HM's Carrion Crown AP - RG

HolyMan

Thy wounds are healed!
Well since this might be needed I recycled an older RG that never got off the ground.

When you post up here please make two posts back to back. The first will be your character sheet post and have a link(if needed) and then all your lvl up stuff listed.

The second will be like a journal to use for misc notes links to key posts in the game and other info. I will be letting you know key game elements and post links to those, you should have things that effect your character and any side quest type stuff.

Will use the first couple posts for DM various stuff not sure what as I don't have a module yet, :(

So post up and let's get ready for a little combat mixed with some RP. :D

HM

LINKS:
http://www.enworld.org/forum/playing-game/303249-carrion-crown-closed-group-ic.html
http://www.enworld.org/forum/talking-talk/300762-carrion-crown-ap-closed-group-ooc.html
http://www.enworld.org/forum/playing-game/302071-carrion-crown-closed-group-ct.html
 
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HolyMan

Thy wounds are healed!
Experience: 3,635
Needed: 5,000

[sblock=Experience Tracking]
March, 2011

Ravengro Thugs CR 2: 600xp

April, 2011

Researching:
Total = 400xp
Harrowstone DC's 10, 15, & 20
Whispering Way DC 10

Zombie fight 200xp

May,2011

Researching: Total = 1,200xp
Harrowstone - DC 25
Whispering Way DC's 15, 20, 25
The Five Prisoners DC 15

June, 2011

Event #1 (XP = 1,800)

July, 2011

Fight with Jack CR 3 (800xp)

August, 2011

centipede fight CR 1 (400xp)
stirge fight CR 1 (400xp)

September, 2011

rat swarm CR 2 (600xp)


__________________________________________________________

May, 2012

DM reboot CR 5 (2,200xp)

June, 2012

West Balcony CR 2 (600xp)

July, 2012

Giant Stirge CR 2 (600xp)

August, 2012

Skeletons(4) CR 2 (540xp)

September, 2012
??

October, 2012

Piper haunt CR 4 (1,200xp)
Six month Participation/RP XP = 3,000xp[/sblock]



Trust Score:
20
[sblock=Trust in Ravengro]
Code:
Trust         Purchase   Diplomacy
[U] Score          Price     Modifier   Reaction      XP Reward[/U]
0(Hated)          N/A       N/A      Angry Mob        ----
1-15(Loathed)    +20%       -4         ----           ----
16-20(Disliked)  +10%       -2         ----           ----
21-25(Neutral)   ----      ----        ----           ----
26-30(Liked)      -5%       +2     Friendly Locals     400
31-35(Trusted)   -10%       +4      Free Healing       800
36 +(Admired)    -20%       +6        Cohort         1,200
[/sblock]
[sblock=Trust Tracking]
dropped coffin -1 point
eulogy +1 point
Day One -1 point
Day Two -1 point
Day Three -1 point
Telling the sheriff the truth. +1 point
Event #1 +2 points
Saving William Dotter +2 points
Day Four -1 point
Day Five -1 point
Heroes of Harrowstone +1 point
Day Six -1 point[/sblock]
[sblock=Harrow Deck]
[sblock=Rolling up a Card]
1d6 - Suit
1-Hammers[STR]
2-Keys[DEX]
3-Shields[CON]
4-Books[INT]
5-Stars[WIS]
6-Crowns[CHA]

1d10 - Alignment
1-Lawful Good
2-Neutral Good
3-Chaotic Good
4-Lawful Neutral
5-Neutral
6-Chaotic neutral
7-Lawful Evil
8-Neutral Evil
9-Chaotic Evil
0-Player's Choice[/sblock]
[sblock=Harrow Deck Tracking]
Code:
 [U]Hammers[STR]       [/U][U]Keys[DEX]         [/U][U]Shields[CON][/U]
  Lawful Good        Lawful Good       Lawful Good
  Neutral Good       Neutral Good      [s]Neutral Good[/s]
  Chaotic Good       Chaotic Good      Chaotic Good
  Lawful Neutral     Lawful Nuetral    Lawful neutral
  Neutral            Neutral           Neutral
  [s]Chaotic neutral[/s]    Chaotic neutral   Chaotic neutral
  Lawful Evil        Lawful Evil       Lawful Evil
  Neutral Evil       [s]Neutral Evil[/s]      Neutral Evil
  Chaotic Evil       Chaotic Evil      Chaotic Evil

  [U]Books[INT]         [/U][U]Stars[WIS]        [/U][U]Crowns[CHA][/U]
  [s]Lawful Good[/s]        Lawful Good       Lawful Good
  Neutral Good       Neutral Good      Neutral Good
  Chaotic Good       Chaotic Good      Chaotic Good
  Lawful Neutral     Lawful Nuetral    [s]Lawful neutral[/s]
  Neutral            Neutral           Neutral
  Chaotic neutral    Chaotic neutral   Chaotic neutral
  Lawful Evil        [s]Lawful Evil[/s]       Lawful Evil
  Neutral Evil       Neutral Evil      Neutral Evil
  Chaotic Evil       Chaotic Evil      Chaotic Evil
[/sblock]
[sblock=Card List]
Harrow Deck Card List[/sblock][/sblock]
 
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HolyMan

Thy wounds are healed!
[sblock=Ravengro][sblock=Town Hall]
In classic small-town style, the people of Ravengro use this all-purpose facility for virtually everything, including council meetings, wedding receptions, and, when it rains, even the annual cook-off. Town council meetings are generally scheduled on the first Oathday of the month, and often last well into the night.

purple dot[/sblock]
[sblock=Temple of Pharasma]
This temple is devoted to Pharasma, the Lady of Graves. Ravengro’s only religious structure, the temple is also the town’s most elaborate building. Its eastern facade displays an intricate stained-glass mural depicting a stern Pharasma judging Count Andachi, one of Tamrivena’s most infamous previous rulers. Vauran Grimburrow is officially in charge of the temple, but the day-to-day tending of the flock and maintenance of the temple and the Restlands are largely seen to by a dozen acolytes.

yellow dot[/sblock]
[sblock=The Unfurling Scroll]
When their parents can afford to spare them from the farms, a few “lucky” children are sent to study under Alendru Ghoroven, a retired wizard-turned-teacher. Alendru teaches reading, history, and math, as well as beginning magical theory. He seeks to elevate “the commoners,” though few of his pupils enjoy the strictness of his classes.In addition to teaching, Alendru supplements his income by buying and selling minor magic items (primarily scrolls) that he’s purchased or created.

