[OOC] The Banewarrens

GruTheWanderer

First Post
------------------------------
January 22nd
Additional spots filled.
------------------------------

IC Thread: http://enworld.cyberstreet.com/showthread.php?s=&threadid=33261

Long ago, a powerful saint gathered dozens of the world's most malignant forces of evil and locked them away in his far-flung warrens behind magically sealed doors.

Today someone opened a door...


Calling all adventurers willing to brave Monte Cook's other mega-adventure. Dungeon crawl, social intrigue, and plenty of horror await.

I'm looking for 6 characters of 5th level. Character creation guidelines:
1) Choose your own ability scores
2) Use any source material you want
3) Equip using 9000gp
4) I reserve the right to veto anything

My source materials include the core rulebooks, OA, PsH, ITCK, MoP, and the three BOEM. If you anything from outside these sources (including the WOTC splatbooks) you will need to send me a link or summary.

I will try to post at least once a day. I expect players will do the same.

Edit: Forgot about If Thoughts Could Kill
Edit: Added gp amount
Edit: Recruiting two new characters
Edit: Recruitment closed
 
Last edited:

log in or register to remove this ad




Fesseldon Grimandle (Grim)

Human Psion (Egoist) 5
Alignment: Lawful Neutral

STR 16 +3 (+1 applied @ 4th level)
DEX 12 +1
CON 11 0
INT 14 +2
WIS 13 +1
CHA 12 +1

Hit Points: 17
AC: 18 (+1 Dex, +4 Intertial Armour, +3 shield)
BAB: +2 (+5 to hit melee, +3 ranged)
Saves: +2 Fort (+1 Base, +0 CON, +1 cloak), +3 Ref (+1 Base, +1 DEX, +1 cloak), +6 Will (+4 Base, +1 WIS, +1 cloak)

Attacks:
+5 heavy mace (d8+3 damage)
+4 large shield (d8, +3 within 30', 30' range increment)
+3 light crossbow (d8, 80' range increment)

Skills:
Alchemy (INT +2, 2 ranks cross-class) +4
Autohypnosis (WIS +1, 2 ranks) +3
Climb (STR +3, 2 ranks) +5
Concentration (CON 0, 8 ranks, +2 psicrystal) +10
Disguise (CHA +1, +4 ranks cross-class) +5
Innuendo (WIS +1, 2 ranks cross-class) +3
Jump (STR +3, 2 ranks) +5
Knowledge (Psionics- INT +2, 5 ranks) +7
Perform (CHA +1, 2 ranks cross-class) +3 Performance types: Flute, mime
Psicraft (INT +2, 6 ranks) +8
Stabilize Self (CON 0, 8 ranks) +8
Swim (STR +3, 2 ranks) +5

Languages: Common, Elvish, Draconic.

Feats: Shield Profiency, Inertial Armour, Scribe Psionic Tattoo.

7 psionic combat modes
Offenses: mind thrust, psychic crush.
Defenses: empty mind, intellect fortress, mental barrier, thought shield, tower of iron will.

15 PP (10 base, +9 for high STR)
0-Level manifestations: 8/day

0: Lesser Natural Armour, Far Hand, Detect Psionic, Inkling.
1st: Lesser Body Adjustment, Hammer, Biocurrent.
2nd: Claws of the Bear, Inflict Pain.

Psicrystal: Singleminded (+2 to Concentration)
INT: 8 Special: Sighted, empathic link, telepathic link, self-propulsion

EQUIPMENT:
+1 ranged large metal shield, heavy mace, light crossbow w/ 30 bolt (in quarrel on left hip), dagger (strapped crosswise across lower back), psionic tattoo (claws of the bear) x2, psionic tattoo (lesser body adjustment) x6, dorje of astral construct II (lasts 2 rounds, 50 uses), dorje of lesser concussion (50 uses), cloak of resistance +1, silver and gold ring with small, flawed emerald setting (worth 1000 gp), 78 gp.

