The Xen'drik Chronicles Chapter 1: Murder at Morgrave [RG]


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Nalfeshnee

Explorer
[Sblock=character sheet]Joskar Moreus Waterholme
Eyes grey/blue; Hair grey, thin; Skin pale
Height 6’; Weight 148 lb.; Age 31
XP7,500
Human, Wizard 4: Diviner specialist, transmutation prohibited (immediate magic variant from PHII pg.68)
LN; medium humanoid
Init +2; Senses Listen +2, Spot +2
Aura /
Languages Common, celestial, elven, dwarven

AC 12 (+2 Dex), touch 12, flat-footed 10
hp 9 (4d4)
Fort +2; Ref +4; Will +9
Speed 30 ft.
Melee mwk quarterstaff +3 (1d6)
Ranged mwk light crossbow +5 (1d8)
Space 5 ft.; Reach 5 ft.
Base Attack +2; Grapple +2
Action Points 7
Combat Gear potion of cure light wounds x5

Spells Known 1st level – Alarm, Cause Fear, Comprehend LanguagesD, IdentifyD, Mage Armour, Magic Missile, Ray of Enfeeblement, ShieldB, True StrikeB; 2nd level – Blast of Force (Spell Compendium), Detect ThoughtsD, False LifeB, Invisibility, Locate ObjectD, See invisibilityB. D – Divination;
Spells Prepared level 0 – 4; 1st level – 4+1; 2nd level – 3+1.
Spell-like Abilities 3/day – glimpse peril (CL 2nd).
Caster Level/DC CL 4th; DC 13+ level

Abilities Str: 10; Dex: 14; Con: 10; Int: 16; Wis: 14; Cha: 12 (28 points buy, +1 Int from level-up)
Feats Scribe ScrollB, Diligent, Iron Will, Education
Skills Appraise 2 (+7), Concentration 7 (+7), Decipher Script 6 (+11), Knowledge (arcana) 7 (+10), Knowledge (history) 6 (+9), Search 2 (+5), Spellcraft 6 (+11).[/sblock]

[sblock=background]Joskar Waterholme grew up in Morgrave university. He never experienced the streets of Sharn in the same way other children did. He never jumped across bridges or explored dark buildings in the towers. Not that he cared. He was too interested in important things to take any notice. Outside the City, distant in his mnd, a war waged, a war he was confident would never reach his home. Instead of worrying about bloodhsed and battle, he emulate his parents; reading and studying. And therein his strength lies.

Both his parents were professors - his mother Iska, an accomplished anthropologist with many laued titles discussing the evolution of giant and human magic under her belt as well as a successful trip to Xen'drik. His father Gerald was a 'rich' collector of antiquities and somewhat of an adventurer, having explored many of the goblin ruins beneath the city of Sharn as well as ancient hobgoblin sites to the west. He was a benefactor of archeological expeditions, which is how his parents met during the War. Given their position in society the Waterholmes were nor required to serve directly in the War, though Iska's research into the nature of magic and Gerald's knowledge of artefacts (lostand recovered) both served their purpose in matters of intelligence. Despite the stigma of not fighting the war, they both served - and died - for their nation.

In the year 986 YR, Gerald made a startling discovery regarding magic. I na way this was what kept the family out of the war: Breland was not going to ignore such a boon during wartime. An expedition to the Lost Continent was arranged, and the Waterhlmes were to lead.

Accompanied by the few guards and mercenariess that could be spared durng the war, the Waterhilmes set off for the Lost Continent. They never returned. Perhaps it was Droaam corsairs or a far-ranging enemy fleet, but the expedition lost contact with the university only five days after leaving Sharn - well before it would have even reached the continent.

Joskar, left at home with the Waterholmes' friend and associate Illidraen (an elf scholar), was shattered by the news of his parents' death, and it almost destroyed his studies in the university, where he was continuing his parents fascination of history with the study of magic (after all, the two were inextricably linked). But, urged by his tutor and new guardian, he persevered and emerged from his studies with a thirst for knowledge, with a passion for the unknown secrets of the world... and with a dark shadow looming over his every thought.

He has never stopped mourning his parents' death and some colleagues at the university whisper that his obsession with Xen'drik and the study of giant magic and artefacts stems fromhis parents' loss and no true devotion. Also, the stigma of coming from a family that did not serve in the war has worked to his disadantage, as members of noble families look down on him for not having defended his country during its time of need.

He ignores the whispers and continues to study, restlessly delving into hidden libraries in the university's vaults, researching what remains of his mother's papers and encoded diaries on giant and human culture in Xen'drik.. and praying for his dean to allow him the chance to visit the continent, just once. In light of this, he's been studying more than just magic and history under the watchful eyes of his elven guardian - if one wants to go to Xen'drik, one must be prepared in more ways than one. It is useless being sound of mind if the body is neglected; for the continent is a harsh place to travel.

Joskar is very insular, confiding in his books and his rave familiar more often than with true sentient creatures. The few people who know him know him more through his background and the tale of of his parents' death than through interaction with him and many of those regard him in a dubious light. This has earned him many nicknames at the university, both from students and fellow professors and scholars. He does little to discourage this, and cares little for the taunts.

Most of his acquantances are childhood friends, who've stood by him through all these years, though were it not for their efforts to keep in touch with him he'd have forgetten about them long ago. Not that he is ungrateful for their love, but his passion just takes so much of his time and life that he forgets that there is more to living than research and brooding over a past that cant be changed.

Illidraen, the man who became Joskar's guardian upon his parents' death so long ago, has changed little since those times - and he truly cares for Joskar as though he were his own. Joskar in turn regards the man with an affection that is otherwise absent from his life. He knows that were it not for the elf, he mst likely would not be alive now.

