Name: Alias Age: Unknown Height: 5' 10" Weight: 140lbs. Eye Color: Green Hair Color: Reddish blonde Skintone: Fair and white Alignment: Chaotic Good Deity: None, but she prefers Tymora
Race: "Human" Gender: Female Size: Medium Class and Level: Warblade 13
STR 18 (+4) (17 base +1 level) DEX 18 (+4) (17 base +1 level) CON 17 (+3) INT 18 (+4) (17 base +1 level) WIS 17 (+3) CHA 17 (+3)
Weapon: Warning Longsword of Impedance (+5 initiative; On striking, impedes a victim from spells or spell-like abilities for 1d6 rounds: When casting, victim must make a Spellcraft, Int, or Cha check (whichever gives best bonus), DC 15+spell level) 18,000gp Weapon: Greater Crystal of Illumination (Weapon sheds bright light in 60' radius, shadowy illumination in 120' radius.) 1,000gp Shield: Masterwork Light Steel Shield (+1 armor bonus to AC, no ACP) 9gp Head: Circlet of Glorious Recovery (1/day heal 4d8+7 hp) 5,600gp Eyes: None Face: None Throat: Amulet of Teamwork (Alias and allies are granted +3 when aiding another instead of +2; Alias and all allies get +2 to damage when flanking; 1/day may grant +5 competence bonus to AC to Alias and one adjacent ally) 2,000gp Shoulders: Cloak of Weaponry and Resistance +2 (May store 1 medium-size weapon in the cloak; also grants +2 resistance bonus to all saves) 6,300gp Torso: Bolt Shirt (1/day teleport 60') 5,000gp Chest: Celestial Armor of Spell Resistance (As Celestial Armor, but also grants SR 13) 26,400gp Chest: Least Crystal of Adaptation (protected by endure elements) 500 gp Arms: Bracers of Lightning (May add shock property to attacks) 11,000gp Hands: Gauntlets of Throwing (3/day grant melee weapon throwing and returning abilities) 2,000gp Ring: Ring of Protection +2 (+2 deflection bonus to AC) 8,000gp Ring: Ring of Feather Falling and Sustenance (When falling more than 5', triggers feather fall; also Alias is constantly nourished, and only requires 2 hours of sleep for full rest.) 4,700gp Waist: Belt of Battle (+2 to initiative; 3 charges per day: May spend 1 for an immediate move action; 2 for a standard; 3 for a full-round) 12,000gp Feet: Boots of Skating (+10' bonus to movement, +20' on a decline) 7,000gp
Magic Bedroll (Recover +1 hp/level while resting, plus endures elements) (500gp) Spool of Endless Rope(Can generate up to 500' of silk rope at one time) (1,400gp)
4 Potions Cure Serious Wounds (4,000gp) Dusty Rose Prism Ioun Stone (+1 insight bonus to AC) (5,000gp) Bag of Holding Type I (2,500gp)
46 platinum coins
4 skill points at 1st level, 1 each level thereafter
Bonus Language: Common
Favored Class: Any
In addition, Alias is immortal (eternally young, but she can die). This is due to her special nature.
Elminster's Blessing: Unbeknownst to Alias, Elminster has blessed Alias with a nondetectible aura. Whenever Alias is reduced to -10 hp, a blue aura surrounds her, reviving her to total hp and removing all negative effects from her, then the aura goes away. (Use only once per campaign)
Warblade:
Proficient with simple and martial melee weapons, light and medium armor, and all shields except tower shields.
Battle Clarity (Ex): As long as Alias is not flat footed, she gains an insight bonus to Reflex saves equal to her Intelligence bonus.
Weapon Aptitude (Ex): Alias qualifies for feats that require an 11th level or lower fighter. Also, with an hour of practice with a weapon, she can change any feats particular to a single weapon to that weapon. She can't change them to a way that she doesn't qualify for feats.
Battle Ardor (Ex): Alias gains an insight bonus equal to her Intelligence bonus on rolls made to confirm critical hits.
Bonus feats at 5th, 9th, and 13th level.
Battle Cunning (Ex): Alias gains an insight bonus equal to her Intelligence bonus to melee damage rolls against flat-footed or flanked opponents.
Battle Skill (Ex): Alias gains an insight bonus equal to her Intelligence bonus to any check made to oppose an enemy's bull rush, disarm, feint, overrun, sunder, or trip attempt.
Uncanny Dodge (Ex): Alias retains her Dexterity bonus to AC if caught flat-footed or attacked by an invisible enemy. She loses her bonus still if she is immobilized.
Improved Uncanny Dodge (Ex): Alias can't be flanked, and sneak attacks made against him must be made by an enemy with at least four more levels of the class that grants sneak attack than Alias's level.
Improved Initiative(Warblade bonus 5th) Quick Draw(Warblade bonus 9th)
Ironheart Aura (Warblade bonus 13th) While Alias is in an Ironheart stance, her allies gain a +2 bonus to saves. Avenging Strike (1st) As a swift action, Alias may channel her faith into her weapon, giving a bonus to attack and damage against an evil outsider equal to her Charisma modifier. She can do this a number of times per day equal to her Charisma modifier (+3 to hit and damage vs evil outsiders 3/day as a swift action) Combat Expertise(1st human) Dodge(3rd) Mobility(6th) Spring Attack(9th) Whirlwind Attack(12th)
Maneuvers Readied: 5 Maneuvers Known: 9
Moment of Perfect Mind (Diam) Counter--Use Concentration check in place of Will save.
Action Before Thought (Diam) Counter--Use Concentration check in place of Reflex save.
Mind Over Body (Diam) Counter--Use Concentration check in place of Fortitude save.
Greater Insightful Strike (Diam) Strike--Use double Concentration check to determine damage.
Moment of Alacrity (Diam) Boost--Gain +20 bonus on initiative during battle.
Steel Wind (Iron) Strike--Attack two opponents.
Crushing Vise (Stone) Strike--Deal +4d6 damage, attack immobilizes creature.
Order Forged From Chaos (White) Allies move up to their speed during your turn.
Tactical Strike (White) Strike--Deal +2d6 damage, adjacent allies move 5' Stances Known Bolstering Voice (White) Allies gain +2 bonus on Will saves, +4 against fear.
Dancing Blade Form (Iron) +5' reach during Alias' turn.
Punishing Stance (Iron) Attacks deal +1d6 damage, but Alias gets -2 AC
Name: Dragonbait Age: Unknown Height: 4'10" Weight: 150 lbs. Eye Color: Yellow Hair Color: None Skintone: Green Alignment: Lawful Good Deity: Unknown--probably the Saurial version of Chauntea.
Race: Saurial (In game terms, a kind of lizardfolk) Gender: Male Size: Medium Class and Level: Humanoid 2/Paladin 12 (LA: +1)
STR 16 (+3) (15 base +1 level) DEX 14 (+2) (13 base +1 level) CON 18 (+4) (17 base +1 level) INT 14 (+2) WIS 16 (+3) CHA 8* (-1)
*Dragonbait's Charisma is treated as though it were 22 in regards to Paladin spells and abilities.
Weapon: Holy Avenger (+5 cold iron longsword, grants spell resistance 17 to Dragonbait and anyone within 10'; also grants area greater dispel magic 1/day; in non-paladin's hands it's a +2 cold iron longsword.) Weapon: Greater Fiendslayer Crystal (Weapon is good-aligned to overcome DR, +1d6 damage vs evil outsiders; on critical vs evil, target can't teleport for 1 round) 5,000gp Head: Phoenix Circlet (Low-Light vision; 1/day each feather fall, resist energy, speak with animals (birds)) 6,500gp Face: None Eyes: None Neck: Heartseeking Amulet (3/day treat melee attack as though touch attack) 3,000gp Shoulders: Cloak of Charisma +4 (+4 enhancement bonus to Charisma) 36,000gp Chest: Padded Armor of Quickness +3 (+3 enhancement bonus/+1 armor bonus to AC; +5' to movement speed) 14,000gp Chest: Crystal of Alacrity (+5' to movement speed) 3,500gp Torso: Bolt Vest of Resistance +4 (1/day teleport 60'; +4 enhancement bonus to saves) 21,000gp Arms: Deathstrike Bracers (3/day may critical against creatures immune to crits) 5,000gp Hands: Gloves of Fortunate True-Striking (1/day +20 to attack; 1/day may reroll attack roll) 5,500gp Ring: Ring of Protection +3 (+3 deflection bonus to AC) 18,000gp Ring: Ring of Sustenance (Continual endure elements, only need 2 hours of sleep, constantly nourished) 2,500gp Waist: Belt of Battle (+2 to initiative; 3 charges per day: May spend 1 for an immediate move action; 2 for a standard; 3 for a full-round) 12,000gp Feet: None
Dragonbait doesn't bear any posessions besides his gear; Alias says that "He's never needed anything but the earth under his feet." Thanks to his ring of sustenance and healing skill, he feels no need.
Racial Hit Dice: A saurial begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
Racial Skills: A saurial’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Saurials have a +4 racial bonus on Balance, Jump, and Swim checks.
Racial Feats: A saurial’s humanoid levels give it one feat.
Weapon and Armor Proficiency: A saurial is automatically proficient with simple weapons and shields.
Special Qualities: Hold breath: A saurial can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Favored Class: Paladin.
Level adjustment +1.
Elminster's Blessing: Unbeknownst to Dragonbait, Elminster has blessed Dragonbait with a nondetectible aura. Whenever Dragonbait is reduced to -10 hp, a blue aura surrounds him, reviving him to total hp and removing all negative effects from him, then the aura goes away. (Use only once per campaign)
Paladin:
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Know Alignments: Instead of a paladin's detect evil skill, Dragonbait can detect and know the alignment of anyone he detects, unless they're rendered undetectible.
Smite Evil5/day; +6 to hit, +1d6+12 damage vs Evil
Charging Smite Instead of getting a special mount, when Dragonbait charges an evil opponent, he can smite evil. If he does, his smite is granted +24 points of damage. If he misses or the target isn't evil, the smite isn't used. (Player's Handbook II)
Power Attack(Bonus 1st) Battle Blessing (Standard action Paladin spells are swift actions; full-round action spells are standard actions) (Complete Champion) (1st) Awesome Smite (While using Power Attack with Smite, can either A) ignore up to 8 points of DR, B) attempt a trip attack, or C) ignore any miss chance to hit the target.) (Complete Champion) (3rd) Extra Smiting (Can Smite Evil an additional 1/day) (Defenders of the Faith) (6th) Extra Smiting (Can Smite Evil an additional 1/day) (Defenders of the Faith) (9th) Improved Initiative (+4 to initiative) (12th)
Common
Draconic
Sylvan
Abyssal Note: Dragonbait can speak, but he does not. Instead he speaks in the form of scents he can emit--Alias knows his 'scent code'.
Fortitude: +10 (+3 base +3 Con +1 racial +3 vest) Reflex: +17 (+9 base +4 Dex +1 racial +3 vest) Will: +10 (+6 base +0 Wis +1 racial +3 vest)
(+4 additional bonus vs fear effects, +2 vs compulsion, +2 vs glyphs, runes, and symbols) Spell Resistance:
Weapon: Flying Stinger (Warning Dagger of Reaching Deadly Precision) (+5 Initiative; +10' range; +1d6 sneak attack damage) 18,000gp Weapon: Greater crystal of returning (Draw weapon as a free action; Call weapon from up to 30' away; weapon returns when thrown) 4,000gp Head: Phoenix Circlet (Low-Light vision; 1/day each feather fall, resist energy, speak with animals (birds)) 6,500gp Face: None Eyes: None Neck: Enduring Amulet of Emergency Healing (protected by endure elements; 3 charges daily: 1 charge--resistance to cold and fire 10. 2 charges: 15 3 charges: 20; 3/day heal 1d4+5 points of damage, even at negative hitpoints) 1,500gp Shoulders: Vanisher Cloak (3 charges daily: 1 charge--invisible/4 rounds. 2 charges--Olive and 1 ally invisible/3 rounds. 3 charges--Olive and three adjacent allies invisible/2 rounds.) 2,500gp Chest: Elven chain +3 (Mithril chain shirt; +3 enhancement bonus to AC) 13,300gp Chest: Crystal of Alacrity (+5' bonus to speed) 3,500gp Torso: Vest of Resistance +3 (+3 enhancement bonus to all saves) 9,000gp Arms: Strongarm bracers (wield weapons as though one size category larger) 6,000gp Hands: Extended range gloves of fortunate striking (double range of thrown weapons; 1/day reroll attack roll) 4,000gp Ring: Ring of Protection +2 (+2 deflection bonus to AC) 8,000gp Ring: Ring of Feather Falling (If falling more than 5', triggers feather falling) 2,200gp Waist: Belt of Battle (+2 to initiative; 3 charges per day: May spend 1 for an immediate move action; 2 for a standard; 3 for a full-round) 12,000gp Feet: Boots of Striding and Springing (+10' to speed, +5 bonus to Jump checks) 5,500gp
Bedroll
Clothes
Songbook
Journal
Harper pin
Masterwork Lyre (+2 to Perform (stringed)) 100gp
Magic Bedroll (Recover +1 hp/level while resting, plus endures elements) (500gp) Daern's Instant Tent (Small triangle canvas turns into a 20'x20'x20' tent that can house 8 people as though in a Tiny Hut, with a firepit. Tent has electricity, fire, and acid resistance 10, and immunity to cold.) (9,000gp)
3 Everlasting Rations(Field rations feed a single Medium creature once/day) (350gp) Everfull Mug(3/day, on command may generate 12oz. water, cheap ale, or watery wine.) (200gp) Spool of Endless Rope(Can generate up to 500' of silk rope at one time) (1,400gp)
Dusty Rose Prism Ioun Stone (+1 insight bonus to AC) (5,000gp) Bag of Holding Type II (5,000gp)
95 platinum coins
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.
Harper Knowledge: Olive can make a special knowledge check with a +6 bonus. This check is similar to bardic knowledge. Should Olive gain levels in bard, her bardic knowledge skill would stack with this bonus.
Favored Enemy: The Zhentarim +2, The Church of Bane +1. Olive gets a bonus for Bluff, Listen, Sense Motive, Spot, and Survival checks and for damage rolls against enemies in those organizations equal to the bonus (if an enemy is in both organizations, the bonus stacks)
Deneir's Eye: Olive gets a +2 holy bonus to all saves against glyphs, runes, and symbols.
Skill Focus: Olive gains the Skill Focus feat for her Perform and Bluff skills.
Tymora's Smile: 1/day, Olive can add a +2 luck bonus on a single saving throw.
Lliira's Heart: Olive gains a +2 holy bonus to all saves against compulsion and fear effects.
Craft Harper Item: Olive has the Craft Wonderous Item feat for the following items: magic musical instruments, Harper pins, potions (Charisma, detect thoughts, glibness, tongues, and truth). Her casting level is 5.
Streetwise (+2 bonus to Bluff and Gather Information) (1st) (Forgotten Realms Campaign Setting) Quick Draw(Draw weapon as a free action) (3rd) Dodge(Designate one target for +1 dodge bonus to AC) (6th) Improved Initiative(+4 to Initiative) (9th) Stealthy(+2 bonus to Hide and Move Silently) (12th)
Weapon: Quarterstaff +2 Head: Circlet of Mages (+2 to Concentration, 3 charges/day may retain previously cast spells.) Face: Neck: Amulet of Natural Armor +2(+2 natural armor bonus to AC) Shoulders: Cloak of Resistance +2 (+2 resistance bonus to all saves) Chest: Robe of Arcane Might (+4 armor bonus to AC, spells are cast at +1 caster level for DCs and SR) Torso: Arms: Bracers of Armor +4 (+4 armor bonus to AC) Hands: Arcanist's Gloves (2/day, next 1st level spell's caster level is considered +2) Ring: Ring of Protection +2 (+2 deflection bonus to AC) Ring: Ring of Endurance (Protected as by endure elements, may 3/day gain resistance 10 vs fire and frost) Waist: Feet: Frostwalkers (Ignore any movement-based penalties while in a cold environment)
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
Half-elf base land speed is 30 feet.
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Bonus Missiles: At 1st level, Alacar gains enhanced mastery of magic missile, allowing him to produce an additional missile when they cast the spell. Alacar gains an additional bonus missile at 5th and 10th level.
Still Force: At 1st level, Alacar doesn't require somatic components to cast Force spells as though he had the Still Spell feat, but not increasing the spell's level.
Force Energy: At 2nd level, Alacar may add an energy descriptor (acid, cold, electricity, fire, or sonic) to any Force spell he casts.
Swift Shield: At 2nd level, Alacar may, as a swift action, cast shield at his highest caster level. This doesn't use a spell slot to perform. Alacar may use a Swift Shield once per day for every three additional levels of Force Arcanist he has; 1/day at 2nd, 2/day at 5th, 3/day at 8th.
Overpowering Force: At 3rd level, Alacar gains a +2 bonus to caster level checks made to overcome the target's spell resistance when affecting the target with force spells. In addition, he may attempt to overcome the protection of shield-like spells with his force spells by making a caster level check; the DC is equal to the shield's caster level, or in the case of a brooch of shielding or similar effect, the DC is 20.
Reflective Shield: At 4th level, Alacar can reflect spells with the force type. Alacar is treated as though he is constantly under the effect of spell turning when targeted with magic missile spells. In addition, while under a shield, Alacar may make a Concentration check against other force-type spells (DC equal to the caster level of the spell). Success means the effect is reflected as though treated under spell turning.
Force Substitution: At 6th level, Alacar may substitute any spell he knows that has an energy descriptor with force damage. For example, instead of a fireball dealing fire damage, it deals force damage. If the spell doesn't normally allow spell resistance, it does.
Intense Force: At 7th level, Alacar gains an additional +2 bonus to overcoming spell resistance against his force spells.
Spellcasting Prodigy (1st) Spellcasting stat is considered +2 for bonus spells and DCs. Spell Mastery (3rd) Prepare spells without a spellbook: Magic Missile, Shield, Sleep, Light Combat Casting (Bonus) +4 to Concentration checks while casting defensively. Signature Spell: Magic Missile (6th) May spontaneously replace any 1st or higher level spell with magic missile Quicken Spell (9th) May cast a spell as a swift action. Spell level +4 Arcane Thesis: Magic Missile (12th) Casts magic missile as though 2 levels higher; metamagic feats applied are -1 caster level.
Alacar's caster level is normally 13th.
It's 14th when casting evocation spells.
When casting magic missile, it's 18th.
He gets an additional +6 bonus to overcome SR when using Force spells. Spells Per Day 4/6/6/5/5/4/3/1 Spells Known 0: All Cantrips
1st: magic missile, grease, mage armor, identify, charm person, burning hands, expeditious retreat, persistant blade, familiar pocket, lesser orb of acid, shield, sleep
2nd: acid arrow, locate object, greater alarm, blast of force
3rd: dispel magic, explosive runes, hold person, fireball, lightning bolt, fly, haste, greater mage armor, chain missile
4th: black tentacles, dimension door, crushing despair, ice storm, forceward, orb of force, force missiles, forcewave
5th: break enchantment, cloudkill, teleport, permanency, ball lightning, mass fly 6th: greater dispel magic, disintegrate, ruby ray of reversal 7th: antimagic ray, mass hold person, spell turning Saving Throw DCs: 16/17/18/19/20/21/22/23
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
Dark Knight:
At 2nd level and every level thereafter, gain +2 hp.
Darkness (Ex): When a melee attack hits, may deal an additional 1d6/every two levels in Darkness damage, then take 1d4/every two levels in Darkness damage. This damage is not subject to DR or SR.
Souleater (Ex): May use a darkness attack in two additional ways: 30' cone or 20'-radius burst centered on you (you don't take the darkness damage except the d4s paid).
Improved Toughness (+1hp per hit die, even future HD) (bonus 1st) Endurance(Various fitness-based bonuses; may sleep in medium armor) (bonus 4th) Diehard(When below 0 hp, auto-stable and may perform at half-efficiency) (bonus 8th) Dodge(+1 dodge bonus to AC vs 1 chosen target) (1st) Power Attack(May take up to -5 in to-hit to get +5 to damage) (3rd) Cleave(May make an attack on an adjacent enemy after dropping a foe) (6th) Great Cleave(May make multiple cleaves) (9th)
Name Alaina Leoricar Race Half-Elf Class Swordmage 3 Gender Female
Age 18 Eyes Green Hair Blonde Skintone Fair Height 5' 9" Weight 140 lbs. Alignment Chaotic Good (Good) Deity Mainly Sune, Tymora, Mielikki (Avandra) Affiliations The Leoricar Family, Phlan
STR 14 (+2) CON 16 (+3) (14 base +2 racial) DEX 12 (+1) INT 16 (+3) WIS 14 (+2) CHA 16 (+3) (12 base +2 racial)
HP 30/30 Bloodied 15 Surge 7 Surges/Day 11 Action Points 1 Milestones 0 Initiative +4 (+3 Dex+1 Regional) AC 19 (11 base+3 Int+1 Double-Sword+3 Armor+1 Class) Fort 14(11 base+3 Con) Ref 14 (11 base+3 Int) Will 16 (11 base+3 Cha+2 Swordmage) Speed 30' Size Medium
Attack Double-Sword At-Will - Standard - Weapon
Range Melee Target: One creature
Attack: +7 vs AC
Hit: 1d8+4
Note: On critical, deal +1d12 damage.
Power Aegis of Assault At-Will - Minor - Arcane, Teleportation Range: Close burst 2
Target: One creature in burst
Effect: Mark the target. If the mark makes an attack that doesn't include Alaina as a target, it takes a -2 penalty to attack rolls. If that attack hits and Alaina is within 50' of the mark, Alaina may teleport to a square adjacent to the target, if there is one free, and make a basic attack against it.
Attack Greenflame Blade At-Will - Standard - Arcane, Fire, Weapon
Target: One creature
Attack: Intelligence vs. AC
Damage: 1[W] + Int mod Fire damage, and Fire damage equal to Str mod to all enemies adjacent to the target.
Attack Sword Burst At-Will - Standard - Arcane, Force, Implement
Range Close burst 1
Target: Each enemy in burst
Attack: Intelligence +1 vs Reflex
Damage: 1d6+1 +Int mod Force damage.
Attack Twin Strike Encounter - Standard - Martial, Weapon
Range Melee
Target: One or two creatures
Attack: Strength vs AC
Damage: 1[W] per attack.
Attack Flame Cyclone Encounter - Standard - Arcane, Fire, Implement
Range Close blast 3
Target: Each creature in blast
Attack: Intelligence +1 vs Reflex
Damage: 1d8+Int mod+Str mod Fire damage.
Attack Whirling Blade Daily - Standard - Arcane, Weapon Range Ranged 25'
Requirement: Must throw melee weapon at target
Target: One creature
Attack: Intelligence vs AC
Damage: 2[W] + Int mod damage, and weapon returns to hand.
Miss:Repeat the attack against a target within 25'; if miss, repeat this process until it hits or if it misses the fourth target.
Attack Magic Missile Daily - Standard - Arcane, Force, Implement Range Ranged 100'
Target: One creature
Attack: Intelligence +1 vs Reflex
Damage: 2d4+1 +Int mod Force damage.
Attack Blastback Swipe Encounter - Standard - Arcane, Thunder, Weapon Range Melee Target: One creature
Attack: Intelligence vs. Fortitude
Damage: 1[W]+Int mod Thunder damage, and push the target 2 squares.
Special: When charging, may use this power in place of a melee basic attack.
Special: When using Aegis of Assault, Alaina may use this power in place of a melee basic attack.
Weapon Proficiency: Double-Sword (1st) Gain proficiency with Double-Sword. Intelligent Blademaster (2nd) Use Intelligence bonus instead of Strength on basic attacks.
Half-Elf
+2 Con, +2 Cha
Medium-size
30' (6 squares) speed
Low-light vision
Automatic Languages: Common, Elven, one other
Skill Bonuses: +2 Diplomacy, +2 Insight
Dilettante: Twin Strike is an encounter power.
Dual Heritage: Counts as both a Human and an Elf.
Group Diplomacy: All allies within 50' get +1 to Diplomacy.
Swordmage
+2 Will
Proficiencies: Cloth & Leather Armor; Simple, Military light, military heavy melee, and simple ranged weapons.
By spending 1 hour in meditation with a weapon, Alaina can, as a standard action, call her weapon from up to 50' away. If her bonded weapon is broken or damage, she can meditate with it to restore it to normal.
Aegis of Assault: Gain Aegis of Assault as an At-Will power.
Swordmage Warding: +1 magic bonus to AC.
Regional Benefit
+1 to Initiative.
May make 1 reroll on a Nature skill check; must keep the new result.
At Will/Encounter/Daily/Utility 3/3/2/1 At Will Aegis of Assault
Greenflame Blade
Sword Burst Encounter Twin Strike
Flame Cyclone
Blastback Swipe Daily Whirling Blade
Magic Missile (implement) Utility
Eldritch Speed (Daily: Before rolling Init, you gain +5 bonus to Initiative and may make an extra move action during your first round in combat.) Rituals
Modified Adventurer's Kit 70g
Backpack
Bedroll
Flint and Steel
Belt pouch
Trail Rations, 10 days
Silk rope, 50'
Everburning Torch
Waterskin
Tent 10g
Leather Armor +1 385gp
Double-Sword Implement: Force +1 (+1 to all Force Implement power damage, magic missile as a Daily Power)
Double-Sword Weapon: Vicious +1 (+1 to attack and damage; +1d12 damage on crit)
Signet Ring (special)
1 Power Jewel (Unknown)
480 gold
Alaina Leoricar was born in the city of Phlan on the north shore of the Moonsea, daughter to the (in)famous adventurer Alacar Leoricar and his wife of many years, Arianna. Alaina was raised in her early years in Phlan by her parents, who had decided to take a hiatus from adventuring until Alaina was of right age.
Very early on, Alaina, like her parents, had an interest in the arcane arts. But unlike her father, who could fling magic missiles like nothing and her mother who could sing up a storm, Alaina was gifted with an innate magic, not based on intelligence and learning but a natural talent. But instead of being forced to focus entirely on her sorcerous power, no doubt somehow gained through his parents' many dealings with the mystic, she was encouraged to choose her own path.
Alaina enjoyed the freedom of independence, which her parents valued more than anything, as well as being taught the value of a good deed. She took these values to heart as she decided to become a ranger, or what she preferred to be called, 'Sun Warrior'. She is not a devout follower of Sune, being encouraged to appreciate multiple deities.
When she reached appropriate age, Alacar allowed her to go out entirely on her own for the first time. She is free from the attachment of her father's fame, excepting her name and a signet ring bearing the family crest, which she bears proudly.
Alaina is a cheerful woman, at home in a busy village and in the wild wood. She is very beautiful and youthful, outgoing and playful. Ultimately though, her finest quality is her devotion to her family and friends, and to the greater good. She is only now beginning to awaken her innate magic ability.
Next, Epic Gestalt:
Name: Alaina Leoricar Age: 30 Height: 5' 9" Weight: 140 lbs. Eye Color: Green Hair Color: Strawberry Golden Skintone: Fair Alignment: Neutral Good Deity: Sune, Tymora
Race: Half-Elf
Gender: Female Size: Medium Class and Level: Fighter 2/Swashbuckler 3/Bladesinger 10/Duelist 10//Sorcerer 10/Spellsword 10/Archmage 5
Base Attack Bonus: +20/+15/+10/+5 with +3 epic bonus Grapple Bonus: +27 with +3 epic bonus Ranged Attack Bonus: +29/+24/+19/+9 with +3 epic bonus Melee Attack Bonus: +27/+21/+17/+7 with +3 epic bonus Weapon Finesse Attack Bonus: +29/+24/+19/+9 with +3 epic bonus
Attack: Forceblade
Attack Bonus: +33/+28/+23/+13 with +3 epic bonus; +1 when a spell is channeled
Damage: 1d8+11 +1 when a spell is channeled
Sneak Attack Damage: 2d6+9
Range: Melee
Type: Force, Piercing, Slashing
Crit: 19-20/x2
Weight: 3 lbs.
Weapon:Forceblade (Rod that generates a Force energy blade as a free action; functions as a light Longsword +3.) 32,000gp
Weapon Crystal: Greater Arcane Crystal of Arcane Steel (+1 to hit, damage, and save DCs when a spell is channeled.) 6,000gp
Head: Circlet of Mages and Rapid Casting (3/day may cast spells as swift actions; +2 to Concentration, 3/charges: 1--retain 1st level spell slot 2--2nd level 3--3rd) 20,000
Face: None
Neck: Amulet of Natural Armor +5 (+5 natural armor bonus to AC) 50,000gp
Shoulders: Minor Cloak of Displacement (Continual 20% miss chance) 24,000gp
Chest: Alaina's Outfit (Glamered Masking Shirt of Landing +5; Looks like normal clothes, continual nondetection, always land on feet if falling within 60', +5 enhancement bonus to AC) 71,700
Torso: Vest of the Archmagi (+8 Armor bonus to AC, +5 resistance to all saving throws, +2 enhancement bonus on caster level checks to overcome spell resistance, may spend an arcane spell as a swift action to heal himself 5 times the spell's level as many times as desired.) 200,000gp
Arms: Bracers of Armor +8 (+8 enhancement bonus to AC) 64,000gp
Hands: True Strike Gauntlets of Storing (1/day +20 to hit with weapon. In addition, may hold one object less than 20 lbs. that is summoned as a free action by snapping one's fingers. Stored Item: Forceblade) 13,500gp
Ring: Ring of Wizardry I-IV (Double all 1st thru 4th level spells) 460,000gp
Ring: Signet Ring of Greater Universal Energy Resistance (Resist 30 to all energy types.) 180,000gp
Waist: Belt of Magnificence +6 (+6 enhancement bonus to all ability scores) 200,000gp
Feet: Boots of Swiftness and Climbing (+20 to Climb, Jump, and Tumble checks, +30' to movement speed, +6 enhancement bonus to Dex, 3/day haste for 20 rounds. In addition, may spider climb as the spell.) 263,200gp
Manual of Bodily Health +5 (Con) 137,500gp
Manual of Gainful Exercise +5 (Str)
Manual of Quickness of Action +5 (Dex)
Tome of Clear Thought +5 (Int)
Tome of Leadership and Influence +5 (Cha)
Tome of Understanding +5 (Wis)
Spool of Endless Rope 1,400gp Bag of Holding Type IV 10,000gp
Wand of Cure Critical Wounds (60 charges) 21,000gp Magic Bedroll (Recover +1 hp/level while resting, plus endures elements) 500gp Daern's Instant Tent (Small triangle canvas turns into a 20'x20'x20' tent that can house 8 people as though in a Tiny Hut, with a firepit. Tent has electricity, fire, and acid resistance 10, and immunity to cold.) 9,000gp
3 Everlasting Rations(Field rations feed a single Medium creature once/day) 350gp Everfull Mug(3/day, on command may generate 12oz. water, cheap ale, or watery wine.) 200gp Pale Green Prism Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability checks.) 30,000gp Dusty Rose Prism Ioun Stone (+1 insight bonus to AC) 5,000gp Dark Blue Rhomboid Ioun Stone (Alertness as the feat) 10,000gp
625 platinum coins
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
Half-elf base land speed is 30 feet.
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
As long as Alaina carries a light load, gain a +1 insight bonus to Reflex saves.
Insightful Strike: If Alaina can make a sneak attack on an opponent with a weapon affected by Weapon Finesse, gain a bonus to damage equal to Intelligence modifier. (+9)
Bladesinger:
Spellcasting level increased at every odd-numbered level.
Bladesong Style (Ex): When wielding a longsword or rapier in one hand and nothing in the other, gain a dodge bonus to AC equal to her class level with a maximum of her Intelligence bonus. (+9)
Lesser Spellsong (Ex): When wielding a longsword or rapier in one hand and nothing in the other, Alaina may always take 10 when making a Concentration check to cast defensively.
Song of Celerity (Ex): 1/day may Quicken a known spell of up to 4th level without affecting its spell level. May use this ability only when wielding a longsword or rapier in one hand and nothing in the other.
Song of Fury (Ex): When making a full attack with a longsword or rapier in one hand and nothing in the other, may make an additional attack at the highest attack bonus, but it and all other attacks for that round take a -2 penalty.
Spellsword:
Spellcasting level increased at every odd-numbered level.
Bonus Fighter or Wizard feat.
Channel Spell/8 day (Sp): Five times per day, as a swift action, may expend a spell or spell-like ability Alaina knows to store into her weapon. Spell remains channeled for 8 hours or until weapon hits a target, in which case it goes off as though it were cast. Can only channel spells into one weapon at a time.
Multiple Channel Spell(Sp): May channel two spells into one weapon as a swift action.
Swift Channel Spell (Sp): May channel spells as a swift action.
Arcane Fire (Su): Costs 1 9th-level slot; May expend a spell to make a ranged touch attack with a 600' range to hit a target with 5d6 magic damage plus 1d6 for each level of the spell.
Mastery of Elements: Costs 1 8th-level slot; May change the energy descriptor of a spell from one element to another. (Acid, cold, fire, electricity, sonic, force, light, dark)
Spell-Like Ability: Costs 1 5th-level slot: May permanently fill a spell slot with the ability to cast a spell of same level or lower as a spell-like ability 2/day; if the spell slot is higher than the spell, may apply metamagic feats--if 3 levels higher, may use it 4/day. If 6 levels higher, may use it 6/day.
Arcane Reach (Su): Costs 1 7th-level slot; May make a ranged touch attack to affect a target within 30' with a touch spell.
Mastery of Shaping: Costs 1 6th-level slot; May create spaces within an area of a spell's effect that are not affected; minimum is a 5' cube. Also, any shapeable spells have a minimum dimension of 5' instead of 10'.
Spellcasting Prodigy (1st) Charisma is treated as +2 for spell save DCs and bonus spells. Quick Draw(Fighter bonus) Improved Initiative(Fighter Bonus) Combat Casting(3rd) Somatic Weaponry (6th) May cast spells with a somatic component even when hands are full. Arcane Strike (9th) As a free action, Alaina may spend one of her spells per day to channel arcane energy into her weapon or unarmed strike; when she strikes with it, she gains an attack bonus equal to the spell's level, and adds Xd4 arcane damage to the weapon damage, where X is the spell's level. Spell Penetration(12th) Greater Spell Penetration(Bonus Spellsword) Empower Spell(15th) All numerical values of the spell are increased by 1.5; Spell level +2. Improved Arcane Strike(18th) Epic Spell Penetration(21st) Unstoppable Spell(24th) Proficiencies All simple and martial weapons and all armor and shields.
Alaina Leoricar is best known as Alacar and Lyia Leoricar's only child, though she's fought long and hard to earn a name for herself. Born during the events known as the Godslayer War, she was raised by her parents on the road, as her father's wanderlust was never slaked, and her mother obliged.
As a result, Alaina was raised with a worldly wisdom, being accepting of nearly all things and taught at a very early age to embrace life and the goodness of people. Even Drow she has learned to only pity, not hate, and admire those who come to the surface.
Alaina was trained in the art of adventuring almost as soon as she could walk and talk, taught to balance the spell and the sword. She was discovered to have an innate magical power, and a talent with a rapier. She quickly became friends with those her father knew, old and new alike--Fraedo, since retired from adventuring, who kept horning in on her; Roland, now a warlord of Tyr, who instilled in her a strong sense of duty; Thrender, who regaled her with stories of her father's home, and his wife (long since recovered from the marauding pirates who invaded long ago) helping her to embrace her femininity. Even the Purple Dragons of Cormyr liked seeing her play amid their court.
Arianna, Alacar's mother, taught Alaina to, above all, embrace happiness and goodness, and to love with all of her heart. She often indulged her granddaughter (as was her right) when she should've been studying. Alaina happily learned to balance her life as a young lady about town as much as her study over her magic and swordplay.
So too did Alaina meet and befriend the heroes of the Godslayer War; most especially Thorel, who showed her the benefit of devotion in faith. Her strength in the sun goddess was only enhanced, and she even apprenticed at a temple of Sune for a year before moving on--she had her parents' wanderlust, so she continued onward.
