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Malvoisin's Savage Tide - Rogue's Gallery 2
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<blockquote data-quote="stonegod" data-source="post: 3831065" data-attributes="member: 36973"><p><strong>Teaser</strong></p><p></p><p><span style="color: olive"><strong>"Mad" Col Tobinson (CR 2)</strong></span> (1300 XP)</p><p>Male human <a href="http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3" target="_blank">archivist</a> 2</p><p>CN Medium humanoid</p><p><strong>Init</strong> +0; <strong>Senses</strong> Listen +1, Spot +1</p><p><strong>Languages</strong> Abyssal, Celestial, Common, Draconic, Infernal</p><p>-----------------------------------------------------------------</p><p><strong>AC</strong> 14, touch 10, flat-footed 14; +4 armor</p><p><strong>hp</strong> 9 (2 HD)</p><p><strong>Fort</strong> +3, <strong>Ref</strong> +0, <strong>Will</strong> +5</p><p>-----------------------------------------------------------------</p><p><strong>Spd</strong> 20 ft. (30 ft. base)</p><p><strong>Melee</strong> longspear +1 (1d8/x3) or</p><p><strong>Melee</strong> sickle +1 (1d6) or</p><p><strong>Melee</strong> cold iron dagger +1 (1d4/19-20) or</p><p><strong>Ranged</strong> light crossbow +1 (1d8/19-20)</p><p><strong>Base Atk</strong> +1; <strong>Grp</strong> +1</p><p><strong>Special Attacks</strong> dark knowledge (tactics) 3/d</p><p><strong>Combat Possessions</strong> 2 <em>elixirs of swimming</em>, <em>wand of cure light wounds</em> (36), 2 <em>scrolls of cure light wounds</em>, <em>earth elemental gem</em> (<em>wand of lesser vigor</em> pending)</p><p><strong>Archivist Spells (CL 1)</strong></p><p>- 1st: <em><s>bless</s>, protection from evil, <s>summon monster I</s></em>, <em>summon monster I</em></p><p>- 0: <em>detect magic, light, read magic</em>, unprepared</p><p>-----------------------------------------------------------------</p><p><strong>Abilities</strong> Str 10, Dex 10, Con 10, Int 18, Wis 15, Cha 9</p><p><strong>SQ</strong> absent minded, dark knowledge (tactics) 3/day, lore mastery, middle aged</p><p><strong>Feats</strong> Academy Graduate, Master of Knowledge, Scribe Scroll (B)</p><p><strong>Skills</strong> Concentration +5, Decipher Script +11, Knowledge (arcana) +11, Knowledge (architecture and engineering) +7, Knowledge (dungeoneering) +10, Knowledge (geography) +7, Knowledge (history) +8, Knowledge (local) +7, Knowledge (nature) +10, Knowledge (nobility and royalty) +8, Knowledge (religion) +10, Knowledge (the planes) +13, Listen +1, Search +4, Sense Motive +2, Spellcraft +11 (+13 to decipher scrolls), Spot +1, Swim -6, Survival +2 (+4 planar), Use Magic Device +4 (+8 w/ scrolls)</p><p><strong>Possessions</strong> combat possessions and longspear, sickle, cold iron dagger, light crossbow with 30 bolts, chain shirt, backpack, bag of augury bones, 2 belt pouches, 10 pcs. chalk, collection of wooden holy and unholy symbols, ink, inkpen, 10 sheets parchment, prayerbook (20 pages used), scrollcase, spell component pouch, rumpled traveler's outfit, 2 sunrods, waterskin; 94 gp 3 sp, 3 cp. 267.5 lbs.</p><p><strong>Prayerbook</strong> 0: all SRD cleric; 1st: <em>bless, comprehend languages, divine favor, doom, magic weapon, omen of peril, protection from evil, shield of faith, summon monster I</em>.</p><p><strong>Afilliations</strong> The Seekers +0.5</p><p>-----------------------------------------------------------------</p><p><strong>Absent Minded</strong> Col's monomania with his studies gives him a +1 bonus on knowledge skills but a -1 penality on Spot and Listen checks.</p><p><strong>Dark Knowledge (Ex)</strong> Three times per day, Col can draw upon his expansive knowledge of monsters, granting allies benefits against the creatures they face. Doing so counts as a move action. The secrets of dark knowledge can only be applied to aberrations, elementals, magical beasts, outsiders, or undead. To use the ability requires a Knowledge check vs. DC 15; it applies to one or more targets within 60 ft. He has the following abilities:</p><p>-- <em>Tactics</em> With a successful check, allies gain a +1 bonus on attack roles. By every +10 he makes the check, the bonus increases by +1.</p><p><strong>Lore Mastery</strong> Col has a +2 bonus on Decipher Script and Knowledge (the planes) checks.</p><p><strong>Middle Aged (Ex)</strong> Col is middle aged, gaining a -1 penalty on physical attributes and a +1 bonus on mental attributes.</p><p>[sblock=Advancement]<strong>L1->Archivist 1</strong> HP 6 (1d6+0) SP: 36 (4x4+1x4+4x4)</p><p>Concentration +4, Decipher Script +4, Knowledge (arcana) +4, Knowledge (architecture and engineering) +1, Knowledge (dungeoneering) +3, Knowledge (geography) +1, Knowledge (local) +1, Knowledge (nature) +3, Knowledge (religion) +3, Knowledge (the planes) +4, Spellcraft +4, Use Magic Device +4</p><p>Abilities: Str 11 (3pts) - 1 age, Dex 11 (3pts) - 1 age, Con 11 (3pts) - 1 age, Int 17 (13pts) +1 age, Wis 14 (10pts) + 1 age, Cha 8 (0pts) + 1 age</p><p>Feats: Academy Graduate (STAP Player's Guide: Knowledge (arcane), Knowledge (dungeoneering), and Use Magic Device class kills, +2 bonus on Knowledge (history) and Knowledge (nobility), those skills can be used untrained), Master of Knowledge (HoH 123: +1 to knowledge checks)</p><p>Spells: <em>omen of peril</em> (CD 171, SC 149: get indication of safety