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  1. Character Biography Backstory Wallin was once an artilleryman with a solid record. He was always a simple man, said to enjoy only three things in life: beer, women and artillery. He earned the name "Wallbreaker" for his particular interest in destroying structures. While in the midst of a terrible battle, a freak combination of powerful spells washed the entire area in magical backlash, engulfing Wallin with now chance of escape. He was apparently vaporized along with the rest of his platoon. However, several days later, he awoke to discover that he'd actually been somehow merged with his prized ballista. His mind is a little hazy on things, so it's not clear to him that he's actually Wallin: he's possibly just a imprint of Wallin that was born to animate to ballista. But, he's not really big on that kind of academic distinction, so he still calls himself "Wallbreaker" Wallin. Personality Wallin is a rowdy, loudmouthed soldier who loves trash talk and heavy drinking. Of course, he currently lacks the anatomy to actually drink properly, and the physiology to get drunk, but that doesn't really stop him. He is brash and prefers to tackle his problems head-on (sometimes literally, with a solid headbutt). Wallbreaker tends to think he's stronger and more capable than he really is, and he isn't afraid to take on any kind of challenge. In spite of his love of banter and trash talk, he's surprisingly thin-skinned and overreacts to most insults, though he's mostly harmless to his comrades in arms. Physical Description In his new form, Wallbreaker Wallin looks similar to his original dwarven appearance. Or rather, he looks like a life-sized marrionette of himself, made of wood with iron fittings, riveted swivel joints on his limbs, and a beard made of wooden spikes. In dwarf form, the skeins and arms of the ballista rest against his back, along with the magazine that holds his bolts, which look like a picket-fence of spears along his back. When he folds up into ballista form, his body bends over so his back is parallel to the ground, the ballista arms and skeins lock into place, and his bearded face relocates to the front of the ballista. Portrait Build Notes Build Notes Build Animated Object 2 / Marshal 1 || Artificer 1 / Fighter (Dungeon Crasher) 2 Sources Animated Object (Medium) race (SRD) -> Repeating Ballista (Dragon #295) Awakened feat (RFT original) Deceivingly Innocent Form feat (Oslecamo) Artificer class (Eberron Campaign Setting) Fighter class (SRD) -> Dungeon Crasher variant (Dungeonscape) Marshal class (Miniatures Handbook) Ability Scores 32-Point Buy: 16-15-14-14-10-8 Str 1816 (point buy) +2 racial, Dex 1414 (point buy), Con --8 (point buy) -- (Construct), Int 1414 (point buy), Wis 1010 (point buy), Cha 1515 (point buy) Statblock [URL=/sheets/?id=2920238][B][SIZE=+1]"Wallbreaker" Wallin[/SIZE][/B][/URL] Male Neutral Animated Object 2 / Marshal 1 || Artificer 1 / Fighter 2, [B]Level[/B] 3, [B]Init[/B] 2, [B]HP[/B] 33/33, [B]DR[/B] Hardness 5, [B]Speed[/B] 20 ft [B]AC[/B] 16, [B]Touch[/B] 12, [B]Flat-footed[/B] 14, [B]Fort[/B] 5, [B]Ref[/B] 3, [B]Will[/B] 5, [B]Base Attack Bonus[/B] 2 [B] slam [/B] +6 (1d6+6, x2) [B] mwk repeating ballista (bolts: 6,6; reload as FRA; change magazine as 2 FRAs) [/B] +5 (3d8, 19-20/x2) (+2 Dex, +4 Natural) [B]Abilities[/B] Str 18, Dex 14, Con -, Int 14, Wis 10, Cha 15 [B]Condition[/B] Darkvision 60 ft Low-light vision Construct immunities (abl dmg, crit, death, dise, drain, fatg, mind, nonlethal, parlys, pois, sleep, stun, Fort) Hardness 5 (acid, fire) Male Neutral Animated Object 2 / Marshal 1 || Artificer 1 / Fighter 2, Level 3, Init 2, HP 33/33, DR Hardness 5, Speed 20 ft AC 16, Touch 12, Flat-footed 14, Fort 5, Ref 3, Will 5, Base Attack Bonus 2 slam +6 (1d6+6, x2) mwk repeating ballista (bolts: 6,6; reload as FRA; change magazine as 2 FRAs) +5 (3d8, 19-20/x2) (+2 Dex, +4 Natural) Abilities Str 18, Dex 14, Con -, Int 14, Wis 10, Cha 15 Condition Darkvision 60 ft Low-light vision Construct immunities (abl dmg, crit, death, dise, drain, fatg, mind, nonlethal, parlys, pois, sleep, stun, Fort) Hardness 5 (acid, fire) Level Progression Level Class 1 Class 2 BAB Fort Ref Will 1 Construct 1 Artificer 1 +0.75 +0.33 +0.33 +2.50 2 Construct 2 Fighter 1 +1.00 +2.50 +0.33 +0.50 3 Marshal 1 Fighter 2 +1.00 +2.50 +0.33 +2.50 4 - - - - - - Total - - +2.75 +5.33 +16.33 +5.50 Finances Starting Wealth (3rd level): 3000 gp Purchases: Purchases Item Gold mwk repeating ballista 1400 gp wand (unseen servant, CL 1st) 750 gp wand (repair light damage, CL 1st) 750 gp ballista bolts (x12) 12 gp Total Spent 2912 gp Gold Remaining 88 gp Speech Text Color: Red-Brown
  2. Princess Erin of Chessenta | | Age: 18 Gender: Female Height: 5'5" Weight: 135 lbs Hair Color: Lavender with Pink highlights Eye Color: Violet Race: Human Classes: Expert 1/Draconic Template 1/Swordsage 1||Dragonfire Adept 3 Alignment: NE Deity: Shar [URL=/sheets/?id=2915940][B][SIZE=+1]Princess Erin of Chessenta[/SIZE][/B][/URL] Female NE Human Expert 1/Draconic 1/Swordsage 1||Dragonfire Adept, [B]Level[/B] 3, [B]Init[/B] 7, [B]HP[/B] 37/37, [B]Speed[/B] 30 ft. [B]AC[/B] 17, [B]Touch[/B] 11, [B]Flat-footed[/B] 16, [B]Fort[/B] 7, [B]Ref[/B] 6, [B]Will[/B] 5, [B]Base Attack Bonus[/B] 2 [B] Short Sword [/B] +3 (1d6, 19-20/x2) [B] Claws [/B] +2 (1d6, x2) [B] Mithral Githcraft Chain Shirt w/ Thistledown Suit[/B] (+4 Armor, +1 Dex, +2 Natural) [B]Abilities[/B] Str 10, Dex 12, Con 18, Int 14, Wis 10, Cha 18 [B]Condition[/B] None Female NE Human Expert 1/Draconic 1/Swordsage 1||Dragonfire Adept, Level 3, Init 7, HP 37/37, Speed 30 ft. AC 17, Touch 11, Flat-footed 16, Fort 7, Ref 6, Will 5, Base Attack Bonus 2 Short Sword +3 (1d6, 19-20/x2) Claws +2 (1d6, x2) Mithral Githcraft Chain Shirt w/ Thistledown Suit (+4 Armor, +1 Dex, +2 Natural) Abilities Str 10, Dex 12, Con 18, Int 14, Wis 10, Cha 18 Condition None Role Dragons! Lots of dragon stuff! Also spooky shadow stuff. "My family can trace its lineage back to our draconic ancestors. What claim to fame does yours have?" - Erin to a political rival Appearance See picture. This is Princess Erin's self-titled "Adventuring Outfit". Something easy to move in, but also still stylish. Princess/Courtly Attire Personality Confidence with perhaps a touch of arrogance common to most forms of nobility describes Princess Erin's "public" persona. In private, or with those she can trust (enough) to not stab her in the back, she becomes a fair bit more arrogant and prideful, not unlike the dragons she will happily claim descent from. She also has a tendency to be vain and cares greatly about physical appearances. If you aren't "conventionally" attractive by human standards, then you'd best have something else to make interacting with you worthwhile lest you find yourself fighting an uphill battle against the worst combination of draconic and human vanity and arrogance. Background Erin is the youngest daughter of the royal family of Chessenta, Faerun. Her family is well-known to have dragon blood flowing through their veins, though it is much diluted by the generations. After gaining access to her family's archives on her 16th birthday, the young princess discovered her calling. She wanted to honor her family's draconic ancestors, so chose to follow the path of the Dragonfire Adept. It was through this training that her draconic blood was awakened more fully, causing her to grow a set of wicked claws and a smattering of purple scales across her body. She bears both proudly, even if she isn't especially great at using them. More recently, our vainglorious princess has begun the steps necessary for tapping into the Shadow Weave, Shar's dark counterpart to the source of all arcane magic in Faerun. She pays homage to the Lady of Loss enough to gain access to this power, but little more than that. Other Notes I built Erin here specifically to give the Dragonfire Adept and Shadowcaster classes a try. I used the Generic Expert class to represent her training as a noble/princess. Future Progression: Shadowcaster 4/Child of Night 10/Swordsage +1/Shadowcaster +2||DFA +3/Totemist 2/DFA +12
