Showing posts with label Eberron characters. Show all posts
Showing posts with label Eberron characters. Show all posts

Tuesday, October 5, 2010

Palladium the Mystic

Palladium / Battle Sorcerer 4 / Cleric 3/ Mystic Theurge 4
Medium Sized Human Male (Humanoid)/Lawful Good/Worships Aureon
Hit Dice: 8 + 3d8 + 3d8 + 4d4 + 11
Initiative: 0 (0 Dex)
Speed: 30' (30' base, 20’ in heavy armour, triple speed if running)
AC: 15 (base 10, +5 armour)
Base Attack Bonus: +7 (+7 base)
Base Grapple: +6 (+7 base, -1 Str)
Attacks: Masterwork Heavy Mace +7 (+7 base, +1 masterwork, -1 Str)
Damage: Masterwork Heavy Mace 1d8-1
Face/Reach: 5' x 5'/5'
Special Attacks: Arcane Spells, Divine Spells, Domain Spells (Magic, Law)
Special Qualities: Summon Familiar, No Arcane Failure from Light armour, -1 Spell Slots/Known from all levels (Min 0/1), Turn Undead 12/Day, Turning Check +2 (Synergy)

Base Saves: Fort +5, Reflex +3, Will +11
Total Saves: Fort +8 (+1 Con, +2 magic), Reflex +7 (+2 magic, +2 familiar), Will +17 (+4 Wis, +2 magic)

Strength: 8 (-1)
Dexterity: 10 (+0)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 19 (+4)
Charisma: 16 (+3)

Skills: Concentration +15 (14 ranks, 1 Con), Craft Alchemy + 6 (4 ranks, 2 Int), Decipher Script +4 (2 ranks, 2 Int), Heal +8 (4 ranks, 4 Wis), Knowledge (Arcana) +8 (6 ranks, 2 Int), Knowledge (Religion) +9 (7 ranks, 2 Int), Listen +6 (2 ranks, 4 Wis), Search +6 (2 ranks, 4 Wis), Spot +7 (3 ranks, 4 Wis), Sense Motive +8 (4 ranks, 4 Wis), Spellcraft +12 (8 ranks, 2 Int, 2 Synergy),

Feats:

Human: Practiced Spellcaster (Cleric)
1st : Extra Turning
3rd : Quicken Spell
6th : Divine Metamagic (Quicken)
9th: Sudden Widen

Possessions (magic items are italicized):
Metamagic Rod of Maximize, Lesser [14k]: 3/day maximize spell without changing spell slot
Mithralmist Shirt [swift] (3460gp): 7/day concealment for 1 min, mithral shirt +1,
Greatreach Bracers [swift] (2k gp): 3/day increases reach by 10’ for one round
Gauntlets of Arrow Reflection [immediate] (2k gp): 3/day as Deflect Arrow feat
Ring of Spell Battle [immediate] (12k): Detects any spell casting within 60’. Allows Spellcraft check to identify (DC 15 + spell level) after which allows 1/day counterspell as if dispel magic or change target to any target within 60’.
Ring of Mystic Healing [swift] (3.5k gp) +1 Caster lvl when casting Cure spells, 3/day Add 2d6 to cure spell
Vanisher’s Cloak [standard] (2.5k): 3/day Invisible for 4 rounds.
Reliquary Holy Symbol (1k gp): +2 turnings /day
Vest of Resistence +2 (4k gp): +2 to saving throws
Skin of Power Dampening [Immediate] (10k): 3/day when activated, all spells, SP, power or PSI-like ability is minimized.
Gwaeron’s Boots (6k gp): Continuous Pass Without Trace, cannot be detected by scent
Rod of Viscid Globs [standard] (2k gp): 3/day fires glob up to 100’ that acts like tanglefoot bag and the glob acts as a splash weapon.
*An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save  or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.*
Headband of Conscience Effort [immediate] (2k gp): 1/day Use Concentration check for Fort save.
Masterwork Heavy Mace of Returning +1, Lesser (1312gp): Draw weapon as free action. Calls weapon from 30’.
Adventuring sundries (100 g)

Gold and Treasure: 28 gp

Powers:
Divine Caster Level: 11th (+1 when casting cure, law spells)
Spells Prepared: DC 14 + Spell level

0th (6) - Create Water ( ), Cure Minor Wounds ( ), Detect Magic ( ), Detect Poison ( ), Guidance ( ), Inflict Minor Wounds ( ), Light ( ), Mending ( ), Purify Food and Drink ( ), Read Magic: ( ), Resistance ( ), Virtue ( )

1st (4 + 1 + D) - Bane ( ), Bless ( ), Bless Water ( ), Cause Fear ( ), Command ( ), Comprehend Languages ( ), Cure Light Wounds ( ), Deathwatch ( ), Detect Chaos/Evil/Good/Law ( ), Detect Undead ( ), Divine Favor ( ), Doom ( ), Endure Elements ( ), Entropic Shield ( ), Hide from Undead ( ), Magic Stone ( ), Magic Weapon ( ), Obscuring Mist ( ), Protection from Chaos/Evil/Good/Law ( ), Remove Fear ( ), Sanctuary ( ), Shield of Faith ( ), Summon Monster I ( ), Nimbus of Light* ( )Lesser Vigor* ( ), Impede# ( ), Nightshield* ( )

