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Athelmaun's Obsession PC Thread

Discussion in 'Role-play Corner' started by Ilmater's Suffering, Mar 30, 2006.

  1. Ilmater's Suffering Gems: 21/31
    Latest gem: Pearl


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    PCs must have:

    1. A home region if they are native to Toril, your PCs have to come form somewhere (I will supply a list of regions from the Player's Guide to Faerun)

    2. Ability line, the bread and butter of character comparison.

    3. Weapons and armor your character is using

    any further questions, feel free to message me and I'll do my best to help you out. I will also provide a list of height and weight for non-drow elves as FR elves are pretty non-standard.

    [ May 03, 2006, 00:08: Message edited by: Ilmater's Suffering ]
     
  2. Ilmater's Suffering Gems: 21/31
    Latest gem: Pearl


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    Saevilar (Silverdew)
    Moon Elf, 10th level Abjurer/2nd level Spellguard of Silverymoon
    Medium Humanoid (Elf)

    Hit Dice: 12d4+11 (42 hp)
    Initiative: +3
    Speed: 30 ft.
    Armor Class: 19 (+3 Dex, +1 insight, +3 bracers of armor +3, +1 ring of protection +1, +1 amulet of natural armor +1), touch 15, flat-footed 16
    Base Attack/Grapple: +6/+5
    Attack: +1 quarterstaff +6 melee (1d6) or masterwork light crossbow +10 ranged (1d6/19-20)
    Full Attack: +1 quarterstaff +6/+1 melee (1d6) or masterwork light crossbow +10 ranged (1d8/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spells
    Special Qualities: Elven traits, obligation, token, ward attunement
    Saves: Fort +3, Ref +6, Will +12 (+14 against enchantments)
    Abilities: Str 9, Dex 17, Con 11, Int 20 (22), Wis 15, Cha 9
    Skills: Concentration +15 (+19 casting defensively), Decipher Script +21, Gather Information -1 (+1 in the Silver Marches), Knowledge (arcana) +21 (+23 with arcana of the Silver Marches), Knowledge (the Silver Marches local) +21, Knowledge (the planes) +14, Listen +4, Search +8, Spellcraft +23, Spot +6, Survival +2 (+4 on other planes)
    Feats: Combat Casting, Extend Spell, Extraordinary Concentration, Mind over Body, Quicken Spell, Scribe Scroll, Silent Spell, Still Spell, Widen Spell
    Alignment: Neutral good
    Level Adjust: +0
    Wizard Spells Prepared (5/7/7/6/5/5/4; save DC 16 + spell level): 0-detect magic, mage hand, read magic, resistance (2); 1st-alarm, comprehend languages, endure elements, identify, magic missile, protection from evil (2); 2nd-detect thoughts (2), protection from arrows, resist energy (2), see invisibility, scorching ray; 3rd-dispel magic (2), fireball (2), magic circle against evil, tongues; 4th-arcane eye, force missiles, lesser globe of invulnerability, remove curse, stoneskin; 5th-break enchantment (2), dream, dismissal, passwall; 6th-antimagic field, greater dispel magic, Tenser’s transformation, true seeing
    Spellbook: 0-
    Prohibitied Schools: Enchantment and Necromacy

    Height: 5'11"
    Home Region: Silver Marches
    Sub-Region: Silverymoon
    Patron Deity: Corellon Larethian
    Other Deities: Sehanine Moonbow

    You see a tall and slender, androgynous elf before you. He is quite handsome, but has a sour, distainful look on his face. His hair is long and raven, his eyes a sapphire blue and his flesh an ivory white. He wears long robes marking him as a spell guard of Silverymoon and holds a beautiful quarterstaff loosely in one hand.

    Background/Rumors: Saevilar is one of the better known names in the Spellguard, simply because he is as powerful as my of the ex-adventurers leading fellow cities of the Silver Marches. Saevilar is assumed to be on business in the name of Silverymoon, for a Spellguard has duties that would prevent him from otherwise acting in the fashion Saevilar currently is. Saevilar is known as being a complete recluse and it is assumed that this business on behalf of Silverymoon doesn't sit well on his shoulders, but it is likely important if Saevilar was the one chosen to act on Silverymoon.

    [ June 17, 2006, 06:51: Message edited by: Ilmater's Suffering ]
     
  3. Ilmater's Suffering Gems: 21/31
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    Mira Diamondpetal
    Half-Moon Elf, 12th level Ranger of Mielikki
    Medium Humanoid (Elf)

    Hit Dice: 12d8+12 (69 hp)
    Initiative: +5
    Speed: 30 ft.
    Armor Class: 20 (+5 Dex, +5 +2 studded leather), touch 15, flat-footed 15
    Base Attack/Grapple: +12/+14
    Attack: +1 two-bladed sword +17 melee (1d8+4/17-20) or +1 composite longbow (+2 Str bonus) +18 ranged (1d8+3/x3)
    Full Attack: +1 two-bladed sword +15/+10/+5 melee (1d8+4/17-20) and +1 two-bladed sword +15/+10/+5 melee (1d8+2/17-20) or +1 composite longbow (+2 Str bonus) +18/+13/+8 ranged (1d8+3/x3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spells
    Special Qualities: Evasion, half-elf traits, swift tracker, wild empathy, woodland stride
    Saves: Fort +10 (+12 against ability drains, death effects and energy drains), Ref +14, Will +6 (+8 against ability drains, death effects, enchantments and energy drains)
    Abilities: Str 16, Dex 20 (22), Con 12, Int 13, Wis 13, Cha 11
    Skills: Climb +10, Diplomacy +2, Gather Information +2, Handle Animal +15, Hide +21, Knowledge (nature) +18, Listen +10, Move Silently +21, Ride +8, Search +9, Spot +10, Survival +16 (+18 following tracks and in natural environments)
    Feats: Dodge, Endurance, Exotic Weapon Proficiency (two-bladed sword), Greater Two-Weapon Fighting, Improved Critical (two-bladed sword), Improved Two-Weapon Fighting, Strong Soul, Track, Two-Weapon Fighting, Weapon Focus (two-bladed sword)
    Alignment: Chaotic good
    Level Adjust: +0
    Ranger Spells Prepared (2/1/1; save DC 11 + spell level): 1st-pass without a trace, speak with animals; 2nd-snare; 3rd-cure moderate wounds

    Height: 5'7"
    Home Region: Silver Marches
    Sub-Region: Silverymoon
    Patron Deity: Mielikki
    Other Deities: Solonor Thelandira

    You see a lithe half-elf before you. Her appearance is relatively nondsicript as her looks are only slightly above average. Her hair is a dark brown, her eyes a sea blue and her flesh fair. She wears leather armor and has the trappings of a ranger; the handle a two-bladed sword leans against her shoulder.

    Background/Rumors: Mira is techincally a local to Silverymoon, but has spent most of her life outside the walls of Silverymoon. For the last few years she has served as a scout and tracker for Silverymoon. It is rumored that she chose to join Saevilar on her own accord and the sighs and looks she gives Saevilar seems to spin rumors that she's accompanying Saevilar out of unrequited love.

    Valania
    Wolf
    Medium Animal

    Hit Dice: 6d8+12 (39 hp)
    Initiative: +3
    Speed: 50 ft.
    Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
    Base Attack/Grapple: +4/+6
    Attack: Bite +7 melee (1d6+2)
    Full Attack: Bite +7 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Trip
    Special Qualities: Devotion, evasion, link, low-light vision, scent, share spells
    Saves: Fort +7, Ref +8, Will +3 (+7 vs. enchantments)
    Abilities: Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6
    Skills: Hide +4, Listen +6, Move Silently +5, Spot +6, Survival +1 (+5 tracking by scent)
    Feats: Alertness, Run, Track, Weapon Focus (bite)
    Alignment: Neutral

    [ June 17, 2006, 06:52: Message edited by: Ilmater's Suffering ]
     
  4. Daie d'Malkin

    Daie d'Malkin Shoulda gone to Specsavers

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    Ilmater, I will be joining this, but I haven;t got any books to work out stats and stuff.
     
