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Friday, 11th August, 2006, 07:06 PM #1
Acolyte (Lvl 2)
Malvoisin's Savage Tide Rogue's Gallery
Party XP Record
**For reclaiming The Blue Nixie for Lavinia Vanderboren by defeating Soller Vark and his gang, as well as a hungry rhagodessa escapee: 375 xp.
**For cowing the iron cobra guardian of the Vanderboren family vault: 100 xp.
**For solving the combination lock riddle in the Vanderboren vault: 100 xp.
**For destroying three ravenous zombie pirates in the old smuggling tunnels under Parrot Island: 150 xp.
**Two more ravenous zombie pirates have met their final end in the smuggler's tunnels: 100 xp.
**Yet another pair of Ravenous Zombie Pirates in the smuggler's tunnels goes down! Is there no end to these things? 100 xp.
**Five small monstrous crabs have met a violent end in the tunnels under Parrot Island: 125 xp.
**Under Parrot Island, another pair of ravenous zombie pirates are returned to the grave: 100 xp.
**In the tunnels beneath Parrot Island, the vile huecuva Veldimar Krund was released from his curse of undeath, thanks to Bael's battery of offensive spells. Krund put up a 'huecuva' fight, though....150 xp.
XP Total: 1300
Party Treasure Log
**Looted from Soller Vark and his gang aboard The Blue Nixie:
30 gp (4 gp, 2 sp, 2 cp per PC)
7 Light Crossbows (1 to Col, 6 sold)
70 Bolts (30 to Col)
6 Leather Armors(sold)
1 Masterwork Studded Leather (to Keoni)
1 Masterwork Buckler(sold)
1 Masterwork Rapier (to Anar)
1 Gold Earring, 50 gp value(sold)
1 Silver Ring, 25 gp value(sold)
2 Elixirs of Swimming (Col)
**Found at the bottom of a pool in the tunnels below Parrot Island:
1 Masterwork Silver Dagger (to Kalen)
**Looted from the huecuva Veldimar Krund:
1 Gold Holy Symbol of Olidamarra (value: 50 gp)
**Pulled from the fetid corpse of Penkus:
1 Masterwork Leather Armor
1 Gold Ring (value: 120 gp)
1 Masterwork Dagger
**Discovered in three old smugglers' chests below Parrot Island:
7500 copper pieces
1500 silver pieces
1000 gold pieces
2 small pouches of assorted gems (total value: 500 gp)
3 Potions of Cure Light Wounds
1 Potion of Lesser Restoration
1 Potion of Invisibility
1 Potion of Barkskin +3
1 Potion of Cure Serious Wounds
1 Elixir of Swimming
1 Wand of Mage Armor (11 Charges)
1 Small Jade Coffer (value: 300 gp)
1 Earth Elemental Gem
Last edited by Malvoisin; Monday, 16th April, 2007 at 01:19 AM.
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Friday, 11th August, 2006, 08:21 PM #2
Enchanter (Lvl 12)
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- Starkville, MS
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"Mad" Col Tobinson
"Mad" Col Tobinson (CR 2) (1300 XP)They say Col Tobinson was once a fine ship's mate, aye, able to navigate on maps incomplete and uncharted. Many a ship would hire him, and he was decently well off for his efforts. That was his life for many a year, travellin' upon the Blue Mistress called the sea. Even when he got the white hairs, his eye was keen and his mind sharp.
That all be changed with his last trip on the sea. A tall, black ship, the Midnight Fury was, and paid a pretty penny for Col Tobinson. But something happened on that trip. No one knows for sure, and, well, Col doesn't speak of it much. All thats really known is that he was found upon floatsam, clutching to gnawed remains of the Fury's late Captain, and babbling about "THEM" and "IT CANNOT BE" and similar nightmares.
"Mad" Col was what we be calling him from that day. He gave up the sea, and instead began lookin'. Lookin' for answers to questions only he be know'n. He dove into book upon book, and learnt things that most people wouldn't. They say he can channel some carsed power now, and knows more 'bouts the dark secrets of the depths than most, but... he's a touched one, "Mad" Col Tobinson is.
Male human archivist 2
CN Medium humanoid
Init +0; Senses Listen +1, Spot +1
Languages Abyssal, Celestial, Common, Draconic, Infernal
AC 14, touch 10, flat-footed 14; +4 armor
hp 9 (2 HD)
Fort +3, Ref +0, Will +5
Spd 20 ft. (30 ft. base)
Melee longspear +1 (1d8/x3) or
Melee sickle +1 (1d6) or(on loan to Anar)
Melee cold iron dagger +1 (1d4/19-20) or
Ranged light crossbow +1 (1d8/19-20)
Base Atk +1; Grp +1
Special Attacks dark knowledge (tactics) 3/d
Combat Possessions 2 elixirs of swimming, wand of cure light wounds (36), 2 scrolls of cure light wounds
Archivist Spells (CL 1)
bless, protection from evil, summon monster I, unprepared
- 0: detect magic, light, read magic, unprepared
Abilities Str 10, Dex 10, Con 10, Int 18, Wis 15, Cha 9
SQ absent minded, dark knowledge (tactics) 3/day, lore mastery, middle aged
Feats Academy Graduate, Master of Knowledge, Scribe Scroll (B)
Skills Concentration +5, Decipher Script +11, Knowledge (arcana) +11, Knowledge (architecture and engineering) +7, Knowledge (dungeoneering) +10, Knowledge (geography) +7, Knowledge (history) +8, Knowledge (local) +7, Knowledge (nature) +10, Knowledge (nobility and royalty) +8, Knowledge (religion) +10, Knowledge (the planes) +13, Listen +1, Search +4, Sense Motive +2, Spellcraft +11 (+13 to decipher scrolls), Spot +1, Swim -6, Survival +2 (+4 planar), Use Magic Device +4 (+8 w/ scrolls)
Possessions combat possessions and longspear, sickle, cold iron dagger, light crossbow with 30 bolts, chain shirt, backpack, bag of augury bones, 2 belt pouches, 10 pcs. chalk, collection of wooden holy and unholy symbols, ink, inkpen, 10 sheets parchment, prayerbook (20 pages used), scrollcase, spell component pouch, rumpled traveler's outfit, 2 sunrods, waterskin; 94 gp 3 sp, 3 cp. 58.5 lbs.
Prayerbook 0: all SRD cleric; 1st: bless, comprehend languages, divine favor, doom, magic weapon, omen of peril, protection from evil, shield of faith, summon monster I.
Afilliations The Seekers +0.5
Absent Minded Col's monomania with his studies gives him a +1 bonus on knowledge skills but a -1 penality on Spot and Listen checks.
Dark Knowledge (Ex) Three times per day, Col can draw upon his expansive knowledge of monsters, granting allies benefits against the creatures they face. Doing so counts as a move action. The secrets of dark knowledge can only be applied to aberrations, elementals, magical beasts, outsiders, or undead. To use the ability requires a Knowledge check vs. DC 15; it applies to one or more targets within 60 ft. He has the following abilities:
-- Tactics With a successful check, allies gain a +1 bonus on attack roles. By every +10 he makes the check, the bonus increases by +1.
Lore Mastery Col has a +2 bonus on Decipher Script and Knowledge (the planes) checks.
Middle Aged (Ex) Col is middle aged, gaining a -1 penalty on physical attributes and a +1 bonus on mental attributes.
