The meanest and most depraved gnome you'll ever meet, Foulmouth leads the False Heroes of the Tear. His power is unrivaled in the group, especially in his dragon form. Still, he has a certain unnatural charm which keeps his party together. He also has an uncanny knack for discovering treasure. And he hides his wrath through a clever veil of trickery and illusion, two traits he uses to his advantage in every interaction.
Foulmouth developed two spells of his own, which will show up in future posts.
Foulmouth Goldshore CR 10
male gnome sorcerer 10 (illusionist)
CN small humanoid
Init: +2 Senses: Listen +4, Spot +2
Languages: gnome, common, auran, draconic
AC: 20 (+2 dex, +7 armor, +1 size) touch 13, flatfooted 18
HP: 41 (HD 10d4+10 +3 (toad familiar))
Fort: +4 Ref: +5 Will: +6
Speed: 20 ft.
Attack: dagger +5 (1d4-1)
Full Attack: dagger +5 (1d4-1)
Attack Options: dagger or spells, dragon form
Space / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +4
SQ: low-light vision, weapon familiarity, +2 save vs. illusions, +1 vs. kobolds and goblins, +4 dodge AC vs. giants, speak w/animals 1/day, dancing lights, ghost sound, prestidigitation 1/day
SA: spells, dragon form
Feats: Quicken Spell, Widen Spell, Greater Spell Penetration
Abilities Str 9 Dex 15 Con 13 Int 20 Wis 9 Cha 18
Skills: Appraise +6, Bluff +8, Concentration +15, Craft - Alchemy +7, Diplomacy +8, Disguise +6, Forgery +6, Intimidate +12, Knowledge Arcana +13 Dungeoneering +6 Geography +6 History +8 Local +8 Local +8 Nature +6 Nobility/Royalty +8 Religion +6 Planes +8, Listen +4, Search +6, Spellcraft +17, Spot +2
Spells per day: 11/11/11/11/10/8
Mana: 146
Spellbook:
0th: (9) Detect Magic, Read Magic, Light, Arcane Mark, Ghost Sound, Prestidigitation, Ray of Frost, Mage Hand, Message
1st: (5) Shield, Expeditious Retreat, Disguise Self, Color Spray, Nystul's Magic Aura
2nd: (4) Arcane Lock, Mirror Image, Web, Fox's Cunning
3rd: (3) Fireball, Displacement, Dispel Magic, Golden Dragon Showers
4th: (2) Polymorph, Greater Invisibility, Elven Maiden Come Gnome
5th: (1) Cloudkill
Possessions: staff of charming, bracers of armor +4, wand of bear's endurance, ring of protection +3, ring of feather fall, 400pp.
Minions: toad familiar (Toadie)
In combat, Foulmouth has been known to polymorph himself into a gold dragon, and in this form cast his other spells. Dragon form stats to follow in a later post.
Monday, July 28, 2008
Sunday, July 27, 2008
Spitfire
Originally developed by Spitfire I, this was the culmination of the association of the Pandone family with the draconic races. It has since been passed down to each of the eldest children of the family, each one bearing the name of the spell.
Spitfire
Transmutation
Level: Sor/Wiz 5, Fire 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 5 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The target breathe fire like a dragon, dealing 1d6 per caster level, half of which is arcane damage, the other of which is fire damage. This breath takes the shape of a cone which emanates from the target's mouth.
Spitfire
Transmutation
Level: Sor/Wiz 5, Fire 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 5 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The target breathe fire like a dragon, dealing 1d6 per caster level, half of which is arcane damage, the other of which is fire damage. This breath takes the shape of a cone which emanates from the target's mouth.
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
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
Labels:
Adventure: Stealing Moments,
character level 10,
human,
wizard
Thursday, July 24, 2008
Vamos Gladhell
Known for his ability to escape danger, Vamos makes the perfect scout. His elven stature and previous experience as a rogue have provided him the expertise to keep the point while the rest of the False Heroes back him up with magic and stout melee.
Vamos Gladhell CR 10
Male elven rogue 3 cleric 7
CN Medium humanoid
Init: +5 Senses: Listen +7, Spot +12
Languages: elven, common
AC: 22 (+5 dex, +7 armor) touch 15, flatfooted 17
HP: 60 (HD 3d6+7d8+10)
Immune: sleep
Fort: +7 Ref: +10 Will: +10
Speed: 40 ft.
Attack: longsword +1 +9/+4 (1d8+3 / 19-20x2) or longbow +1 +13/+8 (1d8+3)
Full Attack: longsword +1 or longbow +1
Attack Options: longsword or longbow
Space / Reach: 5 ft. / 5 ft.
