PCs for The Sceptre of Kings, a Dwarvish Quest...


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Knight Otu

First Post
Skezzketh, Lawful Neutral Male Lizardfolk Spirit Warrior
Monk 8

Speed:
50 ft. (Standard 30 ft.)
HD: 2d8+6 (Lizardfolk) + 8d8+24 (Monk)
HP: 110 hp (Max)

Str: 18 (+4) [8] +2 racial, +1 increase 4th
Dex: 16 (+3) [10]
Con: 16 (+3) [6] +2 racial
Int: 12 (+1) [6] -2 racial
Wis: 17/21 (+3/+5) [10] +1 increase 8th
Cha: 8 (-1) [0]

Base Attack: +7/+2 (+1 lizardfolk, +6 monk)
Base Flurry of Blows: +6/+6/+1
Grapple: +15

AC: 23/25 (+5 natural, +3 Dex, +3/+5 Wis, +1 monk, +1 deflection)
Initiative: +7 (+4 Improved Initiative, +3 Dex)
Fort +12 [+0 lizardfolk, +6 monk, +3 Con, +3 cloak]
Ref +15 [+3 lizardfolk, +6 monk, +3 Dex, +3 Cloak]
Will +12/+14 [+0 lizardfolk, +6 monk, +3/+5 Wis, +3 cloak]

Attacks
Ghost Tooth (+2 ghost touch kama) +13/+8 melee; 1d6+6 slashing; x2/19-20
Flurry with Ghost Tooth +12/+12/+7 melee; melee; 1d6+6 slashing; x2/19-20
Unarmed Strike +12/+6; 1d10+4 bludgeoning; x2
Flurry with Unarmed Strike +11/+11/+6; 1d10+4 bludgeoning; x2
2 claws +11 and bite +6; claw 1d4+4 slashing, bite 1d4+2 b/s/p; x2

Skills: [15 lizardfolk, 40 monk]
Balance +16 [+3 lizardfolk, +4 monk, +4 racial, +3 Dex, +2 synergy (Tumble)]
Climb +10 [+0 lizardfolk, +6 monk, +4 Str]
Concentration +9 [+0 lizardfolk, +6 monk, +3 Con]
Jump +26 [+4 lizardfolk, +4 monk, +4 racial, +4 Str, +2 synergy (Tumble), +8 speed]
Knowledge (nature): +4 [+2.5 [5] lizardfolk (cc), +.5 [1] monk (cc), +1 Int]
Knowledge (religion): +3 [+0 lizardfolk, +2 monk , +1 Int]
Listen +7/+9 [+0 lizardfolk, +2 monk, +3/+5 Wis, +2 Alertness]
Spot +7/+9 [+0 lizardfolk, +2 monk, +3/+5 Wis, +2 Alertness]
Survival +4/+6 [+0 lizardfolk, +1 [2] monk (cc), +3/+5 Wis]
Swim +16 [+3 lizardfolk, +5 monk, +4 racial, +4 Str]
Tumble +11 [+0 lizardfolk, +6 monk, +3 Dex, +2 synergy (Jump)]

Feats: Alertness, Deflect Arrows [B, Monk 2], Dodge, Improved Grapple [B, Monk 1], Improved Initiative, Improved Trip [B, Monk 6], Weapon Focus (Unarmed Strike)

Special Abilities: Evasion, Flurry of Blows (1 extra attack at -1), Hold Breath (64 rounds), Purity of Body, Slow Fall 40 ft., Spirit/Ki Strike (magic), Still Mind (+2 on saves against Enchantment spells), Unarmed Stike, Wholeness of Body (14 hp)

Equipment: Backpack (2 gp; 2 lb), Waterskin (1 2 gp; 4 lb), Trail Rations (5 days) (2.5 gp; 5 lb), Talismans (ineffective) (10 gp; 0 lb), Ghost Tooth (+2 ghost touch kama (18,302 gp; 2 lb; 1d6+6; 19-20/x2)) <L>, Goggles of Night (8,000 gp; 0 lb), Periapt of Wisdom +4 (16,000 gp; 0 lb), Cloak of Resistance +3 (9000 gp; 1 lb), Ring of Protection +1 (2000 gp; 0 lb), 2 Potions of Bull’s Strength (600 gp; 0 lb), 2 Potions of Cat’s Grace (600 gp; 0 lb), 1 Potion of Lesser Restoration (300 gp; 0 lb), 3 Potions of Spider Climb (150 gp; 0 lb)
Load: 14 lb.
Carrying Capacity: 100/200/300 lb.
32 gp, 5 sp in coins.

Languages known: Common, Draconic, Dwarven

Among the lizardfolk tribes of the Yellow Marshes, the Tribe of the Swamp Spirits is more tradition-bound than most other tribes. As such, it has kept alive the nearly forgotten tradition of the Spirit Warriors, fighters who supposedly hear the whispers of the spirits around them, warning them from near danger. While many humanoids, and even a number of lizardfolk, think of them as fairy tales, Spirit Warriors do exist, and Skezzketh is one of them. As the second-oldest Spirit Warrior who is not yet teaching the young, he has fought many fights, whether alone, with other Spirit Warriors, or with other allies, such as the dwarves. The experiences from these fights led him to deeper understandings and respect for the dwarves. If one regards the lizardfolk as blessed by the spirits of Water, then the dwarves are blessed by the spirits of Earth. In Skezzketh’s eyes, and many other lizardfolk following the same traditions, that makes lizardfolk and dwarves closer relatives than lizardfolk and kobolds, or dwarves and the rumored evil duergar.

Skezzketh is a 7 feet tall, powerfully built lizardman weighing nearly 280 pounds. As is typical for lizardmen, he does not use much in the ay of clothing, except for a seemingly plain cloak made out of animal skin, and a primitive belt used to hold his weapon when he doesn’t need it. A number of talismans hang from his neck, arms and legs, marking him as a spirit warrior. Skezzketh wears most of these talismans as part of the traditional „garment“ of the spirit warriors, but a few of them actually are inhabited by spirits. The green whisperstone (a periapt of wisdom) hanging around his necks allows him to better hear and understand the whispers of the spirits surrounding him, while the hardened breezeweed band around his finger (a ring of protection) is inhabited by a minor spirit of the winds that causes minor disturbances around him Skezzketh, making him harder to hit. Finally, his cloak (a cloak of resistance) is inhabited by a powerful spirit of luck, aiding him in dire situations. Only recently was he awarded the aid of another talisman inhabited by a spirit by the elders of his tribe, consisting of two large, dark scales (goggles of night). These scales, worn in front of the eyes, allow Skezzketh to see the world as a dwarf does.

