Name:Zhangsun
Class: Cleric
Race: Mountain Goblin
Size: Small
Gender: Male
Alignment: Lawful Good
Deity: Shural
Str: 10 +0 (4p.) Level: 1 XP: 0
Dex: 14 +2 (6p.) BAB: +0 HP: 9 (1d8+1)
Con: 12 +1 (4p.) Grapple: -4 Dmg Red: XX/XXXX
Int: 14 +2 (6p.) Speed: 15' Spell Res: XX
Wis: 18 +4 (10p) Init: +2 Spell Save: +X
Cha: 8 -1 (0p.) ACP: -4 Spell Fail: 25%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +2 +1 18
Touch: 13 Flatfooted: 14
Base Mod Misc TotalFort: +2 +1 +3
Ref: +0 +2 +2
Will: +2 +2 +4/+6 vs mind effecting
Weapon Attack Damage Critical
Light Crossbow +3 1d6 19-20x2
Heavy Mace +1 1d6 x2
Dagger +1 1d3 19-20x2
Languages:
Common
Goblin
Dwarven
Gnome
Abilities:
Domains: Knowledge and Protection
Low-Light Vision
+2 racial bonus on saving throws against mind-affecting spells
+1 racial attack bonus against Goblinoids
Treats an object's hardness as four points lower when dealing damage to it
Turn Undead 2/day
Spontaneous Casting (Cure)
Feats:
Point Blank Shot
Exotic Weapon Prof: Kama (racial)
Skill Points: (2+2)*4=16 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Concentration 4 +1 +5
Heal 4 +4 +8
Hide 0 +2 +4 +6
Diplomacy 0 -1 +2 +1
Know: Religion 4 +2 +6
Know: Architecture 1 +2 +4 +7
Know: Geography 1 +2 +2 +5
Know: History 1 +2 +3
Know: Local 1 +2 +3
(Mountain Goblins gain +4 to Hide, +4 Knowledge: Architecture and Engineering, +2 to
Diplomacy and to a knowledge. The Knowledge domain makes all Knowledges class skills)
Equipment: Cost Weight
Scalemail 50gp 15lbs
Light Crossbow 35gp 2lbs
Bolts (20) 2gp 1lb
Heavy Mace 12gp 2lbs
Dagger 2gp .5lb
Silver Holy Symbol 25gp 1lb
Backpack 2gp .5lb
Explorer's Outfit 8gp 4lbs
Cleric's Vestments 5gp 3lbs
Rations (8 days) 4gp 2lbs
Sunrod (2) 2gp 2lbs
Tent 10gp 5lbs
Waterskin 1gp 1lb
Flint and Steel 1gp -
Case, map or scroll 1gp .5lb
Parchment (10) 1gp -
Ink (1oz vial) 8gp -
Inkpen 1sp -
Bedroll 1sp 1.5lbs
Soap 5sp 1lb
Candle (4) 4cp -
Total Weight:42lbs Money: 31gp 50sp 6cp
Lgt Med Hvy Lift PushMax Weight: 25 26-50 51-75 150 375
Age: 16
Height: 3'6"
Weight: 45lb
Eyes: Red
Hair: Black
Skin: Forest Green
Spells:
0: Detect Magic, Light, Mending
1: Bless, Magic Weapon, Sanctuary(domain)
Appearance: Zhangsun doesn't look like most Goblins. He walks proudly with his
head held high. His red eyes are not dull and beady but bright and inquisitive. They
betray wisdom beyond his years. His luxurious long black hair is clean and put back
with a finely carved wooden clip. He is dressed in the fashion of an adventurer
although his clothes are brand new. More experienced folk could tell his boots have
never seen the inside of a dungeon. A small silver hammer dangles from his right ear.
A light crossbow is slung over his shoulder and a mace swings from his belt.
Background:
__________________ "Its a secret message from my teeth!" - The Tick
Last edited by The Goblin King; 27th January 2004 at 03:57 AM..
Reason: spells mem'd and pay rec'vd
Name: Jo Guilan
Class: Druid
Race: Half-elf
Size: Medium
Gender: Male
Alignment: Neutral
Deity: None
Str: 12 +1 (4p.) Level: 1 XP: 550
Dex: 12 +1 (4p.) BAB: +0 HP: 10 (1d8+2)
Con: 14 +2 (6p.) Grapple: +1 CP: 150
Int: 12 +1 (4p.) Speed: 20'
Wis: 14 +2 (6p.) Init: +1
Cha: 14 +2 (6p.) ACP: -3
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +3 +0 +1 +0 +0 +0 14
Touch: 11 Flatfooted: 13
Base Mod Misc TotalFort: 2 +2 +4
Ref: 0 +1 +1
Will: 2 +2 +4
Weapon Attack Damage Critical
quarterstaff +1 1d6+1/1d6 20x2
spear +1 1d8+1 20x3
sling +1 1d4+1 20x2
Languages: Common, Druidic, Elven, Sylvan
Abilities: Low-light vision
Immunity to sleep spells
+2 saves vs. enchantment
Elven blood
Wild Empathy +3
Feats: Point Blank Shot
Skill Points: 5x4=20 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Bluff (cc) 2 +2 +4
Craft (woodwork) 2 +1 +3
Diplomacy 0 +2 +2 +4 (racial)
Gather Information 0 +2 +2 +4 (racial)
Handle Animal 2 +2 +4
Heal 2 +2 +4
Knowledge (nature) 4 +1 +2 +7 (nature sense)
Listen 2 +2 +1 +5 (racial)
Ride 4 +1 +5
Search 0 +1 +1 +2 (racial)
Spot 0 +2 +1 +3 (racial)
Survival 0 +2 +2 +4 (nature sense)
Spells prepared:
Level 0 (DC 12): Detect Poison, Create Water, Detect Magic (3)
Level 1 (DC 13): Pass Without Trace, Cure Light Wounds (2)
Animal companion: Haisi the eagle
Type: small animal
HP: 5 (1d8+1)
AC: 14 (13 touch, 13 flat-footed)
Speed: 10' / 80' flying
BAB: +0
Saves: Fort 3, Refl 4, Will 2
Attacks: talons (x2) +3/1d4, bite -2/1d4
Low-light vision, Weapon Finesse (talons)
Listen +2, Spot +14
Tricks:
* Heel: Haisi follows Jo Guilan closely, even to places where the eagle normally would not go.
* Come: Haisi will come to Jo Guilan, even if an eagle normally would not.
Equipment: Cost Weight
Explorer's outfit -- --
Hide armor 15 gp 25 lb
Quarterstaff -- 4 lb
Spear 2 gp 6 lb
Sling -- --
Bullets (20) 2 sp 10 lb
Backpack 2 gp 2 lb
Blanket 5 sp 3 lb
Waterskin 1 gp 4 lb
Pouch belt 1 gp 0.5lb
Spell pouch 5 gp 2 lb
Hooded lantern 7 gp 2 lb
Oil (1 pint) 1 sp 1 lb
Hempen rope (50') 1 gp 10 lb
Trail rations (4 days) 2 gp 4 lb
Holly+mistletoe -- --
Total Weight: 81.5 lb Money: 42gp 50sp 0cp
Lgt Med Hvy Lift PushMax Weight: 43 86 130 260 650
Age: 30 yrs
Height: 5'5"
Weight: 160 lb
Eyes: green
Hair: black
Skin: yellow
Appearance: Jo's height and stocky build are the most obvious indicators of his human ancestry; otherwise, his facial features are clearly elven. He dresses in simple greens, blending with nature's shades, and shuns flashy adornments. He usually carries himself with an air of serenity, especially when in the sylvan settings where he is most comfortable.
Background: Jo Guilan grew up in a remote forest region. His mother,
herself an elven druid, trained him in druidic practices when he was a boy. He
has always had a reverence for nature. Once he learned that his part-human
ancestry would condemn him to a short life, he found his sense of community
with his natural environment comforting, as he found it identified him with
something more enduring. Now well-acquainted with the flora and fauna
indigenous to his home area, he has been advised by the druid elders to explore the endless varieties found in the wider world. He has therefore set out to travel, hoping to make friends with plants and animals of all exotic sorts.
In-game experiences: Jo's wanderings took him to Orussus, where he stopped for a meal at the Red Dragon Inn. While eating he was offered a deceptively simple-looking job as a courier; it took him to the docks, where he got roped into a distasteful little episode, ambushed by some goons on the way out who were convinced he was involved with the people he to whom he had delivered, and thrown semi-conscious into the water nearly to drown. Not surprisingly he has resolved never to return to Orussus.
XP history: 550 XP for A Tidy Profit
Last edited by orsal; 23rd June 2006 at 03:05 AM..
Reason: craft points
Appearance: Atella wears nondescript grey, and is none too pleasant to look at. Not that he's grimacing or dirty or anything like that. He's just, well, kind of ugly. Well, not really ugly, just not too attractive. There's something about him that reminds you of an alley cat. Or maybe the rats that alley cats prey on. Nonetheless he seems goodhearted and trustworthy. Or at least hungry, which is sometimes just as good. He's not the wealthiest of fellows, you can see. He carries a shortbow, rapier, dagger, pack, and not much else. His grey leather armor is a little shabby, but well-kept. He moves with an agile grace, and is fairly well-muscled. Looks like he might be capable.
Background: Ever since he was a young child, Atella has been searching for something, only he doesn't know what it is. His search has taken him to many lands, even lands where elves seldom go. Many elves speak the languages of the kobolds, goblins and orcs, but Atella has learned to speak like a native. The only way an elf would get to speak those languages that well would be to spend a lot of time with native speakers. This is somewhat difficult for your average elf, as the native speakers usually only say short phrases like "Die, elf scum!", but Atella has somehow managed it, and looks none too worse for the wear.
Update - A Tidy Profit: Gained 48sp
Update - A Tidy Profit: With no reason to continue and every reason to leave, Atella leaves the city (thus retiring from Enworld), escaping the thugs and sailors who are trying to kill him.
