Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
S 16, +3
D 12, +1
C 12+L4increase+L8increase=14. +2
I 12, +1 Languages: Confederation (also speaks Elvish, Southern Gaulic, Trade Language see skills below)
W16+L12increase=17, +3
C10,+0
HP: 85
-48 (Sonic Blast/Rocks in city)
-12 (battle in city) =-60 total
+40 (cure critical) = 85-20= 65 hp
BAB: +12/+7/+2
Total Bonus with +4Greataxe: +12+4(magic axe)+3(str)+1(wpn foc)=+19/+14/+9 (+4.5+4 dam)
Total Bonus with +1Composite Longbow: +12+1(magic bow)+1(dex)+2(str)+1(wpn foc)=+17/+12/+7 (+1 dam)
Feats: Human Bonus Feat - Weapon Focus Great Axe
1st level - Weapon Focus Composite Shortbow
3rd level - Craft Wand
6th level - Power Attack (subtract x from attack roll, and add 2x to damage with Greataxe)
9th level - Mounted Combat
12th level - Mounted Archery
Ranger Abilities
Combat Style (archery) (treated as having rapid shot feat)
Endurance
Animal Companion (heavy horse, "Beavis")
Improved Combat Style (treated as having manyshot feat)
Woodland Stride
Swift Tracker
Evasion (no damage on successful save vs. area attack [fireball], full damage if failed save)
Combat Style Mastery (Improved Precise Shot feat)
Magic Items:
+4 Great Axe (d12+4+4.5Str damage-2-hand wpn) (crit on 20, x3 dam)
+1 Composite Shortbow (which was already a +2 str bow) (1d6+1+2Str damage)
+3 Leather Armor (+5 total to AC)
+2 Ring of Protection
Wand of Pass Without Trace, CL: 11
Wealth: Hennett retains as "spending money" 20,000 sp of the money that he had initially, and hires the brokerage services of Edarin for the investment of the remaining 230,000sp, with Edarin receiving 10% of the income earned by the investment as a broker's fee. Nightbreeze (Edarin) and JA (DM) have both approved. Hennett, as arranged by Nightbreeze now holds 200 Silver Shares and 30 Golden Shares in the "Company" (colony).
Spells Normally Memorized:
Ranger Spells:
First Level: Pass Without Trace; Resist Energy
Second Level: Protection From Energy; Protection From Energy
Third Level: Cure Moderate Wounds; Remove Disease
Druid Spells:
Orisons: Detect Magic; Detect Magic; Guidance; Guidance; Guidance; Purify Food and Drink
First Level: Cure Light Wounds; Cure Light Wounds; Cure Light Wounds; Jump; Pass Without Trace
Second Level: Delay Poison; Delay Poison; Bull's Strength; Bull's Strength; Resist Energy
Third Level: Neutralize Poison; Neutralize Poison; Protection From Energy; Protection From Energy; Remove Disease
Fourth Level: Cure Serious Wounds; Flame Strike; Freedom of Movement
Fifth Level: Cure Critical Wounds; Cure Critical Wounds; Baleful Polymorph
Sixth Level: Cure Light Wounds, Mass; Dispel Magic, Greater
Turn Undead 3/day
Community domain (Complete Divine, +2 diplomacy, calm emotions 1/day)
Travel domain (PHB, acts 12rounds/day as if under a freedom of movements spell)
Wild empathy: 1d20+12 diplomacy checks with animals
Nature sense: +2 to checks of Survival and Knowledge(nature)
Spontaneous summoning
Wild Shape 4/day (Large, Tiny, Plant
Resist nature's lure
Venom immunity
spells
druidic spells
LVL 0:
+Create water
+Guidance
+Know direction
+Light
LVL 1:
+Charm animal
+Endure elements
+Entangle
+Entangle
+Speak with animals
+Faerie fire
+Hawk's eye
LVL 2:
+Wood shape
+Resist energy
+Owl's wisdom
+Bear's endurance
+Animal trance
+Extended Vigor
LVL 3:
+Bottle of smoke
+Plant growth
+Diminish plants
+Protection from energy
+Bottle of smoke
LVL 4:
+Bottle of smoke [extended]
+Flame strike
+Flame strike
+Vigor, mass lesser [extended]
LVL 5:
+Control Winds
+Commune with nature
+Commune with nature
+Commune with nature
LVL 6:
+Antilife Shell
+Transport via Plants
+Fire Seeds
clerical spells
LVL 0:
+Read magic
+Guidance
+Detect magic
+Detect poison
LVL 1:
+Divine favor
+Protection from law
+Protection from evil
+Shield of faith
+Remove fear
+Detect evil
+Command
+Bless
LVL 2:
+Align weapon
+Eagle's splendor
+Shatter
+Silence
+Zone of truth
+Insight of Good fortune
+Dimension door
LVL 5:
+Righteous might
+Mark of justice
+Spell resistance
+True seeing
+Teleport
LVL 6:
+Heal
+Wind walk
+Quest
+Rary's telepathic bond, extended
Equipment
Pariapt of Wisdom +3 9000gp
Metamagic rod of extension, minor: 3000gp
Portable Hole: 20000gp
Clasp of wildlings: 4000gp (attached to an item, it allows me to gain its benefits while wildshaped)
Circlet of persuasion: 4500gp
Total on magic items: 40500gp
9500 gp spent on vests, tools and books.
15000gp kept in cash.
Appearance
Edering is a 6ft high and apparently calm and peaceful man with long black hair and brown eyes. He speaks with a perfectly controlled voice, and can use it as a tool to get any effect on his interlocutors. His words always ring true, and his calm eyes seem to pierce anyone's heart. He wears an exquisite brown robe with engraved green, silver and white decorations and little gems. He also has a feathered cap, and soft leather boots. Was he to dress something less expensive, he wouldn't seem particularly attractive, interesting or important. It would all change, of course, if one looked into his eyes, or heard him speak.
Excerpts from the letters of Juririo Oscrenn, a noble-born cleric
Dear Uncle,
I was thinking about your proposition on the book trade....(cut)
There was some new guy that arrived today. Edering Scatterlight, they call him, and he was assigned to this monastery for study and isolation. Frankly, I heard some pretty disturbing rumors: it seem that he is able to use foul and tainted magic, unblessed by the Light, may it protect us all. That is certainly impossible, because I have seen him personally bless some beggars right out of the monastery.
Dear Uncle,
One week has passed since that dangerous fellow, Scatterlight, came to us. And to my utter horror, I have to send you this awful message: the rumors were true!!! It seems that although he has the blessing of the Light, he has a control over the beasts and a power coming from the savage lands. It is disgusting, and made worse by the fact that he doesn't make any effort to hide this abomination: he has no problem in admitting it, casting spells, and it would seem that he doesn't understand the dreadful paradox of this situation!!! I am working hard to convince father Gilbert to send as many of the external workers away as possible...if one of them was to discover this fact, dangerous rumors would spread...
Dear Uncle,
Forgive me for speaking again about brother Scatterlight. It is a little bit funny for him to call him brother, and the name Scatterlight suddenly has some menacing sound in it. Since he came here, one month ago, he utterly ignored father Gilbert suggestions to hide and forget his savage powers. He retorted that he has Light's blessing, so his other powers cannot be but another effect of that. I almost chocked when I heard that blasfemy! Can you believe that? If that was to be true, it would be a short jump to the conclusion that the roaming savages and shamans to the north are blessed by the Light, too. What an heresy.
Dear Uncle,
Finally, I feel better and my mind is at ease. Ederin Scatterlight is still refusing to admit the heresy of his powers, but at least now he doesn't flaunt them under our eyes. He seemed to suddenly find great interest in our collection of books, and started absorbing them one after another. I can finally feel safe, and dedicate myself on impressing father Gilbert. I believe that the Light has a highest calling for me, and I am meant to do great things...but I need to hold the necessary position for that. I don't think that I fail in ambition, because it is only my call.
Dear Uncle,
I just got promoted!!! The Light being blessed for revealing to father Gilbert its wisdom. I am now the head librarian of the monastery. Mostly administrative duties, and certainly not the most prestigious charge, but certainly the best one. There is just...some minor draw back. Perhaps you remember that accursed heretic I wrote you about four of five years ago, named Ederin Scatterlight. He has gained some prestige among our brothers thanks to his sweet talking. They say that he has a great knowledge and thirst for further knowledge in many areas, but I don't really believe that is the case. Anyway, he gained the favor of a minor noble here around, projecting him first a fountain, and then some summer residences. Thanks to that, the count started giving him a lot of gold. Of course, as a member of this monastery, he can't hold all that gold, so he is flooding us with books bought and brought from the rest of the country, and even from the Valley. Can you believe it that no one of them regards the Holy Church, it's teachings and its law? All of them regard trees, constructions, buildings and so on. Useless stuff, but it seems that I am one of the few who didn't get enthusiast on this. I will try to hold it with every mean, and I am certain that I will manage to stop the corruption of my monastery.
