NPC: Aurora BruHeimdall CR 10
Aurora BruHeimdall CR 10
lawful good female human paladin 10
medium humanoid
Init: +2 Senses: normal, detect evil
Listen +3 Spot +3
Aura: Aura of good
Languages: common
AC: 24 (+8 armor, +4 shield, +2 dex) touch 12, flat footed 22
HP: 70 (HD 10d10+10)
Immune: disease
Fort: +11 Ref: +8 Will: +9
MV: 20 ft
Attack: +15 halberd (1d10+4, x3) or +15 ghost touch longsword (1d8+3, 19-20 x2)
Full Attack: +15 / +10 halberd (1d10+4, x3)
or +15 / +10 ghost touch longsword (1d8+3, 19-20 x2)
Attack Options: smite evil, turn undead
Space / Reach: 5ft / 5ft
Base Attack: +10 Grapple: +13
Abilities: Str: 17 (+3),Dex: 14 (+2), Con: 12 (+1), Int: 11 Wis: 16 (+3), Cha: 14 (+2)
SQ: Aura of Good, Divine Grace, Aura of Courage, Divine Health, Special Mount
SA: Detect Evil, Smite Evil (3/ day), Lay on Hands, Turn Undead (5/ day), Remove Disease (2/ week)
Feats: Endurance, Mounted Combat, Ride by Attack, Spirited Charge, Quickdraw
Skills: Concentration +8, Diplomacy +4, Heal +13, Knowledge (religion) +3, Knowledge (nobility) +3, Ride +10, Sense Motive +6, Handle Animal +5
Spells Prepared or Available:
1st level: bless, divine favor
2nd level: bull’s strength, shield other
Possessions: +3 Breastplate, +3 Buckler of Arrow Deflection, +2 Halberd, +1 ghost touch Longsword, Horn of Goodness (magic circle vs evil 1/day), potion of haste, potion of heroism, potion of enlarge person (2), potion of cure light wounds (5).
Mount: heavy war horse (special)
Nut
heavy warhorse (male)
large animal CR: 3
HD: 8d8+ 24 hp: 69
Init: +6 (+2 Dex, +4 Improv. Init.)
Speed: 60 ft
AC: 21 (-1 size, +2 Dex, +4 armor, +6 natural), touch 10, flat footed 19
BA: +6/+1
Attack: 2 hooves +11 melee (1d6+5) and bite +6 melee (1d4+2)
Space/ reach: 10 ft/ 5 ft
Special: low-light vision, scent, empathic link, improved evasion, share spells, share saving throws, improved speed
Abilities: Str 20 (+5), Dex 14 (+2), Con 17 (+3), Int 7 (-2), Wis 13 (+1), Cha 6 (-2)
Saves:
Fortitude: 10 (+7, +3)
Reflex: 8 (+6, +2)
Will: 4 (+3, +1)
Skills: Listen +6, Spot +6, Survival +2
Feats: Endurance, Run, Improved Initiative
Environment: Celestial plane ( when not summoned)
Possessions: Leather Barding +2 (+4 armor bonus, max Dex +6, speed 60 ft) and
Military saddle
Posted in Character by Adam A. Thompson with no comments yet.
Character: Yob the Maelefalent CR 12
neutral (with evil tendencies) Small Size Male Goblin Bard 12
Init: +3 Senses: Darkvision 60′
Listen +0 Spot +0
Languages: Common, Goblin, Draconic, Elven
AC: 18 (+1 size, +4 armor, +3 dex) touch +14, flat-footed +15
HP: 45 (HD: 12d6)
Fort: +4 Ref: +4 Will: +8
MV: 30′
Atk: +14 ranged (1d4+1/x3 shortbow) or +11 melee (1d4-2/18-20/x2 rapier)
Full Atk: +14/+9 ranged (1d4+1/x3 shortbow) or +12/+12/+7 ranged (shortbow 1d4+1/x3) or +11/+6 melee (1d4-2/18-20/x2 rapier).
Base Attack: (+1 size, +9 bard) Grp: +3 (-4 size, -2 str, +9 BAB )
str: 6 dex: 14(16) con: 10 int: 14 wis: 11 cha: 16
Feats: Percise Shot, Dodge, Point Blank Shot, Rapid Shot, Spell Focus (Enchantment)
Skills: (bard: 120 sp) Appraise +7, Bluff +18, Concentration +10, Escape Artist +7, Gather Information +8, Hide +26, Knowledge +10, Move Silently +16, Perform (yowling & storytelling) +18, Ride +7, Sense Motive +10, Sleight of Hand +8, Spellcraft +12, Tumble +8.
