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[Kulan] Crisis in Bluffside PBP Campaign Guide
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<blockquote data-quote="Knightfall" data-source="post: 7070338" data-attributes="member: 2012"><p><strong><span style="font-size: 18px">OTHER EX-PCs (Copied Over from The Piazza)</span></strong></p><p><strong></strong></p><p><strong>Pekko Lempoinen</strong></p><p>Male human cleric (Ahto) 5</p><p>NG medium humanoid (human)</p><p>XPs 13,207</p><p></p><p>Age: 20</p><p>Height: 180</p><p>Weight: 80</p><p>Light brown, shoulder-long hair; short, brown beard; green eyes</p><p></p><p>Str: 15, Dex: 15, Con: 16, Int: 14, Wis: 17, Cha: 14</p><p>Init: +2</p><p>AC: 17; touch: 12; flat-footed: 15</p><p>hp: 39 (5d8 + 15)</p><p>Fort: +7, Ref: +3, Will: +7</p><p>Speed: 30 ft (6 spaces)</p><p>Melee: quarterstaff (1d6+3)</p><p>Melee: trident (1d8+3)</p><p>Base Attack Bonus +3</p><p></p><p>Domains: Water, Weather</p><p>Holy Symbol: Medallion depicting rippling wave of water</p><p>Spells per day: 0:5, 1st: 4+1, 2nd: 3+1, 3rd: 2+1</p><p>Normal spell choices: 0: Create Water, Cure Minor Wounds, Detect Poison, Guidance, Purify Food and Drink;</p><p>1: Bless Water, Comprehend Languages, Divine Favor, Endure Elements; Obscuring Mist;</p><p>2: Delay Poison, Make Whole, Silence; Fog Cloud;</p><p>3: Create Food and Water, Daylight; Water Breathing</p><p>Turn Undead: 5 times a day</p><p>Feats: Alertness, Great Fortitude, Weapon Focus (Trident)</p><p>Skills: Concentration +6, Diplomacy +7, Heal +10, Knowledge (arcana) +7, Knowledge (history) +7 Knowledge (religion) +8, Profession (fisherman) +4, Survival +7, Swim +4</p><p>Supernatural abilities: Turn or destroy fire creatures, Rebuke, command or bolster water creatures, 5 times a day</p><p>Languages: Kotimen (Finnish), Novarese, Cliff Speak</p><p></p><p>Possessions: studded leather armor, trident, quarterstaff, heavy wooden shield, holy symbol, backpack, belt pouch, bedroll, flint and steel, trail rations (10 days), waterskin, healing potion</p><p>pp 1, gp 97, sp 5, cp 6</p><p></p><p>Pekko was born in small fishing village of Harjuwaltus in eastern Kotimi. He was third of the seven sons of Jouko Lempoinen, one of the local fishermen. Unlike his brothers Pekko had little patience for life as a fisherman. Already as a boy he was curious about his surroundings and was always pestering his parents about this and that. When Pekko was 10 his father asked Väinö Ahtoinen, local priest of Ahto, if he would take the boy and teach him. Väinö took Pekko to live with him and let him help him in services. Pekko soon realised that this was what he wanted to do. During the next seven years he learnt to read and write and other basic skills needed for a small village priest.</p><p>Then everything changed. One day Szulolian raiders surprised the village. Pekko was one of those who did not manage to escape. Pekko and some other captured villagers were then taken back to Szulolia. There he was bought by one Novaruam trader who saw a value in this northerner who could read and write. Pekko spent eight month with the trader in Parma before he managed to escape. He was not treated badly or anything but was still a slave and took the first opportunity and fled to south since he had heard that in Bluffside he might be able to get a boat back to home.</p><p></p><p>Pekko is a serious young man long way from home. He is observative and curious of his surroundings and new cultures but otherwise reserved and quiet. What fascinates him the most is sea; his home village was on a lakeside so he had never seen sea before coming to south.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 7070338, member: 2012"] [B][SIZE=5]OTHER EX-PCs (Copied Over from The Piazza)[/SIZE] Pekko Lempoinen[/B] Male human cleric (Ahto) 5 NG medium humanoid (human) XPs 13,207 Age: 20 Height: 180 Weight: 80 Light brown, shoulder-long hair; short, brown beard; green eyes Str: 15, Dex: 15, Con: 16, Int: 14, Wis: 17, Cha: 14 Init: +2 AC: 17; touch: 12; flat-footed: 15 hp: 39 (5d8 + 15) Fort: +7, Ref: +3, Will: +7 Speed: 30 ft (6 spaces) Melee: quarterstaff (1d6+3) Melee: trident (1d8+3) Base Attack Bonus +3 Domains: Water, Weather Holy Symbol: Medallion depicting rippling wave of water Spells per day: 0:5, 1st: 4+1, 2nd: 3+1, 3rd: 2+1 Normal spell choices: 0: Create Water, Cure Minor Wounds, Detect Poison, Guidance, Purify Food and Drink; 1: Bless Water, Comprehend Languages, Divine Favor, Endure Elements; Obscuring Mist; 2: Delay Poison, Make Whole, Silence; Fog Cloud; 3: Create Food and Water, Daylight; Water Breathing Turn Undead: 5 times a day Feats: Alertness, Great Fortitude, Weapon Focus (Trident) Skills: Concentration +6, Diplomacy +7, Heal +10, Knowledge (arcana) +7, Knowledge (history) +7 Knowledge (religion) +8, Profession (fisherman) +4, Survival +7, Swim +4 Supernatural abilities: Turn or destroy fire creatures, Rebuke, command or bolster water creatures, 5 times a day Languages: Kotimen (Finnish), Novarese, Cliff Speak Possessions: studded leather armor, trident, quarterstaff, heavy wooden shield, holy symbol, backpack, belt pouch, bedroll, flint and steel, trail rations (10 days), waterskin, healing potion pp 1, gp 97, sp 5, cp 6 Pekko was born in small fishing village of Harjuwaltus in eastern Kotimi. He was third of the seven sons of Jouko Lempoinen, one of the local fishermen. Unlike his brothers Pekko had little patience for life as a fisherman. Already as a boy he was curious about his surroundings and was always pestering his parents about this and that. When Pekko was 10 his father asked Väinö Ahtoinen, local priest of Ahto, if he would take the boy and teach him. Väinö took Pekko to live with him and let him help him in services. Pekko soon realised that this was what he wanted to do. During the next seven years he learnt to read and write and other basic skills needed for a small village priest. Then everything changed. One day Szulolian raiders surprised the village. Pekko was one of those who did not manage to escape. Pekko and some other captured villagers were then taken back to Szulolia. There he was bought by one Novaruam trader who saw a value in this northerner who could read and write. Pekko spent eight month with the trader in Parma before he managed to escape. He was not treated badly or anything but was still a slave and took the first opportunity and fled to south since he had heard that in Bluffside he might be able to get a boat back to home. Pekko is a serious young man long way from home. He is observative and curious of his surroundings and new cultures but otherwise reserved and quiet. What fascinates him the most is sea; his home village was on a lakeside so he had never seen sea before coming to south. [/QUOTE]
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