You must be logged in to post messages.
Please login or register

Hall of Wonders - Role Playing & Creative Writing
Moderated by ChowGuy, Ziggurat Mason

Hop to:    
loginhomeregisterhelprules
Bottom
Topic Subject: Staff of the Emerald Enclave -- Character Thread
posted 07-28-11 05:47 PM EDT (US)   
Heroes of Faerun -- Please step forth

We'll be starting in the area of Turmish. That's Basically in the middle of Faerun. and from "Gulthmere Forest",down "The shining Plains" down along "the Deepwash" and "The Vilhon Reach"

-We'll start at lvl 7 and use the pathfinder rules for the game(including races and game play).
- We'll use the same points buy system we used for "Red hand of doom" with 28 points to buy with, up to but not over/more than 18 on one ability.every ability starts at 8. it cost 1 point form 8 to 14, 2 points for 15 and 2 for 16, 3 points for 17 and 3 for 18
-In addition I'm going to give everyone a "+1 prodigy point" that you will add to one ability after placing all your other points and bonuses. this indicates an 'extraordinary' quality you were born with on top of your races abilities. I'd like everyone to explain alittle about it in their background(when and how people noticed it,something along those lines), and indicate it in their characters abilities(the one they choose to place it on) by a different color.
-starting money = 23,500
-You may build a character with lvl adjustments if you wish(If you want to run 2 characters you may, depending on how many we get).But if you build a character that starts off 'evil'...like the drow or something, you'll need to explain how your character is now able to be among the "good and neutral" races...so to speak. There are Centaurs, Wemics, Yaun-ti , lizard folk, plaintouched,and others you may choose.(some may need to be modified to start-such as the wemics)
-Affiliations will be accepted if you wish to have one

Map of Faerun
Map of Turmish


website -Feats
link-Pathfinder open source


Some Summary of plot:

An increased amount of activity on the south western end of the "Orsraun Mountains" has caught the attention of "those" who have been paying attention, and interest has been heightened over a small but noticeable disturbance in the weave to those in the area who are able to detect these things, but the disturbance is something the average being wouldn't care about and would not notice.Heroes are needed to investigate the rumors and find out if evil forces are on the move.

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 12-23-2011 @ 10:21 AM).]

Replies:
posted 07-28-11 05:53 PM EDT (US)     1 / 12  
Name: Tyberius Blackstone
Race: Human (Favored class = Fighter)
Class: 1/Barbarian - 6/Fighter(2handed Fighter) - 1/Ranger(Beast Master)
Level: ECL/8
Alignment: Neutral
Languages: Common, Draconic, Orc, Elven
Deity: Shaundakul
Affiliation: Dragon Island(age length doubled)

Tyberius

Abilities
Strength: 22 (+6) - (10pts , +2race , +2item , +1/4th-lvl adj. , +1prodigy pt.)
Dexterity: 15 (+2) - (6pts +1/8th-lvl adj.)
Constitution: 18 (+4) -(10pts , +2 item)
Intelligence: 10 (0) - (2pts)
Wisdom: 8 (-1)
Charisma: 8 (-1)

Hit Points: 82 (12-5-6-5-6-5-6-5 = 50 + 32(8x4con.)

AC: 23/24 with 10ft of movement-2rage (10 +2dex. +7armor. +3shield +1 Dodge feat)

Touch: 12ac.(10 + 2dex.)
Flat-Foot: 20ac.(10 +7armor +3shield)
Base Speed: 40 feet

Special abilities and Training
-- Rage/7 rounds per day , fast movement
-- Shattering Strike (Ex): At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts
and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd.
--Overhand Chop (Ex): At 3rd level, when a 2handed fighter makes a single attack (with the attack action or a
charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.
--Weapon Training (Ex): 5th lvl -- As the fighter class feature,but the bonuses only apply when wielding two-handed melee weapons.Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. increases by +1 every 4 lvls - 9/13/17
---Track (Ranger)
---Wild Empathy (Ranger)
--- +2 att. and damage against "Giant type" (Ranger)


Saves:
Fortitude: +15 ( 2class + 5class + 2class +4con. + 2item)
Reflex: +8 ( 2class + 2class + 2dex + 2item)
Will: +3( 2class - 1wis + 2item)

Feats:
1) Power attack (-3 att. +9-damage[2handed weapon])
2) Cleave (3.5)
3) Endurance-(+4 0n nonlethal dam..sleep in armor with no ill effects)
4) Dodge
5) Mobility (+4 to ac against AoO)
6) Spring Attack
7) Skermish -* +1ac, 1d6 damage (with 10ft of movement)
8) Vital strike-*Role die for damage 2 times with one attack/round
9) Weapon focus(Greatsword +1 att.)

Attacks: Base att. 8

+1 Greatsword: +17/+12 / +19/+14rage (+8 base +6 str. +1magic +1(2handed fighter bonus) +1 feat)
.............Damage: 2d6 (+11 or +14 with single att.)/14/18rage (9str +1magic +1=2handed fighter bonus)
.........................: 1d6 Frost
.........................: 1d6 (Skirmish,with 10ft move)
.........................: 2d6 (vital strike,with one attack /round)

Flail: +14/+9 (8base +6 str.)
.............Damage: 1d8+6 (6str)

Dagger: +14/+9 (8base +6str)
............Damage: 1d4+6 (6str)

Long bow: +10/+5 (8base +2dex.)
............Damage: 1d8


Combat Maneuvers:

Combat Maneuver bonus= CMB = 1d20 + 14 (Base attack 8 + 6str. + special size)
Combat Maneuver Defense = CMD = 27 (10 + Base Attack 8 + 6str. + 2Dex. + 1dodge + special size)
*Grapple: +14/33(+6favored class)
*Resist Trip: +14/33(+6favored class)
*Resist Disarm: +14/27
*Resist Bull rush: +14/27
*Resist Overrun: +14/27
*Resist Sunder: +16/29(+2 2handed fighter bonus)

Skills: 30-(4+2+2+2+2+2+6+2, +8-human)

Acrobatic: +10/(+14-jump) (7 rank + 2dex +3class - 2 armor)
Climb: +13 (6 rank + 6str. +3class - 2 armor)
Craft:
Escape Artist:+11 (8 ranks +3class +2dex -2armor)
Handle Animal:
Intimidate:
Knowledge(nature):
Knowledge(dungeoneering):
Knowledge(engineering):
Knowledge(geography):+4(1 ranks + 3class)
Profession:
Perception:+3 (1 rank + 3class -1wis)
Stealth:+4 (1 rank +2dex. + 3class - 2 armor)
Ride:+4 (1 rank +2dex. + 3class - 2 armor)
Survival:+4 (1 rank + 3class)
Swim:+8 (1 rank + 6str. + 3class - 2 armor)
Heal:
Language: 3 ranks (Draconic, Orc, Elven)

Carrying capacity: Light load: 233 lb. or less, medium load: 234–466 lb, heavy load: 467–700 lb
TOTAL= 85lb now

Equipment:
+1 Greatsword-2350g -15lbs
Flail-8g -10lbs
Dagger-2gp -1lb
longbow-75gp -3lb
40 arrows-2gp -6lb
("Animated" heavy Darkwood shield - 9,107g -5lb
+2 Belt of str. - 4000g - 2lb
+1 Elven Darkleaf breastplate-3450g -30lbs
+2 Cloak of resistance
+2 Amulet of health
Lesser FROST Assault Crystal (adds 1d6 Frost damage to +1 or better weapon) 3000g
1 potion of Haste
1 potion of cure moderate wounds
5 potions of "shield of faith" 300g
2 potions of "cure light wounds" 100g
2 potions of Expeditious retreat
2 potions of feather fall
3 tangle foot bags
2 universal solvents
climbers kit
100ft silk rope with grappling hook
10 day trail rations- 10lb
Backpack- 2 gp, 2lb
Bedroll- 1 gp, 5lb

Gold
-have = 1,103 + 4,423 = 5,526 + 624coins&gems = 6,150 - 4200 = 1950gp + 1261 = 2,211gp



Human Racial Traits
- +2 on any ability of their choice to represent their varied nature
- Humans select one extra feat at first lvl
- Humans gain an additional skill rank at first lvl and one additional whenever they gain a lvl
- (optional race rule put points on 2 CMD's)


Background

Tyberius grew up on what is know as Dragon Island,in the Sea of Fallen Stars,near the Pirate Isles somewhere.He was told his ancestral lineage came to the Island about 1000 years ago and that he was named after one of his ancestors.His family had done well and there were many dragon riders in his family tree.The dragons saw strength in Tyberius more so than spell learning.Tyberius was learning the basics of casting spells ok but just didn't seem to have the knack to advance very far.It was a frustration not only to him,but his teachers as well.They sensed his desire to adventure and when the disturbance in the weave was noticed and the activities near the southern part of the Orsraun Mountains caught their attention they sent him to investigate the area and report back to them.The dragons felt it might be good for him to go, and grow physically and mentally.Tyberius was glad they asked him as he longed to adventure and see Faerun, for all the learning seemed trying to him.

