Crow God PbP Game: Koalinth Ranger

Originally created using PCGen 6.06.01 on Apr 26, 2017; edited for homebrew campaign.

Male Koalinth (hobgoblin), Ranger 4
NE Medium Humanoid (goblinoid, aquatic)
Init +4; Senses Darkvision (60 ft.), Listen +7, Spot +7
Languages Common, Goblin
AC 20, touch 14, flat-footed 16; AC 24 when completely submerged in water
hp 37 (4HD)
Saves Fort +8, Ref +9, Will +3
Speed 30 ft. (6 squares), swim 40 ft., climb 15 ft.
Melee Masterwork trident +8 (1d8+2)
Ranged Masterwork trident (thrown) +10 (1d8+2)
Melee Dagger +6 (1d4+2/19-20)
Ranged Dagger (thrown) +8 (1d4+2/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +4; Grp +6
Special Actions Favored Enemy – Giant +2
Special Qualities Aquatic Traits, Animal Companion (shark), Combat Style, Divine Spells, Favored Enemy (see below), Water Camouflage (+4 to Hide and AC while in water), Fingers and Feet (suction cups help in climbing), Wild Empathy
Special Abilities Skirmishing (Dodge as a bonus feat)
Abilities Str 15 (+2), Dex 18 (+4), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 9 (-1)

Skills Balance +2, Climb +12, Concentration +3, Escape Artist +2, Heal +1, Hide +8 (+12 in watery environments), Jump +2, Listen +7, Move Silently +12, Ride +4, Search +2, Sense Motive +1, Spot +7, Survival +7, Swim +7, Swim (Avoid taking nonlethal fatigue damage) +11, Use Rope +4
Racial Skills Aquatic hobgoblins have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Climb checks. While in watery environments, aquatic hobgoblins have a +4 racial bonus on Hide checks
Feats Athletic, Endurance (B), Track (B), Weapon Focus (Trident)

Possessions masterwork trident (x2); belt ( skill bonus (competence) (swim +1)); masterwork shell (shelled creature); vest ( save bonus (profane) (+1)); dagger; potion of hide from undead; Pouch (Belt/Hide) [ Obsidian (x3); Potion of Protection from Good; Potion of Lesser Darkness (used); Potion of Pass without Trace; Coin (Silver) (x18); Coin (Copper) (x20); ];

Prepared Spells Ranger (CL 4): 1st – entangle (DC 12)
Spells per Day 0/1; DC 12+spell level

Aquatic Traits Aquatic creatures move in water without making Swim checks/ and breathe underwater
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.
Favored Enemy – Giant (Ex) Gain 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.
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 bonus 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.

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Reneg Desrek

Player Dog Moon (EN World Username) | Campaign Crow God PbP Game

Male Human | 7th-level Druid

Starting XP: 23,000

Core Stats

N Medium Humanoid (Human)
Hit Dice  7d8+14 (47 hp)
Initiative +1 (Dex)
Speed 30 ft. (6 squares)
Armor Class 16 (+1 Dex, +2 armor, +2 heavy wooden shield, +1 natural), Touch 11, Flat-Footed 15
Base Attack/Grapple +5/+7
Attack Quarterstaff +7 melee (1d6+2)
Full Attack Quarterstaff +7 melee (1d6+2)
Space/Reach 5ft. / 5ft.
Special Attacks Spells, Spontaneous Casting of Nature’s Ally spells, Wild Shape 3/day
Special Qualities Animal Companion (mount), Druid Spells, Nature Sense, Resist Nature’s Lure, Trackless Step, Wild Empathy, Woodland Stride
Saves Fort +7, Ref +3, Will +8
Abilities Str 14 (+2), Dex 13 +1), Con 15 (+2), Int 14 (+2), Wis 18 (+4), Cha 12 (+1)
Skills Concentration +14, Handle Animal +11, Knowledge (Nature) +14, Ride +11, Spellcraft +12, Spot +14, Survival +16
Feats Spell Focus (Conjuration) (1), Track (B), Augment Summoning (3), Natural Spell (6)

Equipment

Leather Armor, Heavy Wood Shield, Quarterstaff, Feather Token (Tree) [x2], Bag of Tricks (Tan), Handy Haversack, Amulet of Natural Armor +1, Robe of Useful Items [see below], Stone of Alarm (heirloom item), Small iron box built with handles with numerous insects inside, Heavy Warhorse w/Riding Saddle, Dagger, Bullseye Lantern (filled and lit), Mirror (a highly polished 2-foot-by-4-foot steel mirror), Pole (10-foot length), Hemp Rope (50-foot coil), Sack; coins 570 gp.

