Phyrric Legacy - Shackled City RG

Malvoisin

First Post
Herein is recorded the chronicle of the heroes of Cauldron, their exploits and achievements great and small!

EXPERIENCE

*For defeating a trio of wanna-be thugs and assisting Cuthbertine cleric Ruphus Laro...50 xp.
*For interrogating Patch the shifty janitor, gaining the cooperation of locksmith Keygan Ghelve, and defeating the Skulk at Ghelve's Locks...300 xp.
*For easily bypassing a pit trap in Jzadirune...100 xp.
*For defeating a lurking Skulk in Jzadirune...100 xp. (Too bad the other one got away.)
*For defeating the pair of Dark Creepers in Jzadirune's kitchen...300 xp.
*For avoiding the falling cabinet trap in the kitchen (and finding the 'Z' key in the process)...50 xp.
*For defeating two Raggamoffyns and their captured Skulk thrall in the alchemical lab of Jzadirune...375 xp.
*For defeating 2 skulks in Jzadirune's Hall of Dancing Lights...200 xp.
*For slaying a medium monstrous spider in Jzadirune's bathroom...50 xp.
*For slaying two small monstrous spiders in Jzadirune's bathroom...50 xp.

Total: 1575 xp each.

TREASURE

Coming Soon....
 
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Question

First Post
http://www.dndonlinegames.com/view.php?id=38449

[sblock=Background]
Liracor Surabar, a descendant of Surabar Spellmason, founder of
Cauldron and (past) savior of the region. Now, Liracor Surabar,
descendant of whats-his-name.

That is just how far the family seens to have fallen. When once it
used to command great respect and power in the region, its influence
and status has fallen every generation to the point where the family
name is a mere historical curiosity. Liracor grew up hearing tales of
his great ancestor, and having the reality provide such a stark
contrast. The family had always produced skilled arcane casters of
sorts, and included wizards and sorcers, and the more uncommon
Duskblades.....melding of martial arts and wizardry might. Liracor's
father who was also somewhat of an adventurer in his day, had been
trained in the complex and tedious arts of a Duskblade, and taught it
to his son as he grew up.

The tough training hardened Liracor, and his resolve. He was tired of
living in the shadow of his ancestor, yet remain strangely
un-important despite the family's legacy. As such, he took Surabar's
first name as his last, and vowed to establish a new legacy, to follow
in his ancestor's footsteps and become a hero, instead of languishing
forgotten in the annals of history.

Liracor has just recently arrived in Cauldron, and is at the Drunken
Morkoth attempting to recruit adventurers to explore Bagrain's tower,
in hopes of finding some remnant of his ancestor's past.
[/sblock]

[sblock=Personality]
Liracor is an extremely focused, determined individual. He would have to be to be a duskblade. He has sworn to follow in his ancestor's footsteps and become a hero, and will do so regardless of how many laugh and deride him.
[/sblock]

[sblocK=Appearance]
Liracor looks vaugely(quite vaugely, after all these years....) like his esteemed ancestor. He has black eyes and brown hair with slightly taller than average height.
[/sblock]
 
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Legildur

First Post
Flannad of clan Flanath
HPS 9/13, Str 6/10
[SBLOCK=Flannad]
Code:
[b]Name:[/b] Flannad of clan Flanath
[b]Class:[/b] Rogue 2
[b]Race:[/b] Whisper Gnome
[b]Size:[/b] Small
[b]Gender:[/b] Male
[b]Alignment:[/b] Chaotic Good
[b]Deity:[/b] Olidamarra

[b]Str:[/b] 10 +0 	 [b]Level:[/b] 2[b]		  XP:[/b] 1575 (3000)
[b]Dex:[/b] 18 +4 [b]	 BAB:[/b] +1		  [b]HP:[/b] 13 (2d6+4)
[b]Con:[/b] 14 +2 	 [b]Grapple:[/b] -3[b]		  Dmg Red:[/b] nil
[b]Int:[/b] 14 +2 [b]	 Speed:[/b] 30ft.		  [b]Spell Res:[/b] nil
[b]Wis:[/b] 12 +1 [b]	 Init:[/b] +4[b]		  Spell Save:[/b] n/a
[b]Cha:[/b] 10 +0 	 [b]ACP:[/b] -0[b]		  Spell Fail:[/b] 10%
    
[b]          Base   Armor   Shld   Dex   Size   Nat   Misc   Total[/b]
[b]Armor:[/b]	  10	 +2	 +0     +4    +1     +0	   +0	  17
[b]Touch:[/b] 15[b]	 Flatfooted:[/b] 13
    
		[b]Base   Mod  Misc  Total[/b]
[b]Fort:[/b]		0      +2	  +2
[b]Ref:[/b]		3      +4	  +7
[b]Will:[/b]		0      +1         +1
    
[b]Weapon          Attack Damage      Critical[/b]

Dagger (melee)    +2     1d3       19-20/x2
Shortsword        +2     1d4       19-20/x2

Shortbow          +6     1d4          20/x2
Dagger (thrown)   +6     1d3       19-20/x2
    
[b]Languages:[/b] Common, Gnome, Halfling, Terran.
    