2nd (3 + 1 + D) - Aid ( ), Align Weapon ( ), Augury ( ), Bear’s Endurance ( ), Bull’s Strength ( ), Calm Emotions ( ), Consecrate ( ), Cure Moderate Wounds ( ), Darkness ( ), Death Knell ( ), Delay Poison ( ), Eagle’s Splendor ( ), Enthrall ( ), Find Traps ( ), Gentle Repose ( ), Hold Person ( ), Make Whole ( ), Owl’s Wisdom ( ), Remove Paralysis ( ), Resist Energy ( ), Restoration, Lesser ( ), Shatter ( ), Shield Other ( ), Silence ( ), Sound Burst ( ), Spiritual Weapon ( ), Status ( ), Summon Monster II ( ), Undetectable Alignment ( ), Zone of Truth ( ), Curse of Ill Fortune* ( ), Deific Vengeance* ( ) ,Quick March * ( ), Benediction others# ( ), Bewildering Substitution# ( ), Conduit of Life# ( ), Divine Presence# ( ), Turn Anathema# ( )

3rd (2 + 1 + D) - Bestow Curse ( ), Blindness/Deafness ( ), Contagion ( ), Continual Flame ( ), Create Food and Water ( ), Cure Serious Wounds ( ), Daylight ( ), Deeper Darkness ( ), Dispel Magic ( ), Glyph of Warding ( ), Helping Hand ( ), Invisibility Purge ( ), Locate Object ( ), Magic Circle against Chaos/Evil/Good/Law ( ), Magic Vestment ( ), Meld into Stone ( ), Obscure Object ( ), Prayer ( ), Protection from Energy ( ), Remove Blindness/Deafness ( ), Remove Curse ( ), Remove Disease ( ), Searing Light ( ), Speak with Dead ( ), Stone Shape ( ), Summon Monster III ( ), Water Breathing ( ), Water Walk ( ), Wind Wall ( ), Chain of Eye* ( ), Telepathic Bond, Lesser* ( ), Vigor* ( ), Vigor, Mass Lesser* ( ), Visage of the Deity, Lesser* ( ), Holy Storm* ( ), Axiomatic Storm* ( ),

4th (1 + 1 + D) - Air Walk ( ), Control Water ( ), Cure Critical Wounds ( ), Death Ward ( ), Dimensional Anchor ( ), Discern Lies ( ), Dismissal ( ), Divination ( ), Divine Power ( ), Freedom of Movement ( ), Giant Vermin ( ), Imbue with Spell Ability ( ), Magic Weapon, Greater ( ), Neutralize Poison ( ), Planar Ally, Lesser ( ), Poison ( ), Repel Vermin ( ), Restoration ( ), Sending ( ), Spell Immunity ( ), Summon Monster IV ( ), Tongues ( ), Moon bolt* ( ), Sheltered Vitality* ( ), Sound Lance* ( ), Summon Hound Archon* ( ), Wall of Sand* ( )

Domain Spells:

Magic Domain
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.
Magic Domain Spells
1. Magic Aura: Alters object’s magic aura.
2. Identify: Determines properties of magic item.
3. Dispel Magic: Cancels magical spells and effects.
4. Imbue with Spell Ability: Transfer spells to subject.

Law Domain
Granted Power: You cast law spells at +1 caster level.
Law Domain Spells
1. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Calm Emotions: Calms creatures, negating emotion effects.
3. Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
4. Order’s Wrath: Damages and dazes chaotic creatures.

Arcane Caster Level: 8th

Spells Prepared: DC 13 + Spell level

0th (5) – Detect Magic, Ghost Sound, Dancing Lights, Light, Mage Hands, Message, Prestidigitation
1st (6) – Shield, Magic Missile, Featherfall, Comprehend Languages
2nd (6) – Alter Self, Touch of Idiocy
3rd (5) – Fly
4th (2) – Evan’s Spiked Tentacles of Forced Intrusion

Weasel
Size/Type: Tiny Magical Beast
Hit Dice:
Initiative: +2
Base Speed: 20ft, Climb 20ft
Armor Class: 16 (+2 size, +2 Dex, +2 natural armor), Touch 14, Flat Footed 14
Base Attack/Grapple: +7/-5
Attack: Bite +9 (1d3-4)
Full Attack: Bite +9 (1d3-4)
Space/Reach: 2-1/2ft/0-ft
Special Attacks: Low-light vision, Scent, Deliver Touch Spells, Attach
Special Qualities: Empathic Link, Improved Evasion, Share Spells
Saves: Fort +5, Ref +4, Will +11
Ability Scores: Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Skills: Balance +10, Hide +11, Move Silently +8, Spot +3
Feats: Alertness, Weapon Finesse

Friday, June 11, 2010

Jacquesaurus the Bard

Jacquesaurus Bhugaloo/Bard 6/AP: 7
Small Sized
Gnome (Dragonblooded, Humanoid)/Chaotic Neutral

Hit Dice: 6d6 + 13 (* hit points)
Initiative: +2 (+2 Dex)
Speed: 20' (20' base)
AC: 18 (+2 Dex, +1 size, +5 armor)/Touch 13, Flat-footed 16
Base Attack Bonus: +4
Base Grapple: -2 (+4 base, -2 Str, -4 size)
Attacks: +1 Whip-Dagger + 4 (+4 Base, -2 Str, +1 size, +1 magic)
Damage: +1 Whip-Dagger 1d4-1 (Crit 19-20/x2) (-2 Str, +1 magic)
Ranged Attacks: +1 Light Crossbow + 8 (+4 Base, +2 Dex, +1 size, +1 magic)
Damage: +1 Light Crossbow 1d6+1 (Crit 19-20/x2) (+1 magic)
Face/Reach: 5' x 5'/5'
Special Attacks: Arcane Spells
Special Qualities: Low-light Vision, +2 bonus to saves vs. Illusion, +1 to DC of Illusion spells, +1 to attack vs kobolds and Goblinoids, +4 to AC against Giants, +2 racial bonus to Listen and Craft (Alchemy) checks, Weapon familiarity (Gnome hook hammer), Spell-like abilities (1/day - Speak with Animals, Dancing Lights, Ghost Sound, Prestidigitation), Bardic Knowledge +11, Bardic Music 6/day (Countersong, Fascinate, Inspire Courage +1, Inspire Competence, Suggestion)

