Appearance: A broad and thickly muscled dwarf, Cludge is unconsciously forceful
and overbearing but quite pleasant and amiable.
He prefers shouting and barking orders to just about anything else.
The word "negotiate" is not in his vocabulary.
Background
Cludge's parents were members of a very entrepreneurial clan in the Northern Mountains and decided to start a caravan venture to transport human goods to the dwarves and vice-versa. The business went well for a few years, but eventually they came to financial ruin when it was learned the his uncle Modr had absconded with virtually all of the profits. Disgraced, the family had to go work for other people as (shame!) hired
labourers. Cludge wanted none of this, so joined a local militia. After about a year of volunteer service (no active combat) the unit was disbanded. None of the soldiers were paid. So, Cludge, being of generally optimistic demeanour decided to go into business for himself. He pooled his remaining resources, bought a mule, a pickaxe, some buckets and a tent and headed into the mountains. After all, a dwarf is a natural at finding gold and iron....or not. When his claim (purchased with just about the last silver to his name) turned out to be mostly dust, he headed into town to see what work he could find...
*blurry dissolve to the past* The Slatefist family wearily pulls its three empty wagons into the crowded forecourt of the grand cavern, grimy with dust from the road to the human lands. Cludge groggily lifts his head from his chest, waking from a semi-nap. Glad to be home at last, he drops down from his seat and plants his feet gratefully on stone. With a silent prayer to Azwan, he stretches his aching back, nodding to passersby. A few shoot the family odd looks as they hurry by.
What's up with them? Cludge wonders aloud.
Dunno, answers his brother Glaum. P'raps they din't get ale with breakfast.
Pushing through the crowd, Cludge's Aunt Fleat hurriedly approaches the family.
Krakut, she says breathlessly. Oh, Krakut. Something terrible has happened...
Cludge's grey-bearded father, a massive old dwarf with an enourmous pendulous belly, gives a last tug on the hobble secured to one of the dray ponies. What's wrong, Fleat? he says, straightening in alarm. His wife Sautre hurries to his side.
It's terrible, just terrible, Fleat stammers. Its Modr...
Modr? says Krakut. Is he dead? Is he hurt?
Worse, says Fleat. He's left. He's scarpered. Krakut... she hesitates. He's taken it all. Everything. The gold, the silver, the mithril bars that was to be shipped... Oh, it's terrible, brother!
Krakut stands staring. Everything? he says dazedly, staring into the distance.
We're ruined... whispers Sautre.
Cludge and Glaum step forward, bristling. He's WHAT? roars Cludge. I'LL TEAR THE BASTARD'S BEARD FROM HIS FACE AND FEED IT TO HIM!
Modr, hisses Glaum. I always knowed he was wrong in the head.
Whatever will we do? says Sautre. Krakut. Everything we had - gone! Your brother has made us poor.
Modr, says Krakut, staring into space, a look of pure shock on his weather-beaten face.
Cludge looks around at the now-quiet Grand Hall. In every face he sees pity, embarrassment. His anger burns, but it is also tinged now with shame...
I will find him, father, he fumes. My uncle will rue the day he stole from our family....
*blurry dissolve back to the present*
Tracking for current campaign - Sairunadan
A Sojourn in Sairunadan
Paid for in party funds: Transport: Cost Weight
Warhorse, Light 0gp -lb
Saddle, Military 0gp 30lb
Appearance:
Tommy is a skinny, energetic lad who looks younger than his 18 years of age. Bright blue eyes and a ready smile peek out from a tangled shock of auburn curls. His skin is pale, and freckles quickly when exposed to direct sunlight. He has the clean-but-rumpled look of someone whose personal hygiene is maintained by daily prestidigitation. His too-small scholar's outfit is worn and patched in several places, but his gray cloak is well-made and carefully preserved. A sharp observer may catch flashes of silver lining inside the cloak.
Background:
Atomerasu Worthallingham IV was born to the last surviving members of the Worthallingham merchant clan. His energy and intellect were apparent from an early age, and he went through a series of increasingly expensive tutors. When he began to display a talent for magic as well, his parents called in the last of the favors owed to the once-powerful Worthallingham clan and arranged to have him enrolled at the Academy of the Chromatic Order, despite being only 13 years old.
The tuition stretched their finances to the breaking point, though, so with Tommy safely enrolled at the Academy, his parents risked everything in an attempt to restore the family fortunes: They pooled all of their remaining funds and outfitted a caravan to the Empire of Carduth far to the east, and departed not long after Tommy entered the Academy. The caravan never returned.
Tommy graduated from the Academy at 17 years of age. He spent a year working as an assistant librarian, until he managed to scrape together enough money to outfit himself as an adventurer and make his way to the famous Red Dragon Inn of Orussus.
spells prepared
Spells per day: 4/5/3/2
Save DC: 15 + spell lvl
0: Mage Hand, Detect Magic, Prestidigitation, Message
1: Mage Armor, Disguise Self, Grease, Feather Fall, Feather Fall
2: Scorching Ray, Arcane Lock, Web
3: Fly, Fly
Learned at level 5:
3: Fireball, Fly
1: Disguise Self (from a scroll)
money
Starting gold: 120gp
-35 gp Light crossbow
-4 gp 40 crossbow bolts
-2 gp Dagger
-5 gp Spell component pouch
-1 gp Scroll case
-8 gp Black ink
-0.1 gp Inkpen
-2 gp 10 sheets of parchment
-2 gp Backpack
+2 gp from Kermis' generosity
-4 gp for information
+250 gp reward for returning the Arimae necklace
+6g 2s 4c from the sale of the loot related to the Arimae necklace.
-200g spent on materials to scribe Unseen Servant and Enlarge Person.
+75g advance from Arngrim for a horse.
-75g for a horse
-16g 1s 5c for saddle, saddlebags, bit and bridle, 3 days food
+1500g for reward for rescuing Thyrin from his saferoom
+425g reward for bringing Thyrin's notes to Rilithorne. (500g - 75g advance, noted above)
- 1800g purchased spells from Thyrin here
+ 52g from Thyrin for minor tasks and travel costs
+1687.2g from sale of pirate loot
+3000g in gems from the sale of the pirate ship
Given Scroll of ‘Mage’s Horror’ (i.e. Magic Aura) by Keldar
-100 gp to add Disguise Self to spellbook
-2000 gp to craft a Headband of Intellect +2
-1875 gp to craft a Wand of Magic Missiles (CL 5)
+348 gp from crafting Keldar’s items
-500 gp, partial share of two Wands of CLW
+828.33 gp, sale of halfling loot
Background: Assistant to Baland, a minor scholar who was a family friend, Conuld picked up a broad
range of knowledge, and learned to creep about a library, but chafed under the old man's tutelage.
He found himself fascinated by arcane matters, and when a wizard named Althor Drossford consulted the scholar, Conuld leapt at the chance to learn from him. Now, feeling that he wasted his youth, he's eager to gain more knowledge and skill.
Familiar, cat
Code:
Laria, who would prefer to be known as Aramatri Cormaiyn Tiaithar
Tiny magical beast
Hit dice 5d4
HP 13
Initiative: +2
Speed: 30'
Armor Class: 17 (+2 size, +2 Dex, +3 natural), touch 14, flatfooted 15
Base attack / Grapple: +2 / -10
Attack: Claw +6 melee (1d2-4)
Full Attack: 2 claws +6 melee (1d2-4) and bite +1 (1d3-4)
Space/reach: 2.5'/0'
Special Attacks: -
Special Qualities: low light vision, scent
Saves: Fort +2, Refl +4, Will +5
Abilities: Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 7
Intrinsic Skills: Balance +10, Climb +6, Hide +16, Jump +10, Listen +3,
Move Silently +9*, Spot +3 (*1 rank from Conuld)
Familiar Skills: Concentration +6, Decipher Script +0, Knowledges (arcana) +7,
(dungeoneering) +1, (geography) +0, (history) +0, (local) +0, (nature) +7,
(religion) +4, (the planes) +0, Spellcraft +9
Feats: Stealthy, Weapon Finesse
Familiar Abilities: Alertness for master, improved evasion, share spells,
empathic link, deliver touch spells, speak with master
Other details
Son of Gelmund and Leda, peasant farmers outside Orussus. Has at least two younger brothers, now grown.
Conuld and three companions (Tommy Worthallingham, Solange Shepherd, Pendrake Utherman) were hired by Cassus Arimae to retrieve the stolen Arimae necklace. With the assistance of Saithnar, Rathan and Cludge, whom they met near the docks, they did this in short order, but not before tangling with the Blacklily thieves' gang in a seedy tavern, the Ship's Wheel. They killed four, incapacitated two, and captured the second in command, Riffer, a wizard, who led them to the necklace's hiding place. Riffer involuntarily took up the sailing life on a ship headed south. They discovered evidence that their employer's brother had an association with the thieves. Finally, given a letter from 'C', the Blacklilies' female leader, they learned that there were few hard feelings, since Riffer's crew had been a disloyal faction within the gang. But there were warnings not to cross paths with the Blacklilies again.
A Sairundani woman, Shadya, hires Conuld, and several others, including his friend the dwarf Cludge Slatefist, Kurgahz, a half-orc cleric of a bloodthirsty god, and Lasair, a mysterious desert wanderer from the east, as travelling companions and escorts for her return to Sairundan, 3000 miles from Orussus. With some misgivings, Conuld agrees. After many days travel, they encounter an ogre bandit at a bridge. Conuld acts as bait to draw it out, and it is swiftly defeated practically single-handed by Lasair. The following day at the very next bridge, they encounter human bandits. Overpowering them, they discover they are desperate runaway youngsters. Lasair convinces the rest of the party to take four of them as bonded servants to work off their debt of honour. Continuing, the party reaches the town of Antreil and pauses for day.
Character tracking
+2 gp courtesy of Kermis
-2 gp bribe to market stallkeeper
+6 cp winnings at dagger-throwing contest
-1 crossbow bolt, leaving 39
+250 gp reward from Cassus Arimae
+900 XP from completion of W1: Blacklily Violence
+ 88 gp 7 sp 4 cp from sale of loot
-200 gp to transcribe Comprehend Languages, Magic Weapon from scrolls to spell book
-50 gp, -4 XP, -8 CP to scribe new scrolls of Comprehend Languages and Magic Weapon, plus Unseen Servant and Color Spray
-100 gp to copy Magic Missile from Atomerasu Worthallingham's spellbook
+400 gp travelling funds from Shadya's father
-281 gp 7 sp in travelling purchases, including a scroll of Endure Elements
+50 gp from favourable banking exchange
-12.5 gp, -1 XP, -2 CP to scribe scroll of Expeditious Retreat (current total 165 gp 4 sp 8 cp)
Scroll of Expeditious Retreat used
+180 XP, to reach level 2
+5 HP, +1 BAB, +1 Will save, +6 skill points (Concentration +1, Knowledge (arcana) +2, Knowledge (dungeoneering) +1, Knowledge (nature) +1, Spellcraft +1), learned Feather Fall and Grease
+1951 XP, to reach level 3
+5 HP, +1 Fort save, +1 Refl save, +6 skill points (Concentration +1, Knowledge (arcana) +1, Spellcraft +1, Knowledge (nature) +3), +3rd level feat Extend Spell, learned Cat's Grace and Scorching Ray
-100gp to transcribe scroll of Endure Elements into spellbook
-9 gp housekeeping costs, trail rations and horsefeed
Sells horse for 50 gp in part exchange for a 100 gp camel (other half from Shadya's travel fund); purchases more trail rations for 17 gp +1525 XP and +750 time XP
+2900 XP to reach 4th level; learned Darkvision and Glitterdust
+2400 XP to reach 5th level; learned Secret Page and Blacklight
Took 200 gp as a reward for turning over a duped orc to almost certain torture and death. Go us!
