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.
Light Load < 50lbs Medium Load 51-100lbs Heavy Load 101-150lbs
Description
A tall skinny looking Half Elf wearing a dark gray monk's outfit. Ti has a round face, slopping brown eyes and a short wide nose. However, his most prominent feature is his hair, which is dark orange worn in a Mohecan cut.
Background
Ti does not know his parents. All he knows is that his mother sold him into the service of the Di-Chan order when he was a baby. From that day until his 23 year, Ti was cloistered in the Di-Chan monastery,
perfecting his art and skills.
To give the novice experience of the world outside of the monastery, they are taken to town near the monastery during the final year of their novitiate. There they are given a series of tests. These tests always take the same form, the novice has to follow someone for 24 hours and then use his diplomacy skills to determine what the target was doing.
Ti was given three of these tests:
In the first test, he fell for the charms of a pretty young whore and totally blow it.
In the second test, Ti was introduced to drinking and gambling and woke up in the gutter broke and hung over. He latter found out that his hair colour had been permanently changed to orange.
By the time of the third test, Ti had become a little more streetwise and managed to ignore the various temptations that where put in his path and completed his mission.
Shortly after his third test, Ti was initiated in the Di-Chan order and was told to go out in to the world and perfect his art.
Starting from his home on the Tian Xia continent, Ti has been making his way steadily west, Wherever possible he has been working as a caravan guard. However, things have been really peaceful on the trip and he only managed to recoup his expenses.
Ti has recently arrived in Riddleport and has heard that the Gold Goblin's tournament is looking for security. So he has gone to apply for a job.
DM ONLY
The Di-Chan Order
The Di-Chan order maintains a monastery in a hidden valley in the foothills. To the Novices, Initiates and the few outsiders that know about it, the Di-chan is just an order of monks dedicated to the perfection of the the marshal arts. While this is true as far as it goes, the order actually supports itself by acting as an information brokers. Its initiates roam the world and report back to the monastery. There, the information is collated and sold. Occasionally, one of the
Initiates will receive orders either to go on a specific mission or to obtain a specific piece of information.
Ti was ordered to report anything "interesting" back to the monastery. (A part of Ti's training involved learning how to recognise what was of interest to the order.)
NOTES:
1. Traits:
a) Looking For Work Campaign Trait. Nice fit to backgroud but does not explain how he knows the others.
b) Di-Chan initiate Trait. This is a homebrew trait that adds 1 to the Diplomacy Skill and makes it a class skill. This seems to be in line with other traits.
Spell-Like Abilities
Elemental Ray: 1d6+1 electricity damage, Ranged Touch Attack, Usable seven times per day.
Bloodline Arcana
Claud can change any spell that does energy damage to do electricity damage.
Equipment
Gold: 950
30 Rations
Bedroll
4 Flasks
Waterskin
4 Bars of Soap
20 sheets of parchment
Quill Pen
2 Ink Bottles
Dagger-1d4,19-20/X2, Range-10 ft.(This is more for use as a knife than for fighting)
Shortbow-1d6 X3 60 ft.
Arrows(20)
Traveler’s Outfit
Experience Points: 2,000
Backstory
Claud grew up int the mountaintop city of Jula in The Sodden Lands. Most people disliked the perpetually stormy weather due to the Eye of Abendego, but Claud always enjoyed it. He loved to stand out in the stormy weather and stare at the stormclouds. This always worried his parents, but they let him do so, as he had never been hurt while he was watching the storms. He has als always felt an affinity for the Wind. He would always enjoy it outside when there was a strong breeze. He had dreams of living in a palace floating in the sky, but he thought these dreams were impossible as he had magical talent, all he did was help out his parents with their General Store. He had friends who all became adventurers, all of them left the city of Jula to see the world, but Claud found himself left behind. He began to believe that there was nothing more for him but to end up running his parents store. He had even consulted with a Sorcerer who could assess if a person had an innate ability for magic, but the Sorcerer said Claud had no magic within him. Claud tried apprenticing under a local Wizard for a time, but found that he had no talent for Wizardry. He was discouraged, but he was not going to give up. So, in an almost childlike fashion, decided that he WAS going to gain some sort of magical talent no matter what. He spent much of his spare time for four years calmly meditating on the Wind and wishing fervently for some sort of magic. When it seemed impossible that anything was going to happen, and he was about to give up, he one day found that when he wanted to pick a mug of tea up, that it floated right into his hand. He was astonished at first, but he realized that all of his hard work had finally paid off. The Wind had finally "answered" him. He began to experiment a little more, and found that he could also make light, and tell if something was magical. He even found a way to protect himself with magical armor. The true test of his abilities came when he had to fend off a thief from his parents store, the thief broke in late at night and was attempting to make off with some goods when Claud heard the noise the thief was making(Claud and his parents lived in some rooms above their store). Claud went downstairs and say the thief, he at first tried to fling a hammer at the thief with some of his magic, but he missed. The thief noticed this action and pulled a knife on Claud, panicking, Claud found himself holding out his hand to fend off the thief, and suddenly a old of lightning shot from his hands, injuring the thief and surprising Claud. It took a while for Claud to get used to that fact that he could now use his abilities to harm others. Good fortune came his way when a young son of one of his parent's friends agreed to help with the store, this left Claud with the ability to go out and see the world like he had always wanted to. The first destination he had in mind was Varisia, as he had heard that it was a fairly beautiful region that was not too dangerous. His parents worried about him, but now that he had thew ability to defend himself with his magic, they felt they could trust him to take care of himself. But they did make him practice with a shortbow just in case his powers ever failed him. He eventually finds his way to the city of Riddleport, where he notices that darkness in the sky, called the “Blot”. He is unsure of what to do at first, and finds a tavern called the Golden Goblin to stay at for a while.
