Character Management

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Talanall
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Character Management

This thread is to contain postings of character sheets. If you have something you want kept secret from other characters, you can contact me by e-mail or PM, but otherwise, just post your character sheet here--that way you can't lose it, and I can always find it.

Specs for new character creation are as follows:

  • 6th level start with 15,780 XP
  • Non-evil alignment
  • Any race from Player's Handbook 3.5, plus aasimar, goblin, hobgoblin, orc, and tiefling from Monster Manual 3.5. Or you may play a member of the garid race, from the Tolrea setting materials.
  • Starting wealth 13,000 gp
  • All core feats, prestige classes, classes, items, and spells are allowed without review on my part, as are feats and items associated with the campaign setting material I have written. The shaman class found here here and the related feats shown here are allowed after prior discussion with me. Other non-core material is allowed with my approval only, on a case-by-case basis.
  • Ability scores are by 32 point buy

In addition, it is to your benefit to examine the setting material available in the World of Tolrea section of this website, and to review the past chapters of the game in order to imagine a background scenario which would lead your proposed character to join more-or-less harmoniously with the party.

Edited by: Talanall on 10/31/2016 - 13:45
Bahamut Omega

Nyshael

Spoiler: Highlight to view
ECL: 6 (Wilderness Rogue 2)
XP: 15,032/21,000

Race: Pixie
Alignment: CG
Deity: Leroe

Height: 3’2"; Weight: 29 lbs; Hair: Light Brown; Eyes: Blue

Str 10 (+0)
Dex 22 (+6)
Con 14 (+2)
Int 20 (+5)
Wis 18 (+4)
Cha 16 (+3)

HD: (2d6+4) 2nd HD
hp: 11
INIT: +6
Spd: 20'; 60' fly (good)

AC: 23 = +5 (Armor) +6 (Dex) +1 (Size) +1 (Natural)
24 (Dodge Target), Touch: 17/18, Flat Footed: 17
-DR 10/Cold Iron
-50% Miss Chance when invisible
-+1 Mithral Armor
-SR 17

Attack:
BAB: +1
-Sap: +1 (BAB) +6 (Dex) +1 (Size) = +8 1d4/x2 (Non-lethal)
-+1 Masterwork Longbow: +1 (BAB) +6 (Dex) +1 (Size) +1 (Mstr.) = +9 1d6+1/x3; 100' Range
-Masterwork Rapier: +1 (BAB) +6 (Dex) +1 (Size) +1 (Mstr.) = +9 1d4 18-20/x2
-Silvered Dagger: +1 (BAB) +6 (Dex) +1 (Size) = +8 1d3-1 19-20/x2
-+2 bonus to attack against sighted opponents; opponents are flat-footed against attacks
-+1 bonus to melee attacks for high ground if over opponent's head

Saves:
-Fort: +2 (+0 base, +2 con)
-Ref: +9 (+3 base,+6 Dex)
-Will: +4 ( +0 base, +4 Wis)

Skill points: 65
Craft (Poison): +12 (5 Ranks, 5 Int, 2 Tools), Balance +8 (6 Dex, 2 Synergy), Disable Device: +11 (5 Ranks, 5 Int, 2 Tools), Escape Artist: +11 (5 Ranks, 6 Dex), Gather Information +5 (3 Cha, 2 Synergy), Hide: +14 (4 Ranks, 6 Dex, 4 Size), Jump -2 (-4 Speed, 0 Str, +2 Synergy), Knowledge (Local): +10 (5 Ranks, 5 Int), Knowledge (Nature): +8 (1 rank, 5 Int, 2 Synergy), Listen: +11 (5 Ranks, 4 Wis, 2 Racial), Move Silently: +10 (4 Ranks, 6 Dex), Open Lock: +13 (5 Ranks, 6 Dex, 2 Tools), Search: +17 (5 Ranks, 5 Int, 2 Racial, 5 Magic Item), Spellcraft +5/+7 (1 cc, 5 Int, 2 Synergy [decipher scrolls]), Spot: +11 (5 Ranks, 4 Wis, 2 Racial), Survival +9/11 (5 Ranks, 4 Wis, 2 Synergy [following tracks]), Tumble: +11 (5 Ranks, 6 Dex), Use Magic Devise: +8 (5 Ranks, 3 Cha), Use Rope +8 (6 Dex, 2 Item)

Feats: Dodge (Bonus), Weapon Finesse (Bonus), Point Blank Shot
Languages Spoken: Common, Sylvan, Elven, Gnome, Halfling

Special Attacks: Spell-like Abilities

Special Qualities:
Low-Light Vision, DR 10/cold iron, Sneak Attack +1d6, Spell Resistance 17, Trapfinding, Evasion

Equipment:
Handy Haversack:
-99' Silk Rope (19.8 gp)
-Bedroll and Winter Blanket (0.6 gp)
-Waterskin (1 gp)
-Fishing Hook (0.1 gp)
-Chalk (0.001 gp)
-Mirror (10 gp)
-55 Arrows (2.75 gp)
-2x Potion of Cure Light Wounds (100 gp)
-1x Potion of Shield of Faith (50 gp)
-1x Potion of Remove Fear (50 gp)
-Masterwork Thieves' Tools (100 gp)
-Masterwork Poisoner's Tools (150 gp)
-2x Giant Wasp Venom base (154 gp) [37.8/200 gp crafted]
-2x Large Scorpion Venom base (148 gp)

Chester (Light Horse):
-Rundlet of Fine Wine (960 gp) (160 lbs)

Items on Person:
-Handy Haversack (2000 gp) (5 lbs)
-4x Belt Pouches (4 gp) (0.5 lbs)
-Sap (1 gp) (1 lbs)
-Masterwork Rapier (315 gp) (1 lbs)
-+1 Longbow (2375 gp) (1.5 lbs)
-40 Arrows (2 gp) (3 lbs)
-38 Silvered Arrows (120 gp)
-1 Silvered Dagger
-1 coated with Sleep Poison (25.05 gp) (DC13)
-3 coated with Medium Spider Venom (100.15) (DC14)

-+1 Mithral Chain Shirt (2100 gp) (6.25 lbs)
-2x Potion of Cure Light Wounds (100 gp) (0.2 lbs)
-1x Potion of Shield of Faith (50 gp) (0.1 lbs)
-Traveler's Outfit (1 gp) (--)
-Goggles of Minute Seeing (1250 gp)
-2x Antitoxin (100 gp)
-1x Wand of Cure Light Wounds-29 charges (435 gp)
-1x Wand of Enlarge Person-33 charges (495 gp)
-1x Wand of Detect Secret Doors-21 charges (315 gp)
-1 gp, 8 sp, 7 cp

Spell-Like Abilities:
1/day: [strike]Lesser Confusion (DC 14)[/strike], Dancing Lights, [strike]Detect Chaos[/strike], [strike]Detect Evil[/strike], [strike]Detect Good[/strike], Detect Law, [strike]Detect Thoughts (DC 15)[/strike], [strike]Dispel Magic[/strike], [strike]Entangle (DC 14)[/strike], [strike]Permanent Image (DC 19)[/strike]*
-Caster level 8th for all; DCs charisma based.

*Visual and auditory effects only.

Background

Nyshal is very accustomed to being invisible, so much so that she has to make a conscious effort to become visible. The need for this developed as a result of a long life living in seclusion and hiding on the material plane amidst curious and fearful mortals whom would attack her out of fear over talking.

Once a member of the Seelie Court, Nyshal had grown more than weary of the foolishness of its nobles and their petty games with mortals. More than several decades ago, she left the Spirit Realm and the Seelie Court behind, taking to the Material Plane to make an effort to assist mortals lost in the forests as opposed to turn them into playthings.

Her efforts were not met with nearly the same zeal, and on more than one occasion was forced to flee, particularly from Humans. Elves and Gnomes exhibited a more clear understanding of her existence and almost always accepted her aid.

Regardless, her kindness has not always been accepted with good intentions and she has been met betrayal by evil Gnomes and Elves on more than one occasion.

Nyshael is usually extremely cautious. Always following someone and testing them before willing offering her aid. She has learned that her detection spell-like abilities, while useful, cannot be the be all, end all for determining whether her safety would be in jeopardy.

Since joining the party, Nyshael's begun to let her guard down a little, but it requires a conscious effort on her part to try and be more understanding of mortal customs and attempt to enjoy the benefits of relying on the team as a whole to protect her. As part of these efforts, she usually travels visible when with the party. So far it has worked out well for her.

The benefits of the risks she's taken have proven useful as she's become more aware of the threats to the natural world, which she feels compelled and enabled cleanse thanks to the help of the others.

Appearance

A Human's life span of being always at risk of attack in a world of paranoid mortals has taught Nyshal to excel at hiding. As such, she almost always spends her time invisible to the point that an active effort is necessary on her part to make herself visible again.

Should one be so lucky as to catch her when she's visible, one would see a beautiful sylph with long, brown hair that reaches below her waist. Piercing, but gentle blue eyes contrast her light skin. She dresses plainly, but somewhat provocatively with a light green skirt with a pair of matching shoes.

A belt ties the skirt close to the waist, along it are several potions and other miscellaneous items. On her waist hangs a quiver of arrows and on her back a bow made of willow matches it. Most of the arrows in her quiver have a white fletching, although several are green, red, and blue.

Personality

Nyshael has lived most of her life in the wilderness and she shows a degree of hesitation in response to creatures which do not live in harmony with nature. Unnatural things are unnerving to her, including undead (except for Ancestral Ghosts), witnessing cruel acts by mortals upon one another, or large, industrial cities.

Those who spend much time with her may note that the mortal construct of money is almost meaningless to her. She enjoys having it to some extent because she likes magic items and many humans will exchange money for them, but she'll often overpay (and sometimes underpay) without any real thought to the real value of what the coins are worth. As a result, much of Nyshael's wealth is within the magic items she carries as well as the rare and potent poisons that she crafts.

Nyshael loves magic items more than anything. Although not a caster herself, she enjoys tinkering with them in an effort to figure out how they work, sometimes to a degree of success. It is not unusual to see her carrying wands and scrolls with her that she has no idea on how to make work.

Fixxxer
Fixxxer's picture

Last updated 04/10/18.

