Icemist and Beyond: Characters from Small Beginnings

LiVeWiRe

ENergetic Comm. Supporter
Enkhidu said:
Just reviving this thread from the erstwhile dead for a real Livewire...

Thanks Enk! :)

Good to see you guys 'back in business'!

As for a "we're back" post here, perhaps the details on some of the cool magic items that were found (i.e. the "Shatterspike" sword and the fire glove) or maybe the stats for Abil if that's possible?

Looking forward to it,

-LW
 

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dshai527

First Post
We have a lot of things in the works and Fett will get them to you as soon as he can. I will get him the stats for the gloves to get you started with though. Shatterspike is actually from the module itself so I would hate to repost it here without permission. It didn't last long as you can tell from the current story, eaten by a rust monster. Yeah I'm mean that way. What the DM giveth he also taketh away.

As the story goes on we will try to give out stats for the magic items as they appear. For some items though this will be harder to do as the players still own those items and still haven't figured out their full potential. these items will be listed with their known values but not their unknown. (The players have asked that I don't tempt them by placing them here.)
 

LiVeWiRe

ENergetic Comm. Supporter
Thanks dshai...I completely understand why you can't post those 'features' of the magic items the PCs haven't discovered yet. :)

Didn't realize that the sword was from the module...and yeah, I forgot that you 'remedied the situation'--"a strange creature that fed on steel". :]

Looking forward to it...thanks again!

-LW
 


fett527

First Post
Re-posting Ashrem- 2nd level

Ashrem (Surname held at this time)
Panther Feloine Male Rogue 2; medium sized humanoid (feloine); HD 2d6; hps 12; Init +7 (+3 Dex, +4 Imp Int); Speed 30 ft; AC 15 (+3 Dex, +2 Armor);Attack: BAB: +1; +2 (Masterwork Short Sword), +1 (Quarterstaff), +1 (Dagger Melee), +4 (Dagger Thrown), +4 (Crossbow, Light), +5 (Crossbow, Light w/ Masterwork Bolts); Dmg: 1d6 (19-20, x2) (Masterwork Short Sword), 1d6 (17-20, x2) (Razor, Masterwork, Keen Short Sword), 1d6 (x2) (Quarterstaff), 1d4 (19-20 x2) (Dagger), 1d8 (19-20 x2) (Crossbow, Light); SV Fort +0, Ref
+6, Will +2; AL CG; Str 11, Dex 16, Con 11, Int 16, Wis 14, Cha 10.

Languages: Feloine*, Torian*, Claw Chant*, Ionian, Demonic, Dwarven

Skills: Appraise +3, Balance +7, Bluff +5, Climb +4, Craft (Sculpture) +8, Decipher Script +4, Disable Device +4, Disguise +5/+7, Escape Artist +3, Forgery +3, Heal +2, Hide +9, Intimidate +2, Intuit Direction +3, Jump +7, Listen +4, Move Silently +9, Open Lock +4, Pick Pockets +6, Read Lips +6, Ride +3, Scry +3, Search +7, Sense Motive +4, Spot +4, Tumble +10, Use Rope
+3, Wilderness Lore +2

Feats: Improved Initiative, Exotic Weapon- Feloine Battle Claws*,****

Special Abilities: Rogue Weapon Proficiencies, Sneak Attack 1d6, use the Search skill to locate traps when the task has a Difficulty Class higher than 20, use the Disable Device skill to disarm magic traps, Evasion

Armor, Weapons, and Items of Interest:
Leather Armor
Masterwork Short sword
Razor, Masterwork, Keen Short Sword**
Several Daggers
Quarterstaff
Crossbow, Light
Bolt Case x2
Bolt Case of 12 Silver, Masterwork, Blessed bolts
Backpack of Holding- 2ft.x4ft., always weighs 15 lbs.
Potion of Cure Light Wounds(x2)
Flask of Holy Water(x2)
Wishbone's Brew of Health*** (x1) adds d8 hit points and d4+1 str for d10 rounds after which you lose same str for same number of rounds
Wishbone's Brew of Speed*** (x1) gain and extra partial action per round plus d4+1 dex for d10 rounds, user must make a fort save dc 16 or suffer hallucinations during effects Wishbone's Brew of Stealth*** (x1) wait and see, it's worth it
Disguise Kit
Beggar's Outfit (tattered cloak, clothes and rags)

* Bonuses at time of creation
** Razor - a single edged short blade made from a mysterious metal. The
blade does not detect magic but it is amazingly sharp and needs no sharpening to keep this keen edge. It looks to be of dwarven make, but holds no clan markings, nor does it fit any known forging methods. Stranger yet is the weapon's ability to hit incorporeal creatures and creatures with DR/+1 despite its lack of magic.

