Dark City PC Stat Blocks
Dark City PC Stat Blocks
I'd appreciate it if everyone would post their character's statblocks to this thread; you can get them from the Abilities sheet of HeroForge. Please note any magical equipment you have at the end of the statblock.
Thanks!
ken
Thanks!
ken
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
- Lars Porsenna
- Posts: 4783
- Joined: Wed Jun 29, 2005 5:34 pm
- Location: Manta, Ecuador
Corash, Mage of Celene: Male Elf(Gray) Wiz5; "Medium Humanoid; CR 5; HD 5d4; hp 16; Init +2; Spd 30 ft/x4; AC 14 (+1 armor, +2 dex, +1 natural), touch 12, flat-footed 12; Base Atk/Grapple +2/+2; Full Atk +2 One-handed (1d8;19-20/x2, Longsword), +4 Two-handed (1d8;20/x3, Longbow), +2 One-handed (1d4;19-20/x2, Dagger), +2 One-handed (1d6;20/x2, Club), +4 Thrown (1d4;19-20/x2, Dagger(Thrown)), +2 Two-handed (1d6;20/x2, Quarterstaff); AL CG; SV Fort +2, Ref +4, Will +5; Str 11(+0), Dex 15(+2), Con 10(+0), Int 18(+4), Wis 11(+0), Cha 11(+0); Skills: Concentration¹ +7, Craft (Alchemy)¹ +12, Decipher Script +6, Knowledge (arcana) +12, Knowledge (arch & eng) +5, Knowledge (dungeoneering) +7, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +6, Knowledge (nature) +5, Knowledge (nobilty) +5, Knowledge (religion) +5, Knowledge (the planes) +8, Spellcraft +14.
Feats: Combat Casting, Toughness, Brew Potion"
Magic Items: You should already know this!
Also a vest of resistance +1, 2 Scortching Ray wands, a Wand of Enlarge, and the 2 Lions...
Damon.
Feats: Combat Casting, Toughness, Brew Potion"
Magic Items: You should already know this!
Also a vest of resistance +1, 2 Scortching Ray wands, a Wand of Enlarge, and the 2 Lions...
Damon.
Sir Krovacar Fawkes: Male Human Pal5/Wmg1; CR 6; Medium Humanoid (Human); HD 1d6+5d10+6; hp 47; Init +0; Spd 20 ft/x4; AC 18 (+5 armor[masterwork chainmail], +3 shield [+1 heavy steel shield]), touch 10, flat-footed 18; Base Atk/Grapple +5/+7; Full Atk +8 Two-handed (1d10+4;17-20/x2, +1 Keen Bastard Sword), +8 One-handed (1d10+3;17-20/x2, +1 Keen Bastard Sword), +7 One-handed (1d4+2;19-20/x2, Sacari Dagger), +5 Thrown (1d4+2;19-20/x2, Sacari Dagger(Thrown)), +7 One-handed (1d8+2;20/x3, Warhammer), +7 Two-handed (1d8+3;20/x3, Lance); SA&SQ Turn Undead(Su), Code of Conduct, Aura of Good(Ex), Detect Evil(Sp), Smite Evil(Su), Divine Grace(Su), Lay on Hands(Su), Aura of Courage(Su), Divine Health(Ex), Spells, Special Mount(Sp), Armored Mage(Ex), Warmage Edge(Ex); AL LG; SV Fort +8, Ref +4, Will +7; Str 14(+2), Dex 10(+0), Con 12(+1), Int 12(+1), Wis 13(+1), Cha 16(+3); Skills: Concentration¹ +3, Diplomacy¹ +9, Knowledge (arcana) +5, Knowledge (religion) +8, Listen¹ +2, Ride¹ +5, Sense Motive¹ +5, Spellcraft +2, Spot¹ +2. Feats: Exotic Weapon Proficiency (Sword, Bastard), Power Attack, True Believer, Battle Caster.