Joskar is tall, gifted of the mind rather than the body, and he was often sick when young (one of the primary reasons his parents did not take him with them to Xen'drik). His hands are slender and nimble, all the better to help him manipulate the strands of magic. His clothes smell of mouldy paper and dust, and judging by the amount of time he spends surrounded by tomes and ancient tablets, it is likely that he too now smells of dust. Jis hair is thin and prematurely grey, without much shape and form. His eyes, weak like his body, are augmented by half-moon spectacles that seem to hang preternaturally on the edge of his nose. His usual apparel is a shcolars robe, old and somewhat worn around the edges.

He is awkward around other humanoids, though seems to come into his element when lecturing or discussing his theories and his mothers' discoveries that he has expanded upon, though once he begins talking he looses sight of bystanders and tends to go on and on...

Despite his physical weakness, he is pushing himself to learn the ways of combat. His mind, if somewhat twisted by the events in his past that would have had a lesser effect on most other people, is strong and determined, and he wants to be prepared for when he goes to Xen'drik... and he will go to Xen'drik.[/sblock]

[sblock=equipment]Possessions
Mwk quarterstaff 300 gp
Mwk light crossbow 335 gp
50 bolts 5 gp
5 cure light wounds potions 250 gp
Cloak of Resistance +1 1000 gp
1 or every scroll known (crafted through scribe scroll) CL 4th 1500 gp
rope, adventurers vestments, scroll case, trial rations (if needed), chalk, ink, parchment, backpack, bedroll, soap, waterskin, bullseye lantern C. 100 GP[/sblock]


hit points here

Edit: i swapped out Resarch for Education (crappy, i know :))
 
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Watus

First Post
Telan "Red" Talaraen Sivis: Male Gnome Archivist 3 / Bardic Sage 1
Medium Humanoid
Alignment: Neutral Good
Height: 3' 4''
Weight: 44 lbs
Hair: Red
Eyes: Green
Age: 68

Str 8 [2 pts, -2 race]
Dex 10 [4 pts]
Con 10 [0 pts, +2 race]
Int 19 [16 pts, +1 lvl]
Wis 10 [0 pts]
Cha 14 [6 pts]

SA & SQ Bardic music, Bardic knowledge +9 [+1 lvl, +4 Int, +2 Bardic Sage, +2 k/history synergy], Countersong, Dark knowledge (tactics) 4/day, Fascinate, Inspire courage +1, Low-light vision, Spell-like abilities

Hit Dice: 4d6+0
HP: 14 (6 + [3d6->[1,1,6]=(8)])
AC: 16 (+0 dex, +1 size, +5 armor), touch 11, flat-footed 16
ACP: -1
Init: +0 (+0 Dex)
Speed: 20 ft/x4;
Action Points: 7

Saves:
Fortitude +3 [+3 base, +0 Con] 3
Reflex +1 [+1 base, +0 Dex]
Will +5 [+5 base, +0 Wis]

BAB: +1
Grapple: -4 [+1 BAB, -1 Str, -4 Size]
Melee Atk: longsword +0 (1d6-1, 19-20/x2)
Ranged Atk: light crossbow +1 (1d6, 19-20/×2, 80 ft.)

Skills:
Bluff +4 (2 ranks, +2 Cha)
Craft (alchemy) +7 (1 ranks, +4 Int, +2 race)
Craft (mapmaking) +9 (5 rank, +4 Int)
Decipher Script +15 (7 ranks, +4 Int, +2 Lore Mastery, +2 Dragonmark of Scribing)
Diplomacy +4 (2 ranks, +2 Cha)
Gather Information +4 (2 ranks, +2 Cha)
Heal +5 (5 ranks, +0 Wis)
Hide +5 (1 ranks, +0 Dex, +4 size)
Knowledge (arcana) +13 (7 ranks, +4 Int, +2 Lore Mastery)
Knowledge (arch & eng) +5 (1 rank, +4 Int)
Knowledge (dungeoneering) +5 (1 rank, +4 Int)
Knowledge (geography) +7 (3 rank, +4 Int)
Knowledge (history) +11 (7 ranks, +4 Int)
Knowledge (nature) +5 (1 rank, +4 Int)
Knowledge (nobility) +5 (1 rank, +4 Int)
Knowledge (religion) +5 (1 rank, +4 Int)
Knowledge (the planes) +5 (1 rank, +4 Int)
Listen +5 (3 ranks, +0 Wis, +2 race)
Perform (oratory) +5 3 ranks, +2 Cha)
Profession (scholar) +1 (1 ranks, +0 Wis)
Search +8 (4 ranks, +4 Int)
Spellcraft +9 (5 ranks, +4 Int)

Feats: Least Dragonmark of Scribing (comprehend languages 1/day), Master Linguist, Scribe Scroll

Languages: Common, Abyssal, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Infernal

Prepared Spells:
Bard
0 - Detect Magic, Read Magic

Archivist
0 - (4) Cure Minor Wounds, Detect Poison, Light, Mending
1 - (4) Cure Light Wounds, Detect Evil, Protection from Evil, Scholar's Touch
2 - (3) Barkskin, Cure Moderate Wounds, Spiritual Weapon

Known Spells:
Bard
0 - Detect Magic, Know Direction, Light, Mage Hand, Read Magic

Archivist Prayerbook
0 - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1 - Command, Comprehend Languages, Cure Light Wounds, Detect Evil / Chaos, Detect Plants or Animals, Detect Snares and Pits, Endure Elements, Entangle, Eyes of the Avoral, Hide from Animals, Hide from Undead, Longstrider, Pass Without Trace, Protection from Evil, Remove Fear, Sanctuary, Scholar's Touch, Speak with Animals, Summon Monster I, Suspend Disease
2 - Augury, Barkskin, Bears Endurance, Cure Moderate Wounds, Fire Trap, Hold Person, Remove Paralysis, Soften Earth and Stone, Speak with Plants, Spiritual Weapon, Summon Monster II, Summon Natures Ally II, Zone of Truth