Col was born to a well-off family in Sasserine, an only child. There were tales that his folks may have been scions of the scions of minor nobles going all the way back to Sasserine's founding, but all that was really known is that they had a very small but well kept manor in the Noble District and no particular occupation to speak of. The boy Col, however, was always drawn to the sea. He grew up near, on, and under the water. His youth was not remarkable for one of his middling station. His folks, according to their wealth, paid for him to go to the House of the Dragon. He was a sharp boy, but only passively participated in his studies, only really paying attention to the classes on geography and sailing, though some of the arcane lore classes he snuck into held his fancy. He dropped out when he could finally have gainful employment on the Blue Mistress.
Col was a navigator in and around the waters of Sasserine for almost five decades. His services were used by wealthy captains both legitimate and questionable. Col was well regarded both for his skill and for his discretion. Col also had a keen mind for remembering forgotten grottos, dangerous reefs, and the frightening tales that sailors tell each other. These germs of tales would germinate into the obsession that now grips him.
Col never exactly became rich, but, with his families wealth---which he inherited after their death while he was at sea---money was not his concern. He was not as rich as some of his merchant captains or the others that lived in the Noble District, but he was better off than many. He met many on his travels, such as the tribesman Chongo and the up-coming sailor Anar, and developed a good reputation. All that changed after the trip on the Midnight Fury.
No one knows what happened on the Midnight Fury. The captain did not post his course with the harbormaster, and only Col survived the journey---and he is not talking. All anyone knows is that was the day Col became Mad Col, the day everything changed.
Col left the sea, burning several bridges as he did so. He burnt through the money he inherited trying to learn the things he needed so desperately to learn. He started with the books only accessible to the wealthy; he even re-enrolled at the House of the Dragon, one of the oldest graduates ever. When they would not have him anymore, he found lore wherever he could, making bargains with disreputable sorts in town. Col would hunt down any speaker of tales or odd sort, such as the mysterious elven traveller Kalen or the odd tribesman Keoni. He as spent almost every coin on seeking occult knowledge, and now lives almost in a destitute existence. The old manor is in tatters, and his neighbors in the District give him a cold eye whenever he passes. No one will hire him for his sailing skills anymore, though a few secretly seek him out on bits of arcane knowledge about the area they will sail through---just enough to sustain his existence.
JournalWaterday, Goodmonth 12th, 596 CYAppearance and PersonalitySunday, Goodmonth 16th, 596 CY
Mad Col is a man in his middle age (about 40) who looks like he has not been taking care of himself. His salt-and-pepper hair is in tangles, and his beard would make a dwarf cry. His hands and face show the signs of a life at sea with permanent creases and a deeply burnt tan. Col has piercing hazel eyes, and strangely enough, all of his teeth (apparently, he likes his citrus). He has obviously slept in his clothes a few times. When expecting trouble, he wears an ill-kept chain shirt under his disheveled clothes and carries a tall spear in hand and a wicked sickle at his hip. He is 5' 11" and 180 lbs.
Col is obsessed with forbidden lore almost to the point of monomania. He sees dark signs everywhere, and always has a comment on the strangeness of the world, peppering his speech with such observations. He is quite erudite in his knowledge, even if he expresses it in a course, semi-educated manner. The one thing he absolutely will not talk about is what happened on the Midnight Fury, and asking him about it is a quick way to boil his anger.
Thoughts on the other PCs
- Keoni: Col discovered the tribesman soon after he came off the boat. He has pestered the young man about his strange tales of dragons using drink and food to purchase this information. Col is not sure how the green native think of him, but is not particularly concerned about it.
- Damash: Col spends some time at the docks and has heard the stories of the "Man who swims like a fish." He has some questions about him, but without any evidence, he has not approached the dockworker.
- Chongo: The jungle man Chongo has been in Sasserine for a while, and had been on the same vessel as Col more than once before the accident. After the accident, Col probed the jungle man for any information he could. They occasionally meet for drinks, and Col seems to like the man.
- Anar: Col and Anar had served upon the Velvet Lass before the Midnight Fury incident. Their acquaintance, however, is only a passing one.
- Nicolai: The ex-pirate and Col never served upon the same vessels. It is a possibility they may have crossed paths in Shadowshore.
- Kalen: Mad Col sought out such an obvious oddity in the search of his occult lore. Col listens aptly to any and all of Kalen's tales, though he trusts little of them, listening instead of the rare true nugget underneath the tales.
- Bael: Col and Bael were both studying at the House of the Dragon at the same time (Col's second time around), though it is much more likely the former remembers the latter than the other way around.
Col is a seeker of knowledge, and brings this knowledge to bear in his travels. He has backup divine might from his occult studies, and knows the weakness of many maddening foes. In combat, he uses this arts to directly punish his enemies, or fights from the background with his longspear.
Col will stay in the background, using his longspear primarily. When he casts, he prefers summoning foul creatures to his aid (he sees it as only appropriate) and direct damage spells against more normal foes; he will buff the party to protect them from extra-planar or unusual foes as needed. He is not a healer, and does not know any of their arts.
Friday, 11th August, 2006, 08:31 PM #3
Enchanter (Lvl 12)
Keoni, Human Dragon Shaman
Background:Code:Name: Keoni Class: Dragon Shaman Race: Human Size: Medium (5'9", 165 lb) Gender: Male Alignment: Neutral Good Str: 13 +1 (5p.) Level: 2 XP: 1050 Dex: 14 +2 (6p.) BAB: +1 HP: 17 (2d10+2) Con: 13 +1 (5p.) Grapple: +2 Int: 12 +1 (4p.) Speed: 30' Wis: 10 +0 (2p.) Init: +6 Cha: 14 +2 (6p.) Base Armor Shield Dex Size Misc Armor: 17 10 +3 +2 +2 +0 -- Touch: 12 Flat: 15 Base Mod Misc Fort: +4 +3 +1 +0 Ref: +2 +0 +2 +0 Will: +3 +3 +0 +0 Weapon Attack Damage Critical Shortspear +2 1d6+1 20/x2 Shortspear, thrown +3 1d6+1 20/x2 (20' range increment) Dagger +2 1d4 19-20 Languages: Common, Draconic Abilities: Totem Dragon: Bronze - Class Skills (Disguise, Survival, Swim) - Energy Type: Electricity Draconic Aura +1 (30' radius) - Power (melee damage) - Senses (spot, listen, initiative) - Vigor (fast healing to 50%) Feats: Improved Initiative [Human] Track [1st] Skill Focus: Swim [Dragon Shaman 2] Skill Points: 20 Max Ranks: 4/2 Skills: Total Ranks Mod Misc Balance +0 - +1 Bluff +2 - +2 Climb +6 5 +1 Diplomacy +2 - +2 Escape Artist +2 - +2 Gather Information +2 - +2 Heal +0 - +0 Hide +2 - +2 Jump +1 - +1 Listen +0 - +0 Move Silently +2 - +2 Search +6 5 +1 Sense Motive +0 - +0 Spot +0 - +0 Survival +5 5 +0 Swim +9 5 +1 +3 Armor Check Penalty: -0 (-2 with shield) Equipment: Cost Weight Shortspear(3) 3gp 9lb Silver Dagger 22gp 1lb MW Studded Leather 175gp 20lb Heavy Wooden Shield 7gp 10lb Antitoxin(2) 100gp -lb Beltpouch(2) 2gp 1lb Fishhook 0.1gp -lb Rations(2 days) 1gp 2lb Waterskin 1gp 4lb Whetstone 0.02gp 1lb Peasant's Outfit -gp -lb Total 146.12 Total Weight: 48lb / 50lb light load Money: 154 gp 6 sp 3 cp
To the south there lies a small island, far away from any other land. On the island is a single village, isolated people living simple lives, fishing and gathering food from the jungle. On the far side of the island, lie the rocky cliffs of the Storm Serpents. The storm serpents are huge, scaled creatures of the waves, ferocious and terrifying, and yet seemingly benevolent. They are protectors of the island and its people, but they remain apart, only appearing when they wish to, and never speaking although their behavior shows them to be highly intelligent. They are worshipped by the people, who travel through the jungle to leave offerings at the top of the cliffs.