Skezzketh is armed with a strange weapon reminding vaguely of a sickle, supposedly created by his ancestors a long time ago, propably dating back to the first contact with the dwarves. Ghost Tooth (or athzin thisticc), as the weapon is named, is the home of a powerful, but insubstantial spirit that can be strengthened by its wielder, but always has the power to reach into the spirit worlds, so that it can easily be used by, or if neccessary, against spirits. Ghost Tooth has already proven to be a great ally to Skezzketh, especially against a small number of malevolent spirits, though it could not be found it why these spirits had become malevolent. Skezzketh honors this loyalty by only using Ghost Tooth when it becomes necessary, which he can do without many problems, given that he has empowered his own spirit enough to hurt many creatures normally not affected by normal strikes with his attacks.

A few months ago, Skezzketh experienced what the spirit warriors call the szittizz athzin, the one and only time in the live of the spirit warrior that he hears the spirits with great clarity. During this time, a spirit warrior is given a quest by the spirits by the spirits, and in Skezzketh’s case, it was the quest to serve a dwarven prince who would visit the tribe soon. The elders of the tribe were not happy to see him go, but they realized that the will of the spirits had to be fulfilled. It was during this time that he was given the two dark scales that should give him the vision abilities of a dwarf.

Skezzketh, Lawful Neutral (good tendencies) Male Lizardfolk Spirit Warrior
Medium Humanoid (Reptilian)
Monk 9

Speed: 60 ft. (Standard 30 ft.)
HD: 2d8+6 (Lizardfolk) + 9d8+27 (Monk)
HP: 121 hp (Max)
Str: 18 (+4) [8] +2 racial, +1 increase at 4th level
Dex: 16 (+3) [10]
Con: 16 (+3) [6] +2 racial
Int: 12 (+1) [6] -2 racial
Wis: 17/21 (+3/+5) [10], +1 increase at 8th level
Cha: 8 (-1) [0]
Base Attack: +7/+2 (+1 lizardfolk, +5 monk)
Base Flurry of Blows: +7/+7/+2
Grapple: +15
AC: 25/27 (+5 natural, +3 Dex, +3/+5 Wis, +1 monk, +1 deflection, +2 armor)
Initiative: +7 (+4 Improved Initiative, +3 Dex)
Fort +12 [+0 lizardfolk, +6 monk, +3 Con, +3 cloak]
Ref +15 [+3 lizardfolk, +6 monk, +3 Dex, +3 Cloak]
Will +12/+14 [+0 lizardfolk, +6 monk, +3/+5 Wis, +3 cloak]

Attacks
Ghost Tooth (+2 ghost touch kama) +13/+8 melee; 1d6+6 slashing; x2/19-20
Flurry with Ghost Tooth +13/+13/+8 melee; melee; 1d6+6 slashing; x2/19-20
Unarmed Strike +12/+7; 1d10+4 bludgeoning; x2
Flurry with Unarmed Strike +12/+12/+7; 1d10+4 bludgeoning; x2
2 claws +11 and bite +6; claw 1d4+4 slashing, bite 1d4+2 b/p/s; x2

Skills: [15 lizardfolk, 45 monk]
Balance +17 [+3 lizardfolk, +5 monk, +4 racial, +3 Dex, +2 synergy (Tumble)]
Climb +9 [+0 lizardfolk, +5 monk, +4 Str]
Concentration +9 [+0 lizardfolk, +6 monk, +3 Con]
Jump +31 [+4 lizardfolk, +4 monk, +4 racial, +4 Str, +2 synergy (Tumble) +12 speed]
Knowledge (nature): +5 [+2.5 [5] lizardfolk (cc), +1.5 [3] monk (cc), +1 Int]
Knowledge (religion): +4 [+0 lizardfolk, +3 monk , +1 Int]
Listen +7/+9 [+0 lizardfolk, +2 monk, +3/+5 Wis, +2 Alertness]
Spot +7/+9 [+0 lizardfolk, +2 monk, +3/+5 Wis, +2 Alertness]
Survival: +4/+6 [+0 lizardfolk, +1[2] monk (cc) , +3/+5 Int]
Swim: +17 [+3 lizardfolk, +6 monk, +4 racial, +4 Str]
Tumble +12 [+0 lizardfolk, +7 monk, +3 Dex, +2 synergy (Jump)]

Feats: Alertness, Deflect Arrows [B, Monk 2], Dodge, Improved Grapple [B, Monk 1], Improved Initiative, Improved Trip [B, Monk 6], Weapon Focus (Unarmed Strike)

Special Abilities: Evasion, Flurry of Blows (1 extra attack at -0), Improved Evasion, Purity of Body, Slow Fall 40 ft., Spirit/Ki Strike (magic), Still Mind (+2 on saves against Enchantment spells), Unarmed Stike, Wholeness of Body (18 hp)

Equipment: Backpack (2 gp; 2 lb), Waterskin (1 2 gp; 4 lb), Trail Rations (5 days) (2.5 gp; 5 lb), Talismans (ineffective) (10 gp; 0 lb), Ghost Tooth (+2 ghost touch kama (18,302 gp; 2 lb; 1d6+6; 19-20/x2)), Goggles of Night (8,000 gp; 0 lb), Periapt of Wisdom +4 (16,000 gp; 0 lb), Cloak of Resistance +3 (9000 gp; 1 lb), Ring of Protection +1 (2000 gp; 0 lb), Bracers of Armor +2 (4000 gp, 1 lb), 2 Potions of Bull’s Strength (600 gp; 0 lb), 2 Potions of Cat’s Grace (600 gp; 0 lb), 1 Potion of Lesser Restoration (300 gp; 0 lb), 3 Potions of Spider Climb (150 gp; 0 lb)
Load: 15 lb.
Carrying Capacity: 100/200/300 lb.
1532 gp, 5 sp in coins.
Languages known: Common, Draconic, Dwarven
 
Last edited:

Erekose13

Explorer
Mohgrym Xothaerin, Shield Dwarf Psion

Mohgrym Xothaerin, Lawful Good Male Shield Dwarf Psion
Nomad 11 (CR 11)
XP: 55,800/66,000

Speed: 20ft. (30ft. with Boots of Striding and Springing)
HD: 11d4+44 (Psion)
HP: 88 hp (Max)