Vargas of Ralsand [House Garasteth]: Male Human Ftr1/Wiz3/Ari1; CR 5;
Medium Humanoid (Human); HD 3d4+1d8+1d10+5; hp 29; Init +2; Spd 30 ft/x4; AC 14 (+2 dex, +2 deflection), touch 14, flat-footed 12; Base Atk/Grapple +2/+3; Full Atk +3 One-handed (1d3+1;20/x2, Unarmed Strike), +3 One-handed (1d6+1;18-20/x2, Rapier), +3 One-handed (1d4+1;19-20/x2, Dagger), +4 Thrown (1d4+1;19-20/x2, Dagger(Thrown)), +4 Two-handed (1d8;19-20/x2, Light Crossbow), +3 One-handed (1d3+1;20/x2, Grapple); SA&SQ Familiar, Illusionist; AL N; SV Fort +4, Ref +3, Will +5; Str 12(+1), Dex 14(+2), Con 12(+1), Int 16(+3), Wis 10(+0), Cha 14(+2); Skills: Bluff¹ +4, Climb¹ +4, Concentration¹ +5, Decipher Script +4, Diplomacy¹ +5, Gather Information¹ +5, Jump¹ +3, Knowledge (arcana) +11, Knowledge (history) +4, Knowledge (local) +5, Knowledge (nobility) +4, Knowledge
(religion) +4, Knowledge (the planes) +8, Listen¹ +5, Sense Motive¹ +3, Spellcraft +15, Spot¹ +5. Feats: Spell Focus (Illusion), Scribe Scroll², Practiced Spellcaster (Wizard), Celestial Scion (Garasteth), Apprentice.
Medium Humanoid (Human); HD 3d4+1d8+1d10+5; hp 29; Init +2; Spd 30 ft/x4; AC 14 (+2 dex, +2 deflection), touch 14, flat-footed 12; Base Atk/Grapple +2/+3; Full Atk +3 One-handed (1d3+1;20/x2, Unarmed Strike), +3 One-handed (1d6+1;18-20/x2, Rapier), +3 One-handed (1d4+1;19-20/x2, Dagger), +4 Thrown (1d4+1;19-20/x2, Dagger(Thrown)), +4 Two-handed (1d8;19-20/x2, Light Crossbow), +3 One-handed (1d3+1;20/x2, Grapple); SA&SQ Familiar, Illusionist; AL N; SV Fort +4, Ref +3, Will +5; Str 12(+1), Dex 14(+2), Con 12(+1), Int 16(+3), Wis 10(+0), Cha 14(+2); Skills: Bluff¹ +4, Climb¹ +4, Concentration¹ +5, Decipher Script +4, Diplomacy¹ +5, Gather Information¹ +5, Jump¹ +3, Knowledge (arcana) +11, Knowledge (history) +4, Knowledge (local) +5, Knowledge (nobility) +4, Knowledge
(religion) +4, Knowledge (the planes) +8, Listen¹ +5, Sense Motive¹ +3, Spellcraft +15, Spot¹ +5. Feats: Spell Focus (Illusion), Scribe Scroll², Practiced Spellcaster (Wizard), Celestial Scion (Garasteth), Apprentice.
- Lars Porsenna
- Posts: 4783
- Joined: Wed Jun 29, 2005 5:34 pm
- Location: Manta, Ecuador
- Lars Porsenna
- Posts: 4783
- Joined: Wed Jun 29, 2005 5:34 pm
- Location: Manta, Ecuador
- Hardcorhobbs
- Posts: 5423
- Joined: Mon Aug 01, 2005 7:38 am
- Location: Fort Wadsworth
Gerran: Male Human(Oeridian) Clr5; CR 5;
Medium Humanoid (Human);
HD 5d8+5; hp 33;
Init +2; Spd 40 ft/x4;
AC 17 (+5 armor, +2 dex), touch 12, flat-footed 15;
Base Atk/Grapple +3/+3;
Full Atk +6 Two-handed (1d8;20/x3, Masterwork composite longbow), +4
Two-handed (1d6;20/x2, Masterwork quarterstaff);
SA&SQ Spontaneous Casting, Restricted Spells, Turn Undead(Su);
AL NG; SV Fort +5, Ref +3, Will +7;
Str 10(+0), Dex 15(+2), Con 12(+1), Int 12(+1), Wis 16(+3), Cha 12(+1);
Skills: Concentration¹ +9, Diplomacy¹ +5, Heal¹ +7, Knowledge (history) +5,
Knowledge (religion) +5, Survival¹ +11.
Feats: Martial Weapon Proficiency (Longbow, Composite), Point Blank Shot, Precise Shot.
Magic Items: +1 Chain Shirt, Rod of lesser metamagic silence, boots of elvenkind, wand of cure light wounds, scroll of comprehend languages, scroll of remove fear, x2 sleep arrows
EDIT
I forgot about the 18 magic unidentified arrows I just picked up.