Tyler “Chuul” Kane
Male orc barbarian 2/ fighter 3/ ranger 2: CR 7;
Medium humanoid (orc); Hit Dice 2d12+3d10+2d8+12; 61 hp; Init +6; Spd 30 ft. (6 squares); AC 20 (+2 Dex, +6 armor, +1 natural, +1 deflection), 13 touch, 20 flat-footed; BAB/Grapple +7/+12; Atk +13 melee (2d4+7/x3, +1 silvered guisarme) or +13 melee (2d4+7/18-20x2, masterwork falchion) or +12 melee (1d4+5/18-20x2 cold iron kukri) or +10 ranged (1d8+4/x3, masterwork composite longbow (+4 Str)); Full atk +13/+8 melee (2d4+7/x3, +1 silvered guisarme) or +13/+8 melee (2d4+7/18-20x2, masterwork falchion) or +12/+7 melee (1d4+5/18-20x2 cold iron kukri) or +10/+5 ranged (1d8+4/x3, masterwork composite longbow (+4 Str)) or +8/+8/+3 ranged (1d8+4/x3, masterwork composite longbow (+4 Str)); SA favored enemy Humanoid (shapechanger), Power Attack, rage 1/day; SQ darkvision 60 ft., fast movement, light sensitivity, uncanny dodge, wild empathy; AL CN; SV Fort +11, Reflex +7, Will +3; Str 20, Dex 14, Con 14, Int 10, Wis 12, Cha 8.
Skills and Feats (armor check –3): Climb +8 (2 barbarian, 1 fighter, +5 Str), Gather Information +2 (3 cross-class ranger, -1 Cha), Intimidate +4 (2 barbarian, 3 fighter, -1 Cha), Jump +9 (3 barbarian, 1 fighter, +5 Str), Knowledge (geography) +1 (1 ranger), Knowledge (nature) +3 (1 ranger, +2 synergy), Knowledge (religion) +2 (4 cross-class barbarian), Listen +5 (4 barbarian, +1 Wis), Ride +3 (1 fighter, +2 Dex), Spot +3 (2 ranger, +1 Wis), Survival +8 (5 barbarian, 2 ranger, Wis +1); Dodge, Improved Initiative, Mobility, Power Attack, Rapid Shot, Spring Attack, Track.
Favored Enemy (Ex): Chuul gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against shapechangers. He gets the same bonus on weapon damage rolls against shapechangers.
Wild Empathy (Ex): Chuul can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being. He rolls 1d20, or 1d20-4 if attempting to influence a magical beast with an Intelligence score of 1 or 2.
Possessions: Acid (x2*), acrobat boots, amulet of natural armor +1, arrows (x4*/x20), arrows (silvered; x16), belt pouch (containing 5gp and 20sp), book (Gods & Spirits)*, book (Pantheon and Doctrine)*, book (Theogony and the Celestial Court*), +1 breastplate, caltrops*, caltrops (silvered) x2, cloak of resistance +1, crowbar*, dagger (silvered), explorer’s outfit, flint and steel*, grappling hook*, Heward's handy haversack, hemp rope (50ft)*, Ilmuktan charger ("Sir Fluffernutter"), kukri (cold iron), leather armor*, masterwork falchion, potion of bull's strength (CL 3), potion of cure light wounds (1/1*), potion of cure moderate wounds, potion of protection from evil (x2), replenishing skin*, ring of protection +1, ring of sustenance, shovel*, +1 silvered guisarme, silversheen, soap*, tanglepatch, tent*, traveler’s outfit*, whetstone*, winter blanket*, 20pp*, 376gp*, 68sp*, 10cp*, 69 lb. carried (light load).
Note: Items marked with an asterisk are located within the Heward’s handy haversack and thus weigh nothing.
Total XP: 20,569
Height: 6’3
Weight: 215 lbs
Age: 26
Eyes: Red iris with black vertical pupil
Hair: A thick mane of black that is usually kept semi-neatly tied back. A pair of black “lamb chop” sideburns extends down to Chuul’s mouth, but the chin is usually kept shaven. There is no mustache. Chuul’s bushy black eyebrows also seem to extend from his mane.
Skin: Dark gray in areas of sun exposure and a lighter gray in areas that see less sun (such as the inside of the palms or under the chin).
Misc: One of Chuul’s tusks has half an inch of the tip broken off, the result of a fight.

Personality:
Chuul is a very take-no-shit individual. He’s bigger and stronger than most people, and he knows it. At the same time, he’s an orc moving through civilized society, and he knows that as well. He has little problem with someone pointing out that he’s different, but he’ll brook no real insult against his person, and will answer such an affront violently. At the same time, he doesn’t consider it an insult to be called names like orc or barbarian, and sees such labels as nothing but the truth.

Chuul’s hardline view of the world is to the benefit of anyone he’s on good terms with. He doesn’t betray the name or confidence of anyone who has hired him unless it’s obvious to him that he has been betrayed himself. He would rather die than betray anyone he considers a true friend, and treats an insult against a friend as an insult against himself

Basic History:
The only parents Chuul ever knew were his human mother and father, Henry and Belladonna Kane. Henry was a well-known officer in a borderland town and a great hunter of orcs. Much to the surprise of his peers, he brought home an orcish infant from one of his excursions. He told his peers that he would raise the child and use him as a method for infiltrating orcish hordes, and he told his wife that he simply couldn’t bring himself to kill the helpless baby. At home with Belladonna around, he called the child Tyler, but away from home he called him Chuul (Orcish for “bastard,” a fact Chuul didn’t discover until his teenage years). When Chuul was four years old, Henry left on a hunting expedition and never came home.

Chuul was raised almost exclusively by Belladonna. He attempted to attend classes with the other children, but was bullied and unaccepted. The teacher, a priest dedicated to the god Agon, suggested to Belladonna that it would be best if she schooled her child at home. This situation served as a model for Chuul’s life. He was barely tolerated in the town and every orcish caravan raid or borderer killed at the hands of nearby orc clans helped galvanize the people’s dislike of the youth. He was price-gauged by vendors, jailed for the slightest of offenses and when he came of age, he was denied entry into militia service, despite being the strongest and most capable of recruits.

When he was denied military service at 15, he began to grumble to his mother about leaving. First, he suggested that perhaps it would be better if he simply moved out to the wilderness and joined a clan of orcs. After his mother pointed out the foolishness of this plan, he moved to another and then another. Each week he had a different plan for getting away and each week, his mother pointed out how poorly-constructed such plans were. Finally, at age 16 he was thrown in jail again, this time for an actual offense…the first of his life. After insulting a vendor for trying to overcharge him, a guard was called. The guard tried to restrain Chuul and slap a pair of manacles on him. Angry and with tension boiling over, Chuul fought back, easily overpowering both the guard and the vendor and knocking them both out. Hoisting them both over his shoulders, he brought them to the constable’s office and turned himself in rather than be hunted (later in life, he would look back and wish he’d just beaten the constable and left town). The next day he was given a choice. He could spend months in jail or he could be set free on the condition that he leave town forever. It was an easy choice.

Leaving town with nothing more than his father’s sword and bow and the clothing on his back, Chuul set out to make a life for himself. After two weeks of travel, he happened across a caravan on the road. At first, the guards took him for a raider, but his (semi-) civilized manner convinced them of the truth. He was given a ride with the caravan, though the guards watched him closely. When the caravan was later attacked by hobgoblin highwaymen, he was instrumental in fighting them off. When the caravan reached its destination, the wagonmaster slipped him a fair cut of pay for a hired guard and offered him a job on the next caravan. Chuul happily took it and found a degree of acceptance that he’d been missing his entire life.

Since then, his life has not been easy, but it’s been his to lead as he sees fit. He has guarded many caravans and pilgrims through hostile land. He’s spelunked goblin-infested dungeons in search of riches. He’s seen more of the world and lived richer than most of his contemporaries back home would ever dream. He has lived free and will continue to do so as long as he can.

Foibles:
Chuul does not like to be called by his given name (Tyler Kane). On the off chance that anyone should figure his name out, they’re given a single warning not to refer to him by it. Afterward, he considers it an insult. The exception to this rule is his mother.

Chuul doesn’t have any sort of racial hatred against orcs, but almost always ends up disliking any orc he meets. This is usually the result of a personality clash, as his civilized upbringing gives him a sort of platform to stand upon where he can look down on the worst habits of the orc race (in OOC terms, think of what Barack Obama would probably feel like if he met the average “gangsta from da’ hood, blood”).

Chuul is acquainted with the most rudimentary riding skills, but doesn’t much like horses. Unless he has to be somewhere is a hurry, he’d rather travel on his own two feet.

Sir Fluffernutter

Large Animal
Hit Dice: 4d8+16 (33 hp)
Initiative: +2
Speed: 50 ft. (12 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Hoof +8 melee (1d6+6)
Full Attack: 2 hooves +8 melee (1d6+6) and bite +1 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 22, Dex 15, Con 19, Int 2, Wis 13, Cha 6
Skills: Listen +7, Spot +6
Feats: AlertnessB, Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 2
Treasure: None.
Alignment: Always neutral
Advancement: --
Level Adjustment: --

These animals are specially bred in Ilmuk, one of the Federated River Kingdoms to the east of the Kingdom of Enteria. Ilmuktan military tactics depend greatly on the use of charges by massed heavy cavalry--plate armored riders wield lances astride the backs of these massive destriers, which often are armored in the same fashion as their riders.

In addition to possessing massive strength and agility that is surprising in a beast of their size, Ilmuktan chargers tend to be obedient and even-tempered. They're highly sought after as breeding stock elsewhere in Tolrea, and often are bred to lesser breeds to improve the general quality of a line's offspring.

A typical Ilmuktan charger stands around 19 hands (6' 3") tall at the shoulder, and weighs nearly 2,400 lbs. Most examples of the breed are chestnut, bay, or roan in color. In general they are rugged-looking horses with wide, deep chests, a short, blunt snout, and small ears.

Combat

Ilmuktan chargers often are trained for combat riding, but they usually aren't aggressive when left to their own devices, preferring to flee from combat if at all possible. The statistics shown above reflect a horse trained for combat riding. Examples of the breed that are not trained for this purpose lack a bite attack, and their hoof attacks are treated as secondary natural weapons. They have an attack bonus of +3 and deal 1d6+3 points of damage instead of the listed figures.

Carrying Capacity
A light load for an Ilmuktan charger is up to 519 pounds; a medium load, 520-1,038 pounds; and a heavy load, 1,039-1,560 pounds. An Ilmuktan charger can drag 7,800 pounds.

Market Value
Outside of Ilmuk, an Ilmuktan charger typically fetches a price of around 800 gp.

deadDMwalking
deadDMwalking's picture

Garren Baur
Male human Ranger 1/Cleric 6, Medium Humanoid (human) HD 7d8+7; HP 42; Init +1 (+1 Dex); Speed 30 ft.; AC 15 (+1 Dex, +4 armor, +0 shield) touch 11, flat-footed 10; BAB/Grapple +5/+7; Atk +9 melee (2d4+2/18-20x2, MW alchemical-silver falchion) or +7 ranged (1d8+2/x3, MW composite longbow [Str+2]); Full atk +9 melee (2d4+2/18-20x2, MW alchemical-silver falchion) or +7 ranged (1d8+2/x3, MW composite longbow [Str+2]); Space/Reach 5 ft./5ft.; SA Favored Enemy +2 (Giants), Spells, Turn Undead 2/day (2d6+5); SQ Protection Domain, War Domain, Wild Empathy; AL N; SV Fort +8 (7 base, +1 Con), Ref +5 (4 base +1 Dex), Will +10 (5 base, +5 Wis); Str 14, Dex 12, Con 12, Int 12, Wis 20, Cha 9

Skills (56 total 32 ranger, 24 cleric): Concentration +13 (9 ranks, +1 Con, +3 Skill Focus) Heal +11 (4 ranks, +5 Wis, +2 Healer’s Kit), Hide +5 (4 rank, +1 Dex) Knowledge (Nature) +5 (4 ranks, +1 Int) Knowledge (Religion) +5 (4 ranks, +1 Int), Listen +9 (4 ranks, +5 Wis), Move Silently +5 (4 ranks, +1 Dex), Ride +2 (1 rank, +1 Dex), Spot +9 (4 ranks +5 Wis), Survival +9 (4 ranks, +5 Wis). Languages: Common, Celestial, Draconic, Elven, Giant, Ignan, Orc, Sylvan, Terran.