Str: 10 (0)
Dex: 14 (+2)
Con: 18 (+4) [+2 racial]
Int: 24 (+7) [+4 hat, +2 increase]
Wis: 10 (0)
Cha: 10 (0) [-2 racial]

Base Attack: +5 (Psion)

AC: 18 (dex +2, armor +6) flat-footed: 16, touch 12
Initiative: +2 (+2 Dex)
Fort +10 [+3 psion, +4 Con, +3 cloak]
Ref +8 [+3 psion, +2 Dex, +3 cloak]
Will +12 [+7 psion, +2 psicrystal, 0 Wis, +3 cloak]

Attacks
Light Crossbow (Masterwork) +8 ranged, 1d8, 19-20/x2
Silver Dagger (Masterwork) +6 melee, 1d4, 19-20/x2


Skills: [99 Psion, max: 14/7]
Autohypnosis +14, [+0 Wis, +14 ranks]
Balance +7 [+2 Dex, + 5 ranks]
Concentration +18, [+4 Con, +14 ranks]
Craft (metalworking) +17, [+7 Int, +10 ranks]
Listen +7, [CC][0 Wis, +7 ranks]
Knowledge (psionics) +21, [+7 Int, +14 ranks]
Psicraft +21, [+7 Int, +14 ranks]
Spot +7 [CC][0 Wis, +7 ranks]

Feats:
Creature Capacitor* (+11pp),
Empowered Psicrystal# (+10pp),
Psionic Talent (+2 basepp),
Expanded Knowledge (clairvoyant sense)
Psychic Meditation (3rd Eye)# (+11pp),
Psicrystal Affinity
Expanded Knowledge (energy ball)

Special Abilities:
Dwarven Traits(Ex): Darkvision 60ft., stonecutting, +2 saves vs. poison, +2 saves vs. spells and spell-like effects, +1 attack vs. Orcs and Goblinoids, +4 dodge bonus vs. Giants, +4 stability bonus vs. bullrush & overrun

Psicrystal: Resolve (+2 will saves), Power Storing, Energized Crystal, Discipline Focus, Int 10

Equipment:
Bag of Holding 1, 2500gp
Boots of Striding and Springing, 5500gp - worn
Cloak of Resistance +3, 9000gp - worn
Dorje of Detect Hostile Intent(50), 4500gp - belt
Dorje of Force Screen(50), 750gp - belt
Hat of Intelligence +4, 16000gp - worn
Mithril Shirt of Phasing +2
(leveled item, 2,700xp spent), 5100gp - worn
masterwork lightcrossbow, 335gp - belt
masterwork crossbow bolts (50), 350gp - belt
masterwork silver dagger, 310gp - belt
standard equipment (clothes, belt pouches (2), 50' hemp rope, flint and steel, water skin, blanket, backpack, 10 sunrods), 17.5gp - bag of holding
Torc of Power Preservation, 36000gp - worn
Potion of Cure Serious Wounds - bag of holding
Potion of Restoration - bag of holding
2637gp, 5sp - bag of holding

Languages known: Dwarven, Common, Undercommon, Elvish, Drow, Goblin, Orc, Giant, Draconic.

Powers (146 Power Points; 32 reserve points):
1st - burst, detect psionics, detect teleportation, mind thrust, vigor;
2nd - clairvoyant sense, psionic knock, sustenance, psionic levitate, psionic tongues;
3rd - dispel psionics, touchsight, time hop, psionic blast;
4th - psionic dimensional anchor, psionic fly, temporal concussion, wall of ectoplasm, energy ball;
5th - psychic crush, psionic true seeing, psionic plane shift, psionic teleport
6th - temporal acceleration

Primary Discipline: Psychoportation; Mindscapes Mode Check Bonus: +7; Restive Mind: acumen screen +0.

History: Mohgrym was born to an ancient line of Shield Dwarves in the North. He can trace his ancestry back to the last ruling kings of the ancient kingdom of Xothaerin which was abandoned after the fall of Deep Shanatar. He is very proud of his heritage and he strives to bring honour to his family name. His mithril shirt is one of the remaining heirlooms that he carries from the ancient line of his ancestors. He has long been a vassal of the Prince and accompanies him on his travels where ever he goes. Mohgrym found his way into service with the Prince when he managed to defeat a feral great orc who had led raids on the area for many years.

Personality: Mohgrym is very quick for a dwarf, his agility has proven useful in his battles allowing him to move to positions that would best suit his talents. He is a very determined individual, noble in spirit.

Description: At 4'8" and 193lbs, Mohgrym is signficantly larger than his fellow Gold Dwarf companions. He has thick long greasy black hair and a well trimmed beard. He is always dressed in fine clothing. He carries a crossbow and dagger and wears his mithril shirt in the open displaying his proud heritage engraved on the shirt. He is 68 years old and still looks quite young. While on the heavy side he moves extremely quickly and sometimes uses misconceptions about his weight to his advantage. He is an ardent follower of Marthammor Duin, believing as many expatriates do, that the Finder of Trails will eventually lead them home.

Tactics: In battle he is keenly aware of tactics and position often using his abilities to put himself into an advantageous spot and direct his ranged attacks at those who pose the greatest threat to his companions.

Edit notes: added old character sheet to show changes and highlight the differences between 3.0 and 3.5
 
Last edited:

Miquiztli

First Post
Trapmaster Turlogh
10th Level Shield Dwarf Rogue, Lawful Neutral

STR 14 (+2)
DEX 22 (+6) [Includes 2 Stat bumps and +2 Gloves of Dexterity]
CON 14 (+2)
INT 14 (+2)
WIS 12 (+1)
CHA 10 (+0)

Combat Stats:
Base Attack Bonus: +7/+2
Melee: +9/+4
Ranged: +13/+8
Hit Points: 80 [10d6+20]
Armor Class: 24 [10 + 6 (DEX) + 6 (Armor) + 2 (Ring)]
Initiative: +10 [+6 DEX, +4 Improved Initiative]
Movement Rate: 30 feet [boots]

Saving Throws:
Fort: +7 [+3 base, +2 CON, +2 Cloak]
Ref: +15 [+7 base, +6 DEX, +2 Cloak]
Will: +6 [+3 base, +1 WIS, +2 Cloak]