of next hour)</p><p>Other: dark knowledge (tactics) 3/d</p><p></p><p><strong>L2->Archivist 2</strong> HP 3 (1d6+0) SP: 9 (4+1+4)</p><p>Concentration +1, Decipher Script +1, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (nature) +1, Knowledge (religion) +1, Knowledge (the planes) +1, Spellcraft +1, Use Magic Device +1</p><p>Spells: doom, magic weapon</p><p>Other: Lore Mastery (+2 in Decipher Script and KN: Planes[/sblock][sblock=Future Advancement]</p><p>L3: Archivist 3 (dark knowledge 4/d). Feat: Spell Penetration</p><p>L4: Archivist 4 (still mind). +1 Wis</p><p>L5: Archivist 5 (dark knowledge: puissance)</p><p>L6: Archivist 6 (dark knowledge 5/d). Feat: Spell Focus (conjuration)</p><p>L7: Archivist 7 (lore mastery)</p><p>L8: Thaumaturgist 1 (improved ally). +1 Int</p><p>L9: Thaumaturgist 2 (Augmented Summoning). Feat: Imbued Summoning </p><p>L10: Thaumaturgist 3 (extended summoning)</p><p>L11: Archivist 8 (dark knowledge: foe)</p><p>L12: Thaumaturgist 4 (contingent summoning). +1 Int. Feat: Greater Spell Penetration</p><p>L13: Thaumaturgist 5 (planar cohort)</p><p>L14: Archivist 9 (dark knowledge 6/d)</p><p>L15: Archivist 10 (bonus feat: Skill Focus (Knowledge (the planes))). Feat: Elder Giant Magic</p><p>L16: Archivist 11 (dark knowledge: dread secret). +1 Int</p><p>L17: Archivist 12 (dark knowledge 7/d)</p><p>L18: Archivist 13 (lore mastery). Feat: ?</p><p>L19: Archivist 14 (dark knowledge: foreknowledge)</p><p>L20: Archivist 15 (dark knowledge 8/d). +1 Int.[/sblock][sblock=Tracking]There is No Honor: <ul> <li data-xf-list-type="ul"><u>XP</u><ul> <li data-xf-list-type="ul">375 XP: <em>Blue Nixie</em> Thugs and Giant Bug</li> <li data-xf-list-type="ul">200 XP: Vanderboen vault</li> <li data-xf-list-type="ul">725 XP: Parrot Island</li> </ul></li> <li data-xf-list-type="ul"><u>Gold</u><ul> <li data-xf-list-type="ul">+11 gp, 5 sp: Start</li> <li data-xf-list-type="ul">+68 gp, 7 sp, 3 cp : Loot from the <em>Blue Nixie</em></li> <li data-xf-list-type="ul">-50 gp: 2 <em>scrolls of cure light wounds</em></li> <li data-xf-list-type="ul">-10 gp: Id <em>elixirs of swimming</em></li> <li data-xf-list-type="ul">+200 gp: Payment from Lavinia</li> <li data-xf-list-type="ul">-125 gp: Col's share of the <em>wand of cure light wounds</em></li> <li data-xf-list-type="ul">-1 gp, 3 sp: Money for the grifter Shefton</li> </ul></li> <li data-xf-list-type="ul"><u>Possessions</u><ul> <li data-xf-list-type="ul">+Light crossbow and 30 bolts: <em>Blue Nixie</em></li> <li data-xf-list-type="ul">+2 <em>elixirs of swimming</em>: Soller Vark</li> <li data-xf-list-type="ul">+2 <em>scrolls of cure light wounds</em>: Purchased</li> <li data-xf-list-type="ul">+<em>wand of cure light wounds</em>: Purchased</li> </ul></li> </ul><p>[/sblock]<strong>Background</strong></p><p>Col was born to a well-off family in Sasserine, an only child. There were tales that his folks may have been scions of the scions of minor nobles going all the way back to Sasserine's founding, but all that was really known is that they had a very small but well kept manor in the Noble District and no particular occupation to speak of. The boy Col, however, was always drawn to the sea. He grew up near, on, and under the water. His youth was not remarkable for one of his middling station. His folks, according to their wealth, paid for him to go to the House of the Dragon. He was a sharp boy, but only passively participated in his studies, only really paying attention to the classes on geography and sailing, though some of the arcane lore classes he snuck into held his fancy. He dropped out when he could finally have gainful employment on the Blue Mistress.</p><p></p><p>Col was a navigator in and around the waters of Sasserine for almost five decades. His services were used by wealthy captains both legitimate and questionable. Col was well regarded both for his skill and for his discretion. Col also had a keen mind for remembering forgotten grottos, dangerous reefs, and the frightening tales that sailors tell each other. These germs of tales would germinate into the obsession that now grips him.</p><p></p><p>Col never exactly became rich, but, with his families wealth---which he inherited after their death while he was at sea---money was not his concern. He was not as rich as some of his merchant captains or the others that lived in the Noble District, but he was better off than many. He met many on his travels, such as the tribesman Chongo and the up-coming sailor Anar, and developed a good reputation. All that changed after the trip on the Midnight Fury.</p><p></p><p>No one knows what happened on the Midnight Fury. The captain did not post his course with the harbormaster, and only Col survived the journey---and he is not talking. All anyone knows is that was the day Col became Mad Col, the day everything changed.</p><p></p><p>Col left the sea, burning several bridges as he did so. He burnt through the money he inherited trying to learn the things he needed so desperately to learn. He started with the books only accessible to the wealthy; he even re-enrolled at the House of the Dragon, one of the oldest graduates ever. When they would not have him anymore, he found lore wherever he could, making bargains with disreputable sorts in town. Col would hunt down any speaker of tales or odd sort, such as the mysterious elven traveller Kalen or the odd tribesman Keoni. He as spent almost every coin on seeking occult knowledge, and now lives almost in a destitute existence. The old manor is in tatters, and his neighbors in the District give him a cold eye whenever he passes. No one will hire him for his sailing skills anymore, though a few secretly seek him out on bits of arcane knowledge about the area they will sail through---just enough to sustain his existence.