  5. Daie d'Malkin

    Daie d'Malkin Shoulda gone to Specsavers

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    Daie d'Malkin
    Male Wood Elf Cleric 7 / Ranger 9
    Neutral Good
    Representing Daie
    Strength15(+2)
    Dexterity20(+5)
    Constitution15(+2)
    Intelligence12(+1)
    Wisdom18(+4)
    Charisma14(+2)
    Size:Medium
    Height:5' 4"
    Weight:130 lb
    Skin:Tan
    Eyes:Green
    Hair:Blond; Straight; Beardless


    Domains: Good, Moon
    Energy: Positive [Healing / Turns Undead]
    Total Hit Points: 97
    Speed: 40 feet [quick]
    Armor Class: 17 = 10 +5 [chainmail] +2 [dexterity in armor]
    Touch AC: 12
    Languages:Common Elven Sylvan

    Long Spear [1d8, crit x3, 9 lb., two-handed, piercing]
    Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]
    Lance [2d4, crit x3, 12 lb., two-handed, piercing]
    Longbow [1d8, crit x3, range inc. 100 ft, 3 lb, piercing]
    Chain mail [medium; +5 AC; max dex +2; check penalty -5; 40 lb.]
    Feats:
    Combat Casting
    Combat Reflexes
    Dodge
    Endurance[free to rangers]
    Lightning Reflexes
    Rapid Shot[ranger archery track]
    Many Shot[ranger archery track]
    Stealthy
    Track[free to rangers]
    Silent Spell

    Traits:
    Quick

    Skill NameKey
    AbilitySkill
    ModifierAbility
    ModifierRanksMisc.
    Modifier
    AppraiseInt1 = +1
    BalanceDex*5 = +5
    BluffCha2 = +2
    ClimbStr*2 = +2
    ConcentrationCon12 = +2+10
    Craft_1Int1 = +1
    Craft_2Int1 = +1
    Craft_3Int1 = +1
    DiplomacyCha12 = +2+10
    DisguiseCha2 = +2
    Escape ArtistDex*5 = +5
    ForgeryInt1 = +1
    Gather InformationCha2 = +2
    HealWis4 = +4
    HideDex*17 = +5+10+2 [stealthy]
    IntimidateCha2 = +2
    JumpStr*6 = +2+2 [speed 40]
    Knowledge (religion)Int16 = +1+15
    ListenWis16 = +4+10+2 [elf]
    Move SilentlyDex*17 = +5+10+2 [stealthy]
    Perform_1Cha2 = +2
    Perform_2Cha2 = +2
    Perform_3Cha2 = +2
    Perform_4Cha2 = +2
    Perform_5Cha2 = +2
    RideDex10 = +5+5
    SearchInt13 = +1+10+2 [elf]
    Sense MotiveWis4 = +4
    SpellcraftInt16 = +1+15
    SpotWis16 = +4+10+2 [elf]
    SurvivalWis4 = +4
    SwimStr**2 = +2
    Use RopeDex5 = +5

    * = check penalty for wearing armor
    Know Religion >=5 ranks gives +2 on turn/rebuke the undead.
    Search >=5 ranks gives +2 on survival checks while tracking.

    Zero-level Cleric spells: 6 per day

    First-level Cleric spells: 5 (4+1) per day +1 from a domain:

    Second-level Cleric spells: 4 (3+1) per day +1 from a domain:

    Third-level Cleric spells: 3 (2+1) per day +1 from a domain:

    Fourth-level Cleric spells: 2 (1+1) per day +1 from a domain:

    First-level Ranger spells: 2 (1+1) per day

    Second-level Ranger spells: 1 (0+1) per day

    Wood Elf:
    +2 dexterity / +2 strength / -2 constitution / -2 intelligence (already
    included)

    Immune to magical sleep

    +2 racial bonus to saves vs. enchantments

    Low-light vision

    Proficient with longsword, rapier, longbow && shortbow

    +2 racial bonus on listen, search, and spot checks

    Notice secret doors

    Cleric:
    Alignment Aura

    Spontaneous Casting (heal)

    Turn Undead (5x/day)

    High wisdom gains bonus spells daily

    Domain choices give additional abilities

    Ranger:
    Favored enemies

    Track as bonus feat (already included)

    Combat Style

    Endurance

    Wild empathy (roll level + charisma bonus)

    Endurance (level 3)

    Animal Companion (level 4)

    Woodland Stride (level 7)

    Swift Tracker (level 8)

    Evasion (level 9)

    Camouflage (level 13)

    Hide in Plain Sight (level 17)

    High wisdom gains bonus spells daily

    Favored Enemies:
    Humanoids (orc) +2

    Undead +4

    This ranger chose the archery track.


    Inventory
    Arrows (quiver of 20) x10
    Backpack
    Candle
    Chalk
    Flint and steel
    Ink pen
    Mug
    Paper sheets x10
    Sewing needle
    Signet ring
    Soap
    Tent
    Waterskins x4
    Whetstone
    Spell component pouch

    More about Daie d'Malkin:

    Daie was born the eldest son, and therefore heir, to a noble elven house in the last city of teh People in Tethyr. As a youngster in the city, he became disillusioned with the staunchly conservative and traditional views of the elders, and began his rebellion. He started by refusing to follow his father into the ranks of Rillifane's clergy, instead offering his worship to Selune, after a strange visit from a human girl who called herself 'Luna'.

    The second part of Daie's rebellion came when he left the city early on the morning of his first day as an adult. He made his way to Saradush, where he discovered a mercenary company known as the Starshadow Company, owned by a drow priestess of all things.

    He gained a good friend, a best friend, and a lover within a year of joining the group.

    Minstra del Gardia, a fellow expatriate from the city, and a druidess became a close companion. Maron of Sune, an avariel priestess of the human goddess of love became the greatest friend he ever had.
    Finally, after a time dancing around the subject, Daie and Raven d'Malkin, drow leader of the company admitted their mutual love, and became partners.

    A chance encounter with a strangely familiar figure led the group back to Daie and Minstra's home city, but along the way they passed through village after village burnt to the group, covered it blood, but empty of bodies.

    Eventually it became clear that a vampiric elf, and estranged relation of Daie was assembling an army of undead to force his way back into the city that had exiled him (sound familiar? :D )

    After a pitched battle involving zombies, lancers, thousands of soldiers, mercenaries, X WIng fighters and force-wielding goblins with funny syntax ( :D ), the vampire was defeated, but the young Daie d'Malkin (having taken Raven's name after their marriage) found himself exiled from the city by his vindictive father, for the 'crime' of killing a kinsman.

    So, the young elf wandered north with his companions, taking jobs as and when they found them.
     
  6. Daie d'Malkin

    Daie d'Malkin Shoulda gone to Specsavers

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    Maron
    Female Winged Elf Cleric 13
    Chaotic Good

    Strength 13 (+1)
    Dexterity 19 (+4)
    Constitution 12 (+1)
    Intelligence 16 (+3)
    Wisdom 20 (+5)
    Charisma 20 (+5)
    Size: Medium
    Height: 5' 5"
    Weight: 90 lb
    Skin: Pale
    Eyes: Blue
    Hair: Blonde; Straight

