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.
Anton Forbeck DarkOrange
Human Gestalt Swashbuckler/Aristocrat
Move 30 ft.
Hp 12
AC 15 (+3 armor, +2 dex) T12, FF13
Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 12
F +4, R +2, W +2
BAB +1, grapple +0, init +2
rapier +4 1d6-1 19-20 piercing
dagger +3 1d4-1 19-20 RI 10'
Feats: Skill Focus (Sense Motive), Weapon Finesse, Weapon Focus (Rapier)
Listen +2 Spot +2,
Common, Dwarven, Gnomish
Gear: Studded Leather Armor, Rapier, Dagger, Waterskin, whetstone, flint/steel, ink pen, ink, paper, sigent ring, sealing wax, backpack, belt pouch, flask, sword cleaning cloth
Wilbur Warrington YellowGreen
Human Cloistered Cleric
Move 30 ft.
Hp 11
AC 15 (+3 armor, +2 dex) T12, FF13
Str 10, Dex 14, Con 14, Int 14, Wis 16, Cha 10
F +4, R +2, W +5
BAB +0, grapple +0, init +2
Morningstar +0 d8
Dagger +0 melee/+2 ranged d4 19-20 RI 10'
Sling +2 d4 RI 50'
Feats: Spellweaving, Toughness,
Listen +3 Spot +3,
Common, Abyssal, Celestial, Draconic, Elven
Immune Fear, Freedom 1/day, Bardic Lore
Gear: studded leather, morning star, dagger, sling, stones, mirror, holy symbol, backpack, bed roll, rope, 4 sunrods, food, water, level 1 scroll, 1 gp, 8 cp.
Logan Artimus Teal
Human Truespeaker 1
Move 30 ft.
Hp 10
AC 14 (+3 armor, +1 dex) T12, FF13
Str 10, Dex 12, Con 14, Int 16, Wis 12, Cha 14
F +3, R +2, W +4
BAB +0, grapple +0, init +1
Longspear +0 melee 1d8 x3 reach
Dagger +0 melee 1d4 19-20
Dagger +1 ranged 1d4 19-20 10' RI
Light Crossbow +1 ranged 1d6 19-20 80' RI
Feats: Godtouched (denier), Luck of Heroes
Listen +0 Spot +0,
Common, Draconic, Giant (dwarven), Fey (elvish), orcish, celestial
Inertia Surge +4 on check (DC 10+CR)
Gear: studded leather, longspear, dagger, light crossbow, backpack, book of names, ink and quills. Scholars clothes.
Old characters
Spoiler:
Arcata (Magenta)
Human Beguiler 1
Move 30 ft.
Hp 9
AC 14 (+2 armor, +2 dex) T12, FF12
Str 8, Dex 14, Con 14, Int 16, Wis 10, Cha 15
F +2, R +2, W +2
BAB +0, grapple -1, init +2
Rapier -1 1d6-1 19-20
Feats: Born Leader, Toughness,
Listen +0 Spot +0,
Common, Giant(Dwarvish), Fey(Elvish), Draconic,
Spells: DC 13+spell level +1 for compulsions
1 4 (Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep, Undetectable Alignment, Whelm, Ventriloquism)
0 5 (Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic)
Gear: leather armor, travelling clothes, rapier, signet ring, 2 belt pouches, spell component pouch, Lucius Secret Journal, 43gp
Justin Gilbert Muir RoyalBlue
Human Bard
Move 30 ft.
Hp 8
AC 12 (+0 armor, +2 dex) T12, FF10
Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 16
F +0, R +5, W +2
BAB +0, grapple +0, init +3
rapier +0 1d6 19-20
dagger +0 melee +3 ranged d4 19-20 RI 10'
Sap +0 d4 nonlethal
Feats: Deft Hands, Investigator,
Listen +0 Spot +0,
Common, Dwarven, Halfling,
Gear: rapier, dagger, sap, signet ring, bard outfit, potion of healing, 50 gp,
Dogrynn the Reaver
Sibeccai Gestalt weaponmaster/Anima
Move 20 ft.
