Showing posts with label human. Show all posts
Showing posts with label human. Show all posts

Monday, August 24, 2009

Kamgai Parzi

Kamgai was trained in a martial monastery on the border of the Fjordlands, a region inhabited by hordes of orcs that patrol the hills. He received his best training wandering those hills, picking fights and knowing when to flee before orc reinforcements arrived on the scene. His ability to sneak in behind enemy lines has been put to use on multiple occasions by the militias keeping sentry over the border between the Central Valley and Orkrun. This has won him a medallion of honor from the shared governance of Central Valley.

His history picking fights makes him come off as abrasive when he is first met, but over time he warms to groups who show themselves full of valor and thus worthy of his respect. Beating him in a feat of strength, dexterity, or combat will instantly win him over.

Kamgai Parzi
Medium-size Male Human
Monk11
Hit Dice: (11d8)+33
Hit Points: 97
Initiative: +8
Speed: Walk 60 ft.
AC: 25 (flatfooted 21, touch 18)
Attacks: *Flurry of Blows +11/+11/+11/+6; ;
Damage: *Flurry of Blows 2d8+3; ;
Vision: normal
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Diamond Body (Su), Greater Flurry of Blows (Ex), Improved Evasion (Ex), Ki Strike (Magic and Lawful), Purity of Body (Ex), Slow Fall (50), Still Mind (Ex), Stunning Fist attack 12/day (DC 16), Wholeness of Body (Su) 22 hp/day
Saves: Fortitude: +12, Reflex: +13, Will: +10
Abilities: STR 16 (+3), DEX 18 (+4), CON 16 (+3), INT 12 (+1), WIS 12 (+1), CHA 7 (-2)
Skills: Appraise 1; Balance 11; Bluff -2; Climb 5; Concentration 9; Craft (Untrained) 1; Diplomacy 2; Disguise -2; Escape Artist 11; Forgery 1; Gather Information -2; Heal 1; Hide 12; Intimidate -2; Jump 20; Knowledge (Arcana) 4; Knowledge (Religion) 4; Listen 4; Move Silently 14; Perform (Dance) 2; Profession (Soldier) 3; Ride 4; Search 1; Sense Motive 8; Spot 6; Survival 1; Swim 5; Tumble 16;
Feats: Combat Reflexes, Dodge, Improved Initiative, Improved Trip, Improved Unarmed Strike, Mobility, Multiattack, Power Attack, Stunning Fist
Challenge Rating: 11
Alignment: Lawful Neutral

Possessions: Belt, Monk's; Ring of Water Walking; Boots of Levitation; Bracers of Armor +5; Cloak of Resistance +2; Flurry of Blows; Outfit (Monk's); Medallion of Honor from Central Valley (AC +2)

Friday, June 19, 2009

Polonico Colouz

Polonico is the scruffy-yet-trustworthy paladin who runs Adin Temple, the main church in Central Valley. This church contains multiple wings, each of which is dedicated to a god - Pelor in the north and largest wing, Heironeous in the east wing, and Kord in the west wing. Polonico himself worships Pelor, but works in a partnership with adepts and warriors who worship other gods in typical Central Valley fashion.

