Appearance: He's very obviously a half-orc when not wrapped in his cloak and something very tall when wrapped in it. He's grown his hair long but keeps it tied back in a cleverly knotted braid interwoven with bits of colored leather. He sports a full beard, but keeps it cropped short. Tends to dress in an understated fashion with neutral colors, though the holy symbol of Chennet' (a shining drop of molten metal) appears in all the appropriate places (incised into his Greataxe, worked into the front of his Scale Mail, embroidered into the back of his travelers cloak and worn in the form of an iron amulet around his neck.) When he speaks, it's in a quiet and low rumble. Not prone to loud and obnoxious behavior like other young half-orc males, he's serious, studious and dedicated. He is a man who knows his purpose.
Background: Urkulyr Ashgrod is an oddity is some respects. He is a half-orc not prone to fits of rage and blood-lust. He worships a mostly dwarven god and seeks to adventure solely to increase his knowledge and skill in the area of crafting items of mystical power, particularly weapons and armor. His exact date of birth is unknown, nor where the event occured. A warband of orcs beating a hasty retreat dropped him unceremoniously on the ground, along with other pieces of what they obviously considered unimportant trash. Why they had a half-orc infant with them will perhaps never be known. Taken in by a kind-hearted blacksmith and his barren wife, he was raised as a human and trained in the arts of his father. The father was friendly with a nearbye group of Dwarven smiths, who would visit from time to time to converse about the art and trade in rare materials and components. One of their number included a cleric of Chennet', and from an early age Urkulyr impressed that priest with his combination of keen insight and ability with anvil and hammer. Urkulyr was equally taken with the priest's tales of great deeds done while wielding weapons infused with Chennet's will, though he was particuarly interested in the weapons themselves and less so in those who wielded them. And thus, an arrangement was made and after one visit, Urkulyr returned with the priest to the Dwarven stronghold and was trained in the ways of his new faith. Living with the Dwarves never felt entirely right though and he came to believe that a series of dreams he had meant that he should strike out into the world and seek his path there.
Last edited by helium3; 4th October 2005 at 03:39 AM..
Appearance: Jeremiah looks a lot like a monk, except not as wise, he enjoys wearing monkish attire, and shaves his head regularly to maintain the illusion, his lower body is much more developed than his upper, which hides his true strength.
Background: Jeremiah came from a small tribe of psions. At a young age he started to admire the way of the monk and aspired to become one. At around 15, he was to be trained to become a psion, but he didnt seem to have the mind to fully grasp psionics secrets. He did, however, learn to fashion strange weapons from his latent psionic powers. When, at 18, he was excommunicated from his tribe for never being able to manifest even Far Hand, he traveled to a monastery he had read about. He started his training, but when he was taking one of his final tests to become a true monk, he manifested a short sword. He was chased out of the monastery by the head monk, and was told never to return. Now he is coming into the tavern to see if he can make anything of his life.
Last edited by garlicnation; 16th October 2005 at 04:54 AM..
Appearance: Fenwick is a jovial, caring sort. Back home, the other gnomes called
him Beanpole, on account of his height and skinniness. He's almost as tall as a dwarf, but
there's no real meat on the guy. He keeps his hair neatly trimmed and has taken up trading
to make a living, relying on the bits of knowledge he keeps getting everywhere he goes.
His outfits are always rather simple, and he keeps an extra apron handy at all times. Although
he is clearly well-traveled, he nonetheless does not appear to be much like an adventurer.
He has a trusting and soft demeanor, and always listens to everyone around them, trying best
to understand what it is they want or need.
Background: Beanpole has made a living of traveling, buying and selling. He loves
nothing more than finding just the right thing for someone, and giving it to him or her,
in return for whatever the person can reasonably spare. It may seem that he is naive, and
that someone will con him out of everything, but so far, that hasn't happened, and he hasn't
been touched by the pains of the world in quite the same ways.
It makes sense, then, so far, that he hasn't been adventuring. He's thinking of changing that.
The most profit and the hardest needs to placate involve high risk, and so he's more than
willing to take the plunge into the dangerous world of adventures. Still, he knows he's not
yet quite up to the job, so he's looking to find a way in to the game with a few established
folks.
That is why he has sold off most his wares to purchase extra weapons and armor. He has kept
some spare tobacco as a seeder just in case he decides to go back to trading, and he always will
have his alchemy skill to fall back on, but he thinks he'll find a way to be useful. Surely
someone will be willing to listen to reason.
Last edited by Findlefarb; 9th November 2005 at 05:35 AM..
Reason: Character Corrections
Cantrips
All PHB Cantrips 1st Lvl
Ray of Enfeeblement
Expeditious Retreat
Magic Missile
Chill Touch
Charm Person
Disguise Self
Cause Fear
Studied Spells
Spells/Day=3/2+1 Cantrips
Light, Detect Magic, Arcane Mark 1st Lvl
Magic Missile, Ray of Enfeeblement, Charm Person
Familiar
Seedel (Rat)
Backstory
Aiden was a very learned young man throughout his time on Toril. He loved all sorts of books and knowledge, and was very suited in the necrotic arts. He delved in the dark arts for so many years he even learned the language of demons, and a smidge of their eternal enemies language. He grew to great heights, and for some years even acted as Halaster's link to the outside world. He made quite a name for himself, for he was quite infamous, but that all changed one day. While passing through a grove on the outskirts of Waterdeep, Aiden found himself caught in a dilemma. Either he would pass back into the city he was just forsaken from, or he would continue on, right through a raiding party. He didn't understand their purpose, but he attacked never the less. He died that day. He knew he died, he never second guessed it. He was traveling to the whispered one. It was strange however, as just as he neared the whispered one, a light shone throughout his mind, and his eyes opened. He was laying next to a strange inn in a strange new place. The strangest thing however, was that his visage resembled what it had when he was centuries younger! So now this young impressionable elf is in search of something familiar, just anything familiar. If he can't find his old home, he shall make a new in this strange land. Maybe this Gliran that he hears of will prove as competant as his former diety.
1st Level Journal
After venturing into the inn, Ayden orders an ale after announcing himself. A good man named Ironwolf Kincaid explains the land and passes along some much needed knowledge. He also points Ayden in the direction of another man seeking adventurers. After speaking to the good Baeron, Ayden headed to the docks in search of employment from the Raddanor family. There he met Jeremiah, a mindblade, and Lookspring, a katara. Lookspring explained his race to Ayden (who had never seen a katara before) while waiting for the ship to sail.
Appearance: Clearly stout and tall for an elf, Kish is completely nondescrept in appearance, having the same tanned skin, green eyes, and blonde hair that so many of his elven brothers and sisters claim as part of their heritage. When shirtless, a tattoo of a lions head carved from a mountain is visible on his right shoulder.
Background: Born the third son of an average elven family in a community of farmers, Kish grew strong under the burden of his daily chores, but was destined for mediocrity. While he served to train his older brother with traditional bow and sword his birthright offers only a position of servitude. Pushed by his overbearing mother to train first with the local wizards and academics, who found him not quite smart enough, and later with the druids of the forest, who deplored his constant talk of order, Kish finds himself at odds with most in the carefree world of the elves.
Last edited by HugeOgre; 25th November 2005 at 11:44 PM..
