Knightmares of Khorvaire

DEFCON 1

Legend
Supporter
The following are the characters that are still involved with this game.

Tor L'Tha - ZOOK (Male Changeling Rogue 5)
DarkMaster - SIR KOLARRED D'HUI (Male Human Paladin 5)
Bobitron - LUTHAL OF DROAAM (Male Gnoll Ranger 4)

Code:
[COLOR=Red][B]MAGICAL ITEMS AVAILABLE TO THE 
KNIGHTMARES OF KHORVAIRE[/B][/COLOR]

Disposable:

Wand of Cure Light Wounds (40 uses)
Wand of Detect Magic (19 uses)
Dust of Tracelessness (6 uses)
Potion of Cure Light Wounds (15 uses)
Potion of Bull's Strength (1 use)
Potion of Neutralize Poison (1 use)
Potion of Barkskin (2 uses)
Potion of Jump (1 use)
Potion of Magic Weapon (2 uses)
Scroll of Locate Object (1 use)
Scroll of Detect Secret Doors (1 use)
Scroll of Comprehend Languages (1 use)
Scroll of Silent Image (1 use)
Scroll of Detect Poison (1 use)
Scroll of Ghost Sound (1 use)
Scroll of Read Magic (2 uses)

Permanent:

[COLOR=SandyBrown]Zook:[/COLOR]  Ring of Protection +1, Vest of Escape, Arrows +1 (40)
[COLOR=gold]Kolarred:[/COLOR]  Full Plate +1, Lg. Steel Shield +1, Ioun Stone +1 AC
[COLOR=YellowGreen]Luthal:[/COLOR]  Throwing Axe of Returning, Amulet of Health +2
 
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Lynx - Shifter Wizard from the Morgrave University

Lynx - Shifter Wizard from the Morgrave University (Sharn)

Stats in Red while Shifting.


Code:
Name:		Lynx
Gender:		Male
Race:		Shifter
Class:		Ranger 1 / Enchanter 3   (Prohibited Schools: Illusion & Necromancy)
Alignment:      Neutral Good
Deity:          None

[U]Ability	 Score	Mod	Cost[/U]		    Level:	 4	XP:     6350
Str:	  10[COLOR=DarkOrange][12][/COLOR] 0[COLOR=DarkOrange][+1][/COLOR]   2		    BAB:	+2	HP:	28 
Dex:	  16	+3	 6 (+2 Shifter)     Grap:	+2[COLOR=DarkOrange][+3][/COLOR]	AC:	13 (+3 Dex)
Con:	  14	+2	 6                  Speed:	30'	Touch:  13
Int:	  14	+2	 8 (-2 Shifter)	    Init: 	+3	Flat:   10
Wis:	  12	+1	 4                  ACP:        -0       
Cha:	   8 	-1	 2 (-2 Shifter)     Action Pts:  7          

[U]Saves	Total Base	Mod	Feat    Special[/U] 
Fort:	  5    3	+2	0	0                    
Ref:	  6    3	+3	0	0       
Will:	  4    3	+1 	0	0                    

[U]Weapons		Attack	Damage	Critical   Range[/U]
[COLOR=DarkOrange]Razorclaw	+5	1d4+2	  20/x2[/COLOR]
Shortsword      +5	1d6[COLOR=DarkOrange][+1][/COLOR]	 19-20/x2
Dart            +5	1d4[COLOR=DarkOrange][+1][/COLOR]	  20/x2    20 ft.   

[U]Feats:[/U]	
Healing Factor, Scribe Scroll, Track, Weapon Finesse

[U]Abilities:[/U]
Low Light Vision, Shifting (Razorclaw - 1/day for 6 rounds), Wild Empathy

                 [U]Level 0 spells:[/U]     [U]Level 1 spells:[/U]        [U]Level 2 spells:[/U]
[B]Spells per day:[/B]  4 + 1 Enchantment   3 + 1 Enchantment      2 + 1  Enchantment          

[B]Spellbook:[/B]       All                 Charm Person           Cat's Grace
                                     Expedious Retreat      Darkness
                                     Feather Fall           Daze Monster
                                     Hypnotism              Glitterdust
                                     Identify               Locate Object 
                                     Mage Armor             Scorching Ray
                                     Magic Missle           Touch of Idiocy
                                     Protection from Evil   
                

Skill Points: Total = [B]38[/B] / 1st level=28 (Ranger, Int 13), 2nd level=3 (Wiz, Int 13), 3rd level=3 (Wiz, Int 13), 4th level=4 (Wiz, Int 14)	

[U]Skills			Total   Ranks	Mod	Feat    ACP       Special[/U]
Balance                 +5        0       +3                  +2 (Shifter)
Decipher Script         +5        3       +2
Climb                   +5[COLOR=DarkOrange][+6][/COLOR]    3	  	              +2 (Shifter)
Concentration		+5        4	  +1		
Hide                    +5        2	  +3
Jump                    +2[COLOR=DarkOrange][+3][/COLOR]         	     	              +2 (Shifter)
Knowledges 
(Arcane)                +5        3       +2
(Dungeoneering)         +6        4       +2
Listen                  +7        4       +1                  +2 (Alertness)
Move Silently           +7        1       +3                  +3 (Cat Familiar)                       
Search                  +5        3       +2                    
Spellcraft              +5*       3       +2                  * add +2 for Ench Spells
Spot                    +7        4       +1                  +2 (Alertness)
Survival                +5        4       +1
	
[U]Languages:[/U] 
Common, Draconic, Elven


[U]Equipment            Quantity        Cost         Weight [/U]  
Explorers Outfit         1          0  gp   0  lb.
Short Sword              1          10 gp   2  lb.
Darts                    4          2  gp   2  lb.
Spell component pouch    1          5  gp.  2  lb.
Potion Belt              1          1  gp   1  lb.
Bandoleer (Masterwork)   1          5  gp   .5 lb.
Case, map or scroll      1          1  gp   .5 lb.
ID Papers (with portrait)1          5  gp.  0  lb.
Travel Paper             1          2  sp.  0  lb.

Handy Haversack                             5  lb.
-Spellbook               1          15 gp. (3  lb.)
-Ink (1 oz. vial)        1          8  gp  (0  lb.)
-Inkpen                  1          1  sp  (0  lb.)
-Paper (sheet)           5          2  gp  (0  lb.)
-Signet Ring             1          5  gp  (0  lb.)
-Sealing Wax             1          1  gp  (1  lb.)
-Silk Rope (50 ft.)      1          10 gp  (5  lb.)
-Grappling Hook          1          1  gp  (4  lb.)
-Sunrod                  3          6  gp  (3  lb.)
-Waterskin               1          1  gp  (4  lb.)
-Bedroll                 1          1  sp  (5  lb.)
-Trail Rations           5          25 sp  (5  lb.)

[U]Magic Equipment                          Cost         [/U] 
Brooch of Shielding                     1,500 gp.
Handy Haversack                         2,000 gp.
Pearl of Power (1st level)              1,000 gp. 
Potion of Cure Light Wounds (x3)          150 gp.

[B]Total Weight:[/b] 13  lb.