Feats: Point Blank Shot, Precise Shot, Scribe Scroll, Skill Focus (Concentration), Track*, Weapon Focus (Falchion)*

Spells Prepared (5/5+1/4+1,3+1) DC 15 + spell level: 0 – Detect Magic, Detect Poison, Light (x2), Purify Food and Drink; 1st – Divine Favor, Hide From Undead, Inflict Light Wounds (x2), Magic Weapon*, Protection; 2nd – Bull's Strength, Calm Emotions, Hold Person, Shield Other*, Make Whole; 3rd - Magic Circle, Protection from Energy*, Remove Blindness/Deafness, Speak with Dead.

Favored Enemy (Giants) +2 bonus on Bluff, Listen, Sense Motive, Spot, Survival checks and damage rolls

Turn Undead: 2/day (2d6+5).

Protection Domain: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

1 Sanctuary: Opponents can’t attack you, and you can’t attack.
2 Shield Other F: You take half of subject’s damage.
3 Protection from Energy: Absorb 12 points/level of one type of energy damage

War Domain: Free Martial Weapon Proficiency with deity’s favored weapon (falchion) and Weapon Focus with deity’s favored weapon.

1 Magic Weapon: Weapon gains +1 bonus.
2 Spiritual Weapon: Magical weapon attacks on its own.
3 Magic Vestment: Armor or Shield gains +1 bonus/4 levels

Possessions: Mithril Shirt (1100 gp, 10 lbs), MW Alchemical-Silver Falchion (555gp, 8lbs), MW Composite Longbow [Str+2] (575 gp 3lbs), Periapt of Wisdom +2 (4000 gp), platinum ring x5 [note: 4 of the rings are held by other party members](250 gp), Silver Holy Symbol (25 gp, 1 lb), Signal Whistle (8 sp), Explorer’s Outfit (10 gp, 8 lbs), Map Case [x2] (2 gp, 1 lb), Spell Component Pouch (5 gp, 2 lbs), Black Ink 1oz (8 gp), Red Ink 1 oz (16 gp), Flint & Steel (1 gp), Belt Pouch [x2] (2 gp, 1 lb), 91 pp, 317 gp, 119 sp, 72 cp (14.6lbs)
Total Weight Carried: 55.6
Light Load Maximum: 58 lbs

Efficient Quiver (1800 gp, 2lbs)
Arrows [20] (1 gp), Alchemical-Silver Arrows [17] (41 gp) Cold Iron Arrows [20] (2 gp).

Handy Haversack (2000 gp, 5 lbs) [76 lbs total weight carried]
Cleric’s Vestments (free, 6 lbs), Winter Blanket (5 sp, 3 lbs), Caltrops (1 gp, 2lbs), Masterwork Manacles (50 gp, 2lbs) w/ average lock (40 gp, 1 lb), Silk Rope [200 ft] (40 gp, 20 lbs), Grappling Hook (1 gp, 4 lbs), Acid [x5] (50 gp, 5 lbs), Alchemist’s Fire [x5] (100 gp, 5 lbs), Holy Water [x5] (125 gp, 5 lbs), Potion Cure Light Wounds [x5] (250 gp), Wand of Entangle [44 charges remaining] (750 gp) Everburning Torch (110 gp, 1 lb), Healer’s Kit (50 gp, 1 lb), Journal (15 gp, 3 lbs), Rations [10 days] (5 gp, 10 lbs), Bullseye Lantern (12 gp, 3 lbs), Oil [x6] (6 sp, 6 lbs), Scrying Mirror (1,000 gp).

Heavy Warhorse (400 gp),

Celene (Heavy Warhorse)
Large Animal; HD 4d8+12; HP 30; Init +1 (+1 Dex); Speed 50 ft.; AC 14 (-1 Size, +1 Dex, +4 natural) touch 10, flat-footed 12; BAB/Grapple +3/+11; Atk +6 melee (1d6+4/20x2, Hoof); Full atk +6/+6/+1 melee (1d6+4/1d6+4/1d4+2, hoof/hoof/bite); Space/Reach 10 ft./5ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort +7 (4 base, +3 Con), Ref +5 (4 base +1 Dex), Will +2 (1 base, +1 Wis); Str 20, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
Possessions: Military Saddle (20 gp), Saddlebags [x2] (8 gp), Feed [10 days] (5 sp).

Physical Description:

Spoiler: Highlight to view

Standing 5’8”, Garren is hardly an intimidating specimen. He is lean to the point of being gaunt, and his nose erupts from his face like a beak. His face is clean-shaven, with heavy brows over his sunken eyes. His hair is black sown with speckles of gray. Hard travel has eroded his youth, leaving crags and fissures on his deadpan face, making any guess as to his true age uncertain. Most would be surprised that he is barely thirty; he looks much older. Another sign that would point to advanced age are his knuckles – they are swollen an arthritic. While he can hold his weapons with a firm grip, the pain it causes him is clearly etched across his face in the grim set of his mouth the entire time.

Garren’s dark clothes are well made and meticulously maintained. He wears a falchion on his back with the hilt prominent above his left shoulder. His quiver of arrows pokes above his right along with a heavy re-curved bow. A small silver medallion, his holy symbol of Derena, hangs from a silver chain around his neck and stands out starkly against his dark doublet.

Personality

Spoiler: Highlight to view
Garren comes across as severe at best or grim at worst. Those who come to know him well know that he is often amused – he just never shows it. The pain that plagues every twitch of his fingers steals from life all frivolity. He is a strict vegetarian, but he has no compunction about others who choose not to abstain, and he has no problem hunting or killing animals for others. Garren enjoys watching others have a good time and rarely participates is drinking, dancing or gaming directly. Outside of normal adventuring pastimes, he enjoys participating in battle – but only abstractly as a tactical puzzle. Finding the solution that inflicts the most damage to his opponents while his side takes the least is a thrill for him. He enjoys other puzzles and riddles as well – although he isn’t very creative, he remembers previous puzzles and can often apply a similar solution to something new.

History

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Born near Morville, Garren spent his first few years on a farmstead. Growing up too far from the palisades for protection, his parents were sturdy survivalists. His father was a retired Imperial Soldier, and he built a house of stout stone with a strong wooden fence to deter would be raiders. Young Garren, for the most part, enjoyed his country upbringing. He spent long days learning to fish, to hunt, as well as taking care of the animals. Of course, as so often happens on the edges of civilization, bad things can happen to good people. His parents were killed when an ogre pushed down one wall. He was knocked unconscious, but survived, along with two younger sisters and his infant brother: Alphasia, Trevina, and Dorith. He spent months leading his family to Port Hope, looking to find a place that could take them. An orphanage there, run by clerics of Derena took in the children, despite the fact that he could give them nothing but his solemn promise that he would try to raise funds for their care after he had revenge on the ogre that killed his parents.

While the trip from his steadfast to Port Hope was trying in its own way, boyish dreams of adventure and revenge fueled him through it. If he failed to learn that life wasn’t fair by the death of his parents, he learned it shortly after setting out on his own. He never did track down the ogre, and he never did exact his revenge. Instead, he was attacked by what appeared to be an unusually fearless wolf. Some time later, he learned that he was cursed with lycanthropy.

What happened next maintains a constant vigil in Garren’s nightmares. He remembers most of his actions under the full moon, or at least, believes he does. Watching through his own eyes, a prisoner in his own body as he did terrible, unspeakable things.

He was captured but not put to death. He became an amusement to the villagers. They chained him and put his hands in thumbscrews. When the pain became intolerable, he would transform into a horrible wolf-man, howling and tearing at his chains like a wild animal, filled with blood-lust. Surely he would have been killed when the villagers tired of their new toy, but once again agents of Derena interceded on his behalf. A travelling cleric, displeased with what he saw when the villagers insisted on showing him their ‘prisoner’ instead broke his curse. He brought him with him again to Port Hope. [/spolier]

By this time, Gerren was of age. He chose to remain with the temple of Derena and serve them. The cleric who rescued him from captivity has become Temple Warden Burke in the intervening years, but Gerren labors in relative obscurity. Content to keep a low profile, he avoids much interaction with others of his faith, still ashamed of his actions while under the effects of the full moon.

Gerren always keeps his ears open for a chance to help other afflicted lycanthropes, as well. He requested to be allowed to go to Sister Felicia’s aid, even purchasing the scrolls he would need (at a substantial discount, of course) from the temple.

Since then, he has been trying, unsuccessfully, to locate Chuul’s party (though he has run into several former companions: Jalen first, then Aspar and Oskav as he tailed after them from Morville back to Golden Sheaves.

Edit 10/30: Added party distribution

Board Rider
Board Rider's picture

Ryster Wyther male Aasimar Cleric of Agon, Outsider (native) Aasimar
Class: Cleric 3/ Ranger 2

Spoiler: Highlight to view

Size: Medium; HD 5d8+5; HP: 31; Init: 3 (+3 DEX); Speed: 30 ft.; AC: 20 (+3 Dex, +5 armor, +2 shield) touch 13, flat-footed 17; BAB/Grapple: +4/+6; Attack +8 melee (Cold Iron Longsword) +7 (Adamantine Morningstar) +6 (Dagger) or +7 ranged (Composite Shortbow); Full Attack: +8 (1d8+2 Cold Iron Longsword) or +7 (1d6+2 Composite Shortbow) or +7 (1d8+3 Adamantine Morningstar) or +6 (1d4+1 Silver Dagger); Space/Reach: 5 ft./5ft.; SA: Turn Undead, Spells, Protective Ward, Favored Enemy +2, Wild Empathy; SQ: Darkvision, Resistance 5 Acid/Cold/Electricity, Daylight; Alignment: LN; Saving Throws: Fort +8 (4 base, +1 Con, +1 Cloak), Ref +8 (4 base +3 Dex, +1 Cloak), Will +6 (3 base, +2 Wis, +1 Cloak)
Abilities:
Str 14, Dex 16, Con 12, Int 13, Wis 14, Cha 14

Skills (32): Concentration +5 (4 ranks, +1 Con) Diplomacy +6 (4 ranks, +2 Cha) Handle Animal +3 (1 ranks, +2 Cha) Heal +5 (3 ranks, +2 Wis), Hide +4 (1 rank, +3 Dex) Knowledge: Nature +6 (3 ranks, +1 Int, +2 synergy) Knowledge: Religion +2 (1 rank, +1 Int), Listen +5 (1 rank, +2 race, +2 Wis), Move Silently +4 (1 [2 ranks cc] rank, +3 Dex), Ride +4 (1 rank, +3 Dex), Search +2 (1 rank, +1 Int), Spellcraft +2 (1 rank, +1 Int), Spot +4 (+2 Race +2 Wis), Survival +7 (5 ranks [2 ranks cc], +2 Wis), Tumble(cc) +4 (1 rank, +3 Dex)

Feats: Weapon Proficiency: Longsword, Weapon Focus: Longsword, Point Blank Shot, Precise Shot, Rapid Shot, Track

Languages: Common, Abyssal, Celestial

Holy Spells Prepared (4,3+1,2+1) save DC 12 + spell level: 0 - Create Water, Detect Magic, Detect Poison, Read Magic; 1st - Shield of Faith, Bless, Protection From Evil 2nd - Bulls Strength, Aid
Domain Spells Prepared (War, Protection): 1st - Magic Weapon 2nd - Spiritual Weapon
Spell-Like Abilities: 1/day — Daylight (5th level caster)

Protection Domain: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

War Domain: Free Martial Weapon Proficiency with deity’s favored weapon (longsword) and Weapon Focus with deity’s favored weapon.

