
Sul

Race: Elf
Class: level 7 cleric
Character level 7
Characters languages: Elven and common

Abilities:
Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution: 10 (+0)
Intelligence: 12 (+1)
Wisdom: 21 (+5)
Charisma: 12 (+1)

HP 47 (8x4 class + 15 class)
AC 25 (10 + 3 dex + 7 armor + 4 shield + 1 amulet)
Damage reduction 3/- (max 30/day)

Saves:
Reflex: +6 (2 class + 3 dex +1 cloak)
Fortitude: +6 (5 class +1 cloak)
Will: +11 (5 class + 5 Wis +1 cloak)(+2 against enchantment spells or effects)

Feats:
Improved turning
Sacred boost
Extra Turning

Equipment:
+3 Short Sword of Soniia, +1 magic composite bow (+1 str), 40 arrows, +2 darkleaf breastplate, +2 darkwood buckler, Amulet of natural armor +1, 50 gp worth of scroll writing materials, Wand of cure light wounds (33 charges), Gauntlets of Ogre Power (+2 str), Iron ward Diamond, Pearl of power (level 1), Helm of wisdom +2, boots of striding and springing, Tunic of steady spellcasting, Ring of authority, Lesser crystal of electricity assult, Cloak of resitance +2
Scrolls: 2 x Bless, 2 x Cure light wounds, protection from evil, silence, 2 x prayer, 2 x dispel magic, 3 x remove curse, remove blindness/deafness, neutralise poison, break enchantment, cure critical wounds, scroll of find traps, scroll of ghost touch weapon, scroll of ghost touch armor, scroll of lesser restoration, scroll of remove paralysis, scroll of resurgence, scroll of detect undead, scroll of sheild of fate, scroll of remove fear
18 gp


Attack bonus
+3 Short Sword of Soniia: +10 (5 class + 1 str + 3 magic + 1 domain power: weapon focus short sword)
+3 Short Sword of Soniia against undead: +12 (5 class + 1 str + 5 magic + 1 domain power: weapon focus short sword)
+1 magic composite (+1 str) Longbow: +9 (5 class + 3 dex +1 magic)
Touch attack: +5 (5 class)
Ray (ranged touch attack): +8 (5 class + 3 dex)

Damage:
+3 Short Sword of Soniia: 1D6+4
+3 Short Sword of Soniia against undead: 1D6+6 + special (Successful Strike against undead target, requires the victim to make a DC 16 fort save or be destroyed (undead with more than 3HD takes 3d10 damage instead) If the save is successful the undead takes 3d4 damage.
+1 magic composite (+1 str) Longbow: 1D8+1+1 magic


Skills:
30 points
Concentration 10+5 wis = 15
Diplomacy 3 + 1 cha = 4
Heal 10+5 wis = 15
Spellcraft 2 + 1 int = 3
Tumble(cc) 1 + 3 dex - 3 armor = 1
Knowledge (religion) 3 + 1 int = 4
Untrained:
Spot: 0 + 5 wis + 2 race = 7
Listen: 0 + 5 wis + 2 race = 7
Search: 0 + 1 int + 2 race = 3

Special Abilities:

Race:
Immunity to sleep
+2 saving throw bonus against enchantment spells or effects
Low-light vision
+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.

Class:
Turn undead (8/day)

Domains:

Glory Domain.
Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.

Level---Bonus Spell
1---Disrupt undead
2---Bless weapon
3---Searing light
4---Holy smite
5---Holy sword
6---Bolt of glory
7---Sunbeam
8---Crown of glory
9---Gate

War Domain
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.

Level---Bonus Spell
1---Magic Weapon: Weapon gains +1 bonus.
2---Spiritual Weapon: Magical weapon attacks on its own.
3---Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4---Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5---Flame Strike: Smite foes with divine fire (1d6/level damage).
6---Blade Barrier: Wall of blades deals 1d6/level damage.
7---Power Word Blind: Blinds creature with 200 hp or less.
8---Power Word Stun: Stuns creature with 150 hp or less.
9---Power Word Kill: Kills creature with 100 hp or less.