Base Saves: Fort +2, Reflex +5, Will +5
Total Saves: Fort +5 (+2 Con, +1 magic), Reflex +8 (+2 Dex, +1 magic), Will +6 (+0 Wis, +1 magic)

Strength: 6 (-2)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 19 (+4)

Skills: Appraise +8 (5 ranks, +3 Int), Bluff +9 (5 ranks, +4 Cha), Decipher Script +8 (5 ranks, +3 Int), Diplomacy +19 (9 ranks, +4 Cha, +6 synergy), Knowledge (arcana) +8 (5 ranks, +3 Int), Knowledge (history) +8 (5 ranks, +3 Int), Knowledge (nature) +8 (5 ranks, +3 Int), Knowledge (nobility and royalty) +8 (5 ranks, +3 Int), Perform +15 (9 ranks, +4 Cha, +2 instrument), Sense Motive +9 (9 ranks, +0 Wis), Spellcraft +10/12* (5 ranks, +3 Int, +2 synergy), Tumble +7 (5 ranks, +2 Dex), Use Magic Device +13/17* (9 ranks, +4 Cha, +4 synergy)

*only applies to scrolls

Feats:
1st: Dragontouched
3rd: Dragonfire Inspiration
6th: Draconic Heritage (Howling Dragon)

Possessions (magic items are italicized): +1 Whip-Dagger, +1 Light Crossbow (60 bolts), Mithralmist Chain Shirt, Badge of Valor, Mac-Fiurmudh Cithern, Arcanist's Gloves, Cloak of Resistance +1, Wand of Cure Light Wounds, backpack with adventuring sundries (100 g)

Gold and Treasure: 7 g

Bard Spells Known: (DC 14 + Spell level)

0th (3/day) – Detect Magic, Lullaby, Mage Hand, Open/Close, Read Magic, Summon Instrument

1st (3+1/day) – Cure Light Wounds, Improvisation, Inspirational Boost, Tasha's Hideous Laughter

2nd (2+1/day) – Hold Person, Invisibility, Tactical Precision

Magic Item Summary:

Badge of Valor (immediate) - 3/day - increase your Inspire Courage bonus by +1.

Mac-Fiurmudh Cithern - 1/day - Cure Light Wounds, Mage Armor, Sleep. +2 to Perform checks.

Mithralmist Chain Shirt (swift) - 7/day - create a stationary cloud of concealing fog 20-ft wide, emanating from your square.

Arcanist's Gloves (swift) - 2/day - increase the caster level of one of your 1st level spells by 2.

Spells:

Improvisation
Transmutation
Level: Bard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Duration: 1 round/level

Gain a floating pool of temporary 2 bonus points/caster level. You can use these points to improve your attack rolls, skill checks and ability checks, though no single roll can be improved by more than half your caster level. You must declare any bonus point usage before the roll is made. Used points disappear from the pool, and any unused points at the end of the duration is lost.

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

While this spell is in effect, the morale bonus granted by your Inspire Courage bardic music ability improves by +1. The effect lasts until your next Inspire Courage duration ends. If you don't use your Inspire Courage bardic music before the beginning of your next turn, the spell's effect ends.

Tactical Precision
Divination [Mind-affecting]
Level: Bard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 levels)
Target: One creature/level, no two of which are more than 30-ft apart
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

If two affected allies (including yourself) flank the same creature, each affected ally gains a +2 insight bonus on melee attack rolls and deals an additional 1d6 damage against the flanked creature. Creatures immune to sneak attack damage are immune to this damage.

Sunday, May 16, 2010

Sister Mary, of the Loquacious Nuns

Sister Mary Mohiam/Monk 2/Diviner 3/Enlightened Fist 2
Medium Sized
Human (Humanoid)/ Lawful Neutral

Hit Dice: 3d4 + 4d8 + 7 (36 hit points)
Initiative: +3 (+3 Dex)
Speed: 40' (40' base)
AC: 16/24* (+3 Dex, +2 Wis, +1 natural, +4 Mage Armor*, +4 Shield*)
Base Attack Bonus: +3
Base Grapple: +3
Attacks: Unarmed Strike +6 (+3 Base, +3 Dex), Ranged Touch +6 (+3 Base, +3 Dex), Flurry of blows +4/+4 (+3 base, +3 Dex, -2 flurry)
Damage: Unarmed Strike 1d8 (Crit 20/x2), Flurry 1d8/1d8 (Crit 20/x2)
Face/Reach: 5' x 5'/5'
Special Attacks: Arcane Spells,
Fist of Energy, Stunning Fist 5/day, Unarmed Strike
Special Qualities: Evasion, Ki Strike (magic),

Base Saves: Fort +4, Reflex +7, Will +9
Total Saves: Fort +6 (+1 Con, +1 magic), Reflex +11 (+3 Dex
, +1 magic), Will +12 (+2 Wis, +1 magic)

Strength: 10 (0)
Dexterity: 17 (+3)
Constitution: 12 (+1)
Intelligence: 18 (+4)
Wisdom: 14 (+2)
Charisma: 8 (-1)

