Adventures in Cormyr (Recruitment Closed)

Lord_Raven88

First Post
We're three characters down, please check this post for character creation details.

IC thread

Player Characters
Chik Hatcher - Gabrion
Glandred d'Azerkyn - D20Dazza
Jack Xeros - Amazing Triangle

Leonara Swiftwind - Thanee
Nira - Bloodweaver1
Thodan of Tempus - Rhun
Vardrin - Stonegod
Goran Elzyn - Jemal
Dowkan - Legildur

Information on Cormyr
[sblock]Capitial: Suzail
Population: 1,360,800 (humans 85%, half-elves 10%, elves 4%)
Government: Monarchy
Religions: Chauntea, Deneir, Helm, Lathander, Lliira, Oghma, Malar, Milil, Selune, Silvanus, Tempus, Tymora, Waukeen
Imports: Glass, ivory, spices
Exports: Armour, carved ivory, cloth, coal, food, swords, timber
Alignment: LG, LN, NG

Overview:
Founded over a thousand years ago, the kingdom of Cormyr benefits from an enligntened monarchy, hard-working citizens, and an advantageous location. Cormyr is a civilised land surrouded by mountains, forest, and settlements of evil humanoids. Known for its well-trained military and its active group of government-sanctioned spellcasters, Cormyr boast fine food, honest people, strange mysteries, and abundant contacts with other parts of the world.

Recently challenged by treacherous noble families, armies of orcs and goblins, famine, a marauding ancient red dragon, and the death of its beloved monarch, Cormyr is now struggling to maintain it's holdings. With one of cities in ruin and great numbers of evil humanoids still roaming the countryside, this nation is in need of resourceful individuals willing to defend the crown and confront its enemies.

Notable Figures
Alusair 'The Steel Regent' Obarskyr: Named the Steel Regent upon the death of her father Azourn IV, Princess Alusair Nacaeia Obarskyr now rules the kingdom until for her infant nephew Azourn V. Alusair is somewhat of a tomboy and is known for her skills at arms and is Cormyr's chief battlemaster.
Caladnei: Caladnei is the Royal Magician of Cormyr and one of the cheif advisors to the Steel Regent.

Purple Dragons & War Wizards
The Purple Dragons: The Purple Dragons is the name given to Cormyrs highly trained and disciplined army.
War Wizards: These War Wizards are a group of government-sponsored battle-mages who are under the command of the Royal Magician Caladnei, groups of Purple Dragons and War Wizards are a common sight throughout Cormyr

General Cormyrean Laws
Weapons: When entering any city or villiage all armed persons are required to report to the local Purple Dragon HQ or Sherriff's office, weapons larger than a dining knife will either be confiscated or peace bound for the duration of the stay. Patrols of Purple Dragons and War Wizards are a common sight throughtout Cormyr, anyone caught bearing arms will face stiff fines and possible imprisionment.
Adventuring: All those wishing to 'adventure' within Cormyr must first registed their adventuring group with the local authorites, a Charter will then be issued to the adventuring group at a cost of 1000 gold lions, adventuring groups are required to notify the local authorities regarding any changes within their group. Also an annual fee of 300 gold lions is required to keep the Charter up-to-date. Those who's charter has expired are considered as actively opposed to Cormyrean law and the Crown, and will be dealt with accordingly.

Charted adventuring companies are generally allowed to retain the arms and armour, as long as they remain on their best behaviour.

Map of Cormyr (I borrowed this link from Kiznet, I hope you don't mind )

Coinage
Platnium = Tricrowns
Gold = Golden Lions
Silver = Silver Flagons
Copper = Thumbs

Calendar
Most of Faerun uses the claendar of Harptos, each year of 365 days is divided into 12 months of 30 days, and each month is divided into 3 tendays.

The months of the year are as follows
Code:
Month  Name         Common Name
1.     Hammer        Deepwinter
2.     Alturiak      The Claws of Winter
3.     Ches          The Claws of Sunset
4.     Tarsakh       The Claws of Storms
5.     Mirtul        The Melting
6.     Kythorn       The Time of Flowers
7.     Flamerule     Summertide
8.     Eleasis       Highsun
9.     Elent         The Fading
10.    Marpenoth     Leaffall
11.    Uktar         The Rotting
12.    Nightal       The Drawing Down
[/sblock]

Information on Eveningstar
[sblock]Eveningstar(Small Town, 954):
Eveningstar is a crossroads settlement. It serves the nearby farms, a small number of craftsfolk who rely on the farmers goods, and the adventurers who travel this way. Lord Tessaril Winter is a quick and efficient ruler. The villiage maintains a temple to Lathader but is mainly known for its proximity to many ruins, notably the Haunted Halls of Eveningstar. The winged cats known as tressym are common in this area, making Eveningstar a popular place for anyone who would have one as a familiar.

Maps of Eveningstar:
[sblock]Coming soon.
[/sblock]

Notable Figures
Lord Tessaril Winter (Female Human, Age 55)
Highpriest of Lathander: Patriach Charisbonde "Trueservant" Belon
Purple Dragon Commander: Kelvin Stern

Places of Interest
Tessaril's Tower: This impressive tower is the dwelling place of Eveningstar's lord and resident arcane spellcaster Lord Tessaril Winter.
House of the Morning Lord (Lathander): This is the home of the Patriach, his secular liason Jelde Asturian, and a contingent of 30 priest.

Inns, Taverns, Feasthalls and Rooming Houses
The Lonesome Tankard: This busy and at times overcrowded inn and tavern also serves as Eveningstar's restaurant. Inside, it's warm and inviting in a rustic roadhouse sort of way. The tavern is run by Dunman Kiriag, a jovial, kind man who's deadly with a hurled dagger but seemingly a friend to everyone.
The Golden Unicorn: This cozy, quiet back-street place is run by Selda Imyara, and it often takes the overflow from the more popular Tankard or those who desire discretion.
The Welcoming Hand: This establishment is the finest inn in Evenstar and commonly caters to nobles and well-to-do merchants.
Tethyrs court: This cheery clean rooming house is run by Arbold Tethyr and his family
Olff's Rest: This dull rooming house is owned by Vilnar Orsborg
The Low Tavern: This establishment is a tavern, dance hall and theater all in one. It is often noisy and crowded enough that it seems to be a stockyard too. The Lantern is run by the pretty and spirited Maea 'Iron Eyes' Dulgussir.

Shops
Print Shop: This shop is run by Baskar Lendo who also acts as the local sage in the area of history, folklore and genealogies, Basker also produce the 'Cormyr Clarion' a small paper which details the goings on over the local folk of Eveningstar.
Deltar's Mill: This large mill stands on the Starwaters west bank below Redhand Pool at the western end of Eveningstar is run by Deltar Tummarlin who processes all grain and flour crops for the surrounding farms and he bakes his own justly famous onion loaves.
Butcher: This brick building has a magnificent facade and is run by Ebbard Highsong, who is widely respected as a generous man. Ebbard is also widely known as being able to identify all sorts of creatures from bones, a handful of hair, scrapes of hide or sometimes with a bit of meat.
The Iron Hand: This busy smithy is operated by Master Armourer Dhurthal Ironhand, a man of few words, mighty thews and magnificent flowing blond hair and mustache.
The Old Boot: This wagon-making and harness shop is one of three business run by the fat merchant Arbold Tethyr (He also has a rooming house and a hardware store).
Orsborg's Adornments: Vilnar Orsborg provides body adornment and barbering services to Evenor citizens and visitors. His shop is situated in a prime location between the Lonesome Tankard and Tessarils Tower. Orsborg is also an expert perfumer.
The Silver Branch: This small elegant establishment is a shop of quality jewelry, art, glasswork and fine silks and is run by Amathaea Arryn who is adept at identifying most gems and fake gemstones at a glance.
Syndair's Cloth Fanacies: This shop is run by the kindly Syndair Thorn who is the towns only known wizard other than Lord Tessaril. Syndair is a weaver and dressmaker of some skill.

Adventuring Sites
BrightStone Keep
Haunted Halls of Eveningstar
Assorted ruins[/sblock]
 
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Bloodweaver1

First Post
You might want to update the 1st post while your at it, as well as update the combat info in the RG thread. I am not too sure if contained the two new characters.


