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Monday, 15th October, 2007, 03:27 AM #1
Acolyte (Lvl 2)
Malvoisin's Savage Tide - Rogue's Gallery 2
"Mad" Col Tobinson, Crazed Archivist by stonegod
Anar Tovanni, Dashing Rogue by Rhun
Kalenestarianthalus 'Kalen' Floriandin, Gray Elven Beguiler by Voadam
Baelathavin ('Bael'), Elven Warmage by Legildur
Eyjólfr 'Eyvi' Hafmundarson, Barbarian Northman by covaithe
Hawthorne Hap, Cleric of the Sasserine Haps by James Heard
Keoni, Bronze Dragon Shaman by hafrogman
Nicolai, Storm Mage by Land Outcast
Damash Dawntide, Aventi Priest of Ishtishia by Tonks
Chongo, Amedio Tribesman by GwydapLlew
Party XP Record
Spoilered for Length
XP Totals: 1300 (Anar, Col, Bael, Kalen) 1000 (Eyvi, ???)
Current Party Loot
Anar: Masterwork Leather Armor
Col: 1 Elixir of Swimming, 1 Potion of CLW, 1 Earth Elemental Gem
Kalen: Masterwork Silver Dagger
Bael: 1 Potion of CLW
1 Gold Holy Symbol of Olidamarra (value: 50 gp)
1 Gold Ring (value: 120 gp)
1 Masterwork Dagger
7500 copper pieces
1500 silver pieces
1000 gold pieces
2 small pouches of assorted gems (total value: 500 gp)
1 Potion 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 Wand of Mage Armor (11 Charges)
1 Small Jade Coffer (value: 300 gp)
WORK IN PROGRESS...
Last edited by Malvoisin; Friday, 19th October, 2007 at 06:19 PM.
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Monday, 15th October, 2007, 03:44 AM #2
Enchanter (Lvl 12)
- Join Date
- Sep 2005
- Starkville, MS
- Read 0 Reviews
- Blog Entries
ř Ignore stonegod
"Mad" Col Tobinson (CR 2) (1300 XP)They say Col Tobinson was once a fine ship's mate, aye, able to navigate on maps incomplete and uncharted. Many a ship would hire him, and he was decently well off for his efforts. That was his life for many a year, travellin' upon the Blue Mistress called the sea. Even when he got the white hairs, his eye was keen and his mind sharp.
That all be changed with his last trip on the sea. A tall, black ship, the Midnight Fury was, and paid a pretty penny for Col Tobinson. But something happened on that trip. No one knows for sure, and, well, Col doesn't speak of it much. All thats really known is that he was found upon floatsam, clutching to gnawed remains of the Fury's late Captain, and babbling about "THEM" and "IT CANNOT BE" and similar nightmares.
"Mad" Col was what we be calling him from that day. He gave up the sea, and instead began lookin'. Lookin' for answers to questions only he be know'n. He dove into book upon book, and learnt things that most people wouldn't. They say he can channel some carsed power now, and knows more 'bouts the dark secrets of the depths than most, but... he's a touched one, "Mad" Col Tobinson is.
Male human archivist 2
CN Medium humanoid
Init +0; Senses Listen +1, Spot +1
Languages Abyssal, Celestial, Common, Draconic, Infernal
AC 14, touch 10, flat-footed 14; +4 armor
hp 9 (2 HD)
Fort +3, Ref +0, Will +5
Spd 20 ft. (30 ft. base)
Melee longspear +1 (1d8/x3) or
Melee sickle +1 (1d6) or
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, earth elemental gem (wand of lesser vigor pending)
Archivist Spells (CL 1)
bless, protection from evil, summon monster I, summon monster I
- 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. 267.5 lbs.
Prayerbook 0: all SRD cleric; 1st: bless, comprehend languages, divine favor, doom, magic weapon, omen of peril, protection from evil, shield of faith, summon monster I.
Afilliations The Seekers +0.5
Absent Minded Col's monomania with his studies gives him a +1 bonus on knowledge skills but a -1 penality on Spot and Listen checks.