Skills: Concentration (Con) +11 (10 ranks, +1 Con), Diplomacy (Cha)+9 (8 ranks, -1 Cha, +2 Syn), Escape Artist (Dex) +5 (2 rank, +3 Dex), Knowledge (arcana) (Int) +16 (10 ranks, +2 feat, +4 Int), Knowledge (religion) (Int) +8 (4 ranks, +4 Int), Knowledge (local) (Int) +9 (5 ranks, +4 Int), Listen (Wis) +5 (3 ranks, +2 Wis), Sense Motive (Wis) +12 (10 ranks, +2 Wis) Spellcraft (Int) +16 (10 ranks, +4 Int, +2 syn), Spot (Wis) +9 (7 ranks, +2 Wis), Tumble (Dex) +11 (8 ranks, + 3 Dex)

Languages Known: Common, Celestial, Draconic, Elven, Gnomish

Feats:

Human Bonus: Collegiate Wizard
1st: Combat Casting
3rd: Weapon Finesse
6th: Practiced Spellcaster (Arcane)

Additional Feats:
Wiz 1st: Scribe Scroll, Enhanced Awareness
Monk 1st: Stunning Fist
Monk 2nd: Deflect Arrows

Possessions (magic items are italicized): Dagger, Backpack containing Spell book, pouch and 40gp of adventuring sundries and components. Wand of detect magic (46 charges), Ring of Sustenance, Ring of Feather Fall, Cloak of Comfort, Ever-burning prayer bead, Wand of magic missile (3rd, 43 charges), Wand of summon monster II (3rd, 5 charges), Arcane Scroll (Shield), Amulet of Natural Armor +1

Gold and Treasure: 766 gp, 10 silver pieces.

Enhanced Awareness (Ex): A diviner using this variant adds Sense Motive to her list of class skills. In addition, she gains minor benefits when casting certain divination spells.

- She needs only to study an item for 10 minutes (rather than 1 hour) when casting identify.

- An arcane eye cast by the diviner travels at 20 feet per round when studying its surroundings (rather than 10 feet per round).

- Add +1 to the saving throw DCs of the character's divination spells. (This bonus stacks with the bonus from the Spell Focus and Greater Spell Focus feats.)

A diviner using this variant permanently gives up the ability to obtain a familiar.

Spell book & Spells Prepared (DC 14 + Spell level, DC 15 for Div Spells):

Prohibited School(s): Enchantment

0th - (4+1*) – Sister Mary Mohiam knows all cantrips

1st (3+2*) – Alarm ( ), Comprehend Languages* ( ), Detect Secret Doors* ( ), Erase ( ), Expeditious Retreat ( ), Enlarge Person ( ), Fist of Stone ( ), Identify* ( ), Mage Armor ( ), Mount ( ), Magic Missile ( ), Protection from Alignment ( ), Shield ( ), Tenser’s Floating Disc ( ), True Strike* ( )

2nd (2+2*) - Acid Arrow ( ), Alter Self ( ), Arcane Turmoil ( ), Chain of Eyes* ( ), Crystalline Memories ( ), Detect Thoughts* ( ), Fog Cloud ( ), Glitterdust ( ), Locate Object* ( ), Knock ( ), Scorching Ray ( ), See Invisibility* ( ), Web ( )

3rd (0) - Lightning Bolt ( )

Thursday, May 13, 2010

Stab the Spellthief (No, wait! Stab's my na-argghhhh!!)

Stab / Spellthief 8/ Shadowdancer 2

Medium Sized Drawf Male (Humanoid)/Chaotic Neutral/ 8AP
Hit Dice: 6d6 + 2d8 + 16 (55 Hit Points) + 1d6 (lvl 10)
Initiative: +4 (+4 Dex)
Speed: 20' (20' base, triple speed if running)
AC: 17 (base 10, +3 Amour, +4 Dex) / (+1 when assign dodge) (+4 evading AoO moving away) (+3 fight defensively) (+4 vs giants)
Base Attack Bonus: +7/ +2 (+7 Base)
Base Grapple: +6 (+7 Base, -1 Str)
Attacks: Meteoric Knife +12/ +7 (+7 Base, +1 Magic, +4 Dex), Light Crossbow +11 (+7 Base, +4 Dex), Dagger +11/ +6 (+7 Base, +4 Dex), Victor’s Swordcane +12/ +7 (+7 Base, +4 Dex, +1 Magic), Duel Wield w/dagger -4/-8
Damage: Meteoric Knife 1d4 (+1 Magic, -1 Str, 19/20x2), Light Crossbow 1d8 (19/20x2), Dagger 1d4 -1 (-1 Str, 19/20x2), Victor’s Swordcane 1d6 -1 (-1 Str, +1 Magic, -1 Silver, 18/20x2)

Face/Reach: 5' x 5'/5'

Special Attacks: Sneak attack +2d6
Special Qualities: Steal spell (0, 1st ,2nd, 3rd or 4th), Trap finding, Detect magic 3/day, Steal spell effect, Steal energy resistance 10, Steal spell-like ability , Spell grace +1, Absorb Spell, Hide in plain sight, Darkvision, Stone cunning, Stability (+4 Bullrush/Trip check), +2 save vs poison, +2 save vs spell/spell-like effects, +1 attack vs orcs/goblins, +4 DC vs giants, Evasion, Uncanny Dodge

Base Saves: Fort +3, Reflex +5, Will +6
Total Saves: Fort +4 (+1 Con, +1 magic), Reflex +10 (+4 Dex, +1 magic), Will +8 (+1 Wis, +1 magic) / (+3 against magical attacks)

Strength: 9 (-1)
Dexterity: 19 (+4)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 16 (+3)

