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Monday, 23rd May, 2005, 09:07 PM #1
Novice (Lvl 1)
Metropolis (Chapter 3) - The Heart of the City
This thread is for the characters for the PbP Metropolis. Post all characters and histories here. I may even post some of the NPCs on here as well.
Last edited by Phoenix; Wednesday, 2nd November, 2005 at 06:19 PM.
Tuesday, 24th May, 2005, 09:29 AM #2
Acolyte (Lvl 2)
Taran Andrigo, Sewer Shamen, and his Dire Rat TwitchyCode:
Name: Taran Andrigo Class: Druid Race: Halfling Size: Small Gender: Male Alignment: N Str: 12 +1 (6p.) Level: 5 XP: 11200/1500 Dex: 14 +2 (4p.) BAB: +4 HP: 39/39 (6d8) Con: 10 +0 (2p.) Grapple: +0 Dmg Red: XX/XXXX Int: 12 +1 (4p.) Speed: 20' Spell Res: XX Wis: 16 +3 (8p.) Init: +2 Spell Save: +X Cha: 12 +1 (4p.) ACP: 0 Spell Fail: XX% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +3 +2 +2 +1 +0 +0 18 Touch: 13 Flatfooted: 16 Base Mod Misc Total Fort: 5 +0 +1 +6 Ref: 2 +2 +1 +5 Will: 5 +3 +1 +9 Weapon Attack Damage Critical MW Short Spear(20') +7(9) 1d4+1 20x2 Short Spear(20') +6(8) 1d4+1 20x2 Sling(50') +8 1d3+1 20x2 MW Spear(2H)(20') +7(9) 1d6+1 20x3 Dagger(10') +6(8) 1d3+1 19-20x2 Languages: Common, Halfling, Gnome, Druidic Abilities: Halfling Racial Abilities: - +2 racial bonus on Climb, Jump, and Move Silently checks. - +1 racial bonus on all saving throws. - +2 morale bonus on saving throws against fear: This bonus stacks with the halflingĺs +1 bonus on saving throws in general. - +1 racial bonus on attack rolls with thrown weapons and slings. - +2 racial bonus on Listen checks. Wild Empathy: 6 + 1 + 2 = 8 Animal Companion: Twitchy, Medium Dire Rat (4th Level Companion) Nature Sense: +2 bonus to Knowledge: Nature and Survival. Woodland Stride: Mave move through undergrowth unhindered and undamaged. Trackless Step: Does not leave tracks and is untrackable unless desired. Resist Natures Lure: +4 save vs Fey abilities Wildshape: 2/Day Feats: 1st: Quickdraw 3rd: Spell Focus: Conjuration 6th: Augment Summoning Spells: May Spontaniously dump a spell to cast Summon Natures Ally. L0: 5 (DC 13) L1: 4 (DC 14) May recall 1 per day (Pearl of Power) L2: 3 (DC 15) L3: 2 (DC 16) Skill Points: 35 Max Ranks: 7/3.5 Skills Ranks Mod Misc Total Listen 4 +3 +2 +9 Spot 4 +3 +8 Knowledge: Nature 3 +1 +2 +6 Survival 3 +3 +2 +8 Ride 5 +2 +2 +9 Handle Animal 5 +1 +1 Diplomacy 6 +1 +7 Swim 4 +1 +5 Spellcraft 2 +1 +3 Heal 3 +3 +6 Concentration 6 +0 +6 Jump 0 +1 +2 +3 Climb 0 +1 +2 +3 Hide 0 +2 +4 +6 Move Silently 0 +2 +2 +4 Equipment: Cost Weight Heavy Darkwood Shield 207 2.5 Pearl of Power L1 1000 Leather +1 1160 7.5 Efficient Quiver 1800 1 10 Short Spears 10 Quiver 1 MW Short Spear 301 Quiver Dagger 2 .5 Sling 20 Bullets 0.2 5 MW Spear 302 Quiver Bedroll 1 1.25 Backpack 0.1 0.5 4 Trail Rations 4 1 2 Waterskins 2 2 Flint & Steel 1 3 Sunrods 6 3 2 Pots of Cure Light 100 Leather Barding 20 Rat Military Saddle 20 Rat Saddle Bags 4 Rat 11 Phesen - - Total Weight:24.25lb Money: 58gp 15sp 20cp Lgt Med Hvy Lift Push Max Weight: 32 64 97 97 485 Age: 36 Height: 3'4" Weight: 36lb Eyes: Brown Hair: Brown Skin: Pale
Hit Dice: 6d8+18 (45 hp)
Speed: 50 ft. (8 squares), climb 25 ft.