SA: Bardic music (12/day), bardic knowledge, countersong, fascinate (DC 19 Will) , inspire courage +2, Inspire competence, Suggestion, Inspire greatness (two people), Song of freedom
Spells: bard spells (CR 13+ spell level. +1 for Enchantment spells)
4th (3, 2/day): Dominate Person*, Hold Monster*, Modify Memory*
3rd (4, 3/day): Charm Monster*, Fear, Glibness, Invisibility Circle
2nd (4, 3/day): Alter Self, Detect Thoughts, Invisibility, Minor Image
1st (4, 3/day): Disguise Self, Charm Person*, CLW, Sleep*
0th (6, 3/day): Detect Magic, Lulaby*, Mage Hand, Message, Prestidigitation, Read Magic
* enchantment spell
Gear: (27,000 gp) Rapier, +1 fey bane shortbow (8,330 gp), 20 arrows, +1 glamered studded leather (3,860 gp), Cloak of Goblinkind – gives +10 on hide checks (2,700 gp), Bag of Holding, type 1 (2500 gp), Chime of Opening (3,000 gp), Gloves of Dextirity +2 (4000 gp), 2 potions of cure serious wounds (1500 gp), 1,000 gp in coin and gems.
Yob the Maelefalent (a loose translation from goblin to stand in for their word which means a quality of sound that is melodious, loud and evil or malevolent) is a goblin traveler, bard and battle-crier. He has traveled through many lands, met many people (often in disguise) and learned many things. Generally yob is only openly hostile when working as a battle-crier; leading and inspiring war-parties for anyone who will pay him enough. Other times he is content to merely swindle folks out of what he can without too much effort. Unless he’s feeling cruel, and alone with someone who is helpless relative to him.
Posted in Character by Adam A. Thompson with no comments yet.
Character: Mme. Babushka (CR 9)
Lenka Babushka CR 9
neutral old-aged female human (wyndm) expert 10
medium humanoid
Init: +1 Senses: normal
Languages: common, wyndm, giant, elven, dwarven
AC: 13 (+1 dex, +1 armor, +1 deflection) touch 12, flat-footed 12
HP: 22 (HD 10d6-10)
Saves: Fort: +2 Ref: +4 Will: +10
MV: 30 ft
Attack: +10 stiletto (1d4)
Full Attack: +10/+5 stiletto (1d4)
Space / Reach: 5ft / 5ft
Base Attack: +7/+2 Grapple: +5
Abilities: Str: 6 Dex:12 Con: 7 Int: 12 Wis:16 Cha: 18
Feats: 5: weapon finesse (dirk), deft hands, persuasive, negotiator, nimble fingers
Skills: 84 sp Slight of Hand +13+1+2= +16, Open Lock +10+1+2= +13, Craft Clothes +13+1 = +15, Bluff +13+4+2= +19, Sense Motive +13+3+2= +18, Tumble +5+1= +6, Appraise +5+1= +6, Disguise +5+4= +9, Forgery +1+1= +2, Knowledge Local +11+1= +12, use rope +2.
Possessions: masterwork leather and whale-bone corset (+1 armor bonus), +2 stiletto (8,000), ring of protection +1 (2,000), nonmagical items of value, 2,000 gp in necklaces, bracelets, rings, and earrings, 100 gp.
This old but provacatively dressed woman smells very strongly of perfume. She sits perched on a stool at the end of the bar calmly watching the inn over a glass of red wine.
Mme babuskha will appraise the party and quickly determine they are the wealthiest patrons to enter the snug harbor in some time. She will take any opportunity to get as much money out of them as possible by selling information or her services.
She spends her days at her home, a nice townhome on the edge of the colonist’s quarter near the Snug Harbor.
Posted in Character and tagged expert, Horror of the Old Ones by Adam A. Thompson with no comments yet.
Character: Jaded Jax (bard) CR3-4
This is one of the characters that will be present in the Snug Harbor Inn at most times.
