ao'Thuir of the Ghost Tribe, male Wood Elf Barbarian 4 - RETIRED
RETIRED
Code:
Name: ao'Thuir of the Ghost Tribe
Class: Barbarian, Bear TotemRace: Wood Elf
Size: Medium
Gender: Male
Alignment: Chaotic Good
Deity: Grendath
Str: 21 +5 (16p. +2elf, +1lvl) Level: 4 XP: 6,559
Dex: 12 +1 (4p.) BAB: +4 HP: 46 (4d12+7)
Con: 12 +1 (4p.) Grapple: +13 Dmg Red: --/--
Int: 8 -1 (2p. -2 race) Speed: 30' Spell Res: -
Wis: 12 +1 (4p.) Init: +1 Spell Save: -
Cha: 8 -1 (0p.) ACP: -2 Spell Fail: -%
Base Dex Armor TotalArmor: 10 +1 +4 15
Touch: 10 +1 11
Flat: 10 +4 14
Base Mod Misc TotalFort: 4 +1 +2 +7
Ref: 1 +1 +2
Will: 1 +1 +2
Weapon Attack Damage Critical Range
MW Greatsword +10 2d6+7 19-20x2
Javelin (2) +5 1d6+5 x2 30ft.
Light Xbow (20) +5 1d8 19-20/x2 80ft.
Languages: Common, Elf
Racial Abilities: Immunity to sleep spells and effects, +2 racial saving
throw bonus against enchantment spells or effects. Low-light vision. Weapon
Proficiency. Merely passing within 5 feet of a secret or concealed door
entitles him to a Search check to notice it as if he were actively looking
for it.
Class Abilities: Rage lasts 6rd 2/day.
Feats: Power Attack, Reckless Offense, Toughness, Improved Grapple,
Great Fortitude
Skill Points: 21 Max Ranks: 7/3.5
Skills Ranks Mod Misc Total
Listen 6 +1 +2 +9
Search 0 -1 +2 +1
Spot 0 +1 +2 +3
Survival 7 +1 +0 +8
Swim 6 +5 -4 +7
Literate 2 - - -
Equipment: Cost Weight
-Traveler's Outfit -gp 5lbs
-Backpack 2gp 2lbs
-Winter Blanket 5sp 3lbs
-Masterwork Greatsword 280gp 8lbs
-Flint and Steel 1gp 0.1lbs
-Javelin (2) 2gp 4lbs
-Chain Shirt 100gp 25lbs
-Waterskin 1gp 4lbs
-Whetstone 2cp 1lb
-Light Crossbow 35gp 4lb
-20 bolts 2gp 2lb
Total Weight: 61lbs
Money: 48gp 6sp 2cp
Lgt Med Hvy Lift PushMax Weight: 133 266 400 800 2000
Age: 124
Height: 5'
Weight: 109lbs
Eyes: Green
Hair: Long curly coppery red
Skin: Tanned
Background
Appearance: ao'Thuir has long unkept coppery-red hair that he keeps held in a loose
ponytail to keep it out of his face. He is slender but very well defined. He has
a black tattoo on his left sholder that has been obscured by a self-inflicted scar
of a circular swirl radiating outward. He carries his greatsword on his back easily
accessible over his left sholder. His javelins jut from their case over his left
sholder. His chainmail is a recent purchase and looks very new.
Background: ao'Thuir used to belong to the Bear tribe of wood elves far to the north.
His tribe was wiped out in a war with orcs. He left the north, an exile, wandering
south as a vagabond and sellsword. He has been trying to find meaning to his life
ever since. He names himself a member of the Ghost Tribe, a term for all warriors
of his people who have no tribe to call their own any more. He arrived recently at
the Red Dragon Inn after his latest stint as a mercenary. He has just purchased a
new chain shirt with the money he made from that job.
Personality: A gruff, depressed individual, ao'Thuir is upbeat if suicidal, but he
is trying to improve his outlook. He wanders aimlessly signing on for any job that might
involve some risk to his life. He is quite reckless in combat, charging in and unleashing
his pent up rage. He rarely ends his rage prior to exhaustion, prefering to let it seeth.
Recent relationships that have developed with the crew of the Gazelle have made ao'Thuir
come out of his shell. He is more interested in talking and getting to know people
know, though in combat he is still reckless as ever.
+125gp-79gp+2gp+37gp=85gp + light crossbow and 20 bolts. on the Hunt for the Cirya de Pietro. +214.15gp=214.15gp. on Curse of House Thimbrall.
-255gp for MW greatsword from Juliana.
Appearance: Corbin is an unusually tall and thin man, but it is his aggressive nature that draws stares. Corbin believes in the principle of absolute justice and equality, and this colors his every action. His intense faith in this concept has expressed itself in clerical abilities, and Corbin excercises these abilities as he does everything else: with thoughtful consideration followed by singleminded action. Corbin does not discount the ideas or beliefs of others, but realizes that he follows the truth. Corbin is perfectly willing to follow another person, as long as his beliefs are not violated. Corbin always wears a longsword strapped to his back, but only uses it to execute those who deserve it.
Background: Corbin grew up in a village much like any other, and his childhood was also fairly normal. When his father apprenticed him to a trader, Corbin began to experience the world for the first time. As he watched the trader cheat some people and grovel to others, Corbin realized that this was unjust, and developed his first notions of a principle of justice. After only a year, Corbin abandoned his apprenticeship, his family, and his home to pursue knowledge. He visited many temples over the next dozen years, studying at each one in hope of finding a god that valued justice above all, but never found one. In his 26th year, Corbin was assaulted in an alleyway, and his clerical powers manifested for the first time. Since then, he has begun seeking the god who granted him the power, and demonstrating justice to all he encounters. He has been a bounty hunter, a judge, a merchant, a city guard, and many other jobs. Corbin has not found his god yet, but knows that he is out there somewhere.
Last edited by Justinian; 9th October 2003 at 08:32 PM..
Standing relitivley tall for an Elf, Thale looks, well, average. He looks like a normal Elf, if his choice of a Battle Axe over a Longsword is a little odd. His
Axe's hilt, his signet ring, and his holy symbol all are emblazoned with a sword resting atop a setting sun. His armor is kept shining, and his single headed axe is kept sharp.
From an early age, Thale trained in the martial aspects of life. His skill with arms was decent, but not anything extraodrinary. One day however, while he was meditating, he discovered that he could channel divine energey, even though he paid homage to no god. He has been wandering for quite a few years, and plans on winning more glory in the future.
A laidback guy, Thale tries to be as excepting as possible. He wont judge people based soley on their position on the morale compass, but if someone tries to hurt him, he will glady respond in kind. He will jump at the possibility of a quest, and will gladly help others if he feels they deserve it.
Last edited by WhatKu; 15th November 2003 at 12:38 AM..
