Blog Archive

Thursday, 3 March 2016

Second group of characters

Second group of characters for upcoming local convention.

 Tezzline, Male Half-Elf Bard8  
Formerly a slave in a large human city, was released due to her beautiful voice, able to captivate those who hear her. Strong connections with many travelling groups, and been on many adventures with warriors of virtually every known groups. Can become very excited when she sees evil, but is always willing to give humanoids the chance to redeem themselves.

Dazzina Elf Rogue 8
An elf from a working class family that has reached for a better life by taking it from those who already have it. Once believed that it was best to take anything you wanted, but has since learned it is best to temper your spirit by looking at the person as well as the item. Doesn't have any loyalty to any group, but she also doesn't want to hurt anyone either. She doesn't think mortal creatures are evil, so she tries not to kill them. Has many friends, but few she trusts.

Vennesora  Female Half-Elf; Sorcerer8
A city brat, she was spoiled as a child of a wealthy merchant. When she met an exiled aunt, she learned she had magic in her blood, and has devouted herself to magic ever since. Has few strong friends but many contacts in cities. Charming and loving, she loves to help the weaker group. Has many connections within the fey communities. Her family doensn't know she adventures, as she always seems to be away for study.

Frellgrin Male Dwarf Fighter8 ;
Was a patrol soldier who fell into considerable debts due to same bad bets, he needed to make a lot of coin and began to go into the deeper more dangerous parts of the underground cities. Has met tons of underearth creatures but tries to judge them based on what they do, not their lineage. Once worked for a paladin, and has come to miss his departed friend. He doesn't drink or consume excess foods, very careful in most things he does. His family has many barbarian in the tribe so he knows how to control his temper very well.

Deillinor: Male Elf Ranger8
From a broken family, his father an honoured warrior killed in defending his homeland agaisnt the frost giants. He simply left to look around, and has never stopped wandering. many good connections with human and halfling warriors. Has learned not to ask but to do, then make up for it if caught. Not overly concerned about laws, but will control his actions if it will hurt those he knows.

Pezzeno D'Aquann, Male Human; Paladin8
A trusted son of a nobleman, his family was quite surprised when he turned up for training instead of making excuses like the others in his peer group. Has never used his familys wealth or prestige to get out of official duties. Has deep faith - he questions everything as he wants to understand why, but will still follow mortal and heavenly rules. Strong voice, knows many beautiful songs. Has an affinity for elven ladies, hopes to marry one and to start his city warden position, wants to bring justice, authority and piety to the rule, but only if he can also be a husband and father, otherwise he will stay on the front-line fighting evil.

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 Tezzline, Male Half-Elf Bard8  CR 8; Size: M Face: 5 ft. Type Humanoid ( Elf );
HD (8d6)+16; hp 54;
Init +2 (+2 Dex, +0 Misc);
Spd Walk 30 ft.;
AC 16 (touch 12, flatfooted 14),

*Adamantine Dagger +7/+2 0 ft./PS (1d4 19-20/x2 Primary M Weapon=ignore 20 hardness;Armor=40hp/inch and 20 hardness ) or

*Adamantine Dagger (Thrown) +9/+4 10 ft./PS (1d4 19-20/x2 Primary M Weapon=ignore 20 hardness;Armor=40hp/inch and 20 hardness );

SA: +1 racial bonus on Listen, Search, and Spot checks., +2 racial bonus on Diplomacy and Gather Information checks., +2 racial bonus on Listen, Search, and Spot checks., Armored Casting, Bardic Knowledge, Bardic Music, Elven Blood, Humanoid Traits, Humanoid Traits, Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects., Low-Light, Low-Light Vision, Low-Light Vision, Low-Light Vision (Ex), Merely passing within 5 feet of a secret or concealed door entitles you to a Search check to notice it as if you were actively looking for it, Racial Traits, Weapon and Armor Proficiency, Weapon Proficiency, ; Vision: Low-Light AL: NG;

Sv: Fort +5, Ref +11, Will +9; STR 10, DEX 14, CON 14, INT 12, WIS 10, CHA 18

 Skills and Feats:  Appraise +4, Balance +6, Bluff +9, Climb +4, Concentration +6, Concentration (Cast defensively) +10, Diplomacy +11, Disguise +8, Disguise (Act in character) +10, Escape Artist +7, Gather Information +11, Hide +5, Intimidate +6, Jump +3, Listen +5, Move Silently +10, Search +3, Sense Motive +4, Sleight of Hand +9, Spellcraft +6, Spot +2, Use Magic Device +8, Use Magic Device (Scroll) +10, Use Rope (Bind someone) +4; Combat Casting, Iron Will, Lightning Reflexes

Possessions:   1 Adamantine Dagger,  1 Bracers of Armor +3 ( Save Bonus (Insight) (+1)),  1 Glove of Storing,  1 Cloak of Charisma +2,  1 Mithral Shirt,  1 Boots of Elvenkind        

