Achilles
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I'm starting this with a bunch of party-animals...I think this is close to their EL 6 rating...tell me if they are not..
Lets see if we can fill the whole list from the adventure.
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Drunken Devilry
Binkertell the Pixie
NG Small Fey
Init +4; Senses Low-light vision.; Spot +8, Listen +8
Languages understands Common and Sylvan
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AC 16, touch 15, flat-footed 12
hp 3 (1d6)
Saves: Fort +0, Ref +6, Will +4
Spd 20 ft. fly 60 ft. (good)
Melee Short Sword +5 (1d6-2)
Ranged Longbow +5 (1d6-2 + Sleep DC 15 Fort)
Base Atk +0; Grp -6
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Abilities Str 7, Dex 18, Con 11, lnt 16, Wis 15, Cha 16
SQ Damage Reduction 10/Cold Iron, Constant Greater Invisibility, low-light vision, Spell-like abilities, Spell Resistance 15fl
Feats Dodge, Weapon Finesse
Skills Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +8, Move Silently +8,
Search +9, Spot +8
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Spell Like abilities (Caster Level 8th)
(1/day) Lesser Confusion (DC 14), dancing Lights, detect Chaos, Detect Good, Detect Evil, Detect Law, Detect Thoughts (DC 15), Dispel Magic, Entangle (DC 14), Permanent Image (DC 19; visual and audio only), Polymorph (Self only)
SwiftMane the Centaur
NG Large Monstrous Humanoid
Init +2; Senses Dark vision 60’.; Spot +3, Listen +
Languages understands Elven and Sylvan
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AC 20, touch 11, flat-footed 18
hp 26 (4d8 + 8 hp)
Saves: Fort +3, Ref +6, Will +5
Spd 50 ft.
Melee MW Large Longsword +9 (2d6+6/19-20) and 2 hoofs +3 (1d6+2)
Ranged Composite Longbow +7 (2d6+4) (+4 str bonus rating)
Base Atk +4; Grp +12
Abilities Str 18, Dex 14, Con 15, lnt 8, Wis 13, Cha 11
SQ Darkvision 60’.
Feats Dodge, Weapon Focus (hoof)
Skills Listen +3, Move Silently +2, Spot +3
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All Large Sized: MW Chain Shirt, Large Comp. Longbow, 20 MW Arrows, MW Longsword, MW Heavy Steel Shield
Pibs the Saytr
CN Medium Fey, 1st Level Fighter
Init +2; Senses Low-light Vision; Spot +15, Listen +15
Languages understands Common and Sylvan
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AC 21, touch 11, flat-footed 20
hp 46 (5d6 + 1d10 + 18 hp)
Saves: Fort +7, Ref +6, Will +5
Spd 40 ft.
Melee MW Spear +7 (1d8+3) and Head Butt +1 (1d6+3)
Ranged Composite Shortbow +5 (1d6+3) (+3 str bonus rating)
Base Atk +2; Grp +2
Abilities Str 16, Dex 13, Con 16, lnt 12, Wis 13, Cha 13
SQ Damage Reduction 5/Cold Iron, Low-light Vision
Feats Alertness, Dodge, Mobility, Power Attack, Improved Overrun
Skills Hide +11, Intimidate +3, Listen +15, Move Silently +11, Spot +15,
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MW Chain Shirt, 20 MW Arrows, MW Spear, MW Heavy Steel Shield, Comp. Shortbow
Armor Check Pens. added to skill mods.
Drunken Devilry is a small team of three shidhe (Shay) that have entered the tournament for grog spending cash. Not very interested in getting killed or killing 'civilized' folk, the trio hopes to place high enough for winnings that will keep them in wine and wenches through the rest of the summer. Their tactics are fairly simple, involving ranged combat. The Satyr will ride the centaur at a good distance away, pelting the party with arrows, and fleeing if the melee-minded foe comes to fight at close range. The Pixie will initially enter the arena with his natural greater invisibility, so that he can get surprise with a few sleep arrows into any wizard and cleric types after casting dispel magic on them to negate stone skin and the like...he'll use lesser confusion on weak-willed fighters or rogues. A fake wall of fire (via Illusion) might half pursuit of the centaur/satyr combo. In any event, these hooligans will never fight to the death or kill a surrendering foe.
| I’ve Got Reach |
Faldin Steelblade (Dirty Faced Killers)
Male Human Fighter 7
LN Medium Humanoid
Init +0; Senses Spot +3 Listen +1
Languages Common
AC 19, touch 10, flat-footed 19
hp 55
Fort +6, Ref +4, Will +4
Spd 20 ft.