</p><p></p><p><strong>Journal</strong>[sblock=Waterday, Goodmonth 12th, 596 CY]Odd day, t'day. Started on <em>The Legends of Black Furyondy</em> that I gots from the Inner Labryinth on Moonday. Been at it for gods know how long now. There are definitly signs of the green worm moving south towards the Mistmarsh, but that is far, far from here. Almost found the proof I be lookin for of of the Dark Mountain Walker in the mountains to the south when there was a knockin at the door. I ws a grumpy, so I dinna even open it up, just called through. Some bit halfling named Kora prattling about some Lady VWhatever wanten ta see me. Told the bint to leave her note at the door and I'd get to it later. Took her a bit, but she finally let up, leavin me to peace. Wasn't till several hours later, when I lost whatever I had though to find in <em>Black Furyondy</em> and decided to see if Crystal Whisper had that Koran Horn I'd ordered when noticed the parcel that witch had left a me. Here's the original, neat hand writtin and all:That got me head ascratchin fer sure. Half remembered some Lady V or somesuch, but couldn't place the name exactly. Donna know what she want, but she be laying the table, so who am I to turn that down.</p><p></p><p>Oh, and the Whisper still doesn't have the Horn, curses![/sblock][sblock=Sunday, Goodmonth 16th, 596 CY]That Vaderboren bint sure do have her claws everywhere. The dinner on Freeday was good an all, but she had many odd blokes from cross this carsed town there: Kalen, the hoot'n enchanter, Chongo, that friendly savage, Keoni, the beholden to the Dracolexi, Anar, a scallywag tongue-waggler and skuldugger, and some odd boy Damash I'm sure had some'n to do with Ishtishia. Anyhow, she do have problems with some dockmen, and asked us to be gett'n her boat. A trifling matter, but worth con. Trifling, until we do find them thugs not too happy w' us and they do be smuggl'n exotics and vile vermin! Said varmint almost kilt us all, but a luck stab by Anar do put it down. Now that crazy lady do want us to 'elp her w'gett'n her booty from her family's vault. Odd work, to be sure, but she's gonna pay. Got more research on the Three Hexes that needs pay'n.[/sblock]<strong>Appearance and Personality</strong></p><p>Mad Col is a man in his middle age (about 40) who looks like he has not been taking care of himself. His salt-and-pepper hair is in tangles, and his beard would make a dwarf cry. His hands and face show the signs of a life at sea with permanent creases and a deeply burnt tan. Col has piercing hazel eyes, and strangely enough, all of his teeth (apparently, he likes his citrus). He has obviously slept in his clothes a few times. When expecting trouble, he wears an ill-kept chain shirt under his disheveled clothes and carries a tall spear in hand and a wicked sickle at his hip. He is 5' 11" and 180 lbs.</p><p></p><p><a href="http://stonegod.org/creations/images/col.png" target="_blank"><img src="http://stonegod.org/creations/images/col_sm.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></a></p><p></p><p>Col is obsessed with forbidden lore almost to the point of monomania. He sees dark signs everywhere, and always has a comment on the strangeness of the world, peppering his speech with such observations. He is quite erudite in his knowledge, even if he expresses it in a course, semi-educated manner. The one thing he absolutely will not talk about is what happened on the Midnight Fury, and asking him about it is a quick way to boil his anger.</p><p></p><p><strong>Thoughts on the other PCs</strong></p><p>- <em>Keoni</em>: Col discovered the tribesman soon after he came off the boat. He has pestered the young man about his strange tales of dragons using drink and food to purchase this information. Col is not sure how the green native think of him, but is not particularly concerned about it.</p><p>- <em>Damash</em>: Col spends some time at the docks and has heard the stories of the "Man who swims like a fish." He has some questions about him, but without any evidence, he has not approached the dockworker.</p><p>- <em>Chongo</em>: The jungle man Chongo has been in Sasserine for a while, and had been on the same vessel as Col more than once before the accident. After the accident, Col probed the jungle man for any information he could. They occasionally meet for drinks, and Col seems to like the man.</p><p>- <em>Anar</em>: Col and Anar had served upon the Velvet Lass before the Midnight Fury incident. Their acquaintance, however, is only a passing one.</p><p>- <em>Nicolai</em>: The ex-pirate and Col never served upon the same vessels. It is a possibility they may have crossed paths in Shadowshore.</p><p>- <em>Kalen</em>: Mad Col sought out such an obvious oddity in the search of his occult lore. Col listens aptly to any and all of Kalen's tales, though he trusts little of them, listening instead of the rare true nugget underneath the tales.