Dear Uncle,
I feel that I am falling behind, one step after another. Although father gilbert is getting old, and I, in my wisdom and holiness, am his first counselor, Scatterlight is getting more and more powerful thanks to the favor of rich people all around: he builds for them houses, palaces, residences, fountains and so on. He is seldom seen in our monastery, and their donations (or the menace of stopping them) hold us from forcing his to stay in his cell.
Dear Uncle,
Light be praised!!! Father Gilbert passed out, and I am now the new Senior Father. Finally, because it was just in time to stop the madness of Edaring Scatterlight. He got a proposal from the Grand Duke of Sunbridge: the old fool noticed that heretic, and ignoring his unacceptable abilities, wanted to take him in his court. I tried to stop them, bu ultimately their money obfuscated the view of my superiors, at the Valley. I can't really see how aristocrats get so fuzzy about Scatterlight and his presumed skills. However, as a final, desperate action, I tried to expel him from our brotherhood: i didn't want him to taint the name of our monastery. Can you believe that he officially resigned of his position before I could expel him? What an arrogance!!! Anyway, I am sad to admit that he has a greater knowledge of our law than I thought, and he even managed to get away with a praise from my superiors, and an advancement. And now he roams free, rich and heretic among the faithful. I firmly believe however that he will be stricken down by the will of Light, when she deems it necessary. My task is accomplished: he is out of here now. This monastery is finally completely under my authority, to be directed as the Light wishes.
Background
Edarin Scatterlight was born the son of a hunter and a bard. He live his first 15 years on the borders of a forest, risen by his parents, and guided by a gentle druidess who used to hide her abilities and a blind local clergyman. When he was 15, Ethostos, the clergyman, discovered his potential for clerical career, and sent him to the nearest grand temple, to study under educated masters.
Edarin was an extremely intelligent and wise beyond his years, but his soul was still roaming in the forests of his home. And thus he was an unruly child, often ignoring the orders of his teachers, and teasing him with his exceptional memory.
The same day he for the first time manifested a minor curing spell upon a dying man, when his teacher was nearby and ready to intervene if necessary, he for the first time manifested a druical spell too: the first cure was unsuccessful, and the second one completed it. Tereno Ertuli, his teacher, simply lost speech, and deeply troubled, forbid him from casting spells, and spoke with his former teacher, a high prelate named Aarneviel. They came up with a solution: Edarin Scatterlight was to become a cloistered cleric, far from the eyes of the world.
They didn't make counts with his intelligence, however: Edarin passed his first 5 years at the monastery reading history books, and came up with a conclusion: the only way from stopping humankind destroy nature in it's advance was to control and educate that advance. He manged to discover a secret and forbidden book: the diary of Geren, a traveler who visited elven lands, centuries ago. His description of elven cities flared like burning suns in the eyes of Edarin, and finally he understood what he wanted to do: become the most important and influent city planner and builder on the four lands.
But to do that, he had to gain a name first. So he set out to help nobles, merchants and other rich man in building their homes and restructuring his cities. He manipulated both them and his fellow clergymans (even that poor fanatic, Juririon, until he found a position on the court of Sornos, Grand Duke of Sunbrige.
That was a gym both for his social and knowledge skills, and in time, his name was know in the entire Confederated states and even the other lands.
And thus, thanks to careful planning, persuasion and manipulation, both Church and the confederate government agreed into placing him in the ruling council of the newfound multiracial colony, on the distant land rumored to belong to the ancient Da'shais.
The Church just wanted him out of sight and out of mind: they were extremely bothered by his existance and his prestige. Besides, his casting prowess was starting to be borderline of that of the highest and most powerful priest, and they finally had to admit that they couldn't control him. Of course, if he wanted, he could have hidden this. But Ederin knew that if they deemed him of low danger, they wouldn't have bothered to send him away. So he carefully chose to manifest a lot of high-valency clerical spells in front of some church spies.
As for the duke of Sunbridge, he had other motives of sending him away. The Church was making haste on him to do that, but in the confederate states it had no power to force him at its bidding. However the duke of Sunbridge thought that the newfound colony would be ultimately under the control of the three states with the power of vetoe. And he was not the only duke of the Confederate States, so he wouldn't have great power. However, he know his favorite well enough and trusted him to gain a great influence in the colony. That would be his way of influencing the new colony.
Ederin had gathered a small fortune, in the last years: because saved commissions, and percentiles on the gain of merchant outposts he projected, he had coins, precious stones and notes worth more than 15 000 gold royals. With that fortune, he intended to start financing the new colony by himself...in his own way. A new project was born in his mind...The Honorable Company of Expanse and Growth. But first, he needed to be sure that Sunbridge would grant him political and monetary support, so he headed out to speak frankly with him
I have to apologize for the slow (no) posting over the last couple of days. Had a meeting with my supervisor at work, and there are some company changes going into place I have to do a lot of thinking about to figure out if it's gonna be bad or good. Basically I'm obsessing over it to the point I can't think about much else right now.
Bear with me - I promise I'll get back into it shortly!
Hit Points 10+11d10+12
AC 23, Touch 17, Flat 16
Init +7
BAB +12/+7/+2, Grap +15
Speed 30 (base 30, light armor)
Fort +9, Ref +13, Will +9
+1 Screaming Burst/Slow burst Rapier +17/+12/+71d6+5+1d4 sonic p or s 15-20/x2+1d8 sonic
Two-weapon +1 Screaming Burst/Slow burst Rapier +15/+10/+51d6+5+1d4 sonic p or s 15-20/x2+1d8 sonic
+1 Eager/Heavenly Burst Rapier +17/+12/+7 1d6+5(+2 surprise and first round) p or s 15-20/x2+3d6 to evil foes and blindness DC14 will to resist
Two-weapon (off-hand)+1 Eager/Heavenly Burst Rapier +15/+10 1d6+3(+2 surprise and first round) p or s 15-20/x2+3d6 to evil foes and blindness DC14 will to resist
MW Whip Dagger +17/+12/+7 1d6+4 s 19-20/x2
Two Weapon (off-hand) MW Whip Dagger +15/+10 1d6+2 s 19-20/x2
MW alchemical silver Warmace (two-hand only) +17/+12/+7 1d12+5 b 20x2
MW Cold Iron Morning Star +17/+12/+7 1d8+4 p or b 20/x2
Medium, 6'1" tall, 175wt, 30 yrs old
Black hair, Green eyes, tan skin
Swashbuckler Abilities
-Proficient with all simple and martial weapons and light armor
-Bonus Feats
-Grace +2 to reflex saves
-Insightful Strike add Int bonus to finessable weapon damage
-Dodge +2
-Acrobatic Charge Jump or Tumble over difficult terrain to charge
-Improved Flanking +4 to hit when flanking
-Lucky one free re-roll per day
-
Human Paragon Abilities
-All simple weapons, one martial weapon and light armor
-Any 10 skills
-Adaptive Learning—Intimidate
-Bonus Feat
-Ability Boost +2 Cha.
Bard Abilities
-Simple weapons plus longsword, rapier, sap, short sword, shortbow and whip, light armor and shields.
-Bardic Knowledge 9level+2Int+2syn
-Bardic Music level x/day
--Countersong
--Fascinate Will Save DC=Perform Check
--Inspire Courage +2 moral bonus on saves vs. charm and fear attack and damage
--Inspire Competence +2
--Suggestion
--Inspire Greatness
-Spell casting
Spells Per Day 0|4/4/4/2
0th- Dancing Lights, Detect Magic, Light, Know Direction, Mage Hand, Message
1st- Cure Light Wounds, Feather Fall, Improvisation (sc), Iron Thunder Horn (sc)
2nd- Invisibility, Soundburst Ray of the Python (ph2), Whirling Blade (sc)
3rd- Charm Monster, Scrying, Sonic Shield (ph2), Good Hope
4th- Summon Monster IV, Shout, Ruin Delvers Fortune (sc)
+1 Mithral Breastplate of easy travel 6700 gp
Nobles Outfit
+1 Screaming Burst/Slow Burst Rapier 22,350 gp
+1 Eager/Heavenly Burst Rapier 18,350 gp
Gloves of Ogre Power and Dexterity 10000 gp
Lyre of Building 13,000 gp
Appearance/Personality: Alvar is a tall dark man of thirty years with a confident bearing and rakish charm. He wears a neat beard and mustache that like his hair are dark as coal. His flashing green eyes are intelligent and observant. While a fairly handsome man he possesses a personal magnetism that is more striking than mere appearance. Alvar often wears a knowing smile. He always has a warm smile and a hearty greeting for his friends and a derisive sneer and caustic remark for his enemies. Alvar moves with impressive grace and strength. A large signet ring is on his right hand. He wears a polished mithral breastplate over fine doublets of the best material with lace at the cuff and collar. He favors a bright red sash festooned with medals to hold the sword belt where he wears a pair of Rapiers. These are custom blades thicker at the base than usual and with an edge from mid-blade to tip on the face and a quarter edge on top leading to a razor point. He also wears a bow, warmace and whip. He seems to enjoy the sound of his own voice and often has a comment on any subject and when there is nothing to say he often sings. He derides his foes mercilessly in battle while shouting encouragement to his allies. He possesses a strong competitive spirit. Something in his demeanor suggests that he is always willing to put his ever present blades to use.