orange dot[/sblock]
[sblock=The Lorrimor House]
This modest home was, until recently, the home of Professor Petros Lorrimor and his daughter Kendra. With the professor’s recent death, Kendra has been left the house as her inheritance—whether or not she chooses to stay in Ravengro is an unanswered question.

blue dot[/sblock]
[sblock=The Laughing Demon]
Zokar Elkarid holds the philosophy that the best way to meet the horrors of the world is with a jest, for if one can laugh at the worst life has to offer, there remains little to fear. His warm and friendly tavern does its best to live up to this admirable philosophy, down to the menu. Zokar takes pains to come up with humorous names for his drinks and meals, with offerings like vampire steaks (cuts of beef skewered on thick wooden spikes), wolf balls (lamb meatballs served on plates painted to look like the face of the full moon), corpse chowder (a thick stew with red broth and chunks of meat), and liquid ghosts (a sweet pale ale that glows faintly with a greenish tint). Zokar and his regulars enjoy telling visitors tall tales about what's really in the food served here.

red dot[/sblock][/sblock]


[sblock=Misc]
Important posts:
Last Will & Testament
book descriptions/journal
Rumor #1
Places to Research [/sblock]
 

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HolyMan

Thy wounds are healed!
NPCs

[sblock=Kendra Lorrimor]
Kendra Lorrimor
CR 1 XP 400
Female human diviner 2
NG Medium humanoid (human)
Init +1; Senses Perception +1
DEFENSE
AC 10, touch 10, flat-footed 10
hp 11 (2d6+2)
Fort +1, Ref +0, Will +4
OFFENSE
Speed 30 ft.
Melee dagger +0 (1d4–1/19–20)
Ranged light crossbow +1 (1d8/19–20)
Arcane School Spell-Like Abilities (CL 2nd; concentration +5)
6/day--diviner’s fortune (+1)
Diviner Spells Prepared (CL 2nd; concentration +5)
1st--comprehend languages, identify, mage armor
0 (at will)--acid splash, detect magic, disrupt undead, read magic

Opposition Schools Evocation, Illusion

TACTICS
During Combat Kendra prefers to use her diviner’s fortune on her allies or employ the aid another action. When applicable, she keeps her wits about her and uses her Knowledge skills to try to determine her opponents’ strengths and weaknesses, communicating this information to her allies. If needed, she uses her bonded amulet to spontaneously cast protection from evil, true strike, sleep, feather fall, or the other spells in her spellbook.
Morale Kendra flees from a battle if she’s on her own and is brought below 5 hit points, but if she’s with allies, she fights to the death to protect them.
STATISTICS
Str 8, Dex 10, Con 12, Int 16, Wis 13, Cha 15
Base Atk +0; CMB +1; CMD 10
Feats Improved Iron Will, Iron Will, Scribe Scroll
Skills Craft (alchemy) +8, Diplomacy +4, Knowledge (arcana) +8, Knowledge (history) +8, Linguistics +8, Spellcraft +8, Use Magic Device +4
Languages Aklo, Ancient Osiriani, Azlanti, Common, Celestial, Draconic, Varisian
SQ arcane bond (amulet), forewarned
Combat Gear potion of cure light wounds, scroll of protection from evil, silversheen, alchemist’s fire, 3 alchemical silver bolts, antitoxin, 3 cold iron bolts, holy water, smokestick; Other Gear light crossbow with 10 bolts, dagger, journal, magnifying glass, scroll case, spellbook (contains all prepared spells plus feather fall, protection from evil, sleep, and true strike), sun rod, 23 gp[/sblock]
 
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HolyMan

Thy wounds are healed!
Loot

False Crypt

[sblock=Item Tracking]
dozen silver arrows (brown fletched)
four sun rods
six flasks of holy water
ten white fletched arrows +1
five blue fletched arrows - +1 ghost touch
two black fletched arrows +1 undead bane
five potions of cure light wounds(d8+1)
two potions of lesser restoration
used one lesser restoration here
two scroll cases - 2 scrolls of hide from undead, scroll of protection from evil, scroll of detect undead
four haunt siphons - ID'ed see below
spirit plancheete - ID'ed see below[/sblock]

[sblock=Haunt Siphon]
Aura faint necromancy; CL 3rd
Slot none; Price 400 gp; Weight 1 lb.

Description_________________________________________________
__________________________________________________________
These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air. To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt.

If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenade like splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.

Construction______________________________________________
________________________________________________________
Requirements Craft Wondrous Item, cure moderate
wounds, gentle repose; Cost 200 gp[/sblock]
[sblock=Spirit Planchette]
Aura moderate divination; CL 9th
Slot none; Price 4,000 gp (brass planchette),
10,000 gp (cold iron planchette), 18,000 gp
(silver planchette); Weight 5 lbs.
___________________________________________
Description__________________________________
A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist—brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this “board” can be made up of letters scribed upon any smooth surface—it need not be a prepared board for a spirit planchette to work.

To use a spirit planchette, you must rest your fingers lightly upon the planchette’s surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board—at this point, questions may be asked of the spirits by any of the individuals involved in the séance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below. The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with “yes,” “no,” or “maybe,” or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day—the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below).

Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful this Will save takes a –2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient—the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically “maybe.” If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie.

Spirit Planchettes
Code:
Planchette      Questions    Will      Confusion    True    Lie
[U]Type            per Use      save DC   Duration     Answer___[/U]
Brass             1            11       1 round     01–60  61–100
Cold Iron         3            15       2 rounds    01–75  76–100
Silver            5            19       3 rounds    01–90   91–100
_____________________________________________________________
Construction__________________________________________________
Requirements Craft Wondrous Item, contact other plane, speak
with dead; Cost 2,000 gp (brass spirit planchette), 5,000 gp
(cold iron spirit planchette), 9,000 gp (silver spirit planchette[/sblock]
 

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Maidhc O Casain

Na Bith Mo Riocht Tá!
Halál Árnyéka - Dwarven Emissary (Inquisitor/Rogue Gestalt)

Character Sheet: Halál Árnyéka
__________

HallrnykaPostHeadShot01.png
HallrnykaPostHeadShot02.png
[sblock=Images]
HallrnykaENWorld.png
HallENWorldBirthmark.png
[/sblock]
__________

[SBLOCK=Character Sheet]
[SBLOCK=Basic Information]
Code:
       Race: Dwarf
      Class: Emissary (Inquisitor//Rogue)/Fighter
      Level: 01/01
 Experience: 2150
  Alignment: Neutral Good
  Languages: Common, Dwarven, Varisian
      Deity: Pharasma
[/SBLOCK]

