Showing posts with label good. Show all posts
Showing posts with label good. Show all posts

25 March 2013

Rynn'ae [CR 6]

Rynn'ae
Ranger 6
Female Wood Elf, Medium Humanoid (Elf), CG
HD: 6d8+6 (36 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 18 (+3 dex, +1 natural, +4 armour), touch 13, flatfooted 15
Base Attack/Grapple: +6 / +7
Attack: ranged +1 Composite Shortbow (Str +1) +11/+6 (1d6+2, x3, 70 ft.),
melee +1 Dagger +8/+3 (1d4+2, 19-20/x2)
Space/Reach: 5 ft. / 5 ft.
Special Qualities: Immunity: Sleep Effects (Ex); Low-light Vision (Ex); +2 Saves vs. Enchantment Spells and Effects
Favoured Enemies: +4 vs. Orcs, +2 vs. Goblinoids
Saves: Fort +6, Ref +8, Will +4
Abilities: Str 12, Dex 16, Con 12, Int 11, Wis 14, Cha 11
Skills: Climb +4, Concentration +4, Handle Animal +8, Hide +10, Jump +4, Knowledge (Geography) +2, Knowledge (Nature) +4, Listen +6, Move Silently +8, Ride +6, Search +8, Spot +8, Survival +8, Swim +2, Use Rope +4
Feats: Able Sniper, Armor Proficiency: light, Endurance, Improved Initiative, Manyshot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track, Weapon Focus: Shortbow
Spells Prepared (Rgr --/2): 1st - Camouflage, Magic Fang.
Environment: Forest
Languages: Common, Elven 
Possessions: +1 Shortbow, composite (+1 Str) (2,450 gp); +1 Dagger (2,302 gp); 10 x Flight Arrows (16 gp); 20x Arrows (1 gp); Armor: +2 Leather (4,160 gp); 2 x Potion: Cure Moderate Wounds (6) (600 gp); Amulet of Natural Armor +1 (2,000 gp); Elixir of Vision (250 gp); Elixir of Sneaking (250 gp); Dust of Tracelessness (250 gp); Tanglepatch (100 gp).

The she-elf silently tracks her quarry through the woodland thickets. In one hand she holds a shortbow, in other an arrow, ready to be drawn and fired at a moment's notice. Her targets slow down, and she along with them. They are a party of orc-raiders in search of easy prey. Little do they know that they, the hunters, are being hunted. The she-elf takes careful aim...

Rynn'ae is a wood elf ranger sworn to protect her forest from bandits and goblinoids. She lives and operates alone, hiding from creatures both friendly and hostile. On rare occasion, she might impart some useful information to lost travellers and help them find their way, or assist such poor souls as are sometimes ambushed by the malevolent denizens of the forest.
Her animal companion is an eagle called Aeryk, whom she uses for recoinnasance and distracting her foes.

Animal Companion: Eagle (Aeryk)
Male Animal, Eagle : CR 1/2; Small Animal 
HD 3d8+3 (8 hp); Init + 3; Spd 10 ft., Fly (average) 80 ft.; AC 17; Atk + 1 base melee, + 4 base ranged; +4/-1 (1d4, 2 Talon; 1d4, Bite); SQ: Low-light Vision (Ex); AL N; Fort + 2, Ref + 4, Will + 3; STR 11, DEX 16, CON 12, INT 2, WIS 14, CHA 6. Skills: Hide +6, Spot +14. Feats: Weapon Finesse. 

-- Notes --
1. Able Sniper Feat: You gain a +2 bonus on ranged attack rolls with a weapon made against flat-footed targets that are at least 30 feet away. In addition, you gain a +4 bonus on Hide checks made to hide again after you have made an attack roll while hiding (see page 76 of the Player's Handbook).
2. Camouflage Spell: You change your coloring to match the environment surrounding you.
The spell grants you a +10 competence bonus on your Hide checks.
3.  Wondrous: Tanglepatch: When thrown, this item of dwarven make creates an Entangle effect at the point of impact (see spell description), as if cast by a 1st level caster.
4. Flight Arrows: These arrows increase the range of the bow by 25 ft.

 --
Character build and illustration by Domigorgon.

