Blog Archive

Saturday, 5 March 2016

Thorne-Kin (Plant HD character race)

Thornes are a naturally growing sentient plant race found in my game world, their natural colours mimic the natural foliage of the area they reside in.  They see themselves as kin to other plants, and do their best to help protect them. Have small thorns throughout their skin which is a key defense. They also get excellent grapple bonuses at higher levels.

After reviewing my initial racial creature had to adjust them to a higher HD - the base plant defenses made them very powerful for a playable-type race at lower levels.

Thorne-Kin

Abilities: Wis +2, Con +2
Medium Size
Speed 30
Special Abilities: Darkvision, Speak with plant 1/HD every day
Feats Unarmed Strike or Weapon Focus (Club, Mace or Short Sword)
Racial Skill: +2 Climb, +2 Stealth, +6 Knowledge (nature)
Special:  no need for food; need normal human half water requirements and sunlight
Weakness: 2 hour per day must bask in sun;
Weakness: Speed is reduced by 10 ft  during the night or when underground in excess of 12 hours
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Languages: Common and Sylvan
Classes: Ranger and Druid are preferred classes
Alignment: NG or True N

Skills: Climb, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature, geography), Perception,                Sense Motive, Stealth, Survival,
Level Increase:  +4 Skill points, feats every other level, +1 AC every other level, +2 to any ability score every third level (3rd/6th/9th)

The Thorne are a plant humanoid race found in every forest on the realm but most common in areas that have a strong elven presence. They are medium sized green-skinned humanoid plant, but fully aware and capable of movement.

Most live quiet simple lives, tending not to get involved in political or commercial affairs. They reside in forests, and try to help their neighbours, especially to help keep balance in the area. Tend towards a passive lifestyle, uninterested in wealth or fame. Most Thorne think of all plants as kin, some are active and some more passive, though none are more important than anyone else. They come to their protection from over-eager lumberjacks. See the animal or avian inhabitants of their region as neighbours.

They do not tend to wear clothing in their rural habitat but may do so in urban areas to better fit in. Few use metal armor and shields, but they may use their feats to gain proficiency. They consume magical potions and use items created from plants, but will always make sure the plant was in its 'final cycle time' meaning if the plant was sentient (by their standards) it was willing to give of itself
as it didnèt have much time left. Some Thornes shy away from any object made from their related-kin but this is a minority. They fully understand the natural cycle and understand their least kin are consumed on a regular basis but since their cycle is short, this is normal and acceptable.

Thornes rarely come together in groups of more than ten except in times of danger. They realize they need to have their eyes and ears everywhere in order to better protect their kin. Have good relationships with elves, halflings, rangers but above all druids. Most quietly worship the gods, usually either the Lady of the Forest (Holon, N) or the Shining Light (Quanna, LG) most often both.

Thorne HD Advancement

4 HD: Skin of the forest, +1/ HD to stealth checks; Woodland Stride,
5 HD: Thorne Skin (+1 dmg for touch attack, +2 Grapple checks); Improved Grapple
6 HD: Animal friendship and Speak with Animals (1+1/charisma bonus/day)
7 HD  Plantspeech - non-verbal communication with any plant in a 500 ft radius (1 /day)
8 HD Thorne Skin (2-4 dmg for touch attack, +6 Grapple checks); Woodland Protector
9 HD Woodland Defenses
10 HD Throw Thornes (2-7 dmg / 50 foot area, 3+constitution bonus / day)
11 HD Hardened Thorne Skin (5-8 for touch attack; +12 to grapple)
12 HD Commune with Forest (500 mile radius; 1 /week );  +15 Skill points, Gain +3 to any 2 ability scores

Most Thorne that advance do so using this HD advancement table. If they take standard character classes before 12 HD, they cannot take new natural HD levels.

Skin of the forest: Their coloration matches the natural foliage of a forest, giving them a +1 bonus / HD to their stealth checks

Thorne Skin: Similar to many natural flowers, their entire body grows small defensive thorns. They cause damage by coming into contact with predators. This also gives bonuses to grapple checks.

Woodland Protector: Can infuse a small spark of their sentience to a plant defender. Must take 2 months to grow and teach the golem. Appear as a vaguely humanoid walking plant. Most are stationary, most do not travel with their Thorne, but stay in a primary lair. This is the base woodland protector, some get help from other Thornes or allies to grow larger and stronger versions.