Last edited by silentspace; 15th May 2004 at 02:29 AM..
Abilities:
Racial:
+1 size bonus to AC
+1 size bonus to attack
+2 save VS. Illusion
+1 DC for Illusion Spells
+1 Vs. Goblins and Kobolds
+4 Dodge AC VS. Giants etc.
+2 Listen Checks
+2 Craft (alchemy)
+4 Hide checks
1/day Speak with Burrowing Animals
1/day Dancing Lights
1/day Ghost sound
1/day Prededigitation
Low Light Vision twice as far as humans
Lifting capacity is 3/4 of normal
Class : scribe scroll, summon famliar, +1 DC on evocation
Feats:
COMBAT CASTING [GENERAL]
Benefit: You get a +4 bonus on Concentration checks made to cast a spell or
use a spell-like ability while on the defensive or while you are grappling or
pinned.
Age: 38
Height: 32"
Weight: 48lbs
Eyes: grey
Hair: bald
Skin: tan
SPELLS (+1 0n 1/2/3 level spells for int modifier)
Spells per day
0 3
1 3 (+1 for specialization/+1 for Int mod))
2 0
3 0
4 0
5 0
6 0
7 0
8 0
9 0
Spells known (no enchantment /necromancy)
0 level
Abjur
Resistance: Subject gains +1 on saving throws.
Conj
Acid Splash: Orb deals 1d3 acid damage.
Div
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Evoc
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Illus
Ghost Sound: Figment sounds.
Trans
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
1 level (6)
Abjur
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Conj
Mage Armor: Gives subject +4 armor bonus.
Div
True Strike: +20 on your next attack roll.
Evoc
Burning Hands: 1d4/level fire damage (max 5d4).
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Illus
Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
Background:
Bohki was a bit reclusive but his parents still loved him as a child. Most of the other gnome children often chided him or called him names when he was younger, so he tened to himself mostly. Most of this was due to the fact that he had no hair and was a bit wirey for a gnome. Gnomes are an accepting people, but there is always the games that children play on those that are not so much alike.
He had one or 2 friend growing up that he would pal around with, and he was very close to them for most of his childhood. His favorite of all was the village elder, who showed him grat magic which bohki tried to learn. Besides his friend, most of his time was spent in the forested hills where he lived, exploring the caves and the wooded areas around him.
When Bohki got closer to adulthood he felt that he needed to learn more about the world around him and the magical talents that he had picked up from the village elder. He set out to see what place a small gnome could find in the world around him to fit in. the thought of learning more about magic and other beings put hope and excitement into the heart of this brave, yet feeble little gnome.
Appearance:
Though rather tan and regular in appearance as far as gnomes go, Bohki is rather thin and bald. He wears a pair of knee high boots with brownish grey leggins and a matching tunic. On his back he wears a dark green cloak that represents the home that he comes from. He carries a backback and crossbow slung across his backas well. The backpack is made of the hide of some sort of forrest creature. Beaver or maybe deer as far as you can tell.
There are some pouches hanging off of the belt that is looped around his waiste. From the look of them they seem to have a bit of something in each one, though you are not sure what that could be besides money. You certainley dont hear a lot of jingling going on when he walks. You can also see that bohki has a club, and when he strides a certain way you catch a glimps of a few daggers tucked away as well.
He seems a bit inquisitive about the world around him, and it seems a bit of a wonder that he has not been mugged and left to his death in an alley somewhere.Bohki is the kind that tends to keep to himself mostly because he is curious and often at study. never outspoken or a braggart, but willing to speak up when the situation demands it. He is also apt to take action if it is warrented.
__________________ ----------- Ghetto Runner
Last edited by Creamsteak; 9th February 2004 at 03:50 AM..
Appearance: Harwin is not normal for a halfling. Positively skinny for a halfling he is also taller than most halflings. He is wearing dirty, grass and leaf stained clothes and armor. His hair is wild, tied back in a pony tail with loose hairs sprouting all over the place. He is skinny, the traditional stomach of the halfling non-existent. His face is heavily tanned, as are his hands. He wears soft brown boots, discoloured from rain and mud. From his belt hangs a small sword, in a green and brown sheath, on the other side a hand axe is looped through his belt.
Background: Son of a boring halfing family, Harwin started growing up as many other halflings do, surrounded by family with an overabundance of food and a sedentary lifestyle. In Harwin's case this meant three brothers, four sisters and anoverabundance of aunts, uncles, cousins and various other hanger ons to judge, teach, train, educate and overindulge him. Very little of what he learned had any bearing on life and was generally the stuff of erveryday life.
This changed when a group of giants started terrorising the settlement. Rather than face the decimation of the village or alternatively leaving their long established homes, the halflings paid tribute to the giants. Harwin and a band of friends thought this was wrong and, against the wishes of their parents and the village, went off to kill the giants. A short battle later and the giants were having halfing stew for dinner. Harwin had been thrown well clear of the battle by a glancing rock and was saved by a group of rangers that had come to clear the giants out.
Harwin returned home, but found he could no longer face the rest of the village. The looks from the family of those that had not returned was more than he could take so he left. Joining the rangers he apprenticed himself to the group, learning from them before he finally returned. This time he found he had changed too much, the village was too insular, too placid and he felt he needed to do something. He does not yet know what, but he is hoping that one day soon something will happen to show him the path fot his life to take. As for his family - they think he has gone mad and look forward to the day when he will return home and behave as a solid member of the family.
Adventure log: In the Service of Orossus Xp 2150 Gold 1000 plus some equipment (crossbow and bolts)- spent on masterwork weapons and armour- the rest is noted in money.
Last edited by Ghostknight; 24th January 2005 at 04:28 PM..
Reason: Corrections from review
Appearance: Groggnir is a heavily muscled goblin, tall for his species. He grins and laughs often, and has a voice that to a goblin is deep and booming but to a human is somewhat comic. He carries scratched and chipped equipment, a large axe and a bow on his back and studded leather armor. Like his brother he has brownish red skin and gleaming yellow eyes.
Background: Groggnir used to be a berserker in the forces of the nomadic Strongfoot goblins, while his stealthy brother Avlogg served as a scout. The tribe often plundered weak communities and scavenged abandoned camps for what its members needed.
Avlogg and Groggnir were quite close and got along well, despite the differences in their size and abilities. Also, Groggnir showed tremendous ferocity and courage in battle, and Avlogg, regardless of his tendency to move unseen, was not a coward in any sense. Indeed, Avlogg and Groggnir did not seem to possess any of the usual malice and sadism common in goblinoids.
Groggnir and Avlogg, who disliked the destructive nature of day-to-day goblin existence, began to plot how they would take over the leadership of the Strongfoot tribe (well, Avlogg did most of the plotting while Groggnir nodded and waited for a chance to fight something).
Avlogg began to discreetly contact some of the goblins who were friendly to the brothers. Unfortunately, both Groggnir and some of the supporters of the brothers' lacked Avlogg’s discretion, and rumours began to spread that Groggnir (who, because of his size and strength, had become the more prominent of the two brothers) was intending to oust the old tribe leaders and take over.
Knowing that the brothers possessed odd notions, such as trying to coexist relatively peacefully with those outside the tribe, the more powerful members of the tribe decided to eliminate this threat to their authority and way of life.
One day, while Avlogg was off well ahead of the tribe scouting, the leaders of the clan sent some of their men to take Groggnir captive. However, the ambush they laid for Groggnir failed, and the powerful goblin began to slay those who dared to attack him. As the sounds of battle rang through the goblin encampment, Groggnir’s supporters rushed to the aid of their leader, while the elder members of the tribe went to fight to protect their authority. Although Groggnir was strong and his supporters determined, without Avlogg there to give him wise counsel, Groggnir became overconfident and rushed into the fray, and was knocked unconscious and taken captive.
However, the battle lasted long enough that Avlogg began to return to the Strongfoot encampment, and heard the sounds of battle. He rushed to return, guessing the nature of the battle, but as he came nearer the sounds of battle ceased. Avlogg vanished into the trees, creeping nearer and wondering which side had emerged triumphant. He received his answer when he saw several goblins he knew to be supporters of the current leaders, out in the woods looking about, presumably for Avlogg. Alerted to the danger, Avlogg easily eluded the goblins out looking for him, while heading back towards the encampment, fearing for Groggnir’s life.
Lurking about the edges of the encampment, Avlogg learned that Groggnir had been taken prisoner and was to be sacrificed the next day. Retreating back into the forest for a time, Avlogg waited until nightfall.
When night came, Avlogg crept into the encampment and towards the small cave where he knew his brother was held captive. He was easily able to avoid being seen, and came upon the cave, where two large goblins stood watch. With the advantage of surprise on his side, Avlogg killed one guard before he even knew what was happening, and the other fell just as he raised his horn to his lips to wake the encampment. Avlogg went down into the cave and found the badly injured and drugged Groggnir there. Seeing that it was his brother and not his executioner who had come for him, Groggnir shook off his injuries and the two left the cave, with Groggnir taking some weapons and armour off the slain guards. The two were able to elude pursuit and wandered through the woods, deciding to head into ‘civilisation’ to see what wonders it might hold.
Appearance: To an observer - who would probably only see Avlogg if he wanted them to - Avlogg is a particularly small and lean goblin, with wolfish yellow eyes that gleam with awareness, a long face, and a few clumps of dark black hair. His hide is a red-brown colour, and his clothes are drab and dirty. His bow is never far from his hand, and he has two quivers of arrows, one at each hip. He keeps a sword slung across his back and a dagger hidden in his clothes.
Background: Avlogg is - or was - a member of the Strongfoot goblins, a small tribe of particularly craven goblins who roamed through the forests of Enworld, raiding small settlements and plundering abandoned orc and goblin holes for sustenance. From a very early age, Avlogg showed a skill for stealth that was unusually good even for a goblin. So Avlogg quickly became one of the tribe's scouts, ghosting ahead of them in the forests, looking for dangers to avoid and communities to plunder and rob.