Medium Humanoid (Human);
HD 5d8+5; hp 33;
Init +2; Spd 40 ft/x4;
AC 17 (+5 armor, +2 dex), touch 12, flat-footed 15;
Base Atk/Grapple +3/+3;
Full Atk +6 Two-handed (1d8;20/x3, Masterwork composite longbow), +4
Two-handed (1d6;20/x2, Masterwork quarterstaff);
SA&SQ Spontaneous Casting, Restricted Spells, Turn Undead(Su);
AL NG; SV Fort +5, Ref +3, Will +7;
Str 10(+0), Dex 15(+2), Con 12(+1), Int 12(+1), Wis 16(+3), Cha 12(+1);
Skills: Concentration¹ +9, Diplomacy¹ +5, Heal¹ +7, Knowledge (history) +5,
Knowledge (religion) +5, Survival¹ +11.
Feats: Martial Weapon Proficiency (Longbow, Composite), Point Blank Shot, Precise Shot.
Magic Items: +1 Chain Shirt, Rod of lesser metamagic silence, boots of elvenkind, wand of cure light wounds, scroll of comprehend languages, scroll of remove fear, x2 sleep arrows
EDIT
I forgot about the 18 magic unidentified arrows I just picked up.
Last edited by Hardcorhobbs on Tue Sep 05, 2006 9:55 pm, edited 1 time in total.
- Hardcorhobbs
- Posts: 5423
- Joined: Mon Aug 01, 2005 7:38 am
- Location: Fort Wadsworth
Kerth Greenfield: Male Human(Select an Ethnicity) Fav6; CR 6;
Medium Humanoid (Human);
HD 6d8; hp 28;
Init +4; Spd 20 ft/x4;
AC 20 (+7 armor, +3 shield), touch 10, flat-footed 20;
Base Atk/Grapple +4/+6;
Full Atk +8 One-handed (1d8+3;20/x2, +1 Heavy Mace), +5 Two-handed
(1d8;19-20/x2, Masterwork light crossbow), +7 +1 light mace, flaming
(1d6+1d6 fire +3;20/x2, Inferno);
SA&SQ Energy Resistance(Ex);
AL CG; SV Fort +5, Ref +5, Will +7;
Str 14(+2), Dex 10(+0), Con 10(+0), Int 12(+1), Wis 14(+2), Cha 17(+3);
Skills: Concentration¹ +9, Diplomacy¹ +13, Heal¹ +10, Knowledge (arcana) +3,
Profession (Farmer) +4, Sense Motive¹ +8, Spellcraft +4.
Feats: Combat Casting, Improved Initiative, Martial Weapon Proficiency (Mace,
Heavy²), Negotiator, Weapon Focus (Mace, Heavy²), Augment Healing
Magic Items: +2 Chainmail, +1 heavy wooden shield, +1 Heavy Mace, +1 flaming light mace, Potion of Remove Fear, Potion of Cure light wounds x2, Potion of Neutralize poison, Potion of Cure mod wounds
Medium Humanoid (Human);
HD 6d8; hp 28;
Init +4; Spd 20 ft/x4;
AC 20 (+7 armor, +3 shield), touch 10, flat-footed 20;
Base Atk/Grapple +4/+6;
Full Atk +8 One-handed (1d8+3;20/x2, +1 Heavy Mace), +5 Two-handed
(1d8;19-20/x2, Masterwork light crossbow), +7 +1 light mace, flaming
(1d6+1d6 fire +3;20/x2, Inferno);
SA&SQ Energy Resistance(Ex);
AL CG; SV Fort +5, Ref +5, Will +7;
Str 14(+2), Dex 10(+0), Con 10(+0), Int 12(+1), Wis 14(+2), Cha 17(+3);
Skills: Concentration¹ +9, Diplomacy¹ +13, Heal¹ +10, Knowledge (arcana) +3,
Profession (Farmer) +4, Sense Motive¹ +8, Spellcraft +4.
Feats: Combat Casting, Improved Initiative, Martial Weapon Proficiency (Mace,
Heavy²), Negotiator, Weapon Focus (Mace, Heavy²), Augment Healing
Magic Items: +2 Chainmail, +1 heavy wooden shield, +1 Heavy Mace, +1 flaming light mace, Potion of Remove Fear, Potion of Cure light wounds x2, Potion of Neutralize poison, Potion of Cure mod wounds
I'm sorry Ken - I'll get to this ASAP. Medical thing this week has been consuming my free time.
Both chars are lvl 5, Largo a rogue and Stoney George a lvl 5 druid - no multi classes.