Dark Knowledge (Ex) Three times per day, Col can draw upon his expansive knowledge of monsters, granting allies benefits against the creatures they face. Doing so counts as a move action. The secrets of dark knowledge can only be applied to aberrations, elementals, magical beasts, outsiders, or undead. To use the ability requires a Knowledge check vs. DC 15; it applies to one or more targets within 60 ft. He has the following abilities:
-- Tactics With a successful check, allies gain a +1 bonus on attack roles. By every +10 he makes the check, the bonus increases by +1.
Lore Mastery Col has a +2 bonus on Decipher Script and Knowledge (the planes) checks.
Middle Aged (Ex) Col is middle aged, gaining a -1 penalty on physical attributes and a +1 bonus on mental attributes.
Col was born to a well-off family in Sasserine, an only child. There were tales that his folks may have been scions of the scions of minor nobles going all the way back to Sasserine's founding, but all that was really known is that they had a very small but well kept manor in the Noble District and no particular occupation to speak of. The boy Col, however, was always drawn to the sea. He grew up near, on, and under the water. His youth was not remarkable for one of his middling station. His folks, according to their wealth, paid for him to go to the House of the Dragon. He was a sharp boy, but only passively participated in his studies, only really paying attention to the classes on geography and sailing, though some of the arcane lore classes he snuck into held his fancy. He dropped out when he could finally have gainful employment on the Blue Mistress.
Col was a navigator in and around the waters of Sasserine for almost five decades. His services were used by wealthy captains both legitimate and questionable. Col was well regarded both for his skill and for his discretion. Col also had a keen mind for remembering forgotten grottos, dangerous reefs, and the frightening tales that sailors tell each other. These germs of tales would germinate into the obsession that now grips him.
Col never exactly became rich, but, with his families wealth---which he inherited after their death while he was at sea---money was not his concern. He was not as rich as some of his merchant captains or the others that lived in the Noble District, but he was better off than many. He met many on his travels, such as the tribesman Chongo and the up-coming sailor Anar, and developed a good reputation. All that changed after the trip on the Midnight Fury.
No one knows what happened on the Midnight Fury. The captain did not post his course with the harbormaster, and only Col survived the journey---and he is not talking. All anyone knows is that was the day Col became Mad Col, the day everything changed.
Col left the sea, burning several bridges as he did so. He burnt through the money he inherited trying to learn the things he needed so desperately to learn. He started with the books only accessible to the wealthy; he even re-enrolled at the House of the Dragon, one of the oldest graduates ever. When they would not have him anymore, he found lore wherever he could, making bargains with disreputable sorts in town. Col would hunt down any speaker of tales or odd sort, such as the mysterious elven traveller Kalen or the odd tribesman Keoni. He as spent almost every coin on seeking occult knowledge, and now lives almost in a destitute existence. The old manor is in tatters, and his neighbors in the District give him a cold eye whenever he passes. No one will hire him for his sailing skills anymore, though a few secretly seek him out on bits of arcane knowledge about the area they will sail through---just enough to sustain his existence.
JournalWaterday, Goodmonth 12th, 596 CYAppearance and PersonalitySunday, Goodmonth 16th, 596 CY
Mad Col is a man in his middle age (about 40) who looks like he has not been taking care of himself. His salt-and-pepper hair is in tangles, and his beard would make a dwarf cry. His hands and face show the signs of a life at sea with permanent creases and a deeply burnt tan. Col has piercing hazel eyes, and strangely enough, all of his teeth (apparently, he likes his citrus). He has obviously slept in his clothes a few times. When expecting trouble, he wears an ill-kept chain shirt under his disheveled clothes and carries a tall spear in hand and a wicked sickle at his hip. He is 5' 11" and 180 lbs.
Col is obsessed with forbidden lore almost to the point of monomania. He sees dark signs everywhere, and always has a comment on the strangeness of the world, peppering his speech with such observations. He is quite erudite in his knowledge, even if he expresses it in a course, semi-educated manner. The one thing he absolutely will not talk about is what happened on the Midnight Fury, and asking him about it is a quick way to boil his anger.
