Appearance: The first impression most people get of Jagos is that he seems to be constantly in control of himself and his surroundings. Every motion he makes seem carefully planned in advance and his constant stares at anyone present seem to let him sense everything about them. When he is faced with some kind of obstacle (a look to pick, someone asking him a question) he always seems to narrow his eyes as if looking for any hidden barbs.
Jagos currently has a fading burn covering most of his face.
Background: Jagos grew up in a small town hastily built to provide services to caravans traveling the nearby trade road. His father left him and his mother behind there when he got bored with family life. This was when Jagos was still only one year old and six years later his mother died from a wasting sickness leaving Jagos on his own. He managed to live relatively well in the slums of the town, perfecting his techniques for stealing: climbing into windows, picking pockets, performing con tricks and ordinary muggings were all in his repertoire. He tried to avoid killing whenever possible and took to wearing a mask so as not to be recognised by his victims.
The three times when he was forced to kill, Jagos did it without mercy though. Once, two thugs decided that he was intruding on their territory and attacked him in the street one night. Jagos kept his head cool and fought defensively until one of them slipped in a pool of water and was quickly thrust down after which his demoralised companion was easily dealt with. Another time, when Jagos was just leaving the house of a rich (although now slightly less so) merchant. He was surprised by the merchant who, in drunken bravery, intended to run him through with his rapier. During the short fight that followed; before the merchants rapier lay on the floor and he was backed into a wall; he actually managed to rip away Jagos mask and get a good look at his face. Looking into the merchant’s eyes, Jagos could see that he only waited for him to leave before calling the guards and directing them to him. Jagos, deciding on the best course of action, quickly slit the merchant’s throat before leaving.
During all of this, Jagos always knew that what he was doing was wrong, but had managed to suppress his conscience by convincing himself that he never had any other choice. One day that would come to change though. When looking through some scrolls that he had liberated from a local hedge wizard he realised that he could read them, a feat he had been told only wizards could perform. He was overcome by an enthusiasm unlike any he had ever felt and immediately tried casting the inscribed spell. As he felt the rush of power building up in him while reading the inscribed words, he just had time to realise that something had gone wrong before it exploded in his face, sending him unconscious to the floor.
When he regained consciousness, Jagos understood just how close he had been to dying and cursed himself for his uncarefulness, as he couldn't do much anything besides lying in bed for the next few days he had a lot of time to think. He tried to find a reason for why he could use magic and remembered a story that his mother had told him as a child. Apparently his great grandfather had been rumoured to have uncontrolled sorcerous power; rumours which were greatly supported by the fact that his living house had burned down, not once, or even twice, but three times for no apparent reason. This caused his neighbours not only to believe him to be a sorcerer, but also to rename him and his family from Bluebird to Blueburn. Jagos figured that since there seemed to be sorcerous blood in his family, he had probably got some of that blood as well. He realised that he must learn to control his power to get any use for it. He also realised that he now had the chance to do something else than petty theft and decided to leave his old life behind him, selling or abandoning the few things he owned but couldn't carry and buying what he thought he'd need for the road.
Journal: After leaving his home town, Jagos wandered aimlessly, trying to find a new place for himself in the world. Every night he would unsuccessfully try to make the magic powers that he knew to be within him come to life. Eventually he had travelled almost to the end of the world, near the tower of fire where he entered the city of Ignussus. Jagos was determined to, here at last, find a way to earn some money and glory while waiting fo his powers to manifest.
Last edited by Jolmo; 24th April 2004 at 11:35 PM..
Reason: removed some money (2.7gp)
*=Spec School Spell
#=Scribed from Throran Prohibited Schools: Necromancy and Enchantment
Appearance: Merlis’ bright eyes and ready smile offset what many gnomes see as bland features at best, and his thin frame is often swallowed in the oversized
clothing that he wears. A worn dagger is strapped to his waist, but everyone knows that the leather bound tome in his backpack is Merlis’ real defense.
Background: Merlis’ childhood was as peaceful as any would wish for, and when Merlis began to display a talent in magic, his parents supported that decision as well. During his training, Merlis realized that the best offense he could ever hope to have was having a stronger defense than his enemies. Devoting himself to the field of Abjuration, Merlis soon learned all he could from those around him, and has left to learn from those outside of his home.
treasure edit
-Added 20gp (From advance of Mr. Dez)
-Deducted 100 for scribing of Identify spell from Throran
Last edited by Verbatim; 2nd December 2006 at 11:57 PM..
Grog does not speak of his past, in fact he does not speak
much at all. While not one to take orders, he will follow
"suggestions" if he thinks they make sense.
Grog took his name from his favorite drink. He will not tell
anyone his original name as it is part of his past.
Almost always found in his armor, Grog looks like a typical
mercenary or militia man. He does not like it when people
assume he is stupid, even thought he isn't the smartest.
Orcish racial epithets will make him angry, but usually he
will not attack unless he thinks he can get away with it.
Last edited by Lefferts; 9th May 2004 at 03:48 PM..
Reason: fixed spelling error
Name: Nielan Tal
Class: Cleric
Race: Human
Size: Medium
Gender: Male
Alignment: Lawful Evil
Deity: Jareth
Str: 14 +2 ( 6p.) Level: 1 XP: 0
Dex: 12 +1 ( 4p.) BAB: +0 HP: 9 (1d8+1)
Con: 12 +1 ( 4p.) Grapple: +2 Dmg Red: -
Int: 12 +1 ( 4p.) Speed: 30' Spell Res: -
Wis: 16 +3 ( 10p.) Init: +5 Spell Save: -
Cha: 10 +0 ( 2p.) ACP: -3 Spell Fail: -
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +3 +2 +1 16
Touch: 11 Flatfooted: 15
Base Mod Misc Total
Fort: 2 +1 +3
Ref: 0 +1 +1
Will: 2 +3 +5
Weapons: Attack Damage Critical
Morning Star +2 1d8+2 20x2
Sling +1 1d4+2 20x2
Languages: Common, Draconic
Abilities: domains of knowledge and death, +1 caster level on divination spells, death attack, turn undead 3/day, spontaneous casting of inflict spells
Feats: Improved Initiative, Skill Focus(spot)
Skill Points: 16 Max Ranks: 4/2
Skills: Ranks Mod Misc Total
Concentration 4 +1 +5
Spellcraft 4 +1 +5
Knowledge(Religion) 4 +1 +5
Spot 2 +3 +3 +8
Equipment: Cost Weight Charges
Traveler's Outfit 0gp 0lb
Wooden Holy Symbol 1gp 1lb
Morning Star 8gp 6lb
Sling 0gp 0lb
Bullets(10) 1sp 5lb
Studded Leather 25gp 20lb
Heavy Wooden Shield 7gp 10lb
Backpack 2gp 2lb
-Sunrod x3 5gp 3lb
-Flint and Steel 1gp 0lb
-Torch x3 3cp 3lb
-Sack x2 2sp 1lb
-4 days rations 2gp 4lb
Total Weight:55lb Money: 97gp 6sp 7cp
Lgt Med Hvy Lift Push
Max Weight: 58 116 175 350 875
Age: 20
Height: 5' 6"
Weight: 189lb
Eyes: Light Blue
Hair: Short Brown
Skin: Fair White
Spells Memorized: 0 - cure minor wounds x2, detect magic, light,
1- cause fear, cure light wounds x2
Description: Nielan is a rather short human, with close cut brown hair and blue eyes. He wears a black cloak over his armor and and a small figurine shaped like a pawn from a chess set hangs from his neck. He is usually quiet and soft-spoken, being more interested on observing what is going on around him than commenting on it. His one passion is gaming, and he loves to play whether it is a game of chance or skill.
Backgroud: Nielan grew up an orphan in a small city. His life consisted of working deadend jobs and gambling away the money he earned for many years. Then on one of his nights of excess, a strange man wearing a black and silver robe entered the tavern he was playing in. Nielan was intrigued, and joined a game of cards with the man. He quickly discovered he was out of his league, as he lost hand after hand. Finally, as the man was getting ready to leave, Nielan asked the man to play for one more wager. If the stranger won, Nielan would turn over the rest of his money. If Nielan won, the stranger would reveal what allowed him to maintain such an incredible winning streak. To this day, Neilan wonders whether it was fate or simple chance, but the cards finally fell his way. The stranger was true to his word, and introduced himself as Zeland. Next he introduced Nielan to the church of Jareth, where Nielan quickly became an avid follower. Over the next several months, he was initiated into the priesthood, and gained a new outlook on the game of life. Once his training was complete, Zeland told him it was time to go out and learn the rules of the game, now that he was ready to be a player instead of an observer. And so he was sent to Orussus...