Robe of Useful Items: Number of Patches: 12

  • 1d100 → [77] = (77): Minor scroll of one randomly determined spell
  • 1d100 → [13] = (13): Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
  • 1d100 → [46] = (46): Mule (with saddle bags)
  • 1d100 → [3] = (3): Bag of 100 gold pieces
  • 1d100 → [9] = (9): Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
  • 1d100 → [65] = (65): Potion of cure serious wounds
  • 1d100 → [55] = (55): Pit, open (10 ft. by 10 ft. by 10 ft.)
  • 1d100 → [54] = (54): Pit, open (10 ft. by 10 ft. by 10 ft.)
  • 1d100 → [74] = (74): Rowboat (12 ft. long)
  • 1d100 → [39] = (39): Ladder, wooden (24 ft. long)
  • 1d100 → [29] = (29): Gems, 10 (100 gp value each)
  • 1d100 → [84] = (84): War dogs, pair (treat as riding dogs)

Druid Spells

Spells per Day: 6/5/4/3/2 (save DC 14 + spell level)

  • 0—create water, detect magic, detect poison, mending, purify food and drink, read magic
  • 1st—charm animal, cure light wounds, entangle, longstrider, shillelagh
  • 2nd—barkskin, bull’s strength, soften earth and stone, wood shape
  • 3rd—dominate animal, poison, stone shape
  • 4th—giant vermin, spike stone

Background

Reneg Desrek was destined to be a Druid. Well, not be Destiny, capital D, but because his father and mother had both been Druids and he was expected to become one as well. They taught him everything he should know about being a Druid and though he hadn’t really wanted to be one [a Bard seemed more much DASHING, a Paladin seemed much more awe-inspiring, and a Barbarian was fearsome], but he sort of ended up being one anyways because he was sort of lazy at heart. That’s probably why he enjoyed summoning companions so much. Why do the work when an animal could do it for him?

Of course this had gotten him into trouble into the past. Why were there claw marks all over the furniture? Well, the grizzly bear was trying to rearrange. Why were so many of the dishes broken? The dog wasn’t well capable of taking the dishes from the sink and licking them on his own, but he sure had tried. Quite impressive indeed, actually, though his parents of course were NOT impressed.

Still, they couldn’t help but feel a little bit if pride for their son. Despite this lazy streak, he had managed to find a cute girl, a bookish girl who everyone said was evil but Reneg was sure she was just rebelling against her parents like he had. It wasn’t his fault he had gotten her pregnant. Well, maybe it was. At least he hoped it was! When she disappeared, he blamed his parents. He didn’t know why he blamed them; it was just a natural instinct to blame them for his problems. They told him he didn’t know where his girlfriend was. Frustrated, he set out from home in search of his pregnant girlfriend].

As a going away present, they gave him a rock. Can you believe that? A ROCK? Supposedly it was a Stone of Alarm. If he attached it to something and someone touched it, it alerted him to the presence of an intruder. That was apparently how his grandfather had met his grandmother. That was a story he certainly hadn’t wanted to know, but his parents said it was a good-luck charm and he should take it with him. He figured he might as well. It may come in handy, after all.

Reneg speaks Common, Draconic, Druidic, and Sylvan.