Reason: Updating Status
Name: Prigruck Feng
Class: Fighter
Race: Orc
Size: Medium
Gender: Male
Alignment: CE
Diety: Taurusk
Str: 22 +6 (16p.) Level: 1 XP: 0
Dex: 12 +1 (4p.) BAB: +1 HP: 15(1d12+3)
Con: 16 +3 (10p.) Grapple: +7 Dmg Red: --
Int: 06 -2 (0p.) Speed: 30' Spell Res: --
Wis: 06 -2 (0p.) Init: +1 Spell Save: --
Cha: 06 -2 (0p.) ACP: -14 Spell Fail: --
(race:+4 Str,-2IntWisCha)
AC Base Armor Dex Shield Misc = Total
Axe AC: 10 +4 +1 +4 +0 = 19(Touch:11 Flatfooted:18)
Sword AC: 10 +4 +1 +0 +0 = 15(Touch:11 Flatfooted:14)
(up to total cover with shield)
Saves Base Mod Misc = Total
Fort: 2 +3 +0 +5
Ref: 0 +1 +0 +1
Will: 0 -2 +0 -2
Attack BAB Mod Misc = Attack Damage Critical
BattleAxe: 1 +6 -2 = +5 1d8+6 x3
Greatsword:1 +6 +0 = +7 2d6+9 19-20x2
Skills Ranks Mod Misc = Total (0/8Max:4/2)
Ride: 4 +1 +0 = +5
Languages: Common, Orc
Feats: Power Attack Cleave
Abilities: Darkvision60' Light Sensitive
Equipment: Cost Weight
Traveller's Outfit -- --
Scale Mail 50gp 30lb
Tower Shield 30gp 45lb
Battle Axe 10gp 7lb
Greatsword 50gp 15lb
Backpack 2gp 2lb
-Bedroll 1sp 5lb
-Flint and steel 1gp --
-Rations (8 days) 4gp 8lb
-Waterskinx2 2gp 8lb
-Whetstone 2cp --
Total Weight: 120lb Money: 130 gp 7 sp 8 cp
Lgt Med Hvy Lift Push
Max Weight: 173 346 520 520/1040 2600
Age: 22
Height: 6'4''
Weight: 290 lbs
Eyes: Dark Green
Hair: Long, Black
Skin: Dark, Dirty
Journal
Background
Prig was born a very large baby, so large that his mother didn't survive the birth. Prig was raised as every orc, with an exception of his sheer size. He didn't even make it past his fourteenth birthday that his tribe tried to kill him, fearing that even at such a young age, he could easily kill King Orock and his three shamans to gain rulership. He escaped, and traveled a lonely road from that point on. He traveled to many places, and was banned from just as many for injuring their guards(mostly from them trying to calm him when involved in a barfight). Then on the horizon he noticed a city, and a massive stone dragon sitting next to an inn. The only thought that came to Prig's mind right then was, "Stone lead Prig to battle!"
1st Lvl
Walking into the inn, Prig knew he was in a different part of the world. He encounterd many new things, a woman adventurer, small men who didn't base life on sheer size, and a bartender who wouldn't back down from him. He noticed a piece of parchment on the board and forced some poor drunkard to read it to him. He then traveled to the docks area to inquire about a job. After heading out to see for a delivery job, Prig settles on ship until the reach harbor. Afterwards, the first mate of the ship states that many people there are tough, and through an unsuccessful attempt at intimidation, the entire crew of the ship strike him dead with scimitar and crossbow bolt.
Appearance: Japheth may try to impress it upon people otherwise, but he is of small stature. Granted he is still "just a boy", but the bullies and the condescending attitudes just push him even more to be a man. His black hair rests unceremoniously upon his head, often the mess veiling his eyes. The eyes remain ever curious and alert however, but they betray his inexperience. He is attired in black leather pants with braided flanks, an old purple shirt with the sleeves torn away, and a black leather vest riveted with metal studs. Belted to his side is a shortsword that appears to have seen more years than the bearer.
Background: All that is known as of yet is that Japheth is a child of the streets of Orussus. He is an independant young man and looking to prove and hone his craft.
Last edited by Japheth; 24th November 2005 at 08:53 PM..
4 Power Points/Day (2class+2ability)
Mind Thrust(1d10 damage/pp, mind affecting, range 25')
(Wild Surge= +1 Manifestor Lvl, 5% enervation)
Journal
Setis is just a child, but he is a child changed by his surroundings. It was his first trip to the inn with his family, and it was also his last. Along the way, his father had helped a stranded caravan defeat a group of orc raiders, killing lost and pushing back the rest. It was only a few hours later that one of the raiders, snuck up behind his father and took his life with his notched axe. With Setis' father out of the way, he easily killed his sister and mother. As the orc closed in on Setis, he dived to the left taking a slight blow from his axe. Backing away, Setis screamed in a feared rage and felt his brain swell. At that point he felt as if his head had exploded with mental energy. The orc, walking menacingly torward Setis, stopped and grabbed his head. As the swell discipated, the orc grabed his head and fell to his knees as he screamed. The mental thrashing the orc received had made him bleed out of his nose, mouth, eyes and ears. The small katara ran for the inn.
1st lvl
Setis ran for the inn with everything he had. He burst through the doors, only to watch the room turn black.
Appearance: A casual glance at Hewj might lead one to believe him an overweight human boy. He is perhaps the shortest half orc ever known in the lands, but his slightly upturned nose, along with other orcish features, betrays his half orc heritage to any who bother to give the curr a second glance. Many who meet Hewj though never see his orcish feature. Already he has learned the value of a cloak, and he keeps his orcish features covered as much as possible. His armor is splattered with old blood stains, but is well kept and functional.
Background: Born to an elven rogue who survived an encounter with her orcish captors, Hewj found himself the constant source of jibs and bullying by the orcs who begrudgingly raised him. Despite some of his orcish "brothers" who constantly conspired to kill him by "accident", Hewj always managed to wriggle free, sneak away, or jump from harm's way just in the nick of time.
That is probably the only reason he survived the adventuring band when it came and decimated the orcish enclave where Hewj had lived. Sneaking away, Hewj managed to gather a few weapons from the dead and skulk off into the darkness. Now, he finds himself far to the north and in a foreign city with no profession, no skill, and only some weapons, armor, and a few coins to his name. Can he survive?
Name: Eternity
Class: Psion (Egoist)
Race: Elan
Size: Medium
Gender: Female
Alignment: LG
Deity: Verdante
Craft Points: 795
Str: 08 -1 (00p.) Level: 8 XP: 33.357
Dex: 14 +2 (04p.) BAB: +4 HP: 65 (8d4+40)
Con: 18 +4 (10p.) Grapple: +3 Dmg Red: 0/-
Int: 21 +5 (10p.) Speed: 30' Spell Res: 00
Wis: 13 +1 (04p.)* Init: +1 Spell Save: +0
Cha: 10 +0 (02p.) ACP: +0 Spell Fail: 00%
+1 Wis @4th, +1 Int @8th
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +3 +2 +0 +0 +0 20
Touch: 12 Flatfooted: 18
Base Mod Misc TotalFort: 2 +4 +3 +9
Ref: 2 +2 +3 +7
Will: 6 +1 +3 +10
Weapon Attack Damage Critical
dagger, melee +3 1d4-1 19-20x2
dagger, ranged +6 1d4-1 19-20x2, 10'
ranged touch +6 by power 20/x2
Languages: Common, Elven, Aquan, Celestial
Abilities:
Aberration: Elans are not subject to spells or effects that affect humanoids
only, such as charm person or dominate person.
Naturally Psionic: Elans gain 2 bonus power points at 1st level. This
benefit does not grant them the ability to manifest powers unless they gain
that ability through another source, such as levels in a psionic class.
Resistance (Su): Elans can use psionic energy to increase their resistance
to various forms of attack. As an immediate action, an elan can spend 1
power point to gain a +4 racial bonus on saving throws until the beginning
of her next action.
Resilience (Su): When an elan takes damage, she can spend power points
to reduce its severity. As an immediate action, she can reduce the damage
she is about to take by 2 hit points for every 1 power point she spends.
Repletion (Su): An elan can sustain her body without need of food or water.
If she spends 1 power point, an elan does not need to eat or drink for 24
hours.
Feats: Overchannel, Talented, Craft Universal Item, Psionic Body,
Metamorphic Transfer
Skill Points: 55 Max Ranks: 11/5.5
Skills Ranks Mod Misc Total
Autohypnosis 10 +1 +2 +13
Concentration 10 +4 +14
Craft (Tattooing) 2 +5 +7
Heal 11 +1 +12
Knowledge (psionics) 11 +5 +2 +18
Psicraft 11 +5 +2 +18
Psionics: 80 pp
1st - Vigor, Force Screen, Energy Ray, Entangling Ectoplasm,
Telempathic Projection
2nd - Empathic Transfer, Animal Affinity, Mental Disruption,
Swarm of Crystals
3rd - Energy Burst, Body Purification, Share Pain, Forced, Dispel Psionics
4th - Metamorphosis, Dimension Door, Psionic, Divination, Energy AdaptationEquipment: Cost Weight
dagger 2gp 1lb
mithril chain shirt +1 2100gp 12.5lb
darkwood heavy shield +1 1257gp 5lb
backpack 2gp 2lb (on horse)
10 candles 10cp -lb
flint and steel 1gp -lb
belt pouch 1gp 0.5lb (on horse)
waterskin 1gp 4lb (on horse)
power stones (sense link)
25gp -lb
dorje (energy ray, 5d6+5, 5th level, 23 charges)
862.5gp -lb
crawling tattoos (forced share pain, mental disruption)
1050gp -lb
headband of int +4 16000gp -lb
amulet of health +2 4000gp -lb
guantlets of dex +2 4000gp -lb
cloak of resistance +1 1000gp -lb
Torc of Self Mastery 30000gp -lb
light riding horse (w/saddle, bit & briddle, saddle bags)
67.5gp 26lbs (on horse)
Total Weight:18.5lb Money: 3504gp 15sp 5cp
Lgt Med Hvy Lift PushMax Weight: 26 53 80 160 400
Age: 23
Height: 5'3"
Weight: 98lb
Eyes: blue
Hair: dark black
Skin: pale
Background
Appearance: Eternity appears for all intents and purposes to be a young human woman in her early twenties. She has long straight black hair and piercingly bright blue eyes. She is very fit and lean, though not very strong. She travels in modest travel clothing, with a well cut shirt and stylish pants. She has a distinctive abstract tattoo on her left cheek which trails down her neck and around her behind to her right shoulder. The tattoo is a deep reddish-brown colour and consists mainly of swirls looking vaguely like a curled dragon perched on her shoulder.
