Silvex

The two rakshasas go by Zilves and Chanaras when they take their human forms, the bards from the Salty Grog. This is where they learn their stories which they weave into stories, stories into song, songs into spells. They do not work with Salodrin, but know of him, and have a fork tuned to the Plane of Knowledge which allows them to plane shift here using Silvex’s ring.

Silvex is the younger of the duo, traveling with Janarax and for the most part following his directions. He could be persuaded to help the party for a large sum of gems, for which he has a certain overwhelming fascination.

Silvex
Medium-size Male Rakshasa
Rakshasa 7 Sorcerer 6 Rogue 1

Hit Dice: (7d8)+(6d4)+(1d6)+85
Hit Points: 160
Initiative: +9
Speed: Walk 40 ft.
AC: 32 (flatfooted 27, touch 15)
Attacks: Bite +8; 2 Claws +15/+15
Damage: Bite 1d6+4; 2 Claws 1d6+4
Vision: Darkvision (60′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Change Shape (Su), Damage Reduction (Su), Detect Thoughts (Su), Spell Resistance (Ex), Summon Familiar, Sneak Attack +1d6
Saves: Fortitude: +12, Reflex: +13, Will: +12
Abilities: Str 18, Dex 20, Con 22, Int 20, Wis 12, Cha 22
Skills: Appraise 4; Balance 12; Bluff 23; Climb 9; Concentration 18; Craft (Alchemy) 4; Craft (Trapmaking) 13; Craft (Untrained) 6; Diplomacy 10; Disguise 24; Escape Artist 7; Forgery 6; Gather Information 6; Heal 2; Hide 5; Intimidate 6; Jump 7; Knowledge (Arcana) 22; Knowledge (Tactics) 10; Knowledge (The Planes) 9; Listen 6; Move Silently 15; Perform (Comedy) 8; Perform (Dance) 10; Ride 5; Search 5; Sense Motive 5; Spellcraft 23; Spot 13; Survival 2; Swim 4
Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Improved Natural Attack (Claw), Quicken Spell, Simple Weapon Proficiency
Challenge Rating: 14
Alignment: Lawful Evil
Possessions: 5 Tiger Eyes; Bracers of Armor +8; Cloak of Charisma +2; 2 Blue Diamonds; Emerald; Ring of Plane Shift; Star Ruby; Wand of Hold Monster; Tablas of Persuasion

Spells:
Spells per Day: (6/8/8/7/7/7/4/0/0/ DC:16+spell level)
Sorcerer – Known:
Level 0: Arcane Mark, Daze, Detect Magic, Flare, Light, Mage Hand, Open/Close, Read Magic, Resistance
Level 1: Alarm, Expeditious Retreat, Hold Portal, Magic Missile, Shield
Level 2: Arcane Lock, Bull’s Strength, Cat’s Grace, Knock, Touch of Idiocy
Level 3: Displacement, Fly, Haste, Hold Person
Level 4: Fire Trap, Charm Monster, Ice Storm, Phantasmal Killer
Level 5: Cone of Cold, Dismissal, Telekinesis
Level 6: Dispel Magic, Legend Lore, Shadow Walk

A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human.

A rakshasa is about the same height and weight as a human.

Rakshasas speak Common, Infernal, and Undercommon.

Combat

In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary.

Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Spells

Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.

Skills

A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.

Rakshasas As Characters

Rakshasa characters possess the following racial traits.

* +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma.
* Medium size.
* A rakshasa’s base land speed is 40 feet.
* Darkvision out to 60 feet.
* Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
* Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 × (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks).
* Racial Feats: A rakshasa’s outsider levels give it three feats.
* +9 natural armor bonus.
* Natural Weapons: Bite (1d6) and 2 claws (1d4).
* Detect Thoughts (Su): The save DC is 12 + the character’s Cha modifier.
* Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar.
* Special Qualities (see above): Change shape, damage reduction 15/good and piercing, spell resistance equal to 27 + class levels.
* Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon.
* Favored Class: Sorcerer.
* Level adjustment +7.


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Janarax

A devious bard who has focused his sorcerous powers on murder and deceit, Janarax partners with Silvex, one of his brethren. The two make a powerful spellcasting force, wandering the planes causing trouble.

Recently, he has learned about the power of Magesilver and has been wielding a large chunk. In his research into powerful artifacts, he has discovered the Silver Orb of the Ages, which he seeks in the Great Library that is the Plane of Knowledge.

