RG: Return to Ironstorm Mountain




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  1. #1
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    ø Ignore -SIN-

    RG: Return to Ironstorm Mountain

    Please post completed character sheets here.

    All backgrounds and descriptions to be sblocked please.

    Thanks.

    -SIN-

    England is suffering a terrible shortage of English; please give generously. (Americans need not apply.)


    Cuius Testiculos Habes, Habeas Cardia et Cerebellum-
    When you have their full attention in your grip, their hearts and minds will follow

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  • #2
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    Torgga Halderhek, dwarf incarnate

    Meldshaping

    Meldshaper level 6th, 4 soulmelds, 2 chakra binds (crown, feet or hands), essentia pool 6, essentia capacity 2 (soulmelds 3), Expanded Soulmeld Capacity: Lightning gauntlets

    Lightning Gauntlets (bound to hands)
    Cerulean Sandals (bound to feet, 3 essentia, 0/60 ft used)
    Vitality Belt (worn on waist)
    Adamant Pauldrons (worn on shoulders, 3 essentia)

    Abilities gained: Lightning attack, lightning damage, water walk, speed increase, dimension door, +4 on Constitution checks and Concentration, light fortification, DR 3/evil

    Changes to basic character sheet:
    Attacks: Add "+1d6 electricity" to all melee attacks
    Add "lightning gauntlets +6 melee touch (1d6 electricity)

    Speed 35 ft, water walk

    Concentration +9


    Background
    The young dwarf loved to listen to the stories. She loved hearing about powerful heroes who vanquished evil by the strength of their arms and of their unity. She loved to hear of battles and demons, of innocents saved. She loved to hear of the mines in Ironstorm Mountain, how it was taken from her family. She loved to hear of the expedition to recover the mountain that three of her grandparents had left for and only one had returned from to tell of.

    Torgga wasn't sure how much of them she believed to be literally true, but they told of the past glory of her ancestors. She now resided in a human village, where her family worked as blacksmiths. Really good blacksmiths, yes, and well respected. But nothing nearly as interesting or dramatic as her family history.

    Torgga wanted to regain that glory, to be that hero.
    She felt a powerful bond with the spirits of her ancestors and other heroes of the past, as if they were there with her. They always seemed to be close by to her, even as a child, but the feeling grew as she became older and reached adulthood.

    Finally, she understood. They were with her, lending her their power. They wanted to help her accomplish her dream, destroy the forces of evil that destroyed her ancestors.
    She focused for several years on learned to harness this power. She learned to forge the favor of the heroes into forms that she could use directly.
    It was an amazing feeling. And Torgga decided that she was ready.
    Ready to leave her home and try to take back the Ironstorm Mountain.


    Description
    Torgga is a tall and solidly built dwarven woman. Her brown hair is worn in a long braid and her brown eyes are intense and appear perceptive.

    She carries a large backpack that's fairly full and has some of her gear tied to the outside. Her outfit is simple, a brown shirt, tough brown pants, and leather boots. Her brown cloak appears old, the edges slightly worn and frayed and the gold trim faded.

    Her breastplat is new and shines brightly. It was made for her, so it fits perfectly and the design is purely functional.
    Attached Files Attached Files

  • #3

    Oskas Runehammer

    Oskas Runehammer

    Name: Oskas Runehammer
    Race: Dwarf
    Class: Fighter 6
    HD: 6d10+18; hp 78
    Init: +2
    Speed: 20ft
    AC: 22 (+2 dex, +1 natural, +3 shield, +6 armor)
    Base Attack/Grapple: +6/+1 ; +9 grapple
    Attack: Dwarven Waraxe +11 (1d10+6) or heavy crossbow +8 (1d10) or dagger +9 (1d4+3)
    Full Attack: Dwarven Waraxe +11/+6 (1d10+6) or heavy crossbow +8 (1d10) or dagger +9/+4 (1d4+3)
    Special Attacks: Power Attack
    Special Qualities: Dwarven Traits
    Saves: Fort +8 Ref +3 Will +3
    Abilities: Str 16 Dex 15 [13], Con 16, Int 12, Wis 13, Cha 10
    Skills: Craft (stonework) 4 (+5), Intimidate 7 (+7), Spot 4 (+5) Listen 4 (+5)
    Feats: Endurance, Dodge (b), Weapon Focus (dwarven waraxe)(b), Toughness, Weapon Specialization (dwarven waraxe)(b), Power Attack, Cleave (b)
    Align: Lawful Good
    Languages: Common, Dwarven, Undercommon
    Possessions:
    +1 breastplate
    +1 large steel shield
    +1 dwarven waraxe
    Ring of sustenance
    Amulet of natural armor +1
    Gloves of dexterity +2
    Rope, hemp
    Backpack,
    Tankard, tin
    Pony
    Saddle, riding
    Pick, miner’s
    Chalk (8 pcs)
    Hammer
    Ale, 2 gallons
    Crossbow, Heavy (30 bolts)
    Dagger

    [sblock=History]
    History:
    History:
    When Oskas was young, he wanted to pursue his father’s line of work: stonemasonry. He liked to build walls, sculpt trellises and carve alters. He studied diligently, and like all good dwarves also spent a tour in the militia.

