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Topic Subject: Secrets of Faerun -- Updated Character Thread
posted 09-01-08 10:24 AM EDT (US)   
Since we dropped some characters and others changed around, here is the new Character Thread.

Here's the old one:
http://aow.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=11,2270,,100

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 09-01-2008 @ 10:24 AM).]

Replies:
posted 09-01-08 10:26 AM EDT (US)     1 / 5  
Allahan
Race: Killoren
Class: 5th level Scout
Character Level: 6th
Character Languages: Sylvan, Common, Elven, Terran
Alignment: Chaotic Good Deity: Silvanus

Abilities:
Strength: 16 (+3)
Dexterity: 16 (+3)
Constitution: 13 (+1)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 10 (+0)

HP: 48 (9x4 + 6x2)
AC: 20 (10 natural + 5 armor + 3 dex + 2 deflection)

Saves:
Fortitude: +4 (2 class + 1 cloak + 1 con)
Reflex: +9 (5 class + 3 dex + 1 cloak)
Will: +6 (2 class + 3 wis + 1 cloak)

Feats:
Combat Expertise
Improved Trip
Dodge
Mobility

Equipment:
+1 Frost Shortsword, +1 Longsword, Amulet of Health +2, Masterwork Composite (+2) Longbow, +2 Studded Leather, Periapt of Wisdom +2, Ring of Protection +2, Cloak of Resistance +1, Gauntlets of Ogre Power, Quiver of 20 arrows, 2 torches, flint and steel, 50 feet of silk rope, 10 potions of shield, 11 potions of cure light wounds, 1 gem worth 200 gp apeice, potion of invisibility, potion of darkvision, least crystal of truedeath, +1 Heavy Mace of Disruption (8 lb).
Arrows: 30
Carried Weight: 50 lbs (light up to 58, this includes 100 gp)

Gold: 112 gp, 5 sp
XP Total: 18151 (next level at 21000)

Attack Bonus:
+1 Frost Shortsword: +8 (4 base + 3 str + 1 Magic)
+1 Light Mace of Disruption: +8 (4 base + 3 str + 1 Magic)
Masterwork Composite (+2) Longbow: +8 (4 base + 3 dex + 1 Masterwork)

Damage:
+1 Frost Shortsword: 1d6+5+1d6[cold] (4 str wielded two-handed + 1 magic + 1d6 frost), also 1d6 vs Undead with crystal.
+1 Light mace of Disruption: 1d6+4+1d6 vs Undead (3 str + 1 magic + 1d6 vs Undead from crystal, plus an undead hit must make a DC 14 Will save or be destroyed)
Composite Longbow: 1d8+2 (2 str)

Skills:
Balance (d20+7) [2 skill points + 2 synergy + 3 dex)
Climb (d20+11) [8 skill points + 3 str]
Escape Artist (d20+8) [5 skill points + 3 dex)
Hide (d20+11) [8 skill points + 3 dex]
Jump (d20+14) [5 skill points + 3 str + 2 synergy + 4 speed]
Knowledge Nature (d20+10) [6 skill points + 2 synergy + 2 int]
Listen (d20+11) [8 skill points + 3 wis]
Move Silently (d20+11) [8 skill points + 3 dex]
Search (d20+10) [8 skill points + 2 int]
Sense Motive (d20+10) [7 skill points + 3 wis]
Spot (d20+11) [8 skill points + 3 wis]
Survival (d20+10) [5 skill points + 3 wis + 2 race]
Swim (d20+5) [2 skill points + 3 str]
Tumble (d20+13) [8 skill points + 3 dex + 2 synergy]
Use Rope (d20+5) [2 skill points + 3 dex]

Speed:
Base Speed (move action) 40 feet
Double Move (full round action) 80 feet
Charge (full round action, ends with attack, straight line, +2 attack –2 AC) 80 feet
Run (move action, straight line, no dex bonus to AC) 80 feet
Run (full round action, straight line, no dex bonus to AC) 160 feet

Special Abilities:

Race (Killoren):
Immunity to sleep
+2 saving throws against enchantment spells or effects
Low-light vision
Fey Subtype
Cold Iron Anathema (-2 on attack rolls with cold iron weapons)
Manifest Nature’s Might (once per day, manifest chosen type):
Aspect of the Ancient: Bonus to Knowledge (nature) equal to HD, additional +2 vs enchantments.
Aspect of the Destroyer: Gain smite attack 1/day, + HD in damage vs enemy of nature
Aspect of the Hunter: +2 to Hide, Listen, Move Silently, Spot, and Initiative.

Class (Scout):

Skirmish (+2d6 damage, +1 AC after moving 10 feet)
Trapfinding
Uncanny Dodge
Trackless Step
Evasion
Flawless Stride (no longer affected by difficult terrain)

Background:

Little is known about Allahan. His age is undetermined, but he could easily be thousands of years old. At any rate, he more or less recently ventured out of his forest for the first time and generally didn't like what he saw. His personality varied depending on the aspect of nature he embodied, but he had a natural deep hate for things such as undead.

