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Grogan of the Dale

Code:
[COLOR=DarkOrange][SIZE=4][B]Grogan of the Dale[/B][/SIZE][/COLOR]
[I]Medium Humanoid (Half-Orc)[/I]

[b]Race:[/b] Half-Orc        [b]Profession:[/b] Grizzled Zhent Hating Militiaman
[b]Gender:[/b] Male          [b]Classes:[/b] Barbarian 1/ Fighter 2
[b]Align:[/b] Chaotic Good   [b]Party Role:[/b] Medium Shock Trooper

[b]Speak:[/b] Com, Orc, Chondathan

[b]Str[/b] 18 (+4) [10 pts; 16; +2 Racial]
[b]Dex[/b] 14 (+2) [ 6 pts]
[b]Con[/b] 10 (+0) [ 2 pts]
[b]Int[/b] 10 (+0) [ 2 pts: 12; -2 Racial]
[b]Wis[/b] 10 (+0) [ 2 pts]
[b]Chr[/b]  6 (+2) [ 0 pts: 08; -2 Racial]

[COLOR=DarkOrange][u][b]Skills[/b][/u][/color]

[b]Survival[/b]		6     = 6 [+0 Wis]
[b]Swim[/b]			8/-4  = 4 [+4 Str] [-9 Tower Shield] [-3 Breastplate]
[b]Ride[/b]			8     = 6 [+2 Dex]
[b]Know (Zhentarim)[/b]	4     = 4 [+0 int]

[COLOR=DarkOrange][u][b]Feats[/b][/u][/color]

[i]Armor (Light, Medium, Heavy, Shields, Tower Shield)
Weapons (Simple, Martial, Orcish)[/i]

[L1] [b]Endurance[/b] [L3] [b]Extended Rage[/b]
[F1] [b]Improved  Toughness[/b] [F2] [b]Die Hard[/b]

[COLOR=DarkOrange][u][b]Combat[/b][/u][/color]

[b]BAB:[/b] +3            [b]Melee[/b] +7        [b]Ranged[/b] +5 	[b]Mvmt:[/b] 40'
[b]HP:[/b] 31/37/28 	   [b]Init:[/b] [+2 Dex]
 	(1d12 + 2d10 + 3) + (+6 Raged) + (-3 Rage Fatigue)
[b]AC:[/b] 21/19			   
    [Breast Plate +5] [+2 Dex] [+4 Tower Shield] [-2 Rage]


[b]Fort[/b]    +5     = +5 [+0 Con]
[b]Ref[/b]     +2     = +0 [+2 Dex]
[b]Will[/b]    +0/+2  = +0 [+0 Wis] [+2 Rage]

[U][b]Weapons[/b]	[/U]	  
    [B]Long Sword[/B]
       with Tower Shield         +6  1d8+4 (19-20x2) 
       		Raging   	 +8  1d8+6
       		Rage Fatigue     +7  1d8+3

       No Tower Shield		 +8  1d8+4
       		Raging		 +10 1d8+6
       		Rage Fatigue	 +7  1d8+3
       
(3) [B]Throwing Axes [/B]        
	[b]Melee[/b]
           with Tower Shield  	 +5  1d6+4 (30×2)
               Raging            +7  1d6+6
       	       Rage Fatigue      +6  1d8+3

	   No Tower Shield       +7  1d6+4 
               Raging      	 +9  1d6+6
       	       Rage Fatigue	 +6  1d6+3


	[b]Ranged[/b]
	   No Tower Shield	 +5  1d6+4 (30×2, 10 ft.)
               Raging      	 +5  1d6+6
       	       Rage Fatigue	 +4  1d6+3

           with Tower Shield  	 +3  1d6+4 
               Raging            +5  1d6+6
       	       Rage Fatigue      +2  1d8+3

	
    [B]Darkwood Longspear[/B]    	 +8  1d8+6 (20×3)
	Raging  	 	 +10 1d8+9
        Rage Fatigue		 +7  1d8+5
	with Tower Shield  	 ---- (2 Handed Weapon)


[b]Options[/b]

[u]Attack[/u]
Rage (Duration 10 Rounds - 1/d)

[u]Defense[/u]
Rage (1/d) ??

[COLOR=DarkOrange][u][b]Special Abilities[/b][/u][/color]

[Racial] Darkvision 60', Orcblood
[Barb 1] Rage (1/d), Fast Movement (+10 ft)


[COLOR=DarkOrange][u][b]Equipment:[/b][/u][/color]

  [b]Breastplate (MW)[/b]    [+5, 3, -3, 15%, 20 ft./15 ft, 15 lb, 350gp]
  [b]Tower Shield (MW) [/b]  [+4, 2, -9, 50%, 30 ft./20 ft, 45 lb, 180gp]
  [b]Long Sword (MW)[/b]     [1d8, 19-20/×2, 4 lb, 305 gp]
3 [b]Axe, throwing[/b]       [1d6×2, 10 ft., 2 lb., 24 gp]
  [b]Darkwood Longspear (MW)[/b]  [1d8×3, 4.5 lb., 395 gp]


[b]Sevulta "Warriors Heart"[/b] - Heavy War Horse (400 gp)
Military Saddle, Saddle bags, Bit and Bridle (66gp)
tent (20lbs, 10gp), 3 sacks (1.5lbs, 0.3gp)
Explorer’s outfit (8 lb, 10 gp)


[b]Backpack[/b] (2lbs, 2gp), Bedroll (5lbs, 0.1gp), 10 candles (0.1gp),
flint and steel (1gp), 2 waterskin (2gp),
small steel mirror (0.5lbs, 10gp), Healers Kit (50gp)
Everburning Torch (110gp), 3 Sunrod (6gp)
Grappling Hook (4 lbs., 1gp), 100 Silk Rope (10 lbs., 20gp)
(2) MW Medium Manacles (2 lbs, 100gp), MW Small Manacles (1 lbs, 50gp)