Highest amongst the people are the Shaman, those who's lives have been touched by the serpents. Those brave enough to stand in their presence, and favored enough to have seen them enough to learn their ways. They serve as the connection between the people and the serpents, interpreting their wishes and guiding the people.
This is the way it has been for countless generations. But a century ago, ships began arriving at the island bringing new people and change. New trade, new routes and a small island caught in the middle, the perfect place to stop for fresh water and food. It has brought prosperity to the island, but not without a price. Since the first ships arrived, the serpents have not been seen. . . except by me.
My grandfather was the last of the shaman, ancient and wise, he stood in the presence of the storm serpents when he was still but a boy. Since the serpents left, no new shaman have arisen. The old ways are fading, and new blood seeks to challenge the them for supremacy. With the fall of the shaman, the merchants have risen to supremacy. Those among us who abandon the old ways and use the newcomers to gain wealth and power. My grandfather has tried to maintain influence among the villagers, but he is old and tired and few listen to him. The merchants claim that the serpents have abandoned us, and that we should forget them in turn. When I was still a boy, the conflict came to a head. Their leader, Gharon argued with my grandfather and then struck him down. The blow was not terrible, but the insult was, and I could tell that it had destroyed my grandfather's spirit.
That night, I snuck away from the village and walked alone through the jungle to the cliffs. There, I did as no one before and instead of remaining at the top, I climbed down the cliffs. I found caverns at the bottom, hidden among the waves and rocks. I crept inwards into the dark, seeking answers. Instead I found the last thing I ever expected. He was larger than any of the outlanders sailing ships, deep bronze in color and the most incredible thing I have ever witnessed. I was a twelve year old boy, barefoot in the darkness staring into the eyes of my god. . . and I exploded with wrath.
I yelled, I swore, I demanded answers. I stood facing a creature large enough to swallow me whole and I felt no fear. He looked at me in silence and I railed against him. Eventually I wore myself out and sank to the cavern floor sobbing. The storm serpent stared into my eyes and spoke to me.
"I am truly sorry, child, for what has become of your people. But know that my kind could not remain here while the trade winds blow so many men upon your shores. When it was your kind and mine we had our peace and our privacy, but now we must find another place."
I stood stunned into silence at being the first of the villagers to be granted the boon of being spoken to by the Storm Serpents. Eventually I recovered myself and we spoke at length that night, of change and the world beyond the island and what was to become of my people. He had only returned to remove the last evidence of their presence, and tommorrow he would leave as well. He told me that perhaps one day, after the trade ships were gone, that his kind might return to the island, but that would be long after my time had passed. I drifted into sleep in the cavern, talking to the last of the Storm Serpents. When I awoke I was lying just outside the village, had I dreamed it all? No, I was sure it was real.
I rushed into the village to tell the people that I had seen the Storm Serpent, but the laughed and cuffed me and accused me of lying to save my grandfather's pride. Even my grandfather himself seemed doubtful, but when he looked into my eyes as I spoke he knew the truth. From that moment onwards he trained me to be the last shaman.
The people may not follow us, but we still exist to aid them. The serpents may no long remain, but we still exist to serve them.
The day my grandfather died, I carried his body to the cliffs and set him upon a pyre there, as the wind and flames carried his spirit into the far distance, after the serpents. when I returned home there was an outland ship docked. The captain came ashore with his men. That night he sought me out and handed me a sealed letter, saying a strange man in a distant port had paid him to deliver it. Curious, I read the letter . . . it confounded me to no end. Not from any man at all, but from things it mentioned it had to be from the Storm Serpent. The letter spoke of dark times to come, and an evil wind blowing that would spell doom for my people and the world at large. It bade me perform one last service for the Storm Serpents. I was to travel into the world at large and do what I could to stem the tide. He could give me no further guidance on my path, but said that it would find me in time. The next day when the outlander ship left the island. . . I was on board.
Two months have passed since I arrived in Sasserine. I still haven't discovered my task, but I maintain my vigilance. I stay close to the water, where I feel most at home. I have made a few trips into the rest of the city, but the people there give me strange looks. It is a strange way to live, this city dwelling.
Most days I fish for my food, and occasionally men will come to the docks looking for help moving their boxes. I lend my back, and they pay me in coin with which I supplement my food. The nights are cold, but the many buildings provide many spaces in which to take shelter from the winds. It is a cramped and dirty life, and I hope for my path to reveal itself soon.
Still, the city living is not all bad. It is a fascinating place during the days, filled with people from the whole world. I had never dreamed so many different types of people existed. Just the first day upon my arrival, I met one of the moon-touched. He seems harmless enough, and buys me drinks in exchange for my stories. In fact, many people seem to enjoy the tales of my homeland, odd when it is such a small part of the world I have discovered. Then there are the wide variety of people on the docks, like the man shorter than I, but twice as broad with his skin of ebon, and the silent stranger who I see sitting at the end of the docks every morning as I rise. They all add flavor to the world of Sasserine.
Recently though, things have turned stranger for me. Perhaps a sign of things to come. A few days ago, I had made one of my rarer forays into town in search of interesting sights. I had gotten myself lost I fear, and wandered into an area with which I was unfamiliar. I spotted two people on the road near me, an elderly matron and a very pretty young lady. I started towards them to ask for directions when a scruffy looking man darted out from behind them and grabbed a bag which the young lady was carrying. Never one to condone thievery, I quickly stepped in front of the man as he came rushing towards me. The impact knocked him off his feet and he dropped the bag. He got away, but I was able to return the bag to the young lady who was very grateful, and seemed to want to stay and talk to me. But the older lady scowled at me and insisted that they had to leave. In the end I had to find my own way back to the docks.
Yesterday a very old halfling found me down by the docks and gave me a letter. It was odd, as I had never heard of this lady. But perhaps this was the guidance I had been waiting for. I assured the halfling, Kora, that I would be in attendance, having secured directions to the streets mentioned. Today should be interesting.
Keoni is a young islander, just recently come to adulthood. He has the bronzed skin and black hair of those native to the tropical islands, further baked by long hours spent swimming in the lagoon of his home. He is of average height, with a firmly toned build. Dark eyes and sharp, handsome features round out his face.
He is dressed lightly, used to sweltering heat and frequent swimming. His pants and tunic are of lightly tanned hides, close cut to his body. It is basic, funtional clothing with little in the way of embelishment. However, he does have a series of beads braided into his hair, and he wears a bronze torc around his neck.
To ward off danger in the wide world, Keoni has taken to wearing boiled leather armor over his simple clothing, and he carries a wooden shield, covered with sharkskin. Strapped to his back, he carries a trio of throwing spears. At his belt there is a ceremonial dagger, with a gleaming silver blade.
Last edited by hafrogman; Tuesday, 6th February, 2007 at 03:50 PM.
PbP Signature: http://www.enworld.org/forum/5934473-post84.html
Friday, 11th August, 2006, 09:30 PM #4
Novice (Lvl 1)
Nicolai, Storm Mage (unfinished)
Level 3: Energy Substitution (electricity)
Level 6: Born of the Three Thunders (CArc)
Get the Stormcaster PrC at level 8.
Last edited by Land Outcast; Tuesday, 19th September, 2006 at 07:32 PM.
Originally Posted by TrainzIdeas for developing..Level 10, essence of D&D as of November 17 2006
The Sky... The Sky... The Sky is on FIRE!!!