Thoughts on the other PCs
- Keoni: Col discovered the tribesman soon after he came off the boat. He has pestered the young man about his strange tales of dragons using drink and food to purchase this information. Col is not sure how the green native think of him, but is not particularly concerned about it.
- Damash: Col spends some time at the docks and has heard the stories of the "Man who swims like a fish." He has some questions about him, but without any evidence, he has not approached the dockworker.
- Chongo: The jungle man Chongo has been in Sasserine for a while, and had been on the same vessel as Col more than once before the accident. After the accident, Col probed the jungle man for any information he could. They occasionally meet for drinks, and Col seems to like the man.
- Anar: Col and Anar had served upon the Velvet Lass before the Midnight Fury incident. Their acquaintance, however, is only a passing one.
- Nicolai: The ex-pirate and Col never served upon the same vessels. It is a possibility they may have crossed paths in Shadowshore.
- Kalen: Mad Col sought out such an obvious oddity in the search of his occult lore. Col listens aptly to any and all of Kalen's tales, though he trusts little of them, listening instead of the rare true nugget underneath the tales.
- Bael: Col and Bael were both studying at the House of the Dragon at the same time (Col's second time around), though it is much more likely the former remembers the latter than the other way around.
Col is a seeker of knowledge, and brings this knowledge to bear in his travels. He has backup divine might from his occult studies, and knows the weakness of many maddening foes. In combat, he uses this arts to directly punish his enemies, or fights from the background with his longspear.
Col will stay in the background, using his longspear primarily. When he casts, he prefers summoning foul creatures to his aid (he sees it as only appropriate) and direct damage spells against more normal foes; he will buff the party to protect them from extra-planar or unusual foes as needed. He is not a healer, and does not know any of their arts.
Monday, 15th October, 2007, 04:00 AM #3
Lama (Lvl 13)
- Join Date
- Feb 2005
- Salt Lake City, Utah
- Read 0 Reviews
ř Ignore Rhun
Neutral Good Human Rogue 2
Height: 6 ft. 0 in.
Weight: 175 lb.
STR: 14 [+2]
DEX: 14 [+2]
CON: 14 [+2]
INT: 12 [+1]
WIS: 08 [-1]
CHA: 14 [+2]
Armor Class: 16 (10 base + 2 dex + 1 dodge feat + 3 armor)
+4 Rapier, masterwork
+3 Dagger, melee
+3 Dagger, thrown
FORT: +2 (0 base + 2 con)
REFL: +5 (3 base + 2 dex)
WILL: -1 (0 base - 1 wis)
- Human Bonus Feat
- Human Bonus Skill Points
- Sneak Attack +1d6
Balance +4 (2 ranks, +2 dex)
Bluff +5 (3 ranks, +2 cha)
Climb +4 (2 ranks, +2 str)
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 +6 (4 ranks, +2 dex)
Move Silently +6 (4 ranks, +2 dex)
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 +4 (2 ranks, +2 str)
Tumble +5 (3 ranks, +2 dex)
Use Magic Device +4 (2 ranks, +2 cha)
- Common, Elven
Armor & Shield
Studded Leather (25gp, -1 ACP, 20lb)
-Studded Leather, masterwork (-0 ACP, 20lb)
-Rapier, masterwork (---, 1d6/18-20, 2lb)
-2 Daggers (4gp, 1d4/19-20, 10ft, 2lb)
-Sling (0gp, 1d4/20, 50ft, 0lb)
-20 bullets (2sp, 10lb)
-Courtier’s Dress (30gp, n/a)
-Costume Jewlery (5gp, 0lb)
-Backpack (2gp, 2lb)
---Bedroll (1sp, 5lb)
---Waterskin (1gp, 4lb)
---Trail rations, 3 days (15sp, 3lb)
---2 Sacks (2sp, 1lb)
---3 Torches (3cp, 3lb)
-Beltpouch (1gp, 1/2lb)
---Flint & steel (1gp, 0lb)
---Thieves’ Tools, masterwork (100gp, 2lb)
Potion of Cure Light Wounds
-Potion of Cure Light Wounds (beltpouch)
-Potion of Invisibility (beltpouch)
-Potion of Barkskin (+3) (beltpouch)
Weight Carried: 54.5lb
Remaining money: 245 gp, 18 sp, 11cp
At 6’ even and a trim 175 pounds, Anar has a tone, athletic build. His blonde hair is nearly shoulder length, and a broad white smile is ever-present upon his face. His eyes are the color of the sea after a storm, and his handsome features make him quite popular with the ladies.
