Harvard

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Harvard (Harvey) Howard Jones

Duergar Dwarf- Outcast fighter kit


Level 7
Str:18-71/100
Dex:16
Con:19
Int:12
Wis:12
Cha: 10/6 (drunk)
AC: 1
HP: 101
Fighting Style: Gutterpunk Brawling

Brigandine Armor +3
P.P.:-10%, O.L.:0%, F/R T: 0, M.S.:-5, H.S.:+5, D.N.:0, C.W.: -10
--5 hidden pockets each holding 50 pounds worth of small items. Check
to PP are 50% more difficult
--When Grappled the armor can shock for 1d10+5 damage for 5 rounds.
Shocks PP as well.
--Weapon Sheaths can be affixed to the armor.
--+1 bonuses to saves vs. energy
--Dam. red. 8 vs. slashing only

Leather armor of comfort


+5 leather armor that keeps wearer in all natural conditions

Belt Pistol of Attuning


Belt pistol +3
Once the wielder has pistol whipped someone with the gun all future
attacks are at +6 and deal max. Damage with +3 to knockdown dice.

Green Steel Gauntlets


When used by a trained pummeler deal additional 1d8 damage on top of
the 1d3 mailed fist. Cone of force 1'X20'X10'. doing 2d8+8 damage.
Save vs. paralysis or be thrown 1d10+10 feet. Take 1d8+4 if saved.

Adamantine Knuckle Dusters


+ 3 weapon 1d4 base damage (P/B)
If used for multiple strikes each round each consecutive strike deals
the next higher damage die.

Brass Knuckles of stunning +2


Daze opponent for 1d3 rounds on attacks rolls exceeding to hit by 3
or more. On 20 the opponent is stunned for 1d3 instead.

Dondo Slobbits, 8th Level Dweomerkeeper, Human Male


S 12
D 16
C 14
I 16
W 19
Ch 13

HP-59

Items:
Ring of Wizardry (1,2,3 X2)
Dagger of Speed +3
Iron cloth robe AC 6
Black bear hide armor+4
Ring of shooting stars
Rettled, Int Med shield
Wagner's warm wear
Cord of wicked binding
Quilt of Easy slumber
Bottomless Basket
Spellbook
Torch of the skull+3
+1 bolt
+2 Elven chain mail

Some of these he will keep for himself and others for the church and castle he is going to
build. Working on blue prints now.

Arjuna Starsunder, 8th Level Sorcerer, Elf Male

S 13
D 16
C 15
I 16
W 14
Ch 20

HP-38

Items:
Iron Flask with captured Nycanoloth...like how that's first. I'm kind of proud of it.
Large Shield +3
Longsword+2
25 flight arrows+1
Comp. Long bow 18/50 +2
Mithral Med. Shield+2
Spear of throwing +3
+1 bolt
Potion of healing
+2 Ion Stone
Wand of black dragon breath
Puuki's blade +1Staff of spell storage +2
Sorcerer spear+3
Seadog's Ring
Warlock's suit AC 2
Lighting lash whip +3
2 handed ax +3
Quiver of capacity

Same with him. Some items will be for himself and others for an Elven apprentice hopefully
someday.

I have not been able to do Cran the cat yet. He and my blue prints for my castle and
church will be forth coming.

One more thing, I need a wizard, a mage to be exact. I have been working on a 6th level
mage from Suzail. I will be sending him for your approval also.

Earlend Blathersplat, 6th Level Mage, Human male, 26 yrs, 153lbs, Brown and grey hair,
hazel eyes, Suzail, Cormyr, upper middle class-merchant family.