-Blood
 

Lord_Raven88

First Post
As promised below are your characters :D please post them in the Rogues Gallery

Characters[sblock]
Jack[sblock]
Jack Xeros Human Male (Scout 5): CR 6; Medium-size; HD 5d8+10; HP 36; Init 8; Spd 40 ft.; AC 19 {10+3 Dex+ 5 armor+1 Skirmish}, touch 14, flat-footed 15; BAB +3; Grap +3; Atk;+9 (+10 w/in 30ft.) 1d8+2 20x3

Full Atk:
Melee: Dagger +1 1d4+1
Ranged: +9 (+10 w/in 30ft.) 1d8+2 20x3 +2d6 (if moved 10ft.)
Space/Reach 5 ft/5 ft;
SA: Skirmish (+2d6, +1AC)

SQ: Trap finding, Battle Fortitude +1, Uncanny Dodge, Evasion, Trackless Step, Fast movement +10ft.,

AL LG
SV Fort: 1+2+1 = 4, Ref: 4+3 = 7, Will: 1+2 = 3

Stats:
Str 12, Dex 16, Con 14, Int 12, Wis 14, Cha 10

Skills: 81sk. Pts.
Hide 11, Move Silently 11, Spot 10, Listen 10, Search 10, Disable Device 10, Tumble 11, Escape Artist 11

Feats:

From Leveling: Improved Initiative, Precise Shot
Human: Quick Draw
Scout: Point Blank Shot
Flaw: Noncombatant
Feat due to flaw: Wpn Focus (Longbow)


Possessions:
+2 Studded Leather Armor (4000) (20lb), Longbow (+1 Str) +1 (2000) (3lb), Ring of Sustence (2500), Silver dagger (22) (1lb), Ever burning Torch (110) (1lb), 50ft Silk Rope (20)(5lbs), Backpack (2)(1lb), Signal whistle (.80), 1 grappling hook (2)(4lb), Ink (8), 2 Inkpen (.20), 5 Parchment (1), Notebook (20), Arrows Regular 0/13 fire (2)(3lb), Silver Arrows 20 (21)(3lb), Cold Iron Arrows 20 (2)(3lb), 5 Cure Light Wounds (250gp), 37gp Weight:43 lbs Light 44 lbs,Medium 44-86, Heavy 87-103

Language:
Common, Terran, Elven, Dwarven

14,556 XP

The six foot tall man that stands before you looks like a soldier from any army. His Armor and Weapon seem nothing more than hand-me-down army gear on first look. When you actually get a good look at his equipment you notice an ensign that you do not recognize. Whatever unit he was a part of must have been small maybe rogue but you don’t you know. The picture of a lone white wolf more abstract than realistic appears on his chest and shoulder. He is slender and looks quite agile for a human. His strong eyes and stern demeanor seem to contradict his otherwise jovial behavior. His brown hair is short almost buzzed, and his gray eyes seem to be taking everything in all at once. His cloak and boots are a dark-green, while his leather armor and even his bow are dark black.

Joining the military at age 18 he trained to be a swordsman, but his abilities lied in other areas. Actually he couldn’t hit even the easiest of targets. It was on the Archery range that he excelled he seemed to be able to see farther and better than his fellow soldiers. So he was drafted into the scout core. He was trained as a scout for the next 2 years until he was ready. He went on many short recon missions very rarely entering combat. If anything he was asked to snipe targets, he was good at shooting on the run. He found that the standard equipment that he was given, the bow and the armor, seemed to be under-protective and under-effective in combat, so he had them reworked as he got enough funds to do so, against standard military orders. So as the missions went by he was better than he thought. Then during a mission when he was 21, something went wrong. He was caught by an enemy team, after a month of questioning and torture he was let go. His scars have never healed, not that anyone could ever see them but him. There is a scar that runs from the center of his chest to the bottom right corner of his stomach, in a c type pattern. Since his release he was taken back into the army’s folds but on more of a consolation basis until he could get over his fright of getting caught. He has been working for another captain since his return and he now, usually he runs recon missions about once a month, works as a mercenary for the city locals. (For working for the city he usually just takes housing and a few gold nothing more. They have since given him a small house on the out skirts of town, 2 rooms small. He does these favors to help the guard captain keep the monsters at bay, both human and animal alike.) He has worked with and teamed with many individuals over the years and usually can be found at the lake fishing during the day and the bar at night when he is not training. He usually sets up a bell about 300 yards from his fishing spot to signal their approach (DC 20 spot) but at the bar he is friendly but quick to defuse any trouble that may start brewing generally by buying a song and a drink (and maybe a few ladies if it will help the situation).

He now works as a specialized scout leader for the military, but as such he is the first one to shot and hide. Due to his imprisonment he won’t leave a man in the field but he knows his talents lie in stealth and silence. So if he runs he is just looking for a good place to counterattack from. Because you don’t leave a man behind, you get him back at all costs.

He is lawful in the effect that he will follow orders only if they do not contradict his strict moral code. Everyone deserves a chance at freedom, when you have had your freedoms revoked you try to give them to others. He also expects others to follow his orders especially as far as tactics are concerned. He doesn’t do anything to harm anyone unless they have shown hostility toward him. On the first hint of aggression he reacts with a swiftness that can not be matched.

To qualify for Dread Commando
1 Sudden strike 1d6, Team Initiative Bonus
2 Armored ease 2
3 Sudden Strike 2d6
4 Armored ease 4, stealthy movement
5 Sudden Strike 3d6

Team Initiative Bonus – For every level of the class that you gain you get a competence bonus to initiative (+5 at fifth level) every ally who can see the dread commando (with in 30ft.) gains the bonus as well.

Sudden strike – Essentially sneak attack but no way to do non-lethal to the flatfooted target

Armored ease – Reduce armor check penalty by number given at the levels given

Stealthy movement – No penalty for moving up to your full speed while hiding or moving silently, you only take a -10 penalty on these skills while charging or running instead of the normal -20
[/sblock]

Thodan[sblock]
Thodan was born in the small village of Orbesh, in the Fields of Nun. The youngest son of a poor farmer, his early life consisted of hard work and little in the way of luxury. At an age of ten, Thodan’s father gave him over to the priesthood of Tempus, hoping the boy would find a better life amongst the clergy.

Thodan entered the clergy, and became an acolyte of the cleric Theodoric, a patriarch of Tempus who presided over an ancient Chessentan citadel turned shrine within the Chondalwood forest. Thodan served Theodoric for several years, performing his duties well, strengthening into a man and learning the ways of combat. And the something happened that changed all that. Theodoric received a visitor by the name of Lord Yrkhetep, and shortly after that visit began to act strangely. When the patriarch began to practice necromancy, raising the bodies of honorable warriors from their well-deserved sleep, Thodan prayed to Tempus for guidance.

In what could only be described as a vision, the spirit of an ancient Chessentan numeri peditatae appeared to him, and warned him to flee the shrine. Explaining to him that his life was in danger, the spirit told him to travel north, that the Lord of Battles had need of him in the lands of the purple dragon.

Believing the vision to be a message from his god, Thodan fled the shrine and traveled north to Hlath and then caught ship to Hlondeth. From there he traveled overland to Teziir, and then caught ship across The Dragonmere to the Cormyrian capital of Suzail.

Thodan has now been in Cormyr for nearly a decade, trying to find what need the Lord of Battles has for him within this land. Although the young cleric still receives the occasional vision or dream hinting at his purpose within these lands, he still wanders somewhat aimlessly, helping those deserving warriors he finds along his way.

Thodan’s most recent vision implored him to seek out the “the star of twilight.” Thus, he has traveled to the idyllic farming village of Eveningstar, hoping to find some clue as to his purpose in Cormyr.

Thodan is a gruff, dour man, who lives to fight the next battle and do glory in the name of his god, Tempus. He takes his calling very seriously. He truly believes that Tempus is communicating with him through these visions and dreams that he has had, though so far the messages have been rather cryptic. He follows Tempus’ dogma strictly, and conducts himself honorably in battle. No stranger to the thrill of battles, Thodan is not one to back down from a fight, and is well neigh fearless in the face of danger.

Thodan enjoys good food and strong drink, and tales and songs of combat and glory. While he works well with a group, he has been spent most of his recent past as something of a lone wolf. Thus, he is used to doing things for himself. While generally gruff and terse, he can be pleasant enough when one takes the time to get to know him. His lust for battle and adventure is impressive, and he can be very strong in his views.

At 6’ 1” in height and 185 lbs, with a muscular build, Thodan looks the part of a veteran warrior rather than a priest. His hair is shoulder length, a tangled mess of greasy brown locks, and his face is covered with permanent stubble. His face has the rugged and weathered look of someone who spends most of their time in the sun and wind. Thodan’s eyes are a vibrant cobalt blue in color, and give him a presence that his otherwise average looks could not normally do.

Thodan dresses in well-worn, comfortable clothing. Leathers and wools make up the bulk of what he wears, in subdued shades of brown, grey and green. Although his armor and weapons show the signs of heavy use, anyone familiar with warcraft would note that they are extremely well cared for.