    Domains: Healing, Love
    Energy: Positive [Healing / Turns Undead]
    Total Hit Points: 65
    Speed: 30 feet
    Armor Class: 14 = 10 +4 [dexterity]
    Touch AC: 14
    Flat-footed: 10
    Initiative modifier: +4 = +4 [dexterity]
    Fortitude save: +10 = 8 [base] +1 [constitution] +1 [passionate]
    Reflex save: +8 = 4 [base] +4 [dexterity]
    Will save: +12 = 8 [base] +5 [wisdom] -1 [passionate]
    Attack (handheld): +10/+5 = 9 [base] +1 [strength]
    Attack (unarmed): +10/+5 = 9 [base] +1 [strength]
    Attack (missile): +13/+8 = 9 [base] +4 [dexterity]
    Grapple check: +10/+5 = 9 [base] +1 [strength]
    Light load:
    Medium load:
    Heavy load:
    Lift over head:
    Lift off ground:
    Push or drag: 50 lb. or less
    51-100 lb.
    101-150 lb.
    150 lb.
    300 lb.
    750 lb.
    Languages: Auran Celestial Common Elven (? 2 more)
    Light Mace [1d6, crit x2, 1 lb, light, bludgeoning]
    Long Spear [1d8, crit x3, 9 lb., two-handed, piercing]
    Javelin [1d6, crit x2, range inc 30 ft., 2 lb, piercing]
    Feats:
    Dodge
    Persuasive
    Flyby Attack [hand-edit as needed]
    Rapid Flight [hand-edit as needed]
    Silent Spell
    Traits:
    Easygoing
    Passionate
    Skill Name Key
    Ability Skill
    Modifier Ability
    Modifier Ranks Misc.
    Modifier
    Appraise Int 3 = +3
    Balance Dex* 4 = +4
    Bluff Cha 7 = +5 +2 [persuasive]
    Climb Str* 1 = +1
    Concentration Con 11 = +1 +10
    Craft_1 Int 3 = +3
    Craft_2 Int 3 = +3
    Craft_3 Int 3 = +3
    Diplomacy Cha 15 = +5 +10
    Disguise Cha 5 = +5
    Escape Artist Dex* 4 = +4
    Forgery Int 3 = +3
    Gather Information Cha 8 = +5 +2 +1 [easygoing]
    Heal Wis 21 = +5 +16
    Hide Dex* 4 = +4
    Intimidate Cha 6 = +5 +2 [persuasive] -1 [easygoing]
    Jump Str* 5 = +1 +4 [winged elf]
    Knowledge (geography) Int 8 = +3 +5
    Knowledge (religion) Int 13 = +3 +10
    Listen Wis 7 = +5 +2 [elf]
    Move Silently Dex* 4 = +4
    Perform_1 Cha 10 = +5 +5
    Perform_2 Cha 5 = +5
    Perform_3 Cha 5 = +5
    Perform_4 Cha 5 = +5
    Perform_5 Cha 5 = +5
    Ride Dex 4 = +4
    Search Int 5 = +3 +2 [elf]
    Sense Motive Wis 4 = +5 -1 [easygoing]
    Spellcraft Int 13 = +3 +10
    Spot Wis 9 = +5 +4 [winged elf]
    Survival Wis 5 = +5
    Swim Str** 1 = +1 +8 [half aquatic elf]
    Use Rope Dex 4 = +4
    * = check penalty for wearing armor
    Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards.
    Know Religion >=5 ranks gives +2 on turn/rebuke the undead.
    Zero-level Cleric spells: 6 per day

    First-level Cleric spells: 7 (5+2) per day +1 from a domain:

    Second-level Cleric spells: 6 (5+1) per day +1 from a domain:

    Third-level Cleric spells: 5 (4+1) per day +1 from a domain:

    Fourth-level Cleric spells: 5 (4+1) per day +1 from a domain:

    Fifth-level Cleric spells: 4 (3+1) per day +1 from a domain:

    Sixth-level Cleric spells: 2 per day +1 from a domain:

    Seventh-level Cleric spells: 1 per day +1 from a domain:

    Winged (Avariel) Elf:
    • Immune to magical sleep

    • +2 racial bonus to saves vs. enchantments

    • Low-light vision

    • Proficient with longsword, rapier, longbow && shortbow

    • +2 racial bonus on search and listen, +4 on spot, +4 on jump checks

    • Notice secret doors

    • Fly 50 feet, average maneuverability

    • Proficient with rapier, longsword, lasso and bolas

    • Level adjustment +3

    Cleric:
    • Alignment Aura

    • Spontaneous Casting (heal)

    • Turn Undead (8x/day)

    • High wisdom gains bonus spells daily

    • Domain choices give additional abilities


    Class HP rolled
    Level 1: Cleric 8
    Level 2: Cleric 8
    Level 3: Cleric 1
    Level 4: Cleric 2 +1 to strength
    Level 5: Cleric 4
    Level 6: Cleric 7
    Level 7: Cleric 2
    Level 8: Cleric 1 +1 to charisma
    Level 9: Cleric 7
    Level 10: Cleric 3
    Level 11: Cleric 2
    Level 12: Cleric 4 +1 to charisma
    Level 13: Cleric 3



    Maron 's Equipment:
    12 lb
    5 lb
    6 lb


    1 lb

    10 lb
    5 lb

    1 lb
    8 lb
    8 lb
    1 lb
    1 lb
    3 lb
    2 lb
    _____
    63 lb Weapons / Armor / Shield (from above)
    Bedroll
    Blanket, winter x2
    Ink vial
    Ink pen
    Mirror
    Parchment sheets x5
    Pot
    Rations (1 day) x5
    Sewing needle
    Soap
    Waterskins x2
    Disguise kit
    Healer kit
    Holy symbol (silver)
    Musical instrument
    Spell component pouch


    More about Maron :

    Maron is an avariel Cleric of Sune.Originating from a secluded Avarial Aerie in Icewind Dale, she left home to see what the world could offer her. Eventually, she found herself in Tethyr, travelling with a mercenary company called Starshadow.

    She adventured with them for a year before Daie Vanya arrived, the catalyst to the destruction of teh company. After the company was obliterated in the battle of Suldanaessallar, she continued travelling with her friends.

    Only a few years older than him, Maron is best friends with the young Daie d'Malkin, and the two elves are thick as thieves.

    Maron owns a small grey cat, named Shade, who is the bane of Daie's life. The cat is almost as mischievious as it's owner, delighting in plaguing Daie's life.

    *From the Rasheman character thread*

    Maron originally comes from somewhere in Icewind Dale, but won;t tell where. This is to protect the other Avariel there she claims, but those talking to her get the impression she doesn;t want to talk about home much.

    Physically, she's tall for an elf, but around average size for an avariel. She has long golden hair which curves inward just under her jawbone, framing her heart shaped face. She has large blue eyes, and a pale complexion coming from growing up in the snow.

    FOllowing the tenets of her faith, Maron wears flattering clothes, showing off her curvy body.
    She usually wears white breches, and a pink tunic. Her large white wings sit comfortably behind her back, and they flash gold in the light, as the feathers are lightly tinted.

    Maron wields a long handled mace. It's head is fashioned out of heavy glass, and it flashes in the sun when she uses it. Strangely, it never smashes.

    When talked to, Maron smiles warmly, and invites conversation. She's happy to talk a bout anything except her home. Mostly, she talks about her friends in the Starshadow mercenary company.

    Maron is friendly and open, seeing every starnger as a new friend, unsurprisingly as a cleric of SUne, goes out of her way to set people up. However, when anyone makes advances to her, she smiles sadly, and shakes her head. before leaving.

    [ May 08, 2006, 18:16: Message edited by: Daie d'Malkin ]
     
  7. Daie d'Malkin

    Daie d'Malkin Shoulda gone to Specsavers

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    Minstra del Gardia
    Female Wood Elf Druid 16
    Neutral Good
    Representing Daie


    Strength 15 (+2)
    Dexterity 16 (+3)
    Constitution 16 (+3)
    Intelligence 13 (+1)
    Wisdom 19 (+4)
    Charisma 14 (+2)
    Size: Medium
    Height: 5' 2"
    Weight: 130 lb
    Skin: Tan
    Eyes: Green
    Hair: Blonde; Curly



    Total Hit Points: 141

    Speed: 30 feet

    Armor Class: 13 = 10 +3 [dexterity]

    Touch AC: 13
    Flat-footed: 10
    Initiative modifier: +3 = +3 [dexterity]
    Fortitude save: +13 = 10 [base] +3 [constitution]
    Reflex save: +8 = 5 [base] +3 [dexterity]
    Will save: +14 = 10 [base] +4 [wisdom]
    Attack (handheld): +14/+9/+4 = 12 [base] +2 [strength]
    Attack (unarmed): +14/+9/+4 = 12 [base] +2 [strength]
    Attack (missile): +15/+10/+5 = 12 [base] +3 [dexterity]
    Grapple check: +14/+9/+4 = 12 [base] +2 [strength]


    Light load:
    Medium load:
    Heavy load:
    Lift over head:
    Lift off ground:
    Push or drag:
    66 lb. or less
    67-133 lb.
    134-200 lb.
    200 lb.
    400 lb.
    1000 lb.