Confident in herself, she left her home in Phlan at nineteen, given a special signet ring by her father. She traveled far off to the city of Alivar, where her adventures began with the clan 'New Dawn'.
It was here she met the first of her boyfriends, Arans. She even named her familiar after him. She travelled with New Dawn for a long time, scouring dungeons and helping the city of Alivar, far from her father's fame.
But soon, she returned to Phlan. Arans was introduced to Alacar, and although Alacar liked him, Arans was intimidated by the powerful hero, so he left Alaina.
Heartbroken, she left and wandered south, through the Dales, then eastward to Thay and beyond. She helped the town of Gordi by ridding it of barbarians; a halfling village from an attacking goblin horde, eventually even slaying their king. She helped negotiate peace between a growing tribe of centaurs and a burgeoning young kingdom, avoiding bloodshed and routing out the centaur usurpers (and their hired assassin). She was commissioned to enter a vampire lord's keep, and she not only slew it, but helped the cleric (another boyfriend) to cleanse the tower and reclaim it. She was chosen as an emissary to Thay from a league of Western cities to petition slaves' freedom--it didn't end as well as she'd hoped, but she did manage to free some, much to Thay's chagrin. At last she dared to enter The Temple of Elemental Evil, and managed to barely escape with her life.
Despite all of her successes and failures, the lessons she took to heart at a young age stuck with her, and she is ever optimistic. Alaina is a beautiful young woman--being only one-quarter human, she is immortally youthful even as she ages. She has a bright and cheerful disposition except in the most dire of times, and is a very friendly and open individual. She is fiercely loyal to her allies and loved ones, and has a soft spot for a kind heart surrounded by a rough exterior, not to mention a cute face. She's since had a few other boyfriends, but they all end the same way once they meet her father. It's a curse, but she's hopeful that will change.
Name Alaina Leoricar Race Half-Elf Class Ranger 2 Gender Female
Age 18 Eyes Green Hair Blonde Skintone Fair Height 5' 9" Weight 140 lbs. Alignment Chaotic Good (Good) Deity Mainly Sune, Tymora, Mielikki (Avandra) Affiliations The Leoricar Family, Phlan
STR 15 (+2) CON 16 (+3) (14 base +2 racial) DEX 15 (+2) INT 12 (+1) WIS 14 (+2) CHA 16 (+3) (14 base +2 racial)
HP 38 (12+16 Con+5 Toughness+5 level) Bloodied 10 Surge 5 hp Surges/Day 9 Action Points 1 Milestones 0 Vision Low-Light
Initiative +3 (+2 Dex+1 level) AC 16 (10+2 Dex+1 level+4 Hide Armor) Fort 14 (10+3 Con+1 level+1 Ranger) Ref 13 (10+2 Dex+1 level+1 Ranger) Will 13 (10+3 Cha+1 level) Speed 30' (6 squares) Size Medium
[W] = Weapon's basic attack damage Attack Vicious Longsword +1 (Basic)
To Hit: +7 vs AC
Damage: 1d8+3
Range: Melee
Special: Critical deals +1d12 damage
Attack Shortsword +1 (Basic)
To Hit: +7 vs AC
Damage: 1d6+3
Range: Melee
Attack Careful Attack (At Will)
To Hit: +9 vs AC
Damage: 1[W]
Range: Melee
Attack Twin Strike (At Will)
To Hit: +7 vs AC (main and offhand), two attacks
Damage: 1[W] damage per attack
Range: Melee
Attack Dire Wolverine Strike (Encounter)
To Hit: +7 vs AC
Damage: 1[W] damage in 5' burst
Range: Melee
Attack Eldritch Blast (Encounter; Basic)
To Hit: +4 vs Reflex
Damage: 1d10+3
Range: 50'
Implement: Wand
Special: Counts as a ranged basic attack
Attack Eyebite (Encounter)
To Hit: +4 vs Will
Damage: 1d6+3 psychic
Range: 50'
Implement: Wand
Special: On hit, become invisible to the target until start of next turn
Attack Jaws of the Wolf (Daily)
To Hit: +7 vs AC (main and offhand), two attacks
Damage: 2[W] damage per attack
Range: Melee
Special: On miss, 1[W] damage per attack
Pact Initiate (Fey) (1st) Eyebite is an encounter power; trained in Streetwise; access to Fey paragon Toughness (Ranger bonus) +5 hp per tier Alertness (2nd) +2 to Perception; enemies get no combat advantage during surprises)
Half-Elf:
+2 Con, +2 Cha
Medium-size
30' (6 squares) speed
Low-light vision
Automatic Languages: Common, Elven, one other
Skill Bonuses: +2 Diplomacy, +2 Insight
Dilettante: Eldritch Blast is an encounter power
Dual Heritage: Counts as both Human and Elven
Group Diplomacy: All allies within 50' get +1 to Diplomacy.
Ranger:
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple and military melee and ranged
Bonuses to Defense: +1 Fort, +1 Reflex
Hit Points: 12+Con at 1st, 5 each level
Healing Surges/Day: 6+Con
Fighting Style: Two-Blade Fighting
Hunter's Quarry: Minor action: Designate one target as quarry; Once per round, deal an additional +1d6 damage to the quarry with an attack.
Prime Shot: If no allies are closer to a target than Alaina, she gets a +1 bonus to hit with ranged attack rolls against that target.
At-Will/Encounter/Daily/Utility 2/3/1/0 At Will Careful Attack
Twin Strike Encounter Dire Wolverine Strike
Eldritch Blast (Dilettante)
Eyebite (Pact Initiate) Daily Jaws of the Wolf Utility
Yield Ground - Encounter (Immediate in response to being hit - May shift 2 squares and get +2 to all defenses until next turn.) Rituals
Alaina Leoricar was born in the city of Phlan on the north shore of the Moonsea, daughter to the (in)famous adventurer Alacar Leoricar and his wife of many years, Arianna. Alaina was raised in her early years in Phlan by her parents, who had decided to take a hiatus from adventuring until Alaina was of right age.
Very early on, Alaina, like her parents, had an interest in the arcane arts. But unlike her father, who could fling magic missiles like nothing and her mother who could sing up a storm, Alaina was gifted with an innate magic, not based on intelligence and learning but a natural talent. But instead of being forced to focus entirely on her sorcerous power, no doubt somehow gained through his parents' many dealings with the mystic, she was encouraged to choose her own path.
Alaina enjoyed the freedom of independence, which her parents valued more than anything, as well as being taught the value of a good deed. She took these values to heart as she decided to become a ranger, or what she preferred to be called, 'Sun Warrior'. She is not a devout follower of Sune, being encouraged to appreciate multiple deities.
When she reached appropriate age, Alacar allowed her to go out entirely on her own for the first time. She is free from the attachment of her father's fame, excepting her name and a signet ring bearing the family crest, which she bears proudly.
Alaina is a cheerful woman, at home in a busy village and in the wild wood. She is very beautiful and youthful, outgoing and playful. Ultimately though, her finest quality is her devotion to her family and friends, and to the greater good. She is only now beginning to awaken her innate magic ability.
Name Fraedo Hairtoe Race Halfling Class Rogue 30/Master Infiltrator/Deadly Trickster Gender Male
Age 30 Eyes Hazel Hair Light Brown Skintone Tanned in most places Height 3' 7" Weight 75 lbs. Alignment Chaotic Neutral Deity Tymora Affiliations The Harpers, Phlan, The Leoricar Family
STR 18 (+4) (14 base +4 levels) CON 20 (+5) (16 base +4 levels) DEX 24 (+7) (16 base +2 racial +6 levels) INT 16 (+3) (12 base +4 levels) WIS 16 (+3) (14 base +2 levels) CHA 16 (+3) (8 base +2 racial +6 levels)
HP 173 Bloodied 86 Surge 43 Surges/Day 11 Action Points 1 Initiative +26 AC 42 (10+15 level+10 armor+7 Dex) Fort 20 (15 level+5 Con) Ref 24 (15 level+2 Class+7 Dex) Will 18 (15 level+3 Wis) Speed 30' Size Small
Halfling Agility (1st) Attacker takes -2 penalty on Second Chance reroll Lost in the Crowd (2nd) +2 to AC when adjacent to at least two larget enemies Backstabber (4th) Sneak Attack damage increases to d8s Toughness (6th) +5 hp per tier Improved Initiative (8th) +4 to Initiative Escape Artist (10th) +2 to Acrobatics; Escape a grab as minor action Evasion (11th) No damage from missed area or close attack Agile Athlete (12th) Chance to reroll on Acrobatics and Athletics checks Secret Stride (14th) No penalties to Stealth while sneaking or hiding Underfoot (16th) Move through spaces of Large or larger size creatures Light Blade Precision (18th) +2 damage vs Large or larger size creatures Danger Sense (20th) Roll twice for initiative, use higher result Flanking Maneuver (21st) Move diagonally through enemies' spaces Light Blade Mastery (22nd) Critical hit with light blade attack roll of 19 or 20 Blind-Fight (24th) Adjacent enemies aren't concealed or invisible Unfettered Stride (26th) Ignore movement penalties of difficult terrain Epic Resurgence (28th) Regain attack power on critical hit Skill Training: Streetwise (30th) Trained in Streetwise
Halfling:
+2 Dex, +2 Cha
Small Size: Can't use two-handed weapons and no additional damage when using a versatile weapon two-handed.
+2 to Acrobatics and Thievery
Bold: +5 racial bonus to saves vs fear
Nimble Reaction: +2 racial bonus to AC against opportunity attacks
Racial Power: Second Chance
Rogue:
Armor proficiencies: Cloth, leather
Weapon proficiencies: Dagger, hand crossbow, shuriken, sling, short sword
Bonus to Defense: +2 Reflex
12+Con at 1st, 5 for each other
Healing Surges/Day: 6+Con
First strike: Combat advantage against any enemies that haven't acted yet in an encounter
Rogue Tactics: Artful Dodger - +3 bonus to AC against opportunity attacks
Rogue Weapon Talent: When wielding a shuriken, damage die increases by one; when wielding a dagger, gain a +1 bonus to attack rolls
Sneak Attack: Once per round, when attacking with a light blade, crossbow, or sling with combat advantage, deal an additional 5d8 damage if the attack hits.
At Will/Encounter/Daily/Utility 2/5/4/7 At Will Deft Strike
Sly Flourish Encounter Second Chance (Racial)
Distracting Wound (Paragon)
Hounding Strike
Knave's Gambit
Dance of Death Daily Feinting Flurry
Painful Puncture (Paragon)
Ghost on the Wind
Immobilizing Strike Utility
Quick Fingers - Encounter
Chameleon - At-Will
Dangerous Theft - Encounter
Impossible to Catch - Encounter (Paragon)
Foil the Lock - Daily
Cloud Jump - Encounter
Epic Trick - Daily (Epic Destiny) Rituals
Coming Soon
Weapon: Dancing Shortsword +6 Weapon 2: Lifedrinker Dagger +6 Armor: Darkleaf Starleather +6 Arms: Bracers of Mighty Striking (epic) Feet: Boots of the Infinite Stride Hands: Guildmaster's Gloves Head: Halo of Fallen Stars Neck: Scarab of Invulnerability Ring: Ring of Regeneration Ring: Ring of Flight Waist: Dynamic Belt Others Bag of Holding
Handy Haversack
Rope of Climbing
Portable Hole
Potion of Healing x5
Potion of Recovery x2
Potion of Life
Common
Elven
Fraedo was born about thirty years ago, in a small halfling village in the Dalelands, not far from Hillsfar. Born Ellisdale Patoon Marcel Liam Allan Farren, he lived in a house with five sisters and two brothers; quite a busy family. He learned to be quick and agile after having to survive the massive bouts of sibling rivalry from his older brothers and sisters. Fraedo is the shortest in his clan; most are over three feet tall--he never reached over that mark.
Being the smallest and least physically strong wasn't a problem for him though--he became adept at hiding and sneaking, and grew a penchant for stealing 'to make a point'.
After he grew into adolescence, his parents arranged a marriage with another halfling. His wanderlust and growing kleptomania made him feel smothered, so he fled to Hillsfar, changing his name, and giving up everything to live free. This wasn't easy of course--he was lucky he was so skilled, or he would've starved.
His 'lucky break' came when he saw an elf, a half-elf, and a human drinking at the bar. Fraedo watched his targets, and when they went to sleep, he successfully managed to not only take their stuff, but nearly everything they had. He would've succeeded--if the half-elf didn't have to pee in the middle of the night. Waking up and spotting the little halfling, Fraedo was captured and interrogated, meeting Alacar, Thrender Grone, and Roland Everbrand.
Fraedo didn't want to go to jail. He offered his services to help the party in their endeavor, which involved sailing to Phlan to help save the city from monsters and gain fame and fortune. Fraedo quickly became fast friends with Alacar, often pulling pranks with him on Roland, whom he constantly bickered with regarding their differences in opinion.
After saving Phlan, Fraedo was asked if he wanted to stay--his debt was more than repaid, and he'd been given some of the royal jewels of Phlan. He decided to stay with his friends, a decision that changed his life forever. Fraedo continued to fight alongside his friends, though he was always on the lookout for more gold.
Personally, Fraedo loved every second of it, but he was always complaining. He grew from a habitual pilferer to a habitual complainer. When he wasn't sneaking, he was snappy and often rude, which sometimes led to disasterous results. This unfortunately didn't attract any ladies to Fraedo--despite this, he would often blow the rest of his money after buying gear and supplies on the comforts of the fairer sex.
Although Alacar found his true love in Lyia, Fraedo is still very single. He doesn't mind though. He has been offered to work with the Harpers, which he at first declined, but he's now reconsidering.
Currently, Fraedo lives in Neverwinter, as an honorary leader of the thieves' guild there.
Powers for a 30th level character based on level:
at-will: 1, 1
encounter: paragon, 17, 23, 27
daily: 19, paragon, 25, 29
utility: 2, 6, 10, paragon, 16, 22, epic destiny
All art except the first two are drawn by Saimain.
Name: Alacar Leoricar Age: 49 Height: 5' 10" Weight: 130 lbs. Eye Color: Green Hair Color: Black Skintone: Fair and white Alignment: Chaotic Good Deity: Tymora (and/or god/dess of luck)
Race: Half-Elf
Gender: Male Size: Medium Class and Level: Fighter 2/Swashbuckler 3/Spellsword 10/Force Arcanist 10//Wizard 10/Bladesinger 10/Abjurant Champion 5
Weapon: Head: Face: Neck: Shoulders: Chest:Torso: Arms: Hands: Ring: Ring: Waist: Belt of Magnificence +6 (+6 enhancement bonus to all ability scores) 200,000gp Feet:
Manual of Bodily Health +5 (Con) 137,500gp
Manual of Gainful Exercise +5 (Str)
Manual of Quickness of Action +5 (Dex)
Tome of Clear Thought +5 (Int)
Tome of Leadership and Influence +5 (Cha)
Tome of Understanding +5 (Wis)
Coming Soon
Half-Elf:
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
Half-elf base land speed is 30 feet.
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
As long as Alacar carries a light load, gain a +1 insight bonus to Reflex saves.
Insightful Strike: If Alacar can make a sneak attack on an opponent with a weapon affected by Weapon Finesse, gain a bonus to damage equal to Intelligence modifier.
Spellsword:
Spellcasting level increased at every odd-numbered level.
Ignore Spell Failure 30%
Bonus Fighter or Wizard feat
Channel Spell/5 day (Sp): Five times per day, as a move action, may expend a spell Alacar knows to store into his weapon. Spell remains channeled for 8 hours or until weapon hits a target, in which case it goes off as though it were cast. Can only channel spells into one weapon at a time.
Multiple Channel Spell(Sp): May channel two spells into one weapon as a move action.
Bladesinger:
Spellcasting level increased at every odd-numbered level.
Bladesong Style (Ex): When wielding a longsword or rapier in one hand and nothing in the other, gain a dodge bonus to AC equal to his class level with a maximum of his Intelligence bonus. (+7)
Lesser Spellsong (Ex): When wielding a longsword or rapier in one hand and nothing in the other, Alacar may always take 10 when making a Concentration check to cast defensively.
Song of Celerity (Ex): 1/day may Quicken a known spell of up to 4th level without affecting its spell level. May use this ability only when wielding a longsword or rapier in one hand and nothing in the other.
Song of Fury (Ex): When making a full attack with a longsword or rapier in one hand and nothing in the other, may make an additional attack at the highest attack bonus, but it and all other attacks for that round take a -2 penalty.
Force Arcanist:
Spellcasting level increased at every level except 1st.
Bonus Missiles: Gain three additional magic missiles when casting the spell (8 missiles total)
Still Force: Spells with the Force energy type don't require somatic components.
Force Energy: May add an energy type to any Force spell.
Swift Shield: 3/day may cast shield at his highest caster level.
Overpowering Force: +2 to caster level checks to overcome SR with Force spells; May also make a caster level check to overcome a shield effect, with DC equal to the caster level (20 if brooch of shielding).
Reflective Shield: Always under the effect of spell turning against magic missiles; may make a Concentration check to turn other Force spells; DC is equal to the spellcaster's level.
Force Substitution: May replace any spell with an energy descriptor with Force; if the spell doesn't normally allow SR, it does when replaced.
Intense Force: +2 to caster level checks to overcome SR with Force spells.
Caster Level: Normally, Alacar's caster level is 34.
Coming Soon
Coming soon
Name: Rahn Deckard Age: 400 Height: 5' 9" Weight: 190 lbs. Eye Color: Blue Hair Color: White Skintone: Black Alignment: Chaotic Good Deity: Procan (God of the sea and sea life)
Race: Drow
Gender: Male Size: Medium Class and Level: Bard 10/Sublime Chord 10/Seeker of the Song 5//Swashbuckler 5/Dread Pirate 10/War Chanter 10
Weapon: Leoric(Songblade with: Flaming Burst, Shocking Burst, Screaming Burst, Icy Burst, and Parrying)(Rapier +1; +2 enhancemernt bonus to Perform; +1 daily use of bardic music)
(On hit, deal +1d6 each of Fire, Frost, Sonic, and Ice damage)
(On Critical, deal +1d8 each of Fire, Frost, Sonic, and Ice damage)
(+1 insight bonus to AC and saves) 200,000gp
Weapon: Alieri (Songbow with: Flaming Burst, Shocking Burst, Screaming Burst, Icy Burst, and Distance)
(Shortbow +2; May, as a move action, expend one use of bardic music to add +11 to hit and damage)
(On hit, deal +1d6 each of Fire, Frost, Sonic, and Ice damage)
(On Critical, deal +1d8 each of Fire, Frost, Sonic, and Ice damage)
(Double range of fire.) 200,000gp
Head: Circlet of Mages(+2 competence bonus to Concentration; 3 charges/day--1: Retain one 1st level spell. 2: 2nd. 3: 3rd) 5,000gp
Face: Monocle of Perusal (+5 competence bonus to Appraise; 1/day identify) 6,500gp
Neck: Greater Choker of Eloquence (+10 competence bonus to Diplomacy, Bluff, and Perform) 24,000
Shoulders: Cloak of Resistance +5 (+5 resistance bonus to all saves) 25,000gp
Chest: Freedom Shirt of Greater Invulnerability +1 (+1 enhancement bonus to AC; DR 10/epic; Continual freedom of movement.) 526,000gp
Torso: Impervious Vestment (+5 armor bonus to AC; 1/day may summon a blade barrier (20' high, up to 90' radius); may pass through barrier) 34,000gp
Arms: Bracers of Armor +8 (+8 enhancement bonus to AC) 64,000gp
Hands: Gloves of Storing (Store Instrument in stasis) 10,000gp
Ring: Ring of Protection +5 (+5 deflection bonus to AC) 50,000gp
Ring: Greater Ring of Universal Energy Resistance (Resist 30 to all energy types) 180,000gp
Waist: Belt of Magnificence +6 (+6 enhancement bonus to all ability scores) 200,000gp
Feet: Spider Climb Boots of Levitation (Spider Climb on walls/ceiling with 20' speed; Levitate at will) 12,300gp
Manual of Bodily Health +5 (Con) 137,500gp
Manual of Gainful Exercise +5 (Str)
Manual of Quickness of Action +5 (Dex)
Tome of Clear Thought +5 (Int)
Tome of Leadership and Influence +5 (Cha)
Tome of Understanding +5 (Wis)
Spool of Endless Rope 1,400gp Bag of Holding Type IV 10,000gp
Wand of Cure Critical Wounds (60 charges) 21,000gp Magic Bedroll (Recover +1 hp/level while resting, plus endures elements) 500gp Daern's Instant Tent (Small triangle canvas turns into a 20'x20'x20' tent that can house 8 people as though in a Tiny Hut, with a firepit. Tent has electricity, fire, and acid resistance 10, and immunity to cold.) 9,000gp
3 Everlasting Rations(Field rations feed a single Medium creature once/day) 350gp Everfull Mug(3/day, on command may generate 12oz. water, cheap ale, or watery wine.) 200gp Pale Green Prism Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability checks.) 30,000gp Orange Prism Ioun Stone (+1 caster level) 30,000gp Flute of the Snake (Masterwork flute; +2 competence bonus to Perform; 3/day may animal trance a snake; 1/day may summon 1d4+1 Medium-size Vipers) 15,400gp
Ship: The Black Pearl Cost: 20,000gp; war frigate (10,000 base+10,000 upkeeps/enhancements)
Bottomless Quiver 2,000gp
Adventurer's Kit 70gp
933 Platinum Coins
Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.
Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf’s automatic and bonus languages.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf’s favored class.
Weapon/Armor Proficiencies: All simple and martial weapons, and light armor and shields (but not tower shields)
Weapon Finesse: Gained as a Bonus Feat
Grace +1: +1 competence bonus to Reflex saves.
Insightful Strike: While carrying light loads and using a Weapon Finesse weapon, add +8 damage; doesn't work against enemies immune to Criticals/Sneak Attack.
Dodge Bonus +1: May select 1 opponent during combat to get a +1 dodge bonus to AC (works like the feat)
Dread Pirate:
Seamanship: +10 insight bonus to Profession (sailor); allies within sight/hearing get a +5 insight bonus to Profession (sailor).
Two-Weapon Fighting: When wearing light or no armor, gains the Two-Weapon fighting feat.
Fearsome Pirate: Gained a reputation as an honorable pirate; +6 circumstance bonus to Diplomacy, in addition to other bonuses.
Rally the Crew: When inspiring courage, grant an additional +2 bonus on attack and damage rolls and saving throws.
Acrobatic Charge: May charge over a difficult/cluttered terrain without penalty. May have to make appropriate checks to do so.
Steady Stance: Not considered flat-footed while balancing or climbing; get a +10 circumstance bonus to Balance and Climb when taking damage.
Luck of the Wind: 1/day may reroll any failed attack roll, skill check, ability check, or saving throw. Must take the reroll.
Skill Mastery: May take 10 with Balance, Climb, Jump, and Tumble skills even when normally unable.
Fight to the Death: Allies under Rally the Crew's influence gains +21 hp, +11 dodge bonus to AC, and is treated as though they had the Diehard feat. Lasts until the effect ends or loss of consciousness.
Pirate King: Treated as though having gained the Leadership feat, but only followers (fellow pirates/sailors) are attracted, not cohorts.
Bardic Knowledge: Sublime Chord levels stack with Bard's.
Bardic Music: Half of Sublime Chord levels stack with Bard's.
Song of Arcane Power: May make a Perform check and spend a Bardic Music use when casting an arcane spell; if result is < 9, +0 caster level. 10-19: +2; 20-29: +3; 30+: +4
Song of Timelessness: May spend a Bardic Music use to immobilize a single creature within 60'; Will save DC 31 negates. Nothing can affect the creature and it can take no actions as long as the song lasts, up to a maximum of 10 minutes.
Song of Cosmic Fire: May make a Perform check and spend two Bardic Music uses to create a 20' radius spread of fire anywhere within 100'; damage is equal to the Perform result; Reflex DC 31 for half damage.
War Chanter:
War Chanter Music: War Chanter's levels stack with Bard's for Bardic Music.
Inspire Toughness: May spend a use in Bardic Music to grant all allies and himself +20 temporary hit points and the effects of the Diehard feat for as long as the song lasts+5 rounds afterward.
Inspire Recklessness: May spend a use in Bardic Music to grant allies within 60', including himself; affected allies may subtract from their AC any amount less than their BAB to get an equal morale bonus to all attack rolls. The AC penalty lasts until their next turn.
Combine Songs: May combine two bardic music effects into one use (normal stacking rules for bonus types apply.)
Inspire Awe: May spend a use in Bardic Music to affect any enemies within 60'; affected creatures must make a DC 31 Will save. If a creature fails, the result is dependent on the difference between its HD and Deckard's. (If Deckard's HD is >=10, the foe is paralyzed with fear. If Deckard's HD is +1 to +9 over, the foe is panicked. If Deckard's HD is equal to -5, the foe is frightened. If Deckard's HD is 6 or more lower than the enemy's, it is shaken.) The effect lasts as long as the song lasts+1 round.
Singing Shout: May, as a standard action, let out a singing shout. All allies within 60' get a +4 enhancement bonus to Str for 5 rounds.
Inspire Legion: May spend a use of Bardic Music; all allies' BAB becomes equal to the best among the affected allies, or equal to Deckard's, whichever is higher; plus they all gain a +2 competence bonus to damage rolls.
Seeker of the Song:
Seeker Music: Seeker levels stack with Bard's for Bardic Music. May, as a swift action, during the second round of performing a Seeker Song, may expend a use of Bardic Music to activate that Song's Refrain.
Rapture of the Song: While using Bardic Music, gain a +2 insight bonus to AC and saing throws.
Combine Songs: May combine two bardic music effects into one use (normal stacking rules for bonus types apply.)
Subvocalize: May, while using Bardic Music, as a swift action, start a new song of Bardic Music, either to replace the one being used or to use concurrently with the active one.
Burning Melody Deckard and all allies within 30' gain fire resistance 15. lasts as long as the song lasts. Refrain: Shoot a 30' cone of fire from fingertips: 6d6 fire damage (Reflex save DC 38 for half).
Song of Unmaking 5d8 points of damage to all constructs within 30' (no save).
Dirge of Frozen Loss Deckard and all allies within 30' gain cold resistance 15. lasts as long as the song lasts. Refrain: Shoot a 60' line of cold energy from fingertips: 10d6 cold damage to any creature in the line and fatigues any creature it hits. (Fort save DC 38 for half damage and no fatigue)
Song of Life Deckard and all allies within 30' gain immunity to poison and disease. Lasts as long as the song lasts. Refrain: May touch an affected creature while making a Perform check to heal HP equal to the check result. Touching is a standard action.
Anthem of Thunder and Pain Deckard and all allies within 30' gain electricity resistance 15. Lasts as long as the song lasts. Refrain: Shoot a ray of electricity; ranged touch attack of 20', 10d6 electricity damage. If it hits, may arc to another enemy within 20' with a ranged touch attack to deal half as much damage. May create an additional ray at 6th level and 9th level.
Weapon/Armor Proficiencies All Simple and Martial; All light armor and shields Weapon Finesse(Bonus Swashbuckler) Two-Weapon Fighting(Bonus Dread Pirate) Lingering Song (1st) Bardic Music effects last 1 minute after finished. Versatile Performer (3rd) All Perform skills get a bonus equal to the ranks of the highest Perform skill. Lyric Spell (6th) May use 1+spell level's worth of Bardic Music uses to cast any known spell. Point Blank Shot(9th) Precise Shot(12th) Chaos Music (15th) Bardic Music is treated as though 4 levels higher. Plus, gain an aura of Chaos. Windsinger (18th) May spend a Bardic Music use to control winds on the ship as long as song continues. Obscure Lore (21st) +4 insight bonus to Bardic Knowledge. Combat Casting(24th)
Deckard was born on the sea, raised on the sea, and he will die on the sea. Born in a clan of Drow that live near the sea, raised to be one of their many raiding corsairs. Rahn was naturally talented with the flute at a young age, and travelled far as the cabin boy, entertaining the drow soldiers on their ships.
His first true experiences as a sailor occurred when his ship finally made their first big raid when he was a young adolescent. The pirates on board attacked a defenseless island of elves, and, while he had been taught that the surface-dwelling elves were the enemy, he saw the sheer carnage of the pirates on the ship, and was truly disgusted. He didn't want this. He wanted to sail the sea, taking what he wanted, but not at a reckless expense.
He finally had enough when, after a protest to his superiors, he was flogged for being 'compassionate'. He ran away from home and, stealing a small boat, sailed away to the island they had raided. He wanted to apologize, and hope to at least face justice for his kin's actions.
He expected to be killed as soon as the elves caught him, but he was sincere, and unarmed, and only just a boy. They brought him to the village elder, and he was spared, provided he help the isle prepare for another attack, and atone for his sin of omission.
Deckard had been allowed to learn the drow pirates' tactics during his time, seeing their drills and training as he tried it. He told the elves all they could, still fearful they would kill him. With his help and guidance, the elves repelled the invaders, and Deckard found his true calling: Not being a force to be reckoned with, but being an inspiring leader and swashbuckler.
It was then that Deckard was (mostly) forgiven, and allowed to sail as a privateer for the island nation, a pirate for hire. He was given a ship and made first mate to their captain, Tycho Marley. Marley trusted Deckard with his life, so he trained the young man in leading a rabble of sailors, and inspiring them. Deckard took this to heart, and sailed with him for two years under his tutelage and leadership.
At-Will
Lance of Faith (Divine, Implement, Radiant)
Standard Action (Ranged 5)
Target: One Creature
Attack:+6 vs Ref [Will]
Hit:1d10+6 Radiant damage[Wis].One ally you see gains a +2 power bonus to its next attack roll against the target.
Sacred Flame (Divine, Implement, Radiant)
Standard Action (Ranged 5)
Target: One Creature
Attack:+6 vs Ref [Wis]
Hit:1d6+6 Radiant damage [Wis]. An ally you can see can make either a saving throw, or gain [Cha+1/2 Level] temp hitpoints.
Encounter
Elven Accuracy (Racial)
Free Action (Personal)
Effect: Reroll and attack roll. Use the second roll even if its lower.
Channel Divinity: Divine Fortune (Feature, Divine)
Free Action (Personal)
Effect: Gain +1 Attack roll or saving throw made before the end of your next turn.
Channel Divinity: Turn Undead (Feature, Divine, Implement, Radiant)
Standard Action (Close burst 2)
Target: Each undead creature inside burst.
Attack:+6 vs Will [Wis]
Hit:1d10+6. Targets are pushed [3+Cha] and immobilized until the end of your next turn.
Miss: Half damage. Targets arent pushed or immobilized
Healing Word (Feature, Divine, Healing)
Minor Action (Close Burst 5)
Target: You or one Ally
Effect:Target can spend a Healing Surge and heal an extra +1d6 +[Wis]
Special: Can be used twice per encounter, but only once per round.
Divine Glow (Divine, Implement, Radiant)
Standard Action (Close Blast 3)
Target: Each enemy in blast
Attack:+6 vs Ref [Wis].
Hit:1d8+6 Radiant damage [Wis].
Effect: Allies in blast gain +2 power bonus to attack rolls until the end of your next turn.
Command (Charm, Divine, Implement)
Standard Action (Ranged 10)
Target: One creature
Attack: Wisdom vs Will
Hit: The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target 7 squares.
Daily
Cascade of Light (Divine, Implement, Radiant)
Standard Action (Ranged 10)
Target: One Creature
Attack:+6 vs Will [Wis]
Hit:3d8+6 Radiant Damage [Wis]. Target gains Vulnerability 5 to all your attacks (save ends).
Miss:Half Damage.
Utility
Cure Light Wounds (Divine, Healing)
Standard Action (Melee touch)
Target: You or one Creature
Effect: Target heals hitpoints as if it had used a healing surge + [Wis].
Weapon:
Thundering Longbow +1
Attack:+5 vs AC [Dex]
Hit:1d10+3
Critical:+1d6 Thunder damage per plus.
Armor:
Exalted Chainmail +1
(6:-1:-1:40lbs)
Special: Minor Action (Daily, Healing) - Until the end of your turn each character healed by one of your encounter or daily powers heals an extra 1d10+Cha hitpoints.
Implement:
Symbol of life +1
Shape: Choker with the name of Corellon in elven.
Critical:+1d6 per plus
Special: Minor Action (Daily, Healing) - Until the end of your next turn, any character healed by an encounter or daily power you use heals an additional +1d6.
Items:
Head:
Neck:
Arms:
Hands:
Waist:
Feet:
Languages:
Common
Elven
Not much is known about Arans, he seems to be familiar with Estar but theres a slight hesitation in the way he interacts with him.
Normally calm and collected, he can and will jump at the defense of anyone in need.
Doesnt like Crimson very much due to the incident with his Holy Symbol.
Name Rachel Stratford Race Human Class Cleric 1//Wizard 1 Gender Female
Age 23 Eyes Green Hair Black Skintone Fair Height 5' 9" Weight 120 lbs. Alignment Neutral Good Deity Mystra Affiliations
STR 16 (+3) (14 base +2 racial) CON 14 (+2) DEX 16 (+3) INT 16 (+3) WIS 16 (+3) CHA 16 (+3)
HP 26/26 Bloodied 13 Surge 6 Surges/Day 9 Action Points 1 Initiative +3 AC 18 (10+3 Dex+4 armor+1 enhancement) Fort 15 (10+3 Str+1 racial) Ref 15 (10+3 Int+1 racial) Will 17 (10+3 Wis+1 racial+2 class) Speed 25' (5 squares) Size Medium
Passive Insight 18 Passive Perception 13 Acrobatics 2 +3 Dex-1 armor
Arcana 8 +5 training+3 Int
Athletics 2 +3 Str-1 armor
Bluff 3 +3 Cha
Diplomacy 8 +5 training+3 Cha
Dungeoneering 8 +5 training+3 Wis
Endurance 2 +2 Con
Heal 8 +5 training+3 Wis
History 8 +5 training+3 Int
Insight 8 +5 training+3 Wis
Intimidate 3 +3 Cha
Nature 8 +5 training+3 Wis
Perception 3 +3 Wis
Religion 8 +5 training+3 Int
Stealth 2 +3 Dex-1 armor
Streetwise 3 +3 Cha
Thievery 2 +3 Dex-1 armor
Ritual Casting May cast Ritual Magic spells. Expanded Spellbook Add one daily wizard attack spell to spellbook of every level you know; whenever you add a daily attack spell to your spellbook, add one more. Mystra's Grace
Human:
Ability Scores: +2 to Strength.
Size: Medium
Speed: 30' (6 squares)
Vision: Normal
Bonus at-will power from one class.
Bonus feat at 1st level.
Bonus training in one class skill
+1 bonus to Fort, Ref, and Will defenses.
Cleric:
Role: Leader
Power Source: Divine
Key Abilities: Wisdom, Strength, Charisma
Implement: Holy symbol
Bonus to Defense: +2 Will
Class Features: Channel Divinity, Healer's Lore, healing word
Wizard:
Role: Controller
Power Source: Arcane
Key Abilities: Intelligence, Wisdom, Dexterity
Implements: Orbs, staffs, wands
Bonus to Defense: +2 Will
Class Features: Arcane Implement Mastery, cantrips, spellbook
Both:
Proficiencies:
Armor: Cloth, leather, hide, chainmail
Weapons: Simple melee and ranged
HP at 1st level: 12+Con score
HP/level: 4
Healing Surges/Day: 7+Con
Trained Skills: Religion & Arcana.
Class Skills: Arcana, Diplomacy, Dungeoneering, Heal, History, Insight, Nature, Religion
Trained Skills available: 5
Class Features: Ritual Casting
5/2/2/0 At-Will Priest's Shield
Righteous Brand
//
Ray of Frost
Magic Missile
Scorching Burst Cantrips; See Spellbook
Encounter Channel Divinity: Divine Fortune
Channel Divinity: Turn Undead
Channel Divinity: Mystra's Grace
Healing Word
Divine Glow
//
Force Orb
Priest's Shield
At-Will - Divine, Implement, Radiant
Standard Action Ranged 5 Target: One creature Attack: Wis vs. Ref Hit: 1d8+Wis radiant damage, and one ally you can see gets +2 power bonus on next attack roll against the target.