[b]Belt Pouches (2)[/b] (1lbs, 2gp)
Oil of Bless Weapon (100gp)
Cure Moderate Wounds (300gp), 4 Cure Light Wounds (200gp)

[COLOR=DarkOrange][u][b]Money and Other Tender[/b][/u][/color]

[b]GP[/b] 15.5


[COLOR=DarkOrange][u][b]History[/b][/u][/color]
[I]I am pretty sure my history and home regions needs adjusting. If 
anyone has ideas that would be appreciated. =)[/I]

Grogan was born the second eldest son of the chieftain of the Ebon 
Jaguar barbarian tribe that was attacked by their rival barbarian tribe, 
the Boars of Slaughter, due to the direct influence and request of Zhentish 
agents. This all happened when he was young - of 8 or 9 years of age. The 
invading tribe butchered every single member that resisted, and captured 
the rest which were killed one by one in front of theChieftain, his wife, 
and Grogan. Lastly, the Chieftain was killed in in front of his wife and only 
remaining child as the Zhentarim agents entered and spared their lives. 

They kept the mother hostage to make the strapping young boy their puppet. 
As he grew older, he grew strong and more capable. A machine of festering rage 
and destruction.

They kept him around and trained him for combat. Using the boys lesson of 
duty to clan and family they kept him in line by keeping his mother hostage 
and threatening her life and well being if he did acquiesce to their requests. 
He was able to look upon her every so often and hear her voice a little, just 
enough to sate his ever growing rage within him. The day would come and the 
spirit of the Jaguar would smile upon him.

On one fateful day a mysterious stranger informed him that his mother was 
not alive and that there were foul magics about to deceive him and keep him a 
willing hostage here.Grogan checked out the story and it was true. What 
little he was able to see of his mother was an illusion and he became enraged 
and attacked his Zhetish deceivers. 

At that moment disguised Harper agents as well as militiamen from a nearby 
Dale attacked as well. Following that combat he found acceptance and friends 
amongst the militia's of the Dales where he has always happily and willing 
served them for freeing him and for their help in destroying the Zhentarim 
encampment and removing them from his tribal lands.

He now spends most of his days wandering about the Dale lands hunting and 
searching for any sign of the Zhentarim to thwart or destroy. He often acts 
at the behest of the leaders of the Dale lands or, unknowingly, for Harper 
Agents. Grogan also travels from Dale to Dale, where ever he is needed, 
typically assisting and training the local militias as well as informing them 
of what he can about his knowledge of Zhetish ways. He is known as the Scourge 
of the Black Flag, or the Juggernaut of the Dales, or such similar.

Recently through the word of Zhentarim agent the he accidentally pummeled to 
death he has found out that his mother may still be alive. Some where under 
the veil of Zhentil Keep.

[COLOR=DarkOrange][u][b]Physical Description[/b][/u][/color]

[B]Height:[/B] 6'11"       [B]Weight:[/B] 280 lbs
[B]Age:[/B] 18		    [B]Handedness:[/B] Right
[B]Hair:[/B] Black    	    [B]Eyes:[/B] Dark Brown
[B]Stature:[/B] Muscular   [B]Skin Color:[/B] Tanned with a hint of grey


Grogan is a beast of a man that is more orc than man. He bears the animalistic 
rage of this orcish heritage tempered somewhat by the compassion of humanity. 
His back and chest is crisscrossed with scars from whips and other punishment 
devices imposed upon him by the Zhentarim. His hair is bristly and dark brown.
A thick mane of chops for sideburns frames his brutish face which is covered 
unevenly in bristly hair. He has a strange birthmark which he has never paid
any attention to but his tribes shaman did on the shoulder of his left arm.

His days are fueled with the rage of his betrayal and enslavement by the 
Zhentarim and the appreciation that he has for being freed by the Harpers and 
the militia of the Dales. He mourns the loss of his tribe and has seen the 
damage the is wrought upon the Dales directly and indirectly by the presence 
of the Zhentarim and their agents. Protecting the Dales and its peoples, and 
thwarting all Zhentarim plans is his duty and joy that carries him through 
his days. He will not rest until every vestment of the Zhentarim have been 
laid to rest.

[COLOR=DarkOrange][b][u]Advancement[/u][/b][/color][sblock][i]CL20: Barbarian 8/Fighter 12 ??[/i]
[b]L04 Bb  2[/b]  Uncanny Dodge
[b]L05 Fi   3[/b]  --
[b]L06 Fi   4[/b]  Run Or Wpn Focus or Power Attack , Imp Init OR Wpn Spcl Or Cleave
[b]L07 Bb  3[/b]  Trap Sense +1
[b]L08 Fi   5[/b]
[b]L09 Fi   6[/b]
[b]L10 Bb  5[/b]
[b]L11 Bb  6[/b]

[spoiler]Catfoot
Creep
Scamp
Shinney
Skulk
Slick
Slink[/spoiler][/sblock]
 
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Garren Greenwood grew up in a small village in Cormanthor, where he learned the secrets of the forest from a half-elven guide, Dorn Silverleaf. He never felt truly comfortable in the village, very aware of his lack of social graces, but his time spent in the forest was full of peace and comfort. Then the drow came into his life.
He lost his father and an older brother to the first raid on their village. While his remaining older brother survived future raids, he was cruel to Garren, taking his fears out on his awkward younger brother. The village became an even less enjoyable place for the young ranger.
Garren grew into adulthood quickly through the loss of several other important people in his life. The last was his mentor. When Dorn was killed, Garren decided to leave his village, as there was no reason to stay. He took Dorn's bow and headed into the forest to find a place where he could be comfortable, and to try to fight the encroaching drow where he could.