Reason: Added XP
Name: Percy (Esmerelda Persphone Jara)
Class: Sorcerer 7/Paragon 3
Race: Human
Size: Medium
Gender: Female
Alignment: CG
Deity:Craft Points: 6500
Str: 10 +0 (2p.) Level: 10...... XP: 50,049(55,000 for next)
Dex: 14 +2 (6p.) BAB: +5....... HP: 60 (7d4+3d8+20)
Con: 14 +2 (6p.) Grapple: +5... Dmg Red:Int: 10 +0 (2p.) Speed: 30'.....Spell Res:Wis: 12 +1 (4p.) Init: +6...... Spell Save:Cha: 23(21) +7 (10p.+1@4th level+1@8th level+2 for Paragon+2 for amulet+1 for tomb of leadership & influence)
...............Base Armor Shld Dex Size Nat Misc TotalArmor: .....10 ..+0.. +0.. +2.. +0.. +0.. +0...... 12
Touch: .....12 ..........Flatfooted: 10
........Base ..Mod ..Misc ..TotalFort: 3 ....+2 ....+1.....+6 (cloak of resistance +1)
Ref: 3 ....+2 ...+1.....+6
Will: 8 ... +1 ...+1.....+10
Weapon Attack Damage Critical
rapier........ +5.....1d6+0... 18-20 x2
dagger ....... +5 ....1d4+0.... 19/20 x2
MW light crossbow +8 ....1d8+0...........19/20 x2
Languages: Common, gnome
Abilities: Summon familiar
Adaptive Learning (Speak Languages will always be considered a class skill)
Paragon class skills: bluff, concentration, diplomacy, disguise, perform, intimidate,
knowledge(nobility & royalty), speak languages, spellcraft, spot
Proficiency with light armor, simple weapons, and one martial weapon (rapier)
Feats: Improved initiative(1st), eschew materials(human bonus), Silent Spell(3rd), Empower Spell(6th), Arcane Awareness (shocking grasp)(paragon bonus), Arcane Tap(makes her effective Sorcerer level = to her class level)
Skill Points: 45 Max Ranks: 13/6.5
Skills Ranks Mod Misc Total
Bluff .5..... +6...+0..... +11
Concentration ..13 .... +2...+0..... +15
Disguise .......0..... +6.. +0..... +6 (+2 syn-Bluff for acting in character)
Craft(alchemy). 5 .....+0...+0..... +5
Diplomacy.......3......+6..+2......+11 (incl +2 syn-Bluff)
Knowledge(royalty & nobility).1..+0..+0..+1
Knowledge(geography)(cc).........1...+0..+0..+1
Knowledge(arcana)..1..+0..+0.... +1
Perform(dance). 1.....+6...+0..... +7
Speak Language (gnome)...1
Spellcraft..... 13..... +0...+0.....+13
Equipment carried: Cost Weight
MW light crossbow - 4lbs
10 bolts, quiver --- 1lb
10 cold iron bolts, quiver - 1 lb
travelers clothes 0 0 (doesn't count towards encumberance)
signal whistle (around neck) 8sp 0
Hat of Disguise (on head as a bow) weight included in outfit
Acrobat rod 5 pounds
amulet of Charisma +2 no weight
cloak of resistance +1 weight included in outfit - simple grey wool
Handy Haversack (on back) 5 lbs
[]Decanter of endless water -would be 4 lbs
[]Scroll case w/scrolls of Haste and Fireball(5th level)* .5 lb
[]1 flask holy water 1 lb
[]1 potion of Cure moderate wounds. 0.1 lb
[]1 flask alchemist fire 1 lb
[]everburning torch 1 lb
rapier 20gp 2lb
On horse:
longspear 9 lbs
morningstar 6 lbs
10 silvered bolts, quiver - 1 lb
In saddlebags:
-7 days trail rations 1.5 7lb
-extra clothes 1 5
-soap 25cp .5lb
-10 bolts 1 lb
-dagger 1 lb
Total Weight:18 lbs carried
Lgt Med Hvy Lift PushMax Weight: 33 66 100 200 500
White Palfry(light riding horse) named Gwendolyn, taken from bandits outside the faerie
woods. Gwendolyn comes equiped with bit, bridle, saddle, and saddlebags.
*scrolls have been deciphered.
Age: 18
Height: 5'4"
Weight: 105lb
Eyes: blue
Hair: auburn
Skin: pale
Spells known (8/5+1/4/3/2)(6/6+2/6+2/6+1/4+1 per day) Acid Splash(verbal: "Burn", somatic: hand whips at wrist) daze(verbal: "Hey", somatic: hand raised, palm forward) Save DC 16, detect magic(v: "Hmmmm" s: index fingers on temples), [color=Cyan], light(v: "Light", s: none), mending (v: "fixy fixy" s: wave hand slowly), mage hand(v: "Got ya", s: pointed finger), message (v: "whispered words", s: point to recipients), Prestidigitation(v: varies s:varies), Charm Person(v: "Hi!" s: smile) DC 17, Unseen Servent(v: "Garcon!" s: clap hands), mage armor, (v: "I am with you", s: touch), magic missile (v: "Purple Fire", s: pointed finger), Grease(v: "careful", s: point) Save DC 17, Shocking Grasp(v: "energy", s: touch), Glitterdust (v: "Pop!", s: open fingers quickly) Save DC 18, Invisibility (v: "Bye!", s: touch), Mirror Image (v: "Me!", s: clap), Summon Monster II (v: "Help", s: 'come' motion with fingers), Fireball(v: "Agh!", s: pointed finger) Save DC 18[/i], ]Fly(v: "Up!", s: lift arms)[/i], Major Image (v: "create!", s: wave fingers), Purple Tentacles (v: "Snag!", s: clench fist), Secure Shelter (v: "Home sweet home!", s: move in shape of house),
*Due to her eschew materials feat, none of her spells requires a material component unless noted.*
Familiar: Fridly, white owl stats:
Spoiler:
Code:
Tiny Magical Beast
Hit Dice: 9d4 (30 hp=half of Percy's HPs)
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 21 (+2 size, +3 Dex, +2 natural +4 familiar), touch 19, flat-footed 18
Base Attack/Grapple: +5/–6
Attack: Talons +8 melee (1d4–3)
Full Attack: Talons +8 melee (1d4–3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +3, Ref +8, Will +10
Abilities: Str 4, Dex 17, Con 10, Int 9, Wis 14, Cha 4
Skills: Listen +14, Move Silently +17, Spot +6(14 in shadowy illumination)*
Feats: Alertness, Weapon FinesseB, improved evasion, emphatic link, share spells, deliver touch spells, speak with Master, speak with other owls
The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.
Combat
Owls swoop quietly down onto prey, attacking with their powerful talons.
Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.
Description: Esmerelda now goes by her middle name, Persephone (pr. Per sef uh nee). She is stunningly attractive, with softly-curling strawberry blond hair cascading just past her shoulders. She’s taken great care to keep out of the sun to escape freckles and wrinkles; her skin is pale and fair. She has deep blue eyes. She stands 5 foot 4, and weighs 105 pounds. She took several plain dresses made of high-quality cotton, Linen or wool. She wears a simple grey cloak on top. She brought only one pair of rugged low leather boots, and constantly pines for her many fancy shoes left behind. She’s only 18, but carries herself with the regal self-confidence of an experienced adventurer, and former princess. She generally tries to hide her face in public, under her hood, both to avoid being taken advantage of, and for fear Medius and/or Philip is pursuing her.
Items: Persephone wears brown leather boots, grey wool skirt & cloak, a pink cotton shirt, and a sturdy leather belt. She generally wears her backpack under her cloak, and keeps her hood up over her face. A dagger and rapier are sheathed on her belt at her hips. Her crossbow hangs off her backpack. Her signal whistle hangs around her neck on a fine silver chain. Her other gear in in her backpack. She wears a long leather glove on her left hand, upon which her owl, Fridly, sometimes perches. Fridly often rides on her left shoulder, although he has strict instructions not to poop on her clothes. Fridly is a small white hoot owl.
Background
Spoiler:
Esmerelda Persephone Jara always knew she was special. As the granddaughter of Dorian Jara, King of Monemvassia, she can trace her bloodline back for several hundred years. Thus it came as no real surprise for her, or her family when she started displaying special abilities at a young age. Quickly identified as a sorcerer, her father’s wizard gave her enough tutoring to master several spells. She’s not the fist sorcerer to appear in her family. It is generally thought that her great great great great great grandfather, Nolan Jara was given a form of divine status when he killed the black dragon Asphetoon early in the conquest the coastal plains, just south of the Northern Mountains.
When Dorian died, five years ago, he left the throne to his eldest son Crassus. Although Crassus was oldest, most people thought Jara would skip over him & pass the throne to his second son, Antoine. Antoine was the father of Esmerelda & her two brothers, Julian and Ajax. Crassus was violent and cruel, making himself very unpopular. More damning was that he no longer used the ancestral weapon, The Sword of Truth, in public. This sword, forged by dwarves and given to Nolan Northrup to aid in his battle against the dragon, was intelligent. It would glow yellow when a lie was told in its presence. This made it very useful for adjudicating disputes. Julian was convinced it wouldn’t work for Crassus due to his evil nature. Julian was always hot-tempered. He was the eldest, and a talented warrior. Ajax had been sick as a child, and was not suited for war. He worked as an accountant in the King’s treasury.
Esmerelda spent her youth studying magic and learning the skills of the noble class. She clashed with her tutors constantly, hating being told what to do. She liked the wild, somewhat unpredictable nature of her magic. She liked to pick her own dresses regardless of the current style. She convinced her father to allow her to study alchemy. She liked to create potions with colorful and flashy effects. She had some training in weapons, enough to set her short spear against a charge & shoot her crossbow. She has no taste for menial labor, dirt or bugs. She’s quite curious about some dangerous things, such as dragons, but has little interest in fighting ugly, smelly monsters. (“There’s none of those orcy things where we’re going are there?”)
Esmerelda’s world fell apart two months ago, when Crassus’ son Medius was accused of raping her cousin, Justine. Justine was Esmerelda’s mother’s niece. Crassus finally used the sword in a public hearing to investigate the matter. To the shock of most present, the sword glowed yellow during Justine’s testimony. Medius was declared innocent. Yet most present remembered the yellow glow to be different, more subtle & suffused in the days of Jara. Julian was convinced Antagra, Crassus’ court wizard had cast some sort of a light spell to get that effect.
The next night, Esmerelda was awakened when her brother barged into her room. He was dressed in armor & traveling gear. “I have taken the sword that is rightfully mine. Don’t ask me how. I must go now. I will prove myself & return to liberate this land & take my rightful place as king. Lay low, darling sister. Stay out of trouble. I will return for you.” That was the last Esmerelda saw of Julian.