Righteous Brand
At-Will - Divine, Weapon
Standard Action Melee weapon Target: One creature Attack: Str vs AC Hit: 1[W]+Str damage, and one ally within 25' of you gains a power bonus to melee attack rolls against the target equal to Str mod until end of your next turn.
Magic Missile
At-Will - Arcane, Force, Implement
Standard Action Ranged 20 Target: One creature Attack: Int vs. Ref Hit: 2d4+Int force damage Special: Counts as a ranged basic attack.
Ray of Frost
At-Will - Arcane, Cold, Implement
Standard Action Ranged 10 Target: One creature Attack: Int vs. Fort Hit: 1d6+Int cold damage, and the target is slowed until the end of your next turn.
Scorching Burst
At-Will - Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Int vs Ref Hit: 1d6+Int fire damage.
Ghost Sound Cantrip At-Will - Arcane, Illusion
Standard Action Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Light Cantrip At-Will - Arcane
Minor Action Ranged 5 Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target's square and all squares within 4 squares of it. The light lasts fo 5 minutes. Putting out the light is a free action. Special: You can only have one light cantrip active at a time. If you create a new light, your previously cast light winks out.
Mage Hand Cantrip At-Will - Arcane, Conjuration
Minor Action Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop the object it is holding. As a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.
Prestidigitation Cantrip At-Will - Arcane
Standard Action Ranged 2 Effect: Use this cantrip to accomplish one of the following:
-Move up to 1 pound of material.
-Creat a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
-Color, clean, or soil items in 1 cubic foot for up to 1 hour.
-Instantly light or snuff out a candle, torch, or a small campfire.
-Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
-Make a small mark or symbol appear on a surface for up to 1 hour.
-Produce out of nothingness a small item or image that exists until the end of your next turn.
-Make a small, handheld item invisible until end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time.
Channel Divinity: Divine Fortune Encounter - Divine
Free Action Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Channel Divinity: Turn Undead
Encounter - Divine, Implement, Radiant
Standard Action Close burst 2 (5 at 11th level, 8 at 21st level) Target: Each undead creature in burst Attack: Wis vs Will Hit: 1d10+Wis radiant damage, and push the target 3+Cha squares. The target is immobilized until end of your next turn. Miss: Half damage, and the target is not pushed or immobilized.
Channel Divinity: Mystra's Grace Encounter - Divine, Implement
Minor Action Personal
Effect: Choose one - You gain a bonus to your Will and Fort defense equal to your class level or your Wisdom modifier, whichever is higher, until the start of your next turn; or you may make a saving throw against an arcane or divine effect. Special: You must take the Mystra's Grace feat to use this power.
Healing Word
Encounter (Special) - Divine, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use it three times per encounter. Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally
Divine Glow
Encounter - Divine, Implement, Radiant
Standard Action Close blast 3 Target: Each enemy in blast Attack: Wis vs Ref Hit: 1d8+Wis radiant damage. Effect: Allies in the blast get a +2 power bonus to attack rolls until the end of your next turn.
Force Orb
Encounter - Arcane, Force, Implement
Standard Action Ranged 20 Primary Target: One creature or object Attack: Int vs Ref Hit: 2d8+Int force damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target. Secondary Attack: Int vs Ref Secondary Hit: 1d10+Int force damage.
Avenging Flame
Daily - Divine, Fire, Weapon
Standard Action Melee weapon Target: One creature Attack: Str vs AC Hit: 2[W]+Str damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. Special: If the target attacks on its turn, it can't attempt a saving throw against the ongoing damage.
Acid Arrow
Daily - Acid, Arcane, Implement
Standard Action Ranged 20 Primary Target: One creature Attack: Int vs Ref Hit: 2d8+Int acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target. Secondary Attack: Int vs Ref Secondary Hit: 1d8+Int acid damage, and ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends). No secondary attack.
Flaming Sphere
Daily - Arcane, Conjuration, Fire, Implement
Standard Action Ranged 10 Target: One creature adjacent to the flaming sphere Attack: Int vs Ref Hit: 2d6+Int fire damage. Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the sphere takes 1d4+Int fire damage. As a move action, you can move the sphere up to 6 squares. Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with this sphere.
Sleep
Daily - Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Int vs Will Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: The target is slowed (save ends).
Ritual: Silence
Level: 1 Component Cost: 30gp Category: Warding Market Price: 75gp Time: 10 minutes Key Skill: Arcana (no check) Duration: 24 hours
You ward a single room (or a burst 4 area) against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a -10 penalty to their Perception checks.
Ritual: Gentle Repose
Level: 1 Component Cost: 10gp Category: Restoration Market Price: 50gp Time: 1 hour Key Skill: Heal (no check) Duration: Special
This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days.
Since I'll probably never get to use them in a Star Wars campaign again (though if I do, it's no biggie now if I post them) I'm gonna repost these sheets here for your viewing pleasure.
Name: Mara Jade Skywalker Age: 36 Height: 5' 4" Weight:120 lbs. Eye Color: Green Hair Color: Red Skintone: Fair, tanned Allegiances: Luke, The Solo family, The Jedi Academy, The New Republic
Species: Human
Gender: Female Size: Medium Class and Level: Scout 1/Scoundrel 5/Jedi Guardian 13
STR 16 (+3) (14 base +2 levels) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 16 (+3) (14 base +2 levels) CHA 16 (+3)
HP: 173 Defense: 31 (10+3 Dex+15 classes+2 Defensive Martial Arts+1 shield)
--When wielding lightsaber: 37
--When using Lightsaber Deflect: 40 Flat-Footed: 25 Speed: 30' Initiative: +3 Reputation: +6 (+10 if identified as Luke Skywalker's wife)
Unassuming Appearance: In situations where Mara's reputation would be a penalty against her, she may instead take no penalty at all due to unassuming appearance. This can't be used if Mara is recognized as a Jedi Knight.
Lucky 1/day: May reroll any d20 roll before the results, and must use the second roll.
Precise Attack +1: Every round may add +1 to any Dexterity-based attack or damage, but not both.
Skill Emphasis: Disguise
Bonus Feat: Improved Initiative
Defense Bonus: +4
Reputation Bonus: +1
Jedi Guardian
Exotic Weapon Proficiency (lightsaber)
Force-Sensitive
Force Training: Alter, Control, Sense
Lightsaber Deflect (Defense +3) - May use a move action next turn to gain a +3 deflection bonus to Defense vs an attack.
Lightsaber Deflect (Attack -3) - While using Lightsaber Deflect, may redirect up to 7 attacks that miss her by 5 or less to an enemy, with an attack bonus equal to her first lightsaber attack bonus with a -3 penalty.
Bonus Feats: Combat Reflexes, Acrobatic, Athletic
Increase Lightsaber Damage (4d8)
Deflect (extend defense and attack) May provide Lightsaber Deflect benefits to anyone within 10'
Jedi Knight: Knight Defense
Block: May use Lightsaber Deflect without a lightsaber with Combat gloves
Constructed Lightsaber: +1 competence bonus to attack rolls with her own constructed lightsaber (Special: Or with Luke's/Anakin's lightsaber)
Defense Bonus: +9
Reputation Bonus: +4
Martial Arts (1st) Unarmed strikes provoke no AoO, and can deal lethal damage. Defensive Martial Arts (Human bonus) +2 dodge bonus to Defense Starship Operation (Transport) (Scout bonus) No penalty on Pilot checks or attack rolls with a transport ship. Skill Emphasis (Disguise) (Scoundrel bonus) +3 competence bonus to Disguise checks. Improved Initiative (Scoundrel bonus) +4 circumstance bonus on initiative checks. Improved Martial Arts (3rd) Unarmed strikes deal 2d4+3 damage and crit on a 19-20. Point Blank Shot (6th) +1 competence bonus on attack and damage rolls with ranged weapons against opponents within 30'. Combat Reflexes (Jedi bonus) When allowed an AoO on an opponent, can make 3 additional AoOs; can also make an AoO while flat-footed. Acrobatic (Jedi bonus) +2 aptitude bonus on Jump and Tumble checks. Athletic (Jedi bonus) +2 aptitude bonus on Climb and Swim checks. Alertness (15th) +2 aptitude bonus on Listen and Spot checks. Weapon Proficiencies (Scout/Scoundrel/Jedi Guardian bonus) - Simple weapons, blaster pistols, blaster rifles, lightsaber
Force Points: 13 Force Bonus Dice: 7d6 Dark Side Points: 0
Force-Sensitive (Jedi 1st) May use Force skills and gain Force feats; Gain 1 additional Force point, may have unlimited Force points; May train in the ways of the Jedi. Force Control (Jedi 1st) Control-based skills are class skills. May use Force Defense, Force Stealth, and Heal Self untrained. May enter a Force Trance--May, as a full-round action, enter a trance allowing survival for extended periods without sustenance; appearing to be dead; heals as though assisted Force Alter (Jedi 2nd) Alter-based skills are class skills. May use Affect Mind, Drain Energy*, Force Grip*, Force Lightning*, Force Strike*, Heal Another, and Move Object untrained. Force Sense (Jedi 4th) Sense-based skills are class skills. May use Enhance Senses, Fear*, See Force, and Telepathy untrained. Senses the Force around her. Special: Mara has a special Force Link with Luke. Lightsaber Defense (9th) When wielding a lightsaber, gain a +2 dodge bonus to Defense. Knight Defense (Jedi 7th)When wielding a lightsaber, gain a +2 dodge bonus to Defense. Burst of Speed (12th) May spend 5 hp and a full-round action to increase base speed to 300' for 1 round. Also multiplies jump distance by 5. Master Defense (18th)When wielding a lightsaber, gain a +2 dodge bonus to Defense.
*using this skill against a living target gains a Dark Side point.
Affect Mind 9 (6 ranks+3 Cha)
Battlemind 9 (6 ranks+3 Con)
Drain Energy* 3 (+3 Con)
Empathy 3 (+3 Wis)
Enhance Ability 9 (6 ranks+3 Con)
Fear* 3 (+3 Wis)
Force Grip* 3 (+3 Int)
Force Lightning* 3 (+3 Int)
Force Stealth 3 (+3 Cha)
Force Strike* 3 (+3 Int)
Friendship 3 (+3 Cha)
Heal Another 3 (+3 Wis)
Heal Self 9 (6 ranks+3 Cha)
Move Object 9 (6 ranks+3 Int)
See Force 9 (6 ranks+3 Wis)
Telepathy 9 (6 ranks+3 Wis)
*using this skill against a living target gains a Dark Side point.
Flightsuit
Lightsaber (blue; Luke's/Anakin's)
Lightsaber (purple; self-constructed)
Datapad
Credits
Hold-Out Blaster
Heavy Blaster
Energy Cells
Reinforced Comlink
Personal Deflector Shield +1
Combat Gloves
Infiltrator Kit
Grappling hook
20' wire rope
Electrobinoculars
Jade Sabre Class: Transport
Cost: Not for sale (likely valued at 1,675,500 credits)
Size: Small (164' long)
Crew: 1
Passengers: 15
Cargo Capacity: 100 metric tons
Consumables: 6 months
Hyperdrive: x1 (backup x4)
Maximum Speed in Space: Ramming (10 squares/action)
Atmospheric Speed: (18 squares/action)
Weapon: Quad laser cannons (4)
Fire Arc: Turret
Attack Bonus: +23 (+1 size+6 fire control+2 equipment bonus+14 crew*)
Damage: 6d10x2
Weapon: Tractor Beam
Fire Arc: Front
Attack Bonus: +21 (+1 size+4 fire control+2 equipment bonus+14 crew*)
Damage: Special
*When Mara Jade pilots this ship, its Initiative modifier is equal to hers, its maneuver modifier includes her Pilot skill modifier, and each of its weapons' attack bonuses include her base ranged attack bonus.
Mara Jade Skywalker was born in 17 BBY. She was detected for being a proegeny in the Force by the Emporer at an early age, and trained to be one of his Hands; a highly skilled assassin/agent trained in espionage. Her final orders from the Emporer were to find and kill Luke Skywalker. She even disguised herself as a dancer in Jabba's palace in an attempt to reach him, but she never got her chance, and was crushed when the Emporer died.
Misled by her attachment to her former master, she blamed Luke and Darth Vader for her master's death, and went into exile after the battle of Endor. She joined up with Talon Karrde's smuggler operations in hopes of eventually reaching the Republic.
Eventually she met Luke, but every time she had an opportunity to kill him, she found she needed his skill and talent to help her out of trouble and to defeat more dangerous enemies at hand. After killing Luke's clone, her orders were completed, and she found a begrudging respect for the Jedi Knight. He gave her his old recovered blue lightsaber, which belonged to his father.
Mara declined Luke's invitation to join the new Jedi Academy, instead training under Kyle Katarn for a time, helping him with his struggles with the dark side as she was starting to embrace the light. Eventually she returned to the Academy, and after a dangerous and difficult mission with Luke where their Force powers complimented each other perfectly, they realized how much they truly loved each other. They were married soon after, their wedding a sign of the changing times.
Now Mara, having completed her training, joins Luke as a Jedi Master in the Academy.
Name: Luke Skywalker Age: 38 Height: 5' 8" Weight: 180 lbs. Eye Color: Blue Hair Color: Brown Skintone: Fair Allegiances: Mara, The Solo family, The Jedi Academy, The Republic
Species: Human Gender: Male
Size: Medium Class and Level: Scout 1/Fringer 1/Jedi Guardian 8/Jedi Master 10
STR 14 (+2) DEX 16 (+3) CON 14 (+2) (12 base +2 levels) INT 16 (+3) WIS 19 (+4) (18 base +1 level) CHA 16 (+3) (14 base +2 levels)
Lightsaber Deflect (Defense +2) May use a move action next turn to gain a +2 deflection bonus to Defense vs an attack.
Lightsaber Deflect (Attack -3) While using Lightsaber Deflect, may redirect up to 9 attacks that miss him by 5 or less to an enemy, with an attack bonus equal to his first lightsaber attack bonus with a -3 penalty.
Jedi Guardian
Exotic Weapon Proficiency (lightsaber)
Force-Sensitive
Force Training: Alter, Sense, Control
Bonus Feats: Combat Reflexes, Weapon Finesse
Increase Lightsaber damage (+1d8)
Deflect (extend defense and attack) May provide Lightsaber Deflect benefits to anyone within 10'
Jedi Knight: Knight Defense
Constructed Lightsaber: +1 competence bonus to attack rolls with his own constructed lightsaber
Defense Bonus: +6
Reputation Bonus: +2
Jedi Master
Force secrets: +1 Force bonus to the following skills: Battlemind, Force Defense, Heal Another, Heal Self, Friendship
Increase Lightsaber damage (+3d8) Stacks with other Jedi levels.
Starship Operation (starfighter) (Scout) No penalty on Pilot checks or attack rolls with a starfighter. Starship Dodge (starfighter) (1st) Works as Dodge vs enemy ships; +1 dodge bonus to AC when piloting a starfighter. Skill Emphasis (Pilot) (1st) +3 competence bonus to Pilot checks. Gearhead (Fringer) +2 aptitude bonus to Repair and Computer Use. Weapon Focus (lightsaber) (6th) +1 to all attack rolls made with a lightsaber. Fame (Special) +3 bonus to Reputation. (This feat gained when Luke destroyed the Death Star) Combat Reflexes (Jedi Guardian) When allowed an AoO on an opponent, can make 3 additional AoOs; can also make an AoO while flat-footed. Weapon Finesse (lightsaber) (Jedi Guardian) May use Dexterity bonus instead of Str on attacks with a lightsaber. Blind-Fight (Jedi Master) May reroll a miss vs a concealed enemy; half penalties on fighting blind; movement speed reduced to 3/4ths in darkness/poor visibility. Improved Critical (lightsaber) (Jedi Master) Lightsaber attacks critical on a roll of 19-20. Weapon Proficiencies (Scout/Fringer/Jedi) primitive weapons, simple weapons, blaster pistols, blaster rifles, lightsaber
Force Points: 18 Force Bonus Dice: 7d6 Dark Side Points: 0
Force-Sensitive (Jedi 1st) May use Force skills and gain Force feats; Gain 1 additional Force point, may have unlimited Force points; May train in the ways of the Jedi. Force Control (Jedi 1st) Control-based skills are class skills. May use Force Defense, Force Stealth, and Heal Self untrained. May enter a Force Trance--May, as a full-round action, enter a trance allowing survival for extended periods without sustenance; appearing to be dead; heals as though assisted Force Alter (Jedi 2nd) Alter-based skills are class skills. May use Affect Mind, Drain Energy*, Force Grip*, Force Lightning*, Force Strike*, Heal Another, and Move Object untrained. Force Sense (Jedi 4th) Sense-based skills are class skills. May use Enhance Senses, Fear*, See Force, and Telepathy untrained. Senses the Force around him. Special: Luke has a special Force Link with Mara. Lightsaber Defense (3rd) When wielding a lightsaber, gain a +2 dodge bonus to Defense. Force Mind (9th) May spend a full-round action and 5 hp to grant one ally a +2 Force bonus to any one ability score. Knight Defense (Jedi Knight) When wielding a lightsaber, gain a +2 dodge bonus to Defense. Master Defense (12th) When wielding a lightsaber, gain a +2 dodge bonus to Defense. Master Mind (15th) May spend a full-round action and 17 hp to grant one ally a +8 Force bonus to any one ability score. Force Mastery (18th) Once per round, may spend double the hp to use a Force ability as a free action.
*using this skill against a living target gains a Dark Side point.
Affect Mind 11 (8 ranks+3 Cha)
Battlemind 9 (6 ranks+2 Con+1 Force)
Drain Energy* 2 (+2 Con)
Empathy 10 (6 ranks+4 Wis)
Enhance Ability 8 (6 ranks+2 Con)
Enhance Senses 10 (6 ranks+4 Wis)
Farseeing 11 (7 ranks+4 Wis)
Fear* 4 (+4 Wis)
Force Defense 10 (6 ranks+3 Cha+1 Force)
Force Grip* 3 (+3 Int)
Force Lightning* 3 (+3 Int)
Force Stealth 3 (+3 Cha)
Force Strike* 3 (+3 Int)
Friendship 4 (+3 Cha+1 Force)
Heal Another 5 (+4 Wis+1 Force)
Heal Self 10 (6 ranks+3 Cha+1 Force)
Move Object 9 (6 ranks+3 Int)
See Force 10 (6 ranks+4 Wis)
Telepathy 10 (6 ranks+4 Wis)
*using this skill against a living target gains a Dark Side point.
Lightsaber (green)
Heavy Blaster Pistol
Power Cells
Datapad
Reinforced Comlink
Pocket Lamp
Credits
Rogue Leader X-Wing Class: Starfighter
Size: Tiny (41' long)
Cost: Not for sale (valued at 300,000 credits)
Hyperdrive: x2
Crew: 1 (Requires Prof.)
Passengers: None
Cargo Capacity: 242 lbs.
Consumables: 1 week
Maximum Speed in Space: Ramming (18 squares/action)
Atmospheric Speed: 22 squares/action
Weapon: Laser cannons (4 fire-linked)
Fire Arc: Front
Attack: +10* (+2 size, +2 crew, +6 fire control)
Damage: 6d10x2*
Weapon: Proton torpedoes
Fire Arc: Front
Attack: +10* (+2 size, +2 crew, +6 fire control)
Damage: 9d10x2*
Ammo: 3
*When Luke Skywalker pilots this ship, its Initiative modifier includes his, its maneuver modifier includes his Pilot skill modifier, and each of its weapons' attack bonuses include his base ranged attack bonus.
After the events of Return of the Jedi, Luke Skywalker struggled to regrow the Jedi Order, being the first of the new Jedi Knights in the galaxy. Eventually he created a Praxeum on Yavin 4, being the main Jedi Master. Some agreed with him and trained under him, some disagreed with him. The most important things in his life are his family; his sister Leia Organa Solo and her family, and his wife, Mara Jade.
Name: Kyle Katarn Age: 41 Height: 5' 10" Weight: 200 lbs. Eye Color: Brown Hair Color: Brown Skintone: Tanned white Allegiances: Jan Ors, the Jedi Academy, The Republic
Species: Human Gender: Male
Size: Medium Class and Level: Soldier 2/Scoundrel 3/Jedi Guardian 12/Jedi Master 1
STR 16 (+3) DEX 16 (+3) CON 18 (+4) (16 base +2 levels) INT 14 (+2) (13 base +1 level) WIS 18 (+4) CHA 12 (+1) (11 base +1 level)
Base Attack Bonus: +17/+12/+7/+2 Grapple Bonus: +20 Ranged Attack Bonus: +20/+15/+10/+5 (+1 to each when within 30') Melee Attack Bonus: +20/+15/+10/+5
Attack: Lightsaber
To Hit: +21/+16/+11/+6
Damage: 4d8+3
Range: Melee/10' thrown
Type: Energy
Crit: 20/x2
Attack: Bryar Blaster Pistol
To Hit: +21/+16/+11/+6 (+1 within 30')
Rapid Shot: +19/+19/+14/+12/+10/+4 (+1 within 30')
Multifire: +17/+17/+17/+12/+10/+8/+2 (+1 within 30')
Damage: 3d8 (single shot) or 3d10 (charged)
Range: 15'
Type: Energy
Crit: 20/x2
RoF: single (1 cell) or charged (3 cell)
Ammo: 50/cell
Attack: Thermal Detonator
To Hit: +21/+16/+11/+6 (+1 within 30')
Damage: 8d6+6 in 5' radius
Range: 10'
Type: Energy
Crit: 20/x2
Ammo: 5
Human:
Medium-size
Base land speed 30'
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Starting language: Read/Write/Speak Basic
Soldier:
Starting Feats: Armor proficiency (light), and the following weapon proficiencies: blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons
Bonus Feat: Point Blank Shot
Defense Bonus: +3
Reputation Bonus: +1
Scoundrel:
Aggressive Negotiator: Kyle gets a +5 competence bonus to Diplomacy, Bluff, and Intimidate checks against an enemy he threatens.
Lucky 1/day: May reroll any d20 roll before the results, and must use the second roll.
Precise Attack +1: Every round may add +1 to any Dexterity-based attack or damage, but not both.
Defense Bonus: +3
Reputation Bonus: +1
Jedi Guardian:
Exotic Weapon Proficiency (lightsaber)
Force-Sensitive
Force Training: Alter, Control, Sense
Lightsaber Deflect (Defense +2) - May use a move action next turn to gain a +2 deflection bonus to Defense vs an attack.
Lightsaber Deflect (Attack -3) - While using Lightsaber Deflect, may redirect up to 7 attacks that miss her by 5 or less to an enemy, with an attack bonus equal to his first lightsaber attack bonus with a -3 penalty.
Bonus Feats: Acrobatic, Combat Reflexes, Power Attack
Increase Lightsaber Damage (4d8)
Deflect (extend defense and attack) May provide Lightsaber Deflect benefits to anyone within 10'
Jedi Knight: Knight Defense
Block: May use Lightsaber Deflect without a lightsaber with Combat gloves
Constructed Lightsaber: +1 competence bonus to attack rolls with his own constructed lightsaber.
Defense Bonus: +9
Reputation Bonus: +3
Jedi Master:
Force Secret: +1 Force bonus to Battlemind and Force Defense.
Defense Bonus: +1
Reputation Bonus: +1
Heroic Surge (1st) 5/day, may make one additional standard or move action on his turn. Improved Initiative (1st Human) +4 to Initiative. Point Blank Shot (Soldier) +1 to hit on ranged attacks against targets within 30'. Quick Draw (3rd) May draw/change weapons as a free action. Rapid Shot (6th) May make an additional ranged attack per round; if so, all attacks take -2. Power Attack (Jedi Guardian) May take up to -17 to all attacks to add up to that much damage. Multishot (9th) Take only -2 to hit when using rapid fire and -4 to hit with autofire on weapons. Precise Shot (12th) May fire into a melee without a -4 to hit or a chance to hit an ally. Combat Reflexes (Jedi Guardian) When allowed an AoO on an opponent, can make 3 additional AoOs; can also make an AoO while flat-footed. Acrobatic (Jedi Guardian) +2 aptitude bonus on Climb and Swim checks. Weapon Proficiencies (Soldier/Jedi) Simple weapons, blaster pistols, blaster rifles, heavy weapons, vibro weapons, lightsaber Armor Proficiency (Soldier) Light armor
Force Points: 14 Force Bonus Dice: 6d6 Dark Side Points: 0
Force-Sensitive (Jedi 1st) May use Force skills and gain Force feats; Gain 1 additional Force point, may have unlimited Force points; May train in the ways of the Jedi. Force Control (Jedi 1st) Control-based skills are class skills. May use Force Defense, Force Stealth, and Heal Self untrained. May enter a Force Trance--May, as a full-round action, enter a trance allowing survival for extended periods without sustenance; appearing to be dead; heals as though assisted Force Alter (Jedi 2nd) Alter-based skills are class skills. May use Affect Mind, Drain Energy*, Force Grip*, Force Lightning*, Force Strike*, Heal Another, and Move Object untrained. Force Sense (Jedi 4th) Sense-based skills are class skills. May use Enhance Senses, Fear*, See Force, and Telepathy untrained. Senses the Force around him. Lightsaber Defense (15th) When wielding a lightsaber, gain a +2 dodge bonus to Defense. Knight Defense (Jedi Knight) When wielding a lightsaber, gain a +2 dodge bonus to Defense. Master Defense (18th) When wielding a lightsaber, gain a +2 dodge bonus to Defense.
*using this skill against a living target gains a Dark Side point.
Affect Mind 4 (3 ranks+1 Cha)
Battlemind 13 (8 ranks+4 Con+1 Force)
Drain Energy* 4(+4 Con)
Empathy 4 (+4 Wis)
Enhance Ability 12 (8 ranks+4 Con)
Fear* 4 (+4 Wis)
Force Defense 8 (6 ranks+1 Cha+1 Force)
Force Grip* 2 (+2 Int)
Force Lightning* 2 (+2 Int)
Force Stealth 4 (3 ranks+1 Cha)
Force Strike* 2 (+2 Int)
Friendship 1 (+1 Cha)
Heal Another 4 (+4 Wis)
Heal Self 7 (6 ranks+1 Cha)
Move Object 10 (8 ranks+2 Int)
See Force 4 (+4 Wis)
Telepathy 6 (2 ranks+4 Wis)
*using this skill against a living target gains a Dark Side point.
Born on the remote farming planet of Sulon, Kyle joined the Imperial Academy at a young age and proved to be an intelligent officer and commando leader. However, Kyle was found to have compassion even in the face of the enemy, and spared the life of a Rebel officer, Jan Ors. Later, she would confront him and reveal to him that Kyle's father, Morgan Katarn, was a Rebel supporter, and that Morgan was murdered by an imperial lord named Jerec. Kyle defected to the Alliance, and stole the first Death Star plans.
Afterwards, he and Jan worked for the Alliance, mission hopping across the galaxy. Soon he became embroiled in the discovery that his father held the secret location of the Valley of the Jedi, an ancient Jedi battleground strong in the Force. He trained himself in the ways of the Force, chasing down and stopping Jerec, a Dark Jedi, and his six disciples.
Kyle then had a brief stint training recently-reformed former Emporer's Hand Mara Jade in a partnership of mutual training. Mara saved Kyle from turning to the dark side, and he brought her closer to the light.
Afterward, Kyle rejected the Force, declining Luke's offer to join the Academy, and turning in his lightsaber. However, a former student of Luke's, a Dark Jedi named Desann, framed Jan Ors's death; Kyle, enraged, went back to the Valley to get the strength to enact vengeance. Desann followed him, and with the knowledge of the Valley's location, began to fuel a personal army of Reborn Dark Jedi. Kyle, realizing his mistake, sought Luke's help and with the Academy's help, rescued Jan and foiled Desann.
Now, Kyle has returned to the Academy, taking the mantle of a member of the Jedi Council with Luke, Mara, and others. He serves as the acting weapons and combat master, travelling with Jan as he used to, mission hopping, this time with apprentice(s) in tow.
Kyle is an easygoing man; the discipline of the academy falling to the wayside of a man exposed to worldly wisdom. He has a good sense of humor, and is fiercely devoted when his mind is set on a task.
Name: Jan Ors Age: 44 Height: 5' 8" Weight: 140 lbs. Eye Color: Brown Hair Color: Brown Skintone: Tanned Allegiances: Kyle, The Republic
Species: Human Gender: Female
Size: Medium Class and Level: Scout 8/Space Transport Ace 6
STR 14 (+2) DEX 18 (+4) CON 14 (+2) (13 base+1 level) INT 18 (+4) (16 base+2 levels) WIS 16 (+3) CHA 14 (+2)
Trailblazing: May make a Survival check to cut travel time, or an Astrogate check to cut hyperspace travel. 15+: Reduce time by 25%; 25+: Reduce time by 50%. Can take 10 on the check. Can guide up to three people on this path when using Survival.
Heart +1: 1/day may add a +1 class bonus to any d20 check.
Uncanny dodge: Retain Dexterity bonus when flat-footed, attacked by an unseen enemy. Also, can't be flanked by opponents.
Skill Mastery: Pilot. May take 10 when making a Pilot check regardless of circumstances.
Evasion: When allowed to make a Reflex save vs half damage, take no damage on a success, and half on failure.
Extreme Effort: 2/day may take +4 to any Strength-based check or attack roll, taking -3 to Defense until start of her next turn.
Defense Bonus: +5
Reputation Bonus: +2
Space Transport Ace:
Starship Defense: Add +4 to the Defense of any space transport Jan pilots.
Familiarity +3: +3 class bonus to any Pilot/Repair checks with the Raven's Claw.
Starship Evasion: Once per round, may make an opposed Pilot check if any space transport Jan pilots would take damage; if the check result exceeds the attack roll, the ship takes half damage, rounded down, minimum 1.
Defense Bonus: +4
Reputation Bonus: +2
Starship Operation (Transport) (Scout) No penalty on Pilot checks or attack rolls with a transport ship. Skill Emphasis (Pilot) (1st) +3 competence bonus to Pilot checks. Spacer (Human bonus) +2 aptitude bonus to Pilot and Astrogate checks. Starship Dodge (3rd) +1 dodge bonus to starship's defense against a selected enemy ship. Dodge (6th) +1 dodge bonus to defense against a selected enemy. Sharp-Eyed (Scout) +2 aptitude bonus to Search and Sense Motive checks. Mobility (9th) +4 dodge bonus to defense against attacks of opportunity when moving out of or through threatened spaces. Stealthy (12th) +2 aptitude bonus to Hide and Move Silently checks. Weapon Proficiencies (Scout) Simple weapons, blaster pistols, blaster rifles.
Astrogate 22 (16 ranks+4 Int+2 Spacer)
Bluff 7 (5 ranks+2 Cha)
Computer Use 18 (14+4 Int)
Demolitions 9 (5 ranks+4 Int)
Disguise 8 (6 ranks+2 Cha)
Hide 16 (10 ranks+4 Dex+2 Stealthy)
Knowledge (streetwise) 11 (7 ranks+4 Int)
Knowledge (tactics) 11 (7 ranks+4 Int)
Listen 11 (8 ranks+3 Wis)
Move Silently 16 (10 ranks+4 Dex+2 Stealthy)
Pilot 28 (16 ranks+4 Dex+3 Emphasis+2 Spacer+3 Familiarity*)
Read/Write Basic (free)
Repair 23 (16 ranks+4 Int+3 Familiarity*)
Search 14 (8 ranks+4 Int+2 Sharp-Eyed)
Sense Motive 5 (+3 Wis+2 Sharp-Eyed)
Speak Basic (free)
Speak Huttese (1 rank)
Spot 17 (14 ranks+3 Wis)
Survival 10 (7 ranks+3 Wis)
*The familiarity bonus is only if Jan operates the Raven's Claw, which is usually the case.
Force Points: 5 Force Bonus Dice: 2d6 Dark Side Points: 0
Bryar Blaster Pistol
Electrobinoculars
Pocket Lamp
Grappling hook with 20' wire line
Datapad with encrypter
Slicer spikes
Credits
Reinforced comlink
Raven's Claw Craft: Corellian Engineering Corporation's CRF-156T Fast Carrier
Class: Space transport
Cost: Not Available for Sale (estimated construction cost 1,650,000 credits)
Size: Small (85' long)
Crew: 1
Passengers: 2
Cargo Capacity: 10 Metric tons
Consumables: 3 Months
Hyperdrive: x0.5 (backup x6)
Weapon: Laser Cannon (4 fire-linked)
Fire Arc: 4 Front
Attack Bonus: +18/+13 (+1 size+10/+5 crew+4 fire control+3 equipment bonus)
Damage: 5d10x2
Range Modifiers: PB +0, S -2, M/L N/A.
Weapon: Proton Torpedo Launcher (2)
Fire Arc: Front
Attack Bonus: +18/+13 (+1 size+10/+5 crew+4 fire control+3 equipment bonus)
Damage: 9d10x2
Range Modifiers: PB +0, S/M/L N/A.
Jan Ors was an Alderaanian working for a terrorist organization that, soon after the destruction of her planet, joined the Rebel Alliance. She was captured by an Imperial stormtrooper commando team led by Kyle Katarn, but allowed to go free. Soon afterward she would meet Kyle, and convince him to defect to the Rebels. She worked with him on countless missions since then, for the Alliance, the New Republic, and for Kyle's personal reasons. She and Kyle have always had romantic sparks, but they both knew the risks of their jobs would interfere with any commitments.
Jan is a technical genius, and flying her ships have been second nature to her; first the Moldy Crow, then the Raven's Claw. She always has a glove on her right hand; whether it's cybernetic or not, she doesn't say.
STR 26 (+8) (13 base +6 belt +5 tome) DEX 30 (+10)(15 base +6 belt/boots +5 tome +4 levels (belt and boots don't stack; both give enhancement bonus)) CON 27(+8)(16 base +6 belt +5 tome) INT 32 (+11)(18 base +6 belt +5 tome +3 levels) WIS 20 (+5)(14 base +6 belt) CHA 20 (+5)(14 base +6 belt)
HP: 386/386 AC: 39 (10 base +10 Dex +8 Vest Armor +4 Shirt Enhancement +5 Ring Deflection +1 Class ability Dodge +1 Ioun stone Insight) Flat-Footed: 29 Touch: 31 Speed: 60' (+30 from boots) Initiative: +14 (+10 Dex+4 Improved Initiative)
Base Attack Bonus: +16/+11/+6/+1 with +5 Epic bonus Grapple/Melee Attack Bonus: +24/+19/+14/+9 with +5 Epic bonus Ranged Attack Bonus: +26/+21/+16/+11 with +5 Epic bonus
Attack: Alacar's Rod (Forceblade)
Attack Bonus: +26/+21/+16/+11 with +5 Epic bonus +1 when a spell is channeled. (Weapon Finesse)
Damage: 1d8+11 (force magic) +10 when using Insightful Strike, +1 when a spell is channeled. Range: Melee
Type: Light Slashing
Crit: 19-20/x2
Weight: 1 lb.
Attack: Alacar's Rod (Force Blast)
Attack Bonus: +26/+21/+16/+11 with +5 Epic bonus +1 when a spell is channeled
Damage: 10d6 (force magic)
Range: 100'
Type: Force Magic
Crit: None
Weight: 1 lb.
Ammunition: 2 times per day
This plain rod has two grooves in either end, and has a single gemstone embedded in it. Roughly 18 inches long, and half an inch around.
Alacar's Rod is both a Rod and a Weapon in terms of classification: It can hold only one Augmentation Crystal, and can have spells channeled into it as a weapon. If a spell is channeled, the Forceblade delivers it in melee, and the Force Blast can deliver it as a ranged touch attack. It has two major uses: Forceblade: Upon a mental command, as a swift action, from the end with the augment crystal emanating from it, a 3-foot blade of force energy emits. This blade functions as a +3 Longsword, but it is made of pure force energy. It is considered a light weapon, as the blade is weightless. The blade lasts until recalled by mental command. Force Blast: Twice per day, upon command, as a standard action, a ray of force energy projects from the rod as a ranged touch attack, dealing 10d6 points of force damage. This effect may not be used while the Forceblade is active. Prerequisites: Magic Missile, Mordenkainen's Sword, Craft Rod, Craft Magic Arms & Armor Cost to Create: 35,000gp, 2,500XP, 60 days.
