Stromhold Citystate - [Contest] A Paul Add-In.   Posted by Aranamarunda.Group: 0
Aranamarunda
 GM, 486 posts
 Welcome to Aranamarunda's
 Magical Emporium
Sun 19 Oct 2008
at 13:54
Stromhold Citystate - [Contest] A Paul Add-In
There is nothing worse than the opposite of Pure Good.

En dus, maak de Anti-Paul! Jazeker! Maak een 12e level character of Monster dat recht tegenover Paul staat. Hiermee wordt bedoelt: recht tegenover de Paladin die hij zou kunnen spelen :D Misschien paktie hem zelf nog eens op en versterkt hij de rangen van jullie Party!

De Opdracht:

- Je mag kiezen tussen het maken van een monster of een character. Het monster is CR 10, het character heeft een ECL van 12.
- Wees creatief! Een 12e level fighter met CE alignment zal het uhm niet doen (gok ik zo),
- Je zou een korte background kunnen schrijven.
- Stel je vragen aan de DM! Die weet echt heeeel erg veel van de regels!

De Jury:

- Dat zijn jullie ditmaal weer! Kies je top 3 na sluitingtijd en die drie worden 4, 3 en 2 punten toegewezen. 4 is beter dan 2.
- De Einddatum: 10 Januari 2009
- De Uitreiking: Nadat iedereen gestemd heeft!

De prijs:

- Iedereen die meedoet krijgt sowieso de 2% bonus.
- De winnaar krijgt een 4% bonus.

This message was last edited by the GM at 14:38, Sun 19 Oct 2008.

Sayanne
 player, 42 posts
Tue 6 Jan 2009
at 13:04
Re: Stromhold Citystate - [Contest] A Paul Add-In
Dit is Regimiliis. Een nare vent.
Het charactersheet is nog niet helemaal af. Jasper, zou jij dr naar willen kijken?
Ik heb de volgende dingen aangepast:
-ability bonus: zaten er inderdaad in verwerkt, nu apart vermeld.
-fiendbinder abilities uitgelegd
-truespeak +10 verantwoord
-bracers of armor vervangen door shieldenhancement
-BAB gewijzigd


Deze man, elf, met zijn zilveren haar en licht amberkleurige ogen is een grootse verschijning die niet velen gezien zullen hebben: hij behoort tot de teruggetrokken gray elves. Berucht om hun hooghartige afstandelijke houding, lijkt deze man toch bijzonder charmant over te komen, al geeft hij zeker blijk van een cynische arrogantie.
Wanneer hij de herberg binnenloopt wordt hij vergezeld door een bijzonder aantrekkelijk ogende jongedame. De vrouw zegt nooit iets, maar kijkt met een blik die tussen venijn en verleiding in ligt. Toch lijkt de man weinig te geven om de schoonheid van zijn metgezellin. Hij loopt resoluut naar de toog en begint op gedempte toon te spreken met de herbergier, terwijl zijn magere dienaar (gekleed in een verhullende, maar zeer rijke rode mantel met capuchon) een zware kist naar binnen sjouwt, waarvan het erop lijkt dat deze gevuld is met goud.
De herbergier, aan de ene kant beledigd door de cynische houding van de man (arrogantie is hij wel gewend), is aan de andere kant gecharmeerd door zijn aandacht en wijst hem een ruime kamer op de begane grond toe, met een kleinere kamer voor de dienaren. Na een korte tijd komt de man terug uit zijn kamer en loopt met een mandoline naar een verhoging in de gelagkamer: De man is een bard.
De vrouw is intussen ook teruggekeerd in de gelagkamer en kijkt met een uitnodigende blik naar de rijke mannen in de zaal. Terwijl de man liederen voordraagt zoekt zij een gewillig slachtoffer uit om de nacht mee door te brengen. Na een tijdje verlaat zij met haar aanwinst voor die dag de zaal om zich naar de kamer van haar nieuwe rijke minnaar te begeven.
De bard speelt nog twee uurtjes door, maar trekt zich dan terug naar zijn kamer. Het publiek verlaat ook langzaam aan de gelagkamer om naar hun gehuurde kamer, of terug naar huis te gaan. In de kamer van de bard blijft het licht lang branden en er komen geluiden vandaan waarvan de oorsprong hooguit twijfelachtig te noemen is. Een oplettende bezoeker zal wellicht gezien hebben dat de vrouw vlak voor het einde van het optreden is teruggekeerd in de kamer van de bard. Waar de rijke minnaar is gebleven is de vraag. De volgende ochtend vertrekt de bard met zijn gevolg alweer vroeg, zijn twee magere dienaren de kist weer terug sjouwend naar het rijtuig.
Later op de dag wordt de minnaar van de vrouw gevonden in zijn kamer, geheel ontkleed, en nog maar nauwelijks levend. Wat hij heeft meegemaakt wil hij niet zeggen, maar nog dezelfde dag staat hij in de tempel van St. Cuthbert om zich aan te melden als priester. De bard en zijn gevolg zijn dan al ver weg.

In werkelijkheid is de gray elf, genaamd Regimiliis niet alleen Bard. Naast zijn fascinatie voor het gezongen woord heeft hij ook truenames ontdekt. Zijn kunde met woorden gebruikt hij nu om duivels en demonen met hun ware naam aan te roepen, om ze vervolgens in slavernij te binden. Zoveel mogelijk.
De vrouw die hem vergezelde in de herberg is een Succubus in disguise, met de opdracht rijke mannen te plunderen en van het predikaat "rijk" ontdoen. De in het rood geklede dienaar is een Babau demon die een vrijwel lege kist naar binnen sleepte en vervolgens de opdracht kreeg deze met zijn stealthy skills te vullen met het goud van anderen.
Terwijl de demonen deze taken uitvoerden zorgde de bard er in de gelagkamer voor dat de potentiële slachtoffers daar aandachtig naar zijn muziek aan het luisteren waren, tot zijn Succubus terugkeerde.
Eenmaal terug in zijn kamer gebruikt Regimiliis het vergaarde goud voor een acht uur durend ritueel, waarbij aan het einde een tweede Babau demon verschijnt in een afschuwelijk humeur omdat ook hij tot slavernij gedwongen is en er niets tegen kan doen. Wanneer de bard cq fiendbinder uit de herberg vertrekt draagt ook deze tweede demon een verhullende rode mantel en draagt samen met de eerste de nu veel zwaardere kist terug naar de koets. Inmiddels is zijn humeur wat verbeterd, aangezien hij op de hoogte is van de plannen van de meester om die middag op jacht te gaan in het heilige bos van Ehlonna verderop.

Name  : Regimiliis              Gender: m       MAX HP: 66
Player: Sayanne/contest         Height: 5'5"    CUR HP: 66
Race  : gray elf                Weight: 120
Class : bard 10 fiendbinder^ 2   Age   : 150
Level : 12                      Hair  : silver
Align : CE                      Eyes  : amber
Deity : none                    Hand  : right
Size  : m                       Speed : 30

^= Tome of Magic
________________________________________________________________________
ABILITY
        Base   Racial   Ability   Wishs     Magic     Final
        Roll    Bonus    Bonus    Bonus     Item     Ability
STR  :   11      -2       +1       --        +4       14/+2
DEX  :   14      +2       --       --        +2       18/+4
CON  :   14      -2       --       --        --       12/+1
INT  :   15      +2       +1       --        +2       20/+5
WIS  :    8      --       --       --        --        8/-1
CHA  :   17      --       +1       --        --       18/+4
________________________________________________________________________
COMBAT STATISTIC                         BASE ATTACK BONUS +8/+3
AC Total:            27                  MELEE          RANGED
AC when Flat-Footed  22                  Total: +14/+9 Total:  +12/+7
AC vs Touch Attack   15                  Base:  +8/+3  Base:   +8/+3
Base:                --                  DEX:   +4     DEX:    +4
Armor:               +6 (st.leather+3)   Misc:  +2     Misc:   +
Shield:              +4 (mithral heavy+2)
Dexterity:           +4
Size:                -- ()
Deflection:          +2 (ring)           INITIATIVE
Magical Armor bonus: -- ()        Total:  +7
Natural Armor:       -- ()               DEX:    +4
Dodge bonus:        (+1)(feat)           Misc:   +3
________________________________________________________________________
SAVES
       Total    Base   Ability   Misc   Magic
Fort  : +6   =  3   +    1    +   -   +  2
Refl  : +13  =  7   +    4    +   -   +  2
Will  : +11  =  10  +   -1    +   -   +  2
________________________________________________________________________
SPECIAL ABILITIES / FEATS

Feats:
truename training^: truespeak is now a class skill
skillfocus: truespeak (the ability to utter a truename correctly)
weapon finesse
dodge
improved initative

Racial Traits:
gray elf
-2STR, +2DEX, -2CON, +2INT
immune to magic sleep
+2 save vs enchantment
lowlight vision
+2 to listen, spot, search

Class Traits:
bard:
bardic music
bardic knowledge
countersong
inspire courage +2
fascinate
inspire competence
suggestion
inspire greatness
light armor and shield proficiency
simple weapons +longsword, rapier, sap, shortsword, shortbow and whip

fiendbinder:
bind fiend^:a fiendbinder can perform an 8 hour ritual to summon and bind
a fiend of which he knows the truename. He must pay an amount of gold to
cover the cost of this ritual. At the conclusion of the ritual, the fiend
appears. It is bound against its will and isn't happy about its service.
However, it can not attack the fiendbinder, even if the fiendbinder
attacks it. To give the fiend a command requires that he correctly utters
the truename of the fiend (make a truespeak check). This is a standard
action that provokes attacks of opportunity. If the check fails, the fiend
gleefully resists the command. A fiend only performs one command at a time.
A bound fiend cannot use its summoning ability.
The fiend is released from service if it moves more than 1 mile away from
its master. A bound fiend can usually only attain this distance due to a
careless command. If not commanded otherwise, it always remains within
10 ft of its master. A fiendbinder can also release its fiend as a free
action. A fiendbinder can bind multiple fiends if he has the gold and
time to do so.
If the fiendbinder dies, the bound fiends will stay with its body for 24
hours, tracking the time. After 24 hours it is released and sent back to
whence it came, with the fiendbinders soul in tow. If the fiendbinder
returns to life within this time, the fiend remains bound with no additional
cost, if the fiendbinder still is of high enough level to bind the fiend.

FIENDS THAT CAN BE BOUND
lvl   fiend                cost      DC
1     Babau demon           2700 gp  27
2     Succubus demon        3600 gp  29
3     Hellcat devil         4900 gp  29
4     Vrock demon           6600 gp  33
5     Cauchemar nightmare   8800 gp  37
6     Retriever demon      11000 gp  37
7     Hezrou devil         15000 gp  37
8     Barbed devil         20000 gp  37
9     Ice devil            26000 gp  41
10    Marilith demon       34000 gp  49


caster level progression (bard): every fiendbinder level except 1st, 5th
and 9th, the fiendbinder gains new spells per day and increase in caster
level as if he had also gained a level in a spellcasting class to which he
belonged before taking the prestige class.
________________________________________________________________________
LANGUAGES:
common
elven
orc
draconic
sylvan
infernal
abyssal
Common
________________________________________________________________________
SKILLS Point Total =

Mod = Rnk Abl Msc | Skills:           Ability  Untrained Bard Fiendbinder
+0  =  0  +0  +0  | Appraise           (INT)      Yes     C
+0  =  0  +0  +0! | Balance            (DEX)      Yes     C
+14 = 10  +4  +0  | Bluff              (CHA)      Yes     C
+0  =  0  +0  +0! | Climb              (STR)      Yes     C
+16 = 15  +1  +0  | Concentration      (CON)      Yes     C     C
+0  =  0  +0  +0  | Craft ()           (INT)      Yes     C     C
+0  =  0  +0  +0  | Decipher Script    (INT)      No      C
+0  =  0  +0  +0  | Diplomacy          (CHA)      Yes     C     C
+0  =  0  +0  +0  | Disable Device     (INT)      No
+14 = 10  +4  +0  | Disguise           (CHA)      Yes     C
+0  =  0  +0  +0! | Escape Artist      (DEX)      Yes     C
+0  =  0  +0  +0  | Forgery            (INT)      Yes
+14 = 10  +4  +0  | Gather Information (CHA)      Yes     C
+0  =  0  +0  +0  | Handle Animal      (CHA)      No
+2  =  3  -1  +0  | Heal               (WIS)      Yes           C
+0  =  0  +0  +0! | Hide               (DEX)      Yes     C
+0  =  0  +0  +0  | Intimidate         (CHA)      Yes
+0  =  0  +0  +0! | Jump               (STR)      Yes     C
+20 = 15  +5  +0  | Knowledge (arcana) (INT)      No      C     C
+20 = 15  +5  +0  | Knowledge (planes) (INT)      No      C     C
+0  =  0  +0  +0  | Knowledge ()       (INT)      No      C     C
+1  =  0  -1  +2  | Listen             (WIS)      Yes     C
+0  =  0  +0  +0! | Move Silently      (DEX)      Yes     C
+0  =  0  +0  +0  | Open Lock          (DEX)      No
+19 = 15  +4  +0  | Perform            (CHA)      Yes     C
+0  =  0  +0  +0  | Profession ()      (WIS)      No      C     C
+0  =  0  +0  +0  | Ride               (DEX)      Yes
+7  =  0  +5  +2  | Search             (INT)      Yes
+14 = 15  -1  +0  | Sense Motive       (WIS)      Yes     C
+0  =  0  +0  +0! | Sleight of Hand    (DEX)      No      C
+0  =  0  +0  +0  | Spellcraft         (INT)      Yes     C     C
+1  =  0  -1  +2  | Spot               (WIS)      Yes
+0  =  0  +0  +0  | Survival           (WIS)      Yes
+0  =  0  +0  +0! | Swim               (STR)      Yes     C
+14 = 10  +4  +0! | Tumble             (DEX)      No      C
+0  =  0  +0  +0  | Use Magic Device   (CHA)      No      C
+0  =  0  +0  +0  | Use Rope           (DEX)      Yes
+33 =  15 +5  +13 | Truespeak^         (INT)      No     feat   C
        magic item: greater amulet of the silver tongue= +10 truespeak
________________________________________________________________________
WEAPON
NAME : unholy shortsword +2           NAME :
ATT  : +14/+9                         ATT  :
DMG  : 1d6+2, +2d6 vs good            DMG  :
CRIT : 19-20, x2                      CRIT :
RNG  :                                RNG  :
WGHT : 2lb                            WGHT :
SIZE : m                              SIZE :
TYPE : piercing                       TYPE :
PROPERTIES :                          PROPERTIES :
evil-aligned
+2 enhancement bonus
masterwork
________________________________________________________________________
SPELLS

Bard SPELLS

SPELLS KNOWN: (Bard)

Lvl Spell Name              Effect
0  read magic               read scrolls and spellbooks
   detect magic             spells and magic items within 60 ft
   summon instrument        of casters choice
   ghost sound              creates figment sound
   dancing lights           creates torches or other lights
   mage hand                5-pound telekinesis