Feats:
Quickdraw
Weapon Finesse: Short Sword
Improved Inituative
Expertise

Skills:
Balance +14 (6 ranks + 6 Dex +2 Tumble)
Climb +10 (8 ranks + 2 Str)
Craft: Trapmaking +15 (13 ranks + 2 Int)
Disable Device +17 (13 ranks + 2 Int +2 Tools)
Escape Artist +15 (3 ranks + 6 Dex +6 Vest)
Hide +19 (13 ranks + 6 Dex)
Jump +14 (5 rank + 2 Str +5 Boots +2 Tumble)
Listen +7 (6 ranks + 1 Wis)
Move Silently +19 (13 ranks + 6 Dex)
Pick Lock +20 (10 ranks + 6 Dex +4 Vest)
Search +25 (13 ranks + 2 Int + 10 Lens)
Spot +14 (13 ranks + 1 Wis)
Tumble +21 (13 ranks + 6 Dex +2 Jump)

Languages:
Common, Dwarven, Orcish, Undercommon

Special Abilities:
Darkvision 60'
+1 to hit orcs and goblinoids,
+2 on Appraise of stone/metal items
+2 on stone/metal Craft checks
+4 dodge bonus vs giants
+2 to saves vs spells
+2 to saves vs. poison
Stonecunning
Sneak Attack +5d6
Uncanny Dodge (Dex bonus to AC)
Uncanny Dodge (Can't be flanked)
Improved Evasion

Equipment:

Mithral Shirt +2 (+6 AC, Max Dex +6, ACP 0) 5100 gp
"Whisper" Sword of Subtlety +1(Leveling Item, +14/+9, 1d6+3, 19-20/x2, +4 to hit and damage with sneak attack) 15310 gp
Cloak of Resistance +2 4000 gp
Gloves of Dexterity +2 4000 gp
Vest of Escape 2000 gp
Heward's Handy Haversack 2000 gp
Boots of Striding and Springing 5500 gp
Lens of Detection 3500 gp
Ring of Protection +2 8000 gp
Dagger +1 [+11/+6 melee, +15/+10 ranged, 1d4+3, 19-20/x2, Range 10] 2302 gp

Potion of Cure Moderate Wounds (4) 1200 gp
Potion of Blur (2) 600 gp
Potion of Invisiblity (2) 600 gp

Masterwork Dagger [+10/+5 melee, +14/+9 ranged, 1d4+2, 19-20/x2, Range 10]
Masterwork Thieves' Tools
Rope, silk, 100'
Masterwork Manacles
Bed Roll
Blanket
Waterskin
Trail Rations, 10 days
Acid Flask (5)
Holy Water (4)
Tanglefoot Bag (2)
Thunderstone (3)
Alchemist Fire (5)

272 gold pieces

Trapmaster Turlogh has blue eyes and black hair. His hands, arms and face are criscrossed with scars and he wears a eye patch over is left eye.

Turlogh has spent most of his life studing under the finest builders and trapmakers of Temperlain. It has been a hard road and he has the scars to prove it. When Prince Alembregh asked him to come with him to Cavaghn, Turlogh jumped at the chance to prove his worth and his skill. Caring his father's sword "Whisper", Turlogh also hopes he can avenge his father's death at the hands of a bugbear cheiftan.
 

Wilphe

Adventurer
Elspeth Galanaxchilde

Half-Star Elf / Half Gold Dragon (Female)
Medium Sized Dragon
Bard 8
Neutral Good

Str 18 (+4)
Dex 16 (1 stat boost) (+3)
Con 14 (+2)
Int 16 (+3)
Wis 10 (0)
Cha 23 (1 stat boost) (+6)

HP: 64 (8d6+16)

BAB: 6/1 Saves: F4 R10 W6 Initative: 3 Move: 30ft
AC: 26 (+4 Natural, +3 Dex, +8 Armour, +1 Deflection)
Touch: 14 (or 22)
Flatfooted: 23

Feats:
Two Weapon Fighting.
Craft Wand
Expertise.

Immunities: Sleep, Fire, Paralysis
+2 to saves v enchantments
Low Light Vision
Otherwordly Touch
Extraplanar
Darkvision 60ft
Cone of Fire 1/day 6d10/Reflex Half DC20

Skills:

UMD 11 (17, 19 for scrolls)
Spellcraft 11 (14)
Concentration 11 (13)
Sense Motive 11 (11)
Bluff 11 (17)
Diplomacy 11 (21)
Spot 6 (8)
Listen 6 (8)
Knowledge - History 5 (8)
Perform - Oratory 11 (17)
Decipher Script 5 (8)
Search 0 (2)

Langagues:

Common, Elven, Draconic, Dwarven, Terran, Undercommon.

Spells:

Per Day: 3/5/5/2
Save DCs: 16 + Spell Level

0 Light V/M
Magehand V/S
Mending V/S
Prestigitation V/S
Read Magic V/S/F
Resistance V/S/M


1 CLW V/S 1d8+5 Will Save Half: DC17 Touch
Know Protections
Feather Fall V
Balagarns' Iron Horn V/S

2 Calm Emotions V/S Will negates DC18
Hold Person V/S/F 8 rounds Will negates DC18
Cat's Grace V/S/M
Eagle's Splendour V/S/M

3 Dispel Magic. V/S 1d20+8
Haste V/S/M
Reveille


Attacks:

Melee:
One Handed: +11/6 1d8+5 19/20x2 (+1 Sure Striking Long Sword)

Two Weapon: +9/4 1d8+5 19/20x2 (+1 Sure Striking Long Sword)
+10 1d6+3 17/20x2 (+2 Keen Shortsword)

Ranged:
+10 1d6+3 x3 (MW +2 Composite Shortbow)

"Unarmed":
+10 1d6+4 Bite
or
+10 1d4+4 Claw
or
+8 (BOTH)

Notes:
Hasted - 8 Rounds I extra attack on full attack +1 All attacks, +1 AC, +1 Reflex Saves Speed 60ft
Cat's Grace 8 minutes DEX +4. +2 AC*. +2 Ranged Attacks +2 Init +2 Reflex Saves
*+1 is Breastplate is being worn.
Eagle's Splendour 8minutes CHA +4. +2 to Spell DCs. +2 Bluff. +2 Diplomacy
Expertise -5 to hit, but +5 AC

Equipment:

+3 Called Mithril Breastplate (Levelled Item) +8 AC Max Dex+4 ACP-1 29200
A gift from her father at her majority.

MW +2 Mighty Composite Short Bow 525
Ring of Proection +1 2000
Ring of Mind Shielding 8000
Bag of Holding 1 2500
Vest of Resistance +1 1000
Quiver of Meilikki/Ehlonna 1800
+1 Sure Striking Longsword 8315
MW Shortsword 310
Wand of Dispel Magic (Self-Created) 7875 & 620 XP
3 x Wand of CLW
MW Bandolleer
Spell Component Pouch
+ 2 Keen Shortsword

IN BOH:
Bedroll
Flint & Steel
Ink and Pen
Paper
Everburning torch
10 days trail rations
2 x Waterskins
50ft Rope

Unspent: 106gp (?)

