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Post by Cameron on Aug 4, 2010 22:48:28 GMT -8
[glow=yellow,2,300]PARTY TREASURE[/glow] Harsk carrying: 1 potion of cure moderate wounds
Jauna carrying: 1 wand of cure light wounds (4 charges)
Lestor carrying: 2 unidentified potions (one w/conjuration aura) 1 Heward's handy haversack 5 arcane scrolls: ray of exhaustion, chill touch, command undead, false life, vampiric touch
Tordal carrying: 50 wooden coins correspondence mentioning "the council"
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Post by Cameron on Aug 4, 2010 22:48:56 GMT -8
TordalMale dwarf cleric 4 CG Medium Humanoid Init +2; Senses darkvision 60 ft., stonecunning; Listen +5, Spot +5 Languages Common, Dwarven ------------------------------------ AC 19 (+2 Dex, +5 armor, +2 shield), touch 12, flat-footed 17; Blind-Fight, +4 dodge bonus vs. giants hp 29 (4 HD) Resist +2 racial bonus on saves vs. spells and spell-like effects Fort +6 (+8 vs. poison), Ref +3, Will +9 ------------------------------------ Speed 20 ft. (4 squares); freedom of movement 4 rounds/day (domain power) Melee +1 morningstar +8 (1d8+5) or battleaxe +7 (1d8+4/x3) or dagger +7 (1d4+4/19-20) or unarmed strike +7 (1d3+4) Ranged javelin +5 (1d6+4, range 30) or sling +5 (1d4+4, range 50) or dagger +5 (1d4+4/19-20, range 10) Base Atk +3; Grp +7 Atk Options +1 on attack rolls vs. orcs and goblinoids Special Actions turn undead 2/day (-1, 2d6+3, 4th) Combat Gear 5 potions of cure light wounds, divine scrolls of magic stone, shatter, and shield other, wand of cure light wounds {50} Domains {Cayden Cailean} Charm, Travel Cleric Spells Prepared (CL 4th) __2nd (domain + 3/day) ~ calm emotions, bull's strength, resist energy, silence __1st (domain + 5/day) ~ longstrider, bless, hide from undead, protection from evil, remove fear, sanctuary __0-level (5/day) ~ create ale, detect magic, light, purify food and drink, read magic ------------------------------------ Abilities Str 18, Dex 14, Con 15, Int 11, Wis 20, Cha 9 SQ aura of chaos/good (moderate), slow and steady, stability, weapon familiarity Feats Blind-Fight, Improved Unarmed Strike Skills (-5 ACP) Concentration 7/+9, Jump 0/-7, Knowledge (nature) 0/+2, Knowledge (religion) 2/+2, Search 0/+0 (+2 to notice unusual stonework), Survival 5/+10 Possessions (100/200/300 ~ 114, medium) combat gear (-) plus wooden tankard, masterwork breastplate (30 lb), heavy wooden shield (10 lb), battleaxe (6 lb), +1 morningstar (6 lb), dagger (1 lb), 3 javelins (6 lb), sling and 10 bullets (5 lb), 2 platinum rings (50 gp each) and explorer's outfit (worn) __Backpack (2 lb) with bedroll (5 lb), wineskin (4 lb), 3 days trail rations (3 lb), hammer (2 lb), 8 pitons (4 lb), grappling hook (4 lb), 50' silk rope (5 lb), and 100' hemp rope (20 lb) __Belt pouch (.5 lb) with material components, flint and steel, and 1,539.75 gp cash Ht 4'4" Wt 200 lb XP 7596 CHARM DOMAIN Granted Power: You can boost your Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute. Charm Domain Spells (1) charm person (2) calm emotions (3) suggestion (4) heroism (5) charm monster (6) geas/quest (7) insanity (8) demand (9) dominate monsterBLIND-FIGHT You know how to fight in melee without being able to see your foes. __Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. __An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to AC, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. __Darkness and poor visibility in general reduces your speed to 3/4 normal, instead of 1/2.Light Warhorse N Large Animal Init +1; Senses low-light vision, scent; Listen +4, Spot +4 ------------------------------------ AC 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 hp 22 (3 HD) Fort +6, Ref +4, Will +2 ------------------------------------ Speed 60 ft. (12 squares) 40 ft. (8 squares) Melee 2 hooves +4 (1d4+3) and bite -1 (1d3+1) Space 10 ft.; Reach 5 ft. Base Atk +2; Grp +9 ------------------------------------ Abilities Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Feats Endurance, Run Skills (-3 ACP) Jump 0/+4 (+8 with running start), Listen 3/+4, Spot 3/+4 Tricks Known Attack (animals, giants, humanoids, and monstrous humanoids only), Come, Defend, Down, Guard, Heel Encumbrance (230/460/690 ~ 339, medium) rider (200 lb) and gear (114 lb) plus riding saddle (25 lb)