    It was in this tour that he learned about a longer tradition among the dwarves, longer then mining and stonework, longer then forging weapons and doing battle. The tradition of the dwarven defenders, the first (and last) line of defense of halls of Ironstorm Mountain.

    It was the Defenders that turned away the defenders, the defenders who guarded the king. The Defenders were the first dwarves to meet sojourners into the halls, and the last dwarves that visitors saw upon exodus. They were the champions of the Mountain, they were like living stone.

    Oskas thought about those tales, he took quick to the axe and shield, just like he took quick to the hammer when working stone. When his required duty was over he stayed on, he worked and prepared himself for the day that his martial prowess would be recognized, that he would be chosen to train as a defender.

    But the day never came. The refuge that his clan took had no need for the defenders; there was no king to defend. There hadn’t been for 200 years. To his personal horror he realized that with the loss of Ironstorm Mountain the tradition of the Defenders was lost as well. He couldn’t let that happen.

    He approached both his parents and his commander, Tardor telling them that he wanted to journey to Ironstorm Mountain, discover what happened to the expedition. If it was successful they could return to the halls, and return to their traditions so nothing was lost.

    His parents at first denied him permission, and he obeyed. His commander, however, knew the true reason that Oskas wanted to make the journey, he wanted to bring his clan back so he could join the ranks of the Defenders and protect not only his family, but his clan and their traditions.

    Tardor explained this to Oskas’ parents and they relented. He was given the mission as an official task for the Runehammer Clan: Venture to Ironstorm Mountain, learn what happened to the king and report back.

    Oskas was elated. He gathered his possessions and began his preparations. The night before he left he was gifted with a magical breastplate and shield, emblazed with the Runehammer Crest. His Grandfather, Oskar, a venerable dwarf who remembered the expedition, gifted the dwarf with a magical axe and ring, left over from his adventuring days.

    Equipped and prepared, Oskas mounted his pony with the sun and ventured out towards Ironstorm Mountain.
    description

    Oskus stands just shy of four and half feet, clad head to toe in armor. His breastplate and shield are both engraved with the Runehammer Clan symbol: The rune for Earth on a Hammer on a Mountain. His copper colored hair is worn short, under an iron helm that leaves his face visiable and his chest length beard is woven into three braids that are joined at their ends by a copper barret. His eyes are a emerald green in color color. He carries his shield strapped to his left arm and wields his axe in his right. His boots and gloves are both made out of tough leather.

    Personal Info

    Name: Oskas
    Clan: Runehammer
    Occupation: Stone Mason/ Clan Solider
    Age: 69
    Height: 4'5"
    Weight: 178lbs
    Handiness: Right
    Eyes: Green
    Hair: Copper
    Favored Weapon: Dwarven Waraxe
    Favorite Beverage: Dwarven Ale

    Dwarven Traits

    Dwarven Traits:
    +2 Con, -2 Cha
    Speed 20
    Darkvision 60ft
    Stonecutting: +2 Search for unusual stonework, depth sense
    Weapon Familiarity (urgosh, waraxe)
    Stability: +4 bonus vs bull rush, trip
    +2 saves vs poison
    +2 saves vs spells and spell-like abilities
    +1 attack vs orcs and goblinoids
    +4 Dodge Bonus vs giants
    +2 appraise checks related to stone or metal items
    +2 craft checks related to stone or metal items
    Attached Files Attached Files
    Where is this box I'm supposed to be thinking outside of?

  • #4
    I could not get that character sheet to work.

    stats

    Zerul Demonsbane
    CN Human Cleric 2/Warlock 1/Mystic Theurge 2/Eldritch Disciple 1
    Deity: Philosophy (Chaos)

    Str 8
    Dex 14
    Con 12
    Int 10
    Wis 18 (used level increase) (20 with periapt)
    Cha 16

    Init+2
    HP: 44
    AC: 18
    Saves:
    Fort +7
    Ref +3
    Will +16
    BAB: +2
    XP: 15,000

    Attack: Eldritch Blast +4 (2d6)
    +1 morningstar +2 (1d8)