History/Background: Alvar is of noble parents in Howece some 30 years ago. His elder brother stands to inherit most of the family holdings, but Alvar has a minor title passed down from his mother’s family. While only a small holding with modest income, Alvar has plans to advance himself with new titles and holdings in the colony.
As a boy, Alvar was giving a good education and schooled in the arts of war. He went into the army rather than the priesthood, which were the choices offered a lesser son in his family. First, he attended a private military academy. He had the skills to do well in the army, but his strong personality and quick wit did not endear him to his superiors. After a few years his maternal uncle and his heirs were wiped out by raiders from D’Shai. The title would have fallen to his brother, but Alvar convinced his Petetro to duel for it. Alvar narrowly won the fencing match and claimed the title. At that point he left the army, but he soon found that the small holding would not be enough for so ambitious a man. At first he took to the sea in Howece and then with the Merchant Marine in Brechan. At first he was eager, but as the D’Shai Empire began to choke of the sea lanes his career came to an abrupt end. After a good performance in a couple of naval battles, Brechan backed off or stuck with large convoys. Returning to land, he joined a mercenary company and soon was commanding a unit. He went on to considerable success in the aggressive pacification of a peasant uprising in the hinterlands of Gwyneede. He gained recognition from the church, particularly missions, for help in routing out bands of unbelievers in the unclaimed lands. He fought on the fringes of several border conflicts and disputes in the south. While not always successful he did garner several accolades and his failures were never so great as to be long remembered. Alvar never hesitates to engage in a personal duel and issues challenges with a glance. He often is able to make a foe back down with a mere gaze. Despite his successes he found that his employers were loath to grant the titles and lands he sought to a mercenary commander. He has garnered several medals and official recognition as well as good pay, but no new titles. He holds the honor of ‘Blessed son of the Outreach, from the Society of the Outreach to the Unchurched, an order of Merit from the Republic and an iron eagle of Gwyneede for service to the crown, a bronze star from the Brechan Merchant Marine, and various service medals from the army of Howece among other honors. He has pressed those he has served well in both Gwyneede and the Republic to secure a place in the colony. Having worked with the Society to the Outreach of the Unchurched he has also offered to support the building of missions in the colony in exchange for their support. He wants land and titles as well as wealth from this venture.
Karl Arisoc
Lawful Neutral Human Gestalt Rogue 11 / Wizard 11 (Diviner Specialist/ necromancy prohibited)
HP 89 (min 86--53+36) HP min 70% try 1 roll #2
+3 Dwarvencraft Keen Rapier +17/+12 d6+3 (15-20/x2+6d6 unless immune to critical hits)
---(ghost-touch and does +1d6 and scores critical hits against undead)
Saves: F+9(+4+3+2)/R+13(+8+5)/W+8(+8+0)
AC 28 (+5 Dex)(+6 Mage Armor, Greater)(+5 Spiderskin)(+2 force shield)
11 Str +0
20 Dex +5 (17+1+1+1)
16 Con +3
17 Int +3 (Languages: Confederation, Trade Language, Southern Illum, Southern Gaullic)
11 Wis +0
11 Cha +0
Karl Arisoc has cast Tongues on himself using Permanency, so he can speak and understand the language of any intelligent creature. (cost 1500 XP).
Karl is preparing to do the same with See Invisibility (1000XP) and Arcane Sight (1500XP).
When first seen on that lonely road, Karl Arisoc, 30 years old, 6' 1", 160 lbs, was dressed as a well-to-do merchant with a pair of daggers showing the family crest and several rings, but no visible armor or other weapons. When the band of thieves attacked, Karl seemed to suddenly transform into a lightly armored, rapier-armed fighting machine. The first two thieves died quickly from rapier strikes from the deft flicks of Karl's wrists. As the next three charged from the left, ice from his hand froze them. The incantations of their leader, a sorcerer, ended with a lightning bolt jumping at Karl, but the bolt seemed to circle Karl and deflect back, leaving the sorcerer blackened and weak. Karl quickly closed with the sorcerer and ended his life. The remaining thieves fled, leaving enough booty to make the inconvenience of being "robbed" strangely worth the effort.
The Arisoc family has always been known for their jewelry-making and their attention to presentability (which uses arcane magic). The family crest is crossed swords piercing interlinked rings, representing the marriage long ago that united two warring families. A strange symbol of the old religion sits between the blades, but most viewers think it is just frilly scrollwork to fill the space. Most details of the wizarding family (Ari-something Family)-sorcerer family (something-soc Family) feud that was ended by the marriages of the twelve are now forgotten, but loyalty to family runs extremely high for the Arisoc clan. Family lore says that at a time when the feud had caused the deaths of many on both sides, 6 cousins on each side chose to marry and take a blended name so as to so bind the families together that the fighting would have to end.
The Arisoc family migrated from the northlands generations ago and settled in the Valley. When the great purge occurred, they fled to the border region between Kell and the Grand Dutchy of __ in the Confederated States. The Arisoc family has learned to hide well in the wizard-hating land of Kell, due to the sorcerer blood running through the family from the intermarriages long ago. Wizarding is a tightly controlled family secrets now with all members of the family being able to cast at least one cantrip, Presentability, cast by the motion from signing the Arisoc name in a stylized way taught to all children in the family. In some it is through wizardry, and in others it is through sorcerery. This cantrip is a modified version of Prestidigitation that cleans up the caster and others in his party to make them presentable to guests, customers, etc. The Arisoc family is well-known for always being presentable.
This branch of the Arisoc family has for four generations now specialized in rings, both fine jewelry and magical. Karl is a middle child of 8 children of Lewellen and Marc Arisoc. Marc’s grandfather Yorgi mastered the art of making Rings of Spellbook Storing for the Arisoc family members, allow them to hide their spellbooks yet keep them at hand. The Ring is enchanted so that if the wearer is under enchantment or extreme duress, the spellbook cannot be summoned, for the rings act as a Mind Shield. Summoning spellsbooks from the ring requires a clear mind and free will. The rings also cast Light at will, at 1st level, and that is the ring’s stated purpose.
The Arisoc family are jewelry merchants. Karl Arisoc has for several years been a captain in the family guard, protecting shipments and clients from all sorts of thieves. Karl is especially known for defeating undead used to waylay caravans travelling through areas of dark magic. Using his rings and his rapier, Karl has travelled to most of the lands in the known world. It has been 6 months since Karl returned home from several years of travelling and has now finally learned to make magic rings.
The messenger arrived at the Arisoc homested right at dawn, having been riding hard all night. The presence of a member of the Arisoc family was demanded at an urgent, secret meeting.
5 Magic Items:
+3 Dwarvencraft Keen Rapier (+3 to hit & damage; 15-20/x2) engraved with Arisoc family crest on pommel, with attached
Greater Truedeath Crystal (ghosttouch, crit/sneak attacks+extra 1d6 damage to undead)(21570 gp & 1693 xp / both made & rapier marked by Pandak Kaswitikan)
Ring of Force Shield & Arming (stores armor and arms/force shield--weightless shield/+2 to AC)(8000 gp / 640 xp / made by Karl himself)
Ring of Light & Spellbook Storing/Mind Shield (create 30' light at will/stores spellbooks/shields wearer's mind from divination)(6625 gp & 530 xp / made by Karl himself)
Ring of Spell Battle (aware of all spells cast w/in 60', know spell? spellcraft DC15+lvl, redirect one known spell per day)(6980 gp & 480 XP / made by Karl himself with help for Spell Turning)
Feats:
1st-Weapon Finesse (use Dex for to hit for light weapons & rapier); Combat Reflexes (Karl gets up to 5 AoO per rd); Alertness (from familiar)
3rd-Telling Blow (add sneak attack damage to critical hits)
5th-Eschew Materials
6th-Sneak Attack of Opportunity (1st AoO per round is a sneak attack)
9th-Precise Strike (per round, each SA die of damage can be exchanged for a +1 to hit)
10th-reserved until 12th (Karl has been travelling and could not learn)
12th-Forge Ring (10th); Extra Rings (wear 4 rings)
Rogue Special Ability: Opportunist (once per round, can make an AoO on a foe hit in melee by another)
Race: Rat
Size/Type: Tiny Animal
Hit Dice: 12 (44 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 20 (+2 size, +2 Dex, +6 nat), touch 14, flat-footed 18
Base Attack/Grapple: +9/+4 /-12
Attack: Bite +13 melee (1d3-4)
Full Attack: Bite +13/+8 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: none
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +10, Will +9
Abilities: Str 2, Dex 15, Con 10, Int 11, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +16, Move Silently +10, Swim +10
Feats: Stealthy, Weapon Finesse (bonus), Alertness (for master), Improved Evasion
Special Abilities: Share Spells, Empathic Link, Deliver Touch Spells, Speak with master, Speak with animals of its kind, Spell Resitance (DC17)
Skills
Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
equipment--not finished
MW Studded Leather Armor (175sp)(20lbs) AB 3 Max Dex 5 ACF 15%
MW light mace (305sp)
MW light crossbow (sp)
2 MW daggers with the family crest (sp)
2 daggers
magnifying glass (sp)
merchant's scale (sp)
Last edited by Lou; 5th February 2008 at 07:05 AM..