[b]Abilities:[/b] Low-Light Vision, Darkvision 60ft., Favored class: Rogue;
Weapon Familiarity (gnome hooked hammer), +1 racial bonus on attack rolls
against kobolds and goblinoids, +4 dodge bonus to Armor Class against
monsters of the giant type, +4 racial bonus on Hide and Move Silently checks,
+2 racial bonus on Listen and Spot checks; Rogue weapon & armour
proficiencies; Sneak attack (+1d6); Trapfinding; Evasion.

[b]Spell-Like Abilities:[/b] 1/day -- silence (must be centered on Flannad's body),
ghost sound, mage hand, message. Caster level 1st; save DC 10 + spell level.
    
[b]Feats:[/b] Tactile Trapsmith.
    
[b]Skill Points:[/b] 50	   [b]Max Ranks:[/b] 5/2.5
[b]Skills	               Ranks  Mod  Misc  Total[/b]
Balance                  1    +4    +2    +7
Climb                    2    +0          +2
Disable Device           5    +4    +2   +11
Escape Artist            4    +4          +8
Hide                     4    +4    +8   +16
Jump                     5    +0    +2    +7
Listen                   5    +1    +2    +8
Move Silently            4    +4    +4   +12
Open Lock                5    +4    +2   +11
Search                   5    +4          +9
Spot                     5    +1    +2    +8
Survival (track)    0     +1     +2    +3
Tumble                   5    +4    +2    +11
    
[b]Equipment:			    Cost      Weight[/b]
Armor, leather                      10gp        7lb
Shortsword                          10gp        1lb
Shortbow                            30gp        1lb
Arrows (19)                          1gp        3lb
Dagger                               2gp        0.5lb
Alchemists Fire (2)                 40gp        2lb
Flask of Acid                         10gp        1lb
Sunrod                                2gp          1lb
Smokestick (2)                     40gp         1lb
Tindertwig (5)                       1gp          -lb

[S]Potion, Cure Moderate Wounds (post #92)[/S]
Bag of Tricks (gray)              900gp        -lb

Backpack                             2gp        0.5lb
Bedroll                              0.1gp      1lb
Blanket, winter                      0.5gp      0.5lb
Caltrops                             1gp        2lb
Case (map or scroll)                 0.1gp      1lb
Cloak (darkcreeper)                             0.25lb
Flint & steel                        1gp        -
Ink                                  8gp        -
Paper (10)                           4gp        -
Pouch, belt                          1gp        -
Rations, trail (per day) (x2)        1gp        0.5lb
Signal whistle                       0.8gp      -
Tindertwig (2)                       2gp        -
Tools, thieves', masterwork        100gp        2lb
Waterskin                            1gp        1lb
Whetstone                            1gp        1lb

[B]Coins:[/B]
Gold pieces (x0)                     0gp        0.0lb
Silver pieces (x10)                  1.0gp      0.2lb
Copper pieces (x17)                0.17gp    0.3lb
[B]Total:[/B]                             200.6gp     23.85lb
    
			 [b]Lgt   Med   Hvy    Lift  Push[/b]
[b]Max Weight: (x3/4)[/b]       24   25-49 50-75    75   375
    
[b]Age:[/b] ??
[b]Height:[/b] 3'8"
[b]Weight:[/b] 33lb
[b]Eyes:[/b] gray
[b]Hair:[/b] light brown
[b]Skin:[/b] pale (light gray)
Appearance:

Background: It had been a long year. A long year far from home. And a hard year. It seemed almost a lifetime ago that Flanadd of clan Falath had first ventured from his homeland in pursuit of a rogue halfling. The halfling went by the name of Rosco Hilltopple, but that was probably a simple alias. The worst part was the shame of it. The shame of a clan of Whisper Gnomes taken by a simple con and by a halfling. It was too much to bear. The clan's loss of a family heirloom was a disaster and disgrace, and they'd be the laughing stock of the families should word get out. Such was the shame that the deed was never spoken of again after the initial days.

