Updates Completed:
Aanton
Barendd
Dernham
Gildeth
Hyaun
Kendrek
Kestrel
Aanton the Dunce
Race: Half-Elf
Class: Bard
8
Hit Dice: 8d6 (38 hp)
Initiative: +4
Speed: 30
AC: 19 (+4 Dex, +3 Enhancement,
+2 Armor)
Touch AC: 17
Flat-Footed AC: 15
Base Attack/Grapple: +6/+1, Grapple +5
Attacks: Rapier +5/+0, +2
Longbow +12/+7 (or +10/+10/+5)
Damage: Rapier 1d6-1 (Crit 18-20), +2 Longbow 1d8+2 (Crit 20, x3)
Face/Reach: 5x5, 5 Feet
Special Attacks: Bardic Music (Countersong, Fascinate,
Inspire Competence, Inspire Courage +2, Suggestion), Spells
Special Qualities: Bardic Knowledge, Half-Elf Traits
Saves: Fortitude +2, Ref +10, Will +7
Abilities: Str 8, Dex 18, Con 10, Int
12,
Skills (77 Points/55 Used Up): Bluff +11, Decipher Script
+10, Diplomacy +10, Disable Device +7, Listen +7, Perform +11 (9 Ranks), Search
+8, Spot +5
Feats: Combat Casting, Heighten
Spell,[1]
Point-Blank Shot, Rapid Shot
Languages: Common, Elven, Undercommon
Alignment: Chaotic Neutral
Gender: Male
Age: 22
Height: 5’2
Weight: 112 lbs.
Spells Per Day: 3/4/4/1
Spells Known: 6/4/4/3
0) Daze, Detect Magic, Light,
Prestidigitation, Read Magic, Resistance
1) Expeditious Retreat,
Identify, Mage Armor, Sleep
2) Bull’s Strength, Cat’s
Grace, Glitterdust, Tongues
3) Displacement, Greater
Magic Weapon, Slow
Save DC 12 + spell level.
Equipment:
+2 Longbow
Rapier
+3 Leather
Armor
4 Potions of Cure Light Wounds
Nolzur’s Marvelous Pigments
72 Arrows
Lute
Bedroll
Monocle
Old Cards
Parchment
Pencil
Pocketknife
String
1,315 Gold Pieces
XP: 28,000
3.5E Changes
-Skill points per level
changed to 6 + Int from 4 + Int. You have 22 additional skill points.
-There are now bard level
requirements on some bardic music abilities, all of
which Aanton meets.
-The Inspire Courage bonus
now increases as the bard advances in level. Aanton’s is currently +2. This
means that Aanton and his allies receive a +2 to saves vs. fear, attack rolls,
and damage rolls, just to be specific.
Other Fixes
-Both you and I, somewhere
in-between character creation, forgot to apply Aanton’s Charisma bonus to his
spells per day. Done.
Barendd Torunn
Race: Dwarf
Class: Druid
8
Hit Dice: 8d8+16 (63 hp)
Initiative: +0
Speed: 15 (Medium Armor)
AC: 17 (+5 Armor, +1
Enhancement, +1 Shield)
Touch AC: 11
Flat-Footed AC: 17
Base Attack/Grapple: +6/+1, Grapple +8
Attacks: +1 Scimitar of Throwing +9/+4
Damage: +1 Scimitar of Throwing 1d8+3 (Crit 18-20)
Face/Reach: 5x5, 5 Feet
Special Attacks: Spells
Special Qualities: Dwarf Traits, Nature Sense, Resist Nature’s Lure, Wild Empathy, Wild Shape 3/day (Large), Woodland Stride, Trackless
Step
Saves: Fort +8, Ref +2, Will +11
Abilities: Str 15, Dex 10, Con 14, Int
12,
Skills (55 Points/27 Used Up): Concentration +8, Handle
Animal +5, Heal +7, Ride +6, Spellcraft +7
Feats: Combat Casting, Heighten
Spell[2],
Mounted Combat, Scribe Scroll
Languages: Common, Druidic, Dwarven
Alignment: Neutral
Gender: Male
Age: 117
Height: 4’0
Weight: 196 lbs.