[SBLOCK=Abilities]
Code:
STR: 13 +1 (03 pts)
DEX: 15 +2 (07 pts)
CON: 10 +0 (-2 pts)
INT: 12 +1 (02 pts)
WIS: 15 +2 (03 pts)
CHA: 10 +0 (02 pts)
[/SBLOCK]

[SBLOCK=Combat Information]
Code:
               HP:  20 = [1d08 + 1d10 + 04 (GM Bonus)]
               AC:  16 = [10 + DEX (02) + Armor (04)]
         AC Touch:  12 = [10 + DEX (02)             ]
    AC Flatfooted:  14 = [10            + Armor (04)]
             INIT: +04 = [DEX (02) + Trait Bonus (02)]
              BAB: +01 = [Emissary (00) + Fighter (01)]
              CMB: +02 = [BAB (01) + STR (01)]
              CMD:  14 = [10 + BAB (01) + STR (01) + DEX (02)]
        Fortitude: +04 = [Emissary (02) + Fighter (02) + CON (00)]
           Reflex: +04 = [Emissary (02) + Fighter (00) + DEX (02)]
             Will: +04 = [Emissary (02) + Fighter (00) + WIS (02)]
            Speed:  20'
Damage Resistance:  00
 Spell Resistance:  07
    Spell Failure:  00
[/SBLOCK]

[SBLOCK=Weapon Information]
Code:
Dwarven WarAxe: Attack: +02 = [BAB (01) + STR (01)]
         (TWF): Attack: +00 = [BAB (01) + STR (01) - TWF (02)]
                Damage: 1d10+1, Crit: 20/x3, Special: None
  Throwing Axe: Attack: +02 = [BAB (01) + STR (01)]
         (TWF): Attack: +00 = [BAB (01) + STR (01) - TWF (02)]
      (Thrown): Attack: +03 = [BAB (01) + DEX (02)]
(Thrown + TWF): Attack: +01 = [BAB (01) + DEX (02) - TWF (02)]
                Damage: 1d06+1, Crit: 20/x2, Special: Range 10'
    (Off-Hand): Damage: 1d06+0, Crit: 20/x2, Special: Range 10'
   Cestus (OH): Attack: +02 = [BAB (01) + STR (01)]
         (TWF): Attack: +00 = [BAB (01) + STR (01) - TWF (02)]
                Damage: 1d04+0, Crit: 19/x2, Special: Always Equipped
      Shortbow: Attack: +03 = [BAB (01) + DEX (02)]
                Damage: 1d06+0, Crit: 20/x3, Special: Range 60'
[/SBLOCK]

[SBLOCK=Racial Features]
Code:
Ability Adjustments: +2 (CON), +2 (WIS), -2 (CHA)
               Size: Medium
              Speed: 20'
      Favored Class: Emissary
         Darkvision: See Perfectly (B/W Only) in Total Darkness (60')
 Defensive Training: +4 AC vs. Giant Subtype
             Hatred: +1 Attack vs. Orcs & Goblinoids
         Lorekeeper: +2 KS (History) for Dwarves & their Enemies
                        and can make these checks Untrained
    Magic Resistant: 5 + Character Level
       Rock Stepper: Ignore Rubble, Broken Ground & Steep Stairs when
                        taking a 5' Step
          Stability: +4 CMB vs. Bull Rush/Trip while on the Ground
 Weapon Familiarity: Proficient with Battle Axes, Heavy Picks & War
                        Hammers, "Dwarven" weapons are Martial
[/SBLOCK]

[SBLOCK=Class Features]
Emissary
Code:
         Armor/Weapons: Light/Medium Armor, Shields (No Tower); Simple Weapons,
                          All Crossbows and Bows, Dagger (Diety's Favored Wpn)
            Judgements: Variable Bonus for Duration of Combat (1/Day)
          Monster Lore: Add WIS Bonus & INT Bonus to ID Weaknesses of Foes
          Sneak Attack: +1d6 Precision Damage vs. Flanked/No DEX Bonus to AC
Touch the Spirit World: Touched Weapon can affect Incorporeal
                          1 Rnd/Level, 5x/Day (Souls Domain)
           Trapfinding: +1 to Find or Disable Traps

Fighter
Code:
         Armor/Weapons: All Armor, Shields and Simple/Martial Weapons
            Bonus Feat: Precise Strike
[/SBLOCK]

[SBLOCK=Feats]
Code:
Two-Weapon Fighting (1st Level): Reduced Penalties for fighting w/ a weapon
                                   in each hand
     Precise Strike (Ftr Bonus): +1d6 Precision Damage when Flanking w/ ally
                                   who also possesses this Feat
[/SBLOCK]

[SBLOCK=Traits]
Code:
       Birthmark (Faith): Divine Focus, +2 Saves vs. Charm/Compulsion
Chance Savior (Campaign): +2 Initiative
[/SBLOCK]

[SBLOCK=Skills]
Code:
Skill Points: 10 = [Base (08) + INT (01)/Level; FC (01)] (Emissary)
              03 = [Base (02) + INT (01)/Level         ] (Fighter)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              04     1       3       2     -2   +0
Appraise                04     0       3       1          +0
Bluff                   00     0       3       0          +0 
Climb                   03     1       3       1     -2   +0
Craft (       )         04     0       3       1          +0
Diplomacy               00     0       3       0          +0
Disable Device          07     2       3       2     -2   +1 (Trapfinder)¹
Disguise                00     0       3       0          +0
Escape Artist           00     0       3       2     -2   +0
Fly                     00     0       0       2     -2   +0
Handle Animal                  0       3       0          +0
Heal                    02     0       3       2          +0
Intimidate              01     0       3       0          +1 (Stern Gaze)
Knowledge (Arcana)             0       3       1          +2 (Monster Lore)¹
Knowledge (Dngnrng)            0       3       1          +2 (Monster Lore)¹
Knowledge (Engnrng)            0       3       1          +2 (Monster Lore)¹
Knowledge (Geography)          0       0       1          +2 (Monster Lore)¹
Knowledge (History)            0       0       1          +2 (Monster Lore)¹
Knowledge (Local)       05     1       3       1          +2 (Monster Lore)¹
Knowledge (Nature)      05     1       3       1          +2 (Monster Lore)¹
Knowledge (Nobility)           0       0       1          +2 (Monster Lore)¹
Knowledge (Planes)      05     1       3       1          +2 (Monster Lore)¹
Knowledge (Religion)    05     1       3       1          +2 (Monster Lore)¹
Linguistics                    0       3       1          +0
Perception              07     2       3       2          +1 (Trapfinder)¹
Perform    (       )    00     0       3       0          +0
Profession (       )           0       3       2          +0
Ride                    00     0       3       2     -2   +0
Sense Motive            07     1       3       2          +1 (Stern Gaze)
Sleight of Hand                0       3       2     -2   +0
Spellcraft              05     1       3       1          +0
Stealth                 04     1       3       2     -2   +0 
Survival                06     1       3       2          +0
Swim                   -01     0       3       1     -2   +0
Use Magic Device               0       3       0          +0

