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| #1Eli_the_TannerFeb 16, 2011 4:36:18 | My group has recently shifted our Realms adventures over to the new Pathfinder rules and we are having a very good time with the new system. In preparation for this move I decided to update some the Companions of the Hall to see how they look and give the adventure a test run with them.
I have also modified them with the rules found in the Advanced Player's Guide.
Anyhow, I thought I would see what the Scribes of Candlekeep and you folk who dwell in the Shadow of the Wizards of the Coast thought of these versions (I tried to keep true to the 3.5 stats so people could see the changes properly). I have expanded on some of the character's items to bring the character's more in line with the canon of 1372 DR.
Tell me your thoughts.
"Luck?" Drizzt replied. "Perhaps. But more often, I dare to say, luck is simply the advantage a true warrior gains in excuting the correct course of action." — Drizzt Do'Urden Drizzt Do’Urden, of House Daermon N’a’shezbaernon Fighter 10(two-weapon)/Barbarian 1/Ranger 5 of Mielikki CG Medium Humanoid (Elf) Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses Darkvision 120ft, Perception +24 Languages Common, Drow Sign, Elven, Gnome, Undercommon --------------------------------------------------------------------- AC 25[27 full attack] (+10 armor, +4 Dexterity, +1 dodge), touch 15[17], flat-footed 20 Hit Dice: 10d10+20 plus 1d12+2 plus 6d10+12 plus 10 (134 hp) Saves: Fort +14, Ref +13, Will +7(+10 vs fear); [+2 vs Enchantment] Resist fire 10(Icingdeath) Immune criticals [75%], sleep effects --------------------------------------------------------------------- Speed: 80 ft. (16 squares) Melee: Icingdeath +19 melee (1d6+6+1d6 cold/18–20/x2) and Twinkle +21 melee (1d6+8/18–20/x2) Melee: Icingdeath +21/+17/+11/+7 melee (1d6+6+1d6 cold/18–20/x2) and Twinkle +23/+18/+13 melee (1d6+8/18–20/x2) Ranged by weapon +21 Space/Reach: 5 ft./ 5 ft. Special Attacks: Doublestrike, Spell-like abilities, spell resistance 27, spells Spell-like Abilities (CL 16th): At Will – dancing lights, deeper darkness, faerie fire [without the faezress, Drizzt has lost many of the other Noble Drow powers] --------------------------------------------------------------------- Base Attack/CMB: +16/+21; Combat Maneuver Defence: 32 Abilities: Str 13, Dex 20, Con 15, Int 17, Wis 17, Cha 14 Feats: Agile ManeuversB, Blind FightB, Combat Reflexes, Daylight Adaptation, Dodge, Double SliceB, EnduranceB, Greater Two-Weapon Fighting, Improved InitiativeB, Improved Two-Weapon FightingB, Mobility, Quick Draw, Spring Attack, Twin Sword Style, Two-Weapon FightingB, Weapon Focus (scimitar)B, Weapon Specialisation (Scimitar)B Skills: (102 Skill Points)Acrobatics +17(10)*, Climb +8(6)*, Escape Artist +4(1)*, Handle Animal +8(3), Heal +9(3), Intimidate +9(4), Knowledge (dungeoneering) +10(4), Knowledge (geography) +8(2), Knowledge (Silver Marches Local) +4(1), Knowledge (nature) +11(6), Perception +24(16), Ride +8(2)*, Sense Motive +8(5), Sleight of Hand +10(7)*, Stealth +20(16)*, Survival +17(11), Swim +7(5) *includes -2 armour check penalty SQ: Bravery +3, Defensive Flurry, Drow traits, Fast movement, Favoured enemy (Goblinoids +4, Magical Beasts +2),Favoured terrain (cold +2), hunter’s Bond (Guenhwyvar), Rage(6 rounds), Track, Twin Blades, wild empathy +7(+3 magical beasts) Environment: Mithral Hall or Icewind Dale, the Sword Coast North Organization: Unique (solitary) or pair (Drizzt and Guenhwyvar) or party (Companions of the Hall) Possessions: Standard plus Icingdeath, Twinkle, bracers of blinding strike, onyx figurine of wondrous power, +4 mithral chainmail Height 5’4” Weight 130lbs Age 75 Deity Mielikki --------------------------------------------------------------------- Features Bravery +3 (Ex): Drizzt has faced the horrors of the Underdark and survived, few things frighten him anymore. Drizzt has a +3 bonus on Will saves against fear effects. Defensive Flurry (Ex): Drizzt is a whirling dervish when he attacks, creating a barrier with his blades in battle. While attacking with both weapons Drizzt gains a +2 dodge bonus to his armour class against melee attacks until the beginning of his next turn. Doublestrike (Ex): Developing his own techniques and style, Drizzt has surpassed his father’s stylistic restrictions. Drizzt may, as a standard action, make one attack with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. Noble Drow Traits: -Darkvision: Drow can see in the dark up to 120 feet. -Drow Immunities: Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells. -Keen Senses: Drow receive a +2 racial bonus on Perception checks. -Spell Resistance: Drow possess spell resistance equal to 11 plus their class levels. -Spell-Like Abilities: Drizzt can cast dancing lights, darkness, and faerie fire at will, using his total character level as his caster level. Since leaving the Underdark Drizzt has lost his other Noble Drow powers. -Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. Drizzt has overcome this after many years on the surface. -Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves. -Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword. Favored Terrain (Ex): Whenever Drizzt is within tundra or otherwise glacial environments, he receives a +2 bonus on Knowledge (geography), Perception, Stealth and Survival skill checks. Likewise, he gains a +1 bonus on initiative