Always working together with others (mainly elves or others of his race), Allahan developed talents as a scout, moving ahead and gathering essential information as to the success of a future battle. The climax of his adventures to this point was a large battle against a necromancer and his hoarde of undead, in which all his companions were slain, leaving him on his own.

Now convinced of the evil around him and not wanting to see other lives be senselessly wasted, Allahan seeks to destroy evil as he perceives it--any threat to nature is evil, whether that threat be through undead or humans alike.

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 05-05-2009 @ 03:09 PM).]

posted 09-01-08 04:41 PM EDT (US)     2 / 5  
Name: Alethiel Ailasia
Race: Homo quendi (Animalia: Chordata: Mammalia: Primates: Hominidae)
Alignment: Neutral Good
Languages: Common, Elf, Druidic, Chondathan, Dwarvish, Celestial
Class: 6th level Druid
Home region: Ailasia clan, Cormanthor

Description: Tall and slender, Alethiel is a an athletic woman who carries herself with a distinct sense of purpose and high self-worth. Her dirty blonde hair is worn long down her back and locks hang on either side of her cyan eyes. She ownes a wide set of clothing from previous adventures, and her decorated green hide-armor is fitted so well to her form that it takes a second glance to realize that it is even armor and not simply a leather bodice, and her dark green cloak fits simply around her shoulders. Although like most Elves, her slender build precludes great strength or physical ruggedness, it is clear to those familiar with her kind that she is an excellent speciemn of her species.

Abilities
STR: ["14" (10) ("+2"+0)]
DEX: 18 (+4)
CON: 12 (+1)
WIS: 18 (+4)
INT: 16 (+3)
CHA: "14" (10) ("+2"+0)

HP: 48 (4 x 9 + 6 x 2)
AC: 16 (3 Dex + 3 magical leather armor, with optional further +3 if she has her shield)

Saves:
Fortitude: +6
Reflex: +6
Will: +9 (+11 vs enchantments, +13 vs fey, +15 vs fey enchantments)

Skills
Concentration 6 (+10)
Diplomacy '6' (+6)
Handle Animal '4' (+4)
Heal 8 (+12)
Knowledge (nature): 8 (+13)
Listen: 5 (+11)
Spellcraft: 4 (+7)
Spot: 5 (+11)
Survival 10 (+16) (+18 above ground)
Swim '7' (+7)

Feats:
Point Blank Shot
Scribe Scroll
Aimed Attack

Race features:
• +2 Dexterity, –2 Constitution.
• Immunity to magic sleep effects, +2 racial saving throw bonus against enchantments
• Low-Light Vision
• Weapon Proficiency: Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow)
• +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 features:
Animal Companion: Raven (Morgalad)
Nature Sense (+2 on Knowledge [nature] and Survival checks)
Wild Empathy +6
Woodland Stride
Trackless Step
Resist Nature's Lure
Wild Shape (small or medium) 2/day

Spells
Orisons: Create Water, Detect Magic, Light, Purify Food and Drink, Read Magic
1st Level: (used), Longstrider, Obscuring Mist, Produce Flame
2nd Level: (used), Cat's Grace, (used), (used)
3rd Level: (used), Stone Shape, Water Breathing

Equipment:
Amulet of the Body +2* (4000 gp, 0.1 lb)
+2 Bracelet of Dexterity (4000 gp)
+1 Diadem of Wisdom (1000 gp)
+1 Leather Armorp (1160 gp, 15 lb)
+1 Large Wooden Shield (1155 gp, 5 lb)
60 Arrows (3 gp, 3 lb)
1 Masterwork spear (302 gp, 3 lb)
1 Masterwork scimitar (315 gp, 4 lb)
1 Masterwork leather armor (160 gp, 15 lb)
1 quarterstaff
5 daggers (10 gp, 2 gp, 5 lb)
1 Wand of Lesser Vigor (37 charges left)
1 Staff of Life (12 charges)
Scrolls:
2 Wands of Cure Light Wounds (94 charges left in total)
2 Cure Moderate Wounds (300 gp)
4 Bull's Strength (150 gp)
1 Cat's Grace (150 gp)
2 Owl's Wisdom (150 gp)
1 Chill Metal (150 gp)
1 Scroll of Mass Heal
Backpack with:
Bedroll
2 sacks
30 feet of silk rope
Torch
Flint and steel
7 days of trail rations
(13 gp, 19 lb)
254 gp

*This can be treated as an Amulet of Health +2, but does not follow the design of the regular item of its kind. It is a long necklace containing the leaves of several tree species worn underneath Alethiel's clothing and armor-bodice, covering her heart. Its function is not specific to Alethiel, but it does only function for a female elf with a 14+ Dexterity and a Con between 10 and 11 (and with a Con of 11, it grants only +1 Con, not +2). The item was a gift to her as a material token to signify that the Gift of Life is given to her (see history), but the token itself is meant to symbolize it: the Gift is still hers even if she loses the token.