[U]Scrolls I bought and added to the Spellbook:[/U]
Charm Person         25 gp
Daze Monster        150 gp
Expedious Retreat    25 gp
Glitterdust         150 gp
Locate Object       150 gp
Scorching Ray       150 gp
 
[U]Wealth[/U]
[B]Platinum:[/B]         
[B]Gold:[/B]             19
[B]Silver:[/B]            1
[B]Copper:[/B]

[U]Carrying Capacity[/U]
[B]Light Load:[/B]  	        33 lb. or less [COLOR=DarkOrange] [43 lb. or less][/COLOR]
[B]Medium Load:[/B]            34 - 66 lb.[COLOR=DarkOrange]     [44 - 86 lb.][/COLOR]
[B]Heavy Load:[/B]             67 - 100 lb.[COLOR=DarkOrange]    [87 - 130 lb.][/COLOR]
Quote:
"..."

Background:
The earliest memories of the Shifter known as Lynx are the great gates of the Morgave University.
He can neither recall his parents or his place of birth and sometimes it seems that his life begins back at that faithful day, when that nameless and feral street urchin he used to be, was traded for a few coins to Professor Alaczar of Sharn.
That day, he passed the (for a youth in a cage) mighty and intimidating gates of the University, a moment that was to stay in his mind for the rest of his life.

Of his early stay in Morgrave, Lynx has mainly painful and haunting memories. Professor Alaczar was an unscrupulous and ambitious Wizard, who never treated Lynx as anything other than a wild animal and often conducted vicious and cruel experiments with his "collection of exotic beast" as part of his research. Growing increasingly savage and bitter, Lynx eventually managed to escape his cage and led most of the Morgrave Staff through a wild chase all over the University grounds, injuring many as he went with his vicious claws. When he was eventually recaptured by a Spell, he possibly might have found his end then and there, being put to death by Professor Alaczar like a rabid dog.

Fortunatly, another Scholar, Professor Lepidus who was long at odds with Alaczar for his inhuman methods, saved the Shifter and took him under his care. It didn't take long for Lynx (his new name, for his feline likeness and the typical tufts on his ears) to embrace his new life. He quickly befriended Cariosa, Professor Lepidus striped cat and started running errands for the always busy Professor.
To everyones (except Lepidus) great surprise, Lynx showed a keen intellect and interest in all things and quickly learned to read and write, and even took up the magical arts, showing no less talent than most other students that came to Morgrave.
Eventually, Lynx was chosen as an apprentice to the Enchanter Lepidus and even graduated to the status of a journeyman a few years later.

As a journeyman Wizard, Lynx is often found traveling through Khorvaire with Cariosa, chasing the riddles and mysteries that can be found in this strange land at these strange times. More often than not, he undertakes his mission on behalf of his Mentor Lepidus, who increasingly tries to avoid the discomforts of exploration and adventuring as he grows older, prefering instead to work from his laboratories.
Because of this, Lynx holds close ties to Morgrave and his Mentor Lepidus, even though there are quite a few people at Morgrave that hold a grudge against him (especially Alaczar).

Appearance:
Lithe and lissom, Lynx isn't a very imposing figure.
His slender build is emphasized by his habit of crouching or cowering whenever possible; obviously Lynx doesn't feel all that comfortable standing up straight.
His features are quite distinctly those of a shifter, with slanted feline eyes, a broad nose and the sharp teeth of a carnivore.
Most noticable are the blacktipped ear tufts and the red-and-grey ruffs on his cheeks that earned Lynx his name.
His muscular hands and forearms (which are quite hairy) end in sharp and pointed fingertips that may turn into savage claws at a moments notice when Lynx is threatend or frightend.

Similarly, his behaviour may rapidly shift from a surprisingly civil and lettered conversation to a feral growl or back again, putting off many people unaccustomed to the shifters erratic behaviour.
Because of his many less-then-amiable experiences with humans (or elfs, dwarfs, etc..) Lynx tends to be shy and wary around people he doesn't know, warming up to others only after quite some time.

He wears well made clothes cut for travel and the outdoors, fastend with belts and straps across his chest and on his hips.
With these he carries a dazzling collection of pouches, loops, clasps and bags (including a Handy Haversack), holding anything from his potions and books, to polished stones, colored marbles, exotic feathers or his fine Short Sword.
On his chest sits a finely crafted clasp displaying the emblem of the Morgrave University (Brooch of Shielding).

Also, the striped cat Cariosa is rarely far behind, usually demanding his constant attention or skulking between Lynx feet.


Cariosa:
(Cat Familiar)

Code:
Size/Type:  	Tiny Animal (Familiar)
Hit Points: 	14 hp 
Initiative: 	+2
Speed: 	        30 ft. (6 squares)
Armor Class: 	16 (+2 size, +2 Dex, +2 Familiar), touch 16, flat-footed 14
Base Attack: 	+2
Attack: 	Claw +6 melee (1d2-4)
Full Attack: 	2 claws +6 melee (1d2-4) and bite +1 melee (1d3-4)
Space/Reach: 	2½ ft./0 ft.

[U][B]Abilities:[/U][/B] 	
Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 7

[U][B]Saves	Total Base	Mod[/B][/U] 
Fort:	  [b]3[/b]    3	+0	                    
Ref:	  [b]5[/b]    3	+2	       
Will:	  [b]4[/b]    3	+1 	  


[U][B]Feats:[/U][/B] 	
Alertness, Stealthy, Weapon Finesse

[U][B]Special Qualities:[/U][/B]
Deliver touch spells, empathic link, improved evasion, 
low-light vision, scent, share spells 

[U][B]Skills:[/B][/U]
Balance       +10
Climb         + 9 
Hide          +18*
Jump          +10
Listen        + 7 (including Alertness)
Move Silently + 8
Spot          + 7 (including Alertness)

Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. 
Cats have a +8 racial bonus on Balance checks. 
They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. 
*In areas of tall grass or heavy undergrowth, the Hide bonus rises by +4 (total +22).

Gamelog:

250 xp at the Waystation. 100 xp from the City Guard
 
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Code:
Name: Zook  and Speaks [COLOR=SandyBrown]in this color, somthimes he even sings in this nice color [/COLOR]

Sex: male, race: changeling, class: rouge, level 4

AL: lawfull/neutral
Hair: white
Eyes:white
Height:1,80 mt
Weight:70 kg
Age:28


str 10 (0)
dex 16 (+3) *
con 10 (0)
int 14 (+2) *
wis 14 (+2) *
cha 10 (0)

HP: 28 (4d6 + 0Con) +4 

AC: 17 (10 + 3 Dex + 3 studded leather + 1 ring of protection)

Saves:
Fortitude: +1 (1+0)
Reflex: +4 (4+3)
Will: +3 (1+2)

Init: +3 (+3 Dex)

Base attack bonus: +3

MW Dagger, Punching (+4 melee, d4+0 damage, crit x3)
Dagger, Punching (+3 melee, d4+0 damage, crit x3)
MW Spear (+4 melee, d8+0 damage, crit x3)
MW Shortbow, Composite (+7 ranged, d6 damage, crit x3, 70ft. range)

