The Dragonlance Nexus

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The Last Heroes

D&D 3e (3.0/3.5) Rules

by Luis Fernando De Pippo


Usually, adventuring bands are formed to get gold and to gain magical items. Usually such bands do not have any higher goals and just drift from place to place disrupting the life of those who prefer to live mundane lives.

But sometimes adventuring bands are formed with a higher purpose and a group of individuals can make a difference, this one is one of such bands.

THANSAR BLACKSOAR (CR 5)

Male Civilized Human Fighter
LN Medium Humanoid
Init +3
Senses Listen +0, Spot +0
Languages Common, Elven, Solamnic
AC 18, touch 12, flat-footed 16 (+1 Chainmail, +3 Dex)
HP 41 (5 HD)
Fort +5, Ref +4, Will +1
Speed 20 feet
Melee +10 melee (2d4+9, +1 spiked chain)
Ranged +9 ranged (1d8+3/x3 masterwork composite longbow +3 Str bonus)
Base Attack +5; Grp +8
Atk Options Combat Expertise, Improved Disarm (+6 to disarm roll)
Abilities: Str 17, Dex 16, Con 12, Int 13, Wis 10, Cha 8
SQ None
Feats: Combat Expertise, Combat Reflexes, Exotic Weapon Proficiency (Spiked Chain), Improved Disarm, Weapon Focus (Spiked Chain), Weapon Specialization (Spiked Chain)
Skills: Climb +8, Jump +8, Intimidate +8
Possessions: +1 Spiked Chain, +1 Chainmail, Potion of Cure Moderate Wounds (2), Potion of Bull's Strength, Potion of Enlarge Person

Appearance

Thansar is 6 feet tall and of Solamnic descent, which is quite evident in his moustache which he trims in the Solamnic style and in his speech and posture. He has light brown hair and piercing brown eyes and is built like an ox, but despite stereotypes he does not have the intelligence of one.

Background

Thansar was born about 15 SC in the city of Palanthas. He was the son of one of the new minor nobles that were created and prospered under the Dark Knight occupation of the city. His mother was a different story altogether, a Solamnic woman who hated the Nerakans and what they had done to her fair city.

Thansar grew up hearing stories about the old Palanthas, the deeds of the Heroes of the Lance and those of the Chaos Wars and the great country of Solamnia with its powerful knights and those words inspired him. Taking an old spiked chain that was a family heirloom, he joined the resistance against the Dark Knights.

He vowed not to take any life but those of the occupying forces in his pursuit of Justice but that did not mean he could not embarrass or make collaborationists seem foolish to their superiors. For a while he worked in the city, but soon enough things got too hot for him there and he was forced to flee and start working on the surrounding area.

One day, while defending one of the outlying settlements, he met the elven druid Aspenleaf, who shared some of his beliefs. This is in turn led to the meeting of Lightsoul, a dwarven rogue with a knack for the right joke and Amok, a kender sorcerer with a lust for destructive spells.

The meeting of these four will found The Last Heroes adventuring band, one of the many groups that helped in the liberation of Palanthas.

ASPENLEAF (CR 4)

Male Qualinesti Elf Druid (Chislev)
NG Medium Humanoid
Init +2
Senses Elvensight, Listen +6, Spot +6
Languages Common, Elven
AC 17 touch 11, flat-footed 16 (+1 studded leather armor, +1 light wooden shield)
HP 34 (4 HD)
Fort +6, Ref +2, Will +7
Speed 30 feet
Melee +5 melee (1d6+2, +1 Sickle)
Ranged +4 ranged (1d4+2, sling)
Base Attack +3; Grp +5
Atk Options Spells
Abilities Str 14, Dex 13, Con 14, Int 8, Wis 16, Cha 10
SQ Animal Companion, Druid Spells, Nature Sense, Trackless Step, Resist Nature´s Lure, Wild Empathy, Woodland Stride
Spells
  2nd (3/day): Delay Poison, Flaming Sphere, Lesser Restoration
  1st (4/day): Detect Animals and Plants, Entangle, Magic Fang, Speak with Animals
  0 (5/day): Create Water, Detect Magic, Detect Poison, Known Direction, Purify Food and Drink
Feats: Dodge, Track, Weapon Focus (Sickle)
Skills: Concentration +8, Listen +6, Spot +6, Survival +8
Possessions: +1 Sickle, +1 Studded Leather, +1 Light Wooden Shield, Brooch of Shielding, Potion of Cure Moderate Wounds (2)
Animal Companion: Dire Weasel: HD 3d8 (hp 13); Init +4; Sp 40 ft; AC 16 (touch 14, flat-footed 12); BAB +2/+4; Bite +6 melee (1d6+3); SA Attach (if bite hits) then Blood Drain (1d4 Con each round); SQ Low-light vision; Fort +3; Ref +7; Will +4; Hide +8, Listen +3; Move Silently +8; Spot +5; Alertness, Stealthy, Weapon Finesse.

Appearance

One word that Aspenleaf brings to mind is unremarkable. Average height, average weight, no distinguishing features, always under a heavy brown garment that hides him from the world and lets on only his raven locks and piercing brown eyes.

Background

Aspenleaf grew in the Qualinesti forest during Beryl's occupation, one of the few free elves that owed no loyalty to either the big green or the resistance movement of the Lioness.

