Showing posts with label Forgotten Realms. Show all posts
Showing posts with label Forgotten Realms. Show all posts

Wednesday, May 26, 2010

Salutations from Sir Colin.

Backstory for Sir Colin for the FR game.

Kaname the Fighter

Kaname / Fighter6
Medium Sized Human (Humanoid) / Lawful Neutral

Hit Dice: 12 + 5d10 (46HP)
Initiative: +8 (+4 Dex + +4 Improved Initiative) 
Speed: 30fts 
AC: 21 (+5 Armor +4 Dex +2 Items) 
Base Attack Bonus: 6/1
Base Grapple: 9 (+6 Base +3 Str) 
Attacks: Masterwork Adamantine Greatsword +11 (+6 Base +3 Str +1 Masterwork +1 Focus)
Damage: Masterwork Adamantine Greatsword 2d6 +4 (x1.5mod) (Crit 19-20/x2)
Face/Reach: 5' x 5'/5' 
Special Attacks: None 
Special Qualities: None

Strength: 16 (+3)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 13 (+1)
Wisdom: 8 (-1)
Charisma: 10 (+0)

Base Saves: Fort +5, Reflex +6, Will +2
Total Saves: Fort +7 (+5 Base +2 Con), Reflex +6 (+2 Base +4 Dex), Will +3 (+2 Base -1 Wis +2 Feat)

Skills:
C
Craft [Blacksmith] +6 (+1 Int +5 Ranks) Intimidate +5 (+0 Cha +5 Ranks) Jump +10 (+3 Str +5 Ranks +2 Item) Ride +9 (+4 Dex +5 Ranks)
cc
Concentration +6 (+2 Con +4 Ranks) Diplomacy +4 (+0 Cha +4 Ranks) Tumble +6 (+4 Dex +0 Ranks +2 Synergy) Appraise +3 (+1 Int + 0 Ranks +2 Synergy)

Feats:
H: Iron Will
L1: Dodge
F1: Weapon Focus (Greatsword)
F2: Mobility
L3: Improved Initiative
F4: Combat Expertise
F6: Spring Attack
L6: Elusive Target*

Possessions (magical items are italicized):
Mithralmist Shirt (7/day Obscuring Mist)
Masterwork Adamantine Greatsword (Least Crystal of Return: Quick Draw)
Dimension Stride Boots (+2Jump; 5/day Teleport - 1 charge 20ft; 3 charges 40ft; 5 charges 60ft)
Amulet of Natural Armor +1
Ring of Protection +1
Cure Light Wound Potion x2


Gold and Treasure: 40 gp

Special Abilities
None

*Complete Warrior

Tuesday, May 11, 2010

Palladium the Cleric

Palladium / Cleric of Ilmater 3 / Church Inquisitor 3
Medium Sized Half-Elf Male (Humanoid)/Neutral Good
Hit Dice: 2d8 + 3d8 + 8 + 6 (34 hp)
Initiative: -1 (-1 Dex)
Speed: 30' (30' base, 20’ in heavy armour, triple speed if running)
AC: 17 (base 10, -1 Dex, +1 natural AC, +5 armour, +2 shield)
Base Attack Bonus: +4 (+4 base)
Base Grapple: +4 (+4 base)
Attacks: Masterwork Heavy Mace +5 (+4 base, +1 masterwork)
Damage: Masterwork Heavy Mace 1d8
Face/Reach: 5' x 5'/5'
Special Attacks: Divine Spells, Domain Spells (Suffering, Good, Inquisition), Pain Touch 1/day ( -2 Str & Dex for 1 min on melee touch)
Special Qualities: Racial Traits (Immunity to magic sleep effects, +2 to saves vs. enchantment spells or effects, +1 racial bonus to Listen, Search and Spot checks, find secret doors, Low-light vision), Cast Good spells as one level higher, + 4 on all dispel checks, Turn undead 12/day, Good Aura

Base Saves: Fort +4, Reflex +2, Will +6
Total Saves: Fort +5 (+1 Con), Reflex +1 (-1 Dex), Will +10 (+4 Wis)

