Malvoisin's Savage Tide Rogue's Gallery




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  1. #1

    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)
    6 Bucklers (sold)
    6 Rapiers (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.

 

  • #2
    Spawn of Khyber/LEB Judge
    Enchanter (Lvl 12)

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    "Mad" Col Tobinson

    Teaser
    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.
    "Mad" Col Tobinson (CR 2) (1300 XP)
    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)
    - 1st: 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.
    Advancement
    L1->Archivist 1 HP 6 (1d6+0) SP: 36 (4x4+1x4+4x4)
    Concentration +4, Decipher Script +4, Knowledge (arcana) +4, Knowledge (architecture and engineering) +1, Knowledge (dungeoneering) +3, Knowledge (geography) +1, Knowledge (local) +1, Knowledge (nature) +3, Knowledge (religion) +3, Knowledge (the planes) +4, Spellcraft +4, Use Magic Device +4
    Abilities: Str 11 (3pts) - 1 age, Dex 11 (3pts) - 1 age, Con 11 (3pts) - 1 age, Int 17 (13pts) +1 age, Wis 14 (10pts) + 1 age, Cha 8 (0pts) + 1 age
    Feats: Academy Graduate (STAP Player's Guide: Knowledge (arcane), Knowledge (dungeoneering), and Use Magic Device class kills, +2 bonus on Knowledge (history) and Knowledge (nobility), those skills can be used untrained), Master of Knowledge (HoH 123: +1 to knowledge checks)
    Spells: omen of peril (CD 171, SC 149: get indication of safety of next hour)
    Other: dark knowledge (tactics) 3/d

    L2->Archivist 2 HP 3 (1d6+0) SP: 9 (4+1+4)
    Concentration +1, Decipher Script +1, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (nature) +1, Knowledge (religion) +1, Knowledge (the planes) +1, Spellcraft +1, Use Magic Device +1
    Spells: doom, magic weapon
    Other: Lore Mastery (+2 in Decipher Script and KN: Planes
    Future Advancement

    L3: Archivist 3 (dark knowledge 4/d). Feat: Spell Penetration
    L4: Archivist 4 (still mind). +1 Wis
    L5: Archivist 5 (dark knowledge: puissance)
    L6: Archivist 6 (dark knowledge 5/d). Feat: Spell Focus (conjuration)
    L7: Archivist 7 (lore mastery)
    L8: Thaumaturgist 1 (improved ally). +1 Int
    L9: Thaumaturgist 2 (Augmented Summoning). Feat: Imbued Summoning
    L10: Thaumaturgist 3 (extended summoning)
    L11: Archivist 8 (dark knowledge: foe)
    L12: Thaumaturgist 4 (contingent summoning). +1 Int. Feat: Greater Spell Penetration
    L13: Thaumaturgist 5 (planar cohort)
    L14: Archivist 9 (dark knowledge 6/d)
    L15: Archivist 10 (bonus feat: Skill Focus (Knowledge (the planes))). Feat: Elder Giant Magic
    L16: Archivist 11 (dark knowledge: dread secret). +1 Int
    L17: Archivist 12 (dark knowledge 7/d)
    L18: Archivist 13 (lore mastery). Feat: ?
    L19: Archivist 14 (dark knowledge: foreknowledge)
    L20: Archivist 15 (dark knowledge 8/d). +1 Int.
    Tracking
    There is No Honor:
    • XP
      • 375 XP: Blue Nixie Thugs and Rhagomuffin
      • 100 XP: Iron snake
      • 100 XP: Vanderboen vault
    • Gold
      • +11 gp, 5 sp: Start
      • +68 gp, 7 sp, 3 cp : Loot from the Blue Nixie
      • -50 gp: 2 scrolls of cure light wounds
      • -10 gp: Id elixirs of swimming
      • +200 gp: Payment from Lavinia
      • -125 gp: Col's share of the wand of cure light wounds
      • -1 gp, 3 sp: Money for the grifter Shefton
    • Possessions
      • +Light crossbow and 30 bolts: Blue Nixie
      • +2 elixirs of swimming: Soller Vark
      • +2 scrolls of cure light wounds: Purchased
      • +wand of cure light wounds: Purchased
    Background
    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.