Anar is quite taken with dressing in fine clothing, and always tries to maintain a clean, immaculate appearance. His usual dress consists of fine wool pants tucked into lustrously polished leather boots, and a brightly colored silk shirt over which he wears a suede open coat with slashed sleeves. A wide and finely tooled belt finishes the ensemble, to which he straps his rapier and dagger. While he keeps a suit of studded leather armor ready for combat, he only wears it when expecting danger. Anar wears a few trinkets and baubles of gold (plated, of course) to help maintain the illusion of a young aristocrat.
Young and dashing, Anar is a man of great passion and little conviction. He has a great love of ships, swordplay, women and strong drink, but lacks the discipline to stick with any one of his loves. After all, variety is the spice of life, or so he will lead you to believe.
Anar grew up on the streets of a busy port town, and early on took to hanging about the docks. With a keen interest in meeting people from the far corners of the world, Tovanni would take to talking to strangers and learning what he may. Eloquent and likeable, it was an easy thing for him to get folk to open up and share their experiences.
Confident, yet careful, Anar tries to avoid trouble where he may. He has trained his eyes and ears to spot trouble before it starts, and Tovanni is a firm believer that discretion is the better part of valor. Talkative and pleasant, Anar is a deal maker, and believes that if one takes the time, most situations can be solved through negotiation.
Anar grew up on the streets of Sasserine’s Champion’s District, son of a warrior of fair skill and a mother who had too much beauty and too little talent. Anar’s father would take the boy Sasserine Arena to watch the weekly fights, and this ignited Anar’s interest in swordplay.
Between the weekly fights and his own studies of martial techniques, Anar would also visit the Azure and Merchant Districts. With a keen interest in meeting people from the far corners of the world, Tovanni would take to talking to strangers and learning what he may. Eloquent and likeable, it was an easy thing for him to get folk to open up and share their experiences.
While not a sailor by trade, Anar had befriended many in his times about the docks, and even served a brief stint upon the vessel Velvet Lass. His agility and natural sea-legs were of great benefit to the crew, but after a short time the rogue returned to Sasserine. There was too much idle time spent onboard ship, and not enough time spent in ports where the man could put his charm to work.
Beginning relations to other PCs (?)
Last edited by Rhun; Wednesday, 17th October, 2007 at 07:42 PM.
For every one hundred men you send us, Ten should not even be here. Eighty are nothing but targets. Nine of them are real fighters; We are lucky to have them, they the battle make. Ah, but the one. One of them is a warrior. And he will bring the others back. - Heraclitus of Ephesus, 500 BC
Monday, 15th October, 2007, 05:18 AM #4
Minor Trickster (Lvl 4)