Skills: (8 + Int modifier) 
Skill points: 80
Max Rank: 6 
 -----------------------------------------------
Appraise (Int +2) 2=4
Balance (Dex +3), 4=7
Climb (Str +0), 3=3
Craft (Int +2), (fletching) 6=8
Disable Device (Int +2), 6=8
Escape Artist (Dex +3), 4=7
Hide (Dex +3), 6=9
Jump (Str +0), 2=2
Knowledge (local) (Int +2), 2=4
Listen (Wis +2), 2=4
Move Silently (Dex +3), 6=9
Open Lock (Dex +3), 6=9
Search (Int +2), 6=8
Sense Motive (Wis +2), 4=6
Sleight of Hand (Dex +3), 2=5
Swim (Str +0), 2=2
Use Rope (Dex +3) 3 =6
Tumble (Dex +3), 3=6
Use Magic Device (Cha+0), 8 = 8
Decipher Script (Int +2) +2,  = 4
=80
-----------------------------------------------
not in use

Bluff (Cha), 
Spot (Wis+2), 5= 7
Diplomacy (Cha), 
Disguise (Cha), 
Forgery (Int), 
Gather Information (Cha), 
Intimidate (Cha), 
Perform (Cha), 
Profession (Wis), 
-----------------------------------------------

Feats: 
lvl 1: point blank shot +1 ranged attack within 30 ft (10mt)
lvl 2: x
lvl 3: rapid shot +1 ranged attack each round


Languages: 
Common
Dwarven
Elven
gnome
goblin (1 skill point)

Equipment:

01 MW Dagger +1 attack, punching, medium, 302gp, 1d4 critical x3, 1 lb, piercing
02 Dagger, punching, medium, 2gp, 1d4 critical x3, 1 lb, piercing
03 MW Spear +1 attack, medium, 302gp, 1d8, critical x3, 6lb, piercing
04 MW shortbow composite +1 attack, medium, 375 gp, 1d6, critical x3, range 70 ft, 2 lb, piercing
05 arrows (20) 1gp X3=60 arrows= 3gp
06 studded leather, 25 gp, 20 lb
07 backpack , sgp, 2lb
08 case, scroll, 1gp, ½ lb
09 flint and steel, 1gp
10 grapling hook 1gp 4 lb
11 lantern, bullseye 12 gp 3 lb
12 lock, amazing. 150 gp
13 mirror, small steel 10 gp, ½ lb
14 oil x 5= 5 sp = 5lb
15 pole, 10 ft 2sp, 8 lb *
16 rope silk (50 ft), 10 gp, 5 lb
17 signal whistle 8 sp
18 waterskin 1 gp 4 lb
19 alchemist fire (flask) 20 gp x 5 = 100 gp = 5 lb 
20 travelers outfit , 1 gp
21 horse light, 75 gp
22 cure light wounds (potions) x12 = 600 gp
23 scroll acid splash x 10 = 120 gp 50 sp
24 scroll detect poison x4 = 50 gp -1 scroll to LYREN
25 scroll ghost sound x 5 =120gp 50 sp -5 scroll to Kolarred
26 scroll read magic x 4 = 50 gp
27 Belt Pouch 1gp
28 Barkskin +2 (potion) x2 = 300 gp
29 Artisan’s tools, masterwork, 55 gp, 5 lb
30 antitoxin x4 = 200 gp
31 climber kitt 80 gp 5 lb 
32 ring of protection +1 =2,000 gp
------ 
33.horse from Tylers wagon.
------
Blanket, winter 5 sp 3 lb
Manacles, masterwork 50 gp  2lb

[SIZE=1]Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points. [/SIZE]
------

= aprox 5150/ 250 gp left
= 84 lb 

 


Race: changeling
Racial abilities:
+2 bluff, +2 intimidate, +2 sense motive.
+10 disguise cheks when he uses "change shape"


Class: Rouge
Class features

lvl 1: sneak attack +1d6, trapfinding
lvl 2: evasion
lvl 3: sneak attack +2d6, trap sense +1
lvl 4: uncanny dodge
lvl 5: sneak attack +3d6

Background.

Zook is a odd Changeling with a so long name, he where always kind of special, maybe it was is early meeting with reality or maybe it was he’s bad luck (so did the family think).

He had always the wrong friends, humans, elves, half elves and gnomes. (al races in party) Including, a half nut Human ranger, teacher on the archery school. Hunar his name is, and he was before a artist, a famous bard he was. Hunar was very quick with his hands, he was so quick that he could trow 3 dagger at the time, and had a big belt with at least 30 of them.
He had with his friends begun working for the local “police” the department that searched for fugitives. His changeling skills of disguise had been proven god to use when to infiltrate various organizations. Success sometimes, and other times running for his life, but that’s the way it go when you are a rouge and changeling. He had never formal training of curse, the academy was for “others”, he was a kind of private eye, he was hired when something was happening, and he often did bring back important information for a sargent and even one time, under the war, for a captain. This captain was looking for information on priest named Atoala, she was the spiritual helper of some Paladin Organization (xxx name). Zook had infiltrated the Head Quarter of the paladins, disguising himself like a recruit, he collected a lot of information on Atoala, including that she was a spying. Zook had been rewarded whit 100gp and a little pin with the symbol of the paladins, made out of silver. It was all done in a couple of minutes, he got upp on a stage, some autorothies sayd some word and a diplomat of the paladins gave him the gold and pin. He had seen the paladin some times in the market where they had spoken about the weather and such they never introduced properly.

Whit his new earned money pluss some saved money Zook travelled all the way to Karrnath, where he perfected his archery, in the famous Rekkenmark Academy. The academy did in some cases take Changeling pupils, but with the necessary remoendations that Zook had from the Paladins.
There he had known Tyler Du'Orien a nice fellow that had a weaknes for tobacco leaves from Zilargo, leaves that Zook had a lot of. Zook sold the leaves whit little profit, he liked this man and they always had some good conversations.
Later that year he had followed a half-ork named Trak. Not the kind of or you want to know, big, ugly, lyer, assassin, murder, trader of dangerous spells. He did travel all the way the capital of Zilargo and then to Rhukaan Draal, the capital of the goblins. It is a risky thing, seek refuge in Rhukaan Draal, way to easy make them talk whit some gold. But Zook was surprised… Trak disappeared. Not one person had information to him, he even had some help from the local underground network of spies, but Trak was gone. He searched for 3 months, in the city and surroundings without luck That was 3 months ago and he was on vacations, reloading his strength to take another mission.
 
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Human Paladin from Karrnath

Code:
Name:		Kolarred D'Hui
Gender:		Male
Race:		Human
Class:		Paladin 5
age:                    26
Alignment:      Lawful Good
Deity:          Dol Arrah

[U]Ability	 Score	Mod	Cost[/U]		    Level:	4	XP: 8600
Str:	  16 	+3	 BAB:	+5	HP:	50 
Dex:	  8	-1           Grap:	+7	AC:22 (-1 Dex, +9 armor +3 shield+1stone)
Con:	  12	+1	 Speed:	30'(20')	Touch:  10
Int:	  12	+1	 Init: 	-1	Flat:   23
Wis:	  12	+1	 ACP:        -0       
Cha:	  15 	+2	             

[U]Saves	Total Base	Mod	Feat    Special[/U] 
Fort:	  7    4	+1	0	0           +2         
Ref:	  2    1	-1	0	0           +2
Will:	  4    1	+1 	0	0           +2         

[U]Weapons		Attack	Damage	Critical   Range[/U]
MW LongSword	+9	1d8+3	  19-20/x2
Lance	+8	1d8+3	 20/x3
Javelin	+4	1d6+3	 20/x2  	 30