</p><p>- <em>Bael</em>: Col and Bael were both studying at the House of the Dragon at the same time (Col's second time around), though it is much more likely the former remembers the latter than the other way around.</p><p></p><p><strong>Role</strong></p><p>Col is a seeker of knowledge, and brings this knowledge to bear in his travels. He has backup divine might from his occult studies, and knows the weakness of many maddening foes. In combat, he uses this arts to directly punish his enemies, or fights from the background with his longspear.</p><p></p><p><strong>Tactics</strong></p><p>Col will stay in the background, using his longspear primarily. When he casts, he prefers summoning foul creatures to his aid (he sees it as only appropriate) and direct damage spells against more normal foes; he will buff the party to protect them from extra-planar or unusual foes as needed. He is not a healer, and does not know any of their arts.</p><p>[sblock=Common Summons]<em>Summon Monster I</em></p><p> <strong>Celestial Dog</strong></p><p> LG Small animal</p><p> <strong>Init</strong> +3; <strong>Senses</strong> darkvision 60 ft.; Listen +5, Spot +5</p><p> -----------------------------------------------------------------</p><p> <strong>AC</strong> 15, touch 14, flat-footed 12</p><p> <strong>hp</strong> 6 (1 HD)</p><p> <strong>Resist</strong> acid 5, cold 5, electricity 5; <strong>SR 6</strong></p><p> <strong>Fort</strong> +4, <strong>Ref</strong> +5, <strong>Will</strong> +1</p><p> -----------------------------------------------------------------</p><p> <strong>Speed</strong> 40 ft. (8 squares)</p><p> <strong>Melee</strong> bite +2 (1d4+1)</p><p> <strong>Base Atk</strong> +0; <strong>Grp</strong> -3</p><p> <strong>Atk</strong> Options Smite Evil 1/day (1 hp)</p><p> -----------------------------------------------------------------</p><p> <strong>Abilities</strong> Str 13, Dex 17, Con 15, Int 3, Wis 12, Cha 6</p><p> <strong>Feats</strong> Alertness, Track (B)</p><p> <strong>Skills</strong> Jump +7, Listen +5, Spot +5, Survival +1 (+5 to track by scent)</p><p></p><p> <strong>Celestial Porpoise</strong></p><p> NG Medium animal</p><p> <strong>Init</strong> +3; <strong>Senses</strong> blindsight 120 ft., darkvision 60', low-light vision; Listen +8, Spot +7</p><p> -----------------------------------------------------------------</p><p> <strong>AC</strong> 15, touch 13 flat-footed 12</p><p> <strong>hp</strong> 11 (2d8+2 HD)</p><p> <strong>Resist</strong> acid 5, cold 5, electricity 5; <strong>SR 7</strong></p><p> <strong>Fort</strong> +4, <strong>Ref</strong> +6, <strong>Will</strong> +1</p><p> -----------------------------------------------------------------</p><p> <strong>Speed</strong> 80 ft. (16 squares)</p><p> <strong>Melee</strong> bite +4 (2d4)</p><p> <strong>Base Atk</strong> +1; <strong>Grp</strong> +1</p><p> <strong>Atk</strong> Options Smite Evil 1/day (2 hp)</p><p> -----------------------------------------------------------------</p><p> <strong>Abilities</strong> Str 11, Dex 17, Con 13, Int 3, Wis 12, Cha 6</p><p> <strong>SQ</strong> hold breath, </p><p> <strong>Feats</strong> Weapon Finesse</p><p> <strong>Skills</strong> Jump +7, Listen +5, Spot +5, Survival +1 (+5 to track by scent)</p><p></p><p> <strong>Fiendish Monstrous Scorpion, Small</strong></p><p> NE Small animal</p><p> <strong>Init</strong> +0; <strong>Senses</strong> darkvision 60 ft., tremorsense 60'; Listen +0, Spot +4</p><p> -----------------------------------------------------------------</p><p> <strong>AC</strong> 14, touch 11, flat-footed 14</p><p> <strong>hp</strong> 6 (1 HD)</p><p> <strong>Resist</strong> cold 5, fire 5; <strong>SR</strong> 6</p><p> <strong>Fort</strong> +4, <strong>Ref</strong> +0, <strong>Will</strong> +0</p><p> -----------------------------------------------------------------</p><p> <strong>Speed</strong> 30 ft. (6 squares)</p><p> <strong>Melee</strong> claws +1 (1d3-1) or</p><p> <strong>Melee</strong> 2 claws +1 (1d3-1) and string -4 (1d3-1 plus poison)</p><p> <strong>Base Atk</strong> +0; <strong>Grp</strong> -4</p><p> <strong>Atk Options</strong> constrict 1d3-1, improved grab, Smite Good 1/day (1 hp)</p><p> -----------------------------------------------------------------</p><p> <strong>Abilities</strong> Str 9, Dex 10, Con 14, Int 3, Wis 10, Cha 2</p><p> <strong>Feats</strong> Weapon Finesse (B)</p><p> <strong>Skills</strong> Climb +3, Hide +8, Listen +0, Spot +4</p><p> -----------------------------------------------------------------</p><p> <strong>Poison (Ex)</strong> 1d2 Con, Fort DC 12</p><p></p><p> <strong>Fiendish Octopus</strong></p><p> CE Small animal (Aquatic)</p><p> <strong>Init</strong> +3; <strong>Senses</strong> darkvision 60 ft., low-light vision; Listen +2, Spot +5</p><p> -----------------------------------------------------------------</p><p> <strong>AC</strong> 16, touch 14, flat-footed 13</p><p> <strong>hp</strong> 9 (2 HD)</p><p> <strong>Resist</strong> cold 5, fire 5; <strong>SR</strong> 7</p><p> <strong>Fort</strong> +3, <strong>Ref</strong> +6, <strong>Will</strong> +1</p><p> -----------------------------------------------------------------</p><p> <strong>Speed</strong> 20 ft. (4 squares), swim 30 ft.; jet</p><p> <strong>Melee</strong> arms +5 (0) or</p><p> <strong>Melee</strong> arms +5 (0) and bite +0 melee (1d3)</p><p> <strong>Base