AC           15   (+3 Natural, +2 Dex)    
Move       30    
HD           5 HD 
Attack       +6 / 2-8 dmg (Fist)
Str 15    Con 15     Dex 15     Int 5   Wis 10    Cha 5
Special Defenses: Regenerate 1 hp / hour

Woodland Defenses: Gain +3 on AC and saving throws when in natural foliage, as the plants help protect their kin. Gain this benefit (2+ charisma bonus/day)  

Throw Thornes: Have a 50 feet range, doing 2-7 damage

Thursday, 3 March 2016

Last Characters


These are the last characters for an upcoming con.

Pezzeno
Male Human; Medium Humanoid ( Human ) Rogue8
 Hit Dice:  (8d6)+8 Hit Points:  47 Initiative:  +4
Speed:  Walk 30 ft. AC:  18 (touch 14, flatfooted 18)
Attacks:  *Silver Dagger +8/+3; *Silver Dagger (Thrown) +11/+6; Shortbow +1 (Composite) +14/+9;
Damage:  *Silver Dagger 1d4; *Silver Dagger (Thrown) 1d4-1; Shortbow +1 (Composite) 1d6+2;

Sneak Attack Backstab 4d6 dmg
Special Qualities:  Evasion, Humanoid Traits, Improved Uncanny Dodge, Trapfinding, Trap Sense, Uncanny Dodge, Weapon and Armor Proficiency

Saves:  Fortitude: +3, Reflex: +10, Will: +3
Abilities:  STR 12 (+1), DEX 18 (+4), CON 12 (+1), INT 12 (+1), WIS 12 (+1), CHA 14 (+2)

Skills: Appraise: 5; Balance: 11; Bluff: 7; Climb: 6; Decipher Script: 5; Diplomacy: 8; Disable Device: 6; Disguise: 6; Disguise (Act in character): 8; Escape Artist: 8; Forgery: 5; Gather Information: 6; Hide: 8; Intimidate: 8; Jump: 7; Listen: 6; Move Silently: 9; Open Lock: 9; Ride: 4; Sense Motive: 5; Sleight of Hand: 10; Spot: 11; Swim: 5; Tumble: 13; Use Magic Device: 7; Use Rope: 8;

Feats:  Armor Proficiency (Light), Point Blank Shot, Precise Shot, Rapid Shot, Simple Weapon Proficiency, Weapon Focus (Shortbow)

Alignment:  Neutral Good
 Possessions:  Eyes of the Eagle (Single Lens); Bracers of Archery, Greater; Silver Dagger; Cloak of Charisma +2; Mithral Shirt; Shortbow +1 (Composite);

Pez was a quick thinking merchant who realized the amount of money he could make by focusing on city dungeons, but was captured and put to work by dark dwarves. After escaping he vowed revenge, he eventually found redemption from his chaotic thoughts. He does not need to work anymore but he does so to get favors for nobility.

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Zenek
Male Halfling; Small Humanoid ( Halfling ) Ranger8
 Hit Dice:  (8d8)+16 Hit Points:  61
Initiative:  +3 Speed:  Walk 20 ft.
AC:  24 (touch 16, flatfooted 21)
Attacks:  *Rapier +2 (Small/Ironwood (+1)) +15/+10;
Damage:  *Rapier +2 (Small/Ironwood (+1)) 1d4+2;

Special Attacks:  Favored Enemy (Aberration), Favored Enemy (Giant)
Qualities:  Animal Companion, Humanoid Traits, Racial Traits, Swift Tracker, Two Weapon Fighting Combat Style, Weapon and Armor Proficiency, Wild Empathy, Woodland Stride

Saves:  Fortitude: +9, Reflex: +10, Will: +5
Abilities:  STR 10 (+0), DEX 18 (+4), CON 14 (+2), INT 12 (+1), WIS 14 (+2), CHA 12 (+1)

Skills:  Climb: 5; Climb (Using a rope): 7; Concentration: 2; Handle Animal: 6; Heal: 5; Hide: 12; Knowledge (Dungeoneering): 4; Knowledge (Geography): 3; Knowledge (Nature): 6; Listen: 12; Move Silently: 11; Ride: 11; Spot: 10; Survival: 12; Use Rope: 8;

Feats:  Armor Proficiency (Light), Dodge, Endurance, Improved Two-Weapon Fighting, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Track, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Rapier)