    Journal
    Waterday, Goodmonth 12th, 596 CY
    Odd day, t'day. Started on The Legends of Black Furyondy that I gots from the Inner Labryinth on Moonday. Been at it for gods know how long now. There are definitly signs of the green worm moving south towards the Mistmarsh, but that is far, far from here. Almost found the proof I be lookin for of of the Dark Mountain Walker in the mountains to the south when there was a knockin at the door. I ws a grumpy, so I dinna even open it up, just called through. Some bit halfling named Kora prattling about some Lady VWhatever wanten ta see me. Told the bint to leave her note at the door and I'd get to it later. Took her a bit, but she finally let up, leavin me to peace. Wasn't till several hours later, when I lost whatever I had though to find in Black Furyondy and decided to see if Crystal Whisper had that Koran Horn I'd ordered when noticed the parcel that witch had left a me. Here's the original, neat hand writtin and all:
    Greetings, and I trust this missive finds you in good health!

    My name is Lavinia Vanderboren, and I humbly request your attendance at dinner at my estate on Festival Street and Blue Skink Lane tomorrow evening. I think that I can present you with an opportunity uniquely suited to your skills. Please inform the bearer of this letter of your response to this invitation, and I hope to be speaking to you soon!

    -Lavinia Vanderboren
    That got me head ascratchin fer sure. Half remembered some Lady V or somesuch, but couldn't place the name exactly. Donna know what she want, but she be laying the table, so who am I to turn that down.

    Oh, and the Whisper still doesn't have the Horn, curses!
    Sunday, Goodmonth 16th, 596 CY
    That Vaderboren bint sure do have her claws everywhere. The dinner on Freeday was good an all, but she had many odd blokes from cross this carsed town there: Kalen, the hoot'n enchanter, Chongo, that friendly savage, Keoni, the beholden to the Dracolexi, Anar, a scallywag tongue-waggler and skuldugger, and some odd boy Damash I'm sure had some'n to do with Ishtishia. Anyhow, she do have problems with some dockmen, and asked us to be gett'n her boat. A trifling matter, but worth con. Trifling, until we do find them thugs not too happy w' us and they do be smuggl'n exotics and vile vermin! Said varmint almost kilt us all, but a luck stab by Anar do put it down. Now that crazy lady do want us to 'elp her w'gett'n her booty from her family's vault. Odd work, to be sure, but she's gonna pay. Got more research on the Three Hexes that needs pay'n.
    Appearance and Personality
    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.

    Role
    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.

    Tactics
    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.
    Common Summons
    Summon Monster I
    Celestial Dog
    LG Small animal
    Init +3; Senses darkvision 60 ft.; Listen +5, Spot +5
    ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
    AC 15, touch 14, flat-footed 12
    hp 6 (1 HD)
    Resist acid 5, cold 5, electricity 5; SR 6
    Fort +4, Ref +5, Will +1
    ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
    Speed 40 ft. (8 squares)
    Melee bite +2 (1d4+1)
    Base Atk +0; Grp -3
    Atk Options Smite Evil 1/day (1 hp)
    ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
    Abilities Str 13, Dex 17, Con 15, Int 3, Wis 12, Cha 6
    Feats Alertness, Track (B)
    Skills Jump +7, Listen +5, Spot +5, Survival +1 (+5 to track by scent)

    Celestial Porpoise
    NG Medium animal
    Init +3; Senses blindsight 120 ft., darkvision 60', low-light vision; Listen +8, Spot +7
    ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
    AC 15, touch 13 flat-footed 12
    hp 11 (2d8+2 HD)
    Resist acid 5, cold 5, electricity 5; SR 7
    Fort +4, Ref +6, Will +1
    ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
    Speed 80 ft. (16 squares)
    Melee bite +4 (2d4)
    Base Atk +1; Grp +1
    Atk Options Smite Evil 1/day (2 hp)
    ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
    Abilities Str 11, Dex 17, Con 13, Int 3, Wis 12, Cha 6
    SQ hold breath,
    Feats Weapon Finesse
    Skills Jump +7, Listen +5, Spot +5, Survival +1 (+5 to track by scent)