Attacks:
Composite Longbow +8 (d8 + 1)
Spear +5 (d8)
Scimitar +5 (d6)
Dagger +4 (d4)

History: Alethiel was born of an unremarkable Elven familiy in the small semi-nomadic Ailasia clan in western Cormanthor. This tribe had been for as long as any could remember a highly religious community, but at the same time fairly well-educated despite their semi-nomadic lifestyle. As a child, she was continually striken by wanderlust and a desire for adventure, commonly playing games of imagination with children of her people's clan about adventure, natural science, and the wills of the Heavens - and the Hells. Being somebody who had always shown from an early age that she had a heart for fellow living things and a mind for percieving the nature of the cosmos, Alethiel was invited to join the Druidic Order whose representatives included the elders of her clan, Mistress Yeriel and her husband Master Oliren. With a sense of love for the diverse world of Toril and the even more diverse Multiverse beyond, she accepted the invitation and began her study - and soon, her childhood slayings of Dragons and Devils were replaced by a calm and quiet heroism as she patiently aspired to the real thing.

The young Druid's study was complex and stimulating; she learned of many things, from academic subjects such as botany and geology to her first experiences of physical danger and fighting against unnatural evils, to finally learning of comparative religions and communion with spirits and Gods. After her first trials, it was prophecied that her destiny was to face evils that would threaten all Elvenkind and by extension all of the world, but that also she would not face them alone. And all could see that she was indeed among the finest specimens of her species, although of course she had many, many equals. The Druidic powers came naturally to her, as if not so much given by the Goddess to whom she prayed but awakened within her. When she was deemed ready, she was given the word to go forth, to learn as she would, to come back when she needed, but always to trust in herself. Power of life was allotted to her, that if slain she should be revived at need, for Nature's gift was given to her, and life was hers, lest in dying she failed on her quest, her quest she as yet did not know.

But before she was to wander, she first went to a temple in the shadow of the Dragonspines, where she was to learn of the other great arts: of population, and of war. The temple stood in the services of many of the Gods of the Wild, and to the Citadel of the Raven they sent many warriors of many kinds, for the guild of mages had created a spell by which they could cause to come into existence men and women to fight evils beyond the mountains, and those nearer at hand, indeed to breed these warriors. For her quality as a specimen of her kind Alethiel was again invited by the mages, and by the power of life given unto her it was deemed natural, and that she may in good faith accept, and this she did, and permission was given to the mages to call upon her once more if the need was upon them and the power given to them under the Gods of Light and Nature for the purpose of creating the Army of Nature's Orders, for indeed the power of nature of the living peoples to multiply was specially given to them.

But Alethiel did fight one day, for the temple was struck, but Men, by Orcs, and by Dead, and the castle wrecked and the temple burned and the monastary sacked, and the mages were trapped in their tower with but a few of the great clerics, and Aletheil herself fell by the door. But when the raiders fled in fear of an army from the Citadel above and the forest below, healers were called to care for the fallen and Alethiel they charged was among those to be given life once more, and the mages set to rebuilding the castle, and cloistered priests were summoned to rebuild the temple and the monastary. But Alethiel went back to Comranthor to ask her elders if she should have left to lie upon the steps of the tower, or if ashes made from her were to have been sent back to her tribe. But the great Druids said no, for indeed the gift of life was given to her, and she had not yet failed in her quest in having fallen: indeed, she had succeeded, for the mages tower stood, and her bravery had in part given them time to seal the evil outside. Indeed, it was judged that she was greater, not lesser, for all her trials, and once again she should seek her true quest and her destiny outside of her homeland, but that she was right to seek their advice. And so, once again, she set forth, wondering what the Gods saw for her in the future she would find.

Personality: Kind, and patient, but also excitable, Alethiel is fond of beauty in many of its forms and appreciates it fully: creating, preserving, or enhancing something beautiful is the principal motivation behind her life. She likes to reason as well as trust her instinct, and believes that the power that runs the universe is undeniably Divine and considers it obvious to any appearance that this is the case. Although partial to Mieliki, she is generally accepting of other peoples of other beliefs and even other alignments, but does become angry with beings doing what she regards as evil, although not for simply being evil. She doesn't really have any hatreds for any beings except undead and certain types of (largely evil) Outsiders, but she does believe that an appropriately good deed needs to be done regardless of what collateral damage may be caused. To her, liberty and justice are two sides of the same thing. Alethiel does enjoy adventure, is highly curious, especially about what she considers to be "real" things, and enjoys learning. Despite being religious, her love of nature causes her to hold the opinon that people are their physical representations and that the reward of the soul is an afterthought; she is her physical self, not her spiritual self. Having died twice now, Alethiel's opinion of death is that it is natural and should be accepted when it comes, and that if the dead's role in the natural beauty of the world is ended that the person should remain dead, but that the person should be freely revived if this role is not over. The Gods that govern this destiny are the judges of a person's role.