__________________ "From the beginning, no one has ever stood in Heaven. Not you, nor me, nor God Himself. But soon, that unbearable vacancy on the throne in the sky will be filled. From now on... I will stand in Heaven!"-Sousuke Aizen-Bleach
Speed: 30 ft. (6squares)
Melee:
-MW Greatsword (two handed) +5 (2d6+3/19-20) (+2 against undead)
-Dagger +3 (1d4+2/19-20)
Ranged:
-Composite Longbow +3 (1d8/x3)
-Shoanti Bola -1 (1d4)
Base Atk +1; Combat Manuever Bonus +3
Atk Options: Rage (7 rounds/day),
Special Actions: Channel Positive Energy (DC 11, 1d6, 4/day), Gentle Rest (6/day), Lore Keeper (19),
Abilities: Str 15, Dex 15, Con 16, Int 12, Wis 17, Cha 12
Special Qualities: Fast Movement, Orisons, Rage, Spontaneous Casting.
Domains: Repose, Knowledge.
Traits: Researching the Blot (Identify magic items with spellcraft), Sacred Touch (Stabilise with touch).
Background The skullwardens were those who performed the burial rituals and watched over the tribal burial grounds. Lately the bones had become unusually restless and this was upsetting the organisation. Something was disturbing the dead and the dark clouds gathering in the horizon bore the mark of doom. A young warrior and skullwarden, Lyra Wailwind was tasked with travelling to the city of Riddleport, to investigate and to seek guidance from the temple of Pharasma (Maybe the more formal kin of faith had some insight). The druids living closer to the city seemed agitated too and so she started by asking their help. She was directed to a half-orc who had been sent forward with the same mission and should arrive in a tavern called Gold Goblin soon. So Lyra took a room and waited...
Description: Lyra is a young human with impressive looks. Standing nearly 7 feet tall she towers over the men of civilised folk but she is nonetheless a beautiful woman. She wears practical clothing made of furs and leather from the mountains, as well as an armor etched with scarabs and roses, the symbols of Pharasma's favor. As a Skullwarden she is a faitful of Pharasma and knows the proper rituals of both burial and birth. Her hatred for undead is unparalled and she will not hesitate to go after them with blade and spell.
MW Hide Shirt 240 gp (ACP -2)
Shield, Heavy darkwood 207 gp (ACP -)
Club -
Scimitar (cold-iron) 30
Sling –
20 bullets 0,2
Dagger 2gp
Holly and Mistletoe -
Spell Component's Pouch 5 gp
Backpack 2 gp
Bedroll 0.1 gp
Background
Image
Rorgar has lived his early life as a little dog biter in the seedier parts of Riddleport. His first memory is of himself avoiding to become pigmeat beyond the waves. As an orphan who didn't know if all this was a terrible accident or if his own parents tried to hush him, Rorgar had a difficult early life.
His life changed after trying to pick-pocket an elderly man he thought to be just another soggy plum. The man revealed himself to be a druid and he saw potential in Rorgar. Thinking that better than ending in an earth bath, he followed him. There, he grew strong and wise.
This sect venerates more primal powers an less nature gods like Gozreh. They think they are charged to protect the material realm from otherworldly, unnatural forces (including celestials!).
After the shadow in the sky has become visible from all around Riddleport, the druid elders have performed some auguries, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. Rorgar has avoided the sleazy, dirty town for most of his 'new' life, traveling there only when accompanying his now deceased mentor, and although he doesn’t relish the prospect of going there now, he has little other choice. The signs point to a "Golden Goblin".