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

Skills: Concentration +10 (9 ranks, 1 Con) , Knowledge (Arcana) +4 (2 ranks, 2 Int), Knowledge (Religion) +8 (6 ranks, 2 Int), Spellcraft +8 (6 ranks, 2 Int), Heal +8 (4 ranks, 4 Wis), Sense Motive +8 (4 ranks, 4 Wis), Gather Information +5 (2 ranks, 3 Cha), Spot +10 (5 ranks, 4 Wis, 1 racial), Search +7 (4 ranks, 2 Int, 1 racial)

Feats:

1st : Extra Turning
3rd : Quicken Feat
6th : Divine Metamagic (Quicken)


Possessions (magic items are italicized):
Healing belt [standard] (750gp) +2 to Heal checks, 3/day heal 2d8,
Reliquary Holy Symbol (1k gp) +2 Turning/day,
Inquisitor Bracers [swift] (1.5k gp) 3/day CMW on melee attack,
Mithralmist Shirt [swift] (3460gp) 7/day concealment for 1 min , mithral shirt +1,
Rod of Frost [standard] (1.4k gp) 3/day 30ft line of frost (2d6 frost dmg, reflex DC14 half dmg),
Ephod of Authority (800 gp) +1 Cleric lvl while turning
Darkwood Shield (257gp) No armour check penalty
Acrobat Boots [swift] (900gp) +2 Tumble checks, 3/day to increase land speed,
Masterwork heavy mace (312gp) +1 to attack rolls,
Ring of Mystic Healing [swift] (3.5k gp) +1 Caster lvl when casting Cure spells, 3/day Add 2d6 to cure spell,
Adventuring sundries (100 g)

Gold and Treasure: 21 gp

Powers:

Divine Caster Level: 6th, +1 for Good spells

Spells Prepared: DC 14 + Spell level

0th (5) - Create Water ( ), Cure Minor Wounds ( ), Detect Magic ( ), Detect Poison ( ), Guidance ( ), Inflict Minor Wounds ( ), Light ( ), Mending ( ), Purify Food and Drink ( ), Read Magic: ( ), Resistance ( ), Virtue ( )

1st (3 + 1 + D) - Bane ( ), Bless ( ), Bless Water M ( ), Cause Fear ( ), Command ( ), Comprehend Languages ( ), Cure Light Wounds ( ), Curse Water M ( ), Deathwatch ( ), Detect Chaos/Evil/Good/Law ( ), Detect Undead ( ), Divine Favor ( ), Doom ( ), Endure Elements ( ), Entropic Shield ( ), Hide from Undead ( ), Inflict Light Wounds ( ), 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# ( )

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

3rd (2 + 1 + D) - Animate Dead M ( ), Bestow Curse ( ), Blindness/Deafness ( ), Contagion ( ), Continual Flame M ( ), Create Food and Water ( ), Cure Serious Wounds ( ), Daylight ( ), Deeper Darkness ( ), Dispel Magic ( ), Glyph of Warding M ( ), Helping Hand ( ), Inflict Serious Wounds ( ), 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, Lessser* ( ), Vigor* ( ), Vigor, Mass Lesser* ( ), Visage of the Deity, Lesser* ( )

Domain Spells:

Suffering domain
Granted Powers: You may use pain touch as a spell-like ability once per day. To deliver a pain touch, you must succeed on a melee touch attack against a living creature (using the rules for touch spells). If you hit, your touch bestows a -2 penalty to Strength and Dexterity on the target for 1 minute. Creatures that are immune to critical hits are also immune to this effect.
Suffering Domain Spells
1 Bane: Enemies take -1 on attack rolls and saves against fear.
2 Bear's Endurance: Subject gains +4 to Con for 1 min./level.
3 Bestow Curse: Subject takes a -6 penalty to an ability score; -4 penalty on attack rolls, saves, and checks; or 50% chance of losing each action.

Good domain
Granted Powers: You cast good spells at +1 caster level.
Good Domain Spells
1 Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3 Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.

Inquisition Domain
Granted Powers: Gain +4 bonus on all dispel checks
1 Detect Chaos: Reveals chaotic creatures, spells, or objects.
2 Zone of Truth: Subjects within range can't lie.
3 Detect Thoughts: Allows "listening" to surface thoughts.