Appearance

Tyberius is six foot tall and has shoulder length black hair,in front of his ears he has some hair braided on both sides of his face down to his jawline. At the end of each he has secured a small Dragon tooth. A determined,pensive look is always present upon his face.He is younger than he looks,but for those who know him and those who spend time around him,realize he doesn't seem to be aging(physically anyway)as normal humans do.

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 10-16-2014 @ 01:12 PM).]

posted 07-28-11 07:53 PM EDT (US)     2 / 12  
Name: Seraph
Race: Human
Class: Monk (Zen Archer) 8
Deity: Helm (god of protection)
Alignment: Lawful Neutral
Languages: Common, Elven, Sylvan

Abilities:
Strength: 16 (+3)
Dexterity: 14 (+2)
Constitution: 10 (+0)
Intelligence: 14 (+2)
Wisdom: 23 (+6) (16 + 2 race + 1 prodigy + 2 level + 2 enhancement)
Charisma: 8 (-1)

HP: 47 (8 + 7d8 + 8 feat)
AC: 23 (10 + 6 wis + 2 dex + 2 class + 1 dodge + 1 armor + 1 deflection), touch 21, flat-footed 19
CMD: 31 (10 + 6 wis + 6 base + 3 str + 2 dex + 1 deflection + 1 dodge + 2 class)

Saving Throws:
Fortitude: +7 (6 class + 0 con + 1 resistance)
Reflex: +9 (6 class + 2 dex + 1 resistance)
Will: +13 (6 class + 6 wis + 1 resistance)

Attacks:
+2 Composite (+3 str) Longbow: +16 (6 base + 6 wis + 2 enh + 1 feat + 1 competence), 1d8+7 (3 str + 2 enh + 2 feat) damage + 1d6 electricity damage (crystal). Full-round attack: +16/+16/+11/+11. Crit x3, range inc 110 ft. Melee capable.
Masterwork Nunchaku: +10 (6 base + 3 str + 1 mwk), 1d6+3 (3 str) damage, disarm.
Unarmed Strike: +9 (6 base + 3 str), 1d10+3 (3 str) damage.
CMB: +11 (8 level + 3 str)

Feats:
1) Dodge
1) Point Blank Shot
1) Improved Unarmed Strike (bonus)
1) Perfect Strike (1/round, up to 8 [lvl] times per day, can roll an attack roll twice) (bonus)
1) Precise Shot (bonus)
2) Weapon Focus (longbows) (bonus)
2) Deflect Arrows (bonus)
3) Toughness
3) Point Blank Master (bonus) (ranged attacks don’t provoke AoOs)
5) Extra Ki
6) Improved Precise Shot (bonus)
6) Weapon Specialization (longbows) (bonus)
7) Deadly Aim (-2 attack, +4 damage with ranged attacks)

Skills: (6x8 = 42 + 8 [human] + 8 [favored class] = 64 pts)
Acrobatics: +18 (8 pts + 3 trained + 2 dex + 5 competence) +16 more [lvl + speed mod] to jump
Climb: +14 (8 pts + 3 trained + 3 str)
Escape Artist: +13 (8 pts + 3 trained + 2 dex)
Knowledge (history): +13 (8 pts + 3 trained + 2 int)
Knowledge (religion): +7 (2 pts + 3 trained + 2 int)
Perception: +17 (8 pts + 3 trained + 6 wis)
Ride: +7 (2 pts + 3 trained + 2 dex)
Sense Motive: +17 (8 pts + 3 trained + 6 wis)
Stealth: +13 (8 pts + 3 trained + 2 dex)
Swim: +10 (4 pts + 3 trained + 3 str)

Equipment:
+2 Composite (+3 str) Longbow (3 lbs, 8500gp), Headband of Inspired Wisdom +2 (4000gp), Efficient Quiver (2 lbs, 1800gp), Cloak of Resistance +1 (1 lb, 1000gp), Vestments of Armor +1 (2 lbs, 1000gp), 60 arrows plus 10 cold iron arrows and 10 silvered arrows, Masterwork Nunchaku (2 lbs, 300gp), knife (1 lb), Ring of Protection +1 (2000 gp), Lesser Bracers of Archery (1 lb, 5500gp), backpack (2 lbs), 50 feet of silk rope (5 lbs), bedroll (5 lbs), waterskin (4 lbs), 2 torches (2 lbs), flint and steel, 2 potions of cure moderate wounds, 2 potions of expeditious retreat, one of haste (5 rounds), and one of align weapon, tangle foot bag, 2 universal solvents, 2 smokesticks, lesser crystal of electricity assault, Boots of Elvenkind.
Wealth: 2897 gp in coins and gems (2 lb)
Weight Carried: 32 lbs (light load up to 76 lbs)

Speed: 50 ft

Special Abilities:

Flurry of blows (bow only)
Unarmed Strike
Fast movement (+20 ft)
Slow fall 40 ft (reduce falling damage by 30 feet if in reach of a wall)
High jump (+8 [lvl] to acrobatics checks to jump, always counted as having running start)
Wholeness of Body (can heal self)

Ki pool (magic): 12 pts [1/2 lvl + 6 wis + 2 feat] per day, spend as swift action
-1 pt: Increase range increment of bow by 50 ft for a round
-1 pt: Make one additional attack at highest attack bonus when using flurry of blows
-1 pt: Increase speed by 20 feet for a round.
-1 pt: Receive a +4 dodge bonus to AC for a round.
-1 pt: Get +20 on acrobatics checks to jump for a round.
-1 pt: Until start of next turn, arrows do damage as your unarmed strike (1d10).
-As long as you have at least one, unarmed strikes count as magical weapons
- 2 pts as a standard action: heal 8 [monk lvl] hit points


Appearance:

Seraph is a well-built Caucasian human male of average height. He has no hair atop his head and no facial hair, but his eyebrows are dark. He keeps a tan because he spends so much time outside, and he wears extremely simple tan and green traveler's clothing as well as his magical equipment.

Background/Personality:

Trained in the Way of the Bow since a very young age, Seraph never knew his parents. His order of monks, the Order of the Bow, is a mix of humans and elves that has a home in a secret location in the Gulthmere Forest. There, Seraph trained his mind and body, receiving an education and being taught to revere Helm from his early days. The Order of the Bow interacted little with the druids of Cedarsproke, and the druids were willing to largely ignore the Order. However, from time to time when a threat would emerge in the forest, the monks would help the druids repel it, for as followers of Helm, their first tenet was protection of others.

Serving almost as a ranger for a time, Seraph fought monsters in the woods and occasionally traveled to the local cities to take select jobs relating to protection as an adventurer would. He has spent some time with a few parties, being few of words but discerning. He is intelligent and discerning, but usually withdrawn even to the point of being antisocial.

Presently Seraph is back in one of the cities, interested in again finding a job that would lead to the protection of innocents or one of his other central ideals--the improvement of his abilities.

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 09-23-2014 @ 09:07 AM).]

posted 07-28-11 08:57 PM EDT (US)     3 / 12  
Name: Khalon Tor
Race: Centaur (“Run fast, run sure!”)
Class: Two-Handed Fighter 3 (ECL 8)
Deity: Mielikki
Alignment: Neutral Good
Languages: Sylvan, Elven, Common

Speed: 50 ft
Darkvision (60 feet)

Abilities:
Strength: 28 (+9)--+8 race, +1 prod, +1 4th lvl, +2 item
Dexterity: 18 (+4)--+4 race
Constitution: 20 (+5)--+4 race
Intelligence: 12 (+1)--+2 race
Wisdom: 12 (+1)--+2 race
Charisma: 8 (-1)

HP: 79 (10+4d8+3d10+5*7con+3 fav.class)
AC: 26 (6 armor + 4 dex + 10 + 4 natural -1 size +3 shield)
CMD: 30 (6 base +9 str +4 dex +10 +1 size) +2 vs trip

Saving Throws:
Fortitude: +11 (1 race +3 class + 5 con +2 resistance)
Reflex: +11 (4 race + 1 class+ 4 dex +2 resistance)
Will: +8 (4 race +1 class +1 wis +2 resistance) *+1 vs fear

