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Thread: Hourglass in the Sky (character sheets, xps, etc.)

  1. #11
    Join Date
    Mar 2006
    Wild, Wonderful, West Virginia!


    Misc. asd
    Last edited by Bong Bellowsmoke; 04-20-2016 at 11:53 PM.
    The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."

    I will, Darvig uttered.

  2. #12
    Join Date
    Mar 2006
    Wild, Wonderful, West Virginia!

    Default Pathfinder Mariner Class

    MARINER (d10) [base attack and saving throw progression same as the Ranger class]
    1 bonus feat, sailor lore, seamanship +1
    2 dirty strike +1d4
    3 mariner talent, sea legs
    4 1st favored region, back-to-back +1
    5 bonus feat, seamanship +2
    6 dirty strike +2d4
    7 mariner talent
    8 2nd favored region, back-to-back +2
    9 seamanship +3
    10 bonus feat, dirty strike +3d4
    11 mariner talent
    12 3rd favored region, back-to-back +3
    13 seamanship +4
    14 dirty strike +4d4
    15 bonus feat, mariner talent
    16 4th favored region, back-to-back +4
    17 seamanship +5
    18 dirty strike +5d4
    19 mariner talent
    20 5th favored region, back-to-back +5, bonus feat

    Dirty Strike: same as 3.5 Dragonlance (Legends of the Twins sourcebook), except at 6th level, the mariner can perform a dirty strike as a standard action instead of a full round action. At 14th level, it becomes a free action.
    Sailor Lore (Ex): At 1st level, the mariner chooses two from the following list of three Knowledge skills: Knowledge (geography), Knowledge (local), or Knowledge (nature). Once chosen, the Knowledge skills cannot be changed. The mariner gains 1/2 his mariner level as a bonus to the two chosen Knowledge skills. The additional knowledge gained is often exaggerated and sometimes fabricated, with only small grains of truth to it, at the DM's discretion. The mariner may also roll any Knowledge check untrained regarding matters dealing in Krynn's maritime legend (sunken treasures, sea monsters, infamous pirates, weather patterns at sea, locations of islands, sea elves and dragons, gods associated with the sea, etc.).
    Seamanship (Ex): You gain the listed bonus as a competence bonus to all Acrobatics, Climb, and Profession (sailor) checks.
    Sea Legs (Ex): You gain a +4 bonus to all saving throws caused by the effects of harsh weather, sea sickness, and the like while aboard a maritime vessel. The bonus stacks with bonuses granted by the Endurance feat.
    Back-to-back (Ex): same as 3.5 Mariner class in the DL Legends of the Twins sourcebook.
    Bonus Feat: At 1st, 5th, 10th, 15th, and 20th, a mariner gains a bonus feat. These feats must be chosen from the list below. A mariner must still meet all prerequisites for a bonus feat.
    Agile Maneuvers (Under and Over), Alertness, Black Marketeer, Bull of the Sea*, Close Quarters Thrower, Combat Expertise (Gang Up, Improved Disarm, Greater Disarm, Disarming Strike, Improved Feint, Greater Feint, Disengaging Feint, Improved Trip, Greater Trip), Corsair, Deadly Aim, Distance Thrower, Dodge (Disorienting Maneuver, Mobility), Drunken Brawler, Eagle Eyes, Endurance, Equipment Trick, Exotic Weapon Proficiency, Fleet, Galley Slave, Improved Dirty Trick (Greater Dirty Trick, Dirty Trick Master, Quick Dirty Trick), Improved Initiative, Landing Roll, Leadership, Lucky*, Lunge, Minotaur Shipwright*, Net Adept (Net Maneuvering, Net Trickery, Net and Trident), Nimble Moves (Acrobatic Steps), Point Blank Shot (Far Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Pinpoint Targeting, Snap Shot), Power Attack (Cleave, Great Cleave, Improved Bull Rush, Greater Bull Rush, Quick Bull Rush, Improved Overrun, Greater Overrun), Pushing Assault, Quick Draw, Rapid Reload, Sea Legs, Skill Focus (Acrobatics, Climb, Perception, Profession (sailor), Swim), Stalwart, Step Up (Step Up and Strike), Survivor, Toughness, Weapon Finesse, Weapon Focus (Dazzling Display, Dramatic Display), Weather Eye, Vital Strike (Improved Vital Strike, Greater Vital Strike)
    *3.5 Dragonlance feat.

    Mariner Talents
    As a mariner gains experience, he learns a few talents that aid him and confound his foes, similar to as a rogue does. A mariner gains a talent at 3rd, 7th, 11th, 15th, and 19th level. A mariner cannot select an individual talent more than once, unless specified otherwise.

    Barnacle (Ex): You gain a +4 bonus to any skill check or saving throw made to avoid falling overboard. You also gain a +4 to your CMD against bull rush attempts if there is a possibility that failure could result in being knocked overboard from a maritime vessel.

    Combat Trick: You may choose a bonus feat from the list of Combat feats. You may choose this talent more than once, choosing a new feat.

    Crow (Ex): While in a crow’s nest, you gain 1/2 your mariner level as a bonus to Perception checks. Additionally, you do not take a penalty when making Perception checks while using a spyglass (see spyglass entry in Pathfinder Core Book).

    Dirty Fighter (Ex): You gain a +2 bonus to damage dealt by your dirty strikes.

    Opportunist (Ex): Once per round, you may make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the mariner’s attack of opportunity for that round. Even if you have the Combat Reflexes feat, you cannot use the opportunist ability more than once per round.

    Ship’s Cook (Ex): You gain a bonus to Profession (cook) checks equal to 1/2 your mariner level, when made on a ship at sea. Gully dwarf mariners who have this talent also gain the same bonus on Survival checks made to scrummage for food while aboard a ship at sea (the bonus does not apply to small boats laching a crew). When used in this fashion, the DC of the Survival check is the same as when using the Survival skill to provide food for one or more persons in the wild. Though palatable to gully dwarves, the aforementioned food's ingredients might not be particularly appealing to other races. By the time the gully dwarf cook is finished preparing it, however, it is often unrecognizable as such.

    Ship Rat (Ex): You can survive without food or water and hold your breath for twice as long as a normal member of your race.

    Strong Swimmer (Ex): You gain a +4 bonus to Swim checks. The bonus stacks with the bonus granted by the seamanship ability. Additionally, you can always choose to take 10 on Swim checks, even when threatened.

    Swashbuckling (Ex): You gain a +1 bonus to disarm checks, Acrobatics checks, and Cha-based skill checks while aboard a maritime vessel. The bonus to disarm checks stacks with the bonuses granted by Improved Disarm and Greater Disarm. Additionally, if you have the Greater Disarm feat, you can choose the where the weapon lands.

    Superstitious (Su): By making some sort of offering to the sea at the onset of a maritime voyage (usually to Zebom), you gain a +1 profane (or sacred, if to Habbakuk) bonus to all saving throws aboard the vessel for the duration of the voyage. Popular offerings are dumping treasure overboard, or breaking a bottle of wine over the ship itself and pouring the contents into the sea. This bonus stacks with the Lucky feat.

    Treasure Hunter (Ex): You gain your mariner level as a bonus to Appraise checks when dealing with rare and exotic items.

    Greater Talents
    Beginning at 11th level, a mariner adds the following talents to his list of choices.

    Feared Leader (Ex): You gain the Leadership feat, and gain a +2 bonus to Bluff and Intimidate checks while aboard a maritime vessel. If you already have the Leadership feat, you gain a +1 bonus to your Leadership score and a +4 bonus to Bluff and Intimidate checks aboard a maritime vessel.

    Heads Up (Ex): You gain the Evasion ability while aboard a maritime vessel and while swimming. At 15th level or if taken at 15th level or higher, you gain Improved Evasion, even if you did not previously have Evasion.

    Maimer (Ex): You gain a +2 bonus to damage dealt by your dirty strikes. The bonus stacks with the damage bonus of the dirty fighter talent. Additionally, when you use a slashing or piercing weapon to make a dirty strike that is also a successful critical hit, you permanently maim your opponent in some minor way of your choosing (subject to DM discretion), including the dismemberment of fingers or toes, poking out an eye, scarring a cheek, or cutting off an ear. The recipient of the maim must make an immediate Charisma check DC 15. If failed, the recipient suffers a permanent loss of 1 point of Charisma. If successful, the recipient permanently gains 1 point of Charisma. Poking out both the eyes of an opponent can cause permanent blindness. Additionally, at the DM’s discretion, other maimings might cause smaller penalties of various sorts.