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Post by zach on Aug 5, 2010 8:27:39 GMT -8
{INACTIVE}
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Post by takasi on Aug 9, 2010 9:54:51 GMT -8
LestorMale halfling sorcerer 2 N Small Humanoid Init +4; Senses Listen +3, Spot +1 Languages Common, Halfling, Infernal ------------------------------------ AC 15 (+1 size, +4 Dex), touch 15, flat-footed 11 hp 12 (2 HD) Resist +2 on saves vs. cold, electricity and fire Fort +3, Ref +5, Will +5 (+2 morale bonus vs. fear) ------------------------------------ Speed 20 ft. (4 squares) Melee morningstar +3 (1d6+1) or dagger +3 (1d3+1/19-20) or corrupting touch +3 touch (see below) Ranged dagger +7 (1d3+1/19-20, range 10) or acid splash +6 touch (1d3, Close) Base Atk +1; Grp -2 Atk Options +1 racial bonus on thrown weapon and sling attacks Combat Gear 8 potions of cure light woundsSorcerer Spells Known (CL 2nd, Bloodline Arcana) __1st (5/day) ~ obscuring mist, summon monster I __0-level (6/day) ~ dancing lights, detect magic, detect poison, flare, message Spell-Like Abilities (CL 2nd) __At will ~ acid splash __7/day ~ corrupting touch ------------------------------------ Abilities Str 13, Dex 18, Con 14, Int 12, Wis 13, Cha 18 SQ infernal bastard, infernal bloodline Feats Spell Focus (Conjuration) Skills (0 ACP) Bluff 1/+5, Climb 0/+3, Concentration 5/+7, Craft (poisonmaking) 3/+6, Hide 0/+8, Jump 0/-3, Listen 0/+3, Move Silently 0/+6, Knowledge (arcana) 1/+2, Spellcraft 3/+4, Tumble [cc] 1/+5 Possessions (37/75/112 ~ 17, light) combat gear (-) plus masterwork poisonmaker's tools (5 lb), morningstar (3 lb), 6 daggers (3 lb), 3 bags of caltrops (6 lb), 1 dose of Small monstrous centipede poison, and peasant's outfit (worn) __Belt pouch (.1 lb) with material components and gp cash Ht 3'0" Wt 32 lb XP 2387 __Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2. __Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken (-2 penalty on attacks, saves and skill/ability checks) as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider. Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Riding Dog N Medium animal Init +2; Senses low-light vision, scent; Listen +5, Spot +5 ------------------------------------ AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 hp 13 (2 HD) Fort +5, Ref +5, Will +1 ------------------------------------ Speed 40 ft. (8 squares) Melee bite +3 (1d6+3 plus trip) Base Atk +1; Grp +3 ------------------------------------ Abilities Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 SQ none Feats Alertness, Track Skills (-2 ACP) Jump +8, Survival +1 (+5 when tracking by scent), Swim -1 Tricks Known Attack (animals, giants, humanoids, and monstrous humanoids only), Come, Defend, Down, Guard, Heel Possessions (100/200/300 ~ 74, light) rider (32 lb) and gear (17 lb) plus riding saddle (25 lb)
__Trip (Ex): If a riding dog hits with a bite attack it can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the riding dog.INFERNAL BLOODLINE BENEFITS
3rd level: Bonus Spell protection from good. You gain resist fire 5 and a +2 bonus on saving throws made against poison (Infernal Resistances).
5th level: Bonus Spell scorching ray.
7th level: Bonus Spell suggestion. Bonus Feat (Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus {Knowledge ~ the planes}, or Spell Penetration).
9th level: Bonus Spell charm monster. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4 (Infernal Resistances). Hellfire 1/day (see below).
11th level: Bonus Spell dominate person.
13th level: Bonus Spell planar binding {devils and creatures with the fiendish template only}. Bonus Feat (Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus {Knowledge ~ the planes}, or Spell Penetration).
15th level: Bonus Spell greater teleport. On Dark Wings (see below).
17th level: Bonus Spell power word stun. Hellfire 2/day (see below).
19th level: Bonus Spell meteor swarm. Bonus Feat (Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus {Knowledge ~ the planes}, or Spell Penetration).
20th level: Hellfire 3/day (see below). At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.
Hellfire (Sp): At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.