Human male, age 28
Alingment: Chaotic Good

Str: 14 (+2) (6 points)
Dex: 10 (+0) (2 points)
Con: 14 (+2) (6 points)
Int: 10 (+0) (2 points)
Wis: 17 (+3) (10 points, +1 level advancement)
Cha: 12 (+1) (4 points)

Cleric, level 5
Experience: 14,556
Hit Points: 36 (8 + 18 + 10 con)

Armor Class: 20 (10 base + 8 half-plate+1 + 2 shield)
Touch AC: 10
Flat-footed AC: 20
ACP: -7

Initiative: +4
Base Speed: 30' (20’ in half-plate)

Saves:
Fort +7 (+4 base, +2 con, +1 vest)
Ref +4 (+1 base, +0 dex, +2 lightning reflexes, +1 vest)
Wil +8 (+4 base, +3 wis, +1 vest)

BAB: +3
Attack:
+7 attack, battleaxe +1 (1d8 + 1 + 2 str)
+5 attack, morningstar (1d8 + 2 str)
+4 attack, mw light crossbow (1d8)

Feats: Extra Turning, Lightning Reflexes, Improved Initiative

Skills (24)
Concentration +7 (5 ranks, +2 con)
Diplomacy +4 (3 ranks, +1 cha)
Heal +8 (5 ranks, +3 wis)
Knowledge (religion) +5 (5 ranks, +0 int)
Spellcraft +5 (5 ranks)

Languages: Common, Chondathan, Chessentan,

Class Features: Aura, Spells, Domain Powers, Spontaneous Casting (cure), Turn Undead 8 times per day (+2 bonus to turn checks from 5 ranks in Knowledge: Religion),

Domains
War: Martial Proficiency (battleaxe), Weapon Focus (battleaxe)
Strength: Perform feat of strength 1/day (+5 enhancement to Str for 1 round)

Spells Per Day (includes bonus spells for Wis)
0-level (DC13): 5
1st level (DC14): 4+1
2nd level (DC15): 3+1
3rd level (DC16): 2+1

Equipment/Possessions
Half-plate +1 1750 gp 50 lb
Heavy steel shield, mw (with silver holy symbol) 170 gp 15 lb
Battleaxe +1 2310 gp 6 lb
Traveler's cloak (Magic of Faerun) 1200 gp 1 lb
Vest of resistance +1 1000 gp 1lb
Handy Haversack 2000 gp 5 lb
Everburning Torch 110 gp 1 lb
Morningstar 8 gp 6 lb
Dagger 2 gp 1 lb
Light crossbow, mw 335 gp 4 lb
40 bolts 2 gp 6 lb
Explorers outfit 10 gp 8 lb
Bedroll 1 sp 5 lb
Beltpouch 1gp ½ lb
Spell component pouch 5 gp 2 lb
Holy symbol, silver (mounted to shield) 25 gp 1 lb
Holy symbol, wooden 1 gp -
Flint & steel 1 gp –
2 Empty sacks 2 sp 1 lb
War horn 5 gp 3 lb
Whetstone 2 cp 1 lb
163 gp

0 lvl: Detect Magic, Light, Read Magic, Detect Poison, Create Water
1st: Bless, Command, Doom, Bane + Enlarge Person
2nd: Bull's Strength, Bull's Strength, Sound Burst + Spiritual Weapon
3rd: Prayer, Magic Circle against Evil + Magic Vestment

Combat Notes - Spells In Effect
Magic Vestment, bringing Thodan's AC to 21.
Magic Circle vrs. Evil, bringing AC to 23, and +2 on saves.

As far as future direction for Thodan, I'm thinking of going for Divine Disciple from the FRCS. I had considered War Priest, but since it looks like I am the only cleric in the party, I don't think I will want to sacrifice any caster levels.
[/sblock]

Thyrd[sblock]
Varenthrydlyn Ornithalar the 23
Sun elf Wiz5/Inc1
XP 15,000
Chaotic Neutral

Hit Dice: 6d4+6; hp 24
Initiative: +2
Speed: 30 ft
Armor Class: 13 (+2 Dex, +1 deflection), touch 13, FF 11
Base Attack/Grapple: +2, +1
Attacks: Dagger +4 (1d4 - 1/crit 19-20), Longbow MW +5 (1d8 - 1/crit x3)
Special Qualities: Low-Light Vision, Elf Abilities, Summon Familiar, Focused Studies (Enchantment banned)
Saving Throws: Fort +3, Ref +4, Will +8
Abilities:Str 8, Dex 14, Con 12, Int 23, Wis 8, Cha 8.
Languages spoken: Common , Elven, Draconic, Celestial, Chondathan, Illuskan, Sylvan
Skills:

Craft (Alchemy) +11
Knowledge (Dungeoneering) +11
Appraise +6
Balance +2
Bluff -1
Climb -1
Concentration +10
Craft (Armorsmith) +6
Craft (Bowmaking) +6
Craft (Gemcutting) +6
Craft (Locksmithing) +6
Craft (Trapmaking) +6
Craft (Weaponsmith) +6
Decipher Script +7
Diplomacy -1
Disguise -1
Escape Artist +2
Forgery +6
Gather Information -1
Heal -1
Hide +2
Intimidate -1
Survival -1
Jump -1
Knowledge (Arcana) +15
Knowledge (Architecture) +7
Knowledge (Geography) +7
Knowledge (History) +7
Knowledge (Local) +7
Knowledge (Nature) +11
Knowledge (Nobility) +7
Knowledge (Planes) +15
Knowledge (Psionics) +7,
Knowledge (Religion) +11
Listen +3
Move Silently +2
Perform -1
Search +7
Sense Motive -1
Spellcraft +20
Spot +3
Swim -1
Use Rope +2

Feats:
Extend Spell (PHB pg.94)
Iron Will (PHB pg.97)
Sculpt Spell (Complete Arcane pg.83)
Scribe Scroll (PHB pg.99)
Skill Focus (Spellcraft) (PHB pg. 100)
Spell Focus (Conjuration) (PHB pg. 100)

Cloak of Resistance +1
Masterwork Longbow
100 arrows
Dagger
Ring of Protection +1
Wand of True Strike (50 charges)
Headband of Inteleect +2
Potions of Cure Light Wounds (3)
Heward's Handy Haversack
Basic Adventuring Gear (outfit, bedroll, shovel, 10-ft pole, etc)
5 gp, 5 sp

Carrying Capacity
Light Load 26 lb.
Medium Load 53 lb.
Heavy Load 80 lb.
Lift Over Head 80 lb.
Lift Off Ground 160 lb.
Push or Drag 400 lb.
Currently carrying light load

Spellbook:

Spoiler:

0-All wizard cantrips
1-Benign Transposition (See below), Color Spray, Comprehend Languages, Disguise Self, Enlarge Person, Grease, Identify, Lesser Electric Orb (Complete Arcane), Lesser Orb of Acid (Complete Arcane), Mage Armor, Magic Missile, Protection from Evil, Protection from Law, Ray of Clumsiness (See Below), Ray of Enfeeblement, Reduce Person, Shield, Silent Image, Tensor's Floating Disk, True Strike, Unseen Servant, Ventriloquism
2-Baleful Transposition (See Below), False Life, Glitterdust, Invisibility, Ray of Sickness, Scorching Ray, Spider Climb
3-Fireball, Greater Mage Armor (Complete Arcane), Haste, Invisibility Sphere, Mass Snake's Swiftness (See Below), Nauseating Breath (See Below), Resonating Bolt (See Below), Slow, Unluck (See Below)

BENIGN TRANSPOSITION

Spoiler:
Conjuration (Teleportation)
Level: Sor/Wiz 1
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Two willing creatures of up to Large size
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within range. Objects carried by the creatures (up to the creatures' maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.



RAY OF CLUMSINESS

Spoiler:

Transmutation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. The energy of the ray stiffens the subject's muscles and joints, making it more difficult for the subject to move. The subject takes a penalty to Dexterity equal to 1d6+1 per two caster levels (maximum penalty 1d6+5, minimum Dexterity 1).


RAY OF SICKNESS

Spoiler:

Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. If your ranged touch attack hits, the subject becomes sickened.

BALEFUL TRANSPOSITION

Spoiler:

Conjuration (Teleportation)
Level: Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Two creatures of up to Large size
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

Two target creatures, of which you can be one, instantly swap positions. A solid object such as the ground, a bridge, or a rope must connect the creatures. Both subjects must be within range. Objects carried by the creatures (up to the creatures' maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.
If either creature succeeds on its Will save, the spell is negated.