    Infamous (Ex): You gain a +4 morale bonus to all Cha-based skill checks with those with the Sailor Lore ability (i.e. anyone with at least one level in the mariner class). In addition, against others with levels in mariner you gain a +2 morale bonus to attacks and CMB checks.

    Sailor’s Bond (Ex): The mariner gains an animal companion as a ranger equal to their mariner level. The mariner may choose any animal companion eligible to rangers. If you are a water breathing race, you gain an animal companion as a druid equal to your character level.

    Skilled Captain (Ex): You gain the Leadership feat, and you gain a +2 bonus to Profession (sailor) and Survival checks made while aboard a maritime vessel. If you already have the Leadership feat, you gain a +1 bonus to your Leadership score and a +4 bonus to all Profession (sailor) and Survival checks made while aboard a maritime vessel.

    Favored Region (Ex): At 4th level, the mariner gains a favored region, and chooses one from the list below. The mariner gains a +2 bonus on Knowledge (geography), Perception, Profession (sailor), Swim, and Survival checks while in his favored region. In order to gain the listed bonuses, the mariner must be in or on the water in some fashion, along a coastline and in sight of a body of water, or in any port town within the chosen region. Additionally, the bonuses are gained anywhere on an island within the favored region (including Saifhum, Mithas, Kothas, Sancrist, Schallsea, or any island equal to or smaller in size than these, but not including islands so large as to be small continents such as Northern & Southern Ergoth). Bodies of water include lakes, rivers, oceans, swampy marshes, and the like. Boats and ships include alternative water-traversing craft, such as gnome submersibles. A port town includes any hamlet, village, town, castle, or city or the like that sits along a coastline and has some sort of dock or harbor. Additionally, the mariner gains a +2 bonus to Sailor Lore checks (including the two Knowledge skills chosen by the mariner at 1st level) regarding his favored region.

    At 8th level and every four levels thereafter, the mariner may select an additional favored region. In addition, at each such interval, the skill bonuses in any one favored region (including the one just selected, if desired), increases by +2.

    Favored Region List
    The Blood Sea
    Khurman Sea & Bay of Balifor
    The New Sea
    Northern Courrain Ocean
    Southern Courrain Ocean
    Northern Sirrion Sea
    Southern Sirrion Sea
    Turbidus Ocean
    Zeboim’s Deep

    The Blood Sea: The mariner is savvy to the Blood Sea and The Blood Sea Isles, including Saifhum, Mithas & Kothas, Karthay, and the dangerous Choppy Waters south of Firemount and the Elian Isles. The region includes the Blood Bay, the infamous port town of Flotsam, and all up the Rugged Coast past Watery Grave, Death’s Teeth, and Devil’s Basin, and along Razor’s Edge as far as Saifhum Crossing. The region includes the Rugged Coast’s port cities such as Ogrebond and Sargonath. Some of the most experienced mariners of this region may even be familiar with Magori Basin or the World’s Spine Wall, as well as other locations (such as various ruins) said to lie at the bottom of the Blood Sea.

    Khurman Sea & Bay of Balifor: The mariner is familiar with the Khurman Sea, the Bay of Balifor, and their many port cities including Ak-Khurman, Alan Ak-Khan, and Port Balifor, and such landmarks as the Lighthouse of Khurman-Tor. The region also includes Balif’s Tear and the eastern coast of Ambeon (minotaur-occupied Silvanesti), and the southern coastline of the Desolation along the Jade Coast and up through The Maw and into Windspipe Cove, and the port towns there.

    The New Sea: The mariner is familiar with the region of the New Sea and the coastlines of the many lands it borders, including the entire island of Schallsea. The region includes the southern coastlines of Southlund, across the Schallsea Straits to Crusher’s Bay and the coasts of Lemish and Qwermish. The region also includes the New Bay and up the Whiterage River to Haven, and other Abanasinian towns on its eastern coast. The region includes Nalis Aren, the Lake of Death. On the eastern end of the New Sea, the region extends past the landmarks of the Dangling Sword and Thrusting Knife to the harbors of Sanction, and includes navigating the rivers that flow through The Great Swamp. Some of the most experienced boaters might be skilled enough to navigate these rivers deep into the swamp as far as Shrentak in Sable’s Swamp, or Qindaras up the Torath River in the Plains of Dust.

    Northern Courrain: The mariner has sailed the open Northern Courrain ocean and knows well the coastline of Nordmaar and northwestern Kern. From Hangman Harbor deep in the Miremier Sea to up and along the Last Coast and around the Cape of Nordmaar, the region continues south along the western coast of Nordmaar, past the Dragon’s Graveyard and along the Goblin Coast. The mariner is also familiar with boating and surviving the region’s swamps such as the Shadowglades, and the Great Moors where the fabled Fountain of Renewal lies, as well as the black dragon Mohrlex. Some mariners in this region might even know of routes north and east across the vast Northern Courrain to Selasia and Taladas. Goblin and Nordmaarian mariners often favor this region.

    Southern Courrain: The mariner is familiar with the vast stretches of open ocean to the southeast of Ansalon. The region includes the frigid waters off eastern Icereach and the coastline of the eastern Plains of Dust. The mariner knows Kirath’s Head and the Celestial Delta, and the way through the Towers of Eli up the Thon-Thalas to Sargasanti (formerly Silvanost). He knows Cooshee Gulf, and the open ocean across the vast Southern Courrain, and perhaps of Dimernesti elves beneath the waves. He might know when he is sailing over Whale Home and Leviathan’s Deep, and is familiar with the string of islands known as Habbakuk’s Necklace. The region also includes the way through Restless Waters to Thunderhead and Boiler’s Bay. Some mariners may even know the way east across the open ocean to Mitos, Archipelagoes, and Ithin’carthia. Though most well-known by elven mariners throughout Krynn’s history, this region is increasingly favored by minotaur mariners in the Age of Mortals.

    Northern Sirrion Sea: The mariner is familiar with the region of Ansalon’s northwestern oceans. The region includes the western coastline of Northern Ergoth, and its several port towns and castles, as well as Ackal Bay and up the Alunatal River, and Emperor’s Bay and up the Dermount River to Argon Lake. The region also includes the entire island of Sancrist, including Thalan Bay and the island’s many castles and port towns. Additionally, the Gentle Bay and the Sparkling Waters of the Isle of Cristyne, and the island's primary port town of Merwick, fall within this region. Some mariners may even know of routes north and west across the vast Northern Sirrion Ocean to Adlatum.

    Southern Sirrion Sea: The mariner knows well the southwestern seas of Ansalon, including Ice Mountain Bay and its port towns in the Tarsis region and the treacherous waters off the northwestern coast of Icereach, as well as the Straits of Algoni and the port towns of Kharolis, Qualinesti, and western Abanasinia. The region also includes the entirety of the islands of Enstar and Nostar, where few mariners have not heard sailor's tales of Castle Dread. The region also includes navigating the Thorn Straits along the coastline of Southern Ergoth, up into Harkun Bay to Silvamori and Qualimori, and up the Thon-Sorpon and Thon-Tsalarian Rivers. The most experienced mariners might even know of the route west across the vast Sirrion Sea toward the Isle of Gargath.

    Turbidus Ocean: The mariner is familiar with the region of the Turbidus Sea across northern Ansalon. The region includes the port city of Kalaman and Kalaman Bay, and all along the Banshee Coast of the Northern Wastes and along Shark Reef. They know well the Lighthouse, and the Signal West and Signal East of the Gates of Paladine. The region also includes the Bay of Branchala and the city of Palanthas. The region is popular with Ergothian Merchant Marines, since the shipping lanes from Palanthas to Kalaman are bustling trade routes.

    Zeboim’s Deep: The mariner has expertise in Zeboim’s Deep, all the way from Beacon at the northern tip of Northern Ergoth and the Isle of the Serpent, Serpent Bay, and Moon River, to south along the coast of Kenderhome, including Lemon Bay, Echo Bay, and the Bay of Monsters, along with the Lookit River and the city of Hylo. The region includes the western coastline of Solamnia and its many port towns, all the way south to Caergoth, and includes the Ergoth Divide west all the way to Hudre Bay. Some mariners may even know of Storm’s Keep and be able to navigate its location out across the treacherous waters of Zeboim’s Deep. Kender mariners are especially fond of this region.

    Mariner Class Skills
    The mariner's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (geography), Knowledge (local), Knowledge (nature), Linguistics (Int), Perception (Wis), Profession (Wis), Survival (Wis), Swim (Str)
    Skill Ranks per Level: 6 + Int modifier.
    Last edited by Bong Bellowsmoke; 09-19-2017 at 12:51 AM.
    The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."