Appearance: Grim looks more like a religious aesthetic than anythign else. He wears a plain white robe, with a black cloak over that. His tattoos of body adjustment take the image of small red dots on his forehead, while the claws of the bear tattoos are abstract tribal triangles on his forearms. Grim keeps his hair cut short, except for a topknot, which is long and black, tied back over his neck.

Personality: Grim is actually a rather happy-go-lucky sort of individual, though he is no leader and would rather be a supporting character in the play that is life. Grim was an entertainer for some years, an uneducated religious zealot for far more, and a wandering malcontent only recently.

Grims past is something he keeps to himself, though it is known that he travelled with his family on trade routes for much of his formative years, and has never really called anywhere but the back of a wagon or the boughs of a tree his home. He is tolerant, patient, and quiet.

edit: was four power points shy.
 
Last edited:

For your consideration:

Krug Stormhammer
Rogue 3/Ftr 2
Str: 14 (+2) Int: 16 (+3) Wis: 10 (0) Dex: 17 (+3) Con: 14 (+2)Cha: 8 (-1)
AC: 19 HD: 2d6+3d10+10 HP: 38
AL: Chaotic Good
XP: 11,000
BAB: +4 Fort: +5 +1 (Cloak) = +6 Ref: +6+1 (Cloak)= +7 Will: +1 +1 (Cloak)= +2
SA: +2 Saving throws vs Poisons/Spells/Spell-like effects, +2 checks on stonework, +1 attack rolls against orcs and goblinoids, +4 dodge bonus against giants, +2 Appraise on stone and metal items, +2 Craft on stone and metal, Evasion, Sneak Attack +2d6, Uncanny Dodge
Languages: Common, Dwarven, Goblin, Orc, Undercommon
Armor: Mithril Shirt, Large Steel Shield +1 (carried not wielded), Ring of Protection +1
Weapons: Repeating Crossbow +1 (+8/1d8+1/19-20x2/80') and Quiver with 30 normal bolts and 10 MW bolts in cases, Masterwork Warhammer (+7/1d8+2/x3), Handaxe (+6/1d6/x3)
Feats: Point Blank Shot, Precise Shot, Exotic Weapon Proficiency (Repeating Crossbow), Rapid Shot
Skills: (86 points)
Appraise +3 (Int) + 4 ranks = +7
Balance +3 (Dex) + 3 ranks -2 (armor) = +4
Bluff -1 (Cha) + 5 ranks = +4
Climb +2 (Str) + 3 ranks -2 (armor) = +3
Craft (Traps) +3 (Int) +8 ranks + 2 (Tools) = +13
Decipher Script +3 (Int) +4 ranks = +7
Disable Device +3 (Int) +8 ranks + 2 (Tools) = +13
Hide +3 (Dex) + 8 ranks -2 (armor) = +9
Intuit Direction 0 (Wis) + 2 ranks = +2
Listen 0 (Wis) + 6 ranks = +6
Move Silently +3 (Dex) + 6 ranks -2 (armor) = + 7
Open Lock +3 (Dex) +8 ranks +2 (Tools) = +13
Search +3 (Int) + 8 ranks = + 11
Spot +0 (Wis) + 8 ranks = +8
Swim +2 (Str) + 1 rank - 6 (weight) = -3
Use Magic Device -1 (Cha) +2 ranks = +1
Use Rope (+3) Dex + 2 ranks +2 (rope) = +7

Equipment: Masterwork Thieves Tools, Masterwork trapmaker's kit, Backpack, Rope, 4 potions of Cure Light Wounds, 1 potion of sneaking, 2 weeks rations, Waterskin, Bedroll, Chalk, Mirror, 3 flasks of oil, Flint and Steel, Silk Rope, Coin Pouch with 50 gp

History: Mercenary crossbowman and trapmaker, Krug Stormhammer left his dwarven hearth to see the world and earn his keep. His clan frowned upon him as he wasn't very skillful with the warhammer, and his family was severely disappointed when all he could find was a position as a crossbower; certainly one of the lowliest ranks in the dwarven hierachy. Nevertheless, he became quite an expert with it, and also spent much time making traps and opening locks, skills he knew he could sell in the outside world.