Alignment:  Neutral Good

 Possessions:  Rapier +2 (Small/Ironwood (+1)); Ring of Force Shield; Celestial Armor (Small);
Magic Item Prepared Spell List:  Ranger (CL 8):              
Ranger - Spells per Day: (0/2/1 :12 + spell level);

Level 1: Animal Messenger, Delay Poison, Detect Poison, Entangle, Hide from Animals, Magic Fang, Pass without Trace, Speak with Animals, Summon Nature's Ally I

Level 2: Barkskin, Cat's Grace, Cure Light Wounds, Speak with Plants,

Zen was always a wanderer, finding his way into different places and making allies. Knows a dozen languages, he loves to drink to excess, and steal from a good friend hiding an item and promising that it wasn't him. His friends know his mischievous side - but he is always the first one into battle to help his allies.

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Inthek
Male Half-Orc; Medium Humanoid ( Orc ) Monk8
 Hit Dice:  (8d8)+8 Hit Points:  49
Initiative:  +4 Speed:  Walk 50 ft.
AC:  18 (touch 15, flatfooted 18)

Attacks:  *Sai +2 +11/+6; *Sai +2 (Thrown) +8/+3; *Flurry of Blows +8/+8/+3;
Damage:  *Sai +2 1d4+5; *Sai +2 (Thrown) 1d4+2; *Flurry of Blows 2d6+3;
Vision:  Darkvision (60 ft.)

Special Attacks:  Flurry of Blows, Ki Strike

Qualities:  Darkvision, Evasion, Humanoid Traits, AC Bonus, Fast Movement, Orc Blood, Purity of Body, Slow Fall, Still Mind, Weapon and Armor Proficiency, Wholeness of Body

Saves:  Fortitude: +7, Reflex: +6, Will: +9
Abilities:  STR 17 (+3), DEX 11 (+0), CON 12 (+1), INT 11 (+0), WIS 16 (+3), CHA 9 (-1)

Skills:  Balance: 7; Climb: 8; Concentration: 6; Diplomacy: 4; Escape Artist: 5; Heal: 3; Hide: 5; Jump: 18; Move Silently: 5; Sense Motive: 3; Survival: 3; Swim: 3; Tumble: 7
Feats:  Blind-Fight, Combat Reflexes, Exotic Weapon Proficiency (Sai), Improved Disarm, Improved Initiative, Improved Unarmed Strike, Stunning Fist
Alignment:  Lawful Good

Possessions:  Amulet of Natural Armor +3; Sai +2; Belt, Monk's; Flurry of Blows;

A dishonored slave, he was forced into a deadly arena to be sacrificed for the amusement of the crowd along with a dozen other prisoners. He did not flinch, merely kneeling down and accepting his fate. The monks of the Purple Zeal rescued him and began to teach him their ways. He failed their test to join the order - but has soaked up their training becoming an unofficial member and a representative for the lower classes. His Order volunteers him out for missions to be the lawful sneak. His two rules - no slaves and no poison. He doesn`t know the Zeal will change their bylaws at his request to accept him as a full member...but he must come to them to ask.

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Lezza Lethe Female Halfling; Small Humanoid ( Halfling )
Druid8 Hit Dice:  (8d8)+24 Hit Points:  74
Initiative:  +3 Speed:  Walk 20 ft. AC:  18 (touch 14, flatfooted 15)
Attacks:  *Sickle +1 (Small) +6/+1;
Damage:  *Sickle +1 (Small) 1d4-1;

Special Qualities:  Animal Companion, Humanoid Traits, Nature Sense, Racial Traits, Resist Nature's Lure, Spontaneous casting - Summon Nature's Ally, Trackless Step, Weapon and Armor Proficiency, Wild Empathy, Wild Shape, Woodland Stride

Saves:  Fortitude: +10, Reflex: +6, Will: +10
Abilities:  STR 7 (-2), DEX 18 (+4), CON 16 (+3), INT 12 (+1), WIS 17 (+3), CHA 12 (+1)

Skills:  Concentration: 13; Concentration (Cast defensively): 17; Diplomacy: 6; Handle Animal: 6; Heal: 9; Hide: 7; Knowledge (Nature): 10; Listen: 10; Ride: 9; Spot: 8; Survival: 12; Survival (Natural environments): 14;

Feats:  Armor Proficiency (Light), Armor Proficiency (Medium), Brew Potion, Combat Casting, Mounted Combat, Shield Proficiency

Alignment:  True Neutral

 Possessions:  Amulet of Health +4; Bracers of Armor +3; Sickle +1 (Small); Mithral Shirt (Small); Horseshoes of a Zephyr* (For her wolf companion)