But her troubles were just beginning. Crassus put her under house arrest & took possesion of her valuables. She dearly missed her jewels & gowns. She heard that Medius had left with a small band to find Julius, kill him and retrieve the sword.
She felt threatened by the course guards who were constantly around her. One night Crassus came to her and said that she was to be married off to Prince Philip, a magician from the town of Three Rings, in exchange for political advantage. Completely unwilling to be wed to someone she didn’t love (or even like), she decided to flee. She gathered only what she could carry that would be useful as a traveler. Using her magic, she dazed a guard, and taking only what she could quickly gather, she climbed out her window & fled into the night. She refused to let any of her maids accompany her, as she could not vouch for their safety. She took only her owl, Fridly. She needed to find Julian, or at least collect enough money to live comfortably again. She maintains a low profile for fear Phillip or Medius is pursuing her.
She wants to find others to adventure with and protect her as they gather wealth and she develops her magical talents. She figures she’ll have great stories to tell when she’s older & married to a wealthy prince in a great castle.
Adventuring History:
Spoiler:
Percy was first hired to kidnap a fake princess, along with the merchant Rinaldo, and the Paladin Zoe. By kidnapping this fake princess, they were to aid in the hiding of the real princess, who was under threat. In this they were largely successful, fighting off several attempts to capture the faux princess. They also encountered several magical beasts which escaped from a zoo. One of these was a wyvern, which Percy still thinks was a Dragon. She obtained her magical rod and hat from the deceased zookeepers.
Next she was hired by the Orussus town watch to investigate a wizard's tower and neutralize any threat it posed to the town. Again her party was successful in freeing the wizard, Rilithorn, after his experiments imprissoned him.
Next, she and her companions offered their services to a dwarven jewler who's vault was robbed by what appears to have been a faerie redcap. She eventually tracked down the redcap with her companions Gorefoot, Nars, Ishmael and Rodimus. They killed it and were rewarded by the enigmatic Fey Lord. Percy made a deal with this Fey Lord to give him the necklace in return for safe passage through his forest and assistance locating the redcap. The Fey Lord kept his bargain, but did cause Percy to be 'Fey tainted' so that she could no longer eat the food of men. This effect was lifted upon return of the necklace, but had an odd effect on Percy, making her more human than ever. In their endeavers, they also made friens with Trimble, a weapon making wizard who lives near the Faerie Woods.
Next Percy and her friends took employment with the Sage's Guild in Orussus, which hired them to investigate a mysterious tomb that had appeared in the area. They encountered strange undead, traps and gnolls.
After consultation with her friends Nars & Gorefoot, they decided to travel to Gemhold and free Gorefoot's homeland from goblins. They succeeded after much travail, and Gorefoot elected to remain with his kin.
PUBLIC: I've got lots of ideas about her brother Julian, his companions, and the power of his weapon. But they're too close to my PC for me to develop, so if any other DM wants to use Julian, feel free.
Monemvassia politics is also private. Though I have lots of ideas about that as well, I've decided I won't include it much in the Monemvassia adventures I'm running. Largely because of the effects it might have on Persephone. None the less, it figures periphally into my adventures.
If anyone wants to develop Philip or a pursuit of Persephone by her betrothed, or by her uncle, go ahead. Philip will be further fleshed out in my upcoming module, M3.
NPCs of Note
Spoiler:
a work in progress
'Princess' of Earling
Novrne
two unicorns in southern Silverwood
Faerie King
Rilithorn & Trimble
Tharivian Atterwood
Level up Notes:
Spoiler:
Second level add Sorcerer(2):
Mage Hand
1 rank each: bluff, concentration, alchemy
Tomb of Chaos
03/08/06: : 2,456 XP (exact post lost)
08/09/06: 4,491 XPs Level 6!
12/22/06: 3,152 XPs for puzzle solving, combatting weird creatures & returning artifacts to sages.
01/04/07: 300 XP for one DM Credit. Level 7!
The Secret of Gemhold
06/13/07: 3210 XP for time, drakes, fungus, slithering tracker etc.
07/07/08: 12,730 XPs for huge battle at Gemhold. Level 8!
07/07/08: 8,127 XPs Time spent in Gemhold - maxed at 44,999. Level 9!
02/09/09: 5050 XPs for time spent & goblinoid battle. 10th Level!
Coin 333 gps as reward for A Merry Chase, split three ways.
566 +500 gps for The Faerie Woods.
2 gps - purchase of rapier
250 1 wand of CLW 250 of 750 gps
5 gps Long spear
8 gps morningstar
50 gps 2 vials of holy water
40 gps 2 vials of alchemist fire
21 gps 10 silvered bolts
2 gps 4 days rations
.1 gp 2 days horse feed
For Tombs of Chaos: 6,209.93 gps, everburning torch & 1 alchemist fire
Purchased +1 cloak of resistance for 850 gps from Nezrak (donated 50 craft points)
Purchased +2 amulet of charisma for 3,400 gps from Nezrak (donated 200 craft points)
Gained handy haversack, decanter of endless water & tomb of leadership & influence per last XP post of Gemhold.
Money: 2,983 gp 0sp 8cp. All but 100 gps kept at Joe's.
Last edited by Manzanita; 16th February 2009 at 06:44 AM..
Ishmael of the Wooden Sword Class: Paladin/Sorceror/Fighter/Dragon Disciple
Race: Deep Halfling
Size: Small
Gender: Male
Alignment: Lawful Good
Deity: None
Str: 15 +2 (10p.) Level: 2/1/2/1 XP: 20736
Dex: 16 +3 (06p.) BAB: +4 HP: 050 (4d10+1d4+1d12+6)
Con: 12 +1 (04p.) Grapple: +2 Craft Pts: 1500
Int: 12 +1 (04p.) Speed: 20' Spell Res: --
Wis: 08 -1 (00p.) Init: +3 Spell Save: +2
Cha: 14 +2 (06p.) ACP: -0 or -2 Spell Fail: 10% or 25%
Base Armr Shld Dex Size Nat Misc TotalArmor: 10 +5 +2 +3 +1 +1 +0 22 or 20Touch: 14 Flatfooted: 18
Base.........Mod.........TotalFort:....8............+1................+11 Halfling Luck, Divine GraceRef:.....0............+3................+6 Halfling Luck, Divine GraceWill:....4............-1.................+6 or +8* Halfling Luck, Divine Grace
*Versus fear
Weapon......................................Attack.......Damage..Critical
Warhammer +1....................................+8..........1d06+3 20x3
Dart.........................................+9..........1d03+2 20x2
Kukri.......................................+7............1d03+2 18-20x2
Longsword................................+7.............1d6+1 19-20x2
Lance$*......................................+8*.........1d06+2 20x3
*+1 from horseback, $ Reach Weapon
Languages: Common, Draconic, Halfling, Dwarven
Abilities:Deep Halfling Traits
-- Small Size. +1 bonus to Armor Class, +1 bonus on attack rolls,
+4 bonus on Hide checks, –4 penalty on bullrush, grapple, overrun and
trip rolls, lifting and carrying limits 3/4 those of Medium characters.
-- Base Speed: 20 feet.
-- Darkvision 60 feet.
-- Favored Class: Rogue.
-- Halfling Weapon Skills. +1 to hit with Slings or Thrown Weapons
-- Keen Ears. +2 Racial bonus to Listen Checks
-- Halfling Luck. +1 racial bonus on all saving throws.
-- Halfling Courage. +2 morale bonus on saving throws against fear.
-- Stonecunning.
-- Deep Halfling Craft skills. +2 racial bonus on Appraise checks and
Craft checks that are related to stone or metal.