A 12-part Campaign Saga from EN Publishing
Friday, 11th August, 2006, 10:10 PM #5
Novice (Lvl 1)
Background:Code:Name: Damash Dawntide Class: Priest Race: Aventi Size: Medium (5'11", 170 lb) Gender: Male Alignment: Neutral Good Str: 14 +2 (6p.) Level: 1 XP: 0 Dex: 12 +1 (4p.) BAB: +0 HP: 10 (1d8+2) Con: 14 +2 (6p.) Grapple: +2 Int: 12 +1 (4p.) Speed: 30' Wis: 14 +2 (6p.) Init: +1 Cha: 10 +0 (2p.) Base Armor Shield Dex Size Misc Armor: 15 10 +3 +1 +1 Touch: 11 Flat: 14 Base Mod Misc Fort: +4 +2 +2 +0 Ref: +1 +0 +1 +0 Will: +4 +2 +2 +0 Weapon Attack Damage Critical Shortspear +2 1d6+2 x2 Dagger +2 1d4+2 19-20/x2 Languages: Common, Aventi, Aquan Abilities: -Turn Undead -Travel Domain: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the freedom of movement spell. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival as class skill. Domain Spells: 1st: Longstrider -Ocean Domain: Granted the supernatural ability to breathe water as if under the effects of a water breathing spell, for up to 10 rounds per level. This effect occurs automatically as soon as it becomes applicable and lasts until the duration expires or the effecs is no longer needed. The duration need not be consecutive; it can be used in increments as small as 1 round. Domain Spells: 1st: Endure Elements -Aquatic: Aventi can breathe water or air equally well, without limitation. -Base Land speed: 30 ft. -Base Swim speed: 30 ft. -+8 racial bonus on any Swim check to perform some special action or avoid a hazard. They can always choose to take 10 on a swim check, even if distracted or endangered. Aventi can use the run action while swimming, provided they swim in a straight line. -Water Magic Affinity: +1 Caster level for spells with the water descriptor. -Human Blood Feats: -Augument Healing (Complete Divine pg 79): Do an additional +2pts of healing per level of the spell Skill Points: 12 Max Ranks: 4/2 Skills: Total Ranks Mod Misc Concentration +3 +2 +1 Heal +6 +4 +2 Knowledge (Religion) +5 +4 +1 Survival +4 +2 +2 Armor Check Penalty: -3 Equipment: Cost Weight Shortspear 1gp 3lb Dagger 2gp 1lb Shell Armor 25gp 20lb Shell Buckler 15gp 5lb Coral Holy Symbol 1gp -lb Beltpouch 1gp .5lb Backpack 2gp 2lb -Healer’s Kit 50gp 1lb Peasant's Outfit -gp -lb Total 97 Total Weight: 33lb / 58lb light load Money: 20 gp Spells Prepared 0: Create Water, Guidance,
Cure Minor Wound1: Longstrider*, Bless, Command
Aventernus might have saved his followers when the people who would become the Aventi sank their island nations, but it is within Ishtishia’s depths that they now live. Those that pray to the elemental god are often tolerated due to the customs of their people, but none of the Aventi has forgotten that when their need was the greatest, Ishtishia did nothing to save them from their fate.
Damash Eriskan’s first memories are of learning to read from the holy texts of Ishtishia and being told by family that when he came of age; he would take the mantle of High Priest from his grandfather and keep the cycle of tradition unbroken. Damash’s thoughts on this matter were irrelevant as Aventi tradition bound him to this fate from the moment he drew his first breath. Taking the vows of an acolyte when he was just ten years of age, Damash mastered the simple orisons quickly, but as his training began to focus on the routine aspects of the faith, he began to chafe under his grandfather’s guidance. He could not understand why his people continued to withdraw more and more to themselves when they had been given the reign of the depths by not just one divine force, but two. He yearned to explore the vast ocean and pay true homage to his aloof god by seeing for himself the beauty of his home.
Damash’s family were not blind to the desires of their kin and sought to harness Damash’s wanderlust and make it something beneficial to their home and kin. Boral Eriskan, Damash’s grandfather, mentioned a relic of the faith that was lost when the original temple was destroyed in the sinking of the islands. Although Boral knew that his grandson was still too young and inexperienced to accomplish a task of this magnitude, he knew the young man would not rest until he had left the enclave at least once. For the next three years, Damash studied the recovered history books of the church until he was able to gather enough information to have a guess at where to begin his search. Gathering his courage and taking armor and weapons from the church, Damash fled one morning heading to the human settlement of Sasserine, a seafaring port that he felt he could gather some coins and book passage on a vessel to a larger city.
It was when he arrived in Sasserine that he truly learned to harness Ishtishia’s strength. Hiding the fins on his wrists and ankles with cloth wraps, Damash Dawntide was born and Damash Eriskan was suppressed. The town, far larger than the simple village Damash was expecting, was large enough that strangers arrived all the time without questions being asked of them. However the Azure district, what the locals called the port area of the town, was self-contained enough that gossip about those strangers raced like wildfire and soon the bets on what Damash’s “truth” was filled the dock bars he frequented. So far, none of them has gathered the courage to ask him directly.
Damash has been in Sasserine for almost six months now and he feels the restless spirit growing in him once again. Although Ishtishia granted him a break from his routine a few weeks ago when he saved the life of a merchant's daughter who had fallen overboard from a Sasserine pleasure ship, he had managed to keep his part in the rescue as modest as possible. The girl was unconscious when Damash had reached her, so she never saw him cutting her free from the heavy dress she wore, or felt him channel Ishtishia's power to close the cut on her head from her fall. He had pushed her to the surface of the water and when the lantern lights found them both, he raised her up, but denied the request to come aboard the ship with them. As he disappeared back under the water, Damash prayed none of the people got a clear look at his face and returned to the docks and resumed his vigils on the pier.
Time passed and the search for the Triton of Sasserine faded as quickly as it began, as the nobles and merchants found something more exciting to do with their evenings. When an elderly halfling woman approached Damash as he finished his morning devotions, he assumed she was looking for a porter and prepared himself for another day of work. He was surprised when she confirmed his name and then handed him a sealed letter bearing a stamp he had never seen before. As his eyes absorbed the words, he felt the ocean breeze shift suddenly and knew that this letter was no random thing, Ishtishia's tide was changing and his fortunes would be changing with it.
Unsure of how to respond, Damash nodded his head and assured the older woman he would be there at the appointed time. As she turned to leave, he looked once more towards the docks and wondered if the Lady Vanderboren knew of his role in the rescue, how many others around him knew also.
He thought of the few people he allowed himself to call associates and realized the number was surprisingly small. Knowing that he had to prepare himself for the meeting, Damash took one last longing look at the bay and then returned to his room to prepare for the best and worst.
Description: With skin turned a deep bronze and hair nearly bleached blonde from constant exposure to the sun, there is little that seperates Damash from those he works with on the docks of Sasserine. His clothing is of a simple cut and make, and while it is absent of many of the rips and tears that most day laborers endure, his hands are toughened and heavily calloused from the work. Around his neck a small coral medallion shaped in the likeness of a cresting wave hangs from a simple leather cord and around his arms a pair of plain leather bracers protect his forearms from the barbs of the fishing nets and the stray splinters from the crates.
Although his features are plain, Damash's eyes are a pale sea green and when he sits staring into the Sassering Bay each dawn, those who pass swear the sea's winds carry the scent stronger.
Secured in his room, Damash keeps the armor and weapons he took with him the night he fled to the surface.
Last edited by Tonks; Saturday, 30th September, 2006 at 04:15 AM. Reason: Updated Spells
Monday, 14th August, 2006, 04:21 PM #6
Lama (Lvl 13)
- Join Date
- Feb 2005
- Salt Lake City, Utah
- Read 0 Reviews
ø Block Rhun
Neutral Good Human Rogue 2
Height: 6 ft. 0 in.