Claimed a Third Eye of Concentration as a parting gift in Helatia
+219 gp 8 sp 6 cp from division of travel funds at end of adventure
-100 gp for offstage summoning of a familiar
+67.5 from sale of camel, exotic saddle, saddlebags, waterskin (new total 377.36 gp)
+6000 gp for sale of Third Eye
+169 gp share from sale of potions, after Kurgahz pays for his share of a wand of CLW
-6250 gp, 500 XP, 1250 CP to craft a Blessed Book
+2100 gp from sale of old 42 page spellbook
-500 gp, 40 XP, 100 CP to craft a Cloak of Resistance +1 (1896.36 gp, 10061 XP, 2890 CP)
Purchases and transfers scrolls of Invisibility, Pyrotechnics, Summon Swarm, Web, Dispel Magic, Fly, Haste for 1725 (171.36 gp)
Name: Keldar Warbray
Class: Rogue 2/Fighter 2/Bard 1
Progression: Rog/Ftr 2/Brd/Rog
Race: Human
Size: Medium
Gender: Male
Alignment: Chaotic Good
Deity: none
Str: 14 +2 (06p.) Level: 5 XP: 14231 / 15000
Dex: 19 +4 (10p.)+1 BAB: +3 HP: 30 (6+2d10+2d6)
Con: 10 +0 (02p.) Grapple: +5 Craft Points: 2204
Int: 14 +2 (06p.) Speed: 30' Spell Res: -
Wis: 8 -1 (00p.) Init: +8 Spell Save: +2
Cha: 14 +2 (06p.) ACP: -0 Spell Fail: -
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +2 +0 +4 +0 +0 +0 16
Touch: 14 Flatfooted: 12
Base Mod Misc TotalFort: 3 +0 +3
Ref: 5 +4 +9
Will: 2 -1 +1
Weapon Attack Damage Critical Range
+1 rapier/MW short sword +6/+6 1d6+3/1d6+1
+1 rapier +8 1d6+3 18-20/x2
MW rapier +8 1d6+2 18-20/x2
MW short sword +8 1d6+2 19-20/x2
MW composite longbow (+2) +8 1d8+2 x3 110 ft
Dagger +7 1d4+2 19-20/x2 10 ft
Quarterstaff (2h) +5 1d6+3 x2
Javelin (thrown) +7 1d6+2 x2 30 ft
Whip +7 1d3+2 n-l x2 15 ft
Languages: Common; Giant; Aquan; Celestial
Abilities: Sneak attack +1d6; trapfinding; proficient with simple and
martial weapons and whip; proficient with all armor and shields;
bardic music 1/day (inspire courage +1, countersong, fascinate);
bardic knowledge +3; +1 Dex at 4th level; evasion
Feats: Improved Initiative (1st)
Two Weapon Fighting (human)
Weapon Finesse (Ftr 1)
Point Blank Shot (3rd)
Precise Shot (Ftr 2)
Spells known:Mending; Message; Prestidigitation; Read MagicSpells/day: 2
Skill Points: 74 Max Ranks: 8/4
Skills Ranks Mod Misc Total
Appraise 1 +2 +3
Balance 5 +4 +2 +11 Tumble synergy
Bluff 5 +2 +7
Climb 0 +2 +2
Concentration 0 +0 +0
Diplomacy 3 +2 +2 +7 Bluff synergy
Disable Device 8 +2 +2 +12 (1 cc) MW tools
Disguise 0 +2 (+2) +2 (Bluff synergy)
Escape Artist 1 +4 +5
Forgery 0 +2 +2
Gather Information 1 +2 +2 +5 Knowledge (local) synergy
Heal 0 -1 -1
Hide 3 +4 +7
Intimidate 0 +2 +2 +4 Bluff synergy
Jump 6 +2 +2 +10 Tumble synergy
Knowledge (local) 5 +2 +7
Listen 0 -1 -1
Move Silently 3 +4 +7
Open Lock 3 +4 +2 +9 MW tools
Perform (singing) 3 +2 +5
Ride 0 +4 +4
Search 7 +2 +9 (1 cc)
Sense Motive 0 -1 -1
Sleight of Hand 1 +4 +2 +7 Bluff synergy
Speak Language 1 - -
Spot 6 -1 +5
Survival 0 -1 -1
Swim 0 +2 +2
Tumble 5 +4 +2 +11 Jump synergy
Use Magic Device 5 +2 +7
Use Rope 0 +4 +4
Equipment: Cost (gp) Weight lb
Traveler's outfit - -
Hat of disguise - - commissioned from Tommy for 108 pp
Gloves of dexterity +2 - - commissioned from Tommy for 240 pp
Leather armor - 15
+1 rapier - 02 looted from pirates (resale value 1160 gp)
MW rapier 192 02 purchased for 192 gp from Tarag (resale value 160 gp)
MW short sword - 02 looted from pirates (resale value 155 gp)
8 daggers 16 08
Whip 01 02
Efficient quiver - 02 reward from Thyrin (resale value 900 gp)
MW composite longbow (+2 Str) 400 (03) purchased for 400 gp from Juliana (resale value 300 gp)
32 arrows of 40 02 (06)
20 cold iron arrows 02 (03)
6 javelins 06 (12)
2 quarterstaffs - (08)
Hand of the mage - 02 reward from Thyrin (resale value 450 gp)
MW thieves' tools 100 02
Spell component pouch 5 02
2 wooden holy symbols
Halina 01 -
Grendath 01 -
Wand of CLW (CL 1) - - (50 charges remaining)
Backpack 02 02
Hooded lantern 07 02
1 of 2 pints oil 0.2 01
Flint and steel 01 -
Total Weight: 44 lb Money: 182pp 01gp 09sp 05cp
In poor Tarag's handy haversack:
2x 50' hemp rope 20 lb
Entertainer's outfit 4 lb
Cleric's vestments 6 lb
Chain shirt 25 lb
Lgt Med Hvy Lift PushMax Weight: 058 116 175 350 875
Age: 20
Height: 5'7"
Weight: 130lb
Eyes: Grey
Hair: Dark brown
Skin: White
Appearance: Jaunty, and cheerful to a fault, he is slightly below average height and lithe of build and, though regular of feature, otherwise non-descript.
Background: He refuses to tell anyone. Or he tells obviously fantastical lies... then again, just how is it that he speaks Giant and Aquan?
Level 5: Rogue 2. BAB +1, HP +5, Craft Points +750, Ref save +1, +11 skill points (Balance +3, Disable Device +3, Search +1, Spot +2, UMD +2), evasion
Keeping the lies (?) straight
Keldar has made the following dubious statements:
* his 6-great grandfather was a silver dragon called Corsymryx, from whom he inherited his sorcerous powers, which will manifest any day now
* he had a romantic entanglement with a frost giant woman [Zuzmara], culminating in a fight with a jealous female stone giant [Vandorko], and a daring escape, and the apparent birth to the frost giantess of a half-giant child. There is a song, Phyrah save us.
* he had a difficult childhood, as he was the only one in his community with legs (later revealed to be a Merfolk settlement)
* he drinks salt water, though he is trying to give up
* he is of noble birth, but living incognito, so he can be close to the common people
* he once tamed a basilisk, but lost it, having neglected to keep an eye on it
* he once punched a paladin's mount, for unclear reasons
* he has a remarkable knowledge of fishes
* he organised Merfolk into a gang of highwaymen, eventually outfitting them with wheels so they could move on land more easily
* he was a quadruplet with siblings Kelton, Kelladra and Kelmira
* he might be the author of Barry Lakeward's pseudonymous biography 'Raw Daybreak: the tale of a hero and the high priestesses of Ulura'
* also, of 'Barely Dark War: Barry Lakeward in the Forest of Gloom'
* but he doesn't know anything about Lakeward, except that his novels are "three quires foolscap octavo, blue buckram half-binding, Drunken Halfling Publishing of Orussus, 12 shields or three crowns for any three"
* his grandmother required extremely intricate toothpicks, which can in a pinch be used to open doors and disable devices
Character tracking
+2 gp 2 sp, donated by gratefullovers of the arts
+80 gp advance from Arngrim in adventure Notes on the Aether (total 185 gp 1 sp) Purchased 1 potion CLW, 1 alchemist's fire, cleric robes, 2 holy symbols, hooded lantern, 2 pints oil, flint and steel, 4 days trail rations for 85 gp 2 sp (total 99 gp 9 sp)
Used 2 arrows (18 remaining)
+240 XP
Used alchemist's fire.
Gave CLW potion to Galwynn. Bought new CLW potion, made a donation, bought an entertainer's outfit, then went to the inn, total 58 gp 5 sp (total 39 gp 4 sp)
+1930 XP, to reach level 2 (see Level Archive for levelling details)
-2 gp, +2 cp to build the legend -2 gp to buy 2 javelins
Galwynn drank CLW potion
+2900 XP near end of Notes on the Aether, to reach level 3 (see Level Archive for levelling details)
+420 gp payment from Arngrim +100 XP at conclusion of Notes on the Aether
-400 gp, -30 CP for MW composite longbow from Juliana
+15 gp from sale of shortbow +150 XP final time XP from Notes on the Aether: total 5320 XP Received Hand of the Mage, Efficient Quiver, 150 gp gem and 50 gp from Thyrin: money on hand 272.92 gp
Sells his trusty morningstar (aww) for 4 gp (276.92 gp)
Acquires two quarterstaffs for his efficient quiver
-192 gp, -16 CP for MW rapier from Tarag
Rapture lends him 50 gp; he sells his old thieves' tools, and buys MW replacements, 20 arrows, 20 cold iron arrows, 4 more javelins, and a sack (42.42 gp remaining; 50 gp debt) Buys 14 days trail rations and a whip, 8 gp (34.42 gp remaining; 50 gp debt)
Uses 5 arrows fighting pirates
+2600 XP, to reach level 4: total 7920 (see Level Archive for levelling details) Acquires a MW short sword... and perhaps a +1 rapier?
Gains a share of 5111.6 gp from pirate loot; he withholds 100 gp from Galwynn's share and keeps 50 gp for Rapture, before dividing 3 ways for a personal share of 1737.2 gp (prior to final assignment if he keeps the weapons)
Gains 3000 gp in gems from involuntary sale of pirate ship (total 4721.62 gp) Buys a spell component pouch (5gp) and a scroll (25 gp)
Uses 1 arrow in balcony fight (32).
+6450 XP, to reach 5th level
Party purchase two Wands of CLW, 500 gp share
Tommy crafts Keldar a Hat of Disguise and Gloves of Dexterity +2 for 3248 gp and 139 XP; 993.62 gp and 14231 XP remaining)
+828.33 gp from sale of halfling loot (1821.95 gp)
Keldar sets off on an uneventful 3 day trip to the town of Grenton to retrieve notes written by the mage Thyrin for his colleague Rilithorne, accompanied by the Keldarites: the blind healer Samina, wizard Tommy Worthallingham, and two very different paladins, Galwynn and Rapture. Keldar sings songs to pass the time. Strange smoke is seen rising from south of Grenton: Thyrin's tower is on fire.
At the tower, the party is attacked by two elementals. A friendly and helpful lightning elemental, Cassandra, apprises them of the situation. Tired, the party rest for the night nearby.
In the morning, the party is surprised when Samina refuses to enter the tower. Rapture wrongly accuses Keldar of being the cause, which hurts him greatly. Leaving Galwynn behind to watch the tower, the others set out for Orussus where they hope to find a replacement cleric. They return with Tarag, a dwarven follower of Chennet'.
The group work their way up the tower, defeating elementals and disabling summoning devices on most floors. When Galwynn is severely hurt, Keldar saves his life with a potion. Oh yes. The group retreat to rest for a day in town. Keldar and Rapture have a talk. Returning, the group reach the 5th floor of the tower and, with the aid of a water elemental with which Keldar can communicate, the last fire elemental is destroyed. Keldar saves Galwynn's life again. Thyrin is rescued from his safe room and offers to craft magic items as a reward. The group depart for Orussus with the Notes and deliver them safely to Rilithorne. On returning to Thyrin to pick up their promised magic items, they uncover a tunnel dug toward his tower containing plans and a shovel.
As a favor to their friend, the wizard Thyrin, the Keldarites investigate an attempted robbery, with tower blueprints and a strangely branded shovel the only clue. Luckily, they run into Fimble, a gnome illusionist, whose family is also on the lookout for such a shovel. At the architects' guild, they learn the name of an ethically dubious former member, last heard of in Fallon, who seems to be the man once hired by Thyrin. With Fimble, the Keldarites board a ship for the City of Falls. They are attacked by pirates, but easily defeat them and capture their ship, which Keldar insists be renamed the Warbray.
In Fallon, they begin their investigation, but it is briefly sidetracked when their new ship is sold without permission of the whole party. Rapture and Galwynn depart with the new owner.
Last edited by Trouvere; 6th November 2009 at 11:12 AM..
Reason: back in leather armor for today
Appearance:
Solange is an attractive young woman of simple beauty. Her shoulder length strawberry blond hair and green eyes set her a bit apart, complimenting her freckled skin. She is short, and a bit busty for her otherwise athletic frame, and is dressed in simple clothing.
Background:
Solange Shepherd was raised a shepherd, as was her brother. However, Solange always felt a calling to more. She prayed to Zephos for guidance daily, and tended to the family flock. A traveling priestess of Zephos stopped by one day and spoke with her, and Solange, with the blessing of her family, went off with the Priestess to study more the ways of Zephos.
Having spent 2 years at a temple, she learned to shepherd men and magic as well as animals. She was sure she had found her calling. And as any good shepherd might, once trained she set off to find a new flock, and explore the world around her.
Solange's travel log
W1: Blacklily Violence
Cassus Arimae hired me, along with Cludge (AGFlynn), Conuld (Trouvere), Pendrake (Scott DeWar), Rathan (Rathan), Saithnar (Phoenix8008), and Tommy (covaithe) to investigate the theft of a family heirloom necklace, the Arimae Necklace. At first, Conuld, Pendrake, Tommy and I went to investigate the necklace at the market, to see if we could find a lead on where it went. I met some women discussing seeing odd creatures consorting with men in the ally ways, but that didn’t seem to be quite what we were looking for, though it still seems connected to the blacklilys somehow.
We met the others at the harbor and ended up in a nameless bar. We managed to get some information about the blacklilys, but not before we had to knock two of them down. While we sorted things out, other ‘lilys attacked, and managed to prevail, capturing Riffer, the seeming mastermind of the deal. He lead us back to the necklace, and mentioned Vannon Arimae as an accomplice not a conspirator in the theft.
After we shipped Riffer off on a ship, another ‘lily met us and gave us a note, warning us to stay away and not to out Vannon. My companions decided to warn Cassus anyway, but only to keep an eye on him, and were discreet about it. Cassus gave us a line of credit, and the guards who dealt with the mess at the tavern later seems grateful to be rid of some ‘lilys, and were very forgiving.
I guess things aren’t as simple here as they are out in the fields. I guess men are a much different flock.
Awards: 900 XP, 250 GP, and the right to buy a masterwork crossbow for 78 gp, 7 sp, and 6 cp from the loot pile. Sold my old one.
W2: The Search for Thomas Quinn
Awards: 2040 XP, 1175 XP
1st level 30 charge wand here
3rd level 20 charge wand here
474 gold, 6 silver, 5 copper.
L3 -> Cleric 3[/b] HP: +7(6+1) SP: +4(2+1+1)
Diplomacy +1, Sense Motive +2, KN: The Planes +1
Feat: Natural Aptitude: Sense Motive
Cleric Stuff
Domain Ability:
Repose: The character may use a death touch once per day. The death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per her cleric level. If the total at least equals the creature’s current hit points, it dies.
Travel: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
Spells:
Level 0: Save DC 13
1 Detect Magic
2 Light
3 Guidance
4 Resistance
Level 1: Save DC 14
D Longstrider
1 Bless
2 Cause Fear
3 Summon Monster 1
Level 2: Save DC 15
D Locate Object
1 Sound Burst
2 Summon Monster 2
Last edited by Solange; 15th May 2008 at 01:23 AM..
Appearance: Taelythenihel Nimmilemar is small and slight, even for an elf. Her white hair is parted centrally and falls straight on each side of her thin face. Her eyes are cold. She dresses in undecorated white linen kept spotlessly clean. If not moving, she resembles a statue more than a living being. Outwardly she appears detached and arrogant, as so many gray elves. She has on occasion been seen accompanied by a silent servant, who is dressed from head to toe in heavy winter clothing, gloved, cloaked, with a hood pulled close around his face, of which no glimpse can be seen.
Background: Taelythenihel's parents had their first and only child extremely late in life - her mother was 228, her father an already elderly 312. Neither proved particularly long-lived for elves. As a result she had only a few short years with them before their deaths, scarcely more time than a human could expect. Her pain at being robbed, as she saw it, of the centuries of love she should have experienced led to a brooding obsession with mortality which has ripened into a twisted fear of death. Though she can expect to live for centuries, her end weighs upon her. Her arcane studies naturally were affected, leading to her specializing in necromancy. Perversely she now seeks out danger and potential death head on, perhaps to conquer her fear, or perhaps to embrace it more closely. If ever there were a candidate for future lichdom, Taelythenihel is one, if not for the memories of her parents' early moral teachings that she can never entirely abandon.