Janarax
Medium-size Male Rakshasa
Rakshasa 7 Sorcerer 7

Hit Dice: (7d8)+(7d4)+70
Hit Points: 140
Initiative: +9
Speed: Walk 40 ft. (8 squares)
AC: 32 (flatfooted 27, touch 15)
Attacks: *Bite +8;*Claw +13/+13; ;
Damage: *Bite 1d6+1;*Claw 1d6+3; ;
Vision: Darkvision (60′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Change Shape (Su), Damage Reduction (Su), Detect Thoughts (Su), Spell Resistance (Ex), Summon Familiar
Saves: Fortitude: +12, Reflex: +12, Will: +12
Abilities: STR 16 (+3), DEX 20 (+5), CON 20 (+5), INT 22 (+6), WIS 14 (+2), CHA 22 (+6)
Skills: Appraise 6; Balance 5; Bluff 26; Climb 3; Concentration 22; Craft (Alchemy) 11; Craft (Trapmaking) 9; Craft (Untrained) 6; Diplomacy 10; Disguise 27; Escape Artist 5; Forgery 6; Gather Information 6; Heal 2; Hide 5; Intimidate 8; Jump 7; Knowledge (Arcana) 23; Knowledge (Tactics) 10; Knowledge (The Planes) 10; Listen 6; Move Silently 12; Perform (Comedy) 8; Perform (Dance) 8; Ride 5; Search 6; Sense Motive 7; Spellcraft 25; Spot 11; Survival 2; Swim 3;
Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Improved Natural Attack (Claw), Quicken Spell, Simple Weapon Proficiency
Challenge Rating: 17
Alignment: Lawful Evil
Possessions: Alexandrite; Tiger Eye; Amethyst; Aquamarine; Bite; Bracers of Armor +8; Claw; Cloak of Charisma +2; Blue Diamond; Emerald; Ring of Blinking; Star Ruby; Wand of Ice Storm; Sizable chunk of Magesilver (adds +2 to all spell levels while wielded)

Spells:
Spells per Day: (6/8/8/7/7/7/6/3/0/ DC:16+spell level+2 for the Magesilver)
Sorcerer – Known:
Level 0: Arcane Mark, Daze, Detect Magic, Flare, Light, Mage Hand, Open/Close, Read Magic, Resistance
Level 1: Alarm, Expeditious Retreat, Hold Portal, Magic Missile, Shield
Level 2: Arcane Lock, Bull’s Strength, Cat’s Grace, Knock, Touch of Idiocy
Level 3: Fireball, Fly, Haste, Lightning Bolt
Level 4: Black Tentacles, Charm Monster, Phantasmal Killer, Solid Fog
Level 5: Baleful Polymorph, Dismissal, Wall of Force
Level 6: Chain Lightning, Greater Dispel Magic
Level 7: Spell Turning

A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human.

A rakshasa is about the same height and weight as a human.

Rakshasas speak Common, Infernal, and Undercommon.

Combat

In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary.

Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Spells

Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.

Skills

A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.

Rakshasas As Characters

Rakshasa characters possess the following racial traits.

* +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma.
* Medium size.
* A rakshasa’s base land speed is 40 feet.
* Darkvision out to 60 feet.
* Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
* Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 × (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks).
* Racial Feats: A rakshasa’s outsider levels give it three feats.
* +9 natural armor bonus.
* Natural Weapons: Bite (1d6) and 2 claws (1d4).
* Detect Thoughts (Su): The save DC is 12 + the character’s Cha modifier.
* Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar.
* Special Qualities (see above): Change shape, damage reduction 15/good and piercing, spell resistance equal to 27 + class levels.
* Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon.
* Favored Class: Sorcerer.
* Level adjustment +7.


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Lars

As the dust from the swordfight clears, there is one man standing. In profile, he is tall and slender, and when the light of the re-lit lanterns fills the room, his bruises become apparent. He holds one hand over his eyes squinting in the brightness of the light, a stoic expression over the rest of his face.

Lars and his traveling companion Faris hail from the eastern edge of Besht, where they live in an intentional community of woodsy folk. His skills in leatherwork give him a keen eye for craftsmanship, and his long hours of toil have tightened his muscles.

Mild-mannered and soft spoken, he is not quick to respond to stimuli, unless he feels immediately threatened, but when he does speak, his words ring with the wisdom of one who has lived on his own for much of his life.