Polonico Colouz
Medium-size Male Human
Paladin 9

Hit Dice: (9d10)+18
Hit Points: 79
Initiative: +1
Speed: Walk 20 ft.
AC: 22 (flatfooted 21, touch 11)
Attacks: *Mace +2 (Light) +13/+8; ;
Damage: *Mace +2 (Light) 1d6+4; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Aura of Courage (Su), Aura of Good (Ex), Divine Grace (Su), Divine Health (Ex), Lay on Hands (Su) 27 hp/day, Remove Disease (Sp) 2/week, Smite Evil (Su) 2/day, Special Mount (Sp), Turn Undead (Su) 6/day (turn level 7) (turn damage 2d6+10)
Saves: Fortitude: +11, Reflex: +7, Will: +9
Abilities: STR 15 (+2), DEX 13 (+1), CON 14 (+2), INT 13 (+1), WIS 16 (+3), CHA 16 (+3)
Skills: Appraise 1; Balance -5; Bluff 3; Climb -4; Concentration 14; Craft (Sculpting) 3; Craft (Untrained) 1; Diplomacy 15; Disguise 3; Escape Artist -5; Forgery 1; Gather Information 3; Handle Animal 7; Heal 15; Hide -5; Intimidate 3; Jump -10; Listen 3; Move Silently -5; Ride 5; Search 1; Sense Motive 5; Spot 3; Survival 3; Swim -10;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Craft Wondrous Item, Improved Turning, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Spell Penetration
Challenge Rating: 9
Alignment: Lawful Good
Possessions: Banded Mail +2; Mace +2 (Light); Potion of Cure Serious Wounds; Potion of Fly; Shield +1 (Heavy/Metal);

Spells:
Spells per Day: (0/2/1/0/0/0/0/0/0/ DC:13+spell level)
Paladin - Known:
Level 1: Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Magic Weapon, Protection from Chaos, Protection from Evil, Read Magic, Resistance, Restoration, Lesser, Virtue
Level 2: Bull's Strength, Delay Poison, Eagle's Splendor, Owl's Wisdom, Remove Paralysis, Resist Energy, Shield Other, Undetectable Alignment, Zone of Truth

Wednesday, June 10, 2009

The Thousand Eyes of Prince Sangor

This prince of a nomadic tribe is said to have a thousand eyes.

In actuality his tribe has over 500 warrior-aged men and women who act and fight in his name. As nomads, they are known to travel in many directions, even away from the tribe. They keep watch wherever they go, reporting news back to Prince Sangor through a specialized sending spell.

In person, the middle-aged prince can seem distant, since reports from his "thousand eyes" stream in constantly. To his credit, he is amazingly attentive for someone who has the central node in a hive mind in his head at all times.

The prince rarely sleeps for more than a few hours (whenever his "eyes" sleep, he is able to), leading many outsiders (and even some closer to him) to question his humanity. However, to many he comes off as a kind and generous leader who believes very strongly in core principles of honesty and justice.

The story element here is that the prince's counsel has gone missing, and he has been unable to sort through the many messages that fill his mind. The party will be sent on a search and rescue mission across the desert in order to win his trust. Sandor's top archers will accompany the party, and will teach those who use bows how better to use them. They will, of course, be able to be impressed.

Sunday, March 22, 2009

Kurdt Menstan

Leader of the garrison at Rido Savo in the steep cliffs at the north edge of the Southern Reaches that sprawl across the southeast quadrant of Farghoal. Gruff. Intimidating. The perfect NPC for a DM who likes role playing in deep voices.

Kurdt Menstan
Medium-size Male Human
Fighter 15
Hit Dice: (15d10)+45
Hit Points: 153
Initiative: +6
Speed: Walk 20 ft.
AC: 24 (flatfooted 24, touch 13)
Attacks: *"Crash" Greatsword +4 (Thundering) +25/+20/+15;
Damage: *"Crash" Greatsword +4 (Thundering) 2d6+14;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities:
Saves: Fortitude: +12, Reflex: +7, Will: +7
Abilities: Str 19, Dex 14, Con 16, Int 11, Wis 14, Cha 18
Skills: Appraise 0; Balance -4; Bluff 4; Climb 0; Concentration 3; Craft (Armorsmithing) 1; Craft (Untrained) 0; Diplomacy 4; Disguise 4; Escape Artist -4; Forgery 0; Gather Information 4; Handle Animal 15; Heal 2; Hide -4; Intimidate 22; Jump -4; Listen 2; Move Silently -4; Ride 16; Search 0; Sense Motive 3; Spot 2; Survival 2; Swim -7;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Combat Reflexes, Greater Weapon Focus (Greatsword), Greater Weapon Specialization (Greatsword), Hold the Line, Improved Critical (Greatsword), Improved Initiative, Improved Shield Bash, Leadership, Martial Weapon Proficiency, Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Trample, Weapon Focus (Greatsword), Weapon Specialization (Greatsword)
Challenge Rating: 15
Alignment: Neutral Good

