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.
Dr. Si's Curse of the Crimson Throne - Beta Group RG
Rogues Gallery for the Beta group
(Ambrus, Neurotic, Mowgli, Holyman)
__________________ New from The Lazy GM: Savage Creatures. 40 monsters, hundreds of stat blocks. The Lazy GM Series. Pre-generated monster stats for the discerning adventurer. The World of Conclave. Innovative (and free) webworld for d20.
CG Tiny fey (dragonblood) Init +3; Senses Low-Light Vision, Perception +6 Languages Common, Halfling, Varisian, Sylvan ––––––––––––––––––––––––– AC 17, touch 15, flat-footed 14 (+3 Dex, +2 nat. arm., +2 size) hp 45 (3d8 HD) Fort +6, Ref +5, Will +3 +1 bonus on saving throws against paralysis and sleep ––––––––––––––––––––––––– Spd 10 ft.; Fly 30 ft. (average) Melee dagger +1 (1d2) Ranged sling +6 (1d2) Base Atk +1; CMB -3; CMD 10 Special Attacks breath weapon
(15-ft cone or 30-ft line of fire; 2d6 damage; Ref DC 14 half) ––––––––––––––––––––––––– Abilities Str 6, Dex 16, Con 16, Int 14, Wis 10, Chr 15 SQ endure exposure (least inv.), draconic knowledge (least inv.),
frost breath (breath effect), scales +2 Feats Dragontouched, Entangling Exhalation, Metamorphosis Traits Unhappy Childhood (Tortured) Skills Diplomacy +7, Fly +11, Knowledge (arcana) +12,
Knowledge (dungeoneering) +12, Knowledge (engineering) +8,
Knowledge (geography) +8, Knowledge (history) +12, Knowledge
(local) +13, Knowledge (nature) +8, Knowledge (nobility) +12,
Knowledge (planes) +8, Knowledge (psionics) +8, Knowledge
(religion) +12, Perception +6, Sense Motive +4, Spellcraft +12,
Stealth +13, Use Magic Device +7 Gear explorer's outfit, bell, 5 candles, chalk, charcoal, fishhook,
3 flasks (3 lb.), 3 flasks of alchemist's fire (3 lb.), 3 flasks of holy
water (3 lb.), flour (1 lb.), manacles (2 lb.), ring of keys, sewing
needle, 5 sheets of parchment, scroll case (0.5 lb.), signal whistle,
50-ft. of silk rope (5 lb.), sun rod (1 lb), 5 med. trail rations (5 lb.),
med. waterskin (4 lb), 5 med. alchemical silver longbow arrows
(0.75 lb.), 5 med. cold iron longbow arrows (0.75 lb.), 5 med.
alchemical silver heavy crossbow bolts (0.5 lb.), 5 med. cold iron
heavy crossbow bolts (0.5 lb.), 2 med. alchemical silver daggers
(2 lb.), 2 med. cold iron daggers (2 lb.), Zalara's Harrow deck,
Ioun stone (dull gray) of continual flame, wand of acid splash
(26 ch.), wand of cure light wounds (46 ch.), handy liripoop of
holding (3 lb./60 lbs./6 cu. ft.) ––––––––––––––––––––––––– Treasure 0 platinum crowns, 15+100 gold sails, 36 silver shields,
56 copper pinch, miniature gold crown (350 gp) Experience 3,450 ––––––––––––––––––––––––– Height 16-in. Weight 11 lbs
Appearance
Barely knee high to a human, Dj'hân appears as a young halfling boy, roughly ten or twelve years of age. The bedraggled guttersnipe has large blue expressive eyes and tousled russet hair, usually covered by a floppy red cap. Although smooth and unlined, his face is often smudged with dirt or grime. A soft rounded chin and small mouth that dimples at the corners completes the appearance of cherubic innocence. Dj'hân's clothes are somewhat mismatched and threadbare, though still serviceable. His oversized linen tunic is a dirty off-white, and his loose drably colored breeches are patched at the knees. In addition, the street urchin has a sturdy leather jerkin, light slippers, a cloth belt, fingerless woolen gloves and appears unarmed.