SNAKE'S SWIFTNESS

Spoiler:

Transmutation
Level: Drd 1, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One allied creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject can immediately make one melee or ranged attack. Taking this action doesn't affect the subject's normal place in the initiative order. This is a single attack and follows the standard rules for attacking.
This spell does not allow the subject to make more than one additional attack in a round. If the subject has already made an additional attack, due to a prior casting of this spell, from the haste spell, or from any other source, this spell fails.
Arcane Material Component: A few scales from a snake.


UNLUCK

Spoiler:

Divination
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

When you cast this spell, you negatively influence the randomness of fortune for the target. Whenever the affected creature undertakes an action involving random chance (specifically, whenever any die roll is made for the creature, including attack rolls, damage rolls, and saving throws), two separate rolls are made and the worse result applied.
A creature carrying a stone of good luck is immune to the effect of unluck.
Material Component: A piece of a broken mirror.


SNAKE'S SWIFTNESS, MASS

Spoiler:

Transmutation
Level: Drd 2, Sor/Wiz 3
Range: Medium (100 ft. + 10 ft./level)
Targets: Allied creatures in a 20-ft.-radius burst

This spell functions like snake's swiftness, except that it affects multiple allies out to medium range.

RESONATING BOLT

Spoiler:

Evocation [Sonic]
Level: Brd 4, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: 60-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

The bolt of sonic energy deals 1d4 points of sonic damage per caster level (maximum 10d4) to each creature within its area. In addition, a resonating bolt deals full damage to objects and can easily shatter or break interposing barriers. If the bolt destroys a barrier, it can continue beyond the barrier if its range permits; otherwise, it stops.


NAUSEATING BREATH

Spoiler:

Conjuration (Creation)
Level: Clr 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: No

You breathe out a cone of nauseating vapors. Any creature in the area must succeed on a Fortitude save or be nauseated for 1d6 rounds.
Material Component: A piece of fish at least one day old.

Familiar

Spoiler:

Polly
Weasel Familiar
Magical Beast (augmented animal)
hp 11
Attacks: Bite +3 melee (1d4-3)
AC: 17 (+2 size, +2 Dex, +3 Natural Armor), ff 15, touch 14
Saves: Fort +1, Ref +3, Will +7
Abilities: Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5


Appearance and Personality:

Spoiler:

Thryd always looks rather bedraggled, even when her circumstances have been better. She has the dark golden skin and light blonde hair characteristic of her family (and has been known to punch any who suggests she resembles a drow), but her hair is generally haphazardly cut as if she had done it herself (which she usually does) and wind-tangled, and her skin is smudged with ink, dirt, and on occasion blood stains.
Thryd is currently wearing a cobbled together set of clothing, consisting of heavy boots, a light tunic, and what look like harem pants. She takes a perverse pride in her appearance, and generally resists any attempts to change it.



Background:

Spoiler:

If asked, Thryd will blame inbreeding and the wind for her peculiar behavior, though always in a manner that suggests her response is at least half in jest. Inbreeding due to the fact that her family, having had to leave behind much of their wealth and all of their lands when they Retreated to Evermeet, took to marrying cousin to cousin (and on occasion even closer relations) to maintain their remaining fortune as well as their “noble blood”. The wind, because for as long as she can remember she has felt a wind blowing around and through her body, even when others inform her that the air is still.

Despite her early erratic behavior, House Ornithalar was able to send its youngest scion to one of Evermeet’s wizarding schools, the traditional, rigid kind that required you to be able to recite your (pure) Elven heritage for at least 20 generations and little else. There Thryd took to magic like nothing else, learning the shape spells with such ease that some of her teachers grew suspicious that she had sorcerous powers. Thryd, however, realized that her talent came from the wind; she could feel her spells in it, and learned how to shape and push them to greater effectiveness and potency. Beginning to chafe under her instructors’ hidebound ways and growing tired of the whispers that she heard between them and the other students, one day she swiped a portal key and stepped through its portal, not even bothering to find out its destination. It dumped her on the edge of the Anauroch, and only her magic kept her alive. Since then, she’s gradually wandered south, into the more hospitable nation of Cormyr.

Thryd, though always somewhat unbalanced, is neither delusional nor psychotic. Being on her own has forced her to learn how to pull herself together, so in dangerous or stressful situations she appears to be normal. Thryd has so far resisted any attempts from well-meaning clerics to assist her with her “condition”; she believes that it allows her to perceive the Weave and wield her magic more purely than anything else.
[/sblock]

Leonara Swiftwind[sblock]
Female Wood Elf, 5th-Level Elf Ranger (XP 14,556)
Medium Humanoid (Elf)

Hit Dice: 2d6+3d8+5 (28 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 19 (+4 Dex, +5 armor), touch 14, flat-footed 15
Base Attack/Grapple: +5/+9
Attack: Elvencraft Darkwood Composite Longbow (+4 Str) +10 ranged (1d8+4/x3) or Elvencraft Darkwood Composite Longbow +10 melee (1d6+6) or Heavy Flail +9 melee (1d10+6/19-20)
Full Attack: Elvencraft Darkwood Composite Longbow (+4 Str) +8/+8 ranged (1d8+4/x3) or Elvencraft Darkwood Composite Longbow +10 melee (1d6+6) or Heavy Flail +9 melee (1d10+6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Elf Favored Enemy (Undead +6, Orc +3), Spells
Special Qualities: Elf Traits, Wild Empathy (+7[11]), Combat Style (archery), Elven Hound Companion
Saves: Fort +5, Ref +8, Will +2 (+2 vs enchantments)
Abilities: Str 16(18), Dex 18, Con 12, Int 10, Wis 12, Cha 10
Skills: Climb* +5(1), Handle Animal +5[9](5), Hide* +10(6), Jump* +9(5), Knowledge (nature) +7(5), Listen +10(7), Move Silently* +10(6), Search +7(5), Spot +10(7), Survival[aboveground/tracking] +6[8/10](5), Tumble* +9(3cc); * Armor Check Penalty 0
Feats: Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Shield Proficiency (except Tower Shield), Track, Endurance, Point Blank Shot, Rapid Shot, Natural Bond
Home Region: Elven Court
Patron Deity: Mielikki
Alignment: Chaotic Good

Leonara stands 5 feet 5 inches tall and weighs 117 pounds. She is 122 years old. Her long, black hair is worn in a single braid, a few strands of hair framing the fine-featured face with emerald eyes. Her lithe and athletic figure is dressed in comfortable leathers, on top of which she wears a simple green tunic and her finely crafted mithril chain shirt. A leathern bandoleer with several small pockets sits across her chest, and along with her backpack, to which her flail is strapped, and a wide grey-green hooded cloak, she wears a quiver on her back, next to which she has her darkwood longbow slung over one shoulder.

Leonara speaks Common, Chondathan and Elven.

Spells: As 5th-level ranger
Spells per Day (1; save DC 11 + spell level):
1st - Hunter's Mercy.

Equipment: Elvencraft Darkwood Composite Longbow (+4 Str, MW ranged, MW melee), Cold Iron Arrows (50), Cold Iron Fire Arrows (15), Silver Arrows (20), Heavy Flail, Dagger, +1 Mithril Chain Shirt, Traveler's Outfit (2), Backpack, Bedroll, Winter Blanket, MW Bandoleer, Belt Pouch (2), Silk Rope (100 ft.), Sack (2), Waterskin (2), Wooden Holy Symbol of Mielikki, Tanglefoot Bag (2), Alchemical Sleep Gas, Belt of Ogre Strength +2, Wand of Cure Light Wounds (40 charges), Wand of Hunter's Mercy (38 charges), Scroll of Barkskin, Scroll of Tree Shape; 9 gp, 6 sp, 0 cp.

Stalker, cooshee companion: Medium magical beast (animal); HD 4; hp 34; Init +4; Spd 50 ft.; AC 23, touch 14, flat-footed 19; Base Atk +4; Grp +8; Atk/full Atk Bite +8 melee (1d8+6); Space/Reach 5 ft./5 ft.; SQ low-light vision, immune to sleep, resist enchantment, scent, sprint (250 ft. charge, 1/hour), link, share spells, evasion; AL N; SV Fort +6, Ref +8, Will +2 (+2 vs enchantments); Str 18, Dex 18, Con 14, Int 2, Wis 12, Cha 8.
Skills and Feats: Balance +8, Hide +8, Jump +16, Listen +6, Spot +6, Survival (tracking by scent) +2/6, Swim +8; Improved Natural Attack (bite), Track, Improved Natural Armor.
Tricks: Attack (all creatures), Come, Defend, Guard, Heel, Track, Assist Attack.
Equipment: Leather Barding.