__________________
Signature
Hi I'm a comic and rpg nerd. Don't hurt me, please.
Name: Nakeb Gutterik
Class: Ranger
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Erastil
Str: 15 +2 Level: 2 XP: 1400/3300
Dex: 16 +3 BAB: +2 HP: 24/24 (2d10+6) roll lookupCon: 17 +3 CMB: +4 ACP: -4
Int: 10 +0 CMD: 17* Spell Res: -
Wis: 16 +3 Speed: 20' Spell Save: -
Cha: 11 +0 Init: +5** Spell Fail: -
* +4 vs. bull rush / trip
** +2 Reactionary trait
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +6 +0 +3 +0 +0 +0 19
Touch: 13 Flatfooted: 16
Conditional: +4 vs. giant subtype
Base Mod Misc TotalFort: 3 +3 +6
Ref: 3 +3 +6
Will: 0 +3 +1* +4
* +1 Into Enemy Territory trait
Conditional: +2 vs poison, spells, and SLA
Weapon Attack Damage Critical
Heavy pick................+4.....1d6+2.........x4
Comp. lngbow Str +2.......+5.....1d8+2.........x3, range 110 ft *
* Conditional: +1 attack / damage within 30' (Point Blank Shot)
Conditional: +1 attack vs. orc or goblinoid
Favored Enemy: +2 attack / damage vs. Drow
Languages:
Common
Dwarven
Abilities:
--Dwarf--
* +2 CON, +2 WIS, -2 CHA
* Speed 20', unaffected by armor / encumberance
* Darkvision 60'
* +4 dodge AC vs. giant subtype
* +1 attack vs. orc or goblinoid
* +2 saves vs. poison, spells, and SLA
* +4 CMD vs. bull rush or trip
* +2 Perception for unusual stonework, traps/doors in stone walls/ floors
* Proficiency: battleaxe, heavy picks, warhammers
* Familiarity: all 'dwarven' weapons are martial
* Orc Ferocity (1/day: fight 1 round past 0 HP)
* Bonus language choices:
Giant, Gnome, Goblin, Orc, Terran , Undercommon
* Choose favored class (Ranger, +1 SP)
--Ranger--
* Simple and Martial weapon proficiency
* Light and medium armor proficiency
* Shield proficiency (non-tower)
* Favored Enemy: Drow
+2 Bluff, Know, Perception, Sense Motive, Survival
+2 Attack and Damage
Know checks untrained vs. favored enemy
* Add 1/2 level to Survival checks for tracking
* Wild Empathy: +2 (+0 CHA, level 2 Ranger)
* Combat Style: ranged
Not available in heavy armor
Traits:
Into Enemy Territory (+1 Will save)
Armor Expert (-1 ACP)
Feats:
Point Blank Shot (1st level)
Precise Shot (Fighting Style 2nd)
Skill Points: 14 Max Ranks: 2
Skills Ranks Mod Class Misc Total
--Class (+3 bonus)--
Climb......................2....+2....+3....-2*~..+7
Intimidate.................2....+0....+3..........+5
Know (add +1 vs. )
Dungeoneering..........2....+0....+3..........+5
Geography..............1....+0....+3..........+4
Nature.................1....+0....+3..........+4
Perception.................2....+3....+3..........+8 (+10 stone & vs. Drow)
Stealth....................2....+3....+3....-4~...+4
Survival...................2....+3....+3..........+8 (+9 track)
vs. Drow..............2....+3....+3....+2**..+10 (+11 track)
--Cross-Class--
Bluff......................0....+0................+0 (+2 vs. Drow)
Sense Motive...............0....+3................+3 (+5 vs. Drow)
* +2 Climber's kit
** +2 favored enemy bonus
~ -4 ACP
Equipment: Cost Weight
--Worn / Carried--
Heavy pick................8gp....5lb
Comp. lngbow +2 Str.....300gp....3lb
Arrows (20)...............1gp....--
Breastplate.............200gp....30lb
Backpack..................2gp....2lb
Explorer's outfit..........--....--
Belt pouch................1gp....1/2lb
Signal whistle............8sp....--
--In Backpack--
Potion CLW x4...........200gp....--
Bell......................1gp....--
Chalk x5..................5cp....--
Flint & Steel.............1gp....--
Ink.......................8gp....--
Inkpen....................1sp....--
Parchment x5..............1gp....--
Rations x6................3gp....6lb
Spade.....................2gp....8lb
Waterskin.................1gp....4lb
Climber's kit............80gp....5lb
Total Weight:63.5lbs Money: 10pp 90gp 5cp
Lgt Med Hvy Lift PushMax Weight: 66 133 200 400 1000
Age: 55
Height: 4'
Weight: 175lb
Eyes: Blue
Hair: Blonde
Skin: Tan
Appearance
While broad-shouldered and bulky with muscle by human standards, Nakeb is actually lanky for a dwarf. He keeps his beard trimmed relatively short, though both that an his hair are always fairly disheveled. He keeps his clothes in good repair, but the realities of spelunking mean he's always a little dirty despite his best efforts.