Entangling Exhalation
[BREATH]
You can use your breath weapon to create an entangling
mesh of energy. Prerequisite: Dragonblood subtype, breath weapon. Benefit: When you use your breath weapon, you
can choose to enmesh all creatures in its area instead of
producing its normal effect. Your breath weapon deals only
half its normal damage; however, any creature that fails its
save against your breath weapon becomes entangled and
takes an extra 1d6 damage, of the same energy type as
normally dealt by your breath weapon, each round at the
start of your turn. This effect lasts for 1d4 rounds.
If your breath weapon doesn't deal energy damage,
creatures damaged by the initial breath are still entangled
but don't take additional damage on later rounds.
Name: Edmond 'Deathwish' merCauthon
Race: Human
Player: Neurotic
Classes: Duskblade 3
Hit Points: 31
1st: 12(CON)+1(CON bonus)+8(class max) +1 (favored class) Hit points for 2nd level (1d8+1=5) +1 (CON) Hit points for 3rd level (1d8+2=3)
Experience: 3055
-- level after defeat of Lamm
-- bonus 200 XP for bringing Verrik and others alive
-- bonus 200 XP for one-on-one combat on SpiderKing's ship
-- reward 265 XP for getting love letters of Chelaxian ambasador
-- reward 300 XP for getting Trinia Sabor to safety - 3rd LEVEL
Alignment: Chaotic Good
Speed: Walk 30 ft.
Languages: Chelaxian (Common), Elven, Thassilonian(Old Tongue), Draconic
Stat Score Mod Pts
STR 18 (+4) 10 (+2 racial)
DEX 14 (+2) 5
CON 12 (+1) 2
INT 14 (+2) 5
WIS 10 (+0) 0
CHA 8 (-1) -2
--------------------------------------------------------------------------
Total 22-2
Total / Touch / Flat Footed
AC: 15/ 12 / 13
Initiative: +2
BAB: +3
Melee to hit: +7
Ranged to hit: +5
Harrow points 1 Dexterity Rerolls: Spend a Harrow Point to reroll any one
Initiative check, Reflex save, attack roll modified by Dexterity, or
Dexterity-based skill check. You must abide by the new result. You can spend another point to re-roll again.
Dodge Bonus: Spend a Harrow Point to gain a +1 Dodge
bonus to your Armor Class for one encounter. You can use both points to add +2.
Speed Increase: Spend a Harrow Point to increase your
base speed by 10 feet for one encounter. You can only spend one point per encounter in this fashion.
Combat Stats
Unarmed attack:
to hit: +7
damage: 1d3+4
critical: 20/x2
Guisarme (Deathwail)
to hit +7
damage 2d4 +6
critical 20/x3
Full Power attack: 2d4+12
Ivory scrimshaw kraken – 200 gp (sold)
Vial of Silversheen – 125 gp (sale price)
Garnet necklace – 100 gp (sold)
Edmond's signet ring – 2.5 gp (sale price) - NOT FOR SALE
3 flasks of acid – 15 gp (sale price) - 2 sold
TOTAL: 330
House renovation: 500 (until now) - 1100 more to go
Urchin upkeep: 300 (until now) - 100 more to go - this represents initial spending to get them clotched, fed etc...later it's only upkeep
Spells known: 4/3 0th level
Acid Splash (std, close, no ST, 1d3),
Disrupt undead (std, close, no ST, 1d6),
Ray of frost (std, close, no ST, 1d3),
Touch of Fatigue (std, touch, F neg, 1r/lvl, cannot run nor charge, takes a –2 penalty to STR and DEX)
1st level
Color Spray (std, 15' cone, Will neg, Unconcious 2d4r; Blind 1d4r; Stunned 1r (2- HD; 3-4HD, 5+ HD progressively lesser effect)
True Strike (std, caster, +20 insight to hit, no miss chance),
Chill Touch (std, touch, 1touch/lvl, deals 1d6 points of NE damage.1 point of STR F denies; undead no damage, panicked for 1d4+1/lvl rounds, Will denies)
Shocking Grasp (std, touch, no ST, 1d6/lvl) - +3 to hit opponents in metal armor)
ToDo:
Magic Weapon (std, touch, 1r/lvl, +1 enchantment),
Resist Energy (std, touch, 10min/lvl, DR 10 vs. energy),
------------------------ Description -----------------------
Height: 5' 7" Weight: 165 lbs. Gender: Male
Eyes: Blue
Hair: Long, blond, braided
Skin: Pale
Dominant Hand: Right
Quirks: feather allergy, melancholic
Speech style: sad, grave voice
Skinny, wiry man, wearing black studded armor and guissarme with black shaft and red blade. His blond hair is long tied in elaborate braid. Face is drawn with three red drops tatooed under left eye. The jaw is framed in thin beard.