  3. Name: Race: Planetar Angel (Appears as elf) Class: Planetar Angel 3/Healer 3 BAB: 3 Fort: 3.5 Ref: 5.5 Will: 3.5 Feats: Healer’s Hands (lvl1)(PF upon approval from GM) Skill Focus(Heal) [Healer class feat] Augment Healing (Lvl 3) (Complete Divine) Racial Abilities: 2 Slams 1d6 Regeneration 1 SR = 14 +4 Str,+2 Dex, +2Cha, +2 Con, +2 Int +3 natural armor Change Shape DR 1 / evil remove fear (at will) Cleric CL 1st Resistance 5 (electricity, fire) SLAs (continual flame, invisibility, lesser restoration, remove disease - 1/day) Size and Type: Medium Outsider (Extraplanar, Good) Speed: 30 ft Special Abilities: Darkvision 60 ft Immunities: Acid, Cold, Petrification +4 Racial vs Poison Healer Class Abilities: Weapon and Armor Proficiency: Healers are proficient with all simple weapons and with light armor. Additionally, a healer who uses metal armor or any kind of shield is severely hampered. The armor of a healer is restricted by traditional oaths, not simply training. A healer knows how to wear light metal armor and could become proficient with medium or heavy armor, but wearing metal armor or bearing a shield would violate her oath and suppress her healer powers. Her ethos requires a certain vulnerability that allows her to more fully empathize with those in their care. A healer who uses prohibited armor is unable to cast healer spells or use any of her supernatural or spell-like class features while doing so and for 24 hours after the armor is taken off. Healing Hands (Ex): Whenever a healer casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. For instance, if a 5th-level healer with an 18 Charisma casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to her Charisma bonus. This bonus applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class. Cleanse Paralysis (Su): A healer deals with certain kinds of maladies so often that eventually she can cure them without resorting to a spell. At 3rd level, a healer gains the ability to cleanse paralysis once per day, as if casting a remove paralysis spell. Spells: A healer casts divine spells (the same type of spells available to clerics), which are drawn from the healer spell list. A healer must choose and prepare her spells in advance (see below). To prepare or cast a spell, a healer must have a Wisdom score of 10 + the spell's level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a healer's spell is 10 + the spell's level + the healer's Charisma modifier. Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Healer. In addition, she receives bonus spells per day if she has a high Wisdom score. Healers do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith. Each healer must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a healer can prepare spells. A healer may prepare and cast any spell on the healer spell list, provided she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Skills: 8+3 x 6=66 Equipment: MW Leafweave Studded Leather (915 GP) Races of the Wild MW Composite longbow w/20 arrows (401 GP) Players Handbook) MW Longspear (305GP) Players Handbook Healing Belt (750GP) Magic Item Compendium Pg 110 Alchemist Lab(500 GP) Players Handbook Backpack (2GP) Players Handbook Bedroll (1SP) Players Handbook Blanket, Winter (5SP) Players Handbook Fishhook (1SP) Players Handbook Flint & Steel (1GP) Players Handbook Iron Pot (5SP) Players Handbook Belt Pouch (1GP) Players Handbook 5x Bread, 5x Cheese, 5x Meat(3GP) Players Handbook Hemp Rope 50 Ft (1GP) Players Handbook Sewing Needle (5SP) Players Handbook Soap (5SP) Players Handbook Waterskin (1GP) Players Handbook Healers Kit (50 GP) Players Handbook Explorers Outfit (10GP) Players Handbook Spices (Pepper, Salt, Garlic, Cumin, Basil, Rosemary, Onion) (31GP 1 SP, and 5 CP) Arms and Equipment Guide Pg 31 Honey (1SP) Arms and Equipment Guide Pg 31 Small Steel Mirror (10GP) Players Handbook Funds Left over 15 GP, 14 SP, and 15 CP Description: Telana appears to be an elf with golden blonde hair and blue eyes wearing leafweave studded leathers with a white robe trimmed in green to denote her calling of a healer. She is around five foot and eight inches tall and one hundred and twenty pounds. She carries a long spear and has a composite bow strapped to her back. Showing that while she is dedicated to healing she is not above defending herself or her patients. Personality: She is very laid back, but dedicated to healing those who are hurt. She has a great bedside manner for her patients and as long as you do no harm to her or her patients she will do no harm unto you. She tends to be neutral in her dealings as she will provide healing to any who need it regardless of their alignment or allegiance as long as you request it and do not try to harm others in her care. Backstory: Telana is an immortal and as such she has spent eternity traveling through the planes. After a time though she realized that her life really had no meaning and that she had limited herself due to boredom. It was then that she decided to dedicate herself to healing others and using her powers to help people. That’s when she sought to regain all that she had lost over the millennia and take back the powers that were gifted to her when she came into being. It would be a long journey but one that she was dedicated to following so that she could heal others.
  4. Character Biography Backstory Born from the corrupted depths of the Aetheric Ocean, Vexara is a rare and feared predator. Its life began as a mere anemone before it was transformed by the volatile magic that permeates its home. For years, it has lurked in the shadowy caverns, growing in size and power, feasting on the unwary and amassing knowledge of ancient spells and enchantments from the remnants of sunken civilizations. Personality Vexara is a creature of predatory cunning. It takes a measure of pleasure in the suffering of others, often toying with its prey before delivering a swift and brutal end as a feline might. It communicates through a series of haunting whispers and telepathic images, twisting the thoughts of those it encounters. Despite its monstrous nature, it possesses a sly sense of humor and a fascination with the complexities of sentient life. It forms alliances only when it suits its purposes, ensnaring others with its charismatic presence and dark promises. Physical Description Vexara is a young woman with a slender frame and pale skin that seems almost translucent under the flickering candlelight. Her blonde hair, usually tied back in a loose braid, falls in gentle waves that frame her sharp, angular face. Her eyes, however, are the most striking feature—a vibrant shade of jaundice yellow, hinting at the potent arcane energy that flows through her veins. Despite her ethereal beauty, there's a wild, almost feral look in them that speaks of a spirit untamed by the rigors of civilization. True Form Vexara is a floating mass of iridescent tentacles, each one adorned with a crimson-ringed eye that burns with an eerie, malevolent glow. The central body is a translucent orb that pulsates with a sickly luminescence, revealing the intricate web of arcane veins beneath the surface. The creature's hinge-less mouth is a gaping maw filled with rows of needle-sharp teeth, and it secretes a thick, glittering slime that clings to any surface it touches. Build Notes Build Notes Build Sorcerer 3 || Binder 1 + LA 2 Sources Phaerimm - Hatchling (Lost Empires of Faerun) -> Magic-Blooded (Dragon 306) Binder class (Tome of Magic) Ability Scores 32-Point Buy: 14-12-14-14-8-16 Str 612 (point buy) -6 (racial), Dex 1812 (point buy) +6 (racial), Con 1414 (point buy), Int 1414 (point buy), Wis 1010 (point buy) +2 (racial) -2 (template), Cha 2016 (point buy) +2 (racial) +2 (template) Statblock [URL=/sheets/?id=2919260][B][SIZE=+1]Vexara[/SIZE][/B][/URL] Female Neutral Evil Phaerimm - Hatchling Sorcerer 3 || Binder 1 + LA 2, [B]Level[/B] 3, [B]Init[/B] 6, [B]HP[/B] 22/22, [B]Speed[/B] Flight: 30 ft [B]AC[/B] 19, [B]Touch[/B] 13, [B]Flat-footed[/B] 15, [B]Fort[/B] 5, [B]Ref[/B] 4, [B]Will[/B] 6, [B]Base Attack Bonus[/B] 1 [B] Claws (2) [/B] -1/ -1 (1d2-2, x2) [B] Mage Armor[/B] (+4 Armor, +4 Dex, +2 Natural, -1 Misc) [B]Abilities[/B] Str 6, Dex 18, Con 14, Int 14, Wis 10, Cha 20 [B]Condition[/B] *** Active Spells *** Magic Aura - no magic (3 days) Female Neutral Evil Phaerimm - Hatchling Sorcerer 3 || Binder 1 + LA 2, Level 3, Init 6, HP 22/22, Speed Flight: 30 ft AC 19, Touch 13, Flat-footed 15, Fort 5, Ref 4, Will 6, Base Attack Bonus 1 Claws (2) -1/ -1 (1d2-2, x2) Mage Armor (+4 Armor, +4 Dex, +2 Natural, -1 Misc) Abilities Str 6, Dex 18, Con 14, Int 14, Wis 10, Cha 20 Condition *** Active Spells *** Magic Aura - no magic (3 days) Level Progression Level Class 1 Class 2 BAB Fort Ref Will 1 Sorcerer 1 LA 1 +0.5 +0.33 +0.33 +2.50 2 Sorcerer 2 LA 2 +0.5 +0.33 +0.33 +0.50 3 Sorcerer 3 Binder 1 +0.75 +2.50 +0.33 +2.50 4 - - - - - - Total - - +1.75 +3.16 +0.99 +5.5 Finances Starting Wealth (3rd level): 3000 gp Purchases Item Gold Oytugh Hole 3000 gp Total Spent 3000 gp Gold Remaining 0 gp