Paladin Abilities
-- Aura of Good. Moderate (2)
-- Divine Inquisition. Detect Evil as Spell-Like ability (at will)
-- Smite Evil. +2 to hit and +2 to damage (1/day)
-- Divine Grace. + CHA bonus (+2) to all saving throws
-- Lay on Hands (4hp)
Sorceror Abilities
-- Arcane Spellcasting
-- Spells Known: 4/2 Spells per Day: 5/4+1
-- Cantrips: Arcane Mark, Detect Magic, Prestidigitation, Read Magic
-- 1st Level: Swiftstrider (Expeditious Retreat), True Strike
-- Summon Familiar
Fighter Abilities
-- Fighter Training: see feats
Dragon Disciple Abilities
-- Draconic Bloodline: Blue
-- Natural Armor +1
-- Bonus Spells (see spells per day)
Feats:
-- Level 1: Power Attack
-- Level 3: Dodge
-- Bonus Fighter Feat: Cleave
-- Bonus Fighter Feat: Mobility
-- Level 6: Spring Attack
Skill Points: Pal:15 Sor: 3 Ftr: 6 Max Ranks: 8/4
Skills Ranks Total
Diplomacy 4 +8 Sense Motive Synergy
Handle Animal 1 +3
Jump 0 -4 Movement Penalty
Knowledge (Arcana) 8 +9
Listen 0 +1 Racial Bonus
Ride 1 +4
Sense Motive 5 +4
Spot 1 +0
Equipment.............................Weight
Wooden Heavy Shield...................5.0Lb
+1 Mithral Mail Hauberk.................05 Lb
Sling.................................---
Belt
Belt Pouch............................0.12Lb
Warhammer +1......................2.5Lb
Silver Longsword....................02Lb
Cold Iron Kukri.......................01Lb
Flint & Steel..........................---
Cold Iron Darts (2)....................0.5Lb
Vial of Antitoxin (2)........................02Lb
Flask of Alchemist's Fire (2).............02Lb
Sling Bullets (10)...................2.5Lb
Scroll Case...................................0.5Lb
-- Magic Weapon (CL1)
Healing Salve (2 doses)
Wand of Cure Light Wounds (17 charges)
Party's Wand of Cure Light Wounds (50 -27 charges)
Potion of Bull's Strength (CL3) .............1Lb
Potion of Barkskin (CL3).............1Lb
Back pack.............................0.5Lb
Winter Blanket.......................0.75Lb
Rations (10)..........................2.5Lb
Waterskin.............................01Lb
Bedroll...............................1.25Lb
Journal (Spellbook)....................03Lb
Ink Vial(Black)........................---
Inkpen.................................---
Chalk (5)..............................---
50 feet of Silk Rope................05Lb
Total Weight:40.12Lb Money: 726gp 20sp 47cp
Lgt Med Hvy Lift PushMax Weight: 49.5 99.75 150 300 750
Warpony "Courage"
Rider plus Carried Items.............55.12Lb
Scalemail Barding.....................30Lb
Bit and Bridle.........................01Lb
Riding Saddle..........................25Lb
Saddlebags.............................08Lb
Waterskin..............................01Lb
Soap (1)................................01Lb
+1 Glaive................................05lb
Lance..................................05Lb
Sling Bullets (39)...................10Lb
Flask of Holy Water (4)...................04Lb
Feed (2)................................20Lb
Total Weight:143.12Lb
Lgt Med Hvy Lift PushMax Weight: 100 200 300 600 1500
Age: 25
Height: 2'01"
Weight: 031lb
Eyes: Blue and Gold with cat-slits
Hair: Dark
Skin: Pale
Courage the Warpony
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 30 ft. (6 squares), 40 ft. base
Armor Class: 17 (+1 Dex, +2 natural, +4 armor), T 11, FF 16
BAB/Grapple: +1/+3
Attack: Hoof +3 melee (1d3+2)
Full Attack: 2 hooves +3 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +0
Abilities: Str 15, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Skills: Listen +5, Spot +5
Feats: Endurance
"Wherever I go, I always have Courage with me"
Description:
Spoiler:
Sir Ishmael appears to be a moderately built halfling wearing a surcoat and carrying a heavily scarred wooden kite shield. His dark blue eyes have cat-like slits to them, suggesting a monstrous heritage. His shield and his tabard display the colors of his order, a simple rust-colored sword pointing downwards on a white sheet. When outside, he donns a fine violet owlbear cloak, a brooch of masterful Dwarven craftsmanship, and a leather hood.
The Deep Halfling is rather plain-faced, except for a single scar in the middle of his brow. The scars of battle mark his unclothed body in horrendous crosses and horrible lines. As such, Sir Ishmael prefers to keep this image away from others. No matter the temperature, he always keeps on his blue and white tunic and brown trousers. Hidden beneath the tunic is a mail hauberk made of that wonderous metal, mithral.
His warhammer, "Violet", is named after his home town love. He keeps this weapon with him at all times, just like his darts and kukri. His darts, wrought of Cold Iron, are tucked at the right side of his belt for convenience while his Cold Iron kukri is stored at his boot. Violet has her place in the left side of his belt, ready for action should evil rear its ugly head for bashing.
Ishmael's newest weapon is a longsword plated with alchemical silver. He usually carries it at his belt, with his darts.
One of his most stalwart friends is the shaggy warpony Courage. Trained by Sir Ishmael as a foal, Courage is an aggressive beast of war. He is willing to charge into combat beside his master with his hooves as deadly weapons. This devotion is not unrequited. Indeed, Sir Ishmael would risk life and limb for his steed and he always has some time to take care of his mount. Courage's name is a hidden wish of the halfling, who has suffered shame and loss in the past for hesitating before combat.
Those who can see invisible objects or read magick will see that all of Sir Ishmael's important items (weapons, shields, armors and other effects) have been Arcane Marked.
Background
Spoiler:
The Order of the Wooden Sword is a small order of wandering knights dedicated to protecting the weak and helpless against the forces of evil. Considered a laughing stock by more prestigious orders, the members of the Wooden Sword are often clothed traveler's garb rather than more knightly attire. They are no less loyal to the cause of good and law than other orders, however. Even though they accept paladins of all kinds and appearances into their organization, their numbers are slowly dwindling because of casualties and lack of recognition. Very soon, the Order of the "Peasant Knights" will soon cease to exist.
The smallest of this small organization is Sir Ishmael. Young Ishmael was raised in a nomadic Deep halfling village that wandered the overworld deserts and cavernous underworlds of ENworld. Being the 7th child of 14 children, he learned much about playing the subordinate and the defender of the weak. His mother, Izra, the village healer and an adept in the mysteries of song magicks, was too busy to care for her children. While most of his siblings fell into seedy paths or to the simpler and more honest ways, Ishmael found himself before a path far greater than everyone else's.
When a Dwarven knight rescued the village from a band of marauding giants, the young halfling stood beside him in combat, willing to fight giant with sling and stone. When the battle was done and the enemies felled, the knight left immediately with little Ishmael in tow.
The Deep Halfling was initiated into the order by his mentor, Sir Mazan Ironforge. The dwarf knight's reputation was great among the members of the Wooden Sword. Sir Ishmael was, on the other hand, regarded as the worst knight of the order.
If the Wooden Sword was the lowliest of all Knight Orders, Sir Ishmael was its lowest rung. Though he was a somewhat competent fighter, his tendency for distraction and gullibility made him a less than optimal Paladin. He has since mended those problems, but back then his reputation as a fool was well-deserved. If there was single turning point in his young life, t'was the death of his mentor.
From simple halfling yew, Sir Ishmael turned into hard iron. He refuses to talk about that incident and is otherwise willing to converse about any topic besides this. He now seeks to restore his reputation and good name by learning through the deadliest teacher of all: experience. Avenging his master is also one of his goals, that is defeating and ending the life of the dastardly warrior Sir Xanus Durklann. If he can survive the worst the world has to offer, he can prove to everyone that his master's choice of a squire was not a foolish one.
Kills, Experience and Rewards Log
Spoiler:
Monastery of Saint Feragon (DM: Uriel)
Sir Ishmael and his comrades explore a Monastery inhabited by the survivors of a massacre and the the fell converts of a Dark God of Corruption. His party joins forces with the surviving, uncorrupted monks, as well as with another party of intrepid adventurers, and storm the Feral beasts that dared desecrate the sacred sanctum. The Feral Druid leader escapes Ishmael's wrath, though the Deep Halfling swears just vengeance upon him.
XP: 2000, GP: 1100 in coins, 500 in Jewels, Other: Healing Salve
Kills: Corrupted Feral Roadwarden (1), Corrupted Feral Monk (2), Feral Orc (1)
Haunted Halls of Stonepike (DM: Uriel)
Sir Ishmael and his comrades take heed of a cry for help in the Dwarf Stronghold of Stonepike. In their exploration of its "haunted halls" they discover that Cloakers are the cause of the disappearances and eerie sounds. These aberrations are dispatched single-handedly by the Deep Halfling and his competent crew. It is after this adventure that Ishmael uncovers his sorcerous abilities, marking his exit from the path of Paladinhood.
XP: 2600, GP: 75GP Advance Reward + 2000 GP, Other: Owlbear Cloak, Brooch (250GP), Mithral Mail Shirt +1
Kills: Owlbear (1) Cloaker (1)
The Burning Tower (DM: Patlin)
Sir Ishmael and his companions aid Orussus' own City Watch in order to investigate a mysterious smoking tower that belongs to the Wizard Rilthorne. After passing through the tower's arcane defenses and guardians, they encounter the source of the smoke: a Living Pyrotechnics spell. Dispatching the creature summons the tower's owner who thanks them and rewards them for their actions.
