Rysil
Really Experienced
- Joined
- Nov 7, 2010
- Posts
- 121
Ok Folks here they are. If you have questions on why things are they are, don't get upset about ranging power levels. Those will be fixed before Adventure Campaign actually starts. Please PM me with anything amiss, and to figure how we can amplify your character's Hero Factor 
Aruku Per'Esh
Half-elf (P) 1HD, Cleric (P) 1st
Medium Outsider (Human, Elf, Native) with 250 XP
Alignment: Neutral Good [Rysil the 6th god]
Hit Dice: 1d8+7, 1d8+7 (14 hp)
Initiative: +6
Speed: 30' (6 sq), fly 30' (good) (light enc.)
Space/Reach: 5 ft./5 ft.
AC: 22 (+5 Armor, +6 Dex, +1 Natural Armor), Touch 16, Flat-Footed 16
Saves: Fort +9, Ref +6, Will +9
Abilities: Str 24, Dex 22, Con 24, Int 22, Wis 24, Cha 26
Base Att/CMB/CMD: +0 / +7 / 23
******
Single Attack:
Quarterstaff: +7 melee (1d6+7/20)
Light Crossbow: +6 ranged (1d8/19-20)
******
Full Attack:
Quarterstaff: +7 melee (1d6+7/20)
Light Crossbow: +6 ranged (1d8/19-20)
******
==| FEATS |==
Skill Focus: Perform: Sing-p, Extra Channel.
==| SKILLS |==
Acrobatics +7,
Appraise +11,
Bluff +9,
Climb +7,
Diplomacy +13,
Disguise +8,
Escape Art +7,
Fly +10,
Heal +12,
Intimidate +8,
Kn:Arcana +11,
Kn:Religion +11,
Perception +9,
Perf
ance +10,
Perf:Oratory +10,
Perf:Sing +13,
Perf:String +10,
Ride +6,
Sense Mot +12,
Spellcraft +11,
Stealth +6,
Survival +7,
Swim +7.
==| CLERIC (P) SPELLS |==
Spells per Day: (4/4+1; save DC 17+spell level):
Create Water, Detect Magic, Purify Food and Drink, Mending,
Charm Person, Command, Diagnose Disease, Know the Enemy.
==| EQUIPMENT |==
ARMOR WORN: Armor of Sensual Design.
Quarterstaff, Light Crossbow, 10xCrossbow Bolt Hot Weather Outfit,
Wooden Holy Symbol, Backpack, Pouch, Bedroll, Flint and Steel, Spell Component Pouch,
10xRations, Waterskin
==| Languages |==
Common, Elven, Hallit, Shoanti, Tien, Skald,
Varisian, Gnome, Halfling, Dwarven
==| Racial Traits: Half-Celestial Half-elf (P) |==
Elf Blood: For all effects related to race, a Half-elf is considered an Elf
Elven Immunities: Half-elves are immune to magic sleep effects
Keen Senses: +2 racial bonus on Perception skill checks
==| Class Features: Cleric (P) 1st |==
Concentration check: 1d20+8
Cannot cast spells of opposed alignment
Spontaneous Casting: Replace spell by a healing spell, unprepared (same lvl)
Orisons (Sp): Cast prepared 0-level spells at will
Channel Energy (Su): Wave of positive energy in a 30' burst:
• 13/day < OOOOOOOOOOOOO >
• 1d6 damage to Undead; Will DC18 for ½ damage
• OR 1d6 points of healing to living creatures
==| Charm Domain (P) |==
Dazing Touch (Sp): 10/day < OOOOOOOOOO >
You can cause a living creature to become dazed as a Melee Touch attack.
Creatures with more than 1HD are unaffected
==| Healing Domain (P) |==
Rebuke Death (Su): 10/day < OOOOOOOOOO >
As a std action, you can touch a living creature, healing it for 1d4 dmg.
You can only use this ability on a creature that is below 0 Hit Points
==| Love Subdomain (P) |==
Adoration (Su): 10/day < OOOOOOOOOO >
As an imm. action, attempt to thwart a single melee or ranged attack that
targets you. This ability functions as sanctuary, but only vs one individual
attack. Use the ability after the attack is declared but before the roll is made.
The creature attacking you receives a DC17 Will save to negate this effect
==| Lust Subdomain (P) |==
Dazing Touch (Sp): 10/day < OOOOOOOOOO >
You can cause a living creature to become dazed as a Melee Touch attack.