[sblock=spoiler]
Code:
[B]Name:[/B] Garren Greenwood
[B]Class:[/B] Ranger 3
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Mielikki

[B]Str:[/B] 14 +2 (6p.)     [B]Level:[/B] 3        [B]XP:[/B] 3,000
[B]Dex:[/B] 16 +3 (10p.)     [B]BAB:[/B] +3         [B]HP:[/B] XXX (3d8+3)
[B]Con:[/B] 12 +1 (4p.)     [B]Grapple:[/B] +5     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 10 +0 (2p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 14 +2 (6p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] +X
[B]Cha:[/B] 8  -1 (0p.)     [B]ACP:[/B] -1          [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +1    +3    +0    +0    +0    18
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 15  (Uncanny Dodge)

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +1          +4
[B]Ref:[/B]                       3    +3          +6       
[B]Will:[/B]                      1    +2          +3

[B]Weapon                  Attack   Damage     Critical[/B]
MW Comp. Longbow (+2)     +8     1d8+2      20--X3
Longsword                 +6     1d8+2      19-20--X2 
Dagger                    +5     1d4+2      19-20--x2


[B]Languages:[/B] Chondathan

[B]Abilities:[/B] Wild Empathy, Favored Enemy (Drow +2), 

[B]Feats:[/B] Point Blank Shot (1st), Precise Shot (Human), Track (class), Rapid Shot (class), Weaopon Focus (Longbow)(3rd), Endurance (class)



[B]Skill Points:[/B] 36       [B]Max Ranks:[/B] 8/4
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Hide			   5    +3   -1     +7
Jump                       2    +2   -1     +3
Knowledge (Geography)      2    +0          +2
Knowledge (Nature)         4    +0          +4
Listen                     4    +2          +6
Move Silently              5    +3   -1     +7
Search                     5    +0          +5     
Spot                       4    +0          +4
Survival                   5    +2          +7     


[B]Equipment:               Cost  Weight[/B]
MW Comp. Longbow (+2)    600gp   3lb
MW Longsword             315gp    4lb
Dagger                   2gp     1lb
MW chain shirt           250gp  25lb
MW light wooden shield   153     5lb
40 Arrows		 2gp     2lb
Backpack                 2gp     2lb
Hooded Lantern           7gp     2lb
10 tindertwigs           10gp    --
4 pints oil		 4sp     4lb
Signal Whistle           8sp
Waterskin                1gp     4lb
Whetstone                2cp     1lb
4 fishhooks              4sp     --
3 potions of CLW        150gp  
2 potions of protection
    from evil           100gp
Silversheen             250gp
Potion of Barkskin	300gp
2 oil of bless weapon   200gp



[B]Total Weight:[/B]53lb      [B]Money:[/B] 352gp 2sp 8cp

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

[B]Age:[/B] 20
[B]Height:[/B] 5'11"
[B]Weight:[/B] 195lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Blond
[B]Skin:[/B] Tanned
Appearance: Garren looks young, but hardened. He doesn't smile often, and his hair and clothes are never neat. He bears a single scar on his face, but it reaches from his broken nose to the corner of his lip, marring what was already a plain face.
[/sblock]
 

[size=+2]Carfal[/size]
Code:
Male Half-Orc Cleric 3
Neutral Good 
Origin: Sembia


Strength 10 (+0) 
Dexterity 14 (+2) 
Constitution 10 (+0) 
Intelligence 14 (+2) 
Wisdom 15 (+2) 
Charisma 8 (-1) 

Size: Medium 
Height: 6' 7" 
Weight: 200 lb 
Skin: Greenish-gray 
Eyes: Yellow
Hair: Black; Straight; Thin beard 
 

Patron Deity: Deneir
Domains: Good, Knowledge 

Energy: Positive [Healing / Turns Undead]


Total Hit Points: 16

Speed: 30 feet

Leather armor [light; + 2 AC; max dex + 6; 15 lb.]

Armor Class: 14 = 10 + 2 [armor] + 2 [dexterity] 
Touch AC: 12
Flat-footed: 12
Initiative modifier: + 2 = + 2 [dexterity]  
Fortitude save: + 3 = 3 [base]  
Reflex save: + 3 = 1 [base] + 2 [dexterity]  
Will save: + 5 = 3 [base] + 2 [wisdom]  

Masterwork Dagger [+1 attack, 1d4 damage, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] 

Attack (handheld): + 4 = 2 [base]  + 2 [dex (weapon finesse)]
Attack (missile): + 4 = 2 [base] + 2 [dexterity]  
Grapple check: + 2 = 2 [base]  


Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.


Languages: Chondathan Common Dwarven Orc Draconic  


Feats:
Inscribe Rune  
Weapon Finesse  

Skill Name / Key Ability / Skill Modifier / Ability Modifier / Ranks / Misc. Modifier
Appraise Int 2 =  +2   
Balance Dex* 2 =  +2   
Bluff Cha -1 =  -1   
Climb Str* 0 =  +0   
Concentration Con 4 =  +0 + 4  
Craft (calligraphy) Int 10 =  +2 + 6 + 2 [w/ tools]  
Diplomacy Cha -1 =  -1   
Disguise Cha -1 =  -1   
Escape Artist Dex* 2 =  +2   
Forgery Int 2 =  +2   
Gather Information Cha -1 =  -1 + 0  
Heal Wis 2 =  +2   
Hide Dex* 2 =  +2   
Intimidate Cha -1 =  -1   
Jump Str* 0 =  +0   
Knowledge (history) Int 6 =  +2 + 4  
Knowledge (religion) Int 6 =  +2 + 4  
Listen Wis 2 =  +2   
Move Silently Dex* 2 =  +2      
Ride Dex 2 =  +2   
Search Int 2 =  +2   
Sense Motive Wis 2 =  +2   
Spellcraft Int 8 =  +2 + 6  
Spot Wis 2 =  +2   
Survival Wis 2 =  +2   
Swim Str** 0 =  +0   
Use Rope Dex 2 =  +2   

* = check penalty for wearing armor
Craft >=5 ranks gives + 2 on related appraise checks.