Background:
Spoiler:
It was not the most peaceful life, that Leonara lived. The wood elf was born into a small elven community living near the old Elven Court in Cormanthor, the former home of the elves on Faerûn. Most of her kin had long forsaken their ancient home during the Elven Retreat and travelled to other places, like Evermeet or Evereska, and only few remained. The peace inside the impressive forest was often disturbed. With most of the elven defenses broken or disabled, it fell to the last elven inhabitants of Cormanthor to fend for themselves. The drow had begun to secure a foothold from where they were raiding the weaker communities, they did not yet dare to come close to the old Elven Court, but that was just a matter of time. Orc and gnoll bands were roaming freely beneath the giant maple trees. But the former Elven Court was still the most secure place to be.
Leonara has been trained in the ways of the forest, the language of the animals, and in the fine art of elven warcraft, swordplay and archery. The ranger also had learned about the strengths and weaknesses of the living dead, which were often found near the ruins of Myth Drannor, where countless adventurers and treasure hunters had perished in the past. She sometimes accompanied raiding parties, that set out for the ancient ruins, fending off the undead, to drive them back before they would become a problem. Whenever the Elven Court itself was in danger, she was also there to defend its borders against humanoid raiders with her bow. But all that lies the past now.
A few years ago, Leonara left Cormanthor together with an elven warband, to venture out into the lands of man. The elves would not be able to stand against the constant attacks alone, and the human lands were also plagued by war as it was known. It was the decision of the leaders of their community, that they would go and aid the humans in their struggle in the hope, that they would come to the defense of Cormanthor in turn. So they set out, equipped with the finest arms and armors the elves had to spare. At Leonara's side was the elven hound Stalker, an impressive canine with a natural bond to the elven race and a distrust in all others. Only an elf could rear and train the cooshee, as they are called in the elven tongue. Stalker was Leonara's companion for some years already, found and trained as a pup, the long-lived hound accompanied the elf on hunt and raid alike since he was old enough.
The elves travelled to the south-west, to Cormyr, where they fought against orcish and goblinoid war parties. In one of those battles Leonara was seperated from her companions together with a few human militiamen. She found out later after the attackers were defeated, that her troupe had been routed. Most of them were likely dead. A search revealed only few survivors, but most of the other elves remained missing. Many of the human survivors were headed back to the city of Eveningstar, where they would recover and lend their strength to the local authorities. Leonara accompanied them, it was as good a place as any other this far from her home, and the prospect of seeing the tressym, the winged cats common to that area the other soldiers had told her of, filled her elven heart with joy.

Elf Ranger, Elven Hound and Elvencraft Bow:

Spoiler:
ELF RANGER

Hit Die: d6 (used for substitution levels only)
Skill Points: 8+Int (Balance as additional class skill for substitution levels only)

1st Elf Favored Enemy replaces Favored Enemy
4th Elven Hound Companion

Elf Favored Enemy (Ex): An elf ranger's favored enemy ability grants him a +2 bonus to Hide, Listen, Move Silently, Spot, and Survival checks used against creatures of the chosen type, and a +2 bonus on weapon damage rolls against such creatures. If the elf ranger chooses humanoid (orc), undead or "servants of Lolth" as his favored enemy, these bonuses rise to +3. "Servants of Lolth" includes drow, monstrous spiders of all sizes, and driders; this is an addition to the normal list of options for a ranger's favored enemy found on page 47 of the Player's Handbook.
This substitution feature replaces the standard ranger's 1st-level favore enemy class feature.
This substitution feature also affects the elf ranger's later improvements to his favored enemy ability. Each time an elf ranger gains a new favored enemy, he can increase the bonus for one favored enemy by 2, or 3 if he chooses to increase his bonus against orcs, undead or servants of Lolth.

Elven Hound Companion (Ex): A 4th-level elf ranger can select an elven hound (see page 189) as his animal companion, even though the creature is a magical beast. For the purpose of any of the ranger's spells that affect animals, as well as his use of Handle Animal or wild empathy on the companion, the elven hound is treated as an animal.

ELVEN HOUND

Medium Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 17 (+3 Dex, +4 natural armor), touch 14, flat-footed 13
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d8+4)
Full Attack: Bite +5 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Immune to sleep, low-light vision, resist enchantment, scent, sprint
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 17, Dex 17, Con 13, Int 2, Wis 12, Cha 8
Skills: Balance +7, Hide +7, Jump +15, Listen +5, Spot +5, Survival* +2, Swim +6
Feats: Improved Natural Attack (bite), Track
Environment: Temperate forests
Organization: Solitary or pack (5-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -

This odd-looking dog seems almost as big as a pony. It has a thick, greenish coat with large brown spots. It has exceedingly large feet with very long claws for a dog.

The elven hound (called the cooshee in Elven) is a massive dog. It is most commonly found in the company of wood elves, who use it for both hunting and guard duties. Occasionally, high elves or gray elves will keep kennels of these dogs.
An elven hound weighs more than 200 pounds and often stands as much as 2 feet high at the shoulders. Its huge paws house strong claws, which are curved to provide better traction in the soft loam of the forest lands. Its tail generally arcs over its back, but it hangs between the creature's legs when the hound is being scolded. Its ears point straight up, giving the creature an attentive, intelligent look. Cooshees are long-lived creatures, commonly reaching 100 years of age.

Combat

An elven hound is a very effective fighting machine. It has a bone-crunching bite, capable of dropping an orc warrior. Elves say one elven hound is worth five orcs; that's an exaggeration, to be sure, but an elven hound is a ferocious combatant nevertheless, especially when attacking prey distracted by a hail of elven arrows.

Resist Enchantment (Ex): Like their elf masters, elven hounds have a +2 racial bonus on saving throws against enchantment spells or effects.

Sprint (Ex): Although an elven hound can go head to head with many creatures, its strength lies in the chase. Once per hour, an elven hound can move five times its normal speed (250 feet) when it makes a charge.

Skills: Elven hounds have a +4 racial bonus on Balance, Hide, Jump, and Swim checks, and a +2 racial bonus on Listen and Spot checks. *Elven hounds have a +4 racial bonus on Survival checks when tracking by scent.

WEAPON MODIFICATIONS

Bow, Elvencraft: One of the biggest problems facing any archer is deciding what to do when a foe gets within melee reach. Does one stand fast and take the consequences (which can prove painful if not deadly), fall back (not always practical), or drop the bow and draw a melee weapon (inconvenient at best). Elf bowyers have made the choice somewhat less difficult by crafting bows that can stand up to melee combat. Thanks to elven ingenuity, these weapons work as well as melee weapons as they do as ranged weapons.
An elvencraft bow is thicker and heavier than a normal bow. An elvencraft shortbow functions as a club when wielded as a melee weapon. An elvencraft longbow functions as a quarterstaff when wielded as a melee weapon. The wielder incurs no penalty on attack roll when using an elvencraft bow as a melee weapon.
A character wielding an elvencraft bow can freely interchange melee and ranged attacks during the same round. When wielding an elvencraft bow, the user threatens the squares around him no matter how he last used the weapon.
Magical enhancements to an elvencraft bow only affects its use as a bow. Enhancements to the melee capabilites of the weapon must be added seperately.
An elvencraft bow costs 300 gp more than a normal bow.
[/sblock]

Glandred d'Azerkyn - Shield Maiden of Azerkyn[sblock]
Dwarf (Shield) Fighter 5
Medium Humanoid
Alignment: Neutral Good
Deity: Haela Brightaxe (Lady of the Fray, Luckmaiden)
Region: Cormyr, Eagle Peak, Storm Horns (hamlet, 153; FRCS 112)
Sex: Female
Height: 4’7”
Weight: 132 lbs
Skin: Dark, almost red tone
Exp: 14556

Hair: Flame red
Eyes: Orange
Age: 121

Str: 18 (+4) [13 points]
Dex: 12 (+1) [4 points]
Con: 16 (+3) [6 points]
Int: 12 (+1) [4 points]
Wis: 9 (-1) [1 points]
Cha: 8 (-1) [2 points]
* +2 con; -2 Cha
Level: +1 Str (4th)

Racial Abilities
Darkvision 60'
Stonecunning
Weapon Familiarity - dwarven urgoshes and waraxes
Stability - +4 to resist bull rush and trip attempts when standing on the ground

Class Abilities
proficient with all simple and martial weapons
proficient with all armour and shields
bonus feat x 3 (1, 2 and 4)