Contacts:
Clan and family: Alethiel's family is a semi-nomadic clan that lives in the forests of western Cormanthor, not far from the Dragonspine mountains. They are generally well-educated and have a strong nature-affiliation. Their elders are Druids. They are highly supportive of their family members, and Alethiel is considered to be family. They are also proud and joyful to have her and others like her travelling the lands and furthering the causes of the gentler and the more beautiful side of Nature. Alethiel's mother (CG elf Sorcerer/Expert) is named Kaloril and her father (NG elf Ranger) is named Sorian. The clan elders, a husband and wife pair, are both Druids named Oliren and Yeriel.
Druidic Order: As a member in good standing of the Druidic Order, Alethiel is recognized as a Druid and is has allies as such. At present, she is considered a fledgling advanced enough to quest on her own but is not considered an elder herself. In particular she is supported by her elders and teachers in the greater Cormanthor region. The Gift of Life that has been laid upon her signifies that she is to be raised if she should die while on her quest, provided that she did not fail her quest by dying. Neither Alethiel nor, apparently, her elders, know at present what the quest actually is yet, but they feel they are guided by some yet unknown Divine will. It also means that she should be considered by the Mages of Nature's Army as a person of value when they have the ability to choose valued individuals for their Army. Alethiel's mentor is a male elf Druid named Aminael.
Church of Mieleki: As a follower and priestess of Mieleki, Alethiel is considered to be a friend of this Church and of allied Churches wherever she goes. By extension, she is of course also the enemy of Mieleki's enemies. Perhaps because Alethiel has something of a special destiny or perhaps merely for being a priestess, she is able to commune with the Goddess for guidance at need.
Mages of Nature's Army: An order if similarly aligned mages dedicated to the creation and direction of an army for the protection of nature and of nature's peoples and of maintaining the balance of those peoples, especially the Elves but for most other people as well. Although principally arcane spellcasters, this order is granted Divine permission and or power to make use of the a mysterious and isolated demiplane or pocket dimension that they call the "Gift of the Population", by sending "valued" people to it. Any person whom they send can then be part of the army the mages create, as is any person concieved within it. It is not clear how the mages will eventually use this army including possibly even to the mages themseves, save that the purpose of the order of mages and their army is clear: the creation of an army to further the order's goals. It is not known how they choose their valued individuals, although quality of specimen, including instincts and temperment, are part of it. Alethiel, though the Gift of Life, is considered valuable to them, and the mages are free to call upon her to participate in their pocket plane whenever and as often as the mages are given the Divine permission and power to do so.
<Gift of the Population: In this pocket dimension (of maybe a million square miles in size), time passes much more rapidly than the prime material, in which the army created by the mages can be trained and bred.
<Gift-related family: Alethiel has so far been to the Gift of Population once. Alethiel would probably accept another invitation from the mages if offered one.
The Assailants: Alethiel knows almost nothing of the assailants who attacked the complex she was in while studying in the temple and participating in the Mages' populating campaign. She guesses that the masters behind the assailants know of the plans and were trying to put a stop to it, or at least slow its progress. Enemies of the Elves, she guesses, for the mate assignment consisted mostly of her kind, or perhaps enemies of the Druids, for not all were Elvish. Whomever they were, their force was composed of Humans, Orcs, and Undead. Somehow, she suspects that these assailants are related to her as-yet-unknown quest.


Name: Morgalad
Race: Corvus corax (Animalia: Chordata: Aves: Passeriformes: Corvidae)
Alignment: Neutral
Languages: Raven
Home region: Northern Cormanthor

Description: Morgalad looks at first glance to be nothing more than an ordinary raven, although he does have a sharper intellect than most. He is a medium to large, black bird with a slender beak and visible but not large talons. His eyes, like his plumage, are black.

Abilities
STR: 1 + 2 = 3 (-4)
DEX: 15 + 2 = 17 (+3)
CON: 10
WIS: 14 (+2)
INT: 3 (-4)
CHA: 6 (-2)

HP: 21 (1 + 4*5)
AC: 19 (2 Size +3 Dex + 4 natural armor)

Saves:
Fortitude: +4
Reflex: +7
Will: +3 (+7 vs enchantment)

Skills
Listen +6
Spot +8

Feats:
Alertness
Weapon Finesse

Movement
Fly (40 ft)
Walk (10 ft)

Attacks:
Beak +5 (d2 - 4)

History: Morgalad is the raven, lucky or unlucky, who has been following Alethiel since she last returned to her elders in Cormanthor. He had been living as a fairly ordinary raven before that, the opportunistic bird that he is. At present, he considers Alethiel somebody he loves and follows as a member of family.


Contacts:
Alethiel: Player character for whom Morgalad is her animal companion.