    Languages: Common Druidic Elven Sylvan


    Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]

    Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]

    Longbow [1d8, crit x3, range inc. 100 ft, 3 lb, piercing]


    Feats:

    Animal Affinity
    Combat Casting
    Martial Weapon Proficiency Weapon:
    Negotiator
    Self-Sufficient
    Track

    Traits:


    Skill Name Key
    Ability Skill
    Modifier Ability
    Modifier Ranks Misc.
    Modifier
    Appraise Int 1 = +1
    Balance Dex* 3 = +3
    Bluff Cha 2 = +2
    Climb Str* 2 = +2
    Concentration Con 18 = +3 +15
    Craft_1 Int 1 = +1
    Craft_2 Int 1 = +1
    Craft_3 Int 1 = +1
    Diplomacy Cha 4 = +2 +2 [negotiator]
    Disguise Cha 2 = +2
    Escape Artist Dex* 3 = +3
    Forgery Int 1 = +1
    Gather Information Cha 2 = +2
    Handle Animal Cha 14 = +2 +10 +2 [animal affinity]
    Heal Wis 16 = +4 +10 +2 [self-sufficient]
    Hide Dex* 3 = +3
    Intimidate Cha 2 = +2
    Jump Str* 2 = +2
    Knowledge (nature) Int 24 = +1 +19 +2 [druid] +2 [survival]
    Knowledge (nobility) Int 1.5 = +1 +0.5
    Listen Wis 16 = +4 +10 +2 [elf]
    Move Silently Dex* 3 = +3
    Perform_1 Cha 2 = +2
    Perform_2 Cha 2 = +2
    Perform_3 Cha 2 = +2
    Perform_4 Cha 2 = +2
    Perform_5 Cha 2 = +2
    Ride Dex 7 = +3 +2 [handle animal] +2 [animal affinity]
    Search Int 3 = +1 +2 [elf]
    Sense Motive Wis 6 = +4 +2 [negotiator]
    Spot Wis 21 = +4 +15 +2 [elf]
    Survival Wis 23 = +4 +15 +2 [druid] +2 [self-sufficient]
    Swim Str** 2 = +2
    Use Rope Dex 3 = +3


    * = check penalty for wearing armor

    Handle Animal >=5 ranks gives +2 on wild empathy checks.
    Know Nature >=5 ranks gives +2 on survival checks above ground.


    Zero-level Druid spells: 6 per day


    First-level Druid spells: 6 (5+1) per day


    Second-level Druid spells: 6 (5+1) per day


    Third-level Druid spells: 6 (5+1) per day


    Fourth-level Druid spells: 5 (4+1) per day


    Fifth-level Druid spells: 4 per day


    Sixth-level Druid spells: 3 per day


    Seventh-level Druid spells: 3 per day


    Eighth-level Druid spells: 2 per day


    Wood Elf:


    +2 dexterity / +2 strength / -2 constitution / -2 intelligence (already included)

    Immune to magical sleep

    +2 racial bonus to saves vs. enchantments

    Low-light vision

    Proficient with longsword, rapier, longbow && shortbow

    +2 racial bonus on listen, search, and spot checks

    Notice secret doors

    Druid:

    Spontaneous Casting (summon nature's ally)

    Animal Companion

    Wild Empathy

    +2 on Knowledge (nature) and Survival (already included)

    Woodland Stride (level 2)

    Trackless Step (level 3)

    Resist Nature's Lure (level 4)

    Wild Shape (level 5)

    Venom Immunity (level 9)

    A Thousand Faces (level 13)

    Timeless Body (level 15)

    High wisdom gains bonus spells daily


    Class HP rolled
    Level 1: Druid 8
    Level 2: Druid 7
    Level 3: Druid 8
    Level 4: Druid 5 +1 to wisdom
    Level 5: Druid 7
    Level 6: Druid 8
    Level 7: Druid 8
    Level 8: Druid 8 +1 to charisma
    Level 9: Druid 6
    Level 10: Druid 3
    Level 11: Druid 7
    Level 12: Druid 1 +1 to constitution
    Level 13: Druid 3
    Level 14: Druid 8
    Level 15: Druid 4
    Level 16: Druid 2 +1 to constitution



    Minstra del Gardia's Equipment:


    9 lb
    3 lb

    2 lb
    _____
    14 lb Weapons / Armor / Shield (from above)
    Arrows (quiver of 20) x1
    Holly and mistletoe
    Spell component pouch

    Total

    More about Minstra del Gardia:

    Minstra del Gardia also comes from a noble house of Suldanessallar. She left the city twenty years before Daie did, and as such they barely knew each other before his arrival with Starshadow.

    Her greatest friend is Raven d'Malkin, the drow leader of the company, and she was her lieutenant, her second in command. SHe was also the one in charge of the acquisition of all the company needed, and as such is the most practically minded of the group. WHile Raven plans, and Daie and Maron dream, Minstra organises.

    She is a very serious elf, unusual for a sylvan elf, but she has her moments of humour. As befits both a copper elf and a druid, she loves the forest, finding it calming.

    [ May 08, 2006, 18:14: Message edited by: Daie d'Malkin ]
     
  8. Daie d'Malkin

    Daie d'Malkin Shoulda gone to Specsavers

    Joined:
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    Raven d'Malkin
    Female Dark Elf Cleric 14
    Chaotic Good
    Representing Daie
    Strength17(+3)
    Dexterity17(+3)
    Constitution17(+3)
    Intelligence16(+3)
    Wisdom18(+4)
    Charisma17(+3)
    Size:Medium
    Height:5' 0"
    Weight:130 lb
    Skin:Black
    Eyes:Red
    Hair:White


    Domains: Good Moon
    Energy: Positive [Healing / Turns Undead]
    Total Hit Points: 118
    Speed: 30 feet
    Armor Class: 13 = 10 +3 [dexterity]
    Touch AC: 13
    Flat-footed: 10
    Initiative modifier:+3= +3 [dexterity]
    Fortitude save:+14= 9 [base] +3 [constitution] +2 [great fortitude]
    Reflex save:+7= 4 [base] +3 [dexterity]
    Will save:+15= 9 [base] +4 [wisdom] +2 [iron will]
    Attack (handheld):+13/+8= 10 [base] +3 [strength]
    Attack (unarmed):+13/+8= 10 [base] +3 [strength]
    Attack (missile):+13/+8= 10 [base] +3 [dexterity]
    Grapple check:+13/+8= 10 [base] +3 [strength]

    Light load:
    Medium load:
    Heavy load:
    Lift over head:
    Lift off ground:
    Push or drag:
    86 lb. or less
    87-173 lb.
    174-260 lb.
    260 lb.
    520 lb.
    1300 lb.


    Languages:Celestial Common Elven Dark_Elf_Silent Undercommon (? 2 more)

    Hand Crossbow [1d4, 10-20/x2, range incr 30 ft., 2 lb., piercing]
    Feats:
    Combat Casting
    Great Fortitude
    Iron Will
    Power Attack
    Self-Sufficient

    Traits:
    Skill NameKey
    AbilitySkill
    ModifierAbility
    ModifierRanksMisc.
    Modifier
    AppraiseInt3 = +3
    BalanceDex*3 = +3
    BluffCha3 = +3
    ClimbStr*3 = +3
    ConcentrationCon20 = +3+17
    Craft_1Int3 = +3
    Craft_2Int3 = +3
    Craft_3Int3 = +3
    DiplomacyCha3 = +3
    DisguiseCha3 = +3
    Escape ArtistDex*3 = +3
    ForgeryInt3 = +3
    Gather InformationCha3 = +3
    HealWis16 = +4+10+2 [self-sufficient]
    HideDex*3 = +3
    IntimidateCha3 = +3
    JumpStr*3 = +3
    Knowledge (arcana)Int13 = +3+10
    Knowledge (history)Int13 = +3+10
    Knowledge (religion)Int13 = +3+10
    Knowledge (planes)Int14 = +3+11
    ListenWis6 = +4+2 [elf]
    Move SilentlyDex*3 = +3
    Perform_1Cha3 = +3
    Perform_2Cha3 = +3
    Perform_3Cha3 = +3
    Perform_4Cha3 = +3
    Perform_5Cha3 = +3
    RideDex3 = +3
    SearchInt5 = +3+2 [elf]
    Sense MotiveWis4 = +4
    SpellcraftInt22 = +3+17+2 [Knowledge, arcane]
    SpotWis6 = +4+2 [elf]
    SurvivalWis6 = +4+2 [self-sufficient]
    SwimStr**3 = +3
    Use RopeDex3 = +3

    * = check penalty for wearing armor
    Know Religion >=5 ranks gives +2 on turn/rebuke the undead.
    Know Planes >=5 ranks gives +2 on survival checks on other planes.

    Zero-level Cleric spells: 6 per day

    First-level Cleric spells: 6 (5+1) per day +1 from a domain:

    Second-level Cleric spells: 6 (5+1) per day +1 from a domain:

    Third-level Cleric spells: 5 (4+1) per day +1 from a domain:

    Fourth-level Cleric spells: 5 (4+1) per day +1 from a domain:

    Fifth-level Cleric spells: 3 per day +1 from a domain:

    Sixth-level Cleric spells: 3 per day +1 from a domain:

    Seventh-level Cleric spells: 2 per day +1 from a domain:

    Dark Elf:
    +2 dexterity / +2 intelligence / +2 charisma / -2 constitution (already
    included)

    Immune to magical sleep

    +2 racial bonus to saves vs. enchantments

    Darkvision to 120 ft.