checks when in this terrain. These benefits have not been factored into the statistics block above. Rage (Ex): With shimmering fires in his lavender eyes, Drizzt may draw upon his primal ferocity and call upon his alter persona of the Hunter. During his rage, Drizzt gains a +4 bonus to his Strength and Constitution, a +2 morale bonus on Will saves, and a -2 penalty to Armor Class. While raged, Drizzt cannot use any Charisma-, Dexterity-, or Intelligence-based skills or any ability that requires patience or concentration. During his rage, Drizzt has the following statistics instead of those given above; hp 166; AC 23[25], touch 13[15], flat-footed 18; Full Attack Icingdeath +23/+18/+13/+8 melee (1d6+8+1d6 cold/18–20/x2) and Twinkle +25/+20/+15 melee (1d6+10/18–20/x2); SV Fort +16, Will +9; Str 17, Con 19; Skills: Climb +10, Swim +9. Ranger Spells per Day: 1st – calm animal. Drizzt casts spells as a 3rd level caster. Save DC = 13 + spell level. Track (Ex): Drizzt has trained to hunt and can pick out even the faintest tracks. Drizzt adds half his Ranger level (+2) to Survival skill checks made to follow or identify tracks. Twin Blades (Ex): Drizzt’s tutelage and training under Zaknafein and his tenure within Melee-Magthere means his proficiency with two weapons greatly exceeds the norm. He receives a +2 bonus on attack and damage rolls while making a full attack with two weapons or a double weapon. Wild Empathy(Ex): Since training under Montolio Drizzt has developed his affinity with animals and can improve the attitude of animals or magical beasts like the diplomacy skill. He gets +7(+3 magical beasts) to adjust their attitude.
Equipment and Magic Items ShowIcingdeath“… He sifted through the portion of the pile he had just freed from the ice, uncovering a gem-encrusted sword pommel, its black adamantite hilt masterfully sculpted into the likeness of the toothed maw of a hunting cat. The lure of the intricate workmanship pulled at Drizzt, and with trembling fingers he slid the rest of the weapon out from under the gold. A scimitar. Its curving blade was of silver, and diamond-edged. Drizzt raised it before him, marveling at its lightness and perfect balance. "A few baubles . . . and this," he corrected. “ – excerpt from The Crystal Shard This +3 frost brand scimitar is cold forged to a diamond edge from hard-packed ice taken from a glacier. It sheds light as a torch when the temperature drops below 0°F. At such times it cannot be concealed when drawn, nor can its light be shut off. Its wielder is protected from fire; the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise take . Icingdeath extinguishes all nonmagical fires in its area. As a standard action, it can also dispel lasting fire spells , but not instantaneous effects , though you must succeed on a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11+ the caster level of the fire spell. In addition to the frost brand abilities, Icingdeath is also an intelligent scimitar with the following properties and powers; AL NG; Int 10, Wis 15, Cha 10; Empathy, 60ft. darkvision and hearing; Ego score 11. Special Purpose : Slay/Defeat Evil Outsiders Dedicated Power : Detects the Presence of evil Outsiders within 60ft. Icingdeath communicates to the wielder by urges and sometimes emotions. This happens when the presence of evil outsiders is detected by the scimitar. Strong evocation ; CL 15th; Craft Magic Arms and Armor, ice storm, dispel magic protection from energy; Price 66,845 gp; Cost 33,387 gp and 5 sp; Weight 4lbs. Hardness 16; Hp 35 History: During the middle of the thirteenth century, some defenders of the high forrest banded together to help stem the corruption of the fiends of Hellgate Keep. Andrath, a cleric of Eldath created a scimitar with the help of his goddess for a half-elf ranger/druid of Meilikki name Celina. A fierce defender of the forest, she (and Andrath) eventually fell to the fiends but not without taking a whole group with them. Part of Celina's soul still powers the intelligence and the hatred against the fiends that defiled her beloved forrest. Sadly, the scimitar stayed unnamed until a little more than a century later, when the famed ranger Drizzt Do'urden named it after the dragon whose lair he found it from. Bracers of the Blinding Strike : Taken from the deceased House Baenre Weaponmaster, Dantrag, this powerful magic item confers different abilities depending on the body slot it occupies. These bracers of armor +6 give the wearer the benefits of the Improved Initiative feat. When making a full attack action, the wearer may make one extra attack with it. The attack uses the wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.) When worn as anklets, it takes the slot of shoes/boots. The wearer gains a +1 dodge bonus to AC and Reflex saves. All of the wearer's modes of land movement increase by 30 feet, to a maximum of twice the wearer's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Strong transmutaion; CL 12th; Craft Wondrous Item, haste, mage armor; Price 85000 gp; Weight: 1lb. This item appeared in the Magic of Faerun and has been updated. Ad'non's Silkshirt : Found on the body of Ad'non, a renegade drow working with the orc king Obould, this spidersilk shirt is a Vest of Heavy Fortification. A magical force protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. The shirt can be worn beneath armour with ease. Strong abjuration; CL 13th; Craft Magic Arms