Turn Undead: 5/day (2d6+5)

Favored Enemy - Undead: +2 bonus on Bluff, Listen, Sense Motive, Spot, Survival checks and damage rolls

Possessions: Mithril Chain Shirt +1, +1 Buckler, Wand of Cure Light Wounds (47 charges), Wand of Detect Magic (24 charges), Masterwork Cold Iron Longsword, Composite Short Bow (+2 STR) w/ 20 arrows, +1 Adamantine Morningstar, Backpack (2x Sunrod, Acid Flask, Waterskin, Flint and Steel, 2x Trail Rations [3pp, 5gp, 1sp – in pouch]), Cloak of Resistance +1, Scroll of Lesser Restoration, Scroll of Bulls Strength, Alchemists Fire, Silver Dagger, Light Horse (mottled grey) , Military Saddle
Weight: 36 (Light Encumbrance)

Background
Ryster was born of great nobility and praise. As a child the young plane touched male showed remarkable wisdom and leadership as is normal, and even expected, of his lineage. Ryster absorbed his teachings, whatever the lesson, with great enthusiasm and showed aptitude in almost every subject presented to him. The Wyther family knew that the line would grow strong and flourish under Ryster’s hand.

That was until Mastin Wyther and his wife were accosted, robbed and slain one evening after taking in a local play.

Things spiraled downward quickly for Ryster who was overwhelmed with the burden of his new office. At fourteen years of age the young aasimar had finally found a lesson that he could not master. The Wyther family lost everything seemingly overnight and the young Ryster found himself on the streets of Kerials Turn. Not having anywhere to go the young man wandered into a half way house for children sponsored by the deity Derena.

For the next six years Ryster led an impossibly horrid existence. Many of the children knew of his past and hated him for it. The ones who didn’t mind the nobility simply beat up the kid because he was different. Through it all Ryster took it in stride, built himself up and continued to try and understand why he was being persecuted for his family heritage. Slowly, and in his late teens it finally happened, Ryster began to gain the respect of his peers.

At twenty Ryster grew too old for the orphanage that housed him and he needed work. While the Derena clerics housed him they had no intentions of letting the outsider in to the clergy. Again, Ryster took it in stride and began his acolyte training with the clergy of Agon.

In a short two years Ryster once again became a star pupil. Many in the clergy knew he would be a great paladin although Ryster shunned the idea. Short, lithe and fast he wanted to be on the front lines as a scout always watching out for his compatriots. After his two years of training Ryster found himself on the front lines of small skirmishes, working with the town watch and, periodically, returning to the orphanage that housed him for many years to watch over and guide the young children who live there.

At twenty four Ryster was commissioned and immediately ordered to the frontlines at Port Hope. For months the aasimar fought bravely, if not quietly and unassuming, protecting and healing those who fought side by side with him. Reports came in quickly, Rysters intelligence reports, bravery and ability to carry out missions almost became a thing of legend. One rainy morning Ryster, along with a four man scout team, ventured into the wild woods looking to stem a tide of orc barbarians.

None of the scout team was ever seen again. Ryster returned to Port Hope one year later.

At twenty-six, Ryster looked a couple of decades older. His once flowing blonde hair and golden skin had changed to a gray color. His short, irregular, cut hair did little to cover his sunken cheeks etched with small scars of many cuts. His blue eyes were now a listless black. At Port Hope he was taken in by the high clergy and hidden as to not let the folks of Lands End see the broken war hero.

Months passed and scars healed. Some color returned but Ryster would never be the same again. The clergy, worried that his condition may waver the service of the young acolytes, opted to instead move Ryster. Ryster, who was never open with revealing what happened to him or his unit, again took this all in stride and went with it.

At twenty six Ryster has seen riches, death, sadness and war. Ryster loves adventure and longs to be at it again. What his clergy took as being disturbed, as Ryster did not divulge any information about his disappearance, Ryster took as stoicism. What had happened did not matter, as he would not be able to change it, and discussing it would only renew his pain. Ryster also figured a change in scenery would also do him good.

Ryster was a born leader. Now all he wishes for is simple adventure. Ryster is happy to let others take the lead and he will generally follow unless the act being followed would disgrace the clergy of Agon. Ryster has spent many days in courts with diplomats as well as ballrooms with kings and will happily fill the role of party speaker should the party need him to do so. Otherwise, he is perfectly happy to let others speak for whatever group he is attached to.

Usually praying at night the ex-scout likes to make sure that everyone is healed and taken care of. It is clearly obvious that Ryster takes this task very seriously. Rarely will he ever expend his own healing magic on himself. During battle, Ryster usually works with whoever he thinks will need the most help at the moment and will use magic to augment both his and his allies defenses.

Appearance

Ryster stands at 5’9” is well muscled and lean. He weighs around 170 pounds. While some color has returned, anyone with even a passing knowledge of outsiders will know that something is off with this particular planetouched. His skin is still a grayish gold with his eyes carrying a hint of black in his pale blue eyes. His hair is shaven almost to the skin. Several scars still are present on his neck, body and scalp. While a worshiper of Agon, a small pendant of Derena is worn around his neck held by a simple leather string.

Understanding appearances open doors Ryster tries to remain as clean and presentable as possible.

Darker

Alannah, First Daughter of House Alastar (aka Alannah Zhaida)
Female human bard 7: CR 7; Medium humanoid (human); Hit Dice 7d6+14; 42 hp; Init +2; Spd 30 ft. (6 squares); AC 17 (+2 Dex, +5 armor), 12 touch, 15 flat-footed; BAB/Grapple +5/+5; Attack +6 melee (1d4+1 19-20/x2, meteoric knife) or +8 ranged (1d8+1 19-20/x2, light crossbow +1); SA Fascinate 4/day (will vs. DC 15); SQ DR 4/lawful, bardic music 7/day, bardic knowledge (+15), countersong, inspire courage +1, inspire competence, suggestion, spells; AL CN; SV Fort +4, Reflex +7, Will +5; Str 10, Dex 15, Con 14, Int 14, Wis 10, Cha 16.

Skills and Feats: Balance +4, Bluff +9, Diplomacy +14, Disguise +3, Hide +10, Gather Information +1, Intimidate +5, Knowledge (the planes) +11, Knowledge (history) +7, Knowledge (arcane) +12, Knowledge (local, nature, religion) +3, Jump +2, Listen +2, Move Silently +9, Perform (oratory) +10, Perform (wind instruments) +19, Profession (astrologer) +1, Sleight of Hand +9, Spell Craft +13 (+15 to decipher scrolls), Speak Language (common, Orc, Abyssal), Survival -2 (0 on other planes), Tumble +8, Use Magic Device +8 (+10 to use scrolls); Cloak of the Obyrith, Keeper of Forbidden Lore, Otherworldly Countenance, Heart of the Nabassu.

Possessions: silver dagger (hidden on person, 1 lb.), light war horse w/riding saddle (30 lbs.), saddle bags (8 lbs.), traveler’s outfit (5 lbs.), belt pouch (.5 lbs.), courtier’s jewelry (1 lb.), courtier’s outfit (6 lbs.), spell component pouch (2 lbs.), thief's tools (1 lb.), 2 sun rods (2 lbs.), 3 candles, 2 tendertwigs in waterproof case, flint and steel, 3 sheets of paper, one rough map (area near Golden Sheaves), one werewolf conversation in scroll case (.5 lbs.), Mithral pen and inkwell set, Signet ring, Sealing wax (1 lb.), waterskin w/water (4 lbs.), waterskin w/water (4 lbs.), bedroll (5 lbs.), blanket (3 lbs.), 8 days trail rations (8 lbs.), scroll case sealed w/ map (not terribly helpful but with markings that say Lair and Library with with the words Alina and Vifriladaxas written) and letter of recommendation for Alannah from Fafrilla to "Mother" (.5 lbs.).

Magic items: Masterwork Mithral Sanctuary Flute (1.5 lbs.), Mithral Chain Shirt +1 (12.5 lbs.) w/ Crystal of Adaptation, Everlasting Rations, hammersphere, Ring of Shocking Grasp (3rd level caster, usable 2/day), 2 potions of cure light wounds (.2 lbs.), oil of levitate (.1 lbs.), gloves of the starry sky (wt. in outfit), boots of landing (wt. in outfit), meteoric knife (1 lb.), wand of create water (10 charges, 1 lb.) wand of cure moderate wounds (33 charges, party property, 1 lb.), one bone carved figurine of a horse on a silk ribbon (in Chuul's possession).

Cash, Assets, and Trade Goods: 19 pearls (100 gp each) and 205.57 gp.

Encumbrance:
On person 23 lbs. gear (33/66/100)
On mount 72 lbs. gear + 135 lbs character weight (150/300/450)

Spell Casting:[/b]
Spells Per day: 0th – 3, 1st – 4, 2nd – 3, 3rd - 1
Spells Known:
0th (6): Detect Magic, Light, Mage Hand, Prestidigitation, Read Magic, Summon Instrument
1st (4): Charm Person, Cure Light Wounds, Identify, Sleep
2nd (4): Alter Self, Invisibility, Tongues, Circle Dance
3rd (2): Scry, Gaseous Form

Height: 5’4”
Weight: 107 lbs.
Age: 29
Eyes: Hazel
Hair: Black
Skin: Pale

Appearance

Alannah is a strikingly beautiful woman with black hair and hazel eyes. He age is difficult to place and though she doesn’t have the look of youth, her immature antics often make others think she is younger than she looks. In addition to her agelessness, there’s also not quite “right” about her appearance. Her beauty is almost too perfect and people (both males and females) have been known to lose their train of thought when looking into her eyes.

Though Alannah dresses practically on the road (in a very well-tailored traveler’s outfit) she wears finer clothes any chance she gets. She appears to be fairly harmless and unarmed, looking more like a traveling scribe than an adventurer, but any that have traveled with her knows she keeps a variety of knives hidden about her body and usually has a small crossbow concealed under her cloak.

Personality

Alannah’s personality is a mixture of components that makes her eccentric and unpredictable. She is part high noble, part spoiled brat, part curious scholar, and part… something else. Alannah also has a bit of an invincibility complex, taking actions that clearly place herself and others in danger, but shows little concern for her own safety. Others often interpret her actions as careless, impulsive, or just plain foolish. Indeed, she is often shocked (and outraged) if she is actually injured. To add to her risk taking tendencies, she suffers from tunnel vision when pursuing new experiences or knowledge, even to the point of ignoring danger in combat with a new or unusual creature. Even other situations, she tends to treat combat more like a game than situations of life and death.

Background

Alannah’s comes from a noble family and her father was a close advisor to Lord Merenstone Hope II. Though her family has suffered loss of influence with the rise of Lord Merenstone Hope III, House Alastar still remains a fairly powerful social and political force in the region.

Alannah’s family’s estate is a virtual fortress located just outside Port Hope and the family employees a number of family guards that keep the family home safe and secure and though they are quite social when visiting Port Hope and while entertaining at their other holdings, they see no visitors at the family home. Their extreme need for privacy there has created many rumors about their family secrets but so far none have been proven true – some whispers say they are even responsible for arranging the second Merenstone Hope's death.