Mr Bitey - Wolf Companion HD 6d8+18 (45 hp); Init +2; Spd 50 ft. AC  14 touch 11, flat-footed 12 BAB /Grapple: +4/+15; Attack: Bite +11 melee (1d8+10); SA Trip  Special Qualities: Low-light vision, scent Saves: Fort +8, Ref +7, Will +6; Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2* Feats: Alertness, Run, TrackB, Weapon Focus (bite)

Druid - Spells per Day: (6/5/4/4/2 DC:13 + spell level);

Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue

Level 1: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Jump, Longstrider, Magic Fang, Magic Stone, Obscuring Mist, Pass without Trace, Produce Flame, Shillelagh, Speak with Animals, Summon Nature's Ally I

Level 2: Animal Messenger, Animal Trance, Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Animal, Owl's Wisdom, Reduce Animal, Resist Energy, Restoration, Lesser, Soften Earth and Stone, Spider Climb, Summon Nature's Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape

Level 3: Call Lightning, Contagion, Cure Moderate Wounds, Daylight, Diminish Plants, Dominate Animal, Magic Fang, Greater, Meld into Stone, Neutralize Poison, Plant Growth, Poison, Protection from Energy, Quench, Remove Disease, Sleet Storm, Snare, Speak with Plants, Spike Growth, Stone Shape, Summon Nature's Ally III, Water Breathing, Wind Wall

Level 4: Air Walk, Antiplant Shell, Blight, Command Plants, Control Water, Cure Serious Wounds, Dispel Magic, Flame Strike, Freedom of Movement, Giant Vermin, Ice Storm, Reincarnate, Repel Vermin, Rusting Grasp, Scrying, Spike Stones, Summon Nature's Ally IV

Lezza was a city worker until she found herself in the gardens speaking to an avian, the city druids realized she had potential. She has since worked with them in completing missions. She hasn't failed any missions but many of her kin doesn't like her, as she ignores humans to speak with animals and plants. She always finishes her missions but then she dissapears at the end of them for weeks at a time just to spend it in the wilderness whee she doesn`t have to speak to anyone.

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Sassazak (Sassy)
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) Includes Mage Armor - assume cast for the full daytime at AC 20
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
Abilities:  STR 8 (-1), DEX 16 (+3), CON 14 (+2), INT 15 (+2), WIS 13 (+1), CHA 18 (+4)

Skills:  Bluff: 12; Concentration: 12; Concentration (Cast defensively): 16; Diplomacy: 10; Gather Information: 8; Intimidate: 7; Jump: 8; Knowledge (Arcana): 12; Search: 4; Spellcraft: 15; Use Magic Device: 7; Use Magic Device (Scroll): 9

Feats:   Combat Casting, Simple Weapon Proficiency, Spell Focus (Evocation), Spell Penetration  (Replace spells with healing same as a cleric.)

Alignment:  Neutral Good

 Possessions:  Amulet of Health +2; Bracers of Armor +3; Quarterstaff (Darkwood); Boots of Striding and Springing;

Sorcerer - Spells per Day: (7/7/6/4 - DC:14 + spell level);
Level 1: Charm Person (Will DC 16) , Grease (Ref DC 16) , Mage Armor**, Magic Missile (2d5 X 4), Unseen Servant
Level 2: Acid Arrow (2d5 for 3 rounds - touch atk), Mirror Image (1-4 + 2 images), Web (DC 16)
Level 3: Deep Slumber (DC 17 - 10 HD), Dispel Magic
Level 4: Polymorph Self  (8 min,  Willing creature touched, get restored hp as if slept at end)

Sassy is a half breed that was disavowed by her elven family and never did know her human father. She took to theft before realizing her dreams were leading her to magic study.
She was welcomed by an older female cleric of her kin, who trained her at a church of the shining light.  Is now apart of the church, being treated as a member and takes missions when requested by the elders. Is looking to get enough funds to build a tower.


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Guinny Female Human; Paladin8
 Hit Dice:  (8d10)+16 Hit Points:  76
Initiative:  +1 Speed:  Walk 20 ft.