Melee +1 Thundering Great Axe +13/+8 (1d12 +9)
Base Atk +7; Grp +11
Atk Options Power Attack
Combat Gear Potion of Cure Moderate Wounds
Abilities Str 18, Dex 11, Con 12, Int 10, Wis 12, Cha 10
Feats Iron Will, Lightning Reflexes, Power Attack, Cleave, Great Cleave, Monkey Grip, Weapon Focus (Great Axe), Weapon Specialization (Great Axe)
Skills Tumble +3
Possessions combat gear, +1 Thundering Great Axe, Amulet of Natural Armor +1, masterwork full-plate, manacles, backpack, explorer's outfit, crowbar, jug
Addaway Del Rio (Dirty Faced Killers)
Male Human Rouge 4/ Fighter 2/ Ranger 1
LE Medium Humanoid
Init +3; Senses Spot +7 Listen +6
Languages Common, Elven, Dwarven
AC 19, touch 14, flat-footed 16
hp 38
Fort +7, Ref +9, Will +3
Spd 30 ft.
Melee +1 Rapier +10/+5 (1d6) or +1 Rapier +8/+3 (1d6) and masterwork dagger +8 (1d4-1)
Ranged +1 Short Bow +10/+5 (1d6)
Base Atk +6; Grp +5
Atk Options Combat Expertise, Two-Weapon Fighting, Sneak Attack +2d6, Favored Enemy (Human) +2
Combat Gear Brooch of Shielding, Potion of Invisibility, Potion of Cat's Grace
Abilities Str 9, Dex 16, Con 10, Int 16, Wis 12, Cha 10
SQ Trap Finding, Evasion, Trap Sense +1, Uncanny Dodge, Wild Empathy
Feats Combat Expertise, Martial Weapon Proficiency (Short Bow), Point Blank Shot, Precise Shot, Track, Two-Weapon Fighting, Weapon Finesse
Skills Balance +5, Climb +3, Disable Device +6, Escape Artist +5, Hide +8, Move Silently +10, Open Lock +8, Search +8, Spot +7, Tumble +9
Possessions combat gear, +1 Rapier, +1 Short Bow, masterwork dagger, dagger, mithril shirt, Amulet of Natural Armor +1, Ring of Protection +1, Rope of Climbing, Goggles of Minute Seeing, Cloak of Resistance +1, Ring of Feather Falling, black boots and gloves, 20 masterwork arrows, backpack, masterwork thieves tools, waterskin
Tharival Nailo (Dirty Faced Killers)
Male Human Druid 4 / Wizard 3
NG Medium Humanoid
Init +1; Senses Spot +7 Listen +5
Languages Common, Druidic, Sylvan, Draconic
AC 13, touch 11, flat-footed 12
hp 30
Fort +5, Ref +5, Will +11
Spd 30 ft.
Melee +1 Club +5 (1d6+1) or scimitar +4 (1d6)
Ranged sling +5 (1d4) or ranged touch attack +5 (by spell type)
Base Atk +4; Grp +4
Atk Options Practiced Spellcaster (Druid), Practiced Spellcaster (Wizard)
Special Atk Spontaneous Casting (summon spells)
Combat Gear Wand of Ray of Enfeeblement (1d6+2, 7 charges), Wand of Shatter (DC13, 3 charges), Lesser Extend Metamagic Rod, syringe tool, Syringe Injection of Ghoul Touch, Potion of Barkskin, Potion of Neutralize Poison, Potion of Owl's Wisdom, Potion of Gaseous Form
Spells Prepared
(Wizard)
2nd Scorching Ray (x2)
1st Lesser Acid Orb (x2), Mage Armor
0 Read Magic (x2), Detect Magic, Light
(Druid)
2nd Flaming Sphere, Bull's Strength, Legion's Snake's Swiftness
1st Lesser Vigor (x2), Cure Light Wounds (x2)
0 Cure Minor Wounds (x3), Flare, Read Magic
Abilities Str 10, Dex 12, Con 10, Int 15, Wis 18, Cha 12
SQ Animal Companion (“Shadow” Wolf), Nature Sense, Wild Empathy, Resist Nature's Lure
Feats Combat Casting, Notch Rune Stick, Lightning Reflexes, Practiced Spellcaster (Druid), Practiced Spellcaster (Wizard)
Skills Concentration +14, Diplomacy +4, Knowledge Arcana +12, Knowledge Nature +10, Profession Landscaper +7, Ride +3, Spellcraft +12, Survival +9
Possessions combat gear, +1 Club, scimitar, sling, dagger, backpack, pipe, masterwork pipe weed, parchment & quill, flint & steel, sack, torch, waterskin, healer's kit, 50ft. silk rope, sun rod, Silver Headband of Wisdom +2, masterwork potion belt, Syringe Injection of Gental Repose, Bracers of Armor +2, Runestick of Identify (x5)
Spellbook
3rd Fireball
2nd Web, Hold Portal, Mirror Image
1st Identify, Ray of Enfeeblement, Magic Missile, Feather Fall, Nystal's Magic Aura, Back Biter, Jump, Shield
Plus all prepared spells
Shadow (Animal Companion)
Medium Magical Beast
Senses Spot +4 Listen +4
AC 17, touch 13, flat-footed 14
hp 21
Fort +5, Ref +6, Will +1
Spd 50 ft.