-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 05-13-2009 @ 10:38 PM).]

posted 09-03-08 08:05 AM EDT (US)     3 / 5  
Name: Lauriel Silverblade
Race: Moon Elf (also called silver elf)
Class: Level 6 Sorcerer
Languages: Elven, Common, Sylvan, Chondathan
Home region: Elven court (in Cormanthor, The Dalelands)
Alignment: Neutral Good
Deity: Mystra

Abilities:
Strength 10 (-)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 12 +2 (headband) = 14 (+2)
Wisdom 10 (-)
Charisma 19 (+4) +2 (cloak) = 21 (+5)

Hp: 28 (4x4+3x2+6con)
AC: 14 (10 + 3 dex + 1 amulet)

Saves:
Reflex: +6 (2 class +3 dex +1 vest)
Fortitude: +4 (2 class +1 con +1 vest)
Will: +6 (5 class +1 vest) (+2 against enchantments)

Feats:
Improved familiar
Weapon finesse
Storm Bolt [Reserve] (20-foot line of electricity as a standard action. This bolt deals 1d6 points of electricity damage per level of the highest-level electricity spell you have available to cast. DC 18 reflex save for half damage. +1 on caster level of electricity spells.
Alertness (when familiar is within 5 feet)

Carrying capacity: Light load 33 lb, medium load 34-66 lb, Heavy load 67-100 lb

Equipment: (32 lb)
Cloak of charisma +2 (4000 gp, 2 lb)
Amulet of natural armor +1 (2000 gp)
Ring of Wizardry I (20000 gp)
headband of intellect +2 (4000 gp)
Healing belt (3 charges) (750 gp, 1 lb)
Ring of water breathing and swimming
+1 magic composite longbow (2400 gp, 3 lb)
20 arrows (1 gp, 3 lb)
Masterwork rapier (320 gp, 2 lb)
+1 heavy mace of disruption (18312 gp, 8 lb)
Dagger (2 gp, 1 lb)
Sunrod (2 gp, 1 lb)
1 Wand of Remove Curse (40 charges left)
1 wand of restoration (19 charges left)
2 flasks of alchemist fire (40 gp, 2 lb)
19 pieces of jade each worth 5 gp (for casting hail of stone) (95 gp)
7 potions of cure light wounds (350 gp)
1 potion of cure moderate wounds (300 gp)
1 potion of darkvision (300 gp)
1 potion of invisibility (300 gp)
Vest of resistance +1 (1000 gp, 1 lb)
Truedeath crystal, least (1000 gp)
Metamagic Rod, Lesser (Sculpting) (3000 gp)
Metamagic Rod, Lesser (Energy Substitution, Acid) (2700 gp)
Scroll of
Scrolls:
3 color spray (75 gp)
3 expeditious retreat (75 gp)
5 protection from evil (125 gp)
1 Indentify (125 gp)
2 Benign Transportation (50 gp)
1 Haste (375)
1 Scorching Ray (150 gp)
1 See Invisibility (150 gp)
Backpack (2 gp, 2 lb)
Hooded Lantern (7 gp, 2 lb)
3 (3 sp, 3 lb)
Flint and steel

88 gp (1 lb)

Base attack/grabble: +3/+3

Single attacks:
+1 magic composite longbow: +7 (3 base +3 dex +1 magic), 1d8+1 damage (+1d6 agianst undead with truedeath crystal)
+1 heavy mace of disruption: +4 (3 base +1 magic), 1d8 damage (Undead: DC 14 Will save or be destroyed)(+1d6 agianst undead with truedeath crystal)
MW Rapier +7 (3 base +3 dex +1 MW), 1d6 damage (+1d6 agianst undead with truedeath crystal)
Dagger (both melee and ranged): +6 (3 base +3 dex), 1d4 damage (+1d6 agianst undead with truedeath crystal)
Touch attack (both melee and ranged): +6 (3 base +3 dex)

Skills: (27 points)
Bluff: 2 +5 cha = +7
Diplomacy (cc): 1 +5 cha = +6
Concentration: 9 +1 con = +10
Knowledge (arcana): 5 +1 int = +6
Spellcraft: 5 +1 int +2 synergy(arcana) = +8
Tumble (cc): 1+3 dex = +4
Use Magic Device (cc): 1+5 cha = +6 (+2 when using scrolls, synergy(spellcraft))
Untrained:
Intimidate: 0 +5 cha = +5
Listen: 0 +2 race +2 feat = +4
Spot: 0 +2 race +2 feat = +4
Search: 0 +2 race +1 int= +3
Disguise: 0 +5 cha = +5
Gather Information: 0 +5 cha = +5
Handle Animal: 0 +5 cha = +5
Heal: 0 +2 belt = +2

Race features:
• +2 Dexterity, –2 Constitution.
• Immunity to magic sleep effects, +2 racial saving throw bonus against enchantments
• Low-Light Vision
• Weapon Proficiency: Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow)
• +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 features:
Familiar
Spellcasting

Spells per day:
Level 0: 6 (2*)
Level 1: 14 (6*)
Level 2: 6 (2*)
Level 3: 4 (2*)
*number used