and Armor, miracle ; Price 64,900 gp; Cost 32900 gp Twinkle "I see that one of your scabbards is empty," he said to Drizzt. Malchor pulled a beautifully crafted scimitar from its mount. "Perhaps this will fill it properly." Drizzt sensed the power of the weapon as he took it from the wizard, felt the care of its crafting and the perfection of its balance. A single, star-cut blue sapphire glittered in its pommel. "Its name is Twinkle," Malchor said. "Forged by the elves of a past age." "Twinkle," echoed Drizzt. Instantly a bluish light limned the weapon's blade. Drizzt felt a sudden surge within it, and somehow sensed a finer edge to its cut. He swung it a few times, trailing blue light with each motion. How easily it arced through the air; how easily it would cut down a foe! Drizzt slid it reverently into his empty scabbard. "It was forged in the magic of the powers that all the surface elves hold dear," said Malchor. "Of the stars and the moon and the mysteries of their souls. You deserve it, Drizzt Do'Urden, and it will serve you well." - excerpt from The Halfing's Gem Presented to Drizzt from Malchor of the Harpells as a replacement for a lost scimitar, this priceless gift was forged by elves in the magic of the powers of starlight, moonlight, the mysteries of elven souls, rainbows and imbued with everything they hold dear. This +5 defending scimitar has a single star-cut stapphire set in its pommel and glows a softly blue when it detects danger nearby. Calling Twinkle by its name elicits a radiant sapphire shine from within, this glow trails light when Drizzt wields it in combat. Moderate abjuration[force]; CL 14th; Craft Magic Arms and Armor, shield ; Price 55,315 gp; Cost 30,315 gp. Weight 4lbs. Hardness 20; Hp 55 Onyx Panther: This magical figurine summons the black panther Guenhwyvar, a friend and loyal companion to Drizzt. She can be summoned every other day for a period of 6 hours. If slain, she reverts to her figurine form and cannot be summoned for 48 hours. Guenwhyvar is about 8 feet long and weighs about 600 pounds. Strong conjuration; CL 15th; Craft Wondrous Item, plane shift; Price 28,500 gp. Guenhwyvar NG Female unique panther CR 7 Medium magical beast (extraplanar); Init +6; Senses low-light vision, darkvision 60ft, scent; Perception +11 Languages: Guenhwyvar understands, but cannot speak, Common and Undercommon --------------------------------------------------------------------- AC 24(+6 dex, +8 natural), touch 16, flat-footed 18 HD 9d10+36; hp 85 SV Fort +10, Ref +12, Will +5[+9 vs Enchantment]; --------------------------------------------------------------------- Spd 40 ft., climb 20 ft. Melee Bite +15 (1d8+4) and 2 Claws +13 (1d4+2) SA grab, magic strike, Pounce, rake 14+2 --------------------------------------------------------------------- Abilities: Str 19, Dex 22, Con 18, Int 5, Wis 15, Cha 9. Base Atk +9; CMB +13; CMD 29 Feats Alertness, Improved Natural Attack (bite), Improved Natural Attack (claw), MultiattackB, Skill Focus (Stealth), Weapon Finesse Skills (9 Skill Points)Acrobatics +12(3), Climb +12(0), Perception +11(4), Sense Motive +4(0), Stealth +14[+18 in Undergrowth](2); Racial Modifiers +4 on Stealth in undergrowth, +8 Climb and she can always choose to take 10 on a Climb check, even if rushed or threatened. SQ Devotion, Evasion, Plane Shift 2/day, Share Spells, Tricks Features Grab (Ex): To use this ability, Guenhwyvar must hit with her bite attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can rake. Magic Strike (Ex): This ability allows Guenhwyvar to treat her natural weapons as cold iron, silver, magic, and good-aligned. Pounce (Ex): If Guenhwyvar charges a foe, she can make a full attack, including two rake attacks. Rake (Ex): Attack bonus +15 melee, damage 1d4+2. Devotion (Ex): Guenhwyvar's devotion to her master is so complete that she gains a +4 morale bonus on Will saves against enchantment spells and effects. Evasion (Ex): If Guenhwyvar is subjected to an attack that normally allows a Reflex saving throw for half damage, she takes no damage if she makes a successful saving throw. Plane Shift (Su): Guenhwyvar can plane shift upon command of her master as the spell with up to one other being from The House of Nature to her master and back to the House of Nature every other day for a period of 6 hours. Guenhwyvar cannot heal naturally on the Material Plane but heals at double the rate (18 hp/day) when on The House of Nature. If slain, she reverts to her figurine form and automatically plane shifts back to The House of Nature where she begins to heal as if she were stabilized at -9 hp. Scent (Ex): Guenhwyvar can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Share Spells (Ex): As a former animal companion, Guenhwyvar retains her ability share the spells her master casts. At her master's option, she may have any spell her master casts upon himself also affect her so long as she is within 5 feet. Additionally, her master may cast a spell with a target of "You" on Guenhywvar (as a touch range spell) instead of on himself. Tricks (Ex): Guenhwyvar knows the following ten tricks, as described under the Handle Animal skill in Chapter 4 of the Core Rulebook: attack, come, defend, down, fetch, guard, heel, seek, stay, and track. Note: Guenhwyvar is owned by the owner of the figurine
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| #2Eli_the_TannerFeb 16, 2011 4:39:37 | Here is Bruenor Battlehammer!
