You are exceptionally Headstrong and Bull-Headed. It is difficult to sway you from your intended course of action.
Benefit: Gain a +1 Bonus on Will Saves and a +2 Bonus on Intimidate Checks.
Hethen Clerics have no clerical powers which means they cannot channel positive energy, access clerical domains, turn undead, or cast clerical spells. They do not count as Clerics of their Gods for the purposes of activating Relics of said Gods either.
Others find your company appealing.
Benefit: You gain a +2 Bonus to Diplomacy and Bluff Checks.
0 Level Spells = All Common and Unnamed
1st Level Spells = Burning Hands, Floating Disk, Magic Missile
2nd Level Spells = Mirror Image, See Invisibility
3rd Level Spells = Arcane Sight
For the purposes of this adventure,
Raistlin will benefit from the effects of Lunitari’s
moon phases. He has passed the Test of High Sorcery
and will be able to take levels in the Wizard of High
Sorcery prestige class once he has acquired sufficient
experience (or survives to Chapter Two: Flame) but
for the time being his only benefits from passing
the Test are the Staff of Magius and moon magic.
You have an exceptional gift for magic.
Benefit: For purposes of determining Bonus Spells per day, you treat your primary spellcasting ability score as being 2 points higher than it actually is. If you have more than one spellcasting class, the bonus applies only to one of those classes.
Special: You may take this feat only as a first level character. If you take this feat more than once (for example as a human character's racial bonus feat as well as his first level feat), then it applies to a different spellcasting class for each instance. You may take this feat even if you have no spellcasting classes yet.
Miscellaneous Equipment:
Signet Ring
bedroll
waterskin
Keeping your word and upholding your honor is of great importance to you. Benefit: You get a +2 Bonus on any saving throw if failing that saving throw would result in breaking a promise, oath or sworn duty. Special: If you willingly break a promise, or oath, you lose the benefits of this feat until you atone for this action (see the atonement spell).
Miscellaneous Equipment:
10 Sling Bullets
Masterwork Thieves Tools
Pouches
Various Maps and Scroll Cases
Kender recieve a +4 racial bonus on all bluff checks used to taunt someone.
Improved Taunt
You are especially skilled in the art of enraging someone through insults or jeering. Benefits: On a successful Bluff check against a targets sense motive check, you can cause the target to suffer a -2 penalty to Attack rolls and AC. The taunt shifts the attitude of the target two steps toward hostile.
The Duration of the Taunt is equal to the Characters Charisma Bonus. Twice that if the Bluff check exceeds the Targets sense motive check by 10 or more. This ability is only effective once per encounter.
With this ability you may choose to target a crowd instead of an individual, if you succeed on a bluff check with a DC of 10 + 1 for every 2 targets in the crowd. Their attitude shifts one degree towards hostile, but they do not suffer the penalty to attack or AC. Special: Close Friends and Aquintances of the individual doing the taunting are granted a +4 morale bonus to resist the effects of the taunt.
Flint Fireforge
Goldmoon
Raistlin Majere
Riverwind
Sturm Brightblade
Tasslehoff Burrfoot
Tanis Half-Elven
Character Level: 5
Classes: Fighter (5)
Race: Civilized Human
Alignment: Lawful Good
Size: Medium
Str: 19
Dex: 11
Con: 17
Int: 12
Wis: 11
Cha: 15
Combat Info
HP: 42 / 42
AC: 17
Touch: 10
FF: 17
Init: +0
Base Attack: +5
Grapple: +9
Speed: 20 ft. (+1 Chainmail) Base 30 ft
Saves:
Fort: +7
Ref: +1
Will: +1
Conditional Saves:
Intimidate (Cha): +10 (8 ranks)
Ride (Dex): +8 (8 ranks)
Search (Int): +4 (3 ranks)
Spot (Wis): +2 (2 ranks)
Survival (Wis): +3 (3 ranks)
Languages:
Abanasinian, Camptalk, Common
Feats:
Cleave
Improved Bullrush
Improved Unarmed Strike
Power Attack
Weapon Focus (Longsword)
Weapon Specialization (Longsword)
Weapon: Masterwork Longsword
Attack (Melee): +11
Damage: 1d8+6
Critical: 19-20/x2
Weapon: Dagger
Attack (Melee): +9
Damage: 1d4+4
Critical: 19-20/x2
Weapon: Unarmed Strike
Attack (Melee): +9
Damage: 1d3+4
Critical: x2
Armor:
+1 Chainmail
Shield:
Light Steel Shield
Miscellaneous Equipment:
Backpack
Waterskin
Whetstone
Character Level: 5
Classes: Fighter (4) / Master 1
Race: Hill Dwarf
Alignment: Neutral Good
Size: Medium
Str: 16
Dex: 10
Con: 18
Int: 10
Wis: 12
Cha: 13
Combat Info
HP: 42 / 42
AC: 14
Touch: 10
FF: 14
Dodge Bonus: +4 dodge bonus against Giants
Init: +0
Base Attack: +4
Grapple: +7
Speed: 20 ft.