History
Edmond Deathbane was born into forgotten noble family turned merchants for money and then ruined by amoral competition using less then honorable methods. For as long as he can remember he was poor and perpetually on the verge of starving. Finally, they really started starving as his parents will to live broke and they stopped even trying. They lived off streets, begging (Edmond more then they) and picking up scraps. One night in the middle of the winter, Edmond woke up; unable to feel the warmth of his parents he slept between. He still felt the bodies, but no heat. Fearing the worst he threw blankets off and lighted a lantern. His parents stirred and then rose, eyes shining yellow in the light, faces contorting in parody of smile, sharp teeth visible with long tongue licking cracked lips. “Come, son, come to your mom.” one of new ghouls called.
Terrified beyond belief, Edmond bolted through the sewers that were his home for past several years and didn't stop until he was outside, shivering on the snow under clear winter sky. Finally, practically dead from fear, exhaustion and cold, he stumbled into Little Lamms orphanage. Only thing he retained was old signet ring of his family crest showing anchor balancing the scales.
It went well for some time, until Lamm learned that he was child of noble parents (even destitude). He tortured Edmond to tell him where is his family secret cache and to lead him down into the sewers to hidden treasures of lost civilizations Lamm believed Edmond knew because of his life under the city. That went on for several days until finally Lamm was convinced that Edmond knew nothing. By that time he was on the brink of death, but he lived.
His will to live proved stronger then shock of loosing everything, his parents were burden for him as they didn't want to live anymore, but he sustained them out of love. Now that it was taken away in worse possible way, he took to helping others avoid same fate. He grew up strong, his intimate knowledge of sewers and less reputable parts of town helping ferret out any threat to poor that might have appeared.
In the orphanage he learned the value of group effort. He was never good with others, partially because he felt different, partly because he was strong AND smart, something both orphanage bullies and smart kids resented. Edmond used his strength to protect latter from former, but only rarely would he get the thanks he felt he deserved.
He grew up lonely and hurt, his frustration pent up and only rarely would he let it out in fighting bullies or occasional cruel citizen that hurt one of "his" mates. He learned how to read and write and would spend hours in public library (that is, when he wouldn’t prowl back streets searching for trouble). He would help in orphanage when he was there, but he preferred quiet solitude of library.
As he was nearing his 15th birthday on his way back to orphanage he spotted an older priest in a side ally surrounded with young thugs he knew from the streets, leader of which was Esteban ‘Backbreaker’ Soller. He challenged them with his usual club in hands, but was overwhelmed. As he was thrown down his frustration finally blew in display of magic and next kick that came his way was met with glowing hand touch that drained all strength from the kicker.
The hand immediately re-glowed and thugs soon found their courage shattered and ran. All except the one touched earlier. Edmond got up, more confused then hurt. He was helped by old priest he saved and on his urging waited for guards to arrive. Edmond’s hand stopped glowing after fight was finished and he felt suddenly exhausted. Old priest (holy brother Benjamin Flamebearer) explained the situation to the guards and lead Edmond to his temple.