XP Total: 47,380 (?)

Description:
Too tall for a full elf and with light golden scales and a vauge perfume surronding her, Elspeth's high draconic heritage is well apparent. She is normally fairly reticent and quiet, perfering listening to talking and talking to fighting. This makes her a capable diplomat, especially as how, unlike so many others, she is well able to defenc herself is negotiations turn hostile.


History:
Elspeth's father was a Gold Dragon, Galanax, who vanished barely a year ago in circumstances that are less than clear. At the time she had already attached herself to the Prince as advisor, trouble shooter, chronicler and occassional arcane and physical support.
 
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Xael

First Post
Denzenai, Lawful Neutral Githzerai Monk 9

Speed: 60ft
Hd: 9d8+18
HP: 90
Experience: 58 500

Str: 16 (+3) [6] +2 Enhancement
Dex: 24 (+7) [6] +6 racial, +1 increase 4th and 8th, +2 Enhancement
Con: 14 (+2) [6]
Int: 14 (+2) [10] -2 racial
Wis: 16 (+3) [6] +2 racial
Cha: 14 (+2) [6]

Base attack: +6/+1
Base Flurry of Blows: +6/+6/+1
Grapple: +13/+8 or +13/+13/+8?

AC: 29 (+7 dex, +4 armor, +2 natural armor, +2 deflection, +3 wis, +1 monk)
Flat-footed AC: 18
Touch AC: 21
Initiative: +7 (+7 dex)
Fort: +9 (+6 monk, +2 con, +1 cloak)
Ref: +14 (+6 monk, +7 dex, +1 cloak)
Will: +10 (+6 monk, +3 wis, +1 cloak, +2 vs enhancement)

Attacks:
Unarmed (+1 Bracers of Striking) +14/+9 melee; 1d10+4 Bludgeoning, x2
Unarmed Flurry (+1 Bracers of Striking) +14/+14/+9 melee; 1d10+4 Bludgeoning, x2
Shuriken (Masterwork Shuriken) +14/+9 ranged; 1d2+3 Piercing, x2
Shuriken Flurry (Masterwork Shuriken) +14/+14/+9 ranged; 1d2+3 Piercing, x2

Skills: [Monk 72]
Balance +19 (+10 monk, +7 dex, +2 synergy (Tumble)]
Climb +13 (+10 monk, +3 str)
Hide +17 (+5 monk, +7 dex, +5 cloak)
Jump +29 (+12 monk, +3 str, +12 speed, +2 synergy (Tumble)]
Listen +13 (+10 monk, +3 wis)
Move Silently +17 (+10 monk, +7 dex)
Swim +8 (+5 monk, +3 dex)
Tumble +19 (+10 monk, +7 dex, +2 synergy (Jump)]

Feats:
Combat Reflexes, Deflect Arrows, Hold The Line, Improved Grapple, Improved Trip, Power Attack, Weapon Finesse.

Special Abilities
Improved Evasion, Flurry of Blows (1 extra attack), Purity of Body, Slow Fall 40 ft., Ki Strike (magic), Still Mind (+2 on saves against Enchantment spells), Unarmed Stike, Wholeness of Body (18 hp)

Equipment:
9 Masterwork Shurikens, +1 Bracers of Striking (L), Amulet of Natural Armor +2, Ring of Protection +2, Bag of Holding 1, Boots of Speed, Cloak of Elvenkind & Resistance +1, Pin-Thingy of Shielding, Gloves of Dexterity +2, Belt of Strength +2, 4411gp, Potion of Invisibility, Misc. Stuff.

Languages:
Common, Gith, Dwarven, Orc.

History:
Denzenai was born to the Githzerai community, and was taken to the monastery (Bastion of The Third Eye) to train at young age. He showed great competence in physical abilities but also mental prowess. He has now joined prince Alembregh in his quest to wipe out (or at least remove some of it) the evil close by. He mainly considers himself as one of his bodyguards rather than companion.

Description:

6'2'' tall, 148 lbs. Denzenai is tall and thin, even while he has some serious strength hidden inside his almost completely gray clothing. He dresses casually, preferring to wear loose shirt and trousers, and he tends to wear his mid-boot cloak at most times. He isn't very talkative, but can voice his opinion if it's asked.
 
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Thels

First Post
Code:
Character Name:	Prince Alembregh of Temperlain
Player Name:	Thels
Dungeon Master:	Uriel
Race&Gender:	Gold Dwarf, Male
Class&Level:	Fighter 4, Paladin 7
Alignment:	Lawful Good
Deity:		Gorm Gulthyn
Size:		Medium
Age:		98
Height:		4'5"
Weight:		198lb
Skin&Eyes:	Dark, Brown
Hair:		Short Black, Long Black Beard

Strength:	18 (+4)
Dexterity:	12 (+1)
Constitution:	16 (+3)
Intelligence:	10 ( 0)
Wisdom:		14 (+2)
Charisma:	16 (+3)

Fortitude Save:	+15 (+9 Base, +3 Con, +3 Divine Grace),
		+2 Racial vs Spells and Spell Effects, +2 Racial vs Poison
Reflex Save:	 +7 (+3 Base, +1 Dex, +3 Divine Grace),
		+2 Racial vs Spells and Spell Effects
Will Save:	 +8 (+3 Base, +2 Wis, +3 Divine Grace),
		+2 Racial vs Spells and Spell Effects

Melee Attack:	+15/+10/+5 (+11/+6/+1 Base, +4 Str),
		+1 Racial vs Aberrations
Ranged Attack:	+12/+7/+2 (+11/+6/+1 Base, +1 Dex),
		+1 Racial vs Aberrations
Initiative:	+1 (+1 Dex)

Max Weight:	100 (Light), 200 (Medium), 300 (Heavy)
		300 (Over head), 600 (Off ground), 1500 (Push or drag)
Movement Speed:	20/x4, 20/x4, 20/x3

Armor Class:	24 (+13 Armor, +1 Dex), +4 Dodge against Giants
Hit Points:	143 (11d10+33)
Experience:	58500 (need 66000)