Creatures with more than 1HD are unaffected
==| Conditional Bonus - Half-Celestial Half-elf (P) Race |==
+2 racial bonus on saves vs enchantment spells & effects [Elven Immunities]
==| Conditional Bonus - Half-Celestial Template |==
+4 racial bonus on Fortitude saves against poison {Half-Celestial}
Fulguran "Storm" Gigast
Half-White Dragon Half-Red Dragon Half-Green Dragon Half-Blue Dragon Half-Black Dragon Elf (P) 1HD, Sorcerer (P) 1st
Medium Dragon (Elf)
Alignment: Chaotic Neutral [Tiamat]
Hit Dice: 1d12+5, 1d6+5 (29 hp)
Initiative: +5
Speed: 30' (6 sq) (light enc.)
Space/Reach: 5 ft./5 ft.
AC: 36 (+5 Dex, +1 Dodge, +20 Natural Armor), Touch 16, Flat-Footed 30
Saves: Fort +5, Ref +5, Will +7
Abilities: Str 50, Dex 20, Con 20, Int 22, Wis 20, Cha 20
Base Att/CMB/CMD: +0 / +20 / 36
Heroic Action Points: 10
******
Single Attack:
Heavy Mace: +20 melee (1d8+20/20)
Longspear: +20 melee (1d8+20/20/x3)
Longsword: +20 melee (1d8+20/19-20)
******
Full Attack:
Heavy Mace: +20 melee (1d8+20/20)
Longspear: +20 melee (1d8+20/20/x3)
Longsword: +20 melee (1d8+20/19-20)
******
==| FEATS |==
Eschew Materials, Dodge, Skill Focus: Intimidate-p.
==| SKILLS |==
Acrobatics +5,
Appraise +11,
Bluff +10,
Climb +20,
Diplomacy +5,
Disguise +5,
Escape Art +5,
Fly +10,
Handle Anim +6,
Heal +5,
Intimidate +13,
Kn:Arcana +11,
Perception +12,
Ride +5,
Sense Mot +6,
Spellcraft +11,
Stealth +9,
Survival +6,
Swim +20,
Use Mag Dev +10.
==| SORCERER (P) SPELLS |==
Spells per Day: (8/6; save DC 15+spell level):
Jolt, Detect Magic, Daze, Light, Prestidigitation, Cause Fear,
Shocking Grasp.
==| EQUIPMENT |==
Hot Weather Outfit, Heavy Mace, Longspear, Longsword, Backpack, Bedroll,
Winter Blanket, 10xChalk, Flint and Steel, 10xRations, Small Steel Mirror, 3xPouch,
Rope, 3xSunrod, Potion of Cure light wounds
==| Languages |==
Common, Elven, Draconic, Dwarven, Halfling, Orc, Goblin, Giant
******
==| Racial Traits: Half-White Dragon Half-Red Dragon Half-Green Dragon Half-Blue Dragon Half-Black Dragon Elf (P) |==
Keen Senses: +2 racial bonus on Perception skill checks
Weapon Familiarity: Proficient with longbows (incl. composite), longswords,
rapiers, and shortbows (incl. composite). Treat any weapon with the word
“elven” in its name as a martial weapon
==| Class Features: Sorcerer (P) 1st |==
Concentration check: 1d20+7
Cantrips: You can cast your Cantrips at will
Bonus Feat: Eschew Materials
Sorcerer Bloodline: Draconic
• Class Skill: Perception
• Bloodline Arcana: When casting a spell with the Electricity descriptor,
that spell adds +1 damag per die rolled
• Claws (Ex): 8 rounds/day < OOOOOOOO >
You can make two claw attacks as your full-attack action. You are always
considered armed and you do not gain additional attacks for a high base
attack bonus. These attacks deal 1d4+20 damage
Kenrick Blightstar
Human (P), Paladin (P) 1st
Medium Humanoid (Human)
Alignment: Lawful Good [Iomedae]
Hit Dice: 1d10 (10 hp)
Initiative: +2
Speed: 20' (4 sq) (light enc.)
Space/Reach: 5 ft./5 ft.
AC: 20 (+6 Armor, +2 Shield, +2 Dex, ), Touch 12, Flat-Footed 18
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 14, Dex 14, Con 10, Int 10, Wis 10, Cha 18
Base Att/CMB/CMD: +1 / +3 / 15
Heroic Action Points: 10
******
Single Attack:
Warhammer: +3 melee (1d8+2/20/x3)
******
Full Attack:
Warhammer: +3 melee (1d8+2/20/x3)
******
==| FEATS |==
Power Attack, Cleave.