Jaded Jax CR 4
neutral evil male human bard 4
medium humanoid
Init: +2 Senses: normal
Listen Spot
Languages: common
AC: 17 (+2 Dex, +5 Armor) Touch 12, Flat Footed: 15 [+1 with Dodge]
HP: (HD 4d6+4)
Fort: +1+1 = +2 Ref: +4+2 = +6 Will: +4+1 = +6
MV: 30 ft.
Attack: +2 dagger (1d4-1)
Space / Reach: 5ft / 5ft
Base Attack: +3 Grapple: +2
Abilities: Str:9 Dex:14 Con:12 Int:11 Wis:13 Cha: 16 (with the +1 at 4th level)
SA: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, inspire competence, bardic spells.
Feats: Spell Focus (Enchantment), Dodge, Skill Focus (Sleight of Hand)
Skills: 42 sp Appraise (Int) +2, Bluff (Cha)+7+3 = +10, Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex) +4+2 = +6, Knowledge (local) (Int) +2, Listen (Wis), Move Silently (Dex) +4+2 = +6, Perform (Cha) +7+3 = +10, Profession (Wis), Sense Motive (Wis) +7+1 = +8, Sleight of Hand (Dex) +7+2+3 = +12. Common, elven, orcish.
Spells Available:
Spells / Day: 0th: 3, 1st: 3, 2nd: 1
Spells Known:
0th: detect magic, ghost sound, lullaby, mage hand, prestidigitation, summon instrument
1st: charm person (DC 15), cheat*, expditious retreat
2nd: invisibility, suggestion (DC 16)
Posessions: (3,300gp) +1 mithrail chain shirt (2,300 gp), dagger, p otion of cure light wounds (50 gp), antitoxin, lyre of mal-oudiousness * (3,125 gp), ratty clothes, 12 copper.
Description: Having lived only a short time Onuago, he has quickly become famous for his beautiful and haunting melodies. Unfortunately, his voice is his only redeeming quality. Dirty, and disheveled, he often reeks of yesterdays wine and/or the privy. His hair is dark, but thinning and he is constantly scratching his head and muttering under his breath. One of his eyes was taken in a knife fight and he wears a black patch w/ gold and jade decoration to conceal it. His nose is crooked, and his teeth are yellowed and stained. His features have a pinched look which causes him to resemble a rodent. He is of middling height, slight of build, but thick through the waist from too much wine. His dress, though once fine, is now threadbare and patched. It has been speculated that he stole it from some wealthy nobleman years ago. He keeps a dagger hidden in his sleve and is quick to brandish it if he feels threatened. The inn keeper tolerates him for his lovely singing, as he keeps the customers darker thoughts at bay while they drink away their sorrows. Gold will get you stories and rumors about the goings on in the city. He sleeps on the floor near the hearth with his hands clasped around his lyre. No one is certain where he came from but he has become a fixture at the Snug Harbor Inn.
Personality: Jax has earned the title of “jaded”, he is well known for his foul disposition and quickness to anger. Jax is drunk more often than not, and will do anything to ensure that the wine continues to flow. He is as arrogant as he is ignorant, knowing very little outside the realm of drink and song. Though he might not be wise or well learned, he is in possesion of an animal cunning. He will oft try to wring an extra coin out of a patron with blatant flattery, and simpering subservience, but these behaviors are naught but a ruse. In reality he is a coniving lout with no thoughts of others. He will do anything to get ahead, and would not think twice about slitting someone’s throat to do so. Jax is also a coward though, so if he feels that his life is in danger, he will attempt to flee.
Motivation: Jax has only two goals: wine and escape. No deed is too low to accomplish fulfilling both. He often steals wine from the inn when he has no coin to pay, and has no qualms at picking the pockets of the inn’s patrons, especially those deep in their cups. He has been prowling up and down the coast in search of a seaworthy vessel to carry him to greener shores. He has little coin, and what he has he spends on wine. Therefore, he plans to stow away on the first ship he comes across.
Party Interaction: Upon learning that the party has access to a ship, he will immediately attempt to charm them with his bardic wiles. He will offer them rumors and song in exchange for passage out of the doomed city. He is persistant and will follow the party. If they refuse him or ignore him, he will begin to beg and offer to help the party in whatever endeavors they undergo. If this does not work, he will become angry and distant, attempting to steal enough gold from them to buy passage. If caught, he will attempt to flee. He has a hiding place in E. Onuago where he will fall back to if chased.