In her own words
"It was a year ago, on the anniversary of my mother's death, fifty years before. Her loss and the loss of my father lay heavy on my mind. I was alone and lonely. I bethought myself of the ritual that would call to me a wizard's familiar, to be my companion and friend. I desired an ermine, a weasel as white as snow, or bone. But instead, when I stirred from trance the next morning, no ermine familiar had come. Instead there was Ossa, standing outside the casement of my rooms, her face, such as it is, pressed against the glass. I was frightened, but I soon perceived that she meant me no harm. She has followed me since, as a faithful servant, and does my bidding without complaint."
Ossa
Code:
Ossa, Undead Minion (Human Warrior Skeleton) Medium Undead
Neutral Evil
Str 13 BAB +0 HP 6
Dex 13 Grapple +2 DR 5/bludgeoning
Con - Speed 30'
Int - Init +5
Wis 10 ACP -1
Cha 1
AC 16 (touch 11, flatfooted 15)
Fort +0
Refl +1
Will +2
Dagger +1 1d4+1 19-20/x2
Claw +1 1d4+1 x2
Wooden shield +1 1d3+1 x2
Immune to cold; darkvision 60'; undead traits
Improved Initiative
Equipment: Cost Weight
Cold weather outfit 08gp -
Backpack 02gp 02lb
Dagger 02gp 01lb
Light wooden shield 03 gp 05lb
Total Weight: 08lb (light load 50 lb)
Ossa itself is 5'8" tall and weighs 22 lb (i.e. it was a 170 lb human in life)
Character tracking
+175 XP +50 XP time award +225 XP award for defeat of black bear and medium viper +50 XP time award +50 XP time award +50 XP time award
50 gp from sale of bear meat +400 XP time award, and 30 gp final payment
Taelythenihel, Ciprinus, Ruud and Valdaris are hired to escort a caravan to Ravensdale for a paltry sum. With no better offer in sight, the four agree. At their lunch stop, Taelythenihel and Ossa are attacked by a wild dog, which is defending its young. Carpio the snake eats a puppy, and Ciprinus gets annoyed. Hours later, Ciprinus gets annoyed again when a bear and snake are attacked. The bear is butchered, literally. The remainder of the trip is uneventful. Taelythenihel retires from adventuring and returns to Rivenblight.
Arioro enlaf sheki?
Solaelonna!
Sel tra lamketh avin.
Nuque larilaf nath aith:
Cyadu azedeth,
Ki okash ruaesti.
When will spring flowers and autumn moons end?
I am the bearer of too many memories.
An east wind bends the high trees.
I wish to forget the moonlight on my ancient home.
The crescent of the onyx bridge still stands,
But my people have fallen silent.
Last edited by Trouvere; 2nd September 2008 at 12:07 PM..
Reason: lore
Ciprinus is tall and thin, quick like Carpio his snake animal companion. He is a devote of neutrality, and sees evil and good, as extremes, that shoud be avoided. With repugnance he looks at extremly good or evil persons. His morning star reminds him the dawn, his prefered part of the day. His eyes, green like the leaves of the trees, his hair, brown like their bark.
Background:
Ciprinus grew in the druidic grove from early age, and learned the ways of the druids. Since he finished his druic training, he left the grove, to travel throw the woods and forest of the world, stocking up knowledge of the plants and animals he founds.
__________________ English is NOT my native language!
Mri'Thas: "Useless primates... " Sheng Zim: "Your existence brings the world out of balance. The chaos I bring shall revert it; unfortunately, your soul will be destroyed in the process."
-------------------------------------- Tuk Heavy Hands Apeldan: "Trolls are afraid to cats. Good to know" (Yttermayn's "Saga of the Dragon Cult") Cnosos: "I bet there's plenty of wonderful devices in that ship. Let's scavenge them at once!" (Blackrat's "After Earth") Metliz: Sounds like fun! (Arkandus's "The First") Thok: "Thok eats a lot, Thok big. Thok not good at first impressions." (MnL's "Valley of the Dead")
Appearance: Short cropped, spiky black hair crowns the head of this short young halfling. His face is smooth, and a pert nose and lips that often hold a mischievious grin gives this halfling an impudent look. His body is lithe, what wiry muscle he has well toned. Longish legs for a halfling sit under his body, giving him a just bigger than average height.
Background: Kest was born in Monemvassia, and spent his early years there. Quickly noticed by an elderly half-elf name Jannala, a retired 'professional locksmith', for his quick reflexes and sharp wit, he was trained in shadowy arts by her to help out the old woman in her rheumatic retirement. Being a moderately greedy, self-serving person, she also taught him to worship Taka, though never revealed many secrets, and Kest never realized some of the darker points of his 'Grammy Jammy' and her faith. After she died, peacefully, he set out to increase his own earnings in the world.
Logs
XP log:
XXXX from
Wealth and Craft log:
XXX gp, X sp from
Paid XXX for
Sold XXX for
Crafted XXX for
Other log:
XXXX from
Notes:
XXXX
Advancement
L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
Skill Points: 14 Max Ranks: 8/4 Underlined are Class SkillsSkills Ranks Mod Misc Total
Appraise(INT) 0 +0 +0
Balance(DEX) 0 +0 -6 -6 (ACP)
Bluff(CHA) 0 +0 +0
Climb(STR) 0 +2 -6 -4 (ACP)
Concentration(CON) 7 +2 +9
Craft()(INT) 0 +0 +0
Diplomacy(CHA) 0 +0 +0
Disguise(CHA) 0 +0 +0
Escape Artist(DEX) 0 +0 -6 -6 (ACP)
Forgery(INT) 0 +0 +0
Gather Information(CHA) 0 +0 +0
Heal(WIS) 0 +3 +3
Hide(DEX) 0 +0 -6 -6 (ACP)
Intimadate(CHA) 0 +0 +0
Jump(STR) 0 +2 -6 -4 (ACP)
Knowledge(Religion)(INT) 5 +0 +5 (+2 to Rebuke Undead)
Listen(WIS) 0 +3 +3
Move Silently(DEX) 0 +0 -6 -6 (ACP)
Perform(CHA) 0 +0 +0
Profession(WIS) 0 +3 +3 (Can't use untrained)
Ride(DEX) 1 +0 +1
Search(INT) 0 +0 +0
Sense Motive(WIS) 0 +3 +3
Spellcraft(INT) 3 +0 +3
Spot(WIS) 0 +3 +3
Survival(WIS) 0 +3 +3
Swim(STR) 0 +2 -12 -10 (ACPx2)
Tumble(DEX) 0 +0 -6 -6 (ACP)
Use Rope(DEX) 0 +0 +0
Cleric Spells readied: (5/3+1(Wis)+1(D)/2+1(Wis)+1(D)/1+1(Wis)+1(D)
Save DC= 13+spell lvl)
0- Create Water x5
1- Cause Fear, Endure Elements x3, (D)Grease
2- Bull's Strength, Cure Moderate Wounds x2, (D)Rage
3- Bestow Curse, Cure Serious Wounds, (D)Neutralize PoisonDomains: -Blood: 1/day- Drink blood from a freshly killed creature (takes a full round
action) to convert 1d4 HP/lvl of lethal damage into non-lethal damage.
-Destruction: 1/day- Single melee attack gets +4 to attack roll and a damage
bonus equal to Cleric's level.
Equipment: Cost Weight
Banded Mail value=250/125 GP 35 lb *Got as treasure in 'Sojurn'
Light Crossbow 35 gp 4 lb
30 bolts 3 gp 3 lb
Greatclub 5 gp 8 lb
Spiked Gauntlets 5 gp 1 lb
Silver Holy Symbol 25 gp 1 lb
Signet Ring 5 gp -
Backpack 2 gp 2 lb
5 Sunrods 10 gp 5 lb
Bedroll 1 sp 5 lb
2 Waterskins 2 gp 8 lb
Flint & Steel 1 gp -
2 Belt Pouches 2 gp 1 lb
5 days Trail Rations 25 sp 5 lb
2 Empty Sacks 2 sp 1 lb
Explorer's Outfit 0 gp -
Bell 1 gp -
Chalk (5 pieces) 5 cp -
5 Fishhooks 5 sp -
3 Sewing Needles 15 sp -
Signal Whistle 8 sp -
Helm of Enraged Power* 10,080gp 1lb
Wand of Cure Light Wounds(39/50 charges) 585?gp -
*(Helm gives CL7 command word activated Divine Power effect 1/day)
Total Weight: 80lb Money: 0pp 504gp 27sp 51cp
Lgt Med Hvy Lift PushMax Weight: 58 116 175 350 875
Age: 20
Height: 6' 10"
Weight: 220 naked, 300w/ gear on
Eyes: Red
Hair: Black dreadlocks
Skin: Grey, covered with scars and tattoos
Character Info and Logs
Appearance:
From his first appearance at the Red Dragon Inn...
"The door to the Inn slams open with such force that the dust is knocked from the rafters to float down like a sudden snowfall. Ducking in through the doorway stomps a hugely tall figure in scale mail armor and a horned helm who stands nearly 7 feet high. Surveying the room with his blood red eyes, the half-orc gnashes his large fangs together while swiping some straying dreadlocks of black hair back out of his scarred and tattooed face. His other enormous gray skinned hand holds a former tree log which appears to serve duty as a greatclub now. Though his explorers outfit gives little away, those with keen eyes might spot a silver medallion hanging from his neck depicting a bull's head in a field of red."
Background:
[PUBLIC]His human mother, Susanna, was raped by the massively tall Orc during a raid on her village. Barely alive, she was left for dead by the rampaging horde. Escaping after the carnage to flee with other survivors to a village far away, she soon discovered that she was pregnant. The priest of the new village did his best to help her through the delivery, but the scales balanced instead and her life was lost to bring a life into the world. Having not even drawn his first breath, the boy-child had already killed... Taking the baby half-orc in, the priest Tindall raised and trained him in hopes of creating another follower for his church and god.
When Kurgahz was old enough to read, he was allowed to peruse his mother's journals which she wrote during her pregnant months. They told of her life, and her horror as the leader of the Orc tribe, called "Kal Duka", raped her and left her for dead. His face was a mask of madness with a single eye and one of his large tusks broken off. Tusks like the ones Kurgahz was starting to develop. Trying to learn some of his Orcish heritage, the boy also studied their language. He spent his free time away from Tindall's studies in the woods growing strong and practicing his Orcish. Shouting battlecries at the trees while he bashed them with their own branches, Kurgahz was surprised one day when the cries were echoed back to him.
An Orc yelled at him to stay where he was or die. Another scurried out from hiding in a tree. More came from all around and he was surrounded. Captured and blindfolded, Kurgahz was led to a large encampment of Orcs that seemed to be preparing for battle. He was imprisoned and questioned. He told them about the village and the church, but they told him it didn't matter any more since that village was burning even now. They kept him as a pet. Feeding him and laughing at his poor use of the language.They mocked him and insulted his human half as weak. It wasn't long before he heard tell of their great chieftain, Kal Duka- 'The One' nicknamed for his single eye and lonely tusk. For a month or more they traveled back to the home base of this Orc tribe. North of Orussus at the center of a dry maze of rocky walls, this offshoot of the Staff-Spear Orc tribe came home and told Kurgahz stories about the spoils of war and the spilling of blood in the name of their god Taurusk.
One morning at daybreak, the noise outside his tent exploded with violence! The Orc camp was under attack by a large force of warriors, clerics, and paladins led by Tindall in full plate mail. The priest swung his morningstar and sent his foes flying. Yelling out to him, Kurghaz caught his attention and the priest altered his course to come to his rescue. Unfortunately, Kal Duka also heard his yell and he met Tindall in battle just outside the tent Kurghaz was bound in. Their battle was fearsome with neither man giving ground. The tent around him was slowly torn to pieces in their fury and Kurgahz was slowly able to free himself from his bonds and crawl out to find that the battle had finally ended. Each fighter lay upon the ground in a pool of blood. Tindall was run through with the greatsword of Kal Duka while the Orc chieftain had a morningstar half buried in his neck and shoulder. Both panted for breath that came out in a red mist spraying forth. And each of them instructed him to finish off the other one so that they could save him from the false fatherhood of the other. In but a moment, Kurgahz saw just how alike the two were. They spoke of love for him, but in the end all they asked for was payment in blood and death. So he forsook them both and killed each of them using the shattered stump of the tent pole as a giant club.
Wandering out into the morning mist, he soon became lost in the furrows of razor sharp rock that formed this dry maze of death. He kept winding up again in the center where the dead remains of all the soldiers from both sides lay, staring at him with their unblinking eyes. By sunset of the third day, Kurgahz could swear that their eyes were not only blinking, but that they were following him as he walked. Sometimes he even thought they were smiling in jest at him when he wasn't looking. Madness was setting in and his dry cracking throat would soon split open from thirst. So he drank all that was left to drink- the blood of those fallen on the field of battle. Stepping foot into the maze for the last time- one way, or another- Kurgahz felt strangely secure. He soon saw a strange sight before him- a bull was walking the path before him. Not thinking clearly, he decided to follow it since it could have come in from the outside and therefore would know the way out. The next time he spotted it after losing it around a corner, the bull had golden skin. Later on after another brief moment out of sight, he saw it again but now it walked on two legs with it's golden head and horns shining in the morning sunlight showing the way to the maze exit. It was the last thing he saw before passing out with a thankful prayer to Taurusk upon his lips.
When he awoke, he was being given a drink of water by a man. They were in a caravan headed for Orussus and they had found him along the roadside. In his possession, he found Tindall's signet ring and Kal Duka's armor and horned helm along with some money. He was also still grasping the bloody pole around which was tied a leather cord strung with a silver holy symbol depicting a golden bull's head over a field of blood red. The traveler's told him stories of the great city of Orussus and how anyone could make their fame and fortune there. Kurgahz would have to do just that for he needed to be stronger. Stronger than those who had held him back in the past, and stronger than those who might oppose him in the future...