==| SKILLS |==
Acrobatics -4-4,
Appraise +0,
Bluff +4,
Climb -4,
Diplomacy +8,
Disguise +4,
Escape Art -4,
Fly -4,
Heal +0,
Intimidate +4,
Kn:Religion +4,
Perception +0,
Ride +0,
Sense Mot +4,
Stealth -4,
Survival +0,
Swim -4.
==| EQUIPMENT |==
ARMOR WORN: Breastplate Armor.
SHIELD: Heavy Steel Shield.
Warhammer, Silver Holy Symbol
==| Languages |==
Common
==| Racial Traits: Human (P) |==
Bonus Feat: One extra feat at Level #1
Skilled: Gain 1 extra skill point at each level
==| Class Features: Paladin (P) 1st |==
Code of Conduct: Must be LG, respect legitimate authority, act with honor
Aura of Good (Ex): Level 1
Detect Evil (Sp): At will
Smite Evil (Su): 1/day: +4 Attack, +1 dmg < O >
• +2 dmg vs Evil Outsiders/Dragons or Undead, bypasses any DR
• +4 deflection bonus to AC vs target of Smite Evil while it is in effect
Lysander Runs-With-Night
Human (P), Druid (P) 1st
Medium Humanoid (Human)
Alignment: Chaotic Neutral [Rysil the 6th god]
Hit Dice: 1d8+2 (10 hp)
Initiative: +3
Speed: 20' (4 sq) (light enc.)
Space/Reach: 5 ft./5 ft.
AC: 18 (+4 Armor, +1 Shield, +3 Dex, ), Touch 13, Flat-Footed 15
Saves: Fort +4, Ref +3, Will +7
Abilities: Str 14, Dex 16, Con 14, Int 14, Wis 20, Cha 14
Base Att/CMB/CMD: +0 / +2 / 15
Heroic Action Points: 10
******
Single Attack:
Quarterstaff: +2 melee (1d6+2/20)
Scimitar: +2 melee (1d6+2/18-20)
Sling: +3 ranged (1d4+2/20)
******
Full Attack:
Quarterstaff: +2 melee (1d6+2/20)
Scimitar: +2 melee (1d6+2/18-20)
Sling: +3 ranged (1d4+2/20)
******
==| FEATS |==
Alertness, Animal Affinity.
==| SKILLS |==
Acrobatics -1-4,
Appraise +2,
Bluff +2,
Climb -2,
Diplomacy +2,
Disguise +2,
Escape Art -1,
Fly +3,
Handle Anim +8+4,
Heal +9,
Intimidate +2,
Kn:Geo +6,
Kn:Nature +8,
Perception +11,
Ride +5,
ense Mot +7,
Stealth -1,
Survival +11,
Swim -2.
==| DRUID (P) SPELLS |==
Spells per Day: (3/3; save DC 15+spell level):
Detect Magic, Spark, Resistance, Cure Light Wounds, Produce Flame,
Pass without Trace.
==| EQUIPMENT |==
ARMOR WORN: Hide Armor.
SHIELD: Light Wooden Shield.
Quarterstaff, Scimitar, Sling, Pouch, Backpack, Bedroll,
Winter Blanket, 3xFirewood, Flint and Steel, 5xRations, 2xRope, 3xTorch, Waterskin,
Whetstone, Spell Component Pouch, Holly and Mistletoe
==| Languages |==
Common, Druidic, Sylvan, Celestial
==| Racial Traits: Human (P) |==
Bonus Feat: One extra feat at Level #1
Skilled: Gain 1 extra skill point at each level
==| Class Features: Druid (P) 1st |==
Concentration check: 1d20+6
Cannot cast spells of opposed alignment
Spontaneous Casting: Replace spell by Summ. Nature’s Ally (same lvl or <)
Orisons (Sp): Cast prepared 0-level spells at will
Free bonus language: Druidic, known only to druids
Nature Bond (Ex): Snake (Constrictor) (P-AC)
Nature Sense (Ex): +2 on Knowledge Nature & Survival checks
Wild Empathy (Ex): Improve the attitude of animals: 1d20+3 (+4 with Link)
Influence a magical beast with an INT of 1 or 2, but with a -4 penalty
==| Conditional Bonus - Druid (P) Class |==
+4 to Handle Animal with your own Animal Companion [Link]
Ruby
Human (P), Rogue (P) 1st
Medium Humanoid (Human)
Alignment: Chaotic Good
Hit Dice: 1d8+4 (12 hp)
Initiative: +4
Speed: 30' (6 sq) (light enc.)