Attacks:
Lance (reach 10, but costs a swift action to att one adj): +17 (7 base + 2 magic + 9 str +1 feat -1 size -1 shield); 2d6 +2d6 vital strike + 20 +1d6 electricity (18 str +2 magic) piercing dmg (CRIT=x3)
Sling: +12 (7 base + 4 dex +1 masterwork); 1d6 + 9 dmg---reload as a move action
Full Round Attack: lance at +17 and +12; 2d6 + 15 +1d6 electricity (13 str +2 magic) piercing dmg (CRIT=x3) and 2 hoof attacks at +10 (7 base +9 str -1 size -5 secondary) that do 1d6 + 4 each (one lance attack gets +2d6 damage from vital strike)
Charge: +19 attack, -2 AC; 8d6+40+1d6 elec dmg when coupling it with vital strike;
CMB: 17 (7 base + 9 str +1 size)

Feats:
1-Weapon Focus (lance)
3-Short Haft
5-Power Attack (trade 2 attack for 6 dmg; lasts until start of next turn)
5-Improved Overrun (+2 on overrun attempts, no AoOs, 1 free hoof attack*)
6-Vital Strike (2x dice dmg on a single attack)
7-Cleave

Skills:
Perception: 9 (+5 ranks + 3 trained + 1 wis)
Stealth: 11 (+5 ranks + 3 trained + 4 dex -1 check)
Survival: 8 (+4 ranks + 3 trained + 1 wis)
Knowledge (Dungeoneering): 6 (+2 ranks +3 trained + 1 int)
Swim: 14 (+3 ranks +3 trained + 9 str -1 check)
Climb: 13 (+2 ranks +3 trained + 9 str -1 check)

Equipment:
+2 chain shirt (50lbs, 4250 gp), +2 lance (20 lbs, 8350 gp), lesser crystal of electricity assault (5250 gp-can switch to other weapons for a full round action), +2 buckler (10 lbs, 4300 gp), Cloak of Resistance +2 (2 lbs, 4000 gp), Belt of Giant Strength +2 (4000gp), Amulet of Natural Armor +1 (2000 gp), backpack, bedroll, flint and steel, small steel mirror, iron pot, 50 ft of hempen rope, knife, waterskin, masterwork sling with 10 bullets (10 lbs, 300 gp), compass
Wealth: 910 gp
Weight Carried: 120 lbs (light load up to 800 lbs)

Special Abilities (Race):
Large size
Darkvision (60 ft)
+3 nat armor bonus
When charging with my lance, I get double damage

Special Abilities (Class):
Shattering Strike--+1 to CMB and CMD on sunder attempts, +1 dmg vs objects (Two-Handed Fighter ability)
Overhand Chop--on a single attack or charge, add double Str mod to dmg

Notes:
*As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target’s space. If your attack exceeds your opponent’s CMD by 5 or more, you move through the target’s space and the target is knocked prone (and I get my free hoof attack). If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.

Background:
Khalon was born to a small tribe of centaurs in the forest known as the Wealdath. His mother died bearing his sister when he was just a young foal, and his father, though he tried to be affectionate, blamed his sister for their mother’s death. Khalon nevertheless had friends growing up, and it was a moderately happy childhood.

However, Khalon is now on the run, but he doesn’t like anyone to know it. He is moody and struggles with wild rages at times (unbeknownst to him, the rages are a result of a curse that was placed on him at birth by a drow witch). It was during one of these rages when he was a young adult that he killed another centaur whom he thought was trying to harm his sister. When he realized that the man was actually his sister’s lover, and the gravity of what he had done hit him, he fled his tribe, ashamed and shocked at what he had done. Ever since then, he has worked hard to keep his temper in check, and as a result, most people think him moody and tightly wound. His race makes him a constant outcast, and even among his own people he is uncomfortable, as it always brings up memories of the past. He has developed a gruff exterior, to the extent that people find him callous, but it’s only a mask to hide the mess he is on the inside. He has never forgiven himself for the murder.

Khalon takes whatever jobs he can get, but mostly works as a mercenary, moving from job to job, his only goal to survive. He has found that it is great injustices that spark off his rages, and so he tends to take jobs from ambitious politicians, petty criminals, or scheming thieves.

Habits: When nervous, he tends to twitch his tail a lot. When there is something on his mind, he picks at the dirt on his hooves and bites his fingernails. He is a little superstitious, wearing a lucky old-style coin of low denomination on a chain around his neck that is the only thing he remembers of his mother.

Appearance: His is swarthy-skinned with long dark hair. His body is that of a Clydesdale, black with white feathering. Approximate pictures:


"'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 11-02-2014 @ 03:54 PM).]

posted 08-04-11 08:51 PM EDT (US)     4 / 12  
Known errors/incompletenesses:
Only 42,678 gp of 49,522 spent

Anestel Menelgil (Anestel = "gift of hope", Menelgil = "sky-star")
Species: Homo quendi (elf)
Sex: Male
Class/level: Rogue 8
Alignment: NG
Deity: Corellon
Languages: Common, Elven, Condathan, Orc, Sylvan, Halfling, Giant, Goblin, Druidic*, Draconic
*Anestel has managed to piece together Druidic from having listened to Galadarien speaking it in conversations with other druids and combining it with his own knowledge of languages. Nobody, not even Galadarien, knows that Anestel has managed to do this (although she would hardly be surprised).

Speed 35 ft
Low-light vision

Abilities: (28-point buy)
Str 12 (+1) (4 points)
Dex 21 (21) (10 points, +1 at 8th level, +2 race, +2 belt)
Con 10 (-) (4 points, -2 race)
Int 16 (+3) (4 points, +2 race, +1 prodigy, +1 at 4th level)
Wis 12 (+1) (4 points)
Cha 10 (-) (2 points)

HP 48 (40 from dice, +8 for primary class)
AC 22 (touch 16, flat-footed 17)
CMB +7
CMD 22

Saves:
Fortitude +3 (+2 class, +1 ring)
Reflex +11 (+6 class, +4 Dex, +1 ring)
Will +4 (+2 class, +1 Wis, +1 ring; additional +2 vs enchantment)

Base attack bonus +6
Rapier +12 (1d6 + 2 + sneak + skirmish)
Composite longbow +12 (1d8 + 1 + 1d6 acid + sneak + skirmish)
Composite longbow, Deadly Aim +10 (1d8 + 5 + 1d6 acid + sneak + skirmish)

Feats:
Weapon Finesse (level 1)
Deadly Aim (level 3)
Skirmish (level 5)
Fleet (level 7)

Class abilities:
Sneak attack +4d6 (class)
Evasion (class)
Fast stealth (class talent)
Improved Uncanny Dodge (class)
Ledge Walker (class talent)
Minor Magic: Message (class talent)
Major Magic: Comprehend Languages (class talent)

Skills:
Acrobatics +16 (8 ranks +3 trained +5 Dex)
Bluff +8 (5 ranks + 3 trained)
Climb +13 (5 ranks, +3 trained +5 Dex)
Diplomacy +11 (8 ranks, +3 trained)
Disable Device +15 (8 ranks +3 trained +4 Dex)
Knowledge (dungeoneering) +8 (2 ranks +3 trained +3 Int)
Knowledge (local) +11 (5 ranks +3 trained +3 Int)
Knowledge (nature) +7 (4 ranks +3 Int)
Linguistics +11 (5 ranks +3 trained +3 Int)
Perception +14 (8 ranks +3 trained +1 Wis +2 race)
Sense Motive +9 (5 ranks +3 trained +1 Wis)
Stealth +21 (8 ranks +3 trained +5 Dex +5 cloak)
Survival +9 (8 ranks +1 Wis)
Swim +11 (3 ranks, +3 trained +5 Dex)
Use Magic Device +8 (5 ranks +3 trained)

Equipment:
Belt of Incredible Dexterity +2 4000 gp
+2 Ring of Resistance 4000 gp
Cloak of Elvenkind 2500 gp
+1 Rapier 2320 gp
+1 Amulet of Natural Armor 2000 gp
+1 Ring of Deflection 2000 gp
Efficient Quiver 1800 gp
+1 Studded Leather armor 1175 gp (not currently in use)
Lesser Acid Crystal (on bow)
MW Composite (+1 Str) longbow 500 gp

Equipment on loan from the party:
+2 magic 'Delving' Studded Leather
magic leather boots: +5 movement speed, +1 on acrobatic rolls to move through threatened squares, +1 to ac against AoOs



*

Galadarien Menelgil (Galadarien = "light of Arien"; Arien is a mythological name for the sun, so basically her name translates to "Sunshine")
Species: Homo quendi (elf)
Sex: Female
Class/level: Druid 8
Alignment: NG
Deity: Angharradh
Languages: Common, Elven, Drudic, Draconic