Lars
Male Human; Medium Humanoid ( Human )
Fighter2 Expert1
Hit Dice: (2d10)+(1d6)+3
Hit Points: 29
Initiative: +6
Speed: Walk 30 ft.
AC: 16 (flatfooted 14, touch 12)
Attacks: Dagger +4; Dagger (Thrown) +4; Shortbow +5; *Sword, Short +4;
Damage: Dagger 1d4+2; Dagger (Thrown) 1d4; Shortbow 1d6; *Sword, Short 1d6+2;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities:
Saves: Fortitude: +4, Reflex: +2, Will: +4
Abilities: STR 15 (+2), DEX 14 (+2), CON 12 (+1), INT 12 (+1), WIS 14 (+2), CHA 8 (-1)
Skills: Appraise: 1; Balance: 0; Bluff: -1; Climb: 3; Concentration: 2; Craft (Leatherworking): 2; Craft (Untrained): 1; Diplomacy: -1; Disable Device: 3; Disguise: -1; Escape Artist: 0; Forgery: 1; Gather Information: -1; Handle Animal: 3; Heal: 2; Hide: 0; Intimidate: 3; Jump: 1; Knowledge (Geography): 2; Knowledge (History): 2; Listen: 4; Move Silently: 0; Ride: 6; Search: 1; Sense Motive: 3; Spot: 2; Survival: 2; Swim: 1;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Martial Weapon Proficiency, Point Blank Shot, Power Attack, Precise Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Shortbow)
Challenge Rating: 2
Alignment: Neutral Good

Possessions: Arrows (50); Backpack; Bedroll; Buckler; Caltrops; Dagger; Flint and Steel; Outfit (Explorer’s); Rope (Silk/50 Ft.); Sack; Shortbow; Studded Leather; Sword, Short; Torch;


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Faris

There is a quick double thwap sound, and the boar falls to the mud before you, its snout landing on your chest. Rolling out from under the beast, a young man giggles as he approaches. “You’re not bored, are you?” he quips. As he retrieves his spent arrows from the deceased beast, you note his well-kempt features and the standard of a far-off land tattooed on the insides of his wrists.

Faris
Medium-size Male Human
Ranger3
Hit Dice: (3d8)+3
Hit Points: 27
Initiative: +3
Speed: Walk 30 ft.
AC: 15 (flatfooted 12, touch 13)
Attacks: Dagger +5;Dagger (Thrown) +6;*Shortbow +6; ;
Damage: Dagger 1d4+2;Dagger (Thrown) 1d4;*Shortbow 1d6; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Archery Combat Style, Favored Enemy (Giant) +2, Wild Empathy (Ex) +4
Saves: Fortitude: +4, Reflex: +6, Will: +2
Abilities: STR 14 (+2), DEX 16 (+3), CON 12 (+1), INT 11 (+0), WIS 12 (+1), CHA 13 (+1)
Skills: Appraise 0; Balance 3; Bluff 1; Climb 5; Concentration 3; Craft (Untrained) 0; Diplomacy 1; Disguise 1; Escape Artist 3; Forgery 0; Gather Information 1; Handle Animal 2; Heal 4; Hide 4; Intimidate 1; Jump 4; Knowledge (Dungeoneering) 1; Knowledge (Geography) 4; Knowledge (Nature) 4; Listen 4; Move Silently 6; Ride 3; Search 3; Sense Motive 1; Spot 5; Survival 5; Swim 4;
Feats: Armor Proficiency (Light), Endurance, Martial Weapon Proficiency, Point Blank Shot, Quick Draw, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track
Challenge Rating: 3
Alignment: Chaotic Good

Possessions: Arrows (20); Leather; Dagger; Outfit (Explorer’s); Shortbow;
Spells:
Spells per Day: (0/0/0/0/0/0/0/0/0/ DC:11+spell level)
Ranger – Known: None, as in Proppia, all magic is learned in-game.


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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)


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The Tyrant

When the tyrant arrives upon the scene, he seems a mere boy. Young and as impetuous as the PC’s liege Ludwig, he seems a child among giants next to the players. But even in the first encounters he speaks with eloquence, emotionally manipulating his listeners with skill. After speaking to him, most feel used, that that they have agreed to do something that makes them feel dirty. With his innocent appearance he makes an appeal to his audience’s vanity, be it to their morals or desire for power, offering them a course of action that is presented as furtherance of that goal and plays them like an apprentice’s lute.

When next they meet him, during the war for Aguies County he is with the Count Aguies, and outfitted in the regalia of war. His shield bears a gold guantlet holding 3 swords on a red field, and he wears a holy symbol of Hextor.