S 13
D 13
C 13
I 18
W 16
Ch 14

HP-13

Prof:
Spellcraft
Herbalism
Swimming
Bookbinding
Fishing
Dagger
Staff

Languages:
Trade Jargon
Cormyran, Common/ R & W
Draconic/ R & W
Haluraan
Mulhorandi
Elf

Items:
ROP +3
Bracers AC of 6
Spell book as follows

First Level
 Cantrip-I have yet to make it
 Cantrip-I have yet to make it.
 Detect Magic
 Read Magic
 Wizard Mark
 Erase
 Shield
 Magic Missile
 Chill Touch
 Read Southern Magic

Second Level
 ESP
 Blur
 Blindness
 Detect Invisibility
 Knock
 Misdirection
 Ray of Enfeeblement
 Web
 Wizard Lock
 Spectral Hand

Third Level
 Steel Dance
 Dispel magic
 Explosive Ruins
 Hold Person
 Infravision
 Tongues
 Invisibility 10' rd
 Secret Page
 Monster Summoning 1
 Lighting bolt

Earlend hails from Suzail. Only son to a fairly wealthy merchant house. He has a couple of
sisters though. When his family suspects he has skill in the art they send him to live and
study with an ancient elf in the high forest at the age of twelve he lived there studying with
the elf for 4 winters when the elf simply vanished from his cottage never to be seen. He left
only the spell book Earlend know has. It held only the two cantrips Earlend had designed
and the next 6 spells. For another 8 years he traveled and practiced the art seizing upon
anything that would advance his art and knowledge of the weave. When one night he had
a vision in his dreams. He was told by a swirling blue and silver mist to go towards the east
and seek a follower of the Lady of Spells and one of Correllon Laratharian's elves and aid
them and learn from them the many aspects of the weave and of the art. That was 2 years
ago. The east is large. He has failed in every town country and hamlet. He now
approaches Raven's Bluff with the last of his gold and no word from the lady since the initial
vision.

Stratos Tupkas
Human Male CG
Level 9 Gambler
STR 13
Dex 19
Con 15
Int 17
Wis 13
Cha 18

1. Ring of X ray Vision allows me to see through objects up to my


wisdom in feet thickness
2. Cloak of Gliding for every 5ft in height I can glide 20 feet
maneuver class B cant take offensive actions
3. The Deck of cards that can be used as + 2 shuriken of returning
and 1 pd turn into the dancing cloud of shuriken
4. Pry bar of Thievery- Knock 5/day levitate 3/day Featherfall 5day
deep pocket 3day grease 3day
5.Hat of Tricks +2 ac +1 to saves 10%MR works as a bag of holding
for
300 lbs can disapear into hat going ito etherreal. alter self at will
invisible at will levitate at will dimension door 5/day
6 Dagger of resources +2 weapon +5/day 15% bonus to OL, tool for
stuck doors or boxes 3. lense of detenction, cone of light 60 feet
long.
7.Hashirutobi boots wearer can run at X% speed with same check as
running at X 2 can jump same distance forward as X 5 speed half that
strait back or 2/3 diagnolly or 1/4 up+2 to ac
8. Blood Drinker + 1 shortsword on a roll of 19 or 20 drais 7 hp from
along with base damage as drain to heal user and on 20 double drain
9. Knife of Severig +3 weapon keen serrated kifecan cut rope chain
nets etc easily, if a living creatore is attacked with knife if roll
max damage allows continuous rolls until you dont roll max damage
after totaling damage multiply damage bye 5 to determine the %
chance
to sever a limb if number is rolled rol la d8 to determine what limb
is cut off.

Pick Pockets 95%


Open Locks 80%
Find Traps 45%
Move Silently 85%
Hide in Shadows 85%
Detect noise 15%
Climb walls 80%
Read language 0%

I speak and write common and Elven


Korg Dismal
5th Level Barbarian/ 4th level Thief
Male Half-Orc Chaotic Good

S- 16 (RAGE 18/51 (18/95*))


D- 17
C- 18 (RAGE 22 (24*))
I- 11
W- 10
Ch- 8

Hit Points: 95 (Thief- 6,5,3,6 Barbarian- 9,11,12,5,10 Constitution- Thief: 8


Barbarian:20)
Armor Class: -1 (Studded Leather +5 (halves Thief skill penalties), Dexterity
Bonus +3)
THACO: 14

