To the Noble Born. (finished)

Evilhalfling

Adventurer
Rogues Gallary
Game Thread



Consolidated untrained /trained /focused skills, & second wind, otherwise 3.5 rules
Core, XPH, Comp Adventurer. (more on skills to follow)
Magic items can have multiple functions with no cost penalty.
Halflings start with +1 psp, and are the only race that embraces psionics, although it occurs occasionally among other races.

As the younger son or daughter of a noble family you will inheriting little in way of land, but your family still expects you to strengthen their position. You have been well trained (28 pt ability buy @ 2nd level) and VERY well outfitted (5000gp). You all are required to start trained in Persuasion (diplomacy/intimidate) Most of you are from good families and civilized races (human, elves, half-elves, halflings) although if no nobles of good social position have felt a religious calling, then a priest from a lower class will be hired for you. (Core gods)

You can expect ratmen, goblins (some blue), gnolls, animals, and hostile plants. Old family vendettas, jealousy, and political maneuvering shouldn’t be a problem in the wild, right??

Looking for 5-6 characters, will close recruiting with 8, unselected players can serve as alts.
Concepts should include relationship with your family, and why they sent you into danger with a bunch of other young nobles. We can work out your prior relationships with each other as well.

This History is a new region in an old world, and not set in stone. Critiques, addtional details and suggestions are welcome.


Current Conditions
[sblock]
South Denumbria is a kingdom with 2 dukes, with their viscounts and subject barons, and six counts each with their own barons. Its population are European-looking humans called Rients.

Denumbrians are responsible for much of regions the resources such as crops, livestock and timber. It has few population centers, and many peasant farmers. The nobility is responsible for protecting their people from goblins and ratmen who have scattered enclaves through the region. The more prosperous nobility live along the river Vastia, in its fertile flood plains. The southern and western edges of the kingdom is heavily forested. Only in the last generation has the crown had enough power to enforce restrictions on feuding between noble houses. Elves live in the western part of the kingdom and control several dominions there. Halfling hairfeet wanderers travel gypsy like through the lands, although there are small enclaves of the more religious stouts in fixed settlements. A viscount has recently succeeded at getting Halflings to form a barony, but many doubt it will last long.

The land is bordered to the North East by the barren plains of the gnolls. On the west by the elf tribal lands and the city state of Laviner. And to the south by mountains and the Grand Duchy of Krov, which is in controls the main valley of the rivers headwaters, along with of much of the regions mineral wealth. Krov’s centralized army is controlled by the Grand Bastard, a title given to the oldest illegitimate child of the previous ruler.

Laviner is an ancient city built by humans, and retaken from the goblin hordes eighty years before the Denumbrian arrival by a race of sandy-skinned humans called the Cricks. They are supposed to avoid alcohol, sensuality and displays of wealth, but this gets more lip service than practice. It has strong new walls and good river trade, but controls little territory. Their homeland is far to the east, and there is little contact with it.
[/sblock]

History
[sblock]
Six Centuries ago goblins invaded a human kingdom, killing or driving all humans before them, most fled north to eventually become Denumbria. For three hundred years Goblins killed humans when they found them, ruling the territory uncontested. An army of southern humans called Cricks arrived, taking a single ruined city and holding it against the hordes. Nearly a century later the people of Denumbria returned, led by strong knights and wizards, with powerful priests besides. They drove out the goblins, setting up independent realms, bond by ties of Feudalism to the King of South Denumbria. Halflings followed, and Ratmen shortly afterward. The nearby elven kingdom, which had never been united under a single ruler broke apart into seven warring clans. Some refugees fled into South Denumbria, and settled into human lands, eventually an elf was raised to Baron, and later the Western Duchy descended to a half elf. The kingdom dwelt in peace, until the Southern Duchy of Krov rebelled. It now calls itself the Grand Duchy of Krov, and it remains independent.