It occurred during the celebrations for the matriach's 444th birthday - a momentous event. Many of the gnomes blamed themselves for the loss, citing that they should have seen it coming, or mentioned something they thought odd. But Rosco, or whatever his name really was, had been made welcome and had stayed for some time - it seems to make his plans and ingratiate himself; for he had, as Flanadd well knew, as he was one of many taken by the charismatic halfling.

As a young and impetuous gnome, Flanadd's blood boiled at the affront and the loss. Eventually he and his friend Skorlun Daergl swore an oath to each other to track down Rosco and see justice (and retribution) done.

'Twas a year ago that the friends set out with barely a word to anyone. And initially their hopes were high in returning to the clan as heroes. But as the weeks and months wore on, their morale subsided, and success looked less and less sure. Whoever Rosco was, he was elusive and left little sign of his passage - a glimpse by someone here, a victim there - just little things that a Whisper Gnome would recognise. And no sign of the heirloom either - so not even an option to steal it back or even buy it.

As time wore on, and each village and town began to look more and alike, funds ran out, and the friends were reduced to escalating their petty thievery to survive. But their luck ran out and a nasty encounter with the town guard left Skorlon dead and Flanadd with a badly wounded arm.

That was 2 weeks ago. The arm, now mostly healed thanks to a friendly priest, but a heart still heavy with the loss of his friend - particularly as he couldn't save him or even bury him without giving himself up (and he knew the penalty for that). Now Flanadd stands outside a bar, desperation increasing with no money, and no will to return home to an uncertain welcome. He licks his lips, wishing for the taste of a decent ale, and maybe a slice of warm bread, but more than anything else - a future!

Experience: 50 (thugs), 300 (skulk & story), 100 (trap), 100 (skulk), 300 (dark creepers), 50 (cabinet trap and 'z' key), 375 (Raggamoffyns & Skulk thrall), 200 (skulks & dancing lights), 50 (medium spider), 50 (2 small spiders)[/SBLOCK]
Tactics

Shoot and scoot - if he can get the drop on something with his shortbow, then he will do so if it is clear that it will result in a violent encounter regardless. Regardless if he gets surprise, he'll then withdraw to seek security from the real warriors.
Melee - if caught in melee, he'll mostly tumble (using Total Defense) out of trouble. If forced to remain in melee, then he'll fight defensively and try and flank an opponent.
Role - lead scout for group with Low Light Vision, Darkvision and good stealth skills. But will wait for direction from party when confronted with choices.
Doors/Traps etc - take 20 on search (can never be too careful!).
 
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Land Outcast

Explorer
Remen, Reborn to the City, Wolf Marked
[sblock=Stats]
Remen, Reborn to the City, Wolf Marked
Male Human
CN-CG Medium humanoid
Init: +2; Senses Listen +5, Spot +4
Languages: Common, Elven, Dwarven
------------------------------------------------------------------------
AC 14 [16], touch 12 [14], flat-footed 12 [14]
[+2 Dex, +2 Leather Armor, [+2 Rage]]
HD: 1d12+1 plus 1d8+1 (hp 18)
Resist:
Fort +5 [+1 Con, +2 Brb, +2 Rng]
Ref +4 [+6] [+2 Dex, +2 Rng, [+2 Rage]]
Will +1 [+1 Wis]
----------------------------------------------------------------------------------------
Speed: 40 ft. (6 squares) [Fast Movement]
Melee: Scimitar +5 (1d6+3/18-20)
[Scimitar+7 (1d6+5/18-20)]
[Scimitar+5/+5 (1d6+5/18-20)] or
Scimitar +1 (1d6+3/18-20) and Longknife -3 (1d6+1/19-20)
[Scimitar +3 (1d6+5/18-20) and Longknife -1 (1d6+2/19-20)]
[Scimitar +1/+1 (1d6+5/18-20) and Longknife -3 (1d6+2/19-20)] or
Ranged: Dagger +5 (1d4+3)
Space: 5 ft. Reach: 5 ft.
Base Atk +2; Grp +5[+7] [+2 Bab, +3[+5] Str]
Special Actions: Favoured enemy Humanoid (Human) +2, Whirling Frenzy [3/day]
----------------------------------------------------------------------------------------
Abilities: Str 16 [20], Dex 14, Con 12, Int 14, Wis 12, Cha 10
Feats: Extra Rage, Quick Draw, Urban Tracking (b)
Skills:
Gather Information +5 (2cc, 4r)
Hide +3 (2cc, +2 Dex)
Knowledge (Local) +7 (2cc, 4r, +2 Int)
Listen +5 (4r, +1 Wis)
Move Silently +3 (2cc, +2 Dex)
Survival +5 (4r, +1 Wis)
Spot +4 (2cc, 1r, +1 Wis)
Possessions: Dark Creeper Cloak, Leather armor, Scimitar, Longknife ["Curved Shortsword"], Torch (x10), Flint & Steel, Dagger (x3), Closed locket engraved with family rune, 67gp, 9sp

