Character: Moire Nia-Taín (Lvl 16)

Moire Nia-Taín
Medium-size Male Deep Dwarf
Fighter11 Cleric5
Hit Dice: (11d10)+(5d8)+80
Hit Points: 201
Initiative: +1
Speed: Walk 20 ft.
AC: 23 (flatfooted 22, touch 11)
Attacks: *Jok’s Sword +4/Anarchic +26/+21/+16; ;
Damage: *Jok’s Sword +4/Anarchic 1d8+16; ;
Vision: Darkvision (90′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +1 racial bonus on attack rolls against orcs and goblinoids, +2 racial bonus on Appraise and Craft checks that are related to stone or metal., +3 racial bonus on saving throws against poison., +3 racial bonus on saving throws against spells and spell-like effects., +4 Dodge bonus to Armor Class against monsters of the giant type., Light Sensitivity: Deep Dwarves are dazzled in bright sunlight or within the radius of a daylight spell., Rebuke Undead (Su) 3/day (turn level 5) (turn damage 2d6+5), Spontaneous casting, Stability, Stonecunning
Saves: Fortitude: +16, Reflex: +5, Will: +10
Abilities: STR 24 (+7), DEX 12 (+1), CON 20 (+5), INT 13 (+1), WIS 16 (+3), CHA 10 (+0)
Skills: Appraise 1; Balance -4; Bluff 0; Climb 9; Concentration 5; Craft (Untrained) 1; Diplomacy 0; Disguise 0; Escape Artist -4; Forgery 1; Gather Information 0; Handle Animal 8; Heal 3; Hide -4; Intimidate 11; Jump 3; Knowledge (Arcana) 3; Knowledge (Religion) 2; Listen 3; Move Silently -4; Ride 12; Search 1; Sense Motive 3; Spellcraft 4; Spot 3; Survival 3; Swim 0;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Combat Casting, Combat Expertise, Exotic Weapon Proficiency (Sword (Two-Bladed)), Improved Critical (Sword (Two-Bladed)), Improved Overrun, Improved Sunder, Improved Trip, Knock Down, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Sword (Two-Bladed)), Weapon Specialization (Sword (Two-Bladed))
Challenge Rating: 16
Alignment: Chaotic Evil

Possessions: Belt of Giant Strength +4; Boots of Speed; Gauntlets of Ogre Power; Jok’s Dwarven Plate +4 (Spell Resistance); Jok’s Sword +4/Anarchic; Ring of Freedom of Movement; Ring of Mind Shielding;
Deity: None Domains: Chaos(You cast chaos spells at +1 caster level.) Evil(You cast evil spells at +1 caster level.)
Spells:
Spells per Day: (5/4+1/3+1/2+1/0/0/0/0/0/ DC:13+spell level)
Cleric – Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Bane, Bless, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Good, Protection from Good, Protection from Law, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
Level 2: Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Calm Emotions, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Desecrate, Eagle’s Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth
Level 3: Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Good, Magic Circle against Good, Magic Circle against Law, Magic Circle against Law, Magic Vestment, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Water Breathing, Water Walk, Wind Wall


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Character: Wallis Dal Grof (CR 6)


A pretty-boy by half-orc standards, Wallis sees himself as the ultimate half-orc swinger. In reality, his intimidating presence usually dictates how his actions turn out, which is usually for the worse.

He always wanted to be a bard, but realized he couldn’t sing or play any instruments, so he’s made a living starting fights at taverns. Somehow he’s kept up his pretty boy appearance, despite being half orc and half manic thug. He’s now picked up the drums a little, but still prefers to beat on the heads of his opponents.

Wallis usually attacks with dual shortspears, but occasionally opts for the longspear, especially when besieged by creatures larger than himself.