Attached to Alacar's Rod:Greater Crystal of Arcane Steel (6,000gp)
+1 insight bonus to damage when delivering a spell channeled through the weapon.
+1 insight bonus to hit when delivering a spell channeled through the weapon.
Increases the save DC of the channeled spell.
Head: Circlet of Rapid Casting(3/day may cast spells as swift actions) Eyes: None. Face: None. Shoulders: Cloak of Spell Resistance (SR 21) 90,000gp Throat: Empowered Spellshard, 1st Level (3/day Empower, as the feat, Magic Missile, when cast) Torso: Vest of the Archmagi (+8 Armor bonus to AC, +5 resistance to all saving throws, +2 enhancement bonus on caster level checks to overcome spell resistance, may spend an arcane spell as a swift action to heal himself 5 times the spell's level as many times as desired.) 200,000gp Chest: Alacar's Shirt (Glamered Twilight Masking Padded Shirt of Landing +4; +4 enhancement bonus to AC, Looks like regular clothing, ignore Arcane Spell Failure by 10%, Ignore first 60' of falling damage, always land on feet, and continual nondetection.) 405,300gp Info: Padded Shirt: +1 AC, Max Dex +8, ACP 0, 12 lbs. Spell Failure: 0% Chest: Restful Crystal (attached to armor; may rest wearing armor without becoming fatigued.) 500gp Arms: Counterstrike Spellmight Bracers (2/day as a swift action may make an AoO on an opponent who misses him in melee. In addition, may make a -5 penalty on attack rolls with ranged touch attack spells/spell-like abilities to add +1d6 damage.) 2,500gp Hands: True Strike Gauntlets of Storing (1/day +20 to hit with weapon. In addition, may hold one object less than 20 lbs. that is summoned as a free action by snapping one's fingers. Stored Item: Alacar's Rod) 13,500gp Ring: Ring of Silent Spells and Protection +5 (1/day create a Silence effect around himself, and may cast spells in that area as though Silent, without verbal component. In addition, grants a +5 deflection bonus to AC) 52,000gp Ring: Ring of Wizardry I and IV (Doubles 1st and 4th level spells per day) 35,000gp Waist:Belt of Magnificence +6 (+6 enhancement bonus to all ability scores) 200,000gp Feet: Boots of Swiftness and Climbing (+20 to Climb, Jump, and Tumble checks, +30' to movement speed, +6 enhancement bonus to Dex, 3/day haste for 20 rounds. In addition, may spider climb as the spell.) 263,200gp
Masterwork Guitar
Tome of Clear Thought +5 (Int) (137,500gp)
Manual of Bodily Health +5 (Str) (137,500gp)
Manual of Gainful Exercise +5 (Con) (137,500gp)
Manual of Quickness of Action +5 (Dex) (137,500gp) (All tomes give inherent bonuses) Cube of Force (62,000gp) Bag of Holding Type IV (10,000gp)
Wand of Cure Critical Wounds (41 charges) (21,000gp) Magic Bedroll (Recover +1 hp/level while resting, plus endures elements) (500gp) Daern's Instant Tent (Small triangle canvas turns into a 20'x20'x20' tent that can house 8 people as though in a Tiny Hut, with a firepit. Tent has electricity, fire, and acid resistance 10, and immunity to cold.) (9,000gp)
3 Everlasting Rations(Field rations feed a single Medium creature once/day) (350gp) Everfull Mug(3/day, on command may generate 12oz. water, cheap ale, or watery wine.) (200gp) Spool of Endless Rope(Can generate up to 500' of silk rope at one time) (1,400gp) Truelight Lantern(Can illuminate as though under continual light, and when one speaks "reveal" in Celestial, everyone in sight sees all illuminated objects as though under true seeing.) (36,000gp) Pale Green Prism Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability checks.) (30,000gp) Lavender and Green Ellipsoid Ioun Stone (Absorbs up to 50 levels' worth of 8th level spells or lower) (40,000gp) Dusty Rose Prism Ioun Stone (+1 insight bonus to AC) (5,000gp) Greater Metamagic Rod of Maximize Spell (3/day may cast a spell up to 9th level as though Maximized.) (121,500gp) Sphere of Awakening (1/day, all allies within 60' are awakened from any sleep; fatigue and exhaustion are removed, and all are immune to fatigue and exhaustion for 10 minutes after activation.) (1,800gp) Metamagic rod of Quicken/Widen/Empower Spell (5/day may cast a spell up to 6th level, choosing one of the feats to apply to it.) Blessed Book(12,500gp)
673 Platinum coins
1,833 copper
85 gold Cloak of Epic Resistance +6 (+6 resistance bonus to all saves)
Magicka- +5 mithral chain mail of moderate fortification and elemental resistance 10 to all elements. -Negates all ASF. -Wearer gains the ability to cast 1 spell of each spell level as a 10th level sorcerer once per day. 0th-Light 1st-Magic Missile 2nd-glitterdust 3rd-haste 4th-greater invisibility 5th-wall of force
Laughing Damsel- +5 adamantine breastplate of dispelling. 3/day the wearer can imbue a held melee weapon with a greater dispelling as cast by a 17th level wizard. Wearer, if of elven blood, can use bardic knowledge as a 5th level bard and can inspire competence using the Perform skill of her choice, also as a 5th level bard.
Magicka- Int 15, Wis 12, Cha 18, Ego Score 25, Alignment: NG
Laughing Damsel- Int 16, Wis 10, Cha 17, Ego 22, Alignment: CG
Half-Elf:
- Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
- Half-elf base land speed is 30 feet.
- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
- Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- +1 racial bonus on Listen, Search, and Spot checks.
- +2 racial bonus on Diplomacy and Gather Information checks.
- Elven Blood: For all effects related to race, a half-elf is considered an elf.
- Automatic Languages: Common and Elven. Bonus Languages: Any
- Favored Class: Any.
Swashbuckler: Weapon Finesse (May use Dex bonus on to-hit rolls w/light weapons)
Grace +1 (+1 circumstance bonus to Dodge)
Insightful Strike (Functions like Sneak Attack; Add INT bonus to damage rolls in addition to STR when using a light weapon) Wizard: Familiar: Squirrel: Tiny Critter, +2 to Reflex Saves.
Scribe Scroll Fighter: Bonus fighter feats at 1st and 2nd level Spellsword: Channel Spell 8/day (May 'store' any spell he knows into his weapon as a move action into his weapon that is 'cast' when he releases it or it hits a target. Lasts 4 hours.) Spell DC is increased by 1 when releasing a spell. Multiple Channel Spell (May channel 2 spells)
Ignore Spell Failure 45%
Bonus Fighter and/or Metamagic feat at 2nd level Harper Mage: Harper Knowledge: Works exactly like bardic knowledge as though a 5th level Bard. Bonus: +18 Oghma's Insight: Skill Focus in Knowledge (Arcana) Arcane Theory: Skill Focus in Spellcraft Extend Spell: No slot increase to Extended spells 5/day Eschew Materials: Bonus feat Mystra's Grace: +2 insight bonus on saves against spells Abjurant Champion: Abjurant Armor: When using an abjuration spell to increase AC, the AC bonus gets an additional +1. Extended Abjuration: Doubles the duration of all abjuration spells Alacar casts as though Extend Spell were applied. Swift Abjuration: May Quicken any Abjuration spell Alacar knows. Arcane Boost: May, as a swift action, burn a memorized spell to gain one of the following:
Bonus on attack rolls equal to the spell's level.
Bonus on damage rolls equal to twice the spell's level.
Bonus to AC equal to the spell's level.
Bonus on saving throws equal to the spell's level.
Resistance to acid, cold, electricity, fire, and sonic equal to 5 times the spell's level.
Martial Arcanist: Effective caster level is equal to BAB+Epic bonus, unless it would otherwise be higher.
Epic Level: Once per day, may make a reroll on any d20 roll.
Educated (Forgotten Realms) (1st) - All Knowledge skills are class skills. +1 feat bonus to Knowledge (Arcana) and Knowledge (Local) Spellcasting Prodigy (Forgotten Realms) (3rd) - Treat Intelligence score as though 2 points higher for determining DCs and bonus spells. Combat Casting (6th) - +4 to Concentration checks when casting defensively. Quick Draw (Fighter bonus) - Draw weapons as a free action. Improved Initiative (Fighter bonus) - +4 to Initiative. Alertness (9th) - +2 to Listen and Spot checks. Extend Spell (Spellsword bonus) - Doubles the duration of a spell with a limited duration. Casting Level slot: +0 for 5 spells/day, +1 otherwise Spell Mastery (12th) - Can prepare 4 pre-chosen spells without a spellbook: Magic Missile, Signature Spell: Magic Missile (Forgotten Realms) (15th) - Can turn any 1st level or higher prepared spell into Magic Missile. Somatic Weaponry (Complete Mage) (18th) - May cast spells that use a Somatic component even when hands are full. Skill Focus (Harper Mage bonus) - +3 bonus to Knowledge (Arcana). Skill Focus (Harper Mage bonus) - +3 bonus to Spellcraft. Eschew Materials (Harper Mage bonus) - Ignore any material components that cost less than 1gp. Mobile Spellcasting (Complete Adventurer) (21st) - May make a DC 20 Concentration check when casting a spell; if success, then Alacar may move while casting a spell; if failure, the spell fails. Arcane Strike (Complete Warrior) (24th) - As a free action, Alacar may spend one of his spells per day to channel arcane energy into his weapon or unarmed strike; when he strikes with it, he gains an attack bonus equal to the spell's level, and adds Xd4 arcane damage to the weapon damage, where X is the spell's level. Maximize Spell (28th) - Spell effect is maximized. Casting Level slot: +3 Storm Bolt (Complete Mage) (Bonus) - As long as Alacar has an electricity spell of 3rd or higher level memorized, he can, at will as a standard action, launch a 20' bolt of electricity, dealing Xd6 damage, where X is the highest level electricity spell he has memorized. Also, his caster level is considered +1 when casting electricity spells.
Caster Levels: Alacar's effective caster level is equal to an 18th level Wizard.
Due to Martial Arcanist (Abjurant Champion), his caster level is considered to be equal to his BAB+Epic bonus (16+5) 21st. Spells Per Day
4/7/7/7/7/6/6/5/5/3
0 All Cantrips in the Player's Handbook and Spell Compendium
Saving Throw DCs: 22/23/24/25/26/27/28/29/30/31 (+1 when the spell is channeled through his Rod)
Common
Elven
Blog Entry Prologue
Alacar Leoricar was born thirty-some years ago, on the Island of Krallis in the Moonsea north of Hillsfar and the Elven Court in the Dalelands. Krallis was an island completely populated by elves. They used magic and strict military discipline to shroud themselves for eons before making themselves known to the Realms, after being discovered by diviners looking for uncharted land. But the elves of Krallis were not typical elves: They were speciesists; rather, they distrusted anyone not of their own kind, and even treated foreign elves with some distaste.
After being discovered on Faerun, the Krallisian elves decided to make their mark; they could generate feywine, in large quantities, and began to export it until wine, magic, and sailing were their primary sources of income. They never let any visitors stay for more than two days and a single night, but they made quite a splash in the wine market.
Alacar was born illegally--his mother, Arianna Leoricar, an elf of Krallis, was a barmaid serving at a shady dive near the docks. Some visiting buccaneers came and she met his father, Alan Tyberr, the captain of their crew. He seduced her, and she had an affair with him. Unfortunately, they were discovered the next morning. She and Alan were imprisoned and put to trial.
During this trial, Arianna was found pregnant with their child. This was an outrage, and a blemish on Krallisian society. But, before the king rendered his verdict, the king's high arcanist approached and warned that their child must not be killed--he was a child of destiny, for good and ill fortune. But whose good and ill, he could not discern. The king, intrigued, wanted to keep Alacar under close observation. Therefore, he ordered that Arianna be imprisoned in his ivory tower until she gave birth to him. Alan was sent to be executed, never to see his lover or child.
And so, Arianna carried and bore her only son with melancholy, loving him more than anything. But when he was delivered, she was to be banished forever from Krallis on pain of death. The day of his birth, she only held him once, naming him 'Alacar' before he was taken from her arms and she was cast away north to Phlan, alone.
Alacar knew nothing of his birth. He was raised by K'Xizthizzerdrix (Kith-ziz-thiss-er-dricks), the high arcanist that predicted his future and saved him from death. Xiz, as Alacar called him, tried to teach him the ways of magic at an early age, and he had a knack for simple cantrips, but he was so very active. When he entered childhood, he was allowed to mingle with the elven boys and girls. They regarded him as a 'special kid', since he was taller, stronger, and more developed than they were. Their elders, who knew about this, only told his peers that he was 'unique'.
It was during this childhood that he met Lyia Laramond, an elven woman, who sang as the Krallisian Royal Guard's herald. She met Alacar almost on accident, and found him enjoyable. She knew he was half-elven, but her duty told her not to tell the truth. She became his guardian away from Xiz, who was becoming more and more angry at Alacar's antics. She watched him grow older as time went by.
As Alacar grew, faster than the kids he had met, Xiz piqued his interest in learning and reading. When he wasn't pouring over books, he was training with Lyia--she taught him the basics on combat and tactics. This formed the basis for his future career.
Alacar's bright future was not to be forever though. It all came crashing down on him when he was only thirteen years old. That day, a demonic being, Tyranthraxus, a flaming demon spirit and servant to Bane, came from the Pool of Radiance, which had appeared in Krallis. The Pool was said to be an extraplanar pool that granted anyone who bathed in it tremendous power, but in actuality it was a portal to the Elemental Plane of Fire, where Tyranthraxus resided. It used to be a tool of Mystra's, until Bane stole it from her for his own purposes. It randomly teleported to somewhere in the planes every ten years. This year, it appeared in Krallis.
Tyranthraxus was not a being of physical nature; he inhabits the body of the nearest living thing completely, (DC 40 Will save vs. complete domination, anyone?) and can move from person to person in that manner, as long as he is near the pool. He found his way to K'Xizthizzerdrix, who used and augmented his powers to usurp Krallis and not only annihilate the crown, but destroy the city's defenders and revive them as undead, spreading Bane's power. The city was ravaged, and burnt to the ground. The monsters then left Krallis to continue Tyranthraxus's reign of terror, taking the pool with them.
During this attack, Alacar wanted to help, but his own foster parent was the evil cause. Tyranthraxus confronted Alacar early during his posession, and while it would've pleased him to kill the young boy, it had no purpose and he had to work quickly. Alacar fled with his life, and met Lyia on that fateful day. She knew it was hopeless, so she made him get into a boat and flee. She told him the truth--that he was a child of destiny, a half elf born of Arianna Leoricar, and he had to flee the evil to live. He pleaded with Lyia to come with him, to protect him, but she refused, giving him her rapier. She told him she would find him in Phlan after she tried to save her family. That was the last Alacar would see of Lyia for a long time.
Alacar fled to Phlan with nothing but Lyia's rapier, his minor spellbook with only a few cantrips and Magic Missile inside, (which Xiz had always told him to keep handy) There he lived as an orphan, finding shelter with a human family who knew of Krallis's destruction. He knew nothing of his mother's whereabouts, only that she had been banished.
With the loss of his home and Lyia, and the truth of his heritage and his mother heavy on his heart, Alacar devoted himself to his two studies: Combat and magic. He would train during the day, and study at night. When he was a few years older, he moved south to Hillsfar to find his fortune.
It was there that he sought help from the gods at a temple of Tyr. There he met and befriended a dashing young human paladin by the name of Roland Everbrand, a devoted servant of the god. At the tavern that night, sharing a drink, Alacar discovered his pocket being picked--by a halfling named Fraedo (OOC: Yes, this is a pun. Let it go). In exchange for not being turned into the police, he agreed to buy their next round. Over the bar conversation, they got to know each other, and actually became fast friends.
Part I: Pool of Radiance (1-8)
Roland, it seemed, had been sent by the temple of Tyr to investigate an occurrance at Phlan; it seemed that they had been attacked by a horde of brigands in the past year. Alacar, afraid for his new home, joined with him to go to Phlan. Fraedo came along too--there was word of reward for those who would help cleanse it of 'bad guys.'
Arriving, they found the city had only one block that was civilized left--the rest had been occupied. There they met an elven 'city ranger' named Thrender Grone, who had also answered the call. Oddly enough, the elf was Krallisian, and knew of Alacar. Thrender revealed more information about his past, but knew not where Arianna was. Thrender joined with their band and the four of them investigated and cleared the city of various orcs, kobolds, goblins, brigands, bounties, and undead. They discovered the cause of the attack: Tyranthraxus. His old horde had discovered the new location of the pool: At the top of the city castle. It was there that Tyranthraxus was able to posess the body of a Golden dragon to command his troops. The four of them fought their way to the castle gates, and then snuck inside, going up and fighting the beastly monster, and slaying the dragon. Tyranthraxus's spirit fled with the pool, being recalled by Bane.
They were heroes then, and given the royal jewels of Phlan. It was then that Alacar met and was reunited with Lyia. She had heard word of him and his exploits--she had fled Phlan during the invasion and had returned. Now a fully grown man, Alacar was overjoyed to see her, and she was delighted. They fell in love, and Roland married them in a small ceremony. Lyia had become a travelling bard, a singer of tales of greatness passed on from her lost kingdom.
Part II: Curse of the Azure Bonds (9-14)
The five of them travelled south towards Cormyr, wanting to spend their riches together, when they were attacked in the night by unseen agents--poisoned and paralyzed, they woke to find that their arms had been branded with five azure symbols, each of various origin. These sigils were 'Azure Bonds', powerful magical bonds that forced their victims to do whatever was wanted against their will (DC 30 Will save to resist). The five of them had to find the owners of these bonds, and defeat them to remove them. They were, in order:
1) The Fire Knives, a band of thieves who tried to use them to assassinate King Azoun IV. They had kidnapped Princess Nacacia; when the party infiltrated their hideout, they saved her and earned Azoun's respect.
2) A powerful wizard, named Dracandros--a banished Red Wizard of Thay who had created a Dracolich. The party succeeded in defeating him and the dracolich, and earned the Helm of Dragons, an artifact that proved most useful.
3) The Cult of Moander, the dead god of decay and dead foliage. The cultists tried to use them as a sacrifice to summon the god, but their bond was broken during the ritual and they defeated its Aspect and the cult. There they recieved the Gauntlets of Moander, another powerful artifact.
4) Zhentil Keep--Lord Fzoul's right-hand man wanted to use the party and their bonds in an experiment; if he could use these bonds to control people, he could control all of Zhentil Keep, and the world. But, the Banites of Zhentil Keep hated him for using their enemy and attacked; the party had to defeat the Banites' Beholder. Then they recieved the Blade of Lathander, which was in Fzoul's collection.
These three artifacts were key in locating the owner of the final bond--Tyranthraxus! The party discovered his hidden base in the Ruins of Myth Drannor--this time Tyranthraxus had taken the body of a Storm Giant, and wanted to enslave his enemies for Bane's use. The party used the artifacts to spoil his plans and defeated him.
Part III: Secret of the Silver Blades (15-20)
Defeated and angrier than ever, Tyranthraxus called to one of Bane's servants: Kaz'zor, a Lich lord who had taken power in a castle far to the north. The lich king attacked the mining village of Larendon, which was the guarding place of the ancient relic known as the Well of Knowledge. This Well, an intelligent agent of Mystra, could do many wonderful things if fed gems and jewels. The town, in their desperation, fed it all of its wealth, and the Well summoned the party of five to their aid, proclaiming that they were the only ones capable of performing such an endeavor. Surprised at being teleported without their permission, the party had not much choice. They could not defeat the Lich king without the aid of five powerful weapons, the Silver Blades, which were deep underground in an ancient underground temple. After battling their way through the snow and ice, and under the earth, they found the temple and claimed the blades, and used them to fight their way past the Giant guardians of the castle, and to the lich king himself. It was there that Alacar, his magical power dispelled by the lich, was forced to use his strength of arms alone to defeat such a powerful foe, thus allowing him to become a Spellsword.
Part IV: Pools of Darkness (20-25)
The lich king defeated, Alacar and the party were teleported back to Phlan, where they would be welcomed. But their respite was not for long; Bane had had enough, and decided that the time was now to strike. Ao had sent the gods to the Prime, as it was the Time of Troubles, and Bane struck down upon Phlan and the surrounding area, sending out his five generals to occupy and control the area. The general populace was either killed, zombified, or chased out of their homes. Alacar and his company had no choice but to intervene. They travelled for that year across the area, clearing not just the one city of Phlan but all surrounding cities and villages, one after another, defeating his generals. Alacar finally even killed Tyranthraxus, enacting vengeance for what had happened so long ago. Bane alone could not control his ruined occupation, so he fled. When it was over, the year was nearly through, and Tyr, the god of Justice, saw fit to restore the land as it was, with only a vague memory of what had truly happened, save for the heroes themselves, and heroes they were, getting a personal blessing from the god himself.
Epilogue
Alacar then set about searching for his mother, which, with his popularity and resources, managed to do. Arianna, having lived in exile in the Elven Court, had not heard of his exploits. She was, needless to say, overjoyed. The fate of his father, Alan, is unknown--it is not known for certain if he was truly executed; no one that survived the attack saw it happen.
These days, Alacar is often seen wandering the realms as he pleases, enjoying life. His wife and mother live together in Phlan, which he regularly returns to. His wife is expecting a child soon.
Weapon: Butterfly Blade (Two-Bladed Sword: Keen Warning Blade of Speed +5//Keen Defending Blade of Speed +5: Keen: Doubles critical range; Warning: +5 to Initative; Speed: Extra attack at highest BAB when doing full-attack; Defending: May subtract up to 5 points of enhancement bonus to gain equal AC bonus; +5 to hit and damage for each blade.) 400,800 Weapon Crystals: 2 Greater Crystals of Energy Assault (Fire and Ice) (Each blade deals either +1d6 fire or +1d6 ice damage; Fire blade: Target takes additional 1d6 fire damage 1 round later; Ice blade: Target's speed is reduced by 10' for 1 round to a minimum of 5') 6,000 each
Weapon: Hideaway Composite Longbow of Speed +3 (Folds into small object to hold; Additional attack at highest BAB when making full attack; +3 to hit and damage) 74,300
Head: Circlet of Planetravel (Circlet of Mages: +2 to Concentration, 3 charges/day, use any number to retain a spell slot of that level; Helm of Teleportation: 3/day teleport; Comprehend Languages and Read Magic: Understand all languages and text, +5 to Decipher Script on incomplete magic text) 85,000
Face: None
Neck: Amulet of Planetravel +5 (Amulet of the Planes: Plane Shift at will, DC 15 Int check to arrive at desired location; Proof against Poison: Immunity to poison; Natural Armor +5: +5 to natural armor; Adaptation: Immune to harmful vapors and gases, always able to breathe) 206,000
Shoulders: Cloak of Epic Resistance and Epic Charisma +10 (+10 resistance bonus to all saves, +10 enhancement bonus to Charisma) 1,000,000
Chest: Alaina's Outfit (Padded shirt; Glamered: Looks like normal outfit; Masking: Continual nondetection; Greater Spell Resistance: SR 27) 852,900 Armor Crystal: Restful Crystal of Alacrity (Sleep in armor without fatigue; +5 morale bonus to speed) 4,000
Torso: Improved Bolt Vest of the Archmagi (1/day teleport; +15 Armor bonus and +5 deflection bonus to AC, +5 resistance to all saving throws, +2 enhancement bonus on caster level checks to overcome spell resistance, may spend an arcane spell as a swift action to heal himself 5 times the spell's level as many times as desired.) 1,455,000gp
Arms: Counterstrike Greatreach Bracers (2/day as a swift action may make an AoO on an opponent who misses her in melee; 3/day add +10' to weapon reach.) 4,500
Hands: Alaina's Gloves (True Strike: 1/day +20 to hit with weapon; Storing: May hold one object less than 20 lbs. that is summoned as a free action by snapping one's fingers. Stored item: Butterfly Blade; Ghost Fighting: ignore miss chance, +1d6 damage to incorporeal creatures; Dexterity +10: +10 enhancement bonus to Dexterity.) 1,017,500
Ring: Ring of Universal Energy Immunity (Immune to all energy types) 2,160,000
Ring: Ring of Wizardry I-IV and Sustenance (Doubles all 1st-4th level spells/day; Don't need to eat, sleep only 2 hrs/day) 232,500
Waist: Alaina's Belt (Belt of Magnificence +6: +6 enhancement bonus to all ability scores; Belt of Battle: +2 to Initiative. 3 charges/day: 1-Extra Move action 2-Standard action 3-Full-round action.) 208,000gp
Feet: Alacar's Boots (Boots of Swiftness and Climbing: +20 to Climb, Jump, and Tumble checks, +30' to movement speed, +6 enhancement bonus to Dex, 3/day haste for 20 rounds. In addition, may spider climb as the spell.) 263,200gp
Tome of Clear Thought +5 (Int) 137,500
Tome of Leadership and Understanding (Cha) 137,500
Manual of Bodily Health +5 (Str) 137,500
Manual of Gainful Exercise +5 (Con) 137,500
Manual of Quickness of Action +5 (Dex) 137,500 (All tomes give inherent bonuses) Bag of Holding Type IV 10,000 Magic Bedroll (Recover +1 hp/level while resting, plus endures elements) 500 Daern's Instant Tent (Small triangle canvas turns into a 20'x20'x20' tent that can house 8 people as though in a Tiny Hut, with a firepit. Tent has electricity, fire, and acid resistance 10, and immunity to cold.) 9,000
3 Everlasting Rations (Field rations feed a single Medium creature once/day) 350 Everfull Mug (3/day, on command may generate 12oz. water, cheap ale, or watery wine.) 200 Spool of Endless Rope (Can generate up to 500' of silk rope at one time) 1,400 Truelight Lantern(Can illuminate as though under continual light, and when one speaks "reveal" in Celestial, everyone in sight sees all illuminated objects as though under true seeing.) 36,000 Dusty Rose Ioun Stone (+1 insight bonus to AC) 5,000 Dark Blue Ioun Stone (Alertness feat: +2 to Listen and Spot) 10,000 Pale Green Ioun Stone (+1 competence bonus to attack rolls, skill checks, saves, and ability checks) 30,000
Wand of Cure Serious Wounds (50 charges) 11,250 Efficient Quiver 1,800 Horseshoes of the Peerless Steed217,000
5 scrolls of Sending 5,625
5 scrolls of Locate Creature 3,500
5 scrolls of Locate Object 250
2 scrolls of Plane Shift 4,550
60 arrows 3 Military Saddle 60
1 bottle of Krallisian Feywine
2,110gp
All skills gain a +1 competence bonus due to Ioun Stone
Balance* 23 10 ranks+12 Dex
Climb* 20 10 ranks+9 Str
Concentration 39 29+9 Con
Craft (Weaponsmith) 19 9 ranks+9 Int
Diplomacy 15 +12 Cha+2 racial
Gather Information 20 5 ranks+12 Cha+2 racial
Heal 15 5 ranks+9 Wis
Jump* 20 10 ranks+9 Str
Knowledge (Arcana) 45 32 ranks+9 Int+3 feat
Knowledge (Dungeoneering) 24 14 ranks+9 Int
Knowledge (Geography) 24 14 ranks+9 Int
Knowledge (History) 23 10 ranks+9 Int+3 feat
Knowledge (Local) 20 10 ranks+9 Int
Knowledge (Nature) 24 14 ranks+9 Int
Knowledge (Planes) 20 10 ranks+9 Int
Listen 45 34 ranks+9 Wis+1 racial
Perform (Singing) 21 8 ranks+12 Cha
Perform (Dancing) 27 14 ranks+12 Cha
Profession (Performer) 15 5 ranks+9 Wis
Ride 18 5 ranks+12 Dex
Search 23 12 ranks+9 Int+1 racial
Spellcraft 46 36 ranks+9 Int
Spot 31 20 ranks+9 Wis+1 racial
Tumble* 47 34 ranks+12 Dex
Half-Elf:
Medium Size
Base land speed 30'
Immunity to sleep spells and similar magical effects; +2 racial bonus on saves vs enchantment spells and effects.
Extend Spell 13/day: 1+Cha bonus times per day may freely apply Extend Spell feat.
Mystra's Grace: +2 magic bonus to all saves against magic spells and effects.
Spellcasting: Sorcerer spell levels at each level except 1st
Arcane Blade:
Still Buff: Any 'buff' spell cast on self is automatically Stilled
Eldritch Strike +2d6: Add +2d6 magic damage to any weapon attack.
Silent Buff: Any 'buff' spell cast on self is automatically Silent
Quickened Buff: Any 'buff' spell cast on self is automatically Quickened
Extended Buff: Any 'buff' spell cast on self is automatically Extended
Immediate Buff: May cast any 'buff' spell as an Immediate action once each round.
Spellcasting: Sorcerer spell levels at each level except 1st and 5th
Swiftblade:
Spellcasting: Additional Sorcerer level at every even-numbered level.
Quick Draw: Bonus feat (in place of Spring Attack, which was already acquired).
Swift Surge +2/+10'/+1d6: +2 bonus to attack rolls, dodge bonus to AC, and Reflex saves. +10' bonus to speed. +1d6 to weapon damage during any round in which you move at least 20'. Bonuses stack with haste and skirmish ability.
Blurred Alacrity (Ex): While under the effect of a haste spell cast herself, gain concealment 20%. Doesn't stack with blur, displacement, or other similar spell effects.
Sudden Casting (Ex): Can cast haste as a free action 1/round as if Quickened without spell slot modifier.
Arcane Reflexes (Ex): +10 bonus (Cha mod) to initiative.
Evasive Celerity (Ex): While under the effect of a haste spell cast herself, individually targeted spells have a 30% chance of failing against her. Doesn't stack with blink or similar spell effects.
Fortified Hustle (Ex): While under the effect of a haste spell cast herself, the haste effect is considered an extraordinary ability and cannot be dispelled.
Bounding Assault: Bonus feat, PHB2.
Diligent Rapidity (Ex): While under the effect of a haste spell cast herself, she may ignore any movement or skill based penalty caused by magic effects. Also, may run across open water as long as the movement is continuous over the round.
Perpetual Options (Ex): While under the effect of a haste spell cast herself, instead of an extra attack at full BAB for full attack, she may make an additional standard or move action each round. (move/move/move, standard/move/move, standard/standard/move, full-round/move, full-round/standard)
Innervated Speed (Ex): Any time she casts haste, she may spend a 6th-level or higher slot. If so, she is not under the effects of the haste spell, but instead she casts time stop for 1 round, +1 round for each slot of a higher level that is spent (2 rounds for 7th, 3 for 8th, 4 for 9th).
Tempest:
Tempest Defense (Ex): When wielding a double weapon or two weapons and not wearing medium or heavy armor, gain a +3 bonus to AC.
Ambidexterity (Ex): Attack penalties for two-weapon fighting are decreased by 2.
Two-Weapon Versatility (Ex): When fighting with two weapons, may apply benefits of these feats for one weapon to the other: Weapon Focus/Specialization, Improved Critical (and improved/greater variants of these)
Two-Weapon Spring Attack (Ex): When making a spring attack, may attack once each with two different weapons (or twice with a double-weapon) as an attack action. Applies only in light or no armor.
Exotic Weapon Master:
Exotic Weapon Stunt: Double Weapon Defense: When wielding a double weapon in both hands, Alaina gains a +1 shield bonus to AC.
Exotic Weapon Stunt: Flurry of Strikes When making a full attack, may make an additional attack at highest BAB; if so, all attacks take -2 penalty.
2. Sepiriel (Orvel; CG Human Paladin)
3. Avatar of Kokusho (Alliryn; Sun Elf Warmage)
4. Amadi (Mera; Human Psion)
5. Fajen Thygia (Athanis; Daggerspell Mage)
6. Yukora (Reynard; Dark Knight)
Star Wars
Damia Redwick (Avatar of Kokusho)
Ro Kolar (Yukora)
Bailee Ocean (Omna15)
Shandak (Sepiriel)
Benzik Sar'lya (KoolKoal)
My Characters:
Alacar Leoricar Godslayer
New Alacar Leoricar Godslayer
Alaina Leoricar 4E/3.5
Adam Fontaine Rise
Mara Silvaretti
Ren the Ronso FFd20
Alexander 4E
Danica Riohe Slayers d20
Half-Life:
Pandora Davidson
Terrence Frankworth
Hall of Heroes:
dark, keeper of memorys: Damascus Rose elf rogue
Casual Chaos Rules!!: Kragh half-orc barbarian
The Mad Tapper: Barum dwarf fighter
Myrf: Embrae Laughingwater elf bard
Halinn: Jarnok Namor human sorcerer
Arans, from Sep's New Dawn
Alexis Dyson - Rapture
Skye Masterson - Anomalies
Silent Hill:
Danielle 'Dani' Glass - Ti'rin (main lead)
Aaron Irvine - GigaGuess (secondary hero)
Rince Delia - PurpleD's character in Shell Casings
Amy Winterson - NPC love interest.
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Ryttare Kelasin Luna Orelinalei
Pandora Davidson
Terrence Frankworth
Terrence:
HP 24
AP 12
AC 17
Pandora:
HP 12
AP 7
AC 17
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Ryttare Kelasin Luna Orelinalei
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Ryttare Kelasin Luna Orelinalei
Age: Unknown
Height: 5' 10"
Weight: 140lbs.
Eye Color: Green
Hair Color: Reddish blonde
Skintone: Fair and white
Alignment: Chaotic Good
Deity: None, but she prefers Tymora
Race: "Human"
Gender: Female
Size: Medium
Class and Level: Warblade 13
DEX 18 (+4) (17 base +1 level)
CON 17 (+3)
INT 18 (+4) (17 base +1 level)
WIS 17 (+3)
CHA 17 (+3)
AC: 24 (10+8 armor+2 deflection+4 Dex)
Flat-Footed: 20 (-4 Dex)
Touch: 14
Speed: 40' (30' base+10' boots)
Initiative: +15 (+4 Dex +4 Improved Initiative +2 belt +5 sword)
Reflex: +12 (4 base +4 Dex +4 Int (while not flat-footed))
Will: +9 (4 base +3 Wis +2 Iron Will)
Spell Resistance: 13
Grapple Bonus: +17/+12/+7
Ranged Attack Bonus: +17/+12/+7
Attack: Longsword
Attack Bonus: +17/+12/+7
Damage: 1d8+4
Range: Melee or 10'
Type: Slashing
Crit: 19-20/x2
Weight: 4 lb.
Attack: Dagger (2)
Attack Bonus: +17/+12/+7
Damage: 1d4+4
Range: Melee or 10'
Type: Piercing
Crit: 19-20/x2
Weight: 1 lb.