Saves:
Fort: +8 (+10 against Poison)
Ref: +1
Will: +5
Resistances: +2 save vs. Spells and Spell like effects
Stability (+4 against Bull Rush and Trip)
Appraise +6 / +8 relating to Stone or Metal / +10 relating to Blacksmithing (6 Ranks)
Craft (Blacksmithing) +13 (6 ranks)
Intimidate +7 (4 Ranks)
Knowledge (Local) +2 (2 ranks)
Search +0 (0 ranks) / +2 to notice unusual stonework
Languages:
Dwarven, Common, Goblin
Special Qualities:
Knack
Primary Focus (Craft)
Stonecunning
Feats:
Cleave
Power Attack
Skill Focus (craft)
Skill Focus (Blacksmith)
Stubborn
Weapon Focus (Handaxe)
Weapon: +1 Handaxe
Attack (Melee): +9
Damage: 1d6+4
Critical: x3
Weapon: Dagger
Attack (Melee): +7
Attack (Ranged): +4
Damage: 1d4+3
Critical: 19-20/x2
Armor:
Studded Leather Armor
Shield:
Light Wooden Shield
Miscellaneous Equipment:
Daggers (3)
Benefit: Gain a +1 Bonus on Will Saves and a +2 Bonus on Intimidate Checks.
Character Level: 5
Classes: Heathen Cleric
Race: Nomadic Human
Alignment: Lawful Good
Size: Medium
Str: 12
Dex: 14
Con: 12
Int: 12
Wis: 17
Cha: 17
Combat Info
HP: 29 / 29
AC: 15
Touch: 12
FF: 13
Init: +2
Base Attack: +3
Grapple: +4
Speed: 30 ft.
Saves:
Fort: +5
Ref: +3
Will: +9
Bluff +5 (0 Ranks)
Concentration +3 (2 ranks)
Diplomacy +11 (6 ranks)
Heal +9 (6 ranks)
Knowledge - Religion +7 (6 Ranks)
Perform - Lute +5 (2 ranks)
Sense Motive +5 (2 ranks)
Survival +5 (2 ranks)
Languages:
Abanasinian, Common, Plainsfolk
Feats:
Charming
Iron Will
Weapon Focus (Quarterstaff)
Weapon: Blue Crystal Staff
Attack (Melee): +7
Damage: 1d6+3
Critical: x2
Weapon: +1 Sling
Attack (Ranged): +6
Damage: 1d4+2
Critical: x2
Armor:
+1 Leather Armor
Miscellaneous Equipment:
10 Sling Bullets
Healer's Kit
Masterwork Lute
Waterskin
Blanket
Benefit: You gain a +2 Bonus to Diplomacy and Bluff Checks.
Character Level: 5
Classes: Wizard (5)
Race: Civilized Human
Alignment: True Neutral
Size: Medium
Str: 9
Dex: 16
Con: 9
Int: 18
Wis: 12
Cha: 10
Combat Info
HP: 10 / 10
AC: 16
Touch: 16
FF: 13
Init: +3
Base Attack: +2
Grapple: +1
Speed: 30 ft.