Money & Item log
Starting money= 200 GP
Scale Mail 50 gp
Horned Helm 5 gp
Light Crossbow 35 gp
30 bolts 3 gp
Greatclub 5 gp
Spiked Gauntlets 5 gp
Silver Holy Symbol 25 gp
Signet Ring 5 gp
Backpack 2 gp
5 Sunrods 10 gp
Bedroll 1 sp
2 Waterskins 2 gp
Flint & Steel 1 gp
2 Belt Pouches 2 gp
5 days Trail Rations 25 sp
2 Empty Sacks 2 sp
Explorer's Outfit 0 gp
Bell 1 gp
Chalk (5 pieces) 5 cp
5 Fishhooks 5 sp
3 Sewing Needles 15 sp
Signal Whistle 8 sp
Paid Keldar 1sp in the RDI for a song.
Acquired Banded Mail during Sojourn to Sairundan and put Scale Mail into treasure for splitting later.
Purchased a horse with traveling money, later traded the horse for a camel, later sold the camel for +50 gp and exotic saddle for +15gp.
Gained a magical Helm of Enraged Power from vault below Shadya's home as payment from her father.
After dividing treasure with party and paying them for their shares of the Cure Light Wand, Kurghaz had 403 gp, 8 sp, and 6 cp
Remaining Money: 0pp 504gp 27sp 51cp
XP Log
180 XP from defeating Ogre 1801 XP for RPing and dealing with kid bandits -----Gained 2nd Level----- (XP= 1,981) 1450 XP for a Lamia and talking with two half-orcs -----Gained 3rd Level----- (XP= 3,431) 750 XP for 5 months of real time XP so far 2,600 XP for ad-hoc RP awards for meeting Shadya's family, the Dervish Rites, the Chase, your individual encounters in the alleys and rooftops, dealing with your prisoners, and the aftermath of the evening. -----Gained 4th Level----- (XP= 6,781) 2,400 XP for 1 year of Time XP at 4th level.
Used 5 DM Credits to add 1,000 XP (3-3-2009) -----Gained 5th Level----- (XP= 10,181)
---------------------- 10,181 Total current XP
Adventure History
Sojurn in Sairundan
(Gained 4,181 XP and some treasure so far)
On Kurgahz's first adventure, he traveled with Shadya yn Hayder, Human, Paragon 1 (Solange);Cludge Slatefist, Dwarf, Fighter 2 (AGFlynn); Lasair Alant, Human, Telepath 4 (Rystil Arden); and Conuld, Human, Transmuter 1 (Trouvere). They were hired to guard Shadya on her journey into the desert but soon met with an Ogre waylaying traveler's going around a broken bridge. After Lasair subdued it with her mental powers, Kurgahz struck the killing blow to put the beast down. Later, passing over another bridge, they were attacked by a ragged mob of bandits who turned out to be on the run from their village to flee an arranged marriage. Unfortunately, they had mistake platinum for silver when the took the bag of 70 coins before leaving to run away. With their pursuers expected to catch up soon, the party healed the unconcious bandits while trying to decide what to do with their former attackers.
Lasair volunteered to stay behind the party and return the mistakenly taken platinum to the pursuers following the kids. They took back the money happily and called off the search so the kids were free to roam now. The debate then started about what punishment the attempted bandits should get for their actions. After much discussion and a slight beating, half of the kids took off for parts unknown while the more honorable four remained to serve Lasair and regain their honor through service. With that decided, the party took a welcome nights rest at the First and Furthest Inn. They all awoke the next day empowered and refreshed (leveled up) and ready to continue their journey.
They continued their journey and finally entered the desert for real. The sands spread out in all directions as they followed the sandpoles that led from place to place in the desert. Coming upon an appearent oasis with a woman inviting them to help themselves, the party soon found it to be an illusion. The woman was a half lion monster that charmed Cludge and attacked the party. Kurgahz had fallen in a pit where the water was supposed to be. Conuld Enlarged him so that he could climb out of the pit. Eventually, they defeated the monster despite Cludge's attempts to stop them. They found some treasure in the pit hidden behind a rock. Before they were able to leave though, a sandstorm came up and they hid in the pit for shelter. In the middle of the storm, 3 half-orcs stumbled into the pit out of the storm. The last one saw the group and attacked immediately. Cludge nearly cut him in half and Kurgahz finished him off, knocking him into unconcsiousness. One of the other half-orcs healed him just enough to keep him from dying. The others didn't attack, they talked with the party and we found out that they were scouts for a mixed tribe of Orcs, Half-Orcs, and Humans. We told them what we knew of the surroundings to help them on their way. As soon as the sandstorm was over, the party left the pit and continued to follow the sandpoles on their journey. A boring month later, they finally reached the city they were bound for. Shadya was home at last...
Meeting her family, the party attended a coming of age celebration in the center of town. The celebration was sabotaged though when several of those participating were poisoned, including Shadya's brother. The party charged after the perpatrators and battled through the mobs incited by the violence. Unable to catch the true villains without hurting the citizens who were after orcish blood (like Kurghaz's), the group sadly had to leave the city unable to help find a cure for the poison afflicting Shadya's family and the others. They were each given a magical item for their efforts from the vault of Shadya's family. Kurghaz claimed a Helm of Enraged Power which was obviously of Orcish make and which paid great tribute to Taurusk with its large bull horns and gold decoration. After that, the group made their way slowly back to Orrusus
Skill Points: 8 Max Ranks: 4/2 Underlined are Class SkillsSkills Ranks Mod Misc Total
Appraise(INT) 0 +0 +0
Balance(DEX) 0 +0 -4 -4
Bluff(CHA) 0 +0 +0
Climb(STR) 0 +2 -4 -2
Concentration(INT) 4 +2 +6
Craft()(INT) 0 +0 +0
Diplomacy(CHA) 0 +0 +0
Disguise(CHA) 0 +0 +0
Escape Artist(DEX) 0 +0 -4 -4
Forgery(INT) 0 +0 +0
Gather Information(CHA) 0 +0 +0
Heal(WIS) 0 +3 +3
Hide(DEX) 0 +0 -4 -4
Intimadate(CHA) 0 +0 +0
Jump(STR) 0 +2 -4 -2
Knowledge(Religion)(INT) 4 +0 +4
Listen(WIS) 0 +3 +3
Move Silently(DEX) 0 +0 -4 -4
Perform(CHA) 0 +0 +0
Profession(WIS) 0 +3 +3(No ranks, can't use)
Ride(DEX) 0 +0 +0
Search(INT) 0 +0 +0
Sense Motive(WIS) 0 +3 +3
Spellcraft(INT) 0 +0 +0
Spot(WIS) 0 +3 +3
Survival(WIS) 0 +3 +3
Swim(STR) 0 +2 -8 -6
Use Rope(DEX) 0 +0 +0
Cleric Spells readied: (3/1+1(Wis)+1(D) save DC= 13 + spell level)
0- Detect Magic, Mending, Read Magic
1- Cause Fear, Cure Light Wounds, (D)Grease
Domains: -Blood: 1/day- Drink blood from a freshly killed creature (takes a full round
action) to convert 1d4 HP/lvl of lethal damage into non-lethal damage.
-Destruction: 1/day- Single melee attack gets +4 to attack roll and a damage
bonus equal to Cleric's level.
Equipment: Cost Weight
Scale Mail 50 gp 30 lb
Horned Helm 5 gp 1 lb
Light Crossbow 35 gp 4 lb
30 bolts 3 gp 3 lb
Greatclub 5 gp 8 lb
Spiked Gauntlets 5 gp 1 lb
Silver Holy Symbol 25 gp 1 lb
Signet Ring 5 gp -
Backpack 2 gp 2 lb
5 Sunrods 10 gp 5 lb
Bedroll 1 sp 5 lb
2 Waterskins 2 gp 8 lb
Flint & Steel 1 gp -
2 Belt Pouches 2 gp 1 lb
5 days Trail Rations 25 sp 5 lb
2 Empty Sacks 2 sp 1 lb
Explorer's Outfit 0 gp -
Bell 1 gp -
Chalk (5 pieces) 5 cp -
5 Fishhooks 5 sp -
3 Sewing Needles 15 sp -
Signal Whistle 8 sp -
Total Weight: 75 lb Money: 0pp 36gp 19sp 45cp
*Paid Keldar 1sp in the RDI for a song.
Lgt Med Hvy Lift PushMax Weight: 58 116 175 350 875
Age: 20
Height: 6' 10"
Weight: 295
Eyes: Red
Hair: Black dreadlocks
Skin: Grey, covered with scars and tattoos
Level 2
Changes: +8 HP (+6 CLR, +2 CON), +1 BAB, +1 Fort sv, +1 Will sv, +2 skill points (+1 Concentration, +1 Spellcraft),
+1 increase in Smite and Turning damage (due to level), +300 Craft Points, 1 additional level-0 and level-1 spell per day.
Level 3
Changes: +8 HP (+6 CLR, +2 CON), +1 BAB, +1 Ref sv, +2 skill points (+1 Concentration, +1 Knowledge: Religion), +1 increase in Smite and Turning damage (due to level), +450 Craft Points, 2 new level-2 spells (+1 from WIS) and a level-2 Domain spell per day, Craft Wondrous Item feat (With added 1,500 Craft Points).
Level 4
Changes: +1 BAB, +1 Fort sv, +1 Will sv, +1 Wis score (=17 now), +8 HP (+6 CLR, +2 CON), +2 skill points(+1 Ride, +1 Spellcraft), +1 increase in Smite and Turning damage (due to level), +600 Craft Points, +1 each of 0/1st/2nd level Cleric spells per day.
Level 5
Changes: +8 HP (+6 CLR, +2 CON), +2 Skill Points (+1 Concentration, +1 Spellcraft), +1 increase to Smite and Turning damage (due to level), +750 Craft Points, +2 3rd level spells (1 base + 1 for 17 WIS) +1 3rd level Domain spell
Last edited by Phoenix8008; 20th July 2009 at 06:44 PM..
Reason: Level 5 - Approved!
Appearance: Rapture was once said to be one of the most beautiful women in Rheim(Riem?), and age has done nothing to change this. A statuesque beauty, the long haired brunette carries herself with confidence and grace, and her brown eyes show a fierce resolve. Her hair is usually tied back and possibly up while she travels, oft dangling behind the sword and shield strapped to her back. Her chain shirt hugs her curvy figure well as to not get tangled in something. Her body is well toned and smooth, with ample curves likely to catch many a man’s eye, and a soft smile to warm their heart.
Background: Rapture doesn’t really remember much about her early childhood. As long as she knew, she had been a slave in the city of Rheim(Riem?). One of the most beautiful girls in the city in fact, and owned by a seedy man she knew only as Master, she was lent out to anyone with money for companionship.
As an investment, her Master had her trained in the arts of conversation and as well as schooled her about who was who in the world of nobility in the area. She was also trained by priestesses of Amphousa to stir lust in the hearts of others. As she developed into a lovely young woman, she found herself more and more in the company of nobles, commanding a fair price for an escort to a dance or other public event.
One of the elder nobles, Lord Troy Menelaus, found the young woman enchanting. Being a widow, and a man of great wealth, he sought to purchase Rapture from her master. Rapture, having no say in the matter, was soon sold to Lord Troy, from some amount she would never know. Lord Troy wished to make her his wife, but Rapture refused, for while she felt she had no place, she did not love him, and she desired to find her love, as ever a dream that may have been. Lord Troy instead offered Rapture her freedom once he passed naturally, so she would be free to find her true love. Rapture, a young woman of 17, agreed, and the papers were drawn up.
To put her past behind her, Rapture took the name of Helen, to try to seem more respectable to Nobility. She was reluctant and worried, but Lord Troy was nothing but a gentleman to her. She found herself wondering if he would pass soon after their marriage, and was torn since he had been so nice to her.
Their wedding day came, and she was a beautiful bride, stunning to everyone, even her husband to be. She managed to keep her nerves and follow the ceremony. The festivities were grand, and soon she retired up to prepare for her wedding night. When she entered Lord Troy’s room, it was dark, and she slipped on something wet on the floor. As she reached to gather herself up, she felt and grabbed a dagger lying on the floor. She looked on in horror as it dawned on her that she slipped in a pool of blood. She looked around, seeing blood dripping from the bed and gasped in horror. “Your Master looks forward to having your services again soon,” said a familiar voice Nail, of one of her Master’s enforcers. He laughed and dropped out of site through the window, as she reeled from the events.
Knowing she had to leave, she ran to her room and cleaned up as best she could. She grabbed some clothes, a few other items, and some coin, and left though a back door while the festivities continued, but it was shortly after she left that she heard screams from the manor, and she knew she had little time. She fled Rheim(Riem?) quickly, using what little she had to bribe the guards, and stumbled onto a freefolk caravan after having run almost all night. The caravan took her in, and sheltered her, no questions asked.
She hid her wedding signet ring in her belongings and went back to her former slave name or Rapture, and tried to begin a new life with the freefolk. Unused to being free, she found making herself a part of the freefolk awkward at first, till she was taken in by Mother Dendra. Mother Dendra calmed Rapture, and helped build up the former slave into a self reliant and self-confident young woman. The freefolk taught her the ways of Mongrel and of the freefolk, and her social skills came in handy for the caravan when negotiating in town.
Rapture still felt she was missing something. She was blossoming into a strong woman and warrior, but she felt she needed to seek her true love, like Lord Troy had said she could on his passing. She stayed behind in Earling at a temple of Valessa, where she prayed for guidance in finding her true love. The priestesses embraced her desire, and brought her closer to the love goddess. She felt that she belonged, not as a priest, but as a warrior, a paladin of freedom and love. For the first time, she felt truly redeemed of her former life as a slave, and vowed to spread love, freedom, and peace in the name of Ulura. She also vowed to some day expose her former Master for the murder of her husband, whom she had come to terms with the fact that she had indeed loved him; even if not in a way a man deserves a wife to love him.
Rapture departed the temple, and arrived at Orussus in order to fulfill her vows.
Level 0: Save DC 13
1 Detect Magic
2 Light
3 Guidance
4 Resistance Level 1: Save DC 14
D Longstrider
1 Bless
2 Cause Fear
3 Summon Monster 1 Level 2: Save DC 15
D Locate Object 1 Sound Burst
2 Summon Monster 2
1
Level 0: Save DC 14
S Message
1 Detect Magic
2 Detect Magic
3 Light
4 Prestidigitation Level 1: Save DC 15 S Feather Fall
1 Comprehend Languages 2 Color Spray 3 Magic Missile Level 2: Save DC 16 S Hypnotic Pattern 1 Scorching Ray 2 Extended Mage Armor
Appearance: Shadya yn Hayder is a small developing young woman. Her blue eyes have the exotic mark of being from Sairundan, and her black hair is not quite yet to her shoulders. She is very slight, but shows signs of a young woman still developing, with slightly disproportional legs and a face that is almost done loosing its baby fat. She generally wears flowing off-white robes for protection from the harsh desert sun.