Sheyla Bladesong

Player “Thanee” (EN World Username) | Campaign Crow God PbP Game

Female Silver Elf | 7th-level Cleric of Corellon Larethian

Final XP Total 21,350

Core Stats

  • CG Medium Humanoid (Elf)
  • Hit Dice 7d8+7 (39 hp)
  • Initiative +4 (Dex)
  • Speed 30 ft. (6 sqaures)
  • Armor Class 20 [21] (+4 Dex, +6 armor, [+1 shield]), touch 14, flat-footed 17
  • Base Attack/Grapple +5/+9
  • Attack MW Cold Iron Longsword +11 melee (1d8+4/19-20) or Darkwood Composite Longbow (+4 Str) +10 ranged (1d8+4/x3)
  • Full Attack MW Cold Iron Longsword +11 melee (1d8+4/19-20) or Darkwood Composite Longbow (+4 Str) +10 ranged (1d8+4/x3)
  • Space/Reach 5ft. / 5ft.
  • Special Attacks Spells, Turn Undead 4/day
  • Special Qualities Elf Traits, Chaotic Good Aura, Chaotic Good Spells, Spontaneous Casting of Cure Spells
  • Saves Fort +6, Ref +6, Will +10 (+2 vs. Enchantments)
  • Abilities Str 16 [18] (+4), Dex 18 (+4), Con 12 +1, Int 13 (+1), Wis 18 [20] (+5), Cha 12 (+1)
  • Skills Heal +10 (5), Knowledge (religion) +6 (5), Listen +12 (5 cc), Spot +12 (5 cc)
  • Feats Simple Weapon Proficiency, Elf Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield Proficiency (except Tower Shield), Weapon Focus (Longsword), Point Blank Shot, Rapid Shot, Combat Expertise, Improved Trip, Power Attack.

Sheyla BladesongEquipment

MW Cold Iron Longsword, Silver Longsword, Darkwood Composite Longbow (+4 Str), Cold Iron Arrows (40), +2 Mithril Shirt, MW Buckler, Heward’s Handy Haversack, Bedroll, Winter Blanket, Belt Pouch, Waterskin, Everburning Silver Bracelet (10 gp), Silver Holy Symbol of Corellon Larethian, Holy Water (3), Diamond Dust (500 gp), Silver Dust (25 gp), Belt of Strength +2, Periapt of Wisdom +2, Pearl of Power (1st), Wand of Cure Light Wounds (50 charges); 28 gp, 4-7 sp, 0 cp.

Clerical Spells

Spells per Day 6/6+1/4+1/3+1/2+1 (save DC 15 + spell level)
Domains Elf, War.

  • 0th—detect magic (x3), light, resistance (x2).
  • 1st—bless (x2), command, divine favor, shield of faith (x2), magic weapon (D).
  • 2nd—hold person, remove paralysis, spiritual weapon (x2), cat’s grace (D).
  • 3rd—invisibility purge, magic circle against evil, protection from energy, magic vestment (D).
  • 4th—divine power, divine power (D), .

Description

Sheyla stands 5 feet 6 inches tall and weighs 112 pounds. She is 127 years old. Her long, silverblonde hair is worn open, a few strands of hair framing the fine-featured face with emerald eyes. Her slender figure is dressed in comfortable green clothes, on top of which she wears her finely crafted chain shirt. The holy symbol of Corellon Larethian is attached to a simple silver chain around her neck. Along with her small backpack and a grey-green cloak, she wears two crossed sheathes on her back, holding her longswords. Her darkwood longbow is slung over her shoulder and a quiver with arrows is hanging from her weapon belt. A buckler is sometimes strapped to her left arm, on which she also wears a silver bracelet, which is covered in flames, that apparantly do not burn her, shedding light equivalent to that of a torch.

Background

Hailing from the Kingdom of the Silver Leaves in the northern parts of the Great Forest of Harqual in the Northern Heartlands, Sheyla grew up in peace, learning the arts of swordplay and archery. But peace never endures, and her homelands were constantly threatened by attacks of humanoid warbands. When Sheyla was considered mature, she became a cleric of Corellon Larethian, to be able to help and protect her kin. The ideals he stands for, have long been her own as well, so it was just a natural progression.

Sheyla speaks Common, Elven and Celestial.

What Sheyla knows about the World

You have traveled a lot through the eastern lands of Harqual duirng your adventuring career. You known the Great Forest of your homeland well and have many friends and family members still living there. The leader of the Kingdom of the Silver Leaves is an elf man named Menkhar Silversun, the High One of Silverleaf. He has lead your people since the time of the Ogre Wars. He is renown as a hero to your people.

You have visited the elves living in the Duchy of Minar to the northwest of the Strandlands. They were welcoming to you and your companions but they seemed a little strange to you. Many of them live more like humans than elves. Many of them are exiles of the Knotwood, which has fallen to hordes of demons and blood elves.

You have also heard of the rise of great religious leader in the lands west of where you are now, past the Thunder Mountains. He is said to be the chosen of his god, the North God known as Jalivier.

You know their is a land of semi-civilized barbarians just north of the Strandlands and have heard rumors of city-states in the Far South. You quickly learned that the Thunder Mountains are filled with mountain orcs and worse. You’ve even fought some of them.