It’s known that there have not been any female children to survive to adulthood in House Alastar’s primary line and Alannah would seem to be the first daughter of the family in over a hundred years to live to her twentieth birthday. Very few outside the family knew of her birth and she’s been kept under close guard at the family estate almost all her life. Having little else to do, she’s studied extensively and read almost every book in her family’s library – and as a result, she does really know alittle bit about everything, particularly history and the arcane arts (two major collections of her family’s library).

A year ago, she managed to slip away from her escort during a rare outing to Port Hope. From there, she's traveled around, visiting old libraries and sages, looking for relics of ages past.

Magic Spell and Item notes:

Spoiler: Highlight to view

Gloves of the starry sky
Price (Item Level): 1100gp (4th)
Body Slot: — (hands)
3/day trade spell slot for magic missile (cast at caster level) and light as spell at will.

Meteoric knife
Price (Item Level): 2802gp (7th)
Body Slot: — (held)
- functions as a +1 dagger. In addition, a meteoric knife has three charges which are renewed each day at dawn and uses of the charge create the following effects:
1 charge: The dagger gains the returning property.
2 charges: The dagger gains the flaming and returning properties.
3 charges: The dagger gains the flaming and returning properties. In addition, if it hits a creature, it deals normal damage and creates an explosion of fire that deals an extra 3d6 points of fire damage to all creatures adjacent to it (Reflex DC 14 half).
All effects last for 1 round.

Hammersphere
Price: 1,500 gp
Item Level: 5th
Body Slot: held
Caster Level: 7th
Aura: Moderate; (DC 18) Transmutation
Activation: Standard (command)
Weight: 0.5 lb.

Once per day, when held aloft and activated, this sphere conjures forth a giant hammer. This hammer functions as a spiritual weapon except that it deals 3d6 points of damage on a successful hit. You do not have to concentrate on the hammer or keep the sphere aloft while it attacks. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats (such as Weapon Focus) or combat actions (such as charge) do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you have not designated an opponent, the weapon returns to you and hovers.

Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action.

BOOTS OF LANDING
Price (Item Level): 500 gp (3rd)
Body Slot: Feet
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: —
Weight: 1 lb.
While wearing boots of landing, you land on your feet no matter how far you fall, and
you take 2 fewer dice of damage from the fall than normal (thus, a fall of 20 feet or less deals you no damage).

EVERLASTING RATIONS
Price (Item Level): 350 gp (2nd)
Body Slot: — (held)
Caster Level: 5th
Aura: Faint; (DC 17) conjuration
Activation: —
Weight: 2 lb.
This nondescript, small leather pouch has a light blue silk drawstring. This pouch contains enough trail rations to feed a Medium creature for one day. Every morning at sunrise, the pouch magically creates another day’s worth
of rations.

Character Progression
8th Level -- Bard 8, +1 to Knowledge (Arcana), +4 to Listen, +2 to Profession (Astrologer), +2 more skill points, +1 to Charisma, Replace 1st or 0th level spell
9th Level -- Bard 9, +1 to Knowledge (Arcana), +3 to Listen, +1 to Profession (Astrologer), +1 to Spellcraft, +3 more skill points, Feat: Eyes of the Abyss (possible to sub Barbarian Level here and go maximum ranks in Listen)
10th Level -- Bard 10, +1 to Knowledge (Arcana), +4 to Listen, +2 to Profession (Astrologer), +2 more skill points
11th Level -- Bard 10/Sublime Chord 1, +7 more skill points
12th Level -- Bard 10/Sublime Chord 2, +7 more skill points, +1 to Charisma, Feat: Vestigial Wings or Demonic Skin

MinMax

Spoiler: Highlight to view

Malachi Male Human Ranger 3/Wizard 3: CR 6; Medium humanoid (human); Hit Dice 3d8+3+3d4+3; 31 hp; Init +2; Spd. 30ft. (6 squares); AC 17 (+2 Dex, +5 armor), 12 touch, 15 flat-footed; BAB/Grapple +4/+5; Atk +6 melee (1d8+2, +1 longsword) or +5 melee (1d4+1, dagger) or +7/+8 within 30 ft. ranged (1d8+1/+2 within 30 ft. composite longbow, masterwork (+1 Str)), +7 ranged (1d4+2, dagger); SA spells; SQ favored enemy (goblinoids) +2, wild empathy; AL NG; SV Fort +5, Ref +6, Will +5; Abilities Str 12, Dex 15, Con 12, Int 16, Wis 12, Cha 12. Skills and Feats: Appraise +4 (+2 synergy for checks involving bows) (1 rank, +3 Int) Balance +3 (1 rank, +2 Dex) Climb +4 (1 rank, +1 Str, +2 climber's kit) Concentration +2 (1 rank, +1 Con) Craft (bowyer) +10 (5 ranks, +3 Int, +2 masterwork artisan's tools) Decipher Script +4 (1 rank, +3 Int) Diplomacy +2 (1 rank, +1 Cha) Gather Information +2 (1 rank, +1 Cha) Handle Animal +6 (5 ranks, +1 Cha) Heal +2 (1 rank, +1 Wis) Hide +8 (1 rank, +2 Dex, +5 item) Jump +6 (5 ranks, +1 Str) Knowledge (arcane) +4 (1 rank, +3 Int) Knowledge (architecture & engineering) +4 (1 rank, +3 Int) Knowledge (nature) +9 (4 rank, +3 Int, +2 synergy) Knowledge (the planes) +4 (1 rank, +3 Int) Knowledge (religion) +4 (1 rank, +3 Int) Knowledge (nobility & royalty) +4 (1 rank, +3 Int) Knowledge (local) +4 (1 rank, +3 Int) Knowledge (history) +4 (1 rank, +3 Int) Knowledge (dungeoneering) +4 (1 rank, +3 Int) Knowledge (geography) +8 (5 ranks, +3 Int) Listen +3 (2 rank, +1 Wis) Move Silently +8 (1 rank, +2 Dex, +5 item) Perform (dance) +2 (1 rank, +1 Cha) Profession (cook) +3 (2 rank, +1 Wis) Ride +5 (1 rank, +2 Dex, +2 synergy) Search +8 (5 ranks, +3 Int) Sense Motive +2 (1 rank, +1 Wis) Spellcraft +4 (1 rank, +3 Int) Speak Language +5 (Common, Draconic, Elven, Gnome, Goblin, Orc, Sylvan) Spot +3 (2 rank, +1 Wis) Survival +6 (+2 to find or follow tracks,+2 to avoid getting lost/natural hazards, +2 survival checks made aboveground) (5 ranks, +1 Wis) Swim +2 (1 rank, +1 Wis) Tumble +5 (1 rank, +2 Dex, +2 synergy) Use Rope +3 (1 rank, +2 Dex) Dodge, Endurance, Point Blank Shot, Precise Shot, Rapid Shot, Scribe Scrolls, Track, Far Shot Favored Enemy (Ex): Malichi gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against goblinoids. He gets the same bonus on weapon damage rolls against goblinoids. Wild Empathy (Ex): Malichi can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being. He rolls 1d20+1, or 1d20-3 if attempting to influence a magical beast with an Intelligence score of 1 or 2. Typical Wizard Spells Prepared: 0th-ghost sound, mending, message, resistance; 1st-burning hands, obscuring mist, shield; 2nd-invisibility, glitterdust. Wizard Spellbook Contents: 0th-acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st-burning hands, color spray, feather fall, grease, mount, obscuring mist, shield, true strike, alarm 2nd- glitterdust, invisibility Possessions: alchemist's fire*, arrows (x20), arrows (silvered; x15), artisan's tools (masterwork)*, bedroll*, belt pouch, boots of elvenkind, climber's kit*, cloak of elvenkind, composite longbow (Str +1) (masterwork), cold weather outfit*, dagger (x3), everburning torch*, explorer's outfit, fishhook, flint & steel, healer's kit*, Heward's handy haversack, holy symbol, holy water (x2)*, ink*, inkpen*, iron pot*, locket, +1 longsword,, +1 mithril shirt, "Mother's" spellbook*, paper (x5)*, potion of cure light wounds (x2)*, sack*, scroll of color spray, scroll of featherfall, scroll of grease, scroll of mount, scroll of true strike,* silk rope (50 ft.)*, small steel mirror*, smokestick (x2)*, trail rations (x6)*, tent*, tindertwig (x10), waterskin*, whetstone, winter blanket* Light riding horse: bit & bridle, military saddle, saddlebags *items are in Handy Haversack 20gp, 8sp, 2cp. Total XP: 18,165 Height: 5' 9" Weight: 156 Age: 24 Eyes: Bright Blue Hair: Brown usually pulled back into a ponytail, during winter he'll grow a beard, in the summer months he's usually clean shaven. Skin: Malachi spends a lot of time outdoors and looks it Background: 22 years ago a caravan going to Aspenstar was attacked by goblins, by the time the elven defenders came to their aid it was too late. The entire caravan had been slaughtered, except for one human boy not yet 2 years old. Having no idea where he was from and being unable to find any family for him the elves raised him as one of their own. They named him Malachi which in elvish means "Eyes like Sky". The next 16 years were filled with lessons for Malachi and he had many instructors, but their were 3 who were his favorite. The ArchDruid Winilstrae who's knowledge and wisdom captivated him, whenever she could fit him into her busy schedule. Gheralt Larethos, the Warden of the Tallwood who was his main instructor in archery and swordplay. And Ilexor the satyr proprietor of the Gentle Bramble Tavern & Travelor's Hostel who was always ready with good food and wonderful stories, and a good way to get into trouble as well. As the years passed Malachi found himself growing more and more restless, Aspenstar was a wonderful place to grow up, but he found himself feeling more and more confined by it. He had a restless spirit, and a desire to travel, something his instructors found harder and harder to curb. Then on his 18th birthday something happened which changed his life forever. He knew that the caravan he had been on had been ambushed by goblins, and that there had been a woman in the caravan, who had the same color eyes as him, who the elves suspected was his mother, or at least a blood relative. What he didn't know was the woman had been a wizard, and that the elves had been holding on to her spell book, until they thought he was old enough to be trusted with it. They also gave him a locket with a picture of a man inside it. These items became to him a link to who he really was, as such they are both extremely precious and incredibly frustrating. Though he was already a skilled ranger, Malachi decided he wanted to study magic as well. As there were no magic-users in Aspenstar he'd have to travel to Woods End to find a teacher. At first he thought it an excellent solution learning about magic and traveling to a new place, in effect killing two birds with one stone. When he finally reached Woods End he was in for a rude awakening. When he reached Woods End he was greeted by a member of the Cleansing Flame, the radical anti-human druidic society, the greeting was not cordial. He was informed point blank that the only reason he was being allowed to reside in Woods End was because the Archdruid Winilstrae had vouched for him. Furthermore, if he gave them even the slightest trouble he would quickly find himself ejected from the community. Whether he was alive or dead was never specifically stated but definitely implied. This was Malachi's first real experience with prejudice and intolerance, unfortunately it would not be his last, and he would not grow fonder of it over time. Malachi did find an instructor and even managed to make a few friends, but he was never really accepted, and sometimes barely tolerated. In the 3 years he spent at Woods End he learned how to use his Mother's spellbook, he also learned how to keep his eyes open, and his mouth shut, as well as to be careful what he said and who he said it too. When his apprenticeship ended he left Woods End on the first caravan heading out with more relief than regret. Personality: If there was one word to sum up Malachi, it would be curiosity. He loves traveling places and meeting new people which has worked out for him in his past 3 years as a caravan guard. He also likes learning new things, one thing he would really like to learn is where the caravan he was on came from, if the woman on it was really his mother, and if he has any other family. He has yet to find anything, despite traveling over virtually the entire Mereflow Valley, but he hasn't given up hope yet. A trail that's been cold for 22 years won't be found overnight. Malachi tends to be open and friendly with new people willing to give just about anybody the benefit of the doubt. Those who seek to take advantage of his good nature however, find him to be both formidable and resourceful. And he never forgets an insult or injury.