Other Equipment
- Black Cloak of the Gravebane (Cloak of Resistance +1) (10 GR, 1 lb)
- Hunter's Elixir Kit (Potions: Hide from Undead, Pass Without Trace, Protection from Evil, Remove Fear, Lesser Restoration, Shield of Faith +2) (550 SP)
Other Goods & Gear
- Light Horse with bit & bridle, riding saddle, and saddle bags (91 SP)
- Backpack, Bedroll, Blanket, Flint & Steel, Healer's Kit, Knight's Outfit, Trail Rations (3 days), Soap, Shovel, Waterskin, Whetstone (143 SP, carried on horse)
- Dedicated Holy Symbol (25 SP, 1 lb)
- Belt pouch (x2) (2 SP, 1 lb)
- Signet Ring of the Gravebane Order (5 SP)
Weight Carried:
48.9 lbs (Light Encumbrance)
Remaining money:
33 SP
Description
Garyd had always been in shape from the demanding life near the Unclaimed Lands. The Order's training has brought out his full physical potential, despite his "mark." The Order has educated him and given him a confidence he had not possessed beforeas well. His pale skin is not the only indication of what happened to him as his hair has started graying. His black hair and beard is mixed with flecks of silver. He grew the beard because he looks so youthful without it.
Garyd wears the chain shirt of the Knights of the Light and the silver-trimmed black cloak of the Gravebane Order. The skull-pommeled hilt of his longsword, Pax Eternum, is sometimes visible from the folds of the cloak. The Order's large shield appears similar to a coffin lid leading some to refer to them as "Pall Bearers."
Personality
Garyd is still somewhat of a country bumpkin though by no means dumb. He just hasn't had a lot of exposure to the rest of the world. He is polite, respectful, and has not forgotten his peasant origins either. Sometimes he does forget his "place" as a Knight and will handle (or attempt to handle) menial tasks himself.
However, there is obviously a shadow over him. When not engaged in conversation or a task, he seems to shut down. Some of the older or more experienced knights have commented that he already has the "Warrior's Stare."
He doesn't like to sleep at night because he doesn't feel rested afterwards. He can never remember his dreams but knows that he had to fight for his survival in the dark. Because of that, he prefers being up all night and sleeping during the day. He never dreams if he sleeps during the daylight hours.
He has no problem interacting with women until it appears they wish to become involved with him. He will try to immediately and politely withdraw or will simply tell them he is not interested (again, politely). He can't explain it. He just knows he feels anger starting to build inside him when it happens.
Name: Thurien Hurvaal
Class: Cleric
Race: Human
Size: Medium
Gender: Male
Alignment: NG
Deity: Church of the Light (Saint Pelor)
Str: 14 +2 (06p.) Level: 3 XP: 3,000
Dex: 10 +0 (02p.) BAB: +2 HP: 30 (3d8+6)
Con: 14 +2 (06p.) Grapple: +5 Dmg Red: XX/XXXX
Int: 10 +0 (02p.) Speed: 20' Spell Res: XX
Wis: 16 +3 (10p.) Init: +0 Spell Save: +X
Cha: 16 +3 (10p.) ACP: -7 Spell Fail: XX%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +9 +2 +0 +X +X +X 21
Touch: 10 Flatfooted: 19
Base Mod Misc TotalFort: 3 +2 +5
Ref: 1 +0 +1
Will: 3 +3 +6
Weapon Attack Damage Critical
Martsan, mace of the Moon 1d8 20x2
Morning star +5 1d8+2 20x2
Heavy crossbow +2 1d10 19-20x2
XXXX +X XdXX+X XX-XXxX
Languages: Illum
Abilities: Turn Undead (10/day, Turn check 1d20+5; Damage 3d6+7); Domains: Glory, Strength
Spells:
Orisons: 4
1st level:3+1
2nd level:2+1
Spell Lists
General (default) List
Remove Fear
Shield Of Faith
Bless
Enlarge Person (D)
Gentle Repose
Silence
Bull's Strength (D)
Undead List
Detect Undead
Remove Fear
Hide from Undead
Enlarge Person (D)
Gentle Repose
Remove Paralysis
Bless Weapon (D)
Feats: Improved Turning, Disciple of the Sun, Extra Turning, Divine Vengance
Skill Points: 18 Max Ranks: 6/3
Skills Ranks Mod Misc Total
Diplomacy 2 +3 +5
Heal 5 +3 +8
Knowledge (Eccl. Law) 4 +0 +4
Knowledge (Religion) 5 +0 +5
Profession (Farmer) 2 +3 +4
Equipment: Cost Weight
Marstan, Mace of the Moon
MW Morning star 308sp xxlb
Heavy crossbow 50sp
10 bolts 1sp
Full Plate+1 101,650sp XXlb
Heavy Steel Shield 20sp
Silver Holy Symbol 25sp
Healer's Kit 50sp
Cleric's vestments 5sp
Explorer's outfit free
Backpack 2sp
2 flasks holy water 50sp
Pearl of Power (1st lvl) 1,000 gp
2x Potions Hide from Undead 100 gp
2 x Potions Cure Light Wounds 100 gp
Remove Fear Potion 50 gp
Shield of Faith +2 Potion 50 gp
Mahic Weapon Potion 50 gp
XXXX XXgp XXlb
Total Weight:XXlb Money: 12,839 sp XXsp XXcp
Lgt Med Hvy Lift PushMax Weight: XXX XXX XXX XXX XXX
Age: 22
Height: 6'2"
Weight: 200lb
Eyes: Green
Hair: Blond
Skin: Fair
Appearance: Thurien is a handsome young man. Quite straping for a priest thanks to his years of farm labor. His blond hair is cut short, and his green eyes twinkle often with mischief or clarity is left to the beholder. Despite his usual garb of armor and weapons, Thurien usually has a smile on. His armor is bright and polished, decorated with motifs of the sun for Saint Pelor and the Light.
Background
Thurien was born the 4th son, and 6th child of Humbert and Esmerelda Hurvaal, stout farmers of the small village of Bidfell in the Valley of Light. Thurien was raised as most farm kids are, doing chores and helping on the farm. He was an outgoing child and insightful. The local preist said he would make an excellent preist, which was good since as the youngest son, the farm wasn't going to him, which left the army or the Church.
Thurien indeed was sent off to a monestary for training as a cleric just after his 16th birthday. He liked it well enough. Farm life was actually a little tougher. But Thurien was ‘talented and obviously gifted with a close connection to the Light, but lacks the discipline required of a priest’ according to the head of the monestary, Father Jarvin. Indeed Thurien took to the lessons he like very well and became an accomplished healer, but church law, and religious history did not thrill him. He avoided learning from books as much as he could. The power that surged through him as he channeled divine energy was amazing and being able to help people where the only things that kept in him from getting kicked out of the preisthood.
Eventually he passed his training and was assigned to a small abbey on the far west of the Valley. There he was the assistant to Father Parnik. This was what Thurien had envisioned. A small rural assignment, among farmers and farmers, healing the sick and seeing families grow and prosper in the Light. Things went well for several years. Thurien learned a great deal from Father Parnik, things that were more important than the stuff Father Jarvin taught. Like who made the best apple pie and which day to visit on, and how to decide when to use the healing power of the Light and when to simply bandage a wound and allow it to heal. Thurien grew very attached to Father Parnik and looked forward to many years there.