Background: Eternity is originally from an island far to the west called Undaria. Across the great ocean and near to the Elemental Tower of Water, Undaria is a small floating island that moves with the tides. Most of the population of Undaria is human, though Maenads are also prevalent. Ruled by the wonderous Celestial Emperor, Undaria is a peaceful land far from trouble. The people there live simple lives fishing and living off of the bounty of the sea. Gigantic fish called tenkalu are hunted each season by the villages on the coast and provide a bounteous feast when they are caught.
Rising above the island is the now long dormant volcano Skyspire. On the western face of Skyspire a group of monks meditate almost constantly, seeking enlightenment and transcendence. The Inner Path that the monks study requires extreme dilegence and inner reflection concentrating on finding, maintaining and releasing their inner spirit or 'Nm'.
Those who transcend their mortal shells are invited by the Eluari, a powerful group of Elan, to be reborn as an Elan. Through a long and arduous ritual candidates must demonstrate not on their mastery of 'Nm' but also their willingness to abandon their bodies as wellas their mindsl. Those who successfully complete the ritual are reborn as Elan.
Assuming new names and setting out in the world to explore and experience everything from a fresh perspective, the new Elan of Undaria seek to hone their 'Nm' and earn their way onto the council of the Eluari. Eternity is one such new born Elan. She set sail from Undaria with a merchant ship bound for a place called Orussus.
Completely new and naive, she enters the inn ready to explore an entirely new corner of Enworld.
Quote:
Originally Posted by Rystil Arden
Torc of Self-Mastery: This powerful necklace immediately sends psionic shoots throughout the wearer's body and connects itself to the wearer's very being. Whenever the wearer uses a Psychometabolism power that affects her own body, the torc symbiotically (without any negative effect to the wearer) gathers a tiny bit of the energy used in the power and spreads it to any areas of the body that are damaged or injured. Thus, the wearer recovers 1 HP for each 1 PP spent on their self-targeted Psychometabolism powers.
Quote:
Originally Posted by Rystil Arden
Aglaia's Gift: +2 profane bonus to your Charisma score and to all saving throws
Kailie
Horse, Light
Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+8
Attack: Hoof –2 melee (1d4+1*)
Full Attack: 2 hooves –2 melee (1d4+1*)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 10, Cha 8
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated or herd (6–30)
Challenge Rating: 1
Advancement: —
Level Adjustment: —
The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two. A light horse cannot fight while carrying a rider.
Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A light horse can drag 2,250 pounds.
Name:Rowan McTavish
Class: Barbarian 3/Fighter 1/Ranger 1/Sorcerer 1
Race: Human
Size: Medium
Gender: Male
Alignment: Chaotic Neutral
Deity: Grendath
Str: 16 +3 (8) Level: 6 XP: 20,668 / 21,000
Dex: 14 +2 (6) BAB: +5 HP: 58 (3d12+1d10+1d8+1d4+12)
Con: 14 +2 (6) Grapple: +8 Dmg Red: 0/0
Int: 14 +2 (6) Speed: 30' Spell Res: 0
Wis: 8 -1 (0) Init: +6 Spell Save: +1
Cha: 12 +1 (4) ACP: -3(or -5) Spell Fail: 25%/40% w/shield
+1 to Strength @ 4th levelBase Armor Shld Dex Size Nat Misc TotalArmor: 10 +6 +0 +2 +0 +0 +0 18 (20 w/shield)
Touch: 12 Flatfooted: 18 w/uncanny dodge
Base Mod Misc TotalFort: 7 +2 +9
Ref: 3 +2 +5
Will: 3 -1 +2
Weapon Attack Damage Critical
MW Guissarme +9 2d4+4 20x3
Cold Iron Heavy Flail +8 1d10+4 19-20x2
Dagger(silvered) +8 1d4+2 19-20x2
Flail(silvered).........+8 1d8+2 20x2
MW Greatsword...........+9........2d6+4.....19-20/x2
Battleaxe...............+8........1d8+3.....20x3
Bow.....................+8........1d8+3......20x3
Languages: Common, Orc, Goblin
Abilities: Fast Movement, Rage(1x/day), illiterate, human feat/skill bonus,
uncanny dodge, Trap Sense +1, Wild Empathy (+4), Favored Enemy: Shapechangers,
Summon Familiar
Feats: Combat Expertise(lvl1), Improved Trip(human bonus), Power Attack(3rd lvl),
Combat reflexes(Ftr1), Track (Ran1), Improved Initiative (6th level)
Skill Points: 61 Max Ranks: 9/4.5
Skills Ranks Mod Misc Total
Climb 6 +3 -3 +7 (+9 w/rope)
Handle Animal 5 +1 +6
Intimidate..................2....+1.............+3
Jump 7 +3 -3 +7
Knowledge (Arcana)..........5....2...0........+7
Knowledge (Nature)..........1....+2......+2.....+5 (incl. survival synergy)
Knowledge (Dungeoneering)...1.....+2.....+3
Listen 6 -1 +5
Ride 6 +2 +2 +10
Survival 8 -1 +7
Swim 6 +3 -6 +3
Tumble(cc)..................1...+2.......+2-3...+2
Use Rope....................5...+2..............+7
Spells: (5/4 per day)
Level 0: Dancing Lights (V,S), Detect Poison (V,S),
Ghost Sound (V, M(bit of wool or wax), Mage Hand (V,S)
Level 1: Shield (V,S), Magic Weapon (V,S)
Equipment: Cost(gp) Weight(lbs)
Backpack 2 2
[]5 days rations 2.5 5
[]Waterskin 1 4
[]3 torches .03 3
[]Flint & steel 1 0
[]Potion of CLW
[]bottle of ink, quill, & 5 sheets of parchment
[]potion of neutralize poison
[]wand of CLW
+1 Breastplate 100 30
Signal whistle .8 0
MW Guissarme 9 12
Cold Iron Heavy Flail 15 10
Silvered dagger 22 1
Mighty +3 MW Long composite bow 3 lbs
Quiver with 20 arrows..............3 lbs
Total Weight:73lb Medium Load Money: 298.77 gp
On 'Wolfbane' Male Roan light warhorse
Riding saddle............25
bit & bridle..............1
MW Greatwsword...........8
Battleaxe.................6
saddlebags................8
silvered flail............5
Heavy wooden shield......10
[]5 days feed............50
[]50 feet silk rope.......5
[]bedroll.................5
[]quiver w/20 arrows......3
[]Silver manacles..........2
[]5 days trail rations.....5
[]small bag of belladonna..0
[]winter blanket..........3
Weight of gear on horse...121 light load 230 lbs is light load Add Rowan & his equipment:
total weight: 374 medium load. (up to 460 is a medium load)
Lgt Med Hvy Lift PushMax Weight: 76lbs 153 230 460 1150
Age: 17
Height: 6 foot
Weight: 180lb
Eyes: Black
Hair: Black
Skin: light coffee
Appearance: Rowan is classically good looking; tall, dark and hansom. When in civilized settings, he shaves his face, but out in the wilderness, he quickly develops a beard.