Last edited by Kangaxx; 10th June 2004 at 08:31 AM..
Reason: added spells
Name: Vanadan the Fallen Leaf
Class: Necromancer 1 (prohibited schools: Illusion and Enchantment)
Race: Gray elf
Size: Medium
Gender: male
Alignment: NE
Deity: none (For now - Somebody should propose an undead deity.)
Str: 6 -2 (0p.) Level: 1 XP: 0
Dex: 16 +3 (6p.) BAB: +0 HP: 4 (1d4)
Con: 10 +0 (4p.) Grapple: -2 Dmg Red: XX/XXXX
Int: 19 +4 (13p.) Speed: 30' Spell Res: XX
Wis: 14 +2 (6p.) Init: +7 Spell Save: +4
Cha: 9 -1 (1p.) ACP: -0 Spell Fail: XX%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +0 +3 +0 +0 +0 13
Touch: 13 Flatfooted: 10
Base Mod Misc TotalFort: 0 +0 +0
Ref: 0 +3 +3
Will: 2 +2 +4
Weapon Attack Damage Critical
dagger -2 1d4-2 19-20/x2
light crossbow +3 1d8 19-20/x2
XXXX +X XdXX+X XX-XXxX
XXXX +X XdXX+X XX-XXxX
Languages: Common, Elven, Draconic, Abyssal, Infernal, Undercommon.
Abilities: Scribe a Scroll, Gray elven traits
Gray elf traits (Ex):
— -2 Streght, +2 Dexterity, –2 Constitution, +2 Intelligence.
—Medium size.
—An elf ’s base land speed is 30 feet.
—Immunity to sleep spells and effects, and a +2 racial saving throw bonus
against enchantment spells or effects.
(Not reflected in the saving throw modifiers given here.)
—Low-light vision.
—Weapon Proficiency: Elves are automatically proficient with the longsword,
rapier, longbow, composite longbow, shortbow, and composite shortbow.
— +2 racial bonus on Listen, Search, and Spot checks. An elf who merely
passes within 5 feet of a secret or concealed door is entitled to a Search
check to notice it as if she were actively looking for it.
—Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome,
Goblin, Orc, Sylvan.
—Favored Class: Wizard.
Feats: Improved Initiative
Skill Points: 24 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Concentration 4 +0 +4
Decipher Script 4 +4 +8
Knowledge(arcana) 4 +4 +8
Knowledge(religion) 4 +4 +8
Listen 1 +2 +2 +5
Spellcraft 4 +4 +8
Spot 1 +2 +2 +5
Equipment: Cost Weight
dagger 2gp 1lb
light crossbow 35gp 4lb
crossbow bolts (20) 2gp 2lb
pouch, belt 1gp 1/2lb
case, scroll 1gp 1/2lb
5x paper (sheet) 2gp
ink 8gp
inkpen 1sp
scholar's outfit 5gp 6lb
Total Weight:14lb Money: 63gp 5sp 0cp
Lgt Med Hvy Lift PushMax Weight: -20 21-40 41-60 60 300
Age: 141
Height: 4'11"
Weight: 103lb
Eyes: violet
Hair: pale golden
Skin: pale
Spellbook: 0 - all; 1st - Magic Missile, Mage Armor, Shield, Identify, True Strike, Chill Touch, Ray of Enfeeblement
Spells Prepaired: (spells per day 4/3; spell DC 14 + spell level; prohibited school Illusion) 0 - Detect Magic, Acid Splash, Mage Hand, Touch of Fatigue; 1st - Mage Armor, Magic Missile, Ray of Enfeeblement
Appearance: Short, skinny, everything you would get bullied from. He still has something that makes people shiver. A deep stare with his purple eyes can freeze a man. Those cold eyes show no mercy and no emphaty. He barely looks living. His pale skin reminds others of his scholarly life. Dressed in black robe with no ornaments, he likes to lurk in the shadows. If he wasn't so small you would fear this man.
Background: Vanadan was bullied all his life. He never had the change to stood up for himself until his father send him to magic-school. There he learned what great power laid behind the arcane scripts. He was eager to learn more -almost too eager, his masters thought. He knew that nothing could stand in his way when he had the ultimate power, so he eventually became the best student in the whole school. The school was too small for him however. In his opinion, the school’s library showed no real power. Frustrated he started looking this power elswere.
Finally he found what he thought was the true power, the power over death, necromancy. The book he held belonged to an ancient elven wizard called the Fallen Leaf. The philosophy of Fallen Leaf was that if you didn’t have the control over death, you were a slave to death and therefore insignificant, lesser creature. Vanadan started idolizing this wizard the more he read. He soon even took his name the Fallen Leaf. He wanted to be a god as the old wizard did. When his dark path was spotted by his masters, the book was taken from him. He was told that this Fallen Leaf was a long gone wizard that had fallen to the path of necromancy by an accident.
Despite the masters’ attempts Vanadan couldn’t just ignore the fact that there were a greater future for him. Soon he was exciled among his people. They didn’t even told his family what had happened. They didn’t want to bring their failure to the public. Masters that had been failed years before, didn’t want this shame to come upon them and Vanadan’s family.
__________________ Defeating a dragon with a simple stick... This is going to be interesting.
Appearance: 6' 6", 278 pounds of pure charm. Dark skinned, bald with gold-flecked green eyes. Numerous unflattering scars. Hygiene appears optional, though his arms and armor are kept in pristine condition.
Background: Wogar was originally a member of the Evil Eyes orc tribe. His near-genius intellect (by orc standards at least), and half-breed heritage made him an almost immediate outsider in the tribe. Frequently bullied and beaten by other tribe members, Wogar didn't have many friends in the tribe, and took to reading books scavaged from raids (in secret of course, no self-respecting orc CAN READ!). Reading of a life, and lifestyle outside of tribes, Wogar yearned for something more, and stole what meager possessions he could, and set out for the big city. The tribes in the cities are little different than the Evil Eye's in Wogar's mind. They say mean things, they cheat and rob you, green-skin, pink-skin, it's the same story, the only difference is that humans think he is too stupid, while orcs think he is too smart. Wogar is happy to let most humans underestimate his intelligence, until they cross him. Wogar took some jobs as bouncer, and made some decent cash at it (especially once the bar owners realized he could count), but it wasn't the life of the books which he had read. So, he has taken his meager savings, and invested in some adventuring gear, hoping that someday someone will write a book about him.
Personality: Wogar is still pretty rough around the edges, his manners are derived from orcs, and he really doesn't know not to pick his nose in public. Many people expect a dumb orc, and he tries to play that part, but sooner or later, the gleam of intelligence in his eyes unsettles quite a few people. His experience in both Orc and Human civilzation have led him to believe most people are untrustworthy, and this attitude has left him very lonely. He has sold all of his beloved books to buy his gear, but he can't wait to make some cash to read some more (though, he always reads in secrecy, his orc experiences have led him to hide his literacy).
Bad Habits:The name Hellsbreath seems to have come from Wogar's confusing onions with apples, he often relaxes by absentmindedly eating an onion like an apple, and has some of the worst breath in the city.
Last edited by OldCrowe; 8th April 2004 at 08:24 AM..
Appearance: Nace (rhymes with 'mace') is a slender youth left dark by the sun of his birthplace. He usually wears his hair short, and sometimes has the beginnings of stubble on his chin and jaw. He's dark-skinned, with few scars; he's a handsome lad, with a nice smile and bright eyes. Built lean and compact, he's packing almost no extra fat on his hard spare frame. Typically, Nace will be wearing light explorer's clothing in patchwork desert colors, a couple of silver earrings in his right ear. Around his neck, he usually has a small wooden symbol of Grendath's faith and a couple small amulets he's made from bit of feathers, bone and interesting stones he's found in the desert.
Background: Nace's parents (Nasira and Corred) were caravan guards and soldiers for many years before they decided to settle down to a quiet life as chandlerers. That lasted about a year, time for Nace to be conceived and born. Then the call of the open road led them to leave the shop (and Nace) to family friends for weeks at a time while they adventured and travelled. Nasira died fighting in a troll ambush and Corred was terribly wounded; he lost most of his left arm to infection before he could be taken to a priest for healing. The cleric wasn't powerful enough to regrow the arm, so Corred came back and took up shopkeeping again. And raising his son.
Corred soon took another wife and expanded the business, moving them all to the outskirts of the capital. Things prospered and as Nace began to grow, Corred took time to teach the boy how to fight. Corred was a /good/ fighter, and Nace began to outstrip the other youths he played with. It was good to he strong and fleet, but Nace also started to wander out further into the desert and hills. Corred knew the boy simply had too much of his mother in him to ever settle down, so he apprenticed the youth to one of the desert trackers. From that woman, Nace learned to track and live in the wilderness with little or nothing save his wits. They wandered far across the burning lands, skirting the green settlements much further out but always returning to the quiet sere wasteland.