Thirty years ago King Funistan the Strong stopped an invasion of gnolls and then acted to reduce the powers of the feudal nobility. Many quickly rebelled. After he ended the rebellion of the nobles, he named many new lords to replace those that had fought against him. He was eventually killed in battle and his son Funistan the 2nd (also known as the Fox) has taken over. Although less devout than his father, he still has the support of the church of Pelor, as well as the loyalty of Beltzan the Archmage. To the dismay of his foes, he seemed even better at unifying than his father, although he favors diplomacy to open battle. He has forgiven several foes and over the years brought a peace to the region. The peace has increased the population. Even the nobilities’ ranks are swelled by mass of children, now coming of age and restless to find their own way.

0 – goblin hordes overrun region. (the dark age)
204 far to the west the halfling messiah preaches rule of law and equality of races.
320 Cricks arrive from the east, take the city of Laviner.
400 Denumbrians arrive from the north.
450 elven civil war. (War of the Seven)
550 Grand Duchy of Krov revolts.
575 Gnoll invasion, prompts lasting peace between South Deumbria and Krov
578 King Funistan the Strong stops the gnoll dragonlord, reinstates national taxes.
586 Funistan the Strong dies in battle. Funistan the Fox takes the throne.
588 Rebellion ends.
608 Current day. Several Noble houses have encouraged their younger son’s and daughters to form a traveling company, and suggested they set out together to explore the wilds.
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Evilhalfling

Adventurer
Houserules - modified from 4th ed teasers.

Yes Persuasion is a class skill for all noble born. Commoners do not need to take it.

Acrobatics (balance, tumble)
Appraise
Athletics (Climb, Jump, Swim)
Craft (all individ)
Concentration
Deception (bluff, disguise)
Cryptomancy (Forgery, Decipher script)
Disable Device (disable device & open locks)
Gather Information (& kn Local)
Horsemanship (Ride & Handle Animal)
Heal (current rules)
Knowledge (all individ as per usual)
Perception (Listen, spot, search)
Perform (each instrument group indvid.) Bonus sing/oratory with first instrument group
Persuasion (Diplomacy, Sense motive)
Sleight of hand (& Escape artist)
Spellcraft
Stealth (hide, MS)
Survival (includes use rope)
Use Magic Device

If part of the group is a class skill, the whole thing is.

Edit
there are no skill ranks.
skills are untrained = 1/2 char level + ability modifier
Trained +5 to above
or focused (feat) + 5 to any trained skill

You start with a number of trained skills = to # skills from class + int mod + 1 if human
ie 2+ for a fighter, 6+ for a ranger.
You can only start trained with a skill if it is a class skill, otherwise it takes a feat to become trained in a skill.
Multi-classed characters get 1-2 additional trained skills, depending on the new class.

Second wind rule: when your character is below half his total HP, he can regain hit points equal to 1/4 of his max hp or equal to his Con score, which is higher. This is usable once per day, as Swift Action. After the encounter anyone who used second wind is fatigued for 3 minutes, due to the adrenal shock. You can also use second wind out of combat, by resting for a full minute. In this case it does not cause fatigue. PC classes can use second wind, but NPC classes and most monsters cannot.

Common Language : Reintish.
Other languages: Crickish, elven, halfling, dwarfish, goblin, Gnoll, Ratman, Draconic, Infernal, Celestial. (there are 3 other human languages, Delish, Olavian and Imperial but this far from the coast, they won't appear)

Everyone knows Reintish, and their racial tongue, +1 per Int modifier.
Clerics know celestial, wizards know either elvish, ratman or draconic.
Sorcerers know either celestial or infernal.
Characters gain 1 new language per 3 levels.
 
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WarShrike

First Post
Thanks. Annother question: Do we assign skill points to the individual skills, like regular 3.5, or to skill groups. In other words, if i place 4 ranks in Persuasion, am i considered to have 4 ranks in both Diplomacy and Intimidation?
 


Evilhalfling

Adventurer
WarShrike - The skills are consolidated into skill groups, so you athletics skill will be used for any climb/jump/or swim check needed. See the edits to the previous post about ranks.
 