Background: Rowan McTavish grew up in a small village along the River Roars in Hendralia. Although their existence was somewhat precarious, at the edge of civilization, the warriors were doughty and occational raids on other tribes supplemented the hunting, trading and farming to make a reasonably nice lifestyle.
Rowan was a strong, bright young man, and was well liked in the community, as was his twin brother Vanth. This was not surprising since the brothers were physically identical, and similar in personality. Their father owned a rather large flock of sheep and spent much of his time escorting them to various pastures. The twins had little interest in sheparding, and both trained with the town’s warriors, leaving their younger brothers to take over their father’s work. Rowan’s life took a turn for the worse when his father returned one night seriously wounded from fighting off a wolf. The wounds seemed to heal quickly, but their father was no longer the same man. He was often tired and irritable, almost as though another person had taken over his body. Sometimes he would disappear for days on end. Vanth and Rowan had to assume more and more of his duties as shepards and hunters. At the same time, people started to be found mauled and killed at night. Their village had become hunted by some unknown beast.
One of the elders studied the matter and contacted Vanth and Rowan in secret, telling them he feared their father had been bitten by a werewolf and had become a werewolf himself. He armed them and himself with weapons of silver, and set watch one night on the full moon. Sure enough a strange wolf-man emerged from their house and began stalking the village. Confronted, the wolf-man attacked. Vanth and Rowan were both severely injured in the battle, but the wolf-man was slain. Upon death, he reverted to the form of Rowan’s father.
Vanth and Rowan began a period of recuperation and contemplation. Although both brothers seemed to recover, Vanth was no longer the same. Suspecting him of lycanthropy, Rowan confronted him. Vanth fled. Rowan took that as an admission of infection.
Although it seems hopeless, Rowan has committed himself to finding his brother, curing him, and bringing him home to his village. He has little idea where his brother may have fled to, and figures he’ll start his search in the great trading city of Orussus.
Tournement of Flowers: Rowan wandered the lands for a time before hearing tales of mutilated livestock in the viscinity of the Long Zheng monestary. Arriving, he found himself just in time for a tournement. He decided to participate as he waited for his newfound friend Kirin to help him research lycanthropy at the monestary library. She also started teaching him to read. At the monestary, Rowan practiced his balance crossing a river, ran a race underground and dueled a monk. But the tournement was suddenly canceled as some of the contestants were kidnapped. Some investigation revealed that three prisoners had been taken. Following up, Rowan with the telepath Boog and the warrior Juliana defeated a knight, a cleric and an artificer, eventually freeing the prisoners. The artificer and cleric were killed. The knight later escaped. One of the prisoners turned out to be Rowan's brother Vanth. The monks told them of an ancient shrine located in the northern mountains where a cure might be found for Vanth's condition. Rowan decided to seek it out with his brother and whatever companions accompanied him.
On this trip, the were beset by giant wasps, thought eaters, and winterwolves. They also visited the training ground of Mistress Katrina, Juliana's teacher. Rowan received regular reading instruction from Eusebius, and can now read.
At the shrine, Vanth was cured. Rowan and his comrades traveled to the town of Steadwell and killed a weretiger which had been oppressing the villagers. Rowan himself was bitten, but cured by the shrine of any lycanthropy.
After some more adventuring, Rowan met a dragon, who warned him of upcoming danger. Rowan was fascinated with this dragon, feeling a certain strange kinship. He returned to Orussus and used his newfound reading skills to research dragons, the draconic language, and magic at the Orussus library.
Eventually he met Phoenix and Lookspring, who convinced him to accompany them on a trip to an island, where he expected to be treated like a Prince. Instead, he ended up in some strange underground world, where his arcane powers finally manifested.
Public: Vanth, Rowan’s twin brother/werewolf is public fodder. He was found, cured of lycanthrope, and now resides back in Rowan's home village of Nib.
Treasure details
Received 1672 GPs & a potion of CLW from Tournement of Flowers.
Spent:
321.88 gps on equipping brother Vanth
150 gps - Warhorse, roan, gelding
31.25 - riding saddle, saddlebags, 5 days feed, bit & bridle
304.5 - MW Guisarme (less selling price of original guisarme)
700 - MW Mighty +3 Long Composite Bow
10 - 50 feet silk rope
100- silvered battle axe
4.5 - quiver, 40 arrows, 5 days rations
9.1 - black ink, quill & 5 sheets of parchment
40.77 gps remaining in cash.
Gained 1956 GPs from Weretiger in Blood of the Werewolf. Revised total: 1996.77
Spent:
200 gps on MW breastplate from Juliana(lesss 50 from selling chainshirt)
80 gps Silvered Flail from Juliana
6 gps on heavy wooden sheild from Juliana
1000 gps to enchante breastplate to +1
350 MW greatsword
22.5 gps cold iron heavy flail (sold heavy flail)
10 gps Battleaxe 298.27 remaining.
Gained 333 gps from Looking for Trouble 631.27 gps at end of that adventure 1500 gps advanced by Phoenix & Lookspring
Bought wand of CLW & potion of neutralize poison for 1500 gps.
10/04/06: Gave Silvered Battle axe away to elves near shrine as gift.
Spent 100 CPs to help Juliana craft a silvered flail & a heavy wooden shield (for 86 GPs total)
Spent 35 craft points on MW Breastplate for himself. (Cost 250 GPs)
Need to enchant breastplate, buy cold iron mw greatsword, silvered flail
XP awards Tournement of flowers:
1650: part I. Exact post lost. Monk fight, skill tests 2nd Level!
07/17/06: 2100 for investigations, defeating mounted knight, and cleric with zombies. 3rd Level!
07/25/06: 900 XPs for artifactor duel.
07/26/06: 62 XPs time spent and RP
Blood of the Werewolf
08/09/06: 300 XPs for 2 giant wasps.
09/03/06: 660 XPs for 3 thought eaters, avoiding battle in Ravensblight & Time Spent
09/22/06: 770 XPs for winter wolves, RP 4th Level!
10/08/06: 1400 XPs for handling wild elves and Holy Shrine
10/16/06: 1040 XPs for Weretiger & time Spent
Looking for Trouble
02/12/07: 171 XPs for two dire weasels
04/20/07: 1329 XPs for time spent, ogre zombies, kobolt zombies and RP. 5th Level!
06/01/07: 733 XPs for bullette & time.
The Sinister Spire. 2245 for ogres 908 XPs for roaches
07/08/08: 100 XPs for kua toa ambush
08/25/08: 500 XPs for another kua toa ambush...
11/24/08: 500 XPs for Drider ambush Level 6!
03/06/09: 1100 XPs for mushroom island
04/29/09: 2000 XPs for invisible mushrooms and quest completion.
11/04/09: 2100 xps for grimlocks and such.
Advancement Log
Level 2 (barbarian2)
+1d12+2 HPs (11)
Uncanny dodge
Skill ranks to climb, handle animal, Jump, listen, survival, tumble(cc)
+1 BAB & Fort save
Level 3 (barbarian3)
+1d12+2 HPs (11)
Trap Sense +1
Feat: Power attack
Skill ranks to climb, jump, listen, survival, swim(2), ride
+1 BAB, +1 Will & Ref saves
Level 4 (Fighter 1)
1d10+2 HPs (9)
Skill ranks(5) in Intimidate(2), Jump, climb, Ride
Feat: Combat reflexes
+1 BAB
+2 Fort
literacy
Name: Korash the Relentless
Class: Fighter
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Lawful Good
Deity: Sela
Str: 16 +3 (10p.) Level: 1 XP: 600/1000
Dex: 8 -1 (0 p.) BAB: +1 HP: 14 (1d10+4)
Con: 18 +4 (10p.) Grapple: +4 Dmg Red: --/--
Int: 10 +0 (2 p.) Speed: 20' Spell Res: --
Wis: 10 +0 (2 p.) Init: -1 Spell Save: +0
Cha: 12 +1 (6 p.) ACP: -5 Spell Fail: --%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +1 -1 +0 +0 +0 14*
Touch: 9* Flatfooted: 14*
* Does not include +4 dodge AC modifier VS giants
Base Mod Misc TotalFort: 2 +4 +0 +6/+8 vs spell/spell like and poison
Ref: 0 -1 +0 -1/+1 vs spell/spell like
Will: 0 +0 +0 +0/+2 vs spell/spell like
Weapon Attack* Damage Critical
Dwarven War Axe +4 1d10+3 x3
Dwarven War Axe(2 handed) +4 1d10+4 x3
Glaive +4 1d10+4 x3
War Hammer +4 1d8+3 x3
Dagger +4 1d4+3 x2/19-20
Heavy Crossbow +0 1d10 x2/19-20
* Attack bonus does not include +1 bonus VS Orcs and goblinoids
Languages: Common Dwarven
Dwarven Traits
Spoiler:
Abilities: Dwarf Traits (Ex): Dwarves possess the following
racial traits.