    Fiendish Monstrous Scorpion, Small
    NE Small animal
    Init +0; Senses darkvision 60 ft., tremorsense 60'; Listen +0, Spot +4
    ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
    AC 14, touch 11, flat-footed 14
    hp 6 (1 HD)
    Resist cold 5, fire 5; SR 6
    Fort +4, Ref +0, Will +0
    ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
    Speed 30 ft. (6 squares)
    Melee claws +1 (1d3-1) or
    Melee 2 claws +1 (1d3-1) and string -4 (1d3-1 plus poison)
    Base Atk +0; Grp -4
    Atk Options constrict 1d3-1, improved grab, Smite Good 1/day (1 hp)
    ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
    Abilities Str 9, Dex 10, Con 14, Int 3, Wis 10, Cha 2
    Feats Weapon Finesse (B)
    Skills Climb +3, Hide +8, Listen +0, Spot +4
    ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
    Poison (Ex) 1d2 Con, Fort DC 12

    Fiendish Octopus
    CE Small animal (Aquatic)
    Init +3; Senses darkvision 60 ft., low-light vision; Listen +2, Spot +5
    ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
    AC 16, touch 14, flat-footed 13
    hp 9 (2 HD)
    Resist cold 5, fire 5; SR 7
    Fort +3, Ref +6, Will +1
    ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
    Speed 20 ft. (4 squares), swim 30 ft.; jet
    Melee arms +5 (0) or
    Melee arms +5 (0) and bite +0 melee (1d3)
    Base Atk +1; Grp +2
    Atk Options Improved Grab, Smite Good 1/day (2 hp)
    ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
    Abilities Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3
    SQ ink cloud
    Feats Weapon Finesse
    Skills Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9

    Fiendish Snake, Small
    CE Small animal
    Init +7; Senses darkvision 60 ft.; Listen +7, Spot +7
    ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
    AC 17, touch 14, flat-footed 14
    hp 4 (1 HD)
    Resist cold 5, fire 5; SR 6
    Fort +2, Ref +5, Will +1
    ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
    Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.
    Melee bite +4 (1d2-1 plus poison)
    Base Atk +0; Grp -6
    Atk Options Smite Good 1/day (1 hp)
    ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
    Abilities Str 6, Dex 17, Con 11, Int 3, Wis 12, Cha 2
    Feats Improved Initiative, Weapon Finesse (B)
    Skills Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6
    ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
    Poison (Ex) 1d6 Con, Fort DC 10
    Last edited by stonegod; Friday, 6th April, 2007 at 04:13 AM. Reason: 4/5: XP, spells used, Swim check
    stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)

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  • #3
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    Myrmidon (Lvl 10)

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    ø Ignore hafrogman
    My communities:

    Keoni, Human Dragon Shaman

    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
    Background:
    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.

    Recent Events:
    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.

    Description:
    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.

    Tracking
    +375 xp (Vark, Pirates, GIANT DEMON SPIDER PONY!!!)
    + MW Studded Leather (Bounty from Vark)
    - Leather Armor (Back to the group)
    + 68 gp 7 sp 5 cp (Boatly Booty)
    + 200 gp (We got paid!)
    + 100 xp (Whitesnake and Iron Maiden had a child together)
    + 100 xp (Vault 'n' Riddle)
    - 125 gp (wand fund)
    + 150 xp (Munch'em Zombies)
    + 100 xp (Zombies ate Anar's throat)
    + 100 xp (Zombies behind door #3)
    + 125 xp (Crab bait)
    Attached Thumbnails Attached Thumbnails Keoni.jpg  
    Last edited by hafrogman; Tuesday, 6th February, 2007 at 03:50 PM.
    PbP Signature: http://www.enworld.org/forum/5934473-post84.html

  • #4
    Registered User
    Novice (Lvl 1)

    Land Outcast's Avatar

    Join Date
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    Location
    Montevideo, Uruguay
    Posts
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    ø Ignore Land Outcast
    Nicolai
    Nicolai was murdered... or so... well, actually he wasn't, and better Cptn. Segrob and his pirates be certain that Nicolai be cold dead.

    At the age of ten Nicolai entered under the service of a travelling merchant as cabin boy. He had always been apt for magic, it just wan't useful for him, at all; given that perspective, Nicolai trained to serve as an aide and scribe than other thing, he was kept around because he was just taken a liking of...

    Yet he was unsatisfied. He wasn't born ambitious, sons of fishermen rarely are... But being a cabin boy for a succesful merciless merchant taught him ambition, taught him delicious power, about seizing every opportunity...