Armor Class: 20 (+3 Dex, +5 natural, +2 Armor), touch 13, flat-footed 17
Base Attack/Grapple: +4/+6
Attack: Bite +8 melee (1d6+2 plus disease)
Full Attack: Bite +8 melee (1d6+2 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 15, Dex 17, Con 16, Int 1, Wis 12, Cha 4
Skills: Climb +12, Hide +8, Listen +5, Move Silently +5, Spot +5, Swim +12
Feats: Alertness, Weapon Focus(Bite), Weapon Finesse
5' Long, 85 Lbs
Disease (Ex): Filth feverŚbite, Fortitude DC 13, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Skills: Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Dire rats use their Dexterity modifier for Climb and Swim checks.
Taren often rides Twitchy into combat, throwing short spears or using his sling till he gets close enough to charge. In melee, he uses his masterwork short spear to great effectiveness. He also carries a masterwork spear that he uses occasionaly to charge as well as when holding the line when someone charges him.
Taran wears somewhat raged clothing, worn and stained from use. He is rather small for a halfling, with short brown hair and brown eyes. He has the look of someone wise beyond his years, and a gentile demeanor.
Taran grew up with a great respect of his natural environment. The increadable echosystem of the Metropolis sewer system was his home. But he had always felt a special connection to the "land" and "nature" that few that lived in his village did. Under the tutalage of Vulgarth, he studdied and learned how to use his connection with nature. He spent time comunicating with the animals, often helping to aleviate some of the notable rat problem in the sewers, and help keep angry crocodiles and other creatures out of the village. He even managed to make friends with a (Croc, Dire Rat, ect) that eventualy began to accompany him wherever he went.
As he grew, he began to help defend his village, as well as the grove Vulgarth maintained. The sewers were the home to several gangs who fought constantly over teritory. The town had little need for expansion, but defending their crops and their land from these gangs was becoming tougher and tougher. Taran and his pet made for a fearsome image, and made the gangs think twice before they would come to attack. Taran found he could summon the help of other creatures, and often relied on his "army of nature".
Taran has helped train several others (likely rangers), though they are not as skilled nor as in tune with nature as he is, they respect the land, the animals, and their people, and become central to the defense of the town.
Taran felt that he needed to explore beyond his home, and try to help set up more trade with the city above. The overlanders are strange to him, apparently many were appauled about where he lived. He'll keep trying though, for his village needs him.
His small village of gnomes and halflings grew what food they could under their magicly crafted light gems (gems that emit sunlight equivilent for 12 hours, then grow dim and rak for 12 hours while they recharge), and the sewers brought plenty of fertilizer. The small well had been carefully dug to draw water from a spring deep under the sewers, and was reinforced to keep other sewage out.
Advancement and Edit History.
Spells: May Spontaniously dump a spell to cast Summon Natures Ally.
L0: 5 (DC 13)
Purify Food and Drink
L1: 4 (DC 14) May recall 1 per day (Pearl of Power)
Cure Light Wounds
L2: 4 (DC 15)
L3: 3 (DC 15)
Last edited by Bront; Friday, 12th May, 2006 at 07:48 AM. Reason: L5
Tuesday, 24th May, 2005, 08:06 PM #3PHP Code:
Name: Naten Keha Level-4 Xp: 6,000
Class: Urban Ranger BAB +4 Hp: 27
Race: Human Grapple +4
Size: Medium Speed 30 ft.
Gender: Male Init. +3
Alignment: TN ACP. 0
Armor:18 (+5 chain shirt, +3 Dex)
Fort:+5 (4 Base, 1 Con)
Ref:+7 (4 Base, 3 Dex)
Will:+3 (1 Base, 2 Wis)
MW Short Sword: +7 1d6 19-20 x2
MW Short Sword: +7 1d6 19-20 x2
Languages: Common, Infernal,
Class & Racial Abilities:
Favored Enemy: Humanoid (human)
Combat Style (Two-weapon Fighting)
Investigator (1st Level)
Urban Tracking (Ranger Bonus)
Weapon Focus Rapier (Human Bonus)
Weapon Finesse (3rd level)
2 Weapon Fighting (Ranger Bonus)
Skill Points: 56 Spent Max Ranks: 7
+1 Mithril Shirt (Equiped) 2,100G
MW Short Sword (off-hand) -310G
MW Rapier (primary) -320G
Travelers Outfit (worn) -1G
Hewards Handy Haversack -2,000G
Climbers Kit (Sack Comp. A) 80G
Sunrod (5) (Sack Comp. A) 10G
Antitoxin (2) (Sack Comp B) 100G
Whetstone (Sack Main) 1C
Waterskin-full- (Sack Main) 1G
Ink-potion- (Sack Comp. B) 1G
Soap (Sack Comp. B) 5S
Signet Ring (worn)
Sledge (Sack Main) 1G
Silk Rope (Sack Main) 10G
Sealing Wax (Sack Comp. B) 1G
Piton (4) (Sack Comp A) 1G 6S
Manacles (Sack Main) 15G
Pen (Sack Comp. B) 1S
Hammer (Sack Comp. A) 5S
Grappling Hook (Sack Comp A) 1G
Bottle (Sack Main) 1G
Crowbar (Sack Main) 2G
Bedroll (Sack Main) 1S
Trail Rations (20) (Sack Main) 40G
Acid flask (Sack Comp A) 10G
Journal (Sack Comp B) 1G
Hewards haversack (Main)-47 Ib
Hewards haversack (A)- 19 Ib
Hewards haverscak (B)- 6 Ib
Height: 6 ft 2
Weight: 152 Ib
Eyes: dim blue
Hair: black, shaggy and unkept
Not perfect, but it's better then it was. HP adjusted.