*** Wishbone was trying to combine several potions into one quick vial. What he accomplished was a short-term effect with drawbacks. He died before perfecting any of his brews.
**** Feloine Battle Claws - Three curved blades that strap to the wrist. They have a hinge that allows them to fold back along the arm when not in use. Dmg d6 (X2), Slashing, +2 to climb checks.
 


fett527

First Post
Ashrem 13th Level

Ashrem al Hamdan
Panther Feloine Male Rogue 7/Ranger 2/Foe hunter 4; medium sized humanoid (feloine); HD 7d6+2d8+4d10; hps 95; Init +8 (+4 Dex, +4 Imp Int); Speed 30 ft; AC 20/24 w/ shield active (+4 Dex, +6 Armor, +4 shield);Attack: BAB: +10/+5; +16/+11 (Jerlimaine's Claws), +16/+11 (Razor), +15/+10 (Dagger of Throwing), +14 (Crossbow, Light), Full-attack w/ Claws:+14/+14/+9/+9; Dmg: 1d8 +2 (+4 vs demons) (19-20, x2) (Claws) add 3d6 Rend when both claws hit, 1d6 (+2 vs demons) (17-20, x2) (Razor, Masterwork, Keen Short Sword), 1d4 +1 (+3 vs demons) (19-20 x2) (Dagger), 1d8 (+2 vs. demmons) (19-20 x2) (Crossbow, Light); SV Fort +12, Ref +16, Will +5; AL CG; Str 11, Dex 18, Con 12, Int 16, Wis 14, Cha 10.

Languages: Feloine*, Torian*, Claw Chant*, Ionian, Demonic, Dwarven

Skills: Appraise +3, Balance +8, Bluff +10, Climb +4, Craft (Sculpture) +8, Decipher Script +4, Diplomacy +2, Disable Device +17, Disguise +5/+7, Escape Artist +4, Forgery +3, Gather Information +0, Heal +2, Hide +17, Intimidate +10, Jump +7, Knowledge- Demons +8, Listen +13, Move Silently +17, Open Lock +14, Ride +4, Search +15, Sense Motive +4, Sleight of hand +11, Spot +17, Survival +12, Swim +1, Tumble +14, Use Magic Device +1, Use Rope
+4,

Character level Feats: Exotic Weapon- Feloine Battle Claws*, Improved Initiative, Weapon Finesse, Weapon Focus-Short Sword, Improved Two-Weapon combat

Special Abilities: ROGUE: Rogue Weapon Proficiencies, Sneak Attack 4d6, Trapfinding-use the Search skill to locate traps when and use the Disable Device skill to disarm magic traps, Trap Sense- +2 on reflex saves vs traps, Evasion- no damage on successful reflex save, Uncanny Dodge- cannot be caught flat-footed RANGER: Track, Two-Weapon Combat, Favored Enemy- +2 vs demons on damage, bluff, listen, sense motive, spot and survival, Wild Empathy- improve the attitude of animals FOE HUNTER: Hated Enemy- Demons, Rancor- 2d6 damage once per round against demons, Damage Reduction- 5/- vs demons, Spell Resistance- 19 vs demons

Armor, Weapons, and Items:
Shadowcat Armor
Cloak of Shadows
Jerlimaine's Claws, Feloine Battle Claws
Razor, Masterwork, Keen Short Sword
Dagger of Throwing
Crossbow, Light
Ring of Darkvision
Ring of Waterwalking
Bolt Case x2
Bolt Case of Acid and Fire alchemical bolts
Backpack of Holding- 2ft.x4ft., always weighs 15 lbs. contents:
Thieve's tools
Beggars outfit
Disguise kit
200gp
Katana- wrapped caringly
Club- (from elemental fight)
Box- Blue Gem from Icemists' staff

* Bonuses at time of creation

Items of Interest:

...
 

fett527

First Post
Map of Ageal

The kingdoms of Tor, Ion and Valentinia.
 

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fett527

First Post
Detail map of Icemist

Close up of area around Village of Icemist

EDIT: This is a pretty dark image for most of the map. I definitely recommend downloading to zoom in for easier viewing.
 

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fett527

First Post
The Charred Hand

Small Beginnings Story Hour said:
The black leather gauntlet lay just a few feet away, still adorning the hand of its dead master, and the halfling saw that the glove was unscathed by the flames that had claimed the life of its owner.

Crawling forward, Pack pulled the glowing glove off the dead man’s hand. As it came away, he noticed an intricately branded pattern of flames ringing the cuff. He continued his humming, homing in on the correct tones to discover the key to its powers, until the flames seemed to dance along the leather surface, finally flaring up and blinding him. The stunned halfling dropped the glove, rubbing his eyes as the world shifted slowly back into focus. “Gods on high,” he mumbled, “that’s powerful! What was it that he said? Falmen-neck-ties? Flumen-nick-toes? Fulmenict…”



This left hand black leather glove is adorned with flamelike embroidery covering the lower cusp. The glove is cold to the touch and when worn the user has a persistant chill. The glove absorbs heat and fire allowing the wearer to take half damage from fire based attacks, but now takes double damage from cold or frost atatcks. The glove can store 180 points of fire damage before it must be expunged(A fireball is centered on the caster if the total goes above the 180 mark - 10d6). Six stored points is equal to one charge on the glove and grants it the following powers with the proper command word:

Fulmen (1 charge) - the glove produces a flame that sheds light as a torch and adds the flaming ability to any weapon or attack from that hand. (Note any non-masterwork weapon may be destroyed by these magical flames weither immediately of over time - non-magical wooden weapons are destroyed after one round) Fulmanisis (1 charge) Produces a flame that may be hurled as per the Cleric spell Produce Flame (caster levl = 3) Fulmenictus (2 charges) - scorching ray (Caster level = 3) Fulmenseyciatus - (1 charge per d6) - Fireball (caster level = character level)
 

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