* see Book of Vile Darkness
Posted in Character and tagged Horror of the Old Ones by Adam A. Thompson with no comments yet.
Character: Parvic Potbelly (Inn Keeper of the Snug Harbor) Fighter CR 3
Description: Parvic is a middle aged man with flaming red hair. He has a shinny, bald pate, but his humongous sprouting beard all but swallows his face. Extremely short, Parvic makes up for it with his tremendous girth, and booming voice. He laughs loudly and often, and locals often refer to him as the last good natured man left in Onuago. He has great bushy eyebrows, and sparkling blue eyes that seem to twinkle when he is filled with mirth. Parvic always has a rosy hue to his cheeks, and tends to sweat profusely. Although the passage of time has stolen his youth he still retains his bearlike strength. His inn is well taken care of, even in these times of trouble. The floors are swept and the mahogany wood of the bar is polished to a golden sheen. His dress is nondescript, aside from the multicolored suspender he wears. Above his bar hangs a massive great axe to remind all the he was not always a jovial, good natured inn keeper, and that his establishment is no place for trouble.
Parvic Potbelly: fighter 1 commoner 3
Posted in Character and tagged fighter, Horror of the Old Ones by Adam A. Thompson with no comments yet.
Encounter: Old Captain Thorenson
“Kommen Sie in, and welcome, my friends… I am Kjarl Bard Thorenson, son of Thoren Bard Kjarlson… and on and on… You seem a nice lot… make yourselves comfortable… the signs of the zodiac… ah yes… Ven I was your age, I lived out at sea. I sailed a great vessel… the Fjord Escort ’twas, ja… The only mistress far me, if ya catch me drift.”
At this point the characters notice a stench emanating from the bearded man; they do catch his drift. Luckily, he lights a pipe and the room is filled with the tangy odor of sweetleaf. An owl paces back and forth along a perch on the far end of the room. The old man continues without pause as the characters examine the room.
The walls of this living room are covered with nautical regalia — silver sextans, sea-soaked and sun-stained maps of faraway lands; even a proverbial ship-in-a-bottle adorns the oaken table before the window. The light from the lone window barely illuminates the room, assisted by a fading fire under the mantle and the dim cherry of Thorenson’s pipe.
“So, how do you expect to fight it… I mean… 24, 40, 60 sailing men… driven back in fear… Have you seen it yet?”
He waits only briefly for an answer, continuing,
“And the gilled children… swimming out to sea along a warm current… right out to Harpy Point… no doubt to feed the harpies on the rocks… foul bitches… feeding on your young… My friend’s child! O, Anrik, now there was a lad… a wee tot, but full of piss and vinegar… I’ve seen so many terrible things… at sea… and at that window…”
The owl lets out a squak, eyeing the characters and making them feel uneasy. The characters will later see the same owl hunting rats elsewhere in the wharf district if they wander the streets at night. Grack is the old man’s closest companion now that he’s lost the sea to his memories, and keeps a close watch on the house. His eyes glow an intense golden glow, and he always appears to be on the verge of speaking, leaning forward and peering deep into any character’s eyes that come near.
If pressed with great skill, the old man will tell of his past life as a shipwright and then sailor, culminating with his encounters with sea serpents, after which he retired from the sea some sixty moons ago. He will speak of his friend’s loss of his child to “the mutation.” This friend, Falkonne, has been studying the mutation on the east side of town, where the disease seems to have appeared with the most prevalence. He urges the party to talk to him, and to relay a message, which he removes from his pocket and hands the most trustworthy of the party (determined with a sense motive check +12) a letter, sealed with an emblem of the Wyndm marsh tongue for sea (“go”), which appears as two wavy lines with two dots in between, roughly like so:
~
..
~
The note is in the Wyndm marsh tongue and reads:
Falkonne, I fear the worst for you. I have heard nothing from you in weeks, and cannot help thinking that you too have become one of the sea-spawn and become harpy bait. I watch the eastern sky with my spyglass looking for signs of your demise. Alas, I am too pessimistic. But an old man am I! On a positive note, the harpies seem awfully quiet lately. I send Grack to deliver this note to you, and hope you will return word of your whereabouts. As one of my few friends, you must understand my request that you halt your work and return to more a civilized neighborhood. With care, -KBT
Posted in Character, Encounter by Stephen Hilderbrand with 1 comment.