One evening Thurien’s life changed forever. Father Parnik and he were out consecrating the dead. There had been a large family that became ill, and no had come for aid and so all perished. Father Parnik and Thurien has traveled for 2 days to get to the remote farm. They were consecrating the bodies and preparing them for a proper burial when the unthinkable happened. One of the bodies began to twitch. It then stood up and attacked Father Parnik. Some wretched evil had found this poor family first and defiled their corpses. Whether it was the disease itself or some vile necromancer, Thurien still to this day does not know. But the corpse attacked Father Parnik as another rose in unholy movement. Thurien stood there in his vestments, with his holy symbol and a shovel. Remembering his training (barely) from a few years ago, Thurien managed to turn the undead attacking Father Parnik. But the undead in front of him still remained. So, tears running down his face, Thurien brought he shovel down onto the zombies head, onto the face that he could still see a young girl, trapped in unholy undeath. Again and again, he beat the thing, until it no longer looked human and stopped moving. But it was too late for Father Parnik, the zombie had ripped out Father Parnik’s heart, and by extension Thurien’s. Thurien held the old priest in his arms for a long time, he then consecrated his body and buried him there near the family he died serving.
Thurien wrote a letter to the Church explaining the heroic actions of Father Parnik and requesting a replacement. He then left the Church for some time. The Church did not know his whereabouts, until a wandering Knight of the Light found him some six months later in small cave, drawn and emaciated. Thurien was taken back to the local abbey and nursed back to health. It took a long time for his face to lose the look of horror nearly stamped upon it. He apologized for his absence but said that the experience had purged him of doubt, and the Light had shown him a new pathway. A path he was willing to go on. He swore he would not let such a tragedy occur again if he could help it. As he recovered, his eyes regained their twinkle and gleam, although now it was tempered a bit, with desire, hardened with purpose. After six long months of healing, prayer and rest, Thurien emerged with a stronger connection to the Light, but more sure of what he needed to do with it. No longer would he be content to sit in a rural abbey eating his way to retirement. He needed to be out combating evil, the corruption that was undeath.
Armed with a new confidence he marched to the local Knights of the Light chapter house to demand membership. The fact that he was a priest if about the only thing that kept the knights from laughing outright at Thurien.
Dejected by this refusal, Thurien still kept up his mission. And this time he was going to Lighthome. There he was confident that the Church leaders would see his new found desire and reassign him from a simple rural abbeyman to a cleric dedicated to stamping out the undead.
Name: Carvyn Wray (adopted family name)
Class: Battle Sorcerer 4
Level: 4
XP: 9000 / 10000
---3000 (starting) + 3000 (XP grant)+ 3000 (XP grant)
Race: Human
Gender: Male
Size: Medium
Speed: 30'
Alignment: NG
Religion: The Light (Saint Pelor)
+2 Str: 14 ( 6p.)
+2 Dex: 14 ( 6p.)
+2 Con: 14 ( 6p.)
+0 Int: 10 ( 2p.)
+2 Wis: 14 ( 6p.)
+3 Cha: 17 ( 10p.) +1 4th level
HP: 40 (3d8+6 max @3rd +10 max @4th)
---Currently: 40
Init: +2
BAB: +3
Grapple: +5 (+3BAB+2Str+0Med)
Dmg Red: none
Spell Save:
Spell Res: none
ACP: -1
Spell Fail: 0%
----------Base Armor Shld Dex Size Nat Misc Total
Armor: 10 ------+4----- +0-- +2-- +0-- +0-- +0---- 16
Touch: 12 ------Flatfooted: 14
MW Chain Shirt (250sp)(25lbs)
Base Mod Misc Total
+3/Fort: +1(class)+2(Con)
+5/Ref: +1(class)+2(Dex)+2(Familiar)
+6/Will: +4(class)+2(Wis)
Weapon Attack Damage Critical
"Sashin, Sword of the Sun" Long Sword +5 d8+2 19-20/x2 (plus unknown magical abilities?)
MW Long Sword (315sp) +6 d8+2 19-20/x2
MW Javelin (x2) (602sp) +6 d6+2 20/x2
MW Light Crossbow (335 sp) +6 d8 19-20/x2
Languages: Illum(?)
Abilities:
+2 Ref save from weasel familar
Feats:
Human L1-Divine Socerery (St. Pelor/Healing Domain/Domain healing spells & cast healing spells at +1 Level)
L1-Eschew Materials
L1 Sorcerer-Summon Familar
Familiar Feat: Alertness (add to skills)
L3-Energy Substitution (Acid)
Bonus Divine Feat-Arcane Disciple (St. Pelor/Glory Domain spells )
Possible Future Feats: Dodge (future?); Scribe Scroll (future?); Spell Focus (Conj)(future?); Augment Summoning (future?); Heighten Spell (future?)
Improved Familiar (future?)
Sorcerer Spells Known:
Cantrips (5)
Disrupt Undead (1d6)(Ranged Touch)(25 ft. + 5 ft./2 levels)
Read Magic
Ray of Frost (1d3 RT)(25 ft. + 5 ft./2 levels)
Prestidigitation
Detect Magic
1st Level (2)
Lesser Orb of Cold (2d8 RT)(25 ft. + 5 ft./2 levels)
Magic Missile (1d4+1/2 levels)(100 ft. + 10 ft./level)
2nd Level (1)
Whirling Blade (focus on slashing weapon, attacks all opponents in 60' line using Cha bonus for 'to hit'/damage, weapon returns to hand after all attacks)
++ Healing Domain spells (limited to one spell [multiple castings allowed] per day)
1st Cure Light Wounds (cures 1d8+5)
2nd Cure Moderate Wounds (cures 2d8+5)
++ Glory Domain spells (limited to 4 castings per day)
1st Disrupt Undead (1d6)(RT)(25 ft. + 5 ft./2 levels)
2nd Bless Weapon (1min/lvl)("good" weapon, crits auto-confirmed v. evil creatures)
Cast 5 Cantrips, 5 1st level, and 2 2nd level spells per day,
-------plus 1 1st level and 1 2nd level for high Charisma.
Skill Points: 21 Max Ranks: 7/3
Skills-----------Ranks—Mod—Misc
+3/Bluff (Cha) 0 +3 +0
+6/Concentration (Con) 4 +2 +0 (+2 4th level)
+0/Craft (Int)
+3/Intimidate (Cha) 0 +3 +0
+5/Knowledge (arcana) (Int) 5 +0 +0
+3/Knowledge (religion) (Int) 3 +0 +0
+2/Knowledge (Eccesiastical Law) 2 +0 +0
+4/Listen (Wis) 0 +2 + 2 (ALERTNESS from familar) untrained
+3/Profession (Farmer)(Wis) 1 +2 +0
+6/Spellcraft (Int) 6 +0 +0 (+1 4th level)
+4/Spot (Wis) 0 +2 +2 (ALERTNESS from familar) untrained
Equipment: Cost Weight
- Amulet of Retributive Healing 2000 gp (MIC p. 69) (3x/day heals caster same as another healed)
- Explorer's outfit (8sp, worn)
- Clerical Robes ()
-
- Backpack (2sp, 2lb)
----- Bedroll (1sp, 5lb)
----- Trail rations, 5 days (25sp, 5lb)
----- 2 sacks (2cp, 1lb)
----- Whetstone (2cp, 1lb)
- Beltpouch (1sp, 0.5lb)
----- Flint & steel (1sp, -)
----- Flask, water (3cp, 1.5lb)
----- Flask, whisky (1sp, 1.5 lb)
- Waterskin (1sp, 4lb)
- Silver Holy Symbol 25sp
- 4 flasks holy water 100sp
- 2 Potions of Cure Light Wounds 100 gp
- Potion of Magic Weapon 50 gp
GP: 10, SP 25, CP 20,
Familiar:
Weasel named "Static"
Size/Type: Tiny Animal
Hit Dice: 3
Hit Points: 15
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 16 (+2 size, +2 Dex, +2 natural armor), touch 14, flat-footed 14
Base Attack/Grapple: +2/-10
Attack: Bite +6 melee (1d3-4)
Full Attack: Bite +6 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Skills: Balance +12, Climb +10 (can take 10 anytime), Escape Artist +4,
Hide +11, Move Silently +8, Spot +3
Feats: Agile, Weapon Finesse
Total Weight:0lb
Money: 0 gp 2,700gp left
-------------------Lgt------Med-------Hvy---------Lift-------Push
Max Weight: <58 59-116 117-175 //
Age: 22
Height: 6'
Weight: 205 lbs
Eyes: Light Brown
Hair: Curly Brown going prematurely gray
Skin: Lightly Tanned
Background:
Carvyn is the bastard son of a nobleman, who could never admit the lineage but still wanted to look after him. Carvyn was adopted by the Wray farming family, where the father was a veteran. The veteran taught him to use a long sword and wear light armor to protect the homestead, so when his sorcerer abilities manifested themselves, he had too much martial training to be a standard sorcerer. His noble (biological) father had enough pull to get the attention of a preceptor of one of the militant orders [one of the 5—which one?] who realized the value of having a battle sorcerer work in the church of the Light.
He has been trained in socerery by a small group that works for the Primate. While training, he also took vows of service to St. Pelor, who granted him some domain access. The preceptor had him trained in the ways of the Light along with more work with the long sword for when he needed to be hidden with other solders. Carvyn wears a chain shirt, throws the javelin, and uses a light crossbow.