Hp 13
AC 16 (+4 armor, +2 shield, +0 dex) T10, FF16
Str 16, Dex 10, Con 16, Int 8, Wis 8, Cha 10
F +5, R +0, W -1
BAB +1, grapple +4, init +0
Scimitar +6 1d6+3 18-20 slashing
Javelin +1 1d6+1 RI 30'
Feats: Weapon Focus: Scimitar
Listen +1 Spot +1, Low Light Vision
Common, Giant
Favored Weapon Scimitar, Critical Strike,
Move Space 5/day
Gear: Scimitar, scale mail, heavy wooden shield, backpack, waterskin, explorer's outfit, 35gp
Hinjo
Lasserator monk 1
Move 30 ft.
Hp 13
AC 17 (+4 armor, +1 dex, +1 wis, +1 dodge) T13, FF14
Str 16, Dex 12, Con 14, Int 12, Wis 14, Cha 10
F +4, R +3, W +2
BAB +0, grapple +3, init +1
Longsword +4 melee 1d8+3, 19-20
Dagger +3 melee 1d3+3, 19-20
Unarmed +3 melee 1d3+3
Dagger +1 ranged 1d4+3 19-20 RI 10'
Feats: dodge, Improved Unarmed Strike, Weapon Focus Great Sword
Listen +2 Spot +2,
Common,
Gear: Longsword, Dagger, Chain shirt, blank book of pages.
Rikki Bone-Sticks
Human Gestalt Rogue1/Witch1
Move 30 ft.
Hp 7
AC 13 (+2 armor, +1 dex) T11, FF12
Str 8, Dex 12, Con 8, Int 12, Wis 14, Cha 10
F +2, R +3, W +4
BAB +0, grapple -1, init +1
Quarterstaff -1 1d6-1 (1d6 sneak attack)
dagger -1 melee 1d4 19-20 (1d6 sneak attack)
dagger +1 ranged 1d4-1 19-20 RI 10' (1d6 sneak attack)
Feats: Mind Over Matter, Soothsaying,
Listen +2 Spot +2,
Common,
Spells: DC 13+spell level
1 4 Cure Light Wounds, Sleep,
0 5 Daze, Mending, Prestidigitation, Sobriety
Gear: carved sticks of ivory (for fortune telling), dagger, quarterstaff, leather armour, traveller's outfit, Healer's kit, spell component pouch 32gp
Grockuprim
Half-Copper Dragon Green Orc
Dragon 1
Move 30 ft.
Hp 12
AC 15 (+5 armor, +0 dex) T 10, FF 15
Str 26, Dex 10, Con 10, Int 8, Wis 6, Cha 8
F +2, R +2, W +0
BAB +1, grapple +9, init +0
claw +9 1d4+9 slashing
2 claws +9 1d4+8 slashing, bite +4 1d6+4 piercing
Feats: Improved Natural Armor,
Listen +0 Spot +0,
Common, Goblin(Orc),
Low-light Vision, Darkvision 60ft, Light Sensitivity (dazzled in sunlight/daylight)
Immunities (Sleep, Paralysis Effects & Acid)
Breath Weapon (60ft. line of acid, 1/day, 6d8 damage, Ref DC 11 for 1/2),
Gear: clothes, belt pouch 99 gp
Template
Race Class Level
Move X ft.
Hp X
AC X (+X armor, +X dex) TX, FFX
Str X, Dex X, Con X, Int X, Wis X, Cha X
F +X, R +X, W +X
BAB +X, grapple +X, init +X
weapon +X 1dX
Feats: X
Listen +X Spot +X,
Common,
Gear: X
Law of Repetition houserule. Each use against the same target is at +1 DC after each successful use of specific utterance against same target. Utterances used with truenames are exempt from Law of Repetition.
Stop 1 person from moving for 1 round, +1 round if concentrates.
Reverse for freedom of movement for 1 round.
Wilbur
Rikki
1 cure light wounds, sleep
Spoiler:
Cure Light Wounds
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Sleep
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.
Material Component
A pinch of fine sand, rose petals, or a live cricket.
0 daze, mending, prestidigitation, sobriety
Spoiler:
Daze
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature of 4 HD or less
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.
Material Component
A pinch of wool or similar substance.
Mending
Transmutation
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: One object of up to 1 lb.
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).