There are no special circumstances regarding the birth, nor the first twenty years of Naten Keha's life. Naten has led the kind of life that could be shared by any citeczen in any other region of the sprawling city-scape of Metropolis. Born a basterd son of a poor adulturing merchant and his mistress, Naten recieved only the lowest of educations available, however still a far cry above that of the ordinary gutter-wisp. Proving himself to be a poor student and an ever increasing problem with authority, Naten left his studies at the age of sixteen to pursue one of the few aveneus of profit left open to someone of his temprament and ability, thuggery. In this at least, he excelled. Naten's held a job as a club bouncer, assistant bodyguard, street tough, and other foot-note positions to noteable criminals. It's very likely that Naten would end up the wrong end of a hero's blade, a footnote to a footnote in history, had it not been for an addiction to Weval dust. The drug, commonly known on the street as whip-head, is a narcotic used commonly, with prolonged use it leads to a weakening of muscle size and eventual mental damage. Although never a "heavy user" one OD was enough to put the young Naten (by then twenty) into an infirmiry for a number of months. The incident left him with little of his natural strength and few not enough memories left over to so much as hold a sword, let alone re-enter his previous position. With his one avenue of employment now a non-issue, Naten's situation was looking closer and closer to completely hopeless.
That of course, is where they showed up. A consortium of scientists and aristocrats who were rumoured to have a hand in ever low dealing in the city for three districts surrounding Colliseum. Seeing in Naten abit of the natural cunning left untapped, the brotherhood offered to train him properly, provided of course that he sign with their orginization long term. Of course, he took up their offer. Learning from a wily old assassin known only as Vager, Naten learned to compensate for his now greatly reducded strength, relying on agility, cunning, and a knowledge of the city to get him through. After a few months of
re-learing the ropes, Naten was assigned a place in the Cabal's hunter section, designed to find and return the strange orphans of Metropolis, around whom strange evolutionary currents were beginning to develop, as if the city itself had taken intrest in the survival of the street rats. These assignments went on as business as usual for years before any change in the circumstances came up, and when they did they fell from a abnormal source.
It was a revolution in Colliseum, an uprising the likes of which had takes place only once every couple of centuries. Somehow, the dealings of the Cabal had leaked into the rif-raff of the slums, a riot had broken out for food, and this had led to yet more riots across the district. As the quarter burned from stone-fire weapons, the fat old men in their golden cities set about the dangerous business of survival, readying airships and flying beasts in pursuit of safer avenues to conduct their dark business. The underlings, those not worth the expense of saving, were left on the ground to deal with the crazed mobs. Unfortunately, this list of undesirables included Naten.
As the mobs grew ever closer, Naten was tasked with organizing and moving the
"City-touched" orhpans out of Colliseum, and it was there within the Cabal's labs that he saw the fruit of his labor. Orphans, grime-urchins, children, were hooked into multitudes of great machines, pumped with viscous amber colored liquids and prodded by experimentation devices that looked more appropriate to marcabe dungeouns then the pristine labs Naten had always imagined the orhpans to wind up in. Mortified at his place within the dark machine of the Cabal's lust for awnsers, Naten stood speechless for hours before the cages of the starving wretches as the district collapsed around him.
It was a two days before an outreach volunteer, a preist of Urbanus, had freed him from the reckage of the labs. The children who had been walled up within the cages were no-where to be seen, despite the best efforts of Outreach. There was then, only two real possibilities for the lack of bodies within the ruin. Either the orphans had escaped through bolt-holes into safer areas of the district, or the Cabal was more thurough in their dealings, and had re-taken possession of their City-touched.
Naten tried to re-enter his old life, made an honest effort of it. But with the loss of his once opposing strenth the investigator was hardly taken seriously, and despite his attempts at drowning his memories of the assignments within Cabal with whiskey, he could not drown out the last experience within the labs. Guiltridden, and with only a list of names, Naten has set out from the slop-house to find what has been done with the children, and if possible put the guilty members of the Cabal to the sword. At least then maybe he could get some damn sleep.