1  undetectable alignment   conceals alignment for 24 hours
   scramble true position^  teleport foe 10ft rndm direction knocking over
   identify                 determines properties of magic item
   expeditious retreat      speed increases by 30 ft

2  mirror image             creates 1d4+(1/3lvls) decoy duplicates
   summon swarm             bats, rats or spiders
   augment truefriend^      +2 STR, DEX, CON, 1 min/lvl
   eagles splendor          +4 CHA 1 min/lvl

3  glibness                 +30 bluff lies can escape magical discernment
   cure serious wounds      cures 3d8 damage +1/lvl
   haste                    1 creature/lvl +speed +1 attack, AC, refsave
   crushing despair         -2 attack, damage, saves, checks

4  summon monster IV        calls extraplanar creature to fight
   cure critical wounds     cures 4d8 damage +1/lvl
   shout                    deafens all within cone, deals 5d6 sonic damage



SPELLS PER DAY/ BONUS SPELLS  SAVE DC
0   Level: 3  /   0           14
1st Level: 3  /   1           15
2nd Level: 3  /   1           16
3rd Level: 3  /   1           17
4th Level: 1  /   1           18

________________________________________________________________________
ARMOUR                           SHIELD
NAME          : st. leather +3   NAME          : mitrhal heavy shield +2
TYPE          : light            TYPE          : heavy steel shield
AC BONUS      : +6               AC BONUS      : +4
MAX DEX       : +5               CHECK PENALTY : -
CHECK PENALTY : -                SPELL FAILURE : 5%
SPELL FAILULE : -                WEIGHT        : 5 lb
SPEED         : 30 ft            PROPERTIES    : mithral,
WGHT          : 20 lb                            +2 enhancement bonus
PROPERTIES:
+3 enhancement bonus
masterwork
________________________________________________________________________
MONEY
PP:
GP:1895
SP:
CP:

GEMS:
________________________________________________________________________
EQUIPMENT & WEIGHT

Weight:

Light Load:     <33       Max dex.   Armor check  Speed  Run
Medium Load:    34-66        3            –3      20 ft.  x-
Heavy Load:     67-100       1            –6      20 ft.  x-

Total Weight:    --,-- lbs

Items:

Item                                 Location     Weight    Cost

carriage w 2 heavy horses             Outside              500 gp
masterwork mandolin                   Carriage             100 gp
Mithral heavy shield +2                            5 lbs  5020 gp
Cloak of Resistance +2                Back         4 lbs  4000 gp
Ring of Protecion +2                  Hand         *      4000 gp
greater amulet of the silver tongue^  Throat       *     10000 gp
gloves of DEX +2                      Hands        *      4000 gp
headband of intellect +2              Head         *      4000 gp
belt of giant strenght +4             Belt         1 lbs 10000 gp
+2 unholy shortsword                  Belt         2 lbs 32310 gp
studded leather +3                    Body        20 lbs  9175 gp

Totals                                            32 lbs 83105 gp - sp - cp


________________________________________________________________________
BOUND CREATURES

FIEND             COST    TRUESPEAK DC
Babau demon       2700 gp   27
Babau demon       2700 gp   27
Succubus demon    3600 gp   29

statistics as in monsters manual
fiends cannot use summoning ability

This message was last edited by the GM at 12:00, Sat 10 Jan 2009.

Giel
 player, 49 posts
 Aargh'
Tue 6 Jan 2009
at 19:48
Re: Stromhold Citystate - [Contest] A Paul Add-In
Een will-o'-wisp heeft teveel HD voor een 'standaard' familiar. jammer, maar
helaas. Ik heb in plaats daarvan een uil genomen, maar krijgt ie dan ook 5 HD die de helft van mijn total hp worden? of can ik hem een maatje groter maken zodat ie maar 3 HD krijgt? Complete arcane heb ik niet liggen en dat gaat me niet lukken voor morgen. :)

Ik heb geprobeerd de HP via de Diceroller te doen(had geen dobbelstenen bij de hand) maar dan krijg ik dit resultaat:
Giel rolled 27 using 5d12, rerolling ones with rolls of {1}2,2,{1}9,11,3. hp Marauth, anti-paul.
beetje laag... :( welke mocht ik nou op een d12 allemaal overrollen?
bedankt!

klopt het zo?
--------------------------------------------------------------------------------
   Name: Marauth "Deathbuilder"         Gender: M
 Player: Giel/Anti-Paul contest         Height: 4'11"
   Race: LichDrow                       Weight: 102
  Align: NE                                Age: stopped counting after 210 years
   Size: M                                Hair: White
  Deity: Lolth                            Eyes: red burning dots in hollow
sockets
Cls/Lvl: 5 Wiz/1 Cle                      Hand: right
 Max HP: 68(5d12:12,8,12,9,11,11,5)Total Levels: 12
  Speed: 30ft                       Experience: 78000
  Birth: +/- 2 and a half century ago,  Needed: 78000
  in the Underdark city of Trach-Tarillith
--------------------------------------------------------------------------------
ABILITIES                                               Final
                 Racial  Level  Item   Template  Misc   Ability
     Base (pts)  Bonus   Bonus  Bonus  Bonus     Bonus  Score / Modifier
STR :  08 (--)   --      --     --     --        --        08 / -1
DEX :  12 (04)   +2      --     --     --        --        14 / +2
CON :  -- (--)   -2      --     --     --        --        -- / +-
INT :  18 (16)   +2      +1     --     +2        --        23 / +6
WIS :  14 (06)   +2      --     --     --        --        16 / +3
CHA :  16 (10)   +2      --     --     +2        --        20 / +5

Conditional Modifiers: None
--------------------------------------------------------------------------------
ARMOR CLASS                                   BASE ATTACK BONUS
    AC Total: 17                         MELEE              RANGED
 Flat-Footed: 15                         Total: +1           Total: +4
       Touch: 12                          Base: +2            Base: +2
        Base: 10                          Epic: --            Epic: --
       Armor: --                      Strength: -1       Dexterity: +2
      Shield: --                          Luck: --            Luck: --
   Dexterity: +2                       Insight: --         Insight: --
      Wisdom: --                          Misc: --            Misc: --
Intelligence: --
        Size: --                           TRIP              GRAPPLE
 Enhancement: --                         (defensive)         Total: +1
  Deflection: --                         Total: --            Base: +2
     Natural: +5                   Strentgh or: --            Epic: --
Natural Enh.: --                     Dexterity: +2        Strength: -1
     Insight: --                          Size: --            Size: --
        Luck: --                          Legs: --           Feats: --
      Sacred: --                          Misc: --            Misc: --
     Profane: --
       Dodge: --                         INITIATIVE
       Class: --                         Total: --
        Misc: --                     Dexterity: +2
                                         Feats: --
                                          Misc: --
 Conditional: SR 17, DR 15/magic and bludgeoning, +8 turn
resistance
 Concealment: --%
--------------------------------------------------------------------------------
SAVING THROWS:
       NAME:              FORTITUDE           REFLEX              WILL
Key Ability:            (Constitution)      (Dexterity)         (Wisdom)

      Total:                +2                  +3                 +10
       Base:                +2                  +1                 +5
       Epic:                --                  --                 --
    Ability:                --                  +2                 +3
 Resistance:                --                  --                 --
    Insight:                --                  --                 --
     Sacred:                --                  --                 --
    Profane:                --                  --                 --
       Luck:                --                  --                 --
       Misc:                --                  --                 +2

--------------------------------------------------------------------------------
RACIAL TRAITS

Elf Traits (Ex)

Elves possess the following racial traits.

* +2 Dexterity, -2 Constitution.
* Medium size.
* An elf’s base land speed is 30 feet.
* Immunity to sleep spells and effects, and a +2 racial saving throw bonus
against enchantment spells or effects.
* +2 racial bonus on Listen, Search, and Spot checks. An elf who merely
passes within 5 feet of a secret or concealed door is entitled to a Search check
to notice it as if she were actively looking for it.

Drow Traits (Ex)

These traits are in addition to the high elf traits, except where noted.

* +2 Intelligence, +2 Charisma.
* Darkvision out to 120 feet. This trait replaces the high elf’s low-light
vision.
* Spell resistance equal to 11 + class levels.
* +2 racial bonus on Will saves against spells and spell-like abilities.
* Spell-Like Abilities: Drow can use the following spell-like abilities once
per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s
class levels.
* Weapon Proficiency: A drow is automatically proficient with the hand
crossbow, the rapier, and the short sword. This trait replaces the high elf’s
weapon proficiency.
* Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal,
Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high
elf’s automatic and bonus languages.
* Light Blindness: Abrupt exposure to bright light (such as sunlight or a
daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled
as long as they remain in the affected area.
* Favored Class: Wizard (male) or cleric (female). This trait replaces the
high elf’s favored class.
* Level adjustment +2.

Lich Special Qualities:

A lich retains all the base creature’s special qualities and gains those
described below.
* Turn Resistance (Ex) A lich has +4 turn resistance.
* Damage Reduction (Su) A lich’s undead body is tough, giving the creature
damage reduction 15/bludgeoning and magic. Its natural weapons are treated as
magic weapons for the purpose of overcoming damage reduction.
* Immunities (Ex) Liches have immunity to cold, electricity, polymorph (though
they can use polymorph effects on themselves), and mind-affecting attacks.
* Abilities: Increase from the base creature as follows: Int +2, Wis +2, Cha +2.
* Being undead, a lich has no Constitution score.
* Skills: Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search,
Sense Motive, and Spot checks. Otherwise same as the base creature.

* Size and Type: The creature’s type changes to undead. Do not recalculate base
attack bonus, saves, or skill points. Size is unchanged.
* Hit Dice: Increase all current and future Hit Dice to d12s.
* Armor Class: A lich has a +5 natural armor bonus or the base creature’s
natural armor bonus, whichever is better.
* Attack: A lich has a touch attack that it can use once per round. If the base
creature can use weapons, the lich retains this ability. A creature with natural
weapons retains those natural weapons. A lich fighting without weapons uses
either its touch attack or its primary natural weapon (if it has any). A lich
armed with a weapon uses its touch or a weapon, as it desires.

* Full Attack: A lich fighting without weapons uses either its touch attack (see
above) or its natural weapons (if it has any). If armed with a weapon, it

usually uses the weapon as its primary attack along with a touch as a natural
secondary attack, provided it has a way to make that attack (either a free hand
or a natural weapon that it can use as a secondary attack).

* Damage: A lich without natural weapons has a touch attack that uses negative
energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 +
½ lich’s HD + lich’s Cha modifier) halves the damage. A lich with natural
weapons can use its touch attack or its natural weaponry, as it prefers. If it
chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon
attack.
* Special Attacks: A lich retains all the base creature’s special attacks and
gains those described below. Save DCs are equal to 10 + ½ lich’s HD + lich’s Cha
modifier unless otherwise noted.
* Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil.
Creatures of less than 5 HD in a 60-foot radius that look at the lich must
succeed on a Will save or be affected as though by a fear spell from a sorcerer
of the lich’s level. A creature that successfully saves cannot be affected again
by the same lich’s aura for 24 hours.
* Paralyzing Touch (Su) Any living creature a lich hits with its touch attack
must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis
or any spell that can remove a curse can free the victim (see the bestow curse
spell description).

The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a
DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
* Spells: A lich can cast any spells it could cast while alive.
--------------------------------------------------------------------------------
CLASS ABILITIES

All of the following are class features of the wizard.
* Weapon and Armor Proficiency: Wizards are proficient with the club, dagger,
heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor
or shield. Armor of any type interferes with a wizard’s movements, which can
cause her spells with somatic components to fail.
* Spells: A wizard casts arcane spells which are drawn from the sorcerer/wizard
spell list. A wizard must choose and prepare her spells ahead of time (see
below).

To learn, prepare, or cast a spell, the wizard must have an Intelligence score
equal to at least 10 + the spell level. The Difficulty Class for a saving throw
against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence
modifier.

Like other spellcasters, a wizard can cast only a certain number of spells of
each spell level per day. Her base daily spell allotment is given on Table: The
Wizard. In addition, she receives bonus spells per day if she has a high
Intelligence score.

Unlike a bard or sorcerer, a wizard may know any number of spells. She must
choose and prepare her spells ahead of time by getting a good night’s sleep and
spending 1 hour studying her spellbook. While studying, the wizard decides which
spells to prepare.
* Bonus Languages: A wizard may substitute Draconic for one of the bonus
languages available to the character because of her race.
* Familiar: A wizard can obtain a familiar in exactly the same manner as a
sorcerer can.
* Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
* Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat.
At each such opportunity, she can choose a metamagic feat, an item creation
feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus
feat, including caster level minimums.

These bonus feats are in addition to the feat that a character of any class gets
from advancing levels. The wizard is not limited to the categories of item
creation feats, metamagic feats, or Spell Mastery when choosing these feats.
* Spellbooks A wizard must study her spellbook each day to prepare her spells.
She cannot prepare any spell not recorded in her spellbook, except for read
magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells
(except those from her prohibited school or schools, if any; see School
Specialization, below) plus three 1st-level spells of your choice. For each
point of Intelligence bonus the wizard has, the spellbook holds one additional
1st-level spell of your choice. At each new wizard level, she gains two new
spells of any spell level or levels that she can cast (based on her new wizard
level) for her spellbook. At any time, a wizard can also add spells found in
other wizards’ spellbooks to her own.

A specialist wizard can prepare one additional spell of her specialty school per
spell level each day. She also gains a +2 bonus on Spellcraft checks to learn
the spells of her chosen school.

Cleric:
* Weapon and Armor Proficiency: Clerics are proficient with all simple weapons,
with all types of armor (light, medium, and heavy), and with shields (except
tower shields).

A cleric who chooses the War domain receives the Weapon Focus feat related to
his deity’s weapon as a bonus feat. He also receives the appropriate Martial
Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

*Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly
powerful aura corresponding to the deity’s alignment (see the detect evil spell
for details). Clerics who don’t worship a specific deity but choose the Chaos,
Evil, Good, or Law domain have a similarly powerful aura of the corresponding
alignment.
*Spells: A cleric casts divine spells, which are drawn from the cleric spell
list. However, his alignment may restrict him from casting certain spells
opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful
Spells, below. A cleric must choose and prepare his spells in advance (see
below).

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least
10 + the spell level. The Difficulty Class for a saving throw against a
cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of
each spell level per day. His base daily spell allotment is given on Table: The
Cleric. In addition, he receives bonus spells per day if he has a high Wisdom
score. A cleric also gets one domain spell of each spell level he can cast,
starting at 1st level. When a cleric prepares a spell in a domain spell slot,
it must come from one of his two domains.

Clerics meditate or pray for their spells. Each cleric must choose a time at
which he must spend 1 hour each day in quiet contemplation or supplication to
regain his daily allotment of spells. Time spent resting has no effect on
whether a cleric can prepare spells. A cleric may prepare and cast any spell on
the cleric spell list, provided that he can cast spells of that level, but he
must choose which spells to prepare during his daily meditation.

*Spontaneous casting: An evil cleric (or a neutral cleric of an evil deity),
can’t convert prepared spells to cure spells but can convert them to inflict
spells (an inflict spell is one with "inflict" in its name).

*Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power
to affect undead creatures by channeling the power of his faith through his
(un)holy symbol. An evil cleric (or a neutral cleric who worships an evil
deity) instead rebukes or commands such creatures. A cleric may attempt to turn
undead a number of times per day equal to 3 + his Charisma modifier. A cleric
with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks
against undead.
--------------------------------------------------------------------------------
FEATS
Feat  (Level 1): Spell Focus(Necromancy)
Bonus Feat (Level 1): Scribe Scroll
Feat (Level 3): Spell Penetration
Bonus Feat (Level 5): Spell Mastery
Feat (Level 6): Improved Turn Resistance

--------------------------------------------------------------------------------
SPELLS

Wizard SPELLS:
Specialist Wizard: Necromancy
Prohibited Schools: Transmutation, Illusion

Spells/Day (CL: 5; 3,4+2, 3+2, 2+1,1+1), DC = 10 + 6 + Spell level +1 if
Necromancy.

SPELLS KNOWN: (Wizard)
(M) is used by spell mastery and can be cast without referring to a spellbook.
Lvl/Sch   Spell Name:    Effect

Abjur
    * Resistance: Subject gains +1 on saving throws.
Conj
    * Acid Splash: Orb deals 1d3 acid damage.
Div
    * Detect Poison: Detects poison in one creature or small object.
    * Detect Magic: Detects spells and magic items within 60 ft.
    * Read Magic: Read scrolls and spellbooks.
Ench
    * Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
    * Dancing Lights: Creates torches or other lights.
    * Flare: Dazzles one creature (-1 on attack rolls).
    * Light: Object shines like a torch.
    * Ray of Frost: Ray deals 1d3 cold damage.
Necro
    * Disrupt Undead: Deals 1d6 damage to one undead.
    * Touch of Fatigue: Touch attack fatigues target.
Univ
    * Arcane Mark: Inscribes a personal rune (visible or invisible).
    * Prestidigitation: Performs minor tricks.
1st
Abj
    * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind
control, hedge out elementals and outsiders
    * Shield: Invisible disc gives +4 to AC, blocks magic missiles.(M)
Conj
    * Mage Armor: Gives subject +4 armor bonus. (M)
    * Mount: Summons riding horse for 2 hours/level.
Div
    * Detect Undead: Reveals undead within 60 ft.
    * True Strike: +20 on your next attack roll.
Evo
    *Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).(M)
Necro
    * Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
    * Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
2nd
Abj
    * Resist Energy: Ignores first 10 (or more) points of damage/attack from
specified energy type.
Evo
    * Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1
round/level.
Nec
    * Command Undead: Undead creature obeys your commands.(M)
    * Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
(M)
3
Evo
    * Fireball: 1d6 damage per level, 20-ft. radius.
Nec
    * Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as
hp.(M)

SPELLS MEMORIZED (Wizard)
0 Level: Resistance (x1), Ray of Frost (x5)
1st Level: Mage Armor (x1), Shield(x1), Magic Missile (x2), True Strike(x1)
2nd: Resist Energy(x1) Command undead (x1), Spectral hand (x1),
3rd: Fireball (x1), Vampiric Touch (x1).

SPELL LIKE ABILITIES (Drow):
dancing lights, darkness, faerie fire , CL6 DC 16+Spell lvl.

Cleric spells:
Domains: Death & Evil

Spells/day: (CL 1; 1;3, 1+b1+1d, DC = 10+ 3+ spell lvl)

Death Granted Power: You may use a death touch once per day. Your death touch
is a supernatural ability that produces a death effect. You must succeed on a
melee touch attack against a living creature (using the rules for touch
spells). When you touch, roll 1d6 per cleric level you possess. If the total at
least equals the creature’s current hit points, it dies (no save).

Evil Granted Power: You cast evil spells at +1 caster level.

Prepared:
0 lvl: Guidance(x3)
1st lvl: Summon Undead I(x1), Divine Favor(x1)
1st lvl domain spell: Protection from Good: +2 to AC and saves, counter mind
control, hedge out elementals and outsiders.

--------------------------------------------------------------------------------


SKILLS
  Total Skillpoints: 72
      Max Rank (cc): 09 (4.5)
Armor Check penalty: --
     Without Shield: --
          Languages: Common, Elven, Undercommon, Drow Sign Language(1)
,Abyssal(2), Draconic(3),Gnome(4), Goblin(5), Terran(6)
        Conditional: --
            Synergy: +2

   Mod = Rnk Abl Msc |  Skills:                   Stat    Untrained? Cross?
   +6  =  0  +6  +0  |  Appraise                  (INT)      Yes     --
   +0  =  0  +0  +2  |  Autohypnosis              (WIS)      No      --
   +2  =  0  +2  +0  |  Balance                   (DEX)      Yes     --
   +5  =  0  +5  +0  |  Bluff                     (CHA)      Yes     --
   -1  =  0  -1  +0  |  !Climb                    (STR)      Yes     --
   +9  =  9  +0  +0  |  Concentration             (CON)      Yes     N
   +0  =  0  +0  +0  |  *Craft: None              (INT)      Yes     N
  +15  =  8  +6  +0  |  Decipher Script           (INT)      No      NW
   +5  =  0  +5  +0  |  Diplomacy                 (CHA)      Yes     --
   +0  =  0  +0  +0  |  Disable Device            (INT)      No      --
   +5  =  0  +5  +0  |  Disguise                  (CHA)      Yes     --
   +2  =  0  +2  +0  |  !Escape Artist (Use Rope) (DEX)      Yes     --
   +6  =  0  +6  +0  |  Forgery                   (INT)      Yes     --
   +5  =  0  +5  +0  |  Gather Information        (CHA)      Yes     --
   +0  =  0  +0  +0  |  Handle Animal             (CHA)      No      --
   +3  =  0  +3  +0  |  Heal                      (WIS)      Yes     NC
  +10  =  0  +2  +8  |  !Hide                     (DEX)      Yes     --
   +5  =  0  +5  +0  |  Intimidate                (CHA)      Yes     --
   -1  =  0  -1  +0  |  !Jump                     (STR)      Yes     --
  +15  =  9  +6  +0  |  *Knowledge: Arcana        (INT)      No      N
  +15  =  9  +6  +0  |  *Knowledge: History       (INT)      No      N
  +15  =  8  +6  +0  |  *Knowledge: Nature        (INT)      No      NW
  +15  =  9  +6  +0  |  *Knowledge: The Planes    (INT)      No      N
  +15  =  9  +6  +0  |  *Knowledge: Religion      (INT)      No      N
   +5  =  0  +3  +2  |  Listen                    (WIS)      Yes     --
  +10  =  0  +2  +8  |  !Move Silently            (DEX)      Yes     --
   +0  =  0  +0  +0  |  Open Lock                 (DEX)      No      --
   +5  =  0  +5  +0  |  *Perform:                 (CHA)      Yes     --
   +5  =  2  +3  +0  |  *Profession: Herbalist    (WIS)      Yes     N
   +0  =  0  +0  +0  |  Psicraft                  (Int)      No      --
   +2  =  0  +2  +0  |  Ride                      (DEX)      Yes     --
   +8  =  0  +6  +2  |  Search                    (INT)      Yes     --
  +11  =  0  +3  +8  |  Sense Motive              (WIS)      Yes     --
   +0  =  0  +0  +0  |  !Sleight of Hand          (DEX)      No      --
  +17  =  9  +6  +2  |  Spellcraft                (INT)      No      N
  +16  =  0  +3  +13 |  Spot                      (WIS)      Yes     --
   +3  =  0  +3  +0  |  Survival                  (WIS)      Yes     --
   -1  =  0  -1  +0  |  !!Swim                    (STR)      Yes     --
   +0  =  0  +0  +0  |  !Tumble                   (DEX)      No      --
   +0  =  0  +0  +0  |  Use Magic Device          (CHA)      No      --
   +0  =  0  +0  +0  |  Use Psionic Device        (CHA)      No      --
   +2  =  0  +2  +0  |  Use Rope                  (DEX)      Yes     --
! = Armor Check Penalty applies (double for Swim)
* = Requires specialization
NW- not a cross class skill for Wizard
NC- not a cross class skill for Cleric
--------------------------------------------------------------------------------
WEAPON                              WEAPON

NAME   : Touch attack               NAME   : -
WEAPON : hand                       WEAPON : -
ATTACK : +1                         ATTACK : -
DAMAGE : 1d8+5                      DAMAGE : -
CRIT.  : -                          CRIT.  : -
RANGE  : -                          RANGE  : -
WEIGHT : -                          WEIGHT : -
TYPE   : -                          TYPE   : -
SIZE   : -                          SIZE   : -
COST   : -                          COST   : -
SPECIAL: affects living targets,    SPECIAL: -
Will Save DC 18 for half damage,
Paralyzed unless Fortitude save DC 18

Conditional Modifiers: None
--------------------------------------------------------------------------------
ARMOR                               SHIELD

NAME   : -                          NAME   : -
ARMOR  : -                          ARMOR  : -
MAX DEX: -                          MAX DEX: -
ACP    : -                          ACP    : -
SPL FL : -                          SPL FL : -
SPEED  : -                          SPEED  : -
SPECIAL: -                          SPECIAL: -

Conditional Modifiers: None
--------------------------------------------------------------------------------
EQUIPMENT

Battlegear/#                      Cost     Weight   Location   Notes
Rags                              0.01     0.2      torso      -
wood and string made



undead spider necklace            0.04     0.1      neck       - unholy symbol

Sub Total Battle Gear:            0.00     0.0      ?          -

Items/#                           Cost     Weight   Location   Notes
Phylactery(CL 11)            120000.00     0.0      Stromhold  Temple of Vecna
af te betalen:                32000.00

Sub Total Items                   0.00     0.0
Sub Total Battlegear              0.00     0.0

GOLD & WEIGHT                     0.00     0.0
GOLD LEFT                         0.00     0.0

TOTAL WEIGHT CARRIED:                      0.2
COMBAT WEIGHT:                             0.2 (Dropped Backpack: 00.0)



Light   /  Medium   /  Heavy Load
26 lb. or less / 27-53 lb. / 54-80 lb.
Current Load: Light  (No penalties)
Combat Load : Light  (No penalties)
--------------------------------------------------------------------------------
WEALTH

Platinum Pieces: none
Gold     Pieces: none
Silver   Pieces: none
Copper   Pieces: none

GEMS
Name                Worth      Weight:
?                   0.00       0.0

ART
Name                Worth      Weight:
?                   0.00       0.0

Magical Items
Name                        Ability               Worth:
?                           ?                     0.00
--------------------------------------------------------------------------------
Familiar

Name: Blightwing
Species: Owl           Speed:10ft/fly 40ft    Max HP    : 31
Size: Small               AC: 20              Current HP: 31
Fur: Grey                 Touch: 15
Eyes: Yellow              Flat-Footed: 17

Natural armor bonus: +2, +3
Size Armor Modifier: +2

Base Attack: +2
Grapple: -9

ABILITIES                                               Final
           Racial  Level  Item   Template  Misc   Ability
     Base  Bonus   Bonus  Bonus  Bonus     Bonus  Score / Modifier
STR :  08    --      --     --     --        --        04 / -3
DEX :  08    --      --     --     --        --        17 / +3
CON :  08    --      --     --     --        --        10 / +4
INT :  08    --      --     --     --        --         8 / -1
WIS :  08    --      --     --     --        --        14 / +2
CHA :  08    --      --     --     --        --         4 / -3


SAVES
       Total    Base   Ability   Misc   Magic
Fort  : +1  =    1   +    0    +  0   +   0
Refl  : +4  =    1   +    3    +  0   +   0
Will  : +6  =    4   +    2    +  0   +   0
___________________________________________________________________
SKILLS
                 Total Ability   Misc
Listen:            +12 =  +2      +10
Move silently:     +17 =  +3      +14
Search:            +1  =  -1      +2
Spot:              +4  =  +2      +2 (+12in area with shadowy ill.)

___________________________________________________________________
Racial Traits:

* Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move
Silently checks.
*They have a +8 racial bonus on Spot checks in areas of shadowy illumination.

Int: 8
NAB: +3

Companion Feats:
Alertness
Weapon Finesse
Empathic Link
Share Spells
Improved Evasion
Deliver Touch spells
Speak with master
__________________________________________________________________

ATTACKS

Talons: +7 melee
Damage: 1d4-3

--------------------------------------------------------------------------------
HISTORY / BACKGROUND

Ever since he left his Underdark home in Trach-Tarillith, Marauth, the formerly house-wizard of house Quanthaz, has been searching for a way to get ultimate power in the forces of the arcane. For a wizard of his small renown, that would become quite a challenge. Nevertheless, he found the ritual means to become a powerful spell caster, a lich. There were only a few downsides:

Becoming a lich is a costly experience. To become a lich, he had to sell everything he had, save for his familiar and own spellbook, to the temple of Vecna. He swapped it with a stolen spellbook from a rival house.
A few very powerful evil mages in the service of Vecna imbued him with the ability to create his own phylactery. But he was in debt and that debt has to be ayed off still.

His debt is going to be settled in two excruciating ways: His familiar is warded with several powerful and complex enchantments that can tell when Marauth has acquired gold. It also gives his familiar a sickly green glowing color. If Marauth does not deliver that exact amount of gold to a temple of Vecna within 24 hours, his familiar's body(and his own) will start aching in every fiber until he does. The pain will not kill him, since he's already dead, but will render him useless except for running straight towards the nearest active temple of Vecna. Second, his phylactery is stored near Stromhold, in a temple of Vecna to ensure that he will not try and lay a hand on Vecna's temples and will not be returned to him until he has payed off the debt. And when he does pay off his debt, the ward is removed and his phylactery returned to him, you can already guess what he will try and do... He is still loyal to
Lolth, but noticed a change when going undead. He prays to Lolth still and as a small statured cleric, receives spells from her. His unholy symbol is therefore an undead spider, made out of wood and a small piece of string.

He also has already learned that his enchantment only works with gold and valuable items, not silver, copper or anything less valuable than a gold piece. He is therefore forced to get rich real easy and real quick and pay off his debt or stay poor for an undead eternity. His spellbook has the fortunate side-effect to be immune to the ward's influence. He can safely add any newly learned spell into his spellbook without it being noticed by the ward. His unholy symbol only has emotional and religious value and cannot be expressed in wealth.