Languages:	3 (+1 Ranks, +0 Int, +2 Racial)
Dwarven
Common
Undercommon

Skills:		28 (2/level)
Appraise	 +0 ( +0 Ranks, +0 Int), +2 Racial on Rare and Exotic
Craft		 +0 ( +0 Ranks, +0 Int), +2 Racial on Stone and Metal
Diplomacy	 +6 ( +3 Ranks, +3 Cha)
Handle Animal	 +8 ( +5 Ranks, +3 Cha)
Knw Religion	 +4 ( +4 Ranks, +0 Int)
Ride		+17 (+14 Ranks, +1 Dex, +2 Synergy)

Racial Abilities:
Weapon Familiarity: Dwarven Waraxe
Darkvision
Stonecunning
+4 Stability Bonus against Bull Rushes and Trips

Class Abilities:
Weapon Proficiency: All Simple and Martial
Armor Proficiency: All Armor and Shields
Code of Conduct
Detect Evil
Lay on Hands
Smite Evil
Divine Health
Divine Grace
Aura of Courage
Remove Disease
Turn Undead
Paladin Mount

Feats:
Weapon Focus: Dwarven Waraxe
Weapon Specialization: Dwarven Waraxe
Improved Critical: Dwarven Waraxe
Power Attack
Cleave
Leadership
Mounted Combat

Spells per Day:	2
Bless (1st, DC13, Enchantment, PHB 180)
Divine Favor (1st, DC13, Evocation, PHB 197)

Weapons:
Keen Dwarven Waraxe +4, Axe of Temperlain
	(To Hit +20/+15/+10, Dmg 1d10+10, Crit 18-20/x2, Medium, Slashing, 10lb)
Powerattack: To Hit -11, Dmg +11
Twohanded: Dmg +2
Twohanded Powerattack: To Hit -11, Dmg +24

Armor:
Full Plate +5 (Armor +13, Max Dex +1, Check -5, Heavy, 50lb)

Other Equipment:
Explorer's Outfit
Cold Weather Outfit (7lb)
Royal Outfit (15lb)
Boots of Speed
Silver Holy Symbol
Horn of Temperlain (See Below)
Spell Component Pouch (3lb)
Backpack (2lb)
Wand of Cure Light Wounds
Bedroll (5lb)
Winter Blanket (3lb)
Whetstone (1lb)
Flint and Steel
1 Week Trail Rations (7lb)
1 Week Water Skins (28lb)

Total Weight:	130 lb
Money:		0pp, 644gp, 8sp, 8cp
__________________________________________________

Code:
Character Name:	Blitz
Player Name:	Thels (Paladin Mount)
Dungeon Master:	Uriel
Race&Gender:	Tusker, Male
Class&Level:	Magical Beast8
Alignment:	Neutral
Size:		Large

Strength:	25 (+7)
Dexterity:	12 (+1)
Constitution:	18 (+4)
Intelligence:	 6 (-2)
Wisdom:		12 (+1)
Charisma:	10 ( 0)

Fortitude Save:	+7 (+3 Base, +4 Con), +13 (+9 Base, +4 Con) when ridden by Alembregh
Reflex Save:	+1 (+0 Base, +1 Dex),  +4 (+3 Base, +1 Dex) when ridden by Alembregh
Will Save:	+4 (+3 Base, +1 Wis),  +4 (+3 Base, +1 Wis) when ridden by Alembregh

Attack:		Gore +12 (+5 Base, +7 Str)
Damage:		Gore 1d8+7 (1d8 Base, +7 Str)
Initiative:	+1 (+1 Dex)

Max Weight:	800 (Light), 1600 (Medium), 2400 (Heavy), 12000 (Push or drag)
Movement Speed:	40

Armor Class:	19 (-1 Size, +1 Dex, +9 Natural)
Hit Points:	80 (of 80)

Skills:
Balance		+6
Escape Artist	+5
Jump		+5
Listen		+9
Spot		+9
Survival	+7
Swim		+3

Special Abilities:
Charge
Ferocity
Darkvision 60'
Scent
Empathic Link
Share Spells
Improved Evasion
Share Saving Throws
__________________________________________________

Prince Alembregh of Temperlain, son of King Frurdoch of Temperlain, grew up to be a strong, healthy, charming dwarf. As a part of his royal education, Alembregh received training in the arts of war and religion, which both would aid him and his people in the years to follow. Like his ancestors, Alembregh set out a quest for himself to prove his loyalty to his folk by travelling around seeking those that need his help and fighting those that could bring havoc to the dwarves and their friends. During his travels, the prince encountered adventurers with similar goals and asked them to join up with him, slowly forming a small group of heroic warriors. Though he is aware of his own royal bloodline, he pushes it to the background, treating his companions as dear friends and equals, for in combat he has to rely on them and they have to rely on him. His closest companion is probably Duranom, to whom he owns his life.
__________________________________________________

Alembregh is a tall, robust dwarf with, like most Gold Dwarves, a dark skin and pitchblack hair. Though the hair on his head is short and trimmed, his beard is long and wellkept. Although he always carries a royal suit of clothes that match the standards of his heritage with him, to be used to diplomatic encounters, he is normally dressed in an outfit that suits his adventuring lifestyle and, when ready for combat, equipped with a shining heavy armor, with the symbol of his house clearly appearant on the front and back. He always fights with his favorite weapon, the Axe of Temperlain, which was bestowed by father upon son along the royal bloodline. He also carries the Horn of Temperlain on a mithril chain around his neck. Whenever there are problems, he can blow the horn and the dwarves in the vicinity will know there's a dwarf in need of aid.
__________________________________________________

Nigh seven hundred years ago, Gembard Temperlain, then King of Temperlain, set out on a fateful and Dire mission. A Demon had begun terrorizing the countryside in the East of his Realm, and the King, against all advice from his Council, and against the pleading of his Queen, resolved himself to battle this threat and free his folk from the Fiend's depridations. What the council and all of those who warned against the journey did not know was the a Sage had told the King that unless he defeated this Demon alone, by only his wits and skills in battle, his Realm would fracture and become no more, though the means of this were left unclear. Gembard steeled his Will, girding himself in his Platemail, and hefting his Waraxe and Hammer. Setting out at Dawn the next morn, the Dwarf King determined that either he would kill this Demon or die trying.