Skills: Appraise +3 (1 rank, 2 Int), Bluff +5 (2 rank, 3 Cha),  Concentration +8 (4 ranks, 4 ranks), Disable Device +10 (6 ranks, 2 Int, 2 Tools), Escape Artist +4 (4 Dex), Hide +16 (12 ranks, 4 Dex), Jump +0 (1 rank, -1 Str) Knowledge (Arcana) +6 (4 ranks, 2 Int), Knowledge (Local) +3 (1 rank, 2 Int), Listen +8 (7 ranks, 1 Wis), Move Silently +18 (9 ranks, 4 Dex, 5 Magic), Open Lock +16 (10 rank, 4 Dex, 2 Tools), Perform (Dance) +8 (5 ranks, 3 Cha), Search +16 (14 ranks, 2 Int), Spellcraft +12 (8 ranks, 2 Int, 2 Synergy), Spot +10 (9 ranks, 1 Wis), Tumble +15 (9 rank, 4 Dex, 2 magic), Use Magical Device +11 (4 ranks, 3 Cha)

Languages Known: Common, Draconic, Goblin

Feats:

1st: Dodge
3rd: Mobility
6th: Combat Reflexes
9th: Staggering Strike
Bonus (Human): Weapon Finesse

Possessions (magic items are italicized):

Adventuring sundries (100 g)
Masterwork Thieves Tools (100gp): +2 Disable device, Open locks
Noble’s outfit (200gp) – For disguise
Quiver of Alchemy Arrows: 8 arrows
0 Tanglefoot Bag (100gp): An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.
Featherfall Token (50gp)
Jumping Caltrops (250gp): Caltrops move 5ft/round to attack nearest enemy for 5 consecutive rounds per day
Collapsible pole (200gp): +2 bonus to all search checks to discover and trigger dangerous traps and disable device checks against pressure plate and push activated traps
Can of Endless Water: As Decanter of Endless Water. If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type as well as the volume and velocity.
• “Stream” pours out 1 gallon per round.• “Fountain” produces a 5-foot-long stream at 5 gallons per round.• “Geyser” produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.
The geyser effect causes considerable back pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down. The force of the geyser deals 1d4 points of damage but can only affect one target per round. The command word must be spoken to stop it.

Meteoric Knife [swift] (2802 gp): +1 dagger, 3 charges/day (1: returning, 2: + flaming, 3: +3d6 fire damage to target and adjacent Reflex DC 14/half)
Victor’s Swordcane: +1 Silver rapier. Enchanted receptacle in rapier hilt can contain up to 3 different potions, scrolls or combination thereof. Using a potion or scroll stored in the rapier is a standard action that does not provoke an attack of opportunity. By using an Action Point, you can activate the potion or scroll as a swift action instead.
Light Crossbow (35gp): Piercing
Bolts (3gp): 30
6 daggers

Leather Armor +1 of Silent Moves: +3 AC, 10% Arcane Spell Failure, +5 Move Silently check
Vest of Resistance +1 (1k gp): +1 to all saves
Vanisher Cloak [standard] (2.5k gp): 3/day Invisibility 4 rounds
Acrobat Boots [swift] (900gp): +2 Tumble checks, 3 charges/day to increase land speed (1: 10ft, 2: 15ft, 3: 20ft)
Healing belt [standard] (750gp): +2 to Heal checks, 3/day heal 2d8
Symbol of Transfiguration [swift] (500gp): 3/day purify food and water, 1/day align weapon (Good)
Amber Amulet of Vermin - Huge Monstrous Spider [standard] (700gp): 1/day Summon Huge Monstrous Spider for 1 min. CL 10th, DC20.
Gloves of Spell Disruption (1k gp): Creature hit with melee attack while casting spell +5 to Concentration check to retain spell.
Corsair's Eyepatch (3k gp) [swift] - 3/day. See Invisibility or Blindfight for 1 minute
Kitchen Knife: Magical
Black Dragon Scepter - A symbol of the barbarian chieftains, and possessed of potent acid based magic. (11/25 charges, Acid Arrow 1 charge, Caustic Mire 2 charges, Vitriolic Sphere 3 charges). This scepter is light enough to be held in one hand as an off-hand item and inflicts damage as a light mace. It also grants Resist Acid 10 to its owner when held.

Potion of Barkskin +2
3 Scroll Shield (75gp): Protects against MM, +4 AC

Gold and Treasure: 3868gp

Arcane Caster Level: Spellthief (3rd), Stolen Spells (victims’ CL)
Spells Prepared: Spellthief (DC 13 + Spell level), Stolen Spells (victims’ CL)

1st (2) - Expeditious Retreat, Swift ( ), Critical Strike ( ), Disguise Self ( ), Ventriloquism ( )
2nd (1) - Touch of Idiocy ( ), Fly, Swift ( )

Wednesday, May 12, 2010

Piccadilly the Paladin

Piccadilly/Minotaur 8/Paladin of Dol Dorn 3
Large Sized Minotaur (Monstrous Humanoid)/Chaotic Good

Hit Dice: 6d8 + 3d10 + 36 (96 hit points)
Initiative: -1 (-1 Dex)
Speed: 30' (30' base)
AC: 26 (-1 Dex, +9 armor, +5 Natural, +3 Shield), Touch 10, Flat-footed 25
Base Attack Bonus: +9
Base Grapple: +21 (+9 base, +8 Str, +4 Size)
Attacks: +1 Adamantine Warhammer + 17/+12 (+9 Base, +8 Str, +1 magic, -1 Size) or Cannith Switchblade + 17/+12 (+9 Base, +8 Str, +1 magic, -1 Size) and Gore +11 (+9 Base, +8 Str, -5 secondary attack, -1 Size)
Ranged Attacks: +1 Returning Boomerang + 8 (+9 Base, -1 Dex, +1 magic, -1 Size)
Damage: +1 Adamantine Warhammer 1d8+9 (Crit 20, x3) (+8 Str, +1 magic) or Cannith Switchblade 1d8+9 (Crit 19-20, x2) (+8 Str, +1 magic) and Gore 1d8+4 (+4 Str)
Ranged Damage: +1 Returning Boomerang 1d6+9 (Crit 20, x2) (+8 Str, +1 magic)
Face/Reach: 5' x 5'/10'
Special Attacks: Charge (4d6+12), Gore, Smite Evil (+2 to hit, damage) 1/day
Special Qualities: Aura of Good, Darkvision 60-ft, Detect Evil, Divine Grace, Keen Senses +4, Lay on Hands (4 hp/day), Natural Cunning (cannot become lost, track enemies, never flat-footed, immune to maze), Scent 30-ft, Aura of Courage, Divine Health