¹ Conditional Bonus not included in Total
[/SBLOCK]

[SBLOCK=Prayers of the Day]
Code:
Cantrips                   Level 01               
* Disrupt Undead           * Cure Light Wounds
* Guidance                 * Shield of Faith
* Sift                     
* Stabilize
[/SBLOCK]

[SBLOCK=Equipment]
Code:
Equipment                        Cost     Weight
Explorer's Outfit                         --  lb
Chain Shirt                      100 gp   25  lb
Dwarven WarAxe                    30 gp   08  lb
Throwing Axe             (02)     16 gp   04  lb
Cestus                            05 gp   01  lb
Dagger                   (02)     04 gp   02  lb
Shortbow                          30 gp   02  lb
  Arrows                 (19)     01 gp   04½ lb
  Arrows (Silver)        (04)             
  Arrows (+1)            (03)             
  Arrows (+1 Ghost Touch)(03)             
  Arrows (+1 Undead Bane)(01)             
Beltpouch                         01 gp   00½ lb
  Thieves' Tools                  30 gp   01  lb
Sack                              01 sp   00½ lb
  Silk Rope (50')                 10 gp   05  lb
  Rations   (2 Days)              01 gp   02  lb
  Soap      (1 Bar/50 Uses)       01 cp   00½ lb

                           Total Weight:  56  lb
            (Dropped Sack) Total Weight:  48  lb

            Light  Medium   Heavy    
Max Weight: 0-050  051-100  101-150
[/SBLOCK]

[SBLOCK=Treasury]
Code:
PP: 00
GP: 11
SP: 08
CP: 09

Gems/Jewelry/Other:
0000
[/SBLOCK]

[SBLOCK=Vital Statistics]
Code:
      Size: Medium
    Gender: Male
       Age: 51
    Height: 3'11"
    Weight: 165 lbs
Hair Color: Black
 Eye Color: Emerald Green
Skin Color: Pale
Appearance: Neat, Well Groomed
  Demeanor: Calm, Cool and Collected (Except when he's not)
[/SBLOCK]

[SBLOCK=Level Ups]
Code:
  Level 2:
    Class: Fighter
      BAB: +0 to +1
     Fort: +2 to +4
      Ref: +4 to +4
     Will: +4 to +4
     Feat: Feat
 Features: Armor (All), Shields (All), Weapons (Martial) Proficiencies
           Bonus Feat (Precise Strike)
       HP: 08
Skill Pts: +3 = +2 (Class) +0 (INT) +10 (Old Total) = 13 (New Total)
[/SBLOCK]
[/SBLOCK]

[sblock=Mini Stats]
Halál Árnyéka
Initiative: +4
AC: 16 (12 Flat-Footed, 14 Touch)
HP: 20/20
CMB: +2 CMD: 14
Fort: +4 Reflex: +4 Will: +4

Senses: DarkVision
Perception: +7 (+8 vs. Traps), Sense Motive: +7

Current Weapon in Hand: Cestus

Special Abilities: Spell Resistance (07), Precision Damage, Touch the Spirit World (5/5), Judgements (1/1)

Prayers Available Cantrips (At-Will), 1st (2/2)
Orisons: Disrupt Undead, Guidance, Sift, Stabilize
1st Level: Cure Light Wounds, Shield of Faith
[/sblock]
__________

[sblock=Background]Some 50 years ago, a great storm wracked the peaks of the Hungry Mountains and threatened to topple even the centuries old Monastery of the Veil from its perch. When the new day dawned bright, clear and cold, the ever silent Monks of the Veil set to their task of putting the Monastery back in order. As a group of them, led by the Bishop Yarsmardin Senir himself, was putting one of the herb gardens back to rights a strange sight met their eyes . . . a single black rose grew in the very center of their garden! As they watched, a line of seven Scarab Beetles came pouring forth from the ground around the rose and began making their way from the garden. The Bishop recognized these extraordinary events as signs of Pharasma's favor, and knew that something extraordinary was to happen.

But the Bishop of the Veil held another title - and other duties - as well. Wishing to keep his cards close to his chest until he knew the truth of these omens, he bade the Monks to continue their work in the garden as he followed the Scarabs to the very walls of the Monastery. There he beheld a strange sight . . . a Dwarven infant, broken and bleeding, lay on the crenelations among a scattering of black rose petals. Just at the peak of the child's collarbone, the raven black of his feathers was marred by a swirling comet pattern of silvery blue - the Mark of Pharasma! Though his primary loyalty lay with Norgorber, the Bishop's ties to Pharasma compelled him as well. He saw an opportunity to serve both, and took the child up; bearing him into the Monastery's infirmary.

The bishop christened the infant Halál Árnyéka, the Shadow of Death, for his coal black hair and the Mark of Pharasma on his chest. Halál was nursed to health by the Monks, and adopted into the Monastery. As he grew, he began to show insatiable curiosity for the mysteries of Pharasma's worship. The Monks taught him to read, and he eagerly devoured any materials he was allowed to access. At the same time, Bishop Senir began putting the second part of his plan in motion. He took special interest in the young Dwarf, nurturing a relationship with him that was part Father and part 'Lord and Master.' When Halál was of sufficient growth and strength, and Senir judged that their relationship was unshakable, the Bishop introduced Halál to his great secret. Bishop Yarsmardin Senir was not only the leader of the Monastery of the Veil, he was also the head of the Anaphexia, a secret society of religious Assassins sworn to the worship of Norgorber.

Halál's training now began in earnest. From the Anaphexia Assassins he received training in the martial arts. His native skill with axes of any sort served him well, and he quickly showed himself worthy of Bishop Senir's attentions. His special relationship with the Bishop granted him access to the secret libraries at the monastery, tended by the Anaphexia and unknown to the Monks of the Veil. He soaked up the knowledge contained therein like a sponge.

From the Monks stalwart example, however, the young Dwarf learned the ties of duty and the joys of servitude to Pharasma. He learned to hold himself still, to observe the world around him and to relish the Balance of Life and Death. During his training with the Monks, he spent much time in prayer and communion with Pharasma; his ties to the Lady of Graves grew even stronger than his ties to his adopted Father, though he kept this fact concealed from the Bishop with all the skill taught him by the followers of the Reaper of Reputation.