He has wandered to many places to seek his fortune, though he has probably spent most of it on ale and pork knuckles. Dressed in a stinking suit of armor and smelling like he hasn't bathed for a while, the dwarf is fanatically loyal to his companions as long as they don't complain about his BO. His appearances hides his mithril shirt and magical cloak.
 
Last edited:

I Just rolled 16 14 16 12 18 13

Verakka
Lizardman (+2CR)Level 1 Rogue, Level 1 Ranger, Level 1 Sorcerer (Monte Version)
Align: Neutral
Male, 6'3".175 pounds, yellow eyes, dark green skin with pale yellow undersides, light green spines and dewlap (neck 'comb'). Age 16 (human equiv 25)

Str 18 16 +2
Dex 18 18
Con 16 14 +2
Int 14 16-2
Wis 12
Cha 14 13+1@4th


HP 51 (LM) 7+5 + (Rogue) 6,+ (Sorcerer) 4 + (Fighter) 8 + 15 Con =45
BaB +3 (LM) +1
Fort +5
Ref +10 (LM) +3
Will +3
Init +4
Move 30'/Swim 30'
Speaks Draconic, Common

AC: 20
Flat: 16
Touch: 19

Listed attacks are 2 claws (or Greatclub, the listed weapon in the MM, implying that claws/weapons are used in combination with their bite as a single full attack action).
I have Multiattack, Ambidex and Two Weapon Fighting. I assume I can use a combo of claws, weapons and the bite? My bonuses would be claws as standard + bite @-2 or weapon as standard + Bite @ -2 or 2 weapons at -2 each plus Bite @ -2.


+5 Natural Armor
+6 Jump, +8 Swim, +4 Balance
Skills:10 (LM) + 40 Rogue,6 Ranger,6 Sorcerer
Multi-Attack
Weapon Proficiency
Exotic Weapon: Bastard Sword
Combat Reflexes
Track, 2 Weapon fighting, Ambidexterity
Favored Enemy: Humans
Sneak Attack +1D6
Summon Familiar
Evasion
<Leadership>

Attacks

Claws +7 /+5 as off-hand with sword 1D4+4 20/X2
Bite 1D4 /+5 1D4+2 20/X2 Gets this in addition to claws/weapons
Bastard Sword +8/+6 as 2 Weapon fighting) 1D10+6 two handed, +4dam 1 handed 19-20/X2
Short Sword +8 1D6+4/2 in of-hand 19-20/X2
Club +7 1D6+4/2 in off-hand 20/X2
Long Composite Bow +7/+8 with master worked arrows 1D8+4 20/X3 110' increments
Dagger +7 1D4+4 10' Increments

Familiar: "Sletha" Tiny Pit Viper
HD:5, HP 22 Initiative +3 Move 15' Climb, Swim and standard
Str 6 Dex 17 Con 11 Int 6 Wis 12 Cha 2 AC:18 (3Dex,2 Size, 3 Natural)
Bite +5 1D4-3 (I min) + Poison: DC 11 Primary and Secondary is 1D6 Con
Scent, Balance +12, Climb +12, Hide +18, Listen +8, Spot +8.
Weapon Finesse: Bite
Alertness, Improved Evasion, Share Spells,
Empathic Link to 1 Mile. +1 NA
Dark Brown with tiny yellow flecks.

Listen 5/+11 (+13 with familiar)
Spot 5/+11 (+13 with familiar)
Search 7/+9
Hide 6/+10
Move Silently 6/+10
Disable Device 4/+10
Open Locks 4/+10
Decipher Script 3/+4
Use Magic Device 4/+6
Bluff 2/+4
Appraise 1/+2
Balance 4/+12
Tumble 3/+7
Jump 4/+14
Swim 2/+14
Climb 2/+6
Spellcraft 2/+3
Concentration 2/+5
Know: Arcana 2/+3
Intimidate 1/+3
Gather Information 1/+3
Wilderness Lore 3/+4

Spells Known: 5/3 Per Day:5/4
Cantrips: Detect Magic, Mage Hand, Light, Daze, Quick Boost
1st Level Spells: Mage Armor, True Strike.