A much more conventional build than the others but nonetheless deadly. There are more feats to play with in Pathfinder so I tend to go for one's I believe add to the feel of the character rather than simply power-gaming. Hence Bruenor is skilled with both his hereditary Mithral axe and his beloved 'many-notched axe'.
You may have noticed I gave Drizzt Daylight Adaptation and Agile Manuevers rather than the many other two-weapon feats available. This was along similar lines.
“A rock solid dwarf. The eldest surviving member of a small clan of dwarves and the only one who had witnessed the treasures of Mitril Hall the ancient home of his father's and their's before them. Drizzt oldest friend.”
King Bruenor Battlehammer NG Old Male Shield Dwarf Fighter 13 Medium Humanoid (Dwarf) Initiative: +2 (+2 bullheaded); Senses Darkvision 60ft, Perception +8 Languages Chondathan, Common, Dwarven, Illuskan --------------------------------------------------------------------- AC 27[24 without shield] (+12 armor, +2 natural, +3 shield), touch 10, flat-footed 27 Hit Dice: 13d10+78 plus 13 (176 hp) Saves: Fort +14, Ref +4, Will +7(+10 vs fear); [+2 vs poison, spells, spell-like abilities] Immune criticals 50%, Shaken --------------------------------------------------------------------- Speed: 20 ft. (4 squares) Melee: +3 Battleaxe +24/+19/+14 (1d8+12/19–20,x3) Melee: +3 Keen Dwarven Waraxe +25/+20/+15 (1d10+12/19–20/x3) Ranged by weapon +13 Space/Reach: 5 ft./ 5 ft. Special Attacks: Power Attack, Improved Sunder --------------------------------------------------------------------- Base Attack/CMB: +13/+17[+19 bull rush]; CMD: 27[33 vs bull rush, 31 vs trip] Abilities: Str 18(16), Dex 10, Con 22, Int 15, Wis 13, Cha 13 Feats: Blind Fight, Bullheaded, Cleave, Great Cleave, Greater Weapon Focus(Dwarven Waraxe), Improved Bull Rush, Improved Critical(Battleaxe), Improved Sunder, Iron Will, Leadership(17[19 followers]), Power Attack, Weapon Focus (Dwarven Waraxe), Weapon Focus (Battleaxe), Weapon Specialisation (Dwarven Waraxe), Weapon Specialization (Battleaxe). Skills: (52 Skill Points)Appraise +2[+4 precious metals/gems](0), Bluff +5(4), Climb +12(5), Craft(weaponsmithing) +18(13), Diplomacy +9(8), Handle Animal +6(2), Intimidate +8(4), Knowledge (history) +4(2), Knowledge (the North local) +4(2), Knowledge (Silver Marches Local) +4(2), Perception +8[+10 vs unusual stonework](2), Ride +8(5), Survival +2(1) SQ: Armour Training 3, Bravery +3, Dwarf traits, Weapon Training(Axes +3, Close +2, Thrown +1 Possessions: Standard plus +3 Battleaxe(Bruenor's many-notched axe), +3 Mithral Full Plate, +1 Mithral Heavy Shield, +3 keen mithral Dwarven Waraxe, Amulet of Natural Armour +2, Gauntlets of Ogre Power, Periapt of Wound Closure, Potion of Serious Wounds, Potion of Herosim, One-Horned Helm Height 4’6” Weight 173lbs Age 215 Deity Dwarven Pantheon(Dumathion) --------------------------------------------------------------------- Features Armour Training Bruenor barrels into battle easily despite wearing the heaviest armour. This means the Armour check penalty is reduced by 3 and Max dex bonus is increased by 3 for any armour they wear. Bravery +3 (Ex): Bruenor is fearless in the face of even the most daunting odds. Bruenor has a +3 bonus to will saves against fear effects. Shield Dwarf Traits: -Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. -Darkvision: Dwarves can see in the dark up to 60 feet. -Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. -Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. -Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. -Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. -Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. -Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. -Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Weapon Training 3(Ex): Bruenor’s devotion to battle and to his favourite weapons has given the dwarf a degree of skill beyond what one would expect. He receives a +3 bonus on attack and damage rolls when using Axes, a +2 bonus when using Close weapons and a +1 bonus when using Thrown weapons.