But through all of this, there was another force acting upon Halál as well. Some innate sense of goodness, some desire to see the forces of 'good' triumph of those of 'evil', began to grow in his chest, along with a sense of destiny and purpose. He began to feel the personal regard of Pharasma, and to believe that she had a purpose for him beyond the ken of her rank and file. Young Halál worked hard to assimilate the different forces at work within him, the training and secretive nature of the Anaphexia and the philosophies of the Monks of the Veil, along with his own thoughts and opinions. The clarity engendered by his training with the Monks granted him true knowledge of his "Father's" true purpose, and he saw that Norgorber's nature ran counter to his own in many ways. Though he struggled mightily with this conflict, in the end Halál decided that his path lay neither with the Monks of the Veil nor with the Anaphaxis Assassins, but rather in service to the special purpose given him by Pharasma - whatever that purpose turned out to be.

One night in the middle of the Ustalav winter, in the midst of a storm not unlike that which brought him to the Monastery of the Veil some 18 years prior, Halál Árnyéka - the Shadow of Death - put all of his training to use and made his way stealthily from the Monastery. Though he almost perished, he found his way out of the Hungry Mountains and to the milder weather of the lowlands. For the past two years Halál's been roaming Ustalav, adding worldly knowledge to the training of his youth, and trying to add definition to his sense of purpose.

The first glimmerings of that definition came about a year ago in a back alley in Caliphas. Halál was making his way across the rooftops back to his meager apartment when he noted an elderly man walking in the alley below. His sharp eyes also made note of the band of cutpurses closing in on the old man. Before he could decide what to do, a beautiful elven girl stepped from an adjacent tavern and took in the situation. She spoke a few syllables of some arcane tongue and gestured fluidly toward the alley, and the old man's would be assailants dropped abruptly to the pavement. As the man and his savior stood regarding one another, Halál saw that the threat was not completely neutralized. He dropped from the rooftop without a sound, momentum adding force to the blow from his cestus . . . the final footpad fell with scarcely a sound.

Halál stood over his victim and watched as the man and girl concluded their conversation. After the lass returned to the tavern, the old man turned his piercing gaze to the shadows and gestured Halál into the lamplight. The two struck up a conversation, and a friendship, that lasted well for the Professor's remaining two years of life. Though they did not see each other often, the two shared a fascination with the mysteries of death and communicated frequently. When news of Professor Lorrimar's death reached Halál he immediately set out for Ravengro to attend the funeral . . .[/sblock]

[sblock=Appearance]Halál is quite small, even for a Dwarf - an inch under 4' tall and a meager 165 lbs in his skin. He moves with a deliberate grace that is somewhat unusual for his kind. He dresses in grays and blacks, his chain shirt concealed by a voluminous cloak and his features shadowed by a wide brimmed, low crowned hat.

He wears his weapons as a part of himself . . . the battle-axe of his kin and two throwing axes at his hip, his bow slung across his back and the cestus on his left hand. What other arms he carries are a mystery . . . his daggers remain hidden until they are needed.[/sblock]
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
Halal Arnyeka - Campaign Notes

[sblock=Notes: The Haunting of Harrowstone]
Current Tasks
  1. Watch over Kendra Lorrimor for a month to help her adjust to life without her father.
  2. Deliver On Verified Madness, Serving Your Hunger, The Umbral Leaves to Montagnie Crowl (Professor of Antiquities at Lepidstadt University).
  3. Deliver the locked Scarab Book to Embreth Daramid (Judge at Lepidstadt Courthouse).

Story Arc Clues
  • There is some tie between the Cult of the Whispering Way and ruins of Harrowstone Prison; the Way is interested in the prison - specifically, in someone who was incarcerated there.
  • Professor Lorrimar was investigating the prison and its ties to the Way.
  • He mentions that the prison is haunted, and that tools for dealing with the haunting can be found in a false crypt in the Restlands at the intersection of Eversleep and The Black Path.
  • Professor Lorrimar died at Harrowstone - killed by falling statuary?
  • Someone's defacing a statue in town. Letter 'V' written in (ratblood?).
[/sblock]

[sblock=Ability Score Tracker]
Code:
*     [u]01   02   03   04   05   06[/u]
str:  12   12   12   12   12   14
dex:  13   13   14   14   14   14
con:  12   14   14   14   14   15
int:  14   14   14   14   14   14
wis:  13   13   13   14   14   14
cha:  10   10   11   12   13   13
[/sblock]
 
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GlassEye

Adventurer
Gregori Ostov - Human Cursed (Ranger: Skirmisher/ Alchemist)


Code:
[size=+2][b][color=gold]Gregori Ostov of Wehrlight Isle[/color][/b][/size]

Ranger // Alchemist (Gestalt 1)
(Beast Master / Skirmisher // Vivisectionist)
N medium humanoid (human)
[color=gold]Init[/color] +1; [color=gold]Senses[/color] Perception +4

[size=+1][color=gold][b]DEFENSE[/b][/color][/size]
[color=gold]AC[/color] 18, [b]touch[/b] 11, [b]flat-footed[/b] 17 (+5 armor, +1 Dex, +2 shield)
[color=gold]hp[/color] 14 (1d8+6)
[color=gold]Fort[/color] +3, [color=gold]Ref[/color] +3, [color=gold]Will[/color] +0
(+2 saves vs. fear effects)

[size=+1][color=gold][b]OFFENSE[/b][/color][/size]
[b]Speed[/b] 20 ft.  (med. encumbrance w/pack)
[color=gold]Melee[/color]
-- longsword +5 (1d8+4 19-20/x2); Power Attack: longsword +4 (1d8+6 19-20/x2)
-- throwing axe +5 (1d6+4 20/x2); Power Attack: throwing axe +4 (1d6+6 20/x2)
[color=gold]Ranged[/color]
-- Throwing Axe +2 (1d6+4 20/x2 10 ft. range)
[color=gold]Formula Book #1:[/color]
1st—Cure Light Wounds, Enlarge Person, Shield
[color=gold]Extracts Prepared[/color] (CL 1)
1st—Cure Light Wounds, Enlarge Person

[size=+1][color=gold][b]STATISTICS[/b][/color][/size]
[color=gold]Str[/color] 18   +4   (10 pts)  +2 racial
[color=gold]Dex[/color] 13   +1   (03 pts)
[color=gold]Con[/color] 12   +1   (02 pts)
[color=gold]Int[/color] 12   +1   (02 pts)
[color=gold]Wis[/color] 10   +0   (00 pts)
[color=gold]Cha[/color]  8   -1   (-2 pts)