  5. Name: Maden Moonhunter Race: Human | Male (Chondathan - mixed) Classes: Cleric 3 | Urban Ranger 2, Fighter 1 Alignment: LN Character Concept: Cleric of Kelemvor, vanilla human, core classes. A baseline entry. DR1368 Kelemvor ascends to greater deity status. Knights of the Eternal Order are formed in Iriaebor. Not all members of the order are paladins. Promising youths with potential undead hunting skills are brought into the order to build for the future. So it is with Madin, a serious young man from Sembia, looking for a purpose in life beyond the crass materialism and social facades of his mercantile homeland. As a knight errant now looks to undertake a role in a community that suits the teachings of this new god. Stat Block %5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2862891%5D%5BB%5D%5BSIZE%3D%2B1%5DMadin%20Moonhunter%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0Am%20LN%20Human%20Cleric%203%20%7C%20Urban%20Ranger%202%2C%20Fighter%201%2C%20%5BB%5DLevel%5B%2FB%5D%203%2C%20%5BB%5DInit%5B%2FB%5D%201%2C%20%5BB%5DHP%5B%2FB%5D%2032%2F32%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2015%2C%20%5BB%5DTouch%5B%2FB%5D%2011%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2014%2C%20%5BB%5DFort%5B%2FB%5D%207%2C%20%5BB%5DRef%5B%2FB%5D%204%2C%20%5BB%5DWill%5B%2FB%5D%205%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%203%20%20%20%0A%5BB%5D%20%20MW%20Bastard%20Sword%20%5B%2FB%5D%20%2B6%20(1d10%2B2%2C%2019-20%2Fx2)%0A%5BB%5D%20%20Dagger%20%5B%2FB%5D%20%2B5%20(1d4%2B2%2C%2019-20%2Fx2)%0A%5BB%5D%20%20War%20Hammer%20%5B%2FB%5D%20%2B5%20(1d8%2C%20x3)%0A%5BB%5D%20%20Mithril%20Chain%20Shirt%5B%2FB%5D%20(%2B4%20Armor%2C%20%2B1%20Dex)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2015%2C%20Dex%2012%2C%20Con%2014%2C%20Int%2010%2C%20Wis%2015%2C%20Cha%2012%0A%5BB%5DCondition%5B%2FB%5D%20%0AUncanny%20Dodge%20 m LN Human Cleric 3 | Urban Ranger 2, Fighter 1, Level 3, Init 1, HP 32/32, Speed 30 AC 15, Touch 11, Flat-footed 14, Fort 7, Ref 4, Will 5, Base Attack Bonus 3 MW Bastard Sword +6 (1d10+2, 19-20/x2) Dagger +5 (1d4+2, 19-20/x2) War Hammer +5 (1d8, x3) Mithril Chain Shirt (+4 Armor, +1 Dex) Abilities Str 15, Dex 12, Con 14, Int 10, Wis 15, Cha 12 Condition Uncanny Dodge
  6. Name: Nemesis (Nemo to his 'friends') Race: Rakasha | M Classes: Rakasha 3 | Marshal 1, Hexblade 2 Alignment: LE Personality Nemesis retains all the assumed superiority of Rakasha's, he is of course born to rule, which means other people have to do the dirty work like the bleeding and dying bit. Well, not that he's impractical, a bit of blood when survival is at stake is neither here nor there, but he's not in the kill or be killed game, that's a waste of resources and a source of unnecessary risk. Far better, and more fun, to convince the enemy that somebody else is their rightful target for instance. Nemesis is a manipulator, who observes and partakes in all manner of societies, understanding power structures and the mindsets behind them, how the flock is duped and directed. He is no demonic force from the lower planes, far from it, rather very much an active participant in the communities he lives in. Neither is he some paragon of evil, Nemesis is perfectly happy to indulge in good deeds and benevolence if it suits his purposes or whim. The long term big picture, with him at the top, is the important thing, the means is immaterial. Suave, urbane, companionable and charming he ensures he remains welcome wherever he goes. Background Nemesis is an unusual Rakasha in that he is the result of bored dalliance by such beings aiding Thay on Toril and as such brought forth on a prime world. He relates to a wide range of humanoids far more successfully than many of his kind. He still struggles a bit with the idea that slavery isn't the universally preferred mode of social arrangement but is smart enough to grasp it's a losing platform in specific locations, when in Waterdeep and all that. He despises devils and their contracts - the superior hierarchal methodology is one where the participants are willing followers, who obey orders and laws of their 'free' will. While still young in Rakasha terms he feels capable to head out into the wider multiverse to improve the capabilities and status of number one. Descriptions Oscar Solomon the Third: aspiring young noble human. An effete dandy, dressed expensively in the latest foppish fashions, a bejewelled rapier at his hip that seems more like a toy. A rake that belongs in a seedy bordello, yet somehow manages to charm his way by. He just is what he is. Ghent the Gnoll: a tall thin gnoll dressed in shamanic robes and bone ornaments. Scary, even to gnolls. Bert the Beggar: a craven odoriferous goblin skulking around in rags and warts (not a favoured form) Harry the Hairy Halfling: trouble-maker, yep, when something has gone missing or wrong, he's to blame. While somebody else walks away free as a bird. Angel: a sweet-faced boy, innocent and pure, who could melt your heart with his gentle song and soft doe eyes, untouched by the evils of the world. Rwal: Catfolk, a strong proud individual with a piercing glance and menacing demeanour. A leader and person to be respected. Rwal and Oscar are his two most common forms. Natural form: tiger-like, with tawny stripes and a regal bearing. Stat Block %5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2919274%5D%5BB%5D%5BSIZE%3D%2B1%5DNemesis%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AM%20LE%20Rakasha%20Rakasha%20%7C%20Marshal%201%2C%20Hexblade%202%2C%20%5BB%5DLevel%5B%2FB%5D%203%2C%20%5BB%5DInit%5B%2FB%5D%201%2C%20%5BB%5DHP%5B%2FB%5D%2036%2F36%2C%20%5BB%5DDR%5B%2FB%5D%201%2Fmagic%20and%20pierce%2C%20%5BB%5DSpeed%5B%2FB%5D%2040%0A%5BB%5DAC%5B%2FB%5D%2013%2C%20%5BB%5DTouch%5B%2FB%5D%2010%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2012%2C%20%5BB%5DFort%5B%2FB%5D%205%2C%20%5BB%5DRef%5B%2FB%5D%204%2C%20%5BB%5DWill%5B%2FB%5D%203%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%203%20%20%20%0A%5BB%5D%20%20Claw%20%5B%2FB%5D%20%2B6%20(1d4%2B3%2C%20x2)%0A%5BB%5D%20%20Bite%20%5B%2FB%5D%20%2B1*%20(1d3%2B1*%2C%20x2)%0A%5BB%5DMW%20Rapier%20%5B%2FB%5D%20%2B7%20(1d6%2B3%2C%2018-19%2Fx2)%0A%20(%2B1%20Dex%2C%20%2B3%20Natural%2C%20-1%20Misc)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2016%2C%20Dex%2013%2C%20Con%2014%2C%20Int%2010%2C%20Wis%2010%2C%20Cha%2017%0A%5BB%5DCondition%5B%2FB%5D%20%0ADarkvision%2060'%0ASpell%20Resistance%3A%2014%0A%2B3%20on%20saves%20vs.%20spells%20and%20spell-like%20abilities%0ASilver%20Tongue%0A60'%20radius%20-%20allies%20%2B3%20charisma%20checks%20(Marshal%3A%20motivate%20charism M LE Rakasha Rakasha | Marshal 1, Hexblade 2, Level 3, Init 1, HP 36/36, DR 1/magic and pierce, Speed 40 AC 13, Touch 10, Flat-footed 12, Fort 5, Ref 4, Will 3, Base Attack Bonus 3 Claw +6 (1d4+3, x2) Bite +1* (1d3+1*, x2) MW Rapier +7 (1d6+3, 18-19/x2) (+1 Dex, +3 Natural, -1 Misc) Abilities Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 17 Condition Darkvision 60' Spell Resistance: 14 +3 on saves vs. spells and spell-like abilities Silver Tongue 60' radius - allies +3 charisma checks (Marshal: motivate charism Disguises Hide this
  7. "I have spent my life thus far protecting my people, and now I must win their freedom." Mechanics Original Statblock Belregar Amostiv Male NG Dragonborn Marshal 3//Fighter 3, Level 3, Init -1, HP 42/42, Speed 30ft AC 17, Touch 10, Flat-footed 17, Fort 6, Ref 0, Will 4, Base Attack Bonus 3 Bastard Sword +1 +8 (1d10+4, 19-20/x2) Dagger +6 (1d4+3, 19-20/x2) Masterwork Breastplate, Masterwork Heavy Steel Shield (+5 Armor, +2 Shield, -1 Dex, +1 Misc) Abilities Str 16, Dex 8, Con 16, Int 10, Wis 12, Cha 15 Condition None Current Statblock Male LG Dragonborn Marshal 4 / Crusader 8 || Fighter (Commander) 6 / Legendary Leader 5 / Dragon Lord 1, Level 12, Init 0, HP 144/144, Speed 20ft AC 24, Touch 10, Flat-footed 24, Fort 14, Ref 8, Will 18, Base Attack Bonus +12/+7/+2 +2 Lesser Fire Assault Bastard Sword of Balance +19/+14/+9 (1d10+7+1d6 Fire, 19-20/x2) Breath Weapon (Electricity) DC 20 (6d8 Electricity, 60ft line) Smite +24 (1d10+15+1d6 Fire, 19-20/x2) +1 Heavy Plate, +1 Commander Darkwood Heavy Steel Shield (+10 Armor, +3 Shield, +1 Natural) Abilities Str 20, Dex 10, Con 14, Int 10, Wis 10, Cha 21 Condition Dragonborn +2 Dodge bonus to AC vs dragon types Draconic Aspect: Heart (Su)A dragonborn who chooses heart as her draconic aspect gains a breath weapon. The breath weapon is a bright, shining line that coruscates with every metallic color. The line's length is 5 feet per Hit Die the dragonborn has, up to a maximum of 100 feet at 20 HD. The breath weapon deals 1d8 points of damage, plus an extra 1d8 points for each 3 HD the dragonborn possesses (2d8 at 3 HD, 3d8 at 6 HD, and so on). The damage can be acid, cold, electricity, or fire, changing on each use as the dragonborn chooses. A successful Reflex save (DC 10 + 1/2 the dragonborn's HD + her Con modifier) halves the damage. A dragonborn can use her breath weapon once every 1d4 rounds. Immunity to Frightful Presence Marshal Auras (Ex)The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time. Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn. Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best. Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself ) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies. A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras, as indicated on Table: The Marshal. All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other. Grant Move Action (Ex)Starting at 4th level, a marshal can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself ). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally's turn.) At 8th level, a marshal gains the ability to grant an extra move action to his allies twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level. A character can take only one extra move action per round. (In other words, two marshals can't use this ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost. [1/1]/day Fighter (Commander) Helpful HintsBy standing back and surveying a fight, the commander can shout quick directions to his comrades, pointing out openings and incoming attacks. This allows the commander to use the aid another action from up to 60 feet away, giving an ally in melee combat with an opponent a +2 bonus to her next attack roll against that opponent or a +2 bonus to AC for the next attack against her that opponent makes, so long as the attack comes before the commander's next turn. The commander must use a standard action and successfully make an attack roll against AC to as normal. In addition, the ally must be able to hear and understand the commander. Rousing SpeechWhether it's before the battle or in the midst of it, commanders have a way of delivering stirring speeches that inspire those who stand with them. As a full-round action that does not provoke an attack of opportunity, the commander can give such a speech to his companions, providing allies within 60 feet with a +1 morale bonus to attacks for 1 round. The commander must succeed at a Diplomacy check (DC 15). The effects of his speech last 1 additional round for each point by which the commander's roll exceeds the DC. The commander may use this ability once per day for every two commander class levels he has; he cannot take this ability until 2nd level. [3/3]/day Legendary Leader Fearless (Ex)Because of their supreme confidence in their own abilities, legendary leaders are not subject to effects that would shake others' resolve. When you enter this class, you become immune to fear effects. Hero's Luck +3 (Ex)Upon becoming a legendary leader, you gain a +1 luck bonus on all saving throws. This bonus improves to +2 at 3rd level and to +3 at 5th level. Natural Commander (Ex)As a legendary leader, your commander rating equals your class level (unless your rank would normally grant you a higher commander rating). Legendary Reputation (Ex)As you advance in the prestige class, tales of your exploits begin to circulate. When people match your face with your reputation, they are more likely to be friendly toward you. You add your class level to any Diplomacy check you make to influence the attitude of any NPC who is not already unfriendly or hostile. Greater Command (Sp)Beginning at 2nd level, you can focus your powers of persuasion to use greater command (as the spell) once per day (save DC 16 + Cha modifier). At 4th level and higher, you can use this ability twice per day. COMMAND, GREATER Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] Level: Clr 5 Targets: One creature/level, no two of which can be more than 30 ft. apart Duration: 1 round/level This spell functions like command, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature’s action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command. [2/2]x/day Quick Rally (Ex)Starting at 2nd level, you can perform a rally check (see page 73) as a free action once per round. Heroic Success (Ex)When you reach 4th level, your deeds become truly legendary, and you demonstrate your ability to beat the odds even when the situation looks bleak. Once per day, you can choose to automatically succeed on a single saving throw instead of rolling the dice. [1/1]/day Additional Commander Aura (Ex)At 5th level, you can select a secondary commander aura, which can be any commander aura for which you qualify (see information on commander auras). Your followers benefit from both commander aura effects, though any bonuses granted follow the normal rules for stacking. If you further increase your commander rating at another time and choose to gain a new commander aura, you can replace either of your existing commander auras. To Hell and Back (Ex)Your followers will accompany you to the ends of the world, and beyond. When you reach 5th level, any followers or cohorts gained from your leadership feat are immune to fear effects (including morale checks) when they have line of sight to you. Crusader ManeuversYou begin your career with knowledge of five martial maneuvers. The disciplines available to you are Devoted Spirit, Stone Dragon, and White Raven. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by crusaders is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You learn additional maneuvers at higher levels, as shown on Table: The Crusader. You must meet a maneuver's prerequisite to learn it. See Blade Magic to determine the highest-level maneuvers you can learn. Upon reaching 4th level, and at every even-numbered crusader level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level. Maneuvers ReadiedYou can ready all five maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready maneuvers by praying for 5 minutes. The maneuvers you choose remain readied until you decide to pray again and change them. You need not sleep or rest for any long period of time in order to ready your maneuvers; any time you spend 5 minutes in prayer, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below). Crusaders are unique among martial adepts, relying on flashes of divine inspiration to use their martial maneuvers. As such, you do not control access to your readied maneuvers. Before you take your first action in an encounter, two of your readied maneuvers (randomly determined) are granted to you. The rest of your readied maneuvers are withheld, currently inaccessible. At the end of each turn, one previously withheld maneuver (again, randomly determined) is granted to you, and thus becomes accessible for your next turn and subsequent turns. You can freely choose to initiate any maneuver that is currently granted when your turn begins, but you cannot initiate a withheld maneuver. If you choose not to employ a maneuver in a given round, your currently granted maneuvers remain available, and a previously withheld maneuver is granted, as described above. In other words, it doesn't matter if you use your maneuvers or not - at the end of each of your turns, one withheld maneuver from your selection of readied maneuvers is granted to you. Over the course of a few rounds, all your maneuvers will eventually be granted. If, at the end of your turn, you cannot be granted a maneuver because you have no withheld maneuvers remaining, you recover all expended maneuvers, and a new pair of readied maneuvers is granted to you. Randomly determine which of your maneuvers are granted and which are withheld. At the end of your next turn, a withheld maneuver is granted to you, and the whole process of divine inspiration begins again. You begin an encounter with an additional granted maneuver at 10th level (bringing your total to three), and again at 20th level (bringing your total to four). Stances KnownYou begin play with knowledge of one 1st-level stance from the Devoted Spirit, Stone Dragon, or White Raven discipline. At 2nd, 8th, and 14th level, you can choose an additional stance. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know. Initiator LevelSome maneuvers and stances have variable effects (such as duration) that depend on initiator level. However, maneuvers are not impacted as strongly by a user’s level as spells are. This difference in effect is primarily a balance and game play issue. Since you can use maneuvers repeatedly, they tend to scale poorly. As you attain higher levels, you usually use your low-level maneuvers less often (if you haven't already traded them out for higher-level stances, as described in the martial adept class descriptions in Chapter 1). Many stances, boosts, and counters, however, remain useful across all levels. If you are a single-class character, your initiator level equals your level in the class that provides access to martial maneuvers (crusader, swordsage, or warblade). If you lack any martial adept levels, your initiator level is equal to 1/2 your character level. Even when you gain levels in a class that does not grant martial maneuvers, your understanding of the martial disciplines still increases. A highly skilled fighter has the basic combat training and experience needed to master advanced maneuvers. If you are a multiclass martial adept, and you learn a new maneuver by attaining a new level ina martial adept class, determine your initiator level by adding together your level in that class + 1/2 your levels in all other classes. Look up the result on the table below to determine The highest-level maneuvers you can take. You still have to meet a maneuver's prerequisite to learn it. For example, a 7th-level crusader/5th-level swordsage has an initiator level of 9th for determining the highest level maneuvers he can take as a crusader. As a result, he can take 5th-level crusader maneuvers. As a swordsage, his initiator level is 8th, allowing him to take 4th-level swordsage maneuvers. This process applies to all of a character's levels, whether they are in martial adept classes or other classes.: 10 Steely Resolve (Ex)Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most crusaders opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see below). Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa's petrifying gaze, takes immediate effect on you. At 1st level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 4th, 8th, 12th, 16th, and 20th level. [0/15]hp Furious Counterstrike (Ex)You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool (see steely resolve, above) divided by 5, and rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike. This ability's benefits last until the end of your turn. [+0] Zealous Surge (Ex)Your boundless energy and dedication to your cause allow you to throw off the effect of a special attack, spell, or other attack that would otherwise hinder or harm you. Once per day, from 3rd level on, you can opt to reroll a single saving throw. You must abide by the result of the new, second saving throw, even if it is lower than the first. This ability does not require an action. You simply decide to use it after seeing the result of your saving throw roll but before the DM tells you if it fails or succeeds. [1/1]/day Smite (Ex)Driven by the courage of your convictions and the ironclad strength of your beliefs, you can strike back at those who dare stand against your cause. Starting at 6th level, once per day, you can concentrate all your anger, hatred, and determination into a single attack. On the next melee attack you make, you gain a bonus on your attack roll equal to your Charisma bonus (if any) and a bonus on damage equal to your crusader level. At 18th level, you gain an additional use of smite per day. [1/1]/day Dragon Lord Draconic Aura +1You know that the image and presence of a dragon can boost or destroy the morale of troops, an effect you study and build into your strategies. At 1st level, you gain the ability to project a single draconic aura. At 4th, 7th, and 10th level, you can add another draconic aura to the list of those you can project. When you reach 5th level, the bonus granted by both of your auras increases to +2. At 9th level, the bonus granted by all three of your auras increases to +3. The aura gained at 10th level grants a +3 bonus, just as the other three auras you gained earlier. Feats Nymph's KissNYMPH’S KISS [EXALTED] By maintaining an intimate relationship with a good- aligned fey (such as a nymph or dryad), you gain some of the characteristics of fey. Benefit: Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks, and a +1 bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level. Source: Book of Exalted Deeds Imperious CommandIMPERIOUS COMMAND You strike deep and abiding terror in your foes. Prerequisite: Cha 15, Intimidate 8 ranks. Benefit: If you successfully demoralize a foe in combat, the foe cowers in fear for 1 round and is shaken in the following round. Source: Drow of the Underdark Frightful PresenceFRIGHTFUL PRESENCE [GENERAL] Like a dragon, your mere presence can terrify those around you. Prerequisites: Cha 15, Intimidate 9 ranks. Benefit: You gain the use of the frightful presence ability. Whenever you attack or charge, all opponents within a radius of 30 feet who have fewer levels or Hit Dice than you become shaken for a number of rounds equal to 1d6 + your Cha modifier. The effect is negated by a Will save (DC 10 + 1/2 your character level + your Cha modifier). A successful save indicates that the opponent is immune to your frightful presence for 24 hours. This ability can’t affect creatures with an Intelligence of 3 or lower, nor does it have any effect on dragons. Source: Draconomicon Magic Items Crimson Dragonhide BracersCRIMSON DRAGONHIDE BRACERS Price (Item Level): 5,000 gp (9th) Body Slot: Arms Caster Level: 3rd Aura: Faint; (DC 16) abjuration, transmutation Activation: — Weight: 1 lb. These leather bracers are crafted from the scaly red hide of a large reptile. Crimson dragonhide bracers grant you resistance to fire 5 and a +1 enhancement bonus to your existing natural armor bonus. (A creature without natural armor has an effective natural armor bonus of +0.) Prerequisites: Craft Wondrous Item, barkskin, resist energy. Cost to Create: 2,500 gp, 200 XP, 5 days. Source: Magic Item Compendium +1 Commander Darkwood Heavy ShieldDARKWOOD This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item. COMMANDER This item looks particularly clean and bright—in fact, it almost seems to shine with its own light. A suit of armor or shield that has this property always appears brilliant and gleaming, even in filthy or squalid conditions, though it doesn't shed any useful light. Attempts to paint over or obscure its finish do not diminish its brightness. While wearing commander armor or carrying a commander shield, you gain a +2 competence bonus on Diplomacy checks, and each ally within 30 feet of you (not including yourself) gains a +1 morale bonus on Will saves. However, the shiny finish makes you so noticeable that you also take a -5 penalty on Hide checks (in addition to the normal armor check penalty). Helm of HeroesHELM OF HEROES Price (Item Level): 5,600 gp (10th) Body Slot: Head Caster Level: 7th Aura: Moderate; (DC 18) evocation Activation: — Weight: 1 lb. This iron helm bears horns of ivory, each etched with scenes from famous battles. A helm of heroes is prized by marshals (MH 11), because it allows them to better direct their allies in battle. When you wear this helm and use your grant move action ability, you can choose instead to grant each affected character a single melee attack (using each ally's full base attack bonus). This ability's activation is a part of the grant move action activation. This ability functions once per day. Prerequisites: Craft Wondrous Item, shout. Cost to Create: 2,800 gp, 224 XP, 6 days. Source: Magic Item Compendium [1/1]x/day Dragon Spirit CinctureDRAGON SPIRIT CINCTURE Price (Item Level): 2,000 gp (6th) Body Slot: Waist Caster Level: 6th Aura: Moderate; (DC 18) evocation Activation: — Weight: — This wide, embroidered belt sash is emblazoned with images of fire-breathing dragons. While you wear a dragon spirit cincture, your breath weapon damage is increased by one die (or by 1 point if your breath weapon doesn't deal damage expressed in dice). If you are also holding a magic weapon that deals the same type of damage as your breath weapon, your breath weapon save DC increases by 1. Prerequisites: Craft Wondrous Item, breath weapon. Cost to Create: 1,000 gp, 80 XP, 2 days. Source: Magic Item Compendium Auras Marshal AurasBonus Type: Circumstance Range: 60ft radius Minor Auras (m): Add Belregar's Charisma bonus Major Auras (M): Add +1 bonus Motivate CharismaBonus on Charisma checks and Charisma-based skill checks. (m) Motivate DexterityBonus on Dexterity checks, Dexterity-based skill checks, and initiative checks. (m) [active] Motivate AttackBonus on melee attack rolls. (M) [active] Commander AurasBonus Type: Morale Range: 30ft radius Commander Rating: 5 (Legendary Leader levels) Defensive CommanderDEFENSIVE COMMANDER The orders you give in combat always keep the safety of your troops paramount. Prerequisite: Commander rating 2, lawful good alignment. Benefit: Allies within 30 feet of you gain a +1 morale bonus to Armor Class. Source: Heroes of Battle [active] Inspiring CommanderINSPIRING COMMANDER You bring out the best in your troops. Prerequisites: Commander rating 3, Diplomacy 5 ranks or Intimidate 5 ranks. Benefit: Allies within your aura range gain a +1 morale bonus on all ability checks and initiative rolls. [active] Draconic AurasBonus Type: Untyped Range: 30ft radius Bonus: +1 Energy (Electricity)This aura grants you a bonus on the save DC for your acid, cold, electricity, or fire effects; choose one type when you gain the aura. (A dragon shaman must