BaelathavinCode:Elf Warmage 2 Neutral Good Experience: 1300 (3000) Witchwardens affiliation score: 2.0 STR: 12 [+1] (4 points) DEX: 16 [+3] (6 points +2 racial) CON: 12 [+1] (6 points -2 racial) INT: 14 [+2] (6 points) WIS: 8 [-1] (0 points) CHA: 14 [+2] (6 points) Hit Points: 11 Hit Dice: 2d6+2 Armor Class: 15 (10 base +2 armor +3 Dex) Initiative: +3 BAB: +1 - Melee: +0 - Ranged: +4 Speed: 30ft FORT: +1 (0 Base + 1 Con) REFL: +3 (0 Base + 3 Dex) WILL: +2 (3 Base - 1 Wis) Abilities: - Immunity to sleep effects - +2 racial saving throw bonus against enchantment spells or effects - Low-light vision - Martial Weapon Proficiency (longbow) - +2 racial bonus on Listern, Search and Spot checks - Automatic Search for secret and concealed doors - Favored Class: Wizard - cast arcane spells from Warmage spell list - Proficient in all simple weapons - Armor Proficiency (light) - Shield Proficiency (light) - Armored Mage (light) (Ex) - Warmage Edge (Ex) +2 Feats: 1st Level - Point Blank Shot Flaw - Precise Shot Flaws: - Non Combatant - -2 penalty to all melee attacks Skills: Concentration (Con) +6 (5 ranks, +1 Con) Intimidate (Cha) +2 (0 ranks, +2 Cha) Knowledge (arcana) (Int) +7 (5 ranks, +2 Int) Knowledge (history) (Int) +4 (2 ranks, +2 Int) Listen* (Wis) +1 (0 ranks, +2 racial, -1 Wis) Profession (Wis) -1 (0 ranks, -1 Wis) Search* (Int) +4 (0 ranks, +2 Int, +2 racial) Spellcraft (Int) +8 (4 ranks, +2 Int, +2 knowledge synergy) Spot* (Wis) +1 (0 ranks, +2 racial, -1 Wis) Swim* (Str) +3 (2 ranks, +1 Str) * Cross Class skill Languages: - Common - Draconic - Elven - Orc Age: 142 Gender: male Height: 5'1" Weight: 101lbs Eyes: pale blue Hair: light brown Skin: pale Spells: Caster Level: 2nd Save DC: 12 + Spell Level Spells Per Day: (6/4), remaining (6/4) Spells Known: Cantrips – Acid Splash, Disrupt Undead, Light, Ray of Frost 1st level – Accuracy, Burning Hands, Chill Touch, Fist of Stone, Hail of Stone, Lesser Orb of Acid/Cold/Electricity/Fire/Sound, Magic Missile, Shocking Grasp, True Strike. Equipment: Melee weapons -Dagger +0 (1d4+1, 19-20/x2) (2gp, 1lb) Ranged weapons -Longbow +4 (1d8, 20/x3, 100ft.) (75gp, 3lb) -+5 (1d8+1) if within 30ft (Point Blank Shot) -arrows (19) (2gp, 6lb) Armor -Leather (+2 AC, Max Dex 6, ACP 0) (10gp, 15lb) Miscellaneous Magical - (0gp, 0lb) Potions -Type (gp) Wands, Staffs or Wands -Type (XX/50chg) (gp, 1oz) Scrolls -Type (gp) Mundane equipment -Traveler’s Outfit (5gp, 0lb) -Backpack (2gp, 2lb) -Bedroll (0.1gp, 5lb) -Flint & steel (1gp, 0lb) -Pouch, belt (1gp, 0lb) -Rations (trail) 6 (3gp, 6lb) -Sunrod (2gp, 1lb) -Tindertwig (1gp, 0lb) -Waterskin (1gp, 4lb) -Whetstone (0gp, 1lb) Weight Carried: 49lb Medium (<43lb=light, 44-86lb=medium, 87-130lb=heavy) Remaining money: 61.6gp Special Equipment ? Effect: . Cost: gp Spells 1st-Level Spells Accuracy: V/S/M, Std, Touch, One Wpn, 20min, Doubles range increment. Fist of Stone: V/S/M, Std, Personal, You, 1 minute, +6 enhancement to Str for atks and grapple plus slam atk at 1d6+str bonus Hail of Stone: V/S/M, 1 rd, 120ft, Cylinder (5 rad x 40 high), Instant, SR applies, 1d4+2 damage Lesser Orb of Acid/Cold/Electricity/Fire/Sound: V/S, Std, 30ft, one orb, Instant, Ranged Touch for 1d8+2 damage. Experience 375 (starting amount) 100 (iron cobra) 100 vault combination code 150 3 parrot zombies 100 2 parrot zombies 100 2 parrot zombies in store room 125 5 crabs 100 2 parrot zombies 150 Veldimar Krund, huecuva-ized cleric of OlidamarraDescriptionPersonalityBackgroundWitchwardens Affiliationnext level
Last edited by Legildur; Tuesday, 16th October, 2007 at 05:41 AM.