[color=gold]Base Atk[/color] +1; [color=gold]CMB[/color] +5; [color=gold]CMD[/color] 16
[color=gold]Traits[/color] Making Good on Promises: +2 saves vs. fear effects; Undead Slayer: +1 dmg vs. undead
[color=gold]Feats[/color] Brew Potion (A1), Throw Anything (A1), Precise Strike (human), Power Attack (1st)
[color=gold]Skills[/color]
Skill Points: 07 = [Base (06) + INT (01)/Level; FC (00)]

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics             -03     0       0       1     -4   +0
Appraise                01     0       0       1          +0
Bluff                  -01     0       0      -1          +0
Climb                   04     1       3       4     -4   +0
Craft  (Alchemy)        05     1       3       1          +0 (+1 to create alchemical items)
Diplomacy              -01     0       0      -1          +0
Disable Device                 0       0       1     -4   +0
Disguise               -01     0       0      -1          +0
Escape Artist          -03     0       0       1     -4   +0
Fly                    -03     0       0       1     -4   +0
Handle Animal           03     1       3      -1          +0
Heal                    00     0       0       0          +0
Intimidate             -01     0       0      -1          +0
Knowledge (Arcana)             0       0       1          +0
Knowledge (Dngnrng)            0       0       1          +0
Knowledge (Engnrng)            0       0       1          +0
Knowledge (Geography)          0       0       1          +0
Knowledge (History)            0       0       1          +0
Knowledge (Local)              0       0       1          +0
Knowledge (Nature)             0       0       1          +0
Knowledge (Nobility)    02     1       0       1          +0
Knowledge (Planes)             0       0       1          +0
Knowledge (Religion)           0       0       1          +0
Linguistics                    0       0       1          +0
Perception              04     1       3       0          +0
Perform    (       )   -01     0       0      -1          +0
Profession (       )           0       0       0          +0
Ride                   -03     0       0       1     -4   +0
Sense Motive            00     0       0       0          +0
Sleight of Hand                0       0       1     -4   +0
Spellcraft                     0       0       1          +0
Stealth                 01     1       3       1     -4   +0
Survival                04     1       3       0          +0 (+1 to identify/follow tracks)
Swim                    00     0       0       4     -4   +0
Use Magic Device               0       0      -1          +0

[color=gold]Languages[/color] Common, Varisian
[color=gold]Gear[/color]
Equipment                      Cost     Weight
Explorer's Outfit               --      --
Chain Shirt                    100 gp   25  lb
Armored Kilt                    20 gp   10  lb
Hvy Steel Shield                20 gp   15  lb
Cold Iron Longsword             30 gp   04  lb
Throwing Axe (02)               16 gp   04  lb
Cestus                          05 gp   01  lb
Dagger                          02 gp   01  lb
Backpack                        02 gp   02  lb
  Alchemist’s lab, portable     75 gp   20  lb
  Bedroll                       01 sp   05  lb
  Flint & Steel                 01 gp   --  lb
  Rope (Hemp, 50')              01 gp   10  lb
  Soap (Bar)                    01 cp   00½ lb
  Rations (2 Days)              01 gp   02  lb
  Crowbar                       02 gp   05  lb
  Hooded Lantern                07 gp   02  lb
  Lamp Oil (1 pint)             01 sp   01  lb
  Whetstone                     02 cp   01  lb
  Waterproof Bag                05 sp   00½ lb
    Formula Book                15 gp   03  lb
Belt Pouch                      01 gp   00½ lb
  Vial of Ink                   08 gp   --  lb
  Signet Ring (Ostov)           05 gp   --  lb
Waterskin                       01 gp   04  lb

                       Total Weight:  116½  lb

            Light   Medium     Heavy    
Max Weight: 0-100   101-200    201-300

Money
PP: 00     GP: 37    SP: 02     CP: 07


[size=+1][color=gold][b]SPECIAL ABILITIES[/b][/color][/size]

[color=gold]Favored Enemy (Ex)[/color] Humanoid (human); +2 attack & damage, +2 Bluff, Knowledge,
Perception, Sense Motive, Survival on checks vs. enemy; may make Knowledge
checks untrained to identify enemy.

[color=gold]Track (Ex)[/color] Add half level (+1) to Survival to follow or identify tracks.

[color=gold]Wild Empathy (Ex)[/color] Improve attitude of animal as Diplomacy.
1d20 +level (1) +Chr modifier (-1).

[color=gold]Alchemy (Su)[/color] Level bonus to Craft (Alchemy) and can identify potions as detect
magic with Craft (Alchemy).

[color=gold]Sneak Attack[/color] +1d6 damage when flanking or when opponent can't use Dex to AC.

[color=gold]Brew Potion (Ex)[/color] Gain Brew Potion as a bonus feat.

[color=gold]Mutagen (Su)[/color] In one hour can brew mutagen to enhance physical ability.
+2 natural armor bonus, +4 bonus to Strength, Dexterity, or Constitution,
-2 penalty to Intelligence, Wisdom, Charisma.  Lasts 10 minutes per level.

[color=gold]Throw Anything (Ex)[/color] Gain Throw Anything as a bonus feat.
Description Gregori is average height but well muscled and quite stocky. His hair is long and dark and hangs lankly down past his shoulders. He's pale from the time he's recently been spending in the lab. When traveling he carries an over-stuffed pack.

Personality Gregori is quiet and moody due to the ever-present awareness of his curse. He does not tolerate fools well and his social graces are a bit underused.

[sblock=Background]
Wehrlight Isle, just off the coast of Ustalav within Avalon Bay between Caliphas and Vauntil, was once a beacon of noble knighthood. Ser Lucian Ostov, grandfather to Gregori, was a reknowned witch hunter well regarded by his liege and granted many boons, including Wehrlight Keep, in exchange for his service.

Ser Lucian, known among the commons as the Hound for his relentless hunting of servants of dark powers, spent the pinnacle of his career hunting down one of the most powerful witches in Ustalav. When he and his men finally tracked the witch to her lair they were forced to fight their way through her pack of wolf guardians killing all eight of the unnatural beasts. Before being put to death the witch pronounced her dying curse: her slayer and his descendants, up to eight generations, would be tormented unto death by the angry spirits of her eight wolf guardians.

Ser Lucian returned to his home to rest and recover but he was changed: he developed a taste for blood and would fly into rages. Realizing what was happening to him he walked fully armored into Avalon Bay and drowned himself leaving his wife and young son to survive without him.

Lucian's son, Petru Ostov, grew up dark and moody of temperament. Despite this, he distinguished himself in several battles and acquired a knighthood for himself much like his father. Aside from the occasional dark mood life was fairly normal and he married and had children. As the children grew older he took to traveling more frequently. On one visit home he snapped, killed his family, excepting Gregori, with his bare hands and teeth then threw himself off the battlements to die on the rocks below.