Equipment and Magic Items
ShowBruenor accepted the compliment silently and bent to dust the dirt from Garumn's helm. "Garumn wears still the armor and weapons of Bruenor, me namesake and the hero of me clan. Me guess is that they cursed this place as they died," he said, "for the gray ones did not return and loot." Drizzt agreed with the explanation, aware of the power of the curse of a king when his homeland has fallen. Reverently, Bruenor lifted Garumn's remains and bore them into a side chamber. Drizzt did not follow, allowing the dwarf his privacy in this moment. Drizzt returned to Catti-brie and Wulfgar to help them comprehend the importance of the scene around them. They waited patiently for many minutes, imagining the course of the epic battle that had taken place and their minds hearing clearly the sounds of axe on shield, and the brave war cries of Clan Battlehammer. Then Bruenor returned and even the mighty images the friends' minds had concocted fell short of the sight before them. Regis dropped the few baubles he had found in utter amazement, and in fear that a ghost from the past had returned to thwart him. Cast aside was Bruenor's battered shield. The dented and one-horned helm was strapped on his backpack. He wore the armor of his namesake, shining mithril, the mug standard on the shield of solid gold, and the helm ringed with a thousand glittering gemstones. "By me owns eyes, I proclaim the legends as true," he shouted boldly, lifting the mithril axe high above him. "Garumn is dead and me father, too. Thus I claim me title: Eighth King of Mithril Hall!" - excerpt from The Streams of Silver Handed down from King to King, the armour and weapon of the first Bruenor of Clan Battlehammer consist of the following items : The Axe of Battlehammer : This finely crafted +3 mithral keen dwarven waraxe has dwarven runes inlaid along both sides of the blade. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand. Moderate transmution; CL 10th, Craft Magic Arms and Armor, keen edge ; Price: 35,780 gp; Cost 19,780 gp. Bruenor's Gauntlet : Made of mithral, these mailed gauntlets are equivalent to gauntlets of ogre power . They grant the wearer great strength, adding a +2 enhancement bonus to his Strength score. Both gauntlets must be worn for the magic to be effective. Faint transmutation; CL 6th; Craft Wondrous Item, bull's strength ; Price 4,500 gp; Weight 1 lb. Armour of Battlehammer : This +3 mithral Moderate Fortification fullplate is built for any Dwarf sized character. This suit of armor is moderately fortified. A magical force protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. Strong abjuration; CL 13th; Craft Magic Arms and Armor, limited wish ; Price 35,500 gp; Cost 23,000 gp |
| #3Eli_the_TannerFeb 16, 2011 4:40:36 | Wulfgar the Barbarian strides into the scene now. An elegant character to build his abilites model themselves around his immense strength easily with rage powers like knockback (to bat goblins aside) and Strength Surge.
Dropping a few things in like Profession(bouncer) and an extra +2 strength(as humans now get a stat boost) make Wulfgar more akin to the character in the books.
Enjoy 
"I am Wulfgar, son of Beornegar;" "I have grown among the Tribe of the Elk, the finest warriors in all of Icewind Dale!" -Wulfgar
Wulfgar, Son of Beornegar CG Male Illuskan Human Barbarian 9 Medium Humanoid (human) Initiative: +2 (+2 dex); Senses Perception +11 Languages Common, Dwarven, Illuskan --------------------------------------------------------------------- AC 19 (+7 armor, +2 dex), touch 12, flat-footed 19 Hit Dice: 9d12+27 plus 9 (108 hp) Saves: Fort +9, Ref +5, Will +4; DR 1/- --------------------------------------------------------------------- Speed: 30 ft. (8 squares) Melee: Aegis-fang +19/+14 (1d10+11+1d4/19–20,x3) Ranged: Aegis-fang +16 (1d10+9+1d4/19–20/x3) Space/Reach: 5 ft./ 5 ft. Special Attacks: Knockback, Power Attack, Powerful Blow, Rage (23 rounds), Strength Surge, --------------------------------------------------------------------- Base Attack/CMB: +9/+14; CMD: 26 Abilities: Str 21, Dex 15, Con 17, Int 13, Wis 12, Cha 13 Feats: Alertness, Cleave, Endurance, Improved Critical (maul), Power Attack, Weapon Focus (maul). Skills: (54 Skill Points) Acrobatics +11(8)*, Climb +12(6)*, Craft (metalworking) +8(4), Handle Animal +8(4), Intimidate +10(6), Knowledge (Silver Marches Local) +3(2), Knowledge (nature) +6(2), Profession (bouncer) +4(3), Perception +11(5), Ride +6(3)*, Sense Motive +3(0), Survival +13(9), Swim +8(2)* *includes -2 armour check penalty SQ: Damage Reduction, Fast Movement, Human traits, Improved Uncanny Dodge, Rage Powers, Trap Sense +3, Uncanny dodge Possessions: Standard plus Aegis-Fang, +3 Hide Armour Height 6’10” Weight 173lbs Age 33 Deity Tempus --------------------------------------------------------------------- Features Damage Reduction(Ex): Wulfgar’s immense physique enables him to shrug off most minor blows. Wulfgar has damage reduction 1/- Fast Movement(Ex): Long-legged Wulfgar moves at an extra 10ft quicker. Rage(Ex): Wulfgar can fly into a violent Rage for 23 rounds a day, during this time Wulfgar's statistics change in the following ways: -AC 17; hp 126; Melee: Aegis-fang +21/+16 (1d10+14+1d4/19-20,x3), or Ranged: Aegis-fang +16 (1d10+11+1d4/19-20,x3); DR 2/-; SV Fort +11, Will +6; Str 25, Con 21; Skills: Climb +14, Swim +10. Rage Powers(Ex): Whilst Raging Wulfgar is capable of impressive feats: -Increased Damage Reduction (Ex): The barbarian’s damage reduction increases by 1/—. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level before selecting this rage power. -Knockback (Ex): Once per round, Wulfgar can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes 7 damage and is moved back as normal. Wulfgar does not need to move with the target if successful. This does not provoke an attack of opportunity. -Powerful Blow (Ex): Wulfgar gains a +3 bonus on a single damage roll. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage. -Strength Surge (Ex): Wulfgar adds +9 on one Strength check or combat manoeuvre check, or to his Combat Manoeuvre Defence when an opponent attempts a manoeuvre against her. This power is used as an immediate action. This power can only be used once per rage. Improved Uncanny Dodge(Ex): Wulfgar's preternatural instincts mean she can no longer be flanked or become flat-footed. Trap Sense +3(Ex): Wulfgar has a +3 bonus to reflex saves AC made to avoid traps.
