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Winter Fantasy Characters (Part 1)

These are three of the pregenerated PCs used in my Quest For Pain's Memory adventure I ran at Winter Fantasy 2002.

I have included illustrations for the characters, but they're heavily doctored and obscured because I don't own these images -- some are from Magic cards, etc. -- and I wanted to take care of any copyright issues (i.e., I won't distribute copyrighted material). So I apologize in advance for the silly pictures; hopefully you still be able to get an impression of what the character should look like. Of course, you can always give your own description. :)

    Aluvan: Male human Pal8 of Heironeous; Medium-size humanoid (Human); HD 8d10+8; hp 52; Init +3; Spd 20 ft.; AC 20 (touch 10, flat-footed 20); Atk +13/ +8 melee (1d8+5/x3, +2 battleaxe); or +9 ranged (1d10+1/19-20, +1 heavy crossbow with masterwork crossbow bolts); SA smite evil, turn undead 7/day; SQ aura of courage, detect evil, divine grace, divine health, lay on hands, remove disease 2/week; AL LG; SV Fort +11, Ref +5, Will +8; Str 14, Dex 8, Con 12, Int 10, Wis 14, Cha 18.
   Skills and Feats: Diplomacy +9, Handle Animal +9, Heal +5, Knowledge (religion) +5, Listen +4, Ride (horse) +6, Spot +5; Cleave, Improved Initiative, Power Attack, Weapon Focus (battleaxe).
   Smite Evil (Su): Once per day the paladin may attempt to smite evil with one normal melee attack. He adds 4 to his attack roll and deals 8 extra points of damage. Smiting a creature that is not evil has no effect but uses the ability for that day.
   Remove Disease (Sp): The paladin can remove disease, as the spell, 2/week(see left) times per week.
   Aura of Courage (Su): A paladin is immune to fear, magical or otherwise. Allies within 10 feet of him gain a +4 morale bonus on saving throws against fear effects.
   Detect Evil (Sp): The paladin can detect evil at will as the spell.
   Divine Health: A paladin is immune to all diseases, including magical diseases such as mummy rot and lycanthropy.
   Lay on Hands (Sp): A paladin can heal wounds by touch as a standard action. Each day he can cure 32 hit points. The paladin can cure himself and can divide the curing among multiple recipients. He doesn't have to use it all at once. Alternatively, the paladin can use some or all of these points to deal damage to undead creatures as a touch attack.
    Gear: +2 full plate, +2 battleaxe, +1 heavy crossbow, 50 masterwork crossbow bolts, ring of protection +1, cloak of Charisma +2, potion of fly, potion of protection from fire, brooch of shielding (75 points), wand of cure light wounds (35 charges), potion of darkvision, 935 gp.
   Paladin Spells Prepared: (2/1; base DC=12 + spell level):



    Dracanish: Male human Rog8; Medium-size humanoid (Human); HD 8d6+16; hp 44; Init +8; Spd 30 ft.; AC 20 (touch 15, flat-footed 20); Atk +8/ +3 melee (1d6+1/19-20, +1 short sword); or +13 ranged (1d8+2/19-20, +1 light crossbow with +1 crossbow bolts); SA sneak attack (+4d6); SQ evasion, search for traps, uncanny dodge; AL N; SV Fort +6, Ref +12, Will +5; Str 10, Dex 18, Con 14, Int 14, Wis 12, Cha 8.
   Skills and Feats: Balance +15, Climb +9, Disable Device +12, Hide +14, Jump +12, Listen +14, Move Silently +14, Open Lock +8, Search +13, Spot +14, Tumble +17, Use Rope +9; Alertness, Improved Initiative, Weapon Focus (short sword), Weapon Focus (light crossbow)
   Gear: +2 studded leather, +1 short sword, +1 light crossbow, 50 +1 crossbow bolts, ring of protection +1, cloak of resistance +2, gloves of Dex +2, potion of invisibility, potion of cure serious wounds, gloves of arrow snaring, masterwork thievesí tools, 725 gp.

    Jostren: Female human Sor8; Medium-size humanoid (Human); HD 8d4; hp 20; Init +2; Spd 30 ft.; AC 17 (touch 13, flat-footed 15); Atk +5 melee (1d8+1/0, heavy mace); or +8 ranged (1d8+1/19-20, masterwork light crossbow with +1 crossbow bolts); SQ cat familiar, empathic link with familiar, scry on familiar, share spells with familiar, touch (via familiar); AL NG; SV Fort +2, Ref +6, Will +7; Str 12, Dex 14, Con 10, Int 13, Wis 9, Cha 18.
   Skills and Feats: Bluff +9, Concentration +11, Knowledge (arcana) +6, Listen +3, Move Silently +6, Spellcraft +12, Spot +3; Alertness, Empower Spell, Iron Will, Lightning Reflexes, Spell Focus (Evocation)
   Empathic Link (Su): The master can communicate telepathically with the familiar at a distance of up to one mile. The master has the same connection to an item or a place that the familiar does.
   Scry on Familiar (Sp): The master may scry on the familiar as if casting the spell scry once per day.
   Share Spells: The master may have any spell she casts on herself also affect her familiar if the latter is within 5 ft. at the time. The master may also cast a spell with a target of "You" on her familiar.
   Touch: The familiar can deliver touch spells for its master.
   Gear: heavy mace, masterwork light crossbow, 50 +1 crossbow bolts, bracers of armor +3, ring of protection +1, amulet of natural armor +1, cloak of Charisma +2, potion of cure serious, stone salve, scroll of dimension door, scroll of dispel magic @ 10th level, scroll of haste @ 10th level, scroll of darkvision, 248 gp.
   Sorcerer Spells Known: (6/7/7/6/4; base DC=14 + spell level): 0-arcane mark, detect magic, disrupt undead, flare, light, mage hand, ray of frost, read magic; 1st-change self, expeditious retreat, feather fall, magic missile, true strike; 2nd-cat's grace, daylight, protection from arrows; 3rd-fireball, lightning bolt; 4th-improved invisibility.