Spells Per Day: 6/6/4/4/3
Memorized:
0) Create Water, Detect Magic, Know Direction, Light,
Resistance, Virtue
1) Animal Friendship, Cure Light Wounds x2, Entangle,
Obscuring Mist x2, Summon Nature’s Ally I
2) Barkskin x2, Flaming Sphere, Produce Flame
3) Cure Moderate Wounds x2, Meld Into
Stone, Stone Shape
4) Flame Strike, Rusting Grasp, Spike Stones
Equipment:
+1 Scimitar of Throwing
Rhino
Hide
+1 Wooden Small Shield
Headband of Intellect +2
Periapt of Wisdom +2
5
Potions of Cure Serious Wounds
Studded
Leather, Barding
Backpack
Bit
and Bridle
Grappling
Hook
Military
Saddle
Silk
Rope (50 feet)
Torch
Waterskin
Stromgar the War Pony
Type: Medium Animal
Hit Dice: 6d8+12 (48 hp)
Initiative: +1
Speed: 40
AC: 18 (+6 Natural, +2 Dex)
Touch AC: 12
Flat-Footed AC: 16
Base Attack/Grapple: +1, Grapple +4
Attacks: 2 Hooves +4
Damage: Hoof 1d3+3
Face/Reach: 5x5, 5 Feet
Special Attacks: -
Special Qualities: Devotion, Evasion, Link, Low-Light Vision, Scent, Share Spells
Saves: Fort +5, Ref +5, Will +0
Abilities: Str 17, Dex 15, Con 14, Int 2,
Skills: Listen +5, Spot +5
Feats: Endurance
Alignment: Neutral
Combat
Devotion (Ex): Stromgar receives a +4 bonus to Will
saves against enchantment spells and effects.
Link (Ex): Barendd can handle his animal as a free action, or
push it as a move action, without use of the Handle Animal skill. Barendd gains
a +4 circumstance bonus on all wild empathy checks and Handle Animal checks
made regarding an animal companion.
Share Spells (Ex): If Stromgar is within five feet of Barendd,
the druid may make any spell that he casts on himself also effect Stromgar. Spells
with an instantaneous duration no longer effect
Stromgar if he moves farther than 5 feet away from Barendd (and will not go
back into effect if Stromgar moves back).
XP: 28,000
3.5E Changes
-The
druid’s animal companion now grows in power as the druid advances in level.
Stromgar the War Pony now has 4 bonus HD, +4 natural armor, +2 Str/Dex, and 3
“Bonus Tricks,” (Handle Animal stuff) as well as new special abilities. In
effect, the companion is now easily as formidable as any familiar.
-Druids
now have the “Wild Empathy” ability for use on animals, in order to “improve
the attitude of an animal.” Barendd’s check is
1d20+6. This ability effectively replaces the Wilderness Lore skill, which no
longer exists.
-Animal
Empathy and Wilderness Lore no longer exist as skills in 3.5E. You have 28
unused skill points, some of which appear to have been unused even before 3.5E
was put into effect.
-You
can now convert memorized spells of a given level into the equivalent Summon Nature’s Ally spell, just as a
cleric converts spells into healing spells. Therefore, you should re-memorize
your Level 1 spell slot from Summon
Nature’s Ally I to something else.
Other Fixes
-I
have adjusted Stromgar’s hit points so that they use
the same elevated dice levels as the player characters.
Dernham
Race: Human
Class: Cleric
of St. Cuthbert 8
Hit Dice: 8d8+8 (55 hp)
Initiative: -1
Speed: 20 (Full Plate)
AC: 22 (+8 Armor, +2 Enhancement,
+2 Shield, +1 Deflection, -1 Dex)
Touch AC: 12
Flat-Footed AC: 21
Base Attack/Grapple: +6/+1, Grapple +8
Attacks: +2 Heavy Mace +10/+5, or
Light Crossbow +5/+0
Damage: +2 Heavy Mace 1d8+4 (x2
Crit), Light Crossbow 1d8 (19-20 Crit)
Face/Reach: 5x5, 5 Feet
Special Attacks: Smite 1/day (Destruction Domain Power),
Strength Boost 1/day (Strength Domain Power), Spells, Turn Undead
Special Qualities: Human Traits
Saves: Fort +7, Ref +1, Will +11
Abilities: Str 14, Dex 8, Con 12, Int
10,
Skills: Concentration +11, Diplomacy +7, Heal +13,
Knowledge (Religion) +8
Feats: Cleave, Combat Casting,
Heighten Spell, [3]
Power Attack, Spell Penetration
Languages: Common
Alignment: Lawful Neutral
Gender: Male
Age: 23
Height: 5’11
Weight: 158 lbs.