choose the energy type associated with his totem dragon; see page 13 of Player’s Handbook II). The bonus applies to spells, powers, spell-like abilities, supernatural abilities, or any other ability that either has the appropriate descriptor or deals damage of the chosen type. [active] Crusader Maneuvers & Stances Active Stance: Tactics of the Wolf [White Raven] Maneuvers Readied White Raven Tactics [White Raven] (not granted) Shield Block [Devoted Spirit] (not granted) Lion's Roar [White Raven] (not granted) ... [] (not granted) ... [] (not granted) Cohort Statblock Male LG Gold Dwarf Cleric 9, Level 9, Init 1, HP 90/90, Speed 20ft AC 19, Touch 8, Flat-footed 19, Fort 11, Ref 5, Will 13, Base Attack Bonus +6/+1 +1 Heavy Mace +10/+5 (1d8+3, x2) Masterwork Heavy Crossbow (Bolts [10/10]) +11 (1d10, 19-20/x2) Masterwork Battle Plate, Masterwork Heavy Steel Shield (+9 Armor, +2 Shield, -1 Dex, -1 Misc) Abilities Str 14, Dex 8, Con 14, Int 10, Wis 19, Cha 12 Condition Cleric Turn UndeadAny cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead). A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells. A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. (4/4) Good DomainGood spells are casted at a +1 caster level Protective WardYou can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day. (1/1) Dwarf Darkvision 60ft StabilityDwarves are exceptionally stable on their feet. A dwarf has 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). StonecuttingThis 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. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. Racial Bonuses+2 racial bonus on saving throws against poison, spells and spell-like effects +1 racial bonus on attacks against orcs and goblinoids +4 dodge bonus to Armor Class against creatures of giant type +2 racial bonuses on Appraise and Craft checks related to stone or metal items Feats Protection DevotionProtection Devotion Type: Domain Source: Complete Champion You exude an aura that protects you and those around you. Prerequisite: Your Deity must have the Protection Domain available. Benefit: Once per day as an immediate action, you can activate a protective aura. While it is active, you gain a +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC, as does every ally within 30 feet of you. This bonus increases by i for every four character levels you possess (maximum +7 at 20th level). This effect lasts for 1 minute. Special: You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each three daily turn or rebuke uses you expend. (1/1) Good DevotionGood Devotion Type: Domain Source: Complete Champion The power of good shields you and your allies. Benefit: Once per day as an immediate action, you can surround yourself with an aura of good that grants you and each of your allies within 30 feet damage reduction that can be overcome only by evil-aligned weapons. The numeric value of this damage reduction is 1 + l/five character levels you possess (maximum 5/evil at 20th level). In addition, your and your allies' natural and weapon attacks are good-aligned for the purpose of overcoming damage reduction. This effect lasts for 1 minute. Special: You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend. [b]Spells:[/b] Lv 0 - 6/6 Lv 1 - 5/5 + 1/1 [D] Lv 2 - 5/5 + 1/1 [D] Lv 3 - 4/4 + 1/1 [D] Lv 4 - 2/2 + 1/1 [D] Lv 5 - 1/1 + 1/1 [D] Build Plan Character Build Breakdown PB 32 Starting Ability Scores (after racial modifiers, +2 Con / -2 Dex): STR 16 (+3), DEX 10 (0), CON 14 (+2), INT 10 (+0), WIS 10 (+0), CHA 16 (+3) Current Ability Scores (level 11, before magic items): STR 18 (+4), DEX 10 (0), CON 14 (+2), INT 10 (+0), WIS 10 (+0), CHA 16 (+3) Level Class 1 Class 2 New Abilities Skills Feats 1 Marshal 1 Fighter (Commander) 1 Auras (Ex), Minor Aura [Motivate Dexterity], Helpful Hints 16 Exotic Weapon Proficiency (bastard sword) [lv 1], Skill Focus (Diplomacy) [marshal] 2 Marshal 2 Fighter (Commander) 2 Major Aura +1 [Motivate Attack], Rousing Speech 1/day +4 - 3 Marshal 3 Fighter (Commander) 3 Minor Aura [Master of Tactics] +5 Nymph's Kiss *Meris basically counts as a fey, right? [lv 3] 4 Marshal 4 Fighter (Commander) 4 STR +1, Grant Move Action 1/day (Ex), Rousing Speech 2/day +5 Iron Will [commander] 5 Crusader 1 Fighter (Commander) 5 Furious Counterstrike (Ex), Steely Resolve 5 (Ex) +5 - 6 Crusader 2 Fighter (Commander) 6 Indomitable Soul (Ex), Rousing Speech 3/day +5 Imperious Command [lv 6], Leadership [commander] 7 Crusader 3 Legendary Leader 1 *Prerequisites Met: - Iron Will --> lv 4 commander feat - Leadership --> lv 6 commander feat - Base Leadership score of 7 or higher --> 6 [level] + 3 [Charisma] Zealous Surge (Ex), Fearless (Ex), Hero's Luck +1 (Ex), Natural Commander (Ex), Legendary Reputation (Ex) +5 - 8 Crusader 4 Legendary Leader 2 STR +1, Steely Resolve 10 (Ex), Greater Command 1/day (Sp), Quick Rally (Ex) +5 - 9 Crusader 5 Legendary Leader 3 Hero's Luck +2 (Ex) +5 Frightful Presence [lv 9], Extra Followers [legendary leader] 10 Crusader 6 Legendary Leader 4 Smite 1/day (Ex), Greater Command 2/day (Sp), Heroic Success (Ex) +5 - 11 Crusader 7 Legendary Leader 5 Additional Commander Aura (Ex), Hero's Luck +3, To Hell and Back (Ex) +5 - 12 Crusader 8 Dragon Lord 1 STR +1, Steely Resolve 15 (Ex), Draconic Auras +1 +5 Dragon Cohort [lv 12] Total Current Skill Points: 70 Leadership Scores Cohort: 21 *+12 character level +5 Charisma modifier +2 great renown (Legendary Reputation) +1 fairness and generosity (Lawful Good) +1 special power (auras, Helpful Hints, Rousing Speech, etc) [15th level max, 10th level current] Followers: 23 *+12 character level +5 Charisma modifier +2 great renown (Legendary Reputation) +1 fairness and generosity (Lawful Good) +1 special power (auras, Helpful Hints, Rousing Speech, Grant Move Action, etc) +2 has a stronghold, base of operations, guildhouse, etc (Fort Hope) Max Hit Points: 144 12d10 Hit Dice [120] + Constitution [24] Commander's Rank: 5 (Legendary Leader levels) Note on Being Dragonborn: Mechanically, Belregar is a human who underwent the Rite of Rebirth to become dragonborn. As such, he still qualifies for feats and abilities with being a human as a prerequisite. However, as far as narrative is concerned, he was simply born--hatched?--as a dragonborn. Class Plan: Lv 13 - Crusader 9 / Dragon Lord 2 Lv 14 - Crusader 10 / Dragon Lord 3 Lv 15 - Crusader 11 / Dragon Lord 4 Lv 16 - Crusader 12 / Dragon Lord 5 Lv 17 - Crusader 13 / Dragon Lord 6 Lv 18 - Crusader 14 / Dragon Lord 7 Lv 19 - Crusader 15 / Dragon Lord 8 Lv 20 - Crusader 16 / Dragon Lord 9 Feat Plan: Lv 15 - Double Draconic Aura Lv 18 - Improved Cohort Skill Points (level 11): Diplomacy - max ranks [15 points] Intimidate - max ranks [15 points] Knowledge (history) - 5 ranks [5 points] Knowledge (nobility and royalty) - 5 ranks [5 points] Knowledge (the planes) - 5 ranks [5 points] Sense Motive - max ranks [15 points] Speak Language - 4 ranks [4 points] Collector of Stories (skill trick) - 2 ranks [2 points] Never Outnumbered (skill trick) - 2 ranks [2 points] Rhetorical Flourish (skill trick) - 2 ranks [2 points] Followers *Note: All follower numbers are doubled due to Extra Followers Level 6 [x2] Level 5 [x4] Level 4 [x6] Level 3 [x10] Level 2 [x18] Level 1 [x180] Experience Points Starting XP: 3000 Missions Return to the Temple of ShadowMission ended early, no mention of rewards The Unlucky PagodaDefeating Sisters of the Lake: 1100 XP Crossing the Frozen Lake: 200 XP Defeating the Four Oni: 1900 XP Defeating the Great Oni: 1400 XP Mission Completion: 200 XP Friends of MerisDetective Work: 250 XP Defeating the Giant Squid: 914 XP Beach Encounter: 1633 XP Confronting Narrina / Drago: 1000 XP Mission Completion: 500 XP Dragon SwampMilitary Drills: 1286 XP Rumble in the Mangrove: 3650 XP Marilsa Kovund: 2100 XP Roleplay Bonus: 1000 XP Final Battle: 5500 XP Rogue ElementalFighting Fires: 500 XP Burning Cabin: 1900 XP The Big Fire: 5000 XP Mission Completion: 3270 XP Secret StrikeOur Heroes: 9826 XP The Razing of SelvenstRipper Nest: 1800 XP Elementals at the Wall: 800 XP The Beast: 8500 XP Heart of FuryEarly Cancellation: 500 XP DM Rewards The Scourge of Dragon-Slaves: 3000 XP Special Event - The Battle of Fort Graysworn: 5000 XP Return of the Dragons, Part 1: Mothers in Arms: 7000 XP Miscellaneous - 1500 XP Total XP: 66229 Miscellaneous Guilds Member of Battle-Ready Pets Proud owner of one named BodunDraconic for "Graceful" Base Fort Hope Description A fully grown dragonborn, Belregar is on the larger side of his race's average size. Muscular and confident, his bronze-colored scales and his golden eyes exert a commanding presence. His armor shines brightly, and the crest of Amostiv is born proudly on both his breastplate and his cloak. His iconic bastard sword is kept