Zero-level Cleric spells: 4 per day:
[i][s]Create Water[/s], Detect Magic, [s]Light[/s], Resistance[/i]

First-level Cleric spells: 3 (2 + 1) per day + 1 from a domain:
[i]Cause Fear, Sanctuary +Protection From Evil[/i]

Second-level Cleric spells: 2 (1 + 1) per day + 1 from a domain:
[i][s]Hold Person[/s], Spiritual Weapon +Detect Thoughts[/i]



Half-Orc:
+ 2 strength / -2 intelligence / -2 charisma (already included)
Darkvision (see 60 feet in pitch-dark)

Cleric:
Alignment Aura
Spontaneous Casting (cure)
Turn Undead (2x/day)
High wisdom gains bonus spells daily
Good domain: cast [good] spells at +1 caster level
Knowledge domain: cast divination spells at +1 caster level

Cash: 164gp, 4sp
Equipment:
Masterwork Artisan's Tools (not generally carried) 5 lb.
Wooden holy symbol 
Traveler's outfit
x2 Masterwork Daggers 2 lb.
Leather armor 15 lb.
Backpack 2 lb.
-blanket 3 lb.
-x4 rations 4 lb.
-waterskin 4 lb.
-ink vial 
-inkpen 
-potion of [i]neutralize poison[/i] 
-potion of [i]tongues[/i] 
scroll case .5 lb.
-4 sheets parchment 
-scroll of [i]entropic shield[/i] 
-scroll of [i]resist energy[/i] 
-scroll of [i]augury[/i]

[sblock=Background]Twenty-three years ago, a child was born to the heiress of a prestigious noble family in southwestern Sembia. Unfortunately, it was a half-orc child, and, needless to say, the resident nobles were not of orcish extraction. So, in short order, the family's half-orc stable-slave was executed, and the tearful heiress shipped off to a Lathanderite convent. But what of the child? Well, as none of the men-folk could bring themselves to kill the pitiable wretch, they had a servant, under cover of night, shuttle the infant to the steps of the nearest thing resembling a charitable institution: a temple of Deneir.

The resident priests took the boy in, and raised him as best they could, through a combination of awkward paternalism and pedantic instruction in the tenets of Oghma's Scribe, as well as all manner of history and lore. Raised within the temple walls, the boy, whom the clerics named Carfal, came to consider them his family, and developed a concomitant devotion to doing the work of Deneir. In recent years he has taken it upon himself to make regular circuits of the surrounding villages, recording news and offering to read and explain letters and legal documents for the illiterate.

In fulfilling their charge to preserve as much information as possible, the temple’s scribes regularly record the news carried by itinerant bards and merchants. Some months ago, rumors began arriving of strange activity in the Dalelands, seemingly in relation to a mysterious sigil. Even more unnerving was the fact that, once a reliable description of this symbol was obtained, it was soon realized that the temple’s own adopted son bore such a mark! A flurry of research followed, whereupon the sigil’s draconic origin was uncovered. Seeing that further investigation was clearly in order, Carfal volunteered to travel to the Dales himself to get to the root of the matter. It is, literally, quite personal to him…[/sblock]
[sblock=Personality & Appearance]Carfal's relatively cloistered upbringing has left him rather reserved, diligently studious, and a bit naive. While he is intellectually aware of much that goes on in the wider world, he has personally experienced little of it - this includes the virulent prejudice in many regions against half-orcs. He does his best to help those in need, as he is cognizant of the fact that he owes his own life to the charity of others.

Carfal is quite tall (though not exceptionally for his race), and rather lanky for his height. His greenish-gray face is best described, frankly, as ape-like, with short, blunt, tusk-like lower canines. His black hair is pulled back into a short ponytail, and his jaw sports a short, bristly beard. He wears a sturdy maroon traveling frock beneath his armor.

200102_274_10.jpg
[/sblock]
 