Equipment and Magic Items
ShowAegis-fang"If yer talent for the craft is keen," his father had said, "and ye're lucky enough to live long and feel the strength of the earth, ye'll find a special day. A special blessin' - some would say a curse - has been placed upon our people, for once, and only once, the very best of our smiths may craft a weapon of their choosing that outdoes any work they'd ever done. Be wary of that day, son, for ye'll put a great deal of yerself into that weapon. Ye'll never match its perfection in yer life again and, knowing this, ye'll lose a lot of the craftsman's desire that drives the swing of yer hammer. Ye may find an empty life after yer day, but if yer good as yer line says ye'll be, ye'll have crafted a weapon of legend that will live on long after yer bones are dust. " - excerpt from The Crystal Shard Aegis Fang appears to be an extra-large hammer made of mithral and functions as a +3 Maul. However, a character of good alignment and with sufficient strength (at least 19) finds that the maul gains an additional +1 enhancement bonus (for a total enhancement bonus of +4) and deals additional +1d4 points of bonus damage on any hit. It also gains the ability to be hurled with a 30-foot range increment. It returns to its thrower on the round after it was thrown or when called and is then ready to be wielded or thrown again Moderate evocation[divine] and transmutation; CL 10th, Craft Magic Arms and Armor, divine favor , magic stone, teleport, telekinesis , creator must be a dwarf of at least 10th level, Price 87, 015 gp; Cost 43,515 gp; Weight (Hardness 21[23], Hp 60[70]). |
| #4Eli_the_TannerFeb 16, 2011 4:41:49 | Catti-brie has some very powerful weapons for her level. They really do bring her melee and ranged combat abilities to a standard comparable to the other warriors of their troupe. Her skill selection is also very broad considering her limited skill points and class skills. Having survival skills, stealth skils in addition to being perceptive and abit of a diplomat means she is probably the most well-rounded character in the group(after Drizzt perhaps).
She is technically middle-aged now but I as the official stats differ on this matter I have kept her Ability scores as they were.
Additionaly, her Circlet of Starlight was officially written as granting her a form of low-light vision. Yet this contradicts the item was intended for....the underdark so i have adapted it slightly.
Tell me what you think
"More akin to the dwarf then you'd ever admit!" She laughed. "Both stubborn, both proud, and neither about to admit an honest feeling for the other. Have it your own way, then Wulfgar of Icewind Dale. To me you can lie, but to yourself...there's a different tale!" -Catti-brie
Catti-Brie CG Middle-aged Female Illuskan Human Fighter(archer) 7 Medium Humanoid (human) Initiative: +3 (+3 dex); Senses low-light vision, Perception +15 Languages Chondathan, Common, Dwarven, Elven, Illuskan --------------------------------------------------------------------- AC 18 (+3 dex, +5 armor), touch 13, flat-footed 15 Hit Dice: 7d10+14 (53 hp) Saves: Fort +7, Ref +5, Will +5 --------------------------------------------------------------------- Speed: 30 ft. (6 squares) Melee: Khaid’hea +10/+5 (1d8+3/17–20) Melee: Taulmaril +8/+3 (1d6+1/19–20) Melee +1 Distance Dagger +9/+4 (1d4+2/19-20) Ranged Taulmaril +15/+10 (1d8+5 plus 1d6 force/19-20,x3) Ranged +1 Distance Dagger +11 (1d4+2/19-20) Space/Reach: 5 ft./ 5 ft. Special Attacks: Rapid Shot, Improved Sunder(Khazid’hea), Trick Shot --------------------------------------------------------------------- Base Attack/CMB: +7/+8(+10 sunder[khazid’hea]); CMD: 21(23 vs sunder[khazid’hea]) Abilities: Str 12, Dex 17, Con 15, Int 14, Wis 16, Cha 17 Feats: Cleave*, Dodge, Great Cleave*, Improved Sunder*, Mobility, Point Blank ShotB, Precise ShotB, Quick Draw, Rapid ShotB, Weapon Focus (longbow)B, Weapon Specialisation (longbow). *only available when wielding khazid’hea Skills: (40 Skill Points)Acrobatics +(5), Climb +9(5), Diplomacy +5(3), Handle Animal +6(1), Knowledge (the North local) +3(1), Knowledge (Silver Marches Local) +3(1), Perception +15(7), Profession(sailor) +7(1), Ride +8(2), Sense Motive +5(3), Stealth +8(5), Survival +8(5), Swim +5(1) SQ: Expert Archer 1, Hawkeye +2, Trick Shot (disarm, sunder) Possessions: Standard plus Khazid’hea, +1 Mithral Shirt, Taulmaril, +1 Distance Dagger, Circlet of Starlight Sight, Quiver of Anariel(alchemical silver arrows), Height 5’4” Weight 115lbs Age 37 Deity Dwarven Pantheon --------------------------------------------------------------------- Features Trick Shot (Ex) Catti-brie has honed her skills with the bow to such an extent she can target specific body parts in order to hamper her foe. This means sh can use the disarm or sunder combat maneuvers with a bow against any enemy within 30ft, albeit with a -4 penalty to her CMB. Hawkeye +2 (Ex): Catti-brie has developed a keen eye. This means Catti-brie gains a +2 bonus on Perception checks and the range increment for any bow she uses increases by 10ft. Expert Shot (Ex): Catti-brie’s training under Drizzt and dedication to her favourite weapon has given her a degree of skill beyond what one would expect. He receives a +1 bonus on attack and damage rolls when using Bows.