*Remen gathers the weapons (3 shortswords) and coin pouches of these thugs as well (The three pouches contain a total of 7 silver pieces and 14 copper pieces). (3sp and 7cp given to Flannad)
*Vial with the holy symbol of St. Cuthbert. CMW potion. Given to Flannad

[sblock=Mark of the Beast [Wolf]]
One of your ancestors was a werewolf. Wolves feel a mystic bond with you.
Benefits: Animals have a strange reluctance when they attack you, and suffer a -2 penalty on all attack rolls against you. If you have the wild empathy ability, you gain a +1 bonus on wild empathy checks.
Drawbacks: You suffer a -4 penalty to saving throws made to resist lycanthropy and take a +1 point of damage from attacks made with silver weapons.
Roleplaying Ideas: You have a curious animal magnitism that is at once intriguing and disturbing. You manners may be a bit crude, but you are loyal to your friends. [/sblock]

[sblock=RAGE VARIANT: WHIRLING FRENZY ]
A barbarian with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action.[/sblock]
[/sblock]

[sblock=Level 1]Remen, Reborn to the City, Wolf Marked
450 xp
[sblock=Stats]
Remen, Reborn to the City, Wolf Marked
Male Human
CN-CG Medium humanoid
Init: +2; Senses Listen +5, Spot +3
Languages: Common, Elven, Dwarven
------------------------------------------------------------------------
AC 14 [12], touch 12 [10], flat-footed 12 [10]
[+2 Dex, +2 Leather Armor, [-2 Rage]]
HD: 1d12+1 (hp 13 [15])
Resist:
Fort +3 [+6] [+1[+3] Con, +2 Brb]
Ref +2 [+2 Dex]
Will +1 [+3] [+1 Wis, [+2 Rage]]
----------------------------------------------------------------------------------------
Speed: 40 ft. (6 squares) [Fast Movement]
Melee: Scimitar +4 (1d6+3/18-20)
[Scimitar+6 (1d6+5/18-20)] or
Scimitar +0 (1d6+3/18-20) and Longknife -4 (1d6+1/19-20)
[Scimitar +2 (1d6+5/18-20) and Longknife -2 (1d6+2/19-20)] or
Ranged: Dagger +4 (1d4+3)
Space: 5 ft. Reach: 5 ft.
Base Atk +1; Grp +4[+6] [+1 Bab, +3[+5] Str]
Special Actions: Rage [3/day]
----------------------------------------------------------------------------------------
Abilities: Str 16 [20], Dex 14, Con 12 [16], Int 14, Wis 12, Cha 10
Feats: Extra Rage, Quick Draw
Skills:
Gather Information +2 (2cc)
Hide +4 (2cc, +2 Dex)
Knowledge (Local) +4 (2cc, +2 Int),
Listen +5 (4r, +1 Wis)
Move Silently +4 (2cc, +2 Dex)
Survival +5 (4r, +1 Wis)
Spot +3 (2cc, +1 Wis)
Possessions: Leather armor, Scimitar, Longknife ["Curved Shortsword"], Torch (x10), Flint & Steel, Dagger (x3), Closed locket engraved with family rune, 67gp, 9sp

*Remen gathers the weapons (3 shortswords) and coin pouches of these thugs as well (The three pouches contain a total of 7 silver pieces and 14 copper pieces). (3sp and 7cp given to Flannad)
*Vial with the holy symbol of St. Cuthbert. CMW potion.

[sblock=Mark of the Beast [Wolf]]
One of your ancestors was a werewolf. Wolves feel a mystic bond with you.
Benefits: Animals have a strange reluctance when they attack you, and suffer a -2 penalty on all attack rolls against you. If you have the wild empathy ability, you gain a +1 bonus on wild empathy checks.
Drawbacks: You suffer a -4 penalty to saving throws made to resist lycanthropy and take a +1 point of damage from attacks made with silver weapons.
Roleplaying Ideas: You have a curious animal magnitism that is at once intriguing and disturbing. You manners may be a bit crude, but you are loyal to your friends. [/sblock]
[100]-10-15-10-0.1-1-6
[/sblock]

[sblock=Background]
He doesn't know who wanted his parents out of Cauldron, he doesn't know what the people he sees in the underground complexes are doing, he doesn't know anything beyond the rim of the volcano. He does know where to remain during the Flood, he does know who to speak with, he does know what the innkeeper does with the rats he sells: stew.