Sunday, May 9, 2010

Parrot the Rogue

Parrot/Rogue 3/Swashbuckler 3
Medium Sized Elf (Humanoid)/Chaotic Good

Hit Dice: 3d6 + 3d10 (37 hit points)
Initiative: +5 (+5 Dex)
Speed: 30' (30' base)
AC: 19 (+5 Dex, +4 armor)
Base Attack Bonus: +5 (+5 base)
Base Grapple: +7 (+5 base, +2 Str)
Attacks: Melee Dagger +12, or Thrown Dagger +12 (+5 Dex, +1 weapon focus, +1 masterwork)
Damage: Melee Dagger 1d4+4 (Crit 19-20, x2) (+2 Str, +3 Int, -1 silvering), Thrown Dagger 1d4+5 (Crit 19-20, x2) (+2 Str, +3 Int, +1 feat, -1 silvering)
Face/Reach: 5' x 5'/5'
Special Attacks: Insightful Strike (add Int mod to damage rolls), Sneak Attack +2d6
Special Qualities: Evasion, Grace +1, Racial Traits (Immunity to magic sleep effects, +2 to saves vs. enchantment spells or effects, +2 racial bonus to Listen, Search and Spot checks, find secret doors, Low-light vision, weapon proficiencies), Trapfinding +1, Trap Sense

Base Saves: Fort +4, Reflex +4, Will +2
Total Saves: Fort +4 (), Reflex +10 (+5 Dex, +1 Grace), Will +2 ()

Strength: 14 (+2)
Dexterity: 21 (+5)
Constitution: 10 (+0)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 8 (-1)

Skills: Balance (Dex) +12 (5 ranks, +5 Dex, +2 synergy), Bluff (Cha) +13 (9 ranks, -1 Cha, +5 magic), Disable Device (Int) +10 (5 ranks, +3 Int, +2 tools), Disguise +14 (5 ranks, -1 Cha, +10 magic), Hide (Dex) +14 (9 ranks, +5 Dex), Jump (Str) +9 (5 ranks, +2 Str, +2 synergy), Listen (Wis) +8 (6 ranks, +2 racial), Move Silently (Dex) +14 (9 ranks, +5 Dex), Open Lock (Dex) +12 (5 ranks, +5 Dex, +2 tools), Search (Int) +14 (9 ranks, +3 Int, +2 racial), Sense Motive (Wis) +6 (6 ranks), Spot (Wis) +11 (9 ranks, +2 racial), Tumble (Dex) +12 (5 ranks, +5 Dex, +2 synergy)

Feats:
1st: Point Blank Shot
3rd: Far Shot
6th: Weapon Focus (Dagger)

Additional Feats:
Swashbuckler 1: Weapon Finesse

Possessions (magic items are italicized): Gauntlet of Infinite Blades, Mask of Lies, Anklets of Translocation, Spool of Endless Rope, Mithril Chain Shirt, Light Crossbow (20 bolts), Masterwork Thieves’ Tools, Thunderstone (20), adventuring sundries (100 g)

Gold and Treasure: 5 g

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Class Features:

Evasion – Whenever a rogue succeeds on a Reflex save against a spell or ability that allows for half damage on a successful save, the rogue instead takes no damage.

Grace – A swashbuckler gains a static bonus to Reflex saves.

Insightful Strike – A swashbuckler adds his Intelligence modifier (if positive) to all damage rolls with finesse weapons.

Sneak Attack – The rogue deals an extra amount of damage (represented in dice) when flanking an opponent, or whenever an opponent is denied his Dexterity bonus to AC.

Trapfinding – A rogue can Search for and Disable traps that have a DC of 20 or higher, and magical traps that have a DC of 25 or higher.

Trap Sense – A rogue gains a static bonus to Reflex saves and AC against attacks made by traps.
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Magic Item Descriptions:

Anklets of Translocation – Teleport 10-ft as a swift action. 2/day.