Atk</strong> +1; <strong>Grp</strong> +2</p><p> <strong>Atk Options</strong> Improved Grab, Smite Good 1/day (2 hp)</p><p> -----------------------------------------------------------------</p><p> <strong>Abilities</strong> Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3</p><p> <strong>SQ</strong> ink cloud</p><p> <strong>Feats</strong> Weapon Finesse</p><p> <strong>Skills</strong> Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9</p><p></p><p> <strong>Fiendish Snake, Small</strong></p><p> CE Small animal</p><p> <strong>Init</strong> +7; <strong>Senses</strong> darkvision 60 ft.; Listen +7, Spot +7</p><p> -----------------------------------------------------------------</p><p> <strong>AC</strong> 17, touch 14, flat-footed 14</p><p> <strong>hp</strong> 4 (1 HD)</p><p> <strong>Resist</strong> cold 5, fire 5; <strong>SR</strong> 6</p><p> <strong>Fort</strong> +2, <strong>Ref</strong> +5, <strong>Will</strong> +1</p><p> -----------------------------------------------------------------</p><p> <strong>Speed</strong> 20 ft. (4 squares), climb 20 ft., swim 20 ft.</p><p> <strong>Melee</strong> bite +4 (1d2-1 plus poison)</p><p> <strong>Base Atk</strong> +0; <strong>Grp</strong> -6</p><p> <strong>Atk Options</strong> Smite Good 1/day (1 hp)</p><p> -----------------------------------------------------------------</p><p> <strong>Abilities</strong> Str 6, Dex 17, Con 11, Int 3, Wis 12, Cha 2</p><p> <strong>Feats</strong> Improved Initiative, Weapon Finesse (B)</p><p> <strong>Skills</strong> Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6</p><p> -----------------------------------------------------------------</p><p> <strong>Poison (Ex)</strong> 1d6 Con, Fort DC 10</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="stonegod, post: 3831065, member: 36973"] [b]Teaser[/b] [color=olive][b]"Mad" Col Tobinson (CR 2)[/b][/color] (1300 XP) Male human [url=http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3]archivist[/url] 2 CN Medium humanoid [b]Init[/b] +0; [b]Senses[/b] Listen +1, Spot +1 [b]Languages[/b] Abyssal, Celestial, Common, Draconic, Infernal ----------------------------------------------------------------- [b]AC[/b] 14, touch 10, flat-footed 14; +4 armor [b]hp[/b] 9 (2 HD) [b]Fort[/b] +3, [b]Ref[/b] +0, [b]Will[/b] +5 ----------------------------------------------------------------- [b]Spd[/b] 20 ft. (30 ft. base) [b]Melee[/b] longspear +1 (1d8/x3) or [b]Melee[/b] sickle +1 (1d6) or [b]Melee[/b] cold iron dagger +1 (1d4/19-20) or [b]Ranged[/b] light crossbow +1 (1d8/19-20) [b]Base Atk[/b] +1; [b]Grp[/b] +1 [b]Special Attacks[/b] dark knowledge (tactics) 3/d [b]Combat Possessions[/b] 2 [i]elixirs of swimming[/i], [i]wand of cure light wounds[/i] (36), 2 [i]scrolls of cure light wounds[/i], [i]earth elemental gem[/i] ([i]wand of lesser vigor[/i] pending) [b]Archivist Spells (CL 1)[/b] - 1st: [i][s]bless[/s], protection from evil, [s]summon monster I[/s][/i], [i]summon monster I[/i] - 0: [i]detect magic, light, read magic[/i], unprepared ----------------------------------------------------------------- [b]Abilities[/b] Str 10, Dex 10, Con 10, Int 18, Wis 15, Cha 9 [b]SQ[/b] absent minded, dark knowledge (tactics) 3/day, lore mastery, middle aged [b]Feats[/b] Academy Graduate, Master of Knowledge, Scribe Scroll (B) [b]Skills[/b] Concentration +5, Decipher Script +11, Knowledge (arcana) +11, Knowledge (architecture and engineering) +7, Knowledge (dungeoneering) +10, Knowledge (geography) +7, Knowledge (history) +8, Knowledge (local) +7, Knowledge (nature) +10, Knowledge (nobility and royalty) +8, Knowledge (religion) +10, Knowledge (the planes) +13, Listen +1, Search +4, Sense Motive +2, Spellcraft +11 (+13 to decipher scrolls), Spot +1, Swim -6, Survival +2 (+4 planar), Use Magic Device +4 (+8 w/ scrolls) [b]Possessions[/b] combat possessions and longspear, sickle, cold iron dagger, light crossbow with 30 bolts, chain shirt, backpack, bag of augury bones, 2 belt pouches, 10 pcs. chalk, collection of wooden holy and unholy symbols, ink, inkpen, 10 sheets parchment, prayerbook (20 pages used), scrollcase, spell component pouch, rumpled traveler's outfit, 2 sunrods, waterskin; 94 gp 3 sp, 3 cp. 267.5 lbs. [b]Prayerbook[/b] 0: all SRD cleric; 1st: [i]bless, comprehend languages, divine favor, doom, magic weapon, omen of peril, protection from evil, shield of faith, summon monster I[/i]. [b]Afilliations[/b] The Seekers +0.5 ----------------------------------------------------------------- [b]Absent Minded[/b] Col's monomania with his studies gives him a +1 bonus on knowledge skills but a -1 penality on Spot and Listen checks. [b]Dark Knowledge (Ex)[/b] Three times per day, Col can draw upon his expansive knowledge of monsters, granting allies benefits against the creatures they face. Doing so counts as a move action. The secrets of dark knowledge can only be applied to aberrations, elementals, magical beasts, outsiders, or undead. To use the ability requires a Knowledge check vs. DC 15; it applies to one or more targets within 60 ft. He has the following abilities: -- [i]Tactics[/i] With a successful check, allies gain a +1 bonus on attack roles. By every +10 he makes the check, the bonus increases by +1. [b]Lore Mastery[/b] Col has a +2 bonus on Decipher Script and Knowledge (the planes) checks. [b]Middle Aged (Ex)[/b] Col is middle aged, gaining a -1 penalty on physical attributes