While Avlogg soon became one of the tribe's most trusted and skilled scouts, his older brother Groggnir became one of its finest warriors. Avlogg and Groggnir were quite close and got along well, despite the differences in their size and abilities. Also, Groggnir showed tremendous ferocity and courage in battle, and Avlogg, regardless of his tendency to move unseen, was not a coward in any sense. Indeed, Avlogg and Groggnir did not seem to possess any of the usual malice and sadism common in goblinoids.
Needless to say, these unusual tendencies made some of the Strongfoot tribe treat the brothers with suspicion and contempt, though they kept the latter to themselves for fear of Groggnir's wrath. However, they also earned the respect and admiration of some of the younger members of the tribe. Groggnir and Avlogg, who disliked the destructive nature of day-to-day goblin existence, began to plot how they would take over the leadership of the Strongfoot tribe. Avlogg began to discreetly contact some of the goblins who were friendly to the brothers.
Unfortunately, both Groggnir and some of the supporters of the brothers' lacked Avlogg's discretion, and rumours began to spread that Groggnir (who, because of his size and strength, had become the more prominent of the two brothers) was intending to oust the old tribe leaders and take over. Knowing that the brothers possessed odd notions, such as trying to coexist relatively peacefully with those outside the tribe, the more powerful members of the tribe decided to eliminate this threat to their authority and way of life.
One day, while Avlogg was off well ahead of the tribe scouting, the leaders of the clan sent some of their men to take Groggnir captive. However, the ambush they laid for Groggnir failed, and the powerful goblin began to slay those who dared to attack him. As the sounds of battle rang through the goblin encampment, Groggnir's supporters rushed to the aid of their leader, while the elder members of the tribe went to fight to protect their authority. Although Groggnir was strong and his supporters determined, without Avlogg there to give him wise counsel, Groggnir became overconfident and rushed into the fray, and was knocked unconscious and taken captive.
However, the battle lasted long enough that Avlogg began to return to the Strongfoot encampment, and heard the sounds of battle. He rushed to return, guessing the nature of the battle, but as he came nearer the sounds of battle ceased. Avlogg vanished into the trees, creeping nearer and wondering which side had emerged triumphant. He received his answer when he saw several goblins he knew to be supporters of the current leaders, out in the woods looking about, presumably for Avlogg. Alerted to the danger, Avlogg easily eluded the goblins out looking for him, while heading back towards the encampment, fearing for Groggnir's life.
Lurking about the edges of the encampment, Avlogg learned that Groggnir had been taken prisoner and was to be sacrificed the next day. Retreating back into the forest for a time, Avlogg waited until nightfall.
When night came, Avlogg crept into the encampment and towards the small cave where he knew his brother was held captive. He was easily able to avoid being seen, and came upon the cave, where two large goblins stood watch. With the advantage of surprise on his side, Avlogg killed one guard before he even knew what was happening, and the other fell just as he raised his horn to his lips to wake the encampment. Avlogg went down into the cave and found the badly injured and drugged Groggnir there. Seeing that it was his brother and not his executioner who had come for him, Groggnir shook off his injuries and the two left the cave, with Groggnir taking some weapons and armour off the slain guards.
The two were able to elude pursuit and wandered through the woods, deciding to head into 'civilisation' to see what wonders it might hold.
Last edited by Creamsteak; 9th February 2004 at 03:48 AM..
Appearance:
There's something most definitly unsettling about this small female. Maybe her eyes, the overbright blue gleam that seems as though she's just on the edge of a mental breakthrough. Breakdown is probably closer to the truth.
Her silvery blonde hair is wild and badly kept. Not matted but as though brushing it becomes too much of an effort. Her skin is a healthy berry brown that seems to give her a strangely cheerful look.
Her clothes, have the same scruffy unkempt look as her hair, ragged at the edges and generally wild.
Occasionally one can glimpse the fact that the tip of her right ear is missing.
On the other hand, her weapons, armour and equipment are kept with extreme care, cherished almost. She wields an axe that certainly looks too large for her, in both hands, a Battle Axe in fact (Taken from the body of a victim). The edge gleams like her eyes.
Background/Personality: 'Karcer' as it's often easier to know her as, has come a long way looking for someone in particular. That someone had stolen her ear and all she'd got in return was a fistful of hair. Hardly a fair trade.
'Karcer' seems quite talkative and happy until someone offends or annoys her, or until she grows bored.
She will torture people out of curiosity for their reactions and will kill people without a second thought (if she feels like it).
Karcer seemed to have raised herself in the wilderness, a cast-out from her clan for being a 'disruptive influence' and as such long-ago learned to fend for herself. She made her way preying off travellers and anyone who strayed her way. A particular group of people strayed by and in the ensuing skirmish an Elf took off her ear.
The elf escaped and Karcer, furious, demanding vengence, or at least another ear, followed the survivor to the city where she became enamoured by the possabilities the place offered her...since then she has wandered into the Tavern...
PS: I guess all you people are afraid a CE will mess things up in your groups, I'm going to go with a certain type of character will be able to 'handle' or 'control' Karcer (A leader type or a strong personality...) so don't get all freaky, she wont randomly kill you all unless you piss her off. (haha) Guess I should be looking for an LE leader who needs a side-kick really huh, any volunteers? ^^
__________________ "I can kick, kiss or cry my way out of anything."
"My accidental gay lover just called me a sexy kitten"~Vis
"I'm in a relationship with an expiry date."-Mo
Last edited by Aranel; 19th July 2004 at 01:20 PM..
Reason: Mistakes made in character creation
Appearance: Bungle always looks somewhat ragged, with stubble and mussed hair, though his equipment is always in good condition. Somehow, despite his heavily muscled physique and pristine armor and weapons, Bungle manages to seem insignificant. His shoulders slouch, he has a pained expression as if he's just caused some terrible accident, and he often looks down at his feet. His chest has a series of teardrops carved in scars along it.
Appearance: THoria looks like your average dwarf: Metal scale, helmet, Hvy mace, sheild. SHe looks tough and likes it that way. THe only thing that marks her different is her attention to her hair, which she believes was a gift from Emanual, it's fine golden strands look like they should be on an elf rather then a dwarf. Her eyes, sparkling blue also contradict the normal gruff appearance of dwarves.
Background: Thoria was brought up under the leadership of the dwarven clan Stoneheart, and thus was trained as an ambasidor to the other races. She soon learned that her appearance and manner actually effected relations and so developed them. When the Call was heard by her, she answered and goined the clergy. She loved it and her god, Emanual (her personal name for Hyrag).
__________________ The True Mark of Mastery is Absolute Perfection
Last edited by Mithreander; 11th March 2004 at 01:15 AM..
Appearance: Irene is very short, even for a halfling. Her hair just would touch her shoulders if it was straight, but curls to her cheeks a bit at the end. Her skin looks like gold when reflecting the sunlight, her clothes not obstructing this sight. Irene wants to be the center of attention and makes up for her lack of height with lots of speech.
Background: Irene has studied the craft of Magic ever since she was a child, at least that is what she tells people. The real story is that she couldn't keep her hands of the shiny valuables in the School of Magic, and thus was banned from further education. Still, Irene didn't give up and found herself a tutor, someone who was experienced in the art of illusion and tricks. He was very wealthy, which Irene liked, and his stories about how he tricked great enemies, conned the best merchants and stole the greatest goods inspired her to do the same.
With her desire to enrich herself, both with valuables and power, Irene took the mission to collect goblin ears in Monemvassia, a city having loads of trouble with the creatures. After some searching Irene and her group discover a much bigger plot involving the Monemvassia Thieves Guild! And with that, Irene discovers people can turn out to be rather different than they seem, as Jezibel, a girl they met and who seemed friendly, backstabs her and puts Irene in a very dangerous situation. Luckily for the small halfling, her cleverness and some assistance from her friends prove to be sufficient to escape from the clutches of Jezibel, however they cannot stop the girl and her companions from raiding Tensil's Warehouse. It takes a turn for the worse when Kim Tensil, their employer, is arrested for stealing silver, which was planted during the raid. Irene and her friends agree to clear Kim's name, but not without reinforcements.
Returning to Monemvassia, this time with double the number of people, the group sets out to locate the goblin headquarter. To clear Kim's name they decide to locate the rest of the stolen silver, and at the same time dealing with more goblins. Irene has a personal goal though: get even with Jezibel. The headquarter is located, and battle rages, when Irene sees the perfect moment to sneak out and track down Jezibel, only to be caught and locked up once again. However this time she is reunited with her friends much faster, and as a group they chase down Jezibel, with the capturing of the girl as result. Sneaky as she is, Jezibel escapes Irene's grasp, and Irene follows the human girl away from the group, where she evaluates her goal: getting even with Jezibel. A failed assassination however ends that thought for now, as Jezibel rides off, leaving Irene far away from her group of friends.
Name: Charlarn
Class: Cleric/Ranger
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Phyrah
Str: 14(12) +2(+1) (04p.) Level: 7/2 XP: 38895
Dex: 14 +2 (06p.) BAB: +7/+2 HP: 56 (9d8+0)
Con: 10 +0 (02p.) Grapple: +9/+4 Dmg Red: -/-
Int: 10 +0 (02p.) Speed: 30' Spell Res: -
Wis: 19* +4 (10p.) Init: +2 Spell Save: +4
Cha: 14 +2 (06p.) ACP: -1 Spell Fail: -%
Craft Points: 8650
*includes a +1 inherent bonus to WisdomBase Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +2 +2 +0 +1 +1 21
Touch: 13 Flatfooted: 19
Charlarn gains an additional +1 dodge bonus to AC from Dodge feat against
one opponent
Base Mod Misc TotalFort: 8 +0 +8
Ref: 5 +2 +7
Will: 5 +4 +9
Weapon Attack Damage CriticalGoruksblain (+2 warhammer) +11/+6 1d8+4 20/x3
Trident +4/-1 1d8+2 20/x2
Crossbow, light +9 1d8+0 19-20/x2
Goruksblain (primary) +9/+4 1d8+4 20/x3
Trident (primary) +0/-5 1d8+2 20/x2
Shield, light (secondary) +7 1d3+1 20/x2
Languages: Celestial, Common
Abilities: Turn undead (Su)--5/day, +4 turn check, +9 damage
Favored enemy I (Ex)--Humanoid (goblinoid) +2
Wild Empathy (Ex)--+4
Combat Style (Ex)--two-weapon combat
Feats: Brew Potion, Dodge, Improved Shield Bash, Quick Draw, Scribe
Scroll, Track, Two-Weapon Fighting.