— +2 Constitution, –2 Charisma.
—Medium size.
—A dwarf ’s base land speed is 20 feet. However, dwarves can
move at this speed even when wearing medium or heavy armor
or when carrying a medium or heavy load.
—Darkvision out to to 60 feet.
—Stonecunning: This ability grants a dwarf a +2 racial bonus on
Search checks to notice unusual stonework, such as sliding walls,
stonework traps, new construction (even when built to match
the old), unsafe stone surfaces, shaky stone ceilings, and the
like. Something that isn’t stone but that is disguised as stone also
counts as unusual stonework. A dwarf who merely comes within
10 feet of unusual stonework can make a Search check as if he
were actively searching, and a dwarf can use the Search skill to
find stonework traps as a rogue can. A dwarf can also intuit depth,
sensing his approximate depth underground as naturally as a
human can sense which way is up. Dwarves have a sixth sense
about stonework, an innate ability that they get plenty of
opportunity to practice and hone in their underground homes.
—Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven
urgroshes as martial weapons, rather than exotic weapons.
—Stability: Dwarves are exceptionally stable on their feet. A dwarf
has a +4 bonus on ability checks made to resist being bull rushed or
tripped when standing on the ground (but not when climbing, flying,
riding, or otherwise not standing firmly on the ground).
— +2 racial bonus on saving throws against poison.
— +2 racial bonus on saving throws against spells and spell-like effects.
— +1 racial bonus on attack rolls against orcs (including halforcs)
and goblinoids (including goblins, hobgoblins, and bugbears).
— +4 dodge bonus to Armor Class against creatures of the giant
type (such as ogres, trolls, and hill giants).
— +2 racial bonus on Appraise checks that are related to stone
or metal items.
— +2 racial bonus on Craft checks that are related to stone or metal.
—Automatic Languages: Common, Dwarven. Bonus Languages:
Giant, Gnome, Goblin, Orc, Terran, Undercommon.
—Favored Class: Fighter.
Feats: Endurance, Power Attack
Skill Points: 8 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Appraise 0 +0 +2* +0/+2*
Climb 0 +3 +3
Craft (Armorsmithing) 2 +0 +2* +2/+4*
Craft (stonemasonry) 1 +0 +2* +1/+3*
Craft (weaponsmithing) 2 +0 +2* +2/+4*
Handle Animal 0 +1 +1
Intimidate 2 +1 +3
Jump 0 +3 +3
Ride 1 -1 +0
Swim 0 +3 +3
*Applicable modifier applies only to stone and metal related checks
Equipment: Cost Weight
Dwarven War Axe 30 gp 8 lb
Glaive 8 gp 10lb
War Hammer 12 gp 5 lb
Dagger 2 gp 1 lb
Heavy Crossbow 50 gp 8 lb
Bolts, Crossbow (10) 1 gp 1 lb
Scale Mail 50 gp 30lb
Explorers Outfit -- gp -- (worn)
Light Steel Shield 9 gp 6 lb
Total Weight:69lb Money: 545gp 31sp 14cp
Lgt Med Hvy Lift PushMax Weight: 76 77-153 154-230 460 1150
The following Items are carried by the donkey (8gp)
Artisian's Tools 5 gp 5 lb
Bolts, Crossbow (30) 3 gp 3 lb
Cold Weather Outfit 8 gp 7 lb
Bedroll 1 sp 5 lb
Winter Blanket 5 sp 3 lb
Flint and steel 1 gp --
Hammer 5 sp 2 lb
Sledge 1 gp 10lb
Rope, hempen (100 ft.) 2 gp 20lb
Torch (5) 5 cp 5 lb
Waterskin (2) 2 gp 8 lb
Whetstone 2 cp 1 lb
Backpack (empty) 2 gp 2 lb
Crowbar 2 gp 5 lb
Flask (empty) (3) 9 cp 4.5lb
Rations, trail(per day) (5) 25 sp 5 lb
Total Weight Carried by Donkey:85.5lb
Experience/Treasure
HO2 House Cleaning 600 Exp 500 gldAge: 58
Height: 4'1"
Weight: 218lb
Eyes: Green
Hair: Auburn, worn long, multiple braids
Skin: Burnt Sienna
Appearance: Broad of shoulder, thick as an ancient oak,
and as lumbering as a water buffalo, Korash's appearance embodies
what it means to be a dwarf without the dour attitude. His hair is
carefully braided as is his beard. Small decorations hang from the
end of the braids and he wears a decorative binder around both his hair
and beard. His clothing, well maintained is often worn in subdued
earth tones, generally muted greens, browns and reds. He is often seem
smiling with a knowing grin on his face and his open presence says join me.
Background: Born to an ancient line of dwarven defenders, Korash
realized early on, due to his ponderous nature he would be unable to
make the cut, however that did not deter this dwarf from
his dream, becoming a bastion of dwarven culture. Beginning his
adventuring career at a young age, Korash quickly learned that he would
have to tough it out and bear a heavy burden yet develop an attitude of
acceptence, perservence and a presence in working with others and as
such his demeanor is quite a welcome change from the typical dour dwarf.
Personality: Korash knows he is strong, tough and slow and as
such tries to play into his strengths. During melee he softens up his
opponents with range weapons until they close where he has the advantage
of his strength, fortitude, and tireless nature. He understands that
there are those who possess a greater aptitude,insight or presence
than himself, yet there are very few that possess all three of these
traits in abundance. It is these poeple that Korash seeks for while
he tries to instill a sense of greatness in himself he has found that he is
able to spark an amount of greatness in others. Those that earn his trust
and friendship earn a great amount of loyalty from him but this is a
2-edged sword for Korash expects the same in return.
Last edited by Gli'jar; 24th August 2006 at 06:32 AM..