Last edited by Lou; 25th May 2008 at 12:42 AM..
Reason: added XP and new weapon
Occupation & History:
The entire blame should be placed on Itherion, the teacher who had to educate the young son of duke Dagarson. Sure, the child's mother was not innocent too: it was she who insisted on bringing a southerner to educate their child. But it was Itherion who had a real fixation: according to him, only by speaking all of the languages one could rule wisely. And so he did: he forced the young Harstard to learn the trade language, Illum, Old Tongue and Confederation. He also tried some other languages later, but at that point the boy had already slipped past his clutch.
Young Harstad had a wonderful relationship with his father, the old bear Dagarson. He promised him to learn whatever that crazy souther idiot teached him for 5 years, and as a reward he would gain the permission to join the order of his father - the Erukkans - as soon as he was 15 years old. And that was how it was.
Ten years have passed since the introduction as a novice, and oh, they had been 10 wonderful years. Training, making solid and reliable friends, empowering one's own body and mind, defending humanking against the wolves - be it monsters, humans or priests.
Very soon, his brothers discovered with delight that thanks to his education he was an incredible insight and skill in chilling the hearts of men. Every huge warrior can intimidate, but not every huge warrior knows how to intimidate in a civilized way. Like carrying a freaking large lochaber greataxe and sharpening it.
He was also very skilled in ecclesiastic law, and gradually became a precious knight for his superior: when sent on a "diplomatic" mission as a bodyguard, for some reason the others were very malleable and willing to sign any treaty...as long as the encounter finished as soon as possible.
At the age of 25, he still is not married (even if he is quite fond of girls with a certain weight on the right places), but that doesn't particularly bother anyone: his father probably can still choke a boar with his bare hands.
Description:
Harstard is a 7ft tall man, with crystal blue eyes and long unruly blond hair, and bulking muscles. He wears a half armor and the most striking feature of his presence is his favorite weapon: A large lochaber greataxe. He has wrestled it from an ogre tribe leader, and it is made with a strange reddish steel. Once a priest told him that a feeble aura of magic emanates from it, but seemingly it has no apparent effect.
To say the truth, he doesn't always use that weapon: when fighting in tight quarters, he draws a heavy mace, and he also has a set of throwing axes. But the lochaber axe serves it purpose: scaring people.
He has a deep voice and usually a flat, calm face, and carries a huge horn, made from a strange and unknown animal.
He also rides a huge horse, quite intelligent, but really brutish horse, named Bodran. Whenever Harstard forgets to order Bodran not to do anything funny, he bites the man attending him, steps on his feets or runs away from the stable.
Characteristics and Skills
Freakish strength, great endurance. He simply demolishes his opponets with his oversized weapon. He also knows several languages and is quite versed in ecclesiastic law.
Values and Motivations:
He has a deep faith in the Light. He has, however, less respect for its church. He pays formal respects to his superiors out of the order, but he personally judges how worthy and reliable they are. He, as his brothers, is known to circumvent stupid orders and flatly ignore idiotic ones.
He is driven by the will to serve his order and the church. In his opinion, it has grown too soft and arrogant. A heir to a duke himself, he knows that southern nobles are useless: most of them, anyway.
He will strive to climb the hierarchy of the Knights of the Light, and he is also a little bit ambitious.
Ah, side note: he will start collecting weapons
Interactions:
Towards unknown, and neutral people, he is mostly silent and laconic. When confronted with even the slightest accent of arrogance, he reacts swiftly and humbles the opposing one.
Towards his friends, he relaxes and starts cracking jokes. He is capable of saying absolutely impossible things with a serious face. He also uses to make quick reasoning and summarize them to his companions with a couple of words, leaving them bewildered and not understanding.
Useful Knowledge:
His father, duke Dagarson. Several other nobles, and a great lot of Erukkan knights: he traveled a lot in the last 10 years. He also knows the bishop Bergstan, a former Erukkan knight.
Tactics:
Against big foes, or not heavily armored foes, charge and swing with incredible strenght. Or wait for them to charge and intercept them like a falling star.
Against better armored foes, he sacrifices a little bit of strength for more precision.
Rules:
I picked some non-standar feats, and I'll have to ask approval for them:
Barbarian substitution level (Complete champion): loses the enhancement of speed and gains the pounce ability
Cometary collision (player's handbook 2): as a standard action I can prepare an action. When an enemy charges, I may intercept him with a charge of my own, and I have a +2 to hit and +4 to damage
Bodran IIRC, a heavy warhorse costs 300gp. I'd like to pay him 500gp and get a bonus on strength: he will have to carry me, my armor and a lot of weaponry very soon
somewhere in the northern edges of the Valley of Light
The well-dressed clerk waved angrily at the peasant in front of him "Go away, man. I can't help you" Muttering, he turned around and ignored the protests of the poor man. "I can't believe how arrogant has those simple bigots became nowdays. There is simply no respect! How do they dare to pester his excellency the bishop for such trivial things as some crazy old woodsman getting a cold or something like that"
He frowned, hearing the excited -and strangely loud-voiced- protest of the church soldiers guarding the entrance to the temple ward of the city, around the western corner of the watch tower. The clerk quickly covered the ground behind him and the corner, already speaking: "Stop immediately this----" and there he stopped. In front of him there was a block of steel.
He slowly raised his eyes and realized with a startle that actually it wasn't a block of steel: it was an armor, covering the biggest creature he had ever seen in his life. To say the truth, it had a human head and face, but how could THAT be a human? The clerk Igror wasn't certainly a dwarf, (he actually was secretly proud of his height) but his head hardly reached the neck of the armored man.
As he raised his eyes, the giant looked than and directed him a flat stare. His blue eyes didn't show any emotion. Encouraged by the silence of the warrior, Igror overcame his awe, cleared his suddenly throat and was opening his mouth to say something...when he saw the axe.
His mind went blank. The time almost stopped while he was contemplating it's white-reddish 2fts in radius circle of steel that made the double bladed head of the axe. He couldn't see the entire shaft, but he noticed that the end of it nearly touched the ground...by....by the Light, that...that monstruos thing was almost bigger that the man wielding it!!!
He heard a distant growl, be he was too busy of thinking what would be the effects of a full swing of that blade on a human body to pay any attention. Just a look at the razor - like edges of the blade sent cold chills down his body.
He heard the growl again, and startled, realized that the man had said something.
-P...pardon me? - he muttered meekly.
-You are in the way, boy.
We shall admit that at last Igror found some courage (but that was probably his infinite pride and arrogance kicking in). He straightened his back, raised his chin, and carefully avoiding to look at the weapon, replied:
-Who are you, and how did you dare to push the our holy protectors out of your way? Declare your intentions, northerner.
The man pushed aside a part of his cloack, revealing -st. Pelor protect me, another weapon- and a large, wooden symbol. After a moment, Igror recognized the symbol and gathered a little bit of further arrogance.
-Ah, you should be the bodyguard of the Ethoran's Erukkan advocate, sent here in order to defend your brother from the accusations of offenses to a high prelate. Where is he?
-In front of you. Less talking, more moving away.- and with these words Harstard took the Lochaber Axe in his hands.
It was easy after that. The clerk quickly fled away, and the beastkiller quietly sat in front of the prison, sharpening his weapon with a whetstone, making horrible screeching noises until the guards surrendered and freed his brother...they had no rights to arrest him and they knew that perfectly. It was just a futile attempt by the bishop to shame the Erukkans, who refused to support him in his schemes.
Future Development: I'm probably going full fighter from now on, with focus on charging attacks and leadership.