After his parents were murdered by someone he's yet to hear about, he was taken under the wing of an old man, an old man who knew the city upside down. When the old one entered the house, Remmen was still there, he hadn't left since finding his parents' corpses.

"Why had the old man entered my house?"

Seven years ago, when the plague, his tutor disappeared from their home down in the underground complexes, after having taught Remmen enough so that he could survive down there... but he was alone, time became a torture and lack of purpose an executioner. To avoid madness, he took refuge in that part of the mind that just numbs all reasoning and memories... the time went by and he scarcely left the underground, for a period of six years he was a beast.

But then she appeared before him, she might have been lost, for sure she was lost, she was shivering and sobbing, fallen. He approached her as a wolf might approach a fallen doe... but when her eyes came into view, sky blue eyes with a silver streak, he was striken. Without a word he hauled her up his shouders and took her to the surface... his world had been breached, his life had been changed...

Altough he is in that feral, when he took her to the streets he wouldn't accept to leave her alone, and the first words to come out of his mouth, with a broken voice, were "I won't leave you" Father, Mother, The Old Man "I'll help you not get lost"

At the time his attitude is quite similar to an animal's, little speech is used; it's not like he doesn't know to speak, when he does so it is with a heavy pronunciation, like he has to think the word as he is saying it.

He has turned out to know quite a bit about the town for someone found in such a state in the underground complexes. And he has been hanging out more within the city, making connections with people he should know. Or so he says... "The Old man told me knowing where you are is of great importance"
His speech improved; but he still isn't a chatterbox.

After that he first remembered her eyes, so it was for many nights... then he started to remember his life, to search for what he had buried, to recall the old one's teachings. And so he started going sporadically to the surface and learning what had been going on the last twelve years... He finally decided to come out to stay, those eyes are still looking at him in the night. [/sblock]

[sblock=Dowlee]
I imagined her as being kind of segregated because of being a bit off, but not overly so. Since she has some natural abilities as a healer, though, she became trained in the trade. I figure her job would be that of a travelling medic/healer.

I suppose the easiest thing would be that she was jumped while travelling and left for dead in a river.
-
"No matter when, where, or whom; if you you see them dastards ever again just point at them. My fangs will call them down." -Taps the pommels of his "fangs", his scimitar and his curved dagger- "At least teach them respect you, who helped me rise."

Her mere presence down there made more for him than he'll ever be able to do for her. And he knows it.
-
"I never got a good look at them. Their faces were masked, and I don't even know why they attacked me. They didn't steal anything either..." Dowlee is shaken by the experience, but seems to be recovering quickly.

A friendly face, then, was worth all the gold in the kingdom.
-----------------------------
So, did having something/someone to help/protect help him realize something about himself or something?
-
It's an instinct, calling him to protect those who are in similar situation as his. That is the first part.

The second part: Having someone to care about is a symbol for him, until now he had been taken care of, then he was alone, now it is something like "completing the circle". He's seen it down the sewers and up in the city, those who eat be eaten.

That brought him a purpose greater than "will I be able to eat tommorow?", basically awoke the human within him. Curiosity was the first thing moved when he saw her, but then other more human-like emotions/thoughts started returning.
[/sblock]

[sblock=Description]Once clean, he is a somehow stocky built human about 1,60 in height and 60 cm. from shoulder to shoulder. Wiry but with strength in his muscles under normal skin, not tanned skin, but covered with multitude of small scars with a specially nasty one over his right eye.

Raven black hair (now freed from its tangles and grime which included some cutting there, leaving him with slightly-longer-than-short hair) and thick sideburns (that follow the hair's line) serve as a frame for thick factions, thin lips, and two deep emerald eyes. Could even be considered handsome.

Clothing and items:
A light leather armor, of averadge quality, looks like it is properly taken care of.
A sword at each hip, one shorter than the other, both curved blades.
A simple locket on a chain around his neck.
A dagger in a sheath at his left boot, one at the blet at his back, and other sheathed under the armor.[/sblock]

Project: Urban Ranger[/sblock]

note: this would be him when REALLY pissed off (Iron claws apart)
 

Attachments

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Jdvn1

Hanging in there. Better than the alternative.
Code:
[B]Name:[/B] Dowlee Meriweather
[B]Class:[/B] Favored Soul
[B]Race:[/B] Halfling
[B]Size:[/B] Small
[B]Gender:[/B] Female
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] Ehlonna