Equipment:
Explorer's Outfit
+1 Chain shirt (1,250 gp, 12.5 lb)
Longsword (15 gp, 2 lb.)
Handy Haversack (2,000 gp, 5 lb.)
* Light Crossbow (35 gp, 4 lb.)
* Bolts, 20 (x4) (4 gp, 4 lb.)
* Prayerbook (- , 3 lb.)
* Artisan's Tools (mapmaking) (5 gp, 5 lb.)
* Healer's Kit (50 gp, 1 lb.) [10 uses remaining]
* Bedroll (1 sp, 5 lb.)
* Candle (x20) (2 sp, -)
* Case, map (x5) (5 gp, 2.5 lb.)
* Flint and Steel (1 gp, -)
* Ink, 1 vial (8 gp, -)
* Inkpen (x4) (4 sp, -)
* Oil, 1 pint flask (x5) (5 sp, 5 lb.)
* Pot, iron (5 sp, 10 lb.)
* Rations, trail (10 days) (5 gp, 10 lb.)
* Sealing Wax (1 gp, 1 lb.)
* Signet Ring (5 gp)
* Waterskin (x4) (4 gp, 16 lb.)

--Scrolls, purchased and transcribed into prayerbook (2,000 gp)

Money:
10 gp, 3 sp

Racial Abilities
* +2 Constitution, -2 Strength.
* Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
* Gnome base land speed is 20 feet.
* Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
* Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
* +2 racial bonus on saving throws against illusions.
* Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
* +1 racial bonus on attack rolls against kobolds and goblinoids.
* +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
* +2 racial bonus on Listen checks.
* +2 racial bonus on Craft (alchemy) checks.
* Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
* Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
* Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.


Class Abilities
* Weapon and Armor Proficiency: Proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Proficient with light and medium armor and shields (except tower shields). Can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance
* Bardic Knowledge: A bardic sage gains a +2 bonus on all bardic knowledge checks.
* Bardic Music: A bardic sage's powers of inspiration are not as persistent as those of a traditional bard. His ability to inspire courage, inspire greatness, or inspire heroics lasts only 3 rounds after the ally can no longer hear the bardic sage sing, rather than the normal 5 rounds.


[SBLOCK=Advancement]
lvl 1 - bardic sage
BAB +0
hp 6
f/r/w 0/0/2
skills 40 pts
* Bluff (2 ranks)
* Craft (alchemy) (1 ranks)
* Craft (mapmaking) (4 rank)
* Decipher Script (4 ranks)
* Diplomacy (2 ranks)
* Gather Information (2 ranks)
* Hide (1 ranks)
* Knowledge (arcana) (4 ranks)
* Knowledge (arch & eng) (1 rank)
* Knowledge (dungeoneering) (1 rank)
* Knowledge (geography) (1 rank)
* Knowledge (history) (4 ranks)
* Knowledge (nature) (1 rank)
* Knowledge (nobility) (1 rank)
* Knowledge (religion) (1 rank)
* Knowledge (the planes) (1 rank)
* Listen (1 ranks)
* Perform (oratory) (3 ranks)
* Profession (scholar) (1 ranks)
* Spellcraft (4 ranks)
Feats
* Master Linguist

lvl 2 - archivist
BAB +0
hp 1
f/r/w +2/+0/+4
skills 8 pts
* Craft (mapmaking) (1 rank)
* Decipher Script (1 rank)
* Knowledge (arcana) (1 rank)
* Knowledge (history) (1 rank)
* Search (4 ranks)
Features
* Dark knowledge (tactics) 3/day
* Scribe Scroll

lvl 3 - archivist
BAB +1
hp 1
f/r/w +3/+0/+5
skills 8 pts
* Decipher Script (1 rank)
* Heal (5 ranks)
* Knowledge (arcana) (1 rank)
* Knowledge (history) (1 rank)
features
* Lore mastery [Decipher Script & Knowledge (arcana)]
feats
* Least Dragonmark of Scribing

lvl 4 - archivist
BAB +1
hp 1
f/r/w +3/+1/+5
skills 8 pts
* Decipher Script (1 rank)
* Knowledge (arcana) (1 rank)
* Knowledge (geography) (2 ranks)
* Knowledge (history) (1 rank)
* Listen (2 ranks)
* Spellcraft (1 rank)
Features
* Dark knowledge 4/day
Ability
* +1 Int

Purchased spells:
25 gp - command, detect evil, detect chaos, detect undead, remove fear, detect animals or plants, detect snares and pits, entangle, hide from animals, longstrider, pass without trace, produce flame, speak with animals - 325 gp
150 gp - bears endurance, remove paralysis, spiritual weapon, summon monster ii, zone of truth, barkskin, soften earth and stone, speak with plants, summon natures ally ii - 1350 gp
175 gp - augury, fire trap - 350 gp
[/SBLOCK]
 
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Isida Kep'Tukari

Adventurer
Supporter
Se’ket
Female human druid 4

Alignment: Lawful Neutral
Region: Eldeen Reaches
Sect: Children of Winter
Height: 4' 9''
Weight: 103lbs
Hair: Blue-black
Eyes: Black
Age: 21
XP: 7,500

Str: 10 (+0) [2 points]
Dex: 12 (+1) [4 points]
Con: 14 (+2) [6 points]
Int: 12 (+1) [4 points]
Wis: 16 (+3) [8 points, +1 level]
Cha: 12 (+1) [4 points]

Class and Racial Abilities: Extra feat at 1st level, 4 extra skill points at 1st level and 1 additional on at each level thereafter. Animal companion, nature sense, wild empathy +7, woodland stride, trackless step, resist nature’s lure, divine spells, druidic oaths. Proficient with club, dagger, dart, quarterstaff, scimitar, sickle, short spear, sling, and spear, as well as light and medium armor and shields (provided they are not metal).