Trent ✦ Level 9 Paladin (Soldier)
Medium natural humanoid ✦ XP 400
Initiative +5 Senses Perception +4
HP 83; Bloodied 41; Healing Surge: 20; Healing Surges: 1
AC 28; Fortitude 22, Reflex 23, Will 23
Speed 6 (10 on warhorse)


Powers

triple-headed flail ✦ At-Will, Standard Action, melee weapon, melee basic
Attack: +13 vs. AC
Hit: 1d10 + 6 damage

Enfeebling Strike ✦ At-Will, Standard Action, Melee, melee weapon
Attack: +12 vs. AC
Hit: 1d10 + 8 damage. If marked, the target takes -2 to attack rolls until the end of Trent’s next turn.

Divine Challenge ✦ At-Will, Minor Action, Close burst 5, Divine, Necrotic
Effect: the target is marked, taking a -2 penalty to attacks that do not include Trent as a target, and the first time the target makes such an attack it takes 8 points of necrotic damage.

Lay on Hands ✦ 4 times / Encounter, Minor Action, Melee Touch Divine, healing, Divine Reverence ✦ Encounter, Standard Action, Close burst 1Divine, Necrotic, implement
Attack: +12 vs Will
Hit: 1d8 + 8 necrotic damage, and the target is dazed until the end of your next turn.

Necrotic Pulse ✦ Daily, Standard Action, Ranged 10
Divine, Necrotic
Attack: +12 vs Fortitude
Hit: 1d10 + 8 necrotic damage, and make a secondary attack
Secondary Attack: +12 vs Fortitude on each enemy adjacent to the primary target.
Hit: 1d10 + 8 necrotic damage and the target is pushed 3 squares.
Sustain Minor: repeat the secondary attack.

Wrath of the Gods ✦ Daily, Minor Action, Close burst 1, Divine
Trent and each ally in burst gain +5 to damage rolls until the end of the encounter.


Alignment neutral Languages Common
Skills religion +9, bluff +13
Str 16 (+7) Dex 12 (+5) Wis 10 (+4)
Con 11 (+4) Int 14 (+6) Cha 21 (+9)
Equipment: layered plate mail (A.V.), heavy shield, cape of the mountebank +1, triple-headed flail, holy symbol of hextor, heavy warhorse



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Medallion of Honor

As a means of introducing campaign flavor, we recommend using Medallions of Honor. these medallions exist in many forms, and are awarded by communities and organizations to those who perform honorable deeds, for instance a party which saves a village from a marauding goblin army or saves a favored daughter of the hamlet.

Most common Medallions of Honor grant a +1 AC bonus (Sacred) to the wearer. However, they range through +5 bonuses, and can also bestow a number of other powers to the wearer. For instance, Medallions of Honor in aquatic communities often grant waterbreathing.

Prices range based on ability as dictated by the DMG, with additional cost bonuses for the stones which adorn them, be they turquoise, copper, or diamond.


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Gloves of Choking

This normal-looking pair of leather gloves is laced with a set of extra-long laces. Once worn, the long laces wrap around the wrists and arms of the wearer, binding the gloves to the wearer. Once this happens, the wearer must make a DC 20 Will check or be forced to choke the nearest creature as if under the affect of a charm person spell. If the wearer successfully chokes his neighbor, he will move on to his next-nearest neighbor until the enchantment is broken.

This is particularly deadly when characters try on the gloves while their companions sleep.

Moderate transmutation, CL 7th, Craft Wondrous Item, charm person, Price: 2,000gp.


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A Gnomish barbarian

Hey, all. Just got back from GenCon this sunday, and I must say the experience was awe inspiring. I was so inspired, in fact, that I decided to take a try at a character that is bereft of the min/maxing typical of players of Dnd/4th ed. This character is, in particular, specific to Pathfinder (which just came out officially. If you like 3.5, it is a significant improvement. Especially the fighters and barbarians). You can see the 4th ed version over at our sister blog, Tailslap.

Luk was not born terribly lucky, despite what his name would tell. His parents were outcast from gnome society while his mother was with him. By the time of his birth, they were destitute, and forced to abandon him in the heart of the Naljin Forest. There, he was rescued by a pack of wolves, whose alpha female happened to be awakened. Life for Luk was fine, until the day the wolf he called “mother” was killed in the jaws of a hidden trap. He brutally avenged her death by fur collecters, and left the pack to seek his fortune.
This gnomish warrior could be considered strange even by the standards of his race. Mercrurial and tactless, Luk will pick the absolute worst time to speak the truth with nary a negative intention. But while the insulting replies he receives will roll off his tough hide, the mistreatment of animals–especially wolves and dogs–will immediately send him flying off the handle in a violent rage.