J. Alexander

First Post
Sounds like Fun

Sounds like a interesting set-up...I will roll a character and see what i can come up with. At this point i am still way wobly on all the rules etc so may need a little help in tweaking and getting it all correct. Off the top of my head I am thinking about a Ranger or some fighter variant.
 

Fenris

Adventurer
Kerin Rookstone

[sblock=Background: ]
Kerin Rookstone is the second son of Baron Leinach Rookstone, the title holder of a small, but bountiful barony. Kerin's older brother Karof would, of course, inherit the title and lands. Leinarch insured that his two younger sons would have other routes to success. Traditionally, the second son becomes a soldier and the youngest a priest. But Leinarch was a devout man, who viewed the prosperity of the barony to Pelor's protection and light. He therefore sent both younger sons to learn the priesthood. Phillipe, Kerin's younger brother took to the learning very well and had a brilliant career ahead of him as a priest. Kerin struggled. He didn't like reading as much as Phillipe did. He always had enjoyed riding and sparring with Karof. The priest soften found Kerin outside practicing with sticks.

The time to graduate was fast approaching and Kerin was woefully behind. This filled him with shame as he did not want to sully the family's honor by failing. He enjoyed some aspects of his training, he like helping people and become quite good at healing, but he couldn't even get one orison right. Despondent he went for a walk in the woods to think and clear his head. There he entered a small glade, and a bright flash of sun blinded him for a moment. As his eyes struggled to readjust a vision came to him. The sun, the sun of Pelor, cutting through enemies, burning away disease, bringing light to all. As Kerin looked harder at the vision he saw that within the sun was a sword. The sword was the tool of Pelor, and there stood a man holding the sword. As the man turned, Kerin saw that it was himself. And then the glade returned and the vision vanished. But Kerin knew then his fate, knew the path laid before him. He stayed a while in the woods, asking himself if he had the courage to face this path. He finally decided he did. He returned to the abbey and sought out the head priest, an old man named Father Bendimic. Kerin didn't have to say a word, he walked into the Father's office and stood there. Father Bendimic raised his eyes and stared at the young man. Then, ever so slightly, the priest raised a single eyebrow before sitting back in his chair. "So young Kerin, it seems you have decided to leave the priesthood?Or should we say it was decided for you?" smiled the old priest. "I thought this might be where you ended up. You have a good heart lad, but you are a terrible student. Obviously Pelor thought so as well and decided your arm was better used than your head in his service. This then is your choice? That is you intend to follow this path you have been selected for?" Kerin nodded his head. "Well lad, I am glad to see it and I wish you the best. Few get called to serve Pelor in this manner." Father Bendimic rose and embraced Kerin before sending him on his way. But not before giving him the holy symbol of Pelor.

When Kerin returned home, his family was quite surprised worried he had been kicked out of the monestary. But when he showed them his new symbol of authority and of his calling, well , they say Leinarch's smile didn't fade for a week. Still his homecoming was long, Kerin felt the tug of his obligation. So after a generous outfitting from the family vaults, Kerin set off. He had heard there was a group of other young nobles looking to head out and decided to join them. Pelor knew what direction he wanted Kerin to travel, but Kerin didn't, so a group of comrades might be a good start.
[/sblock]


[sblock=Character]
Code:
[B]Name:[/B] Kerin Rookstone
[B]Class:[/B] Paladin of Pelor
[B]Race:[/B] Human
[B]Size:[/B] Med
[B]Gender:[/B] Male
[B]Alignment:[/B] LG
[B]Deity:[/B] Pelor

[B]Str:[/B] 14 +2 (06p.)     [B]Level:[/B] 2        [B]XP:[/B] 1,000
[B]Dex:[/B] 10 +0 (02p.)     [B]BAB:[/B] +2         [B]HP:[/B] 19 (2d10+4)
[B]Con:[/B] 14 +2 (06p.)     [B]Grapple:[/B] +4     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 10 +0 (02p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 12 +1 (04p.)     [B]Init:[/B] +0        [B]Spell Save:[/B] +X
[B]Cha:[/B] 15 +2 (08p.)     [B]ACP:[/B] -7         [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +9    +3    +0    +X    +X    +X    22
[B]Touch:[/B] 10              [B]Flatfooted:[/B] 19