Hit Dice: 4d8+8
HP: 30
AC: 18 (+1 Dex, +5 armor, +2 shield)
ACP: -2
Init: +1 (+1 Dex)
Speed: 30ft. (20ft. in armor)
Action Points: 7

Saves:
Fortitude +6 [+4 base, +2 Con]
Reflex +2 [+1 base, +1 Dex]
Will +7 [+4 base, +3 Wis]

BAB/Grapple: +3/+3
Melee Atk: +4 (1d6/x2/S, MW sickle)
Ranged Atk: +4 (1d4/x2/20 ft./P, dart)

Skills:
Diplomacy +7 [6 ranks, +1 Cha]
Handle Animal +7 [6 ranks, +1 Cha]
Heal +10 [7 ranks, +3 Wis]
Knowledge (nature) +12 [7 ranks, +1 Int, +2 nature sense, +2 synergy]
Listen +7 [4 ranks, +3 Wis]
Perform (wind instruments) +4 [4cc ranks, +1 Cha, +1 MW instrument]
Spot +6 [3 ranks, +3 Wis]
Survival +10 [5 ranks, +3 Wis, +2 nature sense] (+12 in aboveground natural environments)

Feats:
Swarm’s Embrace (human bonus) [Sharn, CoT]
Child of Winter (1st level) [ECS]
Vermin Companion (3rd level) [ECS]

Languages: Common, Druidic, Sylvan

Spells Per Day
Save DC +3
0th – cure minor wounds, detect magic, detect poison, flare, purify food and drink
1st - endure elements, goodberry, lesser vigor [ComDiv], magic fang
2nd – spider climb, summon swarm x2

Equipment
Backpack - 2gp
2 daggers – 4gp
10 darts – 5gp
MW Sickle – 306gp
MW Darkleaf breastplate – 2,450gp (This is shaped and painted in a shiny blue-green to resemble a beetle’s carapace)
MW darkwood heavy shield – 360gp (This is shaped and painted in a shiny blue-green to resemble a beetle’s carapace)
Identification papers - 2gp
Traveling papers (Eldeen Reaches to Breland) – 2sp
Pipes of the sewers – 1,150
MW pipes – 100gp
Wand of cure light wounds – 750gp
Bedroll - 5sp
Hammock – 5gp
Waterskin - 1gp
50 ft. rope - 1gp
Trail rations (10 days worth) - 5gp
Belt pouch - 1gp
Holly and mistletoe
Traveler’s outfit (Free)

Money
257gp, 3sp

Kek, bombardier beetle animal companion: Medium vermin; HD 4d8+8: hp 23; Init +0; Spd 30 ft (6 squares); AC 18 (+0 Dex, +8 natural), touch 10, flat-footed 18; Base Atk +3; Grp +5; Atk: bite +5 melee (1d4+2); full Atk: bite +5 melee (1d4+2); Space/Reach 5ft./5ft.; SQ darkvision 60 ft., link, evasion, share spells, vermin traits; AL N; SV Fort +5, Ref +1, Will +1; Str 14, Dex 11, Con 15, Int 1, Wis 10, Cha 9.

Acid Spray (Ex): When attacked or disturbed, Kek can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 14 Fortitude save or take 1d4+2 acid damage. The save DC is constitution-based.