Melee Bite +5 (1d6+3)
Base Atk +3; Grp +5
Special Atk Improved Trip
SQ Track, Evasion
Feats Weapon Focus (Bite), Combat Reflexes
| I’ve Got Reach |
One more member to the Dirty Faced Killers -
Ren Niw (Dirty Faced Killers)
Male Goliath Fighter 4 / Barbarian 2
CN Medium Humanoid
Init +1; Senses Spot +2 Listen +2
Languages Common, Goliath, limited Terran
AC 19, touch 17 flat-footed 11
hp 71
Fort +10, Ref +2, Will +5
Spd 40 ft.
Melee masterwork large spiked chain +12/+7 (2d6+6) or +1 Returning Trident +11/+6 (1d8+6)
Ranged composite longbow (strength +2) +7/+2 (1d8+2)
Base Atk +6; Grp +14
Atk Options Power Attack, Mountainous Rage (+6 Str, +4 Con, +2 Will Saves, -1 Attack, -3 AC, Large)
Combat Gear masterwork large spiked chain, +1 Returning Trident, composite longbow (strength +2), Potion of Cure Moderate Wounds (x2), Potion of Cure Light Wounds, Potion of Barkskin +4
Abilities Str 19, Dex 12, Con 16, Int 10, Wis 14, Cha 10
SQ Fast Movement 10', Uncanny Dodge
Feats Exotic Weapon Proficiency (spiked chain), Iron Will, Power Attack, Cleave, Great Cleave, Weapon Focus (spiked chain)
Skills Climb +10, Jump +10, Swim +10, Tumble +7
Possessions combat gear, Amulet of Natural Armor +1, spiked gauntlets, waterskin, +1 Chainmail, buckler, quiver w/ 20 arrows, Heward's Handy Haversack, executioner's mask, belt pouch, 50' silk rope w/ grappling hook
So a little on motives and tactics:
In terms of ambitions, Ren is driven by an insatiable lust to Win (Note the name Ren Niw is Winner spelled backwards); Addaway wants to be the biggest player/gangster/pimp/baller in all of oerth but still has a lot to learn about the game; Faldin is a human raised by and treated like a dwarf from Greysmere - while tracking a criminal (prior member of the group) he encountered the DFK (Dirty Faced Killers) and feels this is his best shot in finding the fugitive; Thaarvial is driven by the desire to find the perfect harmony between the arcane and the natural world.
In combat, Thaarival tends to take on a magic supporting role for the heavy hitters Ren and Faldin while his animal companion tries to take flanking positions. Addaway is opportunistic - he'll settle for ranged attacks, but a weakened enemy may cause Addaway to join in melee in flanking positions. Ren and Faldin our nearly identicle in tactic - they both swing for the fence. While Ren deals more damage on average, Faldin's critical hits are already legendary (he has already scored over 90 pts of damage in one attack at level 7).
| I’ve Got Reach |
Err does Faldin use a Large Great Axe or a shield? Your stats indicate he is using Monkey grip (-2 on his attack rolls) but the axe appears to be medium sized for dmg (3d6 I believe is appropriate for a Large axe).