Character: Anna červená (CR 9)
Anna červená is a tall, hardy woman who has fought her way up through the ranks to be the second-in-command in the Baron’s militia, where she was often called “the Baronness” in jest by men whose respect she hadn’t earned. All those men are dead now. She always provided a voice of reason to the Baron, before he became overly corrupted. Her closest followers are those who were most loyal to the Baron himself, when he was more honorable.
“The Baronness” Anna červená (CR 9)
Medium female Fighter 9
Lawful Neutral with good tendencies humanoid
Init: +2 Senses: normal
Listen +3 Spot +3
Languages: common
AC: 20 (8+ Armor, +1 Dex, +1 sheild)
HP: 73 (HD 9d10+18)
Saves: Fort: +8 Reflex: +5 Will: +3
MV: 20 ft., 50 ft. mounted
Base Attack: +9 / +4 Grapple: +11
Attack: +12 battleaxe (1d8+4) or +12 shortbow (1d6+3) [+1/+1 under 30 ft.]
Full Attack: +12 /+7 battleaxe (1d8+4)
or +12 / +7 shortbow (1d6+3) [+1/+1 under 30 ft.]
or +10 / +10 / +5 shortbow (1d6+3) [+1/+1 under 30 ft.]
Face / Reach: 5 ft / 5 ft
Attack Options: spring attack, ride-by attack
Abilities: Str: 16 Dex: 14 Con: 14 Int: 12 Wis: 11 Cha: 9
Feats: 5 bonus, 5 normal Power Attack, Dodge, Mobility, Spring Attack, Point Blank Shot, Percise Shot, Rapid Shot, Mounted Combat, Ride-By Attack, Mounted Archery
Skills: 48 sp Climb +6+3= +8, Handle Animal +6-1= +5, Intimidate +12-1= +11, Listen +3, Ride +12+2= +14, Spot +3
Gear: 12,000 gp worth of gear: heavy flail, +1 battleaxe (2,310 gp), masterwork mighty composite shortbow (str +3) (525 gp), +2 full plate (5,650 gp), light wooden shield +1 (1,153 gp), big honkin’ warhorse named Pinky (400 gp), studded leather barding (100 gp), 2 potions of cure moderate wounds (600 gp), 1,226 in coin and gems.
Heavy Warhorse: HP: 31 AC: 17 MV: 50 ft
Posted in Character and tagged fighter, Horror of the Old Ones, Journey to Castle Steiglitz by Stephen Hilderbrand with no comments yet.
Character: Baron von Stieglitz (CR 12)
“Baron von Stieglitz” is a title referring to the current ruler of the Barony of Stieglitz.
von Stieglitz lived his life a baudy drunkard, leading a militia of seventy from an isolated castle deep in a valley in the Cyrűk Mountains. In the past few months, the Baron has become corrupted by his greedy lifestyle, and has become a wight.
Baron Von Stieglitz CR 12
Medium Male Wight Fighter 7, Rogue 2
lawful evil Undead
Init: +2 Senses: Darkvision 60 ft
Listen +7 Spot +10
AC: 22 (+6 Armor, +2 Dex, +4 natural) touch 12, flatfooted 20
HP: 72 (HD 7d10 and 2d6 and 4d12)
Saves: Fort: +6 Reflex: +8 Will: +6
Defensive Options: Hide +11 Move Silently +14, Combat Expertise
Immunities: All mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, and death effects, not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
MV: 20 ft. (50 ft hasted)
Base Attack: +10 Grapple: +13
Attack: +13 slam (1d4+3 plus energy drain) or +15 bastard sword (1d10+6)
Full Attack: +13 slam (1d4+3 plus energy drain)
or +15 / +10 bastard sword (1d10+6)
or +13 / +8 bastard sword (1d10+6) and +11 slam (1d4+3 plus energy drain)
Face / Reach: 5 ft / 5 ft
Attack Options: energy drain, sneak attack +1d6
Abilities: Str: 17 Dex: 14 Con: 8 Int: 13 Wis: 10 Cha: 12
Feats: (5 and 4 bonus, 1 undead) Leadership, Two-Weapon Fighting, Exotic Weapon Proficiency (Bastard Sword), Combat Expertise, Improved Disarm, Dodge, Mobility, Spring Attack, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword).