    Skills: Concentration +10, Knowledge (arcana) +6, Knowledge (religion) +8 , Knowledge (the planes) +4,
    Feats: Heighten Spell, Divine Metamagic (Heighten Spell), Southern Magician, Practiced Spellcaster (cleric)

    Special: Cure spell conversion, Turn Undead (as 3rd-level cleric) 6/day, Domains(Chaos), Divine Magician (1: ray of enfeeblement, 2: false life), Gift of the Divine (Wild Frenzy, +2 to melee attack and damage, eldritch blast attack and damage for 6 rounds)

    Cleric Spells: (Caster Level 6 but choose spells as CL 4, +1 CL for chaos spells, DC 15+level, 5/5+1/3+1 per day)

    Warlock Invocations (Caster Level 4, DC 13+spell level)
    Least- Eldritch Blast, See the Unseen, Eldritch Spear, Baleful Utterance (DC 15)

    Languages: Common

    Wealth & Equipment (total value 13,000). Light load
    +1 chain shirt (1, 250 gp)
    standard adventurer's kit (15 gp)
    Heward's handy haversack (2,000 gp)
    +1 morningstar (2,308 gp)
    Periapt of Wisdom +2 (4,000 gp)
    Vest of resistance +1 (1,000 gp)
    Ring of protection +1 (2,000 gp)
    Silver symbol of Chaos around neck (25 gp)
    402 gp
    Vestments of a Chaos Priest


    Spells Prepared at the beginning of the adventure

    Spells Prepared:
    0- light (2), detect magic (2), read magic,
    1- bless (2), ray of enfeeblement, sign, updraft (protection from law)
    2- hold person, bull's strength, false life (shatter)


    Background

    Zerul (Demonsbane's his family name, as his father slew a balor. His father did not go into much detail, as it's a painful memory) was raised by the priests of Chaos from a young age, but also discovered strange arcane power. As these were valued by the priests of Chaos, Zerul was trained as an eldritch disciple.

    His charisma and good lucks got him into trouble when he was discovered in an affair with the daughter of the duke. He was then packed off to be a missionary to the dwarves. Dwarves, mainly following Moradin, were not generally interested in the worship of chaos. So Zerul has been seeking a heroic adventure he could go on to impress the dwarves and convert them to the worship of chaos. This looks like a golden opportunity to do so.



    Appearance/Personality
    Zerul is a 5'6" human, with short straight blond hair and nothing in the way of facial hair. He is 26, and well read, though not great at puzzles. He wears a chain shirt and the vestments of a middling rank priest of Chaos, though with the spiral emblem marking him as an eldritch disciple (of which he is proud). He is well traveled, but is given occasionally to boring rambling.

  • #5
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    Goren Rockslide

    Background

    Goren Rockslide entered the priesthood of Moradin, like his mother and her father before her, at a young age, his faith as strong and steady as stone. After long years of study, prayer, and diligence, during which he displayed uncommon valor, discipline, and prowess with both divine and martial skills, he was selected to enter the Order of the Mithral Blade. The Order is a church arm devoted to the defense of dwarves in situations normal warriors and priests aren't equipped to handle; the order's unofficial nickname is the "Order of Last Hope".

    The silver-axe sigil of the Order is not widely known; dwarves who do have cause to know what it means tend to have mixed feelings. On the one hand, the members of the order are skilled, determined dwarves, elite even within the church's martial membership, and thus excellent allies; on the other hand, the presence of a Mithral Blade on a mission also invariably means that the situation is very, very serious, which tends to have adverse effects on morale.

    Goren himself is a hard worker, but a little taciturn and dour, with not much of a sense of humor. The members of the Order are no strangers to desperate situations, fearful enemies, and grim, bloody combat. Some of the things he's seen have scarred him, literally and figuratively, and he doesn't talk much about his missions unless you get a fair amount of black dwarven stout into him. He doesn't have many friends, although he has a lot of respect for anyone who's seen the same kind of things he has or with whom he's worked successfully.


    Stats

    Dwarven Cleric 4/Crusader 1/Ruby Knight Vindicator 1

    Alignment: LG
    Height: 4'5"
    Weight: 200lb
    Languages: Dwarven, Common
    Deity: Moradin
    Domains: Earth/Good
    Speed: 20

    STR 17 (10 pts + 1 level) (+3)
    DEX 12 (4 pts) (+1)
    CON 14 (4 pts + 2 dwarf) (+2)
    INT 10 (2 pts) (+0)
    WIS 16 (10 pts) (+3)
    CHA 8 (2 pts - 2 dwarf) (-1)

    HP: 62
    BAB: +5
    Fort: +8 (6 base, 2 con)
    Ref: +2 (1 base, 1 dex)
    Will: +9 (6 base, 3 wis)
    Cleric CL: 4
    Spells/Day: 5, 4+1, 3+1
    Initiator Level: 5