and a +1 bonus on mental attributes. [sblock=Advancement][b]L1->Archivist 1[/b] HP 6 (1d6+0) SP: 36 (4x4+1x4+4x4) Concentration +4, Decipher Script +4, Knowledge (arcana) +4, Knowledge (architecture and engineering) +1, Knowledge (dungeoneering) +3, Knowledge (geography) +1, Knowledge (local) +1, Knowledge (nature) +3, Knowledge (religion) +3, Knowledge (the planes) +4, Spellcraft +4, Use Magic Device +4 Abilities: Str 11 (3pts) - 1 age, Dex 11 (3pts) - 1 age, Con 11 (3pts) - 1 age, Int 17 (13pts) +1 age, Wis 14 (10pts) + 1 age, Cha 8 (0pts) + 1 age Feats: Academy Graduate (STAP Player's Guide: Knowledge (arcane), Knowledge (dungeoneering), and Use Magic Device class kills, +2 bonus on Knowledge (history) and Knowledge (nobility), those skills can be used untrained), Master of Knowledge (HoH 123: +1 to knowledge checks) Spells: [i]omen of peril[/i] (CD 171, SC 149: get indication of safety of next hour) Other: dark knowledge (tactics) 3/d [b]L2->Archivist 2[/b] HP 3 (1d6+0) SP: 9 (4+1+4) Concentration +1, Decipher Script +1, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (nature) +1, Knowledge (religion) +1, Knowledge (the planes) +1, Spellcraft +1, Use Magic Device +1 Spells: doom, magic weapon Other: Lore Mastery (+2 in Decipher Script and KN: Planes[/sblock][sblock=Future Advancement] L3: Archivist 3 (dark knowledge 4/d). Feat: Spell Penetration L4: Archivist 4 (still mind). +1 Wis L5: Archivist 5 (dark knowledge: puissance) L6: Archivist 6 (dark knowledge 5/d). Feat: Spell Focus (conjuration) L7: Archivist 7 (lore mastery) L8: Thaumaturgist 1 (improved ally). +1 Int L9: Thaumaturgist 2 (Augmented Summoning). Feat: Imbued Summoning L10: Thaumaturgist 3 (extended summoning) L11: Archivist 8 (dark knowledge: foe) L12: Thaumaturgist 4 (contingent summoning). +1 Int. Feat: Greater Spell Penetration L13: Thaumaturgist 5 (planar cohort) L14: Archivist 9 (dark knowledge 6/d) L15: Archivist 10 (bonus feat: Skill Focus (Knowledge (the planes))). Feat: Elder Giant Magic L16: Archivist 11 (dark knowledge: dread secret). +1 Int L17: Archivist 12 (dark knowledge 7/d) L18: Archivist 13 (lore mastery). Feat: ? L19: Archivist 14 (dark knowledge: foreknowledge) L20: Archivist 15 (dark knowledge 8/d). +1 Int.[/sblock][sblock=Tracking]There is No Honor:[list][*][u]XP[/u] [list][*]375 XP: [i]Blue Nixie[/i] Thugs and Giant Bug [*]200 XP: Vanderboen vault [*]725 XP: Parrot Island[/list] [*][u]Gold[/u] [list][*]+11 gp, 5 sp: Start [*]+68 gp, 7 sp, 3 cp : Loot from the [i]Blue Nixie[/i] [*]-50 gp: 2 [i]scrolls of cure light wounds[/i] [*]-10 gp: Id [i]elixirs of swimming[/i] [*]+200 gp: Payment from Lavinia [*]-125 gp: Col's share of the [i]wand of cure light wounds[/i] [*]-1 gp, 3 sp: Money for the grifter Shefton[/list] [*][u]Possessions[/u] [list][*]+Light crossbow and 30 bolts: [i]Blue Nixie[/i] [*]+2 [i]elixirs of swimming[/i]: Soller Vark [*]+2 [i]scrolls of cure light wounds[/i]: Purchased [*]+[i]wand of cure light wounds[/i]: Purchased[/list][/list][/sblock][b]Background[/b] Col was born to a well-off family in Sasserine, an only child. There were tales that his folks may have been scions of the scions of minor nobles going all the way back to Sasserine's founding, but all that was really known is that they had a very small but well kept manor in the Noble District and no particular occupation to speak of. The boy Col, however, was always drawn to the sea. He grew up near, on, and under the water. His youth was not remarkable for one of his middling station. His folks, according to their wealth, paid for him to go to the House of the Dragon. He was a sharp boy, but only passively participated in his studies, only really paying attention to the classes on geography and sailing, though some of the arcane lore classes he snuck into held his fancy. He dropped out when he could finally have gainful employment on the Blue Mistress. Col was a navigator in and around the waters of Sasserine for almost five decades. His services were used by wealthy captains both legitimate and questionable. Col was well regarded both for his skill and for his discretion. Col also had a keen mind for remembering forgotten grottos, dangerous reefs, and the frightening tales that sailors tell each other. These germs of tales would germinate into the obsession that now grips him. Col never exactly became rich, but, with his families wealth---which he inherited after their death while he was at sea---money was not his concern. He was not as rich as some of his merchant captains or the others that lived in the Noble District, but he was better off than many. He met many on his travels, such as the tribesman Chongo and the up-coming sailor Anar, and developed a good reputation. All that changed after the trip on the Midnight Fury. No one knows what happened on the Midnight Fury. The captain did not post his course with the harbormaster, and only Col survived the journey---and he is not talking. All anyone knows is that was the day Col became Mad Col, the day everything changed. Col left the sea, burning several bridges as he did so. He burnt through the money he inherited trying to learn the things he needed so desperately to learn. He started with the books only accessible to the wealthy; he even re-enrolled at the House of the Dragon, one of the oldest graduates ever. When they would not have him