Prestidigitation
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Languages Known: Goblin (Orcish dialect), Common (1 rank)
Equipment:
Belt Pouch (1gp, 0.5#, back)
Treasure (99gp, 2#, pouch)
Traveler’s Outfit (worn)
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Total (100gp, 2.5#)
Pre-Freeport Background
BACKGROUND:
GROK: For as long as Grok could remember he had been in the service of the wizard Alazon. Alazon had treated him well as long as he didn’t break anything. When he had been younger this proved to be an easy task. But as he grew to adulthood it became increasingly difficult. One day when Grok was cleaning up the wizard’s lab he broke a whole table full of beakers and flasks full of stuff. That is when Grok stopped being a servant and started being a test subject. No matter how he tried he could not discern what it was the wizard was working on. He did enjoy talking with the little copper dragon that was in a cage near his own, though.
CUPRIM: Cuprim had just barely hatched when he was scooped up from his nest. He never got the chance to meet his mother. Apparently she had died just before he had hatched. He had two hatch-mates that were captured at the same time as him, but he never saw them again. He had been put into a small cage and transported a great distance. Apparently he was sold to the Alazon the wizard. The wizard seemed to be doing some sort of arcane research and for some unknown reason needed him for his experiments. He spent much of his day conversing with the orc in a nearby cage. The wizard did not seem to want to talk.
ALAZON: From his must early years in the academy, Alazon promised himself that he would improve his teleport spell. He believed that a longer range was possible, he just needed to find the right combination of regents. To that end he had dedicated his life to that pursuit and spent long hours pouring over ancient tomes and mixing powerful concoctions.
THAT FATEFUL DAY:
ALAZON: Alazon was in the middle of a great experiment when a mishap occurred. The orc and copper dragon got teleported into the same space, along with a number of potions and regents. The result was the merging of the two creatures into a new creation. This new creature sprang toward the wizard and ripped at his throat. Barely able to form the syllables into the correct words, Alazon cast a teleport spell to teleport the beast away. As the creature vanished from sight, the wizard dropped to the floor. The wizard quickly lost consciousness and died of lost of blood. The wizard never knew that his life’s work was a success, as he was able to teleport the hybrid creature many miles away.
GROK-CUPRIM: As the merging takes place the pain of the process causes the new creature great pain. It’s only thoughts in those first few moments are to stop the pain. It instincts are to lash out at anything nearby. It is able to regain control of its actions as the wizard teleports it away...
Freeport Background
It appears before a man surrounded by four other men. It seems to think the man is caged in and a familiar thought surfaces. Before it can think it attacks. First it instinctively breaths and a stream of acid issues forth striking two of the men. They are badly burned by the acid and crumple to the ground. Next one of the men steps forward and he receives a claw to the chest causing him to crumple to the ground. The forth and obvious swordsman of the bunch swings his weapon at the large creature before him. The weapon merely bounces off its thick hide. Now closer to his enemy the man gets to claws and a bite ending his life. Brother Egil was eternally gracious and vowed to help the beast make a life in Freeport. Brother Egil help the newly created creature find work as a dock worker. Because of the beast’s natural strength he excelled at manual labor.
Last edited by Tailspinner; 14th November 2007 at 02:20 PM..
Name: Arcata
Race: Human
Class/Level: Beguiler 1
Exp: 0
Desc: Arcata is a lovely young woman with fine, almost delicate features that belie her inner fortitude. She has fair skin and hair the color of fine spun gold. Slightly rounded cheeks, piercing blue eyes, full rosebud lips...she is every inch the fairytale princess come to life. Though she is dressed in common clothes and muted colors, there is a hint of something regal in how she walks, how she speaks.
- On person
2 belt pouches, 2gp, 1lb
Spell Component Pouch, 5gp, 2lbs
- In Pouches
Small steel mirror, 10gp, .5lb
Money
Background
Arcata d'Toussein is the daughter of Duke Gray d'Toussein, the lord of a small but prosperous duchy sandwiched between the rich ores of the mountains, and the industrious woodsmen of the great forest that stretch down to the lowland plains of the empire. Control over the trade road running through these areas has made the d'Toussein family financially and politically well off. Gray was not an ambitious man; he was content with his family and his fiefdom and ruled both wisely and well.
