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Same lame excuse for these illustrations as for the other set.
Mezek: Male human Rgr4/Ftr4; Medium-size humanoid (Human); HD
4d10, 4d10; hp 44; Init +8; Spd 30 ft.; AC 23 (touch 15, flat-footed 19);
Atk +10/+10/+5 melee (1d6+5, +1 quarterstaff) or +13/+8 melee (1d8/x3,
masterwork longbow); SQ favored enemy (goblinoids); AL NG; SV Fort +9,
Ref +7, Will +5; Str 14, Dex 18, Con 10, Int 12, Wis 14, Cha 8.
He needs a ranged weapon
Skills and Feats: Animal Empathy +4, Climb
+6, Handle Animal +5, Heal +6, Hide +7, Intuit Direction +3, Jump +4, Knowledge
(nature) +4, Listen +4, Move Silently +6, Ride (horse) +13, Search +3,
Spot +6, Swim +4, Wilderness Lore +9; Ambidexterity, Dodge, Improved Critical
(quarterstaff), Improved Initiative, Mobility, Spring Attack , Track, Two-Weapon
Fighting, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff)
Favored Enemy: The ranger has selected goblinoids
as a favored enemy. He gains a +1 bonus to his Bluff, Listen, Sense Motive,
Spot, and Wilderness Lore checks when using these skills against this type
of creature. He gets the same bonus to weapon damage rolls against creatures
of this type. He also gets the damage bonus with ranged weapons if the
target is within 30 feet. The bonus doesn't apply to damage against creatures
that are immune to critical hits.
Gear: +3 chain shirt, +1/+1 quarterstaff (double
sided), masterwork short bow, 20 arrows, ring of protection +1, amulet
of natural armor +1, cloak of resistance +1, gloves of Dexterity +2, potion
of cure serious, ring of chill (provides fire resistance 5), potion
of delay poison, potion of hiding, masterwork longbow, 20 arrows, 144
gp.
Ranger Spells Prepared: (1; base DC=12
+ spell level):
1st--
Pjont: Male human Clr8 of Heironeous; Medium-size
humanoid (Human); HD 8d8+8; hp 44; Init +1; Spd 20 ft.; AC 23 (touch 11,
flat-footed 22); Atk +11/ +6 melee (1d8+4/x3, +1 battleaxe); or
+7/+2 melee (1d4+4, +1 dagger); SA turn undead 6/day; AL NG; SV
Fort +8, Ref +6, Will +9; Str 17, Dex 12, Con 13, Int 10, Wis 14, Cha 8.
Skills and Feats: Concentration +12, Heal
+8, Intimidate +1, Knowledge (arcana) +2, Spellcraft +2, Use Rope +3, Wilderness
Lore +4; Combat Casting, Extra Turning, Lightning Reflexes, Martial Weapon
Proficiency (battleaxe), Power Attack , Weapon Focus (battleaxe)
Gear: +2 chainmail, +2 large steel shield, +1
battleaxe, 2 +1 daggers, amulet of natural armor +1, cloak of resistance
+1, gauntlets of ogre power +2, wand of cure light wounds (21
charges), pearl of power (2nd level), 339 gp.
Cleric Spells Prepared: (6/6/5/4/3; base
DC=12 + spell level):
0--
1st--
2nd--
3rd--
4th--
Domains: Good (cast good spells at +1 caster
level), War (Martial Weapon Proficiency and Weapon Focus with deity's favored
weapon).
Solosa: Female half-elf Drd8; Medium-size
humanoid (Half-elf); HD 8d8; hp 36; Init +2; Spd 30 ft.; AC 18 (touch 12,
flat-footed 16); Atk +6/+1 melee (1d6/x3, +1 halfspear); or +10/
+5 ranged (1d6-1, masterwork sling with masterwork sling bullet); SQ animal
companion (Chaniud, dire wolf), half-elf traits, nature sense, resist nature's
lure, trackless step, wild shape (Small, Medium-size, or Large animal 3/day),
woodland stride; AL N; SV Fort +8, Ref +4, Will +10; Str 8, Dex 14, Con
10, Int 12, Wis 18, Cha 14.
Skills and Feats: Animal Empathy +6, Concentration
+11, Diplomacy +5, Handle Animal +6, Heal +8, Intuit Direction +8, Knowledge
(nature) +8, Listen +9, Search +2, Spellcraft +3, Spot +8, Swim +3, Wilderness
Lore +10, Alertness, Combat Casting, Great Fortitude
Nature Sense: A druid can identify plants
and animals (their species and special traits) with perfect accuracy. She
can determine whether water is safe to drink or dangerous.
Resist Nature's Lure: A druid gains a +4
bonus to saving throws against the spell-like abilities of feys (such as
dryads, nymphs, and sprites).
Trackless Step: A druid leaves no trail in
natural surroundings and cannot be tracked.
Wild Shape (Sp): The druid can change into
a Small, Medium-size, or Large animal and back again 3/day as per the polymorph
self spell. Unlike the standard use of the spell, however, the druid
may adopt only one form. The druid regains hit points as if she has rested
for a day. She does not risk the standard penalty for being disoriented
while in her wild shape. She gains all the creature's special abilities
when she does so.
Woodland Stride: The druid may move through
natural thorns, briars, overgrown areas, and similar terrain at her normal
speed and without suffering damage or other impairment. However, throns,
briars, and overgrown areas that are enchanted or magically manipulated
to impede motion still affect her.
Gear: +3 leather armor, +1 halfspear, masterwork
sling, 50 masterwork sling bullets, amulet of natural armor +1, periapt
of wisdom +2, staff of the woodlands (3 charges remaining; animal
friendship, barkskin, speak with animals, or wall
of thorns=1 charge, summon naturès ally VI=2 charges),
potion
of neutralize poison, scroll of cure critical wounds, scroll of rusting
grasp, pearl of power (1st-level spell), 414 gp.
Druid Spells Prepared: (6/5/4/4/3; base DC=14 + spell level):
0--
1st--
2nd--
3rd--
4th--