Background: Hayder ai Hurakan is not Patriarch Sabil's next in line, but he is close, and being of power, he was proud and relieved when his wife Hiba yn Adil gave birth to a healthy baby boy they named Rais. It was almost three years later than Hiba gave birth to a lovely daughter they named Shadya. Hayder was blessed with two more children, Rafiq and Amin, though Hiba died in child birth to Amin. Hayder was a hero of the Great Orc War and a Dervish of some renown. He had become an advisor to Sabil after the war, and was generally well respected in the Hurakan tribe.
Shadya grew up adoring her father and the Dervishes, and as a free spirit learned to dance and sing to entertain, much to the delight of many of the tribe’s leaders. Hayder, proud of his daughter, taught her in the early ways of the Dervishes to encourage her and gave her free reign to study in the courts. But Rias was the eldest son, a strong young lad, fierce warrior at heart, and occasional mentor and protector to his younger sister.
With Patriarch Sabil's missing daughter, Hayder became a little more concerned for the freedom of his daughter, who remained mostly oblivious to the reality of happenings in the tribe. Shadya was of age to marry, and her elder brother had the makings of a true warrior and leader as well, but he had ventured in the world to become a Dervish himsef, and daughters were also useful as offerings to make peace. Her younger brother Rafiq was a good man, but had taken a more spiritual path, and would not be seen fit as an heir if he even accepted the task. Amin was still too young to be a consideration.
Worried that Shadya might be in danger for her proximity to being an heir, particularly with what happened to Patriarch Sabil’s daughter, Hayder suggested she begin wandering the world in the tradition of the great Dervishes, and return when she was ready to attempt the trials. He hoped that Rais would return before Shadya from his wanderings.
Shadya had heard little of the world beyond the sands, but the freedom and chance to explore the world was intriguing to the young woman, and at her father’s insistence, she joined a caravan leading out of the sands of the Sairundan.
Shadya explored the lands and the people for almost 2 years, but having nothing in the way of adventures, and generally feeling like she missed something. Then she heard about the Red Dragon Inn in Orussus, so she headed on over there to seek some adventure.
Shadya's travel log
A Sojourn in Sairundan
I recieved a letter from father asking me to return for my brother's dervish trials.
1st leg:
46 GP Travel Expenses
1st stop:
5.6 gp expenses, resting and Leveling.
45 PP gained from selling the bag.
235.45 gold gained from selling the swords and other treasure.
41.65 gp for the refill
2nd Leg:
9.5 gp travel expenses
3rd leg: The desert
.8 gp travel expenses.
Level 0: Save DC 13
1 Detect Magic
2 Light
3 Guidance
4 Resistance Level 1: Save DC 14
D Longstrider
1 Bless
2 Cause Fear
3 Summon Monster 1 Level 2: Save DC 15
D Locate Object 1 Sound Burst
2 Summon Monster 2
1
Level 0: Save DC 14
S Message
1 Detect Magic
2 Detect Magic
3 Light
4 Prestidigitation Level 1: Save DC 15 S Feather Fall
1 Comprehend Languages 2 Color Spray 3 Magic Missile Level 2: Save DC 16 S Hypnotic Pattern 1 Scorching Ray 2 Extended Mage Armor
Appearance: Auric is a heavily built young man. He has pitch plack hair that seems to absorb light, and has a scar across his otherwise tanned face. He wears a shining suit of scale mail, with a strange crystal that emits a silver glow perched on the left shoulder. He carries a greatsword in a sheath on his right hip, a shortbow on his back, and three daggers at his left hip.
Background: Auric will not discuss his youth. All he will say is that his parents were once adventurers and spend his childhood on the run from old enemies. He stopped travelling with his parents when he was around 15 and his psionic abilities were first manifesting. Since then he has lived in or near Orussus, studying with an older psychic, an arangement made by his parents. They parted ways a few days ago after Auric decided he knew enough to travel on his own. He has come to the Red Dragon Inn for work and the apparent safety of the place, at least compared to the old days.
Psicrystal
Spoiler:
Code:
Diminutive Construct
HP: 7
Initiative: +2
Speed: 30 ft, climb 20 ft
AC: 16, touch 16, flatfooted 14
Base Attack: +0
Space/Reach: 1 ft/0 ft
Special Qualities: Alertness, Improved Evasion, personality (nimble),
selfpropulsion, share powers, sighted, telepathic link
Saves: Fort +4, Ref +1, Will +2
Abilities: Str 1, Dex 15, Con -, Int 6, Wis 10, Cha 10
Feats: Alertness
Abilities
Spoiler:
Alertness (Ex): The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.
Improved Evasion (Ex): If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Personality (Ex): Every psicrystal has a personality. See Psicrystal Personality, below.
Self-Propulsion (Su): As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
Share Powers (Su): At the owner’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires.
Additionally, the owner can manifest a power with a target of “You” on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).
Sighted (Ex): Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.
Telepathic Link (Su): The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room.
Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.
Last edited by EternalSword; 24th June 2007 at 12:54 AM..
Reason: corrections
Appearance:
A petite frame, Sammy is a fragile-looking, tiny girl who dresses often in her white cleric's clothing, highlighting her reddish hair and coppery skin. To inform others of her blindness, she wears a thick white cloth on her eyes.
Background:
Having been overprotected by her parents for her whole life as their only child, Sammy came to deeply love her parents. As a child, the three lived in an old tower in the middle of a large forest, which allowed Sammy to play with the denizens of the forest, hone her senses and come into contact with an old hermit, who showed her the ways of divine magic.
At home, Sammy showed what she had learned and while her mother was complimenting her, her father left for a while. When he returned, he promised to teach his daughter magic properly. Sammy never met the hermit again. When Sammy finally turned 17 and wrapped up most of her studies under the guiding influence of her father, she gave her parents a promise that she'd make the world a better place for everyone and that she'd return when she was done. After much crying and hugging, her parents let her go and told them that she could return always to them.
And so she left for Orussus.
Fun facts!
Both parents used to be extremely Evil (evil enough to warrant the capital e), but that ended when they met each other and stopped caring about world dominations. Father's a Cleric, mother's a Wizard, hence Sammy's father was the one to teach her about divine magic. The parents also thought that she'd appreciate learning healing magic as she loved nursing small animals, so she was to learn divine magic rather than arcane magic.
Rides a light horse she calls Bubbles. Bubbles is a perfectly normal, dark brown mare who loves carrots and Sammy, who gives her carrots.
Last edited by Solnath; 17th June 2007 at 10:07 PM..
Reason: Feedback, yay!
Appearance: Ruud is an average sized gnome with black hair and goatee. He is dressed normally in outlandish gear in reds, yellows and blues that should never go together. He has two scrolls tucked into his belt and a dagger and light crossbow that appear to be little used. His nose is actually small for a gnome, something he worries about.
Background: Ruud was born to a brewer's family in the great city of Orussus. He loved the spells of the magicians and took on an apprenticeship to a dwarven abjurer, a dour woman by the name of Gilda. Gilda was an adequate teacher, but entirely too serious for Ruud's tastes. Despite Gilda's wishes and training, Ruud took to illusion magic. He started performing on the side minor illusion shows for children. This went great until Gilda happened to oversee one of these shows where the obvious antagonist was a hideous female dwarf wizard. Thus ended his apprenticeship and thus Ruud needed a new way to support himself. He then found himself heading to the Red Dragon Inn to see what could be found.
Name: Elthic Bazelmak
Class: Rogue (1)/Fighter (1)
Race: Dwarf
Size: Medium-Size
Gender: Male
Alignment: Neutral Good
Deity: Loosely follows Sela and Gundar
Str: 14 +2 (6p.) Level: 2 XP: 1,500/3,000
Dex: 14 +2 (6p.) BAB: +1 HP: 19 (1d6; 1d10+6)
Con: 16 +3 (6p.) Grapple: +3 Dmg Red: None
Int: 13 +1 (5p.) Speed: 20' Spell Res: None
Wis: 13 +1 (5p.) Init: +2 Spell Save: as Dwarf
Cha: 8 -1 (2p.) ACP: -1 Spell Fail: None
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +1 +2 +0 +0 +0 17
Touch: 12 Flatfooted: 14
Special: +4 Dodge bonus to AC versus Giants.
Base Mod Misc TotalFort: 2 +3 +5
Ref: 2 +2 +4
Will: 0 +1 +1
Special: 2 Save vs. Poison, Spells, and Spell-like effects
Weapon (Attack; Damage; Critical; Range)
MW Dwarven War Axe (2 hands): +3, 1d10+3, 20/x3
When using 2 hands, -1 AC from not using Buckler)
MW Dwarven Axe, 1 hand: +4, 1d10+2, 20/x3
Light Crossbow, ranged: +3, 1d8, 19-20/x2, Range 80 ft.
Dagger, melee: +3, 1d4+2, 19-20/x2
Dagger, ranged: +3, 1d4+2, 19-20/x2, Range 10 ft.
Notes: -1 damage for the Silver Dagger. Also has a cold iron dagger
+1 racial attack bonus vs. orcs and goblinoids
Languages: Common, Dwarven, Goblin.
Abilities:
60 ft. Darkvision
Stonecunning
Weapon Familiarity
Stability (+4)
+2 Save vs. Poison, Spells, and Spell-like effects
+1 racial attack bonus vs. orcs and goblinoids
+4 Dodge AC bonus vs. Giants
+2 Appraise and Craft checks on stone or metal items.
Sneak Attack +1d6
Trapfinding
Proficient in All Armours and Martial Weapons
Feats: Combat Expertise, Improved Feint
Skill Points: 36 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Balance 2 +2 -1 +3
Bluff 4 -1 +3
Climb 3 +2 -1 +4
Disable Device 4 +1 +5
Hide 3 +2 -1 +4
Listen 4 +1 +5
Move Silently 3 +2 -1 +4
Open Lock 4 +2 +6
Search 4 +1 +5
Spot 4 +1 +5
Tumble 4 +2 -1 +5
Special: +2 Bonus to Disable Device & Open Lock from Thief Tools Not added.
+2 Bonus on Appraise checks made for Stone & Metal goods not added.
Equipment: Cost Weight
Masterwork Chain Shirt 250 gp 25 lbs.
Masterwork Buckler 165 GP 5 lbs
Light Crossbow 35 Gp 4 lb
20 Bolts 2 GP 2 lb
Silver Dagger 22 GP 1 lb
Cold Iron Dagger 4 GP 1 lb
Backpack 2 GP 2 lb
4 days' rations 2 GP 4 lb
Waterskin 1 gp 4 lb
2 Clay Mugs 4 cp 2 lb
Signal Whistle 8 sp -
Masterwork Thief Tools 100 GP 2 lb
2 Potions of Cure Light Wounds
Potion of Shield of Faith (+2 AC)
Masterwork Dwarven War Axe 8 lbs.
Total Weight: 58 lb Money: 98 gp 1 sp 6 cp
Lgt Med Hvy Lift PushMax Weight: 0-58 59-116 117-175 350 875
Age: 46 years old
Height: 4'1"
Weight: 150 lbs
Eyes: Black
Hair: Black
Skin: Weathered and Tanned
Appearance: Fairly thin and lithe for a dwarf, Elthic's body is covered in minor scars and slices. He dresses fairly casually, in conservative colours, except for a red and black "Bandana" that he wears about his neck. Quite often, he wears this scarf around either his face, or tied in his black hair. He keeps his beard cut short, no longer than an inch in any area, except for a single braid in front of each ear, that is maybe eight inches long. Elthic's nose has been broken at least twice, and it shows.
Background: Elthic has long served as a scout for the dwarven lords. In fact, his family has served the dwarven lords for as long as Elthic can remember... until two years ago.
Elthic's uncle, a malicious conjurer named Kazeras, attempted to murder a dwarven thane and replace him on the throne. While it was Elthic's father (Dorlias) who revealed the plot, the damage was already done, and the entire Bazelmak clan was disgraced. While much of the clan has been working on rebuilding their standing among the dwarves, Elthic (who had seen his uncle as a good man, up until his uncle rapidly fled the dwarven lands) no longer felt at peace among the dwarven people, and left.
Now, as a trapsmith and scout, Elthic hopes to do... something... to regain a little bit of the honour he lost two years ago.
known family members
Kazeras: Elthic's Uncle, who made a bid for the throne. He was betrayed by his brother (Elthic's Father), Dorlias. He is responsible for the fall of the Bazelmak clan. Kazeras has fled the dwarven lands, and his current location is now unknown. Torina: One of Elthic's cousins. A middle-aged dwarven woman who believed family code was more important than decency. She aided Kazeras in his bid for throne, supporting him with stolen family moneys. She took the punishment for Kazeras' crimes, and was hung - a dishonour even among dwarven criminals. Dorlias: Elthic's father. He heads the Bazelmak clan, after fighting his brother during the coup. He is completely bald and beardless, denying his personal honour in an attempt to salvage the once-high Bazelmak position.
Rewards/Purchases
4 potions of cure light wounds, gained as an early payment in The Darque Demesne. Two have been spent so far. 750 GP as a "reward" for failure to give funds to the "rightful" owner of the Darque Demesne. 198 GP spent, 16 Craft Points to purchase a masterwork Dwarven War Axe from Tarag's Forge
Sold Studded Leather, crowbar and Spear for a total of 11 gp (less than half)
Purchased Masterwork Chain Shirt (250 GP)
Purchased a Potion of Shield of Faith (50 GP)
Purchased Masterwork Buckler (165 GP)
Craft Points
Craft Points: 434 16 CP spent helping Tarag make Elthic's War Axe.
Progression
Elthic at Level 1
Dwarven Rogue 1
S 14 D 14 C 16 I 13 W 13 Ch 8
HP: 9
Feat: Combat Expertise
Skills: Balance (2 ranks), Bluff (4 ranks), Disable Device (4 ranks), Hide (3 ranks), Listen (4 ranks), Move Silently (3 ranks), Open Lock (4 ranks), Search (4 ranks), Spot (4 ranks), Tumble (4 ranks).
Gained One Level of Fighter.