Heward's Handy Haversack (2,000GP)
+1 Bastard Sword (2,335GP)
Neck-Torc of Resistance +1 (1,000GP) as Cloak
MW Short Sword (310)
MW Thieves Tools :2 Sets (200GP) < 1 set in Haversack>
Mighty Long Composite Bow (600GP)
Quiver of 20 MW Arrows (140GP)
Quiver of 20 Normal Arrows (1GP) <In Haversack>
4 Daggers (8GP)
Club (on back)
Headband of the Observant (2,000) +5 to Spot and Listen (pg 242 DMG , Vest of Escape as example of an item that gives bonus to 2 skills, still 10 total)
Small pouch for Sletha (5 SP)
Scrolls: (All at 1st level casting) (150GP) <In Haversack>
Color Spray
Spider Climb
Hold Portal
Change Self
Erase
Feather Fall


< 5 Cure Light Wounds 1D8+1 250GP>
< Scrolls of (@ 1stLevel) Change Self,Erase, Tenser's Floating Disk X2 =100GP>
< Bracers of Armor +1 = 1,000GP>
< Potion of Bull's Strength (3rd Level) 300GP>
1650 spent of 1696..19 GP left.



Potions:
Cure Light Wounds 1D8+1 X4 (200GP) <In Haversack>

3 Tindertwigs (3GP) <In Haversack>
50 Hemp Rope & Grapnel <In Haversack> (2GP)
3 flasks of acid (30GP) <In Haversack>
Belt Pouch (1GP)
3 Sunrods (6GP) <In Haversack>
4 flasks of oil (4SP) <In Haversack>
crowbar (2GP) <In Haversack>
Flint & Steel (1GP) <In Haversack>
Dried Meat Rations: Equivalent to 1 week (3.5GP) <In Haversack>
2 Water Skins-Full (2GP) 1 worn, <1 in Haversack>
Bedroll (1SP) <In Haversack>
Sledge Hammer (1GP) <In Haversack>
Shovel (1GP) <In Haversack>
3 Torches (3CP) <In Haversack>
3 pcs chalk (3 CP) <In Haversack>
200 feet twine in a ball (8CP)
Bag of Stones: 20 or so at a ½ pound each <In Haversack>
2GP, 3SP,8CP in Belt Pouch

Verakka hails from some distant swamp of the Southlands. He doesn't ever speak of his home, except to say that he is no longer welcome there for undisclosed reasons. An affinity for Humans may have been the cause, as Verakka has studied and is fascinated by Mankind. This carried over to his abilities as a Bounty Hunter (Ranger), as he proved very good at tracking down and catching Criminals.Verakka has recently shifted his focus to matters Arcane, using his skills gained as a youth in human cities to good use finding magical items and searching out enchanted places.
The Lizardman travels about with his familiar Sletha, though the little snake usually remains hidden while in cities, as the sight of a Viper would cause a rather bad reaction.

Now in Ptolus searching for a way to Seal the banewarrens, Verakka has been joined by a mysterious Grey Elf who says that he Dreamed of the Lizardman, and has come seeking him out, knowing that he needs to aid him and his companions in their Quest.
 
Last edited:


Iliar Rentia
Male Human Fighter 5
Age: 24
Weight: 277 Lbs
Height: 6' 9"
Hair: None
Eyes: Grey
Alignment Neutral Good
Current XP: 11000
XP for Next Level: 15000

Attributes
Str 18 (+4)
Dex 16 (+3)
Con 14 (+2)
Int 12 (+1)
Wis 12 (+1)
Cha 10

Combat Info
HD 5d10+10
HP 44
Speed: 20'
AC: 24 (+3 Dexterity, +2 Shield, +5 Breastplate, +2 Armor Focus(Breastplate), +1 Armor Specialization (Medium), +1 Shield Specialization)
Flat Footed AC: 21 (+2 Shield, +5 Breastplate, +2 Armor Focus(Breastplate), +1 Armor Specialization (Medium), +1 Shield Specialization)
Touch AC: 13 (+3 Dexterity)
BAB: +5
Saves: Fort +6, Ref +4, Will +2