Known spells:
Level 0:

Detect Magic: Duration: Concentration, up to 6 min
Disrupt Undead: Ranged touch attack, 40 feet range, 1d6 damage to undead
Mage Hand: 5-pound telekinesis, 40 feet range, Duration: Concentration
Ray of frost: Ranged touch attack, 40 feet range, 1d3 cold damage
Read magic: 60 min duration
Touch of fatigue: Melee touch fatigues target, DC 15 fortitude save or fatigued for 6 rounds
Level 1:
Mage armor: Touch spell, +4 armor bonus to AC for 6 hours
Hail of stone (from spell Compendium): 160 feet range, 5 feet radius area (40 feet high cylinder), 5d4 damage, material component: piece of jade worth 5 gp
Corrosive Grasp: Next 6 touch attacks deal 1d8 acid damage, can be used with a natural weapon
Shield: Personal, +4 shield bonus to AC for 6 min, immune to magic missiles
Level 2:
Snilloc’s Snowball Swarm (from Forgotten Realms Campaign Setting): 160 feet range, 10 feet radius area, 3d6 cold damage, DC 17 reflex save for half damage
Web: 160 feet range, 20 feet radius area, entangles all in area, DC 17 reflex save or be glued to web, DC 20 strength check or DC 25 escape artist check to get free. To move: make strength check or escape artist check: for each 5 points the check is over 10 5 feet of movement can be done, 5 feet of web provides cover, 20 feet provides total cover.
Level 3:
Scintillating Sphere: 680 ft range, 20 ft radius, 7d6 damage

Speed:
Base speed: 30 feet.
Double Move: 60 feet.
Run: 60 feet.
Full-round run: 120 feet.
Charge: 60 feet

Familiar:
Name: Naja
Race: Blink Dog (Medium Magical Beast) (Complete arcane adds Blink Dog to the list of improved familiars)
Class: Familiar (5 HD)
Languages: Blink Dog Language (mixture of barks, yaps, whines, and growls)
Alignment: Lawful Good

Abilities:
Strength 10 (-)
Dexterity (17) (+3)
Constitution 10 (-)
Intelligence (10) (-)
Wisdom 13 (+1)
Charisma 11 (-)

Hp: 14 (half master hp)
AC: 22 (10 + 3 dex + 6 natural + 3 armor)

Saves:
Reflex: +7
Fortitude: +4
Will: +8

Feats:
Iron Will
Run
Track (race bonus feat)

Carrying capacity: Light load 49 lb, medium load 50-99 lb, Heavy load 100-150 lb

Equipment: (42 lb, light load)
Studdeed leather barding (50 gp, 20 lb
Ring of Water Breathing and Swimming
Backpack (2 gp, 2 lb)
30 feet of silk rope (6 gp, 3 lb)
2 torches (2 cp, 2 lb)

Base attack/grabble: +2/+2

Single attack:
Bite +6 (3 base + 3 dex), 1d6 damage (+2 to attack when blinking)

Skills:
Bluff: +2
Diplomacy: +1
Concentration: +9
Knowledge (arcana): +5
Spellcraft: +7
Tumble: +4 (-1 armor)
Hide +3 (-1 armor)
Listen +5
Sense Motive +3
Spot +5
Survival +4

Race features:
Blink (Su): A blink dog can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.
Dimension Door (Su): A blink dog can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting.
Darkvision 60 ft
Low-light vision
Scent

Familiar features
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex)
Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speed:
Base speed: 40 feet.
Double Move: 80 feet.
Run: 100 feet.
Full-round run: 200 feet.
Charge: 80 feet

Background:

Born in 1221 DR in Semberholme Lauriel would probably have become a warrior like most of the other members of the Silverblade family, had it not been for his extraordinaire sorcerer abilities. The Silverblades had a proud tradition of producing some of the best fighters in Cormanthor, but Lauriel’s sorcerer abilities developed at such an early age and were so strong that there could be no doubt where his future lay. They were in fact so strong that Lauriel found it difficult to control them, and none of the few and relative weak sorcerers around Lake Sember seemed able to help him.
The Silverblades had however connections to the Harpers (a few being Harpers themselves) and through Harper connections Lauriel was send to Aglarond, a country with plenty of powerful sorcerers including the ruler, the sorceress queen called “the Simbul”. Lauriel was not yet fully adult (only 105 years old) when he went to Aglarond, and it took him 12 years training with some of Aglarond’s best sorcerers to learn to fully control his sorcerer powers. Coming from a warrior family it was quite natural for Lauriel to mainly learn combat spells, and the sorcerers of Aglarond knew plenty of those, including some less known ones.
During his travel home from Aglarond Lauriel found that he liked adventures and traveling around the world. So he didn’t stay at Semberholme for long before he went on his first adventure. He has since been on many adventures. Many of those has started because of his connection to the Harpers, and over the years he has gained many friends among the harpers, and he has recently been asked to join them, but he has not yet decided if he wants to. Lauriel values freedom (his own and others) over everything else, and he feel that committing himself fully to a origination, even one as loosely organized like the Harpers, would limit his own freedom somewhat.
On one of his adventures some 10 years ago, Lauriel came across a pack of blink dogs that had been slain by some evil mages. A closer inspection did however show that one young female was still alive, if only barely. Lauriel saved her life with a healing potion, and Naja, as the dog was called, gratefully become his friend and companion. When Lauriel’s familiar died, he made Naja his new familiar, something that had the extra benefit that he could now fully speak with his friend (blink dogs are unable to speak other languages than their own).