* +10 hit points (+7 base, +3 from con)
* +2 Fortitude
* +1 Base Attack Bonus
* Skill Points: 3 ranks of Climb
* Bonus Fighter Feat: Improved Feint
* Gained Fighter Class Abilities (Proficiencies)
The Darque Demesne
The Darque Demesne: Elthic, along with his companions Xir (a Xeph Soulknife), Eleria (an elven bard), and Abdul (a gray elf wizard), is hired to find the key to a wizard's house. While Elthic doesn't trust his employer, he agrees to the job, and proceeds with his party to break into the house and find the key, so his employer can gain the title to a house he "rightfully owns"...
of course, the house had other ideas.
After making their way through many of the house's more difficult inhabitants, Elthic and his companions learned that the familiar of the house, a pseudodragon, wanted to stake his claim on the house. He offered Elthic's group money to turn against their employer. Seeing the pseudodragon as more honourable than Lucias Darque, Elthic agreed... though Xir, Elthic's companion, saw it otherwise.
Not wanting to deal with a divided party, the dragon saw no reason to continue arguing, and battled the reluctant party. Abdul had already been incapacitated by a magical effect earlier. Eleria was knocked asleep by the dragon's poisonous sting, and Xir was nearly killed by a giant ape the dragon soon summoned. Elthic made a brave attempt at a last stand, but was quickly knocked down by the ape's massive arms. However, the dragon chose to spare the lives of Elthic and his companions.
Failing to complete Darque's mission, the companions would have walked away empty-handed, were it not for some gifts from the dragon that had just soundly defeated them. Elthic took his earnings, thanked the "house" (and the new draconic tenant), and made his way back to the Red Dragon Inn...
Gained 150 XP from slaying two giant centipedes and a giant spider. Gained 100 XP from taking a very long time slaying three skeletons.
Spear was destoyed in that lovely little fight with the skeletons. So, Elthic had to buy a new one (2 GP spent) Gained 100 XP from "Disarming" a stairwell trap. Gained 150 XP from killing some rats. Gained 150 XP for killing a shocker lizard. Gained 150 XP for killing an animated rug. Seriously. An Animated RUG. Gained 100 XP For opening, er, surviving a trapped chest. Gained 100 XP in the final fight... after the whole group was knocked to the negatives. On the plus side, Elthic was the last one standing! Gained 500 Time XP for 10 months of gaming.
__________________ Current Campaign:The Shattered Isles Homebrew - Hammer (Minotaur Fighter 8), Kirra (Drow Rogue 8), Shedin (Dragonborn Paladin 8), Zahar (Half-Eladrin/Half Drow Bard 8), and Seahorse (Halfling Rogue 8). Currently the group is in the Feywild, trying to discover who is poisoning the drow.
Name: Tarag son of Azagindulad of the Clan Durvinn
Class: Cleric 5
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Lawful Good
Deity: Chennet’
Str: 12 +1 (4p) Level: 5 XP: 13158
Dex: 10 +0 (2p) BAB: +3 HP: 42 (8+(4x6)+(5x2))
Con: 14 +2 (4p) Grapple:+4 Dmg Red: nil
Int: 14 +2 (6p) Speed: 20' Spell Res: nil
Wis: 16 +3*(8p) Init: +0 Spell Save: 13 + spell level
Cha: 12 +1 (6p) ACP: -7 Arcane SF: n/a
*Includes 4th level attribute bump.
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +8 +2 +0 +0 +0 +0 20
Touch: 10 Flatfooted: 20
Saves: Base Mod Misc Total
Fort: +4 +2 +1* +7
Ref: +1 +0 +1* +2
Will: +4 +3 +1* +8
* From Cloak of Resistance +1
Weapon Attack Damage Critical
Morningstar, MW +5 1d8+1 x2
Crossbow, light +3 1d8 19-20/x2
Languages: Common
Dwarven
Giant
Ignan
Orc
Racial Traits: +2 Con, -2 Cha
Base land speed 20 feet - unaffected by encumbrance
Darkvision 60 feet
Stonecunning
Weapon familiarity - treat dwarven waraxe & dwarven urgrosh as martial weapons
Stability - +4 vs bull rush & trip when on the ground
+2 racial bonus vs poison
+2 racial bonus vs spells & spell-like effects
+1 racial bonus on attacks vs orcs (incl. half-orcs) & goblinoids
+4 dodge bonus to AC vs giant types
+2 racial bonus on Appraise checks related to stone or metal items
+2 racial bonus to Craft checks related to stone or metal
Favored class: Fighter
Class Abilities:Proficient with simple weapons
Proficient with all types of armor
Proficient with shields (except tower shields)
Aura of LG
Casts divine spells
Spontaneous casting of Cure spells
Domains: Artifice, Fire
Turn undead & water elementals, rebuke fire elementals
(4/day, 1d20+1 turn check, 2d6+6 turn damage)
Feats: Scribe Scroll (level 1); Craft Wondrous Item (level 3)
Skill Points: 32 Max Ranks: 8/4
Skills Attrib Ranks Mod Misc Total
Concentration CON +6 +2 +0 +8
Craft (Armorsmith) INT +8 +2 +4* +14
Craft (Weaponsmith) INT +8 +2 +4* +14
Knowledge(Arcana) INT +5 +2 +0 +7
Speak Language(Ignan) 2 skill points spent to acquire this language
Spellcraft INT +3 +2 +2** +7
*Includes +4 bonus from Artifice granted power. When working with stone or
metal, add a further +2 racial bonus for a total bonus of +15.
**Includes +2 synergy bonus from 5+ ranks in Knowledge(Arcana).
Equipment: Cost Weight
Artisan's tools** 5.00gp -lb
Backpack 2.00gp 2lb
Bedroll** 0.10gp -lb
Bolts (10) 1.00gp 1lb
Cloak of Resistance +1 - 1lb
Crossbow, light* 11.67gp 4lb
Flint & steel 1.00gp -
Full plate, MW* 550.00gp 50lb
Gems 4687.20gp -
Handy Haversack - 5lb
Holy symbol, wooden 1.00gp -
Morningstar, MW* 102.67gp 6lb
Rations, trail (per day) (x2)** 1.00gp -lb
Scroll, Animate Rope (CL 1)**
Scroll, Bless (CL 1)**
Scroll, Bull’s Strength (CL 3)**
Scroll, Cure Light Wounds (CL 1) (x2)**
Scroll, Magic Weapon (CL 1)**
Scroll, Zone of Truth (CL 3)**
Shield, heavy wooden* 2.33gp 10lb
Spell component pouch 5.00gp 2lb
======== ====
gp 81lb
* He crafted these items himself.
** Stored in the Handy Haversack.
Money: 50pp 3gp 3sp 2cp (0 lb)
Total Weight: 81 lb (medium load)
Light Med Heavy Lift Push
Max Weight: 0-43 44-86 87-130 130 650
Spells per day: 5/4+1/3+1/2+1
Spells known:
Orisons: all
Level 1: all
Level 2: all
Level 3: all
Spells typically prepared:
Orisons: Create WaterDetect MagicGuidanceLightResistance
Level 1: BaneBlessBurning hands (Fire domain)
Divine FavorShield of Faith
Level 2: Bull’s StrengthProduce Flame (Fire domain)
Restoration, LesserSpiritual Weapon
Level 3: PrayerSearing LightStone Shape (Artifice domain)
Domains: Artifice, Fire
Age: 69
Height: 4'2"
Weight: 140lb
Eyes: blue
Hair: blonde
Skin: deep tan
Appearance: Broad-shouldered, and with his blonde beard trimmed close in the manner of his clan, Tarag bears a gleaming morningstar across which his fingers continually play!
Background: Second son of the Smith Azagindulad of the Clan Durvinn, Tarag has never had any doubt as to what he would be - a Smith in the tradition of a glorious line of Smiths. Such was his single-minded devotion to the Forge that, in a paradox of fate, his god called him, and sent him out into the world, to grow in experience and to assume the power which would enable him to be a Master Artificer and a Smith of the Smith God. For, as he was to find out soon enough, it is not enough to have power - it has to be harnessed to a goal worthy of it.
07/06/27-07/07/03 Week’s XP from job (Tarag’s Forge) 5 XP
07/07/04-07/07/10 Week’s XP from job (Tarag’s Forge) 5 XP
07/07/11-07/07/17 Week’s XP from job (Tarag’s Forge) 5 XP
07/07/18-07/07/24 Week’s XP from job (Tarag’s Forge) 5 XP
07/07/24 Scribes a scroll of Cure Light Wounds - 1 XP
XP award in “Notes on the Aether” 1560 XP
Scribes a scroll of Cure Light Wounds - 1 XP
XP award in “Notes on the Aether” 2000 XP
XP time award in “Notes on the Aether” 900 XP
XP award in “Notes on the Aether” 100 XP
07/12/12-07/12/18 Week’s XP from job (Tarag’s Forge) 5 XP
07/12/19-07/12/25 Week’s XP from job (Tarag’s Forge) 5 XP
07/12/26-08/01/01 Week’s XP from job (Tarag’s Forge) 5 XP
08/01/02-08/01/08 Week’s XP from job (Tarag’s Forge) 5 XP
08/01/09-08/01/15 Week’s XP from job (Tarag’s Forge) 5 XP
08/01/16-08/01/22 Week’s XP from job (Tarag’s Forge) 5 XP
08/01/23-08/01/29 Week’s XP from job (Tarag’s Forge) 5 XP
08/01/30-08/02/05 Week’s XP from job (Tarag’s Forge) 5 XP
08/02/06-08/02/12 Week’s XP from job (Tarag’s Forge) 5 XP
08/02/12 Scribes a scroll of Animate Rope - 1 XP
08/02/13 Scribes a scroll of Bless - 1 XP
08/02/14 Scribes a scroll of Magic Weapon - 1 XP
08/02/15 Scribes a scroll of Bull’s Strength - 6 XP
08/02/16 Scribes a scroll of Zone of Truth - 6 XP
XP & time awards in “A Rather Odd Shovel” 2600 XP
XP & time awards in “A Rather Odd Shovel” 5950 XP
Total: 13158 XP
Record of funds
Code:
Brought forward (from character creation) 0.56 gp
07/07/24 Transferred from job (Tarag’s Forge) 3.26 gp
Scribes a scroll of Cure Light Wounds (materials free) 0.00 gp
Two nights’ inn room (shared with Galwynn) -0.50 gp
Reward from Rilithorne in Notes on the Aether 500.00 gp
Loot & sale of pirate ship in A Rather Odd Shovel 4687.20 gp
Total: 5190.52 gp
Level 1 150 CP
Scribe Scroll feat (level 1) 500 CP
Morningstar, MW - 31 CP
Splint mail - 20 CP
Shield, heavy wooden - 1 CP
Crossbow, light - 3 CP
07/06/27-07/07/03 Week’s CP from job (Tarag’s Forge) 4 CP
07/07/04-07/07/10 Week’s CP from job (Tarag’s Forge) 4 CP
07/07/11-07/07/17 Week’s CP from job (Tarag’s Forge) 4 CP
Bastard sword, MW (16 CP contributed by Richard Rawen) - 17 CP
07/07/18-07/07/24 Week’s CP from job (Tarag’s Forge) 4 CP
Scribe scroll of Cure Light Wounds - 2 CP
Level 2 300 CP
Scribe scroll of Cure Light Wounds - 2 CP
Level 3 450 CP
Craft Wondrous Items feat (level 3) 1500 CP
07/12/12-07/12/18 Week’s CP from job (Tarag’s Forge) 6 CP
07/12/19-07/12/25 Week’s CP from job (Tarag’s Forge) 6 CP
07/12/26-08/01/01 Week’s CP from job (Tarag’s Forge) 6 CP
Long sword, MW (15 CP contributed by Pendrake Utherman) - 16 CP
Cutlass, MW (16 CP contributed by Pendrake Utherman) - 16 CP
Plate mail, MW - 165 CP
Chain shirt, Mithral (55 CP contr. by Semabin ai Harudan) - 55 CP
08/01/02-08/01/08 Week’s CP from job (Tarag’s Forge) 6 CP
08/01/09-08/01/15 Week’s CP from job (Tarag’s Forge) 6 CP
08/01/16-08/01/22 Week’s CP from job (Tarag’s Forge) 6 CP
08/01/23-08/01/29 Week’s CP from job (Tarag’s Forge) 6 CP
08/01/30-08/02/05 Week’s CP from job (Tarag’s Forge) 6 CP
Rapier, MW (16 CP contributed by Keldar Warbray) - 16 CP
08/02/06-08/02/12 Week’s CP from job (Tarag’s Forge) 6 CP
Dwarven waraxe, MW (16 CP contributed by Elthic) - 17 CP
Scribe scroll of Animate Rope - 2 CP
Scribe scroll of Bless - 2 CP
Scribe scroll of Magic Weapon - 2 CP
Scribe scroll of Bull’s Strength - 15 CP
Scribe scroll of Zone of Truth - 15 CP
Level 4 600 CP
Level 5 750 CP
Total: 3953 CP
Chennet’
Chennet'
"CHEN-neth"
The Heart of the Forge, Soul of the Ground
Enworldian Lesser Deity
Symbol: White anvil on circular field of crimson
Home Plane: Elemental Plane of Fire
Alignment: Neutral Good.
Portfolio: god of weapons, armor, the forge and craftsmen
Worshippers: Dwarves, Craftsmen
Cleric Alignments: Any Good
Domains: Artifice, Good, Fire, Earth
Favored Weapon: "Chennet' Anok" ('Will of Chennet') - greataxe.
Chennet' is a god often invoked by armorsmiths and weaponsmiths in passing, when forge fires blaze out of control, or beards get singed (Ko'vetiye Chennet' - ch'pak na gaven? - Thank you, o forge god - may I have another?). A small sect devoted to this deity resides mostly in dwarven communities east of Orussus, and clerics of the faith (of which there are few, due to mishaps) enjoy benefits related to the manufacture of better tools with which to fight evil, and protection of smiths from common workplace accidents.
Chennet' appears alternately as a dwarf, or in forges as a white-hot mass of molten metal. Chennet' generally communicates to mortals telepathically, but is not above speaking when it suits him. In the pantheon, Chennet' generally looks to assist deities of good alignment whenever possible, crafting legendary weapons and armor for their protection.
Clerics of Chennet' do not have to be dwarves, though most are. But to have the requisite knowledge of him, they generally have to have had exposure to a smithing environment.
Artifice Domain
ARTIFICE DOMAIN
Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.)