    The storm, wonderful house of lightning, all those who dare happen upon you have to bow humbly, be them merchants, princes, or pirates.
    The rain, thousands of bolts coming down to caress the ladies of the sea.
    I will live the storm


    Enchanted and enthralled he always took upon watch during storms.
    Opportunities: so he handed in the planned journey to Cptn. Segrob and so he joined his crew
    Ambition: he had realized that where he was he wouldn't rise, so he moved to adquire power...
    Power: As Cptn. Segrob had power over him when he tried to move the crew of The Serpent onto mutiny.

    After being marooned and returning through misterious means to the ports, after meeting once again the crew of The Serpent, after they thought to have left him dead, floating in the docks on that stormy night...
    Nicolai moved under the guise of an old one-eyed beggar until he reached an inland town... the tatoos on his forearms hidden by helpful leather bracers.

    He no more knew what he though of pirates and pirate hunters, he no more knew what tho think about naval fleets and merchants. The question was: did he ever knew?

    Now it was the time, inland he wouldn't have opportunity to sell his skills as sailor, but as warrior and mage... as a mage who breathed ozone from lighting strikes...

    After getting the power I -Nicolai- need, The Serpent will no more be caressed by storms; the lighting, blinding, burning rejection will see to them to be under the waves!

    And only then shall I rise over the waves... but I must learn patience... untill then...




    Basically he is still a young man who doesn't know what to belive, by the time being what drives him is vengance, but aside from that he is empty, he's never had anyone on his side... he's still got much land and sea to see...


    Nicolai, Storm Mage (unfinished)

    Male Human Sorcerer 1
    CN Medium humanoid
    Init: +2;
    Senses: Listen -1, Spot -1, Search +0
    Languages: Common
    ------------------------------------------------------------------------
    AC:
    12 [+2 Dex], touch 12, flat-footed 10
    HD: 1d4 (hp 4)
    Resist:
    Fort +0 [+0 Sorc, +0 Con]
    Ref +2 [+0 Sorc, +2 Dex]
    Will +1 [+2 Sorc, -1 Wis]
    -------------------------------------------------------------------------
    Speed: 30 ft. (6 squares)
    Melee: Spear +0 melee (1d8)
    Ranged: Ray +2 Ranged Touch
    Space: 5 ft. Reach: 5 ft.
    Base Atk: +0; Grp: +0 [+0 Bab, +0 Str]
    Special Actions:
    Metamagic Specialist, Spells
    -------------------------------------------------------------------------
    Abilities: Str 10 (02), Dex 14 (06), Con 11 (03), Int 12 (04), Wis 08 (00), Cha 17 (13)
    Feats: Air Bloodline, Sudden Widen
    Skills:
    Bluff +7 [4 ranks, +3 Cha]
    Concentration +4 [4 ranks]
    Knowledge (Arcana) +5 [4 ranks, +1 Int]
    Knowledge (Nature) +3 [4 crosclass ranks, +1 Int]
    Possessions:
    Spear, Dagger

    Backpack, Bandoleer, Bedroll, Flint & Steel, Grappling hook, Sack(x2), Silk rope (50ft.), Waterskin, Traveler’s outfit, Torch (x5), Gold chain with rubies inlay (30gp), Quaal's Feather Token (Anchor)

    -2-2-2-0.5-0.1-1-1-0.2-10-1-0-0.05-30-50; 20.05 left

    Spells known (DC 13 + spell level):
    lvl 0: Ice Ray, Prestidigitation, Read Magic, Detect Magic
    lvl 1: Lesser Orb of Electricity, Obscuring Mist [Air Bloodline], Shield

    Air Bloodline: Extra spells known: lvl 1-Obscuring Mist, lvl 2-Gust of Wind, lvl 3-Wind Wall, lvl 4-Shout, lvl 5-Telkekinesis, lvl 6-Control Winds, lvl 8-Ethereal Jaunt, lvl 9-Freedom. Cannot learn or cast [Earth] spells.
    Unknown to Nicolai, the reason why he felt pushed towards the Storms and a life of constant wandering has a (super?)natural explanation... A graceful Air Mephit somehow got her blood mixed with one Nicolai's mortal ancestors, the elemental lines dormant until now, when he has had her lively spirit be reborn on him...

    Metamagic Specialist: No Familiar, No extended casting time when applying metamagic feats to spontaneous spellcasting.