Speed 40 ft
Low-light vision

Abilities (28 pt buy)
Str 10 (2 pts)
Dex 20 (8 pts, +1 prodigy +2 race, +2 belt)
Con 10 (4 pts, -2 race)
Int 12 (2 pts, +2 race)
Wis 19 (8 pts, +1 at 4th and 8th level, +2 headband)
Cha 12 (4 pts)

HP 48 (40 from dice, +8 primary class)
AC 20 (touch 16, flat-footed 15; 24 if using shield, more if skirmishing)
CMB +6
CMD 21

Saves: (see Resist Nature's Lure)
Fortitude +7 (+6 class, +1 ring)
Reflex +8 (+2 class, +5 Dex, +1 ring)
Will +11 (+6 class, +4 Wis, +1 ring, additional +2 vs enchantment)

Base Attack Bonus +6
Ranged/Melee Attack Bonus +11
Rapier +12 (1d6 + 1 + skirmish)
Composite Longbow +12 (1d8 + 1 + 1d6 electricity + skirmish)
Composite Longbow, deadly aim +10 (1d8 + 5 + 1d6 electricity + skirmish)

Feats:
Fit and Healthy (1st)
Weapon Finesse (3rd)
Skirmish (Druid level 4; feat partially in place of Wild Shape)
Spontaneous Healer (5th)
Deadly Aim (7th)

Class abilities:
Wild Shape 3/day (tiny-large)
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Fast Movement (in place of animal companion)
Resist Nature's Lure (+4 to saves against Fey powers and plant-based spells)

Skills: 35 ranks
Acrobatics +9 (4 ranks, +5 Dex)
Climb +11 (3 ranks, +3 trained, +5 Dex [Agile Athlete])
Heal +8 (1 rank, +3 trained, +4 Wis)
Knowledge [geography] +5 (1 rank, +3 trained, +1 Int)
Knowledge [nature] +14 (8 ranks, +3 trained, +1 Int, +2 Nature Sense)
Perception +13 (4 ranks, +3 trained, +4 Wis, +2 race)
Spellcraft +8 (4 ranks, +3 trained, +1 Int)
Stealth +14 (4 ranks, +5 Dex +5 cloak)
Survival +15 (6 ranks, +3 trained, +4 Wis, +2 Nature Sense)
Swim +13 (5 ranks, +3 trained, +5 Dex [Agile Athlete])

Equipment:
(Note: Anestel and Galadarien freely share equipment, but this is what is usually on Galadarien)
+2 Leather Armor 4160 gp
Headband of Inspired Wisdom +2 4000 gp
Belt of Incredible Dexterity +2 4000 gp
Cloak of Elvenkind 2500 gp
+1 Composite Longbow 2400gp
+1 Rapier 2320 gp
+1 Ring of Deflection 2000 gp
+1 Ring of Resistance 1000 gp
+1 Bulette plating shield 1000 + ? gp
+1 Ring of Feather Fall ? gp
Lesser Electricity Crystal (on bow)
Heavy wooden shield 3 gp (not in use)
Misc rations, clothes, etc. 20 gp

Equipment on loan from the party:
Ring of "Feather fall"
+1 heavy shield made from Bulette plating


Typical spells prepared:
Orisons: Detect Magic, Guidance, Light, Purify Food and Drink
1st level: Charm Animal, Entangle, Obscuring Mist, Produce Flame, Speak with Animals
2nd level: Barkskin, Bear's Endurance, Soften Earth and Stone, Warp Wood
3rd level: Call Lightning*, Protection From Energy, Wind Wall,Meld Into Stone
4th level: Control Water, Spike Stones, Air Walk
*The version of Call Lightning that Galadarien uses is different from the standard version. See house rules. Also note that this is weather-dependent: if Galdarien forcasts sunny weather, she prepares Stone Shape instead.

*

Background:
Anestel belongs to the Sky-star clan of elves living between the Orsraun mountains and Guthmere on the Cedar river, inland of Cedarspoke. After saving his clan from both an invading orc tribe and a group of greedy human farmers who wanted their land for tillage by first convincing them to fight each-other and then collapsing the bridge upon which they were fighting from under them, Anestel began his reputation as being a crafty trouble-shooter and the clan's go-to man for solving problems in many both conventional and unconventional ways. In that time, he has been sent out on missions of diplomacy, espionage, sabotage, and sometimes assassination for his clan, and is locally known for his creativity and puzzle-solving approach to what most adventurers rely upon their specialties for.

Galadarien, a member of the same clan, knew Anestel from childhood. She displayed two fundamental traits from a very early age that identified her from her peers, the first being an intense love of nature and aptitude for understanding it, and the second her exceptional athletic ability. She thus entered into study for her clan's druidic apprenticeship at an early age. Soon after her Druidic coming of age ceremony, she helped her clan destroy a druid heretic of another order who was doing experiments to corrupt and mutate life, by building a fire in the entrance to the underground ruin and thus using up all the air, asphyxiating the evil druid and his blasphemous creations. After this incident, Galadarien was quickly given a heroine's worship and promoted to the clan's council, where she continued to uphold her newly-earned reputation of inexperienced but highly creative solutions to problems. Since then, she has been the council's person to send whenever they want to deal with unknown or tricky problems in creative ways. This obvious insightfulness, together with her teriffic athletic ability, also quickly made Galadarien among the most desired women in her clan.

It's no coincidence that Anestel and Galadarien would marry, possessing the same, creative way of problem solving, quiet bravery and respect, as well as their native ability and enjoyment of athletics. Within their clan, the two of them are regarded as an exemplary perfect couple, and more than a few see Anestel with a sort of friendly jealousy for having 'caught' (in their opinion) the most desirable woman in the entire clan. Outside of their clan, Anestel and Galadarien often work together but sometimes alone (or sometimes they are together but a given person sees only one of them). Anestel's knowledge and quick thinking regarding humanoid (especially female humanoid) anatomy derives, he claims, from his careful study of his lovely wife.

Anestel and Galadarien have a daughter, Gilduin ("river of stars"), who is in training to become a paladin.

In the past few days, The Menelgil clan council noticed something strange going on in the waves of magic emanating from the southern Orsraun Mountains. Realizing that this could be an unanticipated problem, the council sent Galadarien (and, by extension, Anestel) to at least investigate to find out what was going on.

Habits:
Anestel is a calm, observant, man, although when thinking (or bored) he likes to twirl small objects in his hands. He is absolutely unabashed in his physical attraction to Galadarien, when she is present (she, in turn, enjoys his attention).

Galadarien is a spirited, self-confident woman with a disarming smile, and a tendency to look around in all directions. She does not like to stand or sit still when not trying to hide, liking to stretch her body, hang from branches, etc. She also likes to make herself visible for Anestel to look at.

Appearance:
Anestel is tall, has dirty blond hair, blue-green eyes, and a moderately muscled, athletic, appearance. (No pictures yet)

Galadarien is tall, blonde, has light blue eyes, slender, and very athletic. (No picutres yet, but Google Maria Sharapova as she looks very similar)

-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 10-08-2015 @ 10:46 PM).]

posted 08-05-11 08:57 AM EDT (US)     5 / 12  
Name: Elan Darkraven
Race: Elf (Favored class =Druid)
Class: 4 Druid/3 Wizard(evocation (admixture) specialist)/1 Arcane Hierophant
Level: 8
Alignment: Neutral good
Languages: Elven, Common, Draconic, Goblin, Giant, Sylvan, Druidic, Orc, Aquan, Auran, Ignan, Terran
Deity: Mielikki (and Mystra)

Abilities
Strength: 12 (+1) - (4pts )
Dexterity: 16 (+3) - (6pts, +2race)
Constitution: 12 (+1) - (6pts, -2 race)
Intelligence: 18 (+4) - (6pts, +2 race, +2item)
Wisdom: 19 (+4) – (6pts, +2 4/8th.level. , +1prodigy pt., +2 item)
Charisma: 8 (-1)

Hit Points: 47 (8+3+5+3+5+3+5+3 = 32 + 8con.) + 4(favored class)
AC: 20 (10 +3dex. +7armor)
Touch: 13 (10 +3dex)
Flat-Foot: 17 (10 +7armor)
CMD: 18

Base Speed: 30 feet

Saves
Fortitude: +7 (4class +1class +1con +1item)
Reflex: +6 (1 class +1class +3dex +1item)
Will: +14 (4class +3class +2 class +4wis +1item) +2 against enchantment spells and effects
Immunity to magic sleep, +4 on saving throws against spell-like abilities of fay

Feats
Bonus (wizard): scribe scroll
Level 1: Natural Bond (3.5 feat, +3 druid level for power of animal companion)
Level 3: Practiced spellcaster (druid) (3.5 feat, +4 to caster level, but max caster level = HD)
Level 5: Practiced spellcaster (Wizard) (3.5 feat, +4 to caster level, but max caster level = HD)
Level 7: Shaping Focus (treat up to 4 other class levels as druid levels when wild shaping)
Alertness (when Tigra is within 5 ft.)