Tricks Known: Attack, Defend, Guard, Warn, Seek

~~~~~

Se'ket was born amidst a raging snowstorm, in the depths of a lightless cave. This may have seemed inauspicious, but that was not even the worse of it. Her mother, heavily pregnant with her, had been the victim of a vicious bandit attack. It was her wish to give birth in her home village where her mother lived, and in haste and fear, she was willing to travel in a late fall caravan. Of Se'ket's father, her mother never had named him to anyone, for no one came forth later to claim the child.

The small caravan was laden with winter meat and other foods, along with the few people desperate enough to travel in such uncertain weather. Today, however, the gods were not with them. The caravan was set upon by brutal and lawless men as a terrible snowstorm began to blow, men more interesting in stealing their bread than earning it. The passengers were simply a means of amusement to the cruel bandits, and their dead or unconscious bodies were tossed in a deep cave afterward, thrown away like garbage.

There are several legends and tales of babes being adopted by wolves or lions or unicorns, raising them when their mothers meet with tragic ends in the wilderness. But for Se'ket's mother, no such magic was in the offing. In pain and fear, she gave birth to her daughter; then died of her wounds. In this cave, full of the bandits' discards, there were no friendly wolves, only the smallest of creatures, the insects. They were no tales of insects guarding human babes, at least until two days later.

In the depths of the cavern crept a druid, a man sent by those of his sect, the Children of Winter. They believed the world must be cleansed to make way for a new and brilliant spring, and by accepting and accelerating death, this could be brought about. Tugor had come to this cave to study the actions of the insects upon the dead; hoping to learn both more about the natural process and to gain insight into the shape of the world to come.

It was with astonishment that he found a healthy girl-child lying upon the breast of a decayed woman, the many insects around her paying her no mind. Seeing this as a sign from the forces of nature, Tugor brought the girl back to his home and told the others the tale. Though it seemed too far-fetched to be true, Tugor was not a man who lied. Therefore the girl had to have come as a sign from the Winter to Come.

She lived and was given the name of Se’ket, an imitation of a beetle’s chittering. Often she heard the story of her birth and rescue, and the elder Children would tell her what they believed it meant. Se’ket had no reason to doubt them. She could sit in the middle of a fire-ant hill and take no harm; she could gather honey from a hive without getting a single sting. It was clear that the creatures of the Winter to Come favored her, and she was instructed at a young age on how to channel their power.

Se'ket has great affection for Tugor, the man who found her and helped raise her with the Children, along with several others in her small sect. He stood in as a foster father, and Se'ket has great love for him. Irigane, the leader, was a stern but fair woman who was responsible for Se'ket's education. She taught her both the philosophy of the sect and the manners she needed to learn.

"Most people regard us as fanatics, and indeed there are many who spread our word with the tact of charging moose and the subtlety of a tornado. We must help temper their enthusiasm with persistence and logic, for if we are written off as insane, no one will be able aid the Coming of Winter," was something she said often. Se'ket understands persistence, and her own human blood helped her understand the logic, so she brings Irigane's presence with her whenever she starts speaking of the Children

Se’ket devoured her learning of the natural world, but began to long to see even more of it beyond the borders of her forest. She was very knowledgeable about all insects and other vermin, but wished to see and observe as many as she could in their own habitats. She felt that she could learn more of the Winter to Come by the movements and habits of the insect world. Perhaps not so strangely, she ended up in Sharn. Though crammed with people and not at all like anything she had seen before, she almost immediately felt at home.

This was a place where people lived like ants or termites, all together in a great hive. And down below, in the depths of UnderSharn, lived muckdwellers, carrion crawlers, and great swarms of unusual beetles, species she had never seen before! It was entirely by coincidence that a pair of students from Morgrave University came to her depths to study a rancid beetle swarm. While they remained at a safe distance, their jaws literally dropped as they watched a young woman walk in the middle of the swarm, almost seeming to become like a beetle herself.

Almost before she could turn around, Se’ket found herself hired as a “research assistant” to Regalt Turmin, Professor of Natural Sciences. He was a bustling man, bursting with energy about his chosen topics of natural behavior. Se’ket’s life story had him enthralled, and the fact that she understood insects and even wouldn’t take harm from small ones made her priceless to him. Though philosophically the two couldn’t be more different, Se’ket has been helping the Professor and his staff research various insect species.

At the university, she's made a few friends, alienated a few others, and probably made at least one real enemy. Professor Rugalt and his two doctoral students, Sharrin and Festral, have become her little family away from home. There are about a dozen others in programs of naturals sciences and entomology who she counts as casual friends or friendly acquaintances. Some people, however, found her presence offensive.

"She's not a scholar, she has no references, is not even a native of Breland, has never been enrolled here... you got her out of the sewers for gods' sake!" Professor Toffin has said frequently and often whenever the subject of Se'ket comes up. He doesn't like the fact that Rugalt has been teaching her in his classes without asking for tuition, that he is willing to pay for her lodgings on campus, or that her skills have brought Rugalt significant fame in the entomological field. Toffin is an academic rival, most of his bitterness stems from the fact that Rugalt found her first. Predictably Toffin's own students and research assistants try to make life hard for her whenever they can get away with it, but they have expressed nothing more than petty jealousy towards her, not real hatred.