[U]Feats:[/U]	
Mounted Combat, Ride By Attack, Power attack

[U]Abilities:[/U]
Aura of good, Detect Evil at will, smite evil/2day +2/+4, Divine Grace +2 all save, Lay of Hand 8pts/day, Aura of Courage (Immune to fear, other +4 to save), Supernatural health, Turn undead 5/day, Special Mount

                 [U]Level 1 spells:[/U]
[B]Spells per day:[/B]  1            

[B]Spell prayed:[/B] Divine Favor       
Skill Points: Total = [B]28[/B] 	

[U]Skills			Total   Ranks	Mod	Feat    ACP       Special[/U]
Diplomacy                          +14       8             +2          +0      +4
Sense Motive                       +7       6             +1      
knowledge nobility		  +6        5	  +1		
Handle animal                       +7       5	  +2
ride                                    +9       8              -1                   +2 
	
[U]Languages:[/U] 
Common, Draconic


[U]Equipment  
none
[COLOR=yellow]On the horse:[/COLOR]
Courtier’s outfit.
Tent
50ft of rope
10 torch
3 javelins
1 bedroll
1 winter blanket
1 crowbar
1 grappeling hook
flint and steel
bit and bridle. 
Military saddle
Saddle bags

[U]Magic Equipment                          Cost         [/U] 
Rod of cure ligth wounds 50 charges     750
Full Plate +1                                    2650
Large steel shield+1                          1170
stone Ioun +1 AC

Total Weight:   lb.

Wealth
Platinum         
Gold             33
Silver            3
Copper


Heavy War Horse 400
	Warhorse, Heavy
	Large Animal
Hit Dice:	4d8+12 (30 hp)
Initiative:	+1
Speed:	50 ft. (10 squares)
Armor Class:	14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple:	+3/+11
Attack:	Hoof +6 melee (1d6+4)
Full Attack:	2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Space/Reach:	10 ft./5 ft.
Special Attacks:	—
Special Qualities:	Low-light vision, scent
Saves:	Fort +7, Ref +5, Will +2
Abilities:	Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills:	Listen +5, Spot +4
Feats:	Endurance, Run
Environment:	Temperate plains
Organization:	Domesticated
Challenge Rating:	2
Advancement:	—
Level Adjustment:	—
These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.

Special mount Heavy War Horse 
	Warhorse, Heavy
	Large Magical beast
Hit Dice:	6d8+18 (45 hp)
Initiative:	+1
Speed:	50 ft. (10 squares)
Armor Class:	18 (–1 size, +1 Dex, +4 natural+4Paladin), touch 10, flat-footed 17
Base Attack/Grapple:	+4/+12
Attack:	Hoof +7 melee (1d6+4)
Full Attack:	2 hooves +7 melee (1d6+4) and bite +2 melee (1d4+2)
Space/Reach:	10 ft./5 ft.
Special Attacks:	—
Special Qualities:	Low-light vision, scent, Empathic link, improved evasion, share spells, share saving throws
Saves:	Fort +8, Ref +6, Will +3
Abilities:	Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6
Skills:	Listen +8, Spot +7
Feats:	Endurance, Run, Alertness
Environment:	Temperate plains
Organization:	Domesticated
Challenge Rating:	
Advancement:	—
Level Adjustment:	—
These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.

Kolarred is only 26 years old but sometimes feel like a 45 years old in terms of maturity and experience. His a good looking guy and has a lot of presence.

Kolarred parent were diary farmer owning a large ranch near Rekkenmark. Kolarred never did anything as a young men, counting on his good look to achieve his objectives. He never really followed any God as young men. His parent quite desesperate with him were almost releived when he was drafted by the army. They were hoping it would put him back in the straight path. Naturally strong he was able to hold his share in combat as a soldier. During a battle he almost died and was sent to a military hospital handled by the church of Dol Arrah. There he met a beautiful young cleric of Dol Arrah. During his short stay at the hospital, he pretended to be a follower of Dol Arrah to spend more time with her. On the last day he went with her for a last prayer before leaving. The only thing in his mind at that time was. Will I ever see her again" He kneeled and started to pray. At that moment he felt something inside. He felt the presence of Dol Arrah, he became convinced that its was the only path. He continued to pray sincerely for a few minutes. He then slowly stand up and from that moment his life changed. He said a last goodbye to the priestess and returned on the battlefield.
As he got there nobody recognised him. Driven by Dol Arrah he exceled on the battlefield and quickly roses among it's ranks.

Kolarred fought along Karrnath during the great war. He lead many men to battles and to their deaths. He himself almost died a few times during the war. Since the war is over, he has a hard time return to normal society and doesn't like what the world has become. People are plotting against each others, backstabbing each other whenever they can instead of solving their problems on the battlefield where every men can prove his worth, and where each country can measure their true value. XXXX is from an old school of taugh. During the last year he quickly adapted and became a skilled diplomat for the church of Dol Arrah. Kolarred finds it hard, his strict personal code of conduct has often been challenged in various tricky diplomatic events.

But a few weeks ago he just resigned, he his fed up and misses greatly the rightousness of combat. Very often he knew that the person sitting in front of him (detect evil, sense motive) was negociating with bad intention in mind but couldn't do anything about it others than doing his best to negociate a deal that would block him as much as possible.

He decided to start an adventuring compagnie, with an old friend of his "Insert Cleric name". They are not looking for fame or fortune. They are just hoping to enjoy their life doing what they know best: bringing justice to all.
 
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Tyler Du' Orien

Name: Tyler Du'Orien
Gender: Male
Race: Human
Class: Fighter 4
age: 22
Alignment: Neutral Good
Deity:

Ability Score Mod Cost Level: 4 XP: 6000
Str: 18 +4 BAB:+4 HP:44
Dex: 14 +2 Grap +8 AC:17 (Armor+5, Dex+2)
Con: 12 +1 Speed: 30'(20') Touch: 12
Int: 10 +0 Init: +2 Flat: 15
Wis: 9 -1
Cha: 12 +1

Saves Total Base Mod Feat Special
Fort: 5 4 +1 0 0 0
Ref: 3 1 +2 0 0 0
Will: 0 1 -1 0 0 0

Weapons Attack Damage Critical Range
+1 Talenta Sharrash +9 1d10+7 19-20/x4
MW Greatsword +9 2d6+6 19-20/x2
Kukri +8 1d4+4 18-20/x2
Comp Longbow +4 +7 1d8+4 x3 110

Feats:
Least Dragonmark (dimension leap),Favored in House, Power Attack, Combat Reflexes, Pursue, Improved Sunder

Abilities:



Skill Points: Total = 21

Skills Total Ranks Mod Spec Climb +11 7 +4
Handle Animal +6 5 +1
Jump +11 7 +4
Ride +6 2 +2 +2


Languages:
Common


Equipment
Explorer's Outfit,
Noble's Outfit,
Potion Belt,
Arcane Signet Ring,
Beltpouch (x2),
Jewelry (worth 100g),
Identification Papers w/ portrait,
Travelling Papers,

On Horse:
Waterskin,
Trail Rations (x4),
Oil (x3),
Flint & Steel,
Bedroll,
Winter Blanket,
Bullseye Lantern
Military Saddle,
Saddlebags,
Bit & Bridle



Magic Equipment
+1 Talenta Sharrash

Total Weight: lb.