Once there he explained now worried youngling that displays of magic in public are dangerous business and that he needs to be tested for heresy and possesion. At this time, Edmond decided he had enough and tried to get away, but temple guards stopped him. Soon he was tested and it was concluded that his magic came naturally. Given his physique he would be more fit as a soldier, but as magic users need to be trained he was taken to a tutor instead. As they were kinder and offered more in ways of learning, Edmond remained within church and grew strong in the Light.
For a year he studied magic under Sargath the Slow, an old sorcerer prone to long theoretical discussions. According to his tutor, he was hopeless as a sorcerer as he could not unlock any more spells that he tried to teach him. He was also constantly harrased by Lamm as "nobody leaves Lamms orphanage" and he avoided going out alone.
Luckily there was a knight supervising soldier training that had some experience with combat magic. He contacted his superior and Edmond was soon transferred to an outpost little out of the Korvosa. He was told that he will receive training in how to best use his magic in combination with melee combat. This training was done by elven sword master. After additional two years of martial training he was sent on a mission of escorting his prelate Julius Brightshield back into Korvosa. Now accomplished soldier, Edmond is eager to test his mettle against any and all opponents he might meet.
He also eagerly awaits new encounters with thugs of backstreets, quite sure that at least ‘The Backbreaker’ harbors a grudge and that Lamm will remember him and try to make him pay for his "desertion".
In the church he learned a lot about undead and knew exactly what befell his parents. They are probably destroyed by now, but he knows not for certain. All he knows is that he will do his utmost best to prevent that from happening to others. He will spend his money on poor, bring children to orphanage and kill undead on sight. For that purpose he always carries some holy water and things needed for last rites in addition to his usual guissarme. Also, he carries one or two sweets when child needs to be mollified enough to come with him. He learned a lot, but most of it is focused into killing things instead of spreading knowledge.
Edmond is very young man that has seen horrors fit for much older soldier. He is considerate and gentle only toward children and very old people. All others receive gruff front or outright violence depending on situation. Special hatred in his heart is reserved for undead although he didn’t have any encounters with them since his parents’ death. After being promoted to soldier of Light he tattooed three blood red tears under his left eye.
He is lean from his years of food deprivation, but strong. Hunger left him little bit on the ugly side as his shoulders are little bit stooped and his face drawn taut. He tries to mollify this with thin beard framing his face and long hair.
Last edited by Neurotic; 14th October 2009 at 02:17 PM..
Reason: Level up, 3rd
Feats:
Overhand Chop (Double strength bonus for 2 handed attacks rather than 1.5)
Equipment: (Starting Gold 105gp) 4 GP Remaining
Greataxe (-20)
Scale Mail (-50)
Throwing Axe x 2 (-16)
Adventuring Gear (-15)
Background Story
Don’t run off with the Shaman’s daughter. This should be an axiom for the barbarian tribes of the Cinderlands, unfortunately, Thorson hadn’t been gifted with an overwhelming amount of self-preservation. His folly was compounded by the fact that the lady in question was underage, part of an arranged marriage, and the shaman in question was the real leader of the tribe, the chief was merely a pawn. Worst of all, Thorson wasn’t even a member of the tribe, he was a wandering nomad who’d been run out of his birthplace with the orcs for not being green enough, and a little too pretty. As a result he’d fought his way through the Cinderlands, building his reputation, skills, and pride.
It was pride and lust that drove him to seduce Kayla, but it was love that slowly emerged. When his welcome with the tribe began to fade and her father began to suspect, the two made off and experienced a harrowing journey on their way to Korvosa in their efforts to discover a life without quite so much superstition and constricting tradition.
Once in Korvosa, Thorson found that in order to provide for his woman he would have to find honest employment, keeping her off the street was important as her exotic beauty was often looked at and appraised. He knew what that might lead to if he and she both weren’t careful. Thorson started working as a bouncer down at an inn at the docks, but a frequent patron, a dwarven smith by the name of Rorthim witnessed his strength and straightforwardness, and since he was lacking competent employees, offered Thorson a job pumping the bellows and doing the heavy lifting down at the smithy. Thorson accepted the job and worked hard, appreciating the dwarf’s lack of prejudice and fairness. Their working relationship was good as Thorson finally found a superior that he could respect, one who even taught him a little bit more about the proper way to use an axe.