Reason: After adventure update
Level 6- Approved 5-20-2009Name: Calinthia Pyress Spiritos, a.k.a. "Phoenix"
Class: Soulknife
Race: Elan (Newmade)
Size: Medium
Gender: Female
Alignment: CG
Deity: None
Str: 17 +3 (10p.) Level: 6 XP: 17,302/21,000
Dex: 14 +2 (6p.) BAB: +4 HP: 67 (6d10+12,+8 feat)
Con: 14 +2 (6p.) Grapple: +7 Dmg Red: 0/-
Int: 10 +0 (2p.) Speed: 40'/30'* Spell Res: 0
Wis: 10 +0 (2p.) Init: +2 Spell Save: +0
Cha: 10 +0 (4p.) ACP: -2 Craft Points: 2,708
(+1 STR at 4th level)
*30' Base speed, +10' if psionically focused & not wearing heavy armor
Base Armor Shld Dex Size Nat Misc Total ACArmor Class: 10 +5 +3 +2 +0 +0 +0 = 20Touch AC: 12 Flatfooted AC: 18
Base Mod Misc TotalFort: 2 +2 (+4) +4(+8)
Ref: 5 +2 (+4) +7(+11)
Will: 5 +0 (+4) +5(+9)
Weapon Attack Damage Critical Range
+1 Keen Mind Blade +9 1d8+4 17-20x2 -
w/Psionic Weapon +2d6
w/Psychic Strike +1d8 dmg to living non-mindless target
Thrown +1 Keen Mind Blade +8 1d8+4 17-20x2 30'
w/Psychic Strike +1d8 dmg to living non-mindless target
Light Crossbow +6 1d8 19-20x2 80'
Morningstar +7 1d8+3 20x2 -
Languages: Common
Abilities:
-Immune to spells that affect humanoids only
-Naturally Psionic (2 bonus Power Points)
-Resistance (SU):+4 racial saving throw bonus if power point spent
-Resilience(SU): -2 damage per power point spent
-Repletion(SU): Can go without food or water for 24 hours if one power point spent
-Proficiency w/ all Simple wpns, Mind Blade, Light Armors & Shields (except tower)
-Mind Blade(SU)
-Throw Mind Blade(EX)
-Psychic Strike +1d8 damage to living non-mindless target(move action to charge) (SU)
-Mind Blade +1
-Free Draw
-Shape Mind Blade(Longsword or Bastard Sword)
-Mind Blade Enhancement +1
-Speed of Thought bonus feat (+10' speed if psionically focused/no hvy armor
Feats:
-Psionic Weapon (Expend Psionic Focus to add 2d6 damage to melee attack)-1st level
-Weapon Focus (+1 to Mind Blade attacks) -Soulknife 1st lvl bonus feat
-Wild Talent (+2 Power Points) -Soulknife 1st lvl bonus feat
-Psionic Talent (+2 Power Points) -3rd level
-Speed of Thought (bonus feat)
-Psionic Body (+2 HP per psionic feat known including this one)
Skill Points: 36 Max Ranks: 9/4.5 Underlined are Class SkillsSkills- Ranks Mod Misc Total
Appraise(INT) 0 +0 (+2) +0/+2 (Synergy-if for Armor)
Autohypnosis(WIS) 0 +0 +0 (Can't use untrained)
Balance(DEX) 0 +2 -2/+2 +2 (ACP/Synergy)
Bluff(CHA) 0 +0 +0
Climb(STR) 1 +3 -2 +2 (ACP)
Concentration(CON) * 9 +2 +11
Craft(Alchemy)(INT) 1 +0 +1
Craft(Armorsmithing)(INT) 9 +0 +2 +11 (MW Tools)
Craft(Tattooing)(INT) 2 +0 +2
Diplomacy(CHA) 0 +0 +0
Disguise(CHA) 0 +0 +0
Escape Artist(DEX) 0 +2 -2 +0 (ACP)
Forgery(INT) 0 +0 +0
Gather Information(CHA) 0 +0 +0
Heal(WIS) 0 +0 +0
Hide(DEX) 0 +2 -2 +0 (ACP)
Intimidate(CHA) 0 +0 +0
Jump(STR) 1 +3 -2/+2 +4 (ACP/Synergy)
Knowledge(psionics)(INT) 3 +0 +3
Listen(WIS) 1 +0 +1
Move Silently(DEX) 0 +2 -2 +0 (ACP)
Perform(CHA) 0 +0 +0
Profession(WIS) 0 +0 +0 (Can't use untrained)
Ride(DEX) 0 +2 +2
Search(INT) 0 +0 +0
Sense Motive(WIS) 0 +0 +0
Spot(WIS) 0 +0 +0
Survival(WIS) 0 +0 +0
Swim(STR) 0 +3 -4 -1 (ACPx2)
Tumble(DEX) 9 +2 -2 +9 (ACP)
Use Rope(DEX) 0 +2 +2
* Full round action to make DC20 check to regain Psionic Focus
Psionics: 6PP (2 from race, +2 from class, +2 from Psionic Talent feat)
Equipment: Cost Weight+1 Chain Shirt 83 gp 25 lb (Crafted MW,Tenebrynn enchanted)
+1 Hvy St. Shield 57 gp 15 lb (Crafted MW,Tenebrynn enchanted)
Light Crossbow 35 gp 4 lb
20 bolts 2 gp 2 lb
Morningstar 8 gp 6 lb
Backpack 2 gp 2 lb
--2 Sunrods 4 gp 2 lb (In Backpack)
--Flint & Steel 1 gp - (In Backpack)
Waterskin 1 gp 4 lb
Belt Pouch 1 gp .5 lb
Empty Sack 1 sp .5 lb
Explorer's Outfit 0 gp 0 lb
Antitoxin vial x2 100 gp -
Neutralize Poison potion x2 1,500 gp -
Cure Light Wounds potion x3 150 gp -
Bag of Holding I 2,500 gp 15 lb (33/250 lb. capacity)
--MW Artisan's Tools 55 gp 0 lb (5 lb in Bag of Holding)
--Bedroll 1 sp 0 lb (5 lb in Bag of Holding)
--3 days Trail Rations 10 sp 0 lb (3 lb in Bag of Holding)
--150' Silk Rope 30 gp 0 lb (15 lb in Bag of Holding)
--Grappling Hook 1 gp 0 lb (4 lb in Bag of Holding)
--Soap, 1 lb 5 sp 0 lb (1 lb in Bag of Holding)
Money: 3 pp 466 gp 7 sp 10 cp (weight= .5 lb)
Total Weight: 76 lb (+.5 lb of coins)
Lgt Med Hvy Lift PushMax Weight: 86 173 260 520 1,300
Age: 26
Height: 5'11"
Weight: 125lb
Eyes: violet
Hair: fiery red
Skin: creamy but pale
Appearance & Background
Appearance:
Looking striking in her studded leather shirt/skirt and studded thigh high boots, Calinthia's constant frown seems to turn people off before they can really get to know her. With stuningly violet eyes and fiery red hair, she lights up any room she enters, at least until her lack of manners or even common courtesy dim peoples thoughts of her.
Background:
Growing up in a small village at the foot of a hill in the shadow of a monestary was boring. At least until Calinthia discovered the secret of the monks. It seems that they were immortal or nearly so. The monks even took an interest in her and tutored her some in their ways. But then the accident happened. The monk she was sitting with was teaching her how to meditate and feel her inner energy. She did it on the first try. So well in fact that as she opened her eyes to tell Jevik it had worked, she saw him bursting into flames. The surprised look on his face was the worst. Like he expected it to stop at any time. But it didn't stop until nothing was left of Jevik but a small pile of ash and a bad smell.
After that, the practice sessions stopped. The monks held her captive for a whole day and night before giving her a choice. She could become one of them and start a new life, or go on to the afterlife. Of course she chose the first option. She became one of the newmade Elan. They wiped her old life away and remade her. After the ceremony was complete, they told her that she was the fulfillment of an ancient prophecy. She was destined to be born here and that was the reason the monestary had been located here in the first place. To await her coming and to stop what she was destined to become.
So they changed her and remade her in their image before leaving the now unneeded monestary. Now, she hated them. Hated them all with a passion. She left the monestary to get away from them, but not before setting fire to the place just to watch it burn. After that, they left her alone to wander the world and find her own path in this new life. But there was one ironic bit which she soon discovered. While making one last attempt at inner peace, she sat down and meditated just like Jevik had shown her. Again she felt her energies swell within her, threatening to leap out of control. Focusing her new and stronger mental energies, she suddenly felt it encase her hand and form into a blade created from the power of her mind. With this new ability, she would never have to be subject to another's will again. Now it was time to find some way to earn money to survive on. She had heard rumors of an Inn where employment was easy to find. She would go there and see what turned up.
Adventure History
HO2-House Cleaning
HO2- House Cleaning(Gained 600 XP and 500 GP)- Phoenix helped Tumna, Kamdar, Korash, Samuel Undermane, and Lookspring to clear out a deserted house and find a few valuable family treasures for their employer. They battled numerous insects and other hazards to finally win free with the needed items before the deadline. Among other notable events: Phoenix used her Mind Blade's full psionic force (Psionic Weapon feat) to shatter a barred door that the party was unable to bypass otherwise.
A Sailor Talks too much
A Sailor talks too much(Gained 600 XP and 300 GP)- Phoenix allied with Verrick, Lookspring, Ray, and Pinkie to find and 'rescue' a sailor named Uggla from his own shipmates. After interrogating him in a wharehouse, their employer got the information he needed and made it possible for them to go after treasure via a voyage over water. They escaped the burning wharehouse to meet up at the docks for the voyage in hopes of becoming...