Background
Nakeb came from a long line of miners in Janderhoff, and assumed he'd be just another one. But the fact was, he spent more time exploring already-dug tunnels than helping mine new ones. Eventually he realized it wasn't making tunnels he loved, but exploring them. He set off on his own then, heart set on finding the secrets there were to be found in nature's mines.
His travels soon took him to the Calphiak Mountains, with treks into Riddleport for supplies and as a kind of "home base." Between the dangers of the caves and those of the city, Nakeb quickly learned how to take care of himself, choosing to focus his attention on his bow-work, to cut off trouble before it actually reached him.
But now he's noticed The Blot, and has decided to venture once again from the caves to the city, hoping to find some new information...
Last edited by jkason; 11th November 2009 at 01:56 AM..
Reason: Bonus XP :)
Name: Remili Tessaro
Class: Rogue
Race: Human
Size: Medium
Gender: Male
Alignment:Deity: None
Str: 12 +1 (02p.) Level: 2 XP: 1,000
Dex: 18 +4 (10p.) BAB: +1 HP: 14 (2d8+2)
Con: 13 +1 (03p.) CMB: +2 Dmg Red:none
Int: 14 +2 (05p.) CMD: +6 Spell Res: XX
Wis: 12 +1 (02p.) Speed: 30' Spell Save: +X
Cha: 13 +1 (03p.) Init: +6 ACP: -2
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +X +4 +0 +X +X 18
Touch: 14 Flatfooted: 14
Base Mod Misc TotalFort: 0 +1 +1
Ref: 3 +4 +7
Will: 0 +1 +1
Weapon Attack Damage Critical
MW Rapier +6 1d6+1 18-20x2
Shortsword +5 1d6+1 19-20x2
Shortbow +5 1d6+0 20-20x3
XXXX +X XdXX+X XX-XXxX
Languages: Common, Elven, Sylvan
Abilities:Rogue
Sneak Attack +1d6
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps
and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion: A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful
Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talent: As a rogue gains experience, she learns a number of talents that aid her and confound her foes.
Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels
of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Rogue Talent Chosen: Trap Spotter
Feats:
Weapon Finesse
Combat Expertise
Traits:
Reactionary
Dirty Fighter
Skill Points: 24 Max Ranks: 2
Skills Ranks Mod Misc Total
Acrobatics 2 +4 +3 +9
Appraise 1 +2 +3 +6
Bluff 2 +1 +3 +6
Climb 2 +1 +1 +4
Diplomacy 2 +1 +3 +6
Disable Device 2 +4 +3 +9
Disguise 1 +1 +3 +5
Escape Artist 1 +4 +3 +8
Sleight of Hand 2 +4 +3 +9
Stealth 2 +4 +3 +9
Perception 2 +1 +3 +6
Perform: Dance 1 +1 +3 +5
Use Magic Device 1 +1 +3 +5
Sense Motive 2 +1 +3 +6
Intimidate 1 +1 +3 +5
Equipment: Cost Weight
Chain Shirt 100gp 25lb
Masterwork Rapier 320gp 02lb
Shortsword 10gp 02lb
Shortbow 75gp 02lb
ArrowsX20 1gp 03lb
MW Thieves Tools 100gp 02lb
Backpack 2gp 02lb
Potion of CLW(x2) 100gp --lb
Total Weight:38lb Money:15pp 140gp 30sp XXcp
Light Medium Heavy Lift PushMax Weight: 43 44-86 87-130 260 650
Age: 24
Height: 5'10"
Weight: 140lb
Eyes: Hazel
Hair: Black
Skin: Darkly Tanned
Appearance: Remili was a handsome man, with an 'average' build, his muscle not particularly pronounced under his dark skin, a bright smile often found across the man's face. His hazel eyes often glimmered intensely as he sized up a scenario. His dress, would lead one to believe the man was very close to nobility, a claim which Remili would have no objection to himself, though he had very little ties to the nobility.
Accessible at almost any time: http://www.d20srd.org/index.htm
Complete Arcane
Complete Scoundrel
Complete Mage
Complete Divine
Libre Mortis
Heroes of Horror
Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic
These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.
I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
Last edited by Theroc; 4th November 2009 at 10:33 PM..
Reason: Adding traits