While Faldin has the feat Monkey Grip, his Great Axe is medium sized and he does not use a shield, favoring Power Attack to inflict maximum pain.
| I’ve Got Reach |
I am wondering how Thaarival came across that fireball spell in his spellbook...
You know, I don't recall. I don't think the faceless one had access to that spell (he used lightning bolt, with a great degree of success I might add).
I have run a good deal of "side quests" that might have yielded the fireball spell in scroll form when I randomly rolled equipment. Another possibility is that I could have substituted a magic item I did not like in the AoW adventures (Pearls of Power make me sick and so far the adventure has featured TWO of them) for something of equivelant value.
| I’ve Got Reach |
Stout Irongate (All In)
Male Dwarf Fighter 9
NE Medium Humanoid
Init +2; Senses Spot +2 Listen +2; darkvision 60 ft.
Languages Common, Dwarven
AC 20, touch 11, flat-footed 19
hp 96 (+1 per level Improved Toughness)
Fort +6, Ref +3, Will +7 (+2 save vs. poisons and spell-like effects)
Spd 20 ft.
Melee +15/+10 Improved Grapple (touch attack, 1d4+7 and 1d6 electricity)
Base Atk +9/+4; Grp +15
Atk Options Earth's Embrace (Pin)
Combat Gear Potion of Cure Light Wounds (x3), Potion of Heroism
Abilities Str 20*, Dex 14, Con 17, Int 9, Wis 14, Cha 6
SQ +1 attack vs. goblins/orcs, +4 Dodge bonus vs. giants, dwarven stability, stone-cunning
Feats Improved Unarmed Strike, Improved Grapple, Iron Will, Close-Quarter Fighting (Complete Warrior), Earth's Embrace (Complete Warrior), Clever Wrestling (Complete Warrior), Weapon Focus (Grapple), Improved Toughness, Power Attack, Weapon Specialization (Grapple)
Skills Climb +1, Profession (Gambling) +8, Profession (Minor) +3, Intimidate +3
Possessions +1 Full-plate (featuring symbol of Hextor), removable black robe, dagger, +1 Shock Spiked Gauntlets
*An amount of taint has granted Stout with great Strength.
Sorin MacSlate (The Skull of Murq)
Male Human Fighter 7
N Medium Humanoid
Init +7; Senses Spot +0 Listen +0
Languages Common
AC 23, touch 15, flat-footed 20; Dodge
hp 55
Fort +8, Ref +9, Will +2
Spd 20 ft.
Melee masterwork longsword +11/+6 (1d8+3) or masterwork trident +11/+6 (1d8+3)
Ranged +1 Returning Net +11 ranged touch attack or masterwork trident +11 (1d8)
Base Atk +7; Grp +10
Combat Gear Potion of Barkskin (+2), Potion of Cure Serious Wounds
Abilities Str 17, Dex 16, Con 16, Int 10, Wis 10, Cha 9
Feats Improved Initiative, Combat Reflexes, Exotic Weapon Proficiency (Net), Dodge, Mobility, Quick Draw, Lightning Reflexes, Prone Attack (Complete Warrior)
Skills Climb +10, Ride +8, Jump +7, Balance +4, Intimidate +3
Possessions combat gear, masterwork breastplate, +1 Returning Net, masterwork longsword, +1 Large Iron Shield, +2 Ring of Protection, masterwork trident
Ishk Gliese (The Skull of Murq)
Male Elven Sorcerer 6/ Dragon Disciple 1 (Copper)
CN Medium Humanoid
Init +1; Senses Spot +1 Listen -1, low light vision
Languages Common, Elven, Draconic, Celestial
AC 14, touch 13, flat-footed 13 (Natural Armor +1)
hp 41
Fort +6, Ref +3 Will +6 (+8 vs. enchantments)
Spd 30 ft.