Hatred towards her comes from one man, Suvarin Tu'gesh, a Warden of the Wood and also a druid. However, he sees all life as worth preserving, even city life, and fights against unnatural death with every fiber of his being. Someone dying of a disease is not necessarily a tragedy, unless that disease was given to him by letting diseased fleas into his home. He has come across the works of the Children of Winter before, and finds Se'ket's presence an offense to his morals. He is at the university to learn about the mindset of those that live in cities, while simultaneously learning about animals and plants he might never see himself.

He tried to get Se'ket banned from the university shortly after he found out her sect, and when that didn't work, has tried many forms of harassment to get her to leave. Se'ket feels that he may do anything short of death to keep her ideas out of Morgrave.

As for Se'ket herself, she had short, straight blue-black hair cut in a sleek cap around her head. Her skin is a dark ivory, with odd flat features, and her eyes are nearly black. She is slender, short, and graceful, and tends to wear body-hugging clothes in silk, usually in shiny hues of blue, blue-black, or blue-green, like a beetle's wings. She really doesn’t resemble any of the races of Khorvaire, which led the Children of Winter to believe her mother was a foreigner from across some distant sea.

Se'ket doesn't trumpet her friendship with insects and her membership to the Children of Winter, but she doesn't care to hide it. She has a large bombardier beetle that sticks by her side as a friend, and she casually speaks of the Winter to Come in a calm and logical manner when asked of her beliefs. She has never had the occasion to lie, though has found ways of honey-coating the truth to avoid unnecessary hardships in her life. She knows that though she has found some friends in Sharn, her sect is not well loved, and some would see her harmed or dead before spreading her philosophy around.

Despite her preoccupation with the Winter to Come, Se'ket is not morbid. However, she is very accepting of death. Her affairs for such things are always in order, and she finds the life-risking behaviors of healers to save the lives of the dying as curiosities. She often helps people work to an acceptance of death, which means she can often be found at the sites of fires, plagues, and other disasters as a very strange grief counselor.

Se’ket is an expert on insects; she knows their types and habitats, their behaviors, and even why they do what they do. She knows their affects on flesh and vegetable manner, and often has an educated guess as to when a person died, by observing the insects present. But she knows her knowledge is limited by where she’s been. She may be an expert in the Reaches or in Sharn, but not in Zilargo or Droaam or Xen’drik.

Recently, Professor Rugalt has mentioned there might be a trip to Xen’Drik in the offing, something Se’ket can’t possibly pass up. Who knows what fascinating new friends she might meet there…
 
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DEFCON 1

Legend
Supporter
Code:
[B]Name:[/B]       [COLOR=PaleGreen]Pohl D’Velderan[/COLOR]
[B]Class:[/B]      Urban Ranger
[B]Race:[/B]       Human
[B]Size:[/B]       Medium
[B]Gender:[/B]     Male
[B]Alignment:[/B]  Neutral
[B]Deity:[/B]      Dol Dorn
[B]Region:[/B]     Sharn

[B]Str:[/B] 15 +2  (6p.)     [B]Level:[/B]    4     [B]XP:[/B] 
[B]Dex:[/B] 14 +2  (6p.)     [B]BAB:[/B]     +4     [B]HP:[/B] [URL=http://invisiblecastle.com/find.py?id=592921]30[/URL] (4d8+8)
[B]Con:[/B] 14 +2  (6p.)     [B]Grapple:[/B] +6     [B]AP:[/B] 5
[B]Int:[/B] 12 +1  (4p.)     [B]Speed:[/B]   30'
[B]Wis:[/B] 12 +1  (4p.)     [B]Init:[/B]    +2
[B]Cha:[/B] 10 +0  (2p.)

                      [B]Base  Armor  Shield  Dex  Size  Misc[/B]
[B]Armor:[/B] 19              10     +5     +2     +2   +0    --
[B]Touch:[/B] 12
[B]Flat:[/B]  17

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

[B]Weapon:               Atk  Damage  Crit[/B]
Warhammer +1           +7   1d8+3   x3
Spiked Shield          +6   1d4+2   x2
Shortbow               +6   1d6     x3

[B]Languages:[/B] Common, Orc

[B]Abilities:[/B]
Favored Enemy (Emerald Claw +2) [Rgr 1]
Wild Empathy [Rgr 1]
Animal Companion (Eagle) [Rgr 4]

[B]Feats:[/B]
Least Dragonmark (locate object 1/day) [Gen 1]
Favored In House [Hum 1]
Urban Tracking [Rgr 1]
Two-Weapon Fighting [Rgr 2]
Improved Shield Bash [Gen 3]
Endurance [Rgr 3]

[B]Skill Points:[/B] 56      [B]Max Ranks:[/B] 7/3.5

[B]Skills:               Ranks  Mod  Misc[/B]
Gather Info +7          7     +0
Hide +8                 7     +2   -1  (acp)
Know Local (Sharn) +8   7     +1
Listen +8               7     +1
Move Silently +8        7     +2   -1  (acp)
Search +10              7     +1   +2  (dragonmark)
Sense Motive +8         7     +1
Spot +8                 7     +1

[B]Spells:[/B] 1 1st Level
Longstrider (2hrs/day)

[B]Equipment:            Cost  Weight[/B]
Backpack               2gp    2lb
Bedroll                1sp    5lb
Belt Pouches (2)       2gp    1lb
Caltrops               1gp    2lb
Case, Map/Scroll       1gp    1lb
Flint & Steel          1gp    0lb
Grappling Hook         1gp    4lb
Lantern, Hooded        7gp    2lb
Oil (3)                3sp    3lb
Rations (6 days)       3gp    6lb
Rope, Silk 50’        10gp    5lb
Sunrods (5)           10gp    1lb
Tanglefoot Bag        50gp    4lb
Tent                  10gp   20lb
Tindertwigs (10)      10gp    0lb
Waterskin              1gp    4lb
Whetstone              1sp    1lb

+1 Warhammer        2312gp    5lb
Shortbow              30gp    2lb
Arrows (40)            2gp    6lb
+1 Chain Shirt      1250gp   25lb
+1 Lt Spiked Shield 1169gp   11lb

P. Bull’s Strength   300gp   
P. Cure Light x3     150gp
            
             Total  5322.5

[B]Total Weight:[/B] 110lb
[B]Money:[/B] 77gp 5sp
Appearance: Pohl is tall and bulky, with muscles that lack definition but have a lot of mass. His parents claim his arms and thighs are like treetrunks, and Pohl will back up those statements. His blond hair is cut very short, his skin is tan and smooth, and his face has a ruggedness that does not instantly scream out "gorgeous", but many a young girl has swooned at the sight of him. His dragonmark is prominent on his left forearm, and he makes every effort to keep his arm open so that everyone he meets will see it. His dress is very stylish of the times, and he makes sure to keep his chain shirt sparkling and clean.