Gregori was raised by servants in the Caliphas house of his father's friend, Professor Lorrimor, who was quite familiar with the Ostov family curse. The two corresponded through letters, rarely meeting in person, and Gregori studied at the Quarterfaux Archives becoming a skilled alchemist in his quest to break or contain the curse. Eventually Gregori returned to the ancestral home on Wehrlight Isle where he continued his studies in alchemy until learning of Professor Lorrimor's death.[/sblock][sblock=Mini Stats]Gregori Ostov (full sheet)
Initiative: +1
AC: 17 (16 flat-footed, 11 Touch) (+2 w/ mutagen)
HP: 14 Current: 14
CMB: +5 CMD: 16 Fort: +3 Reflex: +3 Will: +0

In Hand: none
-- longsword +5 (1d8+4 19-20/x2); Power Attack: longsword +4 (1d8+6 19-20/x2)
-- [Str Mutagen] longsword +7 (1d8+6); PA: longsword +6 (1d8+8)
-- cestus

Extracts Prepared Cure Light Wounds, Enlarge
Mutagen Prepared Strength[/sblock][sblock=Mini Stats level 5]Gregori Ostov (full sheet)
Initiative: +1
AC: 17 (16 flat-footed, 11 Touch) 19 17
HP: 50 Current: 50
CMB: +10 CMD: 21 Fort: +5 Reflex: +5 Will: +1

In Hand: none
-- claw (x2) +10 (1d6+5) +12 (1d8+7) +12 (2d6+8) +reach
-- bite +12 (1d8+7) +12 (2d6+8) +reach
-- longsword +10 (1d8+5 19-20/x2); Power Attack: longsword +8 (1d8+9)
-- +12 (1d8+7); PA: longsword +10 (1d8+11)
-- cestus
-- Bomb +7 (3d6+1) Range: 20 feet; Splash: 4; +7 (3d6); Splash 3
~ STR Mutagen + Enlarge

Bombs 2/2 remaining
Extracts Prepared
1st - Cure Light Wounds x2, Enlarge x2
2nd - Alchemical Allocation, Invisibility
Mutagen Prepared Strength

Gear 10,500 gp
Amulet of Mighty Fists (Shock)

Demon ~ wolf companion
Size Medium; HD 5 (x hp); Speed 50 ft.; AC 17 (+3 Dex, +4 natural);
Attack bite +5 (1d6+2 plus trip); Ability Scores Str 14, Dex 16,
Con 15, Int 3, Wis 12, Cha 6; Special Qualities scent.
Feats: Precise Strike, +2[/sblock]
 
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GlassEye

Adventurer
Gregori Ostov - Campaign Notes

[sblock=Temp. Build notes]
2 - Natural combat feat: Improved Natural Attack (claws), Discovery: Feral Mutagen, poison resistance +2, poison use, +1 1st level extract
[2 claws: 1d8 (2d6 enlarged); bite: 1d8]
3 - Endurance, Aspect of the Beast (claws), favored terrain (forest), bomb 2d6, swift alchemy, +1 1st level extract
4 - +1 STR, wolf companion, Discovery: Infusion, +1 extract: Alchemical Allocation
(end of scene ability pts spent in STR) STR 20
5 - favored enemy (undead?), Hunter's Trick 2/day: Vengeance Strike, Boon Companion, bomb 3d6, poison resistance +4, +1 extract: Invisibility
[/sblock]
Link to discussion about Gregori's build so I don't lose it.

[sblock=Ravengro tasks]Following the Professor's studies:
  • Get list of victims of the fire from the Temple of Pharasma.
  • Enter the crypt (intersection of Eversleep & Black Path) to retrieve relics of protection against spirits.
  • Secretly investigate the ruins at Harrowstone including runes on the foundation.
[/sblock]
 
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perrinmiller

Adventurer
Firvinianna Laali - Female Half Drow Elf Sorceress

Firvinianna1.jpg


Frivinianna Laali
Female Half-drow Elven Sorcerer/Bard (Gestalt); Level 1

Character Sheet: Firvinianna Laali

Description: Slender build and very attractive, with darkly tanned skin, brown not gray. She has pale blue to gray eyes and her hair is pale blond. She keeps it long, about halfway down her back or in a pony tail, her pointed ears clearly visible. Her muscles are very toned from exercise, but she does have a voluptuously curved figure for an elf. She has a tattoo scrawled across her lower back, just above the waistline.
lowerbackrosetattoo.jpg

Age: 110 years
Height: 5' 9"
Weight: 105 lbs
Eyes: Pale Blue
Hair: Pale Blond

Personal Style: Black outfit covering her upper torso and shoulders, pushing up her bosom to reveal cleavage. She leaves her midriff bare, showing her belly button with black skin tight hose, low on her waist down to her feet. Soft black leather ankle boots with a low heel and shiny ornamental buckles adorn her feet. Her arms are cover with thin, long gloves running up to mostly cover be biceps, yet are open for her fingers and palms, a few loops around her thumb and fingers to keep the fabric covering the backs of her hands. She wears silver jewelry, pierced through her ears and a small loop in her belly button, necklaces and bracelets.

Personality: A secretive girl, not easily trusting of anyone. She can feign being polite and friendly is necessary, but normally she is cold and uncaring. She is not afraid to use her looks and gender to get her way, but she generally relies on some deceit or threats of intimidation to do it. She can be extremely vengeful when scorned and is not afraid of violence to accomplish her goals. She respects and desires wealth and power.