Attacks
+2 magic beast bane scimitar: +7 (+4base +1str +2magic) Damage: 1d6+3 (1str +2magic) (+1d6 electricity with electricity assault crystal) (agianst magic beasts: +2 attack and +2d6+2damage)
+1 composite (+1 str) Longbow: +8 (4base +3dex +1magic) Damage: 1d8+2 (1str +1magic)(+1d6 electricity with electricity assault crystal)


Combat Maneuvers
Combat Maneuver bonus= CMB = + 5 (4bab +1str)
Combat Maneuver Defense = CMD = 18 (10 +4bab +1str +3Dex)

Skills: 50 ranks (7+5+7+5+7+5+7+7)
Acrobatics: +9 (8 ranks + 3dex -2armor)
Apprise: +8 (1 rank +4int +3class)
Climb: +5 (1 rank + 3dex +3class -2armor)
Fly: +8 (2 ranks + 3dex +3class)
Handel animal: +4 (2 ranks -1cha +3class)
Heal: +8 (1 rank +4wis +3class)
Knowledge(nature): +14 (5 ranks +4int +3class +2nature sense)
Knowledge(religion): +8(1 rank +4int +3class)
Knowledge(arcana) : +12(5 ranks +4int +3class)
Knowledge(engineering): +8(1 rank +4int +3class)
Knowledge(planes): +8(1 rank +4int +3class)
Knowledge(geography): +8(1 rank +4int +3class)
Knowledge(history): +8(1 rank +4int +3class)
Knowledge(local): +8(1 rank +4int +3class)
Knowledge(Dungeoneering): +8(1 rank +4int +3class)
Perception: +14 (5 ranks +4wis +3class +2 race) (+2 when Tigra is within 5 ft.)
Profession (trader): +8 (1 rank +4wis +3class)
Ride: +12 (8 ranks(from headband) +3dex +3class -2armor)
Sense Motive: +4 (+4 wis) (+2 when Tigra is within 5 ft.)
Spellcraft: +12(5 ranks +4int +3class)
Survival: +10 (1 rank +4wis +3class +2nature sense)
Swim: +5 (1 rank + 3dex +3class -2armor)
Linguistics: +12 (5 ranks +4int +3class) (Giant, Aquan, Auran, Ignan, Terran)

Other Skill-like rolls
Concentration: +12 (8caster level +4wis or int)
Trade: +16 (8 apprise +8 Profession (trader))

Carrying capacity: Light load: 43 lb. or less, medium load: 44–86 lb, heavy load: 87-130)

Equipment
+2 magic beast bane scimitar (B) (18000 gp)
Masterwork Longsword (315 gp, 4 lb)
Lesser electricity assault crystal (adds 1d6 electricity damage to a +1 or better weapon) (3000 gp)
+1 darkleaf breastplate (3450 gp, 30 lb)
+1 composite (+1 str) Longbow (2500 gp, 3 lb)
Quiver with 20 arrows (1 gp, 3 lb)
Cloak of resistance +1 (1000 gp, 1 lb)
Headband of vast intelligence +2 (max ranks on ride skill) (4000 gp)
Amulet of wisdom +2 (4000 gp)
Healing belt (750 gp)
Anklet of translocation (1400 gp)
Dagger (2gp, 1 lb)
Pearl of power (level 1) (1000 gp)
2 universal solvents (100 gp)
Potion of cure moderate wounds
2 scroll cases (2 gp, 1 lb) with:
4 scrolls of lesser vigor (75 gp*)
2 scrolls of cure light wounds (37.5 gp*)
2 scrolls of shield (25 gp*)
2 Scrolls of shield (cl 2) (50 gp*)
2 scrolls of aspect of the falcon (25 gp*)
2 scrolls of bristle (25 gp*)
1 Scroll of stone call (75 gp*)
1 scroll of bull strength (75 gp*)
1 scroll of Animal Messenger (75 gp*)
1 scroll of bears endurance (75 gp*)
2 scrolls of cure moderate wounds (300 gp)
2 scrolls of Enlarge Person (25 gp*)
2 scrolls of Expeditious Retreat (25 gp*)
2 scrolls of Feather Fall (25 gp*)
3 scrolls of Protection from Evil (37.5 gp*)
1 scroll of Gravity Bow (12.5 gp*)
2 scrolls of Benign Transposition (25 gp*)
1 scroll of Aspect of the Wolf (12.5 gp*)
1 scroll of Enrage Animal (12.5 gp*)
1 scroll of Hawkeye (12.5 gp*)
1 scroll of Snake’s Swiftness (12.5 gp*)
1 scroll of Binding Winds (75 gp*)
1 scroll of Entangle (12.5 gp*)
1 scroll of Magic Fang (12.5 gp*)
1 scroll of Speak with Animals (12.5 gp*)
1 scroll of Charm Animal (12.5 gp*)
1 scroll of Dispelling Touch (75 gp*)
2 scrolls of See Invisibility (300 gp)
1 scroll of Invisibility. (150 gp)
*These are all scrolls that Elan has scribed himself, which he can do for half normal price

Gold
1373

Elf Racial Traits
+2 dex, -2 con, +2 int
Immunity to magical sleep spells and effects
+2 against enchantment spells and effects
+2 on perception checks
+2 on caster level to overcome spell resistance
+2 on Spellcraft to identify the properties of magic items
Proficient with longswords rapiers, longbows and shortbows

Class features (druid)
Spontaneous rejuvenation (alternative class feature from 3.5 PH2, replaces spontaneous casting of summon nature’s ally): can spontaneously convert a spell into fast healing for all allies within 30 feet. The fast healing lasts 3 rounds and the amount healed per round is the level of the converted spell
Nature bound (animal companion)
Nature sense: +2 on Knowledge (nature) and survival
Wild empathy: +3
Woodland stride
Trackless step
Resist natures lure: +4 on saving throws against spell-like abilities if fay
Wild shape (Su): 3/day, Small, medium, Tiny, Large, Huge or Diminutive animal as as beast shape III Small elemental or Medium elemental as elemental body II Small or Medium plant creature as plant shape I

Druid spells/day (caster level 8, DC=14+spell level)
Orisons: 4 (are not expended when cast)
Level 1: 4
Level 2: 3
Level 3: 2

Class features (wizard)
Evocation (admixture) specialist (opposition schools: Enchantment and Illusion)
Arcane bound (familiar, Tigra is now a companion familiar)
Bonus feat (scribe scroll)
Intense spells: +1 damage on all evocation spells (1 damage/2 wizard levels)
Versatile evocation (Su): 8/day, change the energy type of a fire, cold, electricity or acid evocation spell to one of the other energy types.

Wizard spells/day (caster level 8, DC=14+spell level)
Cantrips: 4 (are not expended when cast)
Level 1: 4 +1 evocation
Level 2: 3 +1 evocation

Class features (Arcane Hierophant)
Companion familiar: Animal companion gets familar abilities
Ignore arcane spell failure (nonmetallic light or medium armor)
Wild shape: each level ads 1 level to druid wild shape

Companion familiar
Name: Tigra
Race: Tiger (magic beast, agumented animal)
Level: 7 tiger HD
Alignment: Neutral
Languages: none (but can communicate somewhat with tigers and other cats)

Abilities
Strength: 23 (+6)
Dexterity: 17 (+3)
Constitution: 18 (+4)
Intelligence: 7 (-2)
Wisdom: 12 (+1)
Charisma: 6 (-2)

Hit Points: 67 (5+4+5+4+5+4+5 = 32 + 7x4con +7toughness)
AC: 23 (10 +7natural +3dex. +4armor -1 size)
CMD = 25 (10 + 5bab +6str + 3Dex +1size) +4 agianst trip
Touch: 12(10 +3dex -1 size)
Flat-Foot: 20(10 +7natural +4armor -1 size)

Base Speed: 40 feet

Saves
Fortitude: +9 (5 race +4con)
Reflex: +8 (5 race +3dex)
Will: +3 (2 race +1wis) +4 against enchantment spells and effects

Feats
Toughness
Improved natural weapon (claw)
Power attack
Feapon Focus (claw)

Attacks
Claw: +12 (5base +6str +1feat -1size +1magic) Damage: 1d8+7 +grab
Bite: +10 (5base +6str -1size) Damage: 1d8+6 +grab

Full attack
2 claws: +12/+12 Damage: 1d8+7 +grab + Bite: +10 Damage: 1d8+6 +grab

Combat Maneuvers
Combat Maneuver bonus= CMB = + 12 (5bab + 6str +1size)
Combat Maneuver Defense = CMD = 25 (10 + 5bab +6str + 3Dex +1size) +4 agianst trip
Grapple: +4 to CMB when starting and maintaining a grapple

Skills: 7 ranks
Acrobatics: +13 (3 ranks +3class +3dex +4race)
Climb: +10 (1 rank +6str +3class)
Perception: +5 (1 rank +1wis +3class)
Swim: +10 (1 rank +6str +3class)
Stealth: +7(1 rank +3dex +3class +4race -4 size)(+4 in tall grass)

Carrying capacity: Light load: 600 lb. or less, medium load: 661–1200 lb., heavy load: 1201-1800 lb.)