Nace grew up a child of both city and desert, and a year or so ago the tracker released him from her care, saying that now he must make his own way or die. He agreed, and now he hires himself out to caravans crossing the wasteland, or as a bodyguard for travellers who don't know one end of a sword from another.
Appearance: Durg is tall and very muscular. He wears tattered gray monks outfit with loose breeches and shirt all bound together with black leather sashes. He has sandals made out of the same black leather. His heritage can be clearly seen, because he has retained the prominent teeth and sloping skull, that are common features to orcs. He is gruff, reserved and very suspicious to strangers, especially dwarves. Although the years in monk training have calmed his spirit somewhat, he is still quick to anger sometimes and apt to use violence to solve problems. He is generally only interested in self-improvement paying no attention to any gods or caring about good and evil. Durg understands the concept of organized teamwork and is willing to work with anyone, who doesn't judge him for being what he is.
Background: Durg is the offspring of an orc father and a human mother, who was taken captive during a orcish raid. His home was destroyed by a group of dwarf mercenaries, who were hired to avenge the raid some years later. Only the young half-breeds were spared.
The young half-orc boy was left in the custody of a half-elf monk. The wandering master, Hemil, raised Durg and introduced him to the monk's path. Durg himself just likes to call himself a warrior or a wrestler, never a monk. He followed his master and guardian for many years, but one day he woke up and noticed, that Hemil was gone. The master had left him a note, in which he told he was sorry to leave him. He didn't explain why, but he wrote he had to do it and Durg should not try to find him.
Hemil had left behind some gold, but only a little advice. The confused Durg was pondering his next move in the Red Dragon Inn, but It didn't take long, until adventure found him. A strange apparition emerged in the Inn and asked for brave adventurers to step inside the gate. For some reason, Durg didn't hesitate and he along with some companions were teleported to a wizard named Harnfal Interirion, who hired them to bring his daughter back, who he told was kidnapped by another wizard named Modar Kreel.
The group got separated during the search, but Durg along with two warriors, Cailean and Semabin, were able to find the wizard's daughter, Annalyn. It was revealed, that the girl was married to the half-orc wizard Modar Kreel, who the father didn't approve because of his heritage. Angered by the disrespect to half-orcs, Durg offered his services to Annalyn ending his deal with her father. The three adventurers brought the news back to Harnfal, who was disappointed, but sent them back to The Red Dragon Inn after offering some additional payment, which Durg refused to take.
Durg's Ring: This ring was given to him by Lady Annalyn, the wife of orcish wizard Modar Kreel. It is a token of his oath of service to her.
Description: Caerwyn has a kind face, though it looks more sunken and filled with remorse than long ago. He is generally well kempt, and still dresses in a fashion common for a knight of his nation long ago.
He is generally quite reserved in his behavior and is respectful towards others. He doesn't immediately act if he finds someone to be evil. Afterall, someone might be inherently evil but what if they never really did anything? And to what degree would this person be evil? Patience is very important to him.
Background: Quick Summary: Caerwyn was a knight of Kastavia, in the Everlasting City of Fel Aldinn. He was a knight roughly 70 years ago. In one of the last battles for Fel Aldinn, the neighboring nation of Grimteine finally overtook them and Caerwyn was among the many that lost their lives. His wife Beatrice spent the next many decades trying to get ahold of the funds and finding the person who would be able to bring him back to life. It wasn't until recent days that she finally succeeded in doing this. However, she was an old woman now. They spent the last few days together until age finally caught up with her. Caerwyn spent the next several months within the church of Hyrag, where he was resurrected, learning whatever he could of the the world as it stands now.
Caerwyn is a man who has lost his place, with his home long destroyed and all those he loved dead. With nobody left to hold him to a single location anymore, he explores this new world to find what his purpose is.
Fel Aldinn: Fel Aldinn was a grand stone city, designed by a dwarf ally many centuries ago. It was the new capital of Kastavia, and was to stand as a symbol of their devotion to both Sela and Verdante. The city was constructed around a tree that was considered sacred to them.
Followers of both Sela and Verdante: The nation's devotion to both Sela and Verdante struck many strangers as quite odd, and the city of Fel Aldinn even more so. On one hand, you have Sela who reveres lasting accomplishments at the hands of mortals. On the other hand, you have Verdante who believes everything has a natural cycle, and the very dogma of his religion implies Fel Aldinn's fall.
While the nation worshipped Sela, Kastavia generaly didn't follow all aspects of her religion. They looked to her for several things: longevity, friendship, tradition, and unity. These traits were core to the code of the Keepers of the Stone.
Their worship of Verdante was always a part of the nation, somehow connected to their history long ago. The exact reasons are forgotten. Most towns within Kastavia were built to not disturb the nature surrounding, but to work with it. Druids were not uncommon in the nation, and were indeed vital to one of the aspects of the Keepers of the Stone. The sacred tree within Fel Aldinn was always guarded and tended to by 5 druids. No more, no less.
The Keepers of the Stone: The "stone" referred to in the name was part of an heirloom that was passed down generation to generation from one queen to the next. The ruling family, said to have the blood of celestials from long ago, established the Keepers of the Stone with the idea that it would epitomize the ideals they had for Kastavia. Not all Keepers of the Stone were paladins. In fact, there were even a few wizards within their ranks. Those that were paladins, though, were never paladins of a specific deity, but ones who followed the code and ideals placed on the knights.
The Keepers of the Stone were known to ride great wolves into battle. These wolves were raised by the druids, and through magic and ritual, were made to be large enough to carry riders on their backs. Only the most elite of the order were able to ride a wolf, and the ability to do so was seen as a great honor.
Grimteine, and the Glass City of Donadune: Grimteine was the nation on the southern border of Kastavia. It is of a lower elevation than Kastavia, and consists mostly of desert. Popular talk among the common folk of Kastavia said that the desert was unnatural, and they believed that the council that ruled Grimteine was actually controlled by a great blue dragon. They believe this dragon was actually the one that taught the nation how to contruct the Glass City. Such talk was generally disregarded. It is understood that Grimteine has a strong tradition of wizards and sorcerers, and they make up the majority of the ruling council.
This nation was at war with Kastavia for countless years, and the exact reason for the war was lost long ago by most of the commoners and even many of the soldiers of both nations.
The most impressive feature of the nation of Grimteine was the city of Donadune, which was constructed almost entirely of glass. Using the very sands that make-up most of the landscape, it was constructed and tempered with magic to make it strong as steel, and altered so that the suns rays would make the walls radiant and not blinding. It was altered more as to not be able to see through the glass (except where wanted), while still maintaing its look. It is a wonder to behold, and is home to the ruling council of the nation.
Grimteine still stands as a nation today, and holds a large part of the land that was once Kastavia. Some of the other neighbors seized the opportunity to grab some portion of the fallen nation.
SIDENOTE: I took many MANY liberties in making the history of this character and his past surroundings, so I won't be at all surprised if told that either something needs to change or this is completely invalid.
Last edited by Dravar; 29th April 2004 at 10:54 AM..