Weight: 175 lb.
STR: 14 [+2]
DEX: 14 [+2]
CON: 14 [+2]
INT: 12 [+1]
WIS: 08 [-1]
CHA: 14 [+2]
Armor Class: 16 (10 base + 2 dex + 1 dodge feat + 3 armor)
+4 Rapier, masterwork
+3 Dagger, melee
+3 Dagger, thrown
FORT: +2 (0 base + 2 con)
REFL: +5 (3 base + 2 dex)
WILL: -1 (0 base - 1 wis)
- Human Bonus Feat
- Human Bonus Skill Points
- Sneak Attack +1d6
Balance +3 (2 ranks, +2 dex,-1 ACP)
Bluff +5 (3 ranks, +2 cha)
Climb +3 (2 ranks, +2 str, -1 ACP)
Diplomacy +7 (5 ranks, +2 cha)
Disable Device +6 (3 rank, +1 int, +2 circumstance)
Listen +2 (3 ranks, -1 wis)
Gather Information +4 (2 ranks, +2 cha)
Hide +5 (4 ranks, +2 dex, -1 ACP)
Move Silently +5 (4 ranks, +2 dex, -1 ACP)
Open Locks +9 (5 ranks, +2 dex, +2 circumstance)
Perform: Dance +4 (2 ranks, +2 cha)
Search +4 (3 ranks, +1 int)
Sense Motive +1 (2 ranks, -1 wis)
Spot +2 (3 ranks, -1 wis)
Swim +2 (2 ranks, +2 str, -2 ACP)
Tumble +4 (3 ranks, +2 dex, -1 ACP)
Use Magic Device +4 (2 ranks, +2 cha)
- Common, Elven
Armor & Shield
-Studded Leather (25gp, -1 ACP, 20lb)
-Rapier, masterwork (---, 1d6/18-20, 2lb)
-2 Daggers (4gp, 1d4/19-20, 10ft, 2lb)
-Sling (0gp, 1d4/20, 50ft, 0lb)
-20 bullets (2sp, 10lb)
-Courtier’s Dress (30gp, n/a)
-Costume Jewlery (5gp, 0lb)
-Backpack (2gp, 2lb)
---Bedroll (1sp, 5lb)
---Waterskin (1gp, 4lb)
---Trail rations, 3 days (15sp, 3lb)
---2 Sacks (2sp, 1lb)
---3 Torches (3cp, 3lb)
-Beltpouch (1gp, 1/2lb)
---Flint & steel (1gp, 0lb)
---Thieves’ Tools, masterwork (100gp, 2lb)
Potion of Cure Light Wounds (in beltpouch)
Weight Carried: 54.5lb
Remaining money: 104 gp, 13 sp, 11cp
At 6’ even and a trim 175 pounds, Anar has a tone, athletic build. His blonde hair is nearly shoulder length, and a broad white smile is ever-present upon his face. His eyes are the color of the sea after a storm, and his handsome features make him quite popular with the ladies.
Anar is quite taken with dressing in fine clothing, and always tries to maintain a clean, immaculate appearance. His usual dress consists of fine wool pants tucked into lustrously polished leather boots, and a brightly colored silk shirt over which he wears a suede open coat with slashed sleeves. A wide and finely tooled belt finishes the ensemble, to which he straps his rapier and dagger. While he keeps a suit of studded leather armor ready for combat, he only wears it when expecting danger. Anar wears a few trinkets and baubles of gold (plated, of course) to help maintain the illusion of a young aristocrat.
Young and dashing, Anar is a man of great passion and little conviction. He has a great love of ships, swordplay, women and strong drink, but lacks the discipline to stick with any one of his loves. After all, variety is the spice of life, or so he will lead you to believe.
Anar grew up on the streets of a busy port town, and early on took to hanging about the docks. With a keen interest in meeting people from the far corners of the world, Tovanni would take to talking to strangers and learning what he may. Eloquent and likeable, it was an easy thing for him to get folk to open up and share their experiences.
Confident, yet careful, Anar tries to avoid trouble where he may. He has trained his eyes and ears to spot trouble before it starts, and Tovanni is a firm believer that discretion is the better part of valor. Talkative and pleasant, Anar is a deal maker, and believes that if one takes the time, most situations can be solved through negotiation.
Anar grew up on the streets of Sasserine’s Champion’s District, son of a warrior of fair skill and a mother who had too much beauty and too little talent. Anar’s father would take the boy Sasserine Arena to watch the weekly fights, and this ignited Anar’s interest in swordplay.
Between the weekly fights and his own studies of martial techniques, Anar would also visit the Azure and Merchant Districts. With a keen interest in meeting people from the far corners of the world, Tovanni would take to talking to strangers and learning what he may. Eloquent and likeable, it was an easy thing for him to get folk to open up and share their experiences.
While not a sailor by trade, Anar had befriended many in his times about the docks, and even served a brief stint upon the vessel Velvet Lass. His agility and natural sea-legs were of great benefit to the crew, but after a short time the rogue returned to Sasserine. There was too much idle time spent onboard ship, and not enough time spent in ports where the man could put his charm to work.
Beginning relations to other PCs (?)
Last edited by Rhun; Monday, 15th October, 2007 at 01:11 AM.
Monday, 14th August, 2006, 04:34 PM #7
Guide (Lvl 11)
Kalenestarianthalus Floriandin gray elven beguiler
Gray elf Beguiler level 2 CG
AC 15 (+2 armor, +3 dex) Touch 13, Flat footed 12
F +1 R +3 W +2
Init +7 Move 30'
dagger +0 melee +4 ranged d4-1 19-20 slashing RI 10 or
Short bow +4 d6-1 x3 ranged piercing RI 60 ft
Feats: Improved Initiative
Skills (skills with ranks marked with a *)
Disable Device* +11
Escape artist +3
Gather Info +1
Knowledge Arcane* +9
Move silent +3
Sense Motive -1
Sleight of Hand* +10
Speak Language* NA
Languages: Common, Elvish, Abyssal, Giant, Sylvan, Auran, Draconic, Goblin, Orc, Gnoll, 1 TBD
0 dancing lights, daze, detect magic, ghost sound, message, open/close, read magic,
1 charm person, color spray, comprehend languages, detect secret doors, disguise self, expeditious retreat, hypnotism, mage armor, obscuring mist, rouse*, silent image, sleep, undetectable alignment, whelm*
Echantment Compulsion Mindaffecting
1 standard action
Close 25' +5ft/2 levels
sleeping creatures in AOE awaken
Echantment Compulsion Mindaffecting
1 standard action
Close 25' +5ft/2 levels
1 living creature
1d6 non lethal, increases as MM.
Equipment light load 26 lbs. carrying 23.5 lbs.
Leather armor 15 lbs
Snazzy silver elven clothing
dagger 1 lb
short bow 2 lbs
quiver and 20 arrows 3 lbs
Deck of cards
Spell component pouch 2lbs.
Thieve's tools masterwork 2 lbs
cure light wounds potion
Belt pouch 1/2lb.
163 gold 7 silver 5 copper
To hear the mountain elf tell it, he won knowledge of illusions from the demon prince Fraz Urb Lu and a frost giant jarl after besting all comers at cards in Queen Titania's faerie court. His enchantments were taught by the green dragon Matsuu Dargus before she disappeared from the world in a cloud of ravens. A djinn blessed him with an eye for trapspringing after he released the air spirit from a brass bottle trap. He has travelled the Wild Coast, the Kingdom of Dream, and dallied at the Courts of the Fey.