Lauriel looks like a typical moon elf, although he is a little higher and is slightly finer build than an average moon elf.
He has long black hair, blue eyes and fair skin (without the blue tint that some moon elves have).
Most female elves and many female humans find him rather attractive…
As many other elves he consider elves to superior to most other races, but he is otherwise very tolerant towards other races, and has several friends among humans, half-elves and halflings. Some of those friends are harpers.
Even though he consider elves superior to most other races, he don’t think that its gives the life of an elf more value than the lives of other intelligent beings (at least as those beings are not evil) and he generally finds that the many races of Toril makes it a richer and more interesting world. He does however expert higher standards of elves than of other races. As most elves Lauriel is protective towards nature, but he generally consider fighting evil in general more important than fighting enemies of nature (who are not always evil).
Lauriel’s charismatic and friendly nature makes it easy for him to gain new friends, and people tend to trust him easily (even when they have reason not to). Lauriel has good leadership abilities, but he prefers to stay somewhat in the background and act as an advisor to however takes up the leading role on a group. If nobody is qualified to take a leading role, Lauriel will however do so.

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 05-05-2009 @ 08:16 AM).]

posted 09-03-08 08:07 AM EDT (US)     4 / 5  
Okri
Race: Human
Class: 6th level Fighter
Character Level: 6
Character Languages: Elven, Common
Alignment: Chaotic Neutral

Abilities:
Strength 20 (+5)
Dexterity 16 (+3)
Constitution 20 (+5)
Intelligence 13 (+1)
Wisdom 10 (+0)
Charisma 6 (-2)

HP: 82 (15x4 + 11x2)
AC: 21 (10 + 7 armor + 3 dex +1 ring)

Saves:
Fortitude: +11 (5 class + 5 con + 1 cloak)
Reflex: +6 (2 class + 3 dex + 1 cloak)
Will: +5 (2 class + 1 cloak + 2 feat)
(+3 agianst energy drain attacks, inflict spells and death effects)

Feats:
Exotic Weapon Proficiency (spiked chain)
Weapon Focus (spiked chain)
Weapon Specialization (spiked chain)
Combat Expertise
Iron Will
Combat Reflexes
Improved Trip
Power Attack

Carrying capacity: Light load: 116 lb. or less, Medium load: 117-233 lb., Heavy load: 234-350 lb.

Equipment:
Backpack with:
Bedroll
2 sacks
30 feet of silk rope
Flint and steel
2 days of trail rations [11 gp, 14 lb],

Amulet of health +4 (16000 gp)
Cloak of resistance +1 (1000 gp)
+1 Heavy Mace of Disruption (18312 gp)
+1 Spiked Chain (2325 gp 10 lb)
+1 Flaming Greatsword
+2 Breastplate
+1 Composite +5 str longbow (2900 gp)
Ring of protection +1 (2000 gp)
Crystal of lifekeeping, lesser: +3 on saves against energy drain attacks, inflict spells and death effects (1000 gp)
Truedeath crystal least (+1d6 damage to undead, 1000 gp)
gauntlets of ogre power +2 str (4000 gp)
Anklet of translocation: 2/day teleport 10 ft. (1,400 gp)
12 1st level enlarge person potions (50 gp)
6 cure light wounds potions (50 gp)
1 cure moderate wounds potion (300 gp)
1 Scroll of Greater Enlarge (375 gp)
1 Oil of Bristle: Armor grows spikes that attacks with wearer once each round for 2d6 damage (+3 attack bonus) lasts 3 minutes (300 gp)
1 Bulls eye lantern (12 gp)
10 pints of oil (1 sp)
4 sunrods (2 gp)
MW long bow (375 gp)
Quiver with 20 arrows
Ring of water breathing and swimming

Gold: 244

Base attack/grapple +6/+11

Attacks:
+1 Spiked Chain: +13 (6 base + 5 str + 1 magic + 1 feat), 2d4+10 damage (+1d6 against undead with truedeath crystal)
+1 Flaming Greatsword: +12 (6 base + 5 str + 1 magic), 2d6+8+1d6 damage (+1d6 against undead with truedeath crystal)
+1 Heavy Mace of Disruption: +12 (6 base + 5 str + 1 magic), 1d8+8 damage (+1d6 against undead with truedeath crystal)
+1 Composite +5 str longbow: +10 (6 base + 3 dex + 1 magic), 1d8+6 damage (+1d6 against undead with truedeath crystal)