Hit Dice: 5d10
HP: 47 Current: 35
AC: 22 (+1 Dex, +7 Armour, +1 Buckler, +2 Magic, +1 Feat) Touch – 11, Flat-footed – 20
ACP: -4
Init: +1 (+1 Dex)
Speed: 15ft
*+4 dodge bonus to AC vs giants

Saves:
Fortitude +8 [4 base, +3 Con, +1 Magic]
Reflex +3 [+1 base, +1 Dex, +1 Magic]
Will +1 [+1 base, -1 Wis, +1 Magic]
*+4 vs fire effects (Azerblood); +2 vs poison (dwarf); +2 vs spells and spell effects (dwarf)

BAB/Grapple: +5/+9
Melee Atk: +11 Dwarven Waraxe (1d10+4/x3) - +1 weapon focus, +1 magic
Melee Atk: +10 Hand Axe (1d6+4, x3) - +1 m/work
2 handed: +9/+8
Melee Atk: +10 Warhammer (1d8+4/x3) - +1 m/work
Ranged Atk: +6 Light Crossbow (1d8, 19-20/x2, 80')
* +1 attacks vs orcs and goblinoids (dwarf)

Class Skills: 12+3+3+3+3
Climb 6 [6 ranks, +4 Str, -4 ACP]
Craft (weaponsmithing) 8 [6 ranks, +1 Int, +1 Azerblood]
Handle Animal -1 [0 ranks, -1 Chr]
Intimidate 5 [6 ranks, -1 Chr]
Jump 6 [6 ranks, +4 Str, -4 ACP]
Ride 1 [+1 Dex]
Swim -4 [0 ranks, +4 Str, -8 ACP]
*+2 Appraise (stone or metal) (dwarf); +2 Craft (stone or metal) (dwarf)

Feats:
1. Azerblood - descendant of Clan Azerkyn - +4 saves versus fire effects, +1 craft (armoursmithing, blacksmithing and weaponsmithing) RofF
1. Weapon Focus (dwarven waraxe) - +1 attacks
2. Two Weapon Fighting
3. Shielded Axe - Keep buckler bonus when fighting with dwarf waraxe and handaxe RoS
4. Heavy Armour Optimisation -1 ACP, +1 AC RoS

Languages: Dwarf, Common, Ignan

Equipment 100/200/300 300/600 1500

Wearing or carrying at hand
Masterwork Banded Mail +2 – 4400 gp (35 lb) ACP -5
Masterwork Buckler - 165 gp (5lb) ACP 0
Dagger - 2 gp (1lb)
Masterwork Dwarf Waraxe +1 – 2330 gp (5lb) (Slashing)
Masterwork Hand Axe – 306 gp (3lb) (Slashing)
Masterwork Warhammer – 312 gp (5 lbs) (Bludgeoning)
Light Crossbow - 35 gp (4lb) (Piercing)
20 bolts - 2 gp (4lb)

In or on containers
Backpack - 2gp (2 lbs)
Waterskin – 1gp (4 lbs)
Flint and Steel – 1 gp (--)
Whetstone - 2cp (1lb)
Bedroll - 1sp (5lb)
20 days Iron Rations - 10gp (10lb)
Potion of Bulls Strength - 300gp
Cloak of Resistance +1 - 1000gp
Potion of Hide from Undead - 50gp
Potion of Jump - 50gp

Total weight carried – 88 lbs, light load.

Money
23gp 4 sp 4 cp

Appearance, Personality, Background:

Spoiler:

Appearance: Glandred is well muscled with bronze, almost red skin. Her hair is worn long and, like the downy growth upon her cheeks, is a fiery orange in colour. Her eyes are dark, almost black with pale orange pupils. She favours dark colours, particularly mauves, purples, reds, blues and deep oranges and yellows. She carries herself with a swaggering confidence gained through the knowledge that she seems to finally be in control of her own destiny.

Personality: Glandred is a little confused. There seems to be large chunks of her memory that are missing. She doesn't have any idea what happened previous to the last year and she acts accordingly. She is a little paranoid, seeing a threat behind every shadow, she is cautious around strangers though always ready to take matters into her own hands. She is impatient and hates standing in ques or large crowds. If she trusts someone she trusts them implicitly, and can be easily led by such individuals.

Background: Glandred literally translates as Forgotten or Lost Maiden (RoS 25). Glandred has no idea as to her past. She woke up just over a year ago high in the Storm Horns battered and bruised. She wandered for a couple of days before, half dead, she stumbled into Eagle Peak. She only had the possessions she wore and no money and so was forced to work for the human smith Belden for a year and a day in return for lodgings, a stipend and a little extra equipment once the tenure was over.

Glandred proved to be a great asset to Belden and secretly he squirreled away a portion of the money he made from her wares. After the term of the contract was up Belden presented Glandred with a warhammer and her share of the takings from the year. Glandred, although moved to tears by the friendship of Belden, had resolved to depart as soon as she could so she could try and solve the mystery of her past.

Glandred said her goodbyes to Belden not more than 3 weeks ago and has slowly made her way out of the Storm Horns and through Cormyr since. She has been in Eveningstar for only a week and is starting to run low on funds. She is reluctant to get a job at another smithy so soon after leaving her last job and so is looking for a more direct means to earn some money, and a chance to practice her martial skills.

Note: She recalls her surname but not the signifigance of its meaning.
[/sblock]

Chik Hatcher[sblock]
Male Human
Rogue 1/Warlock 1/Human Paragon 3
Neutral Good
Worships Tymora



Str 10 (+0) (2 points)
Dex 18 (+4) (13 points, +1 level)
Con 11 (+0) (3 points)
Int 18 (+4) (10 points, +2 racial)
Wis 8 (-1) (0 points)
Cha 10 (+0) (2 points)

Hit Points: 20 (3d6+2d8)
AC: 20 (10, +4 dex, +5 armor, +1 shield), Touch: 14, Flatfooted: 16
Initiative: +4
BAB: +2, Grapple: +2
Speed: 30 feet

Saves
Fort: +1 (+0 rogue, +0 warlock, +1 human paragon, +0 con)
Ref: +7 (+2 rogue, +0 warlock, +1 human paragon, +3 dex)
Will: +4 (+0 rogue, +2 warlock, +3 human paragon, -1 wis)
Attacks
+2 melee, dagger, 1d4 (+1d6 sneak attack), 19-20/x2
+4 ranged, eldritch blast, 2d6 (+1d6 sneak attack), x2, 60' range
Skills 48 rogue, 6 warlock, 24 human paragon, 8 human (86 total)
Bluff +4 (4 ranks, +0 cha)
Decipher Script +11 (7 ranks, +4 int)
Disable Device +18 (8 ranks, +4 int, +6 fiendish fingers)
Escape Artist +11 (7 ranks, +4 dex)
Hide +12 (8 ranks, +4 dex)
Knoledge (Arcana) +8 (4 ranks, +4 int)
Move Silently +12 (8 ranks, +4 dex)
Open Lock +18 (8 ranks, +4 int, +6 fiendish fingers)
Search +17 (8 ranks, +4 int, +5 competence)
Slight of Hand +14 (4 ranks, +4 dex, +6 fiendish fingers)
Spot +7 (8 ranks, -1 wis)
Tumble +8 (4 ranks, +4 dex)
Use Magic Device +8 (8 ranks, +0 cha)
Speaks Common,
Armor Check Penalty: -? (-? armor, -? shield)
Feats
Able Learner (Level 1 – Race – RoD)
Mortalbane (Level 1 – Character – BoVD)
Point Blank Shot (Level 3 – Character)
Precise Shot (Level 4 – Human Paragon Bonus)
Racial Traits
Size: Medium
Base Speed: 30 ft.
Skill Bonuses: 4 extra skill points at first level, 1 extra skill point each level thereafter
One Bonus Feat at first level
Favored Class: Warlock
Special Abilities
Sneak Attack 1d6 (Rogue 1)
Trapfinding (Rogue 1)
Eldritch Blast 2d6 (Warlock 3)
Adaptive Learning (Human Paragon 1)
Caster Levels:
CL 3 Warlock
Warlock Invocations
Fiendish Fingers*:+6 bonus to disable device, open lock, and sleight of hand checks active 24 hours/day
Spider Walk:As the spell, active 24 hours/day
Equipment
Twin Daggers-4 gp, 2 lbs
Mithral Breastplate-4,200 gp, 12.5 lbs
Buckler-15 gp, 1 lb
Traveler’s Outfit-1 gp, 5 lbs.
Goggles of Minute Seeing-1,250 gp, - lbs.
Wand of Lesser Vigor (CD)-750 gp (45 charges)
278 Platinum Pieces (6.5 lbs.)