Base Saves: Fort +5, Reflex +6, Will +6
Total Saves: Fort +12 (+4 Con, +2 Cha, +1 magic), Reflex +9 (+2 Cha, +1 magic), Will +10 (+1 Wis, +2 Cha, +1 magic)

Strength: 26 (+8)
Dexterity: 10 (+0)
Constitution: 18 (+4)
Intelligence: 6 (-2)
Wisdom: 12 (+1)
Charisma: 14 (+2)

Skills: Bluff (Cha) +6 (+4 ranks, +2 Cha), Concentration +4 (+4 Con), Craft (Int) –2 (-2 Int), Handle Animal (Cha) +2 (+2 Cha), Heal +1 (+1 Wis), Intimidate (Cha) +2 (+2 Cha), Knowledge (nobility and royalty) -2 (-2 Int), Knowledge (religion) -2 (-2 Int), Listen (Wis) +10 (+5 ranks, +1 Wis, +4 racial), Profession (Wis) +1 (+1 Wis), Ride (Dex) -1 (-1 Dex), Search (Int) +2 (-2 Int, +4 racial), Sense Motive +1 (+1 Wis), Spot (Wis) +11 (+6 ranks, +1 Wis, +4 racial)

Languages Known: Common, Giant

Feats:
1st: Power Attack
3rd: Cleave
6th: Great Cleave
9th: Improved Bull Rush

Possessions (magic items are italicized): +1 Adamantine Warhammer, +1 Heavy Steel Shield, Ring of Feather Fall, Tabard of Resistance +1, Boots of Stomping, Adventuring Sundries (100 g), 2 vials of Bless Weapon oil, Cloak of the Mountebank, +1 Returning Boomerang, Cannith Switchblade, +1 Ghost Touch Plate Armor, Ring of Water Walking

Gold and Treasure: 8,468 g

Magic Item Descriptions:

Boots of Stomping - 3/day generate a 15-ft cone of force. Reflex save (DC 13) or be knocked prone and take 1d4 non-lethal damage.

Cloak of the Mountebank - 1/day teleport up to 760-ft while carrying your heavy load, or up to 3 party members of one size category smaller than you.

Tuesday, May 11, 2010

Diaspo, the Odd

Diaspo/Monk 5/Drunken Master 1
Small Sized Gnome Half Dragon (Sapphire) (Dragon)/Lawful Neutral

Hit Dice: 6d8 + 12 (48 hit points)
Initiative: +3 (+3 Dex)
Speed: 35' (30' base, +5’ magic)
AC: 22 (+1 size, +3 Dex, +4 natural, +4 monk)
Base Attack Bonus: +3 (+3 base)
Base Grapple: +7 (-4 size, +3 base, +8 Str)
Attacks: Unarmed Strike +12, or Flurry of Blows +10/+10 (+1 size, +3 base, +8 Str)
Damage: Unarmed Strike 1d6+8 (Crit 20, x2) (+8 Str)
Ranged Attacks: Sling +6 (+1 size, +3 base, +2 Dex) or Shuriken +6 (+1 size, +3 base, +2 Dex)
Damage: Sling 1d3+8 (Crit 20, x2) (+8 Str) or Shuriken 9 (Crit 20, x2) (+8 Str)
Face/Reach: 5' x 5'/5'
Special Attacks: Breath Weapon (30-ft Cone, 6d8 sonic, DC 14), Flurry of Blows, Stunning Fist (DC 17) 5/day, Unarmed Strike
Special Qualities: AC Bonus, Darkvision, Evasion, Immunity to electricity, sleep and paralysis, Low-light Vision, +2 bonus to saves vs. Illusion, +1 to DC of Illusion spells, +1 to attack vs kobolds and Goblinoids, +4 to AC against Giants, +2 racial bonus to Listen and Craft (Alchemy) checks, Spell-like abilities (1/day - Speak with Animals), Still Mind, Ki Strike (magic), Slow Fall 20-ft, Purity of Body (immune to mundane diseases), Drink like a Demon, Improvised Weapons

Base Saves: Fort +4, Reflex +6, Will +6
Total Saves: Fort +8 (+2 Con, +2 feat), Reflex +9 (+3 Dex), Will +8 (+2 Wis)

Strength: 26 (+8)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 8 (-1)

Skills: Balance (Dex) +13 (8 ranks, +3 Dex, +2 synergy), Climb (Str) +13 (5 ranks, +8 Str), Jump (Str) +18 (8 ranks, +8 Str, +2 synergy), Listen +13 (8 ranks, +3 Wis, +2 racial), Spot +11(8 ranks, +3 Wis), Tumble (Dex) +13 (8 ranks, +3 Dex, +2 synergy)

Languages Known: Common, Goblin, Orcish

Feats:
1st: Dodge
3rd: Great Fortitude
6th: Mobility

Bonus Feats:
Monk 1: Stunning Fist
Monk 2: Deflect Arrows

Possessions (magic items are italicized): Cobra Straps, Panther Mask, Ring of Protection +1, Amulet of Tears, Everfull Mug, potion of Mage Armor (6), potion of Cure Light Wounds (3), adventuring sundries (100 g), quarterstaff, Alchemist's Fire (4), Ki Straps (+2 DC of Stunning Fist), potion of Expeditious Retreat, potion of Shield of Faith +2, Healing Belt, Sling (50 bullets), Thunderstone (1), Shuriken (20), Ring of Feather Falling, Brooch of Shielding (65 missiles)

Gold and Treasure: 1,661 g

Magic Item Descriptions

Cobra Straps (Free) - Take a 5-ft step after making an unarmed attack at the end of a charge action.