    Spell resistance 11 + class level

    Dancing lights, darkness, faerie fire once/day each

    Light blindness

    Character level +2

    Proficient with longsword, rapier, longbow && shortbow

    +2 racial bonus on listen, search, and spot checks

    Notice secret doors

    Cleric:
    Alignment Aura

    Spontaneous Casting (heal)

    Turn Undead (6x/day)

    High wisdom gains bonus spells daily

    Domain choices give additional abilities


    ClassHP rolled
    Level 1:Cleric8
    Level 2:Cleric4
    Level 3:Cleric6
    Level 4:Cleric5+1 to constitution
    Level 5:Cleric6
    Level 6:Cleric4
    Level 7:Cleric6
    Level 8:Cleric5+1 to constitution
    Level 9:Cleric7
    Level 10:Cleric8
    Level 11:Cleric6
    Level 12:Cleric7+1 to strength
    Level 13:Cleric3
    Level 14:Cleric1


    Raven d'Malkin's Equipment:
    2 lb
    2 lb
    6 lb


    10 lb
    5 lb


    1 lb
    20 lb
    2 lb
    _____
    48 lbWeapons / Armor / Shield (from above)
    Backpack
    Blanket, winter x2
    Bottle
    Candle
    Ink vial
    Ink pen
    Paper sheets x5
    Pot
    Rations (1 day) x5
    Sewing needle
    Signet ring
    Soap
    Tent
    Spell component pouch

    Total


    More about Raven d'Malkin:

    Raven d'Malkin was the eldest daughter of a drow house of Menzoberranzan before she fled for the surface. She rarely talks about why she left, and only three people on the surface know why she did- her husband, Daie, and her aunt and younger sister who came with her.

    She fled south from the northlands she emerged in, eventually winding up in Tethyr. She joined the Starshadow mercenary company, quickly rose through the ranks, and eventually became the leader of the group. Not long after the arrival of that young elf who seemed to cause so much bother to all he met, a violent mutiny within the company seriously injured Raven, and she was rescued by a certain young Sylvan elf.

    After the mutiny, Daie and Raven finally came to terms with the emotions they were feeling, and within a year were married. After the events stated in Daie's bio, they travelled together, along with their friends Minstra and Maron.

    Raven, despite her relatively small height, is an imposing figure, strong without being muscular, hardy without being thickly built, beautiful as any drow female, and as bloody-minded. Once she has made a decision, few can change her mind. She leads the group, though she is open to input from the other members.

    Despite this, she has a sense of humour, and one which often involves teasing her poor husband.
     
  9. Ilmater's Suffering Gems: 21/31
    Latest gem: Pearl


    Joined:
    Jan 7, 2006
    Messages:
    1,352
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    4
    Hjorvald Agnarsson
    Illuskan, 7th level Barbarian/6th level Bear Warrior
    Medium Humanoid (Human)

    Hit Dice: 13d12+39 (133 hp)
    Initiative: +2
    Speed: 40 ft. base speed
    Armor Class: 21 (+2 Dex, +7 +3 chain shirt, +2 amulet of natural armor +2), touch 12, flat-footed 21
    Base Attack/Grapple: +13/+17
    Attack: +1 greataxe +18 melee (1d12+7/x3) or +1 composite longbow (+4 Str bonus) +16 ranged (1d8+5/x3)
    Full Attack: +1 greataxe +18/+13/+8 melee (1d12+7/x3) or +1 composite longbow (+4 Str bonus) +16/+11/+6 ranged (1d8+5/x3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Bear Form 2/day, rage 2/day
    Special Qualities: Damage reduction 1/-, fast movement, improved uncanny dodge, scent, trap sense +2, uncanny dodge
    Saves: Fort +13, Ref +6, Will +5
    Abilities: Str 18, Dex 14, Con 16, Int 11, Wis 13, Cha 10
    Skills: Climb +11, Handle Animal +16, Jump +15, Intimidate +19, Listen +17, Ride +4, Survival +17
    Feats: Cleave, Extended Rage, Furious Charge, Power Attack, Skill Focus (Intimidate) Track
    Alignment: Chaotic good
    Level Adjust: +0

    Height: 6'1"
    Home Region: The Uthgardt Tribes
    Patron Deity: Tempus
    Other Deities: None

    You see a tall, muscular human before you. He is pleasant looking, but not handsome. His hair is long, unkept and wheaten, his eyes are a iron gray and his flesh a fair pink. He wears a breastplate that looks as if it has seen heavy use and has his greataxe always at hand.

    Background/Rumors: Hjorvald grew up in the far north of the Silver Marches, the son of a powerful barbarian warrior, Agnar Longaxe. He found his way into Silverymoon after the destruction of his tribe, though no one, other then Hjorvald would appear to know who or what did destroy Hjorvald's tribe and Hjorvald himself stays silent on the issue. Much of the populous of the North is convinced that Hjorvald is a werebear and numerous stories have been spun off about his supposed affliction. Hjorvald's reasons for journeying with Saevilar is unknown, but it is believed that there is extensive history between Hjorvald and Saevilar.

    [ June 17, 2006, 06:54: Message edited by: Ilmater's Suffering ]
     
  10. Ilmater's Suffering Gems: 21/31
    Latest gem: Pearl


    Joined:
    Jan 7, 2006
    Messages:
    1,352
    Likes Received:
    4
    Kara Coldwind
    Illuskan, 5th level Aristocrat, 1st level Sorceress
    Medium Humanoid

    Hit Dice: 5d8+5+1d4+1 (34 hp)
    Initiative: +2
    Speed: 30 ft.
    Armor Class: 13 (+2 Dex, +1 bracers of armor +1), touch 12, flat-footed 11
    Base Attack/Grapple: +3/+2
    Attack: Masterwork dagger +3 melee (1d4-1/19-20) or masterwork dagger +6 ranged (1d4-1/19-20)
    Full Attack: Masterwork dagger +3 melee (1d4-1/19-20) or masterwork dagger +6 ranged (1d4-1/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spells
    Special Qualities: None
    Saves: Fort +2, Ref +3, Will +6
    Abilities: Str 9, Dex 15, Con 12, Int 12, Wis 10, Cha 16
    Skills: Bluff +15, Concentration +2, Diplomacy +17, Disguise +16 (+18 acting), Forgery +11, Intimidate +5, Knowledge (arcana) +2, Knowledge (nobility and royalty) +9, Sense Motive +8, Spellcraft +2
    Feats: Deceitful, Skill Focus (Bluff), Skill Focus (Disguise), Smooth Talk
    Alignment: Neutral evil
    Level Adjust: +0
    Sorceress Spells Known (5/4; save DC 13 + spell level): 0-caltrops, dancing lights, ghost sounds, ray of frost; 1st-charm person, magic missile

    Height: 5'8"
    Home Region: The Silver Marches
    Patron Deity: Garagauth
    Other Deities: None

    You see a tall, slender, young human before you. She is very beautiful with long, sun colored hair, sky blue eyes and fair skin. She wears very fashionable clothes which would seem to point to her being a member of the nobility of some northern town.

    Background/Rumors: Little is know of Kara, it would seem she is a prisoner of Saevilar's company. She is also believed to be from a minor noble family in Everlund.