    Plans:
    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.
    Quote Originally Posted by Trainz
    I do it because I simply love this game.
    Level 10, essence of D&D as of November 17 2006
    Wizard paralyzed, samurai 6 hp, your Fiend Hunter down to 4 hp and 1 Con, surrounded by four dead Bebilith and one still alive...
    Without sheathing the greatsword, with shaky hands unstoppers the small vodka bottle, swallow it down, and hurl it at the still standing demonic spider while yelling "come and get me!" just to allow the samurai to get the edge.
    Ideas for developing..

    The Sky... The Sky... The Sky is on FIRE!!!
    http://www.enworld.org/enpublishing/burningskysm.jpg
    A 12-part Campaign Saga from EN Publishing

  • #5
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    ø Ignore Tonks
    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 Wound
    1: Longstrider*, Bless, Command
    Background:
    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

  • #6
    Registered User
    Lama (Lvl 13)

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    My communities:

    Anar Tovanni
    Neutral Good Human Rogue 2
    XPs: 1300

    Age: 20
    Gender: Male
    Height: 6 ft. 0 in.
    Weight: 175 lb.
    Eyes: Green-Blue
    Hair: Blonde
    Skin: Fair

    STR: 14 [+2]
    DEX: 14 [+2]
    CON: 14 [+2]
    INT: 12 [+1]
    WIS: 08 [-1]
    CHA: 14 [+2]

    HP: 13
    Armor Class: 16 (10 base + 2 dex + 1 dodge feat + 3 armor)
    Initiative: +2
    BAB: +1
    Attacks:
    +4 Rapier, masterwork
    +3 Dagger, melee
    +3 Dagger, thrown
    +3 Sling


    Speed: 30’

    FORT: +2 (0 base + 2 con)
    REFL: +5 (3 base + 2 dex)
    WILL: -1 (0 base - 1 wis)

    Abilities:
    - Human Bonus Feat
    - Human Bonus Skill Points
    - Sneak Attack +1d6
    - Trapfinding
    - Evasion


    Feats:
    1st Level
    - Mobility
    - Dodge


    Skills:
    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)


    Languages:
    - Common, Elven


    Equipment:
    Armor & Shield
    -Studded Leather (25gp, -1 ACP, 20lb)

    Melee weapons
    -Rapier, masterwork (---, 1d6/18-20, 2lb)
    -2 Daggers (4gp, 1d4/19-20, 10ft, 2lb)

    Ranged weapons
    -Sling (0gp, 1d4/20, 50ft, 0lb)
    -20 bullets (2sp, 10lb)

    Mundane equipment
    -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)

    Magical Items
    -Potion of Cure Light Wounds (in beltpouch)

    Weight Carried: 54.5lb
    Remaining money: 104 gp, 13 sp, 11cp


    Description
    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.



    Personality
    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.

    Background
    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 (?)

    - Keoni: Anar has spoken with the tribesman on several occasions. He finds the man to be quite interesting and is always plying him for tales about his homeland and places and things he has seen.
    - Damash: Anar has also spoken with Damash in passing. As Anar spends much of his time at the docks and among the taverns of the Azure District, it is only natural that the two would have met and chatted.
    - Chongo: Anar finds Chongo to be an interesting acquaintance. He likes the tribesman’s directness, and finds him to be an amiable, if blunt, drinking companion.
    - Col: Col and Anar had served upon the Velvet Lass before the Midnight Fury incident. Their acquaintance, however, is only a passing one.
    - Nicolai: Has possibly spoken with the ex-pirate in Sasserine during one of Nicolai’s landfalls.
    - Kalen: Anar enjoys spending time with the fanciful mountain elf. The price of the drinks is well worth the incredible stories that Kalen weaves. Although Anar only believes about a tenth of what the elf says, he likes him and enjoys his company.
    Last edited by Rhun; Monday, 15th October, 2007 at 01:11 AM.