Wealth
Platinum
Gold 88
Silver 9
Copper


Valenar Riding Horse
Large Animal
Hit Dice: 3d8+6 (19hp)
Initiative: +2
Speed: 80 ft. (16 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+8
Attack: Hoof -2 melee (1d4-1)
Full Attack: 2 hooves +2 melee (1d4-1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 14, Dex 15, Con 15, Int 2, Wis 14, Cha 10
Skills: Listen +5, Spot +4, Jump +24
Feats: Endurance, Run
Environment: Warm plains
Organization: Domesticated or Herd
Challenge Rating: 1
Advancement: 4-8 HD (Large)
Level Adjustment: —

Fastest Horses in Khorvaire, Valenar riding horses are bred by the elves of Valenar.

Carrying Capacity: A light load for a Valenar horse is up to 174 lbs; a medium load, 175–348 pounds; and a heavy load, 349–525 pounds. A Valenar horse can drag 2,625 pounds.
 

Lyran Molaes-thasti: Male half-elf Cleric 4 of the Silver Flame; 6000 XP; Medium humanoid; HD 4d8; hp 32; Init +1; Spd 20 ft/x3.; AC 21, touch 11, flat-footed 20; Base Atk +3; Grp +4; Atk or Full Atk +5 melee (1d8+1, masterwork cold iron morningstar) or +5 melee (1d4/19-20, masterwork alchemical silver dagger) or +5 ranged (1d4/19-20/10 ft., masterwork alchemical silver dagger) or +4 melee (1d8+1/x3, long spear); SA Exorcism Domain (as level 5), Turn Undead 5/day (+4 check, as level 5); SQ immune to sleep spells, +2 save vs. Enchantments, low-light vision, elven blood, spontaneous curing, protective ward 1/day; AL LG; AP 7; SV Fort +4, Ref +2, Will +5; Str 12, Dex 12, Con 10, Int 12, Wis 16, Cha 14.

Skills and Feats: Balance -5, Climb -5, Concentration +7 (+11 casting defensively), Diplomacy +6, Escape Artist -5, Gather Information +4, Hide -5, Jump -11, Knowledge (religion) +8, Knowledge (the planes) +4, Listen +4, Move Silently -5, Search +2, Spellcraft +3, Spot +4, Swim -11; Combat Casting, Spell Focus (Abjuration).

Languages: Abyssal, Common, Elven.

Spells per Day (5/5/4) DC 13+spell level (Abjurations DC 14+spell level); Caster Level 4; Domains: Exorcism and Protection; commonly prepared spells: 0- detect magic, light, light, light, read magic; 1- bless, magic weapon, sanctuary* (DC 15), shield of faith, inflict light wounds; 2- magic circle against evil* , bear’s endurance, bull’s strength, lesser restoration.

Possessions: masterwork cold iron morningstar, master work alchemical silver dagger, masterwork full plate, masterwork heavy wooden shield, Flame-touched Iron Holy Symbol (Silver Flame), spell components, hewards handy haversack: bedroll, flint and steel, rations (2), ID Papers (Lyran Molaes-thasti), torches (5), waterskin, 17 gp, 8 sp, 5 cp. Total weight carried: 75 lbs.

Age: 43, Height: 5’11”, Weight 132 lbs. Hair: Brown, Eyes: Green.

Scimitar (Light Warhorse)
Large Animal; Hit Dice: 3d8+9 (22 hp); Initiative: +1; Speed: 60 ft. (40 ft. with rider); Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13; Base Attack +2; Grapple +9; Attack: Hoof +4 melee (1d4+3); Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1); Space/Reach: 10 ft./5 ft. Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +4, Will +2 Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6

Skills and feats: Listen +4, Spot +4, Endurance, Run.

Posessions: military saddle, bit and bridle, longspear (40 lbs.) With rider and all rider’s gear (247 lbs.-medium encumbrance)


Lyran Molaes-thasti's story starts with how his parents met: Jillya d'Lyrandar, when she found that she had no talents so important to her house, and very little desire to take up a life of sailing, joined the priesthood of The Silver Thrane. During the last war she often went out onto battlefields and tended the wounded on both sides, saving lives and souls for the Silver Flame. This is were hse met Allusair Molaes-thasti, a Valenar mercenary, wounded and near death. She brought the wounded man to the temple, tended him, and the two fell in love. They were married and he swore upon his ancestors that he would stay and fight for Thrane. He went off to war, leaving a new son and wife behind and was never seen from again.

Lyran trained in the temple and was an intuitive and bright student. When he was old enough, he enlisted in the army to fight on fronts were undead and summoned outsiders were common, and he did very well throughout the last quarter of the war. His mother however, pined at the loss of her husband and the abscence of her son. She started having visions and hearing the voice of the flame nearly daily. One day, Lyran got word that his mother had started talking about a great disaster and telling all who would listen that she must go to Cyre, for the Flame commands it. Lyran, concerned for his mother, recieved a temporary leave and returned home to find his mother gone, and news of the Mourning reaching the cities of Thrane.

Lyran, not willing to settle down after war's end has taken to travelling. Armed with mementos and gifts he accumulated during the war, he has taken the role of a knight-errant of the SIlver Flame, travelling from country to country, city to city, meeting people, talking, and helping where he can. He constantly looks out for word of the fate of his mother and father, both of whom he holds out hope of being alive: his mother for a reunion, and his father for some much-needed explaining.

Lyran is extremely curious about the Valenar religion, and is always interested to find out more about the culture from which part of his heritage hails. He is extremely accepting of the Sovreighn Host, especially followers of Dol Arrah, and has befriended many holy men of his faith. One particular comes to mind, Kolarred, a paladin of Dol Arrah who, in service to Karrnath often found himself on the other side of the war from Lyran. About a year ago, the two met up in Passage, and decided that now, with the war in the past, and corruption all around, in the world at large and their homelands in particular, these two could build a friendship based on their wartime respect. The two men started adventuring together, and gathering together others who could aid them in their cause, and whose causes they felt they could aid in return.

Lyran has a deep-seeded dislike of the Blood of Vol and can always be convinced to take down a cult of this religion werever they are operating. Lyran has studied demonology, planar theory, and religous matters extensively.

Lyran is rather ruggedly handsome, and extremely self-assured. He isn't especially strong, but he uses his wits and magic in combat regularly. His hair is always cropped short, but he maintains rather long, well-groomed sideburns: his only vanity.
 