[sblock=Character Stats]Initiative: +5
AC: 13 (10 flat-footed, 13 Touch, 17 w/Mage Armor)
HP: 11 Current: 11
Str: 9 (-1) Dex: 16 (+3) Con: 10 Int: 14 (+2) Wis: 12 (+1) Cha: 14 (+2)
CMB: -1 CMD: 12 Fort: +0 Reflex: +5 Will: +3 (+5 vs. Enchantments)
+1 for all with Resistance; Immune to Magical Sleep
Speed: 30 feet

Skills:
Acrobatics: +3
Appraise: +6
Bluff: +6
Diplomacy: +6
Knowledge (Arcana): +7
Knowledge (All others): +3
Perception: +7
Perform (Sing): +6
Sense Motive: +5
Spellcraft: +6
Stealth: +7

Favored Class (Gestalt): +1 HP
Feats:
Eschew Materials, Lingering Song (1st)
Traits: Chance Savior (+2 Initiative), Focused Mind (+2CL Concentration)
Low-Light Vision
+2 Class Level vs. Spell Resistance
+2 Spellcraft on Magical Identification
Bardic Performances:
6 rounds/day Lingering (+2 rounds);
Inspire Courage +1, Fascinate, Countersong, Distraction
Bardic Knowledge: +1/2 Level = +1
Air Elemental Bloodline:
Elemental Ray: 1d6+1 5x/day (Turn any elemental spell into Electricity)
Cantrips: Acid Splash, Ray of Frost, Detect Magic, Disrupt Undead, Ghost Sound, Message, Light, Prestidigitation
Sorcerer 1st Level Spells: 4/4 remaining; Mage Armor, Magic Missile
Bard 1st Level Spells: 2/2 remaining; Cure Light Wounds, Grease[/sblock][Sblock=Background]Firvinianna Laali was born of the unfortunate union between her mother, a Wild Elf, and a dark skinned, male Drow. Her mother had always been a little flighty and had a tendency to wander, most likely due to the traces of air elementals in their family’s bloodline. On one such wandering, she was set upon by a loan scout from an Underdark raiding party and thoroughly raped. Believed to be too badly beaten to move, her mother escaped from her assailant, avoiding a life of potential slavery, and she eventually found her way back to her forest home. But the ordeal left her partially dead emotionally and she wasn’t the same. Unable to heal her, she slowly became socially ostracized by the others around her and was held to blame indirectly for the whole thing.

Firvinianna’s birth became a constant, guilty reminder to the community of their failure and inability to help her mother recover. Never being truly accepted, Fir did not grow up loving her fellow elves. As she got older she kept to herself mostly. She tried to follow the rules and was adept at staying out of trouble, but knowingly looks for ways to circumvent them for her own gains.

Her mother eventually committed suicide by intentionally wandering into some dangerous territory to be mauled completely by some owlbears. The community’s reaction was one of ambivalence and not something Firvinianna could live with quietly. She was still in adolescence, and very outspoken in her grief and her intractable position of holding them all responsible for her mother’s death. Not really wanting the bastard child of a Drow around as a continual reminder of their guilt, they asked her leave the elven lands in Varisia.

Firvinianna wandered Varisia for some years and then traveled East across Nirmathas, Lastwall, Ustalav, and the River Kingdoms. At first she was thinking to make her way towards the elven communities of Kyonin, but she never made it that far, feeling like an outcast wherever she went and not expecting anything different from the other elves there either. Generally this was only her perception of things as she just couldn’t connect emotionally to people while she kept herself closed off. Unless she wanted something from them, most people thought she was made of ice with her cold disposition, despite her exotic beauty. Those attractive features kept her from being completely turned away, and she was not above putting on a facade to convince or cajole people to do her bidding if necessary. Yet she always felt that she must remain secretive about her past and not reveal her true feelings to anyone.

She made her way, singing melancholy songs in taverns and crafting special, alchemical items for resale to earn a living. In spending some time among adventurous sorts, she has begun to feel the urge to do something else in life. This was brought to mind after she happened to be singing in a tavern in Caliphas when some poor unfortunate scholar was about to be rolled by a cut-purse just out back. With a minor incantation, she caused the rogues to slip and fall to the ground before they could strike and saved Professor Lorrimor's life most likely. His gratitude was effusive, and he promised that he would never forget her.

Trying to forget him proved fruitless though and Firvinianna began to find singing in taverns and fending off drunks becoming too routine. After that one evening of putting up with the professor's insufferable gratitude, she feels that something different is now in order. Receiving word of his death while in Daggermark, she heads back West to find out more about the summons. Being unsure of the nature of the summons in his will, she suspects that he may have listed her as a possible heir in thanks for saving him from an untimely demise. If it is something else, she can always continue on to another location.[/Sblock]

[sblock=Character Stats Level 5]Initiative: +5
AC: 15 (12 flat-footed, 13 Touch, 19 w/Mage Armor, 21 w/Shield)
HP: 37 Current: 37
Str: 10 Dex: 16 (+3) Con: 10 Int: 14 (+2) Wis: 12 (+1) Cha: 18 (+4)
CMB: +3 CMD: 16 Fort: +1 Reflex: +7 Will: +5 (+7 vs. Enchantments)
+1 for all with Resistance; Immune to Magical Sleep, Resist 10 Electricity
Speed: 30 feet
Ranged Combat: +6 Melee Combat: +3

Skills:
Acrobatics: +8
Appraise: +6
Bluff: +10
Craft (Alchemy): +8
Diplomacy: +10
Disguise: +8
Escape Artist: +8
Intimidate: +8
Knowledge (Arcana): +10
Knowledge (Local): +9
Knowledge (All others): +4
Perception: +11
Perform (Sing): +8
Perform (Dance): +8
Sense Motive: +9
Sleight of Hand: +7
Spellcraft: +10
Stealth: +10


Favored Class (Gestalt): +3 HP +2 SP
Feats:
Eschew Materials, Lingering Song (1st), Combat Casting (3rd), Expanded Arcana (5th)
Traits: Chance Savior (+2 Initiative), Focused Mind (+2CL Concentration)
Low-Light Vision
+2 Class Level vs. Spell Resistance
+2 Spellcraft on Magical Identification
Bardic Performances:
15 rounds/day Lingering (+2 Rounds);
Inspire Courage +2, Fascinate, Countersong, Distraction, Inspire Confidence +2
Bardic Knowledge: +1/2 Level = +2 (Take 10 with Lore Master)
Air Elemental Bloodline:
Elemental Ray: 1d6+2 6x/day (Turn any elemental spell into Electricity)
Cantrips: Acid Splash, Ray of Frost, Detect Magic, Disrupt Undead, Ghost Sound, Message, Light, Prestidigitation, Open/Close, Mend, Mage Hand, Read Magic
Sorcerer 1st Level Spells (DC15): 7/7 remaining; Mage Armor, Magic Missile, Shield, Burning Hands* (Electric), Color Spray, Silent Image, Alarm
Sorcerer 2nd Level Spells (DC16): 5/5 remaining; Flaming Sphere, Stone Call, Scorching Ray* (Electric)
Bard 1st Level Spells (DC15): 5/5 remaining; Cure Light Wounds, Grease, Vanish, Timely Inspiration
Bard 2nd Level Spells (DC16): 3/3 remaining; Gallant Inspiration, Silence, Blindness/Deafness

Equipment:
MWK Longbow
Alchemist's Kit
Wand of Magic Missiles (50)
+1 Mithral Buckler
Metamagic Rod, Lesser Silent
Headband of Alluring Charisma +2[/sblock]
 
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