Reason: BAD grammar
Name: Adriev Bawyor
Class: Rogue
Race: Human
Size: Medium
Gender: Male
Alignment: CG
Deity: Phyrah, the Searcher
Str: 10 +0 (2p.) Level: 1 XP: 0
Dex: 16 +3 (10p.) BAB: +0 HP: 6 (1d6+0)
Con: 10 +0 (2p.) Grapple: +0 Dmg Red: 0/-
Int: 12 +1 (4p.) Speed: 30'/20' Spell Res: 0
Wis: 14 +2 (6p.) Init: +3 Spell Save: +0
Cha: 14 +2 (6p.) ACP: -1 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +3 +0 +3 +0 +0 +0 16
Touch: 13 Flatfooted: 13
Base Mod Misc TotalFort: 0 +0 +0
Ref: 2 +3 +5
Will: 0 +2 +2
Weapon Attack Damage Critical
Rapier +0 1d6+0 18-20/x2
Short Bow* +3 1d6+0 x3
Dagger +0 1d4+0 19-20/x2
Dagger (thrown)* +3 1d4+0 19-20/x2
* +1 damage on ranged attacks under 30'Languages: Common, Elvish
Abilities: Sneak Attack +1d6, Trapfinding
Feats: Point Blank Shot, Precise Shot
Skill Points: 40 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Bluff 4 +2 +6
Diplomacy 4 +2 +6
Disable Device 4 +1 +5
Disguise 4 +2 +6
Hide 4 +3 +7
Listen 4 +2 +6
Move Silently 4 +3 +7
Open Lock 4 +3 +7
Perform (Oratory) 4 +2 +6
Perform (Sing) 4 +2 +6
Equipment: Cost Weight LOCATION
Outfit (Traveler's) -- - lb Worn
Rapier 20 gp 2 lb Carried
Short Bow 30 gp 2 lb Carried
Arrows (20) 1 gp 3 lb Carried
Studded Leather 25 gp 20 lb Worn
Pouch (Belt) 1 gp 0.5 lb Worn
Thieves Tools 30 gp 1 lb
Oil, Pint (2) 2 sp 2 lb
Caltrops 1 gp 2 lb
Backpack 2 gp 2 lb (Usually left on Mule)
Rations (Trail)(3) 15 sp 3 lb
Rope (Silk/50 Ft.) 10 gp 5 lb
Waterskin 1 gp 4 lb
Waterskin 1 gp 4 lb
Waterskin 1 gp 4 lb
Mule 8 gp - lb
Arrows (20) 1 gp 3 lb
Bedroll 1 sp 5 lb
Bit & Bridle 2 gp 1 lb
Saddle (Pack) 15 gp 20 lb
Total Weight: 32.5 lb (Light)
Dungeon Weight: 53.5 lb (Medium) - with backpack on
Lgt Med Hvy Lift PushMax Weight: 33 66 100 200 500
Money: 3gp 2sp 10cp
Treasure: None
Age: 17
Height: 5'6"
Weight: 150lb
Eyes: Blue
Hair: Long, Brown
Skin: White
Appearance: Adriev is a moderately built young man, not yet out of his teens. He wears the rugged and simple clothes of a traveler, looking usually like any of a thousand others who come and go through the city of Lathirn each day. He carries a rather mundane rapier strapped to his hip, and on occasion has been spotted in a well-worn suit of studded leather armor.
Background: Born and raised in Lathirn, Adriev always dreamed of studying at the College of Nobius, renown center of learning and lore. However, the College turned down his application, declining to state a reason. Adriev decided, probably correctly, that he was turned down due to his family's poor social standing, resulting from a historical inclination in the family toward thievery and con games.
Adriev took it upon himself therefore to live up to this family reputation, and for a long time stole whatever he could from the college and its staff and students. Though he never made "that one big score," he did manage to get himself caught trying to rob a rather accomplished Elven bard by the name of Lorathin. The elf had no relationship to the College, but Adriev didn't know that at the time. Lorathin might have been angry, or had the boy put in prison or worse, but instead he chatted with the lad for a while, having Suggested that Adriev would go to jail unless he humored the elf and conversed honestly with him.
Adriev continued to make his way in the world through petty thievery and con games, but spent more and more time with Lathirn in his study. Lathirn, for his part, had little use for the stuffy ways of the College and liked the boy's company for his free spirit and willful ways. Lorathin took this opportunity to slowly teach Adriev many of the fundamentals of his own trade - though Adriev continued to focus on storytelling and oration, skills useful to him in his chosen thiefly profession.
Lorathin disappeared several months ago, without warning. He took everything he owned with him, save for a single tome of lore left with a note to Adriev. The note said, [i]"If I do not return within the next four full moons, know that I will not be returning. Use this tome how you will, my friend. I hope you use it wisely."
Since then, Adriev has immersed himself in the tome, absorbing its lore and adding it to the mass of knowledge he already had filed away from his earlier studies. More and more, he feels a life of outright thievery is the wrong road to travel, and is considering his alternatives.
Last edited by Emiricol; 2nd May 2004 at 03:12 AM..
* I thought it would be appropriate to pay a bit of coin to "simulate" the longish travel from Sairundan to Orussus.
Appearance: Semabin is a large and agile man, and not very muscled. His black hair is long, and he shows first signs of growing a beard. He always seems a bit dreamy, not quite in the present. Semabin prefers loose clothing in "airy" colors (such a light blue and white) that allows much freedom of movement, and considers even his light armor to be quite limiting.
Background: Semabin, son of Harudan, hails from the distant south-western land of Sairundan, a loose federation of several seminomadic tribes, supposedly founded by djinni. The tribe Semabin comes from, the Zephyr, traditionally sends promising young members onto a journey to distant lands to prove themselves if they show promise to become one of the elite warriors of Sairundan, the dervishes.
Semabin is one of these young men, and he joined a caravan to Orussus, a city where few Sairundani have traveled yet, hoping that here he can prove himself as a fighter and learn the dances of this land, to add to the deadliness of the dervish dances.
Unfortunately, at least from his perspective, the travel to Orussus has been largely calm, if not to say boring, and he hopes that the city is more exciting.
While he is certainly not stupid, Semabin is sometimes prone to act without thinking, just giving in to his whims. While following one's whims is one part of the philosophies of the Sairundani Dervishes, it should be tempered with a regard for the whims and feelings of others, something that Semabin still needs to learn.
Semabin soon embarked from the Red Dragon Inn on an adventure, in an unusual way. A wizard created a portal for the adventurers to step through, and Semabin was one of five to do so. These were Durg, Cailean, Halydin and Rogar. The wizard, Harnfal Interirion, wanted them to find and return his daughter, who he suspected to be kidnapped by orcs. The truth however was, that Annalyn ran away to marry a half-orc wizard Modar Kreel. Harnfal was not pleased by the news, and requested the adventurers to remain silent on this affair.
Shortly afterwards, he and others tried to solve the mystery of a lost gem, which turned out, after a long chase, to have been stolen. The culprit had previously been captured by bounty hunters.
Money and equipment
500 gp from Old Fashioned Way
150 gp from The Lost Gem
Sold studded lthr armor for 12 gp 5 sp
577 gp, 4 sp from Ransom for Retirement
Sold 2 scimitars for 15 gp
150 gp, potion of cure moderate wounds, masterwork flute, masterwork mighty (+2) composite longbow, and cloak of resistance +1 from Day 7 of di Senzio's Tournament
Sold masterwork chain shirt for 125 gp
Used 2 DM credits for 400 gp
86 gp, 2 sp, 5 cp from The Doublemurder Goblins
Purchase Log
masterwork chain shirt, 250 gold pieces
2 masterwork scimitars, 630 gold pieces
Subscription Fee for the Tournament, 150 gold pieces
2 Potions of Cure Light Wounds, 100 gold pieces
1 Cure Light Wounds after suffering the fire, 10 gp Mithril chain shirt from Tarag, 770 gp, 55 craft points
40 arrows, 2 gp
5 trail rations, 2.5 gp
__________________ Also posts as Ashardalon (here and elsewhere) and as Eques Concordia and Guinea Pig (only elsewhere).
Appearance: Cailean is a somewhat handsome man, but the fact that he is a consumate traveller and fighting man by profession he is often dirty and lacks refinement. His hair is somewhat shaggy and shoulder length, held back by a leather thong that he wears around his forehead and temples like a circlet. His eyes are dark, but show lines at the corners from his almost constant smile. He is the type of man that has embraced life, hardships and all and enjoys the thrill inherent within.
Most often he can be seen wearing a worn outfit of thin leather and wool with plenty of pockets. When travelling or working he dons a well kept suit of green and russet colored studded leather worked in knotwork patterns. It has the look of armor that could be extraordinary if left in the care of a good leather worker for a few weeks.
Background: Cailean was the son of mercenary and his wife. His mother died in childbirth so he never knew her. His father, Aldren Riok, took to raising him in her absence. At first, while Cailean was an infant, Aldren signed up exclusively for caravan guard duty for the steady jobs and ease of care that wagon trains provided for an infant.
Over the years Cailean learned to read and learned the rudiments of horsemanship and woodland survival from his father and the many caravaners that he met and stayed with. Once he was old enough, near 15, he began signing on with his father as a guard himself. It was then that his father began passing on his skill with polearms to Cailean.
During a particularly hard winter some years later, jobs with caravans dried up for the two of them. They were forced to travel by themselves seeking out jobs as tavern bouncers or farm guards as they worked their way back towards a larger city. He and his father came to depend on each other for far more than just companionship and familial ties. When they finally made it back into a big city, his father was stabbed in the back and killed by a cutpurse while stabling their horses at the first inn they stopped in. After months of surviving against the odds in a cruel winter, the irony of his father's unexpected murder was not lost on Cailean.
The loss of his father was extremely hard on Cailean. He had been hardly separated from his father for an hour since his birth and now he was utterly alone. He stayed on as a tavern tough for nearly a year. Unfamiliar with grief and the lack of his life-long companion, he felt frozen to the spot. Eventually, things began to turn around for him. Days felt less and less empty, he was beginning to make friends of the Innkeeper and his family, he found himself smiling again. He also found himself with enough money to outfit himself and begin travelling again.