[B]Str:[/B] 12 +1 (06p.)     [B]Level:[/B] 2        [B]XP:[/B] 1275
[B]Dex:[/B] 17 +3 (08p.)     [B]BAB:[/B] +1         [B]HP:[/B] 14 (2d8+2)
[B]Con:[/B] 12 +1 (04p.)     [B]Grapple:[/B] -1     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 10 +0 (02p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] --
[B]Wis:[/B] 10 +0 (02p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] +10
[B]Cha:[/B] 16 +3 (10p.)     [B]ACP:[/B] -2         [B]Spell Fail:[/B] --%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +3    +1    +3    +1    +0    +0    18
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 14

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +1    +1    +5
[B]Ref:[/B]                       3    +3    +1    +7
[B]Will:[/B]                      3    +0    +1    +4

[B]Weapon                  Attack   Damage     Critical[/B]
Longbow                   +5      1d6          20x3
                              +----/-----/----
Dagger                    +3      1d3+1     19-20x2
XXXX                      +X     XdXX+X     XX-XXxX
XXXX                      +X     XdXX+X     XX-XXxX

[B]Languages:[/B] Common, Halfling

[B]Abilities:[/B] 

[B]Feats:[/B]
Point Blank Shot

[b]Spells Known:[/b]
0 (6/day): -----/-
  Create Water
  Cure Minor Wounds
  Detect Magic
  Light
  Mending
1 (5/day): +----
  Bless
  Cure Light Wounds
  Divine Favor

[B]Skill Points:[/B] 10      [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Diplomacy                  3    +3          +6
Heal                       5    +0          +5
Profession (Cook)          2    +0          +2
XXXX                       X    +X          +X

[B]Equipment:               Cost  Weight[/B]
Longbow                 75gp  1.5lb
14 Arrows                 7sp 1.05lb
Dagger                    2gp   .5lb
Buckler                  15gp  2.5lb
Studded Leather          25gp    5lb
Backpack                  2gp   .5lb
-Bedroll                  1sp   1.25lb
-Rations                  2gp    1lb
-Antitoxins (2)         100gp    -lb
-Sunrod                   2gp    1lb
-Acid                    10gp    1lb
-Alchemist's Fire        20gp    1lb
-Thunderstone            30gp    1lb

[B]Total Weight:[/B]17.75lb      [B]Money:[/B] 77gp 12sp 30cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]              19.5 39.75    60    60   300

[B]Age:[/B] 23
[B]Height:[/B] 2'10"
[B]Weight:[/B] 32lb
[B]Eyes:[/B] Silver
[B]Hair:[/B] Black
[B]Skin:[/B] White
Appearance: Dowlee has the frame of a typical halfling girl, but certainly doesn't have that sort of air to her. Her hair falls behind her in stark contrast to her eyes and skin. She spends quite a bit of time outside, but her skin doesn't seem to notice. Her physical differences make her a peculiar looking halfling, so she tends to try to cover herself up in longs sleeves and pants. Her clothing isn't fancy, but is nonetheless finely crafted and she keeps everything fairly clean and well-kept. When she speaks, her voice is strong but kind.

Background: Dowlee's parents were a Druid and a Sorcerer and raised her in a fairly small community. She doesn't actually have a lot of physical traits in common with her parents, so that raises some questions in those critical of her parents, but her parents claim Dowlee was kissed when in her mother's womb and that has made her special. The parents were kind and served to protect and care for their community, and when Dowlee was old enough, she wanted to do the same thing to others. Her parents knew that she was kissed by the gods for a reason, so they didn't try to stop her from leaving and left her with the words, "Do all the good you can, but remember what will be will be."

So, Dowlee went off and travelled, with pure intentions. Unfortunately, not everyone she encountered had the same intentions. A few weeks after setting off, Dowlee was jumped by some odd masked men. She didn't have anything very valuable on her, so she didn't lose much, but nonetheless she was beaten unconscious and then left by a river to die. Ehlonna must have been watching over her, though, because she was saved. A strange man happened upon her body. The river was washing away most of the blood, so although she was a mess, she did not look as bad as she could have. The strange man took care of her and nursed her, but she was able to take care of herself after a relatively short amount of time. The man, Remen, became her protector, and she his. The two watch out for each other now as he fights and she backs him up. They live in Cauldron where there is always something new happening.
 