XP: 1053, Other: Small Glaive +1
Kills: Animated Armor (1), Ape Construct(1), Living Pyrotechnics Spell (1)
The Faerie Woods (DM: Patlin)
Sir Ishmael and his companions are set on the trail of a murderous thief who had stolen a precious necklace from the Dwarf jeweler Gontor. The trail takes them to the Faerie Woods and even to a Fey Lord himself who covets the necklace for his own. The real thief and murderer, however, is a bloodthirsty Redcap whom Ishmael and his companions fight twice. The first battle was a narrow victory, though the Gnome Barbarian Gorefoot lost his life in sacrifice and the Redcap escaped with the necklace's magic. The second battle was far less costly due to the Feybane blade they had found in the Redcap's lair and reforged. Nars Blackbeard struck the final blow, however, Ishmael was glad to take a strike or two in the Dwarf's stead.
XP: 1140 + 2190 + 2160 xp GP: 566 gp (Gontor's advance + Redcap lair gp)
Kills: None
Tomb of Chaos (DM:Erekose13) Sir Ishmael and his companions are hired by Tharivian Atterwood of the Sage's Guild of Orussus to investigate the tomb of an ancient king near the Sairundani Desert and to clear it of any danger. He is afflicted by an ancient curse and upon the dispelling of the curse by a Hyragian Temple, Ishmael's monstrous heritage is revealed. He is a Dragon Disciple of the Blue Chromatic Bloodline.
GP:
Kills: Gnolls (2), Magnix the Gnoll, Skeleton Warriors (5), Wight, Coin Swarm, Gibbering Mouther, Grick
Leveling up notes
Spoiler:
level 4:
Gained 1140 XP
Gained a Fighter Level
Strength increased by 1
BAB increased by 1
Fort save increased by 2
+9 hp
3 skill points into knowledge (arcana)
Fighter feat: Cleave
Level 5:
Gained 2160xp
Gained a Fighter Level
BAB increased by 1
Fort Save increased by 1
+8 hp
3 Skill points into knowledge (arcana)
Fighter feat: Mobility
Sold Glaive for half of 2310gp=1155
Enhanced MW Warhammer to +1
Bought a Silver Longsword
Level 6:
Gained a Dragon Disciple Level
Fort and Will save increased by 2
+10 HP
1 Skill Point spent on Spot
1 Skill Point spent on Dwarven (Speak Lang is a DD class skill)
Last edited by nimisgod; 30th December 2006 at 02:40 PM..
Reason: update for xp total
Appearance: Sturm is essentially a box, and usually a rather dirty box at that. His armor is old and worn, his trousers are old and worn... His scythe is almost pristine, however, and has a tendency to wave dangerously back and forth as he totters around with it strapped to his back. He has more scars than he could possibly know what to do with, and not a one among them is from any remotely glorious exploit.
Background: Sturm hails from Down Thrusch, the deepest and most secluded region of a proud Dwarven kingdom. There when Common is spoken it's a rather unique brand of Common, which is made more evident by Sturm's colorful abuse of the language.
While there, he enlisted and trained to become a Dwarven Battle-Rager, much feared in the deep and largely unheardof above land. Unfortunately, when it came time to prove his worthiness to serve in battle, Sturm didn't make the cut.
Undaunted, or at least relatively undaunted, the young dwarf set out to the surface, to seek fame, fortune, and glory on his own. Thus far, he's found only more embarrassing scrapes, but he's too stubborn (or maybe just not smart enough) to let that stop him.
Name: Rurik Axebender
Class: Fighter
Race: Dwarf
Size: M
Gender: Male
Alignment: Neutral Good
Deity: Chennet'
Str: 18 +4 (13p.) Level: 5 XP: 10914
Dex: 12 +1 ( 4p.) BAB: +5 HP: 47 (5d10+10)
Con: 15 +2 ( 5p.) Grapple: +9 Dmg Red: N/A
Int: 10 +0 ( 2p.) Speed: 20' Spell Res: 0
Wis: 10 +0 ( 2p.) Init: +1 Spell Save: N/A
Cha: 10 +0 ( 4p.) ACP: -5 Spell Fail: N/A
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +6 +1 +1 +0 +0 +0 18
Touch: 11 Flatfooted: 17
Base Mod Misc TotalFort: 4 +2 +2* +8*/+6 *Racial bonus vs. spells/-like effects
Ref: 1 +1 +2* +4*/+2
Will: 1 +0 +2* +3*/+1
Weapon Attack Damage Critical
Dwarven Waraxe, +1 +11 1d10+7 20-x3
Dwarven Waraxe, MW +11 1d10+6 20-x3
Shortbow (60') +6 1d6 20-x3
Languages: Common, Dwarven
Abilities: 20' movement in M/H loads, armor; 60' darkvision; Stonecunning;
Weapon Familiarity dwarven waraxe, urgrosh; Stability; +2 saves vs. poison;
+2 saves vs. spells; +1 to attack vs. orcs, half-orcs, goblinoids;
+4 dodge bonus to AC vs. giants; +2 to Appraise stone or metal;
+2 to Craft stone or metal; Favored class: Fighter.
Feats: Power Attack, Quick Draw, Cleave, Weapon Focus: Dwarven waraxe, Weapon Specialization: Dwarven Waraxe
Skill Points: 16 Max Ranks: 10/5
Skills Ranks Mod Misc Total
Climb 2 +4 -5 1
Craft (Weaponsmith) 7 +0 +2* +9*/+7 *stone/metal only
Craft (Armorsmith) 5 +0 +2* +7*/+5 " "
Jump 2 +4 -5 1
Equipment: Cost Weight
Clothes -- 2lb
Cloak, Owlbear -- 5lb
+1 Dwarven Waraxe 330gp 8lb
MW Dwarven Waraxe 330gp 8lb
Shortbow 30gp 2lb
-Arrows, 18 1gp 3lb
-Arrows +2, 1 - 0lb
Chainmail +1 1300gp 40lb
Lt. Steel Shield 9gp 6lb
Backpack 2gp 2lb
Bedroll 1sp 5lb
Whetstone 2cp 1lb
Explorer's Outfit - 0lb
Waterskin (full) 1gp 4lb
Flint and Steel 1gp 0lb
Healing Salve, 1 jar - 0lb
Rations, 14 days 7gp 14lb
Rope, hempen, 50 ft. 1gp 10lb
Grappling hooks (2) 2gp 8lb
Miner's Pick 3gp 10lb
Hammer 5sp 2lb
Crowbar 2gp 5lb
Clay Jug (Mom's ale, 2) 3cp 9lb
Clay Jug, 3 (Dwarven ale) 1gp 9lb
Sacks, cloth (3) 3sp 2lb (rounded up from 1.5)
Clan Axebender Journal - 10lb
-----
Horse, heavy 200 gp
Bit and Bridle 2 gp
Saddle, riding 10 gp
Saddlebags (pair) 4 gp
Feed (twelve days) 7 cp, minus usage
Total Weight (not counting mount): 154lb Money: 3131gp 1sp 1cp
Lgt Med Hvy Lift PushMax Weight: 100 200 300 600 1500
Age: 49
Height: 4' 2"
Weight: 190lb
Eyes: Blue
Hair: Dishwater Blond, queued in back
Skin: Chapped Pink
[Rurik carries his food, gold and ale within the saddlebags of the horse, his tools in the pack, and his armor and weaponry on his person. Packed, he is at medium encumbrance - mounted or unpacked, he is at light.]
Appearance: Rurik is a 'mountain' dwarf, the stereotypes of which account for about 80% of what there is to say about his appearance and manner. The differences come with his usual attire: an owlbear cloak with gold and silver opal clasp, and royal blue piping to distinguish his cloak from those of the other heroes of the Haunted Halls of Stonepike.
Other than that, and the magical chainmail he bought with the subsequent reward, Rurik is in all other aspects the image of a 4' 2", portly Viking, only distinguishable by his scant reputation amongst those friends with whom he has adventured, if they yet live, and his pack, an assortment of tools Rurik has mostly never used, and may never use yet.
This state of affairs is usual and proper among the sons of Hrynnar and Eloisa Axebender; if it can be forged, and used to fight evil, it should be forged, and carried in the backpack of any Axebender son sent surfaceward.
Background: Rurik hails, like most mountain dwarves, from a Clan - Axebender, as alluded to earlier. Rurik's history is the last 49 years of Clan Axebender's history: worship Chennet', make and sell weapons, tools and armor, eat meats roasted over open flame, drink copious quantities of malted beverages, have loud and spirited 'discussions', sleep, repeat.
This cycle is broken once in a great while when an Axebender son is sent surfaceward, as Rurik was several months ago, ostensibly to 'gather information' on weaponry and armor for his parents.
When this led to his participation in the incidents at St. Feragon Monastery and Stonepike Hall, Rurik, more focused on doing his part to slay evil beasts and hold himself highly accountable to the dwarf/human/halfling next to him on the battle line, neglected to document the information he was sent to gather.
Upon his return to Axebender Hall, Eloisa, upon noting next to nothing new in the 10-pound Clan Axebender Journal taking pack space for the purpose, saw to it personally that Rurik contributed his information. In typical 'dwarven-mother' fashion, she forbade him from venturing again surfaceward until every bit had been gleaned and recorded from his all-too-dwarven memory.