AC:  23 (touch 11, flatfooted 22)
Attacks:  *+2 Mace, Heavy +14/+9;
Damage: *Mace, Heavy 1d8+5;

Special Attacks:   Smite Evil, Turn Undead
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: +10, Reflex: +5, Will: +6
Abilities:   STR 17 (+3), DEX 12 (+1), CON 14 (+2), INT 10 (+0), WIS 14 (+2), CHA 14 (+2)

Skills:   Concentration: 5; Diplomacy: 10; Handle Animal: 5; Heal: 5; Knowledge (Nobility and Royalty): 5; Knowledge (Religion): 5; Sense Motive: 6; Spot: 2; Survival: 2

Feats:  Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Extra Turning, Improved Critical (Mace (Heavy)), Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Mace (Heavy))

Alignment:   Lawful Good
 Possessions:   Gauntlets of Ogre Power; Mace, Heavy; Ring of Mind Shielding; Dragonhide Plate; Lion's Shield; +2 Mace;

Class Prepared Spell List:  Paladin (CL 8):              
Paladin - Spells per Day: (2/1 DC:12 + spell level);
Level 1: Bless, Create Water, Cure Light Wounds, Detect Poison, Divine Favor, Endure Elements, Read Magic, Resistance,
Level 2: Bull's Strength, Delay Poison, Owl's Wisdom, Remove Paralysis, Resist Energy, Zone of Truth

Guinny was once a rugged villian until a magical accident changed him into a female. She was asked to stay in the form from a church elder as a penance but she didn't realize that the magic needed to be undone within a certain time frame, she is stuck in this form. She has accepted her situation and has learned humility and faith.  Unsure if she is able to change back and has given up trying as she has made friends, most of them don't know her history.

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,



Convention Game PCs

Here are the first backgrounds for the PCs in my upcoming convention game...


Kantani   Female Half-Elf; Medium Humanoid   Cleric8  Hit Dice
Katanai is a faithful priestess who has been asked to help on missions dozens of times. Would prefer to be home with her family, especially her nieces but she usually does as she is asked.  Has turned down her wedding betrothals more times that she can remember, and has explained to her suitors she is uninterested in traditional relationships. She doesn't want to be faithful so why subject herself to commitments she will eventually break. Controlled and respectful, she doesnt let her emotions out when on duty.  Follows the Shining Light, a powerful good deity that represents the ideals of serenity.


Uzek - Male Halfling; Small Humanoid ( Halfling )  Ranger8
Uzek is a survivor, as his caravan allies and town mates have been attacked so many times and he finds a way to help his mates survive. Unafraid of battle, but he knows that many times it is those of wit, charm and speed that helps to find the chance to escape. Appreciates other warriors, if they have the patience to attack at the right time.  Has never taken a companion animal as he doesn`t want to put them at risk for long periods of time, instead he takes a partner for 2-3 days and then lets them go.

Gazzin HardStone  Male Dwarf; Medium Humanoid  Fighter8
Gazzin was once apart of a timber crew but his team was attacked by a group of gargoyles. After being rescued by elven rangers, he dedicated himself to helping his new found allies in every way he can.  Has been rewarded many times, but always returns gifts. He can quote elf verse better then many bards.  Would have picked to be ambassador, but he has little charm and less diplomacy, but is well regarded by kin and his mates. Never afraid to make unpopular decisions if it helps others survive.


Unit 982, Div ID 45  (often calls himself 9.8.)
Clockwork (Medium Shaped Humanoid) Clockwork 8 HD
A sentient machine of gears, created during the Phasic wars more than 1000 years ago,  was one of the few survivors in operable condition at the end of his term. Deactivated more than 900 years ago, but was returned to service by a dwarven tinker hundreds of years later. Has earned his freedom but has good connection with the dwarves and other tinkers.  Usually gets hired to help caravaners, as they like his ability to work without sleep. He appreciates humor but finds it difficult to express it as he cannot laugh or smile. Loves physical art. Dislikes slavery due to his own forced service, has gone into a rage like effect if he sees weaker creatures chained or otherwise enslaved.


Zale; Human; Sorcerer8  
A spoiled human lord who at lower levels led groups of adventurers into multiple dungeons. But when he was taken prisoner by an ogre clan, and his arms were ripped off, he was rescued by halflings who put themselves at risk out of their choice. Has since helped them multiple times since then to repay his debt of honor, and has made allies with halfing, dwarven and elven adventurers. Doesn`t spurn wealth, but he will use it along with his charms and his position to advance all the people and races in his lands, not just the other nobility. Will listen to others before making up his opinion. Isn`t obliged to the law, but to justice and has learned to speak, listen and admit when he`s wrong.