Saves:
Fort: +0
Ref: +4
Will: +5
Concentrate +5 (6 ranks)
Decipher Script +6 (2 ranks)
Heal +3 (2 ranks)
Knowledge Arcana +12 (8 ranks)
Knowledge history +9 (5 ranks)
Profession Herbalist +6 (5 ranks)
Search +5 (1 Rank)
Slight of Hand +6 (3 ranks)
Spellcraft +16 (8 Ranks)
Languages:
Abanasinian, Common, Elven, Magius, Solomnic
Special Quality:
Moon Magic
Feats:
Brew Potion
Magical Aptitude
Scribe Scroll
Spell Focus (Enchantment)
Spellcasting Prodigy
Weapon: Staff of Magius
Attack (Melee): +3
Damage: 1d6+1
Critical: x2
Weapon: Dagger of Magius
Attack (Melee): +4
Damage: 1d4+2
Critical: 19-20/x2
Miscellaneous Equipment:
Red Robes, Herbalists Supplies, Scrolls, Ink, Writting Supplies, Spellbook
2nd Level = Darkness, Detect Thoughts (DC 16), Web (DC 16)
1st Level = Charm Person (DC 16), Comprehend Languages, Identify Sleep (DC 16)
0 level = Detect Magic, Ghost Sound (DC 14), Prestigitation, and Read Magic
1st Level Spells = Burning Hands, Floating Disk, Magic Missile
2nd Level Spells = Mirror Image, See Invisibility
3rd Level Spells = Arcane Sight
Raistlin will benefit from the effects of Lunitari’s
moon phases. He has passed the Test of High Sorcery
and will be able to take levels in the Wizard of High
Sorcery prestige class once he has acquired sufficient
experience (or survives to Chapter Two: Flame) but
for the time being his only benefits from passing
the Test are the Staff of Magius and moon magic.
Benefit: For purposes of determining Bonus Spells per day, you treat your primary spellcasting ability score as being 2 points higher than it actually is. If you have more than one spellcasting class, the bonus applies only to one of those classes.
Special: You may take this feat only as a first level character. If you take this feat more than once (for example as a human character's racial bonus feat as well as his first level feat), then it applies to a different spellcasting class for each instance. You may take this feat even if you have no spellcasting classes yet.
Character Level: 5
Classes: Barbarian (3) / Ranger (2)
Race: Nomadic Human
Alignment: Neutral Good
Size: Medium
Str: 18
Dex: 16
Con: 14
Int: 13
Wis: 14
Cha: 11
Combat Info
HP: 37 / 37
AC: 17
Touch: 13
FF: 14
Dodge Bonus: Uncanny Dodge
Init: +7
Base Attack: +5
Grapple: +9
Speed: 40 ft.
Saves:
Fort: +8
Ref: +7
Will: +3
Climb +8 (4 ranks)
Handle Animal +3 (3 Ranks)
Intimidate +6 (6 Ranks)
Jump +8 (4 Ranks)
Knowledge (Nature) +8 (5 Ranks)
Listen +9 (5 Ranks)
Move Silently +8 (5 Ranks)
Profession - Herder +7 (5 Ranks)
Search +4 (3 ranks)
Spot +7 (3 ranks)
Survival +7 (5 ranks) / +9 above ground
Swim +8 (4 ranks)
Languages:
Abinasinian, Common, Plainsfolk
Special Qualities:
Combat Style (Two Weapon Fighting)
Favored Enemy (Animals) +2
Rage 1/day (7 rounds)
Trap Sense +1
Wild Empathy +2
Feats:
Alertness
Improved Initiative
Lightning Reflexes
Track
Two-Weapon Fighting
Main Hand Weapon: +1 Keen Longsword
Attack (Melee): +8
Damage: 1d8+5
Critical: 17-20/x2
Off Hand Weapon: Masterwork Kukri
Attack (Melee): +7
Damage: 1d4+2
Critical: 18-20/x2
Ranged Weapon: Masterwork Composite Longbow
Attack (Ranged): +8
Damage: 1d8+4
Critical: x3
Armor:
+2 Leather Armor
Miscellaneous Equipment:
20 Arrows
Backpack
Camp Gear
Character Level: 5
Classes: Fighter (5)
Race: Civilized Human
Alignment: Lawful Good
Size: Medium
Str: 17
Dex: 12
Con: 16
Int: 14
Wis: 12
Cha: 12
Combat Info
HP: 40 / 40
AC: 19
Touch: 10
FF: 19
Init: +1
Base Attack: +5
Grapple: +8
Speed: 20 ft. (Masterwork Half-Plate), Base 30 ft.
Saves:
Fort: +7
Ref: +2
Will: +2
Resistance: Honor Bound
Diplomacy +5 (4 ranks)
Handle Animal +7 (6 Ranks)
Knowledge Nobility and Royalty +6 (4 ranks)
Ride +9 (6 ranks)
Search +4 (2 ranks)
Sense Motive +3 (2 ranks)
Swim -7 (4 ranks)
Languages:
Abanasinian, Common, Solamnic
Feats:
Combat Expertise
Exotic Weapon Proficiency (Bastard Sword)
Honor Bound
Power Attack
Weapon Focus (Bastard Sword)
Weapon Specialization (Bastard Sword)
Weapon: Brightblade
Attack (Melee): +11
Damage: 1d10+7
Critical: 19-20/x2
Special: deals an extra 2d6 damage against Chaotic Creatures.