Spells per day: (spells must be prepared when resting)
Level 0: 6
Level 1: 6 + 1 domain spell
Level 2: 4 + 1 domain spell
Level 3: 3 + 1 domain spell
Level 4: 2 + 1 domain spell

Known spells:
All level 0, 1, 2, 3 and 4 cleric spells

spells prepared:

Level 0: Detect magic, detect poison, light, mending, read magic, guidance
Level 1: Divine favor, Bless, Hide from undead, Protection from evil, resurgence, bless weapon (Bonus) (pearl)
Level 2: Eagle’s splendor, healing lorecall, remove paralysis, consecrate, Spiritual weapon (Bonus)
Level 3: resurgence mass, summon monster 3, conviction mass, Searing light (Bonus)
Level 4: Summon monster VI, Death ward, Divine power (bonus)

Speed:
Base speed (move action) 20 feet
Double move (full round action) 40 feet
Charge (full round action, ends with an attack, move in straight line only,+2 attack -2 AC) 40 feet
Run (move action, move in straight line only, no dex bonus to AC) 40 feet
Run (full round action, move in straight line only, no dex bonus to AC) 80 feet
________________________________________

[This message has been edited by Tilia (edited 02-14-2013 @ 06:58 AM).]

posted 10-09-10 03:22 PM EDT (US)     7 / 8  
Items in the Bag of Holding (Bag of Holding type III, can hold up to 1000 lb)
3x scroll of cure light wounds
Potion of neutralize poison
Potion of remove disease
2 rune bones (scrolls) of cure serious wounds
1 rune bone of dispel magic (divine spell)
potion of cure serious wounds
6x potion of cure moderate wounds

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 08-09-2014 @ 02:23 PM).]

posted 12-13-10 04:04 PM EDT (US)     8 / 8  
Name: Korreth
Race: Wild Elf
Class: Sorcerer
Character Level: 7
Character Languages: Common, Elven, Draconic
Alignment: neutral good
Deity: Rillifane Rallathil
Description: Male, 5'5", 145 lbs, black hair worn longer and dark eyes; striking dark black tattoos across his chest, as in this picture

Abilities
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 10 (+0)
Charisma: 21 (+5)

HP: 42 (4x4 class + 3x4 class + 2x7 con)
AC: 15 (10 + 3 dex +1 deflection +1 natural), Touch 14, Flatfooted 11

Speed: 30 ft (6 sq)

Saves
Fortitude: +4 (2 con+ 2 class)
Reflex: +5 (3 dex +2 class)
Will: +5 (0 wis +5 class); +2 vs enchantment

Spells per day
0: 6
1: 8
2: 7
3: 5
Spells Known
0 (7): Detect Magic, Read Magic, Prestidigitation, Ghost Sound, Amanuensis (copies non-magic text), Message, Stick (magic glue)
1 (5): Shield, Mage Armor, *Magic Missile, Color Spray, Enlarge Person
2 (3): *Scorching Ray, Glitterdust, Swift Fly
3 (2): *Scintillating Sphere, Haste

Rod: cast 3 spells/day of lvl 3 or lower that are automatically maximized

Save DC: 15 + spell lvl (*+1 if evocation)

Sample Attack: Scintillating Sphere--8d6 electricity dmg (or more if maximized or with ring charges), 20 ft radius burst, hits everyone; reflex save DC 19 half

Feats
1-Spell Focus (Evocation)--+1 to save DCs for evocation spells
3-Empower Spell—using a lower one in place of one 2 slots higher gives 50% increase to all variable numeric effects (full round action)
6-Combat Casting
--When familiar is adj, I gain Alertness (+2 to Listen and Spot)

Equipment:
Cloak of Charisma +2 (2lb), Ring of Mystic Lightning, Gloves of Dexterity +2, Ring of Protection +1, Amulet of Natural Armor +1, Lesser Metamagic Rod of Maximize (5lb), Vest of Resistance +1, masterwork longbow (3lb), 40 arrows (3lb), dagger (1lb), flint and steel, 1 lb of soap, 4 torches (1 lb), 4 sheets of parchment, 1 ounce ink, inkpen, waterskin (4lb), backpack (2lb), 2 potions of cure light wounds, 1 potion of cure serious wounds