Panther Mask (Passive) - Gain the Run feat, and a +5-ft enhancement bonus to your movement speed if you are in light or no armor.

Amulet of Tears (Swift) - 3 charges/day. Spend 1/2/3 charges to gain 12/18/24 temporary hit points for 1 minute.

Chris the Warlock

Chris Firth / Warlock 9 Hellfire Warlock 1
Medium Sized
Elf (Humanoid)/Chaotic Neutral

Hit Dice: 9d6 + 9 (54 hitpoints) +1d6
Initiative: +4 (+4 Dex)
Speed: 30' (30' base)
AC: 20 (+5 armor, +4 Dex, +1 deflection)
Base Attack Bonus: +6 (+6 Base)
Base Grapple: +5 (+6 Base, -1 Str)
Attacks: Chained Hellrime Blast +10 or by Invocation
Damage: Chained Hellrime Blast 5d6 or by Invocation
Face/Reach: 5' x 5'/5'
Special Attacks: Chained Hellrime Blast (5d6 cold damage, Fort DC 21 -4 Dex, hits secondary target within 30-ft for half damage), Invocations (Least and Lesser), Hellfire Blast (5d6+2d6 hellfire damage, take 1 Con damage)
Special Qualities: Detect Magic, Damage Reduction 2/cold iron, Deceive item, Fiendish Resilience 1 (1/day, fast healing for 2 minutes), Immunity to magic sleep effects, +2 saves vs. enchantments, low-light vision, +2 to listen, search and spot checks, detect secret doors

Base Saves: Fort +3, Reflex +3, Will +6
Total Saves: Fort +7 (+1 Con, +1 magic, +2 profane), Reflex +8 (+4 Dex, +1 magic), Will +7 (+0 Wis, +1 magic)

Strength: 8 (-1)
Dexterity: 18 (+4)
Constitution: 12 (+1)
Intelligence: 12 (+1)
Wisdom: 10 (+1)
Charisma: 20 (+5)

Skills: Bluff +9 (4 ranks, +5 Cha), Concentration +6 (4 ranks, +2 Con), Intimidate +11 (6 ranks, +5 Cha), Knowledge (arcana) +7 (6 ranks, +1 Int), Knowledge (the planes) +9 (12 ranks, +1 Int), Spellcraft +7 (6 ranks, +1 Int, +2 feat), Use Magic Device +17 (10 ranks, +2 feat, + 5 Cha)

Languages Known: Common, Draconic, Infernal

Feats:
Human Bonus: Magical Aptitude
1st: Ability Focus (Invocations)
3rd: Arcane Mastery
6th: Leadership
9th:

Possessions (magic items are italicized): Mithralmist Shirt (+5 armor), Anklets of Translocation, Healing Belt +2 to Heal checks, 3/day heal 2d8, +1 Ring of Protection, +1 Cloak of Resistance, adventuring sundries (100 g), Blue and Red Lion Statuettes, wand of Lightning Bolt (6th, 11 charges), Girdle of Many Pockets, wand of Enervation (7th, 3 charges), Staff of Fire (21 charges, Burning Hands 1, Flaming Sphere 2, Fireball 2, Wall of Fire 3)

Gold and Treasure: 4137 g

Invocations known (DC 16 + Spell level):

Least (3): Baleful Utterance (2nd), See the Unseen (2nd), Summon Swarm (2nd)

Lesser (2): Eldritch Chain (4th), Hellrime Blast (3rd)

Cohorts and Hirelings

Guild Mage Cohort (1): Human Wiz (Evo/Guild) 5/2; Medium Humanoid; HD 7d4+14; hp 33; Init +3 (+3 Dex); Spd 30-ft; AC 13 (+3 Dex); Atk +2 melee (1d4-1, Crit 19-20/x2, dagger) or Fiery Burst; AL N; SV Fort +5, Ref +6, Will +7 (+1 cloak); Str 8, Dex 16, Con 14, Int 19, Wis 12, Cha 10;
Skills, Feats and Features: Concentration +11, Decipher Script +13, Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (nature) +13, Knowledge (the Planes) +13, Spellcraft +15; Cooperative Spell, Empower Spell, Energy Affinity (Fire), Energy Substitution (Fire) 1/day, Scribe Scroll, Spell Focus (Evocation), Fiery Burst (Reserve, DC 14+highest fire spell level, 1d6/highest fire spell level, +1 caster level of fire spells), Spellpool (1st to 3rd), Sculpt Spell
Possessions: Cloak of Resistance +1, Pearl of Power (1st), Wand of Magic Missile (3rd, 50 charges), dagger, robes, spell book
Spells Known: 0th - all; 1st - Burning Hands*, Color Spray, Feather Fall, Floating Disk*, Grease, Mage Armor, Magic Missile*, Mount, Shield; 2nd - Invisibility, Knock, Scorching Ray*, Shatter*; 3rd - Daylight*, Dispel Magic, Fireball*, Fly, Lightning Bolt*, Tiny Hut, 4th - Blast of Flame, Ice Storm*
Spells Prepared (DC 14 + Spell level, 15 + for evocation): 0th - Detect Magic, Light*, Mage Hand, Message, Read Magic; 1st - Burning Hands*, Color Spray, Grease, Mage Armor, Magic Missile*, Shield; 2nd - Invisibility, Knock, Scorching Ray* (x2), Shatter*; 3rd - Dispel Magic, Fireball*, Fly, Lightning Bolt*, 4th - Blast of Flame (x2), Ice Storm*