Wallis Dal Grof
Medium-size Male Half-orc
Fighter6
Hit Dice: (6d10)+18
Hit Points: 63
Initiative: +2
Speed: Walk 20 ft.
AC: 19 (flatfooted 18, touch 11)
Attacks: Longspear +1 (two handed) +11/+6;*Shortspear +4;*Shortspear (Thrown) +9/+4;*Shortspear +1 +6/+1;*Shortspear +1 (Thrown) +10/+5; ;
Damage: Longspear +1 (two handed) 1d8+7;*Shortspear 1d6+2;*Shortspear (Thrown) 1d6;*Shortspear +1 1d6+5;*Shortspear +1 (Thrown) 1d6+1; ;
Vision: Darkvision (60′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Orc Blood
Saves: Fortitude: +8, Reflex: +4, Will: +4
Abilities: STR 18 (+4), DEX 14 (+2), CON 16 (+3), INT 14 (+2), WIS 14 (+2), CHA 8 (-1)
Skills: Appraise 2; Balance -3; Bluff -1; Climb -1; Concentration 3; Craft (Untrained) 2; Craft (Weaponsmithing) 5; Diplomacy 0; Disguise -1; Escape Artist -3; Forgery 2; Gather Information -1; Heal 2; Hide -3; Intimidate 6; Jump -7; Listen 2; Move Silently -3; Ride 2; Search 2; Sense Motive 2; Spot 2; Survival 2; Swim -6;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Martial Weapon Proficiency, Multiattack, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Shortspear, Spear)
Challenge Rating: 6
Alignment: Neutral Evil

Possessions: Dragonhide Plate; Longspear +1; Outfit (Traveler’s); Shortspear; Shortspear +1;


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Character: Karl Underharl (CR 8)


Karl Underharl, an ex-knight turned robber baron when his wife left him for a more famous knight. When the Barony splintered, similarly cuckolded men followed Karl.

Fighter 8

The eldest son of Gundar Harl, Karl was groomed for knighthood from an early age. Sadly, he never fit his life’s role, and he fell out of favor with his family, disgracing them on his 15th birthday by having sexual relations with a young harlot, then an older one (Mme. Babushka) in a very public place. He doesn’t take very good care of himself, and often loses money, forcing him into his life as a mercenary. He is quick to anger and holds a grudge, two traits perhaps not best suited to his line of work. Despite these traits, he thinks he deserves knighthood, and is quick to convince any naysayers of his honor, which is usually what gets him into trouble. He finally settled down and married, only to become cuckolded by his wife.

Karl Underharl (though he goes by Karl Harlot, turning the name and the blame on his father) CR 8
CN Male Human Fighter 8
medium humanoid
Init: +1 Senses: normal
Listen: +4 Spot: +4
Languages: Common

AC: 20 (+9 Armor, +1 Dex) touch 11, Flat-footed 19
HP: 64 (8d10+8)
Fort: +7 Ref: +3 Will: +3

MV: 20′
Attack: +12 Morning Star (1d8+4) or +12 Lance (1d8, x3)
Full Attack: +12 / +7 Morning Star (1d8+4) or +13 /+8 Lance (1d8+7, x3)
Space / Reach: 5’/5′
Base Attack: +8 Grapple: +11

Abilities: Str: 17 Dex: 13 Con: 13 Int: 12 Wis: 13 Cha: 11
Feats: (9) Cleave, Die-Hard, Endurance, Improved Sunder, Mounted Combat, Power Attack, Ride-by Attack, Weapon Focus (Lance), Weapon Specialization (Lance)
Skills: Handle Animal +6, Intimidate +6, Listen +4, Ride +12, Spot +4

Posessions: +1 Breast plate (1000 gp), +1 Large Steel Shield with Cresent Moon enameled (1000 gp), +1 Morning Star (2000 gp), +1 Lance (2000 gp), 300gp. He has lost or spent all the rest.

He is currently mountless, having lost his war horse in his last drunken encounter on the road east of Onuago Port-Town.

Detailed Special Ability or Attacks (type): Dirty fighting


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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


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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


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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.


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