Lost Homeland Campaign


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Alth

Althander Daergel :: 2nd lvl Whisper Gnome Duskblade (Speed 30: Darkvision/Low Lightvision)
[Unspent: 2 Points (1 Int)] Languages: Gnome, Infernal, Draconic, Giant (ogrun), Elvish

Stats: Str 14, Dex 16, Con 16, Int 16, Wis 8, Cha 11
Saves: F[6] R[3] W[2]

AC: [17], Touch[14], FF[14]
HP: 21

[Melee] Scimitar, Valenar Double: +4/+4 1d4+2/1d4+1 18-20/x2 Slashing
[Range] Annulet: +5 1d4+2 x3 [30ft] Slashing

Skills:
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+6 Concentration, +9 Craft [Weaponsmith], +3 Handle Animal,
+11 Hide, +8 K. (Arcane), +8 K. (Local: Valenar), +1 Listen/Spot
+7 Move S., +5 Ride, +3 Sense Motive +8 Spellcraft

Feats:
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Two Weapon Fighting, Weapon Focus [Scimitar, Valenar Double], Combat Casting (B)

[sblock=Spells/Spell Like Abilites]
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Spell-Like Abilities:
6/day Flare, Detect Magic, Ghost Sound, Read Magic (DC 13)
1/day Silence (DC 10)
1/day Ghost Sound, Mage Hand, Message (DC 10)

Spells [0: DC 13, 1: DC 14]
0th 4/day Disrupt Undead, Ray of Frost, Touch of Fatigue, Acid splash
1st 4/day Ray of Enfeeblement, Burning Hands, Blade of Blood, Shocking Grasp
____________________________________________________________
- Ray of Enfeeblement #Close, Duration 2 Minutes#
[1d6+1 Str Penalty: -No Save- Yes SR]
- Burning Hands #15 ft Cone Burst, Ignites Material#
[2d4 Fire: -R. Half-/Yes SR ]
- Blade of Blood #Weapon, Swift Action#
[1d6 Damage (Give 5 hp for 2d6, 10hp for 3d6): -No Save- No SR]
- Shocking Grasp #Touch,
[2d6 Electrical, +3 Attack vs Metal Wearing Opponents: -No Save- Yes SR]
[/sblock]
_______________________________________________________________
[sblock=Items]
Money: 12 gp, 1 sp

Items
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Backpack: 1 Week Ration, 1 Waterskin, Bedroll, 3 Torches
Spell Component Pouch

Worn Items:
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Studded Leather
Scimitar, Valenar Double
Annulet
*Explorers Outfit (dirty, brown wide brimmed hat)

Total Weight: 35 lbs, Max Weight (Light 76 lbs)
[/sblock]

[sblock=History]
The human wizard, Zalhown The Changer liked to collect exotic materials from other cultures and animals from other lands. The wizard conisdered Alth, a curious wishper gnome, to be one of his most favorite of his treasures, and would show him minor magical spells and let him use the strange items/weapons he would find laying around. Alth was a good lackey, and would help him in feeding the animals as well as organizing his place while he was about town doing shopping.

The people in town were annoyed by Zalhown's ever changing moods and whit. He liked to change himself into other people, animals, or objects all the while seeing how townfolks reacted to them. Sometimes he meant to suprise or sometimes humor. Rumor has said that people who displeased him, would die a horrible death by either a creature of horrible power or be transmuted into an object. The people excepted the wizard and tried to go along with his tricks because he also provided magical offense and defence for the town.

One day, his time of playing tricks came to an abrupt end, when an ogrum adventurer by the name of Skitter, was showing off his strenght and destroyed a barrel that Zalhown was polymorped into. At that moment, Alth had gone searching for the wizard (using a compass that located him in any form he took) and saw the event happen. What happened next is what lots of people conisidered to be strange at most: The wizard died and magical energies shot out of him like a firework. Wherever the sparks flew, things changed. A building was turned to flesh, a rock was turned into a penguin, a bird got hit with the spark and merged into a local townsperson creating a Kenku, and the orc was turned into a Clawfoot. Some people fled, while others were fell down laughing, and some...just didn't know what was going on.