Appearance/Personality
Chik is a handsome fellow, with the well shaped face of a young man, framed in slightly wavy black hair that hangs down around his ears. Despite his good looks, he gives off a kind of menacing air that usually makes people somewhat uncomfortable around him. Chik wears a well made breastplate for protection, and the dagger worn at his hip is exposed for all to see.

For anyone who has spent some time with Chik, it’s easy to tell that he is a man with the best of intentions, but who often looses his temper, resulting in fits of rage that often get him in trouble. His friendship is loyal, but hard to earn. Chik doesn’t talk about his past much, but given his emotional problems and the constant battle he seems to be fighting with some inner demon, it’s easy to see that there are some skeletons in the closet.


Background
Chick was abandoned by his father at a young age, and he grew up in an orphanage in Immersea until he was almost nine years old. Being a poor kid with lots of free time in a city of rich nobles, it didn’t take Chik long to develop into a mischievous child who often got into trouble for “acquiring” things that didn’t belong to him. Even though his life took the same form as many of the kids around him, Chik always felt a bit different. Most of the lessons they were taught buy the house-wives seemed to make sense to the other children, while Chik really had to struggle with things to make them make sense. For instance, everyone else seemed to understand that stealing was wrong, and while Chik had that intuition (in a very weak sense), he also had something inside him that told him there was no problem with doing things like that.

If his other mischief wasn’t enough, Chik got into many fights during his younger years, mostly as a result of people picking on his name. Chik hated the name, but he couldn’t let it go for some reason and always refused to use nicknames. After all, it was the only connection he had to his past. One time when he was being harassed by another child who quickly ran to hide by locking himself behind the cellar door, Chik discovered something else about himself – he was able to wield some kind of magic. Not knowing what he was doing, he let the anger within him explode outward and actually destroyed the door in a flash of purple fire, leaving the child behind it scared, and the mistress of the orphanage too worried to keep such a liability around.

And so it was that Chik, now only 12 years old, was abandoned to the world once again-only this time he didn’t mind. He spent a good deal of time traveling around Cormyr, grappling with the things he had been taught as a child and his innate nature that led him to do things that were often objectionable. After traveling for eight years and still carrying on this inner struggle, Chik is both closer to the truth and further away from it. He has accepted the rightness and wrongness of certain kinds of actions, and tries his best to lead a moral life, but he also finds joy in the chaos of life that often accompanies an absence of such morals.

Chik is on his way to Eveningstar right now, hearing that there are ruins about that might be profitable to explore. He enjoys those kinds of jobs since he has some skill at carefully finding his way through dangerously trapped places, but right now he is hoping to find some company to travel with.

If you want a further glimpse into the mind of this troubled young man, read on…

Why in the nine hells would someone name their kid Chik? Aw, never mind that question, I’ve been askin it ever since I was a lad and kids used to make fun of me while I played with them. I suppose my father, whoever the bastard was, must have know that with a name like this, I’d either grow up tough or die trying, and anything in between wasn’t worth the trouble of givin me a proper name. He musta had a harsh view of the world, but I suppose I can’t fault him for that.

Still, it bothers me on nights like this when I sit outside a tavern, bruised up and a couple of silvers short after a bad rumble inside. No real reason for it, but folks just can’t help but make a few jabs when they find out what my name is. Course I can’t help but smash their face in neither…but I suppose we all have our weaknesses. Sometimes I think mine aren’t just weaknesses though, but rather something deep down inside me, pullin my gut this way and that, tryin ta make me do stuff I know better than to.

Strange thing is, it’s that same feeling in my gut that seems to give me the strange powers I have. Ever since I can remember, since my young days living at the orphanage, I always felt like something was different about me, and I knew it was true when I finally blew a hole in the wall on accident with some funny magical power. Memories like that don’t do much for me now. Best I can hope for is to keep on surviving, and god knows it’s a game of dice in this world.

Well I may not have found as much drink as I would have like tonight, and I sure as hell missed my chance with that serving maid, but at least I left one of those fellows with a messed up face. I suppose this town's gonna be tired of me pretty soon, so I might as well start packing. If I remember right, there's a little town called Eveningstar right up the road a ways. Ya, that’s right, I heard there might be some exploring to do around the countryside while I’m there and a small town like that won’t have any trouble in store for someone like me…

*Fiendish Fingers
Spoiler:

Least; 2nd
By invoking this ability, you gain acute senses that help you manipulate fine objects. You gain a +6 bonus on Disable Device, Open Lock, and Sleight of Hand checks for 24 hours.

Future Plans

Spoiler:
At level up, Chik plans to take a level of Spellthief. Following that, he will be progressing through all ten levels of Arcane Trickster.
[/sblock]

Nira[sblock]
Nira Cytadell stands at about 5’7”, has brown skin with high almost elven like check bones and has rich honey colored oval eyes. Her long dark hair runs down to the middle of back, has a rich brown hue to it and is complimented with vibrant sandy streaks of blond running randomly though out it. Her shirt and trousers are simple and earth toned matched with a light dark green cloak to help protect her from the elements. She caries a small light satchel fitted comfortably over of her shoulder and under her cloak with her Savior’s Holy symbol tied loosely around her neck in a silk chain. The only noticeable means of protecting herself is a hand carved master worked bow that is either carried across her back or in her hand and a small beautifully carved dagger that is worn on her left hip.

Name: Nira Cydatell
Class: Druid 3 / Bard 2 Age: 24
Race: Human Height: 5' 6"
Size: Medium Weight: 120 lbs
Gender: Female Eyes: Sandy
Alignment: Neautral Good Hair: Dirty & Bright Blond
Deity: Silvanus Skin: Light Brown

Class & Racial Traits:
Character Level Human
1 Feat at First Leve 1 Free Feat at 1st Level
1 Feat at Third Level +4 Skills points at 1st Level
+1 Ability Modifier +1 Skill point at each additional level

Druid Bard
Animal Companion Bardic Music (2xDay)
Nature Sense Countersong
Wild Empathy (+6) Fascinate
Woodland Stride Inspire Courage +1
Trackless Step Bardic Knowledge

Str: 10 (+0) Level: 5 XP: 12056
Dex: 14 (+2) BAB: +3 HP: 22 (3d8+2d6)
Con: 10 (+0) Grapple: +3 Dmg Red: -/-
Int: 12 (+1) Speed: 30' Spell Res: -
Wis: 17 (+3) Init: +2 Spell Save: -
Cha: 16 (+3) ACP: -0 Spell Fail: 10%

Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +4 +0 +2 +0 +0 +0 16
Touch: 13 Flat-Footed: 12

Base Mod Misc Total
Fort: 3 +0 +1 +4
Ref: 4 +2 +1 +7
Will: 6 +3 +1 +10

Armor Bonus Dex ACP ASF Weight Cost
St. Leather +1, +4 +6 0 10% 15 lbs 1765gp
Leafweave (RoW)

Weapon Attack Damage Critical Range Weight Cost
C. Shortbow,MW +6 1d6 x3 70ft 2 lbs 375gp
Dagger,MW +4 1d4 19-20x2 10ft 1 lbs 302gp


Equipment Cost / Weight
Explorers outfit x1 (10 gp / 12 lb)
Flint & Steel (1 gp / 0 lb)
Holy Symbol (Silver) (25 gp / 0 lb)
Belt Pouch (1 gp / .5 lb)
Potion, Cure Light x2 (100 gp / 0 lb)
Potion, Pro. From Evil x2(100 gp / 0 lb)
Potion, Remove Fear x1 (50 gp / 0 lb)
Cloak of Charisma +2 (4000 gp / 0 lb)
Vest of Resistamce +1 (1000 gp / 0 lb)
Bag of Holding I (2500 gp / 0 lb)
Masterwork Instruments:
Fiddle: Increases the save for Charm & Fear by +1
Harp: Targets 1 additional creature w/ Fasinate & Inspire Greatness
Lute: +1 caster level for bardic music effects
Mandolin: Increases attack +1, decreases damage & saves -1

Total Gold Spent: 10229
Total Gold Remaining: 9000

Current Capacity: Light (30)
Carry Capacity: Light: 0 – 33 Med.: 34 – 66 Heavy: 67 – 100
Lift: 200 Drag: 500
Languages: Druidic, Common, & Elven