He has been doing so for the last 4 years, still plying his trade as a caravan guard and polearm for hire. Just now he's found himself on the road a bit far from supplies and is trotting his horse up to the Red Dragon Inn, a day past his last rations....
Last edited by Steadfast; 5th May 2004 at 01:08 AM..
Reason: Unfinished post
Appearance: Rogar Flowstone is, to all appearances, a typical stout, broad-shouldered, gruff, dwarven adventurer. Rogar's head is shaved bald, a mild symbol of rebelliousness among dwarves, but his beard is long, full, and beautifully braided into two thick ropes that hang down to his knees. Taller than average for one of the stout folk, Rogar is also fairly handsome, with eyes the color of hardened bronze and a large, but well-formed nose. Any pleasantness his appearance evokes, however, is quickly countered by his usual (for a dwarf) attitude. Rogar is loud; very loud. It may be because he's partially deaf, but many think it's mild insanity on the cleric's part. He wears a somewhat worn suit of scale male over thick leather boots, with a heavy mace swinging idly from his thick belt, and a crossbow slung across his back, protected by a large, round shield. He often rides upon his thick-limbed mule, Maurice, with pride, despite the occasional mocking of his comrades.
Background: Like many dwarven youths, young Rogar Flowstone was introduced to the art of combat at during his childhood, and immediately came to love it. Naturally strong and as tough as any dwarf has ever been, Rogar excelled at it, taking the heavy mace as his weapon of choice as he prepared to become the next in a long family history of dwarven fighters. The gods had another calling in mind for young Rogar, however; when a human priest of Grendath visited the dwarven settlement for a month-long rest stop during a pilgramage, Rogar was immediately taken with the man, who, despite his human frailty, could out-wrestle, out-fight, and out-class all but the most experienced dwarven warriors. The man's excitable, let-the-gods-decide attitude struck a chord with the rebellious young dwarf, and when the cleric left, he had a new apprentice at his side.
With his loud, almost obnoxious nature, it took Rogar several years to fully gain the trust of Grendath's priests, and even longer to manifest Grendath's power. The priests had patience, however, admiring the dwarf's enthusiastic participation in combat, and the sturdy resilience common to his kind. At the relatively young age of 89, after a decade of training, Rogar became a full-fledged cleric of Grendath, and set out into the world to seek glory, but, more importantly, to help others seek it as well. Mounted upon his faithfull mule, Maurice, Rogar made his way to the Red Dragon Inn, reputed home of many adventurers, and as good a place as any to begin his adventuring career.
Last edited by TheNovak; 5th May 2004 at 02:23 AM..
Reason: Fixed spacing
Appearance: A young man with hair the color of a raven’s shadow falling just above his ears, light brown skin, and bright green eyes, Loskrad is fond of the color black. This is quite evident in his dyed studded leather armor, which covers his entire body up to his head. The only noticeable exception to this is a white headband he wears.
Background: Loskrad’s dark attire often betrays his personality. He’s not particularly outgoing or gregarious, in fact he’s rather socially inept and quiet around those he isn’t familiar with, but by no means is he “dark” or “brooding.” To those who know him he is very friendly, but to get close enough to know him in itself is something of an accomplishment (in other words, he has a low charisma score, ).
He comes from a smaller city with a strong tradition in arcane military, emphasizing the simultaneous perfection of the mind and body. The city hosts an academy that trains individuals from all over in this unique combination. Students often use their spells to augment their fighting abilities, rather than as a direct means of combat, though it’s certainly not unheard of for them to throw fireballs every now and then. Sorcerers, especially, have a greater tendency to learn a few damaging spells to use in a pinch.
It is from this city, in this academy, that a large amount of magical arms and armor are created and traded. Magic item trade is a huge part of the city’s economy. The smiths are surpassed only by the Dwarves in their ingenuity and craftsmanship.
Loskrad displayed excellent potential and drive early in his life. He was born and raised in the city this academy is located in and has always taken great personal pride in his homeland. He was one of the smarter children growing up, though by no means the brightest. His intense commitment to achieving his goals, however, has made him one of the most extraordinary students.
Originally he was only interested in learning to use magic. Ironically, due to the rigid structure for beginners at the academy, he hasn’t even gotten to that yet. Training begins with basic fighting before one can move onto magics. Every wizard and sorcerer in this school knows how to use a sword. When they are deemed ready, the fighters are taught how to wield magic. Of course, most Sorcerers learn to use their magic on their own before their basic combat training is even finished and therefore don’t really face this obstacle.
At first they can only cast the simplest of spells in the most primitive ways. In time these fighter/mages throw out their component pouches and learn to cast spells with mere words (i.e., they take the eschew materials and still spell feats). Low level students tend to wear light armors so as to minimize the interference their spells suffer. The more powerful ones often prepare most, if not all spells, as their stilled versions, freeing them up to wear protective armors.
Hoping to speed up his training and prove his early worth to the academy, Loskrad has left to seek adventure and build his name in the world. Some students choose to pursue some sort of quest or adventure as a quick route to being accepted as someone deserving advanced placement into magical training. Those who survive are generally granted this honor.
Though he was originally fascinated by magic and wanted only to learn its secrets, over time he became fond of the combative arts as well. He worked hard and grew stronger, favoring the greatsword and other large, powerful weapons.
Name: Kataki "Cared Eleer"
Class: Ranger
Race: Elf
Size: M
Gender: M
Alignment: CN
Deity: none
Str: 14 +2 (6p.) Level: 1 XP: 200
Dex: 18 +4 (10p.) BAB: +1 HP: 8 (1d8+0)
Con: 10 +0 (4p.) Grapple: +X Dmg Red: -/-
Int: 12 +1 (2p.) Speed: 30' Spell Res: -
Wis: 14 +2 (6p.) Init: +4 Spell Save: +2
Cha: 10 +0 (2p.) ACP: -2 Spell Fail: 20%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +3 +1 +4 - - - 18
Touch: 14 Flatfooted: 14
Base Mod Misc TotalFort: 2 1 - 3
Ref: 2 4 - 6
Will: 0 2 - 2
Weapon Attack Damage Critical
composite longbow* +5(6) 1d8(+1) X3
quaterstaff** +3 1d6+3 X2
*point blank shot
**using two handed, one attack Languages: common
Elven
Draconic
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:
- Weapon Proficiency: simple and martial,
- Armor Proficiency: light and shields (except tower shields),
- 1st favored enemy: Dragon
+2 bonus on bluff, listen, sense motive, spot and survival checks
when using these skills against creatures of this type. Like wise he gets a +2 bomus
on weapon damage rolls against such creatures,
- track: to find tracks or to follow them for 1 mile requires a Suvival check,
- wild empathy: a ranger can use body language, vocalizations and demeanor to improve
the attitude of a person.
Feats:
-Point blank shot: +1 bonus on ranged attack and damage within 30ft
Class Skills:
Climb. concentration, craft, handel animal, heal, hide, jump, knowledge(dungeoneering),
knowledge(geography), knowledge(nature), listen, move silently, profession, ride,
search, spot, survival, swim, use rope
Skill Points: XX Max Ranks: 4/28
Skills Ranks Mod Misc Total
bluff (cc)* 0 0 0/2 0/2
concentration 2 0 0 2
hide 4 4 -2 6
knowledge(nature) 1 1 0 2
listen* 4 2 0/2 6/8
move silently 4 4 -2 6
profession (hunter) 4 2 0 6
search 4 1 0 5
sense motive (cc)* 0 2 0/2 2/4
spot* 3 2 0/2 5/7
survival* 2 2 0/2 4/6
*favored enemy gets a +2Equipment: Cost Weight
Studded leather 25gp 20lb.
buckler 15gp 5lb.
ancient elven bow 100gp 3lb.
arrows (20) 2gp 6lb.
quaterstaff 0gp 4lb.
backpack* 2gp 2lb.
- bedroll 1sp 5lb.
- flint and steel 1gp -lb.
- waterskin 1gp 4lb.
- latern common 1sp 1lb.
ancient elven bow**:
It's a normal composite longbow with strange marks in the middle.
It's uncertain if it contains any magical power.
**see background for information how he got this weaponTotal Weight: 50lb. Money: 13gp 7sp 10cp
Lgt Med Hvy Lift PushMax Weight: 58 116 175 359 875
Age: 135
Height: 4'8"
Weight: 95lb
Eyes: Red
Hair: black
Skin: tanned
Appearance:
Kataki is an elf with long black hair and red eyes. Because of his red eyes ost elves call him "Cared Eleer" what simply means "Red Eyes". Kataki wears a
deep green studded leahter so he fades into his surroundings, the forest. Under his studdes leather he wears a dark green jumper that hides his mouth and nose.