In time Rurik was allowed surfaceward once again, where he made a new friend and helped to rid a mine of an undead infestation (Fort Knocks). Rurik sold his interest in that mine and returned to the forge and hearth of his Clan once again, where he is currently at work on a weapon for his new friend, a devotee of Hryag named Eusebius.
Stat adjustments:
+1 to STR at 4th lvl.
XP History:
5614 from Fort Knocks
2000 from Monastery of St. Feragon and Feral Smackdown Battle Royale
3350 from the Haunted Halls of Stonepike
Craft Points: Rurik is down any number of Craft Points for construction of a masterwork spiked chain, a gift to his boon companion Eusebius. At 5th, with a +9 to Craft:Weap when the object is metal, he would appreciate some help from someone who knows how many Craft Points would have been expended, and how many he might have left. If there is a deficit, Rurik will pay the difference in gold (which has already been decremented 2000 gp for the casting of a Flaming enchantment on the weapon).
Name: Gath Stonefist
Class: Barbarian/Fighter
Race: Half-Orc
Size: Medium
Gender: Male
Alignment: Chaotic Neutral
Deity: None for now
Str: 18 +4 (10p.) Level: 2/1 XP: 3460
Dex: 14 +2 (6p.) BAB: +3 HP: 36 (2d12+1d10+9)
Con: 16 +3 (10p.) Grapple: +7 Dmg Red: -/-
Int: 6 -2 (0p.) Speed: 40' Spell Res: -
Wis: 10 +0 (2p.) Init: +2 Spell Save: +-
Cha: 8 -1 (2p.) ACP: -2 Spell Fail: -%
Base Dex Armor TotalArmor: 10 +2 +4 16
Touch: 10 +2 12
Flat: 10 +2 +4 14
Base Mod Misc TotalFort: 5 +3 +8
Ref: 0 +2 +2
Will: 0 +0 +0
Weapon Attack Damage Critical
Glaive +7 1d10+6 x3
Unarmed Strike* +7 1d3+6 x2
Javelin +4 1d6+4 x2
*Gath can deal normal or subdual damage, does not provoke an AoO, and
adds 1.5 time is str bonus to damage, with his unarmed strikes.
Languages: Common, Orc (Gath is illiterate and sometimes confuses the 2 languages)
Abilities:
- Darkvision (60 ft.)
- Uncanny Dodge
- Rage (1/day): While raging, Gath's stats change as followed:
hp 42; AC 14, touch 10, flat-footed 14; Grapple +9; Atk +9 melee
(1d10+9/x3, glaive) or +9 melee (1d3+9/x2, unarmed strike); SV Fort +10,
Will +2; Str 22, Con 20, Jump +7, Swim +4.
Lasts 8 rounds, then fatigued (-2 Str, -2 Dex):
hp 36; AC 15, touch 11, flat-footed 15; Grapple +5; Atk +6 melee
1d10+4/x3, glaive) or +6 melee (1d3+4/x2, unarmed strike); Str 16, Dex 12,
Jump +4, Swim +1, Can't run or charge.
Feats: Improved unarmed strike, Power Attack, Mighty Punch
Skill Points: 11 Max Ranks: 6/3
Skills Ranks Mod Misc* Total
Intimidate 6 -1 +5
Jump 3 +4 -2 +5
Swim 2 +4 -4 +2
*Armor check penalty
Equipment: Cost Weight
Traveler outfit - 5lb
Chain shirt 100gp 25lb
Glaive 8gp 10lb
Javelin (2) 2gp 4lb
Backpack 2gp 2lb
Bedroll 1sp 5lb
Sledge 1gp 10lb
Trail Ration (2 days) 1gp 2lb
Waterskin (2) 2gp 8lb
Total Weight: 75lb Money: 203gp 8sp 10cp
Lgt Med Hvy Lift PushMax Weight: 100 200 300 600 1500
Age: 17
Height: 6'0"
Weight: 242lb
Eyes: Dark Brown
Hair: Black
Skin: Lightly grayish
Appearance: Ugly even for an half-orc, Gath looks and sounds like he took to many hits on the head. His face is covered with scars, his nose was clearly broken once, and his mouth is missing some teeth. Gath always wears his new chain shirt and his large polearm is easy to notice.
Background: Gath is the son of a female orc slave who used to serve an unscrupulous human merchant. Some think that orcs don't make good slaves since they are wild but this merchant did find they had advantages. First, they are cheap and, more importantly, there is few peoples who worry about their treatement and fewer still who would try to save them. Gath never knew who his father was but it was probably one of the merchant's guards. Gath first served his master as a page but, at the age of 12, he was already too wild and strong for the job. The merchant decided to make a pugilist out of him. Gath would fight (and with his rage and strenght often win) and the merchant would take the money. However, one night, Gath fought with a large man that probably had some ogre blood in him and was almost beaten to death. The merchant thought there was no more profits to make out of the half-orc and left him on the side of a road, to die. But Gath was (and still is) tough so he recovered. Since then, he's been working as a guard but he keeps losing his job as he always gets into fights.
Appearance: A big ugly brute. His appearance is the result of countless barehanded fights, some for money, some for survival. He has a nose broken a multitude of times and cauliflower ears. His face is a mass of scars from his fights. Ugly is a far too mild description to get the point across. However this does reflect his ability to command fear. His towering mass of muscles would generally be enough to intimidate anyone. He, using all his dim intellect, has focused on maximizing the ability to psyche out opponents. When the issue of who you don't want to meet in a dark alley comes up, Lupic is what you picture.
Background: Lupic was the result of an orcish raid on an outlying settlement. Born to a widowed peasant woman we was forced to stand up for his family from a very early age. He used his great strength in many menial tasks to provide food for the table. He was generally without friends owing to his background. In fact, he got in many fights owing to his race. However his great strength generally helped him stand up for himself. Over time he learned to handle himself with more than brute strength. His mother, a moral person, managed to prevent Lupic from giving into a misanthropic outlook, however she was unable to introduce charity into his nature.
His fighting ability eventually got him noticed. He got hired by tavernkeepers as the bouncer. This was a job that he excelled at. One tavern keeper decided to make more use of him. He became an attraction. The tavern staged barehanded fights where Lupic became the favorite among patrons. He was reigning champion for quite some time until a visiting adventurer was cajoled into fighting the match. Lupic was schooled in the finer points of fighting, and was beaten soundly for the first time in his memory.
Lupic, not being the brightest star in the firmament, decided that if an adventurer could handle him so easily, that he must become an adventurer himself, thus learning to be mightier. He saved up his money from fights and his salary as a bouncer. Scrimping and saving he eventually comissioned a suit of chain mail in his size, adorned with wicked spikes. He thought the spikes would make a nice touch for psyching out whatever he would come across. Of course now he's broke and has to start that adventuring since otherwise he'll have to go back to bouncing to avoid starving. Having heard that many adventurers frequented the Red Dragon Inn he went there as soon as his armor was ready. Somehow he never quite had an inkling that adventurers need equipment beyond armor.
buzzard
Last edited by buzzard; 9th May 2007 at 04:08 PM..
Name: Dioran Uthelem
Class: Sorcerer
Race: Human
Size: Medium
Gender: Male
Alignment: True Neutral
Deity: None as yet
Str: 11 0 ( 3p.) Level: 3 XP: 4,773
Dex: 10 0 ( 2p.) BAB: +1 HP: 13 (3d4+3)
Con: 12 +1 ( 4p.) Grapple: +1 Dmg Red: N/A
Int: 14 +2 ( 6p.) Speed: 30' Spell Res: N/A
Wis: 10 0 ( 2p.) Init: +0 Spell Save: 13 + spell level
Cha: 17 +3 (13p.) ACP: 0 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +0 +0 +0 +0 +0 10
Touch: 10 Flatfooted: 10
Base Mod Misc TotalFort: 0 +1 +1
Ref: 0 +0 +0
Will: 3 +0 +3
Weapon Attack Damage Critical
Quarterstaff +1 1d4 20/x2
Sling 50' range inc. +1 1d4 20/x2
Languages: Abyssal, Celestial, Common
Abilities: Medium size; 30ft. move; 1 Bonus Feat at level 1;
+4 skill points at level 1; +1 skill point per level above 1;
Favored Class: any.