Spells Per Day: 6/6/5/5/4
0) Detect Magic x2, Guidance
x2, Read Magic x2
1) Bane x2, Bless x2, Inflict
Light Wounds, Protection from Chaos x2
2) Bear’s Endurance, Bull’s
Strength, Hold Person x2, Spiritual Weapon
3) Contagion, Prayer, Searing
Light x3
4) Cause Critical Wounds x3,
Divine Power
Save DC 15 + spell level.
Equipment:
+2 Heavy Mace
Light
Crossbow
+1 Full Plate
+1 Large Steel Shield
Ring of Protection +1
38
Crossbow Bolts
5
Potions of Cure Moderate Wounds
Backpack
Bedroll
Hooded
Lantern
3
Pints of Oil
Tent
3,167
Gold Pieces
XP: 28,000
3.5E Changes
-The Endurance spell is now known as Bear’s Endurance. Whoop-de-doo. The creators of D&D cannot rest until
they’ve made as many spells as possible have overly long names. I predict no
more than a few months before they re-release Unceasing Vigilance of the Holy Sentinel for 3rd
edition.
Other Fixes
-Made
general clean-ups to the character description to make it more concise.
-Updated
saving throws.
Gildeth Gardinien
Race: Human
Class: Rogue
8
Hit Dice: 8d6 (38 hp)
Initiative: +4
Speed: 30
AC: 19 (+4 Dex, +3 Armor, +2 Enhancement)
Touch AC: 16
Flat-Footed AC: 15
Base Attack/Grapple: +6/+1, Grapple +6
Attacks: Dual +1
Rapiers +9/+9/+4, or +1 Rapier
+11/+6 or Light Crossbow +10/+5
Damage: +1 Rapier 1d6+1 (Crit 18-20),
Light Crossbow 1d8 (Crit 19-20)
Face/Reach: 5x5, 5 Feet
Special Attacks: Sneak Attack +4d6
Special Qualities: Evasion, Human Traits, Improved Uncanny Dodge, Trap-Finding, Trap Sense +2
Saves: Fort +2, Ref +10, Will +2
Abilities: Str 10, Dex 19, Con 10, Int
14,
Skills (121 Points/111 Used Up): Balance +14, Disable Device
+12, Hide +24,[4]
Listen +10, Move Silently +14, Open Lock +14, Perform +3, Pick Pocket +14,
Search +12, Spot +10, Swim +8, Tumble +14
Feats: Ambidexterity, Dodge,
Two-Weapon Fighting, Weapon Finesse
Languages: Common, Draconic, Dwarven
Alignment: Chaotic Neutral
Gender: Male
Age: 21
Height: 5’9
Weight: 153 lbs.
Equipment:
Two
+1 Rapiers
+2 Studded Leather of Shadow
Light
Crossbow
27
Crossbow Bolts
Hat of Disguise
Slippers of Spider-Climb
Masterwork
Thieves’ Tools
Backpack
Bedroll
Bull’s-Eye
Lantern
Silk
Rope (100 feet)
1,752
Gold Pieces
XP: 28,000
3.5E Changes
-You
no longer have to specialize in a given weapon with the Weapon Finesse feat.
When you use any weapon that can be used with Weapon Finesse, you gain the
benefits of the feat.
-Rogues
are now designed specifically to be the best class for detecting, disarming,
and avoiding traps, even more so than before. Only rogues can use Search checks
to find traps, and you get a bonus to AC and Reflex saves vs. traps that increases as the rogue advances. Your current
bonus is +2.
-Read
Lips does not exist as a skill within 3.5E. I have yet to figure out how they
replaced it, if they did at all. Whatever the case, you now have 10 un-used
skill points.
-The
Alter Self spell has apparently
become Disguise Self, for purposes of
using the Hat of Disguise.