Though the d'Toussein's are related via a somewhat convoluted chain of cousins to the Emperor, they are not considered in line of succession, and in fact would be a rather minor nobility if not for the main trade artery passing through their domain. Gray rarely attended to matters beyond his borders, and sent proxies to the moots as needed. His attention was much more focused on his two sons and his daughter. The daughter, Arcata, in particular had unusual circumstances, as the court wizard soon discovered she was using minor magics by instinct. A trait not uncommon to sorcerors, though not exactly the same. He recommended she be taken to the Athenaeum for more tests and study.
With some trepidation, Gray made it so. Although there were chapters closer, Arcata was taken to Freeport's Athenaeum. There would be less chance of starting rumors and gossip that way, and Gray did not want such things to dog Arcata. Magic outside the auspices of the Church was still in low esteem in some quarters, especially the more conservative nobility. Rumors of sorcery and tainted blood would do neither him nor his daughter any good.
The magic Arcata possessed was like sorcery, and was in fact likely an offshoot of sorcery. Yet, she wielded it with much less effort, needing little time to learn even large numbers of spells, and able to use much more abbreviated motions and gestures to summon the powers. On the other hand, there were limits to what she could accomplish with the magic...it seemed unusually focused for sorcery. More study would be needed...but Arcata had been away from home too long. Promising she'd be back, she and her father returned, and eventually, mostly, let events distract them from what they'd learned. Forgiveable, for events were dire, and proceeded rapidly. An heirless death, and civil war erupted.
Despite his attempts to be neutral, to preserve his own fief, the Duchy was too valuable, too strategic, to simply leave in the hands of an undeclared. Not to mention, there was a great deal of suspicion that he and his family might declare; having a verifiable...if tenuous...blood link. For these reasons and more, Duke Gray was attacked by the most powerful pretender to the throne. In the terrible battles that followed, his sons were slain...one in combat, the other by an assassin. Fearing for Arcata, Gray had her exchange places with one of her maids, and had her flee with a band of other refugees just before the enemy forces broke in and laid siege to the castle. A siege which, as far as Arcata has heard, is now over...the castle captured. With nowhere else to go, Arcata fled to the Atheneaum in Freeport disguised and under an assumed name.
They helped her learn a bit more about controlling her magic, and helped her safely sell some jewelry and get set up in town. She's been working as a server since then, but it hasn't been long. No, not long at all before she got a letter from Brother Egil at the Athenaeum asking for help...
Last edited by Shayuri; 1st December 2007 at 08:27 PM..
Description: Dogrynn is a pretty typical Sibeccai, which in Freeport is not very typical at all. He is a tall humanoid hound with mangy brown short fur covering his body. He is muscular and lean with a long narrow snout. His ears are pointed and larger than those of even the most accentuated elven ears. His face is typically formed into a scowl though a sneer would not look out of place. He has a dark brown marking across his chest similar to a tattoo that has a lot of sharp edges and thin lines. It appears to abstractly resemble lightning. He wears a rough suit of scale mail with ragged leather straps at the shoulders. The scales look worn and poorly cared for. A sheathed scimitar and heavy shield are strapped to his back most of the time.
Personality: Dogrynn is a wanna-be pirate. Despite the fact that his lack of social graces would naturally indear him to most scallywags, his equally poor mental faculties, wisdom, and grace often get him into scraps at many of the local watering holes. In fact he is so often the instigator of such trouble that captains of many of even the worst vessels choose not to hire him. His drinking habit of course makes the point even more so. His hyenna-like laugh though has to be his most annoying trait.
History: Dogrynn has not had the best of times in Freeport. He is naturally capable with the scimitar, and his birthmark grants him abilities that tend to put him ahead of his opponents. The problem is that he makes opponents often. He is actually quite insecure and uses his strength when he feels offended. The one person in Freeport who has treated him kindly is Brother Egil. Brother Egil has always been the one who Dogrynn turns to when he needs help (or food when really down on his luck). In turn Brother Egil has been trying to help Dogrynn realize his independance and increase his self-confidence. Brother Egil is convinced that if Dogrynn were to come about he'd be a kind individual who could really help society out.
Description: Lanky, long-limbed and somewhat gangly, Rikki makes an unlikely thief; his dirty blond hair is generally in some sort of mess, either uncovered or poking out from beneath a weather beaten wide-brimmed hat. His clothes are a bewildering array of styles, but generally all faded noblemen's cast-offs (but with addition of beads, feathers, small animal skulls and such-like.... mostly for effect)
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Quote:
Originally Posted by Cadfan
This is one of those "Woah, step away from the internet" moments for me, when I realize that I'm talking with people's who's grasp on reality is... lets just say, very different from my own.