    I will, Darvig uttered.

  3. #13
    Join Date
    Aug 2013

    Default Isciira Starflower


    name: Isciira Starflower (pronounced Iss-keer-ah)
    race: Qualinesti Elf
    class: Wizard(Illusionist) 4/Wizard of the Red Robes 5
    alignment: CN
    sex: female
    age: 163
    height: 4ft 8in
    weight: 98lbs
    hair: medium length and light brown
    eyes: brown
    clothes: tattered, mouse-colored, brown robe* (actually red robes and a nice staff)
    (*hat of disguise)
    XP 57600/71000

    Int 26
    Cha 16
    Wis 16
    Dex 14
    Con 12
    Str 11

    HP 63
    BAB 5
    CMB 5
    CMD 17

    AC 12 .... lol

    fort 3+1+2=6
    Ref 3+2+2=7
    Will 9+3+2=14
    +5 vs illusions
    +2 vs enchantment...

    spellcraft 9+3+8+2=22 : +2 to identify magic items
    knowledge arcana 9+3+8+2=22
    knowledge religion 9+3+8=20
    knowldege history 9+3+8=20
    knowledge planes 9+3+8=20
    knowledge nature 9+3+8=20
    Knowledge local 9+3+8=20
    knowledge dungeoneering 9+3+8=20
    Knowledge geography 2+3+8=13
    intimidate 3+3+3=9
    linguistics 7+3+8=18

    +2 perception
    -1 Str based skill checks, due to chronic pain and weakness.

    Languages: Common, Gnomish, Kenderspeak, Elven (Qualinesti), Elven (Silvanesti), Abanasinian, Dwarven, Ergot, Goblin, Khurish, Ogre, Sylvan, Magius, Kharolian, Irda

    Spell focus(illusion)
    greater Spell Focus(illusion)
    craft wondrous item
    Iron Will
    Spell Penetration
    Greater Spell Penetration
    Scribe Scroll
    Improved Iron Will

    Skeptic: You gain a +2 trait bonus on all saving throws against illusions.
    Desperate Resolve: You gain a +1 trait bonus on concentration checks. This trait bonus increases to + 4 when you are grappled, pinned, in violent weather, or entangled.

    Class stuff
    Opposition schools: Enchantment, Necromancy, Abjuration

    +1 caster lvl when casting Illusion spells
    +6 caster lvl to determine spell resistance checks
    +2 to save DC when casting Illusion spells
    +3 concentration to cast defensive , +4 if grappled/pinned/entangled/weather

    Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

    Extended Illusions (Su)
    Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.

    Blinding Ray (Sp)
    As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

    Magic of Deception:
    Once per day for every two class levels attained, a wizard who knows this secret may Enlarge or Extend any illusion spell he casts. The spell functions as though he had applied the appropriate metamagic feat, but does not use a higher-level spell slot.

    +1 ghost touch longsword
    boots of levitation
    cloak of resistance +2
    bag of holding type I
    Book, Blessed
    hat of disguise and int +4
    robe of components
    MW Staff
    Dagger of Magius +3 silver dagger
    Time Candles X 3:
    When lit, a time candle burns brightly and illuminates an area (20 ft. radius circle) in bright light. During the time the candle burns, the creature who lights the candle is under the effects of a time stop spell. The candle burns four hours (in the frame of reference of the creature who lights the candle; it seems like only a second or two to any other observer). If the lighter of the candle steps out of the 20-ft. radius, the candle immediately burns out and the spell is broken. If the lighter wishes to move the candle she must have both hands free to do it: one to hold the candle, the other to shield the flame, otherwise the candle is extinguished because of the movement. The user may extinguish the flame at any time, which ends the spell and ruins the candle. Strong Transmutation. Weight: -. CL 17th; Prerequisites: Craft Wondrous Item, time stop.
    Ring of Temporal Health:
    Upon command (a standard action), the ring casts timeheal (from ToHS sourcebook) upon the wearer, returning her body to its state of health from any moment up to twenty minutes ago. The ring can only cast this once; triggering the spell burns the pebble away. Strong Evocation. Caster Level: 20th; Prerequisites: Forge Ring, timeheal. Weight: -.
    Quill and ink
    Scrollcase Teleport X 5 (9,11,13,15,17), Dalamar’s Lightning Lance (9), Sending (9)
    Paper 100 sheets
    6 "space food" bars
    Chunk of starmetal
    astrolabe of quantifiable foresight
    ring of animal friendship
    ring of swarming stabs

    "Magic of the River of Time"
    historic vision (Divination) [Wiz 1]
    confluence (Divination) [Wiz 2]
    river's ravages (Transmutation) [Wiz 2]
    temporal shield (Abjuration) [Wiz 2]
    river watch (Divination) [Wiz 4]
    past-seeing (Divination) [Wiz 4]
    frozen moment (Evocation) [Wiz 4]
    river's ravaging flood (Transmutation) [Wiz 5]
    temporal sphere (Abjuration) [Wiz 5]
    timeheal (Transmutation) [Wiz 7]
    temporal sphere, selective (Abjuration) [Wiz 7]
    river's ravages, greater (Transmutation) [Wiz 8]
    temporal sphere, mobile (Abjuration) [Wiz 9]
    time reaver (Transmutation) [Wiz 9]

    50 steel left

    party treasure
    21,500 steel pieces worth of gemstones. 3,267 steel coins. 1 suit of Small +2 studded leather, 1 suit of +1 chainmail, 2 potions of clairaudience, , 3 suits of +1 full plate, 3 +1 heavy steel shields (one for a Small-sized character Mags!), 2 +1 shocking javelins, and +2 cloak of resistance, 9,872 steel pieces, 20 black sapphires worth 1000 steel each, 16 yellow topaz worth 500 steel each, 16 pieces of various jewelry worth 1000 steel each, 269 platinum coins, 251 bronze coins, 304 ancient Istarian gold coins, 218 ancient silver coins, and 219 copper coins, gems worth 3000 stl, 312 steel coins

    per day 4+1, 6+1, 5+1, 4+1, 3+1, 2+1

    (* = memorized, $ = in arcane staff)

    Read Magic
    Detect Magic
    Haunted Fey Aspect

    Disguise Self
    Silent Image
    Color Spray
    Illusion of Calm
    Vanish *
    Feather Fall $
    Magic Missile **
    Identify $
    Mage Armor *
    Mount **
    Comprehend Languages *

    Elemental Dart $ $
    Shadow Anchor
    Minor Image
    Mirror Image *
    Invisibility **
    Rope Trick **
    Fox's Cunning $
    See Invisibility
    Summon Swarm *
    River's Ravages

    Detect Dragon
    Arcane Staff, Lesser
    Displacement *
    Dazzling Blade, mass
    Invisibility Sphere
    Major Image *
    Diamond Spray *
    Fireball *
    Fly *
    Secret Page

    Invisibility, Greater *
    Phantasmal Killer *
    Shadow Step
    Black Tentacles
    Ghost Wolf
    Emergency Force Sphere **
    Summon Monster IV
    Dalamar’s Lightning Lance *
    Frozen Moment
    River Watch
    Past Seeing

    Wall of Force *
    Shadow Evocation **
    river's ravaging flood
    Attached Images Attached Images
    Last edited by Drakestendor; 05-15-2016 at 10:59 PM.

  4. #14
    Join Date
    Aug 2013
    West Virginia


    Torvold Splitstone

    CG Male Dwarven Fighter (Foehammer) 9
    Xp: Current= 66667 /need= 71000 (fast track)
    Age 51; height 4' 3" weight 174 lbs.