Skills: Languages: common, draconic/dwarf. (Skill points 18 rogue, 30 fighter, 20 wight): Bluff +3+1=+4, Climb +10+3-4=+9, Diplomacy +3+1=+4, Hide +10+2+5-4=+13, Intimidate +12+1=+13, Listen +7, Move Silently +10+2+8-4=16, Ride +10+2-4=+8, Sense Motive +3, Spot +10.
Gear: 12,493 gp worth of gear: +1 bastard sword (2,335 gp), masterwork throwing axe (308 gp), +1 breastplate of shadows(5,100 gp), cloak of resistance +2 (4,000 gp), Potion of Haste (750 gp).
Special Qualities: Darkvision 60 ft., undead traits, trapfinding, evasion.
SA: Energy Drain, Create Spawn, Sneak attack +1d6.
This grizzled warrior’s skin and hair are a shocking, sickly white. Blue veins are clearly visible beneath the leathery-looking skin. Gauzy, black-yellow eyes glare out from beneath his wiry eyebrows. Claw-like fingernails tip the ends of his powerful, gnarled digits. His breastplate is tarnished and stained but still sturdy, his cloak is dusty and a fine bastard sword and throwing-axe hang from his belt.
COMBAT
If Attacked Herr Stieglitz will attempt to flee combat to attack again from surprise or with his family at his side.
Given opportunity he will quaff his potion of haste, which will last for 5 rounds.
If able to sneak up on an opponent he will approach the weakest-looking one and attempt to perform a full attack with bastard sword and a slam attack as his off-hand weapon. His hope is that this will slay them and they will rise in 1d4 rounds as a wight to fight at his side.
If fighting with his family he will try to spring attack the party from behind their ranks.
Create Spawn (Su): Any humanoid slain by the Baron becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Energy Drain (Su): Living creatures hit by the Baron’s slam attack gain one negative level. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.
Skills: Wights have a +8 racial bonus on Move Silently checks.
Undead Type: Undead are once-living creatures animated by spiritual or supernatural forces.
Traits: An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
—No Constitution score.
—Darkvision out to 60 feet.
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
—Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
—Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
—Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
—Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
—Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
—Undead do not breathe, eat, or sleep.
Posted in Character and tagged fighter, Horror of the Old Ones, Journey to Castle Steiglitz by Stephen Hilderbrand with no comments yet.
Character: Gundar (Lvl 15)
Unsuited to paladinhood, Gundar Harl nevertheless continued his career as an adventuring priest. He grew wiser but eventually reached the limit of his abilities as a cleric. From within the stained-glass windowed cathedral he had built he became more interested in the natural world and the sun’s place in it, and after deep contemplation of this mystery Pelor granted him powers related to the sun the better to fight evil.
Gundar Harl LG Size Medium Male Human Cleric 14, Master of Radiance** 1 CR 15
Senses: normal vision
Listen +3 Spot +3
AC: 25 (-1 dex, +11 armor, +4 shield, +1 deflection)
HD: 15d8+15 HP: 90
MV: 20′, fly 40′ or 50′ mounted
Base Attack: +10/+5 Grp: +14
Attack: +16/+11 heavy mace (1d8+4) or +9 Heavy Crossbow (1d10, 19-20 x2)
F: +12 R: +3 W: +14
s: 16[18] (+4) d: 9 c: 12 (+1) i: 10 w: 17 (+3) c: 15 (+2)
Feats: Power Attack, Cleave, Mounted Combat, Improved Sunder, Negotiator, Ride-By Attack, Spell Penetration.
Skills: concentration +18, diplomacy +19, know religion +4, know history +4, know nature +8, profession (barrister) +6, sense motive +5, spellcraft +2
Gear: (76,000 gp worth) gold holy symbol of pelor, Greater Marbles of Ulthar***, +3 full plate (10,650gp), +3 flaming heavy mace (32,312gp), +2 Large Steel Sheild (4170gp), Heavy crossbow (50gp), 10 bolts, white tabard with gold sun sewn on chest, Red Cloak or Resistance +1 (1000gp), Ring of Protection +1, gauntlets of ogre power (4000), Winged Boots (16,000), heavy warhorse with saddle, bit and saddlebags (426), backpack, 3 flasks of holy water (75), bedroll, 3 torches, 5 days rations, etc.