    AC: 20 (10 base, +9 armor, +1 dex), 22 with Shield of Faith
    Armor: Max Dex +1, ACP -5
    Flat-footed: 19, 21 w/ Shield of Faith
    Touch: 11

    Attacks:
    Greataxe: +9 to hit, 1d12+5 damage, x3 crit, -1/+2 hit/dmg with PA
    Warhammer: +8 to hit, 1d8+4 damage, x3 crit, -1/+1 hit/dmg with PA
    Crossbow: +1 to hit, 1d8+1 damage, 19-20/x2 crit, range 80ft
    Daggers (melee): +8 to hit, 1d4+3 damage, 19-20/x2 crit
    Daggers (thrown): +1 to hit, 1d4+3 damage, 19-20/x2 crit, range 10ft

    Special Abilities: Darkvision, Stonecunning, Weapon Familiarity, Stability, +2 to save vs. poison/spells/spell-like effects, +1 to hit orcs/goblinoids, +4 dodge to AC vs giant types, +2 to appraise stone/metal items +2 to craft stone/metal, Cleric Aura, Turn Undead (2x/day), Spontaneous Casting (Cure), turn air creatures as undead (total 3 + CHA mod), cast [good] spells at +1 CL, Steely Resolve (delayed damage pool: 5 points), Furious Counterstrike (+ to hit and damage equal to current delayed damage pool / 5, max +6)
    Feats: Extra Turning, Divine Accuracy (standard action to expend a turn attempt in order to give all allies within 60' the ability to reroll miss chance 1 time/attack against incorporeal undead, lasts 1 minute), Power Attack, Extra Granted Maneuver
    Skills (ranks paid for, not including bonuses): Heal 2, Hide (cc) 4, Intimidate 4, Knowledge (Religion) 8, Sense Motive 4
    Proficiency: All simple weapons, all martial weapons, light/medium/heavy armor, all shields.

    Maneuvers Known: 5 (Crusader's Strike [DS], Stone Bones [SD], Foehammer [DS], Mountain Hammer [SD], Shield Block [DS])
    Stances Known: 2 (Martial Spirit [DS], Roots of the Mountain [SD])
    Maneuvers Readied: 5 (Ready by praying for 5 minutes; 3 randomly available in 1st round, 1/round after, recover expended as withheld when all granted)

    Starting Gold: 13,000GP
    Equipment:
    +1 Greataxe 2320gp, 12lb
    Masterwork Warhammer 312gp, 5lb
    Masterwork Light Crossbow 335gp, 4lb
    20 crossbow bolts = 20gp, 2lb
    2 Cold Iron Daggers 8gp, 2lb
    +1 Full Plate 3800gp, 50lb
    Lesser Iron Ward Diamond (Provides DR 3/- when applied to armor or shield, stacks with similar DR from other sources, inert for rest of day after absorbing 30 damage) 2000gp

    10 Blessed Bandages 100gp
    Ring of Sustenance 2500gp
    Healer's Belt 750gp
    2 scrolls of Lesser Restoration 300gp

    Traveller's Clothing 1gp 5lb
    Backpack 2gp 2lb
    Belt Pouch 1gp 1/2lb
    Bedroll 1sp 5lb
    Quiver 1gp -
    Flint and Steel 1gp -
    3 full waterskins 3gp 12lb
    10 days hard rations 5gp 10lb
    Everburning torch 110gp 1lb
    2 bottles fine brandy 10gp -
    5 flasks acid 50gp 5lb
    5 flasks alch. fire 100gp 5lb
    100 feet silk rope 20gp 10lb
    20 climbing pitons 2gp 10lb
    Grappling hook 1gp 4lb
    ink, pen, and paper 20gp
    80 spare bolts 8gp 8lb

    Holy Symbol of Moradin 1gp -

    Total: 12781gp, 1sp
    Left: 218gp, 9sp


    Introduction

    Goren woke from another of his bad dreams. They'd always been bad, but worse of late, ever since he'd been sent to clear out that nest of demon-worshippers on his last mission. The children especially haunted him, the sounds of their voices, scraped too raw to scream any more, echoing in his sleep. He shook his head to clear it, and reached for the pitcher of ale he kept next to his bed in the temple barracks. He didn't bother with a mug, instead taking a long, slow draught directly from the pitcher.

    Setting the pitcher back down, Goren rose from the hard bed, wincing slightly as a new, half-healed scar along his ribs stretched painfully. He pulled on a gray robe, the silver axe of his order embroidered on the breast, and left his room, not bothering with his boots. The stone was cold, hard, and comforting under his bare feet as he made his way down familiar corridors to the small temple reserved for members of the Order.