    Traits: Accelerated Drinker(you may drink a potion as a move action as long as you start your turn with the potion in hand), Militant Merchant(+1 trait bonus to perception checks to determine surprise and perception is always a class skill for you)
    languages:Common, Dwarven, Hammertalk


    Speed: 20'
    Initiative: +1
    Perception: +13(+14 to determine surprise)

    HD: 9D10+36+9(favored class)+9(toughness)
    HP(Total/Current): 132/132
    Armor Class: 22=10+11(Ar)+1(Dex); touch 11; Fl-foot 20
    Additional Bonuses: +4 dodge vs creatures with the Giant subtype
    DR 3/-

    Base Attack:+9
    Melee attack:+13
    Ranged Attack:+10
    Additional Bonuses: +1 attack vs. goblinoids and orcs(hatred)

    CMB +13 (+9 BaB +4 str)
    CMD 24 (10 +9 BaB +4 str +1 dex)

    +19/30 vs bull rush
    +15/24 vs overrun
    +19/26 vs sunder
    +15/28 vs trip

    Fort:+10(+4 con +6 base)
    Ref:+4(+1 dex +3 base)
    Will:+6(+3 will +3 base)
    Additional Bonuses: +2 vs fear (bravery): +2 vs poison, spells, and spell-like effects (hardy)


    1st lvl: Toughness (+8 additional hit points)
    Fighter 1: Weapon Focus(Dwarven Longhammer +1 to hit)
    Fighter 2: Power Attack (-3/+6)
    3rd lvl: Improved Bull Rush (+2 CMB/CMD bull rush; don't provoke)
    Fighter 4: Weapon Specialization(Dwarven Longhammer +2 damage)
    5th lvl: Improved Sunder (+2 CMB/CMD sunder; don't provoke)
    Fighter 6: Greater Bull Rush (+2 CMB bull rush, stacks with improved; target of bull rush provokes AoO from your allies)
    7th lvl: Greater Sunder (+2 CMB sunder, stacks with improved; Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point.)
    Fighter 8: Furious Focus (When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.)
    9th lvl: Quick Bull Rush:( On your turn, you can perform a single bull rush combat maneuver in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the bull rush.)

    Fighter(Foehammer) Abilities:
    Bravery +2 (vs fear saves)
    Sledgehammer (a foehammer wielding a hammer gains a +2 circumstance bonus on combat maneuver checks made to bull rush, overrun, sunder, or trip.)
    Weapon Training Hammers +1 (Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.)
    Hammer to the Ground (At 7th level, when a foehammer succeeds at a bull rush combat maneuver, he can make a trip combat maneuver at the end of the bull rush. If he does not move with the target, the force of his blow may still trip his foe, but he takes a –5 penalty on the combat maneuver check to trip.)
    Rythmic Blows (Each time that a foehammer hits a target, he gains a +1 bonus on attack rolls against that target. This bonus stacks with each hit against that target, but lasts only until the end of the foehammer's turn.)
    Weapon Training Hammers+2(Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.)

    Dwarven Traits

    Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
    Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
    Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
    Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
    Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
    Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
    Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
    Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
    Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

    Acrobatics -4 (0 ranks +1 dex -5 ACP)
    Appraise +1 (0 ranks +1 Int)
    Bluff +0 (0 ranks 0 chr)
    Climb +9 (7 ranks +4 str +3 class -5 ACP)
    Diplomacy +0 (0 ranks 0 chr)
    Disguise +0 (0 ranks 0 chr)
    Escape Artist -4 (0 ranks +1 dex -5 ACP)
    Fly -4 (0 ranks +1 dex -5 ACP)
    Heal +3 (0 ranks +3 wis)
    Intimidate +9 (6 ranks 0 chr +3 chr)
    Perception +13 (7 ranks +3 wis +3 class)(+1 determine surprise; +2 notice stonework)
    Ride -4 (0 ranks +1 dex -5 ACP)
    Sense Motive +3 (0 ranks +3 wis)
    Stealth -4 (0 ranks +1 dex -5 ACP)
    Survival +13 (7 ranks +3 wis +3 class)
    Swim -1 (0 ranks +4 str -5 ACP)


    +1 Thundering Dwarven Longhammer +17/+12 2D6+11 B x3 20 lbs. (10' reach)
    Masterwork Spiked Gauntlet +13/+9 1D4+4 P x2 1lb.
    The Hammer of Kharas +17/+12 1D8+8(or +11 two-handed) B x3 5lbs.

    +2 Dwarven Plate +11 AR +1 max dex -5 ACP Grants DR 3/- 100lbs.

    Masterwork Backpack
    -50' hemp rope with grapple
    -flint and steel
    -waterskin (x2)

    Last edited by Madkerik; 07-15-2016 at 06:13 PM.

  5. #15
    Join Date
    Apr 2006


    Inky Splotches, male Kender Rogue5(Knife Master)/Fighter2(Free Hand Fighter/Cleric1
    N, small humanoid (kender)
    Description: Ht: 3'6"; Wt: 94; H: Brown,topnot; E: Green; Age: 27
    Languages: Kenderspeak, Trade, Goblin, Ergot, Ogre, Nerakese
    Traits: Fast Talker- +1 trait bonus to Bluff checks, always a class skill; Magical Talent(SP)- 1/day 0-level spell (need to pick one)
    XP: 49,000/50,000

    Racial Abilities & Qualities: Small- +1 size bonus to AC & attack, +4 size bonus to Stealth, Weapon Familiarity: Kender treat any kender exotic
    weapon as a simple weapon, +1 racial bonus on all saving throws, +2 racial bonus on Perception checks, +2 racial bonus on Disable Device and Sleight of Hand checks, Lack of Focus: Kender have a –4 racial penalty on Concentration checks. Taunt: Kender have an uncanny insight into the motivations and characteristics of other races. They can use this insight to unleash a verbal barrage of sarcasm, insults, and crude comments that cause the targeted victims to lose their temper. Kender receive a +4 racial bonus on all Bluff checks to taunt someone. Fearlessness: Kender are immune to fear, magical and otherwise.

    Taunt: to taunt an opponent in combat, make a Bluff check opposed by a Sense Motive check by your target. If your Bluff check wins, your target is nettled by your taunts and suffers a -1 penalty on attacks rolls and AC until your next action. It requires a standard action, but does not provoke an AoO.

    STR: 14+2
    DEX: 22+6
    CON: 15+2
    INT: 16+3
    WIS: 13+1
    CHA: 15+2

    LV:8 HP:60 (+3 fav)
    AC: 22 (10+1size+6dex+5ab)
    BA:+5 Speed:30 Init:+6
    Senses: +7 Perception, +1 Sense Motive

    Fort: +11 (6base+2con+1racial+2resist)
    Ref: +13 (4base+6dex+1racial+2resist)
    Will: +7 (3base+1wis+1racial+2resist)

    Melee: +8
    Ranged: +12
    CMB: +6
    CMD: 22 (10+5base+2str+6dex-1size)

    Small Shortsword +12 1d6+2 19-20/x2 1pd
    Small MW Composite (+2) Shortbow +13 1d4+2 x3 70ft 1pd
    Small MW Silver Dagger +12 1d4+2 19-20/x2 10ft .5pd
    Small +1 Dragon Bane Dagger +13(+15 vs dragons) 1d4+3(+5 +2d6 vs dragons)

    +1 Dragonmetal Shirt of Shadow AB:+5 MDB:+6 ACP:0 ASF:10% Sp:30 Wt:10pds(light armor) (+5 competence bonus to Stealth)

    Class Abilities: Weapon Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Light Armor Proficient, Sneak Attack- 3d6, Hidden Blade-A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade, Sneak Stab(Ex)- A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. Martial Weapon Proficient, Medium & Heavy Armor Proficient, Shield Proficient, Evasion, Uncanny Dodge, Deceptive Strike 1xday - +1 bonus to CMB & CMD on disarm checks as well as Bluff checks to feint or create a diversion to hide, Blade Sense- +1 dodge bonus to AC verse light blades, RT- Minor Magic- Arcane Mark, 3/day as spell like ability, RT- Major Magic- Mudball, 2/day as spell like ability, Channel Energy- 5/day, 30ft burst radius, 1d6 negative energy damage, Will sv for half DC 13, Spontaneous Casting- Inflict, Blast Rune- Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier, Moment of Pause- (SP) As a melee touch attack, you can stop time for one creature briefly, freezing them in place. For one round, the creature can take no action and experiences time as if that round never took place.