Melee +1 longsword +6 (1d8+4)
Ranged masterwork longbow +5 (1d8)
Base Atk +3; Grp +5
Atk Options Arcane Strike (CW pg96)
Combat Gear Potion of cure serious wounds, potion of blur
Abilities Str 15, Dex 12, Con 14 (+2), Int 10, Wis 9, Cha 16
SQ Elven weapon proficiency, Immunity to magic sleep effects, +2 save vs. enchantments, Natural Armor +1, Bonus Spells (+1)
Feats Summon Familiar, Spell Penetration, Spell Focus (Evocation), Arcane Strike (Complete Warrior 96)
Skills Knowledge (Arcana) +10, Concentration +8, Spellcraft +2
Spells Per Day
3rd 5
2nd 6
1st 7
0 6
Spells Known
3rd Lightning Bolt (DC 16)
2nd Scorching Ray, False Life, Mirror Image
1st Mage Armor, Shocking Grasp, Identify, Ray of Enfeeblement
0 Acid Splash, Detect Magic, Read Magic, Flare, Light, Ray of Frost
Possessions combat gear, +1 Longsword, Ring of Protection +2, masterwork longbow, 25 arrows, daggers (x2), waterskin, adventuring gear
Joseph Basalt (The Skull of Murq)
Male Dwarf Cleric 7 (Wee Jas)
N Medium Humanoid
Init +0; Senses Spot +3 Listen +3 darkvision
Languages Common, Dwarven
AC 21, touch 10, flat-footed 21
hp 56
Fort +5 (+7 vs. poison), Ref +2, Will +5 (+7 save vs. spells and spell-like effects)
Spd 20 ft.
Melee masterwork “the black dagger” +6 (1d4)
Ranged masterwork “the black dagger” +6 (1d4)
Base Atk +5; Grp +5
SQ Stone cunning, dwarven stability, dwarven AC bonuses
Special Atk Spontaneous Casting (inflict spells), Death Touch (Domain ability)
Combat Gear Wand of Melf's Acid Arrow (50 charges -1d6 per battle fought) (CL3), Potion of Owl's Wisdom, Potion of Cure M. Wounds (x2)
Spells Prepared
(Cleric of Wee Jas, Domains: Death, Magic)
4th (1+1) Cure C. Wounds, Death Ward
3rd (3+1) Blindness/Deafness (x2) (DC17), Invisibility Purge, Dispel Magic
2nd (4+1) Extended Magic Weapon, Extended Sanctuary (DC14), Aid, Cure M. Wounds, Death Knell
1st (5+1) Cure L. Wounds (x3), Bless, Shield of Faith, Cause Fear (DC15)
0 (6) Cure Minor Wounds (x3), Detect Magic (x2), Detect Poison
Abilities Str 10, Dex 11, Con 16, Int 14, Wis 17, Cha 14
SQ Magic Item usage as a wizard ½ level (Domain ability)
Feats Combat Casting, Spell Focus: Necromancy, Extend Spell
Skills Concentration +13 (+17 Cast on Defense), Heal +13, Knowledge (Arcana) +10, Knowledge (The Planes) +10, Spellcraft +8
Possessions combat gear, +1 Full Plate, masterwork heavy iron shield, masterwork “the black dagger”
Epsilon Aurigae “the slippery” (The Skull of Murq)
Male Halfling Rouge 4 / Ranger 3
N Small Humanoid
Init +4; Senses Spot +2 Listen +14
Languages Common, Halfling
AC 21, touch 15 flat-footed 17, Dodge
hp 38
Fort +8, Ref +14, Will +7 (+9 vs. fear)
Spd 20 ft.
Melee small battle axe +6/+1 (1d6-1) or small throwing axe +9/+4 (1d4-1) and small throwing axe +9 (1d4-1)
Ranged small throwing axe +12/+7 (1d4-1)
Base Atk +6/+1; Grp +1
Combat Gear Potion of Cure M. Wounds, Potion of Barkskin +2
Abilities Str 8, Dex 19, Con 12, Int 10, Wis 14, Cha 11
SQ Sneak Attack 2d6, Trap Finding, Evasion, Trap Sense +1, Uncanny Dodge, Favored Enemy (Aberration), Wild Empathy, Combat Style (Two-Weapon Fighting)
Feats Agile, Dodge, Weapon Finesse, Track, Endurance
Skills Open Lock +11, Balance +15, Climb +2, Escape Artist +20, Tumble +11, Search +7, Listen +14, Disable Device +7, Gather Information +4, Survival +5
Possessions combat gear, small throwing axe (x6), small battle axe, small +3 Glamered Slick Studded Leather Armor, Cloak of Resistance +2, small travel sack with adventuring gear
Ganymede (Westminster Dispatch)
Female Elf Fighter 6 / Paladin 2 (Portaled race change from human)
LG Medium Humanoid
Init +4; Senses Spot +2 Listen +2, low light vision
Languages Common, Elven, Orcish
AC 22, touch 15, flat-footed 18; Dodge, Combat Expertise
hp 59
Fort +10, Ref +8, Will +4
Spd 20 ft., with Boots 30 ft.