Korthus (Kort) Stonefire
Dwarven Male
Age : 110
Hgt : 4' 8"
Wgt : 150
ALIGNMENT : Lawful Neutral
Class: Wiz 3 / Ftr 1

Speed 20 ft
Base Attack Bonus +2
Base Melee Bonus +5 (BAB + STR)
Base Ranged Bonus +2 (BAB + DEX)

Initiative: +4

Str: 16 (+3)
Dex: 10 (+0)
Con: 14 (12+2) (+2)
Int: 17 (+3) (+1 @ 4th level)
Wis: 14 (+2)
Chr: 6 (8-2) (-2)


Languages Known: Common, Dwarven, Draconic, Goblin, Gnomish

Saving Throws:
Fortitude: +6
Reflex: +2
Willpower: +6

H.P. : 30
A.C. 16 Flatfooted:16 Touch Attacks: 10
Check Penalty: 0 Arcane Spell Fail: 10%
Armor AC Bonus: +4 Dex AC Bonus: +0
Max Dex Bonus: +4

Weapon Attack Damage Crit Range TypeNotes
MW Dwarven Waraxe +6 d10 x3 S
Light Crossbow +2 d8 19-20x2 80ft P

Feats
Scribe Scroll (Bonus Wizard 1)
Improved Initiative (Wizard 1)
Craft Wonderous Item (Wizard 3)
Dwarven Armor Proficiency (Bonus Fighter 1)

Skills
Craft (Alchemy): +5 (2)
Craft (Weaponsmithing): +8, +9* (5)
Craft (Armorsmithing): +8, +9* (5)
Craft (Stonecarving):+12 (7)
Knowledge (Arcana): +6 (3)
Knowledge (Geology): +4 (1)
Search: +4, +6** (1)
Spellcraft: +9 (6)

*=if crafting metel or stone
**=if searching in stone area

Class/Racial Abilities
1) Summon Familiar
2) Cast Arcane Spells
3) Darkvision 60'
4) Stonecutting: +2 racial bonus on Search checks to notice unusual stonework
5) Inuit Direction underground.
6) Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgoshes as martial weapons, rather than exotic weapons.
7) Stability: +4 bonus vs bull rushed or tripped.
8) +2 racial bonus vs poison, spells, and spell-like effects.
9) +1 racial bonus to attack vs orcs and goblinoids
10) +4 A.C. bonus vs giant class
11) +2 racial bonus to Appraise and Craft checks when the material component is stone or metal items.

EQUIPMENT
Explorer's Outfit
Hat of Disguise* 900gp
Mithral Shield 1,015
Mithral Chain Shirt 1,100
MW Dwarven Waraxe* 110 gp
Light Crossbow 35gp
20 Crossbow bolts 2gp
Cloak of Resistance +1 1,000gp
Wand of Detect Magic (50 charges) 375 gp
MW Potionbelt (10 of 10 slots filled) 60 gp
4 Alchemist Frost Vials* 36 gp
4 Alchemist Spark Vials* 36 gp
2 Acid Vials* 6gp
Scrollcase 1 gp
Backpack 2 gp
Waterskin 1 gp
4 Days rations 2gp
Spare Peasant's Outfit 1 sp
Spellbook
*=Crafted by Korthus

CURRENCY
Platinum: 0
Gold: 182
Silver: 9
Copper:

MAGIC

SPELLS: Wizard Class
Prohibited: None

Lvl 0Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6Lvl 7Lvl 8Lvl 9
Base/Day 4 2 1 -- -- -- -- -- -- --
Bonus Spells -- 1 1 1 -- -- -- -- -- --
Total Spells/Day 4 3 2 -- -- -- -- --


0- Know All
1st- Mage Armor, Magic Missle, Shield, Identify, Repair Light Damage, Alarm, Obscuring Mist, Magecraft, Comprehend Language^, Detect Secret Doors^
2nd-Kragon's Acid Bolt*, Web, Disguise Self^^

*=Same as Melf's Acid Arrow, just trying to give unique name
^= Scribed from scroll cost total 125 gp each
^^=Scribed from scroll cost total 350 gp
Spells Memorized

0- Read Magic, Detect Magic, Daze x2
1st- Magic Missle x2, Shield, open slot
2nd- Kragon's Acid Bolt, Web


History:

Will bring this out in-game.
 

Luthal of Droaam

Gnoll Ranger

Background: Born a Captain’s whelp in the Nation that would eventually become Droaam, Luthal quickly realized he was not like other gnolls. He spent most of his time away from the band, learning his craft in the depths of the Watching Wood. He did his duty in the Gnoll Brotherhood without complaint, but quickly gained a reputation as being ‘too smart for his own good’. Once the Daughters of Sora Kell came to rules the land, declaring Droaam a sovereign nation, he was practically a pariah among his kind. He was called to serve the Daughters at the capital, and served well during a bloody raid against a rebellious Orc tribe that threatened the newly forged nation. He caught the eyes of Sora Katra, who noticed his intelligence and sense. After meeting the ranger, she decided to send him amongst the world in an attempt to learn more about the people of the Five Nations. She hoped that other nations would see Luthal as representative of the mercenary troops that Droaam had to offer. He was confused in the outside world initially, but has taken to his task with relish, traveling the breadth of Khorvaire. He has served many masters in his travels, as everything from a bodyguard to a caravan scout. But Luthal faces a dilemma. Even though his scheduled return to Droaam is still 5 years off, he is already having doubts about returning. He has grown to love the lifestyle of travel, and is glad to be away from the constant squabbling and racket of the Gnoll Brotherhood.

Appearance: Luthal is a powerful creature, towering over most he meets, and is built of 300 pounds of muscle and sinew. His broad frame is covered with short reddish brown hair, lengthening on his back, and forming a mane on his head and neck. Darker spots begin on his neck and continue down to his shoulders. He wears leather armor that has seen much use, and bears a pair of axes, a larger on in his primary hand, and small throwing axe in his left. Luthal’s voice is rather high considering his bulk, and he breaks into gnoll to curse or when trying to describe complex thoughts. He is quick to laugh and speak, but has learned to stay quiet when needed, especially among strangers.

About this character: Luthal is much more intelligent than most people expect, and he is more than willing to take advantage of this. He lives his life day to day, not concerning himself with what is to come beyond the moment, but often stays up late into the night, gazing at the stars and dreading the day he will have to betray his true master, Sora Ketra. Luthal is very loyal to his companions, and is willing to sacrifice his well-being to help other party members, especially those he sees as weak physically. He still has trouble understanding the laws of the lands he travels in, having been raised in a society where only might makes right, but he has grown to respect the way that other people live. Luthal is angered when he hears talk of the Silver Flame’s persecution of lycanthropes, not understanding how they are evil any more than he is. After all, if a gnoll can change, can’t a werewolf? He has recently started paying attention to religion for the first time. Droaam has little need for religion, and Luthal is fascinated with tales of the gods, having never heard even the most widely-known stories.

Age: 20
Height: 7’6”
Weight: 300
Hair: Reddish brown with darker spots around face and neck
Eyes: Green

Ranger
4th level
Experience: 6,000
Alignment: Chaotic Neutral
Deity: The Sovereign Host

Statistics:

STR: 18
DEX: 10
CON: 14
INT: 10
WIS: 16
CHA: 10

Hit Points: 38

Saving Throws:
Fortitude: +6 (base +4, CON +2)
Reflex: +4 (base +4, DEX +0)
Will: +4 (base +1, WIS +3)

Armor Class: 13 (Leather armor, +1 natural armor)

Base Attack Bonus: +4

Weapons: Normally fights with two weapons, allowing an extra attack.