Background:
The son of one of Freeport’s mercantile families, Aidan Turandal was to learn the family shipping business the old fashioned way: by serving on one of the ships under his father’s tutelage. Unfortunately for his father, Aidan was drawn to the rowdier side of a pirate's life more than to the life of a respected merchant. Aidan was always one to look for a fight or a woman, and if he could have a fight and then woo a woman, so much the better. Determined to teach his son manners, his father forced him to remain in town until his 21st birthday. On his maiden voyage, Aidan shipped out as his father’s apprentice, eager to learn, delighted to finally be at sea, and ready for adventure.
What Aidan didn’t know (because he was too busy fighting and wenching to really focus on his duties) was that the family business was in trouble…serious trouble. Several ships had been raided, cargo was stolen from warehouses, and business partners were severing ties. His father hid the majority of the details from his family and had gambled the future of the business on this run.
Whatever forces were working against the family, however, had planned well. While only a few days at sea, during the chaos of a storm, the crew mutinied. Aidan’s father was slain and the captain as well. Aidan thought he would die with the other officers but the ship capsized in the storm.
Aidan was pulled out of the water by a ship heading to Freeport a week later. The bright-eyed young man who had embarked on the voyage of his life returned home a dark shadow of his former self. He learned that his mother and sister had been murdered two days after his departure.
Aidan has since sold what few belongings he found hidden away that the debt-collectors hadn’t found. Most were curios and tomes his father gathered on his journeys. Aidan sold them to the Athenaeum, but in addition to selling the items, he began inquiring about strange lore, specifically regarding tales or legends of people who succeed in breaking pacts involving the selling of one's soul…
...and at night, when a wench shares his bed, they can hear him murmuring in dream-haunted sleep, "Umberlee".
Hit Dice: 1d8+5 (hp 13)
Initiative: +1
Speed: 30 ft.
AC 17 (+1 DEX, +1 WIS, +1 feat, +4 armour)
* Touch 13, Flat Footed 14.
Base Attack: +0
* Long-sword +4 melee (1d18+3, 19x2.)
* Dagger +3 melee (1d3+3, 19x2)
* Unarmed +3 melee (1d3+3)
* Dagger +1 range (1d3+3, 19x2, 10 ft.)
Special Attacks: Unarmed Strike (1d3+3)
Special Qualities: Favoured Weapon (long-sword), Weapon Defence.
Saves: Fort +4, Ref +3, Will +2.
Abilities: STR 16 DEX 12 CON 14 INT 12 WIS 14 CHA 10.
Skills: Jump [4/STR] +7, Knowledge (arcana, history, geography, religion) [1/INT] all +3, Climb [4/STR] +7, Sense Motive [4/WIS] +6, Intimidate [4/CHA] +4.
Feats: Dodge, Weapon Focus (long-sword), Toughness.
Languages: Native Tongue, Common.
Equipment: Long-sword, Dagger, Chain shirt, journal.
BACKGROUND - Generations ago, the Empire marched into the lands of Hinjo's people. Hinjo's people are brave and hardy. They fought long and hard. They made the Empire pay a high price for every bit of land. But the outcome was always inevitable. Hinjo's people were conquered. Over time, Hinjo's people came to be sought out as bodyguards by many of the great houses of the Empire. Hinjo' people were capable fighters, and they put great weight on person honour and honesty. They were not easily overcome or subverted.
As a young boy, Hinjo loved listening to the stories told by those who had left the hills to serve in the Empire. Hinjo became fascinated by the outside world. He sought out travellers and other visitors, eager to listen to their stories. When Hinjo came of age, he too decided to leave the hills of his people's land. But unlike his father and his older brother, Hinjo chose not to take service in one of the great houses. He wanted to set his own path, to be free to go where he wanted.
His first stop was Freeport - the city where the world comes together. Over the last few months, Hinjo has become something of a regular visitor to the library of Freeport. He has come to make a number of friends among the staff and other regulars, including Brother Egil.