29 August 2010

Guest Star: GANDALF [CR 7]

Gandalf the White
Male Maia (Istar), Cleric 6 (CR 7)
Medium Outsider, NG
HD: 6d8+12 (50 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 dex, +1 armour, +2 deflection), touch 13, flatfooted 13
Base Attack/Grapple: +5 / +6
Attack: melee Glamdring +6 (1d8+2, 19-20/x2)
or melee Staff of the Wizard +6 (1d6+2, x2)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Daylight (Sp)
Special Qualities: Resistance: acid 5, cold 5, electricity 5
Saves: Fort +9, Ref +5, Will +11
Abilities: Str 12, Dex 13, Con 14, Int 16, Wis 18, Cha 15
Skills: Appraise +5, Concentration +10, Craft (Alchemy (Fireworks)) +6, Diplomacy +6, Knowledge (Arcana) +8, Knowledge (History (Middle Earth)) +6, Knowledge (Local (The Shire)) +6, Knowledge (Nobility and Royalty (Gondor)) +6, Listen +6, Sense Motive +6, Spellcraft +10, Spot +6, Survival +5 
Feats: Diligent, Martial Weapon Proficiency: Longsword, Negotiator 
Languages: Common, Elven, Dwarven
Cleric Domains: Knowledge, Fire
Cleric Abilities: Turn undead, Spontanous casting
Spells Prepared (Clr 5/4/4/3): 0 - Guidance, Light x2, Read Magic, Resistance; 1st - Bane, Bless, Burning Hands (d), Comprehend Languages, Detect Evil; 2nd - Aid, Bull`s Strength, Detect Thoughts (d), Hold Person, Sound Burst; 3rd - Prayer, Resist Energy (d), Searing Light, Wind Wall
Organization: Order of the Five Wizards, Third White Council
Possessions: Glamdring (+1 longsword, bane: Orc), Staff of the Wizard (+1 quarterstaff), Robes of the White Wizard (+1 armour bonus to AC, +2 magic bonus to all saves), Ring: Narya (+2 deflection bonus to AC; functions as a Ring of Sustenance; grants the wearer and all allies in a 30 ft. radius +2 morale bonus to saves vs. fear and mind affecting spells/effects)

"His long white hair, his sweeping silver beard, and his broad shoulders, made him look like some wise king of ancient legend. In his aged face under great snowy brows his dark eyes were set like coals and could leap suddenly into fire."

"'Mithrandir we called him in elf-fashion,' said Faramir, 'and he was content. Many are my names in many countries, he said. Mithrandir among the Elves, Tharkûn to the Dwarves; Olórin I was in my youth in the West that is forgotten, in the South Incánus, in the North Gandalf; to the East I go not.'"

'I am with you at present,' said Gandalf, 'but soon I shall not be. I am not coming to the Shire. You must settle its affairs yourselves; that is what you have been trained for. Do you not yet understand? My time is over: it is no longer my task to set things to rights, nor to help folk to do so. And as for you, my dear friends, you will need no help. You are grown up now. Grown indeed very high; among the great you are, and I have no longer any fear at all for any of you.'
 
-- Quotes from "The Lord of the Rings" by J. R. R. Tolkien

Having wrapped up his business in Middle Earth, Gandalf travelled to Valinor first, and then proceeded to travel the planes. He never stays in one place for long, and seems to be on a quest of some sort, the details of which he tends to keep to himself. Occasionally he is joined by other adventurers who appreciate his good will and humour, but it never lasts for long: as soon as he is done helping out with any local trouble (which often includes battling orcs and other evil-doers) - or successful in whatever small part of his mysterious scheme - he disappears just as suddenly as he has appeared.

 -- Editor's Note --
Yes, Gandalf is often called a wizard, but he is never once seen with a spellbook. Since he is pretty handy in a fight as well, and more frequently exhibits wisdom and charisma rather than intelligence, he's far from a typical D&D wizard build. He might as well be a sorcerer or even a paladin. In this build, he is a cleric by class, and wizard by name (guess people in Middle Earth aren't that class-conscious). 
This post was partly inspired by the article "Gandalf was only a Fifth Level Magic-User!" by Bill Seligman (from Dragon #5).
--
The character of Gandalf is property of the Tolkien estate.
Illustration by Mejo.
Character build by Domigorgon.