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Post by Cameron on Jan 8, 2011 11:54:48 GMT -8
HarskMale dwarf fighter 2 CN Medium Humanoid Init +2; Senses darkvision 60 ft., stonecunning; Listen +1, Spot +1 Languages Common, Dwarven ------------------------------------ AC 21 (+2 Dex, +1 dodge, +6 armor, +2 shield), touch 13, flat-footed 18; +4 dodge bonus vs. giants hp 28 (2 HD) Resist +2 racial bonus on saves vs. spells and spell-like effects Fort +7 (+9 vs. poison), Ref +2, Will +1 ------------------------------------ Speed 20 ft. (4 squares) Melee dwarven waraxe +6 (1d10+3/x3) Ranged javelin +4 (1d6+3, range 30) or light crossbow +4 (1d8/19-20, range 80) Base Atk +2; Grp +5 Atk Options +1 on attack rolls vs. orcs and goblinoids Special Actions none Combat Gear none ------------------------------------ Abilities Str 17, Dex 14, Con 18, Int 10, Wis 13, Cha 11 SQ slow and steady, stability, weapon familiarity Feats Dodge, Weapon Focus (dwarven waraxe) Skills (-5 ACP) Climb 5/+3, Jump 5/-3, Search 0/+0 (+2 to notice unusual stonework) Possessions (86/173/260 ~ ??, medium) combat gear (-) plus breastplate +1 (30 lb), heavy wooden shield (10 lb), dwarven waraxe (8 lb), 5 javelins (10 lb), light crossbow (4 lb), 19 bolts (2 lb), 401.25 gp cash from treasure split and selling off scale mail Ht ?? Wt ?? XP 2786
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jan 11, 2011 22:12:21 GMT -8
Jauna Laraain Female Human Bard 4 CG Medium Humanoid Init +2 Senses Spot +0 Listen +5 Languages Common, Draconic, Elvish, Infernal ------------------------------------------ AC 15(+2 dex +3 Armor) Touch 12 FF 13 HP 20 Fort +2 Ref +6 Will +5 ------------------------------------------ Speed 30 ft. (6 squares) Melee Longsword +6 (1d8+2/19-20) or Rapier +6 (1d6+2/18-20) or Whip +5 (1d3+2) Ranged Composite longbow +5 (1d8/x3, Range 110’ inc) or dagger +5 (1d4+2/19-20) BA +3 Grp +5 Atk Options Special Actions Bardic Music (8/day), Countersong, Fascinate, Inspire Courage +2(+3) or inspire competence Combat Gear None Bard Spells Known (CL 4th) 0th – (3) Detect Magic, Read Magic, Daze, Mending, Lullaby, Summon Instrument 1st – (3) Inspirational Boost (SC), Charm Person, Disguise Self 2nd – (1) Mirror Image, Heroism ------------------------------------------ Abilities STR 14, Dex 14, Con 12, Int 14, Wis 12, Chr 16 Feats Extra Music (CAdv), Skill Focus Concentration, Song of the Heart (ECS) SQ Bardic Knowledge +5 Skills (63) [ACP 0] Concentration 5/+9, Diplomacy 4/+7, Disguise 6/+9, Knowledge Planes 2/+4(+8), Knowledge Local 3/+5(+10), Knowledge Arcana 7/+9(+14), Listen 4/+5, Perform Singing 7/+10, Spellcraft 7/+9, Tumble 7/+9, Perform Dancing 2/+5, Perform Acting 7/10, Language Infernal 1 -------------------------------------------- Possessions (58/116/175 ~52 lbs) combat gear – MW Studded Leather (20 lbs), MW Longsword (4 lbs), MW Rapier (2 lbs), Dagger (1 lb), Composite longbow (3 lbs) w/20 arrows (3 lbs), Whip (2 lbs) Backpack (2 lbs) w/Bedroll (5 lbs), 50’ silk rope (5 lbs), Wineskin (4 lbs), empty sack (.5 lbs) Ht: 5’ 0” Wt: 113 XP: 7265
INSPIRATIONAL BOOST Enchantment (Compulsion) [Mind-Affecting, Sonic] Level: Bard 1 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round or special; see text: While this spell is in effect, the morale bonus granted by your inspire courage bardic music increases by 1. The effect lasts until your inspire courage effect ends. If you don't begin to use your inspire courage ability before the beginning of your next turn, the spell's effect ends.
Song of the Heart [General] Your bardic music reaches the depths of its listeners' hearts. Prerequisite: Bardic music class feature, inspire competence ability, Perform 6 ranks Benefit: When you use inspire courage, inspire competence, inspire greatness, or inspire heroics, any bonus granted by your music increases by +1. Thus, a 15th-level bard with this feat grants his allies a +4 bonus on attack rolls, damage rolls, and saving throws against fear when he uses inspire courage, rather than the +3 he would normally grant. If he uses inspire greatness, the same bard grants up to three allies 3 bonus Hit Dice, a +3 bonus on attack rolls, and a +2 bonus on Fortitude saves. Also, when you use fascinate, suggestion, or mass suggestion, the saving throw DC increases by 1. If you have the Haunting Melody feat, the saving throw DC for that effect also increases by 1. If you have the Music of Growth feat, the bonus bestowed by that feat increases to +6. If you have the Music of Making feat, the bonus on Craft checks bestowed by that feat increases to +6. If you have the Soothe the Beast feat, you gain a +2 circumstance bonus on your Perform check to improve the attitude of an animal or magical beast.
EXTRA MUSIC You can use your bardic music more often than you otherwise could. Prerequisite: Bardic music. Benefit: You can use your bardic music four extra times per day. Normal: Bards without the Extra Music feat can use bardic music once per day per bard level. Special: You can gain this feat multiple times. Its effects stack.
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