RING OF MYSTIC LIGHTNING (only on Scintillating Sphere)
Price (Item Level): 7,500 gp (11th)
Body Slot: Ring
Caster Level: 9th
Aura: Moderate; (DC 19) evocation
Activation: — and swift (command)
Weight: —

This copper ring occasionally emits tiny sparks.
A ring of mystic lightning provides a boost to your electricity-based spells. When casting spells with the electricity descriptor, you gain a +1 competence bonus to caster level. This is a continuous effect and requires no activation.
In addition, this ring has 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants a bonus to the damage dealt by the next electricity spell you cast before the end of your turn. (If the spell doesn’t normally deal electricity damage, this expenditure has no effect).
1 charge: +2d6 electricity damage.
2 charges: +3d6 electricity damage.
3 charges: +4d6 electricity damage.

Scrolls (caster lvl is twice the spell lvl -1):
Teleport (DC 12 to cast)
See Invisibility
Invisibility Sphere
Explosive Runes
Fly
Darkness

Gold: 307 gp 5 sp 9 cp (6lb)
Weight carried: 27 lbs

Attacks
Ray--ranged touch: +6 vs Touch (3base+3 dex)

Skills
Concentration: +12 (10 ranks + 2 con)--+4 to cast defensively
Knowledge (Arcana): +11 (10 ranks + 1 int)
Spellcraft: +13 (10 ranks +1 int +2 syn)
+2 syn to Use Magic Device checks involving scrolls
+2 to Search, Listen (racial)
+2 to Spot (racial), +3 more in shadow (familiar)

Familiar
Owl (Hedwig)--Spectacled Owl
Small animal
Hit dice: 8d8 (HP: 21)
Speed: 10 ft, or fly 40 ft with average maneuverability
AC: 20 (1 size +3 dex +6 natural), Touch 14, Flatfooted 17
Attack: Talons: +6 vs AC (3 base +3 dex) ; 1 dmg
Space/reach : 5 ft/ 5 ft
Special qualities:
Low-light vision
Improved Evasion—no dmg when save, ½ dmg when fail
Share Spells—any spell you cast on yourself also
protects familiar as long as it is by you
Empathic Link—to a distance of 1 mile, communicate
telepathically (empathic)
Deliver Touch Spells
Speak with Master—language you two only speak,
normal communication
Speak with Animals of it’s Kind
Saves:
Fort: (+2 my class, +0 con
Refl: (+2 my class, +3 dex
Will: (+5 my class, +2 wis
Abilities: Strength 4, Dex 17, Con 10, Int 9, Wis 14, Cha 4
Skills: Listen +14; Move Silently +17; Spot +6, +14 in shadowy illumination
Feats: Weapon Finesse

Background: Korreth has always been a fighter. He’s had to nurture his talents in order to survive. At 250 years old, he has been fighting goblins for as long as he can remember, and more recently, Zooris’ minions and the mad treants. He was born to a mixed tribe of moon and wild elves fighting for their survival, and has the mindset of a firebrand defender as a result. He hates Zooris with a passion, as the lich’s attacks have depleted their village of people. His young daughter Indilwen was killed in the original attack on their village by Zooris, and ever since then he has devoted himself to the arts of sorcery with a single-minded passion. He is driven by revenge, although he would never admit that to anyone. His deepest desire is to rid the forest of Zooris and his influence, as well as the goblins, and reestablish a safe place for his tribe to live. He has a wife, Alassea, who is pregnant with their second child

"'I quite agree with you,' said the Duchess; `and the moral of that is--"Be what you would seem to be"--or if you'd like it put more simply--"Never imagine yourself not to be otherwise than what it might appear to others that what you were or might have been was not otherwise than what you had been would have appeared to them to be otherwise."'"' --the Duchess from Alice in Wonderland

[This message has been edited by BeNotConformed (edited 01-20-2013 @ 09:11 AM).]

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