Skill Points: 44 Max Ranks: 12/6
Skills Ranks Mod Misc Total
Bluff 0 +2 -3* -1
Concentration 3 +0 +3
Diplomacy 0 +2 -3* -1
Disguise 0 +2 -3* -1
Gather Information 0 +2 -3* -1
Heal 7 +4 +2 +13
Intimidate 0 +2 -3* -1
Knowledge (nature)** 3 +0 +2 +5
Knowledge (religion) 7 +0 +7
Perform (wind) (cc) 3 +2 -3* +2
Ride 1 +2 +3
Speak Language (Celestial) (cc) 1 -- --
Spellcraft 5 +0 +5
Survival 9 +4 +13
* Goruksblain
** 1 rank was bought cross-class
Equipment: Cost WeightAmulet of natural armor +1 0gp 0lb
Handy haversack 0gp 5lb
Goruksblain (+2 warhammer) 0gp 5lb
Trident 0gp 4lb in haversack
Crossbow, light 35gp 4lb
Bolts, crossbow (4) 1gp 0.4lb
Chain shirt +1 0gp 25lb
Shield +1, light steel 1159gp 6lb
Gauntlets of ogre power 4000gp 4lb
Ring of protection +1 2000gp 0lb
Silver holy symbol 1gp 1lb
Spell component pouch 5gp 2lb
Healer's kit (7 uses) 50gp 1lb in haversack
Healer's kit (10 uses) 50gp 1lb in haversack
Case, scroll 1gp 0.5lb in haversack
Scroll of cure lt. wds. (x5) 62.5gp 0lb
Scroll of dismissal 0gp 0lb
Scroll of invisiblity purge 375gp 0lb
Scroll of remove curse 375gp 0lb
Scroll of gentle repose 150gp 0lb
Backpack 2gp 2lb
Pouch, belt 1gp 0.5lb
Bedroll 1sp 5lb in haversack
Explorer's outfit (worn) 0gp 0lb
Cleric's vestments 5gp 6lb in haversack
Winter blanket 5sp 3lb in haversack
Panpipes, common 5gp 3lb in haversack
Sack 1sp 0.5lb
Rations, trail (17 days) 11.5gp 17lb in haversack
Waterskin 1gp 4lb in haversack
Rope, silk (45 ft.) 10gp 5lb in haversack
Flint and steel 1gp 0lb
Sunrod (5) 10gp 5lb in haversack
Chalk, 1 piece 1cp 0lb
Candle (5) 5cp 0lb in haversack
Ink pen 1sp 0lb in haversack
Ink (1 oz. vial) (2) 16gp 0lb in haversack
Parchment (8 sheets) 2gp 0lb in haversack
Notes (2 sheets) 0gp 0lb in haversack
Manacles 0gp 2lb in haversack
oil of magic weapon (x2) 50gp 0.2lb
potion of cure moderate wounds (3) 0gp 0.3lb in haversack
potion of resist energy (fire) 10 (4) 300gp 0.4lb in haversack
wand of cure light wounds 50gp 0.1lb
light horse 75gp
riding saddle 10gp 25lb on light horse
bit and bridle 2gp 1lb on light horse
Total Weight: 55.7lb Money: 1674gp 16sp 9cp
Weight in haversack: 56.9lb
Lgt Med Hvy Lift PushMax Weight: 58 116 175 350 875
Age: 23
Height: 5'10"
Weight: 168lb
Eyes: Green
Hair: Brown
Skin: Tanned
Cleric Spells Prepared (6/5+1/4+1/3+1/2+1: save DC 14 + level):
0-create water (2), detect magic (2), guidance, mending;
1-bless, divine favor, entropic shield (2), remove fear, sanctuary*;
2-hold person, make whole, status, shield other*, summon monster II.
3-dispel magic, fly*, magic circle against evil, magic vestment.
4-dimension door*, dimensional anchor, divine power
*Domain spell. Domains: Protection (Charlarn can generate a protective ward
as a supernatural ability. Grant someone he touches a +7 resistance bonus
on her next saving throw. Activating this power is a standard action. The
protective ward is an abjuration effect with a duration of 1 hour that is
usable once per day.), Travel (For a total time per day of 7 rounds,
Charlarn can act normally regardless of magical effects that impede movement
as if affected by the spell freedom of movement. This effect occurs auto-
matically as soon as it applies, lasts until it runs out or is no longer
needed, and can operate multiple times per day (up to 7 rounds). This
granted power is a supernatural ability. Add Survival to his list of cleric
class skills.
Appearance: Charlarn is of average height and weight for a human. He likes to keep his brown hair short for ease of maintenance, but it tends to get long when he has been in the wilderness for awhile. His dully colored clothes and equipment are kept in good repair via mending spells.
Background: Constantly restless, he is eager to learn new things and meet new people. When Charlarn is seated, his left leg bounces, unless he's playing his panpipes. His attention wanders, not usually focusing on any particular thing. (hence, no Concentration skill) He likes to be prepared for most eventualities, therefore he tends to overload his pack. The protection of travelers in wilderness areas is his primary concern. Those he meets on the road are given a quick blessing from Phyrah.
Adventures:
M1: Goblin Ears and the MTG by Manzanita with Irene, Tenebrynn, and Nurlan. 1925 XP and 17 gp, 6 sp, 5 cp.
M2: The Search for Goblin HQ by Manzanita with Irene, Tenebrynn, Nurlan, Tor, Somac, Rinaldo, and Ashnar. 1889 XP.
M2: The Search for Goblin HQ by Manzanita with Irene, Tenebrynn, Nurlan, Tor, Somac, Rinaldo, and Ashnar. 2,888 XP and 704 gp, 3 sp.
Attack on the Bandit Camp by Patlin with Tenebrynn, Rinaldo, Ashnar, Sara, Ignatious, and Dioran. 1,400 XP and 762 gp, 5 sp.
A Clash of Earth and Sea by Patlin with Zack Grimm, Sara, Ducane Grimm, and Ignatious. 1,370 XP.
A Clash of Earth and Sea by Patlin with Zack Grimm, Sara, Ducane Grimm, and Ignatious. 2,480 XP. post lost in the server crash
A Clash of Earth and Sea by Patlin with Zack Grimm, Sara, Ducane Grimm, and Ignatious. 925 XP post lost in the server crash
A Clash of Earth and Sea by Patlin with Zack Grimm, Sara, Ducane Grimm, and Ignatious. 925 XP
A Clash of Earth and Sea by Patlin with Ducane Grimm, Planus, Jack, Opale, and Ignatious. 750 XP
A Clash of Earth and Sea by Patlin with Ducane Grimm, Ignatious, Opale, and Jack. [url=http://www.enworld.org/forum/showpost.php?p=3052305&postcount=957]1,500 XP
A Clash of Earth and Sea by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 3,779 XP
A Clash of Earth and Sea, Part II by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 1,543 XP
Heroes Must Rise! by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 2,950 XP
Heroes Must Rise! by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 1,225 XP
Heroes Must Rise! by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 250 XP
Heroes Must Rise! by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 1,458 XP and a potion of cure moderate wounds, magic chainmail, and a magic morningstar.
Heroes Must Rise! by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 3,483 XP
Heroes Must Rise! by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 1,600 XP, +1 inherent bonus to Wisdom,a chain shirt +1, a scroll of dismissal, 2,098 gp, and 6 sp.
Siege in the Stonepike Mountains with Ignatious, Planus, and Zaeryl. 9,000 gp
Siege in the Stonepike Mountains with Ignatious, Planus, and Zaeryl. 6,600 XP
Siege in the Stonepike Mountains with Ignatious, Planus, and Zaeryl. 1,600 XP
Last edited by Steve Jung; 13th May 2009 at 07:36 AM..
Reason: wand charges
Appearance: Fangor has tanned skin, from his travelling of the roads. His hair is usually braided in large matts and tied behind his neck to keep it out of his eyes in battle. He ran into a drifter a while back and paid some services to have his body tattooed with warding sysmbols. They are dark purple from the rare berries that were used. They cover his arms, chest, neck and back and he is proud of their symbolism. To him, they mark his manhood and solitude. He wields a family owned Dwarven Waraxe that bears his family symbol on the shaft.
Background: Fangor is a wanderer. His homeland is only a vague memory in his mind, as he has travelled many miles to seek an adventure to master his skills. He was born in a small village that escapes his memories. He remembers his mother and her hearty laughter. But that is all. He is out to gain experience in battle, as he is on a quest for vengeance. His villlage was raided and razed, and he lost all of his family. Little is known of this, and all he remembers is that a hooded figure stood before his mother when she died. The hooded figure was a tall, slender being, with a scarlet ring on his left hand. He also had 6 fingers on this hand and that is what he seeks out. The 6 fingered hooded figure, to right all wrongs done against him. He is untrusting at times, unless you prove yourself in battle. With the loss of his family and his upbringing by local rangers, he has not grown to hate all Orc and Goblin as other Dwarfs. He still gets his bonus to attack them, but if they prove worthy, he will accompany them. He is not very well battle schooled, but he is eager to prove himself when the time arises. His growing thirst for wine has always drawn others to him, as he can sure put some fine ale away easily.
Last edited by Fangor the Fierce; 10th March 2004 at 04:26 PM..