Feats: Eschew Materials, Eschew Arcane Focus, Spell Focus (Conjuration)
Skill Points: 30 Max Ranks: 6/3
Skills Ranks Mod Misc Total
Concentration 6 1 +7
Craft ( Weaving ) 6 2 +8
Knowledge [Arcana] 6 2 +8
Knowledge [The Planes] 3 2 +5
Spellcraft 6 2 +8
Craft Points: 550
Spells
Llv per day Known
0: 6 4: Acid Splash, Detect Magic, Mending, Prestidigitation, Read Magic
1: 6 2: Ray of Enfeeblement, Summon Monster I, Mage Armor
Equipment: Cost Weight
* Clothing 1 gp 0lb
Quarterstaff 0 gp 4lb
Sling 0 gp 0lb
-bullets (10) 1 sp 5lb
* Backpack (2) 4 gp 4lb
Artisans tools 5 gp 5lb
Total Weight:18lb Money: 887gp 5sp 32cp
Lgt Med Hvy Lift PushMax Weight: 38 76 115 230 575
Age: 17
Height: 5'10"
Weight: 158lb
Eyes: Grey/Green
Hair: Reddish Brown or autumn
Skin: Olive-tanned
Appearance: Dioran Uthelem is a rather unusual young man. He stands out easily with his reddish goatee, but otherwise totally bald head. Upon closer inspection a line of black and white spots form a waving line across the top of his head and down the neck, until they fade as they near his spine. Dioran's clothing was obviously not designed with the intent to blend in. Beneath a long, dark red coat riddled with pockets he wears a slightly puffy pair of trousers, a leather vest and a shirt with intricate designs. Various scarfs and adornments are scattered about his person. He made his clothing himself, with great care, and values the ensemble greatly. He is loathe to wear anything not created by his own hands, although he will not tell anyone why exactly.
He generally regards the world with a slight smile, seeming somewhat distracted most of the time. But, at unpredictable times, he seems to come 'into focus'. This is when he radiates a sense of presence which few can beat.
( I had envisioned his self made coat to be riddled with pockets, as well as have a pair of reinforced compartments on the back. This is represented by the two backpacks in his equipment, one for the pockets, one for the compartments. If this is too weird, he'll just travel with one backpack and 4 belt pouches instead. )
Background: Dioran was born as the fifth son in a large farming family. He found himself better suited to the life of an artisan, and was apprenticed to the local tailor at an early age. He would probably have taken over the shop in time if not for Tresios the Green - a conjuror of no small repute. Dioran had delivered various articles of clothing to the wizard over time, and the latter recognized Diorans intellect and magical aptitude early on. Withing a few months, Tresios had convinced Dioran to learn the Art.
All went well, although Dioran did not pick up the more abstract principals of magic as fast as they both had hoped. Not long before he was to try his first true spellcasting disaster struck. A summoning ritual turned ugly, resulting in both a Demonic and an Angelic presence infesting the poor boys mind. Tresios' spells were ineffective in removing them, so he had to leave Dioran within the protective wards what still functioned while he would get help. Almost a full day later Tresios returned with a priest, but he was too late.
Dioran had survived. The conflicting forces in his soul had fought fiercely, with little regard for the boys well-being. Yet when the dust had settled, somehow, Dioran had come out on top. He was free of the outsiders, but his soul was scarred deeply and his mind never fully regained its balance. Ever since that day Dioran has been fluent in Abyssal and Celestial. He has also gained a greatly enhanced intuitive grasp of magic.
Tresios sent him away after a while. Dioran developed in a different direction now, and the wizard grew ever more uncomfortable around him. Without a second thought, Dioran set out to find a destiny to call his own.
The Eschew Arcane Focus:
As Eschew Materials, except it removes the need for foci of 1 gp or less with arcane spells.
XP list:
Spoiler:
Code:
XP Adventure
3,460 Bluerun
1,313 Attack on the bandit camp
=======
4,773
Last edited by Hof; 4th August 2005 at 12:56 AM..
Reason: Experience gained, Money received.
Name: Rainca of the Barav Kree
Class: Barbarian 2/Bard 1
Race: Human
Size: Medium
Gender: Female
Alignment: Neutral Good
Deity: Grendath (as the Blood Father)
Str: 14 +2 (6p.) Level: 3 XP: 3460
Dex: 11 +0 (3p.) BAB: +2 HP: 31 (12+4+9+6)
Con: 15 +2 (8p.) Grapple: +4 Dmg Red: --/--
Int: 14 +2 (6p.) Speed: 40'(200'run) Spell Res: --
Wis: 10 +0 (2p.) Init: +0 Spell Save: --
Cha: 13 +1 (5p.) ACP: -0 Spell Fail: --%
Total Base Armr Shld Dex Size Nat MiscArmor: Leather 12 10 +2 +0 +0 +0 +0 +0
Touch: 10 10 +0 +0 +0 +0 +0 +0
Flatfooted: 12 10 +2 +0 +0 +0 +0 +0
Total Base Mod MiscFort: +5 +3 +2 +0
Ref: +2 +2 +0 +0
Will: +2 +2 +0 +0
Weapon Attack Damage Critical
Battle Axe +4 1d8+2 20x3
Kukri +4 1d4+2 18-20x2
Longbow +2 1d8 20x3
Javelin +2 1d6+2 20x2
Languages: Common, Halfling, Barav Kree
Abilities:Bardic Music
- Fascinate
- Countersong
- Inspire Courage +1
Bardic Knowledge +3Bardic Cantrips 4 known/2 per day
- Know Direction
- Light
- Mending
- Message
Fast movementUncanny DodgeIlliterateProficient with light and medium armor, simple and martial weapons
Rage 1/day lasts for 7 rounds:
+4 to Str (18 +4)
+4 Con (19 +4)
+2 Morale bonus to Will saves
-2 to AC (typically down to 10)
+6 to HP (max HP 37)
Can't use Cha, Dex or Int based skills
After rage ends:
-2 Str (11 +0)
-2 Dex ( 8 -1)
Can't charge or run
Feats:Endurance: Rainca recieves a +4 bonus on the following checks and saves:
- Swim checks to resist non-lethal damage
- Constitution checks to continue running
- Constitution checks to resist nonlethal damage from a forced march
- Constitution checks to hold her breath
- Constitution checks to avoid non-lethal damage from starvation or thirst
- Fortitude saves to resist nonlethal damage from hot or cold environments
- Fortitude saves to resist damage from suffocation
- Rainca may sleep in light or medium armor without becoming fatigued
Die Hard
- Disabled rather than Unconcscious between -1 and -9 HP
Run: Rainca moves 5 times her normal speed (200') when running in light or
medium armoror under a light or medium load. She moves 4 times her normal
speed (160') when wearing heavy armor or under a heavy load. She retains
her AC bonus (+0) when running and gets a +4 bonus to Jump checks with a
running start.
Skill Points: 44 Max Ranks: 6/3
34 from Barbarian, 9 from Bard (some skills purchased as cross-class skills at level 1)
Skills Total Ranks Mod Misc
Climb (STR) +4 2 +2 +0
Craft-Weaving (INT) +3 1 +2 +0
Craft-Woodworking (INT) +5 3 +2 +0
Diplomacy (CHA) +2 1 +1 +0
Intimidate (CHA) +7 6 +1 +0
Jump (STR) +5 3 +2 +0
Listen (WIS) +6 6 +0 +0
Move Silently (DEX) +1 1 +0 +0
Perform-Sing (CHA) +5 4 +1 +0
Perform-Woodwinds (CHA) +4 3 +1 +0
Sense Motive (WIS) +1 1 +0 +0
Survival (WIS) +6 6 +0 +0
Swim (STR) +5 3 +2 +0
Useable untrained
Appraise (INT) +2 0 +2 +0
Balance (DEX) +0 0 +0 +0
Bluff (CHA) +1 0 +1 +0
Concentration (CON) +2 0 +2 +0
Disguise (CHA) +1 0 +1 +0
Escape Artist (DEX) +0 0 +0 +0
Gather Information (CHA) +1 0 +1 +0
Heal (WIS) +0 0 +0 +0
Hide (DEX) +0 0 +0 +0
Ride (DEX) +0 0 +0 +0
Search (INT) +2 0 +2 +0
Spot (WIS) +0 0 +0 +0
Use Rope (DEX) +0 0 +0 +0
Equipment: Cost Weight
Traveler's outfit --gp --lb
Leather armor 10gp 15lb
Battle Axe 10gp 6lb
Composite Longbow 100gp 3lb
Arrows (20) 1gp 3lb
Kukri (2) 16gp 4lb
Javelin (2) 2gp 4lb
Pack 2gp 2lb
Wineskin (full) 3gp 4lb
Mug, clay (3) 6cp 3lb
Woodworking tools 5gp 5lb
Beltpouch 1gp .5lb
Chalk (3) 3cp -lb
Fishhook 1sp -lb
Flint and steel 1gp -lb
Sewing needle 5sp -lb
Soap 5sp 1lb
Whetstone 2cp 1lb
Small, wooden flute 5gp 1lb
Loose coin -- --
Total Weight: 52.5lb
Lgt Med Hvy Lift PushMax Weight: 58 116 175 350 875
Money: 203gp 7sp 9cp
Age: 19
Height: 5'8"
Weight: 162lb
Eyes: Gray
Hair: Dark Brown
Skin: Light Brown
Appearance:
Rainca radiates promise, the promise of bloodshed. This impression is not mitigated by the battle axe at her side, the longbow and javelins at her back nor the brace of kukri strapped to her leg. She is tall and lean. Hard. She dresses as a Barav Kree warrior - simple leathers, colorful sashes, fine pelts, beads, teeth and feathers - though her pale gray eyes and dark hair mark her for the more civilized lands of Lionel or Owir. Amidst all the weapons, in easy reach, is a small, intricately carved wooden flute, worn and smooth from use.