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +2     +2   +7
[B]Ref:[/B]                       0    +0     +2    +2
[B]Will:[/B]                      0    +1      +2    +3

[B]Weapon                  Attack   Damage     Critical[/B]
Longsword               +6     1d8+2           19-20x2
Lance                        +4     1d8+2          20x3
Longbow                  +2     1d8+2          20x3

[B]Languages:[/B] Reintish

[B]Abilities:[/B] Aura of good, detect evil, smite evil 1/day, Lay on hands 4hp/day, Divine Grace

[B]Feats:[/B] Weapon focus: Longsword, Mounted Combat

[B]Trained Skills                  [/B]
Healing (T)                         +7
Horsemanship (T)               +6
Persuasion  (T)                    +8

[B]Equipment:               Cost  Weight[/B]
Full plate armor  +1   2,650gp   XXlb
Lg steel shield +1       1,170gp   XXlb
Longsword MW              315gp   XXlb
Lance                                 10gp
Longbow (Str+2)            300gp
Quiver 20 arrows                1gp
Silver Holy Symbol of Pelor  25 gp
2 Nobles outfits             150gp
Signet ring                         5 gp
Jewelry                            100gp
Heavy warhorse         200gp
Military saddle             20gp
Bit and bridle                 2gp
Saddlebags                     4gp
Scale mail barding      200gp

Swift (Warhorse, Heavy)[sblock]
Size/Type:
Large Animal

Hit Dice:
4d8+12 (30 hp)

Initiative:
+1

Speed:
50 ft. (10 squares)
Armor Class:
18 (+4 armor, -1 size, +1 Dex, +4 natural), touch 10, flat-footed 17
Base Attack/Grapple:
+3/+11

Attack:
Hoof +6 melee (1d6+4)

Full Attack:
2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)

Space/Reach:
10 ft./5 ft.
Special Attacks:
—
Special Qualities:
Low-light vision, scent

Saves:
Fort +7, Ref +5, Will +2

Abilities:
Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills:
Listen +5, Spot +4

Feats:
Endurance, Run

Environment:
Temperate plains
Organization:
Domesticated
Challenge Rating:
2
Advancement:
—
Level Adjustment:
—
These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. 
Carrying Capacity
A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds. [/sblock]

[B]Total Weight:[/B]XXlb      [B]Money:[/B] 10gp XXsp XXcp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               XXX   XXX   XXX   XXX   XXX

[B]Age:[/B] 21
[B]Height:[/B] 6'2"
[B]Weight:[/B] 175lb
[B]Eyes:[/B] Grey
[B]Hair:[/B] Blond
[B]Skin:[/B] Fair
Appearance: XXXX

[/sblock]
 
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WarShrike

First Post
Evilhalfling said:
Profession is out, but am I missing anything else?

Appraise?
Until i hear otherwise i'll count it as it's own group. Will throw up my character soon.

Evilhalfling said:
or focused (feat) + 10 to untrained roll

Can this be applied to any untrained skill, or just to trained skills?
 
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WarShrike

First Post
[SBLOCK=Background]Xaros Anuvien had always been something of an outcast in the family. House Anuvien, famed for the Anuvien Trading Consortium, worked hard in the pursuit of financial and political success. One might think they had amassed enough money for several lifetimes, and that there was enough success to go around to other, less profitable enterprises. Business doesn't work that way however, and neither does success. Therefore, all of House Anuvien strives ever harder to maintain their position "up top". Well, allmost all.

Xaros is the exception. Regarded with a certain affectionate disgust by his parents and siblings, he fritters his time away on frivolous passtimes. He spends the greater part of his time playing musical instruments in local taverns, drinking, and wooing the lasses. In other words, he's an artist. And like most artists, he'd be sleeping in the gutters, were he not an Anuvien.