Naten has a tall but lanky figure, pale skin and straggly unkept hair. A raiper and shortsword hang on scabbards at his side, at oppisite ends. He wears a dark gray outfit made to match most of the drab landscape of Metropolis, and carries himself with a slow oppressed trudge designed to make him fit in with the locals of nearly any poor district. Gruff, quiet, and unassuming, it would take a careful eye to catch Naten's cunning beneath his common appearence. A dark purple ring lines his left eye, noticeable on the rare occasions when he's without a cosmetic disguise over the mark, is a mark from his overdose with Whip-head. Naten retains contacts over many districts of Metropolis, and is currenlty bar-hopping, looking for rumours of the Cabal or the orphans.
Last edited by Cathoi; Thursday, 26th May, 2005 at 03:44 PM.
Tuesday, 24th May, 2005, 09:37 PM #4
Novice (Lvl 1)
Last edited by Ranger Rick; Thursday, 26th May, 2005 at 04:51 PM.
Wednesday, 25th May, 2005, 04:09 PM #5
Novice (Lvl 1)
Name: Alexis Vaerthi, Priestess of Zsath Class: Cleric4 Race: Human Size: Medium Gender: Female Str: 8 -1 Level: 4 XP: 6000 Dex: 14 +2 BAB: +3 HP: 19 (4d8-4) Con: 8 -1 Grapple: +2 Alignment: Lawful Neutral Int: 14 +2 Speed: 30' Wis: 17 +3 Init: +2 Cha: 14 +2 ACP: -X Base Equipment Dex Size Class Total Armor: 10 +0 +2 +0 +0 12 Touch: XX Flatfooted: XX Base Mod Misc Total Fort: 4 -1 +3 Ref: 1 +2 +3 Will: 4 +3 +7 Weapon Attack Damage Critical Morningstar +2 1d8+1 x2 Abilities: Rebuke/Command Undead: 3 + 2 = 5/day, +4 Spontaneous Cast: Inflict Wounds Domain: Law (+1 Caster Level to Law spells) Domain: Death (Death Touch 1/day) Lawful Aura Spells MemorizedSpoiler:
Alexis's family is big. They're rich, well-known, and notorious. They run the largest church to Zsath in known Metropolis, and they abuse it. They control most of the sewer-farms in the area, and have their fingers dipped in nearly every market they can get their hands on. Their temple is a massive, black tower, one that reaches nearly thirty stories into the sky [or higher, depending on the average size of buildings in Metropolis - it should be *very* big.], and just as far underground. Most people despise the Order of Zsath for one primary reason - their abuse of an unfair advantage makes it difficult for others to get ahead. Indeed, the Temple has very few living employees, having hired only clerics and clerks from the ranks of the living. When more employees are needed [which happens to be all the time], a pathetic sum is offered in return for corpses. This gives rise to scroungers who scavenge the city for the dead.
Alexis is young, and has only recently begun her training as a cleric. She lives in the upper recesses of the Tower, with her mother and father, the High Priestess and Priest of the temple, respectively. She doesn't yet realize how corrupt her parents and their way of life is, and honestly believes what they do is for the best. "We help to keep food on the plates and gold in the pockets of the people!"
Alexis has lived a sheltered life. Indeed, she's never been alone outside of her home, and she's never seen the reality of life in Metropolis. The few she's met outside of her family have been members of the aristocratic 'upper world' of Metropolis - and she believes that this is how everything is for everyone. She's naive and unknowing - she believes that raising the dead is a common practice, and indeed tends to be more comfortable around her zombie servitors than any mortals she comes across. She was raised mostly by a mentor appointed by her parents, a noteworthy priest in their esteemed order. His name was Vrisse, and he trained Alexis from an infant into her teen years. Most of what she knows of Necromancy comes from Vrisse, who proved to be a very capable tutor. He eventually fell ill, and joined the Ethereal plane as a ghost. His tutelage, however, did not stop, and Alexis still holds court with him regularly.
Alexis wants to see the world though, now. She's become a Priestess in her own right, and believes it is only best that she spread the Word of Zsath to others. Indeed, she's preparing to become a missionary of sorts, and hasn't the least idea as to what she'll be encountering.