Space/Reach: 5 ft./5 ft.
AC: 14 (+4 Dex, ), Touch 14, Flat-Footed 10
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 18, Dex 18, Con 18, Int 20, Wis 18, Cha 18
Base Att/CMB/CMD: +0 / +4 / 18
Heroic Action Points: 10
******
Single Attack:
Dagger: +4 melee (1d4+4/19-20)
Dagger: +4 thrown (1d4+4/19-20)
******
Full Attack:
Dagger: +4 melee (1d4+4/19-20)
Dagger: +4 thrown (1d4+4/19-20)
******
==| FEATS |==
Weapon Finesse, Deft Hands.
==| SKILLS |==
Acrobatics +8, Appraise +9, Bluff +8, Climb +8, Diplomacy +8, Disable Dev +10+1, Disguise +8, Escape Art +8, Fly +4, Heal +4, Intimidate +4, Kn
ungeon +9, Kn:Local +9, Perception +8+1, Ride +4, Sense Mot +8, Slt of Hand +10+2, Stealth +8, Survival +4, Swim +4, Use Mag Dev +8.
==| EQUIPMENT |==
Dagger, Traveler's Outfit, Pouch, Thieves' tools, Backpack, Bedroll,
Blanket, 2xRations, Waterskin, Chalk, Caltrops, Grappling Hook, Silk Rope
==| Languages |==
Common, Elven, Goblin, Halfling, Orc
==| Racial Traits: Human (P) |==
Bonus Feat: One extra feat at Level #1
Skilled: Gain 1 extra skill point at each level
==| Class Features: Rogue (P) 1st |==
Sneak Attack: +1d6 damage
==| Conditional Bonus - Rogue (P) Class |==
+1 to Perception to locate Traps [Trapfinding]
+1 to Disable Device versus Traps [Trapfinding]
Ryogen
Human (P), Bard (P) 1st
Medium Humanoid (Human)
Alignment: Chaotic Neutral
Hit Dice: 1d8 (8 hp)
Initiative: +2
Speed: 30' (6 sq) (light enc.)
Space/Reach: 5 ft./5 ft.
AC: 14 (+2 Armor, +2 Dex, ), Touch 12, Flat-Footed 12
Saves: Fort +0, Ref +4, Will +2
Abilities: Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 18
Base Att/CMB/CMD: +0 / +0 / 12
Heroic Action Points: 10
******
Single Attack:
Dagger: +0 melee (1d4/19-20)
Hand Crossbow: +2 ranged (1d4/19-20)
******
Full Attack:
Dagger: +0 melee (1d4/19-20)
Hand Crossbow: +2 ranged (1d4/19-20)
******
==| FEATS |==
Exotic Wpn Proficiency, Point Blank Shot.
==| SKILLS |==
Acrobatics +6,
Appraise +6,
Bluff +4,
Climb +0,
Diplomacy +8,
Disguise +8,
Escape Art +6,
Fly +2, Heal +0,
Intimidate +4,
Kn:Arcana +3,
Kn:History +3,
Kn:Local +3,
Kn
lanes +3,
Kn:Religion +3,
Perception +0,
Perf
ance +8,
Ride +2,
Sense Mot +0,
Slt of Hand +6+2,
Spellcraft +6,
Stealth +6,
Survival +0,
Swim +0,
Use Mag Dev +8.
==| BARD (P) SPELLS |==
Spells per Day: (8/2; save DC 14+spell level):
Detect Magic, Read Magic, Prestidigitation, Summon Instrument,
Cure Light Wounds, Identify.
==| EQUIPMENT |==
ARMOR WORN: Leather Armor.