DESCRIPTION - Hinjo stands a little over six feet tall. He is well built. He has an honest, open face. But many fail too see past the furs and braided hair that mark him as one born of the barbarian tribes.
Anton grew up in a large mercantile family with 3 brothers and 4 sisters. His father is a well known and respected importer and reseller of fine spirits except wine. Specializing in high quality whiskey, rum, cognac, brandy, and others.
Growing up, he assisted his father around the store but since he was weaker than his older brothers, he was often given tasks like sweeping, mopping, delivering small purchases to local upper class clientèle, etc. As a boy, when he wasn't busy at the store, he would hang out at the docks listening to stories of adventure on the high seas or going to the local Atheneum to read history books. As he grew older, he convinced one of the sailors to teach him how to use a rapier. Over the course of several months, he took lessons and learned the basics of defending himself with it.
Now, he still yearns for adventure but usually just helps the family with tastings, serving at parties hosted by the nobility, and once in awhile, travels to other lands to obtain stock for the store. He does have a crush on one of the daughters of a local noble family. He hasn't had enough courage to actually ask her on a date. He sees her when he makes deliveries, when she stops at the store, around town, or sometimes at the Atheneum. She is always pleasant to him and smiles and they have nice conversations about politics, the weather, etc.
Last edited by Graybeard; 13th June 2008 at 06:10 AM..
Wilbur Warrington was a quiet and a bit slow-witted child. He didn't have many friends but fewer enemies. His parents were relieved at first that his strange birthmark was not a bad omen...
Then the dreams begun. At first his parents thought them to be common recurring nightmares, and the words he spoke in fever just random sounds. But as the situation become worse they hired a sage to diagnose the strange ailment. The sage didn't know the words, but realized they were from some language. After casting a minor spell to understand the words, he was overwhelmed by the expirience. The only thing he would repeat to the end of his days was: "He is the portal and the key. His dreams will open the mind. There is only one truth."
Shortly thereafter the nightmares stopped. But the child understood. He knew things he never learned and as he grew up he became a devoted cleric of "The Portal and the Key"!
He knows Brother Egil from friendly debates about various topics. In the Athenaeum or in a tavern.
He sees Egil as one of his few friends and is willing to help him in need.
Spellweaving:
You can 'weave together' three spell slots of a given level to create one of a higher level. Thus you can give up 3 0th level slots to cast another 1st level spell.
Conversely, you can 'unweave' a higher level spell slot to give two slots of the next level down. Thus you can give up one 2nd level slot to create two 1st level slots.
Weaving up can be done indefinitely. You can weave three 0th level spell slots, add that new 1st level spell slots to 2 existing 1st level spell slots, weave those three to give a new 2nd level, and so forth.
Weaving down can only be done for one level. The spell energy 'released' is weaker and less stable. Spell slots created by unweaving a higher level spell cannot be unwoven further.
0th level spells cannot be unwoven. 9th level spells cannot be woven. (Neither has anywhere to go!).
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Signature
Hi I'm a comic and rpg nerd. Don't hurt me, please.
Justin Gilbert Muir of Brindinford
Justin †
Male Human Bard
Chaotic Good
A Prince on the Run
Representing Rafael
Basic Stats
Strength 10 (+0)
Dexterity 16 (+3)
Constitution 10 (+0)
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 16 (+3)
Size: Medium
Height: 6’
Weight: 160 lb
Skin: Pale
Eyes: Brown
Hair: Blond
Total Hit Points: 8
Speed: 30 ft.