History: House Tharashk has moved into positions of power through the continent because of their abilities to find things that people need... whether that be people or things. The humans, orcs, and halforcs together have set up a guild of exceeding necessity in this day and age, and Pohl d'Velderan has been right there at the forefront of his family's expansion. A young man of intellect and strength, Pohl grew up in the City of Towers in the warm confines of the House... fully expecting to be a success. An only child, his parents (both dragonmarked members of the House as well) raised him with the expectation that he would be a strong, priviledged, and important member when he grew up. Being raised with this incredibly strong support system, Pohl firmly believed in himself and his future. Upon reaching adulthood, there was no one within the House that didn't believe he was destined for greatness... including and especially himself.

However, Pohl learned a very hard lesson once he left the warm, comforting grasp of his loving family and House Tharashk... people just don't like an arrogant, self-centered jerk. This of course came as a shock to him, as his entire life he was looked upon as a shining star. But now, without the glow of his parents to reflect his "greatness", he is considered nothing more than an obnoxious, self-congratulating, blowhard, but who (unfortunately) can in fact back up a lot of his self-serving claims. As he himself says... "it's not bragging if you can back it up"... but that doesn't keep people from getting pissed at him. But he deals with it with a smile and a condescending nod, because after all... lesser people should be jealous of him. It's only human nature.

Pohl specializes in tracking down other people... and he works hard as a bounty hunter for House Tharashk. If you need someone found, you could do worse by hiring him. He has spent his entire life in Sharn, learning the streets and wards like the "back of his hand" (or so he claims), and is always ready to take a job when it is offered to him. He knows it's just a matter of time before he steps into a place of importance within the House, and he looks forward to the day when his name is known throughout the city.
 

ByteRynn

First Post
Ethan d’Orien
[sblock]Male human aristocrat 1/Conjurer 3
XP 7,472/10,000
NG Medium Humanoid
Action Points 10
Init +1; Senses Listen -1, Spot -1
Languages Common, Gnome, Elven
________________________________________________
AC 21, touch 11, flat-footed 20
Hp 21 (4 hd)
Fort +3, Ref +2, Will +4
___________________________________________________
Speed 20 ft. (4 squares)
Melee mw longsword +4 (1d8+2/19-20)
Base Atk +1; Grp +3
Spells per day (CL 3rd)
2nd- dimension leap (CL 4), dimension leap (CL 4), swift fly
1st- benign transposition, featherfall, featherfall, benign transposition
0- acid splash (40% arcane spell failure), light, light, light
Spell-like Abilities (1st):
1/day- expeditous retreat
Combat Gear scrolls of hold portalx2, master’s touch,
low-light vision, baleful transposition, greater slide, knock, swift fly

______________________________________________________________
Abilities Str 14, Dex 12, Con 14, Int 16, Wis 8, Cha 12
SQ rapid summoning
Feats Combat Casting, Heroic Spirit, Least Dragonmark (mark
of passage), Scribe Scroll
Skills Appraise +7, Balance -5, Climb -2, Concentration +7
(+11 casting defensively), Diplomacy +5, Escape Artist -5, Hide -5,
Jump -10, Knowledge (arcana) +10, Knowledge (geography) +10,
Move Silently -5, Ride +5 (-1 quick mount), Survival +5 (+7 avoid
getting lost and natural hazards), Swim -6
Possessions Combat Gear plus +1 full plate armor (50),
light steel shield (6), mw longsword (4), spellbook (3), courtier’s
outfit + jewelry (6), traveler’s outfit (5), spell component pouch (2),
climber’s kit (5), house Orien Arcane Signet Ring, ID. Papers w/ portrait,
backpack (2), belt pouch (.5), bedroll (5), flint and steel, 50 ft. hemp
rope (10), sunrodsx2 (2), trail rationsx10 (10), waterskin (4), 75 gp, 8 sp,
10 cp; 115 lbs., medium load
Spellbook
2nd- dimension leap (CL 4), blur, sonic weapon, baleful
transposition, greater slide, knock, swift fly

1st- benign transposition, featherfall, true strike, hold portal,
blades of fire, deep breath, master's touch, low-ight vision

0- acid splash (40% arcane spell failure), flare, light,
resistance (40% arcane spell failure), detect poison (40%
arcane spell failure), detect magic (40% arcane spell failure), read
magic
(40% arcane spell failure), daze (40% arcane spell failure),
dancing lights (40% arcane spell failure), ray of frost (40%
arcane spell failure), mage hand (40% arcane spell failure), mending
(40% arcane spell failure), message (40% arcane spell failure),
open/close (40% arcane spell failure), arcane mark (40%
arcane spell failure), prestidigitation (40% arcane spell failure)
[/sblock]
 
Last edited:

dog45

First Post
Reg

Hi, meet Reg the warforged.

[sblock=Background]


Reg has only 3 memories from before.


His first memory is brief, but it is his most important and cherised one. He has just risen from the Forge that gave him life in the bowels of House Cannith. Merrix d'Cannith stands before him, surrounded by little men scurrying around him, busy at some task. The men are unimportant, Merrix is all that matters.

Reg stands rock still, not noticing the little men that prod and poke him. Merrix waves his wand and the figures that surround him fall away. He walks up to Reg, until he is face to face with the warforged and places a hand on his shoulder.

"You are Reg. You are the bane of wizards."

Finally, the processes and sub-routines in Reg's mind come to life. He has a name and a purpose.

The memory ends.



His second memory Reg does not understand.

He is sitting on the trunk of a fallen tree, cleaning his weapons. He does this because he was instructed thats what to do after a fight. Across from him sits a man dressed in camouflaged leathers, leaning against a large rock. The man is bandaged heavily, with many bloodstains on his clothes.

"See here Reg. This is what I was talking about earlier."

The man points to a small farmhouse thats on fire some ways away. Reg looks and watches as the fire licks up the side of the walls. Smoke leaks out from cracks in the roof.

"That house represents our lands. The fire is our enemies desire toward us. He wants us to burn, to be destroyed. He cares nothing for the good that the house had helped. Feed people, Reg. That's what farms do."

Reg says nothing, continuing to wipe the blood off his self and weapons.

The man continues, "We are fighting here, not just the fight for our country, but the very fight between Good and Evil. The people who lived there are dead now. That is the goal of our enemy. To see us dead, crushed, and broken. We must never give up though, Reg. The battle continues."

Reg stops cleaning himself as he watches the flames consume the house, watches as the fire leaps out from every window and the thick black smoke comes pouring out. From one window a figure appears, dancing and screaming in the fires light.