Rich Beyond Dreams
Rich Beyond Dreams(Gained 6,499 XP, spent 126 GP before leaving, and earned 457 GP profit (252 from personal trade on my 126GP worth brought, 5 GP on items sold by Verrick who dropped out, and a bonus of 200 GP from the captain and crew due to their high profit on the venture), paid 4,500 GP from the villagers for help as well as in exchange for dwarven armor and weapons recovered from underground lair. Lost 1,000 GP worth due to thieving sailors on the trip back to Orussus.)-
Phoenix allied again with Verrick, Lookspring, Ray, and Pinkie on a sea voyage to an uncharted isle in a venture to make all of them rich. Spent 126 GP on items for trade before leaving port. Along the way, they were attacked by some nasty sea creatures that killed several sailors before being driven off by the party. After finally reaching the island and starting the trek inland, Pinkie became ill. Ray and Verrick decided to take her back to the ship, leaving Phoenix and Lookspring to continue alone. They reached the village and proposed trading with the chief, but there was a problem. Their well was infested with undead and they needed help to get rid of the undead. Phoenix and Lookspring destroyed the undead that came up out of the well but the source of water had been blocked somewhere below. The village chief asked and the two adventurers returned and descended into the well followed be five sailors from the ship to battle more undead in the search for what was stopping the waters from flowing. Destroying some skeletons and a couple zombies, the small group then found a cavern guarded by 3 dwarves that could turn invisible and enlarge themselves. After defeating them, the party found some rocks with gold in them scattered around the floor to be collected. Proceeding further in they came to a room where a dam had been built to hold back the water. Up on top of the dam were more of the strange dwarves to slay. They set off an alarm, summoning more dwarves to get killed. After going back to the surface to rest, they returned down the well and made their way further in to the cave to see what had constructed the dam. Running into a nasty ambush by several dwarves and a few wild badgers, Phoenix gets heavily injured forcing her to use 2 of her Cure Light Wounds potions to very little effect. After overcoming the ambush, they explored further up the tunnel past the dam.
Defeating several more dwarves along the way, Phoenix and Lookspring finish off the leader who is a spellcaster. Finding no enemies left to pursue, they gather the treasure's they've found along with a map and some scrolls and go to see about breaking down the dam. Devising a plan to break or burn the dam, Phoenix begins chopping at the dam with her mindblade while Lookspring and the sailors go topside to collect kindling to burn against the outside of the dam if needed. In the end, all that is needed is Phoenix and her very tired arm to chop down the dam. It finally explodes with great force, but Phoenix manages to stay on her feet against the rush of water. Walking back to the well chamber, she is pulled up to the surface where they all return to the village to report the fixing of the well and the destruction of it's invaders. The village Elder is pleased and the village offers it's thanks in the form of pearls! Then the morning comes and the trading begins in earnest. More pearls and gold are earned in profit. Including a bonus from the captain and crew due to their overwhelming success. Having concluded trading, the Elder invites Phoenix and Lookspring to take part in a hunt tomorrow with the tribe and show them how mighty of warriors we are. Phoenix accepts the invitation with a bow.
The hunt was difficult as they killed a huge bear and a 7 headed Hydra. Many of the villages warriors were lost, but Phoenix and Lookspring prevailed. Afterwards, a huge feast was held to celebrate their victory. The trading was finally able to commence and the two heroes were paid grandly for their services to the tribe. Chests of gold and pearls were brought forward in payment. They also presented a chest of 4,500 GP to use in hiring more adventurers to return and help the villagers against the Yuan-Ti threat revealed by the translated scrolls. Trading complete, the ship left port to return to Orussus and resupply for a return trip to the island. On the journey, some of the sailors used the distraction of a pirate ship following to steal 2,000 GP of the 9,000 the tribe had paid Phoenix & Lookspring. Finally making it back to the city from which they left, the two adventurers sold the pearls and gold for another 950 GP total and set about trying to recruit some help to return to the island once more. Meeting and hiring Rowan McTavish, Phoenix and Lookspring talk with him some before researching the Yuan-ti they are going to battle. They are quickly summoned to a court meeting where they are accused of kidnapping Uggla. After an impassioned plea, Phoenix convinces some of the judges to side with them against the corrupt judge. A battle breaks out, and Captain Purdy, Phoenix, Lookspring and Rowan are helped to escape by some friendly members of the court guards. Running to escape, they make a couple stops to gather their gear before getting to the docks and again boarding the Prowling Panther and making ready to leave Orrussus once more.
Sinister Spire
Sinister Spire(Gained 2245 XP and 0 Treasure so far.)
Phoenix, Lookspring, and Rowan McTavish left Orussus aboard the Prowling Panther under command of Captain Purdy. Bound for the far away isle where they have pledged to help the natives fight the menace of the Yuan-Ti! Heading back down the well, the trio followed the previously unexplored passage deep into the earth. Along the tunnel, the fought 3 Ogres, one of which was much tougher than the other two. Phoenix got clobbered so hard she nearly died.
As of 10/23/2007 between level 3 & 4 (after 'Rich Beyond Dreams' adventure)
Starting at 15pp 230gp 22sp 10cp
+252 GP (profit from trading done in 'Rich Beyond Dreams')
+5 GP (profit from trading items brought by character who dropped out of 'Rich Beyond Dreams'
+200 GP (Paid by Captain of ship for our help in making his journey profitable)
+4,500 GP (Paid by Island Villagers for help and in trade of Dwarven Armor/Weapons)
-1,000 GP (Stolen by thieving sailors on the journey back to Orussus)
---New Total: 405pp 287gp 22sp 10cp
-140 GP (For Crafting MW Chain Shirt & MW Hvy Steel Shield)
+12GP 5SP (For selling Studded Leather armor at half price)
+1GP, 5SP (Sold 30 Crossbow Bolts to reduce weight)
-161 PP (To Tenebrynn for enchanting MW Chain Shirt and Hvy St. Shield to +1 each)
-1 GP (Paid child for contact with gold/pearl appraiser/buyer)
+425 GP (Sold pearls and gold from island)
-2500 GP (Purchased a Bag of Holding, type I)
-350 GP (Purchased 7 Potions of Cure Light Wounds, Total=8)
+1,500 GP (Advance Payment for next adventure)
-1,500 GP (Bought 2 Potions of Neutralize Poison, Total= 2)
-100 GP (Bought 2 vials of Antitoxin)
---New Total: 7 pp 7 gp 2 sp 10 cp -1 potion Cure Light Wounds used (7 remaining) -30 GP (Bought 150' Silk Rope) -1 GP (Bought Grappling Hook) -5 SP (Bought 1 lb of Soap)
---New Total: 4 pp 5 gp 7 sp 10 cp -6 GP (Bought meal, drink, and room at underdark Inn)
---New totalL: 3 PP, 9 GP, 7 SP, 10 CP -3 potions of Cure Light Wounds (4 remaining) -3 more CLW potions (1 remaining) +2 potions of Cure Light Wounds(3 total) and 457gp from treasure gained after beating dwarves by dock.
---New totalL: 3 PP, 466 GP, 7 SP, 10 CP
XP Log
600 XP from entire 'House Cleaning' adventure. 600 XP from 'A Sailor Talks Too Much' adventure. -----Gained 2nd Level----- Total XP= 1,200 500 XP for killing fish people swarming ship. 500 XP for killing skeletons. 700 XP for destroying skeletons and zombies from the well. 180 XP for defeating dark dwarves in well. -----Gained 3rd level----- Total XP= 3,080 300 XP for dwarves under well. 473 XP for killing dark dwarves and badgers. 337 XP for dealing with trap. 569 XP for defeating dark dwarf leader and for RPing so far. 100 XP for destroying the dam and returning villagers water/well to normal. 740 XP for beating bear and Hydra. 200 XP for killing wolves. 100 XP for dealing with pirate ship situation. (Ignore incorrect Time XP, see next XP entry) 1800 XP for 1 year time in adventure. (Level 3 x 50xp x 12 months) -----Gained 4th Level----- Total XP= 7,699 150 XP for RPing Court encounter 2,245 XP for defeating 2 Ogres and a smart Ogre Barbarian -----Gained 5th Level----- Total XP= 10,094 908 XP for slaying giant bugs and roaches 100 XP for fighting some water critters while crossing broken bridge 500 XP for fighting creatures at gate of Underdark city 1,100 XP for dealing with dwarven boatsmen and invisible mushroom monsters. 2,000 XP for dwarves in alley and returning mushrooms to EsSarch 500 XP from 2 DM credits spent -----Gained 6th Level----- Total XP= 15,202 2,100 XP from cave fight.