in a fine leather scabbard at his belt, with his shield either strapped to his arm or slung over his shoulder. A signet ring is born on his right index finger. When not in full battle-rattle, he wears hardy traveler's clothing, humble attire for one of such high standing. Yet, in the eyes of his people, he may as well have angelic wings and the radiance of heaven. Personality Whether he is socializing or in the heat of battle, the Prince wears his heart on his sleeve. Belregar often prefers to listen to others before speaking himself, and has no problem making new friends. With a silver tongue and a golden heart, he has a way of instilling confidence in others, or putting them at ease, or reassuring them that in spite of all the troubles of the realms, everything will be alright. While he is highborn, and presents himself as such, he is unashamed to mingle with people of lower classes, and spends much of his time among his people. Once earned, his loyalty is unbreakable. For years, Belregar has courted a gregarious merfolk named Meris Evenlight. Her kind heart won his over at a time when he was at his lowest, and though he never strove for her affection, he remained faithful to her. When her time of need arrived, he and several of her friends came to her aid. Through this deed, and more than a few heart-to-hearts, they eventually entered into a relationship. When in her company, it is difficult indeed for him to resist smiling, or stepping with more than a little pep. Backstory Belregar was born into royalty, the younger of two. His older brother, Varigoth, was chosen by Bahamut to crusade as the Platinum Champion. Having gone missing for years, Belregar was left as the only heir remaining in the family. As a result, their father, King Fragnod, bestowed upon Belregar a silver ring with a red gem, a family heirloom since the beginning of the line of kings. Long ago, their people settled the western coast of Etharia after sailing from terror and tragedy across the sea. This wandering people established their capital city, Havilsor, where they first made landfall. Once they successfully claimed and conquered the surrounding lands from monsters and wilderness, the kingdom of Amostiv was founded. Once the days of conquest were over, and oaths of friendship were sworn with the surrounding kingdoms, they enjoyed many centuries of prosperity. However, there was one kingdom they never truly settled their differences with: the Gavstorians, a nation led by a clan of dwarves and the humans that live beyond their mountain halls. Gavstor was falling into ruin, in part unintentionally caused by Amostiv's driving of an orc tribe towards their lands, and in part due to the excessive corruption of their lords. They people prayed for a savior, and their prayers were answered... but not by their gods. Instead, it was answered by a dwarf, the Ruby King, a champion of Amodeus. He returned to his homeland, slew the corrupt lords, and drove the orcs from their lands with the power of Hell at his side. This was more than enough for the people to swear allegiance to him, and desiring a greater worship of the archdevil who gave him power, he vowed to conquer Amostiv in his name. Belregar was trained by his father in combat, diplomacy, and leadership, and although he was not his brother, King Fragnod saw great potential in him. The prince was very influential, and soon after he reached adulthood he was put in charge of the palace guard. Though he longed to negotiate with the Gavstorians and avoid conflict between their people, his father refused. The two diplomats that they sent never returned, and King Fragnod feared the worst. The friction grew rapidly until, without warning, the Gavstorians invaded and burned an entire Amostivan village to the ground. There were no survivors, and the slaughtered dragonborn were left without proper burial. War had arrived with a red dawn. They fought for two years, but Amostiv's armies could not stand against both the axes of the dwarves and the legions of Hell. By the beginning of the third year, there was only one league between the Gavstorians and Havilsor, the pride and joy of the dragonborn, and the seat of King Fragnod's power. A messenger was sent to the city, demanding that they surrender immediately. King Fragnod climbed the walls and retorted, "The only way you shall have it is when the blood of your warriors flood the streets, and my blood pools on the field of battle!" With that, a warning shot was fired from Havilsor's walls. The horse that the messenger was riding was shot from underneath him, and the guards yelled a war cry. Terrified, the messenger fled as fast as possible back to his war camp. The Siege of Havilsor was brutal. By the end, blood flowed through the streets like water after heavy rain, with countless bodies lining the streets. Ruins of siege engines littered the land beyond the city walls, and what remained of Havilsor's defenses were smoldering in ruin. Swords and axes and arrows accompanied the bodies, and both warriors and civilians alike were among the dead. It was a feast of the flies. The young prince laid unconscious inside the castle in a pool of his fellow guardsman's blood. When he awoke, disoriented and weak, he saw the carnage that surrounded him. His fellow warriors were strewn all around him, killed while valiantly fighting back the hellsworn invaders. He heard a wicked chuckle behind him, and he was roughly turned onto his back. He looked upon a handsomely dressed dwarf, and although he never saw him before, Belregar knew that he now stood face-to-face with the Ruby King. "Ah, the heir has finally graced us with his presence! What's left of it, anyways. These lands are no longer yours, princeling. They're mine, claimed in honor of His Most High and Glorious, Archduke Asmodeus. Not even you, highborn whelp, could stop this. Your pitiful quest for peace, your devotion to that weakling wyrm Bahamut, defeated you long before I could. Incompetence and weakness has stained this land for too long, and there is only one way to clean it... washed in dragon's blood." With a sneer fueling the rage in Belregar, he snarled as the Ruby King raised his warhammer. Without a word, the young prince breathed an arc of lightning directly in his face, as one final act of defiance. It struck the dwarf just under the rim of his helmet, near his eye, and he fell backwards screaming in pain. More footsteps approached, and just as a human was about to remove Belregar's head from his shoulders, a blade cut him down first: the King had come. "Run!" Fragnod yelled as more Gavstorians fell upon him. He swung his ancestral bastard sword, Bovnox, and cleaved a dwarf in half with a fiery anger. Fragnod took a moment to glance back at Belregar. They made eye contact one final time, a father smiling proudly at his son. "No!" Belregar cried as a strong arm began dragging him away. He watched as his father valiantly fought to protect his son one final time, and just as the Ruby King rose to face Fragnod, the palace doors slammed shut. The woman that rescued him, his mother, released him soon after they escaped the palace. She escorted him through a host of Gavstorians, escaping the city through secret passages. Once they emerged in the surrounding wilderness, she told him to flee the kingdom as fast as possible. She handed him his bastard sword, as well as a traveling pack for the journey. She did not accompany him any further, because she had to go back and "ensure her husband was safe". Belregar's protests did not persuade her, and she too disappeared from his life. The young prince escaped Havilsor, and Gavstor's reach, with tears streaming down his face. He vowed to someday return and reclaim his homeland, and avenge himself upon the Ruby King. The dwarf would not forget him, either, for his face was permanently scarred by the electrical blast. It would be a constant reminder that Fragnod's bloodline still survived, and as long as Belregar lived, his newly gained territory was never truly safe. He send assassins and hitmen after the heir, but they were either killed or never able to find the prince. Three years later, Prince Belregar arrived at the Realm Folded Tavern. Though he simply passed himself as a sellsword, he soon found friends, and regained both his courage and his pride in his bloodline. His journey has been long and arduous, and much has happened in the years that followed Havilsor's downfall. The dwarves enslaved the dragonborn who did not escape their front lines, and the many who did fled to distant corners of Etharia. In the present day, as a fully grown man, the Heir of Amostiv has rallied tens of thousands of his kinsmen to his banner, and soon will embark on the great crusade to reclaim their home.