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kosjoy7.gif


Kosj Vorastrix

Dragonwrought kobold sorcerer 3
N Small dragon (kobold, reptilian)
Init +1; Senses Spot -1, Listen -1
Darkvision 60 ft., low-light vision
Languages Chondathan, Common, Draconic
–––––––––––––––––––––––––
AC 13, touch 12, flat-footed 12
hp 12 (3d4 HD)
Fort +1, Ref +1, Will +3
Immune sleep, paralysis
–––––––––––––––––––––––––
Spd 30 ft., Glide 30 ft. (average)
Melee 2 claws +0 (1d3-2) and bite -5 (1d3-2)
Ranged bolt +4 (1d6)
Base Atk +1; Grp -3
Spells Known (CL 3rd, +3 ranged touch):
1st (5/day)–burning hands (DC 14), charm person (DC 14), unseen servant
0 (6/day)–dancing lights, detect magic, prestidigitation, ray of frost, read magic
Spell-Like Abilities (CL 3rd):
1/day–mage armor
–––––––––––––––––––––––––
Abilities Str 6, Dex 12, Con 12, Int 12, Wis 9, Chr 17
SQ Light Sensitivity, Slight Build
Feats Dragonwrought, Dragon Wings, Spell Thematics (breath weapons)
Skills Appraise +3, Concentration +7, Craft (trapmaking) +3, Hide +5, Jump +8,
Knowledge (arcana) +7, Spellcraft +7, Profession (miner) +1, Search +3
–––––––––––––––––––––––––
Possessions scroll case (0.5 lb), chalk, ink vial, inkpen, 10 sheets paper,
spell component pouch (2 lb), sundark goggles, 10 mw cold iron bolts (1 lb),
3 mw silvered bolts (0.3 lb), 2 bolts, wand of launch bolt (50 ch.), wand of
color spray (50 ch.), 3 potions of cure light wounds, scroll of alter self, 3 scrolls
of comprehend languages, 2 scrolls of detect secret doors, 3 scrolls of expeditious
retreat, 2 scrolls of identity, scroll of knock, scroll of mending, 3 scrolls of shield,
3 scrolls of silent image, +2 keen kukri (hidden)
–––––––––––––––––––––––––
Treasure 6 sp, 9 cp
Experience 3,000
–––––––––––––––––––––––––
Height 2' Weight 32 lbs

[sblock=Background]Vorastrix's egg was acquired through dubious means by a band of adventurers who, seeking a lucrative sale, transported the oddly coloured ovoid to the rich mercantile city of Saerloon in Sembia. Incorrectly believed to be that of a pseudodragon, news of the mysterious egg reached the ears of the local Cult of the Dragon cell's members. Piquing the interest of the Archmage of the Purple, a powerful necromancer and cell leader named Zannaster, cult initiates were quickly dispatched to purchase the egg. Zannaster had designs to slay and raise the pseudodragon as an undead drake to serve him as a familiar and as a mark of prestige within the cult.

Once purchased, Zannaster entrusted the egg to one of his apprentices, a young wizardess named Zareen, to hatch and rear. Upon first hatching, everything appeared as expected. The tiny maroon hatchling possessed the expected draconic anatomy, all except the pseudodragon's barbed tail stinger; a detail the inexperienced Zareen failed to recognize at first. As months passed and turned into years however, evidence of the tiny dragon's true nature began to puzzle the young apprentice. The creature was maturing slower than expected, showed little ability to fly or communicate telepathically and yet was growing in size beyond what would be expected for a typical pseudodragon. Zannaster grew dismayed with his apprentice's progress with the tiny creature, but was far too busy with the Cult's back-alley dealings and internal politics to delve into the matter personally. He instead focused what time he had on preparing the ritual which would slay and raise the drakeling as an undead servitor.

Meanwhile Zareen was growing more and more troubled with the diminutive dragon, which she had taken to calling Kosj. When the creature unexpectedly began vocalizing words and even displaying a natural ability to manipulate the magical weave to produce cantrip-like effects the young woman wasn't certain whether to be pleased or concerned. Envy and resentment soon followed however when small Kosj began casting true spells, all without the years of arcane schooling which Zareen herself had needed to accomplish the same feat. The wizardess soon began taunting the young dragon, which she increasingly began to view as a rival, with news of the fate which awaited it at the hands of her master: death.

Growing ever more mature, the young Kosj decided to take its fate in its own claws and began to plan its escape from the Cult. It secretly began to make use of the books in Zannaster's private library to learn of the world beyond the walls of the gothic city of Saerloon, its history, its geography, and the dragon's own place in that larger world. Delving into the cult's tomes of draconic lore, Kosj learned that it was likely a vorastrix: a draconic sorcerer. Seeing that as the key to its own freedom, the dragon continued to expand its deepening knowledge of the arcane. Kosj eventually chose to initiate itself as a mage by undergoing the mage-rune rite of passage in which it would choose a distinct sigil to serve as its own personal symbol. The odd scale pattern which covered the small drakeling's left flank seemed an appropriate choice. It was then that the goddess Mystra's will, that all such mage-runes be unique, made itself known to Kosj. At first confused by the rite's failure, the young dragon soon came to realize that it'd been preventing from using the rune as its own because the rune was already the mark of some other mage elsewhere.

Intrigued and concerned by the odd development, Kosj began secretly researching the odd scale marking he sported in the Cult's draconic library. The drakeling eventually discovered that the rune was associated with a powerful red dragon named Llorranos Fyr which had once dwelled in the Dalelands to the north. Before it could delve deeper in the matter however, Kosj learnt through Zareen that its own time was short as their master was finally ready to proceed with the rite which would recreate it into an undead drakeling familiar. With little time to spare, Kosj pilfered a handful of arcane items from the Cult's own stores and used its magic to surprise and best its keeper Zareen to escape the cult's holdings.

Fleeing high into the gothic spires of Saerloon, the young Kosj hid out amongst the forest of gargoyles decorating the buttresses, gables and waterspouts of the city. Gliding down to the docks, Kosj stole aboard a brig leaving port and heading northward. And thus, hidden in a cranny beneath the ship's figurehead's hair, Kosj the Vorastrix made its way towards Scardale.[/sblock]
 
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Ghelt the Shin

Code:
Name: GHELT the SHIN
Class: Rogue
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral
Deity: Tymora
Region: Moonsea (Zhentil Keep)

Str: 10 +0 (2p.)     Level: 3        XP: 3000
Dex: 16 +3 (10p.)    BAB: +2         HP: 16 (3d6)
Con: 10 +0 (2p.)     Grapple: +2     
Int: 12 +1 (4p.)     Speed: 30'      
Wis: 10 +0 (2p.)     Init: +5        
Cha: 15 +2 (8p.)     ACP: -1         

               Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +3    +0    +3    +0    +0    +0    16
Touch: 13              Flatfooted: 13

                     Base   Mod  Misc  Total
Fort:                 +1    +0          +1
Ref:                  +3    +3          +6
Will:                 +1    +0          +1

Weapon                    Attack   Damage     Critical
MW Short Sword (x2)        +4/+4    1d6/1d6    19-20/x2     
Short Bow                    +5      1d6         x3
Dagger (x3)                  +5      1d4       19-20/x2


Languages: Common, Damaran, Chondathan

Abilities: Sneak Attack +2d6, Trapfinding, Evasion, Trap Sense +1

Feats: Two-Weapon Fighting, Thug, Weapon Finesse

Skill Points: 60       Max Ranks: 6/3
Skills                     Ranks  Mod  Misc  Total
Bluff                         6    +2          +8
Climb                         3    +0    -1    +2
Diplomacy                     3    +2    +2    +7
Disable Device                6    +1    +2    +9
Escape Artist                 3    +3    -1    +5
Gather Information            6    +2          +8
Hide                          3    +3    -1    +5
Intimidate                    6    +2    +4    +12
Move Silently                 3    +3    -1    +5
Open Lock                     6    +3    +2    +11
Search                        6    +1          +7
Spot                          6    +0          +6
Tumble                        3    +3    -1    +5

Equipment:                 Cost
Backpack                    2gp    
Flint & Steel               1gp        
Grappling Hook              1gp    
Belt Pouch (x2)             2gp   
Everburning Torch           110gp  
Waterskin                   1gp    
Antitoxin (x2)              40gp    
MW Thieves' Tools           100gp  
Rope, Silk 50'              10gp   
Rations (x3)                1.5gp  
MW Short Sword               -     
MW Short Sword              300gp 
Short Bow                   30gp  
Arrows (x20)                1gp   
Dagger (x3)                 6gp    
Studded Leather             25gp   
Potion: CLW (x3)            150gp
Potion: Invisibility        300gp
Dust of Dryness             850gp

Money: 769gp 5sp 0cp

Age: 23
Height: 6'1"
Weight: 145lb
Eyes: Blue
Hair: Brown
Skin: Pale

Appearance: Ghelt is tall, lean, and strikingly handsome, always quick with a smile. His hair is a dark brown mop that often obscures his ice-chip eyes. A brace of daggers wraps his midsection, and a pair of gilt-leather swords criss-cross his belt.

Background: Ghelt enlisted in the Zhentish military at a young age, having grown up in the Keep as a cobbler's son. He was soon deployed to Scarsdale Town as part of the garrison occupying the city. The Shaking Plague arrived soon after, wiping out most of the Zhentish presence, and Ghelt himself barely survived. Finding himself without a commander, Ghelt roamed the streets, soon forming his own small street gang. This group had no real power or presence in the lawless town, but the stronger brigand gangs, backed by tacit Zhentish approval, wiped out Ghelt's troop in a single night. Ghelt escaped again, none of his enemies aware that he was part of the gang. He now works as an independent operator, mixing ably with all strata of society in Scarsdale. Because of his newfound dislike of Zhentil Keep, he works actively to sabotage the succession of the champion Darkhope to the Lordship.
 

Stonecipher "the Mad Dwarf"

Stonecipher "the Mad Dwarf"

Chaotic Good


Str 13(+1) Size Medium
Dex 12(+1) Height 4'2"
Con 15(+2) +2 for racial Weight 170lb
Int 12(+1) Skin Tan
Wis 8 (-1) Eyes Dark Brown
Cha 14(+2) -2 for racial Hair Black; Thick Beard

Total Hit Points 26 Speed 20 feet Armor Class 15 = 10 +4 (chain shirt) +1 (Dex)
Touch AC 11 Flat-footed 14

Initiative Modifier +1
Fortitude save +5=3 base +2 con
Reflex save +1 = 0 base+1 Dex
Will save +1 = 2 base -1 wisdom
Attack (handheld) +3=2 base +1 Str
Attack (unarmed) +3 = 2 base +1 Str
Attack (missile) +3 = 2 base +1 Dex
Grapple check +3 = 2 base +1 Str

Languages : Common, Dwarven, Orc

Dagger (1d4, crit 19-20/x2 range inc 10 ft, 1lb light piercing)
Light Crossbow (1d8, crit 19-20/x2, range inc 80ft, 4lb, piercing)
Throwing Axe (1d6, crit x2 range inc 10ft 2 lb light slashing)
Dwarven Waraxe master crafted (1d10, crit x3 8lb one-handed, slashing
Chain shirt master crafted (light +4 AC, max dex +4; check penalty -2 25lb, arcane spell failure 20%

No familiar yet

Feats:

alertness
blind-fight
quick draws
self-sufficient

Skills
Climb rank 2
Craft (stone) rank 1
Gather Information rank1
Hide rank 1
Knowledge (architecture) rank 1
Knowledge (nature) rank 1
Move silently rank .5
Profession (stone mason) rank 1
Search rank 1
Spot rank 1
Swim rank 1
Use Magic Device rank .5
Use rope rank 1

Zero-level Spells :5 per day Flare, Ghost Sound, Mending, Prestidigitation

Level 1 Spells : 4 per day Feather Fall, Magic Missile

Dwarf

+2 con / -2 char
Can move 20 feet even if in heavy armor
Darkvision (see 60 feet in pitch-dark)
Stonecunning (+2 on searching stone, intuit depth)
+4 to avoid being bullrushed while standing on ground
+2 racial bonus on saves vs. poison
+2 racial bonus on saves vs. spells / spell-like abilities
+1 racial bonus to hit orcs and goblinoids
+4 dodge bonus on AC against giants
+4 stability bonus to avoid being tripped/bull rushed standing on ground
+2 racial bonus on appraise checks if stone/metal