Dagger, Hand Crossbow, 10xCrossbow Bolt Pouch
==| Languages |==
Common, Elven, Draconic
==| Racial Traits: Human (P) |==
Bonus Feat: One extra feat at Level #1
Skilled: Gain 1 extra skill point at each level
==| Class Features: Bard (P) 1st |==
Concentration check: 1d20+5
Cantrips: You can cast your Cantrips at will
Bardic Knowledge: +1 to all knowledge skills
Can make any Knowledge checks untrained
Bardic Performance: requires a standard action to initiate:
• Rounds per day: 8 < OOOOOOOO >
• Countersong (Su): Counters magic that depend on sound (max. 30')
• Distraction (Su): Counters magic that depend on sight (max: 30')
• Fascinate (Su): One creature (max: 90') Will DC14
• Inspire Courage (Su):
? +1 morale bonus on attacks & weapon damage
? +1 on saves vs charm & fear effects
Aruku Per'Esh
Half-elf (P) 1HD, Cleric (P) 1st
Medium Outsider (Human, Elf, Native) with 250 XP
Alignment: Neutral Good [Rysil the 6th god]
Hit Dice: 1d8+7, 1d8+7 (14 hp)
Initiative: +6
Speed: 30' (6 sq), fly 30' (good) (light enc.)
Space/Reach: 5 ft./5 ft.
AC: 22 (+5 Armor, +6 Dex, +1 Natural Armor), Touch 16, Flat-Footed 16
Saves: Fort +9, Ref +6, Will +9
Abilities: Str 24, Dex 22, Con 24, Int 22, Wis 24, Cha 26
Base Att/CMB/CMD: +0 / +7 / 23
******
Single Attack:
Quarterstaff: +7 melee (1d6+7/20)
Light Crossbow: +6 ranged (1d8/19-20)
******
Full Attack:
Quarterstaff: +7 melee (1d6+7/20)
Light Crossbow: +6 ranged (1d8/19-20)
******
==| FEATS |==
Skill Focus: Perform: Sing-p, Extra Channel.
==| SKILLS |==
Acrobatics +7,
Appraise +11,
Bluff +9,
Climb +7,
Diplomacy +13,
Disguise +8,
Escape Art +7,
Fly +10,
Heal +12,
Intimidate +8,
Kn:Arcana +11,
Kn:Religion +11,
Perception +9,
Perf

Perf:Oratory +10,
Perf:Sing +13,
Perf:String +10,
Ride +6,
Sense Mot +12,
Spellcraft +11,
Stealth +6,
Survival +7,
Swim +7.
==| CLERIC (P) SPELLS |==
Spells per Day: (4/4+1; save DC 17+spell level):
Create Water, Detect Magic, Purify Food and Drink, Mending,
Charm Person, Command, Diagnose Disease, Know the Enemy.
==| EQUIPMENT |==
ARMOR WORN: Armor of Sensual Design.
Quarterstaff, Light Crossbow, 10xCrossbow Bolt Hot Weather Outfit,
Wooden Holy Symbol, Backpack, Pouch, Bedroll, Flint and Steel, Spell Component Pouch,
10xRations, Waterskin
==| Languages |==
Common, Elven, Hallit, Shoanti, Tien, Skald,
Varisian, Gnome, Halfling, Dwarven
==| Racial Traits: Half-Celestial Half-elf (P) |==
Elf Blood: For all effects related to race, a Half-elf is considered an Elf
Elven Immunities: Half-elves are immune to magic sleep effects
Keen Senses: +2 racial bonus on Perception skill checks
==| Class Features: Cleric (P) 1st |==
Concentration check: 1d20+8
Cannot cast spells of opposed alignment
Spontaneous Casting: Replace spell by a healing spell, unprepared (same lvl)
Orisons (Sp): Cast prepared 0-level spells at will
Channel Energy (Su): Wave of positive energy in a 30' burst:
• 13/day < OOOOOOOOOOOOO >
• 1d6 damage to Undead; Will DC18 for ½ damage
• OR 1d6 points of healing to living creatures
==| Charm Domain (P) |==
Dazing Touch (Sp): 10/day < OOOOOOOOOO >
You can cause a living creature to become dazed as a Melee Touch attack.
Creatures with more than 1HD are unaffected
==| Healing Domain (P) |==
Rebuke Death (Su): 10/day < OOOOOOOOOO >
As a std action, you can touch a living creature, healing it for 1d4 dmg.
You can only use this ability on a creature that is below 0 Hit Points
==| Love Subdomain (P) |==
Adoration (Su): 10/day < OOOOOOOOOO >
As an imm. action, attempt to thwart a single melee or ranged attack that
targets you. This ability functions as sanctuary, but only vs one individual
attack. Use the ability after the attack is declared but before the roll is made.
The creature attacking you receives a DC17 Will save to negate this effect
==| Lust Subdomain (P) |==
Dazing Touch (Sp): 10/day < OOOOOOOOOO >
You can cause a living creature to become dazed as a Melee Touch attack.