Armor Class: 12 = 10 +3 [dexterity] -1 [aggressive]
Touch AC: 12
Flat-footed: 9
Languages: Common [native], Dwarven, Halfling
Saving Throws
Initiative modifier: +5 = +3 [dexterity] +2 [aggressive]
Fortitude save: +0 = 0 [base]
Reflex save: +5 = 2 [base] +3 [dexterity]
Will save: +2 = 2 [base]
Attack (handheld): +0 = 0 [base]
Attack (unarmed): +0 = 0 [base]
Attack (missile): +3 = 0 [base] +3 [dexterity]
Grapple check:+0 = 0 [base]
Skills
Appraise 2 = +2
Balance 3 = +3
Bluff 3 = +3
Climb 0 = +0
Concentration 0 = +0
Diplomacy 7 = +3 +4
Disguise 7 = +3 +4
Escape Artist 3 = +3
Forgery 2 = +2
Gather Information 10 = +3 +4 +2 [investigator] +1[easygoing]
Heal Wis 0 = +0
Hide Dex* 7 = +3 +4
Intimidate 2 = +3 -1 [easygoing]
Jump Str* 0 = +0
Knowledge (history) 5 = +2 +3
Knowledge (nobility) 6 = +2 +4
Listen 0 = +0
Move Silently Dex* 3 = +3
Perform (Song) 4 = +3 +1
Perform (Lyra) 3 = +3
Perform (REAL Magic ^_^) 3 = +3
Ride Dex 3 = +3
Search 4 = +2 +2 [investigator]
Sense Motive -1 = +0 -1 [easygoing]
Sleight of Hand Dex* 9 = +3 +4 +2 [deft hands]
Spellcraft 6 = +2+4
Spot 0 = +0
Survival 0 = +0
Swim Str** 0 = +0
Tumble Dex*7 = +3 +4
Use Rope 5 = +3 +2 [deft hands]
* = check penalty for wearing armor
Feats
Default: Deft Hands, Investigator
Bard: Bardic Knowledge, Bardic Music: Countersing – Fascinate - Inspire Courage (+1)
Traits
Aggressive: +2 initiative, -1 Armor Class
Easygoing: +1 on Gather Information, -1 on Intimidate and Sense Motive
Spells
0 Daze, Flare, Message, Know Direction
Spell Rank 0 1 2 3
Daily Use 2 - - -
Equipment
Weapons:
• Rapier
• Dagger
• Sap
Armor: -
Shield: -
Misc Items:
• Bard Outfit
• Royal seal ring of Brindinford (hidden in jacket pocket)
• Backpack
• Bedroll
• Can of oil
• Flint and steel
• 10 meters of rope
• 4 rations
• Bottle of Brindinford wine (originally as a present to Patterson)
• Waterskin (empty)
• Sewing Needle
• Potion of Healing
• Small purse with 50 gold coins
• Candle
Author Background
Justin is, in many ways, one of my “absolute” roleplaying characters, starting with the fact that I have never before played a bard in a d20 game.
He is based on a short description in Necromancer Games’ fabulous “Wilderlands” Boxed Set, while his appearance and personality are loosely drawing on the iconic Final Fantasy IV character,
Gilbert of Muir, world-famous “spoony bard”.
Brindinford, at last, Justin’s supposed home kingdom, is the setting of one of my favourite D&D adventures of all time, WotC’s “The Speaker In Dreams”.
Character Background
Born the crown prince of Brindinford, a small, yet wealthy and thriving pocket kingdom in the southern hemisphere, Justin Gilbert Muir has always felt to be trapped in a golden cage. Bored by the life at his father’s court, and unwilling to enter an arranged marriage, he decided to take his time off and to travel the world before he would concentrate on his responsibilities.
He has come to Freeport in search of his old fencing teacher, the old veteran adventurer Patterson,
But found that Patterson and his family have precisely this year moved back to Brindinford.
Rather frustrated, but not unhappy, Justin decided it was time to explore “pirate life” a bit…
While certainly still a bit naïve, Justin is smart enough to hide his royal heritage with simple clothes; he’ll reveal his princely status only to people that have earned is uttermost trust.
Sourcebooks used for Character Creation
• Player’s Handbook, WotC.
• Unearthed Arcana, WotC.
Name: Logan Artimus of Seven Towers (born in Dyvers)
Race: Human
Player: Neurotic
Classes: Trunamer 1
Hit Points: 10 (8+CON)
Experience: 0 / 1000
Alignment: (would be) Lawful Good
Vision:
Speed: Walk 30 ft.
Languages: Common, Draconic, Dwarven, Elven plus Ancient and Orcish
Stat Score Mod Pts
STR 10 (+0) 2
DEX 12 (+1) 4
CON 14 (+2) 6
INT 16 (+3) 10
WIS 12 (+1) 4
CHA 14 (+2) 6
--------------------------
32
Current Truespeak DC = 11 (10 + CR)
Current Level Check = 1d20 +1 (level) +3 (INT) (+1 1/day (Godtouched)) = 1d20+4 (5)
God Touched (Deneir):
Once per day, while performing an act related to one of your deity's portfolios, you can call upon your deity as a free action and gain a +1 luck bonus on any one die roll.