Equipment
+1 Animal Claw Enhancers (front claws only) (B) (4000 gp)
+1 studded leather barding (1250 gp, 40 lb)
Collar of Healing (5000 gp)
Exotic military saddle (60 gp, 40 lb)
Saddlebags (4 gp, 8 lb) With:
2 Spellbooks (30 gp, 6 lb) With 1495 gp used on “extra” spells (beyond what Elan gets for free)
Tanglefoot bag (50 gp, 4 lb)
1 sunrods (2 gp, 1 lb)
5 torches (0.5 gp, 5 lb)
5 sacks (0.5 gp, 2,5 lb)
2 Waterskins (2 gp, 8 lb)
100 feet of silk rope (20 gp, 10 lb)
Grappling hook (1 gp, 4 lb)
Climbers kit (80 gp, 5 lb)
Whetstone (-, 1 lb)
10 trail rations (5 gp, 10 lb)
Spade (2 gp, 8 lb)
10 flasks of oil (1 gp, 10 lb)
Crowbar (2 gp, 5 lb)
Flint and steel (1 gp)
Hammer (0.5 gp, 2 lb)
2 quivers with 40 arrows (2 gp, 6 lb)

Tiger features
Pounce
Grab
Rake: 2 claws +11 (1d8+6)
Low-light vision
Scent

Animal companion abilities
Link (+4 on handle animal, handle as free action)
Share spells (can cast spells with target of “you” on animal, Can cast spells on Tigra that don’t normally affect Magic beasts)
Evasion
Devotion (+4 against enchantment spells and effects)

Familiar abilities
Alertness (granted to Elan)
improved evasion
share spells
empathic link
Deliver touch spells

Spells in spellbook
Level 0: Dancing Lights*, Flare*, Light*, Ray of Frost*, Spark*, Electric Jolt*, Sonic Snap*, Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation, Caltrops, Trans Amanuensis, Launch Bolt, Launch Item, Repair Minor Damage, Stick, Daze**, Ghost Sound**, Silent Portal**

Level 1: Ray of Flame*, Burning Hands*, Shocking Grasp*, Magic Missile*, Blood Wind*, Guiding Light*, Light of Lunia*, Shield, Mage armor, Summon Monster I, Comprehend Languages, Chill Touch, Ray of Enfeeblement, Enlarge Person, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Reduce Person, Protection from Evil, Unseen Servant, Gravity Bow, Benign Transposition, Corrosive Grasp, Hail of Stone, Orb of Fire, Targeting Ray, Fist of Stone, Ray of Clumsiness, Color Spray**, Vanish**

Level 2: Flaming Sphere*, Scorching Ray*, Combust*, Electric Loop*, Light of Mercuria*, Scorch*, Slapping Hand*, Snowball Swarm*, Resist Energy, Glitterdust, Summon Monster II, Web, False Life, Bear’s Endurance, Bull’s Strength, Eagle’s Splendor, Fox’s Cunning, Knock, Levitate, Rope Trick, Spider Climb, Scintillating Scales, Baleful Transposition, Life Bolt, Augment Familiar, Belker Claws, Bristle, Fearsome Grapple, Ghost Touch Armor, Razorfangs, Dispelling Touch, Invisibility**, Mirror Image**

*Spells from evocation school
**Spells from opposite schools (needs 2 slots for one spell)

Background
Elan is a young, intelligent and magical gifted elf from Gildenglade. His mother is a powerful wizard from the Darkraven clan while his father is a great druid from the Greenleaf clan. Gifted with the ability to become a great wizard as well as a great druid, Elan never chose one over the other, and therefore has abilities both as a druid and as a wizard. Lately he has worked on combining his druid and arcane magic, attempting to combine the two into something stronger.
Elan was born in DR 1209. Both his hair and eyes was black as coal, and while black hair is pretty common among moon elves and wood elves, black eyes are very unusual. In the Darkraven clan about one out of twenty children are however born with black eyes, and such a feature is usually followed by a great talent for Arcane magic.
Elan spend most of his childhood and young adult life in the great house of his mother’s family in Gildenglade, but he did also often went with father on trips out into the forested hills and mountain slopes around Gildenglade. Fascinated with the natural world Elan chose to become a druid like his father, but he also developed his great talent for arcane magic and became a wizard as well.
As soon as he reached full adulthood Elan started to go on adventures with his elder brother Tallanor, an experienced ranger who worked as a mercenary, protecting peaceful Turmish from the dangers of the Orsraun Mountains.
Years later Tallanor joined the Emerald Enclave and Elan started to go on adventures on his own, often joining up with other adventures when needed. Later he began taking his young cousin Elysia, a promising young half-elf sorcerer, with him on many of his adventures. Elysia’s magic abilities developed with an alarming haste (from an elf's point of view anyway) and her power has now reached approximately the same level as Elan’s. That has made the two of them somewhat competitive.
When not adventuring, Elan usually stays in the great house of his mother’s family in Gildenglade, where he helps with the family business, which is production and trade of magic items. Elan’s family is one of the wealthiest families in Gildenglade and his grandmother is the (unofficial) leader of the Darkraven Clan.
Elan also spends a lot of time learning about all kind of that stuff catches his interest, so he has reasonable good knowledge in almost any field you can think off (Elysia sometimes teases him by calling him a walking library)

NPC’s in Elan’s Life:

Tiara Darkraven (level 13 wizard): Elan’s mother, who runs the family business (production and trade of magic items) and is a member of Gildenglade’s city council.

Avanor Greenleaf (level 14 Druid): Elan’s father, also a member of the Gildenglade city council, and the city’s “ambassador” to the Emerald Enclave.

Tallanor Greenleaf (level 8/2 Ranger/fighter): Elan’s older brother and a member of the Emerald Enclave.

Elysia Darkraven (level 8 sorcerer): Elan’s (half-elf) cousin who often join him on adventures.

Talindra Darkraven (level 17 wizard): Elan’s grandmother and the (unofficial) leader of the Darkraven Clan.

Amera Darkraven (level 9 wizard): Elan’s older sister

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 10-16-2015 @ 05:45 PM).]

posted 08-13-11 05:26 PM EDT (US)     6 / 12  
Name: Kako
Race: Ferral Gagon (Favored class = 2 handed weapon Fighter)
Class: 3 beast / 4 fighter
Level: ECL/7
Alignment: Chaotic Neutral
Languages: Common

Abilities
Strength: 24 (+7) - (10pts , +4race , +2item , +1/4th-lvl adj. , +1prodigy pt.)
Dexterity: 16 (+3) - (4pts, +2race, +2item)
Constitution: 20 (+5) - (6pts, +4race, +2item)
Intelligence: 13 (+1) - (8pts, -2 race)
Wisdom: 8 (-1) - (0pts)
Charisma: 6 (-2) - (0pts)

HP: 81 (8+4+5(race)+5+6+5+6(fighter)+35(con,7x5)+7(favored class))

AC: 24 - (10 +8 armor +3 dex +2 race +1 ring)

Touch: 13ac.(10 + 3dex)
Flat-Foot: 21ac.(10 +8 armor +2 race +1 ring)
Base Speed: 30 feet

Saves:
Fortitude: +10 (+4class + 5con +1 cloak)
Reflex: +8 (+1class +3 race +3 dex +1 cloak)
Will: +4 (+1class +3 race -1 wis +1 cloak)

Attacks:
Chain: 1d20 +6 base, +7 str + 2 magic = 1d20+15
......Damage: 2d6 + 10 str +2 magic = 2d6+12
......Damage with single attack: 2d6 + 2d6 vital + 14 str +2 magic = 4d6+16
Trip: 1d20 +5 base, +7 str, +4 size, +2 imp trip +2 greater imp trip = 1d20+2