Games and Caden
Monday, 15th October, 2007, 08:50 AM #5
Defender (Lvl 8)
- Join Date
- Oct 2006
- Ann Arbor, MI
- Read 0 Reviews
ř Ignore covaithe
Eyjólfr Hafmundarson, "Eyvi"
Chaotic Good Human Barbarian 2
FlavorCode:Age: 26 Eyes: pale blue Gender: Male Hair: Blond Height: 6 ft. 3 in. Skin: Tanned and weathered Weight: 230 lb. STR: 16 [+3] HP: 22 (2d12+4) DEX: 12 [+1] AC: 16 (10 base + 1 dex + 5 armor) CON: 14 [+2] Initiative: +1 INT: 10 Speed: 40', 30' in armor WIS: 14 [+2] BAB: +2 CHA: 8 [-1] Attacks: +7 MW Greataxe, melee, 1d12+4/x3 +5 Heavy Flail, melee, 1d10+4/19-20x2 FORT: +5 (3 base + 2 con) REFL: +1 (0 base + 1 dex) WILL: +2 (0 base + 2 wis) Raging: Fatigued: str 20 [+5], con 18 [+4] str 14 [+2] HP: 26, AC: 14 Attacks: fort +7 ref +1 will +4 +6 MW Greataxe, 1d12+3/x3 Attacks: +4 Heavy Flail, 2d10+3/19-20x2 +9 MW Greataxe, 1d12+7/x3 +7 Heavy Flail, 1d10+7/19-20x2 Rage lasts for 8 rounds. Abilities: Fast movement (Barb 1) Illiteracy (Barb 1, negated by skill points) Rage 1/day (Barb 1) Uncanny dodge (Barb 2) Feats: Power Attack Weapon Focus (greataxe) Skills: Total Ranks: 25 Max ranks: 5/2.5 Trained skills: Swim +8, +0 in armor (5 ranks + 3 str - 8 ACP) Climb +8, +4 in armor (5 ranks + 3 str - 4 ACP) Jump +12, +8 in armor (5 ranks + 3 str - 4 ACP + 4 speed ) Profession: sailor +4 (4 ranks + 2 wis) Use Rope: +3 (4 ranks + 1 dex) Literacy (2 ranks) Untrained skills that can be used: Appraise +0 (+0 int) Balance +1, -3 in armor (+1 dex) Bluff -1 (-1 cha) Concentrations +2 (+2 con) Craft +0 (+0 int) Diplomacy -1 (-1 cha) Disguise -1 (-1 cha) Escape artist +1, -3 in armor (+1 dex) Forgery +0 (+0 int) Gather Info -1 (-1 cha) Heal +2 (+2 wis) Hide +1, -3 in armor (+1 dex) Intimidate -1 (-1 cha) Listen +2 (+2 wis) Move silently +1, -3 in armor (+1 dex) Perform -1 (-1 cha) Ride +1 (+1 dex) Search +0 (+0 int) Sense Motive +2 (+2 wis) Spot +2 (+2 wis) Survival +2 (+2 wis) Languages: Common Equipment: Armor & Shield Breastplate (200 gp, +5 AC, -4 ACP, 30 lb) Melee weapons Masterwork Greataxe (320 gp, 1d12/x3, 12 lb) Heavy Flail (15 gp, 1d10/19-20x2, 10 lb) Mundane equipment Traveler's outfit -- Backpack 2 lb Waterskin 4 lb Trail rations, 2 days 2 lb Beltpouch .5 lb 100 feet silk rope 10 lb Magical Items Potion of Cure Light Wounds Potion of Cure Light Wounds Coins: 242 gp Weight Carried: 70.5 lb Light load: <= 76 lb Med load: <= 153 lb Heavy load: <= 230 lb
"An eagle-eyed sentry who stood in the doorway
studied them closely. 'What country do you come from
with your curved shields, your meshed war-shirts
and mask-helmets, your iron spears?
I am the herald of noble Hrothgar.
I have never seen so bold or brave
a band of foreigners, so it is less likely
that you are landless strays than valiant adventurers..."