Journal:
..."I became 120 today and my father told me I now know everything about hunting what he knows. Now I'm ready to go to master Amakiir to become a Ranger"...
..."My parents didn't write me back for 2 weeks now so I'm going home"...
..."when I arrived the smell of blood was unbereable. Everywhere I looked, I saw bodies, I ran to my parents house as fast as I could. Before my house I saw my parents lieing on the floor dead. They had bites over there body from so kind of big creature. I went to look of anyone survived, but the whole village was slain. Everything I had was gone. Just one word went through my head "REVENGE". I first burned down the village, so everyone would rest in peace. After that I began to track down the creature responsable for this bloodbath. I only took my fasthers bow and my own belongings. And so the hunt begins"...
..."After 1/2 week I was resting. During this I was studying my fathers bow. I remeber that my father said it was an acient elven bow. It has strange marks on it. My father also told me, the marks where probably a key to magic, but because the marks were in a unknow language nobody knows what the bow does, and it's used like a normal bow"...
..."I'm searching 1 week now and I finally found the creature. It's a Dragon. As soon as it sleeps I wil kill him. Finally the beast went to sleep, now he will die"...
..."I won after a fierce battle. He almost bit me, if that had happened I would died defenitly. There are more dragons and all of them can kill a whole village in just a few minutes, I've to stop the slaughter. The only way to prevent it to kill every dragon existing"...
..."My hole family died and I couldn't do anything to prevent it. I'm am not worhty to be called Heian Calenlasse anymore and I'll call myself Kataki until I've killed every Dragon existing in this world"...
..."It's years back now that my family died. I met a traveller on my way, when I asked him if he knows where to find Dragons he said: 'Dragons hmmm, go to the City of Orussus, there you'll get more information about dragons, but remember not every dragon is evil'. I though about it for a while and went to the City of Orussus"...
__________________ ~To assume the shape of the accursed and deliver death from the purity within you~
Last edited by Da Stick; 21st August 2004 at 02:53 AM..
Reason: changed the last bits
Appearance: Halydin appears to be a young half-elf traveler. He
wears his hair very close cropped shaved on the sides to a near flat-top
with a tight short braid running between his shoulders. Green/Red/Brown
Fey scribed tribal tatoos adorn the shaved sides of his head, wrap down his neck and
cover his arms down to his hands. Halydin wears a green and brown riding
cloak over his studded leather armor which was tanned from the hide of dire
lion (treat as studded leather).
Background: Halydin was born of a Human father and elf mother who were
forced to flee from their village due to problems currently unkown to Hayladin
(DM feel free to insert RP hook here: Parents were the targets of Racial prejudice,
Father was a thief/assasin caught in guild problems etc) and were ambushed in a
great wood during their journey by a group of Gnoll Brigands. As their final
dying act Halydin's father and mother concealed their child from the rampaging
gnolls. Several days later a powerfull Druid (insert name here) found the
lost child and adopted him as his own, giving him the sylvan name Ili'g
Elortu' (the orphaned one). Over the next decade the Druid and his allies taught
Halydin the secrets of the forest. Recently the Druid was called away on urgent
Druidic Society business. Before leaving the Druid presented Halydin with a
signet ring that belonged to Halydin's dead father and explained Halydin's past.
The Druid encouraged Halydin to travel to the nearby Red Dragon inn and seek
answers to the many questions he had.
Name: Mintrik
Class: Wizard
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral
Deity: None currently
Str: 8 -1 ( 0p.) Level: 1 XP: 0
Dex: 14 +2 ( 6p.) BAB: +0 HP: 9 (1d4+2+3)
Con: 14 +2 ( 6p.) Grapple: -1 Dmg Red: XX/XXXX
Int: 16 +3 (10p.) Speed: 30' Spell Res: 0
Wis: 10 +0 ( 2p.) Init: +6 Spell Save: +0
Cha: 14 +2 ( 6p.) ACP: -0 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: None 10 +0 +0 +2 +0 +0 +0 12
Touch: 12 Flatfooted: 10
Base Mod Misc TotalFort: 0 +2 +2
Ref: 0 +2 +2
Will: 2 +0 +2
Weapon Attack Damage Critical
Club -1 1d6-1 20x2
Light Crossbow +2 1d8 19-20x2
Languages: Common, Abyssal, Celestial, Draconic
Abilities: Spells, Summon Familiar
Feats: Improved Initiative, Spell Focus Enchantment, Scribe Scroll
Skill Points: 24 Max Ranks: 4/2
Skills Ranks cc Mod Misc Total
Bluff 2 +2 Cha +3
Concentration 4 +2 Con +6
Craft Alchemy 2 +3 Int +5
Diplomacy 4 +2 Cha +4
Hide 4 +2 Dex +4
Knowledge Arcana 1 +3 Int +4
Knowledge Religion 1 +3 Int +4
Listen +0 Wis +2 +2
Sense Motive 2 +0 Wis +1
Spellcraft 4 +3 Int +7
Spot +0 Wis +2 +2
Equipment: Cost Weight
Explorer's Outfit -gp -lb
Club -gp 3lb
Light Crossbow 35gp 4lb
Case with bolts, 10 1gp 1lb
Case with bolts, 10 1gp 1lb
Spell component pouch 5gp 2lb
Scroll case, belt 1gp .5lb
Scroll: Expeditious Retreat
25gp -lb
Parchment, 3 6sp -lb
Pouch, shoulder 1gp .5lb
Spellbook -gp 3lb
Flint and Steel 1gp -lb
Candles, 10 10cp -lb
Ink, 1 vial 8gp -lb
Inkpen 1sp -lb
Chalk, 1 piece 1cp -lb
Hooded Lantern 7gp 2lb
Oil 1sp 1lb
Money .5lb
Total Weight:18.5lb Money: 7gp 0sp 4cp
Lgt Med Hvy Lift PushMax Weight: 26 53 80 160 400
Mule "Bernie"Equipment: Cost Weight
Mule 8gp -lb
Bit & Bridle 2gp 1lb
Pack Saddle 15gp 20lb
Waterskin 1gp 4lb
Rations 5sp 1lb
Feed 5cp 10lb
Sack 1sp .5lb
Bedroll 1sp 5lb
Oil, 3 3sp 3lb
Total Weight:44.5lb
Lgt Med Hvy Lift PushMax Weight: 230 460 690 1380 3450
Age: 19
Height: 5'9"
Weight: 130lb
Eyes: Light Grey
Hair: Silver
Skin: Olive-hued
Spells Prepared
Enchantment DC 14 + Spell Level, Others DC 13 + Spell Level
0 (3) : Ray of Frost, Read Magic, Resistance
1 (1+1): Charm Person, Color Spray
Spells Known:0: All cantrips
1: Charm Person, Color Spray, Identify, Mage Armor, Magic Missile, Sleep
Toad Familiar "Vicky"
Appearance: Mintrik is a thin man with very sharp features. He has shocking silver hair, olive-hued skin, and light grey eyes.
Background: Born to a humble farmer, Mintrik knew from a young age he would be a wizard. In his early teens he left home and through sheer determination, was accepted as an apprentice in the local wizard's academy. Now, four years later, he's ready to face the world. He is driven to succeed, and obtain great riches and power for himself. The life of the farmer is not for him.
Adventures: Mintrik cleared out the sewers of nasties for the new temple of Hyrag. He found Lothe, a long-trapped elven rogue, who had survived for untold years trapped in the sewers. After initially charming him, Mintrik released him to the care of Hyrag's high priest Leonard. Based on a book in Abyssal they found, Leonard believes that Lothe had been experimented on, and will look after him.
Mintrik gained 1,220 exp and 1,060 gold (or 1,200 gold, depending on final resolution of how to split the treasure.) He will be levelled to level 2 once he is approved at level 1. (Unless you'll allow me to level him up first).
Last edited by silentspace; 20th January 2005 at 09:52 PM..