Advancement
Level 2
For 2nd level, she took another level of Soulknife gaining:
+1 BAB
+9HP (+7 base, +2 Con)
+1 to base Ref and Wil saves
+4 Skill points[+1 rank Concentration, +1 rank Craft(Armorsmithing), +1 rank Knowledge(psionics), +1 rank Tumble]
+200 Craft Points
Level 3
Changes: Soulknife level 3
+1 BAB
+1 Grapple (due to +1 BAB)
+10 HP (8 for 3rd level and +2 for CON)
+450 Craft Points
+1 Fort Save
Gained Psychic Strike +1d8
Gained 4 Skill Points (+1 Climb, +1 Concentration, +1 Craft(Armorsmithing), +1 Tumble)
Feat: Psionic Talent (+2 Power Points)
Level 4
12/12/07
Changes: Soulknife level 4
+1 BAB
+1 Grapple (due to +1 BAB)
+9 HP (7 for 4th level and +2 for Con)
+600 Craft Points
+1 Ref Save
+1 Will Save
+1 Str
+4 Skill Points (+1 Concentration, +1 Craft:Armorsmithing, +1 Jump, +1 Tumble)
Class ability: +1 Mindblade (adding +1 more to attack and damage with Mindblade)
Level 5
3-9-2008
Changes: Soulknife level 5
+10 HP (8 for 5th level and +2 for Con)
+750 Craft Points
+4 Skill Points (+1 Concentration, +1 Craft: Armorsmithing, +1 Craft: Tattooing, +1 Tumble)
Level 6
5-11-09
Changes: Soulknife level 6
+17 HP (7 for 6th level, +2 Con, +8 Psionic Body feat)
+900 Craft Points
BAB +4, Base Fort save +2/Reflex save +5/Will save +5
class features: Mindblade Enhancement +1 (Keen), Bonus feat: Speed of Thought (+10 speed)
Lvl 6 feat: Psionic Body (+2 hp per Psionic Feat)
+4 Skill Points (+1 Concentration, +1 Craft: Armorsmithing, +1 Craft: Tattooing, +1 Tumble)
Future Plans: Take Greater Psionic Weapon feat at 9th level. Other possible feats include: Ghost Attack, Psionic Talent, Mind Over Body, Rapid Metabolism, Blind Fight, and Power Attack(for cleave later).
Last edited by Phoenix8008; 29th October 2009 at 02:59 AM..
Reason: Updated for level 6
Appearance:Lokin is tall human male with short, dirt-colored hair and deep-set eyes. He wears rough, simple trousers, heavy dirt-caked boots, a loose knit shirt, and a torn hooded cloak. His armor and weaponry, however are polished and impeccably maintained. He wears a bastard sword at his left side, a round shield across one shoulder, and a shortbow across the other.
Background:Born the son of a farmer, Lokin ran off with a passing mercenary band when he was 13 and worked as a soldier for years, eventually becoming an officer. The tedious weeks of boredom, low pay, and moral difficulties with being a sellsword led Lokin to give up military life and seek another way to make a living.
Appearance: Eircheard has red hair and a red braided beard. He has blue eyes. His skin is fair, but reddened from exposure to the sun and heat of the forge. He dresses in a blue and green great kilt. He carries a quarterstaff that has whorls and celtic knot-work traced in various metals pounded into the wood.
Background: Eircheard was trained as a blacksmith in a small town in the foothills. Although he became somewhat skilled in the craft passed on by his father, he has recently discovered magic. He sees the magic inherent in the fire of the forge, in living metals and in the ring of the hammer.
He sought answers to his arcane questions from local hedge wizards, and traveling sorcerers. With their help he has collected a small collection of spells and a meager store of supplies. He has set out to find adventure at the Red Dragon Inn. He hopes to find more knowledge of magic, new spells, and, of course, a few good companions.
Or maybe he will just enjoy observing the magic buried within the glowing embers of life.
__________________ "So how much do you think Chimera milk would go for, anyway?"
Appearance: Eskon is a tall man with short black hair and a neatly trimmed beard and mustache. He is attractive, with dark expressive eyes and a cheerful, mischievous grin. He wears light gray trousers, polished black boots, and a dark gray cloak. His armor is well-maintained and gleams brightly.
Background: Eskon was born the son of an importer in Orussus, yet his father doted on him and rarely involved him in any of the business. He had a pleasant childhood, growing to be an athletic and likeable young man who, though only an average student, showed uncommonly good sense. When Eskon was seventeen, he was escorting a caravan outside the city with his father that was attacked by bandits. Though having no training, Eskon leapt to the defense. Though he caught an arrow in the leg for his trouble, Eskon never seemed happier. His father, knowing that his son had no head for numbers or interest in trading, did his best to find a mentor for his son's courage and blossoming martial talent. Knowing a retired paladin through business, he set up his only son as a squire. Eskon has trained for the last two years, getting some lessons and little practical experience. Now, as he was just released from his service, he has come to the Red Dragon Inn looking for work.
Appearance: Rinya's long red hair is generally unkempt and frames her perpetually frowning face. Her clothing is made of doeskin and reflects practicality over fashion. She has a triangular scar on her left shoulder from a particularly nasty wound which was healed without the benefit of magic.
Background: Rinya's mother was a member of a xenophobic tribe of wild elves far to the north. Her father was one of the human slavers that raided the tribe while the warriors were out hunting. The warriors retaliated, killing the slavers and recovering the prisoners, but Rinya's mother was treated as damaged goods, as was Rinya upon her birth. One day the two of them were surprised in the woods by an owlbear which nearly killed Rinya and did kill her mother. As she was now alone among her own people, Rinya left as soon as she had recovered.
Appearance: Babette is an attractive young country girl. Having grown up working on her family's farm she is more "healthy" rather than dainty. She usually has a pleasant smile on her face, and keeps her long hair pulled back in a ponytail. Instead of arcanists' robes, she normally dresses in the simple skirts and blouses she is accustomed to.
Background: Babette grew up on a farm outside of Orussus, the oldest of seven children. Her life was mostly what one would expect for a farmgirl, except that she would occasionally notice something...odd. Her mother would tell stories of people descended from dragons who were able to perform great feats of magic. Father would claim the stories were foolishness, but then mother would reply with a wink that the stories were true, and one could never tell where such a bloodline might turn up.
As Babette approached adulthood, she noticed she was able to do unusual things. Her mother took her aside and secretly trained her in the basics of the arcane arts. Once she felt that Babette was ready, and after a less than pleasant discussion with father, she encouraged Babette to go out into the world and find her own way.
+1 level Sorcerer
+1 BAB
+1 WILL
+5 HP
Spells per Day +1 0th, +1 1st
Spells Known +1 0th (Mage Hand)
+1 Concentration, Kn(Arc), Spellcraft, Profession
+ .5 Ride (cc)
+2 synergy to Spellcraft from Kn(Arc)
Level 3
+1 Level Sorcerer
+1 FORT
+1 REF
HP +5
+1 Conc., Kn(Arc), Spellcraft, Profession
+.5 Ride(cc)
Silent Spell
Spells per Day +1 first
Spells Known +1 1st (Magic Missile)
Level 4
+1 level Sorcerer
+1 BAB
+1 WILL
+1 CHA
HP +5
+5 skill points (+1 concentration, +4 diplomacy(cc))
Spells per Day +1 1st, +3(+1 CHA) 2nd
Spells known:
+1 0th Ghost Sound
+1 2nd Glitterdust
Swap one 0th level; Daze for Light
Appearance: Octavio is a handsome devil, and he knows it. He keeps his dark hair, moustache and goatee neatly trimmed, and his clothing is often more flambotant than practical.
Background: Octavio is the eighth son of a local funeral director, Adolphus. With a sympathetic voice for his customers and the shrewd businessman's eye for profit, Adolphus found himself very successful and brought each of his sons into the business when they came of age...except Octavio.
Octavio didn't care for his family's profiting at the misfortune of others. "Comforting bereaved relatives while taking their monies is no way to live life," thought Octavio. So, rather than learning the family trade, Octavio started to try various other things until he found what would become the love of his life: the art of swordplay. After becoming serious about his studies as a swordsman, and aligning himself with a temple of Grendath (to further enjoy life free of restraints) he was branded a black sheep by the rest of the family and they now have little to do with each other. However, his next older brother, Septimus, does secretly keep in touch with Octavio, as he respects his decisions, even if he doesn't understand them.
+Fighter 1
BAB +1
FORT +1
+7 hp (d10+0)
Skills: +1 to Climb, Jump, Per(Gladitorial), Ride, Swim; +2 synergy to Tumble
Fighter Feat: Weapon Finesse
level 3
+Rogue 2
+1 BAB
+1 REF
HP +5
Skills: +1 to Balance, Bluff, Diplomacy, Esc. Art., Jump, Listen, Per(Glad), Sense M., Spot, Swim, Tumble; +4 synergy to Diplomacy, +2 synergy to Balance, Disguise, Intim., Jump, Sleight of Hand
Improved Feint
Evasion