Kalenestarianthalus Floriandin is a gray elf beguiler. Like most elves magic came easily to Kalen. He dove into the mysteries of mind magic, the arts of illusion and enchantment. Reality and truth are states of mind he bends to his will. He has a wanderlust to see and experience the wonders and charms of the worlds, both real and imagined. Not one to brood, Kalen faces life's challenges with optimism and good humor.
Taller and grander appearing than typical high elves, Kalen is a handsome golden haired gray elf. His violet eyes are full of amusment and self confidence. He typically attires himself in striking clothes of silver cloth.
Recently, as elves measure time, Kalen arrived in the human port city of Sasserine. He has ensconced himself in the merchant quarter and explored the city, seeing the different flavors of life it has to offer. He amuses himself with games of chance and sharing tales of the wonders of the world he has seen over drinks with friends. Some take his tales with a grain of salt but enjoy the fanciful details.
One recent incident did not go so well.
"You're a liar an a cheat, pointy ears!" Kalen glanced up at the man sitting across the card table and raised an eyebrow inquiringly while pulling in the hand's winnings, his pleasnat smile never faltering. "You don't say Kern." the elf said laconically, almost amused. "There's no way you could've gotten the knave o' stars in your hand aft'n I ... You could'n 'ave. You cheated. An there is no dream king, no fairy court you been to. You lied about the dragon teachin you magic and freein the genie. I'll bet you can't even do any magic at all. You're a liar an a cheat, a nothin" the man leaped up and slammed his dagger hard into the table where Kalen's hand had been a second earlier, "An we'll be taking all these coins you stole from us and those others of yours that should be ours. An that fancy hat." The other men at the table laughed and went for blades as well while the bartender looked on apprehensively. In the blink of an eye Kalen was out of his seat calling out in a booming voice words of power, his hands flashing to a belt pouch then performing intricate acrane gestures. The men backed up and one closed his eyes flinching in anticipation. But when nothing apparently happened the blades came out and they advanced on the elf. "See," Kern said "No magic t'all, tis jest a big blu- . . ." Then his words stopped as all eyes turned to look in horror to the beastie materializing to Kalen's right.
An eight foot long white body with dark spots, the massive arachnid seemed to coalesce instantly out of the ether, venom dripping from its mandibles. http://www.wizards.com/dnd/images/MM...M35_PG208a.jpg "Gentlemen, did I ever tell you the tale of how the Lady Anansi granted me the use of her pet phase spider?" Kern and his bravos desperately leaped to the attack against the beast, but their blades fell through the apparition revealing it to be as ghostly as the ether. However it was enough time for Kalen to draw forth a handful of red, white, and tan sands from his pouch and blow them towards the trio of toughs. A burst of color exploded from the sands enveloping the men and overwhelming their minds. They collapsed in a heap. Kalen gathered up his winnings, tipped his hat to the bartender, and decided it was time to depart.
Eight days later a halfling woman delivered an invitation to the elf. Never one to pass up a party or possible intrigue, Kalen accepted graciously.
Last edited by Voadam; Wednesday, 7th February, 2007 at 03:41 AM.
Death in Freeport IC OOC Adversaries RG Info
Wildwood IC Old IC II OOC RG Info Old IC Monsters
Dwarven Vengeance Monsters
ToEE Sir Merrick OOC IC Old IC
RToEE Inquisitor Miltiades OOC IC Old IC
Ptolus Longcoat Garn OOC
Against the Giants Voadam IC OOC
Pool of Radiance Kordunn IC Combat OOC Info
Invasion of Mori Snargle fiendish troll rogue IC OOC
Red Hand of DoomSir Conrad Cyr Tiefling Soulknife
Wednesday, 16th August, 2006, 03:07 PM #8
Acolyte (Lvl 2)
Chongo, Amedio Tribesman
Chongo (CR 2) (1,050 XP)Chongo is a short, stocky Olman. He stands at 5'3" but is built like a brick oven (176 lbs.). His black skin is overlaid with blacker sworls and dots signifying his tribe and his accomplishments. Chongo does not so much walk as begin moving and things get out of his way, although when he is climbing (whether it be rigging or trees) or swimming, the Olman moves with a surprising grace. His thick black hair hangs in dreadlocks past his chin, bound in six-inch increments with small copper rings.
Chongo typically wears black studded leather armor and almost always has at least a half-dozen javelins in a jury-rigged quiver designed to keep them from falling out. The spear of his homeland are his preferred weapon, although in his travels he has also acquired a heavy flail that he keeps tucked in his belt.
Chongo tends to be simple and direct. He has no use for fanciful words and obfuscations, and tends to cut to the heart of the matter whenever possible. If it hurts him, he hurts it worse. If it tastes good, he eats it. If it spends well, he pockets it. If you earn his trust, he will include you in his extended tribe. If you hurt the tribe, Chongo will hurt you very badly indeed.
Male Olman (human) Barbarian 2
N Medium humanoid
Init +1; Senses Listen +4, Search +1, Spot +2
Languages Common, Olman
AC 14, touch 11, flat-footed 14
hp 22 (12d12+4)
Fort +5, Ref +1, Will +1
Spd 40 ft. (30 ft. base)
Melee or Ranged +5 Spear (1d8+4/x3) (20') or
Ranged +5 Javelin (1d6+3) (30')
Melee +5 Heavy flail (1d10+4/19-20) or
Melee +5 Handaxe (1d6+3/x3) or
Melee or Ranged +5 Dagger (1d4+3/19-20) (10)
Base Atk +2; Grp +5
Special Attacks Rage 1/day (7 rounds)
Abilities Str 16, Dex 12, Con 14, Int 12, Wis 12, Cha 8
SQ Fast movement, illiteracy, uncanny dodge
Feats Brutal Throw, Power Attack
Skills Climb +7, Jump +11, Listen +4, Profession: Sailor +2.5, Spot +2, Survival +5, Swim +5, Use Rope +3.
AC 12, touch 9, flat-footed 12
Saves Will +3
Abilities Str 20, Con 18
Melee or Ranged +7 Spear (1d8+7/x3) (20') or
Ranged +7 Javelin (1d6+5) (30') or
Melee +7 Heavy flail (1d10+7/19-20) or
Melee +7 Handaxe (1d6+5/x3) or
Melee or Ranged +7 Dagger (1d4+5/19-20) (10')
Carried: Studded leather, spear, javelins (x10), heavy flail, handaxe, dagger, backpack, lg belt pouch (1 gp, 4 sp, 5 cp), waterskin, mwk potion belt, C. 67.5 lbs.
Foot Locker: Chest, grappling hook w/ 50' of silk rope, bedroll, whetstone, fishing net, fishhooks (x5). 100 gp.
Brutal Throw (General Feat): You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons. (p. 106, Complete Adventurer)
Potion Belt, Masterwork: This extremely well-made sturdy leather belt has pockets shaped to hold potion vials and is fitted with ties to keep the vials from falling out. It holds ten potions. Retrieving a potion from a potion belt is a free action once per round. (Cost: 60 gp, 1 lb.) (p. 96, Forgotten Realms Campaign Setting)
Zelkarune's Horns - 1.5
Chongo's life has always been simple. A hunter of the Raging Lizard tribe, he spent the first fifteen years of his life learning the ways of his people. He lived deep in the Amedio Jungle and perfected his craft as a defender of the tribe. Others were faster or stealthier or wiser, but none could match Chongo in pure strength. Life was simple, and simple was good.
This changed four years ago when thunder and fire and ash came to the jungle.
