About Doran Darok
Battleaxe 2H: +19/+14 (1d8+12 x3) PA: +16/+11 (1d8+21 x3)
Battleaxe 1H: +19/+14 (1d8+9 x3) PA: +16/+11 (1d8+15 x3)
Starknife: +14 (1d4+7) 20ft increment
AC:30 10+4(dex)+12(armor)+2(def)+2(nat) +6(with shield)+4(vs giant)
CMD:31 10+9+6+4+2(def)+4(bull rush/trip on ground)
+5(spell, Spell-like, Poison)
0Perception:25---- 13+3+3+6(sf) +2(stonecunning)+1(suprise)
0Sense Motive:16---- 10+3+3
9:Craft Arms and Armor
13:Skill Focus (Perception)
Celestial Plate: +12ac, max dex +6, ACP -3, fly on command 1/day 12,500g
+1 Returning, Starknife: 1d4 20 ft increment, 4,324g
+3 Adamantine, Menacing, Spell Storing, Battleaxe: 1d8 x3 28010g
+4 Heavy Steel Shield: +6ac 8020g
Belt of Physical Might (+4 str/dex) 40,000g
Ring of Protection +2 8000g
Ring of Sustenance 2500g
Cloak of Resistance +4 16000g
Amulet of Natural Armor +2 8000g
Gremlin Bell: 400g
Lots of booze just in case. like 100g worth.
Trail rations x10 5g
Chalk 10 peice 1s
x4 Glowing Ink 20g
Charcoal 2 stick 1g
x5 Alchemist Fire 100g
x5 Acid flask 50g
x5 Alkali flask 75g
x2 Bladeguard 80g
x5 Liquid Ice 200g
x4 Tanglefoot Bag 200g
10x Holy Water 250g
Ion Torch 50g
Smelling Salts 25g
Flayleaf 2lb 20g
MW Pipe 100g
Winter Blanket 5s
Rope Silk 10g
Rope Spiders Silk 100g
Signal Whistle 8s
4x Skyrocket Firework 200g
Skeleton Key 80g
Gold/Green Holy Symbol 100g
Healers Kit 50g
MW smithing tools 50g
Block and Tackle 5g
Grappling Hook 1g
Magnifying Glass 100g
Channel Energy: 7d6 3/day
Domains: Travel (+10ft base speed), Liberation(freedom)
---Agile Feet:free, 1 round ignore difficult terrain. 3+wis/day
---Dimensional Hop: Move, teleport 130 ft/day in 5ft incriments expend equal amount to bring others
---Libery's Blessing: Standard touch, target can reroll save vs effect as swift, 3+wis/day
---Freedoms Call:Standard, 30 ft aura makes immune to confused,grappled,frightened,panicked,paralyzed,pinned,shaken 13 rnd/day
Racial: +2con, +2wis, -2cha
---Craftsman +2 craft/proffesion relating to metal or stone
---Hatred: +1 attack vs orc and goblinoid.
Doran was born on the road, his father and mother both devout clerics of Desna, which is to say they were free spirits with a lust for new experiences. By the age of 6 he had tasted his first stout and was lucky enough to stay awake long enough to enjoy his second. They traveled in a caravan full of like minded individuals. Because of his very young introduction to freedom and all of the...altering experiences lax parenting afforded him, his memory is somewhat lacking. This unfortunate consequence of his youthful enjoyment is seen as nothing but a boon to Doran. "If I forget what it was like then it will be like I've never done it before, and I love new experiences."
When he came of age his parents started training him in channeling the will of Desna into the world. He caught on quick as to him it seemed like more of the same fun he had experienced in his youth. He took a fondness to the spells that made his stronger, faster, and especially the ones that altered his form or consciousness. He became curious about the Man made god, Cayden Cailean. His parents were slightly worried that this curiosity would interfere with his devotion to Desna. It did nothing of the sort, in fact it only strengthened his bond to her. He heard of Cayden's infatuation with Desna while sharing stories in one of the towns they stopped in. This made him realize that while Cayden was fun as an experience, Desna was where his true devotion lied. After all if Cayden was swayed by her charm, she was certainly more than deserving of his love and worship as well.
Throughout all of his training it became quite clear that Doran was going to be more than a spiritual adviser. He was quick to pick up the art of smithing, and was also a whirlwind on the battlefield wielding a battleaxe like a pro. Before long he was made the official protector of his parents caravan. He saved many people in this position, training those who were willing and using his magic to heal those he had failed at protecting properly. The caravan grew a reputation under his care and many bandits and wrongdoers know to stay away from marks flying the banners of Desna, lest they loose their lives to Dorans axe.
He lived this way for years, traveling the world with his immediate and acquired family at his side, and he was happy. Then he heard of a wonderful thing while stopped in town. For the first time in near forever, the Breaching Festival would be allowing contestants not entirely focused on infiltration. What a wonderful experience that will be to have in Desna's name. "Hey, I might even come out of it alive" he said to his parents as they parted ways. May Desna grant this big hippie/druggy dwarf the good fortune of a good time.
Doran has dark brown eyes and thick green hair coming perhaps from Treant blood. This musing seems to be confirmed by his oversized stature. Standing a whopping 4'7" and weighing in at 300 lbs he is a solid block of Dwarven muscle. He has dark skin due to his almost constant exposure to the sun. It has changed his skin and given him early wrinkles which he enjoys immensely. It has been said that he even looks like he is covered in bark from the right angles. When relaxing he usually wears loose fitting pants and if possible no shirt. When in the heat of battle or in dangerous terrain he wears his hand crafted suit of celestial full plate. It gleams with gold and green accents and has a glorious embroidered holy symbol of Desna on the chest plate. He wears almost a constant smile and seems to be chipper in the face of all things.
Silver-white hair the color of a lightning strike whips about this poised elf-like archer, his eyes swirling with vibrant colors.
Bralani CR 6
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
Speed 40 ft., fly 100 ft. (perfect)
Str 20, Dex 18, Con 19, Int 13, Wis 14, Cha 15
When in wind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 17 half). The save DC is Constitution-based.
A bralani can shift between its humanoid body and a body made of wind and mist as a standard action. In humanoid form, it cannot fly or use its whirlwind blast. In wind form, it functions as if under the effects of a wind walk spell. It can make slam attacks and use spell-like abilities in either form. A bralani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously.
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
Speed 30 ft., fly 70 ft. (average)
Spell-Like Abilities (CL 7th)
3/day—darkness, hallucinatory terrain (DC 18), knock, light
Spells Known (CL 7th)
3rd (2/day)—charm monster (DC 17), cure serious wounds
Str 20, Dex 17, Con 21, Int 14, Wis 16, Cha 19
A lillend has the bardic performance ability of a 7th-level bard, granting her access to that ability's countersong, fascinate, inspire courage, inspire competence, and suggestion aspects.
A lillend casts spells as a 7th-level bard. They favor enchantment and healing spells.
Lantern Archon CR 2
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
Speed fly 60 ft. (perfect)
At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
Str 1 , Dex 11, Con 12 , Int 6, Wis 11, Cha 10
Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.
Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.