    1) Skill Focus Craft Tattooing- +3 to craft tattoo
    BF1) Wallop- You are considered one size category larger when using any simple or light weapon. This counts for all attacks with weapons, including trips, weapon damage, etc.
    BF2) Combat Expertise- You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
    3) Improved Feint- You can make a Bluff check to feint in combat as a move action.
    5) Weapon Finesse- With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
    7) Quick Draw- You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
    D) Scribe Scroll- You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

    Skills: 8/71 (2 Fav)
    +22 Acrobatics (8rank+6dex+3trained+5comp)
    +3 Appraise (3int)
    +14/+18(to Taunt) Bluff (8rank+2cha+3trained+1trait) +4 to Taunt
    +8 Climb (3rank+2str+3trained)
    +13 Craft Tattoo (2rank+3int+3trained+3focus+2cb)
    +6 Diplomacy (1rank+2cha+3trained)
    +12 Disable Device (1rank+6dex+3trained+2racial)
    +17 Escape Artist (8rank+6dex+3trained)
    +7 Knowledge Arcana (1rank+3int+3trained)
    +7 Knowledge Dungeoneering (1rank+3int+3trained)
    +7 Knowledge Local (1rank+3int+3trained)
    +7 Knowledge Nobility (1ranl+3int+3trained)
    +7 Knowledge Religion (1rank+3int+3trained)
    +7 Linguistics (1rank+3int+3trained)
    +7 Perception (1rank+1wis+3trained+2racial)
    +1 Sense Motive (1wis)
    +24 Sleight of Hand (8rank+6dex+3trained+2racial+5comp)
    +7 Spellcraft (1rank+3int+3trained)
    +26 Stealth (8rank+6dex+3trained+4size+5comp)
    +11 Survival (7rank+1wis+3trained)
    +8 Swim (3rank+2str+3trained)
    +8 Use Magic Device (3rank+2cha+3trained)
    +10 Ride (1rank+6dex+3trained)
    +6 Survival (2ranks+1wis+3trained)

    Equipment: Adventurers Outfit, Backpack, bedroll, blanket, beltpouch(20stl), waterskin, grappling hook w/ 50ft of silk rope, Masterwork Artisans Tools (5)(tattoo needles & inks), Medallion of Faith, Robe of Needles(4)- This dark, hooded robe has six long, silvery, razor-sharp needles protruding from the bottom of its loose sleeves, three on each side. The wearer can launch one needle as a ranged touch attack. The needle counts as a thrown weapon with a range increment of 10 feet. If the needle hits, it embeds itself in the target’s flesh, dealing 1 point of piercing damage and 1 point of bleed damage. A creature can pull out the needle as a full-round action, which ends the bleed effect. The needle is destroyed if an attack with it misses or when it is removed from a creature it was embedded in. The robe regrows all spent needles each morning. Heavyload Belt(3)- This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell(triples carrying capacity), Quick Runners Shirt(0)- This shirt is made of light, gossamer-thin fabric embroidered with arrangements of winged feet. Once per day as a swift action, the wearer can take an additional move action to move on his turn, Boots of Elvenkind(1)- These soft boots are partially made out of living leaves and other natural materials. They enable the wearer to move nimbly about in virtually any surroundings, granting a +5 competence bonus on Acrobatics checks, Gloves of Larceny(1)- These supple beige calfskin gloves greatly enhance a thief’s talents. The wearer gains a +5 competence bonus on Sleight of Hand checks, Cloak of Resistance(1)- Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magic protection in the form of a +2 resistance bonus on all saving throws (Fortitude, Reflex, and Will), Sleeves of Many Garments(1)- These translucent cloth tubes easily fit over their wearer’s arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form. Wand of Cure Light Wounds(0)- (50 charges) Heals 1d8+1 hit points,

    Ant Haul- The target's carrying capacity triples. This does not affect the creature's actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.

    Carrying Capacity(with Ant Haul from Heavyload Belt): Light-174 or less (522 or less), Medium-175-348 (523-1,044), Heavy-349-525 (1,045-1,575)

    Spells 3/2+D
    Orisons- Create Water, Resistance, Stabilize
    First- Shield of Faith, Summon Monster1, Sleep(D)
    Last edited by Vittorio the Red; 01-01-2015 at 04:09 AM.
    Vittorio the Red LN Nerakan Wizard 10/Wizard of High Sorcery Red Robe 10 (Bongs Dragonlance Tabletop RPG)
    Sharky Fishbait CN Kender Mariner 4/ Rogue 4 (Bongs SoS Dragonlance Forum Game)
    Anacoana NE Noordmarian Druid 7 (Bongs Cult of the Ebon Destroyer DLF Game)
    Vittorio the Grey LE Nerakan Wizard 6/ Fighter 1/ Knight of the Thorn 8 (Bongs Dragonlance RPG)

    "Let that be a lesson to us all" - Clearwing (Bongs table top Specter of Sorrows game after companion was devoured by dire lions)

  6. #16
    Join Date
    Dec 2004

    Default Krieger Kegsplitter

    Krieger Kegsplitter
    Male Dwarven (Neidar) Cleric of the Sage 9 (Knowledge, Planning)
    NG Medium humanoid (dwarf)
    Age 64 Height 4'4" Weight 178 lbs Eyes Blue Hair Black
    Traits Guardian of the Forge, Ambassador, Brewmaster
    Drawback Nave: Effect: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to Sense Motive.
    Languages Common, Dwarven, Elven, Goblin
    Current XP 68,037/71,000

    Str 15 (+2)
    Dex 12 (+1)
    Con 16 (+3)
    Int 14 (+2)
    Wis 20 (22) (+6)
    Cha 14(+2)

    Speed 20 ft.
    Initiative +1; Senses Perception +6
    AC 22, touch 12, flat-footed 20 (+8 armor, +2 shield, +2 Dex)
    HP 65

    Base Attack +6/+1
    CMB +8 (+6 base attack, +2 Str)
    CMD 20 (10, +6 base attack, +2 Str, +2 Dex)

    Saving Throws

    +9 Fort (+6 base, +3 Con)
    +4 Ref (+3 base, +1 Dex)
    +12 Will (+6 base, +6 Wis)

    1st Selective Channeling
    3rd Brew Potion
    5th Craft Magical Arms and Armor
    7th Craft Wonderous Item
    9th Point Blank Shot

    Proficient with simple weapons, shields, light armor, medium armor, and favored weapon of deity (warhammer)

    Special Qualities
    • Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
    • Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
    • Type: Dwarves are humanoids with the dwarf subtype.
    • Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
    • Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
    • Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
    • Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
    • Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
    • Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
    • Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
    • Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
    Channel Energy (positive) (Su) (5d6, DC 16, 5/Day)
    Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
    A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
    Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
    A cleric must be able to present her holy symbol to use this ability.

    Variant: Spontaneous Domain Casting (cannot spontaneously cast cure spells and does not have domain slot, in exchange for the ability to spontaneously cast domain spells)

    Domains: Knowledge and Planning

    Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

    Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

    Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

    Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

    Granted Powers You have a gift for strategy and foresight and are seldom caught unawares by the world around you.

    Touch of Foresight (Su) You can touch a creature as a standard action, allowing it to do an additional +1d6 precision damage on its next successful attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

    Strategic Spell (Su) At 6th level, you may apply the Extend Spell feat to a spell you are about to cast without increasing the casting time. You may use this ability once per day at 6th level and one additional time per day for every six cleric levels beyond 6th.

    Domain Spells: 1st - deathwatch, 2nd - augury, 3rd - clairaudience/clairvoyance, 4th - secure shelter, 5th - sending, 6th - contingency, 7th - scrying, greater, 8th - discern location, 9th - time stop

    Skills (2 class+2 Int+1 favored class= 5/level)
    +2 Appraise (+0 rank, +2 Int, +3 class)
    +7 Craft (alchemy) (+1 rank, +2 Int, +3 class, +1 trait)
    +6 Craft (weaponsmithing) (+1 rank, +2 Int, +3 class)
    +6 Craft (Armor) (+1 rank, +2 Int, + 3 class)
    +16 Diplomacy (+9 rank, +2 Cha, +3 class, +2 trait)
    +10 Heal (+1 rank, +6 Wis, +3 class)
    +12 Knowledge (Arcana) (+7 rank, +2 Int, +3 class)
    +7 Knowledge (Engineering) (+1 rank, +2 Int, +3 class(trait), +1 trait)
    +8 Knowledge (History) (2 rank, +2 Int, +3 class, +1 trait)
    +6 Knowledge (Nobility) (1 rank, +2 Int, +3 class)
    +7 Knowledge (the Planes) (2 rank, +2 Int, +3 class)
    +13 Knowledge (Religion) (+8 rank, +2 Int, +3 class)
    +6 Linguistics (+1 rank, +2 Int, +3 class)
    +11 Profession (brewer) (1 rank, +6 Wis, +3 class, +1 trait)
    +4 Sense Motive (+0 rank, +6 Wis, -2 trait)
    +12 Spellcraft (+7 rank, +2 Int, +3 class)

    Melee: +1 cunning warhammer +9 (1d8+3) x3, bludegeoning

    masterwork Light Crossbow +9 (1d8, 19-20) (Range 80 ft)