He studied the ways of the balance under an old druid of Chislev, but decided that his brethren were far too weak and meek to benefit from it. He left Qualinesti before the War of Souls started and drifted to the north.

It was during an incident in Palanthas that he met Thansar. While the human seemed unremarkable at first, a great fire burned in his chest. For the first time in his life Aspenleaf found a cause for which to fight and in which he believed, the freedom of those oppressed on Solamnia.

When the group expanded he was the first to welcome the newcomers and his presence and advice made the Last Heroes one of the better organized adventuring bands. In fact he was the one who came with plan to free prisoners from the jail during the Solamnic takeover of the city and he is still praised for it.

AMOK TWINDELFINDER (CR 4)

Male Kender Sorcerer
CN Small Humanoid
Init +3
Senses Listen +2, Spot +4
Languages Common, Kenderspeak
AC AC 16 (22), touch 15, flat-footed 13 (Amulet of Natural Armor +1, Ring of Protection +1, size plus Mage Armor
HP 19 (4 HD)
Fort +3, Ref +5, Will +6
Speed 20 feet
Melee +1 melee (1d4-2, quarterstaff)
Ranged +7 Ranged (1d6/x3, light crossbow)
Base Attack +2, Grp +0
Atk Options Spells, Taunt
Abilities: Str 7, Dex 16, Con 13, Int 11, Wis 12, Cha 16
SQ Familiar, Fearlesness
Sorcerer Spells Known: (CL 4th)
  2nd (3/day): Scorching Ray
  1st (6/day): Magic Missile, Grease, Mage Armor
  0 (6/day): Resistance, Read Magic, Detect Magic, Ray of Frost, Prestidigitation
Feats: Alertness (B), Combat Casting, Point Blank Shot, Precise Shot.
Skills: Bluff +5, Concentration +5 (+9 defensive); Knowledge (Arcana) +1; Spellcraft +3
Possessions: Masterwork light crossbow, Amulet of Natural Armor +1, Ring of Protection +1, Scroll of Scorching Ray, Scroll of Tasha´s Hideous Laughter, Scroll of Protection from Arrows (2).

Appearance

Amok dresses in the bright colors (yellow orange and blue) that are common to his race, but carry less pouches than a normal average member of it. He is tall for a kender, more than four feet and a half, and quite less childish, though he still retains his innocence. Forgoing the usual topknot and devotion to Tasslehoff Burrfoot, he crops his strawberry blond hair short.

Background

Amok was born in Hylo and from there lived the typical kender life of wanderlust, until the day he found he could channel Primal Sorcery.

The awakening of the chaos magic within him changed his outlook and he set out to see what his limits were.

He traveled across Solamnia and ran afoul of the Dark Knights. As they were too humorless and set on their ways Amok decided to liven their lives a little and used his magic to embarrass them.

It was during one of those times when he met Thansar and Aspenleaf. At first loath to be tied down with a group, he found he quite liked the company of the two and joined their little crusade. While not as idealistic as his friends, he does make the effort to be like them despite his chaotic tendencies and can, usually, be counted to follow a plan, though sometimes his curiosity gets the better of him. Still he is an asset to the Last Heroes and his jokes and humor are quite welcomed.

LIGHTSOUL (CR 4)

Male Neidar Dwarf Rogue
LN Medium Humanoid
Init +3
Senses Darkvision, Listen +6, Spot +6
Languages Common, Dwarven, Solamnic, Ergothian
AC 18, touch 13, flat-footed 15
HP 26 (4 HD)
Fort +3 (+2 vs. poison), Ref +7, Will +1 (+2 vs spells and spell-like abilities)
Speed 20 feet
Melee Atk +8 melee (1d6+1/18-20, rapier +1)
Ranged +7 Ranged (1d6/x3, shortbow)
Base Attack +3; Grp +3
Atk Options Sneak Attack
Abilities: Str 10, Dex 17, Con 14, Int 14, Wis 8, Cha 13
SQ Evasion, Sneak Attack +2d6, Stability, Stonecutting, Trapfinding, Uncanny Dodge
Feats: Improved Initiative, Weapon Finesse, Weapon Focus (Rapier)
Skills: Bluff +8, Disguise +8, Hide +10, Move Silently +10, Listen +6, Spot +6, Tumble +10
Possessions: +1 Rapier, Mithral Chain Shirt +1, Hat of Disguise, Ring of Protection +1, masterwork short bow with 20 arrows, Elixir of Hiding, Elixir of Sneaking.

Appearance

Lightsoul, not his real name, is a typical Neidar dwarf, at least where appearances are concerned. He usually dresses according to local custom, but thanks to his Hat of Disguise he is not usually seen in his natural form.

Background

Lightsoul comes from the village of Hillhome, home of the Fireforge clan. The adventures of the dwarf Flint Fireforge inspired him in seeking out his own destiny not tied to ancient dwarven rituals.

He was taken in the Palanthas thieves' guild before its destruction and quickly progressed through the ranks, in part thanks to his hat.

He met the other members of the Last Heroes during a raid in a farm and quickly joined the group, but it was some time before he let them know he was a dwarf.

He is the infiltrator of the group and he usually can be found in the occupied places his other friends could not set foot upon.

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