But now at least, he can study magic even more. And his new goal is: to enslave all living things into his undead service. The only problem is, that he is not yet strong enough to do it yet. Therefore, he is slowly trying to gain ranks in magic equal or better than an Archmage of True Necromancy and gaining the knowledge that will make him the most powerful spellcaster alive... or ehm... well, undead. Gharden Rhaine is now his point of interest, since his knowledge of undeath is said to be near legendary. It will take all of his subtle Drow treachery to squeeze all knowledge out of this True Necromancer and use it for his own goals, or convince him to join Marauth in his unholy plans.
--------------------------------------------------------------------------------
LEVEL PROGRESSION
LA +2: Drow
LA +4: Lich

LEVEL    CLASS      HIT POINTS    SKILLS
1        Wiz        12 HP         Skill Con+4, Dec+4, Kno(a)+4, Kno(h)+4,
Kno(n)+4,Kno(t)+4, Kno(r)+4, Spe+4
2        Wiz          8 HP         Skill Con+1, Dec+1, Kno(a)+1, Kno(h)+1,
Kno(n)+1 ,Kno(t)+1, Kno(r)+1, Spe+1
3        Wiz         12 HP         Skill Con+1, Dec+1, Kno(a)+1, Kno(h)+1,
Kno(n)+1 ,Kno(t)+1, Kno(r)+1, Spe+1
4        Wiz          9 HP         Skill Con+1, Dec+1, Kno(a)+1, Kno(h)+1,
Kno(n)+1 ,Kno(t)+1, Kno(r)+1, Spe+1
5        Wiz         11 HP         Skill Con+1, Dec+1, Kno(a)+1, Kno(h)+1,
Kno(n)+1 ,Kno(t)+1, Kno(r)+1, Spe+1
6        Cle          5 HP         Skill Con+1, Kno(a)+1, Kno(h)+1, Kno(t)+1,
Kno(r)+1, Pro(herb)+2, Spe+1

--------------------------------------------------------------------------------
MOTIVATIONS & GOALS
- Stay poor or pay off his debt
- Study and learn necromantic magic
- Become an Archmage and/or True Necromancer
- Stay unnoticed as much as possible

After the above:
- Turn the living into undead slaves
- Take revenge on Vecna's temples
- Become the most powerful arcane caster on the planet.
--------------------------------------------------------------------------------
PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER
- The way Marauth and Gharden interact.
--------------------------------------------------------------------------------
PERSONALITY / QUIRKS / MANNERISMS
- Weaselly, yet competent. Treacherous, but always having a backdoor to let
someone else take the blame if all goes wrong. He'll lick your boots until he
can find your weakness and use it to make you serve him.

This message was last edited by the player at 02:39, Mon 12 Jan 2009.

Bram
 player, 12 posts
Thu 8 Jan 2009
at 21:48
Re: Stromhold Citystate - [Contest] A Paul Add-In
   Name: The Baby Eater,                 Gender: Male or something like it.
         Diciple of Karaan, The Village
         Anihalator, The Great Terror
         and many more.
 Player: Bram                            Height: 9ft
   Race: Half-Ogre (2)/Half-Dragon (3)   Weight: 500pds
  Align: C/E                                Age:    +-50
   Size: Large                             Hair: Like fire
  Deity: Karaan                            Eyes: Dark as coal.
Cls/Lvl: Barbarian 6, Fighter 1            Hand: right
 Max HP: 84                        Total Levels: 12
  Speed: 40(30ft)/80 fly             Experience: 66,000
  Birth: Unknown                         Needed: N/A
--------------------------------------------------------------------------------
ABILITIES                                               Final
                 Racial  Level  Item   Template  Misc   Ability
     Base (pts)  Bonus   Bonus  Bonus  Bonus     Bonus  Score / Modifier
STR :  17 (16)   +6      +1     --     +8        --         32/ +11
DEX :  12 (04)   -2      --     +2     --        --         12/ +1
CON :  15 (09)   +2      --     --     +2        --         19/ +4
INT :  12 (04)   -2      --     --     +2        --         12/ +1
WIS :  12 (04)   --      --     +4     --        --         16/ +3
CHA :  10 (02)   -2      --     --     +2        --         10/ +0
Conditional Modifiers: None
--------------------------------------------------------------------------------
ARMOR CLASS                                   BASE ATTACK BONUS
    AC Total: 28                         MELEE              RANGED
 Flat-Footed: 27                         Total: +18/+13      Total: +8/+3
       Touch: 25                          Base: +7/+2         Base: +7/+2
        Base: 10                          Epic: --            Epic: --
       Armor: +8                      Strength: +11      Dexterity: +1
      Shield: --                          Luck: --            Luck: --
   Dexterity: +1                       Insight: --         Insight: --
      Wisdom: --                          Misc: --            Misc: --
Intelligence: --
        Size: -1                           TRIP              GRAPPLE
 Enhancement: --                         (defensive)         Total: 23
  Deflection: --                         Total: --            Base: +8
     Natural: +8                   Strentgh or: --            Epic: --
Natural Enh.: --                     Dexterity: --        Strength: +11
     Insight: --                          Size: --            Size: +4
        Luck: --                          Legs: --           Feats: --
      Sacred: --                          Misc: --            Misc: --
     Profane: --
       Dodge: --                         INITIATIVE
       Class: --                         Total: +1
        Misc: +2                     Dexterity: +1
                                         Feats: --
 Conditional: ?                           Misc: --
 Concealment: --%
--------------------------------------------------------------------------------
SAVING THROWS:
       NAME:              FORTITUDE           REFLEX              WILL
Key Ability:            (Constitution)      (Dexterity)         (Wisdom)

      Total:                +11                 +3                 +5
       Base:                +7                  +2                 +2
       Epic:                --                  --                 --
    Ability:                +4                  +1                 +3
 Resistance:                --                  --                 --
    Insight:                --                  --                 --
     Sacred:                --                  --                 --
    Profane:                --                  --                 --
       Luck:                --                  --                 --
       Misc:                --                  --                 --
---------------------------------------------------------------------------

RACIAL TRAITS
Darkvision (60ft), Immune tot sleep spells, immune to paralysis effects,
immune to fire, fly, breath weapon, natural attack.
---
---------------------------------------------------------------------------
CLASS ABILITIES
Fast movement, illiteracy, rage 2/day, Improved uncanny dodge, trap sense +2,
fast movement +10 speed, bonus feat

---------------------------------------------------------------------------
FEATS
Feat  (Level 1): Endurance (+4 to resist non lethal damage)
Feat  (Level 3): Diehard (remain conscious at -1 to -9 HP)
Feat  (level 6): Power dive(dive and land on opponent making an overrun attack)
Feat  (fighter Bonus feat) : Power attack (trade attack bonus for damage)
--------------------------------------------------------------------------------
SPELLS or Powers

n/a
--------------------------------------------------------------------------------
SKILLS
  Total Skillpoints: 48
      Max Rank (cc): 09 (4.5)
Armor Check penalty: -3
     Without Shield: --
          Languages: giant, common, Draconic
        Conditional: --
            Synergy: --

   Mod = Rnk Abl Msc |  Skills:                   Stat    Untrained? Cross?
   +0  =  0  +0  +0  |  Appraise                  (INT)      Yes     yes
   +0  =  0  +0  +0  |  Autohypnosis              (WIS)      No      yes
   +0  =  0  +0  +0  |  Balance                   (DEX)      Yes     yes
   +0  =  0  +0  +0  |  Bluff                     (CHA)      Yes     yes
   +0  =  0  +0  +0  |  !Climb                    (STR)      Yes     no
   +0  =  0  +0  +0  |  Concentration             (CON)      Yes     yes
   +0  =  0  +0  +0  |  *Craft: None              (INT)      Yes     no
   +0  =  0  +0  +0  |  Decipher Script           (INT)      No      yes
   +0  =  0  +0  +0  |  Diplomacy                 (CHA)      Yes     yes
   +0  =  0  +0  +0  |  Disable Device            (INT)      No      yes
   +0  =  0  +0  +0  |  Disguise                  (CHA)      Yes     yes
   +0  =  0  +0  +0  |  !Escape Artist (Use Rope) (DEX)      Yes     yes
   +0  =  0  +0  +0  |  Forgery                   (INT)      Yes     yes
   +0  =  0  +0  +0  |  Gather Information        (CHA)      Yes     yes
   +0  =  0  +0  +0  |  Handle Animal             (CHA)      No      no
   +7  =  8  +3  +0  |  Heal                      (WIS)      Yes     yes
   +0  =  0  +0  +0  |  !Hide                     (DEX)      Yes     yes
   +20 =  9  +11 +0  |  Intimidate                (CHA)      Yes     no
   +0  =  0  +0  +0  |  !Jump                     (STR)      Yes     no
   +0  =  0  +0  +0  |  *Knowledge: None          (INT)      No      yes
   +12 =  9  +3  +0  |  Listen                    (WIS)      Yes     no
   +0  =  0  +0  +0  |  !Move Silently            (DEX)      Yes     yes
   +0  =  0  +0  +0  |  Open Lock                 (DEX)      No      yes
   +0  =  0  +0  +0  |  *Perform:                 (CHA)      Yes     yes
   +0  =  0  +0  +0  |  *Profession: None         (WIS)      Yes     yes
   +0  =  0  +0  +0  |  Psicraft                  (Int)      No      yes
   +0  =  0  +0  +0  |  Ride                      (DEX)      Yes     no
   +0  =  0  +0  +0  |  Search                    (INT)      Yes     yes
   +5.5=  5  +3  +0  |  Sense Motive              (WIS)      Yes     yes
   +0  =  0  +0  +0  |  !Sleight of Hand          (DEX)      No      yes
   +0  =  0  +0  +0  |  Spellcraft                (INT)      No      yes
   +7  =  8  +3  +0  |  Spot                      (WIS)      Yes     yes
   +12 =  9  +3  +0  |  Survival                  (WIS)      Yes     no
   +0  =  0  +0  +0  |  !!Swim                    (STR)      Yes     no
   +0  =  0  +0  +0  |  !Tumble                   (DEX)      No      yes
   +0  =  0  +0  +0  |  Use Magic Device          (CHA)      No      yes
   +0  =  0  +0  +0  |  Use Psionic Device        (CHA)      No      yes
   +0  =  0  +0  +0  |  Use Rope                  (DEX)      Yes     yes
! = Armor Check Penalty applies (double for Swim)
* = Requires specialization

--------------------------------------------------------------------------------
WEAPON                              WEAPON

NAME   : Cursing Great Axe          NAME   : -	
of Chaos
WEAPON : Large Great Axe            WEAPON : Bite
ATTACK : +19/+14                    ATTACK : +18/+13
DAMAGE : 3d6 + 1d6 flaming          DAMAGE : 1d8
CRIT.  : x3                         CRIT.  : 1x
RANGE  : n/a                        RANGE  : n/a
WEIGHT : 12lb                       WEIGHT : n/a
TYPE   : Slashing                   TYPE   : natural attack, piercing,
                                             Slashing, bludgeoning.
SIZE   : Large                      SIZE   : large
COST   : 18,640                     COST   : n/a
SPECIAL: curse spewing,             SPECIAL: n/a
Anarchic
Conditional Modifiers: two handed.

Curse spewing: Every time this weapon deals damage, The target must succeed at
a Will saving throw (DC 15) or be affected by a curse that confers a -4 morale
penalty on attack rolls, saving throws, skill checks and ability checks.

Anarchic: An anarchic weapon is chaotically aligned and infused With the power
of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding
damage reduction. It deals an extra 2d6 points of damage against all of lawful alignment. (…)

WEAPON                              WEAPON

NAME   : -                          NAME   : -
WEAPON : Claw (x2)                  WEAPON : Breath
ATTACK : +18/+13                    ATTACK : n/a
DAMAGE : 1d6                        DAMAGE : 6d8
CRIT.  : 1x                         CRIT.  : n/a
RANGE  : n/a                        RANGE  : 30ft
WEIGHT : n/a                        WEIGHT : n/a
TYPE   : natural attack, piercing,  TYPE   : Natural attack, fire
         slashing
SIZE   : large                      SIZE   : n/a
COST   : n/a                        COST   : n/a
SPECIAL: n/a                        SPECIAL: 30ft cone of fire damage.
                                    Reduces damage by half on a successful
                                    reflex save  DC 12. max use: 1/day

--------------------------------------------------------------------------------
ARMOR                               SHIELD

NAME   : Full plate of evil         NAME   : -
protection
ARMOR  : Mithrall full plate        ARMOR  : -
MAX DEX: +3                         MAX DEX: -
ACP    : -3                         ACP    : -
SPL FL : 25%                        SPL FL : -
SPEED  : 30ft                       SPEED  : -
SPECIAL: Dark soul protection       SPECIAL: -
Spell resistance (13)

Dark soul protection: This wearer of this armour, if of evil alignment,
takes only half damage from spells or effects that cause greater damage
to evil creatures, such as a holy smite spell, the smite evil of a paladin,
or the extra damage dealt by a holy weapon.

Spell resistance: This property grants the armor’s wearer spell resistance while
the armor is worn. The spell resistance can be 13, 15, 17, or 19, depending on the armor.

Conditional Modifiers: None
--------------------------------------------------------------------------------
EQUIPMENT

Battlegear/#                      Cost     Weight   Location   Notes
Full plate of evil protection     30.000   25.0     torso      (See above)
Cursing Great Axe of Vile Chaos   18,640   12.0     both hands (See above)


Sub Total Battle Gear:            48,640   37.0      ?          -

Items/#                           Cost     Weight   Location   Notes
Gloves of Dex (+2)                4,000 GP n/a      both hands
Cure serious wounds (x2)          1500  GP 0.0      In Jug
Clay Jug (x 2)                    0.06  GP 18lb     Tied on armour belt
Ring of counterspells             4,000 GP          On right hand.
Periapt of wisdom (+4)            16,000GP          On neck
Backpack                          2     GP 2lb      On Back
Ring of force shield.             8500  GP          On left hand

Sub Total Items                   34,002.06 20.lb
Sub Total Battlegear              48,640    37.lb

GOLD & WEIGHT                     82,642.06 57lb
GOLD LEFT                         5357.94   0.0

TOTAL WEIGHT CARRIED:                      57lb
COMBAT WEIGHT:                             39lb (Dropped Backpack: 18.0)

Light   /  Medium   /  Heavy Load
0/466   /  467/933  /  934/1,400
Current Load: 57lb, Light  (No penalties)
Combat Load : 39lb, Light  (No penalties)

Gloves of Dexterity: These thin leather gloves are very flexible and allow
for delicate manipulation. They add to the wearer’s Dexterity score in the form
of an enhancement bonus of +2, +4, or +6. Both gloves must be worn for the magic
to be effective.

Ring of Counterspells: This ring might seem to be a ring of spell storing
upon first examination. However, while it allows a single spell of 1st through
6th level to be cast into it, that spell cannot be cast out of the ring again.
Instead, should that spell ever be cast upon the wearer, the spell is immediately
countered, as a counterspell action, requiring no action (or even knowledge) on the
wearer’s part. Once so used, the spell cast within the ring is gone. A new spell
(or the same one as before) may be placed in it again

Periapt of Wisdom: Although it appears to be a normal pearl on a light chain, a
periapt of wisdom actually increases the possessor’s Wisdom score in the form of
an enhancement bonus of +2, +4, or +6 (depending on the individual item).

Ring of Force Shield: An iron band, this simple ring generates a shield sized
(and shield-shaped) wall of force that stays with the ring and can be wielded by
the wearer as if it were a heavy shield (+2 AC). This special creation has no
armor check penalty or arcane spell failure chance since it is weightless and
encumbrance-free. It can be activated and deactivated at will as a free action.