    (DC 16 + Spell Level) CL 9 4/4+2/4+2/3+1/2+1/1+1
    Spells per day 4/4/3
    0th- Detect Magic, Light, Mending, Stabilize, Guidance
    1st- Cure Light Woundsx2, Sanctuary, Forbid Actionx2, Bless (Comprehend Languages/True Strike)
    2nd-Admonishing Rayx2, Spiritual Weaponx2, Ancestral Communion (Augury/Detect Thoughts)
    3rd- Cure Serious Wounds, Prayer, Searing Light, Magic Circle Against Evil (Speak with Dead/Clairaudience-Clairvoyance)
    4th- Blessing of Fervor, Debilitating Portent, Air Walk (Divination/Secure Shelter)
    5th- Greater Forbid Action, Serenity (True Seeing/Sending)

    Possessions (Item, Cost & Weight, Location on Person)
    +2 restful breastplate (6,660 Stl, 30 lbs)
    +1 light wooden shield (1,153 Stl, 5lbs)
    +1 cunning warhammer (4,305 stl, 5lbs)
    potions of cure light wounds (x5) (250 stl, na)
    +2 headband of inspired wisdom (2,000 stl)
    medallion of faith
    masterwork light cross bow (335 stl, 4lbs)
    20 bolts (2 stl, 2 lbs)
    Healer's Kit (50 Stl, 1 lb)
    Cleric's Kit: (16 stl, 32 lbs)
    backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

    deluxe dungeoneering kit (130 stl, 15 lbs)
    contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.

    explorer's outfit (na, 8 lbs)

    This item resembles a small book made of precious gemstones, and its creation dates back to the days of the Kingpriest. The Icon was crafted to resemble Gilean's Tobril, a personal item of the god Gilean which is said to hold all the knowledge of the gods within its infinite pages.
    6/day: the Icon of Truth can detect when truth is spoken by any individual who places a hand upon it and speaks. If the individual lies, the Icon grows brilliantly red and inflicts 1d6 damage (although the Icon will never deal enough damage to kill an individual, instead reducing the individual's hit points to 1).

    A divine spellcaster who holds the Icon may also call upon two other powers possessed by the Icon:
    3/day: when held (a move action to retrieve), the Icon can be used to cast true seeing (a standard action), lasting up to 15 minutes or as long as the Icon is held.
    1/day: when the command word "Tobril" is spoken, the Icon can be used to attempt to dispel all illusion-based spells, spell-like abilities, and supernatural effects within a 30-foot radius around the Icon, as if greater dispel magic had been cast by a 20th-level spellcaster.
    Aura: Strong divination and abjuration; Caster Level 11th; Prerequisites: Craft Wondrous Item, discern lies, greater dispel magic, true seeing; Market Price: 189,470 stl; Weight 5 lbs.

    100 stl (carried)
    1473 stl tied up in brewing, crafting, and curative supplies and equipment left behind in village.

    Carrying Capacity
    Light Load: 66 lbs. or less Medium Load: 67-133 lbs. Heavy Load: 134-200 lbs.
    Weight Carried: 107 lbs.
    Max Dex: +4 Check Penalty: 0 Run: x4
    Last edited by Henrad; 07-26-2016 at 07:21 PM. Reason: Updated after leveling
    Krieger Kegsplitter, male Neidar Cleric 9 of Reorx (luck, strength(resolve)) - Hourglass in the Sky
    Celtar Wardenson, male human sorcerer (celestial bloodline) 4 -Wrath of the Righteous

  7. #17
    Join Date
    Jan 2005
    St. Augustine, Florida

    Default Ashtari Windglade

    Name: Ashtari Windglade
    Race: Kender
    Class: Fighter 2 / Rogue 7
    Alignment: NG
    Sex: Female
    Age: 22
    Height: 3’2”
    Weight: 65lb
    Hair: Dark brown (braided with cloth wrapping the ends that is dipped in perfume)
    Eyes: brown
    Clothes: Brown leather skirt with green stockings, a white tunic, off-white hooded cloak, one white glove, and a blue knitted cap.
    XP: 61,347 / 71,000

    ST 13

    DX 22

    CO 12

    IN 13

    WI 11

    CH 16

    HP 23/56
    BAB 7/2
    CMB 7/2
    CMD 23

    AC 22 (+4 Leather armor,+1 size bonus, +6 dex bonus, +1 dodge)


    Sithak: Bow +17/+12 d4+2 (+1,2,or 3 the bigger they are…) x3 crit 60’

    Sithak: Double-scythe +15/+15/+12 d6+3 (+1,2,or 3 the bigger they are…) x4 crit

    Bollik: Flail +14/+9 d4+3 (+1,2,or 3 the bigger they are…) x3 crit

    Bollik: Bola +14 d4+1 (+1,2,or 3 the bigger they are…) x2 crit 10’

    MW Dagger: +16/+11 d3+2 (+1,2,or 3 the bigger they are…) 18 x2 crit 10’

    Fort +8
    Ref +13
    Will +4

    Acrobatics +18

    Bluff +12

    Climb +10

    Disable Device +20

    Escape Artist +18

    Perception +11

    Sleight Of Hand +20

    Stealth +22

    Use Magic Device +15

    Bonuses to Skills:


    Common, Trade Talk, Kenderspeak, Dwarven
    Two-weapon fighting


    Improved Taunt




    The bigger they are…

    Weapon Finesse

    Weapon Focus (Sithak)

    Class Abilities:

    Bravery +1 vs fear

    Bonus feats (2)

    Sneak attack 4d6

    Trap sense +2AC/REF vs traps

    Rogue Talent: Finesse Rogue – Weapon finesse free

    Rogue Talent: Trap Spotter 10’ immediate notice trap sense

    Rogue Talent: Weapon Training – Weapon focus free


    Uncanny Dodge

    Trapfinding Perception + to Disable Device and Locate traps

    Racial Abilities:

    Lack of focus: -4 concentrate for spells

    Taunt +4 Bluff checks for taunting


    Grab Pouch

    *See character sheet*
    Magic weapons/armor:
    +2 Leathers Armor
    +2 Sithak

      Spoiler: Description 

    Ashtari is a little over three feet tall with tanned skin, big bright eyes the color of polished wood, and hair that falls in tightly coiled braids about her back. Those braids are wrapped on the ends with strips of cloth dipped in perfume to give her a lovely scent. She also wears a blue knitted cap over top of her braids which she often credits uncle Tasslehoff for providing when she was but a wee little Kender princess.

    The cap stands out in stark contrast to the brown leather skirt (part of her form-fitting armor) and forest green stockings. She also likes to wear an off-white hooded cloak and a length of silver chain about her neck with a copper medallion in the shape of a ladybug. There is a netted sash over her skirt that hangs longer on one side (her Bollik) and she wears one white glove on her right hand. There is a simple wrought iron ring on her left index finger that is far from remarkable. And finally, her trusty Sithak is always on her person, whether strapped to her back or in her hand.

    On her right shoulder, left hip, and back are tattoos that were gifted to her by her friends from the past. Her right shoulder bares a Plainsman symbol of tenacity, which was gifted to her by a Shaman of the Que-Shu. Her left hip has a small stack of coins and a golden bar, which was given to her by a Hylar dwarf of Thorbardin during her stay below the surface. Her back bares pair of Silver dragon wings, which were given to her by her father, who like her, had a fondness for art. This is her favorite piece of course, however she has a devil of a time trying to see it.

      Spoiler: Background 

    Ashtari Windglade is a young lady of exquisite taste. She is a wizard with a paint brush and a warrior with a piece of chalk. Many pieces of parchment have been transformed by her touch into works of art, however she has not yet learned to appreciate the aesthetic or monetary value of her accomplishments. So often her work is left to the wind and earth, where it may or may not find its way into the hands of someone who would appreciate it.

    You see, she is a Kender, and it’s a marvel when she has the attention span to actually complete her work. Often times Ashtari moves on to other works or adventures while midway through a piece, or if she does finish her work there are no guarantees that it will end up in one of her many pouches, bags, or cases. In fact, the only pieces she has collected over the years are her maps, which she has quite a few of. She has catalogued every location she has visited on parchment, mostly in chalk, but always in great detail. Some folks just have a calling…

    A fiery little one, Ashtari is also a bit of a thrill-seeker. She loves to experience life for everything it is worth, especially the fast and dangerous parts of it. She has leaped off cliffs into the Blood Sea, climbed to the summit of some of the great mountains of Thorbardin, and fought against goblins, gnolls, and mean humans who wear blue armor and call themselves. She faced every challenge with a smile, sometimes harsh words for a particularly mean or annoying person or monster, and increasingly heavier pockets. Through it all she has kept her trusty Sithak and Bolik; the right tools for almost any job. The Bolik actually looks quite cute over her leather form-fitting skirt and armor, and she learned early on that looking cute is very important. It makes the boys nicer after all, and certainly makes the mirror prettier to look at.