Lord of Souls, The Ghostking, Spiritbanker
Zsath is known to commonfolk as 'The Spiritbanker', and it's no err; indeed, Zsath is believed to be in charge of who does or does not enter the afterlife. He has the power to return any soul to the Material Plane, and again the ability to trap them forever. It's believed that he keeps a collection of souls for his own amusement. The secrets of raising and becoming undead are often granted to his followers, more out of apathy than interest. Once a body is no longer in use, it is believed by his followers, there is no reason to leave a corpse to decay. Abuse of souls, however, is considered the highest of crimes by Zsath and his followers - indeed, it's a crime punishable by death in his Temples. This is not to say he opposes any other form of conflict; he believes that any physical damage is fair game. He teaches that extremes are a positive thing - if you are to be good, be good with all of your being, and if you are to be evil, be evil to the farthest extent possible. As such, necromancers and paladins are common among his followers, along with other people with power. Regardless of Good or Evil alignment, Zsath teaches that all agreements should be honored, and does believe that fairness is a most admirable quality. Thusly, lawyers and other people of the law can find a place under Zsath's leadership. Commoners are rare amongst his followers, as the extremes he teaches are often outside of their reach.
Portfolio: Law, Necromancy, Life, Death
Domains: Law, Death, Healing
Cleric Training: Clerics to Zsath are trained at the Temple of Zsath, a massive corporate tower. They're signed into contracts at the beginning of their servitude, and are required to remain with and serve the Temple for a given duration after their training. Although a Cleric may leave the temple at any time, after their training is complete, leaving the Temple and breaking the contract allows the Priests of Zsath to distill justice - usually left open-ended for creative punishment. Zsath approves of this, as those who go against their word deserve punishment in his view.
Quests: Followers of Zsath are not expected to spread his name, but rather, to do what they do and do it with all of their conviction.
Prayers: Zsath doesn't require his followers to pray, although it is expected of his priests. Prayer usually takes the form meditative thought, usually about ones own fate. It's important to Zsath that individuals - especially his followers - know what awaits them in the afterlife.
Temples: Zsath's only temple in Metropolis is the massive tower that is home to the Priests of Zsath. The building reaches high into the sky and deep into the earth. The majority of his followers here lean towards the Death portion of his portfolio, most of whom are Taskmasters for teams of zombie slaves.
Last edited by RobotRobotI; Friday, 27th May, 2005 at 01:30 PM.
Monday, 30th May, 2005, 05:01 AM #6
Novice (Lvl 1)
Ghost Hound A.K.A Ghost or HoundCode:
Ghost Hound Elf Bard 5 (XP 13,100) Alignment: CG Height: 5'2" Weight: 93lbs. Age: 130 hair: white eyes: red skin: white Region of Origin: The Apartments (Metropolis) STR 8 -1 (0 point) DEX 16 +3 (6 point +2 racial) CON 10 (4 point -2 racial) INT 14 +2 (6 point) WIS 10 (2 point) CHA 17 +3 (10 point, +1 4th level) HP: 26 Init: +3 BAB/Grapple: +3/+2 Speed: 30ft +1 Light Mace +7 (1d6+1 damage, X2) Composite Long Bow +6 (1d8, X3, 110') - 20 Arrows Dagger +6 (1d4, 19-20/X2) ACP: 0 AC: 14 (+1 Bracers Armour, +3 Dec) Touch/Flatfooted: 14/11 Fort: +2 Ref: +8 Will: +5 (+2 vs enchantment spells and spell like abilities and effects) +2 versus saves against all Undead Skills: Bluff 11 (8 ranks, +3 DEX) Concentration 3 (3 ranks, +0 CON) Decipher Script 4 (2 ranks, +2 INT) Diplomacy 6 (3 ranks, +3 CHA) Gather Information 8 (5 ranks, +3 CHA) Knowledge (religion) 5 (3 ranks, +2 INT) Knowledge (local) 5 (3 ranks, +2 INT) Knowledge (arcana) 5 (3 ranks, +2 INT) Listen 4 (2 ranks, +0 WIS, +2 Racial) Perform (oratory) 10 (7 ranks, +3 CHA) Perform (sing) 8 (5 ranks, +3 CHA) Profession (journalist) 3 (3 ranks, +0 WIS) Search 4 (+2 INT, +2 Racial) Sense Motive 5 (5 ranks, +0 WIS) Sleight of Hand 5 (2 ranks, +3 DEX) Spellcraft 9 (7 ranks, +2 INT) Spot 2 (+0 WIS, +2 Racial) Languages: Common, Elf, Draconic, Goblin Feats: Unquenchable Flame of Life (+2 saves vs Undead - Libris Mortis) Weapon Finesse Abilities: Racial Immune to magical sleep effects Low light vision Racial Weapon Prof - long sword, rapier, longbow, short bow Bard Bardic Music Bardic Knowledge Counter Song Fascinate Inspire Courage +1 Inspire Confidence Spells Day: (3, 3+1, 1+1) 0-lvl spells (DC13) Detect Magic Message Daze Lullaby Flare Read Magic 1-lvl spells (Dc14) Cause Fear Gryme's (Tasha's) Hideous Laughter Hypnotism Grease 2-lvl spells (DC15) Scare Locate Object Hypnotic Pattern Items: 2 potions cure light wounds (150gp) Cloak Resistance +1 (1,000gp) Bracers Armour +1 (1,000gp) Dust Tracelessness (250gp) Universal Solvent (50gp) +1 light mace (2,305gp) Composite Long Bow 20 Arrows Dagger card: "You have been cordially invited to celebrate the 8th birthday of Ms. Stephanie Zimmerman" 2 x Phesen (cure light wounds and restoration fx) Pouch: 18 silver pieces within and a short note from Burke (editor) commending Ghost on his work. It also mentions that the publisher would like to have words with Ghost as soon as possible. Utility Belt -Flask -Bullseye Lantern -1 pint oil -Scroll case --5 sheets paper --10 sheets parchment Belt Pouch -5 pieces chalk -flint and steel -2 vials ink -2 ink pens -small steel mirror Cloak, leather -Masterwork manacles (cloak pocket) -Empty Sack (cloak pocket) Signal whistle (leather throng around neck) Signet Ring Dark lensed glasses Total wt: 20.5 lbs. Monies: 30gp, 8sp, 2cp