Artifice Domain Spells
Spell Level Spell Name Brief Description
1 Animate Rope Makes a rope move at your command
2 Wood Shape Rearranges wooden objects to suit you
3 Stone Shape Sculpts stone into any shape
4 Minor Creation Creates one cloth or wood object
5 Fabricate Transforms raw materials into finished items
6 Major Creation As minor creation, plus stone and metal
7 Hardening Increases hardness of target by 1 per 2 levels
8 True Creation Creates permanent non-magical object
9 Prismatic sphere As prismatic wall, but surrounds on all sides
Hardening
Transmutation
Level: Sor/Wiz 6, Artifice 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One item of a volume no greater than 10 cu. ft./level (see text)
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes (object)
This spell increases the hardness of materials. For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material’s resistance to damage. Nothing else is modified by the improvement.
The hardening spell does not in any way affect resistance to other forms of transformation.
This spell affects up to 10 cubic feet per level of the spellcaster.
If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.
Proposal upon which Clan Durvinn is based
Quote:
Originally Posted by MeepoTheMighty
Place/Country Submission: Bruinthor Mountains
The Bruinthor mountains are range of craggy peaks and dormant volcanoes located in the southeastern part of Enworld. Few passes exist through the mountains and the hills are devoid of vegetation, making the area inhospitable for those without the ability of flight.
Underneath the mountains, however, lie an extensive network of caverns. These caverns are home to three clans of dwarves, collectively known as the Bruinthor. Clan Bruin is the ruling clan of the Bruinthor, and most of the warriors and priests of the nation come from this clan. Clan Durvinn is the merchant class, and its members are almost all skilled craftsmen of one sort or another. Clan Blondain consists mainly of the unskilled laborers - farmers, miners, and others who provide the nation with its needed resources.
The dwarves of Bruinthor are taller and stockier than others found throughout ENworld. Their skin is of a darker complexion, ranging from an olive tone to a dark brown. They wear their beards trimmed short and styled.
The current ruler of Bruinthor is Boli Kam'Bruin III. Atypical of dwarven rulers, he is quite soft-spoken and timid. He remains ever fearful of a human invasion from the west, and has brokered many a trade deal with the humans that seems almost as if he is paying a tribute, buying the lives of his countrymen in exchange for weapons and gems. There are grumblings among the craftsmen, ashamed at the meagre price that they receive for their work. Though revolution is practically unheard of in dwarven society, many whisper that something should be done about the situation before it's too late.
At the end of his first week ‘on the job’ Tarag will gain 5xp. That’s enough to scribe 5 1st level spells (if he has the cash). If he can afford it, he will scribe: Detect Magic; Read Magic; Bless, Cure Light Wounds, Shield of Faith.
After 4 weeks he finally has enough gold to scribe a single 1st level spell. He chooses to create a scroll of Cure Light Wounds.
Level 4 archive
Code:
Name: Tarag son of Azagindulad of the Clan Durvinn
Class: Cleric 4
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Lawful Good
Deity: Chennet’
Str: 12 +1 (4p) Level: 4 XP: 7208
Dex: 10 +0 (2p) BAB: +3 HP: 34 (8+(3x6)+(4x2))
Con: 14 +2 (4p) Grapple:+4 Dmg Red: nil
Int: 14 +2 (6p) Speed: 20' Spell Res: nil
Wis: 16 +3*(8p) Init: +0 Spell Save: 13 + spell level
Cha: 12 +1 (6p) ACP: -7 Arcane SF: n/a
*Includes 4th level attribute bump.
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +8 +2 +0 +0 +0 +0 20
Touch: 10 Flatfooted: 20
Saves: Base Mod Misc Total
Fort: +4 +2 +1* +7
Ref: +1 +0 +1* +2
Will: +4 +3 +1* +8
* From Cloak of Resistance +1
Weapon Attack Damage Critical
Morningstar, MW +5 1d8+1 x2
Crossbow, light +3 1d8 19-20/x2
Languages: Common
Dwarven
Giant
Ignan
Orc
Racial Traits: +2 Con, -2 Cha
Base land speed 20 feet - unaffected by encumbrance
Darkvision 60 feet
Stonecunning
Weapon familiarity - treat dwarven waraxe & dwarven urgrosh as martial weapons
Stability - +4 vs bull rush & trip when on the ground
+2 racial bonus vs poison
+2 racial bonus vs spells & spell-like effects
+1 racial bonus on attacks vs orcs (incl. half-orcs) & goblinoids
+4 dodge bonus to AC vs giant types
+2 racial bonus on Appraise checks related to stone or metal items
+2 racial bonus to Craft checks related to stone or metal
Favored class: Fighter
Class Abilities:Proficient with simple weapons
Proficient with all types of armor
Proficient with shields (except tower shields)
Aura of LG
Casts divine spells
Spontaneous casting of Cure spells
Domains: Artifice, Fire
Turn undead & water elementals, rebuke fire elementals
(4/day, 1d20+1 turn check, 2d6+5 turn damage)
Feats: Scribe Scroll (level 1); Craft Wondrous Item (level 3)
Skill Points: 28 Max Ranks: 7/3.5
Skills Attrib Ranks Mod Misc Total
Concentration CON +5 +2 +0 +7
Craft (Armorsmith) INT +7 +2 +4* +13
Craft (Weaponsmith) INT +7 +2 +4* +13
Knowledge(Arcana) INT +5 +2 +0 +7
Speak Language(Ignan) 2 skill points spent to acquire this language
Spellcraft INT +2 +2 +2** +6
*Includes +4 bonus from Artifice granted power. When working with stone or
metal, add a further +2 racial bonus for a total bonus of +15.
**Includes +2 synergy bonus from 5+ ranks in Knowledge(Arcana).
Equipment: Cost Weight
Artisan's tools** 5.00gp -lb
Backpack 2.00gp 2lb
Bedroll** 0.10gp -lb
Bolts (10) 1.00gp 1lb
Cloak of Resistance +1 - 1lb
Crossbow, light* 11.67gp 4lb
Flint & steel 1.00gp -
Full plate, MW* 550.00gp 50lb
Handy Haversack - 5lb
Holy symbol, wooden 1.00gp -
Morningstar, MW* 102.67gp 6lb
Rations, trail (per day) (x2)** 1.00gp -lb
Scroll, Animate Rope (CL 1)**
Scroll, Bless (CL 1)**
Scroll, Bull’s Strength (CL 3)**
Scroll, Cure Light Wounds (CL 1) (x2)**
Scroll, Magic Weapon (CL 1)**
Scroll, Zone of Truth (CL 3)**
Shield, heavy wooden* 2.33gp 10lb
Spell component pouch 5.00gp 2lb
======== ====
199.44gp 81lb
* He crafted these items himself.
** Stored in the Handy Haversack.
Money: 50pp 3gp 3sp 2cp (0 lb)
Total Weight: 81 lb (medium load)
Light Med Heavy Lift Push
Max Weight: 0-43 44-86 87-130 130 650
Spells per day: 5/4+1/3+1
Spells known:
Orisons: all
Level 1: all
Level 2: all
Spells typically prepared:
Orisons: Create WaterDetect MagicGuidanceLightResistance
Level 1: BaneBlessBurning hands (Fire domain)
Divine FavorShield of Faith
Level 2: Bull’s StrengthProduce Flame (Fire domain)
Restoration, LesserSpiritual Weapon
Domains: Artifice, Fire
Age: 69
Height: 4'2"
Weight: 140lb
Eyes: blue
Hair: blonde
Skin: deep tan
Level 3 archive
Code:
Name: Tarag son of Azagindulad of the Clan Durvinn
Class: Cleric 3
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Lawful Good
Deity: Chennet’
Str: 12 +1 Level: 3 XP: 4603
Dex: 10 +0 BAB: +2 HP: 26 (8+(2x6)+(3x2))
Con: 14 +2 Grapple:+3 Dmg Red: nil
Int: 14 +2 Speed: 20' Spell Res: nil
Wis: 15 +2 Init: +0 Spell Save: 12 + spell level
Cha: 12 +1 ACP: -7 Arcane SF: n/a
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +8 +2 +0 +0 +0 +0 20
Touch: 10 Flatfooted: 20
Saves: Base Mod Misc Total
Fort: +3 +2 +0 +5
Ref: +1 +0 +0 +1
Will: +3 +2 +0 +5
Weapon Attack Damage Critical
Morningstar, MW +4 1d8+1 x2
Crossbow, light +2 1d8 19-20/x2
Languages: Common
Dwarven
Giant
Orc
Racial Traits: +2 Con, -2 Cha
Base land speed 20 feet - unaffected by encumbrance
Darkvision 60 feet
Stonecunning
Weapon familiarity - treat dwarven waraxe & dwarven urgrosh as martial weapons
Stability - +4 vs bull rush & trip when on the ground
+2 racial bonus vs poison
+2 racial bonus vs spells & spell-like effects
+1 racial bonus on attacks vs orcs (incl. half-orcs) & goblinoids
+4 dodge bonus to AC vs giant types
+2 racial bonus on Appraise checks related to stone or metal items
+2 racial bonus to Craft checks related to stone or metal
Favored class: Fighter
Class Abilities:Proficient with simple weapons
Proficient with all types of armor
Proficient with shields (except tower shields)
Aura of LG
Casts divine spells
Spontaneous casting of Cure spells
Turn undead (4/day, 1d20+1 turn check, 2d6+4 turn damage)
Feats: Scribe Scroll (level 1); Craft Wondrous Item (level 3)
Skill Points: 24 Max Ranks: 6/3
Skills Attrib Ranks Mod Misc Total
Concentration CON +5 +2 +0 +7
Craft (Armorsmith) INT +6 +2 +4* +12
Craft (Weaponsmith) INT +6 +2 +4* +12
Knowledge(Arcana) INT +5 +2 +0 +7
Spellcraft INT +2 +2 +2** +6
*Includes +4 bonus from Artifice granted power. When working with stone or
metal, add a further +2 racial bonus for a total bonus of +14.
**Includes +2 synergy bonus from 5+ ranks in Knowledge(Arcana).
Equipment: Cost Weight
Artisan's tools** 5.00gp -lb
Backpack 2.00gp 2lb
Bedroll** 0.10gp -lb
Bolts (10) 1.00gp 1lb
Cloak of Resistance +1 - 1lb
Crossbow, light* 11.67gp 4lb
Flint & steel 1.00gp -
Full plate, MW* 550.00gp 50lb
Handy Haversack - 5lb
Holy symbol, wooden 1.00gp -
Morningstar, MW* 102.67gp 6lb
Rations, trail (per day) (x2)** 1.00gp -lb
Scroll, Animate Rope (CL 1)**
Scroll, Bless (CL 1)**
Scroll, Bull’s Strength (CL 3)**
Scroll, Cure Light Wounds (CL 1) (x2)**
Scroll, Magic Weapon (CL 1)**
Scroll, Zone of Truth (CL 3)**
Shield, heavy wooden* 2.33gp 10lb
Spell component pouch 5.00gp 2lb
======== ====
199.44gp 81lb
* He crafted these items himself.
** Stored in the Handy Haversack.
Money: 50pp 3gp 3sp 2cp (0 lb)
Total Weight: 87 lb (heavy load)
Light Med Heavy Lift Push
Max Weight: 0-43 44-86 87-130 130 650
Spells per day: 4/3+1/2+1
Spells known:
Orisons: all
Level 1: all
Level 2: all
Spells typically prepared:
Orisons: Create WaterDetect MagicGuidanceLight
Level 1: BlessBurning hands (Fire domain)
Divine FavorShield of Faith
Level 2: Bull’s StrengthProduce Flame (Fire domain)
Spiritual Weapon
Domains: Artifice, Fire
Age: 69
Height: 4'2"
Weight: 140lb
Eyes: blue
Hair: blonde
Skin: deep tan
Level 2 archive
Code:
Name: Tarag son of Azagindulad of the Clan Durvinn
Class: Cleric 2
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Lawful Good
Deity: Chennet’
Str: 12 +1 Level: 2 XP: 1578
Dex: 10 +0 BAB: +1 HP: 13/18
Con: 14 +2 Grapple:+2 Dmg Red: nil
Int: 14 +2 Speed: 20' Spell Res: nil
Wis: 15 +2 Init: +0 Spell Save: +2 + spell level
Cha: 12 +1 ACP: -9 Arcane SF: 55%
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +6 +2 +0 +0 +0 +0 18
Touch: 10 Flatfooted: 18
Saves: Base Mod Misc Total
Fort: +3 +2 +0 +5
Ref: +0 +0 +0 +0
Will: +3 +2 +0 +5
Weapon Attack Damage Critical
Morningstar, MW +3 1d8+1 x2
Crossbow, light +1 1d8 19-20/x2
Languages: Common
Dwarven
Giant
Orc
Racial Traits: +2 Con, -2 Cha
Base land speed 20 feet - unaffected by encumbrance
Darkvision 60 feet
Stonecunning
Weapon familiarity - treat dwarven waraxe & dwarven urgrosh as martial weapons
Stability - +4 vs bull rush & trip when on the ground
+2 racial bonus vs poison
+2 racial bonus vs spells & spell-like effects
+1 racial bonus on attacks vs orcs (incl. half-orcs) & goblinoids
+4 dodge bonus to AC vs giant types
+2 racial bonus on Appraise checks related to stone or metal items
+2 racial bonus to Craft checks related to stone or metal
Favored class: Fighter
Class Abilities:Proficient with simple weapons
Proficient with all types of armor
Proficient with shields (except tower shields)
Aura of LG
Casts divine spells
Spontaneous casting of Cure spells
Turn undead (4/day, 1d20+1 turn check, 2d6+3 turn damage)
Feats: Scribe Scroll
Skill Points: 20 Max Ranks: 5/2.5
Skills Ranks Mod Misc Total
Concentration +5 +2 +0 +7
Craft (Armorsmith) +5 +2 +4* +11
Craft (Weaponsmith) +5 +2 +4* +11
Knowledge(Arcana) +5 +2 +0 +7
*Includes +4 bonus from Artifice granted power. When working with stone or metal, add a further +2 racial bonus for a total bonus of +13.
Equipment: Cost Weight
Artisan's tools 5.00gp 5lb
Backpack 2.00gp 2lb
Bedroll 0.10gp 5lb
Bolts (10) 1.00gp 1lb
Crossbow, light* 11.67gp 4lb
Flint & steel 1.00gp -
Holy symbol, wooden 1.00gp -
Morningstar, MW* 102.67gp 6lb
Rations, trail (per day) (x2) 1.00gp 2lb
Scroll, Cure Light Wounds (x2)
Splint mail* 66.67gp 45lb
Shield, heavy wooden* 2.33gp 10lb
Spell component pouch 5.00gp 2lb
======== ====
199.44gp 82lb
* He crafted these items himself.