Battleaxe, +8 attack (damage 1d8+4, crit x3), +6 when used with Two Weapon Fighting

Throwing Axe, +4 attack thrown, +8 attack melee (damage 1d6+4, crit x2, Rng 10', Returning magical ability), +6 when used with Two Weapon Fighting

Skills:

Climb +7 (4 ranks, +3 Str)
Hide +7 (7 ranks)
Jump +5 (2 ranks, +3 Str)
Knowledge (Nature) +5 (5 ranks)
Listen +11 (6 ranks, +3 Wis, +2 Alertness Feat)
Move Silently +7 (7 ranks)
Spot +12 (7 ranks, +3 Wis, +2 Alertness Feat)
Survival +10 (7 ranks, +3 Wis)

Feats:

Track (Ranger bonus feat)
Two-weapon fighting (Ranger bonus feat)
Endurance (Ranger bonus feat)
Alertness (+2 on all Spot and Listen checks)
Improved Initiative (+4 on Initiative checks)
Die Hard (Can act when below 0 hp, automatically stabilizes)

Racial Features:

Gnoll from Droaam

+4 Str, +2 Con, -2 Int, -2 Cha
Darkvision 60 ft
+1 Natural armor
ECL +1

Languages: Gnoll, Common

Class Features:

Favored Enemy: Orc
Wild Empathy

Spell Casting: One 1st level Ranger spells/ day. Choose from the following list.

Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius circle.
Hide from Animals: Animals can’t perceive one subject/ level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/ attack from specified energy type.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls animal to fight for you.

Equipment:

Leather Armor (10gp)
Battleaxe (10gp)
Throwing axe of Returning (2316gp)
Belt w/ pouch (1gp)
Grappling Hook (1gp)
Bedroll (1gp)
Winter blanket (1gp)
Rations (Dried meat, 4 days) (1gp)
50’ Hemp rope (1gp)
Large sack
Dust of Tracelessness, 6 applications (1500gp)
Potion of Cure Light Wounds, 2 qty
Potion of Bull’s Strength, 1 qty (300gp)
Potion of Neutralize Poison (750gp)

Total spent 5192
Wealth: 208gp
 

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Code:
Name:		Tomanta "Tom" d'Arture, Finder of Lost Things
Gender:		Male
Race:		Human
Class:		Rogue 2/Fighter 2
Alignment:      Neutral Good


Ability	 Score	Mod	Cost		    Level:	 4	XP:     6000
Str:	  12    +1        4		    BAB:	+3	HP:	32
Dex:	  14	+2	 6         	    AC:	15 (+2 Dex +3 Armor)
Con:	  10	0	 2                  Speed:	30'
Int:	  15	+2	 6	     	    Init: 	+6
Wis:	  14	+2	 6                  ACP:        -0       
Cha:	  12  	+1 	 4 		    Action Pts:  7

(Int +1 @ 4th level)

Saves	Total Base	Mod	Feat    Special 
Fort:	  3    3	+0	0	0                    
Ref:	  5    3	+2	0	0       
Will:	  2    0	+2 	0	0                    

Main Weapons		Attack	Damage	Critical   Range
+1 Bastard Sword	  +5	1d10+2	19-20/x2    -- 
Masterwork Dagger	  +5    1d4+1   19-20/x2    --
Mighty (+1) Cmp Lngbw	  +5    1d8+1     x3       110ft


Feats:	
Urban Tracking, Investigator, Exotic Weapon Proficiency (Bastard Sword), Quick Draw, Improved Initative

Abilities: Sneak Attack +1d6, Trapfinding, Evasion

Skills			      Total   Ranks	Mod	Feat
Bluff				7	6	 1
Decipher Script			6	4	 2
Gather Information		8	7	 1
Hide				6	4	 2
Knowledge (Karrnath Local)	9	7	 2
Listen				6	4	 2
Move Silently			6	4	 2
Search				9	7	 2
Sense Motive			9	7	 2
Spot				7	5	 2
Speak Language (3)
	
Languages: 
Common, Dwarven, Elven, Goblin, Halfling, Orc


Equipment:
+1 Bastard Sword (2335 gp)*
Masterwork Studded Leather Armor (175 gp)
Darkweave Coat (110 gp)**
   Masterwork Dagger (302 gp)
   3x Daggers (6 gp)
   Identification papers, standard (2 gp)
   5x Chalk (5 cp)
   Sunrod (2 gp)

Quiver of Ehlonna (1800 gp)
   Mighty (+1) Composite Longbow (200 gp)
   Arrows x60 (3 gp)
   Javelin x10 (10 gp)
   Shortspear x3 (6 gp)
   Quarterstaff x2 (0 gp)


Backpack (2gp)
   Explorers Outfit (0 gp)
   Flint and steel (1 gp)
   Manacles (50 gp)
   4x Trail rations (2 gp)
   Rope, silk 50ft (10 gp)
   Waterskin (1 gp)
   Inquisitive's Kit (300gp)

82 gp, 9 sp, 5 cp

* - The bastard sword is an heirloom from Aeron's family.  It possesses a blue tinted blade with a falcon etched at the base of it.  Family tradition states that the eldest daughter passes it on to her husband.  While Aeron and Tomanta are not married, she has never been one to follow the rules strictly, and passed it to him.  She carries a similar dagger.  The sword may have abilities unknown to anyone living (or might not...).

** - This custom tailored, ankle-length coat is made of Darkweave, granting the wearer +1 to hide checks in dark or shadowy environments.  Also, there are numerous pockets on the inside of the coat (none outside), providing ample places to hide things.  The thick fabric tends to hide any potential bulge from hidden objects (any actual skill adjustments at DM's discretion)

Background:
Tomanta was the thirdborn child of a Cyrean innkeeper who lived near the border between Karrnath and Cyre. He had two older sisters and one younger one (with whom he got along with the best). Tom was always facinated with swordplay so, when he was old enough, his father bought him a sword and paid for him to train with a former army officer who lived in town. Tom quickly realized that the man - who had himself received little training besides "thrust the pointy end towards the bad guys" before being sent off to war - could teach him little.

Tomanta's parents found several others to train Tomanta over the next few years, but could never seem to find one who knew what he was doing (perhaps since all the accomplished swordsmen were either in the army or training it - and Tomanta was still too young to join).

Tomanta was in Karrlakton when Cyre was destroyed. When no one came out of the fog - no survivors at all - he was at a loss, assuming his family dead.* He managed to get a job with House Tharashk as a bodyguard. He quickly became friends with Mycol and Aeron, two children of the house's highest ranking member in Karrlakton. Mycol, a man about the same age as Tomanta, decided that training their skills together would be useful. Aeron, a year younger and a little tomboyish, got involved a little herself. About a year into his time with House Tharashk, Tom and Aeron secretly began a more romantic relationship.

When Aeron's father found out - the oldest sibling, Ryoga, told him, he publically disapproved but took little action as he had grown fond of the Cyrean refugee himself. Tomanta moved up quickly in the house, taking on more important work.

Aeron's father then died unexpectedly (foul play is still suspected). The house leadership, unwilling to place their interests in Karrlakton to any of the young heirs, assigned someone else to the city. There is currently a quiet power struggle between the new leadership and the old nobles and employees. In an effort to keep Tomanta and Aeron apart, the new leadership assigns him to tasks that take him away from the city.

Appearance:
Tomanta is tall, about 6'4", with long brown hair with a slight curl to it, tied back into a tail hanging between his shoulder blades. He is clean shaven, with deep brown eyes. He usually has a smile on his face and seems to be in good spirits. He tends to wear black, most notably a custom tailored, ankle-length black coat.

Personality:
Tomanta was a little bit of a hyperactive child, a personality trait that still shows through today. He hates being bored, so when it happens he tends to amuse himself - much to the annoyance of others at times. He takes his work seriously, but one might not often see that behind his jovial mood.