Ghost Hound is albino, his hair is jaggedly cut to shoulder length. His features are very angular, giving him the appearance of a predatory wolf. His teeth are clean and straight. He wears a light leather trench coat, high leather boots, dark sharkskin gloves, and a dark fur felt grosgrain
Ghost Hound is bright and quick-witted, his appearance can be a little confronting but he is a genuinely warm person. He is trusting and tries to be helpful. He feels particularly benevolent towards those in the lower (or lowest) socio economic bracket.
Hound is a journalist and investigator. He rails against the establishment and strives for a better place for the down trodden. More often than not he finds his investigations leave him waist deep in the paranormal. He works for a local rag (The Independant), a self financed operation run by an ideological hard arsed half orc called Burke. Occasionally, to supplement his income, he hires his investigative skills out but, the case has to pique his interest - a cheater stalker his is not. He has been keen to upgarde his job to a more reputable paper for some time now, he has his eyes specifically on working at The Herald for Devyn McGregor.
He was born in The Apartments, 7 tall stone spires with hundreds of floors and a maze of rooms, corridors and staircases. All interconnected by bridges, tunnels and magical portals. All of the races of Metropolis have legends regarding the creation of The Apartments and no two of those legends is the same. The only thing that is common in the legends is the fact that somewhere in the vertical labyrinth something is hidden. Whether that something is benevolent or malign is unknown but every race has representatives searching for whatever it is. The Apartments are a constant skirmish, a war of attrition. Sure, a race may hold a particular series of rooms or even a floor or two for anywhere from weeks to months. In fact the Killi-kelli-hek, a barbaric, flesh-eating breed of dwarf, have inhabited the same three floors in one of the towers for the last 73 years. Recently the Killi-kelli-hek have become agitated and expansionist. Where as before they would hunt in small groups for meats and goods they are now moving through The Apartments in greater numbers. Hound believes that someone is using the Killi-kelli-hek to further their own ends, there is no other logical reason why they would all of a sudden become more aggressive - is there?
Hound lost his parents, both Wayfinders, at an early age. Fortuitously for him the first 'people' to wander past the weeping child who sat beside the bodies of his parents were not frenetic nor were they ritualistic, in fact they weren't even hungry. They were a posse of 3 ghouls. The small child, knowing no better, stood and waited. The ghouls, Grym, Gryme, and Grynn, were amazed that the boy had not run screaming from them, he was too young to realise the predicament he was in (and being elven he was immune to their paralytic touch). The ghouls, being not foolish and quite intelligent, decided that they could use the small child. They named him Hound because of the way he trailed after them. The ghouls were careful to ensure that they sheltered their 'child' from the more base, violent, reprehensible side of their nature. The ghouls tutored the boy, taught him how to survive and introduced him to some of the more questionable talents that he uses in his investigations today. Eventually though the gig was up. Hound discovered their true nature and only just made it away from them alive. In fact if not for the actions of Gryme, who had spent the most time teaching Hound, he would surely have been killed. This deception forged Hound into the truth seeker that he is.
Hound supposes that the reason so many of his cases end up being paranormal is because of his unusual upbringing, maybe somehow his soul resonates to the pulse of the supernatural.
Hound has been investigating a story involving biomagical engineering on indentured workers on some of the sewer farms. He believes that these biofarms are a front for duplicitous 'God' dealings. The farms he has been investigating abut a religious sanctuary dedicated to the mysterious deity known as Hess Ne-el Il'ithuk . The followers of this somewhat questionable deity have a penchant for violence and experimentation. They refer to Hess Ne-el Il'ithuk as 'God' and anyone daring to invoke another deity or call 'God' by his actual name on their patch is dealt with quickly, brutally and without mercy.