CMB= 1d20 +6 base, +7 str, +1 size = 1d20+14
CMD= 10 +6 base, +7 str, +3 dex, +1 size = 27

Feats:
1. Exotic weapon - spiked chain
2. Combat Expertise
3. Improved Trip
4. Vital Strike
5. Combat Reflexes
6. Greater Improved Trip

Skills: 18pts
Acrobatics - 7+3 = 10
Climb - 7+3 = 10
Craft -
Handle Animal -
Intimidate -
Knowledge (dungeon) -
Knowledge (engineering) -
Perception - 2+3= 5
Profession -
Ride -
Stealth - 1+3 = 4
Survival - 1+3 = 4
Swim -

Equipment:
Belt +2 str 4000g
Amulet +2 con 4000g
+2 Spiked Chain 8325g (large size)
+2 Elven Darkleaf Breast Plate 6400g
+2 ring of dex
---- +1 composite longbow (+3 Str)
----a dagger
----a cloak of resistance +1
---- ring of natural armor +1
---- universal solvent

2 potions of Expeditious retreat
2 potions of feather fall
tangle foot bag
2 universal solvents
climbers kit
100ft silk rope with grappling hook

574 gold

///////////////////////////////////////////////////

Kako lives a mostly solitary life, leaving behind the others of is kind and choosing to live closer to the city. Due to his natural mountain and hill climbing aptitude he mines the shiny green stone from the mountain tops where the Dwarves and others choose to dig into the mountain's depths. He brings the gathered materials down into Cedarspoke every couple of weeks. At this juncture he is able to sell off his goods and pick up new foods and other things only available in the city.
While he now lives alone, he did train his fighting abilities from early, learning how to create opportunities by tripping his foes and leaving them lying in the dirt.
Kako lives for himself, he lives and survives for himself. He has very very few friends, the main one being the trader he sells his wares to. Nicolla. Nicolla is a fat trader who has become rich enough to survive his life in pleasure, spending his days selling off his goods and his nights surrounded by the beauties of the brothels. He rarely asks for favors but if he does, Kako will usually do them willingly. While solitary and isolated from most of civilization, Kako is loyal to those who have proven their friendship to him.

[This message has been edited by TBphenom (edited 11-27-2011 @ 07:59 PM).]

posted 01-18-13 03:35 PM EDT (US)     7 / 12  
Topped by request:

http://aow.heavengames.com/cgi-bin/forums/display.cgi?action=st&fn=11&tn=2174&st=1750#post1751

ChowGuy - The LaChoy Dragon - Servant of the Tiger and disciple of the Wanderer
The Hall of Wonders - HeavenGames Fantasy Role Playing and Creative Writing Forum
posted 01-18-13 03:51 PM EDT (US)     8 / 12  
Name: Elysia Darkraven
Race: Half-elf (Favored class =sorcerer)
Class: 8 Sorcerer (Wildblooded, Primal elemental (air))
Level: 8
Alignment: Chaotic good
Languages: Elven, Common, Auran
Deity: Mystra

Abilities
Strength: 8 (-1)
Dexterity: 14 (+2) - (6pts)
Constitution: 11 (-) - (3pts)
Intelligence: 12 (+1) - (4pts)
Wisdom: 10 (-) - (2pts)
Charisma: 24 (+7) – (13pts+2 race +1 prodigy +2 levels +2 item)

Hit Points: 38 (6+3+4+3+4+3+4+3 = 30) + 8(favored class)
AC: 12 (10 +2dex) Touch: 12(10 +2dex) Flat-Foot: 10
CMD: 15

Base Speed: 30 feet

Saves
Fortitude: +3 (2class +1item)
Reflex: +5 (2class +2dex +1item)
Will: +7 (6class +1item) +2 against enchantment spells and effects
Immunity to magic sleep

Feats
Bonus (half-elf): Skill Focus (Use magic device)
Bonus (soccer): Eschew Materials
Level 1: Spell focus (evocation)
Level 3: Spell focus (conjugation)
Level 5: Augment Summoning
Bloodline level 7: Empower Spell
Level 7: Energy Substitution (electricity)

Traits
Gifted Adept: +1 to caster level when casting fireball
Magical Lineage: When using metamagic feats with fireball, the increase in spell slot used is lessened by one

Attacks
Launch bolt +7 (1d8) (with MW bolts)
Ranged touch spell: +6
Touch spell: +3
Dagger: +3 (1d4-1) (+6 thrown)

Combat Maneuvers
Combat Maneuver bonus= CMB = + 3 (4bab - 1str)
Combat Maneuver Defense = CMD = 15 (10 + 4bab -1str + 2Dex)

Skills: 24 ranks (3x8)
Acrobatics: +6 (4 ranks + 2dex)
Apprise: +5 (1 rank +1int +3class)
Bluff: +14 (1 rank + 7cha +3class +3item)
Diplomacy: +11 (1 rank + 7cha +3item)
Fly: +6 (1 rank + 2dex +3class)
Intimidate: +14 (1 rank + 7cha +3class +3item)
Knowledge (arcana) : +9(5 ranks +1int +3class)
Perception: +2 (+2 race)
Profession (trader): +4 (1 rank +3class)
Spellcraft: +5(1 rank +1int +3class)
Use magic device: +24 (8 ranks + 7cha +3class +3 feat +3item)

Other Skill-like rolls
Concentration: +18 (8caster level +7 cha +3item)
Trade: +34 (5 apprise +7 ˝bluff +11 diplomacy +7 ˝intimidate +4 Profession (trader))

Carrying capacity: Light load: 43 lb. or less, medium load: 44–86 lb, heavy load: 87-130)

Equipment
Ring of mystic lightning 7500 gp
Cloak of charisma +2 4000 gp, 1 lb
Vest of resistance +1 1000 gp 1 lb
Circlet of Persuasion 4500 gp
Lesser Metamagic rod maximize 14000 gp
20 Masterwork crossbow bolts 120 gp, 2 lb
Dagger 2 gp, 1 lb
Minor ring of spell storing (max 3 levels of spells) (b) 18000 gp
Potion of cure moderate wounds

4x scroll case 4 gp, 2 lb
Scroll of Invisibility 150 gp
4x Scroll of Vanish (cl 2) 200 gp
2x Scroll of Speak with Animals (druid spell) 50 gp
Scroll of Negate Aroma (druid spell) 25 gp
Scroll of Longstrider (druid spell) 25 gp
4x Scroll of Bless (cleric spell) 100 gp
2x Scroll of cure moderate wounds (cleric spell) 300 gp
Scroll of fly 375 gp
Scroll of Knock 150 gp
2x Scroll of Expeditious Retreat 50 gp
Scroll of Unseen Servant 25 gp
2x Scroll of Benign Transposition 50
2x Scroll of Vigor 50

Backpack 2 gp, 2 lb
Bedroll 1sp, 5 lb (carried by Tigra)
2 days of Trail rations 1 gp, 2 lb
Waterskin, 1 gp, 4 lb
15 lb carried
1976 gp (Tigra actually carriers most of it since Elysia isn’t very strong)


Half-elf Racial Traits
+2 cha
Immunity to magical sleep spells and effects
+2 against enchantment spells and effects
+2 on perception checks


Class features (Sorcerer)
Bloodline: Wildblooded, Primal elemental (air)
Bonus feat (Eschew Materials)
Bloodline arcana: +1 damage per die on all electricity spell
Bloodline feat: Empower Spell
Bloodline Powers:
Elemental Ray (Sp): 1st level, ray of electricity, 30 feet ranged touch attack, 1d6+4 points of electricity damage, 10/day.
Elemental Resistance (Ex): 3rd level, electricity resistance 10

Sorcerer spells/day and spells known (caster level 8, DC=17+spell level)
Cantrips: unlimited, Acid Splash, Launch Bolt, Launch Item, Prestidigitation, Read magic, Detect magic, Light, Mage Hand
Level 1: 8, Mage armor, Shield, Magic Missile, Protection from evil, Charm Person (DC 18), Burning hands (electricity damage) (DC 19)
Level 2: 8, Mirror image, Glitterdust (DC 20), Web (DC 20), Scorching ray (electricity damage)
Level 3: 7, Fireball (DC 21), Haste, Protection from energy
Level 4: 4, Summon monster IV


Background
When she was younger Elysia's mother Ayra Darkraven did a fair deal of adventuring, and on her adventures she met Gibus, who she fell in love with. Gibus is a (mostly) human adventurer with a very mixed heritage. Among his ancestors are people of noble birth, famous adventurers, elves and even a bronze dragon and an elemental air creature of some kind. Ayra and Gibus became married and eventually they got Elysia. Already at a very young age Elysia manifested very strong sorcerous powers, so it was quickly decided to give her training as a sorcerer, instead of training as a wizard, as there was otherwise tradition for in the Darkraven family. As a child Elysia also once saw her mother eradicate a group of attacking bandits with a single fireball, and she decided that she would learn the spell as quickly as possible, and be better with it than everyone else. It did of course take her many years to learn the fireball spell, but she is now indeed very good with it. At some point during her training she also learned that she can cast lightning magic with extra power, do to her air elemental heritage, and she has therefore recently learned to transform any elemental spell into a lightning version.
In the last 5 years Elysia’s powers has become quite strong and she has been joining her cousin Elan in his latest adventures. Despite their radically different personalities Elysia and Elan has become close friends and have found that they supplement each other very well on adventures.
When not on adventure Elysia works in the family business (production and trade of magic items). There she has developed the ability to be able to use almost any kind of magic item.