Weapons:
Great Club of Forceful Blows +3 Attack: 3/2 Weight: 16 Lbs. Size:
Large
Type: Bludgeoning Speed: Slow (10) Damage: S-M 1d12/ L 1d10+1
Special: When the wielder strikes a target of up to large size on a roll of 17,
18, or 19, the target will have to save versus paralysis at a –2 penalty or be
flung bodily through the air in a direction of the wielders choosing. The
distance thrown is 1d3 X 10’ and falling damage does apply. This strike has a
damage bonus (including the weapons original bonus) of +6 on a roll of 17, +9
on an 18, and a +12 on a 19. On a roll of 20, the target must save vs. Paralysis
at a –4 or be flung 2d3 X 10’, taking falling damage and a +15 (including the
weapons original bonus) damage bonus from the throw, and make a halved
systems shock check or die upon impact.
Description: This gigantic club was roughly hewn from the trunk of a
Weirwood Tree. Its handle is a golden crosshatched grip with a large chunk of
raw mithral imbedded in its pommel. Set into the chunk is a blood red garnet
that shines like fire in the sun. The length of the weapon is stained blood red
from countless battles.

Stake of Disruption +1 Attack: 2/1 Weight: 1 1/2 Lbs. Size: Small


Type: Piercing Speed: Fast (2) Damage: S-M 1d3/ L 1d3 Range: 1 2 3
Special: This stake functions just like a Mace of Disruption. Evil creatures that
grip it take an instant 5d4 damage and it will instantly destroy skeletons,
zombies, and other lower level undead as specified in the DMG. The difference
between this weapon and the mace is that if this steak is used to make a
successful called shot to a vampires head or heart, it will instantly destroy
them instead of just allowing a save.
Description: This cherry wood steak was lovingly crafted by a high priest of
Kelemvor in his fight with the forces of darkness. Unfortunately, he and his
companions fell prey to an Orc ambush and lost their lives and treasure to
them. The point is covered with a pure silver tip with a prayer to the Lord of
the Dead engraved into it. Also, it has a small star sapphire set into the butt.

Dagger of Maiming +2 Attack: 2/1 Weight: 1 Size: Small Type:


Piercing/ Slashing Speed: Fast (2) Damage: S-M- 1d4+1 L-1d3+2 Range: 1 2
3
Special: On a successful to hit roll of 18,19,or 20 any humanoid opponent
must save versus paralysis or lose half of their movement, dexterity bonuses,
and will be considered effectively flat-footed until the wound is healed
magically or naturally 1d3 months later.
Description: This cold iron dagger has a slight blue to the metal. It is curved
wickedly and has a serrated edge that is used to cut the tendons in the legs,
thus impairing an opponent's mobility. All the iron fittings on the blade are dull
and the handle is wrapped in black ray skin to make it less light reflective. The
only adornment on the blade is the large onyx stone set into the cross guard.

Dagger of Throwing+2 Attack: 2/1 Weight: 1 Size: Small Type:


Piercing/ Slashing Speed: Fast (2) Damage: S-M- 1d4 (Thrown 2d4) L-1d3
(Thrown 2d3) Range: 180'
Special: This is the Dagger of Throwing that every adventurer knows and
loves. A new thing to note though is the fact that I am now using the weapon
speed class. A Dagger of throwing will be able to be thrown in the fast phase of
combat, will return in the average phase and will be able to be thrown in the
slow phase again returning again at the end of the round.
Description: This dagger has perfect balance and is made from very flexible
steel with a razor sharp edge. The blade's surface is mirror polished and could
be used to check ones appearance (or peek around corners) if one chose to do
so. Its pommel and cross guard are platinum plated and set with small blue
aquamarine, diamond, and smoky quartz chips set in a pattern likening to a
gust of wind or storm cloud.