Base Attack: +7/+2 Grapple: +9
SA: sneak attack +2d6
Feats: Point Blank Shot, Rapid Shot, Many Shot, Dodge
Abilities Str 14 Dex 20 Con 12 Int 11 Wis 18 Cha 11
Skills: Appraise +3, Balance +6, Bluff +2, Climb +4, Concentration +10, Decipher Script +3, Escape Artist +13, Forgery +1, Hide +12, Jump +5, Listen +7, Move Silently +11, Search +7, Sense Motive +5, Slight of Hand +6, Spot +12, Tumble +13
Spells Per Day: 0th: 10, 1st: 9, 2nd: 8, 3rd: 7, 4th: 6
Domains: Travel, War
Spells Often Prepared:
0th: Detect Magic, Create Water, Mending
1st: Detect Undead, Deathwatch, Obscuring Mist, Sanctuary
2ns: Cat's Grace, Bear's Endurance, Darkness, Hold Person, Find Traps, Silence
3rd: Dispel Magic, Glyph of Warding, Locate Object, Obscure Object
4th: Dimension Door, Divine Power, Freedom of Movement, Spell Immunity, Restoration
Possessions: black leather armor +3, long sword +1, long bow +1, 20 arrows +1, 2 arrows of outrageous fortune, vest of escape, ring of protection +2, quiver'n'boots, gloves of storing, 2 potions of cure critical wounds, Holy Symbol to Erevan Ilesere, 300pp.
In combat, Vamos tends to stay clear of melee, firing his longbow into combat. When engaged at close range, he wields a longsword passed down through his farmer father from his grandfather.
Vamos Gladhell CR 10
Male elven rogue 3 cleric 7
CN Medium humanoid
Init: +5 Senses: Listen +7, Spot +12
Languages: elven, common
AC: 22 (+5 dex, +7 armor) touch 15, flatfooted 17
HP: 60 (HD 3d6+7d8+10)
Immune: sleep
Fort: +7 Ref: +10 Will: +10
Speed: 40 ft.
Attack: longsword +1 +9/+4 (1d8+3 / 19-20x2) or longbow +1 +13/+8 (1d8+3)
Full Attack: longsword +1 or longbow +1
Attack Options: longsword or longbow
Space / Reach: 5 ft. / 5 ft.
Base Attack: +7/+2 Grapple: +9
SA: sneak attack +2d6
Feats: Point Blank Shot, Rapid Shot, Many Shot, Dodge
Abilities Str 14 Dex 20 Con 12 Int 11 Wis 18 Cha 11
Skills: Appraise +3, Balance +6, Bluff +2, Climb +4, Concentration +10, Decipher Script +3, Escape Artist +13, Forgery +1, Hide +12, Jump +5, Listen +7, Move Silently +11, Search +7, Sense Motive +5, Slight of Hand +6, Spot +12, Tumble +13
Spells Per Day: 0th: 10, 1st: 9, 2nd: 8, 3rd: 7, 4th: 6
Domains: Travel, War
Spells Often Prepared:
0th: Detect Magic, Create Water, Mending
1st: Detect Undead, Deathwatch, Obscuring Mist, Sanctuary
2ns: Cat's Grace, Bear's Endurance, Darkness, Hold Person, Find Traps, Silence
3rd: Dispel Magic, Glyph of Warding, Locate Object, Obscure Object
4th: Dimension Door, Divine Power, Freedom of Movement, Spell Immunity, Restoration
Possessions: black leather armor +3, long sword +1, long bow +1, 20 arrows +1, 2 arrows of outrageous fortune, vest of escape, ring of protection +2, quiver'n'boots, gloves of storing, 2 potions of cure critical wounds, Holy Symbol to Erevan Ilesere, 300pp.
In combat, Vamos tends to stay clear of melee, firing his longbow into combat. When engaged at close range, he wields a longsword passed down through his farmer father from his grandfather.
Labels:
Adventure: Stealing Moments,
character level 10,
cleric,
elf,
rogue
Tuesday, July 22, 2008
Kilmore Tréburne
Kilmore grew up in the forest, and learned his core ways there. More recently, he has been trained as a battle priest, waging a war of chaos upon the order of the world.
Kilmore Tréburne CR 10
male elven ranger 5 cleric 5
AL medium humanoid
Init: +3 Senses: Listen +8, Spot +10
Languages: common, elven
AC: 20 (+6 armor, +4 dex) touch 14, flatfooted 16
HP: 64 (HD 10d8+10) DR: 5/mithril
Aura: magic items
Resist: +2 saves vs. spells
Immune: sleep
Fort: +9 Ref: +8 Will: +8
Speed: 40 ft.