    Each place she has visited has had a profound effect on her life. From her people in Kendermore she learned not to take life to seriously. It’s too much fun not to have a great time every day. From the humans in the hot desert she learned to protect her skin and always have lot of water, or milk. Though some of the milk had a really queer taste and when she would toss it aside, for surely it had gone bad, some of the humans would get very excited and angry. Strange blokes those sandy humans were.

    From the Plainsmen she learned to hunt, which actually was a lot of fun. It also helps make the belly quiet down on those nights that it just won’t stop gurgling. She also learned how to clean and cook her catch, which was really fun at first, but after a while it just got messy and she often moved on to more interesting things part of the way through.

    From the humans in Haven she learned that people in robes were a stuffy sort, and sometimes people tell lies. It was a really interesting experience for the young Kender, but she realized that sometimes lies are more interesting than the truth. For example, a group of the stuffy robed humans lied about knowing a god of some sort. She was surprised how the other humans let them do what they wanted after that. Lesson learned.

    From the Elves she learned very little, because she was not allowed to go anywhere in the forest. I suppose that she learned that some places are better off remaining mysterious, at least for a little while. But from the Gully Dwarves she recently learned to be extra sneaky, so she plans to go back and see about the Elven forests again. If they don’t know she is there she can’t very well get into trouble, can she? Elves are just too serious and maybe they just need someone to show them that the forest can be a very fun place to be, and who is more fun to be around than a proper Kender. Silly Elves!

    And that brings us to today. Ashtari is leaving the gully to return to the surface world, where so many fun adventures await her…
    Last edited by Dalamar91; 07-22-2016 at 02:52 PM.
    Talon Everett Human Daring Infiltrator3/Rogue1 Wrath of the Righteous
    Ashtari Windglade Kender Fighter2/Rogue7 Hourglass in the Sky
    Sparkskar Brambleclaw Goblin Fire Elementalist2 The Kingdom of Zog

  8. #18
    Join Date
    Mar 2016

    Default Wexayne

    Wexayne StarGazer
    Irda Explorer

    CG Irda Bard (SongHealer) 7 (medium humanoid, giant, shapechanger)
    Ht/Wt: varies, 6’0”/ 148 lbs (naturally)
    Hair/Eyes: varies, Jet Black straight shoulder-length/ deep purple with golden pupils (naturally)
    Age: 123

    Strength 10
    Dexterity 15
    Constitution 13
    Intelligence 18
    Wisdom 15
    Charisma 18

    Speed: varies, 30ft (naturally)
    BA: +5
    CMB: +5
    CMD: 17
    Fortitude: +6 Reflex: +10 Will: +10
    HP: 43, currently 3 (Kirath ambush)
    AC 18 (+2 Dex, +4 Bracers Armor, +2 Ring Protection) FF:16 T:14
    Dagger +5 melee (1d4/19-20 x2)
    Dagger +7 Ranged (1d4/19-20 x2, range increment 10ft)
    Admonishing Ray +7 Ranged Touch (4d6 non-lethal/ray, 2 rays)
    XP: 59,314

    Combat Casting, Eschew Materials, Deceitful, Changer Adept

    Bluff+16 (7 ranks, +2 deceitful, +4 CHA, +3 class skill)
    Diplomacy+12 (5 ranks, +4 CHA, +3 class skill)
    Disguise+11 (2 ranks, +2 deceitful, +4 CHA, +3 class skill)
    Knowledge (arcana)+13 (3 ranks, +1/2 lvl*, +4 INT, +3 class skill)
    Knowledge (geography)+13 (3 ranks, +1/2 lvl*, + 4 INT, +3 class skill)
    Knowledge (history)+15 (5 ranks, +1/2 lvl*, +4 INT, +3 class skill)
    Knowledge (local)+13 (3 ranks, +1/2 lvl*, +4 INT, +3 class skill)
    Knowledge (nature)+15 (5 ranks, +1/2 lvl*, +4 INT, +3 class skill)
    Knowledge (religion)+13 (3 ranks, +1/2 lvl*, +4 INT, +3 class skill)
    Knowledge (dungeoneering) +7 (0 ranks, +1/2 lvl*, +4 INT)
    Knowledge (engineering) +7 (0 ranks, +1/2 lvl, +4 INT)
    Knowledge (nobility) +7 (0 ranks, +1/2 lvl, +4 INT)
    Knowledge (planes) +7 (0 ranks, +1/2 lvl, +4 INT)
    Perception+12 (7 ranks, +2 WIS, +3 class skill)
    Perform (sing)+14 (7 ranks, +4 CHA, +3 class skill)
    Profession (courtesan)+7 (2 ranks, +2 WIS, +3 class skill)
    Profession (sailor)+10 (5 ranks, +2 WIS, +3 class skill)
    Sense Motive+12 (7 ranks, +2 WIS, +3 class skill)
    Sleight of Hand+8 (3 ranks, +2 DEX, +3 class skill)
    Stealth+10 (5 ranks, +2 DEX, +3 class skill)
    Use Magic Device+12 (5 ranks, +4 CHA, +3 class skill)
    * Bardic Knowledge

    ShapeChange (at will, small/medium/large, Humanoid/Monstrous Humanoid/Giant/Plant/Animal/Magical Beast/Ooze)

    Bardic Knowledge (add level to all Knowledge checks, make all Knowledge checks untrained)

    Bardic Performance (20 rounds/day, Countersong, Fascinate, Distraction, Inspire Courage+2, Inspire Competence+3, Suggestion)

    Loremaster 1/day (take 20 on a Knowledge check)


    Enhance Healing (Cha Bonus/day can use spell completion or spell trigger healing items at class level, replaces Versatile Performance)

    Spell-like Abilities (1/day each: Dancing Lights, Detect Language, Flare, Ghost Sound, Light Mage Hand)

    SPELLS (6/5/4/2, plus bonus 1st/2nd/3rd)
    0-Detect Magic, Light, Mending, Message, Prestidigitation, Sift
    1-Comprehend Languages, Disguise Self, Expeditious Retreat, Identify, Memory Lapse
    2-Cat’s Grace, Eagle’s Splendor, Heroism, Versatile Weapon
    3- Charm Monster, Communal Tongues

    Traits: Free Spirit (+1 trait bonus on saves vs Language-dependent effects and with the Sonic descriptor. In addition the DC to Intimidate me increases by 2)
    Overwhelming Beauty (the DC of my mind-affecting effects increases by 1 vs foes who share at least 1 subtype with me)

    Languages: Common, Kolshet, Dwarven, Elven, Sylvan, Kothian

    Worn: Ring Protection+2 (right ear), Cloak Resistance+3, Dagger (right hip, sheathed) Bracers Armor+4 (forearms)
    Carried (Handy haversack, slung over shoulders) Wand Admonishing Ray (CL7, 46 Charges), Alchemist’s Fire, Alchemist’s Cold, Alchemist’s Glue (and Accelerant), Alchemist’s Solvent, Alchemist’s Preserves, Alchemist’s Kindness, 20 steel, 1 bronze, 4 iron, 64sp, 121cp
    Helm of the Titans

    Wexayne is an explorer appointed by her elders to find out what is occurring in Ansalon. Their divinations spoke of fell days ahead and so Wexayne was sent to investigate. She is very cautious, particularly about her true race and identity. Wexayne prefers to approach a new person in the guise of the same race. She has worn many forms in her travels, but preferences are Pegasus (cross-country travel), Gray ooze (“sleeping"), large raven or turkey (general eavesdropping and reconnaissance) and Shambling Mound (dealing with poison or disease). Wexayne wears sturdy, practical clothing, using Disguise Self and Prestidigitation to adapt to local changes. In any form she is quite beautiful, and has a heart-breaking singing voice. Wexayne is no prude, and post-coital talk can reveal much, but she is wise enough to remember discretion is just as important. Wexayne’s humanoid forms are varied, but bear similarities and names derived from her own. “Wanda” the human is a buxom blonde, whereas “Roxanne” the kender is a slim-hipped raven beauty.”Allysanne” the gnome is a boisterous red-head in curls, but holds her temper better than ginger “Wynex” the dwarf maid. Graceful elven (Qualinesti) “Shayna” sings songs of love, while “Xekwu” the minotaur leads the sea shanties on any ship on which she sails. As a solo Irda in a dangerous and knowledge-less (of Irda, anyway) world, Wexayne understands the value of friends of all stripes and she is accepting of anyone, regardless of appearance, so long as their actions bespeak a loyalty to her as well. She abhors violence but isn't naive enough to think she will pass through this world without encountering a need to do harm to others. Wexayne’s patron is Branchalla. She loves songs and has seen the power of music to heal, to hurt, to enrage and to inspire, all gifts from Branchalla.
    Last edited by SirIggy; 08-16-2016 at 04:40 PM.