MinusInnocence
MinusInnocence's picture

Oskav Hruthsson, Dwarven Wizard 6; Medium humanoid (dwarf); HD 6d4+18 (34hp); Init +4; Spd 15’ (3 squares); AC 13, touch 11, flat footed 13 (+1 armor, +1 deflection, +1 natural); BAB/Grap +3/+3; Atk +3 melee (1d6/x2, quarterstaff) or +3 melee (1d4/19-20/x2, dagger) or +3 melee (1d4-1/19-20/x2, alchemical silver dagger) or +3 melee (1d3/x2, nonlethal, unarmed strike) or +4 ranged (1d8/19-20/x2, light crossbow) or +4 ranged (1d8-1/19-20/x2, light crossbow, alchemical silver) or +3 ranged (1d4/19-20/x2, dagger) or +3 ranged (1d4-1/19-20/x2, alchemical silver dagger); Full Atk +3 melee (1d6/x2, quarterstaff) or +3 melee (1d4/19-20/x2, dagger) or +3 melee (1d4-1/19-20/x2, alchemical silver dagger) or +3 melee (1d3/x2, nonlethal, unarmed strike) or +4 ranged (1d8/19-20/x2, light crossbow) or +4 ranged (1d8-1/19-20/x2, light crossbow, alchemical silver) or +3 ranged (1d4/19-20/x2, dagger) or +3 ranged (1d4-1/19-20/x2, alchemical silver dagger); SA dwarven traits, spells; SQ darkvision 60’, dwarven traits, hobbled, spell-like ability, summon familiar; AL LN; SV Fort +6, Ref +3, Will +8; Str 10, Dex 10, Con 16, Int 19, Wis 14, Cha 6; XP 17,844.
Skills & Feats: Concentration +12 (9 class, 3 Con), +16 casting defensively, Craft (stonemasonry) +14 (8 class, 4 Int, 2 racial), Knowledge (arcana) +13 (9 class, 4 Int), Knowledge (architecture & engineering) +12 (8 class, 4 Int), Knowledge (local) +6 (2 class, 4 Int), Knowledge (religion) +13 (9 class, 4 Int), Speak Language (Common, Draconic, Dwarven, Giant, Goblin, Orc), Spellcraft +15 (9 class, 4 Int, 2 synergy); Combat Casting, Endurance, Improved Initiative, Scribe Scroll, Spell Familiarity.
Possessions: acid (10), alchemist's fire (5), amulet of natural armor +1, backpack, bedroll, bolts (10), bolts, alchemical silver (10), bracers of armor +1, cloak of resistance +1, dagger, dagger, alchemical silver, explorer’s outfit, flint and steel, grappling hook, hemp rope (50’), holy water (2), ink vial, inkpen, light crossbow, masterwork, oil (3), quarterstaff, ring of protection +1, smokesticks (2), spell component pouch, spellbook (2), tanglefoot bags (2), thunderstones (3), tindertwigs (5), trail rations (6), wand of magic missile (CL 1, 50 charges remaining), waterskin, winter blanket. 237pp, 7gp, 1sp, 9cp; 92 lbs, heavy load.

Light Warhorse: Bit & bridle, riding saddle, saddle bags, 10 days feed.

Spell-like Abilities: At-will: detect magic. Caster level 5th.
Typical Spells Prepared (4/4/4/3; CL 5; save DC 14 + spell level): 0th – mage hand, prestidigitation, read magic, touch of fatigue; 1st – chill touch, mage armor, protection from evil, shield; 2nd – blindness/deafness, ghoul touch, scorching ray, see invisibility; 3rd – dispel magic, haste, vampiric touch.
Spellbook Contents: 0th – all cantrips listed in the sor/wiz spell list in Player’s Handbook v3.5, p192. 1st – chill touch, comprehend languages, disguise self, enlarge person, mage armor, magic missile, protection from evil, ray of enfeeblement, shield, shocking grasp. 2nd – blindness/deafness, blur, false life, fox’s cunning, ghoul touch, mirror image, protection from arrows, scorching ray, see invisibility, summon swarm. 3rd – dispel magic, haste, hold person, stinking cloud, vampiric touch.
Hobbled (Ex): Oskav’s leg is badly maimed. His movement is reduced to 15’ per round. He may hustle for a number of rounds equal to his Constitution modifier, after which he must rest for one minute, but he cannot charge or run.

Baldr, Raven Familiar; HD 6d4+18 (17hp); Init +2; Spd 10’, Fly 40’; AC 17, Touch 14, Flat-Footed 15 (2 size, 2 Dex, 3 natural); BAB/Grap +3/-10; Atk Claws +7 melee (1d2-5); SA deliver touch spells; SQ alertness, empathic link, improved evasion, share spells, speak with master; SV Fort +2, Ref +4, Will +7; Str 1, Dex 14, Con 10, Int 8, Wis 14, Cha 6; Listen +5, Speak Language (Common), Spot +7; Alertness, Weapon Finesse (B).

Appearance: Oskav stands at 4’2” and weighs just shy of 175lbs. In his mid-80s, Oskav’s beard is still flaming red without a single gray hair. Like most dwarves, he keeps it immaculately trimmed and braided, but has taken to weaving tiny bird and rodent skulls into it. Uncharacteristic for his race, Oskav has a pallid complexion and piercing blue eyes, which contrast sharply with the black, gray and purple tones he favors in his clothing. Oskav walks with a pronounced limp, leaning on a gnarled staff of bleached ash wood. A simple dagger is sheathed on his belt.

Personality: Oskav is a difficult dwarf to like. He oscillates between staring too intently and holding another person’s gaze for an uncomfortably long time, and avoiding eye contact altogether. Speaking to other people clearly makes him uncomfortable, but for those who manage to befriend him, sometimes it is even worse: the dwarf is, in a word, clingy, although his strange interpersonal habits are no less strange for people he knows intimately. Oskav seems to be obsessed with things like death, fate and prophecy, and expounds on these subjects whenever he feels he has a captive audience. It usually takes a blunt warning to change the subject or stop talking, period, for the dwarf to shut his mouth.

Background: Oskav Hruthsson, born Oskav Branskegg (translating roughly to “fire beard” in the Imperial tongue), had his whole life ahead of him. Apprenticed to a master stonemason at the tender age of 30, a full decade before his peers, Oskav juggled these duties with his studies under his father’s brother Brottor, a gifted wizard and engineer. It seemed that there was no task too complicated for the dwarf’s sparkling intellect.

Decades later, tragedy struck. On a short leave from his clan duties and studies, Oskav went backpacking in the hills near his ancestral home and contracted a strange illness. Too weak to make it back home, Oskav kept bundled under a rock overhang and hoped to sweat out the sickness. Fever ravaged his body for days and although he does not recall the details today, the wizard is convinced he died and “passed over,” only to return to his body once more. Oskav was eventually found and rescued by his family after a week alone in the wilderness and he was brought home, spending two weeks regaining his strength before returning to work.

Oskav emerged from this hellish ordeal a changed man. He regularly experienced bizarre premonitions, little more than flashes of images in his mind’s eye, of horrific accidents and grisly deaths. The victims were always those closest to him: his uncle, his sister Aulda, his tutors and master, etc. But when he tried to intervene, he discovered to his chagrin that the details of the visions subtly changed. In fact, Oskav’s attempts to avert disaster sometimes made the situation even worse.

Several near-tragedies later, the situation finally reached critical mass five years ago when Aulda, a stalwart warrior, pulled guard duty in a new tunnel the workers had recently opened in a silver mine. Oskav was overseeing the construction of a support frame to keep the tunnel from collapsing when he nearly doubled over in agony, terrible images of his sister buried under a thousand tons of rock bombarding his psyche. He rushed to the end of the tunnel, casting aside any concern for his own personal safety, and in his haste tipped over a ladder propped against one wall. One of the miners was busy at work at the top of the ladder, hammering pitons into the wall to string lanterns down the corridor. In a freakish, improbable chain of events, the ladder crashed to the ground and the worker standing on it pulled down the string of lanterns, each of them crashing and splashing burning oil everywhere. A nearby mine cart’s brake lever was dislodged by the dwarf’s flying hammer, sending almost a thousand pounds of ore rolling toward the precipice to careen downhill toward the other workers and Oskav’s sister.

With a prompt warning from near Oskav’s location, Aulda attempted to race to somehow intercept the cart and prevent it from taking out anyone too slow to get out of the way. She saved many lives but after a boot was caught in the cart rail, she was helpless to escape the inevitable and the cart crushed the life from her body against the rock wall. The workers down below scrambled to come to her aid and it was only moments later that the area where they were digging that day shuddered and began to cave-in. Ironically, in the whole outrageous affair, only Oskav’s sister Aulda lost her life that day. For his part, Oskav’s leg was hopelessly mangled when he slipped and fell in the oil and the careening mine cart rolled past. Helpless to get out of the way and his body reeling from the shock after the injury, most of the wizard’s lower body was badly burned before the flames could be extinguished.

The clan scrutinized every aspect of the incident and concluded that, although in a strange way his intervention may have saved countless lives, this was one scandal too many for the young would-be seer. The blame for his sister’s death fell squarely on Oskav’s shoulders and for that, he was stripped of his name and exiled from his homeland, never to return. He has since taken the name of Hruthsson, in honor of the Stone Lord Hruth the Lawgiver. On good days, Oskav praises Hruth as the Lord of Law and Knowledge, identifying strongly with this portfolio and inferring Hruth’s role as the father of the fate of all his children. But when he is in a particularly foul mood, the strange wizard jokes that the gods must be “testing” him; and that so far, he appears to be failing.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

drumandfight
drumandfight's picture

Name: "Old Georgie"; Medium Outsider (Native)
Race: Tiefling
Class/Level: Ranger 2/Wilderness Rogue 3; CR: 6
Alignment: Chaotic Neutral
Languages: Common, Draconic, Goblin, Infernal, & Orc.