Possessions: "Crash" Greatsword +4 (Thundering); Cloak of Charisma +2; Gloves of Dexterity +2; Half-Plate +3 (Electricity Resistance (Improved)); Mithral Heavy Shield; Outfit (Traveler's); Smoky Quartz; Ring of Protection +3; Star Ruby;

Mount: Ta N'ing

Ta N'ing
Large-size Male Warhorse, Light
Animal3
Hit Dice: (3d8)+9
Hit Points: 28
Initiative: +1
Speed: Walk 40 ft.
AC: 19 (flatfooted 18, touch 10)
Attacks: *Bite +2;*Hoof +4/+4;
Damage: *Bite 1d3+1;*Hoof 1d4+3;
Vision: Low-light
Face / Reach: 10 ft. / 5 ft.
Special Qualities: Animal Traits, Scent (Ex)
Saves: Fortitude: +6, Reflex: +6, Will: +2
Abilities: Str 16, Dex 12, Con 16, Int 2, Wis 12, Cha 6
Skills: Appraise -4; Balance -4; Bluff -2; Climb -2; Concentration 3; Craft (Untrained) -4; Diplomacy -2; Disguise -2; Escape Artist -4; Forgery -4; Gather Information -2; Heal 1; Hide -8; Intimidate -2; Jump 3; Listen 2; Move Silently -4; Ride 1; Search -4; Sense Motive 1; Spot 4; Survival 1; Swim -7;
Feats: Lightning Reflexes, Multiattack
Challenge Rating: 1
Alignment: Neutral Good

Possessions: Barding (Chainmail); Saddlebags; Saddle (Exotic Military);

Thursday, February 19, 2009

Khadiya Umberbær

Khadiya was born and raised by the Bær tribe on the edge of a vast desert. From his upbringing, he has learned to worship Saha Ra, god of sun and sand, and live off the fruits of this deity. As he's moved into more urban environments, he's taken up various rogues skills to survive.

Khadiya Underbær
Medium-size Male Human
Rogue 5 Ranger 2
Hit Dice: (5d6)+(2d8)+14
Hit Points: 54
Initiative: +4
Speed: Walk 30 ft.
AC: 18 (flatfooted 18, touch 14)
Attacks: *Shortbow +1 +10;Sword (Short/Masterwork) +7;
Damage: *Shortbow +1 1d6+1;Sword (Short/Masterwork) 1d6+1;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Archery Combat Style, Evasion (Ex), Favored Enemy (Humanoid (Reptilian)) +2, Sneak Attack +3d6, Trap Sense (Ex) +1, Trapfinding, Uncanny Dodge (Dex bonus to AC), Wild Empathy (Ex) +3
Saves: Fortitude: +6, Reflex: +11, Will: -1
Abilities: Str 13, Dex 18, Con 15, Int 13, Wis 7, Cha 12
Skills: Appraise 2; Balance 16; Bluff 1; Climb 6; Concentration 5; Craft (Untrained) 1; Decipher Script 2; Diplomacy 1; Disable Device 7; Disguise 1; Escape Artist 10; Forgery 3; Gather Information 4; Heal -2; Hide 10; Intimidate 1; Jump 6; Listen 4; Move Silently 14; Ride 8; Search 5; Sense Motive 0; Sleight of Hand 9; Spot 1; Survival -1; Swim 2; Tumble 10; Use Magic Device 4;
Feats: Armor Proficiency (Light), Dodge, Martial Weapon Proficiency, Mobility, Point Blank Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track
Challenge Rating: 7
Alignment: Chaotic Good