Melee +1 Greatsword +13/+8 (2d6+7, 17-20/x2)
Ranged masterwork longbow +13/+8 (1d8)
Base Atk +8/+3; Grp +11
Atk Options Combat Expertise, Improved Disarm
Spell-Like Abilities Detect Evil (Sp)
Special Atk Smite Evil (Su) (+2 to attack, +2 to damage, 1/day)
Combat Gear Potion of Cat's Grace, Potion of Bull's Strength
Abilities Str 16, Dex 18, Con 10, Int 13, Wis 10, Cha 14
SQ Immunity to sleep spells & effects, +2 save vs. enchantments, find secret doors, Aura of Good (Ex), Divine Grace (Su), Lay on Hands (Su) (4 points per day)
Feats Combat Expertise, Improved Disarm, Dodge, Mobility, Spring Attack, Whirlwind Attack, Weapon Focus (Greatsword), Weapon Specialization (Greatsword), Improved Critical (Greatsword)
Skills Climb +3, Jump +8 (+13 with Boots), Intimidate +3, Move Silently +3, Concentration +3, Ride +11
Possessions combat gear, +1 Greatsword, Ring of Featherfall, Ring of Protection +1, masterwork longbow, Adamantite Breastplate (armor +7), Earing of Fire Resistance (15 points), Boots of Striding and Springing, waterskin
Eratosthenes (Westminster Dispatch)
Male Human Wizard (Conjurer) 7
NG Medium Humanoid
Init +0; Senses Spot +9 Listen +4
Languages Common, Draconic, Elven
AC 11, touch 11, flat-footed 11
hp 35
Fort +3, Ref +2, Will +7
Spd 30 ft.
Melee Staff of Fire +3 (1d6)
Base Atk +3; Grp +3
Attack Options Staff of Fire abilities
Combat Gear Staff of Fire (DMG 244, 30 charges -1d6 per battle), Potion of Invisibility, Potion of Cure L. Wounds (x2), Scroll of Magic Missile (x2)
Spells Prepared (one additional spell per level of conjuration type)
4th (1+1) Summon Monster IV, Evard's Black Tentacles (Grapple check +15)
3rd (3+1) Extended Summon Swarm, Summon Monster III, Dispel Magic, Stinking Cloud (DC17)
2nd (4+1) Resist Energy, Summon Monster II, See Invisibility, False Life, Extended Grease (DC 15),
1st (5+1) Shield, Mage Armor, Magic Missile (x2), Ray of Enfeeblement, Grease (DC15)
0 (4+1) Acid Splash (x2), Detect Magic (x2), Touch of Fatigue
Abilities Str 10, Dex 11, Con 12, Int 17, Wis 14, Cha 13
SQ Summon Familiar, Specialist: Conjuration (Prohibited schools: Enchantment and Illusion)
Feats Spell Focus (Conjuration), Augmented Summoning, Scribe Scroll, Alertness, Brew Potion, Extend Spell
Skills Concentration +10, Knowledge (Arcana) +10, Knowledge (The Planes) +5, Spellcraft +10, Craft (Furniture) +5, Spot +9, Tumble +4, Listen +4
Possessions combat gear, Ring of Protection +1, masterwork dagger, green hooded cowl with gray trimmings, exquisite gold and sapphire necklace (1,300 gp), assortment of rings totaling 800 gp, material component belt, coin purse, travel bag with adventuring gear
Familiar: Quip the owl
Tiny Magical Beast
HD 1d8 (17 hp)
Speed: 10 ft., fly 40 ft. (average)
AC: 21, touch 15, flat-footed 18
Base Atk/Grapple: +3/-8
Attack and Full Attack: Talons +8 (1d4-3)
Space/Reach: 2 ½ ft. / 0 ft.