Creatures with more than 1HD are unaffected
==| Conditional Bonus - Half-Celestial Half-elf (P) Race |==
+2 racial bonus on saves vs enchantment spells & effects [Elven Immunities]
==| Conditional Bonus - Half-Celestial Template |==
+4 racial bonus on Fortitude saves against poison {Half-Celestial}
Fulguran "Storm" Gigast
Half-White Dragon Half-Red Dragon Half-Green Dragon Half-Blue Dragon Half-Black Dragon Elf (P) 1HD, Sorcerer (P) 1st
Medium Dragon (Elf)
Alignment: Chaotic Neutral [Tiamat]
Hit Dice: 1d12+5, 1d6+5 (29 hp)
Initiative: +5
Speed: 30' (6 sq) (light enc.)
Space/Reach: 5 ft./5 ft.
AC: 36 (+5 Dex, +1 Dodge, +20 Natural Armor), Touch 16, Flat-Footed 30
Saves: Fort +5, Ref +5, Will +7
Abilities: Str 50, Dex 20, Con 20, Int 22, Wis 20, Cha 20
Base Att/CMB/CMD: +0 / +20 / 36
Heroic Action Points: 10
******
Single Attack:
Heavy Mace: +20 melee (1d8+20/20)
Longspear: +20 melee (1d8+20/20/x3)
Longsword: +20 melee (1d8+20/19-20)
******
Full Attack:
Heavy Mace: +20 melee (1d8+20/20)
Longspear: +20 melee (1d8+20/20/x3)
Longsword: +20 melee (1d8+20/19-20)
******
==| FEATS |==
Eschew Materials, Dodge, Skill Focus: Intimidate-p.
==| SKILLS |==
Acrobatics +5,
Appraise +11,
Bluff +10,
Climb +20,
Diplomacy +5,
Disguise +5,
Escape Art +5,
Fly +10,
Handle Anim +6,
Heal +5,
Intimidate +13,
Kn:Arcana +11,
Perception +12,
Ride +5,
Sense Mot +6,
Spellcraft +11,
Stealth +9,
Survival +6,
Swim +20,
Use Mag Dev +10.
==| SORCERER (P) SPELLS |==
Spells per Day: (8/6; save DC 15+spell level):
Jolt, Detect Magic, Daze, Light, Prestidigitation, Cause Fear,
Shocking Grasp.
==| EQUIPMENT |==
Hot Weather Outfit, Heavy Mace, Longspear, Longsword, Backpack, Bedroll,
Winter Blanket, 10xChalk, Flint and Steel, 10xRations, Small Steel Mirror, 3xPouch,
Rope, 3xSunrod, Potion of Cure light wounds
==| Languages |==
Common, Elven, Draconic, Dwarven, Halfling, Orc, Goblin, Giant
******
==| Racial Traits: Half-White Dragon Half-Red Dragon Half-Green Dragon Half-Blue Dragon Half-Black Dragon Elf (P) |==
Keen Senses: +2 racial bonus on Perception skill checks
Weapon Familiarity: Proficient with longbows (incl. composite), longswords,
rapiers, and shortbows (incl. composite). Treat any weapon with the word
“elven” in its name as a martial weapon
==| Class Features: Sorcerer (P) 1st |==
Concentration check: 1d20+7
Cantrips: You can cast your Cantrips at will
Bonus Feat: Eschew Materials
Sorcerer Bloodline: Draconic
• Class Skill: Perception
• Bloodline Arcana: When casting a spell with the Electricity descriptor,
that spell adds +1 damag per die rolled
• Claws (Ex): 8 rounds/day < OOOOOOOO >
You can make two claw attacks as your full-attack action. You are always
considered armed and you do not gain additional attacks for a high base
attack bonus. These attacks deal 1d4+20 damage
Kenrick Blightstar
Human (P), Paladin (P) 1st
Medium Humanoid (Human)
Alignment: Lawful Good [Iomedae]
Hit Dice: 1d10 (10 hp)
Initiative: +2
Speed: 20' (4 sq) (light enc.)
Space/Reach: 5 ft./5 ft.
AC: 20 (+6 Armor, +2 Shield, +2 Dex, ), Touch 12, Flat-Footed 18
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 14, Dex 14, Con 10, Int 10, Wis 10, Cha 18
Base Att/CMB/CMD: +1 / +3 / 15
Heroic Action Points: 10
******
Single Attack:
Warhammer: +3 melee (1d8+2/20/x3)
******
Full Attack:
Warhammer: +3 melee (1d8+2/20/x3)
******
==| FEATS |==
Power Attack, Cleave.