Sir Nurlan, human bard, singer extraordinaire, and Knight of Monemvassia
Code:
Name: Sir Nurlan, sometimes known as Nurlan Naibi
Class: Bard 5 / Fighter 1
Race: Human
Size: Medium
Gender: Male
Alignment: CG
Deity: None
Str: 14 +2 (6p) Level: 6 XP: 17,468
Dex: 12 +1 (4p) BAB: +4 HP: 31 (5d6+1d10)
Con: 10 +0 (2p) Grapple: +6 CP: 3150
Int: 14 +2 (6p) Speed: 30' on foot, 40' mounted
Wis: 10 +0 (2p) Init: +1
Cha: 17 +3 (10p) ACP: 0
Note: includes +1 Cha at level 4
Charisma is 19 when wearing Ferdinand's Cloak
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +4 +0 +1 +0 +0 (+4 CE) 15
With Combat Expertise: 19
Touch: 11 (15 with Combat Expertise)
Flatfooted: 14
Base Mod Misc Total
Fort: +3 +0 . +3
Ref: +4 +1 . +5
Will: +4 +0 . +4
Weapon Attack Damage Critical
MW scimitar +7 1d6+2 18/x2
MW longspear +7 1d8+3 20/x3
Composite longbow +5 1d8+2 20/x3
* NB: if using Combat Expertise, subtract 4 from attack bonus
Languages: Common, Draconic, Giant, Gnome, Elven, Halfling, Goblin, Celestial
(1 native, 2 intelligence, 5 skill ranks)
Abilities: Bardic Knowledge +7
Bardic Music (5/day):
countersong (up to 30', 10 rounds)
fascinate (up to 90')
inspire courage (+1 morale to attack, damage, saves vs. charm/fear)
inspire competence (+2 to skills)
Feats: Combat Expertise, Improved Disarm, Improved Feint, Rapid Reload, Stealthy
Skill Points: 77 Max Ranks: 9/4.5
Skills Ranks Mod Misc Total
Balance 2 +1 +2 +5 (1 rank cc)
Bluff 5 +3 . +8 (+9 if wearing cloak)
Decipher Script 8 +2 . +10
Diplomacy 4 +3 +2 +9 (+10 if wearing cloak)
Disguise 2 +3 (+2) +5 (+7 if check made for acting in character, +6/+8 if wearing cloak)
Hide 2 +1 +2 +5
Intimidate 0 +3 +2 +5 (+6 if wearing cloak)
Jump 2 +2 +2 +6
Knowledge(arcana) 7 +2 . +9
Knowledge(religion) 1 +2 . +3 (1 rank cc)
Move Silently 2 +1 +2 +5
Perform (song) 9 +3 . +12 (+13 if wearing cloak)
Ride 1 +1 . +2 (not cc)
Sleight of Hand 8 +1 +2 +11
Speak Language 5 (see above for list)
Spellcraft 1 +2 +2(4) +5 (+7 deciphering spells on scrolls)
Swim 1 +2 . +3
Tumble 5 +1 . +6
Use Magic Device 8 +3 (+2) +11 (+13 if related to scrolls, +12/+14 if wearing cloak)
Use Rope (cc) 1 +1 . +2
Synergy notes:
Knowledge (arcana) gives +2 to all Spellcraft checks
Use Magic Device gives +2 to Spellcraft checks to decipher spells on scrolls
Decipher Script gives +2 to Use Magic Device checks involving scrolls
Bluff gives +2 to Diplomacy, Intimidate, Sleight of Hand, and to Disguise checks for acting in character,
Tumble gives +2 to Jump and Balance checks
Equipment: Cost Weight
Mithril chain shirt 1100 gp 10 lb
Explorers' outfit 10 gp --
Necklace of fireballs 1500 gp -- (5d6, 3d6, 2d6 spheres)
MW scimitar -- 4 lb
MW longspear 305 gp 9 lb
Comp longbow, +2 STR 300 gp 3 lb
10' pole 2 sp 8 lb
Backpack 2 gp 2 lb
Entertainer's outfit -- 4 lb
Ferdinand's cloak(*2) -- --
20 arrows 1 gp 3 lb
Spell pouch 5 gp 2 lb
Wand of cure light wounds 750 gp -- (50 charges)
Light warhorse -- --
Saddle -- 30 lb
Bridle -- 1 lb
Leather barding -- 30 lb
Saddle bags -- 8 lb
Tent 10 gp 20 lb
Bedroll 1 sp 5 lb
Antitoxin 50 gp --
Tindertwig 1 gp --
Caltrops 1 gp 2 lb
Grappling hook 1 sp 2 lb
Ink (1 oz) 8 gp --
Inkpen 1 sp --
Paper (5 sheets) 2 gp --
Bullseye lantern 12 gp 3 lb
Silk rope (50') 10 gp 5 lb
Signal whistle 8 sp --
Signet ring 5 gp --
Smokestick 20 gp 0.5 lb
Soap 5 sp 1 lb
Tanglefoot bag 50 gp 4 lb
Torch 1 cp 1 lb
Trail rations (1 day) 1.5 gp 1 lb
Potion: cat's grace -- --
Potion: invisibility 300 gp --
at the amphitheatre:
Adamantine dagger -- 1 lb (symbol of Monemvassian knighthood)
(*2) a purple +2 cloak of charisma monogrammed with the initials FAJ,
originally created 100 years ago for Ferdinand Ajax Jara of Monemvassia
Money: 3262.68 gp
- With Nurlan: 118 PP, 130 GP, 24 SP, 28 CP
- At the amphitheatre: 2600 GP
Total weight including backpack: 45 lb (light)
Total weight on horse: 113.5 lb
Nurlan's weight: 202.5 lb
Total weight mounted: 361 lb (40' speed)
Lgt Med Hvy Lift Push
Max Weight: 58 116 175 350 875
Bard Spells:
Level 0: 6 spells known, 3 per day, DC 13
daze, flare, light, open/close, resistance, message, mending
Level 1: 4 spells known, 4 per day, DC 14
remove fear, charm person, expeditious retreat, feather fall
Level 2: 3 spells known, 2 per day, DC 15
invisibility, suggestion, animal messenger
Mount: light warhorse "Lordy"
equipment: saddle, bridle, leather barding
(gift from Kim Tensil, Nurlan's employer during part of adventures M1 and M2)
Details:
Spoiler:
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 16 (-1 size, +1 Dex, +4 natural, +2 barding), touch 10, flat-footed 15
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite -1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Description: Nurlan is tall (6') and heavyset (about 200 lb), with dark brown skin. He speaks with a self-assured manner and sings in a clear, deep bass voice. And yes, he sings. Often. He's acquired an extensive repertoire of songs from a wide range of cultures, and will come up with one appropriate to just about every occasion.
Background: Nurlan grew up an orphan on the streets of the great imperial capital of Lhondaio. While begging he was befriended by a travelling minstrel, Shkarna, whose stories, songs and travelling experiences fascinated the boy. The minstrel, recognizing in young Nurlan the soul of a travelling entertainer, invited him to join him, along the way teaching him to sing, to read, etiquette, much lore, and a number of other life skills. For years they travelled all over the empire, singing and playing for their livelihood; along the way, Nurlan learned some fighting techniques as well as studying lore, languages, and arcana. Now a grown man, Nurlan wants to learn more lore and more songs from the wider world. He has therefore struck out on his own.
In-game history: Although he often says he's more one to sing of heroism than to perform it, Nurlan has gotten pulled into some exciting, and harrowing, adventures. While in the Red Dragon Inn he joined a few other in search of a bounty on goblinoids in Monemvassia. That adventure morphed into a hunt for a single cunning thief named Jezibel. He attracted the attention of royal advisors, and was soon hired back to solve an assassination; from there, the hunt for the instigator led to foiling and killing a would-be usurper. However, in the final battle with the pretender, Nurlan himself was killed. Although he was raised to life again, the experience jolted him back from dangerous pursuits. For a while, he spent more time with his music, travelling the world, singing for anyone who will listen, learning more songs, hoping to find musicians to play with him, and -- when in Monemvassia -- running his new property, Irene's Amphitheatre (see below).
He did, however, get pulled back into adventuring when the alarm was raised about the cult of the infamous lichwyrm and the threat of its return. He attended an ad-hoc council where he was assigned to lead the expedition for the Tempest Shard, one of seven pieces of the lichwyrm's phylactery. After some time travelling the Lands of Air in vain, his group accepted their failure, and returned to the Central Lands emptyhanded.
Irene's Amphitheatre: As a reward or his service to the Crown, Nurlan was knighted, and granted an estate. He took it in the form of an amphitheatre outside the city where he can hold concerts and festivals. It is a spartan place, as he intends the music to be the main attraction. He intends to reopen it with a festival open to all musicians and music-lovers. It is named for an early adventuring companion, a halfling wizard who had charmed him with her sycophancy the first time he sang for her, but who did not return with the rest of them from the battle with Jezibel. (She did eventually make it back, but Nurlan does not know this.)
details of Monemvassian estates
From this post: Monemvassian Estates
Description: You have been granted land or other estates by the Monemvassian crown. No matter what these are, you earn some money out of it. A Monemvassian knighthood cannot
Requirements: Monemvassian knighthood (granted by the crown only), Estates in Monemvassia worth at least 500gp.
Income: Every week, even when not actively attended, the character earns 1% of the estates value. When attended (ie a character is not on an adventure or on another job), the income is 1.5%.
Appearance: Tenebrynn is a short, skinny elf too used to sitting around in musty old libraries researching history and lore. His raven black hair matches his dark eyes, which seem unnatural to some. When not sitting ackwardly over massive tomes, he wanders about in basic grey robes and carries his big stick and big book. Though he has until now been a permanent resident of the library, his appearance belies a strong, wiry type of fitness.
Background: Born in the library in Orssus, Tenebrynn has rarely left it. Only now that he has exhausted his supply of texts is his begining to venture out into the world - in search of more books. Up until this point he has not done anything much of merit beyond managing the libraries stacks and reading all of their books. Perhaps the future will bring change, be he for one would be happy if it did not.