One evening Thorson got home very late after a rush order of wrought iron fencing materials had to be completed and found Kayla missing, there was evidence of a struggle and blood on the floor. He followed the trail out into the alleys of the ghetto in which they lived only to find her body several blocks away. There was further evidence of a fight and she was missing the one piece of jewelry that she wore, a single earring. Thorson flew into a rage and in his wake the city guard arrived and made his acquaintance. He wasn’t in the clink too long as Rorthim made his bail, but from then on, he was a darkened, brooding man, given to long intimidating stares and searching through various fence’s goods.
After more than a month of visiting pawn shops when he wasn’t working, he found the earring. Unable to match the price (500gp) he settled for the moment instead on finding out where it came from. The fence could only reply with “Gaedran Lamm.”
Now all he had to do was find the bastard, after that, hang him by his ankles from the smithy roof and find out how long he would last with all those pieces of hot, sharp, metal.
__________________ Recovering from lack of role-playing.
Looking for a D&D game in Kona!
Str: 8 (-1) (Light Load: 26 or lighter, Medium Load: 27-53, Heavy Load: 54-80)
Dex: 14 (+2)
Con: 12 (+1)
Int: 12 (+1)
Wis: 10 (+0)
Chr: 19 (+4)
Fort: +0+1=+1
Ref: +0+2=+2
Will: +3+0=+3
HP: 22
Init: +6
BAB: +1
Melee: +0
Ranged: +3
Dagger: 1d4-1(19-20x2) 10ft. Piercing or Slashing
Skills
Spellcraft: +2+3+1=+5
Bluff: +2+3+4+3+2=+14
Appraise: +1+3+1+3=+7
Diplomacy: +2+4=+6
Intimidate: +1+3+4=+8
Perception: +0 no ranks(+2 sight or sound)(+2 and +4 respectively when familiar is within arms reach)
Abilities
Low-light Vision (see twice as far as humans in poor illumination)
Keen Senses (+2 bonus on sight and sound based perception checks and chances to find hidden doors by passing within 10 ft)
Elven Immunities (immunes to magic sleep and +2 to saving throws against enchantment spells or effects)
Elf Blood (I'm two great things in one....an elf and a human)
Languages - Common, Elven, Draconic
Save DC
0th: 14
1st: 15
Spells Per Day
1st: 5/5
Spells known
0th: Detect Magic, Dancing Lights, Prestidigitation, Ray of Frost, Mage Hand
1st: Charm Person, Colour Spray
Inventory
5pp 61gp(Gold Sails) 32sp(Silver Shields) 53 cp(Copper Pinch)
3x Gold Ingot (100gp ea.)
Wand of Magic Missle Level 1 22 charges
Dagger
Thunderstone
Silver Lover's Ring (150gp)
Adamantine Arrowhead (30gp)
Signet Ring
Scholar's Outfit
Belt Pouch
Small Steel Mirror
Signal Whistle
Backpack
Journal (half full of poor drawings and worse poetry)
Ink 1oz. vial
Inkpen
Familiar:
Raven (Speaks Common) Named Edward.
Edward
Raven
Tiny Magical Beast
Hit Dice: 2
HP: 11
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 15 (+2 size, +2 Dex, +1 Nat.), touch 14, flat-footed 13
Base Attack/Grapple: +1/–12
Attack: Claws +5 melee (1d2–5)
Full Attack: Claws +5 melee (1d2–5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, Alertness(for master), Improved Evasion, Share Spells, Empathic Link
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Skills: Perception +5 (+2 visual), Fly +5, Spellcraft +3, Bluff +3, Appraise +2, Diplomacy +0
Feats: Alertness, Weapon Finesse
Lynn paused to reflect a moment on the unusual life that had brought her to this point. If someone had told her a month ago she would be hunting down a crimelord she would have laughed in their face at such a flight of fancy, but here she was doing just that. That bastard Lamm would pay for what he had done to Brenner if she had anything to do with it.