Equipment and Magic Items
ShowKhazid'hea, a.k.a. Cutter: +2 keen adamantine longsword; AL CN; Int 17, Wis 10, Cha 17; Telepathy (Khazid'hea appears to lack the ability to speak or read); 120 ft. darkvision and hearing; Ego score 18. Lesser Powers: Khazid'hea grants its wielder free use of the Cleave, Great Cleave, and Improved Sunder feats. Special Purpose: Defeat/slay all (other than the item and wielder). Dedicated Power: Causes rage in wielder as wizard spell. Personality: Taken from Dantrag Baenre, a drow battle master, Khazid'hea has little personality of which to speak. The blade longs for little more than the chaos of battle and the blood of foes, and it constantly eggs its wielder into battle and is jealous of any kill for which it is not responsible. However, the blade makes little distinction between friend and foe and is likely to demand its wielder battle allies when all enemies have fallen. The blade grants its wielder the benefits of rage only if the wielder agrees to kill all "foes" or the blade is dominant. If Khazid'hea is dominated by its wielder, it alter its pommel to better suit the aesthetic tastes of its new master. Strong transmutation; CL 15th; Craft Magic Arms and Armor, keen edge; Price 89,415 gp; Cost to Create 46,365gp; Weight 4lbs. Hardness 24; Hp 27. Circlet of Starlight Sight: This circlet increases the illumination of the surrounding area, in a 40ft radius, by one step, to a maximum of dim illumiation(as if in starlight). This ability only applies to the wielder. Faint transmutation; CL 1st; Craft Wondrous Item, low-light vision (see Magic of Faerûn ); Price 1,800 gp. Taulmaril the Heartseeker: Regis, meanwhile, had found something more, a golden plaque wedged in another crack in the pile. He managed to slip it free and brought it into the torchlight to read its carved runes. " 'Taulmaril the Heartseeker,' " he read. " 'Gift of-' " "Anariel, Sister of Faerun," Bruenor finished without even looking at the plaque. He nodded in recognition to Catti-brie's questioning glance. "Free the bow, boy," he told Wulfgar. "Suren it might be put to a better use than this." Wulfgar had already discerned the structure of the pile and started lifting away specific blocks at once. Soon Catti-brie was able to wiggle the longbow free, but she saw something else beyond its nook in the pile and asked Wulfgar to keep digging. While the muscled barbarian pushed aside more stones, the others marveled at the beauty of the bow. Its wood hadn't even been scratched by the stones and the deep finish of its polish returned with a single brush of the hand. Catti-brie strung it easily and held it up, feeling its solid and even draw. - From Streams of Silver A gift from Lady Anariel to Clan Battlehammer, this beautifully crafted +3 force keen elven bow is made of polished wood. Though highly decorated, elf crafters also gave the bow metal inlays, which gives the wielder the option to fend off attacks without sacrificing rate of fire and accuracy. Taulmaril has a +3 enhancement and arrows launched from it emit a powerful jolt of magical force and deal an additional 1d6 points of force damage on a successful hit. If the arrow successfully hits a target protected by a force effect, such as a shield spell or bracers of armor, it might dispel the force effect in addition to damaging the target. Make a dispel check (1d20+10) against the effect (DC 11 + caster level). If the check succeeds, the force effect is dispelled (if a spell) or suppressed for 1d4 rounds (if a magic item). Incorporeal creatures get no miss chance against force weapons. If used as an offensive weapon, Taulmaril acts as two-handed melee weapon that deals 1d6 points of bludgeoning damage. The wielder does not get any masterwork or enhancement bonuses when using the bow to attack in melee. Moderate evocation and transmutation; CL 15th; Craft Magic Arms and Armor, creator must be an elf, keen edge , wall of force ; Price: 98,450 gp; Cost to Create: 49,450 gp; Weight 6 lb. Hardness 11; Hp 35 Quiver of Anariel: Quivers of Anariel appear to be typical arrow containers capable of holding a score of arrows. However, the quivers automatically replenish themselves with standard or magical arrows, such that they are always full. This particular quiver creates arrows made of alchemical silver. Once an arrow it taken from the quiver, it must be used within 1 round or it vanishes. Moderate conjuration; CL 7th; Craft Wondrous Item, magic weapon, minor creation; Price 28,200gp for alchemical silver arrows; Weight 1 lb |
| #5Eli_the_TannerFeb 16, 2011 4:43:10 | Finally we have Regis, quite a different character to build from the others. He is not the powerhouse that the others are but he certaibly has his uses. I have given him Rogue Talents which complient his meddle-some and distracting combat style. The feat Well-Prepared is quite an fitting one I feel (it allows him to make a Sleight of Hand check once per day to see if has 'picked up' any itme he might need in an emergency).