--------------------------------------------------------------------------------
WEALTH

Platinum      Pieces:
Gold     5357 Pieces:
Silver      9 Pieces:
Copper      4 Pieces:

GEMS
Name                Worth      Weight:
?                   0.00       0.0

ART
Name                Worth      Weight:
?                   0.00       0.0

Magical Items
Name                        Ability               Worth:
Gloves of Dex (+2           see above             4,000  GP
Cure serious wounds (x2)    see above             1500   GP
Ring of counterspells       see above             4,000  GP
Periapt of wisdom (+4)      see above             16,000 GP
Ring of force shield.       see above             8500   GP

---------------------------------------------------------------------------
--------------------------------------------------------------------------------
HISTORY / BACKGROUND
Josha de Smit: “Ik weet niet waar hij vandaan kwam… het… het… was verschrikkelijk. Uit het niets werd het stadshuis in lichterlaaie gezet, de kroeg vernietigd en iedereen die probeerde te vluchten werd afgeslacht. Niemand kon tegen hem op, zelfs de wachters niet. Huizen werden verwoest en kinderen werden uit de wieg meegenomen. Ik lag onder de tafel, hopende dat hij mij niet zou zien… ik was zo bang. Als kind werd ik vroeger bang gemaakt, dat als ik niet braaf was, hij mij op zou komen halen.” “Of ik gedronken heb?” “Een paar Dwergenbiertjes… Wat! Gelooft u mij niet! Wacht maar dat u hem tegen komt, dan weet gij wat angst is. Laat mij nu met rust ik probeer mijn verdriet te verdrinken.”

Barvrouw Betty. “Sinds de aanval van het wezen doe ik goede zaken. Ik weet het, het is verschrikkelijk maar onze omzet is nu een stuk hoger met iedereen die hun angst weg komt drinken. Het is wel jammer van onze Bard. Hij zorgde altijd voor veel publiek, totdat hij door het wezen aan stukken werd gescheurd. Niemand doet hier nog een oog dicht. De wacht is verdubbeld en niemand mag de stad nog in en uit zonder controle. Niet dat iemand nog de stad uit durft. Ik hoop wel dat die contoles snel ophouden. Ik raak door mijn bier heen en kan niets importeren.”

De Kapitein van de Wacht: “Ik heb het beest men mijn eigen ogen gezien. Het was wel 5 meter lang en klauwen zo groot dat het meet een greep een schedel kon verbrijzelen. Of ik overdrijf? Ik heb het voor mijn ogen zien gebeuren. Zijn haar was als vuur en zijn ogen donker als kolen. Een blik in zijn ogen was als het zien van je eigen dood. Het dreef velen van mijn mannen tot waanzin totdat zij door hem werden doorkliefd als graan tijdens de oogst. Hij had vleugels zo wijdt als de tempel toren. Het was het meest verschrikkelijke wat ik ooit heb gezien.”

De Landheer: “Ahh… het wezen. Sinds zijn aanval is er niets meer hetzelfde. Veel van mijn meest ervaren mannen zijn of aan stukken gescheurd of krankzinnig geworden. Weet u wel niet wat voor een klus het is om ze allemaal te vervangen! En de overige mannen zijn of weggelopen of vragen dubbele soldij… Of ik hem gezien heb? Nou ziet u… eh… een man van mijn positie… die eh… kan het zich niet veroorloven om verloren te gaan. Wie moet er anders het gepeupel… eh… ik bedoel dit dappere volk leiden in deze moeilijke tijden. Ik gevlucht?! Ik was toevallig op dat moment in mijn kelder bezig met belangrijke staatszaken!”

Het Verhaal van het beest.

Over de geboorte van deze half-ogre/half-dragon is niet veel bekend. Het eerste wat van hem bekend is, is dat hij onderdeel was van een rondreizende kermis. Op jonge leeftijd werd hij geboeid en geketend tentoongesteld aan het publiek. Zijn vleugels waren onbruikbaar gemaakt en zijn bek gemuilkorfd. Op een dag wist hij uit zijn ketenen te breken. Hij greep zijn “verzorger” beet, en beet zijn nek door. De toegesnelde wachters scheurde hij uiteen. Hij zette de tent in de fik en rende naar buiten. Degene die het overleefden hadden ondertussen de wacht ingeschakeld. Er ontstond een gevecht op leven en dood waar ook de plaatselijke avonturiers aan deelnamen. Het beest wist echter, hoewel zeer toegetakeld, de stad te ontvluchten en rende het bos in. Diep in het bos viel hij moe en uitgeput neer. Toen hij bijkwam stond er een vrouw bij hem. Hij wilde haar aan stukken scheuren net als de wachters, maar iets weerhield hem. De vrouw leidde het beest mee naar een grot dat een soort van tempel bleek te zijn. De vrouw was een priesteres van Karaan, ook wel bekend als de God van de beesten. Hij is de vertegenwoordiger van de donkere kant van de natuur. De priesteres heelde het beest en leerde hem om te gaan met zijn herwonnen krachten. Zijn vleugels werden weer bruikbaar en hij leerde de schone kunsten van het levend offeren. Het wezen leerde zijn omgeving waar te nemen. Aan het einde van zijn training gaf zij hem een vreemd soort harnas. Zwart en grof, bezeten door het kwaad. Daarbij gaf zij hem een great axe die eenieder die het aanschouwde zou doen wegvluchten in angst, als deze daarvoor de kans kreeg natuurlijk. Het beest was klaar om in Karaan’s naam offeringen te brengen. Aan het einde van zijn training bedankte het beest zijn meesteres door haar met zijn klauwen uiteen te rijten en haar ingewanden op te eten. Ze stierf met een lach op haar gezicht. Het is er toen op uit gegaan om dorpen en steden te plunderen en in de naam van zijn god zo groot mogelijke slachtingen aan te richten. Het heeft door zijn verleden een hekel aan alles wat riekt naar kunst, cultuur, zang en poëzie. Er is niets wat hem nog in de weg kan staan, of misschien toch wel…
In ieder geval, als je niet op tijd naar bed gaat, niet goed je best doet op school of niet je groenten op eet, dan zal hij ook achter jou aankomen en meenemen naar zijn grot.


--------------------------------------------------------------------------------
LEVEL PROGRESSION
Bonus Class Skill: Acrobatics

LEVEL    CLASS      HIT POINTS    SKILLS
1        -          -- HP         Skill Name/-, ...
2        -          -- HP         Skill Name/-, ...
--------------------------------------------------------------------------------
MOTIVATIONS & GOALS
Een zo groot mogelijke slachting aan te richten in naam van Karaan en speciaal het vernietigen van alles en iedereen die te maken heeft met kunst, literatuur, muziek en poëzie en andere performances.
-
--------------------------------------------------------------------------------
PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER
- Ik zou hem graag een paladin zien slopen
-
-
--------------------------------------------------------------------------------
PERSONALITY / QUIRKS / MANNERISMS
-
-

This message was last edited by the player at 11:05, Sun 11 Jan 2009.

Roger
 player, 18 posts
Fri 9 Jan 2009
at 16:44
Re: Stromhold Citystate - [Contest] A Paul Add-In
Ok, toch maar geen blackguard, maar een vampire paladin of tyranny.
Ik denk dat paul hem zo wel cool zou vinden, hij is immers fan van zowel vampieren als paladins ;-)
Er zijn nog dingen waarvan ik niet weet of ik het goed heb gedaan, het was voor het eerst dat ik een monster class gebruikte, dus check het ff na. De bio is een beetje kort, maar de tijd drong dus ik heb het hier maar even bij gelaten.
Nu ik em zo gemaakt heb, ben ik eigenlijk wel benieuwd hoe hij zou spelen, toch nog maar eens Paul gaan pushen :-P

--------------------------------------------------------------------------------
   Name: Mortnoír Villian               Gender: Male
 Player: Paul?                          Height: 6'5"
   Race: Bastyr Vampire (Human)         Weight: 118 lbs.
  Align: Lawful Evil                       Age: 29
   Size: M                                Hair: White
  Deity: Nerul                            Eyes: Black
Cls/Lvl: Paladin of Tyranny 2/Bastyr 10   Hand: Right
 Max HP: 82                       Total Levels: 12
  Speed: 30 ft                      Experience: 66.000
  Birth: Middle-Class                   Needed: 78.000
--------------------------------------------------------------------------------
ABILITIES                                               Final
                 Racial  Level  Item   Template  Misc   Ability
     Base (pts)  Bonus   Bonus  Bonus  Bonus     Bonus  Score / Modifier
STR :  16 (10)   +8      +2     --     --        +2        28 / +9
DEX :  14 ( 6)   +6      --     --     --        --        20 / +5
CON :  10 ( 2)   --      --     --     --        --     10(0) / +0
INT :  10 ( 2)   --      --     --     --        --        10 / +0
WIS :  14 ( 6)   +2      --     --     --        --        16 / +3
CHA :  16 (10)   --      --     --     --        --        16 / +3
Conditional Modifiers: None
--------------------------------------------------------------------------------
ARMOR CLASS                                   BASE ATTACK BONUS
    AC Total: 29                         MELEE              RANGED
 Flat-Footed: 24                         Total: +15          Total: +11
       Touch: 26                          Base: +6            Base: +6
        Base: 10                          Epic: --            Epic: --
       Armor: +3                      Strength: +9       Dexterity: +5
      Shield: +2                          Luck: --            Luck: --
   Dexterity: +5                       Insight: --         Insight: --
      Wisdom: --                          Misc: --            Misc: --
Intelligence: --
        Size: --                           TRIP              GRAPPLE
 Enhancement: +4                         (defensive)         Total: --
  Deflection: +1                         Total: --            Base: --
     Natural: +4                   Strentgh or: --            Epic: --
Natural Enh.: --                     Dexterity: --        Strength: --
     Insight: --                          Size: --            Size: --
        Luck: --                          Legs: --           Feats: --
      Sacred: --                          Misc: --            Misc: --
     Profane: --
       Dodge: --                         INITIATIVE
       Class: --                         Total: +5
        Misc: --                     Dexterity: +5
                                         Feats: --
 Conditional: ?                           Misc: --
 Concealment: --%
--------------------------------------------------------------------------------
SAVING THROWS:
       NAME:              FORTITUDE           REFLEX              WILL
Key Ability:            (Constitution)      (Dexterity)         (Wisdom)

      Total:                +5                  +9                 +9
       Base:                +5                  +2                 +6
       Epic:                --                  --                 --
    Ability:                +0                  +5                 +3
 Resistance:                --                  --                 --
    Insight:                --                  --                 --
     Sacred:                --                  --                 --
    Profane:                --                  --                 --
       Luck:                --                  --                 --
       Misc:                --                  +2                 --
--------------------------------------------------------------------------------
RACIAL TRAITS

* Medium: As Medium creatures, humans have no special bonuses or penalties due
  to their size.
* Human base land speed is 30 feet.
* 1 extra feat at 1st level.
* 4 extra skill points at 1st level and 1 extra skill point at each additional
  level.
* Automatic Language: Common. Bonus Languages: Any (other than secret languages,
  such as Druidic). See the Speak Language skill.
* Favored Class: Any. When determining whether a multiclass human takes an
  experience point penalty, his or her highest-level class does not count.


--------------------------------------------------------------------------------
CLASS ABILITIES

Weapon and Armor Proficiency:
A bastyr is proficient with his natural weapons, all simple and martial weapons,
 light armor, medium armor, and shields (except tower shields).

Blood Drain (Ex):
A bastyr can suck blood from a living victim with its fangs by making a
successful grapple check. If it pins its foe, it drains blood, dealing 1d4
points of Constitution drain each round the pin is maintained. On each such
successful attack, a bastyr gains 5 temporary hit points that last for up
to 1 hour.

Bonus Feats:
Bastyr gain Improved Grapple at 2nd level and Lightning Reflexes at 5th level.

Fast Healing (Ex):
A bastyr gains fast healing 1 at 2nd level. At 4th level level this improved
to fast healing 2, at 6th to +3, at 8th to 4 and finally at 10th to fast
healing 5. A bastyr heals damage each round so long as it has at least 1 hit
point. If reduced to 0 hit points in combat, he automatically assumes gaseous
form and attempts to escape. He must reach his coffin home within 2 hours or
be utterly destroyed. (He can travel up to nine miles in 2 hours.) Any
additional damage dealt to a bastyr forced into gaseous form has no effect.
Once at rest in its coffin, a bastyr is helpless. He regains 1 hit point after
1 hour, then is no longer helpless and resumes healing at the rate of his
current fast healing bonus in hit points per round.

Grapple (Ex):
Starting at 2nd level, the bastyr gains a +1 competence bonus on opposed
grapple checks. This bonus increases to +2 at 4th level, +3 at 8th level
and finally +4 at 10th level.

Skill Bonus (Ex):
At 4th level, a bastyr's racial bonus on Balance, Climb, Intimidate, Jump,
Survival and Tumble checks increases from +2 to +4. At 6th level and 8th
level, these bonuses increase to +6 and +8.

Spider Climb (Ex):
At 4th level, a sorcere can climb sheer surfaces as though with a spider
climb spell.

Improved Slam (Ex):
The Bastyr's slam attacks now do more damage. For a small creature, the
damage increases from 1d4 to 1d6, for a medium-sized creature, the damage
increases from 1d6 to 1d8 and for a large creature the damage increases
from 1d8 to 2d6.

Lesser Gaseous Form (Su):
At 6th level, as a standard action, a bastyr can assume gaseous form at will
as the spell (caster level 5th) once a day for up to an hour per hit die.
He has a fly speed of 20 feet with perfect maneuverability.
Lesser Energy Drain (Su):
Living creatures hit by a bastyr’s slam attack (or any other natural weapon
the vampire might possess) gain one negative level. For each negative level
bestowed, the bastyr gains 5 temporary hit points. A bastyr can use his energy
drain ability once per round.

Alternate Form (Su):
A bastyr can assume the shape of a bat, dire bat, wolf, or dire wolf as a
standard action. While in his alternate form, the bastyr loses his natural
slam attack and dominate ability, but he gains the natural weapons and
extraordinary special attacks of his new form. He can remain in that form
until he assumes another or until the next sunrise.

Energy Drain (Su):
Living creatures hit by a bastyr’s slam attack (or any other natural weapon
the vampire might possess) gain two negative levels. For each negative level
bestowed, the bastyr gains 5 temporary hit points. A bastyr can use his energy
drain ability once per round. This ability replaces the lesser energy drain
ability.

Greater Slam (Ex):
At 8th level, a bastyr can reach unnaturally far with his slam attacks,
increasing his reach by 5 feet.

Create Spawn (Su):
A humanoid or monstrous humanoid slain by a bastyr ’s energy drain rises as
a bastyr spawn 1d4 days after burial.
If the bastyr instead drains the victim’s Constitution to 0 or lower, the
victim returns as a spawn if it had 4 or less HD and as a bastyr if it had 5 or
more HD. In either case, the new bastyr or spawn is under the command of the
bastyr that created it and remains enslaved until its master’s destruction.
At any given time a bastyr may have enslaved spawn totaling no more than twice
its own Hit Dice; any spawn it creates that would exceed this limit are created
as free-willed bastyr or bastyr spawn. A bastyr that is enslaved may create and
enslave spawn of its own, so a master bastyr can control a number of lesser
bastyr in this fashion. A bastyr may voluntarily free an enslaved spawn in order
to enslave a new spawn, but once freed, a bastyr or bastyr spawn cannot be
enslaved again.