Reg speaks. "But Commander, we set the house on fire."

The man looks for a second at the figure in the window, then turns to Reg with a strange light in his eyes. "I know", the man whispers.

The memory ends.




He knows that it is important that he remembers it, but he doesn't know why. There is a small voice in his mind that whispers that he used to know the answer to this question.

His last memory is filled with pain. He is fighting in a place called Cyre. He has been hurt, and has trouble walking. All around him are other warforged. Some are fighting, some are dead. Their enemy has powerful wizards that have decimated his comrades, along with the land. What was once a town has been reduced to rubble, the land scorched and bleeding. Unable to fight, Reg slumps against a crumbling wall, watching as his comrades prepare for a final charge.

The wizards gather together and Reg can see their magical energies combining, twisting around them. The wizards ignore the charge that is racing towards them, preparing to unleash their magic. Something goes wrong. One of the wizards cries out and falls, an arrow sticking through his chest. The other wizards try to corral the energy that he was controlling but it escapes. Reg sees a bright flash of the whole spectrum of colors, and then he is knocked through the wall as a concussive force bowls him over. There is no sound.

Lying amid the ruins of the wall, Reg's body twitches as random commands are issued from his mind without his control. He can feel the released energy tearing through his mind, destroying the places that it touches. As he is caught in the grip of this attack, he begins to sense empty patches in his mind. Its like fog slowly rolling in, covering up bits and pieces of his memory, until he can no longer see them at all. A jerk of his arm brings his spear in contact with the ground and the energy leaves his mind, rushing through his arm and slamming into the ground.

At last he is still.

The memory ends.



Since his final battle in what is now the Mournelands, Reg was brought back to House Cannith. The damage to his body was fixed, but the little men that scurry around him could do nothing for what remained of his memory. After series and series of questioning and poking and proding, the little men tell Reg that he has lost more than his memories. They talk about his Intuition and Decision Making circuits, but these words mean nothing to him. They ask him questions of morality and philosophy, but he has no answers.

Finally the little men are done with him and the bring Merrix d'Canntih with them when they return. Merrix speaks. "Reg, we can't fix your mind. Something about the nature of magic in Cyre has changed and the energy released that affected you we have never experienced before." Merrix paues, looking intently in Reg's eyes as if searching for something. "So we are going to put you to sleep for now, until we can devise a way to repair you."

Reg can't think of a reason why this should not happen. Merrix places his hand upon his shoulder again, and Reg knows sleep.


That was before. This is now.

Reg awakens to find himself standing in the same place he was before in his first memory. The little men are poking and proding him and Merrix is there.

Merrix speaks, "You are Reg. You are the bane of wizards, and you are needed again."

Slowly, new connections in his mind form, leaping over empty spaces, forging new links. They are few, and the blank spots are many, but the connections are good and stable. He has a name and a purpose once again.


[/sblock]


[sblock=Stats and Equipment]

Reg, Warforged Male Personality
Fighter 4
Hit Dice: 4d10 + 16
HP: 36
Initiative: +5
Speed: 20 ft
Armor Class: 25 (+8 Armor, +1 Dex, +4 Shield, +1 Enhancement Armor, +1 Enhancement Shield), touch 11, flat-footed 24
Base Attack/Grapple: +4/+6
Attack: Longspear +4 melee (1d8+2/x3) or Warhammer +4 melee (1d8+2/x3) or Shortbow +5 ranged (1d6 /x3) or Greataxe (no Shield AC) +6 melee (1d12+3/x3)

Special Attacks: Slam +4 (1d4+2/x2)
Special Qualities: DR 2/Adamantine, Living Construct Traits


Saves: Fort +9, Ref +3, Will +0
Abilities: Str 14, Dex 12, Con 18, Int 14, Wis 4, Cha 10
Skills: Climb +4, Jump +4, Know- Arcana +9, Spellcraft +9, Listen -3, Spot -3
Feats: Monkey Grip (F), Adamantine Body (1), Improved Initiative (1F), Weapon Focus: Longspear (2F), Mage Slayer (3), Pierce Magical Protections (4F)
Flaws: Pathetic: Wisdom

Combat Gear: MW Longspear, +1 Tower Shield, Shortbow, Potion Belt

Equipment:

Potion Belt
- Repair Light Damage (x3)
- Barkskin +2
- Shield of Faith +2
- Mirror Image
- Wraithstrike
- Protection from Evil
- Enlarge Person
- Bulls Strength

MW Longspear
+1 Tower Shield
Shortbow
Quiver w/ 20 arrows
Warhammer
Greataxe
Cloak of Resistance +1
+1 Enhancement on Armor

Belt Pouches
- Money - 99gp
- Whetstone
- Cleaning rags
- Weapon Oil
- Potion of Repair Light Damage
- Potion of Shield of Faith +2 (x2)

[/sblock]


[sblock=Physical Description]

Reg stands just over 6 ft, weighing in around 285 lbs. His body is heavily scarred from the damage he has sustained. The replacement parts for components of his original body break the smooth uniformity that most warforged have. While the repair work looks clumsy, it does not impair his mobility. This is not to say he is graceful, far from it. He walks with a stumping gait, with no sense of finesse.

When fighting, he holds his longspear in his right hand, with his tower shield strapped to his left. He carries a greataxe on his back, which is concealed by his cloak, a dark grey color. From his belt hangs a warhammer that has many dents and scratches in it.

He knows that the warforged have been given their freedom. He understands what this means on an objective level. But the word has no personal meaning for him. What is the use of freedom if you don't know you're enslaved? To Reg, words and concepts such as Free or Good are just that - words and concepts. Sometimes he senses that once he had feelings attached to these words; that it was very important to understand what they meant. But most times now, he listens to what people say, watches how they act, and files the information away for later. Perhaps one day he will understand again, will feel again.


After being woken up from his slumber, Merrix tells Reg that he has been give his freedom. After days of wandering the streets of Sharn aimlessly, he hears talk of an Outreach Program at some university called Morgrave. After inquiring at the university, he joins the program and is given simple duties at the school till the time he will be needed.

[/sblock]
 

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