In-game history:* While in the Red Dragon Inn he joined a few other in search of a bounty on goblinoids in Monemvassia. That adventure morphed into a hunt for a single cunning thief named Jezibel. Tenebrynn then joined a crew of adventurers set on defeating a bandit gang that had been terrorising the trade routes from Orussus. After returning he attracted the attention of royal advisors in Monemvassia, and was soon hired back to solve an assassination; from there, the hunt for the instigator led to foiling and killing a would-be usurper. As a reward or his service to the Crown, Tenebrynn was knighted, and granted an estate. He took it in the form of an wizards tower, which he owns in conjunction with Ashnar Mortist. The two have set up the tower as a lab and a library. The tower is worth 2000gp and membership dues from the library bring an income of 1.25%/week for Tenebrynn.
*stolen librally from Nurlan.
Draws from Deck of Many Things:
A blindfolded female figure balancing two swords upon her shoulders beneath a new moon; behind her is a turbulent sea. (OOC: Effects--All those who already know Tenebrynn except bitter enemies (friends, associates, acquaintances etc) increase their regard for him by one step towards Helpful.)
The second is reversed, but it features a dejected figure with a pilgrim's staff leaving eight neatly stacked cups behins and trudging up a moonlit mountain in the distance. (OOC: Effects-- Also, after this adventure while resting for the next adventure, he becomes a boisterous sybarite. As soon as it is safe to do so, he spends at least 8% of his total wealth on grand feasts, carousels, orgies, debauchery, and wild parties about which stories will be told for years to come.)
Regal and fathery, an Emperor sits upon his throne, with open spaces surrounding him to represent his domain. He wears royal robes, and in his hands he bears a scepter and an orb of rulership. His crown is simple but majestic. He is the active principle, the ruler of the visible material world through law. (OOC: Effects--the Emperor gives you a +2 bonus to Charisma. If this does not raise your Charisma above 18, the bonus is unnamed like a stat raise. Anything in excess of 18 is an inherent bonus, which stacks with other inherent bonuses from Deck draws but not with later Wishes, as usual. In your case, it will be unnamed, and Charisma is helpful right now. How lucky!)
An opulently-dressed figure, probably a merchant, gives money to the distressed from a balance or scales, giving out of goodness of heart from present wealth and plenty. (OOC: Effects-- The other one is going to result in you getting something soon--you'll know it when it happens. Because the card symbolises good will and giving, you're going to want to find a good cause to donate at least half of the extra stuff given to you by the card or else karma will come back to bite you somehow)
XP Log
M1 - Goblin Ears and the MTG +1925
Scribed 6 1st level scrolls -6
M2 - The Search for the Goblin HQ +1889+2888
Scribed 7 1st level spells -7
Scribed 3 1st level spells -3
Attack on the Bandit Camp+1400
M3 - Assassin's Knot +700 +2660 +863
M4 - Under the Volcano +1497+1195+750+2381
Scribed 3 1st level spells & 1 2nd level spell -9
Crafted quarterstaff, armor, shield -80
The Crux of the Matter +1080+1800+1500+725+250+1000+9250+6400+750* + +2750
11 DM Credits at 7th level +3850
1 Dm Credit at 9th level +400
* Amount advanced prior to completion of adventure.
Crafted Items -2224
Peregrinations of the Shard +4450+3000
GP Log
Code:
Adventure Gained Spent Total Notes
Scribed scroll 0 75 -750
Scribed scroll 0 87.5 -162.5
Scribed scroll 0 37.5 -200
M3 - Assassin's Knot 4598.74 3120 1278.74 treasure
M3 - Assassin's Knot 1120 0 2398.74 Arness' Spellbook
M4 - Under the Volcano 0 712.5 1686.24 masterwork quarterstaff
M4 - Under the Volcano 8763.23 6420 4029.47 spells and quarterstaff
Craft Armor 0 2115 1914.47
Crux of the Matter 0 450 1464.47 spell
Scribed scroll 0 112.5 1351.97
Adjustment 0 946.3 405.67 spells & sundries
Adjustment 0 -25 380.67 for missed Arcane Lock material component
Crux of the Matter 15000 0 15380.67
Wizard's Tower Income 762.5 0 16143.17
*(Oct 1, 2006 - Nov 30, 2007 = 63 weeks)
*(12.5gp/week starting Oct. 1/2006)
Gem from Deck 0 3494.23 18025.4
Crafting in CotM 17668 0 357.4
Wizard's Tower Income 625 0 982.4
*(Dec 1, 2007 - Nov 15, 2008 = 50 weeks)
Crafting in Inn 1000 0 1982.4
TOAD
Diminutive Magical Beast
Hit Dice: 10 (22 hp)
Initiative: +1
Speed: 5 ft. (1 square)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +7/10
Attack:
Full Attack:
Space/Reach: 1 ft./0 ft.
Special Attacks:
Special Qualities: Amphibious, low-light vision, improved evasion, share spells, empathic link, deliver touch spells, speak with master.
Saves: Fort +7, Ref +3, Will +7
Abilities: Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 4
Skills: Hide +21, Listen +4, Spot +4
Feats: Alertness;
Environment: Temperate marshes
Organization: Swarm (10100)
Challenge Rating: 1/10
Advancement:
Level Adjustment:
These diminutive amphibians are innocuous and beneficial, since they eat insects.
Skills: A toads coloration gives it a +4 racial bonus on Hide checks.
WARHORSE, LIGHT
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 14 (1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite 1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Advancement:
Level Adjustment:
These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231460 pounds; and a heavy load, 461690 pounds. A light warhorse can drag 3,450 pounds.
L11 Version
Code:
Name: Sir Tenebrynn Glimmersight, Knight of Monemvassia - Picture, Picture 2Class: Diviner/Fighter/Eldritch Knight (barred school: Necromancy)
Race: Elf
Size: Medium
Gender: Male
Alignment: LN
Deity: Gliran
Craft Points:7339Str: 16 +3 (10p.) Level: 5/1/5 XP: 57032
Dex: 18 +4 (06p.) BAB: +8/+3 HP: 69 (5d4+1d10+5d6+25)
Con: 14 +2 (04p.) Grapple: +11 Dmg Red: /-
Int: 20 +5 (10p.+2) Speed: 30' Spell Res: -
Wis: 08 -1 (00p.) Init: +4 Spell Save: -
Cha: 10 +0 (00p.+2) ACP: -0 Spell Fail: -
*unnamed Cha bonus from Deck of Many Things
*Items: +2 Dex, +4 Con, +2 Int
Base Armor Shld Dex Defl Nat Misc TotalArmor: 10 +8 +2 +4 +2 +2 +0 28
Touch: 16 Flatfooted: 24
Base Mod Misc TotalFort: 7 +2 +9
Ref: 2 +4 +6
Will: 5 -1 +4
Weapon Attack Damage Critical
Quarterstaff* +13/+8 2d6+4 20/x2
Quarterstaff*(Double) +11/+11/+6 2d6+4/1d6+1/2d6+4 20/x2
Dagger (adamantine) +12/+7 1d4+4 19-20/x2
Longbow +12/+7 1d8 20/x3
Languages: Common, Elf, Draconic, Undercommon, Goblin
Abilities: +2 Spellcraft to learn Divination spells, Toad Familiar (+3hp),
Immunity to magic sleep effects, and a +2 save bonus vs. enchantment effects
Low-Light Vision, Weapon Proficiency (longsword, rapier, longbow, shortbow)
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.
Feats: Scribe Scroll, Two-Weapon Fighting, Weapon Focus (quarterstaff),
Two-weapon Trip, Craft Arms and Armor, Light Armor Optimization,
Armored Caster, Craft Wonderous Item
Skill Points: 75 Max Ranks: 14/7
Skills Ranks Mod Misc Total
Listen 0 -1 +4 +3
Search 1(cc) +5 +2 +8
Spot 0 -1 +4 +3
Concentration 14 +2 +16
Decipher Script 3 +5 +8
Spellcraft 14(1cc) +5 +2 +21
Knowledge (arcana) 14(1cc) +5 +19
Knowledge (history) 5 +5 +10
Knowledge (religion) 5 +5 +10
Knowledge (nature) 3 +5 +8
Knowledge (the planes) 6 +5 +11
Knowledge (dungeoneering) 1 +5 +6
Knowledge (local) 2 +5 +7
Ride 2 +4 +6
Equipment: Cost Weight
+1 flaming quarterstaff 8600gp 4lb
+3 mithril chain shirt 10100gp 10lb
+1 mithril animated buckler 9015gp 2.5lb
*ring of protection +2 8000gp *lb
gloves of dexterity +2 4000gp *lb
amulet of health +4 16000gp *lb
headband of intellect +2 4000gp *lb
vest of natural armor +2 8000gp *lb
blessed book 12500gp 3lb
backpack 2gp 2lb
scrollcase 1gp 0.5lb
ink 8gp *lb
3 inkpens 3sp *lb
beltpouch 1gp 0.5lb
5 candles 5cp *lb
flint and steel 1gp *lb(1)
spell component pouch 5gp 2lb
bedroll 1sp 5lb
waterskin 1gp 4lb
5 days trail rations 25sp 5lb
dagger 2gp 1lb
longbow 75gp 3lb
20 arrows 1gp 3lb
adamantine dagger 3002gp 1lb
scroll 250gp *lb
(silent image, comprehend languages, charm person, arcane lock)
Total Weight:46.5lb Money: 1982gp 4sp 0cp
Lgt Med Hvy Lift PushMax Weight: 76 153 230 460 1150
Age: 99
Height: 5'02"
Weight: 98lbs
Eyes: Black
Hair: Black
Skin: Pale
Spells: base save DC = 15+spell level.