  • #7
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    Myrmidon (Lvl 10)

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    Kalenestarianthalus Floriandin gray elven beguiler

    Kalenestarianthalus Floriandin
    Gray elf Beguiler level 2 CG

    Str 8
    Dex 16
    Con 12
    Int 18
    Wis 8
    Cha 12
    hp 11
    AC 15 (+2 armor, +3 dex) Touch 13, Flat footed 12
    F +1 R +3 W +2

    Init +7 Move 30'
    BAB +1
    Grapple +0
    Attack +1
    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 *)
    Balance +5
    Bluff* +6
    Climb -1
    Concentration* +6
    Diplomacy* +8
    Disable Device* +11
    Escape artist +3
    Gather Info +1
    Hide +3
    Jump +1
    Listen +1
    Knowledge Arcane* +9
    Move silent +3
    Search* +11
    Sense Motive -1
    Sleight of Hand* +10
    Speak Language* NA
    Spot +1
    Swim* +4
    Tumble* +8

    Languages: Common, Elvish, Abyssal, Giant, Sylvan, Auran, Draconic, Goblin, Orc, Gnoll, 1 TBD

    Spells 6/5

    Spells known
    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*

    Rouse
    Echantment Compulsion Mindaffecting
    V, S
    1 standard action
    Close 25' +5ft/2 levels
    10'R burst
    Instantaneous
    No save
    No SR
    sleeping creatures in AOE awaken

    Whelm
    Echantment Compulsion Mindaffecting
    V, S
    1 standard action
    Close 25' +5ft/2 levels
    1 living creature
    Instantaneous
    Will negates
    SR Yes
    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
    Dice
    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.
    PBP games:

    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


    Old Games

  • #8
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    Acolyte (Lvl 2)

    GwydapLlew's Avatar

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    Columbus, OH
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    Chongo, Amedio Tribesman

    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.
    Chongo (CR 2) (1,050 XP)
    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.

    Rage
    AC 12, touch 9, flat-footed 12
    hp 26
    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.

    Notes
    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)

    Affiliations
    Zelkarune's Horns - 1.5

    Background
    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.

    Comrades
    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.

    Advancement

    Level One
    Barbarian 1 HP 14 (1d12+2) SP: 24 [(4+1+1) x 4]
    Abilities: Str 16 (10), Dex 12 (4), Con 14 (6), Int 12 (4), Wis 12 (4), Cha 8 (0).
    Skills: Climb +4 (4), Jump +4 (4), Listen +2 (2), Profession: Sailor +2 (4), Spot +1 (2), Survival +3 (3), Swim +3 (3), Use Rope +1 (2).
    Feats: Brutal Throw, Power Attack.
    Level Two
    Barbarian 2 HP +8 (6+2) SP: 6 (4+1+1)
    Skills: Climb +1 (1), Jump +1 (1), Listen +1 (1), Profession: Sailor +.5 (1), Survival +1 (1), Swim +1 (1).
    Other: Uncanny Dodge.

    Goal: Barbarian 8/Rog 2/Reaping Mauler 5/Thief-Acrobat 5
    Reaping Mauler - Escape Artist/5, Tumble/5; Clever Wrestling, Improved Unarmed Strike
    Thief-Acrobat - Balance/8, Climb/8, Jump/8, Tumble/8; Evasion
    Feats Wanted: Power Attack -> Cleave -> Great Cleave; Brutal Throw -> Power Throw; Leap Attack; Improved Unarmed Strike -> Clever Wrestling.


    Tracking

    Experience:
    • Parrot Island +150 XP
    • The Blue Nixie +375 XP
    • The Vanderboren Vault +200 XP

    Booty
    • The Blue Nixie +68 gp, +7 sp, +5 cp
    • The Vanderboren Vault +200 gp
    • to Col, for a wand -125 gp
    • to Shefton, for fees -1 gp, 3 sp

    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


  • #9
    Registered User
    Minor Trickster (Lvl 4)



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    Posts
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    ø Ignore Legildur
    Baelathavin
    Code:
    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 Olidamarra
    Description

    At two fingers over five feet in height, Baelathavin stands at average height. He is lightly built, even by elven standards. His light brown hair is something a little different in color to your typical elf, and in being cut short it and well trimmed, his appearance is atypical for an elf. The pale skin is mostly shrouded with traveling clothes, with a suit of plain leather armor secured over the top. His pale blue eyes are nothing remarkable.

    A simple backpack rests between his shoulders, with only a longbow and a dagger as weapons.
    Personality

    Obviously intelligent, and with a quick tongue, Bael (as he prefers to be known) sometimes says a little too much. While he has an aura of strength of personality, he often alienates people by speaking first before his brain is engaged. This is a constant source of frustration to Bael.
    Background

    As a son of two plantation workers, growing up on Lantern Street backing the city wall, Bael was often left to his own devices during the day. Whilst his parents were specialists engaged in the growing, harvesting and drying of tobacco for one of the nearby plantations, these were still demanding jobs, and so Bael had much time on his hands.