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Gauntlet of Infinite Blades – Produces a Masterwork Silver Dagger as a swift action. Additionally, this gauntlet has 5 charges, renewable at dawn each day. By spending 1 or more charges, you can create one of the following effects:

1 charge - +3 dagger (+3 to-hit, +3 damage)
3 charges - +3 dagger of Seeking (+3 to-hit, +3 damage, ignore concealment)
5 charges - +3 Bane dagger of Seeking (+3 to-hit, +3 damage, counts as +5 and inflicts additional 2d6 damage against a specific creature type, ignore concealment)

Regardless of its type, a dagger created by this item disappears after 3 rounds.

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Mask of Lies – This mask grants the wearer a +5 bonus to Bluff checks, Undetectable Alignment, and the use of the Disguise Self spell 3/day.

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Spool of Endless Rope – Contains an unlimited amount of silk rope. Up to 500-ft of rope can be utilized at a time. Combined with the Use Rope skill, silk robe adds a +2 bonus to a user’s Climb checks.

Wolfgang the Wizard

Wolfgang Abend (Dusk)/Wizard (Conjurer) 3/Master Specialist 3
Medium Sized
Human (Humanoid)/Chaotic Neutral

Hit Dice: 6d4 + 12 (33 hit points)

Initiative: +3 (+3 Dex)
Speed: 30' (30' base)
AC: 14/22* (+3 Dex/+4 Mage Armor, +4 Shield, +1 deflection)
Base Attack Bonus: +2
Base Grapple: +1 (+2 base, -1 Str)
Attacks: Masterwork Dagger +3 (+2 Base, -1 Str, +1 Masterwork, +1 luck), Masterwork Light Crossbow +7 (+2 Base, +3 Dex, +1 Masterwork, +1 luck), Ranged Touch +6 (+2 Base, +3 Dex, +1 luck)
Damage: Masterwork Dagger 1d4-1 (Crit 19-20, x2) (-1 Str), Masterwork Light Crossbow 1d8 (Crit 19-20, x2),
or by spell (Crit 20, x2)
Face/Reach: 5' x 5'/5'
Special Attacks: Arcane Spells, Winter’s Blast
Special Qualities: None

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

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

Skills: Bluff (Cha) +4 (4 ranks), Concentration (Con) +16 (9 ranks, +2 Con, +5 Magic), Craft (calligraphy) +9 (5 ranks, +4 Int), Decipher Script +13 (9 ranks, +4 Int), Knowledge (arcana) (Int) +13 (9 ranks, +4 Int), Knowledge (religion) (Int) +9 (5 ranks, +4 Int), Knowledge (the Planes) (Int) +13 (9 ranks, +4 Int), Spellcraft (Int) +18 (9 ranks, +4 Int, +3 Feat, +2 synergy)

Feats:

Human Bonus: Beckon the Frozen
1st: Spell Focus (Conjuration)
3rd: Winter’s Blast
6th: Craft Wondrous Item

Additional Feats:

Wiz 1st: Augment Summoning
MS 1st: Skill Focus (Spellcraft)
MS 3rd: Greater Spell Focus (Conjuration)

Possessions (magic items are italicized): Masterwork Dagger, Masterwork Light Crossbow w. 40 bolts, Handy Satchel (containing 500gp worth of adventuring sundries, Spell book, inks and components), Artificer’s Monocle, Metamagic Rod of Extend Spell (Lesser), Vanisher Cloak, Vestment of Resistance +2, Tunic of Steady Spellcasting, Bracers of Arcane Freedom, Hellcat Gauntlets, Healing Belt, Anklet of Translocation, Ring of Four Winds

Gold and Treasure: 132 g


Magic Item Descriptions

Anklet of Translocation – 2/day. Swift. Teleport 10-ft.

Artificer’s Monocle – Spend 1 minute analyzing a magic item with Detect Magic to Identify its properties.

Bracers of Arcane Freedom – 2/day. Swift. Next spell cast is Stilled (as Still Spell feat).

Hellcat Gauntlets – 3/day. Swift. Next single target attack spell deals an additional 1d6 damage per spell level.

Healing Belt – 3 charges/day. Standard. Heals 2d8/3d8/4d8 hp for 1/2/3 charges.