==| SKILLS |==
Acrobatics -4-4,
Appraise +0,
Bluff +4,
Climb -4,
Diplomacy +8,
Disguise +4,
Escape Art -4,
Fly -4,
Heal +0,
Intimidate +4,
Kn:Religion +4,
Perception +0,
Ride +0,
Sense Mot +4,
Stealth -4,
Survival +0,
Swim -4.
==| EQUIPMENT |==
ARMOR WORN: Breastplate Armor.
SHIELD: Heavy Steel Shield.
Warhammer, Silver Holy Symbol
==| Languages |==
Common
==| Racial Traits: Human (P) |==
Bonus Feat: One extra feat at Level #1
Skilled: Gain 1 extra skill point at each level
==| Class Features: Paladin (P) 1st |==
Code of Conduct: Must be LG, respect legitimate authority, act with honor
Aura of Good (Ex): Level 1
Detect Evil (Sp): At will
Smite Evil (Su): 1/day: +4 Attack, +1 dmg < O >
• +2 dmg vs Evil Outsiders/Dragons or Undead, bypasses any DR
• +4 deflection bonus to AC vs target of Smite Evil while it is in effect
Lysander Runs-With-Night
Human (P), Druid (P) 1st
Medium Humanoid (Human)
Alignment: Chaotic Neutral [Rysil the 6th god]
Hit Dice: 1d8+2 (10 hp)
Initiative: +3
Speed: 20' (4 sq) (light enc.)
Space/Reach: 5 ft./5 ft.
AC: 18 (+4 Armor, +1 Shield, +3 Dex, ), Touch 13, Flat-Footed 15
Saves: Fort +4, Ref +3, Will +7
Abilities: Str 14, Dex 16, Con 14, Int 14, Wis 20, Cha 14
Base Att/CMB/CMD: +0 / +2 / 15
Heroic Action Points: 10
******
Single Attack:
Quarterstaff: +2 melee (1d6+2/20)
Scimitar: +2 melee (1d6+2/18-20)
Sling: +3 ranged (1d4+2/20)
******
Full Attack:
Quarterstaff: +2 melee (1d6+2/20)
Scimitar: +2 melee (1d6+2/18-20)
Sling: +3 ranged (1d4+2/20)
******
==| FEATS |==
Alertness, Animal Affinity.
==| SKILLS |==
Acrobatics -1-4,
Appraise +2,
Bluff +2,
Climb -2,
Diplomacy +2,
Disguise +2,
Escape Art -1,
Fly +3,
Handle Anim +8+4,
Heal +9,
Intimidate +2,
Kn:Geo +6,
Kn:Nature +8,
Perception +11,
Ride +5,
ense Mot +7,
Stealth -1,
Survival +11,
Swim -2.
==| DRUID (P) SPELLS |==
Spells per Day: (3/3; save DC 15+spell level):
Detect Magic, Spark, Resistance, Cure Light Wounds, Produce Flame,
Pass without Trace.
==| EQUIPMENT |==
ARMOR WORN: Hide Armor.
SHIELD: Light Wooden Shield.
Quarterstaff, Scimitar, Sling, Pouch, Backpack, Bedroll,
Winter Blanket, 3xFirewood, Flint and Steel, 5xRations, 2xRope, 3xTorch, Waterskin,
Whetstone, Spell Component Pouch, Holly and Mistletoe
==| Languages |==
Common, Druidic, Sylvan, Celestial
==| Racial Traits: Human (P) |==
Bonus Feat: One extra feat at Level #1
Skilled: Gain 1 extra skill point at each level
==| Class Features: Druid (P) 1st |==
Concentration check: 1d20+6
Cannot cast spells of opposed alignment
Spontaneous Casting: Replace spell by Summ. Nature’s Ally (same lvl or <)
Orisons (Sp): Cast prepared 0-level spells at will
Free bonus language: Druidic, known only to druids
Nature Bond (Ex): Snake (Constrictor) (P-AC)
Nature Sense (Ex): +2 on Knowledge Nature & Survival checks
Wild Empathy (Ex): Improve the attitude of animals: 1d20+3 (+4 with Link)
Influence a magical beast with an INT of 1 or 2, but with a -4 penalty
==| Conditional Bonus - Druid (P) Class |==
+4 to Handle Animal with your own Animal Companion [Link]
Ruby
Human (P), Rogue (P) 1st
Medium Humanoid (Human)
Alignment: Chaotic Good
Hit Dice: 1d8+4 (12 hp)
Initiative: +4
Speed: 30' (6 sq) (light enc.)