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stonegod

Spawn of Khyber/LEB Judge
Jon Telnbalm, Touched by the Voices

Jon Telnbalm, CR 2 (XP 1475)
Male elan psion [telepath] 2
N medium aberration (psionic)
Init -1; Senses Listen +0, Spot +0
Languages Celestial, Common, Draconic, Elven, Infernal
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AC 13*, touch 9, flat-footed 14*; *includes inertial armor
hp 5/10 (2 HD)
Fort +0, Ref -1, Will +4; resistance, touched in the head
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Speed 30 ft.
Ranged light crossbow +0 (1d8/19-20) or
Melee club +0 (1d6-1) or
Melee dagger +0 (1d4-1/19-20)
Base Atk +1; Grp +0
Special Actions resilience, resistance
Combat Gear thunderstone
Psion Powers Known (ML 2th, 7/12pp):
  • 1st—attractionA (DC 15), energy rayA (+0 ranged touch), inertial armorA, mind thrustA (DC 15), mindlinkA
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Abilities Str 8, Dex 8, Con 10, Int 18, Wis 12, Cha 14
SQ naturally psionic, repletion
Feats Focused Skill user (Bluff, Diplomacy, Sense Motive), Psionic Body
Skills Bluff +6 (+8 while psionically focused), Concentration +5, Diplomacy +6 (+8 while psionically focused), Knowledge: psionics +9, Knowledge: religion +6, Knowledge: the planes +5, Psicraft +9, Sense motive +4 (+6 when psionically focused)
Possessions club, dagger, light crossbow with 20 bolts, 2 belt pouches, courtier's outfit with jewelry, 10 pcs. chalk, flint and steel, ink, inkpen, 10 sheets parchment, scroll case, 3 torches, 16 gp, 13 sp, 17 cp; 14.5 lbs
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Resilience (Su): When Jon takes damage, he can, as an immediate action, reduce the damage he is about to take by 2 hit points for every 1 power point he spends (4 hp/2pp maximum).
Naturally Psionic (Ex): Jon, as an elan, gains +2pp
Resistance (Su): Jon, as an immediate action, can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of his next action.
Repletion (Su): If Jon spends 1 power point, he does not need to eat or drink for 24 hours.
Touched in the Head (Ex): Jon gains a +1 bonus on all saving throws against mind-affecting effects, save for those that cause confusion or insanity. Due to his inability to concentrate for long periods, he suffers a -1 penalty to all Wisdom based skill checks.

[SBLOCK=Showing My Work]Init: -1 Dex

AC: +4 from inertial armor, -1 Dex

HP: 4+2 from class + 4 from Psionic Body (2 psionic feats)

Fort: 0 base + 0 Con, Ref: 0 base - 1 Dex, Will: 3 base + 1 Wis

PP: 6 from class + 4 from race + 2 from Int

Abilities: Str 8 (0pts), Dex 8 (0pts), Con 10 (2pts), Int 18 (16 pts), Wis 12 (2 pts), Chr 16 (10 pts) -2 race

Feats: Psionic Body (1st: Gives +2 hp/psionic feat), Focused Skill User (Psion 1 bonus:+2 to 3 skills when psi focused)

Skills: Bluff: 4 ranks + 2 Chr, Concentration: 5 ranks + 0 Con, Diplomacy: 4 ranks + 2 chr, Knowledge: Psionics 5 ranks + 4 Int, Knowledge: Religion 2 ranks + 4 Int, Knowledge: The Planes 1 rank + 4 Int, Psicraft: 5 ranks + 4 Int, Sense Motive: 4 ranks + 1 Wis - 1 Touched in the Head[/SBLOCK]
Development

Jon is interested in exploring the full potential of his powers; since he wants to master the voices, he'll probably go for the Thrallheard PrC.

Concept

A priest who is suddenly touched in head---can hear voices. Eventually learns of his psionic power, and travels to understand it more. Is chosen to become an Elan, and returns home many years after leaving. Still trying to understand and master his power.

Background

Jon was born and raised in Cauldron. His family was not wealthy, but not poor either. From birth, something marked Jon as different. He could sense things about people. This oddness eventually forced his parents to send him to the Temple of Wee Jas, who assumed he was touched by magic.

Jon was well on becoming a priest. No one knew (or told him) why he had strange gifts, and he adjusted to his priestly life well. But, as he grew older, the voices in his head became stronger and stronger until he could hardly hear anything else. He spent more and more of his time delving into the Church's secret lore, trying to find out what had happened to him. He found it in books forbidden---we was touched by psionic power.

Jon left the order, trying to find others like him who could train him to control the voices. He find them---a secretive group of immortal psions, elans. They agreed to teach him, but he would have to become like them to do so. Jon never looked back.

That was 25 years ago. Jon has finally brought the voices mostly under control, and now returns to the place of his birth to began life were he started off. Much has changed, not only himself. Since he has not apparantly aged since leaving, he doubts his former "collegues" at the Temple of Wee Jas or his family would recognize him, but he is taken no chances. He poses as a itinerant tutor and companion to the wealthy, using their wealth and resources to delve more into his abilities.

Personality and Appearance

Jon looks like he did 25 years ago---he appears to be a young, red-headed man in his mid-twenties with sharp green eyes. He has a warm and trusting face that makes you want to trust him. He always seems just a bit distracted, as if noticing something at a distance. He speaks in a soft, but entracing voice.