Bard:  Spells per Day: (3/4/4/2 - DC:14+spell level)
Known:  0th -  Detect Magic, Light, Mage Hand, Message, Open/Close, Read Magic
1st -  Detect Secret Doors, Feather Fall, Remove Fear, Unseen Servant
2nd -  Calm Emotions, Delay Poison, Glitterdust, Heroism
3rd -  Dispel Magic, Gaseous Form, See Invisibility

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Dazzina Elf Rogue 8
CN Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +13

AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 48 (8d8+9)
Fort +4, Ref +10, Will +2; +2 vs. enchantments
Defensive Abilities evasion, improved uncanny dodge, trap sense +3; Immune sleep

Speed 30 ft.
Melee +1 rapier +10/+5 (1d6+1/18–20)
Ranged dagger +9/+4 (1d4/19–20)
Special Attacks sneak attack +4d6

Str 10, Dex 18, Con 12, Int 14, Wis 8, Cha 14
Base Atk +5; CMB +9 (+13 disarm); CMD 19 (21 vs. disarm)
Feats Agile Maneuvers, Combat Expertise, Deceitful, Greater Disarm, Improved Disarm, Weapon Finesse

Skills Acrobatics +16, Bluff +16, Diplomacy +14, Disable Device +16, Disguise +16, Escape Artist +16, Knowledge (local) +14, Perception +13, Sense Motive +11, Sleight of Hand +16, Sneaking +16

Languages Common, Draconic, Dwarven, Elven
SQ elven magic, rogue talents (bleeding attack +5, finesse rogue, quick disable, surprise attack), trapfinding +4, weapon familiarity

Combat Gear potion of cure moderate wounds, potion of invisibility, potion of tongues; Other Gear +2 studded leather, +1 rapier, hat of disguise, dagger, thieves' tools, 373 gp


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Vennesora
Male Half-Elf; Medium Humanoid ( Elf )  Sorcerer8
 Hit Dice:  (8d4)+16     Hit Points:  40      Initiative:  +3  Speed:  Walk 40 ft.

AC:  16 (touch 13, flatfooted 13)
Attacks:  *Quarterstaff (Darkwood) +4; *Quarterstaff (Darkwood/Head 1 only) null; *Quarterstaff (Darkwood/Head 2 only) null;

Damage:  *Quarterstaff (Darkwood) 1d6-1/-1; *Quarterstaff (Darkwood/Head 1 only) 1d6-1; *Quarterstaff (Darkwood/Head 2 only) 1d6-1;

Special Qualities:  +2 racial bonus on Listen, Search, and Spot checks., Elven Blood, Humanoid Traits, Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects., Low-Light Vision, Merely passing within 5 feet of a secret or concealed door entitles you to a Search check to notice it as if you were actively looking for it,

Racial Traits, Summon Familiar, Weapon and Armor Proficiency, Weapon Proficiency

Saves:  Fortitude: +4, Reflex: +5, Will: +7
 
STR 8 (-1), DEX 16 (+3), CON 14 (+2), INT 15 (+2), WIS 13 (+1), CHA 18 (+4)

Skills:  Appraise: 2; Balance: 3; Bluff: 12; Climb: -1; Concentration: 12; Concentration (Cast defensively): 16; Craft (Untrained): 2; Diplomacy: 10; Disguise: 4; Disguise (Act in character): 6; Escape Artist: 3; Forgery: 2; Gather Information: 8; Heal: 1; Hide: 3; Intimidate: 7; Jump: 8; Knowledge (Arcana): 12; Listen: 3; Move Silently: 3; Ride: 3; Search: 4; Sense Motive: 1; Spellcraft: 15; Spot: 3; Survival: 1; Swim: -1; Use Magic Device: 7; Use Magic Device (Scroll): 9; Use Rope: 3;

Feats:  Combat Casting, Simple Weapon Proficiency, Spell Focus (Evocation), Spell Penetration

Challenge Rating:  8
Alignment:  Neutral Good
 Possessions:  Amulet of Health +2; Bracers of Armor +3; Quarterstaff (Darkwood); Boots of Striding and Springing;

Sorcerer - Spells per Day: (6/7/7/6/4/0/0/0/0/ DC:14 + spell level); Known: Level 1: Charm Person, Grease, Mage Armor, Magic Missile, Unseen Servant Level 2: Acid Arrow, Mirror

Image, Web Level 3: Deep Slumber, Dispel Magic Level 4: Polymorph  

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Frellgrin Male Dwarf Fighter8 ;
Medium Humanoid (Dwarf);
HD (8d10)+40; hp 94; Init +3;
Spd Walk 20 ft.;

AC 19, touch 13, flat-footed 16,
Base Atk +8/+3;  CMB +12; CMD +25;
Atk: +15 Melee (1d8+7/19-20/x3, *Battleaxe +1 (Adamantine) )
Full Atk: +15/+10 Melee (1d8+7/19-20/x3, *Battleaxe +1 (Adamantine) )

SA: Armor Training (Ex), Bonus Feats, Bravery (Ex), Darkvision (Ex), Defensive Training (Ex), Greed (Ex), Hardy (Ex), Hatred (Ex), Stability (Ex), Steady (Ex), Stonecunning (Ex),

Weapon Familiarity (Ex), Weapon Training (Ex)

Damage Reduction 2/-, ; SQ: Darkvision (60 ft.); AL: Neutral Good
SV Fort +11, Ref +5, Will +5; STR 18, DEX 16, CON 20, INT 10, WIS 12, CHA 8 .