Special Qualities: low-light vision, Natural Armor +4, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Birds
Saves: Fort: +2 Ref: +5 Will: +7
Abilities Str 4, Dex 17, Con 10, Int 9, Wis 14, Cha 4
Skills: Listen +14, Move Silently +17, Spot +6
Feats Weapon Finesse
Preferred summoned creatures (note that they are augmented):
II – celestial giant bombardier beetle
III – celestial black bear or celestial hippogriff
IV – celestial lion
Trixie (Beast) CR 10
CN Large Construct
Init +2; Senses Spot +6 Listen +5, darkvision 90 ft., low-light vision, scent
Languages Common, Grunt and Growl
AC 21 (-1 size, +2 Dex, +10 natural), touch 11 flat-footed 19
hp 105 (6d10+36 +30)
Immune magic (Ex) (MMI 136), mind-affecting effects, poison, sleep, paralysis, stunning, death effects, disease and necromancy effects, cannot be healed (but may regenerate and/or be repaired), critical hits, ability damage, ability drain, fatigue, exhaustion, energy drain, immunity to Fortitude Save Effects, immune to massive damage, does need to eat, sleep, or drink
Fort +2, Ref +4, Will +7
Spd 30 ft.
Attack claw +9 melee (1d6+6)
Full Attack 2 claws +9 melee (1d6+6) and bite +4 melee (1d4+3)
Space/Reach: 10 ft./10 ft.
Base Atk +4; Grp +14
Special Atk Rend 2d6+9, Berserk
Abilities Str 23, Dex 14, Con -, Int 6, Wis 9, Cha 6
SQ Damage Reduction 5/adamantine, Regeneration 5, scent
Feats Alertness, Iron Will, Track
Skills Listen +5, Spot +6
Rend (Ex): If Trixie hits with both claw attacks, she latches onto the opponent's body and tears the flesh dealing an additional 2d6+9 damage.
Regeneration (Ex): Fire and Acid deal normal damage to Trixie; all other damage is considered subdual (MMI 314)
Oregena Velluma (Westminster Dispatch)
Female Half-Orc Cleric 8 (Kord)
CG Medium Humanoid
Init -1; Senses Spot +2 Listen +2, darkvision
Languages Common, Orc, Celestial
AC 18, touch 9, flat-footed 18
hp 64
Fort +8, Ref +1, Will +8
Spd 20 ft.
Melee +1 Mighty Cleaving Greatsword +9/+4 (2d6+4)
Base Atk +6/+1; Grp +8
Special Atk Spontaneous Casting (cure spells), Feat of Strength (Domain ability)
Combat Gear Potion of Barkskin +2, Potion of Cure Serious Wounds, Potion of Cure Light Wounds
Spells Prepared
(Cleric of Kord, Domains: Strength, Good)
4th (2+1) Divine Power, Death Ward, Spell Immunity
3rd (3+1) Dispel Magic, Invisibility Purge (x2), Magic Vestment
2nd (4+1) Aid, Bears Endurance, Inflict Moderate Wounds, Spiritual Weapon, Bull's Strength
1st (5+1) Shield of Faith, Remove Fear, Inflict Light Wounds, Divine Favor, Entropic Shield, Enlarge Person
0 Detect Magic (x3), Resistance, Guidance (x2)
Abilities Str 14, Dex 8, Con 14, Int 13, Wis 15, Cha 10
SQ Orc blood
Feats Combat Casting, Power Attack, Cleave
Skills Concentration +10 (+14 Combat Casting), Diplomacy +7, Heal +9, Knowledge (Religion) +8, Intimidate +2
Possessions combat gear, full plate armor, spiked gauntlets, +1 Mighty Cleaving Greatsword, iron holy symbol of Kord, travel bag with adventuring gear
Galatae (Westminster Dispatch)
Male Human Wizard 3 / Rouge 4
NG Medium Humanoid
Init +6; Senses Spot +7 Listen +7
Languages Common, Draconic, Elven
AC 14, touch 14, flat-footed 12, uncanny dodge
hp 34
Fort +3, Ref +7, Will +4
Spd 30 ft.