Space/Reach: 5 ft./5 ft.
AC: 14 (+4 Dex, ), Touch 14, Flat-Footed 10
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 18, Dex 18, Con 18, Int 20, Wis 18, Cha 18
Base Att/CMB/CMD: +0 / +4 / 18
Heroic Action Points: 10
******
Single Attack:
Dagger: +4 melee (1d4+4/19-20)
Dagger: +4 thrown (1d4+4/19-20)
******
Full Attack:
Dagger: +4 melee (1d4+4/19-20)
Dagger: +4 thrown (1d4+4/19-20)
******
==| FEATS |==
Weapon Finesse, Deft Hands.
==| SKILLS |==
Acrobatics +8, Appraise +9, Bluff +8, Climb +8, Diplomacy +8, Disable Dev +10+1, Disguise +8, Escape Art +8, Fly +4, Heal +4, Intimidate +4, Kn

==| EQUIPMENT |==
Dagger, Traveler's Outfit, Pouch, Thieves' tools, Backpack, Bedroll,
Blanket, 2xRations, Waterskin, Chalk, Caltrops, Grappling Hook, Silk Rope
==| Languages |==
Common, Elven, Goblin, Halfling, Orc
==| Racial Traits: Human (P) |==
Bonus Feat: One extra feat at Level #1
Skilled: Gain 1 extra skill point at each level
==| Class Features: Rogue (P) 1st |==
Sneak Attack: +1d6 damage
==| Conditional Bonus - Rogue (P) Class |==
+1 to Perception to locate Traps [Trapfinding]
+1 to Disable Device versus Traps [Trapfinding]
Ryogen
Human (P), Bard (P) 1st
Medium Humanoid (Human)
Alignment: Chaotic Neutral
Hit Dice: 1d8 (8 hp)
Initiative: +2
Speed: 30' (6 sq) (light enc.)
Space/Reach: 5 ft./5 ft.
AC: 14 (+2 Armor, +2 Dex, ), Touch 12, Flat-Footed 12
Saves: Fort +0, Ref +4, Will +2
Abilities: Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 18
Base Att/CMB/CMD: +0 / +0 / 12
Heroic Action Points: 10
******
Single Attack:
Dagger: +0 melee (1d4/19-20)
Hand Crossbow: +2 ranged (1d4/19-20)
******
Full Attack:
Dagger: +0 melee (1d4/19-20)
Hand Crossbow: +2 ranged (1d4/19-20)
******
==| FEATS |==
Exotic Wpn Proficiency, Point Blank Shot.
==| SKILLS |==
Acrobatics +6,
Appraise +6,
Bluff +4,
Climb +0,
Diplomacy +8,
Disguise +8,
Escape Art +6,
Fly +2, Heal +0,
Intimidate +4,
Kn:Arcana +3,
Kn:History +3,
Kn:Local +3,
Kn

Kn:Religion +3,
Perception +0,
Perf

Ride +2,
Sense Mot +0,
Slt of Hand +6+2,
Spellcraft +6,
Stealth +6,
Survival +0,
Swim +0,
Use Mag Dev +8.
==| BARD (P) SPELLS |==
Spells per Day: (8/2; save DC 14+spell level):
Detect Magic, Read Magic, Prestidigitation, Summon Instrument,
Cure Light Wounds, Identify.
==| EQUIPMENT |==
ARMOR WORN: Leather Armor.
Dagger, Hand Crossbow, 10xCrossbow Bolt Pouch
==| Languages |==
Common, Elven, Draconic
==| Racial Traits: Human (P) |==
Bonus Feat: One extra feat at Level #1
Skilled: Gain 1 extra skill point at each level
==| Class Features: Bard (P) 1st |==
Concentration check: 1d20+5
Cantrips: You can cast your Cantrips at will
Bardic Knowledge: +1 to all knowledge skills
Can make any Knowledge checks untrained
Bardic Performance: requires a standard action to initiate:
• Rounds per day: 8 < OOOOOOOO >
• Countersong (Su): Counters magic that depend on sound (max. 30')
• Distraction (Su): Counters magic that depend on sight (max: 30')
• Fascinate (Su): One creature (max: 90') Will DC14
• Inspire Courage (Su):
? +1 morale bonus on attacks & weapon damage
? +1 on saves vs charm & fear effects
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