Recently, Xaros might have been involved in a scam involving falsified legal documents. There wasn't enough proof to formally accuse him, but it's the talk of the town, and quite embarassing for House Anuvien in too many ways to consider. For the good of the family business, he had to dissapear for a while. Thus, he was sent to a remote wilderness area, what some thought of as a burgonning new frontier, as ambassador for the Anuvien Trading Consortium. Perhaps he could actually prove useful there, if he didn't spend his days dead drunk. New frontiers mean new business opportunities, and it was also known that several nobe houses had carted off their younger scions to that distant location. There were other opportunities worth pursueing than trade. It could never hurt to have the nobles on your side.

Additional information:
Patriarch: Baron Torvahl Anuvien
Heir: Ernd Anuvien (eldest son)
Representative: Jared Anuvien (Torvahl's brother)

[/SBLOCK]

[SBLOCK=Character]
Name: Xaros Anuvien
Race: Human
Gender: Male
Alignment: NG
Class: Bard 2
Languages: Reintish, Goblin, Draconic.

HP: 9
XP: 1000
AC: 18, Touch: 12, Flat Footed: 16
Check Penalty: -1
Init: +2
Perception: +10
Move: 30'
BAB: +1
Load: L = 0-43 lbs / M = 44-86 lbs / H = 87-130 lbs
Lift Above Head: 130 lbs / Lift Off Ground: 260 lbs / Push or Drag: 650 lbs

Combat Statistics
Darkwood Light Crossbow +1 w/normal bolts (+4 To Hit, 1d8+1 Damage, 19-20/x2, 2 lbs)
--Darkwood: Half Standard Weight. Reload Time: Free Action.

Dagger (+2 To Hit (+3 Thrown), 1d4+1 Damage, 19-20/x2, 1 lb)

Attributes
STR: 12 (4 pts) +1
DEX: 14 (6 pts) +2
CON: 10 (2 pts) +0
INT: 14 (6 pts) +2
WIS: 8 (0 pts) -1
CHA: 16 (10 pts) +3

Feats:
Level 1: Focus - Perception
Human: Rapid Reload

Skills Trained: (Base, Ability Mod, T/F Mod, = Total)

Appraise..................1, +3, +5, = 8
Deception................1, +3, +5, = 9
Cryptomancy............1, +2, +5, = 8
Gather Information.....1, +3, +5, = 9
Perception................1, -1, +10, = 10 (Search Ability Mod is +2, for a total of 13)
Perform....................1, +3, +5, = 9 (Plucked Stringed Instruments, and singing)
Persuasion................1, +3, +5, = 9
Stealth....................1, +2, +5, = 8
Use Magical Device....1, +3, +5, = 9

Equipment:
Darkwood Light Crossbow +1................cost: 2375 gp, 2 lbs.
Mithril Chain Shirt +1...........................cost: 2100 gp, 12.5 lbs.
60 Quarrels (bolts).............................cost: 6 gp, 6 lbs.
Dagger.............................................cost: 2 gp, 1 lb.
Buckler.............................................cost: 15 gp, 5 lbs.
Noble's outfit w/everything..................cost: 200 gp, 10 lbs.
Masterwork Mandolyn.........................cost: 100 gp, 3 lbs.

Light Warhorse..................................cost: 150 gp. Light Load: Up to 230 lbs.
Riding Saddle...................................cost: 10 gp, 25 lbs.
Saddlebags complete with:..................cost: 44 gp, 50 lbs.
-Bedroll
-Blanket
-Candles x10
-Flint and Steel
-Waterskin
-Wineskin
-Aleskin
-Whetstone
-Trail Rations x10 days
-Sunrod x10

Backpack

11 gp left.

[/SBLOCK]

[SBLOCK=Spells]
Known:
Level 0: Daze, Detect Magic, Know Direction, Light, Read Magic.
Level 1: Charm Person, Cure Light Wounds.

Daily Spells (no preperation required): 3 L0, 1 L1.
[/SBLOCK]
 
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