    [ June 15, 2006, 21:42: Message edited by: Ilmater's Suffering ]
     
  11. DarkStrider

    DarkStrider I've seen the future and it has seen me Distinguished Member

    Joined:
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    4,321
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    2
    Fylla Der'am'toth

    Female Half-Drow Cleric 16 Neutral Evil

    Strength 15 (+2)
    Dexterity 15 (+2)
    Constitution 15 (+2)
    Intelligence 13 (+1)
    Wisdom 22 (+6)
    Charisma 10 (+0)

    Height: 5' 1"
    Weight: 155 lb
    Skin: Gray
    Eyes: Violet
    Hair: Silver

    Domains: Death War
    Energy: Negative [Harmful / Rebukes Undead]

    Total Hit Points: 115

    Chainmail +3
    Light Steel Shield +3
    Flail +3
    Sling +3
    3 Bags Sling Bullets +3
    Ring of Protection +2

    Speed: 30 feet

    Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
    Fortitude save: +12 = 10 [base] +2 [constitution]
    Reflex save: +7 = 5 [base] +2 [dexterity]
    Will save: +16 = 10 [base] +6 [wisdom]
    Attack (handheld): +14/+9/+4 = 12 [base] +2 [strength]
    Attack (unarmed): +14/+9/+4 = 12 [base] +2 [strength]
    Attack (missile): +14/+9/+4 = 12 [base] +2 [dexterity]
    Grapple check: +14/+9/+4 = 12 [base] +2 [strength]
    Languages: Abyssal Common Elven Dark_Elf_Silent Undercommon

    Feats:
    Combat Casting
    Improved Initiative
    Improved Turning
    Leadership
    Spell Penetration
    Greater Spell Penetration
    Weapon Focus x1 Flail
    Weapon Focus [war domain, sect weapon]

    Traits:
    Appraise Int 1 = +1
    Balance Dex* 2 = +2
    Bluff Cha 0 = +0
    Climb Str* 2 = +2
    Concentration Con 21 = +2 +19
    Craft_1 Int 1 = +1
    Craft_2 Int 1 = +1
    Craft_3 Int 1 = +1
    Diplomacy Cha 21 = +0 +19 +2 [half-elf]
    Disguise Cha 0 = +0
    Escape Artist Dex* 2 = +2
    Forgery Int 1 = +1
    Gather Information Cha 2 = +0 +2 [half-elf]
    Heal Wis 6 = +6
    Hide Dex* 2 = +2
    Intimidate Cha 0 = +0
    Jump Str* 2 = +2
    Knowledge (religion) Int 20 = +1 +19
    Listen Wis 7 = +6 +1 [half-elf]
    Move Silently Dex* 2 = +2
    Perform_1 Cha 0 = +0
    Perform_2 Cha 0 = +0
    Perform_3 Cha 0 = +0
    Perform_4 Cha 0 = +0
    Perform_5 Cha 0 = +0
    Ride Dex 2 = +2
    Search Int 2 = +1 +1 [half-elf]
    Sense Motive Wis 6 = +6
    Spot Wis 7 = +6 +1 [half-elf]
    Survival Wis 6 = +6
    Swim Str** 2 = +2
    Use Rope Dex 2 = +2
    * = check penalty for wearing armor

    Know Religion >=5 ranks gives +2 on turn/rebuke the undead.
    Zero-level Cleric spells: 6 per day
    First-level Cleric spells: 7 (5+2) per day +1 from a domain:
    Second-level Cleric spells: 7 (5+2) per day +1 from a domain:
    Third-level Cleric spells: 6 (5+1) per day +1 from a domain:
    Fourth-level Cleric spells: 5 (4+1) per day +1 from a domain:
    Fifth-level Cleric spells: 5 (4+1) per day +1 from a domain:
    Sixth-level Cleric spells: 4 (3+1) per day +1 from a domain:
    Seventh-level Cleric spells: 3 per day +1 from a domain:
    Eighth-level Cleric spells: 2 per day +1 from a domain:

    Half-Elf:
    Immune to magical sleep
    +2 racial bonus on saves vs. enchantments
    Low-light vision (darkvision if half-drow)
    +1 racial bonus on listen, search, and spot checks
    +2 racial bonus on diplomacy and gather information checks
    Considered drow-blooded for all special abilities and effects

    Cleric:
    Alignment Aura
    Spontaneous Casting (harm)
    Rebuke Undead (3x/day)
    High wisdom gains bonus spells daily
    Domain choices give additional abilities

    Level Class HP rolled
    1: Cleric 8
    2: Cleric 8
    3: Cleric 3
    4: Cleric 1 +1 to wisdom
    5: Cleric 7
    6: Cleric 6
    7: Cleric 8
    8: Cleric 2 +1 to wisdom
    9: Cleric 2
    10: Cleric 6
    11: Cleric 3
    12: Cleric 4 +1 to wisdom
    13: Cleric 5
    14: Cleric 8
    15: Cleric 6
    16: Cleric 6 +1 to wisdom
    =============================================================

    Jenza Der'am'toth

    Male Half-Drow Fighter 15 Neutral Evil

    Strength 18 (+4)
    Dexterity 14 (+2)
    Constitution 19 (+4)
    Intelligence 11 (+0)
    Wisdom 10 (+0)
    Charisma 5 (-3)

    Height: 4' 11"
    Weight: 200 lb
    Skin: Gray
    Eyes: Red
    Hair: Silver

    Total Hit Points: 151

    Mithril Full Plate +1
    Mithril heavy Shield +3
    Longsword +3
    Battleaxe +2
    Greataxe +2
    Composite Longbow (+2) +1
    5 quivers Arrow +3

    Speed: 30 feet

    Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
    Fortitude save: +13 = 9 [base] +4 [constitution]
    Reflex save: +7 = 5 [base] +2 [dexterity]
    Will save: +5 = 5 [base]
    Attack (handheld): +19/+14/+9 = 15 [base] +4 [strength]
    Attack (unarmed): +19/+14/+9 = 15 [base] +4 [strength]
    Attack (missile): +17/+12/+7 = 15 [base] +2 [dexterity]
    Grapple check: +19/+14/+9 = 15 [base] +4 [strength]
    Languages: Common Elven Dark_Elf_Silent Undercommon

    Battle Axe [1d8, crit x3, 6 lb., one-handed, slashing]
    Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]
    Greataxe [1d12, crit x3, 12 lb, two-handed, two-handed, slashing]
    Greatsword [2d6, crit 19-20/x2, 8 lb., two-handed, slashing]
    Halberd [1d10, crit x3, 12 lb., two-handed, piercing or slashing]
    Longbow [1d8, crit x3, range inc. 100 ft, 3 lb, piercing]
    Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]
    Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing]
    Composite Shortbow [1d6, crit x3, range incr. 70 ft., 2 lb., piercing]

    Feats:
    Blind-fight
    Combat Reflexes
    Improved Critical x2 Longsword, Battle Axe
    Improved Initiative
    Power Attack
    Cleave
    Great Cleave
    Improved Bull Rush
    Improved Shield Bash
    Weapon Focus x1 Longsword
    Weapon Specialization x1 Longsword
    Greater Weapon Focus x1 Longsword
    Greater Weapon Specialization x1 Longsword

    Traits:

    Appraise Int 0 = +0
    Balance Dex* 2 = +2
    Bluff Cha -3 = -3
    Climb Str* 13 = +4 +9
    Concentration Con 4 = +4
    Craft_1 Int 0 = +0
    Craft_2 Int 0 = +0
    Craft_3 Int 0 = +0
    Diplomacy Cha -1 = -3 +2 [half-elf]
    Disguise Cha -3 = -3
    Escape Artist Dex* 2 = +2
    Forgery Int 0 = +0
    Gather Information Cha -1 = -3 +2 [half-elf]
    Heal Wis 0 = +0
    Hide Dex* 2 = +2
    Intimidate Cha 15 = -3 +18
    Jump Str* 13 = +4 +9
    Listen Wis 1 = +0 +1 [half-elf]
    Move Silently Dex* 2 = +2
    Perform_1 Cha -3 = -3
    Perform_2 Cha -3 = -3
    Perform_3 Cha -3 = -3
    Perform_4 Cha -3 = -3
    Perform_5 Cha -3 = -3
    Ride Dex 2 = +2
    Search Int 1 = +0 +1 [half-elf]
    Sense Motive Wis 0 = +0
    Spot Wis 1 = +0 +1 [half-elf]
    Survival Wis 0 = +0
    Swim Str** 4 = +4
    Use Rope Dex 2 = +2
    * = check penalty for wearing armor

    Half-Elf:
    Immune to magical sleep
    +2 racial bonus on saves vs. enchantments
    Low-light vision (darkvision if half-drow)
    +1 racial bonus on listen, search, and spot checks
    +2 racial bonus on diplomacy and gather information checks
    Considered drow-blooded for all special abilities and effects

    Level Class HP rolled
    1 Fighter 10
    2 Fighter 6
    3 Fighter 4
    4 Fighter 2 +1 to constitution
    5 Fighter 4
    6 Fighter 7
    7 Fighter 6
    8 Fighter 7 +1 to constitution
    9 Fighter 7
    10 Fighter 9
    11 Fighter 6
    12 Fighter 7 +1 to constitution
    13 Fighter 5
    14 Fighter 3
    15 Fighter 8

    =============================================================

    Kitemra Der'am'toth

    Female Half-Drow Avenging Druid 15 Neutral Evil

    Strength 10 (+0)
    Dexterity 16 (+3)
    Constitution 15 (+2)
    Intelligence 15 (+2)
    Wisdom 21 (+5)
    Charisma 15 (+2)