Weapon: Greater Crystal of Illumination (Weapon sheds bright light in 60' radius, shadowy illumination in 120' radius.) 1,000gp
Shield: Masterwork Light Steel Shield (+1 armor bonus to AC, no ACP) 9gp
Head: Circlet of Glorious Recovery (1/day heal 4d8+7 hp) 5,600gp
Eyes: None
Face: None
Throat: Amulet of Teamwork (Alias and allies are granted +3 when aiding another instead of +2; Alias and all allies get +2 to damage when flanking; 1/day may grant +5 competence bonus to AC to Alias and one adjacent ally) 2,000gp
Shoulders: Cloak of Weaponry and Resistance +2 (May store 1 medium-size weapon in the cloak; also grants +2 resistance bonus to all saves) 6,300gp
Torso: Bolt Shirt (1/day teleport 60') 5,000gp
Chest: Celestial Armor of Spell Resistance (As Celestial Armor, but also grants SR 13) 26,400gp
Chest: Least Crystal of Adaptation (protected by endure elements) 500 gp
Arms: Bracers of Lightning (May add shock property to attacks) 11,000gp
Hands: Gauntlets of Throwing (3/day grant melee weapon throwing and returning abilities) 2,000gp
Ring: Ring of Protection +2 (+2 deflection bonus to AC) 8,000gp
Ring: Ring of Feather Falling and Sustenance (When falling more than 5', triggers feather fall; also Alias is constantly nourished, and only requires 2 hours of sleep for full rest.) 4,700gp
Waist: Belt of Battle (+2 to initiative; 3 charges per day: May spend 1 for an immediate move action; 2 for a standard; 3 for a full-round) 12,000gp
Feet: Boots of Skating (+10' bonus to movement, +20' on a decline) 7,000gp
Spool of Endless Rope(Can generate up to 500' of silk rope at one time) (1,400gp)
4 Potions Cure Serious Wounds (4,000gp)
Dusty Rose Prism Ioun Stone (+1 insight bonus to AC) (5,000gp)
Bag of Holding Type I (2,500gp)
46 platinum coins
Bluff 8 (5 ranks +3 Cha)
Concentration 19 (16 ranks +3 Con)
Diplomacy 19 (16 ranks +3 Cha)
Escape Artist 5 (3 ranks +4 Dex -2 ACP)*
Gather Information 5 (2 ranks +3 Cha)
Intimidate 19 (16 ranks +3 Cha)
Knowledge (History) 10 (6 ranks +4 Int)
Listen 8 (5 ranks +3 Wis)
Perform (singing) 11 (8 ranks +3 Cha)
Ride 6 (2 ranks +4 Dex)
Search 9 (5 ranks +4 Int)
Sense Motive 5 (2 ranks +3 Wis)
Spot 8 (5 ranks +3 Wis)
Survival 5 (2 ranks +3 Wis)
Tumble 18 (16 ranks +4 Dex -2 ACP)*
*ACP applies
Quick Draw (Warblade bonus 9th)
Ironheart Aura (Warblade bonus 13th) While Alias is in an Ironheart stance, her allies gain a +2 bonus to saves.
Avenging Strike (1st) As a swift action, Alias may channel her faith into her weapon, giving a bonus to attack and damage against an evil outsider equal to her Charisma modifier. She can do this a number of times per day equal to her Charisma modifier (+3 to hit and damage vs evil outsiders 3/day as a swift action)
Combat Expertise (1st human)
Dodge (3rd)
Mobility (6th)
Spring Attack (9th)
Whirlwind Attack (12th)
Maneuvers Known: 9
Moment of Perfect Mind (Diam) Counter--Use Concentration check in place of Will save.
Action Before Thought (Diam) Counter--Use Concentration check in place of Reflex save.
Mind Over Body (Diam) Counter--Use Concentration check in place of Fortitude save.
Greater Insightful Strike (Diam) Strike--Use double Concentration check to determine damage.
Moment of Alacrity (Diam) Boost--Gain +20 bonus on initiative during battle.
Steel Wind (Iron) Strike--Attack two opponents.
Crushing Vise (Stone) Strike--Deal +4d6 damage, attack immobilizes creature.
Order Forged From Chaos (White) Allies move up to their speed during your turn.
Tactical Strike (White) Strike--Deal +2d6 damage, adjacent allies move 5'
Stances Known
Bolstering Voice (White) Allies gain +2 bonus on Will saves, +4 against fear.
Dancing Blade Form (Iron) +5' reach during Alias' turn.
Punishing Stance (Iron) Attacks deal +1d6 damage, but Alias gets -2 AC
Halfling
Sylvan
Abyssal
Draconic
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Ryttare Kelasin Luna Orelinalei
Age: Unknown
Height: 4'10"
Weight: 150 lbs.
Eye Color: Yellow
Hair Color: None
Skintone: Green
Alignment: Lawful Good
Deity: Unknown--probably the Saurial version of Chauntea.
Race: Saurial (In game terms, a kind of lizardfolk)
Gender: Male
Size: Medium
Class and Level: Humanoid 2/Paladin 12 (LA: +1)
DEX 14 (+2) (13 base +1 level)
CON 18 (+4) (17 base +1 level)
INT 14 (+2)
WIS 16 (+3)
CHA 8* (-1)
*Dragonbait's Charisma is treated as though it were 22 in regards to Paladin spells and abilities.
AC: 21 (10+5 natural+2 Dex+3 enhancement+1 armor)
Flat-Footed: 15
Touch: 11
Speed: 40' (30' base+5' armor+5' crystal)
Initiative: +8 (+2 Dex+4 Improved Initiative+2 belt)
Reflex: +16 (+3 racial+4 base+2 Dex+7 Divine Grace)
Will: +14 (+4 base+3 Wis+7 Divine Grace)
Spell Resistance: 17
Grapple Bonus: +16/+11/+6
Ranged Attack Bonus: +14/+9/+4
Attack: Holy Avenger
Attack Bonus: +21/+16/+11
Damage: 1d8+8
Range: Melee
Type: Slashing
Crit: 19-20/x2
Weight: 4 lb.
Attack: Claw (2)
Attack Bonus: +15/+10/+5
Damage: 1d4+1
Range:Melee
Type: Natural
Crit: 20/x2
Attack: Bite
Attack Bonus: +15/+10/+5
Damage: 1d4+1
Range: Melee
Type: Natural
Crit: 20/x2
Weapon: Greater Fiendslayer Crystal (Weapon is good-aligned to overcome DR, +1d6 damage vs evil outsiders; on critical vs evil, target can't teleport for 1 round) 5,000gp
Head: Phoenix Circlet (Low-Light vision; 1/day each feather fall, resist energy, speak with animals (birds)) 6,500gp
Face: None
Eyes: None
Neck: Heartseeking Amulet (3/day treat melee attack as though touch attack) 3,000gp
Shoulders: Cloak of Charisma +4 (+4 enhancement bonus to Charisma) 36,000gp
Chest: Padded Armor of Quickness +3 (+3 enhancement bonus/+1 armor bonus to AC; +5' to movement speed) 14,000gp
Chest: Crystal of Alacrity (+5' to movement speed) 3,500gp
Torso: Bolt Vest of Resistance +4 (1/day teleport 60'; +4 enhancement bonus to saves) 21,000gp
Arms: Deathstrike Bracers (3/day may critical against creatures immune to crits) 5,000gp
Hands: Gloves of Fortunate True-Striking (1/day +20 to attack; 1/day may reroll attack roll) 5,500gp
Ring: Ring of Protection +3 (+3 deflection bonus to AC) 18,000gp
Ring: Ring of Sustenance (Continual endure elements, only need 2 hours of sleep, constantly nourished) 2,500gp
Waist: Belt of Battle (+2 to initiative; 3 charges per day: May spend 1 for an immediate move action; 2 for a standard; 3 for a full-round) 12,000gp
Feet: None
Concentration 11 (7 ranks+4 Con)
Heal 13 (10 ranks+3 Wis)
Jump 12 (5 ranks+3 Str+4 racial)
Listen 5 (2 ranks+3 Wis)
Move Silently 5 (3 ranks+2 Dex)
Search 4 (2 ranks+2 Int)
Sense Motive 18 (15 ranks+3 Wis)
Spot 5 (2 ranks+3 Wis)
Survival 5 (2 ranks+3 Wis)
Swim 11 (4 ranks+3 Str+4 racial)
Battle Blessing (Standard action Paladin spells are swift actions; full-round action spells are standard actions) (Complete Champion) (1st)
Awesome Smite (While using Power Attack with Smite, can either A) ignore up to 8 points of DR, B) attempt a trip attack, or C) ignore any miss chance to hit the target.) (Complete Champion) (3rd)
Extra Smiting (Can Smite Evil an additional 1/day) (Defenders of the Faith) (6th)
Extra Smiting (Can Smite Evil an additional 1/day) (Defenders of the Faith) (9th)
Improved Initiative (+4 to initiative) (12th)
Spells drawn from Paladin List
DC: 15/16/17
Draconic
Sylvan
Abyssal
Note: Dragonbait can speak, but he does not. Instead he speaks in the form of scents he can emit--Alias knows his 'scent code'.
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Ryttare Kelasin Luna Orelinalei
Age: 21
Height: 3'
Weight: 30 lbs.
Eye Color: Hazel
Hair Color: Red
Skintone: White
Alignment: Chaotic Neutral
Deity: Tymora, though she doesn't practice
Race: Halfling
Gender: Female
Size: Small
Class and Level: Rogue 7/Harper Scout 5
DEX 18 (+4)
CON 16 (+3) (15 base +1 level)
INT 12 (+1)
WIS 10 (+0)
CHA 18 (+4) (17 base +1 level)
AC: 23 (10 +4 armor +3 enhancement +2 deflection +4 Dex)
Flat-Footed: 19 (-4 Dex)
Touch: 19 (-4 armor)
Speed: 35' (20' base +5' crystal +10' boots)
Initiative: +15 (+4 Dex +4 Improved Initiative +2 belt +5 weapon)
Reflex: +17 (+9 base +4 Dex +1 racial +3 vest)
Will: +10 (+6 base +0 Wis +1 racial +3 vest)
(+4 additional bonus vs fear effects, +2 vs compulsion, +2 vs glyphs, runes, and symbols)
Spell Resistance:
Grapple Bonus: +8/+3
Ranged Attack Bonus: +11/+6
Attack: Flying Stinger
Attack Bonus: +8/+3 (melee), +11/+6 (ranged)
Damage: 1d4+1
Range: 40'
Type: Piercing
Crit: 19-20/x2
Weight: 2 lb.
Weapon: Greater crystal of returning (Draw weapon as a free action; Call weapon from up to 30' away; weapon returns when thrown) 4,000gp
Head: Phoenix Circlet (Low-Light vision; 1/day each feather fall, resist energy, speak with animals (birds)) 6,500gp
Face: None
Eyes: None
Neck: Enduring Amulet of Emergency Healing (protected by endure elements; 3 charges daily: 1 charge--resistance to cold and fire 10. 2 charges: 15 3 charges: 20; 3/day heal 1d4+5 points of damage, even at negative hitpoints) 1,500gp
Shoulders: Vanisher Cloak (3 charges daily: 1 charge--invisible/4 rounds. 2 charges--Olive and 1 ally invisible/3 rounds. 3 charges--Olive and three adjacent allies invisible/2 rounds.) 2,500gp
Chest: Elven chain +3 (Mithril chain shirt; +3 enhancement bonus to AC) 13,300gp
Chest: Crystal of Alacrity (+5' bonus to speed) 3,500gp
Torso: Vest of Resistance +3 (+3 enhancement bonus to all saves) 9,000gp
Arms: Strongarm bracers (wield weapons as though one size category larger) 6,000gp
Hands: Extended range gloves of fortunate striking (double range of thrown weapons; 1/day reroll attack roll) 4,000gp
Ring: Ring of Protection +2 (+2 deflection bonus to AC) 8,000gp
Ring: Ring of Feather Falling (If falling more than 5', triggers feather falling) 2,200gp
Waist: Belt of Battle (+2 to initiative; 3 charges per day: May spend 1 for an immediate move action; 2 for a standard; 3 for a full-round) 12,000gp
Feet: Boots of Striding and Springing (+10' to speed, +5 bonus to Jump checks) 5,500gp
Clothes
Songbook
Journal
Harper pin
Masterwork Lyre (+2 to Perform (stringed)) 100gp
Magic Bedroll (Recover +1 hp/level while resting, plus endures elements) (500gp)
Daern's Instant Tent (Small triangle canvas turns into a 20'x20'x20' tent that can house 8 people as though in a Tiny Hut, with a firepit. Tent has electricity, fire, and acid resistance 10, and immunity to cold.) (9,000gp)
3 Everlasting Rations(Field rations feed a single Medium creature once/day) (350gp)
Everfull Mug(3/day, on command may generate 12oz. water, cheap ale, or watery wine.) (200gp)
Spool of Endless Rope(Can generate up to 500' of silk rope at one time) (1,400gp)
Dusty Rose Prism Ioun Stone (+1 insight bonus to AC) (5,000gp)
Bag of Holding Type II (5,000gp)
95 platinum coins
Bluff 24 (15 ranks +4 Cha +3 Skill Focus +2 Streetwise)
Climb* 3 (+1 Str +4 racial -2 ACP)
Diplomacy 12 (8 ranks +4 Cha)
Escape Artist* 4 (2 ranks +4 Dex -2 ACP)
Gather Information 10 (4 ranks +4 Cha +2 Streetwise)
Hide* 12 (4 ranks +4 Dex +4 size +2 Stealthy -2 ACP)
Jump* 8 (+1 Str +4 racial +5 boots -2 ACP)
Knowledge (local) 5 (4 ranks +1 Int)
Listen 14 (10 ranks +4 racial)
Move Silently* 13 (5 ranks +4 Dex +4 racial +2 Stealthy -2 ACP)
Perform (Stringed) 24 (15 ranks +4 Cha +3 Skill Focus +2 masterwork instrument)
Perform (Singing) 22 (15 ranks +4 Cha +3 Skill Focus)
Search 4 (3 ranks +1 Int)
Sense Motive 2 (2 ranks)
Sleight of Hand* 10 (8 ranks +4 Dex -2 ACP)
Spot 10 (10 ranks)
Swim* -1 (+1 Str -2 ACP)
Tumble* 10 (8 ranks +4 Dex -2 ACP)
*ACP applies
Quick Draw (Draw weapon as a free action) (3rd)
Dodge (Designate one target for +1 dodge bonus to AC) (6th)
Improved Initiative (+4 to Initiative) (9th)
Stealthy (+2 bonus to Hide and Move Silently) (12th)
Spell List
1st: change self, charm person, comprehend languages, erase, feather fall, jump, light, message, mount, read magic, scatterspray, sleep, spider climb
2nd: cat's grace, darkvision, detect thoughts, eagle's splendour, invisibility, knock, locate object, magic mouth, misdirection, see invisibility, shadow mask
3rd: clairaudience/clairvoyance, nondetection, suggestion, tongues, undetectable alignment
Save DCs: 19/20/21
Halfling
Elven
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Ryttare Kelasin Luna Orelinalei
Age: 34
Height: 5' 11"
Weight: 180 lbs.
Eye Color: Green
Hair Color: Black
Skintone: Fair
Alignment: Chaotic Good
Deity: Tymora, Mystara
Race: Half-Elf
Gender: Male
Size: Medium
Class and Level: Wizard 6/Force Arcanist 8
DEX 17 (+3) (16 base +1 level)
CON 16 (+3)
INT 20 (+5) (18 base +2 levels)
WIS 16 (+3)
CHA 12 (+1)
AC: 21 (10 +3 Dex+2 natural+2 deflection+4 armor)
Flat-Footed: 18
Touch: 15
Speed: 30' (base)
Initiative: +3 (+3 Dex)
Reflex: +12 (+4 base +3 Dex +2 familiar+2 resistance)
Will: +14 (+9 base +3 Wis+2 resistance)
Grapple Bonus: +7
Ranged Attack Bonus: +7/+2
Attack: Quarterstaff +2
Attack Bonus: +8/+3
Damage: 1d6+2/1d6+2
Range: Melee
Type: Bludgeoning
Crit: x2/x2
Weight: 4 lbs.
Head: Circlet of Mages (+2 to Concentration, 3 charges/day may retain previously cast spells.)
Face:
Neck: Amulet of Natural Armor +2(+2 natural armor bonus to AC)
Shoulders: Cloak of Resistance +2 (+2 resistance bonus to all saves)
Chest: Robe of Arcane Might (+4 armor bonus to AC, spells are cast at +1 caster level for DCs and SR)
Torso:
Arms: Bracers of Armor +4 (+4 armor bonus to AC)
Hands: Arcanist's Gloves (2/day, next 1st level spell's caster level is considered +2)
Ring: Ring of Protection +2 (+2 deflection bonus to AC)
Ring: Ring of Endurance (Protected as by endure elements, may 3/day gain resistance 10 vs fire and frost)
Waist:
Feet: Frostwalkers (Ignore any movement-based penalties while in a cold environment)
Decipher Script +10 (5 ranks +5 Int)
Knowledge (arcana) +22 (17 ranks +5 Int)
Knowledge (local) +14 (9 ranks +5 Int)
Knowledge (draconic) +9 (4 ranks +5 Int)
Spellcraft +22 (17 ranks +5 Int)
Spot +15 (11 ranks +3 Wis +1 racial)
ccListen +7 (3 ranks +3 Wis +1 racial)
ccSearch +9 (3 ranks +5 Int +1 racial)
ccSense Motive +6 (3 ranks +3 Wis)
ccTumble +8 (5 ranks +3 Dex)
ccDiplomacy +3 (+1 Cha +2 racial)
ccGather Information +3 (+1 Cha +2 racial)
ccJump +1 (+1 Str)
Spell Mastery (3rd) Prepare spells without a spellbook: Magic Missile, Shield, Sleep, Light
Combat Casting (Bonus) +4 to Concentration checks while casting defensively.
Signature Spell: Magic Missile (6th) May spontaneously replace any 1st or higher level spell with magic missile
Quicken Spell (9th) May cast a spell as a swift action. Spell level +4
Arcane Thesis: Magic Missile (12th) Casts magic missile as though 2 levels higher; metamagic feats applied are -1 caster level.
It's 14th when casting evocation spells.
When casting magic missile, it's 18th.
He gets an additional +6 bonus to overcome SR when using Force spells.
Spells Per Day
4/6/6/5/5/4/3/1
Spells Known
0: All Cantrips
1st: magic missile, grease, mage armor, identify, charm person, burning hands, expeditious retreat, persistant blade, familiar pocket, lesser orb of acid, shield, sleep
2nd: acid arrow, locate object, greater alarm, blast of force
3rd: dispel magic, explosive runes, hold person, fireball, lightning bolt, fly, haste, greater mage armor, chain missile
4th: black tentacles, dimension door, crushing despair, ice storm, forceward, orb of force, force missiles, forcewave
5th: break enchantment, cloudkill, teleport, permanency, ball lightning, mass fly
6th: greater dispel magic, disintegrate, ruby ray of reversal
7th: antimagic ray, mass hold person, spell turning
Saving Throw DCs: 16/17/18/19/20/21/22/23
Elven
Draconic
Celestial
Goblinoid
Giant
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Ryttare Kelasin Luna Orelinalei
Mara Silvaretti
Ren the Ronso
Unfinished Paladin 4E
Swashbuckler/Wizard Gestalt
Alacar is also done
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Ryttare Kelasin Luna Orelinalei
dark, keeper of memorys: Damascus Rose elf rogue
Casual Chaos Rules!!: Kragh half-orc barbarian
The Mad Tapper: Barum dwarf fighter
Myrf: Embrae Laughingwater elf bard
Halinn: Jarnok Namor human sorcerer
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Ryttare Kelasin Luna Orelinalei
Age: 95
Height: 4' 3"
Weight: 180 lbs.
Eye Color: Black
Hair Color: Black
Skintone: Dark Brown
Alignment: Neutral Good
Deity: None, really
Race: Shield Dwarf
Gender: Male
Size: Medium
Class and Level: Dark Knight 12
DEX 14 (+2)
CON 24 (+7)
INT 14 (+2)
WIS 14 (+2)
CHA 12 (+1)
AC: 27 (10+2 Dex+5 armor+4 shield+2 enhancement+3 deflection+1 natural armor) +1 dodge
Flat-Footed: 25
Touch: 18
Speed: 30'
Initiative: +2 (+2 Dex)
Reflex: 6(base 4+2 Dex)
Will: 6(base 4+2 Wis)
Spell Resistance:
Grapple Bonus: +14
Ranged Attack Bonus: +14/+9/+4
Melee Attack Bonus: +15/+10/+5
Attack: Battle Axe +1
Attack Bonus: +16/+11/+6
Damage: 1d8+4
Range: Melee
Type: Slashing
Crit: x3
Weight: 6 lbs.
Shield: Heavy Wooden Shield +2
Head:
Face:
Neck: Amulet of Natural Armor +1
Shoulders:
Chest: Chainmail +2
Torso:
Arms:
Hands:
Ring: Ring of Protection +3
Ring:
Waist:
Feet:
Intimidate 13 (12 ranks+1 Cha)
Jump 15 (12 ranks+3 Str)
Spot 14 (12 ranks+2 Wis)
Swim 10 (12 ranks+3 Str-5 ACP)
Endurance (Various fitness-based bonuses; may sleep in medium armor) (bonus 4th)
Diehard (When below 0 hp, auto-stable and may perform at half-efficiency) (bonus 8th)
Dodge (+1 dodge bonus to AC vs 1 chosen target) (1st)
Power Attack (May take up to -5 in to-hit to get +5 to damage) (3rd)
Cleave (May make an attack on an adjacent enemy after dropping a foe) (6th)
Great Cleave (May make multiple cleaves) (9th)
Dwarvish
Goblinoid
Giant
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Ryttare Kelasin Luna Orelinalei
Race
Class
Gender
Age
Eyes
Hair
Skintone
Height
Weight
Alignment
Deity
Affiliations
CON
DEX
INT
WIS
CHA
Bloodied
Surge
Surges/Day
Action Points
Initiative
AC
Fort
Ref
Will
Speed
Size
Bonus
Damage
Passive Perception
Acrobatics
Arcana
Athletics
Bluff
Diplomacy
Dungeoneering
Endurance
Heal
History
Insight
Intimidate
Nature
Perception
Religion
Stealth
Streetwise
Thievery
At Will
Encounter
Daily
Utility
Rituals
Armor:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:
Others
Age:
Height:
Weight:
Eye Color:
Hair Color:
Skintone:
Alignment:
Deity:
Race:
Gender:
Size:
Class and Level:
DEX
CON
INT
WIS
CHA
AC:
Flat-Footed:
Touch:
Speed:
Initiative:
Reflex:
Will:
Grapple Bonus:
Ranged Attack Bonus:
Attack:
Attack Bonus:
Damage:
Range:
Type:
Crit:
Weight:
Face:
Neck:
Shoulders:
Chest:Torso:
Arms:
Hands:
Ring:
Ring:
Waist:
Feet:
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Ryttare Kelasin Luna Orelinalei
Race Half-Elf
Class Swordmage 3
Gender Female
Age 18
Eyes Green
Hair Blonde
Skintone Fair
Height 5' 9"
Weight 140 lbs.
Alignment Chaotic Good (Good)
Deity Mainly Sune, Tymora, Mielikki (Avandra)
Affiliations The Leoricar Family, Phlan
CON 16 (+3) (14 base +2 racial)
DEX 12 (+1)
INT 16 (+3)
WIS 14 (+2)
CHA 16 (+3) (12 base +2 racial)
Bloodied 15
Surge 7
Surges/Day 11
Action Points 1
Milestones 0
Initiative +4 (+3 Dex+1 Regional)
AC 19 (11 base+3 Int+1 Double-Sword+3 Armor+1 Class)
Fort 14(11 base+3 Con)
Ref 14 (11 base+3 Int)
Will 16 (11 base+3 Cha+2 Swordmage)
Speed 30'
Size Medium
At-Will - Standard - Weapon
Range Melee
Target: One creature
Attack: +7 vs AC
Hit: 1d8+4
Note: On critical, deal +1d12 damage.
Power Aegis of Assault
At-Will - Minor - Arcane, Teleportation
Range: Close burst 2
Target: One creature in burst
Effect: Mark the target. If the mark makes an attack that doesn't include Alaina as a target, it takes a -2 penalty to attack rolls. If that attack hits and Alaina is within 50' of the mark, Alaina may teleport to a square adjacent to the target, if there is one free, and make a basic attack against it.
Attack Greenflame Blade
At-Will - Standard - Arcane, Fire, Weapon
Target: One creature
Attack: Intelligence vs. AC
Damage: 1[W] + Int mod Fire damage, and Fire damage equal to Str mod to all enemies adjacent to the target.
Attack Sword Burst
At-Will - Standard - Arcane, Force, Implement
Range Close burst 1
Target: Each enemy in burst
Attack: Intelligence +1 vs Reflex
Damage: 1d6+1 +Int mod Force damage.
Attack Twin Strike
Encounter - Standard - Martial, Weapon
Range Melee
Target: One or two creatures
Attack: Strength vs AC
Damage: 1[W] per attack.
Attack Flame Cyclone
Encounter - Standard - Arcane, Fire, Implement
Range Close blast 3
Target: Each creature in blast
Attack: Intelligence +1 vs Reflex
Damage: 1d8+Int mod+Str mod Fire damage.
Attack Whirling Blade
Daily - Standard - Arcane, Weapon
Range Ranged 25'
Requirement: Must throw melee weapon at target
Target: One creature
Attack: Intelligence vs AC
Damage: 2[W] + Int mod damage, and weapon returns to hand.
Miss:Repeat the attack against a target within 25'; if miss, repeat this process until it hits or if it misses the fourth target.
Attack Magic Missile
Daily - Standard - Arcane, Force, Implement
Range Ranged 100'
Target: One creature
Attack: Intelligence +1 vs Reflex
Damage: 2d4+1 +Int mod Force damage.
Attack Blastback Swipe
Encounter - Standard - Arcane, Thunder, Weapon
Range Melee
Target: One creature
Attack: Intelligence vs. Fortitude
Damage: 1[W]+Int mod Thunder damage, and push the target 2 squares.
Special: When charging, may use this power in place of a melee basic attack.
Special: When using Aegis of Assault, Alaina may use this power in place of a melee basic attack.
Passive Insight 18
Passive Perception 13
Acrobatics 2 (+1 Dex)
Arcana 9 (+5 trained+3 Int)
Athletics 8 (+5 trained+2 Str)
Bluff 4 (+3 Cha)
Diplomacy 9 (+5 trained+3 Cha)
Dungeoneering 3 (+2 Wis)
Endurance 4 (+3 Con)
Heal 3 (+2 Wis)
History 4 (+3 Int)
Insight 8 (+5 trained+2 Wis)
Intimidate 4 (+3 Cha)
Nature 3 (+2 Wis)
Perception 3 (+2 Wis)
Religion 4 (+3 Int)
Stealth 2 (+1 Dex)
Streetwise 4 (+3 Cha)
Thievery 2 (+1 Dex)
Intelligent Blademaster (2nd) Use Intelligence bonus instead of Strength on basic attacks.
At Will
Aegis of Assault
Greenflame Blade
Sword Burst
Encounter
Twin Strike
Flame Cyclone
Blastback Swipe
Daily
Whirling Blade
Magic Missile (implement)
Utility
Eldritch Speed (Daily: Before rolling Init, you gain +5 bonus to Initiative and may make an extra move action during your first round in combat.)
Rituals
Leather Armor +1 385gp
Double-Sword Implement: Force +1 (+1 to all Force Implement power damage, magic missile as a Daily Power)
Double-Sword Weapon: Vicious +1 (+1 to attack and damage; +1d12 damage on crit)
Signet Ring (special)
1 Power Jewel (Unknown)
480 gold
Implement: Force Double-Sword +1
Armor: Leather Armor +1
Arms:
Feet:
Hands:
Head:
Neck:
Ring: Signet Ring
Ring:
Waist:
Others
Elven
Draconic
Very early on, Alaina, like her parents, had an interest in the arcane arts. But unlike her father, who could fling magic missiles like nothing and her mother who could sing up a storm, Alaina was gifted with an innate magic, not based on intelligence and learning but a natural talent. But instead of being forced to focus entirely on her sorcerous power, no doubt somehow gained through his parents' many dealings with the mystic, she was encouraged to choose her own path.
Alaina enjoyed the freedom of independence, which her parents valued more than anything, as well as being taught the value of a good deed. She took these values to heart as she decided to become a ranger, or what she preferred to be called, 'Sun Warrior'. She is not a devout follower of Sune, being encouraged to appreciate multiple deities.
When she reached appropriate age, Alacar allowed her to go out entirely on her own for the first time. She is free from the attachment of her father's fame, excepting her name and a signet ring bearing the family crest, which she bears proudly.
Alaina is a cheerful woman, at home in a busy village and in the wild wood. She is very beautiful and youthful, outgoing and playful. Ultimately though, her finest quality is her devotion to her family and friends, and to the greater good. She is only now beginning to awaken her innate magic ability.
Age: 30
Height: 5' 9"
Weight: 140 lbs.
Eye Color: Green
Hair Color: Strawberry Golden
Skintone: Fair
Alignment: Neutral Good
Deity: Sune, Tymora
Race: Half-Elf
Gender: Female
Size: Medium
Class and Level: Fighter 2/Swashbuckler 3/Bladesinger 10/Duelist 10//Sorcerer 10/Spellsword 10/Archmage 5
DEX 28 (+9) (16 base+1 level+5 tome+6 belt)
CON 24 (+7) (12 base+1 level+5 tome+6 belt)
INT 28 (+9) (16 base+1 level+5 tome+6 belt)
WIS 28 (+9) (16 base+1 level+5 tome+6 belt)
CHA 30 (+10) (18 base+1 level+5 tome+6 belt)
AC: 56 (10+18 Dex & Int+9 dodge+1 insight+5 enhancement+8 armor+5 natural armor)
Flat-Footed: 38
Touch: 43
Speed: 60' (30' base+30' Boots)
Initiative: +17 (+9 Dex+4 Duelist+4 Improved Initiative)
Reflex: +41 (19 base+9 Dex+2 epic+2 familiar+3 Grace+5 resistance+1 competence)
Will: +40 (23 base+9 Wis+2 epic+5 resistance+1 competence)
Resistances: 30 to all energy types.
Grapple Bonus: +27 with +3 epic bonus
Ranged Attack Bonus: +29/+24/+19/+9 with +3 epic bonus
Melee Attack Bonus: +27/+21/+17/+7 with +3 epic bonus
Weapon Finesse Attack Bonus: +29/+24/+19/+9 with +3 epic bonus
Attack: Forceblade
Attack Bonus: +33/+28/+23/+13 with +3 epic bonus; +1 when a spell is channeled
Damage: 1d8+11 +1 when a spell is channeled
Sneak Attack Damage: 2d6+9
Range: Melee
Type: Force, Piercing, Slashing
Crit: 19-20/x2
Weight: 3 lbs.
Weapon Crystal: Greater Arcane Crystal of Arcane Steel (+1 to hit, damage, and save DCs when a spell is channeled.) 6,000gp
Head: Circlet of Mages and Rapid Casting (3/day may cast spells as swift actions; +2 to Concentration, 3/charges: 1--retain 1st level spell slot 2--2nd level 3--3rd) 20,000
Face: None
Neck: Amulet of Natural Armor +5 (+5 natural armor bonus to AC) 50,000gp
Shoulders: Minor Cloak of Displacement (Continual 20% miss chance) 24,000gp
Chest: Alaina's Outfit (Glamered Masking Shirt of Landing +5; Looks like normal clothes, continual nondetection, always land on feet if falling within 60', +5 enhancement bonus to AC) 71,700
Torso: Vest of the Archmagi (+8 Armor bonus to AC, +5 resistance to all saving throws, +2 enhancement bonus on caster level checks to overcome spell resistance, may spend an arcane spell as a swift action to heal himself 5 times the spell's level as many times as desired.) 200,000gp
Arms: Bracers of Armor +8 (+8 enhancement bonus to AC) 64,000gp
Hands: True Strike Gauntlets of Storing (1/day +20 to hit with weapon. In addition, may hold one object less than 20 lbs. that is summoned as a free action by snapping one's fingers. Stored Item: Forceblade) 13,500gp
Ring: Ring of Wizardry I-IV (Double all 1st thru 4th level spells) 460,000gp
Ring: Signet Ring of Greater Universal Energy Resistance (Resist 30 to all energy types.) 180,000gp
Waist: Belt of Magnificence +6 (+6 enhancement bonus to all ability scores) 200,000gp
Feet: Boots of Swiftness and Climbing (+20 to Climb, Jump, and Tumble checks, +30' to movement speed, +6 enhancement bonus to Dex, 3/day haste for 20 rounds. In addition, may spider climb as the spell.) 263,200gp
Manual of Gainful Exercise +5 (Str)
Manual of Quickness of Action +5 (Dex)
Tome of Clear Thought +5 (Int)
Tome of Leadership and Influence +5 (Cha)
Tome of Understanding +5 (Wis)
Spool of Endless Rope 1,400gp
Bag of Holding Type IV 10,000gp
Wand of Cure Critical Wounds (60 charges) 21,000gp
Magic Bedroll (Recover +1 hp/level while resting, plus endures elements) 500gp
Daern's Instant Tent (Small triangle canvas turns into a 20'x20'x20' tent that can house 8 people as though in a Tiny Hut, with a firepit. Tent has electricity, fire, and acid resistance 10, and immunity to cold.) 9,000gp
3 Everlasting Rations(Field rations feed a single Medium creature once/day) 350gp
Everfull Mug(3/day, on command may generate 12oz. water, cheap ale, or watery wine.) 200gp
Pale Green Prism Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability checks.) 30,000gp
Dusty Rose Prism Ioun Stone (+1 insight bonus to AC) 5,000gp
Dark Blue Rhomboid Ioun Stone (Alertness as the feat) 10,000gp
625 platinum coins
Bluff 21 (10 ranks+10 Cha)
Climb* 33 (5 ranks+7 Str+20 Boots)
Concentration 38 (28 ranks+7 Con+2 circlet+4 combat casting)
Diplomacy 28 (9 ranks+10 Cha+2 racial+6 synergy)
Disguise 12 (+10 Cha+2 synergy)
Gather Information 20 (5 ranks+10 Cha+2 racia+2 synergyl)
Intimidate 14 (1 rank+10 Cha+2 synergy)
Jump* 35 (5 ranks+7 Str+20 Boots+2 synergy)
Knowledge (Arcana) 38 (28 ranks+9 Int)
Knowledge (Local) 25 (15 ranks+9 Int)
Knowledge (History) 25 (15 ranks+9 Int)
Knowledge (Planes) 25 (15 ranks+9 Int)
Knowledge (Nobility) 25 (15 ranks+9 Int)
Listen 24 (11 ranks+9 Wis+1 racial+2 ioun stone)
Search 16 (5 ranks+9 Int+1 racial)
Sense Motive 20 (10 ranks+9 Wis)
Sleight of Hand 11 (+9 Dex+2 synergy)
Spellcraft 40 (28 ranks+9 Int+2 synergy)
Spot 24 (11 ranks+9 Wis+1 racial+2 ioun stone)
Tumble* 45 (13 ranks+9 Dex+20 Boots+2 synergy)
Quick Draw (Fighter bonus)
Improved Initiative (Fighter Bonus)
Combat Casting (3rd)
Somatic Weaponry (6th) May cast spells with a somatic component even when hands are full.
Arcane Strike (9th) As a free action, Alaina may spend one of her spells per day to channel arcane energy into her weapon or unarmed strike; when she strikes with it, she gains an attack bonus equal to the spell's level, and adds Xd4 arcane damage to the weapon damage, where X is the spell's level.
Spell Penetration (12th)
Greater Spell Penetration(Bonus Spellsword)
Empower Spell (15th) All numerical values of the spell are increased by 1.5; Spell level +2.
Improved Arcane Strike (18th)
Epic Spell Penetration (21st)
Unstoppable Spell (24th)
Proficiencies All simple and martial weapons and all armor and shields.
When overcoming SR, her caster level is 33rd.
Spells Per Day
6/18/18/18/16/7/7/7/6/6
Spells Known
9/5/5/4/4/4/3/3/3/3
0: Detect Magic, Read Magic, Light, Prestidigitation, Touch of Fatigue, Acid Splash, Resistance, Ray of Frost, Arcane Mark
1: Magic Missile, True Strike, Ray of Clumsiness (SC), Sleep, Mount
2: Scorching Ray, Invisibility, Blast of Force (SC), Fireburst (SC), Wraithstrike (SC)
3: Fireball, Lightning Bolt, Fly, Dispel Magic
4: Greater Mirror Image (PHB2), Dimension Door, Force Missiles (SC), Locate Creature
5: Break Enchantment, Prismatic Ray (SC), Cone of Cold, Improved Blink (SC)
6: Thunder Field (SC), Greater Dispel Magic, Brilliant Blade (SC)
7: Prismatic Spray, Banishment, Greater Teleport
8: Greater Plane Shift (SC), Polar Ray, Discern Location
9: Meteor Swarm, Prismatic Sphere (SC), Detonate (PHB2) Empowered Unstoppable Magic Missile 6/day.