Equipment

Crossbow bolts (quiver of 10 ) x2
Backpack
blanket, winter x1
chalk
flint and steel
Mug- pewter
Pot
Pouch x2
rope (50' silk)
Sacks x2
waterskins x2
Whetstone
Spell component pouch
pipe (silver and ivory)
pouch tobacco
travelers outfit
explorer's outfit


History

Stonecipher is a Shield Dwarf from the west. He doesn't know where he is from though. As a young child his small dwarf hold was wiped out by a large band of Drow. The drow killed everyone and thought Stonecipher was dead too. After Stonecipher came to he was surrounded my the bodies of his family. He has no sense of time after that. It took him months to years, he doesn't know, to cut stone tombs for all the fallen. He survived on the stores of goods in the hold and was kept company by the dead. Once the dead were entombed he read the carvings and marks on the stones and walls to pass the time. As the food ran out he had no choice but to leave or starve. At first he looked for food and would go back to the hold for shelter, but as he used up the resorces in the area he moved East. He learned how to survive in the wilds. It was during this time that his magical ability came into its own. It manifested itself through need in stressful situations.
He doesn't know how long it took him to reach civilized lands. As to why he is where he is I can't tell you. He has a wild look about him with his hair pulled back in a long pony tail and a long beard with a braided mustache. He will only drink out of
his own mug that he carries form home. When served he will pour what ever it is
into his mug and doesn't like others touching it. Having to survive on his own
without a family or community structure for so long he doesn't have that sense
of order other dwarfs have. He has a impulsive nature about him which is not
very dwarvish.
He wears a wipe brim felt hat and a mastercrafted chainmail shirt. He also carries with him a master crafted dwarven waraxe. Both are items he took from his old home along with a mug and pipe. The mug and pipe belonged to his father. He doesn't remember him but those 2 items help bring back memories of better times.

He has earned the name "the Mad Dwarf" in the region . He has an odd habit now of talking to stone in dwarvish and runs his hands over it when he does. Can you say needs therapy.
 

Logan Glanderho, thalhund

Code:
Logan Glanderho, [I]thalhund[/I] or hidden gift of Dumathoin, Keeper of secrets under the mountain
--------------------------------------------------------------------------------

Name: Logan Glanderho 
Race: Dwarf
Player: Neurotic
Class: Priest of Dumathoin 3
Hit Points: 27 ([URL=http://invisiblecastle.com/find.py?id=1227593]See here[/URL])
Experience: 3000 / 6000
Alignment: Neutral Good
Vision: Darkvision (60')
Speed: Walk 20 ft.
Languages: Common, Dwarven, Terran

Stat Score Mod
STR 10 (+0)
DEX 10 (+0)
CON 16 (+3)
INT 12 (+1)
WIS 16 (+3)
CHA 10 (+0)

SKILLS
Appraise 1(0.0), Autohypnosis 5(0.0), Concentration 7(4.0),
Craft (Armorsmithing) 5(2.0), Craft (Other) 3(0.0),
Diplomacy 5(5.0), Heal 3 (0.0), Knowledge (Arcana) 3(2.0), Knowledge (Religion) 5 (4.0), Listen 3(0.0), Profession (Soldier) 3 (0.0), Sense Motive 3(0.0), 
Spellcraft 3(2.0), Spot 3(0.0), Survival 3(0.0)

-------------------------- Feats ---------------------------
Armor Proficiency (Heavy)
Weapon focus (Warhammer) (Metal domain)
Combat Casting
Extra turning


-------------------- Special Abilities ---------------------
+1 racial bonus on attack rolls against orcs and goblinoids
+2 racial bonus on Appraise and Craft checks that are related to stone or metal.
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+4 Dodge bonus to Armor Class against monsters of the giant type.
Spontaneous casting
Stability
Stonecunning
Turn Undead (Su) 7/day (turn level 3) (turn damage 2d6+3)

Domains: Metal (hammer weapon focus), Protection (Protective ward)

AC: 16 (5 masterwork chain +1 shield) , touch 11, flat 16

Initiative: +0
BAB: +2
Melee to hit: +2
Ranged to hit: +2

Fortitude: +6
Reflex: +1
Will: +6

Unarmed attack:
to hit: +2
damage: 1d3
critical: 20/x2

Warhammer (Masterwork):
to hit: +3
damage: 1d8
critical: 20/x2

---------------------------- Equipment ------------------------
Name QTY LBS
Outfit (Scholar's) 1 6lbs
Satchel for scrolls and potions 1 3lbs

Chainmail (Masterwork) 1 40lbs
Warhammer(Masterwork) 1 6lbs
Throwing hammer 2 6lbs
Small metal shield (Masterwork) 1 6lbs

Potion (Endure Elements) 1 0lbs
Potion (Oil of Magic Weapon) 1 0lbs
Potion (Protection from Evil) 1 0lbs
Potion (Shield of Faith +2) 2 0lbs

Scroll (Bear's Endurance/Divine) 1 0lbs
Scroll (Bull's Strength/Divine) 1 0lbs
Scroll (Calm Emotions/Divine) 1 0lbs
Scroll (Command) 1 0lbs
Scroll (Comprehend Languages/Divine) 1 0lbs
Scroll (Cure Moderate Wounds/Divine) 2 0lbs
Scroll (Find Traps) 1 0lbs
*Scroll (Hold Person/Divine) 1 0lbs 
Scroll (Spiritual Weapon) 1 0lbs