    The candles were burning, but the small chapel was empty of other worshippers--no surprise, this deep into the night. Goren bowed his head, standing before the simple altar, and prayed to the All-Father.

    "You are disturbed often, these last few nights, brother," came a soft voice. Goren turned his head to regard the Order's chaplain, a one-armed, retired Mithral Blade named Lansig.

    Goren shrugged. "This isn't a job that lends itself to easy dreams," he rumbled.

    "Aye, we all have our dark memories and darker fears. Yet of all your brethren, only you visit the chapel in the dark of every night you're here. What troubles you, Goren?"

    "I don't truly know. I know I wasn't responsible for what happened, but I just can't get the things I've seen and heard out of my head."

    Lansig nodded slowly. "Perhaps you are particularly sensitive to the injustices our work forces us to confront,"

    he suggested. "Perhaps the All-Father sees some particular need for righteous fury in you, or has some plans he has not fully revealed."

    Goren's eyebrows rose. "Not fully revealed, brother?"

    Lansig smiled wryly. "You are not the only one who dreams, Goren, nor the only one who seeks guidance at strange hours. The All-Father touched my own sleep this night. A dwarf will arrive tomorrow, an emissary from the Rockhammer clan. They are gathering for another attempt to reclaim Ironstorm Mountain."

    Goren let out a slow breath. "That would be something indeed." Lansig nodded.

    "You are to accompany them." He held up a hand to forestall Goren's questions. "I know not why, brother, only that the Mithral Blades must be represented in this quest, and that you must be that representative. Perhaps beneath the Mountain your dreams will be made clear. May the All-Father guard your steps and your back, brother."

    Lansig patted Goren on the shoulder as he turned and left the chapel, leaving Goren to stare at the altar for long minutes. Finally he bowed to the altar, giving silent thanks for the touch of Moradin, however lightly or indirectly, on his life.

    The next morning, a Rockhammer did come. Goren was present while he presented the news to the Order Council--in fact, he was already packed, his backpack leaning against the wall and his great axe strapped to his back. They left before noon, headed towards the Rockhammer clan's home.

  • #6
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    Darmon

    Darmon
    Name: Darmon
    Race: Gold Dwarf
    Class/Level: Sorcerer 6
    Gender: Male
    Exp: 15,000

    Strength (STR) 10
    Dexterity (DEX) 10
    Constitution (CON) 18
    Intelligence (INT) 12
    Wisdom (WIS) 10
    Charisma (CHA) 19

    Alignment: NG
    AC: 17 (+5 armor + 2 shield)
    Hit Points: 50
    Movement: 20'

    Init: +0
    Base Attack Bonus: +3
    Melee Attack: +3 Morningstar 1d8
    Ranged Attack: +3 Light crossbow 1d8, 19-20x2 80’
    Fort: +7
    Reflex: +3
    Will: +6

    Race Abilities

    +2 Con, -2 dex
    Darkvision 60’
    Stonecunning
    Weapon familiarity (urgroshes and waraxes)
    +4 on str checks to oppose overruns and trips
    +2 on saves vs poison, spells and SLA
    +4 dodge to AC vs. foes of the giant type
    +2 on craft and appraise checks when dealing with stone and metal
    +1 on attack rolls vs. abberations


    Class Abilities:
    Spells
    Power of Stone: As long as both he and his target are touching the ground, the range of any spell he casts is increased by 50%. The DC of the spell is also increased by 1. If the spell affects multiple targets, all targets must be touching the ground for this ability to work. This replaces the second level spell known gained at level 5.
    Divine Companion: During the day you can store spells into your divine companion. These stored spells can be used in two ways. First as a standard action you can heal yourself 1d6 damage for each spell level you expend from your divine companion. Second as a swift action you can convert spell levels into a deflection bonus to AC and a resistance bonus on saves equal to the amount of stored spell levels that you expend. These bonuses last for one round per CL.

    Skills: 27
    Concentration +13 (9 ranks + 4 con)
    Knowledge arcana +5 (4 ranks +1 int)
    Knowledge dungeoneering +7 (6 ranks +1 int)
    Spellcraft +6 (5 ranks +1 int)

    Feats
    Earth Sense
    Heighten Spell
    Earth Spell

    Languages - Common, Dwarven, Giant


    Mithral Soulfire Chain shirt +1 (10lb)
    Mithral Buckler +1(2lb)
    Morningstar (6lb)
    Light crossbow (4lb)
    Cloak of Resistance+1 augmented with Charisma+2(1lb)
    Arcanist’s Gloves
    2 potions of CLW
    Scroll of See invisibility
    Scroll of Shield
    Scroll of obscuring mist
    Spell Component Pouch(2lb)
    Backpack(2lb)
    Waterskin(4lb)
    Belt pouches(2)
    Bolts(20)(2lb)
    80gp(1lb)