- Beowulf, trans. Dick Ringler
At a sturdily built 6'3", Eyvi Hafmundrsson is an imposing figure. His raggedly cut blond hair and beard have been bleached nearly white by constant exposure to the sun, and piercing ice-blue eyes twinkle in his deeply tanned face. He wears a sailor's tunic and wrapped leggings over leather boots. His forearms are encircled with the intricately patterned tattoos common among the Suel tribesmen.
Eyvi usually wears a breastplate, and nearly always carries a massive axe of exquisite craftsmanship, etched with runic script and designs similar to those tattooed on his forearms.
When Eyvi won his tattoos and became a man at the age of 13, his father Hafmundr presented him with an axe as tall as he was, and an oar on the longship of Yngvi Iorundson. Eyvi sailed with Yngvi for three years, raiding up and down the coastline. One evening, as Yngvi's band were drinking up the spoils of a particularly good month's raid, word arrived that a large troop of armored horsemen were riding towards town. Yngvi's men quickly put out to sea -- except for Eyvi, who was otherwise occupied with a friendly girl in a private location, and missed the whole thing.
The next ship to arrive in that port was a merchant ship bound for Sasserine. Despite his experience as a sailor, Eyvi had trouble getting a berth, until the ship's navigator, one Col Tobinson, put in a good word for the lad with the big axe and the funny accent. Col was kind to Eyvi, teaching the Suel raider to read and write and introducing him to some Sasserine ship captains not too particular about their crews' past.
For the last ten years, Eyvi has worked as a sailor on various ships out of Sasserine. He has a reputation for being good in a fight and for being loyal to his current employer, and his modest income as a sailor is often supplemented by work of a more violent -- and more profitable -- nature.
Eyvi was busy enjoying the fruits of his most recent employment when word reached his ears that one day a group of people including Col Tobinson were asking questions about one Vanthus Vanderboren, and the next day they had disappeared...
Eyvi is usually good-natured and happy to share a drink and a tale with anyone, but can go from smiling to infuriated in moments. Though his accent is worn to almost nothing, he retains the blunt speech and boastfulness of his homeland, which is often mistaken for rudeness by the thin-skinned. Eyvi is very loyal to friends and only slightly less loyal to employers.
Monday, 15th October, 2007, 05:35 PM #6
Myrmidon (Lvl 10)
Kalenestarianthalus Floriandin gray elven beguiler
Gray elf Beguiler level 2 CG
AC 15 (+2 armor, +3 dex) Touch 13, Flat footed 12
F +1 R +3 W +2
Init +7 Move 30'
dagger +0 melee +4 ranged d4-1 19-20 slashing RI 10 or
Short bow +4 d6-1 x3 ranged piercing RI 60 ft
Feats: Improved Initiative
Skills (skills with ranks marked with a *)
Disable Device* +11
Escape artist +3
Gather Info +1
Knowledge Arcane* +9
Move silent +3
Sense Motive -1
Sleight of Hand* +10
Speak Language* NA
Languages: Common, Elvish, Abyssal, Giant, Sylvan, Auran, Draconic, Goblin, Orc, Gnoll, 1 TBD
0 dancing lights, daze, detect magic, ghost sound, message, open/close, read magic,
1 charm person, color spray, comprehend languages, detect secret doors, disguise self, expeditious retreat, hypnotism, mage armor, obscuring mist, rouse*, silent image, sleep, undetectable alignment, whelm*
Equipment light load 26 lbs. carrying 23.5 lbs.
Leather armor 15 lbs
Snazzy silver elven clothing
dagger 1 lb
short bow 2 lbs
quiver and 20 arrows 3 lbs
Deck of cards
Spell component pouch 2lbs.
Thieve's tools masterwork 2 lbs
cure light wounds potion
Belt pouch 1/2lb.
163 gold 7 silver 5 copper
To hear the mountain elf tell it, he won knowledge of illusions from the demon prince Fraz Urb Lu and a frost giant jarl after besting all comers at cards in Queen Titania's faerie court. His enchantments were taught by the green dragon Matsuu Dargus before she disappeared from the world in a cloud of ravens. A djinn blessed him with an eye for trapspringing after he released the air spirit from a brass bottle trap. He has travelled the Wild Coast, the Kingdom of Dream, and dallied at the Courts of the Fey.
