View Full Version : (Party) The Sunlit Quintet

2005-05-09, 03:28 PM
The old trap gave with a sigh as Monti stood up and nodded at the fellows, her normally impish face serious with concentration.
“Just the door now,” she said turning to the stone doorway of the crypt.
“Hurry up,” Johanas urged, “I want to be out of here before dark…”
“Don’t worry, we can handle this,” Karena smiled grimly, placing her hand on his harm.
“Will you too be quiet,” Monti hissed irritably, bending over the work.

Finally the crypt door opened inwards, and seeing what lay beyond it, Johanas began to swear. The crypt was dark, and though the sun was not quite set yet, these vampires seemed to be early risers…and they’d brought some friends too.

“Karena try and turn the vampires…I’ll take the zombies.” Johanas barked “Mont…
“Gotcha covered with the crossbow boss!” The rogue loaded her weapon
“Thardek smash?” The half orc asked hopefully,
“Thardek smash” Karena said with a sigh, pulling her power inwards as she prepared for her battle of will with the vampires.
“What do I do?”
“You know this one Magruk” Monti laughed “Fireball their asses”
“Whatever the lady commands.”
“Allright everybody one, two, three CHARGE!”

Name: The Sunlit Quintet
Basic Theme: The Sunlit Quintet are a band of adventurers dedicated to the destruction of undead. Whilst their primarily concerned with destroying vampires their not exactly fond of zombies or any other undead either so they’ll go after them if there aren’t any vampires around. Suitable as PCs or NPCS in any adventure or campaign that’s centered around the undead. Could also be used as NPCS to help a low level group of player characters on a small adventure with undead or vampires that are too hard for them to deal with on their own.

Note: I’ve put these characters at 8th level, since the challenge rating of vampires is 7. So consider these as a band that started small and are now getting pretty good at their job. On the other hand, their not invincible, vamps and other reasonably high level undead are still capable of giving them nasty surprises. This also means however that the ability scores are not exactly what was given in the competition outline because of the points you can spend on ability scores at 4th and 8th level. All abilities include racial modifiers. All skills for this party include ability modifiers and feat modifiers if there is a synergy bonus it’s included after a /. For the untrained skills…well you can figure that out by yourself.


Thardek is a half orc ranger. Finding the natural world infinitely more friend than either the world of the orcs (where he was considered a runt) or the world of the humans (where he was considered a brute) he became a ranger. Thardek, like most half orc, lacks intelligence, but he is very very intuitive, he might not know HOW to do things but he ha a good grasp of what should be done. This means that he’s very intone with the natural world and the first time he met an undead all his intuition screamed “WRONG”. Not being an intelligent being he needed no moe encouragement than this, and whenever he felt the need for a specific aim to his wanderings, it became to hunt these “wrong creatures”. He was the last to join the sunlit quintet and was a welcome addition, partly to help Johanas as muscle and partly because he and Magruk can generally be relied upon to keep each other out of trouble.

“Thardek no like nasty undead”

Chaotic Good Half –Orc Male(Medium humanoid)
Ranger 8th
Hit Dice: 8d8+8
Initiative: + 3
Speed: 30ft
Armor Class: 16 (Base 10+ Armor bonus 3 + DEX 3)
Base Attack/Grapple: : 8/3 Grapple: 11 (8+3)
Attack: Longsword +11
Full Attack: 11/6 (1d8+3/X3)
Space/Reach: 5ft,
Saves: Fort 7, Ref 9, Will 4
Abilities: Str 17, Dex 16, Con 12, Int 6, Wis 14, Cha 8
Skills*: Handle animal +6, Knowledge (nature) +2/+4, Ride +7/+9, Survival +14, Swim +6, Listen +12, Spot +12, Heal +4
Half-orc trait
Rogue abilities
Feats: Animal Affinity, Combat Reflexes, Self sufficient, Armor proficiency (light) Endurance, Improved two weapon fighting, Martial weapon proficiency, Shield proficiency, simple weapon proficiency, track.
Languages: Common, Orc
Equipment: Studded leather armour, Orc double axe +1, longbow, silvered arrows. For other gear see 3e (sorry those are the books I have but you can use 3.5 as well) starting package.


Just as sneaky as Halfling and with twice the temper, Monita is an enterprising young woman. Having decided that she didn’t feel like letting her merchant father sell her, erm…marry her, to an ugly old noble, she ran away. Quite a ways way in fact. Since it’s only a short step from merchant to thief, and she discovered that nimble fingers could be used for far more lucrative work than a good place in the *cough* Seamstresses guild, she became a rogue. She hooked up with Johanas and Karena, when they needed to get into a vampire house that had some very sophisticated locks. Monti discovered that vampires, being very old, tend to have amassed a lot of very valuable junk that the cleric and the paladin weren’t much interested in,this combined with the fact that a few friends of her father had cottoned on to her location, persuaded her to become a more permanent fixture of a group. She sticks around for the loot, and because she feels that Magruk is well…rather gorgeous.

Why is it always the same old traps. Their a hundred years old and rusty. Can’t they use something modern, something DIFFICULT? Vampires…so bloody old fashioned *sigh*.