Spells Memorized: 5/7/6/5/4/3 per day *1/spell level divination
caster level: 8
0th - Detect Magic*, Light, Mage Hand, Message, Light
1st - True Strike*, Ashnar's Spellstrike, Featherfall, Magic Missile x4
2nd - Detech Thoughts*, Invisibility, Rope Trick, Scorching Ray x3
3rd - Dispel Magic, Clairvoyance*, Fireball, Daylight, Fly
4th - Scrying*, Black Tentacles, Wall of Ice, Mnemonic Enhancer
5th - Telepathic Bond*, Teleport, Cone of Cold
Appearance: Tenebrynn is a short, skinny elf too used to sitting around in musty old libraries researching history and lore. His raven black hair matches his dark eyes, which seem unnatural to some. When not sitting ackwardly over massive tomes, he wanders about in basic grey robes and carries his big stick and big book. Though he has until now been a permanent resident of the library, his appearance belies a strong, wiry type of fitness.
Background: Born in the library in Orssus, Tenebrynn has rarely left it. Only now that he has exhausted his supply of texts is his begining to venture out into the world - in search of more books. Up until this point he has not done anything much of merit beyond managing the libraries stacks and reading all of their books. Perhaps the future will bring change, be he for one would be happy if it did not.
In-game history:* While in the Red Dragon Inn he joined a few other in search of a bounty on goblinoids in Monemvassia. That adventure morphed into a hunt for a single cunning thief named Jezibel. Tenebrynn then joined a crew of adventurers set on defeating a bandit gang that had been terrorising the trade routes from Orussus. After returning he attracted the attention of royal advisors in Monemvassia, and was soon hired back to solve an assassination; from there, the hunt for the instigator led to foiling and killing a would-be usurper. As a reward or his service to the Crown, Tenebrynn was knighted, and granted an estate. He took it in the form of an wizards tower, which he owns in conjunction with Ashnar Mortist. The two have set up the tower as a lab and a library. The tower is worth 2000gp and membership dues from the library bring an income of 1.25%/week for Tenebrynn.
*stolen librally from Nurlan.
Draws from Deck of Many Things:
A blindfolded female figure balancing two swords upon her shoulders beneath a new moon; behind her is a turbulent sea. (OOC: Effects--All those who already know Tenebrynn except bitter enemies (friends, associates, acquaintances etc) increase their regard for him by one step towards Helpful.)
The second is reversed, but it features a dejected figure with a pilgrim's staff leaving eight neatly stacked cups behins and trudging up a moonlit mountain in the distance. (OOC: Effects-- Also, after this adventure while resting for the next adventure, he becomes a boisterous sybarite. As soon as it is safe to do so, he spends at least 8% of his total wealth on grand feasts, carousels, orgies, debauchery, and wild parties about which stories will be told for years to come.)
Regal and fathery, an Emperor sits upon his throne, with open spaces surrounding him to represent his domain. He wears royal robes, and in his hands he bears a scepter and an orb of rulership. His crown is simple but majestic. He is the active principle, the ruler of the visible material world through law. (OOC: Effects--the Emperor gives you a +2 bonus to Charisma. If this does not raise your Charisma above 18, the bonus is unnamed like a stat raise. Anything in excess of 18 is an inherent bonus, which stacks with other inherent bonuses from Deck draws but not with later Wishes, as usual. In your case, it will be unnamed, and Charisma is helpful right now. How lucky!)
An opulently-dressed figure, probably a merchant, gives money to the distressed from a balance or scales, giving out of goodness of heart from present wealth and plenty. (OOC: Effects-- The other one is going to result in you getting something soon--you'll know it when it happens. Because the card symbolises good will and giving, you're going to want to find a good cause to donate at least half of the extra stuff given to you by the card or else karma will come back to bite you somehow)
XP Log
M1 - Goblin Ears and the MTG +1925
Scribed 6 1st level scrolls -6
M2 - The Search for the Goblin HQ +1889+2888
Scribed 7 1st level spells -7
Scribed 3 1st level spells -3
Attack on the Bandit Camp+1400
M3 - Assassin's Knot +700 +2660 +863
M4 - Under the Volcano +1497+1195+750+2381
Scribed 3 1st level spells & 1 2nd level spell -9
Crafted quarterstaff, armor, shield -80
The Crux of the Matter +1080+1800+1500+725+250+1000+9250+6400+750* + +2750
11 DM Credits at 7th level +3850
1 Dm Credit at 9th level +400
* Amount advanced prior to completion of adventure.
Crafted Items -2224
Peregrinations of the Shard +4450+3000
10 DM Credits at 10th level +4000
GP Log
Code:
Adventure Gained Spent Total Notes
Scribed scroll 0 75 -750
Scribed scroll 0 87.5 -162.5
Scribed scroll 0 37.5 -200
M3 - Assassin's Knot 4598.74 3120 1278.74 treasure
M3 - Assassin's Knot 1120 0 2398.74 Arness' Spellbook
M4 - Under the Volcano 0 712.5 1686.24 masterwork quarterstaff
M4 - Under the Volcano 8763.23 6420 4029.47 spells and quarterstaff
Craft Armor 0 2115 1914.47
Crux of the Matter 0 450 1464.47 spell
Scribed scroll 0 112.5 1351.97
Adjustment 0 946.3 405.67 spells & sundries
Adjustment 0 -25 380.67 for missed Arcane Lock material component
Crux of the Matter 15000 0 15380.67
Wizard's Tower Income 762.5 0 16143.17
*(Oct 1, 2006 - Nov 30, 2007 = 63 weeks)
*(12.5gp/week starting Oct. 1/2006)
Gem from Deck 0 3494.23 18025.4
Crafting in CotM 17668 0 357.4
Wizard's Tower Income 625 0 982.4
*(Dec 1, 2007 - Nov 15, 2008 = 50 weeks)
Crafting in Inn 1000 0 1982.4
TOAD
Diminutive Magical Beast
Hit Dice: 10 (22 hp)
Initiative: +1
Speed: 5 ft. (1 square)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +7/10
Attack:
Full Attack:
Space/Reach: 1 ft./0 ft.
Special Attacks:
Special Qualities: Amphibious, low-light vision, improved evasion, share spells, empathic link, deliver touch spells, speak with master.
Saves: Fort +7, Ref +3, Will +7
Abilities: Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 4
Skills: Hide +21, Listen +4, Spot +4
Feats: Alertness;
Environment: Temperate marshes
Organization: Swarm (10100)
Challenge Rating: 1/10
Advancement:
Level Adjustment:
These diminutive amphibians are innocuous and beneficial, since they eat insects.
Skills: A toads coloration gives it a +4 racial bonus on Hide checks.
WARHORSE, LIGHT
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 14 (1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite 1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Advancement:
Level Adjustment:
These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231460 pounds; and a heavy load, 461690 pounds. A light warhorse can drag 3,450 pounds.
Name: Adamant Bohaven
Class: Ranger
Race: Halfling
Size: Small
Gender: Male
Alignment: Chaotic Good
Deity: --
Str: 12 +1 ( 6p.) Level: 1 XP: 0
Dex: 17 +3 ( 8p.) BAB: +1 HP: 11 (1d10+1)
Con: 13 +1 ( 5p.) Grapple: -2 Dmg Red:noneInt: 12 +1 ( 4p.) Speed: 20' Spell Res:noneWis: 14 +2 ( 6p.) Init: +3 Spell Save:noneCha: 9 -1 ( 1p.) ACP: -1 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +3 +0 +3 +1 +0 +0 17
Touch: 14 Flatfooted: 14
Base Mod Misc TotalFort: +2 +1 +1 +4
Ref: +2 +3 +1 +6
Will: +0 +2 +1 +3
Weapon Attack Damage Critical
Rapier (Small) +5 1d4+1 18-20/x2
Handaxe (Small) +5 1d4+1 x3
Short sword (Small) +5 1d4+1 19-20/x2
Light pick (Small) +5 1d3+1 x4
Dagger (Small) +5 1d3+1 19-20/x2
Longbow (Small) +5 1d6 x3
Languages: Common, Halfling, Elven
Abilities: +2 racial bonus on Climb, Jump, and Move Silently checks
+1 racial bonus on all saving throws
+2 morale bonus on saving throws against fear
+1 racial bonus on attack rolls with thrown weapons and slings
+2 racial bonus on Listen checks
Favored enemy, humanoid (reptilian):
+2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks
+2 bonus on weapon damage rolls
Wild empathy (1d20+1 for animals, 1d20-3 for magical beasts)
Feats: Track (ranger)
Weapon Finesse (1st-level)
Skill Points: 28 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Climb 2 +1 +2 -1 +4
Hide 4 +3 +4 -1 +10
Jump 2 +1 +2 -1 +4
Knowledge (nature) 2 +1 +3
Listen 4 +2 +2 +8
Move Silently 4 +3 +2 -1 +8
Profession (tanner) 1 +2 +3
Search 1 +1 +2
Spot 4 +2 +6
Survival 4 +2 +6
Equipment: Cost Weight
Rapier (S) 20gp 1lb
Handaxe (S) 6gp 1.5lb
Short sword (S) 10gp 1lb
Light pick (S) 4gp 1.5lb
4 daggers (S) 8gp 2lb
Longbow (S) 75gp 1.5lb
Studded Leather (S) 25gp 10lb
Backpack 2gp .5lb
3 candles 3cp
Flint and steel 1gp
Ink vial 8gp
Inkpen 1sp
Journal 15gp 3lb
4 trail rations 2gp 1lb
Waterskin (full) 1gp 1lb
Whetstone 2cp 1lb
4 sunrods 8gp 4lb
Potion of
cure light wounds 50gp
Total Weight:29lb Money: 4gp 8sp 5cp
Lgt Med Hvy Lift PushMax Weight: 32 64 97 194 485
Age: 30
Height: 3'2"
Weight: 36lb
Eyes: gray
Hair: dark brown
Skin: olive
Appearance:
While most halflings might seem almost perpetually joyful, never without a smile or a witty remark, Adamant retains a look of grim determination on his unshaven face. Dark hair frames his face, which he ignores when it catches on his stubble or covers his eyes. Every step he takes is with supreme purpose and focus, his ears always pricked, his intense storm-gray eyes always scanning. He may have to crane his neck to speak with most others twice his height, yet somehow, he always seems to be the same height, looking at others directly, and right into their eyes.