-------------------------- Traits ----------------
Absent minded +1 Knowledge -1 Spot/Listen
Specialized (alchemy) +1; -2 to all other craft checks
------------------------ Description -----------------------
Height: 5' 6" Weight: 146 lbs. Gender: Male
Eyes: Bright green Hair: Black, sideburns Skin: pale
Dominant Hand: Right Quirks:
Speech style: enunciates very clearly, speaks studiously
Quotable:
DESCRIPTION
This wiry bookish man stares intently into you and just as you become unconfortable under scrutiny he lowers his gaze and smiles amiably. His square set hair and sideburns reaching down under the ears and hooked narrow nose give his visage sharp look that softens considerably as he smiles. His eyes sparkle with unsatiable curiosity about the world around him, wide forehead hinting at inteligence.
He wears tan-white tunics and medium length cloaks of bright crimson. He has (holy) writing kit, a triangular leather belt pouch filled with parchment, ink, and quills.
Background
Logan is innkeeper's third son with no inheritance rights (father Valas Barrow, Inn Grounded Anchor in Dyvers) so he apprenticed himself to local library as scribe. All was well, he was tested for magical aptitude by local priest of Deneir, brother Garrou, and local mage Estephan Caullas, and showed no magical ability. He was, however, devotedly religous taking teachings of Deneir to heart. He read practically whole library, until one day grey cloaked figure exited from one archway Logan until that moment considered only ornamental. This was his introduction to Deneir scribes, he was taken to see Portal of Written Word at Seven Towers and initiated into search for Metatext learning first sylables of True Language.
The man that emerged was and elf, Avaldunir of the Purple Eye, Namer of Oghma, well known in towns and villages south of Dyvers and he just started for the Capital and is passing by. So Logna went with old elf, first to the Capital and then back toward mountains. Up they went into the hidden valley. There they spent Logan’s first year as student of Oghma. Late in the summer they went back to see his parents. When he and Avaldunir returned they went even further into the mountains, all the way to Iron Dragon Temple, hidden stronghold of Deneir. Front was of course Oghma’s temple for those seeking enlightenment in solitude.
Inside, Logan's curiosity bloomed. At first he was fazed with inventions of Gond, but soon came to understand that true knowledge was information. Also, ability to communicate with many different people in their native languages was important as people tend to share more when speaking with someone in their language.
Thus, Logan learned old languages from the library and from older monks and dwarven from dwarven guards and merchants frequenting the old monastery. He never forgot elven from his first teacher.
Several years into his training he was initiated as Glyphscribe. Now, he is Glyphscribe well versed in the ways of Oghma as is needed in the Empire, but yearning for information as Deneir's student.
Deneir
Deneir is the scribe of Oghma and thus his right hand. In many works of art he is depicted as an old wise man with long white beard. He is the keeper of all knowledge. It is also said that he knows everything ever written and all secrets are open to him. He favors riddles as excercise for the mind, but dislikes obscuring knowledge. He recognizes that some knowledge shouldn't be public, but destroying it is out of question.
Priests of Deneir wear tan-white tunics and golden circlets bearing Deneir's symbol on their brow, and medium length cloaks of bright crimson. Deneir's priests also wear a holy writing kit, a triangular leather belt pouch filled with parchment, ink, and quills.
1st includes Lucius: Lucius came to Assembly while he was still semi-normal looking for same knowledge he did in Athenaeum. His search area brought him in contact with young history student that served there and they became, if not friends, then good collegues. They discussed things and at times when Lucius obsession relaxed a little he even talked about brother Egil and his job at the library.
He left and Logan continued his search...now, Logan either found out some detail(s) that thinks might interest Lucius or even bring him in danger and as he always wanted to visit Athenaeum he uses it to come to visit and finds out that Lucius is missing.
2nd is more direct: he came to Athenaeum to study (and procure some secret info if possible) and ended up working for brother Egil. They became friends as Logan was always kind of outcast as he was from competing academy and not all scholars like having him around. Add to this his constant glaring at people and he is prime candidate for brother Egil to befriend
Last edited by Neurotic; 23rd October 2008 at 09:00 AM..