Well, when everyone regained their sense, the ogrun-turned-clawfoot felt that the whisper gnome could have prevented this trajedy. So, Skitter made Alth start looking for ways to cure him. They went to the wizards tower and Alth took his favorite weapons, pack of food and water, travelling gear and headed off.

They searched for 4 years, asking other wizards and clerics, but noone was able to change his form. Somehow Skitter's form was altered by some really powerful magic. Alth and Skitter never gave up and still search for a way to find the cure. OF course, Skitter has become so accustomed to his form, that he things very highly of himself and tends to do things HIS way. Because of his reluctance to do some things...Alth has given him the nickname: Skitter the Impossable. [/sblock]

[sblock=Description]
Alth Daergel is 5feet, 2 inches and sports worn studded leather and an explorers outfit along with his wide brimmed, brown hat. His eyes are blackish red and his body looks like it has seen alot of fighting. He speaks with intelligence, but seems to mostly follow Skitter or ride the dinasour if Skitter is impatient at the gnomes slow pace.

Skitter is a two legged dark, greenscaled, lizard that boasts sharp teeth and a toe claw that looks like a small sickle. It is no taller then a human, but seems to enjoy knocking off Alth's hat during boring times. Although it looks like it could take down larger prey easilly, it seems to delight in watching the gnome battle alone sometimes. Skitter and Alth know that money is important in persuading wizards and paying for spells. So, they developed a performance where Skitter will use its amazing jumping ability to do aerobic tricks for money. [/sblock]
 
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Freylin Trombel (Female Whisper Gnome; Beguiler 2)

Age: 42 years
Height: 3’ 7”
Weight: 29 lbs.
Eyes: Gray
Hair: Light gray
Sex: Female

HP: 15
Armor Class:
AC: 17(+2 Dex, +4 Armor, +1 size); TAC: 13; FFAC: 15
Saves:
Fort +2; Ref +2; Will +3
Attack Bonuses:
BAB: +1; MAB: +4; RAB: +4
STATS:
Str: 14 (+2); Dex: 14 (+2); Con: 14 (+2)
Int: 14 (+2); Wis: 10 (+0); Cha: 12 (+1)

Speed: 30'
Initiative: +2
Experience Points:
Craft Points:

Feats:
Combat Expertise; Improved Feint

Code:
[b]Skills	              Ability   mod    Ranks   Misc.   Total[/b]
Balance			Dex	+2	0	-2	+0*
Bluff			Cha	+1	5		+6
Climb			Str	+2	0	-2	+0*
Concentration		Con	+2	5		+7
Diplomacy		Cha	+1	5	+2	+8
Disguise		Cha	+1	0	+2	+3
Escape artist		Dex	+2	5	-2	+5*
Gather information	Cha	+1	5	+2	+8
Hide			Dex	+2	5	+6	+13*
Intimidate		Cha	+1	0	+2	+3
Jump			Str	+2	0	-2	+0*
Knowledge (arcane)	Int	+2	5		+7
Know (Local-Farerol)	Int	+2	5		+7
Move Silently		Dex	+2	2	+2	+6*
Search			Int	+2	5		+7
Sleight of hand		Dex	+2	5	+0	+7*
Spellcraft		Int	+2	0	+2	+4
Survival		Wis	+0	0	+2	+2
swim			Str	+2	0	-12	-10*
Tumble			Dex	+2	3	-2	+3*
Use Rope		Dex	+2	0	+2	+4
* -2 penalty on Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. -12 penalty on swim checks.

Special abilities:
+2 Dex, +2 Con. -2 Str, -2 Cha
1 level stat point into Str, and 1 unused
Small (+1 AC, +1 att, +4 hide, and smaller weapons)
Low light vision; Darkvision 90’
Gnome hook hammers as martial
+4 racial bonus on hide and move silently checks
+2 racial bonus on listen and spot checks
1/day – silence (centered on me), ghost sound, mage hand, and message
Extra silence and silencing strike may be taken as racial feats

Class abilities:
Armored mage (can wear light armor)
Trapfinding
Cloaked casting (+1DC)
Surprise casting