Gaseous Form (Su):
At 10th level, as a standard action, a bastyr can assume gaseous form at will
as the spell (caster level 5th), but it can remain gaseous indefinitely and has
a fly speed of 20 feet with perfect maneuverability. This ability replaces the
lesser gaseous form ability.

PALADIN
Aura of Evil (Ex)
The power of a paladin of tyranny's aura of evil (see the detect evil spell)
is equal to his paladin of tyranny level, just as with the aura of a cleric
of an evil deity.

Detect Good (Sp)
At will, a paladin of tyranny can use detect good, as the spell.

Smite Good (Su)
Once per day, a paladin of tyranny may attempt to smite good with one normal
melee attack. This ability is otherwise identical to the standard paladin's
ability to smite evil, including increased daily uses as the paladin of tyranny
gains class levels.

Deadly Touch (Su)
Beginning at 2nd level, a paladin of tyranny can cause wounds with a successful
touch attack. Each day she can deal a total number of hit points of damage equal
to her paladin level x her Charisma bonus. An opponent subjected to this attack
can make a Will save (DC 10 + 1/2 paladin level + paladin's Cha modifier)
to halve the damage dealt.

Alternatively, a paladin of tyranny can use any or all of this power to cure
damage to undead creatures, just as an inflict wounds spell does. This power
otherwise functions identically to the paladin's lay on hands ability.

--------------------------------------------------------------------------------
FEATS
Bonus Feat   (Human): Power Attack
Bonus Feat  (Bastyr): Improved Grapple
Bonus Feat  (Bastyr): Lightning Reflexes
Feat     (Paladin 1): Cleave
Feat     (Bastyr  1): Endure Sunlight
Feat     (Bastyr  3): Improved Unarmed Strike
Feat     (Bastyr  7): Life Drain

Power Attack [General]
On your action, before making attack rolls for a round, you may choose to
subtract a number from all melee attack rolls and add the same number to all
melee damage rolls. This number may not exceed your base attack bonus.
The penalty on attacks and bonus on damage apply until your next turn.

Improved Grapple [General]
You do not provoke an attack of opportunity when you make a touch attack to
start a grapple. You also gain a +4 bonus on all grapple checks, regardless of
whether you started the grapple.

Improved Unarmed Strike [General]
You are considered to be armed even when unarmed —that is, you do not provoke
attacks or opportunity from armed opponents when you attack them while unarmed.
However, you still get an attack of opportunity against any opponent who makes
an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or nonlethal damage, at your
option.

Cleave [General]
If you deal a creature enough damage to make it drop (typically by dropping it
to below 0 hit points or killing it), you get an immediate, extra melee attack
against another creature within reach. You cannot take a 5-foot step before
making this extra attack. The extra attack is with the same weapon and at the
same bonus as the attack that dropped the previous creature. You can use this
ability once per round.

Lightning Reflexes [General]
You get a +2 bonus on all Reflex saving throws.

Endure Sunlight [Monstrous]
You can resist all dangerous effects of sunlight for a number of rounds equal
to 1 + your Charisma modifier (minimum 1 round). After this time, if you are
still exposed to sunlight, you take normal effects as appropiate for your
kind.

Life Drain [Monstrous]
Whenever you bestow a negative level upon a creature, add your Charisma bonus
modifier to the hit points lost by the creature due to that negative level.
You then gain temporary hit points equal to the amount lost by the creature due
the negative level. THese temporary hit points last for up to one hour.

--------------------------------------------------------------------------------

SKILLS
  Total Skillpoints: 55
      Max Rank (cc): 15 (7.5)
Armor Check penalty: --
     Without Shield: --
          Languages: Common
        Conditional: --
            Synergy: --

   Mod = Rnk Abl Msc |  Skills:                   Stat    Untrained? Cross?
   +0  =  0  +0  +0  |  Appraise                  (INT)      Yes     Yes
   XX  =  0  +3  +0  |  Autohypnosis              (WIS)      No      Yes
   +8  =  0  +5  +8  |  Balance                   (DEX)      Yes     No
   +3  =  0  +3  +0  |  Bluff                     (CHA)      Yes     Yes
   +14 =  0  +9  +5  |  !Climb                    (STR)      Yes     No
   +15 = 15  +0  +0  |  Concentration             (CON)      Yes     No
   +0  =  0  +0  +0  |  *Craft: None              (INT)      Yes     No
   XX  =  0  +0  +0  |  Decipher Script           (INT)      No      Yes
   +3  =  0  +3  +0  |  Diplomacy                 (CHA)      Yes     No
   XX  =  0  +0  +0  |  Disable Device            (INT)      No      Yes
   +3  =  0  +3  +0  |  Disguise                  (CHA)      Yes     Yes
   +10 =  0  +5  +5  |  !Escape Artist (Use Rope) (DEX)      Yes     Yes
   +0  =  0  +0  +0  |  Forgery                   (INT)      Yes     Yes
   +3  =  0  +3  +0  |  Gather Information        (CHA)      Yes     Yes
   XX  =  0  +3  +0  |  Handle Animal             (CHA)      No      No
   +3  =  0  +3  +0  |  Heal                      (WIS)      Yes     No
   +2  =  0  +5  -3  |  !Hide                     (DEX)      Yes     Yes
   +26 = 15  +3  +8  |  Intimidate                (CHA)      Yes     No
   +0  =  0  +9  +5  |  !Jump                     (STR)      Yes     No
   +15 = 15  +0  +0  |  *Knowledge: Religion      (INT)      No      No
   +3  =  0  +3  +0  |  Listen                    (WIS)      Yes     Yes
   +5  =  0  +5  +0  |  !Move Silently            (DEX)      Yes     Yes
   XX  =  0  +5  +0  |  Open Lock                 (DEX)      No      Yes
   +3  =  0  +3  +0  |  *Perform:                 (CHA)      Yes     Yes
   +2  =  0  +3  +0  |  *Profession: None         (WIS)      Yes     No
   XX  =  0  +0  +0  |  Psicraft                  (Int)      No      Yes
   +5  =  0  +5  +0  |  Ride                      (DEX)      Yes     No
   +0  =  0  +0  +0  |  Search                    (INT)      Yes     Yes
   +2  =  0  +3  +0  |  Sense Motive              (WIS)      Yes     No
   XX  =  0  +5  -3  |  !Sleight of Hand          (DEX)      No      Yes
   XX  =  0  +0  +0  |  Spellcraft                (INT)      No      Yes
   +2  =  0  +3  +0  |  Spot                      (WIS)      Yes     Yes
   +11 =  0  +3  +8  |  Survival                  (WIS)      Yes     No
   +6  =  0  +9  -3  |  !!Swim                    (STR)      Yes     Yes
   +20 = 10  +5  +5  |  !Tumble                   (DEX)      No      No
   XX  =  0  +3  +0  |  Use Magic Device          (CHA)      No      Yes
   XX  =  0  +3  +0  |  Use Psionic Device        (CHA)      No      Yes
   +5  =  0  +5  +0  |  Use Rope                  (DEX)      Yes     Yes
! = Armor Check Penalty applies (double for Swim)
* = Requires specialization

--------------------------------------------------------------------------------
WEAPON                              WEAPON

NAME   : Long Sword +2              NAME   : Slam
WEAPON : Long Sword +2              WEAPON : Fists
ATTACK : +17                        ATTACK : +15
DAMAGE : 1d8+11                     DAMAGE : 1d8
CRIT.  : 19-20/x2                   CRIT.  : 20/x2
RANGE  : 5 ft.                      RANGE  : 10 ft.
WEIGHT : 4 lbs.                     WEIGHT : -
TYPE   : S                          TYPE   : B
SIZE   : M                          SIZE   : S
COST   : 8.315 gp                   COST   : -
SPECIAL: -                          SPECIAL: Energy Drain

Conditional Modifiers: None
--------------------------------------------------------------------------------
ARMOR                               SHIELD

NAME   : Studder Leather +3         NAME   : Heavy Steel Shield +1
ARMOR  : +6                         ARMOR  : +3
MAX DEX: +5                         MAX DEX: -
ACP    : -1                         ACP    : -2
SPL FL : 15%                        SPL FL : 15%
SPEED  : 30 ft.                     SPEED  : -
SPECIAL: Magic +3                   SPECIAL: Magic +1

Conditional Modifiers: None
--------------------------------------------------------------------------------
EQUIPMENT

Battlegear/#                      Cost     Weight   Location   Notes
Long Sword +2                  8315.00     4.0      Scabbard   -
Heavy Steel Shield +1          1170.00    15.0      Readied    -
Studded Leather Armor +3       9160.00    20.0      Worn
Ring of Protection +1          1000.00     0.5      Worn

Sub Total Battle Gear:        19645.00    39.5

Items/#                           Cost     Weight   Location   Notes
Liquid Night /x10              1500.00     1.5      Potion Belt-
Beltpouch                         1.00     0.5      Belt       -
Masterwork Potion Belt          100.00     0.5      Worn


Sub Total Items                1601.00    14.0
Sub Total Battlegear          19645.00    39.5

GOLD & WEIGHT                 21246.00    53.5
GOLD LEFT                       754.00

TOTAL WEIGHT CARRIED:                     53.5
COMBAT WEIGHT:                            53.5 (Dropped Backpack: 00.0)

Light      /  Medium     /  Heavy Load
0-466 lb.  / 467-933 lb. / 934-1,400 lb.
Current Load: Light  (No penalties)
Combat Load : Light  (No penalties)
--------------------------------------------------------------------------------
WEALTH

Platinum Pieces:
Gold     Pieces: 754
Silver   Pieces:
Copper   Pieces:

Magical Items
Name                        Ability               Worth:
Long Sword +2               +2 to hit/damage      8315.00
Heavy Steel Shield +1       +1 Armor              1170.00
Studded Leather Armor +3    +3 Armor              9160.00
Ring of Protection +1       +1 Deflection         1000.00
Liquid Night /x10           Sunlight Protection
                            for 1 hour            1500.00
Masterwork Potion Belt                             100.00

--------------------------------------------------------------------------------

HISTORY / BACKGROUND

Malevolance has always been one of Mortnoír's prime attributes. Once he was a
guard of Lord Strom's army and even then he was cruel and viscious. His family
mysteriously dissappeared at the age of 12 and was never found. And to this day
no one knows Mortnoír killed them at fed them to the wildlife in the forest
surrounding Stromhold, piece by piece. He took up a job as a guard when he
turned 16 and was charged with assault and manhandling many times, but never
were they able to convict him. He was driven by wealth and took a keen interest
in Strom's contract business. Strom however knew this and deviced a way to rid
himself of this wayward guard.
Mortnoír recieved a contract to dispose a group of vampires in the region
and the reward was so great that he didn't question what he was up against.
In all regards, this was a true suicide mission and Strom never expected him to
survive... and he didn't.
Mortnoír met with the vampires but was doomed before he could even draw his
blade and knew he had been set up. But the vampires recognized the malevolance
coursing trough his veins. So instead of making him into a decent meal, they
turned him into one of them and granted him the life of an undead. And to this
he still roams Stomhold and it's surroundings, preying on the innocent and more:
Lord Strom himself. He is driven by a taste for vengeance. Lord Strom betrayed
him and for that he must pay!
Now his lust for blood is even outweighed by his lust for vengeance.

--------------------------------------------------------------------------------
LEVEL PROGRESSION

LEVEL    CLASS   HIT POINTS             SKILLS
LVL| CLASS         | HP | SKILLS (total ranks)                     | Feats
 1 | Paladin of    | 10 | Concentration/4, Knowledge: Religion/4,  | Power Attack
   | Tyranny 1     |    | Intimidate/2                             | Cleave
 2 | Paladin of    | 15 | Concentration/5, Knowledge: Religion/5,  |
   | Tyranny 2     |    | Intimidate/2.5                           |
 3 | Bastyr 1/     | 24 | Concentration/6, Knowledge: Religion/6,  | Endure
   | Pal of Tyr 2  |    | Intimidate/6, Tumble/1                   | Sunlight
 4 | Bastyr 2/     | 28 | Concentration/7, Knowledge: Religion/7,  | Improved
   | Pal of Tyr 2  |    | Intimidate/7, Tumble/2                   | Grapple
 5 | Bastyr 3/     | 28 | Concentration/8, Knowledge: Religion/8,  | Life Drain
   | Pal of Tyr 2  |    | Intimidate/8, Tumble/3                   |
 6 | Bastyr 4/     | 39 | Concentration/9, Knowledge: Religion/9,  |
   | Pal of Tyr 2  |    | Intimidate/9, Tumble/4                   |
 7 | Bastyr 5/     | 44 | Concentration/10, Knowledge: Religion/10,| Lightning
   | Pal of Tyr 2  |    | Intimidate/10, Tumble/5                  | Reflexes
 8 | Bastyr 6/     | 52 | Concentration/11, Knowledge: Religion/11,|
   | Pal of Tyr 2  |    | Intimidate/11, Tumble/6                  |
 9 | Bastyr 7/     | 64 | Concentration/12, Knowledge: Religion/12,| Improved
   | Pal of Tyr 2  |    | Intimidate/12, Tumble/7                  | Energy Drain
10 | Bastyr 8/     | 70 | Concentration/13, Knowledge: Religion/13,|
   | Pal of Tyr 2  |    | Intimidate/13, Tumble/8                  |
11 | Bastyr 9/     | 82 | Concentration/14, Knowledge: Religion/14,|
   | Pal of Tyr 2  |    | Intimidate/14, Tumble/9                  |
12 | Bastyr 10/    | 82 | Concentration/15, Knowledge: Religion/15,|
   | Pal of Tyr 2  |    | Intimidate/15, Tumble/10                 |


--------------------------------------------------------------------------------
MOTIVATIONS & GOALS
- Blood!
- Blood of Lord Strom
- More Blood!
--------------------------------------------------------------------------------
PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER
- Maybe he is one of Pikeheart's Vampires (?)
--------------------------------------------------------------------------------
PERSONALITY / QUIRKS / MANNERISMS
- Evil
- Manipulative
- Vengeful
Bram
 player, 15 posts
Sat 10 Jan 2009
at 17:15
Re: Stromhold Citystate - [Contest] A Paul Add-In
Tja het is de eerste keer dat ik bezig ben geweest met multiclassen, dus de cleave heb ik maar weggehaald (wel jammer :( ). Verder had ik nog wel een vraag over de bab. Ik namelijk uit de PHB begrepen dat het de bedoeling was dat de modifiers stacken. Ik interpreteerde dit dat een 6th level barbarian met als bab +6/+1 en een 1th level fighter met bab +1 samen +6/+2 wordt. Ik lees hier verder niets over in de PHB, dus moet mn bab +7/+1 of +7/+2 worden?
Sayanne
 player, 43 posts
Sat 10 Jan 2009
at 18:55
Re: Stromhold Citystate - [Contest] A Paul Add-In
Hoi:D
De fiendbinder gaat als volgt:
Hit die: 6
lvl   bab   fort  ref  will
1     +0    +0    +0   +2
2     +1    +0    +0   +3
Voor de volledigheid zijn dit nog de prerequisites:
alignment: any nongood
skills:
knowledge (the planes) 10 ranks
speak infernal and abyssal
truespeak 10 ranks
spells: ability to cast summon monster IV
Aranamarunda
 GM, 550 posts
 Welcome to Aranamarunda's
 Magical Emporium
Sat 10 Jan 2009
at 19:19
Re: Stromhold Citystate - [Contest] A Paul Add-In
@Bram: +7/+2 is de juiste. Ze hadden het beter kunnen formuleren. Zoiets als: per 5 punten dat je bab hoger is dan 1 krijg je een extra attack. Deze attacks hebben een cumulatieve -5 penalty (-5 voor de eerste extra attack, -10 voor de tweede en -15 voor de derde). op je 20e level stopt dit en behoudt je het aantal attack wat je dan hebt. Zoiets.

