Ranger, marauder type of fellow who has been cursed and turned into a woman to learn how to be nicer to people. not happy about it.

Alignment Chaotic Neurtral Diety Tiamat Age 28
Gender M Height 6’0” Weight 210
Eyes blue Hair red Skin tan

speaks common and undercommon

Ability Score Modifier
Str 16 3
Dex 16 3
Con 18 4
Int 13 1
Wis 16 3
Cha 13 1

HP 61 Speed 30
Total Dex Mod Misc
3 3 0

Armor Class
Total Base Armor Shield Dex Mod Size Natural Deflection Misc
17 10 4 0 3 0 0 0 0
Full defensive
19 10 4 0 3 0 0 0 2
Two weapons in hand
18 10 4 1 3 0 0 0 0
Two weapons in hand and defensive
21 10 4 2 3 0 0 0 2
Touch 13 Flat-Footed 14

Currently worn
Slot Item Armor Value Max Dex Skill modifier Weight
Body Chain Shirt +4 +4 -2 25lb
Head - - - - -
Hands - - - - -
Feet - - - - -
Neck - - - - -
Ring 1 Invisible ring of wishing - - - -
Ring 2 Ring of Feather Fall - - - -
Waist - - - - -
Total weight 25

Saving Throws
Save Total Base Abil Mod Magic Mod Misc
Fortitude (Con) 9 5 4 0 0
Reflex (Dex) 8 5 3 0 0
Will (Wis) 5 2 3 0 0

Base Attack Bonus 6/1
Grapple 6
Total Base Att Bonus Str Mod Size Mod Misc
9/4 6/1 3 0 0

Attack Att Bonus Damage Critical
Krakar & Krakhad p+10/s+10/p+5/s+6/ 1d6+5/1d6+2 19-20×2
Range Type
0 Piercing
Notes Light weapons and dragon’s bane (+2d6)

Attack Att Bonus Damage Critical
Single Sh. Swords p+12/p+7 1d6+5 19-20×2
Range Type
0 Piercing
Notes Light weapons dragon’s bane

Attack Att Bonus Damage Critical
Throwing Axe +9/+4 1d6 x2
Range Type
10ft Slashing
Notes Light weapon

Attack Att Bonus Damage Critical
Hand crossbow +6/+0 1d4+3 19-20×2
Range Type
30ft Piercing
Notes Not proficient, -4 in stats


Class Skill Ability Modifier Abil Mod Ranks Misc
o Appraise1 INT 1 1 0 0
o Balance1 DEX 3 3 0 0
o Bluff1 CHA 1 1 0 0
x Climb1 STR2 14 3 4 5
x Concentration1 CON 6 4 2 0
o Decipher Script INT 1 1 0 0
o Diplomacy1 CHA 1 1 0 0
o Disable Device INT 1 1 0 0
o Disguise1 CHA 3 1 2 0
o Escape Artist1 DEX2 3 3 0 0
o Forgery1 INT 1 1 0 0
o Gather Information1 CHA 1 1 0 0
x Handle Animal CHA 2 1 1 0
x Heal1 WIS 11 3 8 0
x Hide1 DEX2 9 3 6 0
o Intimidate1 CHA 1 1 0 0
x Jump1 STR2 3 3 0 0
x Knowledge (dungeoneering) INT 3 1 2 0
x Knowledge (geography) INT 3 1 2 0
x Knowledge (nature) INT 6 1 5 0
x Listen1 WIS 9 3 6 0
x Move Silenty1 DEX2 11 3 8 0
o Open Lock DEX 3 3 0 0
x Ride1 DEX 3 3 0 0
x Search1 INT 7 1 6 0
o Sense Motive1 WIS 3 3 0 0
o Sleight of Hand DEX2 3 3 0 0
o Spell Craft INT 1 1 0 0
x Spot1 WIS 8 3 5 0
x Survival1 WIS 11 3 8 0
x Swim1 STR3 4 3 1 0
o Tumble DEX2 3 3 0 0
o Use Magic Device CHA 3 1 2 0
x Use Rope1 DEX 3 3 0 0
1Skill can be used untrained
2Armor penalty, if any, applies
3Double armor penalty, if any, applies
  • Search >=5 ranks gives +2 on survival checks while tracking