anymore, he found lore wherever he could, making bargains with disreputable sorts in town. Col would hunt down any speaker of tales or odd sort, such as the mysterious elven traveller Kalen or the odd tribesman Keoni. He as spent almost every coin on seeking occult knowledge, and now lives almost in a destitute existence. The old manor is in tatters, and his neighbors in the District give him a cold eye whenever he passes. No one will hire him for his sailing skills anymore, though a few secretly seek him out on bits of arcane knowledge about the area they will sail through---just enough to sustain his existence. [b]Journal[/b][sblock=Waterday, Goodmonth 12th, 596 CY]Odd day, t'day. Started on [i]The Legends of Black Furyondy[/i] that I gots from the Inner Labryinth on Moonday. Been at it for gods know how long now. There are definitly signs of the green worm moving south towards the Mistmarsh, but that is far, far from here. Almost found the proof I be lookin for of of the Dark Mountain Walker in the mountains to the south when there was a knockin at the door. I ws a grumpy, so I dinna even open it up, just called through. Some bit halfling named Kora prattling about some Lady VWhatever wanten ta see me. Told the bint to leave her note at the door and I'd get to it later. Took her a bit, but she finally let up, leavin me to peace. Wasn't till several hours later, when I lost whatever I had though to find in [i]Black Furyondy[/i] and decided to see if Crystal Whisper had that Koran Horn I'd ordered when noticed the parcel that witch had left a me. Here's the original, neat hand writtin and all:That got me head ascratchin fer sure. Half remembered some Lady V or somesuch, but couldn't place the name exactly. Donna know what she want, but she be laying the table, so who am I to turn that down. Oh, and the Whisper still doesn't have the Horn, curses![/sblock][sblock=Sunday, Goodmonth 16th, 596 CY]That Vaderboren bint sure do have her claws everywhere. The dinner on Freeday was good an all, but she had many odd blokes from cross this carsed town there: Kalen, the hoot'n enchanter, Chongo, that friendly savage, Keoni, the beholden to the Dracolexi, Anar, a scallywag tongue-waggler and skuldugger, and some odd boy Damash I'm sure had some'n to do with Ishtishia. Anyhow, she do have problems with some dockmen, and asked us to be gett'n her boat. A trifling matter, but worth con. Trifling, until we do find them thugs not too happy w' us and they do be smuggl'n exotics and vile vermin! Said varmint almost kilt us all, but a luck stab by Anar do put it down. Now that crazy lady do want us to 'elp her w'gett'n her booty from her family's vault. Odd work, to be sure, but she's gonna pay. Got more research on the Three Hexes that needs pay'n.[/sblock][b]Appearance and Personality[/b] Mad Col is a man in his middle age (about 40) who looks like he has not been taking care of himself. His salt-and-pepper hair is in tangles, and his beard would make a dwarf cry. His hands and face show the signs of a life at sea with permanent creases and a deeply burnt tan. Col has piercing hazel eyes, and strangely enough, all of his teeth (apparently, he likes his citrus). He has obviously slept in his clothes a few times. When expecting trouble, he wears an ill-kept chain shirt under his disheveled clothes and carries a tall spear in hand and a wicked sickle at his hip. He is 5' 11" and 180 lbs. [url=http://stonegod.org/creations/images/col.png][img]http://stonegod.org/creations/images/col_sm.png[/img][/url] Col is obsessed with forbidden lore almost to the point of monomania. He sees dark signs everywhere, and always has a comment on the strangeness of the world, peppering his speech with such observations. He is quite erudite in his knowledge, even if he expresses it in a course, semi-educated manner. The one thing he absolutely will not talk about is what happened on the Midnight Fury, and asking him about it is a quick way to boil his anger. [b]Thoughts on the other PCs[/b] - [i]Keoni[/i]: Col discovered the tribesman soon after he came off the boat. He has pestered the young man about his strange tales of dragons using drink and food to purchase this information. Col is not sure how the green native think of him, but is not particularly concerned about it. - [i]Damash[/i]: Col spends some time at the docks and has heard the stories of the "Man who swims like a fish." He has some questions about him, but without any evidence, he has not approached the dockworker. - [i]Chongo[/i]: The jungle man Chongo has been in Sasserine for a while, and had been on the same vessel as Col more than once before the accident. After the accident, Col probed the jungle man for any information he could. They occasionally meet for drinks, and Col seems to like the man. - [i]Anar[/i]: Col and Anar had served upon the Velvet Lass before the Midnight Fury incident. Their acquaintance, however, is only a passing one. - [i]Nicolai[/i]: The ex-pirate and Col never served upon the same vessels. It is a possibility they may have crossed paths in Shadowshore. - [i]Kalen[/i]: Mad Col sought out such an obvious oddity in the search of his occult lore. Col listens aptly to any and all of Kalen's tales, though he trusts little of them, listening instead of the rare true nugget underneath the tales. - [i]Bael[/i]: Col and Bael were