Spells (6/5)
0th Dancing lights, daze, detect magic, ghost sound, message, open/close, read magic
1st Charm person, color spray, comprehend languages, detect secret doors, disguise self, expeditious retreat, hypnotism, mage armor, obscuring mist, rouse*, silent image, sleep, undetectable alignment, whelm*

Languages Known:
Gnomish, Draconic, Farel

Code:
[b]Equipment:[/b]
Rapier
Dagger x5
Chain shirt

[i]Belt Pouch #1[/i]
2 sapphire gems (50gp each)
25 gp; 5 sp; 9 cp

[i]Belt Pouch #2[/i]
3 Potion of cure lights wounds

[i]Backpack[/i]
[b]Adventuring Gear	Cost	Weight[/b]
Backpack (empty)	2 gp	2 lb.
2x Bottle, wine, glass	4 gp	—
1x Caltrops		1 gp	2 lb.
1x Case, map or scroll	1 gp	½ lb. each
2x Chalk, 1 piece		2 cp	—
Flint and steel		1 gp	—
Flour			2 cp	1lb.
Grappling hook		1 gp	4 lb.
Ink (1 oz. vial)		8 gp	—
Inkpen			1 sp	—
Manacles, masterwork	50 gp	2 lb.
5x Parchment (sheet)	1 gp	—
2x Pouch, belt (empty)	2 gp	½ lb. each
3x Rations, trail (per day)	15 sp	1 lb. each
Rope, silk (100 ft.)	20 gp	10 lb.
Signal whistle		8 sp	—
Waterskin		1 gp	4 lb.

Total			94.41gp	27.5 lbs

Weapons:
Primary: Rapier (P)
Damage: 1d4+2
Attack Modifiers: +4
Crit Range: 18-20/x2
Wgt: 1lb.

Secondary: Dagger (P/S)
Damage: 1d3+2
Attack Modifiers: +4
Crit Range: 19-20/x2
Range increment: 10 feet.
Wgt: 1/2 lb each (5 carried)

Armor: Chain shirt
AC bonus/ Max Dex: +4/+4
Check Penalty: -2
Wgt: 12.5 lbs.


Description:
Standing just under 4 feet tall Freylin is of average height for her race. Her eyes match her hair color with a shade of light gray. Her skin color is a dark brown that looks much like a human with a dark tan. Freylin usualy wears dark, form fitting clothes, or a red or black hue, meant to allow maximum mobility. She is never seen to be wearing armor (as she always keeps it under her clothes and concealed) and the only weapons she carries appears to be a simple rapier and a dagger on opposite hips. What most are unaware of is that she also has a dagger hidden in each boot and up each sleeve carefuly concealed. Almost always she will wear a mask that covers all of her face save for her eyes. The mask, like the rest of her attire, Varies between a crimson red or black.

Personality:
Freylin is a quiet and introspective lady. She is most open with members of her own race, and others only when it suites her needs. She maintains a calm state of mind at all times, and it is almost impossible to anger her. While not greedy, money is her weakness. She will do almost anything for the right price.

Background:
Freylin was born in Karlsruhe to a poor family. However, she was not known as Freylin then but as Lilandra Archwright. As a result she got to know how it felt to live on nothing and have to beg for food. She lived on the streets during her childhood not by choice, but because her family could not afford a place to live. It was during this time that she began to learn how to get away with stealing and to hide from those that would want their belongings back. This was how she knew her life. No chance for a dream, just trying to survive.

About 15 years ago a wealthy merchant was in town trying to sell magical goods to the populace. Viewing this as a good chance to get money she made plans to investigate it. Using a small bit of her funds she went out and bought some new traveling clothes and paid to use a public bath house. Then she sought out the merchants booth and scanned over the items while pretending to an adventurer looking to spend some newfound treasure. After browsing the booth for a little while it began to get busy. That is when she pocketed 3 rings and began to leave. Unfortunately the merchant saw right through her disguise, as well as her attempt at thievery. What made matters even worse was that the merchant was a spellcaster, and used his magic to hold her immobile. After that she sat there behind the counter bound and shackled. Try as she may she just couldn't get free, so she was forced to resign herself to what fate had in store. The one thing that puzzled her most was that the merchant never took the rings back.