Favored Enemies (orc/dwarf) +2 to Bluff, Listen, Spot, Sense Motive, and Survival checks against creatures of this type. Also +2 bonus on weapon damage
Track To find or follow tracks for 1 mile requires a Survival check. move at half speed, normal speed at -5 check, run at -20 check. DC on surface and conditions. See PHB table.
Combat Style Two Weapon Fighting. Reduces penalty from fighting with two weapons from -6/-10 to -4/-4. If the off-hand weapon is light, then reduce penalties by 2 each (-4/-8 or -2/-2 with this feat)
Wild empathy Can improve disposition of animals. Functions like Diplomacy check. Roll 1d20, add Lvl and CH. Domestics starts as indifferent, wilds are usually unfriendly. Must be able to see each other and study each other. Takes about a minute, but time varies. Can also influence a magical beast of I 1 or 2, but at a -4 penalty.
Toughness Adds +3 to HP
Weapon Focus (short sword) Adds +1 to attack rolls with weapon type
Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Two weapon defense Adds +1 to AC when fighting with two weapons. If fighting defensively or using the full-defense action, this increases to +2 to AC.
Spells Can cast 1 Level 1 ranger spells. DC=10+spell lvl+WIS. (14 for 1st level) Caster level is half ranger level. (pg 191 for list)
Improved Two weapon fighting In addition to the secondary strike with the second weapon, you may make an additional attack with the second weapon at a -5
Diehard When reduced to between -1 and -9 hitpoints, you automatically go stable. You do not have to roll to see if you slip further into oblivion.When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die

Spells per day



Alarm Wards and area for 2 hours/level
Animal Messenger Sends a tiny animal to a specific place
Calm Animals Calms 2d4+level HD of animals
Charm Animal Makes one animal your friend
Delay Poison Stops poison from harming subject for 1 hour/level
Detect Animals or plants Detects kinds of animals or plants
Detect Poison Detects poison in one creature or object
Detect Snares and Pits Reveals natural or primitive traps
Endure Elements Exist comfortably in hot to cold environments
Entangle Plants entangle everyone in 40ft-radius circle
Hide from Animals Animals can’t percieve one subject/level
Jump Get bonus to jump check
Longstrider Increases speed
Magic Fang One natural weapon of subject creature gets +1 on atk/dmg
Pass without Trace One subject/level leaves no tracks
Read Magic read scrolls and spellbooks
Resist Energy Ignores 10+ points of damage/attack from specified energy type
Speak with Animals Can communicate with animals
Summon Nature’s Ally Calls animal to fight for you

Item Weight
Armor 25
Weapons 4
Crossbow bolts (10)x2 2 (storage)
handaxe and crossbow 5 (in storage)
Fishhook -
Flasks 1
Flint and Steel -
Rations x7 7
Waterskin 4
Potion of cure light wounds x3 (d8+4) -
Money Belt -
Potion of Bull’s Strength -
ring of feather fall -
Darkvision potion x2 -
Barkskin -
invisible ring of wishing -
Alchemists fire x5 -
remove fear -
climbing kit (+5 to climb) 5
warrant for my arrest -
Cash – 10pp 3gp 7sp Xlbs
Cash in storage 593pp -
Total cash – 603pp 3gp 7sp -
Total 41+money

Carrying Capacity Light: 76 or less Medium: 77-153 Heavy: 154-230 Medium load penalty: +3 max dex, -3 checks, 20ft speed, run=x4 heavy load penalty: +1 max dex, -6 checks, 20ft speed, run=x3

Rofl the hawk
Hit Dice 5
Initiative +3
Speed 10ft, fly 60ft
AC 17 (+2 size, +3 Dex, +2 natural), Touch of 15, Flat of 14
Base Attack/Grapple +0/-10
Attack Talons +5 melee (1d4-2)
Full Attack Talons +5 melee (1d4-2)
Space/Reach 2-1/2 ft / 0ft
Special Qualities Low-light vision, Link, Share Spells
Saves +2/+5/+2
Abilities Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills Listen +2, Spot +14
Feats weapon Finesse
Environment Temperate forests
Bonus Tricks 1

Tiny creature Have a racial +8 to spot checks Link: Ranger can handle her animal companion as a free action, or push it as a move. Even if they don’t have any ranks in Handle Animal skill. +4 circumstance bonus on all empathy and handle checks made regarding companion. Share Spells: May have any spell they cast upon themselves also affect the companion. Must be within 5 ft

Mulely the Mule
Hit Dice 12
Initiative +1
Speed 30ft
AC 13 (+1 Dex, +2 natural), Touch of 11, Flat of 12
Base Attack/Grapple +1/+1
Attack Bite +1 melee (1d2)
Full Attack Bite +1 melee (1d2)
Space/Reach 5ft/5ft
Special Qualities Low-light vision, scent
Saves +4/+4/+0
Abilities Str 10, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Skills Balance +3, Listen +3, Spot +2
Feats Endurance
Environment Temperate

Carrying Capacity: Light load up to 50lbs, medium 51-100, heavy 101-150. Can drag 750lbs. Bites only when it has no way to escape. +2 racial on balance checks