Str 10 (+0)
Dex 22 (+6)*
Con 10 (+0)
Int 16 (+3)
Wis 12 (+1)
Cha 8 (-1)
*Bracers +2

Speed: 30' (6 sq.).
Initiative: +10 (6 Dex, 4 Feat)
HP: 21 (2d8+3d6)
Armor Class: 22 (+6 Dex, +5 Mithril, +1 Buckler); Touch: 16; Flat-Footed: 16
SA: Darkness
SQ: Resistance Cold 5, Electricity 5, & Fire 5.
Saves: Fort +4; Ref: +12; Will: +2.
BAB: +4

Tiefling/Class Traits:
- Combat Style (Archery) (gain Rapid Shot talent)
- Darkvision (See in Darkness 60 ft out)
- Evasion (Ref save vs. Magic attack negates all damage instead of half)
- Favored Enemy (Giants) (+2 bluff/listen/sense motive/spot/survival/weapon dmg vs Giants)
- Sneak Attack (+2d6) (Flanking/Attacking flatfooted targets within 30 ft. grants additional damage)
- Track (gain Track talent)
- Trap Finding (Use Search to find traps; use Disable Device to disarm magical traps)
- Trap Sense +1 (+1 Ref to avoid traps/+1 Dodge bonus to AC vs trap attacks)
- Wild Empathy (1d20+3 to improve attitude of wild animal)

Feats:
- Improved Initiative (+4 Init)
- Rapid Shot (Full attack grants extra shot; all shots at -2)
- Track (Survival check to track quarry)
- Weapon Finesse (Use Dex bonus to attacks with light melee weapons)

Skills (AC penalty 0):
Balance (Dex) +10 (2 ranks, 6 Dex, 2 Synergy)
Bluff (Cha) +1 (2 racial, -1 Cha)
Disable Device (Int) +13 (8 ranks, 3 Int, 2 MW Tools)
Handle Animal (Cha) +4 (5 ranks, -1 Cha)
Hide (Dex) +16 (8 ranks, 2 racial, 6 Dex)
Jump (Str) +2 (2 Synergy)
Knowledge [local] +4 (1 rank, 3 Int)
Knowledge [nature] +8 (3 ranks, 3 Int, 2 Synergy)
Knowledge [dungeoneering] +4 (1 rank, 3 Int)
Knowledge [geography] +5 (2 ranks, 3 Int)
Listen (Wis) +7 (6 ranks, 1 Wis)
Move Silently (Dex) +14 (8 ranks, 6 Dex)
Open Lock (Dex) +16 (8 ranks, 6 Dex, 2 MW Tools)
Ride (Dex) +10 (2 ranks, 6 Dex, 2 Synergy)
Search (Int) +11 (8 ranks, 3 Int)
Sleight of Hand (Dex) +7 (1 rank, 6 Dex)
Spot (Wis) +7 (6 ranks, 1 Wis)
Survival (Wis) +9 (8 ranks, 1 Wis)
Tumble (Dex) +15 (7 ranks, 6 Dex, 2 Boots)

Equipment:
Weapons & Armor:
- Composite Longbow +1 (+10; 1d8+1/x3; 110 ft; P; 3 lbs)
- Cold Iron Dagger (+9/+10 thrown; 1d4/19-20x2; 10 ft; P/S; 1 lbs)
- Alchemical Silver Light Mace (+9; 1d6-1/x2; B; 4 lbs)
- Sap (+9; 1d6/x2; B; 2 lbs)
+++
- Acrobat Boots
- Bracers of Dex +2
- Darkwood Buckler
- Mithral Shirt +1

Gear:
- Arrows x29, Alchemical Silver Arrows x30, Cold Iron Arrows x10, Magical Arrows: Bane (Fey) x1 - 166gp; Flaming x0 - 332gp; Flaming Burst x1 - 366 gp.
- Bedroll , Fishing Net, Handy Haversack, Silvered Caltrops (bag's worth), Soap, Thieve's Tools, MW, Traveler's Outfit, Trail Rations x4, Waterskin.
- - Light Warhorse "Dante", Riding Saddle, Bit & Bridle

Money: GP - 7; SP 3; CP -;
Notes: 6 sp removed (4/19/17)

+++

Description:
Height: 5' 11"
Weight: 155 lbs
Skin: Burgundy
Eyes: Gold/Orange
At just under six feet and with skin the color of running wine and two thick horns protruding from his forehead and curving back sharply like a mythological beast, Old Georgie fits the description of typical Tiefling. That is if Tieflings could be considered "typical" at all. Hair as black as coal is pulled up into a warrior's knot at the back of his head. His eyes are the color of the sun with vigilant, big, black pupils carefully taking in his surroundings. He has a proud, sharp nose and chin with high cheekbones that curve back almost mimicking his horns. Perhaps most unsettling are his teeth which are naturally black - not unhealthy by any means, just off putting to look at.

He wears typical traveler's clothes over a mithral shirt. His boots are of finely crafted leather with brass clasps while his bracers are of equally wonderful craftsmanship. He keeps a quiver of arrows on his back attached to a backpack that always seems to have just what he needs when he reaches inside. He keeps a host of weapons on him, but trusts none more than his bow.

He appears to be in his early twenties, but it is difficult to be certain exactly how old he is. Due to his sometimes grumpy demeanor, he earned the moniker "Old Georgie," at once both a play on his youthful look and older attitude.

Personality:
Demeanor: Superstitious/Optimist
Quirks: Will rely on himself and his skill to provide (hunting/trapping) over eating rations when in the field; Extremely confident in his abilities, sometimes to a fault.

George isn't stoic, but he isn't exactly a charmer either. Somewhere in the middle, when he has an agenda and a job to do he aims to see it done. He has never had a problem making friends. No, the problem has always been keeping them. He means well, but often doesnt have time to nurture long lasting relationships. In addition to this, he spends a lot of his time outdoors and most see him as something of a recluse even though that is not how he sees himself.

What he absolutely won't stand for, however, is the abuse of have-nots by those who have an abundance. When encountered with these types, Old Georgie often makes it his mission to right those wrongs and ruin those responsible. One way or another he sees to it that what goes around finds its way back around.

His one true friend is his warhorse "Dante," who he holds in very high regard.

Background:
Old Georgie never knew his father and his mother Mariyah rarely spoke about him. When she did, it was overwhelmingly positive. She spoke of how he was the most handsome devil she had ever met - ironic since it was her family line that held the Tie

Nofortunateone
Nofortunateone's picture

Gallielle
Male gnome conjurer 6: Small humanoid (gnome); Hit Dice 6d4+12; Hit Points 30; Init +3 (+3 Dex); Speed 20 ft. (4 squares); AC 17 (+4 Dex, +1 deflection, +1 natural, +1 size) touch 16, flat-footed 13; BAB/Grapple +3/+0; Atk +2 melee (1d3-2/19-20x2, dagger) or +7 ranged (1d3-2/19-20x2, dagger); Full atk +2 melee (1d3-2/19-20x2, dagger) or +7 ranged (1d3-2/19-20x2, dagger), or by spell; Space/Reach 5 ft./5ft.; SA spells, spell-like abilities; SQ +1 racial bonus to attack rolls vs. goblinoids and kobolds, +1 racial bonus to the DC of illusion spells, +2 racial bonus to saves vs. illusion spells and effects, +2 racial bonus on Craft (alchemy) and Listen checks, +4 dodge bonus to AC vs. giants, forbidden schools evocation and necromancy, low-light vision, summon familiar, weapon familiarity with gnome hooked hammer; AL LG; SV Fort +4 (2 base, +2 Con), Ref +5 (2 base +3 Dex), Will +5 (4 base, +1 Wis); Abilities Str 6 (-2), Dex 16 (+3), Con 14 (+2), Int 21 (+5), Wis 12 (+1), Cha 10 (+0).

Skills (54 total): Concentration +11 (9 ranks, +2 Con), Craft (alchemy) +7 (+2 racial, +5 Int), Knowledge (arcana) +14 (9 ranks, +5 Int), Knowledge (architecture) +6 (1 ranks, +5 Int), Knowledge (dungeoneering) +10 (5 ranks, +5 Int), Knowledge (geography) +8 (3 ranks, +5 Int), Knowledge (history) +11 (6 ranks, +5 Int), Knowledge (religion) +6 (1 ranks, +5 Int), Knowledge (planes) +14 (9 ranks, +5 Int, [+2 for checks concerning outsiders with the Good subtype]), Listen +3 (+2 racial, +1 Wis), Speak Language (Celestial, Common, Elven, Draconic, Giant, Gnome, Goblin), Spellcraft +14 (9 ranks, +5 Int).

Feats: Augment Summoning, Extend Spell, Scribe Scroll, Spell Focus (Conjuration), Planar Axiologist.

Spell-Like Abilities: 1/day—dancing lightsghost sound,prestidigitationspeak with animals (burrowing mammal only, duration 1 minute). Save DC 10; CL 1st.

Typical Spells Prepared: (4+1/5+1/4+1/3+1); DC 15 + spell level (conjuration and illusion spells DC 16 + spell level); 0th--acid splash (+),detect magicdetect poisonmage handmending1st--alarmdetect secret doorsendure elementsmount (+), summon monster I (x2); 2nd--acid arrow (+), extended mage armorinvisibilitysummon monster Iweb3rd--dispel magicdeep slumberstinking cloudsummon monster III (+).

(+) denotes a spell prepared as one of the bonus slots from Gallielle's specialization as a conjurer.

Spellbook Contents (vol. 1 of 1): 0th--acid splasharcane markdaze,detect magicdetect poisonghost soundmage handmendingmessage,open/closeprestidigitationread magicresistance; 1st--alarmcharm personcolor spraycomprehend languagesdetect secret doorsdisguise selfendure elementsenlarge personexpeditious retreatmage armor,mountreduce personsleepsilent imagesummon monster I; 2nd--acid arrowinvisibilityhideous laughterknocksee invisibilityspider climb,summon monster IIweb; 3rd--dispel magicstinking clouddeep slumber,summon monster III.

Possessions: acid (2 flasks, 10 gp each, 1 lb. each)alchemist's fire (2 flasks, 20 gp each, 1 lb. each)amulet of natural armor +1 (2,000 gp),bedroll (1 sp, 1.25 lbs.)blanket (5 sp, 0.75 lbs.)bullseye lantern (12 gp, 3 lbs.), dagger (1 gp, 0.5 lbs.), explorer's outfit (10 gp, 2 lbs.; currently worn), handy haversack (2,000 gp, 5 lbs.), headband of intellect +2 (4,000 gp), holy water (2 flasks, 25 gp each, 1 lb. each)oil (3 pints, 1 sp/pint, 1 lb./pint)potion of cure moderate wounds (300 gp, CL 3rd), ring of protection +1 (2,000 gp), spellbook (1 lb., 52/100 pages filled), spell component pouch (5 gp, 2 lbs.), scroll of mount (125 gp, CL 6th), tindertwigs (20, 1 gp each), trail rations (10 days@ 5 sp/day 0.25 lbs/day; 2.5 lbs. total),waterskin (1 gp, 1 lb.).

Items in orange are stored inside the handy haversack. Worn clothing is not counted by weight.

752.6 gp remaining.

Total Weight Carried: 7.5 lbs.

Light Load Maximum: 15 lbs

Physical Description
Gallielle is a bland looking gnome. He has curly white hair that is kept behind his headband of intellect. His headband is dulled with the passing of time. Gallielle himself is 92 years of age and 3 feet tall. His outfit is neatly pressed and completed with a spell book that he keeps tightly under his right arm. He keeps his eyes open unusually wide.

Personality
Gallielle is a keen observer. He loves to find out interesting facts about an array of strange subjects and objects. He is obsessed with viewing all that this and other dimensions have to offer. He is not greedy but will do most anything to know something someone else does. His convictions to see more has drawn him to be a sort of vegabond. He is strongly convinced that the everything has a purpose and is preordained. He keeps himself as an observer to the beautiful richness that is all around him.