Location: Oppressed in Alturang (or St. Paul MN, samething)
Posts: 1,525
Calamar the Dark joins the fray
Code:
Name: Calamar the Dark
Class: Wizard level 1 (Necromancer)
prohibited schools: Enchantment and Transmutation
Race: Human
Size: med
Gender: male
Alignment: Lawful Good
Deity: none
Str: 08 -1 (00p.) Level: 1 XP: 0
Dex: 12 +1 (04p.) BAB: +0 HP:[/b] 10 (1d4+03CON +03 toad)
Con: 16 +3 (10p.) ]Grapple:[/b] -1 Dmg Red: XX/XXXX
Int: 18 +4 (16p.) Speed: 30' Spell Res: XX
Wis: 08 -1 (00p.) Init: +1Spell Save: +X
Cha: 08 -1 (00p.) ACP: -X Spell Fail: XX%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +X +1 +X +X +X +11 XX
Touch: 11 Flatfooted: 11
Base Mod Misc TotalFort: 0 +3 +3
Ref: X +1 +1
Will: 2 -1 +1
Weapon Attack Damage Critical
Quarter Staff -1 1d6-1 20x2
XXXX +X XdXX+X XX-XXxX
XXXX +X XdXX+X XX-XXxX
XXXX +X XdXX+X XX-XXxX
Languages: Common, Celestial (INT bonus), Draconic (INT bonus), Abyssal (INT bonus) & Infernal (INT bonus)
Abilities: XXXX
Feats: Weapon Proficiency: Simple (mage) spell focus Necromancy, Skill focus Concentration (Human Bonus), Scribe Scroll (bonus first level mage)
Familiar: Sir Croaks-O-Lot - , HD: 1, HP: 5, Initiative +1, speed 5, AC: 16, BAB/Grapple: +0/-17, Attack:-, SQ: amphibious, low-light vision, saves: fort+2, ref +3, Will +2, Abilities: str 1, dex 12, con 11, int 6, wis 14, cha 4, skills: hide +21, listen +4, spot +4, Feats: alertness, improved invasion, share spell, empathiclink, familiar located in folds of explorer's outfit
Skill Points: 24 Max Ranks:4/2
Skills....................Ranks.Mod..Misc...... Total
Concentration.............4.....+3......+3.......+10
Craft (Alchemy)...........4.....+4................+8
Descipher script...........4.....+4................+8
Knowledge (Psionic)......4.....+4................+8
Knowledge (Arcana)......4.....+4................+8
Knowledge (Planes).......4.....+4................+8
Spellcraft....................4.....+4................+8
Equipment: Cost WeightEquipment: Cost Weight Charges
Explorer's Outfit 0gp 0lb
Quarterstaff - 4lb
spell component pouch 2lb
Backpack 2gp 2lb
-spellbook 3lb
-Whetstone 2cp 1lb
-Flint and Steel 1gp 0lb
-Torch x3 3cp 3lb
-Winter Blanket 5sp 3lb
11 gp, 4 sp, 5 cp....................18lb
Lgt Med Hvy Lift PushMax Weight: 26 53 80 160 300
0-Level- read magic, disrupt undead, prestiditation1-Level- Ray of enfeeblement X2 and monster summoning 1Spell book:0-Level- all1-Level- Ray of enfeeblement, comprehend languages, Cause fear, shield, Mage Armor, magic missile and monster summoning 1Spell components and focuses - piece of cured leather, small leather bag and a candle, a pinch of soot and a few grains of salt. Age: 18
Height: 6'03""
Weight: 175lb
Eyes: Lavender
Hair: Thick locks of White/Silver
Skin: Jet Black
Appearance: Just over 6 feet tall, slim yet well rounded, long Silver locks of hair hanging over his shoulders and piercing Lavender eyes in the center of his very cunning face, Calamar the Dark can very well be called a fearful man. In town, Calamar is dressed in a fine simple Black cloth, hanging loosely around him, revealing quite much of his cold yet powerful body. He wears no symbol of his faith and does not openly reveal, even to his comrades, any signs of items of power, other than himself. His reasoning is that items of magic make one weak and he would rather rely on his own skill in magic and faith to see him through the day.
When outdoor, Calamar the Dark can be seen wearing a sturdy adventurer's outfit. His only noticeable items are a simple walking staff and his backpack.
Background: Calamar the Dark is rumored to be of Drow decent because of his appearance but those that know him know that his heart has a different mission and that the unfortunate reality of his looks mask his true intent towards others. He seeks power through faith, but worships no Deity, and seeks the way of the Mystic Thurge. Power above all else is his mission but he often takes time to aid fallen companions in battle and other unfortunates, as long as they can get past his appearance.
XP History:
Related Info:
Code:
Name: Grogg, Son of Grogg
Class: Barbarian 1
Race: True Orc
Size: med
Gender: male
Alignment: CN
Deity: none
Str: 22 +6 (16p.) (26 raged) Level: 1 XP: 200
Dex: 12 +1 (04p.) BAB: +1 HP: 15 (1d12+03) 17 (raged)
Con: 16 +3 (10p.) (20 raged) Grapple:[/b] +7 Dmg Red: XX/XXXX
Int: 06 -2 (00p.) Speed: 40' Spell Res: XX
Wis: 06 -2 (00p.) Init: +1 Spell Save: +X
Cha: 06 -2 (00p.) ACP: -X Spell Fail: XX%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +0 +1 +X +X +15 XX
Touch: 11 Flatfooted: 14 Raged: 13
Base Mod Misc TotalFort: 3 +2 +6
Fort:Raged 3 +2 +2 +8
Ref: 0 +1 +1
Will: 0 -2 -2
Will: RAGED 0 -2 +2 -2
Weapon Attack Damage Critical
Great Axe +7 1d12+9 20x3
Great Axe Raged +9 1d12+12 20x3
Sap (suryp) +7 1d6+6 X2
Sap (suryp) raged +9 1d6+8 X2
Languages: Common, Orc (Orc bonus language)
Abilities: Rage 1/day, Light sensitivity
Feats: Weapon Proficiency: Simple (Barbarian), Weapon Proficiency: martial(Barbarian), Armor Proficiency (Barbarian), Shield Proficiency (Barbarian),
Power Attack (first level feat)
Skill Points: 8 Max Ranks:4/2
Skills Ranks Mod Misc Total
Climb 2 +6 +8-+6 in armor
Intimidate 2 -2 +0
Jump +2 +6 +8/+6 in armor
Swim +2 +6 +8/+4 in armor
Equipment: Cost WeightEquipment: Cost Weight ChargesEquipment: Cost Weight Charges
Explorer's Outfit ggp 0lb
Quarterstaff - 4lb
Chain Shirt 100gp 25lb
Thick sun glasses on a strap (hopefully helps prevent or lesson the effect of sunlight on Orcs)
Sap 1gp 2lb
Greataxe 20gp 16lb
Backpack 2gp 2lb
-Whetstone 2cp 1lb
-Flint and Steel 1gp 0lb
-Torch x3 3cp 3lb
-Winter Blanket 5sp 3lb
Total Weight:23lb
Money:25gp, 4sp, 5cp
Lgt Med Hvy Lift PushMax Weight: 173 346 520 1,040 2,080
Max Weight:raged 306 613 920 1,840 3,680
Age: 15Height: 7Weight: 500lbEyes: YellowHair: Thick locks of bluish blackSkin: Gray
Appearance: Grogg, Son of Grogg, is a very large and brutish barbarian from
the wilds of the world. He is unschooled in the ways of both books and civilization. Because of his rather large size and great weight, he is an asset to any adventuring party. He feels a special relationship and debt of loyalty towards Robillard, who saved his life once, the penetrating mage Calamar the Dark, for whom he loves the tricks that he, performs.
Background: Unknown, he seldom mentions it.
XP History:
Related Info:
Not finished with him yet, a temp character until Creamsteak defines what is going on with LA races and psionics
Quote:
Name: Robillard the Silver Tongued "Sparrow" Class: Psion Race: Half Elf Size: Medium Gender: Male Alignment: Chaotic Neutral
Str: 08 +0 (00p.)__Level: 1________XP: 0 Dex: 10 +0 (02p.)__BAB: +0_________HP: 4 (1d4+0) Con: 10 +0 (02p.)__Grapple: +1_____Dmg Red: - Int: 18 +4 (16p.)__Speed: 30'______Spell Res: - Wis: 08 -1 (00p.)__Init: +0________Spell Save: - Cha: 16 +3 (10p.)__ACP:_-__________Spell Fail: -
________Base__Armor__Shld__Dex__Size__Nat__Misc__Total Armor:___10____+3____+0____+2_____________________15 Touch: 12 Flatfooted: 13
_________________________Base___Mod__Misc__Total Fort:_____________________+0____+0____+0____+0 Ref:______________________+0____+0____+0____+0 Will:_____________________+2____-1____+0____+1 Weapons:________________Attack___Damage_____Critic al
Dagger X4__________________+2_____1d4+1_______19-20x2
light crossbow_______________+2_____1d6+0_________20x3 Languages: Common, Elven (Elven bonus language), Dwarven (INT bonus), Giant (INT bonus) Feats:Weapon and Armor Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers. Skill Focus Diplomacy (first level feat) Psicyrstal (diplomacy), Spell focus enchantment/mindeffecting (assuming it works on psionics) Abilities: +1 to listen, search and spot checks Skill Points: 24__________Max Ranks: 4/2 Skills:__________________Ranks__Mod__Misc__Total
Bluff_______________________+4____+3___________7
Diplomacy__________________+4____+3____+8_____15
Concentration______________+4____+0____________4
Gather Information___________+4____+3____+2_____9
PSIcraft__________________+4____+4____________8
Sense Motive______________+4____-1____________3
The psion’s class skills (and the key ability for each skill) are Concentration* (Con), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Psicraft* (Int).Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), and Sense Motive (Wis).