 Skills and Feats: Appraise (Precious metals and gemstones) +2, Climb +8, Handle Animal +4, Intimidate +6, Perception (Notice unusual stonework) +3, Ride +8, Survival +7, Swim +8;

Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Blind-Fight, Combat Reflexes, Defensive Combat Training, Enforcer, Greater Weapon Focus

(Battleaxe), Improved Critical (Battleaxe), Iron Will, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus

(Battleaxe), Weapon Specialization (Battleaxe).

Possessions: Amulet of Mighty Fists +1; Battleaxe +1 (Adamantine); Adamantine Breastplate;          

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Deillinor: Male Elf Ranger8 ; CR 7;
Medium Humanoid (Elf);
HD (8d10)+17; hp 67;                                       Init +5;                             Spd Walk 20 ft.;
AC 22, touch 13, flat-footed 20, Base Atk +8/+3;

CMB +11; CMD +27;

Atk: +16 Ranged (1d8+2/20/x3, *Longbow +2 (Composite) , Range 110 ft. ) or ;
Full Atk: +16/+11 Ranged (1d8+2/20/x3, *Longbow +2 (Composite) , Range 110 ft. ) or ;

 SA: Animal Companion (Ex), Bonus Critical Confirm (Elf), Class Skills, Elven Immunities (Ex), Elven Magic (Ex), Improved Empathic Link (Su), Keen Senses (Ex), Low-Light Vision

(Ex), Swift Tracker (Ex), Track (Ex), Weapon Familiarity (Ex), Wild Empathy (Ex), Woodland Stride (Ex), ; SQ: Low-light; AL: Neutral Good

SV Fort +8, Ref +11, Will +4; STR 16, DEX 20, CON 15, INT 13, WIS 15, CHA 14 .

Skills and Feats: Climb +7, Handle Animal +12, Heal +13, Intimidate +11, Knowledge (Nature) +6, Perception +14, Ride +10, Spellcraft +7, Spellcraft (Identify magic item) +9, Stealth +9, Survival +13, Survival (Follow or identify tracks) +17; Armor Proficiency, Light, Armor Proficiency, Medium, Endurance, Martial Weapon Proficiency, Point-Blank Shot, Precise Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Longbow).

Possessions: Ring of Animal Friendship; Belt of Incredible Dexterity +4 ( AC Bonus (Deflection) (+1)); Chainmail +3; Arrow, Searing; Arrow, Sizzling; Bolt, Tangle; Bullet, Dustburst;    
Magic Item Spell-Like Abilities: charm animal ( DC 10, at will)

Ranger:  Spells per Day: (0/2/2/0/0/0/0/0/0/ DC:12+spell level) Known:
1st - Alarm, Call Animal, Delay Poison, Detect Poison, Entangle, Pass without Trace, Speak with Animals, Summon Nature's Ally I

2nd -Bear's Endurance, Bloodhound, Cure Light Wounds, Hold Animal, Protection from Energy, Speak with Plants,

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Pezzeno D'Aquann, Knight of Quanna / Shining Light
Male Human; Medium Humanoid ( Human )
Paladin8
 Hit Dice: (8d10)                         Hit Points:  55                                                    Initiative:  +1
Speed:  Walk 20 ft.
AC:  19 (touch 11, flatfooted 18)  Wearing heavy armor

Attacks:  *Longsword +2 (Cold Iron) +16/+11;
Damage:  *Longsword +2 (Cold Iron) 1d8+7;
Special Attacks:  Smite Evil 6 / day (+3 on attack, +8 dmg), Turn Undead 6 / day as 7th level Cleric
Special Qualities:  Aura of Courage, Aura of Good, Detect Evil, Divine Grace, Divine Health, Humanoid Traits, Lay on Hands, Remove Disease, Special Mount,

Saves:  Fortitude: +9, Reflex: +6, Will: +6

Abilities:  STR 20 (+5), DEX 12 (+1), CON 10 (+0), INT 10 (+0), WIS 12 (+1), CHA 16 (+3)

Skills:  Concentration: 2; Diplomacy: 10; Handle Animal: 6; Heal: 6; Intimidate: 3; Knowledge (Nobility and Royalty): 4; Knowledge (Religion): 6; Sense Motive: 3;

Feats:  Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Overrun, Improved Sunder, Martial Weapon Proficiency, Power Attack,

Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Longsword)

Alignment:  Lawful Good

 Possessions:  Longsword +2 (Cold Iron); Ring of Jumping; Belt of Giant Strength +4; Full Plate;

Class Prepared Spell List:  Paladin (CL 8):              
Paladin - Spells per Day: (2 DC:11 + spell level); Known: Level 1: Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Poison, Protection from Evil,



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