Saving Throw DCs: 20/21/22/23/24/25/26/27/28/29
Elven
Draconic
Dwarven
Celestial
As a result, Alaina was raised with a worldly wisdom, being accepting of nearly all things and taught at a very early age to embrace life and the goodness of people. Even Drow she has learned to only pity, not hate, and admire those who come to the surface.
Alaina was trained in the art of adventuring almost as soon as she could walk and talk, taught to balance the spell and the sword. She was discovered to have an innate magical power, and a talent with a rapier. She quickly became friends with those her father knew, old and new alike--Fraedo, since retired from adventuring, who kept horning in on her; Roland, now a warlord of Tyr, who instilled in her a strong sense of duty; Thrender, who regaled her with stories of her father's home, and his wife (long since recovered from the marauding pirates who invaded long ago) helping her to embrace her femininity. Even the Purple Dragons of Cormyr liked seeing her play amid their court.
Arianna, Alacar's mother, taught Alaina to, above all, embrace happiness and goodness, and to love with all of her heart. She often indulged her granddaughter (as was her right) when she should've been studying. Alaina happily learned to balance her life as a young lady about town as much as her study over her magic and swordplay.
So too did Alaina meet and befriend the heroes of the Godslayer War; most especially Thorel, who showed her the benefit of devotion in faith. Her strength in the sun goddess was only enhanced, and she even apprenticed at a temple of Sune for a year before moving on--she had her parents' wanderlust, so she continued onward.
Confident in herself, she left her home in Phlan at nineteen, given a special signet ring by her father. She traveled far off to the city of Alivar, where her adventures began with the clan 'New Dawn'.
It was here she met the first of her boyfriends, Arans. She even named her familiar after him. She travelled with New Dawn for a long time, scouring dungeons and helping the city of Alivar, far from her father's fame.
But soon, she returned to Phlan. Arans was introduced to Alacar, and although Alacar liked him, Arans was intimidated by the powerful hero, so he left Alaina.
Heartbroken, she left and wandered south, through the Dales, then eastward to Thay and beyond. She helped the town of Gordi by ridding it of barbarians; a halfling village from an attacking goblin horde, eventually even slaying their king. She helped negotiate peace between a growing tribe of centaurs and a burgeoning young kingdom, avoiding bloodshed and routing out the centaur usurpers (and their hired assassin). She was commissioned to enter a vampire lord's keep, and she not only slew it, but helped the cleric (another boyfriend) to cleanse the tower and reclaim it. She was chosen as an emissary to Thay from a league of Western cities to petition slaves' freedom--it didn't end as well as she'd hoped, but she did manage to free some, much to Thay's chagrin. At last she dared to enter The Temple of Elemental Evil, and managed to barely escape with her life.
Despite all of her successes and failures, the lessons she took to heart at a young age stuck with her, and she is ever optimistic. Alaina is a beautiful young woman--being only one-quarter human, she is immortally youthful even as she ages. She has a bright and cheerful disposition except in the most dire of times, and is a very friendly and open individual. She is fiercely loyal to her allies and loved ones, and has a soft spot for a kind heart surrounded by a rough exterior, not to mention a cute face. She's since had a few other boyfriends, but they all end the same way once they meet her father. It's a curse, but she's hopeful that will change.
Race Half-Elf
Class Ranger 2
Gender Female
Age 18
Eyes Green
Hair Blonde
Skintone Fair
Height 5' 9"
Weight 140 lbs.
Alignment Chaotic Good (Good)
Deity Mainly Sune, Tymora, Mielikki (Avandra)
Affiliations The Leoricar Family, Phlan
CON 16 (+3) (14 base +2 racial)
DEX 15 (+2)
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3) (14 base +2 racial)
Bloodied 10
Surge 5 hp
Surges/Day 9
Action Points 1
Milestones 0
Vision Low-Light
Initiative +3 (+2 Dex+1 level)
AC 16 (10+2 Dex+1 level+4 Hide Armor)
Fort 14 (10+3 Con+1 level+1 Ranger)
Ref 13 (10+2 Dex+1 level+1 Ranger)
Will 13 (10+3 Cha+1 level)
Speed 30' (6 squares)
Size Medium
Attack Vicious Longsword +1 (Basic)
To Hit: +7 vs AC
Damage: 1d8+3
Range: Melee
Special: Critical deals +1d12 damage
Attack Shortsword +1 (Basic)
To Hit: +7 vs AC
Damage: 1d6+3
Range: Melee
Attack Careful Attack (At Will)
To Hit: +9 vs AC
Damage: 1[W]
Range: Melee
Attack Twin Strike (At Will)
To Hit: +7 vs AC (main and offhand), two attacks
Damage: 1[W] damage per attack
Range: Melee
Attack Dire Wolverine Strike (Encounter)
To Hit: +7 vs AC
Damage: 1[W] damage in 5' burst
Range: Melee
Attack Eldritch Blast (Encounter; Basic)
To Hit: +4 vs Reflex
Damage: 1d10+3
Range: 50'
Implement: Wand
Special: Counts as a ranged basic attack
Attack Eyebite (Encounter)
To Hit: +4 vs Will
Damage: 1d6+3 psychic
Range: 50'
Implement: Wand
Special: On hit, become invisible to the target until start of next turn
Attack Jaws of the Wolf (Daily)
To Hit: +7 vs AC (main and offhand), two attacks
Damage: 2[W] damage per attack
Range: Melee
Special: On miss, 1[W] damage per attack
Passive Insight 15
Passive Perception 20
Acrobatics 7 (5 trained+2 Dex-1 armor)
Arcana 2 (+1 Int)
Athletics 7 (5 trained+2 Dex-1 armor)
Bluff 4 (+3 Cha)
Diplomacy 6 (+3 Cha+2 racial)
Dungeoneering 3 (+2 Wis)
Endurance 2 (+2 Con-1 armor)
Heal 8 (5 trained+2 Wis)
History 2 (+1 Int)
Insight 5 (+2 Wis+2 racial)
Intimidate 4 (+3 Cha)
Nature 8 (5 trained+2 Wis)
Perception 10 (5 trained+2 Wis+2 Perception)
Religion 2 (+1 Int)
Stealth 2 (+2 Dex-1 armor)
Streetwise 9 (5 trained+3 Cha)
Thievery 2 (+2 Dex-1 armor)
Toughness (Ranger bonus) +5 hp per tier
Alertness (2nd) +2 to Perception; enemies get no combat advantage during surprises)
At Will
Careful Attack
Twin Strike
Encounter
Dire Wolverine Strike
Eldritch Blast (Dilettante)
Eyebite (Pact Initiate)
Daily
Jaws of the Wolf
Utility
Yield Ground - Encounter (Immediate in response to being hit - May shift 2 squares and get +2 to all defenses until next turn.)
Rituals
Tent 10g
Hide Armor +1 390g
Vicious Longsword +1 (Free level 2)
Magic Shortsword +1 (Free level 1)
Signet Ring (special)
468 gold
Weapon: Shortsword +1
Armor: Hide Armor +1
Elven
Draconic
Very early on, Alaina, like her parents, had an interest in the arcane arts. But unlike her father, who could fling magic missiles like nothing and her mother who could sing up a storm, Alaina was gifted with an innate magic, not based on intelligence and learning but a natural talent. But instead of being forced to focus entirely on her sorcerous power, no doubt somehow gained through his parents' many dealings with the mystic, she was encouraged to choose her own path.
Alaina enjoyed the freedom of independence, which her parents valued more than anything, as well as being taught the value of a good deed. She took these values to heart as she decided to become a ranger, or what she preferred to be called, 'Sun Warrior'. She is not a devout follower of Sune, being encouraged to appreciate multiple deities.
When she reached appropriate age, Alacar allowed her to go out entirely on her own for the first time. She is free from the attachment of her father's fame, excepting her name and a signet ring bearing the family crest, which she bears proudly.
Alaina is a cheerful woman, at home in a busy village and in the wild wood. She is very beautiful and youthful, outgoing and playful. Ultimately though, her finest quality is her devotion to her family and friends, and to the greater good. She is only now beginning to awaken her innate magic ability.
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Ryttare Kelasin Luna Orelinalei
Race Halfling
Class Rogue 30/Master Infiltrator/Deadly Trickster
Gender Male
Age 30
Eyes Hazel
Hair Light Brown
Skintone Tanned in most places
Height 3' 7"
Weight 75 lbs.
Alignment Chaotic Neutral
Deity Tymora
Affiliations The Harpers, Phlan, The Leoricar Family
CON 20 (+5) (16 base +4 levels)
DEX 24 (+7) (16 base +2 racial +6 levels)
INT 16 (+3) (12 base +4 levels)
WIS 16 (+3) (14 base +2 levels)
CHA 16 (+3) (8 base +2 racial +6 levels)
Bloodied 86
Surge 43
Surges/Day 11
Action Points 1
Initiative +26
AC 42 (10+15 level+10 armor+7 Dex)
Fort 20 (15 level+5 Con)
Ref 24 (15 level+2 Class+7 Dex)
Will 18 (15 level+3 Wis)
Speed 30'
Size Small
Bonus
Damage
Passive Perception 33
Acrobatics 31 (15+2 racial+5 training+7 Dex+2 feat)
Arcana 18 (15+3 Int)
Athletics 24 (15+5 training+4 Str)
Bluff 18 (15+3 Cha)
Diplomacy 18 (15+3 Cha)
Dungeoneering 18 (15+3 Wis)
Endurance 20 (15+5 Con)
Heal 18 (15+3 Wis)
History 18 (15+3 Int)
Insight 23 (15+5 training+3 Wis)
Intimidate 18 (15+3 Cha)
Nature 18 (15+3 Wis)
Perception 23 (15+5 training+3 Wis)
Religion 18 (15+3 Int)
Stealth 27 (15+5 training+7 Dex)
Streetwise 23 (15+5 training+3 Cha)
Thievery 29 (15+2 racial+5 training+7 Dex)
Lost in the Crowd (2nd) +2 to AC when adjacent to at least two larget enemies
Backstabber (4th) Sneak Attack damage increases to d8s
Toughness (6th) +5 hp per tier
Improved Initiative (8th) +4 to Initiative
Escape Artist (10th) +2 to Acrobatics; Escape a grab as minor action
Evasion (11th) No damage from missed area or close attack
Agile Athlete (12th) Chance to reroll on Acrobatics and Athletics checks
Secret Stride (14th) No penalties to Stealth while sneaking or hiding
Underfoot (16th) Move through spaces of Large or larger size creatures
Light Blade Precision (18th) +2 damage vs Large or larger size creatures
Danger Sense (20th) Roll twice for initiative, use higher result
Flanking Maneuver (21st) Move diagonally through enemies' spaces
Light Blade Mastery (22nd) Critical hit with light blade attack roll of 19 or 20
Blind-Fight (24th) Adjacent enemies aren't concealed or invisible
Unfettered Stride (26th) Ignore movement penalties of difficult terrain
Epic Resurgence (28th) Regain attack power on critical hit
Skill Training: Streetwise (30th) Trained in Streetwise
At Will
Deft Strike
Sly Flourish
Encounter
Second Chance (Racial)
Distracting Wound (Paragon)
Hounding Strike
Knave's Gambit
Dance of Death
Daily
Feinting Flurry
Painful Puncture (Paragon)
Ghost on the Wind
Immobilizing Strike
Utility
Quick Fingers - Encounter
Chameleon - At-Will
Dangerous Theft - Encounter
Impossible to Catch - Encounter (Paragon)
Foil the Lock - Daily
Cloud Jump - Encounter
Epic Trick - Daily (Epic Destiny)
Rituals
Weapon 2: Lifedrinker Dagger +6
Armor: Darkleaf Starleather +6
Arms: Bracers of Mighty Striking (epic)
Feet: Boots of the Infinite Stride
Hands: Guildmaster's Gloves
Head: Halo of Fallen Stars
Neck: Scarab of Invulnerability
Ring: Ring of Regeneration
Ring: Ring of Flight
Waist: Dynamic Belt
Others
Bag of Holding
Handy Haversack
Rope of Climbing
Portable Hole
Potion of Healing x5
Potion of Recovery x2
Potion of Life
Elven
Being the smallest and least physically strong wasn't a problem for him though--he became adept at hiding and sneaking, and grew a penchant for stealing 'to make a point'.
After he grew into adolescence, his parents arranged a marriage with another halfling. His wanderlust and growing kleptomania made him feel smothered, so he fled to Hillsfar, changing his name, and giving up everything to live free. This wasn't easy of course--he was lucky he was so skilled, or he would've starved.
His 'lucky break' came when he saw an elf, a half-elf, and a human drinking at the bar. Fraedo watched his targets, and when they went to sleep, he successfully managed to not only take their stuff, but nearly everything they had. He would've succeeded--if the half-elf didn't have to pee in the middle of the night. Waking up and spotting the little halfling, Fraedo was captured and interrogated, meeting Alacar, Thrender Grone, and Roland Everbrand.
Fraedo didn't want to go to jail. He offered his services to help the party in their endeavor, which involved sailing to Phlan to help save the city from monsters and gain fame and fortune. Fraedo quickly became fast friends with Alacar, often pulling pranks with him on Roland, whom he constantly bickered with regarding their differences in opinion.
After saving Phlan, Fraedo was asked if he wanted to stay--his debt was more than repaid, and he'd been given some of the royal jewels of Phlan. He decided to stay with his friends, a decision that changed his life forever. Fraedo continued to fight alongside his friends, though he was always on the lookout for more gold.
Personally, Fraedo loved every second of it, but he was always complaining. He grew from a habitual pilferer to a habitual complainer. When he wasn't sneaking, he was snappy and often rude, which sometimes led to disasterous results. This unfortunately didn't attract any ladies to Fraedo--despite this, he would often blow the rest of his money after buying gear and supplies on the comforts of the fairer sex.
Although Alacar found his true love in Lyia, Fraedo is still very single. He doesn't mind though. He has been offered to work with the Harpers, which he at first declined, but he's now reconsidering.
Currently, Fraedo lives in Neverwinter, as an honorary leader of the thieves' guild there.
at-will: 1, 1
encounter: paragon, 17, 23, 27
daily: 19, paragon, 25, 29
utility: 2, 6, 10, paragon, 16, 22, epic destiny
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Ryttare Kelasin Luna Orelinalei
Age:
Height:
Weight:
Eye Color:
Hair Color:
Skintone:
Allegiances:
Species:
Gender:
Size:
Class and Level:
DEX
CON
INT
WIS
CHA
Defense:
Flat-Footed:
Speed:
Initiative:
Reputation:
Reflex:
Will:
Grapple Bonus:
Ranged Attack Bonus:
Melee Attack Bonus:
Attack:
To Hit:
Damage:
Range:
Type:
Crit:
Attack:
To Hit:
Damage:
Range:
Type:
Crit:
Ammo:
Force Bonus Dice:
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Ryttare Kelasin Luna Orelinalei
Age: 49
Height: 5' 10"
Weight: 130 lbs.
Eye Color: Green
Hair Color: Black
Skintone: Fair and white
Alignment: Chaotic Good
Deity: Tymora (and/or god/dess of luck)
Race: Half-Elf
Gender: Male
Size: Medium
Class and Level: Fighter 2/Swashbuckler 3/Spellsword 10/Force Arcanist 10//Wizard 10/Bladesinger 10/Abjurant Champion 5
Fighter 2/Swashbuckler 3//Wizard 5
Fighter 2/Swashbuckler 3/Spellsword 5//Wizard 10
Fighter 2/Swashbuckler 3/Spellsword 10//Wizard 10/Bladesinger 5
Fighter 2/Swashbuckler 3/Spellsword 10/Force Arcanist 5//Wizard 10/Bladesinger 10
Fighter 2/Swashbuckler 3/Spellsword 10/Force Arcanist 10//Wizard 10/Bladesinger 10/Abjurant Champion 5
DEX 24 (+7) (12 base+1 level+5 tome+6 belt)
CON 28 (+9) (16 base+1 level+5 tome+6 belt)
INT 30 (+10) (18 base+1 level+5 tome+6 belt)
WIS 28 (+9) (16 base+1 level+5 tome+6 belt)
CHA 24 (+7) (12 base+1 level+5 tome+6 belt)
AC: 10 base+4 Dex
Flat-Footed:
Touch:
Speed: 30'
Initiative: +4 (+4 Dex)
Reflex: (14 base+4 Dex+2 epic+2 familiar+1 insight)
Will: (19 base+6 Wis+2 epic)
Grapple Bonus: +26 with +3 epic bonus
Ranged Attack Bonus: +24/+19/+14/+9 with +3 epic bonus
Melee Attack Bonus: +26/+21/+16/+11 with +3 epic bonus
Attack:
Attack Bonus:
Damage:
Range:
Type:
Crit:
Weight:
Head:
Face:
Neck:
Shoulders:
Chest:Torso:
Arms:
Hands:
Ring:
Ring:
Waist: Belt of Magnificence +6 (+6 enhancement bonus to all ability scores) 200,000gp
Feet:
Manual of Gainful Exercise +5 (Str)
Manual of Quickness of Action +5 (Dex)
Tome of Clear Thought +5 (Int)
Tome of Leadership and Influence +5 (Cha)
Tome of Understanding +5 (Wis)
Fighter Bonus
Swashbuckler Bonus Weapon Finesse
Fighter Bonus
3rd
Wizard Bonus
6th
Spellsword Bonus
9th
Wizard Bonus
12th
15th
18th
21st
24th
Age: 400
Height: 5' 9"
Weight: 190 lbs.
Eye Color: Blue
Hair Color: White
Skintone: Black
Alignment: Chaotic Good
Deity: Procan (God of the sea and sea life)
Race: Drow
Gender: Male
Size: Medium
Class and Level: Bard 10/Sublime Chord 10/Seeker of the Song 5//Swashbuckler 5/Dread Pirate 10/War Chanter 10
DEX 27 (+8) (16 base+5 inherent+6 enhancement)
CON 26 (+8) (15 base+2 levels+5 inherent+6 enhancement)
INT 28 (+9) (15 base+2 racial+5 inherent+6 enhancement)
WIS 26 (+8) (15 base+5 inherent+6 enhancement)
CHA 32 (+11) (16 base+2 racial+3 levels+5 inherent+6 enhancement)
AC: 37 (10+8 Dex+1 Insight+5 deflection+8 enhancement+5 armor)
Flat-Footed: 29
Touch: 32
Speed: 30'
Initiative: +8 (+8 Dex)
Reflex:+27 (12 base+5 Dex+5 resistance+1 insight+2 competence+2 Epic)
Will: +28 (14 base+5 Wis+5 resistance+1 insight+1 competence+2 Epic)
SR: 36 (11 racial+25 levels)
DR: 10/epic
Energy Resistance: All 30
Grapple Bonus: +28
Attack: Leoric
Attack Bonus: +30/+25/+20/+15 with +3 bonus
Damage: 1d6+17 +1d6 Fire+1d6 Frost+1d6 Sonic+1d6 Lightning
Range: Melee
Type: Piercing
Crit: 15-20/x2
Special: On Crit: +1d8 Fire+1d8 Frost+1d8 Sonic+1d8 Lightning
Weight: 2 lbs.
Attack: Alieri
Attack Bonus: +31/+26/+21/+16 with +3 bonus (+1 within 30')
Damage: 1d6+2 +1d6 Fire+1d6 Frost+1d6 Sonic+1d6 Lightning
Range: 120'
Type: Piercing
Crit: x3
Special: On Crit: +2d8 Fire+2d8 Frost+2d8 Sonic+2d8 Lightning
Weight: 2 lbs.
Ammo: Unlimited
(On hit, deal +1d6 each of Fire, Frost, Sonic, and Ice damage)
(On Critical, deal +1d8 each of Fire, Frost, Sonic, and Ice damage)
(+1 insight bonus to AC and saves) 200,000gp
Weapon: Alieri (Songbow with: Flaming Burst, Shocking Burst, Screaming Burst, Icy Burst, and Distance)
(Shortbow +2; May, as a move action, expend one use of bardic music to add +11 to hit and damage)
(On hit, deal +1d6 each of Fire, Frost, Sonic, and Ice damage)
(On Critical, deal +1d8 each of Fire, Frost, Sonic, and Ice damage)
(Double range of fire.) 200,000gp
Head: Circlet of Mages(+2 competence bonus to Concentration; 3 charges/day--1: Retain one 1st level spell. 2: 2nd. 3: 3rd) 5,000gp
Face: Monocle of Perusal (+5 competence bonus to Appraise; 1/day identify) 6,500gp
Neck: Greater Choker of Eloquence (+10 competence bonus to Diplomacy, Bluff, and Perform) 24,000
Shoulders: Cloak of Resistance +5 (+5 resistance bonus to all saves) 25,000gp
Chest: Freedom Shirt of Greater Invulnerability +1 (+1 enhancement bonus to AC; DR 10/epic; Continual freedom of movement.) 526,000gp
Torso: Impervious Vestment (+5 armor bonus to AC; 1/day may summon a blade barrier (20' high, up to 90' radius); may pass through barrier) 34,000gp
Arms: Bracers of Armor +8 (+8 enhancement bonus to AC) 64,000gp
Hands: Gloves of Storing (Store Instrument in stasis) 10,000gp
Ring: Ring of Protection +5 (+5 deflection bonus to AC) 50,000gp
Ring: Greater Ring of Universal Energy Resistance (Resist 30 to all energy types) 180,000gp
Waist: Belt of Magnificence +6 (+6 enhancement bonus to all ability scores) 200,000gp
Feet: Spider Climb Boots of Levitation (Spider Climb on walls/ceiling with 20' speed; Levitate at will) 12,300gp
Manual of Gainful Exercise +5 (Str)
Manual of Quickness of Action +5 (Dex)
Tome of Clear Thought +5 (Int)
Tome of Leadership and Influence +5 (Cha)
Tome of Understanding +5 (Wis)
Spool of Endless Rope 1,400gp
Bag of Holding Type IV 10,000gp
Wand of Cure Critical Wounds (60 charges) 21,000gp
Magic Bedroll (Recover +1 hp/level while resting, plus endures elements) 500gp
Daern's Instant Tent (Small triangle canvas turns into a 20'x20'x20' tent that can house 8 people as though in a Tiny Hut, with a firepit. Tent has electricity, fire, and acid resistance 10, and immunity to cold.) 9,000gp
3 Everlasting Rations(Field rations feed a single Medium creature once/day) 350gp
Everfull Mug(3/day, on command may generate 12oz. water, cheap ale, or watery wine.) 200gp
Pale Green Prism Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability checks.) 30,000gp
Orange Prism Ioun Stone (+1 caster level) 30,000gp
Flute of the Snake (Masterwork flute; +2 competence bonus to Perform; 3/day may animal trance a snake; 1/day may summon 1d4+1 Medium-size Vipers) 15,400gp
Ship: The Black Pearl Cost: 20,000gp; war frigate (10,000 base+10,000 upkeeps/enhancements)
Bottomless Quiver 2,000gp
Adventurer's Kit 70gp
933 Platinum Coins
Due to Ioun Stone, all skills get a +1 competence bonus.
Appraise 14 (8 Int+5 competence)
Balance* 19 (8 ranks+8 Dex+2 synergy)
Bluff 42 (21 ranks+11 Cha+10 competence)
Climb* 19 (8 ranks+8 Str+2 synergy****)
Concentration 43 (28 ranks+8 Con+2 competence+4 Combat Casting)
Diplomacy 62 (28 ranks+11 Cha+6 synergy+10 competence+6 circumstance)
Disguise 38 (24 ranks+11 Cha+2 synergy)
Escape Artist* 20 (9 ranks+8 Dex+2 synergy****)
Gather Information 42 (28 ranks+11 Cha+2 synergy)
Intimidate 14 (11 Cha+2 synergy)
Jump* 11 (8 Str+2 synergy)
Knowledge:
Arcana 26 (16 ranks+9 Int)
Planes 26 (16 ranks+9 Int)
Geography 26 (16 ranks+9 Int)
History 26 (16 ranks+9 Int)
Local 26 (16 ranks+9 Int)
Nobility & Royalty 26 (16 ranks+9 Int)
Listen 19 (10 ranks+8 Wis)
Move Silently* 13 (4 ranks+8 Dex)
Perform (Sing/Flute) 54 (28 ranks+11 Cha+2 enchantment+12 competence)
Profession (Sailor) 35 (16 ranks+8 Wis+10 insight)
Search 20 (10 ranks+9 Int)
Sense Motive 15 (6 ranks+8 Wis)
Sleight of Hand* 19 (8 ranks+8 Dex+2 synergy)
Spellcraft 40 (28 ranks+9 Int+2 synergy)
Spot 37 (28 ranks+8 Wis)
Survival 11 (8 Wis+2 synergy**)
Swim* 37 (28 ranks+8 Str)
Tumble* 15 (6 ranks+8 Dex)
Use Rope 25 (14 ranks+8 Dex+2 synergy)
Use Magic Device 14 (11 Cha+2 synergy)***
*ACP applies.
**only to keep from getting lost, while on other planes, or following tracks.
***When using scrolls.
****When using ropes.
Refrain: Shoot a 30' cone of fire from fingertips: 6d6 fire damage (Reflex save DC 38 for half).
Song of Unmaking 5d8 points of damage to all constructs within 30' (no save).
Dirge of Frozen Loss Deckard and all allies within 30' gain cold resistance 15. lasts as long as the song lasts.
Refrain: Shoot a 60' line of cold energy from fingertips: 10d6 cold damage to any creature in the line and fatigues any creature it hits. (Fort save DC 38 for half damage and no fatigue)
Song of Life Deckard and all allies within 30' gain immunity to poison and disease. Lasts as long as the song lasts.
Refrain: May touch an affected creature while making a Perform check to heal HP equal to the check result. Touching is a standard action.
Anthem of Thunder and Pain Deckard and all allies within 30' gain electricity resistance 15. Lasts as long as the song lasts.
Refrain: Shoot a ray of electricity; ranged touch attack of 20', 10d6 electricity damage. If it hits, may arc to another enemy within 20' with a ranged touch attack to deal half as much damage. May create an additional ray at 6th level and 9th level.
Weapon Finesse (Bonus Swashbuckler)
Two-Weapon Fighting (Bonus Dread Pirate)
Lingering Song (1st) Bardic Music effects last 1 minute after finished.
Versatile Performer (3rd) All Perform skills get a bonus equal to the ranks of the highest Perform skill.
Lyric Spell (6th) May use 1+spell level's worth of Bardic Music uses to cast any known spell.
Point Blank Shot (9th)
Precise Shot (12th)
Chaos Music (15th) Bardic Music is treated as though 4 levels higher. Plus, gain an aura of Chaos.
Windsinger (18th) May spend a Bardic Music use to control winds on the ship as long as song continues.
Obscure Lore (21st) +4 insight bonus to Bardic Knowledge.
Combat Casting (24th)
Spells Per Day
3/6/6/5/7/6/6/5/4/3
0: Detect Magic, Light, Prestidigitation, Read Magic, Know Direction, Daze
1st: Cure Light Wounds, Disguise Self, Inspirational Boost (SC), Targeting Ray (SC)
2nd: Cure Moderate Wounds, Tongues, War Cry (SC), Bonefiddle (SC)
3rd: Cure Serious Wounds, Crushing Despair, Confusion, Allegro (SC)
4th: Cure Critical Wounds, Break Enchantment, Dimension Door, Locate Creature, Ruin Delver's Fortune (SC), Rainbow Pattern
5th: Mass Cure Light Wounds, Greater Dispel Magic, Song of Discord, Cacophonic Burst (SC)
6th: Dirge (SC), Mass Cure Moderate Wounds, Eyebite, Greater Shout
7th: Mass Hold Person, Antimagic Ray (SC), Prismatic Spray, Radiant Assault (SC)
8th: Symbol of Insanity, Discern Location, Maddening Whispers (SC)
9th: Meteor Swarm, Greater Dragon Ally (SC)
DCs: 21/22/23/24/25/26/27/28/29/30
Elven
Drow
Undercommon
Draconic
Aquatic
His first true experiences as a sailor occurred when his ship finally made their first big raid when he was a young adolescent. The pirates on board attacked a defenseless island of elves, and, while he had been taught that the surface-dwelling elves were the enemy, he saw the sheer carnage of the pirates on the ship, and was truly disgusted. He didn't want this. He wanted to sail the sea, taking what he wanted, but not at a reckless expense.
He finally had enough when, after a protest to his superiors, he was flogged for being 'compassionate'. He ran away from home and, stealing a small boat, sailed away to the island they had raided. He wanted to apologize, and hope to at least face justice for his kin's actions.
He expected to be killed as soon as the elves caught him, but he was sincere, and unarmed, and only just a boy. They brought him to the village elder, and he was spared, provided he help the isle prepare for another attack, and atone for his sin of omission.
Deckard had been allowed to learn the drow pirates' tactics during his time, seeing their drills and training as he tried it. He told the elves all they could, still fearful they would kill him. With his help and guidance, the elves repelled the invaders, and Deckard found his true calling: Not being a force to be reckoned with, but being an inspiring leader and swashbuckler.
It was then that Deckard was (mostly) forgiven, and allowed to sail as a privateer for the island nation, a pirate for hire. He was given a ship and made first mate to their captain, Tycho Marley. Marley trusted Deckard with his life, so he trained the young man in leading a rabble of sailors, and inspiring them. Deckard took this to heart, and sailed with him for two years under his tutelage and leadership.
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Ryttare Kelasin Luna Orelinalei
Race: Elf
Class: Cleric 3
Sex: Male
Alignment:Good
Deity:Corellon
Dex:14 +2
Con:16 +3
Wis:18 +4
Int:10 +0
Cha:18 +4
Fort:14 [10+1+3]
Ref:13 [10+1+2]
Will:17 [10+1+4+2]
HP:38
Bloodied:19
Surges:10/day (9HP)
Initiative:+3
Speed:6
Action Point: 1
Fey Origin
Group Awareness
Wild Step
Elven Accuracy
Channel Divinity
Healers Lore
Healing Word
Ritual Casting
Toughness
Passive Insight:20
Passive Perception:17
*Religion:6 [1+0+5]
*Diplomacy:10 [1+4+5]
*Heal:10 [1+4+5]
*Insight:10 [1+4+5]
Acrobatics:3 [1+2]
Arcana:1 [1+0]
Athletics:1 [1+0]
Bluff:5 [1+4]
Dungeoneering:5 [1+4]
Endurance:4 [1+3]
History:1 [1+0]
Intimidate:5 [1+4]
Nature:7 [1+4+2]
Perception:7 [1+4+2]
Stealth:3 [1+2]
Streetwise:5 [1+4]
Thievery:3 [1+2]
Lance of Faith (Divine, Implement, Radiant)
Standard Action (Ranged 5)
Target: One Creature
Attack:+6 vs Ref [Will]
Hit:1d10+6 Radiant damage[Wis].One ally you see gains a +2 power bonus to its next attack roll against the target.
Sacred Flame (Divine, Implement, Radiant)
Standard Action (Ranged 5)
Target: One Creature
Attack:+6 vs Ref [Wis]
Hit:1d6+6 Radiant damage [Wis]. An ally you can see can make either a saving throw, or gain [Cha+1/2 Level] temp hitpoints.
Encounter
Elven Accuracy (Racial)
Free Action (Personal)
Effect: Reroll and attack roll. Use the second roll even if its lower.
Channel Divinity: Divine Fortune (Feature, Divine)
Free Action (Personal)
Effect: Gain +1 Attack roll or saving throw made before the end of your next turn.
Channel Divinity: Turn Undead (Feature, Divine, Implement, Radiant)
Standard Action (Close burst 2)
Target: Each undead creature inside burst.
Attack:+6 vs Will [Wis]
Hit:1d10+6. Targets are pushed [3+Cha] and immobilized until the end of your next turn.
Miss: Half damage. Targets arent pushed or immobilized
Healing Word (Feature, Divine, Healing)
Minor Action (Close Burst 5)
Target: You or one Ally
Effect:Target can spend a Healing Surge and heal an extra +1d6 +[Wis]
Special: Can be used twice per encounter, but only once per round.
Divine Glow (Divine, Implement, Radiant)
Standard Action (Close Blast 3)
Target: Each enemy in blast
Attack:+6 vs Ref [Wis].
Hit:1d8+6 Radiant damage [Wis].
Effect: Allies in blast gain +2 power bonus to attack rolls until the end of your next turn.
Command (Charm, Divine, Implement)
Standard Action (Ranged 10)
Target: One creature
Attack: Wisdom vs Will
Hit: The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target 7 squares.
Daily
Cascade of Light (Divine, Implement, Radiant)
Standard Action (Ranged 10)
Target: One Creature
Attack:+6 vs Will [Wis]
Hit:3d8+6 Radiant Damage [Wis]. Target gains Vulnerability 5 to all your attacks (save ends).
Miss:Half Damage.
Utility
Cure Light Wounds (Divine, Healing)
Standard Action (Melee touch)
Target: You or one Creature
Effect: Target heals hitpoints as if it had used a healing surge + [Wis].
Thundering Longbow +1
Attack:+5 vs AC [Dex]
Hit:1d10+3
Critical:+1d6 Thunder damage per plus.
Armor:
Exalted Chainmail +1
(6:-1:-1:40lbs)
Special: Minor Action (Daily, Healing) - Until the end of your turn each character healed by one of your encounter or daily powers heals an extra 1d10+Cha hitpoints.
Implement:
Symbol of life +1
Shape: Choker with the name of Corellon in elven.
Critical:+1d6 per plus
Special: Minor Action (Daily, Healing) - Until the end of your next turn, any character healed by an encounter or daily power you use heals an additional +1d6.
Items:
Head:
Neck:
Arms:
Hands:
Waist:
Feet:
Common
Elven
Normally calm and collected, he can and will jump at the defense of anyone in need.
Doesnt like Crimson very much due to the incident with his Holy Symbol.
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Ryttare Kelasin Luna Orelinalei
Race Human
Class Cleric 1//Wizard 1
Gender Female
Age 23
Eyes Green
Hair Black
Skintone Fair
Height 5' 9"
Weight 120 lbs.
Alignment Neutral Good
Deity Mystra
Affiliations
CON 14 (+2)
DEX 16 (+3)
INT 16 (+3)
WIS 16 (+3)
CHA 16 (+3)
Bloodied 13
Surge 6
Surges/Day 9
Action Points 1
Initiative +3
AC 18 (10+3 Dex+4 armor+1 enhancement)
Fort 15 (10+3 Str+1 racial)
Ref 15 (10+3 Int+1 racial)
Will 17 (10+3 Wis+1 racial+2 class)
Speed 25' (5 squares)
Size Medium
Passive Perception 13
Acrobatics 2 +3 Dex-1 armor
Arcana 8 +5 training+3 Int
Athletics 2 +3 Str-1 armor
Bluff 3 +3 Cha
Diplomacy 8 +5 training+3 Cha
Dungeoneering 8 +5 training+3 Wis
Endurance 2 +2 Con
Heal 8 +5 training+3 Wis
History 8 +5 training+3 Int
Insight 8 +5 training+3 Wis
Intimidate 3 +3 Cha
Nature 8 +5 training+3 Wis
Perception 3 +3 Wis
Religion 8 +5 training+3 Int
Stealth 2 +3 Dex-1 armor
Streetwise 3 +3 Cha
Thievery 2 +3 Dex-1 armor
Expanded Spellbook Add one daily wizard attack spell to spellbook of every level you know; whenever you add a daily attack spell to your spellbook, add one more.
Mystra's Grace
At-Will
Priest's Shield
Righteous Brand
//
Ray of Frost
Magic Missile
Scorching Burst
Cantrips; See Spellbook
Encounter
Channel Divinity: Divine Fortune
Channel Divinity: Turn Undead
Channel Divinity: Mystra's Grace
Healing Word
Divine Glow
//
Force Orb
Daily
Avenging Flame
//
See Spellbook
Cantrips
Ghost Sound
Light
Mage Hand
Prestidigitation
Daily
Acid Arrow
Flaming Sphere
Sleep
Rituals
Silence (1)
Gentle Repose (1)
At-Will - Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wis vs. Ref
Hit: 1d8+Wis radiant damage, and one ally you can see gets +2 power bonus on next attack roll against the target.