Equipment
Explorer's Outfit
Backpack
--Bedroll
--Candles (10)
--Flint and Steel
--Grappling Hook
--Ink (1 oz. vial)
--Inkpen (2)
--Rope, Hemp (50 ft.)
--Soap (1 lb.)
--Tent
--Torches (4)
--Waterskin
--A Small Variety of Bottled Wines.
--A Smattering of Foreign Currency
Belt Pouch
--
Belt
-- Ranger Ability Descriptions
Class Skills Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Favored Enemy +2 (Ex) [Human] The ranger gains the listed bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets the listed bonus on weapon damage rolls against such creatures.
Wild Empathy +3 (Ex) The ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result.
To be affected, an animal must be within 30 feet of the ranger.
The ranger can also use this ability to influence magical beasts with Intelligence scores of 1 or 2, but gets a -4 penalty to the check.
Track The ranger gains Track as a bonus feat.
Appearance
Joseph Dar'maryon presents himself in a very business-like manner. His black cloak fits neatly over a darkened chain shirt, and black under-clothes. That cloak is adorned by a singular brass stud, nothing fancy, but always of tip-top shape. He wears a clean trimmed goatee, accenting a very well braided long black mop of hair. His face is never so covered that the smirk on the left side of his mouth cannot be seen. To his back he bares a claymore in a plain black leather scabbard.
Description Eyes - Brown Hair - Black Height - 6' 3" Weight - 170 lbs. Age - 19
Personality
Joseph Darmaryon is not laid back. While undoubtably being an attractive man, he is dissettling to be around. He looks at those around him as if they were deer at grazing. Mirroring the hunter, his patience is great and he bears no expectations of being the leading force of a venture.
Despite his affinity with the hunter, Joseph is much more at home in urban settings since gold and the sanctity of the contract are the two things he trusts most in life. Joseph doesn't believe that the gods have any understanding of the Darwinist reality they leave humankind to struggle through, so he has adopted code of ruthless amorality for himself. The only commitment he retains is that he only will deal with one contract at a time, and will take on no job without a contract.
Joseph enjoys the lavish desires of life, but maintains careful not to let himself grow fat and undisciplined. Although his love for wine and lady might leave oubts from time to time.
Background
Joseph was the first-born son of Lord Robert Darmaryon. Although he proved the most able at sword and the most industrious of all his brothers and sisters, his father passed him by due to young Joseph's reluctance to take on the family's faith of Taka.
Joseph was forced out of his home at the age age of 16, by his 14 year old sister, Morgan who had pledged herself to become a priestess of Taka. Quickly thereafter Joseph took on with a local crime syndicate where he served as a minor pick-pocket and just recently as one of their man-hunters. He recently escaped an inquisition of Taka's herelded by his sister to strip out "Black Joseph". He took to the name and to the road.
Notes to LEW Judges:
[1] Corrected armor bonus to fit the armor purchased.
[2] Adjusted skill entry to fit number of skill points as directed.
Last edited by Protean; 11th November 2003 at 11:17 PM..
D'Artagnon is a tall, very well-dressed human. He has long dark hair, a moustache,
and wears a grey tricorn hat, grey tunic over a chainmail shirt. He has a cocky air about him, and his right hand bears the tatoo of his number from service with the Military.
Appearance: Gurian has a full complement of gear needed to survive in the wild, all well used but in serviceable
condition. He is surprisingly strong for his build, and tends to use his guisarme as a walking stick. Gurian isn't really used to be around a lot of people and tends to be fairly quiet. He is a worshipper of Phyrah in her questing, protective aspects which means that he spends a LOT of time wandering alone.
Last edited by neoweasel; 20th January 2004 at 04:53 PM..
Appearance: Kristoff is an energetic young man, quick to smile and always with a gleam in his eyes. His clean-shaven face is boyishly young and unscarred by battle. He favors a blue tunic and roughspun grey breeches, over which he wears a suit of weathered scale. A baldric hangs across his shoulders, carrying a sheathed longsword.
Background: Coming Soon
Last edited by Ruined; 19th December 2003 at 02:07 PM..
Animal Companion:
Serac (Eagle)
HP 9, Speed 10/80 fly, Fort 3 Ref 4 Will 2, Init+2, AC 14/13/12,
BAB 0/-4, Talons +3(1d4) Bite -2(1d4),
Lowlight Vision, Weapon Finese (Talons),
Listen +2, Spot +14
Appearance:
Izra looks older than his 26 years would indicate. The wind and sun have taken their toll on his face and skin. He has a leathery looking face with a long scar on his left cheek. His hair is white as snow and is fairly short. He has linking tatoos along both arms, up his torso, and up his neck. Izra isn't particulary handsome but he does look as if he can take care of himself in a tough situation. His tough looking exterior belies an easy going personality.
Background:
Izra was born in a village in the high mountains. Early in life he looked to take care of himself as both his parents died in a mass fire in the village. A hermit, who lived close to the village, took pity on Izra and looked after him. The hermit taught Izra the ways of the mountain and nature. Izra still had a connection to the village however. And when he became old enough he became part of the leadership in the village. Everything was fine until a month ago when the villagers started being attacked by the wildlife. The villagers knew Izra's connection with nature and they quesitoned him on these strange attacks. Unfortunately the attacks came at regular frequency. Somehow some of the villagers got into their head that Izra was at fault for these attacks. Izra tried to question the hermit about the incidences but he was nowhere to be found. Izra decided to go out on his own to try an find answers. He feels somewhat betrayed by the village of his youth but he would like to find some help in dealing with the problems.
Pouch, belt, 1gp 0.5lb
Piece of chalk 1cp N/A
Flint and steel 1gp N/A
Whetstone 2cp 1lb
Ink (1 oz. vial) 8gp N/A
Inkpen 1sp N/A
Spell pouch 5gp 3lbs
Total Weight: 57lb total Money: 26gp, 7sp, 7cp
Light Med Hvy Lift Push
Max Weight: 43 86 130 260 650
Age: 116
Height: 5' 1"
Weight: 120lbs
Eyes: Green
Hair: Platinum
Skin: Russet
Appearance: He is considered rather exotic looking even among elves, due to his mixed heritage. He typically wears simple but well made tunic and leggings, with quilted Indigo vest of very fine quality.
Background:
He is son of the head weaver of the Indigo clan (a clan known for it’s fine textiles). From the age of 70 he trained in all phases of the weavers art. At the age of 109 he discovered a gift for magic. His father was not pleased. He wanted his son to be a weaver. His grandmother felt his magical gifts must be trained. The best she was able to do was to arrange some freedom for Tobias. Now 116 years old he has been sent to his uncle who lives in the city to learn the bartering of goods.
__________________ The meek shall inherit the earth. Links to my NPC's
Last edited by MavrickWeirdo; 21st December 2003 at 10:33 PM..
Adelard is a rather tall and fit halfling. He has amazing reflexes and very impressive all-around physical skills.
'Addy', as he is called, is the son of a retired adventuring halfling who settled down after making modest fortune during his travels. He grew up listening to his fathers yarns and longed to set out on adventures of his own. Having associated with humans and other memebers of the 'big races', Addy quickly realized that in order to prove his worth to an adventuring party, however, he would have to rely on his quickness, finesse, and wit rather than brute fighting skills.
__________________ Amo Drakones et Specos
Last edited by johnsemlak; 14th January 2004 at 01:23 PM..
Appearance: It's hard not to like Ioleta. Perhaps it's her easy grace. Or her wide, blue eyes. Or her sunlit-rain laughter. She is just one of those people, gracious, inquisitive and warm. Her short-cropped brown hair curls loose and close to her well-shaped head. Winglike cheekbones suggest elven blood, but her face is softer, less hawkish. She favors cool colors and, at the moment, wears a wide-brimmed leather hat and a dark blue cloak over, neat and minimally decorated leather armor. Under her armor she wears a long stylishly (in Orussus) embroidered purple vest, a crisp white long-sleeved shirt and close-fitting dark brown breeches. Her leather boots are turned down to calf high and sport some decorative tooling. She wears a short sword at her hip, it is utilitarian and well-kept. The hilt of a dagger peeks out of her left boot.
Last edited by Sparky; 31st January 2004 at 10:25 PM..