    Spells Known: 7/3/2/1

    0: Acid Splash, read magic, detect magic, mage hand, prestidigitation, open/close, disrupt undead
    1st: magic missile, grease, Orb of Lesser Acid
    2nd: Kelgore’s Grave mist, Rebuke
    3rd: Sound Lance

    Spells per day: 6/7/6/4

    DC: 14+spell level*

    *+1 if target and Darmon are both touching the ground










    Background
    Darmon woke in a cold sweat. Light from their campfire glittered off his mithral armor. The vision of his ancestor still were fresh in his mind. He stood and dusted himself off. The forest was alive at this time of night. Not like the silent caves of his home. Dorn stood nearby, his ancestor kept watch over him as he slept, always here protecting him.
    It was time, Dorn said. The kin of those long lost gather. It was his destiny to join them. There he would recover Dorn’s body, the King’s own advisor, when they had long ago left to reclaim the mines that surely belonged to them. From there they would go on to claim the treasure’s of the land for themselves. They would set up a kingdom, and rule it for all eternity. That was what Dorn said.
    Darmon had yet to see the kin of those lost. For all he knew, they could be nothing but farmers, inspired by old stories to venture into the dark. Darmon prayed that Dorn was right. He left his companions then. He quickly scrawled a note on a sheet of paper. The human warrior had fallen asleep on watch again, getting away would be easy. His light armor never made a rustle as he crept away. He looked back once, he felt bad leaving them alone in the forest. They knew his predicament, as he had told them of Dorn’s speeches to him, they knew he would be leaving soon. He needed no light to walk through the forest, his keen dwarven eyes were all he needed.
    Darmon soon came to a river…how he hated water. He began looking for a shallow place to cross. He heard noise from up ahead, splashing in the water. A trio of humanoids were attacking an elk that had wandered to close to the water. They were Skum, Darmon had studied many creatures that were almost alien to this world, creatures so hideous and malformed their only way of life was one of an evil predator. Not wanted to see the Skum win the battle with the elk, one had ahold of the creature’s antlers, trying to force it’s head underwater. The other two dodged kicks from the elk’s hind legs as they raked sharp claws down it’s sides.
    Darmon chanted the words of a spell, and invisible darts of force struck the skum holding onto the elk’s head. It groaned and slipped into the water. The elk raised it’s head from the water, spraying water from it’s nostrils as it gasped for breath. The skum abandoned it’s prey and swam upriver towards Darmon. Darmon chanted once more and a cold mist clung to the water where the skum swam. They were instantly tired and the mist chilled them to the bone. As they emerged from the mist covered water, one slashed at Darmon, but the blow was weak, and scraped off his buckler. Darmon stepped back and activated the magic of his gloves while weaving his hands in another spell. More force missiles struck the remaining skum, and they howled as they fell back into the water, dead.
    Seeing the aberrations dead, Darmon walked along the river once more. Before long he found a suitable place to cross. The way was short and he didn’t get wet, a log had fallen over a narrow place in the river. A day later, Darmon emerged from the forest. He could see the mountains in the distance, there he would find his companions and his destiny.


    Appearance
    Darmon doesn’t look a like a worker of magic at first glance. He wears a chain shirt of mithral. A buckler of the same material is attached to his arm. He carries a morningstar in his left hand. The only sign of magic about him, is his spell component pouch. The subtle aroma of musty dirt clings to him. He is handsome as far as dwarves go. His black beard is well-groomed and his square jaw is unmarked by scarring. His black hair is neatly combed and tied into a ponytail that reaches his lower back. Bright blue eyes look from behind a helm that covers the crown of his head.

  • #7
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    Adun Goldhair Seafoam (EYE-din)
    Female Dwarf Druid 6
    Spoiler:

    NG Medium Humanoid (Dwarf)
    Init +2; Senses Listen +3 Spot +12, Darkvision 60 feet
    Languages Common, Druidic, Dwarf, Giant
    ---------------------------------------------------------------------------------------
    AC 17, touch 12, flat-footed 15; +2 dex, +5 armor
    hp 66 (6 HD)
    Fort +8, Ref +4, Will +8
    ---------------------------------------------------------------------------------------
    Speed 15 ft.
    Melee +5 MW Shortspear 1d6 OR +4 MW silver sleeve blade 1d4 OR -1 knee blade 1d6
    Ranged +7 MW Shortspear 1d6 RI 20ft OR +7 Sling 1d4 RI 50ft
    Special Actions Fiery Burst, Burning Blade
    Base Atk +4; Grp +4
    Combat Gear MW shortspear, MW silver sleeve blade, MW sling
    ---------------------------------------------------------------------------------------
    Abilities Str 10, Dex 14, Con 16, Int 12, Wis 17, Cha 10
    SQ Wild Empathy, Nature Sense, Animal Companion, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape 2/day
    Feats Druid Weapon Proficiencies, Light & Medium Armor proficiencies, Martial Study (Burning Blade), Fiery Burst, Natural Spell
    Skills Concentration +12 (9 ranks), Handle Animal +9 (9 ranks), Knowledge (Nature) +12 (9 ranks), Spot +12 (9 ranks), Survival +14 (9 ranks)
    Experience Points: 0
    Possessions combat gear plus Boots of the Winterlands, Ring of the Darkhidden, Finned Gauntlets plus equipment listed below
    Druid Spells Prepared (5/3/3/2, CL 6th, +6 ranged touch, +4 melee touch):
    • 0th— (DC 13) Purify Food & Drink, Detect Magic (x2), Mending (x2)
    • 1st— (DC 14) Sandblast, Produce Flame, Faerie Fire
    • 2nd— (DC 15) Body of the Sun, Heartfire, Decomposition
    • 3rd— (DC 16) Fire Wings, Call Lightning


    Appearance

    Adun keeps her long blonde hair immaculately clean and coiled in a long braid that often loops around her neck like a collar. Sun-touched and a tanned chestnut brown most of the time, her emerald green eyes peek out from early-developing crows feet from years at sea.

    Atop her head usually sits her navy blue tricorn hat at a jaunty angle, and her brass-buttoned sea-coat usually hangs open to leave her easy access to the items she has stored underneath it. Her sea-coat is especially fine, being a present from her godparents for her first successful sea trade profits, and is made out with fine golden-threaded embroidery depicting pelicans fishing in tiny, magnificent detail that are mirrored on the buttons and collar/cuffs.

    Adun is tall and lean for a dwarf, owing to a lack of appetite from years of living off the land. If she'd reveal them to others, which isn't bloody likely unless the weather demands it, she's covered in beautifully wrought tattoos across her back that she got done in far away places.

    Background

    Long before the mass exodus from Ironstorm Mountain, Clan Seafoam made its way in small numbers to human and elvish lands to establish trade relations with those peoples. Ever the farthest ranging and the most at ease with the sea as well as stone, Seafoam clansmen are widely recognized as a powerful clan - if a bit off. Ran more like a powerful trading company than a dwarvish clan sometimes, Seafoam children have ever been more common than in many other clans as well. So, when Adun Goldhair came along she was not only a less likely female member of the family, she also had to contend with several older male siblings who had left the hearth decades ago to make their fortunes. Adun, of course, was encouraged to settle down soon to make more proud scions of the Seafoam legacy. Despite that, or perhaps because, Adun was infected with a wild urge to see the world, and so she did.

    From Karmandu to Frailing, Adun has spent a decade at sea and in the ancient forests of the elves learning to hone her natural predilection for the natural world to a razor sharp edge. What she hasn't done is connect much with her dwarven heritage. Not that she's got a burning desire to live in some drab cave, but it seems like something a well-rounded cosmopolitan dwarf should consider looking into at least once. When her second cousin in Lhapan wrote to her to tell her about their cousin Hrayla marrying into some bastard line of the old Ironstorm mountain royals it suddenly all clicked. She'd join the next expedition and grab whatever treasure she could find, and perhaps even hand over the dusty cave to Hrayla as a marriage gift. She never liked her anyways.

    Adun has a reputation as one of the finest guides and trade explorers in her clan, as well as a nasty reputation as a dirty fighter. Adun is above denial, merely proclaiming that she'll win any fight as she can. If fighting fair were her lot in life she'd have been born with stones for senses and a beard.

    Red, Animal Companion
    Spoiler:

    Red
    Night Fisherman
    Tiny Animal
    Hit Dice: 5d8 (20 hp)
    Initiative: +4
    Speed: 10 ft. (2 squares), fly 40 ft. (average)
    Armor Class: 21 (+2 size, +3 Dex, +6 natural), touch 15, flat-footed 14
    Base Attack/Grapple: +3/–8
    Attack: Talons +10 melee (1d4–2)
    Full Attack: Talons +10 melee (1d4–2)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks: —
    Special Qualities: Low-light vision, Link, Share Spells, Evasion, Devotion
    Saves: Fort +4, Ref +8, Will +3
    Abilities: Str 6, Dex 18, Con 10, Int 2, Wis 14, Cha 4
    Skills: Listen +16, Move Silently +21, Spot +8*
    Feats: Alertness, Weapon FinesseB, Diving Charge

    Red is any atypical example of a Night Fisherman, a variety of nocturnal hawks that normally feed on fish and small beach game. Normally such animals are either pure black or pure white, but Red was born with a deformity that turned his cowl red and earned him his name. The rest of the bird is white with a variety of spots. Red has a wingspan of approximately 5 feet.