Righteous Brand
At-Will - Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Str vs AC
Hit: 1[W]+Str damage, and one ally within 25' of you gains a power bonus to melee attack rolls against the target equal to Str mod until end of your next turn.
Magic Missile
At-Will - Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: Int vs. Ref
Hit: 2d4+Int force damage
Special: Counts as a ranged basic attack.
Ray of Frost
At-Will - Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Int vs. Fort
Hit: 1d6+Int cold damage, and the target is slowed until the end of your next turn.
Scorching Burst
At-Will - Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Int vs Ref
Hit: 1d6+Int fire damage.
Ghost Sound Cantrip
At-Will - Arcane, Illusion
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Light Cantrip
At-Will - Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target's square and all squares within 4 squares of it. The light lasts fo 5 minutes. Putting out the light is a free action.
Special: You can only have one light cantrip active at a time. If you create a new light, your previously cast light winks out.
Mage Hand Cantrip
At-Will - Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop the object it is holding. As a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.
Prestidigitation Cantrip
At-Will - Arcane
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the following:
-Move up to 1 pound of material.
-Creat a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
-Color, clean, or soil items in 1 cubic foot for up to 1 hour.
-Instantly light or snuff out a candle, torch, or a small campfire.
-Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
-Make a small mark or symbol appear on a surface for up to 1 hour.
-Produce out of nothingness a small item or image that exists until the end of your next turn.
-Make a small, handheld item invisible until end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.
Channel Divinity: Divine Fortune
Encounter - Divine
Free Action Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Channel Divinity: Turn Undead
Encounter - Divine, Implement, Radiant
Standard Action Close burst 2 (5 at 11th level, 8 at 21st level)
Target: Each undead creature in burst
Attack: Wis vs Will
Hit: 1d10+Wis radiant damage, and push the target 3+Cha squares. The target is immobilized until end of your next turn.
Miss: Half damage, and the target is not pushed or immobilized.
Channel Divinity: Mystra's Grace
Encounter - Divine, Implement
Minor Action Personal
Effect: Choose one - You gain a bonus to your Will and Fort defense equal to your class level or your Wisdom modifier, whichever is higher, until the start of your next turn; or you may make a saving throw against an arcane or divine effect.
Special: You must take the Mystra's Grace feat to use this power.
Healing Word
Encounter (Special) - Divine, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use it three times per encounter.
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally
Divine Glow
Encounter - Divine, Implement, Radiant
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Wis vs Ref
Hit: 1d8+Wis radiant damage.
Effect: Allies in the blast get a +2 power bonus to attack rolls until the end of your next turn.
Force Orb
Encounter - Arcane, Force, Implement
Standard Action Ranged 20
Primary Target: One creature or object
Attack: Int vs Ref
Hit: 2d8+Int force damage. Make a secondary attack.
Avenging Flame
Daily - Divine, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Str vs AC
Hit: 2[W]+Str damage, and ongoing 5 fire damage (save ends).
Miss: Half damage, and no ongoing fire damage.
Special: If the target attacks on its turn, it can't attempt a saving throw against the ongoing damage.
Acid Arrow
Daily - Acid, Arcane, Implement
Standard Action Ranged 20
Primary Target: One creature
Attack: Int vs Ref
Hit: 2d8+Int acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends). No secondary attack.
Flaming Sphere
Daily - Arcane, Conjuration, Fire, Implement
Standard Action Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: Int vs Ref
Hit: 2d6+Int fire damage.
Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the sphere takes 1d4+Int fire damage. As a move action, you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with this sphere.
Sleep
Daily - Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Int vs Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).
Ritual: Silence
Level: 1 Component Cost: 30gp
Category: Warding Market Price: 75gp
Time: 10 minutes Key Skill: Arcana (no check)
Duration: 24 hours
You ward a single room (or a burst 4 area) against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a -10 penalty to their Perception checks.
Ritual: Gentle Repose
Level: 1 Component Cost: 10gp
Category: Restoration Market Price: 50gp
Time: 1 hour Key Skill: Heal (no check)
Duration: Special
This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days.
Quarterstaff +1
Clothing
Adventurer's Kit 25gp
Ritual Components 40gp
2 Potion of Healing 100gp
25 gold
Armor: Veteran's Chainmail +1
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:
Others
Elvish
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Age: 36
Height: 5' 4"
Weight:120 lbs.
Eye Color: Green
Hair Color: Red
Skintone: Fair, tanned
Allegiances: Luke, The Solo family, The Jedi Academy, The New Republic
Species: Human
Gender: Female
Size: Medium
Class and Level: Scout 1/Scoundrel 5/Jedi Guardian 13
DEX 16 (+3)
CON 16 (+3)
INT 16 (+3)
WIS 16 (+3) (14 base +2 levels)
CHA 16 (+3)
Defense: 31 (10+3 Dex+15 classes+2 Defensive Martial Arts+1 shield)
--When wielding lightsaber: 37
--When using Lightsaber Deflect: 40
Flat-Footed: 25
Speed: 30'
Initiative: +3
Reputation: +6 (+10 if identified as Luke Skywalker's wife)
Reflex: 16 (13 base+3 Dex)
Will: 11 (8 base+3 Wis)
Grapple Bonus: +19
Ranged Attack Bonus: +19/+14/+9/+4
Melee Attack Bonus: +19/+14/+9/+4
Attack: Unarmed Strike (with Combat Gloves)
To Hit: +19/+14/+9/+4
Damage: 2d4+5
Range: Melee
Type: Unarmed
Crit: 19-20/x2
Attack: Lightsaber
To Hit: +20/+15/+10/+5 (-4 to hit when thrown)
Damage: 4d8
Range: Melee/10' (thrown)
Type: Energy
Crit: 19-20/x2
Attack: Hold-Out Blaster, Masterwork
To Hit: +20/+15/+10/+5
Multifire: +16/+16/+11/+6/+1
Damage: 3d4
Range: 15'
Type: Energy
Crit: 20/x2
Ammo: 6/cell
Attack: Heavy Blaster, Masterwork
To Hit: +20/+15/+10/+5
Multifire: +16/+16/+11/+6/+1
Damage: 3d8
Range: 30'
Type: Energy
Crit: 20/x2
Ammo: 50/cell
Defensive Martial Arts (Human bonus) +2 dodge bonus to Defense
Starship Operation (Transport) (Scout bonus) No penalty on Pilot checks or attack rolls with a transport ship.
Skill Emphasis (Disguise) (Scoundrel bonus) +3 competence bonus to Disguise checks.
Improved Initiative (Scoundrel bonus) +4 circumstance bonus on initiative checks.
Improved Martial Arts (3rd) Unarmed strikes deal 2d4+3 damage and crit on a 19-20.
Point Blank Shot (6th) +1 competence bonus on attack and damage rolls with ranged weapons against opponents within 30'.
Combat Reflexes (Jedi bonus) When allowed an AoO on an opponent, can make 3 additional AoOs; can also make an AoO while flat-footed.
Acrobatic (Jedi bonus) +2 aptitude bonus on Jump and Tumble checks.
Athletic (Jedi bonus) +2 aptitude bonus on Climb and Swim checks.
Alertness (15th) +2 aptitude bonus on Listen and Spot checks.
Weapon Proficiencies (Scout/Scoundrel/Jedi Guardian bonus) - Simple weapons, blaster pistols, blaster rifles, lightsaber
Climb 5 (+3 Str+2 Athletic)
Computer Use 17 (14 ranks+3 Int)
Craft (lightsaber) 13 (10 ranks+3 Int)
Demolitions 10 (7 ranks+3 Int)
Disable Device 7 (4 ranks+3 Int)
Disguise 11 (8 ranks+3 Int)
Entertain 8 (5 ranks+3 Cha)
Gather Information 9 (6 ranks+3 Cha)
Hide 11 (8 ranks+3 Dex)
Intimidate 9 (6 ranks+3 Cha)
Jump 14 (9 ranks+3 Str+2 Acrobatic)
Knowledge (Jedi lore) 8 (5 ranks+3 Int)
Knowledge (streetwise) 9 (6 ranks+3 Int)
Listen 11 (8 ranks+3 Wis)
Move Silently 11 (8 ranks+3 Dex)
Pilot 17 (14 ranks+3 Dex)
Read/Write Language: Basic (free)
Repair 10 (7 ranks+3 Int)
Sleight of Hand 7 (4 ranks+3 Dex)
Speak Language: Basic (free)
Speak Language: Huttese (1 rank)
Spot 11 (8 ranks+3 Wis)
Swim 5 (+3 Str+2 Athletic)
Tumble 15 (10 ranks+3 Dex+2 Acrobatic)
Force Bonus Dice: 7d6
Dark Side Points: 0
Force Control (Jedi 1st) Control-based skills are class skills. May use Force Defense, Force Stealth, and Heal Self untrained. May enter a Force Trance--May, as a full-round action, enter a trance allowing survival for extended periods without sustenance; appearing to be dead; heals as though assisted
Force Alter (Jedi 2nd) Alter-based skills are class skills. May use Affect Mind, Drain Energy*, Force Grip*, Force Lightning*, Force Strike*, Heal Another, and Move Object untrained.
Force Sense (Jedi 4th) Sense-based skills are class skills. May use Enhance Senses, Fear*, See Force, and Telepathy untrained. Senses the Force around her. Special: Mara has a special Force Link with Luke.
Lightsaber Defense (9th) When wielding a lightsaber, gain a +2 dodge bonus to Defense.
Knight Defense (Jedi 7th)When wielding a lightsaber, gain a +2 dodge bonus to Defense.
Burst of Speed (12th) May spend 5 hp and a full-round action to increase base speed to 300' for 1 round. Also multiplies jump distance by 5.
Master Defense (18th)When wielding a lightsaber, gain a +2 dodge bonus to Defense.
*using this skill against a living target gains a Dark Side point.
Battlemind 9 (6 ranks+3 Con)
Drain Energy* 3 (+3 Con)
Empathy 3 (+3 Wis)
Enhance Ability 9 (6 ranks+3 Con)
Fear* 3 (+3 Wis)
Force Grip* 3 (+3 Int)
Force Lightning* 3 (+3 Int)
Force Stealth 3 (+3 Cha)
Force Strike* 3 (+3 Int)
Friendship 3 (+3 Cha)
Heal Another 3 (+3 Wis)
Heal Self 9 (6 ranks+3 Cha)
Move Object 9 (6 ranks+3 Int)
See Force 9 (6 ranks+3 Wis)
Telepathy 9 (6 ranks+3 Wis)
*using this skill against a living target gains a Dark Side point.
Lightsaber (blue; Luke's/Anakin's)
Lightsaber (purple; self-constructed)
Datapad
Credits
Hold-Out Blaster
Heavy Blaster
Energy Cells
Reinforced Comlink
Personal Deflector Shield +1
Combat Gloves
Infiltrator Kit
Class: Transport
Cost: Not for sale (likely valued at 1,675,500 credits)
Size: Small (164' long)
Crew: 1
Passengers: 15
Cargo Capacity: 100 metric tons
Consumables: 6 months
Hyperdrive: x1 (backup x4)
Maximum Speed in Space: Ramming (10 squares/action)
Atmospheric Speed: (18 squares/action)
Initiative: +3
Maneuver: +17 (+1 size+2 engine quality+4 equipment+10 crew*)
Defense: 21 (+1 size+10 armor)
Shield Points: 200
Hull Points: 180
DR: 10
Weapon: Quad laser cannons (4)
Fire Arc: Turret
Attack Bonus: +23 (+1 size+6 fire control+2 equipment bonus+14 crew*)
Damage: 6d10x2
Weapon: Tractor Beam
Fire Arc: Front
Attack Bonus: +21 (+1 size+4 fire control+2 equipment bonus+14 crew*)
Damage: Special
*When Mara Jade pilots this ship, its Initiative modifier is equal to hers, its maneuver modifier includes her Pilot skill modifier, and each of its weapons' attack bonuses include her base ranged attack bonus.
Misled by her attachment to her former master, she blamed Luke and Darth Vader for her master's death, and went into exile after the battle of Endor. She joined up with Talon Karrde's smuggler operations in hopes of eventually reaching the Republic.
Eventually she met Luke, but every time she had an opportunity to kill him, she found she needed his skill and talent to help her out of trouble and to defeat more dangerous enemies at hand. After killing Luke's clone, her orders were completed, and she found a begrudging respect for the Jedi Knight. He gave her his old recovered blue lightsaber, which belonged to his father.
Mara declined Luke's invitation to join the new Jedi Academy, instead training under Kyle Katarn for a time, helping him with his struggles with the dark side as she was starting to embrace the light. Eventually she returned to the Academy, and after a dangerous and difficult mission with Luke where their Force powers complimented each other perfectly, they realized how much they truly loved each other. They were married soon after, their wedding a sign of the changing times.
Now Mara, having completed her training, joins Luke as a Jedi Master in the Academy.
Age: 38
Height: 5' 8"
Weight: 180 lbs.
Eye Color: Blue
Hair Color: Brown
Skintone: Fair
Allegiances: Mara, The Solo family, The Jedi Academy, The Republic
Species: Human
Gender: Male
Size: Medium
Class and Level: Scout 1/Fringer 1/Jedi Guardian 8/Jedi Master 10
DEX 16 (+3)
CON 14 (+2) (12 base +2 levels)
INT 16 (+3)
WIS 19 (+4) (18 base +1 level)
CHA 16 (+3) (14 base +2 levels)
Defense: 30 (10+17 Defense+3 Dex)
--When wielding lightsaber 36
--When using Deflect 38
Flat-Footed: 27
Speed: 30'
Initiative: +3
Reputation: +10
Reflex: 16 (13 base+3 Dex)
Will: 15 (11 base+4 Wis)
Grapple Bonus: +20
Ranged Attack Bonus: +21/+16/+11/+6
Melee Attack Bonus: +20/+15/+10/+5
Attack: Lightsaber
To Hit: +23/+18/+13/+8 (-4 when thrown)
Damage: 4d8+2
Range: Melee/10' (thrown)
Type: Energy
Crit: 19-20/x2
Attack: Heavy Blaster, Masterwork
To Hit: +21/+16/+11/+6
Multifire: +17/+17/+12/+7/+2
Damage: 3d8
Range: 30'
Type: Energy
Crit: 20/x2
Ammo: 50/cell
Starship Dodge (starfighter) (1st) Works as Dodge vs enemy ships; +1 dodge bonus to AC when piloting a starfighter.
Skill Emphasis (Pilot) (1st) +3 competence bonus to Pilot checks.
Gearhead (Fringer) +2 aptitude bonus to Repair and Computer Use.
Weapon Focus (lightsaber) (6th) +1 to all attack rolls made with a lightsaber.
Fame (Special) +3 bonus to Reputation. (This feat gained when Luke destroyed the Death Star)
Combat Reflexes (Jedi Guardian) When allowed an AoO on an opponent, can make 3 additional AoOs; can also make an AoO while flat-footed.
Weapon Finesse (lightsaber) (Jedi Guardian) May use Dexterity bonus instead of Str on attacks with a lightsaber.
Blind-Fight (Jedi Master) May reroll a miss vs a concealed enemy; half penalties on fighting blind; movement speed reduced to 3/4ths in darkness/poor visibility.
Improved Critical (lightsaber) (Jedi Master) Lightsaber attacks critical on a roll of 19-20.
Weapon Proficiencies (Scout/Fringer/Jedi) primitive weapons, simple weapons, blaster pistols, blaster rifles, lightsaber
Climb 11 (9 ranks+2 Str)
Computer Use 16 (11 ranks+3 Int+2 Gearhead)
Craft (lightsaber) 10 (7 ranks+3 Int)
Diplomacy 15 (12 ranks+3 Cha)
Gather Information 14 (11 ranks+3 Cha)
Intimidate 8 (5 ranks+3 Cha)
Jump 13 (11 ranks+2 Str)
Knowledge (Jedi lore) 20 (11 ranks+3 Int)
Knowledge (politics) 9 (6 ranks+3 Int)
Knowledge (Tatooine) 6 (3 ranks+3 Int)
Pilot 24 (21 ranks+3 Dex)
Profession (moisture farmer) 7 (3 ranks+4 Wis)
Read/Write Basic (free)
Repair 10 (5 ranks+3 Int+2 Gearhead)
Search 7 (4 ranks+3 Int)
Sense Motive 11 (7 ranks+4 Wis)
Speak Basic (free)
Speak Huttese (1 rank)
Speak Jawa Trade Language (1 rank)
Speak Shyriiwook (1 rank)
Spot 8 (4 ranks+4 Wis)
Survival 8 (4 ranks+4 Wis)
Tumble 12 (9 ranks+3 Dex)
Force Bonus Dice: 7d6
Dark Side Points: 0
Force Control (Jedi 1st) Control-based skills are class skills. May use Force Defense, Force Stealth, and Heal Self untrained. May enter a Force Trance--May, as a full-round action, enter a trance allowing survival for extended periods without sustenance; appearing to be dead; heals as though assisted
Force Alter (Jedi 2nd) Alter-based skills are class skills. May use Affect Mind, Drain Energy*, Force Grip*, Force Lightning*, Force Strike*, Heal Another, and Move Object untrained.
Force Sense (Jedi 4th) Sense-based skills are class skills. May use Enhance Senses, Fear*, See Force, and Telepathy untrained. Senses the Force around him. Special: Luke has a special Force Link with Mara.
Lightsaber Defense (3rd) When wielding a lightsaber, gain a +2 dodge bonus to Defense.
Force Mind (9th) May spend a full-round action and 5 hp to grant one ally a +2 Force bonus to any one ability score.
Knight Defense (Jedi Knight) When wielding a lightsaber, gain a +2 dodge bonus to Defense.
Master Defense (12th) When wielding a lightsaber, gain a +2 dodge bonus to Defense.
Master Mind (15th) May spend a full-round action and 17 hp to grant one ally a +8 Force bonus to any one ability score.
Force Mastery (18th) Once per round, may spend double the hp to use a Force ability as a free action.
*using this skill against a living target gains a Dark Side point.
Battlemind 9 (6 ranks+2 Con+1 Force)
Drain Energy* 2 (+2 Con)
Empathy 10 (6 ranks+4 Wis)
Enhance Ability 8 (6 ranks+2 Con)
Enhance Senses 10 (6 ranks+4 Wis)
Farseeing 11 (7 ranks+4 Wis)
Fear* 4 (+4 Wis)
Force Defense 10 (6 ranks+3 Cha+1 Force)
Force Grip* 3 (+3 Int)
Force Lightning* 3 (+3 Int)
Force Stealth 3 (+3 Cha)
Force Strike* 3 (+3 Int)
Friendship 4 (+3 Cha+1 Force)
Heal Another 5 (+4 Wis+1 Force)
Heal Self 10 (6 ranks+3 Cha+1 Force)
Move Object 9 (6 ranks+3 Int)
See Force 10 (6 ranks+4 Wis)
Telepathy 10 (6 ranks+4 Wis)
*using this skill against a living target gains a Dark Side point.
Heavy Blaster Pistol
Power Cells
Datapad
Reinforced Comlink
Pocket Lamp
Credits
Class: Starfighter
Size: Tiny (41' long)
Cost: Not for sale (valued at 300,000 credits)
Hyperdrive: x2
Crew: 1 (Requires Prof.)
Passengers: None
Cargo Capacity: 242 lbs.
Consumables: 1 week
Maximum Speed in Space: Ramming (18 squares/action)
Atmospheric Speed: 22 squares/action
Initiative: +7* (+2 size, +4 crew, +1 modification)
Maneuver: +7* (+2 size, +4 crew, +1 modification)
Defense: 24* (+2 size, +12 armor)
Shield Points: 30 (DR 10)
Hull Points: 120 (DR 10)
Weapon: Laser cannons (4 fire-linked)
Fire Arc: Front
Attack: +10* (+2 size, +2 crew, +6 fire control)
Damage: 6d10x2*
Weapon: Proton torpedoes
Fire Arc: Front
Attack: +10* (+2 size, +2 crew, +6 fire control)
Damage: 9d10x2*
Ammo: 3
*When Luke Skywalker pilots this ship, its Initiative modifier includes his, its maneuver modifier includes his Pilot skill modifier, and each of its weapons' attack bonuses include his base ranged attack bonus.
Age: 41
Height: 5' 10"
Weight: 200 lbs.
Eye Color: Brown
Hair Color: Brown
Skintone: Tanned white
Allegiances: Jan Ors, the Jedi Academy, The Republic
Species: Human
Gender: Male
Size: Medium
Class and Level: Soldier 2/Scoundrel 3/Jedi Guardian 12/Jedi Master 1
DEX 16 (+3)
CON 18 (+4) (16 base +2 levels)
INT 14 (+2) (13 base +1 level)
WIS 18 (+4)
CHA 12 (+1) (11 base +1 level)
Defense: 29 (10+16 levels+3 Dex)
--When using lightsaber 35
--When using Lightsaber Deflect 37
Flat-Footed: 26
Speed: 30'
Initiative: +7 (+3 Dex+4 Improved Initiative)
Reputation: +6
Reflex: 15 (12 base+3 Dex)
Will: 12 (8 base+4 Wis)
Grapple Bonus: +20
Ranged Attack Bonus: +20/+15/+10/+5 (+1 to each when within 30')
Melee Attack Bonus: +20/+15/+10/+5
Attack: Lightsaber
To Hit: +21/+16/+11/+6
Damage: 4d8+3
Range: Melee/10' thrown
Type: Energy
Crit: 20/x2
Attack: Bryar Blaster Pistol
To Hit: +21/+16/+11/+6 (+1 within 30')
Rapid Shot: +19/+19/+14/+12/+10/+4 (+1 within 30')
Multifire: +17/+17/+17/+12/+10/+8/+2 (+1 within 30')
Damage: 3d8 (single shot) or 3d10 (charged)
Range: 15'
Type: Energy
Crit: 20/x2
RoF: single (1 cell) or charged (3 cell)
Ammo: 50/cell
Attack: Thermal Detonator
To Hit: +21/+16/+11/+6 (+1 within 30')
Damage: 8d6+6 in 5' radius
Range: 10'
Type: Energy
Crit: 20/x2
Ammo: 5
Improved Initiative (1st Human) +4 to Initiative.
Point Blank Shot (Soldier) +1 to hit on ranged attacks against targets within 30'.
Quick Draw (3rd) May draw/change weapons as a free action.
Rapid Shot (6th) May make an additional ranged attack per round; if so, all attacks take -2.
Power Attack (Jedi Guardian) May take up to -17 to all attacks to add up to that much damage.
Multishot (9th) Take only -2 to hit when using rapid fire and -4 to hit with autofire on weapons.
Precise Shot (12th) May fire into a melee without a -4 to hit or a chance to hit an ally.
Combat Reflexes (Jedi Guardian) When allowed an AoO on an opponent, can make 3 additional AoOs; can also make an AoO while flat-footed.
Acrobatic (Jedi Guardian) +2 aptitude bonus on Climb and Swim checks.
Weapon Proficiencies (Soldier/Jedi) Simple weapons, blaster pistols, blaster rifles, heavy weapons, vibro weapons, lightsaber
Armor Proficiency (Soldier) Light armor
Balance 6 (3 ranks+3 Dex)
Bluff 12 (11 ranks+1 Cha)
Computer Use 4 (2 ranks+2 Int)
Demolitions 8 (6 ranks+2 Int)
Diplomacy 6 (5 ranks+1 Cha)
Disable Device 11 (9 ranks+2 Int)
Disguise 3 (2 ranks+1 Cha)
Gather Information 8 (7 ranks+1 Cha)
Hide 11 (8 ranks+3 Dex)
Intimidate 6 (5 ranks+1 Cha)
Jump 6 (1 rank+3 Str+2 Acrobatic)
Knowledge (streetwise) 6 (4 ranks+2 Int)
Knowledge (Jedi lore) 6 (4 ranks+2 Int)
Knowledge (tactics) 6 (4 ranks+2 Int)
Listen 8 (4 ranks+4 Wis)
Move Silently 14 (11 ranks+3 Dex)
Pilot 9 (6 ranks+3 Dex)
Read/Write Basic (free)
Repair 7 (5 ranks+2 Int)
Search 5 (3 ranks+2 Int)
Speak Basic (free)
Speak Huttese (1 rank)
Spot 4 (4 ranks+4 Wis)
Treat Injury 5 (1 rank+4 Wis)
Tumble 10 (5 ranks+3 Dex+2 Acrobatic)
Force Bonus Dice: 6d6
Dark Side Points: 0
Force Control (Jedi 1st) Control-based skills are class skills. May use Force Defense, Force Stealth, and Heal Self untrained. May enter a Force Trance--May, as a full-round action, enter a trance allowing survival for extended periods without sustenance; appearing to be dead; heals as though assisted
Force Alter (Jedi 2nd) Alter-based skills are class skills. May use Affect Mind, Drain Energy*, Force Grip*, Force Lightning*, Force Strike*, Heal Another, and Move Object untrained.
Force Sense (Jedi 4th) Sense-based skills are class skills. May use Enhance Senses, Fear*, See Force, and Telepathy untrained. Senses the Force around him.
Lightsaber Defense (15th) When wielding a lightsaber, gain a +2 dodge bonus to Defense.
Knight Defense (Jedi Knight) When wielding a lightsaber, gain a +2 dodge bonus to Defense.
Master Defense (18th) When wielding a lightsaber, gain a +2 dodge bonus to Defense.
*using this skill against a living target gains a Dark Side point.
Battlemind 13 (8 ranks+4 Con+1 Force)
Drain Energy* 4(+4 Con)
Empathy 4 (+4 Wis)
Enhance Ability 12 (8 ranks+4 Con)
Fear* 4 (+4 Wis)
Force Defense 8 (6 ranks+1 Cha+1 Force)
Force Grip* 2 (+2 Int)
Force Lightning* 2 (+2 Int)
Force Stealth 4 (3 ranks+1 Cha)
Force Strike* 2 (+2 Int)
Friendship 1 (+1 Cha)
Heal Another 4 (+4 Wis)
Heal Self 7 (6 ranks+1 Cha)
Move Object 10 (8 ranks+2 Int)
See Force 4 (+4 Wis)
Telepathy 6 (2 ranks+4 Wis)
*using this skill against a living target gains a Dark Side point.
Bryar Blaster Pistol
5 Thermal Detonators
Power cells
Pocket lamp
Holorecorder
Datapad
Reinforced comlink
Credits
Afterwards, he and Jan worked for the Alliance, mission hopping across the galaxy. Soon he became embroiled in the discovery that his father held the secret location of the Valley of the Jedi, an ancient Jedi battleground strong in the Force. He trained himself in the ways of the Force, chasing down and stopping Jerec, a Dark Jedi, and his six disciples.
Kyle then had a brief stint training recently-reformed former Emporer's Hand Mara Jade in a partnership of mutual training. Mara saved Kyle from turning to the dark side, and he brought her closer to the light.
Afterward, Kyle rejected the Force, declining Luke's offer to join the Academy, and turning in his lightsaber. However, a former student of Luke's, a Dark Jedi named Desann, framed Jan Ors's death; Kyle, enraged, went back to the Valley to get the strength to enact vengeance. Desann followed him, and with the knowledge of the Valley's location, began to fuel a personal army of Reborn Dark Jedi. Kyle, realizing his mistake, sought Luke's help and with the Academy's help, rescued Jan and foiled Desann.
Now, Kyle has returned to the Academy, taking the mantle of a member of the Jedi Council with Luke, Mara, and others. He serves as the acting weapons and combat master, travelling with Jan as he used to, mission hopping, this time with apprentice(s) in tow.
Kyle is an easygoing man; the discipline of the academy falling to the wayside of a man exposed to worldly wisdom. He has a good sense of humor, and is fiercely devoted when his mind is set on a task.
Age: 44
Height: 5' 8"
Weight: 140 lbs.
Eye Color: Brown
Hair Color: Brown
Skintone: Tanned
Allegiances: Kyle, The Republic
Species: Human
Gender: Female
Size: Medium
Class and Level: Scout 8/Space Transport Ace 6
DEX 18 (+4)
CON 14 (+2) (13 base+1 level)
INT 18 (+4) (16 base+2 levels)
WIS 16 (+3)
CHA 14 (+2)
Defense: 23 (10+9 level+4 Dex)
Flat-Footed: 23
Speed: 30'
Initiative: +4
Reputation: +4
Reflex: 13 (9 base+4 Dex)
Will: 10 (7 base+3 Wis)
Grapple Bonus: +12
Ranged Attack Bonus: +14/+9
Melee Attack Bonus: +12/+7
Attack: Bryar Blaster Pistol
To Hit: +15/+9
Multifire: +11/+11/+5
Damage: 3d8 (single shot) or 3d10 (charged)
Range: 15'
Type: Energy
Crit: 20/x2
RoF: single (1 cell) or charged (3 cell)
Ammo: 50/cell
Skill Emphasis (Pilot) (1st) +3 competence bonus to Pilot checks.
Spacer (Human bonus) +2 aptitude bonus to Pilot and Astrogate checks.
Starship Dodge (3rd) +1 dodge bonus to starship's defense against a selected enemy ship.
Dodge (6th) +1 dodge bonus to defense against a selected enemy.
Sharp-Eyed (Scout) +2 aptitude bonus to Search and Sense Motive checks.
Mobility (9th) +4 dodge bonus to defense against attacks of opportunity when moving out of or through threatened spaces.
Stealthy (12th) +2 aptitude bonus to Hide and Move Silently checks.
Weapon Proficiencies (Scout) Simple weapons, blaster pistols, blaster rifles.
Bluff 7 (5 ranks+2 Cha)
Computer Use 18 (14+4 Int)
Demolitions 9 (5 ranks+4 Int)
Disguise 8 (6 ranks+2 Cha)
Hide 16 (10 ranks+4 Dex+2 Stealthy)
Knowledge (streetwise) 11 (7 ranks+4 Int)
Knowledge (tactics) 11 (7 ranks+4 Int)
Listen 11 (8 ranks+3 Wis)
Move Silently 16 (10 ranks+4 Dex+2 Stealthy)
Pilot 28 (16 ranks+4 Dex+3 Emphasis+2 Spacer+3 Familiarity*)
Read/Write Basic (free)
Repair 23 (16 ranks+4 Int+3 Familiarity*)
Search 14 (8 ranks+4 Int+2 Sharp-Eyed)
Sense Motive 5 (+3 Wis+2 Sharp-Eyed)
Speak Basic (free)
Speak Huttese (1 rank)
Spot 17 (14 ranks+3 Wis)
Survival 10 (7 ranks+3 Wis)
*The familiarity bonus is only if Jan operates the Raven's Claw, which is usually the case.
Force Bonus Dice: 2d6
Dark Side Points: 0
Electrobinoculars
Pocket Lamp
Grappling hook with 20' wire line
Datapad with encrypter
Slicer spikes
Credits
Reinforced comlink
Craft: Corellian Engineering Corporation's CRF-156T Fast Carrier
Class: Space transport
Cost: Not Available for Sale (estimated construction cost 1,650,000 credits)
Size: Small (85' long)
Crew: 1
Passengers: 2
Cargo Capacity: 10 Metric tons
Consumables: 3 Months
Hyperdrive: x0.5 (backup x6)
Initiative: +5 (+2 Dex+2 bonus+1 size)
Maximum Speed: Ramming (13 squares)
Atmosphere Speed (20 squares, 733 mph)
Maneuvers: +14 (+1 size+10 crew+3 engine quality)
Defense: 23 (+2 Dex, +1 size, +10 armor)
Hull Points: 100
Shield Points: 120
DR: 10
Weapon: Laser Cannon (4 fire-linked)
Fire Arc: 4 Front
Attack Bonus: +18/+13 (+1 size+10/+5 crew+4 fire control+3 equipment bonus)
Damage: 5d10x2
Range Modifiers: PB +0, S -2, M/L N/A.
Weapon: Proton Torpedo Launcher (2)
Fire Arc: Front
Attack Bonus: +18/+13 (+1 size+10/+5 crew+4 fire control+3 equipment bonus)
Damage: 9d10x2
Range Modifiers: PB +0, S/M/L N/A.
Jan is a technical genius, and flying her ships have been second nature to her; first the Moldy Crow, then the Raven's Claw. She always has a glove on her right hand; whether it's cybernetic or not, she doesn't say.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
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Discussion
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Age: 30
Height: 5' 10"
Weight: 130lbs.
Eye Color: Green
Hair Color: Black
Skintone: Fair and white
Alignment: Chaotic Good
Deity: Tymora, Forgotten Realms CN Goddess of Luck
Race: Half-Elf
Size: Medium
Class and Level: Swashbuckler 3/Wizard 3/Fighter 2/Spellsword 10/Harper Mage 5/Abjurant Champion 5
2nd Wizard 10
3rd Swashbuckler 18
4th Wizard 10
5th Swashbuckler 18
6th Wizard 10
7th Fighter 18
8th Fighter 13
9th-18th Spellsword 140
19th-23rd Harper Mage 56
24th-28th Abjurant Champion 75
DEX 30 (+10)(15 base +6 belt/boots +5 tome +4 levels (belt and boots don't stack; both give enhancement bonus))
CON 27(+8)(16 base +6 belt +5 tome)
INT 32 (+11)(18 base +6 belt +5 tome +3 levels)
WIS 20 (+5)(14 base +6 belt)
CHA 20 (+5)(14 base +6 belt)
AC: 39 (10 base +10 Dex +8 Vest Armor +4 Shirt Enhancement +5 Ring Deflection +1 Class ability Dodge +1 Ioun stone Insight)
Flat-Footed: 29
Touch: 31
Speed: 60' (+30 from boots)
Initiative: +14 (+10 Dex+4 Improved Initiative)
Reflex: +27 (+4 Epic, +2 Familiar, +5 vest, +8 Dex, +7 base, +1 competence)
Will: +35 (+4 Epic, +6 Wis, +5 vest, +19 base, +1 competence) +2 additional if vs. enchantment
Spell Resistance: 21 (Cloak)
Grapple/Melee Attack Bonus: +24/+19/+14/+9 with +5 Epic bonus
Ranged Attack Bonus: +26/+21/+16/+11 with +5 Epic bonus
Attack: Alacar's Rod (Forceblade)
Attack Bonus: +26/+21/+16/+11 with +5 Epic bonus +1 when a spell is channeled. (Weapon Finesse)
Damage: 1d8+11 (force magic) +10 when using Insightful Strike, +1 when a spell is channeled.
Range: Melee
Type: Light Slashing
Crit: 19-20/x2
Weight: 1 lb.
Attack: Alacar's Rod (Force Blast)
Attack Bonus: +26/+21/+16/+11 with +5 Epic bonus +1 when a spell is channeled
Damage: 10d6 (force magic)
Range: 100'
Type: Force Magic
Crit: None
Weight: 1 lb.
Ammunition: 2 times per day
Price: 70,000gp
Caster Level: 13th
Aura: Strong (DC 21); Evocation
Weight: 1 lb.
This plain rod has two grooves in either end, and has a single gemstone embedded in it. Roughly 18 inches long, and half an inch around.
Alacar's Rod is both a Rod and a Weapon in terms of classification: It can hold only one Augmentation Crystal, and can have spells channeled into it as a weapon. If a spell is channeled, the Forceblade delivers it in melee, and the Force Blast can deliver it as a ranged touch attack. It has two major uses:
Forceblade: Upon a mental command, as a swift action, from the end with the augment crystal emanating from it, a 3-foot blade of force energy emits. This blade functions as a +3 Longsword, but it is made of pure force energy. It is considered a light weapon, as the blade is weightless. The blade lasts until recalled by mental command.
Force Blast: Twice per day, upon command, as a standard action, a ray of force energy projects from the rod as a ranged touch attack, dealing 10d6 points of force damage. This effect may not be used while the Forceblade is active.
Prerequisites: Magic Missile, Mordenkainen's Sword, Craft Rod, Craft Magic Arms & Armor
Cost to Create: 35,000gp, 2,500XP, 60 days.