Weapon: Dagger
Attack (Melee): +8
Damage: 1d4+3
Critical: 19-20/x2
Armor:
Masterwork Half-Plate
Shield:
Heavy Shield
Miscellaneous Equipment:
Signet Ring
bedroll
waterskin
Benefit: You get a +2 Bonus on any saving throw if failing that saving throw would result in breaking a promise, oath or sworn duty.
Special: If you willingly break a promise, or oath, you lose the benefits of this feat until you atone for this action (see the atonement spell).
Character Level: 5
Classes: Rogue (5)
Race: Kender
Alignment: Neutral Good
Size: Small
Str: 13
Dex: 16
Con: 14
Int: 12
Wis: 9
Cha: 13
Combat Info
HP: 29 / 29
AC: 16
Touch: 14
FF: 13
Dodge Bonus Uncanny Dodge
Init: +7
Base Attack: +3
Grapple: +0
Speed: 30 ft.
Saves:
Fort: +3
Ref: +7
Will: +0
Resistance: Evasion
Bluff +7 (6 Ranks) / +11 with Taunt
Climb +7 (6 ranks)
Decipher Script +7 (6 ranks)
Hide +15 (8 ranks)
Listen +7 (8 ranks)
Move Silently +11 (8 ranks)
Open Lock +13 (8 ranks)
Search +9 (8 ranks)
Slight of Hand +15 (8 ranks)
Spot +7 (6 ranks)
Languages:
Common, Goblin, and Kinderspeak
Special Qualities:
Sneak Attack +3d6
Taunt
Trapfinding
Trap Sense +2
Feats:
Improved Initiative
Improved Taunt
Weapon: +1 Hoopak
Attack (Melee): +6
Attack (Ranged): +8
Damage: 1d4+2 (as Club) / 1d3+2 (as Sling)
Critical: x2
Weapon: +1 Dagger
Attack (Melee): +6
Damage: 1d3+2
Critical: 19-20/x2
Armor:
Leather Armor
Miscellaneous Equipment:
10 Sling Bullets
Masterwork Thieves Tools
Pouches
Various Maps and Scroll Cases
Improved Taunt
You are especially skilled in the art of enraging someone through insults or jeering.
Benefits: On a successful Bluff check against a targets sense motive check, you can cause the target to suffer a -2 penalty to Attack rolls and AC. The taunt shifts the attitude of the target two steps toward hostile.
The Duration of the Taunt is equal to the Characters Charisma Bonus. Twice that if the Bluff check exceeds the Targets sense motive check by 10 or more. This ability is only effective once per encounter.
With this ability you may choose to target a crowd instead of an individual, if you succeed on a bluff check with a DC of 10 + 1 for every 2 targets in the crowd. Their attitude shifts one degree towards hostile, but they do not suffer the penalty to attack or AC.
Special: Close Friends and Aquintances of the individual doing the taunting are granted a +4 morale bonus to resist the effects of the taunt.
Character Level: 5
Classes: Fighter (5)
Race: Half-Elf
Alignment: Neutral Good
Size: Medium
Str: 16
Dex: 17
Con: 12
Int: 12
Wis: 13
Cha: 15
Combat Info
HP: 33 / 33
AC: 17
Touch: 13
FF: 14
Init: +5
Base Attack: +5
Grapple: +8
Speed: 30 ft.
Saves:
Fort: +5
Ref: +4
Will: +2
Resistance: +4 against Enchantment Spells / Immune to Sleep
Craft - Bowyer +3 (2 ranks)
Diplomacy +7 (3 ranks)
Gather Information +4 (0 ranks)
Listen +3 (0 ranks)
Search +5 (3 ranks)
Spot +7 (2 ranks)
Survival +4 (3 ranks)
Languages:
Common, Elven, Goblin, Camptalk
Special Qualities:
Elvensight (Darkvision 30 ft. Lowlight Vision)
Feats:
Alertness
Point Blank Shot
Quick Thinking
Rapid Shot
Weapon Focus (Longbow)
Weapon: +1 Longsword
Attack (Melee): +9
Damage: 1d8+4
Critical: 19-20/x2
Weapon: Masterwork Composite Longbow
Attack (Melee): +10 (+8/+8 with Rapid Shot)
Damage: 1d8+3
Critical: x3
Armor:
+2 Leather Armor
Miscellaneous Equipment:
20 Arrows
3 Daggers
Backpack
Camp Gear