The details of Gembard's Quest are common knowledge and will not be gone into here. Suffice to say that the King slayed the Demon Hryf'axed'aroogr, killing the Fiend with Dwarf-made Blade and Hammer. When Gembard Temperlain returned to his castle, he bore a long blue Horn, taken from the Demon. Calling his best Craftsmen and Wizards to him, the King bade them make this into an Heirloom for the House of Temperlain, so that it's Sounding would ever steel their Hearts against evil, their purpose against whatever threat was at hand. The Horn of Temperlain has been passed down through the ages, Dwarf-Father to Dwarf-Son (twice to daughters, Warrior-Maids all) until it has come to the hands of Alembregh Temperlain.
__________________________________________________

The Horn is a blue-black Warhorn, near a foot in length and being worked round with silver and mithral, the embossment showing a scene of Genbard Temperlain slaying the Demon Hryf'axed'aroogr. Hanging from a Mithral Chain and bearing tiny bloodstones along it's sounding-end the horn is a thing instantly recognized by any Dwarf within a thousand miles, from Legend or personal viewing.

The Horn has the following abilities, usable only when sounded by one of the Royal Blood of Temperlain:

Once per day: A blast as a Horn of Blasting (no chance for damaging the Horn).

Once per day: Dispel Magic in a cone 50 feet long and 40 feet deep at it's terminus as a 15th Level Sorcerer.

Once per day: Cause Fear affecting Demons and Devils in a cone 50 feet long and 40 feet deep at it's terminus as a 15th Level Sorcerer.

Once per day: Inspire Greatness as the bardic ability, except that this affects all Dwarves within a 10 feet burst per charisma bonus that are allied with the bearer's cause (a charisma of 16 has a +3 modifier and thus affects all Dwarves within a 30 feet burst). Activating this ability is a full round action and lasts for 5 rounds. This ability resounds for miles, and some say that it can be heard in the great hall of Temperlain no matter how far away the bearer.
 
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Thels

First Post
Code:
Character Name:	Duranom
Player Name:	Thels (Cohort)
Dungeon Master:	Uriel
Race&Gender:	Gold Dwarf, Male
Class&Level:	Fighter 8, Defender 1
Alignment:	Lawful Good
Deity:		Gorm Gulthyn
Size:		Medium
Age:		96
Height:		4'4"
Weight:		226lb
Skin&Eyes:	Dark, Brown
Hair:		Bald, Long Black Beard

Strength:	18 (+4)
Dexterity:	14 (+2)
Constitution:	16 (+3)
Intelligence:	10 ( 0)
Wisdom:		10 ( 0)
Charisma:	10 ( 0)

Fortitude Save:	+11 (+8 Base, +3 Con)
Reflex Save:	 +4 (+2 Base, +2 Dex)
Will Save:	 +4 (+4 Base, +0 Wis)

Melee Attack:	+13/+8 (+9/+4 Base, +4 Str)
Ranged Attack:	+11/+6 (+9/+4 Base, +2 Dex)
Initiative:	+6 (+2 Dex, +4 Improved Initiative)

Max Weight:	100 (Light), 200 (Medium), 300 (Heavy)
		300 (Over head), 600 (Off ground), 1500 (Push or drag)
Movement Speed:	20/x4, 20/x4, 20/x3

Armor Class:	26 (+10 Armor, +4 Shield, +1 Dex, +1 Class),
		+4 Dodge against Giants, +1 Dodge against one opponent
Hit Points:	119 (of 119)
Experience:	37000 (need 45000)

Languages:	3 (+1 Ranks, +0 Int, +2 Racial)
Dwarven
Common
Undercommon

Skills:		24 (4/level)
Appraise	 +0 ( +0 Ranks, +0 Int), +2 Racial on Rare and Exotic
Climb		 +9 ( +5 Ranks, +4 Str)
Craft		 +0 ( +0 Ranks, +0 Int), +2 Racial on Stone and Metal
Handle Animal	 +5 ( +5 Ranks, +0 Cha)
Ride		+16 (+12 Ranks, +2 Dex, +2 Synergy)

Racial Abilities:
Weapon Familiarity: Dwarven Waraxe
Darkvision
Stonecunning
+4 Stability Bonus against Bull Rushes and Trips

Class Abilities:
Weapon Proficiency: All Simple and Martial
Armor Proficiency: All Armor and Shields
Defensive Stance

Feats:
Weapon Focus: Dwarven Waraxe
Weapon Specialization: Dwarven Waraxe
Greater Weapon Focus: Dwarven Waraxe
Improved Critical: Dwarven Waraxe
Power Attack
Cleave
Dodge
Combat Reflexes
Mounted Combat

Weapons:
Keen Dwarven Waraxe +1
	(To Hit +16/+11, Dmg 1d10+7, Crit 18-20/x2, Medium, Slashing, 10lb)
Powerattack: To Hit -9, Dmg +9
Tower Shield: To Hit -2
Tower Shield Power Attack: To Hit -11, Dmg +9
Twohanded: Dmg +2
Twohanded Powerattack: To Hit -9, Dmg +20

Armor:
Full Plate +2 (Armor +10, Max Dex +1, Check -5, Heavy, 50lb)
Masterwork Tower Shield (Armor +4, To Hit -2, Check -9, 45lb)

Other Equipment:
Explorer's Outfit
Standard of Temperlain (See Below)
Cold Weather Outfit, 7lb
Backpack, 2lb
Bedroll, 5lb
Winter Blanket, 3lb
Whetstone, 1lb
Flint and Steel
1 Week Trail Rations (7lb)
1 Week Water Skins (28lb)

Total Weight:	158 lb
Money:		0pp, 167gp, 8sp, 8cp
__________________________________________________

Code:
Character Name:	Rohrn
Player Name:	Thels (Mount)
Dungeon Master:	Uriel
Race&Gender:	Tusker, Male
Class&Level:	Animal6
Alignment:	Neutral
Size:		Large

Strength:	23 (+6)
Dexterity:	12 (+1)
Constitution:	18 (+4)
Intelligence:	 2 (-4)
Wisdom:		12 (+1)
Charisma:	10 ( 0)

Fortitude Save:	+7 (+3 Base, +4 Con)
Reflex Save:	+1 (+0 Base, +1 Dex)
Will Save:	+4 (+3 Base, +1 Wis)

Attack:		Gore +10 (+4 Base, +6 Str)
Damage:		Gore 1d8+6 (1d8 Base, +6 Str)
Initiative:	+1 (+1 Dex)

Max Weight:	600 (Light), 1200 (Medium), 1800 (Heavy), 9000 (Push or drag)
Movement Speed:	40

Armor Class:	15 (-1 Size, +1 Dex, +5 Natural)
Hit Points:	60 (of 60)

Skills:
Balance		+6
Escape Artist	+5
Jump		+5
Listen		+8
Spot		+8
Survival	+7
Swim		+3