She had met Brenner around a year ago, while attending an opening of an art exhibition. It had turned out that they had a lot more in common than she had ever had with anyone else, not that they really shared any kind of background, but rather a common distaste for the regimented and disciplined nature of their mother city, a kindred spirit he was.
Brenner had brought her into a new and exciting social circle, where the lines of class blurred, and her mixed blood was a virtue, not a sin. Here rebels and rowdies, academics and artists rubbed elbows, pontificating on revolutionairy ideas and the evils of the establishment over pints. Amoung these actors, writers, iconoclasts and rebel students she found a connection she never had before.
Lynn had always been a lonely person, her mother had died during childbirth and had taken the name of Lynn's father with her to the grave. All she had to know either of them by was a locket that wouldn't open. It had been given to her mother by her elven lover and she had made it her dying wish that it be passed on to Lynn.
Lynn had always been lonely, but never unlucky. For many who had been brought into the world in her situation things could have been much worse, but she was not without compassionate relatives. Her mother had been a member of a minor noble family, the family d'Arches. Her Aunt Ophilia raised her along with her own children and she was never withheld any of the privileges that might belong to those more properly born to her
station. Despite all this, she never probably felt a part of the household, it was painfully obvious she was different from all the rest of her relatives. In society she was followed by a trail of gossip, in her wake a bevy of questions as to which of those randy elves might be responsible for this poor child.
Lynn looked down at the back of her hands and swore softly to herself. The Varisian blood that muddied the veins of the d'Arches family was plain to see in her dusky complexion and she knew her elven heritage wasn't any less obvious. And there was something else, maybe others couldn't see it, but she felt it in her bones and in her blood, some "other" thing. Just what was she? Lynn felt like a piece that didn't quite fit into the puzzle, and now the one person who had helped her forget that terrible thought needed her help.
Brenner had owed Lamm money. It had been a foolish thing to do, to take money from that evil man, but it had been done. Had she known, Lynn would have lent him the money herself. When Brenner couldn't pay back the loan, that's when it all started to go wrong. Insensed that the loan couldn't be repaid in full on demand, despite prior arrangements Lamm had sworn revenge. Three days later Brenner had been brutally pulled from his home by a group of Hellknights. An old man, a shop keeper, had been murdered and robbed and a witness had placed Brenner at the scene. The witness had been a man named Kleys, a mediocre painter and two-bit shiver addict. It was a ludicrous charge of course, Lynn had been with Brenner the evening in question, it simply wouldn't have been possible. She had
confronted Kleys, and with a little cleverness of the tongue he had spilt the dark of it.
Kleys never made it to court to recant, when he did turn up it was face down in the river. After that the case crumbled, but it was too late, Brenner had been ruined. The University had kicked the promising young writer out, and society now gladly closed its doors to him. Lynn's faith in him had never wavered, she felt him the closest thing to a brother she had ever had, but this was too much even for the forgiving d'Arches family. She had been told to leave until she became of a right mind of the situation and quite
herself of such riffraff and dragging the rest of her family through the mud with her.
Shaking her head, Lynn brought herself back to the task at hand. She would find Lamm and she would make him confess. After everything Brenner had done for her, she owed him this. With that thought she launched herself back into the still thick foot traffic and disappeared into the crowd and fading light.
__________________ Oni
"Each man, one way.
Each horse, one stance.
Each church, one buddha.
Each master to his own technique."