SA: Cleric Spells (Domains: Strength, Sun), Turn Undead (as 15th level), Greater Turning 1/day, Feat of Strength (+15 str 1/day for 1 rd.), Radiant Aura 1/day
Spells Prepared:
7th: (2+1): holy word, mass inflict light wounds, sunbeam*
6th: (3+1): harm, heal, undeath to death, stoneskin*
5th: (3+1): dispel evil, flame strike, spell resistance, righteous might*
4th: (4+1): death ward, divine power, dismissal, freedom of movement, fire shield*
3rd (5+1): bestow curse, blindness, dispel magic, inflict serious wounds, prayer, searing light*
2nd (6+1): aid, align weapon, inflict moderate wounds, sound burst, 2x spiritual weapon, bull strength*
1st (6+1): bless, fear, 2x divine favor, magic stone, doom, enlarge person*
0th (6): detect magic, guidance, inflict minor wounds, light, mending, resistance
* : domain spell
Radiant Aura(Su): A master of radiance can emanate an aura of brilliant light that weakens undead creatures. The aura provides bright illumination in a 30 foot radius around the character, and a shadowy illumination for an additional 30 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of the bright aura. In addition, undead creatures within the radius of bright light take -2 penalty on attack rolls, damage rolls and saving throws.
Activating the radiant aura is a free action that does not provoke an attack of opportunity While her radiant aura is active, a master of radiance casts spells with the light descriptor at +2 caster level.
The aura lasts one minute, and is the equivalent of a 5th level spell with the light descriptor for the purpose of interacting with spells and effects with the darkness descriptor.
** Master of Radiance: see Libris Mortis p 45.
*** Marbles of Ulthar: see Claw / Claw / Bite at http://unicornrampant.com/newccb/?p=682
Posted in Character by Stephen Hilderbrand with no comments yet.
Character: Gundar (Lvl 10)
During this phase of his life, Gundar Harl’s main goal is to establish a temple. Useful both as a base of operations and as a source of income. He will either try to reconcile himself to the elders of his church or, failing that, build it in an area where a temple to Pelor does not yet exist.
Gundar Harl LG Size Medium Male Human Cleric 10 CR 10
Senses: normal vision
Listen +3 Spot +3
AC: 23 (-1 dex, +10 armor, +3 shield, +1 deflection)
HD: 10d8+10 HP: 62
MV: 20′, fly 40′ or 50′ mounted
Base Attack: +7/+2 Grp: +11
Attack: +12/+7 heavy mace (1d8+4) or +6 Heavy Crossbow (1d10, 19-20 x2)
F: +9 R: +3 W: +11
s: 16(18) (+4) d: 9 c: 12 (+1) i: 10 w: 16 (+3) c: 15 (+2)
Feats: Power Attack, Cleave, Mounted Combat, Improved Sunder, Negotiator
Skills: concentration +13, diplomacy +17, know religion +4, know history +4, profession (barrister) +6, sense motive +5, spellcraft +2
Gear: (49,000 gp worth) gold holy symbol of pelor, +2 full plate (5650gp), +2 flaming heavy mace (18,312gp), +1 Large Steel Sheild (1170gp), Heavy crossbow (50gp), 10 bolts, white tabard with gold sun sewn on chest, Red Cloak or Resistance +1 (1000gp), Ring of Protection +1, gauntlets of ogre power (4000), Winged Boots (16000), heavy warhorse with saddle, bit and saddlebags (426), backpack, 3 flasks of holy water (75), bedroll, 3 torches, 5 days rations, etc.
SA: Cleric Spells (Domains: Strength, Sun), Turn Undead, Greater Turning 1/day, Feat of Strength (+10 str 1/day for 1 rd.),
Spells Prepared:
5th: (2+1): flame strike, spell resistance, righteous might*
4th: (3+1): death ward, divine power, dismissal, freedom of movement, fire shield*
3rd (4+1): bestow curse, dispel magic, inflict serious wounds, prayer, searing light*
2nd (5+1): aid, align weapon, inflict moderate wounds, sound burst, spiritual weapon, bull strength*
1st (5+1): bless, fear, divine favor, magic stone, doom, enlarge person*
0th (6): detect magic, guidance, inflict minor wounds, light, mending, resistance
* : domain spell
Posted in Character by Stephen Hilderbrand with no comments yet.