History
Gallielle was born in a city he doesn't care to remember the name of. He has been traveling to learn languages and spells since he was 34 years of age. The world has been ever changing around him as he traverses its expanse.

Arkenian
Arkenian's picture

Spoiler: Highlight to view
Description:
Jalen is often stern and quiet, though when he chooses to speak his voice is a melodious warm baritone. He wears his brown hair shoulder-length, perhaps to cover his ears which, when visible, bear the slightest hint of roundness. His eyes are a startling emerald green, with a faint hint of almond to them, and his face and jaw are strong, with high cheek bones.
He wears browns, greens, and grays. Rather drab, really, though they are cut well enough to show that his body, if lithe, is well-muscled. He is maybe 5'11", and 180 lbs.

As to his childhood? He rarely speaks of it. He is a half-elf, raised by his mother, an elven priestess of some rank, he usually names himself Evallason, after her. Though occasionally he uses his proper patronymic, Merenson. He is, like the elves who raised him, a creature of the forests, by nature, though he has a polish to him suitable for any human court, when he chooses. The party has since learned that he is the son of the mysterious Meren, a human of exceptional age who tends to pass himself off as a bard, but can apparently cast waterwalk. Jalen's mother is a priestess in the tallwood. Jalen's attitudes towards his father are very mixed, on the one hand he resents his father both for not being in his life very much, and, more recently, for the trouble he has inherited with his father's blood. On the other hand, Jalen has many pleasant memories of his father, and at times it becomes clear that he is not nearly so bitter towards his father as he sometimes makes out.

NG Half-Elf Ranger 5/Rog 1
XP 15,780
Str 12
Dex 16
Con 12
Int 14
Wis 12
Cha 14
HD 1d6+5d8+6 (27 HP=6+7+7+3+8+5+6) 42/42
Init +3 (+3 dex)
Speed 30' (50' mounted)
Mount: Light Warhorse + saddle, bags, and bridle
AC 18 (+3 dex, +4 armor, +1 buckler)

STs: Fort +5, Ref +9, Will +2 (+2 vs. Enchantment, Immune to Sleep)
Attacks: BAB 5 (Remember FE damage bonus for Goblinoid, Giant)
Melee: +1 Rapier 1d20+6, 1d6+2 18-20/x2
MW Cold Iron Kukri, 1d20+6 1d4+1 18-20/x2
MW Silver Dagger, 1d20+6, 1d4, 19-20/x2

Ranged:
+1 Corrosive MCLB(+1), 1d20+9, 1d8+2+1d6 20/x3
40 regular arrows, 20 cold-iron arrows, 20 silver arrows,

Skill Points: Rog 40, Rng 40
Bluff +4 (2+2), (FE Bonus)
Diplomacy +8 (4+2+2),
Gather Info +8 (4+2+2)
Handle Animal +5 (3+2) (+9 Paendrag),
Hide +8 (6+2)
Jump +1 (1+0)
K: (Geo) +7 (5+2)
K: (Nature) +9 (5+2+0+2)
Listen +11 (9+1+1), (FE Bonus)
Move Silent +8 (6+2)
Search +11 (8+2+1)
Sense Motive +3 (2+1)(FE Bonus)
Spot +11 (9+1+1), (FE Bonus)
Survival +10 (9+1) (+12 above ground natural, Add +2 to avoid being lost or natural hazards), (FE Bonus)
Swim +1 (1+0)
Tumble +6 (4+2)
Use Rope +5 (2+0)

Special Abilities:
Low Light Vision
Point Blank Shot
Trapfinding
Track
Wild Empathy
Rapid Shot
Precise Shot
Endurance
Animal Companion (Paendrag)
FAVORED ENEMY: Humanoid (Goblinoid +4, Giant +2)
Languages: Common, Elven, Sylvan, Giant

Ranger Spells: 1 CL 2, DC 11+Level
Level 1 Spells Prepared: owl’s fletching

Equipment: Rapier +1 (2320), MW Cold Iron Kukri (316), MW Silver Dagger (322) , MW Chain Shirt (250), Corrosive +1 MCLB+1 (500), MW buckler (165 gp)
Backpack (2) , bedroll (0.1), blanket, 50' rope, explorer's outfit, rations (10 days)
1 potion CSW
1 Potion Prot. From evil
2 vials Holy Water
1 Flask, Alchemist's Fire
1 Bullseye Lantern
3 flasks oil
70.31 gp.

Animal Companion: Paendrag
Tricks: Bonus: Attack; Learned: Seek, Come, Fetch, Heel, Down, Stay

Jalen was hired as a guard for Master Gester Farn in Port Hope and had assorted adventures on his way to Kerial's turn, where this campaign began.
What are his goals? To learn about humans first-hand, and try to learn the things about his father that his father wouldn't tell him. To find his place in the world where he may be honored as himself (and, just maybe, a girl whose dad doesn't consider him to be a lower life form)

Board Rider
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“I believe there comes a time when everything just falls in line. We live and learn from our mistakes. The deepest cuts are healed by faith." - Avar Sentalial, Paladin of Agon

Medium outsider (native); Hit Dice 6d10+6 (47 hp); Init:+1 (+1 Dex); Speed: 20 ft. (4 squares), base 30 ft.; AC: 22 (+1 Dex, +8 armor, +3 shield), touch 11, flat-footed 18; BAB/Grapple: +6/+6; Full Attack +11/+6 melee (1d8+4/19-20, +1 longsword), or +11/+6 melee (1d8+3/19-20, masterwork cold iron longsword), or +10/+5 melee (1d8+2, masterwork alchemical silver light mace), or +9/+4 melee (1d4+3/19-20, dagger), or +9 melee (1d3+3 lethal unarmed, gauntlet), or +7 ranged (1d6, short bow); Space/Reach: 5 ft./5ft.; SA detect evil, smite evil 2/day (+3 attack, +6 damage), spell-like abilities, spells, turn undead 5/day (2d6+7), Remove Disease (1/week); SQ: aura of courage, aura of good, darkvision 60 ft., divine grace, divine health, lay on hands (19 hp/day), resistance 5 to acid, cold and electricity, special mount*; Alignment LG; SV Fort +10 (5 base, +1 Con, +3 Cha, +1 cloak), Ref +7 (2 base +1 Dex, +3 Cha, +1 cloak), Will +8 (2 base, +2 Wis, +3 Cha, +1 cloak); Abilities Str 16, Dex 12, Con 13, Int 13, Wis 14, Cha 16.

Skills and Feats (27, Armor Check Penalty -6): Diplomacy +9 (4 ranks, +3 Cha, +2 Synergy) Handle Animal +6 (3 ranks, +3 Cha) Heal +3 (1 rank, +2 Wis), Knowledge (local) +5 (4 ranks, +1 Int), (Knowledge (nobility and royalty) +2 (1 rank, +1 Int), Knowledge (planes) +2 (2 ranks[CC], +1 Int), Knowledge (religion) +6 (5 ranks, +1 Int), Listen +4 (+2 race, +2 Wis), Ride +3 (2 ranks, +1 Dex), Sense Motive +7 (5 Ranks, +2 Wis), Speak Language (Common, Celestial, Draconic) Spot +4 (+2 Race, +2 Wis); Barrister Training, Weapon Focus: Longsword, Divine Shield (6th).

Paladin Spells Prepared: (2, DC 12 + spell level); 1st – bless, divine favor Spell-Like Abilities:At will — detect evil; 1/day — daylight (caster level 6th)

Possessions:  Sallet of Assimilation**+2 banded mail w/ restful crystal**+1 heavy steel shield+1 longswordCloak of Resistance +1, masterwork silver light mace, dagger, silver holy symbol, gold, silversheen. Carried Weight: 65 lbs. (light encumbrance) (Typically on Mount) — backpack [everlasting rations**magic bedroll**, x2 waterskin, whetstone, manacles with good lock, 50’ silk rope, healers kit, nobles outfit w/ jewelry], short bow, 20 arrows, masterwork cold iron longsword

Zeelar (Heavy Warhorse) Large magical beast; Hit Dice 6d8+18 (45 hp); Init +1 (+1 Dex); Speed 50 ft. (10 squares); AC 20 (-1 Size, +1 Dex, +8 natural, +2 armor), touch 10, flat-footed 17; BAB/Grapple +4/+12; Atk +7 melee (1d6+4, hoof); Full Attack +7/+7 melee (1d6+4 hoof) and +2 melee (1d4+2, bite); Space/Reach 10 ft./5ft.; SQ empathic link, improved evasion, low-light vision, scent, share saving throws, share spells; AL N; SV Fort +8 (5 base, +3 Con), Ref +6 (5 base +1 Dex), Will +5 (2 base, +1 Wis, +2 IW feat); Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6. Skills and Feats: Listen +6, Spot +5; Endurance, Run, Iron Will. Possessions: military saddle, bit and bridle, saddle bags, leather barding. Carried Weight: 69 lbs. (light load up to 348 lbs., medium load 349-699 lbs., heavy load 700-1050 lbs.) GP: 37gp, 2sp, 5cp XP: 21,020

** Custom item approved for use by Talanall in post #253 in Chapter 14: Visionaries. Allows Avar to passively understand spoken languages from a distance, but doesn't allow him to talk back and doesn't confer any ability to read in unfamiliar languages.

** Magic items approved for use and found within the Magic Item Compendium

Appearance

Avar stands at an even six feet and weighs approximately two hundred pounds. Regal and well muscled; Avar has most of the racial characteristics typical of other aasimars. Lightly golden skin, tanned due to extensive time outdoors, is battle marked with various scars. A strong, square, and angular face is topped with close cropped hair featuring different shades of white, silver, and copper. Perhaps the most striking, or disconcerting depending on the person gaining their attention, are Avar's eyes. Off-white, with flecks of gold, Avar's eyes feature no pupils. It's as if Avar cannot focus on anything, but sees, and possibly judges, everything. Avar is 32 years old. Avar is rarely seen out of his form fitting armor, shield always within reach. Both are dark gunmetal gray with brushed nickel edges. A heavy, dark green, cloak almost wraps around Avar. When not wearing armor, Avar prefers clothing in shades of deep purples, reds and grey.

Personality

Years of service, training, and expectations has made Avar serious, thoughtful, and careful. Avar tends to take each encounter as it comes to him. While not overly judgmental, Avar does take measure of each person he meets. Avar does not abide by, and will not work with, or for, any evil person. He will let anyone know this fact. Avar's seemingly cold and efficient exterior is melted when around those he considers allies or friends. His deep, baritone, voice rises an octave or two and laughter comes easy. Work hard, play hard is a term that would readily apply to Avar.

Background

Avar grew up in the Aureshan Empire. Born in the capitol, Auresh, Avar had the opportunity to travel to various places given that his father was a soldier in the Imperial Order with various stations. Travel, discipline, law, and the religious teachings of Agon was all young Avar ever knew. All Avar ever wanted to be was a soldier just like his father. At an early age Avar joined acolyte training within the church of Agon. Avar would be in absolute awe and admiration of watching Legates do their job. He would latch on and follow paladins, clerics, anyone really, to gain as much knowledge as possible. To him, serving Agon was a calling that he desperately wanted to answer. Which Avar did. Avar became a paladin of Agon and was immediately dispatched to various front lines serving his patron deity. A soldier’s soldier, Avar loves nothing more than to be on the road furthering the word of Agon and representing the Empire.