Kalenestarianthalus Floriandin is a gray elf beguiler. Like most elves magic came easily to Kalen. He dove into the mysteries of mind magic, the arts of illusion and enchantment. Reality and truth are states of mind he bends to his will. He has a wanderlust to see and experience the wonders and charms of the worlds, both real and imagined. Not one to brood, Kalen faces life's challenges with optimism and good humor.
Taller and grander appearing than typical high elves, Kalen is a handsome golden haired gray elf. His violet eyes are full of amusment and self confidence. He typically attires himself in striking clothes of silver cloth.
Recently, as elves measure time, Kalen arrived in the human port city of Sasserine. He has ensconced himself in the merchant quarter and explored the city, seeing the different flavors of life it has to offer. He amuses himself with games of chance and sharing tales of the wonders of the world he has seen over drinks with friends. Some take his tales with a grain of salt but enjoy the fanciful details.
One recent incident did not go so well.
"You're a liar an a cheat, pointy ears!" Kalen glanced up at the man sitting across the card table and raised an eyebrow inquiringly while pulling in the hand's winnings, his pleasant 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. "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.
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
Friday, 19th October, 2007, 02:42 AM #7
Novice (Lvl 1)
Male Human Cleric 2
CG(N backsliding) Medium Humanoid (Human)
Init -1; Senses Listen +2 Spot +2
Languages Common, Olman, Sueloise
AC 13, touch 13, flat-footed 14; -1 dex, +3 sharkskin armor, +1 buckler
hp 12 (2 HD)
Fort +3, Ref +0, Will +3
Speed 30 ft.
Melee +2 MW cutlass (1d6, 19-20*) OR +3 MW dagger (1d4, 19-20, 10 RI) OR -3 armor spikes
Special Actions Domain Granted Powers
Base Atk +1; Grp +1
Combat Gear masterwork cutlass, masterwork dagger
Abilities Str 11 Dex 8 Con 10 Int 14 Wis 14 Cha 16
SQ *+2 Circumstance bonus to resist being disarmed with cutlass
Feats Simple Weapons Proficiency, All Armor Proficiency, Shield Proficiency, Able Learner,
Skills (Armor check penalty -2) Concentration +5 (5 ranks), Diplomacy +4 (1 ranks), Escape Artist -1 (+5 when bound with rope or other easily cut bindings, 0 ranks), Gather Information +5 (1 ranksCC), Heal +7 (5 ranks), Knowledge (Architecture & Engineering) +3 (1 ranksCC), Knowledge (Geography) +4 (2 ranksCC), Knowledge (Religion) +7 (5 ranks), Profession (Sailor) +7 (5 ranks)
Experience Points: 1000
Possessions combat gear plus equipment in equipment worksheet
Cleric Spells Prepared (4/2+1, CL 2nd, +0 ranged touch, +1 melee touch, Domains: Family, Ocean):
- 0th— (DC 12) Detect Magic, Detect Poison, Mending x2
- 1st— (DC 13) BlessD, Cure Light Wounds x2
Weight: somewhat scrawny
Family Domain Granted Power (Su): Once per day as a free action, you can protect a number of creatures equal to your Charisma modified with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10 feet from you. You can affect yourself with this ability.
Ocean Domain Granted Power (Su): You have the supernatural ability to breathe water as if under the effect of a water breathing spell, for up to 1 minute per level. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily time limit).
Merchant's Tongue: Growing up around the merchants of this district made you glib and gave you a keen eye for value.
Benefit: You have already made quite a bit of money, and have a knack for making more. If you take this feat at 1st level, you gain a one-time bonus of 300 gp to your starting cash. In addition, whenever you sell an object, you can make an opposed Diplomacy check to automatically sell an object for 5% over its asking price.
Inspirational artwork good and fairly won through the graceful pirate arts of Google
Of the Infamous Haps of Sasserine
Of Hawthorne Hap, his appearance, his adventures, and his [s
Other PCs, their ties, their laughter, their joys
Last edited by James Heard; Saturday, 20th October, 2007 at 12:14 AM.
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