Melee +1 Rapier +5 (1d6+1)
Ranged masterwork shortbow (w/+2 arrows) +8 (1d6+2)
Base Atk +4; Grp +4
Special Atk Sneak Attack +2d6
Combat Gear Scroll of Magic Missile (CL 3) (x3), Potion of Cure Moderate Wounds, Potion of Invisibility
Spells Prepared
2nd (2) Levitate, Tasha's Hideous Laughter
1st (3) Ray of Enfeeblement (x2), Mage Armor
0 (4) Acid Splash (x2), Touch of Fatigue, Ray of Frost
Abilities Str 10, Dex 14, Con 12, Int 14, Wis 10, Cha 13
SQ Trap Finding, Evasion, Trap Sense +1, Uncanny Dodge, Summon Familiar
Feats Improved Initiative, Point Blank Shot, Precise Shot, Spell Penetration, Scribe Scroll
Skills Appraise +9, Balance +9, Concentration +8, Knowledge (Arcana) +8, Spellcraft +5, Disable Device +9, Disguise +8, Escape Artist +9, Listen +7, Move Silently +9, Open Lock +9, Sleight of Hand +9, Spot +7, Search +9
Possessions combat gear, spell book, material components pouch, +1 Rapier, masterwork shortbow, +2 arrows (x20), black hooded cowl, Ring of Protection +2
The Planklin Brothers (Boath and Brevin) (All In)
Male Human Rouge 5
NE Medium Humanoid
Init +2; Senses Spot +8 Listen +0
Languages Common
AC 15, touch 12, flat-footed 13
hp 22
Fort +1, Ref +5, Will +5
Spd 30 ft.
Melee masterwork dagger +5 (1d4+1)
Ranged masterwork shortbow (1d6)
Base Atk +3; Grp +4
Combat Gear Potion of Cure Moderate Wounds
Abilities Str 12, Dex 14, Con 10, Int 8, Wis 10, Cha 10
SQ Sneak Attack +3d6, Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge
Feats Dodge, Weapon Focus (Dagger), Iron Will
Skills Balance +10, Tumble +10, Disguise +8, Escape Artist +10, Hide +10, Sleight of Hand +10, Spot +8
Possessions combat gear, masterwork dagger (x2), masterwork shortbow, 20 arrows, masterwork studded leather armor
Reginald Van Der Masterson (All In)
Male Human Cleric 7 (Hextor)
NE Medium Humanoid
Init -2; Senses Spot +3 Listen +3
Languages Common, Infernal
AC 16, touch 8, flat-footed 16
hp 69
Fort +9, Ref +0, Will +8
Spd 10 ft.
Melee masterwork light flail +6 (1d8)
Base Atk +5; Grp +5
Atk Options Spontaneous Casting (Inflict), Smite (Domain Ability)
Combat Gear Potion of Cure Critical Wounds (x2), Scroll of Resist Energy
Spells Prepared
(Cleric of Hextor, Domains: Destruction, Evil)
4th (1+1) Air Walk, Unholy Blight (DC18)
3rd (3+1) Cure Serious Wounds (x2), Dispel Magic, Magic Circle Against Good
2nd (4+1) Shield Other, Bull's Strength, Bears Endurance, Owl's Wisdom, Shatter
1st (5+1) Doom, Cure Light Wounds (x2), Divine Favor, Bless, Inflict Light Wounds
0 (6) Cure Minor Wounds (x3), Guidance (x3)
Abilities Str 11, Dex 6*, Con 18, Int 12, Wis 16, Cha 12
SQ Aura (Ex)
Feats Heighten Spell, Endurance, Die-Hard, Scribe Scroll
Skills Concentration +14, Knowledge (Religion) +11, Heal +6, Diplomacy +8
Possessions combat gear, masterwork light flail, light iron shield, masterwork banded mail armor, spiked gauntlets, black cloak with embroidered Hextor symbol, iron holy symbol of Hextor on silver necklace, small travel bag with adventuring gear
* Non treatable broken leg (a curse or taint of sorts) contributes to Reginald's low Dex and Speed scores.
| I’ve Got Reach |
Not all of the characer's were spaced or formatted the way I would have liked, but the above covers three home-grown teams and a monster: The monster Trixie, All In, Westminster Dispatch, and The Skull of Murq (a team listed in AoW).
Notes: Stout is a previous PC who has turned from the group and embraced Hextor. He was instrumental in killing Theldrick in our campaign, but has hooked up with a peer of his in Reginald.
Stout's taint does not work the same way as the Taint rules as outlined in Heroes of Horror (I don't like that Taint is treated as a form of radiation poisoning).
Trixie was a former employee of our party's Rouge who worked as an adult entertainer. Things got hairy in Diamond Lake, so the Rouge sent her to Greyhawk where she'd be safe (thats like sending a runaway to L.A.!). Needless to say, she got picked up by dubious individuals where she ultimately became the object of macabre experimentation; she is now half human half troll, all construct. Incidentaly, the scientist (term used loosely) is a counterpart (instructor?) of Filge, rest his departed soul.