    With the many passing years, as his human friends aged more quickly than he, Bael withdrew further from regular contact with those who were not elven. Often his time would be spent with the various sages of Sunrise, his young mind absorbing information and stories of what lay beyond the walls of Sasserine. Eventually his interests and energies drew him into the circle of Witchwardens, where his strength of personality and intelligence were harnessed for elementary training in the arcane arts. While his newfound powers had been put to some use in the defense of the city over the last year, he hasn’t, as yet, been deemed suitable for a more fulfilling role with the organization.

    With each year, his parents are becoming more eager to see him make his own way and so the timing of Lavinia’s invitation was both fortunate and unfortunate. Fortunate in that it seemed to offer him a way forward, and unfortunate in that he missed receiving the letter in time to attend the dinner because he been out partying with friends for two days straight. Although late, Bael decided to visit the address given, hoping that the offer was still open.
    Witchwardens Affiliation

    Requirement: 20 gp application fee (paid)

    Character level: +1/2 level
    Knack for Magic Feat: +1
    5+ ranks in Knowledge (arcana): +1
    Can cast arcane spells of 3rd level or higher: +1
    Can cast arcane spells of 5th level or higher: +2
    Donates magic item worth 1,000 gp or more to the guild: +1/item, max of 3/year
    Research or discover a new arcane spell: +1/spell, max of 5/year
    Member of the Dawn Council affiliation: +2

    Member of any other affiliation (other than Dawn Council): -4/affiliation
    Fail to assist Sasserine against a magical threat: -4
    Unable to cast an arcane spell: -20
    next level
    Warmage 2, HD: +1d6+1, Skills: +4 (k(arc) +3, Conc +1), BAB +1, Will +1, Spells 0:+1, 1:+1, affiliation +1.5.
    Last edited by Legildur; Friday, 30th March, 2007 at 01:23 AM. Reason: Experience from huecuva
    Games and Caden
    Kurt the Purger (Human Clr5) in Rhun's ALPHA ToEE RG OOC

    Caden - Halfling Artful Dodger Rogue 5
    Str 10, Con 12, Dex 18, Int 9, Wis 14, Cha 18
    AC 20, Fort 14, Ref 19, Will 17
    HPS 41/44, Bloodied 22, Surge 12 (67/day)
    Speed 6, Init 6
    Acrobatics 13, Athletics 7, Bluff 11, Perception 9, Stealth 11, Thievery 15
    Passive Insight 14, Passive Perception 19
    Deft Strike, Sly Flourish
    Second Wind, Second Chance, 2 APs, Positioning Strike, Bait & Switch, Tumble
    Blinding Barrage, Downward Spiral, Cloak of Resistance

    Gnarul - Human Earthstrength Warden 1
    Str 18, Con 16, Dex 12, Int 8, Wis 12, Cha 10
    AC 18, Fort 16, Ref 14, Will 13
    HPS 31/33, Bloodied 16, Surge 8 (1012/day)
    Speed 6, Init 1
    Athletics 6, Endurance 5, Nature 6, Perception 6
    Passive Insight 11, Passive Perception 16
    Immediate Actions: Warden's Fury (Interrupt), Warden's Grasp (Reaction)
    Weight of Earth, Strength of Stone, Thorn Strike
    Second Wind, Action Point, Earth Spikes
    Form of Winter's Herald + Attack

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    My communities:

    Eyjólfr Hafmundarson, "Eyvi"
    Chaotic Good Human Barbarian 2
    XP: 1000
    Code:
    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
    Flavor
    "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

    Description
    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.

    Background
    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...

    Personality
    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.

    Tracking

    Money
    +900 gp starting at level 2
    -200 gp Breastplate
    -320 gp MW Greataxe
    -15 gp Heavy Flail
    -1 gp Waterskin
    -1 gp Trail rations 2 days
    -1 gp belt pouch
    -20 gp 100 ft silk rope
    -50 gp Potion, CLW
    -50 gp Potion, CLW
    =============
    242 gp

    XP
    +1000 starting
    =============
    1000 xp total
    Last edited by covaithe; Monday, 15th October, 2007 at 08:48 AM.

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