Total weight 61 (light)

Level 0
Detect Magic (Divination) (2)
Resistance (Abjuration) 
Startle (Necromancy)

Level 1
Command (Enchantment) 
Sanctuary (Abjuration)
Divine Favor (Evocation)
Protection from Evil (Abjuration)

Level 2
Shield other (Abjuration)
Detect Thoughts (Divination)
Zone of Truth (Enchantment)


------------------------ Description -----------------------
Height: 4' 2" Weight: 175 lbs. Gender: Male 
Eyes: Almost black Hair: dark brown Skin: Pale (for now)
Speech style: Silent Beard: braided in diamond pattern

Full Description
Logan is not very strong as dwarves go, definitely smaller then average with strangely empty (monotonous) very deep voice. His helm tucked neatly under the arm, dark brown hair trimmed neatly, still having pressed down appearance from helm, shield on his back tinkling in shiny chainmail under gray and brown robe, his rich beard elaborately braided in three pronged diamond pattern and with dark brown eyes, dwarf radiated calm confidence in face of a hulking half-orc. There was a leather sachel on his shoulder and warhammer on his hip.


Background
Logan is born into middle class family as second (smaller) twin, first in a century as such births are rare among dwarves. As family of warriors Logan was put to training very young. However, because of his small stature and weakness he was soon transfered to scouting duty. Not very nimble, he didn't excel in this duty either. He was put to guard duty of hospitals or adjutant duty to petty officers or keeping supply depots. In this he was successful as his wits made up what he lacked in brawn.

Several months ago, he was assigned to guard supply caravan to one of the outlying mines. They were ambushed by undead lead by invisible priest and most of caravan was taken captive. Some guards were killed, others managed to get away in tunnels. Logan was one lost in tunnels. Attackers close on his heels he didn't have time to check where he's going. Never very good at orienteering he soon became hopelesly lost with duergar steadily gaining.

Then there was rumbling and tunnel floor behind him collapsed isolating him from pursuers !! Little bit further and he found himself in small chamber with old gnarled dwarf leaning on his maul. Ignoring Logan's thanks and questions, elder informed Logan that his destiny lies not in tunnels but under the skies above. His mark (that started glowing in response to elders words), the one on his neck is one of destiny.

Elder pointed him in right direction and told Logan he will be safe until he returns. Then he just vanished into stone. Logan arrived back to his clanhold almost a day behind othere survivors and was put to questioning. One of the priests read his mind and cleared him of all doubts and called him into the service of Dumathoin (he recognized the elder from Logan's mind). Logan started learning and soon he was ordained priest. He felt ready to go and find his destiny under the skies above. While preparing he took time to make will of Dumathoin known to him via Divination and learned that there is more marks and that he will not like what he sees, but that there is more to those who bear mark then outer appearance.

Logan is strongly independant, feels himself blessed and protected and is prone to taking unneccecary risks. He also likes making things himself, but he does that relatively rarely, focused on learning and not very strong, only occasionaly he takes time to craft items himself. He will always take time to discover something new about the world around him (especialy if it improves his smithing skills) and is ever ready to protect the sanctity of deep mountains and greater good. He bears strong hatred for undead and those who make and control them.
 
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Kevin Kull
Human Barbarian1/Fighter2
AL: NG HT: 6'3" WT: 230 Hair: Brown Eyes: Blue/green

STR: 16 (+3) [10 points] *20 when Raging*
DEX: 14 (+2) [6 points]
CON: 12 (+1) [4 points] *16 when Raging*
INT: 12 (+1) [2 points]
WIS: 10 (+0) [2 points]
CHA: 10 (+0) [2 points]

HP: 32 (1d12+2d10+3) *38 when Raging* AC: 20 (10 base + 2 dex + 5 armour + 3 Shield)
Saves: FORT: +6 (5 base + 1 con) REF: +2 (0 base + 2 dex) WILL: +0 (0 base + 0 wis)
Init: +2 Movement: 30'

Bab: 3
Attacks:
Shortspear + 8, damage 1d6+3
Raging: +10, damage 1d6+5

Skills(Total/Ranks):[32 Points] *ACP = -4*, cc=crossclass
Jump (+7/6), Intimidate(+6/6), Listen(+6/6), Tumble(+3/3cc), Climb (+9/6), 2 skill points unspent.

Feats: [4] W.Focus(ShortSpear), Power Attack, Shield specialization, Extra Rage

Class Features: Fast Movement, Rage 3/day (6 rounds)

Languages: Common, Orcish

Equipment: (2,700 GP)
MW Short Spear (301)
MW Breast Plate (350)
Darkwood Shield (257)
Pack of Adventuring Gear (80gp) *Filled with Common adventuring gear: Shovel, Rope, grappling hook, chalk, etc*
6 Potions Cure Light Wounds (300 GP)
Hand of the Mage (900) *This is actually the hand of a Zhentil mage, not an elf.*

45 PP, 52 GP remaining.

Biography :
Kevin Kull comes from a long line of warriors who follow the Way of the Spear, a harsh warriors path meant to strengthen ones body, mind, and soul. His people worship the goddess Sune, and toute their beliefs that a persons inner goodness is reflected on the outside. Thus, they strive to achieve and maintain their physical perfection. Their motto is "Beauty through Strength"

When he was 15, Kevin set out into the world at large to learn, grow, and then return. Among his travels he met up with many beings.. some he worked with, others against. Of note was a half-orc, who seemed to have the same strange birthmark that Kevin did, albeit in a different place. The two travelled for some time before parting ways, and during that time, Kevin was introduced to one of the great evils of the world - The Zhentil Mages, whom he has since developed a profound dislike for/
 

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