Skill Stat Pts Bonus Syn Total
Appraise int 1 3 4
Balance dex 1 4 5
Bluff cha 10 5 15
Climb str 0 2 2
Concentration con 10 2 12
Craft (Bowyer) int 7 3 10
Decipher Script int 10 3 13
Diplomacy cha 15 5 6 26 +2 bluff, +2 nobility, +2 sense motive
Disguise cha 0 5 2 7 +2 bluff
Escape Artist dex 0 4 4
Gather Information cha 10 5 15
Hide dex 0 4 4
Jump str 0 2 2
Religion int 2 3 5
Arcane int 4 3 7
History int 10 3 13 +2 to bard checks
Nobility int 2 3 5
Geography int 2 3 5
Architecture int 2 3 5
Law int 5 3 8
Listen wis 3 1 4
Move Silently dex 1 4 5
Perform (oratory) cha 15 5 20
Perform (wind instrument)cha 0 5 20 from Verstaile Performer
Perform (strings) cha 0 5 20 from Versatile Performer
Perform (singing) cha 0 5 20 from Versatile Performer
Proffesion (Bookkeeper) wis 5 1 6
Search int 2 3 5 +2 architecture to find secret doors
Sense Motive wis 10 1 11
Slight of Hand dex 0 4 2 6 +2 bluff
Spellcraft int 5 3 2 10 +2 arcana, +2 UMD for scrolls
Swimm str 1 2 3
Tumble dex 0 4 4
Use Magic Device cha 15 5 20 +2 decipher to use scrolls, +2 spellcraft to use scrolls
Handle Animal cha 1 5 6
Intimidate cha 1 5 2 8 +2 bluff
Ride dex 0 4 2 6 +2 Handle Animal
-------------------------- Feats ---------------------------
Hum 1:Subsonics - use bard song silently
Fig 1: Weapon focus (Long bow)- +1 to hit
Bard1: Point Blank shot - +1/+1 if withing 30'
Fig 2: Far shot - increase bow range by 50% (150')
Bard 3:Versatile Performer - pick INT (3) categories of performance, use at highest skill
Fig 4: Weapon specialisation (Long bow) - +2 dmg
Fig 6: Precise shot - no penalty for shooting into melee
Bard 6:Leadership - attract cohorts and followers
Fig 8: Mage Slayer - +1 will save, casters cannot cast defensively, lower casting level by 4
Bard 9: Practiced Spellcaster - increase casting level by 4
Fig 10: Weapon Finesse - use light weapons with DEX bonuses
Fig 12: Armor Specialisation () - DR 2/- for light armor
Bard12: Ironskin Chant - DR 5/- while chanting
Total bow bonuses:
+1/+1 if within 30'
+1/+0 WF
+0/+2 WS
+1/+1 Bow enchantment
+0/+2 Mighty Bow
---------
+3/+6 OR
+2/+5 if further then 30'
Armor Proficiency (Light)
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
-------------------- Special Abilities ---------------------
Code:
Bard song 12/day
Legend Lore
Countersong
Fascinate - max 4 creatures up to 12 rounds, Will DC = Perform check, 6 creatures with the Vest
Suggestion - DC 21
Inspire courage +2 - add +2 to saves vs. fear and charm, add morale bonus to hit and dmg, +3 with the Vest
Inspire Competence - add +2 to one skill an ally is performing
Inspire Greatness - 2 creatures, +2d10+2xCON tmp HP, +1 Fort, +2 competence to attack, 3 creatures with the Vest
Song of Freedom - break enchantment effect
------------------------- Equipment ------------------------
Name QTY LBS
Voice of the Dead
+1 Echoing Mighty (+2) Composite Longbow of Harmonizing Song
Echoing (+1) - while using bardic song, created resonance does level/2 sonic damage
Harmonizing (+1) - harmonizes with bard song and takes over for 10 rounds freeing the bard to do other things
of Song (item property) - expend bardic music to add CHA to next attack and damage
-----------------
bow +3 = 18000 / 2 = 9 000 (enchanted) + XP
of Song = 4 000 - item property
masterwork composite longbow +2 = 600
-----------------
Total cost: 13 600
Belt of dwarven kind (14 900 gp) - +2 CON, darkvision, +4 CHA skills for dwarves, -2 everybody else - enchanted by dwarves: cost 7 900 + XP
Lyre of Building (13 000 gp) - 1/week effect of 100 workers building for three days
Vest of Legend (16 000 gp) - +5 bard level for Inspire and Fascinate, +2 Diplomacy
Storm fire ring (4 000 gp) - 5/day faerie fire doing 1d6 lightning dmg per round for 5 rounds
---- parts of Stormwalker Raiment ----
Stormfire Ring (4 000 gp)
Bracers of Lightning (11 000 gp)
Robe of Thunder (38 000 gp)
Cloudwalker anklets (50 000gp)
2 items grant obscuring mist 3/day
3 items grant call lightning 1/day
4 items halve lightning damage
-------------------------------------
Several books of Law, Geography and Architecture (he is learning in preparation of Colony)
Personal diary
Several note- and history books
Badge of Valor
Racial Abilities:
• Base land speed of 30 feet.
• Bonus Feat: 1st level bonus feat
• Favored Class: Any
Class Abilities:
• Aura of Good(Ex): You have a moderate aura of Good.
• Aura of Law(Ex): You have a moderate aura of Law.
• Domains: Glory & Sun
• Spontaneous Casting: Can spontaneously cast Glory Domain spells, by sacrificing a pre-prepared spell of equal or higher level.Can prepare Cure Spells as Domain Spells
• Restricted Spells: cannot cast Chaotic or Evil spells.
• Turn Undead(Su): Can turn undead 9 times per day. A turning check is
made on 1d20+6; turning damage is equal to 3d6+5 on a successful check.
Equipment:
MW Full Plate Armor
MW Heavy Shield
MW Morningstar
Light Crossbow
Case with 20 Bolts
Ornate Silver Holy Symbol of the Light
Clerical Vestments (x2)
Traveler's Outfit (x3)
Backpack
Bedroll
Waterskin (x2)
Healer's Kit
Background:
Gregory Brightlaw is the son of Andrew and Lillian Brightlaw, an apothecary and midwife couple from the city of Lighthome.
The Brightlaw's have three children and a somewhat prosperous business in the city. Gregory and his sisters, Danielle and Evelyn, were given much love and training by their parents before Gregory was sent into apprenticeship. Gregory always showed an interest in the teachings of the Church of Light and showed early promise in reaching the gifts of the Light that the priests held. So after much discussion, Gregory was sent to serve his apprenticeship as a acolyte of the Light at the Great Cathedral.
Gregory was well served by the early medical training his parents gave him and soon became one of the favorites of the Brothers assigned to teach the new acolytes. Gregory absorbed everything the brothers presented to him and found further things to study. The books on the beings of other worlds fascinated him to the point that he begged his instructors to teach him the Old Tongue so that he could better understand the older writings on those other beings. Shortly he was studying everything about them that the brothers would allow him to view. When the teachings of the brothers turned to the magic and miracles of the Light, Gregory again found quick acceptance of the mysteries and was able to faultlessly call up the minor miracles quickly and decisively. He showed an aptitude for the mysteries designed to combat the enemies of the Light as well as his expected aptitude for the healing arts.
His quick and ready command of the mysteries of the Light brought him to the attention of more prominent priests. They grew concerned that this young scion of the Church was too readily gaining the abilities that should take more effort to learn. They began subjecting him to trials and tests of his faith trying to expose any faults or deceptions within the young man. Gregory withstood these trials with a calm acceptance and soon came to the attention of even more prominent members of the church hierarchy. With so many factions of the church watching him, Gregory retreated into the libraries and infirmaries of the church grounds taking pains to avoid offending any of his superiors.
Unfortunately so gifted a young man could not remain uncommitted in the eyes of his superiors, so Gregory was forced to choose an order to affiliate himself with. Being of a studious bent and as it was the Order most familiar to him, Gregory chose to enter the Society of Truth and Justice. When a new mission to ferret out enemies of the Church arose, Gregory was quick to volunteer to be a part of it. Although he was merely adequate in the martial practices of the Church, he knew his talents and knowledge would find use in such an endeavor and wished to be on the scene if something new were to be discovered.
__________________ "All the world's a stage,
And all the men and women merely players.
They have their exits and their entrances,
And one man in his time plays many parts,
His acts being seven ages."
Wm Shakespeare -- From As You Like It (II, vii, 139-143)
Avatar by Sialia
Last edited by Dracomeander; 9th February 2008 at 03:19 AM..
------------------------ Description -----------------------
Height: 5' 6" Weight: 168 lbs. Gender: Male
Eyes: Brown Hair: Long, ponytail
Dominant Hand: Right
Quirks: feather allergy
Speech style: grave, sad voice
Quotable:
DESCRIPTION
Skinny, wiry man, wearing black studded armor and halberd died black and red. His blond hair is long tied in a pony tail. Face is drawn with three red drops tatooed under left eye sporting thin beard framing his jaw.
Last edited by Neurotic; 8th May 2008 at 12:05 PM..
Reason: Adding experience
Combat Focus: Usable once per encounter, duration 12 rounds, currently provides +4 on will saves, +8 vrs (bull rush, disarm, grapple, overrun and trip), an additional +1 dodge bonus and the ability to change dodge target as an immediate action
Equipment: Armor & Shield
- Mirandia, Armor of Dawn
[sblock=Mirandia]
Made of a pale yelloish tinted steel this appears to be an true masterpiece...
The armor lays at Bestor's feet and a soft glowing light compels the warrior to reach out toward it. Touching the armor he feels a glowing warmth... a soft voice of a young lady feels his mind..."I am Mirandia, I am the armor of dawn."
Masterwork Full Plate. Other properties unknown.