Money: 2gp 7sp 6cp (0 lb)
Total Weight: 82 lb (medium load)
Light Med Heavy Lift Push
Max Weight: 0-43 44-86 87-130 130 650
Spells per day: 4/3+1
Spells known:
Orisons: all
Level 1: all
Spells typically prepared:
Orisons: Create WaterDetect MagicGuidanceLight
Level 1: Bless
Burning hands (Fire domain)
Divine FavorShield of Faith
Domains: Artifice, Fire
Age: 69
Height: 4'2"
Weight: 140lb
Eyes: blue
Hair: blonde
Skin: deep tan
Level 1 archive
Code:
Name: Tarag son of Azagindulad of the Clan Durvinn
Class: Cleric 1
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Lawful Good
Deity: Chennet’
Str: 12 +1 Level: 1 XP: 19
Dex: 10 +0 BAB: +0 HP: 10/10
Con: 14 +2 Grapple:+1 Dmg Red: nil
Int: 14 +2 Speed: 20' Spell Res: nil
Wis: 15 +2 Init: +0 Spell Save: +2 + spell level
Cha: 12 +1 ACP: -9 Arcane SF: 55%
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +6 +2 +0 +0 +0 +0 18
Touch: 10 Flatfooted: 18
Saves: Base Mod Misc Total
Fort: +2 +2 +0 +4
Ref: +0 +0 +0 +0
Will: +2 +2 +0 +4
Weapon Attack Damage Critical
Morningstar, MW +2 1d8+1 x2
Crossbow, light +0 1d8 19-20/x2
Languages: Common
Dwarven
Giant
Orc
Racial Traits: +2 Con, -2 Cha
Base land speed 20 feet - unaffected by encumbrance
Darkvision 60 feet
Stonecunning
Weapon familiarity - treat dwarven waraxe & dwarven urgrosh as martial weapons
Stability - +4 vs bull rush & trip when on the ground
+2 racial bonus vs poison
+2 racial bonus vs spells & spell-like effects
+1 racial bonus on attacks vs orcs (incl. half-orcs) & goblinoids
+4 dodge bonus to AC vs giant types
+2 racial bonus on Appraise checks related to stone or metal items
+2 racial bonus to Craft checks related to stone or metal
Favored class: Fighter
Class Abilities:Proficient with simple weapons
Proficient with all types of armor
Proficient with shields (except tower shields)
Aura of LG
Casts divine spells
Spontaneous casting of Cure spells
Turn undead
Feats: Scribe Scroll
Skill Points: 16 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Concentration +4 +2 +0 +6
Craft (Armorsmith) +4 +2 +4* +10
Craft (Weaponsmith) +4 +2 +4* +10
Knowledge(Arcana) +4 +2 +0 +6
*Includes +4 bonus from Artifice granted power. When working with stone or metal, add a further +2 racial bonus for a total bonus of +12.
Equipment: Cost Weight
Artisan's tools 5.00gp 5lb
Backpack 2.00gp 2lb
Bedroll 0.10gp 5lb
Bolts (10) 1.00gp 1lb
Crossbow, light* 11.67gp 4lb
Flint & steel 1.00gp -
Holy symbol, wooden 1.00gp -
Morningstar, MW* 102.67gp 6lb
Rations, trail (per day) (x2) 1.00gp 2lb
Scroll, Cure Light Wounds
Splint mail* 66.67gp 45lb
Shield, heavy wooden* 2.33gp 10lb
Spell component pouch 5.00gp 2lb
======== ====
199.44gp 82lb
* He crafted these items himself.
Money: 3gp 2sp 6cp (0 lb)
Total Weight: 82 lb (medium load)
Light Med Heavy Lift Push
Max Weight: 0-43 44-86 87-130 130 650
Spells per day: 3/2+1
Spells known:
Orisons: all
Level 1: all
Spells typically prepared:
Orisons: Detect Magic
Guidance
Light
Level 1: Bless
Burning hands (Fire domain)
Divine Favor
Domains: Artifice, Fire
Age: 69
Height: 4'2"
Weight: 140lb
Eyes: blue
Hair: blonde
Skin: deep tan
Retired PbP Characters:
Alton Highlea: Halfling Quest - Rooting Around
Andarin Startoes: Turtle Soup
Coraine Vagrius: Rhun’s Temple of Elemental Evil
Elyan Kolodah: CB’s Sunless Citadel
Hunolf Hjordsson: Sunless Citadel
Jimmy Masters: Deadlands: Savage West
Kelloran: Night’s Embrace: A Touch of Darkness
... And All The Rest ...
Last edited by Boddynock; 18th July 2009 at 02:39 AM..
Reason: Noting approval
Abdul Alhazred, Gray Elf Wizard (Approved for level 1)
Code:
Name: Abdul Alhazred
Class: Wizard
Race: Grey Elf
Size: Medium
Gender: Male
Alignment: Neutral
Deity: None
Str: 6 -2 (0p.) Level: 1 XP: 650
Dex: 16 +3 (6p.) BAB: +0 HP: 5 (1d4+1)
Con: 12 +1 (6p.) Grapple: -2 Dmg Red:none
Int: 20 +5 (16p.) Speed: 20' Spell Res: none
Wis: 10 +0 (2p.) Init: +7 Spell Save: 0
Cha: 8 -1 (0p.) ACP: -0 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +0 +3 +0 +0 +0 13
Touch: 13 Flatfooted: 10
Base Mod Misc TotalFort: 0 +1 +1
Ref: 0 +3 +3
Will: +2 +0 +2
Weapon Attack Damage Critical
Dagger(melee) -2 1d4-2 19-20
Dagger(ranged) +3 1d4-2 19-20
Light crossbow +3 1d8 19-20
Unarmed -2 1d3-2 x2
Languages: Common, Elven, Draconic, Gnoll, Sylvian, Goblin, Orc
Abilities: Elf Traits (Ex): Grey Elves possess the following racial traits.
— +2 Dexterity,+2 Intelligence, -2 Strength, –2 Constitution (already applied)
—Medium size.
—An elf ’s base land speed is 30 feet.
—Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
(Not reflected in the saving throw modifiers given here.)
—Low-light vision.
—Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
— +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
—Favored Class: Wizard.
Familiar: None
Spellbook:
0- all
1- magic missile, sleep, color spray, ray of enfeeblement, silent image, charm person, enlarge person, expeditous retreat
Spell Slots:3/3, DC 15+level
Feats: Scribe Scroll, Improved Initiative
It should be noted that I have only listed skills where they are
different from ability modifersSkill Points: 28 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Concentration 4 +1 +5
Decipher Script 4 +5 +9
Knowledge:arcana 4 +5 +9
Knowledge:religion 4 +5 +9
Knowledge:nature 4 +5 +9
Knowledge:the planes 4 +5 +9
Listen 0 0 +2 +2
Search 0 +5 +2 +7
Spot 0 0 +2 +2
Spellcraft 4 +5 +9
Equipment: Cost Weight
Spellbook FREE! 3 lb
Spell component pouch 5 gp 2 lb
Traveler's outfit FREE! 0 lb
Light crossbow 35 gp 4 lb
2 bolts 1 gp 1 lb
Dagger 2 gp 1 lb
Backpack 2 gp 2 lb
Bedroll 1 sp 5 lb
Waterskin 1 gp 4 lb
50 feet silk rope 10 gp 5 lb
4 days trail rations 8 gp 4 lb
4 potions of cure light wounds
Total Weight:31lb Money: 55 gp 9sp 0cp
Medium Load
Lgt Med Hvy Lift PushMax Weight:60 lb 0-20 21-40 41-60 120 300
Age: 125
Height: 5'3"
Weight: 175lb
Eyes: Black
Hair: White
Skin: Albino
Background: Abdul was raised in a small elven village that was burnt to the ground by giants. As a surprising consequence, he doesn't like giants. Thus, he made his way as an apprentice wizard at the age of 90 to civilization. He is now 125 years old, and looking for adventure.
Appearance: Abdul is unusual in that he is an albino with black eyes (irises). This appearance disconcerts many and is attributed to the lack of personal skills. He has no muscles to speak of, but is tall thin, and surprisingly resilient.
Spells Prepared
Spells Prepared (3/3, DC 15+level)
0-acid splash, detect magic, light
1-ray of enfeeblement, magic missile, enlarge person
Campaign Tracking (The Darque Desmense)
8/10/07: gp acquisition: acquired 4 potions of cure light wounds.
8/22/07: Drank a potion of CLW
8/30/07: Got 150 XP for killing some bugs
9/11/07: Drank a potion of CLW
9/18/07: Used potion of CLW, counted spent ammo and adjusted accordingly.
9/27/07: Used potion of CLW
9/30/07: Gained 100 XP in battle with skeletons, adjusted ammo
10/1/07: Got a CLW potion back
10/21/05: Got 2 CLW potions
10/22/05: Got 1 CLW potion
gp log
8/10/07: Acquired 4 potions of cure light wound worth 50 gp each (200 gp)
8/22/07: Drank a potion of CLW
9/11/07: Drank a potion of CLW
9/18/07: Used potion of CLW, counted spent ammo and adjusted accordingly.
9/27/07: Used potion of CLW
9/30/07: adjusted ammo (used 4 bolts)
10/1/07: Got a CLW potion back
10/21/05: Got 2 CLW potions
10/22/05: Got 1 CLW potion
10/26/07: Gained 100 XP
xp log
8/30/07: Got 150 XP for killing some bugs
9/30/07: Gained 100 XP in battle with skeletons
10/26/07: Gained 100 XP
12/12/07: Gained 150 XP.
1/25/08: Gained 150 XP
Last edited by WarlockLord; 26th January 2008 at 03:37 AM..
Reason: Proper Format.
Appearance: Overall, Eadhild appears athletic and well-travelled. Her hair is so short--to keep it from being a nuisance in travel and combat--that it barely touches her ears. She prefers her utilitarian armor and traveling attire to impractical clerical vestments, but eagerly mentions her position in the church to any who will hear and proudly displays Ayratha's holy symbol no matter what she is wearing. She prides herself in her straight posture, firm handshake, and personal energy.
Background: Eadhild was a sickly child from birth. She was born prematurely and was frequently bedridden for most of her early life. Though she was never mistreated by her family or neighbors, her health made it difficult for her to attract suitors and impossible to work on her father's farm.
Once a visiting priest offered to cure Eadhild of her physical weaknesses and make her as strong as her brothers and sisters. He charged the family a devastating price for the spell, but their eagerness far outweighed caution. The priest collected his fee, cast the spell (OOC: Bull's Strength), and left the family almost immediately. Moments after his departure, the spell faded. This event left Eadhild embittered towards religion, and she frequently made it a point to stir up debates with the clergy whenever she brought food to the market with her father.
She found a formidable opponent when a small shrine to Ayratha was established. The high priest did not evade Eadhild's challenges and, upon hearing her story about the deceitful clergymen, accused her of seeking easy answers and taught her that strength can come only from great effort. Eadhild took this message to heart and, in the years that followed, the two formed a bond. The priest, taking pity on Eadhild and her family, offered Eadhild's father a bride price if he would give, in return, his daughter to the church.
Eadhild's intense devotion has rewarded her with a strength that surpasses that of most humans. She now sets out to be an example to others of the power of dedication and the ability of Aryatha's fire to transform the life of even a peasant girl.
Appearance: Pretty nondescript for a halfling, Dobbin is short and bland. He wears his longish hair in a ponytail and sports a sparse goatee that he is convinced makes him look dashing.
He leans on his spear as he stands, quietly but intently watching everything around him.
Background: Dobbin comes from a typical halfling village, where nobody really wants anything exciting to happen. This quite predictably meant that once Dobbin started displaying sorcerous talents he was no longer as welcomed by his peers.
As a result, Dobbin found himself talking to the few outsiders who happened through the village, as they didn't look at him quite so strangely. More often than not, these strangers were adventurers on their way to or from something exciting. Over time Dobbin's dreams of joining in on these adventurers built to the point where he could no longer resist.
Spells per day: 5/4 Spells Known: O-Acid Splash, Light, Disrupt Undead, Prestidigitation
1-Magic Missile, Charm Person
Last edited by Redclaw; 25th July 2007 at 05:10 PM..
Appearance: A rugged-looking man in his late twenties, Valdaris' overall appearance suggests his mercantile line of work. He is slightly taller than average, with a strong build and a near-permanent contemptuous expression. His dark blue eyes are not dull, yet they show an indifference that is reinforced by an unshaven face supporting several days growth. A deep, long scar runs down the right side of his face, evidence of a close encounter that nearly took his eye.
Valdaris has the appearance of a worn traveller. He permanently seems travel-wearied and filthy. The smell of rum lingers on his sweat-stained clothes, which regularly go for many months without being cleaned or even removed. He wears brown knee-high boots and a well-worn trenchcoat over plainly-stiched utilitarian travelling clothes. On his back is strapped a longbow and plain heavy wooden shield, with an unornamented bastard sword that clings to his left side.
Background: The unwanted product of an ill-conceived affair between a travelling merchant and a town whore, Valdaris was brought into the world in difficult circumstances. Though he was cared for by his mother, she barely had the means of supporting herself and Valdaris was quickly brushed aside. Through some good fortune, or more likely lack of opportunity, he avoided spending much time on the street, instead sheltered by his mother and her ‘associates’. When it became apparent that he could no longer rely on her means of supporting him, Valdaris enlisted in the army at an early age. After a short and ignominious career, though, he quickly deserted in order to seek better paying, less strict work with brigands on the roads - a gig that is likely to have earned him the ire of local law enforcement agencies and his picture on the occasional wanted poster. Though he currently has no clear association with any employer, Valdaris would not turn down any decent working opportunity.
Much as his appearance suggests, Valdaris is a mercenary, willing to perform practically any task that pays sufficiently. Though he is usually calm, he is somewhat uncivilised and possesses an attitude of indifferent hostility, which he makes practically no attempt to hide. This can lead to his tendency to be casually offensive towards strangers, particularly those he holds in low esteem. Though he has no problem getting his hands dirty, he sees no glory in dying for a cause. He’s out for himself and would be just as content to stab someone in the back as he would be to fight them face-to-face, if it made his life easier.
Alvar Thorne & Associates
075 XP - First encounter with the wild dog.
225 XP - Slaying the bear.
100 XP - Time allowance.
Last edited by Deus Ex Machina; 14th October 2007 at 06:54 AM..