both studying at the House of the Dragon at the same time (Col's second time around), though it is much more likely the former remembers the latter than the other way around. [b]Role[/b] Col is a seeker of knowledge, and brings this knowledge to bear in his travels. He has backup divine might from his occult studies, and knows the weakness of many maddening foes. In combat, he uses this arts to directly punish his enemies, or fights from the background with his longspear. [b]Tactics[/b] Col will stay in the background, using his longspear primarily. When he casts, he prefers summoning foul creatures to his aid (he sees it as only appropriate) and direct damage spells against more normal foes; he will buff the party to protect them from extra-planar or unusual foes as needed. He is not a healer, and does not know any of their arts. [sblock=Common Summons][i]Summon Monster I[/i] [b]Celestial Dog[/b] LG Small animal [b]Init[/b] +3; [b]Senses[/b] darkvision 60 ft.; Listen +5, Spot +5 ----------------------------------------------------------------- [b]AC[/b] 15, touch 14, flat-footed 12 [b]hp[/b] 6 (1 HD) [b]Resist[/b] acid 5, cold 5, electricity 5; [b]SR 6[/b] [b]Fort[/b] +4, [b]Ref[/b] +5, [b]Will[/b] +1 ----------------------------------------------------------------- [b]Speed[/b] 40 ft. (8 squares) [b]Melee[/b] bite +2 (1d4+1) [b]Base Atk[/b] +0; [b]Grp[/b] -3 [b]Atk[/b] Options Smite Evil 1/day (1 hp) ----------------------------------------------------------------- [b]Abilities[/b] Str 13, Dex 17, Con 15, Int 3, Wis 12, Cha 6 [b]Feats[/b] Alertness, Track (B) [b]Skills[/b] Jump +7, Listen +5, Spot +5, Survival +1 (+5 to track by scent) [b]Celestial Porpoise[/b] NG Medium animal [b]Init[/b] +3; [b]Senses[/b] blindsight 120 ft., darkvision 60', low-light vision; Listen +8, Spot +7 ----------------------------------------------------------------- [b]AC[/b] 15, touch 13 flat-footed 12 [b]hp[/b] 11 (2d8+2 HD) [b]Resist[/b] acid 5, cold 5, electricity 5; [b]SR 7[/b] [b]Fort[/b] +4, [b]Ref[/b] +6, [b]Will[/b] +1 ----------------------------------------------------------------- [b]Speed[/b] 80 ft. (16 squares) [b]Melee[/b] bite +4 (2d4) [b]Base Atk[/b] +1; [b]Grp[/b] +1 [b]Atk[/b] Options Smite Evil 1/day (2 hp) ----------------------------------------------------------------- [b]Abilities[/b] Str 11, Dex 17, Con 13, Int 3, Wis 12, Cha 6 [b]SQ[/b] hold breath, [b]Feats[/b] Weapon Finesse [b]Skills[/b] Jump +7, Listen +5, Spot +5, Survival +1 (+5 to track by scent) [b]Fiendish Monstrous Scorpion, Small[/b] NE Small animal [b]Init[/b] +0; [b]Senses[/b] darkvision 60 ft., tremorsense 60'; Listen +0, Spot +4 ----------------------------------------------------------------- [b]AC[/b] 14, touch 11, flat-footed 14 [b]hp[/b] 6 (1 HD) [b]Resist[/b] cold 5, fire 5; [b]SR[/b] 6 [b]Fort[/b] +4, [b]Ref[/b] +0, [b]Will[/b] +0 ----------------------------------------------------------------- [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] claws +1 (1d3-1) or [b]Melee[/b] 2 claws +1 (1d3-1) and string -4 (1d3-1 plus poison) [b]Base Atk[/b] +0; [b]Grp[/b] -4 [b]Atk Options[/b] constrict 1d3-1, improved grab, Smite Good 1/day (1 hp) ----------------------------------------------------------------- [b]Abilities[/b] Str 9, Dex 10, Con 14, Int 3, Wis 10, Cha 2 [b]Feats[/b] Weapon Finesse (B) [b]Skills[/b] Climb +3, Hide +8, Listen +0, Spot +4 ----------------------------------------------------------------- [b]Poison (Ex)[/b] 1d2 Con, Fort DC 12 [b]Fiendish Octopus[/b] CE Small animal (Aquatic) [b]Init[/b] +3; [b]Senses[/b] darkvision 60 ft., low-light vision; Listen +2, Spot +5 ----------------------------------------------------------------- [b]AC[/b] 16, touch 14, flat-footed 13 [b]hp[/b] 9 (2 HD) [b]Resist[/b] cold 5, fire 5; [b]SR[/b] 7 [b]Fort[/b] +3, [b]Ref[/b] +6, [b]Will[/b] +1 ----------------------------------------------------------------- [b]Speed[/b] 20 ft. (4 squares), swim 30 ft.; jet [b]Melee[/b] arms +5 (0) or [b]Melee[/b] arms +5 (0) and bite +0 melee (1d3) [b]Base Atk[/b] +1; [b]Grp[/b] +2 [b]Atk Options[/b] Improved Grab, Smite Good 1/day (2 hp) ----------------------------------------------------------------- [b]Abilities[/b] Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3 [b]SQ[/b] ink cloud [b]Feats[/b] Weapon Finesse [b]Skills[/b] Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9 [b]Fiendish Snake, Small[/b] CE Small animal [b]Init[/b] +7; [b]Senses[/b] darkvision 60 ft.; Listen +7, Spot +7 ----------------------------------------------------------------- [b]AC[/b] 17, touch 14, flat-footed 14 [b]hp[/b] 4 (1 HD) [b]Resist[/b] cold 5, fire 5; [b]SR[/b] 6 [b]Fort[/b] +2, [b]Ref[/b] +5, [b]Will[/b] +1 ----------------------------------------------------------------- [b]Speed[/b] 20 ft. (4 squares), climb 20 ft., swim 20 ft. [b]Melee[/b] bite +4 (1d2-1 plus poison) [b]Base Atk[/b] +0; [b]Grp[/b] -6 [b]Atk Options[/b] Smite Good 1/day (1 hp) ----------------------------------------------------------------- [b]Abilities[/b] Str 6, Dex 17, Con 11, Int 3, Wis 12, Cha 2 [b]Feats[/b] Improved Initiative, Weapon Finesse (B) [b]Skills[/b] Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6 ----------------------------------------------------------------- [b]Poison (Ex)[/b] 1d6 Con, Fort DC 10 [/sblock] [/QUOTE]
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