  8. Name: Race: Grey Elf Class: Sleeping Tiger Monk 3/Exoticist Fighter 1//Ranger 2 BAB: +3. Fort:+5.5 Ref: +3.5 Will: +3.5 HP: 29 Feats: ,Weapon Finesse (Monk Bonus) Weapon Focus( Drow Long Knife) (lvl 1), Kung-fuGenius (Fighter bonus ), Improved Initiative (Monk Bonus) Constant Guardian (Drow of Undedark pg 47)( lvl3), Track (Ranger bonus) Two Weapon Fighting (Combat Style) Skills: 8x4+8+6=46 Racial Abilities: +2 Dexterity, -2 Constitution +2 Intelligence, - Strength Medium: As Medium creatures, elves have no special bonuses or penalties due to their size. Elf base land speed is 30 feet. Immunity to magic effects, and a +2 racial bonus against enchantment spells or effects. : An 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. Weapon Proficiency: Elves receive the feats for the longsword, , longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +2 racial bonus on , , and checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a check to notice it as if she were actively looking for it. Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Favored Class: . A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. Monk Abilities: Flurry of Blows, Unarmed Attack, Evasion, 2x Bonus Feats, Still Mind Fighter Abilities: Bonus Feat Ranger Abilities: First Favored Enemy(Goblinoid), Track, Wild Empathy, Combat Style(Two-Weapon Fighter) Equipment: Bracers of Armor +1 (1000GP) Dungeon Masters Guide MW Drow Long Knife(315GP) Races of Ebberon MW Drow Long Knife(315GP) Races of Ebberon MW Elven Courtblade (450GP) Races of The Wild Healing Belt (750GP) Magic Item Compendium Pg 110 Backpack (2GP) Players Handbook Bedroll (1SP) Players Handbook Blanket, Winter (5SP) Players Handbook Fishhook (1SP) Players Handbook Flint & Steel (1GP) Players Handbook Small Steel Mirror (10GP) Players Handbook Iron Pot (5SP) Players Handbook Belt Pouch (1GP) Players Handbook 5x Bread, 5x Cheese, 5x Meat(3GP) Players Handbook Silk Rope 50 Ft (10GP) Players Handbook Sewing Needle (5SP) Players Handbook Shovel (2GP) Players Handbook Soap (5SP) Players Handbook Tent (10GP) Players Handbook Waterskin (1GP) Players Handbook Whetstone (2CP) Players Handbook Sunrod x2 (4GP) Players Handbook Explorers Outfit (10GP) Players Handbook Spices (Pepper, Salt, Garlic, Cumin, Basil, Rosemary, Onion) (31GP 1 SP, and 5 CP) Arms and Equipment Guide Pg 31 Wheat Flour (3 GP) Arms and Equipment Guide Pg 31 Olive Oil (5GP) Arms and Equipment Guide Pg 31 Honey (1SP) Arms and Equipment Guide Pg 31 Funds Left over 74GP, 5 SP, and 3 CP Description: Joren is five foot and eleven inches tall, he weighs around a hundred and eighty-five pounds. His hair is silver and his eyes are an amber color. He wears a grey Monks robe over loose grey pants. He has two long knives strapped to his sides and an elven courtblade strapped to his back, he has bracers strapped to each of his wrist that he uses to his advantage in a fight to keep from being hit. Personality: While he takes his duty to protect others very seriously he does tend to have a rather drowl sense of humor that can come across as self-deprecating at times. If he trust someone he will be loyal to a fault. Slow to anger, but if he is ever pushed to anger it is a dreadful sight. Backstory: Joren was raised from a young age in a Monestary of the Cassiline brotherhood. A sect dedicated to being protectors of the innocent. They are trained to fight with dual long knlves with Bracers around their wrist to help them in defending others. They are also trained to fight with swords, however they only switch to the sword when they are prepared to kill. To see a Cassiline brother with a sword in their hands means that they are ready to dance with death. Joren was tasked with guarding a noble that turned out to not be an innocent man. Which left him conflicted as he knew the ones attacking him had legitimate reasons to want him dead but he was bound to defend the man. It was during one such time that he hesitated momentarily that left his charge dead. He was blamed and sent to exile through a portal to where he knew not.. Perhaps it was only luck but the destination he was sent to happened to be the Realm Folded Tavern. Here he found a place that he could find work protecting others in a just cause.
  9. Name: Race: Titan Class: Titan 3/Ranger 3 BAB: 3 Fort: 3 Ref: 3 Will: 3 Feats: Oversized Weapons (Racial) Investigator(lvl 1) Point Blank Shot (lvl 3) Rapid Shot (Ranger Combat Style) Racial Abilities: +2 Intelligence, +6 Strength, +2 Charisma, and +4 Constitution Oversized Weapons Spell Resistance 15 Damage Reduction 1 Lawful Invisibility 1/Day Levitate 1/Day 2 Slams 1d4 Change Shape Speed 40ft Natural Weapon +3 Ranger Class Abilities: Favored Enemy Wild Empathy Urban Tracking Combat Style (Archer) Endurance Skills: 8+3 x 6=66 Equipment: MW Mithril Chainshirt (1100 GP) Players Handbook MW Large +1 Str Composite longbow w/20 arrows (600 GP) Players Handbook MW Large Great Sword(400 GP) Players Handbook Healing Belt (750GP) Magic Item Compendium Pg 110 Backpack (2GP) Players Handbook Bedroll (1SP) Players Handbook Blanket, Winter (5SP) Players Handbook Iron Pot (5SP) Players Handbook Belt Pouch (1GP) Players Handbook 5x Bread, 5x Cheese, 5x Meat(3GP) Players Handbook Soap (5SP) Players Handbook Waterskin (1GP) Players Handbook Whetstone (2CP) Players Handbook MW Thieves Tool (100 GP) Players Handbook Explorers Outfit (10GP) Players Handbook Spices (Pepper, Salt, Garlic, Cumin, Basil, Rosemary, Onion) (31GP 1 SP, and 5 CP) Arms and Equipment Guide Pg 31 Funds Left over 2SP, and 3 CP Description: Kronin appears as a five foot eleven inches tall Grey Elf. He has long silver hair with piercing blue eyes. He wears grey leathers. He carrys a large greatsword and a large composite longbow is strapped to his back. Personality: He is fairly laid back though his temperament can be mercurial . He tends to be quite sarcastic and quick to make friends with strangers. Backstory: Kronin traveled the planes from a young age. He had been in countless cities in his lifetime and over that time he had come to be able to find anything and anyone in those cities if he set his mind to it. Finding the Rift Folded Tavern was probably the closest he ever came to finding a home. It was his anchor in the ever changing planes in which he was birthed. While his natural shape might Intimidate others he has settled on the shape of a grey elf to put people at ease, even then it was hard to hide the raw potential residing inside of him. Over time he had learned to limit himself and as he grew comfortable he was slowly but surely allowing his powers to develop back so that others would be OK with who and what he was.
  10. Truenamer 3 | Demon (Quasit) 3 The Legend Once upon a time there was a mighty and fierce demon. This demon did fierce, awful, and generally demony things until one day he was bamboozled by a group of adventurers. This didn't go over well at his next review meeting, and our puissant demon found himself demoted to the rank of Quasit. To add insult to injury, the once-mighty demon found himself suddenly bound to a human spellcaster, of all things! Spending the next several decades as the minion to a human - a human! - was not the newly-rechristened Quasimodo's idea of a good time. Still, our noble demon endured, and well, when the wizard got eaten by a gelatinous cube these things happen to adventurers. It was nice knowing you boss, I'll send flowers. Ransacking the wizard's tower, Quasimodo came across a treatise on the nature and use of True Names. This inspired a cunning plan in our clever hero; rather than work and slave to become a mighty demon once more, he'd cheat and learn the True Names of other demons and bind them as his minions! So resolved, our brave Quasit set forth to claim his rightful place in the hierarchy of the Abyss. Gear Amulet of the Silver Tongue - 2,500gp Brimstone & Angel's Tears Throat Lozenges (Masterwork Truespeak Tool) - 50gp Remaining Funds - 450gp Requiring Approval Flaws Lightweight: Dragon #328 Short of Breath: Dragon #333 Fiendish Heritage (Complete Mage) - Can a fiend really have Fiendish Heritage? I hope so because it's a tax to pick up Fiendish Legacy at Level 9 and be able to enter the PrC the entire character idea is built around.
  11. Character Biography Backstory Callyndia was born to Sir Drake Sablesong, the Margriff of Llalanos under the King of Talgard, and the nymph Alloria Rosa, a well-known inhabitant of the magical Forest of Mellesh, northeast of Talgardia. Alloria Rosa is held in very high esteem among the courts and locals of Talgard, and her relationship with Sir Drake brought great prestige to the Sablesong family. Callyndia was raised in privilege, but was always admired for her modesty and compassion for others. She was raised in the courts of Llalanos, and trained from a young age in the ways of diplomacy and courtly rit