Hyaun
Race: Kobold
Class: Monk
8
Hit Dice: 8d8
Initiative: +2
Speed: 40
AC: 18 (+3 Armor, +2 Dex, +1
Monk Bonus, +1 Size, +1
Touch AC: 15
Flat-Footed AC: 13
Base Attack/Grapple: +6/+1, Grapple +4
Attacks: Unarmed +9/+4 (Flurry of Blows +8/+8/+3), or +1 Shocking Nunchaku +10/+5 (Flurry of
Blows +9/+9/+4)
Damage: Unarmed 1d8+3,
+1 Shocking Nunchaku 1d4+4 + 1d6
Lightning
Face/Reach: 5x5, 5 Feet
Special Attacks: Ki Strike (Magic), Stunning Attack 9/day,
Special Qualities: Evasion, Kobold Traits, Purity of Body,
Slow Fall 40 Feet, Still Mind, Wholeness of Body
Saves: Fort +8, Ref +9, Will +8
Abilities: Str 14, Dex 14, Con 14, Int
12,
Skills (55 Points/63 Used):
Balance
+7, Climb +5, Diplomacy +9, Escape Artist +8, Hide +11,[5]
Jump +8, Knowledge (Arcana) +7, Listen +9, Move Silently +7, Search +3, Spot
+4, Tumble +8
Feats: Alertness, Deflect Arrows, Dodge, Improved Unarmed Strike, Improved
Trip, Run, Stunning Fist
Languages: Common, Draconic, Kobold
Alignment: Lawful Good
Gender: Male
Age: 21
Height: 3’7
Weight: 30 lbs.
Equipment:
+1 Shocking Nunchaku
Bracers of Armor +3
844
Gold Pieces
XP: 28,000
3.5E Changes
-The
monk special ability progression has been altered considerably, allowing the
player to change the monk’s bonus feat progression.
Hyaun gets seven feats. Of those, four have to be certain things.
1.
One of your feats is Improved Unarmed Strike.
2.
The first bonus feat has to be either Improved Grapple or Stunning Fist.
3.
The second bonus feat has to be either Combat Reflexes or Deflect Arrows.
4.
The third bonus feat must be either Improved Disarm or Improved Trip.
You
don’t need the prerequisites to get the feats.
Take
note that you don’t actually need to
change any of Hyaun’s feats, Sup. Hyaun
is fine as is.
-Flurry
of Blows is now considerably more powerful. The attack penalty for using
gradually disappears as the monk advances in level, and at 11th
level, the flurry gives the monk two additional
attacks per round at the full BAB, not just one.
-The
nunchaku has been nerfed, and now does only 1d4 base damage.
-The
ki strike special ability has been
changed, as have the rules for damage reduction (the enhancement bonus on a weapon no longer matters for purposes of piercing
damage reduction). Anyway, Hyaun’s unarmed attack is
counted as a magical one for purposes of piercing damage reduction.
Other Fixes
-You
have 8 too many skill points.
Kendrek Jond
Race: Human
Class: Fighter
8
Hit Dice: 8d10+8 (64 hp)
Initiative: +5
Speed: 20 (Full Plate)
AC: 23 (+8 Armor, +3 Enhancement,
+1 Deflection, +1 Dex)
Touch AC: 15
Flat-Footed AC: 22
Base Attack/Grapple: +8/+3, Grapple +12
Attacks: +1 Greatsword +13/+8, or
Longbow +9/+4 (+10/+5 at ranges of 30 feet or less)
Damage: +1 Greatsword 2d6+9 (17-20 crit), or Longbow 1d8
(20, x3 crit)
Grapple: +12
Face/Reach: 5x5, 5 Feet
Special Attacks: -
Special Qualities: Human Traits
Saves: Fort +7, Ref +3, Will +2
Abilities: Str 19, Dex 12, Con 12, Int
13,
Skills: Climb +9 (+4 armor check), Craft (Weapon-Smith)
+6, Handle Animal +3, Jump +8 (+3 armor check), Ride +6, Swim +9 (+4 armor
check)
Feats: Blind-Fighting, Improved
Critical (Greatsword) Improved Initiative, Precise Shot, Quick-Draw, Weapon
Focus (Greatsword), Weapon Specialization (Greatsword)
Languages: Common, Dwarven
Alignment: Chaotic Good
Gender: Male
Age: 28
Height: 6’8
Weight: 298 lbs.