HP: 33/33 AC: 16 AC(T): 16 AC(FF): 13
Init: +06 ST(F):+04 ST(R):+05 ST(W):+07
BAB: 01 CMB:+01 CMD:+13
Weapon Attack Damage Critical Special
Empty Hand +3 1d6 20/x2 +2 Flurry of Blows
Nunchaku +3 1d6 20/x2 +2 Flurry of Blows
+2 CMB Disarms
Crossbow (Heavy) +3 1d10 19-20/x2
Celestial Bloodline Powers:
* Heavenly Fire: 1d6+3 Ranged Touch Attack (30') (7/7 per Day)
(Damage vs. Evil, Heal Good 1/Day Each)
Spells:
Cantrips First Level (4/4 per Day)
* Prestidigitation * Chill Touch
* Read Magic * Mage Armor
* Resistance
* Touch of Fatigue
Background/Appearance
Silken hair the color of spun gold; eyes the dark blue of deep ocean but shot thorugh with silver; skin the hue of milk with just a hint of chocolate. Manachan was a sensation among his much darker Varisian clan - plainly proof that their kapenia showed true and that their line was descended from divinity.
The Aingeali clan claims descent in direct line from Irori himself, though the claim has been disputed by many. The birth of Manachan, with his very unusual coloring, has been taken as proof by his parents and others of the clan. In many ways, the young man had a charmed childhood.
However, the pressure on him to live up to his ancestor's divine example has been tremendous, and has led to great internal conflict between the wild ways of his nationality and the discipline espoused by his perfect ancestory. In an effort to resolve this conflict, Manachan left his clan at the age of 13 to enter a small monastery devoted to Irori. He has spent the last four years there, training relentlessly and learning that the path to perfection requires, for him at least, a balance between freedom and discipline, and carefully maintained contradiction between his clan's nature and his ancestor's teachings. Adding to his difficulties, about a year after entering the monastery his sorcerous abilities manifested. The instinctual nature of his magic disrupted even further the strict discipline required by the teachings of the monks.
Now 17 and finished with his studies at the monastery, Manachan has found that balance and been released into the world to continue his struggles toward perfection. A confident, outgoing young man with an easy humor and tremendous abilitiy, he has found it fairly easy thus far to make his way.
Now at loose ends and with no instruction other than to find his own way to pursue his perfection, Manachan resolved to return to Korvosa - he had met a young scholar (Edmond) there on one of his errands for the monastery and they had struck a fast friendship. He was facinated with the life of the sprawling city and decided that learning more of it would provide him some valuable lessons for his path.
Manachan dresses in dark, smoky oranges and forest greens, typically wearing a narrow kilt like wrap from the waist down and either going bare chested or donning a simple tunic - depending on weather and social requirements of his current location. He keeps his hair tied in a ponytail. Other than eyebrows his body is completely lacking secondary hair. He wears his bata strapped to his back, along with his crossbow. All of his other belongings he carries in a sack - to be dropped at a moment's notice in case of a need to defend himself.
Name: Brindom Towar
Class: Cleric
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Erastil
Str: 10 +0 (00p.) Level: 3 XP: 3000
Dex: 16 +3 (05p.) BAB: +2 HP: 41 (13+2d8+2+3+2)
Con: 13 +1 (03p.) CMB: +2 Dmg Red: none
Int: 10 +0 (00p.) Speed: 20' Spell Res: 0%
Wis: 15 +2 (07p.) Init: +3 Spell Save: 12+spell lvl
Cha: 14 +2 (05p.) ACP: -6 Spell Fail: n/a
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +2 +3 20
Touch: 13 Flatfooted: 17
Base Mod Misc TotalFort: 3 +1 +4
Ref: 1 +3 +4
Will: 3 +2 +5
Weapon Attack Damage Critical Range
Longbow +7 1d8 x3 100'
Short sword +2 1d6 19-20x2 ---
