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, Wis 12, Cha 14

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, Wis 20, Cha 7

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

Flint and Steel

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, Wis 11, Cha 4

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, Wis 20, Cha 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

Flint and Steel

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, Wis 11, Cha 10

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 Wis)

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, Wis 12, Cha 8

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, Wis 10, Cha 8

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

Flint and Steel

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, Wis 10, Cha 18

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, Wis 12, Cha 5

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.

 



[1] Free feat.

[2] Free feat.

[3] Free feat.

[4] +10 Hide check bonus from +2 Studded Leather of Shadow.

[5] +4 size bonus to Hide checks.

[6]+2 Reflex bonus from Weasel familiar.

[7] Free feat.