Age: 21 Height: 5'10" Weight: 128lb Eyes: Corn silk yellow Hair: Lively Crystal Blue Skin: White and smooth Appearance: Robillard is a fun loving man who strives for unity in others. He is very Charismatic and charming, even using his diplomacy skills in battle to turn his enemies against one an other. He strives on chaos, but is quicker with his tongue than his dagger.
Background: Unknown, he seldom mentions it.
XP History:
Related Info:
possible feats to take:
INQUISITOR [PSIONIC]
You know when others lie.
Prerequisite: Wis 13.
Benefit: To use this feat, you must expend your psionic focus.
You gain a +10 bonus on a Sense Motive check to oppose a Bluff check.
You must decide whether or not to use this feat prior to making a Sense Motive check. If your check fails, or if the opponent isn’t lying, you still expend your psionic focus.
OVERCHANNEL [PSIONIC]
You burn your life force to strengthen your powers.
Benefit: While manifesting a power, you can increase your effective manifester level by one, but in so doing you take 1d8 points of damage. At 8th level, you can choose to increase your effective manifester level by two, but you take 3d8 points of damage. At 15th level, you can increase your effective manifester level by three, but you take 5d8 points of damage.
The effective increase in manifester level increases the number of power points you can expend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration, and overcoming power resistance.
Normal: Your manifester level is equal to your total levels in classes that manifest powers.
POWER PENETRATION [PSIONIC]
Your powers are especially potent, breaking through power resistance more readily than normal.
Benefit: To use this feat, you must expend your psionic focus. You get a +4 bonus on manifester level checks made to overcome a creature’s power resistance.
PSIONIC BODY [PSIONIC]
Your mind reinforces your body.
Benefit: When you take this feat, you gain 2 hit points for each psionic feat you have (including this one). Whenever you take a new psionic feat, you gain 2 more hit points.
PSIONIC TALENT [PSIONIC]
You gain additional power points to supplement those you already had.
Prerequisite: Having a power point reserve.
Benefit: When you take this feat for the first time, you gain 2 power points.
Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of power points you gain increases by 1.
TALENTED [PSIONIC]
You can overchannel powers with less cost to yourself.
Prerequisite: Overchannel.
Benefit: To use this feat, you must expend your psionic focus. When manifesting a power of 3rd level or lower, you do not take damage from overchanneling.
__________________
Goodnight sweet prince, may flights of dragons sing thee to thy rest Ernest Gary Gygax (July 27, 1938 – March 4, 2008) www.dragonroots.net
So, you don't want a Digital Initiative? Do green brains got you down? Then Dragon Roots is the mail order magazine for you. Only at www.dragonroots.net
Wizard's First Rule: People are stupid People are stupid; given proper motivation, almost anyone will believe almost anything. Because people are stupid, they will believe a lie because they want to believe it’s true, or because they are afraid it might be true.
-Wizard's First Rule by Terry Goodkind
Last edited by DM-Rocco; 2nd July 2005 at 01:16 AM..
Reason: revised
Age: 18
Height: 6'02"
Weight: 200lb
Eyes: Green
Hair: Black
Skin: Tan
Background:
Tril flicked the reins, encouraging old Doby to keep his attention focused on the road, and not the tempting flowers to its side. This may need to be Doby's last journey, thought Tril, but that's ok, these last few trips have been very rewarding, and I can afford a new mule. For that matter, I could afford to hire someone else to make the trip, he thought, but grinned to himself knowing he would never give up the road or the thrill of negotiating a trade. At least I found that necklace for Rhiannon. She's been so unhappy these last few months, she just wants a family, but the gods dont seem to agree.
As the cart came around the last few trees into a clearing, Tril was able to see Caem standing by the road. Caem, tall, blond, and with the tell-tale ears of a half-elf, all but blended into the terrain, in his browns and greens. Tril was certain he only saw Caem when Caem wanted him too, and Needle was even worse (or better).
"Needle has found signs of a caravan up ahead. Not much left, just a few women and only one guard, all dead."
"Any idea who they were?" Tril said.
"Kinda looked like tribesman, but their clothes look a little fine. Hard to be sure, especially since the carry no totems."
"Well, let's take a look, at least we can bury them."
Caem and Needle might cost him a little more than the average guards, but he never regretted it. While the tribesman would never bother to test their strength on a halfling, there were always bandits walking the edges between the tribes and civilization, and you just cant beat a pair of rangers for keeping you out of trouble. Caem walked alongside the cart and led Doby to the side as they approached the remains of the caravan.
Tril jumped down from the cart, and as he approached the bodies he caught a glimpse of Needle disappearing into the trees at the far side of the clearing. Clearly the elf wanted him to know he was scouting ahead. In the 3 years he had worked with Needle, he wasn't sure if he had heard the elf speak more than a dozen words, and most of them had been simple imperatives like "Hide" or "Wait".
Just as Caem had said, the bodies of a few men and women lay near the road. Tril and Caem dug graves, and then carefully started to lay out the bodies. As they started to pick up the third victim, a bundle rolled out from under it, and began to cry! It was a baby human, less than a year old, though neither Tril nor Caem had much experience of babies. Like the others it wore no distinguishing markings, however, it did have a tiny sword shaped birthmark on the inside of its right wrist. Not knowing what else to do Tril took the baby to his cart, while Caem finished the buriels.
Shortly, Caem had finished, and they continued on to (INSERT TOWN NAME). Tril took the baby home, hoping to find its clan or homeland. He knew the moment that Rhiannon picked up the baby, however, that he could never take it away from her. He made some desultory inquiries about the baby, but his heart just wasn't in the search. As months, and then years passed, no one came looking for the lost human baby, so Tril and Rhiannon named him Rillian, and raised him as their own.
The life of a human child raised by a halfling merchant is a difficult one, but Rillian loved his adoptive parents dearly. Fortunately, while his father taught him the art of the DEAL, trade, and how to protect your goods (they spent many nights playing who can pick the lock fastest), Uncles Caem and Needle showed him the way of weapons, stealth, and survival in the wild. Needle, suprisingly, took an especial shine to the child, and lovingly taught him the art of the bow, from curing and preparing the wood all the way to the release of the string.
Rillian is a strong, quick and agile youth, well prepared for a life of adventure. He suspects that his parents were tribesmen (read barbarians), but has no real clues to follow to track them down. He will be taking equal levels in Rogue (his starting class), Fighter and Barbarian.
150 XP from Python
100 XP from Spider Swarm
50 XP from Quicksand
200 XP from Water elementals
150 XP from Golgol, the earth Mephit
150 XP from Xorn
200 XP from Centipedes
100 XP from Caged Remnant
150 XP from Trap
150 XP from Centipede Swarm
200 XP from Guardian Spider
75 XP from Cursed Book
20 XP, ad hoc
1100 XP from 6 RL months
Immortality Awakens
675 XP from Render/Hobgoblin/Orc melee
50 XP from 1 month RL
900 XP from Hobgoblin fight
50 XP from 1 month RL
1870 from mid-adventure update - after rescuing Sykhia
300 for Purple Worms
1750 for Desert People, etc
Last edited by RillianPA; 31st October 2006 at 07:56 PM..
Reason: Added XP
Location: Oppressed in Alturang (or St. Paul MN, samething)
Posts: 1,525
Glad to see ya join the fray RillianPA, it seems to take a while to get someone to respond around here, or to even get your first adventure.
Hope to chat with you in the Red Dragon Inn.
__________________
Goodnight sweet prince, may flights of dragons sing thee to thy rest Ernest Gary Gygax (July 27, 1938 – March 4, 2008) www.dragonroots.net
So, you don't want a Digital Initiative? Do green brains got you down? Then Dragon Roots is the mail order magazine for you. Only at www.dragonroots.net
Wizard's First Rule: People are stupid People are stupid; given proper motivation, almost anyone will believe almost anything. Because people are stupid, they will believe a lie because they want to believe it’s true, or because they are afraid it might be true.