After the shop was closed down he led her to his inn room where he then released her bonds and began questioning her. It wasn't the harsh interrogation method that was expected but a gentle questioning. He was actually talking to her like she was an equal instead of some gutter trash. So surprised by his gentle carefree nature that she actually found herself answering him truthfully. After close to 3 hours of talking he then offered to give her a job. She would stay by his booth and help him ward off the rest of the thieves that try to steal from him. As payment he would let her keep the rings as well as having a normal salary of 20 gold per week. The amount was more than she ever imagined she could earn and so she eagerly accepted the offer.

Lilandra gave the rings to her family and began renting an inn room. Murkurial, the merchant, wanted to maintain a decent reputation and so he had to make sure that his employee would have sufficient needs to maintain good hygiene. The merchant managed to do very successfully in this town and so he stayed and eventually set up shop and a house of his own. Then, just to help save on funds from his end he offered to let her move in with him. Since it was a bigger place, something that was needed to hold her gathering goods, she agreed.

She continued to live in these conditions for close to 10 years. With Murkurial's library and spell books she began dabbling in magic as well. That was when she discovered that she had a natural talent for magic. Unlike her employer who studied magic for hours she discovered she could just will some effects into being. With her natural charm and newfound arcane talents she soon became a better seller that Murkurial himself, often gaining twice the listed value for an item.

That all changed one day when the dwarven force attacked. There was little warning to prepare for battle, but all able bodies warriors rushed to meet the invaders. The battle started off bad right away and after only a few days it became clear that this was a losing battle. As such a handful of warriors began rounding up all those that were too young to fight and began ushering them out of the city. Lilandra wanted to do something, but she knew she stood little chance against their attackers. So it was that her people left on the journey to a new home. Her father stayed back to help defend his homeland while her mother and sister got separated from her in the long walk. After close to 5 months of travel the survivors came to their new home of Chigo.

Once there, Lilandra had to begin life all over again. With a new life came a new name, and the name she chose to go by was Freylin Trombel. Her mothers first name and her mentors last. With her ability to manipulate others she found it much easier to gain a good standing of wealth and to find out plenty of information about the land she now lived in. She worked a few jobs to get by, but soon came tired of the boring monotony of it. Quitting yet another job she used the earnings from it to begin life as an adventurer.

Then to make things worse the original inhabitants decided they wanted to get rid of us and began a war. This time Freylin was sick of running and she played a role in the fight. While she didn't get onto the battlefield much her role was just as important. Using her spells she disguised herself as a Farelite and her quick wit she managed to convince them that she was one of them and joined their ranks. With this position she climbed up in the ranks and made contacts with some of the higher ranking members just so she could get word on any impending plans and spread them back home to Chigo and give them a chance to concoct a counter plan. Near the end she would lead some of her troops off to the side and, with her magic, put them to sleep or in a daze to make killing them easy. Then she would bloody herself up and claim an ambush. In the final battle it became clear that her guise was no longer needed so she faked her own death to prevent them from ever suspecting they were duped and rejoined the side of her homeland to finish the fight.
 
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Skitter The Impossable

Skitter The Impossable :: Magebred (Swift Breed) Clawfoot (Medium Animal)
(Speed 50, Low-light vision, Scent, Excellent Learner)

Stats: Str 19, Dex 19, Con 19, Int 2, Wis 12, Cha 10
Saves: F[6] R[7] W[1]

AC: [19], Touch[14], FF[15]
HP: 16

[Melee] Natural: Talon +5 1d8+4, 2 Foreclaw +0 1d3+2, Bite +0 1d6+2

Skills:
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+6 Climb, +1 Craft [Armorsmithing], +13 Hide , +21 Jump, +10 Listen/Spot
+6 Swim, +10 Survival

Feats:
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Run, Athletic

Tricks:
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Battle: Attack (DC 18), Defend (DC 18), Down (DC 13)
Travel: Seek (DC 13), Track (DC 18), Heel (DC 13)
Misc: Perform [Jumping Tricks] (DC 13), Fetch (DC 15)

Items:
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Exotic Saddle, Riding
Saddlebag: 1 week ration, 2 Clay Jug (water), 50ft rope, Canvas (7ft / 5ft )
 
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