Appearance and personality
Elysia can only be described as stunningly beautiful. Somehow the best features of both elf and human has combined in her in a way that has created a rare exotic beautifulness that few people have seen the likes of. When people see Elysia they tend to stare in disbelief, and on many occasions a loud tavern has become completely silent in seconds after she entered. Despite her extreme physical attractiveness, there is also something with Elysia that makes most men weary of approaching her unless invited, it is almost like people can feel the strong arcane magic she possesses. So even though she is physically quite weak, very few men have been stupid enough to try to force themselves on her (and those who have… well, you don’t really want to know what happened to them…)
Elysia are well aware of her own beauty and as she is a natural born actress and generally has very good “people skills” she can be extremely manipulative when she want to. When among friends she is however friendly, charming and easygoing, and have a somewhat proactive sense of humor.
Elysia has the typical black hair of the Darkraven clan, but her eyes are sky-blue, and the rest of her features are the typical mix of human and elven features seen in all half-elves, it is just that in her those features somehow come together in what can only be described as perfection. When in a city Elysia likes to wear expensive dresses, and although she wears much more practical clothes when she is adventuring in the wild, her adventure outfit is always made of the best high-quality martials, and always fit her body perfectly.

NPC’s in Elysia’s Life:
Ayra Darkraven (Elf Wizard 11): Elysia’s mother and former adventurer who now mostly work in the family business (production and trade of magic items).
Father: Gibus Darkraven (Human (mostly) Sorcerer 1/Bard 6/Ranger 2/Fighter 1): Elysia’s father, who despite his age of 63 still go on adventures now and then.
Elan Darkraven (Elf Druid 4/wizard 3): Elysia’s cousin (PC)
Talindra Darkraven (level 17 wizard): Elysia’s grandmother and the (unofficial) leader of the Darkraven Clan.

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 10-14-2015 @ 12:18 PM).]

posted 07-27-13 00:07 AM EDT (US)     9 / 12  
thanks for sharing,,,,, nice post

ileatherjackets http://ileatherjackets.co.uk/ fight club jacket fight club jacket 000-108 dumps 000-108 dumps
posted 08-16-14 00:53 AM EDT (US)     10 / 12  
Topped by request. Again.
posted 08-17-14 08:40 AM EDT (US)     11 / 12  
Name: Veit Holderhek
Race: Dwarf
Class: Fighter 8
Alignment: Lawful Good
Languages: Dwarven, Common, Goblin

Abilities:
Strength: 20 (+5) (8 pts + 2 enh + 2 level + 1 prodigy)
Dexterity: 14 (+2) (6 pts)
Constitution: 16 (+3) (6 pts + 2 race)
Intelligence: 12 (+1) (4 pts)
Wisdom: 12 (+1) (2 pts + 2 race)
Charisma: 8 (-1) (2 pts - 2 race)

HP: 88 (10 + 7d10 + 24 con + 8 favored class + 8 feat)
AC: 30 (10 + 11 armor + 4 shield + 1 dodge + 1 deflection + 1 natural + 2 dex)
CMD: 27 (10 + 8 base + 5 str + 2 dex + 1 deflection + 1 dodge) +4 against bull rush and trip

Saving Throws: +2 against poison, spells, and spell-like abilities
Fortitude: +10 (6 class + 3 con + 1 resistance)
Reflex: +4 (2 class + 1 dex + 1 resistance)
Will: +4 (2 class + 1 wis + 1 resistance) +2 vs fear effects

Attacks:
+1 Flaming Dwarven Waraxe: +17 (8 base + 5 str + 2 feat + 1 enh + 1 weapon training), 1d10+10 (5 str + 2 feat + 2 enh + 1 weapon training) + 1d6 electricity damage + 1d6 fire damage, crit x3. Full round +17/+12.
Composite Longbow: +11 (8 base + 2 dex + 1 mwk), 1d8+5 (5 str) damage, range inc 110 ft, crit x3.
CMB: +13 (8 base + 5 str)

Feats:
1) Weapon Focus (dwarven waraxe)
1) Toughness
2) Dodge
3) Shield Focus
4) Weapon Specialization (dwarven waraxe)
5) Power Attack (-3 att, +6 dmg)
6) Cleave
7) Vital Strike
8) Greater Weapon Focus (dwarven waraxe)

Skills: (3x8 = 24 skill pts) (-3 armor check)
Intimidate: +10 (8 pts + 3 trained – 1 cha)
Knowledge (dungeoneering): +12 (8 pts + 3 trained + 1 int)
Survival: +12 (8 pts + 3 trained + 1 wis)

Equipment:
+1 Flaming Dwarven Waraxe (8 lbs), +2 Full Plate Armor (50 lbs), +1 Heavy Steel Shield (15 lbs), Ring of Protection +1, Amulet of Natural Armor +1, Masterwork Composite (+5 str) Longbow (3 lbs), Cloak of Resistance +1 (2 lbs), lesser crystal of energy assault (electricity), Quiver of 20 arrows (3 lbs), Boots of Striding and Springing, Belt of Giant Strength +2, 50 feet of silk rope, bedroll (3 lbs), waterskin (4 lbs), knife (1 lb).
Wealth: 10 gp and some string
Weight Carried: 89 lbs (light load 133 lbs or less)

Speed: 30 feet (20 base + 10 magic)

Special Abilities:

Race (Dwarf):
Slow and Steady (20 ft movement)
Darkvision 60 ft
Defensive Training (+4 dodge to AC against giants), Greed (+2 to appraise non-magical goods containing gemstones), Hatred (+1 to attack orcs and goblinoids), Hardy (+2 to saves against poison, spells, and spell-like abilities), Stability (+4 CMD against bull rush or trip), Stonecunning (+2 perception to notice unusual stonework, including traps)

Class (Fighter):
Bravery +2
Armor Training 2 (-2 armor check, +2 max dex)
Weapon Training 1 (axes)

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 11-04-2015 @ 01:01 PM).]

posted 11-05-14 03:45 PM EDT (US)     12 / 12  
Party items

+2 magic 'Delving' Studded Leather(made from Bulette plating)this quality grants you a burrow speed of 10 feet. You gain a +4 bonus on all saving throws against landslides, avalanches, tunnel collapses, and similar effects. 16,400 gp (Anestel)

Ring of "Feather fall" 2,200 gp (Galadarien)

Magic ring of "spell storing" (up to a total of 3 levels of spells at one time) 18,000 gp (managed by Elysia)

+2 magic scimitar- with 'bane' on it against "Magical beast" 18,315 gp (Elan)

magic leather boots: +5 movement speed, +1 on acrobatic rolls to move through threatened squares, +1 to ac against AoOs 3,000 gp (Anestel)

+1 heavy shield made from Bulette plating 1,350 gp (Galadarien)

+1 (attack and damage, claws only) set of magic leather "claws" for animals 4,000 gp (Tigra)

Bag of holding type III (Elan) with:
scrolls of fly (1), invisibility (1),
3 tanglefoot bags
20 gp (Drow coin)
4x potion of Cure Moderate Wounds
8x +1 composite long bow(+1 str) 20,000 gp
8x +1 rapier 18,560 gp
8x +1 chain shirt 10,000 gp
7x +1 Hide Armor 9,320 gp

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 10-08-2015 @ 03:28 PM).]

Age of Wonders 2 Heaven » Forums » Hall of Wonders - Role Playing & Creative Writing » Staff of the Emerald Enclave -- Character Thread
Top
You must be logged in to post messages.
Please login or register
Hop to:    
Age of Wonders 2 Heaven | HeavenGames