Tom has a gift for languages.

* - His younger sister, Kaliya (Probably wizard class), actually survived, but likewise thinks that Tomanta is dead.
** - Mycol (Fighter); Aeron (Bard).
 

Code:
[B]Name:[/B] Margan the Panther
[B]Class:[/B] Monk
[B]Race:[/B] Shifter (Beasthide)
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] Balinor

[COLOR=Red]Stats when shifting in red[/COLOR]

[B]Str:[/B] 14 +2 (05p.) (+1 for levels) [B]Level:[/B] 4        [B]XP:[/B] 6,000
[B]Dex:[/B] 16 +3 (06p.) (+2 Shifter)    [B]BAB:[/B] +3         [B]HP:[/B] 40 (4d8+8) [COLOR=Red]44 (4d8+12)[/COLOR]
[B]Con:[/B] 14 +2 (06p.) [COLOR=Red]16 +3[/COLOR]           [B]Grapple:[/B] +5     [B]Dmg Red:[/B] --
[B]Int:[/B] 10 +0 (04p.) (-2 Shifter)    [B]Speed:[/B] 40'      [B]Spell Res:[/B] --
[B]Wis:[/B] 14 +2 (06p.)                 [B]Init:[/B] +2        [B]Spell Save:[/B] +2 vs. Enchantment
[B]Cha:[/B] 7  -2 (01p.) (-2 Shifter)    [B]ACP:[/B] -0         [B]Spell Fail:[/B] --

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +1    +0    +3    +0   +0 [COLOR=Red]+4[/COLOR] +2    16 [COLOR=Red]20[/COLOR]
[B]Touch:[/B] 15           [B]Flatfooted:[/B] 11 [COLOR=Red]15[/COLOR]

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      4    +2 [COLOR=Red]+3[/COLOR] +1    +7 [COLOR=Red]+8[/COLOR]
[B]Ref:[/B]                       4    +3   +1     +8
[B]Will:[/B]                      4    +2   +1     +7

[B]Weapon                  Attack   Damage     Critical[/B]
Unarmed                   +5     1d8+2      20/x2
Flurry of Blows           +3/+3  1d8+2      20/x2
MW Javelin                +6     1d6+2      20/x3

[B]Languages:[/B] Common

[B]Abilities:[/B] Evasion, Flurry of Blows, [I]Ki[/I] Strike (magic), low-light vision, 
    Shifting 2/day (8 rounds), slow fall 20 ft., Still Mind, Unarmed Strike

[B]Feats:[/B] Beasthide Elite, Deflect Arrows, Healing Factor, Stunning Fist (4/day, DC 14)

[B]Action Points:[/B] 7

[B]Skill Points:[/B] 28       [B]Max Ranks:[/B] 7/3.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Balance                    3    +3    +2    +8
Climb                      4    +2    +2    +8
Jump                       5    +2    +2    +9
Listen                     4    +2          +6
Move Silently              4    +3          +7
Spot                       4    +2          +6
Survival                 2.0    +2          +4
Tumble                     0    +3    +2    +5

[B]Equipment:                             Cost  Weight[/B]
MW Javelin                            301gp   2 lb
Bracers of Armor +1                  1000gp   1 lb
Cloak of Resistance +1               1000gp   1 lb
2 Potions of Cure Moderate Wounds     600gp   0 lb
6 Potions of Cure Light Wounds        300gp   0 lb
Potion of Invisibility                300gp   0 lb
Potion of Fly                         750gp   0 lb
Caltrops x3                             3gp   6 lb
50 ft. Silk Rope                       10gp   5 lb
Belt Pouch                              1gp  .5 lb
Traveler's Outfit                       1gp   5 lb
Identification Papers (with portrait)   5gp   0 lb
Traveling Papers                        2sp   0 lb

[B]Equipment Carried by Horse:[/B]
Bedroll                                 1sp   5 lb
Winter Blanket                          5sp   3 lb
Cold Weather Outfit                     8gp   7 lb
Everburning Torch                     110gp   1 lb
Map or Scroll Case                      1gp  .5 lb
Firewood (2 days' worth)                2cp   40lb
Flint and Steel                         1gp   0 lb
Riding Saddle                          10gp   25lb
Sadddlebags                             4gp   8 lb
100 ft. Hemp Rope                       2gp   20lb
Trail Rations (2 days' worth)           1gp   2 lb

[B]Total Weight:[/B]20.5lb      [B]Money:[/B] 908gp 62sp 198cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                58   116   175   350   875

[B]Age:[/B] 29
[B]Height:[/B] 5'3"
[B]Weight:[/B] 148 lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Black
[B]Skin:[/B] White

Light Horse, "Footfall": See MM

Background: Margan's mother died soon after childbirth, leaving him with only his father, a scoundrel and drunkard, living in a small farming town in the Eldeen Reaches. Unfortunately for Margan, his father was chased out of town soon thereafter, the farmers having finally become tired of having their chickens stolen and their meals "shared." His father fled across the Aundair border to Wyr, and tried to settle down with his infant child, but the man's unruly ways soon caught up with him. He was again run out of town, but this time, the man didn't even have a chance to grab his son before leaving. Searching through what possessions (mostly stolen) the man had left behind, the Wyr constable found a very small, and very hairy, bundle of crying child. The village council decided that it would be best cared for at the nearby monastery to Dol Dorn, where the strict and martial life would make sure that the orphan child would become an upstanding citizen.
Unfortunately, the child proved quite savage and untamable, and in desperation, the priests of Dol Dorn finally sent the child to another monastery in southern Aundair, dedicated to Balinor, the god of beasts. There, the wild yet benevolent clerics of Balinor were able to both befriend and tame Margan. The life of a cleric was obviously not for him, but he felt at ease with the monks of the monastery, who spent long hours searching for inner perfection. Under them, he learned the way of the Hunter, the subtle and necessary relationship between Predator and Prey, and all manner of other knowledge about the order inherent in nature. Margan grew to be a man, strong both in body and will, and most of his body covered in unusually thick, jet-black hair.
Eventually, Margan left the monastery, feeling pressured by its restraints despite the free-spirited nature of the followers of Balinor. He has been traveling from place to place for roughly five years, never quite fitting in due to his wild nature. Many of his travels have been in Aundair; however, he has seen most major locations on the continent at least once.

Personality: Margan is firmly bound by his personal honor and what he calls "the Order of Nature," and although he does not fully grasp the complexities of civilized law, he respects it nonetheless, seeing it as another manifestation of the Order he knows so well. Margan can be very coarse and is usually unafraid to speak his mind even when doing so is a bad idea, but he is completely loyal to his allies, and tends to form very close, almost sibling-like bonds. When dealing with strangers, Margan unconsciously becomes very competitive in a struggle for the position of "Alpha Male", which is often misinterpreted for hostility. Past this, however, Margan is very accepting and protective of his friends.

Appearance:Margan is about average height, and moves with the grace and power of a hunting cat. This, combined with his black hair, has given him his nickname of "the Panther." When Margan shifts, his hair grows longer and takes on a slight sheen, and his eyes appear slightly feline (he sheds the extra hair when he stops shifting). He has a rather thick and unruly head of hair, and a face of hard yet graceful lines. Margan has no beard, but never appears completely clean-shaven (despite his occasional efforts).
 
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