Monita (Monti)
Chaotic Neutral Human Female
Rogue 8th
Hit Dice: 8d6 +0
Armor Class: 15 (10 +2+ 3)
Base Attack: Grapple: 5 (6-1)
Attack: +9
Full Attack: 9/4 1d8 19-20/X2
Space/Reach: 80ft (light crossbow equipped as default).
Saves: Fort, +2 Ref+9, Will +3
Abilities: Str 9, Dex 16, Con,10 Int 14, Wis 12, Cha 14
Skills: Disable Device +10, Climb +10, Bluff +12, Hide +14, Tumble +14, Use Magic Device+12, Use rope +9, Move silently +1, Open lock +11, Perform (sing) +10, Perform (act), search + 10. Also a +2 synergy bonus to diplomacy and intimidate (add charisma modifier).
Rogue abilities
Feats: Point Blank Shot, Rapid Reload, Precise shot, Rapid shot
Equipment: Silver Dagger, crossbow light+1 bolts (see starting package)
Languages: Common, Orc, Elven, Dwarven.

Johanas and Karena are the backbone of the group and work their magic souly for the good of their good and humanity. They believe that undead are a perversion of the natural order and the root of all evil, and together this husband and wife team decided to fight them. Johanas protecting his love whilst Karen sent the undeads back to their graves or obliterated them. Over the years they gathered the others around them, and together they travel throughout the land. Of all the team these two are the least interested in profit and the most interested in charity, which often annoys Monti.

-CHARGE! Die you fiend, back to your grave you creature of evil!.
-Without the sound effects please love, I’m trying to concentrate.

Lawful Good, Human Male
Paladin 8th.
Hit Dice: 8d10 +0
Initiative: +0
Speed: 30ft
Armor Class:16 (10+4+2)
Base Attack 8/3 Grapple: 9
Full Attack:10/5 1d8+1 19-20/2
Space/Reach: 5ft
Saves: 9 Fort, 5 Ref, 7 Will
Abilities: Str 12 Dex 10 , Con 10, Int 13 , Wis 14 , Cha 16
Skills:Ride +11/+13, Heal +7, Sense Motive +12 , Handle animal +11, Diplomacy +10/+12,
Languages: Celestial Elven Common
Paladin Abilities
Feats:Weapon Focus (longsword), Mounted Combat, Extra Turning, Leadership, Armor proficiency (heavy), Armour proficiency (medium) Armour Proficiency martial weapon proficiency, Shield proficiency, simple weapon proficiency.
Equipment: Silver Longsword, Silver holy symbol, shortbow, fire arrows (see starting package)

Neutral Good Human Female
Cleric 8th
Hit Dice: 8d8 + 8
Initiative: +0
Speed: 30ft (armoured 20ft)
Armor Class: 14 (+4 +1 -1)
Base Attack: 6/1 Grapple: 6
Attack: 6/1
Full Attack: Mace, heavy 6/1 1d8 20/x2
Space/Reach:5 ft
Saves: Fort 7, Ref 2, Will 8
Abilities: Str 10 Dex 8, Con13, Int 12 , Wis1 6 , Cha 16
Skills: Concentration +8, Diplomacy +10, Heal +14, Knowledge (nature) +6, Knowledge (religion) +8, spellcraft +8
Cleric Abilities: Turn or Rebuke Undead.
Feats: Brew Potion, Combat-Casting, Extra Turning, Extra Turning. Armour Proficiency (Light, medium, heavy), Shielf Proficiency.
Equipment: Heavy mace +1, silver holy symbol, lightcrossbow, silver bolts. (see starting package)
Languages: Celestial, Infernal, Common

Magruk has been interested in magic since a young age (well, young by elvish standards). He studied hard and patiently and hated being interrupted. However he had another great love in his life and her name was Jasmin. Unfortunately Jasmin fell in with a rather bad crowd and never came home from a girls night out one day. Three weeks later she tapped on Magruk’s window…a vampire. After a traumatic and rather tragic saga the lady was staked and her soul put to rest, along with the vampire who’d “turned” her, but Magruk has carried a grudge against the undead ever since. Magruk is highly intelligent and always knows how to get round a problem…it’s just that…he’s also very scatterbrained, so scatterbrained he quite often doesn’t know what the problem is.

“What do I do? What do I do! Wait! I know this one! *Mutter mutter, hand gestures* Fireball!”

Neutral Male Elf
Hit Dice:8d4 + 8
Initiative: +2
Speed: 30ft
Armor Class: 12 (10 * 2 dex bonus)
Base Attack/Grapple: 4
Attack: 4
Full Attack: 4 1d6 20/x2
Space/Reach: 5ft
Saves: Fort 3, Ref4, Will 5
Abilities: Str 10 Dex 15, Con 12, Int 18 , Wis 8 , Cha 12
Skills: Concentration +8, Craft(Blacksmithing) +10, Decipher script +12, Diplomacy: +2 synergy bonus (add charisma) knowledge (architecture & engineering) +12 Knowledge (geography) .+12, Knowledge History +11, Knowledge (Nobility and Royalty) +10, Knowledge (Arcana) +10 , Listen 1, Search +6, Spot +1, Spellcraft + 14/+16.
Elven traits
Languages: Elf, sylvan, Draconic, Gnome, Common, orc.
Wizard Abilities: Summon Ability, Scribe Scroll
Feats: Combat Casting, Craft Magic Arms and Armor, Craft Wand, Scribe Scroll, Maximise spell.
Equipment: Quarterstaff +1, silvered arrows, elven shortbow. (as starting package)