Metamagic Rod of Extend Spell (Lesser)– 3/day. Extend Spell feat (1st to 3rd level spells only)

Ring of Four Winds – 4/day. Swift. +2 Deflection bonus to AC for 1 round, or Feather Fall.

Spellcasting

Specialized: Conjuration
Prohibited: Enchantment, Evocation, Illusion

Arcane Caster Level: 6th, +1 Cold

Spellbook & Spells Prepared: DC 14 + Spell level, 16 + Spell level for Conjuration spells

0th (3+3*) – Acid Splash* ( ), Amaneunsis (SC) ( ), Arcane Mark ( ), Caltrops* (SC) ( ), Detect Poison ( ), Detect Magic ( ), Disrupt Undead ( ), Launch Bolt (SC) ( ), Mage Hand ( ), Mending ( ), Message ( ), Open/Close ( ), Prestidigitation ( ), Read Magic ( ), Repair Minor Damage (SC) ( ), Resistance ( ), Touch of Fatigue ( )

1st (3+3*) – Alarm ( ), Benign Transposition* (SC) ( ), Comprehend Languages ( ), Detect Secret Doors ( ), Endure Elements ( ), Erase ( ), Expeditious Retreat ( ), Feather Fall ( ), Grease* ( ), Identify ( ), Lesser Orb of Cold* (CA) ( ), Lesser Shivering Touch (FB) ( ), Mage Armor* ( ), Mount* ( ), Nerveskitter (SC) ( ), Protection from Alignment ( ), Ray of Clumsiness (SC) ( ), Shield ( ), Summon Monster I* ( ), True Casting (CM) ( ), True Strike ( ), Unseen Servant* ( ), Wall of Smoke* (SC) ( )

2nd (3+3*) - Alter Self ( ), Arcane Lock ( ), Arcane Turmoil (CM) ( ), Baleful Transposition* (SC) ( ), Bear's Endurance ( ), Command Undead ( ), Cloud of Bewilderment* (SC) ( ), Create Magic Tattoo* ( ), Darkvision ( ), Detect Thoughts ( ), Earthbind (SC) ( ), False Life ( ), Glitterdust* ( ), Heart of Air (CM) ( ), Ice Darts* (FB) ( ), Incendiary Slime* (CM) ( ), Kelgore's Grave Mist* (PHB2) ( ), Knock ( ), Levitate ( ), Protection from Arrows ( ), Resist Energy ( ), Rope Trick ( ), See Invisibility ( ), Spectral Hand ( ), Summon Monster II* ( ), Whispering Wind ( )

3rd (2+3*) – Arcane Sight ( ), Arctic Haze(FB) ( ), Clairaudience/Clairvoyance ( ), Dimension Step* (PHB2) ( ), Dispel Magic ( ), Fly ( ), Gaseous Form ( ), Heart of Water (CM) ( ), Icelance* (SC) ( ), Magic Circle against Alignment ( ), Phantom Steed* ( ), Protection from Energy ( ), Regroup* (PHB2) ( ), Shivering Touch (FB) ( ), Sepia Snake Sigil* ( ), Slow ( ), Stinking Cloud* ( ), Summon Monster III* ( ), Tongues ( ), Vampiric Touch ( ), Water Breathing ( )


Variant Rules:

Focused Specialist (CM): Choose another prohibited school. Additionally, you lose 1 spell slot from each spell level you can cast. You can prepare 2 additional spells from your specialized school. This is in addition to the bonus spell granted by Specialization.

Rapid Summoning (SRD): Cast Summoning spells as a Standard action. Replaces Find Familiar ability.

Enhanced Summoning (SRD): 1st: Augment Summoning feat. Replaces Scribe Scroll feat. 5th: +2 to DC to dispel your Summoned creatures. 10th: Summoned creatures gain +2 Str/Con. 15th: +4 to DC to dispel your Summoned creatures. 20th: Summoned creatures gain +4 Str/Con. You do not gain Wizard bonus feats.

Misc Notes:

Create Magic Tattoo – Active, 48 hours. +1 luck bonus to hit rolls, +1 deflection bonus to AC.