[sblock]
- Full Plate, masterwork (1650gp, 50lb)
- Heavy Wooden Shield (7gp, 10lb)
Other Goods & Gear
- War Dog (150gp; see Wingaard, below)
- Chainmail barding (300gp)
Weight Carried: Remaining money: 181gp
Wingaard, War Dog Tricks: Attack, Come, Defend, Guard, Heel, Track
Stats
Size/Type: Medium Animal; Hit Dice: 2d8+4 (20 hp); Initiative: +2; Speed: 40 ft. (8 squares); Armor Class: 21 (+2 Dex, +4 natural, +5 armor), touch 12, flat-footed 14; Base Attack/Grapple: +1/+3; Attack: Bite +3 melee (1d6+3); Full Attack: Bite +3 melee (1d6+3); Space/Reach: 5 ft./5 ft.; Special Attacks: trip; Special Qualities: Low-light vision, scent; Saves: Fort +5, Ref +5, Will +1; Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*; Feats: Alertness, Track
Description
Bestor is a well-built young warrior, lean and broad shouldered, with muscles built from long hours of physical labor and weapons training. With reddish gold hair, bright green eyes and chiseled features, Bestor is a handsome lad and quite popular with the ladies. He keeps himself well groomed and clean shaven, as much so as possible. He bears several distinguishing features as well: raking scars down the left side of his chest, a reminder of a run-in with the undead, and a long slashing scar across his right thigh, where a bandit's sword nearly cost Bestor his leg.
Bestor dresses comfortably and practical, preferring warm wools, soft leathers and light linens to the finer cloths available. When garbed for combat, Bestor dresses in his well-crafted plate armor, carries a shield painted with a sable dragon rampant upon a sanguine field.
Bestor is almost always accompanied by a large, brindled wolfhound named Wingaard.
Personality
Patient and well disciplined, Bestor does not exhibit the impulsiveness of most warrior types. He tends to study the situation first, in order to gain every advantage over a foe. He is a dedicated, loyal companion, and while not an officer doesn't hesitate to take charge if the situation warrants it. Bestor would put himself in harm's way without hesitation to prevent another from being hurt, and he is nearly fearless in the face of evil. He is the helpful sort, always offering to lend a hand where he can.
Background - In Progress
Bestor hails from a modest family, his father being a simple blacksmith in the small village of Whitehold on the western border of the Valley of Light. The lad's father had hoped that Bestor would follow in his footsteps, set up forge and raise a family. But Bestor had other plans. After all, the blood of warriors runs strong in the Drake line. Indeed, family legend holds that the great hero Auheron the Dragon himself started the family line many centuries ago. There had been other heros and knights of the Drake line as well: Gunther the Stalwart, Hilliard Drake, and the mighty Kemp of Stonefort to name a few. Bestor had heard all of these tales about the powerful Drake warriors of the past, and decided that he would follow in their footsteps instead of those of his father.
His father frowned upon Bestor's attempts to teach himself how to properly wield weapons, and without proper tutelage, his skills were lacking. Eventually, though, Bestor took to training with an odd old hermit that lived on the edge of the village. Dedric (as he was called) was still a master with weapons despite his age, and found that he liked the young Bestor enough to train him. Where many warriors rely on brute strength and rage to win battles, Dedric taught Bestor discipline and focus.
Bestor trained with Dedric for several years, but the old man had issues with detereorating health, and eventually died of consumption. Without a mentor, Bestor decided to join the Knights of the Light as a man-at-arms. He knew enough of weapons to secure himself a position in the ranks, and soon found himself stationed with a garrison on the borders of the Westlands. Here Bestor was able to continue his training, learning from other warriors in his unit, and his skills increased and his body grew stronger.
Then came a dark and fateful day for young Bestor. Rumors that vile elves had been seen in the area filtered down to his unit, and Captain Narvel decided to send the men out in squads to track down the dark foe. Though Bestor's squad never actually saw any elves, they saw what could only have been the work of the evil forest dwellers: One squad of troops was found slain and mutilated. If that had been the end of the event, things may well have turned out different for Bestor. But the slain troops rose from their graves the very night they were buried, and attacked the rest of the knights.
The men on watch managed to raise the alarm before they were slain, and while many others fled before the foul undead, Bestor stood his ground and managed to destroy several of the things with sword and torch. His efforts turned the tide of the fight, allowing the officers to rally the rest of the troops and overcome the remaining creatures. Bestor received a commendation for his valor. Of course, Bestor's actions also attracted the attention of some higher ups in the Church of the Light, who decided that
Bestor could benefit well from the training they could provide.
Future Development: Depending on how the game develops, Bestor will pick up one to three more levels of fighter, and possibly some levels of Exotic Weapon Master once he qualifies for said prestige class. He could conceivably take 2 (3 ?)levels in cleric, as well, as that would give him access to divine feats that could prove useful in this sort of game. I'm thinking Fighter 4 / Cleric 3 / Exotic Weapon Master 3 might be the combination that takes him to 10th level.
__________________ -Rhun
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
Clerical 3 / 2+1 Domains: Sun and Fire
0th - Cure minor wounds, detect magic, mending
1st - Endure elements (D), Magic Weapon, Cure light wounds
Further details:
Spoiler:
Occupation & History:
Most recently her job was the teacher of young children in a supervised setting.
She was born then left as an unnamed infant in an Orphanage run by Society for Service to the Faithful. The orphanage gave the surname Waters to all those children whose parentage is unknown. As she grew there would be occasional fires. A perceptive parish priest name Father Baynon noticed her obsession and taught her several important lessons, including that the Light is the heart of all flame, and that it was the cleansing and mystical power of the light that she was drawn to, not the destructive power of flame. In this he was wrong, but persuasive, and she still believes it.
When she passed out of the orphanage, it burned down. Jessica fearlessly helped rescue many of the children, dashing back into the building. Protected from the heat but not the flames she was badly burned but magic healed her with no scars. Neither she nor her superiors are sure she caused the fire, but both suspect it, and Jessica still carries some guilt for the lives that were lost. She was then sent to one of the monasteries that specialized in the training of sorcerer/priests. From there she got a job teaching children the basics of religion. After a few accidents which luckily did not lead to serious injury or deaths, her supervisors decided that some other role would suit her better. Each time she moved on to a different part of the church, the word of warning went with her “Be careful, she likes fires too much”
Characteristics and Skills: Agile, Charismatic and Strong willed. Her knowledge of religion and ability to lie,have helped her in teaching young children the religious basics. Her accuracy with sling or targeted spells at close range is well known.
Values and Motivations: Jessica is fascinated with fire and also obsessed with “the light”. She is protective of those under her care, and cares about her close friends. She also believes that the (non-human) enemies of the church can only be purified by fire. It was drilled into her head that burning humans is wrong. (Mostly in self defense of her teachers and students.) If she learns otherwise it is the beginning of a slippery slope. As a pyromaniac that was caught early, her future will not be peaceful. Either a Angel of War bringing fire to the darkness, the founder of a cult of witch (mage) burners, or a secretive arsonist. Developing her should be fun.
Interactions: She is somewhat naïve, and prone to simplistic analysis of people. If asked to explain she may simplify and use small words, a legacy from two years teaching the under 8 set. Jessica is generally optimistic and upbeat. Jessica gets excited by grand ideas and idealistic visions, growing bored without a greater purpose. She is easy to talk into crusades to stamp out evil or the enemies of the church.
She is young yet, all this may change over time. She thinks boys are okay, but not where her passion lies. She has had no serious relationships, but many friends.
Useful Knowledge: One of her friends is an alchemist named old Mr. Tatterson. She buys most of her supplies from him. She has been willing to help him test new formulas, and has occasionally provided under the table healing. She still writes letters to her retired parish priest, Father Baynon, who is great with understanding people, and knowledgeable about history and religion. Although as a lay priest he knows little of magic.
Tactics: Rain fire on foes, unless they are human. Alchemical sling bullets, vials of alchemist fire, or sling bullets with continual light on them. She is willing to cast clerical spells before and after combat, but is mostly drawn to burning foes. Facing human foes she will dither, cast defensive or hindering spells and eventually resort to weapons. She carries a staff, but may get better weapons if expecting violence.
Future Development: Sor4/cleric1 - then either consider theurge or head for fireball.
Description
Always smiling, friendly, and optimistic. Jessica has large eyes, a round face, curly hair. Although she has cute face, her figure is quite plain. She only dresses in clerical garb. Either of the order of the Society for Service to the Faithful, or what ever order she is attached to as the game begins.
__________________ Game Quote:
"Shut up! a giant blue smurf eats your character...zzzz"
(sometimes its important to stop gaming and sleep)
"You all are the worst emissaries, ever!" the silver dragon declares, shaking with rage.
"Its a game, a game, I'm only playing. " E. Wiggen My PbP games , Roll Dice
Last edited by Evilhalfling; 26th February 2008 at 12:27 AM..
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
Last edited by Rhun; 10th April 2008 at 05:32 PM..
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
Last edited by Rhun; 28th March 2008 at 03:32 AM..