    Height: 5' 1"
    Weight: 115 lb
    Skin: Gray
    Eyes: Violet
    Hair: Silver

    Total Hit Points: 100

    Leather +4
    Quarterstaff +1
    Scimitar +2
    Amulet of Natural Armour +3
    Sling +2
    3 Bags Sling Bullets +3
    Wand of Cure Serious Wounds

    Speed: 40 feet [druidic avenger]

    Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative]
    Fortitude save: +11 = 9 [base] +2 [constitution]
    Reflex save: +8 = 5 [base] +3 [dexterity]
    Will save: +14 = 9 [base] +5 [wisdom]
    Attack (handheld): +11/+6/+1 = 11 [base]
    Attack (unarmed): +11/+6/+1 = 11 [base]
    Attack (missile): +14/+9/+4 = 11 [base] +3 [dexterity]
    Grapple check: +11/+6/+1 = 11 [base]
    Languages: Common Draconic Druidic YuanTi Illithid (Mind Flayer) Tasloi Grippli Beholder Kuo-Toa Thri-Kreen Aarakocra Elven Dark_Elf_Silent Undercommon (? 2 more)

    Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]
    Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning]
    Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]

    Feats:
    Animal Affinity
    Combat Casting
    Improved Initiative
    Natural Spell
    Spell Penetration
    Greater Spell Penetration

    Traits:
    Appraise Int 2 = +2
    Balance Dex* 3 = +3
    Bluff Cha 2 = +2
    Climb Str* 0 = +0
    Concentration Con 20 = +2 +18
    Craft_1 Int 2 = +2
    Craft_2 Int 2 = +2
    Craft_3 Int 2 = +2
    Diplomacy Cha 4 = +2 +2 [half-elf]
    Disguise Cha 2 = +2
    Escape Artist Dex* 3 = +3
    Forgery Int 2 = +2
    Gather Information Cha 4 = +2 +2 [half-elf]
    Handle Animal Cha 22 = +2 +18 +2 [animal affinity]
    Heal Wis 23 = +5 +18
    Hide Dex* 3 = +3
    Intimidate Cha 2 = +2
    Jump Str* 4 = +0 +4 [speed 40]
    Knowledge (nature) Int 22 = +2 +18 +2 [druid]
    Listen Wis 6 = +5 +1 [half-elf]
    Move Silently Dex* 12 = +3 +9
    Perform_1 Cha 2 = +2
    Perform_2 Cha 2 = +2
    Perform_3 Cha 2 = +2
    Perform_4 Cha 2 = +2
    Perform_5 Cha 2 = +2
    Ride Dex 7 = +3 +2 [handle animal] +2 [animal affinity]
    Search Int 3 = +2 +1 [half-elf]
    Sense Motive Wis 5 = +5
    Spot Wis 6 = +5 +1 [half-elf]
    Survival Wis 7 = +5 +2 [druid]
    Swim Str** 0 = +0
    Use Rope Dex 3 = +3
    * = check penalty for wearing armor

    This character also has 9 ranks in Speak Languages.
    Handle Animal >=5 ranks gives +2 on wild empathy checks.
    Know Nature >=5 ranks gives +2 on survival checks above ground.

    Zero-level Druid spells: 6 per day
    First-level Druid spells: 7 (5+2) per day
    Second-level Druid spells: 6 (5+1) per day
    Third-level Druid spells: 6 (5+1) per day
    Fourth-level Druid spells: 5 (4+1) per day
    Fifth-level Druid spells: 5 (4+1) per day
    Sixth-level Druid spells: 3 per day
    Seventh-level Druid spells: 2 per day
    Eighth-level Druid spells: 1 per day

    Half-Elf:
    Immune to magical sleep
    +2 racial bonus on saves vs. enchantments
    Low-light vision (darkvision if half-drow)
    +1 racial bonus on listen, search, and spot checks
    +2 racial bonus on diplomacy and gather information checks
    Considered drow-blooded for all special abilities and effects

    Avenging Druid:
    Fast movement and rage (as barbarian)
    At level 17, not fatigued after raging
    No Animal Companion
    No spontaneous casting of summoning spells
    Wild Empathy checks at -4
    +2 on Knowledge (nature) and Survival (already included)
    Woodland Stride (level 2)
    Trackless Step (level 3)
    Resist Nature's Lure (level 4)
    Wild Shape (level 5)
    Venom Immunity (level 9)
    A Thousand Faces (level 13)
    Timeless Body (level 15)
    High wisdom gains bonus spells daily

    Level Class HP rolled
    1: Druid 8
    2: Druid 5
    3: Druid 2
    4: Druid 4 +1 to wisdom
    5: Druid 4
    6: Druid 7
    7: Druid 4
    8: Druid 4 +1 to wisdom
    9: Druid 1
    10: Druid 3
    11: Druid 8
    12: Druid 8 +1 to wisdom
    13: Druid 2
    14: Druid 5
    15: Druid 5
    =============================================================

    Decra Der'am'toth

    Male Half-Drow Wizard 14 Neutral Evil

    Strength 6 (-2)
    Dexterity 15 (+2)
    Constitution 16 (+3)
    Intelligence 21 (+5)
    Wisdom 16 (+3)
    Charisma 12 (+1)

    Height: 5' 6"
    Weight: 125 lb
    Skin: Gray
    Eyes: Gray
    Hair: Silver

    Total Hit Points: 71

    Belt of Strength +4
    Bracers of Armour +4
    Ring of Protection +2
    Light Crossbow +2
    5 quivers Bolt +3
    Dagger +2

    Speed: 30 feet

    Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
    Fortitude save: +7 = 4 [base] +3 [constitution]
    Reflex save: +6 = 4 [base] +2 [dexterity]
    Will save: +12 = 9 [base] +3 [wisdom]
    Attack (handheld): +5/+0 = 7 [base] -2 [strength]
    Attack (unarmed): +5/+0 = 7 [base] -2 [strength]
    Attack (missile): +9/+4 = 7 [base] +2 [dexterity]
    Grapple check: +5/+0 = 7 [base] -2 [strength]
    Languages: Common Draconic Dwarven Elven Dark_Elf_Silent Giant Goblin Sylvan Undercommon

    Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
    Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]

    Feats:
    Improved Familiar
    Combat Casting
    Improved Initiative
    Spell Penetration
    Greater Spell Penetration
    Scribe Scroll [free to wizard]
    Empower Spell
    Maximize Spell

    Traits:
    Appraise Int 5 = +5
    Balance Dex* 2 = +2
    Bluff Cha 1 = +1
    Climb Str* -2 = -2
    Concentration Con 20 = +3 +17
    Craft_1 Int 17 = +5 +12
    Craft_2 Int 17 = +5 +12
    Craft_3 Int 5 = +5
    Decipher Script Int 22 = +5 +17
    Diplomacy Cha 3 = +1 +2 [half-elf]
    Disguise Cha 1 = +1
    Escape Artist Dex* 2 = +2
    Forgery Int 5 = +5
    Gather Information Cha 3 = +1 +2 [half-elf]
    Heal Wis 3 = +3
    Hide Dex* 2 = +2
    Intimidate Cha 1 = +1
    Jump Str* -2 = -2
    Knowledge (arcana) Int 22 = +5 +17
    Knowledge (planes) Int 22 = +5 +17
    Listen Wis 4 = +3 +1 [half-elf]
    Move Silently Dex* 2 = +2
    Perform_1 Cha 1 = +1
    Perform_2 Cha 1 = +1
    Perform_3 Cha 1 = +1
    Perform_4 Cha 1 = +1
    Perform_5 Cha 1 = +1
    Ride Dex 2 = +2
    Search Int 6 = +5 +1 [half-elf]
    Sense Motive Wis 3 = +3
    Spellcraft Int 24 = +5 +17 +2 [Knowledge, arcane]
    Spot Wis 4 = +3 +1 [half-elf]
    Survival Wis 3 = +3
    Swim Str** -2 = -2
    Use Rope Dex 2 = +2
    * = check penalty for wearing armor

    Craft_1 >=5 ranks gives +2 on related appraise checks.
    Craft_2 >=5 ranks gives +2 on related appraise checks.
    Know Planes >=5 ranks gives +2 on survival checks on other planes.
    If the familiar is within reach, +2 on spot and listen ("alertness").