Both chars are lvl 5, Largo a rogue and Stoney George a lvl 5 druid - no multi classes.
"This enemy you cannot kill. You can only drive it back damaged into the depths, and teach your children to watch the waves for its return." - Quellcrist Falconer
I'm just going with a rather basic cleric/paladin. Let me know if any changes are needed.
Magnus StoneHeart: Male Human Clr3/Pal2; CR 5;
Medium Humanoid (Human);
HD 3d8+2d10+5; hp 46;
Init +0; Spd 20 ft/x3;
AC 20 (+8 armor, +2 shield), touch 10, flat-footed 20;
Base Atk/Grapple +4/+6;
Full Atk +8 Two-handed (2d6+5;19-20/x2, +2 Greatsword), +8 One-handed
(1d8+4;19-20/x2, +2 Longsword), +7 One-handed (1d8+2;20/x2, Masterwork
flail), +5 Two-handed (1d10;19-20/x2, Masterwork heavy crossbow);
SA&SQ Aura(Ex), Spontaneous Casting, Restricted Spells, Turn Undead(Su), Code of
Conduct, Aura of Good(Ex), Detect Evil(Sp), Smite Evil(Su), Divine
Grace(Su), Lay on Hands(Su);
AL LG; SV Fort +10, Ref +4, Will +8;
Str 14(+2), Dex 10(+0), Con 12(+1), Int 12(+1), Wis 14(+2), Cha 16(+3);
Skills: Concentration¹ +3, Craft (Weaponmaker)¹ +3, Diplomacy¹ +9, Heal¹ +6,
Knowledge (history) +5, Knowledge (nobility) +3, Knowledge (religion)
+3, Ride¹ +2, Sense Motive¹ +4.
Feats: Power Attack, Divine Might, Divine Shield."
"• Aura(Ex): You have a moderate aura of Law.
• Spontaneous Casting: Can spontaneously cast cure spells, by sacrificing
a pre-prepared spell of equal or higher level.
• Restricted Spells: cannot cast Chaotic or Evil spells.
• Turn Undead(Su): Can turn undead 6 times per day. A turning
check is made on 1d20+3; turning damage is equal to 2d6+6 on a
successful check.
• Code of Conduct: You must remain Lawful Good. You must respect
legitimate authority, act with honor, help those in need, and punish those
that harm or threaten innocents. You must never knowingly associate with
evil characters, or those that consistently offend your moral code.
• Aura of Good(Ex): You have a moderate aura of Good.
• Detect Evil(Sp): At will, as the spell.
• Smite Evil(Su): 1 time(s) per day, you can add +3 to your attack roll; if the
creature you strike is evil, you inflict an extra 2 points of damage.
• Divine Grace(Su): Add +3 to all saves.
• Lay on Hands(Su): As a standard action, you can heal yourself or
someone else. You can cure a total of 6 points of damage per day.
These points can also be used to harm undead.
Magnus StoneHeart: Male Human Clr3/Pal2; CR 5;
Medium Humanoid (Human);
HD 3d8+2d10+5; hp 46;
Init +0; Spd 20 ft/x3;
AC 20 (+8 armor, +2 shield), touch 10, flat-footed 20;
Base Atk/Grapple +4/+6;
Full Atk +8 Two-handed (2d6+5;19-20/x2, +2 Greatsword), +8 One-handed
(1d8+4;19-20/x2, +2 Longsword), +7 One-handed (1d8+2;20/x2, Masterwork
flail), +5 Two-handed (1d10;19-20/x2, Masterwork heavy crossbow);
SA&SQ Aura(Ex), Spontaneous Casting, Restricted Spells, Turn Undead(Su), Code of
Conduct, Aura of Good(Ex), Detect Evil(Sp), Smite Evil(Su), Divine
Grace(Su), Lay on Hands(Su);
AL LG; SV Fort +10, Ref +4, Will +8;
Str 14(+2), Dex 10(+0), Con 12(+1), Int 12(+1), Wis 14(+2), Cha 16(+3);
Skills: Concentration¹ +3, Craft (Weaponmaker)¹ +3, Diplomacy¹ +9, Heal¹ +6,
Knowledge (history) +5, Knowledge (nobility) +3, Knowledge (religion)
+3, Ride¹ +2, Sense Motive¹ +4.
Feats: Power Attack, Divine Might, Divine Shield."
"• Aura(Ex): You have a moderate aura of Law.
• Spontaneous Casting: Can spontaneously cast cure spells, by sacrificing
a pre-prepared spell of equal or higher level.