    Combat

    Night Fishermen swoop quietly down onto prey in the water, attacking with their powerful talons.

    Skills: Night Fishermen have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.

    Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

    Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

    Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

    Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

    Bonus Tricks:
    Attack,Seek, Fetch

    Advancement

    L1>Druid 1 HP: 11 SP: 20
    Abilities
    STR 2 pts DEX 6 pts CON 6pts INT 4pts WIS 10pts CHA 4pts
    Skill (ranks)
    Concentration (4 ranks), Handle Animal (4 ranks), Knowledge (Nature) (4 ranks), Spot (4 ranks), Survival (4 ranks)
    1st Feat: Martial Study: Burning Blade
    Languages: Common, Druidic, Dwarf, Giant

    L2>Druid 2 HP: 11 SP: 5
    Skill (ranks)
    Concentration (1 ranks), Handle Animal (1 ranks), Knowledge (Nature) (1 ranks), Spot (1 ranks), Survival (1 ranks)

    L3>Druid 3 HP: 11 SP: 5
    Skill (ranks)
    Concentration (1 ranks), Handle Animal (1 ranks), Knowledge (Nature) (1 ranks), Spot (1 ranks), Survival (1 ranks)
    3rd Feat: Fiery Burst

    L4>Druid 4 HP: 11 SP: 5
    Skill (ranks)
    Concentration (1 ranks), Handle Animal (1 ranks), Knowledge (Nature) (1 ranks), Spot (1 ranks), Survival (1 ranks)
    4th Level Stat Increase: Wis

    L5>Druid 5 HP: 11 SP: 5
    Skill (ranks)
    Concentration (1 ranks), Handle Animal (1 ranks), Knowledge (Nature) (1 ranks), Spot (1 ranks), Survival (1 ranks)

    L6>Druid 6 HP: 11 SP: 5
    Skill (ranks)
    Concentration (1 ranks), Handle Animal (1 ranks), Knowledge (Nature) (1 ranks), Spot (1 ranks), Survival (1 ranks)
    6th Feat: Natural Spell


    Special Abilities

    Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

    Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

    A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

    Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

    Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

    Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

    Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain hit points as if you had rested for a night.

    Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.

    The form chosen must be that of an animal the druid is familiar with.

    A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)


    Equipment Worksheet

    Starting Gold = 13,000GP

    0000.00 traveler's outfit (one free outfit to hide naked adventurers)
    0301.00 masterwork shortspear 3lb.
    0300.00 masterwork sling
    0000.10 sling bullets (10) 5lb.
    0001.00 sling bullets (100) 50lb.*
    0015.00 tricorn hat 1lb.
    0004.00 (w/ inside pocket (fine), DC 25 Search to discover)
    0750.00 potion of gaseous form (inside pocket of tricorn)
    0160.00 masterwork oilskin suit (Sea-Coat) 10lb.
    0001.00 (w/ inside pocket (tiny))
    0336.00 masterwork silver sleeve blade (as dagger, -2 to hit, DC 25 Search to discover) 1lb.
    0020.00 knee blade (as shortsword, -2 to hit, DC 15 Search to discover) 2lb.
    0000.10 bedroll 5lb.*
    0001.00 flint & steel*
    0005.00 signet ring
    0001.00 belt pouch .5lb.
    0000.00 holly & mistletoe
    0005.00 spell component pouch 2lb.
    0700.00 White Dragonhide Breastplate 30lb.
    2500.00 Boots of the Winterlands 1lb.
    3500.00 Finned Gauntlets 1lb.
    2000.00 Heward's Handy Haversack 5lb.
    2000.00 Ring of the Darkhidden
    ----
    399GP 8SP, 61.5lb. medium load
    * Objects In Haversack
    Click For Signature

    Inactive In:
    Spoiler:

    Janis Stormhand in Stonegod's Expedition to Castle Ravenloft
    "Alan" in Zero Divide
    Adun Seafoam in Return to Ironstorm Mountain
    Lt. Qira Maru in Junk Yard Dogs
    Hawthorne Hap in Malvoisin's Savage Tide
    Dragen Kessler in The Game of Kings
    Mavic Larigne in The Reconquista
    Shuelsai Deng in The Tol Haggerun Prophecy
    Nelson Luttin in Warriors of the Coast

    Pithy Quote

    “Parley” is the French word for “everyone else is flat-footed and bare-handed”


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