Possessions: Aquamarine; Rope (Silk/50 Ft.); Arrows (20); Arrows (20/Mithral); Backpack; Bedroll (Fine); Case (Map or Scroll); Elixir of Sneaking; Fishhook; Flint and Steel; Grappling Hook; Leather +2; Magnifying Glass; Onyx; Piton; Potion of Cure Moderate Wounds; Pouch (Belt); Rose Quartz; Sack (Large); Sack (Small); Sard; Shortbow +1; Signet Ring; Sword (Short/Masterwork); Thieves' Tools; Torch; Waterskin (Filled); Whetstone;

Spells:
Spells per Day: (0/0/0/0/0/0/0/0/0/ DC:8+spell level)
Ranger - Known:
Level 1: Alarm, Animal Messenger, Calm Animals, Charm Animal, Delay Poison, Detect Animals or Plants, Detect Poison, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Pass without Trace, Read Magic, Resist Energy, Speak with Animals, Summon Nature's Ally I

Tuesday, February 03, 2009

Tasun Sölya

A hooded figure clutching an ornately carved shortbow steps quietly from the shadows. He bows slightly, intoning a solemn greeting in a foreign tongue, the light revealing a silver medallion around his neck in the shape of a moon eclipsing a sun.

Tasun Sölya was raised by a monastic order in a kloster (Kloster Saiben) overlooking in a small alpine village along a trading route. He studied the crafts of brewing and writing and would sneak out into the fields where he practiced archery and herbalism. From time to time, wandering traders would come through the small town offering tales of far away places and strange herbs and spices. He memorized some of these stories, which have moulded the way he thinks about the world. In his late adolescence, he learned that the interactions of salt, pepper, and other spices have a profound affect on food, something he has begun to explore in his alchemical concoctions. Toward the end of his stay in the kloster, he began to think he is a half-elf, and so he has taught himself to read elvish script out of one of the elven tomes in the kloster (there were no elves around to teach him to speak).

He set off to adventure as soon as he could, in dire spiritual need of new forms of spices and herbs. Along the way, he has come to realize that his religious beliefs are aligned more with those he believes are his blood brethren, rather than the monks from the kloster who raised him.

In game terms, I Tasun is a cleric with druidic leanings and a penchant for skills commonly associated with rogues and bards – archery, sneaking, and storytelling. He’ll take levels of rogue and/or bard in time.

Tasun Sölya (goes by Tæsundel Sölya-mun because he thinks he’s half-elf)
Medium-size Male Human
Cleric of Eilistraee

HP: 18 (2d8+2)
Initiative: +2
Speed: Walk 30 ft.
AC: 15 (leather armor, dex+2)
Base Attack Bonus: +2 melee, +3 ranged
Attacks: Shortbow +1 (+4 to hit), Dagger (+2 to hit)
Damage: Shortbow 1d6+3, Dagger 1d4+1
Vision: normal
Face/Reach: 5ft, 5ft.
Special Qualities: none
Saves: Fort +4 Ref +2 Will +3

Abilities: Str 12 +1 Dex 15 +2 Con 13 +1 Int 10 - Wis 13 +1 Cha 12 +1
Skills of note:
Bluff 2
Concentration 4
Diplomacy 2
Heal 4
Knowledge: Nature 2
Knowledge: Religion 2
Listen 1
Spellcraft 3
Survival 1

Languages: Common, Elven (Read/Write, not speak so well - knows a few catch phrases, but has a strong human accent)

Feats: Point Blank Shot, Brew Potion

Possessions: Shortbow +1, Leather Armor, Leather Belt, Spell Component Pouch, Travelers Outfit, Tinwhistle, Hooded Cloak, Leather Boots, Boot Sheath, Masterwork Dagger, Quiver, 40 arrows, Small Backpack, Holy Symbol, Silk Gown, 3 Days of dried food, Quill, Scroll Case with 2 pieces of parchment, Small Traveller’s Journal, 2 Potions of Cure Light Wounds

Deity: Eilistraee
Domains:
Community (Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.)
Rune (Free Scribe Scroll feat.)
Spells:
Spells per Day: (5/4/0/0/0/0/0/0/0/ DC:10+spell level)

Often Prepared:
0th: Detect Magic, Detect Poison, Light, Mending, Read Magic
1st: Cause Fear, Detect Undead, Entropic Shield, Shield of Faith

Saturday, July 26, 2008

Spitfire XIII

The thirteenth in a long line of battle mages, Spitfire is ever bathed in a warm glow of fiery orange. His training has led him down a path where he feels justified in his self-centered state. He is an athiest.