Attacks:
Gauntlet, +9 melee, 1d3+4, 20, x2, Size T, Type B
Dagger, +9 melee or +8 Ranged, 1d4+4, 19-20, x2, Size T, Type P
Warhammer, +9 melee, 1d8+4, 19-20, x2, Size M, Type B
Large Shield, +9 melee, 1d4+4, 20, x2, Type B
Heavy Crossbow, +8 Ranged, 1d10, 19-20, x2, Size L, Type P

Two Weapon Fighting Notes
Primary Attack: Warhammer +7 melee, 1d8+4, 20, x3, Size M, Type B
Off Hand Attack: Large Shield, +7 melee, 1d4+2, 20, x2, Type B
Armor Class drops by 1 (because Shield Specialization bonus is lost when attacking with the shield) when using two weapon fighting.

Skills
Climb +12 (8 Ranks +4 Strength)
Jump +12 (8 Ranks +4 Strength)
Swim +12 (8 Ranks +4 Strength)
Tumble +7 (4 Ranks, +3 Dexterity)

Languages
Common
Dwarven

Feats
Human: Ambidexterity
1st Level: Armor Focus (Breastplate)
Fighter Bonus Feat: Two Weapon Fighting
Fighter Bonus Feat: Shield Specialization
3rd Level: Armor Specialization (Medium)
Fighter Bonus Feat: Defensive Fighter

Abilities
+1 Skill Point per Level
Bonus feat at first level

Equipment
Warhammer +1
Dagger
Heavy Crossbow
Masterwork 30 crossbow bolts
Large Wooden Shield of Bashing +1
Masterwork Breastplate
Cloak of Resistance +1
Gauntlets
Explorer's Outfit
6 Cure Light Wounds Potions
1 Cure Moderate Wounds Potion
2 weeks Trail Rations
5 torches
Flint and Steel
Backpack
Bedroll
Beltpouch

Money
25 pp
39 gp
18 sp
5 cp

Carrying Capacities
Light: 100 Lbs
Medium: 200 Lbs
Heavy: 300 Lbs
Current Load: 113 Lbs, Medium

Background
Iliar is a defensive specialist, who was a bodyguard for a noblewoman for about 3 years. At one point in a supposedly safe town, his client was killed by a assassin disguised as a flower girl. Although the assassin was caught, and Iliar was cleared of all charges, he decided to leave the life of a bodyguard and become an adventurer, trying to help those in need to help himself feel better about what happened to Crysta. So far it isn't helping, and so he's begun taking on more and more dangerous locales and groups in his effort to atone. Unless he comes to terms with his failure, his inner demons will eventually get him killed. When he isn't risking death, he makes a good addition to any group, and can hold any line with the best of them.

Description
6'9" and a wall of muscle. Shaved head, and a penchant for wearing royal blue. Tattoo of a viper on right arm near shoulder. Doesn't speak about tattoo when asked.
 
Last edited:

Shield Specialization
(Kingdoms of Kalamar)
Shield Specialization [Fighter, General]
Prerequisites: Shield Proficiency.
Benefit: You get a +1 AC bonus when using a shield. You also receive no attack penalties or lose your shield’s AC bonus when using shield bash attacks

Armor Specialization
(Quintessential Fighter)
Prerequisites: +2 Base Attack Bonus, Armor proficiency
Benefit: Choose light, medium, or heavy armor when you take this feat. You get a +1 competence bonus to your AC when wearing armor of that type.

Defensive Fighter [Fighter, General]
(Quintessential Fighter)
Prerequisites: DEX 13+, +2 Base Attack
Benefit: When fighting defensively, you only suffer a –2 penalty to attack (instead of –4).

Armor Focus
(Rokugan)
Prerequisites: +2 Base Attack Bonus, Armor proficiency
Benefit: Choose a specific type of armor (not a category). You get a +2
dodge bonus to AC when wearing armor of that type.
 

Remove ads

Top