Dagger(melee) +2 1d4 19-20x2 ---
Dagger(thrown) +5 1d4 19-20x2 10'
Languages: Common
Abilities: Arua(lawful good), Spells(may not cast Chaotic or Evil spells)
Channel Energy(positive) 2d6, Domain Powers(domains are Community and Good),
Spontaneous Casting, Orisons, Bonus Languages, Human Traits: +2 to any one
ability(DEX), +1 Skill Rank at 1st lvl and every lvl thereafter, Favored
Class= Cleric
Feats: Toughness(lvl1), Point Blank Shot(human bonus), Prof. with all Simple
Weapons, Prof. with all armors and shields(except tower shields), Martial
Weapon Prof.(longbow), Martial Weapon Prof.(short sword), Weapon
Focus(longbow)
Skill Ranks/lvl: 2+1/lvl Total Ranks: 11
Skills Ranks Mod CSB Misc Total
Know(religion) 2 +0 +3 +5
Know(history) 1 +0 +3 +4
Craft(fletcher) 1 +0 +3 +4
Diplomacy 2 +2 +3 +7
Heal 1 +2 +3 +6
Sense Motive 3 +2 +3 +8
Concentration 0 +1 +0 +2 +3
Perception 1 +2 +3
Domain Powers: Community: 1st lvl- Calming Touch(Su), may touch a creature as a
standard action to heal the target of 1d6 pts. of non-lethal damage +1 pt./caster
lvl: This touch also removes the fatigued, shaken, and sickened conditions (only)
Good: 1st lvl- Touch of Good(Su), can touch a creature as a standard action giving
it a bonus to a single attack roll, skill check, ability check, or saving throw
equal to caster lvl; thi bonus lasts 3 rounds or until used- once a creature has
benefited from touch of good, it can gain no further benefit from this ability
for 1 day
Spells/Day:
Orisons: 4
1lvl: 3 + 1
2lvl: 2 + 1
Equipment: Cost Weight
Taveler's Outfit 0gp 0lb
Breatplate 200gp 30lb
Shield,heavy steel 20gp 15lb
Longbow 75gp 3lb
Quiver 1gp 3lb
-arrows(20),masterwork 120gp ---
Short Sword 10gp 2lb
Dagger 2gp 1lb
Holy Symbol,silver 25gp 1lb
Spell component pouch 5gp 2lb
Backpack 2gp 2lb
-hooded lantern 7gp 2lb
-trail rations(4days) 2gp 4lb
-waterskin 1gp 4lb
-sack(empty) 1sp .5lb
Belt Pouch 1gp .5lb
-flint&steel 1gp ---
-oil(2flasks) 2sp 2lb
-whetstone 2cp 1lb
-potions(2)(clw:1d8+1) 100gp .5lb
Total Weight:73lb Money: 252gp 5sp 8cp
Lgt Med Hvy Lift PushMax Weight: 33 66 100 200 500
Trait: Unhappy Childhood (religious)
Age: 21
Height: 6'00"
Weight: 175lb
Eyes: brown
Hair: brown
Skin: light
Appearance
Brindom is an average Chelish adult, of average build and
hair/eye color. He has no remarkable marks or destictions which he is just fine
with as this may lead to people of the guard not remembering him.
Background
Born the son of a Korvosan Guard, Brindom's mother died at child
birth and his father died years later out on a patrol. Raised and trained to become
a guard, Brindom's hopes were dashed the moment he met Gaedren Lamm. While still young Brindom
would run the streets when givin the chance with the "Little Lamms" though he did not know
who they were. He spent time talking to Gaedren telling him all about his life at the barracks.
Till his father caught him talking to Lamm and put an end to it. A few months later Brindom's
father died and the guard took Brindom in as their own. He again encounter Gaedren a few years
later and struck up what he thought was a true friend, but one day a patrol was ambushed and
after capturing a few of the thugs it was found out someone was leaking informtion about the
Korvosan Guard to the underbelly of the city. Captain Pike's investigation turned up Brindom as
the turncoat. Since he was not old enough to be a guard yet their was nothing they could do to
Brindom official, but turn him out. Angry Brindom went to confront Gaedren, but that was a terrible
mistake and the young man bearly made it out alive. His pendant givin to him by his father was broken
much like Brindom's spirit, he lay in an alley wanting to die. It was an old priest that found Brindom
near death and took him up, and back to the temple to teach him about community, family, and helping
others.