• Restricted Spells: cannot cast Chaotic or Evil spells.
• Turn Undead(Su): Can turn undead 6 times per day. A turning
check is made on 1d20+3; turning damage is equal to 2d6+6 on a
successful check.
• Code of Conduct: You must remain Lawful Good. You must respect
legitimate authority, act with honor, help those in need, and punish those
that harm or threaten innocents. You must never knowingly associate with
evil characters, or those that consistently offend your moral code.
• Aura of Good(Ex): You have a moderate aura of Good.
• Detect Evil(Sp): At will, as the spell.
• Smite Evil(Su): 1 time(s) per day, you can add +3 to your attack roll; if the
creature you strike is evil, you inflict an extra 2 points of damage.
• Divine Grace(Su): Add +3 to all saves.
• Lay on Hands(Su): As a standard action, you can heal yourself or
someone else. You can cure a total of 6 points of damage per day.
These points can also be used to harm undead.
Stoney George: Male Half-Elf Drd5; CR 5;
Medium Humanoid (Elf);
HD 5d8+10; hp 45;
Init +1; Spd 20 ft/x4;
AC 18 (+5 armor, +2 shield, +1 dex), touch 11, flat-footed 17;
Base Atk/Grapple +3/+5;
Full Atk +6 Keen (1d6+3;17-20, +1 Scimitar), +5 Two-handed
(1d8+3;20/x3, Spear);
SA&SQ Restricted Spells, Spontaneous Casting, Animal Companion(Ex), Nature
Sense(Ex), Wild Empathy(Ex), Woodland Stride(Ex), Trackless Step(Ex),
Resist Nature's Lure(Ex), Wild Shape(Su);
AL CN; SV Fort +6, Ref +2, Will +7;
Str 14(+2), Dex 12(+1), Con 14(+2), Int 10(+0), Wis 16(+3), Cha 12(+1);
Skills: Concentration¹ +6, Diplomacy¹ +5, Handle Animal +3, Heal¹ +5, Knowledge
(nature) +9, Listen¹ +8, Ride¹ +2, Spellcraft +2, Spot¹ +8, Survival¹
+10, Swim¹ -3.
Feats: Natural Spell, Track.
Medium Humanoid (Elf);
HD 5d8+10; hp 45;
Init +1; Spd 20 ft/x4;
AC 18 (+5 armor, +2 shield, +1 dex), touch 11, flat-footed 17;
Base Atk/Grapple +3/+5;
Full Atk +6 Keen (1d6+3;17-20, +1 Scimitar), +5 Two-handed
(1d8+3;20/x3, Spear);
SA&SQ Restricted Spells, Spontaneous Casting, Animal Companion(Ex), Nature
Sense(Ex), Wild Empathy(Ex), Woodland Stride(Ex), Trackless Step(Ex),
Resist Nature's Lure(Ex), Wild Shape(Su);
AL CN; SV Fort +6, Ref +2, Will +7;
Str 14(+2), Dex 12(+1), Con 14(+2), Int 10(+0), Wis 16(+3), Cha 12(+1);
Skills: Concentration¹ +6, Diplomacy¹ +5, Handle Animal +3, Heal¹ +5, Knowledge
(nature) +9, Listen¹ +8, Ride¹ +2, Spellcraft +2, Spot¹ +8, Survival¹
+10, Swim¹ -3.
Feats: Natural Spell, Track.
"This enemy you cannot kill. You can only drive it back damaged into the depths, and teach your children to watch the waves for its return." - Quellcrist Falconer
Damn it! ANOTHER paladin!?!?! AND I'M STILL NOT PLAYING A PALADIN!?!?!?!
This will not stand. Henceforth, my Dark City character will be the Paladin of Rao, Yoren!
(george, just to explain, i was prevented from playing a paladin for most of the time under the status quo of intensely chaotic and not-quite-good BR Guild. So I don't often have pallys now, though they are my second fav character class. And now all of the sudden, you character is the 3rd paladin in the group! So I will be the fourth!)
This will not stand. Henceforth, my Dark City character will be the Paladin of Rao, Yoren!
(george, just to explain, i was prevented from playing a paladin for most of the time under the status quo of intensely chaotic and not-quite-good BR Guild. So I don't often have pallys now, though they are my second fav character class. And now all of the sudden, you character is the 3rd paladin in the group! So I will be the fourth!)
T1Mirage wrote:I'm just going with a rather basic cleric/paladin. Let me know if any changes are needed.