Thursday, July 12, 2012

Temeris, Daisy, and Caullum [RPG]

After 32 sessions, the exploits of the Royal Karameikan Fist Adventuring Company have come to an end--at least for now,  A good time was had by all, and many thanks to Steve for initiating and directing the campaign.  Here's how my two PCs (Temeris and Caullum) and The Wife's (Daisy) looked at the end.

TEMERIS REGINALD COTTINGSWALD III
Rog3/Ran3/Royal Explorer 1  (XP: 23005)

Abilities: Str 14 (+2), Dex 18 (+4), Con 14 (+2), Int 16 (+3), Wis 12 (+1), Cha 18 (+4)

Hit Points: 46

BAB +5, Light Crossbow +9 d. 1d8, Dual Attack (Shortsword & Dagger +1) +7/+8 d. 1d6+2/1d4+2

Saves:  Fortitude +8, Reflex +12 (+13 vs. traps), Will +3

AC 18 (19 vs. traps)

Racial Traits/Class Features:  Sneak Attack (2d6), Trapfinding, Wild Empathy, Favored Enemy: Zhentarim, Explorer Lore, Combat Style: 2-weapon fighting

Feats:  Diligent, Nimble Fingers, AP: Light, WP: Simple, WP: Martial, Evasion, Trap Sense, Weapon Finesse, Track, Endurance, Alertness, Exotic WP: Repeating heavy Crossbow

Languages:  Common, Dwarven, Halfling, Elvish, Undercommon

Skills:  Appraise +11, Balance +5, Bluff +5, Climb +7, Concentration +2, Craft: Cartography +13, Decipher Script +10, Diplomacy +5, Disable Device +12, Disguise +6, Escape Artist +6, Forgery +5, Gather Info +4, Handle Animal +4, Heal +1, Hide +9, Intimidate +4, Jump +2, Knowledge: Religion +3, Knowledge: Geography +7, Knowledge: Nature +10, Knowledge: Nobility +5, Knowledge: Cormyr +4, Listen +6, Move Silently +7, Open Lock +13, Ride +6, Search +10, Sense Motive +1, Sleight of Hand +4, Spellcraft +3, Spot +8, Survival +6, Swim +7, Tumble +5, Use Magic Device +4, Use Rope +4

Coins:  9304 GP, 36 SP, 85 CP, 3 PP

Possessions:  Bedroll, crossbow bolts (x13), map case, chalk, light crossbow, dagger, flint & steel, flecks of strange material, Leather Armor +2, explorer's outfit, trail rations (x4), torch, signet ring, Masterwork Thieves' Tools, noble's outfit, treasure map, area map, short sword, thunderstone, sunrods (x5), potion of invisibility, Dagger +1, potion of cure moderate wounds, statute with fungus, banner, potion of eagle's splendor, potion of cat's grace, masterwork cartographer's tools, spyglass, robe of scintillating colors, Horse


CAULLUM SLOWWEAVER
Chitine2/Battle Sorcerer4 (XP: 17180)

Abilities: Str 14 (+2), Dex 16 (+3), Con 19 (+4), Int 16 (+3), Wis 14 (+2), Cha 14 (+2)

Hit Points: 64

BAB: +5, Shortspear +11 (thrown), +9 (melee) d. 1d4+2(+3 PB).  Multi-attack Thrown: +7/+7/+7

Saves:  Fort +6, Ref +8, Will +10

AC: 19

Racial Traits/Class Features:  Darkvision, Shortswords are Simple Weapons, Small Size, 20' Climb Speed (+8 bonus, climb across walls & ceilings), +4 Grapple, +4  Oppose Disarm, Dazzled in Bright Light

Feats:  Multiweapon Fighting, AP: Shield, Alertness, WP: Simple, WF: Shortspear, PB Shot, Summon Familiar

Languages: Common, Undercommon, Kuo-Toan, Orc, Elven (Drow dialect)

Skills:  Appraise +3, Balance +4, Bluff +2, Climb +10, Concentration +5, Craft: Trapmaking +6, Diplomacy +2, Disguise +2, Escape Artist +1, Forgery +3, Gather Info +2, Heal +2, Hide +10, Intimidate +3, Jump +0, Knowledge: Arcana +5, Knowledge: Dungeoneering +4, Knowledge: Underdark +5, Listen +5, Move Silently +7, Ride +3, Search +3, Sense Motive +2, Spellcraft +12, Spot +6, Survival +2, Swim -2, Use Rope +3

Spells Level 0 (Known: 4, Per Day: 5, DC: 12):  Message, Detect Magic, Open/Close, Stick

Spells Level 1 (Known: 2, Per Day: 5, DC: 13): "Lloth's Gaze" (True Strike), "Carapace of the Dread Rock Spider" (Protection from Evil)

Arcane Spell Failure: 15%

Familiar: Yathril (Toad)

Coins:  8347 GP, 32 SP

Equipment:  Masterwork Heavy Steel Shield, Shortspears (x7), Spell Component Pouch, Backpack, Traveller's Outfit, Chitine Web Armor, Potion of Cure Serious Wounds, Cloak Resistance +1, Scroll of Continual Flame, Scroll of True Strike, Scroll of Feather Fall, Horse

DAISY


Bar7 (XP: 22735)

Abilities: Str 20 (22 w/ Gauntlets Ogre Strength) (+6), Dex 12 (+1), Con 16 (+3), Int 11 (+0), Wis 12 (+1), Cha 13 (+1)

Hit Points: 87

BAB: +7/+2, Masterwork Great Axe +14/+9 d.  1d12+9

Saves:  Fort +8, Reflex +3 (+5 vs. Traps), Will +3

AC: 20 (22 vs. Traps)

Racial Traits/Class Features: DR 1, Rage (2/day, duration 12 rounds, +2 Str/Con, +2 Will, -2 AC, + temp hp), Speed 40', Trap Sense +2, Improved Uncanny Dodge

Feats:  Toughness, Power Attack, Cleave, Extended Rage

Languages:  Common

Skills:  Appraise +0, Balance -4, Bluff +1, Climb +9, Concentration +3, Decipher Script +0, Diplomacy +1, Disable Device +0, Escape Artist -4, Handle Animal +5, Hide -4, Intimidate +11, Jump +3, Listen +11, Move Silently -4, Ride +5, Sleight of Hand -4, Spot +3, Survival +5, Swim +0, Tumble -4

Coins: 9683 GP, 389 SP, 76 CP, 3 PP

Equipment:  Backpack, bedroll, buckler, chalk & charcoal, dagger, flint & steel, grappling hook, lamp (common), entertainer's outfit, parchment, rations, rope (hemp), waterskin & water, hammer, coloured rocks, candy, Gauntlets of Ogre Strength +2, Letter from Bastian, Chainmail +1, Shortspear, Oil of Bless Weapon, Morningstar +1, Masterwork Great Axe, Potion of Cure Moderate Wounds, Potion of Enlarge Person, Necklace of Protection +2

1 comment:

Steve - an Av in Nebr said...

Boy did I make all of you rich by being the awesome generous GM that I am. May have to find a way to get you to spend some of that. ;)

Hope that some day we'll be able to continue. I have lots to do still, from Temeris and the Royal Explorers to Callaum and to Daisy and her brother ... not to mention Zhentil Keep and Bastion and his initial requests to help him find this "Jhaeman"..........