Full attacks:
+1 Spiked Chain: +13/+8 (6 base + 5 str + 1 magic + 1 feat), 2d4+10 damage (+1d6 against undead with truedeath crystal)
+1 Flaming Greatsword: +12/+7 (6 base + 5 str + 1 magic), 2d6+8+1d6 damage (+1d6 against undead with truedeath crystal)
+1 Heavy Mace of Disruption: +12/+7 (6 base + 5 str + 1 magic), 1d8+8 damage (+1d6 against undead with truedeath crystal)
+1 Composite +5 str longbow: +10/+5 (6 base + 3 dex + 1 magic), 1d8+6 damage (+1d6 against undead with truedeath crystal)

Skills:
Climb (+7) (3 ranks + 5 str – 1 armor)
Handle Animal (-1) (1 rank – 2 cha)
Jump (+7) (3 ranks + 5 str – 1 armor)
Listen (+4) (4 ranks + 0 wis)
Move Silently (+6) (4 ranks – 1 armor + 3 dex)
Spot (+4) (4 ranks + 0 wis)
Swim (+13) (5 ranks + 5 str – 2 armor + 5 ring)

Speed: 20 ft

Background:
My mother was one of the peasant women "used" by the men at the local thieves guild. She wasn't proud of it, but they did provide her with bed and food. Although the bed was more often than not shared by one of thieves. I was always pushed aside as a child, but I was taken under the wing of a few. They taught me how to fight, and steal. I took favor to fighting rather than the stealth and speed required to be a good thief. Being so large I was often a good distraction point though. In the local street hustles I would "accidentally" bump into someone, and you all know the ending of that. I was never truly accepted by the others though. The other children feared me because I was so big, and a bit of a bully. The men of the thieves guild varied in their opinions of me. Some whose skills far exceeded my own thought me as worthless; others mostly used nimble fingers and swift legs to get them what they wanted. Those normally saw my potential as a guardian or warrior, but never really had a use for me.

Then the guilds weapon master took me in. I was 10 years old, and he became more of a father to me. He found me a challenge, I learned quickly enough, but I was headstrong. I had my own ideas on how to effectively use weapons. Sometimes my style worked, others it didn't, but I fought differently than anyone else.

Because of my size, the weapon master found that I was strong enough to wield most weapons with success. But he wanted to play on my strengths, and he started teaching me the use of the Spiked Chain. I picked up on this all very quickly, it was by far my favorite weapon. Then the guilds wizard gave me an enlarge potion. It seemed to me like the entire world changed at that moment. The enlarge person made me stronger, and improved my reach. I could attack from twenty feet away. Then the weapons master played on my reflexes, making me faster and more agile. He taught me how to take advantage of others positions in battle. I've trained with the spiked chain for 10 years, and it is almost a natural extension of myself at that point. I've learned to trip and disarm and destroy. No one is able to perform better with my selected weapon.

I became stronger and faster and my rank in the guild became higher and higher. As I grew and became a man, I found that my views of the world were a bit different from that of my peers. I never really had a problem with stealing to get what I needed or wanted, but sometimes the guild went to far. I set out to change that, and it got me in trouble. Because I knew all the secrets of the guild they couldn't let me just walk out. I was chased out, and I got a lucky break when I ran into the church. They didn't think to look for me there. I knew I had to move quickly though. The thieves guild could track anyone anywhere in this city. They new the streets and the sewers as well as any. Early in the morning I snuck out the gates in the middle of a caravan. I eventually got a chance to speak with the captain and he brought me on after making me prove my worth by carrying feed for all the animals.

After traveling for several days with the caravan I met Veklar on the byways. We talked little of our past, but he seemed as if he might be running from something as well. A formidable opponent if his scars and strength were any indication. I knew with his skill of the great sword he would be a great strength or a terrifying enemy. I decided at that time, he would be an ally. I had more than enough dangerous foes.

Regardless of our past, I knew my future could be bright. Veklar and I decided to travel together for a while. We started toward Phlan the next morning.

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 05-05-2009 @ 08:25 AM).]

posted 03-04-09 06:36 AM EDT (US)     5 / 5  
Portable Hole

Body of dead cleric
Lock of hair from her 3 comrades

+1 Full Plate
+1 Heavy Steel Shield
+1 Studded Leather Armor
Masterwork Quarterstaff
Masterwork Thieves' tools
2 Rings of Water Breathing and Swimming
3 flasks of holy water

+1 chain shirt (Okri)

8 pints of oil (Lauriel)
Bedroll (Lauriel)
10 days of trail rations (Lauriel)

Masterwork spear (Alethiel)
Masterwork scimitar (Alethiel)

Kris Lighthawk
Creator of Lighthawk's mod
Age of Wonders 2 Heaven » Forums » Hall of Wonders - Role Playing & Creative Writing » Secrets of Faerun -- Updated Character Thread
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