    Zero-level Wizard spells: 4 per day
    First-level Wizard spells: 6 (4+2) per day
    Second-level Wizard spells: 5 (4+1) per day
    Third-level Wizard spells: 5 (4+1) per day
    Fourth-level Wizard spells: 5 (4+1) per day
    Fifth-level Wizard spells: 4 (3+1) per day
    Sixth-level Wizard spells: 3 per day
    Seventh-level Wizard spells: 2 per day

    Half-Elf:
    Immune to magical sleep
    +2 racial bonus on saves vs. enchantments
    Low-light vision (darkvision if half-drow)
    +1 racial bonus on listen, search, and spot checks
    +2 racial bonus on diplomacy and gather information checks
    Considered drow-blooded for all special abilities and effects

    Wizard:
    Familiar / Alertness, etc.
    Bonus Feats (already included)
    High intelligence gains bonus spells daily

    Level Class HP rolled
    1 Wizard 4
    2 Wizard 1
    3 Wizard 1
    4 Wizard 3 +1 to intelligence
    5 Wizard 1
    6 Wizard 1
    7 Wizard 3
    8 Wizard 3 +1 to intelligence
    9 Wizard 1
    10 Wizard 1
    11 Wizard 3
    12 Wizard 2 +1 to intelligence
    13 Wizard 2
    14 Wizard 3
    =============================================================

    Meyrkil Der'am'toth

    Male Half-Drow Rogue 14 Neutral Evil

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

    Height: 5' 7"
    Weight: 140 lb
    Skin: Gray
    Eyes: Black
    Hair: Silver

    Total Hit Points: 102

    Amulet of natural Armour +2
    Belt of Strength +4
    Gloves of Dexterity +2
    Leather +4
    Composite Shortbow (+2) +2
    5 quivers Arrow +3
    Short Sword +2

    Speed: 30 feet

    Initiative modifier: +5 = +5 [dexterity]
    Fortitude save: +7 = 4 [base] +3 [constitution]
    Reflex save: +14 = 9 [base] +5 [dexterity]
    Will save: +4 = 4 [base]
    Attack (handheld): +10/+5 = 10 [base]
    Attack (unarmed): +10/+5 = 10 [base]
    Attack (missile): +15/+10 = 10 [base] +5 [dexterity]
    Grapple check: +10/+5 = 10 [base]
    Languages: Common Dwarven Elven Dark_Elf_Silent Goblin Undercommon

    Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
    Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing]

    Feats:
    Alertness
    Blind-fight
    Nimble Fingers
    Skill Focus (Disable Device)
    Skill Focus (Open Lock)
    Crippling Strike [high-level rogue]
    Improved Evasion [high-level rogue]

    Traits:
    Appraise Int 19 = +2 +17
    Balance Dex* 22 = +5 +17
    Bluff Cha 20 = +3 +17
    Climb Str* 17 = +0 +17
    Concentration Con 3 = +3
    Craft_1 Int 2 = +2
    Craft_2 Int 2 = +2
    Craft_3 Int 2 = +2
    Diplomacy Cha 7 = +3 +2 [half-elf] +2 [bluff]
    Disable Device Int 24 = +2 +17 +2 [nimble fingers] +3 [skill focus]
    Disguise Cha 3 = +3
    Escape Artist Dex* 5 = +5
    Forgery Int 2 = +2
    Gather Information Cha 5 = +3 +2 [half-elf]
    Heal Wis 0 = +0
    Hide Dex* 22 = +5 +17
    Intimidate Cha 5 = +3 +2 [bluff]
    Jump Str* 0 = +0
    Listen Wis 20 = +0 +17 +1 [half-elf] +2 [alertness]
    Move Silently Dex* 22 = +5 +17
    Open Lock Dex 27 = +5 +17 +2 [nimble fingers] +3 [skill focus]
    Perform_1 Cha 3 = +3
    Perform_2 Cha 3 = +3
    Perform_3 Cha 3 = +3
    Perform_4 Cha 3 = +3
    Perform_5 Cha 3 = +3
    Ride Dex 5 = +5
    Search Int 3 = +2 +1 [half-elf]
    Sense Motive Wis 0 = +0
    Spot Wis 20 = +0 +17 +1 [half-elf] +2 [alertness]
    Survival Wis 0 = +0
    Swim Str** 0 = +0
    Use Rope Dex 5 = +5
    * = check penalty for wearing armor
    Bluff >=5 ranks gives +2 on disguise checks to act in character.

    Half-Elf:
    Immune to magical sleep
    +2 racial bonus on saves vs. enchantments
    Low-light vision (darkvision if half-drow)
    +1 racial bonus on listen, search, and spot checks
    +2 racial bonus on diplomacy and gather information checks
    Considered drow-blooded for all special abilities and effects

    Rogue:
    Sneak Attack +7d6
    Trapfinding
    Evasion (level 2)
    Trap Sense (level 3)
    Uncanny Dodge (level 4)
    Improved Uncanny Dodge (level 8)
    Special Abilities (choices begin at 10th level)

    Level Class HP rolled
    1 Rogue 6
    2 Rogue 2
    3 Rogue 6
    4 Rogue 5 +1 to dexterity
    5 Rogue 2
    6 Rogue 5
    7 Rogue 3
    8 Rogue 6 +1 to dexterity
    9 Rogue 6
    10 Rogue 3
    11 Rogue 6
    12 Rogue 2 +1 to dexterity
    13 Rogue 4
    14 Rogue 4

    The Family Der'am'toth are form Dambrath, in the North seeking vengeance on someone who wronged their father.
    Patron Diety: Loviatar

    [ May 11, 2006, 16:33: Message edited by: DarkStrider ]
     
  12. Benan Gems: 20/31
    Latest gem: Garnet


    Joined:
    May 29, 2003
    Messages:
    1,220
    Likes Received:
    0
    Name: Jex'talin Suless
    Race: Half Drow
    Age: 60
    Religion: Follower of Ilmater
    Region: Amn
    Height 5'6"
    Weight 130lbs

    Description: White hair, cut in a mohawk that Jex shaves everyday. He wears chain mail with black leggings. He wears a tattered piwafi cloak over his shoulders and keeps the hood covering his face. Due to his heritadge he has grey skin. His red eyes burn from his dulled skin. He wears Ilmaters ribbons from his wrists.

    lvl: 11 Fighter

    STR: 12
    DEX: 21
    CON:14
    INT:13
    WIS:16
    CHA:13

    Back story and description available in Rashemen Character thread.

    Skills: Two Weapon fighting, Blind fight.

    Known Languages : Elven, Common, Undercommon, Drow and drow sign language and dwarven.

    Items:

    +3 Chain Mail. It had belonged to his father. Jex has worn it since the day he left his mothers side after her death. It has no magic properties. He wears it out of memory for his parents.

    +3 Scimitars (+5 against Demons and undead). Blessed by a Cleric Ilmater to be especially powerful against the demons and undead. They also belonged to his father. Before Jex carried them they were common Mithral scimitars. Jex assisted a cleric of Ilmater against a group of powerful vampires. In his thanks the cleric blessed Jex's weapons for fighting similar foes.

    Family amulet :Once a day can caste haste upon Jex, as well as slow regenerative powers.


    Name: Johen Flamesmasher
    Race: Shield Dwarf
    Age: 128
    Religion: Follower of Moradin
    Region: Icewind Dale
    Height: 4'9"
    Weight 225lbs
    lvl 13 fighter

    Description: Black hair and beard, scars covering his face. He carries a battle axe (orcslayer) in one hand and wears a spiked gauntlet on the other. He wears a suit of platemail with heavy boots and no helmet.

    STR: 20
    DEX:8
    CON:18
    INT:13
    WIS:16
    CHA:10

    Known Languages: Common, Undercommon, goblinkin and dwarven

    Johen was raised by his grandfather. A general in a dwarven army. Since he was old enough to carry an axe Johen has. He fought proudly forr 100 years next to his grandfather until the old dwarf died in battle against an army of orcs. This fuels Johens hatred of orcs, goblins, ogres, and giantkin as well as any one who associates with their types.


    Items:
    +3 Plate mail. Fashion of Mithral the armour is the suite that Johen has worn for almost 100 years. It's battered and dented, but he finds that it works with the patch jobs he and his friends have done to it.\

    +3 Battle axe (+4 vs Orc and realted beasts): Johens grandfather carried this axe. So it naturally fell to Johens hands after the old dwarf died. Legand has it that this axe was forged especially to kill orcs.

    [ May 17, 2006, 10:50: Message edited by: Benan ]
     
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