Attack: longsword +11/+6 (1d8+3 / 17-20x2)
Full Attack: weapon longsword +11/+6 (1d8+3 / 17-20x2)
Attack Options: longsword, spring attack, charge (on horseback)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +8/+3 Grapple: +9/+4
Feats: weapon focus - longsword, mounted combat, dodge, mobility, spring attack
Other abilities: favored enemy: orcs, undead, combat style, endurance, animal companion - light horse, track, low-light vision, martial weapon proficiency, immune - sleep, +2 save vs. spells, chaos spells at +1 level
Abilities Str 12 Dex 19 Con 13 Int 10 Wis 17 Cha 13
Skills: Climb +4, Concentration +10, Handle Animal +4, Heal +8, Knowledge: Nature +4 Arcana +5 Religion +5, Listen +8, Ride +7, Search +5, Spellcraft +10, Spot +10, Survival +8
Spells Available: Ranger: 1st 3, Cleric: 0th 8, 1st 7, 2nd 6, 3rd 5
Domains: Animal, Chaos
Commonly Prepared Spells:
Ranger: 1st: Animal Messenger, Detect Snares and Pits, Longstrider
Cleric: 0th: Detect Magic, Detect Poison, Purify Food and Drink 1st: Comprehend Languages, Detect Law, Endure Elements, Remove Fear 2nd: Bull's Strength, Darkness, Hold Person, Shatter, Undetectable Alignment 3rd: Dominate Animal, Cure Serious Wounds, Dispel Magic, Glyph of Warding, Meld into Stone, Obscure Object, Stone Shape
Possessions: "Three Strikes" longsword +2 (wounding), mithril shirt +1 (DR 5/mithril), cloak of resistance +1, boots of striding and springing, ring of protection +1, gloves of dexterity +2, scabbard of keen edges, stone salve, 2 potions of cure critical wounds, 200gp.
Kilmore's animal companion (light horse) is also his mount.
Kilmore attacks using a spring attack, often leaping from his mount. He is proficient with his longsword, and that is his only weapon.
Kilmore Tréburne CR 10
male elven ranger 5 cleric 5
AL medium humanoid
Init: +3 Senses: Listen +8, Spot +10
Languages: common, elven
AC: 20 (+6 armor, +4 dex) touch 14, flatfooted 16
HP: 64 (HD 10d8+10) DR: 5/mithril
Aura: magic items
Resist: +2 saves vs. spells
Immune: sleep
Fort: +9 Ref: +8 Will: +8
Speed: 40 ft.
Attack: longsword +11/+6 (1d8+3 / 17-20x2)
Full Attack: weapon longsword +11/+6 (1d8+3 / 17-20x2)
Attack Options: longsword, spring attack, charge (on horseback)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +8/+3 Grapple: +9/+4
Feats: weapon focus - longsword, mounted combat, dodge, mobility, spring attack
Other abilities: favored enemy: orcs, undead, combat style, endurance, animal companion - light horse, track, low-light vision, martial weapon proficiency, immune - sleep, +2 save vs. spells, chaos spells at +1 level
Abilities Str 12 Dex 19 Con 13 Int 10 Wis 17 Cha 13
Skills: Climb +4, Concentration +10, Handle Animal +4, Heal +8, Knowledge: Nature +4 Arcana +5 Religion +5, Listen +8, Ride +7, Search +5, Spellcraft +10, Spot +10, Survival +8
Spells Available: Ranger: 1st 3, Cleric: 0th 8, 1st 7, 2nd 6, 3rd 5
Domains: Animal, Chaos
Commonly Prepared Spells:
Ranger: 1st: Animal Messenger, Detect Snares and Pits, Longstrider
Cleric: 0th: Detect Magic, Detect Poison, Purify Food and Drink 1st: Comprehend Languages, Detect Law, Endure Elements, Remove Fear 2nd: Bull's Strength, Darkness, Hold Person, Shatter, Undetectable Alignment 3rd: Dominate Animal, Cure Serious Wounds, Dispel Magic, Glyph of Warding, Meld into Stone, Obscure Object, Stone Shape
Possessions: "Three Strikes" longsword +2 (wounding), mithril shirt +1 (DR 5/mithril), cloak of resistance +1, boots of striding and springing, ring of protection +1, gloves of dexterity +2, scabbard of keen edges, stone salve, 2 potions of cure critical wounds, 200gp.
Kilmore's animal companion (light horse) is also his mount.
Kilmore attacks using a spring attack, often leaping from his mount. He is proficient with his longsword, and that is his only weapon.
Labels:
Adventure: Stealing Moments,
character level 10,
cleric,
elf,
ranger
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