  9. #19
    Join Date
    Mar 2006
    Wild, Wonderful, West Virginia!


    Squire Medan

    screen shot

    LG male Solamnic human Fighter [Weapon Bearer Squire] 5

    Bastard: You were born out of wedlock. You have always been an outsider in society, and in your own family. This perspective has sharpened your insight. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
    Courageous: No matter how hard things get, you know you'll make it through as long as you keep a level head. You gain a +2 trait bonus on saving throws against fear effects.
    Age 16, Height 5’10”, Weight 180 lbs; Languages Solamnic, Trade Tongue

    Str 15, Dex 13, Con 20, Int 11, Wis 12, Cha 17

    Hp 69
    AC 15 [+1 dex, +4 armor] plus +2 w/ heavy wooden shield
    +9 Fort [+4 base, +5 con]
    +2 Ref [+1 base, +1 dex]
    +2 Will [+1 base, +1 wis] plus +2 trait bonus vs fear, +1 bravery vs fear
    (+2 Honor-Bound when applicable)

    Ba +5, CMB +7, CMD 18 (20 vs bull rush, 20 vs disarm, 19 vs sunder, 21 vs trip), Init +1, Spd 30

    Toughness (1)
    Endurance (H)
    Diehard (3)
    Honor-Bound (5)
    Quick Draw (F4)

    Skills -2/-4 acp
    +6 Climb [1, +2 str, +3 tr]
    +5 Craft (weaponsmithing) [2, +0 int, +3 tr]
    +7 Handle Animal [1, +3 cha, +3 tr]
    +7 Intimidate [1, +3 cha, +3 tr]
    +5 Ride [1, +1 dex, +3 tr]
    +6 Sense Motive [1, +1 wis, +1 trait, +3 tr]
    +5 Survival [1, +1 wis, +3 tr]
    +6 Swim [1, +2 str, +3 tr]

    +9 msk. longsword 1d8+3/19-20/x2

    Favored Class Fighter 1st (1 hp), 2nd (+1 CMD vs disarm & trip), 3rd (+1 CMD vs disarm & bull rush), 4th (+1 CMD vs bull rush & trip), 5th (+1 CMD vs sunder & trip)
    Weapon Rack (Ex) At 1st level, once per round, a Knight (Darvig) can retrieve an item carried by his weapon bearer squire as a move action that does not provoke attacks of opportunity. In addition, a weapon bearer squire can pick up items dropped by his Knight (Darvig) as an immediate action without provoking attacks of opportunity. The Knight and the weapon bearer squire must be adjacent to each other and must both be able to move and communicate to use these abilities. This ability replaces the 1st-level fighter bonus feat.
    Bravery (Ex) Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
    Swift Sharpening (Ex) At 2nd level, a weapon bearer squire can quickly hone his Knight's weapons to make them more effective in combat. As a full-round action, a weapon bearer squire can use a whetstone to sharpen a weapon he is holding, granting whoever wields the weapon a +1 circumstance bonus on his next attack roll with that weapon. In addition, he can apply a weapon blanch to a weapon he is holding as a standard action, instead of a full-round action. This ability replaces the 2nd-level fighter bonus feat.
    Combat Repairs (Ex) At 3rd level, a weapon bearer squire can ensure his Knight (Darvig) never goes unarmed, even if his weapon has all but shattered. As a full-round action, a weapon bearer squire can make rapid repairs to a weapon he is holding and is proficient with by succeeding at a DC 20 Craft (weaponsmithing) check. The item does not regain any hit points, but loses the broken condition for a number of rounds equal to the weapon bearer squire's class level. This ability replaces armor training 1.
    Weapon Training I (Ex) [Longsword +1 att/dam] Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

    msk. chain shirt -2 acp
    msk. longsword
    msk. heavy wooden shield -2 acp
    msk. warhammer
    msk. dagger
    msk. composite longbow (str +2)
    bear trap
    50’ silk rope and grapple
    signal whistle
    bullseye lantern
    flask of lamp oil
    1 weapon blanch, starmetal
    5 weapon blanch, silver
    2 weapon blanch, cold iron
    1 weapon blanch, ghost salt
    3 vermin repellent
    masterwork backback
    5 whetstones
    flint & steel
    holy symbol of kiri-jolith
    4 bandages of rapid recovery
    belt pouch
    65 stl
    The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."

    I will, Darvig uttered.

  10. #20
    Join Date
    Jan 2005
    St. Augustine, Florida


    Taipan [LV 9 LN Monk of the Mantis] Ki points: 19 XP: 50,500/71,000
    Lover of the Law +1 vs compulsion effects +2 if directed to break the law
    Centered +1 vs charm, compulsion and +1dc vs Intimidate attempts

    Age 23 Height 5’10” Weight 182lbs.

    Str 18 Dex 18 Con 16 Int 13 Wis 18 Cha 12 (18,16,18,13,12,16)

    Hp 75/75
    AC 21 [+2 Monk bonus +0 size, +4 dex, +4 wis, +1 Dodge]
    Fort +9 [+6 base, +3 con]
    Ref +10 [+6 base, +4 dex]
    Will +10 [+6 base, +4 wis] +2 vs enchantments +4 vs compulsion/charm, and +8 vs Dragonfear
    Base Atk +7/+2 CMB* +13 (9 lv, +4 st) CMD 18 Init +4 Spd 60


    Bonus Feat (Human) Dodge

    Bonus Feat (1st lv) Mobility

    Combat Expertise

    Improved Grapple

    Resist Dragonfear

    Improved Disarm

    Improved Resist Dragonfear


    Flurry of Blows

    Stunning Fist (Fatigued or Sickened effect for 1 minute + Entangle Mantis)

    Unarmed Strike

    Evasion and Improved Evasion

    Fast Movement

    Maneuver Training*

    Still Mind

    Ki Pool (Magic, Cold Iron, Silver)

    Slow fall 40’

    High Jump

    Purity of Body (Immunity to disease)

    Debilitating Blows (Stunning fist + entangled for 1 round)

    Pressuring Strikes (Sneak attack only when using Flurry of Blows)2d6 (3d6 at 10th lv)

    Vow of Poverty (+1 Ki points per level)

    Ki Point benefits:

    o One additional attack at highest AB with Flurry of Blows

    o Increase speed by 20’ for 1 round

    o Gain +4 dodge bonus to AC for 1 round

    o +20 bonus to Acrobatics for Jump checks for 1 round

    Acrobatics, Climb, Craft, Escape Artist, Intimidate, Knowledge(History, Religion), Perception, Perform, Profession, Ride, Sense Motive, Stealth, and Swim

    Heal: +10 [+3 Ranks, +4 Wis, +3 Class skill]

    Acrobatics: +14 [+7 Ranks, +4 Dex, +3 Class skill]

    Climb: +11 [+4 Ranks, +4 STR, +3 Class skill]

    Escape Artist: +13 [+6 Ranks, +4 DEX, +3 Class skill]

    Knowledge Religion:+8 [+4 Ranks, +1 INT, +3 Class skill]

    Knowledge History: +8 [+4 Ranks, +1 INT, +3 Class skill]

    Sense Motive: +13 [+6 Ranks, +4 WIS, +3 Class skill]

    Stealth: +15 [+8 Ranks, +4 DEX, +3 Class skill]

    Perception: +14 [+7 Ranks, +4 WIS, +3 Class skill]

    Swim: +8 [+1 Ranks, +4, +3 Class skill]


    Flurry of Blows +11/+11/+6/+6 1d10+4
    Regular Strike +11/+6


    Monk’s robes (Red)
    Copper Mantis medallion
    Sandals and Sash

    Healer's Kit This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.
    Last edited by Dalamar91; 09-03-2016 at 04:23 PM.
    Talon Everett Human Daring Infiltrator3/Rogue1 Wrath of the Righteous
    Ashtari Windglade Kender Fighter2/Rogue7 Hourglass in the Sky
    Sparkskar Brambleclaw Goblin Fire Elementalist2 The Kingdom of Zog


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