Cleric Hireling (1): Dwarf Clr 2; Medium Humanoid; HD 2d8+10; hp 23; Init -1 (-1 Dex); Spd 20-ft; AC 16 (-1 Dex, +5 chainmail, +2 shield); Atk +3 melee (1d8+3, Crit 20/x2, mace); AL NG; SV Fort +8, Ref -1, Will +5; Str 16, Dex 8, Con 20, Int 10, Wis 14, Cha 10;
Skills, Feats and Features: Heal +7, Knowledge (religion) +7; Extra Turning, Healing Domain, Sun Domain, Turn Undead 7/day
Possessions: mace, chainmail, large steel shield, holy symbol
Spells Prepared (DC 12 + Spell level): 0th - Create Water, Detect Poison, Guidance, Virtue; 1st - Bless, Comprehend Languages, Endure Elements*, Magic Stone

Rogue Hireling (1): Human Rog 1; Medium Humanoid; HD 1d6+2; hp 8; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30-ft; AC 17 (+4 Dex, +3 studded leather); Atk +4 melee (1d6+1, Crit 18-20/x2, rapier); +4 ranged (1d8, Crit 19-20/x2, light crossbow); AL N; SV Fort +2, Ref +6, Will +0; Str 12, Dex 18, Con 14, Int 16, Wis 10, Cha 8;
Skills, Feats and Features: Balance +8, Bluff +3, Disable Device +9, Forgery +7, Hide +8, Jump +5, Knowledge (local) +7, Open Lock +9, Move Silently +8, Sleight of Hand +8, Tumble +8, Use Magic Device +3; Improved Initiative, Weapon Finesse
Possessions: rapier, studded leather armor, light crossbow (20 bolts), thieves' tools

Barbarian Hireling (5): Human Bbn 1; Medium Humanoid; HD 1d12+3; hp 15; Init +2 (+2 Dex); Spd 40-ft; AC 15 (+2 Dex, +3 hide armor); Atk +5 melee (1d12+6, Crit 20/x3, great axe); +2 ranged (1d6+4, Crit 20/x3, comp. shortbow); AL CG; SV Fort +5, Ref +2, Will +1; Str 18, Dex 14, Con 16, Int 10, Wis 12, Cha 8;
Skills, Feats and Features: Climb +8, Handle Animal +3, Ride +6, Survival +5; Illiteracy, Fast Movement, Rage 1/day, Weapon Focus (great axe), Power Attack
Possessions: great axe, hide armor, comp. shortbow (20 arrows)

Ranger Hireling (1): Half-Elf Rng 1; Medium Humanoid; HD 1d10+2; hp 10, Init +4 (+4 Dex); Spd 30-ft; AC 19 (+5 Dex, +4 chain shirt); Atk +4 melee (1d8+3, Crit 19-20/x2, longsword); +6 ranged (1d8+3, Crit 20/x3, comp. longbow); AL NG; SV Fort +3, Ref +6; Will +0; Str 16, Dex 18, Con 14, Int 10, Wis 12, Cha 8;
Skills, Feats and Features: Climb +7, Handle Animal +3, Knowledge (dungeoneering) +4, Knowledge (nature) +4, Ride +7, Survival +5; Favored Enemy (Undead), Track, Wild Empathy, Weapon Focus (longbow)
Possessions: longsword, chain shirt, comp. longbow (20 arrows)

Druid Hireling (1): Gnome Drd 1; Small Humanoid; HD 1d8+2; hp 10; Init +0 (+0 Dex); Spd 20-ft; AC 14 (-1 Dex, +3 hide armor, +2 shield); Atk +1 melee (1d6+1, Crit 18-20/x2, scimitar); AL N; SV Fort +8, Ref -1, Will +5; Str 10, Dex 10, Con 18, Int 14, Wis 18, Cha 8;
Skills, Feats and Features: Concentration +8, Knowledge (nature) +6, Knowledge (the planes) +4, Listen +8, Spellcraft +6, Spot +12, Survival +8; Elemental Companion, Nature Sense, Alertness, Gnome traits, Spell-like abilities
Possessions: scimitar, hide armor, large wooden shield, sprig of mistletoe, small air elemental companion
Spells Prepared (DC 13 + Spell level): 0th - Cure Minor Wounds, Flare, Know Direction; 1st - Faerie Fire, Goodberry

Artificer Hireling (1): Human Art 1; Medium Humanoid; HD 1d6+4; hp 10; Init +1 (+1 Dex); Spd 30-ft; AC 17 (+1 Dex, +4 chain shirt, +2 shield); Atk +0 melee (1d6, Crit 20/x2, club); ; AL CG; SV Fort +4, Ref +1, Will +1; Str 10, Dex 12, Con 18, Int 16, Wis 8, Cha 14;
Skills, Feats and Features: Appraise +7, Craft +7, Disable Device +9, Knowledge (arcana) +7,
Knowledge (engineering) +7,
Knowledge (the planes) +7, Spellcraft +7,
Use Magic Device +8; Artificer Knowledge, Artisan Bonus, Disable Trap, Item Creation, Scribe Scroll, Exceptional Artisan, Extraordinary Artisan
Possessions: club, chain shirt, heavy steel shield, wand of cure light wounds (1st, 50 charges), wand of magic missile (1st, 50 charges), masterwork tools