A mountain erupted to the north, where the white men lived. The gnolls and strange creatures became more and more active, and even the mighty warriors and hunters of the Raging Lizard tribe could not keep them from overrunning the homelands of the tribe. Chongo saw many of his brothers fall in those weeks, and Chongo would have wept, had he the tears .
Chongo is the only one left. He slew his way through the enemies of his tribe and found the Great Water. White men found him where he lay, unconscious. They took him and taught him the ways of their wooden boats, the tricks of the sail and the gods of the sea. Chongo watched and learned and grew to enjoy the feel of the seas beneath his calloused feet.
Chongo does not think of the past, but there are times at night when he wakes to find his hands clenched in anger.
There Is No Honor
Chongo was recently approached by a man in the livery of one of the noble houses in Sasserine. The man offered Chongo a letter. When the savage made it clear that he could not read the letter, the servant informed Chongo that Lady Vanderboren would pay well for his sailing talents. Chongo nodded his assent and went back to work. These people were always so mysterious - if a woman wanted Chongo, why did she not just meet him and talk to him then?
Chongo was one of several hired by Lady Vanderboren to recover her family's ship, the Blue Nixie. It was a hard-fought battle, and the band of rogues aboard were vanquished. It was aboard the Nixie that the group discovered an illegal operation that smuggled rare creatures in and out of Sasserine. One of these creatures, a spidery creature known as a rhagodess, almost spelled the end of the group.
After returning to Lady Vanderboren, Chongo joined Zelkarune's Horns, a mercenary company and gladiatorial arena enthusiasts. Lavinia offered the group as a whole a second job, with the possibility of more work in the future. It was this second job, tracking down her brother Vanthus, that brought the group to Parrot Island.
While searching the island, Vanthus trapped them in an underground tunnel. Within this tunnel were the Walking Dead. They were obviously not controlled by a Zombie Master, but the thought of breaking taboos sent a shiver of dread down Chongo's spine.
Anar - Chongo is amused by Anar. The dashing rogue is so different from the terse barbarian that Chongo is not sure what to make of Anar. They have drunk together in the past and know one another, but there is not a strong bond of shared experience yet for Chongo to draw from.
Col - Chongo has crewed with this strange old man before. He is different now, more like the shamans of Chongo's tribe. Chongo feels that Col is touched by the gods, and so considers him a bit of a lucky charm, someone who always shows up with an offer of gold or food in exchange for information or favors.
Damash - Chongo and the bronzed islander have worked together in the past. When not crewing a ship, Chongo works with the Whaler's Guild and the dockworkers and makes a living loading or unloading ships. He is aware that Damash is an excellent swimmer - far better than Chongo - but has no idea of Damash's supernatural background. The priest fought valiantly with Chongo when they retook the Blue Nixie, and his healing magics did much to swing the tide in favor of the party. Damash parted ways in friendship and if he ever needed assistance, Chongo would be there for him.
Keoni - The shaman is a brave warrior, and he has a presence about him that fills Chongo with enthusiasm. When he is around, Chongo hits harder, is hurt less, and kills things more quickly. Chongo has begun to think of Keoni as a good luck totem.
Nicolai - The stranger appeared out of nowhere and helped take the Blue Nixie. He disappeared as quickly as he had arrived, but Chongo was grateful for the stranger's assistance.
Kalen - Kalen is another smooth talker, much like Anar. He is as quick with his blade as he is with his words. Kalen assisted in taking the Blue Nixie and has had several good ideas since Lady Vanderboren has hired the group. As an elf, Chongo cannot help but suspect his intentions, but he is slowly warming to the beguiler.
Bael - A newcomer to the group, and another elf. Col says that he knows of Bael, and that is enough for Chongo.
Last edited by GwydapLlew; Tuesday, 6th February, 2007 at 08:25 PM. Reason: Update to Level 2
"We create joy." - Pirate Cat, 2006 ENnies
"...the worse thing that can happen to players is not to have their characters die. The worst thing that can happen is to have a boring game." - Mike Mearls
Tuesday, 28th November, 2006, 01:07 PM #9
Minor Trickster (Lvl 4)
BaelathavinCode:Elf Warmage 2 Neutral Good Experience: 1300 (3000) Witchwardens affiliation score: 2.0 STR: 12 [+1] (4 points) DEX: 16 [+3] (6 points +2 racial) CON: 12 [+1] (6 points -2 racial) INT: 14 [+2] (6 points) WIS: 8 [-1] (0 points) CHA: 14 [+2] (6 points) Hit Points: 11 Hit Dice: 2d6+2 Armor Class: 15 (10 base +2 armor +3 Dex) Initiative: +3 BAB: +1 - Melee: +0 - Ranged: +4 Speed: 30ft FORT: +1 (0 Base + 1 Con) REFL: +3 (0 Base + 3 Dex) WILL: +2 (3 Base - 1 Wis) Abilities: - Immunity to sleep effects - +2 racial saving throw bonus against enchantment spells or effects - Low-light vision - Martial Weapon Proficiency (longbow) - +2 racial bonus on Listern, Search and Spot checks - Automatic Search for secret and concealed doors - Favored Class: Wizard - cast arcane spells from Warmage spell list - Proficient in all simple weapons - Armor Proficiency (light) - Shield Proficiency (light) - Armored Mage (light) (Ex) - Warmage Edge (Ex) +2 Feats: 1st Level - Point Blank Shot Flaw - Precise Shot Flaws: - Non Combatant - -2 penalty to all melee attacks Skills: Concentration (Con) +6 (5 ranks, +1 Con) Intimidate (Cha) +2 (0 ranks, +2 Cha) Knowledge (arcana) (Int) +7 (5 ranks, +2 Int) Knowledge (history) (Int) +4 (2 ranks, +2 Int) Listen* (Wis) +1 (0 ranks, +2 racial, -1 Wis) Profession (Wis) -1 (0 ranks, -1 Wis) Search* (Int) +4 (0 ranks, +2 Int, +2 racial) Spellcraft (Int) +8 (4 ranks, +2 Int, +2 knowledge synergy) Spot* (Wis) +1 (0 ranks, +2 racial, -1 Wis) Swim* (Str) +3 (2 ranks, +1 Str) * Cross Class skill Languages: - Common - Draconic - Elven - Orc Age: 142 Gender: male Height: 5'1" Weight: 101lbs Eyes: pale blue Hair: light brown Skin: pale Spells: Caster Level: 2nd Save DC: 12 + Spell Level Spells Per Day: (6/4), remaining (5/0) Spells Known: Cantrips – Acid Splash, Disrupt Undead, Light, Ray of Frost 1st level – Accuracy, Burning Hands, Chill Touch, Fist of Stone, Hail of Stone, Lesser Orb of Acid/Cold/Electricity/Fire/Sound, Magic Missile, Shocking Grasp, True Strike. Equipment: Melee weapons -Dagger +0 (1d4+1, 19-20/x2) (2gp, 1lb) Ranged weapons -Longbow +4 (1d8, 20/x3, 100ft.) (75gp, 3lb) -+5 (1d8+1) if within 30ft (Point Blank Shot) -arrows (19) (2gp, 6lb) Armor -Leather (+2 AC, Max Dex 6, ACP 0) (10gp, 15lb) Miscellaneous Magical - (0gp, 0lb) Potions -Type (gp) Wands, Staffs or Wands -Type (XX/50chg) (gp, 1oz) Scrolls -Type (gp) Mundane equipment -Traveler’s Outfit (5gp, 0lb) -Backpack (2gp, 2lb) -Bedroll (0.1gp, 5lb) -Flint & steel (1gp, 0lb) -Pouch, belt (1gp, 0lb) -Rations (trail) 6 (3gp, 6lb) -Sunrod (2gp, 1lb) -Tindertwig (1gp, 0lb) -Waterskin (1gp, 4lb) -Whetstone (0gp, 1lb) Weight Carried: 49lb Medium (<43lb=light, 44-86lb=medium, 87-130lb=heavy) Remaining money: 61.6gp Special Equipment ? Effect: . Cost: gp Spells 1st-Level Spells Accuracy: V/S/M, Std, Touch, One Wpn, 20min, Doubles range increment. Fist of Stone: V/S/M, Std, Personal, You, 1 minute, +6 enhancement to Str for atks and grapple plus slam atk at 1d6+str bonus Hail of Stone: V/S/M, 1 rd, 120ft, Cylinder (5 rad x 40 high), Instant, SR applies, 1d4+2 damage Lesser Orb of Acid/Cold/Electricity/Fire/Sound: V/S, Std, 30ft, one orb, Instant, Ranged Touch for 1d8+2 damage. Experience 375 (starting amount) 100 (iron cobra) 100 vault combination code 150 3 parrot zombies 100 2 parrot zombies 100 2 parrot zombies in store room 125 5 crabs 100 2 parrot zombies 150 Veldimar Krund, huecuva-ized cleric of OlidamarraDescriptionPersonalityBackgroundWitchwardens Affiliationnext level
Last edited by Legildur; Friday, 30th March, 2007 at 01:23 AM. Reason: Experience from huecuva
Games and Caden
Friday, 27th April, 2007, 10:20 PM #10
Defender (Lvl 8)
- Join Date
- Oct 2006
- Ann Arbor, MI
- Read 0 Reviews
ø Block covaithe
Eyjólfr Hafmundarson, "Eyvi"
Chaotic Good Human Barbarian 2
FlavorCode:Age: 26 Eyes: pale blue Gender: Male Hair: Blond Height: 6 ft. 3 in. Skin: Tanned and weathered Weight: 230 lb. STR: 16 [+3] HP: 22 (2d12+4) DEX: 12 [+1] AC: 16 (10 base + 1 dex + 5 armor) CON: 14 [+2] Initiative: +1 INT: 10 Speed: 40', 30' in armor WIS: 14 [+2] BAB: +2 CHA: 8 [-1] Attacks: +7 MW Greataxe, melee, 1d12+4/x3 +5 Heavy Flail, melee, 1d10+4/19-20x2 FORT: +5 (3 base + 2 con) REFL: +1 (0 base + 1 dex) WILL: +2 (0 base + 2 wis) Raging: Fatigued: str 20 [+5], con 18 [+4] str 14 [+2] HP: 26, AC: 14 Attacks: fort +7 ref +1 will +4 +6 MW Greataxe, 1d12+3/x3 Attacks: +4 Heavy Flail, 2d10+3/19-20x2 +9 MW Greataxe, 1d12+7/x3 +7 Heavy Flail, 1d10+7/19-20x2 Rage lasts for 8 rounds. Abilities: Fast movement (Barb 1) Illiteracy (Barb 1, negated by skill points) Rage 1/day (Barb 1) Uncanny dodge (Barb 2) Feats: Power Attack Weapon Focus (greataxe) Skills: Total Ranks: 25 Max ranks: 5/2.5 Trained skills: Swim +8, +0 in armor (5 ranks + 3 str - 8 ACP) Climb +8, +4 in armor (5 ranks + 3 str - 4 ACP) Jump +12, +8 in armor (5 ranks + 3 str - 4 ACP + 4 speed ) Profession: sailor +4 (4 ranks + 2 wis) Use Rope: +3 (4 ranks + 1 dex) Literacy (2 ranks) Untrained skills that can be used: Appraise +0 (+0 int) Balance +1, -3 in armor (+1 dex) Bluff -1 (-1 cha) Concentrations +2 (+2 con) Craft +0 (+0 int) Diplomacy -1 (-1 cha) Disguise -1 (-1 cha) Escape artist +1, -3 in armor (+1 dex) Forgery +0 (+0 int) Gather Info -1 (-1 cha) Heal +2 (+2 wis) Hide +1, -3 in armor (+1 dex) Intimidate -1 (-1 cha) Listen +2 (+2 wis) Move silently +1, -3 in armor (+1 dex) Perform -1 (-1 cha) Ride +1 (+1 dex) Search +0 (+0 int) Sense Motive +2 (+2 wis) Spot +2 (+2 wis) Survival +2 (+2 wis) Languages: Common Equipment: Armor & Shield Breastplate (200 gp, +5 AC, -4 ACP, 30 lb) Melee weapons Masterwork Greataxe (320 gp, 1d12/x3, 12 lb) Heavy Flail (15 gp, 1d10/19-20x2, 10 lb) Mundane equipment Traveler's outfit -- Backpack 2 lb Waterskin 4 lb Trail rations, 2 days 2 lb Beltpouch .5 lb 100 feet silk rope 10 lb Magical Items Potion of Cure Light Wounds Potion of Cure Light Wounds Coins: 242 gp Weight Carried: 70.5 lb Light load: <= 76 lb Med load: <= 153 lb Heavy load: <= 230 lb
"An eagle-eyed sentry who stood in the doorway
studied them closely. 'What country do you come from
with your curved shields, your meshed war-shirts
and mask-helmets, your iron spears?
I am the herald of noble Hrothgar.
I have never seen so bold or brave
a band of foreigners, so it is less likely
that you are landless strays than valiant adventurers..."
- Beowulf, trans. Dick Ringler
At a sturdily built 6'3", Eyvi Hafmundrsson is an imposing figure. His raggedly cut blond hair and beard have been bleached nearly white by constant exposure to the sun, and piercing ice-blue eyes twinkle in his deeply tanned face. He wears a sailor's tunic and wrapped leggings over leather boots. His forearms are encircled with the intricately patterned tattoos common among the Suel tribesmen.
Eyvi usually wears a breastplate, and nearly always carries a massive axe of exquisite craftsmanship, etched with runic script and designs similar to those tattooed on his forearms.
When Eyvi won his tattoos and became a man at the age of 13, his father Hafmundr presented him with an axe as tall as he was, and an oar on the longship of Yngvi Iorundson. Eyvi sailed with Yngvi for three years, raiding up and down the coastline. One evening, as Yngvi's band were drinking up the spoils of a particularly good month's raid, word arrived that a large troop of armored horsemen were riding towards town. Yngvi's men quickly put out to sea -- except for Eyvi, who was otherwise occupied with a friendly girl in a private location, and missed the whole thing.
The next ship to arrive in that port was a merchant ship bound for Sasserine. Despite his experience as a sailor, Eyvi had trouble getting a berth, until the ship's navigator, one Col Tobinson, put in a good word for the lad with the big axe and the funny accent. Col was kind to Eyvi, teaching the Suel raider to read and write and introducing him to some Sasserine ship captains not too particular about their crews' past.
For the last ten years, Eyvi has worked as a sailor on various ships out of Sasserine. He has a reputation for being good in a fight and for being loyal to his current employer, and his modest income as a sailor is often supplemented by work of a more violent -- and more profitable -- nature.
Eyvi was busy enjoying the fruits of his most recent employment when word reached his ears that one day a group of people including Col Tobinson were asking questions about one Vanthus Vanderboren, and the next day they had disappeared...
Eyvi is usually good-natured and happy to share a drink and a tale with anyone, but can go from smiling to infuriated in moments. Though his accent is worn to almost nothing, he retains the blunt speech and boastfulness of his homeland, which is often mistaken for rudeness by the thin-skinned. Eyvi is very loyal to friends and only slightly less loyal to employers.
Last edited by covaithe; Monday, 15th October, 2007 at 08:48 AM.