Ik check hem later nog even extra Bram.

@Sayanne: Dank :D Goed, als je dus met partial Bab en saves zou werken, had je nu een fort van +4 gehad, bij voorbeeld. Maar laten we het maar volgens de cehte regels doen. Hij is af, Sayanne :D
Aranamarunda
 GM, 553 posts
 Welcome to Aranamarunda's
 Magical Emporium
Tue 13 Jan 2009
at 10:21
Re: Stromhold Citystate - [Contest] A Paul Add-In
Goed! Ik zie de karakters als af! Het stemmen kan beginnen! ik verwachte heel wat private messages... Ook van jullie en je mag op je eigen karakter stemmen. Dan balanceert het gewoon weer uit.

Dus! PMen jullie allemaal! De stembus blijft open tot de 23e. Dan krijgen jullie van mij, live op de 24e, de uitslag!
Giel
 player, 51 posts
 Aargh'
Tue 13 Jan 2009
at 12:32
Re: Stromhold Citystate - [Contest] A Paul Add-In
PM:ecit

This message was last edited by the player at 14:20, Tue 13 Jan 2009.

Aranamarunda
 GM, 555 posts
 Welcome to Aranamarunda's
 Magical Emporium
Tue 13 Jan 2009
at 14:11
Re: Stromhold Citystate - [Contest] A Paul Add-In
Nee nee, Giel. Lees de eerste post nou voor je stemt! Ik wacht hem wel af :D Doe hem als een PM, niet een PL, aub :D
Frans
 player, 155 posts
 http://baradein.white.
 prohosting.com/
Tue 13 Jan 2009
at 17:51
Re: Stromhold Citystate - [Contest] A Paul Add-In
Ik heb ze nou allemaal doorgelezen nu de einddatum er is en ik moet zeggen ik vind het moeilijk.
Ze zitten dicht bij elkaar qua char build zou ik zo zeggen. De een heeft duidelijk de weg gekozen van meest evil achtig de ander meer van wat een toffe combinatie tegen een Paul-add-in.
Nougoed mijn oordeel is minder gebaseerd op bio, ook kijk ik iets minder naar sleutelwerk.
Wat ik het meest interessant vind wie maakt de beste kans.
Dus bij deze stuur ik mijn score naar ara.

Sorry voor degene die ik geen punten geef maar ik denk dat er ergens niet de juiste keuze is gemaakt waardoor ik geneigd ben om niet mijn geld op die char te zetten.
Sorry want ik vind het wel een vette char maar er kan maar een winnaar zijn
Stefan
 player, 132 posts
Tue 13 Jan 2009
at 21:49
Re: Stromhold Citystate - [Contest] A Paul Add-In
Ik heb ook alleen gekeken naar Bio niet naar de stats.
Aranamarunda
 GM, 557 posts
 Welcome to Aranamarunda's
 Magical Emporium
Tue 13 Jan 2009
at 22:01
Re: Stromhold Citystate - [Contest] A Paul Add-In
Ok, ik zei PM maar goed :D Spannend hoor! Iedereen is, na 4 stemmen, nog helemaal in de race! Kom op hey? Leuk dit hoor!
Roger
 player, 19 posts
Fri 16 Jan 2009
at 21:51
Re: Stromhold Citystate - [Contest] A Paul Add-In
Ok ik heb ook mijn stem uitgebracht. Ikzelf heb vooral gekeken naar wat ik denk dat Paul zou kiezen om te spelen.
Michel
 player, 36 posts
Sat 24 Jan 2009
at 11:19
Re: Stromhold Citystate - [Contest] A Paul Add-In
hier mijn stem
Laurens
 player, 12 posts
Sat 24 Jan 2009
at 12:31
Re: Stromhold Citystate - [Contest] A Paul Add-In
Mijn oordeel
Michel
 player, 55 posts
 what do you mean...
 he wasn't dead?
Mon 3 Aug 2009
at 20:21
Re: Stromhold Citystate - [Contest] A Paul Add-In
WORK IN PROGRESS!!!


--------------------------------------------------------------------------------
   Name: Griswold master of none        Gender: M
 Player: Michel's antipaul              Height: M
   Race: Human                          Weight: M
  Align: chaotic evil                      Age: M
   Size: M                                Hair: Blonde
  Deity:                                  Eyes: blue
Cls/Lvl: B2/C2/R2/Ro2/S2/F2               Hand: Left
 Max HP: 109                      Total Levels: 12
  Speed: 30+10                      Experience:
  Birth:                                Needed:
--------------------------------------------------------------------------------
ABILITIES                                               Final
                 Racial  Level  Item   Template  Misc   Ability
     Base (pts)  Bonus   Bonus  Bonus  Bonus     Bonus  Score / Modifier
STR :  14 (06)   --      +2     +4     --        --        20 / +5
DEX :  16 (10)   --      +1     +4     --        --        21 / +5
CON :  16 (10)   --      --     --     --        --        16 / +3
INT :  08 (00)   --      --     --     --        --        08 / -1
WIS :  12 (04)   --      --     --     --        --        12 / +1
CHA :  14 (06)   --      --     +2     --        --        16 / +3
Conditional Modifiers: None
--------------------------------------------------------------------------------
ARMOR CLASS                                   BASE ATTACK BONUS
    AC Total: 21                         MELEE              2handed
 Flat-Footed: --                         Total: +20/+15     +16/+11/+16
       Touch: --                          Base: +10/+5      (-4, -4)
        Base: 10                          Epic: --
       Armor: +6                       Str/Dex: +5
      Shield: --                          Luck: --
   Dexterity: +5                       Insight: +1 (WF)
      Wisdom: --                          Misc: +4(sword)
Intelligence: --
        Size: --                           TRIP              GRAPPLE
 Enhancement: --                         (defensive)         Total: --
  Deflection: --                         Total: --            Base: --
     Natural: --                   Strentgh or: --            Epic: --
Natural Enh.: --                     Dexterity: --        Strength: --
     Insight: --                          Size: --            Size: --
        Luck: --                          Legs: --           Feats: --
      Sacred: --                          Misc: --            Misc: --
     Profane: --
       Dodge: --                         INITIATIVE
       Class: --                         Total: +5
        Misc: --                     Dexterity: +5
                                         Feats: --
 Conditional: ?                           Misc: --
 Concealment: --%
--------------------------------------------------------------------------------
SAVING THROWS:
       NAME:              FORTITUDE           REFLEX              WILL
Key Ability:            (Constitution)      (Dexterity)         (Wisdom)

      Total:               +10                  +9                 +6
       Base:               7.3                 4.6                4.6
       Epic:                --                  --                 --
    Ability:                +3                  +5                 +1
 Resistance:                --                  --                 --
    Insight:                --                  --                 --
     Sacred:                --                  --                 --
    Profane:                --                  --                 --
       Luck:                --                  --                 --
       Misc:                --                  --                 --
--------------------------------------------------------------------------------
RACIAL TRAITS

Humans

    * Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
    * Human base land speed is 30 feet.
    * 1 extra feat at 1st level.
    * 4 extra skill points at 1st level and 1 extra skill point at each additional level.
    * Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
    * Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

--------------------------------------------------------------------------------
CLASS ABILITIES

Barbarian:

Fast Movement (Ex)
A barbarian’s land speed is faster than the norm for his race by +10 feet. This
benefit applies only when he is wearing no armor, light armor, or medium armor
and not carrying a heavy load. Apply this bonus before modifying the barbarian’s
speed because of any load carried or armor worn.

Illiteracy
Barbarians are the only characters who do not automatically know how to read
and write. A barbarian may spend 2 skill points to gain the ability to read
and write all languages he is able to speak.
A barbarian who gains a level in any other class automatically gains literacy.
Any other character who gains a barbarian level does not lose the literacy he or
she already had.

Rage (Ex)
A barbarian can fly into a rage a certain number of times per day. In a rage, a
barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution,
and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class.
The increase in Constitution increases the barbarian’s hit points by 2 points per
level, but these hit points go away at the end of the rage when his Constitution
score drops back to normal. (These extra hit points are not lost first the way
temporary hit points are.) While raging, a barbarian cannot use any Charisma-,
Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist,
Intimidate, and Ride), the Concentration skill, or any abilities that require
patience or concentration, nor can he cast spells or activate magic items that
require a command word, a spell trigger (such as a wand), or spell completion
(such as a scroll) to function. He can use any feat he has except Combat Expertise,
item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds
equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may
prematurely end his rage. At the end of the rage, the barbarian loses the rage
modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty
to Dexterity, can’t charge or run) for the duration of the current encounter (unless
he is a 17th-level barbarian, at which point this limitation no longer applies).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his
rage ability once per day. At 4th level and every four levels thereafter, he can use
it one additional time per day (to a maximum of six times per day at 20th level).
Entering a rage takes no time itself, but a barbarian can do it only during his
action, not in response to someone else’s action.

Uncanny dodge
At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is
caught flat-footed or struck by an invisible attacker. However, he still loses his
Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from
a different class, he automatically gains improved uncanny dodge instead.

Cleric:
Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, with all types of armor (light,
medium, and heavy), and with shields (except tower shields).
A cleric who chooses the War domain receives the Weapon Focus feat related to his
deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon
Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful
aura corresponding to the deity’s alignment (see the detect evil spell for details).
Clerics who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law
domain have a similarly powerful aura of the corresponding alignment.

Spells
A cleric casts divine spells, which are drawn from the cleric spell list. However,
his alignment may restrict him from casting certain spells opposed to his moral or
ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must
choose and prepare his spells in advance (see below).
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 +
the spell level. The Difficulty Class for a saving throw against a cleric’s spell is
10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each
spell level per day. His base daily spell allotment is given on Table: The Cleric.
In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric
also gets one domain spell of each spell level he can cast, starting at 1st level.
When a cleric prepares a spell in a domain spell slot, it must come from one of his
two domains (see Deities, Domains, and Domain Spells, below).
Clerics meditate or pray for their spells. Each cleric must choose a time at which
he must spend 1 hour each day in quiet contemplation or supplication to regain his
daily allotment of spells. Time spent resting has no effect on whether a cleric can
prepare spells. A cleric may prepare and cast any spell on the cleric spell list,
provided that he can cast spells of that level, but he must choose which spells to
prepare during his daily meditation.
Deity, Domains, and Domain Spells
A cleric’s deity influences his alignment, what magic he can perform, his values,
and how others see him. A cleric chooses two domains from among those belonging to
his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only
if his alignment matches that domain.
If a cleric is not devoted to a particular deity, he still selects two domains to
represent his spiritual inclinations and abilities. The restriction on alignment
domains still applies.
Each domain gives the cleric access to a domain spell at each spell level he can
cast, from 1st on up, as well as a granted power. The cleric gets the granted powers
of both the domains selected.
With access to two domain spells at a given spell level, a cleric prepares one or
the other each day in his domain spell slot. If a domain spell is not on the cleric
spell list, a cleric can prepare it only in his domain spell slot.

Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy
into healing spells that the cleric did not prepare ahead of time. The cleric can "
lose" any prepared spell that is not a domain spell in order to cast any cure spell
of the same spell level or lower (a cure spell is any spell with "cure" in its name).
An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells
to cure spells but can convert them to inflict spells (an inflict spell is one with
"inflict" in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can
convert spells to either cure spells or inflict spells (player’s choice). Once the
player makes this choice, it cannot be reversed. This choice also determines whether
the cleric turns or commands undead.
Chaotic, Evil, Good, and Lawful Spells
A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he
has one). Spells associated with particular alignments are indicated by the chaos,
evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su)
Any cleric, regardless of alignment, has the power to affect undead creatures by
channeling the power of his faith through his holy (or unholy) symbol (see Turn or
Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy
undead creatures. An evil cleric (or a neutral cleric who worships an evil deity)
instead rebukes or commands such creatures. A neutral cleric of a neutral deity must
choose whether his turning ability functions as that of a good cleric or an evil
cleric. Once this choice is made, it cannot be reversed. This decision also determines
 whether the cleric can cast spontaneous cure or inflict spells.
A cleric may attempt to turn undead a number of times per day equal to 3 + his
Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2
bonus on turning checks against undead.

Bonus Languages
A cleric’s bonus language options include Celestial, Abyssal, and Infernal
(the languages of good, chaotic evil, and lawful evil outsiders, respectively).
These choices are in addition to the bonus languages available to the character
because of his race.

Ranger:
Favored Enemy (Ex)
At 1st level, a ranger may select a type of creature from among those given on
Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense
Motive, Spot, and Survival checks when using these skills against creatures of this
type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the
ranger may select an additional favored enemy from those given on the table. In
addition, at each such interval, the bonus against any one favored enemy (including
the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose
an associated subtype, as indicated on the table. If a specific creature falls into
more than one category of favored enemy, the ranger’s bonuses do not stack; he simply
uses whichever bonus is higher.

Track
A ranger gains Track as a bonus feat.

Wild Empathy (Ex)
A ranger can improve the attitude of an animal. This ability functions just like a
Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds
his ranger level and his Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild
animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other,
which means that they must be within 30 feet of one another under normal visibility
conditions. Generally, influencing an animal in this way takes 1 minute, but, as
with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an
Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style (Ex)
At 2nd level, a ranger must select one of two combat styles to pursue: archery or
two-weapon combat. This choice affects the character’s class features but does not
restrict his selection of feats or special abilities in any way.
If the ranger selects archery, he is treated as having the Rapid Shot feat, even
if he does not have the normal prerequisites for that feat.
If the ranger selects two-weapon combat, he is treated as having the Two-Weapon
Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the ranger’s chosen style apply only when he wears light or no
armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Rogue:
Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively
from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target would be denied a
Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not),
or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and
it increases by 1d6 every two rogue levels thereafter. Should the rogue score a
critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that
deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals
lethal damage to deal nonlethal damage in a sneak attack, not even with the usual
-4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead,
constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.
Any creature that is immune to critical hits is not vulnerable to sneak attacks.
The rogue must be able to see the target well enough to pick out a vital spot and
must be able to reach such a spot. A rogue cannot sneak attack while striking a
creature with concealment or striking the limbs of a creature whose vitals are
beyond reach.

Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task
has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden.
Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps.
A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study
a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with
great agility. If she makes a successful Reflex saving throw against an attack that
normally deals half damage on a successful save, she instead takes no damage. Evasion
can be used only if the rogue is wearing light armor or no armor. A helpless rogue
does not gain the benefit of evasion.

Sorcerer:
Spells
A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell
list. He can cast any spell he knows without preparing it ahead of time, the way a
wizard or a cleric must (see below).
To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10
+ the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell
is 10 + the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each
spell level per day. His base daily spell allotment is given on Table: The Sorcerer.
In addition, he receives bonus spells per day if he has a high Charisma score.
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing
four 0-level spells and two 1st-level spells of your choice. At each new sorcerer
level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known.
(Unlike spells per day, the number of spells a sorcerer knows is not affected by his
Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells
can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual
spells that the sorcerer has gained some understanding of by study. The sorcerer can’t
use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th,
8th, and so on), a sorcerer can choose to learn a new spell in place of one he already
knows. In effect, the sorcerer "loses" the old spell in exchange for the new one. The
new spell’s level must be the same as that of the spell being exchanged, and it must be
at least two levels lower than the highest-level sorcerer spell the sorcerer can cast.
A sorcerer may swap only a single spell at any given level, and must choose whether or
not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can
cast any spell he knows at any time, assuming he has not yet used up his spells per day
for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Familiar
A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials
that cost 100 gp. A familiar is a magical beast that resembles a small animal and is
unusually tough and intelligent. The creature serves as a companion and servant.
The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level,
his familiar also increases in power.
If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15
Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level;
success reduces the loss to one-half that amount. However, a sorcerer’s experience point
total can never go below 0 as the result of a familiar’s demise or dismissal. A slain
or dismissed familiar cannot be replaced for a year and day. A slain familiar can be
raised from the dead just as a character can be, and it does not lose a level or a
Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar
at a time.

Fighter:
Bonus Feats
At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat
that any 1st-level character gets and the bonus feat granted to a human character.
The fighter gains an additional bonus feat at 2nd level and every two fighter levels
thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats
must be drawn from the feats noted as fighter bonus feats. A fighter must still meet
all prerequisites for a bonus feat, including ability score and base attack bonus
minimums.
These bonus feats are in addition to the feat that a character of any class gets from
advancing levels. A fighter is not limited to the list of fighter bonus feats when
choosing these feats.



--------------------------------------------------------------------------------
FEATS
Feat  (Level 1 ):EXTRA RAGE [GENERAL]
You may rage more frequently than normal.
Prerequisites: Rage or frenzy ability.
Benefi t: You rage or frenzy two more times per day than you otherwise could.
Special: You can take this feat multiple times. Its effects stack.

Feat  (Level Hu): EXTEND RAGE [GENERAL]
You are able to maintain your rage longer than most.
Prerequisites: Rage or frenzy ability.
Benefi t: Each of the uses of your rage or frenzy ability lasts an additional
5 rounds beyond its normal duration.
Special: You can take this feat multiple times. Its effects stack.

Feat  (Level 3 ):WEAPON FOCUS [GENERAL] (double-bladed sword)
Choose one type of weapon, such as greataxe. You can also choose
unarmed strike or grapple (or ray, if you are a spellcaster) as your
weapon for purposes of this feat. You are especially good at using
this weapon. (If you have chosen ray, you are especially good with
rays, such as the one produced by the ray of frost spell.)
Prerequisites: Proficiency with selected weapon, base attack
bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using
the selected weapon.
Special: You can gain this feat multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Focus as one of his fighter bonus
feats (see page 38). He must have Weapon Focus with a weapon to
gain the Weapon Specialization feat for that weapon.

Feat  (Level 6 ): EXOTIC WEAPON PROFICIENCY [GENERAL]
Choose a type of exotic weapon, such as dire flail or shuriken (see
Table 7–5: Weapons, page 116, for a list of exotic weapons). You
understand how to use that type of exotic weapon in combat.
Prerequisite: Base attack bonus +1 (plus Str 13 for bastard sword
or dwarven waraxe).
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he or she is
not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times.
Each time you take the feat, it applies to a new type of exotic
weapon. Proficiency with the bastard sword or the dwarven waraxe
has an additional prerequisite of Str 13.
A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats
(see page 38)


Feat  (Level 9 ):EXTRA RAGE[GENERAL]
You may rage more frequently than normal.
Prerequisites: Rage or frenzy ability.
Benefit: You rage or frenzy two more times per day than you otherwise could.
Special: You can take this feat multiple times. Its effects stack.

Feat  (Level 12):DODGE [GENERAL]
You are adept at dodging blows.
Prerequisite: Dex 13.
Benefit: During your action, you designate an opponent and
receive a +1 dodge bonus to Armor Class against attacks from that
opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor
Class (if any) also makes you lose dodge bonuses. Also, dodge
bonuses (such as this one and a dwarf’s racial bonus on dodge
attempts against giants) stack with each other, unlike most other
types of bonuses.
Special: A fighter may select Dodge as one of his fighter bonus
feats (see page 38)

Feat  (Level Fi): POWER ATTACK [GENERAL]
You can make exceptionally powerful melee attacks.
Prerequisite: Str 13.
Benefit: On your action, before making attack rolls for a round,
you may choose to subtract a number from all melee attack rolls and
add the same number to all melee damage rolls. This number may
not exceed your base attack bonus. The penalty on attacks and bonus
on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a onehanded
weapon wielded in two hands, instead add twice the number
subtracted from your attack rolls. You can’t add the bonus from
Power Attack to the damage dealt with a light weapon (except with
unarmed strikes or natural weapon attacks), even though the
penalty on attack rolls still applies. (Normally, you treat a double
weapon as a one-handed weapon and a light weapon. If you choose
to use a double weapon like a two-handed weapon, attacking with
only one end of it in a round, you treat it as a two-handed weapon.)
A fighter may select Power Attack as one of his fighter bonus feats
(see page 38).

Feat  (Level Fi):CLEAVE [GENERAL]
You can follow through with powerful blows.
Prerequisites: Str 13, Power Attack.
Benefit: If you deal a creature enough damage to make it drop
(typically by dropping it to below 0 hit points or killing it), you get
an immediate, extra melee attack against another creature within
reach. You cannot take a 5-foot step before making this extra attack.
The extra attack is with the same weapon and at the same bonus as
the attack that dropped the previous creature. You can use this
ability once per round.
Special: A fighter may select Cleave as one of his fighter bonus
feats (see page 38).


--------------------------------------------------------------------------------
SPELLS or Powers

< Cleric > SPELLS

Spells/Day (CL: 02; 4, 3+1), DC = 10 + 1 + Spell level.


SPELLS MEMORIZED (Cleric)
0-lvl
Guidance: +1 on one attack roll, saving throw, or skill check.
Resistance: Subject gains +1 on saving throws. (x2)
Cure Minor Wounds: Cures 1 point of damage.
1st-lvl
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.(domain spell)
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Bane: Enemies take -1 on attack rolls and saves against fear.
Divine Favor: You gain +1 per three levels on attack and damage rolls.

Death Domain
Granted Power
You may use a death touch once per day. Your death touch is a supernatural ability
that produces a death effect. You must succeed on a melee touch attack against a
living creature (using the rules for touch spells). When you touch, roll 1d6 per
cleric level you possess. If the total at least equals the creature’s current hit
points, it dies (no save).

Death Domain Spells
1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.


SPELL SLOTS REMAINING (Cleric)
0   Level: 4 / 4
1st Level: 4 / 4

< Sorcerer > SPELLS

Spells/Day (CL: 02; 6, 5), DC = 10 + 3 + Spell level.


SPELLS OR POWERS KNOWN: (Sorcerer)

Lvl    Spell Name    Effect
 0     Resistance: Subject gains +1 on saving throws.
 0    Acid Splash: Orb deals 1d3 acid damage.
 0   Ray of Frost: Ray deals 1d3 cold damage.
 0          Flare: Dazzles one creature (-1 on attack rolls).
 0           Daze: Humanoid creature of 4 HD or less loses next action.
 1  Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
 1         Shield: Invisible disc gives +4 to AC, blocks magic missiles.


SPELL SLOTS REMAINING (Sorcerer)
0   Level: 6 / 6
1st Level: 5 / 5


--------------------------------------------------------------------------------


SKILLS
  Total Skillpoints: --
      Max Rank (cc): -- (--)
Armor Check penalty: --
     Without Shield: --
          Languages: --
        Conditional: --
            Synergy: --

   Mod = Rnk Abl Msc |  Skills:                   Stat    Untrained? Cross?
   +0  =  0  +0  +0  |  Appraise                  (INT)      Yes     --
   +0  =  0  +0  +0  |  Autohypnosis              (WIS)      No      --
   +0  =  0  +0  +0  |  Balance                   (DEX)      Yes     --
   +0  =  0  +0  +0  |  Bluff                     (CHA)      Yes     --
   +0  =  0  +0  +0  |  !Climb                    (STR)      Yes     --
   +0  =  0  +0  +0  |  Concentration             (CON)      Yes     --
   +0  =  0  +0  +0  |  *Craft: None              (INT)      Yes     --
   +0  =  0  +0  +0  |  Decipher Script           (INT)      No      --
   +0  =  0  +0  +0  |  Diplomacy                 (CHA)      Yes     --
   +0  =  0  +0  +0  |  Disable Device            (INT)      No      --
   +0  =  0  +0  +0  |  Disguise                  (CHA)      Yes     --
   +0  =  0  +0  +0  |  !Escape Artist (Use Rope) (DEX)      Yes     --
   +0  =  0  +0  +0  |  Forgery                   (INT)      Yes     --
   +0  =  0  +0  +0  |  Gather Information        (CHA)      Yes     --
   +0  =  0  +0  +0  |  Handle Animal             (CHA)      No      --
   +0  =  0  +0  +0  |  Heal                      (WIS)      Yes     --
   +0  =  0  +0  +0  |  !Hide                     (DEX)      Yes     --
   +0  =  0  +0  +0  |  Intimidate                (CHA)      Yes     --
   +0  =  0  +0  +0  |  !Jump                     (STR)      Yes     --
   +0  =  0  +0  +0  |  *Knowledge: None          (INT)      No      --
   +0  =  0  +0  +0  |  Listen                    (WIS)      Yes     --
   +0  =  0  +0  +0  |  !Move Silently            (DEX)      Yes     --
   +0  =  0  +0  +0  |  Open Lock                 (DEX)      No      --
   +0  =  0  +0  +0  |  *Perform:                 (CHA)      Yes     --
   +0  =  0  +0  +0  |  *Profession: None         (WIS)      Yes     --
   +0  =  0  +0  +0  |  Psicraft                  (Int)      No      --
   +0  =  0  +0  +0  |  Ride                      (DEX)      Yes     --
   +0  =  0  +0  +0  |  Search                    (INT)      Yes     --
   +0  =  0  +0  +0  |  Sense Motive              (WIS)      Yes     --
   +0  =  0  +0  +0  |  !Sleight of Hand          (DEX)      No      --
   +0  =  0  +0  +0  |  Spellcraft                (INT)      No      --
   +0  =  0  +0  +0  |  Spot                      (WIS)      Yes     --
   +0  =  0  +0  +0  |  Survival                  (WIS)      Yes     --
   +0  =  0  +0  +0  |  !!Swim                    (STR)      Yes     --
   +0  =  0  +0  +0  |  !Tumble                   (DEX)      No      --
   +0  =  0  +0  +0  |  Use Magic Device          (CHA)      No      --
   +0  =  0  +0  +0  |  Use Psionic Device        (CHA)      No      --
   +0  =  0  +0  +0  |  Use Rope                  (DEX)      Yes     --
! = Armor Check Penalty applies (double for Swim)
* = Requires specialization

--------------------------------------------------------------------------------
WEAPON

NAME   : De rompenhakker
WEAPON : +4 double-bladed frostsword
ATTACK : +20/+15        +16/+11/+16
DAMAGE : 1d8+7+1d6Frost/1d8+4+1d6Frost
CRIT.  : 19–20/×2
RANGE  : -
WEIGHT : 10
TYPE   : S
SIZE   : -
COST   : 100
SPECIAL: 1d6 frostdamage

Conditional Modifiers: None
--------------------------------------------------------------------------------
ARMOR                               SHIELD

NAME   : De exkoe                   NAME   : -
ARMOR  : Leather(+2) +4             ARMOR  : -
MAX DEX: +6                         MAX DEX: -
ACP    : 0                          ACP    : -
SPL FL : 10%                        SPL FL : -
SPEED  : 30ft                       SPEED  : -
SPECIAL: -                          SPECIAL: -

Conditional Modifiers: None
--------------------------------------------------------------------------------
EQUIPMENT

Battlegear/#                      Cost     Weight   Location   Notes
?                                 0.00     0.0      ?          -
?                                 0.00     0.0      ?          -


Sub Total Battle Gear:            0.00     0.0      ?          -

Items/#                           Cost     Weight   Location   Notes
?                                 0.00     0.0      ?          -
?                                 0.00     0.0      ?          -


Sub Total Items                   0.00     0.0
Sub Total Battlegear              0.00     0.0

GOLD & WEIGHT                     0.00     0.0
GOLD LEFT                         0.00     0.0

TOTAL WEIGHT CARRIED:                      0.0
COMBAT WEIGHT:                             0.0 (Dropped Backpack: 00.0)

Light   /  Medium   /  Heavy Load
0/000   /  000/000  /  000/000
Current Load: Light  (No penalties)
Combat Load : Light  (No penalties)
--------------------------------------------------------------------------------
WEALTH

Platinum Pieces:
Gold     Pieces:
Silver   Pieces:
Copper   Pieces:

GEMS
Name                Worth      Weight:
?                   0.00       0.0

ART
Name                Worth      Weight:
?                   0.00       0.0

Magical Items
Name                        Ability               Worth:
?                           ?                     0.00

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HISTORY / BACKGROUND

Not Yet Assigned

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LEVEL PROGRESSION
Bonus Class Skill: Acrobatics

LEVEL    CLASS      HIT POINTS    SKILLS
1        -          -- HP         Skill Name/-, ...
2        -          -- HP         Skill Name/-, ...
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MOTIVATIONS & GOALS
-
-
-
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PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER
-
-
-
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PERSONALITY / QUIRKS / MANNERISMS
-
-



Aranamarunda
 GM, 738 posts
 Welcome to Aranamarunda's
 Magical Emporium
Tue 4 Aug 2009
at 10:01
Re: Stromhold Citystate - [Contest] A Paul Add-In
Ik vind hem alvast erg leuk!
Bram
 player, 31 posts
Tue 4 Aug 2009
at 12:37
Re: Stromhold Citystate - [Contest] A Paul Add-In
Je zou eens moeten kijken naar de chameleon prestige class en de able learner feat. Deze staan in races of destiny. Ik neem dat boek iig a.s zaterdag mee.