Spitfire CR 10
male human wizard 10 (Battle Mage)
CN medium humanoid
Init: +2 Senses: Listen +2, Spot +3

Languages: common, celestial, draconic, dwarven, elveen, terran

AC: 14 (+2 dex, +2 armor) touch 12, flatfooted 12
HP: 38 (HD 10d4+10)
Resist: spell resistance DC 15
Immune: fire
Fort: +7 Ref: +8 Will: +11
Vulnerable: cold

Speed: 30 ft.
Attack: quarterstaff +5 (1d6)
Full Attack: quarterstaff +5 (1d6)
Attack Options: quarterstaff or spells
Space / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +5

SQ: SR 15
SA: spells
Feats: Quicken Spell, Maximize Spell, Empower Spell, Improved Familiar, Greater Spell Penetration, Spell Mastery

Abilities Str 11 Dex 14 Con 12 Int 20 Wis 13 Cha 14
Skills: Name Appraise +6, Balance +3, Bluff +4, Concentration +15, Craft - Stonework +6, Decipher Script +8, Diplomacy +6, Forgery +7, Knowledge Arcana +12 Architecture/Engineering +6 Geography +6 History +11 Local +8 Nobility/Royalty +10 Religion +6 Planes +12, Listen +2, Search +7, Spellcraft +17, Spot +3

Available Mana: 50
Spells Usually Prepared:
0th: (9/day) Burning Hands, Detect Magic, Read Magic
1st: (9/day) Magic Missile, Detect Secret Doors, Comprehend Languages
2nd: (9/day) Scorching Ray, Darkvision, Cat's Grace
3rd: (8/day) Fireball, Flame Arrow, Fly, Ray of Exhaustion
4th: (8/day) Charm Monster, Wall of Fire, Enervation
5th: (7/day) Spitfire, Baleful Polymorph, Feeblemind, Hold Monster

Possessions: robes, bracers of protection +2, staff of fire, wand of shatter, cloak of resistance +3, pale lavender ioun stone, spellbook, scroll of recall, 300 gp.

Minions: pseudodragon familiar

Monday, March 03, 2008

Anton Fink

Anton Fink is a skilled thief from the Phyloctæte who has learned to wield arcane power to assist him in his trade. He has used this power to seduce many a woman who is easily impressed with parlor tricks.

Unfortunately for him, this sex-driven rogue has had his soul trapped by an imp that he once befriended under the illusion that he was one of these parlor women. Now he must find a way to break the spell imposed by the imp. He is desperate to break free of this spiritual bond, and is willing to help or betray anyone else in the process.

Anton Fink (CR 8)
Chaotic Neutral Medium-size Male Human
Rogue 6 Rogue Caster 2
Initiative: +3
Vision: Normal

AC: 19 (flatfooted 19, touch 15)
Hit Dice: (8d6)+16
Hit Points: 54
Saves: Fortitude: +6, Reflex: +10, Will: +4

Speed: Walk 30 ft.
Attacks: +1 Shortbow +8 (1d6+2) or +1 Short Sword +6 (1d6+
Face / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +6

Feats: Armor Proficiency (Light), Dodge, Mobility, Point Blank Shot, Precise Shot, Simple Weapon Proficiency
Special Qualities: Evasion (Ex), Sneak Attack +3d6, Trap Sense (Ex) +2, Trapfinding, Uncanny Dodge (Dex bonus to AC)