Attached to Alacar's Rod: Greater Crystal of Arcane Steel (6,000gp)
+1 insight bonus to damage when delivering a spell channeled through the weapon.
+1 insight bonus to hit when delivering a spell channeled through the weapon.
Increases the save DC of the channeled spell.
Eyes: None.
Face: None.
Shoulders: Cloak of Spell Resistance (SR 21) 90,000gp
Throat: Empowered Spellshard, 1st Level (3/day Empower, as the feat, Magic Missile, when cast)
Torso: Vest of the Archmagi (+8 Armor bonus to AC, +5 resistance to all saving throws, +2 enhancement bonus on caster level checks to overcome spell resistance, may spend an arcane spell as a swift action to heal himself 5 times the spell's level as many times as desired.) 200,000gp
Chest: Alacar's Shirt (Glamered Twilight Masking Padded Shirt of Landing +4; +4 enhancement bonus to AC, Looks like regular clothing, ignore Arcane Spell Failure by 10%, Ignore first 60' of falling damage, always land on feet, and continual nondetection.) 405,300gp
Info: Padded Shirt: +1 AC, Max Dex +8, ACP 0, 12 lbs. Spell Failure: 0%
Chest: Restful Crystal (attached to armor; may rest wearing armor without becoming fatigued.) 500gp
Arms: Counterstrike Spellmight Bracers (2/day as a swift action may make an AoO on an opponent who misses him in melee. In addition, may make a -5 penalty on attack rolls with ranged touch attack spells/spell-like abilities to add +1d6 damage.) 2,500gp
Hands: True Strike Gauntlets of Storing (1/day +20 to hit with weapon. In addition, may hold one object less than 20 lbs. that is summoned as a free action by snapping one's fingers. Stored Item: Alacar's Rod) 13,500gp
Ring: Ring of Silent Spells and Protection +5 (1/day create a Silence effect around himself, and may cast spells in that area as though Silent, without verbal component. In addition, grants a +5 deflection bonus to AC) 52,000gp
Ring: Ring of Wizardry I and IV (Doubles 1st and 4th level spells per day) 35,000gp
Waist: Belt of Magnificence +6 (+6 enhancement bonus to all ability scores) 200,000gp
Feet: Boots of Swiftness and Climbing (+20 to Climb, Jump, and Tumble checks, +30' to movement speed, +6 enhancement bonus to Dex, 3/day haste for 20 rounds. In addition, may spider climb as the spell.) 263,200gp
Tome of Clear Thought +5 (Int) (137,500gp)
Manual of Bodily Health +5 (Str) (137,500gp)
Manual of Gainful Exercise +5 (Con) (137,500gp)
Manual of Quickness of Action +5 (Dex) (137,500gp) (All tomes give inherent bonuses)
Cube of Force (62,000gp)
Bag of Holding Type IV (10,000gp)
Wand of Cure Critical Wounds (41 charges) (21,000gp)
Magic Bedroll (Recover +1 hp/level while resting, plus endures elements) (500gp)
Daern's Instant Tent (Small triangle canvas turns into a 20'x20'x20' tent that can house 8 people as though in a Tiny Hut, with a firepit. Tent has electricity, fire, and acid resistance 10, and immunity to cold.) (9,000gp)
3 Everlasting Rations(Field rations feed a single Medium creature once/day) (350gp)
Everfull Mug(3/day, on command may generate 12oz. water, cheap ale, or watery wine.) (200gp)
Spool of Endless Rope(Can generate up to 500' of silk rope at one time) (1,400gp)
Truelight Lantern(Can illuminate as though under continual light, and when one speaks "reveal" in Celestial, everyone in sight sees all illuminated objects as though under true seeing.) (36,000gp)
Pale Green Prism Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability checks.) (30,000gp)
Lavender and Green Ellipsoid Ioun Stone (Absorbs up to 50 levels' worth of 8th level spells or lower) (40,000gp)
Dusty Rose Prism Ioun Stone (+1 insight bonus to AC) (5,000gp)
Greater Metamagic Rod of Maximize Spell (3/day may cast a spell up to 9th level as though Maximized.) (121,500gp)
Sphere of Awakening (1/day, all allies within 60' are awakened from any sleep; fatigue and exhaustion are removed, and all are immune to fatigue and exhaustion for 10 minutes after activation.) (1,800gp)
Metamagic rod of Quicken/Widen/Empower Spell (5/day may cast a spell up to 6th level, choosing one of the feats to apply to it.)
Blessed Book (12,500gp)
673 Platinum coins
1,833 copper
85 gold
Cloak of Epic Resistance +6 (+6 resistance bonus to all saves)
-Negates all ASF.
-Wearer gains the ability to cast 1 spell of each spell level as a 10th level sorcerer once per day.
0th-Light
1st-Magic Missile
2nd-glitterdust
3rd-haste
4th-greater invisibility
5th-wall of force
Laughing Damsel- +5 adamantine breastplate of dispelling.
3/day the wearer can imbue a held melee weapon with a greater dispelling as cast by a 17th level wizard.
Wearer, if of elven blood, can use bardic knowledge as a 5th level bard and can inspire competence using the Perform skill of her choice, also as a 5th level bard.
Magicka- Int 15, Wis 12, Cha 18, Ego Score 25, Alignment: NG
Laughing Damsel- Int 16, Wis 10, Cha 17, Ego 22, Alignment: CG
Balance* 16 (3 ranks+10 Dex+2 synergy)
Bluff 11 (5 ranks+5 Cha)
Climb* 34 (5 ranks+8 Str+20 boots)
Concentration 41 (32 ranks+8 Con)
Decipher Script 17 (5 ranks+11 Int)
Diplomacy 21 (7 ranks+5 Cha+2 racial+6 synergy)
Escape Artist* 11 (+10 Dex)
Gather Information 19 (10 ranks+5 Cha+2 racial+2 synergy)
Handle Animal 6 (+5 Cha)
Intimidate 8 (+5 Cha+2 synergy)
Jump* 38 (5 ranks+10 Str+20 boots+2 synergy)
Knowledge (Arcana) 31 (15 ranks+11 Int+4 feats)
Knowledge (Local) 28 (15 ranks+11 Int+1 feat)
Knowledge (History) 27 (15 ranks+11 Int)
Knowledge (Nobility) 27 (15 ranks+11 Int)
Knowledge (Religion) 27 (15 ranks+11 Int)
Knowledge (Planes) 27 (15 ranks+11 Int)
Listen 19 (10 ranks+5 Wis+1 racial+2 feat)
Profession (Sailor) 8 (2 ranks+5 Wis)
Perform (Guitar) 8 (2 ranks+5 Cha)
Ride 11 (+10 Dex)
Search 17 (4 ranks+11 Int+1 racial)
Sense Motive 11 (5 ranks+5 Wis)
Spellcraft 49 (32 ranks+11 Int+3 feat+2 synergy)
Spot 19 (10 ranks+5 Wis+1 racial+2 feat)
Swim** 11 (2 ranks+8 Str)
Tumble* 38 (5 ranks+10 Dex+20 boots+2 synergy)
Use Rope 12 (2 ranks+10 Dex)
*ACP applies, double for Swim. Note: Alacar's armor currently inhibits no ACP.
- Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
- Half-elf base land speed is 30 feet.
- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
- Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- +1 racial bonus on Listen, Search, and Spot checks.
- +2 racial bonus on Diplomacy and Gather Information checks.
- Elven Blood: For all effects related to race, a half-elf is considered an elf.
- Automatic Languages: Common and Elven. Bonus Languages: Any
- Favored Class: Any.
Swashbuckler: Weapon Finesse (May use Dex bonus on to-hit rolls w/light weapons)
Grace +1 (+1 circumstance bonus to Dodge)
Insightful Strike (Functions like Sneak Attack; Add INT bonus to damage rolls in addition to STR when using a light weapon)
Wizard: Familiar: Squirrel: Tiny Critter, +2 to Reflex Saves.
Scribe Scroll
Fighter: Bonus fighter feats at 1st and 2nd level
Spellsword: Channel Spell 8/day (May 'store' any spell he knows into his weapon as a move action into his weapon that is 'cast' when he releases it or it hits a target. Lasts 4 hours.) Spell DC is increased by 1 when releasing a spell.
Multiple Channel Spell (May channel 2 spells)
Ignore Spell Failure 45%
Bonus Fighter and/or Metamagic feat at 2nd level
Harper Mage: Harper Knowledge: Works exactly like bardic knowledge as though a 5th level Bard. Bonus: +18
Oghma's Insight: Skill Focus in Knowledge (Arcana)
Arcane Theory: Skill Focus in Spellcraft
Extend Spell: No slot increase to Extended spells 5/day
Eschew Materials: Bonus feat
Mystra's Grace: +2 insight bonus on saves against spells
Abjurant Champion: Abjurant Armor: When using an abjuration spell to increase AC, the AC bonus gets an additional +1.
Extended Abjuration: Doubles the duration of all abjuration spells Alacar casts as though Extend Spell were applied.
Swift Abjuration: May Quicken any Abjuration spell Alacar knows.
Arcane Boost: May, as a swift action, burn a memorized spell to gain one of the following:
Epic Level: Once per day, may make a reroll on any d20 roll.
Spellcasting Prodigy (Forgotten Realms) (3rd) - Treat Intelligence score as though 2 points higher for determining DCs and bonus spells.
Combat Casting (6th) - +4 to Concentration checks when casting defensively.
Quick Draw (Fighter bonus) - Draw weapons as a free action.
Improved Initiative (Fighter bonus) - +4 to Initiative.
Alertness (9th) - +2 to Listen and Spot checks.
Extend Spell (Spellsword bonus) - Doubles the duration of a spell with a limited duration. Casting Level slot: +0 for 5 spells/day, +1 otherwise
Spell Mastery (12th) - Can prepare 4 pre-chosen spells without a spellbook: Magic Missile,
Signature Spell: Magic Missile (Forgotten Realms) (15th) - Can turn any 1st level or higher prepared spell into Magic Missile.
Somatic Weaponry (Complete Mage) (18th) - May cast spells that use a Somatic component even when hands are full.
Skill Focus (Harper Mage bonus) - +3 bonus to Knowledge (Arcana).
Skill Focus (Harper Mage bonus) - +3 bonus to Spellcraft.
Eschew Materials (Harper Mage bonus) - Ignore any material components that cost less than 1gp.
Mobile Spellcasting (Complete Adventurer) (21st) - May make a DC 20 Concentration check when casting a spell; if success, then Alacar may move while casting a spell; if failure, the spell fails.
Arcane Strike (Complete Warrior) (24th) - As a free action, Alacar may spend one of his spells per day to channel arcane energy into his weapon or unarmed strike; when he strikes with it, he gains an attack bonus equal to the spell's level, and adds Xd4 arcane damage to the weapon damage, where X is the spell's level.
Maximize Spell (28th) - Spell effect is maximized. Casting Level slot: +3
Storm Bolt (Complete Mage) (Bonus) - As long as Alacar has an electricity spell of 3rd or higher level memorized, he can, at will as a standard action, launch a 20' bolt of electricity, dealing Xd6 damage, where X is the highest level electricity spell he has memorized. Also, his caster level is considered +1 when casting electricity spells.
Alacar's effective caster level is equal to an 18th level Wizard.
Due to Martial Arcanist (Abjurant Champion), his caster level is considered to be equal to his BAB+Epic bonus (16+5) 21st.
Spells Per Day
4/7/7/7/7/6/6/5/5/3
All Cantrips in the Player's Handbook and Spell Compendium
1st
Alarm
Grease
Identify
True Strike
Charm Person
Sleep
Magic Missile
Feather Fall
Shield
Unseen Servant
Persistent Blade (SC)
Instant Search (SC)
True Casting (CM)
Blade of Blood (PHB2)
2nd
Acid Arrow
Web
Locate Object
Darkness
Scorching Ray
Knock
Rope Trick
Alter Self
Blast of Force (SC)
Distracting Ray (SC)
Force Ladder (SC)
Animalistic Power (PHB2)
Wraithstrike (SC)
Seeking Ray (PHB2)
3rd
Dispel Magic
Explosive Runes
Phantom Steed
Stinking Cloud
Heroism
Fireball
Lightning Bolt
Fly
Haste
Repelling Shield (CM)
Chain Missile (SC)
Scintillating Sphere (SC)
Mass Snake's Swiftness (SC)
Spell Vulnerability (SC)
4th
Dimensional Anchor
Dimension Door
Locate Creature
Charm Monster
Crushing Despair
Ice Storm
Greater Invisibility
Orb of Force (SC)
Thunderlance (SC)
Force Missiles (SC)
Forceward (SC)
Backlash (SC)
Force Claw (SC)
Slashing Dispel (PHB2)
5th
Permanency
Break Enchantment
Dismissal
Cloudkill
Teleport
Hold Monster
Cone of Cold
Overland Flight
Mass Fly (SC)
Coat of Arms (CM)
Lightning Leap (CM)
Greater Electric Vengeance (PHB2)
6th
Contingency
Greater Dispel Magic
Legend Lore
Greater Heroism
Chain Lightning
Disintegrate
Thunder Field (SC)
Ruby Ray of Reversal (SC)
Mage's Lucubration (SC)
Aura of Evasion (SC)
Prismatic Aura (CM)
Rary's Arcane Conversion (CM)
7th
Banishment
Greater Teleport
Mass Hold Person
Forcecage
Prismatic Spray
Plane Shift
Antimagic Ray (SC)
Dragon Ally (SC)
Planar Bubble (SC)
Greater Dispelling Screen (SC)
8th
Discern Location
Prismatic Wall
Polar Ray
Dimensional Lock
Greater Plane Shift (SC)
Spell Engine (SC)
Lightning Ring (SC)
Ghostform (SC)
Wall of Greater Dispel Magic (SC)
Prismatic Bow (CM)
9th
Prismatic Sphere
Mass Hold Monster
Meteor Swarm
Sphere of Ultimate Destruction (SC)
Lash of Force (CM)
Prismatic Deluge (CM)
SC = Spell Compendium
CM = Complete Mage
PHB2 = Player's Handbook 2
Elven
Prologue
Alacar Leoricar was born thirty-some years ago, on the Island of Krallis in the Moonsea north of Hillsfar and the Elven Court in the Dalelands. Krallis was an island completely populated by elves. They used magic and strict military discipline to shroud themselves for eons before making themselves known to the Realms, after being discovered by diviners looking for uncharted land. But the elves of Krallis were not typical elves: They were speciesists; rather, they distrusted anyone not of their own kind, and even treated foreign elves with some distaste.
After being discovered on Faerun, the Krallisian elves decided to make their mark; they could generate feywine, in large quantities, and began to export it until wine, magic, and sailing were their primary sources of income. They never let any visitors stay for more than two days and a single night, but they made quite a splash in the wine market.
Alacar was born illegally--his mother, Arianna Leoricar, an elf of Krallis, was a barmaid serving at a shady dive near the docks. Some visiting buccaneers came and she met his father, Alan Tyberr, the captain of their crew. He seduced her, and she had an affair with him. Unfortunately, they were discovered the next morning. She and Alan were imprisoned and put to trial.
During this trial, Arianna was found pregnant with their child. This was an outrage, and a blemish on Krallisian society. But, before the king rendered his verdict, the king's high arcanist approached and warned that their child must not be killed--he was a child of destiny, for good and ill fortune. But whose good and ill, he could not discern. The king, intrigued, wanted to keep Alacar under close observation. Therefore, he ordered that Arianna be imprisoned in his ivory tower until she gave birth to him. Alan was sent to be executed, never to see his lover or child.
And so, Arianna carried and bore her only son with melancholy, loving him more than anything. But when he was delivered, she was to be banished forever from Krallis on pain of death. The day of his birth, she only held him once, naming him 'Alacar' before he was taken from her arms and she was cast away north to Phlan, alone.
Alacar knew nothing of his birth. He was raised by K'Xizthizzerdrix (Kith-ziz-thiss-er-dricks), the high arcanist that predicted his future and saved him from death. Xiz, as Alacar called him, tried to teach him the ways of magic at an early age, and he had a knack for simple cantrips, but he was so very active. When he entered childhood, he was allowed to mingle with the elven boys and girls. They regarded him as a 'special kid', since he was taller, stronger, and more developed than they were. Their elders, who knew about this, only told his peers that he was 'unique'.
It was during this childhood that he met Lyia Laramond, an elven woman, who sang as the Krallisian Royal Guard's herald. She met Alacar almost on accident, and found him enjoyable. She knew he was half-elven, but her duty told her not to tell the truth. She became his guardian away from Xiz, who was becoming more and more angry at Alacar's antics. She watched him grow older as time went by.
As Alacar grew, faster than the kids he had met, Xiz piqued his interest in learning and reading. When he wasn't pouring over books, he was training with Lyia--she taught him the basics on combat and tactics. This formed the basis for his future career.
Alacar's bright future was not to be forever though. It all came crashing down on him when he was only thirteen years old. That day, a demonic being, Tyranthraxus, a flaming demon spirit and servant to Bane, came from the Pool of Radiance, which had appeared in Krallis. The Pool was said to be an extraplanar pool that granted anyone who bathed in it tremendous power, but in actuality it was a portal to the Elemental Plane of Fire, where Tyranthraxus resided. It used to be a tool of Mystra's, until Bane stole it from her for his own purposes. It randomly teleported to somewhere in the planes every ten years. This year, it appeared in Krallis.
Tyranthraxus was not a being of physical nature; he inhabits the body of the nearest living thing completely, (DC 40 Will save vs. complete domination, anyone?) and can move from person to person in that manner, as long as he is near the pool. He found his way to K'Xizthizzerdrix, who used and augmented his powers to usurp Krallis and not only annihilate the crown, but destroy the city's defenders and revive them as undead, spreading Bane's power. The city was ravaged, and burnt to the ground. The monsters then left Krallis to continue Tyranthraxus's reign of terror, taking the pool with them.
During this attack, Alacar wanted to help, but his own foster parent was the evil cause. Tyranthraxus confronted Alacar early during his posession, and while it would've pleased him to kill the young boy, it had no purpose and he had to work quickly. Alacar fled with his life, and met Lyia on that fateful day. She knew it was hopeless, so she made him get into a boat and flee. She told him the truth--that he was a child of destiny, a half elf born of Arianna Leoricar, and he had to flee the evil to live. He pleaded with Lyia to come with him, to protect him, but she refused, giving him her rapier. She told him she would find him in Phlan after she tried to save her family. That was the last Alacar would see of Lyia for a long time.
Alacar fled to Phlan with nothing but Lyia's rapier, his minor spellbook with only a few cantrips and Magic Missile inside, (which Xiz had always told him to keep handy) There he lived as an orphan, finding shelter with a human family who knew of Krallis's destruction. He knew nothing of his mother's whereabouts, only that she had been banished.
With the loss of his home and Lyia, and the truth of his heritage and his mother heavy on his heart, Alacar devoted himself to his two studies: Combat and magic. He would train during the day, and study at night. When he was a few years older, he moved south to Hillsfar to find his fortune.
It was there that he sought help from the gods at a temple of Tyr. There he met and befriended a dashing young human paladin by the name of Roland Everbrand, a devoted servant of the god. At the tavern that night, sharing a drink, Alacar discovered his pocket being picked--by a halfling named Fraedo (OOC: Yes, this is a pun. Let it go). In exchange for not being turned into the police, he agreed to buy their next round. Over the bar conversation, they got to know each other, and actually became fast friends.
Part I: Pool of Radiance (1-8)
Roland, it seemed, had been sent by the temple of Tyr to investigate an occurrance at Phlan; it seemed that they had been attacked by a horde of brigands in the past year. Alacar, afraid for his new home, joined with him to go to Phlan. Fraedo came along too--there was word of reward for those who would help cleanse it of 'bad guys.'
Arriving, they found the city had only one block that was civilized left--the rest had been occupied. There they met an elven 'city ranger' named Thrender Grone, who had also answered the call. Oddly enough, the elf was Krallisian, and knew of Alacar. Thrender revealed more information about his past, but knew not where Arianna was. Thrender joined with their band and the four of them investigated and cleared the city of various orcs, kobolds, goblins, brigands, bounties, and undead. They discovered the cause of the attack: Tyranthraxus. His old horde had discovered the new location of the pool: At the top of the city castle. It was there that Tyranthraxus was able to posess the body of a Golden dragon to command his troops. The four of them fought their way to the castle gates, and then snuck inside, going up and fighting the beastly monster, and slaying the dragon. Tyranthraxus's spirit fled with the pool, being recalled by Bane.
They were heroes then, and given the royal jewels of Phlan. It was then that Alacar met and was reunited with Lyia. She had heard word of him and his exploits--she had fled Phlan during the invasion and had returned. Now a fully grown man, Alacar was overjoyed to see her, and she was delighted. They fell in love, and Roland married them in a small ceremony. Lyia had become a travelling bard, a singer of tales of greatness passed on from her lost kingdom.
Part II: Curse of the Azure Bonds (9-14)
The five of them travelled south towards Cormyr, wanting to spend their riches together, when they were attacked in the night by unseen agents--poisoned and paralyzed, they woke to find that their arms had been branded with five azure symbols, each of various origin. These sigils were 'Azure Bonds', powerful magical bonds that forced their victims to do whatever was wanted against their will (DC 30 Will save to resist). The five of them had to find the owners of these bonds, and defeat them to remove them. They were, in order:
1) The Fire Knives, a band of thieves who tried to use them to assassinate King Azoun IV. They had kidnapped Princess Nacacia; when the party infiltrated their hideout, they saved her and earned Azoun's respect.
2) A powerful wizard, named Dracandros--a banished Red Wizard of Thay who had created a Dracolich. The party succeeded in defeating him and the dracolich, and earned the Helm of Dragons, an artifact that proved most useful.
3) The Cult of Moander, the dead god of decay and dead foliage. The cultists tried to use them as a sacrifice to summon the god, but their bond was broken during the ritual and they defeated its Aspect and the cult. There they recieved the Gauntlets of Moander, another powerful artifact.
4) Zhentil Keep--Lord Fzoul's right-hand man wanted to use the party and their bonds in an experiment; if he could use these bonds to control people, he could control all of Zhentil Keep, and the world. But, the Banites of Zhentil Keep hated him for using their enemy and attacked; the party had to defeat the Banites' Beholder. Then they recieved the Blade of Lathander, which was in Fzoul's collection.
These three artifacts were key in locating the owner of the final bond--Tyranthraxus! The party discovered his hidden base in the Ruins of Myth Drannor--this time Tyranthraxus had taken the body of a Storm Giant, and wanted to enslave his enemies for Bane's use. The party used the artifacts to spoil his plans and defeated him.
Part III: Secret of the Silver Blades (15-20)
Defeated and angrier than ever, Tyranthraxus called to one of Bane's servants: Kaz'zor, a Lich lord who had taken power in a castle far to the north. The lich king attacked the mining village of Larendon, which was the guarding place of the ancient relic known as the Well of Knowledge. This Well, an intelligent agent of Mystra, could do many wonderful things if fed gems and jewels. The town, in their desperation, fed it all of its wealth, and the Well summoned the party of five to their aid, proclaiming that they were the only ones capable of performing such an endeavor. Surprised at being teleported without their permission, the party had not much choice. They could not defeat the Lich king without the aid of five powerful weapons, the Silver Blades, which were deep underground in an ancient underground temple. After battling their way through the snow and ice, and under the earth, they found the temple and claimed the blades, and used them to fight their way past the Giant guardians of the castle, and to the lich king himself. It was there that Alacar, his magical power dispelled by the lich, was forced to use his strength of arms alone to defeat such a powerful foe, thus allowing him to become a Spellsword.
Part IV: Pools of Darkness (20-25)
The lich king defeated, Alacar and the party were teleported back to Phlan, where they would be welcomed. But their respite was not for long; Bane had had enough, and decided that the time was now to strike. Ao had sent the gods to the Prime, as it was the Time of Troubles, and Bane struck down upon Phlan and the surrounding area, sending out his five generals to occupy and control the area. The general populace was either killed, zombified, or chased out of their homes. Alacar and his company had no choice but to intervene. They travelled for that year across the area, clearing not just the one city of Phlan but all surrounding cities and villages, one after another, defeating his generals. Alacar finally even killed Tyranthraxus, enacting vengeance for what had happened so long ago. Bane alone could not control his ruined occupation, so he fled. When it was over, the year was nearly through, and Tyr, the god of Justice, saw fit to restore the land as it was, with only a vague memory of what had truly happened, save for the heroes themselves, and heroes they were, getting a personal blessing from the god himself.
Epilogue
Alacar then set about searching for his mother, which, with his popularity and resources, managed to do. Arianna, having lived in exile in the Elven Court, had not heard of his exploits. She was, needless to say, overjoyed. The fate of his father, Alan, is unknown--it is not known for certain if he was truly executed; no one that survived the attack saw it happen.
These days, Alacar is often seen wandering the realms as he pleases, enjoying life. His wife and mother live together in Phlan, which he regularly returns to. His wife is expecting a child soon.
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Ryttare Kelasin Luna Orelinalei
Age: 29
Height: 5' 9"
Weight: 140 lbs.
Eye Color: Green
Hair Color: Blonde
Skintone: Fair
Alignment: Chaotic Good
Deity: Sune, Tymora, Mielikki
Race: Half-Elf
Gender: Female
Size: Medium
Class and Level: Ranger 6/Spellsword 10/Swiftblade 11/Tempest 5
//
Fighter 1/Sorcerer 5/Harper Agent 5/Arcane Blade 10/Dervish 10/Exotic Weapon Master 1
DEX 34 (+12) (18 base+1 level+10 enhancement+5 inherent)
CON 28 (+9) (16 base+1 level+6 enhancement+5 inherent)
INT 28 (+9) (16 base+1 level+6 enhancement+5 inherent)
WIS 28 (+9) (14 base+2 levels+6 enhancement+5 inherent+1 feat)
CHA 34 (+12) (18 base+1 level+10 enhancement+5 inherent)
AC: 60 (10+12 Dex+15 armor+3 shield+5 natural+5 deflection+5 dervish+1 dodge+3 swiftblade+1 feat)+1 while hasted+5 when using Defender weapon property
Flat-Footed: 48
Touch: 45
Speed: 70' (30' base+5 weapon+10 Swiftblade+5 morale+20 Boots(+15 Dervish, doesn't stack with boots))
Initiative: +37 (+12 Dex+4 Feat+5 Weapon+2 Dervish+12 Swiftblade+2 competence)
Reflex: +44 (+12 base+6 epic+12 Dex+10 resistance+2 familiar+2 swiftblade)
Will: +40 (+15 base+6 epic+9 Wis+10 resistance)
Grapple Bonus: +30
Ranged Attack Bonus: +40/+35/+30/+25
Melee Attack Bonus: +37/+32/+27/+22
Attack: Butterfly Blade
Attack Bonus: +43/+38/+33/+28 +5 to each when Dervish Dancing
Damage: 1d8+14+1d6 fire/1d8+5+1d6 ice +1d6 when moving 20'+, +5 when Dervish Dancing
Range: Melee
Type: Slashing/Slashing
Crit: 15-20/15-20/x2/x2
Weight: 10 lbs.
Attack: Hideaway Composite Longbow of Speed +3
Attack Bonus: +44/+39/+34/+29
Damage: 1d8+12
Range: 110'
Type: Piercing
Crit: x3
Weight: 3 lbs.
Ammo: 60
Weapon Crystals: 2 Greater Crystals of Energy Assault (Fire and Ice) (Each blade deals either +1d6 fire or +1d6 ice damage; Fire blade: Target takes additional 1d6 fire damage 1 round later; Ice blade: Target's speed is reduced by 10' for 1 round to a minimum of 5') 6,000 each
Weapon: Hideaway Composite Longbow of Speed +3 (Folds into small object to hold; Additional attack at highest BAB when making full attack; +3 to hit and damage) 74,300
Head: Circlet of Planetravel (Circlet of Mages: +2 to Concentration, 3 charges/day, use any number to retain a spell slot of that level; Helm of Teleportation: 3/day teleport; Comprehend Languages and Read Magic: Understand all languages and text, +5 to Decipher Script on incomplete magic text) 85,000
Face: None
Neck: Amulet of Planetravel +5 (Amulet of the Planes: Plane Shift at will, DC 15 Int check to arrive at desired location; Proof against Poison: Immunity to poison; Natural Armor +5: +5 to natural armor; Adaptation: Immune to harmful vapors and gases, always able to breathe) 206,000
Shoulders: Cloak of Epic Resistance and Epic Charisma +10 (+10 resistance bonus to all saves, +10 enhancement bonus to Charisma) 1,000,000
Chest: Alaina's Outfit (Padded shirt; Glamered: Looks like normal outfit; Masking: Continual nondetection; Greater Spell Resistance: SR 27) 852,900
Armor Crystal: Restful Crystal of Alacrity (Sleep in armor without fatigue; +5 morale bonus to speed) 4,000
Torso: Improved Bolt Vest of the Archmagi (1/day teleport; +15 Armor bonus and +5 deflection bonus to AC, +5 resistance to all saving throws, +2 enhancement bonus on caster level checks to overcome spell resistance, may spend an arcane spell as a swift action to heal himself 5 times the spell's level as many times as desired.) 1,455,000gp
Arms: Counterstrike Greatreach Bracers (2/day as a swift action may make an AoO on an opponent who misses her in melee; 3/day add +10' to weapon reach.) 4,500
Hands: Alaina's Gloves (True Strike: 1/day +20 to hit with weapon; Storing: May hold one object less than 20 lbs. that is summoned as a free action by snapping one's fingers. Stored item: Butterfly Blade; Ghost Fighting: ignore miss chance, +1d6 damage to incorporeal creatures; Dexterity +10: +10 enhancement bonus to Dexterity.) 1,017,500
Ring: Ring of Universal Energy Immunity (Immune to all energy types) 2,160,000
Ring: Ring of Wizardry I-IV and Sustenance (Doubles all 1st-4th level spells/day; Don't need to eat, sleep only 2 hrs/day) 232,500
Waist: Alaina's Belt (Belt of Magnificence +6: +6 enhancement bonus to all ability scores; Belt of Battle: +2 to Initiative. 3 charges/day: 1-Extra Move action 2-Standard action 3-Full-round action.) 208,000gp
Feet: Alacar's Boots (Boots of Swiftness and Climbing: +20 to Climb, Jump, and Tumble checks, +30' to movement speed, +6 enhancement bonus to Dex, 3/day haste for 20 rounds. In addition, may spider climb as the spell.) 263,200gp
Tome of Leadership and Understanding (Cha) 137,500
Manual of Bodily Health +5 (Str) 137,500
Manual of Gainful Exercise +5 (Con) 137,500
Manual of Quickness of Action +5 (Dex) 137,500 (All tomes give inherent bonuses)
Bag of Holding Type IV 10,000
Magic Bedroll (Recover +1 hp/level while resting, plus endures elements) 500
Daern's Instant Tent (Small triangle canvas turns into a 20'x20'x20' tent that can house 8 people as though in a Tiny Hut, with a firepit. Tent has electricity, fire, and acid resistance 10, and immunity to cold.) 9,000
3 Everlasting Rations (Field rations feed a single Medium creature once/day) 350
Everfull Mug (3/day, on command may generate 12oz. water, cheap ale, or watery wine.) 200
Spool of Endless Rope (Can generate up to 500' of silk rope at one time) 1,400
Truelight Lantern(Can illuminate as though under continual light, and when one speaks "reveal" in Celestial, everyone in sight sees all illuminated objects as though under true seeing.) 36,000
Dusty Rose Ioun Stone (+1 insight bonus to AC) 5,000
Dark Blue Ioun Stone (Alertness feat: +2 to Listen and Spot) 10,000
Pale Green Ioun Stone (+1 competence bonus to attack rolls, skill checks, saves, and ability checks) 30,000
Wand of Cure Serious Wounds (50 charges) 11,250
Efficient Quiver 1,800
Horseshoes of the Peerless Steed 217,000
5 scrolls of Sending 5,625
5 scrolls of Locate Creature 3,500
5 scrolls of Locate Object 250
2 scrolls of Plane Shift 4,550
60 arrows 3
Military Saddle 60
1 bottle of Krallisian Feywine
2,110gp
Balance* 23 10 ranks+12 Dex
Climb* 20 10 ranks+9 Str
Concentration 39 29+9 Con
Craft (Weaponsmith) 19 9 ranks+9 Int
Diplomacy 15 +12 Cha+2 racial
Gather Information 20 5 ranks+12 Cha+2 racial
Heal 15 5 ranks+9 Wis
Jump* 20 10 ranks+9 Str
Knowledge (Arcana) 45 32 ranks+9 Int+3 feat
Knowledge (Dungeoneering) 24 14 ranks+9 Int
Knowledge (Geography) 24 14 ranks+9 Int
Knowledge (History) 23 10 ranks+9 Int+3 feat
Knowledge (Local) 20 10 ranks+9 Int
Knowledge (Nature) 24 14 ranks+9 Int
Knowledge (Planes) 20 10 ranks+9 Int
Listen 45 34 ranks+9 Wis+1 racial
Perform (Singing) 21 8 ranks+12 Cha
Perform (Dancing) 27 14 ranks+12 Cha
Profession (Performer) 15 5 ranks+9 Wis
Ride 18 5 ranks+12 Dex
Search 23 12 ranks+9 Int+1 racial
Spellcraft 46 36 ranks+9 Int
Spot 31 20 ranks+9 Wis+1 racial
Tumble* 47 34 ranks+12 Dex
Dodge (Fighter bonus)
Track (Ranger bonus)
Two-Weapon Fighting (Ranger bonus)
Mobility (3rd)
Endurance (Ranger bonus)
Weapon Focus (Two-Bladed Sword) (6th)
Improved Two-Weapon Fighting (Ranger bonus)
Skill Focus (Knowledge: History) (Harper Mage bonus)
Combat Expertise (Spellsword bonus)
Skill Focus (Knowledge: Arcana) (Harper Mage bonus)
Improved Critical (Two-Bladed Sword) (9th)
Extend Spell (13/day) (Harper Mage bonus)
Combat Casting (Harper Mage bonus)
Greater Two-Weapon Fighting (12th)
Improved Initiative (15th)
Spring Attack (Swiftblade bonus)
Quick Draw (18th)
Whirlwind Attack (21st)
Bounding Assault (PHB2) Swiftblade bonus - When making a Spring Attack, Alaina may target two foes instead of one; May take -5 to attack rolls to get a second attack, either against the first target or split between the two targets.
Perfect Two-Weapon Fighting (24th)
Two-Weapon Defense (Dervish bonus)
Great Wisdom (27th)
Two-Weapon Rend (30th)
Improved Two-Weapon Defense (33rd) - +1 Shield bonus when wielding two weapons or a double weapon. Stacks with TWD and Exotic Weapon Stunt.
Sorcerer:6/18/18/18/18/8/8/8/8/7
Caster level: 27th
Ranger: 4 1st-level
Caster level: 6th
0
Detect Magic
Read Magic
Dancing Lights
Light
Touch of Fatigue
Message
Arcane Mark
Prestidigitation
Amanuensis (SC)
1st
Identify
True Strike
Magic Missile
Feather Fall
Blade of Blood (PHB2)
2nd
Protection from Arrows
Locate Object
Wraithstrike (SC)
Whirling Blade (SC)
Animalistic Power (PHB2)
3rd
Fly
Haste
Dispel Magic
Fireball
4th
Stoneskin
Locate Creature
Force Missiles (SC)
Greater Mirror Image (PHB2)
5th
Teleport
Sending
Prismatic Ray (SC)
Draconic Might (SC)
6th
Greater Dispel Magic
Disintegrate
Greater Energy Surge (PHB2)
7th
Greater Teleport
Plane Shift
Synostosdweomer (SC)
8th
Polar Ray
Discern Location
Telekinetic Sphere
9th
Prismatic Sphere
Mage's Disjunction
Time Stop
Ranger Saving Throw DCs: 16
Elvish
Draconic
Halfling
Sylvan
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Ryttare Kelasin Luna Orelinalei
Kheira Laucian Alacar Leoricar (New) Alaina Leoricar (Epic) (Gestalt)
Academy is back!
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Ryttare Kelasin Luna Orelinalei