Equipment:
+1 Greatsword
+3 Full Plate Mail
Ring of Protection +1
40
Arrows
2 Potions of Cure Moderate
Wounds
6
Daggers
Backpack
Bedroll
Hooded
Lantern
3
Pints of Oil
Tent
3,905
Gold Pieces
96
Copper Pieces
XP: 28,000
3.5E Changes/Fixes
-None.
Kendrek remains intact.
Kestrel
Race: Half-Elf
Class: Sorcerer
8
Hit Dice: 8d4 (29 hp)
Initiative: +2
Speed: 30
AC: 15 (+2 Armor, +2 Dex, +1
Natural)
Touch AC: 12
Flat-Footed AC: 13
Base Attack/Grapple: +4, Grapple +4
Attacks: +1 Light Crossbow +7, Short-Spear +4 (+6 Thrown)
Damage: +1 Light Crossbow 1d8+1 (19-20 crit), Short-Spear 1d6 (x2 Crit)
Face/Reach: 5x5, 5 Feet
Special Attacks: Spells
Special Qualities: Familiar, Half-Elf Traits
Saves: Fort +4, Ref +8,[6]
Will +8
Abilities: Str 10, Dex 14, Con 10, Int
10,
Skills: Alchemy +4, Concentration +8, Knowledge (Arcana)
+4, Spellcraft +4
Feats: Combat Casting, Greater
Spell Focus (Evocation), Heighten Spell,[7]
Spell Focus (Evocation)
Languages: Common, Elven
Alignment: Chaotic Good
Gender: Male
Age: 38
Height: 5’6
Weight: 160 lbs.
Spells Per Day: 7/7/7/6/4
Spells Known: 8/5/3/2/1
0) Detect Magic, Flare, Light, Mage Hand, Mending, Read Magic,
Resistance
1) Color Spray, Expeditious Retreat, Hold Portal, Magic
Missile, Protection from Chaos/Evil/Good/Law
2) Flaming Sphere, Invisibility, Knock, Melf’s Acid
Arrow, Web
3) Dispel Magic, Lightning Bolt, Wind Wall
4) Arcane Eye, Lightning Orb
Save DC 14 + spell level, 18
vs. evocations
Equipment:
+1 Light Crossbow
Short-Spear
40
Bolts
Wand of Magic Missiles (50 Charges)
Amulet of Natural Armor +1
Bracers of Armor +2
Cloak of Resistance +2
5
Potions of Cure Moderate Wounds
XP: 28,000
Snitch the Weasel
Type: Tiny Animal
Hit Dice: 1/2d8 (14 hp) (Considered 8 HD for effect
purposes)
Initiative: +2
Speed: 20 (Move or Climb)
AC: 18 (+4 Natural, +2 Dex, +2 Size)
Touch AC: 14
Flat-Footed AC: 14
Base Attack/Grapple: +0, Grapple -12
Attacks: Bite +8
Damage: Bite 1d3-4 (1 Damage)
Face/Reach: 2.5 Feet, 0 Feet
Special Attacks: Attach, Deliver Touch Spells
Special Qualities: Empathic Link, Improved Evasion, Low-Light
Vision, Scent, Share Spells
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 9,
Skills: Balance +10, Climb +10, Hide +11, Listen +3, Move
Silently +8, Spot +5
Feats: Alertness, Weapon Finesse
Alignment: Chaotic Good
Combat
Attach
(Ex): If Snitch hits with a bite
attack, he uses his powerful jaws to latch onto the opponent’s body, and
automatically deals bite damage for each round that he remains attached. When
attached, Snitch loses his Dex bonus to AC.
3.5E Changes
-Some
of the bonuses that familiars confer on their masters have been changed. The
weasel bonus remains unchanged.
Other Fixes
-I
get déjà vu for some reason as I type this, but your Charisma bonus spells
apply to spells per day, not spells known. Your spell list is generally what
can be referred to as “totally fucked up,” for lack of a more polite term. This
is an important problem that has to be dealt with immediately. You have the
following spells to learn or unlearn, by the way:
-One
0-level spell to learn.
-One
1st level spell to unlearn.
-Two 2nd level spells to unlearn.
-One
3rd level spell to unlearn.
-One
4th level spell to unlearn.
My
suggestion is to carefully re-pick your spells from scratch, keeping in mind
that Kestrel is best with evocation spells. Sorcerers are meant to be
specialized, all in all.