Abilities: STR 13 (+1), DEX 17 (+3), CON 14 (+2), INT 16 (+3), WIS 11 (+0), CHA 11 (+0)
Skills: Appraise 5; Balance 5; Bluff 7; Climb 3; Concentration 7; Craft (Untrained) 3; Decipher Script 6; Diplomacy 3; Disable Device 5; Disguise 1; Escape Artist 10; Forgery 3; Gather Information 2; Heal 0; Hide 11; Intimidate 4; Jump 7; Listen 3; Move Silently 17; Open Lock 11; Ride 3; Search 8; Sense Motive 4; Sleight of Hand 14; Spellcraft 8; Spot 8; Survival 0; Swim 1; Tumble 9; Use Magic Device 8;

Possessions: Arrow; Cloak of Resistance +1; Arrow +1; Bag of Holding (Type 1); Boots of Elvenkind; Quiver; Ring of Protection +2; Shortbow +1; Studded Leather +1; Sword +1 (Short); Wand of Magic Missile (3rd level caster);

Spells:
Spells per Day: (5/4/4/0/0/0 DC:13+spell level)
Rogue Caster - Known:

Level 1: Improved Forgery, Improved Appraisal, Improved Balance, Pass Without Trace
Level 2: Invisibility, Sleight of Hand, Spider Climb

Thursday, January 17, 2008

Aeol "Skinny" Schinne

Hailing from the Republic of Esrun, Aeol has traveled across the northwestern stretch of Farghoal, fighting creatures ranging from hobgoblins and gnolls, to the feared haunts of Torrid Wood. He spends a lot of time in and around Karthidn, and is looking for work as a mercenary, which, with his reputation will not be difficult. However, he chooses his contracts wisely, which is why he is still alive.

Aeol "Skinny" Schinne CR 4
Male Human Fighter 4
CG Medium Humanoid
Init: +1 Senses: Listen +2, Spot +2

Languages: common;

AC: 15 touch 11, flatfooted 14
HP: 40 (HD 4d10+8)
Aura: None
Resist: None
Immune: None
Fort: +7 Ref: +3 Will: +4
Weakness / vulnerabilities: None

Speed: Walk 30 ft.
Attack: Masterwork Crossbow (Light) +7; *Trident +7; *Trident (Thrown) +6; (Masterwork Crossbow (Light) 1d8+2; *Trident 1d8+4; *Trident (Thrown) 1d8+2;)
Full Attack: weapon +? (damage / crit range)
Attack Options:
Space / Reach: 5 ft. / 5 ft.
Base Attack: +? Grapple: +?

SQ: None
SA: None
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Martial Weapon Proficiency, Rapid Reload (Crossbow (Light)), Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Finesse, Weapon Focus (Trident, Crossbow (Light)), Weapon Specialization (Trident, Crossbow (Light)),

Abilities Str 15 Dex 13 Con 14 Int 12 Wis 14 Cha 10
Face / Reach: 5 ft. / 5 ft.
Special Qualities:

Skills: Appraise: 1; Balance: 1; Bluff: 0; Climb: 7; Concentration: 2; Craft (Untrained): 1; Diplomacy: 0; Disguise: 0; Escape Artist: 0; Forgery: 1; Gather Information: 1; Handle Animal: 4; Heal: 2; Hide: 0; Intimidate: 1; Jump: 3; Listen: 2; Move Silently: 0; Ride: 7; Search: 1; Sense Motive: 3; Spot: 2; Survival: 2; Swim: 2; Tumble: 0;

Possessions: Belt (BELT); Bolts, Crossbow (10); Bolts +1 (Crossbow/10); Boots (Save Bonus (Luck) (+1)); Gauntlets (GAUNTLET); Masterwork Chain Shirt; Masterwork Crossbow (Light); Peasant's Outfit; Potion of Cure Light Wounds; Potion of Cure Moderate Wounds; Trident;