Last edited by D20Dazza; Wednesday, 2nd November, 2005 at 10:19 AM. Reason: +2200 xp
Friday, 24th June, 2005, 05:43 PM #7
Location Stuff: Deepwater Lake and Ashstone (plus some stuff on Ba'aktar towards the end)
Events of note in Ba'aktar's Life:
What the numbers in square brackets refer to:
Finally, Ba'aktar's stats:
Ba'aktar of the Grimash; 2nd lvl Rogue, 3rd lvl Barbarian
Medium Humanoid (half-orc); CN
Hit Dice: 2d6+3d12+5 (38/42hp)
Speed: 40 ft. (8 squares)
Armor Class: 19 (+2 dex, +4 armour, +3 shield), touch 12, flat-footed 17
Attack: +9 melee (khora, d10+4, 20/x3), +8 melee (punch dagger, d4+4, 20/x3), +7 ranged (composite longbow, d8+4, 20/x3)
Full Attack: +9 melee (khora, d10+4, 20/x3), +8 melee (punch dagger, d4+4, 20/x3), +7 ranged (composite longbow, d8+4, 20/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: rage 1/day, sneak attack +1d6
Special Qualities: evasion, fast movement, uncanny dodge, trap sense +1
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 18, Dex 14, Con 12, Int 12, Wis 10, Cha 8
Skills: balance 8/5, climb 11/8, escape artist 6/5, intimidate 4/5, jump 17/8, listen 3/3, profession (sailor) 3/3, spot 5/5, swim 10/8, tumble 8/5, use rope 7/5
Feats: exotic weapon prof. (khora), endurance
Weight: 288.5lb(total) = 205lb(char) + 83.5lb(gear)
Languages: Common, Orcish, Goblin
ring of sustenance
masterwork wyvernbone composite longbow +4
masterwork chain shirt
+1 ashwood shield
flint & steel
2 explorer's outfits
cold weather outfit
And a description of Ba'aktar for those who can't be bothered sifting through what I've written:
Last edited by Festy_Dog; Wednesday, 28th September, 2005 at 12:24 AM.
Friday, 15th July, 2005, 03:23 AM #8
Novice (Lvl 1)
NPC - Ulam DelagoCode:
Name: Ulam Delago Class: Rogue Race: Halfling Size: Small Gender: Male Alignment: CE Str: 12 +1 Level: 4 Dex: 16 +3 BAB: +3 HP: 21 (4d6+4) Con: 13 +1 Grapple: +0 Dmg Red: XX/XXXX Int: 10 +0 Speed: 20' Spell Res: XX Wis: 8 -1 Init: +3 Spell Save: +X Cha: 6 -2 ACP: 0 Spell Fail: XX% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +3 +0 +3 +1 +0 +0 17 Touch: 14 Flatfooted: 14 Weapon Attack Damage Critical MW Dagger(10') +8(6) 1d4+1 19-20x2 Dagger(10') +7(5) 1d4+1 19-20x2 Languages: Common, Halfling Abilities: Halfling Racial Abilities: - +2 racial bonus on Climb, Jump, and Move Silently checks. - +1 racial bonus on all saving throws. - +2 morale bonus on saving throws against fear: This bonus stacks with the halflingĺs +1 bonus on saving throws in general. - +1 racial bonus on attack rolls with thrown weapons and slings. - +2 racial bonus on Listen checks. Feats: 1st: Quickdraw 3rd: Two-Weapon Fighting Equipment: Studded Leather Armour Masterwork daggers x4 Daggers x4 Age: 30 Height: 3'2" Weight: 34lb Eyes: Green Hair: Black Skin: Olive
Last edited by Phoenix; Saturday, 16th July, 2005 at 10:35 PM.
Thursday, 28th July, 2005, 07:30 PM #9
Novice (Lvl 1)
Name: Lesser Yellow Cultist Class: Fighter/Sorceror Race: Human Size: Medium Gender: Male Alignment: CE Deity: ?? Str: 12 +1 Level: 1/2 XP: ?? Dex: 14 +2 BAB: +2 HP: 18 (1d10+2d4+3) Con: 12 +1 Grapple: +3 Dmg Red: XX/XXXX Int: 13 +1 Speed: 30' Spell Res: XX Wis: 11 +0 Init: +2 Spell Save: +X Cha: 14 +2 ACP: -0 Spell Fail: 5% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +1 +0 +2 +0 +0 +0 13 Touch: 13 Flatfooted: 11 Weapon Attack Damage Critical Rapier +4 1d6+1 18-20x2 Dagger +4 1d4+1 19-20x2 Languages: Common, Abyssal. Feats: Display Spell*, Dodge, Skill Focus: Heal. Equipment: Leather armour Masterwork Rapier Dagger Spells Day: (6, 4+1) 0-lvl spells (DC 12) Daze Touch of Fatigue Mage Hand Detect Magic or Read Magic 1st lvl spells (DC 13) Magic Missile Sleep or ShieldSpoiler:
Last edited by Phoenix; Friday, 29th July, 2005 at 06:17 PM.