The skills were tricky to get right and the Stone of good luck +2 gives him a considerable boost. The skills he brings to the party a make him possibly the most reliable character, hence why he is often chosen for diplomatic/delicate missions and is thrust into positions of responsibility.
Enjoy and tell me your thoughts
"I like my belly and intent to keep it, thank you. I may even add some more to it!” -Regis
Regis a.k.a “Rumblebelly” NG Middle-aged Male Lightfoot Halfling Rogue 7 Small Humanoid (halfling) Initiative: +4 (+4 dex); Senses low-light vision, Perception +14 Languages Alzhedo, Chondathan, Common, Dwarven, Goblin, Halfling, Orc --------------------------------------------------------------------- AC 20 (+4 dex, +5 armour, +1 size), touch 15, flat-footed 16 Hit Dice: 7d6+14 (38 hp) Saves: Fort +7, Ref +12, Will +7; +2 vs fear and traps --------------------------------------------------------------------- Speed: 30 ft. (6 squares) Melee: +2 Heavy Mace +8 (1d6+2) Melee Masterwork Dagger +7 (1d3/19-20) Ranged Masterwork Dagger +11 (1d3/19-20) Space/Reach: 5 ft./ 5 ft. Special Attacks: Sneak Attack +4d6 --------------------------------------------------------------------- Base Attack/CMB: +5/+4; CMD: 18 Abilities: Str 10, Dex 18, Con 15, Int 13, Wis 15, Cha 15 Feats: Deft Hands, Persuasive, Street Smart, Well-Prepared Skills: (70/70 Skill Points) Appraise +13(7), Acrobatics +15(4), Bluff +13(6), Climb +9(2), Craft (Scrimshaw carving) +13(7), Diplomacy +15(4), Disable Device +13[+16 vs traps](5), Escape Artist +13(4), Intimidate +12(1), Knowledge (Calimshan local) +8(2), Knowledge (the North local) +7), Knowledge (Silver Marches Local) +8(2), Linguistics +10(4), Perception +14[+17 vs traps](5), Profession(fisherman) +8(2), Sense Motive +11(2), Sleight of Hand +17(6), Stealth +18(5), Swim +7(2) SQ: Evasion, Sneak Attack +6d6, Rogue Talents(Fast Stealth, Rogue Crawl, Slow Reactions), Uncanny Dodge(Dex bonus to AC), Trap Sense +2. Possessions: Standard plus +2 Small Heavy Mace, +1 Mithral Shirt, Ruby Pendant of Beguiling, Stone of Good Luck +2, masterwork small dagger, masterwork thieves tools, Scrimshaw Carvings, Extra Rations. Height 3’0” Weight 34lbs Age 64 Deity Halfling Pantheon --------------------------------------------------------------------- Features Halfling Traits +2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. -Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. -Slow Speed: Halflings have a base speed of 20 feet. -Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. -Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. -Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks. -Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks. -Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Evasion(Ex): Regis can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. Rogue Talents(Ex): Regis has the following Rogue talents -Fast Stealth (may move normal speed while using stealth) -Befuddling Strike* (Opponents struck by Regis’ sneak attack take a -2 penalty on attacks against Regis for 1d4 rounds.) -Slow Reactions* (Opponents struck by his sneak attack cannot make attacks of opportunity for 1 round.) *Only one may be used per sneak attack Sneak Attack(Ex): Regis deals an extra 4d6 damage when attacking a flat-footed opponent. Trapfinding(Ex): Regis adds half his rogue level to perception checks made to locate traps and Disable Device checks. He can also disable magic traps. Trap Sense +2(Ex): Regis has a +2 bonus to reflex saves AC made to avoid traps. Uncanny Dodge(Ex): Regis cannot be caught flat-footed anymore, although a successful feint will still make him lose his dex.
Equipment and Magic Items
ShowRuby Pendant of Beguiling: The ruby creates a charm monster (DC 16) effect on any creature within 30 feet that can see the pendant. The effect lasts for as long as the targets can see the pendant plus 10 minutes. The pendant is treated as a gaze attack except as noted below. A creature that fails its save is allowed a new save once the charm effect has ended and upon a new exposure to the pendant. However, once the target makes its save, the creature does not need to make another save against the pendant for the rest of the day. In addition, as a result of targets being friendly to the wielder, the pendant also grants the wielder a +10 circumstance bonus on all Bluff checks made to convince a charmed creature of the truth of the wielder's words. The creature must be able to understand the wielder for this bonus to apply. (This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.) Moderate enchantment; CL 7th; Craft Wondrous Item, charm monster; Price 70,000 gp. |
| #6DiffanMar 05, 2011 23:08:47 | Looking good Eli! Keep 'em coming. |
| #7Eli_the_TannerMar 07, 2011 8:28:47 | Thanks Diffan, I was wondering wher everyone had gone. I'm guessing most people now use Candlekeep. |
| #8DiffanMar 07, 2011 9:13:14 | I'm fairly certain many people that visit these forums are more about utilizing the 4E ruleset and other Wiz-bro games, so probably not so much Paizo's Pathfinder. Just something I've noticed over the last few months. |