Barbarian Class
 Fast Mover- This feature of the Barbarian class allows the barbarian
to move at 1/3 faster than his base move.
 RAGE! - Once per day per four levels (twice a day for Korg). Adds
+4 to strength, +4 to constitution (with improved hit points that are
lost when the rage is over), +2 to saves versus will affecting spells
and situations, -2 to armor class, cannot use intelligence, dexterity,
or charisma based skills that require patience or concentration, and
cannot cast spells or use items with spell triggers or completions.
Duration is equal to three rounds plus 1/4 of improved constitution
in rounds (In Korg's case, 9 rounds)
 Spatial Awareness- Cannot be backstabbed or flanked unless four or
more levels higher than Korg's Barbarian max level. Korg retains his
dexterity bonus versus flanking opponents, rear opponents, or even
invisible opponents.
 Trap Sense- Korg has a +1 bonus versus trap based effects and has
a +1 bonus to armor class versus trap based attacks.
Thief Skills
BASE SKILL RACE DEX ARMOR TOTAL
PP 15% 0% -5% +5 -15% 0%
OL 10% 30% +5% +10% -5% 55%
F/R T 5% 50% +5% --- -5% 55%
MS 10% 30% ---- +5% -10% 35%
HS 5% 40% ---- +5% -10% 40%
DN 15% 0% +5% ---- -5% 15%
CW 60% 0% +5% ---- -15% 50%
RL 0% 0% -10% ---- ---- -10%

Weapon Slots (4 from Barbarian Class, 4 from Thief Class)


Great Club-2B
Stake- 1B
Dagger- 1T
Pummeling- 1T
Wrestling- 1T
Two Weapon Style- 1T
Two Handed Weapon Style- 1B

Non Weapon Slots (6 from Thief Class, 3 from Barbarian Class)


Ambidexterity- 1B
Intimidation- 1T
Survival (Mountains) - 2B
Swimming- 1T
Quickness- 2T
Running- 1T
Whistling/Humming- 1T
Languages
Orc R/W- 1
Common R/W- 1

Move- Base 20 (26**), X2 40 (52**), X3 60 (78**), X4 80 (104**), X5 100


(130**), Day- 40 (52**)

Other Magic Items

Sal's Squeaky Shoes of Shabby Stealth


These black silk shoes with rubber soles have both benefit and bane. Wearing
them, a thief can Spiderclimb at anytime, adds 1/3rd to their base movement**,
and can Jump at anytime. The trouble occurs when the thief tries to move
stealthily while wearing the shoes. He has no idea that the shoes can and will
cause him to botch his attempt at moving silently (one of the bad features of
this item). For every round the wearer spends moving stealthily, there is a 10%
cumulative chance that the shoes will squeak loudly (like a dog toy) with every
step. The thief is blissfully unaware of this noise and cannot hear it.

Pendant of Orcish Courage


This pendant renders its Orc or Half-Orc wearer immune to Fear or similar
effects. Also, other Orcs and Half-Orcs will avoid its wearer in combat unless
they have no other choice. Those that must face him will do so in a shaken
state (-1 to most rolls).

Ragebone
This item is a thin sliver of bone capped with gold spikes and inlaid with Orcish
runes in gold. When this item is pierced through the flesh of a character
capable of Raging, it doubles the times per day she can Rage, doubles the
Rages duration, halves recovery penalties, allows the wearer to run while
recovering, increases strength and constitution bonuses by half (from +4 to
+6*), and increases the bonus to will saves from +2 to +3

Belt Pouch of Deeppockets


This belt pouch can be activated once per day to function as if a Deeppockets
spell had been cast upon it. So effected, this pouch can hold 100 pounds of
weight while only actually weighing 10. This will last for 17 hours. If this time
elapses while the pouch is full, the contents will appear all around the user and
fall to the ground. Also, the user can empty it like this at will if he so wishes to.

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