Friday, 26th August, 2005, 08:24 PM #10
Myrmidon (Lvl 10)
Ru Brike, Mafia MonkCode:
Name: Ru Brike Class: Barbarian 1 / Monk 4 Race: Human Size: Medium Gender: Male Alignment: Lawful Neutral Deity: ? Str: 14 +2 (6p.) Level: 5 XP: 11,500 Dex: 10 +0 (2p.) BAB: +4 HP: 42 Con: 14 +2 (6p.) Grapple: +6 Dmg Red: - Int: 10 +0 (2p.) Speed: 50' Spell Res: - Wis: 15 +2 (6p.) Init: +0 Spell Save: - Cha: 14 +2 (6p.) ACP: -0 Spell Fail: - Base Armor Shld Dex Size Nat Misc Total Armor: 10 +1 +0 +0 +0 +0 +2 13 Touch: 12 Flatfooted: 13 Base Mod Misc Total Fort: 6 +2 +8 Ref: 4 +0 +4 Will: 4 +2 +6 Conditional Saves: * +2 bonus vs. enchantment spells and effects * +4 bonus on Endurance conditions Weapon Attack Damage Critical Unarmed...................+6.....1d8+2.........x2 Unarmed (flurry)........+4/+4....1d8+2.........x2 Quarterstaff..............+7.....1d6+3.........x2 Quarterstaff (flurry)...+5/+5....1d6+3.........x2 Kama......................+7.....1d6+2.........x2 Kama (flurry)...........+5/+5....1d6+2.........x2 Languages: Common Abilities: --Barbarian-- * Fast Movement (+10 base racial) * Simple and Martial weapon proficiency * Light/Medium armor proficiency * Shield proficiency --Monk-- * Flurry of Blows +0/+0 * Wisdom bonus added to AC * Flurry with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) * Evasion (reflex save for 1/2 = no damage) * Fast Movement (+10) * Still Mind (+2 vs. enchantment spells and effects) * Ki strike - magic (unarmed attack overcomes DR for -/magic creatures) * Slow fall 20 ft. Feats: Endurance, Persuasive (bonus human), Improved Unarmed Strike (Monk), Stunning Fist 4x/day (1st level Monk), Deflect Arrows (2nd level Monk), Track (3rd level) Skill Points: 40 Max Ranks: 8/4 Skills Ranks Mod Misc Total Climb......................5....+2..........+7 (+9 with kit) Intimidate.................5....+2....+2*...+9 Jump.......................8....+2..........+10 Survival...................5....+2..........+7 Ride.......................4....+0..........+4 Bluff (cc).................3....+2....+2*...+7 Sense Motive...............5....+2..........+7 Spot.......................2....+2..........+4 Diplomacy..................0....+2....+2**..+4 * +2 bonus from Persuasive feat ** Synergy bonus (Sense Motive) Equipment: Cost Weight Bracers of Armor +1...1,000gp....1lb MW Quarterstaff.........600gp....4lb MW Kama.................302gp....2lb Belt pouch................1gp....1/2lb Signal whistle............8sp....-- Traveler's outfit.........--.....-- Handy Haversack........2,000gp...5lb --in haversack (weight total reduced to 5lb)-- Potion CLW (x3).........150gp....-- Caltrops..................1gp....2lb Scroll case...............1gp....1/2lb Chain (10 ft.)...........30gp....2lb Flask.....................3cp....1.5lb Flint and Steel...........1gp....-- Ink (1oz. vial)...........8gp....-- Inkpen....................1sp....-- MW Manacles..............50gp....2lb Manacle Lock (amazing)..150gp....1lb Parchment x5..............1gp....-- Sealing wax...............1gp....1lb Waterskin.................1gp....4lb Smokestick x2............40gp....1lb Sunrod x5................10gp....5lb Thunderstone.............30gp....1lb Tindertwig x5.............5gp....-- Climber's kit.............80gp...5lb Universal Solvent.........50gp...-- Total Weight:12.5lbs Money:* 19pp, 268gp, 47sp (25gp in belt pouch, remaining in haversack) Lgt Med Hvy Lift Push Max Weight: 58 116 175 350 875 Age: 20 Height: 6'2" Weight: 230lb Eyes: Brown Hair: Black Skin: Tan *Note: Ru has given his family 287gp, 7cp in "emergency funds" for their own support should he ever prove unable to provide in the manner he has thus far.
Level Change LogSpoiler:
Last edited by jkason; Monday, 14th November, 2005 at 07:05 PM. Reason: Updates for leveling, added level change log
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