+1 armor is base 1,300gp +2 armor is base 4,300gp Chain shirt is +250 +1 weapon is base 2,300gp +2 weapon is base 8,300gp

current XP 16,500 or thereabouts

you have access to the least legacies of the weapons.

at 5th level lose 3 hitpoints – noted once a week you can make a blinding attack. if your opponent fails a DC23 reflex save they are permanently blinded.

at 6th level -1 on skill checks You can attempt to make a bleeding strike. At a -4 attack you do 1d4-1 con damage for the next three rounds

at 7th level -1 attack bonus

at 8th level -4 more hit points crit extends down to 18

at 9th level -2 on skill checks(cumulative) ghost touch

5500gp for a +2 mithril chain shirt

Ability modifier is modifier(1,000)^2 +2 = 4,000 +4 = 16,000

blinded The character cannot see. He takes a –2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a –4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

61 full health -4 pick 57 -16 41 -12 29 -8 21 -15 6 -6 0



Hektor is a typical Northman. Or at least stereotypical. Rough and tough, rude and crude, always willing to pick a fight or drink an opponent under the table. Firey red hair with a long beard to match. Grew up in Atlaigh, a small town out in the middle of nowhere. Here he took up his father’s trade of being a woodsman. This provided well for him until his attitude got the best of him. Outcast for violent behavior after he killed the local lord’s son, Owen, he took to the roads. This did nothing for his disposition. Feeling abandoned he harbored resentment towards Lord Niall and decided to abduct the lord’s daughter, Catriona. After successfully absconding with the Catriona, he was not so successful escaping the Lord Naill’s wardens. The daughter was never found with Hektor, whom claimed that she left him behind to seek excitement in the larger cities of Merberg or Ickonsiv. He was sentenced to death for the murder of the the “poor defenceless” Catriona. Knowing how much he would dislike this whole ‘death” thing, Hektor made an escape. His professional skills helped him distract his guards and break through the gates. The local lord still wants his carridge back.

Hektor’s wanderings have led him to dark taverns and darker bedrooms. Following a dark path, his dark mood eventually landed him a dark curse from a dark elf witch. Hektor’s love of drink and women combined with his lack of love for subtlety earned the witch’s ire. To teach him a lesson to respect others, she felt it would be funny to curse him and turn him into that which he insulted so often. A woman. A glamour was placed on Hektor which made him appear as if he was beautiful elf. Needless to say, he was a bit displeased. The curse also gifted him with sudden bouts of a mystical narcolepsy. Randomly, he was prone to falling asleep. Fortunately, the witch planned on this to be just an irritant and not the source of his doom. The sleep would fall on him at inopportune times, but would also bring a protective shell that enemies could not break. This shell prevented him from being harmed, added weight to his body (50lbs) to prevent him from being moved, but was still just a shell. Hektor has often found himself at the bottoms of rivers after his captors gave up on trying to penetrate the shell.

The witch had placed this extra layer of protection in order for him to survive what she thought was a hilarious gag. The point of the curse was to allow Hektor to be hit on and insulted as she had been by him.

Unfortunately, this has only led to Hektor having a deeper hatred for dark elves, and a fondness for mirrors.

Hektor uses his new image to con others into drinking games. Others, seeing his slight elven frame, assume him to be an easy pushover in a contest of alcohol. He has made many enemies and coin over these bets. Hektor also takes the opportunity to wear armor that he finds pleasing. While most women of modesty or some self respect would disdain the use of such “armor” Hektor has found it most acceptable. When asked about this, his response perplexed or delighted those who heard him; “If you had a rack like this, wouldn’t you want to be able to stare at it whenever you want?”

However, Hektor is not entirely comfortable with his fate. He feels that he has been made a fool. So to protect his reputation (if he has one), he goes by the name Hektora (best he could come up with on short notice). He also tries his damnedest to be lady like. Having never been a lady before now, this is difficult in his world. He refuses to speak of why he comes across as mannish lest his secret get out. If pressed, he instead lashes out with a mean right hook, or drinks himself till he is pissed. No one needs to know his secret, even those he travels with.

Hektor now seeks the device which the witch cursed him with; a small statuette of a foul god. Shaped in the comely form of a serving wench and carved of black stone. This statuette is a tribute to the Madge, patron diety of all tavern girls. Thought to watch over and protect her charges from anything more than a leer, sneer, or jeer from tavern goers. Those who worship Madge are gifted with talents which enhance tipping.

Hektor has learned that this statuette has fallen into the hands of an orc warlord. He now seeks a group to help him retrieve it.


mdc1 Kabniel