Feats: (3)
Versatile Performer (Vocals), Ashbound, Greenbound Summoning

Skill Points: 52 Max Ranks: 8
Skills Abil Ranks Mod Misc Total
Appraise Int 0 +1 1
Balance Dex 0 +2 2
Bluff Cha 0 +3 3
Climb Str 0 0 0
Concentration Con 8 +0 8
Craft Int 0 +1 1
Decipher Script Int 0 +1 1
Diplomacy Cha 0 +3 3
Disable Device Dex 0 +2 2
Disguise Cha 0 +3 3
Escape Artist Dex 0 +2 2
Forgery Int 0 +1 0
Gather Information Cha 0 +3 3
Handle Animal Cha 5 +3 8
Heal Wis 5 +3 8
Hide Dex 0 +2 2
Intimidate Cha 0 +3 3
Jump Str 0 0 0
Knowledge (Nature) Int 8 +1 +2 11
Knowledge (Bardic) Int 5 +1 6
Listen Wis 4 +3 7
Move Silently Dex 4 +2 6
Open Lock Dex 0 +2 2
Perform (Strings) Cha 8 +3 +2 13
Perform (Vocals) Cha 8 +3 +2 13 ** Versatile Performer Bonus
Profession Wis 0 +3 3
Ride Dex 0 +2 2
Search Int 0 +1 1
Sense Motive Wis 0 +3 3
Sleight of Hand Dex 0 +2 2
Spellcraft Int 0 +1 1
Spot Wis 3 +3 6
Survival Wis 5 +3 +2 10
Swim Str 0 0 0
Tumble Dex 0 +2 2
Use Magic Device Cha 0 +3 3
Use Rope Dex 0 +2 2
Denotes Class Skill -Bard
Denotes Class Skill -Druid

Bard (DAYxTOTAL) Base DC: 13 + Spell Level Bonus Spells Per Day: +3
0 Level (6x5) 1st Level (3x2)
Read Magic Inpirational Boost
Detect Magic Charm Person
Resistance
Mage Hand
Light

Druid Base DC: 13 + Spell Level Bonus Spells: +3
0 Level (7) 1st Level (5) 2nd Level (4)
Dawn x1 Snake Swiftness x2 S.N. Ally II x4
Create Water x2 Entagnle x2
Resize x2 Cure Light x1
Flare x1
P. Food & Dr x1

Lyric (Eagle)
HD: 3d8+3 (25) Initiative: +3 Speed: 10 ft (2 squares) Fly: 80ft Average (40 squares)
AC: 17 (Dex +3, Nat +2, Size +0, Dodge +1) Touch: 14 FF: 13
Base Attack/Grapple: +2 / -2 Space/Reach: 5ft / 5ft
Attack: Talon +3 melee (1d6)
Full Attack: 2x Talon +3 melee (1d6)
& 1x Bite -2 melee (1d6)
Abilities: Str 11 ; Dex 16 ; Con 12 ; Int 2 ; Wis 14 ; Cha 6
Saves: Fort: 3, Ref: 5 , Will: 2, CR: 1
Special Qualities: Low-Light Vision
Skills & Feats: Listen +2 & Spot +14, Weapon Finese & Dodge
Tricks Known (8): Attack, Down, Come, Heel, Defend, Seek, Track, & Stay

Greenbound Summoning Template
Spoiler:

Greenbound Creature
In the crumbling Siluvanedenn ruins of Telardon, powerful and ancient magical energies seep from an unknown number of buried arcane treasures. These energies transform hapless creatures near by into plantlike beings of great strength. A greenbound creature looks much like it did before transformation, although certain changes are apparent. The creature's flesh has been replaced by pulpy wood and thickly corded creepers, and tiny branches stick out from its torso, arms, and legs. Any feathers, hair, or fur is once had have been replaced by some combination of green vines, moss, and leaves. Greenbound Creatures speak any languages they knew before transformation, although their voices are now deep and gravelly.

"Greenbound Creature" is an acquired template that can be added to any animal, fey, giant, humanoid, monstrous humanoid, or vermin (hereafter referred to as the base creature). A greenbound creature uses all the base creature's statistics and special abilities expect as noted here:

Size and Type: The creatures type changes to plant with the appropriate augmented subtype. Do not recalculate base attack bonus, base saves, or skill points. Size is unchanged.
Hit Dice: change all current Hit Dice to d8's.
Armor Class: A greenbound creature's natural armor bonus improves by 6 over that of the base creature.
Attack: A greenbound creature retains all the attacks of the base creature and also gains a slam attack if it didn't have one. If the base creature can use weapons, the greenbound creature retains this ability. A greenbound creature fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A greenbound creature armed with a weapon uses either its slam attack or a weapon, as it desires.
Full Attack: A greenbound creature has a slam attack. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the greenbound creature's size. A creature that has other kinds of natural weapons retains its old damage or uses the appropriate, value from the table below.

Size______________Base Damage
Fine-------------------1
Diminutive-------------1d2
Tiny-------------------1d3
Small------------------1d4
Medium----------------1d6
Large------------------1d8
Huge------------------2d6
Gargantuan------------2d8
Colossal---------------4d6


Special Attacks: A greenbound creature retains all the special attacks of the base creature and gains those described below:
Spell-Like Abilities: At will--entangle, pass without trace, speak with plants; 1/day--wall of thorns. Caster level equals greenbound creature's character level; save DC 10 + spell level + greenbound creature's Charisma modifier.
Special Qualities: A greenbound creature retains all the special qualities of the base creature and gains those descripted below:
Damage Reduction (Ex): A greenbound creature has damage reduction 10/magic and slashing. A greenbound creature's natural weapons are treated as magical weapon for the purpose of overcoming damage reduction.
Fast Healing (Ex): A greenbound creature heals 3 points of damage each round so long as it has at least 1 hit point. If reduced to 0 or fewer hit points, It is slain.
Grapple Bonus (Ex): The thorny hooks on a greenbound creature's hand and feats grant it a +4 bonus on grapple checks.
Resistance to Cold and Electicity (Ex): A greenbound creature gains resistance 10 to cold and electricity.
Tremorsense (Ex): Greenbound creatures can automatically sense the location of anything within 60 feet that is in contact with the ground.
Abilities: Increase from the Base creature as following: Str +6, Dex +2, Con +4, Cha +4.
Skills: *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks made in forested areas.
Environment: Any forests.
Organizitation: Same as the base creature.
Challenge Rating: Same as the base creature +2.
Treasure: Standard.
Alignment: Same as the base creature.
Advancement: By character class or as base creature.
Level Adjustment: Same as the base creature +8.

Character Progression & PrC Green Whisperer (Dragon Mag)
Spoiler:
Code:

Char Level Class Level Class Adjustments
6 Green Wh 1 Bardic Knowledge, Bardic Music, Song of the Heart*
7 Green Wh 2
8 Green Wh 3 Soothe The Savage Beast, Wis +1
9 Green Wh 4 *Music of Growth
10 Green Wh 5 Green Ear

*Devotes Projected Feat selection

Ability Descriptions
Bardic Knowledge: Green Whisperer levels stack with bards in determining max
bonus, but only when making checks that have something involving plants, animals, the elements, or items associated with these topics.
Bardic Music: Green Whisperer levels stack with bards in determining abilities,
duration and so on.
Spells Per Day: Green Whisperer levels stack with bards and druids in
determining the amount of spells known and spells per day. They gain additional spells as if they gained a level in each class but gain no other abilities from the druid class.
Song of the Heart: Increases the effects of all bardic 'Inspire' songs by +1.
Soothe The Savage Beast: Animals & Magical beasts suffer a -2 to saves against
Fascinate, suggestion, and mass suggestion.
Music of Growth: You grant a +4 enhancement bonus to Str & Con scores of
every creature of the animal or plant type within 30ft. Counts as a daily use of bardic
music
Green Ear: Mind affecting bardic music abilities effects creatures of the plant
type.[/sblock][/sblock]
Also for those wondering if the current adventure is too hard, bear in mind if you had entered the tree house you would only be facing one or two foes at a time, also Chik could have chosen to withdraw instead of choicing to be harpy bait.

Having said that things are bound to change once Nira uses her countersong ability. :)

Morindaest:
You haven't post for a while, so let me know if you're still interested in playing this game, otherwise I'll look at recruiting someone else.
 
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Thanee

First Post
Did Leonara become captivated before the harpies emerged from the tree?

Otherwise, she would have fired an arrow (readied action IIRC) at the first coming out of the cover.

Bye
Thanee
 

gabrion

First Post
Just signing in (and marking the thread).

LR said:
also Chik could have chosen to withdraw instead of choicing to be harpy bait.

Ya, I hope people don't mind that too much. I knew full-well he wasn't making the best tactical decision, but sometimes Chik's urge to fight gets the better of him. :) Meta-game wise, I was also hoping to hear that countersong again...

In any case, I have a feeling our greenbound friends will be a great help when they arrive and we might even make it through this alive!
 
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