Special Abilities:
Charge
Ferocity
Darkvision 60'
Scent
__________________________________________________

Duranom, son of Balomir, decided early on during his life that he wanted to mean something to his folk, and thus joined the ranks of dwarven warriors that defend the kingdom. In the years he trained and patrolled, he became one of the strongest defenders. One day when a surprise raid of orcs were attacking the borders, his fight got interrupted when he heard a heavy horn being blown in the caverns ahead of him. Without thinking he broke position and jumped through the orcish invaders towards the sound, upon where he saw prince Alembregh, surrounded by orcs. With Duranom's help they were able to dispatch the orcs and return to safety. After that, a bond was erected between the prince and the warrior, and since then, they rarely left each others side.
__________________________________________________

Duranom is a heavy dwarf who shaves his head in order to make an impression on his enemies. He is quite selfcontained, caring most about fighting bad guys. Despite his lack of communication, he does enjoy company around him, preferably likeminded people. He knows however that there are few as devoted as him. He is in awe of the prince, and might very well give his life to save him might the need arise.
__________________________________________________

As is long tadition in Temperlain, upon Prince Alembregh's achievment of his Majority, along with all of the ceremony and ritual stripping away his boyhood and beginning his adultlife was the Gifting of a Standard bearing his Arms.

Dwarves will have a DC shift of 5 favorably in dealing with Alembregh so long as his Standard is present, providing the situation warrents it (Obviously, bringing a flag into a weapon shop looks a bit silly, though having it in dealings with possibly hostile rival Clans doesn't).

There is quite a large Bounty on Royal Dwarven standards. Goblins, Hobgoblins and Orcs sighting the Standard will try to take it at all costs, or nearly so. This translates into causing these to Berserk within 20 feet of the Standard. These foes gain a +2 bonus to hit and a -2 penalty to AC versus the bearer and anyone between them and the bearer. This is not a supernatural effect, but one brought about by greed, reputation and the hatred that these beings have for the Dwarves (and temperlain in particular). Charm or other methods of calming the recipient will work to dispel this effect.

__________________________________________________

The Standard of Temperlain is a pennant some 3 feet long, sitting on a 4 feet back-pole, born upon the back of Alembregh's trusted friend Duranom.

The standard has the following abilities:

+2 bonus to resist any mind-affecting spells or abilities to all allied with Alembregh in a 30 feet burst from the Standard.

+2 deflection bonus to the armor class of the bearer.

+6 enhancement bonus to the strength of the bearer to resist Bull-Rush, Overbear, Trip and other attacks that cause him to lose his balance.

Once per Day: Mass Cure Light Wounds in a 20 feet burst centered on the bearer as a 12th Level Cleric, affecting only those allied to Alembregh. The bearer must exclaim 'Temperlain!' in a loud call to trigger the effect. This is considered a free action that does not provoke attacks of oppertunity.

Once per Day: Lesser Globe of Invulnerability centered on the bearer as a 12th Level Sorceror. The bearer must exclaim 'Temperlain!' in a loud call to trigger the effect. This is considered a free action that does not provoke attacks of oppertunity.

Once per Day: Protection from Arrows upon the bearer as a 6th Level Sorceror. The bearer must exclaim 'Temperlain!' in a loud call to trigger the effect. This is considered a free action that does not provoke attacks of oppertunity.

Only one effect can be triggered per round, but effects can be triggered while other effects are still active.

If the Standard is ever allowed to fall to the ground, Alembregh suffers the effects of a Bane spell until the Standard is blessed by a priest allied with the prince.

If the Standard is ever stolen, taken in battle or otherwise removed from the possession of the bearer or the prince, Alembregh suffers the effects of a Bestow Curse spell and is obligated to recover it via a Geas/Quest, suffering all effects from shirking this duty.
 
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GoldenEagle

First Post
Rament Surehand

CLERIC 6/Hospitaler 5
Alignment: NG
Hit Die: 11d8. (121 HP)

Domains: War, Protection

s 14
D 10
C 16
I 10
W 20 (24) +7
Ch 14

BAB +9/+4
Melee +14/+9 Dwarven War Axe (1d10 +4/18-20x3)

AC 24 (10+10 Armor+4 Shield+0 Dex)

Move 20'
Initiative +4

Saves F+9/R +3/W+10

Skills:
Concentration (Con) 11+3=14
Heal (Wis) 6+7=13
Knowledge (religion) (Int) 5
Spellcraft (Int) 5
Ride (?) 1+2=3


spells 6/7+1/6+1/6+1/4+1/3+1/2+1

0 – Create Water, Cure Minor Wounds, Detect Magic, Light, Read Magic, Purify Food/Drink
1 – Bless, Divine Favor, Obscuring Mist, Prot. From Evil, Random Action, Sanctuary(d), Shield of Faith
2 – Augury, Bull Strength, Hold Person, Lesser Restoration, Silence, Spiritual Weapon (d), Zone of Truth
3 – Dispel Magic, Invisibility Purge, Prayer, Stone Shape, Protection from Elements (d)
4 – Divine Power (d), Restoration, Discern Lies, Divination, Restoration
5 – Flame Strike (d), Spell Resistance, Break Enchantment, True Seeing
6-

Improved Initiative,Craft Wonderous Item, Divine Might, Mounted Combat , Improved Critical
Weapon Focus (War Axe)

Periapt of Wisdom +4 8000
+2 (+1) Keen Dwarven Waraxe - Adamantine (Level Item) 17330
+2 Plate Mail 5500
+2 Large Steel Shield 4170
Wand of CLW 750
Cloak of Resistance +3 4500
Bead of Karma 2500
Handy Haversack 1000
Potion of CLW x5 250
"War Boar" 1000
Military Saddle 20
Noble Outfit 75
300 ft silk rope 60
Greater Holy Symbol 2540 - Empower Turning (-2 to turning role, +2d6 to turning damage)
MW Healers Kit 100
Headband of Charisma +2 2000
Gauntlets of Ogre Power +2 2000
Tanglefoot Bag x 8 400
Holy Water x10 250
Smoke Stick x5
Sunrod x10 20
1 4th level scroll 700
2 3rd level scrolls 750
3 2nd level scrolls 300
4 1st level scrolls 100
Mundane Equipment
585 gold

Rament and (insert cohort name here) have been sent with the prince on this sacred quest to defend the prince from harm. The decree did not need to be made as the hospitaler grew up with the prince and have been friends for decades. Rament would pledge his life out of loyalty alone if not also bound by duty.
 
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