Background:
Adamant had trained for years in preparation to become a clanwarden of his small halfling community. The Wardens, a small and elite force, protected their friends and families from bandits, marauders, and wandering beasts. To join their ranks, one must pass the test of search, survival, and stealth. A dire boar, captured and then released into the surrounding woods at night, would undoubtedly leave a trail. Upon waking the following morning, it was Adamant's task to track, find, and capture the creature by nightfall. He plunged into the trees, confident in his abilities, and immediately identifying the boar's trail. Fates, however, rallied against him. A freak storm broke, washing away the boar's trail, washing it away to practically nothing. Still, Adamant plodded on, seeing a tuft of hair here, catching a whiff of the animal there. Finally, as his deadline approached and the sun began to set, he found the boar feasting on its own meal. Adamant withdrew his bow, knocked an arrow, and shot the creature clean through its neck. Grinning, Adamant returned home, his prize slung across his shoulders, hardly noticing the buckling of his knees beneath the animal's weight.
Adamant returned home to discover he had caught the wrong prey.
The boar Adamant had been sent to track had been especially marked on one of its hooves, detectable only through arcane magic. No such mark appeared on the boar Adamant had brought. Not only had he failed his test, but some began to suspect he had not tried at all, that he had downed the first he had come across, that he had cheated. Adamant protested, requested another chance, but he was declined. He would never be elgible again: he had lost his chance.
Adamant's dream had shattered. What's more, no one looked him straight into his eyes again, doubting him. Adamant spent more time in the woods, away from the narrowed eyes, the shakes of heads. Eventually, he realized he was not even missed in his community when he spent days, even weeks, meditating in the wild. One day, without saying good-bye, he simply left in search of a community that might accept him.
Appearance: His medium length hair is black with a shock of white over his right eye. He wears a short, neatly trimmed beard. His eyes are a deep and lusty blue that burn with a mischievous fire. His angular features look almost regal. He is broud-shouldered and lean.
Background: Jairik's father is an innkeeper and taverner of great means. His establishments are frequented by the wealthy and influential of the region. Jairik found the tales and intigues of the guests more exciting than the running of the inns. He would listen to endless stories and ballads,
discuss the fundamentals of arcane magic, and smooth over debates between visiting dignitaries. His father soon realized that his son would not be happy, nor proficient, as an innkeeper. He arranged for tutors to teach him, and allowed him to travel with a bard from the west, Mielkos. During their journies, Jairik learned of many lost treasures and antiquities. He has made it his passion to recover these things and garner the wealth and fame that come with such accomplishments.
Last edited by wolfheart; 24th April 2004 at 06:19 AM..
Reason: money spent
Appearance: Laitra is attired in a worn piece of studded leather chainmail. She clutches her Greataxe close to her. Her dirty pigtails swing around her head.
Background: The product of a rape or experiment, Laitra was raised by a band of orcs and her great strength was apparent from the start. Trained as a warrior, she went up the ranks swiftly. However, the attention of an orcish lieutenant and an encounter with a kindly blind hermit made her flee the tribe. She wanders the realms looking for adventure, determined to make a name for herself. Her only companion is Skrindal, a squirrel, whom she feeds with nuts and raisins. She believes it's the reincarnation of a great Orcish shaman.
Appearance: Jaret is well-muscled from his years at the forge. He always wears a belt with three light hammers on it, both for quick repairs and for use as ranged weapons in a pinch. There is nothing particularly remarkable about his appearance and he takes some pains to fade into the background and observe those around him.
Background: Jaret recently completed his apprenticeship with a small town smith who also was a cleric of Chennet'. He had a fairly uneventful childhood and adolescence and now seeks to see more of the world and learn more of the ways of his god and his craft. He would like to discover or rediscover secrets of metalworking. He values skill, compassion, and knowledge.
Last edited by jtone; 22nd April 2004 at 04:59 AM..
Reason: Gold Spent
Name: Kunst Ruhe
Class: Wizard
Race: Mountain Dwarf
Size: Medium
Gender: Male
Alignment: Neutral
Deity:Str: 12 +1 (4p.) Level: 1 XP: 0
Dex: 12 +1 (4p.) BAB: +0 HP: 6 (1d4+2)
Con: 14 +2 (4p.) Grapple: +1 Dmg Red: -/-
Int: 18 +4 (16p.) Speed: 20' Spell Res: -
Wis: 10 +0 (2p.) Init: +1 Spell Save: +4
Cha: 6 -1 (0p.) ACP: -3 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +0 +1 +0 +0 +0 11
Touch: 11 Flatfooted: 10
Base Mod Misc TotalFort: 0 +2 +2
Ref: 0 +1 +1
Will: 2 +0 +2
Weapon Attack Damage Critical
Dagger +1 1d4+1 19-20/x2
Light Crossbow +1 1d8+0 19-20/x2
Quarterstaff +1 1d6+1 20/x2
Languages: Common, Draconic, Dwarven, Gnome, Terran, Undercommon
Racial Abilities: Darkvision 60 ft, stonecunning, stability, +2 saves vs
poison/spells/spell-like effects, +1 attack vs orcs/goblins, +4 dodge AC vs
giants
Class Abilities: Summon Familiar, Spellcasting, Bonus Feats (Scribe Scroll)
Spells MemorizedCantrips: Detect Magic, Ray of Frost, Mage Hand
1st Level: Mage Armor, Magic Missile
Spells KnownCantrips: All
1st Level: Magic Weapon, Grease, Identify, Magic Missile, Shocking
Grasp, Mage Armor, Unseen Servant
Feats: Scribe Scroll, Combat Casting
Skill Points: 24 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Concentration 4 +2 (+4) +6 (+10 combat casting)
Craft (weaponsmithing) 4 +4 +2 +10
Craft (armorsmithing) 4 +4 +2 +10
Craft (blacksmithing) 2 +4 +2 +8
Craft (alchemy) 2 +4 +6
Knowledge (arcana) 2 +4 +6
Know. (arch./engineering) 4 +4 +8
Spellcraft 2 +4 +6
Equipment: Cost Weight
explorers outfit ---- 12lb
belt pouch 1 gp .5lb
backpack 2 gp 2lb
bedroll 1 sp 5lb
scroll case 1 gp .5lb
vial of ink 8 gp --lb
inkpens x2 2 sp --lb
flasks of oil x2 2 sp 2lb
parchment, 5 sheets 1 gp --lb
soap 5 sp 1lb
waterskins x2 2 gp 8lb
trail rations x4 2 gp 4lb
flask of acid 10 gp 1lb
dagger 2 gp 1lb
quarterstaff ---- 4lb
light crossbow 35 gp 4lb
bolts x20 2 gp 2lb
artisans tools 5 gp 5lb
spell component pouch 5 gp 2lb
spellbook 15 gp 3lb
scroll of burning hands 25 gp --lb
Total Weight:57lb Money: 3gp 0sp 0cp
Lgt Med Hvy Lift PushMax Weight: 43 86 130 260 650
Age: 47
Height: 4'6"
Weight: 162lb
Eyes: Molten gold
Hair: Platinum
Skin: Golden
Appearance: Quiet and reserved, he just fades into the background. When he is noticed, Kunst is a strikingly attractive dwarf; with gold-toned skin, platinum hair and eyes enkindled with molten gold curiousity, you could almost mistake him for having celestial blood, notwithstanding his incredible lack of presence. His beard is shaved and his skin soft and supple, despite years at the forge, he wears a clean white explorers outfit edged with light blues; simple but sharp looking. He walks with a staff of gnarled graying wood, resembling stone more than wood. A heavy backpack, jammed full of traveling equipment, is always nearby.
Background: Born Kurick Steelforge to a prestigious dwarven smith, he was as close to born in the forge as you could come. With gold-toned skin, platinum hair and eyes which burned with curiosity the color of molten gold, many thought he was blessed to become one of the forge god's clergy. However, as he grew, despite an intensity when he was working at the forge that had already begun to rival his fathers, he felt no drive towards the martial or ecclesial ways of life. Uncharacteristically quiet for a dwarf, he spent most of his time within the forge, avoiding his father's incessant nagging for him to train as a warrior for the clan. In his spare time he studied within the emptiness of the undercity's library regarding the construction of buildings and tunnels, esoteric techniques for folding metals and soon began examining tomes of alchemical and magical lore. For a number of years he worked in the forge, his free hours spent with tomes and books. Finally his father demanded that he either take up the callings of one of the temples dedicated to the forge god or the training of a respectable warrior at one of the local guilds. Kurick struck by the anger of his father fled to the library, to hide amongst his tomes where he stayed until his father stormed into the library, upon a tip from one of the forge hands, and discovered Kurick deep in study of an arcane tome. With unbridled resent, Kurick's father had him banished from the city, his given name stripped from him and his beard shaved.
He left, without home, kin or name to call his own he pulled one of the tomes he had scavenged from the library before he left and sat under the light of phosphorescent moss. The tome was a journal of a dwarven wizard and master of the forge whose name most had forgotten to the eternity of history, Kunst Ruhe. With a silent vow to himself, he vowed that one day he would return to the undercity in the glory of the forgotten Kunst. From then on, he has refered to himself as Kunst Ruhe. Although it pains him when others tell of their family and homes, he drives himself onward to one day feel worthy to return home.
__________________ Lindy hopper, popper, dancer, philosopher, gamer, fledgling capoeirista, so on... so forth
Quote:
Originally Posted by Wrahn
You sir, have a talent for finding loopholes.
The real hero is always a hero by mistake; he dreams of being an honest coward like everybody else.
-Eco
When one loses the deep intimate relationship with nature, then temples, mosques and churches become important.
- J. Krishnamurti
Last edited by Ferrix; 19th April 2004 at 03:18 AM..