Luk
Male Gnome Barbarian 1(favored class)
Chaotic Neutral Small Humanoid
Init: +1 Senses: Perception +4 Low-light Vision
Languages: Common, Gnome, Sylvan

defenses
AC: 17 (+5 scale +1 size +1 dex bonus, ) touch 12, flatfooted 16

+4 dodge bonus vs. monster of the Giant type
HP: 18 (HD 1d12+2 con+3 toughness+1 favored class)
Fort: +4 Ref: +1 Will: +0
+2 morale bonus to Will while Raging, +2 racial bonus to Will vs. illusions

attacks
Speed: 30 ft.
Attack: +1 (+2 to damage 1-handed)
Full Attack: Great Club +3 (1d8+3 / x2)
Attack Options:

Battle Axe one handed +3 (1d6+2 / x3) slash
Spiked Gauntlet one handed +3 (1d3+2 / x2) pierce
Space / Reach: 5 ft. / 5 ft.
Base Attack: +1 Grapple: +2 (Pathfinder: CMB: +2, CMD: 13)

SQ: Illusion resistance, Keen Senses, Obsessive, Weapon Familiarity: Gnome
SA: Rage 6 rounds/day, Fast Movement
Feats: Toughness

skills & abilities
Skills: Intimidate +4, Knowledge (nature) +3, Perception +6
Abilities Str 15 Dex 12 Con 15 Int 8 Wis 11 Cha 11

Spell-Like Abilities: 1/day-dancing lights, ghost sound, prestidigitation, and speak with animals

Possessions: Scale Mail(note, in Pathfinder, barbarians are allowed the use of medium armor), Great Club, Battle Axe, Spiked Gauntlet, Backpack, Belt Pouch, Weapon Harness, Waterskin, 10 days rations, torch x3, 50 foot hempen rope. Total weight: 35 lbs.–light load (note: in Pathfinder, a small creature’s weight allowance is 3/4 that of a medium creature)


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character and tagged , by with 2 comments.

A Gnomish barbarian

Hello, again. Just got back from GenCon on Sunday, and I must say I had a blast. Anyway, I thought I’d take a shot at doing an unusual character that avoids the typical Min/Maxing I constantly see in D20/4th ed DnD. If you roll over to Claw/Claw/Bite, our D20 system blog, you can see this guy’s stats as I did them for Pathfinder, which is now officially out.
-damp

Luk was not born terribly lucky, despite what his name would tell. His parents were outcast from gnome society while his mother was with him. By the time of his birth, they were destitute, and were forced to abandon him in the heart of the deepest woods. There he was rescued by a pack of wolves, whose alpha female happened to be awakened. Everything was fine, until the month the wolf he called “mother” was killed in the jaws of a hidden trap. He brutally avenged her death by fur collecters, and left the pack to seek his fortune, so that no more of his family would suffer the same fate.
This gnomish warrior could be considered strange even by the standards of his race. Mercrurial and tactless, Luk will pick the absolute worst time to speak the truth with nary a negative intention. But while the insulting replies he receives will roll off his tough hide, the mistreatment of animals–especially wolves and dogs–will immediately send him flying off the handle in a violent rage.


Luk, level 1 Gnome, Barbarian
Feral Might: Thaneborn Triumph
Background: Gnome – Estranged Fey


Initiative +1 Senses Perception +0
AC: 15 Fort: 15 Reflex: 12 Will: 11
HP: 30 Surges: 10 Surge Value: 7


POWERS
Barbarian at-will 1: Howling Strike
Barbarian at-will 1: Devastating Strike
Barbarian encounter 1: Great Cleave
Barbarian daily 1: Swift Panther Rage


Alignment neutral Languages Common, Gnomish, Lupine
FEATS: Fey Trickster
Skills Perception +5, Intimidate +6, Athletics +7, Acrobatics +1, Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +0, Endurance +1, Heal +0, History +0, Insight +0, Nature +0, Religion +0, Stealth +2, Streetwise +1, Thievery +1
Str 17, Dex 12, Wis 11
Con 15, Int 10, Cha 12

Equipment: Hide Armor, Battleaxe, Spiked gauntlet, Adventurer’s Kit



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