Jon tends to dress well, and carries a well made walking stick that doubles as a club when needed. He also has a small crossbow which he carries for his protection or to amuse his "friends" during archery competitions (he tends to lose badly). Nothing marks him out as an adventurer or something other than a common courtier.

Tactics

Jon is catious by nature, and stays in the back away from conflict. If he cannot talk it down, he will make sure his is protected first (inertial armor), then either snipe with a crossbow at a distance, assualt his aggressor's mind directly (e.g., mind thrust), or try to distract them (e.g., attraction).

Immediate Actions: Jon will use his elan abilities if he feels he is utterly threatened---he identifies a spell/effect that he needs to save against or be greviously injured (< 25% hp), or if he is damaged by a similar attack.
 
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Whizbang Dustyboots

Gnometown Hero
Arak Oathsworn

Arak Oathsworn's given name is Arak York; he is the youngest son of a minor (but large) noble family, currently the least powerful in Cauldron. Arak's mother was the last child of the previous smallest noble family in the region (her brother having died some years before), and she married into the York family to merge her holdings in Kingfisher Hollow with the York's mercantile concerns in the city. But the Yorks' fortunes have continued to decline, despite the merger and the brave face the heads of the household put on in public. But as the eighth son in the family, Arak found himself always underfoot, with no place that truly needed him in the family's business holdings. His mother eventually stepped in, and turned Arak towards the church of St. Cuthbert and, filling his head with tales of how her brother, his uncle, had died defending Cauldron, showed him a path to serving the the family -- and the city -- was through life as an adventurer. A year ago, he took holy vows in front of St. Cuthbert's congregation in the city, and is finding his way in the world as a young paladin.

Wags in Cauldron have joked that Arak is "the blacksmith's boy," since he physically little resembles the rest of his family, towering over them at a lanky 6'3", with blonde hair, blue eyes, a big gap-toothed smile and permanently sunburned skin. If his dark-haired father and brothers have any doubt as to his parentage, they've never said so to his face, and once taking the vows, Arak has found the inner peace to be able to ignore the jokes of the urchins in the street.

Despite the jokes, Arak is well-liked in the city, and honors his oath to St. Cuthbert by serving as a self-appointed intermediary between the common folk and the mayor's office. Perhaps in deference to his faith or perhaps in deference to his lineage, Arak's concerns have not fallen on entirely deaf ears, but he hungers to take a more active role in defending and improving his city. He does not carry the greatsword strapped to his back for show, after all.

Perhaps surprisingly for a paladin, Arak's primary concern is for Cauldron and its people, not his faith or even the status quo. He seeks to have even the most common person treated fairly and justly under the law and gets loudly upset when he feels the laws are being bent or ignored to the detriment of the good of the people. Such attitudes have finally caused his father to notice him, and perhaps not in the positive light Arak might have hoped for.

Although it makes him a bit of a figure of fun with the other nobles in the city, Arak is capable of whistling loudly through the gap in his front two teeth, which he does to get peoples' attention.

Arak is accompanied almost everywhere by his mastiff, Champion.

----

Arak Oathsworn
Lawful Good human paladin 2

Strength: 14 (+2)
Dexterity: 10
Constitution: 14 (+2)
Intelligence: 10
Wisdom: 14 (+2)
Charisma: 16 (+3)

Hit Points: 19/19
Armor Class: 18 (banded mail + heavy steel shield), 16 (banded mail)

Base Attack: +2
Dagger: +4 melee (1d4 +3, 19-20/x2)
Greatsword: +4 melee (2d6 +3, 19-20/x2)
Heavy Mace: +4 melee (1d8 +2, x2)

Saving Throws: Fortitude +8, Reflex +3, Will +5

Feats: Improved Sunder, Power Attack
Skills: Diplomacy 5 (2 + 3), Handle Animal 4 (1 + 3), Heal 4 (2 + 2), Knowledge 1 (Nobility and Royalty) (1), Knowledge (Religion) 2 (2), Sense Motive 4 (2 + 2)
Traits: Nobility

Languages: Common, Celestial, Infernal

Class abilities said:
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.

Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Equipment: backpack, bedroll, chalk (5 pieces), flint and steel, guard dog (Champion), healer's kit, lantern (bullseye), oil (5 pints), noble's outfit, rope (silk, 50 feet), signet ring, silver holy symbol of St. Cuthbert, waterskin

Weapons and armor: banded mail, dagger, greatsword, heavy mace, heavy steel shield, locked gauntlet

Wealth: 8 gp
 
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